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What's /tg/'s consensus on Dragonbane?
>>
>>98428421
Meh.
>>
Bump. I'd like to give the rules for solo play a try
>>
It is literally BRP distilled to D20 at its core. I prefer BRP + Magic World in skill based roll-under fantasy games.
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>>98432512
Meh, it's been my experience that most d100 roll under games typical use multiples of 5 for skill line progression and checks making d100 basically d20 from a mechanical standpoint, so those arguing one over the other is mainly people with just an outright aversion to a given die type.
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>>98432489
it's literally just 3e but you have roll for initiative every turn
>>
>>98434746
>it's literally just 3e
It's literally BRP for Swedish grogs
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>>98428421
As far as generic fantasy systems go, I think it strikes a really good balance between being relatively simple and requiring almost no learning from the players and not being overly simplistic. Because of this I consider it a good pick for running one-shots at events or introductory mini-campaigns for new players. I also like the high lethality, it forces the players to be smart and creative in how they approach encounters but without any of the other weird OSRish game design elements that usually come with highly lethal fantasy games.

That being said, it's really nothing particularly interesting or unique, just a decently competently made generic fantasy game.
>>
I like it a lot. I didn't when I skimmed through the book, but the more I read the more I liked it. Things I like
Armour is just a flat reducing of damage, where plate armour with a helmet can reduce quite a bit, which you need since you'll suck at evading
Evade and parry skill, evade is better since you can use it against all attacks, but parry is just your weapon skill
Flat hp, your con is your hp, you can raise it, but that's at a cost of a special ability, I hate hp bloat though. You'll survive by your learned skills and ability
Pushing rolls, a reroll with a small costs, need to be somewhat tactical about it
Easy and fast to make enemies
Skill based, you get a chance to level up your skill for every crit miss and hit
Will points for both magic and physical abilities

Things I don't like
The small text magic rules are too finicky. I houseruled the memorization and such to be more streamlined
The heroic/special abilities are all over the place for usefulness, I'd also prefer more of them, with either a prerequisite ability, or higher skill cost

Also, the box set is a great value, for the price of a normal core rule book, you get dice, cardbox models, battlemap, sheets, a bunch of dice, the complete rules, an adventurer hook book, solo campaign booklet with some basic oracles and generative quests in a dungeon
>>
>>98434880
>>98432512
Pendragon is BRP d20 and that's fine.
>>
The setting is somewhat generic, and I don't care for duckmen. Otherwise it's good.
>>
>>98437185
>The small text magic rules are too finicky. I houseruled the memorization and such to be more streamlined

Is it just about how you get spells, or the spells themselves?
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>>98440577
You can only memorize x amount of spells depending on your int stat, if you want to change out any one you need to rest a shift, but you can still cast them if you have it on your grimoire, but the cast time is twice as long, don't remember if whipping you book out is a free action. And some other stuff. Learning spells can be a tedious depending on the rank, either learn from someone who knows it, or find a spell book
>>
>>98428421
Bane!?
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>>98428421
Apparently, don't know if this is true, but the starter set apparently has the full rulebook in it.
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>>98444196
The starter set does yes, but not the free quickstart.
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>>98444858
>the free quickstart.
wuzzat?
>>
>>98444907
https://freeleaguepublishing.com/shop/dragonbane/free-quickstart-pdf/
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>>98444911
Nice one thanks anon
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140 KB JPG
Bump for mild curiosity, I have all the pdfs but haven't read 'em. Does it fit into the rest of the Free League systems?
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>>98428421
I wish there was more material. I made a punch wizard a while back. He was cool
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>>98428421
I liked the old version, from the 90s. I based my own RPG on its rule system, but it's heavily modded and the setting is different. I don't care for the new one.
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Was there much of a difference between Draker och Demoner and whatever edition of BRP it was based on?
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>>98428421
I like it. I played it with my family and some of my students. The rules are quite simple, but clear enough - you always know whether you succeed when you roll. People tend to shit on drawing the initiative cards at the start of the round, but I don't mind it.
Also, I dig Johan Egerkrans' artstyle a lot.
>>
>>98428421
I'm currently running a campaing with it. It does nothing seriously groundbreaking but:
- Easy to grasp, easy to run. No fat.
- Your starting class does not necessarily define your whole character.
- Lethal. Monsters are especially scary with their autohit.
- One action combat (you can evade/parry at the cost of your action) seems like a downgrade but actually makes most fights more tense and tactical.
- Magic is powerful but limited against monsters (no edge cases and clever spell shenanigans).
- Very easy to expand. I could easily slot in a downtime and stronghold system and add two dozen new heroic abilities without any serious hacking.

