Dragon Age RPG by Green Ronin

General questions, debates, and rants about RPGs

Moderator: Moderators

souran
Duke
Posts: 1113
Joined: Wed Aug 05, 2009 9:29 pm

Dragon Age RPG by Green Ronin

Post by souran »

If you play computer/video game rpgs as well as table rpgs then you could not possibly have gotten through this past christmas season without hearing about dragon age origins.

Bioware's game divoreced itself from any version of the D&D rules and used a modified system of the rpg math used in the first mass effect and put forth a fairly solid (if not very difficult) video game rpg.

However, before you even even used your free "expansion content download key" Bioware had already sold the rights to make a pen and paper version of their computerized rpg to green ronin.

Now the game is at the publisher and we have an idea of what sort of game its going to be.

If you desire you can check out what they put together

http://www.greenronin.com/dragon_age/

However here are the highlights:

System: 3d6 -> its Bell Curve D&D. Roll 3d6 add them togther add modifer get above target number. The game also doesn't include a skill system. The game master uses his best judgment to determine which ability/attribute is best suited for a task and you add that modifer. Instead of skills you picked "focuses" which are like specalities in white wolf. You add an extra bonus to your check result if you have a focus in a task.

Right away we know that this system is going to have even lightly optimized characters off the rng for level appropriate tasks. Assuming you can figure out that a high ability score in your primary area is good and that a focus is good then you can probably figure out having both is better. The only other real option would be for the the check difficulties to presupose this level of ability for characters. If thats the case then players without good abiltiies scores and without a focus would be even more helpless than their unskilled d20 equivalents because your chance of rolling a 20 is 5%, but your chance of rolling an 18 is only about .5%

Note that the game also uses degree of sucess. You pick one die of your 3d6 and its individual value services as the marker for overall success/failure.

Races/Classes: 3 races but your race is a subpick from your background selection. Three classes just like the computer game. Just from the preview it appears that spellcasters have considerably more options than other characters.

Characters are created using a really oldschool method. You roll 3d6 in order and get to only switch 2 values. If you like rolled characters this is good.

Really you can see all this information on the green ronin website, and to date the game hasn't probably been PLAYED by hardly anybody. However, I have already seen some people at ign/gamespy forums talking about a "new and exciting pen and paper rpg!" With its videogame tie in it might even be able to find shelf space at borders.

Consider yourself forwarned....

Edit: I realized I had not explained well enough and that therefore some of what I had said was not totally true.

a 3d6 instead of d20 system is not automatically broken, but in a bell curve system bonuses are more valuable because its harder to get scores out in the tails of the bell.

This means that handing out +1s like dnd is a really BAD idea in a bell curve system becuse with modifiers are not really a flat percentage increase in outcome.

However, the sample charcters (which are almost never optimized) show a variance in their attributes of -1 to +4. Additionally the details published seem to indicate that +4 is possibly not the maximum bonus based on ability scores. A +4 is already pretty huge in this system so the fact that good characers are likely to add more than +4 seems to indicate that the game will likely have a pretty easily broken difficulty system.
Last edited by souran on Thu Feb 25, 2010 11:39 pm, edited 1 time in total.
ggroy
Knight
Posts: 386
Joined: Wed Jul 01, 2009 3:51 pm

Post by ggroy »

Last edited by ggroy on Thu Apr 15, 2010 3:59 am, edited 1 time in total.
User avatar
Bill Bisco: Isometric Imp
Knight
Posts: 447
Joined: Mon Mar 17, 2008 1:12 am

Post by Bill Bisco: Isometric Imp »

They might have been great; however, I was heavily into 3rd Edition D&D at the time, and didn't know they even existed.
Black Marches
"Real Sharpness Comes Without Effort"
Doom
Duke
Posts: 1470
Joined: Mon Nov 10, 2008 7:52 pm
Location: Baton Rouge

Post by Doom »

I'm find the CRPG to not be particularly easy (except in easy mode)...but I've always had a hard time with 'control multiple players in real time' games.

Any quick tips beyond 'cone of cold' repeatedly, and lots of micromanagement?
Kaelik, to Tzor wrote: And you aren't shot in the face?
Frank Trollman wrote:A government is also immortal ...On the plus side, once the United Kingdom is no longer united, the United States of America will be the oldest country in the world. USA!
Jilocasin
Knight
Posts: 389
Joined: Mon Nov 02, 2009 12:28 pm

Post by Jilocasin »

Pause a lot. It's supposed to be played more like a turn based thing rather than real time.

