Messages in dqn-list group. Page 67 of 80.

Group: dqn-list Message: 3357 From: D. Cameron King Date: 1/27/2010
Subject: Re: Becoming a Magical Adept after initial play
Group: dqn-list Message: 3358 From: Christopher Cole Date: 1/28/2010
Subject: Re: Becoming a Magical Adept after initial play
Group: dqn-list Message: 3359 From: Jeffery K. McGonagill Date: 1/28/2010
Subject: Re: Becoming a Magical Adept after initial play
Group: dqn-list Message: 3360 From: Geoff Berman Date: 1/28/2010
Subject: Re: Becoming a Magical Adept after initial play
Group: dqn-list Message: 3361 From: John Hitchens Date: 1/29/2010
Subject: Warrior Alternative
Group: dqn-list Message: 3362 From: Jeffery K. McGonagill Date: 1/29/2010
Subject: Re: Warrior Alternative
Group: dqn-list Message: 3363 From: Christopher Cole Date: 1/29/2010
Subject: Re: Becoming a Magical Adept after initial play
Group: dqn-list Message: 3364 From: Jeffery K. McGonagill Date: 1/29/2010
Subject: Re: Becoming a Magical Adept after initial play
Group: dqn-list Message: 3365 From: shawng Date: 1/29/2010
Subject: Question for those who play Adepts
Group: dqn-list Message: 3366 From: Jeffery K. McGonagill Date: 1/30/2010
Subject: Re: Question for those who play Adepts
Group: dqn-list Message: 3367 From: Geoff Berman Date: 1/30/2010
Subject: Re: Question for those who play Adepts
Group: dqn-list Message: 3368 From: bobconstans Date: 1/30/2010
Subject: Re: Question for those who play Adepts
Group: dqn-list Message: 3369 From: shawng Date: 1/30/2010
Subject: Re: Question for those who play Adepts
Group: dqn-list Message: 3370 From: Larry Freeman Date: 1/30/2010
Subject: Re: Question for those who play Adepts
Group: dqn-list Message: 3371 From: novakdb@comcast.net Date: 1/30/2010
Subject: Re: Question for those who play Adepts
Group: dqn-list Message: 3372 From: J Date: 1/31/2010
Subject: Restrictions on mages
Group: dqn-list Message: 3373 From: Jeffery K. McGonagill Date: 1/31/2010
Subject: Re: Restrictions on mages
Group: dqn-list Message: 3374 From: Lev Lafayette Date: 1/31/2010
Subject: Re: Restrictions on mages
Group: dqn-list Message: 3375 From: dbarrass_2000 Date: 2/1/2010
Subject: Re: Restrictions on mages
Group: dqn-list Message: 3376 From: kaith_athanes Date: 2/2/2010
Subject: Re: Restrictions on mages
Group: dqn-list Message: 3377 From: Jeffery K. McGonagill Date: 2/2/2010
Subject: Re: Restrictions on mages
Group: dqn-list Message: 3378 From: John_Rauchert Date: 2/2/2010
Subject: Re: Character gen
Group: dqn-list Message: 3379 From: roznoz Date: 2/2/2010
Subject: Re: Question for those who play Adepts
Group: dqn-list Message: 3380 From: J Date: 2/3/2010
Subject: Re: Restrictions on mages
Group: dqn-list Message: 3381 From: John Hitchens Date: 2/3/2010
Subject: Mage restrictions
Group: dqn-list Message: 3382 From: roznoz Date: 2/3/2010
Subject: Re: Restrictions on mages
Group: dqn-list Message: 3383 From: Jeffery K. McGonagill Date: 2/3/2010
Subject: Re: Mage restrictions
Group: dqn-list Message: 3384 From: Jeffery K. McGonagill Date: 2/3/2010
Subject: Re: Restrictions on mages
Group: dqn-list Message: 3385 From: Ted Date: 2/4/2010
Subject: Re: Restrictions on mages
Group: dqn-list Message: 3386 From: kaith_athanes Date: 2/8/2010
Subject: Adept and non-adept balance.
Group: dqn-list Message: 3387 From: darkislephil Date: 2/8/2010
Subject: Re: Question for those who play Adepts
Group: dqn-list Message: 3388 From: darkislephil Date: 2/8/2010
Subject: Re: Mage restrictions
Group: dqn-list Message: 3389 From: Jeffery K. McGonagill Date: 2/8/2010
Subject: Re: Adept and non-adept balance.
Group: dqn-list Message: 3390 From: Jeffery K. McGonagill Date: 2/8/2010
Subject: Re: Question for those who play Adepts
Group: dqn-list Message: 3391 From: Jeffery K. McGonagill Date: 2/8/2010
Subject: Re: Mage restrictions
Group: dqn-list Message: 3392 From: kaith_athanes Date: 2/8/2010
Subject: Re: Adept and non-adept balance.
Group: dqn-list Message: 3393 From: kaith_athanes Date: 2/8/2010
Subject: Re: Question for those who play Adepts
Group: dqn-list Message: 3394 From: Geoff Berman Date: 2/9/2010
Subject: Re: Mage restrictions
Group: dqn-list Message: 3395 From: Jeffery K. McGonagill Date: 2/9/2010
Subject: Re: Adept and non-adept balance.
Group: dqn-list Message: 3396 From: kakashi64 Date: 2/11/2010
Subject: Re: How do I raise Perception (PC) anyway?
Group: dqn-list Message: 3397 From: kakashi64 Date: 2/11/2010
Subject: Re: Mage restrictions
Group: dqn-list Message: 3398 From: kakashi64 Date: 2/11/2010
Subject: Re: Adept and non-adept balance.
Group: dqn-list Message: 3399 From: kaith_athanes Date: 2/11/2010
Subject: Re: Adept and non-adept balance.
Group: dqn-list Message: 3400 From: Jeffery K. McGonagill Date: 2/11/2010
Subject: Re: Adept and non-adept balance.
Group: dqn-list Message: 3401 From: Ted Date: 2/12/2010
Subject: Re: Mage restrictions
Group: dqn-list Message: 3402 From: kaith_athanes Date: 2/12/2010
Subject: Re: Mage restrictions
Group: dqn-list Message: 3403 From: Brock Date: 2/12/2010
Subject: DragonQuest alive and well in Denver, CO, USA!
Group: dqn-list Message: 3404 From: kakashi64 Date: 2/18/2010
Subject: Re: Mage restrictions
Group: dqn-list Message: 3405 From: Ted Date: 2/19/2010
Subject: Re: Mage restrictions
Group: dqn-list Message: 3406 From: Brock Date: 2/19/2010
Subject: Converting D&D 3.5 Character Classes to DragonQuest?



Group: dqn-list Message: 3357 From: D. Cameron King Date: 1/27/2010
Subject: Re: Becoming a Magical Adept after initial play
The article was "The Warrior Alternative," by Craig Barrett, in Dragon #86.  And it's crap.  Barrett completely fails to consider the benefit of getting to put only 5 Characteristic Points in your MA at character generation, so his estimate of the value of membership in a College of Magic is wildly inflated.
 
The only rule I can recall about joining a College of Magic is [34.5], which requires six months of training.  I would not require anything more than that, no XP, no money, no extra time as an apprentice, etc.
 
-Cameron
 
> To: dqn-list@yahoogroups.com
> From: Koraq@yahoo.com
> Date: Tue, 26 Jan 2010 10:40:20 +0000
> Subject: [DQN-list] Re: Becoming a Magical Adept after initial play
>
>
>
> --- In dqn-list@yahoogroups.com, "Ted" <tmckelvey77089@...> wrote:
> >
> > Here's a question for the community.
> >
> > What requirements, beyond minimum MA, do you put on characters wishing to become an Adept of a College?
> >
> > How much time and experience do you require them to put into learning their college at the minimum level?
> >
> > Experience can be basically calculated as the sum of all the general knowledge spells and rituals being learned to rank 0. How about time, beyond that required to learn the GK?
> >
> > Do you require them to spend extra time as apprentices for years before being given all their minimum training?
> >
>
> Since I'm all new to the game I wont talk from DQ experience, but I'd say you should never punish players for taking a specific path or profession. Make it just as hard to achieve as any other change or heart, like suddenly becoming a warrior.
>
> I think there was an article in Dragon Magazine, archived in the files are, about making the Warrior a bit more interesting by quantifyign magical training in EP and time. Using that as a baseline might work.
>
> /andreas
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
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Group: dqn-list Message: 3358 From: Christopher Cole Date: 1/28/2010
Subject: Re: Becoming a Magical Adept after initial play
How about requiring a special event to awaken the magic potential in the character? Something to justify the character now spending XP to raise the MA from 5? I'd seriously consider such a requirement so that the players have to think twice about their initial choice.
 
Christopher Cole, The World's Tallest Dwarf

--- On Thu, 1/28/10, D. Cameron King <monarchy2000@hotmail.com> wrote:

From: D. Cameron King <monarchy2000@hotmail.com>
Subject: RE: [DQN-list] Re: Becoming a Magical Adept after initial play
To: "DQ Listserv" <dqn-list@yahoogroups.com>
Date: Thursday, January 28, 2010, 4:16 AM

 
The article was "The Warrior Alternative, " by Craig Barrett, in Dragon #86.  And it's crap.  Barrett completely fails to consider the benefit of getting to put only 5 Characteristic Points in your MA at character generation, so his estimate of the value of membership in a College of Magic is wildly inflated.
 
The only rule I can recall about joining a College of Magic is [34.5], which requires six months of training.  I would not require anything more than that, no XP, no money, no extra time as an apprentice, etc.
 
-Cameron
 
> To: dqn-list@yahoogroup s.com
> From: Koraq@yahoo. com
> Date: Tue, 26 Jan 2010 10:40:20 +0000
> Subject: [DQN-list] Re: Becoming a Magical Adept after initial play
>
>
>
> --- In dqn-list@yahoogroup s.com, "Ted" <tmckelvey77089@ ...> wrote:
> >
> > Here's a question for the community.
> >
> > What requirements, beyond minimum MA, do you put on characters wishing to become an Adept of a College?
> >
> > How much time and experience do you require them to put into learning their college at the minimum level?
> >
> > Experience can be basically calculated as the sum of all the general knowledge spells and rituals being learned to rank 0. How about time, beyond that required to learn the GK?
> >
> > Do you require them to spend extra time as apprentices for years before being given all their minimum training?
> >
>
> Since I'm all new to the game I wont talk from DQ experience, but I'd say you should never punish players for taking a specific path or profession. Make it just as hard to achieve as any other change or heart, like suddenly becoming a warrior.
>
> I think there was an article in Dragon Magazine, archived in the files are, about making the Warrior a bit more interesting by quantifyign magical training in EP and time. Using that as a baseline might work.
>
> /andreas
>
>
>
> ------------ --------- --------- ------
>
> Yahoo! Groups Links
>
> <*> To visit your group on the web, go to:
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Group: dqn-list Message: 3359 From: Jeffery K. McGonagill Date: 1/28/2010
Subject: Re: Becoming a Magical Adept after initial play

They are already spending 5000 xp per point.
 
~Jeffery~
----- Original Message -----
Sent: Thursday, January 28, 2010 6:24 AM
Subject: RE: [DQN-list] Re: Becoming a Magical Adept after initial play

How about requiring a special event to awaken the magic potential in the character? Something to justify the character now spending XP to raise the MA from 5? I'd seriously consider such a requirement so that the players have to think twice about their initial choice.
 
Christopher Cole, The World's Tallest Dwarf

--- On Thu, 1/28/10, D. Cameron King <monarchy2000@hotmail.com> wrote:

From: D. Cameron King <monarchy2000@hotmail.com>
Subject: RE: [DQN-list] Re: Becoming a Magical Adept after initial play
To: "DQ Listserv" <dqn-list@yahoogroups.com>
Date: Thursday, January 28, 2010, 4:16 AM

 
The article was "The Warrior Alternative, " by Craig Barrett, in Dragon #86.  And it's crap.  Barrett completely fails to consider the benefit of getting to put only 5 Characteristic Points in your MA at character generation, so his estimate of the value of membership in a College of Magic is wildly inflated.
 
The only rule I can recall about joining a College of Magic is [34.5], which requires six months of training.  I would not require anything more than that, no XP, no money, no extra time as an apprentice, etc.
 
-Cameron
 
> To: dqn-list@yahoogroup s.com
> From: Koraq@yahoo. com
> Date: Tue, 26 Jan 2010 10:40:20 +0000
> Subject: [DQN-list] Re: Becoming a Magical Adept after initial play
>
>
>
> --- In dqn-list@yahoogroup s.com, "Ted" <tmckelvey77089@ ...> wrote:
> >
> > Here's a question for the community.
> >
> > What requirements, beyond minimum MA, do you put on characters wishing to become an Adept of a College?
> >
> > How much time and experience do you require them to put into learning their college at the minimum level?
> >
> > Experience can be basically calculated as the sum of all the general knowledge spells and rituals being learned to rank 0. How about time, beyond that required to learn the GK?
> >
> > Do you require them to spend extra time as apprentices for years before being given all their minimum training?
> >
>
> Since I'm all new to the game I wont talk from DQ experience, but I'd say you should never punish players for taking a specific path or profession. Make it just as hard to achieve as any other change or heart, like suddenly becoming a warrior.
>
> I think there was an article in Dragon Magazine, archived in the files are, about making the Warrior a bit more interesting by quantifyign magical training in EP and time. Using that as a baseline might work.
>
> /andreas
>
>
>
> ------------ --------- --------- ------
>
> Yahoo! Groups Links
>
> <*> To visit your group on the web, go to:
> http://groups. yahoo.com/ group/dqn- list/
>
> <*> Your email settings:
> Individual Email | Traditional
>
> <*> To change settings online go to:
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>
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Group: dqn-list Message: 3360 From: Geoff Berman Date: 1/28/2010
Subject: Re: Becoming a Magical Adept after initial play
thought I'd chime in with my 2c.

My personal preference is to use Warrior Alternative for non adepts. I justify this by reasoning that adepts get lots of free xp in spells, and yes non adepts do get to spend their stats differently, but damage spells far outstrip weapon damage. Unless you are using the greater str than required does extra dam rules in one of the ares mags, it is for me always a nobrainer to take an adept in DQ (unless of course I have a cool concept character ;-) ) if you are not using WA.

As to becoming an adept after intital play, it is incredibly expensive ESPECIALLY if you put a 5 in MA. So I dont limit it further because I'm always a fan of rewarding creativity, and having a character come to a catharsis where they discover they WANT to cast spells is a cool game concept to me. :-)

Also, here a question I wanted to put up, does anyone use any of the various optional semi-official or non-official stats that have been created. For example POP, popularity from Arena of Death, I use that one (tweaked so its not just about arena stuff, but I use that as a guideline) or BY, buoyancy from the diver article (I think).

Remember these are my personal views, just because they are different than yours does not male them less valid, please no flames

Wow my 2c was really more like $1.27 LOL


From: Jeffery K. McGonagill <igmod@comcast.net>
To: dqn-list@yahoogroups.com
Sent: Thu, January 28, 2010 8:38:26 AM
Subject: Re: [DQN-list] Re: Becoming a Magical Adept after initial play



They are already spending 5000 xp per point.
 
