"Actual" Mechanics Thread and homebrew rules - For realsies

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MonkeyWrench
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"Actual" Mechanics Thread and homebrew rules - For realsies

#1 Post by MonkeyWrench »

Same deal as the first Character creation thread.

So then! To play the game known as Dragon Age you should know that everything is dependent on 3D6+necessary modifiers for rolls... ALL ROLLS!!

For instance: Basic Test
Test Result = 3D6+Ability+Focus - the goal is to either meet or get above the designated DC challenge, which is different for each encounter!!

Opposed Test:
Rolling by the same formula as above except the DC is your opponents roll! The Dragon die (middle macro roll) can be used to determine the winner in case of a tie!

When creating your macro make sure to make it like this:
Rolls Yo: [1d6], [1d6], [1d6] - The middle 1d6 will be the "dragon die" which will be used in case stunt points are made or Opposed rolls are tied, any rolls not done in this fashion will not be counted.

ALSO, PLEASE MAKE SURE TO USE CREATED MACRO ROLLS THAT ARE TIED TO YOUR CHARACTER... I won't be accepting any on-the-fly rolls or otherwise rolls that I cannot check for authenticity - this is a rule that I, myself, will be using and if asked I will have no problem sharing my DM related rolls.
Last edited by MonkeyWrench on Wed Feb 11, 2015 5:09 pm, edited 2 times in total.
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Re: "Actual" Mechanics Thread - For realsies

#2 Post by MonkeyWrench »

For those of mage related talents you will find that for most of your spells a target can either evade it entirely or evade a portion of your spell by beating your Spellpower.

Spellpower is found by the following formula: 10+Magic+Focus(if applicable)
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Re: "Actual" Mechanics Thread - For realsies

#3 Post by MonkeyWrench »

Combat Rolls!!

For those people looking to sling magic spells, fire arrows, or even swing that shiny toothpick! I do different rolls for each.

Each is a roll formula that is used, you want to either meet or beat my designated DC challenge, whether that by something I make up for how hard it is or the opponents Defense score.

Melee Weapons:
3D6+Strength+Focus(if applicable)

Ranged Weapons:
3D6+Dexterity+Focus(if applicable)

Spells:
3D6+Magic+Focus(if applicable)
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Re: "Actual" Mechanics Thread and homebrew rules - For reals

#4 Post by MonkeyWrench »

Talent accessible only for Mabari!

Mabari Warfare:
Class: Warrior (War Hound)
Requires: Mabari
Novice: Growl As a Minor Action, the mabari growls so fearsomely that one opponent within four yards must make a Willpower (Self-Discipline) test vs. the Mabari's Strength (Intimidate) test or suffer a -2 to its Defense until the beginning of the mabari's next turn.
Journeyman: Dread Howl The mabari lets out a loud howl, and all enemies within ten yards must make a Willpower (Self-Discipline) test vs. the Mabari's Strength (Intimidate) test and suffer a –1 penalty on all ability tests until the beginning of the mabari's next turn, any enemy which fails the opposed test suffers the same penalty and cannot take any actions on their next turn.
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Re: "Actual" Mechanics Thread and homebrew rules - For reals

#5 Post by MonkeyWrench »

Some custom talents for melee fighters that are also allowed in the game

BARUK KHAZÂD STYLE:
Classes: Warrior.
Requirement: You must be a dwarf with Strength 2 or higher or a human or elf with Strength 3 or higher, and be trained in the Axes Group.

"Baruk Khazâd! Khazâd ai-mênu! "Axes of Dwarves! The Dwarves are Upon You!" are the last words ever heard by many enemies of the Dwarven people. You have studied the traditional Dwarven fighting style and are deadly with melee weapons from the axe group."

Novice: Fighting with a "slow" weapon such as an axe demands increased awareness of one's opponent. If you take the activate action, you gain a +1 Defense bonus until the end of the encounter while fighting in this style.
Journeyman: You can strike fearsome blows with your weapon. You can perform the Pierce Armor stunt for 1 SP instead of the usual 2 SP when wielding a weapon that belongs to the Axe Group.


MAUL OF THE TITANS STYLE:
Classes: Warrior
Requirement: You must have Strength 2 or higher, be trained in the Bludgeons Group, and have the Strength (Bludgeons) focus.

"You can fight with brutal effectiveness when wielding the massive weapons of the Bludgeons Group."

Novice: The weight of your weapon and the power of your attacks forces foes to yield ground. When you hit with a melee attack with a weapon that belongs to the Bludgeons Group, you can move the target 2 yards in any direction.
Journeyman: Your blows can lay low the toughest opponents. You can perform the Knock Prone stunt for 1 SP instead of the usual 2 when attacking with that belongs to the Bludgeons Group.


HONORABLE SWORD STYLE:
Classes: Rogue and Warrior.
Requirement: You must have Perception 2 or higher, be trained in the Heavy Blades Group, and have the Strength (Heavy Blades) focus.

