Messages in DQ-RULES group. Page 19 of 40.

Group: DQ-RULES Message: 908 From: rthorm Date: 12/19/2005
Subject: Greater Summoning (cross post)
Group: DQ-RULES Message: 909 From: Lev Lafayette Date: 12/19/2005
Subject: Re: Greater Summoning (cross post)
Group: DQ-RULES Message: 910 From: Martin Gallo Date: 12/19/2005
Subject: Re: Greater Summoning (cross post)
Group: DQ-RULES Message: 911 From: o_fleshfreak_o Date: 12/19/2005
Subject: How do you handle initiative?
Group: DQ-RULES Message: 912 From: Eric Labelle Date: 12/19/2005
Subject: Re: How do you handle initiative?
Group: DQ-RULES Message: 913 From: davis john Date: 12/20/2005
Subject: Re: creatures of light
Group: DQ-RULES Message: 914 From: rthorm Date: 12/20/2005
Subject: Re: creatures of light
Group: DQ-RULES Message: 915 From: davis john Date: 12/21/2005
Subject: Re: creatures of light
Group: DQ-RULES Message: 916 From: dbarrass_2000 Date: 12/21/2005
Subject: Re: creatures of light
Group: DQ-RULES Message: 917 From: davis john Date: 12/21/2005
Subject: Re: creatures of light
Group: DQ-RULES Message: 918 From: dbarrass_2000 Date: 12/29/2005
Subject: Things Spiritual
Group: DQ-RULES Message: 919 From: rthorm Date: 1/3/2006
Subject: Re: Things Spiritual
Group: DQ-RULES Message: 920 From: dbarrass_2000 Date: 1/4/2006
Subject: Re: Things Spiritual
Group: DQ-RULES Message: 921 From: dbarrass_2000 Date: 1/22/2006
Subject: Thinks Spiritual
Group: DQ-RULES Message: 922 From: Craig Brain Date: 5/26/2006
Subject: DQ & New Games
Group: DQ-RULES Message: 923 From: lofenloc Date: 6/12/2006
Subject: Warning....DO NOT OPEN EMAILS WITH 'NEW GRAPHIC SITE' (even one sen
Group: DQ-RULES Message: 924 From: jcorey30 Date: 6/13/2006
Subject: For those looking to play DragonQuest via the web...
Group: DQ-RULES Message: 925 From: darkislephil Date: 6/15/2006
Subject: Re: For those looking to play DragonQuest via the web...
Group: DQ-RULES Message: 926 From: deven Date: 6/28/2006
Subject: Re: DQ & New Games
Group: DQ-RULES Message: 927 From: Satch_the_Great Date: 7/5/2006
Subject: Ranger, and how to "Cover your Tracks".
Group: DQ-RULES Message: 928 From: Rob Date: 7/5/2006
Subject: Re: Ranger, and how to "Cover your Tracks".
Group: DQ-RULES Message: 929 From: Gabriel Martinez Date: 7/5/2006
Subject: Re: Ranger, and how to "Cover your Tracks".
Group: DQ-RULES Message: 930 From: Rob Date: 7/6/2006
Subject: Re: Ranger, and how to "Cover your Tracks".
Group: DQ-RULES Message: 931 From: Gabriel Martinez Date: 7/6/2006
Subject: Re: Ranger, and how to "Cover your Tracks".
Group: DQ-RULES Message: 932 From: darkislephil Date: 7/6/2006
Subject: Re: Ranger, and how to "Cover your Tracks".
Group: DQ-RULES Message: 933 From: Ran Hardin Date: 7/25/2006
Subject: DQ Musketeers?
Group: DQ-RULES Message: 934 From: Gabriel Martinez Date: 7/31/2006
Subject: Re: DQ Musketeers?
Group: DQ-RULES Message: 935 From: Lev Lafayette Date: 7/31/2006
Subject: Re: DQ Musketeers?
Group: DQ-RULES Message: 936 From: Paul Ferraro Date: 7/31/2006
Subject: Re: DQ Musketeers?
Group: DQ-RULES Message: 937 From: Stephen Johnson Date: 8/1/2006
Subject: Re: DQ Musketeers?
Group: DQ-RULES Message: 938 From: darkislephil Date: 8/1/2006
Subject: Re: DQ Musketeers?
Group: DQ-RULES Message: 939 From: J K Hoffman Date: 8/1/2006
Subject: Re: DQ Musketeers?
Group: DQ-RULES Message: 940 From: Lev Lafayette Date: 8/1/2006
Subject: Re: DQ Musketeers?
Group: DQ-RULES Message: 941 From: Ran Hardin Date: 8/4/2006
Subject: Re: DQ Musketeers?
Group: DQ-RULES Message: 942 From: Ran Hardin Date: 8/4/2006
Subject: Firearms fun
Group: DQ-RULES Message: 943 From: J K Hoffman Date: 8/7/2006
Subject: AD&D Conversion to DQ?
Group: DQ-RULES Message: 944 From: Lev Lafayette Date: 8/7/2006
Subject: Difference between 2nd and 3rd editions
Group: DQ-RULES Message: 945 From: J. K. Hoffman Date: 8/8/2006
Subject: Re: Difference between 2nd and 3rd editions
Group: DQ-RULES Message: 946 From: Lev Lafayette Date: 8/8/2006
Subject: Re: Difference between 2nd and 3rd editions
Group: DQ-RULES Message: 947 From: J K Hoffman Date: 8/8/2006
Subject: Re: Difference between 2nd and 3rd editions
Group: DQ-RULES Message: 948 From: darkislephil Date: 8/10/2006
Subject: Re: AD&D Conversion to DQ?
Group: DQ-RULES Message: 949 From: igmod@comcast.net Date: 8/10/2006
Subject: Re: AD&D Conversion to DQ?
Group: DQ-RULES Message: 950 From: J. K. Hoffman Date: 8/13/2006
Subject: Re: AD&D Conversion to DQ?
Group: DQ-RULES Message: 951 From: Ran Hardin Date: 8/15/2006
Subject: Re: DQ & New Games
Group: DQ-RULES Message: 952 From: Ran Hardin Date: 8/15/2006
Subject: Re: AD&D Conversion to DQ?
Group: DQ-RULES Message: 953 From: J K Hoffman Date: 8/15/2006
Subject: Re: AD&D Conversion to DQ?
Group: DQ-RULES Message: 954 From: darkislephil Date: 8/17/2006
Subject: Re: DQ & New Games
Group: DQ-RULES Message: 955 From: darkislephil Date: 8/17/2006
Subject: Re: AD&D Conversion to DQ?
Group: DQ-RULES Message: 956 From: darkislephil Date: 8/17/2006
Subject: Re: AD&D Conversion to DQ?
Group: DQ-RULES Message: 957 From: Gabriel Martinez Date: 8/17/2006
Subject: Re: AD&D Conversion to DQ?



Group: DQ-RULES Message: 908 From: rthorm Date: 12/19/2005
Subject: Greater Summoning (cross post)
(This is cross posted from the dqn-list, since there hasn't been much
activity over here either. Appologies to those of you who get this in
your inbox twice.)

So we actually met for another session of my campaign this past
weekend. It's been a very intermittent schedule we've been keeping (I
think the previous session was in June), but I'm hopeful that we will
be playing more regularly in the coming year.

One of my players has a Greater Summoner, and he wanted to know how I
would interpret the following about Camio, one of the demonic presidents:

"Camio is a great linguist and will willingly teach his summoner the
languages of birds and mammals and also teach him to understand what
has passed in a place by reading the speech of running waters."

My on-the-spot interpretation is that there is one bird language, and
one language for each of the subcategories of mammals (felines, great
land mammals, riding animals, etc.) These languages only go to a
maximum of Rank 4 however.

Have any of the rest of you dealt with this? How have you interpreted
this?

Let's have some discussion in this group again,

Rodger
Group: DQ-RULES Message: 909 From: Lev Lafayette Date: 12/19/2005
Subject: Re: Greater Summoning (cross post)
--- rthorm <rthorm@cornellbox.com> wrote:

---------------------------------
(This is cross posted from the dqn-list, since there
hasn't been much
activity over here either. Appologies to those of you
who get this in
your inbox twice.)
- - - -
My on-the-spot interpretation is that there is one
bird language, and
one language for each of the subcategories of mammals
(felines, great
land mammals, riding animals, etc.) These languages
only go to a
maximum of Rank 4 however.

Have any of the rest of you dealt with this? How have
you interpreted
this?

- - -

Have you seen GURPS Bunnies & Burrows?

The way it works there, and I think this is just fine
for FRP, is there is a basic language for an order of
animals (lagomorphs, rodents) which would have quite a
low max rank (say 3) but a more complex 'common' for
family languages (rabbits, rats) (say rank 5).

The low ranked language is a lot of fun as it involves
heaps of ambigious nouns and pointing..

HTH,



Lev

Let's have some discussion in this group again,

Rodger






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Lev Lafayette
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Group: DQ-RULES Message: 910 From: Martin Gallo Date: 12/19/2005
Subject: Re: Greater Summoning (cross post)
Rodger,

While not even remotely active anymore, I dealt with something
similar many years ago. We decided that there was probably a
different language for each type of animal, with some mixing for
similar types. Predatory animals probably knew a smattering of the
language of their prey, since that helped them hunt.

