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Icarus rules DA Forum

Herddice rules of scaling

Weak enemy 1,75 X player combined damage attribute (Strength, dexterity, magic etc.)

Strong enemy 3,5 X player combined damage attribute

What about that pesky bandit and base HP though? Well I focused on what rolls could make a
value of 15 assuming it is a level one adversary. First it has 2 constitution, so subtract those.
Given I also roll a 1d6, and average is roll is 3 or 4. If I use 3, I get a base HP of 10. Terrific,
i’ll use that now and come up with a better result if required. Luckily I don’t. A base HP of 10
added to the previous formula give me an almost an identical trend line to the original threat
level data. Therefore I introduce the adversary HP Level formula (don’t forget to round).

Adversary HP Level Formula


HP = 10 + Level*(1.75 + Constitution)

On average these adversaries will be a little weaker than PC’s during the first 10 levels, but
then catch up in HP by level 20.

Alternative levels

1. Focus, Talent, Talent, Ability


2. Focus, Talent
3. Focus, Specialization
4. Focus, Talent, Class
5. Focus, Ability
6. Focus, Talent, Specialization
7. Focus, Ability
8. Focus, Talent, Class
9. Focus, Specialization
10. Focus, Talent
11. Focus, Ability
12. Focus, Talent, Specialization, Class
13. Focus, Ability
14. Focus, Talent
15. Focus, Specialization
16. Focus, Talent, Class
17. Focus, Ability
18. Focus, Talent, Specialization
19. Focus, Ability
20. Focus, Talent, Class
Pinpoint Attack Changes + Assassin, Light and Heavy blades.

When thinking about specialization balance, initially I held up the Assassin as an example of
what specialization design should be like. It contains strong rogue themes and each level
positively adds to the potency of the character. It wasn’t until I achieved some success is
modelling weapon statistics and design that I started to notice problems. There basically was
no mechanism for light accuracy weapons to compete on the same level as two hand weapons,
except if you are an assassin rogue. Thus I realized pinpoint attack is a mechanic to allow
rogues to compete with damage, but not one handed weapons in general. I tried with little
success to see if I could create something that balance the damage using dexterity modifiers or
using negative minimum strength as a bonus for accuracy weapons. After a couple of weeks I
think I have the strongest approach to this problems and it doesn’t even change the rules that
much at all.

Pinpoint attacks are still a rogue class ability but it will have the dexterity test removed
(basically the master talent of the assassin spec). When I analyzed available adversaries in
published books (FAGE and Titansgrave) defense and dexterity were 12 and 2 (41% of
baddies). This means that dexterity isn’t really intended as a stat that varies in adversaries and
so having a dexterity of 3, meant that pinpoint attacks are appropriate 67% of the time. So
basically pinpoints are likely most of the time, making it not really a choice or active ability.
How can you make it more engaging? Remove the dex restriction like in the mastery talent.
With that done let’s fix the assassin spec we just broke.

I have been data mining all the talents and specializations for potential patterns and
guidelines. The difficulty has been creating a power measurement for the different bonuses.
Damage, stunt points, hp, armor were not to hard. 1 stunt point is worth a fraction more than a
straight +1 damage modifier (after you account for probabilities) thus any talent that reduces
SP cost is worth about 1 damage in bonus. Looking across all talents (not specs) the pattern I
saw was a flat 2 point value for talents at each level. Some were stronger at master level but
not always. Therefore I expect my recommendation for talent balance might be 2 value points
for each tier. Specialization talents however should be (feel?) like a extra special kind of
talent that should contain more value points. For specialization I might suggest value points of
2,3,4 for the increasing tiers. Using this value point guideline I was able to see that the
assassin spec already matched this idea pretty good and was able to tailor a master tier that
balanced out the value numbers.

Assassin Specialization

You know how to kill quickly and efficiently.

• Novice: You can assess a nearby opponent and spot weaknesses to exploit in combat.
With an Activate action you can Mark for Death a visible target within 10 yards of
you. All ranged and melee attacks against a target marked for death receive a +1
damage bonus. The Mark lasts until the end of the encounter, the target is slain, or you
pick a new target with another Activate action. You can’t maintain active Marks on
multiple targets at the same time. A single character cannot be Marked for Death more
than once in the same encounter.
• Journeyman: You know how to exploit your target’s weaknesses. When you make a
Pinpoint Attack against an opponent you have marked for death, you inflict an extra
1d6 damage.
• Master: Even the quickest of targets cannot escape you. Your Pinpoint Attack rolls
always cause your at least Dexterity in damage.

