Messages in dqn-list group. Page 46 of 80.

Group: dqn-list Message: 2259 From: dbarrass_2000 Date: 8/1/2005
Subject: Re: DragonQuest Copy Rights
Group: dqn-list Message: 2260 From: J. K. Hoffman Date: 8/1/2005
Subject: Re: DragonQuest Copy Rights
Group: dqn-list Message: 2261 From: rthorm Date: 8/1/2005
Subject: Canonical DragonQuest Index
Group: dqn-list Message: 2262 From: Esko Halttunen Date: 8/1/2005
Subject: Re: Canonical DragonQuest Index
Group: dqn-list Message: 2263 From: dq@johncorey.com Date: 8/1/2005
Subject: Re: How Character Creation went
Group: dqn-list Message: 2264 From: Stephen Miller Date: 8/1/2005
Subject: Re: How Character Creation went
Group: dqn-list Message: 2265 From: Stephen Miller Date: 8/1/2005
Subject: Re: Characteristic Points
Group: dqn-list Message: 2266 From: Steven Wiles Date: 8/1/2005
Subject: Re: How Character Creation went
Group: dqn-list Message: 2267 From: J. Corey Date: 8/1/2005
Subject: Re: Characteristic Points
Group: dqn-list Message: 2268 From: D. Cameron King Date: 8/1/2005
Subject: Re: Characteristic Points
Group: dqn-list Message: 2269 From: John Rauchert Date: 8/2/2005
Subject: Re: DragonQuest Copy Rights
Group: dqn-list Message: 2270 From: Esko Halttunen Date: 8/2/2005
Subject: Re: Characteristic Points
Group: dqn-list Message: 2271 From: rthorm Date: 8/2/2005
Subject: Re: DragonQuest Copy Rights
Group: dqn-list Message: 2272 From: Stephen Miller Date: 8/2/2005
Subject: Magic versus non-magic
Group: dqn-list Message: 2273 From: Coyote Moon Date: 8/2/2005
Subject: Re: Magic versus non-magic
Group: dqn-list Message: 2274 From: Jason Honhera Date: 8/2/2005
Subject: Re: Magic versus non-magic
Group: dqn-list Message: 2275 From: dq@johncorey.com Date: 8/2/2005
Subject: Re: Magic versus non-magic
Group: dqn-list Message: 2276 From: D. Cameron King Date: 8/2/2005
Subject: Re: Magic versus non-magic
Group: dqn-list Message: 2277 From: Martin Gallo Date: 8/2/2005
Subject: Re: Magic versus non-magic
Group: dqn-list Message: 2278 From: Martin Gallo Date: 8/2/2005
Subject: Re: Canonical DragonQuest Index
Group: dqn-list Message: 2279 From: dbarrass_2000 Date: 8/3/2005
Subject: Re: Magic versus non-magic
Group: dqn-list Message: 2280 From: Jason Honhera Date: 8/3/2005
Subject: Re: Magic versus non-magic
Group: dqn-list Message: 2281 From: lance dyas Date: 8/3/2005
Subject: Re: Magic versus non-magic
Group: dqn-list Message: 2282 From: James Collins and/or Sarah Wood Date: 8/3/2005
Subject: Re: Magic versus non-magic
Group: dqn-list Message: 2283 From: John Rauchert Date: 8/3/2005
Subject: Re: Magic versus non-magic
Group: dqn-list Message: 2284 From: Jason Honhera Date: 8/3/2005
Subject: Re: Magic versus non-magic
Group: dqn-list Message: 2285 From: D. Cameron King Date: 8/3/2005
Subject: Re: Magic versus non-magic
Group: dqn-list Message: 2286 From: rthorm Date: 8/3/2005
Subject: Re: Canonical DragonQuest Index
Group: dqn-list Message: 2287 From: dennisnordling Date: 8/3/2005
Subject: Increasing the need for MA in all characters.
Group: dqn-list Message: 2288 From: D. Cameron King Date: 8/3/2005
Subject: Re: Increasing the need for MA in all characters.
Group: dqn-list Message: 2289 From: Martin Gallo Date: 8/3/2005
Subject: Re: Canonical DragonQuest Index
Group: dqn-list Message: 2290 From: Martin Gallo Date: 8/3/2005
Subject: Re: Increasing the need for MA in all characters.
Group: dqn-list Message: 2291 From: dennisnordling Date: 8/4/2005
Subject: Re: Increasing the need for MA in all characters.
Group: dqn-list Message: 2292 From: dbarrass_2000 Date: 8/4/2005
Subject: Re: Increasing the need for MA in all characters.
Group: dqn-list Message: 2293 From: D. Cameron King Date: 8/4/2005
Subject: Re: Increasing the need for MA in all characters.
Group: dqn-list Message: 2294 From: D. Cameron King Date: 8/4/2005
Subject: Re: Increasing the need for MA in all characters.
Group: dqn-list Message: 2295 From: Stephen Miller Date: 8/4/2005
Subject: Weapon Descriptions
Group: dqn-list Message: 2296 From: John Rauchert Date: 8/4/2005
Subject: Re: Weapon Descriptions
Group: dqn-list Message: 2297 From: Esko Halttunen Date: 8/4/2005
Subject: Re: Weapon Descriptions
Group: dqn-list Message: 2298 From: dbarrass_2000 Date: 8/4/2005
Subject: Re: Weapon Descriptions
Group: dqn-list Message: 2299 From: Mark D Date: 8/4/2005
Subject: Re: Increasing the need for MA in all
Group: dqn-list Message: 2300 From: John Rauchert Date: 8/4/2005
Subject: Re: Weapon Descriptions
Group: dqn-list Message: 2301 From: Martin Gallo Date: 8/4/2005
Subject: Re: Increasing the need for MA in all characters.
Group: dqn-list Message: 2302 From: dennisnordling Date: 8/4/2005
Subject: Re: Increasing the need for MA in all characters.
Group: dqn-list Message: 2303 From: Jeffery K. McGonagill Date: 8/4/2005
Subject: Re: Increasing the need for MA in all characters.
Group: dqn-list Message: 2304 From: Paul Ferraro Date: 8/5/2005
Subject: Re: Increasing the need for MA in all characters.
Group: dqn-list Message: 2305 From: Martin Gallo Date: 8/5/2005
Subject: Re: Increasing the need for MA in all characters.
Group: dqn-list Message: 2306 From: rthorm Date: 8/5/2005
Subject: Re: Weapon Descriptions
Group: dqn-list Message: 2307 From: igmod@comcast.net Date: 8/5/2005
Subject: Re: Increasing the need for MA in all characters.
Group: dqn-list Message: 2308 From: Stephen Miller Date: 8/5/2005
Subject: Re: Weapon Descriptions



Group: dqn-list Message: 2259 From: dbarrass_2000 Date: 8/1/2005
Subject: Re: DragonQuest Copy Rights
This, on the whole, is excellent news. It seems that we can do pritty
much as we like as long as we don't charge (and Wizards don't change
their mind). Its interesting that there is no mention of DragonQuest
on that page, it really does seem that poor old DQ is below their radar

David

--- In dqn-list@yahoogroups.com, "Mandos Mitchinson" <mandos@a...> wrote:
> > > 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: 2260 From: J. K. Hoffman Date: 8/1/2005
Subject: Re: DragonQuest Copy Rights
Yeah, that was pretty much how I read that, too, David. Great
news! Hmm, maybe I should make my DragonQuest page public....
Anyway, I'm glad to see they've taken a "no profit, no foul"
approach. Thanks for posting that info, Mandos.
Jim
--- Original Message ---
From: "dbarrass_2000" <david.barrass@ed.ac.uk>
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Re: DragonQuest Copy Rights

>This, on the whole, is excellent news. It seems that we can do
pritty
>much as we like as long as we don't charge (and Wizards don't change
>their mind). Its interesting that there is no mention of
DragonQuest
>on that page, it really does seem that poor old DQ is below
their radar
>
>David
>

--
"Being right means never having to say your sorry"
- Vernor Vinge

"Being right too soon is socially unacceptable."
- Robert A. Heinlein
Group: dqn-list Message: 2261 From: rthorm Date: 8/1/2005
Subject: Canonical DragonQuest Index
I've posted an updated DQ Index in the files section.
(http://games.groups.yahoo.com/group/dqn-list/files/DQindex.html)

Let me know if there are other things that should be included in it
that I have overlooked.

--Rodger
Group: dqn-list Message: 2262 From: Esko Halttunen Date: 8/1/2005
Subject: Re: Canonical DragonQuest Index
Well, you could include the Weapons & Armor supplement and the Aspects
supplement I made if you're of a mind to, but the W&A one needs a note
about requiring an update to adjust the weapon weights, as per the
recent discussion. Once I get the DQ Dom Bestiary done, that can be
added as well. It'll be useful for people who want serious high end
monsters.

Edi

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

rthorm wrote:

>I've posted an updated DQ Index in the files section.
>(http://games.groups.yahoo.com/group/dqn-list/files/DQindex.html)
>
>Let me know if there are other things that should be included in it
>that I have overlooked.
>
>--Rodger
>
>
>
Group: dqn-list Message: 2263 From: dq@johncorey.com Date: 8/1/2005
Subject: Re: How Character Creation went
Stephen,

I really appreciate your sharing this process with us. There always seems
to be one "problem-child". How much exp do you award for swapping a stat
point? In my games, i have always encouraged non-spellcasting players to
make their MA 5, and have the rest of the stats that much higher than the
spell casters.

John C


> 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
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
Group: dqn-list Message: 2264 From: Stephen Miller Date: 8/1/2005
Subject: Re: How Character Creation went
--- In dqn-list@yahoogroups.com, dq@j... wrote:
> Stephen,
>
> I really appreciate your sharing this process with us. There
always seems
> to be one "problem-child". How much exp do you award for swapping
a stat
> point? In my games, i have always encouraged non-spellcasting
players to
> make their MA 5, and have the rest of the stats that much higher
than the
> spell casters.

