Messages in DQ-RULES group. Page 21 of 40.

Group: DQ-RULES Message: 1008 From: darkislephil Date: 12/21/2006
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1009 From: Jeffery K. McGonagill Date: 12/21/2006
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1010 From: Stephen Johnson Date: 12/21/2006
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1011 From: darkislephil Date: 12/21/2006
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1012 From: Deven Atkinson Date: 12/24/2006
Subject: Re: Opposed Rolls
Group: DQ-RULES Message: 1013 From: Lev Lafayette Date: 12/24/2006
Subject: Re: Opposed Rolls
Group: DQ-RULES Message: 1014 From: darkislephil Date: 12/31/2006
Subject: Anyone have the DQ monsters in some kind of list format?
Group: DQ-RULES Message: 1015 From: Mandos Mitchinson Date: 1/1/2007
Subject: Re: Anyone have the DQ monsters in some kind of list format?
Group: DQ-RULES Message: 1016 From: darkislephil Date: 1/1/2007
Subject: Re: Anyone have the DQ monsters in some kind of list format?
Group: DQ-RULES Message: 1017 From: dq-rules@yahoogroups.com Date: 1/4/2007
Subject: New file uploaded to dq-rules
Group: DQ-RULES Message: 1018 From: Martin Gallo Date: 1/4/2007
Subject: Re: Anyone have the DQ monsters in some kind of list format?
Group: DQ-RULES Message: 1019 From: darkislephil Date: 1/5/2007
Subject: Re: Anyone have the DQ monsters in some kind of list format?
Group: DQ-RULES Message: 1020 From: dq-rules@yahoogroups.com Date: 1/8/2007
Subject: New file uploaded to dq-rules
Group: DQ-RULES Message: 1021 From: Philocube Date: 1/8/2007
Subject: Unknown Dragonquest Article ?
Group: DQ-RULES Message: 1022 From: john@johncorey.com Date: 1/8/2007
Subject: Re: Unknown Dragonquest Article ?
Group: DQ-RULES Message: 1023 From: Lev Lafayette Date: 1/8/2007
Subject: Re: Unknown Dragonquest Article ?
Group: DQ-RULES Message: 1024 From: darkislephil Date: 1/8/2007
Subject: Re: Unknown Dragonquest Article ?
Group: DQ-RULES Message: 1025 From: Ran Hardin Date: 1/10/2007
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1026 From: darkislephil Date: 1/10/2007
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1027 From: davis john Date: 1/14/2007
Subject: Victorian-Quest
Group: DQ-RULES Message: 1028 From: Lev Lafayette Date: 1/14/2007
Subject: Re: Victorian-Quest
Group: DQ-RULES Message: 1029 From: davis john Date: 1/14/2007
Subject: Re: Victorian-Quest
Group: DQ-RULES Message: 1030 From: darkislephil Date: 1/14/2007
Subject: Re: Victorian-Quest
Group: DQ-RULES Message: 1031 From: WAKEFIELD Leigh Date: 1/15/2007
Subject: Re: Victorian-Quest
Group: DQ-RULES Message: 1032 From: WAKEFIELD Leigh Date: 1/15/2007
Subject: Re: Victorian-Quest
Group: DQ-RULES Message: 1033 From: Lev Lafayette Date: 1/15/2007
Subject: Re: Victorian-Quest
Group: DQ-RULES Message: 1034 From: davis john Date: 1/15/2007
Subject: Re: Victorian-Quest
Group: DQ-RULES Message: 1035 From: WAKEFIELD Leigh Date: 1/15/2007
Subject: Re: Victorian-Quest
Group: DQ-RULES Message: 1036 From: davis john Date: 1/15/2007
Subject: Re: Victorian-Quest
Group: DQ-RULES Message: 1037 From: John Rauchert Date: 1/15/2007
Subject: Re: Unknown Dragonquest Article ?
Group: DQ-RULES Message: 1038 From: darkislephil Date: 1/15/2007
Subject: Re: Unknown Dragonquest Article ?
Group: DQ-RULES Message: 1039 From: dbarrass_2000 Date: 1/16/2007
Subject: Re: Victorian-Quest
Group: DQ-RULES Message: 1040 From: davis john Date: 1/16/2007
Subject: Victorian-Quest
Group: DQ-RULES Message: 1041 From: WAKEFIELD Leigh Date: 1/16/2007
Subject: Re: Victorian-Quest
Group: DQ-RULES Message: 1042 From: davis john Date: 1/16/2007
Subject: Re: Victorian-Quest
Group: DQ-RULES Message: 1043 From: WAKEFIELD Leigh Date: 1/16/2007
Subject: Re: Victorian-Quest
Group: DQ-RULES Message: 1044 From: Ran Hardin Date: 1/16/2007
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1045 From: Lev Lafayette Date: 1/16/2007
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1046 From: Mornak Date: 1/17/2007
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1047 From: John Mark Bagnall Date: 1/17/2007
Subject: Re: Victorian-Quest
Group: DQ-RULES Message: 1048 From: Rodger Thorm Date: 1/17/2007
Subject: Re: Victorian-Quest
Group: DQ-RULES Message: 1049 From: davis john Date: 1/17/2007
Subject: Re: Victorian-Quest
Group: DQ-RULES Message: 1050 From: darkislephil Date: 1/17/2007
Subject: Re: Victorian-Quest
Group: DQ-RULES Message: 1051 From: davis john Date: 1/18/2007
Subject: Re: Victorian-Quest
Group: DQ-RULES Message: 1052 From: Ran Hardin Date: 1/18/2007
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1053 From: Ran Hardin Date: 1/18/2007
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1054 From: Ran Hardin Date: 1/18/2007
Subject: Heroic vs. non-Heroic fighters and epic bloodbaths
Group: DQ-RULES Message: 1055 From: igmod@comcast.net Date: 1/18/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
Group: DQ-RULES Message: 1056 From: Lev Lafayette Date: 1/18/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
Group: DQ-RULES Message: 1057 From: Lev Lafayette Date: 1/18/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths



Group: DQ-RULES Message: 1008 From: darkislephil Date: 12/21/2006
Subject: Re: Experience considerations
Stats and adventure skills can be raised instantly and without
training. The stats rule explicitly stats that they cannot be raised
during an adventure.

[87.2] ...A characteristic value may never be increased during an
adventure, and only by 1 point at a time between adventures,
regardless of the amount of time or Experience Points available.

The rule for skills kind of implies the same.

[87.1] ...A character must have attempted an ability or skill on the
adventure _previous_ to a gain in Rank in that ability or skill.

This may have been different in earlier rules or maybe there was a
suggestion to change it in one of the Ares articles.

I would say that it is a good rule to keep just because players could
advance their Perceptions very quickly if they were allowed to do so
per session instead of adventure.

Phil

--- In dq-rules@yahoogroups.com, john@... wrote:
>
> Are you certain? I thought stats and adventure skills could be raqised
> instantly without training.
>
> JohnC
>
> > -------- Original Message --------
> > Subject: [dq-rules] Re: Experience considerations
> > From: "darkislephil" <darkislephil@...>
> > Date: Wed, December 20, 2006 10:40 pm
> > To: dq-rules@yahoogroups.com
> >
> >
> >
> > Not per the rules but then all rules are at the GM's whim so...
> >
> > --- In dq-rules@yahoogroups.com, "Rodger Thorm" <rthorm@> wrote:
> > >
> > > They certainly *can* spend them, and I've seen more than a few
points of
> > > Perception and a couple other stats raised in the middle of an
> > adventure.
> > >
> > > Rodger
> > >
> > > > Since they couldn't spend them it wouldn't do them any good
but there
> > > > certainly is nothing stopping you from giving rewards at the
end of
> > > > each session.
> > >
> >
> >
>
Group: DQ-RULES Message: 1009 From: Jeffery K. McGonagill Date: 12/21/2006
Subject: Re: Experience considerations
That's, more or less, the basis I use. 
 
I have seen a coward characater played.  He was a Runic and his spells/rituals were such that he was considered an asset, even though everyone knew he was a coward.
 
~Jeffery~

Hello everybody.

I've never let any player to spend XP before ending the adventure. If they want XP, they should earn it! :D
Moreover: you can't give XP if you don't know if the adventure is succefull or not.

When the adventure finishes I give the XP to the players. I use the base XP suggested by the book. And I add/sustract 10% a good/bad "performances" and 20% to really good/bad "performances"

These bonus & penalties is based on:
- The rollplay of the character: good rollplaying makes the game more entertaining
- Bravery: DQ is a mediaeval-fantasy RPG. So, the players are suposed to be heroes. Therefore they should be brave. Except a player is playing a coward character, but that's never happend.
- If the character adquires a new "dimension" or reveal something that will condition his future rollplay
- If they have good ideas that helps the party and succed in using those ideas
- It they try to "solve" the quest

Do you agree with these considerations?

Regards from Argentina
Mornak

PS: please, exuse my terrible english


On 12/21/06, darkislephil <darkislephil@yahoo.com> wrote:

Not per the rules but then all rules are at the GM's whim so...

--- In dq-rules@yahoogroups.com, "Rodger Thorm" <rthorm@...> wrote:
>
> They certainly *can* spend them, and I've seen more than a few points of
> Perception and a couple other stats raised in the middle of an
adventure.
>
> Rodger
>
> > Since they couldn't spend them it wouldn't do them any good but there
> > certainly is nothing stopping you from giving rewards at the end of
> > each session.
>




--
"The life of a software architect is a long (and sometimes painful) succession of suboptimal decisions made partly in the dark."

-------------------------------------
<EPI/> - Deploying ideas
-------------------------------------
Ing. Diego H. Mornacco
Arquitecto
Epidata Consulting
Maipú 521 1er piso Of. A
Ofi: 5031 0060 / 61
Cel: 15-5884-0040
www.epidataconsulting.com
Group: DQ-RULES Message: 1010 From: Stephen Johnson Date: 12/21/2006
Subject: Re: Experience considerations
I've had "adventures" that went for extended periods of game time, i.e.
the mission required a weeks travel in the middle, or something like
that. In those cases I have let players gain and spend xp
mid-adventure, within limits. I would give them the xp for being
unsuccessful at the mid-point, and then give them the success bonus at
the end, if they succeeded.


Jeffery K. McGonagill wrote:
> That's, more or less, the basis I use.
>
> I have seen a coward characater played. He was a Runic and
> his spells/rituals were such that he was considered an asset, even
> though everyone knew he was a coward.
>
> ~Jeffery~
>
> Hello everybody.
>
> I've never let any player to spend XP before ending the adventure.
> If they want XP, they should earn it! :D
> Moreover: you can't give XP if you don't know if the adventure is
> succefull or not.
>
> When the adventure finishes I give the XP to the players. I use
> the base XP suggested by the book. And I add/sustract 10% a
> good/bad "performances" and 20% to really good/bad "performances"
>
> These bonus & penalties is based on:
> - The rollplay of the character: good rollplaying makes the game
> more entertaining
> - Bravery: DQ is a mediaeval-fantasy RPG. So, the players are
> suposed to be heroes. Therefore they should be brave. Except a
> player is playing a coward character, but that's never happend.
> - If the character adquires a new "dimension" or reveal something
> that will condition his future rollplay
> - If they have good ideas that helps the party and succed in using
> those ideas
> - It they try to "solve" the quest
>
> Do you agree with these considerations?
>
> Regards from Argentina
> Mornak
>
> PS: please, exuse my terrible english
>
>
> On 12/21/06, *darkislephil *<darkislephil@yahoo.com
> <mailto:darkislephil@yahoo.com>> wrote:
>
> Not per the rules but then all rules are at the GM's whim so...
>
> --- In dq-rules@yahoogroups.com
> <mailto:dq-rules%40yahoogroups.com>, "Rodger Thorm"
> <rthorm@...> wrote:
> >
> > They certainly *can* spend them, and I've seen more than a
> few points of
> > Perception and a couple other stats raised in the middle of an
> adventure.
> >
> > Rodger
> >
> > > Since they couldn't spend them it wouldn't do them any good
> but there
> > > certainly is nothing stopping you from giving rewards at
> the end of
> > > each session.
> >
>
>
>
>
> --
> "The life of a software architect is a long (and sometimes
> painful) succession of suboptimal decisions made partly in the dark."
>
> -------------------------------------
> <EPI/> - Deploying ideas
> -------------------------------------
> Ing. Diego H. Mornacco
> Arquitecto
> Epidata Consulting
> Maipú 521 1er piso Of. A
> Ofi: 5031 0060 / 61
> Cel: 15-5884-0040
> www.epidataconsulting.com <http://www.epidataconsulting.com>
>
>


--
Stephen Johnson
Senior Software Engineer
West Pole, Inc.
(734) 995-6390 x17
stephenj@westpole.com

The worst way to get someone to change is to start out by telling them they're wrong.
Group: DQ-RULES Message: 1011 From: darkislephil Date: 12/21/2006
Subject: Re: Experience considerations
I've done a similar thing. When the characters have been in some
place where there is some downtime like waiting a few days for a boat
or something I've let them spend points on stats or adventure skills.
But only points they had banked.

