So I am reading the Dragonbane QuickStart to bone up on the system before it is used in Free League's Stormbringer.
And I am seeing a lot to like. Many Dragonbane rules would be awesome house rules in an old Stormbringer game. Here are a few I would definitely implement.
Boons & Banes
First, in Dragonbane, you roll D20 and try to get under your skill level for a success. This means it is roll under like Chaosium, but just reduces the number of die rolled.
The Dragonbane rules state that if you are under a Boon (blessing) you instead roll 2D20 and take the best result, while if you are under a Bane (curse), you roll 2D20 and take the worst result.
This would be so easy to port over, since you roll two die anyway. So if you roll a 9 and a 3, with a Boon you could reverse it to 39, with a higher chance of success depending on skill, while a Bane would keep it at 93, most likely a failure. In the case of rolling 4 and 0, it could be 04, probably a critical, or 40, on the line of success or failure in many cases.
Moreover, the idea of Boons and Banes is very in keeping with Moorcock's fantasy, and the Dragonbane rules often read as an homage to Stormbringer.
Monster Combat & Sundry
When I ran Stormbringer, I had to fill in lots of holes in combat, the main difference being how men and beasts or monsters are adjudicated. I ruled that monsters can do ALL their attacks AND have a Dodge, but can't Parry, while men choose one attack and Parry OR Dodge and Parry. This makes monsters or beasts largely not worth the trouble for sole adventurers and require teamwork to defeat or avoid. I find this fits well with Moorcock's writing, where Elric needs to summon a creature or use magic to defeat or escape from such creatures as Mist Giants or Oonai.
Dragonbane adds some great rules, such as monsters NEVER doing the same attack twice in a row, and not being able to Parry. These are all very evocative and add an element of chance.
For example, if we take the old Stormbringer dragon and map out its attacks like Dragonbane, this is what we get if we add in a few options.
1. Flame breath - 80%, does POW in damage (average 27)
2. Claw - 40%, 9D6 (this damage needs adjusting...)
3. Wing buffet - 60%, all human size foes must make a STRx1% roll or else be knocked to the ground and lose their attack this round.
4. Tail swipe - 30%, any foes behind or off to one side of the dragon take 1D8 damage and are knocked down.
The idea of defense as Reaction is interesting, but seems a bit fiddly and I prefer the Stormbringer rule of 'free' Parries that are reduced by 30% for extra attempt.
Critical Choices
I like that a critical attack (that Dragonbane calls a dragon) gives the player choices between double damage, taking another attack, or ignoring armour, and I actually implemented similar choices the last time I ran the game. I can only see these adding to the fun of Stormbringer combat.
D&Disms
I'm not sure about Dragonbane's D&Disms, such as levels, higher Hit Points, and Stretches or rests to recuperate Hit Points. But I am willing to give it all a chance based on what I have read so far to not repeat the mistakes of Dragon Princes of Melnibone.
Stormbringerisms
As I have written before, I am really enamored of Stormbringer's rules on Elementals & Gods, which don't have stats and are thus put such entities beyond any mortal attack. I think this differentiates Stormbringer from D&D, which gave Arioch stats, and thus marked a god as something to be fought physically, which I consider the antithesis of Moorcockean, where men can only attack gods indirectly or with supernatural aid.
I wouldn't want to lose any of the unique elements that Chaosium's Stormbringer got right.
Only time will tell how right or wrong Free League will get it.

