Dragonbane general thread

There are probably ways that you can adjust the difficulty or provide a bit more durability through the advancement. Maybe if your character gets a new heroic ability (or even a skill advancement), you can also increase either HP or MP by 1 point. Provide one additional Heroic Ability of the players' choice at character creation. Provide a bulkier standard array or additional points that the players can allocate as they wish after they roll.
There’s a sidebar about adjusting monster difficulty I remember seeing, but can’t find right now.

Starting characters with more skills, abilities, and gold would go a long way to ease players into the lethality. Especially the two WP to dodge or parry abilities. The solo adventure has a few abilities that would help. One gives PCs an extra action.
 

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One thing I missed in my first half dozen read throughs of the core book is a small sidebar about bringing in new/replacement characters into an ongoing game. I had assumed that they would just start as new adventurers. They actually get the same number of heroic abilities as the other characters and a skill advancement roll for each session the others have played.
 



I've played it about 10 times, I guess, and I really like it. It has BRP DNA, so my group and I are quite familiar with the mechanics. We play on Roll20, where the game is fully supported, so that's fun. What my players don't like is the monster mechanic (i.e. automatic hits for monsters). Otherwise, it's a great system; the Chaosium lineage (BRP, Magic World, Stormbringer, Call of Cthulhu) is wonderful since that's my favorite TTRPG engine.

Side question - what is BRP?
 

You really can run monsters like normal if you want to; it's not a super-crunchy system and doesn't take much work to change it. Chaosium has a ton of stuff out there to help you.
 




If you are used to playing 5e and the...let's say vigorous characters, you'll find this game very humbling as a player.
That’s one thing I love about it. I’m mostly an OSR guy at this point, so I’m down with the lethality. It forces players to find alternative to fighting or thinking about the fight and stacking things in their favor instead of charging in.
 

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