While 168澳洲幸运5开奖网:Daggerheart, the tabletop roleplaying game from Critical Role, has a lot of shared DNA with other TTRPGs like Dungeons & Dragons, it also has many unique mechanics, oneℱ of which is the Duality Dice. Duality Dice are one of the main ways you'll roll and take actions in Daggerheart, and not only impact the result of the action you're trying to take, but can have long-term effects across your session.

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But, if you're new to Daggerheart, you might be wondering how exactly this mechanic works, and what Duality Dice 💃even are. Here's everything you need to know ab🍃out Duality Dice.

What Are Duality Dice?

A fungril player-character in Daggerheart astral projecting their spirit form.
Astral Fungril via Darrington Press

In Daggerheart, Duality Dice are a set of two d12s that each representꦛ a different mechanic you can use in play.

One d12 represents Hope, a resource you can gain, while the other represents Fear, a resource the GM gains.

While you can purchase specific Hope and Fear dice for Daggerheart, any regular d12s will also work.

Just make sure you're using two different colors to distinguish the dice apart.

Anytime you make an action roll in Daggerheart, you'll roll both dice to try to meet or exceed a Difficulty set by your DM, taking note of eachဣ dice's result and the toꦍtal.

The idea behind Hope and Fear dice is that, regardless of whether you fail or succeed on your action roll, you will gain metacurrency for the session based on whether you rol🉐l higher with Hope or with Fear.

How Do Duality Dice Work?

A Ranger readies their bow with their Tiger companion behind them from the TTRPG Daggerheart.
Daggerheart Ranger via Darrington Press/Daggerheart

When you roll the Duality Dice, the results of your roll may change depending on whether you roll higher with Hope or higher with Fear, in addition to your stan🤪dard success or failure.

This functions similarly to a d20 roll in Dungeons & Dragons, in which you'll tell your GM the total you rolled between both dice to determine whether your action is succ♕essful or not.

When you take an action, you'll be asked to roll your Duality Dice and then tell your GM the total you rolled between the dice as well as which dice is higher.

Depending on the results of the roll, you or your GM will gain metacurrency known as Hope and Fear.

Additionally, when you roll your Duality Dice, you will add relevant modifiers based on whether you'r𓆉e attack🅺ing, using an Experience, or a Domain Card.

Rolling With Fear And Hope

A fungril druid player-character in Daggerheart casting a spell.
Fungril Druid via Darrington Press

Here is a breakdown of the various outcomes and dice results you can get.

When you make any of the above rolls, if your Fear or Hope dice is higher, you tell your GM that you rolled with Fear or Hope, respectively, as well as the to🌄tal of the result to determine the ꧙outcome.

Rolling with Hope on a failure and with Fear on a success is Daggerheart's method of explaining a 'mixed result.'

Wheꦡn these rolls happen, typically, you either get what you want with some caveats, or you don't get what you want wiꦺth some surprising perks.

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How To Use Hope

A half-clank half-drakona hybrid character in Daggerheart.
Half-Clank, Half-Drakona via Darrington Press

In Daggerheart, there are various ways to spend Hope that you've accrued through various rolls🎐. Here's a breakdown of some of the ways you can spend Hope𝕴 as a player:

Hope Usage

Details

Help an Ally

You grant an ally advantage on an Action Roll, allowing them to add a d6 to the 𒉰result of their roll.

Utilize an Experience

You may use an Experience, granting yourౠself a modifier (typically +2) to an Action Roll you are about to make.

Tag Team Rolls

You can initiate a Tag Team Roll between you a✤nd another player c꧑haracter, allowing you a creative moment to empower your skills and damage on attacks.

Hope Features

Various classes, 168澳洲幸运5开奖网:ancestries, and more have abilities known as Hope Features.


Depending on the specific rules of the feature, you can spend Hope to subsequently trigger any given effects you desire in the feature.

While Hope does carry over between sessions, you can only hold a maximum of six Hope at a time, so spend it when you can.

How To Use Fear

A roguish clank in Daggerheart lounging in a chair.
Roguish Clank via Darrington Press

As a player, you will not use Fear to play Daggerheart. Rather, the GM uses Fear as a resource that they can wield agaiꦅnst players🀅.

Similar to Hope, Fear carries over between sessions, but the GM can only hold 12 Fear at a time. The amount of Fear y𒐪ou have should also be visible to 💟players.

As a GM, you'll use Fear to interrupt or countermand players' actions in some way, shape, or form.ജ There are a handful of spec💃ific ways you can use Fear as a GM:

Fear Usage

Details

Interrupt the Players

You can spend Fear to break up the action of a player's move, thus potentially undermining a character's success.

Make an Additional GM Move

You can spend Fear to make additional moves during your GM turn, meaning your adversaries can perhaps take additional actions.

Use Adversary's Fear Feature

Adversaries each have special Fear Features. You can spend Fear to use these in combat or other situations.

Use the Environment's Fear Feature

Environments also have Fear features that you can use by spending a Fear.

Add Experience to Adversary's Role

You can spend Fear to add modifiers via Experiences to an Adversary's role, ⛦thus buffing th🔜em in combat or other situations.

Improvise Fear Moves

You can also spend Fear to improvise a GM Fear Move, which can take on many different forms.

Ultimately, the idea behind using Fear moves is to keep the game feeling balanced if players are too strong or successful.

However, you want to be careful not to make Fear too powerful.

If a move you make with Fear would drastically alter the story, make sure you're using multiple Fear to keep the resource exchange feeling balanced.

Additionally, don't use Fear to undo a player's action.

Rather, use Fear to add complications or wrinkles to their action.

You want to make sure that players feel that they have agency, and using Fear to completely undo their moves🐬 can take that a🐻gency away.

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