Messages in DQ-RULES group. Page 10 of 40.

Group: DQ-RULES Message: 454 From: Bruce Probst Date: 2/1/2003
Subject: Re: Experience Point Costs
Group: DQ-RULES Message: 455 From: jcorey30 Date: 2/2/2003
Subject: Re: Experience Point Costs
Group: DQ-RULES Message: 456 From: dbarrass_2000 Date: 2/3/2003
Subject: Re: Subskills
Group: DQ-RULES Message: 457 From: Craig Date: 2/3/2003
Subject: Re: Golems
Group: DQ-RULES Message: 458 From: jcorey30 Date: 2/3/2003
Subject: Over in dqn list
Group: DQ-RULES Message: 459 From: Rodger Thorm Date: 2/3/2003
Subject: Re: Experience Point Costs
Group: DQ-RULES Message: 462 From: Rodger Thorm Date: 2/8/2003
Subject: Re: Subskills
Group: DQ-RULES Message: 463 From: dbarrass_2000 Date: 2/9/2003
Subject: Re: Subskills
Group: DQ-RULES Message: 464 From: Lust_82 Date: 2/14/2003
Subject: Magic Rules
Group: DQ-RULES Message: 465 From: Bruce Probst Date: 2/15/2003
Subject: Re: Magic Rules
Group: DQ-RULES Message: 466 From: matt lust Date: 2/16/2003
Subject: Re: Magic Rules
Group: DQ-RULES Message: 467 From: Bruce Probst Date: 2/17/2003
Subject: Re: Magic Rules
Group: DQ-RULES Message: 468 From: matt lust Date: 2/20/2003
Subject: Rumors
Group: DQ-RULES Message: 469 From: Preston Williams Date: 2/20/2003
Subject: Re: Magic Rules
Group: DQ-RULES Message: 470 From: J. K. Hoffman Date: 2/21/2003
Subject: Re: Rumors
Group: DQ-RULES Message: 471 From: Rodger Thorm Date: 2/21/2003
Subject: Re: Rumors
Group: DQ-RULES Message: 472 From: J. K. Hoffman Date: 2/21/2003
Subject: Re: Rumors
Group: DQ-RULES Message: 473 From: Richard Gard Date: 2/28/2003
Subject: Semi OT...possible Elric movie in the works
Group: DQ-RULES Message: 474 From: jcorey30 Date: 3/13/2003
Subject: Re: Semi OT...possible Elric movie in the works
Group: DQ-RULES Message: 475 From: jcorey30 Date: 3/13/2003
Subject: Thrown weapons
Group: DQ-RULES Message: 476 From: Martin Gallo Date: 3/13/2003
Subject: Re: Thrown weapons
Group: DQ-RULES Message: 477 From: Rodger Thorm Date: 3/13/2003
Subject: Re: Thrown weapons
Group: DQ-RULES Message: 478 From: J. K. Hoffman Date: 3/13/2003
Subject: Re: Semi OT...possible Elric movie in the works
Group: DQ-RULES Message: 479 From: Bruce Probst Date: 3/14/2003
Subject: Re: Thrown weapons
Group: DQ-RULES Message: 480 From: Deven Atkinson Date: 3/16/2003
Subject: Re: Semi OT...possible Elric movie in the works
Group: DQ-RULES Message: 481 From: Deven Atkinson Date: 3/16/2003
Subject: Re: Thrown weapons
Group: DQ-RULES Message: 482 From: jcorey30 Date: 3/16/2003
Subject: Re: Semi OT...possible Elric movie in the works
Group: DQ-RULES Message: 483 From: jcorey30 Date: 4/7/2003
Subject: Backfire Question
Group: DQ-RULES Message: 484 From: Bruce Probst Date: 4/8/2003
Subject: Re: Backfire Question
Group: DQ-RULES Message: 485 From: Rodger Thorm Date: 4/8/2003
Subject: Re: Backfire Question
Group: DQ-RULES Message: 486 From: jcorey30 Date: 4/8/2003
Subject: Images of Dragons...
Group: DQ-RULES Message: 487 From: Eric Labelle Date: 4/8/2003
Subject: Re: Images of Dragons...
Group: DQ-RULES Message: 488 From: Michael Date: 4/10/2003
Subject: Re: Backfire Question
Group: DQ-RULES Message: 489 From: Michael Date: 4/10/2003
Subject: Re: Backfire Question
Group: DQ-RULES Message: 490 From: jcorey30 Date: 4/10/2003
Subject: Readiness Points?
Group: DQ-RULES Message: 491 From: Rodger Thorm Date: 4/10/2003
Subject: Re: Backfire Question
Group: DQ-RULES Message: 492 From: Copley, Ron Date: 4/10/2003
Subject: Re: Readiness Points?
Group: DQ-RULES Message: 493 From: Bruce Probst Date: 4/11/2003
Subject: Re: Readiness Points?
Group: DQ-RULES Message: 494 From: Rodger Thorm Date: 4/11/2003
Subject: Re: Readiness Points?
Group: DQ-RULES Message: 495 From: john_rauchert Date: 4/15/2003
Subject: OpenRPG DragonQuest Conversion
Group: DQ-RULES Message: 496 From: jcorey30 Date: 4/17/2003
Subject: Re: OpenRPG DragonQuest Conversion
Group: DQ-RULES Message: 497 From: jcorey30 Date: 4/22/2003
Subject: Getting to Rank 0
Group: DQ-RULES Message: 498 From: Rodger Thorm Date: 4/22/2003
Subject: Re: Getting to Rank 0
Group: DQ-RULES Message: 499 From: John Corey Date: 4/22/2003
Subject: Re: Getting to Rank 0
Group: DQ-RULES Message: 500 From: Paul Ferraro Date: 4/22/2003
Subject: Re: Getting to Rank 0
Group: DQ-RULES Message: 501 From: Steven Wiles Date: 4/22/2003
Subject: Re: Getting to Rank 0
Group: DQ-RULES Message: 502 From: S.M. Kelley Date: 4/22/2003
Subject: Re: Getting to Rank 0
Group: DQ-RULES Message: 503 From: Rodger Thorm Date: 4/23/2003
Subject: Re: Getting to Rank 0
Group: DQ-RULES Message: 504 From: jcorey30 Date: 4/27/2003
Subject: Skipping Ranks
Group: DQ-RULES Message: 505 From: Gromley Taldoran Date: 4/27/2003
Subject: Re: Skipping Ranks



Group: DQ-RULES Message: 454 From: Bruce Probst Date: 2/1/2003
Subject: Re: Experience Point Costs
On Sat, 01 Feb 2003 23:25:02 -0000, "jcorey30 <jcorey30@yahoo.com>"
<jcorey30@yahoo.com> wrote:

>This is an excellent question Rodger. I would say no. and I olny say that
>because I have always used the XMP soley for skills (including Stealth, etc...).

