Messages in dqn-list group. Page 43 of 80.

Group: dqn-list Message: 2108 From: dbarrass_2000 Date: 4/27/2005
Subject: Re: Do all characteristics have racial maximums
Group: dqn-list Message: 2109 From: dbarrass_2000 Date: 4/27/2005
Subject: Re: Religion in DQ
Group: dqn-list Message: 2110 From: Jason Honhera Date: 4/28/2005
Subject: Enchanter Dusts
Group: dqn-list Message: 2111 From: dennisnordling Date: 4/28/2005
Subject: Re: Enchanter Dusts
Group: dqn-list Message: 2112 From: dennisnordling Date: 4/29/2005
Subject: Re: Enchanter Dusts
Group: dqn-list Message: 2113 From: darkislephil Date: 4/29/2005
Subject: Re: Enchanter Dusts
Group: dqn-list Message: 2114 From: Mark D Date: 4/29/2005
Subject: Re: Enchanter Dusts
Group: dqn-list Message: 2115 From: Roz Noz Date: 5/23/2005
Subject: magic
Group: dqn-list Message: 2116 From: Jeffery K. McGonagill Date: 5/23/2005
Subject: Re: magic
Group: dqn-list Message: 2117 From: Jason Winter Date: 5/23/2005
Subject: Re: magic
Group: dqn-list Message: 2118 From: D. Cameron King Date: 5/23/2005
Subject: Re: magic
Group: dqn-list Message: 2119 From: dq@johncorey.com Date: 5/23/2005
Subject: Re: magic
Group: dqn-list Message: 2120 From: Jeffery K. McGonagill Date: 5/23/2005
Subject: Re: magic
Group: dqn-list Message: 2121 From: Roz Noz Date: 5/23/2005
Subject: Fwd: Re: [DQN-list] magic
Group: dqn-list Message: 2122 From: Mandos Mitchinson Date: 5/24/2005
Subject: Re: magic
Group: dqn-list Message: 2123 From: Jeffery K. McGonagill Date: 5/24/2005
Subject: Re: magic
Group: dqn-list Message: 2124 From: dbarrass_2000 Date: 5/25/2005
Subject: Re: magic
Group: dqn-list Message: 2125 From: Chris Klug Date: 5/25/2005
Subject: Re: Digest Number 386
Group: dqn-list Message: 2126 From: darkislephil Date: 5/26/2005
Subject: Fwd: Re: [DQN-list] magic
Group: dqn-list Message: 2127 From: Jeffery K. McGonagill Date: 5/27/2005
Subject: Re: magic
Group: dqn-list Message: 2128 From: darkislephil Date: 5/27/2005
Subject: Re: magic
Group: dqn-list Message: 2129 From: Ben Davis Date: 5/28/2005
Subject: Re: magic
Group: dqn-list Message: 2130 From: Roz Noz Date: 5/31/2005
Subject: Re: Fwd: Re: [DQN-list] magic
Group: dqn-list Message: 2131 From: igmod@comcast.net Date: 5/31/2005
Subject: Re: Fwd: Re: [DQN-list] magic
Group: dqn-list Message: 2132 From: Mark D Date: 5/31/2005
Subject: Re: Fwd: Re: magic
Group: dqn-list Message: 2133 From: Jason Honhera Date: 5/31/2005
Subject: Re: Fwd: Re: [DQN-list] magic
Group: dqn-list Message: 2134 From: J. Corey Date: 5/31/2005
Subject: Re: magic
Group: dqn-list Message: 2135 From: Jeffery K. McGonagill Date: 5/31/2005
Subject: Re: magic
Group: dqn-list Message: 2136 From: Phil Wright Date: 6/6/2005
Subject: Re: Fwd: Re: [DQN-list] magic
Group: dqn-list Message: 2137 From: darkislephil Date: 6/11/2005
Subject: Initiative Value for Spellcasting
Group: dqn-list Message: 2138 From: D. Cameron King Date: 6/11/2005
Subject: Re: Initiative Value for Spellcasting
Group: dqn-list Message: 2139 From: Jeffery K. McGonagill Date: 6/11/2005
Subject: Re: Initiative Value for Spellcasting
Group: dqn-list Message: 2140 From: Davis, John R Date: 6/12/2005
Subject: Re: Initiative Value for Spellcasting
Group: dqn-list Message: 2141 From: darkislephil Date: 6/12/2005
Subject: Re: Initiative Value for Spellcasting
Group: dqn-list Message: 2142 From: darkislephil Date: 6/12/2005
Subject: Re: Initiative Value for Spellcasting
Group: dqn-list Message: 2143 From: D. Cameron King Date: 6/12/2005
Subject: Re: Initiative Value for Spellcasting
Group: dqn-list Message: 2144 From: Jeffery K. McGonagill Date: 6/12/2005
Subject: Re: Initiative Value for Spellcasting
Group: dqn-list Message: 2145 From: J. Corey Date: 6/13/2005
Subject: Re: Initiative Value for Spellcasting
Group: dqn-list Message: 2146 From: Mark D Date: 6/13/2005
Subject: Initiative Value for Spellcasting
Group: dqn-list Message: 2147 From: Phil Wright Date: 6/13/2005
Subject: Re: Initiative Value for Spellcasting
Group: dqn-list Message: 2148 From: Phil Wright Date: 6/13/2005
Subject: Re: Initiative Value for Spellcasting
Group: dqn-list Message: 2149 From: Phil Wright Date: 6/13/2005
Subject: Re: Initiative Value for Spellcasting
Group: dqn-list Message: 2150 From: D. Cameron King Date: 6/14/2005
Subject: Re: Initiative Value for Spellcasting
Group: dqn-list Message: 2151 From: Arturo Algueiro Melo Date: 6/14/2005
Subject: Re: Digest Number 394
Group: dqn-list Message: 2152 From: darkislephil Date: 6/14/2005
Subject: Re: Initiative Value for Spellcasting
Group: dqn-list Message: 2153 From: D. Cameron King Date: 6/15/2005
Subject: Re: Initiative Value for Spellcasting
Group: dqn-list Message: 2154 From: Mark D Date: 6/15/2005
Subject: Re: Initiative Value for Spellcasting
Group: dqn-list Message: 2155 From: darkislephil Date: 6/15/2005
Subject: Re: Initiative Value for Spellcasting
Group: dqn-list Message: 2156 From: Deven Date: 6/15/2005
Subject: Anyone going to Origins in Columbus?
Group: dqn-list Message: 2157 From: Greg Walters Date: 6/18/2005
Subject: Re: ...Origins in Columbus... ( GenConSoCal )



Group: dqn-list Message: 2108 From: dbarrass_2000 Date: 4/27/2005
Subject: Re: Do all characteristics have racial maximums
>
> This would run completely counter to the overall design of DQ. One of
> the things I love about DQ is that you can drop a brand new character
> into an ongoing campaign and they will be able to participate and
> contribute to the party. Then there is the issue of internal game
> logic. How is it that a character could raise their strength beyond
> (or whatever) beyond the racial max? Surely this would have to involve
> magic or the gods or something.

I agree. But I probably would allow someone to be super human if they
really wanted, say 2x ep cost for one point 4x for 2 points 8x for 3
16x etc and than sacrifice EPs 1/10 of the cost to buy per year just
to maintain their fitness. Illness, infection, GI - anything that
lead to imwobillity would wipe them out

> > 2. Fatigue for a EN of 25 in the table is 23. Can this be increased
> > above 23? And if so how far above 23?
>
> I would probably allow players to increase FT some additional amount.
> Probably no more than 50% above starting.

yeh 50-100%

> > 5. Physical Beauty characteristic offers a different
> > question. Can it be increased or decreased with experience?
> > <snip> And with his PB of 7 being reduced to below 6
> > (64.1), this can cause a roll on the Fright Table.
>
> I wouldn't allow PB to be changed except through magic or a healer. To
> causes rolls on the fright table is just silly. To adversely affect
> reaction rolls, sure, cause fright in anything other than small
> children, no way.

Many primitive societies (your call as to whether out society is
primitive) associate uglyness with disease. There is some
justification; a face covered in boils, sores even the scars of these
is probably not the face of a healthy person (consider leprosy for
example a disease that leads to disfigurement long before death).
This could lead to the person being treated with fear - often leading
to violence.

David

> I don't know how long the characters in question have been around but
> in the many years of our DQ campaigns no one ever raised a primary
> stat more than 1 or 2 points. Perception - oh yeah but primary stats
> very rarely. There was just never that kind XP to spare. The levels of
> XP that would be required to push a primary stat up from a typical
> starting level to over 25 is pretty extreme.
>
> But that's my take on it.
>
> Phil
Group: dqn-list Message: 2109 From: dbarrass_2000 Date: 4/27/2005
Subject: Re: Religion in DQ
The power of religions is enshrined in the DQ rules. Ground
consecrated to the Powers of Light give a +50 bonus anyone standing on
it. Religions (at least PoL), have power and it is anti-magical
(compare mine and JohnD's posts earlier about PoL being a balancing
force for the non-magical).

There must be priests who wield this power in order to perform the
consecration. Ok you could say long term use as a place of worship
consecrates it, but that would be to deny the traditions of our
society, something DQ was careful not to do in its well researched
scholarship. Even if you do say priests are unnecessary this in no
way implies that religions don't have power

All of this debate is good stuff. I was going to put out a religions
v1.3 about now, but I'll hold off so see what develops

David
Group: dqn-list Message: 2110 From: Jason Honhera Date: 4/28/2005
Subject: Enchanter Dusts

Am I the only one who chokes at the cost of Sleep Dust and Poison Dust in Enchantments and Ensorcelments?  These are General Knowledge and cost 10,000 SP to make 1 dose of a 1 shot item that only keeps for 3 weeks? 

Given that a player has to use it once before they can raise the Rank, and we are warned to keep annual incomes about 60,000 to 80,000 annually, this just seems broken.  Especially in light of the 1,000 cost to make a permanent Crystal of Vision.

With the horrible cast chances on E&E spells it just seems like these items were meant to be the Enchanter's bread and butter.

I'd like to hear from folks who have been playing recently and extensively what their take on this is. 

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Group: dqn-list Message: 2111 From: dennisnordling Date: 4/28/2005
Subject: Re: Enchanter Dusts
--- In dqn-list@yahoogroups.com, Jason Honhera <albavar@y...> wrote:

There are other points that make your Very valid point about the SP
cost of Dusts even worse. First, to put a target to sleep using
the "Spell of Enchanted Sleep" would be a much better choice for an
Enchanter (with the SP cost of Zero, the same exp multiple, and the
Dust at rank 20 having a shorter range than the spell at Rank 0).
Second, an Alchemists for a lower SP cost can make more effective
Poisons (which might even have better delivery mechanisms). Third
Alchemists poisons don't have any stated duration before they need
to be used. Lastly, It seems with all the downsides to the Dust the
only possitive feature of these Dusts are the target gets to resist
with a reduction of 20 to the Magic Resistance.

With the annual income of a beginning character, these rituals are
economically out of reach. Not one player in our group has ever
considered it worth a Copper until Rank 20 is reached (at that point
all Dusts become FREE). Having to expend 2,100,000 SP to reach Rk 20
makes a character expend about 26 years of income.

Our group adds an additional cost to the "Crystal of Vision" rutual.
The unstated cost in the ritual is the cost of the crystal, and our
group makes these expensive for crystals suitable for use with this
ritual.

