Rules

Welcome to Daggerheart

Welcome to Daggerheart

Daggerheart is a collaborative fantasy roleplaying game of incredible magic and heroic adventure. During your journeys, you may find yourself rubbing elbows with nobles to investigate and stop an assassination plot, delving into an ancient dungeon to prevent an apocalyptic creature from breaking free, sailing across a vast ocean to face a terrifying sea monster, or preventing a precious relic from falling into the hands of a dangerous enemy. No matter the adventure your party embarks upon, Daggerheart provides the tools to tell a story that is both heartfelt and epic.

What Kind of Roleplaying Game is Daggerheart?

Daggerheart is a heroic, narrative-focused experience that features combat as a prominent aspect of play. The system facilitates emotionally engaging, player-driven stories punctuated by exciting battles and harrowing challenges. The game takes a fiction-first approach, encouraging players and GMs to act in good faith with one another and focus on the story they’re telling rather than the complexity of the mechanics. The rules provide structure when it’s unclear how actions or moments will resolve within that story. The system takes a free-flowing approach to combat to avoid slowing the game down with granular rounds, and it doesn’t rely on grid-based movement for maps and minis. These aspects coalesce to create a game that allows for the terrain and map-building that miniature-based systems are known for while facilitating a streamlined, narrative experience for players.

If you’re looking for a TTRPG that tells heroic fantasy stories with a modern approach to mechanics, focusing on both epic battles and the emotional narrative of the characters who fight in them, you’ve come to the right place.

Daggerheart also utilizes an asymmetrical design, meaning that it plays differently for the GM than it does for the players. Players roll two twelve-sided dice for their PCs’ standard actions, including their attacks. The GM can make most moves without dice, but they roll a twenty-sided die for adversary moves that require a roll. This asymmetrical design is intended to help all participants contribute to a memorable experience for everyone at the table.

Comments

There are no comments yet