Messages in dqn-list group. Page 13 of 80.

Group: dqn-list Message: 607 From: Loki Freyr Date: 6/6/2001
Subject: Re: Experience Points
Group: dqn-list Message: 608 From: Brett Sheldon Date: 6/6/2001
Subject: Re: Concerning worldly things
Group: dqn-list Message: 609 From: D. Cameron King Date: 6/6/2001
Subject: Re: Experience Points
Group: dqn-list Message: 610 From: Bruce Probst Date: 6/8/2001
Subject: Re: Experience Points
Group: dqn-list Message: 611 From: Michael Wallace Date: 6/8/2001
Subject: Re: Dragon Reaches of Marakush
Group: dqn-list Message: 612 From: Ramon Negron Date: 6/8/2001
Subject: Experience
Group: dqn-list Message: 613 From: David Union Date: 6/8/2001
Subject: Re: Experience Points
Group: dqn-list Message: 614 From: ed Date: 6/21/2001
Subject: Re: Dragon Reaches of Marakush
Group: dqn-list Message: 615 From: Loki Freyr Date: 6/30/2001
Subject: Fright Table
Group: dqn-list Message: 616 From: Bruce Probst Date: 6/30/2001
Subject: Re: [dq-rules] Shaping questions
Group: dqn-list Message: 617 From: Bruce Probst Date: 6/30/2001
Subject: Re: [dq-rules] More shaping questions
Group: dqn-list Message: 618 From: Bruce Probst Date: 7/4/2001
Subject: Re: Fright Table
Group: dqn-list Message: 619 From: Stephen Lister Date: 7/6/2001
Subject: Re: Fright Table
Group: dqn-list Message: 620 From: Russ Jones Date: 7/6/2001
Subject: Re: Fright Table
Group: dqn-list Message: 621 From: Hidayj@geon.com Date: 8/1/2001
Subject: Frontiers of Alusia map selling on ebay
Group: dqn-list Message: 622 From: Greg Walters Date: 8/23/2001
Subject: convention on Labor Day
Group: dqn-list Message: 623 From: John Rauchert Date: 8/23/2001
Subject: Re: convention on Labor Day
Group: dqn-list Message: 624 From: King Rat Date: 8/23/2001
Subject: Re: convention on Labor Day
Group: dqn-list Message: 625 From: Greg Walters Date: 8/29/2001
Subject: Re: convention on Labor Day
Group: dqn-list Message: 626 From: King Rat Date: 9/12/2001
Subject: (no subject)
Group: dqn-list Message: 627 From: Greg Walters Date: 9/15/2001
Subject: Re: (unknown)
Group: dqn-list Message: 628 From: taichimaster_2001@yahoo.com Date: 10/1/2001
Subject: First Edition
Group: dqn-list Message: 629 From: King Rat Date: 10/2/2001
Subject: Re: First Edition
Group: dqn-list Message: 630 From: Ramon Negron Date: 10/8/2001
Subject: Re: Digest Number 65
Group: dqn-list Message: 631 From: dqn@bignet.net Date: 11/6/2001
Subject: Working in Yahoo Groups
Group: dqn-list Message: 632 From: Jason Winter Date: 11/6/2001
Subject: DQ Monster Manual.
Group: dqn-list Message: 633 From: taichimaster_2001@yahoo.com Date: 11/11/2001
Subject: DragonQuest
Group: dqn-list Message: 634 From: Anthony Ragan Date: 11/11/2001
Subject: Re: DragonQuest
Group: dqn-list Message: 635 From: Greg Walters Date: 11/11/2001
Subject: Re: DragonQuest: free DQ?
Group: dqn-list Message: 636 From: King Rat Date: 11/11/2001
Subject: Re: DragonQuest
Group: dqn-list Message: 637 From: Craig Brain Date: 11/12/2001
Subject: Re: DragonQuest
Group: dqn-list Message: 638 From: John Rauchert Date: 11/12/2001
Subject: Re: DragonQuest: free DQ?
Group: dqn-list Message: 639 From: Greg Walters Date: 11/13/2001
Subject: Re: Digest Number 70
Group: dqn-list Message: 640 From: John Rauchert Date: 11/13/2001
Subject: Re: Digest Number 70
Group: dqn-list Message: 641 From: Greg Walters Date: 11/15/2001
Subject: Re: Digest Number 70
Group: dqn-list Message: 642 From: John Austin Date: 11/15/2001
Subject: Re: Digest Number 70
Group: dqn-list Message: 643 From: Greg Walters Date: 11/16/2001
Subject: Re: Digest Number 70
Group: dqn-list Message: 644 From: Bruce Probst Date: 11/16/2001
Subject: Damage to giants
Group: dqn-list Message: 645 From: D. Cameron King Date: 11/16/2001
Subject: Re: Digest Number 70
Group: dqn-list Message: 646 From: Rodger Thorm Date: 11/16/2001
Subject: Re: DragonQuest Trademark
Group: dqn-list Message: 647 From: Rodger Thorm Date: 11/16/2001
Subject: Re: 4th Edition DragonQuest?!?!
Group: dqn-list Message: 648 From: Stephen Lister Date: 11/17/2001
Subject: Re: Digest Number 70
Group: dqn-list Message: 649 From: taichimaster_2001@yahoo.com Date: 11/17/2001
Subject: DragonQuest 4th Edition
Group: dqn-list Message: 650 From: terryintransit@yahoo.com Date: 11/18/2001
Subject: Giants
Group: dqn-list Message: 651 From: Greg Walters Date: 11/18/2001
Subject: DQ (what else?)
Group: dqn-list Message: 652 From: Greg Walters Date: 11/18/2001
Subject: Re: Digest Number 70
Group: dqn-list Message: 653 From: terryintransit@yahoo.com Date: 11/29/2001
Subject: Greater Enchantment
Group: dqn-list Message: 654 From: King Rat Date: 12/1/2001
Subject: Re: Greater Enchantment
Group: dqn-list Message: 655 From: ryumaou01 Date: 1/7/2002
Subject: Re: DragonQuest 4th Edition
Group: dqn-list Message: 656 From: Rodger Thorm Date: 1/8/2002
Subject: Re: [DQ-RPG] Aimed Attacks



Group: dqn-list Message: 607 From: Loki Freyr Date: 6/6/2001
Subject: Re: Experience Points
I try to give out 1200 points for every 3-4 hours of play. Instead of
giving "Adventurers" more points, I am more liberal with handing out
100-point bonuses to more advanced characters. Having more skills at higher
ranks, they tend to pull off more of the heroic maneuvers and brilliant role
interpretations that I want to see.

-----Original Message-----
From: agustafsson@viewlocity.com [mailto:agustafsson@viewlocity.com]
Sent: Wednesday, June 06, 2001 8:17 AM
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Experience Points



Hi,

How do you guys go about deciding how many experience points you hand out?
The
guidelines in the rules are, in my opinion, a bit too vague. The method I
use is
that I give out the base amount (the amounts suggested in the rules are also
too
small, if you ask me), modified by such things as scenario-length and
difficulty
level. Very straight forward and I suppose it works OK, but it is a bit too
simple for my taste. I'm toying with a few ideas, but I hesitate to mess
around
with it as no one have complained so far and everyone in my player group
seams
quite happy with how it's been handled so far. Some input would be much
appreciated.

/Anders






Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
Group: dqn-list Message: 608 From: Brett Sheldon Date: 6/6/2001
Subject: Re: Concerning worldly things
Great!

I too am very intrigued by Birthright, again with the exception of the D&D
rules. I try to use parts of BR in DQ - I would love to take the time to
convert the parts necessary to integrate with DQ.

Please let us know how it comes out!!!


----- Original Message -----
From: "Jason Smith" <downsouthtech@bigpond.com>
To: <dqn-list@yahoogroups.com>
Sent: Wednesday, June 06, 2001 10:47 AM
Subject: RE: [DQN-list] Concerning worldly things


> I'm currently in the midst of doing a `conversion work` for the AD&D
> `Birthright` setting. I've had a fascination for it for years, a brilliant
> setting (exploding gods et. al.), hampered of course, only by the AD&D
rules
> themselves.
>
> For those not familiar, it plays on several different levels, characters
can
> control domains (countries), temple and guild holdings, magical sources,
and
> devive `regency` from those they control... which lets them do....
stuff...
> Characters may have bloodlines.... granting them blood abilities (like
> Divine Wrath!).
> Alternatively, it plays in the typical RPG style.... hack, slash, think,
> hack, slash, think, RUN!!!!!!!
> It has a very Highlander feel to it `there can be only one!` (although
> supposedly when the blooded character is pierced through the heart - first
> thing I changed - decapitation just felt more like it!)
>
> Jason Smith
>
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
Group: dqn-list Message: 609 From: D. Cameron King Date: 6/6/2001
Subject: Re: Experience Points
>How do you guys go about deciding how many experience points you hand out?
>The
>guidelines in the rules are, in my opinion, a bit too vague. The method I
>use is
>that I give out the base amount (the amounts suggested in the rules are
>also too
>small, if you ask me), modified by such things as scenario-length and
>difficulty
>level. Very straight forward and I suppose it works OK, but it is a bit too
>simple for my taste. I'm toying with a few ideas, but I hesitate to mess
>around
>with it as no one have complained so far and everyone in my player group
>seams
>quite happy with how it's been handled so far. Some input would be much
>appreciated.

