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How Dragonbane Pointed out the Clashing Desires of My Gaming Group
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<blockquote data-quote="Aldarc" data-source="post: 9454413" data-attributes="member: 5142"><p>Again, I would suggest giving Fabula Ultima a closer look.</p><ul> <li data-xf-list-type="ul">The story player may find something to like in FU as the game does take influences from "story/narrative games" like Fate, Apocalypse World, and Sorcerer. But these are things that the other players can ignore.</li> <li data-xf-list-type="ul">The Trad Player may find something to like in FU because there are quasi-classes, levels, etc. People here consider it pretty neo-trad as game, though this idea apparently makes the creator sad.</li> <li data-xf-list-type="ul">Your "I want to kick butt and take names!" wife may find something to like in FU as the game takes influence from 4e D&D and 13th Age.</li> </ul><p></p><p></p><p></p><p>Inventory Points are a thing but it's not like encumbrance or tracking arrows: IP <em>"are an abstract resource that characters can spend to create consumable items "on the spot", such as potions and antidotes." </em></p><p></p><p></p><p>You don't roll for survival to camp in the wilderness, but you do need one of three things to Rest in the wilderness: a magic tent (cost 4 IP), friendly hospitality from someone in exchange for help/money, or a safe location where there is no risk for attack.</p><p></p><p></p><p>If you Rest in the wilderness or settlement, you recover all HP, MP, and recover from conditions.</p><p></p><p></p><p>I have explained the new version of initiative that the creators uses that isn't in the book: named villains, PCs, and then nameless villains.</p><p></p><p></p><p></p><p>You build your character in Fabula Ultima. You choose your stats and class levels. PCs start at level 5, as they have to multiclass with 2-3 classes to create their starting character. You can't multiclass into more than three classes unless one of those has reached level 10. But reaching level 10 doesn't mean you get everything in that class, as there is a lot of pick and choose.</p><p></p><p></p><p>There are no measurements. Positioning doesn't really even matter. If you are getting into a fight, then it's assumed that all enemies, apart from flying ones are within reach each round.</p><p></p><p></p><p>It's not a major focus of play and the GM can be as detailed or abstract as they want here.</p><p></p><p></p><p>The answer here if this comes up is because I led you astray.</p><p></p><p></p><p>FU doesn't really have actions like in Dragonbane: i.e., defend, dodge, parry, attack, move, etc.</p><p></p><p></p><p>You get starting HP from your Might die size times five plus your character level plus from taking certain classes (though not at each level). So you would still start with 35 HP (d6 x 5 + level 5) if you took no classes that provided additional HP. You can hit hard but so can your foes.</p><p></p><p></p><p>They may not like this in FU, but again FU follows video game logic. Bosses have limited resources that the GM can spend so that they live and fight another day or "power up."</p><p></p><p></p><p>It will be things like Traits and Bonds that the players can spend their fabula points on, but it generally operates like Fate points or Inspiration: typically used for a bonus or reroll.</p><p></p><p></p><p>You can't push your rolls in FU. That said, status effects in FU lower your relevant die size by one temporarily.</p><p></p><p></p><p>I guess you could make a regular check for that: maybe rolling Insight + Willpower. There are guidelines for when to call for a check. However, I don't really like lie detector checks or players using checks like pressing buttons to spin to win. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p><p></p><p>That may always be an issue if one player wants to roleplay but the other doesn't, and I don't think it's really something that the choice of game can solve.</p><p></p><p></p><p>In my case, it may be my third favorite edition, as both 4e D&D and B/X scratch different itches I have pretty well.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 9454413, member: 5142"] Again, I would suggest giving Fabula Ultima a closer look. [LIST] [*]The story player may find something to like in FU as the game does take influences from "story/narrative games" like Fate, Apocalypse World, and Sorcerer. But these are things that the other players can ignore. [*]The Trad Player may find something to like in FU because there are quasi-classes, levels, etc. People here consider it pretty neo-trad as game, though this idea apparently makes the creator sad. [*]Your "I want to kick butt and take names!" wife may find something to like in FU as the game takes influence from 4e D&D and 13th Age. [/LIST] Inventory Points are a thing but it's not like encumbrance or tracking arrows: IP [I]"are an abstract resource that characters can spend to create consumable items "on the spot", such as potions and antidotes." [/I] You don't roll for survival to camp in the wilderness, but you do need one of three things to Rest in the wilderness: a magic tent (cost 4 IP), friendly hospitality from someone in exchange for help/money, or a safe location where there is no risk for attack. If you Rest in the wilderness or settlement, you recover all HP, MP, and recover from conditions. I have explained the new version of initiative that the creators uses that isn't in the book: named villains, PCs, and then nameless villains. You build your character in Fabula Ultima. You choose your stats and class levels. PCs start at level 5, as they have to multiclass with 2-3 classes to create their starting character. You can't multiclass into more than three classes unless one of those has reached level 10. But reaching level 10 doesn't mean you get everything in that class, as there is a lot of pick and choose. There are no measurements. Positioning doesn't really even matter. If you are getting into a fight, then it's assumed that all enemies, apart from flying ones are within reach each round. It's not a major focus of play and the GM can be as detailed or abstract as they want here. The answer here if this comes up is because I led you astray. FU doesn't really have actions like in Dragonbane: i.e., defend, dodge, parry, attack, move, etc. You get starting HP from your Might die size times five plus your character level plus from taking certain classes (though not at each level). So you would still start with 35 HP (d6 x 5 + level 5) if you took no classes that provided additional HP. You can hit hard but so can your foes. They may not like this in FU, but again FU follows video game logic. Bosses have limited resources that the GM can spend so that they live and fight another day or "power up." It will be things like Traits and Bonds that the players can spend their fabula points on, but it generally operates like Fate points or Inspiration: typically used for a bonus or reroll. You can't push your rolls in FU. That said, status effects in FU lower your relevant die size by one temporarily. I guess you could make a regular check for that: maybe rolling Insight + Willpower. There are guidelines for when to call for a check. However, I don't really like lie detector checks or players using checks like pressing buttons to spin to win. 🤷♂️ That may always be an issue if one player wants to roleplay but the other doesn't, and I don't think it's really something that the choice of game can solve. In my case, it may be my third favorite edition, as both 4e D&D and B/X scratch different itches I have pretty well. [/QUOTE]
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