Messages in dqn-list group. Page 68 of 80.

Group: dqn-list Message: 3407 From: Brock Date: 2/19/2010
Subject: Re: First Thread
Group: dqn-list Message: 3408 From: John_Rauchert Date: 2/19/2010
Subject: Re: First Thread
Group: dqn-list Message: 3409 From: Brock Date: 2/19/2010
Subject: Re: First Thread
Group: dqn-list Message: 3410 From: Jeffery K. McGonagill Date: 2/19/2010
Subject: Re: First Thread
Group: dqn-list Message: 3411 From: Geoff Berman Date: 2/19/2010
Subject: Re: Converting D&D 3.5 Character Classes to DragonQuest?
Group: dqn-list Message: 3412 From: Brock Date: 2/20/2010
Subject: Re: Converting D&D 3.5 Character Classes to DragonQuest?
Group: dqn-list Message: 3413 From: Brock Date: 2/20/2010
Subject: Re: First Thread
Group: dqn-list Message: 3414 From: Brock Date: 2/20/2010
Subject: Kevin Siembieda, Palladium FRPG, and Good GMing Ideas for DQ or any
Group: dqn-list Message: 3415 From: bobconstans Date: 2/20/2010
Subject: Re: First Thread
Group: dqn-list Message: 3416 From: John Barnes Date: 2/20/2010
Subject: Re: First Thread
Group: dqn-list Message: 3417 From: kaith_athanes Date: 2/21/2010
Subject: Re: First Thread
Group: dqn-list Message: 3418 From: kaith_athanes Date: 2/21/2010
Subject: Re: Converting D&D 3.5 Character Classes to DragonQuest?
Group: dqn-list Message: 3419 From: Brock Date: 2/21/2010
Subject: Re: First Thread
Group: dqn-list Message: 3420 From: Brock Date: 2/21/2010
Subject: Re: Converting D&D 3.5 Character Classes to DragonQuest?
Group: dqn-list Message: 3421 From: kaith_athanes Date: 2/21/2010
Subject: Re: Converting D&D 3.5 Character Classes to DragonQuest?
Group: dqn-list Message: 3422 From: Brock Date: 2/21/2010
Subject: Re: Converting D&D 3.5 Character Classes to DragonQuest?
Group: dqn-list Message: 3423 From: Brock Date: 2/21/2010
Subject: If You Were Going to GM a System *Other* than DQ, What Would it Be?
Group: dqn-list Message: 3424 From: Shadow Date: 2/22/2010
Subject: Counter Spells
Group: dqn-list Message: 3425 From: kaith_athanes Date: 2/22/2010
Subject: Re: Counter Spells
Group: dqn-list Message: 3426 From: Snafaru Date: 2/22/2010
Subject: Re: Counter Spells
Group: dqn-list Message: 3427 From: kaith_athanes Date: 2/23/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
Group: dqn-list Message: 3428 From: gurglezoid00 Date: 2/23/2010
Subject: Re: Counter Spells
Group: dqn-list Message: 3429 From: Brock Date: 2/23/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
Group: dqn-list Message: 3430 From: gurglezoid00 Date: 2/23/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
Group: dqn-list Message: 3431 From: Brock Date: 2/23/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
Group: dqn-list Message: 3432 From: jafo666 Date: 2/23/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
Group: dqn-list Message: 3433 From: John_Rauchert Date: 2/23/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
Group: dqn-list Message: 3434 From: John_Rauchert Date: 2/23/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
Group: dqn-list Message: 3435 From: D. Cameron King Date: 2/23/2010
Subject: Re: First Thread
Group: dqn-list Message: 3436 From: koraq Date: 2/24/2010
Subject: A question about stats, APA?
Group: dqn-list Message: 3437 From: jafo666 Date: 2/24/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
Group: dqn-list Message: 3438 From: John_Rauchert Date: 2/24/2010
Subject: Re: A question about stats, APA?
Group: dqn-list Message: 3439 From: John Hitchens Date: 2/24/2010
Subject: APA
Group: dqn-list Message: 3440 From: koraq Date: 2/24/2010
Subject: Re: A question about stats, APA?
Group: dqn-list Message: 3441 From: koraq Date: 2/24/2010
Subject: Re: APA
Group: dqn-list Message: 3442 From: Don Hawthorne Date: 2/24/2010
Subject: Re: Digest Number 865
Group: dqn-list Message: 3443 From: brockrwood Date: 2/24/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
Group: dqn-list Message: 3444 From: gurglezoid00 Date: 2/24/2010
Subject: How Do I Generate Ability Scores for Shapechanger?
Group: dqn-list Message: 3445 From: John_Rauchert Date: 2/24/2010
Subject: Re: How Do I Generate Ability Scores for Shapechanger?
Group: dqn-list Message: 3446 From: Ted Date: 2/24/2010
Subject: Re: How Do I Generate Ability Scores for Shapechanger?
Group: dqn-list Message: 3447 From: kaith_athanes Date: 2/24/2010
Subject: Re: How Do I Generate Ability Scores for Shapechanger?
Group: dqn-list Message: 3448 From: Brock Date: 2/24/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
Group: dqn-list Message: 3449 From: kaith_athanes Date: 2/24/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
Group: dqn-list Message: 3450 From: kaith_athanes Date: 2/24/2010
Subject: Eberron Conversion (long)
Group: dqn-list Message: 3451 From: Ted Date: 2/24/2010
Subject: Re: How Do I Generate Ability Scores for Shapechanger?
Group: dqn-list Message: 3452 From: John Rauchert Date: 2/24/2010
Subject: Re: How Do I Generate Ability Scores for Shapechanger?
Group: dqn-list Message: 3453 From: Brock Date: 2/25/2010
Subject: Re: Eberron Conversion (long)
Group: dqn-list Message: 3454 From: SCOTT RUSZCZYK Date: 2/25/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
Group: dqn-list Message: 3455 From: Brock Date: 2/25/2010
Subject: Re: How Do I Generate Ability Scores for Shapechanger?
Group: dqn-list Message: 3456 From: Brock Date: 2/25/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it



Group: dqn-list Message: 3407 From: Brock Date: 2/19/2010
Subject: Re: First Thread
OK, here is a long-shot: I am replying to message posted to the group in 1999!

Like D. Cameron King (see below), I GM DragonQuest using the World of Greyhawk campaign setting map. In fact, we still use original 1980 map in our game play (we are careful not to spill anything on it!).

I use the place names and geography from the map and everything else (with a very few execeptions) is home-brewed by me.

I have looked at some old Judges Guild modules that were designed to work with D&D and AD&D. I would like to borrow some of the good ideas in those modules, including interesting NPC's.

Has anyone created a formalized system for converting a D&D or AD&D character's stats to DragonQuest? Even a simple nuermical conversion table, such as "an 18 strength in D&D = a 21 strength in DragonQuest" would be helpful.

Thanks in advance for any help you can render in helping me keep DragonQuest alive and well!

- Brock


--- In dqn-list@yahoogroups.com, Lonny Eckert <leckert@...> wrote:
>
> D. Cameron King wrote:
> > I'm running my current campaign in the World of Greyhawk. I
> > do not use CC2. I chose Greyhawk because I've converted a large
> > number of old AD&D adventures for use with DQ, and rather than
> > try to fit them into the Frontiers of Alusia, I decided to just
> > tweak Greyhawk. It works pretty well.
>
> Jason Winter wrote:
> > I am also a CC2/DD2 user. Am currently working on the FR Atlas project
> > just because I had a bit of free time on my hands and it sounded like a
> > good excuse to make myself take the time to learn how to use CC2.
>
> Well, I work with a small group of folks working on rendering Greyhawk
> maps in CC2. Both ProFantasy and WOTC/TSR are aware of our existance.
> We will have a decent start if WOTC decides to contract for a Greyhawk
> CD-ROM akin to that being done for the Forgotten Realms.
>
> What does this have with DQ? How much interest would there be in
> helping out in doing conversions of Greyhawk moducles and accessories to
> DQ stats? Alot of things have to fall into place for this to happen.
> This would take quite a bit of effort from individuals who have Greyhawk
> materials and can work in PDF format.
>
>
> Lonny
>
> ------------------------------------------------------------------------
> eGroup home: http://www.eGroups.com/list/dqn-list
> Free Web-based e-mail groups by eGroups.com
>
Group: dqn-list Message: 3408 From: John_Rauchert Date: 2/19/2010
Subject: Re: First Thread
I don't know of any conversion tool, but some guidance could be gleaned for classic AD&D conversion from the following two sources (if you can find them):

The Shattered Statue by Paul Jaquays
(TSR, Inc.) 1988. Booklet; DQ1; TSR #9221

A dual DragonQuest/AD&D module that gives stats for both systems.

Thieves' World
(Chaosium) 1981. Boxed set incl. 3 booklets and maps; product #2007-X

Based on Robert L. Asprin's city of Sanctuary and the Thieves' World series of books. The Personalities of Sanctuary booklet, pp. 24-30 has a set of guidelines for using Thieves' World characters with DragonQuest written by Eric Goldberg.

There are also stats for a number of other systems.

If you have difficulty obtaining these resources email me directly and I will see if I can help.

Lastly, I would trust your own instincts about what is "right". Some of that Old Judges Guild stuff was pretty wild and loose with the D&D rules, I seem to remember.

John F. Rauchert, Co-Moderator DQN-List, DQ-Rules

--- In dqn-list@yahoogroups.com, "Brock" <brockrwood@...> wrote:
>
> OK, here is a long-shot: I am replying to message posted to the group in 1999!
>
> Like D. Cameron King (see below), I GM DragonQuest using the World of Greyhawk campaign setting map. In fact, we still use original 1980 map in our game play (we are careful not to spill anything on it!).
>
> I use the place names and geography from the map and everything else (with a very few execeptions) is home-brewed by me.
>
> I have looked at some old Judges Guild modules that were designed to work with D&D and AD&D. I would like to borrow some of the good ideas in those modules, including interesting NPC's.
>
> Has anyone created a formalized system for converting a D&D or AD&D character's stats to DragonQuest? Even a simple nuermical conversion table, such as "an 18 strength in D&D = a 21 strength in DragonQuest" would be helpful.
>
> Thanks in advance for any help you can render in helping me keep DragonQuest alive and well!
>
> - Brock
>
Group: dqn-list Message: 3409 From: Brock Date: 2/19/2010
Subject: Re: First Thread
Thanks, John. Great ideas!

- Brock


--- In dqn-list@yahoogroups.com, "John_Rauchert" <jfrauchert@...> wrote:
>
> I don't know of any conversion tool, but some guidance could be gleaned for classic AD&D conversion from the following two sources (if you can find them):
>
> The Shattered Statue by Paul Jaquays
> (TSR, Inc.) 1988. Booklet; DQ1; TSR #9221
>
> A dual DragonQuest/AD&D module that gives stats for both systems.
>
> Thieves' World
> (Chaosium) 1981. Boxed set incl. 3 booklets and maps; product #2007-X
>
> Based on Robert L. Asprin's city of Sanctuary and the Thieves' World series of books. The Personalities of Sanctuary booklet, pp. 24-30 has a set of guidelines for using Thieves' World characters with DragonQuest written by Eric Goldberg.
>
> There are also stats for a number of other systems.
>
> If you have difficulty obtaining these resources email me directly and I will see if I can help.
>
> Lastly, I would trust your own instincts about what is "right". Some of that Old Judges Guild stuff was pretty wild and loose with the D&D rules, I seem to remember.
>
> John F. Rauchert, Co-Moderator DQN-List, DQ-Rules
>
> --- In dqn-list@yahoogroups.com, "Brock" <brockrwood@> wrote:
> >
> > OK, here is a long-shot: I am replying to message posted to the group in 1999!
> >
> > Like D. Cameron King (see below), I GM DragonQuest using the World of Greyhawk campaign setting map. In fact, we still use original 1980 map in our game play (we are careful not to spill anything on it!).
> >
> > I use the place names and geography from the map and everything else (with a very few execeptions) is home-brewed by me.
> >
> > I have looked at some old Judges Guild modules that were designed to work with D&D and AD&D. I would like to borrow some of the good ideas in those modules, including interesting NPC's.
> >
> > Has anyone created a formalized system for converting a D&D or AD&D character's stats to DragonQuest? Even a simple nuermical conversion table, such as "an 18 strength in D&D = a 21 strength in DragonQuest" would be helpful.
> >
> > Thanks in advance for any help you can render in helping me keep DragonQuest alive and well!
> >
> > - Brock
> >
>
Group: dqn-list Message: 3410 From: Jeffery K. McGonagill Date: 2/19/2010
Subject: Re: First Thread
I do a rough conversion by multiplying the D&D /or AD&D stats by 5 then
divide by four to get the DQ stats.

~Jeffery~

----- Original Message -----
From: "Brock" <brockrwood@eurekais.com>
To: <dqn-list@yahoogroups.com>
Sent: Friday, February 19, 2010 1:32 PM
Subject: [DQN-list] Re: First Thread


> OK, here is a long-shot: I am replying to message posted to the group in
> 1999!
>
> Like D. Cameron King (see below), I GM DragonQuest using the World of
> Greyhawk campaign setting map. In fact, we still use original 1980 map in
> our game play (we are careful not to spill anything on it!).
>
> I use the place names and geography from the map and everything else (with
> a very few execeptions) is home-brewed by me.
>
> I have looked at some old Judges Guild modules that were designed to work
> with D&D and AD&D. I would like to borrow some of the good ideas in those
> modules, including interesting NPC's.
>
> Has anyone created a formalized system for converting a D&D or AD&D
> character's stats to DragonQuest? Even a simple nuermical conversion
> table, such as "an 18 strength in D&D = a 21 strength in DragonQuest"
> would be helpful.
>
> Thanks in advance for any help you can render in helping me keep
> DragonQuest alive and well!
>
> - Brock
>
>
> --- In dqn-list@yahoogroups.com, Lonny Eckert <leckert@...> wrote:
>>
>> D. Cameron King wrote:
>> > I'm running my current campaign in the World of Greyhawk. I
>> > do not use CC2. I chose Greyhawk because I've converted a large
>> > number of old AD&D adventures for use with DQ, and rather than
>> > try to fit them into the Frontiers of Alusia, I decided to just
>> > tweak Greyhawk. It works pretty well.
>>
>> Jason Winter wrote:
>> > I am also a CC2/DD2 user. Am currently working on the FR Atlas project
>> > just because I had a bit of free time on my hands and it sounded like a
>> > good excuse to make myself take the time to learn how to use CC2.
>>
>> Well, I work with a small group of folks working on rendering Greyhawk
>> maps in CC2. Both ProFantasy and WOTC/TSR are aware of our existance.
>> We will have a decent start if WOTC decides to contract for a Greyhawk
>> CD-ROM akin to that being done for the Forgotten Realms.
>>
>> What does this have with DQ? How much interest would there be in
>> helping out in doing conversions of Greyhawk moducles and accessories to
>> DQ stats? Alot of things have to fall into place for this to happen.
>> This would take quite a bit of effort from individuals who have Greyhawk
>> materials and can work in PDF format.
>>
>>
>> Lonny
>>
>> ------------------------------------------------------------------------
>> eGroup home: http://www.eGroups.com/list/dqn-list
>> Free Web-based e-mail groups by eGroups.com
>>
>
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
>
>
>
Group: dqn-list Message: 3411 From: Geoff Berman Date: 2/19/2010
Subject: Re: Converting D&D 3.5 Character Classes to DragonQuest?
if you're using the magician option it melds nicely with troubador to create a 3.5 bard.

