Let's Read - DaggerHeart RPG (New Critical Role RPG)
Posted: Sun Aug 24, 2025 12:57 am
Dear Friends,
Some of you may be aware that there is a Discord Server loosely associated with the Den, and even with the limitations of the format, sometimes interesting conversations happen. I greatly prefer the ability to organize our discussions into specific threads and easily refer back to them even years later, but conversation can be quite lively when several people are online the same time - much more than these boards even in their heyday.
One poster on the Discord has been looking at the SRD and brought up what they saw as a major concern - perhaps even a deal-breaker.
In this case, I, alone, took the way the quote was evaluated as a technical, out-of-context interpretation rather than a fair look at the game. This was later followed by someone explaining 'initiative' (or a lack of) and suggesting that the GM can have 4 bad guys take 12 actions before every allowing the PCs to go. Again, that doesn't seem consistent with the tone of the game as I understand it, so I was curious - is Daggerheart the GM PowerTrip designed to, NAY, exclusively for the use of abusing your players?
I decided it was time to find out - for myself, and for you, if you're interested. I first checked Amazon and they wanted $120 for the physical copy. Then I went to The Critical Role Store where it was available for $60, and it included free PDFs available for immediate download. I'm probably going to lose my job in the next 45 days so this was an irresponsible purchase, but on the other hand, I have to find something else to do besides looking for new work, so here we are.
We'll be reading through Daggerheart. I do not watch/listen to Critical Role at all, though several people I game with do and speak highly of it. I know that the games from the 3 existing seasons all use D&D 5th edition rules, and that the new season is NOT using the Daggerheart rules. Still, since I don't know how Mercer runs his games, I shouldn't believe that what the book says can't possibly be true because that's not how they run their games - but I can believe that they're generally focused on player empowerment so I'm skeptical that the rules really push GMs to abuse their power. Hopefully we'll see how much GMs COULD abuse their power, and what rules might limit that. We'll also look at the advice that GMs receive so if it says something like 'you could totally take 20 turns in a row, but here's why you shouldn't' we'll call that out.
The website says I'm buying a 366 page hardcover book, but the PDF says it has 415 pages including covers and all that jazz. The discrepancy appears to be that there are many pages of cards (18 ancestry cards, 2 sets of 9 community cards, 54 subclass cards, Foundation/Specialization/Mastery cards for each of the 18 subclasses [that appears to be the 54 subclass cards???] and 189 Domain Cards). I don't know what any of that is, but I'm going to find out. Tune in next time where we skip the Design Team and Table of Contents and instead start reading the Introduction.
I'll be making comments as I go, and I'm open to questions - if you want me to look for something specific I don't mind skipping around. If you've seen my reviews up to this point, you know what you should expect.
See you next time!
Some of you may be aware that there is a Discord Server loosely associated with the Den, and even with the limitations of the format, sometimes interesting conversations happen. I greatly prefer the ability to organize our discussions into specific threads and easily refer back to them even years later, but conversation can be quite lively when several people are online the same time - much more than these boards even in their heyday.
One poster on the Discord has been looking at the SRD and brought up what they saw as a major concern - perhaps even a deal-breaker.
The den has a well-earned reputation for evaluating technical, out-of-context interpretations of the rules, so on the Discord server this statement was taken much more as a direct slight than any comments the authors may have made about their mothers and their uncertain ancestry.As a narrative focused game, Daggerheart is not a place where technical, out-of-context interpretations of the rules are encouraged. Everything should flow back to the fiction, and the GM has the authority and responsibility to make rulings about how the rules are applied to underscore the fiction.
In this case, I, alone, took the way the quote was evaluated as a technical, out-of-context interpretation rather than a fair look at the game. This was later followed by someone explaining 'initiative' (or a lack of) and suggesting that the GM can have 4 bad guys take 12 actions before every allowing the PCs to go. Again, that doesn't seem consistent with the tone of the game as I understand it, so I was curious - is Daggerheart the GM PowerTrip designed to, NAY, exclusively for the use of abusing your players?
I decided it was time to find out - for myself, and for you, if you're interested. I first checked Amazon and they wanted $120 for the physical copy. Then I went to The Critical Role Store where it was available for $60, and it included free PDFs available for immediate download. I'm probably going to lose my job in the next 45 days so this was an irresponsible purchase, but on the other hand, I have to find something else to do besides looking for new work, so here we are.
We'll be reading through Daggerheart. I do not watch/listen to Critical Role at all, though several people I game with do and speak highly of it. I know that the games from the 3 existing seasons all use D&D 5th edition rules, and that the new season is NOT using the Daggerheart rules. Still, since I don't know how Mercer runs his games, I shouldn't believe that what the book says can't possibly be true because that's not how they run their games - but I can believe that they're generally focused on player empowerment so I'm skeptical that the rules really push GMs to abuse their power. Hopefully we'll see how much GMs COULD abuse their power, and what rules might limit that. We'll also look at the advice that GMs receive so if it says something like 'you could totally take 20 turns in a row, but here's why you shouldn't' we'll call that out.
The website says I'm buying a 366 page hardcover book, but the PDF says it has 415 pages including covers and all that jazz. The discrepancy appears to be that there are many pages of cards (18 ancestry cards, 2 sets of 9 community cards, 54 subclass cards, Foundation/Specialization/Mastery cards for each of the 18 subclasses [that appears to be the 54 subclass cards???] and 189 Domain Cards). I don't know what any of that is, but I'm going to find out. Tune in next time where we skip the Design Team and Table of Contents and instead start reading the Introduction.
I'll be making comments as I go, and I'm open to questions - if you want me to look for something specific I don't mind skipping around. If you've seen my reviews up to this point, you know what you should expect.
See you next time!















