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Dragon Age - House Rules

Page history last edited by Kirk 2 years, 1 month ago Saved with comment

back to the Dragon Age index

 


Magic Rule Changes

 

Spell tree charts for planning your mage's career.

 

Arcane Bolt and Arcane Lance

 

     Arcane Lance uses the regular Stunts for ranged attacks.

     The Arcane Bolt spell does regular damage at a cost of 2 mana points. For a total cost of 3 mana points, its damage is piercing (armor is halved). For a cost of 4 mana points, its damage is penetrating (armor is ignored). Treat the spell as a 2 mana cost for purposes of learning it.  

The Arcane Bolt rule change upsets game balance and is revoked for all mages other than Landon and Alpheus. 

 

Lyrium Addiction

 
The Lyrium found in the potions of Mages is a very dilute substance and so causes no physiological damage. However excessive use of it will cause addiction. If a character consumes more than their Constitution in diluted Lyrium* (such as a Lyrium potion) in a single day they must make a Willpower (Self Discipline) test vs TN 13 or become addicted. If a character consumes Lyrium every day for a number days in excess of their Constitution they must make another Willpower (Self Discipline) test vs TN 17 or become addicted. Addicted characters must consume Lyrium at least once a day or suffer -1 to Cunning and Willpower tests (and generally be miserable gits). A character can attempt to break their addiction by going cold turkey and making a TN 17 Willpower (Self Discipline) test.

 

   Cumulative potion consumption vs CON:  Lesser=1, Standard=2, Greater=3

Example:

Alain has a CON of 2.  He can safely consume one standard or two lesser lyrium potions in a single day.

Alain can do this for two days in a row without risking addiction. 

 

Mana Weaving

 

     Mana Weaving is a new talent to describe the behavior seen in the computer RPG where groups of mages stand about waving their arms in the air for long periods of time. Mana Weaving is a basic talent taught to all Circle Mages and most mages of alternative traditions. The weaving of mana prepares it for use in the casting of a spell.  If only woven mana is used to cast a spell, the target number is reduced by 3.  Mana weaving is rather slow; it takes one minute of weaving for each prepared point of mana.  Should a mage wish, the woven mana may be kept ready by continuing the weaving act (yes, keep those arms waving) until the time for casting arrives.  No Major or Minor actions may be taken while engaged in Mana Weaving. Even 'free' actions require a Willpower (Self-Discipline) test with a target number of 13.

 

Talent

 

Novice (automatic at Level 5)

  • You know the basics of preparing mana for casting. You may prepare up to 1 x Magic points of woven mana for casting.

Journeyman (automatic at Level 10)

  • You have gained a deeper understanding of manipulating mana. You may prepare up to 2 x Magic points of woven mana for casting.

Master (automatic at Level 15)

  • Your skills at weaving mana are superb. You may prepare up to 3 x Magic points of woven mana for casting. You may also direct up to 5 x Magic points of mana to a Ritual Mage.

 

Beginning Spells and the Mastered Spell Concept

 

     We define a 'mastered spell' to be any spell learned using the Dragon Age rules, as written.  We introduce the idea of mages knowing more spells than they have mastered and a framework for casting those spells.

     Starting mages know six simple spells (those without prerequisites) appropriate to their background. A Level 1 mage has mastered three of those spells and can cast them without further penalty. The other three spells are merely known, not mastered; attempting to cast such a spell is difficult (-3 penalty to casting roll) and dangerous (mishaps can occur if the casting roll fails and the Dragon die is a 6).

 

New Spells

Learning a new spell occurs in two stages:  research and practice.

 

Spell Research

This is an advanced test with a target number and success threshold both set equal to the spell's casting target number.

A failed roll indicates the student needs more study (the Success Threshold is increased by 1).

Each test has a base time of four hours.

Modifiers to the test include

    • researcher's Cunning (Arcane Lore) 

    • talent in the matching school of magic

      • none -3
      • Novice 0
      • Journeyman +1
      • Master +3
    • Quality of source material / instructor

    • Book - ranges as ref wishes (probably -2 to +1)

    • Instructor bonus - highly variable but should track the difference in talent between teacher and student

 

Example: Landon wishes to learn the basic spell Stone Fist from "Molding Spells from Orlesian".  Stone Fist has a TN of 11. Landon has a Cunning of 4 but does not have a focus in Arcane Lore. He has no talent with Primal Magic (-3) and the book is a terrible source of information (-3 and each test takes 4 hours). Landon needs to roll a 13 to succeed. On average, he will do this 1 in 4 times.  His progress towards learning the spell will be painfully slow.  