I don't believe that the Dusts were ever meant to be that important
to the E&E college. Many of this colleges spells are very effective,
and the low Base Chances reflect the those spells power. The E&E
College's "Spell of Invisability" (with a base chance of 45%) is the
best version of this spell in the game; compare it to the College of
the Minds "Spell of Invisability" with a Base Chance of 15% and
generally being less effective.

Our group considered altering the cost of the Dusts. But settled on
removing the Dust restiction on how long the Dust remains fresh.
After all, No other potion has that kind of restriction.


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Group: dqn-list Message: 2112 From: dennisnordling Date: 4/29/2005
Subject: Re: Enchanter Dusts
--- In dqn-list@yahoogroups.com, "dennisnordling" <d.nordling@a...>
wrote:
> --- In dqn-list@yahoogroups.com, Jason Honhera <albavar@y...>
wrote:
>
I appologize about my math. The total SP cost to reach Rank 20 is
only 105,000 SP, and just about 1¼ years income.


> With the annual income of a beginning character, these rituals are
> economically out of reach. Not one player in our group has ever
> considered it worth a Copper until Rank 20 is reached (at that
point
> all Dusts become FREE). Having to expend 2,100,000 SP to reach Rk
20
> makes a character expend about 26 years of income.
>
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Group: dqn-list Message: 2113 From: darkislephil Date: 4/29/2005
Subject: Re: Enchanter Dusts
--- In dqn-list@yahoogroups.com, Jason Honhera <albavar@y...> wrote:
>
> Am I the only one who chokes at the cost of Sleep Dust and
> Poison Dust in Enchantments and Ensorcelments? These are
> General Knowledge and cost 10,000 SP to make 1 dose of a 1
> shot item that only keeps for 3 weeks?

Strangely we never had many EE mages and the cost does seem to be a
bit on the high side for a single use.

How about keeping the cost the same but resulting in (D-5) + 1 every 4
or fraction of 4 Ranks? I'd keep the 3 week expirations as well to
preserve game balance.

I would also make its use in actual combat to be tricky requiring some
kind of roll to hit with failures having a chance to hit nearby
targets (friend or foe) and even the caster.

Phil
Group: dqn-list Message: 2114 From: Mark D Date: 4/29/2005
Subject: Re: Enchanter Dusts
> Message: 1
> Date: Fri, 29 Apr 2005 14:59:13 -0000
> From: "dennisnordling" <d.nordling@adelphia.net>
> Subject: Re: Enchanter Dusts
>
> --- In dqn-list@yahoogroups.com, "dennisnordling"
> <d.nordling@a...>
> wrote:
> > --- In dqn-list@yahoogroups.com, Jason Honhera
> <albavar@y...>
> wrote:
> >
> I appologize about my math. The total SP cost to
> reach Rank 20 is
> only 105,000 SP, and just about 1� years income.
>

Holy cow. I have played campaigns where the entire
group would have been considered paupers by
comparison. There was a 2 year stretch where we, as a
group, earned less than 100,000 (insert currency units
here). That DM used too many Undead (which didn't
carry treasure) and 'boss' guys that nearly always got
away...somehow.

As for the Dusts, we haven't changed the expiration,
but we did redesign the dusts by identifying the
components and adjusting the costs and MR. We made
the Dust come in two types: 1) expensive, using Lotus
(Black, I think) and this Dust has the MR @-20; and
2)cheap, using some inexpensive herb (Cowslip maybe),
but the MR is @+20. This made the Dusts more
reasonable, but IMO didn't fully address the issue.

As a matter of fact, we don't use the Dusts with any
frequency. In over 6 years of play (each) in two
campaigns, the Sleep Dust has been used 5 times that I
can remember. 3 times I used it myself and 2 times it
was used against party members in street ambushes.
Poison Dust has never been used to my
knowledge...because it is nigh pointless and a waste
of experience.

I would be very interested to hear from anyone else
that made substantive changes to the Enchanting Dusts.
It may be fuel for the fire to make changes in our
campaigns...and that would benefit me, as I am the
primary Enchanter in both campaigns.

Just my 2 copper.

Mark

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Group: dqn-list Message: 2115 From: Roz Noz Date: 5/23/2005
Subject: magic

I played (very little) Dragonquest with a couple of gaming buddies back in high school (80s) and though we enjoyed the game, our group wasn�t interested in supplanting D&D with this upstart; especially with its high mortality rate. 

 

As a result, my actual playing time with DQ is quite limited.  So limited that I'm only now, 20 years later�having stumbled across this group and a copy of the 2nd ed. rulebook�taking the time to read the magic section.  (When we did play, none of us ever chose to have characters with a Magic Aptitude above 5.)

 

What strikes me now is that some spells have a very low (10% or less) base chance of success and very high exp multipliers (500+).  I realize that this is done in the name of game balance, but unless I�m grossly missing something, the chance of having the spell backfire greatly exceeds the chance of success until one attains ca. Rank 10 and/or somehow achieves a godlike MA. 

 

Because of their high XP multiples, one would have to invest 10�s of thousands of XP before attaining a modest chance of neither pissing off or killing the rest of the party.  It seems that an adept would be wise to spend many, many years accumulating XP on a spell like Meteor Swarm before ever attempting to cast it in a tactical situation. 

 

Have you seasoned players out there found these spells worth the effort, or am I just missing something?  Which of the colleges/spells have proven the most worthwhile?  Which are impractical?  How have y�all modified the rules over the years?

 

Bill

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Group: dqn-list Message: 2116 From: Jeffery K. McGonagill Date: 5/23/2005
Subject: Re: magic
Bill,
 
What you usually see is a player who invests in the low EP cost spells until they are Heroes and thus make 3,000 EPs a successful adventure, 50x EP per day (if you play with that rule).  It actually doesn't take long to rank an expensive spell.
 
As to which colleges are worthwhile, it all depends on what you wish to accomplish.  If you just want to inflict damage, I would suggest Fire.
 
Greater Summonings has not been popular in my campaigns, nor has Black Magics.  A player I've played DQ with for 18 years is just now trying a Black Mage.
 
I've made some modifications, usually after a group discussion.
 
~Jeffery~

I played (very little) Dragonquest with a couple of gaming buddies back in high school (80s) and though we enjoyed the game, our group wasn’t interested in supplanting D&D with this upstart; especially with its high mortality rate. 

 

As a result, my actual playing time with DQ is quite limited.  So limited that I'm only now, 20 years later—having stumbled across this group and a copy of the 2nd ed. rulebook—taking the time to read the magic section.  (When we did play, none of us ever chose to have characters with a Magic Aptitude above 5.)

 

What strikes me now is that some spells have a very low (10% or less) base chance of success and very high exp multipliers (500+).  I realize that this is done in the name of game balance, but unless I’m grossly missing something, the chance of having the spell backfire greatly exceeds the chance of success until one attains ca. Rank 10 and/or somehow achieves a godlike MA. 

 

Because of their high XP multiples, one would have to invest 10’s of thousands of XP before attaining a modest chance of neither pissing off or killing the rest of the party.  It seems that an adept would be wise to spend many, many years accumulating XP on a spell like Meteor Swarm before ever attempting to cast it in a tactical situation. 

 

Have you seasoned players out there found these spells worth the effort, or am I just missing something?  Which of the colleges/spells have proven the most worthwhile?  Which are impractical?  How have y’all modified the rules over the years?

 

Bill

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Group: dqn-list Message: 2117 From: Jason Winter Date: 5/23/2005
Subject: Re: magic
This is in response more to the black mage comment than other things.

I have been GM'ing DQ since the late 80's and during that time have had two
players play a black mage. The first time was very successful with the
player actually attaining very high rank (most spells in the college at or
near rank 22) by the time the campaign ended, the second time was more
predicable with things going badly fairly early on and the mage was taken
out. The huge drawback to being a black mage of course is the 1 death and
your soul is taken rule. While I don't run a overly lethal game, it's not
too unreasonable to expect to expect deaths in the party on occasion. I
will point out that in my first campaign, I was in the military and had a
lot of free time. I GM'ed the game for close to 3 years with us playing
every night monday through Friday from 10:30pm to 6am. During that time I
had 2 players that played from start to finish and quite a few others that
came and went as their tour of duty took them elsewhere. For anyone that's
interested, DQ begins to break down really bad at very high levels. We had
to make all kinds of changes as they grew in power. Anyone that's every
looked over my site can see how different it became. Magic and combat
though are essentially the same though.



At 09:08 AM 5/23/2005, you wrote:
>Bill,
>
>What you usually see is a player who invests in the low EP cost spells
>until they are Heroes and thus make 3,000 EPs a successful adventure, 50x
>EP per day (if you play with that rule). It actually doesn't take long to
>rank an expensive spell.
>
>As to which colleges are worthwhile, it all depends on what you wish to
>accomplish. If you just want to inflict damage, I would suggest Fire.
>
>Greater Summonings has not been popular in my campaigns, nor has Black
>Magics. A player I've played DQ with for 18 years is just now trying a
>Black Mage.
>
>I've made some modifications, usually after a group discussion.
>
>~Jeffery~
>
>I played (very little) Dragonquest with a couple of gaming buddies back in
>high school (80s) and though we enjoyed the game, our group wasn’t
>interested in supplanting D&D with this upstart; especially with its high
>mortality rate.
>
>
>
>As a result, my actual playing time with DQ is quite limited. So limited
>that I'm only now, 20 years later—having stumbled across this group and a
>copy of the 2nd ed. rulebook—taking the time to read the magic
>section. (When we did play, none of us ever chose to have characters with
>a Magic Aptitude above 5.)
>
>
>
>What strikes me now is that some spells have a very low (10% or less) base
>chance of success and very high exp multipliers (500+). I realize that
>this is done in the name of game balance, but unless I’m grossly missing
>something, the chance of having the spell backfire greatly exceeds the
>chance of success until one attains ca. Rank 10 and/or somehow achieves a
>godlike MA.
>
>
>
>Because of their high XP multiples, one would have to invest 10’s of
>thousands of XP before attaining a modest chance of neither pissing off or
>killing the rest of the party. It seems that an adept would be wise to
>spend many, many years accumulating XP on a spell like Meteor Swarm before
>ever attempting to cast it in a tactical situation.
>
>
>
>Have you seasoned players out there found these spells worth the effort,
>or am I just missing something? Which of the colleges/spells have proven
>the most worthwhile? Which are impractical? How have y’all modified the
>rules over the years?
>
>
>
>Bill
>
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Jason Winter
Alarian@scicable.com

Tallon Website
http://www.darkrealms.com/~alarian/DQ/
Last updated: A while ago
Group: dqn-list Message: 2118 From: D. Cameron King Date: 5/23/2005
Subject: Re: magic
>From: Roz Noz <roznoz@yahoo.com>
>
>Have you seasoned players out there found these spells worth the effort, or
>am I just missing something? Which of the colleges/spells have proven the
>most worthwhile? Which are impractical? How have y�all modified the rules
>over the years?

My group(s) never modified the Magic rules in any way that I can think of.

DQ is a very different game from D&D. Combat is grittier and far more
lethal. Magic is much more dangerous and uncontrollable. Our Adepts never
even came close to mastering the high-XPM spells. (We were much stingier
with XP than most of the groups represented in this discussion group.) What
they *did* do was tend to focus on a handful of tactically useful spells
with reasonable Cast Chances, and even then we only used them in times of
real need. For example, one of our most successful Adepts was a Druidic
Earth Adept who got his Hands of Earth spell up to Rank 7 or so. Many
battles against foes that would otherwise have wiped us out were turned
completely around by that one spell. In a few particular, *very* desperate
situations, he summoned an Earth Elemental, knowing that the odds were
against him being able to actually control it once it arrived, then--when it
appeared and tried to kill him--ran like hell, trying to keep our enemies
positioned between himself and the Elemental until he could counterspell it
away.

