Messages in dqn-list group. Page 9 of 80.

Group: dqn-list Message: 405 From: Jason Winter Date: 9/4/1999
Subject: Naval Combat
Group: dqn-list Message: 406 From: GBerman@aol.com Date: 9/6/1999
Subject: Re: Naval Combat
Group: dqn-list Message: 407 From: GBerman@aol.com Date: 9/6/1999
Subject: Reclaimation project
Group: dqn-list Message: 408 From: GBerman@aol.com Date: 9/6/1999
Subject: Reclaimation Project
Group: dqn-list Message: 409 From: john.rauchert@sait.ab.ca Date: 9/7/1999
Subject: Re: Reclaimation project
Group: dqn-list Message: 411 From: john.rauchert@sait.ab.ca Date: 9/10/1999
Subject: Hasbro acquires WOTC (owners of DQ)
Group: dqn-list Message: 412 From: john.rauchert@sait.ab.ca Date: 9/10/1999
Subject: Illusionist NPC Ian Bacon
Group: dqn-list Message: 413 From: nordlings@earthlink.net Date: 9/10/1999
Subject: Re: Illusionist NPC Ian Bacon
Group: dqn-list Message: 414 From: RJonesDQ@aol.com Date: 9/17/1999
Subject: Illusionist NPC Ian Bacon
Group: dqn-list Message: 415 From: D. Cameron King Date: 9/17/1999
Subject: Re: Illusionist NPC Ian Bacon
Group: dqn-list Message: 416 From: John Davis Date: 9/17/1999
Subject: Campaign ideas needed
Group: dqn-list Message: 417 From: john@carcutt.com Date: 9/21/1999
Subject: DQPA Website Update
Group: dqn-list Message: 418 From: john@carcutt.com Date: 9/21/1999
Subject: Re: Campaign ideas needed
Group: dqn-list Message: 419 From: john.rauchert@sait.ab.ca Date: 9/21/1999
Subject: Re: Campaign ideas needed
Group: dqn-list Message: 420 From: D. Cameron King Date: 9/21/1999
Subject: Re: Campaign ideas needed
Group: dqn-list Message: 421 From: Jim Arona Date: 9/25/1999
Subject: Re: Campaign ideas needed
Group: dqn-list Message: 422 From: cjbrain Date: 11/9/1999
Subject: Projects
Group: dqn-list Message: 423 From: D. Cameron King Date: 11/9/1999
Subject: Case 14.2
Group: dqn-list Message: 424 From: john.rauchert@sait.ab.ca Date: 11/10/1999
Subject: Re: Case 14.2
Group: dqn-list Message: 425 From: Jim Arona Date: 11/10/1999
Subject: Re: Case 14.2
Group: dqn-list Message: 426 From: mgallo@intercardinc.com Date: 11/10/1999
Subject: Re: Case 14.2
Group: dqn-list Message: 427 From: Steven Wiles Date: 11/10/1999
Subject: Re: Case 14.2
Group: dqn-list Message: 428 From: Dennis Nordling Date: 11/10/1999
Subject: Re: Case 14.2
Group: dqn-list Message: 429 From: D. Cameron King Date: 11/13/1999
Subject: Re: Case 14.2
Group: dqn-list Message: 430 From: john.rauchert@sait.ab.ca Date: 11/13/1999
Subject: Re: Well, Duh (was Case 14.2)
Group: dqn-list Message: 431 From: cjbrain Date: 11/23/1999
Subject: Re: Arcane Wisdom
Group: dqn-list Message: 432 From: heneryville@usa.net Date: 11/24/1999
Subject: Illusions
Group: dqn-list Message: 433 From: Todd E. Schreiber Date: 11/25/1999
Subject: Re: Illusions
Group: dqn-list Message: 434 From: S Peter Cordner Date: 11/25/1999
Subject: Re: Illusions
Group: dqn-list Message: 435 From: S Peter Cordner Date: 11/25/1999
Subject: Re: Arcane Wisdom
Group: dqn-list Message: 436 From: John Rauchert Date: 11/25/1999
Subject: Re: Arcane Wisdom
Group: dqn-list Message: 437 From: TSeanB@aol.com Date: 11/25/1999
Subject: Re: Illusions
Group: dqn-list Message: 438 From: Todd E. Schreiber Date: 11/26/1999
Subject: Re: Illusions
Group: dqn-list Message: 439 From: John Rauchert Date: 11/26/1999
Subject: Re: Illusions
Group: dqn-list Message: 440 From: Todd E. Schreiber Date: 11/30/1999
Subject: Re: Illusions
Group: dqn-list Message: 441 From: Steven Wiles Date: 11/30/1999
Subject: Re: Illusions
Group: dqn-list Message: 442 From: Rodger Thorm Date: 1/2/2000
Subject: Arena of Death Weapons
Group: dqn-list Message: 443 From: Rodger Thorm Date: 1/2/2000
Subject: Registered Users
Group: dqn-list Message: 444 From: Ian Bacon Date: 1/8/2000
Subject: copy of Players Handbook ?
Group: dqn-list Message: 445 From: Brian Mountford Date: 2/9/2000
Subject: New Member
Group: dqn-list Message: 446 From: Rodger Thorm Date: 2/9/2000
Subject: Poor Brendan's Almanac
Group: dqn-list Message: 447 From: Serge Rancour Date: 3/2/2000
Subject: Best RPG
Group: dqn-list Message: 448 From: gberman@aol.com Date: 4/10/2000
Subject: Questions
Group: dqn-list Message: 449 From: Dave Tackett Date: 4/10/2000
Subject: New DQ friendly site.
Group: dqn-list Message: 450 From: Rodger Thorm Date: 4/10/2000
Subject: Re: Questions
Group: dqn-list Message: 451 From: Rodger Thorm Date: 4/10/2000
Subject: Re: New DQ friendly site.
Group: dqn-list Message: 452 From: Serge Rancour Date: 4/12/2000
Subject: Re: [DQN-list] Re: New DQ friendly site.
Group: dqn-list Message: 453 From: D. Cameron King Date: 4/12/2000
Subject: Re: [DQN-list] Questions
Group: dqn-list Message: 455 From: Dave Tackett Date: 4/12/2000
Subject: Oops + two medieval monsters for DQ
Group: dqn-list Message: 456 From: RJonesDQ@aol.com Date: 4/12/2000
Subject: [DQN-list] Questions



Group: dqn-list Message: 405 From: Jason Winter Date: 9/4/1999
Subject: Naval Combat
Hi all. I'm currently running a sea based campaign and was wondering if
anyone out there had done any work on Ship to Ship combat? I'm about to
start into it myself, but I figured if anyone else had done some worth that
they wouldn't mind me looking at I would appreciate it.

Thanks.


Jason Winter
Alarian@uswest.net
http://www.darkrealms.com/~alarian/
Group: dqn-list Message: 406 From: GBerman@aol.com Date: 9/6/1999
Subject: Re: Naval Combat
there's some generic stuff in DQ in the aquatic section, also there's a
shipboard weapon stat for onagers in Heroes and Villains by JG (which is on
sale for $5 mint/sw at Titangames.com) Hope this helps a little :)
Group: dqn-list Message: 407 From: GBerman@aol.com Date: 9/6/1999
Subject: Reclaimation project
Hi,
My name is Geoff Berman, I'm new to the online DQ group, and I must say I'm
impressed with the wealth of material available by all of you.

