Hello to all: new member coming in. First of all, I'm not a native english speaker, so forgive my english.
Having played the pen and paper version of The Dark Eye (TDE) and now playing Drakensang, I'm maybe able to contribute to the first impressions of the game.
I played the game for like 10-15h now. I took my time, cause I wanted to dive into the world I know form the p&p-sessions. I'm a game master for a p&p-group. So I invested some time getting known to the ruleset, the world and the ideas behind TDE. The lead designers of the game themselves were p&p-players of the game. The story was written by authors, who mainly write the adventures of the p&p-game. TDE has several differences to AD&D (although I must admit, that I hardly know the AD&D rules and adventures --- so I'm standing on thin ice...
). Magic is not that big in Aventuria. It is very uncommon to wield a weapon, which does magical damage. Weapons won't get buffed with a "+1" like in AD&D. It is more like: The stronger the charakter, the more experienced he is with techniques of melee combat - the higher the damage he is dealing. Sharpening your axe will do more damage. OK, there is still some magic in the world.
But the general idea is, that magic should be something special, seeing a magic sword should be unique and only legends know what it can do. So there is in general no "+n, n=1,2,..." in this world.
Another thing is combat. In the p&p-games you really have to try to avoid confrontation. Healing is not like drinking something and everythings fine. There are healing portions, but again, they are rare and expensive. The p&p-adventures are more about riddles, exploring, talking, interaction and so on. Still you will have your boss fight. That is also the reason, why you have so many skills and special talents. So even a scientist, who doesn't know which end of a sword to hold can be a essential member of your group. Cause he can help you with all his knowledge skills to solve some riddles. Also his high standing in society may grant you more rewarding quests.
The new rule set, which was used for the game (4th edition) changed a lot. The idea was to get a little randomness out of the character development through the life of the hero. The thing is, when you create a character, you role the dices until your character is satisfying. There is no chance in that. And later on. (In the 3rd edition you had to role dices to level up your skills) You maybe have bad luck an the character won't get the needed skill upgrades. In a computer game you will just save/load the whole time, where is the joy in that. Thats the reason for this point-distribution-system. The level itself has now no meaning anymore and is just used to somewhat get an idea how far your hero has evolved and which adventures may be to though for him. You just spend your experience points for the skills and abilities.
Another important thing of TDE is, that things you do really change the world. So things that happen in the game change the world as played in the p&p-adventures. As a small example: For the game they "needed" a Hesinde (goddess of knowledge) temple. So there was one build in the world itself. Therefor in the newspaper of the gameworld (Der Aventurische Bote - information source for the p&p-players of the changes in the world) there was information (and I think a little adventure) why the temple is build. Anything that happens during the game can/will be referred to in this newspaper and the adventures to come.
That is more or less the basis on which the game was developed. And they had to please the p&p-dudes like me as well. In my opinion they did a great job. The p&p-ruleset has many more professions, races with different cultures and far more skills. So I think they already simplified it as far as possible for the game, while still keeping some TDE in it. So you have just a small number of skills and special abilities. I also like the way they included it into the world. The already mentioned "Zwergennase" (Dwarf nose?) is as far as I experienced it in the game to find hidden treasure. So if there is a dwarf running around with you having that ability places of hidden treasure will be marked on your minimap depending how high his skill is.
They also increased the possibility to use magic. It is somewhat easier accessible (the mana regenerates much faster then in p&p) in the game then in the p&p. So you can use spells more often. I think it is hard to create a game which satisfies both. The newbie and the hardcore p&p-TDE-Dude. Both have to make compromises. For the new player there will be a stuff to learn about the rule set. The one who knows the rules will have to give up some of the many possibilities he is used to in the p&p-world.
It is a game very close to the TDE "philosophy" and it is not trying to just use the ruleset and do whatever liked. It really tries to fit into the world. So if you want to get a glimpse of the very complex world Aventuria, then the game is a very good start.
@Corwin: There is no real level up in the game. You can increase your skills anytime. So you can also save your points in the beginning and then just see, what may become handy. You have to visit a teacher to learn new skills or special abilities. The skills are well described so dont worry.
I started for example as a Thulamid alchimist. He is a noob when it comes to weapons. But he can do some spells. As Alrik, I boosted his animal and plant lore points, as well as the social skills. So he is my talking head of the group, making light if needed, doing some spells, getting herbs and other stuff to craft items form it. I did not boost any combat skills. I now have a group of four. Two of them are now the strong fighters and the remaing one helps me with the not so lawful stuff. One of the fighters is also educated as a smith. I just wanted to use the stuff my alchemist is always getting from the killed animals.