There are ways to maximize the effectiveness of Adepts--Rituals of
Purification and Investment, for example--but the bottom line, IMO, is that
if you're expecting them to be like D&D wizards, casually flinging their
fireballs and lightning bolts and rays-of-instant-death in every
battle...well, that's just not going to work. You have to fight a lot
smarter than that in DQ.

-Cameron
Group: dqn-list Message: 2119 From: dq@johncorey.com Date: 5/23/2005
Subject: Re: magic
Hi Bill,

I think this concern has been vocied many times on this board. And it is
a valid concern. The one flame war that I can recall on this board was
someone who, having NEVER played the game would just not let go a
discussion about magic rules. His contention was that the chance of a
mage getting knocked out in a party crippling way were so high the game
was unplayable. That people have been playing for 22 years did not cross
his mind I guess.

I would say that most people here love the risky aspects of the game, both
in combat and magic. I am currently playing a D20 campaign, and I have
dubbed it Supers and Sorcery, as the feats pretty much make the game a
supers game. Fun, but in a different way from DQ

John
PS I was not discouraging discussion on this topic, I think it is a good
one. DQ is leathal in ways that DnD is not.


>
> I played (very little) Dragonquest with a couple of gaming buddies back in
> high school (80s) and though we enjoyed the game, our group wasn’t
> interested in supplanting D&D with this upstart; especially with its high
> mortality rate.
>
>
>
> As a result, my actual playing time with DQ is quite limited. So limited
> that I'm only now, 20 years later—having stumbled across this group and a
> copy of the 2nd ed. rulebook—taking the time to read the magic section.
> (When we did play, none of us ever chose to have characters with a Magic
> Aptitude above 5.)
>
>
>
> What strikes me now is that some spells have a very low (10% or less) base
> chance of success and very high exp multipliers (500+). I realize that
> this is done in the name of game balance, but unless I’m grossly missing
> something, the chance of having the spell backfire greatly exceeds the
> chance of success until one attains ca. Rank 10 and/or somehow achieves a
> godlike MA.
>
>
>
> Because of their high XP multiples, one would have to invest 10’s of
> thousands of XP before attaining a modest chance of neither pissing off or
> killing the rest of the party. It seems that an adept would be wise to
> spend many, many years accumulating XP on a spell like Meteor Swarm before
> ever attempting to cast it in a tactical situation.
>
>
>
> Have you seasoned players out there found these spells worth the effort,
> or am I just missing something? Which of the colleges/spells have proven
> the most worthwhile? Which are impractical? How have y’all modified the
> rules over the years?
>
>
>
> Bill
>
>
>
>
>
> __________________________________________________
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> Tired of spam? Yahoo! Mail has the best spam protection around
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Group: dqn-list Message: 2120 From: Jeffery K. McGonagill Date: 5/23/2005
Subject: Re: magic
Speaking of backfires, I had one player whose character was a Mind Mage.
His party got into a fight with a demon, they had only his magic to fight
with (I have never understood why the didn't run.) When the Demon realized
that they had no magics that could hurt him, he just actively resisted the
Mind Mage's spells. The Mind Mage backfired every spell he cast, suffering
5 ongoing backfires when he achieved the backfire result of spell takes
effect at half-strength. Because it was Control Person, I increased the
savings throw for the Demon, and the Demon still failed. The Mind Mage had
the Demon rend itself until it disapated.

Except for blindness, deafness and amnesia, none of the results are totally
incapacitating, which is 11% of the results. True, 30% of the time there is
the chance you will affect yourself or one of your companions, this is
rarely devastating. I do know of two occasions that characters killed
themselves with Whitefire. Possibly for that reason instant death spells
have not been popular with my groups, particularly Whirlwind Vortex.

Fire Mages have the advantage of being able to protect their companions with
Protecton from Magical Fires, which is one of the spells that I've modified
because no other college can be protected from completely. Ever fight a
troll that was protected against normal and magical fires? I have, and its
no fun.

~Jeffery~
Group: dqn-list Message: 2121 From: Roz Noz Date: 5/23/2005
Subject: Fwd: Re: [DQN-list] magic

John hit the nail right on the head; the magic users in our group were very resistant to DQ because magic was so unreliable and dangerous to the caster.  I preferred the lethality of DQ because for one, it kept every encounter thrilling; and two, since we often went to great lengths to avoid combat, we had to find something else to do with our time instead of rolling the dice and divvying up the treasure.  Usually this meant more thought-provoking adventures and more interesting interactions with NPCs, and made way for entirely new types of adventures. 

 

We did modify the Grievous Injuries table for D&D and got our group to adopt it for a while.  But again, the magic users put up a stink the first time someone caught an arrow in the eye, so we dropped it; further proof that it�s all fun and games until �.  Bunch o� sticks in the mud; now you see why I wasn�t very interested in magic back then.

 

I appreciate all of your anecdotes on magic in your campaigns.  I�m just hoping for practical information on how one manages an adept character in this game and what experiences others have had, a la Jeffrey's recent comments.    

 

Thanks group,

 

Bill



"Jeffery K. McGonagill" <igmod@comcast.net> wrote:
To: <dqn-list@yahoogroups.com>
From: "Jeffery K. McGonagill" <igmod@comcast.net>
Date: Mon, 23 May 2005 15:20:53 -0700
Subject: Re: [DQN-list] magic

Speaking of backfires, I had one player whose character was a Mind Mage.
His party got into a fight with a demon, they had only his magic to fight
with (I have never understood why the didn't run.)  When the Demon realized
that they had no magics that could hurt him, he just actively resisted the
Mind Mage's spells.  The Mind Mage backfired every spell he cast, suffering
5 ongoing backfires when he achieved the backfire result of spell takes
effect at half-strength.  Because it was Control Person, I increased the
savings throw for the Demon, and the Demon still failed.  The Mind Mage had
the Demon rend itself until it disapated.

Except for blindness, deafness and amnesia, none of the results are totally
incapacitating, which is 11% of the results.  True, 30% of the time there is
the chance you will affect yourself or one of your companions, this is
rarely devastating.  I do know of two occasions that characters killed
themselves with Whitefire.  Possibly for that reason instant death spells
have not been popular with my groups, particularly Whirlwind Vortex.

Fire Mages have the advantage of being able to protect their companions with
Protecton from Magical Fires, which is one of the spells that I've modified
because no other college can be protected from completely.  Ever fight a
troll that was protected against normal and magical fires?  I have, and its
no fun.

~Jeffery~


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Group: dqn-list Message: 2122 From: Mandos Mitchinson Date: 5/24/2005
Subject: Re: magic
> Except for blindness, deafness and amnesia, none of the results
> are totally
> incapacitating, which is 11% of the results. True, 30% of the
> time there is
> the chance you will affect yourself or one of your companions, this is
> rarely devastating. I do know of two occasions that characters killed
> themselves with Whitefire. Possibly for that reason instant death spells
> have not been popular with my groups, particularly Whirlwind Vortex.

On of the things I did was to switch to a different backfire table. While
blindness, deafness etc are not too bad I think they remove roleplaying
opportunities so don't have them at all in my current backfire table.

Mandos
/s
Group: dqn-list Message: 2123 From: Jeffery K. McGonagill Date: 5/24/2005
Subject: Re: magic
I see them as opportunities for roleplaying. I have had players who had a
great deal of fun with amnesia.

~Jeffery~


> > Except for blindness, deafness and amnesia, none of the results
> > are totally
> > incapacitating, which is 11% of the results. True, 30% of the
> > time there is
> > the chance you will affect yourself or one of your companions, this is
> > rarely devastating. I do know of two occasions that characters killed
> > themselves with Whitefire. Possibly for that reason instant death
spells
> > have not been popular with my groups, particularly Whirlwind Vortex.
>
> On of the things I did was to switch to a different backfire table. While
> blindness, deafness etc are not too bad I think they remove roleplaying
> opportunities so don't have them at all in my current backfire table.
>
> Mandos
> /s
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
Group: dqn-list Message: 2124 From: dbarrass_2000 Date: 5/25/2005
Subject: Re: magic
> Have you seasoned players out there found these spells worth the
effort, or am I just missing something? Which of the colleges/spells
have proven the most worthwhile? Which are impractical? How have
y'all modified the rules over the years?
>

Yes it is a problem. There are various things you can try:
1) Check out all the modifiers and manipulate events to make these
things easier. This is a good option for taking out the major anti-PC
at the end of a campaign, when the PCs finally take it seriously and
arrange a trap
2) Last ditch emergency, get this spell off or you're going to die
anyway (not good but sometimes it works)
3) Get a demon to help you. I once played a Necromancer in a party
with a Black Mage and a Greater Summoner (nasty stuff but great fun
for 3 senarios before we'd sickened ouselves enough). And got pritty
good with the necromancers low cast chance spell thanks to a demon. Is
it just me or does DQ encourage you to flirt with the dark side?

One rule mod I have adopted (mainly to help my kids work out the
chances) is to make spell and strike chances go up by 5 per rank which
also has the effect of making things easier (but then enemies find it
easier too)

David
Group: dqn-list Message: 2125 From: Chris Klug Date: 5/25/2005
Subject: Re: Digest Number 386
On May 25, 2005, at 5:51 PM, dbarrass_2000 wrote:

> 1) Check out all the modifiers and manipulate events to make these
> things easier. This is a good option for taking out the major anti-PC
> at the end of a campaign, when the PCs finally take it seriously and
> arrange a trap
>

Now, this part of the rules' intentions I DO remember. The idea that,
at times, the PCs would be forced to plan ahead to take advantage of
modifiers was intentional.

Chris
Group: dqn-list Message: 2126 From: darkislephil Date: 5/26/2005
Subject: Fwd: Re: [DQN-list] magic
Bill,

In our campaigns magic users learned to be very cautious about using
magic. They would concentrate on using those spells that had the
higher cast chances initially. If a situation called for a spell with
a high chance of backfire they would do everything the rules allowed
for increasing their cast chances. Waiting till midnight (or noon),
ritual preparations, big bonfires (fire mages), etc.. If the chance
still wasn't so good they would give it one shot and then make sure
they went up rank for that spell the next chance they got. (Recall
you have to _attempt_ a spell on an adventure to go up in rank and
only one rank at a time.)

The most significant thing that mages can do is to take advantage of
the Ritual of Investment. Prior to any adventure they would go on
massive enchanting binges. Firstly this allows the wielder to cast
the invested spell every round instead of every other round. Second
the cast chance for the invested spell is that of the caster at the
time of investment so by maximizing any bonuses available at the time
of investment the invested item can have a better cast chance than
would be allowed by spur of the moment casting. Modifiers for Aspect
are subtracted from rolls making backfires impossible in some cases.

I tried to get 4-5 ranks in Ritual Purification as soon as I could
with my mages. At R5 if you spend 3 hours at it you gain +3 to your
MA (and thus +3 to all cast chances) and a big boost, 15%, to your
Magic Resistance for 18-45 hours!! Can make a big difference when you
are making that final assault on the big baddie.

Ritual Spell Preparation offers a big 30% bonus to cast chance if you
spend 10 hours at it. Really, really need to get that spell off?
That's how you do it.

One of the characters in my campaign was a Life-aspected EE mage. He
pretty much only cast spells off of items in combat since as soon the
baddies started dying he didn't dare make a cast check. However he
was also a beastmaster and always kept lots of fast-breeding mammals
like rats and rabbits around the home base. Only 5% bonus but that is
5% subtracted from the roll.