Also, these languages were probably low on vocabulary and of simple
grammar for most animals but got more complex as they followed the
evolutionary ladder. Thus reptiles were of few words with no emotions
as we understand them, more like states of being. Birds and
amphibians had a few more and started to incorporate simple emotions.
Mammals had more complex communications and eventually primates had
actual language and structure.

What got even more interesting was when we started discussing the
mode of communication. Reptiles generally had only body language, for
example. Birds obviously sang (as did whales and other large/
intelligent swimmer types.

One amusing anecdote was the day one of the players started role
playing squirrel sign language.

This is what happens when you role play with people who either have
biology/psychology/philosophy degrees or are in process. I miss those
days.

Marty

On Dec 19, 2005, at 2:12 PM, rthorm wrote:

> (This is cross posted from the dqn-list, since there hasn't been much
> activity over here either. Appologies to those of you who get this in
> your inbox twice.)
>
> So we actually met for another session of my campaign this past
> weekend. It's been a very intermittent schedule we've been keeping (I
> think the previous session was in June), but I'm hopeful that we will
> be playing more regularly in the coming year.
>
> One of my players has a Greater Summoner, and he wanted to know how I
> would interpret the following about Camio, one of the demonic
> presidents:
>
> "Camio is a great linguist and will willingly teach his summoner the
> languages of birds and mammals and also teach him to understand what
> has passed in a place by reading the speech of running waters."
>
> My on-the-spot interpretation is that there is one bird language, and
> one language for each of the subcategories of mammals (felines, great
> land mammals, riding animals, etc.) These languages only go to a
> maximum of Rank 4 however.
>
> Have any of the rest of you dealt with this? How have you interpreted
> this?
>
> Let's have some discussion in this group again,
>
> Rodger
>
>
>
>
>
>
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"Be who you are and say what you feel, because those who mind don't
matter and those who matter don't mind." - Dr. Seuss

Love is a full time job, with fringe benefits.

"Learn from the mistakes of others. You won't live long enough to
make them all yourself."
Group: DQ-RULES Message: 911 From: o_fleshfreak_o Date: 12/19/2005
Subject: How do you handle initiative?
So how do you guys handle initiative? By the book? Got your own method?
Group: DQ-RULES Message: 912 From: Eric Labelle Date: 12/19/2005
Subject: Re: How do you handle initiative?
Try this, it's the culmination of comments of many players on the defunct
WebRPG discussion group about this particular subject:

http://www.iosphere.net/~eric/dq/dqfaqs.htm

Snafaru

-----Original Message-----
From: dq-rules@yahoogroups.com [mailto:dq-rules@yahoogroups.com] On Behalf
Of o_fleshfreak_o
Sent: Monday, December 19, 2005 10:18 PM
To: dq-rules@yahoogroups.com
Subject: [dq-rules] How do you handle initiative?

So how do you guys handle initiative? By the book? Got your own method?






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Group: DQ-RULES Message: 913 From: davis john Date: 12/20/2005
Subject: Re: creatures of light
Hi

In my curent campaign two of the party members follow Krypta queen of the
dead. She dislikes all things immortals (for obvious reasons). So therefore
demons and 'angels' with equal distaste.
I vaguely remember someone stattting up cherubs, seraphs etc at one point,
any know where these files are?

regards

JohnD

http://groups.msn.com/DragonquestMajesty/homepage
Group: DQ-RULES Message: 914 From: rthorm Date: 12/20/2005
Subject: Re: creatures of light
I assume you are talking about David Barrass' "Things Spiritual" which
can be found in the dq-rules Files section, in the Cathedral folder:
http://groups.yahoo.com/group/dq-rules/files/Cathedral/

Rodger


--- In dq-rules@yahoogroups.com, "davis john" <jrd123@h...> wrote:

> I vaguely remember someone stattting up cherubs, seraphs etc at one
point,
> any know where these files are?
Group: DQ-RULES Message: 915 From: davis john Date: 12/21/2005
Subject: Re: creatures of light
No, its not that article

Im sure I saw someone had written up stats,

hierarchical order of the angels.
The 1st group is the seraphim, cherubim and thrones.

The 2nd group is composed of dominations, virtues and powers. Each group is
associated with specific symbols.

The 3rd group includes the principalities, protectors of nations, the
archangels, and the guardians angels who protect humans.


Ah well will have to make them myself. Made a very quick Seraph up for the
encounter I need it for (she was in the service of Uriel (Uriel is an angel
of death who was also thought to be the angel of transformation, is believed
to be standing by people on the verge of death. )

Based her stats on a devil (for equivalent power level) and chucked in a few
abilities (neutralise all venoms within 30ft, cure disease) and made it an
non adpet.
Interaction and conversation Worked fairly well (party didnt fight her) but
assassin was miffed as he stood too close and all his poisons got
neutralised!!

If no one can come up with the document will have to set about it myself.

Am taking a year of work so have managed to dedicate quite a lot of time to
my DQ campaign in the first two months. Somehow we are managing to play
once, and sometimes twice a week, which makes us very lucky indeed (seeing
as we are 40+ in age, variously married, with kiddies etc).

regards and seasonal greetings

John

http://groups.msn.com/DragonquestMajesty/homepage

>From: "rthorm" <rthorm@cornellbox.com>
>Reply-To: dq-rules@yahoogroups.com
>To: dq-rules@yahoogroups.com
>Subject: [dq-rules] Re: creatures of light
>Date: Tue, 20 Dec 2005 13:43:40 -0000
>
>I assume you are talking about David Barrass' "Things Spiritual" which
>can be found in the dq-rules Files section, in the Cathedral folder:
>http://groups.yahoo.com/group/dq-rules/files/Cathedral/
>
>Rodger
>
>
>--- In dq-rules@yahoogroups.com, "davis john" <jrd123@h...> wrote:
>
> > I vaguely remember someone stattting up cherubs, seraphs etc at one
>point,
> > any know where these files are?
>
>
>
>
Group: DQ-RULES Message: 916 From: dbarrass_2000 Date: 12/21/2005
Subject: Re: creatures of light
you're right its not my article. There was an article in a magazine
about Angels, but they were a character race with wings, Its in the
files section of DQn-list as DW28_Angels.pdf if you're interested

I would be fascinated to see your completed results

David



--- In dq-rules@yahoogroups.com, "davis john" <jrd123@h...> wrote:
>
> No, its not that article
>
> Im sure I saw someone had written up stats,
>
> hierarchical order of the angels.
> The 1st group is the seraphim, cherubim and thrones.
>
> The 2nd group is composed of dominations, virtues and powers. Each
group is
> associated with specific symbols.
>
> The 3rd group includes the principalities, protectors of nations, the
> archangels, and the guardians angels who protect humans.
>
>
> Ah well will have to make them myself. Made a very quick Seraph up
for the
> encounter I need it for (she was in the service of Uriel (Uriel is
an angel
> of death who was also thought to be the angel of transformation, is
believed
> to be standing by people on the verge of death. )
>
> Based her stats on a devil (for equivalent power level) and chucked
in a few
> abilities (neutralise all venoms within 30ft, cure disease) and made
it an
> non adpet.
> Interaction and conversation Worked fairly well (party didnt fight
her) but
> assassin was miffed as he stood too close and all his poisons got
> neutralised!!
>
> If no one can come up with the document will have to set about it
myself.
>
> Am taking a year of work so have managed to dedicate quite a lot of
time to
> my DQ campaign in the first two months. Somehow we are managing to play
> once, and sometimes twice a week, which makes us very lucky indeed
(seeing
> as we are 40+ in age, variously married, with kiddies etc).
>
> regards and seasonal greetings
>
> John
>
> http://groups.msn.com/DragonquestMajesty/homepage
>
> >From: "rthorm" <rthorm@c...>
> >Reply-To: dq-rules@yahoogroups.com
> >To: dq-rules@yahoogroups.com
> >Subject: [dq-rules] Re: creatures of light
> >Date: Tue, 20 Dec 2005 13:43:40 -0000
> >
> >I assume you are talking about David Barrass' "Things Spiritual" which
> >can be found in the dq-rules Files section, in the Cathedral folder:
> >http://groups.yahoo.com/group/dq-rules/files/Cathedral/
> >
> >Rodger
> >
> >
> >--- In dq-rules@yahoogroups.com, "davis john" <jrd123@h...> wrote:
> >
> > > I vaguely remember someone stattting up cherubs, seraphs etc at one
> >point,
> > > any know where these files are?
> >
> >
> >
> >
>
Group: DQ-RULES Message: 917 From: davis john Date: 12/21/2005
Subject: Re: creatures of light
Yeah David I have seen those, but its for a player character race.

Maybe Im dreaming about seeing stats for a cherub etc.

Would love to write up a full review/interpretation but seem to be spending
a good 8 to 10 hours writng up new adventures / campaign stuff.

John

Your cathedral/spirit article is a very thorough examination.
Congratulations.