The novice tier is worth 2 points. One point for the additional damage to the rogue character
and one point for the extra damage provided by having at least one person in your group. The
journeyman tier is 1d6 which is worth 3.5 point (average damage). this is a little over the
suggested value of 3 but can be compensate for by trying to enforce that all points for a spec
be less than 9 (2+3+4). The master talent for a single pinpoint attack and a dexterity value of
5 (most you can get efficiently) adds 1.6 damage to the average 1d6 roll {(5*5 + 6)/6 - 3.5}.
Since a master has 2 pinpoint attacks the total value is 3.33 which is less than the suggested
value of 4. However overall the assassin spec is worth 8.83, right on target of 9 (ish) total.
The nice thing about the master talent is that it still ties dexterity to rogue damage but not in a
restrictive way. It also allows difficult (inefficient) ability to max out pinpoint damage if you
really want to invest in 6 dexterity (or have an item that gets you there).

Cool, now that I have shown how I “fixed” pinpoint attacks from being themselves a fix to
poor damage output, I have one more idea to toss out to the community. It is based on the
weapon stats model I made a few weeks ago. Here goes:

Weapons now can come in flavours of heavy and light. This modifier increases or
decreases the minimum strength requirement of the weapon and moves it along the
weapon damage curve.

For example lets take a battle axe: 2d6 damage, 1 min str (1h). This weapon happened to not
change when transformed onto my damage curve. A heavy battle axe would now increase its
minimum strength by 2 but also increasing its base damage to 2d6+2. A light battle axe would
decrease its minimum strength to -1 and reduce its base damage to 1d6+2. Since daggers (and
similar weapons) are already in the 1d6 zone they would not be appropriate to add the “light”
modifier unless you really wanted letter opener with a min str of -4 with a damage of 0d6+2.
(Now that I made myself do this, the weapon curve does kind of make sense further in the
negatives). Another example would be a two hand weapon like the two hand sword. A light
two hander would have its min strength reduce by 2(4) (2 hands times 2) putting it at min str
of 1(2 1h) and a damage roll of 2d6. A heavy two hand sword would move up to 5 min str (9
1h) and have a damage roll of 4d6.

One could also consider a penalty/bonus for these light and heavy modifiers that could act like
armor penalty. A light weapon improves your speed by 2 while a heavy weapon decrease
speed by 2. A defense penalty might be put it if your not trained in the weapon group (haven’t
figure out how to do away with weapon groups quite yet).

Off Hand Weapon Value


The biggest revelation of this minimum strength formula is the adjustment of the two handed
weapons down to 2 from the 3 used in the rule book. As a result I think one can infer some
meaning from a main hand and an offhand.

In the rule book, dual weapon style describes an offhand weapon requiring 2 additional
minimum strength. If we reverse the formula we can derive that a weapon with exactly -2 min
strength (offhand penalty) has a value of 3.8. A value of 3.5 however is a min strength of -
2.1875, exactly negative of the two hander.

So fudging a tiny bit for rounding we can say that a two hand weapon is the same value as a
main hand plus offhand. As a result this solves for us the problem of the 2h versus dual wield
imbalance.

Two Weapon Fighting Base Mechanic


You can fight with a weapon in your main hand (primary weapon) and second weapon in your
off hand (secondary weapon). The secondary weapon is considered to have a minimum
strength two higher than normal. When attacking, make a single attack roll and if successful
roll damage for both weapons.

Two Handed Weapon Base Mechanic


When holding a weapon with both hands, the minimum strength required is reduced by two.

Mage Weapons
This means a mage can easily wield a quarter staff in a two handed manner. We can increase
the staff damage to 2d6 for a minimum strength of zero. Since the two handed mechanic
reduces the min strength to -2, the mage can use it effectively.

Optional Rules

These are some optional rules we use in our Dragon Age campaign. I used them a lot and I
count them as a success - players loved it because it made the game even faster and more fun.
You can use them in any AGE game.

