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Free League announces Dragonbane, the translation of Swedish RPG classic Drakar och Demoner
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<blockquote data-quote="Yora" data-source="post: 9021230" data-attributes="member: 6670763"><p>More a toolkit of mechanics than an out of the box game in my impression. Which has its place. Sometimes that's what you're looking for.</p><p>It actually suits my current needs very well.</p><p></p><p>That was the one thing that stood out to me as being really strange and sounding like a bad idea.</p><p>But on further thought, I really quite like the look of it.</p><p></p><p>First important thing is that you only have to decide to parry or dodge after an enemy's attack roll against you has been made and determined to be a hit or a miss. If it's a miss, there's nothing to parry or dodge anyway. The other thing is that you can always wait with your turn until later in the round if you're not sure if you want to dodge or parry at a later point.</p><p></p><p>Typically in many games, deciding to negate damage against you instead of dealing damage to your enemies is a poor trade as it does nothing to reduce the number of attackers you're dealing with and the amount of damage they can potentially dash out. You're only stalling for time and treading water, prolonging a situation that is disadvantageous to you.</p><p>However, things look differently when you're low on hit points and one more hit could take your character out of the fight completely. Then the ability to negate a hit to remain on your feet becomes a much better idea. Because both kinds of evasion negate a hit, not an attack. If the attack roll is a miss, you can still use your action to attack or cast a spell. And you can also make your choice to attack or parry based on the enemy that has landed a hit against you. Accepting the damage from a little goblin might be worth it while evading the damage from a big giant would be much more important.</p><p></p><p>An interesting side effect of having to sacrifice your action to remain in the fight, which might actually be the whole point of the mechanic, is that characters who are already injured are more likely to lose some of their actions while fresh combatants can much better afford to just soak the damage. This means wounded characters are less effective in a fight than uninjured ones. Which is in stark contrast to the D&D combat system where it's a common complaint that being injured does not cause any penalties until you're completely out of hit points.</p><p></p><p>I think having characters give up their attacks for the round completely to parry or dodge a hit actually creates more interesting tactical choices and could potentially have a real impact on how combat plays out, compared to letting players attempt it for free. This is something I am really curious about to see play out in practice.</p></blockquote><p></p>
[QUOTE="Yora, post: 9021230, member: 6670763"] More a toolkit of mechanics than an out of the box game in my impression. Which has its place. Sometimes that's what you're looking for. It actually suits my current needs very well. That was the one thing that stood out to me as being really strange and sounding like a bad idea. But on further thought, I really quite like the look of it. First important thing is that you only have to decide to parry or dodge after an enemy's attack roll against you has been made and determined to be a hit or a miss. If it's a miss, there's nothing to parry or dodge anyway. The other thing is that you can always wait with your turn until later in the round if you're not sure if you want to dodge or parry at a later point. Typically in many games, deciding to negate damage against you instead of dealing damage to your enemies is a poor trade as it does nothing to reduce the number of attackers you're dealing with and the amount of damage they can potentially dash out. You're only stalling for time and treading water, prolonging a situation that is disadvantageous to you. However, things look differently when you're low on hit points and one more hit could take your character out of the fight completely. Then the ability to negate a hit to remain on your feet becomes a much better idea. Because both kinds of evasion negate a hit, not an attack. If the attack roll is a miss, you can still use your action to attack or cast a spell. And you can also make your choice to attack or parry based on the enemy that has landed a hit against you. Accepting the damage from a little goblin might be worth it while evading the damage from a big giant would be much more important. An interesting side effect of having to sacrifice your action to remain in the fight, which might actually be the whole point of the mechanic, is that characters who are already injured are more likely to lose some of their actions while fresh combatants can much better afford to just soak the damage. This means wounded characters are less effective in a fight than uninjured ones. Which is in stark contrast to the D&D combat system where it's a common complaint that being injured does not cause any penalties until you're completely out of hit points. I think having characters give up their attacks for the round completely to parry or dodge a hit actually creates more interesting tactical choices and could potentially have a real impact on how combat plays out, compared to letting players attempt it for free. This is something I am really curious about to see play out in practice. [/QUOTE]
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Free League announces Dragonbane, the translation of Swedish RPG classic Drakar och Demoner
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