--- In dq-rules@yahoogroups.com, Stephen Johnson <stephenj@...> wrote:
>
> I've had "adventures" that went for extended periods of game time, i.e.
> the mission required a weeks travel in the middle, or something like
> that. In those cases I have let players gain and spend xp
> mid-adventure, within limits. I would give them the xp for being
> unsuccessful at the mid-point, and then give them the success bonus at
> the end, if they succeeded.
>
>
> Jeffery K. McGonagill wrote:
> > That's, more or less, the basis I use.
> >
> > I have seen a coward characater played. He was a Runic and
> > his spells/rituals were such that he was considered an asset, even
> > though everyone knew he was a coward.
> >
> > ~Jeffery~
> >
> > Hello everybody.
> >
> > I've never let any player to spend XP before ending the adventure.
> > If they want XP, they should earn it! :D
> > Moreover: you can't give XP if you don't know if the adventure is
> > succefull or not.
> >
> > When the adventure finishes I give the XP to the players. I use
> > the base XP suggested by the book. And I add/sustract 10% a
> > good/bad "performances" and 20% to really good/bad "performances"
> >
> > These bonus & penalties is based on:
> > - The rollplay of the character: good rollplaying makes the game
> > more entertaining
> > - Bravery: DQ is a mediaeval-fantasy RPG. So, the players are
> > suposed to be heroes. Therefore they should be brave. Except a
> > player is playing a coward character, but that's never happend.
> > - If the character adquires a new "dimension" or reveal something
> > that will condition his future rollplay
> > - If they have good ideas that helps the party and succed in using
> > those ideas
> > - It they try to "solve" the quest
> >
> > Do you agree with these considerations?
> >
> > Regards from Argentina
> > Mornak
> >
> > PS: please, exuse my terrible english
> >
> >
> > On 12/21/06, *darkislephil *<darkislephil@...
> > <mailto:darkislephil@...>> wrote:
> >
> > Not per the rules but then all rules are at the GM's whim
so...
> >
> > --- In dq-rules@yahoogroups.com
> > <mailto:dq-rules%40yahoogroups.com>, "Rodger Thorm"
> > <rthorm@> wrote:
> > >
> > > They certainly *can* spend them, and I've seen more than a
> > few points of
> > > Perception and a couple other stats raised in the middle
of an
> > adventure.
> > >
> > > Rodger
> > >
> > > > Since they couldn't spend them it wouldn't do them any
good
> > but there
> > > > certainly is nothing stopping you from giving rewards at
> > the end of
> > > > each session.
> > >
> >
> >
> >
> >
> > --
> > "The life of a software architect is a long (and sometimes
> > painful) succession of suboptimal decisions made partly in the
dark."
> >
> > -------------------------------------
> > <EPI/> - Deploying ideas
> > -------------------------------------
> > Ing. Diego H. Mornacco
> > Arquitecto
> > Epidata Consulting
> > Maipú 521 1er piso Of. A
> > Ofi: 5031 0060 / 61
> > Cel: 15-5884-0040
> > www.epidataconsulting.com <http://www.epidataconsulting.com>
> >
> >
>
>
> --
> Stephen Johnson
> Senior Software Engineer
> West Pole, Inc.
> (734) 995-6390 x17
> stephenj@...
>
> The worst way to get someone to change is to start out by telling
them they're wrong.
>
Group: DQ-RULES Message: 1012 From: Deven Atkinson Date: 12/24/2006
Subject: Re: Opposed Rolls
Existing rules should apply. No need for new ones in my opinion. For
example with arm wrestling the existing combat rules should apply. And
the outcome would be more realistic, I think. A strong brute with no
unarmed combat skills and thus a low initiative should lose to a weaker
character that is very skilled with unarmed combat.
I have yet to be in a game situation where the existing rules truly fail
to deliver a solution.
-Deven

Lev Lafayette wrote:
>
>
>
> Well, as long as you give a d10 to both sides, yes
> that would work.
>
> Notably it would have the same effects as the RQ
> resistance table and the formula below, except it
> would be in 10% increments rather than 5.
>
> A further option which I have been using for a while
> now in all sorts of rpgs would be to vary the die used
> according to the randomness of the situation (after
> all that's what a random die is, right?).
>
> For example, two characters are racing across a city
> towards an objective whilst a massive earthquake is in
> progress (this sort of thing happens!). Who gets there
> first? Well the random factor (crowds, falling
> buildings etc) is quite high - even more so than AGI!
>
> So AGI+2d10 for both sides.
>
> Whereas an arm wrestle is pretty open and shut. Strong
> people tend to win, although WP tends to very
> important as well.
>
> PS + 1/2 WP + 1d5.
>
> And so forth...
>
> All the best,
>
> Lev
>
> --- "Jeffery K. McGonagill" <igmod@comcast. net
> <mailto:igmod%40comcast.net>> wrote:
>
> > Just use the restraining rule.
> >
> > ~Jeffery~
> >
> >
> > >
> > > Sadly not and I agree it is a significant
> > oversight.
> > >
> > > A simple way to resolve this, that equates with
> > the RQ
> > > resistance table (interestingly also used in RM
> > for
> > > spell resistance) is:
> > >
> > > 50% + [active char*5 - resist char *5]
> > >
> > > Of course, it's worth keeping in mind that the
> > > Resistance Table (and this equation) only really
> > work
> > > with char within 10 of each other; PS 50 and PS 40
> > > (which is really only a 20% difference) ends up
> > being
> > > the same as PS 15 and PS 5.
> > >
> > > All the best,
> > >
> > >
> > > Lev
> > >
> > > --- Omegazz <omegazz@yahoo. com <mailto:omegazz%40yahoo.com>> wrote:
> > >
> > >> Does dragonquest have any mechanics for handling
> > >> opposed rolls? For
> > >> instance, if two characters are arm wrestling,
> > how
> > >> would this be
> > >> handled? There are rules for applying difficulty
> > >> factors to a
> > >> characteristic, for instance if you are breaking
> > >> down a door, but I
> > >> don't see anything regarding how to handle
> > >> situations where your
> > >> applying your PS against another character's PS.
> > >> Runequest had a
> > >> Resistance Table to handle this situation.
> > >>
> > >> Omegazz
> > >>
> > >>
> > >
> > >
> > > ____________ _________ _________ _________ _________ __
> > > Do You Yahoo!?
> > > Tired of spam? Yahoo! Mail has the best spam
> > protection around
> > > http://mail. yahoo.com <http://mail.yahoo.com>
> > >
> > >
> > > 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-unsubscrib e@eGroups. com
> <mailto:dq-rules-unsubscribe%40eGroups.com>
> > > Yahoo! Groups Links
> > >
> > >
> > >
> > >
> >
> >
> >
>
> ____________ _________ _________ _________ _________ __
> Do You Yahoo!?
> Tired of spam? Yahoo! Mail has the best spam protection around
> http://mail. yahoo.com <http://mail.yahoo.com>
>
>
Group: DQ-RULES Message: 1013 From: Lev Lafayette Date: 12/24/2006
Subject: Re: Opposed Rolls
Ummm... You know, between a weedy martial artist and
an untrained builder's labourer, I can tell you the
untrained brickie will win...

Consider that if ranks can de developed in arm
wrestling that they be limited to Rnk 3. After all,
there's only a couple of techniques and the
modification to the ability to perform is quite
minimal.

The fact is some actions are heavily biased towards
characteristics, some towards learned skills and
others to random factors. Arm wrestling is on that is
heavily biased towards characteristics (specifically
PS and WL).

All the best,


Lev

--- Deven Atkinson <deven@sciotowireless.net> wrote:

> Existing rules should apply. No need for new ones
> in my opinion. For
> example with arm wrestling the existing combat rules
> should apply. And
> the outcome would be more realistic, I think. A
> strong brute with no
> unarmed combat skills and thus a low initiative
> should lose to a weaker
> character that is very skilled with unarmed combat.
> I have yet to be in a game situation where the
> existing rules truly fail
> to deliver a solution.
> -Deven
>
> Lev Lafayette wrote:
> >
> >
> >
> > Well, as long as you give a d10 to both sides, yes
> > that would work.
> >
> > Notably it would have the same effects as the RQ
> > resistance table and the formula below, except it
> > would be in 10% increments rather than 5.
> >
> > A further option which I have been using for a
> while
> > now in all sorts of rpgs would be to vary the die
> used
> > according to the randomness of the situation
> (after
> > all that's what a random die is, right?).
> >
> > For example, two characters are racing across a
> city
> > towards an objective whilst a massive earthquake
> is in
> > progress (this sort of thing happens!). Who gets
> there
> > first? Well the random factor (crowds, falling
> > buildings etc) is quite high - even more so than
> AGI!
> >
> > So AGI+2d10 for both sides.
> >
> > Whereas an arm wrestle is pretty open and shut.
> Strong
> > people tend to win, although WP tends to very
> > important as well.
> >
> > PS + 1/2 WP + 1d5.
> >
> > And so forth...
> >
> > All the best,
> >
> > Lev
> >
> > --- "Jeffery K. McGonagill" <igmod@comcast. net
> > <mailto:igmod%40comcast.net>> wrote:
> >
> > > Just use the restraining rule.
> > >
> > > ~Jeffery~
> > >
> > >
> > > >
> > > > Sadly not and I agree it is a significant
> > > oversight.
> > > >
> > > > A simple way to resolve this, that equates
> with
> > > the RQ
> > > > resistance table (interestingly also used in
> RM
> > > for
> > > > spell resistance) is:
> > > >
> > > > 50% + [active char*5 - resist char *5]
> > > >
> > > > Of course, it's worth keeping in mind that
> the
> > > > Resistance Table (and this equation) only
> really
> > > work
> > > > with char within 10 of each other; PS 50 and
> PS 40
> > > > (which is really only a 20% difference) ends
> up
> > > being
> > > > the same as PS 15 and PS 5.
> > > >
> > > > All the best,
> > > >
> > > >
> > > > Lev
> > > >
> > > > --- Omegazz <omegazz@yahoo. com
> <mailto:omegazz%40yahoo.com>> wrote:
> > > >
> > > >> Does dragonquest have any mechanics for
> handling
> > > >> opposed rolls? For
> > > >> instance, if two characters are arm
> wrestling,
> > > how
> > > >> would this be
> > > >> handled? There are rules for applying
> difficulty
> > > >> factors to a
> > > >> characteristic, for instance if you are
> breaking
> > > >> down a door, but I
> > > >> don't see anything regarding how to handle
> > > >> situations where your
> > > >> applying your PS against another character's
> PS.
> > > >> Runequest had a
> > > >> Resistance Table to handle this situation.
> > > >>
> > > >> Omegazz
> > > >>
> > > >>
> > > >
> > > >
> > > > ____________ _________ _________ _________
> _________ __
> > > > Do You Yahoo!?
> > > > Tired of spam? Yahoo! Mail has the best spam
> > > protection around
> > > > http://mail. yahoo.com
> <http://mail.yahoo.com>
> > > >
> > > >
> > > > 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-unsubscrib e@eGroups. com
> > <mailto:dq-rules-unsubscribe%40eGroups.com>
> > > > Yahoo! Groups Links
> > > >
> > > >
> > > >
> > > >
> > >
> > >
> > >
> >
> > ____________ _________ _________ _________
> _________ __
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> > Tired of spam? Yahoo! Mail has the best spam
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Group: DQ-RULES Message: 1014 From: darkislephil Date: 12/31/2006
Subject: Anyone have the DQ monsters in some kind of list format?
Looking for the list in a some kind of machine readable format like
CSV, Excel, XML, etc..

Thanks,

Phil
Group: DQ-RULES Message: 1015 From: Mandos Mitchinson Date: 1/1/2007
Subject: Re: Anyone have the DQ monsters in some kind of list format?
> Looking for the list in a some kind of machine readable format like
> CSV, Excel, XML, etc..

Most of them have been added to the dragonquest Wiki. Not sure it is what
you are loking for but just in case...

http://www.dragonquest.org.nz/dqwiki/index.php/Category:Bestiary

Mandos
/s
Group: DQ-RULES Message: 1016 From: darkislephil Date: 1/1/2007
Subject: Re: Anyone have the DQ monsters in some kind of list format?
While handy I was looking for something suitable for import into a
database.

Thanks,

Phil

--- In dq-rules@yahoogroups.com, "Mandos Mitchinson" <mandos@...> wrote:
>
> > Looking for the list in a some kind of machine readable format like
> > CSV, Excel, XML, etc..
>
> Most of them have been added to the dragonquest Wiki. Not sure it is
what
> you are loking for but just in case...
>
> http://www.dragonquest.org.nz/dqwiki/index.php/Category:Bestiary
>
> Mandos
> /s
>
Group: DQ-RULES Message: 1017 From: dq-rules@yahoogroups.com Date: 1/4/2007
Subject: New file uploaded to dq-rules
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the dq-rules
group.

File : /documents/ModifiedCreatures.txt
Uploaded by : martimer1 <martimer@mindspring.com>
Description : DQ Creatures data. Ready to be imported (has headers)

You can access this file at the URL:
http://groups.yahoo.com/group/dq-rules/files/documents/ModifiedCreatures.txt

To learn more about file sharing for your group, please visit:
http://help.yahoo.com/help/us/groups/files

Regards,

martimer1 <martimer@mindspring.com>
Group: DQ-RULES Message: 1018 From: Martin Gallo Date: 1/4/2007
Subject: Re: Anyone have the DQ monsters in some kind of list format?
Ask and ye sometimes receive.

I have a modified version that I did a few years ago. The text file
has some headers for use with a database (flat file) and some of the
creature entries have had modifications made for the game I was
planning to run - I no longer recall what the specific changes were
other than I think the basic stats were the same and only some
description material was modified.

I had planned (and was in process) to make a piece of software that
allowed me to create encounters and characters/NPCs on the fly.

Marty

On Jan 1, 2007, at 3:59 AM, Mandos Mitchinson wrote:

>> Looking for the list in a some kind of machine readable format like
>> CSV, Excel, XML, etc..
>
> Most of them have been added to the dragonquest Wiki. Not sure it
> is what
> you are loking for but just in case...
>
> http://www.dragonquest.org.nz/dqwiki/index.php/Category:Bestiary
>
> Mandos
> /s
>
>
>
>
> 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: 1019 From: darkislephil Date: 1/5/2007
Subject: Re: Anyone have the DQ monsters in some kind of list format?
You da man!

Greatly appreciated. I've been using a series of gaming programs from
www.rptools.net and an upcoming version of their combat tracker,
InitTool, will have the ability to load lists of monsters in an XML
format. This file of yours will make it a lot easier to create that an
XML file for it.