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Faster Combat: Simplified Damage

There are no damage rolls (skip the "Inflicting Damage" paragraph on DA: Core, page 52).
The attacker makes attack rolls normally. On a hit, the damage dealt is equal to a specific
number plus the result of the Dragon Die. This number is determined by weapon, spell or
attack used. The logic behind this is simple: since the dragon die result is used to determine
the result of a test, it also could be used to check for damage.

To calculate the base damage of a weapon or attack, simply consider that each d6 of weapon
damage in the AGE is worth 3,5 points of damage in this variant rule (round down). Weapons
and effects causing less than 1d6 damage deal +0 damage. Modifiers do not change. So, by
this rule, the basic damage for some weapons are:

Less than 1d6 damage: +0 / 1d6 damage: +3 / 2d6 damage: +7 / 3d6 damage: +10
Modifiers on the base damage of the weapon add to this number. So, a weapon with base
damage 2d6+3 deals +10 damage and a weapon with base damage 1d6+2 deals +5 damage.

So, a Str 3 character wielding a longsword (2d6 damage) deals 7 points of damage for the
sword, +3 for Strength, plus the result of the Dragon Die on a successful attack roll.
Remember that the arcane lance power is considered a weapon.

Example: Oghren (Str 4) attacks with his trusty two-handed axe (damage 3d6). In the normal
DA:RPG rules, Oghren would deal 3d6+4 points of damage. By the Faster Damage rules, he
delivers 14 + (Dragon Die result) damage with each successful blow. He rolls a successful
attack against a genlock with [2, 1, (4)] on the dice, so he deals 18 points of damage before
reducing the genlock's armor rating. All of this without the need for an extra roll.
Starting at level 6 remember that if the character has the appropriate focus on the ability check
rolled, it adds +2 to the dragon die result. It also applies to damage and it is cumulative with
the Veteran warrior power (so, Veterans/level 12+ warriors essentially add +4 to the damage
when they attack with the appropriate focus or +5 if the focus was taken twice).

Spells, Stunts and Special Attacks

Rogue's Backstab: A successful basckstab adds (2x dragon die) to damage.


Journeyman Chevalier: An attack with a weapon from the lances group adds (2x dragon
die) to the damage (+1 with any other weapon).
Journeyman Templar: The templar drains (dragon die + Magic) mana points with each
successful hit.

So, when Alistair (longsword, Strength 4, Magic 3, Heavy Blades x2, expert strike, veteran)
hits an emissary with 4 on the dragon die he deals 20 damage (longsword 7, Strength 4, focus
2, dragon die 4, veteran 3) and draing 7 mana (dragon die 4 plus magic 3).
Master Assassin: The assassin adds (3x dragon die) on the damage for backstabs (instead of
2x).

So, when Zevran (dagger, Strength 3, backstab, master assassin) backstabs a shriek marked to
die with a 3 on the dragon die, he deals 19 damage (dagger 4, Strength 3, focus 2, dragon die
3x3 = 9, +1 for having marked the target).
Some effects do not depend on a roll to work. These include things like Journeyman Reaver
(deal 1d6+Will damage to opponents in area - without the need for a roll. These effects work
the same way even if you use these rules. These are usually effects that work on their own
instead of improving another attack.
Spells: The base damage for spells is 5 points per d6 (not 3,5 points) and you add the result of
the Dragon Die on the spell roll to the damage or healing. YES, THIS MAKES SPELLS
THAT MORE POWERFUL, but it also balances out the fact these effects consume a finite
and important resource. And also, in our games we always considered magic to be a little bit
underwhelming. It doesn't work in your game? Simply reduce the damage to 4 points/d6 or to
the same level as weapons (3,5 per d6).

Arcane Bolt and all other spells that add "dragon die" to damage do not add it again. So,
arcane bolt deals 10 + dragon die damage, Stone Fist deals 5 + Magic + dragon die
penetrating damage, fireball deals 15 + Magic + dragon die in an area, etc.
What happens when someone resists a spell?
In our games if you resist a spell you simply take half damage and the reduced effects
described in the spell, if any.
Stunts: The Mighty Blow or Mighty Spell stunts deal +4 damage; the Lethal Blow or Lethal
Spell stunts deal +10 damage. We calculate an average of +2 damage per stunt point. If you
don't like the idea, simply change it to +3/+7.

