Messages in dqn-list group. Page 38 of 80.

Group: dqn-list Message: 1858 From: J. K. Hoffman Date: 3/16/2005
Subject: Re: The Enchanted Wood - DQ Adventure Three
Group: dqn-list Message: 1859 From: D. Cameron King Date: 3/16/2005
Subject: Re: The Stun Rule - Do you use it?
Group: dqn-list Message: 1860 From: dq@johncorey.com Date: 3/16/2005
Subject: Re: The Stun Rule - Do you use it?
Group: dqn-list Message: 1861 From: dq@johncorey.com Date: 3/16/2005
Subject: Re: New to the group...
Group: dqn-list Message: 1862 From: dq@johncorey.com Date: 3/16/2005
Subject: Re: The Enchanted Wood - DQ Adventure Three
Group: dqn-list Message: 1863 From: dq@johncorey.com Date: 3/16/2005
Subject: Re: The Enchanted Wood - DQ Adventure Three
Group: dqn-list Message: 1864 From: John Rauchert Date: 3/16/2005
Subject: Re: The Enchanted Wood - DQ Adventure Three
Group: dqn-list Message: 1865 From: darkislephil Date: 3/16/2005
Subject: Re: The Enchanted Wood - DQ Adventure Three
Group: dqn-list Message: 1866 From: John Rauchert Date: 3/16/2005
Subject: Re: The Enchanted Wood - DQ Adventure Three
Group: dqn-list Message: 1867 From: J. K. Hoffman Date: 3/16/2005
Subject: Re: The Enchanted Wood - DQ Adventure Three
Group: dqn-list Message: 1868 From: rthorm Date: 3/16/2005
Subject: Redmond Simonsen
Group: dqn-list Message: 1869 From: rthorm Date: 3/16/2005
Subject: Re: The Stun Rule - Do you use it?
Group: dqn-list Message: 1870 From: darkislephil Date: 3/16/2005
Subject: Re: The Stun Rule - Do you use it?
Group: dqn-list Message: 1871 From: darkislephil Date: 3/16/2005
Subject: Re: Redmond Simonsen
Group: dqn-list Message: 1872 From: darkislephil Date: 3/16/2005
Subject: Re: The Stun Rule - Do you use it?
Group: dqn-list Message: 1873 From: Jason Winter Date: 3/16/2005
Subject: Detect Aura talent
Group: dqn-list Message: 1874 From: D. Cameron King Date: 3/16/2005
Subject: Re: The Stun Rule - Do you use it?
Group: dqn-list Message: 1875 From: darkislephil Date: 3/16/2005
Subject: Re: Detect Aura talent
Group: dqn-list Message: 1876 From: darkislephil Date: 3/16/2005
Subject: Re: The Stun Rule - Do you use it?
Group: dqn-list Message: 1877 From: D. Cameron King Date: 3/16/2005
Subject: Re: The Stun Rule - Do you use it?
Group: dqn-list Message: 1878 From: Russ Jones Date: 3/16/2005
Subject: Re: The Stun Rule - Do you use it?
Group: dqn-list Message: 1879 From: darkislephil Date: 3/16/2005
Subject: Re: The Stun Rule - Do you use it?
Group: dqn-list Message: 1880 From: darkislephil Date: 3/16/2005
Subject: The Backfire Table - Evil & Cruel or Exciting & Challenging
Group: dqn-list Message: 1881 From: dbarrass_2000 Date: 3/17/2005
Subject: Re: The Backfire Table - Evil & Cruel or Exciting & Challenging
Group: dqn-list Message: 1882 From: dbarrass_2000 Date: 3/17/2005
Subject: Re: The Stun Rule - Do you use it?
Group: dqn-list Message: 1883 From: dbarrass_2000 Date: 3/17/2005
Subject: Re: New to the group...
Group: dqn-list Message: 1884 From: dq@johncorey.com Date: 3/17/2005
Subject: Re: The Backfire Table - Evil & Cruel or Exciting & Challenging
Group: dqn-list Message: 1885 From: Arturo Algueiro Melo Date: 3/17/2005
Subject: Re: The Stun Rule - Do you use it?
Group: dqn-list Message: 1886 From: darkislephil Date: 3/17/2005
Subject: Re: The Stun Rule - Do you use it?
Group: dqn-list Message: 1887 From: darkislephil Date: 3/17/2005
Subject: Re: The Stun Rule - Do you use it?
Group: dqn-list Message: 1888 From: Jason Honhera Date: 3/17/2005
Subject: Re: The Stun Rule - Do you use it?
Group: dqn-list Message: 1889 From: dq@johncorey.com Date: 3/17/2005
Subject: Re: The Stun Rule - Do you use it?
Group: dqn-list Message: 1890 From: darkislephil Date: 3/17/2005
Subject: Re: New to the group...
Group: dqn-list Message: 1891 From: Phil Wright Date: 3/17/2005
Subject: Re: The Stun Rule - Do you use it?
Group: dqn-list Message: 1892 From: darkislephil Date: 3/17/2005
Subject: Frontiers of Alusia - Anyone have a scanned version of the map?
Group: dqn-list Message: 1893 From: John Rauchert Date: 3/17/2005
Subject: Re: Frontiers of Alusia - Anyone have a scanned version of the map?
Group: dqn-list Message: 1894 From: Mandos Mitchinson Date: 3/17/2005
Subject: Re: The Backfire Table - Evil & Cruel or Exciting & Challenging
Group: dqn-list Message: 1895 From: Mandos Mitchinson Date: 3/17/2005
Subject: Re: The Stun Rule - Do you use it?
Group: dqn-list Message: 1896 From: darkislephil Date: 3/17/2005
Subject: Re: Frontiers of Alusia - Anyone have a scanned version of the map?
Group: dqn-list Message: 1897 From: darkislephil Date: 3/17/2005
Subject: Re: New to the group...
Group: dqn-list Message: 1898 From: andy Date: 3/17/2005
Subject: the palace of onticel
Group: dqn-list Message: 1899 From: darkislephil Date: 3/18/2005
Subject: Re: the palace of onticel
Group: dqn-list Message: 1900 From: dq@johncorey.com Date: 3/18/2005
Subject: Re: Frontiers of Alusia - Anyone have a scanned version of the map?
Group: dqn-list Message: 1901 From: Donald Hawthorne Date: 3/18/2005
Subject: Re: Digest Number 344
Group: dqn-list Message: 1902 From: John Rauchert Date: 3/18/2005
Subject: Re: the palace of onticel
Group: dqn-list Message: 1903 From: lfreyr Date: 3/18/2005
Subject: Re: The Backfire Table - Evil & Cruel or Exciting & Challenging
Group: dqn-list Message: 1904 From: darkislephil Date: 3/18/2005
Subject: Backfire rule - was Re: Digest Number 344
Group: dqn-list Message: 1905 From: Davis, John R Date: 3/18/2005
Subject: Re: Backfire rule - was Re: Digest Number 344
Group: dqn-list Message: 1906 From: dq@johncorey.com Date: 3/18/2005
Subject: Re: Backfire rule - was Re: Digest Number 344
Group: dqn-list Message: 1907 From: Jason Honhera Date: 3/18/2005
Subject: Re: Frontiers of Alusia - Anyone have a scanned version of the map?



Group: dqn-list Message: 1858 From: J. K. Hoffman Date: 3/16/2005
Subject: Re: The Enchanted Wood - DQ Adventure Three
You bet. It might take a week or two for me to get it converted,
or know that I'm doomed to failure, but I'm happy to give it a
go! If you ZIP it up and the archive isn't too huge, you can
just send it to my regular e-mail address: ryumaou at sbcglobal
dot net. (I spelled it out to foil the spam bots.) Anything
under 2mg should be okay.

Thanks,
Jim
P.S. Yes, I know I have some character generation PERL scripts I
promised to "webify", but that's a lot more complicated than OCR!
So, bear with me, I'm still working on it!
--- Original Message ---
From: "darkislephil" <darkislephil@yahoo.com>
To: dqn-list@yahoogroups.com
Subject: [DQN-list] The Enchanted Wood - DQ Adventure Three

>
>
>
>So I noticed an earlier post by someone asking about this and I went
>into my game stash. Tucked away was my copy of The Enchanted
Wood and
>it is in pretty good condition. I have scanned all the pages
into 300
>dpi B&W (except color cover) PNG files but the OCR software I have
>isn't doing a particularly good job of preserving the layout and it
>doesn't output to PDF.
>
>So if anyone has some decent OCR software that will retain the
layout
>and can bundle it up into a PDF I can make the scans available.
>
>I also have Blade of Allectus and Palace of Ontoncle as well though
>not scanned at this point.
>
> Phil
>
>
>
>
>
>
>
>
>
>
>Yahoo! Groups Links
>
>
>
>
>
>
>

--
"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: 1859 From: D. Cameron King Date: 3/16/2005
Subject: Re: The Stun Rule - Do you use it?
>I have to admit that in the campaigns I and other DQ GMs that I played
>with ran we never used it. As the one who introduced DQ to the local
>gamers it is probably my fault. When I first picked up that copy of DQ
>1st Ed at the Origins in Baltimore me and a friend ran through some
>mock combats to see how it worked and what we found was that with the
>stun rule in effect the combats took longer and were frequently
>considerably more nasty for players. So when I started running
>campaigns I just didn't use it and neither did any of the other guys
>who GM'ed later.
>
>So hows about y'all? Do you use it? Per the rules or modified?
>
> Phil

We always used it, per the rules (2nd edition--though it's worth mentioning
that the rule is different in the two different 2nd edition rulebooks, and I
can't recall which one we followed). It *is* one of the nastiest combat
rules, but it's also one of the few reasons to care much about your WP
score. And we liked the effect that "fear of being stunned" had on us in
combat.

Frankly, I've always felt that one of the best things about DQ is
that--exhilirating as combat is--there is considerable motivation to avoid
unnecessary violence (because even a little bad luck can result in
disastrous consequences). It definitely enhances the "realism," IMO.

-Cameron
Group: dqn-list Message: 1860 From: dq@johncorey.com Date: 3/16/2005
Subject: Re: The Stun Rule - Do you use it?
I use it per the 2nd ed rules. It adds flavor to what I like about DQ. I
am playing D and D right now, and though fun, I miss the tension involved
in combat. Getting stunned and being helpless while the enemy closes in.

JohnC


>
>
>
> I have to admit that in the campaigns I and other DQ GMs that I played
> with ran we never used it. As the one who introduced DQ to the local
> gamers it is probably my fault. When I first picked up that copy of DQ
> 1st Ed at the Origins in Baltimore me and a friend ran through some
> mock combats to see how it worked and what we found was that with the
> stun rule in effect the combats took longer and were frequently
> considerably more nasty for players. So when I started running
> campaigns I just didn't use it and neither did any of the other guys
> who GM'ed later.
>
> So hows about y'all? Do you use it? Per the rules or modified?
>
> Phil
>
>
>
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
Group: dqn-list Message: 1861 From: dq@johncorey.com Date: 3/16/2005
Subject: Re: New to the group...
Welcome! this group has been a bit slow, so it is nice to have new members


>
>
>
> Howdy everyone. Just stumbled across this group while randomly
> googling the net for DragonQuest info.
>
> Like many I have been playing DQ since its initial release. Though I
> have owned and still do own almost every RPG that was ever released DQ
> is the one I come back to for fantasy gaming.
>
> Over the years I have used the Alusia campaign setting as well as
> adapting Harn and even TSRs Red Steel setting for use with DQ. I was
> fortunate enough to weasel a couple early versions of Arcane Wisdom
> from certain ex-SPI empoyees in the years following SPI's demise which
> did a lot to enhance our DQ games. It was great though to see the
> archives of old Ares & Dragon columns in PDF form as well as the PDF
> Arcane Wisdom that is floating around out there.
>
> Anyway just wanted to say hey to everyone and I'll follow up this post
> with a couple others to see if we can get some discussion going.
>
> Cheers,
>
> Phil
>
>
>
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
Group: dqn-list Message: 1862 From: dq@johncorey.com Date: 3/16/2005
Subject: Re: The Enchanted Wood - DQ Adventure Three
Someday I hope to release my website. I am trying to consolidate all of
the DQ adventures out there. I would love to take a crack at OCRing your
scanned version of the enchanted wood.

JohnC

>
>
>
> So I noticed an earlier post by someone asking about this and I went
> into my game stash. Tucked away was my copy of The Enchanted Wood and
> it is in pretty good condition. I have scanned all the pages into 300
> dpi B&W (except color cover) PNG files but the OCR software I have
> isn't doing a particularly good job of preserving the layout and it
> doesn't output to PDF.
>
> So if anyone has some decent OCR software that will retain the layout
> and can bundle it up into a PDF I can make the scans available.
>
> I also have Blade of Allectus and Palace of Ontoncle as well though
> not scanned at this point.
>
> Phil
>
>
>
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
Group: dqn-list Message: 1863 From: dq@johncorey.com Date: 3/16/2005
Subject: Re: The Enchanted Wood - DQ Adventure Three
Jim, if you get this done, I may have a venue for posting it


>
> You bet. It might take a week or two for me to get it converted,
> or know that I'm doomed to failure, but I'm happy to give it a
> go! If you ZIP it up and the archive isn't too huge, you can
> just send it to my regular e-mail address: ryumaou at sbcglobal
> dot net. (I spelled it out to foil the spam bots.) Anything
> under 2mg should be okay.
>
> Thanks,
> Jim
> P.S. Yes, I know I have some character generation PERL scripts I
> promised to "webify", but that's a lot more complicated than OCR!
> So, bear with me, I'm still working on it!
> --- Original Message ---
> From: "darkislephil" <darkislephil@yahoo.com>
> To: dqn-list@yahoogroups.com
> Subject: [DQN-list] The Enchanted Wood - DQ Adventure Three
>
>>
>>
>>
>>So I noticed an earlier post by someone asking about this and I went
>>into my game stash. Tucked away was my copy of The Enchanted
> Wood and
>>it is in pretty good condition. I have scanned all the pages
> into 300
>>dpi B&W (except color cover) PNG files but the OCR software I have
>>isn't doing a particularly good job of preserving the layout and it
>>doesn't output to PDF.
>>
>>So if anyone has some decent OCR software that will retain the
> layout
>>and can bundle it up into a PDF I can make the scans available.
>>
>>I also have Blade of Allectus and Palace of Ontoncle as well though
>>not scanned at this point.
>>
>> Phil
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>Yahoo! Groups Links
>>
>>
>>
>>
>>
>>
>>
>
> --
> "It's better to light one candle
> than to curse the darkness."
> -Chinese Proverb and The Motto of the Christophers
> http://www.christophers.org
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
Group: dqn-list Message: 1864 From: John Rauchert Date: 3/16/2005
Subject: Re: The Enchanted Wood - DQ Adventure Three
I will defer the OCR and conversion to Jim and JohnC who seem to have
more time and enthusiasm.

