Monday, July 2, 2012

Dungeons & Dragons: Ace Attorney (Part 2)

Last week, I finally got around to creating a character from Phoenix Wright: Ace Attorney as a Dungeons & Dragons: Encounters character.  Inspired by my work, I continued crafting characters out of that same framework.  Although practically every character in that game does not fit within the fantasy framework, I found it easier and easier to jam certain characters into certain roles.  Honestly, the further I went it, the more I realized that if they could fit Phoenix Wright into Ultimate Marvel Vs. Capcom 3, I could fit Phoenix Wright (and friends) into Dungeons & Dragons.

Miles Edgeworth had been a character I had thought about for quite some time.  It only seemed natural for the "Devil Prosecutor" to be a warlock.  It was only a matter of tweaking the pact powers and abilities until I got something that I liked.  Moving on, I felt that the Fey Pact Binder had some utility for adaptation into a Phoenix Wright character as it had the close blast and burst powers that seemed to fit right.  As I already had plans for Phoenix Wright, I tried to think about what other important character would fit this model.  From there, it began to come together.
Phoenix Wright's protégé, Apollo Justice.
Without the Warlock's Curse, there's a lot less going on.
Apollo Justice is an Eladrin Fey Pact Warlock (Binder).  It was a strange thing when the fourth game in the Ace Attorney series involved a completely different character.  Beyond that, Apollo Justice: Ace Attorney seemed a bit strange, as it featured some of the characters and game concepts introduced in the Nintendo DS only "bonus" level from the first game while introducing a new host of characters and nonsense.  Apollo himself was a different attorney than Phoenix Wright (who, by this point, had been disbarred).  One of the new gameplay elements was the ability to "observe" people as they testified, finding that little feature or twitch that gave away the fact that they were hiding something.  Truth be told, it was aggravating as hell.

All of this felt like it worked, just a bit, into the Fey Pact Binder.  His At-Will attacks fit nicely into the iconic "Objection" and "Hold It" maneuvers of the game while his Encounter power was torqued to feel like Apollo's iconic "Gotcha" mode.  Some of the other abilities and powers required some thought, but this became easy to do once I actually remembered Apollo's story and how he fits within the greater Phoenix Wright universe.


Nonetheless, Apollo was worth conversion in the Dungeons & Dragons model because his mystical bloodline fit well with some of the things that felt otherwise un-lawyerly.  As a decedent of the great magician Magnifi Gramarye, magic was part of his thing.  Rolling him in with the rest of the family of magicians seemed appropriate for his more ridiculous powers, such as the Eladrin Fey Step.  As I proceeded to build other characters from this game, it worked even better as another character could also share in the "Gramarye Bloodline" in a similar way.


Hopefully, Apollo Justice can bring something new and interesting your Dungeons & Dragons: Encounters sessions.  He is ridiculous, absurd, but most importantly he is all Essentials.  He should be relatively simple for new players to get into and have fun playing.

No comments:

Post a Comment