I’ve made a character sheet for Dragon Warriors. You can get a copy here (though you’ll need a Google account to access it). It’s not my finest work, but it will get the job done.
I’ve decided to use the Dragon Warriors RPG by Dave Morris and Oliver Johnson as system of choice for my upcoming “British Old-School” campaign. After reading it through again, it really is about as close to B/X D&D as any British RPG published in the 1970s or ’80s ever came. Hopefully I can put together some Basic D&D / Dragon Warriors conversion notes at some point so that OSR content can be ported in relatively easily.
People seem to love the Dragon Warriors art and setting (as do I) but sometimes seem a bit sniffy about the system (I read somewhere or other that even Dave Morris preferred to run his home campaign in GURPS). However, I’m personally quite fond of the system. It’s streamlined, with about the same number of dice rolls as B/X (albeit with a slightly larger number of fiddly modifiers), while at the same time adding a bit more granularity to the results of said rolls. I’ll get into the specifics of why I like Dragon Warriors – the system – in a future post.
You can download a Pay What You Want PDF of the latest edition of Dragon Warriors here, and probably find copies of the first edition on eBay relatively easily (the core books go for cheap, though books 4, 5, and 6 are harder to find).
The original edition of Dragon Warriors (published between 1985 and 1986) was comprised of six regular paperback-sized books. I’ll be using only the core two books, plus the Assassin book (“Out of the Shadows”). That gives my players five classes:
The Knight and Barbarian take the place of D&D’s Fighter (with the Knight a slightly better all-rounder, while the Barbarian specialises in more aggressive, offensive fighting at the cost of lower defence). The Sorcerer does what it says on the tin (with some Clerical healing and curative magic thrown into the mix), while the Mystic is essentially a D&D Monk / Jedi Knight (or a Kai Master, if you prefer). Finally, the Assassin is basically a ninja (complete with throwing stars, smoke bombs, martial arts, and backflips), but also takes the role of the rogue / thief class (with climbing, stealth, backstab, lockpick, pick pockets, find traps, etc.).
Plus three races:
Classes and races (with the exception of human knights and barbarians) have minimum and maximum stat scores needed to qualify for them. There is a rule that players can reroll their stats if they are completely “hopeless”.
Humans are humans. Dwarves have gloomsight (meaning they see best in low-light and receive penalties in bright light or darkness – though they see better than humans in the latter) and can forge magical items at higher levels (something Mystics can also do). Elves are quite difficult to qualify for in terms of stats, but get a fat stack of bonuses and abilities: Elves have the same “sixth sense” abilities as Mystics, can see in the dark, have enhanced stealth and perception scores, can hide automatically in woodland, get a bonus to archery, and live for 300 years (but cannot be resurrected by magic because, wonderfully, they have no souls).
The setting will probably be Allansia, from the old Fighting Fantasy books (with a splash of Discworld mixed in for good measure).