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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’m just trying to figure out if there’s a rhyme or reason to their stress and hp.
Someone on Reddit crunched the numbers for us:


Probably worth making a copy because my long experience with Google sheets is that they inexplicably vanish at the worst possible times!

One thing I'm interested to see when I run it is just how easy/hard it is for monsters to die - it really seems like a lot of them are going to take quite a few hits.

I noticed the Courtesan's Searing Glance is almost certainly intended to go off only when a PC fails a Presence check, but is worded as "makes" (but it then talks about the "aftermath" - phrasing really only appropriate to a failed check). It also doesn't really make sense that even the nastiest dirty look is going to automatically cause Stress if the PC has succeeded.

Here's something that is not clear via googling and reddit threads: what size sleeves for the cards. it appears that folks are not having success with "standard" sleeves, but it is the internet so you can't tell whether it is an issue or a few anomolies.

I don't play MtG or other card games so i really don't have much experience with sleeving.
What I've heard is that standard MtG sleeves do fit, but that "inner sleeves" don't fit. Apparently MtG players nowadays "double-sleeve" their cards, something I knew nothing about!
 

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Do the cards look like they'll need sleeves? I sleeve MTG cards because they're constantly shuffled and moved about, I don't know if that's necessary for the Domain cards, unless we're concerned about the quality of them
 

Do the cards look like they'll need sleeves? I sleeve MTG cards because they're constantly shuffled and moved about, I don't know if that's necessary for the Domain cards, unless we're concerned about the quality of them
Yeah there's no reason Domain cards would be shuffled or moved around constantly. You have up to 5 at a time and it costs Stress to change them out outside of rests, so won't be done all that often.

I think it's more that a lot of long-time MtG players (big crossover with TTRPG players) just habitually sleeve all cards they get for everything, even if it doesn't really make sense, or makes something really inconvenient (looking at the guy who had sleeved up his entire Dominion card set in such a way that made it incredibly annoying to actually play).
 

Do the cards look like they'll need sleeves? I sleeve MTG cards because they're constantly shuffled and moved about, I don't know if that's necessary for the Domain cards, unless we're concerned about the quality of them
They’ll take more wear and tear than most RPG players are used to but not nearly as much as MTG cards. The quality is good. Apparently the regular and premium boxes have slightly different-sized cards.

There are heaps of reddit threads about taking care of the cards and sleeve sizes. You just have to dig a little.
 

Yeah there's no reason Domain cards would be shuffled or moved around constantly. You have up to 5 at a time and it costs Stress to change them out outside of rests, so won't be done all that often.

I think it's more that a lot of long-time MtG players (big crossover with TTRPG players) just habitually sleeve all cards they get for everything, even if it doesn't really make sense, or makes something really inconvenient (looking at the guy who had sleeved up his entire Dominion card set in such a way that made it incredibly annoying to actually play).
Don't oils etc from handling harm the cards regardless? I just assumed you would want to sleeve them for long term health of the cards.
 

Don't oils etc from handling harm the cards regardless? I just assumed you would want to sleeve them for long term health of the cards.
I feel like at some point people need to accept they're being a bit precious and ridiculous.

With MtG cards, because some of them have significant monetary value, and they're trading cards, it makes sense to be a little precious, especially as value might not emerge for years, and the difference between "perfect" and "the slightest imperfection" might be dozens to thousands of dollars. And whilst most of the time people touching a card isn't going to "harm" it, some greasy-handed fiend, or even the card-owner after thoughtless cheeto-indulgence might very slightly stain it, which could have significant impact on that monetary value.

With CCG cards and cards like these, which have near-zero resale/monetary value, though, what, exactly, is the problem, if a card is slightly, probably almost imperceptibly, changed by contact with humans? Is it really worth elaborately sleeving them? Let alone this new double-sleeving?
 

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?
Some of the spectral creatures have an ability that lets them spend stress to walk through walls, but others don’t.

But, yeah. While I don’t need every scrap of possible info, especially since this is supposed to be more generic than, say, D&D is (my first edition was 2e, so I loved me some Habitat and Ecology sections), some info would be nice. More than one sentence of detail would’ve been nice. Sections like movement types (we don’t need in feet or meters per whatever), relative size , and rough levels on intelligence (animal and sapient for intelligent beings, and maybe something like programmed and/or alien). Motives and tactics on separate lines, letting each one be more fully fleshed out.

Maybe the idea is simply we do whatever we want. If we like flying vampires, they fly. They just don’t get a bonus to their difficulty while doing so like some flying creatures do.

I’d have to say that the monsters are the weakest part of the game. I think that as soon as I get my new computer I’ll have to try homebrewing some.
 

Apparently MtG players nowadays "double-sleeve" their cards, something I knew nothing about!

Yes, an inner sleeve going from the top (so the bottom is 'open') and then a larger outer sleeve open at the top.

Once any remaining air is pressed out, if they are good sleeves, you essentially are air tight, and they are going to last forever with no wear on the cards themselves, and you just have to replace the outer sleeves depending on use.

This is not new, MTG players are a crazy bunch, I've double sleeved for decades. My last deck, as I sold everything, sits double sleeved in a display binder, so closer to triple sleeved. :D
 

I’d have to say that the monsters are the weakest part of the game. I think that as soon as I get my new computer I’ll have to try homebrewing some.
I would tend to concur. They're useful as examples and for mining for ideas, and I appreciate that they took time to describe all the monster roles and design principles and goals, but I think the actual designs are highly variable in quality, both in terms of how the mechanics work, and whether they achieve the goals a monster of that role has.

On the other hand, it's almost outrageously easy to design your own, and I would be doing that anyway for most encounters.
 

Someone on Reddit crunched the numbers for us:


Probably worth making a copy because my long experience with Google sheets is that they inexplicably vanish at the worst possible times!

One thing I'm interested to see when I run it is just how easy/hard it is for monsters to die - it really seems like a lot of them are going to take quite a few hits.

I noticed the Courtesan's Searing Glance is almost certainly intended to go off only when a PC fails a Presence check, but is worded as "makes" (but it then talks about the "aftermath" - phrasing really only appropriate to a failed check). It also doesn't really make sense that even the nastiest dirty look is going to automatically cause Stress if the PC has succeeded.


What I've heard is that standard MtG sleeves do fit, but that "inner sleeves" don't fit. Apparently MtG players nowadays "double-sleeve" their cards, something I knew nothing about!
Argh! Do you have a link? I can’t find it on the Reddit and am stuck on mobile at the moment so I can only take screenshots.

But thank you for posting that! Even with screenshots, it’ll be very useful.
 

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