Messages in dqn-list group. Page 15 of 80.

Group: dqn-list Message: 707 From: Steven Wiles Date: 6/17/2002
Subject: Re: Interested in DQ - A few rules questions, though.
Group: dqn-list Message: 708 From: Eric Hansen Date: 6/17/2002
Subject: Re: Interested in DQ - A few rules questions, though.
Group: dqn-list Message: 709 From: King Rat Date: 6/17/2002
Subject: Re: Interested in DQ - A few rules questions, though.
Group: dqn-list Message: 710 From: Bruce Probst Date: 6/17/2002
Subject: Re: Interested in DQ - A few rules questions, though.
Group: dqn-list Message: 711 From: Greg Walters Date: 6/17/2002
Subject: Re: Interested in DQ - A few rules questions, though.
Group: dqn-list Message: 712 From: tearohdaktil Date: 6/17/2002
Subject: Re: Interested in DQ - A few rules questions, though.
Group: dqn-list Message: 713 From: D. Cameron King Date: 6/17/2002
Subject: Re: Interested in DQ - A few rules questions, though.
Group: dqn-list Message: 714 From: Jason Winter Date: 6/17/2002
Subject: Re: Interested in DQ - A few rules questions, though.
Group: dqn-list Message: 715 From: D. Cameron King Date: 6/17/2002
Subject: Re: Interested in DQ - A few rules questions, though.
Group: dqn-list Message: 716 From: Steven Wiles Date: 6/18/2002
Subject: Re: Interested in DQ - A few rules questions, though.
Group: dqn-list Message: 717 From: Anthony N. Emmel Date: 6/18/2002
Subject: Re: Interested in DQ - A few rules questions, though.
Group: dqn-list Message: 718 From: Bruce Probst Date: 6/18/2002
Subject: Re: Interested in DQ - A few rules questions, though.
Group: dqn-list Message: 719 From: D. Cameron King Date: 6/18/2002
Subject: Re: Interested in DQ - A few rules questions, though.
Group: dqn-list Message: 720 From: klm@morris-clan.net Date: 6/18/2002
Subject: Re: Interested in DQ - few rules questions, though.
Group: dqn-list Message: 721 From: ssclark62 Date: 6/18/2002
Subject: Online DQ Campaign Restarting!
Group: dqn-list Message: 722 From: Russ Jones Date: 6/18/2002
Subject: Re: Interested in DQ - A few rules questions, though.
Group: dqn-list Message: 723 From: mortdemuerte Date: 7/4/2002
Subject: Parrying
Group: dqn-list Message: 724 From: Russ Jones Date: 7/4/2002
Subject: Re: Parrying
Group: dqn-list Message: 725 From: D. Cameron King Date: 7/5/2002
Subject: Re: Parrying
Group: dqn-list Message: 726 From: Eric Hansen Date: 7/5/2002
Subject: Re: Parrying
Group: dqn-list Message: 727 From: klm@morris-clan.net Date: 7/5/2002
Subject: Re: Interested in DQ - few rules questions, though.
Group: dqn-list Message: 728 From: D. Cameron King Date: 7/5/2002
Subject: Re: Parrying
Group: dqn-list Message: 729 From: Eric Hansen Date: 7/8/2002
Subject: Re: Parrying
Group: dqn-list Message: 730 From: taichimaster_2001 Date: 7/8/2002
Subject: New Campaign
Group: dqn-list Message: 731 From: John M. Kahane Date: 7/8/2002
Subject: 3rd Edition Comments, and Alchemist Skill
Group: dqn-list Message: 732 From: Anthony N. Emmel Date: 7/8/2002
Subject: Re: 3rd Edition Comments, and Alchemist Skill
Group: dqn-list Message: 733 From: John M. Kahane Date: 7/9/2002
Subject: Re: Parrying
Group: dqn-list Message: 734 From: rthorm Date: 7/14/2002
Subject: DQN summer issues
Group: dqn-list Message: 735 From: Martin Gallo Date: 7/14/2002
Subject: Re: DQN summer issues
Group: dqn-list Message: 736 From: John M. Kahane Date: 7/14/2002
Subject: Re: [dq-rules] Re: [dq
Group: dqn-list Message: 737 From: mortdemuerte Date: 7/18/2002
Subject: Parrying
Group: dqn-list Message: 738 From: mortdemuerte Date: 7/18/2002
Subject: The Main Gauche
Group: dqn-list Message: 739 From: mortdemuerte Date: 7/18/2002
Subject: Running
Group: dqn-list Message: 740 From: Jason Winter Date: 7/18/2002
Subject: Re: Running
Group: dqn-list Message: 741 From: King Rat Date: 7/18/2002
Subject: Re: Running
Group: dqn-list Message: 742 From: King Rat Date: 7/18/2002
Subject: Re: The Main Gauche
Group: dqn-list Message: 743 From: D. Cameron King Date: 7/18/2002
Subject: Re: Parrying
Group: dqn-list Message: 744 From: Héctor Rosso Date: 7/18/2002
Subject: MAin Gauche
Group: dqn-list Message: 745 From: D. Cameron King Date: 7/18/2002
Subject: Re: Running
Group: dqn-list Message: 746 From: William Hough Date: 7/18/2002
Subject: Re: The Main Gauche
Group: dqn-list Message: 747 From: rthorm Date: 7/18/2002
Subject: High Rolls (was Re: Parrying)
Group: dqn-list Message: 748 From: Anthony N. Emmel Date: 7/18/2002
Subject: Re: The Main Gauche
Group: dqn-list Message: 749 From: John M. Kahane Date: 7/19/2002
Subject: Next DQN Issue (Was; Re: DQN summer issues)
Group: dqn-list Message: 750 From: Bruce Probst Date: 7/23/2002
Subject: Re: The Main Gauche
Group: dqn-list Message: 751 From: Bruce Probst Date: 7/23/2002
Subject: Re: Running
Group: dqn-list Message: 752 From: rthorm Date: 8/1/2002
Subject: New adventure outline
Group: dqn-list Message: 753 From: runeshaper Date: 8/9/2002
Subject: DQ rulebooks online
Group: dqn-list Message: 754 From: Viktor Haag Date: 8/9/2002
Subject: DQ rulebooks online
Group: dqn-list Message: 755 From: archangelkelley Date: 8/10/2002
Subject: Re: 3rd Edition Comments, and Alchemist Skill
Group: dqn-list Message: 756 From: DAVID VANCE Date: 8/10/2002
Subject: Re: Running



Group: dqn-list Message: 707 From: Steven Wiles Date: 6/17/2002
Subject: Re: Interested in DQ - A few rules questions, though.
--- tearohdaktil <cristovojon@juno.com> wrote:
> While I have been a long-time rpg gamer, I have yet
> to play (or GM)
> Dragonquest. However, I have read, with
> considerable interest and
> pleasure, my copy of the 3rd edition of the
> Dragonquest rulebook.
> For a number of reasons I have been drawn to it over
> the years -
> seemingly in a vacuum considering the market
> domination of xD&D over
> the years.

Welcome. It's always a pleasure to have a new "face"
appear on the boards, and we're always looking for new
"converts". :)

> Please, be kind. I'm a bit confused over how the
> issue of Adepts and
> their "acqusition" of Talents, Spells, and Rituals
> is handled, per
> the rules of DQ, 3rd Ed.

Now, I'll have to pull out my copy of the third
edition to help you here. If you end up sticking
around, you'll find that most of us have and play by
our copies of the 2nd edition rules, published back
when DQ was owned by SPI rather than TSR. The game is
essentially the same, they just changed a lot of the
numbers, particularly in the magic sections. Most
people here (I believe...) find the 2nd edition
superior, so if you can find a copy in a gaming shop
or on eBay I personally recommend you snatch it up
quick. However, that's a personal opinion. :) Let's
actually get to your questions....

> Rule 34.4 "A character is assumed to have mastered
> all of the General
> Knowledge of his College . . . [it] is always at
> Rank 0."
>
> Does this mean that a beginning Adept would know
> (i.e. be able to
> cast) all General Knowledge Spells and Rituals?
> Only that they would
> be cast at Rank 0? And while I understand that to
> improve individual
> spells one should use their "Experience: Multiple"
> costs, what is the
> cost of learning, or having access to, a particular
> college?

Yes, he knows all the spell/rituals/talents of General
Knowledge, and he knows them at Rank 0. This would
include the two Counterspells for his College (rule
[31.3]) as well as Ritual Spell Preparation ([32.1])
and Ritual Purification ([32.2]).

If you plan to start your character as a mage, there
is no particular experience or even time cost. If you
want your character to learn a College of magic after
he/she` has been played, the only cost is a time cost:
six months of tutelage under a master ([34.5]).

> Rule 34.6 ". . . but can only know a number of
> spells and rituals of
> Rank 5 or lower equal to his Magical Aptitude. He
> can know an
> unlimited number of spells and rituals of Rank 6 or
> higher."
>
> Huh? An Adept can know some spells at a lower
> proficiency, but any
> number at higher mastery? This rule, in conjunction
> with 34.7, has
> me really scratching my head. Please, someone,
> help!

I will give you my own personal interpretation of the
meaning of this set of rules. When a mage knows a
spell at Rank 0 to 5, it is a piece of knowledge he
has only a tenuous grasp on. The spell is something
he either only just learned or virtually never uses.
He can only know so many spells in this half-assed
manner before he starts to loose his mental grip on
them.

Once he's practiced the spell enough to achieve Rank
6, he's more or less mastered the spell. It's become
second nature to the mage. Moved into long-term
memory, so to speak. This frees up a little more room
in his "short-term magical memory" to learn new
spells. Magical Aptitude is a convenient stat for
measuring how many spells/rituals he can "barely" know
at one time (among other things). A mage can know as
many spells of Rank 6 or higher as he can manage
because he has practiced (and practices) them quite a
bit and must use them quite often to have gotten them
to that level.

That's my first playing group's interpretation, at any
rate. We were in all college at the time, so we had
some pretty immediate experience with trying to cram
too much half-learned knowledge into one brain. If
anyone out there has another take on these rules, I'd
love to hear it.

> Finally, how does all of this work with 8.6. and
> spending your 100
> ExP to acquire any one skill at Rank 0?