But I am interested in those scripts. I have a background in PERL
scripting for the web (I have been using it for CGI since the early web
days) and created many a web-based form-like application.

I wouldn't mind having a look at the scripts.

JohnR

-----Original Message-----
From: J. K. Hoffman [mailto:ryumaou@sbcglobal.net]
Sent: Wednesday, March 16, 2005 8:56 AM
To: dqn-list@yahoogroups.com
Subject: Re: [DQN-list] The Enchanted Wood - DQ Adventure Three


You bet. It might take a week or two for me to get it converted,
or know that I'm doomed to failure, but I'm happy to give it a
go! If you ZIP it up and the archive isn't too huge, you can
just send it to my regular e-mail address: ryumaou at sbcglobal
dot net. (I spelled it out to foil the spam bots.) Anything
under 2mg should be okay.

Thanks,
Jim
P.S. Yes, I know I have some character generation PERL scripts I
promised to "webify", but that's a lot more complicated than OCR!
So, bear with me, I'm still working on it!
--- Original Message ---
From: "darkislephil" <darkislephil@yahoo.com>
To: dqn-list@yahoogroups.com
Subject: [DQN-list] The Enchanted Wood - DQ Adventure Three

>
>
>
>So I noticed an earlier post by someone asking about this and I went
>into my game stash. Tucked away was my copy of The Enchanted
Wood and
>it is in pretty good condition. I have scanned all the pages
into 300
>dpi B&W (except color cover) PNG files but the OCR software I have
>isn't doing a particularly good job of preserving the layout and it
>doesn't output to PDF.
>
>So if anyone has some decent OCR software that will retain the
layout
>and can bundle it up into a PDF I can make the scans available.
>
>I also have Blade of Allectus and Palace of Ontoncle as well though
>not scanned at this point.
>
> Phil
>
>
>
>
>
>
>
>
>
>
>Yahoo! Groups Links
>
>
>
>
>
>
>

--
"It's better to light one candle
than to curse the darkness."
-Chinese Proverb and The Motto of the Christophers
http://www.christophers.org




Yahoo! Groups Links
Group: dqn-list Message: 1865 From: darkislephil Date: 3/16/2005
Subject: Re: The Enchanted Wood - DQ Adventure Three
I'll let you guys figure out who wants to do it. I've put a zip
archive of the all the pages on my site at:

http://www.darkisle.com/phil/EnchantedWood.zip

It's about 12MB.

Cheers,

Phil
Group: dqn-list Message: 1866 From: John Rauchert Date: 3/16/2005
Subject: Re: The Enchanted Wood - DQ Adventure Three
If you can't wait for the OCRed text version of this adventure. An image
only pdf version is now available at:

http://johnrauchert.brinkster.net/dq/archive/adventures/

It is about 8 meg in file size.

JohnR

-----Original Message-----
From: darkislephil [mailto:darkislephil@yahoo.com]
Sent: Wednesday, March 16, 2005 10:34 AM
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Re: The Enchanted Wood - DQ Adventure Three



I'll let you guys figure out who wants to do it. I've put a zip
archive of the all the pages on my site at:

http://www.darkisle.com/phil/EnchantedWood.zip

It's about 12MB.

Cheers,

Phil







Yahoo! Groups Links
Group: dqn-list Message: 1867 From: J. K. Hoffman Date: 3/16/2005
Subject: Re: The Enchanted Wood - DQ Adventure Three
I don't remember from whom they came, but it was someone on the
list. When I get home this evening, I'll hunt them up on my
drive and send them off to you. I have to admit, since my wife
left and divorce proceedings started, I haven't had much time to
work on the scripts, or any of the thousand other projects I
often have going all at once.
Hopefully, you can get them up for folks much more quickly than I.

Thanks,
Jim
--- Original Message ---
From: John Rauchert <john.rauchert@sait.ca>
To: dqn-list@yahoogroups.com
Subject: RE: [DQN-list] The Enchanted Wood - DQ Adventure Three

>
>I will defer the OCR and conversion to Jim and JohnC who seem to
have
>more time and enthusiasm.
>
>But I am interested in those scripts. I have a background in PERL
>scripting for the web (I have been using it for CGI since the
early web
>days) and created many a web-based form-like application.
>
>I wouldn't mind having a look at the scripts.
>
>JohnR
>

--
"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: 1868 From: rthorm Date: 3/16/2005
Subject: Redmond Simonsen
This news will only be of interest to those of you who are familiar
with the staff of SPI (or who have memorized the credis page in their
copy of DragonQuest). I have just learned that Redmond Simonsen has
died.

For those who don't recognize the name, he was the co-founder of SPI,
and was responsible for their graphic design and art direction.

New York Times obituary (registration required):
http://www.nytimes.com/2005/03/16/obituaries/16simonsen.html

Greg Costikyan's remembrance:
http://www.costik.com/weblog/2005_03_01_blogchive.html#111070130229508681

Greg has some good things to say about Redmond on his blog. He was a
pioneer in the whole industry.

--Rodger
Group: dqn-list Message: 1869 From: rthorm Date: 3/16/2005
Subject: Re: The Stun Rule - Do you use it?
Although it becomes a source of frustration to the players, we've
always used the stun rule. It cuts both ways, of course, and stunning
the bad guy in front of you can give you a reprieve, or an opportunity
to cut him down.

In that context, one of the most frightening things my original
campaign group ever ran across were some dwarves who could not be
stunned. They turned out to be *way* more dangerous than any of us
imagined, and the phrase, "Aiieee! Demon dwarves!" probably still
chills the blood of a few.

The ability of Mind Mages not to be stunned makes that one of the most
fearsome colleges. Because of the low Magic Aptitude requirement, a
College of Mind combat mage is an especially dangerous combination.
Omitting the stun rules would seriously dampen that.

--Rodger

--- In dqn-list@yahoogroups.com, "darkislephil" <darkislephil@y...> wrote:
>
> So hows about y'all? Do you use it? Per the rules or modified?
Group: dqn-list Message: 1870 From: darkislephil Date: 3/16/2005
Subject: Re: The Stun Rule - Do you use it?
--- In dqn-list@yahoogroups.com, "D. Cameron King" <monarchy2000@h...>
wrote:

> We always used it, per the rules (2nd edition--though
> it's worth mentioning that the rule is different
> in the two different 2nd edition rulebooks, and I
> can't recall which one we followed).

I just double-checked my Bantam 2nd vs the TSR 3rd and I see that in
the 3rd the recovery roll was increased to 3xWill. I inclined to
think that this is a one of the good changes in the 3rd edition.

> It *is* one of the nastiest combat rules, but it's also one of
> the few reasons to care much about your WP score.

To me this was one of the best arguments for using it because, as you
say, WP just isn't that important to most characters otherwise.

> And we liked the effect that "fear of being stunned" had on
> us in combat.

In general we didn't need any additional reasons to avoid combat. DQ
combat is already deadly to PCs. :)

> Frankly, I've always felt that one of the best things about DQ is
> that--exhilirating as combat is--there is considerable motivation to
avoid
> unnecessary violence (because even a little bad luck can result in
> disastrous consequences). It definitely enhances the "realism," IMO.

I hear you and I agree that one of the best elements of DQ is that
unlike many level based RPGs the always present threat of death in any
combat adds an edge to it that is missing in those other games. It
just always seemed that the stun rule pushed it past exhilirating and
dangerous right in to frustrating. The PCs are the heros. This is
high-fantasy, swords and sorcery. They are supposed to be able to
take on multiple minions of evil and come away the victors even if a
little battered and bloody. But when the PCs are all stunned with
their weapons laying on the ground in the first couple rounds of
combat they don't feel so heroic. And it will happen all too often
because the minions will always outnumber the good guys.

One more thing. In our campaigns almost no characters wore any armor
above leather and no magic armor. The weight of the heavier armors,
which caused agility & fatigue loss, combined with the normal armor
agility loss tended to discourage the wearing of higher protection
armors. So in our campaigns avg hits with many weapons were enough to
stun the PCs who being PCs never make their recovery rolls.

In any case not trying to make any converts so much as explore my own
thoughts and those of others on the issue. The stun rule is just one
of the few parts of DQ I have never been "comfortable" with so it
seemed a good choice to start some discussion.

I am inclined to give it another try using the 3rd editions 3xWill+Fat
rule.
Group: dqn-list Message: 1871 From: darkislephil Date: 3/16/2005
Subject: Re: Redmond Simonsen
--- In dqn-list@yahoogroups.com, "rthorm" <rthorm@c...> wrote:
>
> This news will only be of interest to those of you who are familiar
> with the staff of SPI (or who have memorized the credis page in their
> copy of DragonQuest). I have just learned that Redmond Simonsen has
> died.

Wow. Another reminder of just how far away from those earlys of gaming
we are now. If I'm not mistaken the last time I saw anything from
Redmond Simonsen was in the old Amiga days in the Amiga Dev area on BIX.

-Phil
Group: dqn-list Message: 1872 From: darkislephil Date: 3/16/2005
Subject: Re: The Stun Rule - Do you use it?
--- In dqn-list@yahoogroups.com, "rthorm" <rthorm@c...> wrote:

> In that context, one of the most frightening things my original
> campaign group ever ran across were some dwarves who could not be
> stunned. They turned out to be *way* more dangerous than any of us
> imagined, and the phrase, "Aiieee! Demon dwarves!" probably still
> chills the blood of a few.

I always love stuff like that. Lady Luck decides to have a little fun
with your dice and you end up with one of those encounters that people
remember for years.

> The ability of Mind Mages not to be stunned makes that one of the
most
> fearsome colleges. Because of the low Magic Aptitude requirement, a
> College of Mind combat mage is an especially dangerous combination.
> Omitting the stun rules would seriously dampen that.

Hmmm. Rarely had any Mind Mages. Or any mages that lived more than a
handful of adventures. heh.
Group: dqn-list Message: 1873 From: Jason Winter Date: 3/16/2005
Subject: Detect Aura talent
With all the activity here today, I thought I would post a question that
came up first a long time ago in my campaign and then again this last
weekend. How do others interpret how the Mage talent Detect Aura
works? I..e exactly what kind of information can be revealed with one
question they may ask. Also, it seems to be that category 1: Formerly
living matter as part of an object, could cover just about everything on
the plant. I.e. a wool blanket used to be part of a sheep, A cotton Tunic
used to be part of a plant, etc. Where do others draw the line.

In my campaign, I used to be fairly generous with it until it started
getting abused, i.e. the mage started shredding a blanket into individual
strands and detecting aura on each strand of fibre, so now I'm a lot more
strict on what it works on, but I am curious how others out there allow its
usage.




Jason Winter
Alarian@scicable.com

Tallon Website
http://www.darkrealms.com/~alarian/DQ/
Last updated: A while ago
Group: dqn-list Message: 1874 From: D. Cameron King Date: 3/16/2005
Subject: Re: The Stun Rule - Do you use it?
>From: "darkislephil" <darkislephil@yahoo.com>
>
> > Frankly, I've always felt that one of the best things about DQ is
> > that--exhilirating as combat is--there is considerable motivation to
>avoid
> > unnecessary violence (because even a little bad luck can result in
> > disastrous consequences). It definitely enhances the "realism," IMO.
>
>I hear you and I agree that one of the best elements of DQ is that
>unlike many level based RPGs the always present threat of death in any
> combat adds an edge to it that is missing in those other games. It
>just always seemed that the stun rule pushed it past exhilirating and
>dangerous right in to frustrating. The PCs are the heros. This is
>high-fantasy, swords and sorcery.

That probably depends on the particular group, actually. Ours definitely
considered DQ to be "low fantasy," at least as compared to systems like D&D
(which are definitely geared to high fantasy). If your expectations were
different, it doesn't really surprise me that you didn't care for the stun
rule.

>One more thing. In our campaigns almost no characters wore any armor
>above leather and no magic armor.

This was true for us, as well. As I recall, there tended to be only two
armors used with any frequency: leather and improved plate. (At least one
long-term PC that I remember wore partial plate, but the favorites were
definitely leather and improved plate--in that order.)

-Cameron
Group: dqn-list Message: 1875 From: darkislephil Date: 3/16/2005
Subject: Re: Detect Aura talent
The talent description indicated the GM could be as vague or specific
as they wished and I tended towards the vague so that the talent
didn't become a crutch for the players.

The type of information that could be gathered depended the strength
of the aura. In the case of your example only the most general of
information could be gathered no matter how many threads were
unraveled. It was wool. It came from a sheep. A specific type of
sheep. If there was something magic about the sheep or perhaps the
death of the sheep that might be there also.

In the next category (dead things) the type of information that could
be learned is perhaps manner of death, age, is the body under some
type of spell, had the entity prior to death had their life extended
in some way, a sense or either good or bad about the entity, is the
spirit still lingering or has it moved on.

Living plants - General plant species info, healthy, diseased,
enchanted or not, age, is it connected to some significant event or
other entity.