If the group has a EE mage the Ritual of Enchantment Q-1 from that
college can be a big boost to the entire party. To a lesser extent
the Spell of Lesser Enchantment G-9 from Earth Magics gives that small
boost to the skills of a party.

At the end of the day though a DQ mage isn't at all like a DnD mage.
No raining down fireballs and lightning bolts with wild abandon. At
least not without quite a few adventures under your belt. A DQ mage
damn well better be competent with at least one weapon. Cuz running
yourself out of Fatigue casting spells is a good way to get
one-shotted by a lucky endurance hit.

Anyway that's my take on it.

Phil
Group: dqn-list Message: 2127 From: Jeffery K. McGonagill Date: 5/27/2005
Subject: Re: magic
In regards to "Modifiers for Aspect are subtracted from rolls making
backfires impossible in some cases.", in my campaigns it is never impossible
to backfire. A "00" is automatically a backfire.

Otherwise I agree with Phil.

In one campaign, there was a PC that was a Life-Aspected Necromancer. The
player referred to him as a "lush", I called him an alcoholic. Either way,
he (the PC) was played well, and provided a great deal of humor.

BTW, I always allow players re-rolls for Aspect if they rolled "Life".

~Jeffery~
Group: dqn-list Message: 2128 From: darkislephil Date: 5/27/2005
Subject: Re: magic
--- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@c...>
wrote:
> In regards to "Modifiers for Aspect are subtracted from rolls making
> backfires impossible in some cases.", in my campaigns it is never
impossible
> to backfire. A "00" is automatically a backfire.

We made an 00 an auto failure but not a backfire unless it met the
other reqs for a backfire.

> BTW, I always allow players re-rolls for Aspect if they rolled "Life".

Generally did the same thing. Though it does make for some
interesting role-play opportunities.

Phil
Group: dqn-list Message: 2129 From: Ben Davis Date: 5/28/2005
Subject: Re: magic
> On of the things I did was to switch to a different backfire table.
> While
> blindness, deafness etc are not too bad I think they remove roleplaying
> opportunities so don't have them at all in my current backfire table.

Having not been near a computer for some time, I've just enjoyed 60 or
70 dq emails in a single sitting. Having said that, this is the one I
feel most like disagreeing with. One of my characters (elven mage,
yadda yadda, very traditional) went mute as a result of a backfire.

For the next two months of real time, every time we played he had to
communicate with the other players by mime or sign language, and with
the GM by written notes. Absolutely hilarious, and some of the best
actual role playing that we've ever done.

IMHO, its too easy to get bogged down in rule optimisation, and miss
out on the pure comedy or drama of good role playing (which, it must be
said, does not actually require any rules at all if everyone is on
form).

Ben
Group: dqn-list Message: 2130 From: Roz Noz Date: 5/31/2005
Subject: Re: Fwd: Re: [DQN-list] magic
Thanks for the rundown on magic operations, Phil, it's definietly given me some perspective on magic in DQ.  And, if you're not too tired of this topic, I've got another question; you mention that an adept needs to be competent in at least one weapon, how does one do this with the whole cold iron restriction?  Stick with the ol' staff? Drop your sword every time the magic's about to happen?  How do folks out there apply the cold iron rule?

darkislephil <darkislephil@yahoo.com> wrote:
Bill,

In our campaigns magic users learned to be very cautious about using
magic.  They would concentrate on using those spells that had the
higher cast chances initially. If a situation called for a spell with
a high chance of backfire they would do everything the rules allowed
for increasing their cast chances.  Waiting till midnight (or noon),
ritual preparations, big bonfires (fire mages), etc..   If the chance
still wasn't so good they would give it one shot and then make sure
they went up rank for that spell the next chance they got.  (Recall
you have to _attempt_ a spell on an adventure to go up in rank and
only one rank at a time.)

The most significant thing that mages can do is to take advantage of
the Ritual of Investment.  Prior to any adventure they would go on
massive enchanting binges.  Firstly this allows the wielder to cast
the invested spell every round instead of every other round.  Second
the cast chance for the invested spell is that of the caster at the
time of investment so by maximizing any bonuses available at the time
of investment the invested item can have a better cast chance than
would be allowed by spur of the moment casting.  Modifiers for Aspect
are subtracted from rolls making backfires impossible in some cases.

I tried to get 4-5 ranks in Ritual Purification as soon as I could
with my mages.  At R5 if you spend 3 hours at it you gain +3 to your
MA (and thus +3 to all cast chances) and a big boost, 15%, to your
Magic Resistance for 18-45 hours!!  Can make a big difference when you
are making that final assault on the big baddie.

Ritual Spell Preparation offers a big 30% bonus to cast chance if you
spend 10 hours at it.  Really, really need to get that spell off?
That's how you do it.

One of the characters in my campaign was a Life-aspected EE mage.  He
pretty much only cast spells off of items in combat since as soon the
baddies started dying he didn't dare make a cast check.  However he
was also a beastmaster and always kept lots of fast-breeding mammals
like rats and rabbits around the home base.  Only 5% bonus but that is
5% subtracted from the roll.

If the group has a EE mage the Ritual of Enchantment Q-1 from that
college can be a big boost to the entire party.  To a lesser extent
the Spell of Lesser Enchantment G-9 from Earth Magics gives that small
boost to the skills of a party.

At the end of the day though a DQ mage isn't at all like a DnD mage.
No raining down fireballs and lightning bolts with wild abandon.  At
least not without quite a few adventures under your belt.  A DQ mage
damn well better be competent with at least one weapon.  Cuz running
yourself out of Fatigue casting spells is a good way to get
one-shotted by a lucky endurance hit.

Anyway that's my take on it.

    Phil



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Group: dqn-list Message: 2131 From: igmod@comcast.net Date: 5/31/2005
Subject: Re: Fwd: Re: [DQN-list] magic
Bill,
 
There are a number of options available.  Bronze, bone, stone, wood weapons.  True they are not as effective as cold iron and break more easily, but they don't interfere the magic. I'm not sure what section they are convered in, but they are there.
 
~Jeffery~
 
-------------- Original message --------------
Thanks for the rundown on magic operations, Phil, it's definietly given me some perspective on magic in DQ.  And, if you're not too tired of this topic, I've got another question; you mention that an adept needs to be competent in at least one weapon, how does one do this with the whole cold iron restriction?  Stick with the ol' staff? Drop your sword every time the magic's about to happen?  How do folks out there apply the cold iron rule?

darkislephil <darkislephil@yahoo.com> wrote:
Bill,

In our campaigns magic users learned to be very cautious about using
magic.  They would concentrate on using those spells that had the
higher cast chances initially. If a situation called for a spell with
a high chance of backfire they would do everything the rules allowed
for increasing their cast chances.  Waiting till midnight (or noon),
ritual preparations, big bonfires (fire mages), etc..   If the chance
still wasn't so good they would give it one shot and then make sure
they went up rank for that spell the next chance they got.  (Recall
you have to _attempt_ a spell on an adventure to go up in rank and
only one rank at a time.)

The most significant thing that mages can do is to take advantage of
the Ritual of Investment.  Prior to any adventure they would go on
massive enchanting binges.  Firstly this allows the wielder to cast
the invested spell every round instead of every other round.  Second
the cast chance for the invested spell is that of the caster at the
time of investment so by maximizing any bonuses available at the time
of investment the invested item can have a better cast chance than
would be allowed by spur of the moment casting.  Modifiers for Aspect
are subtracted from rolls making backfires impossible in some cases.

I tried to get 4-5 ranks in Ritual Purification as soon as I could
with my mages.  At R5 if you spend 3 hours at it you gain +3 to your
MA (and thus +3 to all cast chances) and a big boost, 15%, to your
Magic Resistance for 18-45 hours!!  Can make a big difference when you
are making that final assault on the big baddie.

Ritual Spell Preparation offers a big 30% bonus to cast chance if you
spend 10 hours at it.  Really, really need to get that spell off?
That's how you do it.

One of the characters in my campaign was a Life-aspected EE mage.  He
pretty much only cast spells off of items in combat since as soon the
baddies started dying he didn't dare make a cast check.  However he
was also a beastmaster and always kept lots of fast-breeding mammals
like rats and rabbits around the home base.  Only 5% bonus but that is
5% subtracted from the roll.

If the group has a EE mage the Ritual of Enchantment Q-1 from that
college can be a big boost to the entire party.  To a lesser extent
the Spell of Lesser Enchantment G-9 from Earth Magics gives that small
boost to the skills of a party.

At the end of the day though a DQ mage isn't at all like a DnD mage.
No raining down fireballs and lightning bolts with wild abandon.  At
least not without quite a few adventures under your belt.  A DQ mage
damn well better be competent with at least one weapon.  Cuz running
yourself out of Fatigue casting spells is a good way to get
one-shotted by a lucky endurance hit.

Anyway that's my take on it.

    Phil



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Group: dqn-list Message: 2132 From: Mark D Date: 5/31/2005
Subject: Re: Fwd: Re: magic
Well, DQ does have a few options even if you are
using cold Iron restrictions.

1) use a staff (ho-hum...boring)
2) non-iron weapons: Bone, Bronze, or if you're
somewhat wealthy, Silver.
3) stick your iron sword into the ground at your feet
before starting to cast. That way it isn't on you and
it is easily accessible.
4) Have a party member carry your iron weapon and toss
it at your feet when combat starts.
5) get a shieldbearer/porter/squire as a follower and
have him bring it to you. Besides, he provides an
additional target to your enemies. Hey...he gets paid
to do a job and he knew it could be dangerous.

The point is that there ARE options. Just be
creative...it is a part of enjoyable Roleplaying.

Mark

>
> Message: 1
> Date: Tue, 31 May 2005 13:24:35 -0700 (PDT)
> From: Roz Noz <roznoz@yahoo.com>
> Subject: Re: Fwd: Re: magic
>
> Thanks for the rundown on magic operations, Phil,
> it's definietly given me some perspective on magic
> in DQ. And, if you're not too tired of this topic,
> I've got another question; you mention that an adept
> needs to be competent in at least one weapon, how
> does one do this with the whole cold iron
> restriction? Stick with the ol' staff? Drop your
> sword every time the magic's about to happen? How
> do folks out there apply the cold iron rule?
>


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Group: dqn-list Message: 2133 From: Jason Honhera Date: 5/31/2005
Subject: Re: Fwd: Re: [DQN-list] magic
It's contact with cold iron. A scabbard on the mule works, or a whip, or a sling and bullets...  Don't forget bronze as a low cost alternative. Even with the damage reduction it is still higher damage than most spells.  Once the spells are doing more damage, your weapon reliance can taper off.  If you think about it, D&D before 3rd edition was the same boat.
 
Albavar

Roz Noz <roznoz@yahoo.com> wrote:
Thanks for the rundown on magic operations, Phil, it's definietly given me some perspective on magic in DQ.  And, if you're not too tired of this topic, I've got another question; you mention that an adept needs to be competent in at least one weapon, how does one do this with the whole cold iron restriction?  Stick with the ol' staff? Drop your sword every time the magic's about to happen?  How do folks out there apply the cold iron rule?

darkislephil <darkislephil@yahoo.com> wrote:
Bill,

In our campaigns magic users learned to be very cautious about using
magic.  They would concentrate on using those spells that had the
higher cast chances initially. If a situation called for a spell with
a high chance of backfire they would do everything the rules allowed
for increasing their cast chances.  Waiting till midnight (or noon),
ritual preparations, big bonfires (fire mages), etc..   If the chance
still wasn't so good they would give it one shot and then make sure
they went up rank for that spell the next chance they got.  (Recall
you have to _attempt_ a spell on an adventure to go up in rank and
only one rank at a time.)

