Lyron's Rules Dragonchess

by Tebor

Search GM Binder Visit User Profile

Lyron's Rules Dragonchess

Lyron the Mad Teacher, an eccentric old wizard who spent fifty of his uncounted years crafting his own version of the classic battle of wits, Dragonchess. For no reason other than to antagonize test those who brave the journey to his tower seeking to tap his untold knowledge.


Basic Rules

A match consists of an even number of rounds (at least 4). Points are earned by making successful plays. The player with the most points at the end of the match wins, but stalemates are possible.

Ability Plays. You choose an ability and roll a 1d8 + your Ability modifier. You opponent must choose the opposing ability and roll a 1d8 + their Ability modifier. A tie goes to the chooser.

Skill Plays. You use a skill check to gain advantage in the match. The DC is determined by the GM (11 or higher). The DC is the same for all Skill Plays, but players can have a different DC. A character’s proficiency, rematches, rivalries, and factors outside the match can alter the DC.



How to Play

White chooses at the start of the first round.

White must declare an Ability Play or Skill Play before rolling, and then Black must roll the necessary counter if applicable. Next Black chooses and White counters, finishing the round.

If a player has proficiency in Dragonchess they can choose to add their proficiency bonus to their Skill Play or subtract half their proficiency bonus (rounded up) from their opponent's Skill Play before the roll resolves. Alternately before a player rolls an Ability Play, they can choose to add half their proficiency bonus (rounded up) to that roll. A player can only choose to use their proficiency bonus in both these ways once per round.

A player cannot choose the same Skill Play two rounds in a row. If a player chooses to repeat a Skill Play during a match, that player’s DC is increased by 2.

The GM can describe what took place during each round before the next one begins.




























Ability Plays Modifier
Tactical Play INT vs INT
Inspired Play WIS vs CHA
Inventive Play CHA vs WIS



Skill Plays Description
Feint
(Deception or Performance)
Your opponent has disadvantage on their next roll.
Anticipate (Insight) You have advantage on your next roll.
3 Moves Ahead (Investigation) You declare your opponent's next play, you cannot choose Cheat.
Cheat
(Sleight of Hand) (DC +5)
You're awarded 2 points, but a failure automatically forfeits the game.
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.