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.