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| - | This is for my thoughts on [[https:// | + | # Daggerheart |
| - | ====== The Good ====== | + | This page collects my thoughts and critiques of [Daggerheart](https:// |
| + | **Note**: These impressions are based on the available documentation and what I have watched of Critical Role's Age of Umbra live play—I have not yet played the game myself. | ||
| - | ===== Heritage ===== | + | ## The Good |
| - | I think that Ancestry is nicely done. Each Ancestry gets two features - this is simple and easy to manage. | + | |
| - | Similarly, each Community having one feature is a good idea. | + | ### Heritage (Ancestries & Communities) |
| - | ===== Duality Dice ===== | + | - The **Ancestry** system is elegant: each ancestry grants **two features**, making it simple and manageable. |
| + | - **Communities** each provide **one feature**, which adds thematic depth without overcomplication. | ||
| - | ====== The Bad ====== | + | This strikes a great balance between character variety and ease of use. |
| - | ===== Duality Dice ===== | + | ### Experiences |
| - | ===== Classes ===== | + | Conceptually, Experiences are a **strong idea**. They offer players |
| - | First, the simple existence of classes causes the problems I have previously talked about, where it just isn't possible | + | |
| - | Secondly, some of the class names are not as immediately recognizable as they should | + | **Concerns**: |
| + | - May be **underutilized** or **misunderstood** by new players. | ||
| + | - Some players | ||
| - | ===== Heritage ===== | + | Still, it’s |
| - | One downside of Ancestries is that the default list includes species that are a bit too fantastical. | + | |
| - | I do think that adding a Background with a feature and maybe other things is something I would add back in. | + | ### Domains |
| - | ===== Traits ===== | + | The Domain system |
| - | Renaming Wisdom to Instinct, Charisma to Presence, and Intelligence to Knowledge seems like a fool's errand to me. Also, splitting Dexterity into Finesse and Agility while shoving Constitution into Strength also seems to be a bad decision. In particular, trying to determine whether something | + | |
| - | I think they would have done better | + | - Could have **replaced classes entirely**, allowing players |
| + | - Would have made **multiclassing** intuitive—just add another Domain at level-up. | ||
| + | |||
| + | This modularity supports creativity and could solve many issues inherent in rigid class-based systems. | ||
| + | |||
| + | ### Duality Dice (Hope & Fear) | ||
| + | |||
| + | The **Hope and Fear** system is compelling: | ||
| + | |||
| + | - Offers meaningful **risk/ | ||
| + | - Integrates into many gameplay layers for a **cohesive thematic experience**. | ||
| + | |||
| + | **Eliminating initiative** and using a **freeform turn structure** promotes narrative flow. However: | ||
| + | |||
| + | - Can be **challenging for shy or inexperienced players**. | ||
| + | - Risk of **spotlight hogging** by more extroverted players. | ||
| + | |||
| + | The mechanic is bold and innovative—but will require good table etiquette and GM awareness to work well. | ||
| + | |||
| + | ## The Bad | ||
| + | |||
| + | ### Classes | ||
| + | |||
| + | The presence of classes introduces known limitations: | ||
| + | |||
| + | 1. You **can’t predefine every archetype** that players want. | ||
| + | 2. Class **names and expectations** can be unclear. | ||
| + | For instance: | ||
| + | - " | ||
| + | - " | ||
| + | |||
| + | Attempting to label every possible character concept is a losing battle. | ||
| + | |||
| + | ### Heritage | ||
| + | |||
| + | While the Ancestry/ | ||
| + | |||
| + | What would help: | ||
| + | - A **DIY ancestry builder**, where GMs can assemble ancestry feature pairs from a curated list. | ||
| + | - Official support for custom ancestries and world-specific variants. | ||
| + | |||
| + | Also, I would prefer **bringing back Backgrounds**—each with a feature or two of their own. | ||
| + | |||
| + | ### Traits | ||
| + | |||
| + | Renaming core attributes feels unnecessary and potentially confusing: | ||
| + | |||
| + | | Daggerheart | ||
| + | |------------------|------------------| | ||
| + | | Instinct | ||
| + | | Presence | ||
| + | | Knowledge | ||
| + | | Finesse/ | ||
| + | | Strength (w/Con) | Strength + Constitution | | ||
| + | |||
| + | Issues: | ||
| + | - **Dex split** into Finesse and Agility is arbitrary and unclear. | ||
| + | - **Con folded into Strength** undermines mechanical clarity. | ||
| + | - Naming changes seem like change for change’s sake. | ||
| + | |||
| + | Using traditional **D&D stats (even just the modifiers)** would have made the system more intuitive. | ||
| + | |||
| + | ### Skills | ||
| + | |||
| + | Skills are removed. While this can simplify things, it **shifts decision-making** to open-ended player/GM negotiation. That’s not always a positive for newer players. | ||
| + | |||
| + | ### Domain Naming | ||
| + | |||
| + | The **Domain names** try too hard to sound cool, but often miss the mark. | ||
| + | |||
| + | Suggestions: | ||
| + | |||
| + | - `Sage` → `Nature` | ||
| + | - `Splendor` → `Life` or `Health` | ||
| + | - `Valor` → `Protector` | ||
| + | |||
| + | Names should **clearly reflect their mechanical and thematic focus**. | ||
| + | |||
| + | ### Mechanics & Resources | ||
| + | |||
| + | Some mechanical quirks feel off: | ||
| + | |||
| + | - **" | ||
| + | - Features like **" | ||
| + | |||
| + | Mechanics should be narratively justifiable—especially in a game that emphasizes storytelling. | ||
| + | |||
| + | ## Pronouns | ||
| + | |||
| + | This part feels forced: | ||
| + | |||
| + | > The game rules include **mandatory pronoun fields** on character sheets. | ||
| + | |||
| + | While players should absolutely be free to include their pronouns, **making it a mechanical rule** is unnecessary. It feels like **virtue signaling**, | ||
| + | |||
| + | Pronouns, like names and personality traits, should be a **player choice**, not a system mandate. | ||
| - | As far as **Skills** go, removing them might be OK, but that mostly just moves the decision as to what a character can do into a discussion between the DM and the player. | ||
| - | ===== Pronouns ===== | ||
| - | WTF? There' | ||
