See his detaisl on the kobold minions and such
https://m.youtube.com/watch?v=gQNrg1Q0dl8&t=321s
My Notes. And art 'n origins from D&D, books, comics, movies, video games, etc.
https://m.youtube.com/watch?v=te__Wy4E-ZE&t=755s
He does same temple we just did.
I wanna ask… is dragonbane good for aoe blaster mages? Or is it just super fun for GMs and martials?
Sidenote, from here:
Neomaxim said:Do you think it would utterly destabilize the game to let players have either the Fleet Footed, or Parry-equivalent Heroic Traits [Heroic action names are called Defensive for shield blocks taking no action costs WP, similar to Fast Footwork which gives Dodge an attack without using Action, WP cost 3] for free?
Not at all.
It actually works better for the game if you do as in the end just speed up the inevitable. Most players will take one of them anyway as soon as the get their first Heroic Ability granted from the GM for a heroic deed (aka milestone advancement...) as they stand heads and should above the rest.
The adventure booklet in the basic box hands out 1-2 if I remember correctly. And Path of Glory assumes that the player start with three of them.
Also you just could play with the Alternative Ability optional rule from the rule book that allows a player to swap out their starting Heroic Ability.
You can compare the basic action economy of the game to low level D&D. A quirk that won't last long and you will spend the majority of your campaign with everybody having them.
A quick high damage Melee build:
The only "complexity" I can see is
Starting to think people that love Dragonbane love it for a few simple reasons:
My comment on Mage on SlyFlourish's yt:
Dragonbane comment 2 of 2: So I would like to say, as a player and a GM, I tend to really like your take on things. When we are the GM, we want our friends and family to succeed and beat the monsters. We want everybody to have a good challenge, each of the party to have a solid role in combat, and also for everyone to have a lot of fun (including the GM). So coming from that angle, I would appreciate your take on one aspect of Dragonbane that I have reservations on.
Speaking purely combat-wise, I suspect the Mage class is a little underpowered... but I haven't played enough to have a good feel. What I understand is that in Dragonbane you never truly level up, so you almost never increase hitpoints on your PC. So enemies don't have crazy high hitpoints... ever. Goblins and orcs have 7 HP to 10 HP. Bigger monsters have around 25-45 HP it would seem. Spellcasting costs WP, has a chance to miss, a chance to be parried/evaded, and a chance for a critical mishap. I believe the highest level single damage (or even AOE) spell is 2d6 , same as most attacks, unless you use WP to increase it to 4d6 (you can't do that all that often in a game day). [edit: 2d10 if you get the rank3 Firebird actually. And a correction, a Heroic Ability similar to D&D feats, you can eventually after many upgrades/adventures cast 2 spells in one round (still costs extra WP), but that seems similar to other class Heroic Abilities where they can attack twice, etc.].
The Mage is also very squishy, with armor being more important in Dragonbane in many ways than other RPGs I've played. Our very excellent GM who has played exclusively Dragonbane for a year even stated he barely sees anyone play a Mage. It seems like all the other characters are just way more consistent in combat. So... what am I missing or is the Mage just supposed to be 80% utility even if you try to build one out to be a battle mage?
Maybe there are some blogs out there explaining this, I just haven't found them yet. I will be rewatching a youtuber going by "Cthonic Musings" who loves Dragonbane and seems to have a solid 40 years of experience in TTRPGs, so I hope he sheds light on this specific worry. Example: www[dot]youtube[dot]com/watch?v=jIfSJDs_ojQ [[edit2: I'm starting to think at the very end game scenario, if you are maxed out in magic abilities, have all the Heroic Actions, save all of your WP points for the boss, happen to have rank 3 firebird for 2d10, upcast it spending more WP points to do 4d10... use more WP to cast a 2nd different spell for 4d8 upcasted... yeah you can do a ton of damage in one fight, if those spells aren't parried/evaded and if all 4+ rolls go your way... seems like a lot of ifs! Maybe you can go last in a round to make sure they aren't parried/evaded.... Honestly though, I just wanted something like a D&D fireball so that sometimes you can do a lot of damage with AOE... guess this game just plays differently!]]
Conclusion:
Well, it seems like the Mage is not going to be doing a D&D style fireball very much. And you might get lucky on a big damage double spell against a boss monster... IF you are like super maxed out character-wise with every spell, etc. and you save all your WP for the boss, and wait for a round he can't parry. I think. I wonder if with heroic actions the martials get to do sort of similar damage in a round or two. Hmm.
