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Daggerheart Review: The Duality of Robust Combat Mechanics and Freeform Narrative

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Daggerheart tries to simultaneously offer a robust set of combat tools driven by high fantasy while also encouraging a collaborative storytelling environment between the player and game master. Although it's too chunky of a game system to really appeal to narrative game enthusiasts, it does offer a unique enough system to stand out more than as just another game trying to out-D&D Dungeons & Dragons. The real question is whether the Critical Role effect will be enough to propel Daggerheart into a rarified space amongst D&D or if it will get lost in the shuffle similar to Darrington Press’s previous RPG Candela Obscura.

Daggerheart is a high-fantasy RPG influenced by the likes of D&D 4th Edition, FFG’s Genesys System, Blades in the Dark, and the Cypher System. It wears most of these influences proudly on its sleeves, calling out the various RPGs that influenced its mechanics in its opening pages. For veteran RPG players, a readthrough of Daggerheart will feel a bit like that one Leonardo DeCaprio meme, as many of the secondary systems in particular feel a bit like elements grafted from other game systems.

While this might sound like a criticism, it’s really not. Many DM have used pieces of various game systems to enhance their own games for decades. So, seeing a worldbuilding system influenced by The Quiet Year or DM interruptions guided by the Cypher System isn’t as much derivative as simply doing something that many of us have already been doing at our own tables. What I can say is that Spenser Starke, lead developer of Daggerheart, clearly has good taste in RPGs, as he’s distilled a lot of great parts of other RPGs and mixed them together for a game that will still feel fresh to a lot of the game’s intended audience.

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At the heart of the Daggerheart system is the duality dice, a pair of differently-colored D12s. When making checks, players roll both D12s and add any relevant modifiers (which can be represented as tokens that are tossed alongside the dice). The two dice results are added together to determine success or failure, with additional narrative effects determined by which of the two dice (which are known as the Hope Die and the Fear Die) has the higher result. A roll with Hope results in a narrative benefit of some kind, even when the result is a failure. A roll with Fear results in a narrative setback of some kind, even if the roll is successful.

Hope and Fear also act as one of several kinds of resources players are expected to manage throughout the game. The Hope resource fuels several player abilities, including a new Hope Feature for each class that wasn’t present during playtesting. Players are also expected to track Stress, HP, Armor (which is both a type of equipment and a type of resource), gold, and equipment. Some classes also have additional meta-currency, which requires further tracking. The GM meanwhile uses Fear, which can only be generated by the players through their rolls, as a way to take extra moves or activate certain features. The result is a lot of resource management over the course of a game, in addition to whatever kind of storytelling tracking or mystery solving a GM may want to throw at their party.

Character creation, coincidentally, is a lot more in line with the newest version of D&D 5th Edition, with background, ancestry, class, subclass, and domain all coming together to create a character. All of the aforementioned character options have at least one feature that feeds into the character sheet. Daggerheart solves this immense modularity through the use of cards, which come with the game’s core rulebook in a nifty box and list various kinds of features.

The cards eventually play into the game design itself, with players having a limited hand of domain abilities that they can swap out as they reach higher levels. The cards aren’t technically necessary, as all the information from the cards can also be found in the core rulebook. However, the cards are a lot more handy than writing down all that information, and frankly, the way domains work mean that the cards are more of a necessity than a bonus.

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What will be interesting is how Daggerheart handles the eventual expansion of the game. Will new domain abilities or ancestries also get their own cards? And will they be included with the purchase of a physical book or left as a separate purchase? Given that the cards are one of the more unique aspects to Daggerheart, it will be interesting to see how Critical Role tackles this part of their game.

When playtesting the game last year, my players’ favorite part of the game was the way Daggerheart encouraged players to take an active part in worldbuilding. This starts from Session Zero when players are encouraged to name landmarks on a map (several pre-generated maps and location name suggestions are included in the book and are available to download) and continues through various story and idea prompts embedded into the adventures themselves. The game encourages the players to improvise upon the world, answering their own questions about what an NPC may look like or how the residents of a certain town behave. This in turn is supposed to feed story ideas to the GM to riff off of, building out a more off-the-cuff story that is built more off of vibes than meticulous planning.

