《匕首之心》是一场对话游戏,由游戏主持人描述玩家角色所处的虚构场景,玩家们再轮流描述他们的角色有何反应。游戏的目的在于协作讲述一个令人满意的故事,且充分考虑每位玩家的想法。为了促进协作,游戏系统提供了支撑对话的结构,以及游戏机制,用于决定那些基于命运或运气的事件结果。
我们建议玩家在参与 《匕首之心》时遵循下列原则,以获得游戏的最佳体验:
有关项目的更多信息,参见《匕首之心》核心规则书第 9 页及第 108 页。
核心游戏循环是驱动每个场景的程序,无论是在战斗中还是在战斗外:
游戏主持人描绘场景,讲述周围环境、危险、非玩家角色,以及任何能让角色立刻注意到的元素。
玩家通过提问深入探索场景,收集可能影响角色行动的信息。游戏主持人会通过向玩家提供其角色可以轻松获取的信息来回答这些问题,或向玩家提出自己的问题。同样地,玩家也需要回答游戏主持人提出的任意问题。玩家与游戏主持人通过提问与回答协作构建故事情节。
玩家会随着场景发展找到行动机会——需要解决的问题、需要克服的障碍、需要调查的谜团等等。玩家描述他们的角色行动;如果该行动不太可能失败(或者失败会很无聊),角色会自动成功。但如果角色行动的结果是未知的,游戏主持人将要求玩家为动作掷骰。无论如何,将所有结果融入故事中,共同推动剧情发展,讲述玩家角色的动作如何改变了现状。
循环周而复始。游戏主持人向玩家描述新的细节或任何场景变化,重复这一过程,直到触发机制,或场景自然结束。
聚焦象征着桌上所有人的注意力——也就是叙述和游戏机制的即时焦点。当一个角色成为场景的焦点时,其便处于聚焦状态下,或者说获得了聚焦。
随着场景的展开,聚焦状态会自然地在玩家间流转,但游戏的机制也可能决定接下来会聚焦哪里。例如,当玩家动作掷骰失败时,机制便允许游戏主持人占据焦点,并采取一个游戏主持人行动。
《匕首之心》的回合不遵循传统、僵化的模式:没有明确的先攻机制,角色在聚焦转移之前也没有固定的行动次数和行动类别。拥有聚焦的玩家描述他们的角色行动,之后聚焦就会自然转向下列情况之一:
如果你的团队偏好传统的动作经济系统,你可以使用指示物追踪玩家获得聚焦的次数:在游戏或场景开始时,每位玩家需要在自己的角色卡上放置一定数量的指示物(我们建议 3 个),并在每次动作后移除一个。当聚焦转向已经没有指示物的玩家时,它会另外转向其他玩家。一旦所有玩家都用完他们的动作指示物,所有人将角色卡上的指示物恢复到原来的数量,然后继续游戏。
角色推进故事的行为,比如与另一个角色交谈、与环境互动、进行攻击、施放法术或使用职业特性,都统称为行动。
任何几乎注定成功,或失败会很无聊的行动都会自动成功,但任何有挑战性或风险的行动都会触发动作掷骰。
所有动作掷骰都需要使用一对称为 二元骰的 d12 骰子。这两颗外观不同的十二面骰中,一颗代表“希望”,另一颗代表“恐惧”。
进行动作掷骰时,掷出二元骰,将结果相加,加入相关调整值,并将总值与一个难度值进行比较,以确定结果:
注:关键成功可以视作一次希望成功。
在结算动作掷骰后,你和玩家们共同将结果融入叙事中,然后继续进行游戏。
在《匕首之心》中,每一次掷骰都会推动场景发生变化。不存在“什么都没发生”的掷骰结果,因为游戏中的虚构世界会持续根据角色的成功与失败不断演进。
以下步骤将更详细地说明所有动作掷骰所遵循的基本流程:
某些动作或效果会在描述中明确指定适用于该掷骰的属性;否则,由游戏主持人告知执行该动作的玩家,哪项角色属性最适用于所尝试的行为。如果有多项属性都可能适用,由游戏主持人选择,或允许执行的玩家自行决定。
某些动作或特性在描述中会直接说明其对应的难度。否则,由游戏主持人根据具体情境决定难度。游戏主持人可以选择是否向全体玩家公开该难度。无论哪种情况,游戏主持人都应向执行动作的玩家说明失败可能带来的后果。
执行动作的玩家决定是否使用某项经历或激活其他效果;若适用,将相应的指示物与骰子(例如优势骰或鼓舞骰)加入掷骰池中。
注:除非某个动作、能力或特性明确允许,玩家必须在掷骰前声明使用任何经历、额外骰子或其他调整值。
执行动作的玩家掷出其掷骰池,并以 “[总结果],[希望/恐惧]” 的格式报出结果;若二元骰点数相同,则报出“关键成功!”
示例:某玩家进行一次动作掷骰,相关属性为 +1,未使用其他调整值;其掷出二元骰,结果为希望骰 5 、恐惧骰 7 ,于是宣布:“我掷出了 13 ,恐惧!”"
