Dragonbane general thread [+]


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For those unfamiliar with Dragonbane, the game makes several mechanical distinctions between "monsters" and "NPCs".
That monster/end boss technology as inherent to a game has been long over due. So many GMs want to have a climatic battle with one big bad vs the whole party and for most games, it's either very swingy or runs much longer than it should to loads of hit points.

My technique is to roll for the attack effect first so as to figure out how to apply it to the fight, then announce the monster's move and action.
 

That monster/end boss technology as inherent to a game has been long over due. So many GMs want to have a climatic battle with one big bad vs the whole party and for most games, it's either very swingy or runs much longer than it should to loads of hit points.

My technique is to roll for the attack effect first so as to figure out how to apply it to the fight, then announce the monster's move and action.
It’s such a great bit of mechanics. Auto hit, roll for the specific attack, and multiple attacks per round. Pouring over the charts, most monsters have a fear effect and a push/throw for a bit of battlefield control. So much easier to run Dragonbane monsters.
 

It’s such a great bit of mechanics. Auto hit, roll for the specific attack, and multiple attacks per round. Pouring over the charts, most monsters have a fear effect and a push/throw for a bit of battlefield control. So much easier to run Dragonbane monsters.

I also think it's a nice touch that most monsters can't be parried, only dodged.

In fact, in general I love how the dodge/parry mechanics work, how you can choose to react to an attack by trying to dodge or parry, but only (in most cases) if you haven't taken your own turn yet, because it consumes your action. Which means (drumroll) there is an inherent tradeoff between early and late initiative: go first and maybe you kill the monster before it can attack somebody. But if you go after the monster you may have a chance to negate its attack.
 

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