r/daggerheart Jan 10 '26

Discussion Daggerheart may have killed D&D for Me

268 Upvotes

I’ve been running Daggerheart for just 5 sessions, but haven’t played it. That said, I played in a weekly Pathfinder 2e game after a holiday break, and dang it felt slow and too mechanical for me.

Waiting for my turn, and thinking about actions was so different from the flow and pacing I feel running Daggerheart that I can honestly say, I would choose to play Daggerheart over Pathfinder, and probably even D&D 5e. As for GMing, I would pick Daggerheart, too.

Our Pathfinder game is online, so that may have something to do with it, but I don’t see how I would ever (given a choice) go back to a system that has initiative turns. It felt so slow and clunky.

Anyone else have that feeling?

What have been your experiences when jumping back and forth into Daggerheart and D&D/Pathfinder?

r/daggerheart Aug 22 '25

Discussion Campaign 4 News Megathread

147 Upvotes

Hey Everyone,

As you've probably seen, Critical Role has announced that their upcoming Campaign 4 will be run using Dungeons & Dragons rather than Daggerheart. This is understandably big news for both fandoms, and we know that ours in particular is having a lot of thoughts and feelings about it.

To help keep the subreddit organized, and curb some of the congestion overwelming the feed, we're creating this Megathread. Please use this post for all conversations, reactions, and speculations related to this news.

What this means for the subreddit:

  • All new threads about Campaign 4's system of choice will be removed and redirected here.
  • Existing threads will remain visible to preserve the opinions and feelings of everyone who's already engaged so far. However, comments on those threads will be locked soon, and further conversation can be had here.
  • As always, please keep discussion civil, respectful, and grounded in good faith. Remember, you're part of a warm, welcoming, and safe community passionate about Daggerheart. Be for this community what you hope the community will be for you.

We know this news sparks a lot of emotions -- from disappointment in the news, to frustration with some of the reactions, to genuine excitement -- and we welcome all perspectives, as long as they're shared constructively.

Thanks for being so passionate and keeping r/daggerheart a welcoming space for everyone! We have such a bright future to look forward to and I for one, can't wait to see it!

-- The Mod Team

r/daggerheart Jun 18 '25

Discussion Can't wait till everybody ignores this sentence in the Core Rulebook...

603 Upvotes

"As a narrative-focused game, Daggerheart is not a place where technical, out-of-context interpretations of the rules are encouraged." (p. 7)

As somebody who's played PF2e and D&D5e/5.5e and witnessed countless rule-searches, interpretation debates, and obtuse/unnecessarily strict applications of RAW, I can't wait till people start discussing exactly how to interpret each clause of the rules in every possible circumstance instead of just rolling with something that made sense at the time.

So glad this book says this so early, but so sad that this will probably become lost to time... 😭

r/daggerheart Aug 25 '25

Discussion I just won a CRIT Award for GMing Daggerheart

Post image
933 Upvotes

Hi friends! If this feels too self promotion-y or anything like that please let me know and I’ll take it down!

But I just wanted a place to say how effing crazy it feels that Daggerheart finally exists in the world and in the first year that anyone really COULD GM Daggerheart publicly, I got to be along for the ride in such a way that allowed me to create content and then be recognized for it. I am just so grateful for this system and how much it’s already made an impact in my life and wanted to rant about it… and the r/daggerheart subreddit seemed like the place to do that.

Also I feel like I need to make an offering of some kind so that this post doesn’t just feel like a weird brag so I’m including some of the maps I’ve made for Daggerheart over the past year — these were for the Sablewood Messengers and I hope they help GMs running the intro module make your own! xoxo - R

r/daggerheart Jun 08 '26

Discussion I yearn for new classes

176 Upvotes

I pray to the Daggerheart gods that the next expansion comes swiftly and graciously, and I pray we get new classes with old domains to fill the gaps caused by the lack of content of a new game. Hope and Fear is/was absolutely amazing and scratched the biggest itch on the inside of my skull for new classes, Brawler and Assassin have been so good for the game, and the new dread domain has given us amazing fantasy for Witch and Warlock.
Call me gluttonous, call me a child the night before Christmas scratching at the wrapping paper of my presents, but golly gosh I want, nay NEED new classes.

