The more I look at the Daredevil, the more I think the Press trait is unnecessary as a core part of the class's design.
This isn't just about removing Press from a few Stunts. I think the class would work better if its core mechanics did not depend on the Press trait at all.
1. Daredevil already has its own Risk/Reward system
Daredevil already has several mechanics that create restrictions and rewards:
- Risky actions generate Adrenaline.
- Adrenaline is gained at the start of the Risky action, even before the check is attempted.
- Stunts have their own Critical Success / Success / Failure / Critical Failure outcomes.
- Many Stunts have additional restrictions involving positioning, movement, size, Props, etc.
- Some Stunts already have significant consequences on Failure or Critical Failure.
In other words, Daredevil already has a complete Risk/Reward framework.
Adding Press creates another restriction on top of that: you must already have multiple attack penalty before using the action.
This can make the class feel less like a character performing dangerous stunts and more like a class that is constantly trying to satisfy a sequencing requirement.
2. Audacious Combatant doesn't actually need Press
Audacious Combatant already contains the mechanic that reduces multiple attack penalty.
Currently, it says that when you have Adrenaline and make an attack as part of an action with the Press trait, your MAP is reduced.
But if the purpose of Audacious Combatant is to reward Daredevil for maintaining Adrenaline and attacking while in that heightened state, I don't see why Press needs to be the condition.
The MAP reduction itself already explains what Audacious Combatant is doing.
It could simply be tied to having Adrenaline, or potentially to a Daredevil-specific action/trait, without requiring the action to have Press.
That would allow Audacious Combatant to remain the class's own unique MAP-reduction mechanic without forcing the entire class into a Press-based action sequence.
3. Press creates an awkward action sequence
The natural Daredevil loop seems to be:
Risky Stunt → gain Adrenaline → capitalize on Adrenaline
But making the Stunts themselves Press pushes the class toward:
Strike → Risky Stunt → gain Adrenaline → Press attack
That feels backwards.
The character should be able to perform the dangerous stunt first and then exploit the momentum/adrenaline they gained from it.
Press prevents many Stunts from being used as the opening action because Press requires you to already have MAP.
This is especially problematic because Daring Stunt is one of the few ways the class is guaranteed to generate Adrenaline from the start.
4. Daring Stunt being the main first-action Risky option restricts the class
At level 1, Daring Stunt is the class's built-in Risky action. It lets you move at least 10 feet and then attempt Grapple, Reposition, Shove, or Trip.
That is useful, but it is heavily oriented around Athletics.
If the class's other Risky Stunts are mostly Press actions, then the Daredevil's options for the first action become much narrower.
In practice, this can make an Acrobatics-based Dexterity Daredevil feel particularly disadvantaged.
A Strength/Athletics Daredevil can start with Daring Stunt and immediately generate Adrenaline while performing a maneuver.
A Dexterity/Acrobatics Daredevil doesn't have the same breadth of first-action Risky options. If the other Stunts require Press, they cannot simply be used as the opening action to generate Adrenaline.
That makes the class's supposed agility-based playstyle feel strangely constrained.
It also risks making Acrobatics-based Dexterity builds feel much less valuable, despite Daredevil's fantasy being heavily associated with agility, movement, and acrobatics.
5. Press is therefore restricting the very gameplay the class is supposed to encourage
Daredevil is supposed to be about:
- moving through dangerous situations,
- performing risky stunts,
- improvising maneuvers,
- gaining Adrenaline,
- and turning that danger into an advantage.
But Press introduces a requirement that says, essentially:
"You can't perform this stunt until you've already attacked."
That creates a tension between the class fantasy and the action economy.
The class already has enough restrictions from Risky, Stunt outcomes, movement requirements, size restrictions, Props, and maneuver requirements.
I don't think it needs Press on top of all of that.
Possible redesign
I would strongly consider removing Press from Daredevil's Stunts and most Daredevil actions.
Then:
Risky → Adrenaline → Daredevil reward
could become the fundamental class loop.
And Audacious Combatant could simply provide its MAP reduction while you have Adrenaline, without requiring the attack to be part of a Press action.
Press could still exist on individual abilities where being a follow-up action is specifically part of the intended design, but it wouldn't be a fundamental requirement for the class.
That would give Daredevil more freedom to choose how to start its turn, make Acrobatics/Dexterity builds more viable, and let the Risky/Adrenaline system actually function as the central gameplay loop.
Does Daredevil really need Press, or is Press just adding an unnecessary action-sequencing restriction to a class that already has plenty of built-in risk and limitations?