Untested Character Creation Houserule for Dragonbane

I like to give old D&D shit for apparently throwing random ideas for rules and mechanics at the wall to see what sticks, and then keeping some around for decades even though apparently nearly everyone ignores them. But I do really like the idea of starting character creation with randomly rolled attribute scores and players then having to work out a way to turn that into a character that is fun to play. There are plenty of character types that can make for great additions to a party of adventurers and produce interesting situations in play with their peculiar traits, but which you would never choose to make when creating stats from scratch because it would obviously be an inferior choice.

I don’t usually believe in forcing the players to their enjoyment (strange, this German expression doesn’t seem to exist in the English language), but not letting the players choose their character attribute scores is one thing where I make an exception, if the rules system for the campaign is suited for it. (I wouldn’t do it with D&D 3rd ed.) But there really is the chance to get a character with just crappy attributes, or which is really only suitable for a character type the player just doesn’t care about. Which is why you almost always have some limited degree of customization for the rolled attributes.

In Dragonbane, the rule for creating attribute scores is 4d6 keep best 3 in order for six attributes (the same as D&D, it’s a Fantasy Heartbreaker). Players can then chose to switch any two of the numbers with each other to have a bit of flexibility. Once the attributes are set, they determine the starting rank for all 30 skills. The players then select 6 skills from a list specific to the characters profession as trained skills, and between 2 to 6 of the remaining skills depending on the character’s age. Trained skills have their starting rank doubled.

The Houserule: Players can switch two of their atrributes with each other for free. For each additional score to be moved, the character looses one of the age-based free trained skills.

A player who makes an adult character (6+4 trained skills) and wants to rearrange four of the rolled attribute scores would have only two free trained skills to select after picking the six profession-based trained skills.

This seems like a decent trade to me. With Dragonbane’s skill and advancement system, giving up trained skills in character creation means that you’ll have a somewhat slower start by starting with fewer skill ranks in total, but you’ll have more starting ranks in the main skills for your character concept. And doesn’t close off any future developments for your character. But just one trained skill fewer can easily cost 4 or 5 skill ranks in total, which is not insignificant.

If you really want to play a fighter even though your Strength and Agility both came out really low, you can. But placing a price on it might be an incentive for players to take some time to consider to perhaps create something interesting and fun from the weird attributes they rolled.

Some Dragonbane Advancement Statistics

Dragonbane is a skill based system in which you advance your character by using your skills during adventures. When you use a skill, you mark it, and at the end of the adventure you roll a d20 against your current skill rank. If the roll exceeds the current rank, the skill advances by one rank. It’s a neat system that justifies having a roll under dice mechanic as the default action resolution. And in practice it means that it’s easy to raise low skills quickly, but it gets increasingly slower to advance skills a character is already very good at.

I was curious about how long it would take to get a skill to it’s maximum rank of 18 and calculated the following numbers. On the left is the starting rank of each skill and at the top the rank you are aiming to reach. The field where the row and column line up shows how many adventures it will statistically take to get to the respective new rank.

8
(40%)
10
(50%)
12
(60%)
14
(70%)
16
(80%)
18
(90%)
6 3 6 10 15 23 34
7 1 5 9 14 21 33
8 3 7 12 20 31
9 1 6 11 18 29
10 4 9 16 28
11 2 7 14 25
12 5 12 23
13 2 9 21
14 6 18

In theory a skill rank could be as low as 3, but that takes a score of 5 or lower in the respective attribute (1% chance for that) and the skill also not being trained at character creation, so I didn’t bother with starting ranks lower than 6, which makes the table much smaller and more readable.

The highest a skill can start at is 14, which requires an attribute score of 16 or higher (13% chance for that) and the skill being trained. And even then it will take you a statistical average of 18 attempts to get it to its maximum rank of 18.

Of course, there are 30 skills in the game and you’re not going to use every one of them each time you play. So for many skills, especially those that aren’t the focus of your character, getting them to very high ranks of say 16 or higher should take a very long time. The risk of a character reaching a point where advancement pretty much stops seems to be very low.

First Impressions of Dragonbane

The new Dragonbane game by Free League was released a month ago and yesterday after work I spontaneously got the idea to give it a look, as the pdf is only €23. I wasn’t quite sure what to expect of it, but I am intrigued by what I got.

Dragonbane is released as a new edition of the old Swedish RPG Drakar och Demoner, which apparently was a pretty big deal with Swedish players back in the 80s. But looking at the rules that we got now, I wonder how much continuity actually is there in the mechanics, because I feel I recognize almost everything from either recent D&D editions or Free League’s Year Zero system. The original game was apparently based on Basic Role Play, which I think is the engine of RuneQuest, but I don’t really have any experience with that.

