Messages in dqn-list group. Page 47 of 80.

Group: dqn-list Message: 2309 From: Stephen Miller Date: 8/5/2005
Subject: Re: Weapon Descriptions
Group: dqn-list Message: 2310 From: J. K. Hoffman Date: 8/5/2005
Subject: Re: Weapon Descriptions
Group: dqn-list Message: 2311 From: John Rauchert Date: 8/5/2005
Subject: Re: Weapon Descriptions
Group: dqn-list Message: 2312 From: Roz Noz Date: 8/5/2005
Subject: Re: Increasing the need for MA in all characters.
Group: dqn-list Message: 2313 From: D. Cameron King Date: 8/5/2005
Subject: Re: Increasing the need for MA in all characters.
Group: dqn-list Message: 2314 From: darkislephil Date: 8/5/2005
Subject: Re: Digest Number 411: replies to messages 5 & 7
Group: dqn-list Message: 2315 From: darkislephil Date: 8/5/2005
Subject: Re: Magic versus non-magic
Group: dqn-list Message: 2316 From: darkislephil Date: 8/5/2005
Subject: Re: Increasing the need for MA in all characters.
Group: dqn-list Message: 2317 From: Roz Noz Date: 8/5/2005
Subject: Re: Increasing the need for MA in all characters.
Group: dqn-list Message: 2318 From: igmod@comcast.net Date: 8/5/2005
Subject: Re: Increasing the need for MA in all characters.
Group: dqn-list Message: 2319 From: darkislephil Date: 8/5/2005
Subject: Re: Increasing the need for MA in all characters.
Group: dqn-list Message: 2320 From: J. Corey Date: 8/7/2005
Subject: Re: Increasing the need for MA in all characters.
Group: dqn-list Message: 2321 From: Davis, John R Date: 8/8/2005
Subject: Re: Characteristic Points
Group: dqn-list Message: 2322 From: dq@johncorey.com Date: 8/8/2005
Subject: Re: Characteristic Points
Group: dqn-list Message: 2323 From: Davis, John R Date: 8/8/2005
Subject: Re: Characteristic Points
Group: dqn-list Message: 2324 From: Mark D Date: 8/8/2005
Subject: Re: playing
Group: dqn-list Message: 2325 From: Roz Noz Date: 8/9/2005
Subject: Re: Characteristic Points
Group: dqn-list Message: 2326 From: dq@johncorey.com Date: 8/9/2005
Subject: Re: Characteristic Points
Group: dqn-list Message: 2327 From: Roz Noz Date: 8/9/2005
Subject: Re: Characteristic Points
Group: dqn-list Message: 2328 From: Martin Gallo Date: 8/9/2005
Subject: Re: Characteristic Points
Group: dqn-list Message: 2329 From: darkislephil Date: 8/12/2005
Subject: Anybody using Inspiration Pad Pro?
Group: dqn-list Message: 2330 From: dbarrass_2000 Date: 8/18/2005
Subject: Re: Anybody using Inspiration Pad Pro?
Group: dqn-list Message: 2331 From: darkislephil Date: 8/18/2005
Subject: Re: Anybody using Inspiration Pad Pro?
Group: dqn-list Message: 2332 From: Anthony N. Emmel Date: 9/6/2005
Subject: Re: Magic versus non-magic
Group: dqn-list Message: 2333 From: darkislephil Date: 9/9/2005
Subject: Re: Magic versus non-magic
Group: dqn-list Message: 2334 From: David Chappell Date: 9/14/2005
Subject: Re: Player Races
Group: dqn-list Message: 2335 From: David Chappell Date: 9/14/2005
Subject: Re: Player Races
Group: dqn-list Message: 2336 From: David Chappell Date: 9/14/2005
Subject: Re: Magic versus non-magic
Group: dqn-list Message: 2337 From: David Chappell Date: 9/14/2005
Subject: Re: Characteristic Points
Group: dqn-list Message: 2338 From: davis john Date: 9/15/2005
Subject: Re: Player Races
Group: dqn-list Message: 2339 From: Greg Walters Date: 9/25/2005
Subject: GenConSoCal
Group: dqn-list Message: 2340 From: Lev Lafayette Date: 9/27/2005
Subject: It *must* have been done before, right?
Group: dqn-list Message: 2341 From: Jeffery K. McGonagill Date: 9/28/2005
Subject: Re: It *must* have been done before, right?
Group: dqn-list Message: 2342 From: caliban331 Date: 10/3/2005
Subject: New Member and on-line gaming
Group: dqn-list Message: 2343 From: Jeffery K. McGonagill Date: 10/3/2005
Subject: Re: New Member and on-line gaming
Group: dqn-list Message: 2344 From: caliban331 Date: 10/4/2005
Subject: Re: New Member and on-line gaming
Group: dqn-list Message: 2345 From: Jason Honhera Date: 10/4/2005
Subject: Re: New Member and on-line gaming
Group: dqn-list Message: 2346 From: Bigbadbobo@aol.com Date: 10/4/2005
Subject: Re: New Member and on-line gaming
Group: dqn-list Message: 2347 From: Jeffery K. McGonagill Date: 10/4/2005
Subject: Re: New Member and on-line gaming
Group: dqn-list Message: 2348 From: Jeffery K. McGonagill Date: 10/4/2005
Subject: Re: New Member and on-line gaming
Group: dqn-list Message: 2349 From: caliban331 Date: 10/4/2005
Subject: Re: New Member and on-line gaming
Group: dqn-list Message: 2350 From: igmod@comcast.net Date: 10/4/2005
Subject: Re: New Member and on-line gaming
Group: dqn-list Message: 2351 From: igmod@comcast.net Date: 10/4/2005
Subject: Re: New Member and on-line gaming
Group: dqn-list Message: 2352 From: Bigbadbobo@aol.com Date: 10/4/2005
Subject: Re: New Member and on-line gaming
Group: dqn-list Message: 2353 From: caliban331 Date: 10/4/2005
Subject: Re: New Member and on-line gaming
Group: dqn-list Message: 2354 From: caliban331 Date: 10/4/2005
Subject: most approved version
Group: dqn-list Message: 2355 From: igmod@comcast.net Date: 10/4/2005
Subject: Re: most approved version
Group: dqn-list Message: 2356 From: Edi Date: 10/4/2005
Subject: Re: most approved version
Group: dqn-list Message: 2357 From: caliban331 Date: 10/5/2005
Subject: Re: most approved version
Group: dqn-list Message: 2358 From: Jason Honhera Date: 10/5/2005
Subject: Re: most approved version



Group: dqn-list Message: 2309 From: Stephen Miller Date: 8/5/2005
Subject: Re: Weapon Descriptions
While I am thinking of it, are there any weapons people would like to
see added that are not currently there? I am going to add a couple
that I have used in the past if I can find my writeups, but I am sure
that some of you out there have some you would like to add. Perhaps
weapons from your region of the world, or something particularly
unusual, or something from popular media.

Back in the 80s I managed to get my hands on a book called "A
Glossary of the Construction, Decoration, and Use of Arms and Armor
in all Times and in all Places." I rather cocky title, but it had
great pictures of all sorts of weapons I had never seen before. One
caught my eye because of claims made about it. It is a weapon called
a chakram. Boy, was I surprised to see it crop up years later in the
show Xena: Warrior Princess! The claim was that this weapon could be
hurled over 100 yards and still cut through 3/4-inch green bamboo.
That's impressive! The author also said that the weapon was twirled
around the finger very quickly before it was released, not thrown
like a frisbee.

Anyway, I made up stats for it and will post it here shortly. It
would not be hard to come up with stats for other weapons, and who
knows, maybe we'll find something new and interesting.

Stephen Miller
Ancient Gamer and Curmudgeon
Group: dqn-list Message: 2310 From: J. K. Hoffman Date: 8/5/2005
Subject: Re: Weapon Descriptions
Yeah, now that you mention it. I'd love to see a collection of
stats for any and all Asian weapons you might be able to do up
accurately. I'd be especially interested in Tokugawa era Japan
and the Tang dynasty in China. I've always wanted to do up a
"world setting" for DQ that was Asian focused. We've talked
about it here, from time to time, and it's one of those pesky
ideas that I just can't seem to get out of my head!