 

Example: Landon turns to Sextus to learn Weakness. Landon has no Talent with Entropy Magic (-3).  Sextus is a Master of Entropy but is an efficiently indifferent instructor: his instructor bonus is one level less (Journeyman relative to none, so a+4 bonus instead of +6) but tests only take 2 hours. Weakness has a TN of 11 so Landon needs to roll a 6 to succeed. 

 

Mastering Spells

 

     To master a spell, it must be successfully cast three times. This casting is performed with the usual -3 penalty for unmastered spells. Note that spell mishaps are common, or even usual, when failing to cast an unmastered spell.  Players should keep a spell book for their characters with notes on how they learned each spell and their progress towards mastering them.

 

Limits on Mastered Spells

 

     A mage can master a number of spells equal to:

 

  • Levels 1-5:      Magic + 0.5*Level  (round up)

  • Levels 6-10:    Magic + Level

  • Level 11+:      2*Magic + Level

 

Sanctums

 

     Well-prepared sanctums offer a bonus to casting spells. The bonus varies with the referee's discretion, but bonuses greater than +1 represent a major investment of time, effort, and materials so are usually found in Circle Towers or other long-held locations dedicated to the study of magic. The bonus is limited to one school of magic (Primal, Creation, Entropy, Spirit, Blood, Elven, etc). 

 

Ritual Magic

In development, expect additions and changes.

     Lesser and Greater Rituals are used to improve spellcasting in various ways. The improvements can come by using special locations, calendar times, material components, or additional participants. Rituals are specific to the type of spell work being done and exist for each school of magic.  The Lesser Ritual of a school is learned with the Novice Talent level; the Greater Ritual is learned upon achieving the Journeyman Talent of a school. 

     Lesser Rituals are performed by the individual mage.  Greater Rituals are performed by a group. 

 

Gathering Ritual Power

  • Length: +1 for 5 minutes, +2 for 15 minutes, +3 for 30 minutes, +4 for 1 hour, +5 for 3 hours, +6 for six hours, +7 for twelve hours
  • Location: +1 for common, +3 for uncommon, and +5 for unique locations
  • Components: tbd 
  • Timing: +1 for daily event, +2 for weekly, +4 for monthly, + 6 for yearly  
    • Creation: dawn, Sunday, tbd, Wintersend
    • Primal: noon, Windsday, tbd, Summerday
    • Entropy: dusk, Fireday, tbd, Satinalis
    • Spirit: midnight, Tearsday, tbd, All Souls' Day
    • Blood: tbd, Ashday, tbd, tbd
  • Groups: +0.5 for each non-mage, +1 for each mage, +2 for each mage trained in the spell 
  • Forbidden Acts: +1 for profane and blasphemous behavior (up to mage's Willpower), +5 for torture and/or animal sacrifice,  +10 for murder

 

Using Ritual Power

  • Reduced Target Number. Cost 2 points. Reduces TN of spell by 1.
  • Increased Spellpower. Cost 2 points. Increases Spellpower by 1.
  • Reduced Resistance. Cost 3 points. Imposes a -1 penalty to the target's resistance check.
  • Increased Duration.
  • Additional Targets. 

 

 

Blood Magic Specialization

 

     There is no longer a requirement to cast Blood magic beyond a Magic score of 1, and the knowledge to do so. The Constitution statistic of 3 or higher is a recommendation (and a good one!) not a requirement.

 

Glyphs

Exact effects are uncertain to Bran since he wasn't present in the Senior Enchanters Test.

 

       Preservation  Warding 
Repulsion  Containment 
Sealing  Neutralization 
Concealment  Fear 
Silence  Darkness 
Paralysis  Mortality 
Aversion Flame
Shielding Lightning
Befuddlement Spirit
Slow Draining

 

Other Rule Changes

 

Melee

 

     Attacks of opportunity are possible if some opponent tries to slip or rush by another character capable of attacking, in an adjacent hex. In general, coming up to someone, to engage them, does not provide an opportunity attack. These attacks do not generate stunt points.

