If you make a move where the outcome is in question, and the success or failure of that move is interesting to the story, your move is an action and the GM calls for an action roll to determine the outcome.
A Hope Feature is any effect that allows (or requires) you to spend Hope to activate its effects.
For an adversary to use an action, they must have the spotlight.
Sometimes you want to use an environment but it’s at the wrong tier for your party.
Just as there is no set style for weapons combat, there is no set style of spellcasting within Daggerheart.
You have a set list of options for upgrading your character.
When you roll with advantage, you add a d6 advantage die to your total. When you roll with disadvantage, you subtract a d6 disadvantage die from your total.
When an adversary you’re controlling attacks a PC, you’ll make a simplified version of the attack roll made by players.
Adversaries tend to have fewer but broader Experiences than PCs.
Some PC moves can force an adversary or other NPC to make a reaction roll.
Adversaries aren’t limited to just the attacks and unique actions in their stat blocks
Some adversaries require tokens to be placed on their stat blocks for certain features.
An adversary’s type represents the role they play in a conflict.
Ancestries represent your character’s lineage, which affects their physical appearance.
Your Armor Score includes the armor’s base value plus any permanent bonuses your character has to their Armor Score from other abilities.
We assume that if your character has a bow, they’re well supplied with standard arrows.
When you make an action roll with the intent to harm an adversary, you’re making an attack roll.
The decisions you make about your character’s background are purely narrative, but they deeply impact the character you’re playing and the story the GM is preparing for your adventures.
An armor’s base damage thresholds represent the long-term protection your armor provides, and determine your damage thresholds (before any bonuses from other features).
This guide will help you roughly balance an encounter so you can determine how many and which adversaries to use.
The flow of combat in Daggerheart is malleable and driven by the dice.
Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list.
Bruisers are close-quarter combatants.
A weapon’s burden notes how many hands it takes to wield it.
After rolling your damage dice, add their values together, then add any modifiers to determine the result. The GM marks Hit Points based on that damage.
After a player describes a move they want to make during the game, you might decide an action roll is necessary to determine how the scene progresses.
Campaign frames provide inspiration, tools, and mechanics to support the story your table will tell.
One of many frameworks for discussing content and safety is the CATS Method.
If you discover that your character has outgrown a previous Experience or it doesn’t feel right anymore, you’re not stuck with the ones you’ve already chosen.
Unless you’re the GM, the first step of Daggerheart is to create your character.
Adjudicating and overseeing the death of a PC may be among the most difficult tasks for a GM.
These values reflect your natural or trained ability in each of the core six stats: Agility, Strength, Finesse, Instinct, Presence, and Knowledge.
You can use dynamic countdowns to track the progress of a chase scene, whether the PCs are pursuing an NPC or being pursued themselves.
When a PC marks their last Hit Point, they must make a death move.
Your chosen class grants the following
Every class begins with a unique class feature (or several).
Each class has a Hope Feature that requires 3 Hope to use; whenever a PC uses this unique and powerful feature, ensure that it impacts the scene.
Describe how you blow off steam or pull yourself together, then clear all Stress.
Describe how you blow off steam or pull yourself together, then clear a number of Stress equal to 1d4 + your tier.
You can make an action roll, with a Difficulty determined by the GM, to try clearing a temporary condition, though the GM might have you clear it in another way.
The combat wheelchair is a ruleset designed to help you play a wheelchair user in Daggerheart.
Common loot might be found at an abandoned camp or readily available at a local store.
Communities represent the culture or environment your character grew up in.
Some features impose a condition on your character (or an adversary). These are effects that grant specific benefits or drawbacks to the target they are applied to.
Sometimes a player might want their character to act against another PC in the scene.
Connections represent the relationships and personal history between your character and their fellow party members.
Consumables are loot that can only be used once.
You can hold up to five of each consumable at a time.
The core realms are the basis for the worldbuilding elements inherent to many of Daggerheart’s mechanics, such as its ancestries and adversaries.
You can use a countdown to track progress toward an event, consequence, or adversary move.
You can use your d20 or another die as a countdown die to track that progression.
