I am GMing a Daggerheart Campaign.
I like this idea that I've seen regarding entering combat is that ensuring every player gets a chance to go before one player goes twice. There doesn't have to be an order for the combat using initiative but it still helps ensure that everyone gets a chance. I've only done one combat scene but I have loosely employed that rule. I also allow players to react depending on how I have the enemies in the scene act. This is still an obvious work in progress but I have a feeling that the rules, even when the beta finishes, will still lack the concreteness that other systems such as dnd 5e and witcher ttrpg employ. All in all this is a fun way to play. I gave out a number of stresses to my players based on rolls and that seemed to spur them to try to do things to either erase those stresses or take bigger actions to try to end things more quickly. There is a fun desperation involved after a series of fear rolls.