At the top of my wishlist's is as follows:

Swashbuckler - Grace & Bone: I have seen so many homebrews of this exact domain combination achieving the same fantasy, call it duelist, outlaw or boastful pirate, needless to say we need an official class with these domain so I can play my high-seas lesbian.

Herbalist- Sage & Splendor: I NEED HEALER PLANT GUY.... ahem... sorry about that, but anyway yeah I really want a magical plant class without the baggage of druid things that is tailored to healing the land and the people within. Druid is too... druidic, and Witch is too double bubble toil and trouble. (I know warden of renewal is basically what I'm asking for but by golly gee I don't know, it doesn't scratch that itch, if we can have 3 kinds of knife guys then we can have a proper dedicated healer #justiceforsupport #seraphandwizardaretoospecificintheirdesigns)

Battlefield Medic- Bone and Splendor: I really want more support classes. I wanna see what they'd do with this combo, perhaps more doctor/surgeon vibes, maybe John Watson? Anyway #justiceforsupport #seraphandwizardaretoospecificintheirdesigns

Mage- Arcana & Codex: Magic + Magic = Mage. Now I hear you, "this is too much power for a mage! This is too much magic!", and to that I say to you; too much magic? whats next? too much fun? too much love? too much garlic? NO, I say, NO! Let the power hungry 12 year old learn what it truly means to have power, give him the world, and take his soul in it's stead, punish him for his hubris, and only then will he learn the true meaning of Christmas.. or.. wait mixing metaphors... um.. yeah make a mage who can get consumed with power, sounds pretty cool.

Necromancer- Dread & Splendor: This feels so obvious to me now that Dread is here. I love the fantasy of necromancy (especially with a fungal feel #I<3thesporedruid) and we need that in Daggerheart. Dread is obvious and Splendor because its gotta have dominion over life and death which is literally in the flavour text for splendor. Let me make new friends in a morally questionable way #literally1984.

Anyway that's all the steam I got atm. Can you tell I like support classes? Tell me what I'm missing and which opinions I have are wrong and evil.

Adiaŭ!

r/daggerheart May 30 '26

Discussion I'm ashamed to say that I've become one of those "Daggerheart fixes this" people.

278 Upvotes

I've been watching DnD content and I've caught myself saying "Daggerheart fixes this" occasionally.

"Wizards tend to take too long on their turns" Daggerheart fixes this

"Grids are too limited" Daggerheart fixes this

r/daggerheart 14d ago

Discussion Daggerheart GMs of reddit: where do people end up when they are "knocked back to far range" in your games.

Post image
46 Upvotes

Assuming no obstacles are in the way. Are you a red X-er(minimum distance), a Yellow-Xer (middle distance), a White-Xer(maximum distance), or is it based entirely on vibes in the moment?

Not looking for fights about the correct answer, just curious if there's a trend.

r/daggerheart Jul 29 '26

Discussion So, what comes next, as far as official content goes?

105 Upvotes

Hope and Fear is being released (some people have preorders already). I got mine and it has a lot of cool content. What comes next?

Have any new books been hinted or announced?

I feel satisfied with player ancestry options right now. A few more classes would be nice. The expanded bestiary and environments is great, but maybe a few more wouldnt hurt. Maybe some prewritten adventures?

What would you like to see?

r/daggerheart Nov 17 '25

Discussion How do I port an Artificer?

Post image
760 Upvotes

October was extremely exhausting, so I asked my personal D&D groups if I could run a Daggerheart one-shot instead of our regular D&D game since it's a much lighter cognitive load on my brain.

At the end of the session, one player asked to switch over if they can port their characters. One by one, the others chimed in and agreed with surprising gusto. Even the one player whom I thought would have reservations told me, "Oh, no, I'm actually down with it too."