"The Honorable Sword Style teaches its practitioners to study and predict their opponent's movements in battle, as well as how to perform many powerful sword techniques. Masters of the style are said to be able to drawn a sheathed weapon and eliminate an opponent with a single sword stroke, before anyone else has have time to react."

Novice: Practitioners of the heavy blade style learn to predict their opponent's movements. If you take the activate action, you gain a +1 Initiative bonus when fighting with a weapon that belongs to the Heavy Blades Group and not wielding any other weapon or using a shield.
Journeyman: You and your blade move as one. You can perform the Seize the Initiative stunt for 3 SP instead of the usual 4 when attacking with a weapon that belongs to the Heavy Blades Group and not wielding any other weapon or using a shield.


LEAF ON THE WIND STYLE:
Classes: Rogue and Warrior.
Requirement: You must be an elf with Dexterity 2 or higher, and be trained in the Light Blades Group, or a human or dwarf with Dexterity 2 or higher, trained in the Axes Group, and with Dexterity (Light Blades) focus.

"You practice the ancient elvish fighting style where a light weapon in each hand can be as deadly as the most massive blade in the hands of someone less skilled as you dance among your enemies."

Novice: Your swiftness of foot and nimble blades can aid you in attack or defense. If you take the activate action, you can gain either a +1 bonus on your melee attack rolls or a +1 Defense bonus against melee attacks until the end of the encounter. You must be wielding two weapons that belong to the Light Blades group. You can switch the bonus you are taking with another activate action.
Journeyman: Dancing like a leaf on the autumn wind, you make your opponent a part of your dance. Unlike the leaves only one of you will fall. When you perform the Skirmish stunt, you can move yourself and the target of your attack 2 yards in any direction for each 1 SP you spend.


GUARDIAN SPEAR STYLE
Classes: Warrior.
Requirement: You must have Strength 1 or higher, Dexterity 1 or higher, and be trained in the Spears group.

Novice: The length of your weapon and the skill of your attacks allows you to better hold your ground. When you make a melee attack you may target enemies up to 2 yards away not just those adjacent to you.
Journeyman: You can create a hurricane of biting steel with your weapon, defying all attempts to close you with. If you take the activate action, you gain a +2 Defense bonus until the end of the encounter while fighting in this style.


HUMBLE STAFF STYLE
Classes: Mage or Rogue.
Requirement: You must have Perception 2 or higher, and be trained in the Staves Group.

Novice: When wielding a quarterstaff and no other weapon or shield, the length of your humble weapon and your skill with it can aid you in attack or defense. If you take the activate action, you can gain either a +1 bonus on your melee attack rolls or a +1 Defense bonus against melee attacks until the end of the encounter. You can switch the bonus you are taking with another activate action.
Journeyman: Your defenses defy all enemies. You can perform the Defensive Stance stunt for 1 SP instead of the usual 2 SP when wielding a quarterstaff and no other weapon or shield.
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Re: "Actual" Mechanics Thread and homebrew rules - For reals

#6 Post by MonkeyWrench »

Minor and Major related combat actions.

For Dragon Age the players have a choice every round of doing two minor moves, 1 minor move and 1 major move, or just 1 major move.

Minor moves include things like,
Ready: You unsheathe a weapon, pull out a tool, or otherwise get ready to use some stowed item on your person. As part of this action, you can also put away something you already had in hand.
Move: You travel up to your Speed in yards. If you limit your travel to half your Speed you can also fall prone, stand up, or mount or dismount a horse or vehicle.
Aim: You carefully plan your next strike. If your next action is a melee attack or ranged attack (even on your next turn), you gain a +1 bonus on that attack roll.
Activate: This action is used with certain powers or items whose descriptions say something like, “Use an activate action to…”

Major actions include things like,
Melee Attack: You attack an enemy within 2 yards in hand-to-hand combat.
Ranged Attack: You attack an enemy by firing or throwing a missile weapon.
Run: You travel up to double your Speed in yards. You must be in a standing position to do this.
Defend: You gain a +2 bonus to your Defense until the beginning of your next turn.
Heal: You provide first aid to an injured ally. You must be within 2 yards of them and have bandages ready (per the ready action). Make a TN 11 Cunning (Healing) test. If successful, your ally gains 6 HP plus your cunning score
Last edited by MonkeyWrench on Thu Mar 26, 2015 4:05 pm, edited 1 time in total.
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Re: "Actual" Mechanics Thread and homebrew rules - For reals

#7 Post by MonkeyWrench »

Healing and Potion use

I always hated that other systems made you roll for healing or potions, the party cleric heals your dying character and rolls a 1...

So! I make it a rule that in my games all healing spells, talents, and etc all receive the maximum allotted healing.
1. When casting Heal, the target is healed for 6 points for every mana the mage uses, for a maximum of 3 mana.
2. For the talent of healing, the target is healed for 6 points plus the players cunning score, with a maximum use of once per 4 hours for every target, and a maximum of 4 times per target every day.
3. Minor healing potions heal the imbiber for 6 points
4. Minor mana potions heal the mages mana for 6 points
5. Etc...
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Re: "Actual" Mechanics Thread and homebrew rules - For reals

#8 Post by MonkeyWrench »

Talent Listing

Animal Training:
Available to Mages, Rogues, and Warriors
Requirements: None
You know how to train animals. Fereldans commonly train dogs, while Avvarian hillsmen prefer falcons and other birds of prey.