Thanks,

Phil


--- In dq-rules@yahoogroups.com, Martin Gallo <martimer@...> wrote:
>
> Ask and ye sometimes receive.
>
> I have a modified version that I did a few years ago. The text file
> has some headers for use with a database (flat file) and some of the
> creature entries have had modifications made for the game I was
> planning to run - I no longer recall what the specific changes were
> other than I think the basic stats were the same and only some
> description material was modified.
>
> I had planned (and was in process) to make a piece of software that
> allowed me to create encounters and characters/NPCs on the fly.
>
> Marty
>
> On Jan 1, 2007, at 3:59 AM, Mandos Mitchinson wrote:
>
> >> Looking for the list in a some kind of machine readable format like
> >> CSV, Excel, XML, etc..
> >
> > Most of them have been added to the dragonquest Wiki. Not sure it
> > is what
> > you are loking for but just in case...
> >
> > http://www.dragonquest.org.nz/dqwiki/index.php/Category:Bestiary
> >
> > Mandos
> > /s
> >
> >
> >
> >
> > To Post a message, send it to: dq-rules@...
> > To Unsubscribe, send a blank message to: dq-rules-
> > unsubscribe@...
> > Yahoo! Groups Links
> >
> >
> >
>
Group: DQ-RULES Message: 1020 From: dq-rules@yahoogroups.com Date: 1/8/2007
Subject: New file uploaded to dq-rules
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the dq-rules
group.

File : /priestpaladin2.jpg
Uploaded by : philocube <philocube@videotron.qc.ca>
Description : Part 2 of the Article

You can access this file at the URL:
http://groups.yahoo.com/group/dq-rules/files/priestpaladin2.jpg

To learn more about file sharing for your group, please visit:
http://help.yahoo.com/help/us/groups/files

Regards,

philocube <philocube@videotron.qc.ca>
Group: DQ-RULES Message: 1021 From: Philocube Date: 1/8/2007
Subject: Unknown Dragonquest Article ?
Hi everyone!
I found this article named "Priests and Paladins for Dragonquest" in
the autralian magazine "Multiverse", issue number 2 (spring 1984). The
article has been scanned and is now in the file section.

Thanks to Martin Dick for this article ...
Group: DQ-RULES Message: 1022 From: john@johncorey.com Date: 1/8/2007
Subject: Re: Unknown Dragonquest Article ?
Fantastic!

> -------- Original Message --------
> Subject: [dq-rules] Unknown Dragonquest Article ?
> From: "Philocube" <philocube@videotron.qc.ca>
> Date: Mon, January 08, 2007 4:40 pm
> To: dq-rules@yahoogroups.com
>
>
>
> Hi everyone!
> I found this article named "Priests and Paladins for Dragonquest" in
> the autralian magazine "Multiverse", issue number 2 (spring 1984). The
> article has been scanned and is now in the file section.
>
> Thanks to Martin Dick for this article ...
>
>
Group: DQ-RULES Message: 1023 From: Lev Lafayette Date: 1/8/2007
Subject: Re: Unknown Dragonquest Article ?
Well done!


--- Philocube <philocube@videotron.qc.ca> wrote:

> Hi everyone!
> I found this article named "Priests and Paladins for
> Dragonquest" in
> the autralian magazine "Multiverse", issue number 2
> (spring 1984). The
> article has been scanned and is now in the file
> section.
>
> Thanks to Martin Dick for this article ...
>
>


__________________________________________________
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Tired of spam? Yahoo! Mail has the best spam protection around
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Group: DQ-RULES Message: 1024 From: darkislephil Date: 1/8/2007
Subject: Re: Unknown Dragonquest Article ?
Cool. Nice find.

Don't suppose you have them in a non-jpeg format? PNG preferably. They
were brutally compressed and my OCR software just can't handle all the
noise. I would like to combine them into one PDF file without all the
nasty artifacting.

You can email them to me - darkislephil at yahoo.com

--- In dq-rules@yahoogroups.com, "Philocube" <philocube@...> wrote:
>
> Hi everyone!
> I found this article named "Priests and Paladins for Dragonquest" in
> the autralian magazine "Multiverse", issue number 2 (spring 1984). The
> article has been scanned and is now in the file section.
>
> Thanks to Martin Dick for this article ...
>
Group: DQ-RULES Message: 1025 From: Ran Hardin Date: 1/10/2007
Subject: Re: Experience considerations

Wow!  I think I would be considered an absolute miser of a GM compared to some others.  I interpret the experience rewards rules differently (all references are to the open source version):

[160.1] says, in part  "The totals listed in rule 160.2 are also intended as guides for awards given during an unfinished adventure" (my emphasis).

[160.2] says "The base Experience Point award for a character at the conclusion of an adventure depends upon the character's proficiency and the success or failure of the common mission…. The base award for a character is doubled if the mission of his party succeeds" (again, my emphasis).

So the real question is "What is a mission?" (or "What is an adventure?" since the two terms are used somewhat interchangeably in [160].)  To my mind, a "mission" is a significant achievement.  It's not just a question of whether the party has "succeeded" in some way during each five-hour session.  There should be some sort of definite plot or mission at hand the players are trying to fulfill, and something more substantial than an episode of KTGP (my group's slang for "Kill the monsters, Take their treasure, Go back to town, and have a Party").  To me, the process of discovering, pursuing, and succeeding in a mission would usually not be contained in one or two five-hour sessions. 

As a rough guess, I would say I only have given the Successful Mission double-award once every six sessions or so.  Sometimes it would be more often, but this was only when the conclusion of different plot lines coincided somewhat closely (usually there were several plots that could be classified as "missions" running simultaneously).  It was always a big deal in our group when that double-award came – it was so exciting because of its rarity.

I think I developed this attitude from the admonition in [160]: "The distribution of too many Experience Points to the player characters will result in the characters becoming disproportionately powerful….This short-term gain belies the long-term disservice the GM and players have done to themselves: the exploits of the characters will have been cheapened by the ease which one can become a mighty hero or wizard."

I should temper this by saying that I would give RP bonuses, and as sometimes I incorporated some considerable game-calendar downtime between sessions, I'd allow characters to use their skills to earn "side XP" as described in [160.4], so I'm not a total tyrant.  :)

 


--- In dq-rules@yahoogroups.com, Lev Lafayette <lev_lafayette@...> wrote:
>
>
> --- darkislephil darkislephil@... wrote:
>
> > And technically the XP award isn't per adventure but
> > per session:
> >
> > "[86.1] The GM should make one set of Experience
> > Point awards for
> > every five hours of effective play during one
> > session."
> >
> > So they would be getting more than 1200 every 2
> > weeks.
>
> Ahh yes, I'd forgotten about that. My bad.
>
> But it does raise the question - how is one supposed
> to work out whether the party has succeeded within the
> five hour timeframe?
>
> __________________________________________________
> Do You Yahoo!?
> Tired of spam? Yahoo! Mail has the best spam protection around
> http://mail.yahoo.com
>

Group: DQ-RULES Message: 1026 From: darkislephil Date: 1/10/2007
Subject: Re: Experience considerations
Doesn't really sound like you are interpreting things all that
differently from the way I do it. For example, in an adventure that
lasted six sessions earlier this year, these are the base awards I
handed out for each session:

600, 750, 750, 600, 900 and 1200

The amount depended on how much progress the group made towards the
end of the adventure. I mostly give the full award at the completion
of the adventure but have on occasion also given it out for a
significant mid-point session. I don't give out XP each session. It is
all awarded at the conclusion of the adventure.

Phil


--- In dq-rules@yahoogroups.com, "Ran Hardin" <dantalion64@...> wrote:
>
>
> Wow! I think I would be considered an absolute miser of a GM compared
> to some others. I interpret the experience rewards rules differently
> (all references are to the open source version):
>
> [160.1] says, in part "The totals listed in rule 160.2 are also
> intended as guides for awards given during an unfinished adventure"
> (my emphasis).
>
> [160.2] says "The base Experience Point award for a character at the
> conclusion of an adventure depends upon the character's proficiency
> and the success or failure of the common mission…. The base award
> for a character is doubled if the mission of his party succeeds"
> (again, my emphasis).
>
> So the real question is "What is a mission?" (or "What is an
> adventure?" since the two terms are used somewhat interchangeably in
> [160].) To my mind, a "mission" is a significant achievement.
> It's not just a question of whether the party has
> "succeeded" in some way during each five-hour session. There
> should be some sort of definite plot or mission at hand the players are
> trying to fulfill, and something more substantial than an episode of
> KTGP (my group's slang for "Kill the monsters, Take their treasure, Go
> back to town, and have a Party"). To me, the process of discovering,
> pursuing, and succeeding in a mission would usually not be contained in
> one or two five-hour sessions.
>
> As a rough guess, I would say I only have given the Successful Mission
> double-award once every six sessions or so. Sometimes it would be more
> often, but this was only when the conclusion of different plot lines
> coincided somewhat closely (usually there were several plots that could
> be classified as "missions" running simultaneously). It was
> always a big deal in our group when that double-award came – it was
> so exciting because of its rarity.
>
> I think I developed this attitude from the admonition in [160]: "The
> distribution of too many Experience Points to the player characters will
> result in the characters becoming disproportionately powerful….This
> short-term gain belies the long-term disservice the GM and
> players have done to themselves: the exploits of the characters will
> have been cheapened by the ease which one can become a mighty hero or
> wizard."
>
>
>
> I should temper this by saying that I would give RP bonuses, and as
> sometimes I incorporated some considerable game-calendar downtime
> between sessions, I'd allow characters to use their skills to earn
> "side XP" as described in [160.4], so I'm not a total
> tyrant. :)
>
>
>
>
>
>
>
>
>
> --- In dq-rules@yahoogroups.com, Lev Lafayette <lev_lafayette@>
> wrote:
> >
> >
> > --- darkislephil darkislephil@ wrote:
> >
> > > And technically the XP award isn't per adventure but
> > > per session:
> > >
> > > "[86.1] The GM should make one set of Experience
> > > Point awards for
> > > every five hours of effective play during one
> > > session."
> > >
> > > So they would be getting more than 1200 every 2
> > > weeks.
> >
> > Ahh yes, I'd forgotten about that. My bad.
> >
> > But it does raise the question - how is one supposed
> > to work out whether the party has succeeded within the
> > five hour timeframe?
> >
> > __________________________________________________
> > Do You Yahoo!?
> > Tired of spam? Yahoo! Mail has the best spam protection around
> > http://mail.yahoo.com
> >
>
Group: DQ-RULES Message: 1027 From: davis john Date: 1/14/2007
Subject: Victorian-Quest
Hi

Having played DQ for decades and converted it to sci-fi about 5 years ago
(Spacequest) am looking to port its grittiness and versatility to Victorian
Ages (~1860). im ok on weapons and such conversions but am looking for input
on 'Skills'

so far i have (and there DQ equivalents to model on / adopt)

Doctor healer
Professor bit troubadour, lore,
Military scientist same
Chemist alchemist
Merchant same
Engineer same
Mountebank thief
Theologist home clergy, missionary, or a student of study.
Streetwise spy
Explorer ranger/navigator

Need a name for female only skill that can get around with seduction,
flirting and having a 'sugar daddy'

looking for maybe 15 or so?


John

_________________________________________________________________
MSN Hotmail is evolving � check out the new Windows Live Mail
http://ideas.live.com
Group: DQ-RULES Message: 1028 From: Lev Lafayette Date: 1/14/2007
Subject: Re: Victorian-Quest
--- davis john <jrd123@hotmail.com> wrote:

> Hi
>
> Having played DQ for decades and converted it to
> sci-fi about 5 years ago
> (Spacequest) am looking to port its grittiness and
> versatility to Victorian
> Ages (~1860). im ok on weapons and such conversions
> but am looking for input
> on 'Skills'
>
> so far i have (and there DQ equivalents to model on
> / adopt)
>
> Doctor healer
> Professor bit troubadour, lore,
> Military scientist same
> Chemist alchemist
> Merchant same
> Engineer same
> Mountebank thief
> Theologist home clergy, missionary, or a student
> of study.
> Streetwise spy
> Explorer ranger/navigator
>
> Need a name for female only skill that can get
> around with seduction,
> flirting and having a 'sugar daddy'
>

'Courtesean' would probably still work.

Sounds interesting. I take it you've read/own
Space:1899?

And for that matter, SPI's Universe?

All the best,


Lev



____________________________________________________________________________________
Sucker-punch spam with award-winning protection.
Try the free Yahoo! Mail Beta.
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Group: DQ-RULES Message: 1029 From: davis john Date: 1/14/2007
Subject: Re: Victorian-Quest
have bits of space 1899, i recall there was a female adventuress template in
that

have universe too, but its diff rules to DQ.

Courtesan i may still go for then.

ta

john

>'Courtesean' would probably still work.
>
>Sounds interesting. I take it you've read/own
>Space:1899?
>
>And for that matter, SPI's Universe?
>
>All the best,
>
>
>Lev
>
>
>
>____________________________________________________________________________________
>Sucker-punch spam with award-winning protection.
>Try the free Yahoo! Mail Beta.
>http://advision.webevents.yahoo.com/mailbeta/features_spam.html

_________________________________________________________________
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http://ideas.live.com
Group: DQ-RULES Message: 1030 From: darkislephil Date: 1/14/2007
Subject: Re: Victorian-Quest
Diplomat comes to mind.

You'll still need the Troubadour for the various entertainer types.

Law Enforcement

Lawyer

Detective

I'm sure there are a ton of ideas in all the other games that are
based around that period.

