GroovyTaxi wrote:Just to make it clear, I am not posting this to troll or to bash on the game in a gratuitous manner. I would honestly like to know if people agree with me, if I've missed some important things or if I'm just the only one that thinks this game has not received the playtest it needed.
I have played Dragon Age RPG for nearly a year, one game session per week, running the same campaign and a few playtests on the side. My long-running campaign, however, was constantly affected by many elements of the game that made it extremely hard to enjoy, and after months of trying to fix things up, we converted to Pathfinder because we felt like it was becoming unplayable. Here's a list of several reasons why we decided to put the game back in the box for good.
Elfie wrote: 4. Pretty much everyone I've talked to who plays Dragon Age finds the 3D6 system to be infinitely superior to the D20 system for exactly the reason that you don't like it. It puts skill checks (and therefore combat) into a bell curve instead of being totally random. This makes it FAR easier for me as a GM to make target numbers for tests that are at the right level of difficulty for my players.
Elfie wrote:Masterwork and rare materials weapons can make a big difference.
Elfie wrote:And one thing from your follow-up:
"rogues that could hardly do anything unless they were positioned right, in which case they'd deal massive damage" - it's called Backstab. Did nobody use it?
Those tiers of success feel a whole lot better to me than just, "You attempt to disarm. You fail. Who's next?"
Dragon Age isn't all about combat.
From your specific example, if your fighter was dominating every fight, why didn't you throw up some enemies with penetrating damage?
Why not have smart opponents who see that the warrior is a beast and use strategic stunts (skirmish, knock prone, disarm) to keep him busy?
Again, I think you're too combat-focused, but "no situation where a rogue can outgun a fighter" simply isn't true. Give your rogue NPCs poisoned weapons. Stop giving your warrior NPCs full plate armor. For that matter, stop giving your warrior PCs full plate armor.
"Balance" again isn't what the game is about. It's about interesting characters.
Pretty much everyone I've talked to who plays Dragon Age finds the 3D6 system to be infinitely superior to the D20 system for exactly the reason that you don't like it.
If your fights feel too long, increase enemy damage output and lower their HP. This keeps the fights just as challenging, but makes them happen faster.
Masterwork and rare materials weapons can make a big difference.
Again, sounds like players who want to min/max rather than building a character, but you should be able to play toward that. Has a TN 21 actually become "easy" for your players? Then re-define your numeric representation of "near impossible" to be higher.
But I'd expect that if you've all been that frustrated with it for so long, trying to go back and make some balance adjustments at this point just wouldn't work.
she had to either waste a turn standing up, or just accept the -1 defense to keep chasing him
Superior1200 wrote:Call me interested, zapp, I'd love to see your ideas as posted at the bottom of your statement.
Zapp wrote:Just a quickie:she had to either waste a turn standing up, or just accept the -1 defense to keep chasing him
This I don't understand. How can you keep on running when you've just been dumped on your rump? Are you thinking of the same "prone" as I do? (Being prone to me means "you need to stand up - a minor action - before you can take any meaningful action". I do actively discourage my players from keep on fighting while crawling around.)
Elfie wrote:By RAW, the only thing Knock Prone prevents you from doing is Running. You can still move, attack, cast spells, etc. I understand that "prone" would seem to imply "on your butt," the only thing the rules explicitly disallow is a Run action.
You create a slick of grease covering an area up to 10 yards in diameter anywhere within 30 yards of you. Anyone within the slick when it is cast, anyone entering the area, and anyone who moves within the area must make a successful Dexterity (Acrobatics) test against your Spellpower or fall prone at each of those times, as they apply. Prone characters may crawl normally.
GroovyTaxi wrote:Dragon Age isn't all about combat.
Well, after playing both video games, my players and I expected something that was about 50% combat and 50% roleplaying and story-building. The combat rules felt simple to a fault and can hardly allow anything close to the tactical action found in the video games. I don't think simple systems are bad : Warhammer Fantasy Roleplay has one of the most simple combat systems I've seen and I absolutely love this game. I think games that simplify to the point where players feel restricted are bad.
GroovyTaxi wrote:But they don't feel as good as "You attempt to disarm, you succeed". Whenever my players asked me "can I try to push him down the cliff?" or "can I grab and pin him down?", all I could say was "you need to stunt him first". That felt frustrating to the vast majority of players I've played with. It felt like the game was limiting what they could attempt.
Zapp wrote:Superior1200 wrote:Call me interested, zapp, I'd love to see your ideas as posted at the bottom of your statement.
Backstab: I renamed the game's backstab into "precise strike" (and "shot" since I allow it at range too). The +2 to hit and +1d6 damage, that is. Then I added a proper worthy-of-the-name backstab that doubles damage against an unawares foe. After armor reduction and so on, but still - damn.
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