Final Considerations
~ Average damage is higher than on vanilla DA:RPG. This means both monsters and PCs go
down faster. If that's not what you had in mind, simply cut one die from the base damage of
all weapons when calculating damage with these rules.
~ Combat is much more fast and furious. Descriptions and roleplay should go on with it.
~ Have fun!

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Grunts
Did you play Dragon Age: Origins? If the answer is yes and you're like me, you played on
hard or nightmare modes and that probably reflects on how you play the tabletop RPG. Also,
you probably were moved to tears the first time you slaughtered "genlock grunts" and
"hurlock grunts" and felt like the hero you were supposed to be. Well, let's do the same on the
tabletop RPG, shall we?

If you use this rule, some minor NPCs can be simplified even more in combat, to make the
game faster. Minor characters (including minor monsters) are treated as grunts - mooks and
minions without importance to the story that can be cut down without pause. Grunts follow
these rules:

Simplified Health: Grunts are taken out of combat when they take, in a single blow, damage
equal or greater than 5 + Constitution + armor value (ignore armor value if damage is
penetrating). In this case, simply consider the blow was strong enough to reduce the grunt's
Health to zero or render it unconscious (player's decision, as explained on DA: Core, "Pulling
Killing Blows", p. 52-53).
No Stunts: Grunts can't perform stunts against hero characters, EXCEPT special power stunts
or racial stunts (as a spider's venomous bite). Basically, they're limited to the stunts marked as
"favored stunts".
No Checks to Resist Effects and Stunts: Grunts can't roll to resist stunts and effects - they're
always affected by the hero's special powers and stunts.

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Learning Weapon Groups


As an optional rule, the GM may allow a character to learn a new weapon group in place of a
focus. You can only do that if your character would be eligible to take a focus in the ability
that governs the weapon group. For example, if your rogue wants to learn the heavy blades
weapon group, he can take it instead of a focus when he would be eligible to take a Strength
focus.
No-Stunt Games

What if we decided to play the Dragon Age RPG without stunts? This idea came to me after a player
complained about a certain 'unfairness' in the stunt system. So, what if we could add Stamina for
rogues and warriors (just as mages have mana) and allow them to use it to perform special
maneuvers whenever they want?

Basic Idea
Mages have a mana pool, rogues and warriors have a stamina pool.
Stamina is 1d6 + Willpower at 1st level, and grows by 1d6 + Willpower every level thereafter, up to
level 10. After level 10, it grows by Willpower every level. Rogues add +5 to their stamina pool.
Stamina is recovered just as mana. The GM may add "stamina draughts" in place of mana potions to
recover stamina.

Stunt Cost
A rogue or warrior may perform any stunt whenever they want, paying the stamina cost in advance.
The cost is spent even if the attack roll misses. They don't need to roll doubles to activate the stunts.
The effect of the stunt is added to the normal effect of the attack (damage or otherwise).
If a character gets a stunt bonus (a reduction in cost for a specific stunt due to a talent or something
like that) simply reduce the stamina cost in 2 points (minimum 1 stamina per use).

Basic Stunts
Skirmish: 2 stamina per use
Rapid Reload: 2 stamina
Stay Aware: 2 stamina
Knock Prone: 4 stamina
Defensive Stance: 4 stamina
Disarm: 4 stamina
Mighty Blow: 4 stamina
Pierce Armor: 4 stamina
Taunt: 4 stamina
Threaten: 4 stamina
Lightning Attack: 6 stamina
Dual Strike: 8 stamina
Seize the Initiative: 8 stamina
Lethal Blow: 10 stamina

Notice that in this version, there are no combat stunts for mages. If you wish to keep spell stunts,
allow mages to perform then spending extra mana equal to twice the stunt cost. Spell stunts that
recover mana are banned, for obvious reasons. If you wish to allow combat stunts for mages, they
can be perform with mana. In this case, mana and stamina are both the same thing - they ae simply
used differently (you can call it "energy").

For this variant, an optional rule of this optional rule is that characters may recover mana or stamina
by an amount equal to the dragon die whenever they roll doubles on a combat test.
-----------------------------------------------

Animal Training and Animal Companions

These rules expand the Animal Trainin talent (DA:Core, p. 58) and Ranger Specialization
(DA:Core, p. 69).