Thanks,
Jim

--- Original Message ---
From: "Stephen Miller" <curmudgeon.gamer@gmail.com>
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Re: Weapon Descriptions

>While I am thinking of it, are there any weapons people would
like to
>see added that are not currently there? I am going to add a couple
>that I have used in the past if I can find my writeups, but I am
sure
>that some of you out there have some you would like to add.
Perhaps
>weapons from your region of the world, or something particularly
>unusual, or something from popular media.
>
>Back in the 80s I managed to get my hands on a book called "A
>Glossary of the Construction, Decoration, and Use of Arms and Armor
>in all Times and in all Places." I rather cocky title, but it had
>great pictures of all sorts of weapons I had never seen before.
One
>caught my eye because of claims made about it. It is a weapon
called
>a chakram. Boy, was I surprised to see it crop up years later
in the
>show Xena: Warrior Princess! The claim was that this weapon
could be
>hurled over 100 yards and still cut through 3/4-inch green bamboo.
>That's impressive! The author also said that the weapon was
twirled
>around the finger very quickly before it was released, not thrown
>like a frisbee.
>
>Anyway, I made up stats for it and will post it here shortly. It
>would not be hard to come up with stats for other weapons, and who
>knows, maybe we'll find something new and interesting.
>
>Stephen Miller
>Ancient Gamer and Curmudgeon
>
>
>
>
>
>Yahoo! Groups Links
>
>
>
>
>
>

--
"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: 2311 From: John Rauchert Date: 8/5/2005
Subject: Re: Weapon Descriptions
The clipart that I have on CD is a series like Dover also you can buy
the Dover Arms and Armor book on CD

http://store.doverpublications.com/0486995992.html

I will look it up when I get home and let you know what is contained in
it.

JohnR

-----Original Message-----
From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com] On
Behalf Of Stephen Miller
Sent: Friday, August 05, 2005 12:38 PM
To: dqn-list@yahoogroups.com
Subject: [DQN-list] 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






Yahoo! Groups Links
Group: dqn-list Message: 2312 From: Roz Noz Date: 8/5/2005
Subject: Re: Increasing the need for MA in all characters.
I was falling squarely on the side of hte "leave MA out of it" until I read this argument.  Now I agree wholeheartedly that if a character is attempting to unleash the magic invested in an object, that character is indeed attempting to channel magic himself and his own MA should somehow apply.  It shouldn't entirely negate the MA of the mage who invested the object, but certainly someone with an MA of 5 would be less successful at being able to channel the magic necessary to activate the stored magic than someone with a 25 MA.  IMHO, of course.
 
It's like riding a well-built bike racing bike vs riding an ancient Schwinn; sure Lance's tour de France bike is going to give the rider an advantage over the poor slob on the one-speed schwinn when they're climbing through the alps.  Armstrong is the guy on the Schwinn, well, he's got a lot more aptitude for climbing those Alps than the rest of us (assuming Eddie Merckx isn't a member of this group), and he's going to do a much better job despite the quality of his bike.
 
Bill

dennisnordling <d.nordling@adelphia.net> wrote:
--- 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



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Group: dqn-list Message: 2313 From: D. Cameron King Date: 8/5/2005
Subject: Re: Increasing the need for MA in all characters.
>I was falling squarely on the side of hte "leave MA out of it" until I read
>this argument. Now I agree wholeheartedly that if a character is
>attempting to unleash the magic invested in an object, that character is
>indeed attempting to channel magic himself and his own MA should somehow
>apply.


Maybe. Maybe not. It really depends on how you imagine the magic working.
If all that's required to activate an Invested item is say, pointing a wand
and uttering a command word, then there's no reason why MA should matter.
If, on the other hand, you have to somehow "channel magic" yourself, then
sure, MA would be an appropriate characteristic to base that on.

The real question, IMO, is why does anyone feel the need to take away the
single greatest advantage non-Adepts have over Adepts (i.e., that they don't
have to spend as many Characteristic Points on one of their primary stats)?
Especially given that many people have expressed the opinion that Adepts are
superior to non-Adepts even *with* that advantage?

I dunno. I'm just firmly in the "If it ain't broke, don't fix it" camp.
And so far no one has even come close to convincing me that it's broke.

-Cameron
Group: dqn-list Message: 2314 From: darkislephil Date: 8/5/2005
Subject: Re: Digest Number 411: replies to messages 5 & 7
--- In dqn-list@yahoogroups.com, Jason Honhera <albavar@y...> wrote:
> I've never run across that interpretation. That would
> lead to a spectre inflicting as much as 20 Endurance in one
> round or more! That is a death (and a new spectre) every pulse...
> nonononono I have always figured it was the direct flesh to
> ectoplasm contact that chilled you right to the soul...

Well FWIW, designers David Ritchie and Chris Klug {another one of
those things you responded to many years ago Chris} both confirmed
that the special damage of Greater Undead was done whether you hit
them or they hit you. Greater Undead are absolutely deadly.

In my games I ruled that true magic weapons would protect the wielder.
Weapons temporarily enchanted from spells did not.


> "D. Cameron King" <monarchy2000@h...> wrote:>It was unclear to me
based upon reading your anecdote.
> >Do you mean to say that they ran up to attack the
> >spectre and then the spectre struck each of them for a
> >lifedrain attack or did the lifedrain attack channel
> >thru their own magic weapons merely because they
> >struck the Spectre??
>
> The latter is how we always interpreted the rules on life-draining:
> "Whenever a character strikes or is struck by a [whatever], the
contact does
> [X] damage." And yes, that always seemed unfairly harsh to me.
>
> -Cameron
>
>
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Group: dqn-list Message: 2315 From: darkislephil Date: 8/5/2005
Subject: Re: Magic versus non-magic
--- In dqn-list@yahoogroups.com, Jason Honhera <albavar@y...> wrote:
> 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.

While I agree with the general sentiment that starting mages are next
to useless I wanted to point out that while they may be doing less
than a die of damage it isn't absorbed by armor. So assuming that
they can actually cast a spell that does damage they quite probably
will do more damage than a character with a sword. At least every
other round until they go blind, deaf and forget everything. :)
Group: dqn-list Message: 2316 From: darkislephil Date: 8/5/2005
Subject: Re: Increasing the need for MA in all characters.
I'll throw my 2 cents in on this as well.

In my games invested items don't require any magic channeling on the
part of the wielder. A wand invested with starfire goes boom when you
say the trigger word or phrase.

However I do use MA as a characters _awareness_ of magic. Sort of
like perception but pertaining specifically to magic. If a character
picks up an enchanted item and I let them roll under MA to recognize
that it is magic. Typical fighter has 5% chance while the mage is
going to have 15-25%.

Phil
Group: dqn-list Message: 2317 From: Roz Noz Date: 8/5/2005
Subject: Re: Increasing the need for MA in all characters.
I would agree, assuming the starfire goes boom either on the object itself or on some predetermined target established by the investor -- for example, 50' in front of the invested article.  In order for the activator to direct the starfire to a target of his own choosing, I would argue that he is channeling magic and his MA would therefore somehow come into play.
 
Don't get me wrong, I agree that not wasting characteristic points on MA is a worthy advantage to non-adepts and I wouldn't argue that anyone should alter the rules of their game.  I doubt I will, if I ever get a chance to play again.  I'm just arguing on a theoretical level; based on my understanding of DQ magic, this point just really seems to make sense. 
 
Whether or not any debate about the mechanics of magic can be argued using logic is perhaps the root of yet another discussion.
 
Bill

darkislephil <darkislephil@yahoo.com> wrote:
I'll throw my 2 cents in on this as well.

In my games invested items don't require any magic channeling on the
part of the wielder.  A wand invested with starfire goes boom when you
say the trigger word or phrase.



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Group: dqn-list Message: 2318 From: igmod@comcast.net Date: 8/5/2005
Subject: Re: Increasing the need for MA in all characters.
 
I see it as similar to a gun, you point and shoot.  I don't have to be an expert in gun design or chemistry to use it, I just have to have a decent aim to get my target.
 
~Jeffery~
I would agree, assuming the starfire goes boom either on the object itself or on some predetermined target established by the investor -- for example, 50' in front of the invested article.  In order for the activator to direct the starfire to a target of his own choosing, I would argue that he is channeling magic and his MA would therefore somehow come into play.
 
Don't get me wrong, I agree that not wasting characteristic points on MA is a worthy advantage to non-adepts and I wouldn't argue that anyone should alter the rules of their game.  I doubt I will, if I ever get a chance to play again.  I'm just arguing on a theoretical level; based on my understanding of DQ magic, this point just really seems to make sense. 
 
Whether or not any debate about the mechanics of magic can be argued using logic is perhaps the root of yet another discussion.
 
Bill

darkislephil <darkislephil@yahoo.com> wrote:
I'll throw my 2 cents in on this as well.

In my games invested items don't require any magic channeling on the
part of the wielder.  A wand invested with starfire goes boom when you
say the trigger word or phrase.



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Group: dqn-list Message: 2319 From: darkislephil Date: 8/5/2005
Subject: Re: Increasing the need for MA in all characters.
--- In dqn-list@yahoogroups.com, Roz Noz <roznoz@y...> wrote:
> ... In order for the activator to direct the starfire to a
> target of his own choosing, I would argue that he is
> channeling magic and his MA would therefore somehow come
> into play.

