As mentioned previously, I sunk some hard-earned money into the D&D 4E PHB, PHB2 and the DMG so that at least when I reference D&D 4E, I know what I am talking about. After some weeks of crunching the D&D 4E’s combat rules and powers, I have come to a conclusion about the combat system. Effective, yet artificial.
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Tags: D&D, Game Design, Reviews & Culture
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Dragon Warriors is not your typical fantasy role-playing game. Sure, there are warriors engaging each other in perilous combat, mages who flung fireballs and the good old dungeon crawl, but its theme and feel are noticeably different, making it stands out from the crowd.
To describe Dragon Warriors with a few words: gritty, lethal, immersive, evocative, written with soul and spirit and simple.
The Good: Simple to understand roll under system, distinctive classes, rooted in historical basis, writing is evocative, settings feel authentic and fantastic at the same time, elegant method of dealing with armour, detailed world with beautiful maps, an atmospheric introductory adventure
The Bad: Is 5 books put together as 1, rules are only explained in the middle of the book, a couple of classes imbalance, introductory adventure is heavily scripted, spot rules are inconsistent
The Quirks: Art goes from “meh” to “wow”, uses comics to explain the rules, arguably a “complete book”, some of its thinking may be considered “antiquated”, sometimes you roll a D20, sometimes it’s a 2D10
Tags: dragon warriors, fantasy, Other Systems, Reviews & Culture
Role-Playing
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