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DARPG STUFF: Characters, Creatures, Optional Rules, etc. NEW: HP Bloat Solutions

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  • Icarus
    replied
    HP BLOAT SUGGESTIONS | MAKING DRAGON AGE DARK AND GRITTY AGAIN

    This has been discussed here before, but hey, here's a few more ideas.

    In our games I use the optional combat rules you find on this thread to make combat faster. I strongly recommend the "single roll hit + damage rule", aka Icarus Rule (yep), for it made the game much more enjoyable to my players.

    So, let's make Dragon Age grim and dark again. This idea comes directly from Modern Age, the other Green Ronin game that uses the AGE system (alongside Fantasy Age, Blue Rose, etc), changed and adapted to Dragon Age.

    1st Level Health
    Mages:
    20 + Con
    Rogues: 25 + Con
    Warriors: 30 + Con

    And that's it, really. There is no improvement after 1st level, unless you improve your Constitution. Oh, also, add +1 to the heroes DEFENSE at every 4th level. That'll help them save that little health they have.

    Here's the thing. You have to "grittify" your creatures, too! Basically, get the creature's threat level (Core, p. 270) and reduce it's health based on that rank.

    Minor: Reduce 5 health. That is, for a Crazed Apostate (p. 271), reduce it from 25 health to 20 health.
    Moderate: Reduce 15 health. So, a Knight-Captain (p. 276) drops from 50 health to 35 health while a Great Bear (p. 277) drops from 75 health to 60 health (that'll save a few rounds).
    Major: Reduce 30 health. So, an Ogre (p. 287) drops from 80 health to 50 health and a Hurlock Emissary (p. 287) drops from 66 health to 36 health.
    Dire: Reduce 30 health (45 if non human). So, a High Dragon (p. 296) drops from 200 health to 115 health.
    Legendary: Reduce 30 health (60 if non human). So, the Architect (p. 290) drops from 80 health to 20 health. Wait, WHAT? Of course you have to adjust it to avoid these strange results, duh.

    Any ideas on how to better calculate hp for creatures? :-)

    Leave a comment:


  • Icarus
    replied
    Originally posted by fkirenicus View Post
    A very nice compilation of suggestions for rule changes, have picked up quite a few in my own game.
    Very happy to help, my friend. Hope you and your group have fun with these suggestions!

    Leave a comment:


  • fkirenicus
    replied
    A very nice compilation of suggestions for rule changes, have picked up quite a few in my own game.

    Leave a comment:


  • Icarus
    replied
    Originally posted by Parsival View Post
    Actually, one other query I have is with Storm of the Century. How do the effects differ compared to a situation where the spells were combined in the same area (by the same mage or not), without the benefit of Spell Might? The way I read it, I can't see any additional benefits.
    Immense duration WITHOUT additional mana cost ;-) the spells add their effects and last (Magic) turns while each individual spell usually requires extra mana for each turn after the first. (Edit: notice that after the storm goes off you can't really control or stop it, just like in the game.)

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  • Parsival
    replied
    Actually, one other query I have is with Storm of the Century. How do the effects differ compared to a situation where the spells were combined in the same area (by the same mage or not), without the benefit of Spell Might? The way I read it, I can't see any additional benefits.

    Leave a comment:


  • Icarus
    replied
    Originally posted by Parsival View Post
    Looking at the Spell Combinations, I think I'd add Winter's Grasp to the spells that can trigger Shattering - it does so in the DA 2 and Inquisition computer games.

    Again - great work on these. I'm going to print out your list and hand it to my Mage players at the next session!
    Thanks, man. You're right about winter's grasp. It works a little bit different visually speaking in DA2/DA:I... I have that version in my spells overhaul. I'll try to share it here too.

    Leave a comment:


  • Parsival
    replied
    Looking at the Spell Combinations, I think I'd add Winter's Grasp to the spells that can trigger Shattering - it does so in the DA 2 and Inquisition computer games.

    Again - great work on these. I'm going to print out your list and hand it to my Mage players at the next session!

