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Daggerheart vs Epyllion

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

DaggerheartEpyllion
GenreFantasyFantasy
Play StyleNarrative, Collaborative, Heroic, Roleplay-Heavy, Fiction-First, Theater of the Mind, Character Building, Drama, Beginner-Friendly, Character-DrivenNarrative, Beginner-Friendly, Family, Rules-Light, Fiction-First, Character-Driven
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 2d6 + stat (Courage, Charm, or Cunning): 10+ is a hit, 7–9 is a partial hit, 6− is a miss. Friendship Gems are passed between players to reward virtuous behavior and spent to power moon magic. A Shadow Track measures the Darkness's hold: fill it and you become your corrupted Shadowself until friends pull you back.
Dice2d122d6
ComplexityMediumVery Low
AccessibilityVery HighMedium
RunnabilityVery HighHigh
LicenseDarrington Press Community Gaming License (DPCGL)Proprietary (PbtA)
Cost$$$$$
PublisherDarrington PressMagpie Games
Year20252016
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.Families and groups who want a heartfelt, friendship-driven adventure where everyone plays young dragons protecting their world from a creeping Darkness.
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.Accessible gateway RPG for families and new players, friendship gem economy makes cooperation mechanical, dragon setting with its own lore, six playbooks with distinct Shadowself arcs
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.Very niche: you must want to play young dragons, limited mechanical depth, tightly bound to its setting