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Burning Wheel vs Daggerheart

Compare Burning Wheel and Daggerheart side by side. See differences in complexity, dice, genre, cost, and more.

Burning WheelDaggerheart
GenreFantasyFantasy
Play StyleCrunchy, Roleplay-Heavy, Character Building, Drama, Low-Fantasy, Social CombatNarrative, Collaborative, Heroic, Roleplay-Heavy, Fiction-First, Theater of the Mind, Character Building, Drama, Beginner-Friendly, Character-Driven
Core MechanicRoll a pool of d6s (ability exponent = number of dice). 4+ counts as a success. Meet or exceed the obstacle number. Beliefs, Instincts, and Traits earn artha rewards.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.
Diced6 dice pool2d12
ComplexityHighMedium
AccessibilityHighVery High
RunnabilityHighVery High
LicenseProprietaryDarrington Press Community Gaming License (DPCGL)
Cost$$$$$
PublisherBWHQDarrington Press
Year20112025
Best ForGroups who want character beliefs and drama to mechanically drive play, with deep subsystems that reward mastery.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.
HighlightsBeliefs mechanically drive play, skills advance through use, Duel of Wits and Fight subsystems offer detailed resolutionEvery 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.
ConsiderationsSteep learning curve, meant to be played as written (not hackable), print availability limitedThe 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.