Lower orders of animals - Pretty much the same as plants though also
basic emotional state: hungry, frightened, wary, etc..

Undead - The type of undead if it isn't obvious, is it under a curse
or geas, perhaps how the entity came to be undead, is it being
controlled or directed, is it hostile or neutral to the party/mage.

Higher orders of animals - As with the lower though I would go into
more detail perhaps. In the case of fantastical and/or intelligent
animals perhaps what motivates its current actions.

Humans/Humanoids - All the information from the lower categories plus
possibly hints about skills or background. Recent traumas or
significant events. I would allow a successful Detect Aura to "see"
through spells intended to mask or hide an entities true self.

Elves and other long-lived sentients - Didn't really treat them
differently from humans other than to note that the aura of an elf is
"stronger" and would not be confused with that of a human.

That's my two copper farthings.
Group: dqn-list Message: 1876 From: darkislephil Date: 3/16/2005
Subject: Re: The Stun Rule - Do you use it?
--- In dqn-list@yahoogroups.com, "D. Cameron King" <monarchy2000@h...>
wrote:

> That probably depends on the particular group, actually.
> Ours definitely considered DQ to be "low fantasy," at
> least as compared to systems like D&D
> (which are definitely geared to high fantasy).

Interesting. I never felt that the rule system was the determining
factor as to whether or not a campaign was high or low fantasy. For
me it was about how pervasive magic and magical beings are in the
world. High fantasy is when a continent is as likely to have been
shaped by
the forces of magic as by nature. That would certainly describe much
of the published campaign material for both DnD & DQ but doesn't
mean that all campaigns would or should be magic heavy. Our Harn-based
campaign was very restrictive on magic and its use. When magic
happened it tended to be in ways that wouldn't attact attention.

And in any case that really wasn't the point I was trying to make
which is more that I consider DQ to be a game of *heroic* fantasy and
a stunned character is rarely heroic.
Group: dqn-list Message: 1877 From: D. Cameron King Date: 3/16/2005
Subject: Re: The Stun Rule - Do you use it?
>And in any case that really wasn't the point I was trying to make
>which is more that I consider DQ to be a game of *heroic* fantasy and
>a stunned character is rarely heroic.

Neither are dead characters...but I wouldn't want to play in a game where
there was no possibility of my character being killed. (And neither are
grievously injured heroes...but I wouldn't want to delete those rules from
DQ.)

Now, I'm not trying to change your mind or anything. If you prefer to play
DQ without the stun rule, I support you 100%. And I certainly didn't like
being stunned when it happened to my characters. But *overcoming
challenges* is what makes a character "heroic," IMO, and I attribute at
least some of the satisfaction I felt after surviving a DQ combat encounter
to rules like stunning, grievous injuries, and spellcasting backfires (all
of which certainly made combat more challenging). YMMV.

-Cameron
Group: dqn-list Message: 1878 From: Russ Jones Date: 3/16/2005
Subject: Re: The Stun Rule - Do you use it?
-----Original Message-----
From: darkislephil <darkislephil@yahoo.com>
Sent: Mar 16, 2005 10:51 AM
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Re: The Stun Rule - Do you use it?


One more thing. In our campaigns almost no characters wore any armor
above leather and no magic armor. The weight of the heavier armors,
which caused agility & fatigue loss, combined with the normal armor
agility loss tended to discourage the wearing of higher protection
armors. So in our campaigns avg hits with many weapons were enough to
stun the PCs who being PCs never make their recovery rolls.

In any case not trying to make any converts so much as explore my own
thoughts and those of others on the issue. The stun rule is just one
of the few parts of DQ I have never been "comfortable" with so it
seemed a good choice to start some discussion.

I am inclined to give it another try using the 3rd editions 3xWill+Fat
rule.




I find that the stun rule encouraging the use of heavier armor gives non-mage characters considerably more value to a party than they might otherwise have.

Russ Jones


Yahoo! Groups Links
Group: dqn-list Message: 1879 From: darkislephil Date: 3/16/2005
Subject: Re: The Stun Rule - Do you use it?
--- In dqn-list@yahoogroups.com, Russ Jones <russjon@e...> wrote:

> I find that the stun rule encouraging the use of heavier
> armor gives non-mage characters considerably more value
> to a party than they might otherwise have.

This seems to be a common theme among the posts in this list. That
non-mage characters are merely support characters or provide limited
value to a party.

Never would have expected that given all the limitations and
liabilities for using magic in combat.

However I can definitely agree that with a stun rule in effect anyone
who could wear heavier armor would be likely to do so.
Group: dqn-list Message: 1880 From: darkislephil Date: 3/16/2005
Subject: The Backfire Table - Evil & Cruel or Exciting & Challenging
Since Cameron brought it up I thought I would stir up some more trouble.

A mage of less than Hero level, more likely than not, is going to get
one or more backfires during the course of a gaming session. In many
cases the result of the backfire table can, for all intents and
purposes, remove the poor mage from play.

I don't know how many times we would have some poor shmuck mage
backfire only a few minutes into a gaming session and then have the
party spend hours trying to find a healer so that they could continue
on the adventure with a functioning mage.

Because of that mages were usually discouraged from using spells
except when absolutely necessary. At least until their cast chances
were sufficiently high enough to avoid backfires.

So how do others feel about the backfire table? Is it too harsh?
Should it have been weighted more towards fatigue penalties and minor
disabling effects lasting hours? Is it just right? Is it not harsh
enough?
Group: dqn-list Message: 1881 From: dbarrass_2000 Date: 3/17/2005
Subject: Re: The Backfire Table - Evil & Cruel or Exciting & Challenging
--- In dqn-list@yahoogroups.com, "darkislephil" <darkislephil@y...> wrote:
>
> Since Cameron brought it up I thought I would stir up some more trouble.
>
> A mage of less than Hero level, more likely than not, is going to get
> one or more backfires during the course of a gaming session. In many
> cases the result of the backfire table can, for all intents and
> purposes, remove the poor mage from play.
>
> I don't know how many times we would have some poor shmuck mage
> backfire only a few minutes into a gaming session and then have the
> party spend hours trying to find a healer so that they could continue
> on the adventure with a functioning mage.
>
> Because of that mages were usually discouraged from using spells
> except when absolutely necessary. At least until their cast chances
> were sufficiently high enough to avoid backfires.
>
> So how do others feel about the backfire table? Is it too harsh?
> Should it have been weighted more towards fatigue penalties and minor
> disabling effects lasting hours? Is it just right? Is it not harsh
> enough?

I really like the backfire table as a GM, many an adveture has got
started trying to "fix" a mage

David
Group: dqn-list Message: 1882 From: dbarrass_2000 Date: 3/17/2005
Subject: Re: The Stun Rule - Do you use it?
I use the stun rule variably. In combat I don't use it for
experienced characters. I don't think its realistic, the adrenaline
and edorphines keep you going. There are tails of pilots in the
second world war landing thier planes safely then dropping dead of
their wounds (and what about berserkers). If the choise is dealing
with the pain or dying then evolution lets you deal with the pain.

Its different in suprise situations or inexperienced players, then it
really hurts 'cos you're not prepared for it and you might not notice
the band of orcs shooting you, but even here an experienced
character's physiology would probaly make them react differently eg
run away, get under cover, get angry etc

I feel a rule mod comming on to formalise whatI do .... OK
Either added to a "Warrior Skill" or a new skill "avoiding stun" roll
under rank on a D10 when hit to avoid becomming stunned - a roll of 10
always stunned. Chance halved if suprised
How about mages: can't use this skill or MA is subtacted from chance
in some way as mages are more in tune with the world....?
Any other ideas?

David

--- In dqn-list@yahoogroups.com, "darkislephil" <darkislephil@y...> wrote:
>
> --- In dqn-list@yahoogroups.com, "D. Cameron King" <monarchy2000@h...>
> wrote:
>
> > We always used it, per the rules (2nd edition--though
> > it's worth mentioning that the rule is different
> > in the two different 2nd edition rulebooks, and I
> > can't recall which one we followed).
>
> I just double-checked my Bantam 2nd vs the TSR 3rd and I see that in
> the 3rd the recovery roll was increased to 3xWill. I inclined to
> think that this is a one of the good changes in the 3rd edition.
>
> > It *is* one of the nastiest combat rules, but it's also one of
> > the few reasons to care much about your WP score.
>
> To me this was one of the best arguments for using it because, as you
> say, WP just isn't that important to most characters otherwise.
>
> > And we liked the effect that "fear of being stunned" had on
> > us in combat.
>
> In general we didn't need any additional reasons to avoid combat. DQ
> combat is already deadly to PCs. :)
>
> > Frankly, I've always felt that one of the best things about DQ is
> > that--exhilirating as combat is--there is considerable motivation to
> avoid
> > unnecessary violence (because even a little bad luck can result in
> > disastrous consequences). It definitely enhances the "realism," IMO.
>
> I hear you and I agree that one of the best elements of DQ is that
> unlike many level based RPGs the always present threat of death in any
> combat adds an edge to it that is missing in those other games. It
> just always seemed that the stun rule pushed it past exhilirating and
> dangerous right in to frustrating. The PCs are the heros. This is
> high-fantasy, swords and sorcery. They are supposed to be able to
> take on multiple minions of evil and come away the victors even if a
> little battered and bloody. But when the PCs are all stunned with
> their weapons laying on the ground in the first couple rounds of
> combat they don't feel so heroic. And it will happen all too often
> because the minions will always outnumber the good guys.
>
> One more thing. In our campaigns almost no characters wore any armor
> above leather and no magic armor. The weight of the heavier armors,
> which caused agility & fatigue loss, combined with the normal armor
> agility loss tended to discourage the wearing of higher protection
> armors. So in our campaigns avg hits with many weapons were enough to
> stun the PCs who being PCs never make their recovery rolls.
>
> In any case not trying to make any converts so much as explore my own
> thoughts and those of others on the issue. The stun rule is just one
> of the few parts of DQ I have never been "comfortable" with so it
> seemed a good choice to start some discussion.
>
> I am inclined to give it another try using the 3rd editions 3xWill+Fat
> rule.
Group: dqn-list Message: 1883 From: dbarrass_2000 Date: 3/17/2005
Subject: Re: New to the group...
Welcome. You certainly seem to have done wonders to this group

How do your arcane wisdom copies compare with the ones we have access
to on the web, is there anything missing?

David

--- In dqn-list@yahoogroups.com, "darkislephil" <darkislephil@y...> wrote:
>
>
> Howdy everyone. Just stumbled across this group while randomly
> googling the net for DragonQuest info.
>
> Like many I have been playing DQ since its initial release. Though I
> have owned and still do own almost every RPG that was ever released DQ
> is the one I come back to for fantasy gaming.
>
> Over the years I have used the Alusia campaign setting as well as
> adapting Harn and even TSRs Red Steel setting for use with DQ. I was
> fortunate enough to weasel a couple early versions of Arcane Wisdom
> from certain ex-SPI empoyees in the years following SPI's demise which
> did a lot to enhance our DQ games. It was great though to see the
> archives of old Ares & Dragon columns in PDF form as well as the PDF
> Arcane Wisdom that is floating around out there.
>
> Anyway just wanted to say hey to everyone and I'll follow up this post
> with a couple others to see if we can get some discussion going.
>
> Cheers,
>
> Phil
Group: dqn-list Message: 1884 From: dq@johncorey.com Date: 3/17/2005
Subject: Re: The Backfire Table - Evil & Cruel or Exciting & Challenging
The debate on this list that I recall as being the most heated (which for
this list is not too bad :->) was about the backfire table. I think my
problem is I have only been a player a few times. I am alomst exclusively
a GM. So I have no problem with the backfire table. At the same time, it
is hard to arguie that it is not harsh to players. When I think about it,
I like the frequencey, but struggle with the severity of some of the
results.

As someone else pointed out, it can be a great adventure seed.

JohnC

>
>
> Since Cameron brought it up I thought I would stir up some more trouble.
>
> A mage of less than Hero level, more likely than not, is going to get
> one or more backfires during the course of a gaming session. In many
> cases the result of the backfire table can, for all intents and
> purposes, remove the poor mage from play.
>
> I don't know how many times we would have some poor shmuck mage
> backfire only a few minutes into a gaming session and then have the
> party spend hours trying to find a healer so that they could continue
> on the adventure with a functioning mage.
>
> Because of that mages were usually discouraged from using spells
> except when absolutely necessary. At least until their cast chances
> were sufficiently high enough to avoid backfires.
>
> So how do others feel about the backfire table? Is it too harsh?
> Should it have been weighted more towards fatigue penalties and minor
> disabling effects lasting hours? Is it just right? Is it not harsh
> enough?
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
Group: dqn-list Message: 1885 From: Arturo Algueiro Melo Date: 3/17/2005
Subject: Re: The Stun Rule - Do you use it?
Hi, people!...
My humble contribution to the subject.
As our group decided to take the most favourable rules
towards the players, we use 3xWP+FT remaining to recover
from stun, and defense halved. We thought that zero defense
plus stun modifier to hit (+15 or +20) was too much.
Only incapacitated subjects have defense = 0.
Of course, NPC also have the same rule, and usually have
more WP than the PC's, so they recover sooner.
Best regards... Arturo

_________________________________________________________
Do You Yahoo!?
Información de Estados Unidos y América Latina, en Yahoo! Noticias.
Visítanos en http://noticias.espanol.yahoo.com
Group: dqn-list Message: 1886 From: darkislephil Date: 3/17/2005
Subject: Re: The Stun Rule - Do you use it?
The way you describe it is more in line with how I see it. The heroes
of the story don't get stunned in the middle of a melee though they
might collapse from their wounds later. A caveat to that is sometimes
for the story to move forward the hero is stunned and captured but in
that case it serves the storyline and isn't just a random result.

I like the idea of stuns in combat but not really how it was
implemented. I am guessing that in many cases it is observed more in
principle than in practice.