We always used the XM for all things that cost XP. It's always seemed
"obvious" to me and to everyone I've ever gamed with. <shrug>

Whether you use the XM for characteristics or not, the scary thing is
contemplating what an elf a few thousand years old looks like <g>. Even if
he does no adventuring and just sits at home collecting his 15 XP a day,
after a long enough while he's going to be able to break Conan in half with
his little finger, while simultaneously filling Robin Hood with arrow-shaped
holes and turning Gandalf into a toad <g>.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Canberra, Australia MSTie #72759 SCA #80160
"Mitchell!"
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: DQ-RULES Message: 455 From: jcorey30 Date: 2/2/2003
Subject: Re: Experience Point Costs
I have never used the EXP gains for non-adventures. Most people I
have asked about this said they have never found a problem letting
characters acumulate EXPS i nthis way. BUt when ever I htought about
it, I had a reaction simialr to Bruce's. I do use it for NPCs, to
allow them to improve betwen adventures.


--- In dq-rules@yahoogroups.com, Bruce Probst <bprobst@n...> wrote:
> On Sat, 01 Feb 2003 23:25:02 -0000, "jcorey30 <jcorey30@y...>"
> <jcorey30@y...> wrote:
>
> >This is an excellent question Rodger. I would say no. and I olny
say that
> >because I have always used the XMP soley for skills (including
Stealth, etc...).
>
> We always used the XM for all things that cost XP. It's always
seemed
> "obvious" to me and to everyone I've ever gamed with. <shrug>
>
> Whether you use the XM for characteristics or not, the scary thing
is
> contemplating what an elf a few thousand years old looks like <g>.
Even if
> he does no adventuring and just sits at home collecting his 15 XP a
day,
> after a long enough while he's going to be able to break Conan in
half with
> his little finger, while simultaneously filling Robin Hood with
arrow-shaped
> holes and turning Gandalf into a toad <g>.
>
> ----------------------------------------------------------------
> Bruce Probst bprobst@n... ICQ 6563830
> Canberra, Australia MSTie #72759 SCA #80160
> "Mitchell!"
> ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: DQ-RULES Message: 456 From: dbarrass_2000 Date: 2/3/2003
Subject: Re: Subskills
--- In dq-rules@yahoogroups.com, Rodger Thorm <dqn@e...> wrote:
> I'm sure that no matter how we carve things up, there will be
instances where a player's character concept won't fit, and the
player and GM will need to work something out that is beyond the
rules, even expanded rules. I think that it's better to focus on
what is reasonable for the majority of cases, rather than trying to
address every possibility.
>
> Another thing to think about is the provenance of the skill.
Where, for example, does this orator learn his skill, if not from a
Troubador? DragonQuest places a strong emphasis on instruction in
support of learning new skills. Mages have to find someone to teach
them spells, and characters learning new skills or weapons abilities
get great benefit from learning from someone who already knows the
ability.
>
> It is also important to keep from breaking everything down into a
list of individual tasks. (If I wanted that, I'd go play GURPS.)
Healer, in particular, is a whole skill and should not be broken into
individual skills. Some things may not be taught, except as part of
a larger body of knowledge. (Imagine trying to learn just how to do
an appendectomy, without becoming a doctor, for example.)
>
>
> My first reaction was that maybe Military Scientist is a better
choice if the character wants armies to follow him :-)
>
> Bardic Voice is a magical ability, above and beyond merely
persuasive oration, just as the Healer's abilities are above and
beyond medicine. If the player really wants to play Marc Antony and
be able to move crowds with political speeches, I would either see if
there's enough room in Troubador to play it as is (option B), or add
some extra sub-specialties that were appropriate and useful to that
player (options C/D).


OK I can live with that

> I think that each task or subskill should be evaluated
individually, rather than breaking it out as a percentage of its
parent skill. Some in particular may warrant higher EXP costs based
on game balance and playability (in order to make sure that it
doesn't become less expensive to cherry pick subskills, rather than
taking the parent skills).

Ther are a lot of subskills, working out EXP cost for these will take
a long time :-(. I was hopeing to either work out a formula for
costing or to catagorise them into easy, moderate, hard, extremely
dificult etc with EXP cost by catagory. (hmm its beginning to sound
like GURPS :--( )

The basis for disisision could be (some of which I posted before):-
Power of the skill (for game ballance)
Based on the base chance (higher = easier)
Increase for each rank, (again higher easier)
how much of the value of appropriate characteristics is worth in the
use of the ability. (again higher easier)
I'd like to add ease of finding someone to teach you the skill

Feedback anyone?

> Finally, there are two other questions to consider: If a character
has more than one subskill of a particular skill, can they rank those
separately, or should they be tied together in some way? And
secondly, how does ranking in subskills factor into characters
progressing from Mercenary through Adventurer to Hero?

Good Question!

David
Group: DQ-RULES Message: 457 From: Craig Date: 2/3/2003
Subject: Re: Golems
I just wanted to write to say thanks for the help with this
question. I have not had much experience with dealing with the rules
for golems and needed some other folks perspective.

Many thanks!

Craig
Group: DQ-RULES Message: 458 From: jcorey30 Date: 2/3/2003
Subject: Over in dqn list
There is a good question about the use of garrottes (sp?) over at the
dqn-list group.
http://groups.yahoo.com/group/dqn-list/message/835

John
Group: DQ-RULES Message: 459 From: Rodger Thorm Date: 2/3/2003
Subject: Re: Experience Point Costs
The idea just occurred to me as I was giving the rule a close reading since we were discussing the topic. I could see making a case for attribute points *not* being subject to the EXM modifications, although we've always played it with the modifications for everything, and I suspect that most people have done the same.

The shape-changer in my current campaign is getting dual EXP modifiers. She is from a culture where shape-changers are viewed as religously unclean, and she's from the priest caste, so she really tries not to change. So if she goes through the whole adventure session without changing, she gets her XPs at 1.1 EXM, but if she does change, then that session's points are at the 1.4 EXM. I wouldn't adopt this for everyone, but in this case, it helps support the role-play of the character.

--Rodger

-------Original Message-------
From: "jcorey30 <jcorey30@yahoo.com>" <jcorey30@yahoo.com>
Sent: 02/01/03 06:25 PM
To: dq-rules@yahoogroups.com
Subject: [dq-rules] Re: Experience Point Costs

>
> >but should there be
> a different cost for a shape-changer to increase her
> strength than for a human?

This is an excellent question Rodger. I would say no. and I olny say
that
because I have always used the XMP soley for skills (including Stealth,
etc...).
Physical attributes, perception, strength, etc. are the same for everyone.
If
there were a seperate XMP (not to confuse things too much) based on the
physicality of a race, it might make sense. For example, halflings may
have to
spend more to gain strength, but should Giants have to?

Just a few thoughts.

Juanc
Group: DQ-RULES Message: 462 From: Rodger Thorm Date: 2/8/2003
Subject: Re: Subskills
This was going to be just my first pass at a list of skills which could be learned separately. I wanted to see what the scope of the list would be, and then try to generate some discussion about costs.

There are actually a lot fewer subskills that I would break out and allow characters to obtain individually than I thought there would be. As I was going through it, most of them seem pretty integral to their respective skills, and while you could make a case for a character having one or another without the whole skill, in most instances I find myself preferring to leave them alone.

