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Daggerheart

Core Rulebook
Collaborative fantasy adventure driven by hope, fear, and the roll of twin dice
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fantasy
NarrativeCollaborativeHeroicRoleplay-HeavyFiction-FirstTheater of the MindCharacter BuildingDramaBeginner-FriendlyCharacter-Driven
Languages: English
Dice2d12
System FamilyStandalone
Cost$$$
LicenseDarrington Press Community Gaming License (DPCGL)
PublisherDarrington Press
Year2025
Complexity Medium
Accessibility Very High
Runnability Very High

Core Mechanic

Roll 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.

Best For

Groups 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.

Highlights

Every 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.

Considerations

The 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.