What Is Daggerheart? 10 Things to Know Before Your First Session
Daggerheart is Critical Role’s answer to the question: what if your TTRPG felt as collaborative as your favorite actual play podcast? Created by Matthew Mercer and Spenser Starke through Darrington Press, this fantasy roleplaying system uses dual d12s, meta-currencies called Hope and Fear, and card-driven abilities to blend tactical combat with narrative freedom.
If you’re tired of D&D’s rigid structure but still want crunchy combat, or if you love story games but miss tactical depth, Daggerheart might be exactly what your table needs. Here’s everything you need to know before your first session.
1. What Daggerheart Actually Is (And Isn’t)
Daggerheart positions itself as an epic fantasy TTRPG built for long-term campaign play. Think D&D 5e’s tactical combat meets the narrative flexibility of Powered by the Apocalypse games.
The system targets groups who want something crunchier than most story games but more collaborative than traditional D&D. You’ll find blow-by-blow encounters with positioning and resource management, but also explicit tools for players to define story details and shape outcomes beyond simple pass/fail.
⚔️ Daggerheart Quick Reference ⚔️
Your Essential Guide to Critical Role’s Collaborative Fantasy RPG
Hope & Fear Tracker
Spend Hope To:
- Add +1d6 to any roll
- Activate special Domain abilities
- Help an ally’s action
- Resist damage or effects
- Declare a flashback or preparation
Spend Fear To:
- Trigger enemy special abilities
- Add extra damage to attacks
- Advance countdown clocks
- Introduce complications
- Bring in reinforcements
How to Resolve a Roll
(Hope & Fear dice)
Total vs. DC
Higher die matters
Hope or Fear
Example Roll:
Scenario: You’re trying to leap across a chasm (DC 15).
You roll: Hope die shows 8, Fear die shows 3, +5 modifier
Total: 8 + 3 + 5 = 16 (Success!)
Higher Die: Hope (8) is higher than Fear (3)
Result: You succeed AND gain 1 Hope point! 🌟
System Comparison at a Glance
| Feature | Daggerheart | D&D 5E | PbtA Games |
|---|---|---|---|
| Core Mechanic | 2d12 (Hope/Fear) | 1d20 + modifier | 2d6 + stat |
| Meta-Currency | Hope & Fear pools | Inspiration | Momentum/Hold |
| Character Build | Class + 2 Domains + Heritage | Race + Class + Background | Playbook + Moves |
| Initiative | Flexible spotlight | Fixed numerical order | Fiction-first flow |
| Powers Format | Physical cards | Text in book/sheet | Move descriptions |
| Player Authority | High (explicit rules) | Low (GM decides) | Very High (core design) |
| Combat Crunch | Medium-High | High | Low-Medium |
| Best For | Collaborative tactical play | Traditional dungeon crawls | Narrative-first gaming |
Character Creation in 6 Steps
Essential Rules Quick Reference
DC 5-9: Easy
DC 10-14: Moderate
DC 15-19: Hard
DC 20+: Very Hard
• Attack (melee/ranged)
• Move (reposition)
• Use Domain ability
• Help an ally
• Defend/dodge
Gain both Hope AND Fear tokens, plus enhanced effect
• Stress: Mental/social harm
• HP: Physical harm
At 0 HP: Down but not out (rescue rules apply)
Encourages teamwork and dramatic moments
Gives players chance to respond or counteract
What You Need to Play
- Two d12s per player (different colors for Hope/Fear)
- Standard polyhedral dice (d4, d6, d8, d10, d20)
- Character sheets (printable from Daggerheart.com)
- Domain cards (print or buy official sets)
- Hope/Fear tracker (use this guide or print tokens)
- Class cards (for quick ability reference)
- Pencils and paper (for notes and tracking)
First Session Success Tips
• Ask the GM questions about the world
• Look at your Domain cards before your turn
• Help decide who goes next in initiative
• Start in medias res (action first!)
• Ask players to define story details
• Spend Fear aggressively to teach its value
• Keep Hope/Fear pools visible
• Embrace flexible initiative
• End scenes explicitly to reset
Sample Domain Themes
Each class gets two Domains. Here’s what they represent:
For TTRPG veterans, the comparison point is clear: similar encounter structure to D&D, but with built-in momentum mechanics and player narrative authority. The game assumes you’re familiar with roleplaying basics but introduces enough unique mechanics that everyone starts on relatively equal footing.
Best for: Groups who loved Critical Role’s style of collaborative storytelling but found D&D 5e didn’t quite support that playstyle mechanically.
2. The Duality Dice: How Two d12s Change Everything
Every major action in Daggerheart uses two twelve-sided dice in different colors: one Hope die and one Fear die. You roll both together, add your modifiers, and compare the total to a difficulty class (typically 5-30).
Success or failure depends on your total, but the higher individual die matters too. If your Hope die shows the higher number, you gain a Hope point. If Fear rolls higher, the GM gains a Fear point. This creates an emotional arc alongside mechanical resolution.