~Jeffery~
----- Original Message -----
Sent: Thursday, January 28, 2010 6:24 AM
Subject: RE: [DQN-list] Re: Becoming a Magical Adept after initial play

How about requiring a special event to awaken the magic potential in the character? Something to justify the character now spending XP to raise the MA from 5? I'd seriously consider such a requirement so that the players have to think twice about their initial choice.
 
Christopher Cole, The World's Tallest Dwarf

--- On Thu, 1/28/10, D. Cameron King <monarchy2000@hotmail.com> wrote:

From: D. Cameron King <monarchy2000@hotmail.com>
Subject: RE: [DQN-list] Re: Becoming a Magical Adept after initial play
To: "DQ Listserv" <dqn-list@yahoogroups.com>
Date: Thursday, January 28, 2010, 4:16 AM

 
The article was "The Warrior Alternative, " by Craig Barrett, in Dragon #86.  And it's crap.  Barrett completely fails to consider the benefit of getting to put only 5 Characteristic Points in your MA at character generation, so his estimate of the value of membership in a College of Magic is wildly inflated.
 
The only rule I can recall about joining a College of Magic is [34.5], which requires six months of training.  I would not require anything more than that, no XP, no money, no extra time as an apprentice, etc.
 
-Cameron
 
> To: dqn-list@yahoogroup s.com
> From: Koraq@yahoo. com
> Date: Tue, 26 Jan 2010 10:40:20 +0000
> Subject: [DQN-list] Re: Becoming a Magical Adept after initial play
>
>
>
> --- In dqn-list@yahoogroup s.com, "Ted" <tmckelvey77089@ ...> wrote:
> >
> > Here's a question for the community.
> >
> > What requirements, beyond minimum MA, do you put on characters wishing to become an Adept of a College?
> >
> > How much time and experience do you require them to put into learning their college at the minimum level?
> >
> > Experience can be basically calculated as the sum of all the general knowledge spells and rituals being learned to rank 0. How about time, beyond that required to learn the GK?
> >
> > Do you require them to spend extra time as apprentices for years before being given all their minimum training?
> >
>
> Since I'm all new to the game I wont talk from DQ experience, but I'd say you should never punish players for taking a specific path or profession. Make it just as hard to achieve as any other change or heart, like suddenly becoming a warrior.
>
> I think there was an article in Dragon Magazine, archived in the files are, about making the Warrior a bit more interesting by quantifyign magical training in EP and time. Using that as a baseline might work.
>
> /andreas
>
>
>
> ------------ --------- --------- ------
>
> Yahoo! Groups Links
>
> <*> To visit your group on the web, go to:
> http://groups. yahoo.com/ group/dqn- list/
>
> <*> Your email settings:
> Individual Email | Traditional
>
> <*> To change settings online go to:
> http://groups. yahoo.com/ group/dqn- list/join
> (Yahoo! ID required)
>
> <*> To change settings via email:
> dqn-list-digest@ yahoogroups. com
> dqn-list-fullfeatur ed@yahoogroups. com
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> <*> To unsubscribe from this group, send an email to:
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>


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Group: dqn-list Message: 3361 From: John Hitchens Date: 1/29/2010
Subject: Warrior Alternative
IMO, Warrior Alternative is not needed. You get a boost (+30 I think?) to magic resistance if you do not belong to a college. With a starting Willpower of 15, this gives you a 45% resistance. But wait, that is better than you think! Just do an Active Resistance when being targetted by a spell. The opposing mage will have 45% subtracting from their cast chance. Can you say "backfire"? Also, because you are not spending gobs of XP on spells, you can take all the interesting classes AND boost Fatigue into the stratosphere (I don't think FT is capped at 25?)
Group: dqn-list Message: 3362 From: Jeffery K. McGonagill Date: 1/29/2010
Subject: Re: Warrior Alternative
+20% and not all spells can be actively resisted.

~Jeffery~

----- Original Message -----
From: "John Hitchens" <makofan@yahoo.com>
To: <dqn-list@yahoogroups.com>
Sent: Friday, January 29, 2010 6:05 AM
Subject: [DQN-list] Warrior Alternative


> IMO, Warrior Alternative is not needed. You get a boost (+30 I think?) to
> magic resistance if you do not belong to a college. With a starting
> Willpower of 15, this gives you a 45% resistance. But wait, that is better
> than you think! Just do an Active Resistance when being targetted by a
> spell. The opposing mage will have 45% subtracting from their cast chance.
> Can you say "backfire"? Also, because you are not spending gobs of XP on
> spells, you can take all the interesting classes AND boost Fatigue into
> the stratosphere (I don't think FT is capped at 25?)
>
>
>
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>
Group: dqn-list Message: 3363 From: Christopher Cole Date: 1/29/2010
Subject: Re: Becoming a Magical Adept after initial play
Jeffery, I think you misread or misunderstood my comment. I'm suggesting something like a quest or someting similar ro allow them to start buying up their MA. Something like the old AD&D bit of a secial event needed to go into Epic-levels.
 
Christopher Cole
The World's Tallest Dwarf

--- On Thu, 1/28/10, Jeffery K. McGonagill <igmod@comcast.net> wrote:

From: Jeffery K. McGonagill <igmod@comcast.net>
Subject: Re: [DQN-list] Re: Becoming a Magical Adept after initial play
To: dqn-list@yahoogroups.com
Date: Thursday, January 28, 2010, 2:38 PM

 

They are already spending 5000 xp per point.
 
~Jeffery~
----- Original Message -----
Sent: Thursday, January 28, 2010 6:24 AM
Subject: RE: [DQN-list] Re: Becoming a Magical Adept after initial play

How about requiring a special event to awaken the magic potential in the character? Something to justify the character now spending XP to raise the MA from 5? I'd seriously consider such a requirement so that the players have to think twice about their initial choice.
 
Christopher Cole, The World's Tallest Dwarf

--- On Thu, 1/28/10, D. Cameron King <monarchy2000@ hotmail.com> wrote:

From: D. Cameron King <monarchy2000@ hotmail.com>
Subject: RE: [DQN-list] Re: Becoming a Magical Adept after initial play
To: "DQ Listserv" <dqn-list@yahoogroup s.com>
Date: Thursday, January 28, 2010, 4:16 AM

 
The article was "The Warrior Alternative, " by Craig Barrett, in Dragon #86.  And it's crap.  Barrett completely fails to consider the benefit of getting to put only 5 Characteristic Points in your MA at character generation, so his estimate of the value of membership in a College of Magic is wildly inflated.
 
The only rule I can recall about joining a College of Magic is [34.5], which requires six months of training.  I would not require anything more than that, no XP, no money, no extra time as an apprentice, etc.
 
-Cameron
 
> To: dqn-list@yahoogroup s.com
> From: Koraq@yahoo. com
> Date: Tue, 26 Jan 2010 10:40:20 +0000
> Subject: [DQN-list] Re: Becoming a Magical Adept after initial play
>
>
>
> --- In dqn-list@yahoogroup s.com, "Ted" <tmckelvey77089@ ...> wrote:
> >
> > Here's a question for the community.
> >
> > What requirements, beyond minimum MA, do you put on characters wishing to become an Adept of a College?
> >
> > How much time and experience do you require them to put into learning their college at the minimum level?
> >
> > Experience can be basically calculated as the sum of all the general knowledge spells and rituals being learned to rank 0. How about time, beyond that required to learn the GK?
> >
> > Do you require them to spend extra time as apprentices for years before being given all their minimum training?
> >
>
> Since I'm all new to the game I wont talk from DQ experience, but I'd say you should never punish players for taking a specific path or profession. Make it just as hard to achieve as any other change or heart, like suddenly becoming a warrior.
>
> I think there was an article in Dragon Magazine, archived in the files are, about making the Warrior a bit more interesting by quantifyign magical training in EP and time. Using that as a baseline might work.
>
> /andreas
>
>
>
> ------------ --------- --------- ------
>
> Yahoo! Groups Links
>
> <*> To visit your group on the web, go to:
> http://groups. yahoo.com/ group/dqn- list/
>
> <*> Your email settings:
> Individual Email | Traditional
>
> <*> To change settings online go to:
> http://groups. yahoo.com/ group/dqn- list/join
> (Yahoo! ID required)
>
> <*> To change settings via email:
> dqn-list-digest@ yahoogroups. com
> dqn-list-fullfeatur ed@yahoogroups. com
>
> <*> To unsubscribe from this group, send an email to:
> dqn-list-unsubscrib e@yahoogroups. com
>
> <*> Your use of Yahoo! Groups is subject to:
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>


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Group: dqn-list Message: 3364 From: Jeffery K. McGonagill Date: 1/29/2010
Subject: Re: Becoming a Magical Adept after initial play

That's a GM thing.
 
~Jeffery~
----- Original Message -----
Sent: Friday, January 29, 2010 2:08 PM
Subject: Re: [DQN-list] Re: Becoming a Magical Adept after initial play

Jeffery, I think you misread or misunderstood my comment. I'm suggesting something like a quest or someting similar ro allow them to start buying up their MA. Something like the old AD&D bit of a secial event needed to go into Epic-levels.
 
Christopher Cole
The World's Tallest Dwarf

--- On Thu, 1/28/10, Jeffery K. McGonagill <igmod@comcast.net> wrote:

From: Jeffery K. McGonagill <igmod@comcast.net>
Subject: Re: [DQN-list] Re: Becoming a Magical Adept after initial play
To: dqn-list@yahoogroups.com
Date: Thursday, January 28, 2010, 2:38 PM

 

They are already spending 5000 xp per point.
 
~Jeffery~
----- Original Message -----
Sent: Thursday, January 28, 2010 6:24 AM
Subject: RE: [DQN-list] Re: Becoming a Magical Adept after initial play

How about requiring a special event to awaken the magic potential in the character? Something to justify the character now spending XP to raise the MA from 5? I'd seriously consider such a requirement so that the players have to think twice about their initial choice.
 
Christopher Cole, The World's Tallest Dwarf

--- On Thu, 1/28/10, D. Cameron King <monarchy2000@ hotmail.com> wrote:

From: D. Cameron King <monarchy2000@ hotmail.com>
Subject: RE: [DQN-list] Re: Becoming a Magical Adept after initial play
To: "DQ Listserv" <dqn-list@yahoogroup s.com>
Date: Thursday, January 28, 2010, 4:16 AM

 
The article was "The Warrior Alternative, " by Craig Barrett, in Dragon #86.  And it's crap.  Barrett completely fails to consider the benefit of getting to put only 5 Characteristic Points in your MA at character generation, so his estimate of the value of membership in a College of Magic is wildly inflated.
 
The only rule I can recall about joining a College of Magic is [34.5], which requires six months of training.  I would not require anything more than that, no XP, no money, no extra time as an apprentice, etc.
 
-Cameron
 
> To: dqn-list@yahoogroup s.com
> From: Koraq@yahoo. com
> Date: Tue, 26 Jan 2010 10:40:20 +0000
> Subject: [DQN-list] Re: Becoming a Magical Adept after initial play
>
>
>
> --- In dqn-list@yahoogroup s.com, "Ted" <tmckelvey77089@ ...> wrote:
> >
> > Here's a question for the community.
> >
> > What requirements, beyond minimum MA, do you put on characters wishing to become an Adept of a College?
> >
> > How much time and experience do you require them to put into learning their college at the minimum level?
> >
> > Experience can be basically calculated as the sum of all the general knowledge spells and rituals being learned to rank 0. How about time, beyond that required to learn the GK?
> >
> > Do you require them to spend extra time as apprentices for years before being given all their minimum training?
> >
>
> Since I'm all new to the game I wont talk from DQ experience, but I'd say you should never punish players for taking a specific path or profession. Make it just as hard to achieve as any other change or heart, like suddenly becoming a warrior.
>
> I think there was an article in Dragon Magazine, archived in the files are, about making the Warrior a bit more interesting by quantifyign magical training in EP and time. Using that as a baseline might work.
>
> /andreas
>
>
>
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Group: dqn-list Message: 3365 From: shawng Date: 1/29/2010
Subject: Question for those who play Adepts
I thought I would delurk for a minute and ask a question. Please do not take this as a critique of anyones playing style or houserules. By way of background let me say I have played this game off and on since 1982 and have rarely played a mage because I found it difficult. But as I read these posts I seem to see alot of people that have an entire party consisting of mages and/or fighter mages, so I wonder if people are taking into account rule 34.7 which states a character must have the Magic Aptitude to account for the General Knowledge spells and rituals. Once you add in the 2 counterspells, Ritual Spell Preperation, and Ritual Purification, I have always thought that to get my MA high enough I would have to spread myself too thin in points for the other characteristics.

Furthermore rule 34.6 says you can only know a number of spells and rituals equal to your MA at rank 5 or lower. If you want to know a number of spells and rituals that total more than your MA you have to get the ones you know to rank 6. I always thought this took to long, especially if you have to put exp points in spells you really don't use that much just to get them to rank 6, so you can start learning new spells

I have not quoted those rules word for word but most people here know what I'm talking about.

Anyway, just wanted to see what others thought about those two rules.
Thanks...
Group: dqn-list Message: 3366 From: Jeffery K. McGonagill Date: 1/30/2010
Subject: Re: Question for those who play Adepts
I follow those rules. The people in my games who are fighter/mages are not
tanks as a pure fighter would be, nor are they MA powerful. Mages have less
options in choice of weapons, armor. Only a few colleges require MA above
15.

~Jeffery~

----- Original Message -----
From: "shawng" <shawn4186@msn.com>
To: <dqn-list@yahoogroups.com>
Sent: Friday, January 29, 2010 4:03 PM
Subject: [DQN-list] Question for those who play Adepts


>I thought I would delurk for a minute and ask a question. Please do not
>take this as a critique of anyones playing style or houserules. By way of
>background let me say I have played this game off and on since 1982 and
>have rarely played a mage because I found it difficult. But as I read these
>posts I seem to see alot of people that have an entire party consisting of
>mages and/or fighter mages, so I wonder if people are taking into account
>rule 34.7 which states a character must have the Magic Aptitude to account
>for the General Knowledge spells and rituals. Once you add in the 2
>counterspells, Ritual Spell Preperation, and Ritual Purification, I have
>always thought that to get my MA high enough I would have to spread myself
>too thin in points for the other characteristics.
>
> Furthermore rule 34.6 says you can only know a number of spells and
> rituals equal to your MA at rank 5 or lower. If you want to know a number
> of spells and rituals that total more than your MA you have to get the
> ones you know to rank 6. I always thought this took to long, especially if
> you have to put exp points in spells you really don't use that much just
> to get them to rank 6, so you can start learning new spells
>
> I have not quoted those rules word for word but most people here know what
> I'm talking about.
>
> Anyway, just wanted to see what others thought about those two rules.
> Thanks...
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>
Group: dqn-list Message: 3367 From: Geoff Berman Date: 1/30/2010
Subject: Re: Question for those who play Adepts
Hi Shawn,

Yes in our groups (dating back to the early 80s) almost everyone was a caster of sometype even if the char was primarily a fighter type that took the college of mind for the unstunable feature.


