====== 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 | ---- ==== 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.” ---- ==== 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 ---- ==== 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. ---- ==== 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. ---- ==== 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|]]