Dragonbane general thread

This is not a knock on the games themselves, but whenever I see some bro go "hard" on Twitter saying he runs his OSR table "realistic" as compared to whatever reason triggered his comment, I am so tempted to post, "With levels and XP and having to kill off PCs before they over level? Really? :ROFLMAO: Bro, play Dragonbane instead."

But then I realize I'd rather not bring their energy into my one of my favorite games.

Again, no disrespect to OSR games, I enjoy them. It's just that POV plus the chip on the shoulder that makes me chuckle.
 

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Moreover, the flatter power curve of DB also makes it easier to introduce new players and characters into the game. The power disparity between a DB character after 5-10 sessions will generally not be as big as it would be in 5e D&D.

This shared attribute made my college Pendragon game the go-to for pick up and play and a campaign setting I ran for years. Players would ask what year it was in the game, roll up some faux adventures on the tables to catch up on some skills and Glory and then we'd play a session.
 

This shared attribute made my college Pendragon game the go-to for pick up and play and a campaign setting I ran for years. Players would ask what year it was in the game, roll up some faux adventures on the tables to catch up on some skills and Glory and then we'd play a session.
Seth Skorkowsky talks a bit about this as one of the benefits of many skill-based games in this video.


I am really coming around to this approach. I just wish that so many skill-based games weren't so crunchy and Sim-focused (e.g., BRP games, Traveller, etc.).
 




So we had our first extended combat session this Sunday, and it went well. Our party is a human Mariner, halfling Mage, elven Hunter and dwarf Fighter. I've given each starting character an extra free HA and a skill of 15 in one professional skill if none of their skills were 15. Our Mariner has Sealegs and Fast Footwork. Our Hunter has Companion and Twin Shot. Our Fighter has Veteran and Double Slash.

This is Greyhawk so our mage has the school of Transmutation with a secondary school (base skill) of Conjuration.

They had already used their stretch rest before heading into the area (underground caves). First battle were 3 bandits (scimitars) and a scout (bow), but the enemies had a bead on the party and got off some free shots with cover. Party closed and used terrain (knocked over a long table) to create a barrier and knock one of the bandits prone. Used one condition I believe to push a spell roll for Call Lightning (4 WP to cast indoors) which took out the scout and injured one of the bandits. Dwarf and halfling were a bit beat up after the battle and considered resting, but then decided to press on, using 2 healing potions to get back some HP and WP.

2nd battle was a bandit (scimitar), one scout (bow), 2 hobgoblins (spears), and a mage (Illusionist). No advantage either way this time, but when the party entered the defense spot, the Illusionist cast Color Spray on the charging Fighter and Mariner, both managed to make their CON checks to avoid blindness. Lots of fighting and magic ensued with initiative cards mostly being taken straight (still getting used to this system). Hobgoblin was the last enemy standing and surrounded. Dwarf used his Double Slash but didn't use the Veteran ability. Mariner used Fancy Footwork. Halfling used Barkskin for armor. Elf used Twin Shot once, which failed -- that's definitely an all or nothing HA!

At the end of it, most characters had 1-3 conditions, and the dwarf was having to make death checks for 2 rounds (2 successes, one 20 for 2 failures) before the halfling intervened with healing. The party was pretty roughed up but had cleared out the bandit den and are ready to head back to the village with their loot and victory.

I would say these were fairly low powered enemies for starting characters, though the mage could have done a lot more had those Color Spray checks failed. In the end, I think the challenge was about right for starting characters, but would agree that combat is definitely dangerous, and I'll need to be careful about matching enemies to party. No monsters this go, but looking forward to the next one!
 
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So just getting down into some of the finer nuances and discovering a few things:
  • Helms add 1-2 armor ranks and add a bane to Awareness and possibly ranged attacks
  • Shield parry uses any STR weapon skill. Also doesn't count as inventory.
  • You can carry an infinite number of Tiny items
  • A Magic Talent Heroic ability is required for skill in each new college of magic (this one seems a bit steep, but ok)
  • Characters can assist other characters in a check if it makes sense to do so. Gives a boon to the check.
 

So just getting down into some of the finer nuances and discovering a few things:
  • Helms add 1-2 armor ranks and add a bane to Awareness and possibly ranged attacks
  • Shield parry uses any STR weapon skill. Also doesn't count as inventory.
  • You can carry an infinite number of Tiny items
  • A Magic Talent Heroic ability is required for skill in each new college of magic (this one seems a bit steep, but ok)
  • Characters can assist other characters in a check if it makes sense to do so. Gives a boon to the check.
Yeah. The infinite tiny items one will be a problem. Something like a 10 or 20 tiny items to an inventory slot is probably a good house rule.

I like the restrictions on magic. It keeps the game low magic despite the “classic fantasy” label FR has given Dragonbane. It definitely feels more like a sword & sorcery game to me because of that and the lethality.
 

One of my house rules for DB Journey rules is that I use hex maps and use a hex as a unit of measure vs the 15m in the book.

On that note, last week my players were breaking new territory with no map and the our short session was nothing but the consequences of failing Bushcraft rolls. :ROFLMAO:
 
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