Messages in dqn-list group. Page 17 of 80.

Group: dqn-list Message: 807 From: William Hough Date: 9/5/2002
Subject: Backfires and Experience Levels(?)
Group: dqn-list Message: 808 From: William Hough Date: 9/5/2002
Subject: Answer to Mr. King's Questions
Group: dqn-list Message: 809 From: andy hopkins Date: 9/6/2002
Subject: Re: FW: [DQN-list] Answer to Mr. Kelley's Question
Group: dqn-list Message: 810 From: D. Cameron King Date: 9/6/2002
Subject: Re: Answer to Mr. King's Questions
Group: dqn-list Message: 811 From: Bruce Probst Date: 9/7/2002
Subject: 1st edition combat rules
Group: dqn-list Message: 812 From: S.M. Kelley Date: 9/7/2002
Subject: Re: 1st edition combat rules
Group: dqn-list Message: 813 From: William Hough Date: 9/7/2002
Subject: King Right, Hough Wrong
Group: dqn-list Message: 814 From: S.M. Kelley Date: 9/7/2002
Subject: Re: King Right, Hough Wrong
Group: dqn-list Message: 815 From: William Hough Date: 9/8/2002
Subject: Sword Theory
Group: dqn-list Message: 816 From: S.M. Kelley Date: 9/8/2002
Subject: Re: Sword Theory
Group: dqn-list Message: 817 From: John M. Kahane Date: 9/9/2002
Subject: Re: 3rd Edition Comments, and Alchemist Skill
Group: dqn-list Message: 818 From: S.M. Kelley Date: 9/12/2002
Subject: Re: 3rd Edition Comments, and Alchemist Skill
Group: dqn-list Message: 819 From: D. Cameron King Date: 9/12/2002
Subject: Re: 3rd Edition Comments, and Alchemist Skill
Group: dqn-list Message: 820 From: William Hough Date: 9/12/2002
Subject: Dragons Require Study in any RPG
Group: dqn-list Message: 821 From: William Hough Date: 9/12/2002
Subject: Gamers I Can do Without
Group: dqn-list Message: 822 From: S.M. Kelley Date: 9/12/2002
Subject: Re: Dragons Require Study in any RPG
Group: dqn-list Message: 823 From: William Hough Date: 9/13/2002
Subject: Common RPG Phrases
Group: dqn-list Message: 824 From: davis john Date: 9/13/2002
Subject: Re: Common RPG Phrases
Group: dqn-list Message: 825 From: andy hopkins Date: 9/13/2002
Subject: Re: Common RPG Phrases
Group: dqn-list Message: 826 From: Bruce Probst Date: 9/13/2002
Subject: Re: Common RPG Phrases
Group: dqn-list Message: 827 From: William Hough Date: 9/13/2002
Subject: Re: Common RPG Phrases
Group: dqn-list Message: 828 From: S.M. Kelley Date: 9/13/2002
Subject: Re: Common RPG Phrases
Group: dqn-list Message: 829 From: Martin Gallo Date: 9/14/2002
Subject: Re: Common RPG Phrases
Group: dqn-list Message: 830 From: Russ Jones Date: 9/14/2002
Subject: FW: [DQN-list] Dragons Require Study in any RPG
Group: dqn-list Message: 831 From: D. Cameron King Date: 9/15/2002
Subject: Re: FW: [DQN-list] Dragons Require Study in any RPG
Group: dqn-list Message: 832 From: Greg Walters Date: 9/29/2002
Subject: Re: RPGing & Phrases
Group: dqn-list Message: 833 From: William Hough Date: 1/6/2003
Subject: Help out a newbie (repeat from DQ Rules Yahoo group)
Group: dqn-list Message: 834 From: Rodger Thorm Date: 1/7/2003
Subject: DQ lists and subscriptions
Group: dqn-list Message: 835 From: Héctor Rosso Date: 2/3/2003
Subject: Garrotte
Group: dqn-list Message: 836 From: D. Cameron King Date: 2/3/2003
Subject: Re: Garrotte
Group: dqn-list Message: 837 From: D. Cameron King Date: 2/3/2003
Subject: Re: Garrotte
Group: dqn-list Message: 838 From: Héctor Rosso Date: 2/4/2003
Subject: Re: Garrotte
Group: dqn-list Message: 839 From: D. Cameron King Date: 2/4/2003
Subject: Re: Garrotte
Group: dqn-list Message: 840 From: Bruce Probst Date: 2/5/2003
Subject: Re: Garrotte
Group: dqn-list Message: 841 From: D. Cameron King Date: 2/5/2003
Subject: Re: Garrotte
Group: dqn-list Message: 842 From: Jason Winter Date: 2/5/2003
Subject: Re: Rolling for Initiative. [was: Garrotte]
Group: dqn-list Message: 843 From: D. Cameron King Date: 2/6/2003
Subject: Re: Rolling for Initiative. [was: Garrotte]
Group: dqn-list Message: 844 From: Rodger Thorm Date: 3/6/2003
Subject: Making a WebRPG archive
Group: dqn-list Message: 845 From: John Rauchert Date: 3/6/2003
Subject: Re: Making a WebRPG archive
Group: dqn-list Message: 846 From: jcorey30 Date: 3/25/2003
Subject: The Book of Toth
Group: dqn-list Message: 847 From: D. Cameron King Date: 3/25/2003
Subject: Re: The Book of Toth
Group: dqn-list Message: 848 From: Bruce Probst Date: 3/26/2003
Subject: Re: The Book of Toth
Group: dqn-list Message: 849 From: J. K. Hoffman Date: 3/26/2003
Subject: Re: The Book of Toth
Group: dqn-list Message: 850 From: jcorey30 Date: 3/26/2003
Subject: Re: The Book of Toth
Group: dqn-list Message: 851 From: Bruce Probst Date: 3/27/2003
Subject: Re: The Book of Toth
Group: dqn-list Message: 852 From: J. K. Hoffman Date: 3/27/2003
Subject: Re: The Book of Toth
Group: dqn-list Message: 853 From: D. Cameron King Date: 3/27/2003
Subject: Re: The Book of Toth
Group: dqn-list Message: 854 From: ryumaou@sbcglobal.net Date: 3/27/2003
Subject: Re: The Book of Toth
Group: dqn-list Message: 855 From: D. Cameron King Date: 3/27/2003
Subject: Re: The Book of Toth
Group: dqn-list Message: 856 From: D. Cameron King Date: 3/27/2003
Subject: Re: The Book of Toth



Group: dqn-list Message: 807 From: William Hough Date: 9/5/2002
Subject: Backfires and Experience Levels(?)
> Thanks William,
>
> So those things are what you have found useful
> from each system. Question, for your group do you
> use the backfire tables from the book or something
> else, I have seen one or two modified backfire
> tables on the net. The ones in the book are the
> ones I currently use, but another group I play with
> uses backfire results from MERP with their DQ and it
> can be very harsh indeed.. even more so than the
> current tables.

We pretty much stick to the Backfire table as
is...we're an older group who all either work, go to
night school, or both, so there are no real sparks of
energy about inciting us to create new stuff. Besides,
we have the Internet and you other folks for that! But
we do give credit where it is due... We regularly
employ the Swimming and Hunting skills that debuted in
Dragon Mag, for example.

> Thanks for the perspective on the spell cast
> chances, I have only one adept, a water college
> adept, and he does backfire quite often, but I still
> hadn't really thought of it that way. Also, is their
> a way to make it easier for non adepts to get 8 at
> 4, 4 at 8 etc?

Ah, if you are referring to 8 skills at Rank 4 or 4
skills at Rank 8, yes, there is. Weapons. Lots of
Weapons. Become an adventurer fast. The following
weapons...

Dagger
Falchion
Flail
Shield
Grenado
Spear Thrower
Blowgun
Rock
Cestus

...all come in at 500 xp or less TOTAL expenditure for
Ranks 0 through 4 each. An glaive/giant glaive isn't
too far off for a total expenditure of 600 xp from
Rank 0 to 4.

It basically means that a Mercenary character could
conceivably make Adventurer in an average of 4
successful-rated (1200 xp per award) game sessions.

As for getting from Adventurer to Hero...well, that's
where the arguements about which path to take get
heavy, and we've never really explored which is the
best option.

Certainly Dagger, Javelin, Glaive, and yes, even
Throwing Dart are ideal for the long haul to Hero
since their xp expenditures at Rank 8 are all 3000 or
less (and all but one at 2000 xp). But the total costs
vary.

Of course, Speak Language is the cheapest skill on the
big skill chart, for a total of 7350 xp from 0 to 8,
and you really should take a gander at the Hunting
skill introduced in Dragon Mag. Fairly cheap there.

The preceding is, of course, useful only if a GM
allows the forfeiture of parameters spelled out in
(2nd ed) 87.1 and glossed over in 87.7.

Peace,

Pat (sometimes William, but mostly to the creditors
and detractors)


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Group: dqn-list Message: 808 From: William Hough Date: 9/5/2002
Subject: Answer to Mr. King's Questions
--- "D. Cameron King" <monarchy2000@hotmail.com>
wrote:
> >From: William Hough <houghpt@yahoo.com>
>
> >Finally, even though I like 2nd ed
> >magic a lot better, the damned Fire College has GOT
> to
> >be toned down. 7 summoned efreets at the Adventurer
> >level? Every other pulse? Get the fugg outta here!

Mr King: I don't understand this comment. What do you
mean, "7 summoned efreets at the Adventurer level?"

Oh. Well, spell S-16 of the College of Fire Magics
(2nd Ed) shows a base chance of 25% (kinda high in my
opinion) and an xp multiple of only 225(!). So an
adept with say, 20 MA (certainly not an extravagant
score) and Rank 8 in the spell (realistically
achievable in about 8 game sessions), has a 54% chance
to summon an efreet "which will be sympathetic to the
summoner and usually attempt to aid him" every other
Pulse (prepare, cast, prepare, cast...etc).

Now, a superficial persusal of the spell, and even a
close glance at it, does not indicate any limit of the
number of efreets an adept can summon, provided the
Fatigue required is up to snuff.

I guess I kinda rushed that statement...I am still
smoldering about a player of an adventurer-level
character, several years back, who did this very
thing, until the night he backfired and I suddenly had
his ass up in front of the efreet king and his court
for "abuse and enslavement of his subjects." The
hapless fire mage agreed to be more conservative in
the future.

> >Giant Glaive requires a 26
> >PS to wield in 3rd, as opposed to 22 in 2nd Edition
> >(no wonder no-one ever picked up the two handed
> sword
> >at +7 with it's max RK of 5 when they could have
> the
> >ass-kicking Giant Glaive at +9 with its max RK of
> 9).
>
Mr King: As long as they *also* have the 18 MD
required...

True, but let's look at it from the perspective of a
player who's been through his share of games (and
given the high mortality rate of DQ combat, his share
of characters). Not a veteran, but perhaps a
second-year student. Now, he's a-rolling up his ninth
BUC (back-up character), and he wants a decent shot at
survival this time around. My guess is that, if he
really wants to get that glaive, he's *going* to slap
an 18 down for Manual Dexterity and a 16 down for
Physical Strength. Even if his character points are
but 82 total, he could have a PS 16, MD 18, AG 15
(modified 12 for the Improved Plate and resultant TMR
of 4), MA 5, WP 10, and EN 18 (still needing 7
effective DP to Stun). Oh yeah, FT 21. That is a
playable character in my book.

Cheers,

Pat (aka William to some)

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Group: dqn-list Message: 809 From: andy hopkins Date: 9/6/2002
Subject: Re: FW: [DQN-list] Answer to Mr. Kelley's Question
--- Russ Jones <russjon@earthlink.net> wrote:
> We found the backfire tables a good deterrent to
> over-use of magic
> (except for those with dice lice), but found that
> players would find
> themselves stuck without a character to play for a
> good part of the
> evening as a result of some of the backfires. We,
> therefore, instituted
> a policy of making backfires, other than the
> additional fatigue
> backfires, resist-able by the affected character,
> without any
> same/different branch modifiers. This also provides
> opportunity and
> motivation to rank the Purification ritual and those
> counterspells. It
> also adds the entertainment value of watching a
> player blow his brains
> out casting the counterspell before he gets around
> to the "risky" spell,
> and hearing a player groan about a low roll on the
> counterspell that
> would have resulted in a success with the spell he
> was protecting
> himself against.
>
> We did have to make a modification to the Fire
> Magics G-8 Protection
> Against Magical Fire to stipulate that backfires
> happen inside the
> protection and don't make the fire mage immune to
> the damage effects of
> his own backfires. (btw, we also have established a
> Guild of Fire Mages
> law against casting that spell on anyone but a fire
> mage, except in
> catastrophic situations. Don't want to make a habit
> of gutting your own
> college. Ya break da law, Vinnie breaks ya legs.)
>
> Russ Jones
>
>hey well ill tell you what i had an elven
enchanter that backfired spells so often that
it started rubbing offf on others

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Group: dqn-list Message: 810 From: D. Cameron King Date: 9/6/2002
Subject: Re: Answer to Mr. King's Questions
>Mr King: I don't understand this comment. What do you
>mean, "7 summoned efreets at the Adventurer level?"
>
>Oh. Well, spell S-16 of the College of Fire Magics
>(2nd Ed) shows a base chance of 25% (kinda high in my
>opinion) and an xp multiple of only 225(!). So an
>adept with say, 20 MA (certainly not an extravagant
>score) and Rank 8 in the spell (realistically
>achievable in about 8 game sessions), has a 54% chance
>to summon an efreet "which will be sympathetic to the
>summoner and usually attempt to aid him" every other
>Pulse (prepare, cast, prepare, cast...etc).
>
>Now, a superficial persusal of the spell, and even a
>close glance at it, does not indicate any limit of the
>number of efreets an adept can summon, provided the
>Fatigue required is up to snuff.
>
>I guess I kinda rushed that statement...I am still
>smoldering about a player of an adventurer-level
>character, several years back, who did this very
>thing, until the night he backfired and I suddenly had
>his ass up in front of the efreet king and his court
>for "abuse and enslavement of his subjects." The
>hapless fire mage agreed to be more conservative in
>the future.

