Messages in dqn-list group. Page 45 of 80.

Group: dqn-list Message: 2209 From: John Rauchert Date: 7/25/2005
Subject: Re: Player Races and Gnomes
Group: dqn-list Message: 2210 From: darkislephil Date: 7/25/2005
Subject: Re: Player Races
Group: dqn-list Message: 2211 From: Greg Walters Date: 7/26/2005
Subject: Re: Player Races... even Gnomes..
Group: dqn-list Message: 2212 From: Jeffery K. McGonagill Date: 7/26/2005
Subject: Re: Player Races... even Gnomes..
Group: dqn-list Message: 2213 From: Davis, John R Date: 7/26/2005
Subject: Re: Player Races... even Gnomes..
Group: dqn-list Message: 2214 From: Davis, John R Date: 7/26/2005
Subject: DQ Term
Group: dqn-list Message: 2215 From: Coyote Moon Date: 7/26/2005
Subject: Spectre-ish
Group: dqn-list Message: 2216 From: D. Cameron King Date: 7/26/2005
Subject: Re: DQ Term
Group: dqn-list Message: 2217 From: Stephen Miller Date: 7/26/2005
Subject: Re: DQ Term
Group: dqn-list Message: 2218 From: Stephen Miller Date: 7/26/2005
Subject: Re: Weapons and Aspect
Group: dqn-list Message: 2219 From: Esko Halttunen Date: 7/26/2005
Subject: Re: Weapons and Aspect
Group: dqn-list Message: 2220 From: Mark D Date: 7/26/2005
Subject: Re: Digest Number 411: replies to messages 5 & 7
Group: dqn-list Message: 2221 From: igmod@comcast.net Date: 7/26/2005
Subject: Re: Digest Number 411: replies to messages 5 & 7
Group: dqn-list Message: 2222 From: D. Cameron King Date: 7/26/2005
Subject: Re: Digest Number 411: replies to messages 5 & 7
Group: dqn-list Message: 2223 From: Davis, John R Date: 7/27/2005
Subject: Re: Digest Number 411: replies to messages 5 & 7
Group: dqn-list Message: 2224 From: dbarrass_2000 Date: 7/27/2005
Subject: Re: Digest Number 411: replies to messages 5 & 7
Group: dqn-list Message: 2225 From: Jason Honhera Date: 7/27/2005
Subject: Re: Digest Number 411: replies to messages 5 & 7
Group: dqn-list Message: 2226 From: Stephen Miller Date: 7/27/2005
Subject: Re: Weapons and Aspect
Group: dqn-list Message: 2227 From: Stephen Miller Date: 7/27/2005
Subject: Weapon weights in DQ (very long)
Group: dqn-list Message: 2228 From: Esko Halttunen Date: 7/27/2005
Subject: Re: Weapon weights in DQ (very long)
Group: dqn-list Message: 2229 From: dbarrass_2000 Date: 7/28/2005
Subject: Re: Weapon weights in DQ (very long)
Group: dqn-list Message: 2230 From: Mark D Date: 7/28/2005
Subject: Re: Digest Number 412: replies to Messages 3, 5, & 7
Group: dqn-list Message: 2231 From: Stephen Miller Date: 7/28/2005
Subject: Re: Weapon weights in DQ (very long)
Group: dqn-list Message: 2232 From: Davis, John R Date: 7/28/2005
Subject: Re: Digest Number 412: replies to Messages 3, 5, & 7
Group: dqn-list Message: 2233 From: dbarrass_2000 Date: 7/28/2005
Subject: Re: Digest Number 412: replies to Messages 3, 5, & 7
Group: dqn-list Message: 2234 From: dq@johncorey.com Date: 7/28/2005
Subject: Re: Critcal Success or failure
Group: dqn-list Message: 2235 From: John Rauchert Date: 7/28/2005
Subject: Re: Critcal Success or failure
Group: dqn-list Message: 2236 From: dq@johncorey.com Date: 7/28/2005
Subject: Re: Critcal Success or failure
Group: dqn-list Message: 2237 From: John Rauchert Date: 7/28/2005
Subject: Re: Critcal Success or failure
Group: dqn-list Message: 2238 From: J. Corey Date: 7/28/2005
Subject: Re: Critcal Success or failure
Group: dqn-list Message: 2239 From: dbarrass_2000 Date: 7/29/2005
Subject: Re: Critcal Success or failure
Group: dqn-list Message: 2240 From: J. Corey Date: 7/29/2005
Subject: Re: Critcal Success or failure
Group: dqn-list Message: 2241 From: Davis, John R Date: 7/29/2005
Subject: Re: Critcal Success or failure
Group: dqn-list Message: 2242 From: J. Corey Date: 7/29/2005
Subject: Re: Critcal Success or failure
Group: dqn-list Message: 2243 From: Stephen Miller Date: 7/29/2005
Subject: Weekend Excitement
Group: dqn-list Message: 2244 From: Bigbadbobo@aol.com Date: 7/29/2005
Subject: Re: Weekend Excitement
Group: dqn-list Message: 2245 From: Jason Honhera Date: 7/29/2005
Subject: Re: Weekend Excitement
Group: dqn-list Message: 2246 From: Stephen Miller Date: 7/29/2005
Subject: Re: Weekend Excitement
Group: dqn-list Message: 2247 From: Arturo Algueiro Melo Date: 7/29/2005
Subject: Re: Digest Number 414
Group: dqn-list Message: 2248 From: Arturo Algueiro Melo Date: 7/29/2005
Subject: Re: Critcal Success or failure
Group: dqn-list Message: 2249 From: dq@johncorey.com Date: 7/29/2005
Subject: Re: Weekend Excitement
Group: dqn-list Message: 2250 From: Jeffery K. McGonagill Date: 7/29/2005
Subject: Re: Weekend Excitement
Group: dqn-list Message: 2251 From: Stephen Miller Date: 7/29/2005
Subject: Re: Weekend Excitement
Group: dqn-list Message: 2252 From: Todd Douglas Date: 7/31/2005
Subject: DragonQuest Copy Rights
Group: dqn-list Message: 2253 From: J. K. Hoffman Date: 8/1/2005
Subject: Re: DragonQuest Copy Rights
Group: dqn-list Message: 2254 From: Mandos Mitchinson Date: 8/1/2005
Subject: Re: DragonQuest Copy Rights
Group: dqn-list Message: 2255 From: J. K. Hoffman Date: 8/1/2005
Subject: Re: DragonQuest Copy Rights
Group: dqn-list Message: 2256 From: Jason Honhera Date: 8/1/2005
Subject: Re: DragonQuest Copy Rights
Group: dqn-list Message: 2257 From: Mandos Mitchinson Date: 8/1/2005
Subject: Re: DragonQuest Copy Rights
Group: dqn-list Message: 2258 From: Stephen Miller Date: 8/1/2005
Subject: How Character Creation went



Group: dqn-list Message: 2209 From: John Rauchert Date: 7/25/2005
Subject: Re: Player Races and Gnomes
According to Wikipedia (so subject to inaccuracies):

Male ligers are sterile. Female ligers are often fertile and can be
mated to a tiger resulting in ti-liger offspring or to a lion resulting
in li-liger offspring. Most tigons are sterile, but a tigon named Noelle
in the Shambala Reserve mated with a tiger to produce a "ti-tigon".

-----Original Message-----
From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com] On
Behalf Of Esko Halttunen
Sent: Monday, July 25, 2005 2:42 PM
To: dqn-list@yahoogroups.com
Subject: Re: [DQN-list] Player Races and Gnomes

Another example of fertile interspecies breeding is lions and tigers.
Offspring of male lion and female tiger is called liger, and grows to
huge sizes (males almost up to 15 feet long) due to male lions having a
growth boosting gene whose growth inhibiting counterpart (that female
lions have) is not present in female tigers. Offspring from a male tiger

and a female lion are called tigons and tend to be runt-sized compared
to their parents because of the growth inhibitor gene from the mother
and no corresponding booster gene from the father. As far as I know,
both tigons and ligers are fertile.
Group: dqn-list Message: 2210 From: darkislephil Date: 7/25/2005
Subject: Re: Player Races
I have allowed the Half-elf, Suarime race and have even had both a
Satyr and a half-troll in the past. (The latter came about from using
the Central Casting: Heroes of Legend book.)

Pretty much have always required rolling for race.

Welcome to the group.

Phil



--- In dqn-list@yahoogroups.com, "Stephen Miller"
<curmudgeon.gamer@g...> wrote:
> I was wondering, what races do you typically allow in your DQ game? Do
> you just use the ones in the book? Did anyone add the ones from Ares
> #12 (Half-Elf and Lizardman)? What about homebrew races? Finally, do
> you follow the rule that says to be a non-human you have to roll for a
> chance to be that race?
>
> I ask the last question because I have a rather power-hungry/munchkiny
> player in my group who I know would instantly pick either giant or
> shape changer, given the chance. He would also, I am sure, totally
> distort the racial concept, but that's a whole different story.
>
> Stephen Miller
> Ancient Gamer and Curmudgeon
Group: dqn-list Message: 2211 From: Greg Walters Date: 7/26/2005
Subject: Re: Player Races... even Gnomes..
I try to "give" to players what I like for myself, as a player - to
play whatever race that I'd like (to role-play), and have fun with.
Although, more often than not, players want to be a giant or shape-
changer.

As long-time gamers, we all tend to do this: pour over the game
books, and try to get the best numbers for the greatest advantage.
Unfortuantely, this tends to take the mystery out of the game (esp
when we know everything about the monsters and then take part as
players). This takes the "role-play" out of role-playing.

Using myself as an example (of a player), I like to play human
mages, or half-elves, dwarven fighter mages types, or scholarly orcs
( ha ha - I like the incongruity of that one! ) playing a giant or
shape-changer really isnt my style, so I dont bother (tho, I'm such
a gamer, I would take up any character that happened to become
available on-the-spot, just to play ^~ )

I have known of a player or two who (role-) played a giant
sufficiently well, that I'd be glad for them to keep on playing
(another) one if they got killed (and not have to roll for it).

I suppose Iv'e not played often enough, but I'm not sure that Iv'e
known of someone who played a shape-changer well enough that I'd
let 'em keep playing (without having to roll for) another if their
character got killed.

As far as shape-changers & giants having too much advantages, well,
any character has both advantages & disadvantages. It is simply the
GMs job to challenge the players regardless (of character race), IMO.

Another idea to consider is that DragonQuest is a fantasy world, and
a player may mainly want to play because they want "be" something
fantastical (even a Gnome or some other sentient).


have fun everyone!

- Greg W.




--- In dqn-list@yahoogroups.com, "darkislephil" <darkislephil@y...>
wrote:
> I have allowed the Half-elf, Suarime race and have even had both a
> Satyr and a half-troll in the past. (The latter came about from
using
> the Central Casting: Heroes of Legend book.)
>
> Pretty much have always required rolling for race.
>
> Welcome to the group.
>
> Phil
>
>
>
> --- In dqn-list@yahoogroups.com, "Stephen Miller"
> <curmudgeon.gamer@g...> wrote:
> > I was wondering, what races do you typically allow in your DQ
game? Do
> > you just use the ones in the book? Did anyone add the ones from
Ares
> > #12 (Half-Elf and Lizardman)? What about homebrew races?
Finally, do
> > you follow the rule that says to be a non-human you have to roll
for a
> > chance to be that race?
> >
> > I ask the last question because I have a rather power-
hungry/munchkiny
> > player in my group who I know would instantly pick either giant
or
> > shape changer, given the chance. He would also, I am sure,
totally
> > distort the racial concept, but that's a whole different story.
> >
> > Stephen Miller
> > Ancient Gamer and Curmudgeon
Group: dqn-list Message: 2212 From: Jeffery K. McGonagill Date: 7/26/2005
Subject: Re: Player Races... even Gnomes..
> As long-time gamers, we all tend to do this: pour over the game
> books, and try to get the best numbers for the greatest advantage.
> Unfortuantely, this tends to take the mystery out of the game (esp
> when we know everything about the monsters and then take part as
> players). This takes the "role-play" out of role-playing.

Just ran an adventure where the characters of experienced players ran into a
spectre for the first time. Korensa (Female Elf) successfully cast Harming
Entity (doubled effected, duration) upon it, then followed up with
Fire&Brimstone regularly, eventually suffering Amnesia; her familiar cast
Enhance Enchantment, Quickness and Slow (appropriately). Jonah (Male Elf),
ran up and hit it with his magical mace, suffering 11 pts from life drain.
When he recovered from Stun he backed off, and unsuccessfly cast various
illusions, eventually suffering Deafness . Astolfo (Male Elf) having just
rounded the area of darkness (Spectre cast), ran up and hit the Spectre with
the sword he had enchanted (routine for him) and suffered 12 pts from life
drain. When he recovered, he backed off, enchanted his dagger and threw it
at the Spectre; then looked around for something else to throw and enchanted
a rock, threw it at the Spectre just as it recovered from the Harming
Entity, taking out the remaining 5 endurance of the Spectre. The battle
lasted 14 pulses.

