Messages in dqn-list group. Page 30 of 80.

Group: dqn-list Message: 1457 From: John M. Kahane Date: 9/17/2003
Subject: Re: Increasing Ranks
Group: dqn-list Message: 1458 From: John M. Kahane Date: 9/17/2003
Subject: Re: Complementing Skills
Group: dqn-list Message: 1459 From: John M. Kahane Date: 9/17/2003
Subject: Re: Complementing Skills
Group: dqn-list Message: 1460 From: John M. Kahane Date: 9/17/2003
Subject: Re: Ancient Languages in DQ
Group: dqn-list Message: 1461 From: John M. Kahane Date: 9/17/2003
Subject: Re: Complementing Skills
Group: dqn-list Message: 1462 From: John Carcutt Date: 9/17/2003
Subject: Re: Complementing Skills
Group: dqn-list Message: 1463 From: John Rauchert Date: 9/17/2003
Subject: Multiple Rune Magics (Was: Re: Re: 2nd ed. versus 2nd ed???)
Group: dqn-list Message: 1464 From: Rodger Thorm Date: 9/17/2003
Subject: Re: Complementing Skills
Group: dqn-list Message: 1465 From: Rodger Thorm Date: 9/17/2003
Subject: Re: Increasing Ranks
Group: dqn-list Message: 1466 From: Rodger Thorm Date: 9/17/2003
Subject: Re: Indexing Additional DQ Material
Group: dqn-list Message: 1467 From: J. K. Hoffman Date: 9/17/2003
Subject: Re: James Flowers's Decision (Was: Re: What are the Core Rules of D
Group: dqn-list Message: 1468 From: Stephen Lister Date: 9/17/2003
Subject: Re: Complementing Skills
Group: dqn-list Message: 1469 From: Stephen Lister Date: 9/17/2003
Subject: Re: Complementing Skills
Group: dqn-list Message: 1470 From: Bruce Probst Date: 9/17/2003
Subject: Re: Multiple Rune Magics (Was: Re: Re: 2nd ed. versus 2nd ed???)
Group: dqn-list Message: 1471 From: Bruce Probst Date: 9/17/2003
Subject: Re: Complementing Skills
Group: dqn-list Message: 1472 From: dqn-list@yahoogroups.com Date: 9/17/2003
Subject: New file uploaded to dqn-list
Group: dqn-list Message: 1473 From: John Rauchert Date: 9/17/2003
Subject: Multiple Rune Magics (Was: Re: Re: 2nd ed. versus 2nd ed???)
Group: dqn-list Message: 1474 From: dbarrass_2000 Date: 9/18/2003
Subject: Re: New file uploaded to dqn-list
Group: dqn-list Message: 1475 From: dbarrass_2000 Date: 9/18/2003
Subject: Re: Indexing Additional DQ Material
Group: dqn-list Message: 1476 From: Davis, John R Date: 9/18/2003
Subject: Re: Indexing Additional DQ Material
Group: dqn-list Message: 1477 From: dqn-list@yahoogroups.com Date: 9/18/2003
Subject: New file uploaded to dqn-list
Group: dqn-list Message: 1478 From: Deven Atkinson Date: 9/18/2003
Subject: Re: Indexing Additional DQ Material
Group: dqn-list Message: 1479 From: John M. Kahane Date: 9/18/2003
Subject: Re: Complementing Skills
Group: dqn-list Message: 1480 From: John M. Kahane Date: 9/18/2003
Subject: Re: Multiple Rune Magics
Group: dqn-list Message: 1481 From: John M. Kahane Date: 9/18/2003
Subject: Re: Complementing Skills
Group: dqn-list Message: 1482 From: John M. Kahane Date: 9/18/2003
Subject: Re: Complementing Skills
Group: dqn-list Message: 1483 From: John M. Kahane Date: 9/18/2003
Subject: Re: Complementing Skills
Group: dqn-list Message: 1484 From: Davis, John R Date: 9/18/2003
Subject: Breaking Down Skill Groups (was: Complementing Skills)
Group: dqn-list Message: 1485 From: Davis, John R Date: 9/18/2003
Subject: Re: Breaking Down Skill Groups (was: Complementing Ski lls)
Group: dqn-list Message: 1486 From: dbarrass_2000 Date: 9/18/2003
Subject: Re: Breaking Down Skill Groups (was: Complementing Skills)
Group: dqn-list Message: 1487 From: Davis, John R Date: 9/18/2003
Subject: Re: Breaking Down Skill Groups (was: Complementing Ski lls)
Group: dqn-list Message: 1488 From: John Rauchert Date: 9/18/2003
Subject: Re: New file uploaded to dqn-list
Group: dqn-list Message: 1489 From: Jason Winter Date: 9/18/2003
Subject: Re: New file uploaded to dqn-list
Group: dqn-list Message: 1490 From: dbarrass_2000 Date: 9/18/2003
Subject: Re: Breaking Down Skill Groups (was: Complementing Ski lls)
Group: dqn-list Message: 1491 From: dbarrass_2000 Date: 9/18/2003
Subject: Re: New file uploaded to dqn-list
Group: dqn-list Message: 1492 From: John Rauchert Date: 9/18/2003
Subject: Re: New file uploaded to dqn-list
Group: dqn-list Message: 1493 From: dqn-list@yahoogroups.com Date: 9/18/2003
Subject: New file uploaded to dqn-list
Group: dqn-list Message: 1494 From: Davis, John R Date: 9/18/2003
Subject: Re: Breaking Down Skill Groups (was: Complementing Ski lls)
Group: dqn-list Message: 1495 From: John Carcutt Date: 9/18/2003
Subject: Re: Complementing Skills
Group: dqn-list Message: 1496 From: dbarrass_2000 Date: 9/18/2003
Subject: Re: Breaking Down Skill Groups (was: Complementing Ski lls)
Group: dqn-list Message: 1497 From: Davis, John R Date: 9/18/2003
Subject: Re: Breaking Down Skill Groups (was: Complementing Ski lls)
Group: dqn-list Message: 1498 From: Rodger Thorm Date: 9/18/2003
Subject: Re: Complementing Skills
Group: dqn-list Message: 1499 From: Bruce Probst Date: 9/18/2003
Subject: Re: Complementing Skills
Group: dqn-list Message: 1500 From: dqn-list@yahoogroups.com Date: 9/18/2003
Subject: New file uploaded to dqn-list
Group: dqn-list Message: 1501 From: dqn-list@yahoogroups.com Date: 9/18/2003
Subject: New file uploaded to dqn-list
Group: dqn-list Message: 1502 From: Davis, John R Date: 9/19/2003
Subject: Golems (XPM for the shaping of...)
Group: dqn-list Message: 1503 From: dbarrass_2000 Date: 9/19/2003
Subject: Re: Complementing Skills
Group: dqn-list Message: 1504 From: Davis, John R Date: 9/19/2003
Subject: Re: Complementing Skills
Group: dqn-list Message: 1505 From: dbarrass_2000 Date: 9/19/2003
Subject: Re: Breaking Down Skill Groups (was: Complementing Ski lls)
Group: dqn-list Message: 1506 From: Davis, John R Date: 9/19/2003
Subject: Re: Breaking Down Skill Groups (was: Complementing Ski lls)



Group: dqn-list Message: 1457 From: John M. Kahane Date: 9/17/2003
Subject: Re: Increasing Ranks
Hullo, Arturo,

On Tue, 16 Sep 2003 14:50:38 -0500 (CDT), Arturo Algueiro Melo wrote:

>Talking about allowing only 1 level increase between adventures;
>with skills, for example thief, if you pick a lock, you can advance in
>climbing and picking pockets.

This is actually a good point to make about increasing Rank with
skills, since technically, using your Thief skill example, if one
detects a trap and picks a lock during the course of an adventure, one
can raise one's pickpocket skill and all the other Thief sub-skills,
even though one didn't use them. What comments do folks have on this
issue?

>Did you enforced the use of each particular spell to increase rank
>with it, or only the type of magic (talent, general spells, general rituals,
>special spells, special rituals)?

As a general rule, a character can only increase the Rank of a
spell that she has used during the course of play. On the other hand,
I allow a character between scenarios to increase a spell's Rank as
well if they can find a teacher to help train them a bit and spend the
appropriate funds on doing so. But one could argue that a character
can practice spells, in the same way that characters can practice
skills, so...

>If so, how could you rank the special ritual of necromantic conj.
>"Becoming Undead"? You can only become undead once.

You raise an interesting point about rituals, Arturo, and the
example of the Necromantic ritual is very good here. I think that the
answer to this question lies simply in the fact that rituals can be
raised , since one can't really practice them. You either use the
ritual or you don't. Some rituals might be more suitable to
non-adventuring time than to during actual play, and this would
somewhat moderate whether one could increase one's Rank with the
ritual. I personally don't want to go through all the rituals and do
the math and everything on these, but... That said, one of the
Colleges that I am very fond of is Rune Magics, and the novice Rune
Mage must go through an awful lot of runewands and the like during
their early days, not to mention runesticks.

....."How disappointing that other scavengers have robbed us of our glory." -
Aeryn Sun (FFS; PKTG)

JohnK
e-mail: jkahane@comnet.ca
web page: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 1458 From: John M. Kahane Date: 9/17/2003
Subject: Re: Complementing Skills
Hullo, Stephen,

On Wed, 17 Sep 2003 10:04:04 +1000, Stephen Lister wrote:

>Two options, just off the top of my head,

Yep, that appears to be the consensus around here. :)

>Since the player already has the skill of tracking (via the Ranger skill)
>that means that he can't take the Secondary Skill of Tracking, as it's
>assumed to be subsumed in the Ranger skill.
>
>or
>
>He can take both, but he only gets to use one or the other for any check
>(probably whichever is the highest at the time.)

