Tokuhara
2012-03-21, 12:17 AM
Working on a campaign for my Step-Brother and his friends set in Thedas (Dragon Age's setting)
The game's story will take place 3 years after the events of Witch Hunt using my personal Warden Commander (Lucian Cousland), who was generally a good guy (had a mean streak during Origins, but overcame it). The game will involve the PCs in a game of intrigue, trying to stop an uprising of Blood Mages (or so they think!).
I'm planning on using:
"Generic" Classes from Unearthed Arcana
A custom "Mana" System
Pathfinder's General Rules
Archetypes instead of Prestige Classes (so a Warrior could take Berserker and Champion Archetypes instead of taking a homebrew PrC to emulate the Specialization)
Homebrew Races that emulate the "Big 5" of the setting (Dwarf, Human, Elf, Qunari, Architect's Darkspawn). I know, "ZOMG! Darkspawn as a playable race???!!1 MaDnEsS!!!" In my DA:O:A, I allowed the Architect to go about his personal business and try and cure the Darkspawn.
Max HP/Lv.
Homebrew "Themes" to match each player's individual Origin Story
Here's my ideas thus far:
I'll preset the "Generic" Classes so they have appropriate skills and give each a set of optional "Class Feature Feats" that allow my players to still feel "in control" and allow for some customizing options. For instance:
Joe is playing Garen Orta, Dwarf Warrior with the Noble Theme. He chooses to take the Shield Specialization Class Feature to be a more sword and board warrior. Later on, he takes the Champion Archetype and gains the Rally aura, which gives his allies +1 AC/lv and +1 to attack rolls/lv as long as they stand within 20' of him. 2 Levels later, he gets the War Cry class feature from his Archetype and a bonus feat from his class. He could take the feat Improved Shield Bash, or he could grab a Fighter Talent of appropriate level.
The idea is to allow a more Dragon Age-y feel than Class/PrC/PrC. I'm setting archetypes as available at 7th level and at 14th level, so they can have a maximum of 2. I plan on reskinning the Specializations from Both DA:O and DA2 into Archetypes that the players can choose from (so a Mage could be an Arcane Warrior/Force Mage or a Warrior could be a Templar/Reaver if they so choose).
Themes are different however. Themes are kind of like the Origin Story options from DA:O, so a Human Rogue (Expert) could take the Noble, Ostigar Survivor, or the Highwayman theme and get 3 radically different characters. The Noble could be more of a man who's good at politics whereas an Ostigar Survivor is better in a fight, whilst a Highwayman is a better thief. Each allows for a subtle difference in the character without just haphazardly slapping bonus feats. Perhaps while the Noble gets a +2 Persuasion bonus, the Highwayman gets +2 Stealth. These are small static bonuses that allow for greater feel for the players.
And befoe anyone asks, No. There Will Not Be ANY (or very few at the most) references to the events of DA2. The story is in Ferelden, not Highever (Bad Move, Bioware... I liked Ferelden). There will however be cameos of well-liked characters, such as Zevran, Oghren, Sten, and Shale, along with possible cameos of Anders and Fenris (the ONLY DA2 character I cared about).
My idea for the Mana system is VERY similar to Psionic's Power Points system (FAR simpler than the spells known/day system, which is kind of clunky if you ask me.) Mage itself will use any of the three mental scores to determine Mana as a psion. Spells use mana equal to their spell level times x (haven't figured out a reliable number to balance most of the spells off of). This is because my step-brother is new to D&D, so I thought I'd streamline it as much as I could. Plus, it lets a Blood Mage spend HP=Mana Cost instead of having to jump through hoops to make it work.
Races-Wise, I'm keeping the "Common 3" the same as the PF versions (maybe with a tweak or two), and probably using Half-Orc as a Balance point for Darkspawn and Half-Giant for Qunari. Dwarves cannot take Mage (Disconnected from the Fade), Qunari (Honor-Bound) cannot take Rogue, and the rest can take any of the 3 (Examples of each class in race). Qunari will probably get a charisma penalty and a Strength/Wisdom bonus while Darkspawn get an Intelligence Penalty with a Strength/Constitution bonus. Plus, each race will have exclusive abilities to match their DA-ness (Dwarves get a 10% chance of a spell flat failing on them, Humans get a bonus weapon proficiency, Elves get a flat +1 to effective caster level on spells, Darkspawn get poisonous blood, and Qunari get Powerful Build). Again, this is a High-Risk High-Reward game, where while the PCs may be stronger, the monsters will be as well.
My questions:
1. Themes seem to be the "Elephant in the Room." How could I do this simply so that it doesn't confuse my players? And I could always use suggestions for Themes, because writer's block SUCKS!!!
2. Archetypes. I have around 10 or so to make, and Maker does my head hurt thinking about it. Any ideas on how to make these both "canon" and simple?
3. Races. Now, I don't want hate on the races, but instead, I want a good way to Dragon Age the races so that they make sense in the world.
4. PF-izing the "Generic Classes." How is the best way to accomplish this with the least amount of headache?
5. Cameos. If anyone has ideas on how to "incorporate" canon characters like Sten (Warrior/Reaver), Lucian (Warrior/Berserker/Reaver/Spirit Warrior), and Zevran (Rogue/Assassin/Duelist) without them becoming DMPCs, I would be grateful.
6. Any other suggestions from people smarter and wiser than I. If you have suggestions that would make my life easier, Please don't hesitate to tell me. I won't (or will try to not) fly off the proverbial handle and tell you that you are idiotic for your suggestion.