--- On Fri, 2/19/10, Brock <brockrwood@eurekais.com> wrote:

From: Brock <brockrwood@eurekais.com>
Subject: [DQN-list] Converting D&D 3.5 Character Classes to DragonQuest?
To: dqn-list@yahoogroups.com
Date: Friday, February 19, 2010, 1:46 PM

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



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Group: dqn-list Message: 3412 From: Brock Date: 2/20/2010
Subject: Re: Converting D&D 3.5 Character Classes to DragonQuest?
Thanks, Geoff!

- Brock


--- In dqn-list@yahoogroups.com, Geoff Berman <geoffberman2000@...> wrote:
>
> if you're using the magician option it melds nicely with troubador to create a 3.5 bard.
>
> --- On Fri, 2/19/10, Brock <brockrwood@...> wrote:
>
> From: Brock <brockrwood@...>
> Subject: [DQN-list] Converting D&D 3.5 Character Classes to DragonQuest?
> To: dqn-list@yahoogroups.com
> Date: Friday, February 19, 2010, 1:46 PM
>
> 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
>
>
>
> ------------------------------------
>
> Yahoo! Groups Links
>
Group: dqn-list Message: 3413 From: Brock Date: 2/20/2010
Subject: Re: First Thread
Thanks, Jeffery!

- Brock


--- In dqn-list@yahoogroups.com, "Jeffery K. McGonagill" <igmod@...> wrote:
>
> I do a rough conversion by multiplying the D&D /or AD&D stats by 5 then
> divide by four to get the DQ stats.
>
> ~Jeffery~
>
> ----- Original Message -----
> From: "Brock" <brockrwood@...>
> To: <dqn-list@yahoogroups.com>
> Sent: Friday, February 19, 2010 1:32 PM
> Subject: [DQN-list] Re: First Thread
>
>
> > OK, here is a long-shot: I am replying to message posted to the group in
> > 1999!
> >
> > Like D. Cameron King (see below), I GM DragonQuest using the World of
> > Greyhawk campaign setting map. In fact, we still use original 1980 map in
> > our game play (we are careful not to spill anything on it!).
> >
> > I use the place names and geography from the map and everything else (with
> > a very few execeptions) is home-brewed by me.
> >
> > I have looked at some old Judges Guild modules that were designed to work
> > with D&D and AD&D. I would like to borrow some of the good ideas in those
> > modules, including interesting NPC's.
> >
> > Has anyone created a formalized system for converting a D&D or AD&D
> > character's stats to DragonQuest? Even a simple nuermical conversion
> > table, such as "an 18 strength in D&D = a 21 strength in DragonQuest"
> > would be helpful.
> >
> > Thanks in advance for any help you can render in helping me keep
> > DragonQuest alive and well!
> >
> > - Brock
> >
> >
> > --- In dqn-list@yahoogroups.com, Lonny Eckert <leckert@> wrote:
> >>
> >> D. Cameron King wrote:
> >> > I'm running my current campaign in the World of Greyhawk. I
> >> > do not use CC2. I chose Greyhawk because I've converted a large
> >> > number of old AD&D adventures for use with DQ, and rather than
> >> > try to fit them into the Frontiers of Alusia, I decided to just
> >> > tweak Greyhawk. It works pretty well.
> >>
> >> Jason Winter wrote:
> >> > I am also a CC2/DD2 user. Am currently working on the FR Atlas project
> >> > just because I had a bit of free time on my hands and it sounded like a
> >> > good excuse to make myself take the time to learn how to use CC2.
> >>
> >> Well, I work with a small group of folks working on rendering Greyhawk
> >> maps in CC2. Both ProFantasy and WOTC/TSR are aware of our existance.
> >> We will have a decent start if WOTC decides to contract for a Greyhawk
> >> CD-ROM akin to that being done for the Forgotten Realms.
> >>
> >> What does this have with DQ? How much interest would there be in
> >> helping out in doing conversions of Greyhawk moducles and accessories to
> >> DQ stats? Alot of things have to fall into place for this to happen.
> >> This would take quite a bit of effort from individuals who have Greyhawk
> >> materials and can work in PDF format.
> >>
> >>
> >> Lonny
> >>
> >> ------------------------------------------------------------------------
> >> eGroup home: http://www.eGroups.com/list/dqn-list
> >> Free Web-based e-mail groups by eGroups.com
> >>
> >
> >
> >
> >
> > ------------------------------------
> >
> > Yahoo! Groups Links
> >
> >
> >
> >
>
Group: dqn-list Message: 3414 From: Brock Date: 2/20/2010
Subject: Kevin Siembieda, Palladium FRPG, and Good GMing Ideas for DQ or any
Hello, fellow DragonQuest fans. I was checking out Kevin Siembieda's
"Palladium Fantasy Role-Playing Game." I was doing that because one of my players said that DragonQuest reminded him of the "RIFTS" RPG by Palladium.

Anyway, I am intrigued by Palladium's FRPG, but not enough to just chuck my DQ campaign. (Maybe I can run a Palladium campaign in addition to my DQ campaign? Ah, so many RPGs, so little time!)

Still, I liked some of the role-playing and GMing tips Kevin Siembieda provides in the beginning of the book. These apply to any RPG. Some of it seems like common sense, such as letting the "quiet" guy be quiet and in the background until he wants to take a more active role in the role-play. Likewise, Siembieda says to let the guy who always wants the limelight have it, to some extent, but to make sure that you realize when he is monopolizing the game, curtail him a bit, and give others a chance to shine.

Basically Siembieda is saysing some things that all good GMs probably know, deep down. Doesn't hurt to be reminded, however.

- Brock
Group: dqn-list Message: 3415 From: bobconstans Date: 2/20/2010
Subject: Re: First Thread
I agree - Thieves World is the one, it has side by side charts for the different game systems, and for that matter has a number of great characters. It's also a good setting and can easily be fitted in with a fusion world. Lots of stuff for you to easily borrow from.

--- In dqn-list@yahoogroups.com, "John_Rauchert" <jfrauchert@...> wrote:
>
> I don't know of any conversion tool, but some guidance could be gleaned for classic AD&D conversion from the following two sources (if you can find them):
>
> The Shattered Statue by Paul Jaquays
> (TSR, Inc.) 1988. Booklet; DQ1; TSR #9221
>
> A dual DragonQuest/AD&D module that gives stats for both systems.
>
> Thieves' World
> (Chaosium) 1981. Boxed set incl. 3 booklets and maps; product #2007-X
>
> Based on Robert L. Asprin's city of Sanctuary and the Thieves' World series of books. The Personalities of Sanctuary booklet, pp. 24-30 has a set of guidelines for using Thieves' World characters with DragonQuest written by Eric Goldberg.
>
> There are also stats for a number of other systems.
>
> If you have difficulty obtaining these resources email me directly and I will see if I can help.
>
> Lastly, I would trust your own instincts about what is "right". Some of that Old Judges Guild stuff was pretty wild and loose with the D&D rules, I seem to remember.
>
> John F. Rauchert, Co-Moderator DQN-List, DQ-Rules
>
> --- In dqn-list@yahoogroups.com, "Brock" <brockrwood@> wrote:
> >
> > OK, here is a long-shot: I am replying to message posted to the group in 1999!
> >
> > Like D. Cameron King (see below), I GM DragonQuest using the World of Greyhawk campaign setting map. In fact, we still use original 1980 map in our game play (we are careful not to spill anything on it!).
> >
> > I use the place names and geography from the map and everything else (with a very few execeptions) is home-brewed by me.
> >
> > I have looked at some old Judges Guild modules that were designed to work with D&D and AD&D. I would like to borrow some of the good ideas in those modules, including interesting NPC's.
> >
> > Has anyone created a formalized system for converting a D&D or AD&D character's stats to DragonQuest? Even a simple nuermical conversion table, such as "an 18 strength in D&D = a 21 strength in DragonQuest" would be helpful.
> >
> > Thanks in advance for any help you can render in helping me keep DragonQuest alive and well!
> >
> > - Brock
> >
>
Group: dqn-list Message: 3416 From: John Barnes Date: 2/20/2010
Subject: Re: First Thread
Since the minimum starting stat in D&D is 3 and the human maximum is 18, these should correspond to a 5 and 25 in DQ respectively. The problem comes in where the stats measure different things. Strength correlates OK, but somehow you need to figure out how to translate D&D's dexterity stat into manual dexterity and agility. I would make it an average and hope for the best. Constitution can map to endurance, intelligence sort of maps to magical aptitude, wisdom probably maps to willpower and I would probably map charisma to physical beauty.

The stat range might look something like this:
3 -> 5
4 -> 6
5 -> 7
6 -> 9
7 -> 10
8 -> 11
9 -> 13
10 -> 14
11 -> 15
12 -> 17
13 -> 18
14 -> 19
15 -> 21
16-> 22
17-> 23
18 -> 25

In 3.5, the maximums are a bit different than earlier editions, so you might pack the values in 1 to 1 starting at the bottom . 3 would be 5, 4 would be 6, etc until 18 would be 20, 19 would be 21, etc until a 3.5 stat of  23 would be a DQ 25.

I hope that helps.
--- On Fri, 19/2/10, Brock <brockrwood@eurekais.com> wrote:

From: Brock <brockrwood@eurekais.com>
Subject: [DQN-list] Re: First Thread
To: dqn-list@yahoogroups.com
Date: Friday, 19 February, 2010, 14:32

 

OK, here is a long-shot: I am replying to message posted to the group in 1999!

Like D. Cameron King (see below), I GM DragonQuest using the World of Greyhawk campaign setting map. In fact, we still use original 1980 map in our game play (we are careful not to spill anything on it!).

I use the place names and geography from the map and everything else (with a very few execeptions) is home-brewed by me.

I have looked at some old Judges Guild modules that were designed to work with D&D and AD&D. I would like to borrow some of the good ideas in those modules, including interesting NPC's.

Has anyone created a formalized system for converting a D&D or AD&D character's stats to DragonQuest? Even a simple nuermical conversion table, such as "an 18 strength in D&D = a 21 strength in DragonQuest" would be helpful.

Thanks in advance for any help you can render in helping me keep DragonQuest alive and well!

- Brock

--- In dqn-list@yahoogroup s.com, Lonny Eckert <leckert@... > wrote:
>
> D. Cameron King wrote:
> > I'm running my current campaign in the World of Greyhawk. I
> > do not use CC2. I chose Greyhawk because I've converted a large
> > number of old AD&D adventures for use with DQ, and rather than
> > try to fit them into the Frontiers of Alusia, I decided to just
> > tweak Greyhawk. It works pretty well.
>
> Jason Winter wrote:
> > I am also a CC2/DD2 user. Am currently working on the FR Atlas project
> > just because I had a bit of free time on my hands and it sounded like a
> > good excuse to make myself take the time to learn how to use CC2.
>
> Well, I work with a small group of folks working on rendering Greyhawk
> maps in CC2. Both ProFantasy and WOTC/TSR are aware of our existance.
> We will have a decent start if WOTC decides to contract for a Greyhawk
> CD-ROM akin to that being done for the Forgotten Realms.
>
> What does this have with DQ? How much interest would there be in
> helping out in doing conversions of Greyhawk moducles and accessories to
> DQ stats? Alot of things have to fall into place for this to happen.
> This would take quite a bit of effort from individuals who have Greyhawk
> materials and can work in PDF format.
>
>
> Lonny
>
> ------------ --------- --------- --------- --------- --------- -
> eGroup home: http://www.eGroups. com/list/ dqn-list
> Free Web-based e-mail groups by eGroups.com
>


Group: dqn-list Message: 3417 From: kaith_athanes Date: 2/21/2010
Subject: Re: First Thread
I ran a DQ campaign in Greyhawk that lasted nearly 2 years. All the PCs were of the nobility of the Great Kingdom and the major story arc involved helping Xavener consolidate power after the destruction of Rauxes. Some of the early adventures, before the heavy politics began, revolved around the Wild Coast and Greyhawk City.

--- In dqn-list@yahoogroups.com, Lonny Eckert <leckert@...> wrote:
>
> dqn@... wrote:
> > There have already been almost 50 subscribers added to this new list. That's a great first step, but now there needs to be some activity here to make it worth your while. I'm posting a couple items here, just to get the ball rolling, but you should all feel free to chime in.
>
> Heya Everyone. Are there any other folks using DQ in a Greyhawk
> campaign setting? I'm also interested in talking with other CC2 users.
>
> Lonny
>
> ------------------------------------------------------------------------
> eGroup home: http://www.eGroups.com/list/dqn-list
> Free Web-based e-mail groups by eGroups.com
>
Group: dqn-list Message: 3418 From: kaith_athanes Date: 2/21/2010
Subject: Re: Converting D&D 3.5 Character Classes to DragonQuest?
Some of the D&D concepts are hard to convert without creating new skills or colleges of magic to cover them. I ran a few campaigns in Greyhawk and my current campaign is set in Eberron, so I have several homebrewed skills to cover D&D tropes. New skills are not always necessary, though. If you can get the player to describe what it is that he or she likes about the particular D&D class, you can often find something in DQ that provides it. For example, if someone wants to play a druid, the college of earth magics fits nicely except for lacking the shapechanging. Sometimes someone will say they want to play a cleric, but really, they just want a character who can heal. The Healer skill and Mind Magics will fit for that. Mechanically, the bard class is a buffer/debuffer with a good knowledge of history and lore and a dabbling in rogue skills. Take the college of Ensorcelments and Enchantments and pick up Troubador skill and Thief or Spy and you have a pretty close fit.

