Dragonbane general thread [+]

I added 1 ferocity to the goblin / worg in the first encounter and it worked well for six characters. dangerous and scary.
the Goblin Worg rider was the instant wake up call that this wasn't DnD. It took one PC to zero HP in a single attack and almost took down a second before the knight managed a solid hit putting the work down. I think that first encounter really set the tone for how combat was going to be and the players started using tactics and avoiding fights that they didn't have significant advantage in. I love it!
 
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For me, the magic sauce of DB was Willpower Points and Attributes as they set up Skill levels and bonus damage.

For my second DB campaign, I set up an attribute array to ensure the highest attribute was 15, which gets d4 bonus damage and a trained skill of 12, which is a 60%. Definitely gave the game a gritty genre.

This forced my traditional min/maxer into engaging in the environment and other players to look for boons or create banes. It's been the first time he's ever done that.

It was also interesting in that while he admitted getting more WP from Heroic Abilities was the best move, he kept getting tempted to pick other HAs that looked sexier than just "get 2 more WP."
 





We got utterly trounced by that encounter that the GM called it and ignored it.
We had a death against the wight thingy lord in ridder mound
Then against spider ( this was a hilarious series of 20s on death saves and bandages)
Whatever we did wrong with the ghost should have been a TPK but for a fluke persuasion roll by my dwarf ( he rolled a 4).

I know the game is positively supposed to be lethal but the churn will ruin any cohesion as I can't see it getting any less lethal ( if you are hit twice in a turn you are very likely down).

It's a shame as we all like just about everything else about the game.

We are playing smart with the very limited kit we have.

Anything thoughts?
 

Seeking Feedback About Dragonbane Skill Rolls From Experienced GMs--

Hello, I'm trying to teach my group of players Dragonbane's game system, and I've drawn up a cheat sheet/teaching aid to explain Dragonbane's Skill Rolls. I'd be very grateful if GMs experienced with the system would look it over and offer any suggestions or corrections.

Thanks,

Sqwheelz64
 

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The Dragonbane Free RPG Day QuickStarts are among the best btw. PDFs are available and check with your FLGS, if they participated maybe they might have some left and be willing to give them out.
 

We got utterly trounced by that encounter that the GM called it and ignored it.
We had a death against the wight thingy lord in ridder mound
Then against spider ( this was a hilarious series of 20s on death saves and bandages)
Whatever we did wrong with the ghost should have been a TPK but for a fluke persuasion roll by my dwarf ( he rolled a 4).

I know the game is positively supposed to be lethal but the churn will ruin any cohesion as I can't see it getting any less lethal ( if you are hit twice in a turn you are very likely down).

It's a shame as we all like just about everything else about the game.

We are playing smart with the very limited kit we have.

Anything thoughts?
Riddermound is a tough fight and now many suggest other adventures, like Troll Spire, as the first mission.

I allowed a Myths and Legends roll to let PC know fire is good and also included the Improv Weapon, Torch on the map.
 

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