Also, know how the numbers actually work, rather than how they say they work.
Blicero
Duke
Posts: 1131
Joined: Thu May 07, 2009 12:07 am

Post by Blicero »

Yeah, Mind Blast and the telekinetic powers are pretty much pure jesus. Crowd control abilities are a total must. And mages are teh winnzor, unsurprisingly.
Out beyond the hull, mucoid strings of non-baryonic matter streamed past like Christ's blood in the firmament.
souran
Duke
Posts: 1113
Joined: Wed Aug 05, 2009 9:29 pm

Post by souran »

The accepts mmo style roles so make sure you have a tank. If you only use 1 wizard make sure they are set to do a lot of healing. It takes some playtest but figure out which spells are junk.

Heal
Mass Heal
Mass rejuvenation (not regular)
Crushing Prison
Force Shield/field
telekenetic weapons (best of the weapon buffs, especially later)

These are basically the games uber spells. You can make some good combos out of other spells, and if you have more than 1 mage you should invest in other stuff, but 1 wizard using these abilties (and whichever basic attack spell they have frost bolt/spirit bolt)

Rewrite the healer script to heal at an earlier time, use crushing prison on elites or better, keep telekentic weapons up, and cast force shield on any spellcasters.


Ranged rogues eventually own. If you use Lilania bump her dex alot. Start off using rapid shot, and get up to critical shot. One you have high tier weapons with the "rapid aim" ability ditch rapid shot and have her use aim. She will shoot arrows at the normal rate and they will nearly all be crits.

Your last character can be anything. If you go melee I would suggest a warrior over a rogue for durability. Although shale takes really no oversight to use. If you are having trouble controlling people using him can be easy because he can be scripted out very easily.
User avatar
Leress
Prince
Posts: 2770
Joined: Fri Mar 07, 2008 7:54 pm

Post by Leress »

Bill Bisco: Isometric Imp wrote:They might have been great; however, I was heavily into 3rd Edition D&D at the time, and didn't know they even existed.
I can tell you right now that the Everquest one was bad. So was the Diablo one.
Caedrus
Knight-Baron
Posts: 728
Joined: Fri Mar 07, 2008 7:54 pm

Post by Caedrus »

Jilocasin wrote:Also, know how the numbers actually work, rather than how they say they work.
Care to explain?
User avatar
NineInchNall
Duke
Posts: 1222
Joined: Fri Mar 07, 2008 7:54 pm

Post by NineInchNall »

The Telekinesis line will get you through most of everything. All four spells in it are great.

The Healing and Spirit Healer lines are necessary.

Blood Magic has two spells that basically win the game: Blood Wound and Blood Puppet. The latter's a dominate effect and the former ... Well, it's the Best Spell In The Game. Huge area of effect, significant damage over time, duration > cooldown, and paralysis.
Current pet peeves:
Misuse of "per se". It means "[in] itself", not "precisely". Learn English.
Malformed singular possessives. It's almost always supposed to be 's.
Jilocasin
Knight
Posts: 389
Joined: Mon Nov 02, 2009 12:28 pm

Post by Jilocasin »

Caedrus wrote:
Jilocasin wrote:Also, know how the numbers actually work, rather than how they say they work.
Care to explain?
Not really.

Kaelik explained it more or less here.
sake
Knight
Posts: 400
Joined: Fri Mar 07, 2008 7:54 pm

Post by sake »

NineInchNall wrote: Blood Magic has two spells that basically win the game: Blood Wound and Blood Puppet. The latter's a dominate effect and the former ... Well, it's the Best Spell In The Game. Huge area of effect, significant damage over time, duration > cooldown, and paralysis.
Don't forget the other reason why the blood mage spells are awesome sauce... they're some of the small few spells that can be cast without putting away a melee weapon.
Dominicius
Knight
Posts: 491
Joined: Sat Feb 06, 2010 8:28 pm

Post by Dominicius »

One little combo that I've found on my playthrough was that of Aura of Miasma and Haste. Completely trivializes any kiting you might need to do. If you have blood magic you can keep haste up for longer since mana for its upkeep is drawn from your actual mana while while the mana needed to cast spells is drawn from your health.

But in general the buff line is utter ass. It doesn't do anything by itself. Heroic offense raises attack by 15 which is hardly even felt in battle, affects one target and has a short enough duration that you will be constantly refreshing if you want the bonus on all of your party members.

