Core Mechanics
The rules of play — action rolls, Hope and Fear, combat, and more.
- Flow of the GameDaggerheart is a conversation.
- Core Gameplay LoopThe core gameplay loop is the procedure that drives every scene, both in and out of combat: The GM describes a scenario, establishing the PCs' surroundings…
- The SpotlightThe spotlight is a symbol that represents the table's attention—and therefore the immediate focus of both the narrative and the game mechanics.
- Turn Order & Action EconomyDaggerheart's turns don't follow a traditional, rigid format: there is no explicit initiative mechanic and characters don't have a set number of actions they…
- Making Moves & Taking ActionAny time a character does something to advance the story, such as speaking with another character, interacting with the environment, making an attack, casting…
- CombatThough Daggerheart relies on the same flow of collaborative storytelling in and out of combat, physical conflicts rely more heavily on several key mechanics…
- StressStress represents how much mental, physical, and emotional strain a character can endure.
- AttackingAn attack roll is an action roll intended to inflict harm.
- Maps, Range, and MovementYou can play Daggerheart using "theater of the mind" or maps and miniatures.
- ConditionsConditions are effects that grant specific benefits or drawbacks to the target they are attached to.
- DowntimeBetween conflicts, the party can take a rest to recover expended resources and deepen their bonds.
- DeathWhen a PC marks their last Hit Point, they must make a death move by choosing one of the following options: Blaze of Glory: Your character embraces death and…
- Additional RulesThe following rules apply to many aspects of the game.
- Leveling UpYour party levels up whenever the GM decides you've reached a narrative milestone (usually about every 3 sessions).
- MulticlassingStarting at level 5, you can choose multiclassing as an option when leveling up.
- EquipmentYour equipped weapons and armor are the ones listed in the "Active Weapons" and "Active Armor" sections of your character sheet.
- WeaponsAll weapons have a tier, trait, range, damage die, damage type, and burden.
- Combat WheelchairBy Mark Thompson The combat wheelchair is a ruleset designed to help you play a wheelchair user in Daggerheart.
- ArmorEvery armor has a name, base damage thresholds, and a base Armor Score.
- LootLoot comprises any consumables or reusable items the party acquires.
- ConsumablesConsumables are loot that can only be used once.
- GoldGold is an abstract measurement of how much wealth a character has, and is measured in handfuls, bags, and chests, with 10 handfuls to 1 bag, and 10 bags to 1…
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