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Dragon Age: Origins [Assessing interest]
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<blockquote data-quote="HolyMan" data-source="post: 5411846" data-attributes="member: 84167"><p>Hey fitd glad to see our playtest for pbp isn't for naught.</p><p> </p><p>On stats a hero is made by his actions and not his abilities. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> But yes a player wouldn't probably want ot play a character not at least good in a few areas. But with the system you get to raise a stat (by one) every lvl. So as a character grows so to does his abilities and prowess.</p><p> </p><p>But the game gives me a feel that even if I had a group around the table and playing a couple times a week I wouldn't like it in it's current state. </p><p> </p><p>1) Creatures are not grouped by any power lvl. I believe the game would want you to adjust how many creatures a party faces based on the lvl of the party. Game is to new to know what is dangerous and what isn't. And when you add the randomness of the dice to the mix a party (or your hulking brute you think will be a "tough fight") may end up on the short end of the stick rather quick.</p><p> </p><p>2) The power stunt chart is another TPK danger. You would think that the doubles rule wouldn't play in to much but it sure seems to me alot of doubles are rolled. It seems to me that perhaps a pool of points per encounter might have been a better way to go. Warriors having more points than mages and so forth.</p><p> </p><p>3) Lack of character growth is a big one for me. Warriors have no options but combat abilities, mages only choose things related to magic. What if you had a woodsman who gained magical abilities (aiming for something like a druid), but you have no way to give him a link to his past. No forester, woods lore, hunting, or anything of that nature.</p><p> </p><p>4) And speaking of lacking - a rogue has three options for talents. Contacts, Stealth, or Lockpicking (I think, my book is somewhere right now, not sure). But the point is that each has it's own requirement and you could end up only able to take one of the three, giving you no choice of options.</p><p> </p><p>5) The mage ability to shot a constant magical bolt I still don't like. Should have been limited in some way. A warrior will run out of arrows so a mage should run out of magical power.</p><p> </p><p>Not sure where the second book will take the game, but I will probabaly buy it just to see. </p><p> </p><p>It did come up with some good game mechanics and is interesting from a let's try and see point of view. But as I delve deeper I am still a D&D guy.</p><p> </p><p>Please join in any discussions here And if you have the books keep an eye out for any mistakes on my part plz.</p><p> </p><p>HM</p></blockquote><p></p>
[QUOTE="HolyMan, post: 5411846, member: 84167"] Hey fitd glad to see our playtest for pbp isn't for naught. On stats a hero is made by his actions and not his abilities. :p But yes a player wouldn't probably want ot play a character not at least good in a few areas. But with the system you get to raise a stat (by one) every lvl. So as a character grows so to does his abilities and prowess. But the game gives me a feel that even if I had a group around the table and playing a couple times a week I wouldn't like it in it's current state. 1) Creatures are not grouped by any power lvl. I believe the game would want you to adjust how many creatures a party faces based on the lvl of the party. Game is to new to know what is dangerous and what isn't. And when you add the randomness of the dice to the mix a party (or your hulking brute you think will be a "tough fight") may end up on the short end of the stick rather quick. 2) The power stunt chart is another TPK danger. You would think that the doubles rule wouldn't play in to much but it sure seems to me alot of doubles are rolled. It seems to me that perhaps a pool of points per encounter might have been a better way to go. Warriors having more points than mages and so forth. 3) Lack of character growth is a big one for me. Warriors have no options but combat abilities, mages only choose things related to magic. What if you had a woodsman who gained magical abilities (aiming for something like a druid), but you have no way to give him a link to his past. No forester, woods lore, hunting, or anything of that nature. 4) And speaking of lacking - a rogue has three options for talents. Contacts, Stealth, or Lockpicking (I think, my book is somewhere right now, not sure). But the point is that each has it's own requirement and you could end up only able to take one of the three, giving you no choice of options. 5) The mage ability to shot a constant magical bolt I still don't like. Should have been limited in some way. A warrior will run out of arrows so a mage should run out of magical power. Not sure where the second book will take the game, but I will probabaly buy it just to see. It did come up with some good game mechanics and is interesting from a let's try and see point of view. But as I delve deeper I am still a D&D guy. Please join in any discussions here And if you have the books keep an eye out for any mistakes on my part plz. HM [/QUOTE]
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