To me the 3rd edition rule with 3xWill seems a more reasonably way to
go. It still gives importance to a stat that otherwise isn't very
important.

-Phil

--- In dqn-list@yahoogroups.com, "dbarrass_2000" <david.barrass@e...>
wrote:
>
> I use the stun rule variably. In combat I don't use it for
> experienced characters. I don't think its realistic, the adrenaline
> and edorphines keep you going. There are tails of pilots in the
> second world war landing thier planes safely then dropping dead of
> their wounds (and what about berserkers). If the choise is dealing
> with the pain or dying then evolution lets you deal with the pain.
>
> Its different in suprise situations or inexperienced players, then it
> really hurts 'cos you're not prepared for it and you might not notice
> the band of orcs shooting you, but even here an experienced
> character's physiology would probaly make them react differently eg
> run away, get under cover, get angry etc
>
> I feel a rule mod comming on to formalise whatI do .... OK
> Either added to a "Warrior Skill" or a new skill "avoiding stun" roll
> under rank on a D10 when hit to avoid becomming stunned - a roll of 10
> always stunned. Chance halved if suprised
> How about mages: can't use this skill or MA is subtacted from chance
> in some way as mages are more in tune with the world....?
> Any other ideas?
>
> David
>
> --- In dqn-list@yahoogroups.com, "darkislephil" <darkislephil@y...>
wrote:
> >
> > --- In dqn-list@yahoogroups.com, "D. Cameron King" <monarchy2000@h...>
> > wrote:
> >
> > > We always used it, per the rules (2nd edition--though
> > > it's worth mentioning that the rule is different
> > > in the two different 2nd edition rulebooks, and I
> > > can't recall which one we followed).
> >
> > I just double-checked my Bantam 2nd vs the TSR 3rd and I see that in
> > the 3rd the recovery roll was increased to 3xWill. I inclined to
> > think that this is a one of the good changes in the 3rd edition.
> >
> > > It *is* one of the nastiest combat rules, but it's also one of
> > > the few reasons to care much about your WP score.
> >
> > To me this was one of the best arguments for using it because, as you
> > say, WP just isn't that important to most characters otherwise.
> >
> > > And we liked the effect that "fear of being stunned" had on
> > > us in combat.
> >
> > In general we didn't need any additional reasons to avoid combat. DQ
> > combat is already deadly to PCs. :)
> >
> > > Frankly, I've always felt that one of the best things about DQ is
> > > that--exhilirating as combat is--there is considerable motivation to
> > avoid
> > > unnecessary violence (because even a little bad luck can result in
> > > disastrous consequences). It definitely enhances the "realism,"
IMO.
> >
> > I hear you and I agree that one of the best elements of DQ is that
> > unlike many level based RPGs the always present threat of death in any
> > combat adds an edge to it that is missing in those other games. It
> > just always seemed that the stun rule pushed it past exhilirating and
> > dangerous right in to frustrating. The PCs are the heros. This is
> > high-fantasy, swords and sorcery. They are supposed to be able to
> > take on multiple minions of evil and come away the victors even if a
> > little battered and bloody. But when the PCs are all stunned with
> > their weapons laying on the ground in the first couple rounds of
> > combat they don't feel so heroic. And it will happen all too often
> > because the minions will always outnumber the good guys.
> >
> > One more thing. In our campaigns almost no characters wore any armor
> > above leather and no magic armor. The weight of the heavier armors,
> > which caused agility & fatigue loss, combined with the normal armor
> > agility loss tended to discourage the wearing of higher protection
> > armors. So in our campaigns avg hits with many weapons were enough to
> > stun the PCs who being PCs never make their recovery rolls.
> >
> > In any case not trying to make any converts so much as explore my own
> > thoughts and those of others on the issue. The stun rule is just one
> > of the few parts of DQ I have never been "comfortable" with so it
> > seemed a good choice to start some discussion.
> >
> > I am inclined to give it another try using the 3rd editions 3xWill+Fat
> > rule.
Group: dqn-list Message: 1887 From: darkislephil Date: 3/17/2005
Subject: Re: The Stun Rule - Do you use it?
--- In dqn-list@yahoogroups.com, Arturo Algueiro Melo <aleam00@y...>
wrote:
> As our group decided to take the most favourable rules
> towards the players, we use 3xWP+FT remaining to recover
> from stun, and defense halved. We thought that zero defense
> plus stun modifier to hit (+15 or +20) was too much.
> Only incapacitated subjects have defense = 0.

This is one of the issues that make me wonder if the supporters of the
rule don't observe it more in principle than in practice. Odds are
that anyone stunned during a melee isn't going to survive with the
2xWP+FT recovery roll.

I need to run a series of mock combats and see how the use of 3xWP+FT
changes the dynamic.

-Phil
Group: dqn-list Message: 1888 From: Jason Honhera Date: 3/17/2005
Subject: Re: The Stun Rule - Do you use it?
Forgive my forgetfulness, but my book has been packed away until we can get a bigger place.  I always remember how to get out of stun... but what are the conditions in which you become stunned?

darkislephil <darkislephil@yahoo.com> wrote:

The way you describe it is more in line with how I see it.  The heroes
of the story don't get stunned in the middle of a melee though they
might collapse from their wounds later.  A caveat to that is sometimes
for the story to move forward the hero is stunned and captured but in
that case it serves the storyline and isn't just a random result.

I like the idea of stuns in combat but not really how it was
implemented.  I am guessing that in many cases it is observed more in
principle than in practice.

To me the 3rd edition rule with 3xWill seems a more reasonably way to
go.  It still gives importance to a stat that otherwise isn't very
important.

-Phil

--- In dqn-list@yahoogroups.com, "dbarrass_2000" <david.barrass@e...>
wrote:
>
> I use the stun rule variably.  In combat I don't use it for
> experienced characters.  I don't think its realistic, the adrenaline
> and edorphines keep you going.  There are tails of pilots in the
> second world war landing thier planes safely then dropping dead of
> their wounds (and what about berserkers).  If the choise is dealing
> with the pain or dying then evolution lets you deal with the pain.
>
> Its different in suprise situations or inexperienced players, then it
> really hurts 'cos you're not prepared for it and you might not notice
> the band of orcs shooting you, but even here an experienced
> character's physiology would probaly make them react differently eg
> run away, get under cover, get angry etc
>
> I feel a rule mod comming on to formalise whatI do .... OK
> Either added to a "Warrior Skill" or a new skill "avoiding stun" roll
> under rank on a D10 when hit to avoid becomming stunned - a roll of 10
> always stunned.  Chance halved if suprised
> How about mages: can't use this skill or MA is subtacted from chance
> in some way as mages are more in tune with the world....?
> Any other ideas?
>
> David
>
> --- In dqn-list@yahoogroups.com, "darkislephil" <darkislephil@y...>
wrote:
> >
> > --- In dqn-list@yahoogroups.com, "D. Cameron King" <monarchy2000@h...>
> > wrote:
> > 
> > > We always used it, per the rules (2nd edition--though
> > > it's worth mentioning that the rule is different
> > > in the two different 2nd edition rulebooks, and I
> > > can't recall which one we followed).
> >
> > I just double-checked my Bantam 2nd vs the TSR 3rd and I see that in
> > the 3rd the recovery roll was increased to 3xWill.  I inclined to
> > think that this is a one of the good changes in the 3rd edition.
> >
> > > It *is* one of the nastiest combat rules, but it's also one of
> > > the few reasons to care much about your WP score.
> >
> > To me this was one of the best arguments for using it because, as you
> > say, WP just isn't that important to most characters otherwise.
> >
> > > And we liked the effect that "fear of being stunned" had on
> > > us in combat.
> >
> > In general we didn't need any additional reasons to avoid combat.  DQ
> > combat is already deadly to PCs. :)
> >
> > > Frankly, I've always felt that one of the best things about DQ is
> > > that--exhilirating as combat is--there is considerable motivation to
> > avoid
> > > unnecessary violence (because even a little bad luck can result in
> > > disastrous consequences).  It definitely enhances the "realism,"
IMO.
> >
> > I hear you and I agree that one of the best elements of DQ is that
> > unlike many level based RPGs the always present threat of death in any
> >  combat adds an edge to it that is missing in those other games.  It
> > just always seemed that the stun rule pushed it past exhilirating and
> > dangerous right in to frustrating.  The PCs are the heros.  This is
> > high-fantasy, swords and sorcery.  They are supposed to be able to
> > take on multiple minions of evil and come away the victors even if a
> > little battered and bloody.  But when the PCs are all stunned with
> > their weapons laying on the ground in the first couple rounds of
> > combat they don't feel so heroic.  And it will happen all too often
> > because the minions will always outnumber the good guys.
> >
> > One more thing. In our campaigns almost no characters wore any armor
> > above leather and no magic armor.  The weight of the heavier armors,
> > which caused agility & fatigue loss, combined with the normal armor
> > agility loss tended to discourage the wearing of higher protection
> > armors.  So in our campaigns avg hits with many weapons were enough to
> > stun the PCs who being PCs never make their recovery rolls.
> >
> > In any case not trying to make any converts so much as explore my own
> > thoughts and those of others on the issue.  The stun rule is just one
> > of the few parts of DQ I have never been "comfortable" with so it
> > seemed a good choice to start some discussion.
> >
> > I am inclined to give it another try using the 3rd editions 3xWill+Fat
> > rule.





Do you Yahoo!?
Yahoo! Small Business - Try our new resources site!
Group: dqn-list Message: 1889 From: dq@johncorey.com Date: 3/17/2005
Subject: Re: The Stun Rule - Do you use it?
This is why I hide the dice roles! gotta be able to add some drama

>
>
> --- In dqn-list@yahoogroups.com, Arturo Algueiro Melo <aleam00@y...>
> wrote:
>> As our group decided to take the most favourable rules
>> towards the players, we use 3xWP+FT remaining to recover
>> from stun, and defense halved. We thought that zero defense
>> plus stun modifier to hit (+15 or +20) was too much.
>> Only incapacitated subjects have defense = 0.
>
> This is one of the issues that make me wonder if the supporters of the
> rule don't observe it more in principle than in practice. Odds are
> that anyone stunned during a melee isn't going to survive with the
> 2xWP+FT recovery roll.
>
> I need to run a series of mock combats and see how the use of 3xWP+FT
> changes the dynamic.
>
> -Phil
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
Group: dqn-list Message: 1890 From: darkislephil Date: 3/17/2005
Subject: Re: New to the group...
Thanks David.

I'm going to have to go through and compare the AWs I have with the
PDF version.

One of them is a copy of the galley proofs from when SPI was going to
print it but never did. It was called Advanced Magic and had
different section numbers for the colleges and such. The other I have
is from a contact I had at TSR and I'm pretty sure it is the same as
the PDF floating around though I didn't have the pretty color cover
for it.

We recently moved and I saw them when I was boxing up the computer
room. Now I just have to figure out which of the umpteen boxes in the
garage they are in.

-Phil


--- In dqn-list@yahoogroups.com, "dbarrass_2000" <david.barrass@e...>
wrote:
>
> Welcome. You certainly seem to have done wonders to this group
>
> How do your arcane wisdom copies compare with the ones we have access
> to on the web, is there anything missing?
>
> David
>
> --- In dqn-list@yahoogroups.com, "darkislephil" <darkislephil@y...>
wrote:
> >
> >
> > Howdy everyone. Just stumbled across this group while randomly
> > googling the net for DragonQuest info.
> >
> > Like many I have been playing DQ since its initial release. Though I
> > have owned and still do own almost every RPG that was ever released DQ
> > is the one I come back to for fantasy gaming.
> >
> > Over the years I have used the Alusia campaign setting as well as
> > adapting Harn and even TSRs Red Steel setting for use with DQ. I was
> > fortunate enough to weasel a couple early versions of Arcane Wisdom
> > from certain ex-SPI empoyees in the years following SPI's demise which
> > did a lot to enhance our DQ games. It was great though to see the
> > archives of old Ares & Dragon columns in PDF form as well as the PDF
> > Arcane Wisdom that is floating around out there.
> >
> > Anyway just wanted to say hey to everyone and I'll follow up this post
> > with a couple others to see if we can get some discussion going.
> >
> > Cheers,
> >
> > Phil
Group: dqn-list Message: 1891 From: Phil Wright Date: 3/17/2005
Subject: Re: The Stun Rule - Do you use it?
If you take effective damage greater than 1/3 your
original Endurance. So for a typical character around
6-8 pts of effective damage is needed. With good
armor, say 6 or higher, stuns are going to be fewer.
But with cloth or leather each hit you take has a good
chance of stunning.