Yes, it's amazing how every group seems to have one problem child in
it. Now, the problem level of each one varies per group, but like I
said, there's always one.

I examined all the college, judging a rough value of basically free
experience points that you would receive for taking that college. I
think I came up with a value of around 3000 or 4000 experience points
(I forget offhand). So I decided that if you sacrificed a
characteristic point you would receive 3000 experience points. Since
I have awhile before we start playing (I am busy until October) I
might look at the numbers again and possibly change it to 2500. If
so, the player involved will not mind.

Stephen Miller
Ancient Gamer and Curmudgeon
Group: dqn-list Message: 2265 From: Stephen Miller Date: 8/1/2005
Subject: Re: Characteristic Points
John C wrote:
> In my games, i have always encouraged non-spellcasting players to
> make their MA 5, and have the rest of the stats that much higher
than the
> spell casters.

You know, I have a slightly different view on this. If someone
really wants to be a "fighter" type character, they need to have
rather high stats in PS and MD for the widest selection of weapons; a
high EN to survive all this frontline fighting; at least a moderate
AG to assist in avoiding being hit in the first place. A magically
oriented character needs the high EN to get the high FT needed for
spellcasting; the high MA to cast the spells; and a moderate AG to
avoid being hit as well. So, the fighter type has to spread their
points out over more characteristics than a magical type.

For me at least, I do not see where they get that great of an
advantage having characteristics a little higher. If you figured
that the character has a 5 MA, that is only 10 below average. If you
divide them up between the characteristics a fighter will need, it
only means you are adding an average of approximately 2 points each.
That's not appreciably higher, really.

Stephen Miller
Ancient Gamer and Curmudgeon
Group: dqn-list Message: 2266 From: Steven Wiles Date: 8/1/2005
Subject: Re: How Character Creation went
--- Stephen Miller <curmudgeon.gamer@gmail.com> wrote:

> The only problem seemed to crop up once experience
> points were rolled

> "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 have nothing useful to add to this discussion, but I
couldn't help commenting on the preceding information.
I just can't help smiling at the consistency of the
picture being painted here. Problem child, complained
about starting experience, picked Necromancy and
Assassin... hehehe. I know this man, he seems to
have many incarnations.

You're going to have to keep us here updated on the
progress of this campaign. I'm certain you will have
many amusing player intereaction stories to regale us
with.

Mort



____________________________________________________
Start your day with Yahoo! - make it your home page
http://www.yahoo.com/r/hs
Group: dqn-list Message: 2267 From: J. Corey Date: 8/1/2005
Subject: Re: Characteristic Points
>
> For me at least, I do not see where they get that great of an
> advantage having characteristics a little higher. If you figured
> that the character has a 5 MA, that is only 10 below average. If you
> divide them up between the characteristics a fighter will need, it
> only means you are adding an average of approximately 2 points each.
> That's not appreciably higher, really.
>
> Stephen Miller
> Ancient Gamer and Curmudgeon
>

Interesting. Now if you were to spread the points evenly, you have a
great point. But let's say the character had a an EN of 15, and
decided raise it 3 of those 10 points. Now the EN is 18, and a
monster needs greater than 6 effective damage to produce a stun,
instead of 5. I think this could make a huge difference in combat.
Or perhaps the character is on the cusp of getting an extra TMR
point. It all depends on how you allocate the points initially. My
other question is; what is the advantage of having an MA greater than
5 if the character has no intention of casting spells? It is the
only stat in the game that has one use. WP is used for skills, as
well as resisting spells. MD is used for combat, and is essential to
many skills. But if you are not planning on casting spells, then
there is no need for MA. Am I missing something fundamental? I
don't have my rule book handy
Group: dqn-list Message: 2268 From: D. Cameron King Date: 8/1/2005
Subject: Re: Characteristic Points
> > For me at least, I do not see where they get that great of an
> > advantage having characteristics a little higher. If you figured
> > that the character has a 5 MA, that is only 10 below average. If you
> > divide them up between the characteristics a fighter will need, it
> > only means you are adding an average of approximately 2 points each.
> > That's not appreciably higher, really.
> >
> > Stephen Miller
> > Ancient Gamer and Curmudgeon
> >
>
>Interesting. Now if you were to spread the points evenly, you have a
>great point. But let's say the character had a an EN of 15, and
>decided raise it 3 of those 10 points. Now the EN is 18, and a
>monster needs greater than 6 effective damage to produce a stun,
>instead of 5. I think this could make a huge difference in combat.
>Or perhaps the character is on the cusp of getting an extra TMR
>point. It all depends on how you allocate the points initially. My
>other question is; what is the advantage of having an MA greater than
>5 if the character has no intention of casting spells? It is the
>only stat in the game that has one use. WP is used for skills, as
>well as resisting spells. MD is used for combat, and is essential to
>many skills. But if you are not planning on casting spells, then
>there is no need for MA. Am I missing something fundamental? I
>don't have my rule book handy

No, you have it exactly right. There is no point--absolutely none--in
having an MA score if you're not going to be an Adept.

And I'm stunned at the notion that an average increase of 2 points in PS,
AG, EN, MD, *and* WP could be considered trivial. I don't have the books in
front of me, but isn't that about 50,000 XP worth of improvement?

-Cameron
Group: dqn-list Message: 2269 From: John Rauchert Date: 8/2/2005
Subject: Re: DragonQuest Copy Rights
Attachments :
    Todd: Just the opposite is true DragonQuest is still under copyright and may be for the lifetime of many of us here (see the discussion of current US copyright following).

    What the rumor refers to is Trademark law which is very different from Copyright. With trademarks you have to renew them every 10 years and show that you are still using it for the product line under which it was originally trademarked.

    I believe (without any direct evidence) that this is why TSR released the 3rd Edition DQ and the adventure Shattered Statue, as the trademark renewal period was coming up. But WOTC/Hasbro has not renewed the trademark for DragonQuest, so it became available for anyone to use it as the title of a RPG (as long as they do not violate copyright by republishing the rules). This happened with the other RPG Title published by SPI, Universe.

    A quick trademark search shows that DragonQuest has been recently trademarked again. This time for a MMORPG.

    DRAGONQUEST
    Goods and Services: Operating a real time, role playing game for others over global computer networks
    Filing Date June 20, 2005
    Owner (APPLICANT) Machami, Inc. CORPORATION DELAWARE 7887 Heatherton Ln Potomac MARYLAND 20854

    It is worth noting that you can have several products with the same name trademarked, but there can only be one per type of product.

    Some discussion of US Copyright (largely borrowed from Wikipedia)

    Under the Berne Convention for the Protection of Literary and Artistic Works, the signatory states are required to provide copyright protection for a minimum term of the life of the author plus fifty years, but they are permitted to provide for a longer term of protection. The United States did not become a Berne signatory until 1988, but had previously provided for the minimum copyright term the convention required in the Copyright Act of 1976.

    Prior to the 1976 copyright act, many copyrighted literary works, movies, and fictional characters were soon to pass into the public domain due to their 56-year maximum copyright terms. Some of these copyrighted items remained quite profitable for their copyright owners, including several characters owned by the Walt Disney Company.

    With the passage of the 1976 copyright act, Mickey Mouse, along with early animated short films such as Steamboat Willie and Plane Crazy, would not enter the public domain until 2000 at the earliest due to their new 75-year copyright terms.

    After the United States' accession to the Berne convention, a number of copyright owners successfully lobbied the U.S. Congress for another extension of the term of copyright, to provide for the same term of protection that exists in Europe. The act was named after the late Congressman, Sonny Bono (of Sonny and Cher fame), who had favored this position as a songwriter and filmmaker even prior to his entry into politics.

    The Sonny Bono Copyright Term Extension Act of 1998 extended copyright terms in the United States by 20 years.

    After the act, an author's copyright would last until seventy years after his death, while copyrights for works of corporate authorship would last 75 to 95 years. As a consequence of the act, under current law, no copyrighted works will enter into the public domain in the United States until January 1, 2019 at the earliest, when the copyright on works created in 1923 would expire.

    Opponents of the Bono Act consider the legislation to be little more than corporate welfare and have tried (but failed thus far) to challenge its constitutionality, claiming that such an act is not "necessary and proper" to accomplishing the Constitution's stated purpose of "promot[ing] the progress of science and useful arts". It is argued that a rich, continually replenished, public domain is necessary for continued artistic creation, citing that many of Disney's most famous feature movies have themselves been derivatives of public domain works; for example, their film The Jungle Book was created only seven years after the copyright on the book expired.

    ________________________________

    From: dqn-list@yahoogroups.com on behalf of Todd Douglas
    Sent: Sun 31/07/2005 6:32 PM
    To: dqn-list@yahoogroups.com
    Subject: [DQN-list] 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: 2270 From: Esko Halttunen Date: 8/2/2005
    Subject: Re: Characteristic Points
    D. Cameron King wrote:

    >>>For me at least, I do not see where they get that great of an
    >>>advantage having characteristics a little higher. If you figured
    >>>that the character has a 5 MA, that is only 10 below average. If you
    >>>divide them up between the characteristics a fighter will need, it
    >>>only means you are adding an average of approximately 2 points each.
    >>>That's not appreciably higher, really.
    >>>
    >>>Stephen Miller
    >>>Ancient Gamer and Curmudgeon
    >>>
    >>>
    >>>
    >>Interesting. Now if you were to spread the points evenly, you have a
    >>great point. But let's say the character had a an EN of 15, and
    >>decided raise it 3 of those 10 points. Now the EN is 18, and a
    >>monster needs greater than 6 effective damage to produce a stun,
    >>instead of 5. I think this could make a huge difference in combat.
    >>Or perhaps the character is on the cusp of getting an extra TMR
    >>point. It all depends on how you allocate the points initially. My
    >>other question is; what is the advantage of having an MA greater than
    >>5 if the character has no intention of casting spells? It is the
    >>only stat in the game that has one use. WP is used for skills, as
    >>well as resisting spells. MD is used for combat, and is essential to
    >>many skills. But if you are not planning on casting spells, then
    >>there is no need for MA. Am I missing something fundamental? I
    >>don't have my rule book handy
    >>
    >>
    >
    >No, you have it exactly right. There is no point--absolutely none--in
    >having an MA score if you're not going to be an Adept.
    >
    >And I'm stunned at the notion that an average increase of 2 points in PS,
    >AG, EN, MD, *and* WP could be considered trivial. I don't have the books in
    >front of me, but isn't that about 50,000 XP worth of improvement?
    >
    >-Cameron
    >
    >

    47,500 XP to be exact, since Endurance only requires 2,500 XP after the
    first increase (which requires 5,000). Indeed, it is possible to create
    rather powerful warrior characters with the minimum MA, especially if
    you get the right point total and race.