Phil

--- In dq-rules@yahoogroups.com, "davis john" <jrd123@...> wrote:
>
> Hi
>
> Having played DQ for decades and converted it to sci-fi about 5
years ago
> (Spacequest) am looking to port its grittiness and versatility to
Victorian
> Ages (~1860). im ok on weapons and such conversions but am looking
for input
> on 'Skills'
>
> so far i have (and there DQ equivalents to model on / adopt)
>
> Doctor healer
> Professor bit troubadour, lore,
> Military scientist same
> Chemist alchemist
> Merchant same
> Engineer same
> Mountebank thief
> Theologist home clergy, missionary, or a student of study.
> Streetwise spy
> Explorer ranger/navigator
>
> Need a name for female only skill that can get around with seduction,
> flirting and having a 'sugar daddy'
>
> looking for maybe 15 or so?
>
>
> John
>
> _________________________________________________________________
> MSN Hotmail is evolving – check out the new Windows Live Mail
> http://ideas.live.com
>
Group: DQ-RULES Message: 1031 From: WAKEFIELD Leigh Date: 1/15/2007
Subject: Re: Victorian-Quest
You could change Courtesan to Dilletante instead - they tended to be high-society with nothing better to do than arrange paties or travel.
 
Military Scientist could become Officer.
 
 
 
 


From: dq-rules@yahoogroups.com [mailto:dq-rules@yahoogroups.com] On Behalf Of darkislephil
Sent: 14 January 2007 23:50
To: dq-rules@yahoogroups.com
Subject: [dq-rules] Re: Victorian-Quest

Diplomat comes to mind.

You'll still need the Troubadour for the various entertainer types.

Law Enforcement

Lawyer

Detective

I'm sure there are a ton of ideas in all the other games that are
based around that period.

Phil

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

>
> Hi
>
>
Having played DQ for decades and converted it to sci-fi about 5
years ago
> (Spacequest) am looking to port its grittiness and versatility
to
Victorian
> Ages (~1860). im ok on weapons and such conversions but
am looking
for input
> on 'Skills'
>
> so far i have (and
there DQ equivalents to model on / adopt)
>
> Doctor healer
>
Professor bit troubadour, lore,
> Military scientist same
> Chemist
alchemist
> Merchant same
> Engineer same
> Mountebank
thief
> Theologist home clergy, missionary, or a student of study.
>
Streetwise spy
> Explorer ranger/navigator
>
> Need a name
for female only skill that can get around with seduction,
> flirting and
having a 'sugar daddy'
>
> looking for maybe 15 or so?
>
>
> John
>
>
____________ _________ _________ _________ _________ _________ _
>
MSN Hotmail is evolving – check out the new Windows Live Mail
>
href="http://ideas.live.com">http://ideas. live.com
>

Group: DQ-RULES Message: 1032 From: WAKEFIELD Leigh Date: 1/15/2007
Subject: Re: Victorian-Quest
Err, slight typo there - should be parties nor paties but you get the idea


From: dq-rules@yahoogroups.com [mailto:dq-rules@yahoogroups.com] On Behalf Of WAKEFIELD Leigh
Sent: 15 January 2007 08:50
To: dq-rules@yahoogroups.com
Subject: RE: [dq-rules] Re: Victorian-Quest

You could change Courtesan to Dilletante instead - they tended to be high-society with nothing better to do than arrange paties or travel.
 
Military Scientist could become Officer.
 
 
 
 


From: dq-rules@yahoogroup s.com [mailto:dq-rules@ yahoogroups. com] On Behalf Of darkislephil
Sent: 14 January 2007 23:50
To: dq-rules@yahoogroup s.com
Subject: [dq-rules] Re: Victorian-Quest

Diplomat comes to mind.

You'll still need the Troubadour for the various entertainer types.

Law Enforcement

Lawyer

Detective

I'm sure there are a ton of ideas in all the other games that are
based around that period.

Phil

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

>
> Hi
>
>
Having played DQ for decades and converted it to sci-fi about 5
years ago
> (Spacequest) am looking to port its grittiness and versatility
to
Victorian
> Ages (~1860). im ok on weapons and such conversions but
am looking
for input
> on 'Skills'
>
> so far i have (and
there DQ equivalents to model on / adopt)
>
> Doctor healer
>
Professor bit troubadour, lore,
> Military scientist same
> Chemist
alchemist
> Merchant same
> Engineer same
> Mountebank
thief
> Theologist home clergy, missionary, or a student of study.
>
Streetwise spy
> Explorer ranger/navigator
>
> Need a name
for female only skill that can get around with seduction,
> flirting and
having a 'sugar daddy'
>
> looking for maybe 15 or so?
>
>
> John
>
>
____________ _________ _________ _________ _________ _________ _
>
MSN Hotmail is evolving – check out the new Windows Live Mail
>
href="http://ideas.live.com">http://ideas. live.com
>

Group: DQ-RULES Message: 1033 From: Lev Lafayette Date: 1/15/2007
Subject: Re: Victorian-Quest
*nods* I approve.

Still, a party-fiend by any other name..

--- WAKEFIELD Leigh <leigh_wakefield@mirashowers.com>
wrote:

> You could change Courtesan to Dilletante instead -
> they tended to be
> high-society with nothing better to do than arrange
> paties or travel.
>
> Military Scientist could become Officer.
>
>
>
>
>
> ________________________________
>
> From: dq-rules@yahoogroups.com
> [mailto:dq-rules@yahoogroups.com] On
> Behalf Of darkislephil
> Sent: 14 January 2007 23:50
> To: dq-rules@yahoogroups.com
> Subject: [dq-rules] Re: Victorian-Quest
>
>
>
> Diplomat comes to mind.
>
> You'll still need the Troubadour for the various
> entertainer types.
>
> Law Enforcement
>
> Lawyer
>
> Detective
>
> I'm sure there are a ton of ideas in all the other
> games that are
> based around that period.
>
> Phil
>
> --- In dq-rules@yahoogroups.com
> <mailto:dq-rules%40yahoogroups.com> ,
> "davis john" <jrd123@...> wrote:
> >
> > Hi
> >
> > Having played DQ for decades and converted it to
> sci-fi about 5
> years ago
> > (Spacequest) am looking to port its grittiness and
> versatility to
> Victorian
> > Ages (~1860). im ok on weapons and such
> conversions but am looking
> for input
> > on 'Skills'
> >
> > so far i have (and there DQ equivalents to model
> on / adopt)
> >
> > Doctor healer
> > Professor bit troubadour, lore,
> > Military scientist same
> > Chemist alchemist
> > Merchant same
> > Engineer same
> > Mountebank thief
> > Theologist home clergy, missionary, or a student
> of study.
> > Streetwise spy
> > Explorer ranger/navigator
> >
> > Need a name for female only skill that can get
> around with seduction,
> > flirting and having a 'sugar daddy'
> >
> > looking for maybe 15 or so?
> >
> >
> > John
> >
> >
>
__________________________________________________________
> > MSN Hotmail is evolving - check out the new
> Windows Live Mail
> > http://ideas.live.com <http://ideas.live.com>
> >
>
>
>
>
>




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Group: DQ-RULES Message: 1034 From: davis john Date: 1/15/2007
Subject: Re: Victorian-Quest
Dillatante is fab

i was thinking along those lines but brain only found debutante

the only 'mystical' class groups i was thinking off was maybe:
illusionist/hynoptist type thing that i could add into astrologer...
theologist/clergy type i was gonna an ability a bit klike a troubadors
charm.....but to cause someone to feel their sins and back down, and maybe
some kind of 'rest the dead' ability, working the same way if the party i
play with wishes some kind of horror/occult touch

DQ is full of rituals so having the odd nemesis with such abilities would be
ok as well

Choosing 1864 ish as it after the great exhibition
weapons about to take a leap forward
europes nobility arent overly plaqued by anarchists/republicans as yet
party members can be a 'normal' but more adventurous citizen or more complex
background ssuch as:
--southern US gentry either escaping the war or raise aid for their cause
--veterans of the crimean war

ta for input thus far.

>From: Lev Lafayette <lev_lafayette@yahoo.com.au>
>Reply-To: dq-rules@yahoogroups.com
>To: dq-rules@yahoogroups.com
>Subject: RE: [dq-rules] Re: Victorian-Quest
>Date: Mon, 15 Jan 2007 01:33:20 -0800 (PST)
>
>
>*nods* I approve.
>
>Still, a party-fiend by any other name..
>
>--- WAKEFIELD Leigh <leigh_wakefield@mirashowers.com>
>wrote:
>
> > You could change Courtesan to Dilletante instead -
> > they tended to be
> > high-society with nothing better to do than arrange
> > paties or travel.
> >
> > Military Scientist could become Officer.
> >
> >
> >
> >
> >
> > ________________________________
> >
> > From: dq-rules@yahoogroups.com
> > [mailto:dq-rules@yahoogroups.com] On
> > Behalf Of darkislephil
> > Sent: 14 January 2007 23:50
> > To: dq-rules@yahoogroups.com
> > Subject: [dq-rules] Re: Victorian-Quest
> >
> >
> >
> > Diplomat comes to mind.
> >
> > You'll still need the Troubadour for the various
> > entertainer types.
> >
> > Law Enforcement
> >
> > Lawyer
> >
> > Detective
> >
> > I'm sure there are a ton of ideas in all the other
> > games that are
> > based around that period.
> >
> > Phil
> >
> > --- In dq-rules@yahoogroups.com
> > <mailto:dq-rules%40yahoogroups.com> ,
> > "davis john" <jrd123@...> wrote:
> > >
> > > Hi
> > >
> > > Having played DQ for decades and converted it to
> > sci-fi about 5
> > years ago
> > > (Spacequest) am looking to port its grittiness and
> > versatility to
> > Victorian
> > > Ages (~1860). im ok on weapons and such
> > conversions but am looking
> > for input
> > > on 'Skills'
> > >
> > > so far i have (and there DQ equivalents to model
> > on / adopt)
> > >
> > > Doctor healer
> > > Professor bit troubadour, lore,
> > > Military scientist same
> > > Chemist alchemist
> > > Merchant same
> > > Engineer same
> > > Mountebank thief
> > > Theologist home clergy, missionary, or a student
> > of study.
> > > Streetwise spy
> > > Explorer ranger/navigator
> > >
> > > Need a name for female only skill that can get
> > around with seduction,
> > > flirting and having a 'sugar daddy'
> > >
> > > looking for maybe 15 or so?
> > >
> > >
> > > John
> > >
> > >
> >
>__________________________________________________________
> > > MSN Hotmail is evolving - check out the new
> > Windows Live Mail
> > > http://ideas.live.com <http://ideas.live.com>
> > >
> >
> >
> >
> >
> >
>
>
>
>
>____________________________________________________________________________________
>Do you Yahoo!?
>Everyone is raving about the all-new Yahoo! Mail beta.
>http://new.mail.yahoo.com

_________________________________________________________________
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Group: DQ-RULES Message: 1035 From: WAKEFIELD Leigh Date: 1/15/2007
Subject: Re: Victorian-Quest
Glad to be of help.
 
If you are thinking of something "mystical" what about all the Indian Fakirs that became popular around the time, also what about the "Stage Magician" that HAS to be good for a few surprises - escapology and all that .  Have you seen the film The Prestige???
 
Regards
 
Leigh


From: dq-rules@yahoogroups.com [mailto:dq-rules@yahoogroups.com] On Behalf Of davis john
Sent: 15 January 2007 16:04
To: dq-rules@yahoogroups.com
Subject: RE: [dq-rules] Re: Victorian-Quest

Dillatante is fab

i was thinking along those lines but brain only found debutante

the only 'mystical' class groups i was thinking off was maybe:
illusionist/ hynoptist type thing that i could add into astrologer.. .
theologist/clergy type i was gonna an ability a bit klike a troubadors
charm.....but to cause someone to feel their sins and back down, and maybe
some kind of 'rest the dead' ability, working the same way if the party i
play with wishes some kind of horror/occult touch

DQ is full of rituals so having the odd nemesis with such abilities would be
ok as well

Choosing 1864 ish as it after the great exhibition
weapons about to take a leap forward
europes nobility arent overly plaqued by anarchists/republic ans as yet
party members can be a 'normal' but more adventurous citizen or more complex
background ssuch as:
--southern US gentry either escaping the war or raise aid for their cause
--veterans of the crimean war

ta for input thus far.

