Messages in dqn-list group. Page 33 of 80.

Group: dqn-list Message: 1608 From: Don Hawthorne Date: 12/5/2003
Subject: Re: Digest Number 259
Group: dqn-list Message: 1609 From: dbarrass_2000 Date: 12/9/2003
Subject: Fatigue hits
Group: dqn-list Message: 1610 From: Davis, John R Date: 12/9/2003
Subject: Re: Fatigue hits
Group: dqn-list Message: 1611 From: dbarrass_2000 Date: 12/9/2003
Subject: Re: Fatigue hits
Group: dqn-list Message: 1612 From: D. Cameron King Date: 12/9/2003
Subject: Re: Fatigue hits
Group: dqn-list Message: 1613 From: Esko Halttunen Date: 12/9/2003
Subject: Re: Fatigue hits
Group: dqn-list Message: 1614 From: dbarrass_2000 Date: 12/9/2003
Subject: Re: Fatigue hits
Group: dqn-list Message: 1615 From: John M. Kahane Date: 12/11/2003
Subject: Re: Fatigue hits
Group: dqn-list Message: 1616 From: John M. Kahane Date: 12/11/2003
Subject: Re: Fatigue hits
Group: dqn-list Message: 1617 From: Davis, John R Date: 12/12/2003
Subject: Re: Fatigue hits
Group: dqn-list Message: 1618 From: Davis, John R Date: 12/12/2003
Subject: Re: Fatigue hits
Group: dqn-list Message: 1619 From: hollywood314@juno.com Date: 12/12/2003
Subject: Re: Fatigue hits
Group: dqn-list Message: 1620 From: jcorey30 Date: 12/12/2003
Subject: Spoof of RPG's
Group: dqn-list Message: 1621 From: Rodger Thorm Date: 12/19/2003
Subject: DQ Newsletters
Group: dqn-list Message: 1622 From: Greg Walters Date: 1/4/2004
Subject: DQ stuff on ebay...
Group: dqn-list Message: 1623 From: cimmeriandoug Date: 1/20/2004
Subject: Need help with dragon quest
Group: dqn-list Message: 1624 From: rthorm Date: 1/20/2004
Subject: Re: Need help with dragon quest
Group: dqn-list Message: 1625 From: andy Date: 1/29/2004
Subject: looking for a pdf of the enchanted woods
Group: dqn-list Message: 1626 From: Ran Hardin Date: 1/31/2004
Subject: Non-adept compensation
Group: dqn-list Message: 1627 From: J. Corey Date: 1/31/2004
Subject: Re: Non-adept compensation
Group: dqn-list Message: 1628 From: Martin Gallo Date: 2/1/2004
Subject: Re: Non-adept compensation
Group: dqn-list Message: 1629 From: Fred Kiesche Date: 2/1/2004
Subject: New Member
Group: dqn-list Message: 1630 From: rthorm Date: 2/1/2004
Subject: Re: New Member
Group: dqn-list Message: 1631 From: Martin Gallo Date: 2/1/2004
Subject: Re: New Member
Group: dqn-list Message: 1632 From: John Rauchert Date: 2/1/2004
Subject: Re: Non-adept compensation
Group: dqn-list Message: 1633 From: illy48197 Date: 2/2/2004
Subject: [OT] Free Roleplaying Rules
Group: dqn-list Message: 1634 From: David Chappell Date: 2/2/2004
Subject: Re: New Member
Group: dqn-list Message: 1635 From: Fred Kiesche Date: 2/3/2004
Subject: Re: Digest Number 270
Group: dqn-list Message: 1636 From: Arturo Algueiro Melo Date: 2/4/2004
Subject: Re: Non-adept compensation
Group: dqn-list Message: 1637 From: David Chappell Date: 2/4/2004
Subject: Re: Non-adept compensation
Group: dqn-list Message: 1638 From: deven@bright.net Date: 2/5/2004
Subject: Re: Non-adept compensation
Group: dqn-list Message: 1639 From: hollywood314@juno.com Date: 2/5/2004
Subject: Re: Non-adept compensation
Group: dqn-list Message: 1640 From: Mandos Date: 2/5/2004
Subject: Re: Non-adept compensation
Group: dqn-list Message: 1641 From: Ran Hardin Date: 2/5/2004
Subject: Re: Non-adept compensation
Group: dqn-list Message: 1642 From: Arturo Algueiro Melo Date: 2/6/2004
Subject: Re: Non-adept compensation
Group: dqn-list Message: 1643 From: hollywood314@juno.com Date: 2/9/2004
Subject: Re: Non-adept compensation
Group: dqn-list Message: 1644 From: hollywood314@juno.com Date: 2/9/2004
Subject: Re: Non-adept compensation
Group: dqn-list Message: 1645 From: Arturo Algueiro Melo Date: 2/10/2004
Subject: Re: Non-adept compensation
Group: dqn-list Message: 1646 From: hollywood314@juno.com Date: 2/10/2004
Subject: Re: Non-adept compensation
Group: dqn-list Message: 1647 From: Greg Walters Date: 2/15/2004
Subject: GMed 2 sessions of DQ at a convention yesterday!
Group: dqn-list Message: 1648 From: uniond Date: 2/27/2004
Subject: Re: Non-adept compensation
Group: dqn-list Message: 1649 From: David Chappell Date: 3/11/2004
Subject: Power Levels of the Magical Colleges
Group: dqn-list Message: 1650 From: D. Cameron King Date: 3/11/2004
Subject: Re: Power Levels of the Magical Colleges
Group: dqn-list Message: 1651 From: J. K. Hoffman Date: 3/11/2004
Subject: Re: Power Levels of the Magical Colleges
Group: dqn-list Message: 1652 From: Jamie Coleman Date: 3/11/2004
Subject: Re: Power Levels of the Magical Colleges
Group: dqn-list Message: 1653 From: David Chappell Date: 3/11/2004
Subject: Re: Power Levels of the Magical Colleges
Group: dqn-list Message: 1654 From: J. K. Hoffman Date: 3/11/2004
Subject: Re: Power Levels of the Magical Colleges
Group: dqn-list Message: 1655 From: Steven Wiles Date: 3/11/2004
Subject: Re: Non-adept compensation
Group: dqn-list Message: 1656 From: Steven Wiles Date: 3/11/2004
Subject: Re: Power Levels of the Magical Colleges
Group: dqn-list Message: 1657 From: Martin Gallo Date: 3/11/2004
Subject: Re: Power Levels of the Magical Colleges



Group: dqn-list Message: 1608 From: Don Hawthorne Date: 12/5/2003
Subject: Re: Digest Number 259
Hi, Greg:
I'm sirry, I don't know that group... Would you mind passing it on to them
for me?
Much appreciated!
Don

----- Original Message -----
From: <dqn-list@yahoogroups.com>
To: <dqn-list@yahoogroups.com>
Sent: Friday, December 05, 2003 8:38 PM
Subject: [DQN-list] Digest Number 259


