Rules

Jul 18, 2024 3:25 pm

Rolling Dice

To determine whether an action succeeds or fails, you usually roll a D20. Rolling equal to or under your skill level means that the action succeeds. If you have a boon, you roll two D20s for that action and only count the lowest result. If you have a bane, you also roll two D20s, but instead only count the highest result.

Rolling a one (1) on D20 means that you are particularly successful. This is called rolling a dragon. In combat, a dragon roll has specific effects – increasing the damage of an attack, for example. Outside of combat the GM decides the effect. Some suggestions:
✦ You impress everyone around you.
✦ You achieve more than intended.
✦ The action is performed faster than usual.

Rolling a 20 on D20 is called rolling a demon and means that the roll fails regardless of your skill level and other circumstances. Rolling a demon also means that the roll cannot be pushed. Demon rolls can have additional effects in combat and during spellcasting. Outside of combat the GM can let demon rolls have effects such as:
✦ You damage yourself, someone else, or an item.
✦ You make a fool of yourself in front of everyone around you.
✦ You make a lot of noise.

Pushing Your Roll

If you fail a skill or attribute roll, you can choose to push the roll, which means that you make another attempt. The new result applies, whatever it is. If you have boons or banes, you must re-roll all dice. You can never push a demon roll (a natural 20).

Whenever you push a roll, immediately after the re-roll, you suffer a condition. This means that you get a bane on all rolls for skills based on a certain attribute, and rolls against the attribute in question. Each attribute is linked to a certain condition. Thus, there are six different conditions:
✦ Exhausted – STR
✦ Sickly – CON
✦ Dazed – AGL
✦ Angry – INT
✦ Scared – WIL
✦ Disheartened – CHA

You decide which condition you get from pushing a roll, with two important restrictions:
✦ You cannot choose a condition you already have.
✦ You must be able to explain how the condition
results from the action you are trying to perform. The GM has the right to reject clearly unreasonable explanations.

Once you have all six conditions, you may no longer push your rolls. In addition to their effects, conditions provide inspiration for roleplaying. Mark conditions on your character sheet.

Healing Conditions: You can recover from a condition by resting.

Measuring Time

Three units are used to measure time in Dragonbane. Rounds are used in combat, while the stretch and the shift are used in other situations.
Unit of TimeDurationEnough Time To...
Round10 secondsPerform an action in combat, take a round rest
Stretch15 minutesExplore a room, take a stretch rest
Shift6 hoursHike for 15 kilometers, take a shift rest


Magic

To cast a spell you must spend Willpower Points (WP) and roll against your skill level in the relevant school. Any school can be used to cast general spells. If the roll succeeds, the spell has the intended effect, as per its description. Otherwise, it has no effect. You can push the roll if this optional rule is used. Magic tricks succeed automatically and always cost 1 WP.

Zero WP: Some spells can drain WP from another person. Hitting zero WP has no other effect than prohibiting the use of abilities that require WP.

Power Level: The power level of a spell indicates how much power you charge it with. The power level ranges from 1 to 3. Casting a spell costs 2 WP per power level. In other words, normal spells always cost at least 2 WP, and magic tricks always cost 1 WP. Some spells do not use power level – these always cost 2 WP.

Power from the Body: If you have just one or zero WP left, you can draw power from your body if need be. But this is harmful, potentially even lethal. Roll a die of your choice (D4, D6, D8, D10, D12, or D20) before casting the spell – the result indicates how many WP you gain and must use straight away, but you also take the same amount of damage. WP not used immediately are lost. The damage is applied after the spell is cast. Power from the body cannot be used for healing spells.

Magic and Metal: Metal has an anti-magical effect, which means that you cannot use magic if you are wearing metal armor or have a metal weapon at hand (page 45). This includes partially metal items such as axes, spears, studded leather, and arrows (but not staves, clubs, or slings). Items in your inventory do not count.

Requirements: To cast a spell, you must fulfill one or more requirements which are specified in the description of each spell.
✦ Word: The spell is activated with a chant or power word. It cannot be a whisper.
✦ Gesture: The spell is activated by making specific hand movements.
✦ Focus: The spell is activated with an item held in your hand, such as a wand, crystal ball, or amulet.
✦ Ingredient: The spell is activated using a certain ingredient, which is consumed in the process.

Some spells have multiple requirements. You cannot cast a spell unless all its requirements are fulfilled. As a newly created mage you may select three rank 1 spells and three magic tricks to start the game with. They must be chosen from your school of magic or general magic. You also get a grimoire where all your spells are recorded.

Casting Time: Unless otherwise stated, casting a spell always counts as an action in combat. However, there are reaction spells which are performed outside your own turn. Unlike other reactions in combat, such as parrying and dodging, reaction spells do not replace your regular action in the round. This means that you can cast as many of them as you want, if you have enough WP. There are also rituals, which take a stretch of time or even a shift to perform.

Grimoire: Casting an unprepared spell from your grimoire takes twice as long, which means that you must spend an extra round, stretch, or shift on preparations. Make the roll when the spell is completed. Reaction spells cannot be cast from your grimoire.

Melee Combat

To attack someone in melee, you generally must be within 2 meters of your target. On the grid map you need to be positioned in a square adjacent to the enemy (including diagonally). When attacking in close combat, you use the skill that covers the type of weapon you are wielding.