The most significant thing that mages can do is to take advantage of
the Ritual of Investment.  Prior to any adventure they would go on
massive enchanting binges.  Firstly this allows the wielder to cast
the invested spell every round instead of every other round.  Second
the cast chance for the invested spell is that of the caster at the
time of investment so by maximizing any bonuses available at the time
of investment the invested item can have a better cast chance than
would be allowed by spur of the moment casting.  Modifiers for Aspect
are subtracted from rolls making backfires impossible in some cases.

I tried to get 4-5 ranks in Ritual Purification as soon as I could
with my mages.  At R5 if you spend 3 hours at it you gain +3 to your
MA (and thus +3 to all cast chances) and a big boost, 15%, to your
Magic Resistance for 18-45 hours!!  Can make a big difference when you
are making that final assault on the big baddie.

Ritual Spell Preparation offers a big 30% bonus to cast chance if you
spend 10 hours at it.  Really, really need to get that spell off?
That's how you do it.

One of the characters in my campaign was a Life-aspected EE mage.  He
pretty much only cast spells off of items in combat since as soon the
baddies started dying he didn't dare make a cast check.  However he
was also a beastmaster and always kept lots of fast-breeding mammals
like rats and rabbits around the home base.  Only 5% bonus but that is
5% subtracted from the roll.

If the group has a EE mage the Ritual of Enchantment Q-1 from that
college can be a big boost to the entire party.  To a lesser extent
the Spell of Lesser Enchantment G-9 from Earth Magics gives that small
boost to the skills of a party.

At the end of the day though a DQ mage isn't at all like a DnD mage.
No raining down fireballs and lightning bolts with wild abandon.  At
least not without quite a few adventures under your belt.  A DQ mage
damn well better be competent with at least one weapon.  Cuz running
yourself out of Fatigue casting spells is a good way to get
one-shotted by a lucky endurance hit.

Anyway that's my take on it.

    Phil



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Group: dqn-list Message: 2134 From: J. Corey Date: 5/31/2005
Subject: Re: magic
My solution was a poor one in game terms, but very easy to deal with.
You could handle a small amount of Iron near you (short sword, rapier),
but anything more would cause problems. That way the plays did not
have to worry about it constantly.

JohnC
On May 31, 2005, at 7:50 PM, Jason Honhera wrote:

> It's contact with cold iron. A scabbard on the mule works, or a whip,
> or a sling and bullets...  Don't forget bronze as a low cost
> alternative. Even with the damage reduction it is still higher damage
> than most spells.  Once the spells are doing more damage, your weapon
> reliance can taper off.  If you think about it, D&D before 3rd edition
> was the same boat.
>  
> Albavar
>
> Roz Noz <roznoz@yahoo.com> wrote:
>> Thanks for the rundown on magic operations, Phil, it's definietly
>> given me some perspective on magic in DQ.  And, if you're not too
>> tired of this topic, I've got another question; you mention that an
>> adept needs to be competent in at least one weapon, how does one do
>> this with the whole cold iron restriction?  Stick with the ol'
>> staff? Drop your sword every time the magic's about to happen?  How
>> do folks out there apply the cold iron rule?
>>
>> darkislephil <darkislephil@yahoo.com> wrote:Bill,
>>>
>>> In our campaigns magic users learned to be very cautious about using
>>> magic.  They would concentrate on using those spells that had the
>>> higher cast chances initially. If a situation called for a spell with
>>> a high chance of backfire they would do everything the rules allowed
>>> for increasing their cast chances.  Waiting till midnight (or noon),
>>> ritual preparations, big bonfires (fire mages), etc..   If the chance
>>> still wasn't so good they would give it one shot and then make sure
>>> they went up rank for that spell the next chance they got.  (Recall
>>> you have to _attempt_ a spell on an adventure to go up in rank and
>>> only one rank at a time.)
>>>
>>> The most significant thing that mages can do is to take advantage of
>>> the Ritual of Investment.  Prior to any adventure they would go on
>>> massive enchanting bing! es.  Firstly this allows the wielder to cast
>>> the invested spell every round instead of every other round.  Second
>>> the cast chance for the invested spell is that of the caster at the
>>> time of investment so by maximizing any bonuses available at the time
>>> of investment the invested item can have a better cast chance than
>>> would be allowed by spur of the moment casting.  Modifiers for Aspect
>>> are subtracted from rolls making backfires impossible in some cases.
>>>
>>> I tried to get 4-5 ranks in Ritual Purification as soon as I could
>>> with my mages.  At R5 if you spend 3 hours at it you gain +3 to your
>>> MA (and thus +3 to all cast chances) and a big boost, 15%, to your
>>> Magic Resistance for 18-45 hours!!  Can make a big difference when
>>> you
>>> are making that final assault on the big baddie.
>>>
>>> Ritual Spell Preparation offers a big 30% bonus to cast chance if you
>>> spend 10 hours at it.  Really, really need to get that spell off?
>>> ! That's how you do it.
>>>
>>> One of the characters in my campaign was a Life-aspected EE mage.  He
>>> pretty much only cast spells off of items in combat since as soon the
>>> baddies started dying he didn't dare make a cast check.  However he
>>> was also a beastmaster and always kept lots of fast-breeding mammals
>>> like rats and rabbits around the home base.  Only 5% bonus but that
>>> is
>>> 5% subtracted from the roll.
>>>
>>> If the group has a EE mage the Ritual of Enchantment Q-1 from that
>>> college can be a big boost to the entire party.  To a lesser extent
>>> the Spell of Lesser Enchantment G-9 from Earth Magics gives that
>>> small
>>> boost to the skills of a party.
>>>
>>> At the end of the day though a DQ mage isn't at all like a DnD mage.
>>> No raining down fireballs and lightning bolts with wild abandon.  At
>>> least not without quite a few adventures under your belt.  A DQ mage
>>> damn well better be competent with at least one weapon.  Cuz running
>>> yourself out of Fatigue casting spells is a good way to get
>>> one-shotted by a lucky endurance hit.
>>>
>>> Anyway that's my take on it.
>>>
>>>     Phil
>>>
>>>
>>>
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Group: dqn-list Message: 2135 From: Jeffery K. McGonagill Date: 5/31/2005
Subject: Re: magic
From the Adventurers Guild Book of Lore (or How to Stay Alive, Vol. I)

"A mage can be neutralized by a small amount of cold iron, preferably
through the heart or between the eyes."

~Jeffery~



My solution was a poor one in game terms, but very easy to deal with.
You could handle a small amount of Iron near you (short sword, rapier),
but anything more would cause problems. That way the plays did not
have to worry about it constantly.

JohnC
On May 31, 2005, at 7:50 PM, Jason Honhera wrote:

> It's contact with cold iron. A scabbard on the mule works, or a whip,
> or a sling and bullets... Don't forget bronze as a low cost
> alternative. Even with the damage reduction it is still higher damage
> than most spells. Once the spells are doing more damage, your weapon
> reliance can taper off. If you think about it, D&D before 3rd edition
> was the same boat.
>
> Albavar
>
> Roz Noz <roznoz@yahoo.com> wrote:
>> Thanks for the rundown on magic operations, Phil, it's definietly
>> given me some perspective on magic in DQ. And, if you're not too
>> tired of this topic, I've got another question; you mention that an
>> adept needs to be competent in at least one weapon, how does one do
>> this with the whole cold iron restriction? Stick with the ol'
>> staff? Drop your sword every time the magic's about to happen? How
>> do folks out there apply the cold iron rule?
>>
>> darkislephil <darkislephil@yahoo.com> wrote:Bill,
>>>
>>> In our campaigns magic users learned to be very cautious about using
>>> magic. They would concentrate on using those spells that had the
>>> higher cast chances initially. If a situation called for a spell with
>>> a high chance of backfire they would do everything the rules allowed
>>> for increasing their cast chances. Waiting till midnight (or noon),
>>> ritual preparations, big bonfires (fire mages), etc.. If the chance
>>> still wasn't so good they would give it one shot and then make sure
>>> they went up rank for that spell the next chance they got. (Recall
>>> you have to _attempt_ a spell on an adventure to go up in rank and
>>> only one rank at a time.)
>>>
>>> The most significant thing that mages can do is to take advantage of
>>> the Ritual of Investment. Prior to any adventure they would go on
>>> massive enchanting bing! es. Firstly this allows the wielder to cast
>>> the invested spell every round instead of every other round. Second
>>> the cast chance for the invested spell is that of the caster at the
>>> time of investment so by maximizing any bonuses available at the time
>>> of investment the invested item can have a better cast chance than
>>> would be allowed by spur of the moment casting. Modifiers for Aspect
>>> are subtracted from rolls making backfires impossible in some cases.
>>>
>>> I tried to get 4-5 ranks in Ritual Purification as soon as I could
>>> with my mages. At R5 if you spend 3 hours at it you gain +3 to your
>>> MA (and thus +3 to all cast chances) and a big boost, 15%, to your
>>> Magic Resistance for 18-45 hours!! Can make a big difference when
>>> you
>>> are making that final assault on the big baddie.
>>>
>>> Ritual Spell Preparation offers a big 30% bonus to cast chance if you
>>> spend 10 hours at it. Really, really need to get that spell off?
>>> ! That's how you do it.
>>>
>>> One of the characters in my campaign was a Life-aspected EE mage. He
>>> pretty much only cast spells off of items in combat since as soon the
>>> baddies started dying he didn't dare make a cast check. However he
>>> was also a beastmaster and always kept lots of fast-breeding mammals
>>> like rats and rabbits around the home base. Only 5% bonus but that
>>> is
>>> 5% subtracted from the roll.
>>>
>>> If the group has a EE mage the Ritual of Enchantment Q-1 from that
>>> college can be a big boost to the entire party. To a lesser extent
>>> the Spell of Lesser Enchantment G-9 from Earth Magics gives that
>>> small
>>> boost to the skills of a party.
>>>
>>> At the end of the day though a DQ mage isn't at all like a DnD mage.
>>> No raining down fireballs and lightning bolts with wild abandon. At
>>> least not without quite a few adventures under your belt. A DQ mage
>>> damn well better be competent with at least one weapon. Cuz running
>>> yourself out of Fatigue casting spells is a good way to get
>>> one-shotted by a lucky endurance hit.
>>>
>>> Anyway that's my take on it.
>>>
>>> Phil
>>>
>>>
>>>
>> __________________________________________________
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Group: dqn-list Message: 2136 From: Phil Wright Date: 6/6/2005
Subject: Re: Fwd: Re: [DQN-list] magic
I think everyone covered the usual options. Most of
your weapon options are covered in the rules under
section 29. Bronze weapons, and when they can afford
them, Truesilver weapons make the difference. Then of
course the more unusual weapons like slings, garottes,
saps, blowguns (with some type of poison), whips,
nets, etc.. Anything to keep the bad guys away or tied
up until you can get a spell off.

Something else that needs to be kept in mind. Just
because you have training in a magic college doesn't
mean you can't be a deadly fighter. A hit is a hit no
matter who does it. The weapons Base Chance and your
characters skill with the weapon makes up a big
portion of your chance to hit. Sure you probably won't
be wielding great axes or two-handed swords but there
are a number of one-handed weapons that work just fine
with a PS as low as 10. Just watch that your MD at
creation is good enough to handle at least a Short
Sword or Falchion.

