7 Things Dungeons and Dragons Players Need to Know About Daggerheart

In essence, Daggerheart and Dungeons & Dragons share some resemblances, but it’s vital for players switching between them to acknowledge the key differences. One of the major contrasts is the significant focus on storytelling in Daggerheart, which plays a pivotal role across almost every facet of this tabletop RPG developed by Critical Role. Encouraging player creativity and empowering agency are also top priorities in this alternative to Dungeons & Dragons. It’s crucial for both players and game masters to grasp these fundamental principles and additional differences, especially when transitioning between the systems. Awareness of Daggerheart’s unique aspects is essential to ensure a satisfying and immersive gaming experience for everyone involved.

We’ve identified seven key variations between Daggerheart and Dungeons & Dragons that every player should take note of before diving into gameplay. While there are additional differences, understanding these points will put players in a stronger position to succeed from the get-go. The remaining discrepancies are less significant and can be learned as you go along. Below you’ll find seven aspects that Dungeons & Dragons players should familiarize themselves with when transitioning to Daggerheart and embarking on their first campaign:

1. Combat system
2. Magic system
3. Character creation rules
4. Skill system
5. Encumbrance system
6. Experience points and leveling up
7. World and lore structure

Duality Dice

In the game Daggerheart, unlike Dungeons & Dragons, the standout innovation is the use of Duality Dice. Instead of relying on a single D20, you’ll be using two D12 dice for most rolls. One die represents Hope, while the other symbolizes Fear. The sum of these numbers determines your score for each action roll. As long as this total meets or exceeds the difficulty check set by the Game Master, the roll is considered successful. But there’s a twist: if the total is exactly equal to the difficulty check, the outcome could swing either way, depending on the balance between Hope and Fear.

In this game, when players roll two numbers, the final result depends on which of the Hope or Fear dice yields the higher number. If the Hope die is higher (indicating a ‘Roll with Hope’), players gain a Hope resource that can be employed for spells, abilities, and other advantages. This is usually the preferred outcome since it benefits the player directly. Conversely, if the Fear die takes the lead, the Game Master collects a Fear token. This token empowers the GM to shift attention away from players, introduce challenges into the storyline, and execute actions in combat or otherwise complicate the players’ plans, even when their actions are successful.

Advantage & Disadvantage

For Dungeons & Dragons enthusiasts, you might find that Daggerheart approaches this mechanic in a unique way. Rather than rolling an extra D20 and choosing the higher or lower result, Daggerheart employs a D6 die for its advantage and disadvantage system. If players roll with advantage, they add the result from the D6 to their total from the Duality Dice. Conversely, when rolling with disadvantage, they subtract the D6 roll from their initial total.

Benefits and drawbacks can come in different forms, sometimes inherent to certain skills, and at other times granted by others – be they friends or foes. The Game Master might also award benefits or setbacks as they see fit. These factors can significantly influence the result of a roll, so it’s important to consider them carefully. However, advantages and disadvantages do not combine; only one can apply at a time, and players cannot accumulate multiple instances of either.

Simplified Narrative Combat

In Daggerheart’s combat system, the concept of initiative has been replaced, allowing players to choose their actions in any order they prefer. It’s possible for one player to perform multiple actions before another moves, though this is less frequent. Players should collaborate, considering the storyline when deciding whose turn it is and what actions to take. Notably, players can now execute joint attacks, which can result in powerful strikes and activate significant effects that may alter the course of the battle.

As a game master, I have the ability to move when needed, just like my players do. To do this, I sometimes shift the focus away from the players by using a Fear token. This action lets me initiate an enemy’s attack or bring in more adversaries to the battlefield. This dynamic back-and-forth between us, the GM and the players, keeps combat exciting and ensures that the narrative is always at the heart of our role-playing experience.

Domains and Domain Cards

In this reimagined version of Dungeons & Dragons, realms (Domains) and Domain Tokens mainly serve the functions of spells, class skills, and other elements. Each character is allotted two Domains, enabling them to draw from the corresponding Domain’s pool of cards (Domain Deck). Initially, players will have a limited selection, but as they progress through levels, additional Domain Cards will open up for use. Additionally, characters can opt to multiclass to acquire more Domains and expand their options.