As it is, there are only three subskills that I would create:

Proposed Subskills List
Navigator -- Determine Compass Directions
Thief -- Climbing
Troubador -- Acrobatics

While there may be some things in the list of Courtesan abilities that a character might wish to do, in most cases I would simply suggest the character learn the Courtesan skill in order to reflect that ability (esp. Dance, Dress Well, and Recite Stories, but also Play Instrument, Sing, and the rest). If a character wants to compose a heroic epic of their great adventure, but does not want to acquire Courtesan skill in order to Compose Story, I would work that out through role-play, rather than force a character to take an unwanted skill. If they wanted to compose stories regularly and without playing it out, then some skill (either Courtesan, or perhaps more approipriately Troubador) would seem in order.

To at least partially address the Climbing and Acrobatics issues, I created the Adventure Abilities (Rule 115 in Poor Brendan's Almanac). This rule does not allow for practice or improvement by Rank, but has worked well enough in my own campaign. So of the three subskills that I might think are worth creating, I've already addressed two of them in my own way, and would probably handle the third similarly, if it ever came up. But generally any character who might want such a skill will be a Ranger already, so that too is moot.

I came into this whole thing expecting to work on 8 or 10 subskills for DQ and end up writing something up. But having taken a look at it, I'm more inclined to leave things exactly as they are in the skils themselves, and just add a couple minor adventure abilities to address non-Thief characters being able to climb anything more difficult than a ladder.

Maybe this will trigger some further discussion and alternate points of view anyhow.

--Rodger Thorm
Group: DQ-RULES Message: 463 From: dbarrass_2000 Date: 2/9/2003
Subject: Re: Subskills
I'd like to add a few
Assasin - improve memory and spy/theif photographic memory
All of the courtisan skills in 54.2, play instrument, dance - that
sort of thing. Similarly the list in 62.1 for a troubador. To be
able to dance is a nescessary skill for a man of the world (for
example) but none of the others would be (possibly)
Troubador - disquise, a useful skill for a spy of theif

But I do agree that it does hang together fairly well.

How about not defining a table but instead having an experience
multiple for these sub skills? This would reflect the fact that out
of the "profession" they're more dificult to get very good at (and
make it easier to draw up).

Most of the courtisan/troubadour are 90% + rank; how about an exp
multiple in the range of 100 to 200 points?

As for the question you asked earlier about hero level; any ranks
spent on these are not counted

David

--- In dq-rules@yahoogroups.com, Rodger Thorm <dqn@e...> wrote:
> This was going to be just my first pass at a list of skills which
could be learned separately. I wanted to see what the scope of the
list would be, and then try to generate some discussion about costs.

> There are actually a lot fewer subskills that I would break out and
allow characters to obtain individually than I thought there would
be. As I was going through it, most of them seem pretty integral to
their respective skills, and while you could make a case for a
character having one or another without the whole skill, in most
instances I find myself preferring to leave them alone.

> As it is, there are only three subskills that I would create:
>
> Proposed Subskills List
> Navigator -- Determine Compass Directions
> Thief -- Climbing
> Troubador -- Acrobatics
>
> While there may be some things in the list of Courtesan abilities
that a character might wish to do, in most cases I would simply
suggest the character learn the Courtesan skill in order to reflect
that ability (esp. Dance, Dress Well, and Recite Stories, but also
Play Instrument, Sing, and the rest). If a character wants to
compose a heroic epic of their great adventure, but does not want to
acquire Courtesan skill in order to Compose Story, I would work that
out through role-play, rather than force a character to take an
unwanted skill. If they wanted to compose stories regularly and
without playing it out, then some skill (either Courtesan, or perhaps
more approipriately Troubador) would seem in order.
>
> To at least partially address the Climbing and Acrobatics issues,
I created the Adventure Abilities (Rule 115 in Poor Brendan's
Almanac). This rule does not allow for practice or improvement by
Rank, but has worked well enough in my own campaign. So of the three
subskills that I might think are worth creating, I've already
addressed two of them in my own way, and would probably handle the
third similarly, if it ever came up. But generally any character who
might want such a skill will be a Ranger already, so that too is moot.
>
> I came into this whole thing expecting to work on 8 or 10 subskills
for DQ and end up writing something up. But having taken a look at
it, I'm more inclined to leave things exactly as they are in the
skils themselves, and just add a couple minor adventure abilities to
address non-Thief characters being able to climb anything more
difficult than a ladder.
>
> Maybe this will trigger some further discussion and alternate
points of view anyhow.
>
> --Rodger Thorm
Group: DQ-RULES Message: 464 From: Lust_82 Date: 2/14/2003
Subject: Magic Rules
My gaming group was having a discussion over Magic rules. I
remebered the statement that was made here That second ed rules was
better than third but alas none of us have had the privelege of
seeing a second ed book. So Can someone share some insight.

matt lst
Group: DQ-RULES Message: 465 From: Bruce Probst Date: 2/15/2003
Subject: Re: Magic Rules
On Sat, 15 Feb 2003 00:48:35 -0000, "Lust_82 <lust_82@yahoo.com>"
<lust_82@yahoo.com> wrote:

>My gaming group was having a discussion over Magic rules. I
>remebered the statement that was made here That second ed rules was
>better than third but alas none of us have had the privelege of
>seeing a second ed book. So Can someone share some insight.

You'll need to be more specific. The basic "rules" about using magic was
unchanged in 3rd edition, so far as I can recall, but many spells were
altered, some colleges of magic added and some removed.

IMO the spell alterations were overall for the worse (many spells were
arbitrarily reduced to NEGATIVE base chances, for instance!) although a
small number were improved; the added colleges were good (but were not "new"
to anyone who had seen a copy of "Arcane Wisdom" or the issues of Ares that
featured them) and the deleted colleges were sorely missed.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Canberra, Australia MSTie #72759 SCA #80160
"Oh dear Lord, the canary exploded."
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: DQ-RULES Message: 466 From: matt lust Date: 2/16/2003
Subject: Re: Magic Rules

Sorry about not being specific enought I was refering to base casting chances. I personally feel they are too low and wasn't sure what pervious eds had said.

Matt

 Bruce Probst <bprobst@netspace.net.au> wrote:

On Sat, 15 Feb 2003 00:48:35 -0000, "Lust_82 <lust_82@yahoo.com>"
<lust_82@yahoo.com> wrote:

>My gaming group was having a discussion over Magic rules.  I
>remebered the statement that was made here That second ed rules was
>better than third but alas none of us have had the privelege of
>seeing a second ed book. So Can someone share some insight.

You'll need to be more specific.  The basic "rules" about using magic was
unchanged in 3rd edition, so far as I can recall, but many spells were
altered, some colleges of magic added and some removed.

IMO the spell alterations were overall for the worse (many spells were
arbitrarily reduced to NEGATIVE base chances, for instance!) although a
small number were improved; the added colleges were good (but were not "new"
to anyone who had seen a copy of "Arcane Wisdom" or the issues of Ares that
featured them) and the deleted colleges were sorely missed.