Tokens are counters you add to your hand to help total your action roll results.
Sometimes during a fight, you might seek cover, such as by diving behind a small barricade or ducking behind a tree.
When you roll the Duality Dice and both dice roll the same number, that is a critical success.
PCs aren’t the only characters who can roll a critical success—their adversaries can too!
If your attack roll critically succeeds, your attack deals extra damage!
When you succeed on an attack roll against an adversary, you then make a damage roll to determine how much damage your attack deals, and thus how many Hit Points your target must mark.
The number of Hit Points you mark when you take damage is determined by your damage thresholds.
Weapons, spells, and abilities deal one of two damage types: physical damage or magic damage. Some mechanics interact with damage types to affect how damage is dealt or received.
Darkness can make certain actions more challenging.
Facing death is an important part of being an adventurer and having a character die can be an exciting end to a story, as well as an opportunity for the player to transition into something new.
In Daggerheart, when you mark your last Hit Point, you must make a death move.
When an adversary marks their last Hit Point, they are defeated (unless they have a feature that gives them a second chance!)
If your table would rather operate with more precise range rules, you can use a 1-inch grid battle map during combat.
Often, instead of setting a single value for success, you might instead give a player different outcomes based on the relative success or failure of their roll.
When you make an action roll, the roll will have a Difficulty—the number you need to reach or exceed when you roll.
When a PC rolls against an adversary, the stat block provides a Difficulty for the roll.
Direct damage is physical or magic damage that Armor Slots can’t be used to reduce.
Domains are the core themes of each class. The combination of two domains forms the basis for each class’s abilities and spells, which you gain from your domain cards.
Your active domain cards grant you special abilities or spells.
A party can choose to rest before they continue forward on their journey, and when they do, each PC has the chance to make two downtime moves.
The core dice in Daggerheart are a pair of d12s called Duality Dice.
When a situation is being actively influenced by the players, you may choose to use a dynamic countdown to track it.
The following table provides examples of the average cost of basic goods and services.
At the GM’s discretion, a scene continues until the current narrative situation has played out.
Each environment has “impulses,” or the narrative way they push and pull on those within them.
An environment’s type represents the style of scene it most readily supports, but any kind of interaction can happen in any environment.
The rules for equipping and using weapons and armor.
Your character’s Evasion reflects how hard it is for adversaries to hit them.
Included here are Difficulty examples for each trait.
GM moves are your most important tool as a storyteller in Daggerheart.
Your character’s Experiences are one of the core ways you express their backstory and expertise through mechanics.
If a character falls to the ground, you can use the following as a guide to determine the damage they take
When narrating a moment outside the PCs’ influence, the GM might wish to leave the outcome up to chance.
Fear is a currency used by the GM to represent the way fate turns against the characters during the game.
While PCs gain Hope as a metacurrency during the game, you gain Fear.
The bottom of each stat block lists the adversary’s features.
Armor features describe any special rules that apply only to that particular armor.
The bottom of each stat block lists that environment’s features.
If you want an important NPC to mechanically interact with the system, you can give them one or more features that reflect how they move through the world.
A weapon feature describe any special rules that apply only to that particular weapon.
In a session of Daggerheart, you and the other players go around the table describing what your characters do in the fictional circumstances that the GM sets up, building on each other’s ideas and working together to tell an exciting story.
When you start a campaign, you begin with an amount of Fear equal to the number of PCs.
Daggerheart uses the full suite of polyhedral dice: d4, d6, d8, d10, d12, d20, and d100.
If you’re taking on the role of the GM, you’ll be playing the world as it responds to the PCs’ actions.
The GM Principles give you guidance on what to do; meanwhile, the GM Best Practices in this section help you know how to do it.
The players use two d12 Duality Dice as their primary dice for action resolution, but as the GM, you’ll use one d20.
Just like the players have moves they can make during the game, you also have GM moves that change the story in response to their actions.
Daggerheart stands on the shoulders of a decades-long tradition of fantasy adventure TTRPGs that traces back to the beginning of the form as we know it.