At its heart, Daggerheart plays on two diametrically different game concepts. Its combat engine is a resource management system where players are encouraged to build broken character builds to live out overpowered fantasy fulfillment. However, the narrative system is built around a more freeform collaboration between players and GM, where the story grows without much impediment from rules. Much like its core dice mechanic, the duality of Daggerheart works well together, although I think this game will ultimately appeal to D&D players rather than those who enjoy lighter RPG fare.
 

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Christian Hoffer

Christian Hoffer


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Well? Don't leave us in suspense!


Player improv/feeding ideas to the GM are really great tools. However - encouraging players to name landmarks sounds like it will lead to some broken immersion:

Biggroundcrack chasm,
Starbucks tavern,
Voldemort's mysterious tower...
The maps in the book / download have name suggestions on them, in case somebody is stuck. Also, the character creation guide contains lists of name for villages & cities, landmarks and names. So there is an assist.
 

The maps in the book / download have name suggestions on them, in case somebody is stuck. Also, the character creation guide contains lists of name for villages & cities, landmarks and names. So there is an assist.
I find players are more likely to pick names from a list when they are provided for stuff like this. "Starbucks tavern" works as a concept. I think you can ask some fun worldbuilding questions like "oh this is a franchise then? One in every town?" but most players want an actual name that's evocative or unique.
 




Right? I was already a little bummed that my budget won't allow me to buy into the OSRIC crowdfunder, but I might sell some odds and ends to get my hands on Daggerheart. I haven't been so interested by a game in a long time!
Personally, I've no use for OSRIC... I love to read OSR games, but not to run most of them. Daggerheart is hitting that right blend of narrativism and sim that I like.
 

Shadowrun Anarchy has a "The Players get to change and add to the story" element. My group tried it and I frickin' hated it. It came down to either using the ability to make the Run easier or for them to try to top each other and/or vs me the GM trying to stay one step ahead.

Like the Run was: Extract an employee from one Corp and deliver to another. They used their game changing ability to have the Emp walk out of the Corp to get coffee. I used mine to have him with a body guard. They used theirs that a punk occupies the guard while they grabbed him. I had the punks gang pop up and start a fire fight. The had the cops arrive. Etc Etc Etc while it may sound interesting it was just time spend on one upping each other.
 


The Combat Wheelchair rules are interesting, too... and they give weapon stats for slamming with your chair... I knew the art had showed a character in a chair, but this is a first class treatment.

Damnit, there goes my budget.
In general this game seems to handle disability stuff better than most - in fact most "social justice" issues are handled with what I'd describe as considerably more confidence than other games, which also means they don't have to be as coy or kid-gloves as some representation has been. A lot of "combat wheelchair" stuff I've seen for other games has been disappointing and basically "Oh we must exactly replicate RL wheelchairs in game in the art and functionality", which always constrasted starkly with the fantasy visions virtually all games have re: prosthetic limbs, where fully-functional, no-apparent-downsides replacements exist (with full range of movement, full speed/strength, full hand/finger/palm actuation, etc.), rather than the still very limited stuff we have RL. They also suggest stuff where PCs have disabilities but optionally are compensated for by magical solutions, which some games seem to have been terrified of, like the plant-magic cochlear-implant-equivalent they show. There's also some helpful discussion of like alternative targeting schemes for the abilities of characters who are blind/deaf/etc. later on.

And like, I appreciated that they made it so you want to use the wheelchair as weapon, it actually does require you to wield it, and it's pretty effective, but if you want the heavy one, that's not without consequence (-1 Evasion IIRC). They're not afraid to make them interact with the rules, nor to offer possibilities where they're less consequential (like a magical floating or four (or more!) legged walking "wheelchair").

Basically they've done really well here.
 

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