Cairn 1st Edition vs Daggerheart
Compare Cairn 1st Edition and Daggerheart side by side. See differences in complexity, dice, genre, cost, and more.
| Cairn 1st Edition | Daggerheart | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Play Style | Rules-Light, Classless, Deadly, Attacks Always Hit, Open Source, Hackable, Random Character Creation, Inventory Management, Beginner-Friendly, Dark Fantasy, Fiction-First, Sandbox | Narrative, Collaborative, Heroic, Roleplay-Heavy, Fiction-First, Theater of the Mind, Character Building, Drama, Beginner-Friendly, Character-Driven |
| Core Mechanic | Roll d20 equal to or under STR, DEX, or WIL to pass a save; 1 always succeeds and 20 always fails. Attacks always hit: the attacker rolls a damage die, subtracts the target's Armor, and applies the remainder to Hit Protection. When HP reaches 0, damage spills into STR and triggers a critical damage save; reaching 0 STR means death. Characters have 10 inventory slots, two for hands, with bulky items occupying two slots. Fatigue from spellcasting or deprivation fills slots like gear. Spells are cast by holding a Spellbook in both hands and reading aloud, adding one Fatigue per cast. | 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 | d20, d4–d12 | 2d12 |
| Complexity | Very Low | Medium |
| Accessibility | Very High | Very High |
| Runnability | High | Very High |
| License | CC BY-SA 4.0 | Darrington Press Community Gaming License (DPCGL) |
| Cost | Free / $ | $$$ |
| Publisher | Yochai Gal | Darrington Press |
| Year | 2020 | 2025 |
| Best For | Groups who want a free 24-page toolkit for fae-haunted woodland adventure where character creation takes minutes, equipment defines the character, and any fight can kill you. Especially well suited to one-shots, hacking into custom settings, and learning rules-light fantasy. | 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 | Entire game fits in 24 pages, released under CC BY-SA 4.0 with full rights to remix and republish commercially, the ten-slot inventory unifies equipment and Fatigue into one resource, character generation rolls on d20 tables for names, traits, backgrounds, and starting gear plus a d100 spellbook table, a Scars table produces lasting consequences when HP is reduced to exactly 0 | 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 | Almost no setting detail beyond a vague mysterious Wood, only five creatures in the core bestiary, no structured procedures for exploration turns or dungeon rounds (added later in 2nd Edition), classless design offers no character build mechanics for players who enjoy optimization | 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. |