D&D via AGE

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Re: D&D via AGE

Postby Siroh » Fri Jan 14, 2011 5:03 pm

HalWhitewyrm wrote:
Siroh wrote:Here it is.

Code: Select all
http://dl.dropbox.com/u/7167214/Mystara-The-Known-World.pdf

13.6 mb PDF

I'm working on adversary compendium entries now, but that is moving at the speed of what I think I'll need, so don't expect much anytime soon (although I think I crested 50 pages of monsters a while back.)


Image

Seriously. Wow. I want to feature this on the Dragon Age Oracle. Would you be up for it?


Go ahead. :)
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Re: D&D via AGE

Postby Zapp » Sat Jan 15, 2011 3:56 am

This DOES look very pretty.

A few items of feedback:
- Could you consider adding bookmarks to the PDF?
- I can't say I'm surprised you felt you had to add Ethos to the game, but seeing Alignment rearing its ugly head again is most unwelcome anyway. Did you consider having the spells a spell caster chooses (to cast, not just to have) define their Ethos instead of the other way around? (I understand if you just wanted AGE the mechanical engine, but still feel it's a bit of a missed opportunity to not keep one of the great advancements of a retro-engine as opposed to an original engine: the lack of hard alignments...)
- Also: "evil" clerics lacking healing? Really? I would have thought everybody had accepted the universal truth by now in that all adventuring parties needing healing as their first and foremost spell, regardless of their outlook on life.
- A minor issue: Like with other conversions I've seen, the crucial fact Mages don't get Heal any longer is buried well within the document. I'd like to see a section in the introduction on Mages too: essentially reminding the player "you don't get heal any longer". The reason is probably that for you (and other conversion authors) it's obvious and a give that is the case, but if you come from Dragon Age, one of its key changes (from regular D&D anyway) is that Mages get the Heal spell. Call it a pet peeve, but I feel it would be more open and up-front to tell this to your reader straight away, and not just sort of implicate it through the existence of Clerics...
- Your actual work on the mechanics for magic looks very promising indeed. We all know Green Ronin's box set 1 was an introductory offering, but the playtest for box set 2 did not seem to address the lack of mature magic mechanisms. I'm talking about things like detect magic, dispel magic and counterspell magic here; things you eventually need in any magic-rich fantasy campaign. Together with your rituals I will most definitely have a good look at this stuff!
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Re: D&D via AGE

Postby Siroh » Sat Jan 15, 2011 3:00 pm

Zapp wrote:This DOES look very pretty.

A few items of feedback:
- Could you consider adding bookmarks to the PDF?
I'll see what I can do. I don't own a copy of Acrobat Standard or Pro.
- I can't say I'm surprised you felt you had to add Ethos to the game, but seeing Alignment rearing its ugly head again is most unwelcome anyway. Did you consider having the spells a spell caster chooses (to cast, not just to have) define their Ethos instead of the other way around? (I understand if you just wanted AGE the mechanical engine, but still feel it's a bit of a missed opportunity to not keep one of the great advancements of a retro-engine as opposed to an original engine: the lack of hard alignments...)

Ethos aren't hard alignments. There's nothing stopping a mercenary from doing something for no gain, it's just their tendency to think of themselves foremost. It's mostly there to give cues as to how monsters act in any case. It just happens that it offered an opportunity to flavor clerics by their moral tendancies. It also makes the eventual Druid specializations easier to adjudicate later because I'm working with Mystaran druids, not Iron Kingdoms druids etc.

It's been offered up to all, so at this point people can cut what they do or don't like. I think that clerics with an altruistic outlook have a store of compassion that powers the Heal spell, and cruel or selfish folks just don't care about others enough. If you want your evil cleric to heal people as part of their cover and you don't want to use Negative Flow, then learn Heal. I have a house rule in the back that I added in the last revision a week or so ago that charges 2 extra mana to cast a spell you're not "supposed" to have.

- Also: "evil" clerics lacking healing? Really? I would have thought everybody had accepted the universal truth by now in that all adventuring parties needing healing as their first and foremost spell, regardless of their outlook on life.

Shadow Clerics have access to Negative Flow, which performs triple duty as a minor bless spell affecting all allies within the radius, a minor curse spell affecting all enemies within the radius and gives all allies and undead in the radius regeneration. It halts natural healing for a time after the spell ends, but the entire time it is going allies gain Health.

