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Daggerheart vs Whitehack

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

DaggerheartWhitehack
GenreFantasyFantasy
Play StyleNarrative, Collaborative, Heroic, Roleplay-Heavy, Fiction-First, Theater of the Mind, Character Building, Drama, Beginner-Friendly, Character-DrivenRules-Light, Narrative, Hackable, Mana Points, Freeform Magic
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 d20 under your attribute to succeed; the face value of a success indicates quality. Positive double rolls (roll 2d20, pick best) and negative double rolls (pick worst) replace flat modifiers. Characters are defined by Groups (species, vocations, and affiliations) which grant advantage on relevant tasks. The Wise class casts miracles by spending HP, with effects triangulated by their groups and wordings.
Dice2d12d20 + 3d6
ComplexityMediumLow
AccessibilityVery HighMedium
RunnabilityVery HighVery High
LicenseDarrington Press Community Gaming License (DPCGL)Proprietary
Cost$$$$$
PublisherDarrington PressChristian Mehrstam
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.Experienced players who want a concise, elegant OSR system that rewards creative play: where freeform character groups replace rigid skill lists and miracles are flexible but costly.
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.Concise yet deep (~136 pages), Groups system replaces both skills and feats, compatible with old-school modules from 1974 onward, Auction mechanic adds tension to extended contests, miracles system rewards creative description, four editions of refinement
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.Dense writing requires careful reading: not a quick-start game, assumes familiarity with old-school play, no bestiary or setting included, rare classes may feel underdeveloped