执行动作的玩家与游戏主持人一同合作,在其他玩家的建议与协助下,共同结算该次动作的结果。
游戏主持人也会进行行动。当玩家出现以下情况之一时,应考虑执行一次行动:
游戏主持人轮次结束后,聚焦将重新回到玩家角色身上。
许多敌人与环境具备恐惧特性,即特别强大或关键性的行动,游戏主持人必须花费恐惧点才能发动。
注:这类恐惧点属于额外消耗,独立于游戏主持人为强制转移聚焦或激活其他动作、能力所花费的恐惧点。
当游戏交给游戏主持人时,游戏主持人可以执行一次游戏主持人行动以聚焦于某个敌人。被聚焦的敌人可以:
游戏主持人可以额外消耗恐惧点,以聚焦更多敌人。游戏主持人的轮次结束后,聚焦将重新转向玩家角色。
某些掷骰具有独特规定或会修改动作掷骰流程,包括属性掷骰、施法掷骰、攻击掷骰和伤害掷骰。除非另有说明,否则你可以将任何加值、调整值或效果应用于特殊掷骰,如同普通的动作掷骰一样。
指定使用某项角色属性进行的动作掷骰称为属性掷骰。 在特性或效果的文本中,属性掷骰通常以“[属性] 掷骰(难度)”的格式出现(例如,“敏捷掷骰(12)”)。若效果文本未指定难度,游戏主持人将根据具体情况确定难度。
影响某项属性掷骰的特性和效果,也同样影响所有使用该属性的动作掷骰,包括攻击掷骰、施法掷骰以及普通动作掷骰。
示例:猫族的种族特性“猫科本能”允许其对敏捷掷骰进行重掷,该特性不仅可用于敏捷属性的普通动作掷骰(如穿越危险地形),也可用于使用敏捷的武器攻击掷骰。
施法掷骰 是必须使用你施法属性的属性掷骰。你的施法属性(若有)由你选择的子职业决定。
施法掷骰仅在角色使用需要施法掷骰的特性时进行。成功的施法掷骰会触发该特性描述的效果。
注:
造成伤害的施法掷骰也视为攻击掷骰。
施放法术时,文本会说明效果何时结束。游戏主持人可花费 1 恐惧点来结束一个临时效果。如果法术未明确说明结束时间,则在你选择的时间点或当故事自然发展到某个节点时结束。你也可以选择提前结束法术效果。
你可以同时施放并维持多个法术效果。
反应掷骰 是用来应对攻击或危险的掷骰,代表角色试图避免或抵御即将发生的影响。
反应掷骰的流程与动作掷骰类似,但不会产希望点或恐惧点,亦不会触发额外的游戏主持人行动,且其他角色无法通过“帮助盟友”进行辅助。
如果反应掷骰掷出了关键成功,你不会清除压力点或获得希望点,但可以免除任何成功时应承受的效果,比如受到伤害或标记压力点。
当多个角色一起行动时,队伍指定一名角色来领导团队动作。每个玩家描述他们的角色如何协作完成该任务。团队动作的领导者像往常一样进行动作掷骰,而其他玩家则使用他们和游戏主持人认为最合适的属性进行反应掷骰。
领导者的动作掷骰会因每次成功的反应掷骰获得 +1 加值,因每次失败的反应掷骰受到 -1 减值。
每位玩家,每场游戏一次,可以花费 3 希望点,发起一次自己角色与另一名玩家角色之间的接力掷骰。两位玩家共同描述他们如何以独特且精彩的方式配合完成行动。双方分别进行一次动作掷骰;在结算结果前,选择其中一个掷骰的结果应用于双方的动作掷骰。
若该次掷骰为希望结果,所有参与的角色各获得 1 希望点;若为恐惧结果,每有一名参与的角色,游戏主持人获得 1 恐惧点。
若接力掷骰是一次成功的攻击掷骰,双方玩家各自进行一次伤害掷骰,将结果相加作为总伤害值,并将该次伤害视为单一来源。若两次攻击造成的伤害类型不同,由玩家共同决定使用哪种类型。
注:
接力掷骰在任何追踪动作掷骰的倒计时或特性中都算作一次单独的动作掷骰。
尽管每位玩家每场游戏只能启动一次接力掷骰,但一名玩家角色可以参与多次接力掷骰。
某些特性允许你在动作或反应掷骰中获得优势或劣势。
优势代表你能增加成功几率的机遇。当你获得掷骰优势时,你在总结果中加上一个 d6 优势骰。
劣势代表你在尝试某个行动时面临额外的困难、艰辛或挑战。当你获得掷骰劣势时,你在总结果中减去一个 d6 劣势骰。
优势和劣势可由机制触发,或由游戏主持人裁定。当一位玩家角色用帮助盟友行动对你施以援手时,其掷出自身优势骰,你则将其骰值加入掷骰总结果中。
优势和劣势在应用于同一掷骰时总是相互抵消,所以你不可能同时掷出优势骰与劣势骰。如果你有一个其他来源不影响自身骰池的优势或劣势,例如另一玩家的帮助盟友行动,其仍然影响你的掷骰结果。
希望点和恐惧点 代表世间力量的元货币,塑造着桌上故事的发展。希望点用于驱动玩家角色的能力与特性,而恐惧点则用于驱动游戏主持人以及其控制的敌人与环境的能力。
希望点
每位玩家角色在创建角色时会以 2 希望点开始游戏,在游戏过程中还会获得更多希望点。一位玩家角色最多能同时拥有 6 希望点,且希望点能在不同场次间得以保留。
玩家可以花费希望点用于:
当你帮助正在进行动作掷骰的盟友时,描述你是如何提供帮助的,并掷一个优势骰。多位玩家均可以花费 1 希望点帮助同一盟友,但该聚焦玩家只取优势骰中的最高骰值加入总结果中。
当你在一次掷骰中使用你相关的经历时,将其调整值加到结果中。你可以花费多个希望点以使用多个经历。
花费 3 希望点,将两名玩家角色的行动结合成一次令人印象深刻的合力行动。当你进行接力掷骰时,两名玩家分别进行行动掷骰,然后选择其中一个掷骰的结果应用于你们双方。
希望特性是任何允许(或要求)你花费特定希望点来激活其能力的效果。花费 3 希望点可以激活的职业希望特性为职业专属特性,详情请参见你的角色卡。
注意:当你使用希望特性时,如果你在动作掷骰中掷出希望结果,本次掷骰获得的希望点可立即用于激活希望特性(若希望特性消耗多个希望点,可代替其中一点)。
每当玩家掷出恐惧结果时,游戏主持人便获得 1 恐惧点。游戏主持人可随时花费恐惧点以执行或强化一次游戏主持人行动,或启用一个恐惧特性。游戏主持人同时最多可持有 12 恐惧点,且恐惧点会在多个游戏场次之间保留。
尽管《匕首之心》在战斗内外都依赖协作叙事的流程,但物理层面的冲突更依赖于几个关键机制,涉及攻击、移动与承受伤害等方面。
闪避值 代表角色躲避攻击及其他负面效果的能力。任何针对玩家角色进行的掷骰,其难度值等于该目标的闪避值。玩家角色的基础闪避值由其职业决定,但可被领域卡、装备、状态或其他效果所调整。
注:对敌人进行的攻击掷骰使用其自身的难度值,而非闪避值。
生命点 (HP) 代表角色承受物理伤害的能力。当角色受到伤害时,会根据其伤害阈值标记 1 至 3 生命点:
玩家角色的伤害阈值通过其装备护甲上列示的伤害阈值加上其等级计算得出。玩家角色的起始生命点由其职业决定,之后可通过升级选项、特性或其他效果获得额外生命点。
敌人的伤害阈值与生命点列于其数据块中。
当一名角色标记最后的生命点时,视为被击败。若玩家角色被击败,需执行一次死亡行动。
角色可通过进行休整行动(参见:休整)或启动相关的特殊能力与效果来恢复生命点。
若角色单次受到的伤害等于其严重伤害阈值的两倍,则标记 4 生命点,而非 3 生命点。
压力点 代表角色所能承受的精神、身体与情绪负荷。一些特殊能力或效果要求角色标记压力点,游戏主持人也通过一次游戏主持人行动,或为了表示一次动作掷骰的代价、复杂性或后果,要求玩家角色标记压力点。
当角色标记了其最后的压力点时,会陷入脆弱 (参见:状态) 直到其至少清除 1 压力点。
当角色必须标记 1 或更多的压力点,但无法再标记时,改为标记 1 生命点。若角色的所有压力点均已标记,则无法使用需要标记压力点的动作。
玩家角色可以通过执行休整行动(参见:休整)来清除压力点。玩家角色的压力点上限由其职业决定,但可以通过升级选项、能力或其他效果增加。(注:srd有错,压力点上限所有人都一样)
攻击掷骰 是一种旨在造成伤害的动作掷骰。其适用的属性由所使用的武器或法术指定。徒手攻击使用力量或灵巧属性(由游戏主持人选择)。除非另有说明,攻击掷骰的难度等于目标的难度值。
