Daggerheart to Release Spring 2025, Pre-Orders Available Now

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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

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 played it at Gen Con, liked it, and I wasn't alone. Everyone at my table was positive about it, offered some critiques like we were asked to do and there wasn't that much wrong with it. The GM even 3D printed a 18" long ship for the scenario.

Anecdote dispels anecdote. The game is saved.
 

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I saw that. We finished up with the game before that change. It might make a difference but this player was sooooo put off by it, I don't think there's any change that would be acceptable.

I do think that change was interesting. It seems like the final (?) rule was armor sets your damage thresholds, and you can spend armor slots to reduce damage directly by 1HP. Is that about right?

Based on what I saw of the preorder video, that's correct, yeah.
 


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