My point is the players did a wonderful job role-playing characters that had
encountered a Spectre for the first time, though the players knew that their
best option would have been to stand at a distance and throw spells at it or
enchanted ranged weapons.

~Jeffery~
Group: dqn-list Message: 2213 From: Davis, John R Date: 7/26/2005
Subject: Re: Player Races... even Gnomes..
> As long-time gamers, we all tend to do this: pour over the game
> books, and try to get the best numbers for the greatest advantage.
> Unfortuantely, this tends to take the mystery out of the game (esp
> when we know everything about the monsters and then take part as
> players). This takes the "role-play" out of role-playing.

We tend to play DQ in 6 to 9 month campaigns, and then do something else for a while and I have found it only take 6 months for everybody to forget everything about the nuances of DQ which means I have even re-used bits of adventures they have done, and it still seems to fresh to them!!! Never encountered my group of the last 18 years or so overly min-maxing etc in DQ for this reason.

I dont ever recall using a spectre against the party. Sounds scarey

JohnD

visit
http://groups.msn.com/DragonquestMajesty/homepage

email me at jrrtalking@aol.com to join, as my hotmail address i gave out previous dumps people into junk...



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Group: dqn-list Message: 2214 From: Davis, John R Date: 7/26/2005
Subject: DQ Term
Hi

Trying to think of a 'short term' to express the following:

In the rules chance to hit in combat is SC (strike chance) and of doing a skill, spell, anything is BC (base chance). Adding in various bonuses etc can generate a modified SC/BC (so a MSC or MBC). thinking off a snappy term to express when the dice roll, when rolled against the above MBC is at the 15% or 5% level, which in combat yields a END strike or Grevious (and with spells doubles or triples effect), but for a skill for example. What should i term it when someone rolls <15% or <5% for a skill, which may mean they yield extra from that skill??

hope that makes sense.

JohnD


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confidentiality of this e-mail and your reply cannot be guaranteed. If
this message was not addressed to you, you have received it in error
and any copying, distribution or other use of any part of it is
strictly prohibited. Any views or opinions presented are solely those
of the sender and do not necessarily represent those of the British
Geological Survey. The security of e-mail communication cannot be
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Group: dqn-list Message: 2215 From: Coyote Moon Date: 7/26/2005
Subject: Spectre-ish
> My point is the players did a wonderful job
> role-playing characters that had
> encountered a Spectre for the first time, though the
> players knew that their
> best option would have been to stand at a distance
> and throw spells at it or
> enchanted ranged weapons.
>
> ~Jeffery~

****

Sounds like a group to cherish! So often players play
to "win" rather than to roleplay... And if one player
tries to role play, the others can become very
frustrated that s/he "isn't doing it right"...


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Group: dqn-list Message: 2216 From: D. Cameron King Date: 7/26/2005
Subject: Re: DQ Term
>Trying to think of a 'short term' to express the following:
>
>In the rules chance to hit in combat is SC (strike chance) and of doing a
>skill, spell, anything is BC (base chance). Adding in various bonuses etc
>can generate a modified SC/BC (so a MSC or MBC). thinking off a snappy term
>to express when the dice roll, when rolled against the above MBC is at the
>15% or 5% level, which in combat yields a END strike or Grevious (and with
>spells doubles or triples effect), but for a skill for example. What should
>i term it when someone rolls <15% or <5% for a skill, which may mean they
>yield extra from that skill??



I would probably call a double-normal-effect success a "critical success"
and a triple-normal-effect success a "grievous success," for lack of better
terms.

-Cameron
Group: dqn-list Message: 2217 From: Stephen Miller Date: 7/26/2005
Subject: Re: DQ Term
John R Davis wrote:
> Trying to think of a 'short term' to express the following:
<snip description>

I would use "Resounding Success" for the <15% roll and "Exceptional
Success" for the <5% roll. They both have very positive meanings,
which is that you are looking for, I believe.

Stephen Miller
Ancient Gamer and Curmudgeon
Group: dqn-list Message: 2218 From: Stephen Miller Date: 7/26/2005
Subject: Re: Weapons and Aspect
Esko "Edi" Halttunen wrote:
> If you're interested in new materials, check out what we've got in
the
> files section of this group and the files section of the DQ-rules
group.
> I don't remember if I posted the extensively reworked and expanded
> Weapons & Armor table and the new Aspects table in both this group
and
> DQ-Rules, but I have a hunch you might find those worthwhile
reading. :-)

Thanks for the tip on reading these. I checked them out and found
them quite interesting. There are, as you might imagine, areas where
I disagree with where you went. With regard to the Aspect material,
it is more of a personal taste thing than anything else. With the
weapons and armor, however, I think I find some of the logic and/or
reference material a bit flawed.

To justify my comments, let me say that I am a collector of antique
weapons and armor, with a BA in Archaeology, specializing in English
history from AD 400 to AD 1200. I own a number of examples of the
weapons and armor used in the Compiled Weapons and Armor Table, so I
have a fairly unique view of them.

One of the first that caught my eye was one that I obtained from a
friend in the UK. The Kukri (or Khukuri) is not nearly as heavy as
you say. On average, they weigh around 2 pounds, with a blade length
of around 10 inches. It really belongs in the Dagger & Knife section
instead of the Sword section.

One unique feature of the kukri is that you need remarkably little
strength to effectively wield one of these. Nepalese children use
them quite effectively for chopping wood, opening tins, and cutting
just about anything they need to cut. To use one effectively in
combat the wielder needs coordination more than strength. The blade
design, with the tip heavy design, is meant to allow it to cut and
chop effectively with little effort.

A trivial side note, there are documented cases of a kukri being used
in combat where the victim was hit on the top of the head and the
kukri got stuck somewhere in the upper chest, having split the skull
in two! For something truly scary, check out a ceremonial "bull"
kukri, which are around 3 feet long and weigh about 11 pounds. They
are used for sacrificing bulls during certain religious ceremonies,
and can decapitate the bull in one stroke!

Quite a few of the weapons are still, I feel, too heavy, but if they
are all overly heavy they it sort of balances out, right?

The Flamberge (more accurately called the flambard) can, in fact, be
sheathed. A scabbard for this style of weapon, about the size of a
rapier or longsword, is a bit wider than the scabbard for a weapon of
equal length but of straight blade, but still fully functional.
There is a larger, strickly two-handed version of this weapon that is
called, if I remember correctly, a flammard. It is this extremely
long (sometimes 6 feet long) weapon that generally is not sheathed
and is carried over the shoulder. These were the ones typically
shown with the Landsknechte, and were used to break pikes and spears.

That's enough for now, really. I realized that I was going to break
into lecture mode, and that is not a good thing. :-)

Still, all and all, a monumental piece of work, and worthy of
congratulations.

Stephen Miller
Ancient Gamer and Curmudgeon
Group: dqn-list Message: 2219 From: Esko Halttunen Date: 7/26/2005
Subject: Re: Weapons and Aspect
Stephen Miller wrote:

>Thanks for the tip on reading these. I checked them out and found
>them quite interesting. There are, as you might imagine, areas where
>I disagree with where you went. With regard to the Aspect material,
>it is more of a personal taste thing than anything else.
>
No surprise here, as the Aspects are done from the point of view of my
own campaign world and the symbolism and effects are pretty central to
that. Possible applicability elsewhere is just a bonus and I figured
someone might find a use for it. :-) I've sort of gotten the impression
that quite a few people here have mixed feelings about the Aspects and
that some have adaptations of their own. In my personal opinion, the
bare basics of the Aspect issue that is covered in the actual DQ books
are an aspect (pun intended) of the game with a lot of potential that
has been badly underdeveloped and sadly neglected. That's partially why
I made that document.

>With the
>weapons and armor, however, I think I find some of the logic and/or
>reference material a bit flawed.
>
>
Well, constructive criticisms are always welcome, and I do not claim any
deep expertise on the subject. :-)

>To justify my comments, let me say that I am a collector of antique
>weapons and armor, with a BA in Archaeology, specializing in English
>history from AD 400 to AD 1200. I own a number of examples of the
>weapons and armor used in the Compiled Weapons and Armor Table, so I
>have a fairly unique view of them.
>
>
I happen to be a former computer engineering student and current
business IT student with a casual interest in the subject, and what I
mainly had to go on for reference was existing DQ material, Rodger
Thorm's Poor Brendan's Almanac and some really damned inadequate stuff
from some other RPGs. Do you *really* expect that I'm going to start
arguing with you? No thank you, I do *not* fancy getting steamrollered,
napalmed and barbecued into oblivion. ;-)

><snip expertise>
>
>That's enough for now, really. I realized that I was going to break
>into lecture mode, and that is not a good thing. :-)
>
>
On the contrary. I do not consider any opportunity to learn more about
interesting subjects a bad thing, especially when I get to speak to
someone with expertise I would be pretty damned hard pressed to find on
my own.

>Still, all and all, a monumental piece of work, and worthy of
>congratulations.
>
>

Thank you! If you'd like to help me out and improve it into something
that doesn't have half of its numbers pulled out of the nearest hat, we
(or more properly, you) could probably get the biggest mistakes and
kinks ironed out in relatively short order due to your knowledge. The
biggest work was actually putting the thing together, tracking down all
the relevant DQ material, fine tuning stuff and making up the weapons
that were never in any previous material. The kukri was one of those.
I've actually seen an authentic Nepalese kukri, a friend of mine has
one, and I just jotted down stuff that felt something like approximately
my memory of having held the blade in my hands a couple of times joned
to some speculation. Your in depth commentary was most welcome, and I
deeply appreciate it. :-)

Edi
Group: dqn-list Message: 2220 From: Mark D Date: 7/26/2005
Subject: Re: Digest Number 411: replies to messages 5 & 7
> Message: 5
> Date: Tue, 26 Jul 2005 06:34:21 -0700
> From: "Jeffery K. McGonagill" <igmod@comcast.net>
> Subject: Re: Re: Player Races... even Gnomes..
>
>
> > As long-time gamers, we all tend to do this: pour
> over the game
> > books, and try to get the best numbers for the
> greatest advantage.
> > Unfortuantely, this tends to take the mystery out
> of the game (esp
> > when we know everything about the monsters and
> then take part as
> > players). This takes the "role-play" out of
> role-playing.
>
> Just ran an adventure where the characters of
> experienced players ran into a
> spectre for the first time. Korensa (Female Elf)
> successfully cast Harming
> Entity (doubled effected, duration) upon it, then
> followed up with
> Fire&Brimstone regularly, eventually suffering
> Amnesia; her familiar cast
> Enhance Enchantment, Quickness and Slow
> (appropriately). Jonah (Male Elf),
> ran up and hit it with his magical mace, suffering
> 11 pts from life drain.
> When he recovered from Stun he backed off, and
> unsuccessfly cast various
> illusions, eventually suffering Deafness . Astolfo
> (Male Elf) having just
> rounded the area of darkness (Spectre cast), ran up
> and hit the Spectre with
> the sword he had enchanted (routine for him) and
> suffered 12 pts from life
> drain. When he recovered, he backed off, enchanted
> his dagger and threw it
> at the Spectre; then looked around for something
> else to throw and enchanted
> a rock, threw it at the Spectre just as it recovered
> from the Harming
> Entity, taking out the remaining 5 endurance of the
> Spectre. The battle
> lasted 14 pulses.
>
> My point is the players did a wonderful job
> role-playing characters that had
> encountered a Spectre for the first time, though the
> players knew that their
> best option would have been to stand at a distance
> and throw spells at it or
> enchanted ranged weapons.
>
> ~Jeffery~

It was unclear to me based upon reading your anecdote.
Do you mean to say that they ran up to attack the
spectre and then the spectre struck each of them for a
lifedrain attack or did the lifedrain attack channel
thru their own magic weapons merely because they
struck the Spectre??


> Message: 7
> Date: Tue, 26 Jul 2005 16:06:59 +0100
> From: "Davis, John R" <jrda@bgs.ac.uk>
> Subject: DQ Term
>
> Hi
>
> Trying to think of a 'short term' to express the
> following:
>
> In the rules chance to hit in combat is SC (strike
> chance) and of doing a skill, spell, anything is BC
> (base chance). Adding in various bonuses etc can
> generate a modified SC/BC (so a MSC or MBC).
> thinking off a snappy term to express when the dice
> roll, when rolled against the above MBC is at the
> 15% or 5% level, which in combat yields a END strike
> or Grevious (and with spells doubles or triples
> effect), but for a skill for example. What should i
> term it when someone rolls <15% or <5% for a skill,
> which may mean they yield extra from that skill??
>
> hope that makes sense.
>
> JohnD

I don't believe that skills have critical failures nor
critical successes. If your skill % is 100% and you
roll "99", it should still work. Likewise, "01" would
merely be a success. That being said, you can in your
infinite wisdom as GM institute critical failures and
critical successes, but since their is no backfire or
similar effect really possible for most skill
applications I would limit the addition to cover skill
checks under 5% or skill chance. I would just call
this under 5% rule "critical success" and would
suggest it have additional benefits such as reduced
time to perform task, etc.

and "01" and "02" should be successes even if they
don't have a positive chance for something to succeed.


