Rodger,
you are exactly right concerning the PS Chart I posted. I have been using this for a while now, and it is just a smoother version of the PS Chart in the rule book. I hope someone else will find it usefull. I am also looking forward to how the Templar might be incorperated into other games.
When I posted the Wizard Skill I did my best to taylor it to the rules posted on the website, and thus make it more generic than the one I use in my own game. One thing you didn't mention is the very expensive xp cost. Once a wizard learns a spell/talent/ritual it is learned to rank 0 and must be further ranked. Also Wizard Skill is wonderful for NPCs because the can have a few spells they need without granting them magic items. If a GM wanted to tone down the wizard skill they might want to link it to a single college, or a single branch. I use the Seagate Edition 1.5 Rulebook. Naming and Illusions are very different in those rules and I can see how Wizard Skill could be abused. The GM should limit the selection of spells that they allow their wizards to develop.
Wizard & Templar are skills I have recently dreamed up, and they havn't been playtested for long. I look forward to any comments that you all have in the future.
cheers,
Todd
________________________________
From: rthorm [mailto:
rthorm@cornellbox.com]
Sent: Fri 8/20/2004 2:13 PM
To:
dq-rules@yahoogroups.com
Subject: [dq-rules] Comments on new skills
I'm glad to see some new submissions in DQ-rules, even if it has taken
me a few days to get my comments organized and ready to post.
I've put all of my comments into one fat message, rather than sending
them in several smaller messages. Those of you who are interested
will probably want to read all of this, and those who are not can
delete only one message instead of several.
Here then are my comments on the various recent summer postings:
SOLDIER
posted by: Stephen <
hollywood314@juno.com>
There are no experience costs given for Soldier. There's not a lot to
the Soldier skill (compared to something like Healer or Ranger), so I
would expect that its XP costs would be in the range of Courtesan skill.
Some time ago, I made a passing comment about treating groups of
organized, trained soldiers as single, multi-hex creatures. So rather
than the town watch being five guys that a couple adventurers could
take out relatively easily, they would act as a single thing and
behave in some special ways, and consequently be much more difficult
to deal with. I haven't done much more with that idea, but Stephen's
Soldier skill has reminded me of it, and I am going to try to work up
a draft of the idea for that.
In many ways, this is a good start but needs more work. (I mean this
in the best way. I think this is an excellent start and it suggests a
new skill I hadn't considered before. Even better, it suggests that
such a skill might be useful, where I had skipped over the idea as
unneeded before.)
The ideas of increased physical training and capacity, and sleep
(67.1) and (67.4) seem very good. I'd like to think about different
mechanics for rest and recovery, but I like the ideas. Rallying
(67.3) also seems to be on the right track.
Gambling (67.5) is peripheral and probably not really that applicable
to the skill. I use the Gambling minor skill from Poor Brendan's
Almanac in my campaign, and I might instead suggest allowing a
discount on XP cost for a soldier to acquire Gambling skill, rather
than building it into Soldier skill directly.
The perception increase (67.2) troubles me, though. Assuming two
experienced characters with a PC of 20: one a senior (Rank 8) soldier
and the other not. The soldier is going to have an effective PC of 36
versus 20 for the non-soldier. If we make spotting an approaching foe
a 3x difficulty task, the soldier has over 100% chance to spot the
opponent. Why would an army use more than one or two soldiers on watch?
It also seems out of scale to say that a soldier has almost twice
the perception of a non-soldier. Would this make any sense at all if
there was a company of troops marching through the wilderness, and the
soldiers were able to spot approaching creatures, but the ranger who
was serving as their guide wasn't?
And such a high PC is well out of the norm for humans. The max for
the stat for humans is 25 normally. In my campaign I have allowed
characters to bump that a little (Adventurer can be +1 racial maximum
and Hero can be +2 racial maximum). This seems as out of scale as
saying that a soldier's training allows him to double his Strength or
his Fatigue in combat.
A lot of things that soldiers do are done broadly but shallowly. It
isn't that every soldier has supernatural senses, but rather that
there are many soldiers on watch. If there are 10 soldiers on watch
for the company, and each has a PC of 12, that gives you 10 figures
with a 24% chance to make a 2x Perception roll. It's pretty unlikely
that none of them will succeed.
If I was going to leave a perception increase in the soldier skill,
I don't think that I'd allow it to go beyond +3 at most.
TEMPLAR
by Todd Douglas
posted by: uzikael <
tdouglas@linuxpupil.com>
I was glad to see David chime in on the Templar, since I was going
suggest that he review it. I'd like to see a version that coordinates
with the DragonQuest Cathedral material, since that is a well
developed system for religion in DQ.
My own take on it is that it's probably okay if it meshes with your
take on the heroic. Templars certainly wouldn't fit in in my
campaign, but that's just a matter of different styles, not a problem
with the skill per se.
SPIRITS, RELIGION, AND PLANES
by David Barrass, et. al.
posted by: <
david.barrass@ed.ac.uk>
I was also glad to see the reposting of the DQ Spirits and Religion
rules. As I said, I don't have a place for these rules in my own
campaign, but I continue to be impressed with the feel of the system.
I don't know how well it plays in practice, but it looks like what
SPI would have published when they got to writing up rules for gods
and religions in DQ.
PHYSICAL STRENGTH
posted by: uzikael <
tdouglas@linuxpupil.com>
I think that this is nothing more than an extrapolated table with
separate values for each point of strength rather than groups. It's
nice if you're after that little bit of extra. I tend not to worry
about encumbrance in my campaign too much.
WIZARD
by Todd Douglas & Bruce Cook
posted by: uzikael <
tdouglas@linuxpupil.com>
This also seems to be a very campaign-specific skill.
Costing everything in GS rather than Sp shows how very expensive this
skill is. I was going to point out how far out of scale with the rest
of the game this is, but then I found this in Arcane Wisdom:
'A good magical research library will cost about 30,000 Gold
Shillings to develop (less the value of any magical scrolls that the
Adept may add to the library as a result of his adventures) and should
take between five and ten years to develop.'
Personally, I think cost is a poor metric for a rule to use, because
the economy of different campaigns varies wildly (for example, a
"Peasants Campaign" where even a piece of silver was a rare and
valuable thing). Does anyone have a better suggestion? (To be fair,
I think that it should be changed both in this skill and in Arcane
Wisdom.)
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