- A minor issue: Like with other conversions I've seen, the crucial fact Mages don't get Heal any longer is buried well within the document. I'd like to see a section in the introduction on Mages too: essentially reminding the player "you don't get heal any longer". The reason is probably that for you (and other conversion authors) it's obvious and a give that is the case, but if you come from Dragon Age, one of its key changes (from regular D&D anyway) is that Mages get the Heal spell. Call it a pet peeve, but I feel it would be more open and up-front to tell this to your reader straight away, and not just sort of implicate it through the existence of Clerics...
Noted. Something like Mage: Check the Spell List on page 26 carefully, as many spells in the Dragon Age Player's Guide, such as Heal, are not part of the Arcane Spell schools in this game world. I thought the paragraph on mage 25 clearly stated that the spell list had been modified, but I can see your point that someone might ignore that since their class isn't mentioned in the Classes section.
- Your actual work on the mechanics for magic looks very promising indeed. We all know Green Ronin's box set 1 was an introductory offering, but the playtest for box set 2 did not seem to address the lack of mature magic mechanisms. I'm talking about things like detect magic, dispel magic and counterspell magic here; things you eventually need in any magic-rich fantasy campaign. Together with your rituals I will most definitely have a good look at this stuff!


Thanks. And thanks for the feedback.
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Re: D&D via AGE

Postby Loswaith » Sat Jan 15, 2011 9:20 pm

Siroh wrote:
Zapp wrote:This DOES look very pretty.

A few items of feedback:
- Could you consider adding bookmarks to the PDF?
I'll see what I can do. I don't own a copy of Acrobat Standard or Pro.
...


If you are using open office for creating the PDFs as opposed ato a print to PDF program, you can set up book marks using headings. The higher tier heading form the major points while lesser tier headings work as sub headings under the first.
To get the book marks added you have to enable it when you export to PDF.
Hope that helps :)
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Re: D&D via AGE

Postby Siroh » Sun Jan 16, 2011 3:31 am

Loswaith wrote:
Siroh wrote:
Zapp wrote:This DOES look very pretty.

A few items of feedback:
- Could you consider adding bookmarks to the PDF?
I'll see what I can do. I don't own a copy of Acrobat Standard or Pro.
...


If you are using open office for creating the PDFs as opposed ato a print to PDF program, you can set up book marks using headings. The higher tier heading form the major points while lesser tier headings work as sub headings under the first.
To get the book marks added you have to enable it when you export to PDF.
Hope that helps :)


It's actually an export from Pages. I found a program called JPDFBookmarks which let me just add those in, so I modified the file to include that. It's a java program, so that's why I am mentioning it, in case anybody else needs that one thing. :)
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Re: D&D via AGE

Postby HalWhitewyrm » Sun Jan 16, 2011 5:40 am

Siroh wrote:
HalWhitewyrm wrote:Seriously. Wow. I want to feature this on the Dragon Age Oracle. Would you be up for it?

Go ahead. :)

Excellent. It'll be a great kick-off for a new series I wanna start called Beyond Dragon Age. I'll ping you here when it's up.

Siroh wrote:I found a program called JPDFBookmarks which let me just add those in, so I modified the file to include that. :)

That was the one thing that this file needed and now that it has it, it's full-on awesome. Thanks for that!
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Re: D&D via AGE

Postby Zapp » Sun Jan 16, 2011 1:45 pm

There was a sub-discussion regarding Rituals (in 4th Edition D&D) a while back-thread; I'd just like to say that I really like the idea, though the actual execution was somewhat of a disappointment (though nowhere near actual "hate") for me.

The reason is 4E's all-encompassing notion of balance (read "making everything have the same bland taste").

Luckily, neither you nor Dragon AGE should feel the need for that constraint, so I see no reason why AGE Mystara rituals to be nerfed into complete uselessness. :)

PS. This thread would really benefit from one thing: you adding your download link to the original post!
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Re: D&D via AGE

Postby Loswaith » Sun Jan 16, 2011 9:48 pm

Soemthing that may need clarifying (assuming I havent just missed it).

With the Rituals they mention a total magic point as well as the per time unit/test cost, yet doesnt seem to mention what the total indicates.

Are these just the average expected magic point costs assuming an average value is rolled on the dragon die each test?