    Leave a comment:


  • Davies
    replied
    ... evidently, you can.

    Edit: No, but it seemed polite to answer your question.

    Leave a comment:


  • Icarus
    replied
    Can I just say this...

    I really didn't like FACES OF THEDAS.

    Amazing presentation as always, but too many problems with the stats... including a fairly important character in the wrong class (!) and the absence of some fan favorites. Overall, Alurvelve's stats are better. But hey, at least it's a good read. The text is great.

    -_- (yes, evidently, I can - do you have something else to add, Davies? What's your opinion about it?)
    Last edited by Icarus; 10th December 2019, 06:46 AM.

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  • Icarus
    replied
    Originally posted by Parsival View Post
    Your spell combination list is great! This is exactly the sort of thing the game needed. I haven't studied it in detail but I do wonder whether there ought to be more pre-requisites, much like there was in Dragon Age 2 - for example, to achieve a 'combo' the caster requires mastery level in the relevant schools of magic. I'd love to hear Kot the Protector discuss these on the Wonders of Thedas podcast.

    Now all we need are combos for warriors and rogues...
    Thanks, man. I don't like the idea of limiting these combos through more prerequisites... I think magic is already pretty underwhelming in DA:RPG if you consider the RAW. These are just some options that even include our warrior/rogue friends (see shattering). But whatever works in your game ^_^

    Leave a comment:


  • Parsival
    replied
    Your spell combination list is great! This is exactly the sort of thing the game needed. I haven't studied it in detail but I do wonder whether there ought to be more pre-requisites, much like there was in Dragon Age 2 - for example, to achieve a 'combo' the caster requires mastery level in the relevant schools of magic. I'd love to hear Kot the Protector discuss these on the Wonders of Thedas podcast.

    Now all we need are combos for warriors and rogues...

    Leave a comment:


  • Icarus
    replied
    Spell Combinations

    Spell combinations happen when two or more specific spells are cast on the same target or area.
    Advanced Reanimation (Spell Might + Animate Dead)
    A skeleton ally resurrected from the battlefield by means of the spell animate dead still suffers from the trauma of its recent demise, and is thus not as fearsome a combatant as it might otherwise be. However, when animate dead is cast by a mage whose power has been bolstered by the effects of spell might, the skeleton arises with the might and determination of one who has been dead for centuries. This improved skeleton ally is stronger and has more abilities.
    Advanced reanimation summons a skeleton as per animate dead but the creature gains the elite template (p. 270); apply the heroic template instead if the caster is level 6 or higher; and apply the epic template instead if the caster is level 11 or higher.
    Advanced Shapeshifting (Spell Might + any shapeshifter spell)
    A mage using the small animal form, large animal form or vicious beast form spells while under the effects of spell might apply the elite template (p. 270) to the base stats of the animal; apply the heroic template instead if the caster is level 6 or higher; and apply the epic template instead if the caster is level 11 or higher.
    Entropic Death (Death Hex + Entropic Cloud)
    Perhaps the victims would say it makes no difference, since those afflicted by a death hex already know there is little hope of survival, but they should avoid a death cloud at all costs if they do not wish to hasten the process: Merely touching the edge of the cloud is enough to set off a deadly reaction that deals truly massive spirit damage to the subject of the hex.
    If a target under the effects of a death hex enters the death cloud, the death hex is dispelled and the target suffers entropic death, taking 6d6 penetrating damage.
    Improved Drain (Vulnerability Hex + Drain Life or Mana Drain)
    The victim of a vulnerability hex must be wary not only of damage from the elements, but also spellcasters who wish to sap life or mana to restore their own bodies. The spells drain life and mana drain are twice as effective in those circumstances.
    When used against a target under the effects of vulnerability hex, the drain life spell causes +2d6 points of penetrating damage and the mana drain spell drains +1d6 mana points.
    Nightmare (Sleep + Horror)
    Creatures that are asleep are particularly suggestible, and thus ill-equipped to resist the spine-chilling effect of a horror spell. The vivid nightmares that result inflict massive spirit damage, the shock killing many lesser creatures outright. Those unlucky enough to survive are certain to emerge from the ordeal in a state of fear.
    When used against a target under the effects of sleep, the horror spell causes 4d6 penetrating damage and wakes the target up, still under the effects of horror.
    Paralysis Explosion (Glyph of Paralysis + Glyph of Repulsion)
    The magic power of a glyph derives from the purity of its shape. When two glyphs overlap and their lines become confused, particularly when the glyph's effects are directly opposed as with glyph of paralysis and glyph of repulsion, the magic has no choice but to dissipate instantly and explosively, instantly paralyzing all those nearby.
    When a glyph of repulsion is cast overlapping with a glyph of paralysis an explosion with the same effects of the glyph of paralysis and double the normal duration of the spell affects all targets in a 4-yard radius area.
    Shattering (Petrify or Cone of Cold + Crushing Prison, Stonefist or 5 SP stunt)
    A creature frozen or petrified by magic, as from the spells petrify or cone of cold, is in a vulnerable state, subject to shattering if excessive force is applied to just the right spot. A critical hit from any weapon may suffice, and the spells stone fist and crushing prison have been known to achieve the effect as well.
    A creature is vulnerable to shattering if it failed a test to resist the effects of a petrify or cone of cold spell, during the duration of the spell. You can shatter the creature if it fails a test against crushing prison or stone fist or as a 5 SP stunt with a weapon attack. You canít shatter important NPCs or creatures, at GMís discretion.
    Shockwave (Crushing Prison + Force Field)
    An adventurer beset from all sides may find solace within the temporary confines of a force field spell, which temporarily protects against all damage. Since the spell also prohibits movement, however, the original situation will still persist once the spell fails. If a mage casts crushing prison atop the force field, the contradictory effects will result in a spectacular disintegration of both spells, generating a shockwave that harms all in the area except the original subject standing in the epicenter.
    Casting force field on the target of a crushing prison (or vice-versa) causes an explosion in a 4-yard radius area that deals 2d6 penetrating damage, except the original target of the crushing prison spell. This automatically ends the crushing prison, making this combination an excellent way to free allies from that spell.
    Storm of the Century (Spell Might + Blizzard + Tempest)
    When two storm systems collide, chaos and destruction inevitably ensue. A mage who combines the blustering ice and snow of blizzard with the whirling lightning storm of tempest will generate a terrifying storm of the century. Anyone caught within its bounds will suffer spectacular electric damage.
    Only the mage casting tempest (the last spell to be cast) needs to have spell might activated. Both blizzard and tempest combine their effects (including their area of effect) and last a number of rounds equal to the Magic ability of the mage casting tempest.

    Leave a comment:


  • Icarus
    replied
    Originally posted by shonuff View Post
    Re: DARPG STUFF: Characters, Creatures, Optional Rules, etc. NEW: LORD OF THE RINGS stuff...

    1. Ritual, to me, implies ceremony and activity. Things that can't be performed in a 15 sec round. More importantly, with the force multipliers you could apply, you might not want that to be an every round occurrence.

    2. For location, my thoughts weren't on specifics as a detail alone, but as a force multiplier. With no MP cost, and especially if you extend casting time, the stunt chart doesn't work as-is. So I'd recommend dropping the success check. Instead, a ritual with no circle could have maybe a flat 50% chance of failure; a circle drawn with a stick in the dirt has a 25% chance; a specially prepared ritual room in a Circle Tower has 0% chance. And/or, the more prepared the chamber, the added benefits to the casting.

    3. Personally, I'm not overly keen on non casters performing ritual magic, but other systems allow it, so I was just tossing it out there. D&D allows certain spells to any class, and IIRC Shadowrun allows non-casters to participate. More importantly would be the number of mages -- would having X mages boost the spell effect?