First of all, this is a very slim game. The main pdf is only 116 pages and the actual rules are all on just 59 pages. I absolutely consider this a rules light system like B/X and Barbarians of Lemuria, though slightly crunchier than the later.

The Core Mechanic and Skills

While it feels quite similar in scope and purpose to B/X, it is a skill based system rather than a class and level based one. As the core mechanic to do pretty much anything, you roll a d20. If the number is lower or equal to your skill rank, you succeed. If it exceeds your skill rank, you fail. Being a guy raised on the d20 system, rolling under instead of rolling over always seems a bit weird, but in this case it really simplifies things in several areas. You don’t have to make any additions or subtractions to the number on the die for every roll and you don’t have to ask the GM for the target number for each specific roll. Your skill is at 14, then just don’t roll over 14.

It also is a neat part of the character advancement mechanic. If you use any skill during an adventure, you mark it on your character sheet. At the end of the adventure, you roll a d20 for every skill that you have used. If that d20 rolls over your current rank, the rank advances by 1. This means that when your skill rank is low, it will go up pretty frequently, but once it is high it will only increase more rarely. This way to you stop being bad at things you do often quickly, but it also can take a long time to actually max out the skill.

Skill checks can also be rolled with either a boon or a bane. Which are really just advantage and disadvantage from D&D 5th ed. Roll two d20 and pick either the better or worse one as your result.

Creating a Character

The first step in creating a character is to roll attributes. These are the same as in D&D and rolled in order with 4d6 keeping the best 3. The attributes determine the starting value for all your skills which will be from 3 for a score of 3, and a 7 for a score of 18. They also determine your Hit Points (equal to Constitution), your Willpower Points (equal to Willpower), and maximum load (equal to half Strength).

The second step is choosing is your character’s kin. The default ones in the game are pretty much the standard generic fantasy peoples plus wolf people and duck people. The character’s kin provides a single special ability that takes Willpower Points to use.

Next is profession. There are 10 professions that each provide the character with another special ability and also have a list from which you have to select six of your trained skills. The skills you select as trained have their starting rank doubled.

Characters’ age works pretty much like in Year Zero: Young character get a +1 to Agility and Constitution but only 2 free additional skills to pick as trained (regardless of profession), while old characters have penalties to attributes but get 6 free additional skills to pick as trained. (Adult characters just get 4 free trained skills.)

Combat

The basic mechanic for combat feel a lot like the d20 and Year Zero systems. Each character gets one action and one movement per round. However, there is no armor class. If you succeed on your melee combat skill check, you hit. If the target of your attack has not yet acted in the current round, it can use its action for the round to immediately make a parry or dodge check to negate the hit. You have to decide to dodge or parry before damage is determined. So I guess the decision depends on how scary the attack looks and how many hit points you still have left. This is the one part of the whole game where I really have no idea how well this actually works out in practice. But characters low on hit points being forced to give up more of their actions to negate hits could actually be a pretty interesting and cool way to represent fighters becoming less effective in combat as they are getting hit. Unlike D&D where you’re at full fighting capacity as long as you still have any hit points remaining. I’m really curious to see this in action.

When a target is getting hit, damage is rolled and then subtracted by its armor rating. This means actual damage might be quite low, which of course lines up with characters only having as many hit points as their Constitution score. A very different approach from D&D where hit points and damage just keep going up forever as characters advance to higher levels and face more powerful opponents. I like that.

When your character is out of hit points, a death roll is made where you need to roll a d20 lower or equal to your Constitution each round. Once you have three successes the character recovers, once you have three failures the character is dead. I believe this is exactly as in D&D 5th ed. There is an optional rule that a character recovering from being dropped has to make one more roll against Constitution and on a failure suffers a severe injury that causes penalties for a couple of days until it heals. This is quite similar to the critical injuries from the Year Zero system, but the severities of the injuries are much lower.

As in old D&D editions like B/X, there are three units of time. Instead of rounds, turns, and days, Dragonbane has rounds, stretches, and shifts which are the same concept, except that there are four shifts in a day. Once per shift, a character can rest for one round to recover 1d6 Willpower Points, or rest for one stretch to recover 1d6 Hit Points. When characters rest for a full shift, they regain all their HP and WP. But don’t remove their severe injuries, which is why I absolutely would use that optional mechanic to have some sense of characters actually getting injured in fights.

This also feels like a good point to mention Conditions. There are six conditions that mirror the six attributes. When a character is suffering from the respective condition, say Exhausted for Strength, then all checks for skills that rely on the respective attribute are rolled with bane, that is roll two d20 and keep the worse one. At a stretch rest, you can remove one of your conditions, and on a shift rest you remove all.

