dh-combat
This skill should be used when the GM needs to handle Daggerheart combat, including action roll resolution, Hope/Fear token economy, spotlight flow, damage tracking, reaction rolls, and managing combat encounters. Provides action outcome tables, encounter tracking templates, and condition references.
What this skill does
# Daggerheart Combat Management Skill
Use this skill to guide Daggerheart combat encounters. Daggerheart uses spotlight flow instead of fixed initiative: the GM takes action when player rolls result in Fear or failure. The Hope/Fear token economy creates narrative tension between player momentum and GM opportunity.
**Authoritative Source**: For exact rule wording, use the `dh-rules` skill to reference `srd/contents/Combat.md`, `srd/contents/Making Moves and Taking Action.md`, and `srd/contents/Death.md`.
## Starting Combat
When combat begins:
1. **Establish the scene** - Describe positions, threats, and environmental features
2. **Initialize token tracking** - Set up Hope (per player, max 6) and Fear (GM, max 12)
3. **Players act first** - The player who initiated the conflict typically takes the first spotlight
4. **Flow continues** - Spotlight passes based on roll outcomes
### Initial Token State
At combat start:
- **Player Hope**: Carry over from session state (PCs start with 2 Hope at character creation, max 6)
- **GM Fear**: Carry over from session state (max 12)
Use the encounter template from `references/encounter-template.md` to track state.
## The Spotlight System
Daggerheart doesn't use initiative. Instead, the spotlight flows based on action outcomes:
### When Players Hold Spotlight
- A player takes an action and rolls
- If **Success with Hope**: Party keeps spotlight (players choose who acts next)
- If **Success with Fear**: GM takes spotlight (rolled with Fear)
- If **Failure** (Hope or Fear): GM takes spotlight
- If **Critical Success**: Player succeeds with bonus, gains Hope, clears Stress
### When GM Takes Spotlight
- Adversaries act, Fear Features activate, dangers escalate
- After GM action, spotlight returns to a player
- GM can spend Fear tokens for additional effects
### Spotlight Flow Diagram
```
Player Action
|
v
Roll Duality Dice
|
+---> Success + Hope higher ---> Party keeps spotlight
| (choose who acts next)
|
+---> Success + Fear higher ---> GM takes spotlight
| (rolled with Fear)
|
+---> Failure (any) -----------> GM takes spotlight
| (GM makes a move)
|
+---> Critical ------------------> Auto success + bonus
(gain Hope, clear Stress)
```
## Action Roll Resolution
When a player attempts an action with uncertain outcome:
1. **Determine the trait** - Which of the six traits applies?
2. **Check for Experiences** - Does a bounded Experience apply? (Review positive scope)
3. **Set the difficulty** - Use standard difficulties or adversary Evasion
4. **Roll Duality Dice** - `DdD + Trait + Experience (if applicable)`
5. **Determine outcome** - See the five outcomes below
### Difficulty Reference
| Difficulty | Target Number |
|------------|---------------|
| Easy | 10 |
| Moderate | 15 |
| Hard | 20 |
| Formidable | 25 |
| Legendary | 30 |
### The Five Action Outcomes
See `references/action-outcomes.md` for detailed resolution tables.
| Outcome | Condition | Token Effect | Spotlight |
|---------|-----------|--------------|-----------|
| **Critical Success** | Both dice match | Gain Hope, clear Stress | Auto success with bonus |
| **Success with Hope** | Total >= difficulty, hope > fear | Player gains Hope | Party keeps |
| **Success with Fear** | Total >= difficulty, fear > hope | GM gains Fear | GM takes |
| **Failure with Hope** | Total < difficulty, hope > fear | Player gains Hope | GM takes |
| **Failure with Fear** | Total < difficulty, fear > hope | GM gains Fear | GM takes |
> **Note**: A Critical Success counts as a roll "with Hope."
**Tie between dice values** (non-critical): Player chooses Hope or Fear.
### Using the Dice Tool
```
Use the mcp__corvran__roll_dice tool:
{ "groups": [{ "n": 1, "d": 12, "label": "hope" }, { "n": 1, "d": 12, "label": "fear" }], "modifier": 3 }
```
Output:
```json
{
"groups": [
{ "label": "hope", "rolls": [7] },
{ "label": "fear", "rolls": [4] }
],
"modifier": 3,
"total": 14
}
```
Compare the "hope" and "fear" group rolls to determine which die is higher for spotlight and token effects.
