Rules

Experience

Experience

In Daggerheart, your Experience is one of the core ways you’ll express your character’s backstory and expertise through mechanics. An Experience is a word or phrase used to encapsulate a specific set of skills your character might have because of the exciting life they’ve lived.

You start with two Experiences at character creation (each with a +2 modifier), and you’ll earn more throughout your adventures. Before choosing, you’ll want to have a solid idea of who your character is; the Backstory questions are especially helpful with this. When you’re ready, work with your GM to pick two Experiences that have shaped your character.

There’s no set list of Experiences to choose from (though some examples are offered below). Instead, choose a word or phrase that embodies something distinctive about your character. Each Experience should be specific. For example, “Talented” or “Focused” are too broad, as they can be applied to almost any situation; instead you might use “Swashbuckler” or “Magic Studies”. Additionally, your Experience can’t give you spells or specific game abilities. For example, “Take Flight” or “One-Hit Kill” are too mechanically-oriented; you might consider “Acrobatics” or “Assassin” instead.

You are also encouraged to add flavor to your Experience to give it more varied use in play. For example, instead of just “Assassin,” you could choose something like “Assassin of the Sapphire Syndicate.” This kind of detail gives your GM an exciting faction to weave into the campaign, and also makes it easier to use this Experience outside combat. For example, if you encounter an ally of the Syndicate, you might be particularly adept at negotiating with them based on your Experience.

Experience Examples

Backgrounds like: Assassin, Blacksmith, Bodyguard, Bounty Hunter, Circus Performer, Con Artist, Fallen King, Field Medic, High Priestess, Merchant, Noble, Pirate, Politician, Runaway, Scholar, Sellsword, Soldier, Storyteller, Thief, World Traveler

Characteristics like: Affable, Battle Hardened, Bookworm, Charming, Coward, Friend to All, Helper, Intimidating Presence, Leader, Lone Wolf, Loyal, Observant, Prankster, Silver Tongue, Sticky Fingers, Stubborn to a Fault, Survivor, Young and Naive

Specialties like: Acrobat, Gambler, Healer, Inventor, Magical Historian, Mapmaker, Master of Disguise, Navigator, Sharpshooter, Survivalist, Swashbuckler, Tactician

Skills like: Animal Whisperer, Barter, Deadly Aim, Fast Learner, Incredible Strength, Liar, Light Feet, Negotiator, Quick Hands, Repair, Scavenger, Tracking

Phrases like: Catch Me If You Can, Chef to the Royal Family, Fake It Till You Make It, First Time’s the Charm, Hold the Line, I Won’t Let You Down, I’ll Catch You, I’ve Got Your Back, Knowledge Is Power, Nature’s Friend, Never Again, No One Left Behind, Pick on Someone Your Own Size, Street Doctor, The Show Must Go On, This Is Not a Negotiation, Wolf in Sheep’s Clothing

Once you’ve worked with the GM to decide what your two starting Experiences are, record them in the Experience section of your character sheet; assign +2 to both.

Tip: If you’re not sure what Experiences to take, consider the style of the campaign you’re playing in and the actions you’ll want to perform. In a standard, battle-focused campaign, it’s never a bad idea to take your first Experience in something that will help you with combat and your second Experience in something outside of combat. As a Warrior, you might choose “Battle Commander” as your first Experience and “I’ve Got Your Back” as your second—both of these could be useful in combat situations, but aren’t necessarily restricted to them. As a Wizard, you might choose to take something like “Mage’s Apprentice” and “Inconspicuous”– the “Mage’s Apprentice” will definitely help in casting spells, but could also make you good at analyzing magical effects or ancient scrolls. “Inconspicuous” could keep you out of the limelight back in town so you may be able to perform more clandestine actions where others would normally draw attention to themselves.