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	<title>Comments for joshjarman</title>
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	<link>http://joshjarman.net</link>
	<description>Web home of writer Josh Jarman</description>
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		<title>Comment on Pathfinder spell conversions: Some thoughts by PH_Dungeon</title>
		<link>http://joshjarman.net/2012/01/13/spell-conversions/#comment-270</link>
		<dc:creator><![CDATA[PH_Dungeon]]></dc:creator>
		<pubDate>Sun, 04 Mar 2012 17:20:47 +0000</pubDate>
		<guid isPermaLink="false">http://joshjarman.net/?p=263#comment-270</guid>
		<description><![CDATA[FYI, I was excited to check out the new spells in the playtest of set 3. They were a much needed addition to the game. I still feel like they need a few more specializations, but other than that the system is now feeling a lot more complete. Although some rules for ritual type magic would be cool, and something I&#039;d still like to see added to the game.]]></description>
		<content:encoded><![CDATA[<p>FYI, I was excited to check out the new spells in the playtest of set 3. They were a much needed addition to the game. I still feel like they need a few more specializations, but other than that the system is now feeling a lot more complete. Although some rules for ritual type magic would be cool, and something I&#8217;d still like to see added to the game.</p>
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		<title>Comment on Pathfinder spell conversions: Some thoughts by PH_Dungeon</title>
		<link>http://joshjarman.net/2012/01/13/spell-conversions/#comment-269</link>
		<dc:creator><![CDATA[PH_Dungeon]]></dc:creator>
		<pubDate>Sun, 04 Mar 2012 17:15:46 +0000</pubDate>
		<guid isPermaLink="false">http://joshjarman.net/?p=263#comment-269</guid>
		<description><![CDATA[For my own game, I think I&#039;m going to go with the fighter getting a +1 to hit and +2 to damage with one weapon group, for its novice rank. The reason for the +2 to damage being that a damage increase IMO has less of an impact on the game than a bonus to hit. There will be no scaling as the fighter levels up. It also makes the fighter look a little sexier and appealing than just  a +1 and a +1, and IMO the fighter should be the default option for most warrior characters, so you want the class to stand out a little, but not be broken.

At journeyman I&#039;m going to stick with being able to wear armour with 2 point reduction to the speed penalty. I may also allow training in another weapon group, but given that the warrior gets that at 8th level, I&#039;m not sure that it&#039;s necessary.

For master I think I&#039;ll leave it as is in the Dragon Hack, but I will require an activate action to enter the defensive stance, as per Vaelorn&#039;s suggestion.]]></description>
		<content:encoded><![CDATA[<p>For my own game, I think I&#8217;m going to go with the fighter getting a +1 to hit and +2 to damage with one weapon group, for its novice rank. The reason for the +2 to damage being that a damage increase IMO has less of an impact on the game than a bonus to hit. There will be no scaling as the fighter levels up. It also makes the fighter look a little sexier and appealing than just  a +1 and a +1, and IMO the fighter should be the default option for most warrior characters, so you want the class to stand out a little, but not be broken.</p>
<p>At journeyman I&#8217;m going to stick with being able to wear armour with 2 point reduction to the speed penalty. I may also allow training in another weapon group, but given that the warrior gets that at 8th level, I&#8217;m not sure that it&#8217;s necessary.</p>
<p>For master I think I&#8217;ll leave it as is in the Dragon Hack, but I will require an activate action to enter the defensive stance, as per Vaelorn&#8217;s suggestion.</p>
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		<title>Comment on Pathfinder spell conversions: Some thoughts by Vaelorn</title>
		<link>http://joshjarman.net/2012/01/13/spell-conversions/#comment-268</link>
		<dc:creator><![CDATA[Vaelorn]]></dc:creator>
		<pubDate>Sun, 04 Mar 2012 10:47:58 +0000</pubDate>
		<guid isPermaLink="false">http://joshjarman.net/?p=263#comment-268</guid>
		<description><![CDATA[Over the past couple of months I&#039;ve been working through a lot of the class talents. Here&#039;s my latest take on the Fighter:

Novice: You are skilled with all manner of weaponry: you gain an ability focus in a weapon group of your choice. You can also use the Threaten stunt for 1 SP rather than the usual 2. In addition, you can use it multiple times in a round, affecting a number of foes up to your Communication, using the same Strength (Intimidate) roll against each one.
Journeyman: You are used to wearing armour on the battlefield. All armour penalties to Speed are reduced by 1. You are also accustomed to being in the front line, standing against a tide of enemies. By using the Activate action you can enter a defensive mode which allows you to use the Stand Firm action as a free action until the end of the encounter.
Master: Your skill at arms has grown. You gain an ability focus in another weapon group of your choice, and gain +1 damage when wielding a weapon you are proficient in. 
Also, all armour penalties to Speed are reduced by 2, and you can perform the Seize the Initiative stunt for 3 SP.

(Note: This was thought up before the Set 3 play test rules came out, and with the &#039;double focus&#039; rule and other bonuses the warrior gets from 11-20 I&#039;m thinking about changing the Fighter again!)

However, what I am now thinking is that giving a free ability focus is too overpowered for a talent. Lots of the Dragon Hack class talents do this: the wizard gets a free choice of magic focus, sorcerers get a focus based on their bloodline etc. Now I&#039;m not trying to balance the talents particularly - it just seems to me that the focuses a character gets should be separate from his talents. It also means that if you wanted to use a class talent  as a specialisation (i.e. for multi-classing) then the Dragon Hack classes would be preferred over, say, the Set 2 ones - &quot;hey, free ability focus!&quot; etc.

If you analyse what talents give to a character, it breaks down into something like this:

1. Re-roll a specific test
2. Re-roll a choice of test
3. A conditional +1 bonus to a test
4. A stunt bonus  (use a specific stunt for fewer SP)
5. A new stunt
6. A new effect
7. A weapons group
8. A spell
9. Allow the character to take a talent that they otherwise wouldn’t (e.g. Arcane Warrior can take Armour Training etc)
10. Do something as a free action (once per encounter)
11. Use a major or minor action to perform a stunt for no SP

And this is per degree - very rarely does a talent degree give more than one &#039;thing&#039;. I think Arcane Warrior, for example, is an exception because you need a minimum set of &#039;things&#039; just to make it work. The nice thing about focuses though is that they can be used as shorthand for a class feature: You&#039;re a sorcerer of the celestial bloodline? Here&#039;s the Magic (Creation) focus! Without them you must make something else up!]]></description>
		<content:encoded><![CDATA[<p>Over the past couple of months I&#8217;ve been working through a lot of the class talents. Here&#8217;s my latest take on the Fighter:</p>
<p>Novice: You are skilled with all manner of weaponry: you gain an ability focus in a weapon group of your choice. You can also use the Threaten stunt for 1 SP rather than the usual 2. In addition, you can use it multiple times in a round, affecting a number of foes up to your Communication, using the same Strength (Intimidate) roll against each one.<br />
Journeyman: You are used to wearing armour on the battlefield. All armour penalties to Speed are reduced by 1. You are also accustomed to being in the front line, standing against a tide of enemies. By using the Activate action you can enter a defensive mode which allows you to use the Stand Firm action as a free action until the end of the encounter.<br />
Master: Your skill at arms has grown. You gain an ability focus in another weapon group of your choice, and gain +1 damage when wielding a weapon you are proficient in.<br />
Also, all armour penalties to Speed are reduced by 2, and you can perform the Seize the Initiative stunt for 3 SP.</p>
<p>(Note: This was thought up before the Set 3 play test rules came out, and with the &#8216;double focus&#8217; rule and other bonuses the warrior gets from 11-20 I&#8217;m thinking about changing the Fighter again!)</p>
<p>However, what I am now thinking is that giving a free ability focus is too overpowered for a talent. Lots of the Dragon Hack class talents do this: the wizard gets a free choice of magic focus, sorcerers get a focus based on their bloodline etc. Now I&#8217;m not trying to balance the talents particularly &#8211; it just seems to me that the focuses a character gets should be separate from his talents. It also means that if you wanted to use a class talent  as a specialisation (i.e. for multi-classing) then the Dragon Hack classes would be preferred over, say, the Set 2 ones &#8211; &#8220;hey, free ability focus!&#8221; etc.</p>
<p>If you analyse what talents give to a character, it breaks down into something like this:</p>
<p>1. Re-roll a specific test<br />
2. Re-roll a choice of test<br />
3. A conditional +1 bonus to a test<br />
4. A stunt bonus  (use a specific stunt for fewer SP)<br />
5. A new stunt<br />
6. A new effect<br />
7. A weapons group<br />
8. A spell<br />
9. Allow the character to take a talent that they otherwise wouldn’t (e.g. Arcane Warrior can take Armour Training etc)<br />
10. Do something as a free action (once per encounter)<br />
11. Use a major or minor action to perform a stunt for no SP</p>
<p>And this is per degree &#8211; very rarely does a talent degree give more than one &#8216;thing&#8217;. I think Arcane Warrior, for example, is an exception because you need a minimum set of &#8216;things&#8217; just to make it work. The nice thing about focuses though is that they can be used as shorthand for a class feature: You&#8217;re a sorcerer of the celestial bloodline? Here&#8217;s the Magic (Creation) focus! Without them you must make something else up!</p>
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		<title>Comment on Pathfinder spell conversions: Some thoughts by PH_Dungeon</title>
		<link>http://joshjarman.net/2012/01/13/spell-conversions/#comment-267</link>
		<dc:creator><![CDATA[PH_Dungeon]]></dc:creator>
		<pubDate>Sat, 03 Mar 2012 21:01:04 +0000</pubDate>
		<guid isPermaLink="false">http://joshjarman.net/?p=263#comment-267</guid>
		<description><![CDATA[So far the Dragonhack 2.0 is serving my group fairly well. However, I do have a player rping a fighter, and I think I will need to scale back the abilities of the Fighter Talent. I feel that the scaling benefits are far too powerful. In my opinion the abilities granted by a &quot;class talent&quot; should be about on par to a regular talent. Allowing a fighter to keep increasing his bonus to hit and a damage with a weapon group as he levels up as well as gaining bonuses to new weapon groups far exceeds what a rank in a talent would give a character. It looks to me like you did it that way because that is essentially how the pathfinder fighter works, but the two systems are very different in terms of how they balance. A +1 to hit means a lot more in dragon age due to the bell curve of the 3d6, so eventually getting a +3 to hit will make it far too easy for a fighter to hit his enemies and really throw off the balance of the game. I would propose just allowing the fighter a +1 to hit and damage with a weapon group and leaving it at that for the novice rank in the talent.]]></description>
		<content:encoded><![CDATA[<p>So far the Dragonhack 2.0 is serving my group fairly well. However, I do have a player rping a fighter, and I think I will need to scale back the abilities of the Fighter Talent. I feel that the scaling benefits are far too powerful. In my opinion the abilities granted by a &#8220;class talent&#8221; should be about on par to a regular talent. Allowing a fighter to keep increasing his bonus to hit and a damage with a weapon group as he levels up as well as gaining bonuses to new weapon groups far exceeds what a rank in a talent would give a character. It looks to me like you did it that way because that is essentially how the pathfinder fighter works, but the two systems are very different in terms of how they balance. A +1 to hit means a lot more in dragon age due to the bell curve of the 3d6, so eventually getting a +3 to hit will make it far too easy for a fighter to hit his enemies and really throw off the balance of the game. I would propose just allowing the fighter a +1 to hit and damage with a weapon group and leaving it at that for the novice rank in the talent.</p>
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	<item>
		<title>Comment on Pathfinder spell conversions: Some thoughts by Vaelorn</title>
		<link>http://joshjarman.net/2012/01/13/spell-conversions/#comment-264</link>
		<dc:creator><![CDATA[Vaelorn]]></dc:creator>
		<pubDate>Wed, 08 Feb 2012 18:42:43 +0000</pubDate>
		<guid isPermaLink="false">http://joshjarman.net/?p=263#comment-264</guid>
		<description><![CDATA[Ok, cool! I have made a large number of minor changes since then, so I may send you an update once I think it&#039;s fairly stable. I would very much be interested in any feedback you have!]]></description>
		<content:encoded><![CDATA[<p>Ok, cool! I have made a large number of minor changes since then, so I may send you an update once I think it&#8217;s fairly stable. I would very much be interested in any feedback you have!</p>
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	<item>
		<title>Comment on Pathfinder spell conversions: Some thoughts by joshjarman</title>
		<link>http://joshjarman.net/2012/01/13/spell-conversions/#comment-263</link>
		<dc:creator><![CDATA[joshjarman]]></dc:creator>
		<pubDate>Wed, 08 Feb 2012 02:10:46 +0000</pubDate>
		<guid isPermaLink="false">http://joshjarman.net/?p=263#comment-263</guid>
		<description><![CDATA[The Eberron one? Yes. I&#039;ve read through it once, but I never found the time to really go through slowly and offer critique. I would still love to do so when I get the time, though. 

Thanks for the link to the Mystara update. I hadn&#039;t seen that yet.]]></description>
		<content:encoded><![CDATA[<p>The Eberron one? Yes. I&#8217;ve read through it once, but I never found the time to really go through slowly and offer critique. I would still love to do so when I get the time, though. </p>
<p>Thanks for the link to the Mystara update. I hadn&#8217;t seen that yet.</p>
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	<item>
		<title>Comment on Pathfinder spell conversions: Some thoughts by Vaelorn</title>
		<link>http://joshjarman.net/2012/01/13/spell-conversions/#comment-262</link>
		<dc:creator><![CDATA[Vaelorn]]></dc:creator>
		<pubDate>Wed, 08 Feb 2012 01:40:52 +0000</pubDate>
		<guid isPermaLink="false">http://joshjarman.net/?p=263#comment-262</guid>
		<description><![CDATA[Seeing Byron Mollix release the Mystara Adversary Companion vol 1 (see http://dragonageoracle.com - it&#039;s awesome!) prompted me to have a proper re-read of his Mystara conversion. There are lots of converted spells in there that I&#039;m sure could be used right off the bat. (As well as some specializations which I&#039;m going to shamelessly steal!)

BTW, Josh - did you get the PDF I emailed to you?]]></description>
		<content:encoded><![CDATA[<p>Seeing Byron Mollix release the Mystara Adversary Companion vol 1 (see <a href="http://dragonageoracle.com" rel="nofollow">http://dragonageoracle.com</a> &#8211; it&#8217;s awesome!) prompted me to have a proper re-read of his Mystara conversion. There are lots of converted spells in there that I&#8217;m sure could be used right off the bat. (As well as some specializations which I&#8217;m going to shamelessly steal!)</p>
<p>BTW, Josh &#8211; did you get the PDF I emailed to you?</p>
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	<item>
		<title>Comment on Pathfinder spell conversions: Some thoughts by joshjarman</title>
		<link>http://joshjarman.net/2012/01/13/spell-conversions/#comment-261</link>
		<dc:creator><![CDATA[joshjarman]]></dc:creator>
		<pubDate>Wed, 08 Feb 2012 01:34:46 +0000</pubDate>
		<guid isPermaLink="false">http://joshjarman.net/?p=263#comment-261</guid>
		<description><![CDATA[This is awesome. I&#039;m really excited you guys are enjoying the hack and I look forward to reading about how it&#039;s working out for you. 

This just cements that I have to get off my behind and get the 2.0 playtest done, it&#039;s just that I&#039;ve been so busy with work and other freelancing lately. Thanks again for dropping by. Your comment made my night.]]></description>
		<content:encoded><![CDATA[<p>This is awesome. I&#8217;m really excited you guys are enjoying the hack and I look forward to reading about how it&#8217;s working out for you. </p>
<p>This just cements that I have to get off my behind and get the 2.0 playtest done, it&#8217;s just that I&#8217;ve been so busy with work and other freelancing lately. Thanks again for dropping by. Your comment made my night.</p>
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		<title>Comment on Pathfinder spell conversions: Some thoughts by PH_Dungeon</title>
		<link>http://joshjarman.net/2012/01/13/spell-conversions/#comment-260</link>
		<dc:creator><![CDATA[PH_Dungeon]]></dc:creator>
		<pubDate>Wed, 08 Feb 2012 01:06:36 +0000</pubDate>
		<guid isPermaLink="false">http://joshjarman.net/?p=263#comment-260</guid>
		<description><![CDATA[I&#039;m currently running an AGE game in my homebrew setting using Dragon Hack. We are just converting to the 1.75 version this weekend, which I think is much more in line with how the Dragon Age system should work. I&#039;ve run about 6 sessions using the 1.3 Dragon Hack and we had a lot of fun with it, so I&#039;m looking forward to implementing the upgrade. I believe that party will have 1-2 rangers, a Wizard and likely a Sorcerer. I&#039;ll let you know if over time I notice anything funky about how they operate. 

FYI My game isn&#039;t quite RAW. The biggest change is that characters get new hp at even levels and a +1 to defense at odd levels. The theory being that they won&#039;t get hit as often, but when they do get hit it will hurt more. I&#039;ll see how that works in the long round, but so far I like it.

I also have a wound point system, to distinguish between the bruising and battering of health loss and the more serious and difficult to recover damage of actual injuries.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m currently running an AGE game in my homebrew setting using Dragon Hack. We are just converting to the 1.75 version this weekend, which I think is much more in line with how the Dragon Age system should work. I&#8217;ve run about 6 sessions using the 1.3 Dragon Hack and we had a lot of fun with it, so I&#8217;m looking forward to implementing the upgrade. I believe that party will have 1-2 rangers, a Wizard and likely a Sorcerer. I&#8217;ll let you know if over time I notice anything funky about how they operate. </p>
<p>FYI My game isn&#8217;t quite RAW. The biggest change is that characters get new hp at even levels and a +1 to defense at odd levels. The theory being that they won&#8217;t get hit as often, but when they do get hit it will hurt more. I&#8217;ll see how that works in the long round, but so far I like it.</p>
<p>I also have a wound point system, to distinguish between the bruising and battering of health loss and the more serious and difficult to recover damage of actual injuries.</p>
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		<title>Comment on Pathfinder spell conversions: Some thoughts by joshjarman</title>
		<link>http://joshjarman.net/2012/01/13/spell-conversions/#comment-259</link>
		<dc:creator><![CDATA[joshjarman]]></dc:creator>
		<pubDate>Wed, 08 Feb 2012 00:30:28 +0000</pubDate>
		<guid isPermaLink="false">http://joshjarman.net/?p=263#comment-259</guid>
		<description><![CDATA[The key to making spell conversions work is to base their power levels on existing spells. Damage spells are the easiest to do this with because they have very straightforward parameters. If you want a low level spell that attacks one target at range, have it do the same base damage, have the same range, cost and requirements as Arcane Bolt. A similar, but more powerful spell would have the same characteristics of Lightning. If doing an area effect damage spell, you start with Flame Blast and Shock as your base, and work from there. As damage goes up, so does the cost and TN.

Where power balance gets difficult is in spells such as haste, like you mention. That&#039;s one where you really have to weigh the costs against the benefits. Giving every character two attacks a round would be crazy powerful, unless the spell cost say 20 mana, had a TN of 21, and you had to pay an additional 15 mana per round to maintain it for more than one round. Even the huge mana pools of high-level mages would suffer under a spell like that. 

Another thing that has to be balanced between Pathfinder and AGE is the fact that in Pathfinder it is a given that a person cannot cast the same spell more than once (sometimes rarely twice, if they memorized it more than once) a day, whereas in AGE they can cast the same spell until their mana runs out. This makes spells that rob opponents of actions particularly dangerous, because it would be easy for a mage to spam such a spell and allow the rest of the party to act with impunity each round. 

To answer some of your concerns, I do not intend to recreate every Pathfinder spell in the AGE system. Some, such as Wish spells and the like, just don&#039;t seem to have a place in the game. Also, I would like to avoid the CoDzilla problem by not granting mages the ability to become better warriors than regular warriors through a few carefully chosen spells. That&#039;s also why playtesting and feedback will be so important after the updated playtest document is ready. 

I hope you&#039;ll stick around and help out.]]></description>
		<content:encoded><![CDATA[<p>The key to making spell conversions work is to base their power levels on existing spells. Damage spells are the easiest to do this with because they have very straightforward parameters. If you want a low level spell that attacks one target at range, have it do the same base damage, have the same range, cost and requirements as Arcane Bolt. A similar, but more powerful spell would have the same characteristics of Lightning. If doing an area effect damage spell, you start with Flame Blast and Shock as your base, and work from there. As damage goes up, so does the cost and TN.</p>
<p>Where power balance gets difficult is in spells such as haste, like you mention. That&#8217;s one where you really have to weigh the costs against the benefits. Giving every character two attacks a round would be crazy powerful, unless the spell cost say 20 mana, had a TN of 21, and you had to pay an additional 15 mana per round to maintain it for more than one round. Even the huge mana pools of high-level mages would suffer under a spell like that. </p>
<p>Another thing that has to be balanced between Pathfinder and AGE is the fact that in Pathfinder it is a given that a person cannot cast the same spell more than once (sometimes rarely twice, if they memorized it more than once) a day, whereas in AGE they can cast the same spell until their mana runs out. This makes spells that rob opponents of actions particularly dangerous, because it would be easy for a mage to spam such a spell and allow the rest of the party to act with impunity each round. </p>
<p>To answer some of your concerns, I do not intend to recreate every Pathfinder spell in the AGE system. Some, such as Wish spells and the like, just don&#8217;t seem to have a place in the game. Also, I would like to avoid the CoDzilla problem by not granting mages the ability to become better warriors than regular warriors through a few carefully chosen spells. That&#8217;s also why playtesting and feedback will be so important after the updated playtest document is ready. </p>
<p>I hope you&#8217;ll stick around and help out.</p>
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