I've always found that the guidelines work pretty well, actually. When we
first began playing DQ, however, we didn't read them carefully enough,
though, and only gave out one reward per *adventure*, rather than per
five-hour session. It took us forever to advance!

Also, keep in mind the XP that can be gained by practicing between
adventures (86.4). That can make a huge difference.


_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com
Group: dqn-list Message: 610 From: Bruce Probst Date: 6/8/2001
Subject: Re: Experience Points
On Wed, 6 Jun 2001 11:16:40 -0400, agustafsson@viewlocity.com wrote:

>How do you guys go about deciding how many experience points you hand out? The
>guidelines in the rules are, in my opinion, a bit too vague. The method I use is
>that I give out the base amount (the amounts suggested in the rules are also too
>small, if you ask me), modified by such things as scenario-length and difficulty
>level.

I think the amounts suggested in the (2nd edition) rules are just fine. If
you give out substantially more than that, characters will advance pretty
darn quick.

Don't forget that the XP awards are per gaming session. A looong adventure
can bank up a lot for the PCs to spend when they finally return to
civilisation.

The one thing I have changed is the "8 things at Rank 4" etc. requirements
for advancement. In addition to the requirements listed in the book, the
players must also keep track of how much XP they have spent (total). When
they have the "8 things at Rank 4" AND have spent a certain minimum amount
of XP, then they advance to the next level. This balances out those things
that are relatively cheap being used to claim the next level, but doesn't
penalise characters who spend XP on raising characteristics etc.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Melbourne, Australia MSTie #72759
"I love the girl ... but I want the hand!"
ASL FAQ http://users.senet.com.au/~mantis/ASLFAQ
Group: dqn-list Message: 611 From: Michael Wallace Date: 6/8/2001
Subject: Re: Dragon Reaches of Marakush
Yeah, it is.  It is also only like 10 or 12 dollars.
 
Michael
----- Original Message -----
From: Loki Freyr
Sent: Wednesday, May 30, 2001 4:42 PM
Subject: RE: [DQN-list] Dragon Reaches of Marakush

Is it still in print?

 

-----Original Message-----
From: Michael Wallace [mailto:son_of_crom@hotmail.com]
Sent: Tuesday, May 29, 2001 12:41 PM
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Dragon Reaches of Marakush

 

You may want to check out the Dragon Reaches of Marakush for your campaigns.  It is a very nice product with very little Chivalry and Sorcery information attached to it.  I enjoy the C&S Lite rules system, but it could easily be used with DragonQuest.

 

Michael



Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.




Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.

Group: dqn-list Message: 612 From: Ramon Negron Date: 6/8/2001
Subject: Experience
Hi:
I actually use the guidelines in the book for awarding experience. I
usually award experience every other play session but might award experience
for one session if the players deserve it. I also might award extra Exp. To
a particular player who has done something really well. I have yet to get a
complaint.
Ramon
Group: dqn-list Message: 613 From: David Union Date: 6/8/2001
Subject: Re: Experience Points
Hi
I have tried several systems, all based around 120 points per hour
of play (times factor for adventurer/hero and a category that for
magicians I call 'college master' and for non magicians I call
'weapons master', though this is not much more than a 'hero'
gets).
Then I give out a bonus *to the base award* based on
1 - Role Playing
2 - Solving the puzzles I've set for the PC's (sometimes
small puzzles, sometimes they are situational, sometimes
they are more like mysteries
3 - Clever combat tactics.

The first one is 'above and beyond' basically playing the character
well. I require the non-humans to live up to the notes on the races.
I require the characters to be consistent from Session to Session.
To that end I have a bunch of 'soft stats' that I as the GM track
for the PC's, such as "Bravery", "Piety", "Common Sense",
"Intelligence", "Honesty", etc. I keep track and if the PC is
not consistent I will subtract points for the session. If they
change too much I'll talk with the player and reset the values
to the way they are currently played.

Good role-playing is not the flamboyant role-playing that
wins at conventions (FYI - if you want to win at conventions
role-play flamboyantly and make the characters just a bit
outrageous) but good long term roleplaying with some
introspective attributes and steady character development.

Often the PC that gives up a material gain to follow the
characterization is a sign of the better role-played
character.

The soft stats are my own opinions and observations of how I think
the character is played but it's a way for me to check back
on them. In a couple of cases I asked the players to rate
their characters but the results didn't line up too well with
my observations on average.

Again, clever combat tactics is over and above using
abilities 'well'. One is supposed to know how to use
your abilities well to the leve that they are currently trained,
but extra-ordinary inventiveness deserves extra points.

As far as the 'scenario bonus' I follow the books rules about
doubling at the end of an 'adventure'. If my plot runs too
many sessions I'll do this every 3rd of 4th session anyway
just to be fair to the players.

Sometimes I used to do very detailed scenarios that had
explicit bonuses tied to certain tasks, like in one case I
handed out an actual cypher (a simple replacement one)
and had a bonus for the PC that first decrypted it of a
set amount.

In another I had a series of rooms to 'get around' with
a bonus for the PC that came up with the solution to
each room.

DMU
----- Original Message -----
From: <agustafsson@viewlocity.com>
To: <dqn-list@yahoogroups.com>
Sent: Wednesday, June 06, 2001 11:16 AM
Subject: [DQN-list] Experience Points


>
>
> Hi,
>
> How do you guys go about deciding how many experience points you hand out?
The
> guidelines in the rules are, in my opinion, a bit too vague. The method I
use is
> that I give out the base amount (the amounts suggested in the rules are
also too
> small, if you ask me), modified by such things as scenario-length and
difficulty
> level. Very straight forward and I suppose it works OK, but it is a bit
too
> simple for my taste. I'm toying with a few ideas, but I hesitate to mess
around
> with it as no one have complained so far and everyone in my player group
seams
> quite happy with how it's been handled so far. Some input would be much
> appreciated.
>
> /Anders
>
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
Group: dqn-list Message: 614 From: ed Date: 6/21/2001
Subject: Re: Dragon Reaches of Marakush
On Thu, 7 Jun 2001 16:55:04 -0400, "Michael Wallace"
<son_of_crom@hotmail.com> wrote:

>Yeah, it is. It is also only like 10 or 12 dollars.
>
>Michael


Site to go to is http://wwww.britgamedesigns.co.uk or mail order try
http://www.hyperbooks.com

There is one kingdom already published, Anderia, and a couple of small
adventures set there also in print. "Where Heroes fear to Tread" and
"Under the Castle Gates" but both these were tournament scenarios.

The "race" and specialist books on Elves, Dwarves, Knights and Armourers
for CHivalry and Sorcery also contain Marakush specific information and
there are a couple of Marakush related items on the following page

http://www.britgamedesigns.co.uk/download/extras.html

The game world is still in development, e.g. I'm writing the kingdom of
"Darken", but publication took a bit of a secondary priority with the
need to get a new edition of C&S out last year.

That being said another two Marakush based scenarios are due to be
published this year.

ed
--
edhogg@equus.demon.co.uk | Dragons Rescued | _////
http://www.equus.demon.co.uk/ | Maidens Slain | o_/o ///
For devilbunnies, Diplomacy, RPGs, | Quests P.O.A. | __\ ///__
Science-Fiction and other stuff | | <*>
Group: dqn-list Message: 615 From: Loki Freyr Date: 6/30/2001
Subject: Fright Table
Does anyone have a modification of the Fright Table rules that allows
players to spend less time running and more time fighting, without
sacrificing the flavor of the rule?
Group: dqn-list Message: 616 From: Bruce Probst Date: 6/30/2001
Subject: Re: [dq-rules] Shaping questions
On Fri, 29 Jun 2001 09:43:49 -0700 (PDT), John Corey <jcorey30@yahoo.com>
wrote:

>On the first question, Namers can use counter spells
>on invested items (32.3), shouldn't shapers as well?

IMO, no.

>If so, why not?

Because they're not Namers.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Melbourne, Australia MSTie #72759
"Watch out for snakes!"
ASL FAQ http://users.senet.com.au/~mantis/ASLFAQ
Group: dqn-list Message: 617 From: Bruce Probst Date: 6/30/2001
Subject: Re: [dq-rules] More shaping questions
On Fri, 29 Jun 2001 16:27:33 -0000, jcorey30@yahoo.com wrote:

>However, the 2nd edition rules predate Arcane Wisdom, and this
>stipulation may really be an oversight. If you look at Arcane Wisdom, Shaping R-6
>(Binding Investments), you'll see an example that suggests Shapers can
>invest items with spells from other colleges if they have the aid of
>mages from those colleges (After all, shapers can do this with golems and
>through the preparation and binding rituals). The example describes an item
>invested with malignant flames and a shaper's causing this investment
>to become permanent--I think it implies the original spell (malignant
>flames) may have been invested by a shaper rather than a fire mage. This, of
>course, contradicts the stipulation I mentioned earlier.

