Monkey Boy
First Post
Dragon Age thoughts after a session
Plus
Combat is fast and fun. I like that you come up with your stunt after you've rolled the dice. In D&D for example you pick your power and roll to hit. I think stunting after the roll speeds things up nicely.
Writing adventures for this is about as easy as it gets because the system is about as bare bones as it gets. As a rules light system it relies on DM fiat which suits me fine because I am an ace DM
Balanced encounters don't factor into things. I find escaping balance liberating. There are no challenge ratings or XP parcels. Write an adventure and see if the players survive the experience.
It's in Ferelden, a game worlds rich enough to see me through two and a half play throughs of the CRPG. Ferelden feels very European like the WFRP old world which I very much enjoy.
Neutral
Random character generation keeps things fast. Players get virtually no choices at all and are at the whim of the die. This led to a players elf having low stats across the board and yet this didn't make him less effective during the game. I like random starts as it levels the playing field for less 'engaged' players. I game with friends and their partners. Normally the girls couldn't give a damn about building characters and learning the system and so don't seem to contribute much to combats. Random character gen gives them characters that are just as good right out the gate and helps them feel more awesome from the get go. Game mastery or munchkining in the game is impossible considering the lack of choices.
The skill system seems to get the job done but some skills are noticeably more useful than others. I felt bad when one of the players starting skills turned out to be drive cart. I let them re-roll.
Minus
I am not happy with bandaging in combat while claws and swords are flying. Maybe if you and the injured were not engaged in combat that turn you could heal away, otherwise I have my doubts. What could I offer as a sweetener to the mage/healer to give up what to me seems an unrealistic power? Maybe the heal spell could be beefed up and changed from touch to ranged like its CRPG counterpart?
Not enough monster stats though inventing your own isn't too big a concern.
Closing thoughts
It is a bare bones system with little setting information and a lot of newbie friendly advice. Experienced DM's should realize that the DM guide wont be all that useful to them. I recommend finding the collated codex entries which are floating around on the net as a PDF. They will give you all the setting info you need. The Green Ronin boards are also very helpful.
I recommend the game and am planning a short campaign (6 sessions).
Plus
Combat is fast and fun. I like that you come up with your stunt after you've rolled the dice. In D&D for example you pick your power and roll to hit. I think stunting after the roll speeds things up nicely.
Writing adventures for this is about as easy as it gets because the system is about as bare bones as it gets. As a rules light system it relies on DM fiat which suits me fine because I am an ace DM

Balanced encounters don't factor into things. I find escaping balance liberating. There are no challenge ratings or XP parcels. Write an adventure and see if the players survive the experience.
It's in Ferelden, a game worlds rich enough to see me through two and a half play throughs of the CRPG. Ferelden feels very European like the WFRP old world which I very much enjoy.
Neutral
Random character generation keeps things fast. Players get virtually no choices at all and are at the whim of the die. This led to a players elf having low stats across the board and yet this didn't make him less effective during the game. I like random starts as it levels the playing field for less 'engaged' players. I game with friends and their partners. Normally the girls couldn't give a damn about building characters and learning the system and so don't seem to contribute much to combats. Random character gen gives them characters that are just as good right out the gate and helps them feel more awesome from the get go. Game mastery or munchkining in the game is impossible considering the lack of choices.
The skill system seems to get the job done but some skills are noticeably more useful than others. I felt bad when one of the players starting skills turned out to be drive cart. I let them re-roll.
Minus
I am not happy with bandaging in combat while claws and swords are flying. Maybe if you and the injured were not engaged in combat that turn you could heal away, otherwise I have my doubts. What could I offer as a sweetener to the mage/healer to give up what to me seems an unrealistic power? Maybe the heal spell could be beefed up and changed from touch to ranged like its CRPG counterpart?
Not enough monster stats though inventing your own isn't too big a concern.
Closing thoughts
It is a bare bones system with little setting information and a lot of newbie friendly advice. Experienced DM's should realize that the DM guide wont be all that useful to them. I recommend finding the collated codex entries which are floating around on the net as a PDF. They will give you all the setting info you need. The Green Ronin boards are also very helpful.
I recommend the game and am planning a short campaign (6 sessions).
Last edited: