TTRPG Wiki

Compare tabletop RPG systems to find your next game

Daggerheart vs The Last Book

Compare Daggerheart and The Last Book side by side. See differences in complexity, dice, genre, cost, and more.

DaggerheartThe Last Book
GenreFantasyFantasy
Play StyleNarrative, Collaborative, Heroic, Roleplay-Heavy, Fiction-First, Theater of the Mind, Character Building, Drama, Beginner-Friendly, Character-DrivenCrunchy, Tactical, Simulation, Character Building, Classless, Deadly, Sword & Sorcery
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.The Last Book uses two resolution systems. Skill and attribute checks roll d100 under a calculated success chance, and how far under the number sets the success margin. Combat is an opposed contest where each side rolls 2d6 and adds a maneuver rating, and the higher total wins the exchange. The margin of victory, called Strike Severity, is added as bonus damage.
Dice2d12d100, 2d6
ComplexityMediumHigh
AccessibilityVery HighVery High
RunnabilityVery HighMedium
LicenseDarrington Press Community Gaming License (DPCGL)All Rights Reserved
Cost$$$Free / $
PublisherDarrington PressPatrick White
Year20252026
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 enjoy 1980s-style point-buy character building and granular, location-based tactical combat, and want that level of crunch set in a violent sword and sorcery desert world.
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.The margin by which a 2d6 attack contest beats the defense becomes Strike Severity and is added to damage, so cleanly won exchanges hit harder rather than only landing. Attackers can aim for a specific body location such as the head or vitals, trading an accuracy penalty for effects like multiplied damage or a chance to cripple a limb. Esoteric Alchemy builds potions from five reagent types that each carry their own laws and effects, letting an alchemist mix custom concoctions instead of drawing from a fixed list.
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 game runs on two separate resolution engines, a d100 roll-under for skills and a 2d6 opposed contest for combat, so players learn and switch between two different systems. Resolving one attack can involve wound level, strike location, vulnerability and status, encumbrance, and lighting at the same time, which keeps combat deliberate and slow. Character death is largely permanent and crippling injuries can persist well beyond a fight, so losing a heavily built character is a real risk.