
Daggerheart
How to play Daggerheart
A fast, practical 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.
Beginner checklist
Say what you do and what you want to happen (intent).
Use the system's core roll mechanic to resolve uncertainty.
Apply consequences quickly to keep scenes moving.
Between sessions, record advancement so changes are consistent.
How rolls work
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.
Roll the two Duality Dice (Hope d12 + Fear d12) and add your trait.
Compare the total to the Difficulty to find success or failure.
Note which die is higher: with Hope you gain a Hope token; with Fear the GM gains Fear to spend against the party.
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
Derived stats: HP, Stress, Evasion, ArmorScore, Proficiency
Play examples
Intent, roll, consequence
State what you want, roll only when the outcome is uncertain, and apply a consequence that changes the situation.
Change approach instead of rerolling
If you fail, don't spam attempts. Change position, get help, spend resources, or accept a cost to keep the scene moving.
Common mistakes
Rolling too often.
Roll when the outcome matters and uncertainty is real; otherwise just do the thing.
Stalling on failure.
On failure, change the situation (cost, complication, new threat) and move forward.
Character creation
Choose Ancestry
Choose Community
Choose Class
Choose Foundation
Set Traits
Calculate Derived Stats
Choose Experiences
Choose Domain Cards
What to track during play
What to open next
Prefer definitions? Browse terms in the Daggerheart glossary.