No it doesn't -- as you state yourself. The Shaper uses the Preparation and
Binding Rituals to do this, not the Investment ritual.

>I think the 3rd edition rules resolve this issue. In the 3rd Edition,
>Shaping Magics Q-4 is taken as the base spell and rule 32.3 refers to
>it (rather than the other way around as in 2nd Ed and Arcane Wisdom).
>In the 3rd Ed. you'll see that the investment ritual is the same as Shaping
>Q-4 except that... and one of the stipulations is that "the character
>must be of the same school of magic as the spell invested." I believe this
>implies that this is not true of Shaping Q-4. And would, thus argue that
>with the aid of other mages present during the ritual, Shapers could invest
>items with spells from other colleges.

I guess that argument is valid (actually, 3rd edition states specifically
that a Shaper can use an "assistant" to invest spells in an object), if you
accept the 3rd edition's ruling on Shaping and Investing in general -- which
personally I don't. (I don't disregard 3rd edition entirely, but in
general, I believe *most* of the changes made therein were poor decisions,
and I prefer the 2nd edition rules 95% of the time.) Note that in 3rd
edition, you can't invest *anything* unless you have a specially-prepared
object created by a Shaper (as you noted) -- a dramatic change to the 2nd
edition rules on investment.

>Here's some additional rules lawyering issues...
>
>Why the hell is there a Ritual of Binding Investments (R-6) when
>there's a perfectly good set of Enchantment Binding Rituals (R-9 to R-22)?

R-6 has the *benefit* of not requiring "Preparation" -- and thus there's no
possibility of a Shaping Accident. It's also a lot quicker (hours rather
than weeks or even longer). The *restriction* on R-6 is that it only works
on a currently-invested item (and doesn't have a terrific base chance).

If you like, it's a refined form of Preparation/Binding that only works
within strict parameters (normal Preparation/Binding is much more open in
terms of effects).

>Do Shapers have to apply Preparation Rituals (Q-5 to Q-11) before
>casting Q-4?

Depends which edition of the rules you're using, doesn't it? 2nd edition,
no. 3rd edition, yes.

>The rules state pretty clearly that only a counterspell known by a
>namer can dispell an invested spell. Maybe this makes sense since investments
>come through rituals rather than spells, but I still wonder if the namer's
>not just using the counterspell of the college of shaping magics--that's
>what namers do after all. It seems to me if a counterspell can destroy a
>golem, it could also destroy other investments. But maybe this is just too
>powerful.

As you say, that's what Namers do. I think rules like this are necessary to
making Namers the important guys they're supposed to be. It's not the fact
that it's a *counterspell* that is dispelling the magic, it's the fact that
it's a *Namer* casting the counterspell. In other words, Namer
counterspells are more potent than other Colleges' counterspells.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Melbourne, Australia MSTie #72759
"Watch out for snakes!"
ASL FAQ http://users.senet.com.au/~mantis/ASLFAQ
Group: dqn-list Message: 618 From: Bruce Probst Date: 7/4/2001
Subject: Re: Fright Table
On Fri, 29 Jun 2001 00:30:36 -0700, Loki Freyr <loki@faralloncapital.com>
wrote:

>Does anyone have a modification of the Fright Table rules that allows
>players to spend less time running and more time fighting, without
>sacrificing the flavor of the rule?

Seems to me that the "flavour" of the Fright rule is to have people run away
most of the time.

The idea is that when subjected to a roll on the Fright Table, the character
has taken temporary leave of their senses. Thus, the concept of
"controllable Fright", which I think is what you're asking for, is
contradictory.

If you don't want people running away so much, you could change the rules so
they roll on the Table less frequently (bump up the WP roll or whatever),
but once they're there, they're there (IMO).

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Melbourne, Australia MSTie #72759
"Watch out for snakes!"
ASL FAQ http://users.senet.com.au/~mantis/ASLFAQ
Group: dqn-list Message: 619 From: Stephen Lister Date: 7/6/2001
Subject: Re: Fright Table
Bruce Probst <bprobst@netspace.net.au> wrote on 01/07/2001 12:56:52:

> On Fri, 29 Jun 2001 00:30:36 -0700, Loki Freyr
<loki@faralloncapital.com>
> wrote:
>
> >Does anyone have a modification of the Fright Table rules that allows
> >players to spend less time running and more time fighting, without
> >sacrificing the flavor of the rule?
>
> Seems to me that the "flavour" of the Fright rule is to have people run
away
> most of the time.
>
> The idea is that when subjected to a roll on the Fright Table, the
character
> has taken temporary leave of their senses. Thus, the concept of
> "controllable Fright", which I think is what you're asking for, is
> contradictory.
>
> If you don't want people running away so much, you could change the
rules so
> they roll on the Table less frequently (bump up the WP roll or
whatever),
> but once they're there, they're there (IMO).
>

I think that's what he was asking for - a method to reduce the number of
Fright rolls, not a modification to the table itself... (IMHO)

Stephen
Group: dqn-list Message: 620 From: Russ Jones Date: 7/6/2001
Subject: Re: Fright Table
I don't remember if it's in the rules, but we give characters a fright recovery
roll at the end of every other pulse. They need to succeed in the roll that
first sent them to the fright table.

Also a reminder: This is what the Military Science rally ability is for.
Hopefully (from the party's standpoint), at least one Mil Sci skilled member of
the party is unaffected by the fright situation and not engaged in melee combat,
so a pass action can be taken to rally the troops. We allow the rally ability
to recover characters frighted by "ugly rolls" or other willpower-multiple
rolls, but not magical fright spells.

Russ Jones
russjones@qwest.net


Bruce Probst wrote:

> On Fri, 29 Jun 2001 00:30:36 -0700, Loki Freyr <loki@faralloncapital.com>
> wrote:
>
> >Does anyone have a modification of the Fright Table rules that allows
> >players to spend less time running and more time fighting, without
> >sacrificing the flavor of the rule?
>
> Seems to me that the "flavour" of the Fright rule is to have people run away
> most of the time.
>
> The idea is that when subjected to a roll on the Fright Table, the character
> has taken temporary leave of their senses. Thus, the concept of
> "controllable Fright", which I think is what you're asking for, is
> contradictory.
>
> If you don't want people running away so much, you could change the rules so
> they roll on the Table less frequently (bump up the WP roll or whatever),
> but once they're there, they're there (IMO).
>
> ----------------------------------------------------------------
> Bruce Probst bprobst@netspace.net.au ICQ 6563830
> Melbourne, Australia MSTie #72759
> "Watch out for snakes!"
> ASL FAQ http://users.senet.com.au/~mantis/ASLFAQ
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
Group: dqn-list Message: 621 From: Hidayj@geon.com Date: 8/1/2001
Subject: Frontiers of Alusia map selling on ebay
Heads up, lads -

Someone is selling a complete Frontiers of Alusia map
on ebay. One of us might as well get it!

Kaptnbob
Group: dqn-list Message: 622 From: Greg Walters Date: 8/23/2001
Subject: convention on Labor Day
DQ will be hosted (by me) on Sunday. This convention is at Palo
Alto, California.

http:\\con-quest.com

Speculatively, there may be more games hosted than players (mostly
D&D). Universe will be hosted Fri & Sat.

Has someone worked out a system that integrates PC's into battles of
various large scales? If not, I'll come up with something.

Also, is someone acquainted with the DQers in New Zealand?

I'm told, that university students there have a campaign that has been
going for years.


- Greg Walters
Group: dqn-list Message: 623 From: John Rauchert Date: 8/23/2001
Subject: Re: convention on Labor Day
--- In dqn-list@y..., "Greg Walters" <GregGWalters@N...> wrote:
>
> Also, is someone acquainted with the DQers in New Zealand?
>
> I'm told, that university students there have a campaign that has
been
> going for years.

I think you are thinking of the Seagate Adventurers Guild. A good
place to start is here http://www.dragonquest.org.nz

John F. Rauchert, Co-moderator
Group: dqn-list Message: 624 From: King Rat Date: 8/23/2001
Subject: Re: convention on Labor Day
"Has someone worked out a system that integrates PC's into battles of
various large scales? If not, I'll come up with something."

I have a mass combat system for DQ (playtested even!). E-mail me at
mean_liar@hotmail.com if you'd like a copy.


Rey Raton


------------------------------------------------------------

Tremble, thou wretch,
that hast within thee
undivulged crimes, unwhipp'd of justice.