For players coming from D&D, think of it like advantage with consequences. You’re rolling two dice for swing, but instead of just taking the higher result, you’re feeding a momentum meter that shapes the entire session. It’s somewhat similar to Modiphius 2d20 games’ momentum/threat economy, but tied to fantasy-specific tropes through the Hope/Fear framing.
The d12 choice is deliberate. Unlike d20’s flat probability, d12s on opposed rolls create a narrower bell curve that makes success more predictable while still allowing dramatic swings. Plus, rolling two different-colored dice just feels good.
What You Need: Two differently colored d12s per player, plus a standard polyhedral set for damage and other rolls.
3. Hope and Fear: The Engine That Paces Your Story
Hope points collect in a player pool and can be spent to boost rolls (typically adding a d6), power special abilities, or help allies. They represent the party’s momentum and heroic spirit.
Fear points accumulate with the GM and fuel enemy special moves, extra damage, countdown clocks, or narrative complications. They give the GM mechanical permission to escalate tension in interesting ways.
This isn’t just flavor. Rolling with Hope versus rolling with Fear becomes the session’s heartbeat, creating natural dramatic arcs without anyone needing to consciously pace the story. When Hope is flowing, players feel powerful and take bigger risks. When Fear accumulates, tension rises organically.
The economy is transparent. Everyone can see both pools, creating shared investment in the session’s emotional trajectory. Players might choose to push for that extra Hope point even on a guaranteed success, while GMs can telegraph upcoming complications by spending Fear.
For New Session Zero Planning: Discuss how your group wants to use Hope points. Some tables prefer tactical optimization; others use them for dramatic heroic moments.
4. Card-Driven Powers: Your Abilities Live on Your Table
Daggerheart uses physical cards extensively. Class guides, Domain cards, ancestry and community cards, and later expansion content (Transformations like Vampire, Werewolf, Ghost, and Demigod) all come as card sets.
Each class associates with two Domains—mechanical themes like Arcana, Spark, Grace, or Splendor. At level 1, you select Domain cards that define your abilities and play style. These cards stay on the table during play, making your options highly visible.
This feels surprisingly board-game-adjacent, like having a LitRPG skill page laid out physically. You’re not flipping through a character sheet mid-combat; you’re looking at your ability cards and choosing your next move. It speeds up play and makes complex builds more accessible.
The card system also signals a design philosophy: your character’s mechanical options should be clear at a glance, not buried in text blocks. New players can see exactly what their character does without memorizing rules.
Practical Note: You’ll need to print cards or access them digitally. Darrington Press offers official card sets, but the playtest materials include printable versions.
5. Character Creation: Heritage, Community, and Thousands of Combinations
Character building starts with choosing one of nine core classes, then selecting a foundation (subclass) at level 1 that specializes your role. But the real flexibility comes from Heritage.
Heritage splits into Ancestry (your species/lineage) and Community (your cultural upbringing). Each grants features, and communities use descriptive tags like Loreborne, Seaborne, or Wanderborne. You can even mix ancestries by taking one feature from each, creating genuinely unique backgrounds.
The math is staggering: thousands of level-1 combinations from classes, foundations, ancestries, and communities. Compare this to D&D 5e’s race/class/background system, where meaningful mechanical diversity caps out around a few hundred practical combinations.
This flexibility rivals the best indie RPG systems while maintaining tactical depth. You’re not just picking from a list; you’re building a character that mechanically represents your concept.
Domain Selection Tip: Pick Domains that complement your party’s approach. If you’re heavy on combat, consider taking at least one social or exploration-focused Domain card.
6. No Fixed Initiative: Flexible Turn Order and Scene-Based Flow
The rules include optional turn-based initiative, but the default approach uses flexible turn order. Players often decide who acts next within a scene, encouraging spotlight management rather than rigid sequence.
Some implementations use “take up to 3 actions marked with tokens” as structure, ensuring everyone contributes without strict initiative ladders. This leans closer to narrative spotlight management—familiar to players of Powered by the Apocalypse or Fate—while maintaining crunchy combat.
For groups used to D&D’s initiative count, this feels weird at first. But it solves the “high initiative character dominates” problem and encourages strategic thinking about turn order rather than just reacting to your number coming up.
The system works because Daggerheart’s action economy doesn’t rely on everyone taking precise turns. Instead of “I hold my action until…”, you just decide collectively that the rogue goes next to capitalize on the created opening.
GM Toolkit Steal: Even if you’re running D&D 5e, try flexible initiative for chase scenes or social encounters. It dramatically speeds up play.
7. Narrative Authority: Players Define the World
Daggerheart explicitly encourages GMs to ask players questions and let them define details about the world, relationships, and scene outcomes within the mechanical framework. This isn’t just “describe your attack”; it’s “what does success cost you?” or “who from your past appears?”
Character Connections prompt players to define social ties with each other during character creation, reinforcing an ensemble-cast feel. These aren’t just backstory notes; they’re mechanical touchpoints the system references during play.
