TTRPG Wiki

Compare tabletop RPG systems to find your next game

Daggerheart vs Dungeon Crawl Classics

Compare Daggerheart and Dungeon Crawl Classics side by side. See differences in complexity, dice, genre, cost, and more.

DaggerheartDungeon Crawl Classics
GenreFantasyFantasy
Play StyleNarrative, Collaborative, Heroic, Roleplay-Heavy, Fiction-First, Theater of the Mind, Character Building, Drama, Beginner-Friendly, Character-DrivenDeadly, Exploration, Gonzo, Dungeon Crawl, One-Shot Friendly, Theater of the Mind, Fast-Paced, Ascending AC, Roll to Cast, Random Tables
Core MechanicRoll 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.Roll d20 + modifiers. Unique dice chain shifts die size up/down. Mercurial magic tables.
Dice2d12d3–d30
ComplexityMediumMedium
AccessibilityVery HighHigh
RunnabilityVery HighVery High
LicenseDarrington Press Community Gaming License (DPCGL)3rd Party License
Cost$$$$$
PublisherDarrington PressGoodman Games
Year20252012
Best ForGroups 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.Old-school dungeon crawls with unpredictable magic, character funnels, and a sense of wonder.
HighlightsEvery 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.Character funnels are distinctive, unpredictable magic system, Appendix N aesthetic
ConsiderationsThe 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.Requires unusual dice (d3, d5, d7, d14, d16, d24, d30), spell result tables slow play at higher levels, funnel adventures require many disposable characters