>
> There is 1 message in this issue.
>
> Topics in this digest:
>
> 1. Re: CHARITY EVENT, WAY Off-Topic
> From: "Greg Walters" <Greg_G_Walters@email.com>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 1
> Date: Fri, 05 Dec 2003 21:06:10 -0000
> From: "Greg Walters" <Greg_G_Walters@email.com>
> Subject: Re: CHARITY EVENT, WAY Off-Topic
>
> Sounds good to me.
>
> Could you forward this to the Univwerse group too?
>
> Thanks,
>
> Greg W.
>
> --- In dqn-list@yahoogroups.com, "Don Hawthorne" <ravenglass@e...>
> wrote:
> > Dear Friends:
> > Sorry for this mass mailing, but it's for a good cause.
> > To any of you out there who play computer games,
> specifically "Medal Of Honor: Allied Assault".
> > A very nice bunch of guys called "The [DaDs] Army" is hosting a
> charity event on their server on Saturday, December 13. You can learn
> all the details about it here:
> >
> > http://dadscharity.org/index.shtml
> >
> > For 24 hours, donating guests will play against members of "The
> [DaDs] Army" who will rotate into the game according to their
> respective time zones and availability.
> > [DaDs] has members all over the world; from Australia, New Zealand,
> the United Kingdom, Portugal, Germany, the Netherlands, Canada and
> the United States, and all of them have one thing in common. To be in
> the [DaDs], you have to be a dad.
> > Basically, for a $10 donation, one person can play for one
> hour, or for $100 a team of up to 15 can play for one hour. All
> proceeds -- and that's every penny -- will go to St. Jude's
> Children's Research Hospital to aid in the fight against serious
> diseases that strike down children every day. St. Jude's is world
> renowned for its treatment of these diseases, primarily pediatric
> cancers, especially leukemia. You can learn more about St. Jude's
> here:
> >
> > http://www.stjude.org/about-st-jude
> >
> > ...but the most important thing this site will tell you about
> St. Jude's is summed up in this pargraph:
> > "ALSAC / St. Jude covers all costs not covered by insurance for
> medical treatment rendered at St. Jude Children's Research Hospital.
> Families without insurance are never asked to pay."
> > This means that St. Jude's appreciates all the help it can get
> from outside donations and charity events like these. If you would
> like to play "Medal of Honor" against the [DaDs], they would love to
> have you, and you might win one of the many prizes they have drummed
> up from among themselves nd corporate sponsors.
> > Even if you don't know a mouse pad from a mouse trap, please
> check out http://dadscharity.org/index.shtml or
> http://www.stjude.org/about-st-jude and give whatever you can. No
> donation is too small.
> >
> > Thanks for putting up with this SPAM; we now return you to your
> regularly scheduled e-mails.
> > Yours truly,
> > Don Hawthorne
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/

>
>
Group: dqn-list Message: 1609 From: dbarrass_2000 Date: 12/9/2003
Subject: Fatigue hits
I have a question (I've looked for the answer in the archive and
can't find it)

Are fatique hits real injuries?

They can be seen as triedness and strains from avoiding being hit. An
arguement for this is the name, and that 1 point of fatigue is enough
to squirm out of the way of the average hit, after this you're too
tired.

Is it brusing and light straches? In support of this is the rule that
you have to do one point of efective damage (this can be just fatigue
damage) in order to introduce poison into the blood stream. But this
dosn't make sence in that 1 point of FT can save, say, 12points of
damage, either you've been hit or you havn't.

My own guess its a bit of both, squirming out of the way tires you
strains your muscles, blocking/deflecting a blow will still jar.
After all of this you might not be able to totally avoid the blow
giving you a scratch or deflecting the blow onto a strong area of
armour will still leave bruises

Any other thoughts, disagreements?

David
Group: dqn-list Message: 1610 From: Davis, John R Date: 12/9/2003
Subject: Re: Fatigue hits
Interesting in that a loss of 3 fatigue can stun you...but also be recovered
by a sit down and a nice cup of tea and a slice of cake.

Must say I have never bothered to question what it actually means

Hmmm

JohnD

-----Original Message-----
From: dbarrass_2000 [mailto:david.barrass@ed.ac.uk]
Sent: 09 December 2003 13:28
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Fatigue hits


I have a question (I've looked for the answer in the archive and
can't find it)

Are fatique hits real injuries?

They can be seen as triedness and strains from avoiding being hit. An
arguement for this is the name, and that 1 point of fatigue is enough
to squirm out of the way of the average hit, after this you're too
tired.

Is it brusing and light straches? In support of this is the rule that
you have to do one point of efective damage (this can be just fatigue
damage) in order to introduce poison into the blood stream. But this
dosn't make sence in that 1 point of FT can save, say, 12points of
damage, either you've been hit or you havn't.

My own guess its a bit of both, squirming out of the way tires you
strains your muscles, blocking/deflecting a blow will still jar.
After all of this you might not be able to totally avoid the blow
giving you a scratch or deflecting the blow onto a strong area of
armour will still leave bruises

Any other thoughts, disagreements?

David





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Group: dqn-list Message: 1611 From: dbarrass_2000 Date: 12/9/2003
Subject: Re: Fatigue hits
--- In dqn-list@yahoogroups.com, "Davis, John R" <jrda@b...> wrote:
> Interesting in that a loss of 3 fatigue can stun you...but also be
recovered
> by a sit down and a nice cup of tea and a slice of cake.
>
> Must say I have never bothered to question what it actually means
>
> Hmmm
>
> JohnD

That's a good point, I suppose that implies that pain, from what ever
cause, is a major factor in fatique loss. Just some time and some
food allows you to recover your breath, equilibrium, give the area a
good rub and you're off again

> -----Original Message-----
> From: dbarrass_2000 [mailto:david.barrass@e...]
> Sent: 09 December 2003 13:28
> To: dqn-list@yahoogroups.com
> Subject: [DQN-list] Fatigue hits
>
>
> I have a question (I've looked for the answer in the archive and
> can't find it)
>
> Are fatique hits real injuries?
>
> They can be seen as triedness and strains from avoiding being hit. An
> arguement for this is the name, and that 1 point of fatigue is enough
> to squirm out of the way of the average hit, after this you're too
> tired.
>
> Is it brusing and light straches? In support of this is the rule that
> you have to do one point of efective damage (this can be just fatigue
> damage) in order to introduce poison into the blood stream. But this
> dosn't make sence in that 1 point of FT can save, say, 12points of
> damage, either you've been hit or you havn't.
>
> My own guess its a bit of both, squirming out of the way tires you
> strains your muscles, blocking/deflecting a blow will still jar.
> After all of this you might not be able to totally avoid the blow
> giving you a scratch or deflecting the blow onto a strong area of
> armour will still leave bruises
>
> Any other thoughts, disagreements?
>
> David
>
>
>
>
>
> 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 messages from or to the
> BGS. . http://www.bgs.ac.uk
> *********************************************************************
Group: dqn-list Message: 1612 From: D. Cameron King Date: 12/9/2003
Subject: Re: Fatigue hits
David wrote:

>I have a question (I've looked for the answer in the archive and
>can't find it)
>
>Are fatique hits real injuries?

I don't know if there's an "official" answer to your
question, but I'll point out that viewing Fatigue-only
hits as anything other than "real" (though possibly
very minor) injuries introduces all kinds of conceptual
difficulties--most obviously, as you've already noted,
the fact that poison can be injected via a strike that
never actually landed.

Is there some special reason you are wondering, or
has it just been too quiet here lately? :-)

-Cameron

_________________________________________________________________
Our best dial-up offer is back. Get MSN Dial-up Internet Service for 6
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Group: dqn-list Message: 1613 From: Esko Halttunen Date: 12/9/2003
Subject: Re: Fatigue hits
Hello--

>Are fatique hits real injuries?
>
>

Yes and no. More in a bit.


>They can be seen as triedness and strains from avoiding being hit. An
>arguement for this is the name, and that 1 point of fatigue is enough
>to squirm out of the way of the average hit, after this you're too tired.
>
>

They are partially this, as fatigue is also expended when moving
overland and so forth. A good comparison is also an athlete in some
sport which has intense bursts of activity (e.g. ice hockey) or less
instant but sustained activity (such as football, or soccer for you
Americans). The guys start out fresh, but the activity, especially
intense activity tires them real quicklike.


>Is it brusing and light straches? In support of this is the rule that
>you have to do one point of efective damage (this can be just fatigue
>damage) in order to introduce poison into the blood stream.
>

Yes, it is. I've always considered fatigue damage to be bruising,
superficial cuts (such as you might get if your knife slips while
whittling wood or whatever), sprains, strains, slightly torn and pulled
muscles and other such quickly healing injuries. Minor flesh wounds.
Once it starts getting into your endurance, you're getting big, life
threatening, slowly healing wounds (broken bones, deep cuts or
punctures, badly torn muscles and ligaments, severed tendons etc).