Ah, yes. I get it now. It's never been a problem in any
of my campaigns, but I love the way you handled it in yours!

> > >Giant Glaive requires a 26
> > >PS to wield in 3rd, as opposed to 22 in 2nd Edition
> > >(no wonder no-one ever picked up the two handed
> > sword
> > >at +7 with it's max RK of 5 when they could have
> > the
> > >ass-kicking Giant Glaive at +9 with its max RK of
> > 9).
> >
>Mr King: As long as they *also* have the 18 MD
>required...
>
>True, but let's look at it from the perspective of a
>player who's been through his share of games (and
>given the high mortality rate of DQ combat, his share
>of characters). Not a veteran, but perhaps a
>second-year student. Now, he's a-rolling up his ninth
>BUC (back-up character), and he wants a decent shot at
>survival this time around. My guess is that, if he
>really wants to get that glaive, he's *going* to slap
>an 18 down for Manual Dexterity and a 16 down for
>Physical Strength. Even if his character points are
>but 82 total, he could have a PS 16, MD 18, AG 15
>(modified 12 for the Improved Plate and resultant TMR
>of 4), MA 5, WP 10, and EN 18 (still needing 7
>effective DP to Stun). Oh yeah, FT 21. That is a
>playable character in my book.

Oh, I agree. I'm a huge fan of the glaive in DQ.
But you were talking about the *giant* glaive,
which requires a PS of 22 (rather than 16). Now
you've gotta shave 6 more points off AG, WP, and/or
EN. That makes the 82-point character a bit less
playable, in my opinion.

But that's nitpicking with you. Assuming that the
character has the requisite stats for either
weapon, it's true that there is no reason--no
reason at all--to pick a two-handed sword over
a giant glaive. And that's kind of unfortunate,
in my opinion. But I don't think that upping
the PS requirement to 26 changes all that much.



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Group: dqn-list Message: 811 From: Bruce Probst Date: 9/7/2002
Subject: 1st edition combat rules
On Wed, 4 Sep 2002 21:30:42 -0700 (PDT), William Hough <houghpt@yahoo.com>
wrote:

>I used to think that APA (Action Point Allowance) in
>the 1st edition was inferior to the present 2nd/3rd
>combat system, being mostly replaced by TMR and
>"Actions of (Non) Engaged Figures". But now I'm not so
>sure. The one thing that impressed me about the
>Fallout PC games was a similar system (also called
>Action Points). It seems that assigning a certain
>point value to various actions in DQ is not so
>illogical. But I still don't use it. Perhaps 4th?

The #1 problem with the AP system is that it doesn't reflect movement at all
well. Giants actually move *slower* in 1st edition than smaller races.
Hobbits move faster! In a 1st edition chase across the tactical map, a
hobbit or an elf will quickly leave a cloud giant in the distance ... and
this is true of most large creatures, who as a rule have only an average (at
best) amount of AP.

You can't compensate by giving them more AP, because that will mean they can
do more of other things as well (like make attacks).

You *could* compensate by giving them more hexes of movement per AP spent,
but that starts to get fiddly (and the AP system *starts* fiddly).

The TMR system resolves all of the above problems extremely elegantly, and
introduces no new problems of which I'm aware.

An interesting snippet from 1st edition combat that we use in our game:
enchanted weapons break/drop less frequently than normal ones. (4 x MD
instead of 3 x). Simple and easy to apply, and makes magic weapons just
that little bit more "special".

What 2nd edition combat rules could benefit from are more "special"
attacks/maneouvres ... and it would be nice to see some things (e.g.,
grapple) have some tie-in with Rank in Unarmed Combat, etc.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Melbourne, Australia MSTie #72759 SCA #80160
"Watch out for snakes!"
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: dqn-list Message: 812 From: S.M. Kelley Date: 9/7/2002
Subject: Re: 1st edition combat rules

I think I saw some advanced combat manuvers or options in either poor Brendans Almanac or the book of worldly endevor. I don't remember where I saw those though.

 


What 2nd edition combat rules could benefit from are more "special"
attacks/maneouvres ... and it would be nice to see some things (e.g.,
grapple) have some tie-in with Rank in Unarmed Combat, etc.



 Sometimes it is just necessary to be silent, and rest in the fact that we are in the arms of God



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Group: dqn-list Message: 813 From: William Hough Date: 9/7/2002
Subject: King Right, Hough Wrong
--- "D. Cameron King" <monarchy2000@hotmail.com>
wrote:
> >Mr King: As long as they *also* have the 18 MD
> >required...

> >True, but let's look at it from the perspective of
> a
> >player who's been through his share of games (and
> >given the high mortality rate of DQ combat, his
> share
> >of characters). Not a veteran, but perhaps a
> >second-year student. Now, he's a-rolling up his
> ninth
> >BUC (back-up character), and he wants a decent shot
> at
> >survival this time around. My guess is that, if he
> >really wants to get that glaive, he's *going* to
> slap
> >an 18 down for Manual Dexterity and a 16 down for
> >Physical Strength. Even if his character points are
> >but 82 total, he could have a PS 16, MD 18, AG 15
> >(modified 12 for the Improved Plate and resultant
> TMR
> >of 4), MA 5, WP 10, and EN 18 (still needing 7
> >effective DP to Stun). Oh yeah, FT 21. That is a
> >playable character in my book.

> Oh, I agree. I'm a huge fan of the glaive in DQ.
> But you were talking about the *giant* glaive,
> which requires a PS of 22 (rather than 16). Now
> you've gotta shave 6 more points off AG, WP, and/or
> EN. That makes the 82-point character a bit less
> playable, in my opinion.

True, true...after a 16-month economically-induced
hiatus from actual work, I suddenly got employed and
my sleep cycles haven't been the same since. Such is
the result.

Lessee...PS 22, MD 18, AG 12 (mod 9), MA 5, WP 7, EN
18, FT 21. That's the best I could do, I suppose...but
you're right, much more vulnerable now resistance-wise
to the big spell attack. And trying to recover in 2nd
edition...at the most, 35%, at the worst, 14%.
Bad...but playable for pure entertainment of the other
players.

> But that's nitpicking with you. Assuming that the
> character has the requisite stats for either
> weapon, it's true that there is no reason--no
> reason at all--to pick a two-handed sword over
> a giant glaive. And that's kind of unfortunate,
> in my opinion. But I don't think that upping
> the PS requirement to 26 changes all that much.

Well, I believe they did that in 3rd so only the races
who could possibly attain "Giant"-like PS, such as
dwarves, orcs and, of course, giants, could wield the
damned thing. Not even the beginning human can take
the Giant Glaive as a weapon in 3rd (he could very
well do it in 2nd). A 2nd-edition elf who had rolled
up 82 or 83 points with a max of 25 in the stat could
still wield one, provided he was suicidal because his
other stats would plummet like a brick in water. In
3rd edition, no way for the beginning elf to wield any
Giant weapon except perhaps for a Giant Spear...in the
same suicidal way, of course.

Peace,

Pat Hough (aka William to the agency)

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Group: dqn-list Message: 814 From: S.M. Kelley Date: 9/7/2002
Subject: Re: King Right, Hough Wrong

    While we seem to be on the subject of weapons, does anyone have any insight as to why the broadsword and shortsword can only be ranked to 6(IIRC) while the hand and half sword can be ranked to 8 (IIRC). It seems to me that used one handed the broadsword and bastard sword would use similar style in executing attacks, but perhaps there was a developer note which may explain this and I just missed it.



 Sometimes it is just necessary to be silent, and rest in the fact that we are in the arms of God



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Group: dqn-list Message: 815 From: William Hough Date: 9/8/2002
Subject: Sword Theory
The information I have in my DQ 2nd and 3rd show the
hand and half going to a max Rank of 7.

You may have hit upon the reason for the difference;
since the bastard sword also involves knowledge of
two-handed manuevers, not to mention switching between
the two modes, that may be why the developers decided
upon a max Rank of 7. Just my two pesos worth.

Peace,

Pat Hough (William to a Matrix Agent)


--- "S.M. Kelley" <archangelkelley@yahoo.com> wrote:
>
> While we seem to be on the subject of weapons,
> does anyone have any insight as to why the
> broadsword and shortsword can only be ranked to
> 6(IIRC) while the hand and half sword can be ranked
> to 8 (IIRC). It seems to me that used one handed the
> broadsword and bastard sword would use similar style
> in executing attacks, but perhaps there was a
> developer note which may explain this and I just
> missed it.
>
>
>
> Sometimes it is just necessary to be silent, and
> rest in the fact that we are in the arms of God
>
>
>
> ---------------------------------
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> Yahoo! Finance - Get real-time stock quotes


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Group: dqn-list Message: 816 From: S.M. Kelley Date: 9/8/2002
Subject: Re: Sword Theory

             Wrong me, of course you are right, max rank 7. Hmmm, yes I had never considered the two handed manuvers as the reason for ranking it that way, however, it would make sense. Thanks.

                                Shawn

 William Hough wrote:

The information I have in my DQ 2nd and 3rd show the
hand and half going to a max Rank of 7.

You may have hit upon the reason for the difference;
since the bastard sword also involves knowledge of
two-handed manuevers, not to mention switching between
the two modes, that may be why the developers decided
upon a max Rank of 7. Just my two pesos worth.

Peace,

Pat Hough (William to a Matrix Agent)


--- "S.M. Kelley" <archangelkelley@yahoo.com> wrote:
>
>     While we seem to be on the subject of weapons,
> does anyone have any insight as to why the
> broadsword and shortsword can only be ranked to
> 6(IIRC) while the hand and half sword can be ranked
> to 8 (IIRC). It seems to me that used one handed the
> broadsword and bastard sword would use similar style
> in executing attacks, but perhaps there was a
> developer note which may explain this and I just
> missed it.
>
>
>
>  Sometimes it is just necessary to be silent, and
> rest in the fact that we are in the arms of God 
>
>
>
> ---------------------------------
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> Yahoo! Finance - Get real-time stock quotes


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Group: dqn-list Message: 817 From: John M. Kahane Date: 9/9/2002
Subject: Re: 3rd Edition Comments, and Alchemist Skill
Hullo, Shawn,

In a message of Thu, 5 Sep 2002 09:33:09 -0700 (PDT), you wrote,

>Well, I never liked DnD to begin with, just some of there monsters.

Frankly, I've always found the D&D beasties to be annoyances,
more than anything else. Part of the problem stems from the fact that
when I was running and playing D&D, enivronments and locations would
constantly get new creatures depending on which new beasties book came
out. And, of course, most of the beasties had no basis in mythologiy
at all.

>But as an axample of a creture which I felt was a slight bit out of mythological
>perspective, one was dragons.

Actually, the various dragons in DQ are taken directly out of a
lot of various mythologies (Norse, European, and Oriental to name but
three).

>They seemed to easy to defeat for me.

What?? ::Look of astonishment::

>Many of the Mytholocial storeis I had read about dragons had them destroying
>villages towns and armies before a hero found a way to defeat them, but my
>first DQ party defeated several. Since that may not be your experience I
>won't go into detail, but Increased ED and FT and made the scales absorb
>more damage.

Wait a minute. Dragons tend to have Endurance and Fatigue that
is at least 10 times that of a normal character, the fire breath is a
devastating weapon, most dragons have at least 10 point armour
everywhere (except one weak spot), and if you hit a dragon with a
non-magical weapon, the weapon's going to be destroyed very quickly.
What the frell was the party equipped with that they could kill a
dragon so easily?

>>>Acurate Mythology is very impotant to me in fantasy games, and it was my
>>>personal opinion that while much in DQ was good, it could be improved upon,
>>
>> So let's see some examples of this so-called "improvement."
>
>More cannon adventuring skills to choose from, more spell colleges which
>covered different types of mythological abilities, little things like that.

Actually, when the game fell apart because of the
self-destruction of SPI, there was bound to be a dearth of game
materials for the world. Most of us who've been running the game for
so long have added all sorts of new skills (my own campaign has
Craftsman, Armourer, Scholar, Scribe, Warrior, Hunter, and around eight
or more new skills in it) not to mention Colleges of Magic (I've got an
extra seven or so in my campaign). The game was only really getting
off the ground when the company went under, so...

>> Of course it was published, otherwise how would playtesters have
>>been able to work with it and see it and playtest it? :)
>
>Hmm, then I recieved disinformation from the site I downloaded it at. They said
>it had been palytested but never officially published

Arcane Wisdom was never officially published, but a *lot* of the
playtest copies seem to have been photocopied and gotten around to
people over the years. Arcane Wisdom was the definitive source of
material on creating magical items, gem and herb lore, and the rules
and mechanics for creating new spells and rituals. It still is.

>and therefore the net was the only place you could get it.