    I think I once created an elven warrior Adept of the Sorceries of the
    Mind school (minimum MA 10 for that school) that was totally insane.
    Granted, it was using 3rd Edition rules, which have greater bonuses, but
    even a 2E one would be as close to munchkin as you can get away with in
    DQ. Remember, Sorceries of the Mind has the Pain Resistance Talent,
    which makes the Adept immune to stunning. You can crank Endurance down
    quite a bit due to this fact, and with 3E bonuses, 88 points and a
    judicious application, the character had something like 18 ST, 26 or 27
    AG, 15 WP and 13 or 14 EN. With that kind of AG, you have double actions
    per Pulse, an insane defense value and if you actually combine those two
    actions to Evade and Strike, you're liable to get in several Ripostes
    during any Pulse that anyone attacks you in addition to your own strike.
    Use a Main Gauche or other weapon that gives shield bonuses and the
    effect is even more ridiculous, especially when you get to a high rank.

    I ran a couple of test fights against my several types of stock
    goblinoids, and barring lucky hits that under most normal circumstances
    would be criticals for the hobgoblins et al, the character was a killing
    machine.

    Edi
    Group: dqn-list Message: 2271 From: rthorm Date: 8/2/2005
    Subject: Re: DragonQuest Copy Rights
    A number of years ago, WotC had guidelines up about posting material
    on the net. The URL for it was:
    (http://www.wizards.com/contactinfo/TSR_Online_Policy.asp)
    but that link is dead, so I don't know where their current info may
    be. I did a search on the Wizards site and couldn't find anything
    current to replace it. Their search turns up no results for the
    phrase "online policy."

    When I released Poor Brendan's Almanac for DQ, I did it following the
    TSR/WotC guidelines. Here is the notice that is attached to PBA:

    "Authorized for electronic distribution only. Any other form of
    copying, distribution, or publication requires permission from the
    author. While this document remains the property of the author,
    permission is granted to copy and distribute electronic copies
    provided (1) it is distributed unmodified and in its entirety,
    including this notice, and (2) it is distributed for free. The
    DragonQuest role-playing game is presently owned by TSR, Inc., a
    subsidiary of Wizards of the Coast, which is now owned by Hasbro. This
    document falls under acceptable use under the TSR Online Policy
    (http://www.wizards.com/contactinfo/TSR_Online_Policy.asp)."

    Some turns of phrase are my own, but the sense of it was what was
    required at the time. I think that you could use something like this
    and be relatively certain you wouldn't get a nastygram from Hasbro's
    lawyers. Feel free to use that disclaimer if you wish.

    --Rodger
    Group: dqn-list Message: 2272 From: Stephen Miller Date: 8/2/2005
    Subject: Magic versus non-magic
    There are a couple of things I considered quite extensively before I
    began offering the characteristic point exchange for the magically
    disinclined. The first and foremost concern was player happiness. It
    is, after all, a game, something meant to be fun. If players feel
    that their choice of character direction means they miss out on
    something everyone else gets, then their enjoyment of the game is
    lessened.

    This leads us to the second point: visual versus virtual gain. When a
    player decides on taking a magic college, they have an immediate
    visual gain. They get talents, spells, and rituals that they can use
    immediately. The player who decides to not take a magic college does
    not get this immediate visual gain. They get what I call a virtual
    gain. The benefits are not there right away, except in a most
    abstract way. Sure, they can use bigger and nastier weapons, but only
    when they get experience points to buy the weapon knowledge. Sure,
    they can take more hits and are less likely to be stunned, but if
    there are not a great many combat situations then this will not come
    into play. You see, it's all about perception. I can tell a player
    "You know, those higher stats are a real benefit, you wait and see,"
    but I know that when they see the other players able to use their
    character creation benefit from the start, they will feel like they
    are being short changed.

    I know that this is how some players feel, because it was the way I
    felt when I first started playing. I had some great character
    concepts for a daring swashbuckler type of character. I started
    making my character, and noticed that by not taking a magic college I
    was basically missing out on some free experience points that the
    others were getting. I thought then, and still feel this way, that
    the benefits of a magic college far outweigh the benefits of higher
    characteristics. This is especially true if you are playing in a
    short duration campaign. Playing a character for two years (for us
    about 40 game sessions) where everyone else has benefits from the
    start, and your benefits only kick in late in the campaign, does not
    make the campaign as entertaining as it could be. After all, time is
    precious and I do not want to waste it playing a character that I feel
    is being given the short shrift.


    Stephen Miller
    Ancient Gamer and Curmudgeon
    Group: dqn-list Message: 2273 From: Coyote Moon Date: 8/2/2005
    Subject: Re: Magic versus non-magic
    Stephen and all contributing minds:

    On behalf of all of us who are relatively silent
    observers, thank you. Your thoughtful conversations
    make me think in turn, and give a more profound
    enjoyment of what can be an all-too-routine
    experience. It is a game, and meant to be enjoyed (as
    you noted!) and I certainly enjoy it more when I can
    look at the familiar with new vision.

    Dave from the Peanut Gallery



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    Group: dqn-list Message: 2274 From: Jason Honhera Date: 8/2/2005
    Subject: Re: Magic versus non-magic

    Personally, I don't see the Colleges as that impressive to starting players.  Only 2 Colleges have damage dealing spells in General Knowledge that I can recall (Fire and Necromancy) and only one of those is at range.

    On top of that, a starting mage has to take damage to inflict less than a full die of damage, while the shmoe with the dagger can often attack multiple times without losing FT. Or somebody is doing +3 with a larger weapon. 

    Face it. Magic is so unreliable and so low powered at Rank 0-5 that it is astonishing that anyone wants to do it.  When we played regularly, we missed that the cost to raise a spell is the experience multiplier TIMES the Rank you are going to.  For any spell that does damage, that rapidly outstrips the cost of raising a weapon skill.

    I personally looked at rewarding not choosing a College, but I always come back to it being a balanced system as written.  What I did was whip up 25 characters and gave them a 2 word description (ie Human Dandy, Elven Duelist, Dwarf Earth).  This way the players (who have never seen the game before) get quick balanced characters and we can jump right into the game.

    Just my 2 farthings

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    Group: dqn-list Message: 2275 From: dq@johncorey.com Date: 8/2/2005
    Subject: Re: Magic versus non-magic
    Stephen,

    I think you are correct. I think the addition of exchanging exp for stat
    points is a great one. You make a good point in showing how it can
    improve the game for beginning characters. I was merely saying that
    having MA above 5, when it is not needed for spell casting, is not a good
    allocation of stat points. If for example the player made his MA 5, and
    then cashed in one stat point for 2,500 exp, that certainly makes for a
    more powerful starting character than a character who simply has a few
    extra stat points.

    JohnC

    > There are a couple of things I considered quite extensively before I
    > began offering the characteristic point exchange for the magically
    > disinclined. The first and foremost concern was player happiness. It
    > is, after all, a game, something meant to be fun. If players feel
    > that their choice of character direction means they miss out on
    > something everyone else gets, then their enjoyment of the game is
    > lessened.
    >
    > This leads us to the second point: visual versus virtual gain. When a
    > player decides on taking a magic college, they have an immediate
    > visual gain. They get talents, spells, and rituals that they can use
    > immediately. The player who decides to not take a magic college does
    > not get this immediate visual gain. They get what I call a virtual
    > gain. The benefits are not there right away, except in a most
    > abstract way. Sure, they can use bigger and nastier weapons, but only
    > when they get experience points to buy the weapon knowledge. Sure,
    > they can take more hits and are less likely to be stunned, but if
    > there are not a great many combat situations then this will not come
    > into play. You see, it's all about perception. I can tell a player
    > "You know, those higher stats are a real benefit, you wait and see,"
    > but I know that when they see the other players able to use their
    > character creation benefit from the start, they will feel like they
    > are being short changed.
    >
    > I know that this is how some players feel, because it was the way I
    > felt when I first started playing. I had some great character
    > concepts for a daring swashbuckler type of character. I started
    > making my character, and noticed that by not taking a magic college I
    > was basically missing out on some free experience points that the
    > others were getting. I thought then, and still feel this way, that
    > the benefits of a magic college far outweigh the benefits of higher
    > characteristics. This is especially true if you are playing in a
    > short duration campaign. Playing a character for two years (for us
    > about 40 game sessions) where everyone else has benefits from the
    > start, and your benefits only kick in late in the campaign, does not
    > make the campaign as entertaining as it could be. After all, time is
    > precious and I do not want to waste it playing a character that I feel
    > is being given the short shrift.
    >
    >
    > Stephen Miller
    > Ancient Gamer and Curmudgeon
    >
    >
    >
    >
    >
    > Yahoo! Groups Links
    >
    >
    >
    >
    >
    >
    >
    Group: dqn-list Message: 2276 From: D. Cameron King Date: 8/2/2005
    Subject: Re: Magic versus non-magic
    Stephen: Just to be clear, I think the idea of allowing non-Adepts to "cash
    in" a stat point for XP is a fine one. Starting XP is one of the
    more...shall we say, "challenging"...aspects of DQ, and since you can always
    buy your stats back up later, your rule seems to me like a reasonable way of
    "taking out a loan" on future XP to gain a badly-needed immediate benefit.