 

Ship Travel and Combat

 

Dragon Chips

 

     Each player receives three chips at the start of the session; the referee receives chips equal to three times the number of players (lately it's been five for the referee, though). Chips may be spent to alter the Dragon die (and not any other dice) by one point (up or down) per chip expended; players may use this on their own or another player's roll -- the referee may only affect her own rolls. Affecting another player's roll requires their consent.

     Note that "altering the Dragon die" cannot produce a Dragon die result of more than six (6), although items which add stunt points might well cause a stunt point total well over six.

     Chips do not carry over between game sessions and can only spent on changing the value of the Dragon die.

 

Experience Points and Levels

 

Levels and Experience

Level

Experience Total

8

24,500

9

28,000

10

31,000

11

34,000

12

37,000

13

41,000

14

45,000

15

49,000

16

53,000

17

57,000

18

61,000

19

65,000

20

69,000

Beyond level 20 the numbers may not progress at an even 4,000 per level ...

the referee will inform us when we get close

 

Encumbrance and Baggage

 

     For each character, calculate an encumbrance allowance:

 

  • Human:  (Strength + Con + 6) x 5 = pounds

  • Elf:  (Strength + Con + 4) x 5 = pounds

  • Dwarf: (Strength + Con + 8) x 5 = pounds 


     An utterly average human (Strength 1, Constitution 1) could carry 40 pounds of stuff/weapons/armor/equipment with no penalty. Some items may count as more if you try to strap them to your back, such as a 6' long staff that only weighs 5 lbs -- but counts as... hmm, 10 lbs for the purposes of encumbrance.
     Someone like Bran or Alistair could carry 80 pounds without incurring any penalty. Our rogue-elves are going to be around 40 lbs, the mage-humans about the same, 40 lbs.
     As your load exceeds your encumbrance allowance you receive some penalties:

 

  • exceed encumbrance allowance:  -1 to all DEX actions, -2 to Speed

  • exceed 150% of encumbrance allowance:  -2 to all DEX actions, -3 to Speed

  • exceed 200% of encumbrance allowance:  -2 to all DEX actions, -4 to Speed

  • exceed 300% of encumbrance allowance:  -3 to all DEX actions, Speed reduced to 1/3 normal value

  • exceed 400% of encumbrance allowance:  -4 to all DEX actions, Speed reduced to 1/4 of normal value (and some tests may be required)


      Live weight counts as 1/2 actual weight. Best get Alistair's vaguely conscious help if you've got to carry him.

     There are many load-bearing items. For comparison, a big paper grocery bag has a capacity of about 750 cubic inches:

 

  • small backpack:  2 pounds empty, 1000 cubic inches volume, 30 pounds capacity. Cost, 9 silver pieces.

  • medium backpack:  4 pounds empty, 1500 cubic inches volume, 40 pounds capacity. Cost, 20 silver pieces .

  • large "portage" pack:  10 pounds empty, 3500 cubic inches volume, weight capacity probably over 100 pounds (actually, more than any human can lift), includes a waist belt and "tumpline" to wear on your forehead. Cost, 50 silver pieces.

  • shoulder bag:  1 pound empty, 1000 cubic inches volume, 10 pounds capacity. Cost 1 silver piece.

  • belt pouch:  about a pound capacity each, too small for most things that have a "cubic inches" value. Cost, 1 silver piece.

  • burlap sacks ("gunny sack"):  1 pound each, 300 cubic inches volume, weight capacity 100 pounds. Hard to carry for any distance, but can be dragged on smooth floors or carried on a travois. Sacks of larger and smaller sizes exist, more or less proportional to this example. Cost, 20 copper pieces (but often available for free). 

 

     Dropping a small or medium backpack, or a bag or sack, is a Minor Action -- presuming you are making an attempt to not wreck the bag or its contents). Putting down a 'portage pack' is a Major Action.

     Depending on how it's arranged, a sack or shoulder bag may require a hand to steady or carry it in combat.

 

Carrying Potions

 

     With an ordinary "belt with some pouches", a character is limited to carrying six potions, of any kind or size.

     A potion holder (such as a bandolier) for small- or medium-size potion bottles (lesser and medium; not greater) can hold up to six potions, and costs 2 sp. Landon's, as an example, weighs a pound when completely filled with five small potion vials.

 

Healing

 

     This is no longer an action, and cannot be performed during combat. It takes five or ten minutes. 

     See also the page on Injury. Note that any test to work on injuries requires lots of potable water -- at least pints of it.