>From: Lev Lafayette <
href="mailto:lev_lafayette%40yahoo.com.au">lev_lafayette@ yahoo.com. au>
>Reply-To:
dq-rules@yahoogroup s.com
>To:
dq-rules@yahoogroup s.com
>Subject:
RE: [dq-rules] Re: Victorian-Quest
>Date: Mon, 15 Jan 2007 01:33:20 -0800
(PST)
>
>
>*nods* I approve.
>
>Still, a
party-fiend by any other name..
>
>--- WAKEFIELD Leigh <
href="mailto:leigh_wakefield%40mirashowers.com">leigh_wakefield@ mirashowers. com>
>wrote:
>
> > You could change Courtesan to Dilletante instead -
> > they tended
to be
> > high-society with nothing better to do than arrange
> > paties or travel.
> >
> > Military Scientist could become
Officer.
> >
> >
> >
> >
> >
> > ____________ _________ _________ __
> >
> > From:
href="mailto:dq-rules%40yahoogroups.com">dq-rules@yahoogroup s.com
> > [mailto:
href="mailto:dq-rules%40yahoogroups.com">dq-rules@yahoogroup s.com] On
> > Behalf Of darkislephil
> > Sent: 14 January 2007
23:50
> > To:
href="mailto:dq-rules%40yahoogroups.com">dq-rules@yahoogroup s.com
> > Subject: [dq-rules] Re: Victorian-Quest
> >
> >
> >
> > Diplomat comes to mind.
> >
> > You'll still
need the Troubadour for the various
> > entertainer types.
> >
> > Law Enforcement
> >
> > Lawyer
> >
> > Detective
> >
> > I'm sure there are a ton
of ideas in all the other
> > games that are
> > based around
that period.
> >
> > Phil
> >
> > --- In
href="mailto:dq-rules%40yahoogroups.com">dq-rules@yahoogroup s.com
> > <mailto:dq-rules% 40yahoogroups. com> ,
> > "davis
john" <jrd123@...> wrote:
> > >
> > > Hi
> > >
> > > Having played DQ for decades and converted it
to
> > sci-fi about 5
> > years ago
> > >
(Spacequest) am looking to port its grittiness and
> > versatility
to
> > Victorian
> > > Ages (~1860). im ok on weapons and
such
> > conversions but am looking
> > for input
> > > on 'Skills'
> > >
> > > so far i have (and there DQ
equivalents to model
> > on / adopt)
> > >
> > > Doctor healer
> > > Professor bit troubadour, lore,
> > > Military scientist same
> > > Chemist alchemist
> > > Merchant same
> > > Engineer same
> > >
Mountebank thief
> > > Theologist home clergy, missionary, or a
student
> > of study.
> > > Streetwise spy
> > > Explorer ranger/navigator
> > >
> > > Need a name
for female only skill that can get
> > around with seduction,
> > > flirting and having a 'sugar daddy'
> > >
> > > looking for maybe 15 or so?
> > >
> > >
> > > John
> > >
> > >
> >
>___________ _________ _________ _________ _________ _________ __
> > > MSN Hotmail is evolving - check out the new
> > Windows Live
Mail
> > >
href="http://ideas.live.com">http://ideas. live.com <http://ideas. live.com>
> > >
> >
> >
> >
> >
> >
>
>
>
>
>___________ _________ _________ _________ _________ _________ __
>Do
you Yahoo!?
>Everyone is raving about the all-new Yahoo! Mail
beta.
>
href="http://new.mail.yahoo.com">http://new.mail. yahoo.com

____________ _________ _________ _________ _________ _________ _
Find Love This New Year With match.com! http://msnuk. match.com

Group: DQ-RULES Message: 1036 From: davis john Date: 1/15/2007
Subject: Re: Victorian-Quest
yeah thats what i thought illusoinsit could be. havent seen movie , cant
think why i didnt?

may have fakir as nemesis types.

will type up my notes soon, and make available for comment

hope this isnt wandering off the group too much

John


>From: "WAKEFIELD Leigh" <leigh_wakefield@mirashowers.com>
>Reply-To: dq-rules@yahoogroups.com
>To: <dq-rules@yahoogroups.com>
>Subject: RE: [dq-rules] Re: Victorian-Quest
>Date: Mon, 15 Jan 2007 16:10:56 -0000
>
>Glad to be of help.
>
>If you are thinking of something "mystical" what about all the Indian
>Fakirs that became popular around the time, also what about the "Stage
>Magician" that HAS to be good for a few surprises - escapology and all
>that . Have you seen the film The Prestige???
>
>Regards
>
>Leigh
>

_________________________________________________________________
Be the first to hear what's new at MSN - sign up to our free newsletters!
http://www.msn.co.uk/newsletters
Group: DQ-RULES Message: 1037 From: John Rauchert Date: 1/15/2007
Subject: Re: Unknown Dragonquest Article ?
--- In dq-rules@yahoogroups.com, "darkislephil" <darkislephil@...>
wrote:

>They
> were brutally compressed and my OCR software just can't handle all the
> noise. I would like to combine them into one PDF file without all the
> nasty artifacting.


Thank the Gods for ABBY FineReader. It managed to OCR the images with
almost no problems.

I have uploaded a pdf version of the results and a word doc version for
those of you that want to play with it.

Note: I made some minor corrections to some spelling in the document. I
left the Australian spelling intact but changed some obvious errors
that were in the original.

For example

advatages > advantages
earnt > earned
damager > damage

John F. Rauchert
Group: DQ-RULES Message: 1038 From: darkislephil Date: 1/15/2007
Subject: Re: Unknown Dragonquest Article ?
Excellent news. Good work!

--- In dq-rules@yahoogroups.com, "John Rauchert" <jfrauchert@...> wrote:
>
> Thank the Gods for ABBY FineReader. It managed to OCR the images with
> almost no problems.
>
> I have uploaded a pdf version of the results and a word doc version for
> those of you that want to play with it.
>
> Note: I made some minor corrections to some spelling in the document. I
> left the Australian spelling intact but changed some obvious errors
> that were in the original.
>
> For example
>
> advatages > advantages
> earnt > earned
> damager > damage
>
> John F. Rauchert
>
Group: DQ-RULES Message: 1039 From: dbarrass_2000 Date: 1/16/2007
Subject: Re: Victorian-Quest
What about spiritualist?

David

--- In dq-rules@yahoogroups.com, "davis john" <jrd123@...> wrote:
>
> Dillatante is fab
>
> i was thinking along those lines but brain only found debutante
>
> the only 'mystical' class groups i was thinking off was maybe:
> illusionist/hynoptist type thing that i could add into astrologer...
> theologist/clergy type i was gonna an ability a bit klike a troubadors
> charm.....but to cause someone to feel their sins and back down, and
maybe
> some kind of 'rest the dead' ability, working the same way if the
party i
> play with wishes some kind of horror/occult touch
>
> DQ is full of rituals so having the odd nemesis with such abilities
would be
> ok as well
>
> Choosing 1864 ish as it after the great exhibition
> weapons about to take a leap forward
> europes nobility arent overly plaqued by anarchists/republicans as yet
> party members can be a 'normal' but more adventurous citizen or more
complex
> background ssuch as:
> --southern US gentry either escaping the war or raise aid for their
cause
> --veterans of the crimean war
>
> ta for input thus far.
>
> >From: Lev Lafayette <lev_lafayette@...>
> >Reply-To: dq-rules@yahoogroups.com
> >To: dq-rules@yahoogroups.com
> >Subject: RE: [dq-rules] Re: Victorian-Quest
> >Date: Mon, 15 Jan 2007 01:33:20 -0800 (PST)
> >
> >
> >*nods* I approve.
> >
> >Still, a party-fiend by any other name..
> >
> >--- WAKEFIELD Leigh <leigh_wakefield@...>
> >wrote:
> >
> > > You could change Courtesan to Dilletante instead -
> > > they tended to be
> > > high-society with nothing better to do than arrange
> > > paties or travel.
> > >
> > > Military Scientist could become Officer.
> > >
> > >
> > >
> > >
> > >
> > > ________________________________
> > >
> > > From: dq-rules@yahoogroups.com
> > > [mailto:dq-rules@yahoogroups.com] On
> > > Behalf Of darkislephil
> > > Sent: 14 January 2007 23:50
> > > To: dq-rules@yahoogroups.com
> > > Subject: [dq-rules] Re: Victorian-Quest
> > >
> > >
> > >
> > > Diplomat comes to mind.
> > >
> > > You'll still need the Troubadour for the various
> > > entertainer types.
> > >
> > > Law Enforcement
> > >
> > > Lawyer
> > >
> > > Detective
> > >
> > > I'm sure there are a ton of ideas in all the other
> > > games that are
> > > based around that period.
> > >
> > > Phil
> > >
> > > --- In dq-rules@yahoogroups.com
> > > <mailto:dq-rules%40yahoogroups.com> ,
> > > "davis john" <jrd123@> wrote:
> > > >
> > > > Hi
> > > >
> > > > Having played DQ for decades and converted it to
> > > sci-fi about 5
> > > years ago
> > > > (Spacequest) am looking to port its grittiness and
> > > versatility to
> > > Victorian
> > > > Ages (~1860). im ok on weapons and such
> > > conversions but am looking
> > > for input
> > > > on 'Skills'
> > > >
> > > > so far i have (and there DQ equivalents to model
> > > on / adopt)
> > > >
> > > > Doctor healer
> > > > Professor bit troubadour, lore,
> > > > Military scientist same
> > > > Chemist alchemist
> > > > Merchant same
> > > > Engineer same
> > > > Mountebank thief
> > > > Theologist home clergy, missionary, or a student
> > > of study.
> > > > Streetwise spy
> > > > Explorer ranger/navigator
> > > >
> > > > Need a name for female only skill that can get
> > > around with seduction,
> > > > flirting and having a 'sugar daddy'
> > > >
> > > > looking for maybe 15 or so?
> > > >
> > > >
> > > > John
> > > >
> > > >
> > >
> >__________________________________________________________
> > > > MSN Hotmail is evolving - check out the new
> > > Windows Live Mail
> > > > http://ideas.live.com <http://ideas.live.com>
> > > >
> > >
> > >
> > >
> > >
> > >
> >
> >
> >
> >
>
>____________________________________________________________________________________
> >Do you Yahoo!?
> >Everyone is raving about the all-new Yahoo! Mail beta.
> >http://new.mail.yahoo.com
>
> _________________________________________________________________
> Find Love This New Year With match.com! http://msnuk.match.com
>
Group: DQ-RULES Message: 1040 From: davis john Date: 1/16/2007
Subject: Victorian-Quest
will change MA to mystical awareness, to represent that which the mind can
fathom to be 'unreal' and 'paranormal'

one skill group will be Occult (for nemesis only ie not PC's) though PC's
skill groups may give access to knowledge

I have this as one ability for the theologist. It is a mix of current DQ
classes as im not trying to re-invent the wheel as it where.

[62.6] A Theologist can use a sermon to strike the fear of god into men, and
to rest the dead.
A Theologist may use his voice on not more than (1 + [1 per extra Rank] )
beings who can understand the language which he speaks and have similar
spiritual beliefs. The Theologist may not use a sermon in combat, but may
use it against hostile beings. A Willpower check must be made for every
being the theologist hopes to affect. The success percentage for the
Willpower check is (20+[10 x Theologist's Rank] -[2x Being's Willpower] )%.
Modifiers:
-20% if the target is of a totally different spiritual view (that is islam,
Christianity and Judaism are similar, Sikhism and Hinduism are not), or more
rarely, the victim is agnostic.
+10% if the attempt is made on ground holy to the theologist.
+10% if the attempt is made against undead and it is day-time
-10% if the attempt is made against undead and it is night-time.


If the roll is less than or equal to the success percentage, the being is
'rebuked' by the 'sins of his life' OR is in 'mortal dread that his time
cometh'. If the theologist chooses to rebuke the victims then the following
affects occur:

DURATION: 10 seconds x [D - 5] x Rank (x 1, if unranked)
All entities subject to the sermon have their running, crawling, f or
swimming speed halved and have the time it takes them to do anything on the
Tactical Display doubled (e.g., they could only attack once every two
Pulses).

If he wishes the target to suffer mortal dread, This forces the being to
roll on the following table.

01-20 Target is wary and suffers a subtraction of 5 from all Strike Chances
for remainder of Pulse.
21-25 Target flies into a berserk rage and immediately attempts to attack
(within the limits of movement) the object of his rage (the Theologist )He
will Charge if possible and attempt to Grapple. All Strike Checks against
him are increased by 10 and all Strike Checks which he makes are increased
by 10.
26-76 Target flees as rapidly as possible away from the source of his
terror.
77-90 Character is immobilized as if stunned and adds 5 to all subsequent
rolls on the Mortal Dread Table this day.
91-95 Target becomes hysterical and will continue to stand in place and
scream until snapped out of it (GM determines how this occurs). Add 15 to
subsequent rolls on the Mortal Dread Table this day.
96-100 Target's hair turns white as he becomes totally catatonic (as if
stunned). Add 15 to subsequent rolls on the Mortal Dread Table this day.
101-106 Target faints dead away (collapsing to the ground). He remains
unconscious for [D + 6] minutes. Add 10 to all subsequent rolls on the
Mortal Dread Table this day.
107-110 Target suffers a heart attack. The result is the same as for
101-106 except that the target may not move about under his own power for
the remainder of the day and suffers a decrease of 2 in all characteristics
until he has spent one month resting in bed.
111 + Target suffers a heart attack and must have medical attention
(cardiovascular resuscitation) within one minute (12 Pulses of combat) or
die. If he does survive, all subsequent rolls on the Mortal Dread Table are
increased by 20 this day

If the target is undead and is affected by the theologist its spirit is
rested and departs this mortal world for eternal peace in the afterlife.

A theologist must spend (15 - Rank) Fatigue Points every time he uses the
sermon ability

yeah it is a mix of troubador/fear table n slow spell.


>From: "dbarrass_2000" <david.barrass@ed.ac.uk>
>Reply-To: dq-rules@yahoogroups.com
>To: dq-rules@yahoogroups.com
>Subject: [dq-rules] Re: Victorian-Quest
>Date: Tue, 16 Jan 2007 09:46:52 -0000
>
>What about spiritualist?
>
>

_________________________________________________________________
MSN Hotmail is evolving � check out the new Windows Live Mail
http://ideas.live.com
Group: DQ-RULES Message: 1041 From: WAKEFIELD Leigh Date: 1/16/2007
Subject: Re: Victorian-Quest
Seems pretty reasonable to me.
I had to smile though - I would LOVE to see a Theologist use Mortal Fear
against a creature he didn't realise was undead (Vampire maybe). Does
this mean that if the roll is high enough the Vampire would still suffer
a heart attack - even if it's already dead?

:)

-----Original Message-----
From: dq-rules@yahoogroups.com [mailto:dq-rules@yahoogroups.com] On
Behalf Of davis john
Sent: 16 January 2007 16:08
To: dq-rules@yahoogroups.com
Subject: [dq-rules] Victorian-Quest

will change MA to mystical awareness, to represent that which the mind
can fathom to be 'unreal' and 'paranormal'

one skill group will be Occult (for nemesis only ie not PC's) though
PC's skill groups may give access to knowledge

I have this as one ability for the theologist. It is a mix of current DQ
classes as im not trying to re-invent the wheel as it where.

[62.6] A Theologist can use a sermon to strike the fear of god into men,
and to rest the dead.
A Theologist may use his voice on not more than (1 + [1 per extra Rank]
) beings who can understand the language which he speaks and have
similar spiritual beliefs. The Theologist may not use a sermon in
combat, but may use it against hostile beings. A Willpower check must be
made for every being the theologist hopes to affect. The success
percentage for the Willpower check is (20+[10 x Theologist's Rank] -[2x
Being's Willpower] )%.
Modifiers:
-20% if the target is of a totally different spiritual view (that is
islam, Christianity and Judaism are similar, Sikhism and Hinduism are
not), or more rarely, the victim is agnostic.
+10% if the attempt is made on ground holy to the theologist.
+10% if the attempt is made against undead and it is day-time
-10% if the attempt is made against undead and it is night-time.


