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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

Beyond that, there’s very few modifiers. The game wants you to use tokens to represent your modifiers, which personally I think is a bit much.
I agree that it's a bit much but I think the purpose is because they're figuring some people entirely new to RPGs and maybe not great at keeping track of stuff will be playing, and for them I could see that being helpful.

Having read the book in more detail (still not done) I will say I disagree with some of the monster design (most of it is great but there are a few monsters which just seem almost designed by someone else and have clunky, weird, or perverse design elements) but fortunately it's extremely easy to tweak/change.
 

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I agree that it's a bit much but I think the purpose is because they're figuring some people entirely new to RPGs and maybe not great at keeping track of stuff will be playing, and for them I could see that being helpful.
True, true. I just can’t help but think that I’d count out tokens and then my ADHD would make me forget how many I put down so I’d have to count them again. My dumb ol’ brain likes to do that to me.

Having read the book in more detail (still not done) I will say I disagree with some of the monster design (most of it is great but there are a few monsters which just seem almost designed by someone else and have clunky, weird, or perverse design elements) but fortunately it's extremely easy to tweak/change.
Strangely, I kind of feel some monsters feel a bit empty to me. Like the head vampires, who don’t even bite and don’t have most of what I would consider to be standard vampire powers. And other than the Social creatures, they don’t feel very useful for out-of-combat purposes. Still, as you say, they definitely seem easy to tweak. I’m just trying to figure out if there’s a rhyme or reason to their stress and hp.
 

Strangely, I kind of feel some monsters feel a bit empty to me. Like the head vampires, who don’t even bite and don’t have most of what I would consider to be standard vampire powers. And other than the Social creatures, they don’t feel very useful for out-of-combat purposes. Still, as you say, they definitely seem easy to tweak. I’m just trying to figure out if there’s a rhyme or reason to their stress and hp.

The Normal Vampire has to Bite; the Head Vampire is so much more powerful they can drain away your essence just by being near you! Also they clearly have some minions(M) nearby to feed on.

Note that the Head Vampire has the following motives and tactics: Create thralls, charm, command, fly, intimidate (some of those are clearly social moves as well, if they've got NPCs charmed they can command them). I believe the intent is that they can just, do those things if you spend a fear (or if the PC rolls with fear!)? I see these as broad scale Motives and also specific Monster Moves a la DW.

If it's time for you to make a move and you want to show their charming power, you could spotlight the Head Vampire with a fear and then go "the vampire quirks his eyebrow up at your temerity and drawls out 'show me your neck...'" and you feel his mind reach out to smother your will - I'm thinking this is a Presence Reaction to avoid being charmed by him for long enough that he can take a nice drink?" See Adversary Rolls under 130 and the GM move Capture Someone or Something:

Adversaries aren’t limited to just the attacks and unique actions in their stat blocks; those represent their special abilities, but they can do most anything a PC would do, such as picking a lock or climbing a cliff. However, other than the attack rolls described in the next section, adversaries don’t typically make action rolls.

When you want an adversary’s action to have a chance of failure, you can offer the PCs the opportunity to make a reaction roll or otherwise respond to the situation. This highlights the agency of the PCs and keeps the story focused on them.
 

While the modifiers in Daggerheart are often small enough that the roll beads-modifiers with dice isn't going to be needed, my maths deficient brain is definitively using that for 5e. I'm terribly slow with head maths and feel bad for people needing to slow down and wait while I add things up.
 

One thing about the Daggerheart book (as opposed to the game system) as I read more of it: it is -- like most RPGs -- way too wordy. The authors are in love with their own prose and there are many places when talking about RULES where brevity would have served them better. Don't get me wrong, other parts benefit from the writing style, from the campaign frames to the player and GM advice. But rules should be easy to read, understand, digest and (importantly) find later.
If I wanted information that is simply explained, I'd go play 4th Edition!
People yearn for Gygaxian prose!
 

While the modifiers in Daggerheart are often small enough that the roll beads-modifiers with dice isn't going to be needed, my maths deficient brain is definitively using that for 5e. I'm terribly slow with head maths and feel bad for people needing to slow down and wait while I add things up.
Most of my players are fairly slow with head maths; it's fine. I think a lot of folks who are hardcore gamers are unusually good at doing math in their head and so they assume that it's normal or there's something wrong with folks who are slower.

One solution for Daggerheart could be to run it using Demiplane for players who hate the maths.
 

The only thing that exceeds 5e's tracking here is hope (the players dont track Fear) and stress, and then armor boxes are basically the renewable/spendable resource analogous to Hit Dice imo. I'm not sure what an Action Point is?
D&D 5 has Fatigue to track; less used but still present as a core rule.
Plus most D&D casters have to keep track of 1 to 9 (varies by level) separate pools of spell points (Except Warlock)
 

The Normal Vampire has to Bite; the Head Vampire is so much more powerful they can drain away your essence just by being near you! Also they clearly have some minions(M) nearby to feed on.

Note that the Head Vampire has the following motives and tactics: Create thralls, charm, command, fly, intimidate (some of those are clearly social moves as well, if they've got NPCs charmed they can command them). I believe the intent is that they can just, do those things if you spend a fear (or if the PC rolls with fear!)? I see these as broad scale Motives and also specific Monster Moves a la DW.

If it's time for you to make a move and you want to show their charming power, you could spotlight the Head Vampire with a fear and then go "the vampire quirks his eyebrow up at your temerity and drawls out 'show me your neck...'" and you feel his mind reach out to smother your will - I'm thinking this is a Presence Reaction to avoid being charmed by him for long enough that he can take a nice drink?" See Adversary Rolls under 130 and the GM move Capture Someone or Something:
I do agree with you. It just that draining essence feels less vampirical to me. Is nothing that can’t be reskinned and changed, should I need to.
 

It's not the number of metrics to track that matters, but the complexity of tracking them.

If they work in a very consistent manner they get easy to track even with a lot of them, and they're very inconsistent - each having it's own unique rules that don't seem to share the same design style - then it can be hard to track even just a few of them.

So far I think the ones in Daggerheart have good consistency. Having played the game in, albeit just one session thus far, I found that even with a table full of people completely new to the system everything just flowed together and tracking different metrics was very easy for us to do.

Granted that might be true as the levels go up. But it was true at the start.

I don't know DnD 5E so I lack that as a point of comparison. I'm a Pathfinder 2E GM and I mostly find that a consistent game where I can track all the things despite there being an absurd number of them. Daggerheart was easier to track - but I gather most people find Pathfinder 2E overly complex so my perspective is not going to align for many.
 

Note that the Head Vampire has the following motives and tactics: Create thralls, charm, command, fly, intimidate (some of those are clearly social moves as well, if they've got NPCs charmed they can command them). I believe the intent is that they can just, do those things if you spend a fear (or if the PC rolls with fear!)? I see these as broad scale Motives and also specific Monster Moves a la DW.
This illustrates something I find particularly obnoxious about some of the stat blocks: They provide little or no information about how the creature can move. Can vampires fly or levitate? Presumably the Head Vampire can - since that's listed among their Motives and Tactics. But other types? Some things are described as having wings, but...what about ghostly or spectral creatures?
 

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