-- Shakespeare, "King Lear", Act 3

_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp
Group: dqn-list Message: 625 From: Greg Walters Date: 8/29/2001
Subject: Re: convention on Labor Day
I recieved the file attachment (via my NetZero email - "email.com" doesn't do well with attachments).

It may be awhile before I check it out: I will run something simpler at the convention, and I'll be moving & changing jobs.


Thank You
Greg Walters



-----Original Message-----
From: "King Rat" <mean_liar@hotmail.com>
Date: Thu, 23 Aug 2001 10:43:53 -0600
To: dqn-list@yahoogroups.com
Subject: Re: [DQN-list] convention on Labor Day


> "Has someone worked out a system that integrates PC's into battles of
> various large scales? If not, I'll come up with something."
>
> I have a mass combat system for DQ (playtested even!). E-mail me at
> mean_liar@hotmail.com if you'd like a copy.
>
>
> Rey Raton
>
>
> ------------------------------------------------------------
>
> Tremble, thou wretch,
> that hast within thee
> undivulged crimes, unwhipp'd of justice.
>
> -- Shakespeare, "King Lear", Act 3
>
> _________________________________________________________________
> Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp
>
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

--

_______________________________________________
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Group: dqn-list Message: 626 From: King Rat Date: 9/12/2001
Subject: (no subject)
To all --

I remember some time ago there was a Microsoft Access file containing all
the DQ monsters. Is this still around?

Peter

------------------------------------------------------------

Tremble, thou wretch,
that hast within thee
undivulged crimes, unwhipp'd of justice.

-- Shakespeare, "King Lear", Act 3


_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp
Group: dqn-list Message: 627 From: Greg Walters Date: 9/15/2001
Subject: Re: (unknown)
That I do not know, but I think someone is currently typing all the rules into their computer.

-----Original Message-----
From: "King Rat" <mean_liar@hotmail.com>
Date: Thu, 06 Sep 2001 15:48:06 -0600
To: dqn-list@yahoogroups.com
Subject: [DQN-list] (unknown)


> To all --
>
> I remember some time ago there was a Microsoft Access file containing all
> the DQ monsters. Is this still around?
>
> Peter
>
> ------------------------------------------------------------
>
> Tremble, thou wretch,
> that hast within thee
> undivulged crimes, unwhipp'd of justice.
>
> -- Shakespeare, "King Lear", Act 3
>
>
> _________________________________________________________________
> Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp
>
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

--

_______________________________________________
Talk More, Pay Less with Net2Phone Direct(R), up to 1500 minutes free!
http://www.net2phone.com/cgi-bin/link.cgi?143
Group: dqn-list Message: 628 From: taichimaster_2001@yahoo.com Date: 10/1/2001
Subject: First Edition
I just bought a first edition copy on Ebay-Its unbelievable it looks
like i just walked into the game shop in 1980 when i purchased my
first copy and took it off the shelf. The counters werent even
punched!! Anyway i play ad&d at Otland Station in Miami. If there
are any players in the Miami area im looking to start a campaign.
please contact me at taichimaster_2001@yahoo.com I have a great
time playing ad&d but its time to get down and dirty.

John Austin
Group: dqn-list Message: 629 From: King Rat Date: 10/2/2001
Subject: Re: First Edition
Finding DQ players is going to be a little hard -- convert your ADnD
players. It'll be satisfying, trust me.

Try http://www.dragonquest.org/ for web resources... you might find
something you like.

_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp
Group: dqn-list Message: 630 From: Ramon Negron Date: 10/8/2001
Subject: Re: Digest Number 65
I agree! That is how I got my current crop of player, and we have been
going for 6 years!



-----Original Message-----
From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com]
Sent: Wednesday, October 03, 2001 5:16 AM
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Digest Number 65

There is 1 message in this issue.

Topics in this digest:

1. Re: First Edition
From: "King Rat" <mean_liar@hotmail.com>


________________________________________________________________________
________________________________________________________________________

Message: 1
Date: Mon, 01 Oct 2001 22:06:56 -0600
From: "King Rat" <mean_liar@hotmail.com>
Subject: Re: First Edition

Finding DQ players is going to be a little hard -- convert your ADnD
players. It'll be satisfying, trust me.

Try http://www.dragonquest.org/ for web resources... you might find
something you like.

_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp



________________________________________________________________________
________________________________________________________________________



Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
Group: dqn-list Message: 631 From: dqn@bignet.net Date: 11/6/2001
Subject: Working in Yahoo Groups
Apparently there are problems with Yahoo Groups operations for people
who originally subscribed to lists (such as this one) back when it
was eGroups, and who now wish to unsubscribe. See the article below.

As others have pointed out (and we have indicated here from time to
time, as well), if you are having trouble with your subscription, you
can contact the list owner at: (listname)-owner@yahoogroups.com to
ask them to manually remove you from the list. For this list, that
address is:
dqn-list-owner@yahoogroups.com

Hopefully this will not start a run on unsubscribe requests, and
maybe we'll even get another post or two that's on-topic. Things in
the DQ world have been slow of late.

[Note: you may get more than one copy of this message, since I will
be cross-posting it to a couple of DQ lists which I moderate.]

Thanks,

Rodger Thorm

----------------------------------------------------------
This item is quoted from a recent article on Slashdot
(www.slashdot.org):

***No Easy Way Out For Yahoo! eGroups Subscribers***

An Anonymous Coward writes: "Yahoo! Groups, who manages former
eGroups mailing lists has a strange policy on unsubscribing people
who joined eGroups via e-mail subscription before eGroups have been
taken over by Yahoo!--the only way to unsubscribe is to join Yahoo!
(giving your full details and a corect e-mail address) and then
unsubscribe using the Web interface. The e-mail unubscription
feature, although theoretically still available, does not work. Looks
like not all Yahoo! Groups subscribers are equal."

(full address for the article is: http://slashdot.org/article.pl?
sid=01/11/05/1416216&mode=thread)
Group: dqn-list Message: 632 From: Jason Winter Date: 11/6/2001
Subject: DQ Monster Manual.
Getting Rodgers post today made me decide to post something. :-)

Myself and a friend have been working on a project for about six months now
(slowly but surely) that we're calling the DQ Monster manual. It's
basically all the monsters from the 1st edition AD&D Monster manual with a
lot of the descriptions of those monsters taken from the 2nd edition
Monstrous Manual and the DQ books. When the project first started, we
attempted to create the new monsters just as they were formatted in the DQ
books. After a while though we decided that there was a fair amount of
extra information in there that wasn't really needed for running normal run
of the mill encounters. The current setup also didn't really allow for
quick "on the fly" random encounters as you really needed to determine all
needed stats for the monsters, determine the ranks of the monsters with
their weapons/claws whatever, and for a monster that was most likely going
to be dead in short order, it seemed like a lot of work for every
encounter. In the end after much experimentation, we came up with our own
format that allows for quick and easy encounters to be created while at the
same time, if a GM has a particular monster that they want to modify a bit
more it still allows for it. I thought I would post an example of one of
them here for everyone to look at and perhaps comment on as to what they
think. The manual is currently about 80% done, and we hope to finish by
the end of the year. I have decided to post one of my favorites, the
Shambling Mound. Please keep in mind when reading these though that they
were created for my game which has had a tremendous amount of changes done
to it. It is still similar enough though that everyone could benefit from
it. In general, numbers in parentheses indicate an "average" for that
category, so under Endurance, the "average" shambler has 32 endurance. If
you wanted to roll up a unique one though, you would roll 4d8 and add 14 to
the result to get their endurance. Intelligence is a very general category
intended to give the GM an idea of just how a given monster may react or
how it should be played. It's not really used as an in-game Stat. The
treasure category is similar to the D&D one although we have made up our
own chart. We also have a two page or so introduction that fully explains
what all the categories mean. If there was interest, I could post that as
well.

Anyway. I would be interested in hearing any comments or questions anyone
might have.