That rule doesn't really apply here. Knowing a
magical College isn't considered a "skill" in the same
sense that Thief, Merchant, Ranger, etc. are Skills.
Weapon skills, adventure skills, and magical skills
are separate categories, and each have their own rules
for time and experience costs to learn or Rank. You
may have noticed that each of these types of skills is
featured in a seperate "Book" within the DragonQuest
rulebook.

> Thanks, to everyone who might help me. If you guys
> are there for my
> questions, you might just have another DQ devotee on
> your hands. :)

Oh, getting answers to questions is never a problem
around here. Getting a flood of information is a more
common problem. :) Here's hoping I managed to answer
your questions, and if you don't find something in my
explanation clear, go right ahead and point it out.
Glad to have you on board, hope you stay. :)

Steve


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Group: dqn-list Message: 708 From: Eric Hansen Date: 6/17/2002
Subject: Re: Interested in DQ - A few rules questions, though.
> Rule 34.4 "A character is assumed to have mastered all of the General
> Knowledge of his College . . . [it] is always at Rank 0."

> Does this mean that a beginning Adept would know (i.e. be able to
> cast) all General Knowledge Spells and Rituals?

Yes.

> Only that they would be cast at Rank 0?

Yes.

> what is the cost of learning, or having access to, a particular college?

For a starting character, there is no cost, but your MA must be high
enough to support knowing all the general knowledge (frex if a college
has 10 general knowledge spells and 3 general knowledge rituals, you need
a MA of at leat 13 to become a member of it.

> Rule 34.6 ". . . but can only know a number of spells and rituals of
> Rank 5 or lower equal to his Magical Aptitude. He can know an
> unlimited number of spells and rituals of Rank 6 or higher."

> Huh? An Adept can know some spells at a lower proficiency, but any
> number at higher mastery? This rule, in conjunction with 34.7, has
> me really scratching my head. Please, someone, help!

What this means is that spells not mastered (rank 5 or less) take up
slots, if you will, of your MA. Once you master a spell (attain Rank 6 +)
it no longer takes up a slot.

> Rule 34.7 "cannot acquire additional spells . . . unless he attains
> Rank 6 or higher with spells already learned so as to make room . . ."

> Make room for new spells or "additioanl knowledge." What's up wit
> dat?

See above.

> Finally, how does all of this work with 8.6. and spending your 100
> ExP to acquire any one skill at Rank 0?

You'd really want to use this to learn a Skill, some of which are quite
expensive to acquire at Rank 0, in fact unattainable for starting
characters without this rule. I never connect this rule with magic at
all.

> Thanks, to everyone who might help me. If you guys are there for my
> questions, you might just have another DQ devotee on your hands. :)

I haven't actually played DQ for about 15 years, but still think it's an
awesome system. Maybe I'll go back to it one day.

Eric Hansen






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Group: dqn-list Message: 709 From: King Rat Date: 6/17/2002
Subject: Re: Interested in DQ - A few rules questions, though.
I'll just jump right into it... and no problems with asking questions.


>Rule 34.4 "A character is assumed to have mastered all of the General
>Knowledge of his College . . . [it] is always at Rank 0."
>
>Does this mean that a beginning Adept would know (i.e. be able to
>cast) all General Knowledge Spells and Rituals? Only that they would
>be cast at Rank 0?

Yes, correct on all counts.


>And while I understand that to improve individual
>spells one should use their "Experience: Multiple" costs, what is the
>cost of learning, or having access to, a particular college?

Offhand, I can't recall. I DO know that its in there somewhere, but it
shouldn't be a large concern anyway. In general, the minimum MA
requirements to join a college mean that any character that is NOT a mage to
start with won't become one. If I had a book handy, I'd be more use.

Additionally, as written you can only be a member of a single college, so
you don't have to worry about mages switching colleges.


>Rule 34.6 ". . . but can only know a number of spells and rituals of
>Rank 5 or lower equal to his Magical Aptitude. He can know an
>unlimited number of spells and rituals of Rank 6 or higher."
>
>Huh? An Adept can know some spells at a lower proficiency, but any
>number at higher mastery?

Absolutely correct. Essentially, it prevents you from learning a load of
spells at Rank 0 -- you'll eventually reach the limit of your knowledge
without progressing in your college.

The idea is that if you know a bunch of spells at Rank 0, you're just a
dabbler, and shouldn't know that many spells. However, someone with a few
spells at Rank 6+ has begun to really learn their college, and therefore
would have more spells.


>Rule 34.7 "cannot acquire additional spells . . . unless he attains
>Rank 6 or higher with spells already learned so as to make room . . ."

>Make room for new spells or "additioanl knowledge." What's up wit
>dat?

As above; you cannot really learn all a college's spells without being adept
at casting at least some of the spells. Since you can only have the
proscribed number of Rank 0-5 spells, you can't learn any more unless you
get at least Rank 6 with one, taking it out of the limiting 'Rank 0-5'
range.


>Finally, how does all of this work with 8.6. and spending your 100
>ExP to acquire any one skill at Rank 0?

Well, you have to pay to learn Special Knowledge spells ordinarily. Of
course, the term "skill" can be pretty broad in DQ (weapon skill, 'skill'
skill, spell 'skill', etc.) You're on your own on this one.

Of course, every General Knowledge spell/talent/ritual starts at Rank 0
anyway.


>Thanks, to everyone who might help me. If you guys are there for my
>questions, you might just have another DQ devotee on your hands. :)

Glad to hear it.

I would suggest running a few mock combats before actually starting a
campaign -- the combat system can be tricky, but the info is in there.
You'll want to (and your players will too) get a feel for the tactical flair
of DQ before you toss some unsuspecting schmoes willy-nilly into the thick
of it. Its especially deadly as well, so a few choice Endurance and
Grievous wounds will get your players used to the idea of running from
fearsome opposition (a trait most DnD players suffer from is the idea that
running is simply unthinkable).


Go bust heads.

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Group: dqn-list Message: 710 From: Bruce Probst Date: 6/17/2002
Subject: Re: Interested in DQ - A few rules questions, though.
On Sun, 16 Jun 2002 16:17:07 -0000, "tearohdaktil" <cristovojon@juno.com>
wrote:

>Rule 34.4 "A character is assumed to have mastered all of the General
>Knowledge of his College . . . [it] is always at Rank 0."
>
>Does this mean that a beginning Adept would know (i.e. be able to
>cast) all General Knowledge Spells and Rituals? Only that they would
>be cast at Rank 0? And while I understand that to improve individual
>spells one should use their "Experience: Multiple" costs, what is the
>cost of learning, or having access to, a particular college?

Right. There is no explicit cost listed in the rules (all that is taken
care as part of your background character generation); however, in one place
it does mention that *changing* a college takes six months of study. I
would assume therefore that the same amount of time is required to join one
from scratch. For someone who wants to join a new college after campaign
play has begun, I would say six months of time required and a fee based on
how many spells etc. comprise the college's General knowledge.

>Rule 34.6 ". . . but can only know a number of spells and rituals of
>Rank 5 or lower equal to his Magical Aptitude. He can know an
>unlimited number of spells and rituals of Rank 6 or higher."
>
>Huh? An Adept can know some spells at a lower proficiency, but any
>number at higher mastery? This rule, in conjunction with 34.7, has
>me really scratching my head. Please, someone, help!

The Adept's MA is the limit on how many spells and rituals of Rank 5 or
lower that the Adept may know. Once he has improved a spell or ritual to
Rank 6, it no longer counts against that limit. Don't forget that each
College has two counterspells and a general ritual (purification) that also
count against this limit. (The College of Naming is a special exception to
this rule.)


>Rule 34.7 "cannot acquire additional spells . . . unless he attains
>Rank 6 or higher with spells already learned so as to make room . . ."
>
>Make room for new spells or "additioanl knowledge." What's up wit
>dat?

See above. Once a spell/ritual has been improved to Rank 6 it no longer
counts against the MA limit, hence a point of MA has been "freed up" so that
the Adept may learn something new.

>Finally, how does all of this work with 8.6. and spending your 100
>ExP to acquire any one skill at Rank 0?

It has nothing to do with that. Skills are a separate area of knowledge
altogether and have nothing to do with the Colleges of Magic.

A little clumsily, DQ divides "improvable knowledge" into several distinct
categories, and they don't overlap: Skills, Weapon Ranks,
Talents/Spells/Rituals and "Adventure Abilities". Namers and members of
some other colleges get to add "True Names" to that list, although they only
take time, not experience points, to improve.

Hope this helps.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Melbourne, Australia MSTie #72759 SCA #80160
"Rock and roll Martian."
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: dqn-list Message: 711 From: Greg Walters Date: 6/17/2002
Subject: Re: Interested in DQ - A few rules questions, though.
----- Original Message -----
From: "tearohdaktil" <cristovojon@juno.com>
Date: Sun, 16 Jun 2002 16:17:07 -0000
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Interested in DQ - A few rules questions, though.

Here are a few answers (although I don't have the books in front of me, just now)...

> While I have been a long-time rpg gamer, I have yet to play (or GM)
> Dragonquest. However, I have read, with considerable interest and
> pleasure, my copy of the 3rd edition of the Dragonquest rulebook.
> For a number of reasons I have been drawn to it over the years -
> seemingly in a vacuum considering the market domination of xD&D over
> the years.
>
> Please, be kind. I'm a bit confused over how the issue of Adepts and
> their "acqusition" of Talents, Spells, and Rituals is handled, per
> the rules of DQ, 3rd Ed.
>
> Rule 34.4 "A character is assumed to have mastered all of the General
> Knowledge of his College . . . [it] is always at Rank 0."
>
> Does this mean that a beginning Adept would know (i.e. be able to
> cast) all General Knowledge Spells and Rituals? Only that they would
> be cast at Rank 0?

Yes. T-1...G-1, G-2,... and Q-1, Q-2 ... (etc., as available to the particular college) would be known by an adept at rank zero. It is possible to spend initial exp. to gain rank 1 (or more, if you have enough exp!) by spending initial exp.

And while I understand that to improve individual
> spells one should use their "Experience: Multiple" costs, what is the
> cost of learning, or having access to, a particular college?

I forgot the answer to that question. I seem to recall that the details of how to become an adapt was covered in a magazine article (something about an exp expenditure and some sort of monastery-like training facility).

