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Dragonbane general thread [+]
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<blockquote data-quote="overgeeked" data-source="post: 9556310" data-attributes="member: 86653"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>I did come across this:</p><p></p><p>[SPOILER]“OD&D to Dragonbane Conversion.</p><p></p><p>Armor Value=9-AC. AC 8 – leather (1) AC 7 – studded (2) AC 5 – chain (4) AC 3 – plate (6) etc.</p><p></p><p>Hit Points:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Damage is usually about double, likewise, but single target damage should not exceed 4 dice.</p><p></p><p>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.</p><p></p><p>Examples:</p><p></p><p>Giant Rat (Animal) Movement 12 HP 5 Attack: Bite (skill level 8, damage D6), Awareness 12, Evade 10, Sneaking.</p><p></p><p>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.”[/SPOILER]</p><p></p><p>Not sure you'd really need it with how easy it is to make NPCs and monsters.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9556310, member: 86653"] 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. 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. 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: [SPOILER]“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.”[/SPOILER] Not sure you'd really need it with how easy it is to make NPCs and monsters. [/QUOTE]
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