Dragon Warriors Week Day One
Reasons Dragon Warriors rocks, Number One: combat explained as a comic panel. Forget your diagrams of blast radii and pictures of plastic on battlemats. If you’re going to show players how to play the game, show it as a comic and get right into their imagination!
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Where Dragon Warriors stands out is that it’s strictly old school from back in the day when old school was new school. Character generation is fast, and combat doubly so. There’s none of this “using minis” nonsense either – it’s pure unadulterated in-your-head gaming where a you can say that your character backflips onto a table without picking up your mini and acting it out. I’ve seen gamers do that, and it’s not pretty.
With Book One you get a choice of just two classes – a plate armour wearing Knight, or a mighty Barbarian. No mere Fighters for this game! You won’t find magic-users or any spells in Book One – that’s reserved for Book Two – but you will find more than enough in it’s 197 pages.
Combat is slightly unusual in that each weapon does a fixed amount of damage (for example, a Morning Star does 5 points) but each hit also has to make an Armour Bypass Roll to make a successful hit count. Armour is rated from 0 (none) to 5 (plate), and the weapon must roll higher. Your Morning Star rolls 1d6 for the Bypass Roll, so needs a 6 to get past Plate, but any successful hit is going to hurt an unarmoured foe.
It’s a great combat system in play as it differentiates between a swing that misses, one that is deflected off the armour, and a good hit – all with just the same dice rolls as Classic D&D. Nice. Compared to Classic D&D, working out the to-hit roll is easier too – just roll equal or less than your ATTACK – your opponent’s DEFENCE to strike a blow. Quick. Simple. Old school.
Dragon Warriors is a classic role-playing game released in 1985 as 6 trade paperback books. It is now available for free download. Happy Dragon Warriors Week!