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daggerheart:home [2025/09/23 11:25] – rabidbaboondaggerheart:home [2025/11/04 10:48] (current) – [Resources] rabidbaboon
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-====== Dagger Heart ======+====== Daggerheart ====== 
 +Page numbers are for the linked SRD pdf 
  
 ===== Core Mechanics ===== ===== Core Mechanics =====
 +==== Rolling p37-38 ====
 +<WRAP group>
 +<WRAP half column>
 +=== Players ===
  
-==== Rolling ==== +  * 2d12 + Stat 
-  * Players: +  * Hope and Fear Die 
-    * 2d12 + Stat +  * With advantage you add a d6 die to your total. 
-    * Hope and Fear Die +  * With disadvantage subtract a d6 from your total.
-    * Tag Team: Once per session, each player can choose to spend 3 Hope and initiate a Tag Team Roll between their character and another PC. +
-    * With advantage you add a d6 die to your total. +
-    * With disadvantage subtract a d6 from your total.+
  
-  * GM: 1d20 + Stat 
-   
   * Group Action:   * Group Action:
-    * One character leads the action +    - One character leads the action 
-    * The other characters make a reaction roll +    - The other characters make a reaction roll 
-    * The leader’s action roll gains a +1 bonus for each reaction roll that succeeds and a −1 penalty for each reaction roll that fails +    - The leader’s action roll gains a +1 bonus for each reaction roll that succeeds and a −1 penalty for each reaction roll that fails 
-    * Leader makes the action roll +    - Leader makes the action roll 
  
----- 
  
-<WRAP group> +  * Tag Team 
-<WRAP half column> +    * Once per session, each player can choose to spend 3 Hope and initiate a Tag Team Roll between their character and another PC.
-==== Hope and Fear ==== +
-Hope and Fear are meta currencies +
-  * Players gain hope when: +
-    * They roll with Hope on an action roll +
-    * Short rest: Prepare +
-    * Long rest: Prepare +
-    * Use an item that grants Hope +
-   +
-  * GM gains Fear: +
-    * When players roll with Fear on an action roll +
-    * Short rest: 1d4 +
-    * Long rest: 1d4 + Characters+
 </WRAP> </WRAP>
  
 <WRAP half column> <WRAP half column>
-==== Damage Types ==== +=== GM === 
-  * **Physical**: Dealt through mundane physical blows, usually without the aid of magic.+  
 +  * 1d20 + Stat   
 +  * With advantage you add a d20 and use the highest. 
 +  * With disadvantage add a d20 and use the lowest.
  
-  * **Magic**: Dealt through magical means. Most harmful spells deal magic damage. 
  
-  * **Direct**: Is physical or magic damage that Armor Slots can’t be used to reduce.+=== Roll Difficulty Range === 
 +|  TN         |  TN    |  TN       |  TN    |  TN         |  TN                 | 
 +^  5          ^  10    ^  15       ^  20    ^  25         ^  30                 ^ 
 +|  Very Easy  |  Easy  |  Average  |  Hard  |  Very Hard  |  Nearly Impossible  |
 </WRAP> </WRAP>
 </WRAP> </WRAP>
 +
 +
 +
 +
 +
  
 ---- ----
  
-==== Action Roll ====+==== Player Action Roll Results p36  ====
   * **Success with Hope**: If your total meets or beats the Difficulty AND your Hope Die shows a higher result than your Fear Die, you rolled a “Success with Hope.” You succeed and gain a Hope.   * **Success with Hope**: If your total meets or beats the Difficulty AND your Hope Die shows a higher result than your Fear Die, you rolled a “Success with Hope.” You succeed and gain a Hope.
      