The way the rules for rangers and the Animal Talent training were written, they are not as
"useful" as more combat-oriented talents. I've noticed that, in many tables/gaming groups,
people don't choose these talents because they don't feel they'll have an opportunity to use it.
So, here's some alternative rules for these talents.

The Animal Training talent now allows you to turn animals you train into prime examples
of their kind. You probably can sell your skill for a patron for a very high price (to train an
animal you can charge at least the price one would pay to buy it - meaning that an animal you
trained costs at least twice as much as a regular animal of the same kind). You can also keep
one (and only one) animal companion. This animal companion can be any animal you're able
to train (with GM's approval). Your animal companion is considered completely trained to the
limit of your ability (see below).
For each rank of the talent (novice, journeyman or master) you can improve the stats of a
certain kind of animal. It takes an advanced test (DA:Core, p. 213) to train an animal. The
target number and success threshold depends on the animal and each test takes a week of
work.
As a novice you can train fairly common animals: dogs, mabari, birds of prey, etc. The TN to
train these animals is 13 and the success threshold is 10. After the animal is completely
trained you can add the Elite template to it or turn a non-combatant animal into a combatant
(such as training a riding horse as a war horse able to attack on command).
As a journeyman you can train larger and uncommon animals: black bears, halla, horses,
bronto, giant rats, wolves. The TN to train these animals is 15 and the success threshold is 15.
After the animal is completely trained you can add the Elite template to it. At this level, you
can also train a novice-level animal and add the Heroic template to it.
As a master you can train exotic and rare animals: great bears, great lions, giant spiders,
wyverns. The TN to train these animals is 17 and the success threshold is 20. After the animal
is completely trained you can repeat the training and add the Elite template to it (DA:Core, p.
270). At this level, you can also train a novice-level animal and add the Epic template to it or
train a journeyman-level animal and add the Heroic template to it.
The Elite, Heroic, and Epic templates can be found on DA:Core, p. 270.

A character with the Ranger Specialization also can add templates (Elite, Heroic, or Epic) to
the animals they command.
The novice Ranger can add the Elite template to all animals summoned.
The journeyman Ranger can add the Heroic template to all animals summoned.
The master Ranger can add the Epic template to all animals summoned.
To summon an animal with a template, add +2 to the TN of the test per rank of the template.
So, luring a common animal usually has TN 13, but luring an elite animal is TN 15, luring a
heroic animal is TN 17, and luring an epic animal is TN 19.
Finally, I recommend that rangers are allowed to extend the time their animals stay with the
party. Instead of half an hour, the animal stays with the party for one significant encounter (a
"significant encounter" is any encounter where the animal's traits are useful to the characters,
at GM's discretion), and that for each encounter after that the ranger may be allowed to repeat
the Communication (Animal Handling) test to keep the animal around.

Equipment for Rangers


Rangers can buy specific lures and items to help them summon their animals. The cost for this
is 20 silver and it adds a +2 bonus to lure a single animal.

New Magic Item

Ranger Collar
This collar is masterfully crafted and can fit animals from the size of small dogs to large
bears.

When a ranger tries to lure an animal using this collar, the time to lure the animal is reduced
to 1 minute.

Item Type: Animal collar; Estimated Value: 2-4 gold pieces.

-----------------------------------------------
Low Level Characters with Specializations
The three Dragon Age Journeys companions presented below - Ardum, Ryanth, and Martine - are
unique because just like Morrigan, Leliana or Alistair from Dragon Age: Origins, they have
specializations before 6th level. Such a thing is not possible by DA:RPG rules, but happens a lot in the
games. So, what can we do?

Well, as they are NPCs, you should not worry about it. But you can also allow your PCs to treat
specializations as any other talent, so they could be selected before 6th level as specialized training.
The character still needs the prerequisites for the specialization.

Rough GM Idea: “High-level” 1st-level characters


I have a confession to make: I just recently started playing Dragon Age: Inquisition and thus
far I only finished the first mission. Yeah, I only finished the intro of the game! So, I have no
idea of the story ahead of me, because I managed to actively avoid spoilers so far (so, please,
let’s keep it that way). But being a veteran from Dragon Age: Origins and Dragon Age II (and
respective DLCs), and a fan of almost all related media (comics, movie, webseries, etc.) I was
thrilled to see that my first companion was Cassandra. I mean, my first companion was
nothing less than the Seeker of Truth herself! One of the most amazing, experienced, and
competent warriors in the world!

