overgeeked
Dragonbane
Awesome.To kick Dragonbane's tires, I ran the intro adventure (in the free starter PDF) with one player running 4 characters. Just to see how it felt. We really liked it! My favorite features:
- If you haven't taken your turn, you can dodge or parry, but give up your turn to do so. (I love that it creates a trade-off between early and late initiative.)
- Monster attacks on a random table (plus always hitting)
- Dangerous combats, quick recoveries
That might be one of the things that got changed between the Quickstart and the Core Set / rulebook. According to the text of the Core Set / rulebook, description trumps rolling for things like Spot Hidden. It's specifically called out in the text that a good description will give you either an auto-success or a boon to the roll.In the adventure itself, I didn't love how information is gated behind skill rolls instead of being telegraphed, for reasons I've discussed in other threads. But given the advancement system I can see why it's important to give players lots of opportunities to "use skills".
You could also just telegraph those things if you think that's a better approach. Maybe have the player roll after the fact just to see if they hit the 1 or 20 to mark it for advancement.
Good luck.Right now I'm trying to talk a group of players into trying out Dragonbane for our next campaign.