Phil

--- Roz Noz <roznoz@yahoo.com> wrote:

> Thanks for the rundown on magic operations, Phil,
> it's definietly given me some perspective on magic
> in DQ. And, if you're not too tired of this topic,
> I've got another question; you mention that an adept
> needs to be competent in at least one weapon, how
> does one do this with the whole cold iron
> restriction? Stick with the ol' staff? Drop your
> sword every time the magic's about to happen? How
> do folks out there apply the cold iron rule?
>
> darkislephil <darkislephil@yahoo.com> wrote:Bill,
>
> In our campaigns magic users learned to be very
> cautious about using
> magic. They would concentrate on using those spells
> that had the
> higher cast chances initially. If a situation called
> for a spell with
> a high chance of backfire they would do everything
> the rules allowed
> for increasing their cast chances. Waiting till
> midnight (or noon),
> ritual preparations, big bonfires (fire mages),
> etc.. If the chance
> still wasn't so good they would give it one shot and
> then make sure
> they went up rank for that spell the next chance
> they got. (Recall
> you have to _attempt_ a spell on an adventure to go
> up in rank and
> only one rank at a time.)
>
> The most significant thing that mages can do is to
> take advantage of
> the Ritual of Investment. Prior to any adventure
> they would go on
> massive enchanting binges. Firstly this allows the
> wielder to cast
> the invested spell every round instead of every
> other round. Second
> the cast chance for the invested spell is that of
> the caster at the
> time of investment so by maximizing any bonuses
> available at the time
> of investment the invested item can have a better
> cast chance than
> would be allowed by spur of the moment casting.
> Modifiers for Aspect
> are subtracted from rolls making backfires
> impossible in some cases.
>
> I tried to get 4-5 ranks in Ritual Purification as
> soon as I could
> with my mages. At R5 if you spend 3 hours at it you
> gain +3 to your
> MA (and thus +3 to all cast chances) and a big
> boost, 15%, to your
> Magic Resistance for 18-45 hours!! Can make a big
> difference when you
> are making that final assault on the big baddie.
>
> Ritual Spell Preparation offers a big 30% bonus to
> cast chance if you
> spend 10 hours at it. Really, really need to get
> that spell off?
> That's how you do it.
>
> One of the characters in my campaign was a
> Life-aspected EE mage. He
> pretty much only cast spells off of items in combat
> since as soon the
> baddies started dying he didn't dare make a cast
> check. However he
> was also a beastmaster and always kept lots of
> fast-breeding mammals
> like rats and rabbits around the home base. Only 5%
> bonus but that is
> 5% subtracted from the roll.
>
> If the group has a EE mage the Ritual of Enchantment
> Q-1 from that
> college can be a big boost to the entire party. To
> a lesser extent
> the Spell of Lesser Enchantment G-9 from Earth
> Magics gives that small
> boost to the skills of a party.
>
> At the end of the day though a DQ mage isn't at all
> like a DnD mage.
> No raining down fireballs and lightning bolts with
> wild abandon. At
> least not without quite a few adventures under your
> belt. A DQ mage
> damn well better be competent with at least one
> weapon. Cuz running
> yourself out of Fatigue casting spells is a good way
> to get
> one-shotted by a lucky endurance hit.
>
> Anyway that's my take on it.
>
> Phil
>
>
>
>
>
> ---------------------------------
> 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
>
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> Yahoo! Terms of Service.
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>
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Group: dqn-list Message: 2137 From: darkislephil Date: 6/11/2005
Subject: Initiative Value for Spellcasting
While 12.3 says, "If the figure has no prepared weapon, it is equal to
his modified Agility+Perception.", is not a prepared spell a weapon?

Granted most spellcasting takes place in an unengaged state and so
usually doesn't need IV. But sometimes a mage who is preparing a spell
will end up engaged at the end of that pulse. The mage is engaged
starting the next pulse so an IV is needed. I use mAG+PC+Rank w/spell
to give mages a chance to get a spell off before being cut to ribbons.

How about if a mage has a wand or other casting implement? There I
just fell back to the mAG+PC base and added in the Rank of the
Investment Ritual used.

How did your groups handle initiative value for spellcasting? Did you
just go with the base mAG+PC? If so, do you think that was a good
idea? That it provided balance perhaps?

Phil
Group: dqn-list Message: 2138 From: D. Cameron King Date: 6/11/2005
Subject: Re: Initiative Value for Spellcasting
>While 12.3 says, "If the figure has no prepared weapon, it is equal to
>his modified Agility+Perception.", is not a prepared spell a weapon?

While the DQ definition of "weapon" is pretty broad (broad enough to include
breath weapons, for example; see Section 20), I don't think it should
include prepared spells. But an argument could certainly be made for it.

>Granted most spellcasting takes place in an unengaged state and so
>usually doesn't need IV. But sometimes a mage who is preparing a spell
>will end up engaged at the end of that pulse. The mage is engaged
>starting the next pulse so an IV is needed. I use mAG+PC+Rank w/spell
>to give mages a chance to get a spell off before being cut to ribbons.

A mage without a prepared weapon *should* be at a severe disadvantage
against an armed foe. Try it yourself sometime: give a friend a long stick
while you stand within five feet of him, empty-handed, and ask him to try
and hit you before you can finish reciting the Charm of Making (or heck,
just "Abracadabra," if it's been a while since you watched Excalibur).

>How about if a mage has a wand or other casting implement? There I
>just fell back to the mAG+PC base and added in the Rank of the
>Investment Ritual used.
>
>How did your groups handle initiative value for spellcasting? Did you
>just go with the base mAG+PC? If so, do you think that was a good
>idea? That it provided balance perhaps?

Well, most of the time, our mages would have a weapon prepared even if they
weren't planning to engage the enemy (you know, just in case), so I don't
recall it being an issue. But in any situation where they didn't have a
weapon ready (and no ranks in Unarmed Combat, either), yeah, we just went by
the book. Never seemed like a problem to me...

-Cameron
Group: dqn-list Message: 2139 From: Jeffery K. McGonagill Date: 6/11/2005
Subject: Re: Initiative Value for Spellcasting
I don't have IV for spell casting. I literally interpret 27.8, "It takes
one pulse to prepare a spell as part of the Tactical Procedure and another
full Pulse to loose the spell." So all physical acts take place in two
pulses before spells go off. 33 simply states that, "He announces that he
is loosing the spell when it becomes his turn to take action." 27.6 states,
"A character must remain immobile and may engage in no other activity while
preparing or casting a spell."

My interpretation of all of the above is to put spell casting after all
physical attacks. Yes, this does put Mages at a distinct disadvantage in
combat, but that's why they have friends who make sure that they aren't
rudely interrupted.

~Jeffery~


> While 12.3 says, "If the figure has no prepared weapon, it is equal to
> his modified Agility+Perception.", is not a prepared spell a weapon?
>
> Granted most spellcasting takes place in an unengaged state and so
> usually doesn't need IV. But sometimes a mage who is preparing a spell
> will end up engaged at the end of that pulse. The mage is engaged
> starting the next pulse so an IV is needed. I use mAG+PC+Rank w/spell
> to give mages a chance to get a spell off before being cut to ribbons.
>
> How about if a mage has a wand or other casting implement? There I
> just fell back to the mAG+PC base and added in the Rank of the
> Investment Ritual used.
>
> How did your groups handle initiative value for spellcasting? Did you
> just go with the base mAG+PC? If so, do you think that was a good
> idea? That it provided balance perhaps?
>
> Phil
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
Group: dqn-list Message: 2140 From: Davis, John R Date: 6/12/2005
Subject: Re: Initiative Value for Spellcasting
Attachments :
    never been a great fan of the unengaged v engaged and other artificial intitiative quirks.
    we just play Init=d10+PC+mod AG+ranks in Mil Sci+rank of whatever you are doing.

    JohnD

    -----Original Message-----
    From: dqn-list@yahoogroups.com on behalf of D. Cameron King
    Sent: Sun 12/06/2005 01:56
    To: dqn-list@yahoogroups.com
    Cc:
    Subject: RE: [DQN-list] Initiative Value for Spellcasting






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    Group: dqn-list Message: 2141 From: darkislephil Date: 6/12/2005
    Subject: Re: Initiative Value for Spellcasting
    --- In dqn-list@yahoogroups.com, "D. Cameron King" <monarchy2000@h...>
    wrote:

    > A mage without a prepared weapon *should* be at a severe
    > disadvantage against an armed foe. Try it yourself sometime:
    > give a friend a long stick while you stand within five feet
    > of him, empty-handed, and ask him to try and hit you before
    > you can finish reciting the Charm of Making (or heck, just
    > "Abracadabra," if it's been a while since you watched Excalibur).

    So with the realism argument then in your campaigns any fighter hit by
    a fire spell is automatically taken from the fight as it would be
    impossible for them to do anything other than panic let alone
    concentrate on attacking someone through the intense pain caused by
    burns? If you don't believe me have a friend set fire to you and then
    try to juggle for a 5 seconds. ;)

    Even so, the preparation pulse is when all the reciting of spells and
    such takes place. The casting pulse is when it is released. Recall
    that these are 5 sec pulses. There isn't going to be any reciting of
    the Charm of Making in combat (which was surely a ritual).

    > Well, most of the time, our mages would have a weapon
    > prepared even if they weren't planning to engage the enemy
    > (you know, just in case), so I don't recall it being an issue.

    Are you saying the mages used their IV with a weapon to determine when
    they cast their spell?

    > But in any situation where they didn't have a
    > weapon ready (and no ranks in Unarmed Combat, either),
    > yeah, we just went by the book. Never seemed like a
    > problem to me...

    I don't know Cameron. Unarmed by definition means no weapons so they
    couldn't have a "prepared weapon". No prepared weapon means strictly
    mAG+PC according to the Book. Actually taking 27.8 into account
    probably means that cast spells should always go last in a pulse.
    Sounds like you were playing pretty fast and loose with the rules.

    And I always thought you were a by-the-book kinda guy...
    Group: dqn-list Message: 2142 From: darkislephil Date: 6/12/2005
    Subject: Re: Initiative Value for Spellcasting
    --- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@c...>
    wrote:
    > I don't have IV for spell casting. I literally interpret 27.8,
    > "It takes one pulse to prepare a spell as part of the Tactical
    > Procedure and another full Pulse to loose the spell."

    That certainly seems to imply that spellcasting goes off at the end of
    the pulse. Though why they wouldn't have more simply and explicitly
    stated that loosing a spell takes place after all other combat actions
    I don't know.

    What if you had two mages that ended up in an engaged state? Adjacent
    hexes. Facing each other. Both prepared a spell the previous pulse.
    They have the same modified Agility and Perception. One is Rank 0
    with his prepared spell and the other Rank 10. Whose spell goes off
    first?

    If the more experienced fighter gets the better initiative why
    wouldn't the more experienced mage?
    Group: dqn-list Message: 2143 From: D. Cameron King Date: 6/12/2005
    Subject: Re: Initiative Value for Spellcasting
    > > Well, most of the time, our mages would have a weapon
    > > prepared even if they weren't planning to engage the enemy
    > > (you know, just in case), so I don't recall it being an issue.
    >
    >Are you saying the mages used their IV with a weapon to determine when
    >they cast their spell?

    Of course. Nothing in [12.3] says you have to *use* your prepared weapon.

