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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

Do you you track more or less resources Daggerheart then compared D&D 5E ? Because in 5E you need to track a naughty word ton especially when it comes to spell casting classes that then get various abilities on top. The only reason it doesn't get criticised more for this is the decades long familiarity it enjoys.
I'm reading it now, but it looks like less mechanical stuff.
Half as many levels, advancement is on the "character guide" (which is essentially page 2 of the sheet), not a new power every level, most things are fueled by either hope or stress. Given that the once per type powers are on cards, turning them can make at-table tracking trivial.
 

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I'm reading it now, but it looks like less mechanical stuff.
Half as many levels, advancement is on the "character guide" (which is essentially page 2 of the sheet), not a new power every level, most things are fueled by either hope or stress. Given that the once per type powers are on cards, turning them can make at-table tracking trivial.

You actually do grab another domain card per level.

Finally, take a new domain deck card at your level or lower, increasing the special abilities your character can use. You can choose one card from any domain deck available to your class.

If you share a domain deck with another player, make sure you take each other’s preferences into consideration when
choosing a card, or that you have multiple copies of a card available.

Additionally, you can also choose to trade out one domain card you already have for a different domain card of an equal level or lower. Since you can’t have more than five domain cards active at a time, once you have six or more domain cards, you need to choose which to keep in your loadout and which to store in your vault.

There's some interesting Deck Building stuff going on around Recall Costs, how you swap around at Rests, and what cards do (eg: the Arcana Domain Rune Ward ability is disabled if it absorbs 8 damage on a single roll, you can swap it out for something else then for stress; or if you use a Once Per Long Rest ability, you probably want to swap that into your vault in favor of something else!).
 

okay just taking combat: we have the attack roll v evasion, hope/fear, stress, action points, Domain cards, damage threshold, armor, HP - lots of little fiddly stuff to remember and get use to. Its not onerous but it is stuff to track
 

okay just taking combat: we have the attack roll v evasion, hope/fear, stress, action points, Domain cards, damage threshold, armor, HP - lots of little fiddly stuff to remember and get use to. Its not onerous but it is stuff to track

The only thing that exceeds 5e's tracking here is hope (the players dont track Fear) and stress, and then armor boxes are basically the renewable/spendable resource analogous to Hit Dice imo. I'm not sure what an Action Point is?
 

yeah I answered it from memory action points was misnaming of things like Slayer dice and Prayer dice and similar Class/Ancestry abilities. I think I was dropping Recall cost in there too, but on reread thats a Domain Card mechanic
I think the thing thats sticking out is how armor is used, plus the fact hope/fear accumulates on every roll.

in my mind DnDs system is roll Attack + bonuses vs AC, add special abilities*, roll damage, HP
* (where special abilities take in stress, action points and domains)
 
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yeah I answered it from memory action points was misnaming of things like Slayer dice and Prayer dice and similar Class/Ancestry abilities. I think I was dropping Recall cost in there too, but on reread thats a Domain Card mechanic
I think the thing thats sticking out is how armor is used, plus the fact hope/fear accumulates on every roll.

in my mind DnDs system is roll Attack + bonuses vs AC, add special abilities*, roll damage, HP
* (where special abilities take in stress, action points and domains)
5E characters still have far more abilities to keep track of.
 

I bought the game and I hope to play it in the near future. Of the games they acknowledged their appreciation - I have Wildsea and pretty much a complete Cypher System & Invisible Sun library. Speed reading thru the book it jumps out very CS-esque. The Hope/Fear are akin to the Gm Intrusion/Player XP usage, the Tier system and the ability to make choices when you level up is also similar. I've always tweaked how I run the Damage Track in a CS game depending on what we are playing - but now I'm thinking this Daggerheart damage system could work pretty well. The Daggerheart damage track is perhaps closer to Invisible Sun - I'm still reading, but you can mark off Armor to decrease damage? In IS you can mark off bene to do the same thing to an incoming physical or mental hit. The Campaign Frames - thats the rolle for all the White Books in the Cypher System - with all the plug in modules and suggestions to create a more customized experience. The dice rolling is more standard - adding up the bonuses, compared to the CS convoluted way. Anyways, looking forward to playing it - everyone seems to keep comparing it to DnD but from my perspective a closer cousin seems to be the cypher system. (And the fantasy stuff in CS was never their strongest genre IMO)
 
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What besides damage thresholds?
There’s a sort of group roll at times where one person takes the lead and does the main roll, and others roll as well, but if they’re successful, they add +1 to the leader’s roll and if they fail it’s -1.

Advantage and disadvantage work by rolling a d6 and adding or subtracting it from the duality dice.

A small number of things add a die to the duality dice, like the bard’s Rally.

Beyond that, there’s very few modifiers. The game wants you to use tokens to represent your modifiers, which personally I think is a bit much. You mostly just have to track Hope, Stress, and hit points, but the sheet has dots for you to check off, so you don’t have to do math. Spend two points, check off two dots.

For spellcasting, just roll your spellcast stat against the effect’s target number. The target may get to resist but they (I think) just roll against the spell’s target number as well. (I’m still reading the book and haven’t gotten to the cards yet.) You don’t have to calculate spell save DCs.

Oh, there’s also magical weapons, but it seems like you can just buy them like a regular weapon. Or at least some of them. So your wizard or bard can go pew pew with a wand or hand runes or glowing rings or whatever, and it works just like regular combat except it inflicts magic damage. Weapons, both mundane and magical, will tell you what stat they rely on so you don’t have a separate spell attack bonus either.
 

Beyond that, there’s very few modifiers. The game wants you to use tokens to represent your modifiers, which personally I think is a bit much. You mostly just have to track Hope, Stress, and hit points, but the sheet has dots for you to check off, so you don’t have to do math. Spend two points, check off two dots.

I was finally reading through the domain abilities today (I tend to GM, so hadn't really dug into the player side yet), and there's quite a few abilities that give temp boosts to stuff like Evasion and the like based on a whole lot of conditions. Not quite 4e levels of "everybody gets a modifier," but as you level up you'll have a moderate amount of stuff to manage potentially. Upside is the limit of 5 active cards to constrain the decision paralysis; and you can pick cards that don't do fiddly bits if you're not the sort who wants to deal with that!

eg:

FEROCITY

Level 2 Bone Ability

Recall Cost: 2

When you cause an adversary to mark 1 or more Hit Points, you can spend 2 Hope to increase your Evasion by the number of Hit Points they marked. This bonus lasts until after the next attack made against you.
 
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I was finally reading through the domain abilities today (I tend to GM, so hadn't really dug into the player side yet), and there's quite a few abilities that give temp boosts to stuff like Evasion and the like based on a whole lot of conditions. Not quite 4e levels of "everybody gets a modifier," but as you level up you'll have a moderate amount of stuff to manage potentially. Upside is the limit of 5 active cards to constrain the decision paralysis; and you can pick cards that don't do fiddly bits if you're not the sort who wants to deal with that!

eg:
Ah, yeah, I forgot about the stuff that boosts Evasion.
 

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