Lago's Dragon Age RPG Review
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Um...souran wrote:Didn't you follow the side quest about the adventurers who were after the treasure of gems? Looking at the DOA wiki its the "unbound" side quest. You fight Gaxkang at the end of it. He was harder than the final boss imho.
Reward is the Keening Blade, which is the best one handed weapon in the game unless you get DLC.
Kanggaxx is the name of a demilich in Baldur's Gate II you can fight. As I remember he casts Time Stop, then haste, then nemonic sequencer magic missle, then time stop then nemonic sequencer magic missle then another nemonic sequencer magic missle.
If you survive you can then one shot him but he will rinse and repeat in BDII until he smokes your party.
Kanggaxx does different stuff based on who you send. But his main thing is... Well, he fucking owns your face with Imprisonment. But yeah. GaxKang is also not immune to Force Field on PC. So... really easy, just like every other boss who didn't have more powerful minions than you could keep locked down.
For some reason I thought you were talking about Irenicus when you were talking about the "main badguy" of BG, probably because he's the main badguy.
Unrestricted Diplomat 5314 wrote:Accept this truth, as the wisdom of the Crafted: when the oppressors and abusers have won, when the boot of the callous has already trampled you flat, you should always, always take your swing."
From the PC version (Patch 1.03) Dragon Age Nightmare level perspective...
Stasis works on almost all bosses (except the final ones and the dragons). Crushing Prison works on all mooks and yellows, but most big bosses are only damaged by it, not held by it.
Also, massed Crushing Prison via Blood Mage is the shit for crowd control. Just follow these easy steps!:
1. Send Alistair forward to draw massive group of bad guy's firepower
2. Blood Mage everyone and hold them in place.
3. Nuke the area with Fireballs and every AoE you have
4. Wake up Alistair from his fireball-induced roasting. Chuckle as he goes "Huh? We won? YAY!"
Stasis works on almost all bosses (except the final ones and the dragons). Crushing Prison works on all mooks and yellows, but most big bosses are only damaged by it, not held by it.
Also, massed Crushing Prison via Blood Mage is the shit for crowd control. Just follow these easy steps!:
1. Send Alistair forward to draw massive group of bad guy's firepower
2. Blood Mage everyone and hold them in place.
3. Nuke the area with Fireballs and every AoE you have
4. Wake up Alistair from his fireball-induced roasting. Chuckle as he goes "Huh? We won? YAY!"
Last edited by Zinegata on Tue May 25, 2010 2:02 am, edited 1 time in total.
Its been a while but I seem to remember that the baddies in BD II didn't cast improsonment unless you had a character who could get out of it.Kaelik wrote:
Um...
Kanggaxx does different stuff based on who you send. But his main thing is... Well, he fucking owns your face with Imprisonment. But yeah.
Again, if that much stuff is subject to being able to be totally stopped then all the stoppage powers are even better. However, Gaxkang was very good at hitting my guys in the face with his weapons while at the same time taking damage from the crushing prison. He also seemed totally uneffected in caster form by force field.GaxKang is also not immune to Force Field on PC. So... really easy, just like every other boss who didn't have more powerful minions than you could keep locked down.
Yes, this is because I screwed up which guy he was named after. I freely admit that.For some reason I thought you were talking about Irenicus when you were talking about the "main badguy" of BG, probably because he's the main badguy.
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TheFlatline
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Back to the original DA:O review...
While I really enjoyed the game (PC version) I can't say that I found the setting terribly interesting. I noted with interest that Green Ronin was doing a couple books on it, but interest quickly faded as I was taken deeper into the game. There's lots of promise, but not lots of follow-through.
While I really enjoyed the game (PC version) I can't say that I found the setting terribly interesting. I noted with interest that Green Ronin was doing a couple books on it, but interest quickly faded as I was taken deeper into the game. There's lots of promise, but not lots of follow-through.
