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JoJa wrote:@Neil, I don't plan to add the Divine Gifts to Dragon Hack because that version of the game has cleric and druid class backgrounds and will (eventually) have cleric- and druid-specific spell lists. That said, and because the gifts can be bestowed on any character class in AGE, a GM should feel free to add Divine Gifts to their own Dragon Hack game using the material from the article.

NeilFord wrote:Another question: was there a reason you didn't convert Gnomes?
- Neil.





JoJa wrote:I can certainly craft a gnome racial background for you and post it on my website. I'll try to have one up this weekend.


JoJa wrote:
@Saisei, I'd love to see your Dragonborn race mockup, and also if you can remember, which were the problems that caused the most trouble for your group? Also, were the balance issues in power levels between players or between the players and the adventure. I.E., where the players too powerful for the game to be a challenge, or did some players feel out-shined by others' abilities?
I'll be clear that my first time through creating the rules, I wasn't as much worried by balancing the classes as I was presenting all the things players coming from a Pathfinder/3.5 game would expect their characters to have to keep them comfortable within the system. I've already had to do some balancing, (such as with an earlier version of the bards fascinate ability), that was too powerful in our first home game, and if you point out what things were difficulties I'm happy to take a second look at them.
But to be clear, I don't think Dragon Hack will ever be as balanced as say 4E, where class balance is of paramount importance to the system. The three base classes in Dragon Age are all pretty well balanced, but once you start larding new abilities on top of that the balance gets a little skewed. Also, and lets be honest, the game Dragon Hack is hoping to emulate is historically one of the worst for class balance. Some of that is going to creep through any conversion I fear.
So, if I could make a generalized design statement about class balance it would be: Balance is important, and I'll work hard to keep things both flavorful and fun to all players and try to balance the classes against each other, but that won't be the game's most important goal.










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