DragonAge_Forge

Discuss our dark fantasy adventure tabletop roleplaying game based on BioWare's computer game, Dragon Age Origins.

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Re: DragonAge_Forge

Postby Jekias » Mon Aug 22, 2011 8:09 pm

Awesome tool, this has come in very handy for me (as GM) to replicate my groups characters in case we lose a character sheet or want to do some theorycrafting for when they hit level 6.

/thumbs up

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Re: DragonAge_Forge

Postby Jekias » Wed Feb 22, 2012 1:29 pm

Hey Sync,

With Set 3 playtest out, any plans to update this to cater for level 11-20 characters?
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Re: DragonAge_Forge

Postby Sync » Wed Feb 22, 2012 1:58 pm

Ummm...

I'll admit that RL has gotten in the way somewhat - didn't realise Set 3 playtest was out. >.>

I did always plan to give the 'Forge a full makeover for the Set 3 rules, though:
* layout redesign
* full levelling to level 20
* allow for different weapon & armour materials from the Set 2 GM Book
* allow for the odd GM bonus for stats, skills & talents
* maybe include a few of the simpler House Rules as options

Any suggestions or ideas, let me know.
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Re: DragonAge_Forge

Postby shonuff » Wed Feb 22, 2012 2:02 pm

Sync wrote:Any suggestions or ideas, let me know.


IIRC, you were restricted by level to the amount of talents (or maybe focuses) that you could put in by your level. Would it be possible to eliminate that?

All-in-all, it's a great tool, as-is and much appreciated.
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Re: DragonAge_Forge

Postby Jekias » Wed Feb 22, 2012 2:06 pm

Sync wrote:Any suggestions or ideas, let me know.


I've used the sheet to make NPCs in the past and one thing I'd like for these is the option to turn of requirements for talents so you could select any talent. Unsure of the practicality of that though..
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Re: DragonAge_Forge

Postby Sync » Wed Feb 22, 2012 2:10 pm

shonuff wrote:
Sync wrote:Any suggestions or ideas, let me know.


IIRC, you were restricted by level to the amount of talents (or maybe focuses) that you could put in by your level. Would it be possible to eliminate that?

All-in-all, it's a great tool, as-is and much appreciated.


That's what I'd be intending with the GM bonus to skills & talents (actually...it's focusses - or is it foci? - and talents, isn't it?).

I'm not going to break the official rules when it comes to the number of focusses and talents you gain by level, but I will be allowing for the GM to allocate extra ones to characters.


Jekias wrote:
Sync wrote:Any suggestions or ideas, let me know.


I've used the sheet to make NPCs in the past and one thing I'd like for these is the option to turn of requirements for talents so you could select any talent. Unsure of the practicality of that though..


Hmmm...turning off requirements is easily done, but is it worthwhile to do so? After all, if your NPC doesn't have to meet requirements for Talents, then why should your PCs? I'm sure the players might start wondering why their opponent is using Master levels in three different combat styles when they've barely managed one...

That's my thinking on it, anyway.
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Re: DragonAge_Forge

Postby Jekias » Wed Feb 22, 2012 2:24 pm

Sync wrote:Hmmm...turning off requirements is easily done, but is it worthwhile to do so? After all, if your NPC doesn't have to meet requirements for Talents, then why should your PCs? I'm sure the players might start wondering why their opponent is using Master levels in three different combat styles when they've barely managed one...

That's my thinking on it, anyway.


Its more when I take an existng NPC in one of the GR adventures with the intent to level it. An example is Dealia from Bann too Many. She starts out as a level 1 rogue but she doesnt have the normal starting talents (she has throwing weapons talent). Using your sheet in this case makes it great to recreate the NPC and then level it (in my group she became involved with one of the PCs and has been adventuring with them since). Hence my request :)
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Re: DragonAge_Forge

Postby Sync » Wed Feb 22, 2012 2:43 pm

Jekias wrote:
Sync wrote:Hmmm...turning off requirements is easily done, but is it worthwhile to do so? After all, if your NPC doesn't have to meet requirements for Talents, then why should your PCs? I'm sure the players might start wondering why their opponent is using Master levels in three different combat styles when they've barely managed one...