>But this dosn't make sence in that 1 point of FT can save, say, 12points of
>damage, either you've been hit or you havn't.
>
>

Are you referring to the fatigue/endurance rule that forbids bleedover
from one type of damage to the other? I think that rule is stupid, and
consequently it doesn't apply in my campaign. Any bleedover hits do
bleed over, but not quite fully. Subtract fatigue and then you take half
of the remainder (rounded up) to Endurance, and tough bananas. Combat
with the type of weapons we're talking about was swift and brutal and
more often than not decided in favor of whoever landed the first solid
hit. Much like what happens in a real life streetfight, the first solid
vital hit can and will drop the other guy unless he's high on meth or
something else, he won't just stand there and recover like James Bond or
other movie heroes.


>My own guess its a bit of both, squirming out of the way tires you
>strains your muscles, blocking/deflecting a blow will still jar.
>After all of this you might not be able to totally avoid the blow
>giving you a scratch or deflecting the blow onto a strong area of
>armour will still leave bruises
>
>

More like those fatigue hits are glancing blows your armor turns aside
but which leave you bruised or with shallow, small cuts that don't do
much more then draw a little blood and cut the skin. This is my opinion
on the subject anyway.

Edi

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

dbarrass_2000 wrote:

>I have a question (I've looked for the answer in the archive and
>can't find it)
>
>Are fatique hits real injuries?
>
>They can be seen as triedness and strains from avoiding being hit. An
>arguement for this is the name, and that 1 point of fatigue is enough
>to squirm out of the way of the average hit, after this you're too
>tired.
>
>Is it brusing and light straches? In support of this is the rule that
>you have to do one point of efective damage (this can be just fatigue
>damage) in order to introduce poison into the blood stream. But this
>dosn't make sence in that 1 point of FT can save, say, 12points of
>damage, either you've been hit or you havn't.
>
>My own guess its a bit of both, squirming out of the way tires you
>strains your muscles, blocking/deflecting a blow will still jar.
>After all of this you might not be able to totally avoid the blow
>giving you a scratch or deflecting the blow onto a strong area of
>armour will still leave bruises
>
>Any other thoughts, disagreements?
>
>David
>
>
>
Group: dqn-list Message: 1614 From: dbarrass_2000 Date: 12/9/2003
Subject: Re: Fatigue hits
--- In dqn-list@yahoogroups.com, "D. Cameron King"
<monarchy2000@h...> wrote:
> David wrote:
>
> >I have a question (I've looked for the answer in the archive and
> >can't find it)
> >
> >Are fatique hits real injuries?
>
> I don't know if there's an "official" answer to your
> question, but I'll point out that viewing Fatigue-only
> hits as anything other than "real" (though possibly
> very minor) injuries introduces all kinds of conceptual
> difficulties--most obviously, as you've already noted,
> the fact that poison can be injected via a strike that
> never actually landed.
>
> Is there some special reason you are wondering, or
> has it just been too quiet here lately? :-)

Its all to do with a thread about lance breakages happening in dq-
rules, I was wondering; if its only a fatigue hit should it have a
risk of breaking. If its the opponent getting out of the way then
the lance has infact missed and should not break, if its glancing
them I'm still not sure. This seemed like a better forum to discuss
this general question

Thanks

David
Group: dqn-list Message: 1615 From: John M. Kahane Date: 12/11/2003
Subject: Re: Fatigue hits
Hullo, David,

On Tue, 09 Dec 2003 13:27:36 -0000, dbarrass_2000 wrote:

>I have a question (I've looked for the answer in the archive and
>can't find it)
>
>Are fatique hits real injuries?

I'm not sure what you mean here by "real injuries"....

>They can be seen as triedness and strains from avoiding being hit.
>An arguement for this is the name, and that 1 point of fatigue is
>enough to squirm out of the way of the average hit, after this
>you're too tired.

As I recall, the Fatigue damage represents the type of injuries
that one can turn into straight bruising and aches and pains, rather
than serious injuries that actually can kill you if not treated and
cured. The exhaustion element of Fatigue is also there, in terms of
the loss due to Encumbrance and exercise and that sort of thing. There
was, if I remember correctly, a section in the DQ rulebook (2nd
Edition, SPI) that addressed this in the basic section on the
Characteristics.

.....Atheism is a non-prophet religion.

JohnK
e-mail: jkahane@comnet.ca
web page: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 1616 From: John M. Kahane Date: 12/11/2003
Subject: Re: Fatigue hits
Hullo, JohnD,

On Tue, 9 Dec 2003 13:32:04 -0000, Davis, John R wrote:

>Interesting in that a loss of 3 fatigue can stun you...but also be
>recovered by a sit down and a nice cup of tea and a slice of cake.

Actually, a loss of 3 Fatigue can't really stun you unless it's
dramatically appropriate or the stunning element comes from something
the GM has established here. As a general rule, a character is
stunned when they take an amount of damage equal to 1/3 of their EN,
rounded up, in any one blow.

.....Imagination is more important than knowledge. (Albert Einstein)

JohnK
e-mail: jkahane@comnet.ca
web page: http://www.comnet.ca/~jkahane
Group: dqn-list Message: 1617 From: Davis, John R Date: 12/12/2003
Subject: Re: Fatigue hits
If you have an endurance of less than 11 you are stunned in one blow

Therefore a loss of 3 FAT can stun you.

As mentioned previous I dont think what fatigue is should be over-examined.
It is so easily recovered I wouldnt put it down to cuts, bruises but as
above so little can be lost to basically makes you helpless and utterly
disorientated for a possible long duration, you also lose it through mental
effort in spell casting.
I guess on the stun front it is likely that the more FAT you lose the
longer you are stunnned, which does make some sense.

JohnD

-----Original Message-----
From: John M. Kahane [mailto:jkahane@comnet.ca]
Sent: 11 December 2003 14:13
To: dqn-list@yahoogroups.com
Subject: RE: [DQN-list] Fatigue hits


Hullo, JohnD,

On Tue, 9 Dec 2003 13:32:04 -0000, Davis, John R wrote:

>Interesting in that a loss of 3 fatigue can stun you...but also be
>recovered by a sit down and a nice cup of tea and a slice of cake.

Actually, a loss of 3 Fatigue can't really stun you unless it's
dramatically appropriate or the stunning element comes from something
the GM has established here. As a general rule, a character is
stunned when they take an amount of damage equal to 1/3 of their EN,
rounded up, in any one blow.

.....Imagination is more important than knowledge. (Albert Einstein)

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 messages from or to the
BGS. . http://www.bgs.ac.uk
*********************************************************************
Group: dqn-list Message: 1618 From: Davis, John R Date: 12/12/2003
Subject: Re: Fatigue hits
Actually it cant include mental energy because in practise the number of
spells you cast is down to how physically well you are. Does make the idea
of skinny young lads opting for magic rather than physical studies when an
orc with 21 End will be able to cast more spells than a human with 7 End.
Almost once toyed with making spell casting drain a stat derived from
willpower not one based originally on endurance. The DQ system implies
spell casting physically drains you not mentally which never really sat well
with me. Has this been attempted anywhere before?

Didnt I mention twice now I dont think this should be over-analysed and here
I go doing just that....

JohnD

-----Original Message-----
From: John M. Kahane [mailto:jkahane@comnet.ca]
Sent: 11 December 2003 14:11
To: dqn-list@yahoogroups.com
Subject: Re: [DQN-list] Fatigue hits


Hullo, David,

On Tue, 09 Dec 2003 13:27:36 -0000, dbarrass_2000 wrote:

>I have a question (I've looked for the answer in the archive and
>can't find it)
>
>Are fatique hits real injuries?

I'm not sure what you mean here by "real injuries"....

>They can be seen as triedness and strains from avoiding being hit.
>An arguement for this is the name, and that 1 point of fatigue is
>enough to squirm out of the way of the average hit, after this
>you're too tired.

As I recall, the Fatigue damage represents the type of injuries
that one can turn into straight bruising and aches and pains, rather
than serious injuries that actually can kill you if not treated and
cured. The exhaustion element of Fatigue is also there, in terms of
the loss due to Encumbrance and exercise and that sort of thing. There
was, if I remember correctly, a section in the DQ rulebook (2nd
Edition, SPI) that addressed this in the basic section on the
Characteristics.