From: shawng <shawn4186@msn.com>
To: dqn-list@yahoogroups.com
Sent: Fri, January 29, 2010 6:03:50 PM
Subject: [DQN-list] Question for those who play Adepts

I thought I would delurk for a minute and ask a question.  Please do not take this as a critique of anyones playing style or houserules. By way of background let me say I have played this game off and on since 1982 and have rarely played a mage because I found it difficult. But as I read these posts I seem to see alot of people that have an entire party consisting of mages and/or fighter mages, so I wonder if people are taking into account rule 34.7 which states a character must have the Magic Aptitude to account for the General Knowledge spells and rituals.  Once you add in the 2 counterspells, Ritual Spell Preperation, and Ritual Purification, I have always thought that to get my MA high enough I would have to spread myself too thin in points for the other characteristics.

Furthermore rule 34.6 says you can only know a number of spells and rituals equal to your MA at rank 5 or lower.  If you want to know a number of spells and rituals that total more than your MA you have to get the ones you know to rank 6. I always thought this took to long, especially if you have to put exp points in spells you really don't use that much just to get them to rank 6, so you can start learning new spells

I have not quoted those rules word for word but most people here know what I'm talking about.

Anyway, just wanted to see what others thought about those two rules.
Thanks...



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Group: dqn-list Message: 3368 From: bobconstans Date: 1/30/2010
Subject: Re: Question for those who play Adepts
--- In dqn-list@yahoogroups.com, "shawng" <shawn4186@...> wrote:
>
> I thought I would delurk for a minute and ask a question. Please do not take this as a critique of anyones playing style or houserules. By way of background let me say I have played this game off and on since 1982 and have rarely played a mage because I found it difficult. But as I read these posts I seem to see alot of people that have an entire party consisting of mages and/or fighter mages, so I wonder if people are taking into account rule 34.7 which states a character must have the Magic Aptitude to account for the General Knowledge spells and rituals. Once you add in the 2 counterspells, Ritual Spell Preperation, and Ritual Purification, I have always thought that to get my MA high enough I would have to spread myself too thin in points for the other characteristics.
>
> Furthermore rule 34.6 says you can only know a number of spells and rituals equal to your MA at rank 5 or lower. If you want to know a number of spells and rituals that total more than your MA you have to get the ones you know to rank 6. I always thought this took to long, especially if you have to put exp points in spells you really don't use that much just to get them to rank 6, so you can start learning new spells
>
> I have not quoted those rules word for word but most people here know what I'm talking about.
>
> Anyway, just wanted to see what others thought about those two rules.
> Thanks...
>

The entire recent discussion is SO strange to me. I've NEVER played or GM'ed a game of DQ in which any characters were NOT in some College. It always seemed to me and my friends that what made DQ stand out, especially from D&D, was the lack of classes. What other FRPG lets you role-play a merchant or a spy? And if you just want to play a Grunt, why play DQ? DragonQuest is the game you play when you want depth, not when you think of your characters as The Fighter or The Adept or The Thief.
Sorry if this offends anyone, but I just can't believe what I'm hearing in a DQ forum.
Group: dqn-list Message: 3369 From: shawng Date: 1/30/2010
Subject: Re: Question for those who play Adepts
--- In dqn-list@yahoogroups.com, "bobconstans" <bobconstans@...> wrote:
>
>
>
> --- In dqn-list@yahoogroups.com, "shawng" <shawn4186@> wrote:
> >
> > I thought I would delurk for a minute and ask a question. Please do not take this as a critique of anyones playing style or houserules. By way of background let me say I have played this game off and on since 1982 and have rarely played a mage because I found it difficult. But as I read these posts I seem to see alot of people that have an entire party consisting of mages and/or fighter mages, so I wonder if people are taking into account rule 34.7 which states a character must have the Magic Aptitude to account for the General Knowledge spells and rituals. Once you add in the 2 counterspells, Ritual Spell Preperation, and Ritual Purification, I have always thought that to get my MA high enough I would have to spread myself too thin in points for the other characteristics.
> >
> > Furthermore rule 34.6 says you can only know a number of spells and rituals equal to your MA at rank 5 or lower. If you want to know a number of spells and rituals that total more than your MA you have to get the ones you know to rank 6. I always thought this took to long, especially if you have to put exp points in spells you really don't use that much just to get them to rank 6, so you can start learning new spells
> >
> > I have not quoted those rules word for word but most people here know what I'm talking about.
> >
> > Anyway, just wanted to see what others thought about those two rules.
> > Thanks...
> >
>
> The entire recent discussion is SO strange to me. I've NEVER played or GM'ed a game of DQ in which any characters were NOT in some College. It always seemed to me and my friends that what made DQ stand out, especially from D&D, was the lack of classes. What other FRPG lets you role-play a merchant or a spy? And if you just want to play a Grunt, why play DQ? DragonQuest is the game you play when you want depth, not when you think of your characters as The Fighter or The Adept or The Thief.
> Sorry if this offends anyone, but I just can't believe what I'm hearing in a DQ forum.
>


Well let me ask you this. Even with the flexability that DQ offers don't you still have characters that tend to focus in on one or two skills. The idea being - better to be good a one or two things rather than try to spread your experience points in alot of things and thus be at lower ranks and not as good. So even though they are not classes like other systems they are still thought of as the thief or as the tank or healer or whatever.
I quess the bigger influence is the type of world that you are playing in - a Conan type world for some or LOTR type setting for others.
Group: dqn-list Message: 3370 From: Larry Freeman Date: 1/30/2010
Subject: Re: Question for those who play Adepts
I agree with bobconstans to an extent, i do enjoy playing characters outside the norm, but i rarely play magical characters, i enjoy mixing the skills for other kinds of characters. Don't get me wrong i love this magic system though.

On Sat, Jan 30, 2010 at 10:37 AM, bobconstans <bobconstans@yahoo.ca> wrote:
 



--- In dqn-list@yahoogroups.com, "shawng" <shawn4186@...> wrote:
>
> I thought I would delurk for a minute and ask a question. Please do not take this as a critique of anyones playing style or houserules. By way of background let me say I have played this game off and on since 1982 and have rarely played a mage because I found it difficult. But as I read these posts I seem to see alot of people that have an entire party consisting of mages and/or fighter mages, so I wonder if people are taking into account rule 34.7 which states a character must have the Magic Aptitude to account for the General Knowledge spells and rituals. Once you add in the 2 counterspells, Ritual Spell Preperation, and Ritual Purification, I have always thought that to get my MA high enough I would have to spread myself too thin in points for the other characteristics.
>
> Furthermore rule 34.6 says you can only know a number of spells and rituals equal to your MA at rank 5 or lower. If you want to know a number of spells and rituals that total more than your MA you have to get the ones you know to rank 6. I always thought this took to long, especially if you have to put exp points in spells you really don't use that much just to get them to rank 6, so you can start learning new spells
>
> I have not quoted those rules word for word but most people here know what I'm talking about.
>
> Anyway, just wanted to see what others thought about those two rules.
> Thanks...
>

The entire recent discussion is SO strange to me. I've NEVER played or GM'ed a game of DQ in which any characters were NOT in some College. It always seemed to me and my friends that what made DQ stand out, especially from D&D, was the lack of classes. What other FRPG lets you role-play a merchant or a spy? And if you just want to play a Grunt, why play DQ? DragonQuest is the game you play when you want depth, not when you think of your characters as The Fighter or The Adept or The Thief.
Sorry if this offends anyone, but I just can't believe what I'm hearing in a DQ forum.


Group: dqn-list Message: 3371 From: novakdb@comcast.net Date: 1/30/2010
Subject: Re: Question for those who play Adepts
I've been playing since '84 and only once have I not played a mage (and that was 'cause the GM wanted to try DQ with magic being scarce).

In the early part of a campaign, you get to try to find a balance between fighter and mage.  I've done this with characters that were almost pure mages at the beginning to a balance to almost pure fighters, but I find that is part of what makes the game fun.



----- "Larry Freeman" <larry.d.freeman@gmail.com> wrote:
> From: "Larry Freeman" <larry.d.freeman@gmail.com>
> To: dqn-list@yahoogroups.com
> Sent: Saturday, January 30, 2010 9:57:49 AM GMT -08:00 US/Canada Pacific
> Subject: Re: [DQN-list] Re: Question for those who play Adepts
>
>
 
>
>
>

I agree with bobconstans to an extent, i do enjoy playing characters outside the norm, but i rarely play magical characters, i enjoy mixing the skills for other kinds of characters. Don't get me wrong i love this magic system though.

>
>

> On Sat, Jan 30, 2010 at 10:37 AM, bobconstans <bobconstans@yahoo.ca> wrote:
>
>  

>
>
> --- In dqn-list@yahoogroups.com, "shawng" <shawn4186@...> wrote:
> >
> > I thought I would delurk for a minute and ask a question. Please do not take this as a critique of anyones playing style or houserules. By way of background let me say I have played this game off and on since 1982 and have rarely played a mage because I found it difficult. But as I read these posts I seem to see alot of people that have an entire party consisting of mages and/or fighter mages, so I wonder if people are taking into account rule 34.7 which states a character must have the Magic Aptitude to account for the General Knowledge spells and rituals. Once you add in the 2 counterspells, Ritual Spell Preperation, and Ritual Purification, I have always thought that to get my MA high enough I would have to spread myself too thin in points for the other characteristics.
> >
> > Furthermore rule 34.6 says you can only know a number of spells and rituals equal to your MA at rank 5 or lower. If you want to know a number of spells and rituals that total more than your MA you have to get the ones you know to rank 6. I always thought this took to long, especially if you have to put exp points in spells you really don't use that much just to get them to rank 6, so you can start learning new spells
> >
> > I have not quoted those rules word for word but most people here know what I'm talking about.
> >
> > Anyway, just wanted to see what others thought about those two rules.
> > Thanks...
> >
>
>
The entire recent discussion is SO strange to me. I've NEVER played or GM'ed a game of DQ in which any characters were NOT in some College. It always seemed to me and my friends that what made DQ stand out, especially from D&D, was the lack of classes. What other FRPG lets you role-play a merchant or a spy? And if you just want to play a Grunt, why play DQ? DragonQuest is the game you play when you want depth, not when you think of your characters as The Fighter or The Adept or The Thief.
> Sorry if this offends anyone, but I just can't believe what I'm hearing in a DQ forum.
>
>

>

>

>
Group: dqn-list Message: 3372 From: J Date: 1/31/2010
Subject: Restrictions on mages
I've always ignored the three major restrictions on mages:
(1) Spell ranks cost the base cost per rank rather than (new rankxbase cost). This is the only way I can see how a mage can get to decent success chances without outrageous amounts of experience.

(2) You can learn as many spells as you want to burn EXP on, whatever your MA might be (assuming its high enough to be a mage at all).

(3) You can learn spells from other colleges - your college just provides your 'home base' of concentrated expertise when the character is generated.

I am sure some people will be mortified by this because it sounds so unbalancing. But, I have never had a player who bothered being a munchkin about it, and the rules as written just felt un-necessarily restrictive.
Group: dqn-list Message: 3373 From: Jeffery K. McGonagill Date: 1/31/2010
Subject: Re: Restrictions on mages
(1) My players have always earned enough EXP (between adventures and
down-time) to get high ranked in multiple spells as well as skills. Plus my
players like to use investments and most colleges have modifiers the
characters can take advantage of to increase the BC of investments. And if
they are creative enough they can take advantage of their Aspect.

(2) Once you're a Hero it only takes two adventures to have enough to get a
250 multiple spell to Rank 6

(3) I have had munchkins in my campaigns, that's why I stopped the
experiment with multiple colleges.

~Jeffery~


----- Original Message -----
From: "J" <jmattheweiler@yahoo.com>
To: <dqn-list@yahoogroups.com>
Sent: Sunday, January 31, 2010 5:56 PM
Subject: [DQN-list] Restrictions on mages


> I've always ignored the three major restrictions on mages:
> (1) Spell ranks cost the base cost per rank rather than (new rankxbase
> cost). This is the only way I can see how a mage can get to decent
> success chances without outrageous amounts of experience.
>
> (2) You can learn as many spells as you want to burn EXP on, whatever your
> MA might be (assuming its high enough to be a mage at all).
>
> (3) You can learn spells from other colleges - your college just provides
> your 'home base' of concentrated expertise when the character is
> generated.
>
> I am sure some people will be mortified by this because it sounds so
> unbalancing. But, I have never had a player who bothered being a munchkin
> about it, and the rules as written just felt un-necessarily restrictive.
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>
Group: dqn-list Message: 3374 From: Lev Lafayette Date: 1/31/2010
Subject: Re: Restrictions on mages
On Mon, 2010-02-01 at 01:56 +0000, J wrote:
>

> (3) You can learn spells from other colleges - your college just
> provides your 'home base' of concentrated expertise when the character
> is generated.
>

Good work. It's always been like saying you can't take a double major.

> I am sure some people will be mortified by this because it sounds so
> unbalancing. But, I have never had a player who bothered being a
> munchkin about it, and the rules as written just felt un-necessarily
> restrictive.

If PCs have access to it, so do NPCs...
Group: dqn-list Message: 3375 From: dbarrass_2000 Date: 2/1/2010
Subject: Re: Restrictions on mages
I allow multiple colleges with restrictions

1) the colleges are just ways of teaching magic, so if you can find someone to teach you spells of a different college that's fine

2) The differences between alignments of magic are intrinsic, you can't have spells from different alignments

3) In Elementals you can't have spells from the opposing college, so for example no fire and water combinations

David

--- In dqn-list@yahoogroups.com, Lev Lafayette <lev@...> wrote:
>
> On Mon, 2010-02-01 at 01:56 +0000, J wrote:
> >
>
> > (3) You can learn spells from other colleges - your college just
> > provides your 'home base' of concentrated expertise when the character
> > is generated.
> >
>
> Good work. It's always been like saying you can't take a double major.
>
> > I am sure some people will be mortified by this because it sounds so
> > unbalancing. But, I have never had a player who bothered being a
> > munchkin about it, and the rules as written just felt un-necessarily
> > restrictive.
>
> If PCs have access to it, so do NPCs...
>
Group: dqn-list Message: 3376 From: kaith_athanes Date: 2/2/2010
Subject: Re: Restrictions on mages
--- In dqn-list@yahoogroups.com, "J" <jmattheweiler@...> wrote:
>
> I've always ignored the three major restrictions on mages:
> (1) Spell ranks cost the base cost per rank rather than (new rankxbase cost). This is the only way I can see how a mage can get to decent success chances without outrageous amounts of experience.
>

I've GMed several campaigns that lasted more than 50 sessions. In these campaigns I've never seen an adept have trouble raising spells with the bc*rank rule. Since it only takes 1 day * rank to train the spell, the mages always have time to generate EPs by practicing while the non-mages are spending 2 weeks * rank training up weapons.

While one character is training to gain rank 6 in a weapon, an adept at mercenary level can generate 1170 experience points -and- have time to train rank 6 in a spell. That's practically as much experience as for a successful gaming session.

> (2) You can learn as many spells as you want to burn EXP on, whatever your MA might be (assuming its high enough to be a mage at all).
>
> (3) You can learn spells from other colleges - your college just provides your 'home base' of concentrated expertise when the character is generated.
>

The group I game with, regardless which of us GMs, has always enforced the rank 6 rule. Most of the munchkinism tended to center around mind college adepts with MA scores of 11.