I have a pet project I'm working on that is the reclaimation of supplements
by SPI. We all know that work was being done on a host of projects when the
takeover happened. According to SPI flyers in Ares and other Products, there
were over 10 supplements in various stages of completion. Some were in the
Art/Layout stage, which means they were complete.

I would like to get everyone's help on this project. We are a fairly big
group of DQ enthusists, and we each know a few more, and they know a few
more, etc. So if we each contact people and they contact people we might be
able to find more supplements.

We have Arcane Wisdom, I propose trying to find other lost supplements. To
that end I have already contacted Steve Jackson. Unfortunately, he does not
have a copy anymore, he couldn't find it when he looked for it. But there
might have been playtest copies of it. Just an idea (BTW for those of you who
like info tidbits of info, a lot of the info in that supplement became part
of GURPS :)

--Geoff Berman
Group: dqn-list Message: 408 From: GBerman@aol.com Date: 9/6/1999
Subject: Reclaimation Project
Hi all, it's geoff again, a little more news for you all. I found out
playtesting was done in-house by SPI. Please email me if interested in
helping with this project, even if not too interested, please ask your DQ
friends, that's what networking is all about :)

--Geoff Berman
Group: dqn-list Message: 409 From: john.rauchert@sait.ab.ca Date: 9/7/1999
Subject: Re: Reclaimation project
john.raucher-@sait.ab.ca wrote:
original article:http://www.egroups.com/group/dqn-list/?start=407

>
> To
> that end I have already contacted Steve Jackson. Unfortunately, he
does not
> have a copy anymore, he couldn't find it when he looked for it. But
there
> might have been playtest copies of it. Just an idea (BTW for those of
you who
> like info tidbits of info, a lot of the info in that supplement
became part
> of GURPS :)
>

Several years ago at a local convention I had the opportunity to talk
to Steve about the work he had done on the world-building supplement
for DragonQuest and he basically told me the same thing.

As an aside I just ran into a couple of old gaming buddies of mine who
now work for SJG (one I know has played DQ in the past), so I put in a
plug for DQPA.

John F. Rauchert, Acting President
DragonQuest Players Association
www.dragonquest.org
Group: dqn-list Message: 411 From: john.rauchert@sait.ab.ca Date: 9/10/1999
Subject: Hasbro acquires WOTC (owners of DQ)
Another Game Empire falls to Hasbro, following closely on the heels of
its Acquisition of Avalon Hill last year. Hasbro has announced it has
now a definitive agreement to acquire Wizards of the Coast (and as a
result TSR).

For more Information:

http://cnnfn.com/1999/09/09/deals/hasbro/
http://www.wizards.com/News/pressrelease.asp?19990909a

John F. Rauchert, Co-Moderator
DragonQuest Newsletter List [dqn-list]
Group: dqn-list Message: 412 From: john.rauchert@sait.ab.ca Date: 9/10/1999
Subject: Illusionist NPC Ian Bacon
I accidently deleted this message from Ian but was able to save the text.

John F. Rauchert, Co-Moderator

-------------Original Message-----------------

From: ibacon@cyllene.uwa.edu.au

I am a GM who would like to bring a Illusionist NPC into my game.

My trouble is, as I interpret the rules, the Illusionist is not a very
powerful figure in hand to hand combat. An Illusionist can construct an
illusion of a fighter involving visual, tactile and possibly sound spells
(g-2, g-5, g-3). This could be an illusion a powerful fighter, however, as
soon as the fighter touches another object or entity the illusion is fades
(g-2 description).

This being the case how does an Illusionist create an illusion of any sort,
not merely a fighter, that can consistently touch something else - or is
this something that an illusionist cannot do?

I would also be interested in hearing peoples thoughts on how an
Illusionist would create an illusion of an Adept of a different College and
then go about having that Adept cast spells.


Thanks for you ideas.


=============
==============

Ian Bacon
Group: dqn-list Message: 413 From: nordlings@earthlink.net Date: 9/10/1999
Subject: Re: Illusionist NPC Ian Bacon
nordling-@earthlink.net wrote:
original article:http://www.egroups.com/group/dqn-list/?start=412
> I accidently deleted this message from Ian but was able to save the
text.
>
> John F. Rauchert, Co-Moderator
>

Illusionist are in many ways one of the most powerful colleges. The
limitations of this college are: thee size of the illusion and the fact
that if the opponents know that there are illusions being cast
disbelieving becomes easier.

But both of these limitations can be overcome (a GM must limit abuse).
A illusion of a bolt of fire spell, could infact cause damage (the
question are how much, and do you allow the target any chance to
disbelieve (the rules state that illusions must be disbelieved instead
of resisted?).

In our game we require certain restrictions on these kind of illusions:
only spells which appear to produce physical effects, the illusion is
within the size limits of the illusionist rank, and most importantly
the illusionist must have actually been on the recieving end of the
spell and have the opportunity to study it. (We have a guideline we
use, the apparant rank of the spell may NEVER exceed either the rank of
the illusionist or the rank of the spell studied.) Even then the
lightning spell would almost certainly be imposible for an illusionist
to simulate (the automatically stunned would make study very dificult
indeed, and the size of lightning could be argued to exceed the size
limitation).

And don't forget the Flash of Light spell, this can be devistating
under the right conditions.


This college can easily be abused by either the players or the GM.
Group: dqn-list Message: 414 From: RJonesDQ@aol.com Date: 9/17/1999
Subject: Illusionist NPC Ian Bacon
Ian Bacon Wrote:
------------------------------------------------------------------------------
-----------------------
I am a GM who would like to bring a Illusionist NPC into my game.

My trouble is, as I interpret the rules, the Illusionist is not a very
powerful figure in hand to hand combat. An Illusionist can construct an
illusion of a fighter involving visual, tactile and possibly sound spells
(g-2, g-5, g-3). This could be an illusion a powerful fighter, however, as
soon as the fighter touches another object or entity the illusion is fades
(g-2 description).
------------------------------------------------------------------------------
------------------------

We have interpreted that G-2 description to apply only to single-sense
visual illusions. We consider it overridden by the "Special Knowledge"
combined illusion rule 38.6. As long as the visual illusion is combined
with the appropriate other sensory illusion, it does not dissipate. Some
thing that should be felt by touch must have a tactile component.
Something like a cloud of gas not intended to cause direct harm need
only have an olfactory component added - even if it's just the illusion of
an odorless gas.

Russ Jones
rjonesdq@aol.com
members.aol.com/rjonesdq/dqrules/
Group: dqn-list Message: 415 From: D. Cameron King Date: 9/17/1999
Subject: Re: Illusionist NPC Ian Bacon
On Fri, 10 Sep 1999 john.rauchert@sait.ab.ca wrote:

> My trouble is, as I interpret the rules, the Illusionist is not a very
> powerful figure in hand to hand combat. An Illusionist can construct an
> illusion of a fighter involving visual, tactile and possibly sound spells
> (g-2, g-5, g-3). This could be an illusion a powerful fighter, however, as
> soon as the fighter touches another object or entity the illusion is fades
> (g-2 description).
>
> This being the case how does an Illusionist create an illusion of any sort,
> not merely a fighter, that can consistently touch something else - or is
> this something that an illusionist cannot do?