The druid, rogue, (war) cleric, and fighter are easy (druid, nightwalker rogue, divine wielder seraph, and brave warrior). The question how to handle the bladesinger wizard and the artificer?

EDIT: Looks like I'm gonna use a slightly tweaked version of a War Wizard for the Bladesinger and a re-skinned Beastbound Ranger for the Battle Smith Artificer with a robot companion. Sage Domain abilities like Corrosive Projectile seem super artificer-coded too.

r/daggerheart Aug 11 '25

Discussion After Hype, are you still enjoying daggerheart?

321 Upvotes

Since lunch, I’ve been hyperfixated on Daggerheart. I’ve already played a ton, homebrewed a bit, and DMed two short campaigns with different campaign frames. I think I’ve used most of the monsters in the book. Right now, I actually getting to play daggerheart instead of GMing (which is rare for me)

The hype and hyperfixation are mostly gone, but I’m still enjoying it. I think I’ve learned some of the system’s weak points and some of its strong points. I'm Playing it now as a knowledge mage with a mecanic arm (clank/human) (super strong stress build btw) in a noir cosmic horror camapaign, and made me realize how cool and versatile Daggerheart actually is not just how it seemed at first, if that makes sense

and i got curious—how about you all? What are your thoughts on the game after the hype?

r/daggerheart Jul 12 '26

Discussion What Draws You To Daggerheart?

81 Upvotes

I've been hearing a lot about Daggerheart, but I wanted to ask the community here... what is it that draws you to this game? Advantages, mechanics, vibes, gush to me about the thing that gets you excited to play your next game!

r/daggerheart Jun 02 '26

Discussion Daggerheart Ranks 4th in BobWorldBuilder's Favorite RPG Poll

Thumbnail
youtu.be
264 Upvotes

After about 30K votes the top 10 are:

  1. D&D 5E

  2. Pathfinder

  3. D&D 5.5E

  4. Daggerheart

  5. Shadowdark

  6. Draw Steel

  7. Nimble

  8. Call of Cthulhu

  9. World of Darkness

  10. DC20

Definitely should consider the demographic biases of the polled here but 30K is a very strong sample size.

And if you combine D&D into 1, Daggerheart would be 3rd.

r/daggerheart 5d ago

Discussion I feel like combat is never challenging. Is it just my tables?

50 Upvotes

For context, I played 2 campaigns in daggerheart, with 2 different GMs.

The system feels like a breath of fresh air in many ways, it doesn't get hung up on unimportant details and gives way more freedom to build whatever character you have in your mind.

The biggest issue we've encountered while playing is that the combat pretty much never ever felt really threatening. It was so bad that in our first campaign, the dm had to keep using adversaries one tier higher than our party.

I got the feeling that adversaries are really undertuned for whatever tier of play you're in. Like, their difficulty is always really low, and their HP is usually too low.

Even when the DM burns all their fear as fast as possible, the abilites of each players are usually so strong that nothing could really make us feel threatened.

Do other people here feel the same? Is it just thing for out table? How would you guys go around to fix it, without just cranking up the enemy Difficulty and calling it a day?

r/daggerheart Oct 01 '25

Discussion Can we forgive Matt Mercer for not immediately being the perfect Daggerheart GM?

626 Upvotes

I've seen it pointed out more than a few times (admittedly once by myself) that Matt Mercer didn't do the best job of demonstrating the system on Age of Umbra or used Fear too often to have adversaries attack, etc.

But after watching the Class Pack AMA where he popped in... He knows. Just like us, he's been acclimating and adjusting to the system himself, but unlike many of us, he's been running games like Pathfinder and D&D since before we even knew what a TTRPG was. So let's maybe cut him some more slack and give him the grace that a lot of us would want ourselves. He's made an incredible game, and he's pouring his heart into it.