    Example: casting Fireball has like a 4 yd radius for 3d6 damage. However, a ritual fireball, cast by 5 mages in a specifically prepared ritual room could have say a 10 yd radius and say 9d6 damage -- each mage adding 1d6 damage and 1 yd, and the quality of the circle acting as a bonus 2 mages. Food for thought - it's more work this way.
    Hey man, sorry for the late reply. I've been very busy at work and that heavily limited my time here at the forums and playing games in general :'(

    As always thank you for the ideas an insight. I might disagree in some points (and unfortunately I don't have the time to go into detail right now) but I really like your ideas. It's great to see the views of a different GM on the same rules we use.

    I'll be going back to work now -.- Hope everything's OK with you all

    Leave a comment:


  • shonuff
    replied
    Re: DARPG STUFF: Characters, Creatures, Optional Rules, etc. NEW: LORD OF THE RINGS stuff...

    Originally posted by Icarus View Post
    I wouldn't change 1 (the original idea is suited to my campaign, but maybe it can work like that for other GMs); 2, I dont see a problem, you can draw your magic circle with chalk, blood, whatever, nitpicking this could be too detrimental to the player; and about 3, I'd say rituals are a form of magic and disallow non-mages from doing it (in Dragon Age; it could work in different settings).
    1. Ritual, to me, implies ceremony and activity. Things that can't be performed in a 15 sec round. More importantly, with the force multipliers you could apply, you might not want that to be an every round occurrence.

    2. For location, my thoughts weren't on specifics as a detail alone, but as a force multiplier. With no MP cost, and especially if you extend casting time, the stunt chart doesn't work as-is. So I'd recommend dropping the success check. Instead, a ritual with no circle could have maybe a flat 50% chance of failure; a circle drawn with a stick in the dirt has a 25% chance; a specially prepared ritual room in a Circle Tower has 0% chance. And/or, the more prepared the chamber, the added benefits to the casting.

    3. Personally, I'm not overly keen on non casters performing ritual magic, but other systems allow it, so I was just tossing it out there. D&D allows certain spells to any class, and IIRC Shadowrun allows non-casters to participate. More importantly would be the number of mages -- would having X mages boost the spell effect?

    Example: casting Fireball has like a 4 yd radius for 3d6 damage. However, a ritual fireball, cast by 5 mages in a specifically prepared ritual room could have say a 10 yd radius and say 9d6 damage -- each mage adding 1d6 damage and 1 yd, and the quality of the circle acting as a bonus 2 mages. Food for thought - it's more work this way.

    Leave a comment:


  • Icarus
    replied
    Re: DARPG STUFF: Characters, Creatures, Optional Rules, etc. NEW: LORD OF THE RINGS stuff...

    Originally posted by shonuff View Post
    As-is, I would work on the ritual section. The idea of rituals is that they expand spell lists. So the optional talent just is really meh. Spells and talents are already overly tight resources without spell swapping and with all of the taxes.

    Alterations I'd make to rituals:

    1. Time - instead of subbing GP for MP, I would exchange time for MP. 15 minutes to hours depending on effects.

    2. Location - a mage could scratch a circle in the dirt with their staff, but what about the enlaid tile summoning room with carefully measured lines?

    3. Casters - could multiple ritual casters enhance the power of a spell? Likewise what about someone who couldn't cast spells?
    As always, excellent points that could work in specific campaign (as most optional rules, the original ones work fine on mine).

    I wouldn't change 1 (the original idea is suited to my campaign, but maybe it can work like that for other GMs); 2, I dont see a problem, you can draw your magic circle with chalk, blood, whatever, nitpicking this could be too detrimental to the player; and about 3, I'd say rituals are a form of magic and disallow non-mages from doing it (in Dragon Age; it could work in different settings).

    I deleted the post about the books because it was incomplete (I had ALL books from DA:O there) and I'm getting that annoying problem where you post and the forum simply restarts and what you wrote doesn't appear :-( I have the post in a .doc so I'll try to fix it next year xD

    Edit

    Complete post is here: https://drive.google.com/open?id=12v...ZeMnP9HQPU8o03
    Last edited by Icarus; 31st December 2018, 02:59 PM.

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