As a simple frog who loves their D&D and other TTRPGs, naturally, I had to check out Daggerheart. After sitting down to study the core rulebook, it’s very clear that a combination of different TTRPGs like D&D 4th Edition, Blades in the Dark, and the Cypher System heavily influenced it. It’s refreshing to see so much influence inside one game. A significant part of being a GM and running campaigns is drawing inspiration from our favorite games and other media sources to create something new and exciting for the players. It’s even more rewarding when players can point out the influences and connect with the campaign even more. I can tell that a lot of….HEART was put into the creation of Daggerheart based on that alone.

Another thing I noticed about Daggerheart is the number of resources to keep track of. Players need to keep track of a great deal of resources, and it can be overwhelming, especially for first-time players of Daggerheart or TTRPGs in general. Players are expected to keep track of Hope, Fear, HP, Armor (Which is not only a type of equipment, but also a resource), Stress, gold, and the rest of their equipment. Additionally, some classes contain additional meta-currency that also requires tracking. Having a lot of resources to track isn't inherently a bad thing, especially if you are playing with hardcore veterans of TTRPGs. However, as I stated earlier, it can come off as overwhelming to new players, which isn’t ideal. If I were to give any sort of massive criticism about Daggerheart at this given time, it would probably be the amount of resources needed to be tracked.

Daggerheart

There are a few things that make me both interested and excited about Daggerheart, and I look forward to the day I can sit down with a group of people and run it (Scheduling issues, am I right?). First off, the heart of the system in Daggerheart, the Hope and Fear die. When rolling the dice, the value on whichever die is higher determines the outcome of the narrative. For instance, Hope results in a more beneficial narrative, even in the face of failure, whereas Fear results in a setback despite success. In addition to that, the GM only rolls with a single d20, whereas players are using the Hope and Fear die, which are d12s. Naturally, from a balancing point of view, the mechanic plays more into the player’s favor. The results of 2d12s allow players to roll very close to the average, whereas a d20 is balanced around the chance of any number being rolled equally. Now, it’s not unusual for TTRPGs to be on the side of the player, but this gives off a Players vs. GM vibe, which, depending on who you’re playing with, can be fun or annoying. With the right people, though, I think playing with this system can be a great time.

What had me excited, though, was that Daggerheart encourages players to take an active part in worldbuilding, rather than it being solely the GM's responsibility. Players can name landmarks on the map, and there are even various generated maps to choose from, along with suggestions for location names. Now, if you’re players are anything like mine, you already know some of the crazy things they will start calling these landmarks. Now, I know that every GM is different and has their preferences, but again, if you’re familiar with your players and have been playing for a long time, having players be a part of the worldbuilding is not only fun but also crucial to any game. It was always about telling a story together with your players. Daggerheart, by encouraging this, opens the door for more complex worldbuilding and narratives, which I greatly appreciate.

Overall, Daggerheart has a lot of potential and can genuinely be a good time. Is it perfect? No. From reading, it appears that there will be some balancing issues in combat. For example, instead of having an Armor Class, Evasion is the stat that determines whether you are hit by an attack. With the right setup, you’re looking at a base Evasion of 24 or higher just at the early levels. While the GM's goal should never be to kill the players, it can be frustrating or completely one-sided. Not to mention the lack of challenge. However, it is essential to remember that these rulebooks are and have always been guidelines, not rules—a baseline for understanding. Whatever imbalances exist can be remedied by the GM. I look forward to seeing how Daggerheart will evolve, with the eventual expansions and patches that are sure to follow in the upcoming years.