攻击成功后,掷骰造成伤害。伤害由该攻击描述中的 伤害掷骰 决定,格式为“xdy+[调整值]”(例如:一个造成“1d8+2”伤害的法术,表示掷出一个 d8 并加上 2 ,结果即为伤害值)
当某个效果说明使用你的施法属性造成伤害时,你掷的骰子数量等于你的施法属性值。
注:若你的施法属性为 +0 或更低,则不进行掷骰。
对于武器而言,伤害骰的数量等于你的熟练值。 请注意,熟练值只决定你掷骰的数量,不影响调整值。例如,一名拥有 2 熟练值并使用伤害为“d8+2”的武器的玩家角色,在攻击成功时造成的伤害为“2d8+2”。
成功的徒手攻击造成 [熟练值]d4 点伤害。
当你在攻击掷骰中获得关键成功(即二元骰掷出相同点数)时,你造成额外伤害。按正常方式进行伤害掷骰,但在最终伤害总数中额外加上伤害骰的最大可能值。例如,若一次攻击通常造成 2d8+1 伤害,关键成功时造成的伤害则为 2d8+1 +16。
伤害分为两种类型:物理伤害(phy) and 魔法伤害(mag)。除非另有说明,普通武器和徒手攻击造成物理伤害,法术造成魔法伤害。
如果一个目标对某种伤害类型具有抗性, 则该类型的伤害在与伤害阈值比较前减半。如果目标有其他减少伤害的方式(如标记护甲槽),则先应用抗性效果。对同一伤害类型的多重抗性效果不叠加。
如果一个目标对某种伤害类型具有免疫,则忽略该类型的所有伤害。
若一次攻击同时造成物理伤害和魔法伤害,角色仅在对两种伤害类型都具备抗性或免疫时,才能享受相应的抗性或免疫效果。
直接伤害指无法通过标记护甲槽来减免的伤害。
若法术或能力允许你同时攻击多个敌人,则只进行一次攻击掷骰和一次伤害掷骰,随后将结果分别应用于每个目标。
来自多个来源的同时造成的伤害,应先合计总伤害,再与目标的伤害阈值进行比较。
例如,一名兽人种族的玩家角色对近战范围内的目标成功攻击后,若选择花费 1 希望点来使用其“獠牙”特性(该特性使伤害掷骰额外增加 1d6 ),则其应先掷出正常武器伤害,再加一个 d6 ,最后将两者总和的伤害施加给敌人。
你可以选择以“心灵剧场”方式游玩《匕首之心》,也可以使用地图和模型。以下抽象距离与实际测量的换算基于:地图上 1 英寸约代表 5 英尺的虚构空间。
《匕首之心》使用以下范围,将虚构中的位置转化为相对距离,以便判定目标、移动及其他游戏机制:
近战范围:近到能触碰到目标,距离为几英尺内。
邻近范围: 近到能看清细节,约 5 –10 英尺。处于危险状态时,角色可作为动作的一部分,从邻近范围移动至近战范围。地图上表现:相当于一张游戏卡牌的最短边长度(2–3 英寸)以内。
近距离范围: 近到能看清显著细节,约 10 –30 英尺。处于危险状态时,角色可作为动作的一部分,从近距离范围移动至近战范围。 地图上表现:相当于一支铅笔长度(5–6 英寸)以内。
远距离范围: 仅能看见少量细节,约 30 –100 英尺。处于危险状态时,角色必须进行敏捷属性掷骰,才能安全从远距离范围移动至近战范围。地图上表现:相当于一张复印纸长边(11–12 英寸)以内。
极远范围: 距离太远无法分辨细节,约 100 –300 英尺。处于危险状态时,角色必须进行敏捷属性掷骰,才能安全地从极远范围移动至近战距离。地图上表现:超过远距离范围,但仍在冲突或场景边界内。
超出范围: 任何超过角色极远范围的目标视作超出范围,通常无法作为目标。
范围用以测量效果来源(如攻击者或法术施放者)至目标或效果作用物之间的距离。
武器、法术、能力、物品或其他效果所标示的范围为最大有效范围;除非另有说明,可在更近范围内使用。
如果你的团队倾向于使用更精确的距离规则,你可以在战斗中使用 1 英寸方格的战术地图。如果这样做,请遵循以下游戏指南:
当你处于压力或危险之中并进行一次动作掷骰时,你可以在该动作的一部分中移动至近距离范围内的地点。如果你没有进行动作掷骰,或你想移动超过近距离范围,就必须通过一次敏捷掷骰,才能安全地改变自身位置。
敌人可以在执行动作时免费移动至近距离范围内,或以一个单独动作移动至极远距离范围内。
除非另有说明,群体效果的所有目标都必须位于你所施加效果的起始点的邻近范围内。
除非另有说明,远程攻击者的目标必须在其视线内才能进行攻击掷骰。 若攻击者与目标之间存在部分遮蔽物,则目标具有掩护, 穿过掩护的攻击具有劣势。 若遮蔽物为完全遮挡,则视线中断。
状态是指附加在目标身上的效应,会赋予特定的增益或负面影响。
《匕首之心》拥有以下三类标准状态:
当你处于所有敌人视线之外,且敌人不知道你的位置时,你获得隐藏 状态。所有以 隐藏 状态下的生物为目标的掷骰都具有劣势。一旦敌人移动到可以看到你的位置、你主动进入他们视线或者你进行攻击,你都将脱离 隐藏 状态。
处于 束缚 状态的角色无法移动,但你仍然可以在当前位置执行动作。
当一个生物处于 脆弱 状态时,所有以其为目标的掷骰都具有优势。
某些特性可能会施加特殊或独特的状态,这些状态的效果以该特性的描述为准。
除非另有说明,同一种状态不能对同一个目标叠加。
带有临时 标签的状态或效果表示,受影响的生物可以通过行动来清除该状态。当受影响的玩家角色尝试清除临时状态或效果时,通常需要使用一个适当属性进行一次成功的动作掷骰。当受影响的敌人尝试清除临时状态或效果时,游戏主持人会聚焦该敌人,并叙述其如何清除该状态;这不需要掷骰,但会消耗该敌人的一次聚焦。 特殊状态 只能在满足特定条件时才可被清除,例如完成某项特定动作或使用某个特定物品。清除这些状态的条件将在施加该状态的效果描述中注明。
在战斗冲突之间,团队可以进行一次休息,以恢复消耗的资源并加深彼此的羁绊。在休息期间,每位玩家角色可以进行最多两次休整行动。
团队在休息时必须选择进行短休或长休。如果连续进行了三次短休,下次休整必须为一次长休。
如果一次短休 被打断,例如遭遇敌人的攻击,角色将无法获得短休的收益。如果长休被打断,角色只能获得短休的收益。
一次短休 短休大约持续一小时(游戏内时间),足够让队伍喘息。每位玩家可以将其配置中的任意领域卡与宝库中的卡牌进行交换,然后选择下列两项行动(或选择同一项行动两次):
在短休结束时,所有“每次休息一次”的特性与效果次数会重置;所有“持续至下次休息”的效果将结束。
一次长休 指的是角色扎营、放松或睡眠数小时(游戏内时间)。每位玩家可以将其配置中的任意领域卡与宝库中的卡牌进行交换,然后选择下列两项行动(或选择同一项行动两次):
在短休结束时,所有“每次休息一次”与“每长休一次”的特性或效果次数会重置;所有“持续至下次休息”与“持续至下次长休”的效果将结束。
短休时,游戏主持人获得 1d4 恐惧点。长休时,其获得等同于 1d4 + 玩家角色 数量的恐惧点,并且可以推进其选择的一个长期倒计时。
当一名玩家角色标记了其最后的生命点,其必须选择下列选项之一以进行一次死亡行动:
荣耀之火: 你的角色接受死亡,在荣耀之火中消逝。进行最后一次行动(由游戏主持人决定),该行动视为关键成功,然后跨越死亡的帷幕。
回避死亡: 你的角色回避死亡并承担后果。其暂时陷入昏迷,然后你与游戏主持人一起描述情况如何恶化。你的角色在昏迷时无法移动或行动,无法成为攻击目标,当盟友恢复其标记的 1 或更多生命点时,或者当队伍完成长休时,才会恢复意识。在你的角色陷入昏迷后,掷出你的希望骰。如果其数值等于或小于你的角色等级,其会获得一道伤痕:永久划去一个希望槽,并与游戏主持人协作确定其长期叙事影响及可能的恢复方式。若划掉最后一个希望槽,该角色的旅程将终结。
孤注一掷: 掷出你的二元骰。如果希望骰数值较高,你的角色将死里逃生,并恢复或清除等同于希望骰数值的生命点或压力点(你可以随意分配希望骰数值在生命点和压力点之上)。如果恐惧骰数值较高,你的角色会跨越死亡的帷幕。如果你骰出了关键成功,你的角色不仅能死里逃生,还将恢复和清除所有生命点和压力点。
如果角色死亡,玩家应在下一次游戏前与游戏主持人合作,创建一名与队伍其他成员当前等级相同的新角色。