----------------------------------------------------------------
Bruce Probst              bprobst@netspace.net.au    ICQ 6563830
Canberra, Australia       MSTie #72759  SCA #80160
"Oh dear Lord, the canary exploded."
ASL FAQ              http://www.users.bigpond.net.au/mantis/ASLFAQ


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Group: DQ-RULES Message: 467 From: Bruce Probst Date: 2/17/2003
Subject: Re: Magic Rules
On Sun, 16 Feb 2003 15:00:20 -0800 (PST), matt lust <lust_82@yahoo.com>
wrote:

>Sorry about not being specific enought I was refering to base casting chances. I personally feel they are too low and wasn't sure what pervious eds had said.

Any spell with a negative base chance in 3rd edition is "too low" and should
actually be around the 1 to 5 % mark.

I don't have my copies of the rules with me so I can't give you any specific
comparisons between the editions.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Canberra, Australia MSTie #72759 SCA #80160
"I never thought the Apocalypse would be so annoying."
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: DQ-RULES Message: 468 From: matt lust Date: 2/20/2003
Subject: Rumors

I've been hearing rumors through the grape vine that someone is producing a DQesque game but it won't be called DQ because of the thousand pound gorilla that is WOTC. Has anyone else heard about that? The rumor has it that they will be unveiling it at Gen Con.

Matt



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Group: DQ-RULES Message: 469 From: Preston Williams Date: 2/20/2003
Subject: Re: Magic Rules
Please go to this website. It gives a 2nd edition vs 3rd edition list of differences as well as some other nice surprises.

http://www.spaceports.com/~dqhome/


--

On Sat, 15 Feb 2003 00:48:35
Lust_82 <lust_82@yahoo.com> wrote:
>My gaming group was having a discussion over Magic rules. I
>remebered the statement that was made here That second ed rules was
>better than third but alas none of us have had the privelege of
>seeing a second ed book. So Can someone share some insight.
>
>matt lst
>
>


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Group: DQ-RULES Message: 470 From: J. K. Hoffman Date: 2/21/2003
Subject: Re: Rumors
Okay, no one else has commented on this, and maybe there's another
e-mail list that it's more appropriate to post it to, but I think it's
great, if it's true.
Can you supply any more details? How close is it to DQ? And, which
version? Which GenCon will they unveil it at? The European GenCon or
the one in Indiana?
More importantly, can you say where and how you heard this rumor? Can
you attach it to a particular game company?

Again, depending on what it all means, this could be pretty cool.
Thanks,
Jim

matt lust wrote:
> I've been hearing rumors through the grape vine that someone is
> producing a DQesque game but it won't be called DQ because of the
> thousand pound gorilla that is WOTC. Has anyone else heard about that?
> The rumor has it that they will be unveiling it at Gen Con.
>
> Matt
>
--
"It's better to light one candle
than to curse the darkness."
-Chinese Proverb and The Motto of the Christophers
http://www.christophers.org
Group: DQ-RULES Message: 471 From: Rodger Thorm Date: 2/21/2003
Subject: Re: Rumors
I'm not connected to too many grapevines, myself, so this was the first that I've heard of it.

I did a little bit of Google searching to see if there was any mention of something like this in any of the newsgroups, and I came across nothing at all. That doesn't mean that there is nothing to this rumor, but it lessens its likelihood to be a strong, serious possibility in my opinion.

Of course, how DQesque a game is could be a matter of considerable range, as well. One could claim that a re-release of the old Metagaming Melee/Wizard system was DQesque; Harn could be DQesque; maybe just using D100 would be DQesque to someone...

There's always a DQ rumor out there, it seems. Until there's something substantial behind it, I've given up on tracking these and getting my hopes up.

--Rodger Thorm


-------Original Message-------
From: "J. K. Hoffman" <ryumaou@sbcglobal.net>
Sent: 02/21/03 07:59 AM
To: dq-rules@yahoogroups.com
Subject: Re: [dq-rules] Rumors

>
> Okay, no one else has commented on this, and maybe there's another
e-mail list that it's more appropriate to post it to, but I think it's
great, if it's true.


matt lust wrote:
> I've been hearing rumors through the grape vine that someone is
> producing a DQesque game but it won't be called DQ because of the
> thousand pound gorilla that is WOTC.
Group: DQ-RULES Message: 472 From: J. K. Hoffman Date: 2/21/2003
Subject: Re: Rumors
Ah, well, this is the first rumor of this kind that I've heard, so I got
excited. ^_^
The funny thing is, I said about what you just did to my wife this
morning when I sent my first reply! Folks tend to have very flexible
perspectives when they compare their product favorably with another. It
could have almost nothing to do with DragonQuest, or it could be an
almost exact clone.

Well, hope springs eternal, I guess.
Thanks for the info,
Jim

Rodger Thorm wrote:
> I'm not connected to too many grapevines, myself, so this was the
> first that I've heard of it.
>
> I did a little bit of Google searching to see if there was any
> mention of something like this in any of the newsgroups, and I came
> across nothing at all. That doesn't mean that there is nothing to
> this rumor, but it lessens its likelihood to be a strong, serious
> possibility in my opinion.
>
> Of course, how DQesque a game is could be a matter of considerable
> range, as well. One could claim that a re-release of the old
> Metagaming Melee/Wizard system was DQesque; Harn could be DQesque;
> maybe just using D100 would be DQesque to someone...
>
> There's always a DQ rumor out there, it seems. Until there's
> something substantial behind it, I've given up on tracking these and
> getting my hopes up.
>
> --Rodger Thorm


--
"It's better to light one candle
than to curse the darkness."
-Chinese Proverb and The Motto of the Christophers
http://www.christophers.org
Group: DQ-RULES Message: 473 From: Richard Gard Date: 2/28/2003
Subject: Semi OT...possible Elric movie in the works
http://www.cnn.com/2003/SHOWBIZ/Movies/02/24/film.elric.reut/index.htm
l

Moorcock's works provided some of the impetus for me to play rpgs and
this could be great news for the genre.
Group: DQ-RULES Message: 474 From: jcorey30 Date: 3/13/2003
Subject: Re: Semi OT...possible Elric movie in the works
I love Elric. How the hell will they be able to sell this as a
movie. A doomed Prince struggling with his humanity, and his
addiction to a moaning hellsword is a great story, but not
exactly "perky", which is something you would have to have in a
production this big.



--- In dq-rules@yahoogroups.com, "Richard Gard <rbennettgard@y...>"
<rbennettgard@y...> wrote:
>
http://www.cnn.com/2003/SHOWBIZ/Movies/02/24/film.elric.reut/index.htm
> l
>
> Moorcock's works provided some of the impetus for me to play rpgs
and
> this could be great news for the genre.
Group: DQ-RULES Message: 475 From: jcorey30 Date: 3/13/2003
Subject: Thrown weapons
Does anyone else require that the thrown abilities for a weapon
(Dagger, Hand Axe, Spear, etc.)?
Meaning: Throwing a dagger and stabbing with one are radically
different skills. should they be developed seperatley?

John C
Group: DQ-RULES Message: 476 From: Martin Gallo Date: 3/13/2003
Subject: Re: Thrown weapons
I always required it.