Mark

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Group: dqn-list Message: 2221 From: igmod@comcast.net Date: 7/26/2005
Subject: Re: Digest Number 411: replies to messages 5 & 7
> It was unclear to me based upon reading your anecdote.
> Do you mean to say that they ran up to attack the
> spectre and then the spectre struck each of them for a
> lifedrain attack or did the lifedrain attack channel
> thru their own magic weapons merely because they
> struck the Spectre??
I've always run that the various greater undead cause lifedrain under both conditions.  But in the referenced anecdote, it was because the PC's struck the Spectre.
 
~Jeffery~
Group: dqn-list Message: 2222 From: D. Cameron King Date: 7/26/2005
Subject: Re: Digest Number 411: replies to messages 5 & 7
>It was unclear to me based upon reading your anecdote.
>Do you mean to say that they ran up to attack the
>spectre and then the spectre struck each of them for a
>lifedrain attack or did the lifedrain attack channel
>thru their own magic weapons merely because they
>struck the Spectre??

The latter is how we always interpreted the rules on life-draining:
"Whenever a character strikes or is struck by a [whatever], the contact does
[X] damage." And yes, that always seemed unfairly harsh to me.

-Cameron
Group: dqn-list Message: 2223 From: Davis, John R Date: 7/27/2005
Subject: Re: Digest Number 411: replies to messages 5 & 7
see this is what im struggling with. If I can ace a spell or combat strike surely I should be to do the same for a skill if they is how my character goes? If a spellcaster can roll 07 and gain a benefit, surely a merchant or ranger should?

John


I don't believe that skills have critical failures nor
critical successes. If your skill % is 100% and you
roll "99", it should still work. Likewise, "01" would
merely be a success. That being said, you can in your
infinite wisdom as GM institute critical failures and
critical successes, but since their is no backfire or
similar effect really possible for most skill
applications I would limit the addition to cover skill
checks under 5% or skill chance. I would just call
this under 5% rule "critical success" and would
suggest it have additional benefits such as reduced
time to perform task, etc.

and "01" and "02" should be successes even if they
don't have a positive chance for something to succeed.


Mark

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Group: dqn-list Message: 2224 From: dbarrass_2000 Date: 7/27/2005
Subject: Re: Digest Number 411: replies to messages 5 & 7
I'm with you John.

May I sugest the terms Good and Excellent successes for 15% and 5%
respectively.

There's also an argument for 10% (superior success?) its easier to
calculate than 15%, but I know its not DQ

David

--- In dqn-list@yahoogroups.com, "Davis, John R" <jrda@b...> wrote:
>
>
> see this is what im struggling with. If I can ace a spell or combat
strike surely I should be to do the same for a skill if they is how
my character goes? If a spellcaster can roll 07 and gain a benefit,
surely a merchant or ranger should?
>
> John
>
>
> I don't believe that skills have critical failures nor
> critical successes. If your skill % is 100% and you
> roll "99", it should still work. Likewise, "01" would
> merely be a success. That being said, you can in your
> infinite wisdom as GM institute critical failures and
> critical successes, but since their is no backfire or
> similar effect really possible for most skill
> applications I would limit the addition to cover skill
> checks under 5% or skill chance. I would just call
> this under 5% rule "critical success" and would
> suggest it have additional benefits such as reduced
> time to perform task, etc.
>
> and "01" and "02" should be successes even if they
> don't have a positive chance for something to succeed.
>
>
> Mark
>
> __________________________________________________
> Do You Yahoo!?
> Tired of spam? Yahoo! Mail has the best spam protection around
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>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
>
> *********************************************************************
> This e-mail message, and any files transmitted with it, are
> confidential and intended solely for the use of the addressee.
> However, the information contained in this e-mail may subsequently
> be subject to public disclosure under the Freedom of Information Act
2000 and, unless the information is legally exempt from disclosure, the
> confidentiality of this e-mail and your reply cannot be guaranteed. If
> this message was not addressed to you, you have received it in error
> and any copying, distribution or other use of any part of it is
> strictly prohibited. Any views or opinions presented are solely those
> of the sender and do not necessarily represent those of the British
> Geological Survey. The security of e-mail communication cannot be
> guaranteed and the BGS accepts no liability for claims arising as a
> result of the use of this medium to transmit messages from or to the
> BGS. http://www.bgs.ac.uk
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Group: dqn-list Message: 2225 From: Jason Honhera Date: 7/27/2005
Subject: Re: Digest Number 411: replies to messages 5 & 7
I've never run across that interpretation.  That would lead to a spectre inflicting as much as 20 Endurance in one round or more!  That is a death (and a new spectre) every pulse... nonononono  I have always figured it was the direct flesh to ectoplasm contact that chilled you right to the soul...

"D. Cameron King" <monarchy2000@hotmail.com> wrote:
>It was unclear to me based upon reading your anecdote.
>Do you mean to say that they ran up to attack the
>spectre and then the spectre struck each of them for a
>lifedrain attack or did the lifedrain attack channel
>thru their own magic weapons merely because they
>struck the Spectre??

The latter is how we always interpreted the rules on life-draining:
"Whenever a character strikes or is struck by a [whatever], the contact does
[X] damage."  And yes, that always seemed unfairly harsh to me.

-Cameron


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Group: dqn-list Message: 2226 From: Stephen Miller Date: 7/27/2005
Subject: Re: Weapons and Aspect
Esko "Edi" Halttunen wrote:
> Do you *really* expect that I'm going to start
> arguing with you? No thank you, I do *not* fancy getting
steamrollered,
> napalmed and barbecued into oblivion. ;-)

I wouldn't want to argue online anyway. Boring, unproductive, and
they tend to get really nasty. Besides, as long as you don't come
off sounding arrogant or unable to be flexible there is no need to
argue. And barbecuing is best left to the backyard anyway.

> >Still, all and all, a monumental piece of work, and worthy of
> >congratulations.
>
> Thank you! If you'd like to help me out and improve it into
something
> that doesn't have half of its numbers pulled out of the nearest
hat, we
> (or more properly, you) could probably get the biggest mistakes
and
> kinks ironed out in relatively short order due to your knowledge.

As long as you are patient about getting results, I would be happy to
help. Besides my day job I am also editing a d20 sourcebook due out
late this year or early next year (Sherwood: The Legend of Robin Hood
from Battlefield Press) and I am gearing up to perform for my 14th
season at the Minnesota Renaissance Festival. So, I will be pretty
busy until around October or so. :)

> Your in depth commentary was most welcome, and I
> deeply appreciate it. :-)

Hey, not a problem! It's sometimes nice to know that all the money I
spent on a college education has not gone to waste!

Speaking of college education, here's a bit of information about the
Basilard, also called the Baselard or Swiss Dagger. It is a dagger
or short sword, generally less than two feet in length, that was used
quite extensively during the 13th through 15th centuries. The name
Baselard comes from the city Basel, Switzerland, where the weapon is
thought to originate. The quickest and easiest description of the
Baselard is that the guard, grip, and pommel crosspieces form an I-
shaped hilt. The double-sided blade (sharp on both sides) will be
wide at the base, narrowing to a point. A pretty good example of a
later style of the Baselard is the Nazi SA/SS dagger. The form
varies, of course, throughout Europe, but is easily recognized
regardless of the nationality.

To be honest, I have never seen a baselard that fits the description
that you give. Basket-hilting would mean that the weapon is a
different style and not a baselard. The weight you give sounds about
right, all things considered and figuring on an average.

Glad to help out, and I hope to give you more information as I can.

Stephen Miller
Ancient Gamer and Curmudgeon
Group: dqn-list Message: 2227 From: Stephen Miller Date: 7/27/2005
Subject: Weapon weights in DQ (very long)
After reading the Edi's fine compilation of weapons, and in the
process of preparing to run a DQ game for the first time in years,
I've been reading the weapon charts most carefully. One thing I
have noticed is the exaggerated weight of many of the weapons listed.

To give an idea of what swords would typically weigh, let me give you
the following quote. As leading sword expert Ewart Oakeshott
unequivocally stated: "Medieval Swords are neither unwieldably heavy
nor all alike - the average weight of any one of normal size is
between 2.5 lb. and 3.5 lbs. Even the big hand-and-a-half 'war' swords
rarely weigh more than 4.5 lbs. Such weights, to men who were trained
to use the sword from the age of seven (and who had to be tough
specimens to survive that age) , were by no means too great to be
practical."(Oakeshott, Sword in Hand, p. 13). Oakeshott, the 20th
century's leading author and researcher of European swords would
certainly know. He had handled thousands of swords in his lifetime and
at one time or another personally owned dozens of the finest examples
ranging from the Bronze Age to the 19th century.*

Looking at just the swords from 2nd Edition DQ, we find that of the 11
swords listed, only 3 weigh less than 3 pounds (estoc, rapier, and
short sword). The hand-and-a-half weighs a staggering 6 pounds, and
the two-handed sword tops the scale at 9 pounds!

Science tells us that carbon steel, the material used to make swords,
has a density of roughly 0.284 pounds per cubic inch. Knowing that
the two handed sword weighs (according to DQ) 9 pounds, we can figure
out how thick the blade would be, and we can show how absurd this
weight really is. If we figure the length of a two-handed sword as 50
inches (pretty average for this type of weapon) and a blade width
averaging 2 inches (again, well inside the historical average), using
a simple volume formula (V=L x W x H), we find that the 9 pound blade
(31.69 cubic inches) would have to be (31.69 = 50 x 2 x H, 31.69 = 100
x H, so H = 0.3169 inches. The average thickness of a historical
sword of this type would be around 1/8-inch, or 0.125 inches. So our
9 pound sword is about 2.5 times as thick as it really would be!
Using our averages from historical weapons, we find the volume of the
sword would be (V = 50 x 2 x 0.125) or V = 12.5 cubic inches. Since
carbon steel is roughly 0.284 pounds per cubic inch, we see that the
sword should weigh about 3.55 pounds.

Even if we went to a 72-inch length, which is about as long as a
practical two-handed sword can get, we see that it should weigh just
over 5 pounds. That being the case, I think we can rationally say
that the weights for swords in DQ are just a tad too heavy! A quick
and dirty solution would be to take the weight of all the swords and
cut them in half. This might make a few of them a little lighter than
they should be, but better that then an unwieldy monstrosity!

Well, that's enough lecturing for today. Besides, this took up my
lunch hour and now I need to get back to work.

Stephen Miller
Ancient Gamer and Curmudgeon

* I can highly recommend the website of The Association of Renaissance
Martial Arts. They are at www.thearma.org and have a number of
delightfully informative articles on weapons and how to use them,
along with a very useful bibliography.
Group: dqn-list Message: 2228 From: Esko Halttunen Date: 7/27/2005
Subject: Re: Weapon weights in DQ (very long)
Thank you for these two informative posts. I think I'll be taking the
quick and dirty route you suggest, because it will be the easiest and
will result in numbers that are "good enough" for role playing purposes.
I'm not running any DQ games at the moment, so updating the W&A Chart is
not a very high priority for me. But rest assured that everything you
have suggested is going to get implemented. Having expert help like
yours is extremely welcome. :-)

Edi

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

Stephen Miller wrote:

