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| #1cowleymenApr 12, 2015 21:31:45 | So im a big fan of BioWare, and much like Mass Effect, this has a huge setting that you can find more information on in their in-game codex, as well as the huge plethora of additional connent in extra formats, like movies, web comics, expanded universe books. To be honest Im a recent fan to the franchise, but i've kinda decided that mynext campaign I run would be set in that universe. So I just want to put down my ideas and star coming up with plot as well. While I wont ignore canon history, I dont want to play in the 9th Age, Dragon Age, of the Chantry calander. Im not sure which age I will set my home game in, and I might en, up just making my own divergent point in history if I cant find a point in a cannon history that is what I want.
Speaking of which, perhaps I can get your guys help, as Im sure there are fans here that can help me out with it. Was there every a point at time where the Chantry wasnt so deeply in control? Like local lords dont support sending every mage to the Circle from childhood. I dont want to rail road any one playing a mage in my group to having to be from the circle, as well as I think having certian lords not being in the State Religions pocket for plot reasons. |
| #2cowleymenApr 14, 2015 17:22:37 | reserved for race modification
Human no change.
Dwarf- No change, but you cant be a mage due to dragonage lore.
Qunari- Golaith or Half-orc both work very well, and players can pick either or.
Elves- Dalish will be the wood elves, and City Elves will half-elves
Elfblooded- You can choose your elf parents race or human. Not all elfbloods show elven characteristcs. Also typically very distrusted by both general populations.
wow this is actually turning out to be so much easier then I was at first expecting it to be.
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| #3cowleymenApr 14, 2015 17:31:42 | reserved for class modification
Templars- So, probably one of the easiest changes to make, is turning Paladins into Templars. I will modifiy their divine sense to detect magical creatures, which would include human mages, undead made with blood magic, demons, and in general anything that is created with magic or from the Fade. Other then that, I think the class fits really well. Even their lyrium dependce I feel like doesnt need to be added mechanically, since Templars get their lyrium for free, and leaving the order is so rare. I will press on my players the rarity of this class as some one that can just go adventuring though.
Ranger- I'm allowing the spell-less ranger from the recent Unearthed Arcana, and am wondering what to do with the standard. Im thinking they could be Templar Hunters, members of the Order that hunt espaced Circle Mages, Blood Mages, and in general Apostates. Again, I would change their Primeval Awerness in the same method as the Paladin.
Mages- Any type of caster is just a mage, or a seintent being who can draw power from the Fade. So there is no functional difference really. So the seperate classes will now be representing different schools/teachings of magic.
Druid- The old magic of the Dalish. A rare teaching in the Circles, but sometimes brought into circles by elves that recieved limited training from their Keeper before being found and forced into Circles. Cant think of any real mechanical changes that need to be made.
Wizards and Clerics- very common mages, rather trained in the Circle or Apostates. No changes. I can really think of
Warlocks- Represent using blood magic. There is one thing though, I am thinking of swapping taking your first level patron choice, and the Pact Boon choice, as that would represent dabbling in blood magic with out getting tied up into messing with a spirit. I know this will make level 3 a very LARGE level for Warlocks. Thoughts?
Arcane Knight and Eldritch Trickster- so Im drawing this Idea from dragon age two, more specifically fenirs and his Lyrium tattoos. This is how non mages can channel magic into the world. The ink is made with lyrium dust, and by adding more tattoos you can gain more power. Not sure if I should add down time to getting tattoos and a cost of some kind. I really dont want to force players to spend gold on getting their level benefits. |
| #4cowleymenApr 12, 2015 21:40:49 | reserved for plotting. last one |
| #5Macv12Apr 15, 2015 8:22:58 | Cool stuff!
It seems like you have a handle on what you want to do. I would only have a couple of suggestions.
But first, do the people you plan to play with know Dragon Age very well? I feel like if they do, you don't need to worry so much about which class or race corresponds to what. You can probably just let them create something, reflavor liberally, and trust them to keep it in-universe. That said...
The D D bard has some things in common with the Bard specialization from DA:O, except for the oodles of spells. I was trying to think of how a non-magical bard would work, and I think you could do it by making it a variant of the rogue; toss Thieves' Can't and nerf Sneak Attack, give them Bardic Inspiration and Song of Rest (which Leliana actually used in one scene), or something similar. Or allow normal bards, but require that they only take spells that can be flavored as non-magical effects.
Caster rangers as Templar hunters is a cool idea. Even a caster ranger can be flavored as non-magical, though. Hunter's Mark and the ranged weapon spells in particular. It would fit really well for a magical Dalish elf with only a light spell focus. Dalish kick out any mages if they've already got a Keeper and a First in the clan; maybe you can have a Dalish PC who's a ranger because they're trying to hide their magic from their tribe...?
Warlock has a similar aesthetic to a blood mage, but the flavor isn't quite there. The whole point is that you have to sacrifice your own life force or someone else's to power it. I was working on the barest skeleton of a Blood Mage specialization for wizards a while ago, but it doesn't work that well. Blood magic is mostly a forbidden fuel source, plus some other forbidden magic (like mind control) that is also very costly to use. It's not exactly a style in itself. On top of making the Warlock a class that captures the style of a dedicated "forbidden arts" blood mage, I think a Blood Magic feat would help. That way you could have a Merrill-type character who uses blood magic as fuel, but otherwise standard magic. I'm not sure on the effects, but something like this: Blood Sacrifice Necromancy cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous Each creature in a 10-foot radius sphere centered on the target point makes a Constitution save. Targets may choose to fail this save. On a failed save, a target takes 1d6 damage. You then recover HP equal to the total damage dealt by the spell. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). [this would probably make it too good. Not sure how scaling should work. You do need a feat to get it though, so that shouldn't be such a big problem.] |
| #6cowleymenApr 17, 2015 2:06:51 | I havent decided if I want to disallow multiclassing. ITs not something im against. Even for Circle mages I am hard pressed to find a reason not too. I might disallow certian combos, like mages cant become templars, and you cant multi class into a mage class, minus warlock (i know it goes against lore but i dont mind the idea of any one makind spirit deals). But other then that I am down with multiclassing.
As for the bard.....so much work for that. Sighs. I will probably do it, but it will be my last thing. Im not actually a huge fan of the bard. Being forced to cast magic through music has always bugged me. Buy anyways. I digress. I iwll pump it out for player benefit.
I think ive decided to make my own races too. there are a pair of great threads on race creation that I will use, as well as some original traits. |