--- Jason Honhera <albavar@yahoo.com> wrote:

> Forgive my forgetfulness, but my book has been
> packed away until we can get a bigger place. I
> always remember how to get out of stun... but what
> are the conditions in which you become stunned?
>
> darkislephil <darkislephil@yahoo.com> wrote:
> The way you describe it is more in line with how I
> see it. The heroes
> of the story don't get stunned in the middle of a
> melee though they
> might collapse from their wounds later. A caveat to
> that is sometimes
> for the story to move forward the hero is stunned
> and captured but in
> that case it serves the storyline and isn't just a
> random result.
>
> I like the idea of stuns in combat but not really
> how it was
> implemented. I am guessing that in many cases it is
> observed more in
> principle than in practice.
>
> To me the 3rd edition rule with 3xWill seems a more
> reasonably way to
> go. It still gives importance to a stat that
> otherwise isn't very
> important.
>
> -Phil
>
> --- In dqn-list@yahoogroups.com, "dbarrass_2000"
> <david.barrass@e...>
> wrote:
> >
> > I use the stun rule variably. In combat I don't
> use it for
> > experienced characters. I don't think its
> realistic, the adrenaline
> > and edorphines keep you going. There are tails of
> pilots in the
> > second world war landing thier planes safely then
> dropping dead of
> > their wounds (and what about berserkers). If the
> choise is dealing
> > with the pain or dying then evolution lets you
> deal with the pain.
> >
> > Its different in suprise situations or
> inexperienced players, then it
> > really hurts 'cos you're not prepared for it and
> you might not notice
> > the band of orcs shooting you, but even here an
> experienced
> > character's physiology would probaly make them
> react differently eg
> > run away, get under cover, get angry etc
> >
> > I feel a rule mod comming on to formalise whatI do
> .... OK
> > Either added to a "Warrior Skill" or a new skill
> "avoiding stun" roll
> > under rank on a D10 when hit to avoid becomming
> stunned - a roll of 10
> > always stunned. Chance halved if suprised
> > How about mages: can't use this skill or MA is
> subtacted from chance
> > in some way as mages are more in tune with the
> world....?
> > Any other ideas?
> >
> > David
> >
> > --- In dqn-list@yahoogroups.com, "darkislephil"
> <darkislephil@y...>
> wrote:
> > >
> > > --- In dqn-list@yahoogroups.com, "D. Cameron
> King" <monarchy2000@h...>
> > > wrote:
> > >
> > > > We always used it, per the rules (2nd
> edition--though
> > > > it's worth mentioning that the rule is
> different
> > > > in the two different 2nd edition rulebooks,
> and I
> > > > can't recall which one we followed).
> > >
> > > I just double-checked my Bantam 2nd vs the TSR
> 3rd and I see that in
> > > the 3rd the recovery roll was increased to
> 3xWill. I inclined to
> > > think that this is a one of the good changes in
> the 3rd edition.
> > >
> > > > It *is* one of the nastiest combat rules, but
> it's also one of
> > > > the few reasons to care much about your WP
> score.
> > >
> > > To me this was one of the best arguments for
> using it because, as you
> > > say, WP just isn't that important to most
> characters otherwise.
> > >
> > > > And we liked the effect that "fear of being
> stunned" had on
> > > > us in combat.
> > >
> > > In general we didn't need any additional reasons
> to avoid combat. DQ
> > > combat is already deadly to PCs. :)
> > >
> > > > Frankly, I've always felt that one of the best
> things about DQ is
> > > > that--exhilirating as combat is--there is
> considerable motivation to
> > > avoid
> > > > unnecessary violence (because even a little
> bad luck can result in
> > > > disastrous consequences). It definitely
> enhances the "realism,"
> IMO.
> > >
> > > I hear you and I agree that one of the best
> elements of DQ is that
> > > unlike many level based RPGs the always present
> threat of death in any
> > > combat adds an edge to it that is missing in
> those other games. It
> > > just always seemed that the stun rule pushed it
> past exhilirating and
> > > dangerous right in to frustrating. The PCs are
> the heros. This is
> > > high-fantasy, swords and sorcery. They are
> supposed to be able to
> > > take on multiple minions of evil and come away
> the victors even if a
> > > little battered and bloody. But when the PCs
> are all stunned with
> > > their weapons laying on the ground in the first
> couple rounds of
> > > combat they don't feel so heroic. And it will
> happen all too often
> > > because the minions will always outnumber the
> good guys.
> > >
> > > One more thing. In our campaigns almost no
> characters wore any armor
> > > above leather and no magic armor. The weight of
> the heavier armors,
> > > which caused agility & fatigue loss, combined
> with the normal armor
> > > agility loss tended to discourage the wearing of
> higher protection
> > > armors. So in our campaigns avg hits with many
> weapons were enough to
> > > stun the PCs who being PCs never make their
> recovery rolls.
> > >
> > > In any case not trying to make any converts so
> much as explore my own
> > > thoughts and those of others on the issue. The
> stun rule is just one
> > > of the few parts of DQ I have never been
> "comfortable" with so it
> > > seemed a good choice to start some discussion.
> > >
> > > I am inclined to give it another try using the
> 3rd editions 3xWill+Fat
> > > rule.
>
>
>
>
> Yahoo! Groups SponsorADVERTISEMENT
>
>
> ---------------------------------
> Yahoo! Groups Links
>
> To visit your group on the web, go to:
> http://groups.yahoo.com/group/dqn-list/
>
> To unsubscribe from this group, send an email to:
> dqn-list-unsubscribe@yahoogroups.com
>
> Your use of Yahoo! Groups is subject to the
> Yahoo! Terms of Service.
>
>
>
>
> ---------------------------------
> Do you Yahoo!?
> Yahoo! Small Business - Try our new resources site!





__________________________________
Do you Yahoo!?
Yahoo! Sports - Sign up for Fantasy Baseball.
http://baseball.fantasysports.yahoo.com/
Group: dqn-list Message: 1892 From: darkislephil Date: 3/17/2005
Subject: Frontiers of Alusia - Anyone have a scanned version of the map?
I had my copy of the map laminated not long after getting it but that
makes it a bit problematic to scan. Anyone have a good scan of it?

-Phil
Group: dqn-list Message: 1893 From: John Rauchert Date: 3/17/2005
Subject: Re: Frontiers of Alusia - Anyone have a scanned version of the map?
http://www.darkrealms.com/~alarian/DQ/Alusia/Alusiamap.htm

-----Original Message-----
From: darkislephil [mailto:darkislephil@yahoo.com]
Sent: Thursday, March 17, 2005 1:41 PM
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Frontiers of Alusia - Anyone have a scanned version
of the map?



I had my copy of the map laminated not long after getting it but that
makes it a bit problematic to scan. Anyone have a good scan of it?

-Phil







Yahoo! Groups Links
Group: dqn-list Message: 1894 From: Mandos Mitchinson Date: 3/17/2005
Subject: Re: The Backfire Table - Evil & Cruel or Exciting & Challenging
> So how do others feel about the backfire table? Is it too harsh?
> Should it have been weighted more towards fatigue penalties and minor
> disabling effects lasting hours? Is it just right? Is it not harsh
> enough?

I personally use a varient written by some of the guys in the NZ group when
they were working on a different version of the magic system some years ago.
The basic split of Curses/damage/irritating effects are still there but all
the effects that actually stop you roleplaying (mute,deaf etc) have been
removed.

Although in our campaign the problem is more that most mid-high level
adventureres do not backfire anymore to the point where I offer an EP bounty
if people do to encourage the use of some of the more dangerous spells :-)

Mandos
/s
Group: dqn-list Message: 1895 From: Mandos Mitchinson Date: 3/17/2005
Subject: Re: The Stun Rule - Do you use it?
> This is one of the issues that make me wonder if the supporters of the
> rule don't observe it more in principle than in practice. Odds are
> that anyone stunned during a melee isn't going to survive with the
> 2xWP+FT recovery roll.
>
> I need to run a series of mock combats and see how the use of 3xWP+FT
> changes the dynamic.

IN the NZ game we use the 2xWP+FT rules with no problem at all. We did add
in a free stun recovery at the end of the first pulse stunned to give an
extra chance for people, but most players realise the importance of the stat
when they are generating the character so Warriors and Fighter/Mages will
take a high willpower, you need it for Magic Resistance anyway.

Those who do take Low willpowers tend to rank it like crazy as soon as they
can so that they avoid spending their combats stunned.

Mandos
/s
Group: dqn-list Message: 1896 From: darkislephil Date: 3/17/2005
Subject: Re: Frontiers of Alusia - Anyone have a scanned version of the map?
Thanks! Odd that Google didn't find it. I wonder if he has it
blocked in his robots.txt file.


--- In dqn-list@yahoogroups.com, John Rauchert <john.rauchert@s...> wrote:
> http://www.darkrealms.com/~alarian/DQ/Alusia/Alusiamap.htm
>
> -----Original Message-----
> From: darkislephil [mailto:darkislephil@y...]
> Sent: Thursday, March 17, 2005 1:41 PM
> To: dqn-list@yahoogroups.com
> Subject: [DQN-list] Frontiers of Alusia - Anyone have a scanned version
> of the map?
>
>
>
> I had my copy of the map laminated not long after getting it but that
> makes it a bit problematic to scan. Anyone have a good scan of it?
>
> -Phil
>
>
>
>
>
>
>
> Yahoo! Groups Links
Group: dqn-list Message: 1897 From: darkislephil Date: 3/17/2005
Subject: Re: New to the group...
So I did manage to locate my old copies of Arcane Wisdom and did a
quick comparison with the PDF version.

As mentioned previously the old SPI version I have seems to primarily
differ in section numbering. The order of spells in the colleges is
often different and there is less descriptive text in places. No
additional or missing rules that I saw.

The second copy I have is largely the same as the PDF version. I
didn't see any obvious rules changes in my quick scan through it. The
PDF version is missing several of Truman's illustrations while my
version is missing the Jaquays illustration of the rag & string golem.
The layout in mine is quite a bit different but I suspect that is due
to the OCR capture/conversion process.
Group: dqn-list Message: 1898 From: andy Date: 3/17/2005
Subject: the palace of onticel
thr enchanted woods scans and pdf were great i have been
seaching for those but i still am looking for the palce of
onticel if anyone hase these let me know thanks
Group: dqn-list Message: 1899 From: darkislephil Date: 3/18/2005
Subject: Re: the palace of onticel
You're in luck. I just scanned Palace of Ontoncle in as well. There
were four color pages (front, back and two insides) so the archive is
bigger than the last. About 20MB. If you want it get it soon as I'll
probably pull it and the Enchanted Woods one shortly to avoid
excessive bandwidth issues.

http://www.darkisle.com/phil/PalaceOfOntoncle.zip

Enjoy.

-Phil
Group: dqn-list Message: 1900 From: dq@johncorey.com Date: 3/18/2005
Subject: Re: Frontiers of Alusia - Anyone have a scanned version of the map?
I might at home. I will take a look this weekend
JohnC

>
>
> I had my copy of the map laminated not long after getting it but that
> makes it a bit problematic to scan. Anyone have a good scan of it?
>
> -Phil
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
Group: dqn-list Message: 1901 From: Donald Hawthorne Date: 3/18/2005
Subject: Re: Digest Number 344
1. Yep, we use the stun rule. We use the most forgiving one though, 4 x
Willpower + remaing Fatigue and we give a chance to recover in the same turn
the Stun was inflicted, even if the figure (character or NPC) has already
acted.

2. My players hated the Backfire rule and hated mages until the umpteenth
time I sat them down, held their hands, and walked them through the
Investment Rituals system. Now they all have staffs, rings, necklaces,
belts, and what-have-you with invested spells, or treasure items that allow
more
than one type of spell to be invested in an item. Runestones and enchanted
gems/coins are also big favorites.
2a. I'm running a campaign where I did away with the Backfire Table
completely... sort of. There is a sect of monsters who actually USE the
Backfire Table as their attacks. The players NEVER roll for backfire, but
they cannot cast any spells which they have not invested in a single item.
They can invest a number of the same or different General Knowledge spells
up to their their level, and Special Knowledge spells up to half their
level. However, they can't cast any spell they haven't invested, and once
the spells invested in their item are used up, they're gone until
re-invested. Within the context of the campaign and its flavor, this is
working fine, and it's really helping the players learn and appreciate the
investment system and its huge success bonuses for when we go back to
atraditional campaign once this one is concluded.
5. Welcome! :-)
14. Nope. Sorry! :-(


----- Original Message -----
From: <dqn-list@yahoogroups.com>
To: <dqn-list@yahoogroups.com>
Sent: Thursday, March 17, 2005 10:55 PM
Subject: [DQN-list] Digest Number 344



There are 19 messages in this issue.

Topics in this digest:

1. Re: The Stun Rule - Do you use it?
From: "darkislephil" <darkislephil@yahoo.com>
2. The Backfire Table - Evil & Cruel or Exciting & Challenging
From: "darkislephil" <darkislephil@yahoo.com>
3. Re: The Backfire Table - Evil & Cruel or Exciting & Challenging
From: "dbarrass_2000" <david.barrass@ed.ac.uk>
4. Re: The Stun Rule - Do you use it?
From: "dbarrass_2000" <david.barrass@ed.ac.uk>
5. Re: New to the group...
From: "dbarrass_2000" <david.barrass@ed.ac.uk>
6. Re: The Backfire Table - Evil & Cruel or Exciting & Challenging
From: dq@johncorey.com
7. Re: The Stun Rule - Do you use it?
From: Arturo Algueiro Melo <aleam00@yahoo.com>
8. Re: The Stun Rule - Do you use it?
From: "darkislephil" <darkislephil@yahoo.com>
9. Re: The Stun Rule - Do you use it?
From: "darkislephil" <darkislephil@yahoo.com>
10. Re: Re: The Stun Rule - Do you use it?
From: Jason Honhera <albavar@yahoo.com>
11. Re: Re: The Stun Rule - Do you use it?
From: dq@johncorey.com
12. Re: New to the group...
From: "darkislephil" <darkislephil@yahoo.com>
13. Re: Re: The Stun Rule - Do you use it?
From: Phil Wright <darkislephil@yahoo.com>
14. Frontiers of Alusia - Anyone have a scanned version of the map?
From: "darkislephil" <darkislephil@yahoo.com>
15. RE: Frontiers of Alusia - Anyone have a scanned version of the map?
From: John Rauchert <john.rauchert@sait.ca>
16. RE: The Backfire Table - Evil & Cruel or Exciting & Challenging
From: "Mandos Mitchinson" <mandos@allowed.to>
17. RE: Re: The Stun Rule - Do you use it?
From: "Mandos Mitchinson" <mandos@allowed.to>
18. Re: Frontiers of Alusia - Anyone have a scanned version of the map?
From: "darkislephil" <darkislephil@yahoo.com>
19. Re: New to the group...
From: "darkislephil" <darkislephil@yahoo.com>


________________________________________________________________________
________________________________________________________________________

Message: 1
Date: Thu, 17 Mar 2005 04:41:34 -0000
From: "darkislephil" <darkislephil@yahoo.com>
Subject: Re: The Stun Rule - Do you use it?