>From: "dbarrass_2000" <david.barrass@ed.ac.uk>
>Reply-To: dq-rules@yahoogroups.com
>To: dq-rules@yahoogroups.com
>Subject: [dq-rules] Re: creatures of light
>Date: Wed, 21 Dec 2005 11:09:18 -0000
>
>you're right its not my article. There was an article in a magazine
>about Angels, but they were a character race with wings, Its in the
>files section of DQn-list as DW28_Angels.pdf if you're interested
>
>I would be fascinated to see your completed results
>
>David
>
>
>
>--- In dq-rules@yahoogroups.com, "davis john" <jrd123@h...> wrote:
> >
> > No, its not that article
> >
> > Im sure I saw someone had written up stats,
> >
> > hierarchical order of the angels.
> > The 1st group is the seraphim, cherubim and thrones.
> >
> > The 2nd group is composed of dominations, virtues and powers. Each
>group is
> > associated with specific symbols.
> >
> > The 3rd group includes the principalities, protectors of nations, the
> > archangels, and the guardians angels who protect humans.
> >
> >
> > Ah well will have to make them myself. Made a very quick Seraph up
>for the
> > encounter I need it for (she was in the service of Uriel (Uriel is
>an angel
> > of death who was also thought to be the angel of transformation, is
>believed
> > to be standing by people on the verge of death. )
> >
> > Based her stats on a devil (for equivalent power level) and chucked
>in a few
> > abilities (neutralise all venoms within 30ft, cure disease) and made
>it an
> > non adpet.
> > Interaction and conversation Worked fairly well (party didnt fight
>her) but
> > assassin was miffed as he stood too close and all his poisons got
> > neutralised!!
> >
> > If no one can come up with the document will have to set about it
>myself.
> >
> > Am taking a year of work so have managed to dedicate quite a lot of
>time to
> > my DQ campaign in the first two months. Somehow we are managing to play
> > once, and sometimes twice a week, which makes us very lucky indeed
>(seeing
> > as we are 40+ in age, variously married, with kiddies etc).
> >
> > regards and seasonal greetings
> >
> > John
> >
> > http://groups.msn.com/DragonquestMajesty/homepage
> >
> > >From: "rthorm" <rthorm@c...>
> > >Reply-To: dq-rules@yahoogroups.com
> > >To: dq-rules@yahoogroups.com
> > >Subject: [dq-rules] Re: creatures of light
> > >Date: Tue, 20 Dec 2005 13:43:40 -0000
> > >
> > >I assume you are talking about David Barrass' "Things Spiritual" which
> > >can be found in the dq-rules Files section, in the Cathedral folder:
> > >http://groups.yahoo.com/group/dq-rules/files/Cathedral/
> > >
> > >Rodger
> > >
> > >
> > >--- In dq-rules@yahoogroups.com, "davis john" <jrd123@h...> wrote:
> > >
> > > > I vaguely remember someone stattting up cherubs, seraphs etc at one
> > >point,
> > > > any know where these files are?
> > >
> > >
> > >
> > >
> >
>
>
>
>
Group: DQ-RULES Message: 918 From: dbarrass_2000 Date: 12/29/2005
Subject: Things Spiritual
I'm about to post the latest version of my (with contributions of
others) "Things Spiritual" book.

Before I do does anyone have any criticism/comments (preferably
constructive) about it?

Thanks

David
Group: DQ-RULES Message: 919 From: rthorm Date: 1/3/2006
Subject: Re: Things Spiritual
David,

Don't have access to a copy at the moment to check and see if you have
already covered it or not, but a couple of things that might be good:

1. Demons - how do the demons of Greater Summoning interface with the
religious systems presented?

2. Books - What effect do spiritual tomes have?

3. Sanctification - Creation and effects of sacred objects and
consecrated ground.

--Rodger

--- In dq-rules@yahoogroups.com, "dbarrass_2000" <david.barrass@e...>
wrote:
>
> I'm about to post the latest version of my (with contributions of
> others) "Things Spiritual" book.
>
> Before I do does anyone have any criticism/comments (preferably
> constructive) about it?
>
> Thanks
>
> David
>
Group: DQ-RULES Message: 920 From: dbarrass_2000 Date: 1/4/2006
Subject: Re: Things Spiritual
Thanks for the suggestions, this is more to get people thinking about
it than a replie to your points


One of the most fundamental things in the rules is that I've taken the
section on the first page of magic to heart.

"Consecrated Ground: Any ground that has been consecrated to the
service of the "Powers of Light" as defined by the GM is consecrated
ground and affects the abilities of all characters to resist magic.
There is no College specifically dedicated to the Powers of Light,
because it is assumed that they are non-magical in nature and are, in
effect, opposed to magic. Most temples and monasteries and some
graveyards will be consecrated ground. Barrows, pagan temples (those
in which magic forms part of the ritual) and the dwellings of magical
beings can never be consecrated ground"

From this there are 2 forms of religion, pagan and the Powers of Light
(PoL). The pagan religions are magic using religions and the PoL anti
magic, or at least not favourable towards it.

There are other hints, eg the negatives to magic on high holidays of
the PoL
Check out also the demon Samigina, the Vampire, and in Arcane Wisdom
Calcedony, The Crown of Osiris, The Coronet of Isis and Durendel

I have tried to remain true to these quotes whilst still respecting
the original rules, not spending my life doing it and creating a
system that isn't useless to play, I hope I have it right – feedback
is needed

1. Demons - how do the demons of Greater Summoning interface with the
religious systems presented?

Effectively they don't, the demons are modular, as are the religion
rules, so they should sit side by side happily. The demons will be
inherently opposed to certain religions (particularly PoL), but no
changes to how demons behave were made. If someone wants to say that
demons are debased old gods that's up to them, nothing in any of the
rules argues for or against this. If they want to say they're
actually in league to exploit humanity that's fine too
I am looking forward to see John Davis' Angels write up; he was at
least partially involved in the group that devised these rules - DQ
Cathedral (any errors are my own)


2. Books - What effect do spiritual tomes have?

I'm not sure what you mean by Spiritual Tomes. I say that the PoL
rituals are readings of the sacred text, and that if you know the text
any one with basic training can perform the rituals, all-be-it not
well. As for pagan I suppose that they are encoded spell books, moral
teachings, origin stories etc, without power in themselves.

Possibly more could be made of this, any ideas?

3. Sanctification - Creation and effects of sacred objects and
consecrated ground.

For PoL only. Consecrated ground is as the DQ rules; I include a
ritual for making it. In the bit about relics I say that they can
only be made by saints (I've called them sanctified Entities), and so
can't be made by Players. I do mention that saints have areas of
patronage and that the relic should be active in that area and rough
guidelines about the sort of effects and that's all on that front. I
have rules for sacred symbols and such things as holy water (I've
expanded it to include all 4 simple elements; I rather liked the idea
of a breath of life).

I'm alway looking for new ideas on this front, again anyone any good
ideas?

As for pagan their Magic items are made by Shapers, although if you
said that to a Pagan priest he'd stone you to death for heresy. I've
reluctantly included a mechanism for powerful spirits such as Gods to
act, and that is by changing the dye roll, it the spirit has enough
power his allies will critical (for want of a better word) and enemies
will fumble. I have mechanisms for a god to be able to place a
portion of itself in an item so this can be used. That way this power
remains in the GM's hands rather than a player's


There's more than what's above, go on give it a try; and if you have
any feed-back and/or other ideas please let me know

David



--- In dq-rules@yahoogroups.com, "rthorm" <rthorm@c...> wrote:
>
> David,
>
> Don't have access to a copy at the moment to check and see if you have
> already covered it or not, but a couple of things that might be good:
>
> 1. Demons - how do the demons of Greater Summoning interface with the
> religious systems presented?
>
> 2. Books - What effect do spiritual tomes have?
>
> 3. Sanctification - Creation and effects of sacred objects and
> consecrated ground.
>
> --Rodger
>
> --- In dq-rules@yahoogroups.com, "dbarrass_2000" <david.barrass@e...>
> wrote:
> >
> > I'm about to post the latest version of my (with contributions of
> > others) "Things Spiritual" book.
> >
> > Before I do does anyone have any criticism/comments (preferably
> > constructive) about it?
> >
> > Thanks
> >
> > David
> >
>
Group: DQ-RULES Message: 921 From: dbarrass_2000 Date: 1/22/2006
Subject: Thinks Spiritual
Well here it is.

I've posted the next edition of Things Spritual. Its in the files
section.

Please please give me ideas, how you find it etc

Contents:-


INTRODUCTION 1
X. SPIRITS 2
100. THE NATURE OF SPIRITS 2
101. PHYSICAL WORLD SPIRITS 3
102. BOUNDARY SPRITS 3
103. OTHER PLANE SPIRITS 6
104. EGO COMBAT 6
105. THE COLLEGE OF SHAMANISM 7
XI. RELIGION 13
106. MAGICAL RELIGIONS 13
107. PRIESTS OF MAGICAL RELIGIONS 14
108. RELIGIOUS MAGIC 16
XII. EXAMPLE PAGAN PANTHEONS 20
109. GRAECO-ROMAN PANTHEON 20
110. THE CELTIC RELIGION 29
111. THE BARD SKILL 29
112. THE COLLEGE OF BARDIC MAGICS 29
113. OVATES 32
114. DRUIDS 33
115. TUATHA DE DANANN – GODS OF THE CELTS 35
116. THE NORSE GODS 39
117. EGYPTIAN PANTHEON 46
XIII. THE POWERS OF LIGHT 54
118. RELIGIONS OF THE POWERS OF LIGHT 54
119. CLERIC OF THE POWERS OF LIGHT 55
120. CLERICAL ABILITIES 56
121. THE POWERS OF LIGHT 62
XIV. PLANES OF EXISTENCE 69
122. THE PLANES 69
123. THE ELEMENTAL PLANE OF FIRE 71
124. THE ELEMENTAL PLANE OF WATER 71
125. THE ELEMENTAL PLANE OF EARTH 71
126. THE ELEMENTAL PLANE OF AIR 72
127. THE CELESTIAL ELEMENTAL PLANE 72
128. THE DEMONIC PLANE 73
129. THE SPIRIT PLANE 73
130. FAERIE 73
131. THE BOUNDARIES 74
132. THE COLLEGE OF FEY MAGICS 75


David
Group: DQ-RULES Message: 922 From: Craig Brain Date: 5/26/2006
Subject: DQ & New Games
I enjoyed playing DQ for a very long time.