Some of the classes do not convert well at all, though. In that case, you either have to explain that it just doesn't exist or come up with your own rules to cover it. Or find someone else's rules. The files section here and at http://groups.yahoo.com/group/dq-rules/ contain some useful stuff. There are house rules for religion, priests, paladins, samurai, etc. The Thieves' World extract has rules for adepts with more than one college of magic in case you really want to try to convert a D&D sorcerer to DQ. In any case, good luck with the campaign.

--- In dqn-list@yahoogroups.com, "Brock" <brockrwood@...> wrote:
>
> 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
>
Group: dqn-list Message: 3419 From: Brock Date: 2/21/2010
Subject: Re: First Thread
Hi, John!

Thanks for your thoughts on this!

- Brock


--- In dqn-list@yahoogroups.com, John Barnes <gurglezoid00@...> wrote:
>
> Since the minimum starting stat in D&D is 3 and the human maximum is 18, these should correspond to a 5 and 25 in DQ respectively. The problem comes in where the stats measure different things. Strength correlates OK, but somehow you need to figure out how to translate D&D's dexterity stat into manual dexterity and agility. I would make it an average and hope for the best. Constitution can map to endurance, intelligence sort of maps to magical aptitude, wisdom probably maps to willpower and I would probably map charisma to physical beauty.
>
> The stat range might look something like this:
> 3 -> 5
> 4 -> 6
> 5 -> 7
> 6 -> 9
> 7 -> 10
> 8 -> 11
> 9 -> 13
> 10 -> 14
> 11 -> 15
> 12 -> 17
> 13 -> 18
> 14 -> 19
> 15 -> 21
> 16-> 22
> 17-> 23
> 18 -> 25
>
> In 3.5, the maximums are a bit different than earlier editions, so you might pack the values in 1 to 1 starting at the bottom . 3 would be 5, 4 would be 6, etc until 18 would be 20, 19 would be 21, etc until a 3.5 stat of  23 would be a DQ 25.
>
> I hope that helps.
> --- On Fri, 19/2/10, Brock <brockrwood@...> wrote:
>
> From: Brock <brockrwood@...>
> Subject: [DQN-list] Re: First Thread
> To: dqn-list@yahoogroups.com
> Date: Friday, 19 February, 2010, 14:32
>
>
>
>
>
>
>
>  
>
>
>
>
>
>
>
>
>
> OK, here is a long-shot: I am replying to message posted to the group in 1999!
>
>
>
> Like D. Cameron King (see below), I GM DragonQuest using the World of Greyhawk campaign setting map. In fact, we still use original 1980 map in our game play (we are careful not to spill anything on it!).
>
>
>
> I use the place names and geography from the map and everything else (with a very few execeptions) is home-brewed by me.
>
>
>
> I have looked at some old Judges Guild modules that were designed to work with D&D and AD&D. I would like to borrow some of the good ideas in those modules, including interesting NPC's.
>
>
>
> Has anyone created a formalized system for converting a D&D or AD&D character's stats to DragonQuest? Even a simple nuermical conversion table, such as "an 18 strength in D&D = a 21 strength in DragonQuest" would be helpful.
>
>
>
> Thanks in advance for any help you can render in helping me keep DragonQuest alive and well!
>
>
>
> - Brock
>
>
>
> --- In dqn-list@yahoogroup s.com, Lonny Eckert <leckert@ > wrote:
>
> >
>
> > D. Cameron King wrote:
>
> > > I'm running my current campaign in the World of Greyhawk. I
>
> > > do not use CC2. I chose Greyhawk because I've converted a large
>
> > > number of old AD&D adventures for use with DQ, and rather than
>
> > > try to fit them into the Frontiers of Alusia, I decided to just
>
> > > tweak Greyhawk. It works pretty well.
>
> >
>
> > Jason Winter wrote:
>
> > > I am also a CC2/DD2 user. Am currently working on the FR Atlas project
>
> > > just because I had a bit of free time on my hands and it sounded like a
>
> > > good excuse to make myself take the time to learn how to use CC2.
>
> >
>
> > Well, I work with a small group of folks working on rendering Greyhawk
>
> > maps in CC2. Both ProFantasy and WOTC/TSR are aware of our existance.
>
> > We will have a decent start if WOTC decides to contract for a Greyhawk
>
> > CD-ROM akin to that being done for the Forgotten Realms.
>
> >
>
> > What does this have with DQ? How much interest would there be in
>
> > helping out in doing conversions of Greyhawk moducles and accessories to
>
> > DQ stats? Alot of things have to fall into place for this to happen.
>
> > This would take quite a bit of effort from individuals who have Greyhawk
>
> > materials and can work in PDF format.
>
> >
>
> >
>
> > Lonny
>
> >
>
> > ------------ --------- --------- --------- --------- --------- -
>
> > eGroup home: http://www.eGroups com/list/ dqn-list
>
> > Free Web-based e-mail groups by eGroups.com
>
> >
>
Group: dqn-list Message: 3420 From: Brock Date: 2/21/2010
Subject: Re: Converting D&D 3.5 Character Classes to DragonQuest?
Thanks, Kaith!

While I believe in DragonQuest's "class-less" approach to characters, I still need to keep good role-players interested in the DragonQuest campaign. To so so, I try to accommodate their need to play the D&D character classes that are familiar to them. So what do I do? I ask you guys for help with a few quick and dirty ways to design a DragonQuest PC so that it has the "feel" of a certain D&D character class a player may want. Thanks for the useful suggestions!

I think that adding in the "priests/paladins" optional rules will meet the desire of some of my players who want to play those sorts of characters in DQ.

Ultimately, I want to convert my players to the class-less, level-less, DragonQuest way of thinking, but I have to keep 'em coming back to the gaming table to do that! :)

- Brock


--- In dqn-list@yahoogroups.com, "kaith_athanes" <kaith_athanes@...> wrote:
>
> Some of the D&D concepts are hard to convert without creating new skills or colleges of magic to cover them. I ran a few campaigns in Greyhawk and my current campaign is set in Eberron, so I have several homebrewed skills to cover D&D tropes. New skills are not always necessary, though. If you can get the player to describe what it is that he or she likes about the particular D&D class, you can often find something in DQ that provides it. For example, if someone wants to play a druid, the college of earth magics fits nicely except for lacking the shapechanging. Sometimes someone will say they want to play a cleric, but really, they just want a character who can heal. The Healer skill and Mind Magics will fit for that. Mechanically, the bard class is a buffer/debuffer with a good knowledge of history and lore and a dabbling in rogue skills. Take the college of Ensorcelments and Enchantments and pick up Troubador skill and Thief or Spy and you have a pretty close fit.
>
> Some of the classes do not convert well at all, though. In that case, you either have to explain that it just doesn't exist or come up with your own rules to cover it. Or find someone else's rules. The files section here and at http://groups.yahoo.com/group/dq-rules/ contain some useful stuff. There are house rules for religion, priests, paladins, samurai, etc. The Thieves' World extract has rules for adepts with more than one college of magic in case you really want to try to convert a D&D sorcerer to DQ. In any case, good luck with the campaign.
>
> --- In dqn-list@yahoogroups.com, "Brock" <brockrwood@> wrote:
> >
> > 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
> >
>
Group: dqn-list Message: 3421 From: kaith_athanes Date: 2/21/2010
Subject: Re: Converting D&D 3.5 Character Classes to DragonQuest?
Even without classes, there is still a tendency towards archetypes. You still end up with the warrior, the rogue, the mage, etc. It is just that in DQ these archetypes aren't restrictions on the characters, just a description of the abilities they have. I have found that it is actually easier for me to recreate the classical fantasy characters in the games that do not have classes.

But, your players will never find that particular strength of DQ if they get frustrated trying to make a character. So, some additional tips:

Ranger skill by itself does not a D&D ranger make, but if you add Beastmaster, it gets a lot closer.

Rogue needs thief or spy for the find traps and lockpicking and then assassin for the sneak attack.

Wizard doesn't really exist since DQ doesn't duplicate Jack Vance's magic system, but just being an adept gets you fairly close to the sorcerer class. To really duplicate the D&D version, you'd need to be able to join multiple colleges, though.

Druids. Druidic earth magics fits the fluff of the class, but without the lightning and fire that D&D druids have. Also, without the shapeshifting. Shouldn't be hard to add a few special knowledge spells for the animal forms, though.

Barbarian. No DQ analogue, but I have a homebrew berserker skill I could email you if you wish.

Bard. Troubador, thief, and possibly a college of magic. E&E fits best in my opinion, but I could see a case for mind or illusion.

Cleric/Paladin. SPI went under before it could publish the religion supplement. You'd have to borrow or make up rules for them. Paladins are tricky to do an exact conversion for. The fluff and spirit of the class converts easily, though. There are definite evils out there even without an alignment system.

That's all I can think of off the top of my head. Hope it helps and doesn't hinder.
Group: dqn-list Message: 3422 From: Brock Date: 2/21/2010
Subject: Re: Converting D&D 3.5 Character Classes to DragonQuest?
Kaith, this is really helpful stuff! I would love to see your homebrew beserker!

Thanks!

- Brock


--- In dqn-list@yahoogroups.com, "kaith_athanes" <kaith_athanes@...> wrote:
>
> Even without classes, there is still a tendency towards archetypes. You still end up with the warrior, the rogue, the mage, etc. It is just that in DQ these archetypes aren't restrictions on the characters, just a description of the abilities they have. I have found that it is actually easier for me to recreate the classical fantasy characters in the games that do not have classes.
>
> But, your players will never find that particular strength of DQ if they get frustrated trying to make a character. So, some additional tips:
>
> Ranger skill by itself does not a D&D ranger make, but if you add Beastmaster, it gets a lot closer.
>
> Rogue needs thief or spy for the find traps and lockpicking and then assassin for the sneak attack.
>
> Wizard doesn't really exist since DQ doesn't duplicate Jack Vance's magic system, but just being an adept gets you fairly close to the sorcerer class. To really duplicate the D&D version, you'd need to be able to join multiple colleges, though.
>
> Druids. Druidic earth magics fits the fluff of the class, but without the lightning and fire that D&D druids have. Also, without the shapeshifting. Shouldn't be hard to add a few special knowledge spells for the animal forms, though.
>
> Barbarian. No DQ analogue, but I have a homebrew berserker skill I could email you if you wish.
>
> Bard. Troubador, thief, and possibly a college of magic. E&E fits best in my opinion, but I could see a case for mind or illusion.
>
> Cleric/Paladin. SPI went under before it could publish the religion supplement. You'd have to borrow or make up rules for them. Paladins are tricky to do an exact conversion for. The fluff and spirit of the class converts easily, though. There are definite evils out there even without an alignment system.
>
> That's all I can think of off the top of my head. Hope it helps and doesn't hinder.
>
Group: dqn-list Message: 3423 From: Brock Date: 2/21/2010
Subject: If You Were Going to GM a System *Other* than DQ, What Would it Be?
I know that this is speaking heresy, but I am genuinely curious.

Is there another system that has some of the positive qualities we like in DragonQuest that you have GMed or would consider GMing? If so, what is it?

The Palladium Fantasy Role-Playing Game?

GURPS?

Warhammer Fantasy Roleplay?

HERO System?

RuneQuest or "Basic Roleplaying"?

Unisystem?

Tunnels and Trolls?

Bunnies and Burrows?

Something else?

- Brock
Group: dqn-list Message: 3424 From: Shadow Date: 2/22/2010
Subject: Counter Spells
Dumb question time, as much as ive read i feel i know the least about how counter spells work exactly where they come from etc. Please assist me i know this is a dumb question but hey, if i never ask ill never understand.
Group: dqn-list Message: 3425 From: kaith_athanes Date: 2/22/2010
Subject: Re: Counter Spells
Counterspells are in rule 31.3. In the second edition hardcover, that's on page 34. I'm not sure where it is in the other editions, but should be close.

The way a counterspell works is that it increases the target's magic resistance against a specific college. There are two counterspells for each college, one to increase MR against general knowledge spells of that college and one to increase MR against special knowledge spells of that college. A character can only be protected by one counterspell at a time.

The counterspell can also be cast on an area instead of a person. In that case, anyone in the area gains the bonus to magic resistance. Additionally, spells of the type protected against cannot be cast in the area of the counterspell.

--- In dqn-list@yahoogroups.com, "Shadow" <larry.d.freeman@...> wrote:
>
> Dumb question time, as much as ive read i feel i know the least about how counter spells work exactly where they come from etc. Please assist me i know this is a dumb question but hey, if i never ask ill never understand.
>
Group: dqn-list Message: 3426 From: Snafaru Date: 2/22/2010
Subject: Re: Counter Spells
Soooo... this means that I can cast a counterspell on myself and thus I can resist the effects of the backfire of a spell that I missed during action or practice... nifty.
 
Snafaru


From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com] On Behalf Of kaith_athanes
Sent: February 22, 2010 3:05 PM
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Re: Counter Spells

 

Counterspells are in rule 31.3. In the second edition hardcover, that's on page 34. I'm not sure where it is in the other editions, but should be close.

The way a counterspell works is that it increases the target's magic resistance against a specific college. There are two counterspells for each college, one to increase MR against general knowledge spells of that college and one to increase MR against special knowledge spells of that college. A character can only be protected by one counterspell at a time.

The counterspell can also be cast on an area instead of a person. In that case, anyone in the area gains the bonus to magic resistance. Additionally, spells of the type protected against cannot be cast in the area of the counterspell.