Novice: You know the basics of dealing with animals. With a week of training, you can teach an animal to follow a simple one-word command like “heel,” “follow,” or “attack.” You can teach a single animal a number of commands equal to your Communication.

Journeyman: You can train animals to follow more complex commands, like “guard this place” or “return to me when strangers approach.” Teaching a complex command takes two weeks of training and the total number of commands a single animal can learn is equal to your Communication + 2.
Armor Training:
Available to Warriors
Requirements: None
You have learned to fight while wearing armor. You only take the armor’s penalty to your Speed, while those without this talent take it to both Speed and Dexterity.

Novice: You can wear leather and mail armor without suffering a penalty to Dexterity.

Journeyman: You can wear plate armor without suffering a penalty to Dexterity.
Archery Style:
Classes: Rogue and Warrior.
Requirement: You must be trained in the Bows Group.
You are experienced with bows and crossbows.

Novice: Your aim is true. When you take the aim action while using a bow or crossbow, you gain a +2 bonus on your attack roll instead of the usual +1.

Journeyman: Due to long hours of practice, you can reload faster than common bowmen. You can reload a bow as a free action and a crossbow as a minor action.
Command:
Available to Mages and Warriors
Requirements: Must have a Communications score of 2 or higher
You are a natural leader.

Novice: Your presence inspires your allies. If you take a major action to make a heroic gesture (raise your sword, shout a battle cry, wave a flag, etc.), your allies gain a +1 bonus to Willpower (Courage) tests for the rest of the encounter.

Journeyman: Your allies follow your lead. Any NPCs that you lead gain a +1 bonus when rolling for initiative.
Contacts:
Classes: Mage, Rogue, and Warrior.
Requirement: You must have Communication 1 or higher.
You know many people, sometimes in the unlikeliest of places.

Novice: You can attempt to make a contact out of a NPC with a successful Communication (Persuasion) test. The GM will set the TN based on the likelihood of you knowing the NPC or having mutual friends. The more distant the NPC’s homeland or social class from yours, the more difficult the test will be. A contact will be friendly to you, but won’t go out of the way to help you without additional motivation. You can’t make a contact out of a NPC who already dislikes you or is an enemy.

Journeyman: Once you’ve established a contact, you can try to get a favor with another successful Communication (Persuasion) test. The TN is based on the nature of the favor and whether it puts the contact in any danger.
Chirurgy:
Classes: Mage, Rogue, and Warrior.
Requirement: You must have the Cunning (Healing) focus.
You can treat wounds and illnesses.

Novice: You have trained in the art of chirurgy and your aid is swift and sure. Heal is a minor action for you.

Journeyman: You have the hands of a healer. When you use the heal action, your ally gets back an amount
Creation Magic:
Classes: Mage.
Requirement: You must have the Magic (Creation) focus.
You have delved into the secrets of Creation magic.

Novice: You can summon a light wisp without spending mana points. The wisp hovers near your shoulder until dismissed, illuminating a 10-yard radius around you with the brightness of a lantern. Summoning and dismissing the light wisp are free actions.

Journeyman: Your knowledge of Creation magic is deep. When you cast a Creation spell, its cost in mana points is reduced by 1, to a minimum of 1. You also gain one new Creation spell.
Dual Weapon Style:
Classes: Rogue and Warrior.
Requirement: You must have Dexterity 2 or higher.
You can fight with a weapon in your main hand and another in your off hand. Neither can be a two-handed weapon.

Novice: Wielding two weapons can aid you in attack or defense. If you take the activate action, you can gain either a +1 bonus on your melee attack rolls or a +1 Defense bonus vs. melee attacks until the end of the encounter. You can switch the bonus you are taking with another activate action.

Journeyman: Your weapons are a blur in combat. You can perform the Lightning Attack stunt for 2 SP instead of the usual 3 but the second attack must come from the weapon in your off hand.
Entropy Magic:
Classes: Mage.
Requirement: You must have the Magic (Entropy) focus.
You have delved into the secrets of Entropy magic.

Novice: You gain deathsight. When someone you can see drops to 0 Health, you can tell how many rounds it will take him to die.

Journeyman: Your knowledge of Entropy magic is deep. When you cast an Entropy spell, its cost in mana points is reduced by 1, to a minimum of 1. You also gain one new Entropy spell.
Horsemanship:
Classes: Mage, Rogue, and Warrior.
Requirement: You must have the Dexterity (Riding) focus.
You are a skilled rider and can handle horses and other beasts of burden with ease.

Novice: You can jump into the saddle quickly. Mounting a steed is a free action for you.

Journeyman: You can ride like the wind. When you ride a mount, it gains a +2 bonus to its Speed.
Life is a roller coaster, if you don't stop to enjoy it then you may as well not even ride.

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