--- In dqn-list@yahoogroups.com, Russ Jones <russjon@e...> wrote:

> I find that the stun rule encouraging the use of heavier
> armor gives non-mage characters considerably more value
> to a party than they might otherwise have.

This seems to be a common theme among the posts in this list. That
non-mage characters are merely support characters or provide limited
value to a party.

Never would have expected that given all the limitations and
liabilities for using magic in combat.

However I can definitely agree that with a stun rule in effect anyone
who could wear heavier armor would be likely to do so.






________________________________________________________________________
________________________________________________________________________

Message: 2
Date: Thu, 17 Mar 2005 05:48:18 -0000
From: "darkislephil" <darkislephil@yahoo.com>
Subject: The Backfire Table - Evil & Cruel or Exciting & Challenging


Since Cameron brought it up I thought I would stir up some more trouble.

A mage of less than Hero level, more likely than not, is going to get
one or more backfires during the course of a gaming session. In many
cases the result of the backfire table can, for all intents and
purposes, remove the poor mage from play.

I don't know how many times we would have some poor shmuck mage
backfire only a few minutes into a gaming session and then have the
party spend hours trying to find a healer so that they could continue
on the adventure with a functioning mage.

Because of that mages were usually discouraged from using spells
except when absolutely necessary. At least until their cast chances
were sufficiently high enough to avoid backfires.

So how do others feel about the backfire table? Is it too harsh?
Should it have been weighted more towards fatigue penalties and minor
disabling effects lasting hours? Is it just right? Is it not harsh
enough?





________________________________________________________________________
________________________________________________________________________

Message: 3
Date: Thu, 17 Mar 2005 08:34:26 -0000
From: "dbarrass_2000" <david.barrass@ed.ac.uk>
Subject: Re: The Backfire Table - Evil & Cruel or Exciting & Challenging


--- In dqn-list@yahoogroups.com, "darkislephil" <darkislephil@y...> wrote:
>
> Since Cameron brought it up I thought I would stir up some more trouble.
>
> A mage of less than Hero level, more likely than not, is going to get
> one or more backfires during the course of a gaming session. In many
> cases the result of the backfire table can, for all intents and
> purposes, remove the poor mage from play.
>
> I don't know how many times we would have some poor shmuck mage
> backfire only a few minutes into a gaming session and then have the
> party spend hours trying to find a healer so that they could continue
> on the adventure with a functioning mage.
>
> Because of that mages were usually discouraged from using spells
> except when absolutely necessary. At least until their cast chances
> were sufficiently high enough to avoid backfires.
>
> So how do others feel about the backfire table? Is it too harsh?
> Should it have been weighted more towards fatigue penalties and minor
> disabling effects lasting hours? Is it just right? Is it not harsh
> enough?

I really like the backfire table as a GM, many an adveture has got
started trying to "fix" a mage

David





________________________________________________________________________
________________________________________________________________________

Message: 4
Date: Thu, 17 Mar 2005 08:49:09 -0000
From: "dbarrass_2000" <david.barrass@ed.ac.uk>
Subject: Re: The Stun Rule - Do you use it?


I use the stun rule variably. In combat I don't use it for
experienced characters. I don't think its realistic, the adrenaline
and edorphines keep you going. There are tails of pilots in the
second world war landing thier planes safely then dropping dead of
their wounds (and what about berserkers). If the choise is dealing
with the pain or dying then evolution lets you deal with the pain.

Its different in suprise situations or inexperienced players, then it
really hurts 'cos you're not prepared for it and you might not notice
the band of orcs shooting you, but even here an experienced
character's physiology would probaly make them react differently eg
run away, get under cover, get angry etc

I feel a rule mod comming on to formalise whatI do .... OK
Either added to a "Warrior Skill" or a new skill "avoiding stun" roll
under rank on a D10 when hit to avoid becomming stunned - a roll of 10
always stunned. Chance halved if suprised
How about mages: can't use this skill or MA is subtacted from chance
in some way as mages are more in tune with the world....?
Any other ideas?

David

--- In dqn-list@yahoogroups.com, "darkislephil" <darkislephil@y...> wrote:
>
> --- In dqn-list@yahoogroups.com, "D. Cameron King" <monarchy2000@h...>
> wrote:
>
> > We always used it, per the rules (2nd edition--though
> > it's worth mentioning that the rule is different
> > in the two different 2nd edition rulebooks, and I
> > can't recall which one we followed).
>
> I just double-checked my Bantam 2nd vs the TSR 3rd and I see that in
> the 3rd the recovery roll was increased to 3xWill. I inclined to
> think that this is a one of the good changes in the 3rd edition.
>
> > It *is* one of the nastiest combat rules, but it's also one of
> > the few reasons to care much about your WP score.
>
> To me this was one of the best arguments for using it because, as you
> say, WP just isn't that important to most characters otherwise.
>
> > And we liked the effect that "fear of being stunned" had on
> > us in combat.
>
> In general we didn't need any additional reasons to avoid combat. DQ
> combat is already deadly to PCs. :)
>
> > Frankly, I've always felt that one of the best things about DQ is
> > that--exhilirating as combat is--there is considerable motivation to
> avoid
> > unnecessary violence (because even a little bad luck can result in
> > disastrous consequences). It definitely enhances the "realism," IMO.
>
> I hear you and I agree that one of the best elements of DQ is that
> unlike many level based RPGs the always present threat of death in any
> combat adds an edge to it that is missing in those other games. It
> just always seemed that the stun rule pushed it past exhilirating and
> dangerous right in to frustrating. The PCs are the heros. This is
> high-fantasy, swords and sorcery. They are supposed to be able to
> take on multiple minions of evil and come away the victors even if a
> little battered and bloody. But when the PCs are all stunned with
> their weapons laying on the ground in the first couple rounds of
> combat they don't feel so heroic. And it will happen all too often
> because the minions will always outnumber the good guys.
>
> One more thing. In our campaigns almost no characters wore any armor
> above leather and no magic armor. The weight of the heavier armors,
> which caused agility & fatigue loss, combined with the normal armor
> agility loss tended to discourage the wearing of higher protection
> armors. So in our campaigns avg hits with many weapons were enough to
> stun the PCs who being PCs never make their recovery rolls.
>
> In any case not trying to make any converts so much as explore my own
> thoughts and those of others on the issue. The stun rule is just one
> of the few parts of DQ I have never been "comfortable" with so it
> seemed a good choice to start some discussion.
>
> I am inclined to give it another try using the 3rd editions 3xWill+Fat
> rule.





________________________________________________________________________
________________________________________________________________________

Message: 5
Date: Thu, 17 Mar 2005 08:54:27 -0000
From: "dbarrass_2000" <david.barrass@ed.ac.uk>
Subject: Re: New to the group...


Welcome. You certainly seem to have done wonders to this group

How do your arcane wisdom copies compare with the ones we have access
to on the web, is there anything missing?

David

--- In dqn-list@yahoogroups.com, "darkislephil" <darkislephil@y...> wrote:
>
>
> Howdy everyone. Just stumbled across this group while randomly
> googling the net for DragonQuest info.
>
> Like many I have been playing DQ since its initial release. Though I
> have owned and still do own almost every RPG that was ever released DQ
> is the one I come back to for fantasy gaming.
>
> Over the years I have used the Alusia campaign setting as well as
> adapting Harn and even TSRs Red Steel setting for use with DQ. I was
> fortunate enough to weasel a couple early versions of Arcane Wisdom
> from certain ex-SPI empoyees in the years following SPI's demise which
> did a lot to enhance our DQ games. It was great though to see the
> archives of old Ares & Dragon columns in PDF form as well as the PDF
> Arcane Wisdom that is floating around out there.
>
> Anyway just wanted to say hey to everyone and I'll follow up this post
> with a couple others to see if we can get some discussion going.
>
> Cheers,
>
> Phil





________________________________________________________________________
________________________________________________________________________

Message: 6
Date: Thu, 17 Mar 2005 08:25:53 -0500 (EST)
From: dq@johncorey.com
Subject: Re: The Backfire Table - Evil & Cruel or Exciting & Challenging

The debate on this list that I recall as being the most heated (which for
this list is not too bad :->) was about the backfire table. I think my
problem is I have only been a player a few times. I am alomst exclusively
a GM. So I have no problem with the backfire table. At the same time, it
is hard to arguie that it is not harsh to players. When I think about it,
I like the frequencey, but struggle with the severity of some of the
results.

As someone else pointed out, it can be a great adventure seed.

JohnC

>
>
> Since Cameron brought it up I thought I would stir up some more trouble.
>
> A mage of less than Hero level, more likely than not, is going to get
> one or more backfires during the course of a gaming session. In many
> cases the result of the backfire table can, for all intents and
> purposes, remove the poor mage from play.
>
> I don't know how many times we would have some poor shmuck mage
> backfire only a few minutes into a gaming session and then have the
> party spend hours trying to find a healer so that they could continue
> on the adventure with a functioning mage.
>
> Because of that mages were usually discouraged from using spells
> except when absolutely necessary. At least until their cast chances
> were sufficiently high enough to avoid backfires.
>
> So how do others feel about the backfire table? Is it too harsh?
> Should it have been weighted more towards fatigue penalties and minor
> disabling effects lasting hours? Is it just right? Is it not harsh
> enough?
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>



________________________________________________________________________
________________________________________________________________________

Message: 7
Date: Thu, 17 Mar 2005 10:42:35 -0600 (CST)
From: Arturo Algueiro Melo <aleam00@yahoo.com>
Subject: Re: The Stun Rule - Do you use it?

Hi, people!...
My humble contribution to the subject.
As our group decided to take the most favourable rules
towards the players, we use 3xWP+FT remaining to recover
from stun, and defense halved. We thought that zero defense
plus stun modifier to hit (+15 or +20) was too much.
Only incapacitated subjects have defense = 0.
Of course, NPC also have the same rule, and usually have
more WP than the PC's, so they recover sooner.
Best regards... Arturo

_________________________________________________________
Do You Yahoo!?
Información de Estados Unidos y América Latina, en Yahoo! Noticias.
Visítanos en http://noticias.espanol.yahoo.com


________________________________________________________________________
________________________________________________________________________

Message: 8
Date: Thu, 17 Mar 2005 17:52:26 -0000
From: "darkislephil" <darkislephil@yahoo.com>
Subject: Re: The Stun Rule - Do you use it?


The way you describe it is more in line with how I see it. The heroes
of the story don't get stunned in the middle of a melee though they
might collapse from their wounds later. A caveat to that is sometimes
for the story to move forward the hero is stunned and captured but in
that case it serves the storyline and isn't just a random result.

I like the idea of stuns in combat but not really how it was
implemented. I am guessing that in many cases it is observed more in
principle than in practice.

To me the 3rd edition rule with 3xWill seems a more reasonably way to
go. It still gives importance to a stat that otherwise isn't very
important.

-Phil

--- In dqn-list@yahoogroups.com, "dbarrass_2000" <david.barrass@e...>
wrote:
>
> I use the stun rule variably. In combat I don't use it for
> experienced characters. I don't think its realistic, the adrenaline
> and edorphines keep you going. There are tails of pilots in the
> second world war landing thier planes safely then dropping dead of
> their wounds (and what about berserkers). If the choise is dealing
> with the pain or dying then evolution lets you deal with the pain.
>
> Its different in suprise situations or inexperienced players, then it
> really hurts 'cos you're not prepared for it and you might not notice
> the band of orcs shooting you, but even here an experienced
> character's physiology would probaly make them react differently eg
> run away, get under cover, get angry etc
>
> I feel a rule mod comming on to formalise whatI do .... OK
> Either added to a "Warrior Skill" or a new skill "avoiding stun" roll
> under rank on a D10 when hit to avoid becomming stunned - a roll of 10
> always stunned. Chance halved if suprised
> How about mages: can't use this skill or MA is subtacted from chance
> in some way as mages are more in tune with the world....?
> Any other ideas?
>
> David
>
> --- In dqn-list@yahoogroups.com, "darkislephil" <darkislephil@y...>
wrote:
> >
> > --- In dqn-list@yahoogroups.com, "D. Cameron King" <monarchy2000@h...>
> > wrote:
> >
> > > We always used it, per the rules (2nd edition--though
> > > it's worth mentioning that the rule is different
> > > in the two different 2nd edition rulebooks, and I
> > > can't recall which one we followed).
> >
> > I just double-checked my Bantam 2nd vs the TSR 3rd and I see that in
> > the 3rd the recovery roll was increased to 3xWill. I inclined to
> > think that this is a one of the good changes in the 3rd edition.
> >
> > > It *is* one of the nastiest combat rules, but it's also one of
> > > the few reasons to care much about your WP score.
> >
> > To me this was one of the best arguments for using it because, as you
> > say, WP just isn't that important to most characters otherwise.
> >
> > > And we liked the effect that "fear of being stunned" had on
> > > us in combat.
> >
> > In general we didn't need any additional reasons to avoid combat. DQ
> > combat is already deadly to PCs. :)
> >
> > > Frankly, I've always felt that one of the best things about DQ is
> > > that--exhilirating as combat is--there is considerable motivation to
> > avoid
> > > unnecessary violence (because even a little bad luck can result in
> > > disastrous consequences). It definitely enhances the "realism,"
IMO.
> >
> > I hear you and I agree that one of the best elements of DQ is that
> > unlike many level based RPGs the always present threat of death in any
> > combat adds an edge to it that is missing in those other games. It
> > just always seemed that the stun rule pushed it past exhilirating and
> > dangerous right in to frustrating. The PCs are the heros. This is
> > high-fantasy, swords and sorcery. They are supposed to be able to
> > take on multiple minions of evil and come away the victors even if a
> > little battered and bloody. But when the PCs are all stunned with
> > their weapons laying on the ground in the first couple rounds of
> > combat they don't feel so heroic. And it will happen all too often
> > because the minions will always outnumber the good guys.
> >
> > One more thing. In our campaigns almost no characters wore any armor
> > above leather and no magic armor. The weight of the heavier armors,
> > which caused agility & fatigue loss, combined with the normal armor
> > agility loss tended to discourage the wearing of higher protection
> > armors. So in our campaigns avg hits with many weapons were enough to
> > stun the PCs who being PCs never make their recovery rolls.
> >
> > In any case not trying to make any converts so much as explore my own
> > thoughts and those of others on the issue. The stun rule is just one
> > of the few parts of DQ I have never been "comfortable" with so it
> > seemed a good choice to start some discussion.
> >
> > I am inclined to give it another try using the 3rd editions 3xWill+Fat
> > rule.





