Dragonbane general thread


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Bought and read the core rulebook on DTRPG after reading this thread, and it’s very good. I read the Quickstart a few years ago and wasn’t too engaged by it, but now it’s really speaking to me.

Briefly comparing it to other games, it reminds me a lot less of D&D 5E or Shadowdark and more of Tiny Dungeons (which has a similar flat power structure and ability-based advancement) and Fabula Ultima (ditto). Tiny Dungeons is more similar to Dragonbane, especially in the way it’s more modular and adaptable.

I’m thinking of developing my version in a more JRPG style like Fabula Ultima, which would mean designing more Heroic Abilities that are more like Skills in FU. I need to think about it a bit more. Items would probably also be more important.
 

For instance, here are a couple of more JRPG-style Heroic Abilities and rules for summoning.

- Shadow Strike (1-5 HP, 3 WP): Use your angst to power your rage. You inflict extra damage equal to 2x HP lost using this ability (so you can lose 5 HP to gain +10 damage) with a successful attack.

- Wizard Slayer (3 WP): Your successful melee attack causes your target to lose WP equal to HP damage inflicted.

Summoning Stone: This otherwise normal-looking rock signifies your pact with a powerful elemental spirit. You can spend 10 WP to summon the spirit, as long as you've formed a pact and know the Spell mentioned in the spirit description.
  • Gnome: Cast Stone Skin on all allies or cause a major narrative effect related to stone and earth (such as cause or stop an earthquake).
  • Salamander: Cast Fireball on all enemies or cause a major narrative effect related to fire.
  • Sylph: Cast Gust of Wind on all enemies or cause a major narrative effect related to air and wind.
  • Undine: Cast Heal Wound on all allies or cause a major narrative effect related to water.
  • Yggdrasil: Cast Entangling Roots on all enemies or cause a major narrative effect related to trees and flora.
 
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