.....Atheism is a non-prophet religion.

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






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Group: dqn-list Message: 1619 From: hollywood314@juno.com Date: 12/12/2003
Subject: Re: Fatigue hits
I have always drawn a parallel from the DQ magic system to that of the Dragonlance world. In Dragonlance, Raistlin starts off as a weak, skinny mage. The simplest of spells would physically drain him. Not until he started gaining in power, was he able to cast more spells. i.e. purchased more FT as he gained experience. Otherwise, you are correct, it doesn't make much sense. So, I've always looked at it that way to avoid hurting my head and losing all my FT.

Steve

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Group: dqn-list Message: 1620 From: jcorey30 Date: 12/12/2003
Subject: Spoof of RPG's
this is only for those who can laugh at themselves a bit.
www.somethingawful.com

It is on their main page, and will be gone tomorrow. I thought it was funny, but i have
been told my sense of humor does not appeal to others.
Group: dqn-list Message: 1621 From: Rodger Thorm Date: 12/19/2003
Subject: DQ Newsletters
Those of you who aren't on the dqnewsletter list may want to go to the list site (http://groups.yahoo.com/group/dqnewsletter/) and look at copies of the Newsletter. I've put out four issues this week, containing plain-text versions of all of the remaining DragonQuest articles from Dragon Magazine.

I had a reader contact me to find out why he had gotten three (and by now four) copies of the Newsletter recently. That is the reason. Sorry if this confused anyone or inundated a mailbox.

Rodger Thorm
DQN Editor
Group: dqn-list Message: 1622 From: Greg Walters Date: 1/4/2004
Subject: DQ stuff on ebay...
I just posted about SPI Universe stuff (on the Universe news group),
so I figured I'd post what DQ stuff is for sale on ebay here too
(while I'm at it).

http://search-desc.ebay.com/ws/search/SaleSearch?
basicsearch=&socolumnlayout=3&satitle=Dragonquest&sotextsearched=2&fro
m=R10&sacategory=220&catref=C1

If that link doesn't work, you might prefer to just do a search using
the keyword "dragonquest" (to begin with). At the moment, you'll
find 8 items.

I think the most noteworthy items are an Alusia map and an Enchanted
Wood scenario.

The Ench Wood doesn't a have a bid yet - I got one not too long ago
myself ;)


- Greg W.
Group: dqn-list Message: 1623 From: cimmeriandoug Date: 1/20/2004
Subject: Need help with dragon quest
Hi I got the dragon quest board game made in the 90s on ebay but the
hero cards are gone. Of course this game cant be played if you dont
know your characters stats. Can anyone help me on this?
Group: dqn-list Message: 1624 From: rthorm Date: 1/20/2004
Subject: Re: Need help with dragon quest
I've approved your message and allowed it to post to the group.

However, this group is for the SPI/TSR role-playing game, rather than
the TSR boardgame of the same name. You may get lucky and find
someone here who is a games completist who has a copy of that game, as
well. But the focus of this group is really on the RPG, and not the
boardgame.

Rodger Thorm
dqn-list Moderator


--- In dqn-list@yahoogroups.com, "cimmeriandoug" <cimmeriandoug@y...>
wrote:
> Hi I got the dragon quest board game made in the 90s on ebay but the
> hero cards are gone. Of course this game cant be played if you dont
> know your characters stats. Can anyone help me on this?
Group: dqn-list Message: 1625 From: andy Date: 1/29/2004
Subject: looking for a pdf of the enchanted woods
hey all i am looking for someone who hase the palace of
onticel and or the enchanted woods game moduals in a pdf
format that they would bee willing to send me
Group: dqn-list Message: 1626 From: Ran Hardin Date: 1/31/2004
Subject: Non-adept compensation
On all the various DQ websites, rules supplements, articles, etc.,
I've found a small but surprising number of folks who felt the need
to provide some sort of compensation for players whose characters
were not members of a magical colllege. This usually invovles the
feeling that some sort of XP bonus is needed for non-adept characters
in order to make things "fair." I'm wondering what general feelings
are out there on that subject?

Dantalion
Group: dqn-list Message: 1627 From: J. Corey Date: 1/31/2004
Subject: Re: Non-adept compensation
Hey Dantalion,

This gets debated from time to time, and I always find the debate
fascinating. Personally, I think the fact that the non-adept can make
his/her Magical Aptitude 5 (and there by save at least 10 attribute
points during character creation) great compensation. If you assume
that the player would have had to spend at least 15 on MA (or 10 points
over the minimum of 5), according the the experience chart, that is
50,000 exp the player can spend on other attributes.
JuanC
On Jan 31, 2004, at 10:04 PM, Ran Hardin wrote:

> On all the various DQ websites, rules supplements, articles, etc.,
> I've found a small but surprising number of folks who felt the need
> to provide some sort of compensation for players whose characters
> were not members of a magical colllege.  This usually invovles the
> feeling that some sort of XP bonus is needed for non-adept characters
> in order to make things "fair."  I'm wondering what general feelings
> are out there on that subject?
>
> Dantalion
>
>
>
>
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Group: dqn-list Message: 1628 From: Martin Gallo Date: 2/1/2004
Subject: Re: Non-adept compensation
I tend to agree with this and would also point out the excellent
advantage of not having to spend XP on spells, thus providing better
advancement with other skills.

Marty

>Hey Dantalion,
>
>This gets debated from time to time, and I always find the debate
>fascinating. Personally, I think the fact that the non-adept can
>make his/her Magical Aptitude 5 (and there by save at least 10
>attribute points during character creation) great compensation. If
>you assume that the player would have had to spend at least 15 on MA
>(or 10 points over the minimum of 5), according the the experience
>chart, that is 50,000 exp the player can spend on other attributes.
>JuanC
>On Jan 31, 2004, at 10:04 PM, Ran Hardin wrote:
>
>>On all the various DQ websites, rules supplements, articles, etc.,
>>I've found a small but surprising number of folks who felt the need
>>to provide some sort of compensation for players whose characters
>>were not members of a magical colllege. This usually invovles the
>>feeling that some sort of XP bonus is needed for non-adept characters
>>in order to make things "fair." I'm wondering what general feelings
>>are out there on that subject?
>>
>>Dantalion

--


"If you haven't got your health, at least you have something to talk about."

"They say that everything happens for a reason. I am just tired of
that reason being to make me unhappy or embarrassed."

"You can't make a baby in a month using nine women, but it sounds
like it would be fun to try!"

"Does it ever occur to women that maybe it is their butts that make
their pants look big?"
Group: dqn-list Message: 1629 From: Fred Kiesche Date: 2/1/2004
Subject: New Member
Greetings:

Just joined, after joining (a while back) the Universe RPG related
groups. I had looked at DQ way back when, but never did anything with
it. Perhaps if groups like this had existed then, I would have been
more involved!

A few silly questions...

(1) If I'm going to try to buy a copy on eBay, are there real
differences between the editions? Should I aim for the third?

(2) How "generic" is DQ (it's been a loooonnnggg time since I've seen
a copy)? Could I (for example) run a "Lord of the Rings" background
campaign? A Katherine Kurtz "Deryini" style campaign? Or am I tied
into a background already?

(3) I notice that the group does not have any links listed (like the
Universe group does). Anybody recommend good websites for DQ to look
at?

Thanks!

Fred Kiesche
Group: dqn-list Message: 1630 From: rthorm Date: 2/1/2004
Subject: Re: New Member
Hello Fred and welcome,

For someone who has not been involved with DQ, there's nothing silly
about your questions. My thoughts on these points are as follows:

1. Second edition is the preferred version. Third edition was a
bowdlerized version put out by TSR after they had acquired the rights
to SPI's old properties. Third edition incorporated a couple changes
that might arguably be worthwhile, but the vast majority of what was
detrimental.

2. DQ is solely a game system. There's no background provided in the
rules. (SPI did produce an accessory called 'Frontiers of Alusia'
with a large map and a small gazetteer, but that, too, is very thin by
any standard.) DQ requires the GM to create (or get from some other
source) the background setting to be used for the campaign.

