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Anonymouswizard
2010-01-20, 07:30 PM
Dragonage d20
Inspired by FFX d20, DA d20 is an attempt to adapt Bioware's Dragonage: Orgins, game to the d20 system. This is meant to be as close a direct port of the Dragonage game into the d20 system, and so has three races and three classes. I have just thought up the idea now, so the races and classes will come later. Or: races and classes ASAP.

AeonWarior
2010-01-20, 07:38 PM
Isn't there already one? I remember hearing about one coming out just before (or just after) the PC game. Can anyone verify?

lesser_minion
2010-01-20, 07:41 PM
There is a tabletop game. It's 3d6 based rather than d20 based though.

Drakevarg
2010-01-20, 07:42 PM
My group's DM said he'd be participating in one on Saturday, which is why he can't run a session then.

Anonymouswizard
2010-01-21, 04:41 PM
I am not one for large amounts of fluff, and so I am noting down all the changes here:

Physical stats are the same.
For the moment, intelligence will be referred to as cunning, wisdom as willpower, and charisma as magic.
The races are what they are in the game: choices who award bonuses to certain attributes:
Humans: +1 strength, +1 dexterity, +1 magic, +1 cunning
Elves: +2 willpower, +2 magic.
Dwarves: +1 strength, +1 dexterity, +2 constitution 10% chance to resist hostile magic.

As in the game the classes are as follows:
Warriors: melee fighters, warriors can be tanks or damage dealers.
Mages: mages are magic users, able to deal massive amounts of damage to opponents, heal allies, or control the battle field.
Rogues: the rogues role is practically unchanged.

Anonymouswizard
2010-01-21, 05:38 PM
Mage
Mages are terrifying people, able to bend reality to their will. Mages are a versatile class, using Mana to create fire and lightning, put enemies to sleep, or invoke the spirits of the fade.
{table]Level|BAB|Fort|Ref|Will|Special|Spells|Mana
1|+0|+0|+0|+2|Magic|3|5
2|+1|+0|+0|+3||4|8
3|+1|+1|+1|+3||5|12
4|+2|+1|+1|+4||6|16
5|+2|+1|+1|+4||7|21
6|+3|+2|+2|+5||8|26
7|+3|+2|+2|+5|Specialization|9|32
8|+4|+2|+2|+6||10|38
9|+4|+3|+3|+6||11|45
10|+5|+3|+3|+7||12|52
11|+5|+3|+3|+7||13|60
12|+6|+4|+4|+8||14|68
13|+6|+4|+4|+8||15|77
14|+7|+4|+4|+9|Specialization|16|86
15|+7|+5|+5|+9||17|96
16|+8|+5|+5|+10||18|106
17|+8|+5|+5|+10||19|117
18|+9|+6|+6|+11||20|118
19|+9|+6|+6|+11||21|119
20|+10|+6|+6|+12||22|120[/table]
Hit dice: d4.
Skill points: 2+cunning.
Stats: +2 willpower, +3 magic, +1 cunning
Weapon and armour proficiency: mages are able to use daggers and staves. Mages can wear robes, but no other kind of armour.
Magic: mages are able to tap into the energy of the fade in order to cast spells. A mage begins play knowing any two spells chosen by the player, plus arcane bolt (if a circle mage), or lightning (if an apostate). They then gain an extra spell at each additional level. Unlike warriors and rogues mages use mana in order to activate their abilities: levels from warrior or rogue do not increase the mages mana pool.
Mages draw spells from the mage grid, the grids of either of their specializations, or the four schools of magic. Each spell can only be chosen once, and a mage must have all the lower spells in a line before gaining higher level spells.
A mages spellpower is equal to their magic-10, so a mage with 18 magic has a spellpower of 8.
Specializations: at 7th level and 14th level a mage gains the ability to enter one of the four specializations. Each specialization gives two flat bonuses as well as allowing characters to use the specializations spells. The bonuses are listed below:
Arcane warrior: +1 dexterity, +2 attack.
Blood mage: +1 spellpower, +2 constitution.
Shapeshifter: +2 constitution, +1 armour.
Spirit healer: +2 magic, +1 willpower.

Anonymouswizard
2010-01-28, 11:36 AM
Rogue
Insert fluff here.
{table]Level|BAB|Fort|Ref|Will|Special|Talents|Stamina
1|+0|+0|+2|+0||3|4
2|+1|+0|+3|+0||4|5
3|+2|+1|+3|+1||5|6
4|+3|+1|+4|+1||6|8
5|+3|+1|+4|+1||7|10
6|+4|+2|+5|+2||8|13
7|+5|+2|+5|+2|Specialization|9|16
8|+6|+2|+6|+2||10|20
9|+6|+3|+6|+3||11|24
10|+7|+3|+7|+3||12|29
11|+8|+3|+7|+3||13|34
12|+9|+4|+8|+4||14|40
13|+9|+4|+8|+4||15|46
14|+10|+4|+9|+4|Specialization|16|53
15|+11|+5|+9|+5||17|60
16|+12|+5|+10|+5||18|68
17|+12|+5|+10|+5||19|76
18|+13|+6|+11|+6||20|84
19|+14|+6|+11|+6||21|92
20|+15|+6|+12|+6||22|100[/table]

Schylerwalker
2010-01-28, 01:27 PM
Oh my god. Do you really need to convert DA: Origins into D&D? It IS Dungeons and Dragons! Through and through! I mean, come on now. It's a cliche wrapped in a butchery of Tolkien's work spiced with every single other fantasy book out there. :smallfurious:

I'm sorry. I have something against that game.