The only real problem with the net versions of the DQ material is
that there are too many versions of stuff out there, all with little
tweaks and the like to them. I have to wonder if there is actually a
net copy of DRAGONQUEST 2nd Edition and/or Arcane Wisdom on the net
that are the actual, original versions of both products with no changes
or alterations made to them.

>If it was in fact a published book from 2nd ed DQ then of cource it would be
>cannon, my apologies.

Just because it wasn't published officially, doesn't mean it's
not canon.

>Hmmm.. okay that perspective does make sense as well. Where would
>I find the bit in Arcane knowledge about negative cast chances? can't
>seem to locate it.

It's in the section on the rules for creating spells, rituals,
and talents. I believe in the section dealing with the Base Chances
and the like, but I could be mistaken. Don't have my copy of AW handy
at the moment.

....."It certainly gets drafty when they leave the doors open." - Pal Kenzy (SC)

JohnK
e-mail: jkahane@comnet.ca
web page: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 818 From: S.M. Kelley Date: 9/12/2002
Subject: Re: 3rd Edition Comments, and Alchemist Skill

Hullo John, on twelve hour shifts for the 9/11 anniversary so I have a bit of break time to respond here, will try to make it quick.

when I was running and playing D&D, enivronments and locations would
constantly get new creatures depending on which new beasties book came
out.   And, of course, most of the beasties had no basis in mythologiy
at all.

Shawn: would definately concur with you there... however, at the time I was playing it didn't really seem that there was much else out there. I had never even heard of DQ for instance, until eight years ago, and only then did I discover It actually came out in 1980 or so.

>They seemed to easy to defeat for me.

     What??  ::Look of astonishment::

>Many of the Mytholocial storeis I had read about dragons had them destroying
>villages towns and armies before a hero found a way to defeat them, but my
>first DQ party defeated several. Since that may not be your experience I
>won't go into detail, but Increased ED and FT and made the scales absorb
>more damage.

       Wait a minute.   Dragons tend to have Endurance and Fatigue that
is at least 10 times that of a normal character, the fire breath is a
devastating weapon, most dragons have at least 10 point armour
everywhere (except one weak spot), and if you hit a dragon with a
non-magical weapon, the weapon's going to be destroyed very quickly. 
What the frell was the party equipped with that they could kill a
dragon so easily?

Shawn: Yes and after conversing with party members from that same group, I realised that the Gm we had was extremely generous in giving out potions and magic items. My character was only Mercenary level, but the rest of the party was Hero level. I seem to recall that until we faced the last dragon I died in every adventure. However, the rest of the party always seemed to eat those dragons for breakfast. If I factor in the overage of magic potions and items then I guess the dragons wouldn't be that easy. However,I still would like to see Dragons capable of facing a medireview army of 2000 plus and burning them to the ground, I'm not sure that the book dragons could.

Actually, when the game fell apart because of the
self-destruction of SPI, there was bound to be a dearth of game
materials for the world.   Most of us who've been running the game for
so long have added all sorts of new skills (my own campaign has
Craftsman, Armourer, Scholar, Scribe, Warrior, Hunter, and around eight
or more new skills in it) not to mention Colleges of Magic (I've got an
extra seven or so in my campaign).  The game was only really getting
off the ground when the company went under, so...

Shawn: Are these the same skills found in poor Brendans almanac, or different?

Arcane Wisdom was the definitive source of
material on creating magical items, gem and herb lore, and the rules
and mechanics for creating new spells and rituals.  It still is.

Shawn: and it does have a few really nice magic items in it.

I have to wonder if there is actually a
net copy of DRAGONQUEST 2nd Edition and/or Arcane Wisdom on the net
that are the actual, original versions of both products with no changes
or alterations made to them.

Shawn: I am fairly certain the ones I have are not exact original versions... and I doubt I would be able to distinguish the added material from the original as the person who compiled it did a good Job of working in the new data.

Just because it wasn't published officially, doesn't mean it's
not canon.

Shawn: okay, I guess that would depend on ones point of view, but I can buy that, especially since it seems to be taken from official playtest copies. 



      It's in the section on the rules for creating spells, rituals,
and talents.   I believe in the section dealing with the Base Chances
and the like, but I could be mistaken.  Don't have my copy of AW handy
at the moment.

Shawn: thanks for the info, found it.

....."It certainly gets drafty when they leave the doors open." - Pal Kenzy (SC



 Sometimes it is just necessary to be silent, and rest in the fact that we are in the arms of God



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Group: dqn-list Message: 819 From: D. Cameron King Date: 9/12/2002
Subject: Re: 3rd Edition Comments, and Alchemist Skill
>From: "S.M. Kelley" <archangelkelley@yahoo.com>
>Yes and after conversing with party members from that same group,
>I realised that the Gm we had was extremely generous in giving out
>potions and magic items. My character was only Mercenary level, but
>the rest of the party was Hero level. I seem to recall that until
>we faced the last dragon I died in every adventure. However, the
>rest of the party always seemed to eat those dragons for breakfast.
>If I factor in the overage of magic potions and items then I guess
>the dragons wouldn't be that easy. However,I still would like to
>see Dragons capable of facing a medireview army of 2000 plus and
>burning them to the ground, I'm not sure that the book dragons
>could.

Well, the first thing a dragon would do when faced by an army of
2000 is induce fear. Roll (3 x WP) or drop everything and run.
Assuming average human Willpowers of 10, that means 1400 of your
soldiers are now, in their haste to escape, trampling the 600 or
so guys who *did* manage to conquer their fear.

If there's much of an "army" left to burn after *that* gets
straightened out, the dragon can start whipping off some spells.
Let's assume the dragon is a Sorcerer of the Mind (the most
common college for dragons), and that he has the minimum Rank
of 10 with all spells. I'd have the dragon cast a Spell of
Invisibility on himself before doing anything else. Now,
assuming an average human Perception of 8, 92% of your 600
remaining soldiers are unable to sense the dragon in any way.

True, the 48 remaining soldiers who *can* sense the dragon may
pose some threat to it--I mean, you can always get lucky on your
Strike Check and score a Direct Endurance hit--but I wouldn't
worry too much. With its own incredible Perception, the dragon
shouldn't have too much trouble concentrating its firepower on
the few soldiers who dare to take a swing at it. And they won't
last long.

All in all, I'd say a 2000-man army doesn't pose much of a
threat to the standard "book dragon" (even assuming a dragon
chose to face such odds).



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Group: dqn-list Message: 820 From: William Hough Date: 9/12/2002
Subject: Dragons Require Study in any RPG
Read my comments (followed by two ==)

-Pat (called William affectionately by Cthulhu)

--- "D. Cameron King" <monarchy2000@hotmail.com>
wrote:
> Well, the first thing a dragon would do when faced
> by an army of
> 2000 is induce fear. Roll (3 x WP) or drop
> everything and run.
> Assuming average human Willpowers of 10, that means
> 1400 of your
> soldiers are now, in their haste to escape,
> trampling the 600 or
> so guys who *did* manage to conquer their fear.
>
> If there's much of an "army" left to burn after
> *that* gets
> straightened out, the dragon can start whipping off
> some spells.
> Let's assume the dragon is a Sorcerer of the Mind
> (the most
> common college for dragons), and that he has the
> minimum Rank
> of 10 with all spells. I'd have the dragon cast a
> Spell of
> Invisibility on himself before doing anything else.
> Now,
> assuming an average human Perception of 8, 92% of
> your 600
> remaining soldiers are unable to sense the dragon in
> any way.

==I studied the matter of a Red Dragon some years ago,
and it occurred to me that, given their (dragons in
general) high intelligence and crafty ways, a GM could
pull stunts with reds that might otherwise garner
accusations of being a killer GM.

==Now, a red with a ton of treasure that everybody
wants is going to be one paranoid mother. This means
that he's going to cast Limited Precog (G-2) every 17
hours (at Rank 17, that's 86% chance with MA 30). Yes,
I know that the spell should last 18 hours at that
Rank, but the red doesn't want to get caught in those
few moments between when the first cast runs out and
having to cast again (he *could* blow it or BF it). Oh
wow, big loss of 2 FT out of 140.

==Spell G-2 says that the results are unclear, but I
say that a high-intelligence dragon with RK 17 in the
spell should, at the very least, know that danger will
occur to him at such and such time, perhaps not the
very moment or what it is, but at least the hour of
occurance. Knowing this, he (or she) does Ritual Spell
Preparation (RSP) using Spell S-10 (Telekinetic Rage),
but not knowing the precise moment of danger, (s)he
aims for 10 hours of prep time but will actually use
only nine; that means beginning RSP *less* than 10
hours before the hour of danger. That gives him +27%
when the adventurers arrive inside the cave, which is
not quite yet the Tactical Stage. Add on 15% (for MA
30), +1% for S-10 Base Chance, and +51% for spell RK
17. That's a good chance of 93%. Now, to avoid losing
the affects of RSP, (s)he is hiding either around a
big corner, clung to a dark ceiling, or even lurking
under the surface of a big cave pool (my personal
favorite; they're not Fire Mages after all. Remember
Dragonslayer?). Or combine them and have large,
obvious bubbles breaking the surface while the dragon
is really hiding elsewhere. And there's always
invisibility.

==In any case, a Ranger either detects ambush, or if
no rangers, assign the average DF of 3 x the highest
Perception roll to sense danger for the party. Failing
this, the dragon emerges suddenly from the water and
casts S-10 at 93%. If the party does detect the danger
and the Tactical Stage begins, the chance is *still*
66%. IF the red succeeds in casting, anybody who does
not passively resist is hurled 115 feet and takes
(D-5)+ 115 points damage, unabsorbed by armor. Nasty,
nasty stuff.

==Oh yes, if the dragon casts Invisibility on itself
as Mr. King suggested, even nastier. Sounds like a
maximum DF of 1 x Perception to me.

==The point is that it takes a little bit of homework,
but DQ dragons have a very nasty advantage over many
of their cousins in other systems. I am convinced that
9 times out of 10, a dragon getting its ass handed to
it without serious effort and sacrifice on the part of
the adventurers is the result of lack of planning by
the GM. Anytime you present a dragon as an encounter,
it is a major deal unless you are running high
fantasy. And never be intimidated by numbers. Even
heroes' FT and EN is limited. Most of us in our group
are experienced enough as DQ players to try and
roleplay and encounter with the dragon rather than
engage in open combat. And we usually don't go looking
for them.

> True, the 48 remaining soldiers who *can* sense the
> dragon may
> pose some threat to it--I mean, you can always get
> lucky on your
> Strike Check and score a Direct Endurance hit--but I
> wouldn't
> worry too much. With its own incredible Perception,
> the dragon
> shouldn't have too much trouble concentrating its
> firepower on
> the few soldiers who dare to take a swing at it.
> And they won't
> last long.
>
> All in all, I'd say a 2000-man army doesn't pose
> much of a
> threat to the standard "book dragon" (even assuming
> a dragon
> chose to face such odds).


== I agree absolutely with Mr. King, and as I said, an
hour or so of your time in preparing contigencies will
save you great headaches in the game to come.

Peace,

Pat

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Group: dqn-list Message: 821 From: William Hough Date: 9/12/2002
Subject: Gamers I Can do Without
Hi, um, thought I'd intro you folks to something light
for a little change.

Thanks to my hero, George Carlin, for his original
"People I Can Do Without" which you can hear for
yourself on his album What Am I Doing In New Jersey or
go to http://www.georgecarlin.com

I developed my list of anti-gamers sometime ago, but
just when I think it's complete, I meet another one.

The following is meant to be light-hearted. Don't get
into a twist if one of the items on the list reminds
you of you. Besides, do you really want us to know?

Recognize any of these folks?

Gamers I Can Do Without (This is my List)

1. Anyone who constantly refers to gold pieces, silver
talents, or whatever the correct monetary terminology
is for the current game system as �dollars�.

2. Players who, supposedly in the act of role-playing,
refer to other characters by the player�s name.

3. Characters who, when they first arrive in any town
with more than three structures, immediately want to
know where the �magic shop� is. Yoohoo, thieves, come
and get us!

4. GMs who not only have �magic shops� in their towns
and cities, but the NPCs affiliated with these
fairyland establishments actually feel they need to
advertise their business� existence.

5. Any GM who feels that he�s got to place at least
ten gold coins under every rock in his world, lest
there not be enough treasure for everyone.

6. Players that start pointing out the appeal of
another role-playing game simply to cover the personal
inadequacies they uncomfortably experience when
playing *this* one.

7. Players who have no clue how annoying they are to
other players.

8. Players or GMs that believe that dice-rolling is
somehow acceptable as role-playing.

9. A GM whose description of what the characters are
looking at lasts more than ten minutes.

10. Players or GMs who bring their kids to the game.
Same goes for people who insist on hosting the game at
their homes, and then have a bunch of kids running
around. I ain't Ebenezer, but I'm here to game!

11. Players or GMs who have families, show up at the
game, and then talk about why they shouldn�t be
playing. Folks, I don�t mind if ya got families or a
life outside of role-playing, but don�t sit there and
whine about how you shouldn�t be playing this game
because it takes time away from your family, your
family is suffering, etc. etc. Go home! We�re not
responsible for your family�s �suffering�; you are!

12. Any GM who uses miniatures in a random encounter
to show off just how well he�s mastered small-unit
tactics. Ooh, look. He�s got all the archers lined up
over there behind the hill. And his cavalry is divided
into two opposite flanks. Big deal! Let�s finish the
encounter and get on with the role-playing!