3. You probably missed the mirror of the DQPA's links on the DQN-list
page. You might also check the DQPA site itself
(http://www.dragonquest.org), and then check the links from there.
There is also the dq-rules yahoo group
(http://groups.yahoo.com/group/dq-rules/) and the DragonQuest
Newsletter (http://groups.yahoo.com/group/dqnewsletter/) which you may
want to investigate as well.

Take a look at these to get started. Welcome to the DQ community.

Rodger Thorm
--DQN-list Moderator

--- In dqn-list@yahoogroups.com, "Fred Kiesche"
<godel2escher2bach@y...> wrote:
> A few silly questions...
>
> (1) If I'm going to try to buy a copy on eBay, are there real
> differences between the editions? Should I aim for the third?
>
> (2) How "generic" is DQ (it's been a loooonnnggg time since I've seen
> a copy)? Could I (for example) run a "Lord of the Rings" background
> campaign? A Katherine Kurtz "Deryini" style campaign? Or am I tied
> into a background already?
>
> (3) I notice that the group does not have any links listed (like the
> Universe group does). Anybody recommend good websites for DQ to look
> at?
Group: dqn-list Message: 1631 From: Martin Gallo Date: 2/1/2004
Subject: Re: New Member
Fred,

Jut to follow up a little bit more...

>1. Second edition is the preferred version. Third edition was a
>bowdlerized version put out by TSR after they had acquired the rights
>to SPI's old properties. Third edition incorporated a couple changes
>that might arguably be worthwhile, but the vast majority of what was
>detrimental.

I agree with this and note that the third edition is easier to
acquire and there is a document somewhere that lists most of the
changes. Basically the system uses experience point modifiers to
distinguish between races and to determine the difficulty of
advancing in certain skills. A lot of the modifiers were changed
between the second and third editions. TSR also dropped one whole
branch (Greater Summonings, for summoning demons - pretty nasty stuff
that our groups never used) of magic out of the rules but added two
more.
Group: dqn-list Message: 1632 From: John Rauchert Date: 2/1/2004
Subject: Re: Non-adept compensation
RE: [DQN-list] Non-adept compensation

 As well non-adepts can handle cold iron weapons and armor without resorting to expensive alternatives (ie truesilver) 29.1 and also get an immediate bonus of +20 to their magic resistance 31.4 giving them a survival advantage early in the campaign.

JohnR

-----Original Message-----
From: Martin Gallo
To: dqn-list@yahoogroups.com
Sent: 01/02/04 8:24 AM
Subject: Re: [DQN-list] Non-adept compensation

I tend to agree with this and would also point out the excellent
advantage of not having to spend XP on spells, thus providing better
advancement with other skills.

Marty

>Hey Dantalion,
>
>This gets debated from time to time, and I always find the debate
>fascinating.  Personally, I think the fact that the non-adept can
>make his/her Magical Aptitude 5 (and there by save at least 10
>attribute points during character creation) great compensation.  If
>you assume that the player would have had to spend at least 15 on MA
>(or 10 points over the minimum of 5), according the the experience
>chart, that is 50,000 exp the player can spend on other attributes.
>JuanC
>On Jan 31, 2004, at 10:04 PM, Ran Hardin wrote:
>
>>On all the various DQ websites, rules supplements, articles, etc.,
>>I've found a small but surprising number of folks who felt the need
>>to provide some sort of compensation for players whose characters
>>were not members of a magical colllege.  This usually invovles the
>>feeling that some sort of XP bonus is needed for non-adept characters
>>in order to make things "fair."  I'm wondering what general feelings
>>are out there on that subject?
>>
>>Dantalion

Group: dqn-list Message: 1633 From: illy48197 Date: 2/2/2004
Subject: [OT] Free Roleplaying Rules
This is for anyone who wants to take a look at another Roleplaying
system. Columbia Games are currently offering a free download PDF of
their latest core rules, Harmmaster 3. Here's the url:

http://www.columbiagames.com/cgi-bin/query/cfg/zoom.cfg?
product_id=4001

-Joe Orosz
Group: dqn-list Message: 1634 From: David Chappell Date: 2/2/2004
Subject: Re: New Member
--- In dqn-list@yahoogroups.com, "Fred Kiesche" <godel2escher2bach@y...> wrote:

==snip==
> (2) How "generic" is DQ (it's been a loooonnnggg time since I've seen
> a copy)? Could I (for example) run a "Lord of the Rings" background
> campaign? A Katherine Kurtz "Deryini" style campaign? Or am I tied
> into a background already?
==snip==

From what I remember of the designer notes in Arcane Wisdom, the Deryni series was actually the inspiration for The College of Sorceries of the Mind and the Star Magics division of the College of Celestial Magics was inspired by Tolkien's elves.

The interesting thing about the "generic" system, though, is that without a lot of "official" background material for the game, campaigns seem to be forced to be original. That is, none of the DQ games I've played in ever felt generic. They always seemed to have more depth and life than games I played in packaged worlds.

-David
Group: dqn-list Message: 1635 From: Fred Kiesche Date: 2/3/2004
Subject: Re: Digest Number 270
Greetings:

"The interesting thing about the "generic" system,
though, is that without a lot of "official" background
material for the game, campaigns seem to be forced to
be original. That is, none of the DQ games I've played
in ever felt generic. They always seemed to have more
depth and life than games I played in packaged
worlds."

That's kind of my intention. I've liked (for example)
the Deryni stories since I first read them in the
early 70's. But adapting them to work with (for
example D&D would entail a lot of work on my part and
probably would not work for the gamers. Something
without a lot of background would allow me to strip in
the stuff needed to suit my needs.

Many thanks for everyone's comments!



=====
Fred Kiesche (FPK3)

My books are water; those of great geniuses are wine. Everybody drinks water.

--Mark Twain, "Notebook"

Science, science fiction and more. See "The Eternal Golden Braid" at: <http://theeternalgoldenbraid.blogspot.com/>

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Group: dqn-list Message: 1636 From: Arturo Algueiro Melo Date: 2/4/2004
Subject: Re: Non-adept compensation
Hi, people...
The problem I see on this subject arises when the non-adept wants to become hero. It is very
difficult and time consuming to get 8 skills at level 8. On the other hand, mages get level 8 in a
matter of days, and with less XP expenditure.
Best regards... Arturo

_________________________________________________________
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Group: dqn-list Message: 1637 From: David Chappell Date: 2/4/2004
Subject: Re: Non-adept compensation
--- In dqn-list@yahoogroups.com, Arturo Algueiro Melo <aleam00@y...> wrote:
> Hi, people...
> The problem I see on this subject arises when the non-adept wants to become hero. It is very
> difficult and time consuming to get 8 skills at level 8. On the other hand, mages get level 8 in a
> matter of days, and with less XP expenditure.
> Best regards... Arturo
>

The problem is not really EP cost in and of itself, but how the time factor impacts on EP cost. For example:

You have two characters at Mercenary level. One is an adept and the other isn't. The adept spends one day and 50 experience points to get some minor spell up to rank 1. The non-adept spends 25 EP and 2 weeks to get dagger to rank 1. Now the adept has 13 days unaccounted for. He could possibly adventure during that time and not only get more experience but also be able to raise that spell yet another rank. Or he could just spend those 13 days training for experience, gaining 195 EPs.

The way my gaming group always handled this problem is by requiring that at least half of the abilities used to achieve adventurer or hero be skills, weapons or rituals. Adepts still reach these milestones slightly ahead of non-adepts, but they have so many more abilities to spend experience on that it ends up not mattering.

