Dragonbane Combat & Thoughts on Skill System

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  • Опубликовано: 15 сен 2024

Комментарии • 41

  • @MattSmith83
    @MattSmith83 Месяц назад

    Great video!
    Regarding the rule for moving past enemies, page 43 explains:
    “You cannot move past a standing enemy who
    wants to stop you. A humanoid creature of human size can
    block an area of roughly 2×2 meters.”
    So it’s just the square in which they’re standing that is blocked. Not all the ones adjacent to that square.

  • @creativeplayandpodcastnetwork
    @creativeplayandpodcastnetwork 2 месяца назад

    Dragonbane FTW! I love the more tactical rpg combat and the resource mechanics.

  • @ElderGoblinGames
    @ElderGoblinGames 2 месяца назад

    From the little bit of dragonbane I've played, it seems like a game that could really benefit from a robust equipment/magic item supplement. I think that would be an even-handed way to give players extra bells and whistles to play with without making them too powerful.

    • @jfacegames7354
      @jfacegames7354  2 месяца назад +1

      That’s a solid analysis. I’ve definitely cooled on my overall love for the system. Still has a lot of great ideas in it though

  • @micklangan7544
    @micklangan7544 4 месяца назад +1

    I have always played that Death saving throws don't 'Re-Set' until a full rest. You stop rolling them but you have to keep them there until you have a full rest in a safe place to fix up properly.

  • @shaitanmo
    @shaitanmo Год назад +9

    A player/monster doesnt block more than the square(s) they are in. Using a spear does not enable you to block more. A spear does not give you 4 meter range free attacks. Also, Shove: you just need equal Str dmg bonus in order to shove.

    • @na01jsn
      @na01jsn 7 месяцев назад

      Shove. How does it work? My rule book says the shove rule doesn’t apply to monsters, both as aggressor or the target of the attack… can’t figure out this last part…

    • @shaitanmo
      @shaitanmo 7 месяцев назад

      @@na01jsnIt just means you cant shove a monster when you attack the monster, and the monster cant shove the target of its attack. The only effect of the monsters attack is described in the text block of the attack.

    • @na01jsn
      @na01jsn 7 месяцев назад

      @@shaitanmo so the shove ruling doesn't apply when you (pc) attack a monster? What's the point of shove then? I mean all attacks are made against "monster" right? What's the definition of a monster then..?
      Thank you.. still trying to understand

    • @shaitanmo
      @shaitanmo 7 месяцев назад

      @@na01jsnThe definition of a monster is the one's that have the Monster Attacks block, where you roll a 1D6 (or chose) to determine what attack they make. And also, they always hit. However, animals, npc's, goblins, orcs and skeletons have an attack skill and needs to roll to hit (just like the pc's). There will be more in the future i bet (fex. Ogre in the Bestiary)

  • @superbleeder12
    @superbleeder12 5 месяцев назад +2

    One thing I may implement is cyphers from the cypher system on level up. Pretty much you get a heroic ability each level up that is a one time use, and you can have 1 or 2 available to you between sessions, if you get a new one, you either drop it, or swap it with an old one.
    We'll see how it goes.

    • @jfacegames7354
      @jfacegames7354  4 месяца назад

      That’s a great solution for that. Love the idea of using Heroic Abilities like Cyphers. In a home game putting them on cards to pass out would be awesome.

  • @jakem72
    @jakem72 8 месяцев назад +3

    My players also have noted the slow progression. I allow them to use two of their advancement marks to roll 1 skill advancement with a "boon," meaning they have the chance to earn the progression for a session on two dice instead of one.
    In a session or two I think I will loosen it up a bit more, by replacing the homebrew with the ability to allow them to reroll an advancement roll by spending an advancement mark once per session.
    But I think when they are richer they'll be able to use the "teaching" rules effectively so I'm being very gradual with my homebrew intentionally.
    I am glad I watched your video. I was planning to award more heroic abilities than the base adventure, but seeing that they are so game-changing helps restrain me. They've only faced one NPC with a heroic ability (Weasel and Defensive) and it was very thematic that the guy was able to avoid their attacks and put their henchmen in the way until he escaped.

    • @jfacegames7354
      @jfacegames7354  8 месяцев назад

      Glad to hear something was helpful! Sounds like you’ve probably got more experience than I do at this point in the game though, haha

  • @Zaczac111
    @Zaczac111 Год назад +2

    Your idea to divide up the stats into different sections to use in combat, for the ship and then in general is actually something I’ve been working with. I like this method to divide up all the skills because it allows easier focus on different campaigns. I’m creating a sci-fi TTRPG and have decided to split my skill/attribute system up in two. One is the main skill sheet whereas the second is what I call the ‘Pilot’s License’, and it’s where all manner of vehicle skills are. Having it separate means games that don’t want to use the ship systems can easily ignore it, along with giving the flexibility to have more ways to reward players with skill points. Rather than forcing players to choose to put a skill point in one or the other, a GM can allot skill points to the License specifically when they deem fit for better balance.