以下规则适用于游戏的许多方面。
本游戏不使用小数;若需取整,除非另有说明,一律向上取整。如有疑义,应做出对玩家角色有利的裁定。
当某项特性允许你重掷时,除非该特性有特别说明,否则你必须接受新的结果。
承受伤害代表目标即将受到的、来自单次攻击或单一来源的总伤害量,在标记护甲槽之前计算。
若多个效果的结算顺序不明确,则由控制这些效果的一方(玩家或游戏主持人)决定其结算顺序。
除非另有说明,除状态与优势/劣势以外的所有效果均可叠加。
若某个效果未列出具体的机制性结束条件,则该效果仅在控制该效果的玩家、游戏主持人决定结束,或剧情需要时才会结束。
除非某个效果另有说明,否则你不能在同一次掷骰中,为同一项特性多次花费希望点或标记压力点,以叠加或重复其效果。
若某项特性允许你在掷骰结果总计之后影响该次掷骰,你可以在游戏主持人宣告成功或失败之后使用该特性,但不得在后果发生或下一次掷骰进行之后使用。
当游戏主持人认定你们达成了一个叙事上的重要节点(通常约每 3 场游戏),整个小队便会升级。所有玩家角色会同时升级。
《匕首之心》中玩家角色共有 10 个等级,划分为 4 个位阶:
你的位阶会影响你的伤害阈值、升阶成就以及可获得的升级选项。
获得任何满足条件的 升阶成就
选择你当前或更低位阶中,任意两项至少还有一个槽位未被标记的升级选项。有多个槽位的选项可以被多次选择。当你选择一个升级选项时,标记一个相应的槽位。
将所有伤害阈值增加 1 。
从你职业拥有的两个领域中获取一张等级小于等于你当前等级的新领域卡,将它加入你的配置或宝库。当你的配置已满时,直到你将其中一张卡放入宝库前,无法将新领域卡放入你的配置。你还可以选择将你已选择过的一张领域卡更换成另一张等级相等或更低的领域卡。
自等级 5 开始,你可以在升级时选择兼职选项。当你兼职时,选择一个额外的职业,选择它的一个领域,然后获得它的职业特性。将相应的兼职模块加入你的角色卡右侧,并获得它的一个子职的基础卡。如果该基础子职卡有着与你不同的施法属性,你可以任意选择使用哪个属性进行施法掷骰。
当你有机会获得一张新领域卡时,你可以从兼职的领域中选择一张不超过你当前等级一半(向上取整)的领域卡。
金币是衡量角色拥有多少财富的抽象度量,以把、袋和箱为单位计量,10 把为 1 袋,10 袋为 1 箱。当某级金币单位的标记槽位已满时,若再获得该级金币奖励,则需升级标记更高一级单位并清零当前级位。
例如:持有 9 把金币时若再获 1 把金币,则改为标记 1 袋金币并清零所有把数标记;持有 9 袋金币时若再获 1 袋金币,则改为标记 1 箱金币并清零所有袋数标记。
你不能持有超过 1 箱金币。若所有金币槽位都被标记满了,你需要先行存储部分金币才能继续获取。
如果你的团队希望更精细地追踪金币,你可以将一枚作为最低面额。沿用现有十进制体系,10 枚金币等于 1 把金币。
Daggerheart is a conversation. The GM describes fictional scenarios involving the PCs, and the players take turns describing how their characters react. The goal of every person at the table is to build upon everyone else's ideas and collaboratively tell a satisfying story. The system facilitates this collaborative process by providing structure to the conversation and mechanics for resolving moments of tension where fate or fortune determine the outcome of events.
To get the most out of Daggerheart, we recommend players keep the following principles and practices in mind throughout each session:
For more information, see the Daggerheart Core Rulebook, pages 9 and 108.
The core gameplay loop is the procedure that drives every scene, both in and out of combat:
The GM describes a scenario, establishing the PCs' surroundings and any dangers, NPCs, or other important details the characters would notice.
The players ask clarifying questions to explore the scene more deeply and gather information that could inform their characters' actions. The GM responds to these questions by giving the players information their characters could easily obtain, or by asking questions of their own to the players. The players also respond to any questions the GM poses to them. In this way, the table builds out the fiction collaboratively.
As the scene develops, the players find opportunities to take action—problems to solve, obstacles to overcome, mysteries to investigate, and so on. The players describe how their characters proceed; if their proposed actions carry no chance of failure (or if failure would be boring), they automatically succeed. But if the outcome of their action is unknown, the GM calls for an action roll. Either way, the table works the outcome into the story and moves the fiction forward, narrating how the PC's actions have changed things.
The process repeats from the beginning, with the GM relaying any updated details or material changes to the players. This process continues until the end of the scene is triggered by a mechanic or arrives organically.