I tried other systems such as GURPS, RQ, Dragon Warriors, OD&D, AD&D,
2nd Ed, 3rd Ed, 3.5/d20, Powers & Perils and a fist full of others,
but the magic systems in these did not come close to what I wanted to
use in a game. DQ was the system which represented "the best" for me.
Dragon Warriors came a close second, due to the range of "colleges" it
had.

I have been working on a sci-fi game for a couple of years now, and
that goes to print shortly. I have been asked to do a FRPG, and while
I won't use DQ's sytem (for obvious, very legal reasons), I will be
using a few of the lessons learned from using it and other systems -
the first being flexibility. I love the idea of colleges, and have
seen them done in a couple of systems (and described in popular
fantasy), but again, DQ was the best example I found, so I intend to
use colleges.

The magic system that I intend to use will have some parallels, it
will be original work and be quite different.

Obviously I can't recreate or republish DQ, but I can create a game
which (for me) will allow me to recapture the fun that I had playing
DQ, and some of the "feel" of a set of well-crafted, flexible rules.

I enjoyed those aspects playing DQ, and have not found them all
together again in any FRPG since.

Craig
Group: DQ-RULES Message: 923 From: lofenloc Date: 6/12/2006
Subject: Warning....DO NOT OPEN EMAILS WITH 'NEW GRAPHIC SITE' (even one sen
Hi,

It contains an HTML message that will send a 'chain email' to EVERY
group the person belongs to.

I ran into it on one of my groups and now it is trying to propagate to
ALL of my groups.

Sorry about this but I thought I should warn you sine I fell for it
and it seems to be spreading.

Again sorry,

Lance
Group: DQ-RULES Message: 924 From: jcorey30 Date: 6/13/2006
Subject: For those looking to play DragonQuest via the web...
I found this and I am thinking of trying it with a friend of mine who
lives in Kentucky
http://www.battlegroundsgames.com/overview.html
Group: DQ-RULES Message: 925 From: darkislephil Date: 6/15/2006
Subject: Re: For those looking to play DragonQuest via the web...
You might also take a look at:

http://rptools.net/

I think MapTool is coming along nicely. I think BattleGrounds has a
way to go before it is worth paying for.

Unfortunately neither of them have hex support yet though the MapTool
guys are working on it. It is scheduled for the future for BattleGrounds.

I've also used MapTools for a DQ session though it was face-to-face.

Phil

--- In dq-rules@yahoogroups.com, "jcorey30" <john@...> wrote:
>
> I found this and I am thinking of trying it with a friend of mine who
> lives in Kentucky
> http://www.battlegroundsgames.com/overview.html
>
Group: DQ-RULES Message: 926 From: deven Date: 6/28/2006
Subject: Re: DQ & New Games
My experience is similar. Have you checked out GURPS v4? I have not
played it yet, but it seems to step even closer to DQ as far as basic
Character attributes. In my estimation, GURPS comes closer to being
like DQ than any other game.

Craig Brain wrote:
> I enjoyed playing DQ for a very long time.
>
> I tried other systems such as GURPS, RQ, Dragon Warriors, OD&D, AD&D,
> 2nd Ed, 3rd Ed, 3.5/d20, Powers & Perils and a fist full of others,
> but the magic systems in these did not come close to what I wanted to
> use in a game. DQ was the system which represented "the best" for me.
> Dragon Warriors came a close second, due to the range of "colleges" it
> had.
>
> I have been working on a sci-fi game for a couple of years now, and
> that goes to print shortly. I have been asked to do a FRPG, and while
> I won't use DQ's sytem (for obvious, very legal reasons), I will be
> using a few of the lessons learned from using it and other systems -
> the first being flexibility. I love the idea of colleges, and have
> seen them done in a couple of systems (and described in popular
> fantasy), but again, DQ was the best example I found, so I intend to
> use colleges.
>
> The magic system that I intend to use will have some parallels, it
> will be original work and be quite different.
>
> Obviously I can't recreate or republish DQ, but I can create a game
> which (for me) will allow me to recapture the fun that I had playing
> DQ, and some of the "feel" of a set of well-crafted, flexible rules.
>
> I enjoyed those aspects playing DQ, and have not found them all
> together again in any FRPG since.
>
> Craig
>
>
>
>
>
>
>
> To Post a message, send it to: dq-rules@eGroups.com
> To Unsubscribe, send a blank message to: dq-rules-unsubscribe@eGroups.com
> Yahoo! Groups Links
>
>
>
>
>
>
>
>
>
Group: DQ-RULES Message: 927 From: Satch_the_Great Date: 7/5/2006
Subject: Ranger, and how to "Cover your Tracks".
Dear fellows,

About the subject, someone have some idea, or some "house rules"?

By the way, the ranger have de ability to recognice an ambush. A "non
ranger", has the same chance, without the Ranger Lv bonus? (Ej. 3XPC)

Regards.

Gabriel.
Group: DQ-RULES Message: 928 From: Rob Date: 7/5/2006
Subject: Re: Ranger, and how to "Cover your Tracks".
To cover tracks, I assume a ranger needs to spend a little more time,
so the travel time for the group will be somewhat slower.

I usually use a 1 or 2 times PC roll for non-rangers to recognize an
ambush.

--Rob in Texas

On Jul 5, 2006, at 2:22 PM, Satch_the_Great wrote:

> Dear fellows,
>
> About the subject, someone have some idea, or some "house rules"?
>
> By the way, the ranger have de ability to recognice an ambush. A "non
> ranger", has the same chance, without the Ranger Lv bonus? (Ej. 3XPC)
>
> Regards.
>
> Gabriel.
>
>
>
>
>
>
> To Post a message, send it to: dq-rules@eGroups.com
> To Unsubscribe, send a blank message to:
> dq-rules-unsubscribe@eGroups.com
> Yahoo! Groups Links
>
>
>
>
>
>
Group: DQ-RULES Message: 929 From: Gabriel Martinez Date: 7/5/2006
Subject: Re: Ranger, and how to "Cover your Tracks".
Attachments :
    Thanks a lot Rob.

    Did you use to throw dice to see how eficient the "Cover the Tracks" was?

    Regards.

    Gabriel in Buenos Aires.

    ________________________________

    De: dq-rules@yahoogroups.com en nombre de Rob
    Enviado el: mié 05/07/2006 23:31
    Para: dq-rules@yahoogroups.com
    Asunto: Re: [dq-rules] Ranger, and how to "Cover your Tracks".



    To cover tracks, I assume a ranger needs to spend a little more time,
    so the travel time for the group will be somewhat slower.

    I usually use a 1 or 2 times PC roll for non-rangers to recognize an
    ambush.

    --Rob in Texas

    On Jul 5, 2006, at 2:22 PM, Satch_the_Great wrote:

    > Dear fellows,
    >
    > About the subject, someone have some idea, or some "house rules"?
    >
    > By the way, the ranger have de ability to recognice an ambush. A "non
    > ranger", has the same chance, without the Ranger Lv bonus? (Ej. 3XPC)
    >
    > Regards.
    >
    > Gabriel.
    >
    >
    >
    >
    >
    >
    > To Post a message, send it to: dq-rules@eGroups.com <mailto:dq-rules%40eGroups.com>
    > To Unsubscribe, send a blank message to:
    > dq-rules-unsubscribe@eGroups.com <mailto:dq-rules-unsubscribe%40eGroups.com>
    > Yahoo! Groups Links
    >
    >
    >
    >
    >
    >
    Group: DQ-RULES Message: 930 From: Rob Date: 7/6/2006
    Subject: Re: Ranger, and how to "Cover your Tracks".
    No, actually the rules under "Ranger" already states how much harder it
    is for another ranger to track when the tracks have been covered, so I
    just go with that. I assume a non-ranger trying to follow covered
    tracks would have a very low chance - maybe rolling 1/2 PC or less, or
    even less, like a 1 percent chance.

