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Dragonbane Offers A Box Full Of Classic Fantasy
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<blockquote data-quote="MuhVerisimilitude" data-source="post: 9286429" data-attributes="member: 7042567"><p>I'm curious if they're going to reimplement some of the stuff from the old source books. OG Dragonbane, that being Drakar och Demoner, was usually pretty light on mechanics and crunch, but there were a few systems and things that might work if modernised.</p><p></p><p>1: Chronomancy was part of the least popular edition of DOD, Chronopia. It's the 4E of DOD, basically. Except rather than causing controversy by changing the rules, they caused controversy by changing the setting. Chronomancy was a school of magic that allowed to do things like speed up people, age them faster, slow down movement etc.</p><p></p><p>2: Staff magic and harmonism were two schools of magic available in one of the older books (Might've been Drakar och Demoner Magi). The former was a small school with magic related to transforming your staff to do cool things, and the latter was about voice and singing magic.</p><p></p><p>3: Pain Points was introduced in I forgot which book, but it was basically a second set of hit points. I think the idea was that you could not die from losing PP but if you dropped to 0 you fell unconscious. PP regenerated faster than regular hit points. I don't remember all the details. It's been a while.</p><p></p><p>The skill system used to be quite different. You had roughly the same skills as in Dragonbane, but you started with a pool of points that you could spend on improving skills. The cost per improvement step depended on which type of skill it was: primary, secondary or class skill. When you rolled a crit, at the end of that session you got, I believe, 1d4 points that you could later spend on improving that particular skill i you accumulated enough points to pay the cost... It was fairly clunky, but functional.</p><p></p><p>Playable ancestries functioned very differently. You had had Build Points that you spent to build your character, and some ancestries cost more BP to purchase but in return gave you more benefits.</p><p></p><p>I'm glad they managed to simplify the system in a way that makes sense and seems to be quite faithful to the original design idea.</p></blockquote><p></p>
[QUOTE="MuhVerisimilitude, post: 9286429, member: 7042567"] I'm curious if they're going to reimplement some of the stuff from the old source books. OG Dragonbane, that being Drakar och Demoner, was usually pretty light on mechanics and crunch, but there were a few systems and things that might work if modernised. 1: Chronomancy was part of the least popular edition of DOD, Chronopia. It's the 4E of DOD, basically. Except rather than causing controversy by changing the rules, they caused controversy by changing the setting. Chronomancy was a school of magic that allowed to do things like speed up people, age them faster, slow down movement etc. 2: Staff magic and harmonism were two schools of magic available in one of the older books (Might've been Drakar och Demoner Magi). The former was a small school with magic related to transforming your staff to do cool things, and the latter was about voice and singing magic. 3: Pain Points was introduced in I forgot which book, but it was basically a second set of hit points. I think the idea was that you could not die from losing PP but if you dropped to 0 you fell unconscious. PP regenerated faster than regular hit points. I don't remember all the details. It's been a while. The skill system used to be quite different. You had roughly the same skills as in Dragonbane, but you started with a pool of points that you could spend on improving skills. The cost per improvement step depended on which type of skill it was: primary, secondary or class skill. When you rolled a crit, at the end of that session you got, I believe, 1d4 points that you could later spend on improving that particular skill i you accumulated enough points to pay the cost... It was fairly clunky, but functional. Playable ancestries functioned very differently. You had had Build Points that you spent to build your character, and some ancestries cost more BP to purchase but in return gave you more benefits. I'm glad they managed to simplify the system in a way that makes sense and seems to be quite faithful to the original design idea. [/QUOTE]
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