Hullo, Lev,
In a message of March 18th, 2007, Lev Lafayette wrote,
> Well, let's try to look at it rationally (or at least
> give it a good shot).
Sure thing. :) I thought that I would comment on some of the
stuff in this post, seeing as how it's got some interesting points and all.
> 1) John Garcia's art. Not especially fantastic, and
> certainly not enough of it to make a difference to the
> style rating in any case. The fact that he's been an
> illustrator for TSR, SPI and Dark Horse comics doesn't
> really change my opinion on that. *shrug*
Actually, I disagree. John Garcia's artwork in the main DQ
rulebook is actually quite good for the time, and represents what he was
doing back in 1979/1980. Rulebooks back then didn't have the same
amount of art that is so prevalent in games in the 1990's, and to be
honest, the nature of rpg writing and publishing wasn't the same back
then... And bear in mind that SPI was a wargame company, so the artwork
mindset was different back then.
> 2) An page number ToC and an Index. I would have
> preferred these. Sure, the numbered rules does help (I
> ended up doing the same thing in a RPG supplement I
> wrote many years ago), but I certainly wouldn't have
> been too much of a pain to include. An index however
> would have made a world of difference for players of
> DQ particularly given that DQ is more than average as
> a rules-heavy system.
I agree that a ToC and an Index would have been useful. There is a
ToC technically, but what it lacks are page numbers, however that's a
minor quibble. The Index is something that would have been very useful,
but I can't see one being done by the fans now given we're all using
different versions of the main book likely.
> 3) Lack of a general intelligence/education
> characteristic. Personally, I think this is not a
> design feature for DQ, but rather a bug. I don't think
> the suggestion of using PC is a particularly good one.
Frankly, I can't agree with this. One of the biggest problems
with any game statistic or characteristic is whether the player can play
it, and Intelligence is one of the ones that can is the worst offender
in this regard. This debate raged here and on the old DQ lists at one
time, but it's moot. What it really comes down to is that the game was
created back in a time when that sort of stat wasn't common. Players
were expected to use their own intelligence to do things, not one that
is a game mechanic. But we can agree to disagree on this point for the
rest of our lives, if you like. :)
As for an Education characteristic, well... I think it has its
uses in CALL OF CTHULHU and a couple of other games out there, but how
would you incorporate this in a fantasy mediaeval world, where
technically speaking, 98% of the popyulation are illiterate (if you go
with a somewhat realistic model of the world (another can of worms, I
know))?
At one time, I actually added an Intelligence characteristic to my
DRAGONQUEST game, but I abandoned it some time in late 2000, since it
really served no purpose, and players have an inability to play certain
INTs. The characteristic serves no purpose in a game such as DQ, in my
experience and opinion.
As for Perception, well, the way it is described in section [3.8] of
the DQ rules is the manner in which I have used the attribute for a lot
of other fantasy rpgs. Many of the fantasy rpgs out there today use it
as a skill in some form or other, rather than as a characteristic.
Always did like this concept in DQ, and it was the first rpg to use this
Characteristic, too.
> 4) Shields and armour in DQ are comparatively poor and
> unrealistically so. There really shouldn't be too much
> of a debate about this, but apparently some think
> otherwise. The total bonus for a shield varies from 2%
> (unranked buckler) to 24% (full ranked tower). This
> has no relationship to reality (if the game is trying
> to be simulationist, which I think it is), and is
> quite low for other comparative games (compare RQ, RM,
> Pendragon). It is somewhat on par with AD&D1e, or even
> closer to C&S, especially in terms of unranked and
> low-ranked use. As for armour, I do not think there is
> a game which uses damage reduction where armour
> protects less than in DQ. I do not think this is a
> good thing.
The whole business with armour and shields in DQ has been a
bugbear (no pun intended) for...well, since the game came out. Some
people can live with it, others can't. The real problems that D&Ders
and some others who came to the game back in the early days was the fact
that they couldn't get used to the fact that armour absorbed damage, and
didn't reduce the chance to hit the way it did in D&D. Other than that,
I'm going to leave this discussion to those with more experience than I,
but I will state that having been part of SCA for a while back when, I
was pretty lousy with a shield without having any skill in it. That
said, if you want to provide a "revised" set of Shield rules, go for it.
I'll certainly look at it open-minded.
> 5) Scalability of characteristics. OK, very few games
> do this well. DQ isn't one of them, but that's hardly
> special.
I don't know whether this is true or not. When it comes right
down to it, the way you treat the Physical Strength (PS) of a human or a
minotaur character (if you were to allow the latter) seems to work fine
in the game system. This one I think needs a bit more explanation on
your part, since the review pretty much skimped on this one.
> 6) Arbritary restrictions of college and backfires.
> Personally, I find these annoying and I stated as such
> (reviewers are allowed to have personal opinions and
> tates, y'know). I also dislike the fact that spell
> backfires do not scale.
Frankly, I don't find that the magic system in DQ is all that
arbitrary, and it didn't seem that way when we were playtesting the game
system (although that was 25+ years ago, so my memories aren't sharp on
some of that stuff any more). The Colleges are not restrictive, except
in the sense that a Mage who uses magics of earth can't use magics of
necromancy, air, fire, and ensorcelments, but this has a lot of credence
when it comes to myth, tales, and literature. As for the backfires,
well...I think every GM that I have ever known who runs DQ tailors their
backfires according to the College type and stuff like that. More
comments on this are welcome.
> As always, imo and ymmv. However, I think it *is*
> juvenile to believe there is only one legitimate
> opinion on matters which are clearly and obviously
> questions of taste rather than empirical matters.
This is certainly true, mate. :)
--
JohnK
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