    --Rob

    On Jul 5, 2006, at 11:31 PM, Gabriel Martinez wrote:

    > Thanks a lot Rob.
    >
    > Did you use to throw dice to see how eficient the "Cover the Tracks"
    > was?
    >
    > Regards.
    >
    > Gabriel in Buenos Aires.
    >
    > ________________________________
    >
    > De: dq-rules@yahoogroups.com en nombre de Rob
    > Enviado el: mié 05/07/2006 23:31
    > Para: dq-rules@yahoogroups.com
    > Asunto: Re: [dq-rules] Ranger, and how to "Cover your Tracks".
    >
    >
    >
    > To cover tracks, I assume a ranger needs to spend a little more time,
    > so the travel time for the group will be somewhat slower.
    >
    > I usually use a 1 or 2 times PC roll for non-rangers to recognize an
    > ambush.
    >
    > --Rob in Texas
    >
    > On Jul 5, 2006, at 2:22 PM, Satch_the_Great wrote:
    >
    >> Dear fellows,
    >>
    >> About the subject, someone have some idea, or some "house rules"?
    >>
    >> By the way, the ranger have de ability to recognice an ambush. A "non
    >> ranger", has the same chance, without the Ranger Lv bonus? (Ej. 3XPC)
    >>
    >> Regards.
    >>
    >> Gabriel.
    >>
    >>
    >>
    >>
    >>
    >>
    >> To Post a message, send it to: dq-rules@eGroups.com
    >> <mailto:dq-rules%40eGroups.com>
    >> To Unsubscribe, send a blank message to:
    >> dq-rules-unsubscribe@eGroups.com
    >> <mailto:dq-rules-unsubscribe%40eGroups.com>
    >> Yahoo! Groups Links
    >>
    >>
    >>
    >>
    >>
    >>
    >
    >
    >
    >
    >
    >
    > To Post a message, send it to: dq-rules@eGroups.com
    > To Unsubscribe, send a blank message to:
    > dq-rules-unsubscribe@eGroups.com
    > Yahoo! Groups Links
    >
    >
    >
    >
    > <winmail.dat>
    Group: DQ-RULES Message: 931 From: Gabriel Martinez Date: 7/6/2006
    Subject: Re: Ranger, and how to "Cover your Tracks".
    Thanks a lot for your opinion Rob.
     
    Regards.
     
    Gabriel.
     
    -----Mensaje original-----
    De: dq-rules@yahoogroups.com [mailto:dq-rules@yahoogroups.com]En nombre de Rob
    Enviado el: Jueves, 06 de Julio de 2006 03:44 p.m.
    Para: dq-rules@yahoogroups.com
    Asunto: Re: [dq-rules] Ranger, and how to "Cover your Tracks".

    No, actually the rules under "Ranger" already states how much harder it
    is for another ranger to track when the tracks have been covered, so I
    just go with that. I assume a non-ranger trying to follow covered
    tracks would have a very low chance - maybe rolling 1/2 PC or less, or
    even less, like a 1 percent chance.

    --Rob

    On Jul 5, 2006, at 11:31 PM, Gabriel Martinez wrote:

    > Thanks a lot Rob.
    >
    > Did you
    use to throw dice to see how eficient the "Cover the Tracks"
    >
    was?
    >
    > Regards.
    >
    > Gabriel in Buenos
    Aires.
    >
    >
    ____________ _________ _________ __
    >
    > De:
    href="mailto:dq-rules%40yahoogroups.com">dq-rules@yahoogroup s.com en nombre de Rob
    > Enviado el: mié 05/07/2006 23:31
    > Para:
    href="mailto:dq-rules%40yahoogroups.com">dq-rules@yahoogroup s.com
    >
    Asunto: Re: [dq-rules] Ranger, and how to "Cover your Tracks".
    >
    >
    >
    > To cover tracks, I assume a ranger
    needs to spend a little more time,
    > so the travel time for the group will
    be somewhat slower.
    >
    > I usually use a 1 or 2 times PC roll for
    non-rangers to recognize an
    > ambush.
    >
    > --Rob in
    Texas
    >
    > On Jul 5, 2006, at 2:22 PM, Satch_the_Great
    wrote:
    >
    >> Dear fellows,
    >>
    >> About the
    subject, someone have some idea, or some "house rules"?
    >>
    >>
    By the way, the ranger have de ability to recognice an ambush. A "non
    >> ranger", has the same chance, without the Ranger Lv bonus? (Ej.
    3XPC)
    >>
    >> Regards.
    >>
    >>
    Gabriel.
    >>
    >>
    >>
    >>
    >>
    >>
    >>
    To Post a message, send it to: dq-rules@eGroups. com
    >>
    <mailto:dq-rules% 40eGroups. com>
    >> To Unsubscribe, send
    a blank message to:
    >>
    href="mailto:dq-rules-unsubscribe%40eGroups.com">dq-rules-unsubscrib e@eGroups. com
    >>
    <mailto:dq-rules- unsubscribe% 40eGroups. com>
    >>
    Yahoo! Groups Links
    >>
    >>
    >>
    >>
    >>
    >>
    >
    >
    >
    >
    >
    >
    >
    To Post a message, send it to: dq-rules@eGroups. com
    > To
    Unsubscribe, send a blank message to:
    >
    href="mailto:dq-rules-unsubscribe%40eGroups.com">dq-rules-unsubscrib e@eGroups. com
    >
    Yahoo! Groups Links
    >
    >
    >
    >
    >
    <winmail.dat>

    Group: DQ-RULES Message: 932 From: darkislephil Date: 7/6/2006
    Subject: Re: Ranger, and how to "Cover your Tracks".
    Our group pretty much does the same as Rob. 1 or 2 times PC for
    non-Rangers to recognize ambushes and this falls in line with 80.2
    Surprise.


    --- In dq-rules@yahoogroups.com, "Gabriel Martinez" <gmartinez@...> wrote:
    >
    > Thanks a lot for your opinion Rob.
    >
    > Regards.
    >
    > Gabriel.
    >
    > -----Mensaje original-----
    > De: dq-rules@yahoogroups.com [mailto:dq-rules@yahoogroups.com]En
    nombre de Rob
    > Enviado el: Jueves, 06 de Julio de 2006 03:44 p.m.
    > Para: dq-rules@yahoogroups.com
    > Asunto: Re: [dq-rules] Ranger, and how to "Cover your Tracks".
    >
    >
    >
    > No, actually the rules under "Ranger" already states how much harder it
    > is for another ranger to track when the tracks have been covered, so I
    > just go with that. I assume a non-ranger trying to follow covered
    > tracks would have a very low chance - maybe rolling 1/2 PC or less, or
    > even less, like a 1 percent chance.
    >
    > --Rob
    >
    > On Jul 5, 2006, at 11:31 PM, Gabriel Martinez wrote:
    >
    > > Thanks a lot Rob.
    > >
    > > Did you use to throw dice to see how eficient the "Cover the Tracks"
    > > was?
    > >
    > > Regards.
    > >
    > > Gabriel in Buenos Aires.
    > >
    > > ________________________________
    > >
    > > De: dq-rules@yahoogroup <mailto:dq-rules%40yahoogroups.com> s.com
    en nombre de Rob
    > > Enviado el: mié 05/07/2006 23:31
    > > Para: dq-rules@yahoogroup <mailto:dq-rules%40yahoogroups.com> s.com
    > > Asunto: Re: [dq-rules] Ranger, and how to "Cover your Tracks".
    > >
    > >
    > >
    > > To cover tracks, I assume a ranger needs to spend a little more time,
    > > so the travel time for the group will be somewhat slower.
    > >
    > > I usually use a 1 or 2 times PC roll for non-rangers to recognize an
    > > ambush.
    > >
    > > --Rob in Texas
    > >
    > > On Jul 5, 2006, at 2:22 PM, Satch_the_Great wrote:
    > >
    > >> Dear fellows,
    > >>
    > >> About the subject, someone have some idea, or some "house rules"?
    > >>
    > >> By the way, the ranger have de ability to recognice an ambush. A "non
    > >> ranger", has the same chance, without the Ranger Lv bonus? (Ej. 3XPC)
    > >>
    > >> Regards.
    > >>
    > >> Gabriel.
    > >>
    > >>
    > >>
    > >>
    > >>
    > >>
    > >> To Post a message, send it to: dq-rules@eGroups.
    <mailto:dq-rules%40eGroups.com> com
    > >> <mailto:dq-rules%40eGroups.com>
    > >> To Unsubscribe, send a blank message to:
    > >> dq-rules-unsubscrib <mailto:dq-rules-unsubscribe%40eGroups.com>
    e@eGroups.com
    > >> <mailto:dq-rules-unsubscribe%40eGroups.com>
    > >> Yahoo! Groups Links
    > >>
    > >>
    > >>
    > >>
    > >>
    > >>
    > >
    > >
    > >
    > >
    > >
    > >
    > > To Post a message, send it to: dq-rules@eGroups.
    <mailto:dq-rules%40eGroups.com> com
    > > To Unsubscribe, send a blank message to:
    > > dq-rules-unsubscrib <mailto:dq-rules-unsubscribe%40eGroups.com>
    e@eGroups.com
    > > Yahoo! Groups Links
    > >
    > >
    > >
    > >
    > > <winmail.dat>
    >
    Group: DQ-RULES Message: 933 From: Ran Hardin Date: 7/25/2006
    Subject: DQ Musketeers?
    Was wondering if anyone had house rules for flintlock-level firearms...
    Group: DQ-RULES Message: 934 From: Gabriel Martinez Date: 7/31/2006
    Subject: Re: DQ Musketeers?
    Attachments :
      Nop.

      We're not using fireamrs.

      Sorry.

      Gabriel.

      ________________________________

      De: dq-rules@yahoogroups.com en nombre de Ran Hardin
      Enviado el: mar 25/07/2006 20:52
      Para: dq-rules@yahoogroups.com
      Asunto: [dq-rules] DQ Musketeers?



      Was wondering if anyone had house rules for flintlock-level firearms...
      Group: DQ-RULES Message: 935 From: Lev Lafayette Date: 7/31/2006
      Subject: Re: DQ Musketeers?
      Flintlock is pretty advanced. Surely you'd want rules
      for matchlock and wheellock first? The first flinklock
      was 1690, whereas matchlock was three hundred and
      fourty years prior.