SHAMBLING MOUND
Natural Habitat: Swamps or wet subterranean
Frequency: Rare
Number: 1-3 (1)
Description: Shambling mounds, or shamblers, appear to be heaps of rotting
vegetation. They are actually an intelligent form of plant life, with a
roughly humanoid shape, and a brain-like control center in its ``chest''
area. A shambler has a 6-foot girth on its lower half, tapering to about 2
feet at its ``head.''
Shambling mounds are found only in regions of dense rainfall and
vegetation. Dismal swamps, marshes, and rain forests are their favorite
living areas, but some wet, subterranean places also serve as shambler
lairs. They are solitary beasts, rarely living in the same area with other
shamblers -- usually only in areas where the food source is constant, near
famous ruins, or abandoned gold mines.
Talents, Skills, and Magic: Shamblers are almost totally silent and
invisible in their natural surroundings; opponents suffer a -15 penalty to
surprise rolls. A shambler often lies in a shallow bog, waiting for some
creature to walk onto it, then it attacks. The creatures are excellent
swimmers as well, and they have been known to sneak into the camps of
unsuspecting travelers at night.
Movement Rates: 300
TMR: 6
Endurance: 4d8+14 (32)
Fatigue: 4d8+17 (35)
Protection: 5
Defense: 55
Damage: 2-16/2-16 + Special (See Combat)
Strike Chance: 100 + Endurance
Size: L (6'-9' tall)
Intelligence: Low (6-10)
Magic Save: 35%
Normal Save: 55%
Morale: Fanatic
Treasure: B, T, X
Combat: A shambling mound attacks with huge, arm-like appendages; a victim
hit by both arms in the same round is entangled in the creature's slimy
vines and rotting vegetable matter. Entangled creatures suffocate in the
slime in 2d4 rounds unless the shambler is killed, or the victim breaks
free with a successful percentile die roll equal to or less than the
victims Relative Strength.
Because of the vegetation which covers its critical inner body,
the shambling mound is immune to blunt weapons, and takes only half damage
from piercing and slashing weapons. The creature is immune to fire, and
takes half or no damage from cold, depending on whether it makes its saving
throw. Lightning based attacks actually causes a shambler to grow, adding
1-foot to its height, as well as 10 to it's END and Strike Chance, for each
lightning-based attack used against it.
Because of the location of its brain, the shambler cannot be
killed by lopping off its head or limbs. The remaining vines along the
torso join together to form a new extremity within one round. Only when
enough of the shambling mound has been hacked away, will it finally die. A
wounded shambler need only rest in a damp clump of foliage to heal; it
rises again in 12 hours, fully healed, and probably angry.
Comments: Since shamblers gain power from electrical attacks, there are
rumors of shambling mounds with 150 or more Endurance (END). Since they
often live in the same areas as will-o'-wisps, there may be truth to such
rumors, and giant shamblers may inhabit deep, dark swamps and jungles.




Jason Winter
Alarian@esuccessonline.com
http://www.darkrealms.com/~alarian/
Group: dqn-list Message: 633 From: taichimaster_2001@yahoo.com Date: 11/11/2001
Subject: DragonQuest
I have been trying to call Wizards of the Coast to find out if they
still own the rights to DraogonQuest. Nobody returns my calls. I
want to see if it is possible to buy the rights and begin publishing
the game again. Original version!!! Has anyone ever tired this
before and does anyone have any idea how much the rights would cost.
i would love to have Any input from long time DQ players.

Thanks

John Austin
Group: dqn-list Message: 634 From: Anthony Ragan Date: 11/11/2001
Subject: Re: DragonQuest
On Sat, 10 Nov 2001 17:52:54 -0000, while seeking to restore the Czar,
taichimaster_2001@yahoo.com wrote:

> I have been trying to call Wizards of the Coast to find out if they
> still own the rights to DraogonQuest. Nobody returns my calls. I
> want to see if it is possible to buy the rights and begin publishing
> the game again. Original version!!! Has anyone ever tired this
> before and does anyone have any idea how much the rights would cost.
> i would love to have Any input from long time DQ players.

Trouble is, there have been so many layoffs and reorganizations at WotC
over the last year that I'm not sure who would be in charge of their IP,
anymore. It could even be controlled through Hasbro's corporate offices.
Have you tried asking to be connected to the Legal Department?

Let us know what you find out. I've wanted to investigate other
properties that came over with the TSR acquisition.
*****
--Anthony Ragan (Irishspy@mindspring.com, Irishspy@Yahoo.com)
Professional writing and rewriting
Author of "Marienburg: sold down the river!" for Warhammer Fantasy Roleplay
"I love the smell of evil in the morning!" --Kate, age 5.5
Group: dqn-list Message: 635 From: Greg Walters Date: 11/11/2001
Subject: Re: DragonQuest: free DQ?
I recently attended a convention where the Universe RPG was run. I was surprised that it was not the SPI version. They apparantly were able to get some rights to the name after paying $600 to a lawyer friend. As I recal, they may be contacted through their web-site at www.towerravens.com

I played their Universe game and got somewhat acquianted with a few of them. Apparently, when their lawyer filed the whatever-it-was, Wizards of the Coast did not reply and they now get to use the trade marked name (they do not need the the SPI rules rights as their system is a new design).

Maybe, the rights to the DQ system, if not both the name & the rules might be obtained? Maybe W. of the C. does not care: it might not be worth their time and money to keep what they might deem a dead game. Although, the name 'DragonQuest' may be catchy enough to have value.

That is about all I can say. Perhaps even what I did say may be incorrect.

Good Hunting Sir!
Greg_G_Walters@email.com


--

_______________________________________________
1 cent a minute calls anywhere in the U.S.!

http://www.net2phone.com/cgi-bin/link.cgi?170
Group: dqn-list Message: 636 From: King Rat Date: 11/11/2001
Subject: Re: DragonQuest
I think it was tried under TSR, and someone else put together a serious
offer that WotC rejected. As far as I understand it, they just don't
release the information because of the off-chance it could compete, OR they
want to reserve the right to use it in the future.

Good luck.

_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp
Group: dqn-list Message: 637 From: Craig Brain Date: 11/12/2001
Subject: Re: DragonQuest
I checked this out about 12 months ago through Hasbro. I got the reply that
Hasbro would not sell the rights to either DQ or Universe, regardless of
whatever was offered. Hasbro was very clear on that.


>From: Anthony Ragan <irishspy@mindspring.com>
>Reply-To: dqn-list@yahoogroups.com
>To: dqn-list@yahoogroups.com
>Subject: Re: [DQN-list] DragonQuest
>Date: Sun, 11 Nov 2001 06:27:50 -0800
>
>
>On Sat, 10 Nov 2001 17:52:54 -0000, while seeking to restore the Czar,
>taichimaster_2001@yahoo.com wrote:
>
> > I have been trying to call Wizards of the Coast to find out if they
> > still own the rights to DraogonQuest. Nobody returns my calls. I
> > want to see if it is possible to buy the rights and begin publishing
> > the game again. Original version!!! Has anyone ever tired this
> > before and does anyone have any idea how much the rights would cost.
> > i would love to have Any input from long time DQ players.
>
>Trouble is, there have been so many layoffs and reorganizations at WotC
>over the last year that I'm not sure who would be in charge of their IP,
>anymore. It could even be controlled through Hasbro's corporate offices.
>Have you tried asking to be connected to the Legal Department?
>
>Let us know what you find out. I've wanted to investigate other
>properties that came over with the TSR acquisition.
>*****
>--Anthony Ragan (Irishspy@mindspring.com, Irishspy@Yahoo.com)
> Professional writing and rewriting
> Author of "Marienburg: sold down the river!" for Warhammer Fantasy
>Roleplay
> "I love the smell of evil in the morning!" --Kate, age 5.5
>
>
>
>
>
>Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>


_________________________________________________________________
Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp
Group: dqn-list Message: 638 From: John Rauchert Date: 11/12/2001
Subject: Re: DragonQuest: free DQ?
> I recently attended a convention where the Universe RPG was run. I
was surprised that it was not the SPI version. They apparantly were
able to get some rights to the name after paying $600 to a lawyer
friend. As I recal, they may be contacted through their web-site at
www.towerravens.com

> I played their Universe game and got somewhat acquianted with a few
of them. Apparently, when their lawyer filed the whatever-it-was,
Wizards of the Coast did not reply and they now get to use the trade
marked name (they do not need the the SPI rules rights as their
system is a new design).

Trademark laws are very different from copyright while the company
maintains copyright to the Universe rules it appears that they did
not renew the Trademark for Universe as a Roleplaying Game. You have
to file for a renewal on a regular basis proving at the time that you
have used the trademark within the product category that the
Trademark is registered within.

I have suspected that one of the reasons for the publishing of 3rd
edition DragonQuest and The Shattered Statue was to build a case for
Trademark renewal by TSR (at that time).

So they may let the rights to the name slide but they seem to want to
maintain control over the copyright to the rules.

JohnR
Group: dqn-list Message: 639 From: Greg Walters Date: 11/13/2001
Subject: Re: Digest Number 70
The guys that got the Universe name are allowed to share it. Apparently, if
contested they are able to give it over to the public domain. They filed
something that WoC had to reply to (sounded to me like a lien sale - from my
experiences as a auto mechanic). So, maybe we could do the same sort of
thing? I was told it was a situation comparable to two different
organizations selling a competitive product in, say, different states. The
letter that was filed required that the competitor respond, or else not be
able to have exclusive rights (to the same name in a particular market) -
even if that competitor was first.

I can't say if any of what I said might work (or is correct). Maybe
something similar might work for us. Anyway, I don't have the money to
follow my words with actions. Maybe this will help someone who might.