--- In dqn-list@yahoogroup s.com, "Shadow" <larry.d.freeman@ ...> wrote:

>
> Dumb question
time, as much as ive read i feel i know the least about how counter spells work exactly where they come from etc. Please assist me i know this is a dumb question but hey, if i never ask ill never understand.
>

Group: dqn-list Message: 3427 From: kaith_athanes Date: 2/23/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
--- In dqn-list@yahoogroups.com, "Brock" <brockrwood@...> wrote:
>
> I know that this is speaking heresy, but I am genuinely curious.
>
> Is there another system that has some of the positive qualities we like in DragonQuest that you have GMed or would consider GMing? If so, what is it?
>
> The Palladium Fantasy Role-Playing Game?
>
> GURPS?

GURPS has the skill based system that lets you make any character you want, much like DQ, but the creation system is much more involved. Its biggest strength is in cross-genre games. For gritty fantasy, I still prefer DQ.

>
> Warhammer Fantasy Roleplay?

I haven't looked at the latest version, but I really enjoy the 2nd edition. The career system is interesting and I enjoy the background. There are no levels and you aren't restricted to a single career, so in that way it is similar to DQ. This is a game I would run if I could find a group intersted in playing.
>
> HERO System?
>
> RuneQuest or "Basic Roleplaying"?
>
> Unisystem?
>
> Tunnels and Trolls?
>
> Bunnies and Burrows?
>
> Something else?
>
> - Brock
>
Group: dqn-list Message: 3428 From: gurglezoid00 Date: 2/23/2010
Subject: Re: Counter Spells
Technically I believe that is true, though many of the backfires aren't resistable. It depends what sort of backfire you get.

If you get one where the spell takes effect on yourself, then you may or may not get a resist check depending upon which spell you cast.

If you get a backfire result where you lose extra fatigue or some other non-spell effect, you are stuck with it.

Counterspells are *really* useful, especially for a Namer with ranks in many counterspells.

John Barnes

--- In dqn-list@yahoogroups.com, "Snafaru" <snafaru@...> wrote:
>
> Soooo... this means that I can cast a counterspell on myself and thus I can
> resist the effects of the backfire of a spell that I missed during action or
> practice... nifty.
>
> Snafaru
>
> _____
>
> From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com] On Behalf
> Of kaith_athanes
> Sent: February 22, 2010 3:05 PM
> To: dqn-list@yahoogroups.com
> Subject: [DQN-list] Re: Counter Spells
>
>
>
>
> Counterspells are in rule 31.3. In the second edition hardcover, that's on
> page 34. I'm not sure where it is in the other editions, but should be
> close.
>
> The way a counterspell works is that it increases the target's magic
> resistance against a specific college. There are two counterspells for each
> college, one to increase MR against general knowledge spells of that college
> and one to increase MR against special knowledge spells of that college. A
> character can only be protected by one counterspell at a time.
>
> The counterspell can also be cast on an area instead of a person. In that
> case, anyone in the area gains the bonus to magic resistance. Additionally,
> spells of the type protected against cannot be cast in the area of the
> counterspell.
>
> --- In dqn-list@yahoogroup <mailto:dqn-list%40yahoogroups.com> s.com,
> "Shadow" <larry.d.freeman@> wrote:
> >
> > Dumb question time, as much as ive read i feel i know the least about how
> counter spells work exactly where they come from etc. Please assist me i
> know this is a dumb question but hey, if i never ask ill never understand.
> >
>
Group: dqn-list Message: 3429 From: Brock Date: 2/23/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
Agreed on GURPS's strengths and weaknesses.

There are so many gaming systems available but I still come back to DragonQuest as my system of choice. DragonQuest's take on magic and combat just makes "sense" to me, on a basic level.

For example, some people don't like it, but the idea of a "roll low" percentile system for success chances is logical to me. Basically, whenever you attempt a task that has *some* chance of failure, you can express your chance of *success* as something *less than* 100 percent, right?

So, what do you do? Roll percentile dice and try to *roll low*. Why? Because your chance of success is *less than* 100 percent.

Some people find this unintuitive but it makes sense to me. It also makes sense to the players in my campaign once they get the hang of it.

- Brock


--- In dqn-list@yahoogroups.com, "kaith_athanes" <kaith_athanes@...> wrote:
>
>
>
> --- In dqn-list@yahoogroups.com, "Brock" <brockrwood@> wrote:
> >
> > I know that this is speaking heresy, but I am genuinely curious.
> >
> > Is there another system that has some of the positive qualities we like in DragonQuest that you have GMed or would consider GMing? If so, what is it?
> >
> > The Palladium Fantasy Role-Playing Game?
> >
> > GURPS?
>
> GURPS has the skill based system that lets you make any character you want, much like DQ, but the creation system is much more involved. Its biggest strength is in cross-genre games. For gritty fantasy, I still prefer DQ.
>
> >
> > Warhammer Fantasy Roleplay?
>
> I haven't looked at the latest version, but I really enjoy the 2nd edition. The career system is interesting and I enjoy the background. There are no levels and you aren't restricted to a single career, so in that way it is similar to DQ. This is a game I would run if I could find a group intersted in playing.
> >
> > HERO System?
> >
> > RuneQuest or "Basic Roleplaying"?
> >
> > Unisystem?
> >
> > Tunnels and Trolls?
> >
> > Bunnies and Burrows?
> >
> > Something else?
> >
> > - Brock
> >
>
Group: dqn-list Message: 3430 From: gurglezoid00 Date: 2/23/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
When I'm in the mood for fantasy gaming and can't get my fix with DQ, I generally run Rolemaster or older versions of D&D.

Rolemaster has classes and levels, but at least allows a player to take a variety of skills so that in the end there is great flexibility (like DQ).

I've also played (but not run) 2nd and 3rd edition Runequest. It also allows certain freedom of skill selection, but I always felt it was better suited to "ancients" rather than "medieval" fantasy tropes. It tends to have a heavier emphasis on shamanistic magic which really isn't my preference. Hence it comes last on my list.

I've barely scratched the surface with 1st edition Warhammer Fantasy Roleplay, but what I saw I liked OK.

I've not tried the others on your list.

John Barnes

--- In dqn-list@yahoogroups.com, "kaith_athanes" <kaith_athanes@...> wrote:
>
>
>
> --- In dqn-list@yahoogroups.com, "Brock" <brockrwood@> wrote:
> >
> > I know that this is speaking heresy, but I am genuinely curious.
> >
> > Is there another system that has some of the positive qualities we like in DragonQuest that you have GMed or would consider GMing? If so, what is it?
> >
> > The Palladium Fantasy Role-Playing Game?
> >
> > GURPS?
>
> GURPS has the skill based system that lets you make any character you want, much like DQ, but the creation system is much more involved. Its biggest strength is in cross-genre games. For gritty fantasy, I still prefer DQ.
>
> >
> > Warhammer Fantasy Roleplay?
>
> I haven't looked at the latest version, but I really enjoy the 2nd edition. The career system is interesting and I enjoy the background. There are no levels and you aren't restricted to a single career, so in that way it is similar to DQ. This is a game I would run if I could find a group intersted in playing.
> >
> > HERO System?
> >
> > RuneQuest or "Basic Roleplaying"?
> >
> > Unisystem?
> >
> > Tunnels and Trolls?
> >
> > Bunnies and Burrows?
> >
> > Something else?
> >
> > - Brock
> >
>
Group: dqn-list Message: 3431 From: Brock Date: 2/23/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
A buddy of mine back in Virginia who has been playing RPG's since the late 70's (like me, except I stopped playing for 20 years) swears by Rolemaster and wishes the system was still supported.

- Brock



--- In dqn-list@yahoogroups.com, "gurglezoid00" <gurglezoid00@...> wrote:
>
> When I'm in the mood for fantasy gaming and can't get my fix with DQ, I generally run Rolemaster or older versions of D&D.
>
> Rolemaster has classes and levels, but at least allows a player to take a variety of skills so that in the end there is great flexibility (like DQ).
>
> I've also played (but not run) 2nd and 3rd edition Runequest. It also allows certain freedom of skill selection, but I always felt it was better suited to "ancients" rather than "medieval" fantasy tropes. It tends to have a heavier emphasis on shamanistic magic which really isn't my preference. Hence it comes last on my list.
>
> I've barely scratched the surface with 1st edition Warhammer Fantasy Roleplay, but what I saw I liked OK.
>
> I've not tried the others on your list.
>
> John Barnes
>
> --- In dqn-list@yahoogroups.com, "kaith_athanes" <kaith_athanes@> wrote:
> >
> >
> >
> > --- In dqn-list@yahoogroups.com, "Brock" <brockrwood@> wrote:
> > >
> > > I know that this is speaking heresy, but I am genuinely curious.
> > >
> > > Is there another system that has some of the positive qualities we like in DragonQuest that you have GMed or would consider GMing? If so, what is it?
> > >
> > > The Palladium Fantasy Role-Playing Game?
> > >
> > > GURPS?
> >
> > GURPS has the skill based system that lets you make any character you want, much like DQ, but the creation system is much more involved. Its biggest strength is in cross-genre games. For gritty fantasy, I still prefer DQ.
> >
> > >
> > > Warhammer Fantasy Roleplay?
> >
> > I haven't looked at the latest version, but I really enjoy the 2nd edition. The career system is interesting and I enjoy the background. There are no levels and you aren't restricted to a single career, so in that way it is similar to DQ. This is a game I would run if I could find a group intersted in playing.
> > >
> > > HERO System?
> > >
> > > RuneQuest or "Basic Roleplaying"?
> > >
> > > Unisystem?
> > >
> > > Tunnels and Trolls?
> > >
> > > Bunnies and Burrows?
> > >
> > > Something else?
> > >
> > > - Brock
> > >
> >
>
Group: dqn-list Message: 3432 From: jafo666 Date: 2/23/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
While not widely available, if I wanted a solid system for GMing, I would play ForeSight (http://loewald.com/foresight2004, commentary on original edition at http://www.arielarchives.com/Tonio.html). It has a lineage from the system found in James Bond 007 (a West End game), which I also enjoyed.

Both are skill based (not class based), and use a difficulty factor/quality result mechanism for combat & skill resolution.

For sheer fun, there is also Paranoia (a Greg Costikyan game set in a future dystopia).

All are not strictly fantasy RPGs, although ForeSight is a generic system which could easily be adapted. The standard ForeSight has more of a SF or modern flavour.

I also like the approach of some freeplay rules I used GMing which removed numbers entirely from the player character sheet in favour of qualitative measures (weak/average/strong/very strong, clumsy/nimble/...,beginner/.../expert). The GMs had the translation into DQ characteristics, and the players were awarded for role-playing in character.

Adrian.

On 24 February 2010 07:35, kaith_athanes <kaith_athanes@yahoo.com> wrote:
 



--- In dqn-list@yahoogroups.com, "Brock" <brockrwood@...> wrote:
>
> I know that this is speaking heresy, but I am genuinely curious.
>
> Is there another system that has some of the positive qualities we like in DragonQuest that you have GMed or would consider GMing? If so, what is it?
>
> The Palladium Fantasy Role-Playing Game?
>
> GURPS?

GURPS has the skill based system that lets you make any character you want, much like DQ, but the creation system is much more involved. Its biggest strength is in cross-genre games. For gritty fantasy, I still prefer DQ.

>
> Warhammer Fantasy Roleplay?

I haven't looked at the latest version, but I really enjoy the 2nd edition. The career system is interesting and I enjoy the background. There are no levels and you aren't restricted to a single career, so in that way it is similar to DQ. This is a game I would run if I could find a group intersted in playing.

>
> HERO System?
>
> RuneQuest or "Basic Roleplaying"?
>
> Unisystem?
>
> Tunnels and Trolls?
>
> Bunnies and Burrows?
>
> Something else?
>
> - Brock
>


Group: dqn-list Message: 3433 From: John_Rauchert Date: 2/23/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
James Bond was published by Victory Games, a subsidiary of Avalon Hill.

http://en.wikipedia.org/wiki/Avalon_Hill#Victory_Games

It shares some heritage with the SPI games Universe and DragonQuest owing to the fact that Gerard C. Klug was the game designer. The Ease Factor game mechanic is essentially rule [4.1].

John F. Rauchert, Co-moderator

--- In dqn-list@yahoogroups.com, jafo666 <jafo666@...> wrote:
>
> While not widely available, if I wanted a solid system for GMing, I would
> play ForeSight (http://loewald.com/foresight2004, commentary on original
> edition at http://www.arielarchives.com/Tonio.html). It has a lineage from
> the system found in James Bond 007 (a West End game), which I also enjoyed.
>
> Both are skill based (not class based), and use a difficulty factor/quality
> result mechanism for combat & skill resolution.
>
> For sheer fun, there is also Paranoia (a Greg Costikyan game set in a future
> dystopia).
>
> All are not strictly fantasy RPGs, although ForeSight is a generic system
> which could easily be adapted. The standard ForeSight has more of a SF or
> modern flavour.
>
> I also like the approach of some freeplay rules I used GMing which removed
> numbers entirely from the player character sheet in favour of qualitative
> measures (weak/average/strong/very strong,
> clumsy/nimble/...,beginner/.../expert). The GMs had the translation into DQ
> characteristics, and the players were awarded for role-playing in character.
>
> Adrian.
>
Group: dqn-list Message: 3434 From: John_Rauchert Date: 2/23/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
DQ had me at "4. A halfling may dispose of jewelry into large, semiactive volcanoes, without anyone thinking the worse of him."

I tend to favor games that create an atmosphere and have fun doing it. Other than DQ here are a few that I have had a pleasure to Run and Play in (although I have many, many more).

Disclaimer: I must admit that right now I am heavily into GMing Horror RPGs (CoC).

Call of Cthulhu and Trail of Cthulhu [where character death might be for the best]

Chivalry & Sorcery 1st Edition [1d20 for stats including alignment and a Balrog killed me just by moving through my Hex]

Empire of the Petal Throne [whenever I need a mysterious East or West it is Tekumel]

James Bond [deserves a 2nd mention for capturing the feel of a James Bond film]

HOL (Human Occupied Landfill)
http://en.wikipedia.org/wiki/Hol_(role-playing_game)

PuppetLand by John Tynes [an RPG about Puppets!!!]

