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Daggerheart DM Screen

The document outlines gameplay mechanics for a role-playing game, including adversary traits, action rolls, and conditions. It details how players can interact with the game world through actions, manage resources like Hope and Fear, and utilize armor and damage rolls. Additionally, it provides guidelines for Game Masters on making moves, managing difficulty, and adjusting battle points based on adversary types and player actions.

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0% found this document useful (0 votes)
2K views3 pages

Daggerheart DM Screen

The document outlines gameplay mechanics for a role-playing game, including adversary traits, action rolls, and conditions. It details how players can interact with the game world through actions, manage resources like Hope and Fear, and utilize armor and damage rolls. Additionally, it provides guidelines for Game Masters on making moves, managing difficulty, and adjusting battle points based on adversary types and player actions.

Uploaded by

3ddu.books
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Spotlighting Adversaries Character Traits

• AGILITY • INSTINCT
When you spotlight an adversary, you might have them: Sprint, Leap, Maneuver Perceive, Sense, Navigate

• Move within Close range and make a weapon attack • STRENGTH • PRESENCE
•Move within Close range and use an adversary action
Lift, Smash, Grapple Charm, Perform, Deceive
• End a temporary condition or effect
• Sprint somewhere else on the battlefield
• FINESSE • KNOWLEDGE
Control, Hide, Tinker Recall, Analyze, Comprehend

Action Rolls Hope & Fear


Call for an action roll when a character takes an action where the outcome is in question and the
success or failure is interesting to the story. On a roll with Hope, the player gains a Hope. They can spend Hope to:

1. Pick a character trait. • Help an Ally


2. Decide on a Difficulty.
• Utilize an Experience
3. Establish the stakes of the roll with the player.
4. Assign advantage or disadvantage if applicable.
• Initiate a Tag Team Roll
5. Tell the player to roll the Duality Dice. • Activate a Hope Feature
6. Resolve the situation based on the result of their roll.
On a roll with Fear, you gain a Fear.
ACTION ROLL RESULTS
You can spend a Fear to:
• Critical Success: They get what they wanted and a little extra. They gain a Hope and clear a Stress.
• Success with Hope: They get what they wanted and they gain a Hope.
• Interrupt the players to make a move.
• Success with Fear: They get what they want, but it comes with a consequence. You gain a Fear. • Make an additional GM move. • Spotlight an additional adversary during a battle.
• Use an adversary’s Fear feature.
• Failure with Hope: They probably don’t get what they want and there are consequences, but they • Use an environment’s Fear feature. • Add an adversary’s Experience to a roll.
gain a Hope.
• Failure with Fear: They don’t get what they wanted and things go very badly. You gain a Fear.

Using Armor Damage Rolls Reaction Rolls


After a successful attack, roll a number of your
Your Armor Score represents how weapon’s damage dice equal to your
many Armor Slots you have available. Proficiency and add them together. Reaction rolls work similarly to
When you take damage, you can mark action rolls, except they don’t
If your attack roll critically succeeds, your
an Armor Slot to reduce the severity by
attack deals extra damage! Start with the generate Hope, Fear, or
one threshold. You can only mark 1 highest possible value the damage dice can
Armor Slot per incoming attack. additional GM moves.
roll, and then make a damage roll as usual,
adding it to that value.
GM Moves GM Principles GM Best Practices
Cultivate a curious Table
Make a move whenever: Begin and End with the Fiction Gain your players trust
Collaborate at all times, especially during conflict Keep the story moving forward
A player rolls with Fear on an action roll. Fill the world with Life, Wonder, and Danger Cut to the action
A player rolls a failure on an action roll Ask questions and Incorporate answers Help the players use the games
A PC does something that would have consequences Make Every Roll Important Create Meta conversation
The PCs give you a golden opportunity Play to find out what happens Tell them what they would know
The players look to you for what happens next. Ground the world in Motive
Hold on gently
Bring the games Mechanics to life
Reframe rather than reject
Work in moments and montages

Range Quick Reference


Far
Melee 30-100 feet away (12
Touching distance of the target squares away) Advantage:
Very Close GM call: Agility roll to get Add a d6 advantage die to your roll. Disadvantage: Subtract a d6 disadvantage die from your roll.
5-10 feet away (3 squares to Melee range
away on map) Very Far Help an Ally:
Close 100-300 feet away (13+ Spend a Hope and roll a d6 advantage die to add to an ally’s roll. If the ally has gained advantage on a roll from multiple sources, they only
10-30 feet away (6 squares squares away) add the highest result to their roll.
away on map) GM call: Agility roll to get
Can still move to melee range to Melee range
Group Action:
Out of Range
Nominate a leader of the action. All other participants in the group action roll make a reaction roll using whichever traits they and the GM
Off the battlemap
decide best fit (they don’t need to use the same traits). The leader then makes an action roll. Their action roll gains a +1 bonus for each
reaction roll that succeeds and a −1 penalty for each reaction roll that fails.