>Does anyone else require that the thrown abilities for a weapon
>(Dagger, Hand Axe, Spear, etc.)?
>Meaning: Throwing a dagger and stabbing with one are radically
>different skills. should they be developed seperatley?
>
>John C
>
>
>To Post a message, send it to: dq-rules@eGroups.com
>To Unsubscribe, send a blank message to: dq-rules-unsubscribe@eGroups.com
>
>Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/


--


"If you haven't got your health, at least you have something to talk about."

"They say that everything happens for a reason. I am just tired of
that reason being to make me unhappy or embarrassed."

you can't make a baby in a month using nine women! But it sounds like
it would be fun to try. - James Rea, 2003
Group: DQ-RULES Message: 477 From: Rodger Thorm Date: 3/13/2003
Subject: Re: Thrown weapons
I've always treated it as a per weapon skill. If you have Dagger skill, for example, you can use that dagger as a thrown weapon or in Melee or in Close combat. I can see the value in having a separate thrown ranking, but I have not done so, and I don't think the rules call for it or imply it.

--Rodger

-------Original Message-------
From: Martin Gallo <martimer@mindspring.com>
Sent: 03/13/03 10:44 AM
To: dq-rules@yahoogroups.com
Subject: Re: [dq-rules] Thrown weapons

>
> I always required it.

>Does anyone else require that the thrown abilities for a weapon
>(Dagger, Hand Axe, Spear, etc.)?
>Meaning: Throwing a dagger and stabbing with one are radically
>different skills. should they be developed seperatley?
>
>John C
>
>
>To Post a message, send it to: dq-rules@eGroups.com
>To Unsubscribe, send a blank message to: dq-rules-unsubscribe@eGroups.com
>
>Your use of Yahoo! Groups is subject to <a target=_blank
href="http://docs.yahoo.com/info/terms/">http://docs.yahoo.com/info/terms/</a>


--


"If you haven't got your health, at least you have something to talk
about."

"They say that everything happens for a reason. I am just tired of
that reason being to make me unhappy or embarrassed."

you can't make a baby in a month using nine women! But it sounds like
it would be fun to try. - James Rea, 2003

To Post a message, send it to: dq-rules@eGroups.com
To Unsubscribe, send a blank message to: dq-rules-unsubscribe@eGroups.com

Your use of Yahoo! Groups is subject to <a target=_blank
href="http://docs.yahoo.com/info/terms/">http://docs.yahoo.com/info/terms/</a>


>
Group: DQ-RULES Message: 478 From: J. K. Hoffman Date: 3/13/2003
Subject: Re: Semi OT...possible Elric movie in the works
Have you seen movies lately? How "happy" was The Two Towers? How about
any of the psycho-killer movie genre? Remember American Psycho? Or the
modern Psycho movies?

There are plenty of movies that aren't "perky" and they sell well. I
HOPE that an Elric movie would do the same. My only wonder is, how many
people even know who he is? Ask around at your office and see how many
people actually know who Moorcock or Elric are. *That* is where it'll
be a hard sell, I think.

But, I sure hope they do it. And do it well.

Thanks,
Jim

jcorey30 wrote:
> I love Elric. How the hell will they be able to sell this as a
> movie. A doomed Prince struggling with his humanity, and his
> addiction to a moaning hellsword is a great story, but not
> exactly "perky", which is something you would have to have in a
> production this big.

--
"It's better to light one candle
than to curse the darkness."
-Chinese Proverb and The Motto of the Christophers
http://www.christophers.org
Group: DQ-RULES Message: 479 From: Bruce Probst Date: 3/14/2003
Subject: Re: Thrown weapons
On Thu, 13 Mar 2003 13:43:27 -0000, "jcorey30" <jcorey30@yahoo.com> wrote:

>Does anyone else require that the thrown abilities for a weapon
>(Dagger, Hand Axe, Spear, etc.)?
>Meaning: Throwing a dagger and stabbing with one are radically
>different skills. should they be developed seperatley?

No. I always assumed that training in throwing the weapon was assumed as
part of the increase in Rank.

The system could use a "throw anything" skill, though, for those who develop
the desire to lob swords about, a la "Ladyhawke"!

We always used "grenado" skill for determining accuracy in just trying to
throw something small some distance -- without attempting to wound or kill
with that throw.

A worthwhile improvement to the system would tie in distance thrown to the
character's PS; e.g., a giant should be able to throw a rock more than 7
hexes or whatever. Something like every 5 points of PS over the minimum
required to use the weapon gets you an extra hex of range.

I wonder, though, if a dedicated "Throw <weapon>" skill wouldn't be a bad
idea. This would be an *addition* to the normal chance to throw the
specified weapon, and perhaps give extra range/extra damage or other special
effects.

So that someone might have Rank 5 in "Dagger" (giving basic throw chance, as
per existing rules) and also have Rank 5 in "Thrown Dagger" (improving his
chance to hit by 15%, with perhaps +1 Damage and +1 hex of range as well).
These are just off-the-cuff numbers, plenty of room to adjust for taste and
whatever you think is "reasonable".

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Canberra, Australia MSTie #72759 SCA #80160
"Trumpy, you can do stupid things!"
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: DQ-RULES Message: 480 From: Deven Atkinson Date: 3/16/2003
Subject: Re: Semi OT...possible Elric movie in the works
Only Hollywood has dictated that we have happy, skippy, endings. Some of
the best Indie films don't have a hollywood ending. Blair Witch struck a
cord with the public, but Hollywood didn't catch on that it was the
non-cookie cutter hollywood-like story, not the cinematography, that was the
key incredient. I hope that a true to character Elric movie is made.

----- Original Message -----
From: "jcorey30" <jcorey30@yahoo.com>
To: <dq-rules@yahoogroups.com>
Sent: Thursday, March 13, 2003 8:38 AM
Subject: [dq-rules] Re: Semi OT...possible Elric movie in the works


> I love Elric. How the hell will they be able to sell this as a
> movie. A doomed Prince struggling with his humanity, and his
> addiction to a moaning hellsword is a great story, but not
> exactly "perky", which is something you would have to have in a
> production this big.
>
>
>
> --- In dq-rules@yahoogroups.com, "Richard Gard <rbennettgard@y...>"
> <rbennettgard@y...> wrote:
> >
> http://www.cnn.com/2003/SHOWBIZ/Movies/02/24/film.elric.reut/index.htm
> > l
> >
> > Moorcock's works provided some of the impetus for me to play rpgs
> and
> > this could be great news for the genre.
>
>
> To Post a message, send it to: dq-rules@eGroups.com
> To Unsubscribe, send a blank message to: dq-rules-unsubscribe@eGroups.com
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
Group: DQ-RULES Message: 481 From: Deven Atkinson Date: 3/16/2003
Subject: Re: Thrown weapons
Our game master did not. His reasoning is that part of learning to get
better with a weapon is learning everything about it. I.E. learning its
balance, heft, etc. for throwing can help better understand its balance for
thrusting or slashing. You don't learn stabbing and slashing as two
different skills, yet both are totally different weapon usages.