I can't honestly say that my players will like that option, since
it seems to be somewhat futile in terms of what it gives you for how
much you pay for it. Of course, the whole idea for these is to
supplement the sub-skills that are already covered in the book under
the main skills and all. If anyone has other ideas on this subject,
I'm all ears.

....."When was the last time you ever knew a faerie treasure to be anything but coal %:Line% and fool's gold?" - Trayne Therral, a thief

JohnK
e-mail: jkahane@comnet.ca
web page: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 1459 From: John M. Kahane Date: 9/17/2003
Subject: Re: Complementing Skills
Hullo, Steven,

On Tue, 16 Sep 2003 18:06:05 -0700 (PDT), Steven Wiles wrote:

>> Let's say that I have a set of skills, called Secondary Skills,
>> that I want to use for both minor skills and for complementing major
>> skills. How would you go about setting up the way the complementary
>> skill affects the main skill?
>
>I would have to agree with those who've already
>responded. If the character wants to have both the
>main and complementary skills, I'd say he uses the
>better of the two checks.

That would appear to be the consensus on this matter, and this is
the solution to the problem with which everyone seems to agree on. I
need to think about this for a couple of more days and see what others,
if anyone, has to say on the matter and subject.

....."Confront your demons, Rygel, or they will chase you from the shadows to
the pyre." - Zhaan (FS; PKTG)

JohnK
e-mail: jkahane@comnet.ca
web page: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 1460 From: John M. Kahane Date: 9/17/2003
Subject: Re: Ancient Languages in DQ
Hullo, Steven,

On Tue, 16 Sep 2003 22:12:16 -0700 (PDT), Steven Wiles wrote:

[stuff snipped]
>We didn't see Alchemists in my old group too often either.
>I don't know about other groups, but I think it was largely
>a factor of the production costs for things being a little too
>high.

I can't honestly say that I've ever considered the Alchemist
potions all that expensive in DQ, simply because you have to take into
account the cost to make the potion or whatever versus the market price
that you're going to sell it at.

>Hmm... question to the group: How often have people had
>their characters make or buy Alchemist's potions (at costs
>as listed in the Alchemist skill), what were the circumstances,
>and what level/how wealthy were the characters at the time?

Well, the Friday night group that I run have characters who are
quite experienced and getting up there in years, so they have quite a
good supply of money for things like this (and that doesn't mean the
Adventurer's Guild, where you might get a discount on the cost of
potions if going through a Guild alchemist). There are several, next
generation characters in that group, so it's more a matter of finances
and all... the youngsters don't have the money, and the old-timers keep
these things for when they really need them, and buy them only when
they think they will need them.

>Anyway, the stuff we started incorporating into the Alchemist
>skill for our group came from a positively neolithic RPG
>supplement called "The Compleat Alchemist", published by
(the now-defunct?) Bard's Games.

<stuff snipped>

Yes, I have that supplement as well, although I never used all
that much out of it. As you said, the material was rsearched very
well.

.....Take me with a grain of salt, but add some thyme and coriander.

JohnK
e-mail: jkahane@comnet.ca
web page: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 1461 From: John M. Kahane Date: 9/17/2003
Subject: Re: Complementing Skills
Hullo, Bruce,

On Wed, 17 Sep 2003 15:33:44 +1000, Bruce Probst wrote:

>> Let's say that I have a set of skills, called Secondary Skills,
>>that I want to use for both minor skills and for complementing major
>>skills. How would you go about setting up the way the complementary
>>skill affects the main skill?
>
>If I understand you correctly, I have a similar system, where I have
>a separate "Climbing" skill available to non-Thieves.

It's not just that sort of thing... I've been working on this for
a bit, ever since I did some reading in another game system, where
basically my players said, "I want to have the ability to sort of tell
fortunes, without having to resort to buying the whole Astrology skill.
So, I created a minor skill (they used to be called Secondary Skills)
called Astrology. The layman version of knowledge of religion is
covered under the Theology minor skill. I've added Midwifery,
Seduction, Scan, Search, Archery, Artist, Acting and a whole bunch of
other things to the skill list.

>As far as % chance goes, they don't modify each other if a character
>has both. Whichever calculation gives the higher chance is used. At
>the same Rank, this will always be Thief.

Yes, I understand this, Bruce... What was your rationale for
doing it that way? :)

However, that said, why shouldn't the Secondary Skills provide the
character with somewhat of a bonus, if he has both Troubador and let's
say a minor skill called Persuasion or one called Oration?

>> Any thoughts on other ways to handle this kind of situation for a
>>complementary skill? Look forward to some other thoughts on this...
>
>I would use the same system as above in your Ranger/Tracking example.
>The best trackers are Rangers; other people can learn it, but Rangers
>do it best. A Ranger would not need to learn Tracking separately.

That's what I expected you to say, to be honest, since that seems
to be the consensus with everyone who's dropped a line into this
discussion. The question becomes what motivates the character to take
the extra, minor skill?

.....One good thing about pain: it proves you're alive.

JohnK
e-mail: jkahane@comnet.ca
web page: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 1462 From: John Carcutt Date: 9/17/2003
Subject: Re: Complementing Skills
Re: [DQN-list] Complementing Skills Hi John,

     That's what I expected you to say, to be honest, since that seems
to be the consensus with everyone who's dropped a line into this
discussion.   The question becomes what motivates the character to take
the extra, minor skill?

When it comes to characters motivations to take a minor skill, they could be as endless as the personality types that play DQ. The answer to this can only be found if you also answer this question. “Is there ANY difference between the way the minor skill works, and the way the skill within the major skill works?” I would lean towards a big NO on that one. So if the answer is NO, then following should also be true...

  1. Both can reach Rank 10, and one character with the Minor Skill of “Tracking” at Rank 10 could track exactly the same as another character with Rank 10 Ranger.
  2. Rank 10 is the best, a character with both at Rank 10 would be able to track at Rank 10. Period.
  3. If the character has both at different levels, the higher of the two should be used to determine success.

If you think they should be different, then they should be treated as different skills. You would need to be VERY clear which skill is to be used in which situations and make sure the skills are completely separated.

Your original question here is “What motivates the character to take the extra, minor skill?” the answer would be different based on how you answered the above question about how the minor skill works.

John (aka: Axl)
Group: dqn-list Message: 1463 From: John Rauchert Date: 9/17/2003
Subject: Multiple Rune Magics (Was: Re: Re: 2nd ed. versus 2nd ed???)
I would hestitate to call them versions as this seems to imply that
there are substantial differences between them.

As I have said the first three that I looked at were essentially
identical in content and you could cite rules from any of them and
everyone would be on the same page (they might wonder a little when
you call something a Specter vs Spectre or Blackthorn vs Blackthorne).

Here are the ones I am currently looking at if anyone knows of others
they can let me know (unfortunately I do not have handy a copy of the
rune magics college from ARES magazine but I strangely seem to
remember seeing it somewhere).

1. A Text Version from the defunct Archive ftp site at ftp.netcom.com
in the pub/dr/drache
directory at one time maintained by Archivist and ftp Guru: Drake
Stanton

2. Craig Brain's Arcane Wisdom April 19, 2002 version
http://www.iosphere.net/%7Eeric/dq/

3. DQ-1 Shattered Statue Module #9221

4. Third Edition DragonQuest

5. A word doc from mean_liar's website
http://www.geocities.com/mean_liar/dq.htm


6. PDF from John Kahane's DQ Resources

http://www.comnet.ca/~jkahane/dq/dq-resources.html

--- In dqn-list@yahoogroups.com, "John M. Kahane" <jkahane@c...>
wrote:

> Six versions of Rune Magics?? Ye gods... So, just out of
> curiosity, which are these six?
>
Group: dqn-list Message: 1464 From: Rodger Thorm Date: 9/17/2003
Subject: Re: Complementing Skills
I'll ring in with my 2cf on this:

I agree with the question about motivation helping to
illuminate the answer. We had some discussion about
this a while ago (either here or in dq-rules; I forget
which). We were looking at which skills could be
broken out and learned separately as minor skills.

There was no overall consensus on the matter, but as I
looked at it, I kept coming back to the question of
how did the character learn this skill? Who taught
them? In this manner, I think that a separate
Tracking skill doesn't really fit.

But there may be others, and you probably disagree
with me on that point, so let's leave that aside.
What you are proposing is somewhat akin to the
Spy/Thief overlap, but in a case where one skill is
more complex than the other. My inclination would be
to make the simple version less potent than the full
skill version. A Rank 7 Ranger should be a better
tracker than a Rank 7 Tracker, because the Ranger has
a wider range of perceptions he is drawing on when
using his skill.

In this example, I wouldn't give a Ranger any discount
on increasing Tracker skill, but a character with rank
in Tracker higher than rank in Ranger would probably
get a discount on EXP cost for Ranger.

--Rodger

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Group: dqn-list Message: 1465 From: Rodger Thorm Date: 9/17/2003
Subject: Re: Increasing Ranks
Don't forget that you might use ritual spell
preparation for low cast chance spells such as this.
That +30 (+3/hr, max 10 hours) makes it at least
reasonable to think about trying to cast a spell like
that.

