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Rolling dice online in Daggerheart

Use a system-accurate roller so results match the game’s mechanics. Use the links below to apply the workflow in Daggerheart and keep it consistent across sessions.

Workflow (do this first)

  1. Pick the roller that matches the system, pool, percentile, exploding d6, 2d12 Hope/Fear, etc.
  2. Set difficulty / DV / target before pressing roll, not after.
  3. Apply modifiers inside the roll, not as re-rolls or after-the-fact tweaks.
  4. Save the roll to history so the table can audit crits and botches later.
Roll loop reminder (Daggerheart)

Daggerheart resolves rolls with Duality Dice: roll two d12s (one Hope die, one Fear die), add your trait modifier, and compare to a Difficulty. Which die rolls higher colors the outcome, succeeding with Hope builds your resources, while Fear feeds the GM's.

Example: Total 14 vs Difficulty 12 with the Hope die higher: you succeed with Hope and bank a Hope token.

Key facts

  • 2d12 Hope & Fear system: Narrative control shifts based on which die rolls higher
  • 9 classes with 2 subclasses each: Bard, Druid, Guardian, Ranger, Rogue, Seraph, Sorcerer, Warrior, Wizard
  • 18 ancestries: Clank, Drakona, Dwarf, Elf, Faerie, Infernis, and more
  • 6 traits: Agility, Strength, Finesse, Instinct, Knowledge, Presence
  • Domain card system: Class abilities that grow with your character
  • Critical success on doubles: Both dice showing the same number

Common mistakes

  • Mistake: Using a generic 1d20 roller for a pool or percentile system. Fix: Pick the system-specific roller, pools, hunger, sanity loss, and crits all key off it.
  • Mistake: Re-rolling until you like the result. Fix: One roll per intent; if you want another attempt, change position, resources, or stakes first.

Context (system overview)

Daggerheart is a heroic fantasy tabletop RPG by Darrington Press that uses a unique 2d12 Hope and Fear dice system. Players create heroes defined by their ancestry, community, class, and subclass, then embark on adventures where narrative control shifts between players and the GM based on which die rolls higher.

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