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Daggerheart vs When Sky & Sea Were Not Named

Compare Daggerheart and When Sky & Sea Were Not Named side by side. See differences in complexity, dice, genre, cost, and more.

DaggerheartWhen Sky & Sea Were Not Named
GenreFantasyFantasy
Play StyleNarrative, Collaborative, Heroic, Roleplay-Heavy, Fiction-First, Theater of the Mind, Character Building, Drama, Beginner-Friendly, Character-DrivenTactical, Theater of the Mind, Resource Management, Faction Play, Lore-Heavy, Base-Building, Exploration
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.Each hero has four action dice, one for each action type (Attack, Brace, Compel, Maneuver), with the die size set from d4 to d12 by the relevant attributes. To act, roll the matching die and read it against two thresholds. Against an obstacle, the Guide sets a failure threshold and a struggle threshold. Against a foe, the target's attribute is the failure threshold and its defense is the struggle threshold. Beating the higher number is a Success, beating only the lower is a Struggle that costs something, and beating neither is a Failure. Attacks deal damage equal to the roll minus the target's Guard and Armor, so one roll settles both the hit and its severity.
Dice2d12d4–d12
ComplexityMediumHigh
AccessibilityVery HighVery High
RunnabilityVery HighHigh
LicenseDarrington Press Community Gaming License (DPCGL)All Rights Reserved
Cost$$$Free
PublisherDarrington PressPurple People Games
Year20252023
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 settling in for a multi-session campaign who want combat built on resource trade-offs, spellcasters that each play differently, and a Guide comfortable improvising rulings. The island-hopping rescue-and-rebuild structure rewards tables that enjoy both tactical fights and settlement-scale stakes.
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 inEach of the four defenses both resists incoming actions and doubles as the resource a hero spends to power abilities, so every turn weighs guarding against acting. A hero rolls a different die size for each of the four action types, so strengths and weaknesses live in which die they pick up rather than in numeric modifiers. Invoking an Ideal after a roll spends Spirit for an advantage die the Guide sizes to how dramatic the moment is, linking vivid roleplay to a mechanical boost.
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 loreThe three spellcasting callings each run a separate resource economy, creating a real skill gap between players who take a magical calling and those who do not. The Shinarian origin locks Agility at 0, which bars the Wanderer calling and leaves those heroes unable to evade, outflank, or hide effectively. Sizing invoked Ideal dice, setting challenge thresholds, and reading the Dreamshape table all rest on Guide judgment rather than fixed numbers, which favors improvisational Guides over those who want firm procedures.