    • @jfacegames7354
      @jfacegames7354  Год назад +1

      Love the nomenclature of the “Pilot’s License”

  • @shanewinter7251
    @shanewinter7251 Год назад +1

    Been looking forward to your thoughts on Dragonbane Combat

    • @jfacegames7354
      @jfacegames7354  Год назад +1

      This was quick and dirty. Pretty unorganized. But hopefully it pieced together with my previous videos gives an idea

  • @Erribell
    @Erribell Год назад +4

    What text editor do you use?

  • @SchizoidPersonoid
    @SchizoidPersonoid 7 месяцев назад +2

    17:45 every time you get to 0 HP and recover you're supposed to roll on the Severe Injury table

    • @jfacegames7354
      @jfacegames7354  7 месяцев назад

      Yep. Which is awesome. I did that in my actual home game, but probably forgot during this video. Thanks for the heads up!

  • @JohnPowell6
    @JohnPowell6 Год назад

    I like the six stats in the Kids on Bikes system: Brains, Brawn, Fight, Flight, Charm, and Grit.

  • @HarmonicClockwork
    @HarmonicClockwork Год назад +1

    Accuracy, Communication, Fighting, and Perception are all core abilities in Fantasy Age, in addition to analogues for the traditional STR, DEX, etc.; making a total of 9 in that particular system. The skills & talent lists are a bit more extensive.

    • @jfacegames7354
      @jfacegames7354  Год назад

      Oh man, 13th Age. I’ve looked at those Attributes quite often! I’m so torn on attributes all the time

    • @HarmonicClockwork
      @HarmonicClockwork Год назад

      @@jfacegames7354 Actually, I was referring to Fantasy Age by Green Ronin Publishing

  • @DigitalinDaniel
    @DigitalinDaniel 9 месяцев назад +1

    I feel like weapon categories could be condensed to Blades, Hammers, Spears, Bows, Guns... Axes can just be treated like weighted blades, crossbows aren't too different from bows in a fantasy setting... when using cannons on a ship that could be guns. A harpoon in hand is a spear, shooting it from a ballista is a bow skill...

  • @bndtkng
    @bndtkng 8 месяцев назад +1

    are you not meant to roll on the Severe Injuries table each time someone survives been downed?

    • @jfacegames7354
      @jfacegames7354  8 месяцев назад

      Good question. Been far removed from the game, so don’t know off hand

    • @Galinarig
      @Galinarig 3 месяца назад

      Yes. You roll a Severe Injury each time you survive after being stabilized.

  • @jasonmabry8526
    @jasonmabry8526 Год назад +1

    Maybe create Advanced Parry ability that lets you get one free one per round. Or house rule that you can do more than one defensive action per round but each one incurs a cumulative Bane on the roll.

    • @jfacegames7354
      @jfacegames7354  Год назад

      Love the idea of cumulative Bane with additional pushing for more defense. That’s a cool concept

    • @Galinarig
      @Galinarig 3 месяца назад

      There are Heroic Abilities, which player characters can choose, that do that

  • @dtrestonwaller
    @dtrestonwaller 9 месяцев назад

    Any thought on how to create balanced encounters in Dragonbane? Any tips?

    • @jfacegames7354
      @jfacegames7354  9 месяцев назад +1

      Good question. I went to the random quest tables and just used those numbers to try and balance out encounters. I’m not sure I played long enough to become an expert at it. I think we did 6-8 sessions of their campaign also, that had premade encounters for us. I was actually surprised how often people stayed alive. Yes people got knocked down and hurt quickly, but the Rally action was incredibly powerful, and kept people from actual death

    • @bananapants76
      @bananapants76 4 месяца назад

      Balance?? Monster and players Can just run away

  • @LeFlamel
    @LeFlamel Год назад

    first!

  • @bananapants76
    @bananapants76 4 месяца назад

    Every time When a pc gets an attribute up 18 they get a new heroic ability fyi

    • @jfacegames7354
      @jfacegames7354  4 месяца назад

      Fact, I just find that takes a LONG time. At least with my players

    • @Galinarig
      @Galinarig 3 месяца назад

      @@jfacegames7354 It depends on the type of campaign and the frequency of game sessions. For a long-lasting campaigns, advancing slowly generally guarantees greater stability in the campaign progression, prolonging your game's health.
      But like I said, it also depends on how often you play. My group and I usually play once a month (at most twice), so Dragonbane progression is slow for us and 20 sessions represents almost 2 years in the same campaign (thus making it long-lasting for us). For people who play once a week, on the other hand, those same 20 sessions aren't even 6 months and that's why I've seen some people complain that Dragonbane's progression is too fast.
      In any case, situations can be easily overcome with some simple house rules.