13. Players who either conceal their die rolls with
their hands or roll the dice and quickly pick them up,
then claim they just rolled an exceptionally favorable
result. Wrong! You ain�t the GM. Keep the dice on the
table, keep your hands off, then let�s see how lucky
you are.

14. Players or GMs who interrupt other folks at the
table in mid-sentence just because they are bored,
want attention, or disagree with what the interrupted
person was talking about.

15. Players or GMs who interrupt others, then have the
gall to jump to a conclusion based on the information
they received before they cut the speaker off. Ya
might give listening a try.

(just added this one)

16. Players who sit there and cringe everytime I or
some other player's character says so much as "Good
morning" to an NPC. You know the type; the gazing down
at the table in self-absorbed disapproval and the slow
shaking of the head, the panic-induced squinting of
the eyes and slight turn of the head as if you had
given the NPC the location and combination to the
party safe. Everything you say is subject to watchdog
scrutiny by this person, and nothing is beneath the
smirking, self-important mutters under the breath,
such as "Don't tell him that..." or "Why don't you
just put a sword in his hand and bend over". Slap this
person and remind them, if they are still conscious,
that screwing up once in a while, even a no-excuse
goof, is part of role-playing and one of the reasons
why it is fun.

DQ-Specific:

17. Anyone who refers to Endurance and Fatigue as "hit
points".

18. Anyone who refers to Rank as "level".


Got more? C'mon, send 'em in!

COMING SOON!! Popular Phrases Heard at Roleplaying
Games!!

Peace,

Pat

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Group: dqn-list Message: 822 From: S.M. Kelley Date: 9/12/2002
Subject: Re: Dragons Require Study in any RPG

Excellent points, I don't recall our GM useing any of the spell abilities of the Dragons, but it was nearly eight years ago. However, I can see that he used them ineffectivly against our parties. If they had been used in this manner I don't think the party would have survived.

 William Hough wrote:

 


 Sometimes it is just necessary to be silent, and rest in the fact that we are in the arms of God



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Group: dqn-list Message: 823 From: William Hough Date: 9/13/2002
Subject: Common RPG Phrases
Hello, all.

Seems like there are certain verbal gems out there
that we hear a lot at roleplaying games. Or perhaps
they are oft-repeated movie lines that just somehow
seem to fit. Or they are spawned out of sheer
frustration. In any case, they have become a time-
honored part of our gaming culture.

The following list of phrases comes from an idea I got
from the person who taught me DragonQuest, Lawrence G.

"Doc" Beck. Although Doc and I had a falling out years

ago, I still like to give credit where it is due.

So, here are:


Common Phrases Heard at Roleplaying Games

1. Is it/are we surprised?
2. Loot the bodies.
3. Missed by *one*.
4. Just made it.
5. What did he/she have on him/her?
6. Hand me my *other* dice.
7. Ought-one. (01)
8. *Roll* again.
9. In - the - shorts.
10. Alright, grab everything that kills.
11. It's not a dungeon, it's an underground fortified
defense installation.
12. Best foot forward.
13. Let's get outta here!
14. Resistance is futile.
15. Eat this.
16. Die already!
17. Did I make it?
18. He's/She's/It's toast.
19. I don't think we're in Kansas anymore.
20. Listen for noise.
21. I listen at the door.
22. I'll guard the rear.
23. Beat feet.
24. Put me somewhere in the middle.
25. I'm in the lead.
26. Can I try again?
27. Maybe you can help me, I was looking for my boat.
28. I don't think these guys are here to sell us
insurance.
29. I have you now.
30. Who's their leader?
31. Can I see him/her/it from here?
32. Wrong answer.
33. Search for secret doors.
34. Sorry, I thought I was putting my hand into *my*
pocket.
35. Set up a defensive perimeter.
36. Kill 'em all!
37. I say we take off and nuke the entire site from
orbit.
38. I'll take first watch.
39. Who's gonna go first/last?
40. Thrills! Chills! Fresh fruit.
41. Take all their stuff.
42. Wait for it...
43. Sploot.
44. God, no.
45. Let's roll for initiative.
46. Beat that!
47. I evade.
48. What's their defense (value)?
49. Did I take any damage?
50. You *want* to save.
51. Oh shit.
52. It's all ____________'s fault.
53. This sucks.
54. Sounds good.
55. Here we go...
56. I ain't going in there.
57. I'll follow you.
58. I follow him/her.
59. That's not a bad idea.
60. I detect traps.
61. Come and get me.
62. That had to hurt.
63. Next!
64. Gotta be a mango tree around here somewhere.
65. Has-san chop!
66. I'll run next game.
67. Is this character OK?
68. We go back to town and train.
69. Ouchie.
70. Cocked die.
71. For the love of...
72. What *is* the word of unbinding?
73. What do we get for experience?
74. I...I don't know that!
75. Gleam!
76. Make a Stealth roll.
77. Talk, you.
78. Ssssshhhing!
79. Charging, full TMR!
80. Move half and attack.
81. Prepare spell.
82. Prepare weapon and shield.
83. Roll to recover.
84. Death! Death!
85. He/She/It drops unconscious.
86. Slow to one-half impulse power.
87. This is gonna hurt.
88. That's a critical.
89. Glorp.
90. My character's gonna look for an
astrologer/healer/
alchemist/tavern, etc.
91. Bink!
92. Head for the bar/tavern/inn/etc.
93. Sucks ass.
94. Backshots go first.
95. Attempt to close and grapple.
96. Parry, reposte!
97. To our deaths, then!
98. Save for half.
99. What is it's/her/his Armor Class?
100. Is it/she/he dead?
101. Charging, non-pole weapon.
102. What's the range penalty?
103. OK, then, we curse your name.
104. Run *towards* the danger.
105. Prepare sword and hobbit.
106. Who's on watch?
107. Make a tracking roll.
108. Who's got some rope?
109. Let's get on with this game.
110. Jesus Saves. Roll for initiative.
111. 'Tis a terrible noise; we must flee.
112. Hit the deck!
113. Just die, will ya?
114. Dice Storm!!
115. What's the formula for Stealth/Horsemanship/etc.?

Always open to additions!

Peace,

Pat (called William by the inquisitors)

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Group: dqn-list Message: 824 From: davis john Date: 9/13/2002
Subject: Re: Common RPG Phrases
I cant find my perception skill
Ive forgotten what mneonics skill does
How do you know shes a witch
f**kin, bl**dy, f**kin, cr*p, b*st*rd, dice
Come on DM you must be p*ssed if u think we are fighting that
Oh, I dont wanna play anymore
Can anybody remember what we did last time
Did I give out xp last week
No (in answer to above)
etc
 
 
----- Original Message -----
From: William Hough
Sent: 13 September 2002 19:44
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Common RPG Phrases
 
Hello, all.

Seems like there are certain verbal gems out there
that we hear a lot at roleplaying games. Or perhaps
they are oft-repeated movie lines that just somehow
seem to fit. Or they are spawned out of sheer
frustration. In any case, they have become a time-
honored part of our gaming culture.

The following list of phrases comes from an idea I got
from the person who taught me DragonQuest, Lawrence G.

"Doc" Beck. Although Doc and I had a falling out years

ago, I still like to give credit where it is due.

So, here are:




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Group: dqn-list Message: 825 From: andy hopkins Date: 9/13/2002
Subject: Re: Common RPG Phrases
hey pat lets not foget ohhh gooood

--- William Hough <houghpt@yahoo.com> wrote:
> Hello, all.
>
> Seems like there are certain verbal gems out there
> that we hear a lot at roleplaying games. Or perhaps
> they are oft-repeated movie lines that just somehow
> seem to fit. Or they are spawned out of sheer
> frustration. In any case, they have become a time-
> honored part of our gaming culture.
>
> The following list of phrases comes from an idea I
> got
> from the person who taught me DragonQuest, Lawrence
> G.
>
> "Doc" Beck. Although Doc and I had a falling out
> years
>
> ago, I still like to give credit where it is due.
>
> So, here are:
>
>
> Common Phrases Heard at Roleplaying Games
>
> 1. Is it/are we surprised?
> 2. Loot the bodies.
> 3. Missed by *one*.
> 4. Just made it.
> 5. What did he/she have on him/her?
> 6. Hand me my *other* dice.
> 7. Ought-one. (01)
> 8. *Roll* again.
> 9. In - the - shorts.
> 10. Alright, grab everything that kills.
> 11. It's not a dungeon, it's an underground
> fortified
> defense installation.
> 12. Best foot forward.
> 13. Let's get outta here!
> 14. Resistance is futile.
> 15. Eat this.
> 16. Die already!
> 17. Did I make it?
> 18. He's/She's/It's toast.
> 19. I don't think we're in Kansas anymore.
> 20. Listen for noise.
> 21. I listen at the door.
> 22. I'll guard the rear.
> 23. Beat feet.
> 24. Put me somewhere in the middle.
> 25. I'm in the lead.
> 26. Can I try again?
> 27. Maybe you can help me, I was looking for my
> boat.
> 28. I don't think these guys are here to sell us
> insurance.
> 29. I have you now.
> 30. Who's their leader?
> 31. Can I see him/her/it from here?
> 32. Wrong answer.
> 33. Search for secret doors.
> 34. Sorry, I thought I was putting my hand into *my*
> pocket.
> 35. Set up a defensive perimeter.
> 36. Kill 'em all!
> 37. I say we take off and nuke the entire site from
> orbit.
> 38. I'll take first watch.
> 39. Who's gonna go first/last?
> 40. Thrills! Chills! Fresh fruit.
> 41. Take all their stuff.
> 42. Wait for it...
> 43. Sploot.
> 44. God, no.
> 45. Let's roll for initiative.
> 46. Beat that!
> 47. I evade.
> 48. What's their defense (value)?
> 49. Did I take any damage?
> 50. You *want* to save.
> 51. Oh shit.
> 52. It's all ____________'s fault.
> 53. This sucks.
> 54. Sounds good.
> 55. Here we go...
> 56. I ain't going in there.
> 57. I'll follow you.
> 58. I follow him/her.
> 59. That's not a bad idea.
> 60. I detect traps.
> 61. Come and get me.
> 62. That had to hurt.
> 63. Next!
> 64. Gotta be a mango tree around here somewhere.
> 65. Has-san chop!
> 66. I'll run next game.
> 67. Is this character OK?
> 68. We go back to town and train.
> 69. Ouchie.
> 70. Cocked die.
> 71. For the love of...
> 72. What *is* the word of unbinding?
> 73. What do we get for experience?
> 74. I...I don't know that!
> 75. Gleam!
> 76. Make a Stealth roll.
> 77. Talk, you.
> 78. Ssssshhhing!
> 79. Charging, full TMR!
> 80. Move half and attack.
> 81. Prepare spell.
> 82. Prepare weapon and shield.
> 83. Roll to recover.
> 84. Death! Death!
> 85. He/She/It drops unconscious.
> 86. Slow to one-half impulse power.
> 87. This is gonna hurt.
> 88. That's a critical.
> 89. Glorp.
> 90. My character's gonna look for an
> astrologer/healer/
> alchemist/tavern, etc.
> 91. Bink!
> 92. Head for the bar/tavern/inn/etc.
> 93. Sucks ass.
> 94. Backshots go first.
> 95. Attempt to close and grapple.
> 96. Parry, reposte!
> 97. To our deaths, then!
> 98. Save for half.
> 99. What is it's/her/his Armor Class?
> 100. Is it/she/he dead?
> 101. Charging, non-pole weapon.
> 102. What's the range penalty?
> 103. OK, then, we curse your name.
> 104. Run *towards* the danger.
> 105. Prepare sword and hobbit.
> 106. Who's on watch?
> 107. Make a tracking roll.
> 108. Who's got some rope?
> 109. Let's get on with this game.
> 110. Jesus Saves. Roll for initiative.
> 111. 'Tis a terrible noise; we must flee.
> 112. Hit the deck!
> 113. Just die, will ya?
> 114. Dice Storm!!
> 115. What's the formula for
> Stealth/Horsemanship/etc.?
>
> Always open to additions!
>
> Peace,
>
> Pat (called William by the inquisitors)
>
> __________________________________________________
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>


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Group: dqn-list Message: 826 From: Bruce Probst Date: 9/13/2002
Subject: Re: Common RPG Phrases
On Fri, 13 Sep 2002 11:40:02 -0700 (PDT), William Hough <houghpt@yahoo.com>
wrote:

>Seems like there are certain verbal gems out there
>that we hear a lot at roleplaying games. Or perhaps
>they are oft-repeated movie lines that just somehow
>seem to fit.

Well, between Monty Python and the Holy Grail, Hitchhiker's Guide to the
Galaxy, The Princess Bride and the Simpsons, you can construct an entire
evening of role-playing dialogue without ever saying anything original.

"None shall pass!"
"It's only a flesh wound!"
"Run away!"
"Come see the oppression inherent in the system!"
"Help help I'm being repressed!"
"I am <insert name>, you killed my father, prepare to die!"
"This is some new meaning of the word <insert word, usually 'safe'> that I
was previously unacquainted with."
"So this is it, we're going to die" followed by "Stop SAYING that!"
"Krusty wants out!"
and of course
"D'oh!"

etcetera ad infinitum

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Melbourne, Australia MSTie #72759 SCA #80160
"Make it stop! MAKE IT STOP!!"
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: dqn-list Message: 827 From: William Hough Date: 9/13/2002
Subject: Re: Common RPG Phrases
> Well, between Monty Python and the Holy Grail,
> Hitchhiker's Guide to the
> Galaxy, The Princess Bride and the Simpsons, you can
> construct an entire
> evening of role-playing dialogue without ever saying
> anything original.