    > > But in any situation where they didn't have a
    > > weapon ready (and no ranks in Unarmed Combat, either),
    > > yeah, we just went by the book. Never seemed like a
    > > problem to me...
    >
    >I don't know Cameron. Unarmed by definition means no weapons so they
    >couldn't have a "prepared weapon". No prepared weapon means strictly
    >mAG+PC according to the Book. Actually taking 27.8 into account
    >probably means that cast spells should always go last in a pulse.
    >Sounds like you were playing pretty fast and loose with the rules.
    >
    >And I always thought you were a by-the-book kinda guy...

    I am (or at least was, when I actually played DQ). Read the first two
    sentences of Section 20 and you'll see.

    And I don't read [27.8] as saying that spells are loosed after everyone
    else's action in the second Pulse, either. "Another full Pulse" simply
    means it takes the entirety of *your* Pulse to loose the spell; it's not an
    exception to [12.2] and [12.3]. I mean, take a look at [12.1]: "Each action
    listed in Section 13 and 14 takes one full Pulse to accomplish..."

    -Cameron
    Group: dqn-list Message: 2144 From: Jeffery K. McGonagill Date: 6/12/2005
    Subject: Re: Initiative Value for Spellcasting
    > That certainly seems to imply that spellcasting goes off at the end of
    > the pulse. Though why they wouldn't have more simply and explicitly
    > stated that loosing a spell takes place after all other combat actions
    > I don't know.
    >
    > What if you had two mages that ended up in an engaged state? Adjacent
    > hexes. Facing each other. Both prepared a spell the previous pulse.
    > They have the same modified Agility and Perception. One is Rank 0
    > with his prepared spell and the other Rank 10. Whose spell goes off
    > first?
    >
    > If the more experienced fighter gets the better initiative why
    > wouldn't the more experienced mage?

    I've never worried about it. Players never had a problem with spells going
    off at the same time.

    ~Jeffery~
    Group: dqn-list Message: 2145 From: J. Corey Date: 6/13/2005
    Subject: Re: Initiative Value for Spellcasting
    I think it is a valid question. Is this coming up often? Or is it
    hypothetical? I like your solution in either case.

    JohnC
    On Jun 12, 2005, at 9:03 PM, Jeffery K. McGonagill wrote:

    >> That certainly seems to imply that spellcasting goes off at the
    >> end of
    >> the pulse. Though why they wouldn't have more simply and explicitly
    >> stated that loosing a spell takes place after all other combat
    >> actions
    >> I don't know.
    >>
    >> What if you had two mages that ended up in an engaged state?
    >> Adjacent
    >> hexes. Facing each other. Both prepared a spell the previous pulse.
    >> They have the same modified Agility and Perception. One is Rank 0
    >> with his prepared spell and the other Rank 10. Whose spell goes off
    >> first?
    >>
    >> If the more experienced fighter gets the better initiative why
    >> wouldn't the more experienced mage?
    >>
    >
    Group: dqn-list Message: 2146 From: Mark D Date: 6/13/2005
    Subject: Initiative Value for Spellcasting
    For our campaigns, mages did need IV, but only against
    other spells. We did all attacks first and then
    spells went off. Mage's IVs were only used to
    determine which spell went off first (at the end of
    the pulse).

    We did however use a different formula. We used Mod
    MD instead of Mod AG and added the RK of the spell
    (but we also devised Speed Factors for spells based on
    Ordinal # and applied those as a minus to IV). We
    felt that spell casting involved more fine
    manipulations of fingers and arm movements than funky
    AG based 'dance moves'.

    Wands, etc were IV = Mod AG + PC (base). We did not
    include the rank for Rit. Investment...we did not feel
    that having a higher rk in the Rit. of Investment
    should give any better IV. We absolutely felt that
    wands should never be better (IV or anything) than the
    Mage that created them...and the Mage would be using
    rk in spell, not rk in Rit. Investment, for IV to get
    his spell off. And even then, the wand should never
    be as good.

    For what its worth......

    Mark

    --- dqn-list@yahoogroups.com wrote:


    > Message: 1
    > Date: Sat, 11 Jun 2005 20:12:28 -0000
    > From: "darkislephil" <darkislephil@yahoo.com>
    > Subject: Initiative Value for Spellcasting
    >
    > While 12.3 says, "If the figure has no prepared
    > weapon, it is equal to
    > his modified Agility+Perception.", is not a prepared
    > spell a weapon?
    >
    > Granted most spellcasting takes place in an
    > unengaged state and so
    > usually doesn't need IV. But sometimes a mage who is
    > preparing a spell
    > will end up engaged at the end of that pulse. The
    > mage is engaged
    > starting the next pulse so an IV is needed. I use
    > mAG+PC+Rank w/spell
    > to give mages a chance to get a spell off before
    > being cut to ribbons.
    >
    > How about if a mage has a wand or other casting
    > implement? There I
    > just fell back to the mAG+PC base and added in the
    > Rank of the
    > Investment Ritual used.
    >
    > How did your groups handle initiative value for
    > spellcasting? Did you
    > just go with the base mAG+PC? If so, do you think
    > that was a good
    > idea? That it provided balance perhaps?
    >
    > Phil
    >




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    Group: dqn-list Message: 2147 From: Phil Wright Date: 6/13/2005
    Subject: Re: Initiative Value for Spellcasting
    --- "D. Cameron King" <monarchy2000@hotmail.com>
    wrote:
    > >Are you saying the mages used their IV with a
    > >weapon to determine when
    > >they cast their spell?
    >
    > Of course. Nothing in [12.3] says you have to *use*
    > your prepared weapon.

    I think it is pretty clear that the intent of [12.3]
    is for the IV to be that of the "weapon" you intend to
    use. That would be called exploiting a loophole and
    any rules-lawyer player that tried that kind of BS on
    me would get straightened out pretty quick.

    > Read the first two
    > sentences of Section 20 and you'll see.

    "Any instrument used to inflict damage on a
    figure is called a weapon. Weapons may include
    the figure's hands, claws, talons, feet, teeth,
    breath weapon, etc."

    Well that makes it pretty clear then that a prepared
    spell would be classed as a weapon. I don't think I
    ever really read that first part of Section 20.

    > And I don't read [27.8] as saying that spells are
    > loosed after everyone
    > else's action in the second Pulse, either. "Another
    > full Pulse" simply
    > means it takes the entirety of *your* Pulse to loose
    > the spell;

    I agree. That was my reading of it as well. Just
    trying to make a point with a little jest. You have a
    habit of trying to validate your interpretation of the
    rules by ending your commments with "we played by the
    book". Jeffery clearly had a different interpretation
    of [27.8] and yet he was playing by the book as well.

    In the end if the players and the GM are all happy
    with whatever mechanism is chosen that is all that
    matters.




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    Group: dqn-list Message: 2148 From: Phil Wright Date: 6/13/2005
    Subject: Re: Initiative Value for Spellcasting
    Often? Definitely not but when it does come up it is
    usually at one of those critical turning points. If
    the player gets the spell off before the bad guy then
    the party survives kinda deal.

    If we encounter a situation where the rules are
    ambiguous as a GM I tend to err towards the players
    favor the first time and then look for a way to put
    the onus on the players in the future. You want to
    get your spell off first? Get more rank, perception
    and/or agility. Seemed to work for us.

    Phil

    --- "J. Corey" <dq@johncorey.com> wrote:

    > I think it is a valid question. Is this coming up
    > often? Or is it
    > hypothetical? I like your solution in either case.
    >
    > JohnC
    > On Jun 12, 2005, at 9:03 PM, Jeffery K. McGonagill
    > wrote:
    >
    > >> That certainly seems to imply that spellcasting
    > goes off at the
    > >> end of
    > >> the pulse. Though why they wouldn't have more
    > simply and explicitly
    > >> stated that loosing a spell takes place after all
    > other combat
    > >> actions
    > >> I don't know.
    > >>
    > >> What if you had two mages that ended up in an
    > engaged state?
    > >> Adjacent
    > >> hexes. Facing each other. Both prepared a spell
    > the previous pulse.
    > >> They have the same modified Agility and
    > Perception. One is Rank 0
    > >> with his prepared spell and the other Rank 10.
    > Whose spell goes off
    > >> first?
    > >>
    > >> If the more experienced fighter gets the better
    > initiative why
    > >> wouldn't the more experienced mage?
    > >>
    > >
    >




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    Group: dqn-list Message: 2149 From: Phil Wright Date: 6/13/2005
    Subject: Re: Initiative Value for Spellcasting
    --- Mark D <shadow_weaver13@yahoo.com> wrote:
    > We did however use a different formula. We used Mod
    > MD instead of Mod AG and added the RK of the spell

    I had considered MD as well as MA but in the end went
    with mAG just to keep things simple.

    > (but we also devised Speed Factors for spells
    > based on Ordinal # and applied those as a minus
    > to IV).

    Thought about that as well but once again went for
    simple.

    > Wands, etc were IV = Mod AG + PC (base). We
    > did not include the rank for Rit. Investment...
    > we did not feel that having a higher rk in the
    > Rit. of Investment should give any better IV.

    And yet it is the Ritual of Investement that
    determines the trigging mechanism/keyword.
    Additionally it isn't necessarily the mage that
    created the item releasing the spell.

    > We absolutely felt that wands should never be
    > better (IV or anything) than the Mage that
    > created them...

    Seeing as a mage can only invest at his current
    ability (without some kind of other magic modifying
    that) it is pretty much guaranteed that a wand can
    only be as good as the mage himself. But you seem to
    have a strong opinion about it so I'm guessing that
    some situation must have arisen that to make that kind
    of ruling?





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    Group: dqn-list Message: 2150 From: D. Cameron King Date: 6/14/2005
    Subject: Re: Initiative Value for Spellcasting
    >From: Phil Wright <darkislephil@yahoo.com>

    > > Read the first two
    > > sentences of Section 20 and you'll see.
    >
    >"Any instrument used to inflict damage on a
    >figure is called a weapon. Weapons may include
    >the figure's hands, claws, talons, feet, teeth,
    >breath weapon, etc."
    >
    >Well that makes it pretty clear then that a prepared
    >spell would be classed as a weapon.

    Actually, it just raises another question: "Is a prepared spell an
    'instrument'?" I think the better conclusion is that no, it is not, and
    therefore it is not a "weapon," either, but I agree that it *is* ambiguous
    enough (due to the inclusion of "breath weapon" on the list) to be ruled on
    either way.

    > > And I don't read [27.8] as saying that spells are
    > > loosed after everyone
    > > else's action in the second Pulse, either. "Another
    > > full Pulse" simply
    > > means it takes the entirety of *your* Pulse to loose
    > > the spell;
    >
    >I agree. That was my reading of it as well. Just
    >trying to make a point with a little jest. You have a
    >habit of trying to validate your interpretation of the
    >rules by ending your commments with "we played by the
    >book". Jeffery clearly had a different interpretation
    >of [27.8] and yet he was playing by the book as well.

    No offense taken. When I point out that my group played "by the book," I'm
    not attempting to claim any moral superiority or validate my interpretations
    of the rules. It usually comes up because someone is proposing a "house
    rule" to address some perceived deficiency in the official rules--NOT
    because they have (mis)interpreted a rule, but rather because they've simply
    made something up out of whole cloth. Where there is room for honest
    disagreement over how to *interpret* an ambiguous rule, I'm more than
    willing to concede the point.

    >In the end if the players and the GM are all happy
    >with whatever mechanism is chosen that is all that
    >matters.