I believe your interpretation is correct. My solution: rule
that any combination of Visual Illusion and Tactile Illusion
is not subject to the Visual Illusion's limitation. It is,
after all, an entirely separate spell in itself and need not
operate in exactly the same manner as G-2. Furthermore, as
you have already realized, it seems intuitively obvious that
a Visual-Tactile Illusion would necessarily be able to touch
and be touched without revealing itself as an Illusion.

> I would also be interested in hearing peoples thoughts on how an
> Illusionist would create an illusion of an Adept of a different College and
> then go about having that Adept cast spells.

I assume he would simply create the illusion of another
person and then have that illusionary person appear to cast
spells. You might rule it necessary that the Illusionist
have seen those particular spells cast and/or that the
targets of the illusionary spells be able to recognize
the spells for what they are supposed to be, but that's
up to you. Also be aware of size limitations and the
range of the Illusion Spell in question.

Lastly, remember that the College of Illusions is only as
complicated as you choose to make it. It is, after all,
a College of Magic, and doesn't have to operate in a
perfectly logical and consistent manner (especially for
NPC Illusionists).
Group: dqn-list Message: 416 From: John Davis Date: 9/17/1999
Subject: Campaign ideas needed
Hi all,
My desert/egyptian campaign has come to its end, and with an almost
new bunch of players ( 3 of whom are new to DQ), the next is set in a
sort of viking-ish, artic area. Does anybody have any electronic
versions of adventures set in such an area (or paper based and I will
pay for copying and postage). I have a couple of intro adventures
just about ready, and will adapt 'beauty is skin deep', 'the water
works', 'treasure of socranti' ,which i have thus far found either
electronic versions of or the original, all to fit the theme, but as
the characters are starting at only a 12000 xp each level, some of the
above are a bit beyond their ability.
Anybody any ideas either way of sources of adventure to help cut
down the time needed?

One of the characters is a celestial collegiate (shadow weaver). If
she stands in a spell of darkenss spell, with a small lit torch/faggot
does this constitute shadow or if she cast a light spell and a dark
spell and their borders overlap would this constitute shadow?

Party is

fm, half-elf, celestial mage/healer/spy
m, dwarf merchant/ranger/navigator with good weapon skill
m, elf, namer/troubador sword-wielder
fm, pirates daughter, human, thief/assassin weapons quite good and
part-time air mage.

with one more too add (managed to roll giant, frost on race but not
sure on its practicality)

Ta for suggestions, and keep playing the beautiful game

John RR Davis aka JRR_Talking@various servers...
Nottingham
England
Group: dqn-list Message: 417 From: john@carcutt.com Date: 9/21/1999
Subject: DQPA Website Update
Greetings All,

First let me apologize for the lack of updates to the DQPA site recently.
Real life has kept me VERY busy and doesn't look to be easing up anytime soon.
However, I am making myself make time for the DQPA and all of you.

The link list has not been updated recently because I haven't found any new DQ
links in quite a while. Out of the last 30 or 40 new DQPA members not 1 had a DQ
web site. If anyone knows any new links, please send them to me and I will add
them to the list.

What I have been doing is a complete redesign of the DQPA site. While the site
is not 100% redesigned, I have uploaded the new homepage and a few new items.

http://www.dragonquest.org

The coolest new items on the site is the "RPG HOT SPOT". This is a monthly
gaming competition based on DQ. It is worth a look and very fun.

I am also putting out a call for volunteers to help me write descriptions for
the sites listed on the links page. I am looking for anyone who has time to look
over a few sites and write a paragraph describing the contents. If you are
interested, email me at john@carcutt.com

LONG LIVE DQ !! (Hasbro, you listening?)

Ax'l (aka:John)
Group: dqn-list Message: 418 From: john@carcutt.com Date: 9/21/1999
Subject: Re: Campaign ideas needed
John,

If you are looking for inspiration, go see the movie "The 13th Warrior".
This movie is a perfect DQ adventure, and it is set in a "sort of
viking-ish, artic area". This movie is also losely based on "Beowulf",
I here.

Take your players and they will be fired up to play in your new
campain setting.

> My desert/egyptian campaign has come to its end, and with an almost
> new bunch of players ( 3 of whom are new to DQ), the next is set in a
> sort of viking-ish, artic area. Does anybody have any electronic
> versions of adventures set in such an area (or paper based and I will
> pay for copying and postage). I have a couple of intro adventures
> just about ready, and will adapt 'beauty is skin deep', 'the water
> works', 'treasure of socranti' ,which i have thus far found either
> electronic versions of or the original, all to fit the theme, but as
> the characters are starting at only a 12000 xp each level, some of the
> above are a bit beyond their ability.
> Anybody any ideas either way of sources of adventure to help cut
> down the time needed?

Ax'l
Group: dqn-list Message: 419 From: john.rauchert@sait.ab.ca Date: 9/21/1999
Subject: Re: Campaign ideas needed
joh-@carcutt.com wrote:
original article:http://www.egroups.com/group/dqn-list/?start=418
> John,
>
> If you are looking for inspiration, go see the movie "The 13th
Warrior".
> This movie is a perfect DQ adventure, and it is set in a "sort of
> viking-ish, artic area". This movie is also losely based on "Beowulf",
> I here.

Actually, the movie is loosely based on a novel by Michael Crichton
called "Eaters of the Dead", which was loosely based on Beowulf and the
Ibn Fadlan Manuscript.

Synopsis

In 922 A.D, Ibn Fadlan, a devout Muslim, left his home in Baghdad on a
mission to the King of Saqaliba. During his journey, he meets various
groups of "barbarians" who have poor hygiene and gorge themselves on
food, alcohol and sex. For Fadlan, his new traveling companions are a
far stretch from society in the sophisticated "City of Peace." The
conservative and slightly critical man describes the Vikings as "tall
as palm trees with florid and ruddy complexions." Fadlan is astonished
by their lustful aggression and their apathy towards death. He
witnesses everything from group orgies to violent funeral ceremonies.
Despite the language and cultural barriers, Ibn Fadlan is welcomed into
the clan. The leader of the group, Buliwyf (who can communicate in
Latin) takes Fadlan under his wing.

Without warning, the chieftain is ordered to haul his warriors back to
Scandinavia to save his people from the "monsters of the mist." Ibn
Fadlan follows the clan and must rise to the occasion in the battle of
his life.

John F. Rauchert, Co-Moderator
Group: dqn-list Message: 420 From: D. Cameron King Date: 9/21/1999
Subject: Re: Campaign ideas needed
On Wed, 15 Sep 1999, John Davis wrote:

> One of the characters is a celestial collegiate (shadow weaver). If
> she stands in a spell of darkenss spell, with a small lit torch/faggot
> does this constitute shadow or if she cast a light spell and a dark
> spell and their borders overlap would this constitute shadow?

