Critical Role’s TTRPG system, Daggerheart, puts a greater emphasis on story-telling than some of its peers. A year after the core book was released, Daggerheart offered players and Game Masters new options for telling their stories.with the system’s first expansion.
As someone who plays a variety of role-playing games on both sides of the GM screen, I’m always hungry for more options. More gear for my heroes to use and more vicious monsters to sic on my unsuspecting players.
Daggerheart: Hope and Fear adds a plethora of toys to the toybox, but if you weren’t a fan of the core book, don’t expect this expansion to change your mind.
Before diving into what’s new, for those unfamiliar, Daggerheart is a narrative-focused tabletop RPG system. It uses a rather handy card-based approach to help create and manage your characters and does away with the traditional initiative mechanic during combat. One of the most defining mechanics of Daggerheart, however, is its Hope and Fear dice.
These two twelve-sided dice, one representing your Hope value and the other Fear, can either cause your checks to earn you a ‘Hope’ resource that can be used to pull off extra special actions, or give your GM a ‘Fear’ point that they can spend. A proverbial “wrench in the gears” sort of treat, depending on which die rolls higher during the check. This mechanic also serves as the namesake for the system’s first expansion.
For players who have been wanting to make some new characters, a plethora of options await you inside this nearly 200-page tome. The Hope and Fear expansion comes with four new classes, each with two subclasses, six ancestries and communities, over 100 new pieces of gear and loot to dig through, and a brand-new domain. GMs get some new toys too, with 130+ new enemies to sic on those pesky heroes across 28 environments and four campaign frames (think of these as rough bases to build a campaign around). By far, though, my personal favorite inclusion in H&F is the brand-new Transformations system, but more on that gem in a bit.
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