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Dragon Age: Origins [Assessing interest]
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<blockquote data-quote="fireinthedust" data-source="post: 5411872" data-attributes="member: 51930"><p>Forgot about that. That's not so bad, then, if the characters start off with some strong points first that can be improved. Using the points to compensate for severe limitations isn't fun. Check out the point-buy option in the playtest, though.</p><p></p><p></p><p></p><p>I think as a GM I need to look at monsters and just check for bonus-to-DC balance, the 55% rule. With random stats, yeah, you'll always have that: you don't have math to work with when it's all a variable.</p><p></p><p>There is the fun of thinking outside the box with weak characters (ie: get the oil and explode the ogre). I like that for pick-up games.</p><p></p><p>You don't think the focuses cover that? Talents could be designed to work that in. </p><p></p><p>And the foundation is able to be built upon, I think. Multi-classing I don't recall, but it looks like it could solve some issues like that. Mostly it's a dearth of options that need to be designed. It's not a complete game; also, it's based on a license, which is limited no matter how great.</p><p> </p><p></p><p>Yeah, I think everyone lacks talents. They should be every level, I think. Mages can't do more than focus on one school of magic, really. </p><p></p><p>This is the first 5 levels, but I think the next levels should increase this stuff.</p><p></p><p>Then again: are they trying to simulate game play?</p><p></p><p></p><p>I like it. I think they need their staves or wands (can't recall). Regardless, mages have a hard life in the game, with low armor and weapons, hp and even athletic ability. As a thinker surrounded by fairly brusk beefy people a lot of the time, I understand the need to be able to zap people with the awesome power of my mind (!)</p><p> The damage isn't that great, but it frees them to choose non-combat spells; which means more RP and weird problem-solving moments in-game.</p><p> And, if they run out of juice, they don't become a backup crossbow fighter. </p><p></p><p>Maybe houserule: once they're out of Mana/spell energy, they can't use the arcane bolt.</p><p></p><p></p><p>I read the playtest over. I recall they have a point-buy to cover the stats, which is a huge help. I suggest they do a standard array, arrange to choice as well.</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 5411872, member: 51930"] Forgot about that. That's not so bad, then, if the characters start off with some strong points first that can be improved. Using the points to compensate for severe limitations isn't fun. Check out the point-buy option in the playtest, though. I think as a GM I need to look at monsters and just check for bonus-to-DC balance, the 55% rule. With random stats, yeah, you'll always have that: you don't have math to work with when it's all a variable. There is the fun of thinking outside the box with weak characters (ie: get the oil and explode the ogre). I like that for pick-up games. You don't think the focuses cover that? Talents could be designed to work that in. And the foundation is able to be built upon, I think. Multi-classing I don't recall, but it looks like it could solve some issues like that. Mostly it's a dearth of options that need to be designed. It's not a complete game; also, it's based on a license, which is limited no matter how great. Yeah, I think everyone lacks talents. They should be every level, I think. Mages can't do more than focus on one school of magic, really. This is the first 5 levels, but I think the next levels should increase this stuff. Then again: are they trying to simulate game play? I like it. I think they need their staves or wands (can't recall). Regardless, mages have a hard life in the game, with low armor and weapons, hp and even athletic ability. As a thinker surrounded by fairly brusk beefy people a lot of the time, I understand the need to be able to zap people with the awesome power of my mind (!) The damage isn't that great, but it frees them to choose non-combat spells; which means more RP and weird problem-solving moments in-game. And, if they run out of juice, they don't become a backup crossbow fighter. Maybe houserule: once they're out of Mana/spell energy, they can't use the arcane bolt. I read the playtest over. I recall they have a point-buy to cover the stats, which is a huge help. I suggest they do a standard array, arrange to choice as well. [/QUOTE]
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