Daggerheart to Release Spring 2025, Pre-Orders Available Now

Critical Role's TTRPG will launch next year, with two editions available for pre-order.

daggerheart hed.jpeg


Critical Role's Darrington Press has announced that Daggerheart will launch in Spring 2025, with two pre-order options available now. Today, Darrington Press announced that it would release their new high fantasy game Daggerheart in Spring 2025, with both a standard edition and a limited special edition now available for pre-order on Daggerheart's website. The standard Core Set edition of Daggerheart will include the 300-page core rulebook and 279 cards (used as part of the modular character building set). The limited edition will include an alternate art cover, cards and additional accessories like a GM screen, a dice set, and tokens. The Core Set will cost $59.99, while the limited edition will cost $149.99.

Daggerheart uses a 2D12 system, with each D12 designated as either the "Hope Die" or "Fear Die." In addition to the dice rolls determining the success or failure of a roll, the higher result on each dice determines whether a roll is made "with Hope" or "with Fear." In the playtest, rolling with Hope results in the generation of a Hope resource and a positive consequence to the check, even in the result of a failed check. Alternatively, the GM receives a Fear resource when a check result is made with Fear and results in an additional negative consequence, even on a successful check. The game combines D&D 5E-esque mechanics with more narrative storytelling and play, with many wondering whether Critical Role would adopt the game when it eventually transitions to a new edition. The game's lead designers include Matt Mercer and Spenser Starke.

Pre-orders are available now on Daggerheart's dedicated website.

A description of the Core Rulebook's contents can be found below:


The nearly 300 page lavishly illustrated hardcover rulebook contains:

  • Rules for creating characters and a shared world, for playing adventures, and for crafting encounters and campaigns as a game master.
  • Detailed advice on GM craft, player best practices, worldbuilding, campaign building, and full tutorial examples of play.
  • Dynamic adversaries and environments to challenge your players, from the razor sharp wings of the Flickerfly to the noble intrigue of the Baronial Court.


The box of 279 beautifully-illustrated cards securely clasps with a magnet, including:

  • 18 Ancestry Cards—Characters in Daggerheart may come in all shapes and sizes, from the turtle-like galapa to the pointed-eared elves.
  • 2 sets of 9 Community Cards—The culture you came from has shaped your character, providing unique Features for them to use, like the silent step of the forest-dwelling Wildborne or the far-flung knowledge of the Loreborne.
  • 54 Subclass Cards—Step into shadows as a Nightwalker Rogue, or find a friend in every high (and low) place with the Syndicate Rogue! Harness a legendary gods-given weapon as a Divine Wielder Seraph, or take to the skies as a Winged Sentinel Seraph. Each of the 18 Subclasses comes with a Foundation, Specialization, and Mastery card to grow alongside you as you grow in power.
  • 189 Domain Cards—Each class combines two domains, evocative suites of abilities you’ll increase access to as your character grows in power. Bards wield Grace (the domain of charisma) and Codex (the domain of intensive magical study), while Wizards wield Codex and Splendor (the domain of life and power over death).
 

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Christian Hoffer

Christian Hoffer



hawkeyefan

Legend
I’m currently in a regular game of it, along with @Campbell and another player and run by @Manbearcat . I’ve mostly enjoyed play, though I’m a little dissatisfied with the Wizard class so far. My a recent level up seems to have diversified my abilities a bit, so hopefully that helps.

Overall, the game is pretty solid. It’s got a lot of rules, but none of it is all that complex. Just getting to remember them all and kind of become accustomed to them takes a little time. Our game has been a bit more sporadic than other games we’ve played, so I think that’s played a part.

I appreciate some of the design choices. They’re definitely not interested in a straight up traditional approach to play. There are a lot of influences on the rules (maybe too many?) and many are from the indie or story now spheres. I really like that. Anything that can potentially expose a good chunk of RPGers to something beside trad games is a good thing.

The monsters and challenges seem to be well thought out. The GM has several tools at his disposal. I’ve only seen three classes in play, with the other two being the Rogue and Guardian. Both of them seem to live up to expectations a bit more than the Wizard, at least from the start.

