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Worst RPG Ever?
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<blockquote data-quote="Deadguy" data-source="post: 117429" data-attributes="member: 2480"><p>I certainly have played <em>Dragon Warriors</em>, indeed <em>was</em> playing in a campaign until very recently. It's a lovely little system that succeeds in what it sets out to do. Basically it's a variant on the standard D&D class/level approach, but the mechanics are simple, consistent and easy to use.</p><p></p><p>Take combat, for example. Every character has an Attack Rating and a Defence Rating, based on class, level and attributes. To attack you roll against your Attack Rating - then you work out how much you beat your AR by. If that's greater than the opponent's Defence Rating you might have hit. Next you roll the Armour Penetration for your weapon (e.g. 1d8 for a sword), versus the Armour Factor of the opponent; if you roll higher, you penetrate. The Damage you score is fixed by the weapon, so no die roll is required. Also by having a fixed damage rating, PCs can make a better judgement of when it is time to retreat. if that sounds a little complex, really it's not, since Attack and Armour Penetration can be rolled at the same time - and players can often pre-empt the result if it is going to be 'no hit' since a high Attack Roll or a very low Armour Penetration is definitely not going to hit. Consequently combat is quick, but also quite descriptive: e.g you bring your sword under his guard (beat the opponent's Defence Rating), but it nicks his thigh guard and is turned (but just failed to penetrate the armour).</p><p></p><p>Some of the later character classes are not so well balanced (particularly the Darkness Elementalist and the Warlock), but even so, they provided a usable world with enough detail to make running a campaign quite simple.</p><p></p><p>It's a shame really that they were never gathered together into a single, revised volume.</p></blockquote><p></p>
[QUOTE="Deadguy, post: 117429, member: 2480"] I certainly have played [i]Dragon Warriors[/i], indeed [i]was[/i] playing in a campaign until very recently. It's a lovely little system that succeeds in what it sets out to do. Basically it's a variant on the standard D&D class/level approach, but the mechanics are simple, consistent and easy to use. Take combat, for example. Every character has an Attack Rating and a Defence Rating, based on class, level and attributes. To attack you roll against your Attack Rating - then you work out how much you beat your AR by. If that's greater than the opponent's Defence Rating you might have hit. Next you roll the Armour Penetration for your weapon (e.g. 1d8 for a sword), versus the Armour Factor of the opponent; if you roll higher, you penetrate. The Damage you score is fixed by the weapon, so no die roll is required. Also by having a fixed damage rating, PCs can make a better judgement of when it is time to retreat. if that sounds a little complex, really it's not, since Attack and Armour Penetration can be rolled at the same time - and players can often pre-empt the result if it is going to be 'no hit' since a high Attack Roll or a very low Armour Penetration is definitely not going to hit. Consequently combat is quick, but also quite descriptive: e.g you bring your sword under his guard (beat the opponent's Defence Rating), but it nicks his thigh guard and is turned (but just failed to penetrate the armour). Some of the later character classes are not so well balanced (particularly the Darkness Elementalist and the Warlock), but even so, they provided a usable world with enough detail to make running a campaign quite simple. It's a shame really that they were never gathered together into a single, revised volume. [/QUOTE]
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