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 Post subject: Dragon Age
PostPosted: Mon Dec 21, 2009 2:49 am 
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Reeve
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I'm considering using the 'Dragon Age' rpg as the rule set for my Harn sessions.

http://greenronin.com/dragon_age

It's theme is dark and quite gritty so the magical spells et al would be appropriate, as will the combat. Interestingly enough it doesn't have any 'clerics', just mages that can cast healing spells if they take the option.

It's a great little system and game in its own right, and if it doesn't work with Harn I'd be more than happy to adventure in Ferelden.

What do you think, anyone had any experience with this offering?

Incidentally the computer game Dragon Age: Origins is awesome too. A real successor to Baldur's Gate and co.


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 Post subject: Re: Dragon Age
PostPosted: Wed Jan 06, 2010 9:22 pm 
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Villein
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I haven't played the table top version yet as I'm waiting for the print version to come out, but from what I've heard I'd think it would work with Harn very well. Also I agree about the computer game, it's fantastic!

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 Post subject: Re: Dragon Age
PostPosted: Thu Jan 07, 2010 6:18 am 
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"Secret Cow Level" = Diablo II fanatic...

...Ahhha, thought you pull one over on us...
Of course I would never know unless I had been one myself.

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 Post subject: Re: Dragon Age
PostPosted: Fri Jan 08, 2010 10:01 am 
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Knight
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I am just not all the thrilled about this game. I've watched about 20 minutes of random gameplay, and haven't been very excited by it. Maybe I don't like party management.

I've heard mixed review about the tabletop rpg too.

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 Post subject: Re: Dragon Age
PostPosted: Mon Jan 11, 2010 1:34 am 
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Baron
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Location: Gainesville, FL, USA
The video game seems like a simple combat mechanic. A bit too simple for my taste. Also not greatly appealing from a realism aspect.

Every level you can devote a few points to a chosen ability. For fighters it is strength usually. Every weapon has a base impact usually in the 3-12 range. Add to that a strength bonus (Strenght times .85 for small weapons, times ~1 for medium weapons, or times 1.25 for large two handed weapons). So a fighter with 50 strength gets 50 times strength factor plus base impact.

There is a chance to hit - if there is a hit armor value directly subtracts from this damage (armor penetration value. The Armor protection is also reduced by the "Armor Penetration" value of the weapon. Whatever is left is applied as damage to health (hit points).

Extremely simplistic compared to Harnmaster pen and paper with attack and defense options, hit locations, armor for each body location and impact penetration vs armor depending on type (edge/blunt/point/etc) and realistic damage results depending on location.

As a video game oddly it seems about on par but if it uses the same system as a pen and paper RPG not particularly impressive. I particularly wonder at ability scores tied to level. (1st level 10 strength vs 25th level with 75 strength maybe.) All to-hits, dodges, damages, health and mana seem tied to ability score - the ability scores represent skill development rather being than physical descriptors.

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