________________________________________________________________________
________________________________________________________________________

Message: 9
Date: Thu, 17 Mar 2005 18:06:11 -0000
From: "darkislephil" <darkislephil@yahoo.com>
Subject: Re: The Stun Rule - Do you use it?


--- In dqn-list@yahoogroups.com, Arturo Algueiro Melo <aleam00@y...>
wrote:
> As our group decided to take the most favourable rules
> towards the players, we use 3xWP+FT remaining to recover
> from stun, and defense halved. We thought that zero defense
> plus stun modifier to hit (+15 or +20) was too much.
> Only incapacitated subjects have defense = 0.

This is one of the issues that make me wonder if the supporters of the
rule don't observe it more in principle than in practice. Odds are
that anyone stunned during a melee isn't going to survive with the
2xWP+FT recovery roll.

I need to run a series of mock combats and see how the use of 3xWP+FT
changes the dynamic.

-Phil






________________________________________________________________________
________________________________________________________________________

Message: 10
Date: Thu, 17 Mar 2005 10:13:44 -0800 (PST)
From: Jason Honhera <albavar@yahoo.com>
Subject: Re: Re: The Stun Rule - Do you use it?

Forgive my forgetfulness, but my book has been packed away until we can get
a bigger place. I always remember how to get out of stun... but what are
the conditions in which you become stunned?

darkislephil <darkislephil@yahoo.com> wrote:
The way you describe it is more in line with how I see it. The heroes
of the story don't get stunned in the middle of a melee though they
might collapse from their wounds later. A caveat to that is sometimes
for the story to move forward the hero is stunned and captured but in
that case it serves the storyline and isn't just a random result.

I like the idea of stuns in combat but not really how it was
implemented. I am guessing that in many cases it is observed more in
principle than in practice.

To me the 3rd edition rule with 3xWill seems a more reasonably way to
go. It still gives importance to a stat that otherwise isn't very
important.

-Phil

--- In dqn-list@yahoogroups.com, "dbarrass_2000" <david.barrass@e...>
wrote:
>
> I use the stun rule variably. In combat I don't use it for
> experienced characters. I don't think its realistic, the adrenaline
> and edorphines keep you going. There are tails of pilots in the
> second world war landing thier planes safely then dropping dead of
> their wounds (and what about berserkers). If the choise is dealing
> with the pain or dying then evolution lets you deal with the pain.
>
> Its different in suprise situations or inexperienced players, then it
> really hurts 'cos you're not prepared for it and you might not notice
> the band of orcs shooting you, but even here an experienced
> character's physiology would probaly make them react differently eg
> run away, get under cover, get angry etc
>
> I feel a rule mod comming on to formalise whatI do .... OK
> Either added to a "Warrior Skill" or a new skill "avoiding stun" roll
> under rank on a D10 when hit to avoid becomming stunned - a roll of 10
> always stunned. Chance halved if suprised
> How about mages: can't use this skill or MA is subtacted from chance
> in some way as mages are more in tune with the world....?
> Any other ideas?
>
> David
>
> --- In dqn-list@yahoogroups.com, "darkislephil" <darkislephil@y...>
wrote:
> >
> > --- In dqn-list@yahoogroups.com, "D. Cameron King" <monarchy2000@h...>
> > wrote:
> >
> > > We always used it, per the rules (2nd edition--though
> > > it's worth mentioning that the rule is different
> > > in the two different 2nd edition rulebooks, and I
> > > can't recall which one we followed).
> >
> > I just double-checked my Bantam 2nd vs the TSR 3rd and I see that in
> > the 3rd the recovery roll was increased to 3xWill. I inclined to
> > think that this is a one of the good changes in the 3rd edition.
> >
> > > It *is* one of the nastiest combat rules, but it's also one of
> > > the few reasons to care much about your WP score.
> >
> > To me this was one of the best arguments for using it because, as you
> > say, WP just isn't that important to most characters otherwise.
> >
> > > And we liked the effect that "fear of being stunned" had on
> > > us in combat.
> >
> > In general we didn't need any additional reasons to avoid combat. DQ
> > combat is already deadly to PCs. :)
> >
> > > Frankly, I've always felt that one of the best things about DQ is
> > > that--exhilirating as combat is--there is considerable motivation to
> > avoid
> > > unnecessary violence (because even a little bad luck can result in
> > > disastrous consequences). It definitely enhances the "realism,"
IMO.
> >
> > I hear you and I agree that one of the best elements of DQ is that
> > unlike many level based RPGs the always present threat of death in any
> > combat adds an edge to it that is missing in those other games. It
> > just always seemed that the stun rule pushed it past exhilirating and
> > dangerous right in to frustrating. The PCs are the heros. This is
> > high-fantasy, swords and sorcery. They are supposed to be able to
> > take on multiple minions of evil and come away the victors even if a
> > little battered and bloody. But when the PCs are all stunned with
> > their weapons laying on the ground in the first couple rounds of
> > combat they don't feel so heroic. And it will happen all too often
> > because the minions will always outnumber the good guys.
> >
> > One more thing. In our campaigns almost no characters wore any armor
> > above leather and no magic armor. The weight of the heavier armors,
> > which caused agility & fatigue loss, combined with the normal armor
> > agility loss tended to discourage the wearing of higher protection
> > armors. So in our campaigns avg hits with many weapons were enough to
> > stun the PCs who being PCs never make their recovery rolls.
> >
> > In any case not trying to make any converts so much as explore my own
> > thoughts and those of others on the issue. The stun rule is just one
> > of the few parts of DQ I have never been "comfortable" with so it
> > seemed a good choice to start some discussion.
> >
> > I am inclined to give it another try using the 3rd editions 3xWill+Fat
> > rule.




Yahoo! Groups SponsorADVERTISEMENT


---------------------------------
Yahoo! Groups Links

To visit your group on the web, go to:
http://groups.yahoo.com/group/dqn-list/

To unsubscribe from this group, send an email to:
dqn-list-unsubscribe@yahoogroups.com

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




---------------------------------
Do you Yahoo!?
Yahoo! Small Business - Try our new resources site!

[This message contained attachments]



________________________________________________________________________
________________________________________________________________________

Message: 11
Date: Thu, 17 Mar 2005 13:40:27 -0500 (EST)
From: dq@johncorey.com
Subject: Re: Re: The Stun Rule - Do you use it?

This is why I hide the dice roles! gotta be able to add some drama

>
>
> --- In dqn-list@yahoogroups.com, Arturo Algueiro Melo <aleam00@y...>
> wrote:
>> As our group decided to take the most favourable rules
>> towards the players, we use 3xWP+FT remaining to recover
>> from stun, and defense halved. We thought that zero defense
>> plus stun modifier to hit (+15 or +20) was too much.
>> Only incapacitated subjects have defense = 0.
>
> This is one of the issues that make me wonder if the supporters of the
> rule don't observe it more in principle than in practice. Odds are
> that anyone stunned during a melee isn't going to survive with the
> 2xWP+FT recovery roll.
>
> I need to run a series of mock combats and see how the use of 3xWP+FT
> changes the dynamic.
>
> -Phil
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>



________________________________________________________________________
________________________________________________________________________

Message: 12
Date: Thu, 17 Mar 2005 18:42:19 -0000
From: "darkislephil" <darkislephil@yahoo.com>
Subject: Re: New to the group...


Thanks David.

I'm going to have to go through and compare the AWs I have with the
PDF version.

One of them is a copy of the galley proofs from when SPI was going to
print it but never did. It was called Advanced Magic and had
different section numbers for the colleges and such. The other I have
is from a contact I had at TSR and I'm pretty sure it is the same as
the PDF floating around though I didn't have the pretty color cover
for it.

We recently moved and I saw them when I was boxing up the computer
room. Now I just have to figure out which of the umpteen boxes in the
garage they are in.

-Phil


--- In dqn-list@yahoogroups.com, "dbarrass_2000" <david.barrass@e...>
wrote:
>
> Welcome. You certainly seem to have done wonders to this group
>
> How do your arcane wisdom copies compare with the ones we have access
> to on the web, is there anything missing?
>
> David
>
> --- In dqn-list@yahoogroups.com, "darkislephil" <darkislephil@y...>
wrote:
> >
> >
> > Howdy everyone. Just stumbled across this group while randomly
> > googling the net for DragonQuest info.
> >
> > Like many I have been playing DQ since its initial release. Though I
> > have owned and still do own almost every RPG that was ever released DQ
> > is the one I come back to for fantasy gaming.
> >
> > Over the years I have used the Alusia campaign setting as well as
> > adapting Harn and even TSRs Red Steel setting for use with DQ. I was
> > fortunate enough to weasel a couple early versions of Arcane Wisdom
> > from certain ex-SPI empoyees in the years following SPI's demise which
> > did a lot to enhance our DQ games. It was great though to see the
> > archives of old Ares & Dragon columns in PDF form as well as the PDF
> > Arcane Wisdom that is floating around out there.
> >
> > Anyway just wanted to say hey to everyone and I'll follow up this post
> > with a couple others to see if we can get some discussion going.
> >
> > Cheers,
> >
> > Phil





________________________________________________________________________
________________________________________________________________________

Message: 13
Date: Thu, 17 Mar 2005 12:01:12 -0800 (PST)
From: Phil Wright <darkislephil@yahoo.com>
Subject: Re: Re: The Stun Rule - Do you use it?

If you take effective damage greater than 1/3 your
original Endurance. So for a typical character around
6-8 pts of effective damage is needed. With good
armor, say 6 or higher, stuns are going to be fewer.
But with cloth or leather each hit you take has a good
chance of stunning.

--- Jason Honhera <albavar@yahoo.com> wrote:

> Forgive my forgetfulness, but my book has been
> packed away until we can get a bigger place. I
> always remember how to get out of stun... but what
> are the conditions in which you become stunned?
>
> darkislephil <darkislephil@yahoo.com> wrote:
> The way you describe it is more in line with how I
> see it. The heroes
> of the story don't get stunned in the middle of a
> melee though they
> might collapse from their wounds later. A caveat to
> that is sometimes
> for the story to move forward the hero is stunned
> and captured but in
> that case it serves the storyline and isn't just a
> random result.
>
> I like the idea of stuns in combat but not really
> how it was
> implemented. I am guessing that in many cases it is
> observed more in
> principle than in practice.
>
> To me the 3rd edition rule with 3xWill seems a more
> reasonably way to
> go. It still gives importance to a stat that
> otherwise isn't very
> important.
>
> -Phil
>
> --- In dqn-list@yahoogroups.com, "dbarrass_2000"
> <david.barrass@e...>
> wrote:
> >
> > I use the stun rule variably. In combat I don't
> use it for
> > experienced characters. I don't think its
> realistic, the adrenaline
> > and edorphines keep you going. There are tails of
> pilots in the
> > second world war landing thier planes safely then
> dropping dead of
> > their wounds (and what about berserkers). If the
> choise is dealing
> > with the pain or dying then evolution lets you
> deal with the pain.
> >
> > Its different in suprise situations or
> inexperienced players, then it
> > really hurts 'cos you're not prepared for it and
> you might not notice
> > the band of orcs shooting you, but even here an
> experienced
> > character's physiology would probaly make them
> react differently eg
> > run away, get under cover, get angry etc
> >
> > I feel a rule mod comming on to formalise whatI do
> .... OK
> > Either added to a "Warrior Skill" or a new skill
> "avoiding stun" roll
> > under rank on a D10 when hit to avoid becomming
> stunned - a roll of 10
> > always stunned. Chance halved if suprised
> > How about mages: can't use this skill or MA is
> subtacted from chance
> > in some way as mages are more in tune with the
> world....?
> > Any other ideas?
> >
> > David
> >
> > --- In dqn-list@yahoogroups.com, "darkislephil"
> <darkislephil@y...>
> wrote:
> > >
> > > --- In dqn-list@yahoogroups.com, "D. Cameron
> King" <monarchy2000@h...>
> > > wrote:
> > >
> > > > We always used it, per the rules (2nd
> edition--though
> > > > it's worth mentioning that the rule is
> different
> > > > in the two different 2nd edition rulebooks,
> and I
> > > > can't recall which one we followed).
> > >
> > > I just double-checked my Bantam 2nd vs the TSR
> 3rd and I see that in
> > > the 3rd the recovery roll was increased to
> 3xWill. I inclined to
> > > think that this is a one of the good changes in
> the 3rd edition.
> > >
> > > > It *is* one of the nastiest combat rules, but
> it's also one of
> > > > the few reasons to care much about your WP
> score.
> > >
> > > To me this was one of the best arguments for
> using it because, as you
> > > say, WP just isn't that important to most
> characters otherwise.
> > >
> > > > And we liked the effect that "fear of being
> stunned" had on
> > > > us in combat.
> > >
> > > In general we didn't need any additional reasons
> to avoid combat. DQ
> > > combat is already deadly to PCs. :)
> > >
> > > > Frankly, I've always felt that one of the best
> things about DQ is
> > > > that--exhilirating as combat is--there is
> considerable motivation to
> > > avoid
> > > > unnecessary violence (because even a little
> bad luck can result in
> > > > disastrous consequences). It definitely
> enhances the "realism,"
> IMO.
> > >
> > > I hear you and I agree that one of the best
> elements of DQ is that
> > > unlike many level based RPGs the always present
> threat of death in any
> > > combat adds an edge to it that is missing in
> those other games. It
> > > just always seemed that the stun rule pushed it
> past exhilirating and
> > > dangerous right in to frustrating. The PCs are
> the heros. This is
> > > high-fantasy, swords and sorcery. They are
> supposed to be able to
> > > take on multiple minions of evil and come away
> the victors even if a
> > > little battered and bloody. But when the PCs
> are all stunned with
> > > their weapons laying on the ground in the first
> couple rounds of
> > > combat they don't feel so heroic. And it will
> happen all too often
> > > because the minions will always outnumber the
> good guys.
> > >
> > > One more thing. In our campaigns almost no
> characters wore any armor
> > > above leather and no magic armor. The weight of
> the heavier armors,
> > > which caused agility & fatigue loss, combined
> with the normal armor
> > > agility loss tended to discourage the wearing of
> higher protection
> > > armors. So in our campaigns avg hits with many
> weapons were enough to
> > > stun the PCs who being PCs never make their
> recovery rolls.
> > >
> > > In any case not trying to make any converts so
> much as explore my own
> > > thoughts and those of others on the issue. The
> stun rule is just one
> > > of the few parts of DQ I have never been
> "comfortable" with so it
> > > seemed a good choice to start some discussion.
> > >
> > > I am inclined to give it another try using the
> 3rd editions 3xWill+Fat
> > > rule.
>
>
>
>
> Yahoo! Groups SponsorADVERTISEMENT
>
>
> ---------------------------------
> Yahoo! Groups Links
>
> To visit your group on the web, go to:
> http://groups.yahoo.com/group/dqn-list/
>
> To unsubscribe from this group, send an email to:
> dqn-list-unsubscribe@yahoogroups.com
>
> Your use of Yahoo! Groups is subject to the
> Yahoo! Terms of Service.
>
>
>
>
> ---------------------------------
> Do you Yahoo!?
> Yahoo! Small Business - Try our new resources site!