If we had allowed cherry-picking of spells, though, I think the problem would ... no, I KNOW one of the players in particular would have always played a Namer. Learn spells from any college -and- be able to cast all counterspells without preparation? And able to start with an MA as low as 5 if he really wanted to give himself the stats for a really good weapon? Yeah. That house rule would have been abused in the extreme in our group.

> I am sure some people will be mortified by this because it sounds so unbalancing. But, I have never had a player who bothered being a munchkin about it, and the rules as written just felt un-necessarily restrictive.
>

That's why they make chocolate ice cream, because not everyone likes vanilla. Instead of finding the rules restrictive, I found they allowed each adept in the group to fill a distinct role instead of all of them just being thought of generically as mages.

I did use the Thieves' World variant rules for magic in the games I GMed, which allows for learning more than one college. I never had a player seriously focus on trying to gain that second college, though.
Group: dqn-list Message: 3377 From: Jeffery K. McGonagill Date: 2/2/2010
Subject: Re: Restrictions on mages
As a follow up to an earlier post I made.

As a Hero it takes only two adventures to have enough experience points to
take a 250 multiple spell to Rank 6. Charging only the base cost at each
rank, the same experience points will take the same spell to Rank 20.

~Jeffery~

----- Original Message -----
From: "kaith_athanes" <kaith_athanes@yahoo.com>
To: <dqn-list@yahoogroups.com>
Sent: Tuesday, February 02, 2010 4:05 PM
Subject: [DQN-list] Re: Restrictions on mages


>
>
> --- In dqn-list@yahoogroups.com, "J" <jmattheweiler@...> wrote:
>>
>> I've always ignored the three major restrictions on mages:
>> (1) Spell ranks cost the base cost per rank rather than (new rankxbase
>> cost). This is the only way I can see how a mage can get to decent
>> success chances without outrageous amounts of experience.
>>
>
> I've GMed several campaigns that lasted more than 50 sessions. In these
> campaigns I've never seen an adept have trouble raising spells with the
> bc*rank rule. Since it only takes 1 day * rank to train the spell, the
> mages always have time to generate EPs by practicing while the non-mages
> are spending 2 weeks * rank training up weapons.
>
> While one character is training to gain rank 6 in a weapon, an adept at
> mercenary level can generate 1170 experience points -and- have time to
> train rank 6 in a spell. That's practically as much experience as for a
> successful gaming session.
>
>> (2) You can learn as many spells as you want to burn EXP on, whatever
>> your MA might be (assuming its high enough to be a mage at all).
>>
>> (3) You can learn spells from other colleges - your college just provides
>> your 'home base' of concentrated expertise when the character is
>> generated.
>>
>
> The group I game with, regardless which of us GMs, has always enforced the
> rank 6 rule. Most of the munchkinism tended to center around mind college
> adepts with MA scores of 11.
>
> If we had allowed cherry-picking of spells, though, I think the problem
> would ... no, I KNOW one of the players in particular would have always
> played a Namer. Learn spells from any college -and- be able to cast all
> counterspells without preparation? And able to start with an MA as low as
> 5 if he really wanted to give himself the stats for a really good weapon?
> Yeah. That house rule would have been abused in the extreme in our group.
>
>> I am sure some people will be mortified by this because it sounds so
>> unbalancing. But, I have never had a player who bothered being a munchkin
>> about it, and the rules as written just felt un-necessarily restrictive.
>>
>
> That's why they make chocolate ice cream, because not everyone likes
> vanilla. Instead of finding the rules restrictive, I found they allowed
> each adept in the group to fill a distinct role instead of all of them
> just being thought of generically as mages.
>
> I did use the Thieves' World variant rules for magic in the games I GMed,
> which allows for learning more than one college. I never had a player
> seriously focus on trying to gain that second college, though.
>
>
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>
Group: dqn-list Message: 3378 From: John_Rauchert Date: 2/2/2010
Subject: Re: Character gen
In response to a request for a summary of changes, I have completed a Book One side-by-side comparison of the two 2nd edition versions (assuming that the 2nd edition boxed set is the same as the SPI Hard Cover).

It is called 2nd Edition Differences - Book One.pdf and it can be found in the Files section under the Archive folder.

I may get to the other books at some point depending availability of time, but I wouldn't hold my breath.

John F. Rauchert, Co-Moderator DQN-list

--- In dqn-list@yahoogroups.com, "koraq" <Koraq@...> wrote:
>
>
> Is there a summary of all the changes somewhere? There seem to be a few in that Bantam edition.
>
> -andreas
>
Group: dqn-list Message: 3379 From: roznoz Date: 2/2/2010
Subject: Re: Question for those who play Adepts
--- In dqn-list@yahoogroups.com, "bobconstans" <bobconstans@...> wrote:
>
>
>
> --- In dqn-list@yahoogroups.com, "shawng" <shawn4186@> wrote:
> >
> > I thought I would delurk for a minute and ask a question. Please do not take this as a critique of anyones playing style or houserules. By way of background let me say I have played this game off and on since 1982 and have rarely played a mage because I found it difficult. But as I read these posts I seem to see alot of people that have an entire party consisting of mages and/or fighter mages, so I wonder if people are taking into account rule 34.7 which states a character must have the Magic Aptitude to account for the General Knowledge spells and rituals. Once you add in the 2 counterspells, Ritual Spell Preperation, and Ritual Purification, I have always thought that to get my MA high enough I would have to spread myself too thin in points for the other characteristics.
> >
> > Furthermore rule 34.6 says you can only know a number of spells and rituals equal to your MA at rank 5 or lower. If you want to know a number of spells and rituals that total more than your MA you have to get the ones you know to rank 6. I always thought this took to long, especially if you have to put exp points in spells you really don't use that much just to get them to rank 6, so you can start learning new spells
> >
> > I have not quoted those rules word for word but most people here know what I'm talking about.
> >
> > Anyway, just wanted to see what others thought about those two rules.
> > Thanks...
> >
>
> The entire recent discussion is SO strange to me. I've NEVER played or GM'ed a game of DQ in which any characters were NOT in some College. It always seemed to me and my friends that what made DQ stand out, especially from D&D, was the lack of classes. What other FRPG lets you role-play a merchant or a spy? And if you just want to play a Grunt, why play DQ? DragonQuest is the game you play when you want depth, not when you think of your characters as The Fighter or The Adept or The Thief.
> Sorry if this offends anyone, but I just can't believe what I'm hearing in a DQ forum.
>

No one you've ever played with ever once decided to go at it without magic?

The notion that everyone CAN use magic therefore everyone MUST use magic does not strike me as a particularly deep interpretation of the game. Just as Mages have more options in DQ, grunts, thieves, healers et al. can be imbued with depth in DQ; and this depth need not be limited to joining a college.

Bill
Group: dqn-list Message: 3380 From: J Date: 2/3/2010
Subject: Re: Restrictions on mages
That's sensible.

--- In dqn-list@yahoogroups.com, "dbarrass_2000" <david.barrass@...> wrote:
>
> I allow multiple colleges with restrictions
>
> 1) the colleges are just ways of teaching magic, so if you can find someone to teach you spells of a different college that's fine
>
> 2) The differences between alignments of magic are intrinsic, you can't have spells from different alignments
>
> 3) In Elementals you can't have spells from the opposing college, so for example no fire and water combinations
>
> David
>
> --- In dqn-list@yahoogroups.com, Lev Lafayette <lev@> wrote:
> >
> > On Mon, 2010-02-01 at 01:56 +0000, J wrote:
> > >
> >
> > > (3) You can learn spells from other colleges - your college just
> > > provides your 'home base' of concentrated expertise when the character
> > > is generated.
> > >
> >
> > Good work. It's always been like saying you can't take a double major.
> >
> > > I am sure some people will be mortified by this because it sounds so
> > > unbalancing. But, I have never had a player who bothered being a
> > > munchkin about it, and the rules as written just felt un-necessarily
> > > restrictive.
> >
> > If PCs have access to it, so do NPCs...
> >
>
Group: dqn-list Message: 3381 From: John Hitchens Date: 2/3/2010
Subject: Mage restrictions
One of the problems with mage training is I believe that you must have attempted to cast a spell at least once, each time you want to train a rank in it - from 161.1

"A
character must have attempted an ability or skill on the adventure previous to
a gain in Rank in that ability or skill.". With many spells having low base chances (1%, 5%, 20%) the chance of a backfire is great. Sooner or later all my mages have rolled a 96-100 (I think that' s it) on the backfire table and permanently fried their brains. And that happens eventually, even if you allow the mage 10 hours of concentration before casting the spell

For MA needed for a College, there are also the two General Knowledge Rituals: Ritual of Purification, Spell Preparation Ritual, and the two General Knowledge Counterspells (Counterspell General and Counterspell Special) that need to be added to the qualifications.

Another drawback of magic is you can not kill somebody with one shot. If you blast somebody with a forcebolt and get triple damage on a lucky strike chance, you may do more damage than their fatigue and endurance combined, but by rule you can't affect both fatigue and endurance with a magic spell

Please let me know if I have been misinterpreting these all these years!
Group: dqn-list Message: 3382 From: roznoz Date: 2/3/2010
Subject: Re: Restrictions on mages
I've found that acquiring the appropriate experience points was only half the battle. The real limiting factor was successfully casting the spell in action before raising rank.

I think the longest lasting group of characters I've ever been a part of might have played 15 adventures tops, and that number is probably high; usually they slink off into retirement after 8 or 10 adventures. As such, we rarely had adepts surpassing rank 10 in any particular spell; rank 20 was never a consideration. PC adepts in our world have generally just been dabblers in the magical arts; truly powerful adepts are solely NPCs... and are always deranged.

--- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@...> wrote:
>
> As a follow up to an earlier post I made.
>
> As a Hero it takes only two adventures to have enough experience points to
> take a 250 multiple spell to Rank 6. Charging only the base cost at each
> rank, the same experience points will take the same spell to Rank 20.
>
> ~Jeffery~
>
> ----- Original Message -----
> From: "kaith_athanes" <kaith_athanes@...>
> To: <dqn-list@yahoogroups.com>
> Sent: Tuesday, February 02, 2010 4:05 PM
> Subject: [DQN-list] Re: Restrictions on mages
>
>
> >
> >
> > --- In dqn-list@yahoogroups.com, "J" <jmattheweiler@> wrote:
> >>
> >> I've always ignored the three major restrictions on mages:
> >> (1) Spell ranks cost the base cost per rank rather than (new rankxbase
> >> cost). This is the only way I can see how a mage can get to decent
> >> success chances without outrageous amounts of experience.
> >>
> >
> > I've GMed several campaigns that lasted more than 50 sessions. In these
> > campaigns I've never seen an adept have trouble raising spells with the
> > bc*rank rule. Since it only takes 1 day * rank to train the spell, the
> > mages always have time to generate EPs by practicing while the non-mages
> > are spending 2 weeks * rank training up weapons.
> >
> > While one character is training to gain rank 6 in a weapon, an adept at
> > mercenary level can generate 1170 experience points -and- have time to
> > train rank 6 in a spell. That's practically as much experience as for a
> > successful gaming session.
> >
> >> (2) You can learn as many spells as you want to burn EXP on, whatever
> >> your MA might be (assuming its high enough to be a mage at all).
> >>
> >> (3) You can learn spells from other colleges - your college just provides
> >> your 'home base' of concentrated expertise when the character is
> >> generated.
> >>
> >
> > The group I game with, regardless which of us GMs, has always enforced the
> > rank 6 rule. Most of the munchkinism tended to center around mind college
> > adepts with MA scores of 11.
> >
> > If we had allowed cherry-picking of spells, though, I think the problem
> > would ... no, I KNOW one of the players in particular would have always
> > played a Namer. Learn spells from any college -and- be able to cast all
> > counterspells without preparation? And able to start with an MA as low as
> > 5 if he really wanted to give himself the stats for a really good weapon?
> > Yeah. That house rule would have been abused in the extreme in our group.
> >
> >> I am sure some people will be mortified by this because it sounds so
> >> unbalancing. But, I have never had a player who bothered being a munchkin
> >> about it, and the rules as written just felt un-necessarily restrictive.
> >>
> >
> > That's why they make chocolate ice cream, because not everyone likes
> > vanilla. Instead of finding the rules restrictive, I found they allowed
> > each adept in the group to fill a distinct role instead of all of them
> > just being thought of generically as mages.
> >
> > I did use the Thieves' World variant rules for magic in the games I GMed,
> > which allows for learning more than one college. I never had a player
> > seriously focus on trying to gain that second college, though.
> >
> >
> >
> >
> >
> > ------------------------------------
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
>
Group: dqn-list Message: 3383 From: Jeffery K. McGonagill Date: 2/3/2010
Subject: Re: Mage restrictions
I don't use the must use spell on adventure.

When you consider that spells like Dragonflames, Hellfire, Lightening Bolt
and a few others don't have to be very high rank to kill a Human in two
spells (four if they save persistantly).

96-100 Backfire is not a permanently fried brain, they have amnesia for D10
days.

A fighter that has a 60% BC with their weapon has 3% chance of a grevious
injury and a 9% chance of Endurance, and if they roll 99 or 00 they break or
drop their weapon.

~Jeffery~


----- Original Message -----
From: "John Hitchens" <makofan@yahoo.com>
To: <dqn-list@yahoogroups.com>
Sent: Wednesday, February 03, 2010 10:53 AM
Subject: [DQN-list] Mage restrictions


> One of the problems with mage training is I believe that you must have
> attempted to cast a spell at least once, each time you want to train a
> rank in it - from 161.1
>
> "A
> character must have attempted an ability or skill on the adventure
> previous to
> a gain in Rank in that ability or skill.". With many spells having low
> base chances (1%, 5%, 20%) the chance of a backfire is great. Sooner or
> later all my mages have rolled a 96-100 (I think that' s it) on the
> backfire table and permanently fried their brains. And that happens
> eventually, even if you allow the mage 10 hours of concentration before
> casting the spell
>
> For MA needed for a College, there are also the two General Knowledge
> Rituals: Ritual of Purification, Spell Preparation Ritual, and the two
> General Knowledge Counterspells (Counterspell General and Counterspell
> Special) that need to be added to the qualifications.
>
> Another drawback of magic is you can not kill somebody with one shot. If
> you blast somebody with a forcebolt and get triple damage on a lucky
> strike chance, you may do more damage than their fatigue and endurance
> combined, but by rule you can't affect both fatigue and endurance with a
> magic spell
>
> Please let me know if I have been misinterpreting these all these years!
>
>
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>
Group: dqn-list Message: 3384 From: Jeffery K. McGonagill Date: 2/3/2010
Subject: Re: Restrictions on mages
In a campaign I just finished the characters had 61+ adventures. Some were
one session, others were several sessions, some were part of a long story
arc.