The only way the buff line ever becomes viable is when you combo it with the debuff line and simply put every available buff on your party and every available debuff on your enemy. Since the sources stack you will always have the upper hand. But this strategy falls under the rule of too much effort for not enough gain. You are better of sticking to the spells mentioned above.
Vnonymous
Knight
Posts: 392
Joined: Fri May 08, 2009 4:11 am

Post by Vnonymous »

Mages in Dragon Age win all day every day unless you pick spells like the npcs do (you get two caster npcs, both of whom picked useless specialisations).

The spells you get as a mage are just so much better, more fun and even more interesting than the abilities you get as a fighter or rogue. I don't know why, considering they obviously don't mind fighters being magical -you glow with blue fire whenever you kill someone in melee, blue of course being the colour of mana lyrium.

They just never bother doing anything with it, instead relying on the same 3 or 4 canned animations to keep you interested, along with a host of uninteresting and tactically forgettable abilities.
Lago PARANOIA
Invincible Overlord
Posts: 10555
Joined: Thu Sep 25, 2008 3:00 am

Post by Lago PARANOIA »

Vnonymous wrote: The spells you get as a mage are just so much better, more fun and even more interesting than the abilities you get as a fighter or rogue. I don't know why, considering they obviously don't mind fighters being magical -you glow with blue fire whenever you kill someone in melee, blue of course being the colour of mana lyrium.
This is exactly why I have argued that the Martial power source needs to go. Not just in D&D, but gaming in general.
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.
User avatar
Cielingcat
Duke
Posts: 1453
Joined: Fri Mar 07, 2008 7:54 pm

Post by Cielingcat »

The worst part is that it wouldn't even be hard to make Martial powers equal to Magic ones, especially in a video game. But the designers just don't do it.
CHICKENS ARE NOT SUPPOSED TO DO COCAINE, SILKY HEN
Josh_Kablack wrote:You are not a unique and precious snowflake, you are just one more fucking asshole on the internet who presumes themselves to be better than the unwashed masses.
User avatar
Lokathor
Duke
Posts: 2185
Joined: Sun Nov 01, 2009 2:10 am
Location: ID
Contact:

Post by Lokathor »

Lago PARANOIA wrote:
Vnonymous wrote: The spells you get as a mage are just so much better, more fun and even more interesting than the abilities you get as a fighter or rogue. I don't know why, considering they obviously don't mind fighters being magical -you glow with blue fire whenever you kill someone in melee, blue of course being the colour of mana lyrium.
This is exactly why I have argued that the Martial power source needs to go. Not just in D&D, but gaming in general.
How do we play as John McClain or Solid Snake then?
[*]The Ends Of The Matrix: Github and Rendered
[*]After Sundown: Github and Rendered
User avatar
Archmage
Knight-Baron
Posts: 757
Joined: Wed Sep 16, 2009 11:05 pm

Post by Archmage »

Solid Snake isn't Martial, he's Technological. The guy has nanites in his bloodstream that give him built-in radar, immunity to fatigue, etc. And Metal Gear Solid villains are anything but mundane.

Any sufficiently advanced technology, and all that.
P.C. Hodgell wrote:That which can be destroyed by the truth should be.
shadzar wrote:i think the apostrophe is an outdated idea such as is hyphenation.
Lago PARANOIA
Invincible Overlord
Posts: 10555
Joined: Thu Sep 25, 2008 3:00 am

Post by Lago PARANOIA »

Lokathor wrote: How do we play as John McClain or Solid Snake then?
If martial characters are the only characters in the game then it's okay, but if you're in a mixed group of power sources then you don't unless the game is kept at a sub-Shadowrun power level.
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.
sake
Knight
Posts: 400
Joined: Fri Mar 07, 2008 7:54 pm

Post by sake »

Cielingcat wrote:The worst part is that it wouldn't even be hard to make Martial powers equal to Magic ones, especially in a video game. But the designers just don't do it.
Dragon Age did it better than some, melee types can get several stuns, debuffs,and even a few point blank aoe powers.

And really I found the general high level area magic spells in DA to be almost completely worthless. They take three times the time to cast, they do laughable damage over time, they can hit you and your party, and unless you cheat and somehow have stealth you will never cast it before the monsters notice you and run into melee. Sure you can toss down a rune to get one guy, tk cage another, frost a third. and let your party kill them but that get's boring so quickly.

