House Rule #1 – Criticals

Compared to other TTRPGs based on D&D, that I have homebrewed extensively for years, I find that Daggerheart needs very few adjustments to deliver a highly satisfying gaming experience on both sides of the screen. My group plays the game mostly as written and that’s a breath of fresh air, and frankly very comfortable. However, after a few sessions we found some tweaks that we like at the table. Every group is unique, every table is unique, so this might not be for you. Here the changes we made.

Critical Success

  • If a PC uses a d20 as their Hope or Fear Die, a natural 20 is considered a critical success.
  • The GM gains 1 Fear if they roll a natural 20. This does not apply to minions.
Subclass specific questions

Subclass specific questions

Background and Connection questions are big part of the fun of session zero and character creation. What if we varied the fun and also wrote them for each subclass to…
Read more
Daggerquill.com is an independent website and is not affiliated with, endorsed by, or sponsored by Darrington Press or Critical Role.This website includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at https://www.daggerheart.com.