Unknown Armies and Delta Green [some of my favorite designers: John Tynes (again), Dennis Detwiller, Kenneth Hite, Robin Laws, Johnathan Tweet]

JohnR

--- In dqn-list@yahoogroups.com, "Brock" <brockrwood@...> wrote:
>
> I know that this is speaking heresy, but I am genuinely curious.
>
> Is there another system that has some of the positive qualities we like in DragonQuest that you have GMed or would consider GMing? If so, what is it?
>
> The Palladium Fantasy Role-Playing Game?
>
> GURPS?
>
> Warhammer Fantasy Roleplay?
>
> HERO System?
>
> RuneQuest or "Basic Roleplaying"?
>
> Unisystem?
>
> Tunnels and Trolls?
>
> Bunnies and Burrows?
>
> Something else?
>
> - Brock
>
Group: dqn-list Message: 3435 From: D. Cameron King Date: 2/23/2010
Subject: Re: First Thread
Man, it feels weird to see something I wrote over 10 years ago. The Internet really doesn't forget!
 
-Cameron
 
> To: dqn-list@yahoogroups.com
> From: brockrwood@eurekais.com
> Date: Fri, 19 Feb 2010 21:32:31 +0000
> Subject: [DQN-list] Re: First Thread
>
> OK, here is a long-shot: I am replying to message posted to the group in 1999!
>
> Like D. Cameron King (see below), I GM DragonQuest using the World of Greyhawk campaign setting map. In fact, we still use original 1980 map in our game play (we are careful not to spill anything on it!).
>
> I use the place names and geography from the map and everything else (with a very few execeptions) is home-brewed by me.
>
> I have looked at some old Judges Guild modules that were designed to work with D&D and AD&D. I would like to borrow some of the good ideas in those modules, including interesting NPC's.
>
> Has anyone created a formalized system for converting a D&D or AD&D character's stats to DragonQuest? Even a simple nuermical conversion table, such as "an 18 strength in D&D = a 21 strength in DragonQuest" would be helpful.
>
> Thanks in advance for any help you can render in helping me keep DragonQuest alive and well!
>
> - Brock
>
>
> --- In dqn-list@yahoogroups.com, Lonny Eckert <leckert@...> wrote:
> >
> > D. Cameron King wrote:
> > > I'm running my current campaign in the World of Greyhawk. I
> > > do not use CC2. I chose Greyhawk because I've converted a large
> > > number of old AD&D adventures for use with DQ, and rather than
> > > try to fit them into the Frontiers of Alusia, I decided to just
> > > tweak Greyhawk. It works pretty well.
> >
> > Jason Winter wrote:
> > > I am also a CC2/DD2 user. Am currently working on the FR Atlas project
> > > just because I had a bit of free time on my hands and it sounded like a
> > > good excuse to make myself take the time to learn how to use CC2.
> >
> > Well, I work with a small group of folks working on rendering Greyhawk
> > maps in CC2. Both ProFantasy and WOTC/TSR are aware of our existance.
> > We will have a decent start if WOTC decides to contract for a Greyhawk
> > CD-ROM akin to that being done for the Forgotten Realms.
> >
> > What does this have with DQ? How much interest would there be in
> > helping out in doing conversions of Greyhawk moducles and accessories to
> > DQ stats? Alot of things have to fall into place for this to happen.
> > This would take quite a bit of effort from individuals who have Greyhawk
> > materials and can work in PDF format.
> >
> >
> > Lonny
> >
> > ------------------------------------------------------------------------
> > eGroup home: http://www.eGroups.com/list/dqn-list
> > Free Web-based e-mail groups by eGroups.com
> >
>
>
>
>
> ------------------------------------
>
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>
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Group: dqn-list Message: 3436 From: koraq Date: 2/24/2010
Subject: A question about stats, APA?
I looked at the stats in the first two adventures for DQ and in Blade of Allectus there's a stat called APA. What is that?
Group: dqn-list Message: 3437 From: jafo666 Date: 2/24/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
Picked up well, and I had forgotten [4.1]. The designer of ForeSight was the guy who introduced me to DQ ;) I am a big SPI fan - their boardgames were interesting (I am using an Ares game - Barbarian Kings [http://www.boardgamegeek.com/boardgame/3251/barbarian-kings]- as the backdrop for my current campaign).

I seem to remember that SPI exported some designers to West End & Victory Games when TSR took over. (But my memory failed me once, so don't quote me....)

Adrian.

On 24 February 2010 16:25, John_Rauchert <jfrauchert@shaw.ca> wrote:
 

James Bond was published by Victory Games, a subsidiary of Avalon Hill.

http://en.wikipedia.org/wiki/Avalon_Hill#Victory_Games

It shares some heritage with the SPI games Universe and DragonQuest owing to the fact that Gerard C. Klug was the game designer. The Ease Factor game mechanic is essentially rule [4.1].

John F. Rauchert, Co-moderator



--- In dqn-list@yahoogroups.com, jafo666 <jafo666@...> wrote:
>
> While not widely available, if I wanted a solid system for GMing, I would
> play ForeSight (http://loewald.com/foresight2004, commentary on original
> edition at http://www.arielarchives.com/Tonio.html). It has a lineage from
> the system found in James Bond 007 (a West End game), which I also enjoyed.
>
> Both are skill based (not class based), and use a difficulty factor/quality
> result mechanism for combat & skill resolution.
>
> For sheer fun, there is also Paranoia (a Greg Costikyan game set in a future
> dystopia).
>
> All are not strictly fantasy RPGs, although ForeSight is a generic system
> which could easily be adapted. The standard ForeSight has more of a SF or
> modern flavour.
>
> I also like the approach of some freeplay rules I used GMing which removed
> numbers entirely from the player character sheet in favour of qualitative
> measures (weak/average/strong/very strong,
> clumsy/nimble/...,beginner/.../expert). The GMs had the translation into DQ
> characteristics, and the players were awarded for role-playing in character.
>
> Adrian.
>


Group: dqn-list Message: 3438 From: John_Rauchert Date: 2/24/2010
Subject: Re: A question about stats, APA?
Those modules are 1st Ed. APA stands for Action Point Allowance replace with TMR.

JohnR


--- In dqn-list@yahoogroups.com, "koraq" <Koraq@...> wrote:
>
> I looked at the stats in the first two adventures for DQ and in Blade of Allectus there's a stat called APA. What is that?
>
Group: dqn-list Message: 3439 From: John Hitchens Date: 2/24/2010
Subject: APA
APA is Action Point Allowance, a holdover from 1st Edition. Replaced with TMR in 2nd edition. My friend and I fought religious wars over which was better (I like APA)
Group: dqn-list Message: 3440 From: koraq Date: 2/24/2010
Subject: Re: A question about stats, APA?
--- In dqn-list@yahoogroups.com, "John_Rauchert" <jfrauchert@...> wrote:
>
> Those modules are 1st Ed. APA stands for Action Point Allowance replace with TMR.
>
> JohnR

Thanks John.
Group: dqn-list Message: 3441 From: koraq Date: 2/24/2010
Subject: Re: APA
--- In dqn-list@yahoogroups.com, John Hitchens <makofan@...> wrote:
>
> APA is Action Point Allowance, a holdover from 1st Edition. Replaced with TMR in 2nd edition. My friend and I fought religious wars over which was better (I like APA)
>

OK. Thanks John.
Group: dqn-list Message: 3442 From: Don Hawthorne Date: 2/24/2010
Subject: Re: Digest Number 865
DragonQuest Newsletter List
Metgaming's "The Fantasy Trip".
 
I MIGHT use elements of GURPS (it's stepchild) but the GURPS system overall is too unwieldy; Fanatsy Trip has great flow and tactical feel, and a character's stats can fit on a playing card.
 
Don Hawthorne
Group: dqn-list Message: 3443 From: brockrwood Date: 2/24/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
Thanks for all the illuminating replies, fellows! I think I can look at some of the games and game systems mentioned and borrow some ideas for my DragonQuest campaign.

- Brock


--- In dqn-list@yahoogroups.com, jafo666 <jafo666@...> wrote:
>
> Picked up well, and I had forgotten [4.1]. The designer of ForeSight was the
> guy who introduced me to DQ ;) I am a big SPI fan - their boardgames were
> interesting (I am using an Ares game - Barbarian Kings [
> http://www.boardgamegeek.com/boardgame/3251/barbarian-kings%5d- as the
> backdrop for my current campaign).
>
> I seem to remember that SPI exported some designers to West End & Victory
> Games when TSR took over. (But my memory failed me once, so don't quote
> me....)
>
> Adrian.
>
> On 24 February 2010 16:25, John_Rauchert <jfrauchert@...> wrote:
>
> >
> >
> > James Bond was published by Victory Games, a subsidiary of Avalon Hill.
> >
> > http://en.wikipedia.org/wiki/Avalon_Hill#Victory_Games
> >
> > It shares some heritage with the SPI games Universe and DragonQuest owing
> > to the fact that Gerard C. Klug was the game designer. The Ease Factor game
> > mechanic is essentially rule [4.1].
> >
> > John F. Rauchert, Co-moderator
> >
> >
> > --- In dqn-list@yahoogroups.com <dqn-list%40yahoogroups.com>, jafo666
> > <jafo666@> wrote:
> > >
> > > While not widely available, if I wanted a solid system for GMing, I would
> > > play ForeSight (http://loewald.com/foresight2004, commentary on original
> > > edition at http://www.arielarchives.com/Tonio.html). It has a lineage
> > from
> > > the system found in James Bond 007 (a West End game), which I also
> > enjoyed.
> > >
> > > Both are skill based (not class based), and use a difficulty
> > factor/quality
> > > result mechanism for combat & skill resolution.
> > >
> > > For sheer fun, there is also Paranoia (a Greg Costikyan game set in a
> > future
> > > dystopia).
> > >
> > > All are not strictly fantasy RPGs, although ForeSight is a generic system
> > > which could easily be adapted. The standard ForeSight has more of a SF or
> > > modern flavour.
> > >
> > > I also like the approach of some freeplay rules I used GMing which
> > removed
> > > numbers entirely from the player character sheet in favour of qualitative
> > > measures (weak/average/strong/very strong,
> > > clumsy/nimble/...,beginner/.../expert). The GMs had the translation into
> > DQ
> > > characteristics, and the players were awarded for role-playing in
> > character.
> > >
> > > Adrian.
> > >
> >
> >
> >
>
Group: dqn-list Message: 3444 From: gurglezoid00 Date: 2/24/2010
Subject: How Do I Generate Ability Scores for Shapechanger?
One of the sections of DQ that has always been ambiguous to me is exactly how does one generate the attribute values (both human form and animal form)for a Shapechanger character.

The text reads "The shape-changer must devise a characteristic for his animal form. Take the difference between the average for each characteristic in animal and human form, and modify the human characteristic accordingly."

My main question is this: Does the above mentioned "modified human characteristic" serve as the shape-changer's "animal" form, or is it his "human" form? In other words, do you use a standard human's range of characteristics for the human form, and use the modification to human values to create the animal form or do you use the modification to serve as the "human" form while using a standard animal's range for the "animal" form? The differences between the two are striking.

Also, which animal characteristics do you base the average on? In the text for lycanthropes (which would seem to be similar), they say to use enhanced values for Tiger, Boar or Bear (+2 to PS, EN and FT) and the Dire Wolf for the wolf form. Would this be reasonable to apply to a shape-changer character as well?
Group: dqn-list Message: 3445 From: John_Rauchert Date: 2/24/2010
Subject: Re: How Do I Generate Ability Scores for Shapechanger?
Back in 1995 we did a Shape Changer Special Issue. In it is my thoughts on Reshaping the Shape-Changer.

http://johnrauchert.brinkster.net/dq/archive/dqnewsletter/dqv2n4.htm

JohnR


--- In dqn-list@yahoogroups.com, "gurglezoid00" <gurglezoid00@...> wrote:
>
> One of the sections of DQ that has always been ambiguous to me is exactly how does one generate the attribute values (both human form and animal form)for a Shapechanger character.
>
> The text reads "The shape-changer must devise a characteristic for his animal form. Take the difference between the average for each characteristic in animal and human form, and modify the human characteristic accordingly."
>
> My main question is this: Does the above mentioned "modified human characteristic" serve as the shape-changer's "animal" form, or is it his "human" form? In other words, do you use a standard human's range of characteristics for the human form, and use the modification to human values to create the animal form or do you use the modification to serve as the "human" form while using a standard animal's range for the "animal" form? The differences between the two are striking.
>
> Also, which animal characteristics do you base the average on? In the text for lycanthropes (which would seem to be similar), they say to use enhanced values for Tiger, Boar or Bear (+2 to PS, EN and FT) and the Dire Wolf for the wolf form. Would this be reasonable to apply to a shape-changer character as well?
>
Group: dqn-list Message: 3446 From: Ted Date: 2/24/2010
Subject: Re: How Do I Generate Ability Scores for Shapechanger?
The way I've always done it is find the difference between the average human characteristic (15 generally) and the average animal characteristic. Then apply that difference as a modifier to the character's human stat for purposes of generating the animal form stat. So for instance a bear shapechanger would add 23 to his human strength WHEN he changed into a bear. This is usually going to give you an above average (or even beyond animal max) stat, making the shapechanger a more powerful example of the animal he/she changes into. WP and MA usually suffer quite a bit in comparison to the shapechanger's human form. Been thinking of modifying that but havent gotten around to it. The rules do say that the human intellect is muted somewhat in animal form.

So in other words, the human form stats are going to be just as generated for any other human. The animal form stats are going to be based on the human form stats with a modifier that is calculated by subtracting the human avg (15) from the animal avg. I've got all those pre-calculated in a spreadsheet for easy reference.

I just use a normal bear, wolf, tiger and boar for shapechangers.

The lycanthrope animal stats are handled differently. As you say, the rules state to simply take the strongest example of a given type and bump the physical stats a bit.