-David
Group: dqn-list Message: 1638 From: deven@bright.net Date: 2/5/2004
Subject: Re: Non-adept compensation
On 5 Feb 2004 at 5:16, David Chappell wrote:

> --- In dqn-list@yahoogroups.com, Arturo Algueiro Melo <aleam00@y...>
> wrote: > Hi, people... > The problem I see on this subject arises when
> the non-adept wants to become hero. It is very > difficult and time
> consuming to get 8 skills at level 8. On the other hand, mages get
> level 8 in a > matter of days, and with less XP expenditure. > Best
> regards... Arturo >
>
> The problem is not really EP cost in and of itself, but how the time
> factor impacts on EP cost. For example:
>
> You have two characters at Mercenary level. One is an adept and the
> other isn't. The adept spends one day and 50 experience points to get
> some minor spell up to rank 1. The non-adept spends 25 EP and 2 weeks
> to get dagger to rank 1. Now the adept has 13 days unaccounted for. He
> could possibly adventure during that time and not only get more
> experience but also be able to raise that spell yet another rank. Or
> he could just spend those 13 days training for experience, gaining 195
> EPs.
>
> The way my gaming group always handled this problem is by requiring
> that at least half of the abilities used to achieve adventurer or hero
> be skills, weapons or rituals. Adepts still reach these milestones
> slightly ahead of non-adepts, but they have so many more abilities to
> spend experience on that it ends up not mattering.
>
> -David

If the group is a bunch of munchkins and all they are worried about is
getting to hero class as fast as possible, yes the difference is very great
and will be viewed as a "problem" by the munchkins. However, if the
players are really roleplaying, and the person who plays the adept
realizes that they really do need Horsemanship, that they really do
need other skills to have a well rounded character, then they are not
going to push to get to hero asap. What good is an adept that can't ride
with the party, can't bind wounds, etc? I played an adept, and it was a
lot of fun to flesh out the character and not just ramp up spells to rank 8.
Group: dqn-list Message: 1639 From: hollywood314@juno.com Date: 2/5/2004
Subject: Re: Non-adept compensation
I agree with the last comment. Adepts that only focus on cheap Gen. Know. spells are only hurting themselves. But, there is still a payoff to this type of advancement. If all players start out earning 600 xp per adventure, an adept that gets 8 skills to rank 4 will now get twice as much xp. 600 xp will allow that character to catch up real fast.

My problem with the adept vs. non-adept hero level is weapons. Only a few weapons can be advanced to rank 8. Therefore, if any non-adept player is considering the longterm goals of his character, he won't waste time advancing in weapons that don't reach rank 8. I realize that that isn't realistic roleplaying, but its the truth. I've found myself thinking that many times. As a result, the same weapons are used over and over again, while others like the mace, warhammer, morningstar never get used. Thats just my observation from the group I played with. Maybe it doesn't hold true across the board.

Stephen

________________________________________________________________
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Group: dqn-list Message: 1640 From: Mandos Date: 2/5/2004
Subject: Re: Non-adept compensation
> My problem with the adept vs. non-adept hero level is weapons.
> Only a few weapons can be advanced to rank 8. Therefore, if any
> non-adept player is considering the longterm goals of his
> character, he won't waste time advancing in weapons that don't
> reach rank 8. I realize that that isn't realistic roleplaying,
> but its the truth. I've found myself thinking that many times.
> As a result, the same weapons are used over and over again, while
> others like the mace, warhammer, morningstar never get used.
> Thats just my observation from the group I played with. Maybe it
> doesn't hold true across the board.

That does hold true to an extent in our campaign as well, however like real
life god things get used a lot and the other weapons definatly get used,
particularly if GM's give out odd magic weapons.

Mandos
/s
Group: dqn-list Message: 1641 From: Ran Hardin Date: 2/5/2004
Subject: Re: Non-adept compensation
--- In dqn-list@yahoogroups.com, hollywood314@j... wrote:

>
> My problem with the adept vs. non-adept hero level is weapons.
Only a few weapons can be advanced to rank 8. Therefore, if any non-
adept player is considering the longterm goals of his character, he
won't waste time advancing in weapons that don't reach rank 8. I
realize that that isn't realistic roleplaying, but its the truth.
I've found myself thinking that many times. As a result, the same
weapons are used over and over again, while others like the mace,
warhammer, morningstar never get used. Thats just my observation
from the group I played with. Maybe it doesn't hold true across the
board.
>

That's an interesting point. I have written up house rules that
allow character to advance in rank past the max. rank for a weapon
listed in the charts. I just ramped up the XP cost, and especially
the time factor involved, reasoning that a character fanatically
devoted to, say, wielding a mace could actually invent "new"
techniques and styles that would push him to hitherto unknown heights
of proficiency.
Group: dqn-list Message: 1642 From: Arturo Algueiro Melo Date: 2/6/2004
Subject: Re: Non-adept compensation
> Date: Thu, 5 Feb 2004 13:51:02 GMT
> From: hollywood314@juno.com
> Subject: Re: Re: Non-adept compensation
>
>
> I agree with the last comment. Adepts that only focus on cheap Gen. Know. spells are only
> hurting themselves. But, there is still a payoff to this type of advancement. If all players
> start out earning 600 xp per adventure, an adept that gets 8 skills to rank 4 will now get twice
> as much xp. 600 xp will allow that character to catch up real fast.

A key point here is XP earning. As the DQ manual says, when the players don't see their characters
improving their skills as adventures go by, they can be frustrated. A quick way to get more XP's
while adventuring, is to become adventurer or hero. On the other hand, you can penalize this
behaviour by awarding less XP to that character on the next adventures, as stated on the
'Experience Awards' rule.
By the way, I determined that the minimum interadventure upkeep for a mercenary to be a Moderate
life-style (45 SP per week), Comfortable for adventurers (65 SP), and Expensive for heroes (100
SP). It is a way to 'pay' for the increased status.

> My problem with the adept vs. non-adept hero level is weapons. Only a few weapons can be
> advanced to rank 8. Therefore, if any non-adept player is considering the longterm goals of his
> character, he won't waste time advancing in weapons that don't reach rank 8. I realize that
> that isn't realistic roleplaying, but its the truth. I've found myself thinking that many
> times. As a result, the same weapons are used over and over again, while others like the mace,
> warhammer, morningstar never get used. Thats just my observation from the group I played with.
> Maybe it doesn't hold true across the board.

I coped with this by using the WARRIOR skill, and allowing warriors to upgrade their weapons 1
level past the maximum. Therefore, they get very useful weapons eligible for heroes (Battle Axe,
Hand&Half). I agree with you on the limited subset of weapons chosen by the characters.

Best regards... Arturo

=====


_________________________________________________________
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Group: dqn-list Message: 1643 From: hollywood314@juno.com Date: 2/9/2004
Subject: Re: Non-adept compensation
Ran & Arturo:

Do either of you have your house rules in a format that you could pass on. I'd really like to see what you've come up with. I've tossed different ideas around for a while and have never been able to come up with anything I was happy with.

Stephen

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Group: dqn-list Message: 1644 From: hollywood314@juno.com Date: 2/9/2004
Subject: Re: Non-adept compensation
"That does hold true to an extent in our campaign as well, however like real life god things get used a lot and the other weapons definatly get used, particularly if GM's give out odd magic weapons."


Mandos:

Good point.

Stephen



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Group: dqn-list Message: 1645 From: Arturo Algueiro Melo Date: 2/10/2004
Subject: Re: Non-adept compensation
Stephen:
It may take a little while, because they are mostly in spanish, but I can post them in the forum
(and perhaps also in dqn-rules).
Best regards... Arturo
> Ran & Arturo:
>
> Do either of you have your house rules in a format that you could pass on. I'd really like to
> see what you've come up with. I've tossed different ideas around for a while and have never
> been able to come up with anything I was happy with.
>
> Stephen


_________________________________________________________
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Group: dqn-list Message: 1646 From: hollywood314@juno.com Date: 2/10/2004
Subject: Re: Non-adept compensation
Don't kill yourself over it. I just thought if it was already in a text format, it would be easy to post. So, take your time.

Stephen

________________________________________________________________
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Group: dqn-list Message: 1647 From: Greg Walters Date: 2/15/2004
Subject: GMed 2 sessions of DQ at a convention yesterday!
Greetings All!

I think DragonQuest got some good exposure at OCRCON in Southern
California ( see www.Strategicon.net ). Anyway, enough people played
in order for me to run two (of three scheduled events) at that
convention yesterday.