We've run into this same dilemma; one of the PCs in our campaign
is a Dark Mage. Early on, we ruled that he could use his Spell of
Darkness to create a zone of "It is a cloudy night or a night of
the new moon" (+10) at Ranks 1-5, and "He is in total darkness"
(+15 or +25, depending) at Rank 6 and above. As that was obviously
subject to gross abuse, we tried to temper it by ruling that the
modifiers are of course cumulative, so that a zone of "cloudy
night" darkness (+10) created on a "day with bright sunlight"
(-25) would result in a -15 modifier. Overall, this works pretty
well for us, although it can be annoying when he uses a Spell of
Darkness in a basement or someplace like that to give himself a
+25 "total darkness (not even torches present)" bonus to his
Ritual of Investment--especially since we have also ruled that
such bonuses accrue to the spell being invested, as well. My
advice is to simply be aware that these modifiers can add up
pretty fast, and a min/max powergamer can cause major havoc if
you let him. But that's a general truth, anyway.
Group: dqn-list Message: 421 From: Jim Arona Date: 9/25/1999
Subject: Re: Campaign ideas needed
>
>We've run into this same dilemma; one of the PCs in our campaign
>is a Dark Mage. Early on, we ruled that he could use his Spell of
>Darkness to create a zone of "It is a cloudy night or a night of
>the new moon" (+10) at Ranks 1-5, and "He is in total darkness"
>(+15 or +25, depending) at Rank 6 and above. As that was obviously
>subject to gross abuse, we tried to temper it by ruling that the
>modifiers are of course cumulative, so that a zone of "cloudy
>night" darkness (+10) created on a "day with bright sunlight"
>(-25) would result in a -15 modifier. Overall, this works pretty
>well for us, although it can be annoying when he uses a Spell of
>Darkness in a basement or someplace like that to give himself a
>+25 "total darkness (not even torches present)" bonus to his
>Ritual of Investment--especially since we have also ruled that
>such bonuses accrue to the spell being invested, as well. My
>advice is to simply be aware that these modifiers can add up
>pretty fast, and a min/max powergamer can cause major havoc if
>you let him. But that's a general truth, anyway.

Personally, I don't mind power-gaming. It suggests to me that the player
is addressing the game and working out how to get the greatest amount for
the least effort. How, after all, do we feel about someone in the real
world, who ignores special privileges? Usually that there is something wrong
with them.
It is hard to sustain a serious degree of disbelief in a character that
doesn't take advantange of the bonuses that might accrue to them. Why, one
has to ask, wouldn't a character who was a Dark Mage invest his spells in a
condition of absolute darkness. It is, after all, not hard to organise such
a situation, without recourse to magic.
The problem, it seems to me, is not the player who is 'power-gaming'. It
is that there is an inequity in the bonuses. If this is the case, then I
suggest that the bonuses be reduced, or other limits be applied to them.
After all, what does a rule book know about running a dynamic game? It's
just a pile of paper, eminently susceptible to a lit match.
Group: dqn-list Message: 422 From: cjbrain Date: 11/9/1999
Subject: Projects
I am currently working on two projects, (a DQ adventure compilation and a
Universe Adventure)but one finishes shortly. I then start on either:

a. "City in the Sands", a DQ adventure; or
b. A DQ solo adventure.

Both would be for distribution, but what do people want to see? (Both are
outlined and started).

Please email me off list and I'll get cracking on whichever would be better
received.



I remember, when I was a child, being taken to the celebrated Barnum's
Circus, which contained an exhibition of freaks and monstrosities. But the
exhibit on the programme that I most desired to see was the one described as
"The Boneless Wonder". My parents judged that the spectacle would be too
revolting and too demoralizing for my youthful eyes, and I waited fifty
years to see the Boneless Wonder sitting on the Treasury Bench.

Winston Churchill, 1933
Group: dqn-list Message: 423 From: D. Cameron King Date: 11/9/1999
Subject: Case 14.2
"[14.2] A non-engaged figure may move up to 1/2 (rounded
down) of his TMR and attempt to Melee attack with a non-pole
weapon, and this action is a Charge. At the end of the
figure's movement, if he is adjacent to any hostile figure,
he may Melee attack him (with a negative modifier, see 17.6).
The destination hex *is* counted when figuring 1/2 of the
TMR."

Question: Which hex is the "destination" hex? Is it the
hex in which the Charging figure ends his movement, or is it
the hex in which the defending figure is standing? I have
always interpreted this case in the former way, but the new
GM in my group thinks the latter is correct. I must admit
that if the former interpretation stands, the last sentence
of the quoted text is a major "Well, duh!" On the other
hand, if the latter stands, non-engaged figures with a TMR
of 3 or less cannot Charge.

What do the rest of you think?
Group: dqn-list Message: 424 From: john.rauchert@sait.ab.ca Date: 11/10/1999
Subject: Re: Case 14.2
"d. cameron king" <hackin-@ucdavis.edu> wrote:
original article:http://www.egroups.com/group/dqn-list/?start=423
>

> I must admit
> that if the former interpretation stands, the last sentence
> of the quoted text is a major "Well, duh
>

There is a couple of places that DQ states the obvious as in the
example below.

"[15.4] A figure who becomes Stunned may attempt no other action except
try to recover from being Stunned.
See 19.0 for details concerning Stun and Stun recovery. A figure who
becomes incapacitated can do nothing."

It seems it comes from the "A dead figure can take no action." war game
school of rules writing where every contingency has to be covered.


John F. Rauchert, Co-Moderator
"sure can bleed alot though"
Group: dqn-list Message: 425 From: Jim Arona Date: 11/10/1999
Subject: Re: Case 14.2
-----Original Message-----
From: D. Cameron King <hacking@ucdavis.edu>
To: The DQ Listserv <dqn-list@egroups.com>
Date: Wednesday, 10 November 1999 16:07
Subject: [DQN-list] Case 14.2


>
I think that whatever your DM thinks is good for the game is fine. Any
interference of his ruling is kibbitzing, pure and simple.

>"[14.2] A non-engaged figure may move up to 1/2 (rounded
>down) of his TMR and attempt to Melee attack with a non-pole
>weapon, and this action is a Charge. At the end of the
>figure's movement, if he is adjacent to any hostile figure,
>he may Melee attack him (with a negative modifier, see 17.6).
>The destination hex *is* counted when figuring 1/2 of the
>TMR."
>
>Question: Which hex is the "destination" hex? Is it the
>hex in which the Charging figure ends his movement, or is it
>the hex in which the defending figure is standing? I have
>always interpreted this case in the former way, but the new
>GM in my group thinks the latter is correct. I must admit
>that if the former interpretation stands, the last sentence
>of the quoted text is a major "Well, duh!" On the other
>hand, if the latter stands, non-engaged figures with a TMR
>of 3 or less cannot Charge.
>
>What do the rest of you think?
>
>
>
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Group: dqn-list Message: 426 From: mgallo@intercardinc.com Date: 11/10/1999
Subject: Re: Case 14.2
I do believe that your new ref is wrong. The 'destination hex' referred to
is the last hex of figure movement.