Well, you could say that the wielder isn't channeling so much as
providing an input. Merely setting a parameter or filling in a
variable. The "work" of the spell was done at investment time and
part of the investment process is to create the "links" within the
item such the the wielder's intentions - Blast that orc over there -
are picked up by the item. IMO this would still require some MA on
the part of the wielder but all the sentient beings in DQ have at
least a couple points.

> Whether or not any debate about the mechanics of magic can
> be argued using logic is perhaps the root of yet another
> discussion.

Well there is that. :) This gets back to having a self-consistent
game setting where there are rules for the way magic behaves.

--Phil
Group: dqn-list Message: 2320 From: J. Corey Date: 8/7/2005
Subject: Re: Increasing the need for MA in all characters.
>
> Well, you could say that the wielder isn't channeling so much as
> providing an input. Merely setting a parameter or filling in a
> variable. The "work" of the spell was done at investment time and
> part of the investment process is to create the "links" within the
> item such the the wielder's intentions - Blast that orc over there -
> are picked up by the item. IMO this would still require some MA on
> the part of the wielder but all the sentient beings in DQ have at
> least a couple points.

Well, you could easily graft this into the existing rules. For
example, what if you had a magic item spell failure chance? For
every point below 15, the item would have a 1% (or 2%) chance of
failure? So a non-mage with an MA of 5 would have a 10% (or 20%)
chance of failure, and the invested sepll is wasted.

If you wanted to introduce that kind of system that is.
Group: dqn-list Message: 2321 From: Davis, John R Date: 8/8/2005
Subject: Re: Characteristic Points
Kinda like the idea off being able to cash in characteristic points (CPs)on creation for xp (i.e in the characters adolosence his lack off natural talent, from 'low' stats, is balanced by his hard learning and experience as such a hard upbringing).

The xp cost needs to balanced though.

The amount of CP you start with is based on one dice roll and if this roll is very good you may well be able to start with a stack of 18 and 19 in stats and have spare to cash in for xp. I think you'd need a sliding scale for CP handed back compared to what you started with (isnt their a difference of around 15 or so in the number of CP's you can start with?).

Im tempted to use it when we roll up for my new DQmajesty campaign but im thinking around only 250-500xp per CP handed in. Hmm, will give it more thought

JohnD


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Group: dqn-list Message: 2322 From: dq@johncorey.com Date: 8/8/2005
Subject: Re: Characteristic Points
Another solution would be to allow only 1 or 2 points to be trader in.
JohnC
>
> Im tempted to use it when we roll up for my new DQmajesty campaign but im
> thinking around only 250-500xp per CP handed in. Hmm, will give it more
> thought
>
> JohnD
>
>
Group: dqn-list Message: 2323 From: Davis, John R Date: 8/8/2005
Subject: Re: Characteristic Points
good point

what about trading in CP to raise perception? Even with 8 PC at the start trying to percieve a fairly mundane event (ie to roll under 5 x PC) is still more likley to fail.

1 CP be equal to 2 PC at the start?

JohnD

-----Original Message-----
From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com]On
Behalf Of dq@johncorey.com
Sent: 08 August 2005 14:53
To: dqn-list@yahoogroups.com
Cc: dqn-list@yahoogroups.com
Subject: RE: [DQN-list] Re: Characteristic Points


Another solution would be to allow only 1 or 2 points to be trader in.
JohnC
>
> Im tempted to use it when we roll up for my new DQmajesty campaign but im
> thinking around only 250-500xp per CP handed in. Hmm, will give it more
> thought
>
> JohnD
>
>



Yahoo! Groups Links








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Group: dqn-list Message: 2324 From: Mark D Date: 8/8/2005
Subject: Re: playing
Reading all that many of you have to comment about not
having time to play, etc, I am reminded how lucky I am
to have both a wife that allows me away time to play
and a consistant group over the last 12 years.

My group, over this past weekend (wife was away with
the kids) played marathon sessions that garnered us a
total of 31 hours of gaming time. And no, we didn't
get much sleep.

As I was packing up to go home, we all shared a
collective thought, reminding ourselves that the
weekend had been like the days of old and it had
briefly made us feel like 20 year olds again. But the
exit door was like a portal back to reality and the
drive home was a confluence of thoughts about all my
unfinished work at home.

We all should be blessed with opportunities like
this...Here's hoping you all get yours.

Mark

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Group: dqn-list Message: 2325 From: Roz Noz Date: 8/9/2005
Subject: Re: Characteristic Points
I'm wondering if anyone has ever allowed non-adepts to set their MA below 5; say at 1 or even 0?  Freeing up another 4-5 points to spread around seems like it would offer more significant advantage to non-adepts for those who feel that they are under-rewarded.  If you chose to add those extra points straight to endurance, we'd all have gotten to know some of our characters a lot better before we had to eulogize them.
 
Bill


"Davis, John R" <jrda@bgs.ac.uk> wrote:
good point

what about trading in CP to raise perception? Even with 8 PC at the start trying to percieve a fairly mundane event (ie to roll under 5 x PC) is still more likley to fail.

1 CP be equal to 2 PC at the start?

JohnD

-----Original Message-----
From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com]On
Behalf Of dq@johncorey.com
Sent: 08 August 2005 14:53
To: dqn-list@yahoogroups.com
Cc: dqn-list@yahoogroups.com
Subject: RE: [DQN-list] Re: Characteristic Points


Another solution would be to allow only 1 or 2 points to be trader in.
JohnC
>
> Im tempted to use it when we roll up for my new DQmajesty campaign but im
> thinking around only 250-500xp per CP handed in. Hmm, will give it more
> thought
>
> JohnD
>
>



Yahoo! Groups Links








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Group: dqn-list Message: 2326 From: dq@johncorey.com Date: 8/9/2005
Subject: Re: Characteristic Points
I was simply going by the rule that 5 is the minimum for any
characteristic. Am i quoting that rule correctly?

JohnC

> I'm wondering if anyone has ever allowed non-adepts to set their MA below
> 5; say at 1 or even 0? Freeing up another 4-5 points to spread around
> seems like it would offer more significant advantage to non-adepts for
> those who feel that they are under-rewarded. If you chose to add those
> extra points straight to endurance, we'd all have gotten to know some of
> our characters a lot better before we had to eulogize them.
>
> Bill
>
>
> "Davis, John R" <jrda@bgs.ac.uk> wrote:
> good point
>
> what about trading in CP to raise perception? Even with 8 PC at the start
> trying to percieve a fairly mundane event (ie to roll under 5 x PC) is
> still more likley to fail.
>
> 1 CP be equal to 2 PC at the start?
>
> JohnD
>
> -----Original Message-----
> From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com]On
> Behalf Of dq@johncorey.com
> Sent: 08 August 2005 14:53
> To: dqn-list@yahoogroups.com
> Cc: dqn-list@yahoogroups.com
> Subject: RE: [DQN-list] Re: Characteristic Points
>
>
> Another solution would be to allow only 1 or 2 points to be trader in.
> JohnC
>>
>> Im tempted to use it when we roll up for my new DQmajesty campaign but
>> im
>> thinking around only 250-500xp per CP handed in. Hmm, will give it more
>> thought
>>
>> JohnD
>>
>>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
>
> *********************************************************************
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> confidential and intended solely for the use of the addressee.
> However, the information contained in this e-mail may subsequently
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Group: dqn-list Message: 2327 From: Roz Noz Date: 8/9/2005
Subject: Re: Characteristic Points
Yes, that is the rule I've always played by as well; just wondering if anyone has ever experimented with it during their playing days.  Especially those who've felt that non-adepts are still at a significant disadvantage to adepts despite not having to use more than 5 charactersitic points on MA.

dq@johncorey.com wrote:
I was simply going by the rule that 5 is the minimum for any
characteristic.  Am i quoting that rule correctly?

