🎲 DAGGERHEART GM SCREEN

Quick Reference for Running Games

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🎲 CORE MECHANICS

Action Rolls

Formula: 2d12 (Hope + Fear) + Trait Modifier + bonuses vs Difficulty

Success: Total ≥ Difficulty

Advantage / Disadvantage

Traits

  • Agility - Sprint, Leap, Maneuver
  • Strength - Lift, Smash, Grapple
  • Finesse - Control, Hide, Tinker
  • Instinct - Perceive, Sense, Navigate
  • Presence - Charm, Perform, Deceive
  • Knowledge - Recall, Analyze, Comprehend

🎯 DIFFICULTIES

Difficulty Target
Easy12
Moderate15
Hard18
Very Hard21
Nearly Impossible24+

⚔️ COMBAT FLOW

Spotlight System

On Your Turn

PC Attacks

  • Roll 2d12 + mods vs adversary Difficulty
  • Success = roll damage
  • Damage vs Thresholds determines HP marked

Adversary Attacks

  • GM rolls d20 + attack bonus vs PC Evasion
  • Success = roll damage
  • Damage vs Thresholds determines HP marked

💥 DAMAGE & THRESHOLDS

Damage Thresholds

Threshold HP Marked
Below Minor0 HP (no damage)
Minor1 HP
Major2 HP
Severe3 HP

Armor

Spend 1 Armor Slot to reduce damage by one threshold:

Only 1 slot per attack
Clear all Armor Slots on Short or Long Rest

Damage Types

📏 RANGE BANDS

Range Description
MeleeAdjacent, touching
Very CloseA few steps
CloseThrowing distance
FarShouting distance, bow range
Very FarExtreme range, barely visible

Note: Not grid-based! Narrative positioning.

😱 FEAR MECHANICS

Gaining Fear

Spending Fear

Cost Effect
1Make a GM move, spotlight additional adversary
2Activate adversary feature, summon reinforcements
3+Major complications, powerful effects

🎭 GM MOVES

Use when players roll with Fear or give golden opportunity:

👹 ADVERSARY TYPES

Type HP Description
Minion 1 Defeated by any damage. Minion (3): Every 3 damage defeats another
Standard 3-5 Regular enemies, 1-2 features
Bruiser 6-7 Tough, high damage, crowd control
Ranged 3-4 Far attacks, mobile, lower durability
Support 4-5 Buffs/debuffs, utility
Leader 6-7 Commands allies, often has Momentum
Solo 8-9 Boss-tier, Relentless, multiple actions
Horde 6+ Many creatures, HP = groups. Damage reduced when half HP

⚡ COMMON ADVERSARY FEATURES

🩹 CONDITIONS

💖 HOPE SPENDING (Player)

Players can spend Hope to:

🛌 RESTS

Short Rest

Duration: Few minutes to an hour

Benefits: Clear all Armor Slots, minor recovery

Long Rest

Duration: 8+ hours sleep

Benefits:

  • Clear all Hit Points
  • Clear all Stress
  • Clear all Armor Slots
  • Restore all limited-use abilities

💀 DEATH & DYING

When HP Full

Taking Damage While Down

Trigger Death Move

Stabilizing

🎲 PROFICIENCY & DAMAGE

Proficiency Scaling

Levels Dice
1-21 die
3-52 dice
6-83 dice
9-104 dice

Damage Formula

Proficiency × Weapon Damage Die + Damage Modifier

Example: Level 5 Warrior with 1d8 longsword and +3 Strength

📊 QUICK REFERENCE

Starting Resources

Trait Modifiers (Character Creation)

Assign: +2, +1, +1, 0, 0, -1 across six traits

Experiences

🎬 RUNNING COMBAT

Starting Combat

  1. Set the scene (environment, adversaries, positioning)
  2. Establish stakes (what happens if they fail?)
  3. Ask "What do you do?"
  4. Start spotlight rotation

During Combat

Ending Combat

🧠 MAKING RULINGS

Fiction-First Philosophy

When Rules Are Unclear

  1. Make a quick ruling that fits the narrative
  2. Tell the table "We'll play it this way for now"
  3. Note to look up exact rule later
  4. Keep the game moving

🗣️ COMMON QUESTIONS

Q: How does armor work?
A: Mark 1 Armor Slot to reduce damage by one threshold (Severe→Major, Major→Minor, Minor→None). Only 1 slot per attack.

Q: What happens when HP is full?
A: Character is Down (unconscious). Taking damage while Down triggers a death move.

Q: What happens when Stress is full?
A: Character is Stressed - disadvantage on all rolls until they clear Stress.

Q: How do Experiences work?
A: When applicable to the roll, add the Experience modifier (+2 typically). Player describes how it applies.

Q: Can multiple bonuses stack?
A: Yes! Trait modifier + Experience + class features + situational bonuses all add together.

Q: How many adversaries should I use?
A: Rule of thumb: 1-2 per PC for balanced fight. Adjust based on type (more minions, fewer solos).

Created: 2026-03-04 • For: #roll-for-snacks Daggerheart Campaign • GM: Kevbot

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