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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

FATAL -also- has the dubious honor of suffering from every single other flaw you listed, ON TOP of the overt racism and misogyny. Excessive number of stats requiring an insane number of rolls, characteristics and rules that have no explanation or significance, high probability of rolling an unplayable character...the system would really make a great object lesson on how NOT to write a game...if it weren't for the toxicity of the aforementioned racism and misogyny in even dissecting it.
FATAL is one of those rare games that has nothing going for it. No interesting items or spells to yoink, no fun PC options, no decent world building to be inspired by. Absolutely nothing. It’s amazing how universally bad it is.
 

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I'm a big proponent of the discovery roll.

DH clearly intends this to be the case, with the 2-1-1 but not how you wanted answers from a potential list provided in the Environments section. Very much “use the seek answers roll to propel play” that I love so much from PBTAs. No roll leaves things static - you get actionable info, and or the GM makes a move.
 

OK yeah.

It actually is refreshing to see people here on this site with an awareness of all thse other systems, and even more systems than I know (my references are all older systems, though clearly with gaps).

I'd been under a thankfully incorrect impression that folks on ENworld were kind of a D&D only crowd, with a slight sprinkling of OSR games. And it's actually nice to see you guys have more references on hand than I do. :)
One of these reasons I said people should look at that section (and I probably should have said this) is that isn't just a list of games. They tell us exactly what mechanical bits of those games informed the DH design. it is refreshingly honest and transparent. If folks like the duality dice, say, they can look into Genysis where DH got its inspiration, etc.
 


FATAL is one of those rare games that has nothing going for it. No interesting items or spells to yoink, no fun PC options, no decent world building to be inspired by. Absolutely nothing. It’s amazing how universally bad it is.
I errr... possibly like the descriptions for a FEW of the supposed player-species for use as fairy-tale style villains? For example the ogres (or trolls?) that live near cliff-tops, from where they try to push victims off the edge to kill without a fight. Or the "kinderfresser" ogre that tries to lure children away from safety with a magically alluring voice so that it can gobble them up. (Yes, the author seems to have thought that would make a good player character).
 
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I errr... possibly like the descriptions for a FEW of the supposed player-species for use as fairy-tale style villains? For example the ogres (or trolls?) that live near cliff-tops, from where they try to push victims off the edge to kill without a fight. Or the "kinderfresser" ogre that tries to lure children away from safety with a magically alluring voice so that it can gobble them up. (Yes, the author seems to have thought that would make a good player character).
Yeah, great monster idea, lousy PC race.
 

One of these reasons I said people should look at that section (and I probably should have said this) is that isn't just a list of games. They tell us exactly what mechanical bits of those games informed the DH design. it is refreshingly honest and transparent. If folks like the duality dice, say, they can look into Genysis where DH got its inspiration, etc.

I was honestly afraid/convinced it was going to be a messy kitchen sink from the early Playtest materials, but the refinement they've done has made it something a bit more interesting. Is it the sweet spot bridge for people who want some crunchy combat modifiers with flowing narrative adjudication? I'm not sure, everybody is different and I haven't had a chance to run it (I played in the one-shot test scenario but it very much did not show the system in good light IMO); but now that I see the totality of what they're trying for I'm less harsh then I was.

One big thing it does for me that answers a very personal desire: has the mechanics to levy multiple costs to ask teh heroic narrative question of "what will you give up/it cost you to succeed." You've got HP/Death (and its moves)/Scars (the latter I've found to be excellent in FITD games for tying mechanics and roleplaying together to show the journey wearing on PCs), attrition of armor and such, and Stress. Plus "Story Is Consequence" for stakes and fictional costs as well! And then you get this great quote that says "you don't have to run full improv/narrative if you don't want to:"

Every GM and player has a different level of interest and comfort in this roll-by-roll improvisation. Some groups might prefer a largely predetermined world—for example, the GM could have previously decided there are two guards on patrol, and you roll simply to learn whether you unwittingly run into both of them, whether one rounds the corner but you catch them unawares, or whether you escape both guards without notice. In other groups, the GM might not have decided if there are guards at all—but after you roll a failure with Fear, the they quickly weave two guards into the story. Either approach is okay, and you’ll likely use a mix of both in each session!
 

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