JohnC

> I'm wondering if anyone has ever allowed non-adepts to set their MA below
> 5; say at 1 or even 0?  Freeing up another 4-5 points to spread around
> seems like it would offer more significant advantage to non-adepts for
> those who feel that they are under-rewarded.  If you chose to add those
> extra points straight to endurance, we'd all have gotten to know some of
> our characters a lot better before we had to eulogize them.
>
> Bill
>
>
> "Davis, John R" <jrda@bgs.ac.uk> wrote:
> good point
>
> what about trading in CP to raise perception? Even with 8 PC at the start
> trying to percieve a fairly mundane event (ie to roll under 5 x PC) is
> still more likley to fail.
>
> 1 CP be equal to 2 PC at the start?
>
> JohnD
>
> -----Original Message-----
> From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com]On
> Behalf Of dq@johncorey.com
> Sent: 08 August 2005 14:53
> To: dqn-list@yahoogroups.com
> Cc: dqn-list@yahoogroups.com
> Subject: RE: [DQN-list] Re: Characteristic Points
>
>
> Another solution would be to allow only 1 or 2 points to be trader in.
> JohnC
>>
>> Im tempted to use it when we roll up for my new DQmajesty campaign but
>> im
>> thinking around only 250-500xp per CP handed in. Hmm, will give it more
>> thought
>>
>> JohnD
>>
>>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
>
> *********************************************************************
> This e-mail message, and any files transmitted with it, are
> confidential and intended solely for the use of the addressee.
> However, the information contained in this e-mail may subsequently
> be subject to public disclosure under the Freedom of Information Act 2000
> and, unless the information is legally exempt from disclosure, the
> confidentiality of this e-mail and your reply cannot be guaranteed. If
> this message was not addressed to you, you have received it in error
> and any copying, distribution or other use of any part of it is
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> Geological Survey. The security of e-mail communication cannot be
> guaranteed and the BGS accepts no liability for claims arising as a
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Group: dqn-list Message: 2328 From: Martin Gallo Date: 8/9/2005
Subject: Re: Characteristic Points
As others have noted, 5 is the 'by rules' minimum and we never thought
about reducing it. It seems like an unnecessary thing to do - if
players are that worried that they are not super-human, just add an
extra 5 or 10 characteristic points, or reduce the EXM for raising
characteristics.

Marty

> I'm wondering if anyone has ever allowed non-adepts to set their MA
> below 5; say at 1 or even 0?  Freeing up another 4-5 points to spread
> around seems like it would offer more significant advantage to
> non-adepts for those who feel that they are under-rewarded.  If you
> chose to add those extra points straight to endurance, we'd all have
> gotten to know some of our characters a lot better before we had to
> eulogize them.
>  
> Bill
>
>
> "Davis, John R" <jrda@bgs.ac.uk> wrote:
>> good point
>>
>> what about trading in CP to raise perception? Even with 8 PC at the
>> start trying to percieve a fairly mundane event (ie to roll under 5 x
>> PC) is still more likley to fail.
>>
>> 1 CP be equal to 2 PC at the start?
>>
>> JohnD
>>
>> -----Original Message-----
>> From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com]On
>> Behalf Of dq@johncorey.com
>> Sent: 08 August 2005 14:53
>> To: dqn-list@yahoogroups.com
>> Cc: dqn-list@yahoogroups.com
>> Subject: RE: [DQN-list] Re: Characteristic Points
>>
>>
>> Another solution would be to allow only 1 or 2 points to be trader in.
>> JohnC
>> >
>> > Im tempted to use it when we roll up for my new DQmajesty campaign
>> but im
>> > thinking around only 250-500xp per CP handed in. Hmm, will give it
>> more
>> > thought
>> >
>> > JohnD
>> >
>> >
>>
>>
>>
>> Yahoo! Groups Links
>>
>>
>>
>>
>>
>>
>>
>>
>> *********************************************************************
>> This e-mail message, and any files transmitted with it, are
>> confidential and intended solely for the use of the addressee.
>> However, the information contained in this e-mail may subsequently
>> be subject to public disclosure under the Freedom of Information Act
>> 2000 and, unless the information is legally exempt from disclosure,
>> the
>> confidentiality of this e-mail and your reply cannot be guaranteed. If
>> this message was not addressed to you, you have received it in error
>> and any copying, distribution or other use of any part of it is
>> strictly prohibited. Any views or opinions presented are solely those
>> of the sender and do not necessarily represent those of the British
>> Geological Survey. The security of e-mail communication cannot be
>> guaranteed and the BGS accepts no liability for claims arising as a
>> result of the use of this medium to transmit messages from or to the
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"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: 2329 From: darkislephil Date: 8/12/2005
Subject: Anybody using Inspiration Pad Pro?
It's a table-rolling program from NBOS software
(http://www.nbos.com/products/ipad/ipad.htm). The tables are text
based and it comes with some example ones.

Anyway for giggles I was converting Chris Klug's old DragonNotes NPC
generation article into a table for it and wondered if anyone else was
using IPP.

After mucking about with it for a few hours it does this:

Elf Adventurer
Attitude: Neutral
PS:16 MD:20 AG:16 WP:19 EN:17
TMR:6 MA:6 PB:16 PC:16 FT:23

Skills: 12
Astrologer R8
Beast Master R6
Courtesan R6
Healer R7
Navigator R6
Ranger R5
Speak a language at R7
Weapon R5
Weapon R7
Write a language at R7
Horsemanship R8
Stealth R7


Dwarf Mercenary
Attitude: Helpful
PS:20 MD:14 AG:9 WP:22 EN:17
TMR:3 MA:3 PB:15 PC:10 FT:20

Skills: 10
Assassin R0
Astrologer R1
Speak a language at R0
Thief R0
Weapon R0
Weapon R1
Weapon R4
Write a language at R1
Horsemanship R3
Stealth R3


Elf Mercenary
Attitude: Neutral
PS:15 MD:13 AG:14 WP:19 EN:14
TMR:6 MA:6 PB:13 PC:11 FT:22

Skills: 6
Alchemist R3
Merchant R2
Troubadour R2
Weapon R0
Horsemanship R1
Stealth R0


Human Adventurer
Attitude: Helpful
PS:14 MD:17 AG:15 WP:20 EN:17
TMR:5 MA:5 PB:16 PC:13 FT:21

Skills: 12
Alchemist R5
Courtesan R7
Mechanician R6
Ranger R7
Speak a language at R5
Speak a language at R8
Weapon R5
Weapon R6
Weapon R7
Write a language at R5
Horsemanship R5
Stealth R7

Still a work in progress but could be handy. If anyone else is using
IPP and wants the table for it let me know.

-Phil
Group: dqn-list Message: 2330 From: dbarrass_2000 Date: 8/18/2005
Subject: Re: Anybody using Inspiration Pad Pro?
I've tired it and its quite fun isn't it. Could you post the table
somewhere?

Thanks

David

--- In dqn-list@yahoogroups.com, "darkislephil" <darkislephil@y...> wrote:
> It's a table-rolling program from NBOS software
> (http://www.nbos.com/products/ipad/ipad.htm). The tables are text
> based and it comes with some example ones.
>
> Anyway for giggles I was converting Chris Klug's old DragonNotes NPC
> generation article into a table for it and wondered if anyone else was
> using IPP.
>
> After mucking about with it for a few hours it does this:
>
> Elf Adventurer
> Attitude: Neutral
> PS:16 MD:20 AG:16 WP:19 EN:17
> TMR:6 MA:6 PB:16 PC:16 FT:23
>
> Skills: 12
> Astrologer R8
> Beast Master R6
> Courtesan R6
> Healer R7
> Navigator R6
> Ranger R5
> Speak a language at R7
> Weapon R5
> Weapon R7
> Write a language at R7
> Horsemanship R8
> Stealth R7
>
>
> Dwarf Mercenary
> Attitude: Helpful
> PS:20 MD:14 AG:9 WP:22 EN:17
> TMR:3 MA:3 PB:15 PC:10 FT:20
>
> Skills: 10
> Assassin R0
> Astrologer R1
> Speak a language at R0
> Thief R0
> Weapon R0
> Weapon R1
> Weapon R4
> Write a language at R1
> Horsemanship R3
> Stealth R3
>
>
> Elf Mercenary
> Attitude: Neutral
> PS:15 MD:13 AG:14 WP:19 EN:14
> TMR:6 MA:6 PB:13 PC:11 FT:22
>
> Skills: 6
> Alchemist R3
> Merchant R2
> Troubadour R2
> Weapon R0
> Horsemanship R1
> Stealth R0
>
>
> Human Adventurer
> Attitude: Helpful
> PS:14 MD:17 AG:15 WP:20 EN:17
> TMR:5 MA:5 PB:16 PC:13 FT:21
>
> Skills: 12
> Alchemist R5
> Courtesan R7
> Mechanician R6
> Ranger R7
> Speak a language at R5
> Speak a language at R8
> Weapon R5
> Weapon R6
> Weapon R7
> Write a language at R5
> Horsemanship R5
> Stealth R7
>
> Still a work in progress but could be handy. If anyone else is using
> IPP and wants the table for it let me know.
>
> -Phil
Group: dqn-list Message: 2331 From: darkislephil Date: 8/18/2005
Subject: Re: Anybody using Inspiration Pad Pro?
It is a hoot and pretty easy to create tables for it.

You can grab my NPC table from:

http://www.darkisle.com/phil/DQ%20NPCs.ipt

Any of you others that use a laptop or PC at the gaming table ought to
take a look at IPP. There are a number of handy tables for it and if
you don't like something in one you can just change it.

