Critical Role's 'Daggerheart' Open Playtest Starts In March

System plays on 'the dualities of hope and fear'.

DH064_Bard-Wordsmith-Nikki-Dawes-2560x1440.jpg


On March 12th, Critical Role's Darrington Press will be launching the open playtest for Daggerheart, their new fantasy TTRPG/

Using cards and two d12s, the system plays on 'the dualities of hope and fear'. The game is slated for a 2025 release.

Almost a year ago, we announced that we’ve been working hard behind-the-scenes on Daggerheart, our contribution to the world of high-fantasy tabletop roleplaying games.

Daggerheart is a game of brave heroics and vibrant worlds that are built together with your gaming group. Create a shared story with your adventuring party, and shape your world through rich, long-term campaign play.

When it’s time for the game mechanics to control fate, players roll one HOPE die and one FEAR die (both 12-sided dice), which will ultimately impact the outcome for your characters. This duality between the forces of hope and fear on every hero drives the unique character-focused narratives in Daggerheart.

In addition to dice, Daggerheart’s card system makes it easy to get started and satisfying to grow your abilities by bringing your characters’ background and capabilities to your fingertips. Ancestry and Community cards describe where you come from and how your experience shapes your customs and values. Meanwhile, your Subclass and Domain cards grant your character plenty of tantalizing abilities to choose from as your character evolves.

And now, dear reader, we’re excited to let you know that our Daggerheart Open Beta Playtest will launch globally on our 9th anniversary, Tuesday, March 12th!

We want anyone and everyone (over the age of 18, please) to help us make Daggerheart as wonderful as possible, which means…helping us break the game. Seriously! The game is not finished or polished yet, which is why it’s critical (ha!) to gather all of your feedback ahead of Daggerheart’s public release in 2025.
 

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Minigiant

Legend
Supporter
I'm ACTUALLY wondering why this isn't a thing in 5E. Seriously I love it so much and really wish it could be a 5E thing.
Because 5e is a MultiAttack game.

Most combat games either give you one big attack or a lot of weaker attacks. Games or classes that allow or make exceptions for both tend to bust under some whirlwind/gatling of death PC (See 0e rangers, 4e rangers and 5e gloomstaller rangers)
 

Helena Real

Dame of Solamnia (she/her)
I'm a Critter and I watched the one-shot and I have to say that the system works REALLY well for the cast. As much as they've learned/adapted to 5E over the years, it still happens that they miss and/or misunderstand rules, whereas with DH it seemed they just knew what they were doing at all times (even if they forgot to use an ability or two).

For my part I'm loving what I'm seeing. Character Creation is really quick: 15-20 minutes on average. Maybe half an hour at most? I think I'd be itching to play/run this if I wasn't about to release my own fantasy PbtA Quickstart 😂, because this is my type of game: focused on telling a good story with friends. The amount of crunch in DH I can tolerate, whereas 5E's has become too much over time.
 

DragonLancer

Adventurer
Class removal. I may not particularly like Monks or Clerics, but they also nix Warlocks and don't bother with Artificers or Psions at all. Meanwhile they make Sorcerers and Wizards separate things and still have Bards and Druids. Just a weird way to axe a bunch of concepts for no apparent reason and include the same concept twice for similar opacity.
Agreed but bear in mind that this is just a play test of the main rules. I'm sure that we could easily see something like a DH Player's Guide which could include new classes similar to Monk, Cleric and Barbarian... etc. This is them working out the basics and then seeing what they can do with it.

Character Heritage/Culture. The Cultures all being "XBorne" is kinda lame. And the heritages are 7 flavors of "Furry", the traditional core races, and then Faeries, Tieflings, Warforged, and Goliaths. Okay also Goblin which is nice but holy crap do we really need cat, frog, turtle, monkey, goat, cow, and lizard people? I guess it's 'cool' to have 18 heritages to start with... It just really feels like it's going to lean heavy into furry games.

This I also agree with. I prefer my fantasy to stick to standard tropes so human, elf, dwarf...etc. I can see catfolk and lizardfolk being there, but the others do take some of that away for me. Of the four character concepts my group is thinking of for our first play test this weekend, I have a giant, a simiah and a galapa (fourth player yet to decide). Straight away that just feels like wrong not to be the traditional Tolkein-esqe races. As someone said earlier on this thread, it feels like the Star Wars cantina scene. But that view may change for me as we get playing.
 



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