Marty





"D. Cameron King" <hacking@ucdavis.edu> on 11/09/99 08:17:48 PM

Please respond to dqn-list@egroups.com

To: The DQ Listserv <dqn-list@egroups.com>
cc: (bcc: Martin W Gallo/Intercard_Inc.)
Subject: [DQN-list] Case 14.2





"[14.2] A non-engaged figure may move up to 1/2 (rounded
down) of his TMR and attempt to Melee attack with a non-pole
weapon, and this action is a Charge. At the end of the
figure's movement, if he is adjacent to any hostile figure,
he may Melee attack him (with a negative modifier, see 17.6).
The destination hex *is* counted when figuring 1/2 of the
TMR."

Question: Which hex is the "destination" hex? Is it the
hex in which the Charging figure ends his movement, or is it
the hex in which the defending figure is standing? I have
always interpreted this case in the former way, but the new
GM in my group thinks the latter is correct. I must admit
that if the former interpretation stands, the last sentence
of the quoted text is a major "Well, duh!" On the other
hand, if the latter stands, non-engaged figures with a TMR
of 3 or less cannot Charge.

What do the rest of you think?



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Group: dqn-list Message: 427 From: Steven Wiles Date: 11/10/1999
Subject: Re: Case 14.2
--- "D. Cameron King" <hacking@ucdavis.edu> wrote:

> Question: Which hex is the "destination" hex? Is
it the hex in which the Charging figure ends his
movement, or is it the hex in which the defending
figure is standing?

Well, I'm sure someone will find a technical point to
supercede my opinion, but I would have to agree with
your interpretation that the destination hex is the
one adjacent to the opponent. After all, that's where
your character is planning to stop and where you'd put
the miniature on the hexmap. Now, if its a Charge and
-Grapple-, where you're explicitly supposed to end up
in the same hex as the target, that would be the
second interpretation. IMHO, saying the "destination"
hex is the hex the target is in is like saying your
character is planning to run right into him.

Mort

=====

__________________________________________________
Do You Yahoo!?
Bid and sell for free at http://auctions.yahoo.com
Group: dqn-list Message: 428 From: Dennis Nordling Date: 11/10/1999
Subject: Re: Case 14.2
You are correct. TMR relates to your movement only, and is
not modified by any form of attack. Attacks can be modified
or limited by movement.

The only time when the "destination" hex is the same as the
defending figure is standing is when "Close and Grapple".

While not an attack there might be a question about how an
attempt at overruning an opponent might be handled; such as on
horseback.

Also, how do you calculate the Add to TMR when characters
have a high AG (22-25 [+1 AG] & 26+ [+2 AG]). An Halfling
with a modified AG=26 could be considered to have a full TMR
of 8+2=10, and a ½TMR of ([8÷2]+2=6 or [8+2]÷2=5)

"D. Cameron King" wrote:

> "[14.2] A non-engaged figure may move up to 1/2 (rounded
> down) of his TMR and attempt to Melee attack with a non-pole
> weapon, and this action is a Charge. At the end of the
> figure's movement, if he is adjacent to any hostile figure,
> he may Melee attack him (with a negative modifier, see 17.6).
> The destination hex *is* counted when figuring 1/2 of the
> TMR."
>
> Question: Which hex is the "destination" hex? Is it the
> hex in which the Charging figure ends his movement, or is it
> the hex in which the defending figure is standing? I have
> always interpreted this case in the former way, but the new
> GM in my group thinks the latter is correct. I must admit
> that if the former interpretation stands, the last sentence
> of the quoted text is a major "Well, duh!" On the other
> hand, if the latter stands, non-engaged figures with a TMR
> of 3 or less cannot Charge.
>
> What do the rest of you think?
>
> ------------------------------------------------------------------------
> -- Talk to your group with your own voice!
> -- http://www.egroups.com/VoiceChatPage?listName=dqn-list&m=1
Group: dqn-list Message: 429 From: D. Cameron King Date: 11/13/1999
Subject: Re: Case 14.2
On Wed, 10 Nov 1999, Jim Arona wrote:

> I think that whatever your DM thinks is good for the game is fine. Any
> interference of his ruling is kibbitzing, pure and simple.

Normally, that would be fine. However, in this case, we have
*two* GMs--myself and the new guy. Therefore, a disagreement
over the interpretation of this rule needs to be resolved; we
decided to see what the rest of the DQ community thinks. And
it would seem that everyone pretty much agrees.

Thank you all for your input!
Group: dqn-list Message: 430 From: john.rauchert@sait.ab.ca Date: 11/13/1999
Subject: Re: Well, Duh (was Case 14.2)
john.raucher-@sait.ab.ca wrote:
original article:http://www.egroups.com/group/dqn-list/?start=424
> "d. cameron king" <hackin-@ucdavis.edu> wrote:
> original article:http://www.egroups.com/group/dqn-list/?start=423
> >
>
> > I must admit
> > that if the former interpretation stands, the last sentence
> > of the quoted text is a major "Well, duh
> >

Last night, I actually found the quote I was looking for

under Rule [55.7] "A dead character may take no action with his body."

>
> John F. Rauchert, Co-Moderator
> "sure can bleed alot though"
>
>
Group: dqn-list Message: 431 From: cjbrain Date: 11/23/1999
Subject: Re: Arcane Wisdom
Does anyone have a copy of Arcane Wisdom 96, I know that it is available in
PDF and doc formats, but they are not complete, they are just descriptions
of what it was. I am trying to gather a complete version so I can release a
complete Arcane Wisdom in PDF form. This version will be available to anyone
who wants it.

Craig Brain
Group: dqn-list Message: 432 From: heneryville@usa.net Date: 11/24/1999
Subject: Illusions
How on earth do illusions work? Can you make an illusion of healing?
will it ever expire? This really confuses me.
Group: dqn-list Message: 433 From: Todd E. Schreiber Date: 11/25/1999
Subject: Re: Illusions
Many people play illusions in many different ways. Here is the way I run
illusions, which I try to base on the rules in the book. An illusion is
external alteration of lights, sounds, and feel. The key word is external.
The illusion does not alter someone's mind into thinking they see a monster.
It physically creates an image of that monster, so anyone who is looking in
that direction, will see the monster. If someone believes that the monster
is real, they will react to it in normal fashion. The illusionary monster
cannot harm anyone unless it has a tactile component to the illusion. An
illusion with a tactile component can injure, but the rules are quite vague
in this area. I personally don't allow an illusion to actually kill, but it
can stun and knockout people. Of course an illusionary bridge can kill if
someone steps onto it and plummets to their death.

The first thing to consider when trying to heal someone with an illusion, is
does the recipient know that the caster is an illusionist? If so, then he
will be unaffected by any illusionary spell cast by that person. Now, as to
an illusionary healing, you can make it look like you healed someone
(illusions of closing wounds, removing blood), even make them feel like you
healed them if you have a tactile component. In reality though, you will
not have healed them at all. The person fooled into believing that they are
healed may stupidly charge into battle, etc. But they will still be
injured, and can should not be given any extra Endurance points. Once the
illusion spell's duration runs out, the recipient will become aware of the
fact that they were not healed.

