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Cosmere RPG vs Daggerheart

Compare Cosmere RPG and Daggerheart side by side. See differences in complexity, dice, genre, cost, and more.

Cosmere RPGDaggerheart
GenreFantasyFantasy
Play StyleCrunchy, Character Building, Heroic, High-Fantasy, Tactical, Licensed IP, Lore-HeavyNarrative, Collaborative, Heroic, Roleplay-Heavy, Fiction-First, Theater of the Mind, Character Building, Drama, Beginner-Friendly, Character-Driven
Core MechanicRoll d20 + skill vs. difficulty. The GM can raise the stakes on key rolls by adding the plot die: a custom d6 with Opportunity, Complication, and blank faces. Opportunities grant bonus effects chosen by the player; Complications introduce narrative twists chosen by the GM but also add a bonus to the roll. Each combat round, characters choose a fast turn (2 actions, act first) or slow turn (3 actions, act later). Characters advance through branching talent trees across 6 heroic paths and 9 Radiant paths.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.
Diced20 + d62d12
ComplexityHighMedium
AccessibilityHighVery High
RunnabilityHighVery High
LicenseAll Rights ReservedDarrington Press Community Gaming License (DPCGL)
Cost$$$$$$
PublisherBrotherwise GamesDarrington Press
Year20252025
Best ForBrandon Sanderson fans who want deep character customization and hard-magic systems brought to the table: groups who enjoy Pathfinder-level build depth in a richly detailed setting.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.
HighlightsDeep lore integration with the Cosmere setting, extensive character customization rivals Pathfinder, plot die adds dramatic tension, fast/slow turn initiative lets players trade actions for turn order, Foundry VTT supportEvery 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.
ConsiderationsPlot die adds a layer of opportunity/complication outcomes on top of pass/fail increasing cognitive overhead per roll, rulebook organization is poor and unclear in places, large barrier to entry for non-Sanderson fans, social encounters can feel repetitiveThe 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.