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Anybody playing Dragon Warriors?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4860672" data-attributes="member: 710"><p>Yes, we are playing a game of Dragon Warriors a little. One of the players has started a campaign. We are playing ... Hmm, I don't remember the exact name. "Return of the Old Gods" or something like that? </p><p></p><p></p><p>We have only two players in that campaign at the moment - I am playing a Warlock with a Noble background and the other one plays a Mystic, and we kinda model the interaction after "Knight Arthur and Merlin" or a similar Noble Knight with Spellcasting friend - though of course I can cast spells, too, and the "Arthur" (Once and Future King... ) myth itself is replicated with certain historical figures. </p><p>[spoiler]In the running campaign, we have already visited the grave of the Dragon Warriors Arthur equivalent, fought the spirit of his usurper and acquired two of the 12 magical swords of his Knights of the dinner table. The promised treasures turned out to be not so impressive, but at least highly symbolically...[/spoiler]</p><p></p><p>The system is simple. I don't know about balance or anything. I can already predict weaknesses along the ride, but I am not sure we will ever get that far. The DM unfortunately doesn't have the habit of running long campaigns, but whatever he runs, he usually does make a good job at it, and so he does in this case. </p><p>Overall, the game feels how I imagine "old school" games. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p>It lacks the mechanical complexity I enjoy in so many games like D&D 3E or 4E or Shadowrun, but it seems to avoid clunkyness that I would also associate with older games. So they did a good job in cleaning the game up, I think.</p><p></p><p>The magic systems are interesting, too. I know only the Warlocks and the Mystics ones, of course. Warlocks have magic points to cast a spell, and each spell costs his level in points. As a Warlock, you get two new magic points per level. Mystics don't have points - instead, after each casting, they roll a check (depending on their level and the spell rank). If it fails, the Mystic can no longer cast spells for that day. </p><p>The Mystic loves his healing spells. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p>Spell durations remind me a little of 4E concept of saving throws. A spell has a spell expiry roll you make each round. A Mystic rolls 2d6, a Warlock 1d20. If you roll the highest roll possible (12 for the Mystic, 20 for the Warlock), the spell ends. </p><p></p><p>There are a lot more spellcasting and non-spellcasting classes, but these are the only two I have seen in action.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4860672, member: 710"] Yes, we are playing a game of Dragon Warriors a little. One of the players has started a campaign. We are playing ... Hmm, I don't remember the exact name. "Return of the Old Gods" or something like that? We have only two players in that campaign at the moment - I am playing a Warlock with a Noble background and the other one plays a Mystic, and we kinda model the interaction after "Knight Arthur and Merlin" or a similar Noble Knight with Spellcasting friend - though of course I can cast spells, too, and the "Arthur" (Once and Future King... ) myth itself is replicated with certain historical figures. [spoiler]In the running campaign, we have already visited the grave of the Dragon Warriors Arthur equivalent, fought the spirit of his usurper and acquired two of the 12 magical swords of his Knights of the dinner table. The promised treasures turned out to be not so impressive, but at least highly symbolically...[/spoiler] The system is simple. I don't know about balance or anything. I can already predict weaknesses along the ride, but I am not sure we will ever get that far. The DM unfortunately doesn't have the habit of running long campaigns, but whatever he runs, he usually does make a good job at it, and so he does in this case. Overall, the game feels how I imagine "old school" games. ;) It lacks the mechanical complexity I enjoy in so many games like D&D 3E or 4E or Shadowrun, but it seems to avoid clunkyness that I would also associate with older games. So they did a good job in cleaning the game up, I think. The magic systems are interesting, too. I know only the Warlocks and the Mystics ones, of course. Warlocks have magic points to cast a spell, and each spell costs his level in points. As a Warlock, you get two new magic points per level. Mystics don't have points - instead, after each casting, they roll a check (depending on their level and the spell rank). If it fails, the Mystic can no longer cast spells for that day. The Mystic loves his healing spells. ;) Spell durations remind me a little of 4E concept of saving throws. A spell has a spell expiry roll you make each round. A Mystic rolls 2d6, a Warlock 1d20. If you roll the highest roll possible (12 for the Mystic, 20 for the Warlock), the spell ends. There are a lot more spellcasting and non-spellcasting classes, but these are the only two I have seen in action. [/QUOTE]
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