Phil




--- In dqn-list@yahoogroups.com, "dbarrass_2000" <david.barrass@e...>
wrote:
> I've tired it and its quite fun isn't it. Could you post the table
> somewhere?
>
> Thanks
>
> David
Group: dqn-list Message: 2332 From: Anthony N. Emmel Date: 9/6/2005
Subject: Re: Magic versus non-magic
Chello!

--- In dqn-list@yahoogroups.com, "Stephen Miller"
<curmudgeon.gamer@g...> wrote:
> 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.

One thing that I started doing was using the "Heroes of Legend"
background book to give all players extra skills starting out...most
players end up with a couple of rank 2-4 weapon skills, and some other
stuff. It helps the non-magic using charcaters feels useful.

Besides, when Goblings have more skill than a beginning player, that's
just wrong imho!

Tony

"And suppose…suppose that when rationalism does go, it's as if a bright
dazzle has gone for a while and we could see…Dark magic…A universe of
marvels where water flows uphill and trolls live in the deepest woods
and dragons live under the mountains."
Stephen King, The Stand
Group: dqn-list Message: 2333 From: darkislephil Date: 9/9/2005
Subject: Re: Magic versus non-magic
--- In dqn-list@yahoogroups.com, "Anthony N. Emmel" <lord_kjeran@y...>
wrote:
> Chello!
>
> One thing that I started doing was using the "Heroes of Legend"
> background book to give all players extra skills starting out...most
> players end up with a couple of rank 2-4 weapon skills, and some other
> stuff.

I've been using the Central Casting "Heroes of Legend" book as well.
I usually run the characters up through childhood and then have the
player decide if they want to be a mage. Sometimes the events in
childhood or birth will lead them one way or the other. If they do
plan on making the character a mage I assume that their adolescent and
early adult years are spent in training as a mage and stop there.

For non-mages I run them through adolescent events and 1d3 adult events.

Gives the non-mages a bit of a boost starting out but then I also
start characters out with quite a bit more XP then the book suggests.
Group: dqn-list Message: 2334 From: David Chappell Date: 9/14/2005
Subject: Re: Player Races
Except for a game set in Greyhawk that I ran last summer, I've
disallowed all races except shapechangers. And in the Greyhawk game
I disallowed giants. Most of the races just did not fit in with the
worlds I was using for the campaigns. The reason I disallow giants
is not so much for my benefit, but for the players'. They may be
hell on wheels on the tac map in the wilderness, but they are
severely limited in city or dungeon settings. Having a giant in the
party would either put the entire party on the same restrictions, or
leave the giant with nothing to do much of the time. For
example: "Hey, we're going down into the catacombs to root out the
evil vampire lord. Um... you guard the horses." or "Hey, let's all
meet at the tavern for an ale and to catch up on the news we missed
while in the wilderness. Oh, except you, Olaf. You won't fit through
the door."



-David


--- In dqn-list@yahoogroups.com, "Stephen Miller"
<curmudgeon.gamer@g...> wrote:
> I was wondering, what races do you typically allow in your DQ
game? Do
> you just use the ones in the book? Did anyone add the ones from
Ares
> #12 (Half-Elf and Lizardman)? What about homebrew races?
Finally, do
> you follow the rule that says to be a non-human you have to roll
for a
> chance to be that race?
>
> I ask the last question because I have a rather power-
hungry/munchkiny
> player in my group who I know would instantly pick either giant or
> shape changer, given the chance. He would also, I am sure,
totally
> distort the racial concept, but that's a whole different story.
>
> Stephen Miller
> Ancient Gamer and Curmudgeon
Group: dqn-list Message: 2335 From: David Chappell Date: 9/14/2005
Subject: Re: Player Races
--- In dqn-list@yahoogroups.com, "D. Cameron King"
<monarchy2000@h...> wrote:
> >"Finally, do you follow the rule that says to be a
> >non-human you have to roll for a chance to be that
> >race?"
> >
> >****
> >
> >Hi! New member to the group... Found a used copy of DQ
> >back in the early 80's, and have loved it ever since.
> >Most of the gaming is other systems, but my favorite
> >has been DQ. And yes, I ALWAYS insist on the non-human
> >roll... mostly because of folks who just play numbers
> >and not games or characters. I am willing to be
> >flexible with the various rolls in order to support a
> >good character concept, but not that one... What do
> >others of you do?
>
> I no longer play DQ, but did for many years, and we always rolled
for
> non-human races. Given the many advantages non-humans enjoy in
DQ, it's
> pretty much the only way to ensure some "human representation" in
the
> typical adventuring party. (I can't recall anyone *ever* playing
a human
> without first taking at least one roll on the non-human races
table.) Also,
> some of the races (shape-changer and giant being the obvious
examples) are
> *so* superior to the others that you really have to have some way
of
> limiting their numbers.
>
> -Cameron

When I ran my campaign set in Greyhawk, I allowed the players to
choose their races without rolling. Of the 5 members of the party,
three chose to be human. This was mostly because of the lack of an
experience penalty and because of greater access to political
intrigue rp.
Group: dqn-list Message: 2336 From: David Chappell Date: 9/14/2005
Subject: Re: Magic versus non-magic
--- In dqn-list@yahoogroups.com, "D. Cameron King"
<monarchy2000@h...> wrote:
> 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

I agree. I think non-adepts have the advantage in the early game. It
is the end game where they need the boost. The exception would be if
you get a low stat roll to start. Adepts can make better use of a
high single stat. That is one of the reasons I don't use completely
random character generation. For most of my campaigns, I've allowed
players to use a roll of 11 (90 total points, 22 max stat) instead
of their actual roll if they don't like the one they ended up with.
In my last campaign, I allowed players to simply pick their rolls,
so they could design the type of characters they most wanted to
play. That worked out very well.

Actually, there is another exception where non-adepts start at a
disadvantage. I have seen many house rules over the years for making
casters more effective. These rules usually involve spending extra
fatigue to increase the cast chance. If you do something like this,
then yes, you need to give non-adepts a boost to make up for it.

-David
Group: dqn-list Message: 2337 From: David Chappell Date: 9/14/2005
Subject: Re: Characteristic Points
5 is the human starting minimum just as 25 is the human starting
maximum. Racial modifiers can lower MA below 5 just as they can
raise stats above 25. Or that is the way I always interpreted it.

--- In dqn-list@yahoogroups.com, Martin Gallo <martimer@m...> wrote:
> As others have noted, 5 is the 'by rules' minimum and we never
thought
> about reducing it. It seems like an unnecessary thing to do - if
> players are that worried that they are not super-human, just add
an
> extra 5 or 10 characteristic points, or reduce the EXM for raising
> characteristics.
>
> Marty
>
> > I'm wondering if anyone has ever allowed non-adepts to set
their MA
> > below 5; say at 1 or even 0?  Freeing up another 4-5 points to
spread
> > around seems like it would offer more significant advantage to
> > non-adepts for those who feel that they are under-
rewarded.  If you
> > chose to add those extra points straight to endurance, we'd all
have
> > gotten to know some of our characters a lot better before we had
to
> > eulogize them.
> >  
> > Bill
> >
> >
> > "Davis, John R" <jrda@b...> wrote:
> >> good point
> >>
> >> what about trading in CP to raise perception? Even with 8 PC at
the
> >> start trying to percieve a fairly mundane event (ie to roll
under 5 x
> >> PC) is still more likley to fail.
> >>
> >> 1 CP be equal to 2 PC at the start?
> >>
> >> JohnD
> >>
> >> -----Original Message-----
> >> From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com]
On
> >> Behalf Of dq@j...
> >> Sent: 08 August 2005 14:53
> >> To: dqn-list@yahoogroups.com
> >> Cc: dqn-list@yahoogroups.com
> >> Subject: RE: [DQN-list] Re: Characteristic Points
> >>
> >>
> >> Another solution would be to allow only 1 or 2 points to be
trader in.
> >> JohnC
> >> >
> >> > Im tempted to use it when we roll up for my new DQmajesty
campaign
> >> but im
> >> > thinking around only 250-500xp per CP handed in. Hmm, will
give it
> >> more
> >> > thought
> >> >
> >> > JohnD
> >> >
> >> >
> >>
> >>
> >>
> >> Yahoo! Groups Links
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
*********************************************************************
> >> This e-mail message, and any files transmitted with it, are
> >> confidential and intended solely for the use of the addressee.
> >> However, the information contained in this e-mail may
subsequently
> >> be subject to public disclosure under the Freedom of
Information Act
> >> 2000 and, unless the information is legally exempt from
disclosure,
> >> the
> >> confidentiality of this e-mail and your reply cannot be
guaranteed. If
> >> this message was not addressed to you, you have received it in
error
> >> and any copying, distribution or other use of any part of it is
> >> strictly prohibited. Any views or opinions presented are solely
those
> >> of the sender and do not necessarily represent those of the
British
> >> Geological Survey. The security of e-mail communication cannot
be
> >> guaranteed and the BGS accepts no liability for claims arising
as a
> >> result of the use of this medium to transmit messages from or
to the
> >>
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> >>
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> >>
> > __________________________________________________
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>
> "Be who you are and say what you feel, because those who mind
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>
> 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: 2338 From: davis john Date: 9/15/2005
Subject: Re: Player Races
In my current dragonquest-majesty campaign have a number of players totally
new to DQ so i let them pick their races. I think the initial 'wows' that
elves and especially shape changers get are off-set by the xp multiple for
everyting. Evne after only 4 or 5 sessions you can see the difference. By
fluke i guess it was also tempered by the fact that the elf and shapechanger
character both rolled a very low number of characteristic points (83 and 84
if i recall). the partys orc had something like 94 and the human about 93.
Everyone has opted to be an adept.

party is an
elf-necromancer-merchant 'dealer in death' ho, ho.
orc asassin celestial-shadow
human spy-shaper
shapechanger (bear) earth pacificst-ranger.

