Dragonbane Announces Two New Books

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Free League Publishing is expanding its Dragonbane line with two new books. Free League announced it will be running a BackerKit crowdfunding campaign for Arkand–City of Waves and Flames and Book of Magic, two new expansions for Dragonbane. Arkand - City of Waves and Flames is a campaign setting book set in a rich bustling city with a power struggle in the city's underworld. Book of Magic adds five new schools of magic to the game, including harmonism, demonology, necromancy, witchcraft and illusionism.

The crowdfunding campaign will go live on June 3rd. Full descriptions of both books can be found below:



Arkand–City of Waves and Flames Key Features
  • A rich, bustling setting: Over a dozen adventure sites spread across five districts, along with a number of campaign seeds, and even more adventure sites available to be unlocked as stretch goals in this Kickstarter.
  • Danger and intrigue: The player characters will experience a fierce power struggle in the city’s underworld, take on the role of demon hunters, and uncover secrets about Arkand’s storied past that could change the city forever.
  • Award-winning creativity: Arkand–City of Waves and Flames is written by Johan Sjöberg and illustrated by Johan Egerkrans and David Brasgalla. If unlocked as a stretch goal, this book will also include a large separate432 x 558mm full-color map drawn by Francesca Baerald

Book of Magic Key Features
  • More magic: TheBook of Magic adds at least five new schools of magic to your Dragonbane game, including harmonism, demonology, necromancy, witchcraft, and illusionism–with more possible to unlock as stretch goals–as well as new spells for the existing schools of general magic, animism, elementalism, and mentalism.
  • More spells: All featured schools of magic come with a wide range of spells, which now come in five ranks. Each school is also described with information about their practitioners, station and reputation in the world, and what kind of spiritus familarius their members typically summon.
  • More award-winning creativity: TheBook of Magic is written by Mattias Johnsson Haake and Mattias Lilja (creators of Symbaroum) with Tomas Härenstam (Dragonbane Core Set) as co-writer and editor, and illustrated by Johan Egerkrans and David Brasgalla.
 

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Christian Hoffer

Christian Hoffer

Player: I’m an expert, I have 80% chance of success. I love roll under systems. Same player, 5 minutes later: I have no training in that skill. I have 20% chance of success. I hate roll under systems.

It’s the same math as D&D but because the odds are clearly spell out, many players hate seeing how inept their characters are at some tasks.
It’s not quite the same math unless you make heavy use of bonuses and penalties for the roll-under system. Because in D&D, the GM can set the DC low, no matter how bad your skill level is.
 

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One of the main things with roll-over systems is that you can often obscure the difficulty by not telling the players the target number. So you can get "I rolled a 5, plus my skill of 10 for a total of 15. Did I succeed?" With roll-under systems, there's a greater expectation that you'll be told the difficulty modifier up front so you can know right away if the roll succeeded. This means that it's harder for a GM to adjust things in the players' favor in roll-under systems.

Of course, these are generalities. Some roll-over systems have fixed target numbers and use modifiers that the players are supposed to know before rolling (e.g. Savage Worlds, mostly). You could also have the same effect in a roll-under system where the player'd say "I rolled 3 below my skill, do I succeed?" – but that of course runs the risk of creating serious feelbad situations where the player rolled below their skill and yet failed because of secret modifiers.
 







Funnily enough, or maybe because my first RPG was a d100 based system (Top Secret), I totally am fine with roll low when using a percentile-based ruleset. 66% chance? Roll 66 or less? No problem!

Anything else though -- d6, d20, whatever -- and the aversion bites me hard as well. Actually, hold on... because I have no problem with it when playing Battletech. Huh, interesting. Exposure breeds familiarity which lessens aversion, I guess... :P
 

Funnily enough, or maybe because my first RPG was a d100 based system (Top Secret), I totally am fine with roll low when using a percentile-based ruleset. 66% chance? Roll 66 or less? No problem!

Anything else though -- d6, d20, whatever -- and the aversion bites me hard as well. Actually, hold on... because I have no problem with it when playing Battletech. Huh, interesting. Exposure breeds familiarity which lessens aversion, I guess... :P

Same here. I love roll-low d100 games: BRP, Call of Cthulhu, Warhammer RPGs, etc, but for some reason I always had a hard time with d20 roll-low games (Pendragon, Dragonbane, Black Hack, etc).

But I think my aversion is more on rolling just 1 die instead of 2+ dice. I'm ok with GURPS' 3d6 roll-low system, for example. Funny how the mind works.
 

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