Gold tracks how much wealth you have collected on your journey. You can spend it on things such as items, consumables, and equipment.
It’s up to you and your players how much importance you want to place on gold, equipment, and loot in your campaign.
When multiple characters take action together—such as sneaking through an adversary’s camp as a group—the party nominates one character to lead the action.
You can spend a Hope to Help an Ally who is making an action roll you could feasibly support.
While you’re out of sight from all foes and they don’t know where you are, you gain the Hidden condition.
Hit Points (sometimes called HP) are an abstract reflection of your physical fortitude and ability to take hits from both blade and magic.
Hope is a currency used by the players to represent the way fate turns for the characters during the game.
Hordes are groups of weaker enemies.
When a creature has immunity to a damage type, they do not take any damage from an attack that deals damage of that type.
Sometimes you want to use an adversary but they’re too powerful (or not powerful enough) for your party’s tier.
Whether you’re improvising adversaries and environments or using existing ones, you might find a moment where you want to put your thumb on the scale to make something dramatic happen or to escalate the scene.
When a feature refers to incoming damage, it’s describing the damage amount a target is currently receiving.
You can spend three Hope to initiate a Tag Team Roll between you and another PC in order to combine your efforts together in an exciting and scene-defining moment.
The inventory section holds gear your character doesn’t have equipped, so your character isn’t wielding these items and they doesn’t gain their benefits.
Items are loot that can be kept and used repeatedly until you choose to get rid of them, or until something in the narrative causes you to lose them.
In Daggerheart, you’re not asked to pick specific languages for your character.
A Leader can spotlight multiple allies in one move, buff them, or summon new combatants to the field, and they create dynamic combat by rallying and maneuvering their forces.
Legendary loot might be the only item of their kind, a reward for an incredibly difficult or dangerous job, or a powerful adversary’s most precious and guarded treasure.
When your party reaches a milestone in a campaign, the GM will tell you that it’s time to level up.
When your character levels up, choose one available option for your companion from the following list and mark it on your sheet.
Some effects require the target to be within your line of sight.
“Lines and Veils” are a safety tool designed to be first employed in a session zero and revisited as needed throughout a campaign.
You can have a maximum of five active domain cards in your loadout at any one time. Your vault holds any domain cards that are inactive and not currently in your loadout.
A long rest is when the characters make camp, relax for a few hours, and get some rest.
Countdowns can also be used to track long-term events during a campaign.
Some countdowns loop after they trigger; this is common with adversaries who can recharge a feature over time.
The items and consumables you find along your journey are known as loot
Magic damage is dealt through magical means. Most harmful spells deal magic damage.
Major damage is equal to or above your Major threshold but below Severe; you mark 2 HP.
When you decide to do something in the story and the spotlight shifts to you, your PC makes a move, which you describe to the group.
Your group might want to use maps to clarify positioning, showcase an environment, or simply because you enjoy maps and miniatures.
When the GM tells you to take damage, compare the damage total to your thresholds and mark a number of Hit Points determined by the threshold.
When an effect requires you to mark a Stress, do so on the slots on your character sheet.
To make the game more dangerous, your table can implement a Massive threshold.
Minions increase the scale of a battle without bogging down play.
Minor damage is anything below your Major threshold; you mark 1 HP.
Families within the world of Daggerheart are as unique as the peoples and cultures that inhabit it.
Modifiers are bonuses that apply to your action rolls.
Each stat block contains the adversary’s motives and tactics.
You don’t need to worry about how fast you move, unless you’re under pressure or in danger.
Attack rolls underwater have disadvantage unless it makes sense for a character to easily fight underwater, like a Siren or Shark making an attack on a PC.
Starting at level 5, you can choose multiclassing as an option when leveling up.
After rolling your damage dice, add their values together, then add any modifiers to determine the result.
Some features don’t refresh during rests, but instead are available again at the start of your next Daggerheart session.
Once a spell’s effect is in play, as long as it doesn’t mention an expiration, it continues until a PC or the GM ends it, or until the fiction changes in a way that would naturally stop it.