JohnD


http://groups.msn.com/DragonquestMajesty/homepage
Group: dqn-list Message: 2339 From: Greg Walters Date: 9/25/2005
Subject: GenConSoCal
Check this link:

http://www.gencon.com/

I keep saying this from year to year: "I'll try to... (be there)"

So far, this year, it appears that work (or some other such thing)
might not keep me from it.

Last year, at least, my wife & kids got to be there for a day while
i had to do some USAF (guard) stuff.

Hope I'm not too late to get into the event's listings before the
convention gets published.

Game On!

- Greg Walters
Banning, California
Group: dqn-list Message: 2340 From: Lev Lafayette Date: 9/27/2005
Subject: It *must* have been done before, right?
Surely someone has converted the Barbarian Kings world
(Ares, issue 3, July 1980) to DragonQuest.

Tell me before I start working on it as a crazy idea...

Lev Lafayette
lev_lafayette@yahoo.com.au
http://au.geocities.com/lev_lafayette

__________________________________________________
Do You Yahoo!?
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http://mail.yahoo.com
Group: dqn-list Message: 2341 From: Jeffery K. McGonagill Date: 9/28/2005
Subject: Re: It *must* have been done before, right?
Thought about it, but never actually did it.

~Jeffery~

> Surely someone has converted the Barbarian Kings world
> (Ares, issue 3, July 1980) to DragonQuest.
>
> Tell me before I start working on it as a crazy idea...
>
> Lev Lafayette
> lev_lafayette@yahoo.com.au
> http://au.geocities.com/lev_lafayette
>
> __________________________________________________
> Do You Yahoo!?
> Tired of spam? Yahoo! Mail has the best spam protection around
> http://mail.yahoo.com
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
>
Group: dqn-list Message: 2342 From: caliban331 Date: 10/3/2005
Subject: New Member and on-line gaming
Hi,

New member here.

I'm Kevin and I'm in the Princeton, NJ USA area and I'm thrilled to see people still playing
DQ and interested in it.

I've been out of RPG'ing for a number of years but always loved DQ especially when it first
came out and answered all my complaints about D&D being too simplistic and un-realistic.
(That minimum strength & dex to use a specific weapon sold me right off!)

I've spent hours pouring over the messages here and had to get into the attic to dig out all
my DQ stuff and am going to read the books for the first time in a bunch of years.

I'd love to get back into RPG'ing but like so many of you don't have the time I did back in
school--- but years ago I did a lot of gaming on message boards (back in the glorius BBS
days) and thought it worked out pretty damn well if the players were dedicated about
posting new messages and playing along. (Had two great campaigns that ran over a year
that way).

Anyone know of any games like this going on on-line? Anyone want to start one?

Thanks to one and all for keeping this great game alive and hopefully after I read through
the books and remember all I forgot about the rules and such I'll be able to participate in
the conversations!

Aloha!

KB
Group: dqn-list Message: 2343 From: Jeffery K. McGonagill Date: 10/3/2005
Subject: Re: New Member and on-line gaming
"Anyone know of any games like this going on on-line? Anyone want to start
one?"

Yes and yes, if there is more than one person interested.

~Jeffery~


> New member here.
>
> I'm Kevin and I'm in the Princeton, NJ USA area and I'm thrilled to see
people still playing
> DQ and interested in it.
>
> I've been out of RPG'ing for a number of years but always loved DQ
especially when it first
> came out and answered all my complaints about D&D being too simplistic and
un-realistic.
> (That minimum strength & dex to use a specific weapon sold me right off!)
>
> I've spent hours pouring over the messages here and had to get into the
attic to dig out all
> my DQ stuff and am going to read the books for the first time in a bunch
of years.
>
> I'd love to get back into RPG'ing but like so many of you don't have the
time I did back in
> school--- but years ago I did a lot of gaming on message boards (back in
the glorius BBS
> days) and thought it worked out pretty damn well if the players were
dedicated about
> posting new messages and playing along. (Had two great campaigns that ran
over a year
> that way).
>
> Anyone know of any games like this going on on-line? Anyone want to start
one?
>
> Thanks to one and all for keeping this great game alive and hopefully
after I read through
> the books and remember all I forgot about the rules and such I'll be able
to participate in
> the conversations!
>
> Aloha!
>
> KB
>
>
>
>
>
>
>
>
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
Group: dqn-list Message: 2344 From: caliban331 Date: 10/4/2005
Subject: Re: New Member and on-line gaming
is that a 'yes' to knowing any DQ games going on online? I'd love to know where.

As to starting up a new one I would be happy to volunteer in any way I can but in all
honesty I'd rather play then GM.

I could also offer to set up a private message board off one of my domains for this
purpose as well.






--- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@c...> wrote:
> "Anyone know of any games like this going on on-line? Anyone want to start
> one?"
>
> Yes and yes, if there is more than one person interested.
>
> ~Jeffery~
>
>
> > New member here.
> >
> > I'm Kevin and I'm in the Princeton, NJ USA area and I'm thrilled to see
> people still playing
> > DQ and interested in it.
> >
> > I've been out of RPG'ing for a number of years but always loved DQ
> especially when it first
> > came out and answered all my complaints about D&D being too simplistic and
> un-realistic.
> > (That minimum strength & dex to use a specific weapon sold me right off!)
> >
> > I've spent hours pouring over the messages here and had to get into the
> attic to dig out all
> > my DQ stuff and am going to read the books for the first time in a bunch
> of years.
> >
> > I'd love to get back into RPG'ing but like so many of you don't have the
> time I did back in
> > school--- but years ago I did a lot of gaming on message boards (back in
> the glorius BBS
> > days) and thought it worked out pretty damn well if the players were
> dedicated about
> > posting new messages and playing along. (Had two great campaigns that ran
> over a year
> > that way).
> >
> > Anyone know of any games like this going on on-line? Anyone want to start
> one?
> >
> > Thanks to one and all for keeping this great game alive and hopefully
> after I read through
> > the books and remember all I forgot about the rules and such I'll be able
> to participate in
> > the conversations!
> >
> > Aloha!
> >
> > KB
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
> >
Group: dqn-list Message: 2345 From: Jason Honhera Date: 10/4/2005
Subject: Re: New Member and on-line gaming
Well, if you are looking for more interested folks, I could sign up to play as well...

caliban331 <kb@trimont3d.com> wrote:
is that a 'yes' to knowing any DQ games going on online? I'd love to know where.

As to starting up a new one I would be happy to volunteer in any way I can but in all
honesty I'd rather play then GM.

I could also offer to set up a private message board off one of my domains for this
purpose as well.






--- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@c...> wrote:
> "Anyone know of any games like this going on on-line?  Anyone want to start
> one?"
>
> Yes and yes, if there is more than one person interested.
>
> ~Jeffery~
>
>
> > New member here.
> >
> > I'm Kevin and I'm in the Princeton, NJ USA area and I'm thrilled to see
> people still playing
> > DQ and interested in it.
> >
> > I've been out of RPG'ing for a number of years but always loved DQ
> especially when it first
> > came out and answered all my complaints about D&D being too simplistic and
> un-realistic.
> > (That minimum strength & dex to use a specific weapon sold me right off!)
> >
> > I've spent hours pouring over the messages here and had to get into the
> attic to dig out all
> > my DQ stuff and am going to read the books for the first time in a bunch
> of years.
> >
> > I'd love to get back into RPG'ing but like so many of you don't have the
> time I did back in
> > school--- but years ago I did a lot of gaming on message boards (back in
> the glorius BBS
> > days) and thought it worked out pretty damn well if the players were
> dedicated about
> > posting new messages and playing along. (Had two great campaigns that ran
> over a year
> > that way).
> >
> > Anyone know of any games like this going on on-line?  Anyone want to start
> one?
> >
> > Thanks to one and all for keeping this great game alive and hopefully
> after I read through
> > the books and remember all I forgot about the rules and such I'll be able
> to participate in
> > the conversations!
> >
> > Aloha!
> >
> > KB
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
> >



Yahoo! for Good
Click here to donate to the Hurricane Katrina relief effort.
Group: dqn-list Message: 2346 From: Bigbadbobo@aol.com Date: 10/4/2005
Subject: Re: New Member and on-line gaming
In a message dated 10/4/2005 1:23:42 AM Eastern Daylight Time, igmod@comcast.net writes:
"Anyone know of any games like this going on on-line?  Anyone want to start
one?"