--- In dqn-list@yahoogroups.com, "gurglezoid00" <gurglezoid00@...> wrote:
>
> One of the sections of DQ that has always been ambiguous to me is exactly how does one generate the attribute values (both human form and animal form)for a Shapechanger character.
>
> The text reads "The shape-changer must devise a characteristic for his animal form. Take the difference between the average for each characteristic in animal and human form, and modify the human characteristic accordingly."
>
> My main question is this: Does the above mentioned "modified human characteristic" serve as the shape-changer's "animal" form, or is it his "human" form? In other words, do you use a standard human's range of characteristics for the human form, and use the modification to human values to create the animal form or do you use the modification to serve as the "human" form while using a standard animal's range for the "animal" form? The differences between the two are striking.
>
> Also, which animal characteristics do you base the average on? In the text for lycanthropes (which would seem to be similar), they say to use enhanced values for Tiger, Boar or Bear (+2 to PS, EN and FT) and the Dire Wolf for the wolf form. Would this be reasonable to apply to a shape-changer character as well?
>
Group: dqn-list Message: 3447 From: kaith_athanes Date: 2/24/2010
Subject: Re: How Do I Generate Ability Scores for Shapechanger?
--- In dqn-list@yahoogroups.com, "gurglezoid00" <gurglezoid00@...> wrote:
>
> One of the sections of DQ that has always been ambiguous to me is exactly how does one generate the attribute values (both human form and animal form)for a Shapechanger character.
>
> The text reads "The shape-changer must devise a characteristic for his animal form. Take the difference between the average for each characteristic in animal and human form, and modify the human characteristic accordingly."
>

The way I read this, and the way we've always played it is you create the human stats as you would for any normal human character. Then you use the ratio of the difference in human stat from the average to the range and multiply that by the range for the animal stat and apply it to the average animal stat.
An example:

A tiger's PS range is 24-28, a range of 4 and an average of 26. Human PS range is 5-25, a range of 20 and an average of 15. Let's say in our example that the player sets his human PS to 18. This is a difference of 3 from the average, so we divide that by the human range and then multiply by the tiger range to get 3/20*4 = .6. Add this result to tiger average of 26 to get 26.6, then round off. So a human PS of 18 translates to roughly 27 PS for tiger.

This is the same way I do giant stats if a character rolls for giant. It's a bit complicated, but has the advantage of always giving a number that is in range and that "feels" right to me.

> My main question is this: Does the above mentioned "modified human characteristic" serve as the shape-changer's "animal" form, or is it his "human" form? In other words, do you use a standard human's range of characteristics for the human form, and use the modification to human values to create the animal form or do you use the modification to serve as the "human" form while using a standard animal's range for the "animal" form? The differences between the two are striking.
>
> Also, which animal characteristics do you base the average on? In the text for lycanthropes (which would seem to be similar), they say to use enhanced values for Tiger, Boar or Bear (+2 to PS, EN and FT) and the Dire Wolf for the wolf form. Would this be reasonable to apply to a shape-changer character as well?
>
Group: dqn-list Message: 3448 From: Brock Date: 2/24/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
> DQ had me at "4. A halfling may dispose of jewelry into large,
> semiactive volcanoes, without anyone thinking the worse of him."
>

I saw that recently while helping a player create a halfling character. I laughed out loud. That is what computer programmers would call an "easter egg," right?

- Brock



--- In dqn-list@yahoogroups.com, "John_Rauchert" <jfrauchert@...> wrote:
>
> DQ had me at "4. A halfling may dispose of jewelry into large, semiactive volcanoes, without anyone thinking the worse of him."
>
> I tend to favor games that create an atmosphere and have fun doing it. Other than DQ here are a few that I have had a pleasure to Run and Play in (although I have many, many more).
>
> Disclaimer: I must admit that right now I am heavily into GMing Horror RPGs (CoC).
>
> Call of Cthulhu and Trail of Cthulhu [where character death might be for the best]
>
> Chivalry & Sorcery 1st Edition [1d20 for stats including alignment and a Balrog killed me just by moving through my Hex]
>
> Empire of the Petal Throne [whenever I need a mysterious East or West it is Tekumel]
>
> James Bond [deserves a 2nd mention for capturing the feel of a James Bond film]
>
> HOL (Human Occupied Landfill)
> http://en.wikipedia.org/wiki/Hol_(role-playing_game)
>
> PuppetLand by John Tynes [an RPG about Puppets!!!]
>
> Unknown Armies and Delta Green [some of my favorite designers: John Tynes (again), Dennis Detwiller, Kenneth Hite, Robin Laws, Johnathan Tweet]
>
> JohnR
>
> --- In dqn-list@yahoogroups.com, "Brock" <brockrwood@> wrote:
> >
> > I know that this is speaking heresy, but I am genuinely curious.
> >
> > Is there another system that has some of the positive qualities we like in DragonQuest that you have GMed or would consider GMing? If so, what is it?
> >
> > The Palladium Fantasy Role-Playing Game?
> >
> > GURPS?
> >
> > Warhammer Fantasy Roleplay?
> >
> > HERO System?
> >
> > RuneQuest or "Basic Roleplaying"?
> >
> > Unisystem?
> >
> > Tunnels and Trolls?
> >
> > Bunnies and Burrows?
> >
> > Something else?
> >
> > - Brock
> >
>
Group: dqn-list Message: 3449 From: kaith_athanes Date: 2/24/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
--- In dqn-list@yahoogroups.com, "John_Rauchert" <jfrauchert@...> wrote:
>
> DQ had me at "4. A halfling may dispose of jewelry into large, semiactive volcanoes, without anyone thinking the worse of him."
>
> I tend to favor games that create an atmosphere and have fun doing it. Other than DQ here are a few that I have had a pleasure to Run and Play in (although I have many, many more).
>

The atmosphere was and still is a big part of it for me. There is a grittiness to the combat that I just don't get in other systems. I love the idea of GURPS, but character creation tends to just be overwhelming for a player new to the system. GURPS seems to me to have a more "realistic" combat system, but lacks the heroic feel of DQ. The potential in DQ to swing your class B two handed weapon and kill three people in one round is something I've never seen another system match.

The quote that got me was from the grievous chart, though: "Your aorta is severed and you are quite dead. Rest assured that your companions will do their best to console your widow(er)."


> Disclaimer: I must admit that right now I am heavily into GMing Horror RPGs (CoC).
>
> Call of Cthulhu and Trail of Cthulhu [where character death might be for the best]
>
> Chivalry & Sorcery 1st Edition [1d20 for stats including alignment and a Balrog killed me just by moving through my Hex]
>
> Empire of the Petal Throne [whenever I need a mysterious East or West it is Tekumel]
>
> James Bond [deserves a 2nd mention for capturing the feel of a James Bond film]
>
> HOL (Human Occupied Landfill)
> http://en.wikipedia.org/wiki/Hol_(role-playing_game)
>
> PuppetLand by John Tynes [an RPG about Puppets!!!]
>
> Unknown Armies and Delta Green [some of my favorite designers: John Tynes (again), Dennis Detwiller, Kenneth Hite, Robin Laws, Johnathan Tweet]
>
> JohnR
>
> --- In dqn-list@yahoogroups.com, "Brock" <brockrwood@> wrote:
> >
> > I know that this is speaking heresy, but I am genuinely curious.
> >
> > Is there another system that has some of the positive qualities we like in DragonQuest that you have GMed or would consider GMing? If so, what is it?
> >
> > The Palladium Fantasy Role-Playing Game?
> >
> > GURPS?
> >
> > Warhammer Fantasy Roleplay?
> >
> > HERO System?
> >
> > RuneQuest or "Basic Roleplaying"?
> >
> > Unisystem?
> >
> > Tunnels and Trolls?
> >
> > Bunnies and Burrows?
> >
> > Something else?
> >
> > - Brock
> >
>
Group: dqn-list Message: 3450 From: kaith_athanes Date: 2/24/2010
Subject: Eberron Conversion (long)
Here are a few of the skills I added when I started my Eberron campaign. I really liked the setting, but did not want to play d&d3.5, so much work was needed to use it for DQ. First off, we used the Thieves' World magic system to boost adepts, then added other things to bring non-adepts back into balance with them. I'll work on gathering the whole enchilada together into a pdf file and posting it to the files section.

(W.1) Experience Cost:
0 1 2 3 4 5 6 7 8 9 10
600 250 800 1650 2750 4100 5650 7350 9300 11400 13250
Note: A Warrior must have no magical college

(W.2) Intensive Training

* A Warrior cannot train other skills while working on the Warrior skill. (This is the exception to being able to train two skills at once).

(W.3) Weapons Training

* A Warrior only requires one week per rank (instead of two) to gain rank in weapons that are ranked lower than his Warrior skill.
* At rank 4 in the skill, the Warrior gains rank 0 in all weapons he can physically use.

(W.4) Improved Defensive Ability

* A Warrior gains 1% to his defense per rank in the Warrior skill, 2% if he is evading. He also adds half his rank (rounded up) to his die roll in parry attempts.

(W.5) Improved Offensive Ability

* A Warrior gains 2% to his strike chance with any melee weapon for each rank he attains in the Warrior skill.

(W.6) Improved Damage

* At rank 4, the Warrior increases the damage he does with all weapons by 1.
* He increases it by an additional 1 at rank 8.

(W.7) Resistance to Being Stunned

* A Warrior adds his rank to the amount of damage required to stun him (1/3 EN + W. Rank).
* A Warrior adds his rank to his chance of hanging on to his weapons if he is stunned.
* A Warrior adds 5 × Warrior Rank to his chance to unstun.
* At rank 10, a Warrior can no longer be stunned by non-magical means.

(W.8) Increased Initiative

* A Warrior adds his rank to his Initiative Value (IV) in melee combat.



Archer - They who seek to master the use of bows

(A.1) Experience Cost:
0 1 2 3 4 5 6 7 8 9 10
600 250 800 1650 2750 4100 5650 7350 9300 11400 13250
Note: An archer must have no magical college

(A.2) Training Time & Restrictions
-An archer only requires one week per rank (instead of two) and three quarters the normal experience to raise his rank in a bow skill (as long as that skill is no more than one higher than his archery skill).
- An archer cannot advance his archery skill higher than that of his highest rank in a bow weapon.
- This skill applies only to draw bows.

(A.3) Improved Accuracy
- An archer gains 2 × Rank to his Strike Chance with a bow.
- An archer can increase his Strike Chance by 10 by aiming for a pulse and by 5 for each additional pulse up to a maximum bonus of 20.
- Beginning at Rank 5, the archer can opt, instead of increasing his Strike Chance, to add his rank (+1 per additional pulse of aiming) to the Grievous injury range.

(A.4) Improved Speed of Nocking and Firing
-At rank 3, the archer reduces the time required to nock and aim by one pulse.
- He reduces it by an additional pulse at rank 7, and again at rank 10.
(This means that at rank 3, the archer could fire an arrow every pulse and at rank 7 could both aim (for a +10 to Strike Chance) and fire every pulse, or fire three times every two pulses. At rank 10, the archer could fire twice each pulse.)

(A.4) Improved Range Finding
- An archer's range penalty is only -3 for each 5 + Rank/2 hexes after the first 5 + Rank/2 hexes.
i.e.: A rank 4 archer would suffer a -3 penalty on each 7 hexes after the first 7.

(A.5) Compensating for Poor/Unusual Equipment
- An archer ignores rank % of penalties due to equipment (i.e. flaming arrows, poorly made shafts, damaged bows, heavy warheads, etc.)
- The archer must be aware of the peculiarity in order to compensate and the penalty cannot be reduced below 0.


Berserker Skill


Berserking is a tribal practice of embracing unbridled ferocity in
battle instead of relying upon skill and tactics. Berserkers also use
this rage to tap into natural magics to enhance their combat abilities.

Because of his reliance on speed and freedom of movement, a berserker
cannot work himself into a rage if he is wearing constricting armor or
overly encumbered. If a berserker is wearing armor more advanced than
chain or carrying weight that reduces his AG by more than 2, he cannot
rage.

Although the Berserker skill and the Warrior skill are not mutually
exclusive, they are rather opposite in philosophy and have very little
in the way of synergy. A character with both skills would lose all his
warrior benefits while enraged. A warrior's bonus to strike chance and
damage are based on analyzing the opponent's defense and striking for
the weak or less defended spots. While enraged, a berserker's mind is
too chaotic and full of fury to analyze anything.

Rank 0:
A berserker can work himself into a rage a number of times each day
equal to his rank in the skill (or once at rank 0). To enter the rage,
the berserker must spend a pulse concentrating to work himself up. The
next pulse, the rage takes effect at the beginning of his turn. The
rage lasts a number of pulses equal to 1/3 the berserker's endurance,
rounded down, plus his rank with the skill. While enraged, the
berserker's PS and EN are increased by his rank (by 1 if rank 0) and
his weapon damage is increased by half his rank. While enraged, he
gains no benefit from a shield or any defense from his agility,
although spells that provide defense would still be effective. If his
strength is great enough to be used to increase his weapon damage, then
he must do so. If stunned, the berserker must make a concentration
check equal to 2 X WP + 5 X Rank when he unstuns to remain enraged. The
berserker loses 10 FT when he leaves the rage, although this cannot
reduce him below 0 FT.

Rank 1:
The strength and viciousness of the berserker's blows are such that
he is often able to beat aside shield block attempts or power through
weapon parries. This translates into a +2 to his strike chance per rank
with the berserker skill.

Rank 2:
While enraged, the berserker's TMR is increased by 2.

Rank 3:
A berserker begins to develope the ability to ignore pain and shrug
off damage. His natural DR is increased by 1 while raging and it
requires 3 more damage than normal to stun him.

Rank 4:
While enraged, a berserker gains 5 per rank to his magic resistance
versus charm and mind affecting spells. There just ain't that much mind
there to affect.

Rank 5:
The berserkers DR benefit increases to 2 and it requires 5 more
damage than normal to stun him.

Rank 6:
The ferocity of the berserker's fighting style can be intimidating
to those who are not stout of heart. Any creature with a WP of 12 or
lower who is attacked by a raging berserker must make a 3 X WP check or
roll on the fright table. Success on the WP check makes the subject
immune from future fright checks for the remainder of the encounter.

Rank 7:
DR increases to 3 and the berserker can no longer be stunned while
enraged.

Rank 8:
The berserker no longer loses FT when leaving the rage.

Rank 9:
The berserker is completely immune to charm and mind-affecting
spells while enraged. His DR increases to 4.

Rank 10:
DR increases to 5. The berserker no longer requires a pulse of
preparation, but can instantly enter the rage.



Berserker uses the same experience cost chart as Ranger.
Group: dqn-list Message: 3451 From: Ted Date: 2/24/2010
Subject: Re: How Do I Generate Ability Scores for Shapechanger?
Hi John,

Looks like you and I are using pretty much the same modifiers. In most cases just a few differences one point give or take ...probably just rounding differences. Also looks like you did the same thing I've been thinking of doing with MA and not altering it.