Yes, well, Monty Python (which includes not only the
Holy Grail, but also Life of Brian and a little bit of
The Meaning of Life) in combination with a roleplaying
game is old and tired. That's why they for the most
part don't show up on my list. I mean, MPATHG and D&D
were born in the same year: 1974. And 28 years later,
you still hear it at every gaming con, and with that
annoying tone and exuberance that suggests the speaker
thought it was an original idea!

One point I want to make clear about movies and games;
the comparitively small percentage of stuff on my list
borne of cinema (compared with non-cinema) was
actually uttered by players in the course of
legitimate gaming; they did not sit around, thumbs in
their asses, wondering to themselves "Now what movie
lines would sound good in tonight's game? Better start
jotting them down!" Shit, we wouldn't do anything
else!

As I said in my original post; these are time-honored
phrases which my group (but who else can I really
speak for?) uses often; not every bloody game but
enough times to make the list. By time-honored I do
not mean tiresome and pointless.

I will admit that "I don't think we're in Kansas
anymore" is perhaps approaching retirement. I didn't
add it; it was on Doc's original list. But it's
nowhere near the blah-ness of MP lines...yet.

The whole idea of my posting, like my previous "Gamers
I Can Do Without" was to provoke a laugh or two; I
wanted to remind us all that real gaming campaigns are
places for friends to crack up every now and then and
dissipate some tension, not just forums for seeing
who's the baddest rules lawyer at the table, and
perhaps lighten the atmosphere of this newsgroup a
little; in my opinion this room in general has really
started to stiffen in the intolerance of others during
the last few weeks. If I may be so bold, that is not
its purpose. I leave that to DQ-Rules.

Peace,

Pat

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Group: dqn-list Message: 828 From: S.M. Kelley Date: 9/13/2002
Subject: Re: Common RPG Phrases

 

 Actually, I thought most of your lines were funny, and I have even heard one or two of them at the game tables I have been at. One that really made me chuckle was the "Jesus Saves" One. A guy at my gaming table, when in need of a great roll, would cup the dice in his hand, blow on them twice and then roll his eys skyword chanting the Mantra "puerify the motive and the luck will follow). It was amusing to us anyway 



 Sometimes it is just necessary to be silent, and rest in the fact that we are in the arms of God



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Group: dqn-list Message: 829 From: Martin Gallo Date: 9/14/2002
Subject: Re: Common RPG Phrases
The ability to, and desire for completely memorizing and repeating
every movie ever seen by some gamer's has always held a deep
fascination and disgust for me. I am lucky to be able to remember key
phrases from certain movies, but usually find that my most effective
humor comes from situational awareness. Everybody gets their boat
floated by something different, I suppose.

When I go to gaming conventions or get-togethers, I want to wear a
t-shirt with the phrases "Don't tell me about your character" and "If
I want to be reminded about the dialog, I will ask you" in large
letters. I have managed to refrain from looking the person in the
eyes and screaming "Oh for the love of... Get a Life!" which has
managed to increase my popularity a bit (I once did get an
applause...).

Marty

>Yes, well, Monty Python (which includes not only the
>Holy Grail, but also Life of Brian and a little bit of
>The Meaning of Life) in combination with a roleplaying
>game is old and tired. That's why they for the most
>part don't show up on my list. I mean, MPATHG and D&D
>were born in the same year: 1974. And 28 years later,
>you still hear it at every gaming con, and with that
>annoying tone and exuberance that suggests the speaker
>thought it was an original idea!

--
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: 830 From: Russ Jones Date: 9/14/2002
Subject: FW: [DQN-list] Dragons Require Study in any RPG
I agree that prepared dragons, and even unprepared ones are much more
dangerous in the hands of a GM who uses all of the dragon's
capabilities.

There are, however, a couple of problems with William's S-10 preparation
scenario. As we have interpreted it, ritual spell preparation requires
that the time to be spent in preparation is committed at the beginning
of the ritual, so using opportunity fire in the middle of a ritual is
not permitted.

Also, his scenario says that, "The dragon emerges suddenly from the
water and casts S-10 at 93%." Number one, once the dragon "emerges
suddenly", the adventure is automatically in tactical combat mode, not "
not quite yet the Tactical Stage." More importantly, the "emerges
suddenly" would have to be considered movement, thereby disallowing a
cast action.

Maybe others of you interpret those rules differently?

Russ Jones


-----Original Message-----
From: William Hough [mailto:houghpt@yahoo.com]
Sent: Thursday, September 12, 2002 7:54 PM
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Dragons Require Study in any RPG

Read my comments (followed by two ==)

-Pat (called William affectionately by Cthulhu)

--- "D. Cameron King" <monarchy2000@hotmail.com>
wrote:
> Well, the first thing a dragon would do when faced
> by an army of
> 2000 is induce fear. Roll (3 x WP) or drop
> everything and run.
> Assuming average human Willpowers of 10, that means
> 1400 of your
> soldiers are now, in their haste to escape,
> trampling the 600 or
> so guys who *did* manage to conquer their fear.
>
> If there's much of an "army" left to burn after
> *that* gets
> straightened out, the dragon can start whipping off
> some spells.
> Let's assume the dragon is a Sorcerer of the Mind
> (the most
> common college for dragons), and that he has the
> minimum Rank
> of 10 with all spells. I'd have the dragon cast a
> Spell of
> Invisibility on himself before doing anything else.
> Now,
> assuming an average human Perception of 8, 92% of
> your 600
> remaining soldiers are unable to sense the dragon in
> any way.

==I studied the matter of a Red Dragon some years ago,
and it occurred to me that, given their (dragons in
general) high intelligence and crafty ways, a GM could
pull stunts with reds that might otherwise garner
accusations of being a killer GM.

==Now, a red with a ton of treasure that everybody
wants is going to be one paranoid mother. This means
that he's going to cast Limited Precog (G-2) every 17
hours (at Rank 17, that's 86% chance with MA 30). Yes,
I know that the spell should last 18 hours at that
Rank, but the red doesn't want to get caught in those
few moments between when the first cast runs out and
having to cast again (he *could* blow it or BF it). Oh
wow, big loss of 2 FT out of 140.

==Spell G-2 says that the results are unclear, but I
say that a high-intelligence dragon with RK 17 in the
spell should, at the very least, know that danger will
occur to him at such and such time, perhaps not the
very moment or what it is, but at least the hour of
occurance. Knowing this, he (or she) does Ritual Spell
Preparation (RSP) using Spell S-10 (Telekinetic Rage),
but not knowing the precise moment of danger, (s)he
aims for 10 hours of prep time but will actually use
only nine; that means beginning RSP *less* than 10
hours before the hour of danger. That gives him +27%
when the adventurers arrive inside the cave, which is
not quite yet the Tactical Stage. Add on 15% (for MA
30), +1% for S-10 Base Chance, and +51% for spell RK
17. That's a good chance of 93%. Now, to avoid losing
the affects of RSP, (s)he is hiding either around a
big corner, clung to a dark ceiling, or even lurking
under the surface of a big cave pool (my personal
favorite; they're not Fire Mages after all. Remember
Dragonslayer?). Or combine them and have large,
obvious bubbles breaking the surface while the dragon
is really hiding elsewhere. And there's always
invisibility.

==In any case, a Ranger either detects ambush, or if
no rangers, assign the average DF of 3 x the highest
Perception roll to sense danger for the party. Failing
this, the dragon emerges suddenly from the water and
casts S-10 at 93%. If the party does detect the danger
and the Tactical Stage begins, the chance is *still*
66%. IF the red succeeds in casting, anybody who does
not passively resist is hurled 115 feet and takes
(D-5)+ 115 points damage, unabsorbed by armor. Nasty,
nasty stuff.

==Oh yes, if the dragon casts Invisibility on itself
as Mr. King suggested, even nastier. Sounds like a
maximum DF of 1 x Perception to me.

==The point is that it takes a little bit of homework,
but DQ dragons have a very nasty advantage over many
of their cousins in other systems. I am convinced that
9 times out of 10, a dragon getting its ass handed to
it without serious effort and sacrifice on the part of
the adventurers is the result of lack of planning by
the GM. Anytime you present a dragon as an encounter,
it is a major deal unless you are running high
fantasy. And never be intimidated by numbers. Even
heroes' FT and EN is limited. Most of us in our group
are experienced enough as DQ players to try and
roleplay and encounter with the dragon rather than
engage in open combat. And we usually don't go looking
for them.

> True, the 48 remaining soldiers who *can* sense the
> dragon may
> pose some threat to it--I mean, you can always get
> lucky on your
> Strike Check and score a Direct Endurance hit--but I
> wouldn't
> worry too much. With its own incredible Perception,
> the dragon
> shouldn't have too much trouble concentrating its
> firepower on
> the few soldiers who dare to take a swing at it.
> And they won't
> last long.
>
> All in all, I'd say a 2000-man army doesn't pose
> much of a
> threat to the standard "book dragon" (even assuming
> a dragon
> chose to face such odds).


== I agree absolutely with Mr. King, and as I said, an
hour or so of your time in preparing contigencies will
save you great headaches in the game to come.

Peace,

Pat

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Group: dqn-list Message: 831 From: D. Cameron King Date: 9/15/2002
Subject: Re: FW: [DQN-list] Dragons Require Study in any RPG
>As we have interpreted it, ritual spell preparation requires that
>the time to be spent in preparation is committed at the beginning
>of the ritual, so using opportunity fire in the middle of a ritual
>is not permitted.

This is how my groups have always interpreted RSP, as well. But
the larger point remains unchanged. A few Rituals of Investment
can easily accomplish the same end (perhaps even *more*
effectively).

-EPU

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Group: dqn-list Message: 832 From: Greg Walters Date: 9/29/2002
Subject: Re: RPGing & Phrases
Neat Idea. Perhaps, we could play GM with pregenerated players of
player characters. I could see it now - dressed up inflate-a-mates
could be seated at the game table (removeable as real people show up
to supplant them). Need to leave early? No problem.

Shortage of female players? No problem! Just add a wig etc."

Now, we take this a step further, and (you already guessed it!) pre-
gen GM. The real individuals may 'jump in' where there is an
available spot.

HAHAHAHA!!!!!!


"We'll never survive..."
"Non-sense, your'e just saying that because no one ever has."


Departing from the levity of the aforementioned, I'll bring up what I
might have refered to previously. With a webcam & microphone, we
might run DQ sessions about as readily as if we all lived in the same
neighborhood. I'm cash poor (and time poor, just now): I do not yet
own those items.

Has anyone done this yet?


- Greg Walters


--- In dqn-list@y..., Bruce Probst <bprobst@n...> wrote:
> On Fri, 13 Sep 2002 11:40:02 -0700 (PDT), William Hough
<houghpt@y...>
> wrote:
>
> >Seems like there are certain verbal gems out there
> >that we hear a lot at roleplaying games. Or perhaps
> >they are oft-repeated movie lines that just somehow
> >seem to fit.
>
> Well, between Monty Python and the Holy Grail, Hitchhiker's Guide
to the
> Galaxy, The Princess Bride and the Simpsons, you can construct an
entire
> evening of role-playing dialogue without ever saying anything
original.
>
> "None shall pass!"
> "It's only a flesh wound!"
> "Run away!"
> "Come see the oppression inherent in the system!"
> "Help help I'm being repressed!"
> "I am <insert name>, you killed my father, prepare to die!"
> "This is some new meaning of the word <insert word, usually 'safe'>
that I
> was previously unacquainted with."
> "So this is it, we're going to die" followed by "Stop SAYING that!"
> "Krusty wants out!"
> and of course
> "D'oh!"
>
> etcetera ad infinitum
>
> ----------------------------------------------------------------
> Bruce Probst bprobst@n... ICQ 6563830
> Melbourne, Australia MSTie #72759 SCA #80160
> "Make it stop! MAKE IT STOP!!"
> ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: dqn-list Message: 833 From: William Hough Date: 1/6/2003
Subject: Help out a newbie (repeat from DQ Rules Yahoo group)

Hey everyone,

I would appreciate someone emailing Mr. Mark Bagnall, a fellow DragonQuest player who recently got himself an Internet account, and instruct him on how to join the dqn-list Yahoo newsgroup. I would appreciate it.

Mark's email is:

scifimage01@yahoo.com

Thanks,

Pat Hough



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Group: dqn-list Message: 834 From: Rodger Thorm Date: 1/7/2003
Subject: DQ lists and subscriptions
Hello all--

By the time I saw the posting for help with subscribing to our DQ groups, both
John Rauchert and John Corey had gotten in touch and sent instructions and
offers of help.

I also know that John Corey, who has been one of the more active members of
the online DragonQuest community, only recently discovered that there was a
dqn-list group; he had only been subscribed to the dq-rules group.

So this message is to help get the word out to all of you about some of the
other online DQ resources that are available, in case you aren't already
familiar with them.

There are three DragonQuest-related mailing lists using Yahoo Groups. All of
them can be subscribed to either by email or web.

dqnewsletter - this is the oldest group and is the group to subscribe to in
order to receive the DragonQuest Newsletter
dqn-list - this is the main DragonQuest discussion group, and the one with
the largest subscriber base
dq-rules - this is the group founded to create and discuss new and revised
rules for DragonQuest

-----

To subscribe by email, send a message to the appropriate address as follows:

dqnewsletter-subscribe@yahoogroups.com
dqn-list-subscribe@yahoogroups.com
dq-rules-subscribe@yahoogroups.com

AOL users must type "subscribe" in the Subject line.

