Dragon Warriors

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PostPosted: Mon Oct 30, 2017 4:10 am 
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Taking inspiration from Bloodsword, in those game books there were combats that took place where movement was limited by walls. Going a little further, players could not stand on squares occupied by water or air, such as fighting on an underground boat or whilst standing on a bridge. I think this is something that can be expanded on further. For example, a Knight who is fighting a barefoot barbarian with a spear in a 2ft deep marsh. I'd say the Knight should have his movement restricted, and possibly be the last guy to strike back. And that is assuming the Barbarian decides to engage in combat. What if he decided to back off and use slingshot? I've touched on this a while ago, gets a little complicated when you have variations such as 4ft deep water, 6ft deep water, jungles, forests and even vegetation varies in its thickness.

How about basic cover rules? If someone fired off a DRAGONBREATH at someone who is waist deep in water? I'd say he can immerse himself. Also what if an Assassin wishes to conceal himself in water or trees? How about some guidelines to spotting people in cover? How different would it be if one were to throw rocks, shoot arrows or use blow pipes?

I think mounted rules, chasing mounted or running opponents should be covered. What about the moment a charging mounted guy connects with an infantryman? Also, do warhorses really make such a contribution of stomping, kicking and biting? Can a rider function whilst balancing on a kicking horse? How about guidelines for wounded riding horses, or one that you just dragonbreathed?

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PostPosted: Thu Nov 02, 2017 11:15 am 
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Hi everybody.
I like dragon warriors because rules are rather simple. But If we want to add extra rules (for different situations), I would be pleased to choose the best ones among the suggestions.

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PostPosted: Fri Nov 03, 2017 5:38 am 
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Lands of Legend was truly a fantastic world. Based on the Bloodsword books we saw adventurers go through some fantastic environments. I think its mentioned, say in the battlepits of krarth or book 6. Not sure if I recall correctly but there were some fantastic environments. At least within the walls of spyte, I think the laws of physics were slightly altered. Magic really does alter reality. Right now I don't recall a specific example but I recall the players could be teleported to different times and locations.

Also that Kingdom of Wyrd had some strange environments caused by the ruler. Dream worlds and altered realities.

If we were to come up with environment rules, there may also be a possibility of twisting these rules, like reversed gravity, waterfalls that fall upwards, super high mass objects and maybe a breathable water environment. Perhaps when our fan base explodes we can do more supplements on these new worlds.


Just crossed my mind, what did the Hobgoblin want to do with Clothilda in book 3? Maybe he needed a housekeeper?

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PostPosted: Fri Nov 03, 2017 11:20 am 
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Kharille wrote:
How about basic cover rules?

In fairness to Dragon Warriors, the simple framework of rules lend itself quite nicely to managing cover. For example, in missile combat, a large person behind cover might be treated as a small target, and the same extrapolation could be made in melee (see the other thread on this forum about called shots - viewtopic.php?f=4&t=290).

Kharille wrote:
If someone fired off a DRAGONBREATH at someone who is waist deep in water? I'd say he can immerse himself.

And if the target made his Evasion check, that is, narratively, exactly what he would do, I imagine. And if he fails his Evasion save? Well, then he wasn't quick enough...

Kharille wrote:
Also what if an Assassin wishes to conceal himself in water or trees? How about some guidelines to spotting people in cover?

In that scenario, I'd suggest using the existing Stealth vs. Perception mechanic. The basic stealth vs. Perception rules explicitly state that some cover is assumed to be available so concealment in water or behind trees would be ideal.

Kharille wrote:
How different would it be if one were to throw rocks, shoot arrows or use blow pipes?

I'm not sure whether you mean as the stealthy person or at the stealthy person. If firing from a concealed location, I'd give the target a chance to spot the movement (i.e., a second Stealth vs. Perception test). If firing at someone partially concealed, I'd probably do as above and change the relative size of the target to what the attacker can see of him.

Individual encounter circumstances will always trump generalisations, but the Dragon Warriors rules are simple and broad and can generally be adapted to suit each of the above situations. I hope this has given you some inspiration, but I'd be interested to hear how others would interpret the rules in these scenarios.

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PostPosted: Fri Nov 03, 2017 11:28 am 
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Kharille wrote:
I think mounted rules, chasing mounted or running opponents should be covered. What about the moment a charging mounted guy connects with an infantryman? Also, do warhorses really make such a contribution of stomping, kicking and biting? Can a rider function whilst balancing on a kicking horse? How about guidelines for wounded riding horses, or one that you just dragonbreathed?