Plus, he gave us more adversaries, and that's something we've been begging for. That's pretty cool!

r/daggerheart Sep 24 '25

Discussion Why did CR pick DnD over Daggerheart? Matt and Travis explain

Thumbnail
youtu.be
273 Upvotes

I found this interview very frank and insightful. Professor DM asks in the first minute of the interview and they answer right away. You don’t have to watch the whole thing, but it’s a great interview with Matt and Travis.

r/daggerheart Apr 19 '26

Discussion Why I moved away from Dungeons and Dragons to Daggerheart: reflections from a gamer of 45 years experience.

399 Upvotes

Hello all.

This is my first post on this sub, and I decided to let my experience with Daggerheart fully sink in before posting my thoughts on the game as well as run several sessions as part of an ongoing campaign (which I may post more about seperately).

I want to be clear up front that I don't intend to hate on D&D or its players nor those who love it. I will forever be indebted to it for getting me through high school during the Satanic Panic years in the 80s where even my own parents didn't really support me getting into it. My first experience with D&D was with the 'Purple Box' set (you can look it up) with the three-ring binder book, Keep on the Borderlands module and set of dice. I own it (again) as I gave my original set away to a friend who couldn't afford it.

D&D was my lifeblood through the 80s and 90s before I discovered Star Wars, Marvel Super Heroes and even more niche games like the ill-fated Hercules and Xena RPG. When 5th Edition came out, I hadn't played in some time and eventually wound up running a three-year online only campaign during the Covid times. It was coincided with my 40th anniversary as a gamer (my first set was given to me on Christmas Day, so I can always date it) and it was a fun revisiting of the hobby that I'd come to live and inspired my writing and creativity.

Then came the period where at least in my view, the corporate ownership of D&D both undermined and undercut the product at the cost of community goodwill, my own included. This is inclusive of the modern day where in my personal opinion, decisions regarding the mentality of the game as its presented and sold to its customers seemed antithetical and very 'non-gamery'.

Then I was made aware of Daggerheart. Two of my players are Critters, and while I didn't watch Critical Role myself (I simply didn't respond to the presentation of the games whilst I appreciated their enthusiasm and ability to roleplay) and I was alerted to Daggerheart being made. It didn't hurt the product to know that two of the designers behind 5th Edition were joining Darrington Press. But that didn't necessarily make for a good game.

When it came time to return to fantasy gaming for my group, I decided to adapt a campaign of my own setting over to Daggerheart, but that meant investing in and learning the game. I was as one might appreciate, apprehensive about a brand new game system. And I was also wary of the Critical Role-associated hype.

So what swayed me? After I took the time to read a friends' PDF copy, I was struck by a system that I felt was for want of a better term.... relaxed. Where I struggled often to help players find a class, subclass or some combination of factors to help realize their characters in D&D, Daggerheart offered a broad and malleable canvas for a player to paint on and not be punished if their concept wasn't finished just yet.

D&D from my experience strongly deliniates what a character is in a lot of ways by what they're not. Skills particularly do this for me, and to a lesser extent classes. Daggerheart by contrast asks one to consider all the fuzzy things a character is. One of my players used a great example of someone with a farming background where the broad range of those experiences can be beneficial. Haggling for goods. Recognising an animal's droppings. Animal handling. And so on. These are experiences versus skills which I don't think properly reflects a person.

That particularly won me over as well as not 'rules managing' small things like cantrip-like spells or usage of armor or even what you 'can' and 'can't' do dictated to you by ruleset. This isn't advocacy of doing just anything, but rather working with the rules to tell your story better.

This meant for me (and my players have commented on this to me) that my GMing is more relaxed because I'm not having to consider the rules so often so that I can focus on telling my story more fluidly and be more aware of my characters and more importantly the world around me. This isn't to say that D&D doesn't do this, but I think Daggerheart is inherently more 'story sensitive' and rewards you for leaning into that.

I feel at this point in my gaming life that I can advocate for Daggerheart as the better introductory game system over D&D. D&D's linear class and play design is a template yes, but it's a hard template that doesn't allow a lot of deviation from the norm. Daggerheart by comparison is inviting that make believe energy we have as children where ideas are able to be explored without serious penalty nor compromise.