So all in all, it's not even that amazing a vidya game (though is decent enough? I don't know, my lappy isn't powerful enough to run it), the best it did was leave us a meme, and speaking of that meme, Morrigan disapproves of the tabletop one?
But...

...is still my favourite Morrigan.
But...

...is still my favourite Morrigan.
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Lago PARANOIA
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I agree with The Flatline. A lot of the design philosophies seemed to come from D&D 2nd Ed, what with the DM controlling most of the adventure and advancement. There doesn't seem to be a uniform difficulty curve anywhere and the game even revels in it; like I mention the XP rewards are based on relative difficulty, not objective difficulty. So plowing through elite soldiers with great tactics and equipment nets you fewer experience then getting into fights with bandits who outmanuever you and get lucky.
But what really kills the system is that a quick math test of the system makes the game almost unplayable. With the healing skill and spell in your corner pocket combat is already really grindy, but with armor it becomes a fucking cripple fight. This is really not good in a system where you have so few options. Seriously, you grab a party with a ratio of three warriors/one mage with Heal / Rock Armor / Some Spammable Burst and have the warriors invest in heavy armor specialization and either dual-weapon fighting / sword and shield fighting or that talent where you get to spam first aid. The mage invests talents in reducing the cost of their healing spell. While mages suck at level 1 and 2 they really start to earn their money by level 3 because they regenerate mana so fast that they can keep the party healed up fully between encounters.
Some noise was made about the stunting system. It's not very good. It's novel for about the first two or three combats but the problem is that some of the maneuvers are blatantly inferior to others and the dragon die can really screw you over. You'll end up spamming piercing strike and/or lightning strike.
Rogues suck. They're just flat-out worse than fighters, which is really awful in a system where there are only three classes. They start to suck less once they get to level 4 and they get to spam backstab and piercing strike, but you'd still rather have a fighter because of the heavy armor thing.
They really fucked up the hp/level thing. Warriors have a pretty serious bulge on hit points of mages, but like in 3E D&D a mage with a one point constitution advantage can catch up with a fighter by level 10. The low hit points, combined with the low mana and and the need to keep up Rock Armor is actually a pretty big deal for the first 3 levels when you probably won't even have enough MP to throw out anything but your crummy default manaless ranged attack. If you can keep the mage out of combat entirely they're a slight edge to your workday over having another fighter at low levels, but if you can't keep them safe then just grab a fourth fighter.
I said somewhere else that I am not impressed by a simple system with tight schtick and ability restrict that keeps things balanced, which is why I roll my eyes everytime someone tells me that 4E D&D is more balanced than 3E. That said, I'm baffled by the fact that DARPG is even less diverse than 2E D&D and still manages to be more unbalanced. WTF?
But what really kills the system is that a quick math test of the system makes the game almost unplayable. With the healing skill and spell in your corner pocket combat is already really grindy, but with armor it becomes a fucking cripple fight. This is really not good in a system where you have so few options. Seriously, you grab a party with a ratio of three warriors/one mage with Heal / Rock Armor / Some Spammable Burst and have the warriors invest in heavy armor specialization and either dual-weapon fighting / sword and shield fighting or that talent where you get to spam first aid. The mage invests talents in reducing the cost of their healing spell. While mages suck at level 1 and 2 they really start to earn their money by level 3 because they regenerate mana so fast that they can keep the party healed up fully between encounters.
Some noise was made about the stunting system. It's not very good. It's novel for about the first two or three combats but the problem is that some of the maneuvers are blatantly inferior to others and the dragon die can really screw you over. You'll end up spamming piercing strike and/or lightning strike.
Rogues suck. They're just flat-out worse than fighters, which is really awful in a system where there are only three classes. They start to suck less once they get to level 4 and they get to spam backstab and piercing strike, but you'd still rather have a fighter because of the heavy armor thing.