Magic

Unlike the other professions, the Mage does not get a special ability that uses Willpower Points to activate, but instead gets spells. A mage character is trained (double starting rank) in one of three magic skills: Animism is basically druid magic, Elementalism is Fire, Ice, and Stone magic, and Mentalism is telepathy, telekinesis, and divination. All mages can still learn any spells, but their rank in the other two skills starts much lower and they will probably have to deal with a lot of failed castings before they get their ability to useful levels. But at least you make a roll to advance a skill at the end of the adventure as long as you used it just once and it didn’t even have to have been successful.

If the skill check to cast a spell rolls a critical failure on a 20, the caster suffers a magical mishap. As with the severe injuries, these are way less dangerous as the equivalent mechanic in Forbidden Lands. Worst case, a demon is attracted to the caster and will show up during the next shift. What kind of demon and what it wants is left to the GM. No risk of of a dimensional rift opening and tentacles dragging the mage to hell any time you cast a spell.

Limitations of the Core Rules

The package of pdfs that I got is called the Core Rules. I have no idea if there are any other versions of Dragonbane or if there are any planned. But for what is being offered here, the term is very much appropriate. In many ways, this feels like a toolkit of core mechanics more than what most people would typically expect of a complete game. In this version, there are 49 spells and 14 sample monsters, and the five most generic humanoids to pick from (and one non-generic one). Certainly enough for a one-shot or mini campaign in a super generic Middle-Earth fantasy setting, but for anything more fancy than that, you will have to create your own custom content.

And the game seems to be intended to be that way. There are several mentions of more options possibly coming in future releases. There is even an open license that allows anyone to make and publish supplements for Dragonbane, though not to reproduce that content of the core game itself.

There also is really no Gamemaster section in the rulebook worth mentioning. It’s just the mechanics and assumed that anyone playing this game already knows what kinds of campaigns they want to run with it and how to do it.

Which I guess to a certain crowd is just fine. For people already deeply into B/X, OSE, and other games of that category, none of these things might be obstacles. Especially when you are looking for a generic system for which you would have to create the custom creatures of your homebrew setting anyway. And monster and NPC stats are really simple to begin with. Even simpler than in B/X.

I think this might possibly be just the game for me. It’s the purest example I’ve ever seen of what a Fantasy Heartbreaker might look like, with pretty much every single thing it seeming like it was more or less copied over from other games I already known and then welded together. But I really approve of what the designers chose pick for their pieces to turn into this game. From a mechanical perspective, there is not a single thing regarding character creation, advancement, skills, combat, or magic that I don’t like on my first and second read. But if this is all that Dragonbane is going to be, I don’t see it becoming a big breakout hit that will become hugely popular. I can see it getting a reputation similar to Barbarians of Lemuria and maybe with a big dose of luck, get a little time to shine like OSE had some months ago. And I guess that’s fine.

Since I read the whole thing only twice now, I don’t really feel like I could rate it in any way. But being such a light package, I also don’t think there is going to be a lot more learned from a third or fourth reading. I think all that’s left is to just take it for a spin and see how it plays out in practice. It seems like a game that should take very little prep work for adventures when it comes to crunch, so maybe I’ll have an opportunity to give it a try later this summer after I’ve moved closer to my new job and peak work season is over. Certainly looking forward to do it.

Originality is overrated, but at least make some effort!

Earlier today I found myself thinking about the lineup of humanoids that populate the current version of Kaendor and had a worried feeling that putting little bug-men and sophisticated harpies as regular people into a fantasy setting might be pushing things into something too weird and outside the lines of fantasy conventions. But I really liked their concepts and it was starting to make me get a little bit upset.

But then I actually got upset about how totally ass-backwards that whole line of thinking is! It’s fantasy! This is supposed to be the genre where you can do anything and everything can be made to work, and where nothing is impossible. And yet we still have concepts of how fantasy worlds should be done according to established conventions.

In a number of discussions over the last year or so about why fantasy RPGs are seemingly so much more popular than sci-fi RPGs, several people brought up on numerous occasions the idea that sci-fi just isn’t as accessible to new players because it doesn’t have established default standards that everyone already knows, which let players understand the game world from the start without needing lengthy introductions. I actually dispute the claim that sci-fi doesn’t have established default standards, but that’s not the point here. The thing that has me upset today is that fantasy being standardized in the Lord of the Rings/Conan model appears to be widely seen as a good thing, at least in RPGs.

And that just feels really wrong.

Why are we still doing this?

