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Savaged Dragon Age: Origins
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Dont Die
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Joined: 25 Sep 2008
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PostPosted: Mon Nov 30, 2009 12:12 pm    Post subject: Savaged Dragon Age: Origins Reply with quote

Like many of you I've spending too much time playing Dragon Age and waiting anxiously for Green Ronin's table top version. But as I'm playing the PC game, I can't help but think, "Wow, this would be perfect for Savage Worlds." The Talents are pretty much Combat or other Edges. The Specializations could translated into Professional Edges. Most of the Mage's spells are already very similar to existing Powers with various Trappings. Just don't think it would too difficult.
Thoughts?
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Heroic


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PostPosted: Mon Nov 30, 2009 3:37 pm    Post subject: Reply with quote

By god your right

I too am playing it with no stop in sight.

With a few tweaks this is serious a savage setting

But GR is make a setting for this awsome. For what system will it be
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Dont Die
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PostPosted: Mon Nov 30, 2009 3:58 pm    Post subject: Reply with quote

True. I have faith in Green Ronin. They've put out some really cool stuff. I'm going to wait and see what the official one is like before I start any Savaging.
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77IM
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PostPosted: Mon Nov 30, 2009 4:25 pm    Post subject: Reply with quote

The official DA game is going to be its own custom system with an emphasis on ease-of-play to try to make it attractive to novice role-players or people who haven't role-played in a while.

...But I was just playing a mage in a SW game last night thinking, "Man, what I wouldn't give for a cone of cold right now..." (My GM wasn't using the Fantasy Companion or it would probably have been doable with a cold trapping...)

-- 77IM
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Savage Yinn
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PostPosted: Mon Nov 30, 2009 5:39 pm    Post subject: Reply with quote

77IM wrote:
The official DA game is going to be its own custom system with an emphasis on ease-of-play to try to make it attractive to novice role-players or people who haven't role-played in a while.

...But I was just playing a mage in a SW game last night thinking, "Man, what I wouldn't give for a cone of cold right now..." (My GM wasn't using the Fantasy Companion or it would probably have been doable with a cold trapping...)

-- 77IM


Cone of Cold... Entangle using a Burst template & Ice trapping?

Just taking time from Dragon Age: Origins to check on my favourite RPG systems.

Not sure if I'll go with Savage Worlds or wait out the Green Ronin system, we shall see.
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PostPosted: Mon Nov 30, 2009 8:31 pm    Post subject: Reply with quote

I might try my hand at a quick and dirty conversion. Hmm quick and dirty

I thinnk all you will need is the Core book and the SWFC
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Kalan
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PostPosted: Tue Dec 15, 2009 6:26 am    Post subject: Reply with quote

Has anyone else had a gander at this?

I'm in the process of my first draft of a homebrew world heavily borrowing from the Dragon Age mythos...

One in fact only needs the SWEX and Fantasy Companion (and perhaps a smattering of some Shaintar)...

My first "conversion" project...I'm giddy Wink
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CAM
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PostPosted: Tue Dec 15, 2009 6:51 am    Post subject: Reply with quote

I just picked up 'Dragon Age' myself.
Brilliant.
Green Ronin will do a good job, like they did with True20, but I would prefer a Savage Worlds version of course.
It would be pretty easy to convert I reckon
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Kalan
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PostPosted: Tue Dec 15, 2009 6:56 am    Post subject: Reply with quote

CAM wrote:
I just picked up 'Dragon Age' myself.
Brilliant.
Green Ronin will do a good job, like they did with True20, but I would prefer a Savage Worlds version of course.
It would be pretty easy to convert I reckon


I got the Dragon Age RPG from Green Ronin...and it kind of left me bleh. While the "fluff" in it is great, they tried too much to make a "direct port" of the CRPG (which is fantastic), to the tabletop. And it just doesn't work so well.

Admittedly, the product is designed from the outset to be an "introductory" RPG...and likely a lot of input was had from Bioware as to what they could do...but having to wait a while for the next "set" to come out in order to go past level five is kinda meh.

savaging it as such is not going to be difficult - you could even just do most of it on the fly if needed...
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PostPosted: Tue Dec 15, 2009 8:01 am    Post subject: Reply with quote

eah i just noticed that it was on rpgnow.com
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PostPosted: Tue Dec 15, 2009 11:45 am    Post subject: Reply with quote

Yeah, I went ahead and got the pdf. The core system is not that bad. Looks like it could be a fun little game. It is ripe to be savaged. I like the Stunt Points. Now that could be something interesting to be tweaked into SW.
For my gaming group, they'd probably play it with either version.
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Savage Yinn
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PostPosted: Tue Dec 15, 2009 12:59 pm    Post subject: Reply with quote

Just a quick off the top of my head...