Hope this helps.



>How on earth do illusions work? Can you make an illusion of healing?
>will it ever expire? This really confuses me.
>
>
>------------------------------------------------------------------------
>Think you're ready for Dreamcast? Get all the news, previews and
>prices at CNET.com. It’s your source for the latest and greatest
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>
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Group: dqn-list Message: 434 From: S Peter Cordner Date: 11/25/1999
Subject: Re: Illusions
>From: heneryville@usa.net
>Reply-To: dqn-list@eGroups.com
>To: dqn-list@eGroups.com
>Subject: [DQN-list] Illusions
>Date: Wed, 24 Nov 1999 07:30:25 -0800
>
>How on earth do illusions work? Can you make an illusion of healing?
>will it ever expire? This really confuses me.


What a great question! I come from the "loot and pillage" school of
thought, and it never occured to me to create an illusion of healing. Sure,
fire and death and Dire Wolves, but healing? I feel ashamed.

Now, my answer is part rules-quoting and part commonsense/I'mtheGM. From
Arcane Wisdom, illusions are described as actually being there (yet still
illusionary). I guess this means that it doesn't appear as though there is
an illusion, there actually is an illusion -- it exists independently of an
audience. So, an illusion of healing would work in that sense. However,
whats really missing from a detailed description of illusions is exactly why
they can cause damage if you believe it. Without that, the rest is
guesswork.

Personally, I'd say that its no-go. Healing is just too useful for an
illusionist to be able to do. An illusion of healing would be an illusion
of your massive injuries sealing up (visual and tactile), as well as an
ending to your pain (tactile) -- nothing in that would actually heal the
wound, though. You could make the case for a temporary boost to FT, but
then you'd have to deal with what happens after the illusion runs off and
you've just run 10 miles while completely exhausted (EN damage?). This is
all gut instinct, but it looks feasible to me.

______________________________________________________
Group: dqn-list Message: 435 From: S Peter Cordner Date: 11/25/1999
Subject: Re: Arcane Wisdom
>From: "cjbrain" <cjbrain@bigpond.com>
>Reply-To: dqn-list@egroups.com
>To: <dqn-list@egroups.com>
>Subject: [DQN-list] Re: Arcane Wisdom
>Date: Tue, 23 Nov 1999 08:07:55 +1000
>
>Does anyone have a copy of Arcane Wisdom 96, I know that it is available in
>PDF and doc formats, but they are not complete, they are just descriptions
>of what it was.

Which was Arcane Wisdom 96? I thought I'd have it, but apparently I don't
-- its not Shaping, Research, or the Overview. So what was it?

______________________________________________________
Group: dqn-list Message: 436 From: John Rauchert Date: 11/25/1999
Subject: Re: Arcane Wisdom
"s peter cordner" <mean_lia-@hotmail.com> wrote:
original article:http://www.egroups.com/group/dqn-list/?start=435

>
> Which was Arcane Wisdom 96? I thought I'd have it, but apparently I
don't
> -- its not Shaping, Research, or the Overview. So what was it?
>

The following is a description of what should be contained in AW 96

96. Master List of Magical Talents, Spells, and Rituals

The following section contains a comprehensive, alphabetical
listing of all magical talents, spells, and rituals used in
DragonQuest. Each entry contains the Code and Name of the talent,
spell, or ritual to which it refers and the page on which that
item can be found. Note that page numbers followed by an "a"
refer to Arcane Wisdom, while page numbers that are not so
suffixed refer to DragonQuest, 2nd Edition itself. Following the
primary entry for each spell, talent, of ritual is a listing in
italics for each additional College that provides the same spell,
talent or ritual.

This is a really lengthy list. Since the page numbers for Arcane
Wisdom (in this version) do not match those in the original, this
section has not been copied.


John F. Rauchert, Co-Moderator
______________________________________________________
Group: dqn-list Message: 437 From: TSeanB@aol.com Date: 11/25/1999
Subject: Re: Illusions
I would recommend watching the Movie The Matrix for a good example of how
illusions can cause permanent death etc.

In a message dated 11/25/99 10:28:48 AM Pacific Standard Time,
schreib@platinumcrown.com writes:

<< Many people play illusions in many different ways. Here is the way I run
illusions, which I try to base on the rules in the book. An illusion is
external alteration of lights, sounds, and feel. The key word is external.
The illusion does not alter someone's mind into thinking they see a monster.
It physically creates an image of that monster, so anyone who is looking in
that direction, will see the monster. If someone believes that the monster
is real, they will react to it in normal fashion. The illusionary monster
cannot harm anyone unless it has a tactile component to the illusion. An
illusion with a tactile component can injure, but the rules are quite vague
in this area. I personally don't allow an illusion to actually kill, but it
can stun and knockout people. Of course an illusionary bridge can kill if
someone steps onto it and plummets to their death.

The first thing to consider when trying to heal someone with an illusion, is
does the recipient know that the caster is an illusionist? If so, then he
will be unaffected by any illusionary spell cast by that person. Now, as to
an illusionary healing, you can make it look like you healed someone
(illusions of closing wounds, removing blood), even make them feel like you
healed them if you have a tactile component. In reality though, you will
not have healed them at all. The person fooled into believing that they are
healed may stupidly charge into battle, etc. But they will still be
injured, and can should not be given any extra Endurance points. Once the
illusion spell's duration runs out, the recipient will become aware of the
fact that they were not healed.

Hope this helps.



>How on earth do illusions work? Can you make an illusion of healing?
>will it ever expire? This really confuses me.
>
>
>------------------------------------------------------------------------
>Think you're ready for Dreamcast? Get all the news, previews and
>prices at CNET.com. It’s your source for the latest and greatest
>in gaming! http://clickhere.egroups.com/click/1609
>
>
>eGroups.com Home: http://www.egroups.com/group/dqn-list/
>http://www.egroups.com - Simplifying group communications
>


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>>
Group: dqn-list Message: 438 From: Todd E. Schreiber Date: 11/26/1999
Subject: Re: Illusions
>I would recommend watching the Movie The Matrix for a good example of how
>illusions can cause permanent death etc.
>


I've seen The Matrix, and thought it was a very good movie. However, the
Matrix "illusions" are a far extreme well beyond the scope of illusions in
DQ. For example, all floors were illusionary in the matrix, yet no one fell
through them everytime they walked on one. An illusionary floor in DQ
cannot support weight, if it has a tactile illusion, then a person stepping
their foot onto it will think that it is solid, for a moment, until its too
late. The Matrix is a direct connection to the human mind that controls
everything that a person sees, feels, and hears, creating an entire world
out of these programs. Illusions in DQ are altered lights and sounds in the
actual world made to look like something that isn't there, only within their
limited area of effect.
Group: dqn-list Message: 439 From: John Rauchert Date: 11/26/1999
Subject: Re: Illusions
"todd e. schreiber" <schrei-@platinumcrown.com> wrote:
original article:http://www.egroups.com/group/dqn-list/?start=438

> I've seen The Matrix, and thought it was a very good movie. However,
the
> Matrix "illusions" are a far extreme well beyond the scope of
illusions in
> DQ. For example, all floors were illusionary in the matrix, yet no
one fell
> through them everytime they walked on one. An illusionary floor in DQ
> cannot support weight, if it has a tactile illusion, then a person
stepping
> their foot onto it will think that it is solid, for a moment, until
its too
> late.

