Daggerheart vs Warhammer Fantasy Roleplay
Compare Daggerheart and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, and more.
| Daggerheart | Warhammer Fantasy Roleplay | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Narrative, Collaborative, Fiction-First, Character Building, Character-Driven, Drama, Combat-Heavy, Resource Management, Fear & Stress Mechanics, Strong GM Support | Career-Based, Corruption, Crunchy, Dark Fantasy, Fear & Stress Mechanics, Gritty, Investigation, Licensed IP, Strong GM Support, Tactical |
| Core Mechanic | Players 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 d100 equal to or under a Skill or Characteristic. Success Levels are the target's tens digit minus the roll's tens digit. Difficulty modifies Success Levels and can change the outcome. Advantage lets you reverse the digits for a better result; Disadvantage requires the worse result. Opposed Tests compare Success Levels. |
| Dice | 2d12, d20 | d100 |
| Complexity | Medium | High |
| Availability | Free core rules | Paid |
| Runnability | 5 of 5 book tools | 5 of 5 book tools |
| License | Darrington Press Community Gaming License (DPCGL 2.0) | All Rights Reserved |
| Third-Party Publishing | Commercial publishing allowed — Community gaming license | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Darrington Press | Cubicle 7 Entertainment Ltd. |
| Year | 2025 | 2026 |
| Languages | English, French, German, Italian, Portuguese | English |
| Best For | Groups 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 a career-driven grim fantasy campaign where investigation and consequential combat put precarious Old World adventurers under pressure. |
| Highlights | Hope 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. | Success Levels express degree of outcome in ordinary and opposed Tests. Career status influences social Tests and income, giving a character's occupation consequences beyond advancement. Between-adventure procedures make long-term projects compete with earning a living. |
| Considerations | The 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. | Critical wounds can cause lasting injuries even when a character survives a fight. Career progression requires filling an advancement tracker before spending XP during downtime. Downtime limits characters to a few undertakings and normally consumes any money they have not secured. |