>After reading the Edi's fine compilation of weapons, and in the
>process of preparing to run a DQ game for the first time in years,
>I've been reading the weapon charts most carefully. One thing I
>have noticed is the exaggerated weight of many of the weapons listed.
>
>To give an idea of what swords would typically weigh, let me give you
>the following quote. As leading sword expert Ewart Oakeshott
>unequivocally stated: "Medieval Swords are neither unwieldably heavy
>nor all alike - the average weight of any one of normal size is
>between 2.5 lb. and 3.5 lbs. Even the big hand-and-a-half 'war' swords
>rarely weigh more than 4.5 lbs. Such weights, to men who were trained
>to use the sword from the age of seven (and who had to be tough
>specimens to survive that age) , were by no means too great to be
>practical."(Oakeshott, Sword in Hand, p. 13). Oakeshott, the 20th
>century's leading author and researcher of European swords would
>certainly know. He had handled thousands of swords in his lifetime and
>at one time or another personally owned dozens of the finest examples
>ranging from the Bronze Age to the 19th century.*
>
>Looking at just the swords from 2nd Edition DQ, we find that of the 11
>swords listed, only 3 weigh less than 3 pounds (estoc, rapier, and
>short sword). The hand-and-a-half weighs a staggering 6 pounds, and
>the two-handed sword tops the scale at 9 pounds!
>
>Science tells us that carbon steel, the material used to make swords,
>has a density of roughly 0.284 pounds per cubic inch. Knowing that
>the two handed sword weighs (according to DQ) 9 pounds, we can figure
>out how thick the blade would be, and we can show how absurd this
>weight really is. If we figure the length of a two-handed sword as 50
>inches (pretty average for this type of weapon) and a blade width
>averaging 2 inches (again, well inside the historical average), using
>a simple volume formula (V=L x W x H), we find that the 9 pound blade
>(31.69 cubic inches) would have to be (31.69 = 50 x 2 x H, 31.69 = 100
>x H, so H = 0.3169 inches. The average thickness of a historical
>sword of this type would be around 1/8-inch, or 0.125 inches. So our
>9 pound sword is about 2.5 times as thick as it really would be!
>Using our averages from historical weapons, we find the volume of the
>sword would be (V = 50 x 2 x 0.125) or V = 12.5 cubic inches. Since
>carbon steel is roughly 0.284 pounds per cubic inch, we see that the
>sword should weigh about 3.55 pounds.
>
>Even if we went to a 72-inch length, which is about as long as a
>practical two-handed sword can get, we see that it should weigh just
>over 5 pounds. That being the case, I think we can rationally say
>that the weights for swords in DQ are just a tad too heavy! A quick
>and dirty solution would be to take the weight of all the swords and
>cut them in half. This might make a few of them a little lighter than
>they should be, but better that then an unwieldy monstrosity!
>
>Well, that's enough lecturing for today. Besides, this took up my
>lunch hour and now I need to get back to work.
>
>Stephen Miller
>Ancient Gamer and Curmudgeon
>
>* I can highly recommend the website of The Association of Renaissance
>Martial Arts. They are at www.thearma.org and have a number of
>delightfully informative articles on weapons and how to use them,
>along with a very useful bibliography.
>
>
>
>
>
>Yahoo! Groups Links
>
>
>
>
>
>
>
>
>
Group: dqn-list Message: 2229 From: dbarrass_2000 Date: 7/28/2005
Subject: Re: Weapon weights in DQ (very long)
I managed to get my hands on the Wallace collection catalogue (one of
the finest collections of weaponary) and I was supprised by how light
the weapons generally were. Sadly this was from a library so it had
to go back but I did manage to get Volume II on armour from a second
hand shop.

So I would recomend getting something similar as it has the basic
dimensions such as weight, length, width etc for a project like this

David

--- In dqn-list@yahoogroups.com, Esko Halttunen <esko.halttunen@w...>
wrote:
> Thank you for these two informative posts. I think I'll be taking the
> quick and dirty route you suggest, because it will be the easiest and
> will result in numbers that are "good enough" for role playing
purposes.
> I'm not running any DQ games at the moment, so updating the W&A
Chart is
> not a very high priority for me. But rest assured that everything you
> have suggested is going to get implemented. Having expert help like
> yours is extremely welcome. :-)
>
> Edi
>
> -------------
>
> Stephen Miller wrote:
>
> >After reading the Edi's fine compilation of weapons, and in the
> >process of preparing to run a DQ game for the first time in years,
> >I've been reading the weapon charts most carefully. One thing I
> >have noticed is the exaggerated weight of many of the weapons listed.
> >
> >To give an idea of what swords would typically weigh, let me give you
> >the following quote. As leading sword expert Ewart Oakeshott
> >unequivocally stated: "Medieval Swords are neither unwieldably heavy
> >nor all alike - the average weight of any one of normal size is
> >between 2.5 lb. and 3.5 lbs. Even the big hand-and-a-half 'war' swords
> >rarely weigh more than 4.5 lbs. Such weights, to men who were trained
> >to use the sword from the age of seven (and who had to be tough
> >specimens to survive that age) , were by no means too great to be
> >practical."(Oakeshott, Sword in Hand, p. 13). Oakeshott, the 20th
> >century's leading author and researcher of European swords would
> >certainly know. He had handled thousands of swords in his lifetime and
> >at one time or another personally owned dozens of the finest examples
> >ranging from the Bronze Age to the 19th century.*
> >
> >Looking at just the swords from 2nd Edition DQ, we find that of the 11
> >swords listed, only 3 weigh less than 3 pounds (estoc, rapier, and
> >short sword). The hand-and-a-half weighs a staggering 6 pounds, and
> >the two-handed sword tops the scale at 9 pounds!
> >
> >Science tells us that carbon steel, the material used to make swords,
> >has a density of roughly 0.284 pounds per cubic inch. Knowing that
> >the two handed sword weighs (according to DQ) 9 pounds, we can figure
> >out how thick the blade would be, and we can show how absurd this
> >weight really is. If we figure the length of a two-handed sword as 50
> >inches (pretty average for this type of weapon) and a blade width
> >averaging 2 inches (again, well inside the historical average), using
> >a simple volume formula (V=L x W x H), we find that the 9 pound blade
> >(31.69 cubic inches) would have to be (31.69 = 50 x 2 x H, 31.69 = 100
> >x H, so H = 0.3169 inches. The average thickness of a historical
> >sword of this type would be around 1/8-inch, or 0.125 inches. So our
> >9 pound sword is about 2.5 times as thick as it really would be!
> >Using our averages from historical weapons, we find the volume of the
> >sword would be (V = 50 x 2 x 0.125) or V = 12.5 cubic inches. Since
> >carbon steel is roughly 0.284 pounds per cubic inch, we see that the
> >sword should weigh about 3.55 pounds.
> >
> >Even if we went to a 72-inch length, which is about as long as a
> >practical two-handed sword can get, we see that it should weigh just
> >over 5 pounds. That being the case, I think we can rationally say
> >that the weights for swords in DQ are just a tad too heavy! A quick
> >and dirty solution would be to take the weight of all the swords and
> >cut them in half. This might make a few of them a little lighter than
> >they should be, but better that then an unwieldy monstrosity!
> >
> >Well, that's enough lecturing for today. Besides, this took up my
> >lunch hour and now I need to get back to work.
> >
> >Stephen Miller
> >Ancient Gamer and Curmudgeon
> >
> >* I can highly recommend the website of The Association of Renaissance
> >Martial Arts. They are at www.thearma.org and have a number of
> >delightfully informative articles on weapons and how to use them,
> >along with a very useful bibliography.
> >
> >
> >
> >
> >
> >Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
> >
> >
> >
Group: dqn-list Message: 2230 From: Mark D Date: 7/28/2005
Subject: Re: Digest Number 412: replies to Messages 3, 5, & 7
> Message: 3
> Date: Tue, 26 Jul 2005 21:04:32 +0000
> From: igmod@comcast.net
> Subject: Re: Re: Digest Number 411: replies to
> messages 5 & 7
>
> > It was unclear to me based upon reading your
> anecdote.
> > Do you mean to say that they ran up to attack the
> > spectre and then the spectre struck each of them
> for a
> > lifedrain attack or did the lifedrain attack
> channel
> > thru their own magic weapons merely because they
> > struck the Spectre??
>
> I've always run that the various greater undead
> cause lifedrain under both conditions. But in the
> referenced anecdote, it was because the PC's struck
> the Spectre.
>
> ~Jeffery~

We have only allowed drains from an undeads attack or
from some part of the character's body coming into
contact with the Undead. We do not allow for undead
energies to channel through weapons. Now if a
character were to punch a spectre using unarmed...then
they get drained. And I know that the Undead just has
to touch a character's armor to do their drain, but we
always dealt with that by saying that the undead was
able to contact the character's aura by touching the
armor. For our campaigns, the aura does not extend to
one's weapons.

We felt that to allow a Spectre to drain through
weapons when it was attacked was over reaching it's
abilities and overly harsh. More so if the character
was using a Magical weapon. Destoying G. Undead
within melee, using a Magic sword, should be
reasonably possible. Using your interpretation I
think it would be near impossible to destroy a G.
Undead in corporial form (w/ armor) using magic melee
weapons. Just my opinion.

Mark


> Message: 5
> Date: Wed, 27 Jul 2005 09:35:01 +0100
> From: "Davis, John R" <jrda@bgs.ac.uk>
> Subject: RE: Re: Digest Number 411: replies to
> messages 5 & 7
>
>
>
> see this is what im struggling with. If I can ace a
> spell or combat strike surely I should be to do the
> same for a skill if they is how my character goes?
> If a spellcaster can roll 07 and gain a benefit,
> surely a merchant or ranger should?
>
> John

Yes, a mage (and a fighter) can get bonuses for
rolling under 15% and 5%, but they also risk a
catastrophic result if they roll too high. The Mage
is dealing with Magic which has inherant instabilities
to it which can in the course of casting a spell cause
the spells effects to be altered, hence the 15% and 5%
as well as backfire rules. A fighter can roll a
endurance hit or grievous injury strike, but also
risks a '99' break weapon roll, a '00' drop weapon
roll, or a more than 30 over modified strike chance
roll resulting in a pass action, disarm, or riposte.
The fighter is contending with an active opponent thus
making the fight a very fluid situation with lucky and
unlucky strikes and misses. In comparison, skill
checks are often referencing applied knowledge (ranger
& merchant) or a skill check versus inanimate objects
(lockpicking). There is little reason, IMHO, for a
critical success (or failure).

In is quite obvious to me that Mages and fighters do
not enjoy a 15% and 5% rule without suffiecient risk
on the other end. What reasonable critical failures
on skill checks could you devise to compensate for the
critical successes? I am not sure there is an
equitable system to be used for critical success /
failure for skill checks, IMHO.

Good luck. I know that sometimes the joy is in the
attempt.

Mark


> Message: 7
> Date: Wed, 27 Jul 2005 04:22:04 -0700 (PDT)
> From: Jason Honhera <albavar@yahoo.com>
> Subject: RE: Re: Digest Number 411: replies to
> messages 5 & 7
>
> I've never run across that interpretation. That
> would lead to a spectre inflicting as much as 20
> Endurance in one round or more! That is a death
> (and a new spectre) every pulse... nonononono I
> have always figured it was the direct flesh to
> ectoplasm contact that chilled you right to the
> soul...

Exactly. My group feels the same way.

Mark

__________________________________________________
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Group: dqn-list Message: 2231 From: Stephen Miller Date: 7/28/2005
Subject: Re: Weapon weights in DQ (very long)
--- In dqn-list@yahoogroups.com, "dbarrass_2000" <david.barrass@e...>
wrote:
> I managed to get my hands on the Wallace collection catalogue (one
of
> the finest collections of weaponary) and I was supprised by how
light
> the weapons generally were. Sadly this was from a library so it had
> to go back but I did manage to get Volume II on armour from a second
> hand shop.
>
> So I would recomend getting something similar as it has the basic
> dimensions such as weight, length, width etc for a project like this

Yes, indeed, that is a wonderfully helpful source for a project of
this type. Along with that I would suggest just about any book by
Ewart Oakeshott, considered to be the leading expert in the field of
medieval swords. Living in Minneapolis, Minnesota, I have the
distinct advantage of being able to do research at the Oakeshott
Institute, and consult with Christopher Poor, a master swordsmith.
Also, for the volume of pictures, if nothing else, I can
recommend 'The Glossary of the Construction, Decoration, and Use of
Arms and Armor in All Countries and in All Times," by George Cameron
Stone. It has over 4,000 photographs and drawings of weapons and
armor and covers a broad and eclectic assortment of items. Of
course, Stone's work is a product of his time (1934) and should
therefore be used in association with later, more accurate, works.

Stephen Miller
Ancient Gamer and Curmudgeon
Group: dqn-list Message: 2232 From: Davis, John R Date: 7/28/2005
Subject: Re: Digest Number 412: replies to Messages 3, 5, & 7
In comparison, skill
checks are often referencing applied knowledge (ranger
& merchant) or a skill check versus inanimate objects
(lockpicking). There is little reason, IMHO, for a
critical success (or failure).

In is quite obvious to me that Mages and fighters do
not enjoy a 15% and 5% rule without suffiecient risk
on the other end. What reasonable critical failures
on skill checks could you devise to compensate for the
critical successes? I am not sure there is an
equitable system to be used for critical success /
failure for skill checks, IMHO.

Good luck. I know that sometimes the joy is in the
attempt.

I guess the mage/warrior do take high risk, but i was thinking of the follwoing...

Just off my head. For Woe...
A troubador insulting mrather than entertaining the sultans daughter with a ditty
A ranger mis-reading quicksand for a heavy mineral sand
Alchemists already have issues with failure
Breaking a lock pick in the lock to increase the difficulty of picking the lock

For weal...

An execellent, if politically bias retelling of a famous battle to make the host look in good light
double or triple effect from a potion, heal skill, trap build
Finding the hidden meaning behind an ancient childrens bedtime story

etc.


