Why not all 3? :P
See, here's the thing; say that the player who ends up as the Warden is unsuccessful and they die, or they fail to unite with Duncan or whatever... then they're dead, it's okay, because we can move on.
Consider what happens to the other Origins that you don't play as due to not meeting Duncan:
- the Mage is likely turned into Tranquil for helping Jowan destroy his phylactery
- the Dwarf Commoner dies in Jarvia's dungeons
- the Dwarf Noble dies in the Deep Roads
- the City Elf is executed for their crimes
- the Dalish Elf dies next to the Tevinter mirror
- the Human Noble is slain by Arl Howe's forces
So, if one Warden fails, so what? We've got other origins we can move onto until we get a successful Warden!
Anyways, mechanics-wise I'm considering using an array of stats that range from 1-10 and determine the success of an attack:
- Strength: determines the attack score for Rogue/Warrior characters
- Magic: as above, but for Magi
- Constitution: determines the defense score for physical attacks (melee and ranged weapons)
- Willpower: as above, but for staves and spells
So, for example, let's say we have the following characters, all without any items, buffs or abilities:
Sandal - 8 Strength, 0 Magic, 7 Constitution and 4 Willpower
Genlock Emissary - 1 Strength, 6 Magic, 3 Constitution and 6 Willpower
Hurlock Alpha - 6 Strength, 0 Magic, 6 Constitution and 2 Willpower
Both the Emissary and Alpha choose to attack Sandal overnight, the former choosing to attack with a Fireball, the latter with their bare hands, thus they are the aggressors; Sandal is defending himself with his bare hands, he is the defender.
The Alpha has 6 Strength compared to Sandal's 7 Constitution; this would result in Sandal surviving the Alpha's attack outright, or perhaps suffering an injury which could have any number of effects depending on the luck (or lack thereof) of the die... typical examples would include head trauma (loss of willpower), broken bones (loss of constitution) and so on. As both Sandal and the Alpha are in melee range of one another, there is a possibility that Sandal could retaliate against his attacker; in this instant, he may inflict an injury, but were his attacker somewhat weaker he might kill them outright, dependent on the luck of the draw.
The Emissary has 6 Magic compared to Sandal's 4 Willpower; this would likely result in Sandal's death, though the luck of the draw may favour him and he comes out with injuries instead. As the Emissary is a ranged attacker and Sandal is melee, there would be no opportunity in this instant for Sandal to retaliate to the attack, in this instant.
As a rule, melee characters can only retaliate to melee-ranged adversaries, bow-wielders can retaliate to ranged only and magi can retaliate to both, although there's a high liklihood they won't survive to do so at close-range. These rules can be circumvented by specific abilities such as Archery or Templar abilities, for example.
It's something I developed that's akin to the mechanic used in the Star Wars game over at CFC, just more relevant to the world of Dragon Age and more personalised through class, spec, items and such. It might seem complex, but it really isn't in practice, it's just there to inflict a greater sense of roleplay and remove that whole Health/Stamina/Mana aspect and the monitoring of recovery and such. Tell me what you think, anyway. :3
Last edited by Secura; 06-03-2010 at 00:12.
"Blacker than a moonless night. Hotter and more bitter than Hell itself… that is coffee."
Yeah by all 3 I meant HP, attack, and defense, not 3 Wardens.
And about archers... I think some should be able to retaliate. Melee archer or having a dagger are both ways. And then there's Dirty Fighting, my most used ability :P
But they just won't be as powerful that way.
Also... I think Sandal should have more Magic than than. Like, enchantment! Gosh!
The thing with the HP stat is that it's a bit too complex for a mafia game and casts a significant disadvantage upon the mafia, who are largely subject to the same personal goal/specialisation 'levelling up' as the town. Say it was a larger game and they attacked two people per night, but their attacks only led to halving two people's health... it would reduce them to one kill a night and probably not be as fun for them, bearing in mind they're constantly fearing a lynch that would outright kill 'em or a vigilante attempt by a powerful character.
I think this is largely character-dependent; a 'throwaway' character like Tamlen would be unlikely to have Melee Archer... compare him to Leliana, a major character who will most certainly have the ability. And Dirty Fighting is an ability I'm using... I think it began as a role-block but evolved into a reactionary ability like those in Sigurd's game; players will be informed when they're attacked, and DF may have a chance of preventing the attack entirely. Not sure on that yet.And about archers... I think some should be able to retaliate. Melee archer or having a dagger are both ways. And then there's Dirty Fighting, my most used ability :P
Haha, it was just an example... I don't think there will be where anyone will play as an in-game merchant, Gorim withstanding.Also... I think Sandal should have more Magic than than. Like, enchantment! Gosh!
Last edited by Secura; 06-03-2010 at 08:26.
"Blacker than a moonless night. Hotter and more bitter than Hell itself… that is coffee."
"Blacker than a moonless night. Hotter and more bitter than Hell itself… that is coffee."
Aren't Tranquil enchantment-ers, though?
They're mages right? Just really bad ones, but still mages.
Nope, they can't use magic. They went through a process that takes their magical abilities (and emotions) away leaving them able to do enchantment. I think it's generally bad mages (or overly emotional ones) it happens to which is probably why you got it mixed up.
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