Dragonbane general thread

Agreed, though I would add that a Barbarian could be a profession that gets the Berserker HA at the start. A monk could likewise get their choice of Iron Fist or Iron Grip HA as part of their profession if you want to be non-magical.

You could even have a Warlord by having a profession that starts with Battle Cry.
That's where I would start, honestly. Look at the existing HAs and build a profession from that. If it makes sense. Like a duelist from the Defensive HA. The ones that are tripping me up are the two +2 HP/WP heroic abilities.

Don't forget Deflect Arrow for that monk.

All professions are one key attribute, eight skills, a HA, and a bit of description. Give them some trappings or random gear and you're done.

The professions can really say a lot about a setting. Compare the professions of Dragonbane to the careers of WFRP. There's so much implied or outright stated from those. Not sure what professions to make or what works without a setting to put them in.
 
Last edited:

log in or register to remove this ad

That's where I would start, honestly. Look at the existing HAs and build a profession from that. If it makes sense. Like a duelist from the Defensive HA. The ones that are tripping me up are the two +2 HP/WP heroic abilities.

Don't forget Deflect Arrow for that monk.

All professions are one key attribute, eight skills, a HA, and a bit of description. Give them some trappings or random gear and you're done.

The professions can really say a lot about a setting. Compare the professions of Dragonbane to the careers of WFRP. There's so much implied or outright state from those. Not sure what professions to make or what works without a setting to put them in.

As a GM I would also be totally fine with players proposing their own Professions, using existing HAs. So if somebody is imagining (non-spellcasting) "Monk" and they want to start with "Iron Fist"....I'm inclined to say yes.
 

Yeah, that's absolutely the draw for me. Simpler more streamlined fantasy RPG. I do like that it's a subtly different genre than D&D's high fantasy though. Not sure I'd want to add too much of that in.

I've been thinking about that one in particular. I think I'm going to go with weird, one-off magic items rather than your typical D&D-style magic items. I want to keep the low magic and high lethality of Dragonbane intact. So things like +1 swords and bags of holding are not things I'd want to add. But I definitely like having weird, found magic items. And something like a monster harvesting option. That's always fun.
I would think +1 armor (or ring of protection etc) would basically give +1 to an armor rank. Maybe a ring would stack with whatever armor you have.

While a +1 sword might just give +1d4 damage (+2 = +1d6, +3 = +1d8), and might have a “magical” property if that helps in some way.

You could do a lot of conversions like that. Now, a Deck of Many Things might need to be translated. But new weird items are always fun.

Of the 5E classes, what's missing? Artificer, barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard, and warlock. The artificer is sort of coming with the Magic book and alchemy. Barbarian is a mallard fighter. Bard and cleric is already there. Cleric is an animist. Same with druid, really. Fighter, yep. Monk is basically a mentalist...or a Jedi without the lightsaber, really. The knight is the paladin without magic. Ranger is the hunter. Rogue is the properly named thief. And sorcerer, wizard, and warlock are basically just mechanically overly complex mages.
I already did some skill packages for an "Illusionist" so it's really just coming up with those base skills. The biggest expansion will be in schools of magic. I'm wondering if there might be new secondary skills that get introduced as some of these professions are introduced. I think of the Animist as a Druid, but Cleric's skills and spells are probably slightly different and more aligned with the worshipped god. There's a bunch of specialist subclasses in 5e, so there's probably room for those too.

Other than an easy conversion of monsters, you don't need much. If there's an equivalent in Dragonbane already you're set. For example, you could run Keep on the Borderlands right now. I think all the monsters in that already exist in Dragonbane. It would be a wildly different experience. Slightly more survivable than back-in-the-day, but only just. That actually sounds fun now that I think about it.

I did come across this:

“OD&D to Dragonbane Conversion.

Armor Value=9-AC. AC 8 – leather (1) AC 7 – studded (2) AC 5 – chain (4) AC 3 – plate (6) etc.

Hit Points:

For under 2 HD, use 10 HP base, +/- 1 = +/- 2. Eg HD ½=5 hp, HD 1-1= 8 hp, HD 1=10 hp, HD 1+1=12 hp.

For 2 HD+ use 7 hp per HD plus any static bonus, ie HD 2=14 hp, HD 2+2=18 hp, HD 3=20 hp, HD 3+1=21 hp, HD 4+1=30 hp, etc.

