February 10, 2011
Beyond Dragon Age, Classes
In my last post, I discussed a possible fourth class for a generic fantasy AGE System. This came from one of Chris Pramas’ conversations with his Twitter followers, where he said that one of the reasons why he may consider a fourth class is the majority of gaming groups have four players and this should make it easier for these groups to just pick one character from each of the four classes and go. Putting aside the question of the size of the average gaming group, there were some interesting comments brought up in that Twitter discussion about what class that should be. I weighed in, arguing that what was missing in for a generic fantasy AGE-based game was a true ranged weapons archetype. If I want to play Dude With A Bow And Arrow, the Rogue class says it’s the one to go with (heck, even the image of the Rogue is the Dude), but to actually aspire to Legolasian heights, initially Warrior sounds better.
However, I think there is a better – and easier – way to achieve this character idea instead of creating a whole new class. Indeed, there is a simple way to get in both that Priest class and live up to the description of the Rogue as the one that’s supposed to be the archer: each class has paths.
February 3, 2011
Beyond Dragon Age, Classes, Green Ronin
Recently, Chris Pramas of Green Ronin asked the Twtitterverse if he were to add a fourth class to a generic fantasy game based on the AGE system, what should it be? The majority of respondents went with a Priest class. But is that the right way to go? Let’s take a look at the three classes that exist in Set 1, and see if what roles in a generic adventuring group aren’t being filled.
The Mage is the guy with magic: lightly armored, big magic spells. The magic in Dragon Age is broad enough, that even expanding the spell lists to a generic fantasy game, you can cover quite a lot with just the basic class. Even looking at the magic spells only in the first book, you’ll see that a priest class is already in there. With the description of the Mage and his first few class powers, all that’s needed is to change out the word “Arcane” for “Holy” in the Arcane Lance skill, and choose the Creation Mage suite of spells for a first level character, and bam! There’s your priest. (Actually, it’s your AD&D Cleric. You’ll be able to “turn undead” using the Horror or Repulsion Field spells in Set 2.)
Now the Rogue, she’s the dirty fighter of the group. Sneak in and stab is what this character is all about. She’s the one that “can launch devastating attacks with [her] backstab ability”, and a look at the class powers in Set 1 and in the beta Set 2 document all point to that. Backstab works with melee attacks, Bluff adds onto that, Dirty Fighting in Set 2 is all about melee.