That's my thinking on it, anyway.


Its more when I take an existng NPC in one of the GR adventures with the intent to level it. An example is Dealia from Bann too Many. She starts out as a level 1 rogue but she doesnt have the normal starting talents (she has throwing weapons talent). Using your sheet in this case makes it great to recreate the NPC and then level it (in my group she became involved with one of the PCs and has been adventuring with them since). Hence my request :)


I guess I can add a user-selectable check which allows for GM override of Talent availability - defaults to "No", which means requirements are in effect; choose "Yes" to force all requirements as met...
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Re: DragonAge_Forge

Postby shonuff » Wed Feb 22, 2012 6:14 pm

Sync wrote:
shonuff wrote:
Sync wrote:Any suggestions or ideas, let me know.


IIRC, you were restricted by level to the amount of talents (or maybe focuses) that you could put in by your level. Would it be possible to eliminate that?

All-in-all, it's a great tool, as-is and much appreciated.


That's what I'd be intending with the GM bonus to skills & talents (actually...it's focusses - or is it foci? - and talents, isn't it?).

I'm not going to break the official rules when it comes to the number of focusses and talents you gain by level, but I will be allowing for the GM to allocate extra ones to characters.


I think it's foci, but that just looks off, so I use focuses. Kind of like using the subjunctive... (eg, "If he were a rogue" is correct, not "If he was a rogue")

I think the current Forge can have any number of focuses assigned, it just reads as negatives. Anyway, thumbs up on the GM-assigned additions.
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Re: DragonAge_Forge

Postby shonuff » Wed Feb 22, 2012 7:34 pm

FYI I just looked it up on dictionary.com:

focusses, foci, and focuses are considered correct.
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Re: DragonAge_Forge

Postby Tlurker » Fri Mar 16, 2012 6:56 am

Maybe I'm missing something, but I was doing a high level Mage today with Arcane Warrior spec and I noticed that I can't add the free Weapon Group you get at Novice. Just curious if that is a bug or if I'm simply blind.
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Re: DragonAge_Forge

Postby Sync » Fri Mar 16, 2012 12:34 pm

Tlurker wrote:Maybe I'm missing something, but I was doing a high level Mage today with Arcane Warrior spec and I noticed that I can't add the free Weapon Group you get at Novice. Just curious if that is a bug or if I'm simply blind.


Ummm...nope, that's an oversight on my part. I completely missed that first half of the frst sentence of the description. >.>
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Re: DragonAge_Forge

Postby She » Tue Mar 20, 2012 1:19 pm

I haven't read the full thread, but I used the Forge (it's really cool, by the way) and I've noted that if you are creating the character by the "buying" option, when you have to pick in the background table (the 2d6 table), you cannot pick 3 focuses instead of picking a focus and an ability.

If anyone already said this before, I apologize.
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Re: DragonAge_Forge

Postby Sync » Tue Mar 20, 2012 9:06 pm

She wrote:I haven't read the full thread, but I used the Forge (it's really cool, by the way) and I've noted that if you are creating the character by the "buying" option, when you have to pick in the background table (the 2d6 table), you cannot pick 3 focuses instead of picking a focus and an ability.

If anyone already said this before, I apologize.


Nope...hadn't heard that one before, and I had to trawl through the rulebooks to find it. >.>

It's...another of those hidden things I missed.
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Re: DragonAge_Forge

Postby Tlurker » Fri Mar 23, 2012 11:30 am

Under Master Primal Talent you have it as spending 1 Mana per extra target, but in the set 2 Players Guide it says 1 Stunt Point per additional target.

Also, according to the rules you can actually skip the Specialization altogether and instead take extra Talents in place of the Spec Levels.

