TTRPG Wiki

Compare tabletop RPG systems to find your next game

Daggerheart vs Dungeons & Dragons

Compare Daggerheart and Dungeons & Dragons side by side. See differences in complexity, dice, genre, and more.

DaggerheartDungeons & Dragons
GenreFantasyFantasy
TagsNarrative, Collaborative, Fiction-First, Character Building, Character-Driven, Drama, Combat-Heavy, Resource Management, Fear & Stress Mechanics, Strong GM SupportTactical, Heroic, Character Building, High-Fantasy, Classic Fantasy, Combat-Heavy, Exploration, Resource Management, Strong GM Support, CC-Licensed Rules
Core MechanicPlayers 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.Roll a d20 and add applicable modifiers to meet or beat a target number. Checks and saving throws use a Difficulty Class; attacks use Armor Class. Advantage or disadvantage means rolling two d20s and keeping the higher or lower result.
Dice2d12, d20d20
ComplexityMediumHigh
AvailabilityFree core rulesFree core rules
Runnability5 of 5 book tools5 of 5 book tools
LicenseDarrington Press Community Gaming License (DPCGL 2.0)Creative Commons Attribution 4.0 International (SRD 5.2.1); proprietary core books
Third-Party PublishingCommercial publishing allowed — Community gaming licenseCommercial publishing allowed — Open license
Summary only, not legal advice. Check current terms before publishing.
PublisherDarrington PressWizards of the Coast
Year20252024
LanguagesEnglish, French, German, Italian, PortugueseEnglish, French, Italian, German, Spanish
Best ForGroups who want fantasy campaigns built around character relationships and changing ability loadouts. Battles suit tables that share the spotlight without a fixed initiative order.Groups who want heroic fantasy campaigns with tactical combat and extensive character customization.
HighlightsHope 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.Weapon Mastery adds effects such as pushing or slowing enemies to qualifying weapon attacks. Class and feat choices let characters develop different roles over twenty levels. Optional Bastions give characters home bases with facilities that produce benefits between adventures.
ConsiderationsThe 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.Spells and class abilities have separate resource limits and timing rules. Higher-level magic can change travel and encounter assumptions that the DM must prepare for. Social encounters rely on ability checks and DM judgments about NPC attitudes.