Particularly the high-resolution desktop wallpapers are quite excellent to visualise the above statistics.īased on the Reaper miniatures and various table top miniatures from many different companies. Here are the relevant stats (again quoting from the same book):įinally, if you would like to see how a "medium", "large" or larger red dragon looks like, you can have a look at the following webpage, which was published when the 3.5e Draconomicon came out in 2003. wingspan is about 10ft, that would be a "medium" red dragon according to 4e. On the other hand, if you are interested in the statistics for a dragon whose min. Note that the dragons are able to fold their wings when not in flight, so the dragon's width could fit within your 10ft. ![]() wingspan is the minimum space in which a dragon can still utilize its wings to maintain flight. ![]() wingspan is the actual tip-to-tip span of the wings when they are fully spread out. ![]() Various dragons are somewhat different, but not much. The 3.5e and 4e have rather comparable statistics, so one can reasonably assume that the 5e dragons will not be much different.Īs an example, here are the average statistics for a "large" red dragon according to the 4e " Draconomicon - Chromatic Dragons": Those interested can pick up A Dragon Game at a pay-what-you-want price point on Bissette’s Itch.io page.I do not know of any published material from 5e yet, but there have been a book or two named Draconomicon throughout the editions. It’s somewhere between an OSR parody of D&D as roleplay default and an earnest attempt to show how paper-thin the walls of the hobby monolith can sometimes be. Designers can build upon the system or integrate it into their own campaigns as they choose, providing an 11-page release from the mathematical humbuggery of modifiers.Ī Dragon Game isn’t revolutionary in scope, nor is it a three-inch-thick tome of worldbuilding and random tables. A Dragon Game is a system that can be applied to any number of adventure game modules with a small bit of conversion. Not only is the roll-exact mechanic a wonderfully simple way to make crits feel unique to the character, nearly every aspect of combat is reduced to single rolls done by the character - eliminating the need for dice pools and number crunching after every sword swing or loosed arrow.īissette’s approach to levelling up and adventuring is appropriately sparse and to the point. When attacking or defending, damage is calculated from the difference between the score and the die result. A Dragon Game uses a roll-under system for attacks and skill checks, where rolling exactly a character’s score value results in a critical success. It’s intentionally glib and references the well-heeled response to a player’s eventual question of ‘how to play D&D but without this one pesky rule’. “Play a game that doesn't use modifiers.” “Here's how you do away with modifiers in any edition of the dragon game,” they begin. ![]() One page contains two headers and six total words.īissette - designer of the solo roleplay system Wretched & Alone - explains in a Twitter thread that A Dragon Game was the result of their attempts to create an Old School Revival system that completely eschewed modifiers - those numbers proceeding a plus or minus symbol on nearly every box of a standard Dungeons & Dragons character sheet. If failure wouldn’t be interesting or risky, you just do it.” It explains advantage and disadvantage, deciding three broad stats - agility, brawn and cunning - from three results of a six-sided die and the costly, ritual-based magic that all characters can access. On the first page and under the “Doing Stuff” header, instructions on rolling read: “When you want to do something and failure would be interesting or risky you roll dice. The language is blunt and matter-of-fact. A Dragon Game reads simply, almost unassumingly so.
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