The email address that will be registered is the one used to send the email
message.

-----

You can also subscribe via the web by going to the following web page(s) and
clicking on Join This group! (you will be prompted to supply your Yahoo!
username and password)

http://groups.yahoo.com/group/dqnewsletter/

http://groups.yahoo.com/group/dqn-list/

http://groups.yahoo.com/group/dq-rules/

The email address that will be registered is the one you have setup for your
Yahoo account.

Once we receive your request to join the group we will accept you and you will
get a return message that you have been signed up.

-----

I can always be contacted directly for assistance with any of the DQ-related
lists. My email address is: dqn@earthlink.net
This address is also for correspondence about content for the DragonQuest
Newsletter (article submissions, ideas, etc.) or anything else related to
DragonQuest.

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

For completeness, let me mention a couple other main starting points for
DragonQuest information.

On the web, you should check out the DragonQuest Players Association home
page:
www.dragonquest.org

There is also a good online discussion forum for DragonQuest on WebRPG at:
http://townhall.webrpg.com/index.phtml?groupid=59

Thanks to John and John for their assistance with this and with the groups in
general.

Rodger Thorm
DQNewsletter Editor
dqn-list and dq-rules Moderator

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


> --- In dq-rules@yahoogroups.com, William Hough
> wrote:
> >
[cut]
> account not too long ago. Could someone please
> email him and tell him
> how to join this newsgroup? I would appreciate
Group: dqn-list Message: 835 From: Héctor Rosso Date: 2/3/2003
Subject: Garrotte

Hi!

when a assasin  uses his garrotte to entrangle a person, he must make a Strike chance only one time, and then damage is made atomaticaly every future turn.

1)If the dice roll was a 15% of the SC, must he substract EN points every round?

2)and if the roll was a 5% of the SC?

3) A person that is being entrangled, can attack?

4) to entrangle a person, you have to execute a Close & Grapple?



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Group: dqn-list Message: 836 From: D. Cameron King Date: 2/3/2003
Subject: Re: Garrotte
>From: H�ctor Rosso <hector_rosso@yahoo.com.ar>

>when a assasin uses his garrotte to entrangle a person, he must make a
>Strike chance only one time, and then damage is made atomaticaly every
>future turn.
>1)If the dice roll was a 15% of the SC, must he substract EN points every
>round?

I would say yes, it is an "ongoing" Direct Endurance hit.

>2)and if the roll was a 5% of the SC?

Same as above. Garrottes have no Class for purposes of
Grievous Injuries, so a possible Grievous Injury strike
is simply treated as a Direct Endurance hit. See the
note in the upper left corner of the Weapons Chart [20.2].

>3) A person that is being entrangled, can attack?

The rules on entangling are insufficiently detailed.
As written, they don't even prevent an entangled
target from *moving* (especially if the target makes
a successful Agility check to avoid falling prone),
much less attacking! However, a reasonable GM will
(in my opinion) rule that a character entangled by
a net cannot attack any figure outside the target's
own hex, but there's no reason I can see why a target
entangled by a whip or bola could not attack figures
within his Melee Zone (though he may have to do so
from a prone position). The only movement allowed
to such targets should be crawling, and not even
that in the case of a net.

>4) to entrangle a person, you have to execute a Close & Grapple?

No, not at all. What makes you think so?



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Group: dqn-list Message: 837 From: D. Cameron King Date: 2/3/2003
Subject: Re: Garrotte
Oh. Heh heh. I just realized that Hector wrote
"entrangle," when he obviously meant "strangle."
Never mind any of that stuff about entangling, then.

>3) A person that is being entrangled, can attack?

Yes, certainly.

>4) to entrangle a person, you have to execute a Close & Grapple?

Correct. Garrottes are rated for Close Combat use only.



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Group: dqn-list Message: 838 From: Héctor Rosso Date: 2/4/2003
Subject: Re: Garrotte

OK, thanks!

and forgive me about my english speeling, its so bad....

1)The rules says that, when a character uses his garrotte to strangle a person, the victim may avoid future damage by making some efective damage to the assassin, Don´t you think that the victim´s strike checks needs a penalization.

 2) efective damage, is damage inflicted directly to the character body (EN and FT)  ??

3) I don´t understand the way that active resistace is made, the rulebook says that is cosidered as an evade action, and you must declare what spell are you going to actively resist, I understand that you can only actively resist a spell if you see the caster that is preparing the spell, this is correct?.

I describe you a case that I can´t solve about active resistance, you have a caster that is going to cast a spell on a character

Turn 1) the victim wins the initiative, and makes any past action, wathever. Then the caster prepares the spell

Turn 2) the casters wins initiative, and, POW!! cast the spell against the character, so the character is unable to use his Active resistance check,

I know that if you win the initiative you may let the other side to act first, in these case the character see the caster preparing the spell, but is the only solution??

 



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Group: dqn-list Message: 839 From: D. Cameron King Date: 2/4/2003
Subject: Re: Garrotte
>From: H�ctor Rosso <hector_rosso@yahoo.com.ar>

>1)The rules says that, when a character uses his garrotte to strangle a
>person, the victim may avoid future damage by making some efective damage
>to the assassin, Don�t you think that the victim�s strike checks needs a
>penalization.

A smart assassin will use a garrotte when his victim is
unprepared and unarmed. In any situation, the victim is
going to be "penalized" in that he's restricted to using
weapons rated for Close Combat. In an ideal situation,
the victim is going to be restricted to using his bare
hands.

> 2) efective damage, is damage inflicted directly to the character body
>(EN and FT) ??

Effective damage is whatever damage is not absorbed by armor.
If our assassin is wearing leather armor, for example, the
victim needs to roll at least 5 points of damage on his attack
to inflict 1 point of *effective* damage.

>3) I don�t understand the way that active resistace is made, the rulebook
>says that is cosidered as an evade action, and you must declare what spell
>are you going to actively resist, I understand that you can only actively
>resist a spell if you see the caster that is preparing the spell, this is
>correct?.

You don't have to declare *what* spell you're resisting;
you have to declare *whose* spell you're resisting. You
may not know that Ipswich the Fire Adept is casting his
Spell of Self-Immolation, for example, but you do know
that he's casting a spell of some kind. This is why the
rules say that you "could attempt to actively resist a
spell not affected by Active Resistance." You see an
Adept casting a spell and you declare that you are
actively resisting his spell; if the spell he's casting
turns out to be one that is affected by Active Resistance,
great! If not, you've wasted your action resisting a
spell that cannot be (actively) resisted.

I am not aware of any requirement that you be able to
*see* the Adept preparing the spell, but you obviously
have to be *aware* that someone is casting a spell to
actively resist it.

>I describe you a case that I can�t solve about active resistance, you have
>a caster that is going to cast a spell on a character
>Turn 1) the victim wins the initiative, and makes any past action,
>wathever. Then the caster prepares the spell
>Turn 2) the casters wins initiative, and, POW!! cast the spell against the
>character, so the character is unable to use his Active resistance check,
>I know that if you win the initiative you may let the other side to act
>first, in these case the character see the caster preparing the spell, but
>is the only solution??

Officially, yes. That's why I suggest you roll for Initiative
just *once*, at the beginning of the combat...to avoid exactly
this sort of unfairness. It works much better that way.



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Group: dqn-list Message: 840 From: Bruce Probst Date: 2/5/2003
Subject: Re: Garrotte
On Tue, 04 Feb 2003 13:49:05 -0800, "D. Cameron King"
<monarchy2000@hotmail.com> wrote:

>Officially, yes. That's why I suggest you roll for Initiative
>just *once*, at the beginning of the combat...to avoid exactly
>this sort of unfairness. It works much better that way.

I disagree -- I don't see it as "unfair" at all. Remember, winning the
iniative doesn't mean you automatically go first; it means that you can
choose whether you go first or second.

The ability to occasionally manage the "double whammy" (also known as the
"flip-flop") is an important tactical consideration. It just emphasises
that having the initiative is important.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Canberra, Australia MSTie #72759 SCA #80160
"I should spank myself."
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: dqn-list Message: 841 From: D. Cameron King Date: 2/5/2003
Subject: Re: Garrotte
> >Officially, yes. That's why I suggest you roll for Initiative
> >just *once*, at the beginning of the combat...to avoid exactly
> >this sort of unfairness. It works much better that way.
>
>I disagree -- I don't see it as "unfair" at all. Remember, winning the
>iniative doesn't mean you automatically go first; it means that you can
>choose whether you go first or second.
>
>The ability to occasionally manage the "double whammy" (also known as the
>"flip-flop") is an important tactical consideration. It just emphasises
>that having the initiative is important.

It is precisely the "double whammy" or "flip-flop" that I find
unfair. In a game system such as DQ, allowing one side to take
*two* turns before the opposing side takes one is poor design.
To argue that the opposing side can redress this imbalance by
opting to delay its own action on Round 1 just encourages
unnecessary delay of the game, dragging out the resolution of
action in an already cumbersome (though quite enjoyable) combat
system.

Furthermore, it is horribly unrealistic. Real-world combat is
not divided into 5-second increments where it is possible for
one side to "have the initiative" at one point, only to lose it
5 seconds later. Using such a mechanic in a game system like
DQ results in absurdities like the situation described by Hector,
where an individual either Actively Resists the opponent's spell
or stands helplessly to one side as the spell is cast without
interruption--based entirely upon whether his side "won the
initiative" in the *first* 5-second period only to "lose the
initiative" in the *second* 5-second period.

So while I agree with you that "having the initiative is
important," I must disagree that it makes any sense to re-roll
it every Pulse.

-EPU

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Group: dqn-list Message: 842 From: Jason Winter Date: 2/5/2003
Subject: Re: Rolling for Initiative. [was: Garrotte]
>
>It is precisely the "double whammy" or "flip-flop" that I find
>unfair. In a game system such as DQ, allowing one side to take
>*two* turns before the opposing side takes one is poor design.
>To argue that the opposing side can redress this imbalance by
>opting to delay its own action on Round 1 just encourages
>unnecessary delay of the game, dragging out the resolution of
>action in an already cumbersome (though quite enjoyable) combat
>system.
>
>Furthermore, it is horribly unrealistic. Real-world combat is
>not divided into 5-second increments where it is possible for
>one side to "have the initiative" at one point, only to lose it
>5 seconds later. Using such a mechanic in a game system like
>DQ results in absurdities like the situation described by Hector,
>where an individual either Actively Resists the opponent's spell
>or stands helplessly to one side as the spell is cast without
>interruption--based entirely upon whether his side "won the
>initiative" in the *first* 5-second period only to "lose the
>initiative" in the *second* 5-second period.
>
>So while I agree with you that "having the initiative is
>important," I must disagree that it makes any sense to re-roll
>it every Pulse.

I think not to re-roll every round is extremely unrealistic
personally. Rolling initiative only once per combat results in a very
unrealistic battle. Fighter one chops at fighter 2, ok, fighter two chops
at fighter one then back to the start. Imagine any movie/story/whatever
where a battle goes back and fourth like this. In the heat of combat, bad
guy takes a swing at good guy, good guy swings back, then good guy waits
around holding his punch for bad guy to get his "fair" swing at him in
first. Then bad guy waits around for good guy to get his fair swing in at
good guy, and so on. talk about taking the excitement out of an action scene!
The randomness of who is going to go first in any given round adds a lot of
excitement to combat if you ask me. Will the mage get that spell off in
time before the charging fighter can attack. In your version, everyone
knows the answer to this 3 rounds before it even happens. When rolling
initiative every round, no one ever knows what is going to happen next. Do
you risk everything doing a long shot that will only work if you win
initiative? Who knows. If everyone knows their initiative for the entire
combat, I personally feel it takes a away a lot of the excitement of
battle. No one is going to try anything risky if they know beforehand it
will not work. I can't tell you how many times over the years the party
cheered as someone won a critical initiative or groaned when they lost
one. I can't imagine doing away with that. It would be one thing if it
were somehow unbalanced against one side, but it's not. Either side can
and will win initiative at any given time.

All in all, it's a rule I feel is vital to the entire game. The only
advantage I could see to rolling only once for initiative would be to make
combats much simpler. GM rolls all the monster attacks at once, party
rolls all their attacks, next turn. What you lose though far outweighs the
benefits though in my point of view, so I think I'll keep rolling every round.










Jason Winter
Alarian@harbornet.net
http://www.darkrealms.com/~alarian/
Group: dqn-list Message: 843 From: D. Cameron King Date: 2/6/2003
Subject: Re: Rolling for Initiative. [was: Garrotte]
>From: Jason Winter <Alarian@harbornet.net>

>I think not to re-roll every round is extremely unrealistic
>personally. Rolling initiative only once per combat results in a very
>unrealistic battle. Fighter one chops at fighter 2, ok, fighter two chops
>at fighter one then back to the start. Imagine any movie/story/whatever
>where a battle goes back and fourth like this.

Well, in the first place, you're describing the Pulse mechanic *literally*
rather than understanding what it abstractly *represents*. Although actions
are resolved one at a time, they are--in the imaginary game world--actually
occurring simultaneously. Thus, it makes *no sense whatsoever* to talk
about Fighter 1 chopping at Fighter 2, after which Fighter 2 takes a swing
at Fighter 1, then waits for Fighter 1 to take *his* next swing...as if,
whenever it's not his turn, Fighter 2 is in some sort of suspended
animation.