>
> Rule 34.6 ". . . but can only know a number of spells and rituals of
> Rank 5 or lower equal to his Magical Aptitude. He can know an
> unlimited number of spells and rituals of Rank 6 or higher."
>
> Huh? An Adept can know some spells at a lower proficiency, but any
> number at higher mastery? This rule, in conjunction with 34.7, has
> me really scratching my head. Please, someone, help!
>
> Rule 34.7 "cannot acquire additional spells . . . unless he attains
> Rank 6 or higher with spells already learned so as to make room . . ."
>
> Make room for new spells or "additioanl knowledge." What's up wit
> dat?

Except for a namer, the adept must have a MA equal or greater than the total number of general knowledge spells and rituals to enter a particular college. Some people include the 'Special Magical Preparations' &/or counter spell that the adept also knows toward that total (some do not).

The adept is 'working on it' from rank 1 to 5. He has sufficient proficiency at rank 6. An adept may be 'working on' a number of spells or rituals equall to his MA. As I recall, the adept may acquire any number of additional spells &/or rituals at rank '0'.

>
> Finally, how does all of this work with 8.6. and spending your 100
> ExP to acquire any one skill at Rank 0?

This is for the skills such as 'Ranger', 'Healer', 'Spy' (etc). That way, a starting character may be able to get one of these 'expensive' skills.

>
> Thanks, to everyone who might help me. If you guys are there for my
> questions, you might just have another DQ devotee on your hands. :)
>

I'm sure someone will 'pipe in' to to correct and/or explain further than what is listed in this message.


- Greg W
--
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Group: dqn-list Message: 712 From: tearohdaktil Date: 6/17/2002
Subject: Re: Interested in DQ - A few rules questions, though.
--- In dqn-list@y..., Steven Wiles <mortdemuerte@y...> wrote:

> Now, I'll have to pull out my copy of the third
> edition to help you here. If you end up sticking
> around, you'll find that most of us have and play by
> our copies of the 2nd edition rules, published back
> when DQ was owned by SPI rather than TSR. The game is
> essentially the same, they just changed a lot of the
> numbers, particularly in the magic sections. Most
> people here (I believe...) find the 2nd edition
> superior, so if you can find a copy in a gaming shop
> or on eBay I personally recommend you snatch it up
> quick. However, that's a personal opinion. :) Let's
> actually get to your questions....

Thanx Steve,

I'll "mull" over your answers, along with the other replies I've
gotten thus far, and see if I need further clarification.

However, I've noticed that DQ fans, at least the vocal majority, seem
to have not only a preference and/or fond memories of the 1st and 2nd
edition of the game's rules, but also a downright spitting hatred of
3rd edition. Why are there such vitriolic opininions on this issue?
Granted, I've never played or even seen those earlier versions, but
it seems they are not all that different from 3rd edition. It would
appear that many of these fans of DQ hate that the less politically
correct stuff was changed or excised, i.e. deviltry, harsh language,
occult-leaning material, etc. Is that material really so precious,
at least, in terms of elegant system design? Or, do you think it is
more of a personal statement in that they are taking a stand against
the so-called "right-thinking" made by a company, much less the
guv'ment?
Group: dqn-list Message: 713 From: D. Cameron King Date: 6/17/2002
Subject: Re: Interested in DQ - A few rules questions, though.
>Except for a namer, the adept must have a MA equal or greater than the
>total number of general knowledge spells and rituals to enter a particular
>college. Some people include the 'Special Magical Preparations' &/or
>counter spell that the adept also knows toward that total (some do not).

According to the game designers' notes, the Special Magical
Preparations (e.g., Ritual Purification) do *NOT* count towards
the MA requirement, but the counterspells do. So the correct
formula is [(number of GK spells) + (number of GK rituals) + 2] =
MA required.



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Group: dqn-list Message: 714 From: Jason Winter Date: 6/17/2002
Subject: Re: Interested in DQ - A few rules questions, though.
>
>However, I've noticed that DQ fans, at least the vocal majority, seem
>to have not only a preference and/or fond memories of the 1st and 2nd
>edition of the game's rules, but also a downright spitting hatred of
>3rd edition. Why are there such vitriolic opininions on this issue?
>Granted, I've never played or even seen those earlier versions, but
>it seems they are not all that different from 3rd edition. It would
>appear that many of these fans of DQ hate that the less politically
>correct stuff was changed or excised, i.e. deviltry, harsh language,
>occult-leaning material, etc. Is that material really so precious,
>at least, in terms of elegant system design? Or, do you think it is
>more of a personal statement in that they are taking a stand against
>the so-called "right-thinking" made by a company, much less the
>guv'ment?

I don't have my 3rd Edition copy handy and it's been a long time since I
have looked at it, but I will give you what I recall were a couple of my
reasons for disliking of the 3rd edition.

First off, at the time 3rd edition came out, I wasn't a "TSR Hater". I was
extremely excited when I heard it was coming out (at Gen Con that year if I
recall correctly). When I got to Gen Con that year, I went straight to the
TSR booth and bought my copy. As you stated, the first thing I noticed was
it had been made "politically correct". Most of the "evil" stuff had been
removed, and what was left of any less than good spells had had their base
cast chances lowered dramatically. At first I was excited about the new
Shaper Class, but I had a player decide to play one, and it was immediately
apparent that the class wasn't going to work as a PC class. Within short
order after achieving a few ranks, the Shaper was cranking out Magic items
like it was going out of style. I finally had to take him to the side and
ask him to play a different character. The Shaper class is now an NPC only
class. It seemed a lot of what was added unbalanced the game instead of
improved it.

I know there was more, but without looking through the book again, the
above is all I remember off the top of my head.







Jason Winter
Alarian@harbornet.net
http://www.darkrealms.com/~alarian/
Group: dqn-list Message: 715 From: D. Cameron King Date: 6/17/2002
Subject: Re: Interested in DQ - A few rules questions, though.
>However, I've noticed that DQ fans, at least the vocal majority, seem
>to have not only a preference and/or fond memories of the 1st and 2nd
>edition of the game's rules, but also a downright spitting hatred of
>3rd edition. Why are there such vitriolic opininions on this issue?
>Granted, I've never played or even seen those earlier versions, but
>it seems they are not all that different from 3rd edition. It would
>appear that many of these fans of DQ hate that the less politically
>correct stuff was changed or excised, i.e. deviltry, harsh language,
>occult-leaning material, etc. Is that material really so precious,
>at least, in terms of elegant system design? Or, do you think it is
>more of a personal statement in that they are taking a stand against
>the so-called "right-thinking" made by a company, much less the
>guv'ment?

I can only speak for myself, but most of my distaste for the 3rd
edition stems from my intense hatred of TSR as it then existed. There *are*
valid reasons to be upset with the 3rd edition, however. Many rules changes
(especially things like Base Chances for spells) were changed by editors who
clearly didn't know what they were doing.



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Group: dqn-list Message: 716 From: Steven Wiles Date: 6/18/2002
Subject: Re: Interested in DQ - A few rules questions, though.
--- tearohdaktil <cristovojon@juno.com> wrote:
> --- In dqn-list@y..., Steven Wiles
> <mortdemuerte@y...> wrote:
>
> However, I've noticed that DQ fans, at least the
> vocal majority, seem
> to have not only a preference and/or fond memories
> of the 1st and 2nd
> edition of the game's rules, but also a downright
> spitting hatred of
> 3rd edition. Why are there such vitriolic
> opininions on this issue?
> Granted, I've never played or even seen those
> earlier versions, but
> it seems they are not all that different from 3rd
> edition. It would
> appear that many of these fans of DQ hate that the
> less politically
> correct stuff was changed or excised, i.e. deviltry,
> harsh language,
> occult-leaning material, etc. Is that material
> really so precious,
> at least, in terms of elegant system design? Or, do
> you think it is
> more of a personal statement in that they are taking
> a stand against
> the so-called "right-thinking" made by a company,
> much less the
> guv'ment?

Hmmm... that's a difficult question to answer. I can
tell you what the viewpoint of my old group was on
this matter.

First, you are correct that -part- of the distaste
with the 3rd edition has to do with its "political
correctness". Although the Black Magic and Greater
Summoning Colleges are by no means essential to the
game as a whole, they do give a nice "flavor"
regarding the nature of manifest evil in the
gameworld. My opinion is that the Colleges exist more
to give GMs a basis for their campaign villains than
for player characters to play, but I imagine that
varies from group to group. The bowdlerization was
not difficult to understand, however, given the amount
of flak TSR had taken in the 80's from religious
groups about D&D's so-called "satanic" content.

More important was what was done to the magic system
in general. Now, my group has always regarded DQ's
magic system as one of its strong points. It's a
reasonably unique system, and quite distinct from
D&D's. In the 3rd edition, the base chances of many
spells were -severely- reduced from 2nd edition. I
must emphasize -severely-. Now, considering the
backfire rules of the game and that you are not
supposed to Rank a spell until you've used it in game
(and can only Rank it by one between campaign sessions
at that), giving spells -negative- cast chances
bordered on the ludicrous. No spell in 2nd edition
has a base chance of less than 1%. It's even part of
the rules on new spell creation that were to be
featured in the Arcane Wisdom supplement.

However, these are technical issues. What really
galled us was the "sense" of why TSR had published the
3rd edition in the first place. Note, this is the
realm of pure opinion, but it was and is our held
opinion. It seemed as though TSR had bought the game
-not- to market it alongside D&D, but simply to remove
a competitor from the field. It felt like they had
only published 3rd ed in order to maintain their
rights on the name, and they had butchered (perhaps
through incompetence, but perhaps deliberately)
portions of the game, making it an inferior product to
the 2nd edition. Given the anticipation that had been
generated in the DQ community alluded to by Jason
Winter, it left many feeling used and betrayed. That,
more than anything, is probably responsible for the
"vitriolic hatred" you have noted. Now, many of us
may be misreading malevolence in TSR's motives. But,
that's the general feeling....

Oh, and I need to clarify something from my previous
post. I said that Ritual Spell Preparation and Ritual
Purification are considered part of the General
Knowledge of each College. This is true, as stated.
However, D. Cameron King is also correct to point out
that these two rituals are -not- counted against the
total spells/rituals that can be known at less than
Rank 6. This is perhaps obvious for Purification,
which cannot be Ranked anyway, but not obvious for
Preparation. This rule is part of an addendum in the
Arcane Wisdom supplement.