Damage: If the attack hits, your weapon determines which dice you should roll to see how much damage you inflict on the enemy. The damage can be increased by your damage bonus and a dragon roll and decreased by armor.

Damage Bonus: Your damage bonus is determined by your score in the attribute on which your weapon skill is based – AGL or STR.

Ranged Combat

To use a ranged weapon, it must first be drawn (free action), just like in melee. You should preferably be positioned over 2 meters from your target (i.e. not in an adjacent square on the map). Standing 2 meters away or less gives you a bane on your attack. Roll against the skill for the weapon you are using. For throwing weapons, use the same skill as for melee attacks (such as KNIVES or SPEARS). If the attack hits, the weapon determines which dice you should roll to see how much damage it inflicts. The damage can be increased by damage bonus and a dragon roll, and decreased by armor.

Damage Bonus: You get a damage bonus for ranged weapons, just as in melee. But note that crossbows do not give you a damage bonus.

Range: The weapon tables on pages 74–75 specify the range of various weapons – that is, the maximum distance (in meters) at which the weapon can be used effectively. You can fire at targets up to twice the listed range, but then you get a bane.

Parrying and Dodging

When hit by an attack in close combat, you can choose to parry the attack with a drawn weapon or shield. Note that you cannot draw a weapon to parry, as free actions can only be performed on your own turn. You must declare that you are going to parry before the attacker rolls for damage. You cannot parry unarmed. It is also impossible to both parry and dodge the same attack. You can parry while prone. When parrying, you roll against your skill level for the weapon.

Reaction: Parrying is a reaction, as it breaks the initiative order. It replaces your regular turn, and you must immediately flip your initiative card. This means that you cannot parry if you have already had your turn in the round (but see the heroic ability Defensive).

Shield: If you have a shield drawn, you can parry with it instead of your weapon. There is no skill for shields – instead you can use any STR-based melee skill (i.e. any of them except KNIVES and STAVES) to parry with a shield.

Monsters: As a rule, monster attacks cannot be parried, unless otherwise specified.
As an alternative to parrying, you can try to dodge when hit by an attack. You cannot parry and dodge the same attack – you must choose one or the other. You can dodge while prone. You must declare that you are dodging before your opponent rolls for damage. Roll for EVADE – on success you evade the attack and take no damage. On a failure, you are hit by the attack.

Reaction: Dodging is a reaction and, like parrying, requires that you have not already had your turn in the round. Once you have dodged, your turn in the round is spent and you must flip your initiative card.

Movement: On a successful dodge you may, if you want, move up to 2 meters in any direction. This movement does not trigger free attacks from anyone.

Monsters: As a rule, monster attacks can be dodged, unless otherwise specified.

Damage and Healing

Life as an adventurer is hard and risky. The rewards may be great, but the only thing you know for sure is that you will suffer all sorts of damage along the way. Taking damage reduces your hit points (HP).

Wearing leather, chainmail, or plate armor can protect your body from damage. Equipping or unequipping armor counts as an action in combat. The armor you are wearing should be written down in the Armor section on your character sheet and does not count toward your encumbrance. You can only wear one suit of armor at a time. Some armors can give you a bane on certain skill rolls or restrict your movement.

Armor Rating: An armor’s effectiveness is determined by its armor rating. Whenever you take damage from a physical attack, subtract the armor rating from the damage. If the damage from a melee attack is completely negated, the attacking weapon itself suffers the damage instead, which might break the weapon.
Lost HP and WP are recovered by resting. There are three kinds of rest – round rest, stretch rest, and shift rest. While resting, you cannot perform any actions that require die rolls or WP.

Round Rest: A quick rest that lasts just a single round. During a round rest you recover only D6 WP, no HP. You can only have a round rest once per shift.

Stretch Rest: A short rest that only lasts for one stretch of time. During a stretch rest you heal D6 HP, or 2D6 HP if someone else is tending to you and succeeds with a HEALING roll. The caregiver cannot rest during the same stretch and can only heal one person during the rest. During a stretch rest, you also recover D6 Willpower Points and heal a condition of your choice. If something dramatic interrupts your rest, the effects are lost. You can only have a stretch rest once per shift.

Shift Rest: A shift rest lasts one full shift of time and can only take place in a safe location where there are no enemies nearby. During a shift rest you recover all your lost HP and WP and heal all conditions. If a shift rest is interrupted by combat or hard work it has no effect.

Magic: Spells can allow you to heal HP more quickly than usual.

Monsters

A monster always uses a monster attack when it attacks. Each monster has a unique set of monster attacks, which are summarized in a table. The GM rolls or chooses an attack from this table when it is the monster’s turn to attack. Monsters never roll dice to hit their target – monster attacks succeed automatically. Performing a monster attack counts as an action. Unless otherwise specified, monster attacks have the same range as melee attacks, i.e. 2 meters (an adjacent square if you are using grid maps).

Dodging & Parrying: As a rule, a monster attack can be dodged but not parried. This applies to attacks with an area of effect as well, but not fear attacks. Exceptions to this rule are stated in the monster attack description.

Conditions: Monster attacks can inflict conditions on player characters. If a character gains a condition they already have, the player must choose another condition instead.

Repeated Attacks: A monster never makes the same attack twice in a row. If the GM rolls the same monster attack two consecutive times, the second roll changes into the next attack on the table. The 6 result becomes a 1.

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