The spotlight is a symbol that represents the table's attention—and therefore the immediate focus of both the narrative and the game mechanics. Any time a character or player becomes the focus of a scene, they "are in the spotlight" or "have the spotlight."
The spotlight moves around the table organically as scenes unfold unless a mechanical trigger determines where the spotlight goes next. For example, when a player fails an action roll, the mechanics prompt the GM to seize the spotlight and make a GM move.
Daggerheart's turns don't follow a traditional, rigid format: there is no explicit initiative mechanic and characters don't have a set number of actions they can take or things they can do before the spotlight passes to someone else. A player with the spotlight describes what their character does and the spotlight simply swings to whoever:
If your group prefers a more traditional action economy, you can use tokens to track how many times a player has had the spotlight: At the start of a session or scene, each player adds a certain number of tokens (we recommend 3) to their character sheet and removes a token each time they take an action. If the spotlight would swing to someone without any tokens, it swings to someone else instead. Once every player has used all their available tokens, players refill their character sheet with the same number of tokens as before, then continue playing.
Any time a character does something to advance the story, such as speaking with another character, interacting with the environment, making an attack, casting a spell, or using a class feature, they are making a move.
Any move where success would be trivial or failure would be boring automatically succeeds, but any move that's difficult to accomplish or risky to attempt triggers an action roll.
All action rolls require a pair of d12s called Duality Dice. These are two visually distinct twelve-sided dice, with one die representing Hope and the other representing Fear.
To make an action roll, you roll the Duality Dice, sum the results, apply any relevant modifiers, and compare the total to a Difficulty number to determine the outcome:
Note: A Critical Success counts as a roll "with Hope."
After resolving the action roll, the table works together to weave the outcome into the narrative and play continues.
In Daggerheart, every time you roll the dice, the scene changes in some way. There is no such thing as a roll where "nothing happens," because the fiction constantly evolves based on the successes and failures of the characters.
The following steps describe in more detail the procedure that all action rolls utilize:
Some actions and effects specify in their description which trait applies to the roll; otherwise, the GM tells the acting player which character trait best applies to the action being attempted. If more than one trait could apply to the roll, the GM chooses or lets the acting player decide.
Some actions and features say in their description what the Difficulty is. Otherwise, the GM determines the Difficulty based on the scenario. The GM can choose whether to share the Difficulty with the table. In either case, the GM should communicate the potential consequences of failure to the acting player.
