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.
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
@@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.
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.
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…
@@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.
@@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
@@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)
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.
Yup, I agree. My question is do they, the creature, "threaten" the squares adjacent to them? If so you would have to make an evasion roll but if successful you could then just move around them. Do I have that right? I know they don't use the term "threaten" that I see and coming from a old school (like started in the late 70s) and going through all editions of the game, threaten squares were a thing. Thanks.
@@michiganufosandparanormal I think they do “threaten” the area around them. Page 43 “Free Attack: If you are standing within 2 meters of an enemy and then voluntarily move away from that enemy, you must make an EVADE roll.” One could argue that “moving through” is not the same as “standing” but I’d say functionally it is.
@@MattSmith83 Yeah, I just read that and then it goes on to say you can freely move AROUND the enemy as long as you stay within 1 sq a.k.a. 2m. It's just when you leave the square which feels like 3.x but I'm good with that. 🙂
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.
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.
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.
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.
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...
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.
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.
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.