They really fucked up the hp/level thing. Warriors have a pretty serious bulge on hit points of mages, but like in 3E D&D a mage with a one point constitution advantage can catch up with a fighter by level 10. The low hit points, combined with the low mana and and the need to keep up Rock Armor is actually a pretty big deal for the first 3 levels when you probably won't even have enough MP to throw out anything but your crummy default manaless ranged attack. If you can keep the mage out of combat entirely they're a slight edge to your workday over having another fighter at low levels, but if you can't keep them safe then just grab a fourth fighter.
I said somewhere else that I am not impressed by a simple system with tight schtick and ability restrict that keeps things balanced, which is why I roll my eyes everytime someone tells me that 4E D&D is more balanced than 3E. That said, I'm baffled by the fact that DARPG is even less diverse than 2E D&D and still manages to be more unbalanced. WTF?
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Lago PARANOIA
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Your second-highest stat is always going to be dexterity--in fact, unless you're immediately able to finagle yourself a good shield it should be your highest stat.
Also, the most deadly enemies in the game, by a good margin, are giant spiders and black bears, as in the bitches of polar and grizzly bears. I find this amusing. And actually really sad. A party will seriously get its ass handed to it by two bears unless the mage keeps said bears on stun-lockdown.
One thing I really hate about the Dragon Age monster system is that quite a few monsters have blatant 'fuck you' auto-hit powers that always work to some extend no matter who you're fighting. Stupid system. And I know that I'm really harping on the system, but fucking seriously the game should not have gone to presses without assigning a relative challenge rating to monsters. Some monsters, like the giant spider and the bear, indicate to me that they should probably be used as 'solo' encounters (which is pretty fucking sad, at the top end of this module your party is ready to gangbang a bitch bear) but there's nothing at all that says this. Apparently the DM is just supposed to wing it with no guidelines. Stupid system.
I'd also like to shake the hand of the person who thought that the talent for a +2 attack and damage bonus for your fucking greataxe, in a system where for all ranges of play you can expect an attack bonus of about 3-8 -- and that 8 belongs to a min-maxxed 5th-level character, should cost the same as a +2 to your horsemanship talent. Real smooth, guys.
Once you get a bonus to your attack stat, all of your ability focuses should go towards beefing up your defenses. Because you have to alternate between increasing your primary stat and your secondary stat mages actually have an easier time shoring up their defenses because their magic and willpower stat is a primary but their constitution and dexterity are secondary. Meaning that frequently, willpower will be a mage's weakest stat.
The seeds for caster superiority are also pretty much sewn, too. See, Spellpower (DARPG's equivalent of a Save DC) is 10 + Your Magic Stat + Focuses. Which is going to be Spirit, because that's what Mind Blast works off of. So, assuming that you started the game with a 5 in magic, took Focuses in Creation and Spirit (+2), took the talent that let you fast-cast Spirit Wisp (+1), put both of your ability gains in magic (+2), you'll have a spellpower of 20. This is a system where having a +4 for the resist score is considered really good. Do I need to remind you that this system uses 3d6 instead of 1d20?
On the CoDzilla front, while mages can't quite replace a fighter by level 5 yet (they don't have enough mana and the lack of a shield or appropriate talent hurts them), a mage that rolled well for magic, constitution, and dexterity and constantly keeps Rock Armor up (which can have a DR of 7 by level 4) has a comparable level of durability. The only things that mages really need to replace the fighter is a way of beefing up their defense bonuses (they're about +3 behind a min-maxxed fighter) and a better spammable attack. Mages unfortunately don't have an attack that delays enemies AND deals damage so you can't just shoo all of the fighters away and rely on spells... though at level 5 you do come really uncomfortably close towards doing so, as long as you don't mind a 15-minute workday. Of course, spell costs remain fixed while you continue to get more and more mana in a day, so at around level 8 with appropriate talents an all-mage party could completely replace the need for fighters.
I really look forward towards how they're going to do things for the next 15 levels, considering what a knife's edge of balance things are. There's some vague mewling in the book about how expansion material spells are much more 'dangerous' than core-book spells given that they're more powerful, but honestly I don't see mages having any problems completely coasting on their cheap low-tier spells unless the game throws a curveball.
