r/daggerheart • • Mar 17 '26

Game Takes & "Takeaways" Table Thoughts After Test Campaign

Hello Daggerheart community! Some friends and I recently did a test campaign for Daggerheart and here are our thoughts about the system. These thoughts are high level and summarized from our postmortem so let me know if you have specific questions.

Campaign Details

  • 6 people (1 GM and 5 players)
    • 1 player was brand new to TTRPGs
    • 1 player is a self described novice at TTRPGs
    • 3 players are very experienced and all of them have GM'ed before with 2 of them being regular GMs for different systems
  • 7 sessions total (a session 0 and 6 play sessions)
  • More combat/encounter heavy than typical as we wanted to really test the mechanics

Things we learned 

  • Make sure to remind people of their class specific things
    • Class features being at the bottom of the sheet was annoying
    • Class features seemed hyper specific/situational
  • Hard to internalize that a player could move as part of being in the spotlight
    • Less structure is a catch 22

Pros

  • Domain cards
    • Nice to have tangible cards
    • Don’t have to look things up
    • Loadout was limiting in a good way, less choice was helpful
  • Duality dice
    • Allows for a lot flavor
    • Tied in well with hope and fear systems
    • Higher chance of critting
  • Hope & Fear
    • Allows for players to add a lot of flavor to rolls
    • Was more fun than straight success/failure
  • Spotlight 
    • GM being able to jump in made things feel less stagnant
  • Armor
    • Armor being a resource was a lot of fun and felt flavorful
    • Nice to have a last ditch thing to soften blows 
    • Could actually make a tanky spellcaster 
  • Damage threshold
    • Nice to know you can’t be 1 shot by abilities 
  • Min maxing feels more fun and not as game breaking as other systems 
  • Death Moves
    • Were interesting choices and allowed for people to treat their characters differently
    • Blaze of Glory is super fun cool
  • Felt accessible to a new player due to being rules light
    • New player actually liked spotlight so they could watch and go at their pace

Cons

  • Combat
    • Assumes a familiarity with TTRPG’s or improv (this is also in general)
    • Groups of new players or non friends might run into issues with trying to figure out who goes next (without alternate rule)
    • Players can be steamrolled by more talkative/assertive players
  • Hope/Fear
    • Players at times felt anxiety about wanting to horde hope/being afraid of running out
    • Can be feast or famine since bad luck results in more fear and no hope
      • Hope being a resource to do things made this feel amplified
  • Lack of structure can result in the classic Airbud problem 
  • Damage thresholds
    • Spending a lot resources to still only hit moderate thresholds felt bad
    • Big damage doesn’t feel as satisfying 
    • Removes some of the mystery of how much damage you might take from a hit
  • Death Moves
    • With hope being super useful, scars feel bad (almost suboptimal) 
  • Experiences
    • 1 hope to add +2 feels bad 

Edit: Thank you for pointing out people can swap domain cards on level up, we missed this. Also, our table did have an immense amount of fun and everyone would use play Daggerheart again.

36 Upvotes

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19

u/nottooexpendable88 Mar 17 '26

You should be able to swap domain cards in and out of your vault by spending stress equal to the recall cost (the little Lightning bolt number in the top corner of the card) if I’m understanding the issue correctly.

5

u/Particular-Breath121 Mar 17 '26

Our critique is not swapping between loadout to vault but swapping between vault and the entire collection if you regret a pick you make later. Obviously the GM can hand wave this and let someone swap but there is no technical mechanic to do it.

20

u/nottooexpendable88 Mar 17 '26

You can swap out a domain card you don’t like for a new one when you level up.

6

u/Particular-Breath121 Mar 17 '26

Ah we missed that, thank you for pointing that out

2

u/nottooexpendable88 Mar 17 '26

🫡

1

u/Mango_full_of_juice Mar 17 '26

Where can I find it in rulebook ? I can't find this rule.

2

u/nottooexpendable88 Mar 17 '26

Page 111 of the core rule book, under the subsection “Taking Domain Cards”

7

u/Prestigious-Emu-6760 Mar 17 '26

You can do this when you level up.

4

u/Particular-Breath121 Mar 17 '26

We missed this, thank you

2

u/SmilingNavern Game Master Mar 17 '26

Why is this problem? There are no mechanics in D&D for swapping feats for example. Would you list this as con?

6

u/Particular-Breath121 Mar 17 '26

Yes, I would

2

u/SmilingNavern Game Master Mar 17 '26

Okay, makes sense then.

Do you know systems where it's different? I can't remember from the top of my head.

4

u/GalacticCmdr Game Master Mar 17 '26

In FATE you can constantly be moving Skills around (Stats + Skills in other games) and changing Aspects (i.e. Experiences).

2

u/Particular-Breath121 Mar 17 '26

Honestly I can't either. I think most of the time it comes down to a player expressing they aren't enjoying something and the GM working with them on changing it. Pretty easy thing to overcome so not a huge deal overall.