Dragonbane general thread

dbm made a good point earlier. When rolling with a boon, you take the lowest roll, so it would get a bit complicated when doing an opposed roll. It may give the low skill guy a boost, but the opposed roll isn't really used often enough to worry about it.
That was in the end how Tomas explained it on the FL forums, I am just a creature of my habits and like the felling of advantage being given to the more skilled PC.
 

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One thing I'm wrestling with a bit are Dragonbane conditions. They are much simpler than D&D conditions, only adding a bane to stats and stat-based skills. D&D has quite a few more conditions with added effects, It may just be that I don't need those conditions, but Prone for example is a D&D condition listed along with all the others. Dragonbane also has rules for being prone, but they are listed separately and have different rules. I do sorta like the unified condition model in 5e, but I may have to just let that go.

Now getting all 6 Dragonbane conditions is deadly. You start to lose 1d6 WP each time you gain a new condition, and 1d6 HP when WP is 0.
 
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One thing I'm wrestling with a bit are Dragonbane conditions. They are much simpler than D&D conditions, only adding a bane to stats and stat-based skills. D&D has quite a few more conditions with added effects, It may just be that I don't need those conditions, but Prone for example is a D&D condition listed along with all the others. Dragonbane also has rules for being prone, but they are listed separately and have different rules. I do sorta like the unified condition model in 5e, but I may have to just let that go.

Now getting all 6 Dragonbane conditions is deadly. You start to lose 1d6 WP each time you gain a new condition, and 1d6 HP when WP is 0.
The conditions are absolutely essential for Dragonbane.
They give roleplaying prompts. They are a form of damage. They are player-driven metacurrency for vital rerolls.
Understanding their use is very important in the game, and one of my favorite aspects of the game.
 

The conditions are absolutely essential for Dragonbane.
They give roleplaying prompts. They are a form of damage. They are player-driven metacurrency for vital rerolls.
Understanding their use is very important in the game, and one of my favorite aspects of the game.
The prompt to RP the condition is great, and I love the push mechanic, but the mechanical impact of conditions are minimal, and I'm just getting used to it. The player for example must RP Scared, but I think "scared" behavior must be negotiated somewhat with the GM so that it actually has impact.

It kinda goes to that whole agency discussion in the other thread.
 
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The other mechanic I am really liking is the Healing skill. It doesn't simply give you immediate HP on success but rather augments healing done while doing a normal stretch rest. So simple, but you wonder why no one has thought of it before.
 





It's bad, yeah, but pretty easily remedied with a stretch rest.
Sort of. You only heal one condition per stretch rest and only get one stretch rest per shift rest. So you're dragging most of those conditions around with you all day. And if you have Angry, and the bane on INT skills, getting that shift rest is going to be a pain unless someone else sets up the tent for you.

ETA: I’m still learning the system. Turns out that’s wrong. You get one round rest and one stretch rest per shift. Not per shift rest.
 
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