It looks like for PC you used "8" as the avg human value. Is that correct? I've been using 15 for it like all the other stats. Just curious as to why you went that route. I can see where your calc would give higher PC values closer to the animal's normal range as soon as the character is generated.

One thing I've not thought about in a while is if the animal form stats would increase (or decrease) after play begins, if the human stats change, most likely through experience points. PC being one of the stats most likely to get raised, and if the animal stats change along with the human's, then the animal form PC would soon blow way past the normal range. Using 8 as the avg human stat means this happens very early. Using 15 just means it happens later, but it still happens.

Course if the animals stats don't move (like FT doesnt change automatically with increases or decreases in EN after the character is generated) then your starting point will make sure they have at least a normal PC for an animal of that type. Mine would gimp them on PC in that instance...

My first inclination is to go with your PC calculation and freeze the animal stats after generation.

What are your thoughts/experiences with that?

My FT modifers are also difference from yours. They all seem to be 2-5 points higher than yours. Do you recall what you based your FT mod calculation on? I used a human avg FT of 20 (which came from the human EN avg of 15)for my calcs and for instance have a +13 FT for Wolf shapechangers compared to your +9.

Ted

--- In dqn-list@yahoogroups.com, "John_Rauchert" <jfrauchert@...> wrote:
>
> Back in 1995 we did a Shape Changer Special Issue. In it is my thoughts on Reshaping the Shape-Changer.
>
> http://johnrauchert.brinkster.net/dq/archive/dqnewsletter/dqv2n4.htm
>
> JohnR
>
>
> --- In dqn-list@yahoogroups.com, "gurglezoid00" <gurglezoid00@> wrote:
> >
> > One of the sections of DQ that has always been ambiguous to me is exactly how does one generate the attribute values (both human form and animal form)for a Shapechanger character.
> >
> > The text reads "The shape-changer must devise a characteristic for his animal form. Take the difference between the average for each characteristic in animal and human form, and modify the human characteristic accordingly."
> >
> > My main question is this: Does the above mentioned "modified human characteristic" serve as the shape-changer's "animal" form, or is it his "human" form? In other words, do you use a standard human's range of characteristics for the human form, and use the modification to human values to create the animal form or do you use the modification to serve as the "human" form while using a standard animal's range for the "animal" form? The differences between the two are striking.
> >
> > Also, which animal characteristics do you base the average on? In the text for lycanthropes (which would seem to be similar), they say to use enhanced values for Tiger, Boar or Bear (+2 to PS, EN and FT) and the Dire Wolf for the wolf form. Would this be reasonable to apply to a shape-changer character as well?
> >
>
Group: dqn-list Message: 3452 From: John Rauchert Date: 2/24/2010
Subject: Re: How Do I Generate Ability Scores for Shapechanger?

I admit that I haven’t looked at this in awhile and have a harder time remembering what my rationale was for these numbers (which I think I put together a number of years before that).

 

I think at the time I did not have a good sense of how people’s beginning characteristics changed over the course of long campaign since none of our groups had lasted that long. 

 

I would ask the DQ community their experiences are in that area.

 

I think that my Fatigue scores were less averaging and more based on my view that:

 

“This revised version of the shape-changer was spawned by my feeling that this player race was very over-powered and though rare, just one could seriously unbalance a group.”

 

JohnR

 


From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com] On Behalf Of Ted
Sent: February 24, 2010 6:12 PM
To: dqn-list@yahoogroups.com
Subject: [DQN-list] Re: How Do I Generate Ability Scores for Shapechanger?

 

 

Hi John,

Looks like you and I are using pretty much the same modifiers. In most cases just a few differences one point give or take ...probably just rounding differences. Also looks like you did the same thing I've been thinking of doing with MA and not altering it.

It looks like for PC you used "8" as the avg human value. Is that correct? I've been using 15 for it like all the other stats. Just curious as to why you went that route. I can see where your calc would give higher PC values closer to the animal's normal range as soon as the character is generated.

One thing I've not thought about in a while is if the animal form stats would increase (or decrease) after play begins, if the human stats change, most likely through experience points. PC being one of the stats most likely to get raised, and if the animal stats change along with the human's, then the animal form PC would soon blow way past the normal range. Using 8 as the avg human stat means this happens very early. Using 15 just means it happens later, but it still happens.

Course if the animals stats don't move (like FT doesnt change automatically with increases or decreases in EN after the character is generated) then your starting point will make sure they have at least a normal PC for an animal of that type. Mine would gimp them on PC in that instance...

My first inclination is to go with your PC calculation and freeze the animal stats after generation.

What are your thoughts/experience s with that?

My FT modifers are also difference from yours. They all seem to be 2-5 points higher than yours. Do you recall what you based your FT mod calculation on? I used a human avg FT of 20 (which came from the human EN avg of 15)for my calcs and for instance have a +13 FT for Wolf shapechangers compared to your +9.

Ted

--- In dqn-list@yahoogroup s.com, "John_Rauchert" <jfrauchert@ ...> wrote:

>
> Back in 1995 we did a Shape Changer Special Issue. In it is my thoughts on
Reshaping the Shape-Changer.
>
>
href="http://johnrauchert.brinkster.net/dq/archive/dqnewsletter/dqv2n4.htm">http://johnrauchert .brinkster. net/dq/archive/ dqnewsletter/ dqv2n4.htm
>
> JohnR
>
>
> --- In dqn-list@yahoogroup s.com,
"gurglezoid00" <gurglezoid00@ > wrote:
> >
> > One of the sections of DQ that has always been ambiguous to me is
exactly how does one generate the attribute values (both human form and animal form)for a Shapechanger character.
> >
> > The text reads "The shape-changer must devise a characteristic
for his animal form. Take the difference between the average for each characteristic in animal and human form, and modify the human characteristic accordingly. "
> >
> > My main question is this: Does the above mentioned "modified
human characteristic" serve as the shape-changer' s "animal" form, or is it his "human" form? In other words, do you use a standard human's range of characteristics for the human form, and use the modification to human values to create the animal form or do you use the modification to serve as the "human" form while using a standard animal's range for the "animal" form? The differences between the two are striking.
> >
> > Also, which animal characteristics do you base the average on? In the
text for lycanthropes (which would seem to be similar), they say to use enhanced values for Tiger, Boar or Bear (+2 to PS, EN and FT) and the Dire Wolf for the wolf form. Would this be reasonable to apply to a shape-changer character as well?
> >
>

Group: dqn-list Message: 3453 From: Brock Date: 2/25/2010
Subject: Re: Eberron Conversion (long)
Thanks for posting this, Kaith!

- Brock


--- In dqn-list@yahoogroups.com, "kaith_athanes" <kaith_athanes@...> wrote:
>
> Here are a few of the skills I added when I started my Eberron campaign. I really liked the setting, but did not want to play d&d3.5, so much work was needed to use it for DQ. First off, we used the Thieves' World magic system to boost adepts, then added other things to bring non-adepts back into balance with them. I'll work on gathering the whole enchilada together into a pdf file and posting it to the files section.
>
> (W.1) Experience Cost:
> 0 1 2 3 4 5 6 7 8 9 10
> 600 250 800 1650 2750 4100 5650 7350 9300 11400 13250
> Note: A Warrior must have no magical college
>
> (W.2) Intensive Training
>
> * A Warrior cannot train other skills while working on the Warrior skill. (This is the exception to being able to train two skills at once).
>
> (W.3) Weapons Training
>
> * A Warrior only requires one week per rank (instead of two) to gain rank in weapons that are ranked lower than his Warrior skill.
> * At rank 4 in the skill, the Warrior gains rank 0 in all weapons he can physically use.
>
> (W.4) Improved Defensive Ability
>
> * A Warrior gains 1% to his defense per rank in the Warrior skill, 2% if he is evading. He also adds half his rank (rounded up) to his die roll in parry attempts.
>
> (W.5) Improved Offensive Ability
>
> * A Warrior gains 2% to his strike chance with any melee weapon for each rank he attains in the Warrior skill.
>
> (W.6) Improved Damage
>
> * At rank 4, the Warrior increases the damage he does with all weapons by 1.
> * He increases it by an additional 1 at rank 8.
>
> (W.7) Resistance to Being Stunned
>
> * A Warrior adds his rank to the amount of damage required to stun him (1/3 EN + W. Rank).
> * A Warrior adds his rank to his chance of hanging on to his weapons if he is stunned.
> * A Warrior adds 5 × Warrior Rank to his chance to unstun.
> * At rank 10, a Warrior can no longer be stunned by non-magical means.
>
> (W.8) Increased Initiative
>
> * A Warrior adds his rank to his Initiative Value (IV) in melee combat.
>
>
>
> Archer - They who seek to master the use of bows
>
> (A.1) Experience Cost:
> 0 1 2 3 4 5 6 7 8 9 10
> 600 250 800 1650 2750 4100 5650 7350 9300 11400 13250
> Note: An archer must have no magical college
>
> (A.2) Training Time & Restrictions
> -An archer only requires one week per rank (instead of two) and three quarters the normal experience to raise his rank in a bow skill (as long as that skill is no more than one higher than his archery skill).
> - An archer cannot advance his archery skill higher than that of his highest rank in a bow weapon.
> - This skill applies only to draw bows.
>
> (A.3) Improved Accuracy
> - An archer gains 2 × Rank to his Strike Chance with a bow.
> - An archer can increase his Strike Chance by 10 by aiming for a pulse and by 5 for each additional pulse up to a maximum bonus of 20.
> - Beginning at Rank 5, the archer can opt, instead of increasing his Strike Chance, to add his rank (+1 per additional pulse of aiming) to the Grievous injury range.
>
> (A.4) Improved Speed of Nocking and Firing
> -At rank 3, the archer reduces the time required to nock and aim by one pulse.
> - He reduces it by an additional pulse at rank 7, and again at rank 10.
> (This means that at rank 3, the archer could fire an arrow every pulse and at rank 7 could both aim (for a +10 to Strike Chance) and fire every pulse, or fire three times every two pulses. At rank 10, the archer could fire twice each pulse.)
>
> (A.4) Improved Range Finding
> - An archer's range penalty is only -3 for each 5 + Rank/2 hexes after the first 5 + Rank/2 hexes.
> i.e.: A rank 4 archer would suffer a -3 penalty on each 7 hexes after the first 7.
>
> (A.5) Compensating for Poor/Unusual Equipment
> - An archer ignores rank % of penalties due to equipment (i.e. flaming arrows, poorly made shafts, damaged bows, heavy warheads, etc.)
> - The archer must be aware of the peculiarity in order to compensate and the penalty cannot be reduced below 0.
>
>
> Berserker Skill
>
>
> Berserking is a tribal practice of embracing unbridled ferocity in
> battle instead of relying upon skill and tactics. Berserkers also use
> this rage to tap into natural magics to enhance their combat abilities.
>
> Because of his reliance on speed and freedom of movement, a berserker
> cannot work himself into a rage if he is wearing constricting armor or
> overly encumbered. If a berserker is wearing armor more advanced than
> chain or carrying weight that reduces his AG by more than 2, he cannot
> rage.
>
> Although the Berserker skill and the Warrior skill are not mutually
> exclusive, they are rather opposite in philosophy and have very little
> in the way of synergy. A character with both skills would lose all his
> warrior benefits while enraged. A warrior's bonus to strike chance and
> damage are based on analyzing the opponent's defense and striking for
> the weak or less defended spots. While enraged, a berserker's mind is
> too chaotic and full of fury to analyze anything.
>
> Rank 0:
> A berserker can work himself into a rage a number of times each day
> equal to his rank in the skill (or once at rank 0). To enter the rage,
> the berserker must spend a pulse concentrating to work himself up. The
> next pulse, the rage takes effect at the beginning of his turn. The
> rage lasts a number of pulses equal to 1/3 the berserker's endurance,
> rounded down, plus his rank with the skill. While enraged, the
> berserker's PS and EN are increased by his rank (by 1 if rank 0) and
> his weapon damage is increased by half his rank. While enraged, he
> gains no benefit from a shield or any defense from his agility,
> although spells that provide defense would still be effective. If his
> strength is great enough to be used to increase his weapon damage, then
> he must do so. If stunned, the berserker must make a concentration
> check equal to 2 X WP + 5 X Rank when he unstuns to remain enraged. The
> berserker loses 10 FT when he leaves the rage, although this cannot
> reduce him below 0 FT.
>
> Rank 1:
> The strength and viciousness of the berserker's blows are such that
> he is often able to beat aside shield block attempts or power through
> weapon parries. This translates into a +2 to his strike chance per rank
> with the berserker skill.
>
> Rank 2:
> While enraged, the berserker's TMR is increased by 2.
>
> Rank 3:
> A berserker begins to develope the ability to ignore pain and shrug
> off damage. His natural DR is increased by 1 while raging and it
> requires 3 more damage than normal to stun him.
>
> Rank 4:
> While enraged, a berserker gains 5 per rank to his magic resistance
> versus charm and mind affecting spells. There just ain't that much mind
> there to affect.
>
> Rank 5:
> The berserkers DR benefit increases to 2 and it requires 5 more
> damage than normal to stun him.
>
> Rank 6:
> The ferocity of the berserker's fighting style can be intimidating
> to those who are not stout of heart. Any creature with a WP of 12 or
> lower who is attacked by a raging berserker must make a 3 X WP check or
> roll on the fright table. Success on the WP check makes the subject
> immune from future fright checks for the remainder of the encounter.
>
> Rank 7:
> DR increases to 3 and the berserker can no longer be stunned while
> enraged.
>
> Rank 8:
> The berserker no longer loses FT when leaving the rage.
>
> Rank 9:
> The berserker is completely immune to charm and mind-affecting
> spells while enraged. His DR increases to 4.
>
> Rank 10:
> DR increases to 5. The berserker no longer requires a pulse of
> preparation, but can instantly enter the rage.
>
>
>
> Berserker uses the same experience cost chart as Ranger.
>
Group: dqn-list Message: 3454 From: SCOTT RUSZCZYK Date: 2/25/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
If you haven't tried Ars magica it is worth playing, but it is designed for and best played in a medeival setting. It has the second best magic system that i have played.

Gurps is great for many of the same reasons that DQ is, but basing all skill on three or four stats, makes min/ maxing easy and lame.