If the roll is less than or equal to the success percentage, the being
is 'rebuked' by the 'sins of his life' OR is in 'mortal dread that his
time cometh'. If the theologist chooses to rebuke the victims then the
following affects occur:

DURATION: 10 seconds x [D - 5] x Rank (x 1, if unranked) All entities
subject to the sermon have their running, crawling, f or swimming speed
halved and have the time it takes them to do anything on the Tactical
Display doubled (e.g., they could only attack once every two Pulses).

If he wishes the target to suffer mortal dread, This forces the being to
roll on the following table.

01-20 Target is wary and suffers a subtraction of 5 from all Strike
Chances for remainder of Pulse.
21-25 Target flies into a berserk rage and immediately attempts to
attack (within the limits of movement) the object of his rage (the
Theologist )He will Charge if possible and attempt to Grapple. All
Strike Checks against him are increased by 10 and all Strike Checks
which he makes are increased by 10.
26-76 Target flees as rapidly as possible away from the source of his
terror.
77-90 Character is immobilized as if stunned and adds 5 to all
subsequent rolls on the Mortal Dread Table this day.
91-95 Target becomes hysterical and will continue to stand in place and
scream until snapped out of it (GM determines how this occurs). Add 15
to subsequent rolls on the Mortal Dread Table this day.
96-100 Target's hair turns white as he becomes totally catatonic (as if
stunned). Add 15 to subsequent rolls on the Mortal Dread Table this
day.
101-106 Target faints dead away (collapsing to the ground). He remains
unconscious for [D + 6] minutes. Add 10 to all subsequent rolls on the
Mortal Dread Table this day.
107-110 Target suffers a heart attack. The result is the same as for
101-106 except that the target may not move about under his own power
for the remainder of the day and suffers a decrease of 2 in all
characteristics until he has spent one month resting in bed.
111 + Target suffers a heart attack and must have medical attention
(cardiovascular resuscitation) within one minute (12 Pulses of combat)
or die. If he does survive, all subsequent rolls on the Mortal Dread
Table are increased by 20 this day

If the target is undead and is affected by the theologist its spirit is
rested and departs this mortal world for eternal peace in the afterlife.

A theologist must spend (15 - Rank) Fatigue Points every time he uses
the sermon ability

yeah it is a mix of troubador/fear table n slow spell.


>From: "dbarrass_2000" <david.barrass@ed.ac.uk>
>Reply-To: dq-rules@yahoogroups.com
>To: dq-rules@yahoogroups.com
>Subject: [dq-rules] Re: Victorian-Quest
>Date: Tue, 16 Jan 2007 09:46:52 -0000
>
>What about spiritualist?
>
>

_________________________________________________________________
MSN Hotmail is evolving - check out the new Windows Live Mail
http://ideas.live.com



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Group: DQ-RULES Message: 1042 From: davis john Date: 1/16/2007
Subject: Re: Victorian-Quest
no, but the undead would be rested. Its more for restful spriits, revenants,
haunts and ghosts , maybe classical ghoul, rather than vampyrs and wights.

most undead have very high willpower, something very strong ties them to
this world, so only very powerful theologists could hope to settle them this
way. more likely they help the lost soul complete its task, find a lost item
held dear, stuff like that..


>From: "WAKEFIELD Leigh" <leigh_wakefield@mirashowers.com>
>Reply-To: dq-rules@yahoogroups.com
>To: <dq-rules@yahoogroups.com>
>Subject: RE: [dq-rules] Victorian-Quest
>Date: Tue, 16 Jan 2007 16:28:19 -0000
>
>Seems pretty reasonable to me.
>I had to smile though - I would LOVE to see a Theologist use Mortal Fear
>against a creature he didn't realise was undead (Vampire maybe). Does
>this mean that if the roll is high enough the Vampire would still suffer
>a heart attack - even if it's already dead?
>
>:)
>
>-----Original Message-----
>From: dq-rules@yahoogroups.com [mailto:dq-rules@yahoogroups.com] On
>Behalf Of davis john
>Sent: 16 January 2007 16:08
>To: dq-rules@yahoogroups.com
>Subject: [dq-rules] Victorian-Quest
>
>will change MA to mystical awareness, to represent that which the mind
>can fathom to be 'unreal' and 'paranormal'
>
>one skill group will be Occult (for nemesis only ie not PC's) though
>PC's skill groups may give access to knowledge
>
>I have this as one ability for the theologist. It is a mix of current DQ
>classes as im not trying to re-invent the wheel as it where.
>
>[62.6] A Theologist can use a sermon to strike the fear of god into men,
>and to rest the dead.
>A Theologist may use his voice on not more than (1 + [1 per extra Rank]
>) beings who can understand the language which he speaks and have
>similar spiritual beliefs. The Theologist may not use a sermon in
>combat, but may use it against hostile beings. A Willpower check must be
>made for every being the theologist hopes to affect. The success
>percentage for the Willpower check is (20+[10 x Theologist's Rank] -[2x
>Being's Willpower] )%.
>Modifiers:
>-20% if the target is of a totally different spiritual view (that is
>islam, Christianity and Judaism are similar, Sikhism and Hinduism are
>not), or more rarely, the victim is agnostic.
>+10% if the attempt is made on ground holy to the theologist.
>+10% if the attempt is made against undead and it is day-time
>-10% if the attempt is made against undead and it is night-time.
>
>
>If the roll is less than or equal to the success percentage, the being
>is 'rebuked' by the 'sins of his life' OR is in 'mortal dread that his
>time cometh'. If the theologist chooses to rebuke the victims then the
>following affects occur:
>
>DURATION: 10 seconds x [D - 5] x Rank (x 1, if unranked) All entities
>subject to the sermon have their running, crawling, f or swimming speed
>halved and have the time it takes them to do anything on the Tactical
>Display doubled (e.g., they could only attack once every two Pulses).
>
>If he wishes the target to suffer mortal dread, This forces the being to
>roll on the following table.
>
>01-20 Target is wary and suffers a subtraction of 5 from all Strike
>Chances for remainder of Pulse.
>21-25 Target flies into a berserk rage and immediately attempts to
>attack (within the limits of movement) the object of his rage (the
>Theologist )He will Charge if possible and attempt to Grapple. All
>Strike Checks against him are increased by 10 and all Strike Checks
>which he makes are increased by 10.
>26-76 Target flees as rapidly as possible away from the source of his
>terror.
>77-90 Character is immobilized as if stunned and adds 5 to all
>subsequent rolls on the Mortal Dread Table this day.
>91-95 Target becomes hysterical and will continue to stand in place and
>scream until snapped out of it (GM determines how this occurs). Add 15
>to subsequent rolls on the Mortal Dread Table this day.
>96-100 Target's hair turns white as he becomes totally catatonic (as if
>stunned). Add 15 to subsequent rolls on the Mortal Dread Table this
>day.
>101-106 Target faints dead away (collapsing to the ground). He remains
>unconscious for [D + 6] minutes. Add 10 to all subsequent rolls on the
>Mortal Dread Table this day.
>107-110 Target suffers a heart attack. The result is the same as for
>101-106 except that the target may not move about under his own power
>for the remainder of the day and suffers a decrease of 2 in all
>characteristics until he has spent one month resting in bed.
>111 + Target suffers a heart attack and must have medical attention
>(cardiovascular resuscitation) within one minute (12 Pulses of combat)
>or die. If he does survive, all subsequent rolls on the Mortal Dread
>Table are increased by 20 this day
>
>If the target is undead and is affected by the theologist its spirit is
>rested and departs this mortal world for eternal peace in the afterlife.
>
>A theologist must spend (15 - Rank) Fatigue Points every time he uses
>the sermon ability
>
>yeah it is a mix of troubador/fear table n slow spell.
>
>
> >From: "dbarrass_2000" <david.barrass@ed.ac.uk>
> >Reply-To: dq-rules@yahoogroups.com
> >To: dq-rules@yahoogroups.com
> >Subject: [dq-rules] Re: Victorian-Quest
> >Date: Tue, 16 Jan 2007 09:46:52 -0000
> >
> >What about spiritualist?
> >
> >
>
>_________________________________________________________________
>MSN Hotmail is evolving - check out the new Windows Live Mail
>http://ideas.live.com
>
>
>
>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
>
>
>

_________________________________________________________________
MSN Hotmail is evolving � check out the new Windows Live Mail
http://ideas.live.com
Group: DQ-RULES Message: 1043 From: WAKEFIELD Leigh Date: 1/16/2007
Subject: Re: Victorian-Quest
I kinda thought you'd say that, but you gotta admit it would be funny!

-----Original Message-----
From: dq-rules@yahoogroups.com [mailto:dq-rules@yahoogroups.com] On
Behalf Of davis john
Sent: 16 January 2007 16:44
To: dq-rules@yahoogroups.com
Subject: RE: [dq-rules] Victorian-Quest

no, but the undead would be rested. Its more for restful spriits,
revenants, haunts and ghosts , maybe classical ghoul, rather than
vampyrs and wights.

most undead have very high willpower, something very strong ties them to
this world, so only very powerful theologists could hope to settle them
this way. more likely they help the lost soul complete its task, find a
lost item held dear, stuff like that..


>From: "WAKEFIELD Leigh" <leigh_wakefield@mirashowers.com>
>Reply-To: dq-rules@yahoogroups.com
>To: <dq-rules@yahoogroups.com>
>Subject: RE: [dq-rules] Victorian-Quest
>Date: Tue, 16 Jan 2007 16:28:19 -0000
>
>Seems pretty reasonable to me.
>I had to smile though - I would LOVE to see a Theologist use Mortal
>Fear against a creature he didn't realise was undead (Vampire maybe).
>Does this mean that if the roll is high enough the Vampire would still
>suffer a heart attack - even if it's already dead?
>
>:)
>
>-----Original Message-----
>From: dq-rules@yahoogroups.com [mailto:dq-rules@yahoogroups.com] On
>Behalf Of davis john
>Sent: 16 January 2007 16:08
>To: dq-rules@yahoogroups.com
>Subject: [dq-rules] Victorian-Quest
>
>will change MA to mystical awareness, to represent that which the mind
>can fathom to be 'unreal' and 'paranormal'
>
>one skill group will be Occult (for nemesis only ie not PC's) though
>PC's skill groups may give access to knowledge
>
>I have this as one ability for the theologist. It is a mix of current
>DQ classes as im not trying to re-invent the wheel as it where.
>
>[62.6] A Theologist can use a sermon to strike the fear of god into
>men, and to rest the dead.
>A Theologist may use his voice on not more than (1 + [1 per extra Rank]
>) beings who can understand the language which he speaks and have
>similar spiritual beliefs. The Theologist may not use a sermon in
>combat, but may use it against hostile beings. A Willpower check must
>be made for every being the theologist hopes to affect. The success
>percentage for the Willpower check is (20+[10 x Theologist's Rank] -[2x

>Being's Willpower] )%.
>Modifiers:
>-20% if the target is of a totally different spiritual view (that is
>islam, Christianity and Judaism are similar, Sikhism and Hinduism are
>not), or more rarely, the victim is agnostic.
>+10% if the attempt is made on ground holy to the theologist.
>+10% if the attempt is made against undead and it is day-time
>-10% if the attempt is made against undead and it is night-time.
>
>
>If the roll is less than or equal to the success percentage, the being
>is 'rebuked' by the 'sins of his life' OR is in 'mortal dread that his
>time cometh'. If the theologist chooses to rebuke the victims then the
>following affects occur:
>
>DURATION: 10 seconds x [D - 5] x Rank (x 1, if unranked) All entities
>subject to the sermon have their running, crawling, f or swimming speed

>halved and have the time it takes them to do anything on the Tactical
>Display doubled (e.g., they could only attack once every two Pulses).
>
>If he wishes the target to suffer mortal dread, This forces the being
>to roll on the following table.
>
>01-20 Target is wary and suffers a subtraction of 5 from all Strike
>Chances for remainder of Pulse.
>21-25 Target flies into a berserk rage and immediately attempts to
>attack (within the limits of movement) the object of his rage (the
>Theologist )He will Charge if possible and attempt to Grapple. All
>Strike Checks against him are increased by 10 and all Strike Checks
>which he makes are increased by 10.
>26-76 Target flees as rapidly as possible away from the source of his
>terror.
>77-90 Character is immobilized as if stunned and adds 5 to all
>subsequent rolls on the Mortal Dread Table this day.
>91-95 Target becomes hysterical and will continue to stand in place and

>scream until snapped out of it (GM determines how this occurs). Add 15

>to subsequent rolls on the Mortal Dread Table this day.
>96-100 Target's hair turns white as he becomes totally catatonic (as if

>stunned). Add 15 to subsequent rolls on the Mortal Dread Table this
>day.
>101-106 Target faints dead away (collapsing to the ground). He remains

>unconscious for [D + 6] minutes. Add 10 to all subsequent rolls on the

>Mortal Dread Table this day.
>107-110 Target suffers a heart attack. The result is the same as for
>101-106 except that the target may not move about under his own power
>for the remainder of the day and suffers a decrease of 2 in all
>characteristics until he has spent one month resting in bed.
>111 + Target suffers a heart attack and must have medical attention
>(cardiovascular resuscitation) within one minute (12 Pulses of combat)
>or die. If he does survive, all subsequent rolls on the Mortal Dread
>Table are increased by 20 this day
>
>If the target is undead and is affected by the theologist its spirit is

>rested and departs this mortal world for eternal peace in the
afterlife.
>
>A theologist must spend (15 - Rank) Fatigue Points every time he uses
>the sermon ability
>
>yeah it is a mix of troubador/fear table n slow spell.
>
>
> >From: "dbarrass_2000" <david.barrass@ed.ac.uk>
> >Reply-To: dq-rules@yahoogroups.com
> >To: dq-rules@yahoogroups.com
> >Subject: [dq-rules] Re: Victorian-Quest
> >Date: Tue, 16 Jan 2007 09:46:52 -0000
> >
> >What about spiritualist?
> >
> >
>
>_________________________________________________________________
>MSN Hotmail is evolving - check out the new Windows Live Mail
>http://ideas.live.com
>
>
>
>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
>
>
>

_________________________________________________________________
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http://ideas.live.com



To Post a message, send it to: dq-rules@eGroups.com
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Yahoo! Groups Links
Group: DQ-RULES Message: 1044 From: Ran Hardin Date: 1/16/2007
Subject: Re: Experience considerations
Oh, man. My bad. I thoroughly misread your post.

