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Author Topic: Dragon Rampant rules  (Read 2519 times)

Offline Abbner Home

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Dragon Rampant rules
« on: 30 August 2016, 05:22:06 PM »
Picked up DR and I must say it's the new Hottness in my basement and I'm working to spread the word at my FLGS. I've played games w my gaming group and my 8 year old and everyone loves the system and the potential.

I'm building war bands out of my D&D collection and wanting to model the powers a little more closely. Does any one see a big problem with adding a single spell power to a monster at a one point cost? For example I want my umber hulks to have their iconic confusion power in the form of 'befuddle the'.

In general, what are the reasons for limiting the Spell Caster power to so few troop types?

(I'm not asking permission, I know it's my game now, I'm asking if there are any rules pitfalls I'm not seeing?)
« Last Edit: 30 August 2016, 05:25:00 PM by Abbner Home »

Offline Vermis

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Re: Dragon Rampant rules
« Reply #1 on: 30 August 2016, 05:55:21 PM »
I'd have no probs with it.

In general, what are the reasons for limiting the Spell Caster power to so few troop types?

(I'm not asking permission, I know it's my game now, I'm asking if there are any rules pitfalls I'm not seeing?)

I've wondered about that myself. The unit types denied Spellcaster or Wizardling have a certain, non-wizardy theme; are pretty mobile or hard-hitting; or already have ranged attacks or the option for them. I guess it's just a bit unbalancing if certain units get to throw spells around too?

Offline Vulture

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Re: Dragon Rampant rules
« Reply #2 on: 03 September 2016, 11:32:03 AM »
Abbner
It's all about play balance I suggest.  The point system in DR is quite basic and magic can have a disproportionate effect.  The effect of one Wizardling at 2 pts can be a game winner for instance with just healing, befuddle and power-bolt.  If you want to have more magic, then 1 point per spell works, BUT IMHO only you make the spell harder to cast. Whether it should 8 or even 9, only play-testing will reveal I suggest :)   

"What we do in life, echoes in eternity..."

My Wargaming Blog:  http://vultureswargamingblog.blogspot.com/

Offline Vermis

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Re: Dragon Rampant rules
« Reply #3 on: 03 September 2016, 01:49:46 PM »
Suddenly, a wild BLOODTHIRSTER appears!
« Last Edit: 03 September 2016, 01:55:22 PM by Vermis »

Offline Hobby Services

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Re: Dragon Rampant rules
« Reply #4 on: 03 September 2016, 02:43:04 PM »
Suddenly, a wild BLOODTHIRSTER appears!

Good luck getting that one in a Pokeball.

Offline Vulture

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Re: Dragon Rampant rules
« Reply #5 on: 03 September 2016, 05:57:36 PM »
Not my figure, but one used in a big 130 point a side DR game I organised :)

Here's a few pictures from it  :)











« Last Edit: 03 September 2016, 08:09:11 PM by Vulture »

Offline Vermis

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Re: Dragon Rampant rules
« Reply #6 on: 03 September 2016, 06:54:12 PM »
Good luck getting that one in a Pokeball.

 ;)

a big 130 point a side DR game I organised :)

Blimey.

Thst's an impressive board! From the minis populating it, I especially like the not-Stegadon. :)

(I feel weird calling a Triceratops a not-Stegadon, rather than vice-versa)

Offline Vulture

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Re: Dragon Rampant rules
« Reply #7 on: 03 September 2016, 07:09:19 PM »
It was one day campaign day, with the results of 3 x 1v1 games feeding into the massive multiplayer game. 

This was the background...  :)

In an age almost forgotten the mystics’ sing of a battle in which Crom the God of Battle lost his favourite weapon, his double handed ‘Blood’ Axe.  Sought after for centuries, a priests death-bed confession (extracted under torture) brought forth the surprising news that the Blood Axe was held in the ‘Keep Of The Chosen’ on the southern periphery of the Badlands.  The forces of the Greater Empire coalition have combined in a bad-tempered alliance against the fraction riven armies of The Black Star Horde in a race to get and secure this powerful artefact for themselves.


 

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