Nah, you don't get it.
In any case, I've been wanting to do a Dragon Age RTD for a while (Why are Mass Effect RTDs so popular but Dragon Age gets no love?). Since Finals are over and school is officially out, I can focus on this instead of half-assing it like I did with my
Final Fantasy RTD. Props goes to SeriousConcentrate for letting me use elements of his Castlevania RTD!
Customary Background Story -
With rumors of a new Blight coming from a Darkspawn Army in the Korcari Wilds, you and various others have marched with King Cailan to the ruins of Ostagar. You've participated in various skirmishes in the Wilds with the Darkspawn, though nothing too serious has happened yet. The Horde has slowly been increasing in strength and numbers, and in spite of the fact that no Archdemon has appeared, it looks like the Horde is going to strike full force tomorrow. The entire crumbling ruins of Ostagar are being reinforced as everyone prepares for battle tomorrow against the Darkspawn horde.
Like the CvRTD, I'll roll a 1d8 instead of the conventional 1d6.
1 = Epic Fail, you not only messed up, you failed spectacularly.
2 = Fail, nice job breaking it hero.
3/4 = Minor Fail, you failed but it's really not that bad.
5/6 = Success, in a change of pace, you actually succeeded!
7 = Major Success, in the words of Heavy, YOU DID WELL!
8 = Epic Success, hey bro, cool success.
And because the Castlevania RTD works so well, I asked Serious for permission and he said I could use his style of combat!
In combat, it goes [Attacker+Relevant bonuses] vs [Defender+Relevant bonuses] on 1d8. If the attack connects, 1d8 is rolled. On a fail/minor fail, nothing happens. On an epic fail, the defender gets to roll 1d8 as if they were attacking, but any sort of fail on their part means the round is a wash. On a success, the attacker deals 1d4 damage; on a 7, 2d4; and on an 8, they deal 2d4x2.
Unless something prevents them from doing so (such as very close proximity between the combating groups), anyone trying to attack a ranged-weapon user (i.e. archers and mages) will need to make a one time movement roll of 1d4. The exception is if all melee fighters protecting them are incapacitated, in which case no roll needs to be done.
The movement roll only needs to be done once to attack that particular person, after which you can attack them as usual. Sometimes the ranged attackers may be attacking from somewhere inaccessible, in which case they can only be attacked with ranged attacks.
Finally, after every 2 boss fights (because they will be frequent), all players may take an extra skill, increase the strength of an old one, or remove the -1 from a '+2 -1' skill they took. For mages, after every boss fight, you'll get a list of spells you can learn, and you can choose one. This isn't limited to the school of magic you chose.
There are several distinct weapon types. One-handed weapons may be used with shields. Two-handed weapons are quite a bit stronger than one-handed ones, but cannot be used with a shield. Longbows, Shortbows, and Crossbows may not be used with a shield period.
One-handed weaponsDagger - +2 to accuracy, -1 to damage.
Special Note on Backstabbing.
Longsword - +1 to accuracy.
War Axe - +1 to damage.
Mace - +2 to damage vs metal-armored foes.
Two-handed weaponsBattleaxe - +3 to damage, -1 to accuracy.
Greatsword - +2 to damage.
Maul - +3 to damage vs metal-armored foes.
BowsLongbow - +2 to accuracy.
Shortbow - +1 to damage, +1 to accuracy.
Crossbow - +2 to damage.
If you choose to do so, you can dual wield one-handed weapons. However, unlike most fantasy games portray, dual wielding simultaneously is rather hard. In return for being able to attack with both weapons in a single turn of combat, you have -2 to hit and -1 damage with both weapons. While dual-wielding, you also cannot equip a shield.
An items material is the main modifier of how effective a weapon or suit of armor is. Metal Weapons, Shields and Armor share tiers, while Bows and Crossbows use Wood, and Leather armor has it's own tiers. All starting equipment is Gray Iron/Ash tier.
Metal Weapons
Iron - -1 to final damage, -1 to accuracy.
Gray Iron - -1 to final damage.
Steel - +1 to final damage.
Veridium - +1 to final damage, +1 to accuracy.
Red Steel - +2 to final damage, +1 to accuracy.
Silverite - +2 to final damage, +2 to accuracy.
Dragonbone - +3 to final damage, +3 to accuracy.
Bows, Crossbows, and Staffs
Elm - -1 to final damage, -1 to accuracy.
Ash - -1 to final damage.
Yew - +1 to final damage.
Whitewood - +1 to final damage, +1 to accuracy.
Ironbark - +2 to final damage, +1 to accuracy.
Sylvanwood - +2 to final damage, +2 to accuracy.