    Where I don't see things the same as you, however, is on the relative value
    of stats vs. membership in a College of Magic. This is an issue that has
    been exhaustively debated here before, so I don't think there's any point in
    rehashing the whole thing, but when you factor in the low power of most DQ
    spells, unreliable cast chances, backfires, Fatigue costs, two-Pulse
    prep-and-cast times, lower Magic Resistance, and severe limitations on
    weapons and armor (did I miss anything?) *in addition* to the "opportunity
    cost" of buying up your MA--sometimes well above 15, meaning that an
    equivalent non-Adept would have even *more* than 10 additional
    Characteristic Points to spend on PS, EN, MD, AG, and/or WP--well, it's just
    clear as day to *me* that non-Adepts enjoy an immediate and not
    inconsequential advantage over Adepts.

    Yes, Adepts get "cool points" for having neat-o Talents and such. (They
    are, in fact, a kind of "munchkin trap," APPEARING--as you note--to have an
    initial superiority over non-Adepts, but actually producing very little
    benefit at a fairly high price.) And an intelligently played Adept can
    compensate for many of his disadvantages (especially with use of things like
    Ritual Spell Preparation). But in the DQ games I've played in, most players
    chose *not* to be Adepts. Maybe that's because we played long enough for
    them to recognize the "trap" for what it was; I don't really know.

    Anyway, if your solution works for you, that's great. Happy gaming!

    -Cameron

    >From: "Stephen Miller" <curmudgeon.gamer@gmail.com>
    >Reply-To: dqn-list@yahoogroups.com
    >To: dqn-list@yahoogroups.com
    >Subject: [DQN-list] Magic versus non-magic
    >Date: Tue, 02 Aug 2005 15:08:24 -0000
    >
    >There are a couple of things I considered quite extensively before I
    >began offering the characteristic point exchange for the magically
    >disinclined. The first and foremost concern was player happiness. It
    >is, after all, a game, something meant to be fun. If players feel
    >that their choice of character direction means they miss out on
    >something everyone else gets, then their enjoyment of the game is
    >lessened.
    >
    >This leads us to the second point: visual versus virtual gain. When a
    >player decides on taking a magic college, they have an immediate
    >visual gain. They get talents, spells, and rituals that they can use
    >immediately. The player who decides to not take a magic college does
    >not get this immediate visual gain. They get what I call a virtual
    >gain. The benefits are not there right away, except in a most
    >abstract way. Sure, they can use bigger and nastier weapons, but only
    >when they get experience points to buy the weapon knowledge. Sure,
    >they can take more hits and are less likely to be stunned, but if
    >there are not a great many combat situations then this will not come
    >into play. You see, it's all about perception. I can tell a player
    >"You know, those higher stats are a real benefit, you wait and see,"
    >but I know that when they see the other players able to use their
    >character creation benefit from the start, they will feel like they
    >are being short changed.
    >
    >I know that this is how some players feel, because it was the way I
    >felt when I first started playing. I had some great character
    >concepts for a daring swashbuckler type of character. I started
    >making my character, and noticed that by not taking a magic college I
    >was basically missing out on some free experience points that the
    >others were getting. I thought then, and still feel this way, that
    >the benefits of a magic college far outweigh the benefits of higher
    >characteristics. This is especially true if you are playing in a
    >short duration campaign. Playing a character for two years (for us
    >about 40 game sessions) where everyone else has benefits from the
    >start, and your benefits only kick in late in the campaign, does not
    >make the campaign as entertaining as it could be. After all, time is
    >precious and I do not want to waste it playing a character that I feel
    >is being given the short shrift.
    >
    >
    >Stephen Miller
    >Ancient Gamer and Curmudgeon
    Group: dqn-list Message: 2277 From: Martin Gallo Date: 8/2/2005
    Subject: Re: Magic versus non-magic
    This is probably a silly idea, but if I ever get to run a DQ game
    again, I plan on tieing MA to magical resistance (low MA corresponds to
    low MR) to help resolve this problem. I think 3*WP+MA was where I left
    it, but do not remember for sure.
    Group: dqn-list Message: 2278 From: Martin Gallo Date: 8/2/2005
    Subject: Re: Canonical DragonQuest Index
    Looks great!

    Has anybody provided a copy of the Dragonquester's Notebook to any of
    the lists? It sounds like they might be interesting.
    Group: dqn-list Message: 2279 From: dbarrass_2000 Date: 8/3/2005
    Subject: Re: Magic versus non-magic
    My own personal feeling is that this runs counter to DQ philosophy.
    Magic is of benefit, but also a vunrabillity. If you have the flaw of
    magical abilliy you are more suseptable to it. This modification
    would have the effect of increasing the MR of Adepts. But when it
    comes right down to it its your World and if you feel it
    counter-balances some of the weaknesses of adepts - fine

    David

    --- In dqn-list@yahoogroups.com, Martin Gallo <martimer@m...> wrote:
    > This is probably a silly idea, but if I ever get to run a DQ game
    > again, I plan on tieing MA to magical resistance (low MA corresponds to
    > low MR) to help resolve this problem. I think 3*WP+MA was where I left
    > it, but do not remember for sure.
    Group: dqn-list Message: 2280 From: Jason Honhera Date: 8/3/2005
    Subject: Re: Magic versus non-magic
    3*WP+MA would make all Magic Resists run in the 60-100% range.  This would not help Adepts, but make them weaker yet.
     
    Alby

    dbarrass_2000 <david.barrass@ed.ac.uk> wrote:
    My own personal feeling is that this runs counter to DQ philosophy.
    Magic is of benefit, but also a vunrabillity.  If you have the flaw of
    magical abilliy you are more suseptable to it.  This modification
    would have the effect of increasing the MR of Adepts.  But when it
    comes right down to it its your World and if you feel it
    counter-balances some of the weaknesses of adepts - fine

    David

    --- In dqn-list@yahoogroups.com, Martin Gallo <martimer@m...> wrote:
    > This is probably a silly idea, but if I ever get to run a DQ game
    > again, I plan on tieing MA to magical resistance (low MA corresponds to
    > low MR) to help resolve this problem. I think 3*WP+MA was where I left
    > it, but do not remember for sure.



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    Group: dqn-list Message: 2281 From: lance dyas Date: 8/3/2005
    Subject: Re: Magic versus non-magic
    Jason Honhera wrote:
    3*WP+MA would make all Magic Resists run in the 60-100% range.  This would not help Adepts, but make them weaker yet.
     
    Alby

    I vaaguely recall thinking something like 15 + 2*WP - MA
    and ignoreing the non mage bonus to magic resistance.because
    it was now governed by there lower MA...

    -- 
    Google Me at : Decision Driven Rolegaming
    
    -- Lance Dyas
    The Decision Driven Gaming Center
    "Creating a language for describing  how we do things to enable better visualization  in roleplay."
    http://www.dyasdesigns.com/roleplay
    Group: dqn-list Message: 2282 From: James Collins and/or Sarah Wood Date: 8/3/2005
    Subject: Re: Magic versus non-magic
    Hello:
     
    Dragon Magazine had "The Warrior Alternative" in issue #86. I don't have the issue in front of me, but I seem to recall that a character received a pool of experience points if he or she did not choose a school of magic.
     
    Anybody else have the article (my magazines are not currently available).
     
    Later.

    James D. Collins
    Painted Frog Productions

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    Group: dqn-list Message: 2283 From: John Rauchert Date: 8/3/2005
    Subject: Re: Magic versus non-magic
    That article and others are available in our files section:

    DragonQuestWarrior.pdf


    JohnR

    --- In dqn-list@yahoogroups.com, "James Collins and/or Sarah Wood"
    <collwood@h...> wrote:

    > Anybody else have the article (my magazines are not currently
    available).
    >  
    Group: dqn-list Message: 2284 From: Jason Honhera Date: 8/3/2005
    Subject: Re: Magic versus non-magic
    Yes,  it offered 6500 xp to be spent on traits and skills with no downside outside of giving up a College.  My experience with using it was the warrior completely dominated the game.  They hit adventurer several sessions sooner than the Adepts at which point they accelerated ahead with the higher xp awards.  We had 3 Warrior Alternatives and 2 Adepts.  Two of the warriors achieved Hero one session after the Adepts got to Adventurer.  It was bad bad bad in my experience.
     
    Alby

    James Collins and/or Sarah Wood <collwood@harborside.com> wrote:
    Hello:
     
    Dragon Magazine had "The Warrior Alternative" in issue #86. I don't have the issue in front of me, but I seem to recall that a character received a pool of experience points if he or she did not choose a school of magic.
     
    Anybody else have the article (my magazines are not currently available).
     
    Later.

    James D. Collins
    Painted Frog Productions

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    Group: dqn-list Message: 2285 From: D. Cameron King Date: 8/3/2005
    Subject: Re: Magic versus non-magic
    >Dragon Magazine had "The Warrior Alternative" in issue #86. I don't have
    >the
    >issue in front of me, but I seem to recall that a character received a pool
    >of experience points if he or she did not choose a school of magic.

    A quick word of warning about that article: IMO, the author's reasoning was
    deeply flawed. Consider the matter carefully before adopting his
    suggestions.

