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

I made my own power cards for 4e, using a program originally intended to make Magic cards with. They were IMHO better than the official ones. ;)

Anyway, those cards are the thing that my players remember most fondly from those days. Simply because they let them have all the rules at their fingertips without having to look at other sources.
 

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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.
I think you're right. At the same time, if even 10% of D&D players try Daggerheart, it will be an astonishing success. I just (unfortunately) don't think that will happen, because of the issues I've seen with it. I've been reading more about the game as it comes closer to launch, and things like the Initiative issue are discussed fairly often. I hope it's a bigger success than I imagine it will be, but I am sort of the target audience for the game and if it bounced off my group, I suspect others will have similar issues. But I absolutely hope I'm 100% wrong.
 

I made my own power cards for 4e, using a program originally intended to make Magic cards with. They were IMHO better than the official ones.
I ran a ton of "learn to play D&D" sessions for 4E and I used the same program to give options for brand new players. Some liked it. I also made character sheets with the powers on them in a format you could just check off, and other players liked that aspect.

I think the Daggerheart related thing is that the cards are just a prop, and absolutely aren't needed to play. Just like Power Cards in 4E.
 

I think you're right. At the same time, if even 10% of D&D players try Daggerheart, it will be an astonishing success. I just (unfortunately) don't think that will happen, because of the issues I've seen with it. I've been reading more about the game as it comes closer to launch, and things like the Initiative issue are discussed fairly often. I hope it's a bigger success than I imagine it will be, but I am sort of the target audience for the game and if it bounced off my group, I suspect others will have similar issues. But I absolutely hope I'm 100% wrong.
Have you played it?
 

Have you played it?
Yes. We did a mini campaign with the test rules and Demiplane. I really liked it but one of the players rage-quit the game the last session. So it's going to be a no for us. I played a support character and found that to be a ton of fun. My character was "Old Bob" a dwarven mining construct based on Bob from the movie the Black Hole. We were a dwarf party and the GM ran a "discover the lost history of the dwarf kingdom" similar the the Pathfinder module. It was a lot of fun but the combat just didn't work for the group. It's a shame because I'd totally play it again.
 


Yes. We did a mini campaign with the test rules and Demiplane. I really liked it but one of the players rage-quit the game the last session. So it's going to be a no for us. I played a support character and found that to be a ton of fun. My character was "Old Bob" a dwarven mining construct based on Bob from the movie the Black Hole. We were a dwarf party and the GM ran a "discover the lost history of the dwarf kingdom" similar the the Pathfinder module. It was a lot of fun but the combat just didn't work for the group. It's a shame because I'd totally play it again.
That's too bad. What about the combat was the deal breaker?
 

That's too bad. What about the combat was the deal breaker?
It was a combination of the Initiative system and the damage/armor system. I believe damage has been tweaked since we played but he didn't like how difficult it was do deal with damage mitigation. And this is a very mild-mannered player who's also smart so it sort of came out of left field.

But the initiative system wasn't popular either because we have quiet players.
 

It was a combination of the Initiative system and the damage/armor system. I believe damage has been tweaked since we played but he didn't like how difficult it was do deal with damage mitigation. And this is a very mild-mannered player who's also smart so it sort of came out of left field.

But the initiative system wasn't popular either because we have quiet players.
My favorite recent initiative system is the simple card system from Dragonbane and I could see applying it to Daggerheart.
 

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