Thanks in advance, and may the Maker watch over you.
The game's story will take place 3 years after the events of Witch Hunt using my personal Warden Commander (Lucian Cousland), who was generally a good guy (had a mean streak during Origins, but overcame it). The game will involve the PCs in a game of intrigue, trying to stop an uprising of Blood Mages (or so they think!).
I'm planning on using:
"Generic" Classes from Unearthed Arcana
A custom "Mana" System
Pathfinder's General Rules
Archetypes instead of Prestige Classes (so a Warrior could take Berserker and Champion Archetypes instead of taking a homebrew PrC to emulate the Specialization)
Homebrew Races that emulate the "Big 5" of the setting (Dwarf, Human, Elf, Qunari, Architect's Darkspawn). I know, "ZOMG! Darkspawn as a playable race???!!1 MaDnEsS!!!" In my DA:O:A, I allowed the Architect to go about his personal business and try and cure the Darkspawn.
Max HP/Lv.
Homebrew "Themes" to match each player's individual Origin Story
Here's my ideas thus far:
I'll preset the "Generic" Classes so they have appropriate skills and give each a set of optional "Class Feature Feats" that allow my players to still feel "in control" and allow for some customizing options. For instance:
Joe is playing Garen Orta, Dwarf Warrior with the Noble Theme. He chooses to take the Shield Specialization Class Feature to be a more sword and board warrior. Later on, he takes the Champion Archetype and gains the Rally aura, which gives his allies +1 AC/lv and +1 to attack rolls/lv as long as they stand within 20' of him. 2 Levels later, he gets the War Cry class feature from his Archetype and a bonus feat from his class. He could take the feat Improved Shield Bash, or he could grab a Fighter Talent of appropriate level.
The idea is to allow a more Dragon Age-y feel than Class/PrC/PrC. I'm setting archetypes as available at 7th level and at 14th level, so they can have a maximum of 2. I plan on reskinning the Specializations from Both DA:O and DA2 into Archetypes that the players can choose from (so a Mage could be an Arcane Warrior/Force Mage or a Warrior could be a Templar/Reaver if they so choose).
Themes are different however. Themes are kind of like the Origin Story options from DA:O, so a Human Rogue (Expert) could take the Noble, Ostigar Survivor, or the Highwayman theme and get 3 radically different characters. The Noble could be more of a man who's good at politics whereas an Ostigar Survivor is better in a fight, whilst a Highwayman is a better thief. Each allows for a subtle difference in the character without just haphazardly slapping bonus feats. Perhaps while the Noble gets a +2 Persuasion bonus, the Highwayman gets +2 Stealth. These are small static bonuses that allow for greater feel for the players.
And befoe anyone asks, No. There Will Not Be ANY (or very few at the most) references to the events of DA2. The story is in Ferelden, not Highever (Bad Move, Bioware... I liked Ferelden). There will however be cameos of well-liked characters, such as Zevran, Oghren, Sten, and Shale, along with possible cameos of Anders and Fenris (the ONLY DA2 character I cared about).
My idea for the Mana system is VERY similar to Psionic's Power Points system (FAR simpler than the spells known/day system, which is kind of clunky if you ask me.) Mage itself will use any of the three mental scores to determine Mana as a psion. Spells use mana equal to their spell level times x (haven't figured out a reliable number to balance most of the spells off of). This is because my step-brother is new to D&D, so I thought I'd streamline it as much as I could. Plus, it lets a Blood Mage spend HP=Mana Cost instead of having to jump through hoops to make it work.
Races-Wise, I'm keeping the "Common 3" the same as the PF versions (maybe with a tweak or two), and probably using Half-Orc as a Balance point for Darkspawn and Half-Giant for Qunari. Dwarves cannot take Mage (Disconnected from the Fade), Qunari (Honor-Bound) cannot take Rogue, and the rest can take any of the 3 (Examples of each class in race). Qunari will probably get a charisma penalty and a Strength/Wisdom bonus while Darkspawn get an Intelligence Penalty with a Strength/Constitution bonus. Plus, each race will have exclusive abilities to match their DA-ness (Dwarves get a 10% chance of a spell flat failing on them, Humans get a bonus weapon proficiency, Elves get a flat +1 to effective caster level on spells, Darkspawn get poisonous blood, and Qunari get Powerful Build). Again, this is a High-Risk High-Reward game, where while the PCs may be stronger, the monsters will be as well.
My questions:
1. Themes seem to be the "Elephant in the Room." How could I do this simply so that it doesn't confuse my players? And I could always use suggestions for Themes, because writer's block SUCKS!!!
2. Archetypes. I have around 10 or so to make, and Maker does my head hurt thinking about it. Any ideas on how to make these both "canon" and simple?
3. Races. Now, I don't want hate on the races, but instead, I want a good way to Dragon Age the races so that they make sense in the world.
4. PF-izing the "Generic Classes." How is the best way to accomplish this with the least amount of headache?
5. Cameos. If anyone has ideas on how to "incorporate" canon characters like Sten (Warrior/Reaver), Lucian (Warrior/Berserker/Reaver/Spirit Warrior), and Zevran (Rogue/Assassin/Duelist) without them becoming DMPCs, I would be grateful.
6. Any other suggestions from people smarter and wiser than I. If you have suggestions that would make my life easier, Please don't hesitate to tell me. I won't (or will try to not) fly off the proverbial handle and tell you that you are idiotic for your suggestion.
Thanks in advance, and may the Maker watch over you.