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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

okay just taking combat: we have the attack roll v evasion, hope/fear, stress, action points, Domain cards, damage threshold, armor, HP - lots of little fiddly stuff to remember and get use to. Its not onerous but it is stuff to track
Fortunately there is a limit of five domain cards. Compared to say a primary caster in 5e, it doesn't seem too terrible. At least to myself.
 

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I’m at the point of having finished the player sections, and just about to start on the GM section. So far the game is very interesting. One thing that stood out to me, when I was reading the ancestry powers pretty much every one had an ability I thought sounded amazingly powerful. The characters definitely seem to start off capable. The power curve is an interesting mix of bounded accuracy, similar to D&D 5e, while the weapon damage growing as your proficiency increases is very much reminiscent of 13th Age.

I need to get my head around the damage system in general a bit more before I can really understand the implications of this. It feels a little like Savage Worlds where you only have a small number of wounds (hits, here) so there isn’t the HP escalation of post 3.x D&D but it doesn’t seem to have a death spiral effect like Savage Worlds does.

There are some subtleties that I think will trip up my group for a while, notably that Reactions don’t generate Fear or Hope. There are also definitely some errata needed - surely Ilmari’s Rifle (p119) is two handed (unless everyone is supposed be Rooster Cogburn?).

I think the way equipment in general is presented is interesting. That also gives me D&D 4e vibes, where all the magic items were in the PHB and players could petition the GM for what they wanted to find.

On to the GM chapter next…
 
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I’m at the point of having finished the player sections, and just about to start on the GM section. So far the game is very interesting. One thing that stood out to me, when I was reading the ancestry powers pretty much every one had an ability I thought sounded amazingly powerful. The characters definitely seem to start off capable. The power curve is an interesting mix of bounded accuracy, similar to D&D 5e, while the weapon damage growing as your proficiency increases is very much reminiscent of 13th Age.

I need to get my head around the damage system in general a bit more before I can really understand the implications of this. It feels a little like Savage Worlds where you only have a small number of wounds (hits, here) so there isn’t the HP escalation of post 3.x D&D but it doesn’t seem to have a death spiral effect like Savage Worlds does.

There are some subtleties that I think will trip up my group for a while, notably that Reactions don’t generate Fear or Hope. There are also definitely some errata needed - surely Ilmari’s Rifle (p119) is two handed (unless everyone is supposed be Rooster Cogburn?).

I think the way equipment in general is presented is interesting. That also gives me D&D 4e vibes, where all the magic items were in the PHB and players could petition the GM for what they wanted to find.

On to the GM chapter next…
The Daggerheart website had errata on day one. I don’t know if that was one of them. It mostly looked like grammar and wording fixes.
 

5e has:

HP / HD / Limited Use Class & Heritage abilities / Spell slots / Inspiration?

DH has:

HP / Stress / Armor / Hope / Limited Use Domain abilities?

I think DH has a little more fiddly calculations of stuff.

Well some of those don't sound equal. Spell slots for example is not just one thing. It is depending on class an level up to 9 different things to track. And let not forget absolute horrible fiddly and difficult stuff to remember like for example with the Psi Warrior where they mix different power usages, with different power regeneration with a special resource on top.

Does Daggerheart ever reach that bookkeeping nightmare ?
 

Well some of those don't sound equal. Spell slots for example is not just one thing. It is depending on class an level up to 9 different things to track. And let not forget absolute horrible fiddly and difficult stuff to remember like for example with the Psi Warrior where they mix different power usages, with different power regeneration with a special resource on top.

Does Daggerheart ever reach that bookkeeping nightmare ?

I dont think so, no. The most complicated thing is probably tracking and using your Hope smartly, and building your domain cards. But everything is a lot more limited at a time, so once you have the core mechanics down I think there's less overall growth?
 

@Shadowdweller00 : 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?

So a) I dont think explicit movement is particularly relevant in this system, you generally expend a resource to move within a zone, unless a specific terrain or fictional element is stopping you (eg: a gap, whatever), b) look at the Spectral Captain for an example of what you're talking about, it has "move through solid objects" as a tactic.

In other narrative/fiction first games, the GM can basically do whatever they want with a creature; but writing down specific Moves is a reminder of "when I need to go hard, here's the fiction I want to use to make this one distinct." Everybody expects ghosts to phase through things, vampires of a certain age to fly or shape change, etc. If you want a reminder to do that thing as needed, add a tag to its tactics/Motives line!

I do think they could've been a little more explicit with this, it's split between implication; page 130 text; and page 193:

Motives & Tactics

Each stat block contains the adversary’s motives and tactics. When in doubt, the bandit tries to escape (caring more for their own life than victory), profit (by any means necessary, including lying and stealing), and throw smoke (obscuring the battlefield and escape route). These motives and tactics are suggestions rather than rules—feel free to improvise their choices as you would when playing any NPC.
 



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.
 

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.

Are they supposed to be Magic card sized?
 

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