*********************************************************************
This e-mail message, and any files transmitted with it, are
confidential and intended solely for the use of the addressee.
However, the information contained in this e-mail may subsequently
be subject to public disclosure under the Freedom of Information Act 2000 and, unless the information is legally exempt from disclosure, the
confidentiality of this e-mail and your reply cannot be guaranteed. If
this message was not addressed to you, you have received it in error
and any copying, distribution or other use of any part of it is
strictly prohibited. Any views or opinions presented are solely those
of the sender and do not necessarily represent those of the British
Geological Survey. The security of e-mail communication cannot be
guaranteed and the BGS accepts no liability for claims arising as a
result of the use of this medium to transmit messages from or to the
BGS. http://www.bgs.ac.uk
*********************************************************************
Group: dqn-list Message: 2233 From: dbarrass_2000 Date: 7/28/2005
Subject: Re: Digest Number 412: replies to Messages 3, 5, & 7
--- In dqn-list@yahoogroups.com, "Davis, John R" <jrda@b...> wrote:
> In comparison, skill
> checks are often referencing applied knowledge (ranger
> & merchant) or a skill check versus inanimate objects
> (lockpicking). There is little reason, IMHO, for a
> critical success (or failure).
>
> In is quite obvious to me that Mages and fighters do
> not enjoy a 15% and 5% rule without suffiecient risk
> on the other end. What reasonable critical failures
> on skill checks could you devise to compensate for the
> critical successes? I am not sure there is an
> equitable system to be used for critical success /
> failure for skill checks, IMHO.
>
> Good luck. I know that sometimes the joy is in the
> attempt.
>
> I guess the mage/warrior do take high risk, but i was thinking of
the follwoing...
>
> Just off my head. For Woe...
> A troubador insulting mrather than entertaining the sultans daughter
with a ditty
> A ranger mis-reading quicksand for a heavy mineral sand
> Alchemists already have issues with failure
> Breaking a lock pick in the lock to increase the difficulty of
picking the lock
>
> For weal...
>
> An execellent, if politically bias retelling of a famous battle to
make the host look in good light
> double or triple effect from a potion, heal skill, trap build
> Finding the hidden meaning behind an ancient childrens bedtime story
>
> etc.


I have allways given benefits for "good" successes in skill rolls and
punished bad failiures. What depends on the skill and cercumstances
and degree of success/ failiure. For example a 00 as a troubadour in
practice is a bum note, a 00 during a performance in front of the king
is a bum note, the troubadour then streeses about it and goes to pieces

David
Group: dqn-list Message: 2234 From: dq@johncorey.com Date: 7/28/2005
Subject: Re: Critcal Success or failure
I am enjoying this conversation quite a bit. Someone on this list (I
think it was John R) had done some work combining the James Bond and DQ
skill check systems. In James Bond, the system had 4 categories for any
skill check. My memory is a bit hazy, but I think they were:
Critical Success
Success
Failure
Critical Failure.

DQ is not far from this system, and I think it would work well. One
reason I was considering converting DQ to work this way was Hero Points.
In James Bond, a player can use one hero point to shift one column. So
for example, if you rolled a failure, you could expend one hero point and
turn it into a success. If you rolled a success, you could expend one
hero point and make it a critcal success.

This is very attractive to me from a Role-playing stand point. For
example, a party member has been kidnapped, and the ranger fails on his
roll to track the kidnapped hero. He could expend a hero point and turn
it into a success. Of let's say they run into a monster blocking the path
to recover their comrade. They need to get by the monster fast, so they
shift one column to critical success and get a Grevious Injury.

Now this sounds all well and good. Please feel free to shoot holes in
this idea. I am considering working this up, so please shoot me down
before I do too much work.

One big problem I see with such a system is spells. If you are casting a
Flashfire (or is it incinerate? I can't remember) that kills instantly,
then Hero Points could be used to throw game balance way off. But this
could be controled by A) Controling access to special knowledge spells
(like the rules say to do), and B) Limiting the number of Hero Points to 3
or so, and being a scrooge when handing them out.

Also, you would have to add a column:
Grevious (triple spell damage)
Endurance (double spell damage)
Sucess
Failure
Ciritical failure (fumble, or backfire)

This raises another issue (which I think has already been brought up) that
backfire has much more serious consequences, and happens more often, than
fumbles in combat. Also, I am not sure how you would apply this to the
evade rules.

I hope i have not taken this discussion too far off track.
If you are the one who started working this up, please let me know as I
would like to see how far you got. If you have any other suggestions, I
would love to hear them.

Thanks
JohnC
Group: dqn-list Message: 2235 From: John Rauchert Date: 7/28/2005
Subject: Re: Critcal Success or failure
Here is the Hero Point system and Quality Results Table from James Bond
in pdf format.

http://johnrauchert.brinkster.net/dq/archive/gameplay/heropoints.pdf

JohnR

-----Original Message-----
From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com] On
Behalf Of dq@johncorey.com
Sent: Thursday, July 28, 2005 11:29 AM
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Re: Critcal Success or failure

I am enjoying this conversation quite a bit. Someone on this list (I
think it was John R) had done some work combining the James Bond and DQ
skill check systems. In James Bond, the system had 4 categories for any
skill check. My memory is a bit hazy, but I think they were:
Critical Success
Success
Failure
Critical Failure.
Group: dqn-list Message: 2236 From: dq@johncorey.com Date: 7/28/2005
Subject: Re: Critcal Success or failure
Thanks John R! I actually have the James Bond stuff at home. Did you
ever do any work on a DQ conversion?

John

> Here is the Hero Point system and Quality Results Table from James Bond
> in pdf format.
>
> http://johnrauchert.brinkster.net/dq/archive/gameplay/heropoints.pdf
>
> JohnR
>
> -----Original Message-----
> From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com] On
> Behalf Of dq@johncorey.com
> Sent: Thursday, July 28, 2005 11:29 AM
> To: dqn-list@yahoogroups.com
> Subject: [DQN-list] Re: Critcal Success or failure
>
> I am enjoying this conversation quite a bit. Someone on this list (I
> think it was John R) had done some work combining the James Bond and DQ
> skill check systems. In James Bond, the system had 4 categories for any
> skill check. My memory is a bit hazy, but I think they were:
> Critical Success
> Success
> Failure
> Critical Failure.
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
Group: dqn-list Message: 2237 From: John Rauchert Date: 7/28/2005
Subject: Re: Critcal Success or failure
I haven't had much time lately to work on it. When I did some time ago I
was looking at it more as a total system conversion, taking the skills
and converting them into JB Base Chances.

I did run a fantasy version of James Bond for awhile situated in
Sanctuary (Thieves' World). The Chase rules worked well for a Thief
being chased across the rooftops.

JohnR

-----Original Message-----
From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com] On
Behalf Of dq@johncorey.com
Sent: Thursday, July 28, 2005 2:30 PM
To: dqn-list@yahoogroups.com
Subject: RE: [DQN-list] Re: Critcal Success or failure

Thanks John R! I actually have the James Bond stuff at home. Did you
ever do any work on a DQ conversion?

John

> Here is the Hero Point system and Quality Results Table from James
Bond
> in pdf format.
>
> http://johnrauchert.brinkster.net/dq/archive/gameplay/heropoints.pdf
>
> JohnR
>
> -----Original Message-----
> From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com] On
> Behalf Of dq@johncorey.com
> Sent: Thursday, July 28, 2005 11:29 AM
> To: dqn-list@yahoogroups.com
> Subject: [DQN-list] Re: Critcal Success or failure
>
> I am enjoying this conversation quite a bit. Someone on this list (I
> think it was John R) had done some work combining the James Bond and
DQ
> skill check systems. In James Bond, the system had 4 categories for
any
> skill check. My memory is a bit hazy, but I think they were:
> Critical Success
> Success
> Failure
> Critical Failure.
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>




Yahoo! Groups Links
Group: dqn-list Message: 2238 From: J. Corey Date: 7/28/2005
Subject: Re: Critcal Success or failure
Interesting. I am going to look int oa total conversion
On Jul 28, 2005, at 5:18 PM, John Rauchert wrote:

> I haven't had much time lately to work on it. When I did some time
> ago I
> was looking at it more as a total system conversion, taking the skills
> and converting them into JB Base Chances.
>
> I did run a fantasy version of James Bond for awhile situated in
> Sanctuary (Thieves' World). The Chase rules worked well for a Thief
> being chased across the rooftops.
>
> JohnR
>
> -----Original Message-----
> From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com] On
> Behalf Of dq@johncorey.com
> Sent: Thursday, July 28, 2005 2:30 PM
> To: dqn-list@yahoogroups.com
> Subject: RE: [DQN-list] Re: Critcal Success or failure
>
> Thanks John R! I actually have the James Bond stuff at home. Did you
> ever do any work on a DQ conversion?
>
> John
>
>
>> Here is the Hero Point system and Quality Results Table from James
>>
> Bond
>
>> in pdf format.
>>
>> http://johnrauchert.brinkster.net/dq/archive/gameplay/heropoints.pdf
>>
>> JohnR
>>
>> -----Original Message-----
>> From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com] On
>> Behalf Of dq@johncorey.com
>> Sent: Thursday, July 28, 2005 11:29 AM
>> To: dqn-list@yahoogroups.com
>> Subject: [DQN-list] Re: Critcal Success or failure
>>
>> I am enjoying this conversation quite a bit. Someone on this list (I
>> think it was John R) had done some work combining the James Bond and
>>
> DQ
>
>> skill check systems. In James Bond, the system had 4 categories for
>>
> any
>
>> skill check. My memory is a bit hazy, but I think they were:
>> Critical Success
>> Success
>> Failure
>> Critical Failure.
>>
>>
>>
>>
>> Yahoo! Groups Links
>>
>>
>>
>>
>>
>>
>>
>>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
Group: dqn-list Message: 2239 From: dbarrass_2000 Date: 7/29/2005
Subject: Re: Critcal Success or failure
--- In dqn-list@yahoogroups.com, dq@j... wrote:
> snip <
> One big problem I see with such a system is spells. If you are
casting a
> Flashfire (or is it incinerate? I can't remember) that kills instantly,
> then Hero Points could be used to throw game balance way off. But this
> could be controled by A) Controling access to special knowledge spells
> (like the rules say to do), and B) Limiting the number of Hero
Points to 3
> or so, and being a scrooge when handing them out.

I have to confess I'm very hazy on the points system (thanks John),
but how about 1 hero point changes the die roll by 10, or 10
experience points (or what ever) changes the die roll by one point (I
guess you don't learn much by just being lucky).

I may be way off what you're trying to do, if so please ignore me

David
Group: dqn-list Message: 2240 From: J. Corey Date: 7/29/2005
Subject: Re: Critcal Success or failure
that might actually solve the problem. Thanks!

On Jul 29, 2005, at 3:52 AM, dbarrass_2000 wrote:

> --- In dqn-list@yahoogroups.com, dq@j... wrote:
>
>> snip <
>> One big problem I see with such a system is spells. If you are
>>
> casting a
>
>> Flashfire (or is it incinerate? I can't remember) that kills
>> instantly,
>> then Hero Points could be used to throw game balance way off. But
>> this
>> could be controled by A) Controling access to special knowledge
>> spells
>> (like the rules say to do), and B) Limiting the number of Hero
>>
> Points to 3
>
>> or so, and being a scrooge when handing them out.
>>
>
> I have to confess I'm very hazy on the points system (thanks John),
> but how about 1 hero point changes the die roll by 10, or 10
> experience points (or what ever) changes the die roll by one point (I
> guess you don't learn much by just being lucky).
>
> I may be way off what you're trying to do, if so please ignore me
>
> David
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
Group: dqn-list Message: 2241 From: Davis, John R Date: 7/29/2005
Subject: Re: Critcal Success or failure
Hmm.

Not a great fan of action/fate points etc.

Am playing in an Eberron (dnd d20) game at the moment and that gives you action points, where you can throw an extra dice on a bad roll. Not a great fan, especially when you mee the big bad end monster and you never miss, etc cos you can throw in extra dice to tip the balance...

John

-----Original Message-----
From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com]On
Behalf Of J. Corey
Sent: 29 July 2005 11:18
To: dqn-list@yahoogroups.com
Subject: Re: [DQN-list] Re: Critcal Success or failure


that might actually solve the problem. Thanks!