Yes and yes, if there is more than one person interested.

~Jeffery~
I'd be interested.  Bob
Group: dqn-list Message: 2347 From: Jeffery K. McGonagill Date: 10/4/2005
Subject: Re: New Member and on-line gaming
> is that a 'yes' to knowing any DQ games going on online? I'd love to know
where.

Yes, but it moved from http://games.groups.yahoo.com/group/Lieah/ to a
private list as the players got tired of waiting for messages to appear from
Yahoo. The list has been inactive for quite some time, but the players have
several threads going. In fact, the players have written several books
based on these adventures and are trying to sell them.

> As to starting up a new one I would be happy to volunteer in any way I can
but in all
> honesty I'd rather play then GM.

No problem. I've GMed offline and on for 26 years (gack!)

> I could also offer to set up a private message board off one of my domains
for this
> purpose as well.

Whatever works.

~Jeffery~
Group: dqn-list Message: 2348 From: Jeffery K. McGonagill Date: 10/4/2005
Subject: Re: New Member and on-line gaming
The more the merrier.
 
I try for versimilitude, so if you want to play a giant, you can, just realize that there are places a giant is just not going to fit.
 
~Jeffery~

Well, if you are looking for more interested folks, I could sign up to play as well...

caliban331 <kb@trimont3d.com> wrote:
is that a 'yes' to knowing any DQ games going on online? I'd love to know where.

As to starting up a new one I would be happy to volunteer in any way I can but in all
honesty I'd rather play then GM.

I could also offer to set up a private message board off one of my domains for this
purpose as well.






--- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@c...> wrote:
> "Anyone know of any games like this going on on-line?  Anyone want to start
> one?"
>
> Yes and yes, if there is more than one person interested.
>
> ~Jeffery~
>
>
> > New member here.
> >
> > I'm Kevin and I'm in the Princeton, NJ USA area and I'm thrilled to see
> people still playing
> > DQ and interested in it.
> >
> > I've been out of RPG'ing for a number of years but always loved DQ
> especially when it first
> > came out and answered all my complaints about D&D being too simplistic and
> un-realistic.
> > (That minimum strength & dex to use a specific weapon sold me right off!)
> >
> > I've spent hours pouring over the messages here and had to get into the
> attic to dig out all
> > my DQ stuff and am going to read the books for the first time in a bunch
> of years.
> >
> > I'd love to get back into RPG'ing but like so many of you don't have the
> time I did back in
> > school--- but years ago I did a lot of gaming on message boards (back in
> the glorius BBS
> > days) and thought it worked out pretty damn well if the players were
> dedicated about
> > posting new messages and playing along. (Had two great campaigns that ran
> over a year
> > that way).
> >
> > Anyone know of any games like this going on on-line?  Anyone want to start
> one?
> >
> > Thanks to one and all for keeping this great game alive and hopefully
> after I read through
> > the books and remember all I forgot about the rules and such I'll be able
> to participate in
> > the conversations!
> >
> > Aloha!
> >
> > KB
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
> >



Yahoo! for Good
Click here to donate to the Hurricane Katrina relief effort.

Group: dqn-list Message: 2349 From: caliban331 Date: 10/4/2005
Subject: Re: New Member and on-line gaming
Fantastic. It sounds like we've got the makings of a gaming group!

I could set up a forum or a mailing list situation based on what people would prefer and
what people's experiences say is best.

My initial thought is a message board since that's my experience but an email list would
work too. I'm totally open.

So we've got you, Jeffery, Jason, Bob and me so far. Perhaps we can invite some folks
from that list and some of the members of the DQPA as well.

What size group would you like to have playing, Jeffery?




--- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@c...> wrote:
> > is that a 'yes' to knowing any DQ games going on online? I'd love to know
> where.
>
> Yes, but it moved from http://games.groups.yahoo.com/group/Lieah/ to a
> private list as the players got tired of waiting for messages to appear from
> Yahoo. The list has been inactive for quite some time, but the players have
> several threads going. In fact, the players have written several books
> based on these adventures and are trying to sell them.
>
> > As to starting up a new one I would be happy to volunteer in any way I can
> but in all
> > honesty I'd rather play then GM.
>
> No problem. I've GMed offline and on for 26 years (gack!)
>
> > I could also offer to set up a private message board off one of my domains
> for this
> > purpose as well.
>
> Whatever works.
>
> ~Jeffery~
Group: dqn-list Message: 2350 From: igmod@comcast.net Date: 10/4/2005
Subject: Re: New Member and on-line gaming
Anyone interested, please join the Lieah list mentioned earlier.  We can use that to get organized.
 
~Jeffery~
 
"Anyone know of any games like this going on on-line?  Anyone want to start
one?"

Yes and yes, if there is more than one person interested.

~Jeffery~
I'd be interested.  Bob
Group: dqn-list Message: 2351 From: igmod@comcast.net Date: 10/4/2005
Subject: Re: New Member and on-line gaming
 
I think 6-8 to start with as we sort things out and get everyone up to speed. 
 
Once we have a meeting point, I'll provide some history/culture info and explain  how I'm use to running online gaming.
 
But those that are going to play, start thinking about your character, including personality.
 
Some basic points - Giants, big and may not always fit in; the uninformed masses view shapechangers as lycanthropes; Greater Summoning is illegal (doesn't mean you can't play, but keep in mind, if caught, execution); Black Mages must be liscensed (expensive, unless you want to be an illegal one).
 
There's more about the world to learn, but that's the quickie version.
 
~Jeffery~

> Fantastic. It sounds like we've got the makings of a gaming group!
>
> I could set up a forum or a mailing list situation based on what people would
> prefer and
> what people's experiences say is best.
>
> My initial thought is a message board since that's my experience but an email
> list would
> work too. I'm totally open.
>
> So we've got you, Jeffery, Jason, Bob and me so far. Perhaps we can invite
> some folks
> from that list and some of the members of the DQPA as well.
>
> What size group would you like to have playing, Jeffery?
>
>
>
>
> --- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" wrote:
> > > is that a 'yes' to knowing any DQ games going on online? I'd love to know
> > where.
> >
> > Yes, but it moved from http://games.groups.yahoo.com/group/Lieah/ to a
> > private list as the players got tired of waiting for messages to appear from
> > Yahoo. The list has been inactive for quite some time, but the players have
> > several threads going. In fact, the players have written several books
> > based on these adventures and are trying to sell them.
> >
> > > As to starting up a new one I would be happy to volunteer in any way I can
> > but in all
> > > honesty I'd rather play then GM.
> >
> > No problem. I've GMed offline and on for 26 years (gack!)
> >
> > > I could also offer to set up a private message board off one of my domains
> > for this
> > > purpose as well.
> >
> > Whatever works.
> >
> > ~Jeffery~
>
>
>
>
> ------------------------ Yahoo! Groups Sponsor --------------------~-->
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Group: dqn-list Message: 2352 From: Bigbadbobo@aol.com Date: 10/4/2005
Subject: Re: New Member and on-line gaming
Which version of the rules do you use?
 
I am used to 2Ed but don't have a problem with different
 
In a message dated 10/4/2005 1:21:43 PM Eastern Daylight Time, igmod@comcast.net writes:
I think 6-8 to start with as we sort things out and get everyone up to speed. 
 
Once we have a meeting point, I'll provide some history/culture info and explain  how I'm use to running online gaming.
 
But those that are going to play, start thinking about your character, including personality.
 
Some basic points - Giants, big and may not always fit in; the uninformed masses view shapechangers as lycanthropes; Greater Summoning is illegal (doesn't mean you can't play, but keep in mind, if caught, execution); Black Mages must be liscensed (expensive, unless you want to be an illegal one).
 
Group: dqn-list Message: 2353 From: caliban331 Date: 10/4/2005
Subject: Re: New Member and on-line gaming
Joined up, Jeffery. I'm re-reading the book now--- have to be thinking of what I want to
do with a character.