Thank You,
Greg_G_Walters@email.com



-----Original Message-----
From: dqn-list@yahoogroups.com <dqn-list@yahoogroups.com>
To: dqn-list@yahoogroups.com <dqn-list@yahoogroups.com>
Date: Tuesday, November 13, 2001 4:21 AM
Subject: [DQN-list] Digest Number 70


>There are 2 messages in this issue.
>
>Topics in this digest:
>
> 1. Re: DragonQuest
> From: "Craig Brain" <cjbrain@hotmail.com>
> 2. Re: DragonQuest: free DQ?
> From: "John Rauchert" <john.rauchert@sait.ab.ca>
>
>
>________________________________________________________________________
>________________________________________________________________________
>
>Message: 1
> Date: Mon, 12 Nov 2001 12:59:27 +1000
> From: "Craig Brain" <cjbrain@hotmail.com>
>Subject: Re: DragonQuest
>
>I checked this out about 12 months ago through Hasbro. I got the reply that
>Hasbro would not sell the rights to either DQ or Universe, regardless of
>whatever was offered. Hasbro was very clear on that.
>
>
>>From: Anthony Ragan <irishspy@mindspring.com>
>>Reply-To: dqn-list@yahoogroups.com
>>To: dqn-list@yahoogroups.com
>>Subject: Re: [DQN-list] DragonQuest
>>Date: Sun, 11 Nov 2001 06:27:50 -0800
>>
>>
>>On Sat, 10 Nov 2001 17:52:54 -0000, while seeking to restore the Czar,
>>taichimaster_2001@yahoo.com wrote:
>>
>> > I have been trying to call Wizards of the Coast to find out if they
>> > still own the rights to DraogonQuest. Nobody returns my calls. I
>> > want to see if it is possible to buy the rights and begin publishing
>> > the game again. Original version!!! Has anyone ever tired this
>> > before and does anyone have any idea how much the rights would cost.
>> > i would love to have Any input from long time DQ players.
>>
>>Trouble is, there have been so many layoffs and reorganizations at WotC
>>over the last year that I'm not sure who would be in charge of their IP,
>>anymore. It could even be controlled through Hasbro's corporate offices.
>>Have you tried asking to be connected to the Legal Department?
>>
>>Let us know what you find out. I've wanted to investigate other
>>properties that came over with the TSR acquisition.
>>*****
>>--Anthony Ragan (Irishspy@mindspring.com, Irishspy@Yahoo.com)
>> Professional writing and rewriting
>> Author of "Marienburg: sold down the river!" for Warhammer Fantasy
>>Roleplay
>> "I love the smell of evil in the morning!" --Kate, age 5.5
>>
>>
>>
>>
>>
>>Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>>
>>
>
>
>_________________________________________________________________
>Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp
>
>
>
>
>________________________________________________________________________
>________________________________________________________________________
>
>Message: 2
> Date: Mon, 12 Nov 2001 23:10:17 -0000
> From: "John Rauchert" <john.rauchert@sait.ab.ca>
>Subject: Re: DragonQuest: free DQ?
>
>> I recently attended a convention where the Universe RPG was run. I
>was surprised that it was not the SPI version. They apparantly were
>able to get some rights to the name after paying $600 to a lawyer
>friend. As I recal, they may be contacted through their web-site at
>www.towerravens.com
>
>> I played their Universe game and got somewhat acquianted with a few
>of them. Apparently, when their lawyer filed the whatever-it-was,
>Wizards of the Coast did not reply and they now get to use the trade
>marked name (they do not need the the SPI rules rights as their
>system is a new design).
>
>Trademark laws are very different from copyright while the company
>maintains copyright to the Universe rules it appears that they did
>not renew the Trademark for Universe as a Roleplaying Game. You have
>to file for a renewal on a regular basis proving at the time that you
>have used the trademark within the product category that the
>Trademark is registered within.
>
>I have suspected that one of the reasons for the publishing of 3rd
>edition DragonQuest and The Shattered Statue was to build a case for
>Trademark renewal by TSR (at that time).
>
>So they may let the rights to the name slide but they seem to want to
>maintain control over the copyright to the rules.
>
>JohnR
>
>
>
>________________________________________________________________________
>________________________________________________________________________
>
>
>
>Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

----------------------------------------------------
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Only $9.95 per month!
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Group: dqn-list Message: 640 From: John Rauchert Date: 11/13/2001
Subject: Re: Digest Number 70
--- In dqn-list@y..., "Greg Walters" <GregGWalters@N...> wrote:
> The guys that got the Universe name are allowed to share it.
Apparently, if
> contested they are able to give it over to the public domain. They
filed
> something that WoC had to reply to (sounded to me like a lien sale -
from my
> experiences as a auto mechanic). So, maybe we could do the same
sort of
> thing? I was told it was a situation comparable to two different
> organizations selling a competitive product in, say, different
states. The
> letter that was filed required that the competitor respond, or else
not be
> able to have exclusive rights (to the same name in a particular
market) -
> even if that competitor was first.
>

The preservation of trademark and service mark rights requires
vigilance on the part of the owner and the
owner's attorney to prevent other later users from using confusingly
similar marks or marks that dilute the
distinctive quality of the owner's mark. Part of this process
involves preventing other parties from obtaining or
maintaining federal registrations of confusingly similar marks.
Registration of a trademark is good for 10 years.


After 5 years, the grounds for cancellation are restricted to
abandonment of
the mark, genericness of the mark, fraud in obtaining the
registration or situations where the registration was
obtained contrary to the provisions of the Lanham Act.

If a trademark owner abandons a trademark, the mark no longer
indicates the trademark owner as the
source of the goods. When a mark has been abandoned, another party
can adopt the mark as its own and
become the new owner of the mark. Nonuse for three consecutive years
is prima facie evidence of abandonment.
Group: dqn-list Message: 641 From: Greg Walters Date: 11/15/2001
Subject: Re: Digest Number 70
-----Original Message----
...

Ok, at least I got my copy, right?

On to other DQ things...

I think one of the 'heights' in RPGing is encouners with gigantic creatures. The spell descriptions and combat system need more than what is listed for the combat sequence, at least. Off hand, a few considerations come to mind:

How many damage points is really inflicted by being flash fried or rended asunder by a spell?

Could a giant be killed from damage inflicted only onto his legs?

What general way may a special effect of a spell or ability (if not the same as on a humanoid sized creature) be applied?

I have some solutions to some of these in mind, but I would like to hear of more questions first, for whatever I might have overlooked (of course, play testing should be the best place, but that might not be available to me for some time).

Thank You,
Greg W.
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Group: dqn-list Message: 642 From: John Austin Date: 11/15/2001
Subject: Re: Digest Number 70
Thank Greg

The only thing is the TradeMark and even the name DragonQuest doesn't mean a
damn thing without the content. Even if I could pull that off it still
wouldn't be our DragonQuest. I equate that with buying a Mercedes emblem
and sticking it on a used Chevy. I have to get the copyright. Think about
it, DragonQuest at the local gamming store. You buy it and rush home to
find a completely different game then the one you have been playing all
these years! It would have to be very different considering Hasboro would
sue the sh-t out of me. I beleive they would sell the sysytem. Everything
is for sale. Maybe they would liscense the system the way they do with D20
games?

Thank You

John Austin











-----Original Message-----
From: Greg Walters [mailto:GregGWalters@NetZero.Net]
Sent: Tuesday, November 13, 2001 8:31 AM
To: dqn-list@yahoogroups.com
Subject: Re: [DQN-list] Digest Number 70


The guys that got the Universe name are allowed to share it. Apparently, if
contested they are able to give it over to the public domain. They filed
something that WoC had to reply to (sounded to me like a lien sale - from my
experiences as a auto mechanic). So, maybe we could do the same sort of
thing? I was told it was a situation comparable to two different
organizations selling a competitive product in, say, different states. The
letter that was filed required that the competitor respond, or else not be
able to have exclusive rights (to the same name in a particular market) -
even if that competitor was first.

I can't say if any of what I said might work (or is correct). Maybe
something similar might work for us. Anyway, I don't have the money to
follow my words with actions. Maybe this will help someone who might.