The acting player decides whether to Utilize an Experience or activate other effects, then, if applicable, adds the appropriate tokens and dice (such as advantage or Rally dice) to their dice pool.
Note: Unless an action, ability, or feature specifically allows for it, a player must declare the use of any Experiences, extra dice, or other modifiers before they roll.
The acting player rolls their entire dice pool and announces the results in the format of "[total result] with [Hope/Fear]" or "Critical Success!" in the case of matching Duality Dice.
Example: A player is making an action roll with a +1 in the relevant trait and no other modifiers; they roll the Duality Dice and get a result of 5 on their Hope Die and 7 on their Fear Die, then announce "I rolled a 13 with Fear!"
The active player and the GM work together, along with the suggestions and support of the rest of the table, to resolve the outcome of the action.
GMs also make moves. They should consider making a move when a player does one of the following things:
After the GM turn is done, the spotlight goes back to the PCs.
Many adversaries and environments have Fear Features, especially powerful or consequential moves that the GM must spend Fear to activate.
Note: This Fear is in addition to any Fear the GM has previously spent to seize the spotlight or activate another action or ability.
When play passes to the GM, the GM can make a GM move to spotlight an adversary. A spotlighted adversary can:
The GM can spend additional Fear to spotlight additional adversaries. Once the GM has finished, the spotlight swings back to the PCs.
Some rolls have unique specifications or otherwise modify the action roll procedure: trait rolls, Spellcast Rolls, attack rolls, and damage rolls. Unless otherwise noted, you can apply any bonus, modifier, or effect to a special roll as if it were a standard action roll.
An action roll that specifies which character trait applies to it is called a trait roll. In the text of a feature or effect, a trait roll is referenced with the format "[Trait] Roll (Difficulty)" (e.g., "Agility Roll (12)"). If the text of an effect doesn't specify a trait roll's Difficulty, the GM sets the Difficulty based on the circumstances.
Features and effects that affect a trait roll also affect any action roll that uses the same trait, including attack rolls, Spellcast rolls, and standard action rolls.
Example: The katari's ancestry feature "Feline Instincts," which allows the katari to reroll an Agility Roll, can also be used on a standard action roll using Agility to traverse dangerous terrain or on an attack roll made with a weapon that uses Agility.
Spellcast Rolls are trait rolls that require you to use your Spellcast trait. Your Spellcast trait, if you have one, is determined by your subclass.
Spellcast Rolls are only made when a character uses a feature that requires one. A successful Spellcast Roll activates the effect as described by the feature.
Notes:
A Spellcast Roll that can damage a target is also considered an attack roll.
When you cast a spell, the text tells you when the effect ends. The GM can spend a Fear to end a temporary effect. If your spell doesn't specify when it ends, it ends when you choose or at a natural moment of the story. You can choose to end your spell early.
You can cast and maintain the effects of more than one spell at the same time.
A reaction roll is made in response to an attack or a hazard, representing a character's attempt to avoid or withstand an imminent effect.
Reaction rolls work like action rolls, except they don't generate Hope or Fear, don't trigger additional GM moves, and other characters can't aid you with Help an Ally.
If you critically succeed on a reaction roll, you don't clear a Stress or gain a Hope, but you do ignore any effects that would have impacted you on a success, such as taking damage or marking Stress.
When multiple PCs take action together, the party chooses one PC to lead the action. Each other player then describes how their character collaborates on the task. The leader makes an action roll as usual, while the other players make reaction rolls using whichever traits they and the GM decide fit best.
The lead character gains a +1 bonus to their lead action roll for each of these reaction rolls that succeeded and a −1 penalty for each these reaction rolls that failed.
Each player can, once per session, initiate a Tag Team Roll between their character and another PC by spending 3 Hope. The players work with one another to describe how they combine their actions in a unique and exciting way. Both players make separate action rolls; before resolving the roll's outcome, choose one of the rolls to apply to both actions. On a roll with Hope, all PCs involved gain a Hope. On a roll with Fear, the GM gains a Fear token for each PC involved.
On a successful Tag Team attack roll, both players roll damage and add the totals together to determine the damage dealt, which is then treated as if it came from a single source. If the attacks deal different types of damage, the players choose which type to deal.
Notes:
A Tag Team Roll counts as a single action roll for the purposes of any countdowns or features that track action rolls.
Though each player may only initiate one Tag Team Roll per session, one PC can be involved in multiple Tag Team Rolls.
Some features and effects let you roll with advantage or disadvantage on an action or reaction roll:
Advantage or disadvantage can be granted or imposed by mechanical triggers or at the GM's discretion. When a PC aids you with Help an Ally, they roll their own advantage die and you add it to your total.
Advantage and disadvantage dice cancel each out, one-forone, when they would be added to the same dice pool, so you'll never roll both at the same time. If you have advantage or disadvantage from other sources that don't affect your own dice pool, such as another player's Help an Ally move, their effects stack with your rolled results.
Hope and Fear are metacurrencies representing the cosmic forces that shape the events of your table's story. Hope powers PC abilities and features, while Fear powers the abilities of the GM and the adversaries and environments they control.
Every PC starts with 2 Hope at character creation and gains more throughout play. A PC can have a maximum of 6 Hope at one time, and Hope carries over between sessions.
Players can spend Hope to:
When you Help an Ally who is making an action roll, describe how you do so and roll an advantage die. Multiple players can spend Hope to help the same acting player, but that player only adds the highest result to their final total.
• Utilize an Experience
When you Utilize an Experience on a relevant roll, add its modifier to the result. You can spend multiple Hope to utilize multiple Experiences.
• Initiate a Tag Team Roll
Spend 3 Hope to initiate a Tag Team roll, combining the actions of two PCs into one impressive act of synergy. When you make a Tag Team roll, both players roll their action rolls and then choose which set of results to apply to the outcome.
• Activate a Hope Feature
A Hope Feature is any effect that allows (or requires) you to spend a specified amount of Hope to activate it. Class Hope features are class-specific features, detailed on your character sheet, that cost 3 Hope to activate.