This system isn't completely broken yet, but it's really, really close towards being so. I do not recommend playing this game and I am really disappointed in Green Ronin for shoveling this crap onto players. It's boring, incomplete in MAJOR areas, restrictive, and unbalanced. If I had my druthers I would completely scrap the player's handbook and rewrite it from scratch. The Dungeon Master's Guide could be made usable with a week's worth of writing and re-editting, but the PHB is unsalvageable.
Please tell me the computer game wasn't this bad, guys.
Also, the most deadly enemies in the game, by a good margin, are giant spiders and black bears, as in the bitches of polar and grizzly bears. I find this amusing. And actually really sad. A party will seriously get its ass handed to it by two bears unless the mage keeps said bears on stun-lockdown.
One thing I really hate about the Dragon Age monster system is that quite a few monsters have blatant 'fuck you' auto-hit powers that always work to some extend no matter who you're fighting. Stupid system. And I know that I'm really harping on the system, but fucking seriously the game should not have gone to presses without assigning a relative challenge rating to monsters. Some monsters, like the giant spider and the bear, indicate to me that they should probably be used as 'solo' encounters (which is pretty fucking sad, at the top end of this module your party is ready to gangbang a bitch bear) but there's nothing at all that says this. Apparently the DM is just supposed to wing it with no guidelines. Stupid system.
I'd also like to shake the hand of the person who thought that the talent for a +2 attack and damage bonus for your fucking greataxe, in a system where for all ranges of play you can expect an attack bonus of about 3-8 -- and that 8 belongs to a min-maxxed 5th-level character, should cost the same as a +2 to your horsemanship talent. Real smooth, guys.
Once you get a bonus to your attack stat, all of your ability focuses should go towards beefing up your defenses. Because you have to alternate between increasing your primary stat and your secondary stat mages actually have an easier time shoring up their defenses because their magic and willpower stat is a primary but their constitution and dexterity are secondary. Meaning that frequently, willpower will be a mage's weakest stat.
The seeds for caster superiority are also pretty much sewn, too. See, Spellpower (DARPG's equivalent of a Save DC) is 10 + Your Magic Stat + Focuses. Which is going to be Spirit, because that's what Mind Blast works off of. So, assuming that you started the game with a 5 in magic, took Focuses in Creation and Spirit (+2), took the talent that let you fast-cast Spirit Wisp (+1), put both of your ability gains in magic (+2), you'll have a spellpower of 20. This is a system where having a +4 for the resist score is considered really good. Do I need to remind you that this system uses 3d6 instead of 1d20?
On the CoDzilla front, while mages can't quite replace a fighter by level 5 yet (they don't have enough mana and the lack of a shield or appropriate talent hurts them), a mage that rolled well for magic, constitution, and dexterity and constantly keeps Rock Armor up (which can have a DR of 7 by level 4) has a comparable level of durability. The only things that mages really need to replace the fighter is a way of beefing up their defense bonuses (they're about +3 behind a min-maxxed fighter) and a better spammable attack. Mages unfortunately don't have an attack that delays enemies AND deals damage so you can't just shoo all of the fighters away and rely on spells... though at level 5 you do come really uncomfortably close towards doing so, as long as you don't mind a 15-minute workday. Of course, spell costs remain fixed while you continue to get more and more mana in a day, so at around level 8 with appropriate talents an all-mage party could completely replace the need for fighters.
I really look forward towards how they're going to do things for the next 15 levels, considering what a knife's edge of balance things are. There's some vague mewling in the book about how expansion material spells are much more 'dangerous' than core-book spells given that they're more powerful, but honestly I don't see mages having any problems completely coasting on their cheap low-tier spells unless the game throws a curveball.