----- Original Message -----
From: "jcorey30" <jcorey30@yahoo.com>
To: <dq-rules@yahoogroups.com>
Sent: Thursday, March 13, 2003 8:43 AM
Subject: [dq-rules] Thrown weapons


> Does anyone else require that the thrown abilities for a weapon
> (Dagger, Hand Axe, Spear, etc.)?
> Meaning: Throwing a dagger and stabbing with one are radically
> different skills. should they be developed seperatley?
>
> John C
>
>
> To Post a message, send it to: dq-rules@eGroups.com
> To Unsubscribe, send a blank message to: dq-rules-unsubscribe@eGroups.com
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
Group: DQ-RULES Message: 482 From: jcorey30 Date: 3/16/2003
Subject: Re: Semi OT...possible Elric movie in the works
I think it is very possible to make a non-cookie cutter movie, and have different kinds of endings. But the cost of Elric would be enormous, and i think I studio would have to be pretty confident of reaching a broader audience.

--- In dq-rules@yahoogroups.com, "Deven Atkinson" <deven@b...> wrote:
> Only Hollywood has dictated that we have happy, skippy, endings. Some of
> the best Indie films don't have a hollywood ending. Blair Witch struck a
> cord with the public, but Hollywood didn't catch on that it was the
> non-cookie cutter hollywood-like story, not the cinematography, that was the
> key incredient. I hope that a true to character Elric movie is made.
>
> ----- Original Message -----
> From: "jcorey30" <jcorey30@y...>
> To: <dq-rules@yahoogroups.com>
> Sent: Thursday, March 13, 2003 8:38 AM
> Subject: [dq-rules] Re: Semi OT...possible Elric movie in the works
>
>
> > I love Elric. How the hell will they be able to sell this as a
> > movie. A doomed Prince struggling with his humanity, and his
> > addiction to a moaning hellsword is a great story, but not
> > exactly "perky", which is something you would have to have in a
> > production this big.
> >
> >
> >
> > --- In dq-rules@yahoogroups.com, "Richard Gard <rbennettgard@y...>"
> > <rbennettgard@y...> wrote:
> > >
> > http://www.cnn.com/2003/SHOWBIZ/Movies/02/24/film.elric.reut/index.htm
> > > l
> > >
> > > Moorcock's works provided some of the impetus for me to play rpgs
> > and
> > > this could be great news for the genre.
> >
> >
> > To Post a message, send it to: dq-rules@e...
> > To Unsubscribe, send a blank message to: dq-rules-unsubscribe@e...
> >
> > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
> >
> >
> >
Group: DQ-RULES Message: 483 From: jcorey30 Date: 4/7/2003
Subject: Backfire Question
In 30.1 (I think that is right), many of the entries say "unless
healed by magic, or a healer of rank 2 or higher". Or something to
that effect.

Does that mean that even the basic healing spells will cure some of
these horrible backfires?

So, which "magic" is this rule referring to?
Group: DQ-RULES Message: 484 From: Bruce Probst Date: 4/8/2003
Subject: Re: Backfire Question
On Mon, 07 Apr 2003 14:04:52 -0000, "jcorey30"
<john@dragonquestadventures.com> wrote:

>In 30.1 (I think that is right), many of the entries say "unless
>healed by magic, or a healer of rank 2 or higher". Or something to
>that effect.
>
>Does that mean that even the basic healing spells will cure some of
>these horrible backfires?
>
>So, which "magic" is this rule referring to?

Well, there's the ritual of Remove Curse, for starters. (In my campaign
this was rather seriously modified to make it actually practical to use. As
written it's almost impossible to get it to work even under the best
possible conditions.)

Other possible magical cures might include wishes from djinni or
leprechauns, or demonic aid.

I don't think any of the "normal" spells as written will do much for
backfire effects. Which is not to say that new spells useful for such might
not be researched by the players in your game (if you're using the research
rules from *Arcane Wisdom*.)

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Canberra, Australia MSTie #72759 SCA #80160
"I like it VERY MUCH."
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: DQ-RULES Message: 485 From: Rodger Thorm Date: 4/8/2003
Subject: Re: Backfire Question
I've always felt that this one was unclear, as well.

I disagree with Bruce, though. I think the intent is that magical healing *does* cure these backfire effects.

Some of them clearly state that they can be cured "either by magic or the arts of a Rank 2 healer," "until cured by magic or the arts of a healer," and so forth. I believe the intent was that either a healer or a magical healing spell would be able to counteract the effects of a backfire, and they just wrote things differently in order not to be too repetitive. There are some cases where a specific level of Healer is needed, but otherwise, my read on it is that any healing magic will suffice for the cure.

I think the variability that this brings can also be an issue for campaign flavor, though. If you hold to a more restrictive view, then magic gets a little scarier, because the backfire effects are more dire. If you take the wider view, then backfires are a bit less daunting.

--Rodger Thorm

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

> On Mon, 07 Apr 2003 14:04:52 -0000, "jcorey30"
<john@dragonquestadventures.com> wrote:

>In 30.1 (I think that is right), many of the entries say "unless
>healed by magic, or a healer of rank 2 or higher". Or something to
>that effect.
>
Group: DQ-RULES Message: 486 From: jcorey30 Date: 4/8/2003
Subject: Images of Dragons...
I have seen a lot of good images in some of the recent DQ
publications (Forbbiden Lore, and Poor Brendan's Almanac come to
mind). But i am have trouble locating any that I can use that don't
violate someone's copyrights

I am looking for a couple of free high quality images for some work I
am doing on some DQ projects. I have discovered two things:
1) A search along the lines of "Free Dragon clip art" provides as
many popups, and as little action as some other "free", less virtuous
searches.
2) There are some really nice images out there, but they are not
free.

I will be posting this on other boards, so I apologize if any of you
get duplicates.

thanks!

JohnC
Group: DQ-RULES Message: 487 From: Eric Labelle Date: 4/8/2003
Subject: Re: Images of Dragons...
Copyright may be tricky but try these newsgroups:

Alt.binaries.dragonz
Alt.binaries.dragonz.chimerical
Alt.binaries.dragonz.elusive
Alt.binaries.dragonz.ephemeral

Snafaru


-----Original Message-----
From: jcorey30 [mailto:john@dragonquestadventures.com]
Sent: Tuesday, April 08, 2003 1:51 PM
To: dq-rules@yahoogroups.com
Subject: [dq-rules] Images of Dragons...


I have seen a lot of good images in some of the recent DQ
publications (Forbbiden Lore, and Poor Brendan's Almanac come to
mind). But i am have trouble locating any that I can use that don't
violate someone's copyrights

I am looking for a couple of free high quality images for some work I
am doing on some DQ projects. I have discovered two things:
1) A search along the lines of "Free Dragon clip art" provides as
many popups, and as little action as some other "free", less virtuous
searches.
2) There are some really nice images out there, but they are not
free.

I will be posting this on other boards, so I apologize if any of you
get duplicates.

thanks!

JohnC




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Group: DQ-RULES Message: 488 From: Michael Date: 4/10/2003
Subject: Re: Backfire Question
I agree with RT on this but would also point out that the original intent
of the designers clearly allowed for the creation of new colleges. Perhaps
this (somewhat ambiguous) phrase about magical healing was a way for them
to leave the door open.

Just a thought . . .