Stunt Points could be generated from gaining extra raises when rolling to hit, turning the standard extra dice damage into a 1 point stunt... ooh, the possibilities are awesome...

Twisted Evil
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Dont Die
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PostPosted: Tue Dec 15, 2009 1:30 pm    Post subject: Reply with quote

That's exactly what I started thinking after I posted that.
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chitownroy
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PostPosted: Tue Dec 15, 2009 2:37 pm    Post subject: Reply with quote

Wow you guys sound like you are all over this. When can we expect the official release? Very Happy
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Savage Yinn
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PostPosted: Tue Dec 15, 2009 7:58 pm    Post subject: Reply with quote

Well, with a little thought and a nice prompt from Dont Die, I present to you the beginnings of a "stunt" system.

Quote:
Savage Actions

For people who are not satisfied with just getting a hit and a raise. These rules replace the standard Bonus Damage rule (SW:EX p63).

When making a Fighting, Shooting or Throwing roll each raise you achieve grants one Savage Action Point (SAP) which must be spent at once to perform one or more of the following actions.

Dance of Battle
(1+) Move yourself or your target 1” per SAP used. This move must still follow movement rules. You or your opponent doesn't provoke the Withdrawing From Close Combat rule (SW:EX p72) when being moved in this way. If you attempt to move your opponent into a hazard, a fire, a pit, off a rooftop etc., they get an Agility check to avoid being moved.

Well Aimed (1+) Each SAP spent allows you to make a called shot with a -2 modifier per SAP. Thus 2 SAP's would be required for a Head Shot (-4 modifier).

Sweet Shot (1) Spend one SAP (and only one) to add 1d6 to the damage roll, as per the Bonus Damage rule.

Ferocious Blows (2) The shear unadulterated violence of your attack may inspire fear in surrounding opponents. Make an Intimidation test of wills vs. all opponents within a medium burst template of your target. Roll once and all opponents test vs. the total you generated.


This is all I have time for before sleep. I'll think on it some more when I'm at work tomorrow and post what I come up with.

Let me know what you think.
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PostPosted: Tue Dec 15, 2009 8:20 pm    Post subject: Reply with quote

Cool. Here to be inspiring. Very Happy
There are some members of my gaming group that still aren't totally converted to the Savage side. So if I want to really play or run DA, I just might have to do it with the original rules. But hey, they really aren't that bad.
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PostPosted: Wed Dec 16, 2009 1:06 am    Post subject: Reply with quote

Dont Die wrote:
Cool. Here to be inspiring. Very Happy
There are some members of my gaming group that still aren't totally converted to the Savage side. So if I want to really play or run DA, I just might have to do it with the original rules. But hey, they really aren't that bad.


I agree, dont' get my original post wrong Smile

As an introductory RPG - it sets out to do what it intended to do, offer a simple, easy introduction to gaming. The rules overall are very solid, and the setup is reminiscient of the old D&D red box.

As an experienced gamer though - I was hoping for something with a little more oomph...I'm just not convinced the stunt system need be added in (though it is cool). Many of the stunt effects can already be accomplished using the existing system in SW.

I have to give it some more thought, but I hope to have some of the races up over the weekend Smile
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Daelkyr
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PostPosted: Wed Dec 16, 2009 2:19 am    Post subject: Reply with quote

Having also looked forward to the DA:RPG until I actually owned it, I'd say that with the FC for magic and the SW:EX for rules, 100% of what's in the Boxed Set can be done as is. Really, the only things that need working on are DA race stats and perhaps professional edges for the Specialties that the game has. (Which you'd need to use the DA:O video game for because the boxed set with that info is still over 6 months away.)
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Kalan
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PostPosted: Wed Dec 16, 2009 2:36 am    Post subject: Reply with quote

Daelkyr wrote:
Having also looked forward to the DA:RPG until I actually owned it, I'd say that with the FC for magic and the SW:EX for rules, 100% of what's in the Boxed Set can be done as is. Really, the only things that need working on are DA race stats and perhaps professional edges for the Specialties that the game has. (Which you'd need to use the DA:O video game for because the boxed set with that info is still over 6 months away.)


And even then - most of the specialities can just use existing edges with a little tweaking...

And you can re-create the races quite easily enough using the FC...

Now if only work would quit getting in the way of my play time...*sighs* Wink
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PostPosted: Tue Dec 22, 2009 10:47 am    Post subject: Reply with quote

damn you work!!!!!!!!!!!!! #1icon_evil
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