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The Dark Eye - Gods of Aventuria Interview
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<blockquote data-quote="vendolis" data-source="post: 8057916" data-attributes="member: 6997958"><p>Drakensang is a very old game that took 2nd or 3rd Edition rules and adjusted them for the computer. I don’t remember the exact rules in it, but it is not comparable to the TTRPG version.</p><p>The TTRPG is still very focused on skills. Since the effects of combat are longer lasting than in other systems, people will try to find solutions that are avoiding combat until there is no other way. To recover from an average sword hit takes you more than one rest period and super-natural healing is not as available and has similar limitations.</p><p></p><p></p><p>This is very different due to it being a computer RPG. In the TTRPG it is one die roll for initiative. If you get damaged to a certain degree you might lose initiative points for the rest of the combat, but that is it.</p><p></p><p></p><p>This is the case, you skill rolls as well as attack and parry get harder when you gain condition levels like pain, stupor, or similar. And when you hit 5HP you go unconscious, which is very helpful since there is no resurrection in this game.</p><p></p><p>I would rather suggest to look at <a href="https://www.drivethrurpg.com/m/product/154720" target="_blank">the free quickstart rules on DTRPG</a>. They are a very reduced set of rules but give you a good feeling for the general game. The system is very modular and there are a lot of optional rules where you can reside how complex you want to make your game. This goes down to the level that some player might want to use a special rule when hunting (because they are a hunter and have special abilities for it and it’s their spotlight), but another prefers to use the simpler base rules for it.</p><p>You want to play with zone armor and zone hit points (e.g. how many hits can your arm take before it is incapacitated or hacked off) ... we’ll be my guest, but it gets complicated there and I have not used that rule yet. But I might pull it out if there is an epic fight that might benefit from this granularity.</p><p></p><p>The system has it’s flaws (fights with large numbers, scaling at higher “levels”, for beginners hard character generation), but the combination of the setting and the rules make for a very enjoyable.</p></blockquote><p></p>
[QUOTE="vendolis, post: 8057916, member: 6997958"] Drakensang is a very old game that took 2nd or 3rd Edition rules and adjusted them for the computer. I don’t remember the exact rules in it, but it is not comparable to the TTRPG version. The TTRPG is still very focused on skills. Since the effects of combat are longer lasting than in other systems, people will try to find solutions that are avoiding combat until there is no other way. To recover from an average sword hit takes you more than one rest period and super-natural healing is not as available and has similar limitations. This is very different due to it being a computer RPG. In the TTRPG it is one die roll for initiative. If you get damaged to a certain degree you might lose initiative points for the rest of the combat, but that is it. This is the case, you skill rolls as well as attack and parry get harder when you gain condition levels like pain, stupor, or similar. And when you hit 5HP you go unconscious, which is very helpful since there is no resurrection in this game. I would rather suggest to look at [URL='https://www.drivethrurpg.com/m/product/154720']the free quickstart rules on DTRPG[/URL]. They are a very reduced set of rules but give you a good feeling for the general game. The system is very modular and there are a lot of optional rules where you can reside how complex you want to make your game. This goes down to the level that some player might want to use a special rule when hunting (because they are a hunter and have special abilities for it and it’s their spotlight), but another prefers to use the simpler base rules for it. You want to play with zone armor and zone hit points (e.g. how many hits can your arm take before it is incapacitated or hacked off) ... we’ll be my guest, but it gets complicated there and I have not used that rule yet. But I might pull it out if there is an epic fight that might benefit from this granularity. The system has it’s flaws (fights with large numbers, scaling at higher “levels”, for beginners hard character generation), but the combination of the setting and the rules make for a very enjoyable. [/QUOTE]
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