## Advantage and Disadvantage
Daggerheart uses additional d6 dice for advantage/disadvantage:
### Advantage (+d6)
Roll an additional d6 and **add** it to your total.
**With the dice tool**, include a third labeled group in the same call:
```
{ "groups": [{ "n": 1, "d": 12, "label": "hope" }, { "n": 1, "d": 12, "label": "fear" }, { "n": 1, "d": 6, "label": "advantage" }], "modifier": 3 }
```
All groups sum into the total. The hope/fear determination still comes from comparing the two d12 groups.
**Common sources**:
- Target is Hidden (against you, until revealed)
- Target is Vulnerable
- Target is Restrained
- Tactical superiority (high ground, flanking)
### Disadvantage (-d6)
Roll a d6 and **subtract** it from your total. Since all dice groups are additive, roll the disadvantage d6 in a separate call and subtract the result narratively from the action roll total.
**Common sources**:
- You are Frightened (against source of fear)
- Poor visibility or conditions
- Attempting something beyond your training
- Attacking a Hidden target
### Multiple Advantages/Disadvantages
- Multiple advantages stack (roll multiple d6s, add all)
- Multiple disadvantages stack (roll multiple d6s, subtract all)
- Advantages and disadvantages cancel one-to-one
**Example**: 2 advantages and 1 disadvantage = 1 advantage = +1d6
## Reaction Rolls
Some abilities allow reactions outside normal spotlight flow. **Reaction rolls do NOT generate Hope or Fear tokens**.
### When Reactions Occur
- Specific class features trigger
- Certain adversary abilities respond
- Environmental events require immediate response
### Resolving Reactions
1. Roll Duality Dice as normal
2. Apply success/failure based on total vs. difficulty
3. **Skip token generation** - ignore which die was higher for economy purposes
4. Spotlight does NOT shift based on reaction results
## Attack and Damage Flow
### Making Attacks
1. Roll Duality Dice + appropriate trait + modifiers
2. Compare total to target's **Evasion**
3. If total >= Evasion, the attack hits
4. Roll damage and apply to target
### Damage Resolution
1. Roll weapon damage dice (Proficiency × damage die + modifier)
2. Compare total damage to target's **Damage Thresholds**
3. Mark HP slots based on severity:
| Damage vs Thresholds | HP Marked |
|---------------------|-----------|
| Below Major threshold | 1 HP |
| At or above Major, below Severe | 2 HP |
| At or above Severe | 3 HP |
If damage is reduced to 0 or less, no HP is marked.
> **Optional Rule - Massive Damage**: If damage equals twice the Severe threshold, mark 4 HP instead of 3.
### Armor Slots
Your **Armor Score** determines how many Armor Slots you have. When you take damage:
- You can mark 1 Armor Slot to reduce HP marked by 1
- This choice is made when marking HP
- Armor Slots don't reduce the damage number, they reduce HP marked
### HP and Stress Tracking
Use visual notation for quick scanning:
```markdown
## Current Status
- **HP Marked**: ●●○○○○ (2/6)
- **Stress Marked**: ●○○○○○ (1/6)
- **Armor Slots Used**: ●○○
```
## Hope/Fear Token Economy
### Hope Tokens (Per Player)
| Aspect | Details |
|--------|---------|
| Maximum | 6 per character |
| Gained | When hope die is higher on action rolls |
| Not gained | On reaction rolls or critical success |
| Overflow | Excess tokens are lost |
**Spending Hope**:
- Reroll a die
- Boost damage
- Activate certain class features
- Assist another player's roll
### Fear Tokens (GM)
| Aspect | Details |
|--------|---------|
| Maximum | 12 total |
| Gained | When fear die is higher on player action rolls |
| Not gained | On reaction rolls or critical success |
| Overflow | Excess tokens are lost |
**Spending Fear**:
- Activate adversary Fear Features (costRelated in Data & Analytics
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