====== Daggerheart ======
Page numbers are for the linked SRD pdf
===== Core Mechanics =====
==== Rolling p37-38 ====
=== Players ===
* 2d12 + Stat
* Hope and Fear Die
* With advantage you add a d6 die to your total.
* With disadvantage subtract a d6 from your total.
* Group Action:
- One character leads the action
- 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
- Leader makes the action roll
* 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.
=== GM ===
* 1d20 + Stat
* With advantage you add a d20 and use the highest.
* With disadvantage add a d20 and use the lowest.
=== Roll Difficulty Range ===
| TN | TN | TN | TN | TN | TN |
^ 5 ^ 10 ^ 15 ^ 20 ^ 25 ^ 30 ^
| Very Easy | Easy | Average | Hard | Very Hard | Nearly Impossible |
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==== 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 Fear**: If your total meets or beats the Difficulty AND your Fear Die shows a higher result than your Hope Die, you rolled a “Success with Fear.” You succeed with a cost or complication, but the GM gains a Fear.
* **Failure with Hope**: If your total is less than the Difficulty AND your Hope Die shows a higher result than your Fear Die, you rolled a “Failure with Hope.” You fail with a minor consequence and gain a Hope, then the spotlight swings to the GM.
* **Failure with Fear**: If your total is less than the Difficulty AND your Fear Die shows a higher result than your Hope Die, you rolled a “Failure with Fear.” You fail with a major consequence and the GM gains a Fear, then the spotlight swings to the GM.
* **Critical Success**: If the Duality Dice show matching results, you rolled a “Critical Success” (“Crit”). You automatically succeed with a bonus, gain a Hope, and clear a Stress. If this was an attack roll, you deal critical damage. Note: A Critical Success counts as a roll “with Hope.”
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==== Hope p38 ====
Players can hold up to a maximum of 6 Hope, so look for opportunities to spend it.
* 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
* Utilize an Experience
* Initiate a Tag Team Roll
* Activate a Hope Feature
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==== 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.
==== 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.
When you mark your last Stress, you become **Vulnerable**
If you’re forced to mark Stress but your slots are already full, you must instead mark 1 Hit Point.
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==== 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.
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==== Death p42 ====
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.
* **Avoid Death**: Drop unconscious until you heal 1hp
* **Risk It All**: Roll your Duality Dice. Hope is higher you live. Fear is higher you die.
===== Character Creation (Level 1) p4-5 =====
- Pick Class and Subclass (p6-24)
- Pick Heritage (p27-31)
- Pick Community (p32-34)
- Assign Traits (+2, +1, +1, 0, 0, −1)
- Record Evasion (Class), Max HP (Class), Starting Hope(2), and Max Stress (6)
- Pick Starting Gear (Tier 1) - {{ :daggerheart:teir_1_weapons.pdf |}}
* Proficiency 1
* Weapon: Primary and Secondary (p44-45 & p52-53)
* Armor: Thresholds + Level (1) (p56)
* Armor Score
* Other Starting Items
- Create Background
- Create Two Experiences (+2)
- Pick Level 1 Domain Cards
* Pages 61-68 of the SRD. Link Below
- Create Connections
===== Resources =====
* [[https://www.daggerheart.com/downloads/|https://www.daggerheart.com/downloads/]]
* [[https://www.daggerheart.com/srd/|System Reference Document (SRD)]]
* {{ :daggerheart:teir_1_weapons.pdf |}}
* Intro to Daggerheart : [[https://www.youtube.com/watch?v=6bV2K5eoJgk|]]