I'm hopeful that a few of the guys 'n gals who participated will be
here.


Game On Everyone!

- Greg W.
Group: dqn-list Message: 1648 From: uniond Date: 2/27/2004
Subject: Re: Non-adept compensation
Hi
Can you re-explain what you're looking for? I have a ton of house
rules related to this kind of stuff that I could post some
extracts from.

Some basics -
1 - non adepts start out with rank 4 in their primary 'skill', sort
of their equivalent 'profession'.
2 - magic resistance is WP for adepts and WP * 1.5 for non adepts.
This is because Adepts can purify and add to it.
3 - Increase the magic resistance of some of the monsters. Some of
the more powerful magical monsters, like dragons, you can give
a 'magic immunity' roll of about 15% (grev roll) on their Magic
Resistance that means they take no effect at all from the spell.

This goes a long way toward fixing the issues. Enforcing the idea
that if metal of any sort is worn or even carried a lot (a big sword,
for example) the magic won't work: this helps. This way magicians
trying to fight always do a lot less damage and break their weapons a
lot.

Then also the magicians spend lots more points, so he non adepts can
increase their PERC faster and then always go first and can usually,
in a fight, cut down the adept before they can get a spell off.

Finally, include smart human opposition that takes advantage of
things like this. A guy with a bow can do a lot to a guy that doesn't
wear armor especially when he gets to go first and has the same range
as the adept - or 'far enough' if the GM can work the scenarios right.

And if the guy with the bow hits the adept with an arrow that has
some iron/metal in it, of course casting can then get problematic.

You have to tune 'the amount' based on the problems you are
specifically having in your campaign.

A magician being grappled can't wave their arms around to cast
any spell. An opponent casting a counterspell on an area can keep all
magic of a given type from being cast in a room, for example.

Make the Adept work real hard to be helpful and survivable to the
group. By the time the non-adept is fairly advanced in weaponry
they'll stand out particularly well in all fight scenes when
compared to the adept. Their skills they'll have more time and points
to work on will also stand them pretty well in the 'thinking parts'
and other non fighting parts of the scenario and the game then goes
pretty well for them by comparison.

Cut down on things like investment ritual - one way is to make it
expensive compared to your campaign, decrease the cast chance by 25%
for invested items, and make them 'wear out' if not used after a
period of time. I would not remove it, it's a thing many of the
players liked and had fun with, but I did make it a bit harder to
abuse.

Finally, there are a few spells that are 'mis-balanced', just fix
them by fixing up the spell percentages (lower as needed) or drop the
damage a little. Fix the ones that are bothering your particular
campaign, you don't have to get them 'all' (in my house rules I've
tried to do that, it was a lot of work).

DMU


--- In dqn-list@yahoogroups.com, hollywood314@j... wrote:
>
> Ran & Arturo:
>
> Do either of you have your house rules in a format that you could
pass on. I'd really like to see what you've come up with. I've
tossed different ideas around for a while and have never been able to
come up with anything I was happy with.
>
> Stephen
>
> ________________________________________________________________
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Group: dqn-list Message: 1649 From: David Chappell Date: 3/11/2004
Subject: Power Levels of the Magical Colleges
I was looking through some of the old Dragon Magazine articles
recently and was once again amazed to read this first line in the
Enhancing the Enchanter article:

"Of the twelve initial Magical Colleges in the DRAGONQUEST™ game
system, the College of Ensorcelments and Enchantments is my
favorite. So it makes me just a bit unhappy to realize that it's
also the weakest of the twelve."

I've GM'd DragonQuest a lot more over the years than I have played
it. And from the perspective of a GM, I always found Ensorcelments
and Enchantments a close second for most powerful college. For
starters, they actually get a variety of useful general knowledge
spells. Charming and Enchanted Sleep do not have very good cast
chances, but they are undeniably useful spells. Invisibility is both
useful and has a good base chance. Ventriloquism is the only one of
the special knowledge spells that doesn't just beg to be used every
adventure. And it has a high enough cast change that on those rare
occasions it is useful, it can be cast even without having spent a
lot of effort raising it. I have trouble seeing how a character who
can haste the party, slow their enemies, enchant weapons, and go
invisible is the weakest one. I'll admit, it doesn't quite have the
same fright factor as the Mind Sorcerer who can hide out a couple of
houses down, use Telepathy and Mental Attack to put everyone to
sleep, Healing his fatigue as necessary, then use Invisibility to
walk in and slit the throats of all his unconscious victims. But it
isn't weak.

I realize that some people consider Fire Magics to be the most
powerful college. And they are very good at picking out a single
opponent and making him very dead. Until they get a high rank in
Hellfire, though, they are not very good at hurting multiple
targets. Ball of Fire is one of the weakest area effect spells in
the game. If you're fighting one big bad monster, a Fire Mage is
your guy. But if you're dealing with a horde of goblins, an Air Mage
is likely a lot more useful. He doesn't have a lot of long range
spells, but he also doesn't have very many single target spells,
either. Of course, the Enchanter (yes, I'm still harping on him)
isn't rendered useless in a driving rain or while crawling around in
a dungeon.

For the most part, though, the colleges are balanced. In my opinion
anyway. Some of them have utility where others just have destructive
power. And a brute force college doesn't require as much player
competence to make it powerful, but I've always been blessed
(cursed?) with smart players. I'm not saying there are no problems,
but in general it comes out in the wash.

These are, of course, just my opinions. What do the rest of you
think?

-David
Group: dqn-list Message: 1650 From: D. Cameron King Date: 3/11/2004
Subject: Re: Power Levels of the Magical Colleges
>From: "David Chappell" <kaith_athanes@yahoo.com>
>
>I was looking through some of the old Dragon Magazine articles
>recently and was once again amazed to read this first line in the
>Enhancing the Enchanter article:
>
>"Of the twelve initial Magical Colleges in the DRAGONQUEST� game
>system, the College of Ensorcelments and Enchantments is my
>favorite. So it makes me just a bit unhappy to realize that it's
>also the weakest of the twelve."

That was Crabaugh, right? Same guy who wrote "The
Warrior Alternative?" He was an idiot.

I agree with you, David, that the Colleges are basically
well-balanced. But I'll add one personal observation: I've
never seen a player pick Water Magics. (Of course, I'm
sure there's someone on this listserv who has had a
different experience. Make your own conclusions.)

-Cameron

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Group: dqn-list Message: 1651 From: J. K. Hoffman Date: 3/11/2004
Subject: Re: Power Levels of the Magical Colleges
D. Cameron King wrote:
>That was Crabaugh, right? Same guy who wrote "The
>Warrior Alternative?" He was an idiot.

Well, I'm not sure I'd go quite *that* far, but he
sure didn't seem to have a very good understanding of
the rules. I know *I* didn't understand some key
points until we had that debate about the "Warrior
Alternative" article some months back.

>I agree with you, David, that the Colleges are
basically
>well-balanced. But I'll add one personal
observation: I've
>never seen a player pick Water Magics. (Of course,
I'm
>sure there's someone on this listserv who has had a
>different experience. Make your own conclusions.)
>
>-Cameron

I always figured that a more water-based game world
would favor Water Magics. You know, an island chain,
or a group of sailing explorers. OTH, when I
read "Enhancing the Enchanter" I always figured he'd
used an older version of the rules or something. The
Bantam 2nd edition just didn't bear out what he was
saying. At least, I couldn't see it. Frankly, I
always thought the College of Celestial Magics was the
weakest, due to their limitations based on daylight,
shadow, and such. But, frankly, the differences
in "power" between the Colleges seemed minor at best
and mainly related to the creativity of the Adept.