Thank You,
Greg_G_Walters@email.com



-----Original Message-----
From: dqn-list@yahoogroups.com <dqn-list@yahoogroups.com>
To: dqn-list@yahoogroups.com <dqn-list@yahoogroups.com>
Date: Tuesday, November 13, 2001 4:21 AM
Subject: [DQN-list] Digest Number 70


>There are 2 messages in this issue.
>
>Topics in this digest:
>
> 1. Re: DragonQuest
> From: "Craig Brain" <cjbrain@hotmail.com>
> 2. Re: DragonQuest: free DQ?
> From: "John Rauchert" <john.rauchert@sait.ab.ca>
>
>
>________________________________________________________________________
>________________________________________________________________________
>
>Message: 1
> Date: Mon, 12 Nov 2001 12:59:27 +1000
> From: "Craig Brain" <cjbrain@hotmail.com>
>Subject: Re: DragonQuest
>
>I checked this out about 12 months ago through Hasbro. I got the reply that
>Hasbro would not sell the rights to either DQ or Universe, regardless of
>whatever was offered. Hasbro was very clear on that.
>
>
>>From: Anthony Ragan <irishspy@mindspring.com>
>>Reply-To: dqn-list@yahoogroups.com
>>To: dqn-list@yahoogroups.com
>>Subject: Re: [DQN-list] DragonQuest
>>Date: Sun, 11 Nov 2001 06:27:50 -0800
>>
>>
>>On Sat, 10 Nov 2001 17:52:54 -0000, while seeking to restore the Czar,
>>taichimaster_2001@yahoo.com wrote:
>>
>> > I have been trying to call Wizards of the Coast to find out if they
>> > still own the rights to DraogonQuest. Nobody returns my calls. I
>> > want to see if it is possible to buy the rights and begin publishing
>> > the game again. Original version!!! Has anyone ever tired this
>> > before and does anyone have any idea how much the rights would cost.
>> > i would love to have Any input from long time DQ players.
>>
>>Trouble is, there have been so many layoffs and reorganizations at WotC
>>over the last year that I'm not sure who would be in charge of their IP,
>>anymore. It could even be controlled through Hasbro's corporate offices.
>>Have you tried asking to be connected to the Legal Department?
>>
>>Let us know what you find out. I've wanted to investigate other
>>properties that came over with the TSR acquisition.
>>*****
>>--Anthony Ragan (Irishspy@mindspring.com, Irishspy@Yahoo.com)
>> Professional writing and rewriting
>> Author of "Marienburg: sold down the river!" for Warhammer Fantasy
>>Roleplay
>> "I love the smell of evil in the morning!" --Kate, age 5.5
>>
>>
>>
>>
>>
>>Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>>
>>
>
>
>_________________________________________________________________
>Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp
>
>
>
>
>________________________________________________________________________
>________________________________________________________________________
>
>Message: 2
> Date: Mon, 12 Nov 2001 23:10:17 -0000
> From: "John Rauchert" <john.rauchert@sait.ab.ca>
>Subject: Re: DragonQuest: free DQ?
>
>> I recently attended a convention where the Universe RPG was run. I
>was surprised that it was not the SPI version. They apparantly were
>able to get some rights to the name after paying $600 to a lawyer
>friend. As I recal, they may be contacted through their web-site at
>www.towerravens.com
>
>> I played their Universe game and got somewhat acquianted with a few
>of them. Apparently, when their lawyer filed the whatever-it-was,
>Wizards of the Coast did not reply and they now get to use the trade
>marked name (they do not need the the SPI rules rights as their
>system is a new design).
>
>Trademark laws are very different from copyright while the company
>maintains copyright to the Universe rules it appears that they did
>not renew the Trademark for Universe as a Roleplaying Game. You have
>to file for a renewal on a regular basis proving at the time that you
>have used the trademark within the product category that the
>Trademark is registered within.
>
>I have suspected that one of the reasons for the publishing of 3rd
>edition DragonQuest and The Shattered Statue was to build a case for
>Trademark renewal by TSR (at that time).
>
>So they may let the rights to the name slide but they seem to want to
>maintain control over the copyright to the rules.
>
>JohnR
>
>
>
>________________________________________________________________________
>________________________________________________________________________
>
>
>
>Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

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Group: dqn-list Message: 643 From: Greg Walters Date: 11/16/2001
Subject: Re: Digest Number 70
Right, John, the system is the objective: I shouldn't have assumed that everyone would understand that. Say, that begs the question, if someone does pull a 'sting' on the DQ system, what shall it be named? (assuming that even that would, then, be allowed!)

I think, to make the game grow, one good thing is for some of us GMs to run a few scenarios at any of the major conventions. ( for my area, that would be at a Strategicon )

Greg W.

-----Original Message----
Subject: RE: [DQN-list] Digest Number 70

> The only thing is the TradeMark and even the name DragonQuest doesn't mean a...Maybe they would liscense the system the way they do with D20
> games?

>
> -----Original Message-----

> Sent: Tuesday, November 13, 2001 8:31 AM
> To: dqn-list@yahoogroups.com...
--

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Group: dqn-list Message: 644 From: Bruce Probst Date: 11/16/2001
Subject: Damage to giants
On Wed, 14 Nov 2001 22:28:49 +0800, "Greg Walters"
<Greg_G_Walters@email.com> wrote:

>I think one of the 'heights' in RPGing is encouners with gigantic creatures. The spell descriptions and combat system need more than what is listed for the combat sequence, at least. Off hand, a few considerations come to mind:
>
> How many damage points is really inflicted by being flash fried or rended asunder by a spell?

Depends on which spell that you're talking about. If we're talking
Whitefire (Celestial), if I recall the wording correctly, it's "the target
is reduced to ashes". Damage points are irrelevant, and I would think the
size of the target is irrelevant. If you want the spell to read "a single
human-sized target is reduced to ashes ..." you would need to reword the
spell, and determine for yourself how much damage (if any) a
larger-than-human target will take.

In general, I tend to take the wording of the spells literally, although
I've reworded many of them to take into account "non-human targets" where I
felt the "reality" of the spell was poorly served by its wording in the
text.

>Could a giant be killed from damage inflicted only onto his legs?

Sure. How long do you think you would survive after having your legs
brutally mauled or severed? You need to keep an eye on the Critical Hits
though (and a note to that effect is already in the text); a halfling is
unlikely to drive his dagger through the eye of a standing storm giant in
Melee Combat.

>What general way may a special effect of a spell or ability (if not the same as on a humanoid sized creature) be applied?

I'm not sure what you're getting at. Can you be more specific? (In
general, I would say that a "special effect" designed for a human-sized
target would have no noticable effect on a larger-than-human target.)

Some things not currently accounted for in the rules as written:

* Relative size and how it affects things like Close Combat. The rules as
written state that all participants in Close Combat automatically fall
prone. I would ignore this in any case where a figure has some sort of
"trample" attack (whether by virtue of inherent abilities or by virtue of
being a multi-hex creature), and apply my best judgement in other cases (a
halfling and a fire giant in Close Combat for instance).

* Size and falling damage. The bigger they are the harder they fall;
furthermore very small things should be able to fall a very long way before
taking serious damage. Not sure of the best way to apply this in practice,
though.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Melbourne, Australia MSTie #72759
"Mike, if I run out of vomit, can I have some of yours?"
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: dqn-list Message: 645 From: D. Cameron King Date: 11/16/2001
Subject: Re: Digest Number 70
>I think one of the 'heights' in RPGing is encouners with gigantic
>creatures. The spell descriptions and combat system need more than what is
>listed for the combat sequence, at least. Off hand, a few considerations
>come to mind:
>
> How many damage points is really inflicted by being flash fried or rended
>asunder by a spell?

We never read those as meaning anything but "instant death." Or, to answer
your question, "as many as it takes."

>Could a giant be killed from damage inflicted only onto his legs?

Why not? Humans can be.

>What general way may a special effect of a spell or ability (if not the
>same as on a humanoid sized creature) be applied?
>
>I have some solutions to some of these in mind, but I would like to hear of
>more questions first, for whatever I might have overlooked (of course, play
>testing should be the best place, but that might not be available to me for
>some time).

Have you got any specific examples of special effects that aren't the same
as they would be on a humanoid-sized creature? It's never really come up in
any of my campaigns.


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Group: dqn-list Message: 646 From: Rodger Thorm Date: 11/16/2001
Subject: Re: DragonQuest Trademark
This has already happened, John. Some years ago, TSR
put out a kiddies boardgame and called it DragonQuest.
This was a few years after they put out the
bowdlerized 3rd Edition.

Based on what John R posted about trademark, I would
guess that they wanted to have something out with the
name DragonQuest on it, but they didn't want it to be
the RPG.

(I did a little quick browsing before posting this,
and I can't find either version of DragonQuest listed
on Wizards' site, so perhaps they are now letting the
Mark lapse. According to one source I found, the TSR
board game was published in 1992, so it is almost 10
years old.)

-- Rodger Thorm

===============================================
--- John Austin <cptjohna@the-beach.net> wrote:
> Thank Greg
>
> The only thing is the TradeMark and even the name
> DragonQuest doesn't mean a
> damn thing without the content. Even if I could
> pull that off it still
> wouldn't be our DragonQuest. I equate that with
> buying a Mercedes emblem
> and sticking it on a used Chevy. I have to get the
> copyright. Think about
> it, DragonQuest at the local gamming store. You
> buy it and rush home to
> find a completely different game then the one you
> have been playing all
> these years! It would have to be very different
> considering Hasboro would
> sue the sh-t out of me. I beleive they would sell
> the sysytem. Everything
> is for sale. Maybe they would liscense the system
> the way they do with D20
> games?
>
> Thank You
>
> John Austin
>

snip

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Group: dqn-list Message: 647 From: Rodger Thorm Date: 11/16/2001
Subject: Re: 4th Edition DragonQuest?!?!
I just came across this while searching through the
Wizards of the Coast website and doing a site search
on 'DragonQuest':

"The game in which the campaign is to be run must be
currently in print, defined as available to be
purchased from the manufacturer (example: DUNGEONS &
DRAGONS�, 3rd Edition can be purchased from its
publisher (Wizards of the Coast), while DRAGONQUEST�,
4th edition (TSR/WotC), cannot);"

In case you want to see this for yourself in its full
context, the URL for the page is:
http://www.wizards.com/rpga/main.asp?x=MemberRunCampaign


The page is titled Run a RPGA Member-run Campaign. I
assume this was just someone in RPGA not knowing the
facts and making an error, but does anyone know any
more?

