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Call of Cthulhu vs Daggerheart

Compare Call of Cthulhu and Daggerheart side by side. See differences in complexity, dice, genre, cost, and more.

Call of CthulhuDaggerheart
GenreHorror, ModernFantasy
TagsInvestigation, Fear & Stress Mechanics, Mystery, Deadly, Corruption, Skill-Based, Atmospheric, One-Shot Friendly, Character-Driven, NarrativeNarrative, Collaborative, Fiction-First, Character Building, Character-Driven, Drama, Combat-Heavy, Resource Management, Fear & Stress Mechanics, Strong GM Support
Core MechanicRoll d100 equal to or below a skill or characteristic. Hard and Extreme tests use half and one-fifth of that rating. Bonus and penalty dice select a better or worse tens digit. Eligible failed skill rolls can be pushed by taking further action, risking a harsher consequence.Players roll two d12s, add a trait and modifiers, and meet or beat a Difficulty to succeed. The higher die grants the player Hope or gives the GM Fear, even when the action succeeds. Matching dice produce a critical success. Adversary attacks use d20 plus a modifier against Evasion.
Diced1002d12, d20
ComplexityMediumMedium
AccessibilityHighVery High
RunnabilityVery HighVery High
LicenseChaosium Fan Material PolicyDarrington Press Community Gaming License (DPCGL 2.0)
Third-Party PublishingCommercial publishing allowed — Community content programCommercial publishing allowed — Community gaming license
Summary only, not legal advice. Check current terms before publishing.
Cost$$Free
PublisherChaosiumDarrington Press
Year20142025
LanguagesEnglish, French, German, Italian, Japanese, Korean, Spanish, Polish, Portuguese, Russian, Swedish, ChineseEnglish, French, German, Italian, Portuguese
Best ForGroups who want clue-driven horror with ordinary investigators and lasting consequences. Suits focused mysteries and campaigns where survival matters more than defeating every threat.Groups who want fantasy campaigns built around character relationships and changing ability loadouts. Battles suit tables that share the spotlight without a fixed initiative order.
HighlightsPushing a failed roll offers another chance at the goal with a more serious consequence if it fails. Learning Mythos lore reduces maximum Sanity, tying useful knowledge to lasting vulnerability. An Idea roll gets a stalled investigation moving again, with failure putting investigators into danger.Hope can activate character abilities or add a backstory-based Experience to a roll. Players share the spotlight freely until a failure, a Fear result, or GM intervention shifts it. Each class combines two domains into a loadout of up to five active ability cards.
ConsiderationsA major wound can leave an investigator dying, making direct confrontation dangerous. Bouts of madness temporarily place investigator actions under Keeper control. Foot and vehicle chases track relative speed and movement actions, adding a separate procedure to pursuit scenes.The spotlight has no fixed turns or action allotment, requiring the group to share opportunities to act. Recalling inactive domain cards outside a rest can cost Stress. Resting restores resources but also gives the GM Fear to spend on further threats.