M. Andre Vancrown

Date: Tue, 8 Apr 2003 10:36:00 -0400 (GMT)
From: Rodger Thorm <dqn@earthlink.net>
Subject: Re: Re: Backfire Question

"I've always felt that this one was unclear, as well.

I disagree with Bruce, though. I think the intent is that magical healing
*does* cure these backfire effects.

Some of them clearly state that they can be cured "either by magic or the
arts of a Rank 2 healer," "until cured by magic or the arts of a healer,"
and so forth. I believe the intent was that either a healer or a magical
healing spell would be able to counteract the effects of a backfire, and
they just wrote things differently in order not to be too repetitive. There
are some cases where a specific level of Healer is needed, but otherwise, my
read on it is that any healing magic will suffice for the cure.

I think the variability that this brings can also be an issue for campaign
flavor, though. If you hold to a more restrictive view, then magic gets a
little scarier, because the backfire effects are more dire. If you take the
wider view, then backfires are a bit less daunting.

--Rodger Thorm"
Group: DQ-RULES Message: 489 From: Michael Date: 4/10/2003
Subject: Re: Backfire Question
I agree with RT on this but would also point out that the original intent
of the designers clearly allowed for the creation of new colleges. Perhaps
this phrase about magical healing was a way for them to leave the door open.

Just a thought . . .

M. Andre Vancrown
Group: DQ-RULES Message: 490 From: jcorey30 Date: 4/10/2003
Subject: Readiness Points?
I have been reading the rule book way too much lately(if that is
possible =8^>)
Under the monsters section for Centaurs, it says they have two
readiness points for additional weapons. I assume that this is a
throw back to the 1st edition.

I have the 1sr edition, but i only bought it because I am an
obsessive collector, not because I wanted to read it. And 1st ed
experts out there?

JohnC
Group: DQ-RULES Message: 491 From: Rodger Thorm Date: 4/10/2003
Subject: Re: Backfire Question
Excellent point there, Michael.

I think it is likely that as the table was being finished, they already had 'Arcane Wisdom' (and perhaps other supplements too) in mind as future publications.

(And it's good to see you again!)

--Rodger

-------Original Message-------
From: Michael <vancrown@attbi.com>
Sent: 04/10/03 09:25 AM
To: dq-rules@yahoogroups.com
Subject: [dq-rules] RE: Backfire Question

>
> I agree with RT on this but would also point out that the original intent
of the designers clearly allowed for the creation of new colleges.
Perhaps
this phrase about magical healing was a way for them to leave the door
open.

Just a thought . . .

M. Andre Vancrown
Group: DQ-RULES Message: 492 From: Copley, Ron Date: 4/10/2003
Subject: Re: Readiness Points?
> I have the 1sr edition, but i only bought it because I am an
> obsessive collector, not because I wanted to read it. And 1st ed
> experts out there?

I am far from an expert, but this has to do with the old "action point"
system, doesn't it? Probably relates to being able to not have to spend
points to draw/ready a weapon?

Cheers,
Ron
Group: DQ-RULES Message: 493 From: Bruce Probst Date: 4/11/2003
Subject: Re: Readiness Points?
On Thu, 10 Apr 2003 14:26:20 -0000, "jcorey30"
<john@dragonquestadventures.com> wrote:

>I have been reading the rule book way too much lately(if that is
>possible =8^>)
>Under the monsters section for Centaurs, it says they have two
>readiness points for additional weapons. I assume that this is a
>throw back to the 1st edition.
>
>I have the 1sr edition, but i only bought it because I am an
>obsessive collector, not because I wanted to read it. And 1st ed
>experts out there?

"Readiness Points" are an obscure reference to the number of hands a
character needs to wield a weapon.

A broadsword requires 1 "Readiness Point". A two-handed sword requires 2
"Readiness Points". I think you get the idea.

Yes, it was a silly and obscure way of describing an extremely simple
concept.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Canberra, Australia MSTie #72759 SCA #80160
"I like it VERY MUCH."
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: DQ-RULES Message: 494 From: Rodger Thorm Date: 4/11/2003
Subject: Re: Readiness Points?
By calling it "Readiness Points" rather than "Number of Hands," SPI demonstrated how forward thinking they were, by avoiding speciesist terms that refer to hands, so that snakes holding swords with their tails, tentacle-armed monsters, and pirates with hooks (among others) could also be included in the combat rules. ;->

--RT

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

"Readiness Points" are an obscure reference to the number of hands a character needs to wield a weapon.

A broadsword requires 1 "Readiness Point". A two-handed sword requires 2 "Readiness Points". I think you get the idea.

Yes, it was a silly and obscure way of describing an extremely simple concept.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Group: DQ-RULES Message: 495 From: john_rauchert Date: 4/15/2003
Subject: OpenRPG DragonQuest Conversion
I am considering implementing the DragonQuest Rules on OpenRPG as a
way of learning Python programming and honing my XML skills.

I am interested in finding out:

If anybody currently uses or have used OpenRPG and what their
feelings are about it.

Whether anyone has done any conversion work on this already.

JohnR
Group: DQ-RULES Message: 496 From: jcorey30 Date: 4/17/2003
Subject: Re: OpenRPG DragonQuest Conversion
I have never even heard of this, but I would be interested to learn
more.

--- In dq-rules@yahoogroups.com, "john_rauchert" <john.rauchert@s...>
wrote:
> I am considering implementing the DragonQuest Rules on OpenRPG as a
> way of learning Python programming and honing my XML skills.
>
> I am interested in finding out:
>
> If anybody currently uses or have used OpenRPG and what their
> feelings are about it.
>
> Whether anyone has done any conversion work on this already.
>
> JohnR
Group: DQ-RULES Message: 497 From: jcorey30 Date: 4/22/2003
Subject: Getting to Rank 0
Ok, this may be a dumb question...
You can only increase in rank skill/spell/weapon you have used in the
previous adventure...
SO how do you get to Rank 0?
Group: DQ-RULES Message: 498 From: Rodger Thorm Date: 4/22/2003
Subject: Re: Getting to Rank 0
The fine-point, lawyerly answer I would come up with is that you are not *increasing* Rank by getting Rank 0. The previous state to Rank 0 is 'Unranked,' not Rank -1. So acquiring Rank 0 is a separate matter. Fussy, but technically true.

--Rodger

-------Original Message-------
From: jcorey30 <john@dragonquestadventures.com>
Sent: 04/22/03 11:00 AM
To: dq-rules@yahoogroups.com
Subject: [dq-rules] Getting to Rank 0

>
> Ok, this may be a dumb question...
You can only increase in rank skill/spell/weapon you have used in the
previous adventure...
SO how do you get to Rank 0?



