We played Dragon Warriors rpg yesterday evening. Just the very basic rules in book I, without even Sorcerers or Mystics.
Rules are very easy and the players appreciated them. Mind you, "easy" does not necessarily mean they are silly or not realistic enough.
Want to try it?
Just assign an ATTACK SCORE and DEFENCE SCORE to your Knight or Barbarian.
If you hit with a d20 roll (attack score MINUS defence score of your foe) you have to see if your blow passed beyond the armour factor of the opponent.
This is the second roll to to be made during combat.
A suite of plate armour gives AF 5 for instance but EACH weapon has a different die to roll in order to see if the blow goes beyond the armour.
If it is successful, you score the damage. EACH weapon does a different damage.
Besides, you can split your DEFENCE SCORE between more than one adversary if you choose to do so. You must announce this before the round begins.
It means that if you are being attacked by more than one foes you may decide for that single round to split your DEFENCE SCORE, say you have a defence score of 13, you split it to 5 for the first orc and 6 for the other one.
That's it. You are playing Dragon Warriors.
When Steve Turner, from Britannia Game Design fell in love with Chivalry & Sorcery, he not just decided to play it, but also to keep at it for years and years and eventually buy the license so he could release more versions of the game and go to Kickstarter with the latest one.
Improving on a classic is not easy, though and I wanted to find out about how the game has changed throughout the years and what it does now differently than before.
For a game that is mean to be as historically accurate as a game with magic can be, and one that promises to keep religion as true to reality as possible, I was curious because that is a rather tall order.
So I interviewed Steve Turner to ask about what makes Chivalry & Sorcery a game worth investing in.
Listen to the interview at the following