 

New Specializations

 

     We'd like to add more specializations, things that aren't as esoteric and hard to unlock as Arcane Warrior, Shapeshifter, Reaver, or just plain mystic (Ranger, Spirit Healer, Guardian).  The Awakenings specializations Guardian and Battlemage have our referee's interest.

 

  • For Rogues, I'd like to see a Guide specialization created that includes improved movement through unlocked terrain types (for both the guide and his group), bonuses to Initiative (harder to surprise one who can read the signs), and at least one other appropriate Talent benefit.  

  • Our thoughts on Battlemage have less to do with spells and more to do with "How Not to Get Hit" (bonus to Defense), reducing Fast Casting cost by one stunt point, and at least one other appropriate Talent benefit.

  • Our preference on Guardian would make it much less mystic and much more like a trained bodyguard.  

    • Housecarls, royal bodyguards, etc. were typically intimidating, well-equipped, well-armed and armored, well-paid. You'd have to know how to ride, if the typical court travels on horses. Initiative and Seeing might be useful focuses. -- Michael

  • If we do use Ranger, it would be less stage magician ("watch me summon a bear out of my ass!") and much more Beastmaster/Tarzan in nature. The Ranger would understand critters and have a chance to calm hostile animals, befriend animals, and at Master level, summon befriended animals ("Tantor! I need you!").  

 

     We'd like to get your thoughts and comments. Our goals?  Deliver Specializations suitable for the everyday Rogue, Warrior, and Mage; alter existing Specializations that are rather mystic and hand-wavy, grounding them in the Thedas setting in a manner that does not suspend disbelief.


 

 

Drink!

 

  1. Every time the player finishes a drink (after the 1st drink - the first drink is always free), they must make CON(Stamina) test versus a target number of 9+alcohol percent-by-volume.  This works well enough for beer but needs adjustment for wine and spirits.

    1. This explains why 1 glass of 95% Everclear is just the right amount! Spirits that can burn steadily in a glass are about 45% alcohol or more (but this varies widely with the temperature of the alcohol, and other factors); below 55 degrees F even pure alcohol won't ignite.

  2. For every two recent drinks, increase the TN by one.

  3. Characters failing this test draw a Drink! card.  If you are already holding two Drink! cards, you must draw from deck that has special types of cards mixed in.

 

Effect of Drink! Cards 

 

These are not cumulative.

 

Drink! Card Drink! Cards 3 Drink! Cards Drink! Cards Drink! Cards Drink! Cards

COM +1 

COM +0 

COM -1 

COM -1 

COM -2 

"Hit Your Limit"

See rule for details.

PER -1 

CON -1 

CON -1 

CON -1 

CON -2 

STR +1 

CUN -1 

CUN -1 

CUN -2 

CUN -2 

WIL -1 

DEX -1 

DEX -2 

DEX -2 

DEX -3 

WIL (Courage) 

MAG +0 

MAG -1 

MAG -1 

MAG -2 

 

PER -1 

PER  -1

PER -2 

PER -3 

 

STR +1 

STR +1 

STR +0 

STR +0 

 

WIL -1

WIL -2

WIL -2

WIL -3

 

WIL (Courage) 

WIL (Courage) 

WIL (Courage) 

WIL (Courage) 

 

"Gotta Drain the Dragon"

 

Suffer an additional -1 PER, -1 DEX, and -1 CON until you 'take care of it.'

 

"Hit Your Limit" 

 

All stats suffer an additional -2 penalty except DEX and PER which suffer an additional -3 penalty.

This lasts for four hours, 'til the next morning, or until you purge by making a CON(Stamina) test vs a TN 14 discard one Drink! card and remove the"Hit Your Limit" effects. Failing this test requires an immediate test of CON(Stamina) vs TN 12 to stay conscious or fall asleep for four hours (or until awakened).

 

Purge

 

     You may attempt a CON(Stamina) test vs a TN 16 to discard two Drink! cards.

     You may attempt this twice per evening, with the second test at TN 18 regardless of the first tests's success.

 

Manage Your Drinking

 

You must declare you are managing your drinking before acquiring your second Drink! card.

     You must make a WIL(Self Discipline) test vs TN 14 at every round of drinks to resist drinking.

     If any of your companions has collected 3 or more Drink! cards, you get a +1 to your roll.

 

 

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