Take another example: assume that Fighter 1 and Fighter 2 both decide to
move during their turns--to have a race, if you will. Both fighters have a
TMR of 6. On Round 1, Fighter 1's side wins the initiative and he moves
first. On Fighter 2's turn, he also moves, parallel to Fighter 1. Both
wind up the same distance away from where they started, 30 feet. Was there
some point in the 5-second Pulse that Fighter 1 was--in the imaginary game
world--30 feet ahead of Fighter 2 (and if so, *when* exactly)?

No, clearly not. What happened was that Fighter 1's action was *resolved*
before Fighter 2's action, not that it was actually *completed* before
Fighter 2 even began his turn. And that's why it's unfair for an Adept to
be able to get off a spell (which takes roughly 10 seconds to complete)
before his opponenet can actively resist it (which takes roughly 5 seconds
to complete).

>In the heat of combat, bad
>guy takes a swing at good guy, good guy swings back, then good guy waits
>around holding his punch for bad guy to get his "fair" swing at him in
>first. Then bad guy waits around for good guy to get his fair swing in at
>good guy, and so on. talk about taking the excitement out of an action
>scene!

This is exactly why the initiative mechanic you're defending is unrealistic.
No one is "waiting around" for anything, so why should one side get to
resolve *two* Pulses worth of actions before the opposing side resolves one?

>The randomness of who is going to go first in any given round adds a lot of
>excitement to combat if you ask me.

I agree. Of course, we could achieve the same result by simply
flipping a coin at the start of every battle to decide which side
will win the whole fight. That would be "exciting," too...but it doesn't
make for a very entertaining game, does it?

Ultimately, the question is how *much* randomness do you want in
your combat system? I (and presumably Hector) don't want so much
randomness that you can't reliably assume you'll be able to
interrupt an opponent's action which you are completely aware of
and which takes twice as long to complete as it does to interrupt.
If you and yours *do*, that's wonderful! Play it by the book. I
won't try to stop you. But there's another option available for
the rest of us (or just me, if I'm wrong about Hector), and I
just want to make sure people understand that.

>Will the mage get that spell off in
>time before the charging fighter can attack. In your version, everyone
>knows the answer to this 3 rounds before it even happens.

Which is as it *should* be. If the fighter is 30 feet away, can charge 30
feet in 5 seconds, and it takes 10 seconds for the mage to get his spell
off...why *wouldn't* everyone know that no, the mage *can't* get that spell
off in time? Does the mage *not* know how long it takes him to cast a
spell?

>When rolling
>initiative every round, no one ever knows what is going to happen next.

You don't "know what's going to happen next" in the
initiative-only-at-the-start system, either. You simply know that you're
going to get a fair chance to react to whatever *does* happen.

>Do
>you risk everything doing a long shot that will only work if you win
>initiative?

Why should a DQ character even be *thinking* about whether his side will
"win the initiative?" Do real-life military commanders ever
talk about "winning the initiative" in the *middle* of a battle? No,
because in real life "the initiative" can only be won or lost at the *start*
of a battle. After that, each side is acting simultaneously.

>Who knows. If everyone knows their initiative for the entire
>combat, I personally feel it takes a away a lot of the excitement of
>battle. No one is going to try anything risky if they know beforehand it
>will not work.

As opposed to real life, where people try all kinds of things they know
won't work?

>I can't tell you how many times over the years the party
>cheered as someone won a critical initiative or groaned when they lost
>one. I can't imagine doing away with that.

Trust me, the cheers and groans will still be heard; they'll just be
inspired by Strike Checks, Grievous Injury results, and Backfires. Rolling
for initiative just once per battle won't turn your DQ sessions into
grandma's bridge game.

>It would be one thing if it
>were somehow unbalanced against one side, but it's not. Either side can
>and will win initiative at any given time.

It's not that it's unfair because it favors one side over another; it's
unfair because it creates inconsistency. Depending upon the initiative
rolls--which are something that, from the perspective of the DQ characters,
don't even *exist*--you can sometimes disrupt an enemy's 10-second spell in
5 seconds, and sometimes not. Why not? "Because your side lost the
initiative this Pulse." "Huh? What do you mean, 'lost the initiative?'
And what's a 'Pulse?'"

>All in all, it's a rule I feel is vital to the entire game.

"Vital?" C'mon, Jason...the game remains playable without every-Pulse
initiative rolls.

>The only
>advantage I could see to rolling only once for initiative would be to make
>combats much simpler.

That's certainly one reason. Another is that you prevent "double whammies,"
(though some people apparently *like* those).

>GM rolls all the monster attacks at once, party
>rolls all their attacks, next turn. What you lose though far outweighs the
>benefits though in my point of view, so I think I'll keep rolling every
>round.

More power to you! :-)



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Group: dqn-list Message: 844 From: Rodger Thorm Date: 3/6/2003
Subject: Making a WebRPG archive
By now, I think a number of you have seen that things
have been changed again over at WebRPG, and there is a
new DragonQuest forum there:

http://forums.rpghost.com/forumdisplay.php?s=31ad23b20ec261d3c8214b3a3a693497&forumid=64

I don't think the old forum will stay around for ever,
and I would like to see it archived in some fashion,
but I don't really have the time to take on another
new project.

Would someone else be willing to go through and copy
all of the old messages into a text file or a set of
text files? I'd be happy to have them on file in
this, or one of the other DQ groups, or on someone
else's server. But I think it would be very useful to
get all of this information gathered and saved
someplace before it is lost.

The old files are at:
http://townhall.webrpg.com/index.phtml?groupid=59

--Rodger Thorm

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Group: dqn-list Message: 845 From: John Rauchert Date: 3/6/2003
Subject: Re: Making a WebRPG archive
RE: [DQN-list] Making a WebRPG archive

I'm more than willing to do it.


-----Original Message-----
From: Rodger Thorm [mailto:rodger_thorm@yahoo.com]
Sent: Thursday, March 06, 2003 11:19 AM
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Making a WebRPG archive

By now, I think a number of you have seen that things
have been changed again over at WebRPG, and there is a
new DragonQuest forum there:

http://forums.rpghost.com/forumdisplay.php?s=31ad23b20ec261d3c8214b3a3a693497&forumid=64

I don't think the old forum will stay around for ever,
and I would like to see it archived in some fashion,
but I don't really have the time to take on another
new project.

Would someone else be willing to go through and copy
all of the old messages into a text file or a set of
text files?  I'd be happy to have them on file in
this, or one of the other DQ groups, or on someone
else's server.  But I think it would be very useful to
get all of this information gathered and saved
someplace before it is lost.

The old files are at:
http://townhall.webrpg.com/index.phtml?groupid=59

  --Rodger Thorm

__________________________________________________
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Group: dqn-list Message: 846 From: jcorey30 Date: 3/25/2003
Subject: The Book of Toth
I was going to post this in DQ rules, but it is not really a rules
question. I thought I would post it her eand see what kind of
response I get.

The Book of Toth is mentioned in the College of Greater Summonings
(2nd Ed. hardcover). It involves Succubi and Incubi. Has anyone
used this in their campaigns?
Why would it only relate to these creatures? It seems like you could
build a whole campaign around this sort artifact.

This leads me to a second more complicated question:
What do you think of the campaign world of DQ?
I have heard many people mention that they liked it. I have always
found it very open ended. By that I mean that I felt it allowed you
in impose what ever world you wanted to on the game very easily. I
felt that trying to piece together a game world from the published
materials (adventures, Alusia) was a huge chore. Has anyone done
this?

JuanC
Group: dqn-list Message: 847 From: D. Cameron King Date: 3/25/2003
Subject: Re: The Book of Toth
>The Book of Toth is mentioned in the College of Greater Summonings
>(2nd Ed. hardcover). It involves Succubi and Incubi. Has anyone
>used this in their campaigns?
>Why would it only relate to these creatures? It seems like you could
>build a whole campaign around this sort artifact.

It's worth noting that nothing in the text suggests the Book of
Toth is a unique artifact. (In fact, quite the opposite.) It is
rare, of course, but the text can be read as simply mentioning
one of many esoteric titles that might have exceptional power
over demons, leaving the rest up to the GM's own imagination.

>This leads me to a second more complicated question:
>What do you think of the campaign world of DQ?

There are two campaign worlds that I love: D&D's Greyhawk, for its
extensive background, history, and detail, and the "DQ world," which
is almost cryptic, for precisely the opposite reasons. The DQ rules
contain just enough vague allusions to things like the Book of Toth,
the Powers of Light/Darkness, Walpurgisnacht (a real-world holiday,
but obscure enough that most GMs will just have to make something
up when the first player of a necromancer asks him what the heck it
is), and so forth to make the DQ world seem like it has a flavor of
its own, without actually enabling you to taste what that flavor is.
Thus, we each get to imagine/define it the way we prefer, and it
seems to each of us as if that's the "official" world.

-Cameron

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Group: dqn-list Message: 848 From: Bruce Probst Date: 3/26/2003
Subject: Re: The Book of Toth
On Tue, 25 Mar 2003 15:44:37 -0000, "jcorey30" <jcorey30@yahoo.com> wrote:

>The Book of Toth is mentioned in the College of Greater Summonings
>(2nd Ed. hardcover). It involves Succubi and Incubi. Has anyone
>used this in their campaigns?
>Why would it only relate to these creatures? It seems like you could
>build a whole campaign around this sort artifact.

The Book of Toth is a "real" document. It's some sort of history of the
Egyptian mythology; in modern astrological/mystic circles it's strongly
associated with the Tarot (or the Tarot is associated with it).

Precisely how this links to succubi I have no idea. My (admittedly not
excessively thorough) research didn't yield any clues. Unfortunately I'm
separated by quite some distance from my "Encyclopedia of Demons" which has
been very useful in the past for filling in some of the questions raised by
the DQ rules.

In passing though, I note the existence of a made-for-TV movie called
"Spectre", starring Robert Culp as an investigator of supernatural stuff.
(It was made in 1977, as a pilot for a new series from Gene Roddenberry.)
An early scene in this film involves an attempted seduction/assassination of
Culp by a succubus; he banishes the creature by slapping her with a copy of,
you guessed it, the Book of Toth. (Not a bad film, as such things go; worth
a viewing.)

In general, note that very little, if any, of the "mystic" stuff in DQ was
made-up for the game. Certainly most of, if not all, the demonic stuff was
researched from "real" demonology sources (all of the DQ Greater Demons are
from the "Book of Solomon", a classic demonology text).

>What do you think of the campaign world of DQ?
>I have heard many people mention that they liked it. I have always
>found it very open ended. By that I mean that I felt it allowed you
>in impose what ever world you wanted to on the game very easily. I
>felt that trying to piece together a game world from the published
>materials (adventures, Alusia) was a huge chore. Has anyone done
>this?

I like Alusia for all the ideas of a past history it gives, and the variety
of locations it provides in a relatively small geographical area (compared
to many of the D&D world maps, which document rather enormous tracts of land
with very little imagination, as though area is a substitute for
creativity).

I was able to use the "printed" Alusian history to generate an overall
history for my campaign world, and I have a general idea of how Alusia fits
into the rest of my world (not that I ever mapped it in any great detail).

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Canberra, Australia MSTie #72759 SCA #80160
"Perhaps booze would alleviate this situation."
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: dqn-list Message: 849 From: J. K. Hoffman Date: 3/26/2003
Subject: Re: The Book of Toth
Bruce Probst wrote:
> The Book of Toth is a "real" document. It's some sort of history of the
> Egyptian mythology; in modern astrological/mystic circles it's strongly
> associated with the Tarot (or the Tarot is associated with it).

Actually, I think the Egyptian document would be the Book of Thoth, not
Toth. It's been some time since I've read much of either occultism or
Egyptian mythology, but Thoth is the Egyptian god of writing, knowledge,
the occult (i.e. "hidden knowledge") and magic.

> Precisely how this links to succubi I have no idea. My (admittedly not
> excessively thorough) research didn't yield any clues. Unfortunately I'm
> separated by quite some distance from my "Encyclopedia of Demons" which has
> been very useful in the past for filling in some of the questions raised by
> the DQ rules.

As far as I know, succubi and inccubi are Arabic in origin and were made
popular via the Western occult tradition. To the best of my
recollection, the Egyptians didn't have anything that was comparable.
Though, I have to admit, it has been a really, really long time since I
studied the subject seriously at all. (As in 1982, when I wrote my
first term paper for Junior High.)

> In general, note that very little, if any, of the "mystic" stuff in DQ was
> made-up for the game. Certainly most of, if not all, the demonic stuff was
> researched from "real" demonology sources (all of the DQ Greater Demons are
> from the "Book of Solomon", a classic demonology text).

This, though, I can vouch for with more certainty. There's not quite a
"one-for-one" correspondence, but it's pretty close. If anyone is
interested, the best book on this is by S.L. MacGregor Mathews and is
called "The Greater Key of Solomon: Including a Clear and Precise
Exposition of King Solomon's Secret Procedure, Its Mysteries and Magic
Rites: Original Plates, Seals, Charms and talismans". The title is more
intimidating than the rest of the book! ^_^ I actually have this one in
my library somewhere. It's loads of fun and great for adding details
about summonings and what not. It's available via Amazon.com.