--RT


--- gmartinez@medioambiente.gov.ar wrote:
> Hi Steven:
>
> Even with Spell you have the Low chances problems.
>
> For example Spell of Molecular Rearrangement (S-5)
> S. of M. vas a base
> chance of 1%. Suppose the magic user has a MA of 15
> plus purification and
> without cold iron metals, it give you 18% to cast
> the Spell. Very difficult
> and much probable to gain the hate of the party than
> the rank in the spell.
>
> The same could be use to all the spells with low
> base chance.
>
> OF course we use to fix it with a "Controlled-cast
> House".
>
> What's that?
>
> At the end of the game, you go to that House and pay
> an amount of money, and
> the services of a healer Rk. 8 (just in case you
> need extra assistance),
> depending the spell and the effects. It is a place
> who give you +15 to your
> chances (consecrate ground) and you prepare with
> ritual spell preparation.
> After all the pluses, you cast the spell, and you
> accomplished with the
> rule.
>
> I think this is a good way to fix the problem, not
> the best, but one at
> least.
>
> Regards.
>
> Gabriel.
>
>
> -----Mensaje original-----
> De: Steven Wiles [mailto:mortdemuerte@yahoo.com]
> Enviado el: Martes, 16 de Septiembre de 2003 05:42
> p.m.
> Para: dqn-list@yahoogroups.com
> Asunto: Re: [DQN-list] Re: Increasing Ranks
>
>
> --- Arturo Algueiro Melo <aleam00@yahoo.com> wrote:
> > Hi, people!
> > Talking about allowing only 1 level increase
> between
> > adventures; with skills,
> > for example thief, if you pick a lock, you can
> > advance in climbing and picking
> > pockets. Did you enforced the use of each
> particular
> > spell to increase rank
> > with it, or only the type of magic (talent,
> general
> > spells, general rituals,
> > special spells, special rituals)? If so, how could
> > you rank the special ritual
> > of necromantic conj. "Becoming Undead"? You can
> only
> > become undead once.
> > Greetings... Arturo
>
> A most excellent question. You give the example of
> the Ritual of Becoming Undead, which is the ritual
> that first got me thinking about this as well. I've
> noticed a similar problem respecting the Ritual of
> Remove Curse in the Adventure section at the back of
> the book. Trying that ritual at lower Ranks is more
> likely to make a curse worse than it is to remove
> it.
>
> Having given it some thought, I think that Rituals
> should probably be an exception to the
> used-during-campaign rule. I rationalize that
> decision as follows. In principle, the idea of a
> ritual is something that you wouldn't ordinarily do
> during a campaign (out on the battlefield, as it
> were), but rather during the lulls between
> campaigns.
> Rituals are supposed to be difficult operations that
> require time, quiet meditation, and sometimes
> expensive materials to complete. I realize that in
> practice some rituals are used during campaigns
> quite
> often, which is why I say "in principle". So, I
> could
> see relaxing the rule on this matter. In fact, in
> the
> campaigns I've been in/run, we usually said that if
> you used a ritual during the between-campaign lull,
> that was the one use you needed for ranking.
>
> Some college's rituals are simpler and have more of
> a
> in-adventure usage, so I'd definitely say this
> should
> be reviewed on a case-by-case basis. As an
> afterthought, I might also say that if you prepared
> a
> spell as a ritual, that would -not- count as a usage
> towards ranking the spell.
>
> Mort
>
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Group: dqn-list Message: 1466 From: Rodger Thorm Date: 9/17/2003
Subject: Re: Indexing Additional DQ Material
My first thought is that your version is pretty
convoluted. I don't see a need to incorporate version
in the numbering; there needs to be no differentiation
between 2nd and 3rd edition, for example.

I think you do raise a good point about being able to
have your own house rules easily integrated into the
system.

--RT

--- Deven Atkinson <deven@bright.net> wrote:
> Renumbering can cause confusion that is for sure.
> Perhaps for clarity, the
> below idea can be used a little more descriptively.
> For example: a clarification to rule 12.3 is
> 12.3.DQPA.1 and so on.
> This will also allow for anyone to insert house or
> campaign rules into their
> copy.
> For example a Thieves' World campaign rule
> clarification could be 12.3.TW.1
> or even 12.3.DQPA.1.TW.1 and so on.
> Differing versions could be documented this way. A
> third edition rule that
> is to be used could be 12.3.3RD.1
> Yes, there are more characters per rule ID, but
> there is also much more
> clarity and flexibility.
>
> The only issue with this is deciding which version
> to use as the base line.
> Thoughts about the number scheme???
>
>
> ----- Original Message -----
> From: "rthorm" <dqn@earthlink.net>
> To: <dqn-list@yahoogroups.com>
> Sent: Tuesday, September 16, 2003 12:50 PM
> Subject: [DQN-list] Indexing Additional DQ Material
>
>
> > I've given this topic a new subject line in order
> to help get more
> > people's attention to it and comments about it.
> The original item is
> > included at the bottom of this message.
> >
> > David proposed a numbering system that would allow
> for the
> > organization of additional DragonQuest material.
> I'll weigh in with
> > my own specific comments in a separate message.
> But some sort of
> > unified structure is essential to produce a
> coordinated work of any kind.
> >
> > --RT
> >
> > --- In dqn-list@yahoogroups.com, "dbarrass_2000"
> <david.barrass@e...>
> > wrote:
> > > > It would be nice, for example, to have a
> consistent format for
> > > numbering and organizing various contributions
> and additions. That's
> > > just one of many reasons that I see for this to
> be a more formally
> > > organized project.
> > >
> > >
> > > OK to get more practical things started and get
> away from the rather
> > > tedious discussion about whether we can call it
> a canon
> > >
> > > How about this for a consistent numbering system
> > >
> > > Interpretations/clarifications of the existing
> rules drop down one
> > > level, eg a clarification of rule [12.3] becomes
> [12.3.1] and so on.
> > >
> > > The original rules (including AW) go up to about
> 97., additional
> > > rules would go above this. We could try this
> system:-
> > >
> > > For example
> > > 100.-149. Additional rules for Character
> Generation including new
> > > races
> > > 150.-199. Additional rules for Combat
> > > 200.-249. Additional rules for Magic
> > > 250.-299. Additional Magic Colleges
> > > 300.-349. Additional rules for Skills
> > > 350.-399. Additional Skills
> > > 400.-449. Additional Monsters
> > > 450.-499. Additional rules for Adventure
> > > 500.-549. Religion
> > > 550.- onwards things I haven't thought of
> > >
> > > The ranges will have to be tweaked but it should
> work
> > >
> > > David
> >
> >
> >
> >
> >
> > Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
> >
> >
>
>


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Group: dqn-list Message: 1467 From: J. K. Hoffman Date: 9/17/2003
Subject: Re: James Flowers's Decision (Was: Re: What are the Core Rules of D
If you really want to get his material, you can try
http://www.archive.org You should be able to find at least some of it
there. But, I'd rather that he bring his site back online.
It's a shame he took something the wrong way. As heated as the
discussions got about things, I never thought anyone *really* meant
anything personally.

Good luck,
Jim

John M. Kahane wrote:
> Hullo, Viktor,
>
> On Mon, 15 Sep 2003 10:41:33 -0400, Viktor Haag wrote:
>
>
>>> I'm sorry to hear about James's decision to drop the DQ
>>>support material that he had up on the website, and am also
>>>sorry that he chose to intepret Deven's words as being so
>>>personally directed at him.
>>
>>As far as I know there is NO indication WHO's words James
>>permitted to offend him. I did NOT mean to imply that it was
>>Deven, and in hind-sight, I can see that I should have been more
>>clear on that point.
>
>
> I understood that you never meant to imply that it was Deven's
> post(s) that were responsible for James's decision, and should have
> made that clear in the part of the message above. I do wish that
> things had turned out differently...
>
>
>>Unless James responds to the list, there's no real way of
>>knowning who it was he took offense to.
>
>
> ...but as you say, this is the situation. Perhaps he'll change
> his mind when he calms down a bit, or perhaps he won't. Either way,
> his site and the material on it is a loss for the DRAGONQUEST
> community. :(
>
> Either way, 'nuff said on the subject.
>
> .....Those who rest long on their laurels seldom get off them.
>
> JohnK
> e-mail: jkahane@comnet.ca
> web page: http://www.comnet.ca/~jkahane
>
>
>
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>


--
"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: 1468 From: Stephen Lister Date: 9/17/2003
Subject: Re: Complementing Skills
"John M. Kahane" <jkahane@comnet.ca> wrote on 18/09/2003 04:53:24:

> >
> >He can take both, but he only gets to use one or the other for any
check
> >(probably whichever is the highest at the time.)
>
> I can't honestly say that my players will like that option, since
> it seems to be somewhat futile in terms of what it gives you for how
> much you pay for it. Of course, the whole idea for these is to
> supplement the sub-skills that are already covered in the book under
> the main skills and all. If anyone has other ideas on this subject,
> I'm all ears.
>

The idea (as I see it) is that the minor Tracking skill should always be
for the character that doesn't want to go whole hog and learn to be a
Ranger. My experience in the Real World (tm) is that you can learn an
entire discipline for (Amount X) or a small part of that discipline for
75% of (Amount X). The ostensible reason is that all of the skills you are
learning as part of the full discipline are intertwined, so the basics are
the same, and each of the skills is just a tweak of those. To learn a
single skill still requires that you learn all of the basics, so you pay
for that (in time, money, experience - whatever the appropriate coin is.)

The player pays their money and takes their choice.

Of course the idea (suggested by someone else here - my apologies that I
can't credit you properly) that having the minor skill would give a
discount to learning the full discipline flows on naturally from my view
of things - I hadn't taken it that far though. You've already learned most
of the the basics, so picking up the other skills should be easier.

Stephen Lister
Group: dqn-list Message: 1469 From: Stephen Lister Date: 9/17/2003
Subject: Re: Complementing Skills
"John M. Kahane" <jkahane@comnet.ca> wrote on 18/09/2003 05:55:13:


> That's what I expected you to say, to be honest, since that seems
> to be the consensus with everyone who's dropped a line into this
> discussion. The question becomes what motivates the character to take
> the extra, minor skill?
>

If you allow the minor skill(s) to provide a cumulative discount towards
getting the full-range skill, then it might be a way of getting a full
skill bit-by-bit - sort of picking it up piecemeal as they went along. As
they needed a particular minor skill they learned it, until one day they
looked up and they were (for example) a fully fledged Ranger.

Mirrors the way some people actually do get skills in Real Life (tm).
Cheaper in the short-term, but more expensive in the long run.

