Not sure if this was posted, I couldnt find it, or if anyone has issues with it but some math.
Daggerheart has a unique 2d12 dice system to resolve actions. This post breaks down the math on what to expect.
blog.delvewithhope.com
They have not accounted for the several 1st level abilities that allow totals up to +6 at level 1...
They haven't explicated their numerical ranges.
And the "+4" in best area? Requires spending a hope on the experience.
Also fails to mention that the GM rolls d20's, instead of the Duality Dice... so all those D&D comparisons are also DH GM comparisons.
Starting Trait (=Attribute) range is -1 to +2, -1 to +5 for Trait at 8+
Experiences are +2 to +5, +3 to +6 instead for clank.
Reroll the DD: Human, Katari Goblin
a couple level 1 cards also allow increasing bonuses.
Orderborne can swap a d20 for the light d12 in some circumstances...
So it's just a first order approximation of the game as played.
Also, doesn't show the curve shift and reshape for player advantage of disadvantage...
I need to redo it with the d20 Orderborne die, too...