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@smolcasm@fedi.rrr.sh

2026-05-10 00:52 UTC

@warrioroflatte@labyrinth.zone the image reads as follows: Daggerheart pass 7/27/24 Based on the 1.5 open beta text Hi Spenser, Here's my broad feedback on Daggerheart as it currently stands. These are major issues that I foresee creating perverse player incentives, limiting player or GM expressiveness, creating 'bad' feeling abilities in combat, or creating unnecessary complexity or tension that would slow down gameplay. Problem: Inconsistent flagging of abilities as actions or not Suggestion: I would strongly suggest adding an icon or something similar to abilities that take actions (put tokens on the action tracker) for consistency. I would recommend against making GMs adjudicate this constantly as it will slow down play or create friction. At the baseline, players should know if something is an action or not by just looking at the card. Problem: Effects can stack RAW Suggestion: The default should be non-stacking (with the exception being stacking) as I believe this will create huge issues in future design. For example, a ranger can infinitely stack evasion right now if they have enough hope to spend. This change alone would solve a lot of my specific feedback. Problem: There are a lot of 'null result' abilities in the game that do nothing on miss or a failed roll. Suggestion: I suggest that ability use (ie once per session, once per short rest) should be expended only on success, or limited use abilities should have some effect on failure. Problem: Goblin asses should be much bigger Suggestion: this i absolutely cannot abide. let these goblins eat. give them the cake. spenser. what are we doing here. why are we fucking around. god did not place us on this fucking earth to suffer a flat ass. let them drive the truck spenser. let them have a good time. take them to the cake factory spenser

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