~Jeffery~



----- Original Message -----
From: "roznoz" <roznoz@yahoo.com>
To: <dqn-list@yahoogroups.com>
Sent: Wednesday, February 03, 2010 2:58 PM
Subject: [DQN-list] Re: Restrictions on mages


> I've found that acquiring the appropriate experience points was only half
> the battle. The real limiting factor was successfully casting the spell
> in action before raising rank.
>
> I think the longest lasting group of characters I've ever been a part of
> might have played 15 adventures tops, and that number is probably high;
> usually they slink off into retirement after 8 or 10 adventures. As such,
> we rarely had adepts surpassing rank 10 in any particular spell; rank 20
> was never a consideration. PC adepts in our world have generally just
> been dabblers in the magical arts; truly powerful adepts are solely
> NPCs... and are always deranged.
>
> --- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@...>
> wrote:
>>
>> As a follow up to an earlier post I made.
>>
>> As a Hero it takes only two adventures to have enough experience points
>> to
>> take a 250 multiple spell to Rank 6. Charging only the base cost at each
>> rank, the same experience points will take the same spell to Rank 20.
>>
>> ~Jeffery~
>>
>> ----- Original Message -----
>> From: "kaith_athanes" <kaith_athanes@...>
>> To: <dqn-list@yahoogroups.com>
>> Sent: Tuesday, February 02, 2010 4:05 PM
>> Subject: [DQN-list] Re: Restrictions on mages
>>
>>
>> >
>> >
>> > --- In dqn-list@yahoogroups.com, "J" <jmattheweiler@> wrote:
>> >>
>> >> I've always ignored the three major restrictions on mages:
>> >> (1) Spell ranks cost the base cost per rank rather than (new rankxbase
>> >> cost). This is the only way I can see how a mage can get to decent
>> >> success chances without outrageous amounts of experience.
>> >>
>> >
>> > I've GMed several campaigns that lasted more than 50 sessions. In these
>> > campaigns I've never seen an adept have trouble raising spells with the
>> > bc*rank rule. Since it only takes 1 day * rank to train the spell, the
>> > mages always have time to generate EPs by practicing while the
>> > non-mages
>> > are spending 2 weeks * rank training up weapons.
>> >
>> > While one character is training to gain rank 6 in a weapon, an adept at
>> > mercenary level can generate 1170 experience points -and- have time to
>> > train rank 6 in a spell. That's practically as much experience as for a
>> > successful gaming session.
>> >
>> >> (2) You can learn as many spells as you want to burn EXP on, whatever
>> >> your MA might be (assuming its high enough to be a mage at all).
>> >>
>> >> (3) You can learn spells from other colleges - your college just
>> >> provides
>> >> your 'home base' of concentrated expertise when the character is
>> >> generated.
>> >>
>> >
>> > The group I game with, regardless which of us GMs, has always enforced
>> > the
>> > rank 6 rule. Most of the munchkinism tended to center around mind
>> > college
>> > adepts with MA scores of 11.
>> >
>> > If we had allowed cherry-picking of spells, though, I think the problem
>> > would ... no, I KNOW one of the players in particular would have always
>> > played a Namer. Learn spells from any college -and- be able to cast all
>> > counterspells without preparation? And able to start with an MA as low
>> > as
>> > 5 if he really wanted to give himself the stats for a really good
>> > weapon?
>> > Yeah. That house rule would have been abused in the extreme in our
>> > group.
>> >
>> >> I am sure some people will be mortified by this because it sounds so
>> >> unbalancing. But, I have never had a player who bothered being a
>> >> munchkin
>> >> about it, and the rules as written just felt un-necessarily
>> >> restrictive.
>> >>
>> >
>> > That's why they make chocolate ice cream, because not everyone likes
>> > vanilla. Instead of finding the rules restrictive, I found they allowed
>> > each adept in the group to fill a distinct role instead of all of them
>> > just being thought of generically as mages.
>> >
>> > I did use the Thieves' World variant rules for magic in the games I
>> > GMed,
>> > which allows for learning more than one college. I never had a player
>> > seriously focus on trying to gain that second college, though.
>> >
>> >
>> >
>> >
>> >
>> > ------------------------------------
>> >
>> > Yahoo! Groups Links
>> >
>> >
>> >
>> >
>>
>
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>
Group: dqn-list Message: 3385 From: Ted Date: 2/4/2010
Subject: Re: Restrictions on mages
Rule 87.1:

"A character must have attempted an ability or skill on the adventure previous to a gain in Rank in that ability or skill."

They don't have to be successful in the attempt in order to learn from it and be able to advance.

--- In dqn-list@yahoogroups.com, "roznoz" <roznoz@...> wrote:
>
> I've found that acquiring the appropriate experience points was only half the battle. The real limiting factor was successfully casting the spell in action before raising rank.
>
Group: dqn-list Message: 3386 From: kaith_athanes Date: 2/8/2010
Subject: Adept and non-adept balance.
There was some discussion earlier about the Warrior Alternative article and whether it is needed. Purely by the book, I think they are fairly balanced and the extra experience points at creation for a non-adept are not needed. I say "fairly" instead of "entirely" because it is a bit harder for a non-adept to reach adventurer and hero, and because of a lot of experience with what my group used to refer to as Mindless Mages. A mindless mage is an adept of the college of sorceries of the mind with the bare minimum MA to join the college, a mediocre (at best) WP, a two handed class B weapon and very little focus on improving his spells. In melee they tend to overshadow the non-adept warriors.

Another issue is the phrase "by the book." I don't think I've ever played in a campaign, regardless of RPG system, that did not have house rules. In our DQ campaigns, we've always used a house rule that allows adepts to use extra fatigue to boost their cast chances. In some campaigns it was +5% for each extra point of fatigue with the adept not being able to use more fatigue than it would take to stun him if he took that much damage from an attack. In some games, it was the Thieves World rule where each extra fatigue adds 15% to cast chance, but the adept MUST spend enough fatigue to push the cast chance to 100%. If he doesn't have enough fatigue to do that, any failure is a backfire. These house rules break the balance between adepts and non-adepts further. They don't shatter it or annihilate it because adepts now run out of fatigue faster. Also, backfire results 01 - 25 become much, much more dangerous. All in all, the rules do make adepts more powerful, though.

I added a Warrior skill for my campaigns to attempt to bring things back into balance. I can dig it out and post it later if anyone wishes, but I can summarize the main points, now.

While you can normally train two things at the same time, warrior skill training is intensive and exhausting enough that nothing else can be trained at the same time. Much of the training involves the use of weapons. As part of the trade off, it then only takes half as long to train up weapon skills as normal, as long as the ranks being learned are not higher than the character's warrior rank. This helps with the time it takes to reach adventurer/hero.

The warrior increases the amount of damage it takes to stun him by 1 per rank. This helps offset those min-max mind adepts.

The warrior gains 2 per rank to his strike chance and 1 per rank to his defense (2 per rank when evading). Additionally, he increases his damage with all weapons by 1 point at rank 4 and another point at rank 8, in addition to any extra damage he gains from rank in the weapon itself. This helps offset the increased power adepts gain from using extra fatigue to boost cast chance.

I'm definitely forgetting a few of the features, but that is the gist. Whether it is balanced is a matter of opinion, but it passes my test for such things. It's not so weak that my players don't bother wasting experience to get it and it's not so strong that the adepts complain about it.
Group: dqn-list Message: 3387 From: darkislephil Date: 2/8/2010
Subject: Re: Question for those who play Adepts
--- In dqn-list@yahoogroups.com, "bobconstans" <bobconstans@...> wrote:
> The entire recent discussion is SO strange to me. I've NEVER played
> or GM'ed a game of DQ in which any characters were NOT in some
> College.

I've played DQ since the first edition and the vast majority of characters in the games I've GM'ed or played in were not adepts.

We had lots of groups with no adepts at all.

I can't imagine why you would want to play in a world where every character was an adept.
Group: dqn-list Message: 3388 From: darkislephil Date: 2/8/2010
Subject: Re: Mage restrictions
You're doing it exactly as it is stated in the rules. Always sucks to get that backfire and then roll one of the really debilitating backfire results just as the party gets to the point of no return in the adventure.

I think you'll find that in campaigns that are adept-heavy they have tossed out the rules that inconvenience adepts.


--- In dqn-list@yahoogroups.com, John Hitchens <makofan@...> wrote:
>
> One of the problems with mage training is I believe that you must have attempted to cast a spell at least once, each time you want to train a rank in it - from 161.1
>
> "A
> character must have attempted an ability or skill on the adventure previous to
> a gain in Rank in that ability or skill.". With many spells having low base chances (1%, 5%, 20%) the chance of a backfire is great. Sooner or later all my mages have rolled a 96-100 (I think that' s it) on the backfire table and permanently fried their brains. And that happens eventually, even if you allow the mage 10 hours of concentration before casting the spell
>
> For MA needed for a College, there are also the two General Knowledge Rituals: Ritual of Purification, Spell Preparation Ritual, and the two General Knowledge Counterspells (Counterspell General and Counterspell Special) that need to be added to the qualifications.
>
> Another drawback of magic is you can not kill somebody with one shot. If you blast somebody with a forcebolt and get triple damage on a lucky strike chance, you may do more damage than their fatigue and endurance combined, but by rule you can't affect both fatigue and endurance with a magic spell
>
> Please let me know if I have been misinterpreting these all these years!
>
Group: dqn-list Message: 3389 From: Jeffery K. McGonagill Date: 2/8/2010
Subject: Re: Adept and non-adept balance.
One of my first characters was strictly a fighter/warrior focusing on
weapons skills and Military Science. The character was R10 in Military
Science before raising MA enough to acquire Fire Magicks then dropping it
and turning to Mind. With high Endurance and armor protection it was rare
my character was ever stunned in fighting prior to learning mind magicks.

~Jeffery~



----- Original Message -----
From: "kaith_athanes" <kaith_athanes@yahoo.com>
To: <dqn-list@yahoogroups.com>
Sent: Monday, February 08, 2010 8:35 AM
Subject: [DQN-list] Adept and non-adept balance.


> There was some discussion earlier about the Warrior Alternative article
> and whether it is needed. Purely by the book, I think they are fairly
> balanced and the extra experience points at creation for a non-adept are
> not needed. I say "fairly" instead of "entirely" because it is a bit
> harder for a non-adept to reach adventurer and hero, and because of a lot
> of experience with what my group used to refer to as Mindless Mages. A
> mindless mage is an adept of the college of sorceries of the mind with the
> bare minimum MA to join the college, a mediocre (at best) WP, a two handed
> class B weapon and very little focus on improving his spells. In melee
> they tend to overshadow the non-adept warriors.
>
> Another issue is the phrase "by the book." I don't think I've ever played
> in a campaign, regardless of RPG system, that did not have house rules. In
> our DQ campaigns, we've always used a house rule that allows adepts to use
> extra fatigue to boost their cast chances. In some campaigns it was +5%
> for each extra point of fatigue with the adept not being able to use more
> fatigue than it would take to stun him if he took that much damage from an
> attack. In some games, it was the Thieves World rule where each extra
> fatigue adds 15% to cast chance, but the adept MUST spend enough fatigue
> to push the cast chance to 100%. If he doesn't have enough fatigue to do
> that, any failure is a backfire. These house rules break the balance
> between adepts and non-adepts further. They don't shatter it or annihilate
> it because adepts now run out of fatigue faster. Also, backfire results
> 01 - 25 become much, much more dangerous. All in all, the rules do make
> adepts more powerful, though.
>
> I added a Warrior skill for my campaigns to attempt to bring things back
> into balance. I can dig it out and post it later if anyone wishes, but I
> can summarize the main points, now.
>
> While you can normally train two things at the same time, warrior skill
> training is intensive and exhausting enough that nothing else can be
> trained at the same time. Much of the training involves the use of
> weapons. As part of the trade off, it then only takes half as long to
> train up weapon skills as normal, as long as the ranks being learned are
> not higher than the character's warrior rank. This helps with the time it
> takes to reach adventurer/hero.
>
> The warrior increases the amount of damage it takes to stun him by 1 per
> rank. This helps offset those min-max mind adepts.
>
> The warrior gains 2 per rank to his strike chance and 1 per rank to his
> defense (2 per rank when evading). Additionally, he increases his damage
> with all weapons by 1 point at rank 4 and another point at rank 8, in
> addition to any extra damage he gains from rank in the weapon itself. This
> helps offset the increased power adepts gain from using extra fatigue to
> boost cast chance.
>
> I'm definitely forgetting a few of the features, but that is the gist.
> Whether it is balanced is a matter of opinion, but it passes my test for
> such things. It's not so weak that my players don't bother wasting
> experience to get it and it's not so strong that the adepts complain about
> it.
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
Group: dqn-list Message: 3390 From: Jeffery K. McGonagill Date: 2/8/2010
Subject: Re: Question for those who play Adepts
I've also played since 1st Edition, though I've never GM'ed a group without
at least one Mage.

~Jeffery~


----- Original Message -----
From: "darkislephil" <phergus@gmail.com>
To: <dqn-list@yahoogroups.com>
Sent: Monday, February 08, 2010 5:37 PM
Subject: [DQN-list] Re: Question for those who play Adepts


> --- In dqn-list@yahoogroups.com, "bobconstans" <bobconstans@...> wrote:
>> The entire recent discussion is SO strange to me. I've NEVER played
>> or GM'ed a game of DQ in which any characters were NOT in some
>> College.
>
> I've played DQ since the first edition and the vast majority of characters
> in the games I've GM'ed or played in were not adepts.
>
> We had lots of groups with no adepts at all.
>
> I can't imagine why you would want to play in a world where every
> character was an adept.
>
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
Group: dqn-list Message: 3391 From: Jeffery K. McGonagill Date: 2/8/2010
Subject: Re: Mage restrictions
I remember one player who's Adept had 4-5 concurrent backfires as a result
of one fight.

I also had one group where the fighters wore shields on their backs to
protect (1st edition rules) themselves from the thrown weapons of the
friendly "Adepts" behind them who didn't want to chance their damage spells
in a fight.

~Jeffery~


----- Original Message -----
From: "darkislephil" <phergus@gmail.com>
To: <dqn-list@yahoogroups.com>
Sent: Monday, February 08, 2010 5:48 PM
Subject: [DQN-list] Re: Mage restrictions


> You're doing it exactly as it is stated in the rules. Always sucks to get
> that backfire and then roll one of the really debilitating backfire
> results just as the party gets to the point of no return in the adventure.
>
> I think you'll find that in campaigns that are adept-heavy they have
> tossed out the rules that inconvenience adepts.
>
>
> --- In dqn-list@yahoogroups.com, John Hitchens <makofan@...> wrote:
>>
>> One of the problems with mage training is I believe that you must have
>> attempted to cast a spell at least once, each time you want to train a
>> rank in it - from 161.1
>>
>> "A
>> character must have attempted an ability or skill on the adventure
>> previous to
>> a gain in Rank in that ability or skill.". With many spells having low
>> base chances (1%, 5%, 20%) the chance of a backfire is great. Sooner or
>> later all my mages have rolled a 96-100 (I think that' s it) on the
>> backfire table and permanently fried their brains. And that happens
>> eventually, even if you allow the mage 10 hours of concentration before
>> casting the spell
>>
>> For MA needed for a College, there are also the two General Knowledge
>> Rituals: Ritual of Purification, Spell Preparation Ritual, and the two
>> General Knowledge Counterspells (Counterspell General and Counterspell
>> Special) that need to be added to the qualifications.
>>
>> Another drawback of magic is you can not kill somebody with one shot. If
>> you blast somebody with a forcebolt and get triple damage on a lucky
>> strike chance, you may do more damage than their fatigue and endurance
>> combined, but by rule you can't affect both fatigue and endurance with a
>> magic spell
>>
>> Please let me know if I have been misinterpreting these all these years!
>>
>
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>
Group: dqn-list Message: 3392 From: kaith_athanes Date: 2/8/2010
Subject: Re: Adept and non-adept balance.
The games I've GMed have always lasted longer than the games I've played in. My longest campaign I played in, however, my character was a non-adept mil sci. By the time it ended, I had raised endurance to 25 and mil sci to 8. I didn't get stunned often, but I wouldn't call it rare even with 8 point armor. Most of my stuns came from spells or endurance shots where the armor wasn't a factor, anyway. The mind adept in the party didn't min-max, though, so I never felt overshadowed. He didn't get stunned, but I could take more punishment and was definitely stronger offensively.