    I agree with *that* completely. :-)

    -Cameron
    Group: dqn-list Message: 2151 From: Arturo Algueiro Melo Date: 6/14/2005
    Subject: Re: Digest Number 394
    Hi, people...
    ----on spell casting
    In our group we use the spell casting as a pass action.
    If the magic user is not engaged, he looses the spell when
    his side acts as non-engaged, and the group decides if he acts
    before or after other non-engaged companions.
    If he is engaged, and is not using a prepared weapon or
    unarmed combat, he looses inititative (as in a pass action). He
    has to declare if he is going to use the weapon or cast the spell.
    > What if you had two mages that ended up in an engaged state? Adjacent
    > hexes. Facing each other. Both prepared a spell the previous pulse.
    > They have the same modified Agility and Perception. One is Rank 0
    > with his prepared spell and the other Rank 10. Whose spell goes off
    > first?
    The one whose group won the non-engaged initiative acts first.

    ----unarmed combat initiative value
    Unarmed combat is a "prepared weapon" as it has a rank. See rule 12.3:
    "Every character, NPC and monster should have its Initiative Value for
    all the weapons or attack forms determined prior to the adventure..."
    Problem: There are two figures engaged in combat.
    The first one has IV of 28 with his mace, IV of 26 with his main-gauche
    and IV 24 with unarmed combat. The other one has IV of 29 with his
    battleaxe and IV of 23 with unarmed combat. Who strikes first? The
    second one even if he chooses to strike with unarmed combat (kick) against
    the first one who will use his mace?
    We use the following rule: each figure must state with which weapon(s) he
    will strike, and we process the strikes from the highest IV to the lowest.

    Our rule is that if an engaged character acts in the engaged situation
    against his foe (strikes, evades, etc) he acts in the engaged phase and
    uses weapon IV; if he doesnt use a weapon (pass, cast a spell, etc) he acts
    in the non-engaged phase, after all the engaged actions (=attacks) ended,
    with his group as they won/lost the non-engaged inititative test.
    ----
    Hope this helps. Best regards... Arturo

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    Group: dqn-list Message: 2152 From: darkislephil Date: 6/14/2005
    Subject: Re: Initiative Value for Spellcasting
    --- In dqn-list@yahoogroups.com, "D. Cameron King" <monarchy2000@h...>
    wrote:

    > >"Any instrument used to inflict damage on a
    > >figure is called a weapon. Weapons may include
    > >the figure's hands, claws, talons, feet, teeth,
    > >breath weapon, etc."
    > >
    > >Well that makes it pretty clear then that a prepared
    > >spell would be classed as a weapon.
    >
    > Actually, it just raises another question: "Is a prepared spell
    > an 'instrument'?" I think the better conclusion is that no, it
    > is not,

    See, to me, the use of 'instrument' extends the definition to include
    more nebulous constructs like spells. It is fairly common in
    literature to use a phrase like "so-and-so was the instrument of his
    own destruction."

    But then the list in the next sentence is entirely physical attacks
    EXCEPT for the breath weapon which we do know [18.4] is treated as a
    magical attack. A fairly literal reading of the second sentence would
    exclude spells from being considered a weapon.

    Spells and the effects of spells are barely mentioned at all in the
    combat section which often goes into excrutiating details on other
    subjects. My guess is that the combat section failed to explicitly
    cover spell casting IV because combat in general was done by one guy
    and magic another.

    > No offense taken.

    Cool. I know I can come across a bit strong sometimes

    > When I point out that my group played "by
    > the book," I'm not attempting to claim any moral superiority
    > or validate my interpretations of the rules.
    > It usually comes up because someone is proposing a "house
    > rule" to address some perceived deficiency in the official
    > rules--NOT because they have (mis)interpreted a rule, but
    > rather because they've simply made something up out of whole
    > cloth.

    Fair enough.

    Of course every rule was a "house rule" at some point.

    I love game mechanics and have hundreds of role-playing games just
    because they had an interesting bit here or there. I like to see
    where they work and where they fall apart. Look at the Assassin
    torture skill. Ack. If an average persons willpower is 15 then an
    Assassin has to be Rank 7 to even have a chance. David Ritchie
    suggested to me that the avg persons stats were 12. But even if the
    avg person is only a 10. The assassin still has to be Rank 5 to have
    a bad chance at interrogation. I would say that this was a rule that
    was never actually playtested. What do you think?

    Phil
    Group: dqn-list Message: 2153 From: D. Cameron King Date: 6/15/2005
    Subject: Re: Initiative Value for Spellcasting
    >From: "darkislephil" <darkislephil@yahoo.com>

    >I love game mechanics and have hundreds of role-playing games just
    >because they had an interesting bit here or there. I like to see
    >where they work and where they fall apart. Look at the Assassin
    >torture skill. Ack. If an average persons willpower is 15 then an
    >Assassin has to be Rank 7 to even have a chance. David Ritchie
    >suggested to me that the avg persons stats were 12. But even if the
    >avg person is only a 10. The assassin still has to be Rank 5 to have
    >a bad chance at interrogation. I would say that this was a rule that
    >was never actually playtested. What do you think?

    I think you're probably right. IMO, the DQ's handling of Skills was one of
    the worst areas of the game--perhaps even the only one that needed
    significant improvement. Some of the concepts were excellent, but the
    Skills seemed terribly overpriced (in terms of EP) for one thing, and often
    weren't very playable (as you point out with the Assassin's torture
    ability).

    FWIW, I believe the average non-adventuring human is supposed to have a stat
    of 10. The rules say that 15 is average for an adventuring human, and that
    adventurers are about 50% better than non-adventurers (or words to that
    effect; I don't have the books in front of me). That seems pretty low to
    me, frankly; 12 might be a better number to use, but "officially" I think
    it's 10.

    -Cameron
    Group: dqn-list Message: 2154 From: Mark D Date: 6/15/2005
    Subject: Re: Initiative Value for Spellcasting
    > Message: 3
    > Date: Mon, 13 Jun 2005 17:08:06 -0700 (PDT)
    > From: Phil Wright <darkislephil@yahoo.com>
    > Subject: Re: Initiative Value for Spellcasting
    >
    > --- Mark D <shadow_weaver13@yahoo.com> wrote:
    > > We did however use a different formula. We used
    > Mod
    > > MD instead of Mod AG and added the RK of the spell
    >
    > I had considered MD as well as MA but in the end
    > went
    > with mAG just to keep things simple.

    Sometimes simple is best. We, however, use a bloated
    Hog of a rules system with so many house rules the
    game is mainly similar to DQ in magic colleges,
    skills, and name. But we like our Hog ;)

    > > (but we also devised Speed Factors for spells
    > > based on Ordinal # and applied those as a minus
    > > to IV).
    >
    > Thought about that as well but once again went for
    > simple.

    same comment as above

    > > Wands, etc were IV = Mod AG + PC (base). We
    > > did not include the rank for Rit. Investment...
    > > we did not feel that having a higher rk in the
    > > Rit. of Investment should give any better IV.
    >
    > And yet it is the Ritual of Investement that
    > determines the trigging mechanism/keyword.
    > Additionally it isn't necessarily the mage that
    > created the item releasing the spell.

    Determining the keyword/trigger doesn't neccessarily
    mean fast activation or high IV. It takes time for
    the mage to gather the energies, weave the matrix to
    embody the magic, and complete the spell. We felt it
    was inappropriate to give a wand, etc a high IV, and
    thereby in our minds attribute greater efficiencies to
    a temporary item created by a simple ritual. We feel
    that items should not be better or faster than a real
    mage. Otherwise items can become the most effective /
    powerful members of parties.

    > > We absolutely felt that wands should never be
    > > better (IV or anything) than the Mage that
    > > created them...
    >
    > Seeing as a mage can only invest at his current
    > ability (without some kind of other magic modifying
    > that) it is pretty much guaranteed that a wand can
    > only be as good as the mage himself. But you seem to
    > have a strong opinion about it so I'm guessing that
    > some situation must have arisen that to make that
    > kind
    > of ruling?

    Well, since we have house rules that are substantially
    different in many ways, we have run into situations
    that you and others on the list likely have not.
    Pertaining to this topic:

    First, we allow mages to learn and have multiple
    colleges.
    Second, items are fairly common.
    Third, we START characters at 100,000 exp.
    Fourth, in one current campaign my character alone has
    7 colleges and a cumulative experience total of over
    1,200,000. And that is only about average for the
    group.

    Sooooo, now you might see how we have run into a
    problem or two with Rit. Investment and needed to make
    some clarification rules / adjustments to item use re:
    IV, etc.

    BTW, for those that wonder, even with our modified
    rules set designed to try to expand / stabilize /
    balance the game at high exp levels....the game still
    starts to breakdown a bit at the high levels of
    experience we have played at. But as always, a good
    GM can make the difference and smooth out the rough
    spots.

    Sometimes I admire the relative purity of the game
    many of you speak of. I suppose some of you would
    consider our version of the game a Frankenstein's
    monster by comparison. But to each his own.

    Enjoyment...what gaming is all about.

    For what it's worth,

    Mark

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    Group: dqn-list Message: 2155 From: darkislephil Date: 6/15/2005
    Subject: Re: Initiative Value for Spellcasting
    --- In dqn-list@yahoogroups.com, "D. Cameron King" <monarchy2000@h...>
    wrote:

    > FWIW, I believe the average non-adventuring human is supposed
    > to have a stat of 10. The rules say that 15 is average for
    > an adventuring human, and that adventurers are about 50% better
    > than non-adventurers (or words to that effect; I don't have the
    > books in front of me). That seems pretty low to me, frankly;
    > 12 might be a better number to use, but "officially" I think
    > it's 10.

    Yeah. [83.1] says that adventurers have 50% higher stats which would
    give you a 10 for the average joe. While David Ritchie was working at
    TSR he suggested the 12 value in a Q&A letter and since it made more
    sense to me that's what I went with.

    FWIW [66.1] says this about apes and prehumans, "They have three times
    the stealth of an average human (30)...". As Stealth is 3xAG+5xRank
    this would support the case that average is 10. However [66.2] says,
    "All felines will possess four times the stealth of the average human
    (40)." Which would indicate that the number in parenthesis is the
    stealth for the subject and not that of the average human. But an
    average stealth of 10 for humans doesn't make any sense given the
    formula base is 3xAG.

    To muddle things more the entry for Unicorns says, "They have 5 times
    the strength of an average human." The PS range for unicorns is 55-60

    Ah well. Just one of those many areas to be found in DQ where you just
    scratch your head and move on.
    Group: dqn-list Message: 2156 From: Deven Date: 6/15/2005
    Subject: Anyone going to Origins in Columbus?
    I'll be heading to the Origins gaming convention in Columbus, Ohio at the
    end of the month, and was wondering if anyone else on this list was going.
    There are some DQ sessions being run by Vern Overholt.
    Group: dqn-list Message: 2157 From: Greg Walters Date: 6/18/2005
    Subject: Re: ...Origins in Columbus... ( GenConSoCal )
    Cool. Glad to hear of interest in cons.

    I can't say when il ever b able 2 go 2 another convention for sure
    (busy: work, etc) but il try 2 get to GenConSoCal.

    At GenCon (Southern California) i will hopefully b able 2 run a few DQ
    & Universe scenarios.

    Have fun in Columbus!

    www.originsgames.com/
    http://www.gencon.com/

    - Greg Walters

    --- In dqn-list@yahoogroups.com, "Deven" <deven@b...> wrote:
    > I'll be heading to the Origins gaming convention in Columbus, Ohio
    at the
    > end of the month, and was wondering if anyone else on this list was
    going.
    > There are some DQ sessions being run by Vern Overholt.