-- Rodger Thorm

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Group: dqn-list Message: 648 From: Stephen Lister Date: 11/17/2001
Subject: Re: Digest Number 70
Call it "DQ" - that's how we have all referred to it for years...

Stephen

"Greg Walters" <Greg_G_Walters@email.com> wrote on 16/11/2001 18:46:13:

> Right, John, the system is the objective: I shouldn't have assumed
> that everyone would understand that. Say, that begs the question, if
> someone does pull a 'sting' on the DQ system, what shall it be
> named? (assuming that even that would, then, be allowed!)
>
> I think, to make the game grow, one good thing is for some of us GMs
> to run a few scenarios at any of the major conventions. ( for my
> area, that would be at a Strategicon )
>
> Greg W.
>
> -----Original Message----
> Subject: RE: [DQN-list] Digest Number 70
>
> > The only thing is the TradeMark and even the name DragonQuest
> doesn't mean a...Maybe they would liscense the system the way they do
with D20
> > games?
>
> >
> > -----Original Message-----
>
> > Sent: Tuesday, November 13, 2001 8:31 AM
> > To: dqn-list@yahoogroups.com...
> --
>
> _______________________________________________
>
> 1 cent a minute calls anywhere in the U.S.!
>
>
>
>
http://www.getpennytalk.com/cgi-bin/adforward.cgi?p_key=RG9853KJ&url=http://www.getpennytalk.com
>
>
>
>
>
>
>
>
>
>
>
> Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
>
>
>
Group: dqn-list Message: 649 From: taichimaster_2001@yahoo.com Date: 11/17/2001
Subject: DragonQuest 4th Edition
I would like to thank everyone who has responded to my inquiry about
the DragonQuest system. It looks as if I'm going to have to get an
attorney who can tell me the status of the copyright. The trademark
would only be for the name and not the game system as we know it. At
least thats my understanding but then again were talking about the
law. Law can have a lot of interpetations but there has got to be a
ton of precedent in cases like this.
Is anyone in contact with the people that designed the original
game? Do they still play the game?
Anyway Im glad to see poeple posting on this site!

Thank You

John Austin

ps Can someone explain why my email shows on my posts and not my
name? Id rather have my name posted. Thankyou John A
Group: dqn-list Message: 650 From: terryintransit@yahoo.com Date: 11/18/2001
Subject: Giants
> How many damage points is really inflicted by being flash fried or
rended asunder by a spell?
>
> Could a giant be killed from damage inflicted only onto his legs?
>
> What general way may a special effect of a spell or ability (if not
>the same as on a humanoid sized creature) be applied?

Our gereral rule of thumb requires a target per hex of the creature
to obtain full effect. i.e. a two hex monster requires two targets of
a spell. For a single target spell this requires casting twice, for a
multi target you need to assign two targets to the creature.

Common sence also applies if the single hex creature is _really_ big,
say 40ft.

Terry
Group: dqn-list Message: 651 From: Greg Walters Date: 11/18/2001
Subject: DQ (what else?)
I don't know about the system that the 4th edition uses, but the game is like Talisman. As I recall, the name 'DragonQuest' is the only thing that the 4th edition game has from the old DragonQuest RPG game.

Say, what web-sites have people been listing themselves in? I mean, sites that feature some sort of player database. The DQPA is the main one for us. Another site that I'm in is 'accessdenied.net' Any others that would be woth mentioning?

Greg Walters
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Group: dqn-list Message: 652 From: Greg Walters Date: 11/18/2001
Subject: Re: Digest Number 70
Ok 'DQ' is a good idea.

Now, we need that lawyer to tell us what edition it is (1st, 4th, or 5th?)! lol

-----Original Message-----
From: "Stephen Lister" <rpg@twistedreality.com.au>
Date: Sat, 17 Nov 2001 08:16:29 +1000
To: dqn-list@yahoogroups.com
Subject: RE: [DQN-list] Digest Number 70


> Call it "DQ" - that's how we have all referred to it for years...
>
> Stephen
>

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Group: dqn-list Message: 653 From: terryintransit@yahoo.com Date: 11/29/2001
Subject: Greater Enchantment
Hi All,

what do you all think of the Greater Enchantment ritual?

I've found that it can become a cheap bootstrap for the player that
tends to skew their abilities.

How do other people deal with it? Do you find the ritual a problem?
Have you modified the use of the ritual?

Terry
Group: dqn-list Message: 654 From: King Rat Date: 12/1/2001
Subject: Re: Greater Enchantment
My players tend to be the selfish sort, so most don't get a high Rank in a
spell/ritual that can't benefit the caster.

That being said, I don't find it much of a problem. A few minor bonuses
here and there can easily be countered with a slight increase in the quality
of opposition, and I don't find it to be unbalancing or extreme.

What *I* find to be most annoying is Enhancing Enchantment, since it
essentially is the same as ranking up every spell in your repetoire. Being
Special Knowledge it can get expensive, but I still find it overpowerful.
Along with Quickness. Sigh. I guess that I've just gotten used to the idea
that the Enchantment College is really powerful.

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Group: dqn-list Message: 655 From: ryumaou01 Date: 1/7/2002
Subject: Re: DragonQuest 4th Edition
--- In dqn-list@y..., taichimaster_2001@y... wrote:
> I would like to thank everyone who has responded to my inquiry about
> the DragonQuest system. It looks as if I'm going to have to get an
> attorney who can tell me the status of the copyright. The trademark
> would only be for the name and not the game system as we know it. At
> least thats my understanding but then again were talking about the
> law. Law can have a lot of interpetations but there has got to be a
> ton of precedent in cases like this.
> Is anyone in contact with the people that designed the original
> game? Do they still play the game?
> Anyway Im glad to see poeple posting on this site!
>
> Thank You
>
> John Austin
>
> ps Can someone explain why my email shows on my posts and not my
> name? Id rather have my name posted. Thankyou John A

Hi,

I'm *brand* new to the list, but I should be able to help you with the
copyright issue. TSR acquired the copyright when they bought SPI.
Now, Wizards of the Coast picked it up when they acquired TSR, since
it would be considered a corporate asset. So, that means that Hasbro
owns it, because they bought Wizards of the Coast.
Several years ago (1996), I sent a letter to TSR's legal department to
ask about the possibility of getting the rights to publish the game
again. They politely declined. I still have the letter. If anyone's
interested, I could scan it for y'all.

Cheers!
Jim
Group: dqn-list Message: 656 From: Rodger Thorm Date: 1/8/2002
Subject: Re: [DQ-RPG] Aimed Attacks
To: DragonQuest-RPG@yahoogroups.com
Subject: [DQ-RPG] Aimed Attacks

Take a look at the Aimed Attack [102.3] rule in Poor Brendan's
Almanac. It doesn't address all of the issues you are looking for, I
suspect (it only deals with missile and thrown weapons), but it might
be a starting point for something more along the lines of what you
are looking for.

I've debated about a targeted melee attack, and to include such would
really require rewriting the whole combat mechanic, or at least a
major overhaul. If, for example, you allow targetting a specific area
(even if it's just: head; upper torso; lower torso; left arm; right
arm; left leg; right leg) then you should be able to armor each area
individually, and that really requires a whole new combat system.

You could also come up with some specific special attacks (not unlike
the existing Trip or Disarm, for example) that did some of what you
were looking for. For example: Headshot -- Strike Chance = (weapon
BC - 30) plus regular modifiers. If strike is successful and figure
is not wearing a helmet, the defender takes maximum damage from the
weapon. Otherwise, figure is automatically stunned. (Note: This was
right off the top of my head. I don't think this would be very
balanced, so please don't use this. On the other hand, if someone
wants to write up Headshot, I think it might be a useful added
special attack.)

--Rodger Thorm
(new address: dqn@earthlink.net)

-----Original Message-----
From: "jcorey30" <jcorey30@yahoo.com>
Date: Sat, 05 Jan 2002 20:56:33 -0000
To: DragonQuest-RPG@yahoogroups.com
Subject: [DQ-RPG] Considering some rule addtions


> And I am looking for input on how best to do these things in the
> context of DragonQuest.
> 1) Aimed shots. This is something I always wanted to add, but
> struggled with because DQ is so "realistic". There are several
> issues. First off, how do you handle a grevious with an amied shot?
> If the guy shoots for the head, and rolls a 01, then a grevious
that
> is a slasher on the primary arm does not make a whole lot of sense.
> Also, what would be the cost of doing that? In game terms? Takes
> twice as long to strike?
--