A player’s collection of talents and capabilities is influenced by the Domain Cards they choose. These cards can provide passive benefits or empower players with potent spells and attacks. The selection and usage of these Domain Cards may come with costs, like adding Stress marks, which demand thoughtful strategizing about when to employ them. Additionally, some cards have limitations on their use, such as specific conditions for when they can be used or a limit on the number of times they can be used, making it crucial for players to plan carefully how to utilize their Domain Cards.

Battle Points & Enemy Stat Blocks

In Daggerheart, rather than using Combat Rounds (CR), it adopts Battle Points as the primary resource for combat scenarios. These points serve as the Game Master’s budget for combat encounters and come with a basic formula for calculation included in the core set. However, the GM can adjust this based on the desired level of difficulty. The allocation of these points depends on the type of enemies the GM intends to use. For instance, Minions, which are the weakest type of adversary, usually cost one Battle Point per group that is equal to the size of the party. On the other hand, a Solo adversary would cost five Battle Points.

The choice of enemy types greatly influences their stats, which are categorized by Tiers, dividing them into threat levels. For instance, a Tier 2 Bruiser will inherently be harder to defeat than a Tier 1 Bruiser, yet may not be as powerful as a Tier 3 Minion. Adjusting the types of enemies according to their stats ensures a fair fight, or if the Game Master desires to intensify the challenge, a more taxing confrontation. Enemy stats serve as all the information Game Masters require and operate in a manner analogous to Dungeons & Dragons adversaries, but with key differences such as the replacement of CR (Challenge Rating) with Tiers.

Character Death

In some role-playing games like Dungeons & Dragons, character death can be a significant event. Yet, it often seems restrictive due to the mechanic where a player makes death-saving throws when their hit points reach zero. If they fail three times without being revived or attacked again, the character dies. This process strips players of their decision-making power, reducing their control over the game’s narrative. However, games like Daggerheart buck this trend by giving players more control during these critical moments, allowing them to influence the story as it unfolds.

When reaching the final health threshold, the player is presented with a crucial decision. They must opt for a “Death Action.” There are three primary choices: Blaze of Glory, Escape Death, or Bet It All. Each choice offers unique advantages. If the player selects Blaze of Glory, their character can execute a critical move instantly. Opting for Escape Death results in passing out instead of dying, but leaves a scar as a reminder. Choosing Bet It All involves rolling the Duality Dice, with a higher roll allowing the player to resume combat or accept defeat.

HP, Stress, Evasion, and Armor

In the game called Daggerheart, traditional elements like Armor Class and hit points from Dungeons & Dragons have been replaced with a unique system. The four primary attributes for players in this new setup are Aspect, Health Points (HP), Stress, Evasion, and Armor. These attributes are influenced by class, armor, abilities, and decisions made by the player. Throughout Daggerheart, each of these features plays a crucial role in keeping players engaged and active.

Evasion refers to a character’s skill at dodging attacks in the game. Attacks can only hit if the enemy rolls high enough, based on the character’s Evasion rating. Armor is for characters who are struck by an attack, but it doesn’t necessarily mean they will suffer damage. Instead, the impact can be absorbed or reduced in the Armor Slots, categorized as Minor, Major, or Severe. Stress represents the physical and mental pressure players experience. Building up Stress can make a character vulnerable and eventually lead to them taking harm to their Health Points (HP).

Enthusiasts of tabletop role-playing games (TTRPG) are eagerly awaiting the release of the novel game called Daggerheart. Although the beta version offered a sneak peek, the final product has undergone substantial modifications. Many of these alterations set it apart from Dungeons & Dragons (D&D), yet players will find many of its mechanisms reminiscent and user-friendly. With enough practice, even dedicated D&D gamers should have all the systems and stats down pat for Daggerheart.

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2025-07-05 00:13