Specializations
A specialization is another way to customize your character and focus your class. If you say your character is a warrior, that’s a broad statement. If you say that your character is a templar, that says a lot more about them.
A specialization is another way to customize your character and focus your class. If you say your character is a warrior, that’s a broad statement. If you say that your character is a templar, that says a lot more about them.
Your character has areas of natural aptitude and/or special training called talents. They provide a way to customize your character that goes beyond background and class. Choosing talents is thus an important part of developing your character.
In ages past the use of magic was outlawed outside the Tevinter Imperium, and those who practiced it were persecuted and hunted. This only got worse with the rise of the Chantry, as the new religion spoke out against magic as corrupt and evil. Magic, of course, was also quite useful, particularly when fighting creatures like darkspawn. This led to a compromise in which mages could legally practice magic—but only under the watchful eye of the Chantry.
The warrior is the classic fighter. You can use this class to represent any kind martial character. Your character could be an ex-soldier, a caravan guard, a mercenary, a member of a militia, or a former blacksmith turned adventurer. A warrior may fight for honor, revenge, justice, money, or a better tomorrow. Some members of the warrior class have received formal training and others fight by instinct; all can handle themselves in a fight.
The rogue class represents the classic trickster. You can use this class to represent a thief, scoundrel, or conman, or a scout, expert, or spy. While a warrior gets by on brute strength and a mage on arcane power, a rogue relies on quickness and cleverness. Whether engaging in witty repartee or slipping a dagger between an enemy’s ribs, a rogue must be artful to win the day.
There is magic in all living things, but only a rare few beings can manipulate it. The mage class represents these users of magic. They have been gifted (or cursed, depending on your point of view) with the ability to absorb mana, the life force of living beings, and use it cast magical spells.
There are two ways to gain levels in Dragon Age. First, the GM may simply elect to inform players when their characters advance a level. The other way to advance is through experience points.
A campaign is referred to as “points of light” when the details of individual sessions (and the larger campaign) are driven by player agency. Consider that for the players in a campaign, the larger world is mostly unknown. The wider goings on, and how they relate back to the players is mostly unknown, ready for them to discover.
Moreso than most standard tabletop roleplaying games, this Dragon Age campaign will depend heavily on the choices made by the players of the game. Most conflicts in this campaign will not resolve simply, but come down to a choice.
Focuses and talents provide game system benefits, but they also give you convenient back-story hooks. Let’s say you take the Horsemanship talent. Well, where did your character learn to ride horses? Perhaps an uncle passed on his expertise or maybe it was part of militia training. You can come up with anything you like, but answering the question tells you more about your character.