Note: When using a Hope Feature, if you rolled with Hope for that action, the Hope you gain from that roll can be spent on that feature (or toward it, if it requires spending multiple Hope).
The GM gains Fear whenever a player rolls with Fear and can spend Fear at any time to make or enhance a GM move or to use a Fear Feature. The GM can have up to 12 Fear at one time. Fear carries over between sessions.
Though Daggerheart relies on the same flow of collaborative storytelling in and out of combat, physical conflicts rely more heavily on several key mechanics related to attacking, maneuvering, and taking damage.
Evasion represents a character's ability to avoid attacks and other unwanted effects. Any roll made against a PC has a Difficulty equal to the target's Evasion. A PC's base Evasion is determined by their class, but can be modified by domain cards, equipment, conditions, and other effects.
Note: attacks rolled against adversaries use the target's Difficulty instead of Evasion.
Hit Points (HP) represent a character's ability to withstand physical injury. When a character takes damage, they mark 1 to 3 HP, based on their damage thresholds:
A PC's damage thresholds are calculated by adding their level to the listed damage thresholds of their equipped armor. A PC's starting HP is based on their class, but they can gain additional Hit Points through advancements, features, and other effects.
An adversary's Damage Thresholds and HP are listed in their stat blocks.
When a character marks their last Hit Point, they fall. If a PC falls, they make a death move.
Characters can clear Hit Points by taking downtime moves (see: Downtime) or by activating relevant special abilities or effects.
If a character ever takes damage equal to twice their Severe threshold, they mark 4 HP instead of 3.
Stress represents how much mental, physical, and emotional strain a character can endure. Some special abilities or effects require the character activating them to mark Stress, and the GM can require a PC to mark Stress as a GM move or to represent the cost, complication, or consequence of an action roll.
When a character marks their last Stress, they become Vulnerable (see: Conditions) until they clear at least 1 Stress.
When a character must mark 1 or more Stress but can't, they mark 1 HP instead. A character can't use a move that requires them to mark Stress if all of their Stress is marked.
PCs can clear Stress by making downtime moves (see: Downtime). A PC's maximum Stress is determined by their class, but they can increase it through advancements, abilities, and other effects.
An attack roll is an action roll intended to inflict harm. The trait that applies to an attack roll is specified by the weapon or spell being used. Unarmed attack rolls use either Strength or Finesse (GM's choice). An attack roll's Difficulty, unless otherwise noted, is equal to the Difficulty score of its target.
On a successful attack, roll damage. Damage is calculated from the damage roll listed in the attack's description with the format "xdy+[modifier]" (e.g., for a spell that inflicts "1d8+2" damage, you roll an eight-sided and add 2 to the result; the damage dealt is equal to the total).
Any time an effect says to deal damage using your Spellcast trait, you roll a number of dice equal to your Spellcast trait.
Note: If your Spellcast trait is +0 or lower, you don't roll anything.
For weapons, the number of damage dice you roll is equal to your Proficiency. Note that your Proficiency multiplies the number of dice you roll, but doesn't affect the modifier. For example, a PC with Proficiency 2 and wielding a weapon with a damage rating of "d8+2" deals damage equal to "2d8+2" on a successful attack.
Successful unarmed attacks inflict [Proficiency]d4 damage.
When you get a critical success (i.e., you roll matching values on your Duality Dice) on an attack roll, you deal extra damage. Make the damage roll as usual, but add the maximum possible result of the damage dice to the final total. For instance, if an attack would normally deal 2d8+1 damage, a critical success would deal 2d8+1+16.
There are two damage types: physical damage (phy) and magic damage (mag). Unless stated otherwise, mundane weapons and unarmed attacks deal physical damage, and spells deal magic damage.
If a target has resistance to a damage type, then they reduce incoming damage of that type by half before comparing it to their Hit Point Thresholds. If the target has additional ways of reducing incoming damage, such as marking Armor Slots, they apply the resistance effect first. The effects of multiple resistances to the same damage type do not stack.
If a target has immunity to a damage type, they ignore incoming damage of that type.
If an attack deals both physical and magic damage, a character can only benefit from resistance or immunity if they are resistant or immune to both damage types.
Direct damage is damage that can't be reduced by marking Armor Slots.
If a spell or ability allows you to target multiple adversaries, make one attack roll and one damage roll, then apply the results to each target individually.
Damage dealt simultaneously from multiple sources is always totaled before it's compared to its target's damage thresholds.
For example, if a PC with orc ancestry makes a successful attack against a target in Melee range and decides to spend a Hope to use their "Tusks" feature (which gives them an extra 1d6 damage on a damage roll), they would roll their normal weapon damage and add a d6 to the result, then deal that total damage to the adversary.
You can play Daggerheart using "theater of the mind" or maps and miniatures. The conversions below from abstract ranges to physical measurements assume 1 inch of map represents about 5 feet of fictional space.
Daggerheart uses the following ranges to translate fictional positioning into relative distance for the purposes of targeting, movement, and other game mechanics:
Melee: Close enough to touch, up to a few feet away.
Very Close: Close enough to see fine details, about 5–10 feet away. While in danger, a character can move, as part of their action, from Very Close range into Melee range. On a map: anything within the shortest length of a game card (2-3 inches).
Close: Close enough to see prominent details, about 10–30 feet away. While in danger, a character can move, as part of their action, from Close range into Melee range. On a map: anything within the length of a pencil (5-6 inches).
Far: Close enough to see very little detail, about 30–100 feet away. While in danger, a character must make an Agility Roll to safely move from Far range into Melee range. On a map: anything within the length of the long edge of a piece of copy paper (11–12 inches).
Very Far: Too far to make out any details, about 100–300 feet away. While in danger, a character must make an Agility Roll to safely move from Very Far range into Melee range. On a map: anything beyond Far range, but still within the bounds of the conflict or scene.
Out of Range: Anything beyond a character's Very Far range is Out of Range and usually can't be targeted.
Range is measured from the source of an effect, such as the attacker or spellcaster, to the target or object of an effect.
A weapon, spell, ability, item, or other effect's stated range is a maximum range; unless otherwise noted, it can be used at closer distances.
