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.
"Actual" Mechanics Thread and homebrew rules - For realsies
- MonkeyWrench
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"Actual" Mechanics Thread and homebrew rules - For realsies
Last edited by MonkeyWrench on Wed Feb 11, 2015 5:09 pm, edited 2 times in total.
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- MonkeyWrench
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Re: "Actual" Mechanics Thread - For realsies
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)
Spellpower is found by the following formula: 10+Magic+Focus(if applicable)
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- MonkeyWrench
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Re: "Actual" Mechanics Thread - For realsies
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)
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)
Life is a roller coaster, if you don't stop to enjoy it then you may as well not even ride.
- MonkeyWrench
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Re: "Actual" Mechanics Thread and homebrew rules - For reals
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.
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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- MonkeyWrench
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Re: "Actual" Mechanics Thread and homebrew rules - For reals
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.
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.
Life is a roller coaster, if you don't stop to enjoy it then you may as well not even ride.
- MonkeyWrench
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Re: "Actual" Mechanics Thread and homebrew rules - For reals
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
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.
Life is a roller coaster, if you don't stop to enjoy it then you may as well not even ride.
- MonkeyWrench
- Rider of Rohan
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- Joined: Wed Nov 27, 2013 2:58 pm
- Location: Missouri
Re: "Actual" Mechanics Thread and homebrew rules - For reals
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...
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...
Life is a roller coaster, if you don't stop to enjoy it then you may as well not even ride.
- MonkeyWrench
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Re: "Actual" Mechanics Thread and homebrew rules - For reals
Talent Listing
Animal Training:
Armor Training:
Archery Style:
Command:
Contacts:
Chirurgy:
Creation Magic:
Dual Weapon Style:
Entropy Magic:
Horsemanship:
Animal Training:
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