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>
Group: DQ-RULES Message: 499 From: John Corey Date: 4/22/2003
Subject: Re: Getting to Rank 0
So you handle this in your game by....?
On Tuesday, April 22, 2003, at 09:29 AM, Rodger Thorm wrote:

> The fine-point, lawyerly answer I would come up with is that you are
> not *increasing* Rank by getting Rank 0.  The previous state to Rank 0
> is 'Unranked,' not Rank -1.  So acquiring Rank 0 is a separate
> matter.  Fussy, but technically true.
>
>   --Rodger
>
> -------Original Message-------
> From: jcorey30 <john@dragonquestadventures.com>
> Sent: 04/22/03 11:00 AM
> To: dq-rules@yahoogroups.com
> Subject: [dq-rules] Getting to Rank 0
>
> >
> > Ok, this may be a dumb question...
> You can only increase in rank skill/spell/weapon you have used in the
> previous adventure...
> SO how do you get to Rank 0?
>
>
>
> To Post a message, send it to:   dq-rules@eGroups.com
> To Unsubscribe, send a blank message to:
> dq-rules-unsubscribe@eGroups.com
>
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> href="http://docs.yahoo.com/info/terms/">http://docs.yahoo.com/info/
> terms/</a>
>
>
> >
>
<image.tiff>
>
>
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Group: DQ-RULES Message: 500 From: Paul Ferraro Date: 4/22/2003
Subject: Re: Getting to Rank 0
> So you handle this in your game by....?

Rank O is a rank. Prior to buying your way to Rank 0 you are unranked
with any weapon. Gaining Rank 0 allows you to add your MD to the Strike
Chance.

That's how I always played it...

> > The fine-point, lawyerly answer I would come up with is that you are
> > not *increasing* Rank by getting Rank 0.  The previous state to Rank 0
> > is 'Unranked,' not Rank -1.  So acquiring Rank 0 is a separate
> > matter.  Fussy, but technically true.
Group: DQ-RULES Message: 501 From: Steven Wiles Date: 4/22/2003
Subject: Re: Getting to Rank 0
--- John Corey <john@dragonquestadventures.com> wrote:
> So you handle this in your game by....?
> On Tuesday, April 22, 2003, at 09:29 AM, Rodger
> Thorm wrote:
>
> > The fine-point, lawyerly answer I would come up
> with is that you are
> > not *increasing* Rank by getting Rank 0.� The
> previous state to Rank 0
> > is 'Unranked,' not Rank -1.� So acquiring Rank 0
> is a separate
> > matter.� Fussy, but technically true.
> >
> > � --Rodger

Heh, I don't know what Rodger does in his campaigns,
but this is how we do it in ours. You don't have to
use an Unranked weapon in a previous adventure to get
it to Rank 0. You just have to practice with it
between session for a week and spend the appropriate
experience. We thought a week seemed fair, since
normally it takes 2 weeks x Rank to be achieved to
advance in a weapon. We consider that week to be the
period of learning basic weapon use and safety
(figuring out which end of the weapon is the one you
hold, etc).

With skills, same business, except there I believe the
explicitly stated rule is 2 months of training to
achieve Rank 0.

Steven

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Group: DQ-RULES Message: 502 From: S.M. Kelley Date: 4/22/2003
Subject: Re: Getting to Rank 0
My group does something similar to Steven, except that we require the new "ranked skill" to be learned from an instructer of equal or greater rank than the one you are trying to achieve (so for rank 0 it's fairly easy to find a suitable instructor).

 
Steven Wiles <mortdemuerte@yahoo.com> wrote:

--- John Corey wrote:
> So you handle this in your game by....?
> On Tuesday, April 22, 2003, at 09:29 AM, Rodger
> Thorm wrote:
>
> > The fine-point, lawyerly answer I would come up
> with is that you are
> > not *increasing* Rank by getting Rank 0.  The
> previous state to Rank 0
> > is 'Unranked,' not Rank -1.  So acquiring Rank 0
> is a separate
> > matter.  Fussy, but technically true.
> >
> >   --Rodger

Heh, I don't know what Rodger does in his campaigns,
but this is how we do it in ours. You don't have to
use an Unranked weapon in a previous adventure to get
it to Rank 0. You just have to practice with it
between session for a week and spend the appropriate
experience. We thought a week seemed fair, since
normally it takes 2 weeks x Rank to be achieved to
advance in a weapon. We consider that week to be the
period of learning basic weapon use and safety
(figuring out which end of the weapon is the one you
hold, etc).

With skills, same business, except there I believe the
explicitly stated rule is 2 months of training to
achieve Rank 0.

Steven

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Group: DQ-RULES Message: 503 From: Rodger Thorm Date: 4/23/2003
Subject: Re: Getting to Rank 0
Skills at Rank 0 take 8 weeks to acquire, per 48.1: "Any skill may be acquired at Rank 0 at a variable cost of Experience Points and 8 weeks of game time (see 78.1)."

General Knowledge Spells are included in the adept's beginning set at Rank 0. If, through one mishap or another, the adept loses knowledge of a GK spell, it may be re-acquired per 87.4. Learning Special Knowledge spells is also covered in 87.4. Relearning a spell requires 1 week, and new SK spells require (Spell Ordinal Number/2) weeks to study (or two weeks, if the spell has no ordinal number).

Learning a new weapon skill at Rank 0 is not clearly defined in the rules. In my campaign, we've always required just a day of practice in order to gain Rank 0 when an instructor is available. Technically, the rule requires (2 weeks times Rank = 0) no time to acquire Rank 0, but the day of orientation seemed fair, and has become our house rule.

--Rodger

-------Original Message-------
From: John Corey <john@dragonquestadventures.com>
Sent: 04/22/03 04:44 PM
To: dq-rules@yahoogroups.com
Subject: Re: [dq-rules] Getting to Rank 0

>
> So you handle this in your game by....?
On Tuesday, April 22, 2003, at 09:29 AM, Rodger Thorm wrote:

> The fine-point, lawyerly answer I would come up with is that you are
> not *increasing* Rank by getting Rank 0. The previous state to Rank 0
> is 'Unranked,' not Rank -1. So acquiring Rank 0 is a separate
> matter. Fussy, but technically true.
>
> --Rodger
>
> -------Original Message-------
> From: jcorey30 <john@dragonquestadventures.com>
> Sent: 04/22/03 11:00 AM
> To: dq-rules@yahoogroups.com
> Subject: [dq-rules] Getting to Rank 0
>
> >
> > Ok, this may be a dumb question...
> You can only increase in rank skill/spell/weapon you have used in the
> previous adventure...
> SO how do you get to Rank 0?
Group: DQ-RULES Message: 504 From: jcorey30 Date: 4/27/2003
Subject: Skipping Ranks
Here is the rule in question:
87.1
A character must satisfy all requirements to increase in rank by one in an ability or
skill before he can again increase it by one. Thus a character may never "skip" ranks.

that is frequently taken to mean that a character can only increase 1 rank between
adventures. But if the time is great enough, and the character has enough exp,
couldn't they advance two ranks between an adventure?

johnC
Group: DQ-RULES Message: 505 From: Gromley Taldoran Date: 4/27/2003
Subject: Re: Skipping Ranks
I've always assumed so.

--- jcorey30 <john@dragonquestadventures.com> wrote:
> Here is the rule in question:
> 87.1
> A character must satisfy all requirements to
> increase in rank by one in an ability or
> skill before he can again increase it by one. Thus
> a character may never "skip" ranks.
>
> that is frequently taken to mean that a character
> can only increase 1 rank between
> adventures. But if the time is great enough, and
> the character has enough exp,
> couldn't they advance two ranks between an
> adventure?
>
> johnC
>
>

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