I’m not yet sold on the game overall… it seems solid, but I’m not sure it would do for me anything that another game wouldn’t do better. But… I can’t really say that for sure yet. We’ll have to see.
 

Tbiafore

Explorer
This game is dead, played at GenCon, didnt like it at all, and I wasnt alone. The whole table I was with walked away making negative comments. I even saw people at the Darrington Press booth giving negative feedback to the folks working the booth. So many things wrong with it.
 

I’m currently in a regular game of it, along with @Campbell and another player and run by @Manbearcat . I’ve mostly enjoyed play, though I’m a little dissatisfied with the Wizard class so far. My a recent level up seems to have diversified my abilities a bit, so hopefully that helps.

Overall, the game is pretty solid. It’s got a lot of rules, but none of it is all that complex. Just getting to remember them all and kind of become accustomed to them takes a little time. Our game has been a bit more sporadic than other games we’ve played, so I think that’s played a part.

I appreciate some of the design choices. They’re definitely not interested in a straight up traditional approach to play. There are a lot of influences on the rules (maybe too many?) and many are from the indie or story now spheres. I really like that. Anything that can potentially expose a good chunk of RPGers to something beside trad games is a good thing.

The monsters and challenges seem to be well thought out. The GM has several tools at his disposal. I’ve only seen three classes in play, with the other two being the Rogue and Guardian. Both of them seem to live up to expectations a bit more than the Wizard, at least from the start.

I’m not yet sold on the game overall… it seems solid, but I’m not sure it would do for me anything that another game wouldn’t do better. But… I can’t really say that for sure yet. We’ll have to see.

Yeah, I'd been meaning to put together a post on this (as we discussed), but just haven't had the time. You already know my thoughts on the game (which obviously mirror yours), but here are some abridged, off-the-cuff ones:

* Obviously Forged in the Dark-inspired and it shows throughout.

* However, its got lots of other indie tech influences in it like (i) Stressing a character out of a scene for social conflict Win Con and (ii) Minion/Mook Threshold/Splash damage rules.

* The various Countdown (Clocks in Blades' parlance) archetypes allow for embedding gamestate/situation-state impacting events, clocks (small c), and Win Cons in a functional, middling overhead kind-of-way.

* The Wizard (as you mentioned) doesn't come online early enough. I mean...it seems more like the Torchbearer Magician in that way, but the Magician works well with Torchbearer's classes. The lack of potency and breadth of facility of the Daggerheart Wizard sticks out like a sore thumb when contrasted with the other mythic fantasy PC classes/archetypes.

No one has ever heard me ask for a Wizard buff (breadth) in a game until now!

* The lack of gear/inventory-based dynamism + attendant decision-points/complications and the lack of consequential movement and forced movement -based tactical engagement in the combat engine are both issues for me (as you know).




I've got plenty of other thoughts, but I think that is good enough. The game does what it sets out to do well enough (though the early Wizard situation is a bit weird...hard to imagine that is intended). But given that its a mash-up of various stuff (like 4e meets Blades meets Cortex+ meets a few others), there is some "this kinda feels a bit dilute across those influences" sense when running the game (and probably playing it would be my guess).

Its a cool game with a lot of parts that seem to mostly come together when you wrap your head around the handles and concepts. Nonetheless, we'll see where I ultimately land once we're done with our campaign. But presently, I'm landing on "while nifty and I can absolutely see a space for this game, I probably wouldn't run this again."
 

hawkeyefan

Legend
This game is dead, played at GenCon, didnt like it at all, and I wasnt alone. The whole table I was with walked away making negative comments. I even saw people at the Darrington Press booth giving negative feedback to the folks working the booth. So many things wrong with it.

I think perhaps that anecdote may not be as damning as you seem to think. I mean, it’s certainly possible that many folks won’t like it… but to say it’s dead seems a bit premature.

Critical Role has a large fanbase which I expect will bolster the numbers quite a bit.
 




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