This basically the way I view illusions. My added twist is that you
can layer an illusion over something that actually exists giving it the
appearance of something it is not. A worm-ridden piece of bread (the
worms add protein) can be made to seem like the wonderous waybread of
the Elven Lords and it WILL nourish (after a fashion). A plain chair
can be made to seem like a royal throne and that rotting old bridge can
be made to seem brand new (for the most part). Depending on what is
underlying the illusion it can physically injure or kill (as in
illusion of an ornate dagger overlaying a rusty dagger).


John
Group: dqn-list Message: 440 From: Todd E. Schreiber Date: 11/30/1999
Subject: Re: Illusions
>
>This basically the way I view illusions. My added twist is that you
>can layer an illusion over something that actually exists giving it the
>appearance of something it is not. A worm-ridden piece of bread (the
>worms add protein) can be made to seem like the wonderous waybread of
>the Elven Lords and it WILL nourish (after a fashion). A plain chair
>can be made to seem like a royal throne and that rotting old bridge can
>be made to seem brand new (for the most part). Depending on what is
>underlying the illusion it can physically injure or kill (as in
>illusion of an ornate dagger overlaying a rusty dagger).
>


I agree as well, as to overlaying illusions on something real. I just
didn't mention it. This method can be very useful in giving a visual
illusion a tactile and auditory component the easy way.
Group: dqn-list Message: 441 From: Steven Wiles Date: 11/30/1999
Subject: Re: Illusions
When this subject first came up, I was reminded of a rather lively and
amusing debate about illusions I was a part of on the WebRPG Board
quite a while back (Oct '98). It was a good debate (I thought),
because we covered a lot of different viewpoints on how illusions
"fundamentally" work, although we never reached any real consensus
between them :>. Unfortunately, it was so long ago that the posts are
no longer there. I was searching through my files, though, and
behold, it seems I have a Word document containing all the posts on
that debate. I think I was planning to write an article for the
newsletter at the time... ah well. Anyway, if anyone would like a copy
of that document, I would be happy to send it to them. Just send me an
email. Or maybe I could post it to the "vaults" here? Whatever works
best, if anyone is interested.
Group: dqn-list Message: 442 From: Rodger Thorm Date: 1/2/2000
Subject: Arena of Death Weapons
Ares #4 contained the game "Arena of Death," which is essentially the
1st Edition DragonQuest combat system with a few modifications to set
it up as a stand-alone game. One of the accompanying articles is about
the "Weapons of Arena of Death," including short descriptions and
pictures of 19 of the AoD/DQ weapons. These are now available from the
dqn-list archive at:

http://www.egroups.com/docvault/dqn-list/Archive/WeaponCards

NOTE: You need to be *registered* with eGroups in order to access the
various features of the dqn-list. See the article about 'Registered
Users' which was recently sent to me by eGroups for further
explanation. I will see about putting the article together in .pdf
format (Adobe Acrobat) for distribution in the near future, too.

Rodger Thorm
Group: dqn-list Message: 443 From: Rodger Thorm Date: 1/2/2000
Subject: Registered Users
This is the eGroups policy about registered users. FYI.


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Group: dqn-list Message: 444 From: Ian Bacon Date: 1/8/2000
Subject: copy of Players Handbook ?
I would like to know if there is a way of obtaining or purchasing a copy of
the DQ Player's Handbook? Is there a pdf or txt file of it somewhere?


Any help appreciated.

=============
'Post-modernism? I don't know what that means. But I suspect it's a scam
thought up by intellectuals to keep themselves employed.'

Noam Chomsky
==============

Ian Bacon
ibacon@cyllene.uwa.edu.au
Group: dqn-list Message: 445 From: Brian Mountford Date: 2/9/2000
Subject: New Member
I am a new member and just recently downloaded Poor Brenden's Almanac.
I think you guys did a great job on it. I noticed Rodger Thorns
message at the Townhall Dq site. Anyway my concern is with how DQ is
already set up. My two problems are the fact the colleges of magic are
not very balanced in regards to casting cost and base percent (not in
power of Offensive/Defensive capability, that is in the prefence fo the
user)My second concern is with the weapons really are balanced either.
With magic DQ 3rd edition tried this but only changed a few colleges
such as Fire, earth, mind, etc. but left others the same such as Air.
Fire which was probably to powerful DQ 2nd is now to hard with the
casting costs and base percents. While air on the other hand is really
powerful with its spell Ice protectiles, lighting etc. I group I play
with was thinking of going through and trying to balance out the magic
in regards of Base chance and exp. multipler. (We don't want to change
any of the spells, maybe give water more,) Has anyone done anything
like this ?
It is similer with weapons also. What we were thinking was to make
swords more skillful of a weapon less damage, greater rank and skill
and give mace hammer, a greater damaging weapon less skill and rank.
The problem with the weapons is everyone uses the same primary weapons
for instance Hand and a Half, great axe, battle axe and Glaive (giant
if the have the strength). I don't want to see a greater variety of
weapons I just want to find a way to make each weapon unique and useful
Group: dqn-list Message: 446 From: Rodger Thorm Date: 2/9/2000
Subject: Poor Brendan's Almanac
Poor Brendan's Almanac is a 30 page DragonQuest supplement available in
PDF format from the dqnewsletter site at eGroups.

If you are not already registered with eGroups, you will have to
register in order to access the vault and download it. I also expect
that there will be a few other DQ sites which will pick it up and start
distributing it as well.

The website address is:
http://www.egroups.com/docvault/dqnewslett
er/Poor%20Brendan%27s%20Almanac

Poor Brendan's Almanac includes new combat rules, two new colleges of
magic (Time Magics and Witchcraft) and three new skills (Diplomat,
Herbalist, and Hunter) as well as new weapons and an expanded goods
table, and more.

(If someone or two could check it out and let me know if the file is
clean and readable to them, I would appreciate it.)

The dqnewsletter eGroup will be used for all new distribution of the
DragonQuest Newsletter. The current subscriber list will be migrated to
dqnewsletter, and all future issues, as well as subscription and
unsubscribing will be handled through eGroups from now on. Questions
about "Poor Brendan's Almanac" should be addressed to Rodger Thorm
(dqn@ntsource.com)

"Poor Brendan's Almanac" may be freely distributed to DragonQuest
players and GMs in accordance with TSR's guidelines.

Rodger Thorm
Group: dqn-list Message: 447 From: Serge Rancour Date: 3/2/2000
Subject: Best RPG
Time to vote for your favourite game:

http://www.freevote.com/booth/best_rpg

Who knows? It could make a difference....

-Serge
Group: dqn-list Message: 448 From: gberman@aol.com Date: 4/10/2000
Subject: Questions
Hi All, here are a few questions to get the ball rolling again.

1) I have read in the description for the Mechancian Skill, that ok by GM whim, the Mech skill allows characters to make items for use in adventuring.