Stephen Lister
Group: dqn-list Message: 1470 From: Bruce Probst Date: 9/17/2003
Subject: Re: Multiple Rune Magics (Was: Re: Re: 2nd ed. versus 2nd ed???)
On Wed, 17 Sep 2003 20:24:11 -0000, "John Rauchert" <john.rauchert@sait.ca>
wrote:

>Here are the ones I am currently looking at if anyone knows of others
>they can let me know (unfortunately I do not have handy a copy of the
>rune magics college from ARES magazine but I strangely seem to
>remember seeing it somewhere).

If you really want it I could probably scan it into a PDF.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Melbourne, Australia MSTie #72759 SCA #80160
"Until actual humour can be found, please accept this substitute."
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: dqn-list Message: 1471 From: Bruce Probst Date: 9/17/2003
Subject: Re: Complementing Skills
On Wed, 17 Sep 2003 15:55:13 -0400, "John M. Kahane" <jkahane@comnet.ca>
wrote:

> It's not just that sort of thing... I've been working on this for
>a bit, ever since I did some reading in another game system, where
>basically my players said, "I want to have the ability to sort of tell
>fortunes, without having to resort to buying the whole Astrology skill.

Ah. In my game, I'd tell my players "that's what Astrology *is*. If you
want to learn it, you have to learn *all* of it."

That's my attitude on the esoteric, semi-magical stuff any way. For the
more mundane, practical stuff, like Climbing, it seemed to me that having a
"layman's" version of the skill available is only common-sense.

>>As far as % chance goes, they don't modify each other if a character
>>has both. Whichever calculation gives the higher chance is used. At
>>the same Rank, this will always be Thief.
>
> Yes, I understand this, Bruce... What was your rationale for
>doing it that way? :)

Well, without any modifications to the game, it postulates that Thieves are
the *only* people who can climb. While I certainly don't agree with that as
a concept, it lends credence to the philosophy that Thieves are *famous* for
their climbing ability ... which implies that they must be *very* good at it
<g>. The extra XP (and time) you expend on your Thief training gives you
access to knowledge that the plebs *don't* get access to.

I also don't want to encourage the concept of "de facto" Skill packages --
i.e., what's so special about being a "Thief" if you can be just as good a
Thief by learning all the bits separately. Which in turn goes back to the
concept of being a "Thief" is "special", as opposed to being someone who
just knows how to climb and pick pockets etc.

> However, that said, why shouldn't the Secondary Skills provide the
>character with somewhat of a bonus, if he has both Troubador and let's
>say a minor skill called Persuasion or one called Oration?

I would argue that he's already learnt everything (better) when he learnt
Troubadour (at the equivalent Rank). Learning the same thing twice doesn't
make you better at doing it.

>The question becomes what motivates the character to take
>the extra, minor skill?

If he wants to concentrate on that particular thing, it would be cheaper to
do so by only expending XP on that skill. So, suppose a player wants a
character who knows a little bit about cracking safes, but he wants to
concentrate on being a terrific climber (in a relatively short space of
time). He would take 1 or 2 Ranks in Thief, but expend a lot of effort in
improving his Climbing skill separately. (Eventually this would give him an
XP discount when he wants to go back and improve his Thief skill.)

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Melbourne, Australia MSTie #72759 SCA #80160
"Until actual humour can be found, please accept this substitute."
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: dqn-list Message: 1472 From: dqn-list@yahoogroups.com Date: 9/17/2003
Subject: New file uploaded to dqn-list
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the dqn-list
group.

File : /DragonNotesAres7.pdf
Uploaded by : John_Rauchert <john.rauchert@sait.ca>
Description : Ares Magazine Feature

You can access this file at the URL

http://groups.yahoo.com/group/dqn-list/files/DragonNotesAres7.pdf

To learn more about file sharing for your group, please visit

http://help.yahoo.com/help/us/groups/files

Regards,

John_Rauchert <john.rauchert@sait.ca>
Group: dqn-list Message: 1473 From: John Rauchert Date: 9/17/2003
Subject: Multiple Rune Magics (Was: Re: Re: 2nd ed. versus 2nd ed???)
Sure the more the merrier that way I will have a more complete
list. That way someone can't come back later and raise doubt on the
rest of my reviews based on a spelling error in the article or
something silly like that.

I suspect it will be the same as one of the other versions I already
have.

--- In dqn-list@yahoogroups.com, Bruce Probst <bprobst@n...> wrote:
> On Wed, 17 Sep 2003 20:24:11 -0000, "John Rauchert"
>
> If you really want it I could probably scan it into a PDF.
>
Group: dqn-list Message: 1474 From: dbarrass_2000 Date: 9/18/2003
Subject: Re: New file uploaded to dqn-list
>
> File : /DragonNotesAres7.pdf
> Uploaded by : John_Rauchert <john.rauchert@s...>
> Description : Ares Magazine Feature

Well that answers that question

Would it be possible to get all the Ares Dragon Notes stuff on the
web in the same way the Dragon stuff was?

It would be a great resourse, especially if we're doing rule
clarifications for the consensus DQPA rules

Thanks
David
Group: dqn-list Message: 1475 From: dbarrass_2000 Date: 9/18/2003
Subject: Re: Indexing Additional DQ Material
--- In dqn-list@yahoogroups.com, Rodger Thorm <rodger_thorm@y...>
wrote:
> My first thought is that your version is pretty
> convoluted. I don't see a need to incorporate version
> in the numbering; there needs to be no differentiation
> between 2nd and 3rd edition, for example.
>
> I think you do raise a good point about being able to
> have your own house rules easily integrated into the
> system.
>
> --RT


I think we should in corporate edition numbers, the problem comes
when the editions have different paragraph numbers, if you refer to a
rule as number [xx.xx] you will be referencing diferent rules in the
various editions.

It might be easier to put the letters as a prefix rather than in the
nuber itself, so my rules would be

[JDB.12.2.1] and I would refer to QA book rules as [DQB.12.2]

We would still need a numbering system for additional rules

David
Group: dqn-list Message: 1476 From: Davis, John R Date: 9/18/2003
Subject: Re: Indexing Additional DQ Material
Hmmm,

LLL.NNN.NNN.NNN.....letters first probably is better

JohnD
-----Original Message-----
From: dbarrass_2000 [mailto:david.barrass@ed.ac.uk]
Sent: 18 September 2003 08:40
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Re: Indexing Additional DQ Material


I think we should in corporate edition numbers, the problem comes
when the editions have different paragraph numbers, if you refer to a
rule as number [xx.xx] you will be referencing diferent rules in the
various editions.

It might be easier to put the letters as a prefix rather than in the
nuber itself, so my rules would be

[JDB.12.2.1] and I would refer to QA book rules as [DQB.12.2]

We would still need a numbering system for additional rules

David






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Group: dqn-list Message: 1477 From: dqn-list@yahoogroups.com Date: 9/18/2003
Subject: New file uploaded to dqn-list
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the dqn-list
group.

File : /Adventures/TerrorMylansUp.doc
Uploaded by : jrr_talking <jrd123@hotmail.com>
Description : First of a 3 part adventure. Pdf version to follow soon to replace this word.doc

You can access this file at the URL

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To learn more about file sharing for your group, please visit

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jrr_talking <jrd123@hotmail.com>
Group: dqn-list Message: 1478 From: Deven Atkinson Date: 9/18/2003
Subject: Re: Indexing Additional DQ Material
----- Original Message -----
From: "Rodger Thorm" <rodger_thorm@yahoo.com>
To: <dqn-list@yahoogroups.com>
Sent: Wednesday, September 17, 2003 5:29 PM
Subject: Re: [DQN-list] Indexing Additional DQ Material


> My first thought is that your version is pretty
> convoluted. I don't see a need to incorporate version
> in the numbering; there needs to be no differentiation
> between 2nd and 3rd edition, for example.

For historical perspective identifying the source is a good idea if for no
other reason than to document where a particular clarification came from.
If for example the SPI 2nd Edition is chosen for the baseline, then it might
be good to know what clarifications came from the Bantam edition, (and 3rd
edition, Ares DragonNotes, etc.). This way someone with SPI 2nd edition
hardcopy in hand knows *why* there is a difference from this proposed
resource and the hardcopy.
I am not proposing that the source identifier be used everywhere, ONLY where
there is a divergence from the baseline edition.

I am, of course, only expressing an opinion. Perhaps it would be sufficient
to document in the text where the clarificaion came from and not include it
in the identifier.
Group: dqn-list Message: 1479 From: John M. Kahane Date: 9/18/2003
Subject: Re: Complementing Skills
Hullo, JohnCarcutt,

In a message of Wednesday, September 17th, 2003, you wrote:

>> That's what I expected you to say, to be honest, since that
>>seems to be the consensus with everyone who's dropped a
>>line into this discussion. The question becomes what
>>motivates the character to take the extra, minor skill?
>
>When it comes to characters motivations to take a minor skill,
>they could be as endless as the personality types that play DQ.

Certainly true. :)

>The answer to this can only be found if you also answer this question.
>"Is there ANY difference between the way the minor skill works,
>and the way the skill within the major skill works?" I would lean
>towards a big NO on that one.

The only difference that I see is that while the tracking ability
works the same way, per se, in terms of following the rules, the
formula is slightly inferior to that contained within the Ranger skill
sub-skill.

>So if the answer is NO, then following should also be true...
>
>Both can reach Rank 10, and one character with the Minor
>Skill of "Tracking" at Rank 10 could track exactly the same
>as another character with Rank 10 Ranger.

Does this follow, however? The Ranger's tracking ability is
based on his or her experiences and comes from within the overall
learning of how to be a Ranger. Someone who picks up the Tracking
minor skill could have learned it over the course of a year from a
hermit woodsman in the forest (who admittedly might have Ranger skill,
but who also might not).

>Rank 10 is the best, a character with both at Rank 10 would
>be able to track at Rank 10. Period.

