TTRPG Wiki

Compare tabletop RPG systems to find your next game

Castles & Crusades vs Daggerheart

Compare Castles & Crusades and Daggerheart side by side. See differences in complexity, dice, genre, cost, and more.

Castles & CrusadesDaggerheart
GenreFantasyFantasy
Play StyleHeroic, Dungeon Crawl, Character Building, High-Fantasy, Theater of the Mind, Vancian CastingNarrative, Collaborative, Heroic, Roleplay-Heavy, Fiction-First, Theater of the Mind, Character Building, Drama, Beginner-Friendly, Character-Driven
Core MechanicSIEGE Engine: roll d20 + modifier + level vs. Challenge Class (12 for primary attributes, 18 for secondary). Primary/secondary attribute distinction replaces complex skill lists with a single unified check system.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.
Diced202d12
ComplexityLowMedium
AccessibilityVery HighVery High
RunnabilityHighVery High
LicenseOGL 1.0aDarrington Press Community Gaming License (DPCGL)
Cost$$$$$
PublisherTroll Lord GamesDarrington Press
Year20042025
Best ForGroups wanting the classic AD&D feel with streamlined, unified mechanics: old-school spirit with modern ease of play.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.
HighlightsSIEGE Engine unifies all attribute checks, easy to convert AD&D/d20 content, 13 classes with classic archetypes, fast character creation, large back-catalog of adventuresEvery 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.
ConsiderationsPrimary/secondary attribute split can feel arbitrary, limited non-fantasy supportThe 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.