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Daggerheart vs Grimwild

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

DaggerheartGrimwild
GenreFantasyFantasy
Play StyleNarrative, Collaborative, Heroic, Roleplay-Heavy, Fiction-First, Theater of the Mind, Character Building, Drama, Beginner-Friendly, Character-DrivenNarrative, Fiction-First, Cinematic, Character-Driven, Heroic, Low-Prep, Random Tables, Player-Only Rolls, Open Source
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 a pool of d6 stat dice and take the highest: 6 is a perfect, 4–5 is messy (you succeed with trouble), 1–3 is grim. Two or more 6s is a critical. For harder tasks the GM adds d8 thorns, which can cut a high die down a tier. Players spend spark to boost rolls; the GM spends suspense to complicate them. The GM never rolls.
Dice2d12d6 dice pool, d8
ComplexityMediumLow
AccessibilityVery HighVery High
RunnabilityVery HighHigh
LicenseDarrington Press Community Gaming License (DPCGL)CC BY 4.0
Cost$$$Free / $
PublisherDarrington PressOddity Press
Year20252025
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.Groups who want fast, cinematic heroic fantasy that leans on dramatic story beats and character arcs rather than tactical grid combat.
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.Action rolls take the highest of a d6 stat pool for a perfect, messy, or grim result, so every roll lands on a three-tier outcome rather than pass/fail. The GM raises difficulty by adding d8 thorns that can cut an otherwise good result, scaling danger without changing the dice you roll. Pools of d6 track resources, threats, and clocks by dropping dice as they deplete, unifying hit points, supplies, and looming dangers into one countdown.
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.The GM never rolls dice, so all pacing and threat escalation rest on GM judgment and spent suspense. Outcomes are deliberately cinematic rather than simulationist, abstracting away tactical positioning and precise resource accounting. Advancement is tied to resolving story and character arcs, so groups that skip arc play get little mechanical progression.