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Daggerheart vs D&D: Full Comparison

Categories : Tutorials

Critical Role has made a significant step in the world of tabletop RPGs with the launch of Daggerheart. While it shares some foundations with Dungeons & Dragons (D&D), this fantasy RPG introduces innovative mechanics and a narrative-focused approach.

Where D&D balances combat, exploration, and social interactions, Daggerheart prioritizes character decisions and story, offering a distinct experience for players seeking deeper narrative engagement. If you come from the D&D world, it’s important to note that Daggerheart is not just a clone of the classic game. There are significant differences in mechanics, conflict resolution, and storytelling focus. Below, we explore the main divergences by comparing Daggerheart vs D&D to help you get familiar with this new role-playing system.

Dice System and the Roles of Fear and Hope

One of the main differences in Daggerheart vs D&D is the dice system. Both resolve actions using dice, adding a character modifier. In D&D, dice rolls determine success or failure in actions such as attacks, spellcasting, or maneuvers. The d20 is the system’s core: higher numbers indicate better outcomes.

For example, if your character in D&D tries to jump a wall, you roll a d20 and add your ability modifier, such as Athletics. Secondary dice (d4, d6, d8, d10, d12) calculate damage, magical effects, and other variables.

Daggerheart follows a similar principle but with a narrative twist introducing a risk-and-reward system. It uses two 12-sided board game dices: one represents Hope and the other Fear. Each significant character action is resolved by rolling both dice, combining the results to produce positive, negative, or mixed outcomes depending on the situation.

After rolling, it’s important to indicate which die shows the higher number. For instance, if Hope shows 9 and Fear 4, the total is 13 with Hope. Therefore, a roll has four possible results instead of the two (success or failure) used in D&D:

  • Success with Hope: Players open a door with no issues and enter an empty room.
  • Success with Fear: They open the door but encounter a guard.
  • Failure with Hope: They can’t open the door and must find another way.
  • Failure with Fear: They fail to open the door and are also detected by a guard.

Unlike D&D’s binary approach, Daggerheart transforms every roll into a balance of fortune and misfortune, where even failure can enrich the narrative and provide new opportunities for the Dungeon Master.

Daggerheart vs D&D dice

Races in Daggerheart vs D&D


In D&D, characters are chosen from fantasy races: humans, elves, dwarves, halflings, half-elves, and others. Each race provides stat bonuses and special traits such as darkvision or racial abilities. These differences impact combat, exploration, and magic performance.

In Daggerheart, races are called “Ancestors.” While including classics like humans and elves, new options like fairies or clanks are added. Each Ancestor grants unique abilities affecting character capabilities. Players can also combine Ancestors to create mixed-lineage characters, reflecting rich cultural and biological diversity. This allows deeper customization and richer narratives in gameplay.

Daggerheart vs D&D: Full Comparison

Combat Initiative


Comparing Daggerheart vs D&D, one cannot ignore the removal of combat initiative in the new RPG. Initiative in D&D determines the order of actions in combat, with each player and enemy rolling a d20 plus Dexterity modifiers, establishing a clear, strategic turn order.

Daggerheart does not use traditional tactical combat. Conflicts are resolved narratively, and players can act whenever they choose. Enemies also act without a fixed order; the DM usually responds when a player rolls with Fear or fails an action.

Distance measurement also differs. In D&D, distances are precisely measured in feet or squares for grid maps:

  • Melee: 5 feet (1 square)
  • Close: up to 30 feet (6 squares)
  • Medium: 60–120 feet (12–24 squares)
  • Far: 150–300 feet (30–60 squares)
  • Very far: over 300 feet

In Daggerheart, distances are narrative categories:

  • Melee: physical contact
  • Very Close: ~5–10 feet, details noticeable
  • Close: ~10–30 feet, clear shapes visible
  • Far: 30–100 feet, silhouettes and general details
  • Very Far: 100–300 feet, only large forms

Exact distances are indicative; narrative is priority, and the DM decides the final reach.

Stress Points: Daggerheart vs D&D

D&D lacks a formal stress system; characters manage hit points, spells, and resources. Optional rules may include fatigue, but there’s no official numeric stress metric. Daggerheart introduces stress or emotional load points. Each difficult situation, dilemma, or risk increases character stress, influencing future decisions and narrative depth.

Domains for Each Player

In D&D, domains are linked to cleric subclasses, representing aspects a deity controls: peace, magic, life, war, etc. Daggerheart assigns Domains to each player based on class. Domains may overlap between classes, allowing shared abilities. Each Domain grants Domino Cards with unique spells, actions, and abilities.

Daggerheart vs D&D: dragon

Skill System

Both games have skill systems, but implemented differently. D&D has an extensive skill system that improves with level progression. Daggerheart lacks traditional numeric skills, replaced by an Experience system where characters use a word or phrase representing a skill set. Players select two Experiences at the start with their DM. Later, they can add a modifier to their Hope die when appropriate, connecting skills to personal narrative in a flexible, open way.

Story Focus

In D&D, the story is guided by the Dungeon Master (DM), who presents scenarios, enemies, and challenges. Players influence the narrative through decisions, interactions, and exploration. Strategy and narrative are intertwined: defeating foes or completing missions drives story progression.

Daggerheart is story-focused, co-created by all players. The Hope and Fear mechanic reflects how actions affect characters and story, prioritizing emotional experience over strategy.

The board is key for immersion, featuring a wide range of fantasy furniture and scenery, such as DnD coins, dungeon tiles, Dungeon silicone mold, and countless bits to enrich the environment (stairs, cauldrons, chests, cages, torches, candles, etc.).

In conclusion, comparing Daggerheart vs D&D shows both offer full TTRPG experiences but with different approaches. Both emphasize cooperation and shared storytelling, but differ in conflict resolution, progress measurement, and narrative weight. Choice depends on the experience players seek: strategic and tactical in D&D, or emotional and narrative in Daggerheart.

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