Damage is usually about double, likewise, but single target damage should not exceed 4 dice.

Hit Dice to Typical Skill 0.5 8; 1-1 10; 1 12; 1+1 13; 2 13; 3 14; 4-5 15; 6-7 16; 8-9 17; 10+ 18.

Examples:

Giant Rat (Animal) Movement 12 HP 5 Attack: Bite (skill level 8, damage D6), Awareness 12, Evade 10, Sneaking.

Kobold (NPC) Movement: 8 Damage Bonus: - Typical Armor: -, often have small shields HP 5 Skills: Awareness 10 Spear 8 Sword 8 Sneaking 13 Typical Weapons: Short Spear D10, Short Sword D10.”
I think the part I need most help with is less NPCs, and more the 6 monster attack types. I can probably come up with 2-3 pretty easily, I might just need help with the other 3!
 
Last edited:

As a GM I would also be totally fine with players proposing their own Professions, using existing HAs. So if somebody is imagining (non-spellcasting) "Monk" and they want to start with "Iron Fist"....I'm inclined to say yes.
Good point -- some spells could very well be non-magical Heroic Abilities instead.
 

I think the part I need most help with is less NPCs, and more the 6 monster attack types. I can probably come up with 2-3 pretty easily, I might just need help with the other
I have gone over the monster stat blocks and deconstructed them. Almost all monsters have a fear attack and a straight single-target attack, and most of them have a melee AOE. The rest are usually the deeply thematic stuff like a giant throwing a rock or a dragon breathing fire. A surprising number have some version of pick up the PC and throw them for a random distance and take the same as damage. And the rest are variations on a ranged AOE, damage + condition, poison, or similar. Binding the PC and forcing a STR check to escape is popular as is swallowing a PC and causing ongoing damage.

There’s also Dragonzine #2 which has monster construction advice. The article was written by one of the Bestiary writers.
 
Last edited:

I would think +1 armor (or ring of protection etc) would basically give +1 to an armor rank. Maybe a ring would stack with whatever armor you have.

While a +1 sword might just give 1d4 damage (+2 = +1d6, +3 = +1d8), and might have a “magical” property if that helps in some way.

You could do a lot of conversions like that. Now, a Deck of Many Things might need to be translated. But new weird items are always fun.
Yeah, there’s all kinds of quick and easy stuff you could do. Extra damage die. Make that cold or fire. The cold condition. Add poison. Give a stat condition. Cause fear. Slap a HA or spell on an item. Armor piercing. Infinite durability. Add subtle or topple. Any pre-existing thing in the game really. Boon on a skill. Boon to attack X creature type. Boon to death rolls. On and on and on. Plus any other direct port from D&D.

For me it’s a question of if I want a game filled with magic items. I gotta say the answer is no. I like Dragonbane for what it is. Not what I can turn it into. I want low magic high lethality. That’s why I’m playing Dragonbane. Plus the ducks.
 
Last edited:

I have gone over the monster stat blocks and deconstructed them. Almost all monsters have a fear attack and a straight single-target attack, and most of them have a melee AOE. The rest are usually the deeply thematic stuff like a giant throwing a rock or a dragon breathing fire. A surprising number have some version of pick up the PC and throw them for a random distance and take the same as damage. And the rest are variations on a ranged AOE, damage + condition, poison, or similar. Binding the PC and forcing a STR check to escape is popular as is swallowing a PC and causing ongoing danage.

There’s also Dragonzine #2 which has monster construction advice. The article was written by one of the Bestiary writers.

The whole "push an opponent 2dX meters and do the same damage" is a really common mechanic, both for PCs and opponents.
 

Okay, so I thought of something that I think is missing from Dragonbane that I love: MORE ritual magic. I would like to see more magic that wasn't just spells from a spellbook but elaborate rituals.
 
Last edited:


Okay, so I thought of something that I think is missing from Dragonbane that I love: MORE ritual magic. I would like to see more magic that wasn't just spells from a spellbook but elaborate rituals.
Yeah. That was one of my favorite parts of 4E, the split between combat spells and non-combat rituals. Adding in all kinds of wild rituals should be fairly easy. Here’s to hoping the magic book has many.
 

Remove ads

Top