The game made me long for NWN or KoTOR's quick, easy room clearing powers.
mlangsdorf
Master
Posts: 256
Joined: Fri Jun 06, 2008 11:12 pm

Post by mlangsdorf »

Why would you need to cheat to have Stealth? I cleared 3/4s of the game by putting the entire party on Hold, having the Rogue go into Stealth and advance until he saw something, and then having the mages drop Blizzard spells until the Rogue stopped seeing stuff.

There are a few battles that require more advanced tactics, but Stealthy scouting + big ranged spells will cover a lot of the game.
souran
Duke
Posts: 1113
Joined: Wed Aug 05, 2009 9:29 pm

Post by souran »

I don't think anybody will dispute that wizards are quite good in DOA, However, the 20 playable levels of DOA make it pretty clear that the playres are just better than the monsters---assuming you focus each of your pc builds.

A tank with 42 strength, Max Agi and a 15 con/health stat and the whole line of defensive abilties, champion abilites and taunt can gather everything up in a room and then get MISSED a hundred times and when he does take damage its pathetic damage. I played through as a tank. The game is NOT hard.

Rogues/warriors can do stupid awesome damage in the melee. push dex up to 25 then go strength. They will hit stupid hard rogues espeically if they get behind people. However Rally (buff from tank) + Berserk rage +powerful swings + destroyer means each hit against a bad guy does a crapton of damage and it INCREASES for each hit beyond the first. Slap on a high end weapon and let the tall guy or dwarf kill crap. Again, a tad bit of optimization and the game doesn't keep up even with its "scaled" bad guys.

Rogues with bows are stupid awesome. the ONLY stat they need is dex (even casters need 2 stats one for mana and one for magic power) and rogues can be rangers which is like cheating. Again, optimize and the game sucks.

Wizards are so good its crazy. However, the idea you NEED more than one is also silly. Just script your wizard to only do not stupid things and go.

Hell, with the scripting YOU don't even have to play the damn game. Just scripty everybody to do only not stupid things, and then you will beat every battle in the level up screen.

Its a video game, even if it says rpg on the box. Its designers really didn't make the game robust enough to challenge a person willing to learn some system master for it.
User avatar
Kaelik
ArchDemon of Rage
Posts: 14841
Joined: Fri Mar 07, 2008 7:54 pm

Post by Kaelik »

souran wrote:Rogues with bows are stupid awesome. the ONLY stat they need is dex (even casters need 2 stats one for mana and one for magic power) and rogues can be rangers which is like cheating. Again, optimize and the game sucks.
Depends on the game version.

If you play Xbox or non patched or 1.1 or 1.2 or 1.3 your bows are worthless shit because you get no attribute bonus to damage at all.
DSMatticus wrote:Kaelik gonna kaelik. Whatcha gonna do?
The U.S. isn't a democracy and if you think it is, you are a rube.

That's libertarians for you - anarchists who want police protection from their slaves.
User avatar
NineInchNall
Duke
Posts: 1222
Joined: Fri Mar 07, 2008 7:54 pm

Post by NineInchNall »

souran wrote:Just script your wizard to only do not stupid things and go.

Hell, with the scripting YOU don't even have to play the damn game. Just scripty everybody to do only not stupid things, and then you will beat every battle in the level up screen.
No. The AI "scripting" sucks donkey testicles. Getting your allies to simply go focus fire is a chore and a half, and don't even get me started on trying to get the AI squishies to A) not run into melee, B) not try to cast while in shapeshifted forms and thus immediately drain all their mana, C) not attack an enemy you've encased in a force field, D) use abilities that you have not assigned to specific AI lines.

Seriously.
Current pet peeves:
Misuse of "per se". It means "[in] itself", not "precisely". Learn English.
Malformed singular possessives. It's almost always supposed to be 's.
Blicero
Duke
Posts: 1131
Joined: Thu May 07, 2009 12:07 am

Post by Blicero »

Yeah, I've found the scripting system to have some serious flaws. Most notable are its tendency to use health poultices/lyrium potions right after the last enemy has just been killed, in spite of the crazy fast regeneration rates and generally low supply of healing items. Your allies also seem to have almost an affinity for attacking enemies encased in force fields. Seeing as I prefer to micromanage pretty much everything, I find it way more annoying when the AI does do something I don't want it to do than when it doesn't do something I'd like it to do.

The best combat tactic isn't even that different from BGII, in all honesty. You just find a bottleneck area and draw off members of large mobs as slowly as possible, applying Cone of Cold and other jeezus spells as needed.
Out beyond the hull, mucoid strings of non-baryonic matter streamed past like Christ's blood in the firmament.
Post Reply