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Group: dqn-list Message: 717 From: Anthony N. Emmel Date: 6/18/2002
Subject: Re: Interested in DQ - A few rules questions, though.

Chello!

Besides removing the College of Demonic Summonings and the College of Black Magics, they messed up the races.  they DOUBLED the attribute modifiers and penalties in the birthrights section.  I believe they removed the assassin as well and changed the name of the Courtesan skill to Courtier. 

For those of us that started in '82 (or earlier!), it just seemed like T$R was trying to deliberately piss us off!

Tony

  tearohdaktil <cristovojon@juno.com> wrote:

 Why are there such vitriolic opininions on this issue?  
Granted, I've never played or even seen those earlier versions, but
it seems they are not all that different from 3rd edition.  It would
appear that many of these fans of DQ hate that the less politically
correct stuff was changed or excised, i.e. deviltry, harsh language,
occult-leaning material, etc.  Is that material really so precious,
at least, in terms of elegant system design?  Or, do you think it is
more of a personal statement in that they are taking a stand against
the so-called "right-thinking" made by a company, much less the
guv'ment?


Anthony N. Emmel

HMGMA# TX-1-00162-01

Yahoo! Messenger ID: lord_kjeran

�And suppose�suppose that when rationalism does go, it�s as if a bright dazzle has gone for a while and we could see�Dark magic�A universe of marvels where water flows uphill and trolls live in the deepest woods and dragons live under the mountains.�

Stephen King, The Stand



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Group: dqn-list Message: 718 From: Bruce Probst Date: 6/18/2002
Subject: Re: Interested in DQ - A few rules questions, though.
On Mon, 17 Jun 2002 22:45:44 -0700 (PDT), Steven Wiles
<mortdemuerte@yahoo.com> wrote:

>However, these are technical issues. What really
>galled us was the "sense" of why TSR had published the
>3rd edition in the first place. Note, this is the
>realm of pure opinion, but it was and is our held
>opinion. It seemed as though TSR had bought the game
>-not- to market it alongside D&D, but simply to remove
>a competitor from the field.

It should be noted that TSR didn't "buy" DQ; they acquired it as part of the
assets of SPI. TSR wanted SPI for the historical boardgames; they didn't
particularly want the role-playing stuff, it just came as part of the
package. Naturally, having acquired DQ and Universe, they were happy to
bury them in favour of their own systems (AD&D and Star Frontiers) (but
you're correct that 3rd ed. was published to maintain copyright/trademark on
the name).

I pretty much agree with everything else you said.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Melbourne, Australia MSTie #72759 SCA #80160
"Rock and roll Martian."
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: dqn-list Message: 719 From: D. Cameron King Date: 6/18/2002
Subject: Re: Interested in DQ - A few rules questions, though.
>Besides removing the College of Demonic Summonings and the College of Black
>Magics, they messed up the races. they DOUBLED the attribute modifiers and
>penalties in the birthrights section. I believe they removed the assassin
>as well and changed the name of the Courtesan skill to Courtier.

Actually, that last change (Courtesan to Courtier) was appropriate.
The neutral-gender form *should* have been the male (just as Beast
Master is not called Beast Mistress, though there can be female
Beast Masters), but 2nd edition clearly anticipated that the skill
would more commonly be possessed by females (true, but nevertheless
a bit sexist), and thus called the skill Courtesan. It's a very
minor point, but I can't fault TSR for correcting it.



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Group: dqn-list Message: 720 From: klm@morris-clan.net Date: 6/18/2002
Subject: Re: Interested in DQ - few rules questions, though.
My greatest disappointment with the 3rd edition rules was not what they did,
but what they didn't do. The editors didn't have anyone who had actually
played DQ help modify the rules. Anyone who has actually played DQ could have
suggested areas for improvement, none of which were addressed.

Consider, as a simple example, the Alchemist skill. This is labeled as
being "poor man's magic." However, if you consider the suggested yearly
incomes, a middle income person would make 6000 to 8000 silver pennies a year.
So, we presume, lower income people will make considerably less. After paying
for lodging, food, and other essentials, I doubt a "poor man" would have even
200 silver pennies a year to purchase something from an alchemist. Looking at
the alchemist prices, 200 silver would barely get you in the door! (As an
aside, our solution for this is to divide all Alchemist costs by 10.)

Much as I enjoy DragonQuest, there are plenty of small areas in which the rules
could have been tweaked to make a better game. The 3rd edition didn't do a
single one of them.

Margaret
Group: dqn-list Message: 721 From: ssclark62 Date: 6/18/2002
Subject: Online DQ Campaign Restarting!
Hi everyone at the Yahoo dqn-list!

I will be very soon restarting my online DragonQuest campaign that
originally ran from 7/99 through 1/01. I suspended the campaign
until now due to some personal restraints, esp. the presence of a new
son who took up much of my time.

At any rate, my DQ page is also up on a new server. You can get to
it at http://mywebpages.comcast.net/ssclark/dq.htm

I believe my old ISP that I dumped back last year, icx.net, still has
my web pages up, but please change to the new address.

Please note that have been unable for several months to update my web
pages due to some problems with Comcast, so I don't know when I'll be
able to get an update through. However, there is still much info.
about the campaign there.

I also plan to finally finish up the Blue Sarcophagus adventure and an
updated version of my "fifth book" of DQ, Worldly Endeavor, in the
next few weeks.

I have 3/4 original players back for the campaign and have added a
new one. But, I want that other original player, Chris Short of the
UK, back if possible. Chris, if you are out there, please contact
me! My emails to you have not gone through.

I'd also like to invite any DQ fans out there to "lurk" in the
campaign. Just email me and I'll add you to the group. You'll get
all group emails and attached files to look at. This is a very fun
campaign and I'm excited about restarting it!

Email me at ssclark@comcast.net

Regards,
Steve Clark
Group: dqn-list Message: 722 From: Russ Jones Date: 6/18/2002
Subject: Re: Interested in DQ - A few rules questions, though.
My group of players has selected only a few ideas to implement out of
the 3rd edition.

We incorporated the Shaper College, and the revisions to the Investment
Ritual (32.3) out of the magic section, and the limitations on the
Healer's curing of afflictions in section 59.3. We found players
becoming platforms for an oversized array of invested items.

We didn't have much problem with the bowdlerization of the book, though
leaving mention of the Druidic Earth Mage's use of blood sacrifice,
while removing the one ritual that involved it, seems a bit stupid. It
must be admitted that the original authors used up way to much space on
the demonic court. Any good GM will create his own powers of evil.

Our biggest complaint has been the inconsistent re-assigning of spell
cast chances. Some colleges had cast chances on their most dangerous
spells knocked down to where no mage would dare cast them, while others
were left untouched. And the revisions didn't make consistent sense.
Take, for example, the Air Magics S-16 Whirlwind Vortex and S-17 Frozen
Doom. The former spell kills multiple targets, but is left a 1%, while
the latter, which kills only a single target, is dropped to -20$. The
Earth Magics S-2 Hands of Earth spell is, effectively, a spell that will
render helpless, and thereby killable, Rank number of targets, and all
they did was drop the cast chance to 1% (We took an alternate route,
making the spell a concentration spell like the other restraining
spells, and limiting the hands to 1 + 1 per 3 ranks. We also give large
targets a single break-free roll of PS/10.).

The best version of the rules we have found is the Bantam 2nd Edition.
It corrects some of the errors (e.g. cast chances on Earth S-11 and Fire
S-10).

Of course, we've made significant rule changes, as I'm sure all groups
have. Our most significant change was to expand the weapons system rank
structure, doubling the maximum weapon ranks, with lower per-rank gains.
We're still doing some evaluating on that change, but it does give the
non-mages a better chance to make Hero (We call it Master Adventurer - a
beginner can get lucky and be called a hero.)

Russ Jones


-----Original Message-----
From: tearohdaktil [mailto:cristovojon@juno.com]
Sent: Monday, June 17, 2002 6:48 AM
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Re: Interested in DQ - A few rules questions,
though.

--- In dqn-list@y..., Steven Wiles <mortdemuerte@y...> wrote:

> Now, I'll have to pull out my copy of the third
> edition to help you here. If you end up sticking
> around, you'll find that most of us have and play by
> our copies of the 2nd edition rules, published back
> when DQ was owned by SPI rather than TSR. The game is
> essentially the same, they just changed a lot of the
> numbers, particularly in the magic sections. Most
> people here (I believe...) find the 2nd edition
> superior, so if you can find a copy in a gaming shop
> or on eBay I personally recommend you snatch it up
> quick. However, that's a personal opinion. :) Let's
> actually get to your questions....

Thanx Steve,

I'll "mull" over your answers, along with the other replies I've
gotten thus far, and see if I need further clarification.

However, I've noticed that DQ fans, at least the vocal majority, seem
to have not only a preference and/or fond memories of the 1st and 2nd
edition of the game's rules, but also a downright spitting hatred of
3rd edition. Why are there such vitriolic opininions on this issue?
Granted, I've never played or even seen those earlier versions, but
it seems they are not all that different from 3rd edition. It would
appear that many of these fans of DQ hate that the less politically
correct stuff was changed or excised, i.e. deviltry, harsh language,
occult-leaning material, etc. Is that material really so precious,
at least, in terms of elegant system design? Or, do you think it is
more of a personal statement in that they are taking a stand against
the so-called "right-thinking" made by a company, much less the
guv'ment?






Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
Group: dqn-list Message: 723 From: mortdemuerte Date: 7/4/2002
Subject: Parrying
I've got a question about what people think of the Parrying rules as
found in rule [17.4], 2nd ed.

As written, when someone is Evading and their attacker rolls 30% or
higher than the modified Strike Check, the defender can "Parry".
Next follows a roll by the evader of D+Defender's Rank with prepared
weapon-Attacker's Rank with prepared weapon. Now, as long as the
modified roll is 4 or higher, the evader may either "Disarm"
or "Disarm & Riposte" the attack. Both results are quite favorable
to the evader. However, if he rolls 3 or less, then "the attack has
been successfully Parried; but in so doing, the defender has been
thrown off balance and must execute a Pass action".