Tag Team Roll:


Once per session, each player can choose to spend 3 Hope and initiate a Tag Team Roll between their character and another PC. When you
do, work with the other character’s player to describe how you combine your actions in a unique and exciting way. You both make separate
action rolls, but before resolving the roll’s outcome, choose one of the rolls to apply for both of your results. On a roll with Hope, all PCs
involved gain a Hope. On a roll with Fear, the GM gains a Fear for each PC involved. If you succeed on a Tag Team Roll attack, you both roll
damage, then add it together to determine the damage dealt.

Vulnerable:
When a creature has the Vulnerable condition, all rolls against them have advantage. Restrained: When a creature has the Restrained
condition, they can’t move, but they can still take actions from their current position.

Hidden:
While you’re out of sight from all foes and they don’t know where you are, you gain the Hidden condition. While you’re Hidden, any rolls
against you have disadvantage. Direct Damage: Armor Slots can’t be marked to reduce this damage.
Difficulty
Short Rest Gold
Gold is measured in
handfuls, bags, and chests:
5 10 15 20 25 30 Each player can swap any domain cards in their loadout for cards in their vault, then
choose two of the following moves (or choose the same move twice). The GM gains 1d4 10 handfuls = 1 bag
Fear. 10 bags = 1 chest

• Tend to Wounds
Describe how you hastily patch yourself up, then clear a number of Hit Points equal to 1d4
Conditions + your tier. You can do this to an ally instead.
• Clear Stress
Battle Guide
Hidden: Describe how you blow off steam or pull yourself together, then clear a number of Stress Base Battle Points
While out opf sight from all foes and they equal to 1d4 + your tier. (3x the # of PCs in combat) +2
dont know where you are, you gain Hidden • Repair Armor
condition. While Hidden, any rolls against
you are at disadvantage. If a creature
Describe how you quickly repair your armor, then clear a number of Armor Slots equal to Adjusting Battle Points
1d4 + your tier. You can do this to an ally’s armor instead.
moves to where they would see you, you • Prepare Adjustment Factor
move into their line of sight, or you make an Describe how you prepare yourself for the path ahead, then gain a Hope. If you choose to
attack, you are no longer Hidden. -1 Less difficult/ Short fight
Prepare with one or more members of your party, you each gain 2 Hope.

Restrained: -2 Using 2+ Solo Adversaries


When you gain the restrained condition,
you cant move until this condition is cleared, -2 Add +1d4 to all adversaries damage
but you can still take actions from your
position.
Long Rest +1 Using an adversay from a lower tier

Vulnerable: +1 Not using Hordes/ Leaders/ Bruisers/ Solos


When a creature becomes Vulnerable, the Each player can swap any domain cards in their loadout for cards in their vault, then
+2 Dangerous/ Longer fight
players and the GM should describe choose two of the following moves (or choose the same move twice). The GM gains an
narritively how that happened. All rolls
targeting you have advantage.
amount of Fear equal to the number of PCs + 1d4 and can advance a long-term
countdown.
Spending Battle Points
Cost Adverary Type
Temporary Conditions: • Tend to All Wounds
If no requirement given, the condition is 1 Group of Minions equal to size of party
Describe how you patch yourself up, then clear all Hit Points. You can do this to an ally
temporary. The GM sets the difficulty to instead.
remove the condition or creates a way 1 Support
• Clear All Stress
narratively for a PC to remove it. Describe how you blow off steam or pull yourself together, then clear all Stress. • Repair
2 Standard/ Ranged/ Skulk/ Horde
All Armor Describe how you spend time repairing your armor, then clear all Armor Slots.
If an adversary is affected by a temporary You can do this to an ally’s armor instead. 3 Leader
condition, the GM can spotlight the • Prepare
adversary and show how they clear the Describe how you prepare for the next day’s adventure, then gain a Hope. If you choose 4 Bruiser
condition; doesnt require a roll but does use to Prepare with one or more members of your party, you each gain 2 Hope.
a spotlight. When it fits the story, DM may • Work on a Project 5 Solo
end condition in other ways. Establish or continue work on a project. The GM might ask for a roll to determine how
much to tick down the progress countdown.

Improvised Adversaries/ Tier List


Adver. Stat Tier 1 (Level 1) Tier 2 (Lvls 2-4) Tier 3 (Lvls 5-7) Tier 4 (Levels 8-10)
Attk Mod +1 +2 +3 +4

Dmg Dice 1d6+2 to 1d12+4 2d6+3 to 2d12+4 3d8+3 to 3d12+5 4d8+10 to 4d12+15

Difficulty 11 14 17 20

Dmg Thresholds Major 7 | Severe 12 Major 10 | Severe 20 Major 20 | Severe 32 Major 25 | Severe 45

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