[2] Adventures for Daredevils published in following years involve other themes that were popular in 1930s pulp magazines such as lost worlds, exotic locales, and supernatural horror.
Resolving success in combat uses the same basic system as for skill resolutions, but with a large number of additional factors such as Weapon Defense Ability, situational modifiers, restrictions, and distractions.
"[5] In the February 1983 edition of Dragon (Issue 70), Ken Ralston found the game "does an admirable job in covering rules many of the important features of adventuring in the modern era of technology."
"The style is dense and compressed, presumably because of the designer’s anxiety to include every bit of the detailed and clever rules created to handle combat, skills and tasks, character generation, and the trappings of technology."
"[7] In the December 1983 edition of Imagine (Issue 27), Paul Cockburn compared the game favorably to the earlier Gangbusters, and praised the realism of Daredevils in comparison to Call of Cthulhu.
"[6] In Issue 16 of the French games magazine Casus Belli, Martin Latallo noted "The main driving force of Daredevils is a judicious use by the characters of their respective abilities at the appropriate time.
"[9] In the March 1984 edition of White Dwarf (Issue 51), Marcus Rowland found the character generation system complex, and combat "very complicated, using a lot of modifiers and intricate calculations to establish the result of each shot or blow."
[1] In his 1987 book, Role-Playing Mastery, Dungeons & Dragons co-creator E. Gary Gygax included both Daredevils and Bushido in his short list of notable role playing games.
But Swan concluded by giving the game a rating of 3 out of 4, saying, "Overall, Daredevils successfully captures the flavor of the era and sets the stage for challenging pulp hero adventures.