With the caveat that I haven't playtested these rules, I considered some of these factors when creating an outline of mounted combat rules for Dragon Warriors in my own game on which I would definitely welcome any comments or builds:

http://www.cobwebbedforest.co.uk/librar ... Mounts.pdf

Also, I would heartily recommend this article about horses on the Dragon Warriors Wiki: http://dragonwarriors.wikifoundry.com/p ... vely+Horse. It's more about role-playing a horse than it is about game rules so isn't directly relevant, I know, but it's still a great article.

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PostPosted: Fri Nov 03, 2017 5:21 pm 
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Lee, not always, but most of the time I find your interpretation of rules very interesting, :).

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PostPosted: Fri Nov 03, 2017 5:26 pm 
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hermes421 wrote:
Lee, not always, but most of the time I find your interpretation of rules very interesting, :).

I'm glad you find them interesting (if not always!) I'm always open to discuss alternative interpretations, though, so if something doesn't resonate with you, just comment and let's get a debate going.

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PostPosted: Mon Nov 06, 2017 7:34 am 
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Had a glance, interesting. Makes me think I must've raised the same questions again and again if I saw that pdf before.

Guess its too much to make official rules. Then again, the official rules on poisoning are too harsh if you ask me. Maybe if Dave expanded on a series of disabling poisons rather than the deadly animal toxins that we briefly touched upon.

Rules of adventuring could do with a dedicated supplement. I suggest we use simple, easy to rule guidelines like the climbing rules, as in, if you got reflexes 18 you can climb glass, 21st century skyscrapers with no hand holds and all. Don't ask me how.

Not that I know anything about that reflexes 18 'surface' in the book 1. Minaret of something or another right?

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PostPosted: Mon Nov 06, 2017 10:32 am 
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Kharille wrote:
the official rules on poisoning are too harsh if you ask me. Maybe if Dave expanded on a series of disabling poisons rather than the deadly animal toxins that we briefly touched upon.

Dragon Warriors, like a lot of early FRPGs, had a lot of ways in which an unlucky character could die from a random die roll. DW has quite a lot of these and I've mostly house-ruled them out of my own games as my group finds this to be quite a dissatisfying way for a character to find his end (it runs counter to player/character attachment, which we like in our role-playing). If you're interested to see how I've adapted DW perils, I have an (old) draft of my house rules available for download:

http://www.cobwebbedforest.co.uk/librar ... Perils.pdf

I'd be interested to know how other people have dealt with the lethality of Dragon Warriors, assuming they have at all, of course - some people might prefer the capricious uncertainty that any die roll could be their last and I'd also be interested to know how that has expressed itself in play.

Kharille wrote:
I suggest we use simple, easy to rule guidelines like the climbing rules, as in, if you got reflexes 18 you can climb glass, 21st century skyscrapers with no hand holds and all.

This mechanic already exists within the main rules as the difficulty factors for climbing different surfaces. With a Reflexes of 18, a character can climb everything with a difficulty factor of 18 or less (a "smooth stone wall" has a difficulty of 18). Most of the DW rules break down at extremes, so a sheer glass skyscraper would not fit this scale (or, in equivalent DW terms, a smooth icy surface, perhaps?) - and I would suggest a skills system would be required to represent a highly skilled and highly dextrous climber that could attempt this.

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PostPosted: Mon Nov 06, 2017 1:21 pm 
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Ah yes, smooth glass wall, minaret of Nuara the Enchantress, reflexes 20, book 4 or the assassin entry in the new rulebook. I think we should consider guidelines for others such as looks 20 to get the attention of Goddesses (Paris, Troy, total obliteration of a kingdom), to Strength 20 (vampires), Psychic Talent 20 (? Well, how about all sensory skills at 100%), and all.

Since strength provides +2 to armour bypass rolls and damage we should include it. Maybe to apply for things bigger than humans, like Heraklos wrestling ogres and giants or stuff like that.

Great to get this pdf, time to spend in the office in 'research'.


Wonder if there was some way to somehow streamline and interconvert. Maybe strength 20 people can start doing ship point damage. Also, how about ship point damage from fires? Fire rules could be expanded upon, so far all I know is the warlock HELLFIRE rules.

Some others I've raised before, how about Unicorn stats, since I got a vague recollection about its coverage in book 3. Was there something you could do with unicorn horns? Also what about those Shen Lun horns and flying devices?



And how about flying rules? Maybe its because I was skimming my gygax 1ed adnd recently...


I'm also for using strength reflexes stats as reducible stats, like hp. A strength 18 guy will naturally weaken due to a range of circumstances, not just the sorcers WEAKEN spell. Maybe a forced march will render such warriors operating with reduced stats? Maybe, some really simple guidelines on diet for such individuals?

How about revised falling rules for falling 200m into water?

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