This system isn't completely broken yet, but it's really, really close towards being so. I do not recommend playing this game and I am really disappointed in Green Ronin for shoveling this crap onto players. It's boring, incomplete in MAJOR areas, restrictive, and unbalanced. If I had my druthers I would completely scrap the player's handbook and rewrite it from scratch. The Dungeon Master's Guide could be made usable with a week's worth of writing and re-editting, but the PHB is unsalvageable.
Please tell me the computer game wasn't this bad, guys.
Last edited by Lago PARANOIA on Tue May 25, 2010 8:37 am, edited 2 times in total.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Lago PARANOIA
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I don't have my Mutants and Masterminds books on me, but I do intend to get them and compare the credits of that project to this one.
Because honestly, I'm actually really stunned by how bad this game is. M&M d20 is a bland RPG that can't model a lot of superhero tropes, but it doesn't make me a saaaaaad panda when I read through the rules.
The DARPG is bad at many levels. The basic resolution system is fine, though like I mentioned for extended tests the dragon die adds too much unused granularity and just ends up slowing things done. A lot of the rules for world-building and task resolution on the DM side are fine, too.
But the PHB is just godawful. My review is kind of scattershot, but I'll just do some highlights.
Because honestly, I'm actually really stunned by how bad this game is. M&M d20 is a bland RPG that can't model a lot of superhero tropes, but it doesn't make me a saaaaaad panda when I read through the rules.
The DARPG is bad at many levels. The basic resolution system is fine, though like I mentioned for extended tests the dragon die adds too much unused granularity and just ends up slowing things done. A lot of the rules for world-building and task resolution on the DM side are fine, too.
But the PHB is just godawful. My review is kind of scattershot, but I'll just do some highlights.
- There are unforgivably few options. There are only three classes with little ability or room to incentivize them. Two of the classes, the rogue and the fighter, are literally identical in tactics and strategy except for how they shift numbers around.
- Magic is the One True Stat. For mages, it adds to damage, attack, spellpower, magic points, and some other shit. That is ridiculous.
- Heavy-armored characters are just way too damn strong. Level 3 sword and board fighters (because you are not an idiot) have a large defense rating and soak like crazy. In-combat healing is too strong. A minor talent in Chirurgy lets an average character heal about 4-5 hit points per ever wound they get. As a minor action.
- Primary and Secondary focuses are really fucked up as far as schtick-reinforcement goes. Because you can only increase one or the other at pre-defined levels and because how the Primary/Secondary skills are lumped for each class, it hurts the mage to pick up focuses for their cunning group (since it's in the same as their magic group) but it doesn't hurt the warrior to pick up the same focuses (because it's a secondary for them). Fucking bullshit.
- Weapon groups are blatantly better than the others. This is really not a good thing for a system that doesn't even have 20 possible weapons in it.
- As DragonChild mentioned, resources for combat skills come out of the same pool as resources for non-combat skills. You don't even get a D&D-consolation prize at getting better at relevant skills you don't advance. This means that you become a min-maxxed combat monkey from the starting gate or you get hopelessly left behind.
- Stunts, probably the one unique idea of the system, aren't varied or balanced enough to be worthwhile. You use Skirmish if you roll a 1, Penetrating Strike if you rolled a 2, Lightning Strike if you rolled a 3, Seize the Initiate if you rolled a 4 and are behind a bunch of enemies otherwise it's Lightning Strike + Skirmish, Lightning Strike + Penetrating Strike if you rolled a 5, LS + PS + Skirmish or StI + PS if you rolled a 6. Boring.
- Combat section really incomplete. There are no rules for delaying your order in the initiative (why the fuck not?) or using cover or fighting while you're blinded or any of that shit.
- Ugly mage balance issues starting to rear their head. By the end of the boxed set a mage can have a better DR than a fighter.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Lago PARANOIA
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In case anyone still cares about this poor cRPG imitation TTRPG, here's someone else bitching about the game.
http://www.greenronin.com/phpBB2/viewto ... sc&start=0
http://www.greenronin.com/phpBB2/viewto ... sc&start=0
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Lago PARANOIA
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So. The second set has been delayed by over half a year.