Is there anyone else who gives out XP only at the conclusion of an
adventure? I think my old group would kill me if I tried that :)

--- In dq-rules@yahoogroups.com, "darkislephil" <darkislephil@...>
wrote:
>
> Doesn't really sound like you are interpreting things all that
> differently from the way I do it. For example, in an adventure that
> lasted six sessions earlier this year, these are the base awards I
> handed out for each session:
>
> 600, 750, 750, 600, 900 and 1200
>
> The amount depended on how much progress the group made towards the
> end of the adventure. I mostly give the full award at the completion
> of the adventure but have on occasion also given it out for a
> significant mid-point session. I don't give out XP each session. It
is
> all awarded at the conclusion of the adventure.
>
> Phil
>
>
> --- In dq-rules@yahoogroups.com, "Ran Hardin" <dantalion64@> wrote:
> >
> >
> > Wow! I think I would be considered an absolute miser of a GM
compared
> > to some others. I interpret the experience rewards rules
differently
> > (all references are to the open source version):
> >
> > [160.1] says, in part "The totals listed in rule 160.2 are also
> > intended as guides for awards given during an unfinished
adventure"
> > (my emphasis).
> >
> > [160.2] says "The base Experience Point award for a character at
the
> > conclusion of an adventure depends upon the character's
proficiency
> > and the success or failure of the common mission…. The base award
> > for a character is doubled if the mission of his party succeeds"
> > (again, my emphasis).
> >
> > So the real question is "What is a mission?" (or "What is an
> > adventure?" since the two terms are used somewhat interchangeably
in
> > [160].) To my mind, a "mission" is a significant achievement.
> > It's not just a question of whether the party has
> > "succeeded" in some way during each five-hour session. There
> > should be some sort of definite plot or mission at hand the
players are
> > trying to fulfill, and something more substantial than an episode
of
> > KTGP (my group's slang for "Kill the monsters, Take their
treasure, Go
> > back to town, and have a Party"). To me, the process of
discovering,
> > pursuing, and succeeding in a mission would usually not be
contained in
> > one or two five-hour sessions.
> >
> > As a rough guess, I would say I only have given the Successful
Mission
> > double-award once every six sessions or so. Sometimes it would
be more
> > often, but this was only when the conclusion of different plot
lines
> > coincided somewhat closely (usually there were several plots that
could
> > be classified as "missions" running simultaneously). It was
> > always a big deal in our group when that double-award came – it
was
> > so exciting because of its rarity.
> >
> > I think I developed this attitude from the admonition in
[160]: "The
> > distribution of too many Experience Points to the player
characters will
> > result in the characters becoming disproportionately
powerful….This
> > short-term gain belies the long-term disservice the GM and
> > players have done to themselves: the exploits of the characters
will
> > have been cheapened by the ease which one can become a mighty
hero or
> > wizard."
> >
> >
> >
> > I should temper this by saying that I would give RP bonuses, and
as
> > sometimes I incorporated some considerable game-calendar downtime
> > between sessions, I'd allow characters to use their skills to earn
> > "side XP" as described in [160.4], so I'm not a total
> > tyrant. :)
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > --- In dq-rules@yahoogroups.com, Lev Lafayette <lev_lafayette@>
> > wrote:
> > >
> > >
> > > --- darkislephil darkislephil@ wrote:
> > >
> > > > And technically the XP award isn't per adventure but
> > > > per session:
> > > >
> > > > "[86.1] The GM should make one set of Experience
> > > > Point awards for
> > > > every five hours of effective play during one
> > > > session."
> > > >
> > > > So they would be getting more than 1200 every 2
> > > > weeks.
> > >
> > > Ahh yes, I'd forgotten about that. My bad.
> > >
> > > But it does raise the question - how is one supposed
> > > to work out whether the party has succeeded within the
> > > five hour timeframe?
> > >
> > > __________________________________________________
> > > Do You Yahoo!?
> > > Tired of spam? Yahoo! Mail has the best spam protection around
> > > http://mail.yahoo.com
> > >
> >
>
Group: DQ-RULES Message: 1045 From: Lev Lafayette Date: 1/16/2007
Subject: Re: Experience considerations
The only problem (indeed, imposssibility) is
determining whether they've succeeded in the adventure
*prior* to the conclusion of the adventure.

The only way around that I can see is giving bonus XP
at the *end* of the adventure as a bonus if, and only
if, the mission succeeds.

--- Ran Hardin <dantalion64@excite.com> wrote:

> Oh, man. My bad. I thoroughly misread your post.
>
> Is there anyone else who gives out XP only at the
> conclusion of an
> adventure? I think my old group would kill me if I
> tried that :)
>
> --- In dq-rules@yahoogroups.com, "darkislephil"
> <darkislephil@...>
> wrote:
> >
> > Doesn't really sound like you are interpreting
> things all that
> > differently from the way I do it. For example, in
> an adventure that
> > lasted six sessions earlier this year, these are
> the base awards I
> > handed out for each session:
> >
> > 600, 750, 750, 600, 900 and 1200
> >
> > The amount depended on how much progress the group
> made towards the
> > end of the adventure. I mostly give the full award
> at the completion
> > of the adventure but have on occasion also given
> it out for a
> > significant mid-point session. I don't give out XP
> each session. It
> is
> > all awarded at the conclusion of the adventure.
> >
> > Phil
> >
> >
> > --- In dq-rules@yahoogroups.com, "Ran Hardin"
> <dantalion64@> wrote:
> > >
> > >
> > > Wow! I think I would be considered an absolute
> miser of a GM
> compared
> > > to some others. I interpret the experience
> rewards rules
> differently
> > > (all references are to the open source version):
> > >
> > > [160.1] says, in part "The totals listed in
> rule 160.2 are also
> > > intended as guides for awards given during an
> unfinished
> adventure"
> > > (my emphasis).
> > >
> > > [160.2] says "The base Experience Point award
> for a character at
> the
> > > conclusion of an adventure depends upon the
> character's
> proficiency
> > > and the success or failure of the common
> mission…. The base award
> > > for a character is doubled if the mission of his
> party succeeds"
> > > (again, my emphasis).
> > >
> > > So the real question is "What is a mission?" (or
> "What is an
> > > adventure?" since the two terms are used
> somewhat interchangeably
> in
> > > [160].) To my mind, a "mission" is a
> significant achievement.
> > > It's not just a question of whether the party
> has
> > > "succeeded" in some way during each five-hour
> session. There
> > > should be some sort of definite plot or mission
> at hand the
> players are
> > > trying to fulfill, and something more
> substantial than an episode
> of
> > > KTGP (my group's slang for "Kill the monsters,
> Take their
> treasure, Go
> > > back to town, and have a Party"). To me, the
> process of
> discovering,
> > > pursuing, and succeeding in a mission would
> usually not be
> contained in
> > > one or two five-hour sessions.
> > >
> > > As a rough guess, I would say I only have given
> the Successful
> Mission
> > > double-award once every six sessions or so.
> Sometimes it would
> be more
> > > often, but this was only when the conclusion of
> different plot
> lines
> > > coincided somewhat closely (usually there were
> several plots that
> could
> > > be classified as "missions" running
> simultaneously). It was
> > > always a big deal in our group when that
> double-award came – it
> was
> > > so exciting because of its rarity.
> > >
> > > I think I developed this attitude from the
> admonition in
> [160]: "The
> > > distribution of too many Experience Points to
> the player
> characters will
> > > result in the characters becoming
> disproportionately
> powerful….This
> > > short-term gain belies the long-term disservice
> the GM and
> > > players have done to themselves: the exploits of
> the characters
> will
> > > have been cheapened by the ease which one can
> become a mighty
> hero or
> > > wizard."
> > >
> > >
> > >
> > > I should temper this by saying that I would give
> RP bonuses, and
> as
> > > sometimes I incorporated some considerable
> game-calendar downtime
> > > between sessions, I'd allow characters to use
> their skills to earn
> > > "side XP" as described in [160.4], so I'm not a
> total
> > > tyrant. :)
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > > --- In dq-rules@yahoogroups.com, Lev Lafayette
> <lev_lafayette@>
> > > wrote:
> > > >
> > > >
> > > > --- darkislephil darkislephil@ wrote:
> > > >
> > > > > And technically the XP award isn't per
> adventure but
> > > > > per session:
> > > > >
> > > > > "[86.1] The GM should make one set of
> Experience
> > > > > Point awards for
> > > > > every five hours of effective play during
> one
> > > > > session."
> > > > >
> > > > > So they would be getting more than 1200
> every 2
> > > > > weeks.
> > > >
> > > > Ahh yes, I'd forgotten about that. My bad.
> > > >
> > > > But it does raise the question - how is one
> supposed
> > > > to work out whether the party has succeeded
> within the
> > > > five hour timeframe?
> > > >
> > > >
> __________________________________________________
> > > > Do You Yahoo!?
> > > > Tired of spam? Yahoo! Mail has the best spam
> protection around
> > > > http://mail.yahoo.com
> > > >
> > >
> >
>
>
>




____________________________________________________________________________________
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Group: DQ-RULES Message: 1046 From: Mornak Date: 1/17/2007
Subject: Re: Experience considerations
In my group I always give XP only at the end of the adventure
I`ve never let anybody to spend any XP during the adventure. that's
why interadventure time exists

On 1/16/07, Lev Lafayette <lev_lafayette@yahoo.com.au> wrote:
>
>
>
>
>
>
>
> The only problem (indeed, imposssibility) is
> determining whether they've succeeded in the adventure
> *prior* to the conclusion of the adventure.
>
> The only way around that I can see is giving bonus XP
> at the *end* of the adventure as a bonus if, and only
> if, the mission succeeds.
>
>
> --- Ran Hardin <dantalion64@excite.com> wrote:
>
> > Oh, man. My bad. I thoroughly misread your post.
> >
> > Is there anyone else who gives out XP only at the
> > conclusion of an
> > adventure? I think my old group would kill me if I
> > tried that :)
> >
> > --- In dq-rules@yahoogroups.com, "darkislephil"
> > <darkislephil@...>
> > wrote:
> > >
> > > Doesn't really sound like you are interpreting
> > things all that
> > > differently from the way I do it. For example, in
> > an adventure that
> > > lasted six sessions earlier this year, these are
> > the base awards I
> > > handed out for each session:
> > >
> > > 600, 750, 750, 600, 900 and 1200
> > >
> > > The amount depended on how much progress the group
> > made towards the
> > > end of the adventure. I mostly give the full award
> > at the completion
> > > of the adventure but have on occasion also given
> > it out for a
> > > significant mid-point session. I don't give out XP
> > each session. It
> > is
> > > all awarded at the conclusion of the adventure.
> > >
> > > Phil
> > >
> > >
> > > --- In dq-rules@yahoogroups.com, "Ran Hardin"
> > <dantalion64@> wrote:
> > > >
> > > >
> > > > Wow! I think I would be considered an absolute
> > miser of a GM
> > compared
> > > > to some others. I interpret the experience
> > rewards rules
> > differently
> > > > (all references are to the open source version):
> > > >
> > > > [160.1] says, in part "The totals listed in
> > rule 160.2 are also
> > > > intended as guides for awards given during an
> > unfinished
> > adventure"
> > > > (my emphasis).
> > > >
> > > > [160.2] says "The base Experience Point award
> > for a character at
> > the
> > > > conclusion of an adventure depends upon the
> > character's
> > proficiency
> > > > and the success or failure of the common
> > mission…. The base award
> > > > for a character is doubled if the mission of his
> > party succeeds"
> > > > (again, my emphasis).
> > > >
> > > > So the real question is "What is a mission?" (or
> > "What is an
> > > > adventure?" since the two terms are used
> > somewhat interchangeably
> > in
> > > > [160].) To my mind, a "mission" is a
> > significant achievement.
> > > > It's not just a question of whether the party
> > has
> > > > "succeeded" in some way during each five-hour
> > session. There
> > > > should be some sort of definite plot or mission
> > at hand the
> > players are
> > > > trying to fulfill, and something more
> > substantial than an episode
> > of
> > > > KTGP (my group's slang for "Kill the monsters,
> > Take their
> > treasure, Go
> > > > back to town, and have a Party"). To me, the
> > process of
> > discovering,
> > > > pursuing, and succeeding in a mission would
> > usually not be
> > contained in
> > > > one or two five-hour sessions.
> > > >
> > > > As a rough guess, I would say I only have given
> > the Successful
> > Mission
> > > > double-award once every six sessions or so.
> > Sometimes it would
> > be more
> > > > often, but this was only when the conclusion of
> > different plot
> > lines
> > > > coincided somewhat closely (usually there were
> > several plots that
> > could
> > > > be classified as "missions" running
> > simultaneously). It was
> > > > always a big deal in our group when that
> > double-award came – it
> > was
> > > > so exciting because of its rarity.
> > > >
> > > > I think I developed this attitude from the
> > admonition in
> > [160]: "The
> > > > distribution of too many Experience Points to
> > the player
> > characters will
> > > > result in the characters becoming
> > disproportionately
> > powerful….This
> > > > short-term gain belies the long-term disservice
> > the GM and
> > > > players have done to themselves: the exploits of
> > the characters
> > will
> > > > have been cheapened by the ease which one can
> > become a mighty
> > hero or
> > > > wizard."
> > > >
> > > >
> > > >
> > > > I should temper this by saying that I would give
> > RP bonuses, and
> > as
> > > > sometimes I incorporated some considerable
> > game-calendar downtime
> > > > between sessions, I'd allow characters to use
> > their skills to earn
> > > > "side XP" as described in [160.4], so I'm not a
> > total
> > > > tyrant. :)
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > > --- In dq-rules@yahoogroups.com, Lev Lafayette
> > <lev_lafayette@>
> > > > wrote:
> > > > >
> > > > >
> > > > > --- darkislephil darkislephil@ wrote:
> > > > >
> > > > > > And technically the XP award isn't per
> > adventure but
> > > > > > per session:
> > > > > >
> > > > > > "[86.1] The GM should make one set of
> > Experience
> > > > > > Point awards for
> > > > > > every five hours of effective play during
> > one
> > > > > > session."
> > > > > >
> > > > > > So they would be getting more than 1200
> > every 2
> > > > > > weeks.
> > > > >
> > > > > Ahh yes, I'd forgotten about that. My bad.
> > > > >
> > > > > But it does raise the question - how is one
> > supposed
> > > > > to work out whether the party has succeeded
> > within the
> > > > > five hour timeframe?
> > > > >
> > > > >
> > __________________________________________________
> > > > > Do You Yahoo!?
> > > > > Tired of spam? Yahoo! Mail has the best spam
> > protection around
> > > > > http://mail.yahoo.com
> > > > >
> > > >
> > >
> >
> >
> >
>
> __________________________________________________________
> Cheap talk?
> Check out Yahoo! Messenger's low PC-to-Phone call rates.
> http://voice.yahoo.com
>
>
>



--
"The life of a software architect is a long (and sometimes painful)
succession of suboptimal decisions made partly in the dark."