Can't argue with this one, except...does this necessarily apply
when one is talking about a single ability (tracking) versus a "group
skill" (Ranger)?

>If the character has both at different levels, the higher of the two
>should be used to determine success.

Under the three conditions you quote above, yes, this would
certainly be true.

.....The whole of creation was myth-woven and elf-patterned. (J.R.R. Tolkien)

JohnK
e-mail: jkahane@comnet.ca
web page: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 1480 From: John M. Kahane Date: 9/18/2003
Subject: Re: Multiple Rune Magics
Hullo, JohnR,

On Wed, 17 Sep 2003 20:24:11 -0000, John Rauchert wrote:

>> Six versions of Rune Magics?? Ye gods... So, just out of
>> curiosity, which are these six?
>
>I would hestitate to call them versions as this seems to imply that
>there are substantial differences between them.

Yes, I can see this point...but what else does one call them at
this point. "Six posted sets of rules on the College of Rune Magics"?
Hmm, probably. :)

>As I have said the first three that I looked at were essentially
>identical in content and you could cite rules from any of them
>and everyone would be on the same page (they might wonder
>a little when you call something a Specter vs Spectre or
>Blackthorn vs Blackthorne).

Maybe, but that's just semantics or more accurately, cultural
spelling. :)

>Here are the ones I am currently looking at if anyone knows of
>others they can let me know (unfortunately I do not have handy
>a copy of the rune magics college from ARES magazine but I
>strangely seem to remember seeing it somewhere).

The only other place I can think of where you might have seen it
would be the D&D/DQ scenario "The Shattered Statue".

>1. A Text Version from the defunct Archive ftp site at ftp.netcom.com
>in the pub/dr/drache directory at one time maintained by Archivist
>and ftp Guru: Drake Stanton

Anyone know where to contact Drake these days?

.....Bacteria is the only culture that some people will ever have.

JohnK
e-mail: jkahane@comnet.ca
web page: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 1481 From: John M. Kahane Date: 9/18/2003
Subject: Re: Complementing Skills
Hullo, Rodger,

On Wed, 17 Sep 2003 13:55:32 -0700 (PDT), Rodger Thorm wrote:

>I'll ring in with my 2cf on this:

Please do. Always need more cf. :)

>I agree with the question about motivation helping to illuminate
>the answer. We had some discussion about this a while ago
>(either here or in dq-rules; I forget which). We were looking
>at which skills could be broken out and learned separately as
>minor skills.

Yes, I remember the discussion in question vaguely, but also
recall that it didn't really come up with anything concrete on the
subject. As for the business about motivation, that is certainly a
factor, but let's face it...a lot of players don't think in those terms
when creating their characters. Some will view the minor skill as
being "costly" and a "waste of XPs that could go towards other things,"
while others might think of it as a great idea...

>There was no overall consensus on the matter, but as I
>looked at it, I kept coming back to the question of how
>did the character learn this skill? Who taught them?
>In this manner, I think that a separate Tracking skill
>doesn't really fit.

I can understand this viewpoint as well. :)

>But there may be others, and you probably disagree with
>me on that point, so let's leave that aside.

Well, I wouldn't have raised this whole issue if I hadn't
disagreed with you on this, I suspect. :)

>What you are proposing is somewhat akin to the Spy/Thief
>overlap, but in a case where one skill is more complex than
>the other. My inclination would be to make the simple version
>less potent than the full skill version. A Rank 7 Ranger
>should be a better tracker than a Rank 7 Tracker, because
>the Ranger has a wider range of perceptions he is drawing on
>when using his skill.

Yes, and that is what I've done pretty much here. The formula for
the separate tracking ability provides a slightly lower percentage than
the Ranger tracking ability (with the same values plugged into the
formulae when I gave the example, I believe the raw numbers were 22 for
the Ranger and only 14 for the separate tracking ability. As you say,
I agree with you that a Rank 7 Ranger should be better than a Rank 7
tracker.

>In this example, I wouldn't give a Ranger any discount on
>increasing Tracker skill, but a character with rank in
>Tracker higher than rank in Ranger would probably get
>a discount on EXP cost for Ranger.

However, the only real problem I see with this is that the
character with Ranger skill and tracking minor skill isn't getting just
a discount on the XP cost for the tracking part of Ranger, he's getting
the discount for the *whole* Ranger skill. That's where the rub lies
with this solution, elegant though it is. :)

.....Old heroes never die, they reappear in sequels. (M. Moorcock)

JohnK
e-mail: jkahane@comnet.ca
web page: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 1482 From: John M. Kahane Date: 9/18/2003
Subject: Re: Complementing Skills
Hullo, Stephen,

On Thu, 18 Sep 2003 10:07:44 +1000, Stephen Lister wrote:

>> >He can take both, but he only gets to use one or the other for
>> >any check (probably whichever is the highest at the time.)
>>
>> I can't honestly say that my players will like that option, since
>> it seems to be somewhat futile in terms of what it gives you for how
>> much you pay for it. Of course, the whole idea for these is to
>> supplement the sub-skills that are already covered in the book under
>> the main skills and all. If anyone has other ideas on this subject,
>> I'm all ears.
>
>The idea (as I see it) is that the minor Tracking skill should always be
>for the character that doesn't want to go whole hog and learn to be a
>Ranger.

I agree with that assessment, although there are always going to
be the players who want to pick it up to be better at it then they
already are. After all, what happens in the case of a (player)
character who learned the tracking skill from his father when he was a
little boy, but only became a Ranger upon reaching adulthood? I was
hoping that the minor skill business would satisfy for this
possibility.

>My experience in the Real World (tm) is that you can learn
>an entire discipline for (Amount X) or a small part of that
>discipline for 75% of (Amount X). The ostensible reason is
>that all of the skills you are learning as part of the full discipline
>are intertwined, so the basics are the same, and each of the
>skills is just a tweak of those. To learn a single skill still requires
>that you learn all of the basics, so you pay for that (in time,
>money, experience - whatever the appropriate coin is.)

This makes sense to me, and I can see implementing this rule
within the context of the material on Minor Skills.

.....An inch of gold cannot purchase an inch of time. (Chinese Proverb)

JohnK
e-mail: jkahane@comnet.ca
web page: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 1483 From: John M. Kahane Date: 9/18/2003
Subject: Re: Complementing Skills
Hullo, Bruce,

On Thu, 18 Sep 2003 13:32:58 +1000, Bruce Probst wrote:

>> It's not just that sort of thing... I've been working on this for
>>a bit, ever since I did some reading in another game system, where
>>basically my players said, "I want to have the ability to sort of tell
>>fortunes, without having to resort to buying the whole Astrology skill.
>
>Ah. In my game, I'd tell my players "that's what Astrology *is*. If you
>want to learn it, you have to learn *all* of it."

Ah, but is Astrology skill actually equivalent to a
fortune-telling skill? And if it is, what differentiates the charlatan
from the real honest-to-goddess-show-me-the-future astrologer?

>That's my attitude on the esoteric, semi-magical stuff any way.
>For the more mundane, practical stuff, like Climbing, it seemed
>to me that having a "layman's" version of the skill available is
>only common-sense.

Ah, but which version of Climbing skill do you use? :)

>>>As far as % chance goes, they don't modify each other if a
>>>character has both. Whichever calculation gives the higher
>>>chance is used. At the same Rank, this will always be Thief.
>>
>> Yes, I understand this, Bruce... What was your rationale for
>>doing it that way? :)
>
>Well, without any modifications to the game, it postulates that
>Thieves are the *only* people who can climb. While I certainly
>don't agree with that as a concept, it lends credence to the
>philosophy that Thieves are *famous* for their climbing ability ...
>which implies that they must be *very* good at it <g>.

Agreed with your logic here so far. :)

>The extra XP (and time) you expend on your Thief training gives
>you access to knowledge that the plebs *don't* get access to.

Agreed. :)

>I also don't want to encourage the concept of "de facto"
>Skill packages --

Ah, "Skill packages" - that's a good term for it. :)

>i.e., what's so special about being a "Thief" if you can be
>just as good a Thief by learning all the bits separately.
>Which in turn goes back to the concept of being a "Thief"
>is "special", as opposed to being someone who just
knows how to climb and pick pockets etc.

Agreed.

>> However, that said, why shouldn't the Secondary Skills
>>provide the character with somewhat of a bonus, if he has
>>both Troubador and let's say a minor skill called Persuasion
>>or one called Oration?
>
>I would argue that he's already learnt everything (better) when
>he learnt Troubadour (at the equivalent Rank). Learning the
>same thing twice doesn't make you better at doing it.

Well, I can't argue with this pair of statements, although I would
have thought that even if the minor skill did augment the primary
skill, it certainly would only augment it by Rank% or (Rank x 2)% at
best.


.....Silk was invented so that women could go naked in clothes.

JohnK
e-mail: jkahane@comnet.ca
web page: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 1484 From: Davis, John R Date: 9/18/2003
Subject: Breaking Down Skill Groups (was: Complementing Skills)
I guess with modern spreadsheets it shouldnt be too difficult to break down
almost any DQ 'skill group' (I.e Thief, ranger, Alchemist) into individual
'skill feats'(tracking, climbing,create antidote, raise willpower). I guess
all you need to do is:
Divide the number of 'skill feats' by the total xp per rank
Multiply by a 'weighting factor' (As I assume an assassins +1 damage per
rank from a rare attack is maybe more valuable than his +2%per rank to
stealth).
Throw in another multiplier to reflect cumulative knowledge gained in other
'skill feats' within the 'skill group' (on the assumption that the fact
someone with good ranks for enchanced frontal crit, torture skill is going
to more easily pick up rear attack bonus)and you end up with a really messy
spreadsheet and maybe this is too much hard work.