I guess this experiment is pretty much dead. Serves Green Ronin right for adapting a flash-in-the-pan license rather than something tried and true like Battlestar Galactica or Final Fantasy.
I guess this experiment is pretty much dead. Serves Green Ronin right for adapting a flash-in-the-pan license rather than something tried and true like Battlestar Galactica or Final Fantasy.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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DragonChild
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http://karriusrpg.blogspot.com/2010/07/ ... e-rpg.html
And here, for my analysis, as I don't think you mentioned the WTFness of the Mage's RNG.
And here, for my analysis, as I don't think you mentioned the WTFness of the Mage's RNG.
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Lago PARANOIA
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Yup. The RNG really, really sucks and this is mostly because of what happens at character creation. And random rolling for hit points and mana. WTF? I mean you have a pretty good chance at coming out of character creation as a fairly competent killbot, but if you want to do something like have your mage sling spells AND be good at singing (oh wait, you need a talent for that
) you probably won't be able to afford it.
I mentioned it earlier in my review, but I would like to re-iterate: I really, really hate it when systems give you the 'choice' between being flavorful and being competent in battle. I have no idea why DA:O decided to go with this incredibly shit idea of having non-combat skills come from the same pool of advancement points as your combat skills. This was discredited way back in the early 90s, I don't know why I'm seeing this shit again.
I didn't harp on the monsters thing and how it didn't model a bunch of tropes from DA:O because I haven't played the game at all. I looked at the RPG before playing the video game and all of my thoughts are from someone who is not a fan and doesn't know anything of the game beyond 'DAMN Morrigan and that elf guy with feathered hair are looking fine. Of course since it's Bioware Morrigan will probably be a huge self-centered, obnoxious jerk like all hot women in Bioware RPGs and something about that elf guy screams gay stereotype despite his hotness'.
I mentioned it earlier in my review, but I would like to re-iterate: I really, really hate it when systems give you the 'choice' between being flavorful and being competent in battle. I have no idea why DA:O decided to go with this incredibly shit idea of having non-combat skills come from the same pool of advancement points as your combat skills. This was discredited way back in the early 90s, I don't know why I'm seeing this shit again.
I didn't harp on the monsters thing and how it didn't model a bunch of tropes from DA:O because I haven't played the game at all. I looked at the RPG before playing the video game and all of my thoughts are from someone who is not a fan and doesn't know anything of the game beyond 'DAMN Morrigan and that elf guy with feathered hair are looking fine. Of course since it's Bioware Morrigan will probably be a huge self-centered, obnoxious jerk like all hot women in Bioware RPGs and something about that elf guy screams gay stereotype despite his hotness'.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Lago PARANOIA
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Altair. That's his name.
There was a guy on a Sonic the Hedgehog MUCK who had that name and he was a huge douche. You're not winning me any points there, sexy elf guy.
There was a guy on a Sonic the Hedgehog MUCK who had that name and he was a huge douche. You're not winning me any points there, sexy elf guy.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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DragonChild
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Quantumboost
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Lago PARANOIA
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- Joined: Thu Sep 25, 2008 3:00 am
Oops! Yeah, that's it.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
Green Ronin is doing an open playtest for Dragon Age: Set 2 (levels 6 - 10).
PDF available at http://grfiles.game-host.org/dragon_age ... aytest.pdf
PDF available at http://grfiles.game-host.org/dragon_age ... aytest.pdf
Last edited by Ferret on Wed Sep 22, 2010 1:34 am, edited 1 time in total.
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Lago PARANOIA
- Invincible Overlord
- Posts: 10555
- Joined: Thu Sep 25, 2008 3:00 am
Page 31 wrote:Novice: You have learned to summon spirits. You learn the spell Group Heal. To cast it and other spirit healer spells, you must first enter Summoning mode. This requires an activate action and you must pass a TN 14 Magic (Spirit) test. If you fail and roll triples, you must roll on the Fuck You Up table.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.