Also Book of Magic just came out adding multiple new magic schools. All optional.
>>
So I was flipping through the new Book of Magic & found the best hack in the game. Cast Charge. Make it Permanent. Cast Nexus.

Congrats you now have a ring of Infinite 10 WP
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>>98434746
Dragonbane uses initiative cards, nogames.
>>
>>98462173
>Rank 5 spells
>Hack
If you already have 2 rank 5 spells, you're probably borderline OP anyway.
Also, you can't use Charge and Nexus together like that.
Charge lets you transfer YOUR OWN WP to an inanimate object.
MAGIC SEAL + CHARGE
Again, it isn't giving anyone WP.
It's simply changing where the activation cost is paid from.
NEXUS:
"(...) providing a power source for the spell bound by the MAGIC SEAL, allowing it to be activated without costing the user any WP."
It does not say:
>restore WP
>grant WP
>refill WP
>increase current WP
It simply says the bound spell no longer costs WP to activate.
Now every time you activate it, CHARGE is cast for free.
It still says:
"You transfer your WP to an inanimate object."
Even though the spell itself costs 0 WP to activate (because of NEXUS), its effect is still transferring WP from a creature into an object.
The spell isn't "gain WP."

If you made such a ring, you probably just made a ring of permanently losing 3WP and letting you cast charge for Free, which still drains 10WP, because it's not the cost of the spell.
>>
>>98462173
You are right, but on the other hand the player must learn Charge (rank 4), Magic Seal (rank 4), Permanence (rank 5), and Nexus (rank 5), each of which is a rare or legendary spell that must be found during adventures or taught by a really powerful magician.
>>
>>98463854
This is true, I just wanted to point it out that you could have some cool "Ring of Chaos" or some such if you work towards it. On the other hand, im disappointed there isnt an enchantment like Supple Armor that removes the penalties to vision on a Helmet.
>>
If I wanted to stat up Donald Duck, Scrooge, & Hewie Dewie & Lewie as characters, Scrooge is a Merchant, Donald is a sailor/fighter, butbwhatbwoukdnthenthree nephews be?
>>
>>98465791
I know this is a bit silly thing to ask when they were featured in like a gazillion different comic book stories by different authors, but do the nephews even have any sort of consistent personalities, talents, interests etc.other than just being decently smart kids?
I think they were quite often depicted as boy scouts, so maybe hunters. Or bards/scholars, since they tend to be fairly curious about the world
>>
>>98466803
Some stuff gives them more distinction but I dont know for sure. Hence the question. I was thinking they would be different classes, not share the same one. Maybe just Fighter, Mage, Thief?
>>
>>98467049
I would rather go for Hunter, Thief, Scholar or something like that, but I suppose making one of them a Mage could work as well
>>
Is there any magic item or spell that heals over time?
>>
>>98467621
I made a new potion called Healing Tonic, 2D6 healing but over a strech (20 gold).
>>
>>98428421
It's Free League's best fantasy setting. Take that however you want.
>>
>>98468694
Symbaroum is better, but Dragonbane has a less dour vibe
>>
>>98468620
That wont do. Sorry I want something like Symbaroum's Holy Aura
>>
Where can I find deeper lore about this game?
>>
>>98471582
Get Arkland
>>
>>98473235
I have arkland but its written like I'm supposed to know stuff already
>>
>>98453093
first edition drakar och demoner is an almost word by word (poor) translation of second edition BRP, after that DoD started to diverge and became it's own thing.
In fact I thought the current fria ligan version was the year zero rules and not actually BRP-derived at all, but I don't know the year zero rules
>>
>>98428421
Not really worth playing. It's not terrible or anything but it also doesn't have any particular hook that would make you want to run it in preference to anything else.
>>
>>98478657
Recommend me some other fantasy skill based games. I don't want to build my own system like BRP, and Mythras is too crunchy
>>
Can you "dualwield" fists?
>>
>>98485472
RAW, I doubt it, but if the player has the heroic ability and spends the WP, why not?
>>
https://www.kickstarter.com/projects/1192053011/dragonbane-trudvang-the-legend-returns

backed this Kickstarter
>>
>>98451233
it's not Y0 engine if that's what you are asking
>>
>>98482460
Forbidden Lands?
>>
>>98489641
Unironically the best fantasy aesthetic of all time. Nobody has beaten them dwarfs.
>>
>>98489641
Oh shit, Bonner kino
>>
>>98442148
Get him on board, I’ll call it in!
>>
So I have a dream.