--- In dqn-list@yahoogroups.com, igmod@c... wrote:
>
> I think 6-8 to start with as we sort things out and get everyone up to speed.
>
> Once we have a meeting point, I'll provide some history/culture info and explain how
I'm use to running online gaming.
>
> But those that are going to play, start thinking about your character, including
personality.
>
> Some basic points - Giants, big and may not always fit in; the uninformed masses view
shapechangers as lycanthropes; Greater Summoning is illegal (doesn't mean you can't
play, but keep in mind, if caught, execution); Black Mages must be liscensed (expensive,
unless you want to be an illegal one).
>
> There's more about the world to learn, but that's the quickie version.
>
> ~Jeffery~
>
> > Fantastic. It sounds like we've got the makings of a gaming group!
> >
> > I could set up a forum or a mailing list situation based on what people would
> > prefer and
> > what people's experiences say is best.
> >
> > My initial thought is a message board since that's my experience but an email
> > list would
> > work too. I'm totally open.
> >
> > So we've got you, Jeffery, Jason, Bob and me so far. Perhaps we can invite
> > some folks
> > from that list and some of the members of the DQPA as well.
> >
> > What size group would you like to have playing, Jeffery?
> >
> >
> >
> >
> > --- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" wrote:
> > > > is that a 'yes' to knowing any DQ games going on online? I'd love to know
> > > where.
> > >
> > > Yes, but it moved from http://games.groups.yahoo.com/group/Lieah/ to a
> > > private list as the players got tired of waiting for messages to appear from
> > > Yahoo. The list has been inactive for quite some time, but the players have
> > > several threads going. In fact, the players have written several books
> > > based on these adventures and are trying to sell them.
> > >
> > > > As to starting up a new one I would be happy to volunteer in any way I can
> > > but in all
> > > > honesty I'd rather play then GM.
> > >
> > > No problem. I've GMed offline and on for 26 years (gack!)
> > >
> > > > I could also offer to set up a private message board off one of my domains
> > > for this
> > > > purpose as well.
> > >
> > > Whatever works.
> > >
> > > ~Jeffery~
> >
> >
> >
> >
> >
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
Group: dqn-list Message: 2354 From: caliban331 Date: 10/4/2005
Subject: most approved version
This brings up a question I've been meaning to ask. What is the most approved version of
the rules to most folk?

I read that the difference between 2 and 3 was that TSR tried to 'PC' the game by taking
out some of the dark elements which is total BS and that makes me stick with v. 2.

I see on Snafaru's DQ page an open source version of the rules and also the long awaited
fourth book of DQ, Arcane Wisdom.

What do most people see as the most canon version of the DragonQuest rules??







--- In dqn-list@yahoogroups.com, Bigbadbobo@a... wrote:
> Which version of the rules do you use?
>
> I am used to 2Ed but don't have a problem with different
>
Group: dqn-list Message: 2355 From: igmod@comcast.net Date: 10/4/2005
Subject: Re: most approved version
2nd Edition,
 
Though there is still an element or two of 1st Edition in my play.
 
~Jeffery~
 
 
> This brings up a question I've been meaning to ask. What is the most approved
> version of
> the rules to most folk?
>
> I read that the difference between 2 and 3 was that TSR tried to 'PC' the game
> by taking
> out some of the dark elements which is total BS and that makes me stick with v.
> 2.
>
> I see on Snafaru's DQ page an open source version of the rules and also the long
> awaited
> fourth book of DQ, Arcane Wisdom.
>
> What do most people see as the most canon version of the DragonQuest rules??
>
>
>
>
>
>
>
> --- In dqn-list@yahoogroups.com, Bigbadbobo@a... wrote:
> > Which version of the rules do you use?
> >
> > I am used to 2Ed but don't have a problem with different
> >
>
>
>
>
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>
> <*> To visit your group on the web, go to:
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>
>
Group: dqn-list Message: 2356 From: Edi Date: 10/4/2005
Subject: Re: most approved version
2nd Edition, either version. I've got the SPI hardcover one. I think the
Bantam version is also available online. Most people also use AW. I
started DQ with the 3rd Edition, and that one sucks. The magic system in
it is basically gutted, the non-human races are simply insane (both in
ability bonuses and XP multipliers). And any references to demons, dark
magic and so forth have been deleted or at the very least neutered.

I think most groups run with more or less the base DQ, with some house
rules thrown in. If you want some extensions and supplements for DQ,
Rodger Thorm's Poor Brendan's Almanac (available from the files section
of this group or the DQ-rules group) has a lot of interesting stuff in
it. I've also made a revised Aspect system and a reworked and seriously
expanded Weapons & Armor supplement (also available from one of these
two groups, dq-rules, iirc).

Edi

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

caliban331 wrote:

>This brings up a question I've been meaning to ask. What is the most approved version of
>the rules to most folk?
>
>I read that the difference between 2 and 3 was that TSR tried to 'PC' the game by taking
>out some of the dark elements which is total BS and that makes me stick with v. 2.
>
>I see on Snafaru's DQ page an open source version of the rules and also the long awaited
>fourth book of DQ, Arcane Wisdom.
>
>What do most people see as the most canon version of the DragonQuest rules??
>
>
>
>
>
>
>
>--- In dqn-list@yahoogroups.com, Bigbadbobo@a... wrote:
>
>
>>Which version of the rules do you use?
>>
>>I am used to 2Ed but don't have a problem with different
>>
>>
>>
Group: dqn-list Message: 2357 From: caliban331 Date: 10/5/2005
Subject: Re: most approved version
Based on everything I read a long while ago about what the changes were between 2 and 3
I would absolutely go with 2 over 3. I've got the SPI hardcover too. I think I might have a
softcover copy somewhere as well. My RPG stuff is spread between a number of boxes in
the attic so it's a dungeon adventure finding stuff when I look up there.

I've been re-reading it and finding my pencil corrections in it for a lot of things. I don't
even recogonize the handwriting anymore. LOL!

I haven't read through all of ARCANE WISDOM but looking at the number scheme in it I am
guessing it is meant to get slipped into the main book rather then be a stand alone.


TSR bought out SPI to keep DragonQuest from kicking D&D's ass has always been my
opinion and they just buried the game once they got their hands on it and screwed with
the rules a bit.


--- In dqn-list@yahoogroups.com, Edi <edirr@w...> wrote:
> 2nd Edition, either version. I've got the SPI hardcover one. I think the
> Bantam version is also available online. Most people also use AW. I
> started DQ with the 3rd Edition, and that one sucks. The magic system in
> it is basically gutted, the non-human races are simply insane (both in
> ability bonuses and XP multipliers). And any references to demons, dark
> magic and so forth have been deleted or at the very least neutered.
>
> I think most groups run with more or less the base DQ, with some house
> rules thrown in. If you want some extensions and supplements for DQ,
> Rodger Thorm's Poor Brendan's Almanac (available from the files section
> of this group or the DQ-rules group) has a lot of interesting stuff in
> it. I've also made a revised Aspect system and a reworked and seriously
> expanded Weapons & Armor supplement (also available from one of these
> two groups, dq-rules, iirc).
>
> Edi
>
> ------------------
>
> caliban331 wrote:
>
> >This brings up a question I've been meaning to ask. What is the most approved
version of
> >the rules to most folk?
> >
> >I read that the difference between 2 and 3 was that TSR tried to 'PC' the game by
taking
> >out some of the dark elements which is total BS and that makes me stick with v. 2.
> >
> >I see on Snafaru's DQ page an open source version of the rules and also the long
awaited
> >fourth book of DQ, Arcane Wisdom.
> >
> >What do most people see as the most canon version of the DragonQuest rules??
> >
> >
> >
> >
> >
> >
> >
> >--- In dqn-list@yahoogroups.com, Bigbadbobo@a... wrote:
> >
> >
> >>Which version of the rules do you use?
> >>
> >>I am used to 2Ed but don't have a problem with different
> >>
> >>
> >>
Group: dqn-list Message: 2358 From: Jason Honhera Date: 10/5/2005
Subject: Re: most approved version
I personally use the 2nd edition with Arcane Wisdom.  I use many of the articles from dragon magazine, but very little of the fan based stuff.  I do not use The Warrior Alternative.
 
Of course, I also have not been able to get a group for nearly 20 years.

caliban331 <caliban331@yahoo.com> wrote:


This brings up a question I've been meaning to ask.  What is the most approved version of
the rules to most folk?

I read that the difference between 2 and 3 was that TSR tried to 'PC' the game by taking
out some of the dark elements which is total BS and that makes me stick with v. 2.

I see on Snafaru's DQ page an open source version of the rules and also the long awaited
fourth book of DQ, Arcane Wisdom.

What do most people see as the most canon version of the DragonQuest rules??







--- In dqn-list@yahoogroups.com, Bigbadbobo@a... wrote:
> Which version of the rules do you use?
>
> I am used to 2Ed but don't have a problem with different
>



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