    -Cameron
    Group: dqn-list Message: 2286 From: rthorm Date: 8/3/2005
    Subject: Re: Canonical DragonQuest Index
    The DragonQuester's Notebook articles were reprinted in the
    DragonQuest Newsletter, over a course of a few issues. They can be
    found in the newsletter archives as follows:

    Detect Aura
    http://johnrauchert.brinkster.net/dq/archive/dqnewsletter/dqv2n7.htm

    Invested and Magic Items
    http://johnrauchert.brinkster.net/dq/archive/dqnewsletter/dqv3n5.htm

    Magic Items, Part 2
    http://johnrauchert.brinkster.net/dq/archive/dqnewsletter/dqv3n6.htm

    Constable/Detective Skill
    http://johnrauchert.brinkster.net/dq/archive/dqnewsletter/dqv3n7.htm

    Care and Feeding of Demons
    http://johnrauchert.brinkster.net/dq/archive/dqnewsletter/dqv3n10.htm

    --Rodger Thorm
    DQN editor

    --- In dqn-list@yahoogroups.com, Martin Gallo <martimer@m...> wrote:

    > Has anybody provided a copy of the Dragonquester's Notebook to
    > any of the lists? It sounds like they might be interesting.
    Group: dqn-list Message: 2287 From: dennisnordling Date: 8/3/2005
    Subject: Increasing the need for MA in all characters.
    During character generation non-magic users always placed Magical
    Aptitude (MA) at their minimum value. At first, our group believed
    that making MA useless to non-magic users was an intentional design
    concept to give character point bonuses to non-magic users. However,
    when groups play for decades thier thoughts change.

    Now our thought is that MA should effect all players in some way. Our
    choice was to modify a few of the rules concerning magical items. Now,
    the MA of the activator is used, NOT the items creator. Also the
    current conditions are applied, and NOT the conditions at the time of
    creation. Our group have always applied the conditions at time of
    activation in our game (it was too big of a loophole otherwise).

    The overall effect of this is characters with a 5 MA recieve a -10 to
    activating magical items and characters with a 25 MA recieve a +10.
    Having a -10 can make a relatively safe item cause backfires with much
    greater frequency. And backfires can cause the choice of a minimum MA
    later in a characters life to be painful.
    Group: dqn-list Message: 2288 From: D. Cameron King Date: 8/3/2005
    Subject: Re: Increasing the need for MA in all characters.
    >During character generation non-magic users always placed Magical
    >Aptitude (MA) at their minimum value. At first, our group believed
    >that making MA useless to non-magic users was an intentional design
    >concept to give character point bonuses to non-magic users. However,
    >when groups play for decades thier thoughts change.
    >
    >Now our thought is that MA should effect all players in some way.

    Okay, I've gotta ask...

    Why?

    -Cameron
    Group: dqn-list Message: 2289 From: Martin Gallo Date: 8/3/2005
    Subject: Re: Canonical DragonQuest Index
    Thank you Rodger.

    > The DragonQuester's Notebook articles were reprinted in the
    > DragonQuest Newsletter, over a course of a few issues.


    "Be who you are and say what you feel, because those who mind don't
    matter and those who matter don't mind." - Dr. Seuss

    Love is a full time job, with fringe benefits.

    "Learn from the mistakes of others. You won't live long enough to make
    them all yourself."
    Group: dqn-list Message: 2290 From: Martin Gallo Date: 8/3/2005
    Subject: Re: Increasing the need for MA in all characters.
    >> During character generation non-magic users always placed Magical
    >> Aptitude (MA) at their minimum value. At first, our group believed
    >> that making MA useless to non-magic users was an intentional design
    >> concept to give character point bonuses to non-magic users. However,
    >> when groups play for decades thier thoughts change.
    >>
    >> Now our thought is that MA should effect all players in some way.
    >
    > Okay, I've gotta ask...
    >
    > Why?

    Because I had some spare time, I was thinking about this. I think it
    boils down to a philosophy of how characteristics interact with the
    game system.

    On one extreme, picture an RPG where each characteristic is a discreet
    representation of one aspect of the character as a whole - that is to
    say that Strength represents how strong a character is physically and
    has no bearing on how tough that character is. Toughness would be a
    separate characteristic. DQ probably falls more in this category - most
    characteristics are discreet and are combined for many effects.

    On the other extreme, consider an RPG where the characteristics are
    amalgams of many traits found in a real person. In this case, Strength
    might represent how strong and how tough as well as how tall the
    character is. RPGs like the Tri-Stat system or The Fantasy Trip fall in
    to this category.

    Both systems have their merits, depending on how the rest of the system
    models things.

    I think our beloved DQ is actually more of a combination of these,
    since many of the characteristics kind of serve multiple duties,
    although it is shaded towards the discreet side. What I THINK this
    means is that a combination of characteristics applies for most derived
    characteristics. Thus something like MR would be affected by WP and MA.
    Certainly everybody's outlook and philosophy will be different. Note
    that I THINK the game was designed with all characters being spell
    caster's so the idea of non-mages seems to break the model down a bit.

    I am not making my case very well (I have a head cold so this is harder
    to put together than I would like). Please understand that I am trying
    to open a discussion rather than end one. My simple proposal has been
    shot down (probably rightfully so as presented) but I THINK the idea
    behind it (its motivation) is valid.

    If any characteristic is reduced or inflated, it should affect the rest
    of the character in some way. Each character is the sum of all of its
    parts - but I think we are focusing on just the base characteristics
    and their immediately derived values which could make the discussion
    easier. Looking at MA, which is basically a representation of how well
    a character is 'tapped in to the mana field' it makes sense that higher
    values of MA will make casting magic easier and lower MA will make it
    tougher.

    The idea behind my proposal is that a character with a higher MA will
    better understand the nature of the mana directed at him (or her) and
    be better able to 'resist' it. WP is still necessary to 'direct that
    resistance' or to be able to 'focus whatever mechanism is actually
    happening' that causes the spell to fail to take effect. It makes MR a
    more robust and involved derived characteristic as well as providing
    motivation to consider ALL the characteristics for every character
    created.

    I hate rambling so I will end this many words later than I should have.
    We are all free to play any way we wish. The game still works as
    written as near as I can tell, it is just this one odd area (non-mage
    creation) that seems to be a huge problem if not handled with a little
    care.

    Marty


    "Be who you are and say what you feel, because those who mind don't
    matter and those who matter don't mind." - Dr. Seuss

    Love is a full time job, with fringe benefits.

    "Learn from the mistakes of others. You won't live long enough to make
    them all yourself."
    Group: dqn-list Message: 2291 From: dennisnordling Date: 8/4/2005
    Subject: Re: Increasing the need for MA in all characters.
    --- In dqn-list@yahoogroups.com, "D. Cameron King" <monarchy2000@h...>
    wrote:
    > >During character generation non-magic users always placed Magical
    > >Aptitude (MA) at their minimum value. At first, our group believed
    > >that making MA useless to non-magic users was an intentional design
    > >concept to give character point bonuses to non-magic users. However,
    > >when groups play for decades thier thoughts change.
    > >
    > >Now our thought is that MA should effect all players in some way.
    >
    > Okay, I've gotta ask...
    >
    > Why?
    >
    > -Cameron


    If you mean, why over time our thoughts changed. In part it changed
    because of situations that occurred during play.

    - A player asked why would a non-magic user ever want to increase MA
    unless they wanted to become a magic user. And the answer was, they
    never would.
    - Players created invested items with the intent on having non-magic
    users activate them. This reduced the risk to the magic user for
    invested spells, with no reduction with succeess with the item.
    - All the other primary characteristics effect ALL characters in
    multiple ways.
    - Most important was we asked ourselves why should MA be only effect
    magic users and not all aspects of magic. That was the deciding
    factor, because MA should affect all aspects of magic.


    -- Dennis
    Group: dqn-list Message: 2292 From: dbarrass_2000 Date: 8/4/2005
    Subject: Re: Increasing the need for MA in all characters.
    --- In dqn-list@yahoogroups.com, Martin Gallo <martimer@m...> wrote:

    >
    >
    > I am not making my case very well (I have a head cold so this is harder
    > to put together than I would like). Please understand that I am trying
    > to open a discussion rather than end one. My simple proposal has been
    > shot down (probably rightfully so as presented) but I THINK the idea
    > behind it (its motivation) is valid.
    >
    > If any characteristic is reduced or inflated, it should affect the rest
    > of the character in some way. Each character is the sum of all of its
    > parts - but I think we are focusing on just the base characteristics
    > and their immediately derived values which could make the discussion
    > easier. Looking at MA, which is basically a representation of how well
    > a character is 'tapped in to the mana field' it makes sense that higher
    > values of MA will make casting magic easier and lower MA will make it
    > tougher.
    >
    > The idea behind my proposal is that a character with a higher MA will
    > better understand the nature of the mana directed at him (or her) and
    > be better able to 'resist' it. WP is still necessary to 'direct that
    > resistance' or to be able to 'focus whatever mechanism is actually
    > happening' that causes the spell to fail to take effect. It makes MR a
    > more robust and involved derived characteristic as well as providing
    > motivation to consider ALL the characteristics for every character
    > created.


    I hope your cold gets better soon, there's nothing worse than a summer
    cold (assuming you're Northern hemisphere)

    I would see it more as:

    If you have a reasonable MA you are a conduit for magic, this makes
    you more susceptible to magic if anything. If you become an adept you
    lower your natural barriers to magic, making you more vulnerable to
    the effects of magic

    I think the entire idea of non-magic users is that you're supposed to
    have an MA of 5 and points to spend else where. Yes it does sound
    unfair I'll admit, but then a beginning adept is pants

    David
    Group: dqn-list Message: 2293 From: D. Cameron King Date: 8/4/2005
    Subject: Re: Increasing the need for MA in all characters.
    > > >Now our thought is that MA should effect all players in some way.
    > >
    > > Why?
    >
    >If you mean, why over time our thoughts changed. In part it changed
    >because of situations that occurred during play.

    No, I meant "Why do you think MA should affect all players in some way?"
    (And just to make sure no one feels like they're under attack, I don't
    intend these questions in any nasty way.)

    >- A player asked why would a non-magic user ever want to increase MA
    >unless they wanted to become a magic user. And the answer was, they
    >never would.

