The cards are where a lot of the game mechanics for ancestry, backgrounds, subclasses, and domain abilities are located. So rather than having to write all of that stuff down on a character sheet, it's available in cards, akin to a board game like Mansions of Madness or Descent: Journey into Darkness. It has its pros and cons, but the major pro is convenience of access.
The loadout mechanics are purely there for manageable gameplay and have a very tenuous narrative justification. To me, Daggerheart is a merger of Dungeon World and D&D with numerous board game elements to help ease the management of the various mechanics and resources being used during a session.
The cards are where a lot of the game mechanics for ancestry, backgrounds, subclasses, and domain abilities are located. So rather than having to write all of that stuff down on a character sheet, it's available in cards, akin to a board game like Mansions of Madness or Descent: Journey into Darkness.
It has its pros and cons, but the major pro is convenience of access.
Agreed.
The loadout mechanics are purely there for manageable gameplay and have a very tenuous narrative justification.
To me, Daggerheart is a merger of Dungeon World and D&D with numerous board game elements to help ease the management of the various mechanics and resources being used during a session.