Dragon Age 2 TTRPG Campaign - House Rules!
Time to get into some logistics of the campaign!
I am using the Dragon AGE RPG ruleset as developed by Green Ronin. I am also using Ptolus: City by the Spire as a source book for expanding Kirkwall and going deeper into its various districts, factions, and secrets. See my previous post for more info about what that looks like.
House Rules - Welcome to FrankenAGE
I made several modifications to the rules in the Dragon AGE RPG. Here's a link to the doc with all the specifics, but you can get the breakdown below:
- Nat 1's and Nat 20's exist (triples 1's & triple 6's, respectively).
- Rolling triples gains players a bonus die of the same value. (Rolling triple 4's gets you another +4).
- The bonus die on triples can be used on extra stunt points or banked in a party stunt pool, if you passed your roll.
- Rewrote the Backstab rules for Rogues to work for range.
- Followed leveling in the Fantasy AGE rulebook (class abilities are near identical, just shifted around so characters get Specializations starting at level 4 instead of 6).
- Added Grapple as a major action with stunts available from the Modern AGE rulebook.
- Modified rules in Modern AGE for including assist and group skill checks.
- Characters gain Social Classes from Fantasy Age and Drives from Modern Age. We also homebrewed mechanical drawbacks that matched each player's chosen Drives.
- Included the Relationships rules from the Faces of Thedas book.
- Added a Luck Score from Dungeon Crawl Classics and implemented "luck points" as Conviction from Blue Rose.
- Added The Churn from the Expanse with an additional rule that spending luck points increased the tracker.
- Added a "reverse Churn" kept in secret that the GM uses to track player reputation with factions.
- Gave characters access to additional talents and specializations included in additional Green Ronin books, should they wish.
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