Dragon Age RPG – Set 1
Friday, January 27th, 2012I’ve had Dragon Age RPG Set 1 for over a year, but only just ran my second game. The first was maybe six months ago with some friends while I was visiting home. Both nights I ran the same adventure, Death in Freeport from Green Ronin. I converted the adventure from 3.5 with little difficulty. The four most important NPCs I wrote out on a Quick Reference Sheet and the rest of the unnamed foes fit on a Combat Card Sheet. I’ll provide my conversion notes at the end for anyone who is curious.
The first thing we noticed is that 1st level characters kind of suck. Most notably, you almost certainly do not have a focus in your primary attack. Our poor Mage (a Steppes Shaman from Kobold Quarterly 19 or the forthcoming Midgard Campaign Setting) didn’t get a bonus to his magic attribute from his background. He also rolled mediocre stats. He had five +2s, but no +3. Everyone else had a single +3 which was swapped into a primary stat and increased to +4 by their background. The rest of the party included a Free Tribes Centaur Warrior (same article), a Mountain Dwarf Warrior (Dragonhack) and a Sea Elf Rogue (Kobold Quarterly 13 — Pro-tip: Kobold Quarterly is a great resource for AGE players.)
There are definitely quite a few rules we got wrong. We played that if you stunted during initiative you went first. If several people stunted they were sorted by their dragon die. I probably shouldn’t do that next time. I do want something to happen when you stunt during initiative however. Perhaps getting to skirmish with the stunt points would be better. I know officially stunts are only for combat, but the idea of stunting skills is just so much more fun. I really need to make a list of skill stunts.
I definitely liked the flexibility of the rules. On the other hand I could use a bit more guidance on a few specifics. There was a fight that involved crossbowmen on rooftops. How difficult should climbing be? (I used TN 13.) Should movement be reduced when climbing? (We cut it in half.) How difficult is it to jump a 6 foot gap? (I used TN 13.) How about a 12 foot gap? (I used TN 19.)When the rogue skirmished her foe off the side of the building, how much should damage should a 24 foot drop be? (We used 1d6 penetrating and dropped the target prone.) Certainly we managed to keep the game going, but a couple pages of typical tests would have been nice.
Combat flowed very well. Since there are no attacks of opportunity or other penalties for disengaging a foe during combat, the rogue and the centaur would quite often trade opponents. Knocking people off docks or rooftops was a very fun use of the skirmish stunt. I also allowed my players to draw a card from my Pathfinder Critical Hit Deck for 6 stunt points. They are a bit overpowered, but at 6 stunt points, why not? My second group seemed to fare a little better than I remember the first group doing. Luck certainly is a big factor at first level. Only the mage dropped to dying during the final fight. Luckily our dwarf had a healing potion. Even at first level the characters have a hefty amount of hit points and can take a beating.
The entire adventure took us about six hours to complete, including character creation. It probably could have been around an hour shorter had I been more prepared; I wasted quite a lot of time looking for miniatures or battle maps. They only got around 1000 xp for the night, so they didn’t even reach the coveted level 2. They really wanted to be able to choose a focus. This game was just a one-shot since our normal game was missing players, but I’ll keep the sheets on hand for the next time we want a quick game. I guess I’d better get to work on converting more adventures.
The game left me wanting just a little bit more. I believe much of this will be assisted by Dragon Age RPG Set 2. For an extended campaign I want expanded stunt options. I want skill stunts. I want more monsters and foes. I want more guides for how many magic items to reward the characters with. I want a quick guide to standard attribute uses. Luckily, the game is very easy to expand yourself. It certainly has quite a lot of potential.
Apathy Rating: 4/5.
Death in Freeport Conversion Notes
Press Gang
Health 18
Speed 12
Defense 12
Armor 3
Communication 2
Constitution 2 – Drinking
Cunning 1
Dexterity 3 – Brawl, Stealth
Magic 1
Perception 2
Strength 2 – Belaying Pins, Climb
Willpower 1
Brawl +5 Damage: 1d3+2
Belaying Pins +4 1d6+2
Orc Pirates
Health 22
Speed 12
Defense 11
Armor 3
Communication 0
Constitution 2
Cunning 1
Dexterity 1 – Brawl, Bow
Magic 1
Perception 2 – Smell
Strength 3 – Axe, Intimidate
Willpower 2
Axe +5 Damage: 2d6+3
Short Bow +3 1d6+3
Captain Scarbelly
Health 30
Speed 12
Defense 11
Armor 3
Communication 0
Constitution 2
Cunning 1
Dexterity 1
Magic 0
Perception -1
Strength 4 – Axe, Jump
Willpower -1
Axe +6 Damage: 2d6+4
Aggro
Health 26
Speed 12
Defense 12
Armor 3
Communication -1
Constitution 2
Cunning -1
Dexterity 2
Magic 0
Perception 2
Strength 3 – Scimitar
Willpower -1
Scimitar +5 Damage: 1d6+5
Belko
Class Mage
Health 22
Speed 12
Defense 13
Armor 0
Communication 2
Constitution 0
Cunning 0 – Arcane Lore
Dexterity 3 – Staves
Magic 3 – Primal
Perception 0
Strength 1 – Spear
Willpower 2 – Morale
Spells Flame Blast, Rock Armor, Shock, Stonefist
Rittoro
Class Warrior
Health 32
Speed 12
Defense 10/12
Armor 3
Communication 2 – Gambling
Constitution 1 – Stamina
Cunning 0
Dexterity 0
Magic 0
Perception 0
Strength 3 – Axe, Intimidate
Willpower 0 – Morale
Axe +5 Damage: 3d6+3
Yellow Shields
Health 17
Speed 12
Defense 11/13
Armor 3
Communication 0
Constitution 1
Cunning -1
Dexterity 1 – Crossbow
Magic 1
Perception 1
Strength 2 – Sword
Willpower -1
Short Sword +4 Damage: 1d6+4
Crossbow +3 Damage: 2d6+2
Serpent People
Health 18
Speed 12
Defense 11/13
Armor 2
Communication -1
Constitution 2
Cunning -2
Dexterity 1
Magic 0
Perception -1
Strength 2 – Spear
Willpower -2
Spear +4 Damage: 1d6+5
Attendants
Health 18
Speed 6
Defense 10
Armor 7
Communication 1
Constitution 1
Cunning 1
Dexterity 0
Magic 2
Perception 2
Strength 1 – Mace
Willpower 2
Mace +3 Damage: 1d6+3
Crossbow +2 Damage: 2d6+3
Milos
Class Cleric
Health 35
Magic Points 20
Speed 12
Defense 12
Armor 3
Communication 2 – Deception, Disguise
Constitution 1
Cunning 1 – Religious Lore
Dexterity 1 – Initiative
Magic 3 – Entropy
Perception 2 – Smelling
Strength 1 – Spear
Willpower 3 – Self-Discipline
Spear +3 Damage: 1d6+4
Spells Daze, Drain Life, Heal, Spell Shield, Weakness