__________________________________
Do you Yahoo!?
Yahoo! Sports - Sign up for Fantasy Baseball.
http://baseball.fantasysports.yahoo.com/


________________________________________________________________________
________________________________________________________________________

Message: 14
Date: Thu, 17 Mar 2005 20:41:20 -0000
From: "darkislephil" <darkislephil@yahoo.com>
Subject: Frontiers of Alusia - Anyone have a scanned version of the map?


I had my copy of the map laminated not long after getting it but that
makes it a bit problematic to scan. Anyone have a good scan of it?

-Phil






________________________________________________________________________
________________________________________________________________________

Message: 15
Date: Thu, 17 Mar 2005 13:53:35 -0700
From: John Rauchert <john.rauchert@sait.ca>
Subject: RE: Frontiers of Alusia - Anyone have a scanned version of the map?

http://www.darkrealms.com/~alarian/DQ/Alusia/Alusiamap.htm

-----Original Message-----
From: darkislephil [mailto:darkislephil@yahoo.com]
Sent: Thursday, March 17, 2005 1:41 PM
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Frontiers of Alusia - Anyone have a scanned version
of the map?



I had my copy of the map laminated not long after getting it but that
makes it a bit problematic to scan. Anyone have a good scan of it?

-Phil







Yahoo! Groups Links









________________________________________________________________________
________________________________________________________________________

Message: 16
Date: Fri, 18 Mar 2005 11:26:58 +1300
From: "Mandos Mitchinson" <mandos@allowed.to>
Subject: RE: The Backfire Table - Evil & Cruel or Exciting & Challenging


> So how do others feel about the backfire table? Is it too harsh?
> Should it have been weighted more towards fatigue penalties and minor
> disabling effects lasting hours? Is it just right? Is it not harsh
> enough?

I personally use a varient written by some of the guys in the NZ group when
they were working on a different version of the magic system some years ago.
The basic split of Curses/damage/irritating effects are still there but all
the effects that actually stop you roleplaying (mute,deaf etc) have been
removed.

Although in our campaign the problem is more that most mid-high level
adventureres do not backfire anymore to the point where I offer an EP bounty
if people do to encourage the use of some of the more dangerous spells :-)

Mandos
/s



________________________________________________________________________
________________________________________________________________________

Message: 17
Date: Fri, 18 Mar 2005 11:27:32 +1300
From: "Mandos Mitchinson" <mandos@allowed.to>
Subject: RE: Re: The Stun Rule - Do you use it?

> This is one of the issues that make me wonder if the supporters of the
> rule don't observe it more in principle than in practice. Odds are
> that anyone stunned during a melee isn't going to survive with the
> 2xWP+FT recovery roll.
>
> I need to run a series of mock combats and see how the use of 3xWP+FT
> changes the dynamic.

IN the NZ game we use the 2xWP+FT rules with no problem at all. We did add
in a free stun recovery at the end of the first pulse stunned to give an
extra chance for people, but most players realise the importance of the stat
when they are generating the character so Warriors and Fighter/Mages will
take a high willpower, you need it for Magic Resistance anyway.

Those who do take Low willpowers tend to rank it like crazy as soon as they
can so that they avoid spending their combats stunned.

Mandos
/s



________________________________________________________________________
________________________________________________________________________

Message: 18
Date: Thu, 17 Mar 2005 22:49:33 -0000
From: "darkislephil" <darkislephil@yahoo.com>
Subject: Re: Frontiers of Alusia - Anyone have a scanned version of the map?


Thanks! Odd that Google didn't find it. I wonder if he has it
blocked in his robots.txt file.


--- In dqn-list@yahoogroups.com, John Rauchert <john.rauchert@s...> wrote:
> http://www.darkrealms.com/~alarian/DQ/Alusia/Alusiamap.htm
>
> -----Original Message-----
> From: darkislephil [mailto:darkislephil@y...]
> Sent: Thursday, March 17, 2005 1:41 PM
> To: dqn-list@yahoogroups.com
> Subject: [DQN-list] Frontiers of Alusia - Anyone have a scanned version
> of the map?
>
>
>
> I had my copy of the map laminated not long after getting it but that
> makes it a bit problematic to scan. Anyone have a good scan of it?
>
> -Phil
>
>
>
>
>
>
>
> Yahoo! Groups Links





________________________________________________________________________
________________________________________________________________________

Message: 19
Date: Thu, 17 Mar 2005 23:42:47 -0000
From: "darkislephil" <darkislephil@yahoo.com>
Subject: Re: New to the group...


So I did manage to locate my old copies of Arcane Wisdom and did a
quick comparison with the PDF version.

As mentioned previously the old SPI version I have seems to primarily
differ in section numbering. The order of spells in the colleges is
often different and there is less descriptive text in places. No
additional or missing rules that I saw.

The second copy I have is largely the same as the PDF version. I
didn't see any obvious rules changes in my quick scan through it. The
PDF version is missing several of Truman's illustrations while my
version is missing the Jaquays illustration of the rag & string golem.
The layout in mine is quite a bit different but I suspect that is due
to the OCR capture/conversion process.







________________________________________________________________________
________________________________________________________________________



------------------------------------------------------------------------
Yahoo! Groups Links




------------------------------------------------------------------------
Group: dqn-list Message: 1902 From: John Rauchert Date: 3/18/2005
Subject: Re: the palace of onticel
An images only pdf is now available at:

http://johnrauchert.brinkster.net/dq/archive/adventures/

It is about 4.3 MB in size.

JohnR

-----Original Message-----
From: darkislephil [mailto:darkislephil@yahoo.com]
Sent: Friday, March 18, 2005 12:14 AM
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Re: the palace of onticel



You're in luck. I just scanned Palace of Ontoncle in as well. There
were four color pages (front, back and two insides) so the archive is
bigger than the last. About 20MB. If you want it get it soon as I'll
probably pull it and the Enchanted Woods one shortly to avoid
excessive bandwidth issues.

http://www.darkisle.com/phil/PalaceOfOntoncle.zip

Enjoy.

-Phil







Yahoo! Groups Links
Group: dqn-list Message: 1903 From: lfreyr Date: 3/18/2005
Subject: Re: The Backfire Table - Evil & Cruel or Exciting & Challenging
I have always felt that DQ encourages or at least allows a little
more humor to creep into play than many other systems. The writers
of the Backfire and Grievous Wound and Fright Tables clearly were
having fun making them. I probably derive more pleasure out of
making the mages roll for backfire results than just about any other
game event (except divine interventions). My players don't hesitate
to play mages though, because I compensate by making curse removal
quite accessible. This involves a little bit of perceived pain
(besides the $), such as a visit to a crazy old witch who makes the
victim uncomfortable with her amorous demeanor, or a mob wizard who
hints that a "favor" will be owed in addition to money. I never
really call in these chips, but it provides just enough pretend
mental anguish to keep it from seeming too easy.

It is so enjoyable to watch players squirm when confronting
imaginary issues (as opposed to "real" problems such as
monsters): "She'll remove your curse, but you have to kiss her black
warty lips," or "The magic wishing ring is yours, all you have to do
is reach deep into the orc latrine pit to retrieve it." (I admit to
having some B.A. Felton in me.) And of course, a willpower check is
often called for once a player decides to go through with it,
reinforcing my feeling that Willpower is the most important stat in
DQ. When I play D&D (usually 1st edition), the DQ features I miss
most are the Willpower and Perception stats. I try to make Int and
Wis work in their places, but they don't fit as well.


--- In dqn-list@yahoogroups.com, "darkislephil" <darkislephil@y...>
wrote:
>
> Since Cameron brought it up I thought I would stir up some more
trouble.
>
> A mage of less than Hero level, more likely than not, is going to
get
> one or more backfires during the course of a gaming session. In
many
> cases the result of the backfire table can, for all intents and
> purposes, remove the poor mage from play.
>
> I don't know how many times we would have some poor shmuck mage
> backfire only a few minutes into a gaming session and then have the
> party spend hours trying to find a healer so that they could
continue
> on the adventure with a functioning mage.
>
> Because of that mages were usually discouraged from using spells
> except when absolutely necessary. At least until their cast
chances
> were sufficiently high enough to avoid backfires.
>
> So how do others feel about the backfire table? Is it too harsh?
> Should it have been weighted more towards fatigue penalties and
minor
> disabling effects lasting hours? Is it just right? Is it not
harsh
> enough?
Group: dqn-list Message: 1904 From: darkislephil Date: 3/18/2005
Subject: Backfire rule - was Re: Digest Number 344
--- In dqn-list@yahoogroups.com, "Donald Hawthorne" <ravenglass@e...>
wrote:
> 2. My players hated the Backfire rule and hated mages until the
umpteenth
> time I sat them down, held their hands, and walked them through the
> Investment Rituals system. Now they all have staffs, rings, necklaces,
> belts, and what-have-you with invested spells,

I suspect that without invested items my players would have had few or
no mages as well. It's not clear from your comments but you do know
that invested items can backfire? Certainly going to be a lesser
chance given rituals of purification and taking advantage of Aspect or
College bonuses.

-Phil
Group: dqn-list Message: 1905 From: Davis, John R Date: 3/18/2005
Subject: Re: Backfire rule - was Re: Digest Number 344
Attachments :
    |Hmm

    never played backfire from an invested item, only chance of the backfire is in the creation process, not use. Can still fail during its use.

    Other than that played backfire as normal. Made mages cautious, otherwsie you can just cast spells all day without fear, ok u lose fatigue but there are many ways to get that back.

    hats off to mr darkislephil for opening up such discussions
    JohnD

    -----Original Message-----
    From: darkislephil [mailto:darkislephil@yahoo.com]
    Sent: Fri 18/03/2005 16:21
    To: dqn-list@yahoogroups.com
    Cc:
    Subject: [DQN-list] Backfire rule - was Re: Digest Number 344






    *********************************************************************
    This e-mail message, and any files transmitted with it, are
    confidential and intended solely for the use of the addressee.
    However, the information contained in this e-mail may subsequently
    be subject to public disclosure under the Freedom of Information Act 2000 and, unless the information is legally exempt from disclosure, the
    confidentiality of this e-mail and your reply cannot be guaranteed. 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: 1906 From: dq@johncorey.com Date: 3/18/2005
    Subject: Re: Backfire rule - was Re: Digest Number 344
    Someone else mentioned this... How do you handle backfire during creation?
    We would roll them all at once. For example, a spell caster is investing
    a ring with 5 instances of Bolt of Fire, and a necklace with 5 more. SO
    he has to roll each cast chance (with appropriate modifiers for ritual of
    purification etc...) and then we roll backfires when they come up. But if
    you do purification, and take your time casting the spell, the chances of
    backfire go way down.

    john

    >
    >
    > --- In dqn-list@yahoogroups.com, "Donald Hawthorne" <ravenglass@e...>
    > wrote:
    >> 2. My players hated the Backfire rule and hated mages until the
    > umpteenth
    >> time I sat them down, held their hands, and walked them through the
    >> Investment Rituals system. Now they all have staffs, rings, necklaces,
    >> belts, and what-have-you with invested spells,
    >
    > I suspect that without invested items my players would have had few or
    > no mages as well. It's not clear from your comments but you do know
    > that invested items can backfire? Certainly going to be a lesser
    > chance given rituals of purification and taking advantage of Aspect or
    > College bonuses.
    >
    > -Phil
    >
    >
    >
    >
    >
    >
    >
    > Yahoo! Groups Links
    >
    >
    >
    >
    >
    >
    >
    Group: dqn-list Message: 1907 From: Jason Honhera Date: 3/18/2005
    Subject: Re: Frontiers of Alusia - Anyone have a scanned version of the map?
    I suppose I could scan it, but not sure how I would stitch it together.

    darkislephil <darkislephil@yahoo.com> wrote:

    I had my copy of the map laminated not long after getting it but that
    makes it a bit problematic to scan.  Anyone have a good scan of it?

    -Phil





    __________________________________________________
    Do You Yahoo!?
    Tired of spam? Yahoo! Mail has the best spam protection around
    http://mail.yahoo.com