differentSmoke wrote:
Question Nº1:
So, is there space for dramatic conflicts, even if their resolution has nothing to do with the system?
Yes.
differentSmoke wrote:
Thomas Denmark mentioned something about characters being created by the choice of 5 cards that determine different aspects of the character.
QNº2
Let's say there's 4 cards of each kind, would that mean 4x4x4x4x4=1024 possible, workable, playable, REASONABLY balanced types of character you could play? Or would some combinations be restricted, or simply too underpowering?
At present there are 5 templates and 6 callings. We are still balancing the cultures, aptitudes and races. There will be at least 5 or 6 of each. Our main limitation here is the number of cards we can put in the set! There are so many cool races in Tarniss that Thomas has invented (e.g. Drakan, Necro, Shragnoloth, Pogwai) it's rally hard to slim it down, while still making space for elves, dwarves and ogres.
I have seen all sorts of card combinations that led to fascinating heroes.
Wednesday night, Dzintars, one of the original playtesters, tried out an
Adventurer template, with the
Arcane aptitude. I was suprised at this particular combination, as so far only people taking
Magic user or
Eldritch had bothered to select
Arcane. This hero prooved key to the groups strategy. With the
Adventurer's ability to help out other heroes with threats, and the
Arcane aptitude boosting his ability to deal with magic, the
Arcane Adventurer was just as important a member of the team as the extremely specialized optimized
Tough Imperial Fighter played by Jeffrey (from who we expect nothing less that highly optimized, he's the same hero who originally made the final move that prevented the renaimation of Tiamat in the first playtest of "The Sunken Ziggurat").
He did need almost as much protection from swarms of melee based vermin as the eldritch did. Lucky for him, Michael, who has also been with us since the very first DGA playtest, took a
Warrior template. With a
Warrior and a
Fighter in the group, Norm, a reliable
Eldritch player in many of our games, could safely focus in magic, making use of his favorite strategy of repeatedly spellstriking the monsters. That sure keeps the population of 0 magic vermin in check!
In last weeks game, Ana, an experienced WoW player who joined us for some of her first tabletop RPG adventures had a
Magic User, who through a clever selection of boons and treasures, had built herself up into a melee powerhouse. With the
Magic User's, solid progress in the magic attribute and some defensive equipment she was really an extremely hard target for the poor Dungeonlord. I had to rely on traps to keep her off balance. Since the group had neglected to bring anyone along who could deal effectively with speed threats, that was the most effective way of spending her peril.
You can also thank her for helping rename the
Common culture option to
Rustic.
differentSmoke wrote:
I'm looking forward for the "Character Creation in 10 minutes and less", btw.
While dinner took over an hour, that party was fully assembled less than 10 minutes after the table was cleared. (Thanks to the heroes who cleaned it as the Dungeonlord sorted through his pile of quest and map cards!)
differentSmoke wrote:
QNº3:
How involved will be the cards in the resolution of conflicts?
Question(s)Nº4:
Will a system be provided to create your own cards? How "mechanical" will it be, will there be rules to ensure the creation of balanced cards? Can players create their own cards?
Card creation by independant Dungeonlords is an important part of the game. Don't forget that you can use Dungeoneer cards from any set in DGA.
differentSmoke wrote:
QNº5:
How will magic work?(tough one?) How abstract? Spell based? Effect based?
Magic works the way it works in Dungeoneer! There are new magic Tactics such as Spellstrike, Counterspell and Runespell. These greatly increase a heroes flexibility in combat.
differentSmoke wrote:
QNº6:
Will "stealthy" characters have a place in the game? Will trying to sneak your way in and out of the dungeon count as a valid approach?(sorry, Thief at heart)
Well, if it's a clue as to how important the 'rogue' roll is in DGA I will let slip that as a player of d20, it's been a LONG time since I didn't take my first level in Rogue, or undercertain circumstances, Bard. Don't be fooled by the template
Adventurer. Don't you know that it's rude to call people 'thieves' these days, unless of course ... they are caught red handed.
;)
Onwards to Glory!