The maximum magic points a caster needs to spend reguardless of the number of tests taken? (eg. if Control Weather end up taking 15 tests, worst case, it costs only 10 magic points rather than the 30 for the 15 tests, due to costing 2 MP per test).

Or a minimum magic point cost? (eg if control weather takes only 3 tests, best case, it costs 10 MP rather than the 6 it would cost for the 3 tests).
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Re: D&D via AGE

Postby Siroh » Mon Jan 17, 2011 6:05 am

Loswaith wrote:Soemthing that may need clarifying (assuming I havent just missed it).

With the Rituals they mention a total magic point as well as the per time unit/test cost, yet doesnt seem to mention what the total indicates.

Are these just the average expected magic point costs assuming an average value is rolled on the dragon die each test?

The maximum magic points a caster needs to spend reguardless of the number of tests taken? (eg. if Control Weather end up taking 15 tests, worst case, it costs only 10 magic points rather than the 30 for the 15 tests, due to costing 2 MP per test).

Or a minimum magic point cost? (eg if control weather takes only 3 tests, best case, it costs 10 MP rather than the 6 it would cost for the 3 tests).


It's an expected cost. On page 37 I give the math I use, divide the Threshold by 3 (round normally) and that should be the number of rolls required to succeed on average. I then multiplied that by the mana cost to get a total. If the number is different it means I did some math wrong, and I'd love to know where.

In fact I see one typo on Consecration, it should be 6 total not 10. If you see others let me know. Being your own editor is not always easy.

It's there purely as a prefigured calculation for when the GM doesn't need to have the PC roll the extended test, or if an NPC is casting the ritual during downtime.
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Re: D&D via AGE

Postby Siroh » Mon Jan 17, 2011 6:49 am

I updated the PDF and fixed some typos, list of things updated on the first post in this thread. I think I got all the ritual mana totals corrected, but if you see any blatant typos anywhere, please let me know.
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Re: D&D via AGE

Postby HalWhitewyrm » Mon Jan 17, 2011 9:31 am

The Mystara AGE PDF is today's featured post on the Dragon Age Oracle. People on Twitter are going ga-ga over it. :-)

http://dragonageoracle.wordpress.com/20 ... own-world/

Do you have a website that I can link to from that post?
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Re: D&D via AGE

Postby kobbold » Mon Jan 17, 2011 10:56 am

Amazing work.

I loved it. I was thinking about such a conversion to D&D standards but no need for me to do it anymore. :)
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Re: D&D via AGE

Postby Siroh » Mon Jan 17, 2011 2:16 pm

HalWhitewyrm wrote:The Mystara AGE PDF is today's featured post on the Dragon Age Oracle. People on Twitter are going ga-ga over it. :-)

http://dragonageoracle.wordpress.com/20 ... own-world/

Do you have a website that I can link to from that post?


Yeah but it's super out of date. For example, the vast majority of stuff it says I'm working on on it, I'm either not working on anymore or it's evolved into something entirely different.

http://www1.webng.com/siroh/

I really need to overhaul it, but I have more time to write than code html. Still need to learn CSS for instance.
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Re: D&D via AGE

Postby HalWhitewyrm » Mon Jan 17, 2011 4:15 pm

I'll keep directing folks here, then, rather than add pressure to you.

Excellent work on Mystara.
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Re: D&D via AGE

Postby Siroh » Fri May 27, 2011 6:17 pm

Just a note about one of the two posts I made today. I am starting to get closer to finishing the statistics for the Adversary Compendium for Mystara. So, that means that since I'm mostly writing fluff now, I have time to occasionally preview a single writeup.

Today that writeup happens to be the horrible, utterly aberrant Beholder.

http://wp.me/p1yVzA-1Z

Enjoy!

Also, poke around. I post stats, downloadable character sheets, etc. for other games as well. The previous AGE post was the Rakshasa.
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Re: D&D via AGE

Postby Rhondalgun » Thu Jun 02, 2011 4:12 am

I wish to see some actions from D&D in the AGE system, like:

Overrun, Sunder, Grab, Disarm.

