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🎲 CORE MECHANICS
Action Rolls
Formula: 2d12 (Hope + Fear) + Trait Modifier + bonuses vs Difficulty
Success: Total ≥ Difficulty
- Hope die higher: Player gains 1 Hope (max 6)
- Fear die higher: GM gains 1 Fear + may add complication
- Natural 12 on both: Critical! Extra benefit + Hope + clear Stress
Advantage / Disadvantage
- Advantage: Roll 3d12, drop lowest
- Disadvantage: Roll 3d12, drop highest
- Still compare Hope/Fear from the two kept dice
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 |
| Easy | 12 |
| Moderate | 15 |
| Hard | 18 |
| Very Hard | 21 |
| Nearly Impossible | 24+ |
⚔️ COMBAT FLOW
Spotlight System
- No strict initiative - narrative flow
- GM decides who acts based on fiction and fairness
- Rotate between PCs and adversaries
- No "rounds" - flow naturally
On Your Turn
- Move within Close range and attack
- Move within Close range and use action
- End a temporary condition
- Sprint somewhere else on battlefield
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 Minor | 0 HP (no damage) |
| Minor | 1 HP |
| Major | 2 HP |
| Severe | 3 HP |
Armor
Spend 1 Armor Slot to reduce damage by one threshold:
- Severe → Major
- Major → Minor
- Minor → None
Only 1 slot per attack
Clear all Armor Slots on Short or Long Rest
Damage Types
- phy - Physical damage
- mag - Magic damage
- Direct - Bypasses armor, marks HP directly
📏 RANGE BANDS
| Range |
Description |
| Melee | Adjacent, touching |
| Very Close | A few steps |
| Close | Throwing distance |
| Far | Shouting distance, bow range |
| Very Far | Extreme range, barely visible |
Note: Not grid-based! Narrative positioning.
😱 FEAR MECHANICS
Gaining Fear
- Players roll with Fear die higher
- Adversary features (e.g., Momentum)
- GM decides narratively
Spending Fear
| Cost |
Effect |
| 1 | Make a GM move, spotlight additional adversary |
| 2 | Activate adversary feature, summon reinforcements |
| 3+ | Major complications, powerful effects |
🎭 GM MOVES
Use when players roll with Fear or give golden opportunity:
- Reveal an unwelcome truth
- Put someone in a spot
- Deal damage
- Use an adversary/environment move
- Take away one of their things
- Make them mark Stress
- Show collateral damage
- Signal imminent threat
- Force the group to split up
- Capture someone/something important
👹 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
- Relentless (X) - Can be spotlighted X times per GM turn (spend Fear each time)
- Momentum - Gain Fear when successful attack vs PC
- Minion (X) - For every X damage, defeat additional minion in range
- Horde (die) - When half+ HP marked, damage reduced to specified die
- Group Attack - Spend Fear to spotlight all nearby, make shared attack roll
- Flying - +2 Difficulty while flying
- Climber - Climbs as easily as runs
- Direct Damage - Bypasses armor, marks HP directly
- Countdown (X) - Starts at X, ticks down on trigger, activates at 0
🩹 CONDITIONS
- Restrained - Can't move freely
- Hidden - Can't be directly targeted
- Vulnerable - Take extra damage
- Weakened - Deal less damage
- Frightened - Disadvantage against source of fear
- Down - Unconscious (HP full). Taking damage = death move
- Stressed - Disadvantage on all rolls (Stress full)
💖 HOPE SPENDING (Player)
Players can spend Hope to:
- Help an Ally - Give advantage on their roll
- Utilize an Experience - Add bonus even if not directly applicable
- Initiate Tag Team Roll - Collaborate with ally
- Activate Hope Features - Class abilities that cost Hope
🛌 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
- Character is Down (unconscious)
- Can't act or move
- Vulnerable to finishing blows
Taking Damage While Down
Trigger Death Move
- Success: Stabilize or recover
- Failure: Character is dying
- Critical: Heroic recovery or permanent death
Stabilizing
- Allies can attempt to stabilize
- Magic or healing can revive
- Narrative means (e.g., battlefield medic)
🎲 PROFICIENCY & DAMAGE
Proficiency Scaling
| Levels |
Dice |
| 1-2 | 1 die |
| 3-5 | 2 dice |
| 6-8 | 3 dice |
| 9-10 | 4 dice |
Damage Formula
Proficiency × Weapon Damage Die + Damage Modifier
Example: Level 5 Warrior with 1d8 longsword and +3 Strength
- Proficiency: 2 dice
- Damage: 2d8 + 3 phy
📊 QUICK REFERENCE
Starting Resources
- 2 Hope (max 6)
- 6 Stress (all classes)
- Starting HP (varies by class)
- Starting weapons and armor
- Basic adventuring gear
Trait Modifiers (Character Creation)
Assign: +2, +1, +1, 0, 0, -1 across six traits
Experiences
- Start with 2 Experiences at +2 each
- Words/phrases from backstory
- Add modifier when applicable to rolls
🎬 RUNNING COMBAT
Starting Combat
- Set the scene (environment, adversaries, positioning)
- Establish stakes (what happens if they fail?)
- Ask "What do you do?"
- Start spotlight rotation
During Combat
- Narrate vividly - make successes awesome, failures dramatic
- Use Hope/Fear results - Hope builds momentum, Fear complicates
- Vary adversary tactics - make them interesting
- Check in on fiction - "Where are you? How do you feel?"
Ending Combat
- Describe the aftermath
- Check for injuries and healing needs
- Ask about loot/search
- Move to next scene
🧠 MAKING RULINGS
Fiction-First Philosophy
- If it makes narrative sense, allow it (with appropriate roll)
- Rulings over rules - prioritize story flow
- "Yes, and..." or "Yes, but..." - favor agency with consequences
When Rules Are Unclear
- Make a quick ruling that fits the narrative
- Tell the table "We'll play it this way for now"
- Note to look up exact rule later
- 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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