I've been playing Daggerheart throughout the beta, but the release version of the Core Rulebook is a joy. Though the SRD contains the rules necessary to try the game out, the Core Set is packed with brilliant advice for players and GMs, lots of guidance, and six campaign frames. That combination makes it well worth paying for, even if you're not interested in the lavish, wonderful art throughout the book.
Each campaign frame provides setting and lore detail and establishes unique mechanics for the campaign, like turning monsters into meals in Beast Feast, an entire alphabet symbology for Motherboard's 'Kohd' language, or complex multi-part monster statblocks for the giant robots you can fight in Colossus of the Drylands! They're one of the best things about Daggerheart, and provide a really good guide for how to make your own Campaign Frames or convert things you have from games you already own. It's so much easier to prep for even big adventures than some other TTRPGs.
The Adversary and Environment systems are incredible. Lightweight, easy to run, easy to homebrew and rebalance for tougher or easier times, and right there at your fingertips when your party goes off-piste and the GM needs to improvise. Don't compare this game to D&D! It's a collaborative storytelling game, where the players participate proactively in the story being told, and the GM guides the story's responses to the players' actions.
Your party decides to sneak into a gala at the Queen's Court in search of clues to a conspiracy? You as the GM have an 'oh god' moment because you didn't expect that at all? No worries, you're ready to go in one minute. There's a couple of Environment statblocks the GM can pick from the book, plus an array of engaging social Adversary statblocks like powerful royals, ruthless merchants, sneering viziers, deft spies, and wily courtesans to fill the scene with. Paired with the game's rules, design, and guidance, jumping straight into a scene like that is a breeze, easy to run completely on the fly!
Speed to get started is clearly a focus in Daggerheart; it wants you to get to the game.
Character creation is dense and focussed, with enough options to get your teeth into presented and arranged very tightly; all you need is the two-page character sheet and a few Domain cards. Speaking of which! The cards are stunning, definitely worth buying the physical edition of the game. The art is gorgeous and delightfully diverse in characters' ages, body shapes, genders, ethnicities, and ancestries.
Bringing more people to the table to have fun together is a clear focus, with detailed guidance on playing with or as disabled people/characters, or minority characters, guidance for in-universe prostheses like the combat wheelchair and inspiring concept art of sensory aids. Daggerheart wants its players to feel confident and welcome at the table, to fill in gaps and shortcomings that are sadly still common in the TTRPG industry. It does a very admirable job without ever compromising on its broader design or stylistic goals. There's something for everyone in the art, packed with vibrant colours, evocative imagery, and striking compositions even if you're used to seeing yourself represented in media.
The cards are a standard 2.5" by 3.5" if you're wanting to sleeve them, and the full core set fit nicely in a Vault X box I had separately. They even thought to make sure that the character sheets can fit into the card box the game comes with, so if you do store your cards separately you can still use the lovely box they came in if you remove the plastic insert that held the cards. Definitely an upgrade on the little plastic folder my table used before.
The book has two ribbons for marking pages, and colours the chapters along the page edge; paired with the concise index and sensible chapter divisions, navigating the book is a breeze. It is hands down my favourite rulebook for a TTRPG released to date.
My advice? Check out Daggerheart's website and give the quickstart adventure a go, with the free SRD rules. If you and your table like it, order the physical edition right away. The game fully comes to life when played in person rather than filtered through Demiplane, and the physical edition is truly a delight! The guidance and advice in this book is an absolute goldmine by itself.
By ordering here on Critical Role's store, you get a free PDF version of the rulebook including all the cards with their art, which is very handy for quick searching at the table.
This game is easily worth more than what they're charging. £60 is a steal!!