Dragonbane general thread [+]

For dragonbane veterans, if you have more than four or five players, should you give monsters more ferocity?
I absolutely would. Some monsters have ferocity equal to the # of PCs. Very few have 4 ferocity. Most have 2-3. It seems fairly standard. If you're not sure about ferocity, you could go with a monster with multiple arms that get damaged and lose attacks as the combat goes on. Something like a hydra with 1 ferocity per head and it starts with 1d3+1 heads. Plus typical hydra shenanigans. That's in the Bestiary.
 

log in or register to remove this ad

I’m curious to know how you deal with magic items in your Dragonbane games? Do you limit them to a few items with unusual quirks, or do you give out more D&D-esque gear, such as empowered weapons that deal extra damage? In my own games I’ve limited magic devices to a few special items, keeping with a more magic-low setting, but I find myself wondering what other possibilities are out there.

For those with knowledge of the original Drakar och Demoner, were there lists of magic items or supplements dedicated to them?
I tend to stick with one-time magic items. D&D-like gear with straight bonuses strikes me as boring. I wouldn't want to use anything like a bag of holding as it renders the hard-scrabble aspects of the game moot.
 



I’m curious to know how you deal with magic items in your Dragonbane games? Do you limit them to a few items with unusual quirks, or do you give out more D&D-esque gear, such as empowered weapons that deal extra damage? In my own games I’ve limited magic devices to a few special items, keeping with a more magic-low setting, but I find myself wondering what other possibilities are out there.

For those with knowledge of the original Drakar och Demoner, were there lists of magic items or supplements dedicated to them?
In the earliest days, magic items were pretty much ad-hoc. I think there were some examples in the core book but not many. With the release of the Expert rules, magic item creation became codified and highly connected to actual spells. Basically, creating items was based on three spells/rituals: Sigil (hold a spell for a one-use item), Permanence (make a Sigil permanent so it can be used indefinitely, costing power points each time used, and Permanence itself costs one permanent Power), and Nexus (make a Sigil self-powered, costing the caster 2 points of permanent Power for each spell). These spells were quite high level, so item creation was mostly kept out of PC hands. The Magic book in the Expert rules also had some examples of the rules in action – maybe a dozen or so items, many based on items of legend. Later books also had some items with non-spell effects but nothing codified.
 

Remove ads

Top