Daggerheart
May. 21st, 2025 07:35 pmI went by My Local Gameshop this afternoon, not really expecting to find anything, so, of course, I did. There, sitting on the shelf, was a box set for Daggerheart, the new RPG from the folks at Critical Role. I was curious about it, so I picked it up. It cost me $63 for the box which included the core rule book and the cards.
I just finished reading through it, skimming some parts, and it's a pretty decent book. It definitely has Matthew Mercer's voice throughout, which can be good or bad. Your personal milage may very.
I'll be honest, I'm probably never going to play this game. It comes with cards, which are convenient for some people but distracting to me personally. They encourage the use of tokens. The Hope/Fear dice mechanic is a bit of a twist and, honestly, just another thing that I don't really want to have to keep track of.
The race descriptions (Dwarf, Elf, etc) are concise and to the point, and they include some nice sketches with additional info. They are, conceptually, heavily influenced by the last few seasons of Critical Role.
The class choices and descriptions are equally as concise. Honestly, though? I found the classes to be kind of flat. Most are just reskins of already existing D&D classes. Each class gets a number of Hit Poiints, an Evasian number(which functions like Armor Class), a unique Class ability and then you choose from two subclasses for additional benefits.
Backgrounds, I think, are where they get a bit weak. Backgrounds are meant to reflect a PC's upbringing, and the writers are a bit schizo with their choices. They go from purely geographic locals (Ridgeborne = Mountain Dwellers) to social status (Highborne = Rich/Nobles).
The game has cards and tokens, which I've never cared for in a TTRPG. Just another thing to track. Also, there's this Domain thing tied to Classes affecting things like abilities, spells, etc. you can choose.
It's all just a bit fiddly to me, with way too many moving parts. Give me simple and straightforward.
So, I'll probably take it out to the Store soon and resell it.
I just finished reading through it, skimming some parts, and it's a pretty decent book. It definitely has Matthew Mercer's voice throughout, which can be good or bad. Your personal milage may very.
I'll be honest, I'm probably never going to play this game. It comes with cards, which are convenient for some people but distracting to me personally. They encourage the use of tokens. The Hope/Fear dice mechanic is a bit of a twist and, honestly, just another thing that I don't really want to have to keep track of.
The race descriptions (Dwarf, Elf, etc) are concise and to the point, and they include some nice sketches with additional info. They are, conceptually, heavily influenced by the last few seasons of Critical Role.
The class choices and descriptions are equally as concise. Honestly, though? I found the classes to be kind of flat. Most are just reskins of already existing D&D classes. Each class gets a number of Hit Poiints, an Evasian number(which functions like Armor Class), a unique Class ability and then you choose from two subclasses for additional benefits.
Backgrounds, I think, are where they get a bit weak. Backgrounds are meant to reflect a PC's upbringing, and the writers are a bit schizo with their choices. They go from purely geographic locals (Ridgeborne = Mountain Dwellers) to social status (Highborne = Rich/Nobles).
The game has cards and tokens, which I've never cared for in a TTRPG. Just another thing to track. Also, there's this Domain thing tied to Classes affecting things like abilities, spells, etc. you can choose.
It's all just a bit fiddly to me, with way too many moving parts. Give me simple and straightforward.
So, I'll probably take it out to the Store soon and resell it.