Physical damage is dealt through mundane physical blows, usually without the aid of magic. Most standard blades and bows deal physical damage.
Like any game that relies on collaboration, your Daggerheart campaign will be impacted by the tactics and behaviors of the people at the table.
Daggerheart runs best with two to five players who are excited to collaborate and build a story together.
It’s important as adventurers to embrace danger as part of the game.
We recommend following these principles when engaging with Daggerheart as a player to get the most out of the system.
Though every individual in the blind/VI community has their own experiences and preferences, here are a few tips on how to play a blind/VI character respectfully.
When you play a Deaf character, consider the many factors that influence how they move through their life.
Portraying lived experiences—such as disability—other than your own is a powerful way to broaden your perspective when done with respect.
Describe how you prepare yourself for the path ahead, then gain a Hope. If you choose to Prepare with one or more members of your party, you each gain 2 Hope.
Primary weapons are the main weapons your character will likely be fighting with during an encounter.
Your Proficiency determines how many damage dice you roll on a successful attack with a weapon and other features that use Proficiency.
Instead of assigning a starting value, a countdown might instead use a randomized value.
Daggerheart measures most distance by range.
A Ranged adversary could be a spellcaster firing necrotic bolts of energy or an archer on the battlement raining down arrows on an advancing army.
When you choose the Beastbound Ranger subclass, take a companion sheet.
Rare loot might be kept under lock and key in a shop, offered as the sole reward for a job, or discovered among a powerful NPC’s possessions.
Some moves prompt a reaction roll. This is a roll in response to an attack or a hazard, representing your effort to avoid or withstand the effect.
When your character takes damage, you can negate some (or all) of it by marking an available Armor Slot
Describe how you spend time repairing your armor, then clear all Armor Slots. You can do this to an ally’s armor instead.
Describe how you quickly repair your armor, then clear a number of Armor Slots equal to 1d4 + your tier. You can do this to an ally’s armor instead.
When a feature allows you to reroll a die, you always take the new result.
When a creature has resistance to a damage type, they halve damage of that type before comparing it to their damage thresholds.
Based on the result of your action roll, the GM uses guidelines to decide how the narrative moves forward.
If you’re unsure how to resolve a roll, think about these quick phrases
When you gain the Restrained condition, you can’t move until this condition is cleared, but you can still take actions from your current position.
It is possible to resurrect a dead character, though it’s often a long, difficult, and costly process.
When you roll your Duality Dice and the Fear Die rolls higher than the Hope Die, you roll with Fear.
When you roll your Duality Dice and the Hope Die rolls higher than the Fear Die, you roll with Hope.
This game doesn’t use fractions; if you need to round to a whole number, round up unless otherwise specified.
When you run NPCs as the GM, you should always strive to follow your GM principles and use them to bring the world to life.
If you choose to avoid death, you might take a scar.
Secondary weapons are typically ancillary pieces of equipment that augment your character’s fighting, such as shields, daggers, or small swords.
When a player makes an action roll, you’ll often have to set the Difficulty of that challenge to know whether they’ve succeeded or failed.
Severe damage is equal to or above your Severe threshold; you mark 3 HP.
A short rest is when the characters stop to catch their breath, taking a break for about an hour.
If two or more effects can apply to a situation, and the rules don’t tell you which order to apply them in, the player controlling the effects (including the GM) can apply the effects in any order.
A wide breadth of adversaries can fit into the Skulk category, typically those who use misdirection and movement during combat.
When the party is faced with a Social adversary, they enter a battle of wits.
These powerful adversaries share little in common with each other, save for their purpose: to create an exciting encounter!
Spellcast Rolls are a type of action roll used when you’re creating significant magical effects (typically with a domain card).
Whenever you spend Fear, describe how fate changes the world against the characters.
If a rule tells you to spend a resource, you lose that resource once you spend it.
Any time a character becomes the focus of a scene, they’re in the spotlight.
If your group prefers tactical play or structured player turns, you can limit the number of actions each PC has available to them at a time.
Standard adversaries represent the average of their peers and are the backbone of any encounter.