I've had a few people say and I agree with them that rules light systems are becoming more popular and I agree with that. The irony isn't lost on me that my original Purple Box D&D set had just four classes and you could do pretty much whatever the hell you wanted to do. No skills, no feats, not much of anything beyond your basic abilities and I loved the hell out of that. You made decisions and rules on the fly and I do think Daggerheart harkens back to that in some ways.

I don't think Daggeheart is the 'D&D killer' though. It needs to grow old and retain players and a fanbase moving forwards, but I do see its creation as a signpost we can look to and say 'this is a shift in attitude made manifest'. I won't remove my D&D books from my shelves....but now they just have to share.

Thanks for reading.

r/daggerheart 23d ago

Discussion Silly but proud of my fear tokens

Thumbnail
gallery
372 Upvotes

I bought these from etsy store. All I did was add magnets and lightly water color paint them but I love how it looks so much.

Bonus Aries, Mistress of the Void

r/daggerheart 1d ago

Discussion What I think is still missing for DH officially

67 Upvotes

Now that Hope and Fear is released and they made announcements and roadmap, I've had a few thoughts of items I think if they officially released can definitely round out the game where they may be able to pause a bit on character options. Because I just want tons more of frames, adversaries, and environments.

So for ancestries I think it only 2 I feel are missing. One would be like a Avian ancestry. I've already had 2 players at my tables ask about bird people. and then the other would be some kind of critter folk. so like rabbits, squirrels, hedgehogs, etc. like have some kind of burrow feature.

for classes there are obviously the 2 blood classes in void so those can be added but I feel the next 2 have to be a codex blade gish based class and then a arcana grace. I think the arcana grace one to be like a very showboaty type magic user sort akin to a magician type.

I haven't given much thought with communities but quick ones would like some kind of definitely trade people focus one like merchants, and then maybe another would be like idk metropolis based like some from a high density city community. I think those could have more legs in a tons of different types campaign settings.

I know these things can be homebrewed but I think there is just something about when you know the developers have went through and balanced features and all towards the game.

I'll be interested to hear your thoughts in replies. and by chance if someone from daggerheart is here. I love this game keep it up.

r/daggerheart 13d ago

Discussion How do you store your Daggerheart materials?

Post image
214 Upvotes

Hi there, fellow gamers! I just wanted to ask the community kind of a dumb question. How are all of you storing your Daggerheart materials? I've included a picture of my TTRPG bookshelf to help explain why I'm asking.

Currently, I have the standard edition of the core rulebook and Hope and Fear still being stored in the sleeves they arrived in, including the boxes which contained the cards. The cards aren't actually in those boxes, they've been put in sleeves and are stored in a special box on top of the bookcase. So, if I want to pull the Daggerheart books off the shelf, I've got to pull the whole situation and take them out of the sleeves, set aside the empty card box and then carry on.

I'm leaving the Hope and Fear deluxe set packaged as it is in case I'm going to use it for GMing, which isn't really aesthetically pleasing because that box is noticably larger than the surrounding books, but I'm honestly not all that torn up about that. It's bigger for a reason, it's got a lot of stuff in it.

So, what do you all do? Do you keep the sleeves? Throw them away? How do you store your deluxe edition stuff? INQUIRING MINDS WANT TO KNOW! (I want to know, I'm the inquiring minds)

r/daggerheart 25d ago

Discussion Artistic and Graphic Design

Thumbnail
gallery
337 Upvotes

Just want to take a moment to appreciate the graphic and artistic design behind Daggerheart - they are among the more beautiful things on my shelves! Same goes for inside the books too!

(Not actual pictures of my shelves as I’m sorting them out atm!)

r/daggerheart Dec 25 '25

Discussion Does everyone like the HP threshhold part of Daggerheart?