This strikes me as strange. By rolling less than 3, the evader has
actually put himself in a situation -worse- than if the -attacker-
had not rolled so poorly. In other words, if his attacker had been
less clumsy, the defender would actually be -better off-. This seems
a little... backwards to me.

I just wondered what people thought of the rule. I expect the point
of the rule is to give the possibility of a defender losing a round
of Evade. An evading character with any defense to speak of can be a
horrible nut to crack, and maybe this rule was meant to allow an
attacker an -occasional- lucky Pulse. As written, though, the rule
seems a little off-kilter to me in terms of game mechanics. I was
wondering if there are any house-rules or just general thoughts on
this one.
Group: dqn-list Message: 724 From: Russ Jones Date: 7/4/2002
Subject: Re: Parrying
The low roll reflects the defender's causing the attacker to miss by
performing a drastic evasive maneuver that throws the defender off
balance when he attempts to do a return strike.

Note. The defender has the choice of whether or not to attempt the
second roll. Against an obviously higher skilled opponent, he's better
off just accepting the miss.


-----Original Message-----
From: mortdemuerte [mailto:mortdemuerte@yahoo.com]
Sent: Wednesday, July 03, 2002 10:00 PM
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Parrying

I've got a question about what people think of the Parrying rules as
found in rule [17.4], 2nd ed.

As written, when someone is Evading and their attacker rolls 30% or
higher than the modified Strike Check, the defender can "Parry".
Next follows a roll by the evader of D+Defender's Rank with prepared
weapon-Attacker's Rank with prepared weapon. Now, as long as the
modified roll is 4 or higher, the evader may either "Disarm"
or "Disarm & Riposte" the attack. Both results are quite favorable
to the evader. However, if he rolls 3 or less, then "the attack has
been successfully Parried; but in so doing, the defender has been
thrown off balance and must execute a Pass action".

This strikes me as strange. By rolling less than 3, the evader has
actually put himself in a situation -worse- than if the -attacker-
had not rolled so poorly. In other words, if his attacker had been
less clumsy, the defender would actually be -better off-. This seems
a little... backwards to me.

I just wondered what people thought of the rule. I expect the point
of the rule is to give the possibility of a defender losing a round
of Evade. An evading character with any defense to speak of can be a
horrible nut to crack, and maybe this rule was meant to allow an
attacker an -occasional- lucky Pulse. As written, though, the rule
seems a little off-kilter to me in terms of game mechanics. I was
wondering if there are any house-rules or just general thoughts on
this one.





Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
Group: dqn-list Message: 725 From: D. Cameron King Date: 7/5/2002
Subject: Re: Parrying
>I've got a question about what people think of the Parrying rules as
>found in rule [17.4], 2nd ed.

We've always loved the Parrying rules. Evading is a favorite
tactic in our games (and often leads to semi-humorous "who is
going to blink first?" situations).

>As written, when someone is Evading and their attacker rolls 30% or
>higher than the modified Strike Check, the defender can "Parry".
>Next follows a roll by the evader of D+Defender's Rank with prepared
>weapon-Attacker's Rank with prepared weapon. Now, as long as the
>modified roll is 4 or higher, the evader may either "Disarm"
>or "Disarm & Riposte" the attack. Both results are quite favorable
>to the evader. However, if he rolls 3 or less, then "the attack has
>been successfully Parried; but in so doing, the defender has been
>thrown off balance and must execute a Pass action".
>
>This strikes me as strange. By rolling less than 3, the evader has
>actually put himself in a situation -worse- than if the -attacker-
>had not rolled so poorly. In other words, if his attacker had been
>less clumsy, the defender would actually be -better off-. This seems
>a little... backwards to me.

It's really no more backward than the rule that on a Strike
Check of 99 or 100 you may break or fumble your weapon. Combat
is unpredictable. What looks like a golden opportunity *could*
be a deadly trap.

>I just wondered what people thought of the rule. I expect the point
>of the rule is to give the possibility of a defender losing a round
>of Evade. An evading character with any defense to speak of can be a
>horrible nut to crack, and maybe this rule was meant to allow an
>attacker an -occasional- lucky Pulse. As written, though, the rule
>seems a little off-kilter to me in terms of game mechanics. I was
>wondering if there are any house-rules or just general thoughts on
>this one.

I suppose you could house-rule it that on a 3 or less, the
defender is no longer Evading and cannot Evade on his next
turn. But as someone else already pointed out, you can always
opt not to attempt the Parry if you are clearly outclassed.
I'd leave it as is.


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Group: dqn-list Message: 726 From: Eric Hansen Date: 7/5/2002
Subject: Re: Parrying
> Note. The defender has the choice of whether or not to attempt the
> second roll.

are you SURE this is optional according to the rules? (my rules are not
handy at the moment)


Eric H.
Group: dqn-list Message: 727 From: klm@morris-clan.net Date: 7/5/2002
Subject: Re: Interested in DQ - few rules questions, though.
My greatest disappointment with the 3rd edition rules was not what they did,
but what they didn't do. The editors didn't have anyone who had actually
played DQ help modify the rules. Anyone who has actually played DQ could have
suggested areas for improvement, none of which were addressed.

Consider, as a simple example, the Alchemist skill. This is labeled as
being "poor man's magic." However, if you consider the suggested yearly
incomes, a middle income person would make 6000 to 8000 silver pennies a year.
So, we presume, lower income people will make considerably less. After paying
for lodging, food, and other essentials, I doubt a "poor man" would have even
200 silver pennies a year to purchase something from an alchemist. Looking at
the alchemist prices, 200 silver would barely get you in the door! (As an
aside, our solution for this is to divide all Alchemist costs by 10.)

Much as I enjoy DragonQuest, there are plenty of small areas in which the rules
could have been tweaked to make a better game. The 3rd edition didn't do a
single one of them.

Margaret
Group: dqn-list Message: 728 From: D. Cameron King Date: 7/5/2002
Subject: Re: Parrying
> > Note. The defender has the choice of whether or not to attempt the
> > second roll.
>
>are you SURE this is optional according to the rules? (my rules are not
>handy at the moment)

The text says you "may" roll, not "must" or "shall" roll.




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Group: dqn-list Message: 729 From: Eric Hansen Date: 7/8/2002
Subject: Re: Parrying
OK. I suppose it does make sense that you can play it safe rather than
really putting your ass on the line by going for that riposte kill.

Eric

> The text says you "may" roll, not "must" or "shall" roll.




> _________________________________________________________________
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> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
Group: dqn-list Message: 730 From: taichimaster_2001 Date: 7/8/2002
Subject: New Campaign
I am starting a DQ campaign set in a world i have created. We will
be playing in Davie Florida either at my house or a local gaming
shop. I already have a few players. If your interested and live in
the area please email me.

Thanks John Austin
Group: dqn-list Message: 731 From: John M. Kahane Date: 7/8/2002
Subject: 3rd Edition Comments, and Alchemist Skill
Hullo, Margaret,

On Tue, 18 Jun 2002 09:14:02 -0600, klm@morris-clan.net wrote:

>My greatest disappointment with the 3rd edition rules was not what they did, but
>what they didn't do. The editors didn't have anyone who had actually played
>DQ help modify the rules. Anyone who has actually played DQ could have
>suggested areas for improvement, none of which were addressed.

Bear in mind that the 3rd Edition was done by TSR as more of a
"Well, we want to keep the name of the game, so we need to do an
edition of it in print" kind of thing. What bothered me more than
anything else about the 3rd Edition was the way the magic system was
completely violated for the most part - especially with the removal of
Black Magics and Greater Summonings - and how there were spells that
had negative Base Chances. Someone didn't pay attention to what was
written in Arcane Wisdom obviously.

>Consider, as a simple example, the Alchemist skill. This is labeled as being "poor
>man's magic."

Frankly, I've never considered it to be "poor man's magic."
Alchemist skills pertain to creating potions, venoms, toxins, and the
like, and is much along the lines of "poor man's herbalism" if anything
else, although I could also see it along the lines of "Let's turn lead
into gold, if possible."

>However, if you consider the suggested yearly incomes, a middle income
>person would make 6000 to 8000 silver pennies a year. So, we presume,
>lower income people will make considerably less. After paying for lodging,
>food, and other essentials, I doubt a "poor man" would have even 200
>silver pennies a year to purchase something from an alchemist. Looking
>at the alchemist prices, 200 silver would barely get you in the door! (As an
>aside, our solution for this is to divide all Alchemist costs by 10.)

Hmm, that's a good solution...but to be honest, Alchemist skill is
not something for the poor man. It's a costly skill, granted, but it
does work as is. I've had a couple of Alchemist characters in my
campaigns (got one in the current one as well), and haven't had any
problems with this.

>Much as I enjoy DragonQuest, there are plenty of small areas in which the rules
>could have been tweaked to make a better game. The 3rd edition didn't do a
>single one of them.

Something I think most of us knew when we looked at the 3rd
Edition. To put it bluntly, TSR didn't care.

.....One should never place burnt offerings on the altar of life.

JohnK
e-mail: jkahane@comnet.ca
web page: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 732 From: Anthony N. Emmel Date: 7/8/2002
Subject: Re: 3rd Edition Comments, and Alchemist Skill

I always looked at it as the mana-poor individual's magic (as opposed to monetary-poor).  What are the costs for a potion as opposed to something created by a Shaper, for instance?  Plus, it appears to give out substances for use in a relatively short amount a time.

Just a few thoughts,

Tony



Anthony N. Emmel

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Group: dqn-list Message: 733 From: John M. Kahane Date: 7/9/2002
Subject: Re: Parrying
Hullo, Eric,

On Sat, 06 Jul 2002 03:40:17 GMT, Eric Hansen wrote:

>> The text says you "may" roll, not "must" or "shall" roll.
>
>OK. I suppose it does make sense that you can play it safe rather than
>really putting your ass on the line by going for that riposte kill.

Besides, I would have thought that the purpose of taking the
Evade action, other than for defense, would have been to try and either
disarm or parry the opponent. That's what the tactic is essentially
for.

.....If hot air rises, why aren't Ottawa and Washington in orbit?

JohnK
e-mail: jkahane@comnet.ca
web page: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 734 From: rthorm Date: 7/14/2002
Subject: DQN summer issues
I have just sent out DQN v7n01. If you are not on the list, you can
go to the DQNewsletter site at Yahoo Groups to subscribe and to see
previous issues.

