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Daggerheart captures the idea many new D&D players had when they started playing in the latter half of 5E's lifecycle. Having been designed by the company that created Critical Role, one of the larger drivers of D&D's growing popularity in the past decade, this is to be expected.

Generally, when you read RPGs, you can have an image of how it will play in your head, but I wouldn't put so much importance on the actual system for the outcome. People often get into intense flamewars about game editions and rules, when any specific system (in my experience) only accounts for so much for how a game will perform for any given table. Just as important, if not moreso, you should also consider the players, the game master, the story the table is trying to tell, and all the little things going on in the lives of the players at the time.

Picking the right system for the right group is important, but that requires some skill, and there's still no guarantee you'll get one outcome over another. That said, Daggerheart is good for tables that want to tell dynamic stories, but don't want to go too far away from modern WotC RPG design sensibilities (e.g., there are tiered dice outcomes without the procedural/structured systems of PBTA/FitD games, where that mechanic originates).