I found FUDGE a great game for a long time( ten years, I don't know how I got this old) after awhile the flexibility does become to much and the players want concrete answers on things.





with full knowledge of the futility of my actions, nevertheless, this is where I make my stand

--- On Wed, 2/24/10, brockrwood <brockrwood@eurekais.com> wrote:

From: brockrwood <brockrwood@eurekais.com>
Subject: [DQN-list] Re: If You Were Going to GM a System *Other* than DQ, What Would it Be?
To: dqn-list@yahoogroups.com
Date: Wednesday, February 24, 2010, 12:36 PM

Thanks for all the illuminating replies, fellows!  I think I can look at some of the games and game systems mentioned and borrow some ideas for my DragonQuest campaign.

- Brock


--- In dqn-list@yahoogroups.com, jafo666 <jafo666@...> wrote:
>
> Picked up well, and I had forgotten [4.1]. The designer of ForeSight was the
> guy who introduced me to DQ ;) I am a big SPI fan - their boardgames were
> interesting (I am using an Ares game - Barbarian Kings [
> http://www.boardgamegeek.com/boardgame/3251/barbarian-kings]- as the
> backdrop for my current campaign).
>
> I seem to remember that SPI exported some designers to West End & Victory
> Games when TSR took over. (But my memory failed me once, so don't quote
> me....)
>
> Adrian.
>
> On 24 February 2010 16:25, John_Rauchert <jfrauchert@...> wrote:
>
> >
> >
> > James Bond was published by Victory Games, a subsidiary of Avalon Hill.
> >
> > http://en.wikipedia.org/wiki/Avalon_Hill#Victory_Games
> >
> > It shares some heritage with the SPI games Universe and DragonQuest owing
> > to the fact that Gerard C. Klug was the game designer. The Ease Factor game
> > mechanic is essentially rule [4.1].
> >
> > John F. Rauchert, Co-moderator
> >
> >
> > --- In dqn-list@yahoogroups.com <dqn-list%40yahoogroups.com>, jafo666
> > <jafo666@> wrote:
> > >
> > > While not widely available, if I wanted a solid system for GMing, I would
> > > play ForeSight (http://loewald.com/foresight2004, commentary on original
> > > edition at http://www.arielarchives.com/Tonio.html). It has a lineage
> > from
> > > the system found in James Bond 007 (a West End game), which I also
> > enjoyed.
> > >
> > > Both are skill based (not class based), and use a difficulty
> > factor/quality
> > > result mechanism for combat & skill resolution.
> > >
> > > For sheer fun, there is also Paranoia (a Greg Costikyan game set in a
> > future
> > > dystopia).
> > >
> > > All are not strictly fantasy RPGs, although ForeSight is a generic system
> > > which could easily be adapted. The standard ForeSight has more of a SF or
> > > modern flavour.
> > >
> > > I also like the approach of some freeplay rules I used GMing which
> > removed
> > > numbers entirely from the player character sheet in favour of qualitative
> > > measures (weak/average/strong/very strong,
> > > clumsy/nimble/...,beginner/.../expert). The GMs had the translation into
> > DQ
> > > characteristics, and the players were awarded for role-playing in
> > character.
> > >
> > > Adrian.
> > >
> >
> > 
> >
>




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Group: dqn-list Message: 3455 From: Brock Date: 2/25/2010
Subject: Re: How Do I Generate Ability Scores for Shapechanger?
Wow, I really got this one wrong!

After re-reading the shapechanger rules carefully, I can see that I am not interpreting them as intended by the game designers. Still, since the way we have been playing shapechangers seems to work, I think I will continue to use our house rules for now.

In my campaign, the stats a shapechanger gets when in animal form are the average stats *for that animal*. So, if the shapechanger changes into a bear, for instance, the shapechanger's stats, when in bear form, would be the average stats *for a bear*, as stated in the "Monsters" section of the rules.

The stats when in human form are just the stats the player generated for his character normally before choosing a race for the character.

I don't permit characters who are shapechangers to perform "human" actions (play a lute or prepare and fire a bow, for example), when in animal form. They are limited to what the animal could do. On the other hand, the character gets the advantages the animal has, such as an improved sense of smell, when in animal form. The character still has the intelligence he/she has when in in human form when in animal form.

I have not thought hard about the rule that shapechangers cannot be harmed by non-silvered weapons (unless the wielder has a strength of 25 or higher). I think I am inclined to not use that rule in my campaign. Luckily, this issue has not come up in my campaign. In my campaign, I distinguish pretty clearly between a shapechanger and a "were" creature. A shapechanger who turns into an animal just that - a human who can turn into an animal and turn back into a human again. He/she is *not* a "were" creature.

I also agree that a shapechanger (as well as a giant) can be a game imbalancing PC. In my campaign, I allow players to simply choose the race of elf, dwarf, human, or halfling when they generate a character, rather making them roll on the table in the rules. I make them roll on the table, however, if they want to be a shapechanger or giant.

[Just FYI: Because of the nature of my home-brewed game world, it is hard for a player character to be an orc, although that is allowed in the standard rules. I would permit a player to choose "orc" as his/her race, if he/she were just dying to play one, but he/she would have to come up with a pretty good background story to explain it. No one has asked to play an orc to date.]

- Brock


--- In dqn-list@yahoogroups.com, "John Rauchert" <jfrauchert@...> wrote:
>
> I admit that I haven't looked at this in awhile and have a harder time
> remembering what my rationale was for these numbers (which I think I put
> together a number of years before that).
>
>
>
> I think at the time I did not have a good sense of how people's beginning
> characteristics changed over the course of long campaign since none of our
> groups had lasted that long.
>
>
>
> I would ask the DQ community their experiences are in that area.
>
>
>
> I think that my Fatigue scores were less averaging and more based on my view
> that:
>
>
>
> "This revised version of the shape-changer was spawned by my feeling that
> this player race was very over-powered and though rare, just one could
> seriously unbalance a group."
>
>
>
> JohnR
>
>
>
> _____
>
> From: dqn-list@yahoogroups.com [mailto:dqn-list@yahoogroups.com] On Behalf
> Of Ted
> Sent: February 24, 2010 6:12 PM
> To: dqn-list@yahoogroups.com
> Subject: [DQN-list] Re: How Do I Generate Ability Scores for Shapechanger?
>
>
>
>
>
> Hi John,
>
> Looks like you and I are using pretty much the same modifiers. In most cases
> just a few differences one point give or take ...probably just rounding
> differences. Also looks like you did the same thing I've been thinking of
> doing with MA and not altering it.
>
> It looks like for PC you used "8" as the avg human value. Is that correct?
> I've been using 15 for it like all the other stats. Just curious as to why
> you went that route. I can see where your calc would give higher PC values
> closer to the animal's normal range as soon as the character is generated.
>
> One thing I've not thought about in a while is if the animal form stats
> would increase (or decrease) after play begins, if the human stats change,
> most likely through experience points. PC being one of the stats most likely
> to get raised, and if the animal stats change along with the human's, then
> the animal form PC would soon blow way past the normal range. Using 8 as the
> avg human stat means this happens very early. Using 15 just means it happens
> later, but it still happens.
>
> Course if the animals stats don't move (like FT doesnt change automatically
> with increases or decreases in EN after the character is generated) then
> your starting point will make sure they have at least a normal PC for an
> animal of that type. Mine would gimp them on PC in that instance...
>
> My first inclination is to go with your PC calculation and freeze the animal
> stats after generation.
>
> What are your thoughts/experiences with that?
>
> My FT modifers are also difference from yours. They all seem to be 2-5
> points higher than yours. Do you recall what you based your FT mod
> calculation on? I used a human avg FT of 20 (which came from the human EN
> avg of 15)for my calcs and for instance have a +13 FT for Wolf shapechangers
> compared to your +9.
>
> Ted
>
> --- In dqn-list@yahoogroup <mailto:dqn-list%40yahoogroups.com> s.com,
> "John_Rauchert" <jfrauchert@> wrote:
> >
> > Back in 1995 we did a Shape Changer Special Issue. In it is my thoughts on
> Reshaping the Shape-Changer.
> >
> > http://johnrauchert
> <http://johnrauchert.brinkster.net/dq/archive/dqnewsletter/dqv2n4.htm>
> .brinkster.net/dq/archive/dqnewsletter/dqv2n4.htm
> >
> > JohnR
> >
> >
> > --- In dqn-list@yahoogroup <mailto:dqn-list%40yahoogroups.com> s.com,
> "gurglezoid00" <gurglezoid00@> wrote:
> > >
> > > One of the sections of DQ that has always been ambiguous to me is
> exactly how does one generate the attribute values (both human form and
> animal form)for a Shapechanger character.
> > >
> > > The text reads "The shape-changer must devise a characteristic for his
> animal form. Take the difference between the average for each characteristic
> in animal and human form, and modify the human characteristic accordingly."
> > >
> > > My main question is this: Does the above mentioned "modified human
> characteristic" serve as the shape-changer's "animal" form, or is it his
> "human" form? In other words, do you use a standard human's range of
> characteristics for the human form, and use the modification to human values
> to create the animal form or do you use the modification to serve as the
> "human" form while using a standard animal's range for the "animal" form?
> The differences between the two are striking.
> > >
> > > Also, which animal characteristics do you base the average on? In the
> text for lycanthropes (which would seem to be similar), they say to use
> enhanced values for Tiger, Boar or Bear (+2 to PS, EN and FT) and the Dire
> Wolf for the wolf form. Would this be reasonable to apply to a shape-changer
> character as well?
> > >
> >
>
Group: dqn-list Message: 3456 From: Brock Date: 2/25/2010
Subject: Re: If You Were Going to GM a System *Other* than DQ, What Would it
I downloaded the free 4th edition of Ars Magica but have not yet looked at it in depth. I will check it out!

Interestingly, I use a set of cards in my DragonQuest campaign called "Whimsy" cards. These were, I am told, designed for use with Ars Magica. Each card has a little plot device on it such as, "abrupt change of events" or "bizarre coincidence" or "unexpected aid". I give one card to each of the players before we start. They can play the card (and role-play the card) whenever they want to alter the story line. It adds a lot of fun to the game.

You can check out the text that was on each Whimsy card here:

http://www.darkshire.net/jhkim/rpg/systemdesign/cards/whimsycards.html

I played in a FUDGE-based game about 12 years ago called "FADAD" for "FUDGEd AD&D". It was run by a very creative and super sharp young man in Boulder, Colorado, USA, named Peter Mikelsons. He has since moved out of state and I don't think he runs the campaign anymore. It used AD&D's Spelljammer universe but FUDGE as the system. I enjoyed it a lot.

- Brock


--- In dqn-list@yahoogroups.com, SCOTT RUSZCZYK <sruszczyk0628@...> wrote:
>
> If you haven't tried Ars magica it is worth playing, but it is designed for and best played in a medeival setting. It has the second best magic system that i have played.
>
> Gurps is great for many of the same reasons that DQ is, but basing all skill on three or four stats, makes min/ maxing easy and lame.
>
> I found FUDGE a great game for a long time( ten years, I don't know how I got this old) after awhile the flexibility does become to much and the players want concrete answers on things.
>
>
>
>
>
> with full knowledge of the futility of my actions, nevertheless, this is where I make my stand
>
> --- On Wed, 2/24/10, brockrwood <brockrwood@...> wrote:
>
> From: brockrwood <brockrwood@...>
> Subject: [DQN-list] Re: If You Were Going to GM a System *Other* than DQ, What Would it Be?
> To: dqn-list@yahoogroups.com
> Date: Wednesday, February 24, 2010, 12:36 PM
>
> Thanks for all the illuminating replies, fellows!  I think I can look at some of the games and game systems mentioned and borrow some ideas for my DragonQuest campaign.
>
> - Brock
>
>
> --- In dqn-list@yahoogroups.com, jafo666 <jafo666@> wrote:
> >
> > Picked up well, and I had forgotten [4.1]. The designer of ForeSight was the
> > guy who introduced me to DQ ;) I am a big SPI fan - their boardgames were
> > interesting (I am using an Ares game - Barbarian Kings [
> > http://www.boardgamegeek.com/boardgame/3251/barbarian-kings%5d- as the
> > backdrop for my current campaign).
> >
> > I seem to remember that SPI exported some designers to West End & Victory
> > Games when TSR took over. (But my memory failed me once, so don't quote
> > me....)
> >
> > Adrian.
> >
> > On 24 February 2010 16:25, John_Rauchert <jfrauchert@> wrote:
> >
> > >
> > >
> > > James Bond was published by Victory Games, a subsidiary of Avalon Hill.
> > >
> > > http://en.wikipedia.org/wiki/Avalon_Hill#Victory_Games
> > >
> > > It shares some heritage with the SPI games Universe and DragonQuest owing
> > > to the fact that Gerard C. Klug was the game designer. The Ease Factor game
> > > mechanic is essentially rule [4.1].
> > >
> > > John F. Rauchert, Co-moderator
> > >
> > >
> > > --- In dqn-list@yahoogroups.com <dqn-list%40yahoogroups.com>, jafo666
> > > <jafo666@> wrote:
> > > >
> > > > While not widely available, if I wanted a solid system for GMing, I would
> > > > play ForeSight (http://loewald.com/foresight2004, commentary on original
> > > > edition at http://www.arielarchives.com/Tonio.html). It has a lineage
> > > from
> > > > the system found in James Bond 007 (a West End game), which I also
> > > enjoyed.
> > > >
> > > > Both are skill based (not class based), and use a difficulty
> > > factor/quality
> > > > result mechanism for combat & skill resolution.
> > > >
> > > > For sheer fun, there is also Paranoia (a Greg Costikyan game set in a
> > > future
> > > > dystopia).
> > > >
> > > > All are not strictly fantasy RPGs, although ForeSight is a generic system
> > > > which could easily be adapted. The standard ForeSight has more of a SF or
> > > > modern flavour.
> > > >
> > > > I also like the approach of some freeplay rules I used GMing which
> > > removed
> > > > numbers entirely from the player character sheet in favour of qualitative
> > > > measures (weak/average/strong/very strong,
> > > > clumsy/nimble/...,beginner/.../expert). The GMs had the translation into
> > > DQ
> > > > characteristics, and the players were awarded for role-playing in
> > > character.
> > > >
> > > > Adrian.
> > > >
> > >
> > > 
> > >
> >
>
>
>
>
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