If we had not used the rule for extra fatigue boosting cast chances, I probably would not have been hit with as many spells and my stunning might have been characterized as rare, too. Again, I don't think there are glaring balance issues without house rules. As for my bias against mindless prestidigitators... the college has some really great spells and it has always irked me to see someone take it purely for the stun immunity.

--- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@...> wrote:
>
> One of my first characters was strictly a fighter/warrior focusing on
> weapons skills and Military Science. The character was R10 in Military
> Science before raising MA enough to acquire Fire Magicks then dropping it
> and turning to Mind. With high Endurance and armor protection it was rare
> my character was ever stunned in fighting prior to learning mind magicks.
>
> ~Jeffery~
>
>
>
> ----- Original Message -----
> From: "kaith_athanes" <kaith_athanes@...>
> To: <dqn-list@yahoogroups.com>
> Sent: Monday, February 08, 2010 8:35 AM
> Subject: [DQN-list] Adept and non-adept balance.
>
>
> > There was some discussion earlier about the Warrior Alternative article
> > and whether it is needed. Purely by the book, I think they are fairly
> > balanced and the extra experience points at creation for a non-adept are
> > not needed. I say "fairly" instead of "entirely" because it is a bit
> > harder for a non-adept to reach adventurer and hero, and because of a lot
> > of experience with what my group used to refer to as Mindless Mages. A
> > mindless mage is an adept of the college of sorceries of the mind with the
> > bare minimum MA to join the college, a mediocre (at best) WP, a two handed
> > class B weapon and very little focus on improving his spells. In melee
> > they tend to overshadow the non-adept warriors.
> >
> > Another issue is the phrase "by the book." I don't think I've ever played
> > in a campaign, regardless of RPG system, that did not have house rules. In
> > our DQ campaigns, we've always used a house rule that allows adepts to use
> > extra fatigue to boost their cast chances. In some campaigns it was +5%
> > for each extra point of fatigue with the adept not being able to use more
> > fatigue than it would take to stun him if he took that much damage from an
> > attack. In some games, it was the Thieves World rule where each extra
> > fatigue adds 15% to cast chance, but the adept MUST spend enough fatigue
> > to push the cast chance to 100%. If he doesn't have enough fatigue to do
> > that, any failure is a backfire. These house rules break the balance
> > between adepts and non-adepts further. They don't shatter it or annihilate
> > it because adepts now run out of fatigue faster. Also, backfire results
> > 01 - 25 become much, much more dangerous. All in all, the rules do make
> > adepts more powerful, though.
> >
> > I added a Warrior skill for my campaigns to attempt to bring things back
> > into balance. I can dig it out and post it later if anyone wishes, but I
> > can summarize the main points, now.
> >
> > While you can normally train two things at the same time, warrior skill
> > training is intensive and exhausting enough that nothing else can be
> > trained at the same time. Much of the training involves the use of
> > weapons. As part of the trade off, it then only takes half as long to
> > train up weapon skills as normal, as long as the ranks being learned are
> > not higher than the character's warrior rank. This helps with the time it
> > takes to reach adventurer/hero.
> >
> > The warrior increases the amount of damage it takes to stun him by 1 per
> > rank. This helps offset those min-max mind adepts.
> >
> > The warrior gains 2 per rank to his strike chance and 1 per rank to his
> > defense (2 per rank when evading). Additionally, he increases his damage
> > with all weapons by 1 point at rank 4 and another point at rank 8, in
> > addition to any extra damage he gains from rank in the weapon itself. This
> > helps offset the increased power adepts gain from using extra fatigue to
> > boost cast chance.
> >
> > I'm definitely forgetting a few of the features, but that is the gist.
> > Whether it is balanced is a matter of opinion, but it passes my test for
> > such things. It's not so weak that my players don't bother wasting
> > experience to get it and it's not so strong that the adepts complain about
> > it.
> >
> >
> >
> > ------------------------------------
> >
> > Yahoo! Groups Links
> >
> >
> >
>
Group: dqn-list Message: 3393 From: kaith_athanes Date: 2/8/2010
Subject: Re: Question for those who play Adepts
--- In dqn-list@yahoogroups.com, "darkislephil" <phergus@...> wrote:
>
> --- In dqn-list@yahoogroups.com, "bobconstans" <bobconstans@> wrote:
> > The entire recent discussion is SO strange to me. I've NEVER played
> > or GM'ed a game of DQ in which any characters were NOT in some
> > College.
>
> I've played DQ since the first edition and the vast majority of characters in the games I've GM'ed or played in were not adepts.
>
> We had lots of groups with no adepts at all.
>
> I can't imagine why you would want to play in a world where every character was an adept.
>

In my last campaign, only one of the characters was an adept. My memory may be faulty, but I believe that is the only group I've GMed or played in where the party contained more than one non-adept.
Group: dqn-list Message: 3394 From: Geoff Berman Date: 2/9/2010
Subject: Re: Mage restrictions
No we did not. Obviously we have a different style of play. And yes it did grow a little old, however, as I've said before there is no reason NOT to play an  adept in DQ in my opinion. As is you advance more quickly, you outstrip weapon damage fairly quickly, frankly I'm amazed very few played adepts in your games. If I have a problem with the game it is that stickjock types got the shaft, thats why I use the warrior alternative, but I also use it for any and all non-adept types. Want to play a pure assassin, go for it, pure bard sure why not. Want to try to recreate a dnd cleric, lets see what we can do. For me the warrior alternative has proven good at balancing, the main thing is I never want to hinder someone trying to add flavor to my games, and by not giving them something (and I'm not saying the WA is perfect) it does just that.

Once again my opinion. :-)


From: darkislephil <phergus@gmail.com>
To: dqn-list@yahoogroups.com
Sent: Mon, February 8, 2010 7:48:07 PM
Subject: [DQN-list] Re: Mage restrictions

You're doing it exactly as it is stated in the rules.  Always sucks to get that backfire and then roll one of the really debilitating backfire results just as the party gets to the point of no return in the adventure.

I think you'll find that in campaigns that are adept-heavy they have tossed out the rules that inconvenience adepts.


--- In dqn-list@yahoogroups.com, John Hitchens <makofan@...> wrote:
>
> One of the problems with mage training is I believe that you must have attempted to cast a spell at least once, each time you want to train a rank in it - from 161.1
>
> "A
> character must have attempted an ability or skill on the adventure previous to
> a gain in Rank in that ability or skill.". With many spells having low base chances (1%, 5%, 20%) the chance of a backfire is great. Sooner or later all my mages have rolled a 96-100 (I think that' s it) on the backfire table and permanently fried their brains. And that happens eventually, even if you allow the mage 10 hours of concentration before casting the spell
>
> For MA needed for a College, there are also the two General Knowledge Rituals: Ritual of Purification, Spell Preparation Ritual, and the two General Knowledge Counterspells (Counterspell General and Counterspell Special) that need to be added to the qualifications.
>
> Another drawback of magic is you can not kill somebody with one shot. If you blast somebody with a forcebolt and get triple damage on a lucky strike chance, you may do more damage than their fatigue and endurance combined, but by rule you can't affect both fatigue and endurance with a magic spell
>
> Please let me know if I have been misinterpreting these all these years!
>




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Group: dqn-list Message: 3395 From: Jeffery K. McGonagill Date: 2/9/2010
Subject: Re: Adept and non-adept balance.
All the Mind Mages I've seen played like it particularly for the Healing
spell.

~Jeffery~


----- Original Message -----
From: "kaith_athanes" <kaith_athanes@yahoo.com>
To: <dqn-list@yahoogroups.com>
Sent: Monday, February 08, 2010 8:50 PM
Subject: [DQN-list] Re: Adept and non-adept balance.


> The games I've GMed have always lasted longer than the games I've played
> in. My longest campaign I played in, however, my character was a non-adept
> mil sci. By the time it ended, I had raised endurance to 25 and mil sci to
> 8. I didn't get stunned often, but I wouldn't call it rare even with 8
> point armor. Most of my stuns came from spells or endurance shots where
> the armor wasn't a factor, anyway. The mind adept in the party didn't
> min-max, though, so I never felt overshadowed. He didn't get stunned, but
> I could take more punishment and was definitely stronger offensively.
>
> If we had not used the rule for extra fatigue boosting cast chances, I
> probably would not have been hit with as many spells and my stunning might
> have been characterized as rare, too. Again, I don't think there are
> glaring balance issues without house rules. As for my bias against
> mindless prestidigitators... the college has some really great spells and
> it has always irked me to see someone take it purely for the stun
> immunity.
>
> --- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@...>
> wrote:
>>
>> One of my first characters was strictly a fighter/warrior focusing on
>> weapons skills and Military Science. The character was R10 in Military
>> Science before raising MA enough to acquire Fire Magicks then dropping it
>> and turning to Mind. With high Endurance and armor protection it was
>> rare
>> my character was ever stunned in fighting prior to learning mind magicks.
>>
>> ~Jeffery~
>>
>>
>>
>> ----- Original Message -----
>> From: "kaith_athanes" <kaith_athanes@...>
>> To: <dqn-list@yahoogroups.com>
>> Sent: Monday, February 08, 2010 8:35 AM
>> Subject: [DQN-list] Adept and non-adept balance.
>>
>>
>> > There was some discussion earlier about the Warrior Alternative article
>> > and whether it is needed. Purely by the book, I think they are fairly
>> > balanced and the extra experience points at creation for a non-adept
>> > are
>> > not needed. I say "fairly" instead of "entirely" because it is a bit
>> > harder for a non-adept to reach adventurer and hero, and because of a
>> > lot
>> > of experience with what my group used to refer to as Mindless Mages. A
>> > mindless mage is an adept of the college of sorceries of the mind with
>> > the
>> > bare minimum MA to join the college, a mediocre (at best) WP, a two
>> > handed
>> > class B weapon and very little focus on improving his spells. In melee
>> > they tend to overshadow the non-adept warriors.
>> >
>> > Another issue is the phrase "by the book." I don't think I've ever
>> > played
>> > in a campaign, regardless of RPG system, that did not have house rules.
>> > In
>> > our DQ campaigns, we've always used a house rule that allows adepts to
>> > use
>> > extra fatigue to boost their cast chances. In some campaigns it was +5%
>> > for each extra point of fatigue with the adept not being able to use
>> > more
>> > fatigue than it would take to stun him if he took that much damage from
>> > an
>> > attack. In some games, it was the Thieves World rule where each extra
>> > fatigue adds 15% to cast chance, but the adept MUST spend enough
>> > fatigue
>> > to push the cast chance to 100%. If he doesn't have enough fatigue to
>> > do
>> > that, any failure is a backfire. These house rules break the balance
>> > between adepts and non-adepts further. They don't shatter it or
>> > annihilate
>> > it because adepts now run out of fatigue faster. Also, backfire results
>> > 01 - 25 become much, much more dangerous. All in all, the rules do make
>> > adepts more powerful, though.
>> >
>> > I added a Warrior skill for my campaigns to attempt to bring things
>> > back
>> > into balance. I can dig it out and post it later if anyone wishes, but
>> > I
>> > can summarize the main points, now.
>> >
>> > While you can normally train two things at the same time, warrior skill
>> > training is intensive and exhausting enough that nothing else can be
>> > trained at the same time. Much of the training involves the use of
>> > weapons. As part of the trade off, it then only takes half as long to
>> > train up weapon skills as normal, as long as the ranks being learned
>> > are
>> > not higher than the character's warrior rank. This helps with the time
>> > it
>> > takes to reach adventurer/hero.
>> >
>> > The warrior increases the amount of damage it takes to stun him by 1
>> > per
>> > rank. This helps offset those min-max mind adepts.
>> >
>> > The warrior gains 2 per rank to his strike chance and 1 per rank to his
>> > defense (2 per rank when evading). Additionally, he increases his
>> > damage
>> > with all weapons by 1 point at rank 4 and another point at rank 8, in
>> > addition to any extra damage he gains from rank in the weapon itself.
>> > This
>> > helps offset the increased power adepts gain from using extra fatigue
>> > to
>> > boost cast chance.
>> >
>> > I'm definitely forgetting a few of the features, but that is the gist.
>> > Whether it is balanced is a matter of opinion, but it passes my test
>> > for
>> > such things. It's not so weak that my players don't bother wasting
>> > experience to get it and it's not so strong that the adepts complain
>> > about
>> > it.
>> >
>> >
>> >
>> > ------------------------------------
>> >
>> > Yahoo! Groups Links
>> >
>> >
>> >
>>
>
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>
Group: dqn-list Message: 3396 From: kakashi64 Date: 2/11/2010
Subject: Re: How do I raise Perception (PC) anyway?
I've always disliked this aspect of DQ, even after they raised it from 5 to 8. Having every character start out with below-average perception just doesn't make sense to me. It means that you have less than a 50% of perceiving something when the difficulty rating is 5! When I wrote up my expanded point-buy rules, PC became a stat just like any other.

--- In dqn-list@yahoogroups.com, "koraq" <Koraq@...> wrote:
>
> I have decided to try to make a character for DQ, having finally read through all of my DQ2 book.
>
> In paragraph 5.4 it says "A character's Perception begins at 5". Now, am I supposed to spend my points for primary stats on that as well? 5 seem to be awfully low, and having to spend points on it makes it impossible for my test character to have more than two stats above 10!
>
> Am I missing something obvious? It looks kind of expensive to use EP to raise that stat...
>
> /andreas
>
Group: dqn-list Message: 3397 From: kakashi64 Date: 2/11/2010
Subject: Re: Mage restrictions
--- In dqn-list@yahoogroups.com, John Hitchens <makofan@...> wrote:
>
> One of the problems with mage training is I believe that you must have attempted to cast a spell at least once, each time you want to train a rank in it - from 161.1
>
> "A character must have attempted an ability or skill on the
> adventure previous to a gain in Rank in that ability or skill.".

And one hilariously problematic result of this rule is trying to increase ranks in the Ritual of Becoming Undead! You have to try to re-become undead over and over again if you want to become a wraith rather than a wight.
Group: dqn-list Message: 3398 From: kakashi64 Date: 2/11/2010
Subject: Re: Adept and non-adept balance.
And the few I played with did it for purposes of subterfuge (Mind Mage + Thief/Spy or Mind Mage + Assassin combo).

--- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@...> wrote:
>
> All the Mind Mages I've seen played like it particularly for the Healing
> spell.
>
> ~Jeffery~
>
>
> ----- Original Message -----
> From: "kaith_athanes" <kaith_athanes@...>
> To: <dqn-list@yahoogroups.com>
> Sent: Monday, February 08, 2010 8:50 PM
> Subject: [DQN-list] Re: Adept and non-adept balance.
>
>
> > The games I've GMed have always lasted longer than the games I've played
> > in. My longest campaign I played in, however, my character was a non-adept
> > mil sci. By the time it ended, I had raised endurance to 25 and mil sci to
> > 8. I didn't get stunned often, but I wouldn't call it rare even with 8
> > point armor. Most of my stuns came from spells or endurance shots where
> > the armor wasn't a factor, anyway. The mind adept in the party didn't
> > min-max, though, so I never felt overshadowed. He didn't get stunned, but
> > I could take more punishment and was definitely stronger offensively.
> >
> > If we had not used the rule for extra fatigue boosting cast chances, I
> > probably would not have been hit with as many spells and my stunning might
> > have been characterized as rare, too. Again, I don't think there are
> > glaring balance issues without house rules. As for my bias against
> > mindless prestidigitators... the college has some really great spells and
> > it has always irked me to see someone take it purely for the stun
> > immunity.
> >
> > --- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@>
> > wrote:
> >>
> >> One of my first characters was strictly a fighter/warrior focusing on
> >> weapons skills and Military Science. The character was R10 in Military
> >> Science before raising MA enough to acquire Fire Magicks then dropping it
> >> and turning to Mind. With high Endurance and armor protection it was
> >> rare
> >> my character was ever stunned in fighting prior to learning mind magicks.
> >>
> >> ~Jeffery~
> >>
> >>
> >>
> >> ----- Original Message -----
> >> From: "kaith_athanes" <kaith_athanes@>
> >> To: <dqn-list@yahoogroups.com>
> >> Sent: Monday, February 08, 2010 8:35 AM
> >> Subject: [DQN-list] Adept and non-adept balance.
> >>
> >>
> >> > There was some discussion earlier about the Warrior Alternative article
> >> > and whether it is needed. Purely by the book, I think they are fairly
> >> > balanced and the extra experience points at creation for a non-adept
> >> > are
> >> > not needed. I say "fairly" instead of "entirely" because it is a bit
> >> > harder for a non-adept to reach adventurer and hero, and because of a
> >> > lot
> >> > of experience with what my group used to refer to as Mindless Mages. A
> >> > mindless mage is an adept of the college of sorceries of the mind with
> >> > the
> >> > bare minimum MA to join the college, a mediocre (at best) WP, a two
> >> > handed
> >> > class B weapon and very little focus on improving his spells. In melee
> >> > they tend to overshadow the non-adept warriors.
> >> >
> >> > Another issue is the phrase "by the book." I don't think I've ever
> >> > played
> >> > in a campaign, regardless of RPG system, that did not have house rules.
> >> > In
> >> > our DQ campaigns, we've always used a house rule that allows adepts to
> >> > use
> >> > extra fatigue to boost their cast chances. In some campaigns it was +5%
> >> > for each extra point of fatigue with the adept not being able to use
> >> > more
> >> > fatigue than it would take to stun him if he took that much damage from
> >> > an
> >> > attack. In some games, it was the Thieves World rule where each extra
> >> > fatigue adds 15% to cast chance, but the adept MUST spend enough
> >> > fatigue
> >> > to push the cast chance to 100%. If he doesn't have enough fatigue to
> >> > do
> >> > that, any failure is a backfire. These house rules break the balance
> >> > between adepts and non-adepts further. They don't shatter it or
> >> > annihilate
> >> > it because adepts now run out of fatigue faster. Also, backfire results
> >> > 01 - 25 become much, much more dangerous. All in all, the rules do make
> >> > adepts more powerful, though.
> >> >
> >> > I added a Warrior skill for my campaigns to attempt to bring things
> >> > back
> >> > into balance. I can dig it out and post it later if anyone wishes, but
> >> > I
> >> > can summarize the main points, now.
> >> >
> >> > While you can normally train two things at the same time, warrior skill
> >> > training is intensive and exhausting enough that nothing else can be
> >> > trained at the same time. Much of the training involves the use of
> >> > weapons. As part of the trade off, it then only takes half as long to
> >> > train up weapon skills as normal, as long as the ranks being learned
> >> > are
> >> > not higher than the character's warrior rank. This helps with the time
> >> > it
> >> > takes to reach adventurer/hero.
> >> >
> >> > The warrior increases the amount of damage it takes to stun him by 1
> >> > per
> >> > rank. This helps offset those min-max mind adepts.
> >> >
> >> > The warrior gains 2 per rank to his strike chance and 1 per rank to his
> >> > defense (2 per rank when evading). Additionally, he increases his
> >> > damage
> >> > with all weapons by 1 point at rank 4 and another point at rank 8, in
> >> > addition to any extra damage he gains from rank in the weapon itself.
> >> > This
> >> > helps offset the increased power adepts gain from using extra fatigue
> >> > to
> >> > boost cast chance.
> >> >
> >> > I'm definitely forgetting a few of the features, but that is the gist.
> >> > Whether it is balanced is a matter of opinion, but it passes my test
> >> > for
> >> > such things. It's not so weak that my players don't bother wasting
> >> > experience to get it and it's not so strong that the adepts complain
> >> > about
> >> > it.
> >> >
> >> >
> >> >
> >> > ------------------------------------
> >> >
> >> > Yahoo! Groups Links
> >> >
> >> >
> >> >
> >>
> >
> >
> >
> >
> > ------------------------------------
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
>
Group: dqn-list Message: 3399 From: kaith_athanes Date: 2/11/2010
Subject: Re: Adept and non-adept balance.
Now that wouldn't bother me. The college has so much coolness to it aside from the resist pain talent. Arguably the best healing and invisibility spells in the game, the telepathy/mental attack combo that lets you take people out from inside the next building over, telepathy just by itself, empathy at high ranks becomes a ranged healing spell, ESP is almost like having radar. I think that's why the 11 MA mind adepts irk me so much. In all the time i've played and run DQ, I've only ever seen one mind adept that didn't take a class b two handed weapon. I'm glad your experiences have been otherwise.

--- In dqn-list@yahoogroups.com, "kakashi64" <dantalion64@...> wrote:
>
> And the few I played with did it for purposes of subterfuge (Mind Mage + Thief/Spy or Mind Mage + Assassin combo).
>
> --- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@> wrote:
> >
> > All the Mind Mages I've seen played like it particularly for the Healing
> > spell.
> >
> > ~Jeffery~
> >
> >
> > ----- Original Message -----
> > From: "kaith_athanes" <kaith_athanes@>
> > To: <dqn-list@yahoogroups.com>
> > Sent: Monday, February 08, 2010 8:50 PM
> > Subject: [DQN-list] Re: Adept and non-adept balance.
> >
> >
> > > The games I've GMed have always lasted longer than the games I've played
> > > in. My longest campaign I played in, however, my character was a non-adept
> > > mil sci. By the time it ended, I had raised endurance to 25 and mil sci to
> > > 8. I didn't get stunned often, but I wouldn't call it rare even with 8
> > > point armor. Most of my stuns came from spells or endurance shots where
> > > the armor wasn't a factor, anyway. The mind adept in the party didn't
> > > min-max, though, so I never felt overshadowed. He didn't get stunned, but
> > > I could take more punishment and was definitely stronger offensively.
> > >
> > > If we had not used the rule for extra fatigue boosting cast chances, I
> > > probably would not have been hit with as many spells and my stunning might
> > > have been characterized as rare, too. Again, I don't think there are
> > > glaring balance issues without house rules. As for my bias against
> > > mindless prestidigitators... the college has some really great spells and
> > > it has always irked me to see someone take it purely for the stun
> > > immunity.
> > >
> > > --- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@>
> > > wrote:
> > >>
> > >> One of my first characters was strictly a fighter/warrior focusing on
> > >> weapons skills and Military Science. The character was R10 in Military
> > >> Science before raising MA enough to acquire Fire Magicks then dropping it
> > >> and turning to Mind. With high Endurance and armor protection it was
> > >> rare
> > >> my character was ever stunned in fighting prior to learning mind magicks.
> > >>
> > >> ~Jeffery~
> > >>
> > >>
> > >>
> > >> ----- Original Message -----
> > >> From: "kaith_athanes" <kaith_athanes@>
> > >> To: <dqn-list@yahoogroups.com>
> > >> Sent: Monday, February 08, 2010 8:35 AM
> > >> Subject: [DQN-list] Adept and non-adept balance.
> > >>
> > >>
> > >> > There was some discussion earlier about the Warrior Alternative article
> > >> > and whether it is needed. Purely by the book, I think they are fairly
> > >> > balanced and the extra experience points at creation for a non-adept
> > >> > are
> > >> > not needed. I say "fairly" instead of "entirely" because it is a bit
> > >> > harder for a non-adept to reach adventurer and hero, and because of a
> > >> > lot
> > >> > of experience with what my group used to refer to as Mindless Mages. A
> > >> > mindless mage is an adept of the college of sorceries of the mind with
> > >> > the
> > >> > bare minimum MA to join the college, a mediocre (at best) WP, a two
> > >> > handed
> > >> > class B weapon and very little focus on improving his spells. In melee
> > >> > they tend to overshadow the non-adept warriors.
> > >> >
> > >> > Another issue is the phrase "by the book." I don't think I've ever
> > >> > played
> > >> > in a campaign, regardless of RPG system, that did not have house rules.
> > >> > In
> > >> > our DQ campaigns, we've always used a house rule that allows adepts to
> > >> > use
> > >> > extra fatigue to boost their cast chances. In some campaigns it was +5%
> > >> > for each extra point of fatigue with the adept not being able to use
> > >> > more
> > >> > fatigue than it would take to stun him if he took that much damage from
> > >> > an
> > >> > attack. In some games, it was the Thieves World rule where each extra
> > >> > fatigue adds 15% to cast chance, but the adept MUST spend enough
> > >> > fatigue
> > >> > to push the cast chance to 100%. If he doesn't have enough fatigue to
> > >> > do
> > >> > that, any failure is a backfire. These house rules break the balance
> > >> > between adepts and non-adepts further. They don't shatter it or
> > >> > annihilate
> > >> > it because adepts now run out of fatigue faster. Also, backfire results
> > >> > 01 - 25 become much, much more dangerous. All in all, the rules do make
> > >> > adepts more powerful, though.
> > >> >
> > >> > I added a Warrior skill for my campaigns to attempt to bring things
> > >> > back
> > >> > into balance. I can dig it out and post it later if anyone wishes, but
> > >> > I
> > >> > can summarize the main points, now.
> > >> >
> > >> > While you can normally train two things at the same time, warrior skill
> > >> > training is intensive and exhausting enough that nothing else can be
> > >> > trained at the same time. Much of the training involves the use of
> > >> > weapons. As part of the trade off, it then only takes half as long to
> > >> > train up weapon skills as normal, as long as the ranks being learned
> > >> > are
> > >> > not higher than the character's warrior rank. This helps with the time
> > >> > it
> > >> > takes to reach adventurer/hero.
> > >> >
> > >> > The warrior increases the amount of damage it takes to stun him by 1
> > >> > per
> > >> > rank. This helps offset those min-max mind adepts.
> > >> >
> > >> > The warrior gains 2 per rank to his strike chance and 1 per rank to his
> > >> > defense (2 per rank when evading). Additionally, he increases his
> > >> > damage
> > >> > with all weapons by 1 point at rank 4 and another point at rank 8, in
> > >> > addition to any extra damage he gains from rank in the weapon itself.
> > >> > This
> > >> > helps offset the increased power adepts gain from using extra fatigue
> > >> > to
> > >> > boost cast chance.
> > >> >
> > >> > I'm definitely forgetting a few of the features, but that is the gist.
> > >> > Whether it is balanced is a matter of opinion, but it passes my test
> > >> > for
> > >> > such things. It's not so weak that my players don't bother wasting
> > >> > experience to get it and it's not so strong that the adepts complain
> > >> > about
> > >> > it.
> > >> >
> > >> >
> > >> >
> > >> > ------------------------------------
> > >> >
> > >> > Yahoo! Groups Links
> > >> >
> > >> >
> > >> >
> > >>
> > >
> > >
> > >
> > >
> > > ------------------------------------
> > >
> > > Yahoo! Groups Links
> > >
> > >
> > >
> > >
> >
>
Group: dqn-list Message: 3400 From: Jeffery K. McGonagill Date: 2/11/2010
Subject: Re: Adept and non-adept balance.
I remember one campaign I ran, everytime a villain Mind Mage cast Mental
Attack on one particular character, than character failed his savings throw.
It became a running joke.

~Jeffery~

----- Original Message -----
From: "kaith_athanes" <kaith_athanes@yahoo.com>
To: <dqn-list@yahoogroups.com>
Sent: Thursday, February 11, 2010 10:25 AM
Subject: [DQN-list] Re: Adept and non-adept balance.


