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Free League announces Dragonbane, the translation of Swedish RPG classic Drakar och Demoner
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<blockquote data-quote="Staffan" data-source="post: 8720397" data-attributes="member: 907"><p>I don't know to what degree, if any, Free League will change it. Magic has been treated somewhat differently in different editions. This is how it worked in classic Dragonsbane: Each spell is its own skill. Spells have a difficulty level of 1 to 4, which determine either your starting skill in the spell if you start with it, or how costly in time and money learning it is once the game has started. Level 4 spells are off limits at start. Spells can be cast at different power levels, which make the spell more powerful but also more costly and difficult. Casting a spell costs 1 magic point per power level, and casting at a power level above 1 gives a -10% penalty to the skill check (or -2 in a d20-based version). A character has as many magic points as their Power ability score, which is usually rolled on 3d6 for a human.</p><p></p><p>The Expert rules, as well as the editions released in 1991 and 1994 mostly went with the same setup, except spells were split into multiple schools (originally 6 in the Expert rules, expanded to 13 in various additions, and then collapsed down to 3 with multiple sub-schools in the 1991 rules), and their difficulty level was replaced with a "school value" serving more or less the same role but with more granularity. The school value acted as a prerequisite: you needed to have the appropriate school at at least that high a skill level.</p><p></p><p>Generally speaking, wizards weren't very good in classic Dragonsbane, because getting anywhere took TONS of XP. With various accessories, there were a ton of theoretical variety, but since each spell was its own fairly expensive skill, and critically failing a spell could have <strong>really</strong> bad effects, the game really didn't lend itself to strong magic.</p><p></p><p>In some versions, being a wizard also required passing a test for having the talent for it. You needed to roll (Intelligence + Power)% or lower on d100.</p><p></p><p>As I recall, Riotminds' first edition had a much different magic system (much like everything else about it was different). I don't recall much of it since I never played it after reading their rule book, but as I recall wizards got hugely inflated Power stats, and casting spells cost a significant chunk of it but was mostly automatically successful. Spell knowledge in this variant was more binary – either you know a spell or you don't.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8720397, member: 907"] I don't know to what degree, if any, Free League will change it. Magic has been treated somewhat differently in different editions. This is how it worked in classic Dragonsbane: Each spell is its own skill. Spells have a difficulty level of 1 to 4, which determine either your starting skill in the spell if you start with it, or how costly in time and money learning it is once the game has started. Level 4 spells are off limits at start. Spells can be cast at different power levels, which make the spell more powerful but also more costly and difficult. Casting a spell costs 1 magic point per power level, and casting at a power level above 1 gives a -10% penalty to the skill check (or -2 in a d20-based version). A character has as many magic points as their Power ability score, which is usually rolled on 3d6 for a human. The Expert rules, as well as the editions released in 1991 and 1994 mostly went with the same setup, except spells were split into multiple schools (originally 6 in the Expert rules, expanded to 13 in various additions, and then collapsed down to 3 with multiple sub-schools in the 1991 rules), and their difficulty level was replaced with a "school value" serving more or less the same role but with more granularity. The school value acted as a prerequisite: you needed to have the appropriate school at at least that high a skill level. Generally speaking, wizards weren't very good in classic Dragonsbane, because getting anywhere took TONS of XP. With various accessories, there were a ton of theoretical variety, but since each spell was its own fairly expensive skill, and critically failing a spell could have [B]really[/B] bad effects, the game really didn't lend itself to strong magic. In some versions, being a wizard also required passing a test for having the talent for it. You needed to roll (Intelligence + Power)% or lower on d100. As I recall, Riotminds' first edition had a much different magic system (much like everything else about it was different). I don't recall much of it since I never played it after reading their rule book, but as I recall wizards got hugely inflated Power stats, and casting spells cost a significant chunk of it but was mostly automatically successful. Spell knowledge in this variant was more binary – either you know a spell or you don't. [/QUOTE]
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Free League announces Dragonbane, the translation of Swedish RPG classic Drakar och Demoner
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