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Dragonbane vs Vagabond

Compare Dragonbane and Vagabond side by side. See differences in complexity, dice, genre, cost, and more.

DragonbaneVagabond
GenreFantasyFantasy
TagsBeginner-Friendly, Tactical, Classic Fantasy, Solo-Friendly, Fast-Paced, Mana PointsFast-Paced, Character Building, Dungeon Crawl, Sandbox, Heroic, Pulp Action, Solo-Friendly, Player-Only Rolls, Mana Points
Core MechanicRoll d20 equal to or under your skill value to succeed. Boons roll 2d20 and keep the lowest; banes keep the highest. Six attributes (STR, CON, AGL, INT, WIL, CHA). Willpower Points fuel heroic abilities, class features, and spells across four magic schools. Combat uses initiative cards drawn each round for unpredictable turn order. Based on Drakar och Demoner (1982).Roll d20 vs. Difficulty (20 − Stat, doubled if Trained). Crit on nat 20, fail below Difficulty. All rolls player-facing. Spend Luck for Advantage (Favor) or rerolls (Fluke). Three saves: Endure (MIT×2), Reflex (DEX+AWR), Will (RSN+PRS). Defend with Block or Dodge on off-turns. Mana-based magic scales one spell from cantrip to nuke. Enemy AI action gambits run monsters for the GM.
Diced20, d4–d12d20
ComplexityLowLow
AccessibilityHighHigh
RunnabilityHighVery Low
LicenseFree League Third-Party LicenseOpen Compatibility
Third-Party PublishingNot yet researchedNot yet researched
Cost$$$$
PublisherFree League PublishingLand of the Blind
Year20232024
LanguagesSwedish, English, German, Polish, French, SpanishEnglish
Best ForGroups who want approachable, fast-paced fantasy with a mix of adventure and humor: great for new players and veterans of classic European RPGs alike.Groups wanting modern character depth married to old-school speed: 20+ ancestries, 17 classes, non-Vancian mana magic, and built-in solo/co-op/guided play.
HighlightsApproachable roll-under system, initiative cards keep combat dynamic, Willpower Points unify magic and abilities cleanly, solo play rules included, boxed set includes maps and cardsMana-based magic scales a single spell from cantrip to high-powered effect, so casters shape output on the fly instead of tracking fixed spell slots. Enemy action gambits run monsters from decision tables, removing per-turn tactical choices from the GM's workload. A spendable Luck pool buys Advantage or rerolls, turning swing into a resource players ration across a session.
Considerationsd20 roll-under can feel swingy at low skill values, fewer character options than comparable fantasy RPGs, initiative card system adds components to trackDense class and ancestry options can overwhelm new players. Pulp-fantasy tone limits grimdark play. All rolls are player-facing, so the GM never rolls dice and every check rests on the players.