Home Creators Posts Import Register Favorites Logout
haven't archived this post yet. have a subscription? use the importer!

Downloads

  • Deathbringer Beta.docx

Missing 1 file, as this post has not yet been imported.

Content

This is the latest draft edition of Deathbringer RPG. The biggest change is there are only three ability scores. This is the version I am piloting at GenCon and other cons this year. All material is subject to change and yellow sections inclldicate things under development. I KNOW there are tons of errors. This is a draft, but you can see where things are heading--an even more minimalist direction.

--PDM


Comments

Nygfan

Encumbrance still says Con +10, but you eliminated Con

Brian Peters

Can’t wait when you clean this up and make a small zine of it. I would rather see less total. I still love the trifold

Kyle Houghton

Love it so far! I'm a big fan of pairing down the stats to 3-4 so this is right up my alley.

Ajax

We started using Cairn which also uses the Three Abilities. I of course modified that as soon as I read through it and changed the Magic System completely. I have the new Deathbringer rules printed and will read through them after GenCon, Hope to see the Professor there.

bynw

someone else has already mentioned the CON stat. it's mentioned under the Plague Doctor class and Encumbrance rules.

bynw

Also INT is mentioned in several spots on casting spells

Chuck Thorin

I like it. Like the random stat generation. I like the grimmer character progression. I still do prefer the backgrounds/life path from the earlier editions. And I just still can't get on board with the static weapon damage. Sorry. But there's lots of cool design philosophy there.

James C

I’m interested how your swarming rules will work out. It reminds me of the Cleave feat but it hits better but loses the chance to hit multiple targets. At any rate, I like to see more designs to fight very weak but swarming monsters like goblins and kobolds.

Graham Kane

I really like this. I imagine this would work very well for convention play and newbies. I wasn't crazy about the static weapon damage at first but the way you add STR/DEX gives it just enough crunch. I'm in two minds about only 3 stats but it certainly seems to work and brings Deathbringer inline with Eldritch Hack.

Brian Thompson

This is art, wish it was on more tables. You're an inspiration!

Chad Wilkerson

Fantastic! And just in time for the start of the school year here. Let the carnage commence!!! 😎😎😎🥰🥰🥰

Cee-Jay

I like what you are doing here a lot. And the character classes have great flavor. First time I've read character classes in a work like this and actually been excited by them. Also, a lot of what you are doing feels like a simpler, streamlined DCC and B/X baby, but definitely with some unique flavor. And I mean that as a high complement. Feedback (understanding that this is a rough draft you are still working on): For Abillty checks, align the "how to play section" with the GM notes. My suggestion would be to state in both places that there should be no role for easy tasks, even under time pressure. Maybe a little discussion on how players can customize the base classes... not mechanically, but in a narrative way. A Deathbringer could be conceived as a generic fighter that could fit the mold of barbarian, cavalier, warrior, knight, etc. While this is obvious to you I imagine, some players need "permission" to use their creativity and understand that classes are kind of like generic archetypes, and that they can create the flavor of 5e-like subclasses using them. Otherwise, many folks will be totally uninterested when the realize "there aren't enough classes". Then again, you probably aren't making this game for them! For class skills and abilities... Advantage is a great mechanic, but I also like the idea of using the extra 1d6 you talk about in some of your videos. There is something more pleasing (to me) of adding an extra 1d6 in comparison with taking the higher of two d20 rolls. On the other hand, I appreciate the simplicity and streamlining of using advantage (since you also use it in other places). I recommend a re-work of drugs. Call them "witch tinctures" or something but don't call them drugs... and don't make them clear facsimiles for weed and blow, etc. Any character should be able to use them... arguably magic user needs them the least because they already have fun consequences for using magic. In addition to the risk of addiction on a 1, I would add a minor consequences table for a roll of 2 to 4... bad skin, loss of teeth, terrible breath, short-term memory loss, pass out for 1d4 rounds, etc. Maybe the stimulants help you fight and take certain actions, while the trippy stuff could help the doctor concoct more powerful potions... but with consequences... so maybe his/her potion gets advantage, but on a 1 it does the opposite of it's intent (healing potion is poison, for example). To me, it's important to not make this simple street drugs with a chance of addiction... make them have more of fantasy flavor and take advantage of the opportunity for fun consequences. Or maybe you roll for the benefit and the consequence? I know, getting to be too many rolls, but I think you see where I'm going. Take what you want and leave the rest behind. Again, I love what you are doing and I'm excited about it!!!

