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Dragon Age Playtest
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<blockquote data-quote="fireinthedust" data-source="post: 5412553" data-attributes="member: 51930"><p>Tharlan: Led to something very different? You mean you would have kept going with it, or made changes to it?</p><p></p><p>Also: They finished the playtest already? Drat. i had things I wanted to say. I even wrote the start of my playtest report!</p><p></p><p></p><p>Currently I think the Talents and Focuses system needs a minor alteration: allow players to choose at least one Talent they want at first level, if not every level. There are 24. As it stands, I can't get a human circle mage to take the free Chirurgy talent from the mage class because he doesn't have the ability to take focus: healing. Nor can I take any of the talents related to magic use, like Primal, Spirit, Entropy, Creation, etc. How sucky is that?</p><p> I also have issues with forcing PCs to do an ability focus either for their primary or their secondary stats depending on which level they gain (ie: even or odd numbered). Given it's only 5 levels, and first doesn't count, they're severely limited in the things they can focus on. It's weird.</p><p></p><p>I like the system, though. For the most part it works, but I want to change the access to talents so they're more accessible. Also I'd use the point buy from the playtest (10 points, arrange to choice), or an array, rather than random rolls; that was fun when I'd never done rpg's before.</p><p></p><p>Content is fantastic, however, and I can see the game working.</p><p></p><p></p><p>These changes are best done as House Rules. Otherwise, the game's pretty fun. It's less work than 4e, for sure, at low levels. It playes like Pathfinder.</p><p></p><p>The Classes are limited to 3: mage, rogue, warrior. This covers the concepts you'd need (as mages can heal in this game).</p><p></p><p> There are backgrounds (so if you're a barbarian Avvar, you take that one; if you're a circle mage, take that one; an elf or a dwarf, take that one; and so on). That gives you the different options, and lets class remain class.</p><p></p><p>All abilities are based off your stats. If you attack with a heavy sword you do a Strength check; if you have special talent with Heavy Blades, you get +2 to that kind of Strength check.</p><p></p><p>Every level raise one ability score by +1. Your score adds to your die rolls, so it's instant increase.</p><p></p><p>Spells use Mana points, so you can know any spell of any level (I think) but you can't cast it without enough Mana. What few spells are given are pretty neat.</p><p></p><p>I see this game as having a lot of potential in terms of what could be included in it.</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 5412553, member: 51930"] Tharlan: Led to something very different? You mean you would have kept going with it, or made changes to it? Also: They finished the playtest already? Drat. i had things I wanted to say. I even wrote the start of my playtest report! Currently I think the Talents and Focuses system needs a minor alteration: allow players to choose at least one Talent they want at first level, if not every level. There are 24. As it stands, I can't get a human circle mage to take the free Chirurgy talent from the mage class because he doesn't have the ability to take focus: healing. Nor can I take any of the talents related to magic use, like Primal, Spirit, Entropy, Creation, etc. How sucky is that? I also have issues with forcing PCs to do an ability focus either for their primary or their secondary stats depending on which level they gain (ie: even or odd numbered). Given it's only 5 levels, and first doesn't count, they're severely limited in the things they can focus on. It's weird. I like the system, though. For the most part it works, but I want to change the access to talents so they're more accessible. Also I'd use the point buy from the playtest (10 points, arrange to choice), or an array, rather than random rolls; that was fun when I'd never done rpg's before. Content is fantastic, however, and I can see the game working. These changes are best done as House Rules. Otherwise, the game's pretty fun. It's less work than 4e, for sure, at low levels. It playes like Pathfinder. The Classes are limited to 3: mage, rogue, warrior. This covers the concepts you'd need (as mages can heal in this game). There are backgrounds (so if you're a barbarian Avvar, you take that one; if you're a circle mage, take that one; an elf or a dwarf, take that one; and so on). That gives you the different options, and lets class remain class. All abilities are based off your stats. If you attack with a heavy sword you do a Strength check; if you have special talent with Heavy Blades, you get +2 to that kind of Strength check. Every level raise one ability score by +1. Your score adds to your die rolls, so it's instant increase. Spells use Mana points, so you can know any spell of any level (I think) but you can't cast it without enough Mana. What few spells are given are pretty neat. I see this game as having a lot of potential in terms of what could be included in it. [/QUOTE]
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