Hope/Fear results invite “yes, and / yes, but” style consequences rather than flat pass/fail. You might succeed at your action but roll with Fear, giving the GM license to introduce a complication. This blends story-forward games’ narrative flow with traditional combat structure.
The key difference from D&D: the rules expect players to have narrative authority, not as a houserule or table preference, but as the default operating mode.
First Session Suggestion: Start your first game session with explicit permission for players to add details. Ask “What’s this tavern called?” or “What did you two argue about last night?” to set expectations.
8. Required Materials: What You Actually Need at the Table
At minimum, groups need:
- Two differently colored d12s per player (for Hope and Fear)
- Standard polyhedral dice set per player
- Character sheets
- Class and Domain card sets (printed or digital)
- Hope/Fear token tracker (can be simple pen-and-paper)
Official products bundle rhombic d12 Hope/Fear dice, formatted card sets, and expanded ancestries and communities. The playtest materials and quickstart adventures provide most of what you need to start, though physical products enhance the experience.
For printable resources, consider creating:
- One-page Hope/Fear tracker sheet
- Card summary sheets for each class
- Quick reference for basic roll outcomes and action options
- NPC stat blocks on index cards for easy GM reference
The card-driven design means more table space matters. This isn’t a game you can easily run from a phone screen; the physicality of cards on the table is part of the experience.
9. How Daggerheart Compares to Other Systems
| Aspect | Daggerheart | D&D 5E | PbtA Games |
|---|---|---|---|
| Core Roll | Dual d12 (Hope/Fear) + modifiers | Single d20 + modifier | 2d6 or variable dice |
| Meta-Currency | Hope (players) / Fear (GM) pools | Inspiration, class resources | Momentum, Hold, Fate Points |
| Character Build | Class + Domains + Heritage + Community, card-driven | Class + race + background + subclass | Playbooks with moves |
| Initiative | Flexible spotlight, optional fixed turns | Strict numerical order | Fiction-first, no numeric initiative |
| Complexity | Medium-high (crunchy narrative) | Medium | Low-medium |
| Campaign Length | Long-term (designed for it) | Long-term | Varies (often shorter arcs) |
| GM Prep | Moderate (scene-based) | High (encounter planning) | Low (improvisation focus) |
For readers familiar with LitRPG stories, think of Hope/Fear as the visible “story HP,” Domains as talent trees, and Transformations as prestige classes or character evolutions. The system mechanizes narrative beats that LitRPG makes explicit in text.
Compared to fantasy RPG systems, Daggerheart sits between traditional and narrative—more structured than Fate, more flexible than Pathfinder 2E.
10. First Session Tips and GM Hooks
Many community discussions recommend starting with a Session Zero where players “spit-ball” character concepts together, then lock in class, heritage, and community so the party’s themes and Domains complement each other. This collaborative creation matches the system’s play philosophy.
Published quickstart adventures showcase Hope/Fear swings with encounters built to reward clutch Hope spending and escalating Fear stakes. Don’t be afraid to spend Fear aggressively early; it teaches players to value their Hope pool.
For Your First Session:
- Use pre-generated characters or simplified Domain selections to focus on learning the Hope/Fear economy
- Start in medias res—Daggerheart shines when action begins immediately
- Encourage players to spend Hope liberally at first; hoarding leads to boring sessions
- Telegraph Fear spending: “I’m thinking of making that attack hurt extra—anyone want to intervene?”
- End scenes explicitly to reset positioning and spotlights
GM Toolkit Adaptations:
- Steal the Hope/Fear economy for D&D 5e using inspiration tokens
- Use card-style power sheets in Savage Worlds or Cypher System for similar at-a-glance clarity
- Adapt Transformations as mid-campaign “prestige class” moments in any system
- Apply flexible initiative to any game’s social encounters
Want more details? Check out our full Daggerheart review for deeper mechanical analysis.
Getting Started: Your Next Steps
Daggerheart offers something genuinely different: a system that mechanizes collaborative storytelling without sacrificing tactical depth. The dual d12 system, Hope/Fear economy, and card-driven abilities create a game that feels like playing in a Critical Role episode—because it was designed specifically for that style of play.
Ready to try it? Start with:
- Download the free playtest rules from Daggerheart.com
- Print character sheets and Domain cards for your chosen classes
- Grab or order two d12s per player in different colors
- Schedule a Session Zero to build characters together
- Run the included quickstart adventure to learn the Hope/Fear flow
The system rewards groups who already enjoy collaborative storytelling but want more mechanical structure. If your table loves improvising together and you’re comfortable with players having narrative authority beyond their character’s actions, Daggerheart delivers.
For groups starting their first TTRPG campaign, the card-driven design makes complex rules more accessible than traditional text-heavy systems. You won’t need to memorize the player’s handbook; your abilities live on cards in front of you.
Have you tried Daggerheart yet? What surprised you most about the Hope/Fear system? Drop a comment below—we’d love to hear how your first session went and whether the dual d12s lived up to the hype.
Looking for more alternative fantasy systems? Check out our guide to indie RPG systems or see how Daggerheart stacks up in our fantasy RPG systems ranking.
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