Tuska

Love It! Great add-ons from the last time you updated the core rule set. I would like to see more on MASS COMBAT like the rules in a video you did on mass combat a while back. One where you added and subtracted D10s. Also, will the various classes have hp(HD) progression per level? Love the tone and feel of the rules. OSR forever!

William Smith

I am still reading through, but I had to stop to say thank you for explaining the rules BEFORE character creation. So many rule sets give a quick description of the game and then jump into character creation with options and choices that the player might not fully grasp how it works in the game. Now back to reading.

James M Spahn

See, I find this so interesting. For me, a basic discussion of the rules before character creation really threw me off. It's simply a formatting choice, but it made me realize how that's just always the way it's been and in DB it's not and it really throws me for a loop.

William Smith

A few more tidbits: 1. I love you using the terms "melee, ranged, far, and out of range." It is a good way in my mind to move from the grid to UDT or TotM. 2. Under "the Core Rule", where you talk about advancement being illusionary, it makes me think there is no reason to even have levels. Consider characters gain XP through adventuring. Then, the advancements cost a certain amount of XP to be spent on that. This give the chance for the player to decide if they want to bank XP for a more powerful advancement or spend right away on some simple ones. Probably easier is just have every 10 XP, the player choses one of the three things. 3. I don't know if I like the sliding scale for base DCs. Not sure what else to say about that. (Edit: When I say sliding scale, I mean when it says "Normal 10-11, Difficult 12-14, etc., instead of a single number like "Difficult 12, Very Difficult 15, etc.)

William Smith

James, it is a fresh topic in my mind because I just got and have been reading Dragonbane since Wednesday. You are correct. Almost every game gives a quick "this is what we are about" and then jumps into making a character. It is standard fare. However, and I don't want this to sound like I am disparaging any RPG, many games (Dragonbane since I am reading it) will mention things in character creation that don't quite "make sense" unless you flip through to the "heroic ability" section, for example. Now, with that said, I completely understand why CharGen comes up front. It is probably easier to get the player engaged than read how magic works. In a much less crunchy game like Deathbringer, it seems to work good for me.

JoePest

Always happy to see new Deathbringer content! My quick take on the update: * I love the ‘going nuclear’ option for Grimscribes. This can lead to lots of fun. * I like the roll d20 options for when a character drops to 0 hit points. This clears up some gray areas that I’ve encountered with death at 0 hit points (should it be instant, should it occur at the end of the round, what if an ally can reach the character and heal/apply a potion…) * I like that ability stats can start at -1. Makes lots of sense. * I like the level up options presented, but this seems to indicate that gaining Deathbringer Die at each level is a thing of the past. To me, those dice are the heart of the game and you want your players to have more of them. I realize that I can just award them as necessary, but that just waters down a reward in my opinion,. * Not sure how I like all players starting with 2d6 hit points; I like the idea of hit points being tied to an ability, and some players naturally having more than others. I realize that with the elimination of the Constitution ability this is no longer possible, but I think I would just tie hit points to Strength in this case.

BrianV

Will we see a new Deathbringer Character sheet from Runehammer?

Sid Stubbe

Luv Morgyn Metalwulf. I feel like Deathbringer would be an easier sell if it stuck with the classic 6 abilities, even if they were renamed. Also, I feel like the Witch Hunter needs a little something extra: a 2nd attack at 5th level perhaps?

Reraise

I am a noob, so this question is for anyone... What happens when a wizard grabs a big sword and tries to attack with it? (Possible answers might be: Roll with Disadvantage, or just roll without proficiency bonus, or STR requirement if sword is huge, or Wizards use words not swords (boo)). Let me reword it thusly: In Deathbringer tri-fold rules, it says, "+1STR means proficiency in ALL hand weapons"... So, how do we roll for grimstalker attacking with a big sword, and also what if that grimstalker has +1 STR? (Should it read as "+1 STR means prof in all (class-aligned) handweapons?")