[http://groups.yahoo.com/group/dqnewsletter/%5d

In the next issue of the DragonQuest Newsletter (v7n02) I am hoping to
have a concentration on Mechanicians and their devices. As always, I
am looking for submissions. If you are a Newsletter supporter,
consider contributing something now to help keep the Newsletter
coming.

--Rodger Thorm
Group: dqn-list Message: 735 From: Martin Gallo Date: 7/14/2002
Subject: Re: DQN summer issues
Rodger,

I have not contributed much to the newsletter, and for that I am both
very sorry and still waiting to get to play.

I just wanted to say a public thank you for all your efforts.
--
Always in motion is the future.
Yoda

I practice Ty-Fu, the art of slaughtering what I type.

"Learn from the mistakes of others. You won't live long enough to
make them all yourself."
Unknown

There's always someone better than you, but you're never as bad as
some think you are."
Rip Torn
Group: dqn-list Message: 736 From: John M. Kahane Date: 7/14/2002
Subject: Re: [dq-rules] Re: [dq
Hullo, Rodger,

On Sun, 14 Jul 2002 10:48:46 -0700 (PDT), Rodger Thorm wrote:

>> Now, if we could somehow resurrect the DQN, life would be good
>>once more. <g>
>
>Not entirely resurrected, but I'm working on it.

Yep, I noticed...since I just received my copy of DQN v7n1. Nice
surprise. :)

Of course, I've just resurrected the old DragonQuest_RPG mailing
list on Yahoogroups, and I've relaunched my DQ website as well...so all
sorts of surprises are happening these days in the world of DQ. :)

.....We don't see things as they are; we see them as we are. (Anais Nin)

JohnK
e-mail: jkahane@comnet.ca
web page: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 737 From: mortdemuerte Date: 7/18/2002
Subject: Parrying
The discussion about the Parry rule so far has been interesting. The
point that someone (sorry, forgot who) brought up that the defender -
doesn't- have to roll the D10 if he doesn't want to was an excellent
one. Nothing I read in the rule [17.4] suggest this roll is
optional, but it's such an obvious idea we'll have to implement it in
my group.

However, I don't think anyone addressed my actual question. Most
likely that's because I phrased it rather poorly. My point was that
in all other rules in the game I can think of where someone makes a
D100 Check, the higher you roll, the worse the result is -invariably-
. Roll above your Cast Chance on a spell, you fail the spell. Roll
30 (or 40) higher than that, you backfire. What struck me as
peculiar was that the Parry rule, alone in the game's rules (as far
as I've determined), offers the only situation where a person might
actually -want- to roll very very high. This is because of the
defender's D10 roll. It puts the attacker in a very good position
for the next Pulse of combat if the defender screws it up. It's the
only rule I can think of where an attacker might legitimately
think "Boy, I sure hope I roll under my Modified Strike Check -or- 30
over it so that there's a chance the defender screws up." That's
what I thought was weird. It seemed to violate what I perceived as
DQ's "higher-roll-is-always-worse" philosophy. This, I realize, is
being nit-picky, but I've always been a stickler for consistency.

With further thought on the subject, I realized two things. First, I
can't actually think of a better rule for Parrying that maintains
the "higher-roll-is-always-worse" philosophy and isn't some horribly
complex mish-mosh of modifiers for defender and attacker Weapon
Ranks. If someone else -can- think of such a rule that is also as
concise as the original, though, I'd love to hear it.

The second realization was... I don't know what the hell a "Parry" is
anyway. Now, I know that the dictionary definition is "to ward off a
weapon or blow", but I mean in game mechanics terms. Rule [17.4]
says, "... If the result is 3 or less, the attack has been
successfully Parried; but in doing so the defender has been thrown
off balance...", blah blah blah. The other two results involve a
Disarm and a Riposte in addition to the Parry. Both of these actions
I understand, and both have very concrete game mechanics
consequences. But what is the Parry, which according to the above
you've accomplished "successfully" even with a roll of 3 or less? As
near as I can tell, saying you've Parried in -game mechanics- is no
different than saying that the attacker missed. But since he rolled
30 above his ModSC, I already knew that. Does the "successful" Parry
afford no additional benefit above the already obvious miss? And if
so, why was it dignified with a capitalized name in the rules?
Basically, I'm wondering if I'm just missing something here.

Anyway, that was long. I get the feeling I've probably already
answered my own questions, but if anyone has something to add to my
pedantic ramble, I'd love to hear it. Thanks for bearing with me
this long, you're a saint.
Group: dqn-list Message: 738 From: mortdemuerte Date: 7/18/2002
Subject: The Main Gauche
I was talking with my GM the other day, and we wandered onto the
topic of the Main Gauche. It seems to me that I've heard a "problem
with the Main Gauche" referred to obliquely once or twice, here and
there, and I wondered if our observation of a potential problem is
not unique. Let me state the concern.

We were considering a character with high Rank in Main Gauche who
uses one in each hand. Just to heighten the stakes, he's also
ambidexterous. We have a character in our current group who is
favoring this fighting style. He doesn't currently have high Rank in
MG's (or anything else, for that matter), but he's clearly moving in
that direction. My GM remembered other characters using this
fighting style in earlier groups he'd been in, and he said he found
the technique disproportionately powerful when combined with Evading
and a high Rank. Have other groups seen the same thing?

My own take on the matter is that the problem (if it exists) comes
from allowing the character to use a Main Gauche both offensively and
defensively in the same Pulse. In other words, you can either state
you will use the MG as a weapon, and get no defense from it, or use
it for defense, and not be able to attack with it that Pulse. Thus,
I take the standpoint that a MG is -either- a weapon -or- a shield,
but not both, in the same Pulse. Does this sound reasonably, or have
I ruined the MG? Assuming this is a problem others have seen, and
we're not inflating molehills here, what solutions have you come up
with?
Group: dqn-list Message: 739 From: mortdemuerte Date: 7/18/2002
Subject: Running
I was looking at the rules for Running, and I seem to have found a
discrepancy? Maybe I'm just doing my math wrong here.

In the Monster Section of the book, creatures are frequently listed
as having a Movement Rate (Running, Flying, Swimming, Crawling, etc.)
in addition to having a listed TMR. According to Section 65, "How To
Read Monster Descriptions", the Movement Rates are supposed to be in
yards per minute and are also supposed have 50 times the numerical
value of the TMR. Now, TMR has units of 1 Hex per Pulse. Since a
hex is 5 feet and a Pulse is 5 seconds, that would give TMR the units
of 1 foot/second. Alas, 50 yards per minute is -not- 1 foot per
second. In fact, it reprents a speed which is exactly 2.5 times -
greater- than would be suggested by the TMR.

Perhaps this addresses the question about running in tactical mode.
Unless I screwed up my math, it looks as though "Movement Rate" (used
for a Chase sequence, presumably) is 2.5 times faster than Tactical
Movement Rate. So, I think this suggests obliquely that TMR does not
represent all-out running so much as defensively careful movement.
An all-out run would be 2.5 times your TMR. In game mechanics terms,
I would probably say that someone running in tactical loses all
defense and can't attack.
Group: dqn-list Message: 740 From: Jason Winter Date: 7/18/2002
Subject: Re: Running
I know this doesn't really address your questions, but here is how we do
movement in combat. It is a house rule in my campaign. You can move up to
your normal TMR during combat without penalty, if you wish to move faster,
for every one TMR faster than your base TMR, you get a -5 penalty to any
and all actions you perform that round. (So a person with a TMR of 7 that
wanted to move 10 would have a penalty of -15 on all actions performed that
round). A person can move up to double their TMR using this method. If
they wish to move even faster, they may perform no other actions. I have
been using this method for many years, and so far it has worked very well.



At 06:55 AM 7/18/02, you wrote:
>I was looking at the rules for Running, and I seem to have found a
>discrepancy? Maybe I'm just doing my math wrong here.
>
>In the Monster Section of the book, creatures are frequently listed
>as having a Movement Rate (Running, Flying, Swimming, Crawling, etc.)
>in addition to having a listed TMR. According to Section 65, "How To
>Read Monster Descriptions", the Movement Rates are supposed to be in
>yards per minute and are also supposed have 50 times the numerical
>value of the TMR. Now, TMR has units of 1 Hex per Pulse. Since a
>hex is 5 feet and a Pulse is 5 seconds, that would give TMR the units
>of 1 foot/second. Alas, 50 yards per minute is -not- 1 foot per
>second. In fact, it reprents a speed which is exactly 2.5 times -
>greater- than would be suggested by the TMR.
>
>Perhaps this addresses the question about running in tactical mode.
>Unless I screwed up my math, it looks as though "Movement Rate" (used
>for a Chase sequence, presumably) is 2.5 times faster than Tactical
>Movement Rate. So, I think this suggests obliquely that TMR does not
>represent all-out running so much as defensively careful movement.
>An all-out run would be 2.5 times your TMR. In game mechanics terms,
>I would probably say that someone running in tactical loses all
>defense and can't attack.



Jason Winter
Alarian@harbornet.net
http://www.darkrealms.com/~alarian/
Group: dqn-list Message: 741 From: King Rat Date: 7/18/2002
Subject: Re: Running
I've always had a problem with the fact that TMR doesn't seem to represent
(in my mind) a flat-out run, but I've not found a justification for a
separate system for 'Running'.

I'll take a closer look at what you got, but I will at least agree that TMR
is probably not the 'final word' in movement allowances for all situations.

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Group: dqn-list Message: 742 From: King Rat Date: 7/18/2002
Subject: Re: The Main Gauche
I'd say its a 'mole-hill'. The Main Gauche, at best, provides an additional
20 DEF when wielded. Nice, but not overpowering considering the damage it
does. At best, its +3 (modified by magic if applicable).

Now, I think whats important when Evading is that you not get the DEF bonus
from both weapons, but only 1 (the highest Ranked weapon). After all, if
you're wielding a sword and shield you don't get an Evading bonus for both
sword AND shield, so why for main gauche and main gauche?