Hmm

may look at one 'skill group' and have a go

JohnD

-----Original Message-----
From: John M. Kahane [mailto:jkahane@comnet.ca]
Sent: 18 September 2003 13:26
To: dqn-list@yahoogroups.com
Subject: Re: [DQN-list] Complementing Skills


Hullo, Stephen,

On Thu, 18 Sep 2003 10:07:44 +1000, Stephen Lister wrote:

>> >He can take both, but he only gets to use one or the other for
>> >any check (probably whichever is the highest at the time.)
>>
>> I can't honestly say that my players will like that option, since
>> it seems to be somewhat futile in terms of what it gives you for how
>> much you pay for it. Of course, the whole idea for these is to
>> supplement the sub-skills that are already covered in the book under
>> the main skills and all. If anyone has other ideas on this subject,
>> I'm all ears.
>
>The idea (as I see it) is that the minor Tracking skill should always be
>for the character that doesn't want to go whole hog and learn to be a
>Ranger.

I agree with that assessment, although there are always going to
be the players who want to pick it up to be better at it then they
already are. After all, what happens in the case of a (player)
character who learned the tracking skill from his father when he was a
little boy, but only became a Ranger upon reaching adulthood? I was
hoping that the minor skill business would satisfy for this
possibility.

>My experience in the Real World (tm) is that you can learn
>an entire discipline for (Amount X) or a small part of that
>discipline for 75% of (Amount X). The ostensible reason is
>that all of the skills you are learning as part of the full discipline
>are intertwined, so the basics are the same, and each of the
>skills is just a tweak of those. To learn a single skill still requires
>that you learn all of the basics, so you pay for that (in time,
>money, experience - whatever the appropriate coin is.)

This makes sense to me, and I can see implementing this rule
within the context of the material on Minor Skills.

.....An inch of gold cannot purchase an inch of time. (Chinese Proverb)

JohnK
e-mail: jkahane@comnet.ca
web page: http://www.comnet.ca/~jkahane






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are solely those of the sender and do not necessarily represent
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Group: dqn-list Message: 1485 From: Davis, John R Date: 9/18/2003
Subject: Re: Breaking Down Skill Groups (was: Complementing Ski lls)
Ok, I have done this for the ranger...8 skill feats within the ranger skill
group
1 Determine true north accurately to... Wf:1
2 Determine distance traveled to... Wf:1
3 Find shortest route to a location..Wf:1
4 Detect an ambush or a trap.. Wf:2
5 Tracking.. Wf:3
6 Identify Products.. Wf:2
7 Cure Disease, Fever, of skin irritations..Wf:2
8 May cure lost Endurace points up to.. Wf:2
Wf=weighting factor.

So , divide xp needed per rank of ranger by the total sum of Wf (ie
14 in this case), add an arbitrary 50% on top because its expensive learning
things seperately, to get the XPM.
To get rank 0 in ranger skill feat costs therefore XPM times Wf.
XPM for rank 0 ranger is (600/14)add 50% or equal to 64xp.
numbers are rounded to integers.
Therefore rank 0 find true north costs 64xp (64 x 1) , detect ambush rank 0
costs 129xp (64 x 2), Tracking rank 0 costs 193xp (64 x 3).
To show that being an expert in some of the skill feats within a skill group
assists in learning other skill feats within the skill group...whenever you
raise a rank in a skill feat, for every skill feat within the skill group
you already have at the rank you wish to achieve, or higher, subtract 5% off
the cost to a maximum of 5% x (the number of skill feats within the group)/2
and add+1.!! (So for a ranger with 8 skill feats having 5 at the higher
rank is the biggest benefit you can get!) still here??
Basically this means for example That if you have rank 3 in true north and
rank 3 in detect ambush, it only costs 0.85*354 xp to attain rank 3 in
identify common and uncommon products.
Using this formulae, even if someone rules lawyers there way by saying ok
i'll learn cheap skill feats within the skill group first because it will
make the more expensive ones cheaper it is still at least 30% more expensive
in total, to a maximum of 50%, to learn all the skill feats within a skill
group seperately.

Ok that all probably makes no sense but looks easier on the spreadsheet
which I will upload.

havent thought about time costs and silver pennies costs

Back to the original question on tracking....
It costs 193xp R:0, 80xp R:1, 257 R:2, 530 R:3, and so on

Need lie down

JohnD

-----Original Message-----
From: Davis, John R [mailto:jrda@bgs.ac.uk]
Sent: 18 September 2003 14:26
To: 'dqn-list@yahoogroups.com'
Subject: [DQN-list] Breaking Down Skill Groups (was: Complementing
Skills)


I guess with modern spreadsheets it shouldnt be too difficult to break down
almost any DQ 'skill group' (I.e Thief, ranger, Alchemist) into individual
'skill feats'(tracking, climbing,create antidote, raise willpower). I guess
all you need to do is:
Divide the number of 'skill feats' by the total xp per rank
Multiply by a 'weighting factor' (As I assume an assassins +1 damage per
rank from a rare attack is maybe more valuable than his +2%per rank to
stealth).
Throw in another multiplier to reflect cumulative knowledge gained in other
'skill feats' within the 'skill group' (on the assumption that the fact
someone with good ranks for enchanced frontal crit, torture skill is going
to more easily pick up rear attack bonus)and you end up with a really messy
spreadsheet and maybe this is too much hard work.

Hmm

may look at one 'skill group' and have a go

JohnD

-----Original Message-----
From: John M. Kahane [mailto:jkahane@comnet.ca]
Sent: 18 September 2003 13:26
To: dqn-list@yahoogroups.com
Subject: Re: [DQN-list] Complementing Skills


Hullo, Stephen,

On Thu, 18 Sep 2003 10:07:44 +1000, Stephen Lister wrote:

>> >He can take both, but he only gets to use one or the other for
>> >any check (probably whichever is the highest at the time.)
>>
>> I can't honestly say that my players will like that option, since
>> it seems to be somewhat futile in terms of what it gives you for how
>> much you pay for it. Of course, the whole idea for these is to
>> supplement the sub-skills that are already covered in the book under
>> the main skills and all. If anyone has other ideas on this subject,
>> I'm all ears.
>
>The idea (as I see it) is that the minor Tracking skill should always be
>for the character that doesn't want to go whole hog and learn to be a
>Ranger.

I agree with that assessment, although there are always going to
be the players who want to pick it up to be better at it then they
already are. After all, what happens in the case of a (player)
character who learned the tracking skill from his father when he was a
little boy, but only became a Ranger upon reaching adulthood? I was
hoping that the minor skill business would satisfy for this
possibility.

>My experience in the Real World (tm) is that you can learn
>an entire discipline for (Amount X) or a small part of that
>discipline for 75% of (Amount X). The ostensible reason is
>that all of the skills you are learning as part of the full discipline
>are intertwined, so the basics are the same, and each of the
>skills is just a tweak of those. To learn a single skill still requires
>that you learn all of the basics, so you pay for that (in time,
>money, experience - whatever the appropriate coin is.)

This makes sense to me, and I can see implementing this rule
within the context of the material on Minor Skills.

.....An inch of gold cannot purchase an inch of time. (Chinese Proverb)

JohnK
e-mail: jkahane@comnet.ca
web page: http://www.comnet.ca/~jkahane






Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/



*********************************************************************
This e-mail message, and any files transmitted with it, are
confidential and intended solely for the use of the addressee.
If this message was not addressed to you, you have received
it in error and any copying, distribution or other use of any
part of it is strictly prohibited. Any views or opinions presented
are solely those of the sender and do not necessarily represent
those of the British Geological Survey. The security of e-mail
communication cannot be guaranteed and the BGS accepts
no liability for claims arising as a result of the use of this medium
to transmit from or to the BGS. The BGS cannot accept any
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Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
Group: dqn-list Message: 1486 From: dbarrass_2000 Date: 9/18/2003
Subject: Re: Breaking Down Skill Groups (was: Complementing Skills)
--- In dqn-list@yahoogroups.com, "Davis, John R" <jrda@b...> wrote:
> I guess with modern spreadsheets it shouldnt be too difficult to
break down
> almost any DQ 'skill group' (I.e Thief, ranger, Alchemist) into
individual
> 'skill feats'(tracking, climbing,create antidote, raise
willpower). I guess
> all you need to do is:
> Divide the number of 'skill feats' by the total xp per rank
> Multiply by a 'weighting factor' (As I assume an assassins +1
damage per
> rank from a rare attack is maybe more valuable than his +2%per rank
to
> stealth).
> Throw in another multiplier to reflect cumulative knowledge gained
in other
> 'skill feats' within the 'skill group' (on the assumption that the
fact
> someone with good ranks for enchanced frontal crit, torture skill
is going
> to more easily pick up rear attack bonus)and you end up with a
really messy
> spreadsheet and maybe this is too much hard work.
>
> Hmm
>
> may look at one 'skill group' and have a go

The biggest problem I forsee is how do you assign ep costs to these
subskills, surely some are more difficult to learn than others. We
could get an idea from the success chance, skills with 90+Rank being
easier to learn than ones which are of the type MD + 4 x Rank, ie a
lower success chance

I would make buying the Skill as all the subskills at least twice as
expensive, and would lean towards 5 times, to encourage people to be
a theif, assassin etc and only take a sub skill if they really wanted
one thing from it.

The following is an adaptation of something I posted (off topic) in
Cathedral

For ExP cost haw about a multiple, easy to start with, dificult to
master (eg 2xExp multile to get rank 0 as starting is always more
difficult). This has the advantage that you only need to think up
and record in tables one number.

As for cost there are some "sub-skills" in the DQ book that have been
costed as such, for example troubadour's play instrument, amuse etc.
He pays 500Exps to gain more abillities at rank 10 and a courtisan
1000 to gain similar abillities. Probably the diference in cost is
due to training availability. Both probably have a "bulk discount"
and so the cost will be about 2000-5000Exps to gain rank 10 in a sub-
skill.

