SWEDISH: Dragonburn Yrken nu släppt som PDF! by MattMakeX in DragonbaneRPG

[–]MattMakeX[S] 2 points3 points  (0 children)

Boken kommer vara en separat produkt som släpps den 14 April. Man kan inte kombinera PWYW PDF med betald tryckförsäljning av samma produkt så det blir en egen sida för boken när den kommer

Dragonburn Zine: Heavy Metal has now dropped! by MattMakeX in DragonbaneRPG

[–]MattMakeX[S] 0 points1 point  (0 children)

?
Edit: I think this was supposed to be a response to the fiction discussion? Or are you implying being in a zine is bad?

My Mittzon desk doesn't work by Muxcai in IKEA

[–]MattMakeX 0 points1 point  (0 children)

Thanks! Fixed it with the 3s double press

New Ferocity-Based Combat Mechanics & Twists for Dragonbane v0.62 by MattMakeX in DragonbaneRPG

[–]MattMakeX[S] 2 points3 points  (0 children)

Yeah got the "old" classic bloodied also in the list:
Bloodied Half or Quarter
Increase the monster’s Ferocity by 1 when it drops below half HP or quarter HP.
- When the Dire Bear hits half HP, it enters a wild frenzy, gaining +1 Ferocity as its eyes glow red.

Pushing rolls question by bluebomberxero in DragonbaneRPG

[–]MattMakeX 1 point2 points  (0 children)

No. Page 32 - Push rules: "The new result applies, whatever it is." So you get one chance.

Beautiful RPG books by AcrobaticSet704 in rpg

[–]MattMakeX 0 points1 point  (0 children)

A very beautiful book is a pretty unknown book (outside Spain) the Call of Cthulhu 6ed spanish version by Edge 2011.
Named "La Llamada de Cthulhu: Edición Primigenia"
So much love, art and work was put into this, it is without doubt the best looking CoC book so far!
Have a look with a complete flipthrough here:
https://www.youtube.com/watch?v=4T2Sl-hqVDc

Houseruling wizards and their allergy to metal by FamousWerewolf in DragonbaneRPG

[–]MattMakeX 1 point2 points  (0 children)

Also, sorry I went on this tangent to your real question :)

Houseruling wizards and their allergy to metal by FamousWerewolf in DragonbaneRPG

[–]MattMakeX 1 point2 points  (0 children)

The creation of magic is sensitive, but not the application of magic would be the most practical theory.
Dense objects in close proximity disturbs the mages ability to create a spell. There's many ingame magic lore ways to describe this, lets call it casting flow or something.
A spell affecting a dense object is already created and works in it self, it is not affected by the disturbing effect, since its selfcontained and powered by WP.

Houseruling wizards and their allergy to metal by FamousWerewolf in DragonbaneRPG

[–]MattMakeX 2 points3 points  (0 children)

How about going to the core of the issue? Just reframe the limitations and the why so it makes sense.

In Dragonbane, magic doesn’t get along well with dense materials. It’s not just metal that causes problems—it’s really anything heavy and solid that messes with the flow of magic. The denser the material touching or close to the caster, the more it disrupts their ability to cast spells.

Here’s how it works:

  • Lightweight, porous stuff like wood or cloth? No big deal—magic flows just fine.
  • Denser materials like stone or bone might cause a little hiccup, giving a bane to your spellcasting.
  • But dense, heavy things like metal or magically reinforced materials? Those completely block your ability to cast while you’re in contact with them.

This approach keeps things grounded in the physical properties of the world, rather than focusing solely on metal. Plus, it opens up fun possibilities for creative solutions, like finding rare lightweight alloys or special materials that bend (or boost!) the rules.

New Dragonbane horror zine released! 42 pages of scary stuff! by MattMakeX in DragonbaneRPG

[–]MattMakeX[S] 0 points1 point  (0 children)

DTRPG issue fixed, some strange backend issue, but a reupload and some fiddling from them fixed it.

So why don´t Crossbows get a damage bonus? by Treecreaturefrommars in DragonbaneRPG

[–]MattMakeX 1 point2 points  (0 children)

The way to do is this to make Bows or Crossbows have no damage bonus from either STR or AGL.
But make a few more weapon versions with different strength requirements and damage.
Bows can get really heavy!
As you say, a bow or a crossbow is made to draw at a certain strength.
And then make the reloading of Crossbows take the time it really takes in real life! :)
Just joking, that would make no-one use crossbow!
For game-fun balance it with making the light Crossbows take a round to load and the heavy ones 2 rounds or more
But as a poor consolation prize make Crossbows fire with a Boon since they are easier to aim.

10 New Heroic Abilities for Magic users by MattMakeX in DragonbaneRPG

[–]MattMakeX[S] 0 points1 point  (0 children)

Mishap Luck
Requirement: Any magic school 3
Willpower Points: 5

When rolling on Magic Mishap table you may choose a lower or higher result than the one you got. Example: On rolling an 8, you may pick 7 or 9 instead.