If your table would rather operate with more precise range rules, you can use a 1-inch grid battle map during combat. If you do, use the following guidelines for play:
When you're under pressure or in danger and make an action roll, you can move to a location within Close range as part of that action. If you're not already making an action roll, or if you want to move farther than your Close range, you need to succeed on an Agility Roll to safely reposition yourself.
An adversary can move within Close range for free as part of an action, or within Very Far range as a separate action.
Unless stated otherwise, all the targets of a group effect must be within Very Close range of a single origin point within your effect's range.
Unless stated otherwise, a ranged attacker must have line of sight to their intended target to make an attack roll. If a partial obstruction lies between the attacker and target, the target has cover. Attacks made through cover are rolled with disadvantage. If the obstruction is total, there is no line of sight.
Conditions are effects that grant specific benefits or drawbacks to the target they are attached to.
Daggerheart has three standard conditions:
While you're out of sight from all enemies and they don't otherwise know your location, you gain the Hidden condition. Any rolls against a Hidden creature have disadvantage. After an adversary moves to where they would see you, you move into their line of sight, or you make an attack, you are no longer Hidden.
Restrained characters can't move, but you can still take actions from their current position.
When a creature is Vulnerable, all rolls targeting them have advantage.
Some features can apply special or unique conditions, which work as described in the feature text.
Unless otherwise noted, the same condition can't be applied more than once to the same target.
The temporary tag denotes a condition or effect that the affected creature can clear by making a move against it. When an affected PC makes a move to clear a temporary condition or effect, it normally requires a successful action roll using an appropriate trait. When an affected adversary makes a move to clear a temporary condition or effect, the GM puts the spotlight on the adversary and describes how they do it; this doesn't require a roll but it does use up that adversary's spotlight.
Special conditions are only cleared when specific requirements are met, such as completing a certain action or using a particular item. The requirements for clearing these conditions are stated in the text of the effect that applies the condition.
Between conflicts, the party can take a rest to recover expended resources and deepen their bonds. During a rest, each PC can make up to two downtime moves.
When the party rests, they must choose between a short rest and a long rest. If a party takes three short rests in a row, their next rest must be a long rest.
If a short rest is interrupted, such as by an adversary's attack, the characters don't gain its benefits. If a long rest is interrupted, the characters only gain the benefits of a short rest.
A short rest lasts enough time for the party to catch its breath, about an hour in-world. Each player can move domain cards between their loadout and vault for free, then choose twice from the following list of downtime moves (players can choose the same move twice):
At the end of a short rest, any features or effects with a limited number of uses per rest refresh and any features or effects that last until your next rest expire.
A long rest is when the characters make camp and relax or sleep for several in-game hours. Each player can move domain cards between their loadout and vault for free, then choose twice from the following list of downtime moves (players can choose the same move twice):
At the end of a long rest, any features or effects with a limited number of uses per rest or per long rest refresh and any features or effects that last until your next rest or until your next long rest expire.
On a short rest, the GM gains 1d4 Fear. On a long rest, they gain Fear equal to 1d4 + the number of PCs, and they can advance a long-term countdown of their choice.
When a PC marks their last Hit Point, they must make a death move by choosing one of the following options:
If your character dies, work with the GM before the next session to create a new character at the current level of the rest of the party.
The following rules apply to many aspects of the game.
This game doesn't use fractions; if you need to round to a whole number, round up unless otherwise specified. When in doubt, resolve any ambiguity in favor of the PCs.
When a feature allows you to reroll a die, you always take the new result unless the feature specifically says otherwise.
Incoming damage means the total damage from a single attack or source, before Armor Slots are marked.
If the resolution order of multiple effects is unclear, the person in control of the effects (player or GM) decides what order to resolve them in.
Unless stated otherwise, all effects beside conditions and advantage/disadvantage can stack.
If an effect doesn't have a listed mechanical expiration, it only ends when decided by the controlling player, the GM, or the demands of the fiction.
Unless an effect states otherwise, you can't spend Hope or mark Stress multiple times on the same feature to increase or repeat its effects on the same roll.
If a feature allows you to affect a roll after the result has been totaled, you can use it after the GM declares whether the roll succeeds or fails, but not after the consequences unfold or another roll is made.
Your party levels up whenever the GM decides you've reached a narrative milestone (usually about every 3 sessions). All party members level up at the same time.
Daggerheart has 10 PC levels divided into 4 tiers:
Your tier affects your damage thresholds, tier achievements, and access to advancements.
Take any applicable tier achievements
Choose any two advancements with at least one unmarked slot from your tier or below. Options with multiple slots can be chosen more than once. When you choose an advancement, mark one of its slots.
Increase all damage thresholds by 1.
Acquire a new domain card at your level or lower from one of your class's domains and add it to your loadout or vault. If your loadout is already full, you can't add the new card to it until you move another into your vault. You can also exchange one domain card you've previously acquired for a different domain card of the same level or lower.
Starting at level 5, you can choose multiclassing as an option when leveling up. When you multiclass, you choose an additional class, gain access to one of its domains, and acquire its class feature. Take the appropriate multiclass module and add it to the right side of your character sheet, then choose a foundation card from one of its subclasses. If your foundation cards specify different Spellcast traits, you can choose which one to apply when making a Spellcast roll.
Whenever you have the option to acquire a new domain card, you can choose from cards at or below half your current level (rounded up) from the domain you chose when you selected the multiclass advancement.
Gold is an abstract measurement of how much wealth a character has, and is measured in handfuls, bags, and chests, with 10 handfuls to 1 bag, and 10 bags to 1 chest. When you have marked all of the slots in a category and you gain another gold reward in that category, mark a slot in the following category and clear all the slots in the current one.
For example, if you have 9 handfuls and gain another, you instead mark 1 bag and erase all handfuls. If you have 9 bags and gain another, you mark 1 chest and erase all bags.
You can't have more than 1 chest, so if all your Gold slots are marked, you'll need to spend some of your gold or store it somewhere else before you can acquire more.
If your group wants to track gold with more granularity, you can add coins as your lowest denomination. Following the established pattern, 10 coins equal 1 handful.