Against the Darkmaster vs Daggerheart
Compare Against the Darkmaster and Daggerheart side by side. See differences in complexity, dice, genre, cost, and more.
| Against the Darkmaster | Daggerheart | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Play Style | Crunchy, Combat-Heavy, Deadly, High-Fantasy, Journey, Character-Driven, Roll to Cast | Narrative, Collaborative, Heroic, Roleplay-Heavy, Fiction-First, Theater of the Mind, Character Building, Drama, Beginner-Friendly, Character-Driven |
| Core Mechanic | Roll d100 + skill bonus against a difficulty threshold for skill checks, or against an opponent's defensive bonus for attacks. Rolls of 01–05 are automatic failures (fumbles); rolls of 96–00 are open-ended, allowing a second d100 roll added to the first for explosive results. Attack rolls that exceed the target produce hits on weapon-specific attack tables, with high results triggering critical strikes that cause injuries, bleeding, and conditions beyond simple hit point loss. | Roll 2d12 Duality Dice (Hope + Fear) and add modifiers vs. difficulty. Which die rolls higher determines whether the moment swings toward the players (Hope) or the GM gains Fear tokens to spend on complications. In combat, adversary attacks roll d20 + modifier against target's Evasion. |
| Dice | d100 | 2d12 |
| Complexity | High | Medium |
| Accessibility | High | Very High |
| Runnability | Very High | Very High |
| License | Proprietary (open00 SRD planned) | Darrington Press Community Gaming License (DPCGL) |
| Cost | $$ | $$$ |
| Publisher | Open Ended Games | Darrington Press |
| Year | 2020 | 2025 |
| Best For | Groups who want an epic good-versus-evil campaign with deep character creation, detailed travel mechanics, and crunchy percentile combat with critical hit tables: especially fans of Rolemaster or MERP looking for a modernized take. | Groups who want heroic fantasy with emotionally driven storytelling, where every roll shifts momentum between hope and fear. Great for Critical Role fans and narrative-focused tables. |
| Highlights | Character creation combines Kin, Culture, Vocation, and Background into highly differentiated characters with personal Passions that mechanically drive play. Detailed overland travel system with terrain-specific hazard tables, foraging, camping, and safe haven mechanics. Magic system with 30+ Spell Lores and over 300 spells, available to all Vocations at different costs. The Darkmaster creation system lets the GM build a campaign-defining antagonist with servants, artifacts, and a dark stronghold. | Every action roll uses 2d12 Duality Dice, and whether Hope or Fear lands higher hands momentum to the player or the GM. Combat runs fiction-first with no fixed initiative, so the spotlight passes by the action rather than a turn order. Characters equip abilities as domain cards drawn from two domains, building a loadout the player can swap between. |
| Considerations | 574-page core book requires significant reading investment before first play. Open-ended d100 rolls and critical hit tables can produce extreme outcomes that swing encounters unpredictably. No published setting: the GM must build or adapt one, though the included introductory campaign provides a starting framework. Character creation involves multiple layered steps (Stats, Kin, Culture, Vocation, Skills, Backgrounds, Passions) that can take an entire session. | The domain-card system runs best with printed cards, though it can be played from the character sheet alone. Players and the GM use asymmetric rules, so each side has its own procedures to learn. Mechanics are tied to the game's own setting and ancestries, which takes work to reskin for another world. |