Or even +2 Swords. I really like dice mechanics.
Anyway to put in an initiative roll into Dragon Age?
Or even +2 Swords. I really like dice mechanics.
Anyway to put in an initiative roll into Dragon Age?
What exactly are you asking for? Can you give more details of what you want or what you think is lacking?
What exactly would initiative do?
Its main function is to determine the turn order of a turn based game. It has no real use in a real time combat system.
I think a +1 sword adds 1 to your attack and damage rolls.
Because Dragon Age is not Dungeons and Dragons.
Sadly, and everytime I remember it I cry =(
Attack rolls determine whether you hit you opponent or miss. I don't remember the details but I'm pretty sure rolling a 20 is an automatic hit even with armor. I don't remember the rest maybe someone else will help me.
Attack and Defense are completely reworked in Inquisition compared to DA:O/2. In those, the determined whether characters miss or hit. In DA:I Attack % is simply bonus damage for your hits and some abilities, while defense % lowers incoming damage like armour. Characters don't miss anymore. At least, not by chance. They miss all the time ![]()
Attack rolls determine whether you hit you opponent or miss. I don't remember the details but I'm pretty sure rolling a 20 is an automatic hit even with armor. I don't remember the rest maybe someone else will help me.
I think what's confusing people is that Dragon Age doesn't use a D20 system. Inquisition doesn't roll for to hit like D&D does, you simply hit the target if your weapon visually connects with it.
Since Inquisition doesn't use to hit, we're not certain what purpose such a stat would serve in the game.
Same with Initiative. It's used to determine the turn order in a turn based combat system, but I'm not sure what function you think it would serve in Dragon Age that uses real time combat.
I'm not saying they should put in initiative rolls in a action game but they could determine who moves first. Adds a little randomizing instead of just using distance to opponent. I was just mostly saying initiative rolls to jog the memory for the turned based dice games.
Oh, the D20 system. This is what the old isometric Bioware RPG's used. +1 is a +1 chance to hit and +1 to damage. Essentially it makes it easier to hit and deal more damage. I'll never forget feeling like a god once I got my hands on a magical sword. However, I didn't much like the D20 system at early character levels. You literally stand in front of your enemy and exchange missed swings.
Because this is not a dice game and it has a different rule set.
Ha ha ha Roll playing game. Oh I like that.
However, I didn't much like the D20 system at early character levels. You literally stand in front of your enemy and exchange missed swings.
The enemies that use healing and/or regenerative stats were the worst. You work your but off to get them to "wounded" status or something (thinking Neverwinter Nights) then they heal...
Or even +2 Swords. I really like dice mechanics.
Anyway to put in an initiative roll into Dragon Age?
Strictly speaking when you have +Attack% it amounts to a somewhat functional analogue (at least damage wise; DA:I does not have an accuracy statistic).
In the end, it all reduces to DPS anyway.
Nope. For you it all reduces to DPS anyway. Always trying to remember people that each person plays the game in different ways and for different reasons...
Magic enchantment is a concept, it have a lore, a mechanic, it all differs from game to game, fro setting to setting. I'm not saying you are wrong, but I expected you to know that not all people summarize RPG to how it works out in the end. For instance I hate Sulevin Blade stats and properties when it comes to effectiveness but I thought of making an elven warrior for the sole purpose of roleplaying an elf that heard the tale of sulevin and decided to find and restore the blade as a path of life.
Seriously, it is (despite my whining) a RPG and when you roleplay sometimes there is more to a +1 than a +1hit and +1damage, sometimes there is not.
Nope. For you it all reduces to DPS anyway. Always trying to remember people that each person plays the game in different ways and for different reasons...
Magic enchantment is a concept, it have a lore, a mechanic, it all differs from game to game, fro setting to setting. I'm not saying you are wrong, but I expected you to know that not all people summarize RPG to how it works out in the end. For instance I hate Sulevin Blade stats and properties when it comes to effectiveness but I thought of making an elven warrior for the sole purpose of roleplaying an elf that heard the tale of sulevin and decided to find and restore the blade as a path of life.
Seriously, it is (despite my whining) a RPG and when you roleplay sometimes there is more to a +1 than a +1hit and +1damage, sometimes there is not.
Nope. For you it all reduces to DPS anyway. Always trying to remember people that each person plays the game in different ways and for different reasons...
Magic enchantment is a concept, it have a lore, a mechanic, it all differs from game to game, fro setting to setting. I'm not saying you are wrong, but I expected you to know that not all people summarize RPG to how it works out in the end. For instance I hate Sulevin Blade stats and properties when it comes to effectiveness but I thought of making an elven warrior for the sole purpose of roleplaying an elf that heard the tale of sulevin and decided to find and restore the blade as a path of life.Seriously, it is (despite my whining) a RPG and when you roleplay sometimes there is more to a +1 than a +1hit and +1damage, sometimes there is not.
I'm confused. Outside of mechanics, the lore and concept is quite similar to D&D in many respects when it comes to the weapons. That said I don't think I've ever seen anyone actually say that the +1 D&D mechanic has RP value.
Baldur's Gate.