Part 1: character creation and magic
Part 2: character advancement and conditions
Final part of my walkthrough/overview of Dragonbane’s rulebook. We’re getting at the most interesting part: combat and monsters!
Combat system features:
You don’t roll for initiative in dragonbane, you pick an iniative card from the initiative deck (1 to 10 cards). Still a random process but it offers some additional options as players might choose between two cards or swap cards between themselves depending on their abilities, or if they choose to wait before acting.
Combat is lethal. There’s no hit points bloat in DB, on the contrary, the possibility of raising a character’s hit points is very limited. Your character’s constitution score determines your hit points. An orc’s scimitar for example does 2d6 + d4 (str bonus). It does not take a lot of hits to get through your 3 to 18 hps or maybe a bit more (for a long-standing hero with several Toughness say).
The players must be very careful and find ways to mitigate damage.

Armors (and helmets) do help a lot but have some drawbacks too (penalties on skill checks depending on type of armor). For example, a chainmail + open helmet gives 5 armor combined rating and reduce as much incoming damage but gives you a bane (roll twice take worse) on evade, sneaking, awareness.
And then you can also try to parry (with shield or weapon) or evade attacks at the cost of your (only) action, if you don’t have already acted this round. But, if your character has heroic abilities like fast-footwork and defensive you’ll still be able to act after evading or parrying, incredibly useful.
All weapons have features: subtle, long, toppling, piercing, slashing, bludgeoning – depending on type. An halberd for example is long, toppling, slashing and piercing. These add some depth to the combat system, particularly if the optional special attacks are allowed in your game. Indeed if every optional cambat rules are on (shove, weapon damage type as related with armor type, severe injuries when reduced to 0 hp, melee mishap, range mishap, parry movement and special attacks) you have a fairly complex system, not exactly crunchy, but with a lot of options and great verisimilitude I’d say.
Monsters:
The bestiary section of the rulebook shows us 15 classic monsters, a page each. Some are considered « non-monsters » like goblins, orcs and skeletons. The others are, well, monsters… The latter are more complex – they all have a « ferocity » level that determines how many time it can act (how many « turns », with one action and one move per turn) in a round. Thus, the standard giant with a ferocity 1 will act once but dragons with ferocity 3 will have three different initiative cards and have 3 turns in the same round.
In addition, monsters attacks are always rolled on a random d6 table. Taking the dragon again as example, it has 6 possible actions: « Dragon Roar! », « Claw Attack! », « Dragon Wind! », « Tail Strike! », « Dragon Bite! », « Fire Breath! ». You re-roll if you get the same action twice in a row.


In practice, with the relatively weak power curve of character advancement, combined with the lethality of monsters, you’ll probably never fight a horde of (true) monsters in Dragonbane. The scene inside the Moria in the LotR movie with the cave troll and multiple orcs is pretty much how I see combat in DB (with one big monster wreaking havoc in the middle of a confusing melee). Which, y’know, isn’t a bad thing at all.
Closing Comments:
- No hp bloat, armors that reduce damage, good tactical depth – those are all things I like for a combat system.
- The bestiary section of the rulebook is quite limited. There’s also a Bestiary book, and, it’s fine? It’s no monster bible by any means, I would have like to see more content than that.
- I haven’t tested much combat with monsters in my campaign to be honest, with most fights being against humanoids or critters, so « non-monsters » to date. I’ll probably add something to this post or another with more experience.












