Hello everyone.
I am new to the game, and have been lurking on the boards for awhile. I have seen how helpful everyone seems and was wondering if anyone had any suggestions for me.
My group and I are starting a Dragon Age game using the RuneQuest rules. I am the only one who has the core book, and I'm the only one who has any idea how to play, but I am fairly confident that I can teach everyone the rules with a little trial and error. I managed to teach my group the rules to Aces & Eights. ( if anyone has played that they will know the nightmare that can be)
Anyway, I am trying to tweak the rules a bit to fit the world and the only problem I am running into is magic. In the DA universe, magic doesn't ever fail. There isn't the chance that it won't work. The risks come from other areas (demons from the Fade, corruption, etc) but they are mostly story driven, not rules driven.
Overall, if a spellcaster casts a spell, it works. First I am going to try and combine the common magic spells and the sorcery spells into one group. Just label it sorcery and have it divided into its own categories. (Primal, Healing, Elemental, etc) Each will have their own percentage (like grimoires.)
Second I am going to do the failing of magic a little differently. If they fail the roll then the spell costs double the amount of MP. So the spells always go off, but they take a bigger toll on the caster. I know this will make mages very powerful, but they are supposed to be, especially in the DA universe. They are just hated and persecuted.
There isn't really a need for either spirit magic or divine magic, as they aren't ever really seen in the DA universe. I guess I could use spirit magic as delving into the Fade and dealing with Demons. Thoughts?
I also have to figure how to use Blood Magic. That is going to be fun.
Thanks for the help.
I am new to the game, and have been lurking on the boards for awhile. I have seen how helpful everyone seems and was wondering if anyone had any suggestions for me.
My group and I are starting a Dragon Age game using the RuneQuest rules. I am the only one who has the core book, and I'm the only one who has any idea how to play, but I am fairly confident that I can teach everyone the rules with a little trial and error. I managed to teach my group the rules to Aces & Eights. ( if anyone has played that they will know the nightmare that can be)
Anyway, I am trying to tweak the rules a bit to fit the world and the only problem I am running into is magic. In the DA universe, magic doesn't ever fail. There isn't the chance that it won't work. The risks come from other areas (demons from the Fade, corruption, etc) but they are mostly story driven, not rules driven.
Overall, if a spellcaster casts a spell, it works. First I am going to try and combine the common magic spells and the sorcery spells into one group. Just label it sorcery and have it divided into its own categories. (Primal, Healing, Elemental, etc) Each will have their own percentage (like grimoires.)
Second I am going to do the failing of magic a little differently. If they fail the roll then the spell costs double the amount of MP. So the spells always go off, but they take a bigger toll on the caster. I know this will make mages very powerful, but they are supposed to be, especially in the DA universe. They are just hated and persecuted.
There isn't really a need for either spirit magic or divine magic, as they aren't ever really seen in the DA universe. I guess I could use spirit magic as delving into the Fade and dealing with Demons. Thoughts?
I also have to figure how to use Blood Magic. That is going to be fun.
Thanks for the help.