And there she was, a 1st-level warrior in all her glory, ready to… Wait, what? Cassandra-
freaking-Pentaghast? A 1st-level warrior?

Well, duh, obviously. I mean, it’s a videogame, not a tabletop RPG. All her background and
obvious high level must be ignored in order to make her an appropriate companion for the
main character, your character – otherwise she could “steal the spotlight” from you and, even
worse, you wouldn’t get to develop her through every level to have her stats, talents, and
powers exactly the way you want. This is just one of the many ways in which a videogame
and a tabletop RPG are different – because if the Inquisition storyline were a Dragon Age
RPG campaign, Cassandra would probably be a high level NPC, right? So, we have to accept
these little differences in order to enjoy two very different mediums of storytelling.

Do we, now?

Well, yeah. But then I started paying attention to the other characters and companions
introduced immediately in the story, including my own character, the Inquisitor. Everything in
the story was telling me those were powerful and experienced people, starting the campaign
as 1st-level characters just because those are “the rules” of the videogame. Thinking about
that I realized: what if I want my players to start with powerful characters in the Dragon Age
RPG? What if I want them to play as knight-commanders, Seekers, head enchanters, master
assassins…?
Well, you all know the obvious answer: start a campaign with characters above 1st-level.
Make them roll or create new characters and advance them to the desired level.

Yeah, right, but what if I want them to be more powerful and I still want them to have the
thrills of going through all the 20 levels?
My answer was to use one of my favorite rules in the Dragon Age RPG: simply apply a
progression. Progressions (DA:RPG Core, page 270), however, are meant for NPCs and not
player characters, obviously. Well, in face of such a dilemma I say: So what?

So, I decided that if I ever run a specific campaign where all characters are “movers and
shakers” of Thedas, with extensive backgrounds and objectives and goals to match their
exalted status, the players will start and 1st-level heroes with several “built-in” benefits
gained through a specific progression. I also ruled that the progression cannot give the
character the benefits of high-level class powers but it could give the hero ranks in a
specialization talent. The exact type of progression would depend on the power level planned
for the PCs and the campaign.

Here’s a quick recap of the progression rules:

Elite progression: roughly the equivalent of 3 levels. Add 1 to any three abilities, add two
focuses, increase Health and Mana (when applicable) by 5, and add two focuses and one
talent degree.
Heroic progression: roughly the equivalent of 7 levels. Add 2 to any two abilities, add 1 to
other three abilities, increase Health and Mana (when applicable) by 15, and add four focuses
and two talent degrees.
Epic progression: roughly the equivalent of 10 levels. Add 3 to one ability, add 2 to any two
other abilities, add 1 to any three others, increase Health and Mana (when applicable) by 20,
add five focuses and three talent degrees, and increase armor rating by 3 (this can be done
granting the character an innate power, improved protection items such as better armor or
amulets, or a mix of both).
Update: I also got this idea. These characters should be able to choose Specialization
Talents with the extra talent degrees they get from their progressions. That way you can
play a 1st-level templar, blood mage, legionnarie scout, etc... These characters could improve
their specialization or get regular talents at level 6/8/10. Just notice that they still can't have
more than two specializations, so if such a character gets a second specialization at level
6/8/10 he must either improve one of the chosen specs or get a regular talent at levels
14/16/18.

These are the basic ideas, and since I haven’t run a game like this and haven’t even finished
Dragon Age: Inquisition yet, it may take a while before I put it to the test. As always,
feedback and insights from the community are appreciated, and if one of you ever try this at
home please let us know how it went!

Alurvelve

The system is pretty much identical to the ones that you posted. With the exception that we use
Cunning instead of Willpower to determine Stamina. The other difference is that we allow Mage's to
also have a Stamina pool and use the stunts as well. Just like the normal stunts all of the magical ones
have their costs doubled for the amount of Stamina it costs.

In our campaigns we have also gotten rid of the 1d6 rolling to increase Health/Mana/Stamina. At
each level you only gain whatever your attribute stat is instead. But the numbers are retroactive. This
was done to shorten combat and make things a bit more deadly and therefor intense/exciting. We've
also lowered the Armor reductions of everything (2, 3, 4, 5, 6, 7) to help create that same flow.

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