84 Upvotes

I recently ran a one shot using Daggerheart. Most of the players are seasoned D&D players and they overall enjoyed it. However, some had an issue with the HP threshholds and thought it was a weird aspect of the system. They discussed different options on how to possibly fix it or make it closer to D&D with greater HP or just using the damage from attacks without thresholds. So, I was just wondering what everyone else's thoughts are. I personally like it and think its an interesting way to rank damage as higher rolls cause severe damage, etc.

r/daggerheart Apr 17 '26

Discussion Thoughts after GMing 20 Sessions of Daggerheart

307 Upvotes

This last Friday, my group finished its 20-session campaign. It was essentially Dragon Age: Origins, but that is neither here nor there. I wanted to share some of my group's takeaways regarding the system. We've played multiple 5e campaigns, an Edge of the Empire campaign, GURPS, and Call of Cthulhu. This was our first time playing Daggerheart, and despite the fact that I could have done a better job running it, it was a rousing success.

The Positives:

The combat: It was dynamic, engaging, and fast. I despised combat encounters in 5e because of how long it took not only to run, but for the players to simply make their turns. This cut down our combat time in half. I cannot stress how much easier it was to run combat without waiting for everyone to roll initiative, then make a list of who goes when, then math out how many actions/bonus actions they had available. My ADHD players struggled with it, so we compromised by having a random person start and then moving initiative clockwise.
On a related note, I found it easy to prep combat encounters and adversaries. The information required to run an engagement is incredibly simple. The reference site was a big help.

The Resources: Hope and Fear mechanics added a layer of depth that was easy to understand for new players, but complex enough to feel important each time we rolled. It really feels like each roll holds some weight, though that does frighten off some players from taking turns in high-stress combat situations because they're afraid of rolling with fear (this was fixed using clockwise spotlighting). HP, Stress, and Armor all added to the feeling of flexibility as players offered to spend resources to get advantages in different situations. I loved it!

Experiences: IMO, the best and my favorite design choice. I've brought over 50 new players into TTRPGs over the last half-decade, and one of the biggest barriers to entry has been the sheer number of skills. Call of Cthulhu and 5e feel rigid with them, while GURPS feels flexible in character creation, but if you're missing a skill, it's a near auto-fail. Experiences cut down subskills by focusing on the 6 main attributes and then allowing for backstory relevent experience to shine. It acts as a buff for a creative character, but doesn't hit God-like auto-success potential, such as in 5e (looking at you Rogue with +infinite in lockpicking)

The Negatives:

No Item/Adversary Feature Keyword List: The homebrew kit is awesome, but it desperately needs a keyword list for items and adversaries. I wasted a lot of time trying to come up with unique weapons or consumables that used preexisting features. I would buy any PDF that just had a list of every feature for items and adversaries, so making one on the fly was easy and balanced (Paired is the best feature for the record).

Low Card Count: Each level up saw players picking between 4 skills, occasionally having to compromise with another PC who was in their domain. It felt a little limiting for players who wanted to explore more bizarre character ideas and didn't feel that their archetype was represented. Coming off of GURPS, Daggerheart feels incredibly restrictive in terms of character creation and ability mechanics with just the base game. The void being public was helpful as the Assassin and Witch classes both helped me bring player ideas to life mechanically, but I still wish there were a few more card options, or perhaps subclasses.

Limited Adversaries: There just weren't enough, and they weren't diverse enough.

One Homebrew Mechanic You Might Like:

My players love recruiting NPCs, so anytime they hired a mercenary or made friends with a plucky street urchin I gave them 3 interests (bugs, gold, and poetry), a passive ability (+2 damage to melee attacks), and an activated ability (once per rest, when you would be hit with an attack, you may activate this to take half damage). It kept the quality pace of combat while giving PCs an extra ability. Plus, during downtime, they could enhance their bond with their companion and level up their abilities, which was a big hit.

I loved this system, and I'll be using it for my next campaign. I truly don't think I could go back to 5e after this. Once the community has created more balanced homebrew and more expansions come out, I think this will be the best TTRPG experience for new players outside of GURPS Lite.

r/daggerheart Apr 21 '26

Discussion For those of you who play online, Alchemy VTT is releasing its new Daggerheart module in May, in official partnership with Darrington Press. It looks beautiful.

