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Dagger Heart

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:
    1. One character leads the action
    2. The other characters make a reaction roll
    3. 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
    4. 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

Hope and Fear are meta currencies

  • 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

Your Hope carries over between sessions, but you can only hold a maximum of 6 Hope at a time, so look for opportunities to spend it.


Fear p38

GM gains Fear:

  • When players roll with Fear on an action roll
  • Short rest: 1d4. p41
  • Long rest: 1d4 + Characters. p41

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

  1. Pick Class and Subclass (p6-24)
  2. Pick Heritage (p27-31)
  3. Pick Community (p32-34)
  4. Assign Traits (+2, +1, +1, 0, 0, −1)
  5. Record Evasion (Class), Max HP (Class), and Stress (6)
  6. Pick Starting Gear (Tier 1)
    • Proficiency 1
    • Weapon: Primary and Secondary (p44-45 & p52-53)
    • Armor: Thresholds + Level (1) (p56)
    • Armor Score
    • Other Starting Items
  7. Create Background
  8. Create Two Experiences (+2)
  9. Pick Level 1 Domain Cards
    • Pages 61-68 of the SRD. Link Below
  10. Create Connections

Resources

daggerheart/home.1758818257.txt.gz · Last modified: by rabidbaboon