Thought you might like to know.
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Re: DragonAge_Forge

Postby Sync » Fri Mar 23, 2012 12:45 pm

Tlurker wrote:Under Master Primal Talent you have it as spending 1 Mana per extra target, but in the set 2 Players Guide it says 1 Stunt Point per additional target.


At least I can fix that one easily!

Tlurker wrote:Also, according to the rules you can actually skip the Specialization altogether and instead take extra Talents in place of the Spec Levels.


I thought I'd allowed for that. I'll have a look.

Tlurker wrote:Thought you might like to know.


Not a problem - thanks for pointing it out. :)
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Re: DragonAge_Forge

Postby Arimmus » Sat Apr 20, 2013 10:42 am

When Trying to create a mage at first level it would not allow me to take any other talent than Linguistics.
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Re: DragonAge_Forge

Postby shonuff » Sat Apr 20, 2013 11:44 am

You need CUN (Healing) for Chiurgy, and IIRC you need a CUN (Lore) focus for Lore.
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Re: DragonAge_Forge

Postby Sync » Sat Apr 20, 2013 5:37 pm

Huh...didn't realise it'd been over a year since I last checked this thread... :-/

RL has really taken a hold of me, so I've got to admit I've done virtually nothing with the sheet since the last update. I'm also now very out of touch with the release state of new material, although I've been checking my local retailer's website for any news...and there doesn't seem to have been any.

Is there any word on the release of Set 3 yet? Has it happened and I've completely missed it?
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Re: DragonAge_Forge

Postby Maosn25 » Sat Apr 20, 2013 5:54 pm

The current word is later in the year, I believe.
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Re: DragonAge_Forge

Postby Arimmus » Sat Apr 20, 2013 6:43 pm

Had Cunning Lore focus, still nothing, Had Churigy, still nothing.
Also Even with a warrior it would not allow such talents as 2 hander style. it was mostly blank.
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Re: DragonAge_Forge

Postby Sync » Sat Apr 20, 2013 10:28 pm

What attributes did you have with your Mage?

The Lore talent requires CUN 2 or higher, and it works for me.

A 1st level mage cannot have the Healing focus as Mages can only take a CUN focus at even-numbered levels.

I also admit I'll have to go back and read the books again, but the sheet looks like it's doing it right - there seem to be only a limited selection of Talents that can be chosen at first level. Again, I'll have to go back to the books and check.

I also admit that I know there was something else I needed to fix in the sheet, but I can't remember what it was.
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Re: DragonAge_Forge

Postby shonuff » Sat Apr 20, 2013 10:42 pm

Sync wrote:A 1st level mage cannot have the Healing focus as Mages can only take a CUN focus at even-numbered levels.


A human apostate can get healing, IIRC. I kind of fixed that by allowing apostates to choose from either elvish or human, within reason. That, and I give Elvish language to elves period.
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Re: DragonAge_Forge

Postby Sync » Sat Apr 20, 2013 11:50 pm

shonuff wrote:
Sync wrote:A 1st level mage cannot have the Healing focus as Mages can only take a CUN focus at even-numbered levels.


A human apostate can get healing, IIRC. I kind of fixed that by allowing apostates to choose from either elvish or human, within reason. That, and I give Elvish language to elves period.


Human apostates have the chance to get Cunning(Healing) at first level (and thus the possibility of the Chirurgy talent) if they roll a 6 on their background table; likewise Elven Circle Mages if they roll a 5. Otherwise they miss out on the pre-requisite for the talent, and the talent becomes unavailable.

Arimmus, what attributes did you give your Mage? If something's broken I'll fix it up, but (so far) it looks like the sheet has it right.
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Re: DragonAge_Forge

Postby Arimmus » Sun Apr 21, 2013 2:20 am

I cheated after i couldn't get certain things to pop up and gave all 4's. Now this also could be excell 2013 not liking the forge too, as this was probably written in 2010?
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