> I like Alusia for all the ideas of a past history it gives, and the variety
> of locations it provides in a relatively small geographical area (compared
> to many of the D&D world maps, which document rather enormous tracts of land
> with very little imagination, as though area is a substitute for
> creativity).
>
> I was able to use the "printed" Alusian history to generate an overall
> history for my campaign world, and I have a general idea of how Alusia fits
> into the rest of my world (not that I ever mapped it in any great detail).
>

I'd love to find a good copy of the Alusia material to look at before I
actually buy it on eBay. Hard to come by though. Sometimes, people
even offer maps of it there, but, again, I'd like to authenticate it
before I take the risk of sending money.

Actually, I've always thought it was a shame that no one worked up more
in the way of a campaign world for DQ. Think about how different things
would be if Ed Greenwood had done the Forgotten Realms for DQ instead of
D&D... There may yet be room for a generic campaign setting, similar to
the Kingdoms of Kalamar, but, these days especially, everything seems
geared specifically toward d20. Ah, if only I was independently wealthy
instead of having to work for a living, I'd make one myself. Well, I
can dream of it, anyway.

Cheers!
Jim



--
"It's better to light one candle
than to curse the darkness."
-Chinese Proverb and The Motto of the Christophers
http://www.christophers.org
Group: dqn-list Message: 850 From: jcorey30 Date: 3/26/2003
Subject: Re: The Book of Toth
Thanks to everyone for their reponses!


> I'd love to find a good copy of the Alusia material to look at
before I
> actually buy it on eBay. Hard to come by though. Sometimes,
people
> even offer maps of it there, but, again, I'd like to authenticate
it
> before I take the risk of sending money.
>

I will be honest with you, the supplementary material is pretty
light. Which (as was pointed out in another response to this
question) can be fun. It does not script anything tightly, but it
does throw down a lot of suggestions and hints. Now that i think
about it, that is what makes fantasy stories great. Not to open old
wounds for anyone (or go too far of track here), but Star Wars was
much more fun when Darth Vader's past was mysterious. You could have
a conversation about it, and make up your own history. Now that
George has shown it to us (and it turns out to be nothing more than
him being stuck in a moment of adolescent rage), it is no fun at all.

So it is not highly detailed is what I am saying.

Send me your e-mail, and I can scan the stuff for you and post it/e-
mail it.
Group: dqn-list Message: 851 From: Bruce Probst Date: 3/27/2003
Subject: Re: The Book of Toth
On Wed, 26 Mar 2003 06:59:58 -0600, "J. K. Hoffman" <ryumaou@sbcglobal.net>
wrote:

>Actually, I think the Egyptian document would be the Book of Thoth, not
>Toth. It's been some time since I've read much of either occultism or
>Egyptian mythology, but Thoth is the Egyptian god of writing, knowledge,
>the occult (i.e. "hidden knowledge") and magic.

It's spelt both ways, apparently, and both turned up in my Google search.
The infamous Crowley wrote a book called "The Book Of Toth" (with that
spelling) dealing (apparently) with the Egyptian mythos and the Tarot, but I
don't know if that's the text referred to in the DQ rules.

>I'd love to find a good copy of the Alusia material to look at before I
>actually buy it on eBay. Hard to come by though. Sometimes, people
>even offer maps of it there, but, again, I'd like to authenticate it
>before I take the risk of sending money.

Well, it's a map with a 4-page sheet of brief descriptions of each region
named on the map. Each region is given a name, predominant terrain type,
the chances of a random encounter and appropriate modifiers to the encounter
dice roll, followed by a textual description -- notable features etc. Very
little is specific, and even the specific stuff is so general that a GM can
make as much or as little use of it as he likes. There's no "overall"
history of the region, but once you've read the whole thing you get an
impression of how the historical background runs.

The cardboard cover is a terrain key, a reprint of the encounter odds table,
and a brief geographical description of the region (typical weather
patterns, etc.), and a very brief description of what can be (might be)
found in each direction past the boundaries of the map.

>Actually, I've always thought it was a shame that no one worked up more
>in the way of a campaign world for DQ. Think about how different things
>would be if Ed Greenwood had done the Forgotten Realms for DQ instead of
>D&D... There may yet be room for a generic campaign setting, similar to
>the Kingdoms of Kalamar, but, these days especially, everything seems
>geared specifically toward d20. Ah, if only I was independently wealthy
>instead of having to work for a living, I'd make one myself. Well, I
>can dream of it, anyway.

The trouble with truly "generic" campaign backgrounds is that they can be
difficult to fit around any *specific* game system. I guess the classic
example is Hârn, which is a wonderful world description, but requires heavy
modification of any non-HârnMaster rules you might choose to use (even in
the early days, before there *were* any HM rules). (It's especially
difficult to make it fit with DQ, since it has a heavy emphasis on religion
and religious "magic", although the sorcery magic system is somewhat
analogous to the DQ magic system.)

IMO the specific focus of the DQ rules -- in particular the way magic is
organised, contrasted with the more "generic" magical rules that most other
games use -- makes creation of your own campaign world a practical necessity
-- noting, of course, that any GM worth his salt will steal whatever his
world lacks from the works of others <g>.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Canberra, 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: 852 From: J. K. Hoffman Date: 3/27/2003
Subject: Re: The Book of Toth
Bruce Probst wrote:
>
> It's spelt both ways, apparently, and both turned up in my Google search.
> The infamous Crowley wrote a book called "The Book Of Toth" (with that
> spelling) dealing (apparently) with the Egyptian mythos and the Tarot, but I
> don't know if that's the text referred to in the DQ rules.

Funny, I guess all this time I've been reading it as Thoth, not Toth.
Damn. Of course, Crowley was known for "borrowing" from other cultures
then making changes to suit his whims. Not too long ago I read a good
biography of Crowley, written by Israel Regardie who served as his
secretary before their falling out, called "The Eye in the Triangle".
It's quite good and pretty even-handed, too.

> The trouble with truly "generic" campaign backgrounds is that they can be
> difficult to fit around any *specific* game system. I guess the classic
> example is Hârn, which is a wonderful world description, but requires heavy
> modification of any non-HârnMaster rules you might choose to use (even in
> the early days, before there *were* any HM rules). (It's especially
> difficult to make it fit with DQ, since it has a heavy emphasis on religion
> and religious "magic", although the sorcery magic system is somewhat
> analogous to the DQ magic system.)
>
> IMO the specific focus of the DQ rules -- in particular the way magic is
> organised, contrasted with the more "generic" magical rules that most other
> games use -- makes creation of your own campaign world a practical necessity
> -- noting, of course, that any GM worth his salt will steal whatever his
> world lacks from the works of others <g>.

Excellent points, of course, and most likely why it doesn't happen more
often. Hârn was actually what I had in mind. I know a bunch of people
that use Hârn for gaming and they didn't seem to think it required that
much in the way of rules modification. Though, for DragonQuest it sure
would. Low magic and DragonQuest don't seem all that compatible to me!
Why loose that magical goodness!? ^_^
Seriously, though, how much would it take to make a generic world and
include "suggestions" for several systems, including d20 and
DragonQuest. Possibly even RuneQuest and, er, what else is there?
FUDGE and GURPS, maybe. After all, it would be a *generic* setting, so
*generic* monsters and magic would be the order of the day. Dragons and
fireballs are pretty universal, I'd think. Of course, how much market
for that kind of thing is there anymore? Not much, I'd wager. Most
folks playing d20 have their own campaign world, use one of WOTC's
worlds, or simply don't care that much about the setting at all. Just
us poor, creative, "out-of-the-box" thinkers who still love DragonQuest
would want a cool setting. *sigh*

Ah, well, a guy can dream!
Cheers!
Jim
--
"It's better to light one candle
than to curse the darkness."
-Chinese Proverb and The Motto of the Christophers
http://www.christophers.org
Group: dqn-list Message: 853 From: D. Cameron King Date: 3/27/2003
Subject: Re: The Book of Toth
J.K. Hoffman wrote:

>Excellent points, of course, and most likely why it doesn't happen more
>often. H�rn was actually what I had in mind. I know a bunch of people
>that use H�rn for gaming and they didn't seem to think it required that
>much in the way of rules modification. Though, for DragonQuest it sure
>would. Low magic and DragonQuest don't seem all that compatible to me!

This comment confuses me, since DQ is the lowest-magic fantasy RPG
I've ever played. So maybe I'm misunderstanding you. To me, "low
magic" suggests relatively few magic items, rules that discourage
the casual/everyday casting of spells, and more real-world beasts
than mythical monsters as encounters (among other factors I'm just
not thinking of at the moment). What do *you* mean by "low magic?"

-Cameron

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Group: dqn-list Message: 854 From: ryumaou@sbcglobal.net Date: 3/27/2003
Subject: Re: The Book of Toth
--- Original Message ---
From: "D. Cameron King" <monarchy2000@hotmail.com>
To: dqn-list@yahoogroups.com
Subject: Re: [DQN-list] The Book of Toth

>This comment confuses me, since DQ is the lowest-
magic fantasy RPG
>I've ever played. So maybe I'm misunderstanding
you. To me, "low
>magic" suggests relatively few magic items, rules
that discourage
>the casual/everyday casting of spells, and more real-
world beasts
>than mythical monsters as encounters (among other
factors I'm just
>not thinking of at the moment). What do *you* mean
by "low magic?"
>

Really? You think that the rule
discourage "casual/everyday casting of spells"? Why?
I sort of thought the rules that let one get better at
one or two spells *encouraged* spell casting, as
practice if nothing else. As for magic "items", sure
there aren't any premade +5 vorpal swords of flaming
doom, but any adept can invest a spell. To me, that
meant lots of single-shot magic laying about. A
pocket full of polished stones that all
had "lightning" or "bolt of fire" invested on them
aren't "magic items", per se, but they're fairly "high
magic". As for animals vs. mythological creatures,
well, there's a point I suppose, but the book has them
split fairly evenly. How the GM sets up their
encounters is entirely subjective. But, then, it also
depends on how one sees things like leopards in
Medieval Europe or "orang-outangs", etc.

Of course, in many ways, it's less "high magic" than a
lot of D&D games, but it's certainly more "high magic"
than say, Ars Magica or the aforementioned H�rn
Master. All a matter of perspective, I guess.

Cheers!
Jim
P.S. Sorry for the funky formatting, but I'm sending
this via a web interface from work.
Group: dqn-list Message: 855 From: D. Cameron King Date: 3/27/2003
Subject: Re: The Book of Toth
J.K. Hoffman wrote:

>Really? You think that the rule
>discourage "casual/everyday casting of spells"? Why?
>I sort of thought the rules that let one get better at
>one or two spells *encouraged* spell casting, as
>practice if nothing else.

Two words: Backfire Table. Cast spells (especially the
more powerful variety) often enough, and you *will* biff
it sooner or later. In all of the campaigns I've played
in, Adepts have avoided casting spells unless absolutely
necessary or circumstances virtually insured success.

Furthermore, since every population center of significant
size is also "mana poor," the rules further discourage
casual spellcasting by doubling the Fatigue cost in those
areas where intelligent humanoids spend most of their
time. While that may not affect *adventuring* quite as
much, it adds to the "low magic" feeling of the DQ world
in general. (I've always imagined the typical DQ "town
wizard" grumbling under his breath about how all of the
*other* town wizards have "squandered" the local mana
resources, as he explains to the PCs why he has to charge
them such high prices for his services.)

Lastly...yes, it is possible to improve one's Rank in
one or two spells only, thus sacrificing versatility for
the ability to cast those spells without risk of
backfire, but that's just "low magic" of another flavor.
What I *don't* see in DQ are Adepts who cast a variety
of spells at the drop of a hat, such as you do in other
(just as enjoyable) RPGs like D&D.

>As for magic "items", sure
>there aren't any premade +5 vorpal swords of flaming
>doom, but any adept can invest a spell. To me, that
>meant lots of single-shot magic laying about. A
>pocket full of polished stones that all
>had "lightning" or "bolt of fire" invested on them
>aren't "magic items", per se, but they're fairly "high
>magic".

In my experience, I see just as many "single-shot"
items in other RPGs. What you *don't* see in DQ are,
as you note, many +5 vorpal swords of flaming doom.
Also, even invested items aren't guaranteed to work
in DQ (you still have to make a Cast Check), which is
not the case with "single-shot" items in most other
RPGs. Lastly, it's not true that *any* Adept can
invest a spell; the Investment Ritual is a Special
Knowledge Ritual. While it's useful enough that most
Adepts do eventually learn it, it's not universal.

>As for animals vs. mythological creatures,
>well, there's a point I suppose, but the book has them
>split fairly evenly. How the GM sets up their
>encounters is entirely subjective. But, then, it also
>depends on how one sees things like leopards in
>Medieval Europe or "orang-outangs", etc.

Well, there weren't any gryphons in Medieval Europe,
either. ;-)

>Of course, in many ways, it's less "high magic" than a
>lot of D&D games, but it's certainly more "high magic"
>than say, Ars Magica or the aforementioned H�rn
>Master. All a matter of perspective, I guess.

Agreed. I'm not familiar with Harn at all, and tend to
compare DQ to D&D more than anything else, but I'd just
never heard anyone suggest that DQ was a "high magic"
kind of game before.

-Cameron

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Group: dqn-list Message: 856 From: D. Cameron King Date: 3/27/2003
Subject: Re: The Book of Toth
Oops! I misattributed Jim's response to J.K. Hoffman.
My apologies...

-Cameron

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