So you guys asked how people experienced it? It's kind of become a meme for my friends and I, because it started when my friend (who usually played rather than DM'd - I was the usual DM) ran a campaign where he told us (veteran 3.x players) "please don't make super-powerful characters for this campaign." (Living Greyhawk had kind of taught us that the weak perish to looking around the corner and seeing 4 bodaks and the strong pick good prestige classes, lol.)
Lightning bug or Firefly?
Lightning Bug: I've heard some other folks use that word... for a while I thought it was just my Dad.
Firefly: seems to be more common in the general US pop culture (TV, movies), but if you want to be technical, it is less correct since they are beetles and not flies. ¯\_(ツ)_/¯
Mark Twain once said, “The difference between the almost right word and the right word is really a large matter -- it’s the difference between the lightning bug and the lightning.”
Interesting take, the Low Fantasy is particularly interesting… I probably agree with a lot of it but….
https://m.youtube.com/watch?v=LNauaDxuPgA
Commenter says:
Sword and Sorcery is “low fantasy high adventure. The actual setting is one where most people never encounter the supernatural elements. … examples Conan, dnd adventures like Against the Cult of the Reptile God, The Lost City, etc.
My thoughts:
Older (and a ton of current) D&D campaigns at level 1 characters started off as Sword & Sorcery/ Pulp then evolved into High Fantasy pretty quickly. Then if you got into higher levels, maybe that’s the newly defined “superhero fantasy” … kind of.
Those three are all parts of the same thing to me. And the current internet ppl obsession with separating them is maybe too much. But I understand why they do it.
Now as far as the genres/ games that pull in modern (anything after the year 1500) technology or science fixtion… I definitely like to keep that very very separate.
DRAGONBANE Description by a DM:
his is an introductory adventure for those wanting to try a new system, but still in keeping with high fantasy. Dragonbane trades the superpowers of heroic fantasy for more grounded stats and the freedom to develop your character as you want. Combat usually only lasts 3-4 turns, and monsters are particularly deadly and unpredictable.
Having played OSE and B/X style initiatives ONLINE with new ppl, I can't say I like it. It is too uncoordinated, and my turn has been skipped before. It's just not clear the way some DMs are doing it.
https://m.youtube.com/watch?v=51dVcIaWrSA&t=388s&pp=2AGEA5ACAQ%3D%3D
This is the one I remember… pretty sure. Early on the young one attacks the porcupine and gets quills in a paw. Indicated with my red marker.
MerricB, on AD&D and new D&D... he hasn't updated his site in a while, but lotsa good stuff as I recall. Totally agree with this one:
https://merricb.com/2025/04/24/i-want-magic-weapons-to-matter/?unapproved=41222&moderation-hash=3f148576cd007ea2439c57da4097c818#comment-41222
https://merricb.com/2014/10/22/add-review-c3-the-lost-island-of-castanamir/
BTW, Sorc builds: https://rpgbot.net/pathfinder/characters/classes/sorcerer/#races
NOTES
Super nice. Pathfinder 1e (super similar to 3.5e D&D) char builder:
https://www.trovetokens.com/anvil/
Only issue on my browser at least, is you gotta zoom out to see a long list of feats to hit OK at the bottom. But can easily copy paste text to read feat descriptions, so not bad.
Feats to investigate:
Wings of Air
Eschew Materials (Sorc level 1)
Benthic Spell:
You can modify a spell that deals acid, cold, electricity, or fire damage to deal damage through high-pressure water instead. The spell gains the water descriptor, and you can either replace the spell's normal damage with bludgeoning damage or split the spell's damage so that half is bludgeoning and half is of its normal type. Creatures with damage reduction apply their damage reduction to bludgeoning damage from a benthic spell, but the spell counts as bludgeoning and magic for the purposes of bypassing damage reduction.<br />A benthic spell uses up a spell slot one level higher than the spell's actual level.
This is one excellent video with great visuals and ideas: https://m.youtube.com/watch?v=ZvtpLCcN6FY&t=162s
The official fan website for Mystara, whatever that means. Ppl seem to like it though, and I like the "newbie" summary: https://pandius.com/guide/index.html
And I like what they say here: https://www.reddit.com/r/osr/comments/i8xpnx/questions_regarding_mystara_and_ose/
Their bit on Shadow Elves:
I've heard of this, what is it again: https://lamentationsmystara.blogspot.com/
OSE (but Mystara related) stuff...