Daggerheart Core Set Covers Revealed

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Darrington Press has revealed the covers for both the standard and limited-edition Daggerheart Core Sets. The new TTRPG, designed by Critical Role's game publishing arm, will feature a standard cover by Mat Wilma and a limited edition cover by Dominik Mayer. Both Core Sets will contain the books and cards needed to play the new TTRPG, with the limited edition also containing a GM Screen, dice set, and tokens. You can check out both covers (the limited edition is first, followed by the standard cover) below:

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Daggerheart is a new high-fantasy TTRPG that is drawing attention due to its connection with Critical Role. The game uses 2D12s to make checks, with one die designated as the "Hope Die" and the other designated as the "Fear Die." While the two dice results are added together to determine checks result, the higher die also designates whether a roll is made "with hope" or "with fear," which adds narrative consequences to the roll. Players are also encouraged to take active part in worldbuilding, providing descriptions of their surroundings, NPCs, and other details instead of relying on the GM to fill in the blanks.

Daggerheart will be released in 2025.
 

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Christian Hoffer

Christian Hoffer


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Looks like a throwback to 4th Edition Dungeons and Dragons cards-powered play.

I don't remember 4E selling cards to me. That is more something that for example 5E does with a ton of different (and quite expensive) card products for spells, magic items, monsters and NPCs....

But hey you got you cheap shot is at 4E.

Personally speaking that limited edition set is looking very tempting. I like my RPG boxes and the saving throw to resist this might be more difficult then I expected..... :)
 
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I don't remember 4E selling cards to me. That is more something that for example 5E does with a ton of different (and quite expensive) card products for spells, magic items, monsters and NPCs....

But hey you got you cheap shot is at 4E.
4e sold "power up" cards briefly. They were random and gave you a small hand of cards you'd play to give yourself perks during play. If you were willing to throw money at it, you could build yourself a cooler deck than those who didn't. WotC swore non-card users would not be at a disadvantage. Did not go over too well, as you can imagine.

Anyway, Daggerheart cards are not that. They're just informative. I think 4e had powers cards too, (informative ones) but not sure.
 

I don't dislike these, but I am not loving them either. I am feeling that Critical Role can affording (financially and culturally) to be more creative than this. That being said, I like the colors.
 

It feels like people are deeply misunderstanding the concept of rolling with hope or fear.

It's simply shading the results rolled with either a positive spin or a negative spin; it's helping the player and GM adjudicate what happens. In terms of improv game play, rolling with hope means 'and' (as in an additional positive thing happens regardless of pass or fail) and rolling with fear means 'but' (as in a negative exception thing happens regardless of pass or fail).

The nice part of the hope/fear thing is that it offers just enough emergent results from a binary pass/fail that it's easy to remember and implement in the moment (looking at you Genesys/Star Wars). And accrued 'hope' results lets the player spend the pool in interesting ways, accrued 'fear' results lets the GM spend the pool in interesting ways.

That's all. Rolling with hope and fear isn't mean to be some kind of psychological break in your character where you have to role-play 'opening up' or any kind of nonsense like that. It's pretty much simply a descriptor -- figurative or literal -- to help you describe the fiction.
 

It feels like people are deeply misunderstanding the concept of rolling with hope or fear.

It's simply shading the results rolled with either a positive spin or a negative spin; it's helping the player and GM adjudicate what happens. In terms of improv game play, rolling with hope means 'and' (as in an additional positive thing happens regardless of pass or fail) and rolling with fear means 'but' (as in a negative exception thing happens regardless of pass or fail).

The nice part of the hope/fear thing is that it offers just enough emergent results from a binary pass/fail that it's easy to remember and implement in the moment (looking at you Genesys/Star Wars). And accrued 'hope' results lets the player spend the pool in interesting ways, accrued 'fear' results lets the GM spend the pool in interesting ways.

That's all. Rolling with hope and fear isn't mean to be some kind of psychological break in your character where you have to role-play 'opening up' or any kind of nonsense like that. It's pretty much simply a descriptor -- figurative or literal -- to help you describe the fiction.
Exactly. It flavors the fiction and provides metacurrency. That’s it.
 

I've found this to be a really interesting game and I know I'll be picking it up in PDF. I just wonder if this is going to have people playing it or will it sit on shelves and hard drives. I honestly don't know. There are things I really like about it but I think there are enough issues with the core mechanic that people will have trouble moving from 5E to it.
 

I've found this to be a really interesting game and I know I'll be picking it up in PDF. I just wonder if this is going to have people playing it or will it sit on shelves and hard drives. I honestly don't know. There are things I really like about it but I think there are enough issues with the core mechanic that people will have trouble moving from 5E to it.
My guess is that 90% of people will always stick to D&D, regardless of literally anything else. It has always been the case. For whatever reason, most D&D players would rather have an inferior D&D than a superior anything else, and that's been true since very early in the industry.

Daggerheart presents an interesting middle ground between trad D&D and narrative games, and I think will find its niche. But I wouldn't expect it to be a "contender." That's just not the way the industry works.
 

I don't remember 4E selling cards to me. That is more something that for example 5E does with a ton of different (and quite expensive) card products for spells, magic items, monsters and NPCs....

But hey you got you cheap shot is at 4E.

Personally speaking that limited edition set is looking very tempting. I like my RPG boxes and the saving throw to resist this might be more difficult then I expected..... :)
Please do not imply a cheap shot just because you did not experience complete 4th Edition play. Those of us fortunate to experience 4th Edition D&D power cards (at will, per encounter, per day use), found them a useful visual play tool for everyone, especially for beginners, and were available for both Players' Handbook One and Two, sadly, none for Player's Handbook Three. Same with counting distances in squares on a grid, much more helpful for beginners looking at grids on a table. The negative press came from older 2nd Edition and 3rd players, I believe.

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