On Jul 29, 2005, at 3:52 AM, dbarrass_2000 wrote:

> --- In dqn-list@yahoogroups.com, dq@j... wrote:
>
>> snip <
>> One big problem I see with such a system is spells. If you are
>>
> casting a
>
>> Flashfire (or is it incinerate? I can't remember) that kills
>> instantly,
>> then Hero Points could be used to throw game balance way off. But
>> this
>> could be controled by A) Controling access to special knowledge
>> spells
>> (like the rules say to do), and B) Limiting the number of Hero
>>
> Points to 3
>
>> or so, and being a scrooge when handing them out.
>>
>
> I have to confess I'm very hazy on the points system (thanks John),
> but how about 1 hero point changes the die roll by 10, or 10
> experience points (or what ever) changes the die roll by one point (I
> guess you don't learn much by just being lucky).
>
> I may be way off what you're trying to do, if so please ignore me
>
> David
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>




Yahoo! Groups Links









*********************************************************************
This e-mail message, and any files transmitted with it, are
confidential and intended solely for the use of the addressee.
However, the information contained in this e-mail may subsequently
be subject to public disclosure under the Freedom of Information Act 2000 and, unless the information is legally exempt from disclosure, the
confidentiality of this e-mail and your reply cannot be guaranteed. If
this message was not addressed to you, you have received it in error
and any copying, distribution or other use of any part of it is
strictly prohibited. Any views or opinions presented are solely those
of the sender and do not necessarily represent those of the British
Geological Survey. The security of e-mail communication cannot be
guaranteed and the BGS accepts no liability for claims arising as a
result of the use of this medium to transmit messages from or to the
BGS. http://www.bgs.ac.uk
*********************************************************************
Group: dqn-list Message: 2242 From: J. Corey Date: 7/29/2005
Subject: Re: Critcal Success or failure
I agree. That is why it is crucial to limit the number of points.

On Jul 29, 2005, at 6:31 AM, Davis, John R wrote:

> Hmm.
>
> Not a great fan of action/fate points etc.
>
> Am playing in an Eberron (dnd d20) game at the moment and that
> gives you action points, where you can throw an extra dice on a bad
> roll. Not a great fan, especially when you mee the big bad end
> monster and you never miss, etc cos you can throw in extra dice to
> tip the balance...
>
> John
>
> -----Original Message-----
> From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com]On
> Behalf Of J. Corey
> Sent: 29 July 2005 11:18
> To: dqn-list@yahoogroups.com
> Subject: Re: [DQN-list] Re: Critcal Success or failure
>
>
> that might actually solve the problem. Thanks!
>
> On Jul 29, 2005, at 3:52 AM, dbarrass_2000 wrote:
>
>
>> --- In dqn-list@yahoogroups.com, dq@j... wrote:
>>
>>
>>> snip <
>>> One big problem I see with such a system is spells. If you are
>>>
>>>
>> casting a
>>
>>
>>> Flashfire (or is it incinerate? I can't remember) that kills
>>> instantly,
>>> then Hero Points could be used to throw game balance way off. But
>>> this
>>> could be controled by A) Controling access to special knowledge
>>> spells
>>> (like the rules say to do), and B) Limiting the number of Hero
>>>
>>>
>> Points to 3
>>
>>
>>> or so, and being a scrooge when handing them out.
>>>
>>>
>>
>> I have to confess I'm very hazy on the points system (thanks John),
>> but how about 1 hero point changes the die roll by 10, or 10
>> experience points (or what ever) changes the die roll by one point (I
>> guess you don't learn much by just being lucky).
>>
>> I may be way off what you're trying to do, if so please ignore me
>>
>> David
>>
>>
>>
>>
>>
>> Yahoo! Groups Links
>>
>>
>>
>>
>>
>>
>>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
>
>
> *********************************************************************
> This e-mail message, and any files transmitted with it, are
> confidential and intended solely for the use of the addressee.
> However, the information contained in this e-mail may subsequently
> be subject to public disclosure under the Freedom of Information
> Act 2000 and, unless the information is legally exempt from
> disclosure, the
> confidentiality of this e-mail and your reply cannot be guaranteed. If
> this message was not addressed to you, you have received it in error
> and any copying, distribution or other use of any part of it is
> strictly prohibited. Any views or opinions presented are solely those
> of the sender and do not necessarily represent those of the British
> Geological Survey. The security of e-mail communication cannot be
> guaranteed and the BGS accepts no liability for claims arising as a
> result of the use of this medium to transmit messages from or to the
> BGS. http://www.bgs.ac.uk
> *********************************************************************
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
Group: dqn-list Message: 2243 From: Stephen Miller Date: 7/29/2005
Subject: Weekend Excitement
Well, this weekend my players will be making characters for the first
DragonQuest game I have run since the mid-1990s. I am really looking
forward to seeing what they make! I just hope I haven't forgotten
anything we'll need. Let's see, I have got:
1. Character Sheets (specially designed by me, based off the original)
2. Scratch Paper
3. Character Creation Outline (a list of steps for taking the players
through the process)
4. Two copies of DragonQuest, 2nd Ed hardcover
5. Two copies of Arcane Wisdom (color cover, comb bound)
6. Pencils, pens & erasers (always amazing who forgets these)
7. Dice big enough for the GM to see (prevents certain players
cheating during the process)

I am sure I am missing something, but isn't that just typical? I
will let you know what the results are come Monday.

Stephen Miller
Ancient Gamer and Curmudgeon
Group: dqn-list Message: 2244 From: Bigbadbobo@aol.com Date: 7/29/2005
Subject: Re: Weekend Excitement
Steve,
      Is there any way we can convince you to GM an email/online campaign.
 
bob
 
In a message dated 7/29/2005 1:48:28 PM Eastern Daylight Time, curmudgeon.gamer@gmail.com writes:
Well, this weekend my players will be making characters for the first
DragonQuest game I have run since the mid-1990s.  I am really looking
forward to seeing what they make!  I just hope I haven't forgotten
anything we'll need.  Let's see, I have got:
1. Character Sheets (specially designed by me, based off the original)
2. Scratch Paper
3. Character Creation Outline (a list of steps for taking the players
through the process)
4. Two copies of DragonQuest, 2nd Ed hardcover
5. Two copies of Arcane Wisdom (color cover, comb bound)
6. Pencils, pens & erasers (always amazing who forgets these)
7. Dice big enough for the GM to see (prevents certain players
cheating during the process)

I am sure I am missing something, but isn't that just typical?  I
will let you know what the results are come Monday.
Group: dqn-list Message: 2245 From: Jason Honhera Date: 7/29/2005
Subject: Re: Weekend Excitement
A calculator will come in handy for xp and starting money calculations with first / illegitimate children in the mix.
 
Alby

Stephen Miller <curmudgeon.gamer@gmail.com> wrote:
Well, this weekend my players will be making characters for the first
DragonQuest game I have run since the mid-1990s.  I am really looking
forward to seeing what they make!  I just hope I haven't forgotten
anything we'll need.  Let's see, I have got:
1. Character Sheets (specially designed by me, based off the original)
2. Scratch Paper
3. Character Creation Outline (a list of steps for taking the players
through the process)
4. Two copies of DragonQuest, 2nd Ed hardcover
5. Two copies of Arcane Wisdom (color cover, comb bound)
6. Pencils, pens & erasers (always amazing who forgets these)
7. Dice big enough for the GM to see (prevents certain players
cheating during the process)

I am sure I am missing something, but isn't that just typical?  I
will let you know what the results are come Monday.

Stephen Miller
Ancient Gamer and Curmudgeon





Start your day with Yahoo! - make it your home page

Group: dqn-list Message: 2246 From: Stephen Miller Date: 7/29/2005
Subject: Re: Weekend Excitement
Bigbadbobo wrote:
> Steve,
> Is there any way we can convince you to GM an email/online
campaign.

You know, to be perfectly honest, I have never run, nor played in an
email/online game. I have no idea how to go about running one. That,
combined with the fact that I will have no spare time until at least
October, makes me reluctantly say that I would not be able to do that
at this time.

As it is I am running a D&D 3e game that is on summer hiatus, the DQ
game (creation this weekend, game starts in October), a second D&D 3e
game that is on long term downtime, and playing in an Original D&D
game. Combine that with a M-F job, performing every weekend at the
local Renaissance Festival, editing a d20 sourcebook, and trying to
keep the family and house from falling apart, and you can see my problem!

Anyone have any good resources discussing HOW to run an email/online game?

Stephen Miller
Ancient Gamer and Curmudgeon

P.S. for the record, it's Stephen, not Steve. Only one ex-girlfriend
gets to call me Steve.
Group: dqn-list Message: 2247 From: Arturo Algueiro Melo Date: 7/29/2005
Subject: Re: Digest Number 414
--- dqn-list@yahoogroups.com escribió:

> There are 10 messages in this issue.
>
> Topics in this digest:
>
> 1. RE: Re: Critcal Success or failure
> From: dq@johncorey.com
> 2. RE: Re: Critcal Success or failure
> From: John Rauchert <john.rauchert@sait.ca>
> 3. Re: Re: Critcal Success or failure
> From: "J. Corey" <dq@johncorey.com>
> 4. Re: Critcal Success or failure
> From: "dbarrass_2000" <david.barrass@ed.ac.uk>
> 5. Re: Re: Critcal Success or failure
> From: "J. Corey" <dq@johncorey.com>
> 6. RE: Re: Critcal Success or failure
> From: "Davis, John R" <jrda@bgs.ac.uk>
> 7. Re: Re: Critcal Success or failure
> From: "J. Corey" <dq@johncorey.com>
> 8. Weekend Excitement
> From: "Stephen Miller" <curmudgeon.gamer@gmail.com>
> 9. Re: Weekend Excitement
> From: Bigbadbobo@aol.com
> 10. Re: Weekend Excitement
> From: Jason Honhera <albavar@yahoo.com>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 1
> Date: Thu, 28 Jul 2005 16:29:58 -0400 (EDT)
> From: dq@johncorey.com
> Subject: RE: Re: Critcal Success or failure
>
> Thanks John R! I actually have the James Bond stuff at home. Did you
> ever do any work on a DQ conversion?
>
> John
>
> > Here is the Hero Point system and Quality Results Table from James Bond
> > in pdf format.
> >
> > http://johnrauchert.brinkster.net/dq/archive/gameplay/heropoints.pdf
> >
> > JohnR
> >
> > -----Original Message-----
> > From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com] On
> > Behalf Of dq@johncorey.com
> > Sent: Thursday, July 28, 2005 11:29 AM
> > To: dqn-list@yahoogroups.com
> > Subject: [DQN-list] Re: Critcal Success or failure
> >
> > I am enjoying this conversation quite a bit. Someone on this list (I
> > think it was John R) had done some work combining the James Bond and DQ
> > skill check systems. In James Bond, the system had 4 categories for any
> > skill check. My memory is a bit hazy, but I think they were:
> > Critical Success
> > Success
> > Failure
> > Critical Failure.
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
> >
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 2
> Date: Thu, 28 Jul 2005 15:18:30 -0600
> From: John Rauchert <john.rauchert@sait.ca>
> Subject: RE: Re: Critcal Success or failure
>
> I haven't had much time lately to work on it. When I did some time ago I
> was looking at it more as a total system conversion, taking the skills
> and converting them into JB Base Chances.
>
> I did run a fantasy version of James Bond for awhile situated in
> Sanctuary (Thieves' World). The Chase rules worked well for a Thief
> being chased across the rooftops.
>
> JohnR
>
> -----Original Message-----
> From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com] On
> Behalf Of dq@johncorey.com
> Sent: Thursday, July 28, 2005 2:30 PM
> To: dqn-list@yahoogroups.com
> Subject: RE: [DQN-list] Re: Critcal Success or failure
>
> Thanks John R! I actually have the James Bond stuff at home. Did you
> ever do any work on a DQ conversion?
>
> John
>
> > Here is the Hero Point system and Quality Results Table from James
> Bond
> > in pdf format.
> >
> > http://johnrauchert.brinkster.net/dq/archive/gameplay/heropoints.pdf
> >
> > JohnR
> >
> > -----Original Message-----
> > From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com] On
> > Behalf Of dq@johncorey.com
> > Sent: Thursday, July 28, 2005 11:29 AM
> > To: dqn-list@yahoogroups.com
> > Subject: [DQN-list] Re: Critcal Success or failure
> >
> > I am enjoying this conversation quite a bit. Someone on this list (I
> > think it was John R) had done some work combining the James Bond and
> DQ
> > skill check systems. In James Bond, the system had 4 categories for
> any
> > skill check. My memory is a bit hazy, but I think they were:
> > Critical Success
> > Success
> > Failure
> > Critical Failure.
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
> >
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 3
> Date: Thu, 28 Jul 2005 20:21:49 -0400
> From: "J. Corey" <dq@johncorey.com>
> Subject: Re: Re: Critcal Success or failure
>
> Interesting. I am going to look int oa total conversion
> On Jul 28, 2005, at 5:18 PM, John Rauchert wrote:
>
> > I haven't had much time lately to work on it. When I did some time
> > ago I
> > was looking at it more as a total system conversion, taking the skills
> > and converting them into JB Base Chances.
> >
> > I did run a fantasy version of James Bond for awhile situated in
> > Sanctuary (Thieves' World). The Chase rules worked well for a Thief
> > being chased across the rooftops.
> >
> > JohnR
> >
> > -----Original Message-----
> > From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com] On
> > Behalf Of dq@johncorey.com
> > Sent: Thursday, July 28, 2005 2:30 PM
> > To: dqn-list@yahoogroups.com
> > Subject: RE: [DQN-list] Re: Critcal Success or failure
> >
> > Thanks John R! I actually have the James Bond stuff at home. Did you
> > ever do any work on a DQ conversion?
> >
> > John
> >
> >
> >> Here is the Hero Point system and Quality Results Table from James
> >>
> > Bond
> >
> >> in pdf format.
> >>
> >> http://johnrauchert.brinkster.net/dq/archive/gameplay/heropoints.pdf
> >>
> >> JohnR
> >>
> >> -----Original Message-----
> >> From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com] On
> >> Behalf Of dq@johncorey.com
> >> Sent: Thursday, July 28, 2005 11:29 AM
> >> To: dqn-list@yahoogroups.com
> >> Subject: [DQN-list] Re: Critcal Success or failure
> >>
> >> I am enjoying this conversation quite a bit. Someone on this list (I
> >> think it was John R) had done some work combining the James Bond and
> >>
> > DQ
> >
> >> skill check systems. In James Bond, the system had 4 categories for
> >>
> > any
> >
> >> skill check. My memory is a bit hazy, but I think they were:
> >> Critical Success
> >> Success
> >> Failure
> >> Critical Failure.
> >>
> >>
> >>
> >>
> >> Yahoo! Groups Links
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 4
> Date: Fri, 29 Jul 2005 07:52:09 -0000
> From: "dbarrass_2000" <david.barrass@ed.ac.uk>
> Subject: Re: Critcal Success or failure
>
> --- In dqn-list@yahoogroups.com, dq@j... wrote:
> > snip <
> > One big problem I see with such a system is spells. If you are
> casting a
> > Flashfire (or is it incinerate? I can't remember) that kills instantly,
> > then Hero Points could be used to throw game balance way off. But this
> > could be controled by A) Controling access to special knowledge spells
> > (like the rules say to do), and B) Limiting the number of Hero
> Points to 3
> > or so, and being a scrooge when handing them out.
>
> I have to confess I'm very hazy on the points system (thanks John),
> but how about 1 hero point changes the die roll by 10, or 10
> experience points (or what ever) changes the die roll by one point (I
> guess you don't learn much by just being lucky).
>
> I may be way off what you're trying to do, if so please ignore me
>
> David
>
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 5
> Date: Fri, 29 Jul 2005 06:17:58 -0400
> From: "J. Corey" <dq@johncorey.com>
> Subject: Re: Re: Critcal Success or failure
>
> that might actually solve the problem. Thanks!
>
> On Jul 29, 2005, at 3:52 AM, dbarrass_2000 wrote:
>
> > --- In dqn-list@yahoogroups.com, dq@j... wrote:
> >
> >> snip <
> >> One big problem I see with such a system is spells. If you are
> >>
> > casting a
> >
> >> Flashfire (or is it incinerate? I can't remember) that kills
> >> instantly,
> >> then Hero Points could be used to throw game balance way off. But
> >> this
> >> could be controled by A) Controling access to special knowledge
> >> spells
> >> (like the rules say to do), and B) Limiting the number of Hero
> >>
> > Points to 3
> >
> >> or so, and being a scrooge when handing them out.
> >>
> >
> > I have to confess I'm very hazy on the points system (thanks John),
> > but how about 1 hero point changes the die roll by 10, or 10
> > experience points (or what ever) changes the die roll by one point (I
> > guess you don't learn much by just being lucky).
> >
> > I may be way off what you're trying to do, if so please ignore me
> >
> > David
> >
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 6
> Date: Fri, 29 Jul 2005 11:31:00 +0100
> From: "Davis, John R" <jrda@bgs.ac.uk>
> Subject: RE: Re: Critcal Success or failure
>
> Hmm.
>
> Not a great fan of action/fate points etc.
>
> Am playing in an Eberron (dnd d20) game at the moment and that gives you action points, where
> you can throw an extra dice on a bad roll. Not a great fan, especially when you mee the big bad
> end monster and you never miss, etc cos you can throw in extra dice to tip the balance...
>
> John
>
> -----Original Message-----
> From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com]On
> Behalf Of J. Corey
> Sent: 29 July 2005 11:18
> To: dqn-list@yahoogroups.com
> Subject: Re: [DQN-list] Re: Critcal Success or failure
>
>
> that might actually solve the problem. Thanks!
>
> On Jul 29, 2005, at 3:52 AM, dbarrass_2000 wrote:
>
> > --- In dqn-list@yahoogroups.com, dq@j... wrote:
> >
> >> snip <
> >> One big problem I see with such a system is spells. If you are
> >>
> > casting a
> >
> >> Flashfire (or is it incinerate? I can't remember) that kills
> >> instantly,
> >> then Hero Points could be used to throw game balance way off. But
> >> this
> >> could be controled by A) Controling access to special knowledge
> >> spells
> >> (like the rules say to do), and B) Limiting the number of Hero
> >>
> > Points to 3
> >
> >> or so, and being a scrooge when handing them out.
> >>
> >
> > I have to confess I'm very hazy on the points system (thanks John),
> > but how about 1 hero point changes the die roll by 10, or 10
> > experience points (or what ever) changes the die roll by one point (I
> > guess you don't learn much by just being lucky).
> >
> > I may be way off what you're trying to do, if so please ignore me
> >
> > David
> >
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
>
>
> *********************************************************************
> This e-mail message, and any files transmitted with it, are
> confidential and intended solely for the use of the addressee.
> However, the information contained in this e-mail may subsequently
> be subject to public disclosure under the Freedom of Information Act 2000 and, unless the
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> confidentiality of this e-mail and your reply cannot be guaranteed. If
> this message was not addressed to you, you have received it in error
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>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 7
> Date: Fri, 29 Jul 2005 07:15:13 -0400
> From: "J. Corey" <dq@johncorey.com>
> Subject: Re: Re: Critcal Success or failure
>
> I agree. That is why it is crucial to limit the number of points.
>
> On Jul 29, 2005, at 6:31 AM, Davis, John R wrote:
>
> > Hmm.
> >
> > Not a great fan of action/fate points etc.
> >
> > Am playing in an Eberron (dnd d20) game at the moment and that
> > gives you action points, where you can throw an extra dice on a bad
> > roll. Not a great fan, especially when you mee the big bad end
> > monster and you never miss, etc cos you can throw in extra dice to
> > tip the balance...
> >
> > John
> >
> > -----Original Message-----
> > From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com]On
> > Behalf Of J. Corey
> > Sent: 29 July 2005 11:18
> > To: dqn-list@yahoogroups.com
> > Subject: Re: [DQN-list] Re: Critcal Success or failure
> >
> >
> > that might actually solve the problem. Thanks!
> >
> > On Jul 29, 2005, at 3:52 AM, dbarrass_2000 wrote:
> >
> >
> >> --- In dqn-list@yahoogroups.com, dq@j... wrote:
> >>
> >>
> >>> snip <
> >>> One big problem I see with such a system is spells. If you are
> >>>
> >>>
> >> casting a
> >>
> >>
> >>> Flashfire (or is it incinerate? I can't remember) that kills
> >>> instantly,
> >>> then Hero Points could be used to throw game balance way off. But
> >>> this
> >>> could be controled by A) Controling access to special knowledge
> >>> spells
> >>> (like the rules say to do), and B) Limiting the number of Hero
> >>>
> >>>
> >> Points to 3
> >>
> >>
> >>> or so, and being a scrooge when handing them out.
> >>>
> >>>
> >>
> >> I have to confess I'm very hazy on the points system (thanks John),
> >> but how about 1 hero point changes the die roll by 10, or 10
> >> experience points (or what ever) changes the die roll by one point (I
> >> guess you don't learn much by just being lucky).
> >>
> >> I may be way off what you're trying to do, if so please ignore me
> >>
> >> David
> >>
> >>
> >>
> >>
> >>
> >> Yahoo! Groups Links
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > *********************************************************************
> > This e-mail message, and any files transmitted with it, are
> > confidential and intended solely for the use of the addressee.
> > However, the information contained in this e-mail may subsequently
> > be subject to public disclosure under the Freedom of Information
> > Act 2000 and, unless the information is legally exempt from
> > disclosure, the
> > confidentiality of this e-mail and your reply cannot be guaranteed. If
> > this message was not addressed to you, you have received it in error
> > and any copying, distribution or other use of any part of it is
> > strictly prohibited. Any views or opinions presented are solely those
> > of the sender and do not necessarily represent those of the British
> > Geological Survey. The security of e-mail communication cannot be
> > guaranteed and the BGS accepts no liability for claims arising as a
> > result of the use of this medium to transmit messages from or to the
> > BGS. http://www.bgs.ac.uk
> > *********************************************************************
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 8
> Date: Fri, 29 Jul 2005 17:47:53 -0000
> From: "Stephen Miller" <curmudgeon.gamer@gmail.com>
> Subject: Weekend Excitement
>
> Well, this weekend my players will be making characters for the first
> DragonQuest game I have run since the mid-1990s. I am really looking
> forward to seeing what they make! I just hope I haven't forgotten
> anything we'll need. Let's see, I have got:
> 1. Character Sheets (specially designed by me, based off the original)
> 2. Scratch Paper
> 3. Character Creation Outline (a list of steps for taking the players
> through the process)
> 4. Two copies of DragonQuest, 2nd Ed hardcover
> 5. Two copies of Arcane Wisdom (color cover, comb bound)
> 6. Pencils, pens & erasers (always amazing who forgets these)
> 7. Dice big enough for the GM to see (prevents certain players
> cheating during the process)
>
> I am sure I am missing something, but isn't that just typical? I
> will let you know what the results are come Monday.
>
> Stephen Miller
> Ancient Gamer and Curmudgeon
>
>
>
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 9
> Date: Fri, 29 Jul 2005 13:50:28 EDT
> From: Bigbadbobo@aol.com
> Subject: Re: Weekend Excitement
>
> Steve,
> Is there any way we can convince you to GM an email/online campaign.
>
> bob
>
> In a message dated 7/29/2005 1:48:28 PM Eastern Daylight Time,
> curmudgeon.gamer@gmail.com writes:
> Well, this weekend my players will be making characters for the first
> DragonQuest game I have run since the mid-1990s. I am really looking
> forward to seeing what they make! I just hope I haven't forgotten
> anything we'll need. Let's see, I have got:
> 1. Character Sheets (specially designed by me, based off the original)
> 2. Scratch Paper
> 3. Character Creation Outline (a list of steps for taking the players
> through the process)
> 4. Two copies of DragonQuest, 2nd Ed hardcover
> 5. Two copies of Arcane Wisdom (color cover, comb bound)
> 6. Pencils, pens & erasers (always amazing who forgets these)
> 7. Dice big enough for the GM to see (prevents certain players
> cheating during the process)
>
> I am sure I am missing something, but isn't that just typical? I
> will let you know what the results are come Monday.
>
>
> [This message contained attachments]
>
>
>
> ________________________________________________________________________
> ________________________________________________________________________
>
> Message: 10
> Date: Fri, 29 Jul 2005 10:57:42 -0700 (PDT)
> From: Jason Honhera <albavar@yahoo.com>
> Subject: Re: Weekend Excitement
>
> A calculator will come in handy for xp and starting money calculations with first / illegitimate
> children in the mix.
>
> Alby
>
> Stephen Miller <curmudgeon.gamer@gmail.com> wrote:
> Well, this weekend my players will be making characters for the first
> DragonQuest game I have run since the mid-1990s. I am really looking
> forward to seeing what they make! I just hope I haven't forgotten
> anything we'll need. Let's see, I have got:
> 1. Character Sheets (specially designed by me, based off the original)
> 2. Scratch Paper
> 3. Character Creation Outline (a list of steps for taking the players
> through the process)
> 4. Two copies of DragonQuest, 2nd Ed hardcover
> 5. Two copies of Arcane Wisdom (color cover, comb bound)
> 6. Pencils, pens & erasers (always amazing who forgets these)
> 7. Dice big enough for the GM to see (prevents certain players
> cheating during the process)
>
> I am sure I am missing something, but isn't that just typical? I
> will let you know what the results are come Monday.
>
> Stephen Miller
> Ancient Gamer and Curmudgeon
>
>
>
>
>
>
> SPONSORED LINKS
> Dragonquest Role playing games Online role playing games Role playing games online
>
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> [This message contained attachments]
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>
>
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> ------------------------------------------------------------------------
>
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>


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Group: dqn-list Message: 2248 From: Arturo Algueiro Melo Date: 7/29/2005
Subject: Re: Critcal Success or failure
Sorry again for the failed send! Something weird is happening with my keyboard!
We have a 'Luck' value. At character generatioin, each player throws 2D6 + 8
(range 10-20). That's his character's Luck value.
Every time he wants to 'bend' a dice throw (his, or against him), he has to throw a
D100 below that value. If he succeeds, his Luck value is lessened in 1 and the
original dice are re-rolled. Of course, that reroll may be also deadly for him.
There is no way to increment the Luck value throughout the adventure.
It is only used as a last resort.
Hope this helps.
Best regards... Arturo


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Group: dqn-list Message: 2249 From: dq@johncorey.com Date: 7/29/2005
Subject: Re: Weekend Excitement
Steve,

Have you seen this? I use it all the time for characters. It prints well
too

http://www.iosphere.net/~eric/dq/dqucs.htm
JohnC

> Well, this weekend my players will be making characters for the first
> DragonQuest game I have run since the mid-1990s. I am really looking
> forward to seeing what they make! I just hope I haven't forgotten
> anything we'll need. Let's see, I have got:
> 1. Character Sheets (specially designed by me, based off the original)
> 2. Scratch Paper
> 3. Character Creation Outline (a list of steps for taking the players
> through the process)
> 4. Two copies of DragonQuest, 2nd Ed hardcover
> 5. Two copies of Arcane Wisdom (color cover, comb bound)
> 6. Pencils, pens & erasers (always amazing who forgets these)
> 7. Dice big enough for the GM to see (prevents certain players
> cheating during the process)
>
> I am sure I am missing something, but isn't that just typical? I
> will let you know what the results are come Monday.
>
> Stephen Miller
> Ancient Gamer and Curmudgeon
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
Group: dqn-list Message: 2250 From: Jeffery K. McGonagill Date: 7/29/2005
Subject: Re: Weekend Excitement
I have, and am still doing so, though it is down to two active players, one
of whom is monitoring this list.

