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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

I haven’t purchased the rules yet, but I’m assuming there’s some version of “Let it ride” so players are only rolling when something is at stake? No bunches of random Perception rolls.

It also does the “don’t hide obvious stuff” and includes examples of specific deeper questions for certain Environments that are basically bespoke Gather Info / Discern Realities type stuff (with a “ask 2 on a full success, one on a Success with Fear, 1 on a Fail with Hope but you may not like how you learn” sort of thing).
 

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My understanding is that rolls are only made for narratively complex actions. So, no need to make a check to ride your horse well, but if you are trying to ride your horse well while running from pursuers during a rainstorm then a check is probably going to be called for.

Not necessarily, there’s an expectation your Experiences and Backgrounds have a say here. Somebody with an experience of “canyon climber” (or something similar) is suggested to not make a roll to scale a wall normally, and maybe spend a stress if it’s raining or whatever; but if they’re under active attack that’s outside the experience and they should roll.

Somebody with no experiences might need help, or roll or spend currency or whatever. The recommended DCs are a nice spread look st what the game consideres to be “hard stuff.”
 


This here is what I'm talking about. I want people to present their arguments as the subjective opinions they are.
If the goals are laid out, the assessment of whether the mechanics can achieve them isn't all that subjective. Whether the will is less objective than if they can.

Whether or not it's enjoyable or desirable is the subjective part.
 

Why don't you just start with that assumption? Wouldn't that be easier and more accurate?
Because it allows people to get away with presenting their opinions as fact. If that isn't called out, it reinforces the idea that what they're believe is just objectively true.
 

If the goals are laid out, the assessment of whether the mechanics can achieve them isn't all that subjective. Whether the will is less objective than if they can.

Whether or not it's enjoyable or desirable is the subjective part.
But that's just it. Different players and different games have different goals, so you can't just say that this particular blend of mechanics and practices universally make games better without qualification.
 


I'm curious how Mercer plays his own system. Often, when I watched CR, he would ask for a skill roll when none were necessary. He should have simply offered the info because the scene didn't require a die roll. D&D doesn't require to make a roll every single time.
 

I'm curious how Mercer plays his own system. Often, when I watched CR, he would ask for a skill roll when none were necessary. He should have simply offered the info because the scene didn't require a die roll. D&D doesn't require to make a roll every single time.
Many GMs use the roll not to determine if information is given, but how much information.
 

Sure. Fate has been doing this for a couple decades, and Fate wasn't the first.

People need to read the inspirations section at the beginning of Daggerheart and remember that the game is a melding of many great ideas that have been proven to make games better over long use and iteration.
Sure but, that's doesn't take away from Daggerheart doing what it does and... well, many folk, self included, have never played or read or seen Fate.

They have their inspirations listed and that's great. Maybe I'll look at some of those someday but that isn't here and now and I do not feel I should be required to go get and learn all of those inspirations before I am allowed to learn, play, or even discuss Daggerheart.

Fortunately I don't think I made the mistake above of saying Daggerheart was the only system that did campaign frames and had the players build the campaign. I was not aware others also had them though. :)
 

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