      Basic rules of thumb. Rifles/Muskets assumed
      throughout.

      They take ages to load (1 shot a minute for matchlock,
      1 shot every 40 seconds for wheellock, 1 shot every
      twenty seconds for flint).

      Damage should be roughly +3 for a matchlock, +5 for a
      wheellock, and +7 for a flintlock.

      They're *really* easy to use. Untrained peasants could
      be given a 14th century Handgonne and they'd have a
      fair idea what to do with it. Further, the sequence
      required for loading, sharpshooting etc would mean
      that a pretty good max rank could be developed. I
      would suggest as high as a 70% base chance with a
      maximum of 7 ranks.

      Their range is pretty well on par with a bow. Assume
      80/100/120 for match, wheel, flint.

      They're not too expensive; say 40 for a matchlock, 60
      for a wheellock and 80 for a flintlock. Assuming you
      have a campaign which has the requisite productivity
      and technological development. If you're running
      "secret weapons of the dwarves" you'll have
      appropriate prices.

      --- Gabriel Martinez <gmartinez@medioambiente.gov.ar>
      wrote:

      > Nop.
      >
      > We're not using fireamrs.
      >
      > Sorry.
      >
      > Gabriel.
      >
      > ________________________________
      >
      > De: dq-rules@yahoogroups.com en nombre de Ran Hardin
      > Enviado el: mar 25/07/2006 20:52
      > Para: dq-rules@yahoogroups.com
      > Asunto: [dq-rules] DQ Musketeers?
      >
      >
      >
      > Was wondering if anyone had house rules for
      > flintlock-level firearms...
      >
      >
      >
      >
      >


      __________________________________________________
      Do You Yahoo!?
      Tired of spam? Yahoo! Mail has the best spam protection around
      http://mail.yahoo.com
      Group: DQ-RULES Message: 936 From: Paul Ferraro Date: 7/31/2006
      Subject: Re: DQ Musketeers?
      > Damage should be roughly +3 for a matchlock, +5 for a
      > wheellock, and +7 for a flintlock.

      Nope. Damage would be about the same for each. Accuracy, and reliabilty
      would improve along the way though.

      > They're *really* easy to use. Untrained peasants could
      > be given a 14th century Handgonne and they'd have a
      > fair idea what to do with it. Further, the sequence
      > required for loading, sharpshooting etc would mean
      > that a pretty good max rank could be developed. I
      > would suggest as high as a 70% base chance with a
      > maximum of 7 ranks.

      reloading is fairly slow. Sharphooter level should be even better tan
      you indicate. If the gun goes off, a good marksmen with a flintlock will
      hit a pie plate at 50 yards 10 out of 10 times. An excellent marksman
      will hit that mark at 100 yards.

      > Their range is pretty well on par with a bow. Assume
      > 80/100/120 for match, wheel, flint.

      Is that 5 foot increments? That's probably OK. Volley fire would get ypu
      a longer range (similar to massed bow fire).

      > They're not too expensive; say 40 for a matchlock, 60
      > for a wheellock and 80 for a flintlock. Assuming you
      > have a campaign which has the requisite productivity
      > and technological development. If you're running
      > "secret weapons of the dwarves" you'll have
      > appropriate prices.

      they should be fiendishly expensive. making barrels isn't as easy
      (technologically speaking) as making spears and swords.

      YMMV of course....
      Group: DQ-RULES Message: 937 From: Stephen Johnson Date: 8/1/2006
      Subject: Re: DQ Musketeers?
      Optionally, you could add a skill check for the reload. An untrained
      peasant would have a chance of getting it wrong and having a
      backfire/misfire or at the very least throwing off the accuracy/damage
      potential. Depending on just how detailed you want to get you could
      also throw in issues like wet powder and whatever else might be
      appropriate (don't know much about guns personally, just throwing in
      what i remember from various history channel shows :) ).

      Personally, how i would treat them would depend upon just how
      significant they were in the campaign, and how seriously my players took
      it. If it was just one player, doing it for fun, I'd probably just use
      some variant on a crossbow (for simplicity and quickness). If it was a
      significant weapon, say if we had an 18th-century-style setting, and
      there were militia groups and armies carrying them, then I'd come up
      with the complex rules including loading and wet powder and whatever
      else I could dig up.

      Things I might throw in if they were significant:
      reload skill checks
      wet/dry powder
      quality of bullets (consistently sized/weighted/rounded, or are you just
      shoving rocks in the barrel)
      rifling?
      scopes?
      pre-packaged, per-shot powder charges vs. powder horns (these effect the
      reload check)
      bayonets (separate skill?)



      Paul Ferraro wrote:
      >> Damage should be roughly +3 for a matchlock, +5 for a
      >> wheellock, and +7 for a flintlock.
      >>
      >
      > Nope. Damage would be about the same for each. Accuracy, and reliabilty
      > would improve along the way though.
      >
      >
      >> They're *really* easy to use. Untrained peasants could
      >> be given a 14th century Handgonne and they'd have a
      >> fair idea what to do with it. Further, the sequence
      >> required for loading, sharpshooting etc would mean
      >> that a pretty good max rank could be developed. I
      >> would suggest as high as a 70% base chance with a
      >> maximum of 7 ranks.
      >>
      >
      > reloading is fairly slow. Sharphooter level should be even better tan
      > you indicate. If the gun goes off, a good marksmen with a flintlock will
      > hit a pie plate at 50 yards 10 out of 10 times. An excellent marksman
      > will hit that mark at 100 yards.
      >
      >
      >> Their range is pretty well on par with a bow. Assume
      >> 80/100/120 for match, wheel, flint.
      >>
      >
      > Is that 5 foot increments? That's probably OK. Volley fire would get ypu
      > a longer range (similar to massed bow fire).
      >
      >
      >> They're not too expensive; say 40 for a matchlock, 60
      >> for a wheellock and 80 for a flintlock. Assuming you
      >> have a campaign which has the requisite productivity
      >> and technological development. If you're running
      >> "secret weapons of the dwarves" you'll have
      >> appropriate prices.
      >>
      >
      > they should be fiendishly expensive. making barrels isn't as easy
      > (technologically speaking) as making spears and swords.
      >
      > YMMV of course....
      >
      >
      >
      >
      > To Post a message, send it to: dq-rules@eGroups.com
      > To Unsubscribe, send a blank message to: dq-rules-unsubscribe@eGroups.com
      > Yahoo! Groups Links
      >
      >
      >
      >
      >
      >
      >
      >
      Group: DQ-RULES Message: 938 From: darkislephil Date: 8/1/2006
      Subject: Re: DQ Musketeers?
      > Nope. Damage would be about the same for each. Accuracy, and
      reliabilty
      > would improve along the way though.

      Paul has the right of it here. The method of ignition won't have any
      effect on the damage.

      The bore size, amount of powder and size of the projectile of course
      would affect the damage.

      > reloading is fairly slow. Sharphooter level should be even better tan
      > you indicate. If the gun goes off, a good marksmen with a flintlock
      will
      > hit a pie plate at 50 yards 10 out of 10 times. An excellent marksman
      > will hit that mark at 100 yards.

      Same is true of a crossbow. I wouldn't put them as any more accurate
      (ie Base Chance) than a crossbow.

      > they should be fiendishly expensive. making barrels isn't as easy
      > (technologically speaking) as making spears and swords.

      I agree. Hundreds of silver pennies to low thousands would be more
      appropriate.

      I would be tempted to give them a "backfire" chance. On a 99, roll to
      see if you perhaps overcharged it and blew it up or perhaps put too
      little and now the ball is stuck half way down the barrel. Other
      options would be the flash-pan spilled or got wet. The spring
      mechanism failed. Etc.
      Group: DQ-RULES Message: 939 From: J K Hoffman Date: 8/1/2006
      Subject: Re: DQ Musketeers?
      Actually, I'd think a failure table like the magical Backfire
      Table would be appropriate. A musket, or whatever, failure could
      be anything from damp powder to bad flint to an explosion that
      deals damage.
      And, yes, I would imagine these would be very custom, very pricey
      bits of equipment. At least until someone got things more
      assembly line, and even then, they'd be rather expensive at best.
      I would also imagine that gunpowder would be a closely held
      secret.
      If you all haven't read the Guardians of the Flame series by Joel
      Rosenberg, he talks about the introduction of primative fire-arms
      to a fantasy world. Though, it's a more D&D style world than DQ...

      Cheers!
      Jim
      --- Original Message ---
      From: "darkislephil" <darkislephil@yahoo.com>
      To: dq-rules@yahoogroups.com
      Subject: [dq-rules] Re: DQ Musketeers?