    Right. Why would a paraplegic confined to a wheelchair want to buy skis
    (for himself)? They wouldn't.

    >- Players created invested items with the intent on having non-magic
    >users activate them. This reduced the risk to the magic user for
    >invested spells, with no reduction with succeess with the item.

    This seems to be one of the primary purposes of the Investment Ritual, to my
    way of thinking. But okay, I can accept a different point of view.

    >- All the other primary characteristics effect ALL characters in
    >multiple ways.

    A 5 MA has the same effect on ALL characters: they can't cast spells or
    perform minor magic very well (or in some cases, at all). That non-Adepts
    don't *care* whether they can do those things is not really the point.

    >- Most important was we asked ourselves why should MA be only effect
    >magic users and not all aspects of magic. That was the deciding
    >factor, because MA should affect all aspects of magic.

    That seems like an overly broad statement, which assumes that a high MA
    should *positively* affect "all aspects" of magic.

    For example, is Magic Resistance an "aspect of magic?" If so, then a high
    MA should increase one's MR, right? But the system clearly implies that a
    talent for magic (high MA) actually makes one more *susceptible* to magical
    influences (because non-Adepts gain a bonus to MR that Adepts do not).

    Just something to think about...

    -Cameron
    Group: dqn-list Message: 2294 From: D. Cameron King Date: 8/4/2005
    Subject: Re: Increasing the need for MA in all characters.
    >I think our beloved DQ is actually more of a combination of these, since
    >many of the characteristics kind of serve multiple duties, although it is
    >shaded towards the discreet side. What I THINK this means is that a
    >combination of characteristics applies for most derived characteristics.
    >Thus something like MR would be affected by WP and MA. Certainly
    >everybody's outlook and philosophy will be different. Note that I THINK the
    >game was designed with all characters being spell caster's so the idea of
    >non-mages seems to break the model down a bit.

    I think your premise (that DQ assumes all PCs will be spellcasters) is a
    fairly common one, but totally incorrect.

    >I am not making my case very well (I have a head cold so this is harder to
    >put together than I would like). Please understand that I am trying to open
    >a discussion rather than end one. My simple proposal has been shot down
    >(probably rightfully so as presented) but I THINK the idea behind it (its
    >motivation) is valid.

    Fair enough. I'm not trying to piss anyone off, either. :-)

    >The idea behind my proposal is that a character with a higher MA will
    >better understand the nature of the mana directed at him (or her) and be
    >better able to 'resist' it.

    The problem with this idea is that the available evidence suggests just the
    opposite--that characters with high MAs are *more* susceptible to magical
    influences *despite* (or perhaps because of) their natural affinity for
    them.

    >It makes MR a more robust and involved derived characteristic as well as
    >providing motivation to consider ALL the characteristics for every
    >character created.

    And yet, still probably not *enough* motivation to actually cause
    warrior-types to spend any Characteristic Points on their MA. (I know *I*
    wouldn't have bothered to spend any points on a stat that did nothing more
    than raise my Magic Resistance a little. Hell, I could almost never bring
    myself to spend more than 10 points on WP, and that affected my chance of
    recovering from being stunned, resisting fear, etc. *as well as* my MR!)

    >I hate rambling so I will end this many words later than I should have. We
    >are all free to play any way we wish. The game still works as written as
    >near as I can tell, it is just this one odd area (non-mage creation) that
    >seems to be a huge problem if not handled with a little care.

    Amen to playing any way we wish! ( I can't see how non-mage creation is a
    "huge problem," though.)

    -Cameron
    Group: dqn-list Message: 2295 From: Stephen Miller Date: 8/4/2005
    Subject: Weapon Descriptions
    Hey folks!
    In the small amounts of free time I seem to have recently, I have
    been editing/modifying/correcting the weapon descriptions in Edi's
    Compiled Weapons Chart. I've plunged through most of the swords and
    have begun work on the hafted weapons. When I get a section complete
    I will post the info here.

    One thing that has come up time and again is, wouldn't it be nice to
    have illustrations to go along with the written descriptions? So, I
    have begun to look for royalty free clipart and illustrations of the
    various weapons. Then it dawned on me, maybe someone has done this
    already, or has at least started it.

    So, I was wondering if anyone has a collection of clipart,
    illustrations, or photographs of any of the weapons in the Compiled
    Weapons Chart. If necessary, I can give you the edited descriptions
    and you can check and see if your items match.

    Eventually I will compile the whole work into an illustrated weapons
    guide for DragonQuest. I'll even include weapon cards with all the
    stats for a weapon and its picture all on a card you can print out.

    Well, back to the grindstone!

    Before I go, here's one of the descriptions I have completed.
    Estoc: A long, straight thrusting sword whose blade typically has a
    lozenge shaped or hexagonal cross-section, or more rarely a
    triangular one. The blade is very stiff and ideal for thrusting and
    piercing plate armor. It is generally sharpened only near the point
    and is virtually edgeless otherwise. Blade length may be up to almost
    four feet. They are used with two hands, with the second hand often
    gripping the blade, and are similar to great-swords (but are
    unrelated to later rapiers).

    Stephen Miller
    Ancient Gamer and Curmudgeon
    Group: dqn-list Message: 2296 From: John Rauchert Date: 8/4/2005
    Subject: Re: Weapon Descriptions
    I have a clip art collection take from old public domain publications.

    Usually black and white illustrations.

    Even if we can identify a weapon in a non-Royalty free source and then
    match it to another free source. This would be helpful. I am willing to
    donate webspace to put up a listing of weapons their descriptions and
    the illustrations that we do have, then everyone can contribute
    suggestions until we come up with a complete list.

    JohnR


    -----Original Message-----
    From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com] On
    Behalf Of Stephen Miller
    Sent: Thursday, August 04, 2005 1:30 PM
    To: dqn-list@yahoogroups.com
    Subject: [DQN-list] Weapon Descriptions

    Hey folks!
    In the small amounts of free time I seem to have recently, I have
    been editing/modifying/correcting the weapon descriptions in Edi's
    Compiled Weapons Chart. I've plunged through most of the swords and
    have begun work on the hafted weapons. When I get a section complete
    I will post the info here.

    One thing that has come up time and again is, wouldn't it be nice to
    have illustrations to go along with the written descriptions? So, I
    have begun to look for royalty free clipart and illustrations of the
    various weapons. Then it dawned on me, maybe someone has done this
    already, or has at least started it.

    So, I was wondering if anyone has a collection of clipart,
    illustrations, or photographs of any of the weapons in the Compiled
    Weapons Chart. If necessary, I can give you the edited descriptions
    and you can check and see if your items match.

    Eventually I will compile the whole work into an illustrated weapons
    guide for DragonQuest. I'll even include weapon cards with all the
    stats for a weapon and its picture all on a card you can print out.

    Well, back to the grindstone!

    Before I go, here's one of the descriptions I have completed.
    Estoc: A long, straight thrusting sword whose blade typically has a
    lozenge shaped or hexagonal cross-section, or more rarely a
    triangular one. The blade is very stiff and ideal for thrusting and
    piercing plate armor. It is generally sharpened only near the point
    and is virtually edgeless otherwise. Blade length may be up to almost
    four feet. They are used with two hands, with the second hand often
    gripping the blade, and are similar to great-swords (but are
    unrelated to later rapiers).

    Stephen Miller
    Ancient Gamer and Curmudgeon





    Yahoo! Groups Links
    Group: dqn-list Message: 2297 From: Esko Halttunen Date: 8/4/2005
    Subject: Re: Weapon Descriptions
    That's awesome, Stephen! Thank you! It's going to be an absolutely
    fantastic thing to get all the info correct and realistic, and I'll
    really be in your debt! If you want, you can email me directly
    [esko(dot)halttunen(at)welho(dot)com] and I can add the corrected
    descriptions to the files. When I get around to doing all the necessary
    modifications, I'll make a PDF of the Weapons & Armor Table and include
    all the appropriate credits and disclaimers etc so that we can include
    it into the DQ Canon Index.

    Edi

    Cats say hello! (This addition brought to you by my gf :-) )
    ----------------------

    Stephen Miller wrote:

    >Hey folks!
    >In the small amounts of free time I seem to have recently, I have
    >been editing/modifying/correcting the weapon descriptions in Edi's
    >Compiled Weapons Chart. I've plunged through most of the swords and
    >have begun work on the hafted weapons. When I get a section complete
    >I will post the info here.
    >
    >One thing that has come up time and again is, wouldn't it be nice to
    >have illustrations to go along with the written descriptions? So, I
    >have begun to look for royalty free clipart and illustrations of the
    >various weapons. Then it dawned on me, maybe someone has done this
    >already, or has at least started it.
    >
    >So, I was wondering if anyone has a collection of clipart,
    >illustrations, or photographs of any of the weapons in the Compiled
    >Weapons Chart. If necessary, I can give you the edited descriptions
    >and you can check and see if your items match.
    >
    >Eventually I will compile the whole work into an illustrated weapons
    >guide for DragonQuest. I'll even include weapon cards with all the
    >stats for a weapon and its picture all on a card you can print out.
    >
    >Well, back to the grindstone!
    >
    >Before I go, here's one of the descriptions I have completed.
    >Estoc: A long, straight thrusting sword whose blade typically has a
    >lozenge shaped or hexagonal cross-section, or more rarely a
    >triangular one. The blade is very stiff and ideal for thrusting and
    >piercing plate armor. It is generally sharpened only near the point
    >and is virtually edgeless otherwise. Blade length may be up to almost
    >four feet. They are used with two hands, with the second hand often
    >gripping the blade, and are similar to great-swords (but are
    >unrelated to later rapiers).
    >
    >Stephen Miller
    >Ancient Gamer and Curmudgeon
    >
    >
    >
    >
    >
    >Yahoo! Groups Links
    >
    >
    >
    >
    >
    >
    >
    >
    >
    Group: dqn-list Message: 2298 From: dbarrass_2000 Date: 8/4/2005
    Subject: Re: Weapon Descriptions
    I drew all the weapons in powerpoint (well almost all I ignored things
    like crossbows and slings). I've just posted it on the the files
    section under DQ illustrations.ppt. Its not entirely DQ it has my own
    weapons added, and it will be missing some of Esko's weapons. It does
    have the advantage that its all my (and my wife's work) and therefore
    copyright free. You are free to use/modify it under the normal DQ
    groups politenesses

    David

    PS I see we're running out of space on the files area. I'll leave it
    for a month and then remove it - OK?