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 <WRAP group> <WRAP group>
 <WRAP half column> <WRAP half column>
-==== Hope ==== +==== Hope p38 ==== 
-Your Hope carries over between sessions, but you can only hold a maximum of 6 Hope at a time, so look for opportunities +Players can hold up to a maximum of 6 Hope, so look for opportunities to spend it.
-to spend it.+
  
-Spend hope to:+  * Players gain hope when: 
 +    * They roll with Hope on an action roll 
 +    * Short rest: Prepare. p41 
 +    * Long rest: Prepare. p41 
 +    * Use an item that grants Hope 
 + 
 + Spend hope to:
   * Help an Ally   * Help an Ally
   * Utilize an Experience   * Utilize an Experience
   * Initiate a Tag Team Roll   * Initiate a Tag Team Roll
-  * Activate a Hope Feature+  * Activate a Hope Feature 
  
 +----
 +
 +==== Fear p38 ====
 +GM can hold up to a maximum of 12 Fear. GM starts a campaign with Fear equal to the number of PCs
 +
 +GM gains Fear:
 +  * When players roll with Fear on an action roll
 +  * Short rest: 1d4. p41
 +  * Long rest: 1d4 + Characters. p41
 +
 +GM spends Fear to:
 +  * Interrupt the players to make a move.
 +  * Make an additional GM move.
 +  * Use an adversary’s Fear Feature.
 +  * Use an environment’s Fear Feature.
 +  * Add an adversary’s Experience to a roll.
  
 </WRAP> </WRAP>
  
 <WRAP half column> <WRAP half column>
-==== Stress ====+ 
 +==== Stress p39 ====
 Stress represents the mental and physical strain your character suffers during their adventures. Some features, such as your spells or abilities, might require you to mark a Stress to use them. Additionally, the GM might offer you the chance to mark a Stress in exchange for succeeding at the action you’re taking. Stress represents the mental and physical strain your character suffers during their adventures. Some features, such as your spells or abilities, might require you to mark a Stress to use them. Additionally, the GM might offer you the chance to mark a Stress in exchange for succeeding at the action you’re taking.
  
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 If you’re forced to mark Stress but your slots are already full, you must instead mark 1 Hit Point. If you’re forced to mark Stress but your slots are already full, you must instead mark 1 Hit Point.
  
 +----
 +
 +==== Damage Types p40 ====
 +  * **Physical**: Dealt through mundane physical blows, usually without the aid of magic.
 +
 +  * **Magic**: Dealt through magical means. Most harmful spells deal magic damage.
 +
 +  * **Direct**: Is physical or magic damage that Armor Slots can’t be used to reduce.
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 ---- ----
  
-==== Death ====+==== Death p42 ====
 When you mark your last Hit Point, you must make a death move. When you mark your last Hit Point, you must make a death move.
   * **Blaze of Glory**: Take one action (at the GM’s discretion), with crit success. Then die.   * **Blaze of Glory**: Take one action (at the GM’s discretion), with crit success. Then die.
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   * **Risk It All**: Roll your Duality Dice. Hope is higher you live. Fear is higher you die.   * **Risk It All**: Roll your Duality Dice. Hope is higher you live. Fear is higher you die.
  
-===== Character Creation (Level 1) ===== +===== Character Creation (Level 1) p4-5 =====
-Page numbers are for the linked SRD pdf +
   - Pick Class and Subclass (p6-24)   - Pick Class and Subclass (p6-24)
   - Pick Heritage (p27-31)   - Pick Heritage (p27-31)
   - Pick Community (p32-34)   - Pick Community (p32-34)
   - Assign Traits (+2, +1, +1, 0, 0, −1)   - Assign Traits (+2, +1, +1, 0, 0, −1)
-  - Record Evasion (Class), Max HP (Class), and Stress (6) +  - Record Evasion (Class), Max HP (Class), Starting Hope(2), and Max Stress (6) 
-  - Pick Starting Gear (Tier 1)+  - Pick Starting Gear (Tier 1) - {{ :daggerheart:teir_1_weapons.pdf |}}
     * Proficiency 1     * Proficiency 1
     * Weapon: Primary and Secondary (p44-45 & p52-53)     * Weapon: Primary and Secondary (p44-45 & p52-53)
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   * [[https://www.daggerheart.com/downloads/|https://www.daggerheart.com/downloads/]]   * [[https://www.daggerheart.com/downloads/|https://www.daggerheart.com/downloads/]]
   * [[https://www.daggerheart.com/srd/|System Reference Document (SRD)]]   * [[https://www.daggerheart.com/srd/|System Reference Document (SRD)]]
 +  * {{ :daggerheart:teir_1_weapons.pdf |}}
 +  * Intro to Daggerheart : [[https://www.youtube.com/watch?v=6bV2K5eoJgk|]]
  
  
daggerheart/home.1758648300.txt.gz · Last modified: by rabidbaboon