Dragon Age: A Sword of Glass
Points able to be placed in any one ability are at 6, including character creation, leveling up, and racial/background bonuses. This rule does not include ability points gained through magical items or other methods. This may change with the expansion set soon to be released.
Every enemy killed is given an experience point value based on the enemy’s relative difficulty to the party. Players may also put forward another party member for a special, small experience bonus for taking risks, creative thinking, or exceptional performance (good dice rolls, usually). There is also a quest acceptance and completion bonus, usually equal to several large combat encounters.
The GM will lay down several cards on the table and determine the number of cards to be drawn by the players based on enemy level, location, and equipment. Players who encounter a specific loot item that they wish may trade in their ability to draw a card for that item. Cards are drawn by the players and given over to the GM for value; all loot is shared and seen by the party until it is decided who will take the particular item. Cards go in linear order of value (Kings are worth more than Queens, etc.) and are often, in place of coins, objects for bartering and crafting materials. Face cards and aces are equipment.
If you have the beta test for Dragon Age Set 2, you know about specializations at level 6. Rather than simply taking one at level up, players must unlock them for the party, either by finding a way to learn it via book or person, or consistently performing actions in accord with the specialization, such as assassin or commander. In addition, other ways to specialize your character are available through the Dragon Age lore, like a weekend’s worth of demonic posession, a blood pact with a Tevinter Magister, and making an animal companion an integral part of a player’s fighting style.
Items from the Dragon Age series are always a good place to start, and the Dragon Age Wiki is excellent. Quality improves weapons in a basic D&D way, for example: an Iron Longsword has an attack of 0 and damage of 1d6+4, while a Veridium Longsword has an attack of 0 and damage of 1d6+6.
Armor: No major changes except for the quality modifier.
Weapons: All weapons have a static value for attack and damage, based on their type. Generally, one handed weapons and throwing weapons have an attack bonus, or at least no negative, with 1d6 as their basic damage. Two handed weapons have an attack negative, but roll 2d6 as their basic damage. Bows, except longbows, do 1d6 but are very accurate; crossbows and longbows do 2d6. In addition, their is a two attibute rule for attack and damage, adding in one ability to attack and another one to damage.
Runes: Add a variety of elemental damage effects, resistances, and generally anything special. Runes come in Novice, Jouneyman, Master and Grandmaster quality, with price tags increasing exponentially.
Initiative: The first player to declare an attack action rolls initiative for the party, adding their cunning score to the total; the victorious party will act first and go in clockwise order.
Miniatures: During possible combat encounters, players are distributed across the gamespace, with icons for enemies. If no marching order is declared, the first player to ask “where are we?” gets to dubious honor of rolling the party’s icons across the battlefield.
Called Attacks: Any player can perform a called attack, with an attack penalty related to the difficulty of the shot. Players are forced to beat a new defense, with the attack penalty, in order for the attack to succeed.
Magic: Mages have the ability to supercharge a spell by sinking an exponential amount of mana into it, with effects relating to how many rounds they charge the spell. The Target Number of the spell also increases with this charging.