Dragon Warriors

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PostPosted: Sun May 03, 2015 3:59 pm 
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I think the basic rules about routing from hand to hand can be projected so that any individual who is running would not have a sword up and would therefore have 0 DEFENCE. I also think a person with no weapon should take a penalty to DEFENCE since you're not exactly able to keep someone at a distance unarmed.

In another light, I think that people who are 'running' should be able to make an attack, have 0 DEFENCE but have a bonuse to damage and armour bypass. More so for horses. Not sure if that works well with the existing lancing rules. In the same way, if someone is in a position to hit back, that person should also have a bonus to damage and armour bypass.

Guess it'll be GM's discretion when you're using a dagger vs an opponent with a spear or lance.

Way I see it, the original books were small, compact and leaves a lot to be determined by the GM. However some sensible things might apply. 0 DEFENCE for running. Full DEFENCE for 'move' actions. Full DEFENCE and ATTACK for short 2.5m distances.

I also note the evasion rules refers to not being able to parry a dragons breath with a sword. Maybe it is possible to parry a dragons breath with a shield? p21.

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PostPosted: Tue May 05, 2015 9:10 am 
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It is possible to have too many rules...

I like Dragon Warriors' simplicity - there are no rules for things like cover, running through combat, charging, weapon reach, etc., and putting them in (and everything else that comes with it) would just create a bulky system like D&D or GURPS.

If your adventuring party wants to hunch behind their shields and charge a sorcerer, hoping the shield will bear the brunt of the next Dragonbreath or Shadowbolt that comes hurtling their way, then give them a bonus to their Evasion and say their shield is destroyed by the spell, should they succeed their Evasion roll.

In a role-playing game, where almost anything is possible, rule systems that attempt to cater for all of those eventualities just end up bulky, expensive and, ultimately, less fun to play - you're either at the mercy of the rules lawyer, or you spend too much time flipping through supplements to find the appropriate rule.

Note that the Dragon Warriors rules are pretty combat-heavy already, and the rules set the tone for the game that you play. Too much emphasis on combat and you'll end up with a D&D murder-hobo hack-and-slash adventure, losing the elegance of DW in the process. In combat, the narrative is much more your friend than the rules - if you can keep the players in character, even when they're rolling the dice, then you're doing your job as the GM :).

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PostPosted: Tue May 05, 2015 12:00 pm 
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Heh, thinking about some article I read about Gygax developing rpg's from a wargame. Moving away from mass combat to more individual roleplaying. I remember the amount of times my friends hated my rpg play style in a game of warhammer 40k rogue trader.

Still, playing a lot of mount & blade warband, that computer game calculates so many things automatically, charging into combat on a horse and its impact on damage. 40 damage with a sword blow, charge in with a lance 250....

Guess for an rpg it would be nice to automate parts of the combat.

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PostPosted: Wed May 06, 2015 6:46 am 
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Kharille wrote:
Guess for an rpg it would be nice to automate parts of the combat.

I agree. Combat takes up an inordinate amount of table time, and I'm certainly up for any ideas that brings the focus back to the narrative. If you have an idea for an app, then if be happy to put something together on the Forrest.

Although there's also no reason why you'd have to play through every combat - if the PCs decide to attack an obviously superior or inferior foe, just narrate what happens without recourse to dice.

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PostPosted: Wed May 06, 2015 1:44 pm 
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Theres a thought. In order to be successful, can we evolve Dragwars into something else that would appeal with those low attention span 7 year olds? I still think we can do amazing work with lewd cover art...

Wonder if there is something unique about 80's drag wars that is so distinct we can incorporate it into a 21st century mobile phone app or something...

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PostPosted: Mon May 11, 2015 11:25 am 
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One of the problems with DW is that although it has fairly simple rules, they are still not efficient or very adaptable. For example, there is practically a whole new mechanic to every different type of roleplaying situation.

I'm thinking of the many different ways DW deals with skills, or the different task resolution systems (with many different types of dice) etc. This lack of a central game mechanic actually means that DW needs more pages of rules to cover the same amount of ground, and makes the process of easily arbitrating unusual situations and staying focused on the roleplaying aspect of the game more difficult.

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PostPosted: Mon May 11, 2015 3:19 pm 
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WodenKrait wrote:
One of the problems with DW is that although it has fairly simple rules, they are still not efficient or very adaptable. For example, there is practically a whole new mechanic to every different type of roleplaying situation.

I'm thinking of the many different ways DW deals with skills, or the different task resolution systems (with many different types of dice) etc. This lack of a central game mechanic actually means that DW needs more pages of rules to cover the same amount of ground, and makes the process of easily arbitrating unusual situations and staying focused on the roleplaying aspect of the game more difficult.

This, to me, is one of the biggest reasons DW is not more popular - the barrier to play is just too high for new players. One or two simple core mechanics is all you need for effective play. For example, I play with 2d10 for all secondary characteristic checks (Attack, M Attack, Stealth, etc.) and 1d6 for all primary characteristic checks (Strength, Reflexes, etc.). It's _very_ rare that we ever need to reach for other dice. But a brief scan through the bestiary and you can see the problem that not having a consistent approach causes, with special (and sometimes conflicting) rules for all of the creatures' various powers and abilities (grappling, taming, charging, called shots, whips, etc.) - and that's without the cluttered mechanics of the main rules (Attack vs. Defence is difference from M Attack vs. M Defence, 1d6 for shields, 1d20 for primary characteristics, fright checks, surprise, etc.).

Maybe SKG's next project will be to release a DW version 2.0...?

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