Daggerheart Core Set - Netherbook

Daggerheart vs Dungeons & Dragons 5e

Daggerheart Core Set - NetherbookDungeons & Dragons - Player’s Handbook 2024 - Netherbook

The short answer

Pick Daggerheart if you want a fantasy game where every roll also tells you which way the story tips. You throw two twelve-sided dice at once, one Hope and one Fear, and even a clean success can hand your game master ammunition. It suits tables that care more about character arcs than about grids and exact ranges.

Pick Dungeons & Dragons 5e if you want the game the whole hobby is built around. One d20 against a target number, a rulebook with an answer for nearly everything, ten years of published adventures behind it, and a player base so large that finding a group is barely a problem. That reach is a real argument, not a consolation prize.

What these two games have in common

Both are heroic fantasy for a group of friends and one person running the world. You build a character with a class, you gain levels, you take damage, you go out on a mission and you come back to rest. Both are happiest as a weekly campaign, and in both cases one person carries most of the preparation.

Daggerheart was also designed by people who know 5e from the inside. Spenser Starke and Rowan Hall led the design for Darrington Press, the publishing arm of Critical Role, with Matthew Mercer as creative advisor, and it arrived in 2025 after a long public playtest. It is not a rejection of D&D. It is a different answer to the same question: what should the dice decide?

Where they really differ

The core roll. In D&D you roll one d20, add a modifier and compare it to a Difficulty Class. You hit or you miss. In Daggerheart you roll two d12s together, the Duality Dice: one Hope die, one Fear die. You add them and compare the total to a Difficulty, but you also look at which die came up higher. Succeed with Hope and you gain a Hope to spend later. Succeed with Fear and you still succeed, but the game master gains a Fear. Roll doubles and you critically succeed. A roll here never simply resolves. It also moves fuel across the table.

Cards on the table instead of a chapter to look up. The 2024 Player’s Handbook 2024 is a 384-page book with 12 classes, 48 subclasses, 10 species, 16 backgrounds and close to 400 spells. Your character lives in that book and on your sheet. The Daggerheart Core Set gives you a 366-page rulebook plus 279 cards: ancestries, communities, subclasses and 189 domain cards. Each time you level you take a new domain card into your loadout, and you swap cards back into your vault when you want something else. Your options are objects you can hold and compare.

Who steers the scene. D&D combat runs on initiative: you roll, you get an order, and on your turn you have an action, movement and a reaction. Daggerheart has no initiative at all. The spotlight moves instead. A player acts, and when someone rolls with Fear or fails outright, the spotlight swings to the game master, who spends Fear to put extra adversaries in play or to trigger their nastier features. The GM buys their moments with a currency your own dice handed over.

How it hurts. In D&D you subtract hit points, and at zero you start rolling death saving throws. In Daggerheart the damage roll is compared to your minor, major and severe thresholds, and depending on where it lands you mark one, two or three hit points. Armour slots drop an incoming hit down a threshold, and they run out until you repair them in downtime. When your hit points are gone you make a death move and choose how your character meets that moment.

How much material exists. This is where honesty matters. The 2024 revision of D&D 5e arrived as three books, starting with the Player’s Handbook in September 2024, then the Dungeon Master’s Guide 2024 and the Monster Manual 2024, and it stays compatible with the 2014 fifth edition. That means a decade of published adventures is still usable. Daggerheart is young. The core rulebook carries campaign frames to build on, Age of Umbra followed in 2025, and the first large expansion, Hope & Fear, arrives in 2026. It is growing fast, but if you want a shelf of ready-to-run adventures for the next three years, D&D wins that and it is not close.

What it feels like at the table

In Daggerheart you talk the gate captain into lowering the drawbridge. Your total clears the difficulty, so the gate opens, but the Fear die came up higher and your GM quietly slides another Fear token to their side of the table. You got what you wanted. Someone in the courtyard has already noticed you. Nobody had to ask whose turn it was.

In D&D the rogue rolls a 19 and announces sneak attack damage, the wizard counts squares to see whether the fireball catches the third goblin without catching the fighter, and the Dungeon Master checks the ogre’s reach. That structure is a genuine pleasure. Everyone knows what a turn contains, everyone can plan two rounds ahead, and a carefully built character does exactly what the sheet promised.

What you actually need to buy

For Daggerheart the answer is short. The Daggerheart Core Set at €59.95 covers the whole group: the rulebook and all 279 cards in one box. You do need to add dice, because every player rolls their own pair of d12s and the two must be visually distinct. The official Daggerheart Dice Set at €19.95 is made exactly for that. Useful once the cards start multiplying is the Daggerheart Folio at €24.95, which stores your cards and comes with a wet-erase character sheet.

For D&D the minimum is the Player’s Handbook 2024 at €44.95, the book your players share. For a long campaign you will also want the Dungeon Master’s Guide 2024 at €44.95 and the Monster Manual 2024 for the opposition. If nobody at your table has run a game before, skip the books and take the D&D Starter Set: Heroes of the Borderlands at €54.95 instead. It holds a quick-start guide, three adventure booklets, ready-made heroes, cards, maps, tokens and dice, and needs no other purchase to get you playing.

Choose Daggerheart if ... / Choose Dungeons & Dragons 5e if ...

Choose Daggerheart if:

Your group keeps stalling on the rules. When half your session goes into searching the index, a game that hands you a complication instead of a page reference feels like oxygen.

You want the game to create pressure by itself. Fear accumulates whether or not the GM feels like being mean, which lifts a real weight off the person running it.

You are a GM who wants to prep mood, not maths. Preparation here is situations, factions and threats, not balancing an encounter to the decimal.

Choose Dungeons & Dragons 5e if:

You want to be playing this month. There are more 5e tables looking for a player than every other system combined, online and in your own town.

Your table likes a tactical fight. Positioning, ranges, action economy and weapon mastery turn combat into a puzzle, and that is a pleasure Daggerheart deliberately smooths away.

You want a ruling for everything. When a player tries something strange, the 2024 books almost always have an answer, and that certainty keeps some tables calm.

If what you really want is fast, lethal, torch-lit dungeon crawling without the bookkeeping of either game, look at Shadowdark instead. We would rather point you there than sell you the wrong book.

Where to start at Netherbook

For Daggerheart, start with the Core Set. One purchase for the entire table, and it leaves out nothing but dice. To know what you are getting into first, read our Daggerheart starter guide, and browse the rest of the line in the Daggerheart collection. Netherbook is an official Darrington Press Guild store, so the range here comes straight from the source.

For Dungeons & Dragons, start with Heroes of the Borderlands if this is your first game, or with the Player’s Handbook 2024 if you have played before and want to build characters properly. Our Dungeons & Dragons starter guide explains how the 2024 books fit together, and the Dungeons & Dragons collection holds the core books, adventures and dice.

Back to blog