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Group: dqn-list Message: 743 From: D. Cameron King Date: 7/18/2002
Subject: Re: Parrying
>The discussion about the Parry rule so far has been interesting. The
>point that someone (sorry, forgot who) brought up that the defender -
>doesn't- have to roll the D10 if he doesn't want to was an excellent
>one. Nothing I read in the rule [17.4] suggest this roll is
>optional, but it's such an obvious idea we'll have to implement it in
>my group.
>
>However, I don't think anyone addressed my actual question. Most
>likely that's because I phrased it rather poorly. My point was that
>in all other rules in the game I can think of where someone makes a
>D100 Check, the higher you roll, the worse the result is -invariably-
>. Roll above your Cast Chance on a spell, you fail the spell. Roll
>30 (or 40) higher than that, you backfire. What struck me as
>peculiar was that the Parry rule, alone in the game's rules (as far
>as I've determined), offers the only situation where a person might
>actually -want- to roll very very high. This is because of the
>defender's D10 roll. It puts the attacker in a very good position
>for the next Pulse of combat if the defender screws it up. It's the
>only rule I can think of where an attacker might legitimately
>think "Boy, I sure hope I roll under my Modified Strike Check -or- 30
>over it so that there's a chance the defender screws up." That's
>what I thought was weird. It seemed to violate what I perceived as
>DQ's "higher-roll-is-always-worse" philosophy. This, I realize, is
>being nit-picky, but I've always been a stickler for consistency.

The same could be said for backfire results 26-35, 36-45, 46-50,
51-55, and 56-60, all of which result in the spell taking effect
on some target other than the one you intended. If the spell is
beneficial to the target, however, the caster might well think:
"Boy, I sure hope I roll under my Modified Cast Chance -or-
backfire the spell so there's a chance it will still take effect
on me or one of my allies." So the Parry rules aren't the *only*
example of this is in the rules.

Hopefully, this makes you feel better about the consistency of
the game rules. :-)



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Group: dqn-list Message: 744 From: Héctor Rosso Date: 7/18/2002
Subject: MAin Gauche

Hi! my name is Héctor,
I live in Buenos Aires, Argentina. Whe play DQ 2 Ed since 1990
first of all, forgive me about my Spelling ang Grama, I write in english
like Tarzan Speaks in Chineese.

let me tell you our  solution about the use of the Main Gauche and shields
its my House Rule.
1) when a character decides to study and icrease his rank with a Shield, he
uses his secondary hand,
 because in the other hand he is going to carry a weapon.
so, the shield hand becomes the primary hand with a defensive weapon.

2) if your secondary hand is damage or unuseless, the character may still
use the shield in the other hand, but he loose the ranks with it.
Example: you have Rank 3 with the Small Roud Shield so Def= mod AG + 3x4
(with your Trained
              Hand with the shield)
              if you use your non Trained hand with the shield, you only
have Def= mod AG + 3

3) In the case that you carry 2 defensive weapons, Say: a Main Gauche and a
Small Roud Shield and the main gauche is in your primary hand and the Shield
is in your secondary (but first hand because you have trained the shield
with it) hand. and you want to make an evade action your def will be:
([Rank with the Shield] x [defense bonus of the shield]) + [Mod Ag] +
[defense bonus of the Main Gauche] + [bonus for Evading]
note that if you have some Rank with the main gauche you dont have to aply
it because the main gauche is in untrained had for defense.

Finally if you want Make and evade Action with 2 Main Gauche and aply the
[Def Bonus] x [Rank] with both of them, you have to adquire Rank and pay EX
points for training with primary and secondary hand separately.
the AmbiD Characters must train only one hand to obtain the [Def Bonus] X
[Rank] in each hand with two Defensive weapon and, of course, is making an
Evade Action.

oh my god, ....my english, ....

Chau!






----- Original Message -----
From: "mortdemuerte" <mortdemuerte@yahoo.com>
To: <dqn-list@yahoogroups.com>
Sent: Thursday, July 18, 2002 3:42 AM
Subject: [DQN-list] The Main Gauche


> I was talking with my GM the other day, and we wandered onto the
> topic of the Main Gauche.  It seems to me that I've heard a "problem
> with the Main Gauche" referred to obliquely once or twice, here and
> there, and I wondered if our observation of a potential problem is
> not unique.  Let me state the concern.
>
> We were considering a character with high Rank in Main Gauche who
> uses one in each hand.  Just to heighten the stakes, he's also
> ambidexterous.  We have a character in our current group who is
> favoring this fighting style.  He doesn't currently have high Rank in
> MG's (or anything else, for that matter), but he's clearly moving in
> that direction.  My GM remembered other characters using this
> fighting style in earlier groups he'd been in, and he said he found
> the technique disproportionately powerful when combined with Evading
> and a high Rank.  Have other groups seen the same thing?
>
> My own take on the matter is that the problem (if it exists) comes
> from allowing the character to use a Main Gauche both offensively and
> defensively in the same Pulse.  In other words, you can either state
> you will use the MG as a weapon, and get no defense from it, or use
> it for defense, and not be able to attack with it that Pulse.  Thus,
> I take the standpoint that a MG is -either- a weapon -or- a shield,
> but not both, in the same Pulse.  Does this sound reasonably, or have
> I ruined the MG?  Assuming this is a problem others have seen, and
> we're not inflating molehills here, what solutions have you come up
> with?
>
>
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Group: dqn-list Message: 745 From: D. Cameron King Date: 7/18/2002
Subject: Re: Running
>I was looking at the rules for Running, and I seem to have found a
>discrepancy? Maybe I'm just doing my math wrong here.

No, you're correct.

>In the Monster Section of the book, creatures are frequently listed
>as having a Movement Rate (Running, Flying, Swimming, Crawling, etc.)
>in addition to having a listed TMR. According to Section 65, "How To
>Read Monster Descriptions", the Movement Rates are supposed to be in
>yards per minute and are also supposed have 50 times the numerical
>value of the TMR. Now, TMR has units of 1 Hex per Pulse. Since a
>hex is 5 feet and a Pulse is 5 seconds, that would give TMR the units
>of 1 foot/second. Alas, 50 yards per minute is -not- 1 foot per
>second. In fact, it reprents a speed which is exactly 2.5 times -
>greater- than would be suggested by the TMR.
>
>Perhaps this addresses the question about running in tactical mode.
>Unless I screwed up my math, it looks as though "Movement Rate" (used
>for a Chase sequence, presumably) is 2.5 times faster than Tactical
>Movement Rate. So, I think this suggests obliquely that TMR does not
>represent all-out running so much as defensively careful movement.

That's the only explanation for it I can imagine, either.

>An all-out run would be 2.5 times your TMR. In game mechanics terms,
>I would probably say that someone running in tactical loses all
>defense and can't attack.

I'll point out that the "can't attack" provision is redundant,
since you can't attack any time you move more than 1/2 your TMR
(much less 2.5 times it). And FWIW, I'd change "loses all
defense" to "is automatically hit by anyone attempting to do so"
if you feel you absolutely *must* have an "all-out run in combat"
option available. Personally, I'd just keep things as they are.



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Group: dqn-list Message: 746 From: William Hough Date: 7/18/2002
Subject: Re: The Main Gauche
--- King Rat <mean_liar@hotmail.com> wrote:
> Now, I think whats important when Evading is that
> you not get the DEF bonus
> from both weapons, but only 1 (the highest Ranked
> weapon). After all, if
> you're wielding a sword and shield you don't get an
> Evading bonus for both
> sword AND shield, so why for main gauche and main
> gauche?

I agree, and I simply want to clarify the point I
believe King Rat is making.

If I understand correctly, he is right in saying that
you should NOT gain (4xRK) to DEF from both sword and
shield. However, in our group we DO allow (4xRK) to
DEF from the weapon (it is usually higher Rank than
the shield anyway) PLUS the DEF bonus from the shield
(Large Round: +4% per Rank, etc.) PLUS the 10 just for
Evading. We also have a house rule which states that
the shield (non-MainGauche) cannot be the chosen
weapon for Evading (with the 4xRK to DEF bonus) unless
it is prepared Offensively (i.e. with 40% base chance
or for a Shield Rush).

But as for having a Main-Gauche in either hand, my
suggestions and interpretations...

Now, since the Main-Gauche in either hand will be the
same Rank as the other, what I usually allow in this
instance is for Main-Gauche#1 to be used Offensively
and for Main-Gauche#2 to be used Defensively, and I
ask the ambidextrous (or not) player to inform me
which hand (left or right) will be which BEFORE combat
begins, in the event that an unfortunate Grievous
Injury tags one of the arms or hands. We never allow
both Main-Gauches to gain the 2xDEF rating allowable.
"Why not", ask ye? Just because it's a pain in the
ass, and most folks that I have seen do it, are only
doing it to challenge the system.

What I compromised on, although no one has tried it,
is the use of two shields in either hand. If someone
is wielding two large round shields, I say fine,
provided you followed the precepts of the main-gauche
rule: one shield for DEF, the other for attacking or
Shield Rushes; oh yes, and don't mind the loss in MD
from BOTH shields. That usually stops the rules
lawyers from putting to fine a point on the issue.

Pat Hough

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Group: dqn-list Message: 747 From: rthorm Date: 7/18/2002
Subject: High Rolls (was Re: Parrying)
--- In dqn-list@y..., "mortdemuerte" <mortdemuerte@y...> wrote:
{snip}
> However, I don't think anyone addressed my actual question. Most
> likely that's because I phrased it rather poorly. My point was that
> in all other rules in the game I can think of where someone makes a
> D100 Check, the higher you roll, the worse the result is -invariably-
> . Roll above your Cast Chance on a spell, you fail the spell. Roll
> 30 (or 40) higher than that, you backfire. What struck me as
> peculiar was that the Parry rule, alone in the game's rules (as far
> as I've determined), offers the only situation where a person might
> actually -want- to roll very very high. This is because of the
{cut}

Two other instances exist in DQ when you want a high roll.

The first is reaction rolls, where a 00 gets you a new best friend,
and an 01 immediately attacks you. This is true unless you are out
looking for trouble, of course. In my games, friendly reaction rolls
tend to be much preferred by the party.

The second instance is, of course, your damage roll.

--Rodger
Group: dqn-list Message: 748 From: Anthony N. Emmel Date: 7/18/2002
Subject: Re: The Main Gauche

Chello!

While there is no rule specifically prohibiting this, historically, no one fights with just two MGs--such a person would realistically be cut to ribbons by those using full-length swords.  The MG is supposed to be an auxiliary weapon, not a primary weapon.