You can get a handful of spells cast on you, or go the harder route of learning & casting them yourself, you'll need to at least learn Permancence yourself. Once the spells are cast on you cast Permanence on each one to make them persist forever.

Stone Skin
Powerfist
Beastial Traits (Claws & Nightvision)
Elemental Path
(Theres some other nifty spells like Longstrider, or Speed & such but im just focusing on the most beneficial)

Next get some enchanters together or do it the hard way yourself to make a ring or bangle or whatever to enhance your unarmed attack. With stuff like Keen Edge & Epic Weapon. (Since you have claws now they count as slashing!)

Youre immune to most natural damage like desert heat, fire, cold, blizzards etc. You take half damage from magic elemental damage, & can walk right through magma & stone, can breathe underwater, & even fly/walk on air. You have armor equal to plate with a helmet & the helmet gives you +5 more so other peoples weapons break against your bare skin. Your fists do 5d6+6 slashing damage & ignore even heavy armor, augmented by the weapon spells

Youre gonna be super tough to kill & hit like a mach truck, though this does require some of the strongest most powerful stuff in the game & takes pretty much all of your WP points, youll be a phenomenal punch wizard. Sleep underground & pray your ST doesnt find a way to Counter Ritual you cause then everything pops in an instant & youre left with nothing!
>>
>>98490741
Another fun thing to do!
Animated Object on a Sailboat, Wagon, or Chest. Cast at power 2 to make it Fly & carry 4 people, cast Invisibility, on it at Power 2, cast Endless Capacity 3, Cast Permancence. Now you have an invisible flying treasure chest you can toss all your loot in. As well as jump inside & the whole thing is invisible! You could be a blast wizard hiding in it, flying around & taking potshots while being impossible to see.

Or a Sailboat/wagon/personal HQ, flying invisibly above town with a cargo of 30000 Weight!!! Man the Invisible Cannons & lay waste to dragons & small cities!

Of course. As soon as you pulk these shenanigans, your ST might just beat you with the book or decide to send an army of invisible dragons after your ass
>>
>>98490741
I should mention that your only real weaknesses at this point is overwhelming damage, needing to sleep, aging, & needing to eat.

While theres no way to have a way to go without eating, you can just cast Nourish at power 3 & do that once a day. Probably easiest to cast it right before you go to sleep so you feed at night. If you use Elemental Path to sleep underground where its safe you'll be fine. Aging can be kind of fixed with Rejuvenation. You could also Permenance it too to make you young forever, but realistically thats not that big of an issue & would cost a lot of WP to create the effect. If you get into Dragomancy you might be able to sleep in timestops but again it will cost a lot of WP just to fuel that, so either go whole hog in recovering you diminished WP with a shit ton of Focused or keep some charged up WP items or familiar that will let you move some WP around as needed
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>>98490741
Indeed. I talked about this with my players and we agreed that we will change Permanence to only work with Magic Seal to keep things a bit more grounded but still allow the mage to create items with it (we might use the new Enchanting school later, but not entirely sure).
>>
>>98495162
I see it as a feature not a bug, youre still trading away your magic potential gor permanent buffs. Stoneskin is just dicey & too useful to not have always active though, going from relying on 6-8 armor to having the enchantment wear off can kill you.

Also, given that you can enchant yourself with a thinking cap to boon Language & a Wand to boon your magic skill, you can get a pretty good guarantee on succeeding any roll to copy or learn or cast any spell you get ahold of once youre around 15+skill level. This means you arent wasting Advancement Rolls on failures & can pick up any & all spells you can as fast as you gain access to them, a good source of money is gathering monster parts & herbs from the alchemy section (it doesnt require you to know alchemy to harvest monster parts or herbs, just Bushcraft & Beast Lore) so between that & regular adventuring you should have quite a bit of gold to spend on teachers & Grimoires to get spells. Once you have most/all of the Enchanting spells you can actually place all of them into one weapon/item within the time limit. A Shift has 24 stretches (6 hours divided by 15 mins) you need one to place Permanence on the item, so go whole hog & put as much as you want into a ring or a sword or whatever. I asked my GM if I could make a bracelet of +3 Armor as long as i didnt also wear armor with an Epic Armor Enchantment & they said yes, I also asked if I could make a ring with weapon enchantments to enchant my unarmed weapon & they said yes, so now my plan is to make the GIGA bracelet of all weapon enchants plus Hidden Weapon to give me a ranged option.



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