What You Get
Dragon
Age gives a bit of edginess to the magic-users. People coming from Dungeons and
Dragons will need to be aware of a few things before picking up the game.
The first thing to be aware of is that, while Dragon Age is
a class-based system like D&D (and its derivative works), Dragon Age
players only have one class option, Mage, if they wish to play a spell caster; there is no spell
casting Cleric/Priest class. Though this may seem an oversight, it really
is not. The campaign background consists of one deity that exists, known as
“The Maker”, who struck down those who committed a sin equivalent to Eve eating
the Apple of Eden in ancient history, and cursed them into Darkspawn, evil creatures of darkness including demons and the undead. This premise, right from the start, sets up
magic as a dark force to be controlled at best but ideally eliminated. As a
result, in this mythos, a priest would really just be a fighter going forth to
kill and destroy all magic. To further this edginess and tie in with this
background, magic wielding characters are set up as either renegades or
regulated. (I will visit the classes a bit more in my next post about Character Creation).
The second thing to be aware of, which ties in nicely in with
this whole dark-magic-centered concept, is the fact that anyone that casts spells is subject to demonic
possession. To further the paranoia around this, there are a number of
references to this throughout both rulebooks, including mechanical bonuses and
class features centered on fighting such possession off.
The third thing to realize is that the Vancian spell
paradigm in which a mage
character randomly memorizes spells from spell books, casts them without fail,
and rememorizes more when there is a break in the action does not exist in Dragon Age. Instead, Dragon Age mages learn spells more like skills and possess a set
number of mana points they can use to power a spell again and again until they
run out. Spells are not assumed to be cast successfully in Dragon Age; an
Ability Test is required just to manifest a spell. If the roll is a failure,
the mana points are spent but no spell manifests. This mechanic unifies it with
combat mechanics in that the Dragon Die can be used to create stunts as I mentioned
in my previous post. While spells in Dragon Age, like Vancian systems, can be
prevented from manifesting or affecting a target if the target makes a
successful Ability Test, armor does not negate spell casting ability; it merely
makes the Ability Test required to cast spells more difficult.
My Take
First off, let me say the lack of a Cleric/Priest is a
pretty solid one. The strategic role of that class can be filled with a fighter
for combat or a mage for healing as well as any other miraculous effects. The
ability of spellcasters to wear armor all but finishes off the need for the
class. The three classes with only one magic-wielding class paradigm is pretty
clean in terms of forcing the player to choose a strategic role. The more
dramatic role of the “faithful” adventurer usually captured by a cleric/priest
can be captured by a regulated mage; the role of a “badass” mage can be
captured by a renegade mage. I will cover other dramatic aspects of this three-class-system
in my entry about Character Creation.
Second, NOWHERE in either of the two books provided in the
product does it describe the conditions, percentile chance, or any other
mechanics of how and when such a cool thing as demonic possession would happen to a spell caster.
There is no Table of Contents to help find it (as mentioned in my previous installment, if I may beat
a dead horse), and there is nothing in
the Glossary or Index to lead you to it. There are mentions that it can happen
in the Player’s Guide in several places (the campaign description "Welcome to
Ferelden", the Magic section, and in the background text for the Character
Creation section) but ABSOLUTELY NOTHING ABOUT IT IN THE GAME MASTER’S
GUIDE!
...What? Really? Nothing in the Game Master’s Guide? You are waiting for a player to buy another source book for such details for such a fundamental concept to the game world? Knowing this, as a player, means to me that the threat of possession can be completely blown off and that I can cast spells with impunity at least until 6th level, when the next boxed set kicks in or my director buys another boxed set or resource that contains these rules. Until then, I am pretty sure that if I were forced to play this game (see my previous post for what it would take to do so) I would be playing a renegade mage character every time, and you can be darn sure I am going to be going around mind-blasting people, blowing up villages, and just making non-magical characters’ lives hell! BOO YAH! Then I will retire at fifth level, a single point shy of sixth, and live a nice quiet life outside a nice, secluded Dalian Elven village in peace...
...What? Really? Nothing in the Game Master’s Guide? You are waiting for a player to buy another source book for such details for such a fundamental concept to the game world? Knowing this, as a player, means to me that the threat of possession can be completely blown off and that I can cast spells with impunity at least until 6th level, when the next boxed set kicks in or my director buys another boxed set or resource that contains these rules. Until then, I am pretty sure that if I were forced to play this game (see my previous post for what it would take to do so) I would be playing a renegade mage character every time, and you can be darn sure I am going to be going around mind-blasting people, blowing up villages, and just making non-magical characters’ lives hell! BOO YAH! Then I will retire at fifth level, a single point shy of sixth, and live a nice quiet life outside a nice, secluded Dalian Elven village in peace...