> Now that wouldn't bother me. The college has so much coolness to it aside
> from the resist pain talent. Arguably the best healing and invisibility
> spells in the game, the telepathy/mental attack combo that lets you take
> people out from inside the next building over, telepathy just by itself,
> empathy at high ranks becomes a ranged healing spell, ESP is almost like
> having radar. I think that's why the 11 MA mind adepts irk me so much. In
> all the time i've played and run DQ, I've only ever seen one mind adept
> that didn't take a class b two handed weapon. I'm glad your experiences
> have been otherwise.
>
> --- In dqn-list@yahoogroups.com, "kakashi64" <dantalion64@...> wrote:
>>
>> And the few I played with did it for purposes of subterfuge (Mind Mage +
>> Thief/Spy or Mind Mage + Assassin combo).
>>
>> --- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@> wrote:
>> >
>> > All the Mind Mages I've seen played like it particularly for the
>> > Healing
>> > spell.
>> >
>> > ~Jeffery~
>> >
>> >
>> > ----- Original Message -----
>> > From: "kaith_athanes" <kaith_athanes@>
>> > To: <dqn-list@yahoogroups.com>
>> > Sent: Monday, February 08, 2010 8:50 PM
>> > Subject: [DQN-list] Re: Adept and non-adept balance.
>> >
>> >
>> > > The games I've GMed have always lasted longer than the games I've
>> > > played
>> > > in. My longest campaign I played in, however, my character was a
>> > > non-adept
>> > > mil sci. By the time it ended, I had raised endurance to 25 and mil
>> > > sci to
>> > > 8. I didn't get stunned often, but I wouldn't call it rare even with
>> > > 8
>> > > point armor. Most of my stuns came from spells or endurance shots
>> > > where
>> > > the armor wasn't a factor, anyway. The mind adept in the party didn't
>> > > min-max, though, so I never felt overshadowed. He didn't get stunned,
>> > > but
>> > > I could take more punishment and was definitely stronger offensively.
>> > >
>> > > If we had not used the rule for extra fatigue boosting cast chances,
>> > > I
>> > > probably would not have been hit with as many spells and my stunning
>> > > might
>> > > have been characterized as rare, too. Again, I don't think there are
>> > > glaring balance issues without house rules. As for my bias against
>> > > mindless prestidigitators... the college has some really great spells
>> > > and
>> > > it has always irked me to see someone take it purely for the stun
>> > > immunity.
>> > >
>> > > --- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@>
>> > > wrote:
>> > >>
>> > >> One of my first characters was strictly a fighter/warrior focusing
>> > >> on
>> > >> weapons skills and Military Science. The character was R10 in
>> > >> Military
>> > >> Science before raising MA enough to acquire Fire Magicks then
>> > >> dropping it
>> > >> and turning to Mind. With high Endurance and armor protection it
>> > >> was
>> > >> rare
>> > >> my character was ever stunned in fighting prior to learning mind
>> > >> magicks.
>> > >>
>> > >> ~Jeffery~
>> > >>
>> > >>
>> > >>
>> > >> ----- Original Message -----
>> > >> From: "kaith_athanes" <kaith_athanes@>
>> > >> To: <dqn-list@yahoogroups.com>
>> > >> Sent: Monday, February 08, 2010 8:35 AM
>> > >> Subject: [DQN-list] Adept and non-adept balance.
>> > >>
>> > >>
>> > >> > There was some discussion earlier about the Warrior Alternative
>> > >> > article
>> > >> > and whether it is needed. Purely by the book, I think they are
>> > >> > fairly
>> > >> > balanced and the extra experience points at creation for a
>> > >> > non-adept
>> > >> > are
>> > >> > not needed. I say "fairly" instead of "entirely" because it is a
>> > >> > bit
>> > >> > harder for a non-adept to reach adventurer and hero, and because
>> > >> > of a
>> > >> > lot
>> > >> > of experience with what my group used to refer to as Mindless
>> > >> > Mages. A
>> > >> > mindless mage is an adept of the college of sorceries of the mind
>> > >> > with
>> > >> > the
>> > >> > bare minimum MA to join the college, a mediocre (at best) WP, a
>> > >> > two
>> > >> > handed
>> > >> > class B weapon and very little focus on improving his spells. In
>> > >> > melee
>> > >> > they tend to overshadow the non-adept warriors.
>> > >> >
>> > >> > Another issue is the phrase "by the book." I don't think I've ever
>> > >> > played
>> > >> > in a campaign, regardless of RPG system, that did not have house
>> > >> > rules.
>> > >> > In
>> > >> > our DQ campaigns, we've always used a house rule that allows
>> > >> > adepts to
>> > >> > use
>> > >> > extra fatigue to boost their cast chances. In some campaigns it
>> > >> > was +5%
>> > >> > for each extra point of fatigue with the adept not being able to
>> > >> > use
>> > >> > more
>> > >> > fatigue than it would take to stun him if he took that much damage
>> > >> > from
>> > >> > an
>> > >> > attack. In some games, it was the Thieves World rule where each
>> > >> > extra
>> > >> > fatigue adds 15% to cast chance, but the adept MUST spend enough
>> > >> > fatigue
>> > >> > to push the cast chance to 100%. If he doesn't have enough fatigue
>> > >> > to
>> > >> > do
>> > >> > that, any failure is a backfire. These house rules break the
>> > >> > balance
>> > >> > between adepts and non-adepts further. They don't shatter it or
>> > >> > annihilate
>> > >> > it because adepts now run out of fatigue faster. Also, backfire
>> > >> > results
>> > >> > 01 - 25 become much, much more dangerous. All in all, the rules do
>> > >> > make
>> > >> > adepts more powerful, though.
>> > >> >
>> > >> > I added a Warrior skill for my campaigns to attempt to bring
>> > >> > things
>> > >> > back
>> > >> > into balance. I can dig it out and post it later if anyone wishes,
>> > >> > but
>> > >> > I
>> > >> > can summarize the main points, now.
>> > >> >
>> > >> > While you can normally train two things at the same time, warrior
>> > >> > skill
>> > >> > training is intensive and exhausting enough that nothing else can
>> > >> > be
>> > >> > trained at the same time. Much of the training involves the use of
>> > >> > weapons. As part of the trade off, it then only takes half as long
>> > >> > to
>> > >> > train up weapon skills as normal, as long as the ranks being
>> > >> > learned
>> > >> > are
>> > >> > not higher than the character's warrior rank. This helps with the
>> > >> > time
>> > >> > it
>> > >> > takes to reach adventurer/hero.
>> > >> >
>> > >> > The warrior increases the amount of damage it takes to stun him by
>> > >> > 1
>> > >> > per
>> > >> > rank. This helps offset those min-max mind adepts.
>> > >> >
>> > >> > The warrior gains 2 per rank to his strike chance and 1 per rank
>> > >> > to his
>> > >> > defense (2 per rank when evading). Additionally, he increases his
>> > >> > damage
>> > >> > with all weapons by 1 point at rank 4 and another point at rank 8,
>> > >> > in
>> > >> > addition to any extra damage he gains from rank in the weapon
>> > >> > itself.
>> > >> > This
>> > >> > helps offset the increased power adepts gain from using extra
>> > >> > fatigue
>> > >> > to
>> > >> > boost cast chance.
>> > >> >
>> > >> > I'm definitely forgetting a few of the features, but that is the
>> > >> > gist.
>> > >> > Whether it is balanced is a matter of opinion, but it passes my
>> > >> > test
>> > >> > for
>> > >> > such things. It's not so weak that my players don't bother wasting
>> > >> > experience to get it and it's not so strong that the adepts
>> > >> > complain
>> > >> > about
>> > >> > it.
>> > >> >
>> > >> >
>> > >> >
>> > >> > ------------------------------------
>> > >> >
>> > >> > Yahoo! Groups Links
>> > >> >
>> > >> >
>> > >> >
>> > >>
>> > >
>> > >
>> > >
>> > >
>> > > ------------------------------------
>> > >
>> > > Yahoo! Groups Links
>> > >
>> > >
>> > >
>> > >
>> >
>>
>
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>
Group: dqn-list Message: 3401 From: Ted Date: 2/12/2010
Subject: Re: Mage restrictions
Actually, that's not true. In 45 R-3 The adept's rank with the ritual determines whether or not its a wight or wraith that is created from the murdered victim in the process. This undead is either contained or released depending upon the success of the ritual. Any success in the ritual means the adept becomes the Greater Undead of his choice, regardless of his rank with the ritual. Hopefully this wont be a ritual that most necromancers have much rank in...for their own sake, considering all the undead that will be lurking around waiting to take revenge for their murders.

I've never considered it a problem to require adepts to have made an attempt at a spell or ritual before training it up, just like any other skill/talent/weapon. 87.1 (DQ 2nd Edition) only requires that they attempt it, not succeed. Adepts still tend to be the quickest to advance. Yes they risk backfires but their ultimate power is more than worth the risk. Allowing them to train it up without attempting it first is likely to cause a game imbalance in my experience.

Are there other skill based games that dont require that abilities be attempted before being raised?

--- In dqn-list@yahoogroups.com, "kakashi64" <dantalion64@...> wrote:
>
>
>
> --- In dqn-list@yahoogroups.com, John Hitchens <makofan@> wrote:
> >
> > One of the problems with mage training is I believe that you must have attempted to cast a spell at least once, each time you want to train a rank in it - from 161.1
> >
> > "A character must have attempted an ability or skill on the
> > adventure previous to a gain in Rank in that ability or skill.".
>
> And one hilariously problematic result of this rule is trying to increase ranks in the Ritual of Becoming Undead! You have to try to re-become undead over and over again if you want to become a wraith rather than a wight.
>
Group: dqn-list Message: 3402 From: kaith_athanes Date: 2/12/2010
Subject: Re: Mage restrictions
--- In dqn-list@yahoogroups.com, "Ted" <tmckelvey77089@...> wrote:

> Are there other skill based games that dont require that abilities be attempted before being raised?
>

GURPS does... sort of. In order to spend awarded character points on skills, they have to have been used. But you can gain points in the skill by putting in time and practice.

> --- In dqn-list@yahoogroups.com, "kakashi64" <dantalion64@> wrote:
> >
> >
> >
> > --- In dqn-list@yahoogroups.com, John Hitchens <makofan@> wrote:
> > >
> > > One of the problems with mage training is I believe that you must have attempted to cast a spell at least once, each time you want to train a rank in it - from 161.1
> > >
> > > "A character must have attempted an ability or skill on the
> > > adventure previous to a gain in Rank in that ability or skill.".
> >
> > And one hilariously problematic result of this rule is trying to increase ranks in the Ritual of Becoming Undead! You have to try to re-become undead over and over again if you want to become a wraith rather than a wight.
> >
>
Group: dqn-list Message: 3403 From: Brock Date: 2/12/2010
Subject: DragonQuest alive and well in Denver, CO, USA!
I am GMing DQ here in Denver. I ran a DQ one-shot at the regional gaming convention, "Genghis Con," last night. Had a rip-roaring good time with the players at the table, including a DQ old-timer and some newbies. We got 5 players and one "watcher" last night. Not bad.

A couple of the players at the table seem likely to join our regular DQ group. Woo hoo!

Eric Goldberg, Chris Klug, David Ritchie, and Edward Woods really came up with something special, eh what? Talk about standing the test of time - 30 years after it was initially published it is still being played and enjoyed with relish.

I enjoy showing off my battered copy of the 1982 Bantam softcover to curious on-lookers, pointing out its *lack* of a bar code printed anywhere on it. That always gets some puzzled looks from the younger folks! :)

- Brock
Group: dqn-list Message: 3404 From: kakashi64 Date: 2/18/2010
Subject: Re: Mage restrictions
Holy crap, you're right! It's been awhile since I really read the details.

But this begs another question about the silliness of this ritual: *how* does someone attain rank in this ritual, and *why* would anyone bother doing so? Once you're undead, you're undead, and it can't be undone.

--- In dqn-list@yahoogroups.com, "Ted" <tmckelvey77089@...> wrote:
>
> Actually, that's not true. In 45 R-3 The adept's rank with the ritual determines whether or not its a wight or wraith that is created from the murdered victim in the process. This undead is either contained or released depending upon the success of the ritual. Any success in the ritual means the adept becomes the Greater Undead of his choice, regardless of his rank with the ritual. Hopefully this wont be a ritual that most necromancers have much rank in...for their own sake, considering all the undead that will be lurking around waiting to take revenge for their murders.
>
> I've never considered it a problem to require adepts to have made an attempt at a spell or ritual before training it up, just like any other skill/talent/weapon. 87.1 (DQ 2nd Edition) only requires that they attempt it, not succeed. Adepts still tend to be the quickest to advance. Yes they risk backfires but their ultimate power is more than worth the risk. Allowing them to train it up without attempting it first is likely to cause a game imbalance in my experience.
>
> Are there other skill based games that dont require that abilities be attempted before being raised?
>
> --- In dqn-list@yahoogroups.com, "kakashi64" <dantalion64@> wrote:
> >
> >
> >
> > --- In dqn-list@yahoogroups.com, John Hitchens <makofan@> wrote:
> > >
> > > One of the problems with mage training is I believe that you must have attempted to cast a spell at least once, each time you want to train a rank in it - from 161.1
> > >
> > > "A character must have attempted an ability or skill on the
> > > adventure previous to a gain in Rank in that ability or skill.".
> >
> > And one hilariously problematic result of this rule is trying to increase ranks in the Ritual of Becoming Undead! You have to try to re-become undead over and over again if you want to become a wraith rather than a wight.
> >
>
Group: dqn-list Message: 3405 From: Ted Date: 2/19/2010
Subject: Re: Mage restrictions
I'm assuming you mean why would someone spend experience to increase rank in it considering that the first time its successful will likely be the last time its used. The low starting success (10%) makes it more likely than not that it won't work the first time. The necromancer would have to consider any experience spent in this way to be the cost of the power they would get from becoming undead. Hopefully they'll be successful with it sooner than later so as not to collect too large a group of vengeful wights and wraiths. I'm sure some experience strapped players might not bother to rank up in it and just keep taking their chances with the 10% success rate and relatively high chance of backfire. Course if they do get it ranked up its one more thing towards adventurer/hero status.

--- In dqn-list@yahoogroups.com, "kakashi64" <dantalion64@...> wrote:
>
> Holy crap, you're right! It's been awhile since I really read the details.
>
> But this begs another question about the silliness of this ritual: *how* does someone attain rank in this ritual, and *why* would anyone bother doing so? Once you're undead, you're undead, and it can't be undone.
>
> --- In dqn-list@yahoogroups.com, "Ted" <tmckelvey77089@> wrote:
> >
> > Actually, that's not true. In 45 R-3 The adept's rank with the ritual determines whether or not its a wight or wraith that is created from the murdered victim in the process. This undead is either contained or released depending upon the success of the ritual. Any success in the ritual means the adept becomes the Greater Undead of his choice, regardless of his rank with the ritual. Hopefully this wont be a ritual that most necromancers have much rank in...for their own sake, considering all the undead that will be lurking around waiting to take revenge for their murders.
> >
> > I've never considered it a problem to require adepts to have made an attempt at a spell or ritual before training it up, just like any other skill/talent/weapon. 87.1 (DQ 2nd Edition) only requires that they attempt it, not succeed. Adepts still tend to be the quickest to advance. Yes they risk backfires but their ultimate power is more than worth the risk. Allowing them to train it up without attempting it first is likely to cause a game imbalance in my experience.
> >
> > Are there other skill based games that dont require that abilities be attempted before being raised?
> >
> > --- In dqn-list@yahoogroups.com, "kakashi64" <dantalion64@> wrote:
> > >
> > >
> > >
> > > --- In dqn-list@yahoogroups.com, John Hitchens <makofan@> wrote:
> > > >
> > > > One of the problems with mage training is I believe that you must have attempted to cast a spell at least once, each time you want to train a rank in it - from 161.1
> > > >
> > > > "A character must have attempted an ability or skill on the
> > > > adventure previous to a gain in Rank in that ability or skill.".
> > >
> > > And one hilariously problematic result of this rule is trying to increase ranks in the Ritual of Becoming Undead! You have to try to re-become undead over and over again if you want to become a wraith rather than a wight.
> > >
> >
>
Group: dqn-list Message: 3406 From: Brock Date: 2/19/2010
Subject: Converting D&D 3.5 Character Classes to DragonQuest?
Some of the players who are new to the DragonQuest campaign I run are familiar with D&D 3.5. They will ask me, "can I play a bard" or "can I play a cleric" or "can I play a rogue"? Or something along those lines.

Of course, being a DragonQuest GM, I would prefer that they think of their characters in DragonQuest terms, but they think in terms of the system they know.

Also, *I* have only played a couple of times in D&D 3.5, so that hamstrings my ability to answer their questions.

I end up saying something fairly unhelpful such as, "Well, if you want to play a bard type of character, create a well-rounded fighter, with an emphasis on agility, and take the "troubador" skill."

That sort of works but I am looking for suggestions from how others have handled this. Any comments, suggestions, optional rules implemented to handle the conversion, etcetera, are very much appreciated!

- Brock