Many adversaries and events use a standard countdown, in which the die begins on a specific number (such as “Countdown 4”) and ticks down every time a player makes an action roll, regardless of the result.
During character creation, you’ll choose starting weapons, armor, and other items for your character.
Each adversary’s stat block presents the statistics, or mechanical information, you need to use them in combat.
Each environment’s stat block presents the statistics you need to utilize them in play.
A high Strength means you’re better at feats that test your physical prowess and stamina.
Stress reflects your ability to withstand the pressures of dangerous situations and mental strain.
Your chosen subclass grants the following
A Support adversary might be a druid who creates brambles and thorns that slow down pursuers or any other unit that buffs allies, inflicts conditions, or imposes unique status effects.
When you start a rest, you can swap cards between your loadout and your vault.
Your character can’t equip armor while in danger or under pressure.
When your character is in a dangerous situation, you can mark a Stress to equip an Inventory Weapon, moving their previous Active Weapon into the Inventory Weapon section.
Once per session, each player can initiate a Tag Team Roll between their character and another PC, working with the other character’s player to describe how you combine your actions in a unique and exciting way.
An effect often asks you to choose a target within range. This means you choose a single creature to affect.
Describe how you patch yourself up, then clear all Hit Points. You can do this to an ally instead.
Describe how you hastily patch yourself up, then clear a number of Hit Points equal to 1d4 + your tier. You can do this to an ally instead.
The Circles Below are the collection of lower realms where many of the Forgotten Gods, those who fought the most passionately during the uprising, were banished.
The most important rule of Daggerheart is to make the game your own.
The Hallows Above are the collection of deific territories that once belonged to the Forgotten Gods before the New Gods claimed it at the end of the Earliest Age.
Most adventures will likely take place in the Mortal Realm.
The cosmos holds many realms beyond these—the Elemental Lands, the Astral Realm, the Valley of Death, and countless others.
When you’re using a weapon that you could theoretically throw (such as a dagger or an axe), you can throw it at a target within Very Close range, making an attack roll using Finesse.
Levels in Daggerheart are divided into tiers. Your tier affects your damage thresholds, level achievements, and more.
Character tokens are small objects that represent the look and feel of your character.
You can track Fear with tokens, a die, or any other counting method, and you should keep this pool visible to players during the game.
A trait roll is an action roll that calls for a specific character trait to be used.
Transformations represent changes or augmentations to characters. Transformations provide both a mechanical benefit and a drawback.
When your character makes an attack without a weapon— for example, a punch or a kick—you make an attack roll using Strength or Finesse.
Going unarmored does not give your character any bonuses or penalties
Uncommon loot might be found in limited supply in a shop, kept in a protected place in a camp, or offered as part of a reward for a job.
Each armor in this book includes its name, base damage thresholds, and base Armor Score.
When one of your character’s Experiences fits the situation at hand, you can use that Experience to showcase their expertise.
Some features let you affect a roll after the result has been totaled.
When you’ve gained Hope and recorded it on your character sheet, you can spend it to power special abilities, clearing it from your character sheet when you do.
When a weapon, spell, ability, item, or other effect states a range, this refers to its maximum range. Unless otherwise noted, an effect can also be used at closer ranges.
The following sections detail the types of weapons found in Daggerheart.
You can spend a Hope to use one of your relevant Experiences on an action or reaction roll, adding its modifier to the result.
When you gain the Vulnerable condition, you’re in a difficult position within the fiction.
Each weapon in this book includes its name, trait, range, damage die, damage type, and burden.
Daggerheart is a collaborative fantasy roleplaying game of incredible magic and heroic adventure.
Establish or continue work on a project that would take a substantial amount of time
Daggerheart encourages the exploration of worlds filled with great magic, wondrous landscapes, mythical beasts, dynamic factions, rousing mysteries, and powerful foes.
The X-Card is a tool that allows any player (including the GM) to remove content from the game.
Это Справочный документ по системе (SRD) Daggerheart. Он представляет собой хранилище механических элементов системы Daggerheart, отредактированных и организованных для ясности, краткости и быстрого доступа.
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