Hanging on by my fingernails here :--)

so an Experience multiple would be somewhere in the region of 30 to 60

All of these sub-skills are of the 90+Rank variety, Could we double
the cost for each 10% reduction in the average PC's Base Chance for
example?

Does this make sense?

I am not going to be offended by any comments, I'd just like feedback

David
Group: dqn-list Message: 1487 From: Davis, John R Date: 9/18/2003
Subject: Re: Breaking Down Skill Groups (was: Complementing Ski lls)
--oops i meant 0.9 not 0.85....


This Basically this means for example That if you have rank 3 in true north
and
rank 3 in detect ambush, it only costs 0.85*354 xp to attain rank 3 in
identify common and uncommon products.




*********************************************************************
This e-mail message, and any files transmitted with it, are
confidential and intended solely for the use of the addressee.
If this message was not addressed to you, you have received
it in error and any copying, distribution or other use of any
part of it is strictly prohibited. Any views or opinions presented
are solely those of the sender and do not necessarily represent
those of the British Geological Survey. The security of e-mail
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Group: dqn-list Message: 1488 From: John Rauchert Date: 9/18/2003
Subject: Re: New file uploaded to dqn-list
I have found that included in the Microsoft Office XP suite is a
fairly good OCR program.

Previously when I tried to OCR it from my Scanner software but it
came out really crappy and the size of the scan in PDF format was way
out there.

You have to convert the PDF to TIF format to do the conversion (which
you can do in Acrobat 6 Professional) but with this technique it took
about half an hour to do clean up on the file and bang it out to pdf
(at about 19k for file size).

I will be doing all the articles from the issues in my possession.
After that I will see if I can get the rest from the DQ community.

--- In dqn-list@yahoogroups.com, "dbarrass_2000" <david.barrass@e...>
wrote:
>
> >
> > File : /DragonNotesAres7.pdf
> > Uploaded by : John_Rauchert <john.rauchert@s...>
> > Description : Ares Magazine Feature
>
> Well that answers that question
>
> Would it be possible to get all the Ares Dragon Notes stuff on the
> web in the same way the Dragon stuff was?
>
> It would be a great resourse, especially if we're doing rule
> clarifications for the consensus DQPA rules
>
> Thanks
> David
Group: dqn-list Message: 1489 From: Jason Winter Date: 9/18/2003
Subject: Re: New file uploaded to dqn-list
I would be interested to learn more about the OCR feature you mentioned in
Office XP. Just where do you find it? I have office XP Small business is
it included in there? Feel free to email me personally if you feel this
doesn't belong on the list.



At 09:58 AM 9/18/2003, you wrote:
>I have found that included in the Microsoft Office XP suite is a
>fairly good OCR program.
>
>Previously when I tried to OCR it from my Scanner software but it
>came out really crappy and the size of the scan in PDF format was way
>out there.
>
>You have to convert the PDF to TIF format to do the conversion (which
>you can do in Acrobat 6 Professional) but with this technique it took
>about half an hour to do clean up on the file and bang it out to pdf
>(at about 19k for file size).
>
>I will be doing all the articles from the issues in my possession.
>After that I will see if I can get the rest from the DQ community.
>
>--- In dqn-list@yahoogroups.com, "dbarrass_2000" <david.barrass@e...>
>wrote:
>>
>> >
>> > File : /DragonNotesAres7.pdf
>> > Uploaded by : John_Rauchert <john.rauchert@s...>
>> > Description : Ares Magazine Feature
>>
>> Well that answers that question
>>
>> Would it be possible to get all the Ares Dragon Notes stuff on the
>> web in the same way the Dragon stuff was?
>>
>> It would be a great resourse, especially if we're doing rule
>> clarifications for the consensus DQPA rules
>>
>> Thanks
>> David
>
>
>
>
>
>Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/



Jason Winter
Alarian@direcway.com
http://www.darkrealms.com/~alarian/
Group: dqn-list Message: 1490 From: dbarrass_2000 Date: 9/18/2003
Subject: Re: Breaking Down Skill Groups (was: Complementing Ski lls)
--- In dqn-list@yahoogroups.com, "Davis, John R" <jrda@b...> wrote:
> --oops i meant 0.9 not 0.85....
>
>
> This Basically this means for example That if you have rank 3 in
true north
> and
> rank 3 in detect ambush, it only costs 0.85*354 xp to attain rank 3
in
> identify common and uncommon products.
>

Please post the spreadsheet, my head is spinning.

I made my post before I saw yours, could our ideas be combined?

eg the WF based on the success chance, this would make deciding the
WF more objective. I still like the idea of an exp multiple :--)

David - still waiting for the flack :--)
Group: dqn-list Message: 1491 From: dbarrass_2000 Date: 9/18/2003
Subject: Re: New file uploaded to dqn-list
> I will be doing all the articles from the issues in my possession.
> After that I will see if I can get the rest from the DQ community.

Thanks, I don't think Ares was published here in the UK (not sure
about 1st ed and the Bantam ed either). I've managed to pick up a few
Ares at conventions

David
Group: dqn-list Message: 1492 From: John Rauchert Date: 9/18/2003
Subject: Re: New file uploaded to dqn-list
Under Start >> Programs you look for a folder called Microsoft Office
Tools

In there is a program called Microsoft Office Document Imaging

It allows you to scan in a new document or open a image of an
existing document if it is in TIF format and then from the File you
choose send the text to a word document and it OCRs it and dumps it
to word.

I have only tried it on this one document but I am hoping to have
similar success with the rest.

This is using Office XP Professional

JohnR

--- In dqn-list@yahoogroups.com, Jason Winter <Alarian@d...> wrote:
> I would be interested to learn more about the OCR feature you
mentioned in
> Office XP. Just where do you find it? I have office XP Small
business is
> it included in there? Feel free to email me personally if you feel
this
> doesn't belong on the list.
Group: dqn-list Message: 1493 From: dqn-list@yahoogroups.com Date: 9/18/2003
Subject: New file uploaded to dqn-list
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the dqn-list
group.

File : /SkillsFeat_Ranger.xls
Uploaded by : jrr_talking <jrd123@hotmail.com>
Description : Individual skill feats within a skills group for the RANGER

You can access this file at the URL

http://groups.yahoo.com/group/dqn-list/files/SkillsFeat_Ranger.xls

To learn more about file sharing for your group, please visit

http://help.yahoo.com/help/us/groups/files

Regards,

jrr_talking <jrd123@hotmail.com>
Group: dqn-list Message: 1494 From: Davis, John R Date: 9/18/2003
Subject: Re: Breaking Down Skill Groups (was: Complementing Ski lls)
Uploaded, hope it makes sense

John

-----Original Message-----
From: dbarrass_2000 [mailto:david.barrass@ed.ac.uk]
Sent: 18 September 2003 16:13
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Re: Breaking Down Skill Groups (was: Complementing
Ski lls)


--- In dqn-list@yahoogroups.com, "Davis, John R" <jrda@b...> wrote:
> --oops i meant 0.9 not 0.85....
>
>
> This Basically this means for example That if you have rank 3 in
true north
> and
> rank 3 in detect ambush, it only costs 0.85*354 xp to attain rank 3
in
> identify common and uncommon products.
>

Please post the spreadsheet, my head is spinning.

I made my post before I saw yours, could our ideas be combined?

eg the WF based on the success chance, this would make deciding the
WF more objective. I still like the idea of an exp multiple :--)

David - still waiting for the flack :--)





Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/



*********************************************************************
This e-mail message, and any files transmitted with it, are
confidential and intended solely for the use of the addressee.
If this message was not addressed to you, you have received
it in error and any copying, distribution or other use of any
part of it is strictly prohibited. Any views or opinions presented
are solely those of the sender and do not necessarily represent
those of the British Geological Survey. The security of e-mail
communication cannot be guaranteed and the BGS accepts
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Group: dqn-list Message: 1495 From: John Carcutt Date: 9/18/2003
Subject: Re: Complementing Skills
Re: [DQN-list] Complementing Skills Hi everyone who has been participating in this thread... :)

With the introduction of the new sub-thread about having to use spreadsheets to determine XP costs, my fears have been confirmed. This whole issue is becoming way to complicated. One of the reasons I love DQ is because it is a much simpler system than most of the others. It’s hard to name another (non-SPI) system that came out in the same era that only uses 2 dice. If we are going to add major modifications like this, lets please be mindful of the original designers ideas of simplicity and try and stay true to that vision.

A Simple Resolution: Any “skill task” can be learned separate from the parent “skill package” at a cost equal to 50% of the original XP. The skill is treated exactly the same as in the parent package. The character can increase rank in the parent skill package with the following modifications. For each child “skill task” a character has the desired rank in, the parent package XP cost is reduced by 20%. Example: Omar has Tracking at Rank 2 and would like to move up to Rank 1 in Ranger. His XP cost would be 250-(250x20%) or 175.

This simply allows a character to learn a “skill task” separately while keeping the primary focus on learning a whole “skill package”. Giving XP bonuses for characters having partial training in the parent skill.

The one flaw in this is that it gives the child skill the same ability as the parent skill. In some cases (as pointed out previously in this thread) those skills are highly influenced by other aspects of the parent skill set. This could very well be the reason why skills were grouped into sets in the first place by the original designers. In the interest of simplicity, this can be justified by the rather large XP cost for only a single skill and that if you try and learn more than one child skill from a parent, you might as well learn the whole skill set because the XP will be the same.

