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Daggerheart vs Warhammer Fantasy Roleplay

Compare Daggerheart and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.

DaggerheartWarhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleNarrative, Collaborative, Heroic, Roleplay-Heavy, Fiction-First, Theater of the Mind, Character Building, Drama, Beginner-Friendly, Character-DrivenGritty, Deadly, Career-Based, Dark Fantasy, Roleplay-Heavy, Atmospheric, Low-Fantasy, Investigation, Corruption, Lore-Heavy, Licensed Setting, Random Character Creation, Roll to Cast, Grimdark
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 d100 under skill or characteristic. Success Levels measure degree of success by comparing the tens digits of the target and the roll. Advantage accumulates during combat, adding +10 per point to attack tests.
Dice2d12d100
ComplexityMediumMedium
AccessibilityHighMedium
CommunityHighMedium
LicenseDarrington Press Community Gaming License (DPCGL)No open license
Cost$$$$$$
PublisherDarrington PressCubicle 7
Year20252018
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 dark, gritty fantasy where ordinary people face extraordinary dangers in a richly detailed setting. The career system creates unique character arcs from rat catcher to witch hunter.
HighlightsHope/Fear duality creates constant dramatic tension, fiction-first combat flows freely without rigid turns, card-based abilities add a tactile element, session zero and safety tools built inDetailed grimdark setting, career system creates varied character arcs, combat carries real consequences
ConsiderationsCard-based system works best with physical or printed cards though character sheets alone suffice, asymmetric GM/player rules have a learning curve, tightly coupled to its own setting and loreTightly bound to the Old World setting, Success Level math can slow play, expensive supplement line