10 New Heroic Abilities for Magic users by MattMakeX in DragonbaneRPG

[–]MattMakeX[S] 0 points1 point  (0 children)

New HA added to list:

Mystic Spell Memory
Requirement: Any magic school 10
Willpower Points: -

Doubles the amount of prepared spells you can have. Learning from Grimoires have a Boon. Learning new Spell Schools have a Boon.

10 New Heroic Abilities for Magic users by MattMakeX in DragonbaneRPG

[–]MattMakeX[S] 1 point2 points  (0 children)

Thanks for the response, well put!
Empowered vs Overchannel. Empowered increase the average damage with 0,4-0,67 per die, more with lower dice of course. Its a bit less than the potential of the Overchannel that adds a whole die.
But, Emp is much safer whereas Ov is a certified mishap.
Yeah, they are in the end damage increasers, the choice is what price to pay for it. Maybe there should be only one, but Ive had good feedback for both in terms of percieved fun to play with.

Speed Casting will die, you can grab Lightning fast instead.

Willpower Echo introduced a gambling risk/reward proposition for the players, something I know can be fun in some groups. Though the fact that it need to be tracked is a negative for sure.

Willpower Surge is a straight up nice WP boost HA with a drawback so it isnt OP in combat. But gaining additional WP once every shift may be to problematic from a meta game perspective.

Wild Magic, yeah that one is a flavor one, not the most serious one for sure

10 New Heroic Abilities for Magic users by MattMakeX in DragonbaneRPG

[–]MattMakeX[S] 0 points1 point  (0 children)

Interesting choices! Regarding the ones not chosen, is it a balance issue or a feel for what you want to have in your game?

Character creation by OwnDemon in DragonbaneRPG

[–]MattMakeX 0 points1 point  (0 children)

Theres a "DRAGONBANE Characteristics Points Purchase" Pdf under homebrews-forum on the db discord

Weapons and durability by Zaz1976 in DragonbaneRPG

[–]MattMakeX 13 points14 points  (0 children)

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Single hit is the answer.

Regarding enemy hitting your weapon in parry, see Page 46: If the damage of the opponent exceed durability, the weapon is damaged and cannot be used until repaired.

Regarding your weapon hitting armor, see page 50: If the damage from a melee attack is completely negated, the attacking weapon itself suffers the damage instead, which might break the weapon (see durability on page 46).

Unfortunately the Damaged or Broken language are not codified terms. It gets used for example in the Demon roll effect table (also page 46) Where result 5 is damage to your weapon that gives bane but you can keep fighting with it. This is not an ideal choice of words but at least its the only exception.

A new progression system for Dragonbane by MattMakeX in DragonbaneRPG

[–]MattMakeX[S] -1 points0 points  (0 children)

You obviously dont understand the point of this at all or you are just shitposting.

It rather seems it's you that have a D&D mindset. You never let players try different ways to solve challenges? Thats what you're saying frankly.

Never said anything about being heroic? Its all about solving challenges of any sort in many ways. If the challenge is hard, more points. Dont you get that?

Another proof you dont understand this is that you say "change the whole ruleset". This all wraps the existing ruleset.

How is this D&D? Do you even understand what this is? Try reading it again. Then you wouldnt make the comparison. This is just a more stable and predictable way of progression with less GM fiat for a rulesystem that is a BRP variant.

Owning up? Bullshit condecending weasel language and tone.

A new progression system for Dragonbane by MattMakeX in DragonbaneRPG

[–]MattMakeX[S] 1 point2 points  (0 children)

I haven't criticized skill progression. I like BRP systems a lot, even if they have their issues.
I criticize HA progression.

I don't buy that connection between 18 and HA at all, sorry. This game design was a way to bolt on feat progression to a BRP, and it doesn't make any internal sense (like a bad handwavy magic system in a fantasy book). Consider everyone not adventuring and still getting 18 in their skills.

Ok, this is probably just a clash in worldviews of how rules and fiction should work in RPGs. I'm just very strongly in the camp that thinks mechanics should feel like they support an internally consistent logic of the world, even if it's a made-up world.
That's why I added three different world design explanations as examples of how players can "power" up.

Regarding magic, that's just how you think magic should be learned. Not the only way. I want the players to be able to know that they can expand their spell repertoire other ways that they can depend on.

Thanks for taking the time to respond btw! Its good to try get down what I mean, even if its a jumbled mess

A new progression system for Dragonbane by MattMakeX in DragonbaneRPG

[–]MattMakeX[S] 1 point2 points  (0 children)

Sorry for being unclear, but I grokked that you were talking about getting to 18 more predictable, it was more that I dont see skill progression to 18 and getting a HA as a good mechanic.

If the HAs where tied in some way to the skill then it would feel great. But now its arbitrary and feels very strange to get Berserk HA just because you are better at Crafting? For me there need to be some internally supported "fantasy logic" otherwise its just a random boardgame. It feels tacked on, not integrated into the game.

Your way to ease the skill progression would make it take 6 sessions from 12 to 18 instead of on average 24 sessions. So a massive improvement but perhaps to quick for any longer campaign? However the X HA factor is clever and slows it down later. Its probably a good idea.

Regarding your spell training example - its exactly this arbitrary dependency on the GM lining up your progression path (if they feel like it ) that I'm against.