If the idea is to give characters to ability to learn individual skills, this works and tends to keep the whole thing from getting out of hand. I am a firm believer in KISS (Keep It Simple Stupid). :)




Group: dqn-list Message: 1496 From: dbarrass_2000 Date: 9/18/2003
Subject: Re: Breaking Down Skill Groups (was: Complementing Ski lls)
--- In dqn-list@yahoogroups.com, "Davis, John R" <jrda@b...> wrote:
> Uploaded, hope it makes sense
>
> John

yes it does, good work - forget my idea of EP multiple. One minor
critisism, I would prefer double the EP cost, or even 4 times the cost

Expanding on my idea of tying the Wf to the success chance, maybe it
works here it is

Task Success Your SC based
Chance wf wf
Determine true north 10-Rk 1 1
Determine distance travelled 90+Rank 1 1
Find shortest route to a location 2xPC + 7xRank 1 2
Detect an ambush or a trap 3xPC + 5xRank 2 2
Tracking PC + 6xRank 3 3
Identify Products PC + 10xRank 2 3
Cure Disease, Fever, or skin 90+Rank 2 1
May cure lost Endurance points up to 90+Rank 2 1
14 14

David
Group: dqn-list Message: 1497 From: Davis, John R Date: 9/18/2003
Subject: Re: Breaking Down Skill Groups (was: Complementing Ski lls)
Hi dave, et al

more I think about it the more expensive it should be , like you say.
Otherwise naughty people would just pick up the good bits from each skill
group and not the less. All getting a bit complex but then the DQ numbers
are exactly easy to work with anyway (spell multiples with someone who has
21 MA but is an elf for example). Also lots of factors to add into other
things.

I use spreadhseets for all tour characters at the moment. i have even
created them for almost every spell college to make life easier (it
calculates cast chance, XPM etc) based the DQUCS excel spreadsheet I once
downloaded.

My idea of simplicity in an rpg is too have less dice rolls.

JohnD

-----Original Message-----
From: dbarrass_2000 [mailto:david.barrass@ed.ac.uk]
Sent: 18 September 2003 17:31
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Re: Breaking Down Skill Groups (was: Complementing
Ski lls)


--- In dqn-list@yahoogroups.com, "Davis, John R" <jrda@b...> wrote:
> Uploaded, hope it makes sense
>
> John

yes it does, good work - forget my idea of EP multiple. One minor
critisism, I would prefer double the EP cost, or even 4 times the cost

Expanding on my idea of tying the Wf to the success chance, maybe it
works here it is

Task Success Your SC based
Chance wf wf
Determine true north 10-Rk 1 1
Determine distance travelled 90+Rank 1 1
Find shortest route to a location 2xPC + 7xRank 1 2
Detect an ambush or a trap 3xPC + 5xRank 2 2
Tracking PC + 6xRank 3 3
Identify Products PC + 10xRank 2 3
Cure Disease, Fever, or skin 90+Rank 2 1
May cure lost Endurance points up to 90+Rank 2 1
14 14

David






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confidential and intended solely for the use of the addressee.
If this message was not addressed to you, you have received
it in error and any copying, distribution or other use of any
part of it is strictly prohibited. Any views or opinions presented
are solely those of the sender and do not necessarily represent
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Group: dqn-list Message: 1498 From: Rodger Thorm Date: 9/18/2003
Subject: Re: Complementing Skills
--- "John M. Kahane" <jkahane@comnet.ca> wrote:

> However, the only real problem I see with this
> is that the
> character with Ranger skill and tracking minor skill
> isn't getting just
> a discount on the XP cost for the tracking part of
> Ranger, he's getting
> the discount for the *whole* Ranger skill. That's
> where the rub lies
> with this solution, elegant though it is. :)
>

I don't think this is a problem. The character is
getting a discount on the *whole* ranger skill because
he already knows something about tracking, and so he
doesn't have to relearn that part.

I can completely identify with this from personal
experience: I took physics in high school and college
and did reasonably well in it. Twelve years later I
was back in school in an architecture program where I
had to take some engineering courses. A couple of
days into the class things started clicking with me
because these were old physics principles (in a more
applied format). Having had physics classes didn't
make me a structural engineer, but it made some parts
of the class a lot easier on me, because I had already
learned some of the principles involved.

One other thought on the whole subskills question: I
would limit the maximum rank of the subskill (Tracking
in this example) to some percentage of the maximum
rank of the main skill (i.e. Tracking can only be
raised to Rank 7).

--RT

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Group: dqn-list Message: 1499 From: Bruce Probst Date: 9/18/2003
Subject: Re: Complementing Skills
On Thu, 18 Sep 2003 09:03:23 -0400, "John M. Kahane" <jkahane@comnet.ca>
wrote:

> Ah, but is Astrology skill actually equivalent to a
>fortune-telling skill?

For *real* fortunes, yes.

>And if it is, what differentiates the charlatan
>from the real honest-to-goddess-show-me-the-future astrologer?

Um, the charlatan just makes it up and doesn't care what his dice roll is?
A "good" charlatan is exercising his Troubadour skill, not his Astrology
skill.

> Ah, but which version of Climbing skill do you use? :)

Mine <g>.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Melbourne, Australia MSTie #72759 SCA #80160
"Until actual humour can be found, please accept this substitute."
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: dqn-list Message: 1500 From: dqn-list@yahoogroups.com Date: 9/18/2003
Subject: New file uploaded to dqn-list
Hello,

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Group: dqn-list Message: 1501 From: dqn-list@yahoogroups.com Date: 9/18/2003
Subject: New file uploaded to dqn-list
Hello,

This email message is a notification to let you know that
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Group: dqn-list Message: 1502 From: Davis, John R Date: 9/19/2003
Subject: Golems (XPM for the shaping of...)
Cant seem to find XPM for shape stone or iron golem? I could sort of see why
they might not have one, but maybe I just cant find it anywhere?

Thanks

JohnD


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Group: dqn-list Message: 1503 From: dbarrass_2000 Date: 9/19/2003
Subject: Re: Complementing Skills
--- In dqn-list@yahoogroups.com, Rodger Thorm <rodger_thorm@y...>
wrote:
> One other thought on the whole subskills question: I
> would limit the maximum rank of the subskill (Tracking
> in this example) to some percentage of the maximum
> rank of the main skill (i.e. Tracking can only be
> raised to Rank 7).
>
> --RT

How about a max rank of 10 - the Wf Weighting Factor in John Davis'
rules (Post #1485 and the spreadsheet SkillsFeat_Ranger.xls in the
files section - this has saddy lost its formulae, but they can
easilly be re-created)

This would give tracking as max rank 10 - 3 = 7 and finding true
north as 10 - 1 = 9

David
Group: dqn-list Message: 1504 From: Davis, John R Date: 9/19/2003
Subject: Re: Complementing Skills
I only posted the non formulae version, just in case. I will replace it
with version with formulae in. I actually quite like the idea that with all
the other peripheral knowledge that a 'ranger' acquires he can achieve
better 'tracking' skill than someone who just 'tracks'. 10-Wf or similar
sounds good

JohnD

-----Original Message-----
From: dbarrass_2000 [mailto:david.barrass@ed.ac.uk]
Sent: 19 September 2003 08:32
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Re: Complementing Skills


--- In dqn-list@yahoogroups.com, Rodger Thorm <rodger_thorm@y...>
wrote:
> One other thought on the whole subskills question: I
> would limit the maximum rank of the subskill (Tracking
> in this example) to some percentage of the maximum
> rank of the main skill (i.e. Tracking can only be
> raised to Rank 7).
>
> --RT

How about a max rank of 10 - the Wf Weighting Factor in John Davis'
rules (Post #1485 and the spreadsheet SkillsFeat_Ranger.xls in the
files section - this has saddy lost its formulae, but they can
easilly be re-created)

This would give tracking as max rank 10 - 3 = 7 and finding true
north as 10 - 1 = 9

David






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Group: dqn-list Message: 1505 From: dbarrass_2000 Date: 9/19/2003
Subject: Re: Breaking Down Skill Groups (was: Complementing Ski lls)
--- In dqn-list@yahoogroups.com, "Davis, John R" <jrda@b...> wrote:
> Hi dave, et al
>
> more I think about it the more expensive it should be , like you
say.
> Otherwise naughty people would just pick up the good bits from each
skill
> group and not the less. All getting a bit complex but then the DQ
numbers
> are exactly easy to work with anyway (spell multiples with someone
who has
> 21 MA but is an elf for example). Also lots of factors to add into
other
> things.

It is complex, but it only has to be calculated once, and if that's
done by spreadsheet then excel takes the strain

> I use spreadhseets for all tour characters at the moment. i have
even
> created them for almost every spell college to make life easier (it
> calculates cast chance, XPM etc) based the DQUCS excel spreadsheet
I once
> downloaded.
>
> My idea of simplicity in an rpg is too have less dice rolls.

Mine is not having to do calulations in my head whilst GMing a fight
"You've rolled 59 your strike chance is 87 their defence is 29 so you
hit - err no, just waitm sorry its a miss after all." I use an extra
dice roll to avoid this

My calculation on using the success chance as a basis for the
weighting factor dosn't really work (nor does the formatting), so I
guess its back to a judgement call

David

> Task Success Your SC based
> Chance
wf wf
> Determine true north 10-Rk 1 1
> Determine distance travelled 90+Rank 1 1
> Find shortest route to a location 2xPC + 7xRank 1 2
> Detect an ambush or a trap 3xPC + 5xRank 2 2
> Tracking PC + 6xRank 3 3
> Identify Products PC + 10xRank 2 3
> Cure Disease, Fever, or skin 90+Rank 2 1
> May cure lost Endurance points up to 90+Rank 2 1
> 14 14
>
> David
Group: dqn-list Message: 1506 From: Davis, John R Date: 9/19/2003
Subject: Re: Breaking Down Skill Groups (was: Complementing Ski lls)
It is complex, but it only has to be calculated once, and if that's
done by spreadsheet then excel takes the strain
--exactly, and its the GM who does the work not the poor little player.


Mine is not having to do calulations in my head whilst GMing
--Yep, my charcater sheets look a bit scarey but everything is on their
nearly.

My calculation on using the success chance as a basis for the
weighting factor dosn't really work (nor does the formatting), so I
guess its back to a judgement call

--Ok

JohnD


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