In choosing a starting class theres a few things you'll need to look at.
Main stats are
Strength and Constitution for Warriors, which gives secondary bonus to Fortitude and raises Health.
Dexterity and Cunning for Rogues, which gives secondary bonus' to Critical Chance and Defence/Critical Damage.
Magic and Willpower for Mages, which gives secondary bonus' to Magic Resistance and Mana
Rogues can also open locks, disarm traps. Warrior and Rogue get Bethany, Mage gets Carver.
Keep in mind that DW in this game is restricted to Daggers ONLY.
If you mess around you can make them look like a sword though.
Also that damaging Mage spells are determined by both your attack stat AND weapon base attack.
I'm not sure how this will work with DW daggers, you might have double attack.
Again pertaining to Mage spells, many Damaging Mage spells will have no cooldown/animation when used.
Fireball,Winter's Grasp, Stonefist, Chain Lightning have no cooldown.
Cone of Cold, Firestorm, Petrify, Tempest do have cooldowns.
Those are the ones I know off the top of my head. They still work fine, they just have no cooldown/animation.
Remember to remove any talent trees you aren't using as after...12 i think, the game glitches and stacks all the talent trees on top of one another, making it impossible to level up.
Lastly you don't have to worry about 3 different attack stats, as the attack stat for your class will determine the power of any attack regardless of its class.
My opinion is that you should download this mod.
http://www.dragonage...ile.php?id=2217
This will allow you to remove your choice of restrictions from the game.
I suggest just the Attribute restrictions, though you may need to use the class restrictions file as well.
This will allow you to equip any armor or dagger without being forced to invest in a specific attribute.
If you start as a Rogue, add whatever else you want.
Go with Dexterity as your main and Constitution or Cunning as your secondary.
Maybe 2 points in Dexterity and alternating 1 point in Constitution and 1 point in Cunning each level.
If you do this you'll have high Criticals, so focus on them. You'll also be able to open locks.
Start as a Warrior, add DW and whatever else you want.
Then go with Strength as your main with a secondary of Constitution for the health, maybe some cunning.
This will give you high raw damage, high health and make you impossible to knock down.
Starting as a Mage, add DW and whatever else.
Your main is magic, this will give you high defense against magic effects, like fears, sleeps and freezes.
Secondary to whatever you want, constitution or cunning are good choices.
Though you will have less health then a warrior, you'll have more mana.
From what I've played so far being a mage wont effect to much aside from some companion dialog and having Carver.
Its disappointing me, here I am, a guy in a dress, running around Templar throwing fire balls out of the end of my staff and noone seems the least bit suspicious of me, not even a dirty look.
I feel like going up to them and hitting them in the face with a sign that says MAGE! maybe then they'll figure it out.
EHEM Back on topic.
If you don't want to use the mod then your only choice is Rogue as you need Dexterity to equip daggers without it.
As for willpower, if you add the Warrior - Battle Master tree
http://dragonage.wik...emaster_talents
Bolster has no cooldown so it can be spammed to recover mana/stamina at 5% per.
Then at level 8 you can pay a 2nd point for Second wind, a 100% regen.
So run down the list, compare it to how you want to play, and you'll have your main class by the time you reach the end.
One last thing I should mention is that without Strength for Fortitude a Mage or Rogue who charges into the front lines will spend most of his time on his back, Mage more then Rogue.
So you will have to spend some points in Force Mage.
I don't know if Rogue trees have a +fortitude skill.
On normal it wont be much of a problem, but on hard it is, and on nightmare you'll never get an attack off.
Hope all this helps.