...Ahem...
...O. K., I'm back..
Third, I can see why they chose a non-Vancian paradigm,
especially since I was never fond of it anyway. I can also see that the
designers wanted to unify combat and spell casting with Ability Tests and make
them both more dramatic with a single mechanic e.g. stunt points. I even see
the need for mana points to keep mages on a leash so they don’t go around
laying siege to the entire continent. Unfortunately, the addition of the
Ability Test to cast a spell seems to make a being mage casting a powerful
spell less exciting, regardless of whether I just flame-blasted a poor little
street urchin who tried to pick my pocket or froze an approaching dragon with
nothing but my gaze, because the one thing that separates my character from the
others and makes him special also makes him less dependable.
If
you don’t like a cleric-less game, you might wish to forgo this game and play something else. Likewise, if you don’t like making a roll just to have your character successfully cast a spell, you may
want to pass on this game, as the primary game mechanic of stunts rests on it.
Also, if you don’t like the stunt point mechanic you may want to pass on it
anyway.
Now, if you are willing to jump in whole hog and embrace these paradigms, I think it
will be very satisfying in terms of running a magical character in this campaign. If you like the
game world but want to play with D&D or a similar system, just eliminate
the Cleric/Priest class, open cleric spells up to mages, and let everyone wear armor.
..Oh, one last thing. Check out the picture of the mage above. That is waiting for you(r) preteen and teenaged kids on page 27 if you buy this set! Looks a LOT more palatable than those old pictures from the Elmore days, no? Only Aleena the Cleric could hold a candle to her, and she wasn't wearing a top like THAT! Wow.
Aleena The Cleric
What is HiBRiDTM about
THIS?
Let’s
be real. I generallt don't play clerics, as I think as a class it is kind of wishy-washy and designed for
min-maxers. Many times, the priest is played by someone who wants to hedge
their bets because they can’t commit to a role. Other times, a player
running a cleric/priest wants to cast spells without getting slaughtered by a
kobold sneezing on his character, without having to give up wearing armor, and/or
without suffering the multiclass penalties for being able to fight and sling
mana. Still, other times, clerics/preists are played by someone who aesthetically
prefers those spells (I always loved the priest/cleric necromancy spells as well as
blade barrier!) or someone who wants to be obnoxious and push some faith on all
who come within range (PC and NPC alike) as an attempt to steal the spotlight or
(more benevolently) roleplay a unique character. The removal of the class
altogether is very HiBRiDTM, as it simplifies the
character concept of the magic user without removing depth which can be easily
supplied through other means (again, see my next entry on Character Creation
for more on this). Additionally, the elimination of the class gives the
campaign a very Black Company (by Glen Cook...check it out) feel that aesthetically pleases my HiBRiDTM
sensibilities.
The
whole concept of demonic possession is always fun. Always. While the whole
world of Cthulu bores me to tears (almost as much as Dr. Who), playing in any game where
the Infernal can mess my character up is AWESOME! The whole demonic
possession/dark paradigm of magic is very HiBRiDTM! It
adds a dark dimension that makes magic interesting and makes me want to play in
this world (albeit with the HiBRiDTM system!). The lack of a
critical failure system neutralizes some of this great potential, however and
prevents it from being scary as it possibly could be. Imagine: Critical Fail on
the Ability Test...instant possession...demon possessing PC mage’s body starts
mercilessly slaying all the good guys who are already fighting the Darkspawn
minions...Nice!
Finally,
while the ability to wear armor while casting a spell is totally HiBRiDTM,
the use of an Ability Test just to successfully cast a spell is totally
not HiBRiDTM. When my character swings a sword, I know
it is swung; I am just waiting to see the consequences of that swing. When my
Dragon Age mage casts a spell, however, it feels like I am rolling just to see
if my character can pull his sword out of its scabbard; two more rolls are still required to determine the consequences of that spell if damage is inflicted. HiBRiDTM aspects, whether they are mentalic, kinetic, correspondent etc., require no die roll simply to manifest the ability, just like no die roll is required just to
pull a blade from its scabbard. It just happens. Only one roll is used to
determine how it affects the target. This makes HiBRiDTM (and Vancian systems, for that matter) faster,
more empowering for the player, more exciting, and ultimately...more HiBRiD.