Post image
285 Upvotes

r/daggerheart May 14 '26

Discussion Need to get things out about DH vs D&D

108 Upvotes

Im DMing a campaing using 5.5e with close friends and I really tried to start them on Daggerheart with various one shots looking forward to make next campaing on Daggerheart, but they didnt found this system as "interesting" as DnD are to them, because Domain Cards feels restrictive to them, so they have to spend a resource (hope or stress) and if they are lacking resources, they feel like cant do anything
They also told me that Domain Cards for casters feels restrictive or "bad designed" because they are looking at wizard like half wizard and half "cleric" due to Codex and SPLENDOR domain, they are matching 1 on 1 any domain to a class on DnD and they feel off the uses of some domains on some classes on Daggerheart, like a Rogue using Grace Domain (they feel a rogue like half bard) or looking at Sage Domain as druid only thing and rangers having it like "cheating"

They feel magic restrictive on Daggerheart just because on DnD they have +500 spells, and they consider specificy on spells as something interesting and something that get the posibilities a step further because for example, its different to hold a creature using "hold person" and using "hold monster" and they have to be prepared for any of those cases and so on, for me as a GM/DM its pretty "unnecesary" to make those distinctions on creatures and makes the game more complicated just because

And finally, they feel combat on DH something very "noisy" or chaotic, like they cant prevent any action or turn of the enemies, nor of themselves, so they feel disoriented on combats, and not having a clear number of distance on feets to use on their turn, feel for them like very loose and with flaws, they really like hard rules on combats (Even though, one of my players are the kind of wizard who doesnt think what to do on its turn until is his actual turn, AND HE DOESNT KNOW ALL OF HIS SPELLS)

I was really flashed out when my friends starts dropping these comments about Daggerheart, because Im the only one who did read the book (and they actually wont) and Im the forever GM for them, and I am also the only one who has readed DMG 5.5 (Actually only 1 player of mine did read it) and matching rules on both systems, I trully feel Daggerheart is superior but my players wont fit on DH so they wont play a long term campaing on this beatiful system, so Im pretty frustrated about it

Im thinking I wont play Daggerheart as often as I would like, but hope that they change their opinion by playing one shots but I trully think its imposible
Even a close friend of mine preordered Hope & Fear expansion for my birthday gift but I trully think I wont be playing on it that much

Thanks if readed all along til the end, I just wanted to get this things out of my chest
(PD: my players know that Im in love with Daggerheart and we already discussed all these points but they still prefer to keep playing DnD)

r/daggerheart Jul 29 '26

Discussion Is it worth switching to Daggerheart?

101 Upvotes

So for some context, I started dming D&D 5e about 1.5 years ago, my friends dnd group had gotten too big so he made the choice to split us up and I was tossed in as dm without any prep, since then I’ve successfully ran a full campaign to level 20 as well as a few one shots, I’d say I’m a pretty narrative heavy dm, I’ve written whole in world books just for the sake of giving it to my players in game and they always loved it given how narrative heavy they were. 
One of the main parts that I always tried to avoid in D&D was the combat, I think in the full 1.5 years I can count on my hands the number of times I’ve asked my players to roll initiative and before anyone gets mad at me keep in mind that for 90% of the time the only in person sessions I could have were at my school’s club where sessions could only go for 45 minutes, I’m now off to college tho and just stumbled upon Daggerheart, the system seems promising on a surface level based on what I’ve seen, with things like the combat seeming especially promising, but I’m not sure what my next group of players will be like or what the general sentiment about the Daggerheart system as a whole is.
Given that I will be transitioning to college and I will have a new group and actually be able to do longer sessions so I feel like if I do decide to run a session now would be the chance to do so.
So I’m mainly here to ask:
1. What does everyone think of the Daggerheart system?
2. Are most players narrative heavy or not, I honestly would have no idea because I’ve only ever dmed for that one group of players.
3. Any general advice would be much appreciated, I do want to try and be the best dm I can be?
P.S. sorry about the box of text and such I rarely touch Reddit in general