      >> Nope. Damage would be about the same for each. Accuracy, and
      >reliabilty
      >> would improve along the way though.
      >
      >Paul has the right of it here. The method of ignition won't
      have any
      >effect on the damage.
      >
      >The bore size, amount of powder and size of the projectile of course
      >would affect the damage.
      >
      >> reloading is fairly slow. Sharphooter level should be even
      better tan
      >> you indicate. If the gun goes off, a good marksmen with a
      flintlock
      >will
      >> hit a pie plate at 50 yards 10 out of 10 times. An excellent
      marksman
      >> will hit that mark at 100 yards.
      >
      >Same is true of a crossbow. I wouldn't put them as any more
      accurate
      >(ie Base Chance) than a crossbow.
      >
      >> they should be fiendishly expensive. making barrels isn't as easy
      >> (technologically speaking) as making spears and swords.
      >
      >I agree. Hundreds of silver pennies to low thousands would be more
      >appropriate.
      >
      >I would be tempted to give them a "backfire" chance. On a 99,
      roll to
      >see if you perhaps overcharged it and blew it up or perhaps put too
      >little and now the ball is stuck half way down the barrel. Other
      >options would be the flash-pan spilled or got wet. The spring
      >mechanism failed. Etc.
      >
      >
      >
      >
      >
      >
      >To Post a message, send it to: dq-rules@eGroups.com
      >To Unsubscribe, send a blank message to:
      dq-rules-unsubscribe@eGroups.com
      >Yahoo! Groups Links
      >
      >
      >
      >
      >
      >
      >

      ---------
      "A bone to the dog is not charity.
      Charity is bone to the dog, when you are just as hungry as the dog."

      --Jack London
      Group: DQ-RULES Message: 940 From: Lev Lafayette Date: 8/1/2006
      Subject: Re: DQ Musketeers?
      --- darkislephil <darkislephil@yahoo.com> wrote:

      > > Nope. Damage would be about the same for each.
      > Accuracy, and
      > reliabilty
      > > would improve along the way though.
      >
      > Paul has the right of it here. The method of
      > ignition won't have any
      > effect on the damage.

      Yeah, I agree. My bad. Not thinking straight.



      __________________________________________________
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      Group: DQ-RULES Message: 941 From: Ran Hardin Date: 8/4/2006
      Subject: Re: DQ Musketeers?
      Actually, I just chose "flintlock" as a quick default word for "early
      firearms." I'm toying with some ideas for my game world to shake it
      loose from the generic European medieval mishmosh.

      Thanks for the data. It's good stuff. Were flintlocks really that
      cheap? Weren't they individually-crafted and time-consuming to make?


      --- In dq-rules@yahoogroups.com, Lev Lafayette <lev_lafayette@...>
      wrote:
      >
      >
      > Flintlock is pretty advanced. Surely you'd want rules
      > for matchlock and wheellock first? The first flinklock
      > was 1690, whereas matchlock was three hundred and
      > fourty years prior.
      >
      > Basic rules of thumb. Rifles/Muskets assumed
      > throughout.
      >
      > They take ages to load (1 shot a minute for matchlock,
      > 1 shot every 40 seconds for wheellock, 1 shot every
      > twenty seconds for flint).
      >
      > Damage should be roughly +3 for a matchlock, +5 for a
      > wheellock, and +7 for a flintlock.
      >
      > They're *really* easy to use. Untrained peasants could
      > be given a 14th century Handgonne and they'd have a
      > fair idea what to do with it. Further, the sequence
      > required for loading, sharpshooting etc would mean
      > that a pretty good max rank could be developed. I
      > would suggest as high as a 70% base chance with a
      > maximum of 7 ranks.
      >
      > Their range is pretty well on par with a bow. Assume
      > 80/100/120 for match, wheel, flint.
      >
      > They're not too expensive; say 40 for a matchlock, 60
      > for a wheellock and 80 for a flintlock. Assuming you
      > have a campaign which has the requisite productivity
      > and technological development. If you're running
      > "secret weapons of the dwarves" you'll have
      > appropriate prices.
      >
      Group: DQ-RULES Message: 942 From: Ran Hardin Date: 8/4/2006
      Subject: Firearms fun
      Haw! Like the idea of a backfire/malfunction chance, perhaps modified
      by circumstances (environmental conditions, user's rank with the
      weapon, quality of craftsmanship and materials, etc.).
      Group: DQ-RULES Message: 943 From: J K Hoffman Date: 8/7/2006
      Subject: AD&D Conversion to DQ?
      I seem to recall there were some guidelines, somewhere, for
      converting the older D&D to DragonQuest. They may have been
      based on information found in the AD&D/DQ cross-stat adventure
      "The Shattered Statue" by TSR, but they may not have been. Does
      anyone have any information on this?

      I'm after it because I wanted to convert the old Melnibonean
      Mythos from the earliest version of Deities and Demigods into DQ.
      So, if someone's already done that, that'd be cool, too.

      Thanks,
      Jim
      ---------
      "A bone to the dog is not charity.
      Charity is bone to the dog, when you are just as hungry as the dog."

      --Jack London
      Group: DQ-RULES Message: 944 From: Lev Lafayette Date: 8/7/2006
      Subject: Difference between 2nd and 3rd editions
      Apart from taking out the naughty magics and demons,
      is there a summary anywhere of the major differences
      between 2nd and 3rd edition?

      All the best,


      Lev

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      Group: DQ-RULES Message: 945 From: J. K. Hoffman Date: 8/8/2006
      Subject: Re: Difference between 2nd and 3rd editions
      Lev Lafayette wrote:
      > Apart from taking out the naughty magics and demons,
      > is there a summary anywhere of the major differences
      > between 2nd and 3rd edition?
      >
      > All the best,
      >
      >
      > Lev

      Check the Files section of this YahooGroup and I think you'll find a
      document that shows the difference between the two editions.
      If it's not there, post again and I'll dig through my links to find you
      a website that has it.

      Good luck,
      Jim
      ----------
      Quote of the day:
      "The having made a young girl miserable may give you frequent bitter
      reflection; none of which can attend the making of an old woman happy."
      -Ben Franklin, On The Choice of A Mistress
      -----
      Group: DQ-RULES Message: 946 From: Lev Lafayette Date: 8/8/2006
      Subject: Re: Difference between 2nd and 3rd editions
      --- "J. K. Hoffman" <ryumaou@sbcglobal.net> wrote:

      > Lev Lafayette wrote:
      > > Apart from taking out the naughty magics and
      > demons,
      > > is there a summary anywhere of the major
      > differences
      > > between 2nd and 3rd edition?
      > >
      > > All the best,
      > >
      > >
      > > Lev
      >
      > Check the Files section of this YahooGroup and I
      > think you'll find a
      > document that shows the difference between the two
      > editions.
      > If it's not there, post again and I'll dig through
      > my links to find you
      > a website that has it.
      >

      Not that I can see. The closest thing is a rtf of the
      difference between the Bantam edition and the zip
      files.

      All the best,


      Lev


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      Group: DQ-RULES Message: 947 From: J K Hoffman Date: 8/8/2006
      Subject: Re: Difference between 2nd and 3rd editions
      Sorry, it might be in the other DQ YahooGroup, DQ-List or
      DQN-List, I can't remember which.
      In any case, Google turned up this page:
      http://www.igs.net/~eric/dq/index.htm
      and about 2/3 of the way down the page, there's a 2nd vs. 3rd
      edition rules comparison. That *should* be what you're looking for.

      Good luck!
      Jim

      --- Original Message ---
      From: Lev Lafayette <lev_lafayette@yahoo.com.au>
      To: dq-rules@yahoogroups.com
      Subject: Re: [dq-rules] Difference between 2nd and 3rd editions

      >
      >
      >--- "J. K. Hoffman" <ryumaou@sbcglobal.net> wrote:
      >
      >> Lev Lafayette wrote:
      >> > Apart from taking out the naughty magics and
      >> demons,
      >> > is there a summary anywhere of the major
      >> differences
      >> > between 2nd and 3rd edition?
      >> >
      >> > All the best,
      >> >
      >> >
      >> > Lev
      >>
      >> Check the Files section of this YahooGroup and I
      >> think you'll find a
      >> document that shows the difference between the two
      >> editions.
      >> If it's not there, post again and I'll dig through
      >> my links to find you
      >> a website that has it.
      >>
      >
      >Not that I can see. The closest thing is a rtf of the
      >difference between the Bantam edition and the zip
      >files.
      >
      >All the best,
      >
      >
      >Lev
      >
      >
      >__________________________________________________
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      >Tired of spam? Yahoo! Mail has the best spam protection around
      >http://mail.yahoo.com
      >
      >
      >To Post a message, send it to: dq-rules@eGroups.com
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      dq-rules-unsubscribe@eGroups.com
      >Yahoo! Groups Links
      >
      >
      >
      >
      >
      >
      >

      ---------
      "A bone to the dog is not charity.
      Charity is bone to the dog, when you are just as hungry as the dog."

      --Jack London
      Group: DQ-RULES Message: 948 From: darkislephil Date: 8/10/2006
      Subject: Re: AD&D Conversion to DQ?
      I just checked my copy of TSS and while there are charts for the
      adventure monsters in both ADnD and DQ form I didn't see any
      conversion guidelines.

      Phil

      --- In dq-rules@yahoogroups.com, "J K Hoffman" <ryumaou@...> wrote:
      >
      > I seem to recall there were some guidelines, somewhere, for
      > converting the older D&D to DragonQuest. They may have been
      > based on information found in the AD&D/DQ cross-stat adventure
      > "The Shattered Statue" by TSR, but they may not have been. Does
      > anyone have any information on this?
      >
      > I'm after it because I wanted to convert the old Melnibonean
      > Mythos from the earliest version of Deities and Demigods into DQ.
      > So, if someone's already done that, that'd be cool, too.
      >
      > Thanks,
      > Jim
      > ---------
      > "A bone to the dog is not charity.
      > Charity is bone to the dog, when you are just as hungry as the dog."
      >
      > --Jack London
      >
      Group: DQ-RULES Message: 949 From: igmod@comcast.net Date: 8/10/2006
      Subject: Re: AD&D Conversion to DQ?
      My rule of thumb (sexist I know) is to multiply the D&D stat by 5, then divide by 4.
       