Thanks,
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: 1652 From: Jamie Coleman Date: 3/11/2004
Subject: Re: Power Levels of the Magical Colleges
J. K. Hoffman wrote:

>I always figured that a more water-based game world
>would favor Water Magics. You know, an island chain,
>or a group of sailing explorers. OTH, when I
>read "Enhancing the Enchanter" I always figured he'd
>used an older version of the rules or something. The
>Bantam 2nd edition just didn't bear out what he was
>saying. At least, I couldn't see it. Frankly, I
>always thought the College of Celestial Magics was the
>weakest, due to their limitations based on daylight,
>shadow, and such. But, frankly, the differences
>in "power" between the Colleges seemed minor at best
>and mainly related to the creativity of the Adept.
>
>

I never saw anyone pick Water magics, either. Even in a water heavy
world, I'd personally be more inclined towards Air than Water, because
you've still got some good ship-friendly spells plus more generally
useful (and aggressive) ones.

E&E occasionally struck me as being potentially the most powerful. It's
been a while since I've looked through the rules, but I recall a player
making hellishly good use of some of the spells in there -- like the
speed spell, invisibility, and then wasn't there an enhance enchantment
spell? The effects aren't as direct as the other colleges, but they
had a much more impressive cumulative effect on the party's abilities.

The Celestial magics was popular in our group. It had, IMO, one of the
best blends of spells, which offset the environmental penalties. Our
group tended a bit more towards skulking than having big stand up fights
out in the sunshine though. ;)

--jamie
Group: dqn-list Message: 1653 From: David Chappell Date: 3/11/2004
Subject: Re: Power Levels of the Magical Colleges
> I never saw anyone pick Water magics, either. Even in a water
heavy
> world, I'd personally be more inclined towards Air than Water,
because
> you've still got some good ship-friendly spells plus more
generally
> useful (and aggressive) ones.

I agree, Water Magics doesn't have a lot to draw the adventuring
type. It makes for great NPCs, though.

> E&E occasionally struck me as being potentially the most
powerful. It's
> been a while since I've looked through the rules, but I recall a
player
> making hellishly good use of some of the spells in there -- like
the
> speed spell, invisibility, and then wasn't there an enhance
enchantment
> spell? The effects aren't as direct as the other colleges, but
they
> had a much more impressive cumulative effect on the party's
abilities.

Right. Enchanters can be pretty nasty at higher levels on their own,
but what they do to the power level of a party is just insane.

> The Celestial magics was popular in our group. It had, IMO, one
of the
> best blends of spells, which offset the environmental penalties.
Our
> group tended a bit more towards skulking than having big stand up
fights
> out in the sunshine though. ;)
>

Celestial Dark was always very popular in my groups. Spell of
Darkness has a high base chance and a low cost and can be used to
offset those pesky daylight penalties. A clever shadow weaver can
usually make things beneficial for himself, too. I would think that
Star Mages would be the most limited, since there is little they can
do to affect their modifiers. I can't say for absolute certain,
though, since in all the games I've run or played in, I've never
seen one played. But Dark Mages always seemed to me to be a
compromise between the raw power of an elemental and the utility of
a thaum. They can't dish out as much damage as an Air or Fire mage
and they don't have a spell for every situation like Enchanters, but
they are definitely close behind in both categories.

I wish I could pick a favorite, but it keeps changing depending on
my mood. That's one of the things I enjoy about DragonQuest, though.
It is so easy to tailor a character's abilities to the personality
you want them to have.

-David
Group: dqn-list Message: 1654 From: J. K. Hoffman Date: 3/11/2004
Subject: Re: Power Levels of the Magical Colleges
David Chappell wrote:
>I wish I could pick a favorite, but it keeps changing
depending on
>my mood. That's one of the things I enjoy about
DragonQuest, though.
>It is so easy to tailor a character's abilities to
the personality
>you want them to have.
>

I always thought an Enchanter who was also an
Alchemist and a Mechanician would be really, really
cool. Imagine the endless possibilities.... Of
course, I never got around to it, but if I ever start
playing DQ again... (Yeah, right. Like I can squeeze
that in with a family and two jobs. Ah, well, I can
dream.)

Thanks,
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: 1655 From: Steven Wiles Date: 3/11/2004
Subject: Re: Non-adept compensation
Finally, a chance to reply to stuff...

--- uniond <d.union@verizon.net> wrote:

> 2 - magic resistance is WP for adepts and WP * 1.5
> for non adepts.

Is this in addition to the +30 that non-adepts already
get?

> This goes a long way toward fixing the issues.
> Enforcing the idea
> that if metal of any sort is worn or even carried a
> lot (a big sword,
> for example) the magic won't work: this helps. This
> way magicians
> trying to fight always do a lot less damage and
> break their weapons a
> lot.

In our groups, we ruled that more than about a pound
of cold iron on a person kept you from casting. In
other words, mages could have daggers on them, and
that's about it.

> Then also the magicians spend lots more points, so
> he non adepts can
> increase their PERC faster and then always go first
> and can usually,
> in a fight, cut down the adept before they can get a
> spell off.

I do think people tend to underestimate how much
spells end up costing in XP for mages. Stuffs cheap
at first, usually, but OY! does it get harsh.

> things like this. A guy with a bow can do a lot to a
> guy that doesn't
> wear armor especially when he gets to go first and
> has the same range
> as the adept - or 'far enough' if the GM can work
> the scenarios right.

Yeah, every arrow head brings a little cold iron into
the situation, literally. Plus, ranged weapons do
damage going in -and- coming out and they lower
Agility --> IV, and mages don't wear good armor.
Competent archers are every mage's second worst
nightmare, in my experience.

Incidentally, coming back to the arrow head thing,
does anyone know how much a medieval arrow head
weighs? I've always assumed three ounces...?

> A magician being grappled can't wave their arms
> around to cast
> any spell. An opponent casting a counterspell on an
> area can keep all
> magic of a given type from being cast in a room, for
> example.

A competent Namer is a mage's first worse nightmare.

> Cut down on things like investment ritual - one way

There's been a lot of discussion about investments on
this list. It's arguably the most broken rule
mechanic in DQ as written.

> Finally, there are a few spells that are
> 'mis-balanced', just fix
> them by fixing up the spell percentages (lower as
> needed) or drop the
> damage a little. Fix the ones that are bothering
> your particular
> campaign, you don't have to get them 'all' (in my
> house rules I've
> tried to do that, it was a lot of work).

I've often wondered what the numbers would be for
things like Base Chance, Exp Mult, etc. if one applied
the Arcane Wisdom rules for making new spells to old
spells. I've never had the gumption/free time to do
it myself. Has anyone else?

It's pretty easy to make certain special knowledge
spells unavailable to a PC mage if you don't want it
in your campaign. He/she just can't find anyone to
-teach- it to them.

Mort

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Group: dqn-list Message: 1656 From: Steven Wiles Date: 3/11/2004
Subject: Re: Power Levels of the Magical Colleges
--- "J. K. Hoffman" <ryumaou@sbcglobal.net> wrote:

> I always thought an Enchanter who was also an
> Alchemist and a Mechanician would be really, really
> cool. Imagine the endless possibilities.... Of
> course, I never got around to it, but if I ever
> start
> playing DQ again... (Yeah, right. Like I can
> squeeze
> that in with a family and two jobs. Ah, well, I can
> dream.)
>
> Thanks,
> Jim

Oh, I had the same idea. I had an Enchanter /
Mechanician character, but that campaign didn't run
long enough to develop him. In my mind I had already
planned out his unstoppable army of magically animated
machinae minions. :) As you say, one can dream.

Mort

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Group: dqn-list Message: 1657 From: Martin Gallo Date: 3/11/2004
Subject: Re: Power Levels of the Magical Colleges
If I EVER get to run a game again, the campaign will be centered on
an area that will make use of water magics a desired college. I am
willing to bet that few of the players will recognize that for their
first character.

Marty

>well-balanced. But I'll add one personal observation: I've
>never seen a player pick Water Magics. (Of course, I'm
>sure there's someone on this listserv who has had a
>different experience. Make your own conclusions.)

--


"If you haven't got your health, at least you have something to talk about."

"They say that everything happens for a reason. I am just tired of
that reason being to make me unhappy or embarrassed."

"You can't make a baby in a month using nine women, but it sounds
like it would be fun to try!"

"Does it ever occur to women that maybe it is their butts that make
their pants look big?"