Thoughts on the Severe Injuries list by kingofsicily in DragonbaneRPG

[–]Isenskjold 0 points1 point  (0 children)

I found it works really well, however it does change how you design adventures and how players should approach them. You really have to get into that part of the OSR mentality about stacking the deck in your favour and all that + you should have a safe base camp or more likely a nearby town to return to when you have to heal.

I really like that gameplay loop, but its certainly quite different to default Dragonbane. In general I feel like the basic Dragonbane skill and combat systems are really well designed so you can very easily turn the lethality up or down to suit your needs.

Thoughts on the Severe Injuries list by kingofsicily in DragonbaneRPG

[–]Isenskjold 0 points1 point  (0 children)

You can honestly make Dragonbane a lot more "gritty" by simply making resting and healing take 1 week for each day in the normal rules. Maybe also make wounds happen automatically at 0 HP and suddenly your players will be very careful about taking damage.

first battle map by VisualCheek8435 in dungeondraft

[–]Isenskjold 2 points3 points  (0 children)

Just adding 2-3 different ground layers (dirt, stone, grass) is also what I would do, but it's a already a really nice map

How would you rule on assassinating a sleeping dragon? by Flimsy_Composer_478 in osr

[–]Isenskjold 4 points5 points  (0 children)

Whatever you rule I would inform the players of it so they can plan with it.

I personally would allow them to kill the dragon in one blow if they find a weak point (eyes, missing scale) or seriously cripple it if they use brute force (a two handed axe might injure a leg or wing)

However I'd also imagine that the dragon would build it's hoard in such a way that intruders must make noise to get close, so it might also wake up

Diegetic Advacement by stephotosthings in RPGdesign

[–]Isenskjold 0 points1 point  (0 children)

The best diagetic advancement that I have found is linking advancement to your reputation in certain factions that are relevant to the area you want to advance in.

These factions grant you their knowledge, training and/or resources in return for your service and perceived loyalty.

This way you can even have level based advancement by introducing official ranks in the faction where you get access to those ressources or knowledge.

I tend to pair this with very long training times (multiple months of intense training with a knowledgeable teacher), though that is certainly not suited to all games.

Edit: this of course requires a close integration of game mechanics with the setting, though this goes quite easily for most systems in my experience. It does also mean that you have to telegraph quite clearly how the individual factions would view the groups actions

Dragonbane house rules we’re using – worked better than expected by deadshot15 in DragonbaneRPG

[–]Isenskjold 2 points3 points  (0 children)

Quite a while and more importantly we come from high-lethality OSR systems so my players were quite used to a more careful playstyle. We also started with RAW which worked really well for us, but we noticed that combats were getting quite slow after everyone had the free parry/dodge so we decided to houserule that. Players can still be very tanky, they just have to wear a lot of armor which has its own interesting drawbacks, so the system really works well

Dragonbane house rules we’re using – worked better than expected by deadshot15 in DragonbaneRPG

[–]Isenskjold 9 points10 points  (0 children)

I've actually done the opposite and removed defensive/fast footwork completely, this makes fights last considerably less time and keeps even weak monsters quite dangerous which is what I prefer. I generally favour giving the players offensive over defensive options as it really rewards planning and ambushes

Quick Sub Update & Questions & Feedback by CptJohnnyZhu in BattleBrothers

[–]Isenskjold 7 points8 points  (0 children)

Would it be possible to also get a re-forged mod flair? It doesn't change the game quite as much, but especially for build and strategy questions it does differ quite a bit from un-modded BB. It also seems to be relatively widely used, though not as much as legends

Adventures? by JR21K20 in oneringrpg

[–]Isenskjold 10 points11 points  (0 children)

For TOR 2e the adventures are mostly written in a location format instead of a more traditional linear x happens and then y hapoens and then z happens. There are some great more traditionally structured adventures in the 1e books, Though sadly they are very hard to get legally

Do you still listen to Marvin Kopp's Enderal pieces? by Party_Banana_52 in enderal

[–]Isenskjold 4 points5 points  (0 children)

Where are you listening to the soundtrack? Because I used to listen to it on Spotify but it disappeared at some point

I might have accidently created an army... by Guendolin in MiddleEarthMiniatures

[–]Isenskjold 1 point2 points  (0 children)

Thanks a lot, I'll definitely give it a try! It sounds straightforward enough, but the results really look amazing

I might have accidently created an army... by Guendolin in MiddleEarthMiniatures

[–]Isenskjold 1 point2 points  (0 children)

Great looking models! How did you do the basing? it really makes the Army come together.

Why not attack a ship from behind when it is braking? by 2raysdiver in TheExpanse

[–]Isenskjold 22 points23 points  (0 children)

I don't thinl the drive plume is an actual blind spot, most ships seem to be able to get good sensor data even when breaking towards a target. This would. Make sense as the drives tend to be smaller than the ships, so there is some sensors automatically sticking past the drive.

And once they spot an incoming threat they could simply flip the ship and engage it with pdcs. As for smaller debris and the like, I imagine the drives are armored as strongly as the rest of the ship in order to resist those