Tony

  mortdemuerte <mortdemuerte@yahoo.com> wrote:

We were considering a character with high Rank in Main Gauche who
uses one in each hand.


Anthony N. Emmel

HMGMA# TX-1-00162-01

Yahoo! Messenger ID: lord_kjeran

�And suppose�suppose that when rationalism does go, it�s as if a bright dazzle has gone for a while and we could see�Dark magic�A universe of marvels where water flows uphill and trolls live in the deepest woods and dragons live under the mountains.�

Stephen King, The Stand



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Group: dqn-list Message: 749 From: John M. Kahane Date: 7/19/2002
Subject: Next DQN Issue (Was; Re: DQN summer issues)
Hullo, Rodger,

On Sun, 14 Jul 2002 16:43:40 -0000, rthorm wrote:

>I have just sent out DQN v7n01. If you are not on the list, you can go to the
>DQNewsletter site at Yahoo Groups to subscribe and to see previous issues.

It was really nice to see the new issue of the DQN, and it came
as quite a surprise to me, let me tell you. :)

>In the next issue of the DragonQuest Newsletter (v7n02) I am hoping to have a
>concentration on Mechanicians and their devices. As always, I am looking for
>submissions. If you are a Newsletter supporter, consider contributing something
>now to help keep the Newsletter coming.

Interesting concept for the next issue of DQN, Rodger. I'm not
sure I can contribute much to the issue, since I can't say I've done a
heck of a lot of work on Mechanician characters and traps and other
devices. However, I'm sure there are a few creative geniuses out
there in this regard. :)

....."Well, my lord, if you would have me open your drawers, you'll have to
put me in the cups, first." - Seline, a serving wench, to one Sundar the Sullen

JohnK
e-mail: jkahane@comnet.ca
web page: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 750 From: Bruce Probst Date: 7/23/2002
Subject: Re: The Main Gauche
On Thu, 18 Jul 2002 06:42:40 -0000, "mortdemuerte" <mortdemuerte@yahoo.com>
wrote:

>My own take on the matter is that the problem (if it exists) comes
>from allowing the character to use a Main Gauche both offensively and
>defensively in the same Pulse. In other words, you can either state
>you will use the MG as a weapon, and get no defense from it, or use
>it for defense, and not be able to attack with it that Pulse. Thus,
>I take the standpoint that a MG is -either- a weapon -or- a shield,
>but not both, in the same Pulse. Does this sound reasonably, or have
>I ruined the MG? Assuming this is a problem others have seen, and
>we're not inflating molehills here, what solutions have you come up
>with?

That's pretty much how we play it, too. If you're ambidextrous and use two
MGs, you get two attacks or twice the defence, or (more typically) one for
attacking and one for defending.

The M-G is not so powerful (either as a weapon or as a shield) that this is
likely to "break" the system, IMO.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Melbourne, Australia MSTie #72759 SCA #80160
"Well, look at that. 'Breach hull, all die.' Even had it underlined."
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: dqn-list Message: 751 From: Bruce Probst Date: 7/23/2002
Subject: Re: Running
On Thu, 18 Jul 2002 06:55:51 -0000, "mortdemuerte" <mortdemuerte@yahoo.com>
wrote:

>Perhaps this addresses the question about running in tactical mode.
>Unless I screwed up my math, it looks as though "Movement Rate" (used
>for a Chase sequence, presumably) is 2.5 times faster than Tactical
>Movement Rate. So, I think this suggests obliquely that TMR does not
>represent all-out running so much as defensively careful movement.

Right.

>An all-out run would be 2.5 times your TMR. In game mechanics terms,
>I would probably say that someone running in tactical loses all
>defense and can't attack.

At the least. I thought about having a "running in combat" rule and
eventually decided the extra complications weren't worth it; when you're in
combat mode you use combat movement (i.e., TMR) and when you're not in
combat mode you judge accordingly (i.e., who's faster, weight carried,
etc.).

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Melbourne, Australia MSTie #72759 SCA #80160
"Well, look at that. 'Breach hull, all die.' Even had it underlined."
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: dqn-list Message: 752 From: rthorm Date: 8/1/2002
Subject: New adventure outline
Based on a suggestion in the dq-rules group, I've posted the outline
for a recent adventure I ran. It is not a complete, ready-to-use
adventure by any means. Any GM who wants to use it will have to do
some work to fit it to his campaign and characters. But I think it is
useful enough that I have posted it and hope that someone else can
find some use from it.

I'd like to encourage other GMs to submit similar outline adventures
(as well as more completed work). I think that even rough material
like this can be useful to other GMs.

The file can be found at:
http://groups.yahoo.com/group/dqn-list/files/Adventures/Medford.txt

--Rodger Thorm
Group: dqn-list Message: 753 From: runeshaper Date: 8/9/2002
Subject: DQ rulebooks online
I've posted the rulebooks for everyone here:

http://groups.yahoo.com/group/dq-rules/files/documents/Bantam%20PDFs/

There isn't enough room for me to put it all so I didn't put the
Monsters section there, but if sombody had some extra disk space I
could send it there!

please download, mirror and distribute!

RuneShaper
Group: dqn-list Message: 754 From: Viktor Haag Date: 8/9/2002
Subject: DQ rulebooks online
runeshaper writes:
> I've posted the rulebooks for everyone here:
>
> http://groups.yahoo.com/group/dq-rules/files/documents/Bantam%20PDFs/
>
> There isn't enough room for me to put it all so I didn't put
> the Monsters section there, but if sombody had some extra disk
> space I could send it there!
>
> please download, mirror and distribute!

I must admit to some curiosity as to thinking behind posting
these files on Yahoo Groups, for two reasons, really.

(1) Scanning in and distributing a book, even one that's out of
print, is a clear violation of copyright law. It's almost
certainly also against the Yahoo's usage rules, isn't it?

(2) Dialog Publishing's work seems to make these files a little
irrelevant, at this point, no?

Just curious, really: I'm a newbie to this list, so I don't know
the protocol around here for this sort of thing.

I, for one, would feel a lot more comfortable if these were taken
out of the file area. But I'm not a list moderator, or owner, and
in the end it's there decision.

--
Viktor
Group: dqn-list Message: 755 From: archangelkelley Date: 8/10/2002
Subject: Re: 3rd Edition Comments, and Alchemist Skill
This is an interesting thread to me as I have only beem playing DQ
for about eight years and have only actually played DQ3 as it was the
only edition redily available at the time. However I have read
through both the second and first edition of DQ, both of which can be
illegally downloaded from the net, and it seems to me as a both a
game designer, and long time roleplayer that 3rd Edition is more
streamlined, internally consistant, less hokey, montyhaul and
adaptable than either 2nd or 1st edition. With all of the readily
available free information on the web it seems that you could adapt
Third or any other edition to any thing you want
--- In dqn-list@y..., "John M. Kahane" <jkahane@c...> wrote:
> Hullo, Margaret,
>
> On Tue, 18 Jun 2002 09:14:02 -0600, klm@m... wrote:
>
> >My greatest disappointment with the 3rd edition rules was not what
they did, but
> >what they didn't do. The editors didn't have anyone who had
actually played
> >DQ help modify the rules. Anyone who has actually played DQ could
have
> >suggested areas for improvement, none of which were addressed.
>
> Bear in mind that the 3rd Edition was done by TSR as more of a
> "Well, we want to keep the name of the game, so we need to do an
> edition of it in print" kind of thing. What bothered me more than
> anything else about the 3rd Edition was the way the magic system was
> completely violated for the most part - especially with the removal
of
> Black Magics and Greater Summonings - and how there were spells that
> had negative Base Chances. Someone didn't pay attention to what
was
> written in Arcane Wisdom obviously.
>
> >Consider, as a simple example, the Alchemist skill. This is
labeled as being "poor
> >man's magic."
>
> Frankly, I've never considered it to be "poor man's magic."
> Alchemist skills pertain to creating potions, venoms, toxins, and
the
> like, and is much along the lines of "poor man's herbalism" if
anything
> else, although I could also see it along the lines of "Let's turn
lead
> into gold, if possible."
>
> >However, if you consider the suggested yearly incomes, a middle
income
> >person would make 6000 to 8000 silver pennies a year. So, we
presume,
> >lower income people will make considerably less. After paying for
lodging,
> >food, and other essentials, I doubt a "poor man" would have even
200
> >silver pennies a year to purchase something from an alchemist.
Looking
> >at the alchemist prices, 200 silver would barely get you in the
door! (As an
> >aside, our solution for this is to divide all Alchemist costs by
10.)
>
> Hmm, that's a good solution...but to be honest, Alchemist
skill is
> not something for the poor man. It's a costly skill, granted, but
it
> does work as is. I've had a couple of Alchemist characters in my
> campaigns (got one in the current one as well), and haven't had any
> problems with this.
>
> >Much as I enjoy DragonQuest, there are plenty of small areas in
which the rules
> >could have been tweaked to make a better game. The 3rd edition
didn't do a
> >single one of them.
>
> Something I think most of us knew when we looked at the 3rd
> Edition. To put it bluntly, TSR didn't care.
>
> .....One should never place burnt offerings on the altar of life.
>
> JohnK
> e-mail: jkahane@c...
> web page: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 756 From: DAVID VANCE Date: 8/10/2002
Subject: Re: Running
Attachments :
    For what it is worth ...

    I am, and have been, a US Army infantryman for the past 15 years. During a
    recent training exercise I had plenty of opportunity to run across natural
    ground (desert-ish, with volcanic rock patches, sand, broken areas,
    sagebrush that intelligently grabs the legs) to engage the enemy at close
    quarters. Of the time I did not spend falling down I was too unbalanced to
    do much more than 'tackle.' There is a lot more to fighting than romance
    and movies would have us believe - the sore feet, binding and heavy
    equipment, the bayonet scabbard jabbing you in the - ahem - jewels while
    kneeling ...


    >From: Bruce Probst <bprobst@netspace.net.au>
    >Reply-To: dqn-list@yahoogroups.com
    >To: dqn-list@yahoogroups.com
    >Subject: Re: [DQN-list] Running
    >Date: Tue, 23 Jul 2002 19:10:43 +1000
    >




    David Vance
    "If you're tired of the same the story turn some pages"
    ROLL WITH THE CHANGES - REO Speedwagon


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