    --- In dqn-list@yahoogroups.com, "Stephen Miller"
    <curmudgeon.gamer@g...> wrote:
    > Hey folks!
    > In the small amounts of free time I seem to have recently, I have
    > been editing/modifying/correcting the weapon descriptions in Edi's
    > Compiled Weapons Chart. I've plunged through most of the swords and
    > have begun work on the hafted weapons. When I get a section complete
    > I will post the info here.
    >
    > One thing that has come up time and again is, wouldn't it be nice to
    > have illustrations to go along with the written descriptions? So, I
    > have begun to look for royalty free clipart and illustrations of the
    > various weapons. Then it dawned on me, maybe someone has done this
    > already, or has at least started it.
    >
    > So, I was wondering if anyone has a collection of clipart,
    > illustrations, or photographs of any of the weapons in the Compiled
    > Weapons Chart. If necessary, I can give you the edited descriptions
    > and you can check and see if your items match.
    >
    > Eventually I will compile the whole work into an illustrated weapons
    > guide for DragonQuest. I'll even include weapon cards with all the
    > stats for a weapon and its picture all on a card you can print out.
    >
    > Well, back to the grindstone!
    >
    > Before I go, here's one of the descriptions I have completed.
    > Estoc: A long, straight thrusting sword whose blade typically has a
    > lozenge shaped or hexagonal cross-section, or more rarely a
    > triangular one. The blade is very stiff and ideal for thrusting and
    > piercing plate armor. It is generally sharpened only near the point
    > and is virtually edgeless otherwise. Blade length may be up to almost
    > four feet. They are used with two hands, with the second hand often
    > gripping the blade, and are similar to great-swords (but are
    > unrelated to later rapiers).
    >
    > Stephen Miller
    > Ancient Gamer and Curmudgeon
    Group: dqn-list Message: 2299 From: Mark D Date: 8/4/2005
    Subject: Re: Increasing the need for MA in all
    One of our DM's uses MA as the luck stat. His
    thinking is that people more in tune with magic tend
    to be luckier. I don't know if it is a good approach,
    but it certainly was used so frequently that fighters
    regretted not having a higher MA. They always seemed
    to miss out on something...like who finds something,
    winning at random games of chance, etc.

    Mark

    __________________________________________________
    Do You Yahoo!?
    Tired of spam? Yahoo! Mail has the best spam protection around
    http://mail.yahoo.com
    Group: dqn-list Message: 2300 From: John Rauchert Date: 8/4/2005
    Subject: Re: Weapon Descriptions
    I have converted the PPT into a PDF located here for those who are
    interested in viewing without PowerPoint or PowerPoint viewer:

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

    JohnR

    -----Original Message-----
    From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com] On
    Behalf Of dbarrass_2000
    Sent: Thursday, August 04, 2005 2:46 PM
    To: dqn-list@yahoogroups.com
    Subject: [DQN-list] Re: Weapon Descriptions

    I drew all the weapons in powerpoint (well almost all I ignored things
    like crossbows and slings). I've just posted it on the the files
    section under DQ illustrations.ppt. Its not entirely DQ it has my own
    weapons added, and it will be missing some of Esko's weapons. It does
    have the advantage that its all my (and my wife's work) and therefore
    copyright free. You are free to use/modify it under the normal DQ
    groups politenesses

    David

    PS I see we're running out of space on the files area. I'll leave it
    for a month and then remove it - OK?

    --- In dqn-list@yahoogroups.com, "Stephen Miller"
    <curmudgeon.gamer@g...> wrote:
    > Hey folks!
    > In the small amounts of free time I seem to have recently, I have
    > been editing/modifying/correcting the weapon descriptions in Edi's
    > Compiled Weapons Chart. I've plunged through most of the swords and
    > have begun work on the hafted weapons. When I get a section complete
    > I will post the info here.
    >
    > One thing that has come up time and again is, wouldn't it be nice to
    > have illustrations to go along with the written descriptions? So, I
    > have begun to look for royalty free clipart and illustrations of the
    > various weapons. Then it dawned on me, maybe someone has done this
    > already, or has at least started it.
    >
    > So, I was wondering if anyone has a collection of clipart,
    > illustrations, or photographs of any of the weapons in the Compiled
    > Weapons Chart. If necessary, I can give you the edited descriptions
    > and you can check and see if your items match.
    >
    > Eventually I will compile the whole work into an illustrated weapons
    > guide for DragonQuest. I'll even include weapon cards with all the
    > stats for a weapon and its picture all on a card you can print out.
    >
    > Well, back to the grindstone!
    >
    > Before I go, here's one of the descriptions I have completed.
    > Estoc: A long, straight thrusting sword whose blade typically has a
    > lozenge shaped or hexagonal cross-section, or more rarely a
    > triangular one. The blade is very stiff and ideal for thrusting and
    > piercing plate armor. It is generally sharpened only near the point
    > and is virtually edgeless otherwise. Blade length may be up to almost
    > four feet. They are used with two hands, with the second hand often
    > gripping the blade, and are similar to great-swords (but are
    > unrelated to later rapiers).
    >
    > Stephen Miller
    > Ancient Gamer and Curmudgeon





    Yahoo! Groups Links
    Group: dqn-list Message: 2301 From: Martin Gallo Date: 8/4/2005
    Subject: Re: Increasing the need for MA in all characters.
    >> The idea behind my proposal is that a character with a higher MA will
    >> better understand the nature of the mana directed at him (or her) and
    >> be
    >> better able to 'resist' it.
    >
    > The problem with this idea is that the available evidence suggests
    > just the
    > opposite--that characters with high MAs are *more* susceptible to
    > magical
    > influences *despite* (or perhaps because of) their natural affinity for
    > them.

    What evidence is that? Are we talking game play evidence, real world
    evidence or rules evidence?

    In my games, the evidence indicated that there is SOMETHING wrong with
    non-mage characters. My solution was to expand the use of the MA
    characteristic to try to balance the non-mages back into parity with
    the other characters. I have not tested this method because I am not
    actively role-playing anything.

    I have never seen a mage in the real world. Sort of makes this
    particular line of questioning rather moot. Is the game a model of some
    reality somewhere or just a figment of somebody's imagination?

    The rules, as currently written, make this whole MA thing crystal
    clear. Low MA is acceptable and has the added benefit of making the
    character less susceptible to magic. The only drawback is the potential
    for reduced healing/enhancement effectiveness. This is what made my
    last game slightly out of whack and less fun than previous games - and
    that was with one of the best groups I can recall playing with.

    Marty

    "Be who you are and say what you feel, because those who mind don't
    matter and those who matter don't mind." - Dr. Seuss

    Love is a full time job, with fringe benefits.

    "Learn from the mistakes of others. You won't live long enough to make
    them all yourself."
    Group: dqn-list Message: 2302 From: dennisnordling Date: 8/4/2005
    Subject: Re: Increasing the need for MA in all characters.
    --- In dqn-list@yahoogroups.com, "D. Cameron King"
    <monarchy2000@h...> wrote:

    > No, I meant "Why do you think MA should affect all players in
    > some way?" (And just to make sure no one feels like they're
    > under attack, I don't intend these questions in any nasty way.)

    I did not think you were attacking. I just was unsure of what your
    Why question was refering to. And my guess was wrong.


    > >- Players created invested items with the intent on having
    > > non-magic users activate them. This reduced the risk to the
    > > magic user for invested spells, with no reduction with
    > > succeess with the item.
    >
    > This seems to be one of the primary purposes of the Investment
    > Ritual, to my way of thinking. But okay, I can accept a
    > different point of view.

    Our group found that not expending Fatigue to cast a spell and the
    one pulse activation the most valuable uses for invested items. And
    obviously, my group reduced the effectiveness of having MA
    challenged characters activating magical items.


    > >- All the other primary characteristics effect ALL characters in
    > > multiple ways.
    >
    > A 5 MA has the same effect on ALL characters: they can't cast
    > spells or perform minor magic very well (or in some cases,
    > at all). That non-Adepts don't *care* whether they can do
    > those things is not really the point.

    My point here was less clear here than I intended. Characteristics
    checks are applied whenever a character is performing an action
    which require those characteristics. It is my view that MA and spell
    activations should be linked for the same reason.


    > >- Most important was we asked ourselves why should MA be only
    > > effect magic users and not all aspects of magic. That was
    > > the deciding factor, because MA should affect all aspects
    > > of magic.
    >
    > That seems like an overly broad statement, which assumes that
    > a high MA should *positively* affect "all aspects" of magic.
    >
    > For example, is Magic Resistance an "aspect of magic?" If so,
    > then a high MA should increase one's MR, right? But the system
    > clearly implies that a talent for magic (high MA) actually makes
    > one more *susceptible* to magical influences (because non-Adepts
    > gain a bonus to MR that Adepts do not).

    Yes, it was an overly broad statement. And I did not intend that a
    high MA should affect Magic Resistance. In an attempt to narrow my
    statement I would state that MA should come into play whenever a
    character is channeling mana (and I would include activating spells).

    I am aware that triggering Wards and magical traps or drinking
    alchemical potions might fall into the realm of activating spells
    (or channeling mana). But here I am less comfortable with the
    concept. It could be argued that wards, magical traps and alchemical
    potions are a varient of invested spells, and I would have a
    difficult time countering that arguement.