I still have an old site available if anyone is interested in looking at it.
http://games.groups.yahoo.com/group/Lieah/

My two active players were very active, posting several times a day, and the
list wasn't quick enough for them, that's why it became inactive.

The list started up in June, 1999 and was active through May 2001. RL got
in the way of many of the players participating.

I am currently running a face to face group of 4 players on Friday evenings;
an online operational game of WWII; and GM/monitor two of three threads that
my two active online players have going (they are not as prolific as they
once were) and act as a consultant on the third thread. One of the two I've
been gaming with for 18 years.

~Jeffery~

Bigbadbobo wrote:
> Steve,
> Is there any way we can convince you to GM an email/online campaign.

>
> You know, to be perfectly honest, I have never run, nor played in an
> email/online game. I have no idea how to go about running one. That,
> combined with the fact that I will have no spare time until at least
> October, makes me reluctantly say that I would not be able to do that
> at this time.
>
> As it is I am running a D&D 3e game that is on summer hiatus, the DQ
> game (creation this weekend, game starts in October), a second D&D 3e
> game that is on long term downtime, and playing in an Original D&D
> game. Combine that with a M-F job, performing every weekend at the
> local Renaissance Festival, editing a d20 sourcebook, and trying to
> keep the family and house from falling apart, and you can see my problem!
>
> Anyone have any good resources discussing HOW to run an email/online game?
>
> Stephen Miller
> Ancient Gamer and Curmudgeon
>
> P.S. for the record, it's Stephen, not Steve. Only one ex-girlfriend
> gets to call me Steve.
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
Group: dqn-list Message: 2251 From: Stephen Miller Date: 7/29/2005
Subject: Re: Weekend Excitement
--- In dqn-list@yahoogroups.com, dq@j... wrote:
> Steve,

Stephen, not Steve. Thanks.

>
> Have you seen this? I use it all the time for characters. It
prints well
> too
>
> http://www.iosphere.net/~eric/dq/dqucs.htm

Yes, I have seen it. While it is nice, it's not quite what I want.
Being a professional desktop publisher, I am a bit picky about how my
final product looks when I give it to my players. I've never been a
fan of Excel printouts that show the pulldown menu buttons. What I
will eventually do is create my own, with both input and output
sheets. The Timpani character sheets for D&D 3e are closer to what I
would want. When I get a chance I will upload the ones I created for
this weekend.

Stephen Miller
Ancient Gamer and Curmudgeon
Group: dqn-list Message: 2252 From: Todd Douglas Date: 7/31/2005
Subject: DragonQuest Copy Rights
I read somewhere on the web (and we all know how reliable that is)
that now that DragonQuest has been out of print since 1989 that it is
now open to the public except for the name DragonQuest.
Thus the combat / magic / and skill systems and character generation
can be used legally as long as you don't call it DragonQuest.

Dose anyone know if there is any truth to this?
Group: dqn-list Message: 2253 From: J. K. Hoffman Date: 8/1/2005
Subject: Re: DragonQuest Copy Rights
Todd Douglas wrote:
> I read somewhere on the web (and we all know how reliable that is)
> that now that DragonQuest has been out of print since 1989 that it is
> now open to the public except for the name DragonQuest.
> Thus the combat / magic / and skill systems and character generation
> can be used legally as long as you don't call it DragonQuest.
>
> Dose anyone know if there is any truth to this?

No, there is no truth to this, to the best of my knowledge. SPI owned
the copyright and it transferred to TSR when they bought SPI, likewise
that transferred to Wizards of the Coast for the same reason and is now
held by Hasbro, again for the same reason.
Though, I doubt Hasbro cares much, since they're not doing anything with
the work, legally, only Hasbro can legally publish that work.

Sorry,
Jim

----------
Quote of the day:
"The moon does not think to reflect in the water, nor does the water
think to reflect the moon."
-Zen Saying
-----
Group: dqn-list Message: 2254 From: Mandos Mitchinson Date: 8/1/2005
Subject: Re: DragonQuest Copy Rights
> > I read somewhere on the web (and we all know how reliable that is)
> > that now that DragonQuest has been out of print since 1989 that it is
> > now open to the public except for the name DragonQuest.
> > Thus the combat / magic / and skill systems and character generation
> > can be used legally as long as you don't call it DragonQuest.
> >
> > Dose anyone know if there is any truth to this?
>
> No, there is no truth to this, to the best of my knowledge. SPI owned
> the copyright and it transferred to TSR when they bought SPI, likewise
> that transferred to Wizards of the Coast for the same reason and is now
> held by Hasbro, again for the same reason.
> Though, I doubt Hasbro cares much, since they're not doing anything with
> the work, legally, only Hasbro can legally publish that work.

At the point it was owned by Wizards of the coast I got permission to put
the modified rules we have on the net as long as I indicated the copyright
holder and didn't put any Magic the Gathering images on there :-)

That is about the closest I have got to getting any kind of copyright
confirmation.

Mandos
/s
Group: dqn-list Message: 2255 From: J. K. Hoffman Date: 8/1/2005
Subject: Re: DragonQuest Copy Rights
Mandos Mitchinson wrote:

>>>I read somewhere on the web (and we all know how reliable that is)
>>>that now that DragonQuest has been out of print since 1989 that it is
>>>now open to the public except for the name DragonQuest.
>>>Thus the combat / magic / and skill systems and character generation
>>>can be used legally as long as you don't call it DragonQuest.
>>>
>>>Dose anyone know if there is any truth to this?
>>
>>No, there is no truth to this, to the best of my knowledge. SPI owned
>>the copyright and it transferred to TSR when they bought SPI, likewise
>>that transferred to Wizards of the Coast for the same reason and is now
>>held by Hasbro, again for the same reason.
>>Though, I doubt Hasbro cares much, since they're not doing anything with
>>the work, legally, only Hasbro can legally publish that work.
>
>
> At the point it was owned by Wizards of the coast I got permission to put
> the modified rules we have on the net as long as I indicated the copyright
> holder and didn't put any Magic the Gathering images on there :-)
>
> That is about the closest I have got to getting any kind of copyright
> confirmation.
>
> Mandos
> /s

Really!? Did this come from their legal department? Can you reproduce
that permission?

Great news!
Jim

----------
Quote of the day:
"The moon does not think to reflect in the water, nor does the water
think to reflect the moon."
-Zen Saying
-----
Group: dqn-list Message: 2256 From: Jason Honhera Date: 8/1/2005
Subject: Re: DragonQuest Copy Rights
I looked up copyright law when I first joined this list a few months back.  Copyright lasts for 75 years and can be renewed by the original owner only for another 75.  I think the permission you have is as good as it is going to get.
 


Mandos Mitchinson <mandos@allowed.to> wrote:

> > I read somewhere on the web (and we all know how reliable that is)
> > that now that DragonQuest has been out of print since 1989 that it is
> > now open to the public except for the name DragonQuest.
> > Thus the combat / magic / and skill systems and character generation
> > can be used legally as long as you don't call it DragonQuest.
> >
> > Dose anyone know if there is any truth to this?
>
> No, there is no truth to this, to the best of my knowledge.  SPI owned
> the copyright and it transferred to TSR when they bought SPI, likewise
> that transferred to Wizards of the Coast for the same reason and is now
> held by Hasbro, again for the same reason.
> Though, I doubt Hasbro cares much, since they're not doing anything with
> the work, legally, only Hasbro can legally publish that work.

At the point it was owned by Wizards of the coast I got permission to put
the modified rules we have on the net as long as I indicated the copyright
holder and didn't put any Magic the Gathering images on there :-)

That is about the closest I have got to getting any kind of copyright
confirmation.

Mandos
/s


Start your day with Yahoo! - make it your home page

Group: dqn-list Message: 2257 From: Mandos Mitchinson Date: 8/1/2005
Subject: Re: DragonQuest Copy Rights
> > That is about the closest I have got to getting any kind of copyright
> > confirmation.
> >
>
> Really!? Did this come from their legal department? Can you reproduce
> that permission?
>
> Great news!

Here is what I got. My question was Could I put a Dragonquest Varient on my
Website.

Thank you for contacting Wizards, we apologize for the delay in replying to
your e-mail. In general, Wizards doesn't mind free fan creations. Please
identify Wizards as the owner of relevant trademarks and copyrights and
include a disclaimer (see
http://www.wizards.com/default.asp?x=contactinfo/legal for information).
Wizards is not seeking to license any of our older properties at the current
time. If you are interested in updating a setting for publication as a d20
supplement, Wizards will discuss licensing options only if you represent a
publisher with a history of producing high quality d20 products and with
full distribution to the hobby channel.
Thank you for contacting Wizards.

Andy Smith
Publishing Intern
Wizards of the Coast, Inc

Mandos
/s
Group: dqn-list Message: 2258 From: Stephen Miller Date: 8/1/2005
Subject: How Character Creation went
Hey folks!
Just thought I would let you know how the character creation process
went for my new DQ game. Three of the four players were able to make
it, and we went over some of the minor changes that I have made.
Those include the PC change from 5 to 8, adding new weapons, using a
modified Social Standing chart, and adding Arcane Wisdom.

Since I am also one of those who think that the benefit of having
higher characteristics is not just compensation for not taking magic,
I allowed anyony not going the magic route to sacrifice one
characteristic point for experience points.

Oh, and to ensure there was no monkey business, I had them use some of
my own dice that are really big and easy to see.

One of the players, the one I figured to be a problem, rolled a 36
when trying for the Elf race. His was the closest roll we got. So,
we have three humans: one child of bandits (4th), one child of
barbarians (2nd), and one bastard child of farmers.

No unusual aspects were rolled, except for the fact that the rolled,
in succession, spring, summer, and autumn stars.

The only problem seemed to crop up once experience points were rolled
and were being spent. My problem child, I'll call him Jerry, after
looking at magic colleges, skills, weapons, and such, said "These
starting experience points suck. I need about 1,000 to make a good
starting character." One of the other players mentioned that they
are, after all, starting characters, and can't be good at everything.
I also mentioned that he would be surprised at how quickly experience
points rack up and he can increase his skills and spells. He said
"After picking a magic college (Necromancy) and using 100 points for
Assassin skill, I only have 40 points, which means I can only get one
other thing."

I personally think he was upset because one of the other two players,
David, decided to go without magic and he got more experience points
to start. David has never really liked playing magic using
characters, so to me this was not unexpected. He rolled a modest
level of character points to begin with, so he had to carefully juggle
them to get good stats, but also leave one point that he could
sacrifice to get the experience. He picked some interesting weapons,
and a rather smart collection of skills.

The third player got extremely lucky and rolled ambidexerous for his
handedness. We both commented that with all the characters he has
made for DQ, and he has made a lot, that this was the first one that
was ambidexerous. He has his own book (which we are going to finish
removing from the nearly missing binding and scan) and has been
thinking about what he wanted to play for a couple of weeks. He is
playing a human, college of Sorceries of the Mind, wielding a glaive
(subtle, eh?) and a weapons I cannot remember. He picked Ranger skill
and was probably done making his character about an hour or so before
the others.

So, we currently have:
Human, fighter type, with skills like astrologer, beastmaster, and
horsemanship.
Human necromancer with assassin skill and most likely a dagger (I
forgot to look at his weapon choice)
Human, mentalist sorcerer, who can track you down and smack you around.

Should be interesting to see what the other player makes.

Stephen Miller
Ancient Gamer and Curmudgeon