Dragon
Age uses a simple, unified mechanic it refers to as the Adventure
Gaming Engine, or “a.g.e.”, that centers around a dice roll
called an Ability Test. To perform this test, the player rolls the
three six-sided dice and adds one of 8 Ability scores as well as a
modifier known as a Focus. If the number overcomes a target number,
the Ability Test is a success.
To
make it more crunchy and more “adventury”, the system uses the
colors of the dice in a novel way. Two of the dice are one color, the
third is of a different color. The die of a different color is
referred to as a “Dragon Die”, and is used in two ways.
The
first way the “Dragon Die” mechanic is used is to resolve ties.
In cases where two characters' actions directly oppose one another,
the two players each perform an opposed Ability Test to determine
which one succeeds. Each player makes an Ability Test, with the
player rolling the higher result considered the winner. In the case
of a tie, the Dragon Die is used to determine the winner, with the person
rolling the higher number on the Dragon Die winning.
The
second way the “Dragon Die” mechanic is used is to create a
dramatic result to some extent. Whenever any two of the three dice
thrown for an Ability Test match (e. g. doubles are thrown), then the
player is given a number of “stunt points” equal to the number
showing on the “Dragon Die”. The player can then spend these
points to immediately affect the results of the action in a
mechanistic way as determined by one of two standard charts that
lists special effects and the cost of each stunt in stunt points. One
of the charts is used to modify combat results, and enables such
things as apply damage to multiple targets, negate armor, or double
damage. The second chart is used for spell casting and enables the
player to alter the mechanics in a number of ways, such as causing
extra damage, intimidating an opponent, or chaining two spells
together in rapid succession. The rules say that monsters have their
own charts and there are stunts specific to each class the players
can choose from as well.
My
Take
The
mechanic is clever, but has two idiosyncrasies.
The
first quirk is in terms of ties. If two characters tie, then they
look at the Dragon Die to determine the winner. What if the Dragon
Dice of the two players is a tie. The game then reverts to whoever
has the higher Ability. What if the abilities are the same as well?
The rules say nothing what to do in that case. Good luck, Game
Masters! Why not just say defender wins, attacker wins, or the tie
remains until it can be resolved the next round?
The
second quirk is in terms of critical results. By my reckoning,
this system gives roughly a 44% chance or greater of getting a critical success
and a 0% chance of getting a critical failure. I have no problem with
such a high percentage chance at a critical success, that as it is a
design decision. But, considering the system uses a 3d6 bell-curve
distribution which tends to centralize results, I find it odd that
the designers would just completely disrupt the centralized result
functionality by adding the second mechanic.
The
system appears like it was designed by those who firmly stand in the
camp of bell curve-based dice statistics and wanted to use them
instead of a d20 for their home-grown basic Dungeons and Dragons
campaign.
For
whatever reason, they chose to add on the Dragon Die mechanic, which
completely disrupts the central tendency mechanism of the underlying
mechanic by shifting the probability of good results way to the
positive side.
- Maybe they did it because they used it as a Dungeons and Dragons house rule and wanted to use it as a marketable gimmick (along with all their other house rules they have been playing with since 1983 that they wanted to market).
- Maybe one or more of the designers had some egocentric need to feel clever about themselves for creating something “novel”.
- Maybe the marketing team decided they had to differentiate themselves from the multitudes of other RPGs out there or didn't want to be limited by the SRD.
- Maybe the designers and marketers got together and just threw it together to capture some of the money from the crossover fans of the video game that wanted to bring that experience to the table top. This would be in line with the lack of a critical failure mechanic and the completely contradictory mechanics being mashed together.
Whatever
the reason, the mechanics feel like a bunch of home rules put
together from a designer's point of view. The lack of a clean
tie-resolution mechanic seems like they missed one, however, like
they forgot to add it from their play-test notes.
Conclusion
All
of this being said, from a player's point of view, the mechanic is
smooth, easy to learn, and unified even with the crunchiness. Once
players have memorized the stunt point charts, the game will flow
much more smoothly, and that will come with experience. It would be
great for kids, as they have no real chance of critical failures, a
ridiculously high chance of bonuses to their Ability Tests. Players
and Game Masters who like to reflect their heroism through mechanics
will like the system, while more free-form players will be annoyed or
just laugh at it after the game is over.
From
a more mechanics-based Game Master's point of view, you and your
group could add a bunch of stunts as house rules to make it more
individualized, and will need to add some sort of simplified
tie-resolution mechanic. Those who prefer to run more free-form games
probably would be better off running something else....
What
is HiBRiD About This?
I
liken this to the house rules draft I wrote before I even started on
HiBRiD 1.0 in 1994. In that 32 page document, I took all the stuff I
did in our home games, mashed it together and unified it enough to
make it playable and easily readable. This system feels the same way.
Rather than refining it, as I have, however, it seems like they took
it to an editor, cleaned it up best they could, tagged it on to a
successful game franchise and let it rip!
As
many of you know, I also despise the standard distribution curve and
any mechanic that uses it. It aesthetically makes me vomit a little
bit every time I see it. It is the ONLY thing wrong with FUDGE and
FATE. This squarely puts it in the non-HiBRID camp from a mechanics
point of view. Also, the crunchiness and disproportionately high
chance of a critical success without the chance of a critical failure
also makes it not HiBRiD at all!
Little
things I also can't stand:
- The use of the term “Ability Test”. What, are we filling in Scantron sheets? I think the use of the word “ability” is more accurate than its use in Dungeons and Dragons, but the word “Test” kind of muddies it. I still think the HiBRiD term “Task Roll” is better.
- The use of the term “Dragon Die”. It sounds like a cheesy, lame, plasticky gimmick. I know they need to call it something, but “Drama Die”, “Exploding Die”, and many, many, many much better terms were already taken and the marketing people obviously stepped in and overrode the true roleplayers that had any sense of style. It's too late to change it however; the “Dragon Die” is already cast! (Had to take the shot at that pun...). I can totally see the term catching on in gaming groups, as at least it gives players a handle to grab onto when describing it during play (and reviews like this one).
I
will honestly never play this game. The only way it could possibly
happen would be the following scenario:
- I am trapped in a small hometown like where I grew up due to a job that allows me to support my family here in Illinois...
- ...The only roleplaying group within a 3 county radius asked me to play it when my family was away in Europe for two weeks doing something Disneylike...
- ...the group refused to play HiBRID because their little xenophobic closed minds couldn't handle it...
- ...I was stuck with no one else to play with...
I
would play with the system but shred the Dragon Die. I would have
double 1's represent a Critical Fail, double 6s be a Critical
Success, and overlay the Ite' Gamine Engine.The IGE would easily fit
on top of this and I could use this system to ease xenophobic, small
town, closed-minded geeks into HiBRiD, my dream game...
Next Up: Magic....
An Addendum: On second thought, I would repurpose the Dragon Die and call it the Ite' Indicator. If the number on the Ite' Indicator was a 1 and one of the other dice was 1 it would be a Crit Fail. Likewise, if the Ite' Indicator indicated a six and one of the other two dice equaled six, it would be a Crit Success.
Next Up: Magic....
An Addendum: On second thought, I would repurpose the Dragon Die and call it the Ite' Indicator. If the number on the Ite' Indicator was a 1 and one of the other dice was 1 it would be a Crit Fail. Likewise, if the Ite' Indicator indicated a six and one of the other two dice equaled six, it would be a Crit Success.
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