    For a simple argument I would say that the Ward and Trap are
    different than invested items; not becuase I can give any concrete
    reasoning showing a differance, but because the game balance would
    suffer if high MA characters suffer for their choice of having a
    high MA (mage or not). As for Potions I am unsure if MA should or
    should come into play. Truth be told, no alchemist, in our group, in
    all the years of play has ever in combination with a mage created
    magical potions. Invested items are cheaper.

    However, players of non-magic using characters choose to be less
    connected to magic by choosing a low MA. The character being less
    connected to the mana flow increases their magical resistance
    overall by 20. Does it make sense that a character with an MA of 5
    should do as well as the same mage (with an MA of 25) who created
    the item?

    -- Dennis
    Group: dqn-list Message: 2303 From: Jeffery K. McGonagill Date: 8/4/2005
    Subject: Re: Increasing the need for MA in all characters.
    That would be rules evidence.  Non-mages MR is WP+20, mages MR is WP + 5 per hour spent in Purification, maximum of three hours, so WP+15 at most, for at most 30 hours at Rank 0. 
     
    I personally don't see anything wrong with non-mage characters.  Could you please elaborate what was wrong with non-mage characters in your games?  I don't understand what you mean by reduced healing/enhancement effectiveness.
     
    ~Jeffery~
     

    What evidence is that? Are we talking game play evidence, real world evidence or rules evidence?

    In my games, the evidence indicated that there is SOMETHING wrong with non-mage characters. My solution was to expand the use of the MA characteristic to try to balance the non-mages back into parity with the other characters. I have not tested this method because I am not actively role-playing anything.

    I have never seen a mage in the real world. Sort of makes this particular line of questioning rather moot. Is the game a model of some reality somewhere or just a figment of somebody's imagination?

    The rules, as currently written, make this whole MA thing crystal clear. Low MA is acceptable and has the added benefit of making the character less susceptible to magic. The only drawback is the potential for reduced healing/enhancement effectiveness. This is what made my last game slightly out of whack and less fun than previous games - and that was with one of the best groups I can recall playing with.

    Marty

    "Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind." - Dr. Seuss

    Love is a full time job, with fringe benefits.

    "Learn from the mistakes of others. You won't live long enough to make them all yourself."
    Group: dqn-list Message: 2304 From: Paul Ferraro Date: 8/5/2005
    Subject: Re: Increasing the need for MA in all characters.
    > That would be rules evidence. Non-mages MR is WP+20, mages MR is WP +
    > 5 per hour spent in Purification, maximum of three hours, so WP+15 at
    > most, for at most 30 hours at Rank 0.

    Don't forget the following:

    [31.4] The following modifications affect
    a character's Magic Resistance by the
    numbers shown:

    Target and Caster are of the
    same Branch of Magic + 15

    Target and Caster are of opposed
    Branches of Magic (see 34.1) - 15

    Target is not a member of any
    college of magic + 20

    Target is under protection of
    counterspell affecting spell + 30*

    Caster chooses to decrease target
    character's Magic Resistance as
    per 204.2 - 20

    Target is standing on consecrated
    ground + 50

    *Plus 3 per Rank


    In all the time I ran a DQ campaign, no one complained about any imbalance
    for magic users. To be sure the magic users were protected (physically)
    at first, but after the characters grew in experience, things balanced out
    well IMHO, particularly once the mages utilized the investment ritual.

    Leading the life of the 'physical' in DQ is no panacea. The thing I like
    about the combat system was that ANY charactyer, no matter how powerful,
    could fall. And lucky shots such as that happened.
    Group: dqn-list Message: 2305 From: Martin Gallo Date: 8/5/2005
    Subject: Re: Increasing the need for MA in all characters.
    > That would be rules evidence.  Non-mages MR is WP+20, mages MR is WP +
    > 5 per hour spent in Purification, maximum of three hours, so WP+15 at
    > most, for at most 30 hours at Rank 0. 
    >  
    > I personally don't see anything wrong with non-mage characters.  Could
    > you please elaborate what was wrong with non-mage characters in your
    > games?  I don't understand what you mean by reduced
    > healing/enhancement effectiveness.

    What happened in the game with one non-mage is that the non-mage
    imbalanced most encounters. The mage types were not very effective in
    any combat that posed anything remotely resembling a challenge to the
    non-mage. Admittedly it has been a LOT of years since this happened and
    I have probably forgotten most of the actual details. We used that 6500
    EXP bonus to character creation method which may have (probably did)
    contribute to the problem.

    The healing thing is about the non-mages natural 'resistance' to
    healing magic based on a potentially higher WP/MR.

    Given that I am not active in any DQ game, I should probably bow down
    to the superior knowledge of the rules that the rest of you (active)
    players possess. My proposal was just a thought brought about by
    memories of a problem that happened many years ago and is partly to
    mostly shrouded in the veils of lost youth (definitely not wasted
    youth, just no longer here that I can find without new glasses). I even
    screwed up the MR formula!

    I do still like the idea of MR being tied to some combination of WP and
    MA, though. It appeals to my sense of what reality could have been if
    the universe had followed a slightly more consistent and rationale set
    of creation laws. If I ever get to play again...

    I envy those of you actually playing!

    "Be who you are and say what you feel, because those who mind don't
    matter and those who matter don't mind." - Dr. Seuss

    Love is a full time job, with fringe benefits.

    "Learn from the mistakes of others. You won't live long enough to make
    them all yourself."
    Group: dqn-list Message: 2306 From: rthorm Date: 8/5/2005
    Subject: Re: Weapon Descriptions
    --- In dqn-list@yahoogroups.com, "Stephen Miller"
    <curmudgeon.gamer@g...> wrote:

    > One thing that has come up time and again is, wouldn't it be nice
    to
    > have illustrations to go along with the written descriptions? So,
    I
    > have begun to look for royalty free clipart and illustrations of
    the
    > various weapons. Then it dawned on me, maybe someone has done this
    > already, or has at least started it.

    Steve (and anyone else interested),

    You are right about there being some material already there. Have a
    look at the image files in this group's Files. The subdirectory is
    Archive/WeaponCards. Or, for a single page that shows all:
    http://games.groups.yahoo.com/group/dqn-list/files
    /Archive/WeaponCards/Weapons.html

    These were scanned out of an old issue of Ares, and while not public
    domain images, properly speaking, they've been around here for a while
    and they do come from SPI. I think these were part of the information
    in the Arena of Death issue. They're certainly close, if not the
    exact research the combat system designers were working with when they
    were putting the game together.

    I'd also add my own willingness to try to contribute some drawings if
    there are source images I can work from.

    --Rodger
    Group: dqn-list Message: 2307 From: igmod@comcast.net Date: 8/5/2005
    Subject: Re: Increasing the need for MA in all characters.
     
    If I'm understanding what you are saying correctly, the non-mage doesn't have to resist a spell if he doesn't want to.  It is an option at the time the spell is cast.
     
    As for the combat situation, that is why you want a combination of non-mage/mage players.  The non-mage protects the mage, who, once they are experienced, can deal out more damage than the non-mage.
     
    The jack-of-all-trades type is what my experienced players tend to go for, if starting characteristic points allow it, though it takes them longer to be more effective.
     
    ~Jeffery~
    > What happened in the game with one non-mage is that the non-mage
    > imbalanced most encounters. The mage types were not very effective in
    > any combat that posed anything remotely resembling a challenge to the
    > non-mage. Admittedly it has been a LOT of years since this happened
    > and I have probably forgotten most of the actual details. We used that
    > 6500 EXP bonus to character creation method which may have (probably
    > did) contribute to the problem.
    >
    >
    > The healing thing is about the non-mages natural 'resistance' to
    > healing magic based on a potentially higher WP/MR.
    >
    >
    > Given that I am not active in any DQ game, I should probably bow down
    > to the superior knowledge of the rules that the rest of you (active)
    > players possess. My proposal was just a thought brought about by
    > memories of a problem that happened many years ago and is partly to
    > mostly shrouded in the veils of lost youth (definitely not wasted
    > youth, just no longer here that I can find without new glasses). I
    > even screwed up the MR formula!
    >
    >
    > I do still like the idea of MR being tied to some combination of WP
    > and MA, though. It appeals to my sense of what reality could have been
    > if the universe had followed a slightly more consistent and rationale
    > set of creation laws. If I ever get to play again...
    >
    >
    > I envy those of you actually playing!
    >
    >
    > Helvetica "Be who you are and
    > say what you feel, because those who mind don't matter and those who
    > matter don't mind." - Dr. Seuss
    >
    >
    > Love is a full time job, with fringe benefits.
    >
    >
    > "Learn from the mistakes of others. You won't live long enough to make
    > them all yourself."
    >
    >
    Group: dqn-list Message: 2308 From: Stephen Miller Date: 8/5/2005
    Subject: Re: Weapon Descriptions
    --- In dqn-list@yahoogroups.com, "rthorm" <rthorm@c...> wrote:
    > Steve (and anyone else interested),

    Sorry to be picky about this, but it's Stephen. Never have been over
    fond of "Steve."

    > You are right about there being some material already there. Have a
    > look at the image files in this group's Files.

    I saw those, which sort of gave me the whole idea for this in the first
    place. Since the scans, and quite possibly the original art, are not
    the best I was hoping to find new art to use. I am going to dig out my
    Dover Publications books of clipart and see what I can find there, plus
    we have several volunteers (including yourself) who are willing to do
    drawings.

    My contribution to this will, most likely, come in October, when I have
    some free time to finish up the descriptions. I will be posting what I
    currently have, and possibly include some links to photographs of
    various weapons. If I have a little time over the weekend I will try
    and do that. No promises, as it is my last free weekend before I start
    performing at the Minnesota Renaissance Festival.

    Stephen Miller
    Ancient Gamer and Curmudgeon