I’ve always felt that the boom days of small personal RPG sites like this was already over when I started 10 years ago. Back in those early OSR days, dozens of people were discussing all kinds of questions and subjects about how to run adventures and campaigns, understanding the underlying design assumptions of early D&D, and how to tweak and modify rules to better suit different specific goals and purposes. Things were very busy back then, even though when you look back at older posts, there was a lot of very short and thoughts blurted out that we would now put on Mastodon or something like that. But still, there was a lot of discussion and response both in the comment sections of posts, and in the form of people writing long form response posts on their own sites. (I said before that comment discussions might be seriously hampered by blogspot now requiring a google account to reply by default until the owner changes the setting, which many people don’t seem to notice because they are always logged in.)

I don’t really see that happen much anymore. I recently made a list of all the sites I remembered from 10 years ago and looked them all up to see who’s left. As it turns out, I think some 90% still had posted something in the last six month and most of them never really had big breaks at any point. I just never saw anything new they posted because nobody was talking about it and sharing cool posts with interesting new ideas. Remember Calibrating your Expectations or the West Marches? Those were significant events that people kept talking about for months and linked to in discussions years later. We don’t really see that anymore. The Classic Dungeon Crawl was an outlier in regards to something in a way of a new “RPG paper” coming out, and that was already three years ago. I also discovered it only years later because nobody is really sharing cool interesting things they found and spreading the word to others.

It would be easy to say that sites like these are just dead and simply an outdated medium that has long become obsolete. But in my personal experience, this really isn’t the case. Even with me not posting much in the way of big thoughts these days and having spend more time on my other Iridium Moons site, I’m currently seeing more comments on my posts than I ever did before. There certainly is still interest and the number of readers apparently even seems to be increasing. It’s certainly not an obsolete medium. I did start a Mastodon account early last winter and put up notifications any time I’ve got a new post on here, so that might be part of more people ending up here. But if I can do that, then everyone can. But so far, I’ve seen very few other people doing that over there.

I think another important factor in this whole situation is that all the easy questions have been sufficiently discussed years ago. Answers have been found and people have largely worked out how they want to modify B/X and AD&D to best suit the needs of the campaign styles they run. There isn’t that much more to say on those topics. But as I said, people are still reading these sites and commenting on the posts. It’s not like we’re just mumbling quietly into the void. Audiences are there and they are interested.

Which leads me to my actual point: Perhaps it could be worthwhile to reconsider why we run sites of this type and what they are for. As a spread out forum for regular discussions, they don’t seem to be in much demand anymore. There are plenty of Discord servers where you’ll get more people sharing their thoughts on your question or idea in an hour than you’ll be getting replies on your site within a day or a week. And for quick thoughts or announcements, there’s Mastodon and others. Where I think WordPress and blogspot sites still have a very strong advantage is in longer-form articles where you can take yourself several hours over multiple days to write out a more complex topic and give it several passes of editing for better comprehension. I set up Iridium Moons as a separate site specifically to use it for posting content about my new Space Opera setting. And I think Spriggan’s Den might probably become even more focused on content about Kaendor and reports on my next campaign that now hopefully finally can get started at some time in August. (I now started a new job that I’ll probably keep for a very long and looking for a new place for my very last scheduled move.) Worldbuilding is my thing, and of course it’s not something that everyone puts that much work into or has as much interest in sharing. But I think that perhaps it could be a useful thing for other people with their own personal RPG sites and who don’t really know where they are going with this to reconsider what these sites are for and if perhaps longer-form articles that go really deep into a subject might be something to give them a new purpose.

Surely we can do better

Today I started playing Hollow Knight, knowing absolutely nothing about the game other than having seen a few screenshots and being able to recognize the character. And not even two minutes later, before anything had actually happened, I was thinking about Scorn and Elden Ring and saying to myself “why is D&D fantasy so lame?!”

Of course, the three games I mentioned are videogames with a very strong audiovisual component that RPGs just don’t have, so they are not really a good comparison. But why is it still always the same Greyhawk and Forgotten Realms stuff we see being rehashed by all the adventures and retroclones? Even with D&D having abandoned the medieval aesthetic for dungeon punk, the world and the stories have actually become more flavorless by replacing the medieval cliches with a modern social model. When I see oldschool adventures getting praise, it’s typically for being competently done, not for being imaginative.

Of course, settings and campaigns with low weirdness have their place and great appeal. And half a century ago, the now classic dungeons would probably have been fresh, strange, and exciting to the players who had never seen anythibg quite like that in fiction at such a scope. And of course this is now me after having had my fill on that stuff for some 25 years.

But still, where has the spirit gone for being imaginative and creative with new ideas in D&D and other generic fantasy RPGs? Where is the sense of the fantastical? 30 years ago, even the people making D&D dared to go wild and strange with Dark Sun and Planescape. And plenty of people still love this stuff.

I think when we create adventures or settings for campaigns, we really can strive for more than Ye Olde England with adventuring guilds again. We should be fanning the flames of imagination, not worship the ashes.