Dragonthorn - +2 to final damage, +4 to accuracy.
Metal Armor
Iron - -1 to damage taken, -2 to dodging.
Gray Iron - -1 to damage taken. -1 to dodging.
Steel - -2 to damage taken, -1 to dodging.
Veridium - -2 to damage taken.
Red Steel - -3 to damage taken.
Silverite - -3 to damage taken, +1 to dodging.
Dragonbone - -4 to damage taken, +1 to dodging.
Metal Shields
Iron - -1 to damage taken, -3 to accuracy.
Gray Iron - -1 to damage taken, -2 to accuracy.
Steel - -1 to damage taken, -1 to accuracy.
Veridium - -2 to damage taken, -1 to accuracy.
Red Steel - -2 to damage taken.
Silverite - -3 to damage taken.
Dragonbone - -4 to damage taken.
Leather Armor
Rough Hide - +2 to damage taken, +1 to dodging.
Cured Hide - +1 to damage taken, +1 to dodging.
Leather - +1 to dodging.
Hardened Leather - +1 to dodging, -1 to damage taken.
Reinforced Leather - +2 to dodging, -1 to damage taken.
Inscribed Leather - +2 to dodging, -2 to damage taken.
Drakeskin Leather - +3 to dodging, -3 to damage taken.
There are 4 'schools' of magic. Primal, which is elemental magic such as fire. Creation focuses on healing and buffing. Spirit has varied spells, including anti-mage and weapon buffing. Entropy focuses on debuffing enemies more than harming them. Magic uses the same rolls as normal combat however, in terms of accuracy, damage, etc. However, better/worse rolls may affect magic in different ways!
If your character is a mage, when you choose your starting school, you begin with 3 spells from that school.
Starting Spells
Primal
Flame Blast - Deals Fire damage. Hits multiple enemies on Major or Epic Success.
Lightning - Deals Electric damage. Deals 1/2 the damage it deals to the targets mana.
Rock Armor - Steadily drains mana, but you take -2 damage from all attacks while this is active.
Creation
Heal - Heals the target instead of damaging them.
Heroic Offense - In return for a constant drain on your mana, a selected ally gets a +1 bonus to damage.
Rejuvenate - The target regains an extra 10 mana per turn for 2 turns.
Spirit
Mana Drain - Instead of dealing damage, steals mana from the target and gives it to you.
Spell Shield - Steadily drains mana, but any magic attacks against you roll 1d3. If they fail, the attack is nullified.
Walking Bomb - Deals Spirit damage. If the target dies from this attack, they explode dealing 2d5 damage to anyone near them.
Entropy
Weakness - Deals no damage, but the target has -2 to all accuracy and damage rolls for 2 turns.
Drain Life - Deals Spirit damage and gives half the damage inflicted to you as healing.
Vulnerability Hex - Deals no damage, but the target takes +2 damage for the next 2 turns.
Note: If you're making a Mage, your starting weapon can be a staff that gives +1 to your starting school of magic, if you so choose. No matter what, Mages start with plain robes that give no modifiers.
Name: Self explanatory.
Gender: Derp.
Race: Human, Elf, Dwarf, Qunari. I think that covers all the bases. Dwarves can't be magic users however.
Appearance: Put whatever you want here.
Background: Again, whatever you want to put here is fine, even if it's blank. Maybe I'll accept one Grey Warden if they're the first one to put it as their background.
Weapon: Any of the weapons I listed earlier will be fine. All your starting weapons will be Gray Iron/Ash tier. If your chosen weapon is One-handed, you get a free Gray Iron shield.
Armor: Choose Metal or Leather. You'll start with a Gray Iron/Cured Hide, depending on what you choose. For shields, see above. Not applicable with mages.
School of Magic: If applicable.
Skill: Can be either +1 to something or +2 to something and -1 to something else. For example, +2 to damage and -1 to accuracy, or a flat +1 to magic damage.
Ahra - Delion Gaerly
EmoBiatch - Owen Ingotcarver
Riccto - Rician
Frelock - Thomas
adwarf - Silvian
scriver - Searlaite Scrifver
SeriousConcentrate - Gillian Alkathe
Taricus
Name: Bren
Gender: Male
Race: Qunari.
Appearance: A large suit of armour, due to the fact he NEVER leaves it.
Background: A former bandit that got conscripted, Bren has taken a liking to smashing darkspawn over peasants (Not literaly)
Weapon: Maul.
Armor: Metal, Heavy.
School of Magic: None.
Skill: Imposing: +2 To commanding but -1 To all social rolls.
Talarion
I suppose I'll be taking 4-5 players to start with. I do owe Serious one, so if he wants to join, he has a reserved spot.