empyrien wrote:The Telekinetic/Fire/Frost Weapon spells take the basic imbalance between melee and range weapons and blow it out of all proportions, making ranged characters do pitiful damage in comparison to their melee counterparts.
Well, first off: have you looked at it from the Mage's point of view?

That is, if YOU spend a considerable amount of your time (and mana) in the beginning of fights to add YOUR power to that of your melee companions, wouldn't you be disappointed if you didn't make a difference - a difference significant enough to actually make your ranged buddies stow their bows and draw their blades?
That said, I'm sure those weapon buff spells were restricted to melee only for a reason; to avoid risking making the Dragon Age system into one where everyone skulks around in the shadow trying to shoot their enemies from afar.
(As a unapologetic classic fantasy game, you want rules that encourage heroes to wade into melee)
That said, I'm sure no harm will be done (to your campaign) if you lift that restriction. That is, make a house rule that says "ranged weapons (daggers, axes, arrows, etc) are also buffed" by those spells.
empyrien wrote:Master Armour Training plus Full Plate is very powerful (overpowered?). It also doesn't make a whole lot of sense in many cases. For example, why does someone in metal armour get protection from lightning/electricity attacks/spells?
There are a number of spells that seem like they should do penetrating damage but don't (e.g. Arcane Bolt). Given that they don't, shouldn't mages have access to the Pierce Armour stunt?
Well, I can only say that Dragon Age is a game with generous amounts of armor.
A game where people (friends and foes) routinely sport Armor Ratings up toward 10 simply becomes a game of two-handed weapons, and a certain sub-selection of spells (those bypassing armor as well as those not targeting Health at all).
My best advice to you is to try
halving all armor ratings in the game. (If the monster (or hero) has AR 8, treat it as AR 4.) That might be a draconic measure, but it should help you calibrate what works best for you.
Less simplistic, but also more involved, is to do something akin to what I've done. I've created a campaign world where most foes sport armor in the 2-4 range, and where anything better than chain is simply not available.
What I would not want to do, however, is to try to fit in rogues and certain spells into a game where AR 10 is the norm, rathern than the (mythical) exception. I simply do not believe it's worth the effort; you'd end up changing much more than merely Armor Training and what stunts mages get...
Good luck with your game!
