RPGnet
 

Dragon Fist

Dragon Fist Capsule Review by Jonathan Nichol on 03/09/01
Style: 4 (Classy and well done)
Substance: 5 (Excellent!)
If you want something that is flexible and easy to use but sacrifices detail for cinematic action, try using the Dragon Fist rules to run your d20 games.
Product: Dragon Fist
Author: Chris Pramas
Category: RPG
Company/Publisher: Wizards of the Coast
Line:
Cost: Free
Page count: 141
Year published: 1999
ISBN:
SKU:
Comp copy?: no
Capsule Review by Jonathan Nichol on 03/09/01
Genre tags: Fantasy Asian/Far East

Reviewer's Note: This is my second review. I have not played Dragon Fist but have only read through the materials.

Dragon Fist is a free roleplaying game by Chris Pramas set in a fantastical version of ancient China (similar to Barry Hughart's The Chronicles of Master Li and Number Ten Ox) and available at http://www.wizards.com/dnd/DF_Welcome.asp. It is in PDF format and laid out attractively with nice-looking oriental-style artwork. After printing out the game and introductory adventure, the total came to 141 pages.

In this review, I'm going to concentrate on the system of Dragon Fist. You can find out more about the setting at the WOTC web site mentioned above or you can look at another rpg.net review.

Dragon Fist was published in 1999 as a standalone roleplaying game but still fully compatible with second edition AD&D. The six basic ability scores are the same (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) but each score in Dragon Fist gets a bonus. This bonus is used to accomplish stunts and feats. You see, in Dragon Fist feats aren't just powers that you can accumulate like you do in third edition D&D. Feats are things you want to accomplish that aren't covered by the rules. Roll 1d20 and the applicable bonus and compare it to a DM-assigned target number (TN). If the total is equal to or greater the TN, the feat succeeds. When performing a feat against an NPC (or when an NPC performs a feat against a PC), use the ability score plus the level as the TN.

Then there are stunts. Stunts are used to simulate the amazing moves you see in martial arts movies. Are you trying to tremendous damage? Add your strength bonus to your damage roll to perform a Might stunt. Trying to avoid getting shot with arrows? Add your Dexterity bonus to your AC to perform an Acrobatic stunt.

Ability scores and their corresponding bonuses are very important in Dragon Fist. There are no skills (except for the standard thief skills like Hide in Shadows and Move Silently; only feats are used to resolve actions. This makes Dragon Fist a very flexible game, giving a simple mechanic to resolving any and all actions.

As with third edition D&D, the best AC is high and is the TN used in order for others to hit you when attacking. For example, if you have an AC of 16, your opponent must get a total of 16 or higher when rolling their 1d20 and adding in any bonuses. To convert from second edition AD&D, just subtract the AC from 20. Thus, an AC of –4 becomes an AC of 24.

What does third edition D&D have that Dragon Fist doesn't have? Skills, powers (feats), and a more complicated combat system. What does Dragon Fist have that third edition D&D doesn't have? A flexible system that encompasses anything a character might do.

So if you like a lot of detail in your combats and don't mind the extra complexity, stick with third edition D&D. If you want something that is flexible and easy to use but sacrifices detail for cinematic action, try using the Dragon Fist rules to run your d20 games. There's hardly anything to convert and I think the d20 system would be a lot more fun if it was more like Dragon Fist.

Go to forum! (Due to spamming, old forum discussions are no linked.)

[ Read FAQ | Subscribe to RSS | Partner Sites | Contact Us | Advertise with Us ]

Copyright © 1996-2009 Skotos Tech, Inc. & individual authors, All Rights Reserved
Compilation copyright © 1996-2009 Skotos Tech, Inc.
RPGnet® is a registered trademark of Skotos Tech, Inc., all rights reserved.