Has anyone done it yet?
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Re: D&D via AGE

Postby Siroh » Wed Jun 08, 2011 8:19 am

Discounting the threads that were about actively attempting an action to gain the benefit of a specific stunt, (as Disarm = Disarm, and Overrun = Knock Prone) and a Grab has no mechanical benefit beyond GM adjudication (as a GM I always allow someone to grab a target and restrict their movements if a one-armed grab, or to stop movement at all if a two-armed grab) Also, holding onto an opponent should be worth a to hit bonus, +1 for one-armed, and automatic for 2-armed if you are just trying to squeeze the life out of someone/thing you already have in a bear hug. But all of that is handled by a player request and a GM being normal about it.

If you want specific stunts for Overrun, Sunder and Grab, then make them and post them up as their own thread.
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Re: D&D via AGE

Postby Siroh » Fri Jul 01, 2011 3:00 pm

It's that time again, this time I give you the Wight. http://wp.me/p1yVzA-2T

Don't forget that you can follow @EidolonCore on twitter or subscribe via the blog interface.

Next preview in 2 weeks, and next time it's a Mystara original beast.
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Can I get some Play-test volunteers?

Postby Siroh » Tue Aug 09, 2011 6:31 am

Anyone feel up for making some Mystara specific characters and bashing down some dungeon doors to kill monsters from the bestiary I'm working on, for play-test reasons?

Also, different note, and please respond to bdmolix@gmail.com for this one so I have a direct email to send a PDF to: does anybody feel like doing more extensive play-testing of the Horror Supplement I'm working on? As it entails a modern world much like Earth with horror and supernatural elements, it has tons of things like vehicles, firearms, explosives, unstoppable monsters, an optional cinematic money system.... In short, it needs more play-testing than a conversion of a high fantasy campaign. I'm aiming for an early October 2011 release for this, so volunteers are most welcome through end of Month. After that, I'm not sure I'd have time to tweak things and finish proofing, layout etc.

I need to test how monsters fare in heavy combat, and magic in the hands of the PCs. Feedback on the generic modern stuff and class powers is also very welcome, but that applies to every game type.

Update: Sorry to be confusing. I meant, I'm looking for groups to run a session or two at their own table.
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Re: D&D via AGE

Postby Beastman » Wed Aug 10, 2011 8:23 am

Wanna say thanks for your work. A refreshing read as an old Classic-D*cough*D player who started with Mystara. Looking foreward to the "Bestiary".
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Re: D&D via AGE

Postby Kaltharion » Tue Oct 11, 2011 4:32 pm

Any word on the "Adversary Compendium"? I know that Eternal Shadows was probably taking up most of your time (OUTSTANDING BTW) :D , but I was just wondering if you had any idea when you might be publishing this. Thanks for all your hard work!

edit: Now that I'm thinking about it, did you use any common set of variables to convert the monsters? Or was it "This feels about right!" :lol:
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Re: D&D via AGE

Postby Allensh » Tue Oct 11, 2011 5:02 pm

I was kindly sent the draft of the Adversary Compendium and so far, looks good!

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Re: D&D via AGE

Postby Siroh » Wed Oct 12, 2011 5:15 am

Kaltharion wrote:Any word on the "Adversary Compendium"? I know that Eternal Shadows was probably taking up most of your time (OUTSTANDING BTW) :D , but I was just wondering if you had any idea when you might be publishing this. Thanks for all your hard work!

edit: Now that I'm thinking about it, did you use any common set of variables to convert the monsters? Or was it "This feels about right!" :lol:


It's a bit of both actually. I have a numerical conversion for base stats and I tend to use the 3E stats. I give them focuses based on specialties by feel, I assign favored stunts, weapon groups, and other powers by feel. I convert TNs when I'm not basing resistance tests on the creature's Magic (which I do an awful lot actually). I tweak Defense, Health, and Speed based on size, how I expect it to play out in combat, and listed movement rates respectively. And I give it a once over and adjust for taste or to make things different.

I mean, as far as stats on the page go, there isn't much difference between an OD&D owlbear and a cave bear. So I have to give them meaningful unique stunts and different favored stunts etc. As far as design decisions and governing the original monster intent, I look at the Original D&D source material. Giant Bees aren't as big as AD&D Giant Bees, Shadows aren't undead etc.

Anybody that wants to see the draft let me know. I'll PM you the file link. I expect that if you run something and you notice a flaw that you tell me so I can adjust it for balance etc. And as for time frame for the final release, I'm hoping before Xmas, but I'm trying to get back to a normal schedule in my down time right now.
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