Dienekes
2010-01-28, 07:18 PM
Oh my god. Do you really need to convert DA: Origins into D&D? It IS Dungeons and Dragons! Through and through! I mean, come on now. It's a cliche wrapped in a butchery of Tolkien's work spiced with every single other fantasy book out there. :smallfurious:

I'm sorry. I have something against that game.

So by your reasoning any setting that is derivative of Tolkien should not be allowed it's own gaming system?

I can't say that I agree with your logic there friend.

Starbuck_II
2010-01-28, 07:52 PM
So does mana/Stamina return every round by a certain amount?

Will you have to roll a die to see how long before you can reuse a ability or does each talent/magic tell (like the game)?

Anonymouswizard
2010-01-29, 10:35 AM
So does mana/Stamina return every round by a certain amount?

Will you have to roll a die to see how long before you can reuse a ability or does each talent/magic tell (like the game)?

I am trying to make this like the game, so you have to wait a number of rounds for each spell/talent to recharge.

And I do not want a 15 minute or 3 week adventuring day, so how about a selection of points to be used after each fight to regain health and/or mana/stamina.

I plan to do the monsters before the spells, so look out for creatures with the subtype (darkspawn).

Staffs are to be given an overhaul, points/day to be used to fire magical blasts, with the most powerful having at-will blasts.

Anonymouswizard
2010-02-05, 11:15 AM
Warrior
Fluffady fluff fluff
{table]Level|BAB|Fort|Ref|Will|Special|Talents|Stamina
1|+1|+2|+0|+0||3|4
2|+2|+3|+0|+0||4|5
3|+3|+3|+1|+1||5|6
4|+4|+4|+1|+1||6|8
5|+5|+4|+1|+1||7|10
6|+6|+5|+2|+2||8|13
7|+7|+5|+2|+2|Specialization|9|16
8|+8|+6|+2|+2||10|20
9|+9|+6|+3|+3||11|24
10|10|+7|+3|+3||12|29
11|+11|+7|+3|+3||13|34
12|+12|+8|+4|+4||14|40
13|+13|+8|+4|+4||15|46
14|+14|+9|+4|+4|Specialization|16|53
15|+15|+9|+5|+5||17|60
16|+16|+10|+5|+5||18|68
17|+17|+10|+5|+5||19|76
18|+18|+11|+6|+6||20|84
19|+19|+11|+6|+6||21|92
20|+20|+12|+6|+6||22|100[/table]

Yora
2010-02-05, 11:57 AM
I'd say take the three generic classes and replace the mechanic for spellcasting with that of manifesting psionic powers and make spell lits that reflect the game. I think everything else is fluff and making stat blocks for creatures.

GenPol
2010-02-05, 12:04 PM
I am trying to make this like the game, so you have to wait a number of rounds for each spell/talent to recharge.

And I do not want a 15 minute or 3 week adventuring day, so how about a selection of points to be used after each fight to regain health and/or mana/stamina.

I plan to do the monsters before the spells, so look out for creatures with the subtype (darkspawn).

Staffs are to be given an overhaul, points/day to be used to fire magical blasts, with the most powerful having at-will blasts.

That sounds remarkably like 4th edition...

Anonymouswizard
2010-02-05, 01:22 PM
That sounds remarkably like 4th edition...

I wouldn't know, I have the DMG and MM for 4e, but not the PHB (the worst set of two Christmas presents ever).

Nero24200
2010-02-05, 01:39 PM
As much as I'm not a fan of 4E, I would say that this does sound like it, but then again, I think I think 4E would work well for the kind of system shown in DA.

Having said that, if you're going to remain using a 3.5 system I'll still be keeping an eye on this, being a huge DA fan myself. Though only after talents are seen can people really be expeted to see how interested/balanced the classes are.

megrim
2010-06-30, 12:53 PM
I am working on a campaign myself using 4e and Saga edition and mixing that up. The result is of 6 ability scores (just like you placed them).

Abilities and spells presented in the form of talent trees ala saga.
Skills have 4 tiers, each tier providing a solid bonus.
Stamina/Mana point system.
Fatigue determines the amount of rounds you need to wait before using/casting a spell or ability.
Armor as damage reduction.
Deathblow system for enemies that are below 25% of their HP.
Achievement system to grant bonuses to the heroes as they progress on the campaign.

I am still trying to polish things out. How is your system going? :smallconfused:

String
2010-06-30, 01:13 PM
You're gonna want to give the Rogues their "Backstab" ability from the game.

demidracolich
2010-06-30, 01:23 PM
There are no rules in dnd for which way the character/monster is facing so it wouldn't work that well.

megrim
2010-06-30, 06:41 PM
You're gonna want to give the Rogues their "Backstab" ability from the game.

Backstab = Sneak Attack. Since there is no facing and quite frankly that just slows down combat, sneak attack will work fine for that. What i am having trouble adapting/balancing is what i mentioned above :smallfrown: