The discussion started by Realmzmaster in "Should there be more realism in a fantasy game?" started me thinking of another topic...
Would the DA series benefit from a Standard Ruleset?
Let me explain.
A ruleset, such as Dungeons and Dragons 2nd edition (like the Baldur's Gate series as an example) is a defined set of rules and interactions of how different actions are performed, how classes operate, how experience is awarded, how magic works, etc. It can cover things as basic as the chance of swing a sword and hitting your opponent to something as high level as large scale siege warfare or interplanar travel.
I realize there are huge licensing issues with Wizards of the Coast to use the D&D ruleset, especially in one of their settings (like the Forgotten Realms and Baldur's Gate) and that part of the reason the DA series was created was to let Bioware operate within their own IP. I understand all of this, but merely want to discuss the benefits of using a standard ruleset... ANY standard ruleset... across the DA games and other ancillary game media.
Also... some people may hate D&D. Or GURPS. Or any of the many random rulesets out there. That's not really the point of this discussion. What I wanted to discuss is "would the DA series benefit from using such a ruleset?" Let's look at a few points about why I think they would.
1) Consistency
Consider this... in DA:O, there were set stats, skills, restrictions and overall mechanics in play. Rules, like enemies having the same spells as the party, or that warriors could be sub-par archers, could be understood and grasped by a player. Then, DA2 came out and many of these rules were tweaked, changed or altogether thrown out. New skills were added. Stats, though they remained the same names, had different functions for different classes, giving very different outcomes for the exact same builds.
Though the overall look of combat looked similar (minus the beating-a-dead-horse more "action-y" animations), the rules underneath were different. Foreign. Requiring research and delving to figure out how they work. And, in DA:I, we're likely to see more of the same. This is the nature of iterative games, of course - improving the system and adding new abilities and such. As new needs and challenges arise from game to game, it is understandable that they not use the same exact game design in how the player interacts with the world.
Yet, consider this - a system like D&D has been around for DECADES. It has been player tested in millions of campaigns. It has shown itself adaptable enough to cover a wide range of encounter and session types, along with many different DM and player types. It is detailed enough to provide structure in a vast array of situations and yet still fluid enough to account for rule variances and special considerations.
Again, I'm not advocating DA pick up D&D as a ruleset, but just using it as a frame of reference - the set can have a thousand different campaigns and not have any of them play out the same way, despite the rules being (for the most part) exactly the same. Wouldn't this be a boon for both the player as well as the dev, to know what is possible, how to balance it, how to incorporate it into the experience and how to handle for those "weird" one-off's the player may encounter?
2) Inspiration
Obviously, the DA world is FULL of great concepts and room for some pretty inventive story items which can be incorporated into the gameplay. So I'm not suggesting Bioware should look into a Monster Guide to find suggestions for such gems as The Calzone Golem or the oh-so-loveable Nilbog for those times when you realize that your DM may, in fact, be a a budding sadistic serial killer... but, instead, that Bioware look at a ruleset for inspiration on game MECHANICS.
A system like D&D or Shadowrun or some of the GURPS can have very detailed parameters about what type of likelihood for events happening are, what the effectiveness such actions would be, how long they would take, what could happen if they go wrong, etc. It gives a very real sense of what could happen in the "real" world if such things happened, taking practical considerations into the discussion instead of simply "hey, wouldn't it be cool if..." Rule of Cool always applies, especially in the video game realm, but giving at least plausible areas of concern is a great start when throwing around ideas. It would no longer be creating brand new parameters and math when determining how long a certain Keep could hold out with X enhancements, but rather a very nuanced and understood process without building an entire framework from scratch.
3) Simplicity
Yes, I know looking at a 400 page Rulebook and the dozens of other addendum books for some rulesets makes this suggestion seem laughable. Simple? One could easily write a doctoral thesis discussing the logic and practicality (or lack thereof) of something like THAC0. How is that simple?
There is a saying in business: "Do what you do best, outsource the rest."
What is Bioware known for? Character writing, story choices and (in the DA series) tactical, party-based RPG combat. That is, in a nut shell, what Bioware does best.
The DA series did not win any awards for its leveling system. The "Strength for melee damage, Dex for dodging, Constitution for Hit Points, Magic for Magic, etc." formula is incredibly simple and rather derivative. The skill sets of both DA:O and DA2 are, in a nut shell, basic DPS maximizers, not truly different playstyles (for the most part). The tactical aspect of DA:O primarily came from enemy unit placement and being able to best allocate your units (I'm omitting DA2 simply because of the dreaded wave mechanic presence). The non-combat skills, seen only in DA:O, were hopelessly unbalanced and really only existed just to have those said skills.
If the best thing the DA series does in terms of its mechanics design is either a fairly clear copy/paste of 99% of RPG genres, then their strength comes from encounter design, not gameplay design. Which means the rules could be Monopoly style and they would still have the same chance of failing or succeeding based on their own merits. So why should DA seek to re-invent the wheel every game to try and accommodate some new feature they want to implement (such as, say, mounts, which we are going to see in DA:I) when an existing ruleset covers many of these topics already (such as nearly every form of mount combat known - or imagined - by man)?
By having a defined ruleset, the team can quit trying to work on class balancing, or skill distribution, or determining the math on if trying to row a canoe through swampy waters... others have come before and done all of the heavy lifting on this. All DA would need to do is tweak these formulas and it could easily be applied for all future features, situations and instances.
Wrap-up
I've referenced primarily D&D in this thread. This is for two reasons - it is the most documented (and therefore, covers the most scenarios) and it is the system I had the most experience with when I was doing PnP RP'ing. However, it could really be any existing ruleset. In fact, Dragon Age has its own PnP ruleset made by Green Ronin. This is fairly straightforward stuff, with a few variances to make it fast paced but enjoyable. If this system was made the basis for the DA games as well, such that one could conceivably play a PnP campaign exactly like a video game session (or vice versa), this would be a very passable solution*. And it would help take a lot of the number crunching and work that can come with creating a brand new system of gameplay right alongside new encounters, new plots, new systems and all the other work that comes with making a game. Essentially, it would let them focus on making a new game, instead of INVENTING a new game along with the rest of the dev work.
*my only caveat here would be that the DA PnP system is not nearly as fleshed out as some other PnP rulesets, so it would lose a lot of the benefit from already having a source that covers many different situations - that being said, it could also work that anything created in a video game could be ported to the PnP (and vice versa) and, hence, to future games/titles, so it would save them from having to duplicate their efforts in many different forms of media when they want to make a new rule/piece of logic.





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