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

Of those interested in Daggerheart, maybe. But broadly? No way.
I've yet to walk into a game store or national chain bookstore which has only D&D - most have Pathfinder, as well; prior to the Asmodee/FFG cluster—«BLEEP», most of them had Star Wars as well. Paizo being in the Book trade lane gets it most of the same places as D&D.
 

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I've yet to walk into a game store or national chain bookstore which has only D&D - most have Pathfinder, as well; prior to the Asmodee/FFG cluster—«BLEEP», most of them had Star Wars as well. Paizo being in the Book trade lane gets it most of the same places as D&D.
I think you may be underestimating the number of D&D only players by assuming that game store shelf space correlates with number of players. It is very likely that most D&D players never walk into a game store (they buy from Amazon) and many don't own physical books at all (DnDB has millions of users).

If half of D&D players had read another RPG, the #2 game would be 50% of D&D's core book revenue. I doubt that.
 

I think you may be underestimating the number of D&D only players by assuming that game store shelf space correlates with number of players. It is very likely that most D&D players never walk into a game store (they buy from Amazon) and many don't own physical books at all (DnDB has millions of users).

If half of D&D players had read another RPG, the #2 game would be 50% of D&D's core book revenue. I doubt that.
You're making a far more gross generalization: that "has read" requires "has bought." I've read more systems than I've bought. Until she met me, my wife had never read any rulebooks other than HSR 4. before we were dating, she borrowed and read my WFRP. Many of my players have borrowed and read books they do not own. I borrowed and ran Transformers. (That was enough to put me off River Horse's main engine permanently.)
The ratio of has... read:‌pirated > read:bought ... even in D&D. Far more pirated in Star Wars - during the run of SWSE, books were on the net in PDF within a week - despite zero legal PDF, or, perhaps, because of it. The same has been true for FFG SW... but due to the custom dice, most of them still bought either the die-roller or a pack or two of dice.

Edit to add: Hell, one set of 2014 D&D has been used by 3 GMs in the last 10 years... the ones I bought. My kids have both run D&D using them. I think one of their friends used them at table, too. And the PBH was read by 4 other players.

Piracy is and has been rampant with D&D for decades. There was even a text-only copy of moldvay and cook on WWIVnet in the 90s.
 
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You're making a far more gross generalization: that "has read" requires "has bought." I've read more systems than I've bought. Until she met me, my wife had never read any rulebooks other than HSR 4. before we were dating, she borrowed and read my WFRP. Many of my players have borrowed and read books they do not own. I borrowed and ran Transformers. (That was enough to put me off River Horse's main engine permanently.)
The ratio of has... read:‌pirated > read:bought ... even in D&D. Far more pirated in Star Wars - during the run of SWSE, books were on the net in PDF within a week - despite zero legal PDF, or, perhaps, because of it. The same has been true for FFG SW... but due to the custom dice, most of them still bought either the die-roller or a pack or two of dice.

Edit to add: Hell, one set of 2014 D&D has been used by 3 GMs in the last 10 years... the ones I bought. My kids have both run D&D using them. I think one of their friends used them at table, too. And the PBH was read by 4 other players.

Piracy is and has been rampant with D&D for decades. There was even a text-only copy of moldvay and cook on WWIVnet in the 90s.
Okay.

I'd love to hear your explanation and evidence for "half of D&D players have read a different RPG" when 90% of D&D players haven't even read the PHB.

I think you are assuming that your experiences and bubble are broadly applicable and I don't think any of us who frequent ENWorld are anywhere near representative of the couple tens of millions of people that have discovered D&D in the last 10 years.
 


I'm sure there are people who have learnt by doing rather than reading the rules. Hopefully they at least read their character features eventually. I have no idea of the proportion of players.
 

Don't have any comment on the other thing - but I can't say as I've ever personally gamed with that 90%, if THIS is true.
More than 90% of people I've gamed with own at least 2 RPGs. Almost everyone since 2008 has read at least part of the D&D PHB or the SRD, or the D&D Basic Rules. Even since about 2001, most have at least read part of the SRD. I'd say at least half of all the gamers I've played with since 1995 have at least one RPG downloaded from the internet... paid or free. Including people completely new to RPGing. It's not like the 1980s... where 20% of my players had a copy of whatever was being run unless it was AD&D - and that because of the asinine advice of screwing players over for knowing the rules... even then, more than half had the PHB.
It's changed a lot in the last decade, and I've had drop ins with no actual play who read at least two RPG corebooks in whole or major part. 3 of those for L5R. 5 for Star Wars (only one of whom had a legit rulebook). D&D players are, generally, the least well read, but many of them compared Pathfinder from its SRD to the D&D SRD.
Then again, I get most of my players via them showing up at the store and being sent back to my group.

Keep in mind: one can get into D&D or Pathfinder with $0+Dice expenditure. And now, also Daggerheart - the printable cards are plain, but free, and the SRD is free... and quite a number of die rollers are free for android, windows, mac, ios, and linux. Hell, I released two die-rollers as donationware for PalmOS. (late 90's).

Back in the early 2010's period, more than half my grade 5/6 students had played a tabletop roleplaying game; about 1/4 were actively playing, and most of those were playing Rifts. Rifts is an anomaly, due to a pawn shop doing brisk used Palladium books sales just to piss off Siembieda's lawyers...
 

The vast majority of the millions of people who have taken D&D up in the past ten years have probably never read another rpg.

I'll put hard cash on that claim.

As for the D&D audience in general over the decades? Sure, I believe they have.
 

Also: Pathfinder, much of the OSR games, Beyond the Wall, D20, Tales of the Valiant, all of those are Dungeons & Dragons.

Possibly even X Without Number games too. I really like some of the games but they're still D&D.
 
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What happens when novices discover RPGs via D&D?

1) Bounce hard against it. Never play RPGs again.
2) Bounce hard against it, but switch to another RPG genre like CoC.
3) Likes it but quits after a few months, or a year. Might play again when the kids are old enough.
4) Hooked for life on D&D and refuses to play other RPGs.
5) Hooked for life on RPGs and tries out other systems regularly.

No idea of the split. We don't have data. But I recall reading an article saying 3) is a larger portion of the clientele. The turnover of D&D players is large. Retention levels are low.

I'm a 5, and so was my original group in 1980. All other groups (1990-2020) only wanted D&D. My current group is anything but D&D.
 
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