      Str = PS
      Int = MA
      Wis = WP
      Agility = is used for both Ag & MD
      Con = En (figure Ft on En)
      Cha = PB
       
      ~Jeffery~
      -------------- Original message --------------
      From: "darkislephil" <darkislephil@yahoo.com>

      > I just checked my copy of TSS and while there are charts for the
      > adventure monsters in both ADnD and DQ form I didn't see any
      > conversion guidelines.
      >
      > Phil
      >
      > --- In dq-rules@yahoogroups.com, "J K Hoffman" wrote:
      > >
      > > I seem to recall there were some guidelines, somewhere, for
      > > converting the older D&D to DragonQuest. They may have been
      > > based on information found in the AD&D/DQ cross-stat adventure
      > > "The Shattered Statue" by TSR, but they may not have been. Does
      > > anyone have any information on this?
      > >
      > > I'm after it because I wanted to convert the old Melnibonean
      > > Mythos from the earliest version of De ities and Demigods into DQ.
      > > So, if someone's already done that, that'd be cool, too.
      > >
      > > Thanks,
      > > Jim
      > > ---------
      > > "A bone to the dog is not charity.
      > > Charity is bone to the dog, when you are just as hungry as the dog."
      > >
      > > --Jack London
      > >
      >
      >
      >
      >
      >
      >
      >
      > To Post a message, send it to: dq-rules@eGroups.com
      > To Unsubscribe, send a blank message to: dq-rules-unsubscribe@eGroups.com
      > Yahoo! Groups Links
      >
      > <*> To visit your group on the web, go to:
      > http://groups.yahoo.com/group/dq-rules/
      >
      > <*> To unsubscribe from this group, send an email to:
      > dq-rules-unsubscribe@yahoogroups.com
      >
      > <*> Your use of Yahoo! Groups is subject to:
      > http://docs.yahoo.com/info/terms/
      >
      >
      >
      >
      Group: DQ-RULES Message: 950 From: J. K. Hoffman Date: 8/13/2006
      Subject: Re: AD&D Conversion to DQ?
      Thank you both. Sorry it took so long to reply, but I've been out of
      town for a couple of days.
      I could have sworn I saw a spread-sheet of some kind that did the
      conversion. Possibly a web-page that did the conversion for monsters.
      Maybe it was just wishful thinking, but if I find it, I'll post it
      and/or a link to it to the group.

      Thanks again!
      Jim

      igmod@comcast.net wrote:
      > My rule of thumb (sexist I know) is to multiply the D&D stat by 5, then
      > divide by 4.
      >
      > Str = PS
      > Int = MA
      > Wis = WP
      > Agility = is used for both Ag & MD
      > Con = En (figure Ft on En)
      > Cha = PB
      >
      > ~Jeffery~
      >
      > -------------- Original message --------------
      > From: "darkislephil" <darkislephil@yahoo.com>
      >
      > > I just checked my copy of TSS and while there are charts for the
      > > adventure monsters in both ADnD and DQ form I didn't see any
      > > conversion guidelines.
      > >
      > > Phil
      > >


      ----------
      Quote of the day:
      "Moral indignation is jealousy with a halo."
      -H.G. Wells
      -----
      Group: DQ-RULES Message: 951 From: Ran Hardin Date: 8/15/2006
      Subject: Re: DQ & New Games
      Wow, Powers & Perils! Now there was a game. It actually had a handful
      of really good ideas, and some unusual entities in the bestiary (esp.
      creatures from Middle Eastern myths)… but man, what a clunker of a game
      system! And the "artwork" – feh!

      As I recall, the adventure setting was pretty well done, and there were
      some item tables worth cribbing from. I've always wondered if they
      actually playtested the thing before they released it.

      Anyone else ever try this game?


      Oh, and good luck on the rules write-ups. It's a pretty daunting task.
      Group: DQ-RULES Message: 952 From: Ran Hardin Date: 8/15/2006
      Subject: Re: AD&D Conversion to DQ?
      There's an outside chance the old Thieves' World setting has some
      conversion rules. It had stats for AD&D, DQ, and something else (maybe
      C&S or Runequest?). I'll dig it out in the next couple of days and
      give it a look.
      Group: DQ-RULES Message: 953 From: J K Hoffman Date: 8/15/2006
      Subject: Re: AD&D Conversion to DQ?
      Hey, I really appreciate that! I guess from the lack of response
      about the spreadsheet I mentioned, no one else remembers it at
      all? Must have just been wishful thinking...

      Anyway, thanks in advance for this,
      Jim

      --- Original Message ---
      From: "Ran Hardin" <dantalion64@excite.com>
      To: dq-rules@yahoogroups.com
      Subject: [dq-rules] Re: AD&D Conversion to DQ?

      >There's an outside chance the old Thieves' World setting has some
      >conversion rules. It had stats for AD&D, DQ, and something else
      (maybe
      >C&S or Runequest?). I'll dig it out in the next couple of days and
      >give it a look.

      ---------
      "A bone to the dog is not charity.
      Charity is bone to the dog, when you are just as hungry as the dog."

      --Jack London
      Group: DQ-RULES Message: 954 From: darkislephil Date: 8/17/2006
      Subject: Re: DQ & New Games
      I still have my copies of P&P and Perilous Lands(?). I recall at the
      time we tried to play it we kept running into "holes" in the rules.
      Things we just couldn't figure out what to do or how to interpret.

      It was an interesting campaign setting though and I know that at the
      time I thought it had some good ideas.


      --- In dq-rules@yahoogroups.com, "Ran Hardin" <dantalion64@...> wrote:
      >
      > Wow, Powers & Perils! Now there was a game. It actually had a handful
      > of really good ideas, and some unusual entities in the bestiary (esp.
      > creatures from Middle Eastern myths)… but man, what a clunker of a game
      > system! And the "artwork" – feh!
      >
      > As I recall, the adventure setting was pretty well done, and there were
      > some item tables worth cribbing from. I've always wondered if they
      > actually playtested the thing before they released it.
      >
      > Anyone else ever try this game?
      >
      >
      > Oh, and good luck on the rules write-ups. It's a pretty daunting task.
      >
      Group: DQ-RULES Message: 955 From: darkislephil Date: 8/17/2006
      Subject: Re: AD&D Conversion to DQ?
      It had stats for a dozen or so game systems. The DQ section describes
      creating characters in or transfering characters to the TW setting but
      no conversion between rule formats are provided.

      --- In dq-rules@yahoogroups.com, "Ran Hardin" <dantalion64@...> wrote:
      >
      > There's an outside chance the old Thieves' World setting has some
      > conversion rules. It had stats for AD&D, DQ, and something else (maybe
      > C&S or Runequest?). I'll dig it out in the next couple of days and
      > give it a look.
      >
      Group: DQ-RULES Message: 956 From: darkislephil Date: 8/17/2006
      Subject: Re: AD&D Conversion to DQ?
      Can't say I ever saw a spreadsheet for that purpose.

      Phil


      --- In dq-rules@yahoogroups.com, "J K Hoffman" <ryumaou@...> wrote:
      >
      > Hey, I really appreciate that! I guess from the lack of response
      > about the spreadsheet I mentioned, no one else remembers it at
      > all? Must have just been wishful thinking...
      >
      > Anyway, thanks in advance for this,
      > Jim
      >
      > --- Original Message ---
      > From: "Ran Hardin" <dantalion64@...>
      > To: dq-rules@yahoogroups.com
      > Subject: [dq-rules] Re: AD&D Conversion to DQ?
      >
      > >There's an outside chance the old Thieves' World setting has some
      > >conversion rules. It had stats for AD&D, DQ, and something else
      > (maybe
      > >C&S or Runequest?). I'll dig it out in the next couple of days and
      > >give it a look.
      >
      > ---------
      > "A bone to the dog is not charity.
      > Charity is bone to the dog, when you are just as hungry as the dog."
      >
      > --Jack London
      >
      Group: DQ-RULES Message: 957 From: Gabriel Martinez Date: 8/17/2006
      Subject: Re: AD&D Conversion to DQ?
      As I know, Robert Aspring's Thieves' World, just have the Characters skills, no convertion table. But if you compare both, maybe you get some idea.
       
      Is the same with the AD&D Adventure "The Shatterd Statue".
       
      I got both. If you need it, I try to look for and give you more info about it. My judgement is not good just because I never play D&D RPGA, just D&D Minis.
       
      Regards.
       
      Gabriel.
       
       
       
      -----Mensaje original-----
      De: dq-rules@yahoogroups.com [mailto:dq-rules@yahoogroups.com]En nombre de darkislephil
      Enviado el: Jueves, 17 de Agosto de 2006 12:41 p.m.
      Para: dq-rules@yahoogroups.com
      Asunto: [dq-rules] Re: AD&D Conversion to DQ?

      It had stats for a dozen or so game systems. The DQ section describes
      creating characters in or transfering characters to the TW setting but
      no conversion between rule formats are provided.

      --- In dq-rules@yahoogroup s.com, "Ran Hardin" <dantalion64@ ...> wrote:

      >
      > There's an outside
      chance the old Thieves' World setting has some
      > conversion rules. It had
      stats for AD&D, DQ, and something else (maybe
      > C&S or
      Runequest?). I'll dig it out in the next couple of days and
      > give it a
      look.
      >