Q1) Do most people here allow that skill to be the default skill for weaponsmith? Armorer? Blacksmith?
Group: dqn-list Message: 449 From: Dave Tackett Date: 4/10/2000
Subject: New DQ friendly site.
Hi all,

Just a quick note to let you know that I just started a small new
site to promote DQ, Space Opera, and other no longer supported
games. There are now a few DQ links there (including to here) I hope
to create a few small adventures for each game. Any help would be
appreciated. Thanks.
Group: dqn-list Message: 450 From: Rodger Thorm Date: 4/10/2000
Subject: Re: Questions
--- In dqn-list@egroups.com, gberman@a... wrote:

> Q1) Do most people here allow that skill to be the default skill
for
weaponsmith? Armorer? Blacksmith?

I would assume that a good mechanician would have some of these
abilities or at least a basic understanding of the workings of them.
I created the secondary skills (including Blacksmith, Weaponsmith,
and
Armorsmith) in Poor Brendan's Almanac to address that lack. Others
have written them up as primary skills (different opinions from
different authors -- use what works best for your campaign).

I think of a Mechanician as more of a Leonardo da Vinci type than
as
someone down at the forge slogging away and banging out swords for
his
buddies.

-- Rodger Thorm
Group: dqn-list Message: 451 From: Rodger Thorm Date: 4/10/2000
Subject: Re: New DQ friendly site.
Dave--

Rule #1. When advertising a new web page, you have to give the URL
(the web address) so people will know where to find it. :-) As soon
as you do that, I'm sure we'll all go take a look.

-- Rodger Thorm



--- In dqn-list@egroups.com, "Dave Tackett" <wolfkahn@h...> wrote:
> Hi all,
>
> Just a quick note to let you know that I just started a small
new
> site to promote DQ, Space Opera, and other no longer supported
> games. There are now a few DQ links there (including to here) I
hope
> to create a few small adventures for each game. Any help would be
> appreciated. Thanks.
Group: dqn-list Message: 452 From: Serge Rancour Date: 4/12/2000
Subject: Re: [DQN-list] Re: New DQ friendly site.
From: Rodger Thorm
Date: Monday, April 10, 2000 9:48 PM


>Dave--
>
> Rule #1. When advertising a new web page, you have to give the URL
>(the web address) so people will know where to find it. :-) As soon
>as you do that, I'm sure we'll all go take a look.

Sir, all you need is Witchsight or Detect Aura.

<smug mode>
Let me also add that any *true* DQ player would know that...
</smug mode>

-Serge

> -- Rodger Thorm
Group: dqn-list Message: 453 From: D. Cameron King Date: 4/12/2000
Subject: Re: [DQN-list] Questions
>1) I have read in the description for the Mechancian Skill, that ok by GM
>whim, the Mech skill allows characters to make items for use in
>adventuring.
>
>Q1) Do most people here allow that skill to be the default skill for
>weaponsmith? Armorer? Blacksmith?

No, I don't. Someone out there in Netland has done a Craftsman
skill which would fit what you're talking about, but I personally
didn't care for the treatment. In my campaigns, it has frankly
never come up; no player has ever expressed an interest in having
any skill at making armor or weapons (except as a Shaper, which is
already covered) themselves--they just ask how much it will cost
to have an NPC make what they want.

Something to keep in mind, also: weaponsmiths, blacksmiths, and
armorers were all the kinds of "professions" that a young lad
would apprentice himself to for years, become a journeyman, and
then eventually a master himself. It seems to me that the
"typical adventurer" would not be the staid sort who would go
through such a process, so perhaps they are not really very
appropriate "adventuring" Skills. (A counter-argument can be
made that the same would apply to Alchemist, or Navigator, or
Mechanician for that matter, but those seem a bit more glamorous
to me.)

But as always, if it works for you, then it works. Play on!


______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com
Group: dqn-list Message: 455 From: Dave Tackett Date: 4/12/2000
Subject: Oops + two medieval monsters for DQ
Hi again,

I feel rather silly for forgetting the URL so here it is.
http://clubs.excite.com/welcome/main?cid=.BleMbKWoDUH&aid=22&auth=

Here are a couple of monsters from medieval bestiaries that I
translated to DQ stats. Hope you find them interesting.
Dave

PARD
Natural Habitat: Plains, Rough
Frequency: Rare Number: 1-6 (1)
Description: Pards are a partly spotted great cat. They weigh about
200-250 pounds. Pards hunt day and night and are equally likely to
encountered at either time.

Talents, Skills, and Magic: Pards possess no special skills or
talents and are neither tool nor magic users. They can however,
climb trees as a leopard.

Movement Rate: Running: 700; Climbing: 200
PS: 25-30 MD: 24-30 AG: 30-34 MA: None
EN: 20-25 FT: 25-30 WP: 12-16 PC: 18-23
PB: 5-10 AP: 20-24 NA: Fur absorbs 2 DP

Weapons: Bite has a Base Chance 35% and Damage of -1. Claws have a
base chance of 40% and Damage of -2. Claws may be Ranks 1-3.

Comments: Pards are a very swift species of great cat that enjoys
bloodshed. They are as stealthy as a leopard. The fur of adult
Pards is worth 300-400 Silver Pennies. The offspring of a lion (Leo)
and a Pard is a leopard.


Cynocephali (Dogheads)
Natural Habitat: Woods
Frequency: Very Rare Number: 1-6 (3)
Description: Dogheads are, not surprisingly, dog-headed humanoids.
They are about 5-6 feet tall. A Doghead looks exactly like a Human
with a dog€  '²s head.

Talents, Skills, and Magic: Dogheads are very good trackers (as a
rank 4 Ranger) and use this skill to follow people who interest
them. They have no magical abilities.
Movement Rates: Running: 250
PS: 16-19 MD: 13-15 AG: 12-14 MA: None
EN: 10-12 FT: 16-20 WP: 8-10 PC: 12-16
PB: 7-10 AP: 8-9 NA: None

Weapons: Dogheads are only capable of using the simplest of weapons
(clubs and rocks). They don€  '²t wear armor.

Comments: Dogheads are a strange race of humanoids. Their behavior
is so irrational that many people consider the entire race to be
insane. One of their strange behaviors is following an individual,
or group, and barking, non-threateningly, at them. Usually they
will only enter combat if they are attacked. About one in every fifty
Dogheads is not effected by the insanity that possess the others.
These Dogheads behave exactly like an ordinary Human. They posses
all Human level statistics except for PB which remains 7-10. These
Dogheads will leave their pack and make their way among humans,
dwarves, or halflings.
Group: dqn-list Message: 456 From: RJonesDQ@aol.com Date: 4/12/2000
Subject: [DQN-list] Questions
We consider Mechanician to be an adventurer's skill, not a professionals
craft.

We allow player characters to pursue crafts (see the Skills section at
<A HREF="http://members.aol.com/rjonesdq/dqrules/">http://members.aol.com/rjon
esdq/dqrules/</A> ), but the time involved does not usually
fit with the adventuring lifestyle.

Russ Jones
rjonesdq@aol.com