-------------------------------------
<EPI/> - Deploying ideas
-------------------------------------
Ing. Diego H. Mornacco
Arquitecto
Epidata Consulting
Maipú 521 1er piso Of. A
Ofi: 5031 0060 / 61
Cel: 15-5884-0040
www.epidataconsulting.com
Group: DQ-RULES Message: 1047 From: John Mark Bagnall Date: 1/17/2007
Subject: Re: Victorian-Quest
Try Doyle's "Holmes" stories. lots of things there as they are set
in about that era. ie: Constable; Inspector; Private Investigator;
Marine Sargent; Batman; etc.
--- In dq-rules@yahoogroups.com, "darkislephil" <darkislephil@...>
wrote:
>
> Diplomat comes to mind.
>
> You'll still need the Troubadour for the various entertainer types.
>
> Law Enforcement
>
> Lawyer
>
> Detective
>
> I'm sure there are a ton of ideas in all the other games that are
> based around that period.
>
> Phil
>
> --- In dq-rules@yahoogroups.com, "davis john" <jrd123@> wrote:
> >
> > Hi
> >
> > Having played DQ for decades and converted it to sci-fi about 5
> years ago
> > (Spacequest) am looking to port its grittiness and versatility to
> Victorian
> > Ages (~1860). im ok on weapons and such conversions but am looking
> for input
> > on 'Skills'
> >
> > so far i have (and there DQ equivalents to model on / adopt)
> >
> > Doctor healer
> > Professor bit troubadour, lore,
> > Military scientist same
> > Chemist alchemist
> > Merchant same
> > Engineer same
> > Mountebank thief
> > Theologist home clergy, missionary, or a student
of study.
> > Streetwise spy
> > Explorer ranger/navigator
> >
> > Need a name for female only skill that can get around with
seduction,
> > flirting and having a 'sugar daddy'
> >
> > looking for maybe 15 or so?
> >
> >
> > John
> >
> > _________________________________________________________________
> > MSN Hotmail is evolving – check out the new Windows Live Mail
> > http://ideas.live.com
> >
>
Group: DQ-RULES Message: 1048 From: Rodger Thorm Date: 1/17/2007
Subject: Re: Victorian-Quest
I think Dean Martelle's Constable/Detective skill would be almost tailor
made for this.


See DQN v3n7:

http://johnrauchert.brinkster.net/dq/archive/dqnewsletter/dqv3n7.htm


Rodger

> am looking to port its grittiness and versatility to
> Victorian Ages (~1860).
Group: DQ-RULES Message: 1049 From: davis john Date: 1/17/2007
Subject: Re: Victorian-Quest
going to avoid having a detective skill. It will just break the system. Just
as say in a fantasy game it is difficult to have a mystery if everyone can
cast detect/locate/charm

as there is no intelligence stat for DQ/VQ? (one reason i love it so much)
its down to the players to solve. A skill that 'solves' a room would just
spoil it.

please keep up the input. i am looking at yr links. I have 6 players going
to roll up characters for this on 30th Jan. Luckily i have the old excel
spreadsheet for DQ characters which i am tweaking to fit.

A lot of the guys have rpged for decades but few have played anything pre
1890 victoriana, so am looking forward to it. Im trying to keep 'magic' and
'tentacled horrors' down to a minimum.

will make all files available

John

Hope im not cluttering up this group with this discussion.


>From: "Rodger Thorm" <rthorm@cornellbox.com>
>Reply-To: dq-rules@yahoogroups.com
>To: dq-rules@yahoogroups.com
>Subject: Re: [dq-rules] Victorian-Quest
>Date: Wed, 17 Jan 2007 16:30:24 -0500 (EST)
>
>I think Dean Martelle's Constable/Detective skill would be almost tailor
>made for this.
>
>
>See DQN v3n7:
>
>http://johnrauchert.brinkster.net/dq/archive/dqnewsletter/dqv3n7.htm
>
>
>Rodger
>
> > am looking to port its grittiness and versatility to
> > Victorian Ages (~1860).
>

_________________________________________________________________
Get Hotmail, News, Sport and Entertainment from MSN on your mobile.
http://www.msn.txt4content.com/
Group: DQ-RULES Message: 1050 From: darkislephil Date: 1/17/2007
Subject: Re: Victorian-Quest
--- In dq-rules@yahoogroups.com, "davis john" <jrd123@...> wrote:
>
> going to avoid having a detective skill. It will just break the
system. Just
> as say in a fantasy game it is difficult to have a mystery if
everyone can
> cast detect/locate/charm
>
> as there is no intelligence stat for DQ/VQ? (one reason i love it so
much)
> its down to the players to solve. A skill that 'solves' a room would
just
> spoil it.

Don't think I would be that quick to toss it out. After all what about
the Thief/Spy spot secret doors/traps abilities or the Rangers follow
tracks or spot ambush?

Letting a character with Detective skill find clues or evidence
doesn't mean that they know what they mean. That determination can
still be left to the players.
Group: DQ-RULES Message: 1051 From: davis john Date: 1/18/2007
Subject: Re: Victorian-Quest
very true

will give it more thought

John


>From: "darkislephil" <darkislephil@yahoo.com>
>
>Don't think I would be that quick to toss it out. After all what about
>the Thief/Spy spot secret doors/traps abilities or the Rangers follow
>tracks or spot ambush?
>
>Letting a character with Detective skill find clues or evidence
>doesn't mean that they know what they mean. That determination can
>still be left to the players.
>
>

_________________________________________________________________
Find Love This New Year With match.com! http://msnuk.match.com
Group: DQ-RULES Message: 1052 From: Ran Hardin Date: 1/18/2007
Subject: Re: Experience considerations
That's how I do it. When the adventure/mission is "in process," the
awards for each session are automatically in the "failure" category.
During the session where the mission is accomplished, the amout is
doubled.

--- In dq-rules@yahoogroups.com, Lev Lafayette <lev_lafayette@...>
wrote:

[...]
> The only way around that I can see is giving bonus XP
> at the *end* of the adventure as a bonus if, and only
> if, the mission succeeds.
>
> --- Ran Hardin <dantalion64@...> wrote:
>
> > Oh, man. My bad. I thoroughly misread your post.
> >
> > Is there anyone else who gives out XP only at the
> > conclusion of an
> > adventure? I think my old group would kill me if I
> > tried that :)
> >
> > --- In dq-rules@yahoogroups.com, "darkislephil"
> > <darkislephil@>
> > wrote:
> > >
> > > Doesn't really sound like you are interpreting
> > things all that
> > > differently from the way I do it. For example, in
> > an adventure that
> > > lasted six sessions earlier this year, these are
> > the base awards I
> > > handed out for each session:
> > >
> > > 600, 750, 750, 600, 900 and 1200
> > >
> > > The amount depended on how much progress the group
> > made towards the
> > > end of the adventure. I mostly give the full award
> > at the completion
> > > of the adventure but have on occasion also given
> > it out for a
> > > significant mid-point session. I don't give out XP
> > each session. It
> > is
> > > all awarded at the conclusion of the adventure.
> > >
> > > Phil
> > >
> > >
> > > --- In dq-rules@yahoogroups.com, "Ran Hardin"
> > <dantalion64@> wrote:
> > > >
> > > >
> > > > Wow! I think I would be considered an absolute
> > miser of a GM
> > compared
> > > > to some others. I interpret the experience
> > rewards rules
> > differently
> > > > (all references are to the open source version):
> > > >
> > > > [160.1] says, in part "The totals listed in
> > rule 160.2 are also
> > > > intended as guides for awards given during an
> > unfinished
> > adventure"
> > > > (my emphasis).
> > > >
> > > > [160.2] says "The base Experience Point award
> > for a character at
> > the
> > > > conclusion of an adventure depends upon the
> > character's
> > proficiency
> > > > and the success or failure of the common
> > mission…. The base award
> > > > for a character is doubled if the mission of his
> > party succeeds"
> > > > (again, my emphasis).
> > > >
> > > > So the real question is "What is a mission?" (or
> > "What is an
> > > > adventure?" since the two terms are used
> > somewhat interchangeably
> > in
> > > > [160].) To my mind, a "mission" is a
> > significant achievement.
> > > > It's not just a question of whether the party
> > has
> > > > "succeeded" in some way during each five-hour
> > session. There
> > > > should be some sort of definite plot or mission
> > at hand the
> > players are
> > > > trying to fulfill, and something more
> > substantial than an episode
> > of
> > > > KTGP (my group's slang for "Kill the monsters,
> > Take their
> > treasure, Go
> > > > back to town, and have a Party"). To me, the
> > process of
> > discovering,
> > > > pursuing, and succeeding in a mission would
> > usually not be
> > contained in
> > > > one or two five-hour sessions.
> > > >
> > > > As a rough guess, I would say I only have given
> > the Successful
> > Mission
> > > > double-award once every six sessions or so.
> > Sometimes it would
> > be more
> > > > often, but this was only when the conclusion of
> > different plot
> > lines
> > > > coincided somewhat closely (usually there were
> > several plots that
> > could
> > > > be classified as "missions" running
> > simultaneously). It was
> > > > always a big deal in our group when that
> > double-award came – it
> > was
> > > > so exciting because of its rarity.
> > > >
> > > > I think I developed this attitude from the
> > admonition in
> > [160]: "The
> > > > distribution of too many Experience Points to
> > the player
> > characters will
> > > > result in the characters becoming
> > disproportionately
> > powerful….This
> > > > short-term gain belies the long-term disservice
> > the GM and
> > > > players have done to themselves: the exploits of
> > the characters
> > will
> > > > have been cheapened by the ease which one can
> > become a mighty
> > hero or
> > > > wizard."
> > > >
> > > >
> > > >
> > > > I should temper this by saying that I would give
> > RP bonuses, and
> > as
> > > > sometimes I incorporated some considerable
> > game-calendar downtime
> > > > between sessions, I'd allow characters to use
> > their skills to earn
> > > > "side XP" as described in [160.4], so I'm not a
> > total
> > > > tyrant. :)
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > > --- In dq-rules@yahoogroups.com, Lev Lafayette
> > <lev_lafayette@>
> > > > wrote:
> > > > >
> > > > >
> > > > > --- darkislephil darkislephil@ wrote:
> > > > >
> > > > > > And technically the XP award isn't per
> > adventure but
> > > > > > per session:
> > > > > >
> > > > > > "[86.1] The GM should make one set of
> > Experience
> > > > > > Point awards for
> > > > > > every five hours of effective play during
> > one
> > > > > > session."
> > > > > >
> > > > > > So they would be getting more than 1200
> > every 2
> > > > > > weeks.
> > > > >
> > > > > Ahh yes, I'd forgotten about that. My bad.
> > > > >
> > > > > But it does raise the question - how is one
> > supposed
> > > > > to work out whether the party has succeeded
> > within the
> > > > > five hour timeframe?
> > > > >
> > > > >
> > __________________________________________________
> > > > > Do You Yahoo!?
> > > > > Tired of spam? Yahoo! Mail has the best spam
> > protection around
> > > > > http://mail.yahoo.com
> > > > >
> > > >
> > >
> >
> >
> >
>
>
>
>
>
______________________________________________________________________
______________
> Cheap talk?
> Check out Yahoo! Messenger's low PC-to-Phone call rates.
> http://voice.yahoo.com
>
Group: DQ-RULES Message: 1053 From: Ran Hardin Date: 1/18/2007
Subject: Re: Experience considerations
I'm more comfortable with the book's use of the word "mission." An
adventure sort of implies a continuous, non-interrupted sequence of
events all aimed at a single goal, and my games don't flow like
that. With my group, it's usually the case that there are several
missions in one stage of development or another. I run an intrigue-
laden game based in one city, so there's several things cooking at
the same time. This opens the possibility of there being down time
in the middle of several missions or sub-plots, and so I give my
players awards after each session, so they'll be ready when that down-
time comes.

--- In dq-rules@yahoogroups.com, Mornak <dmornacco@...> wrote:
>
> In my group I always give XP only at the end of the adventure
> I`ve never let anybody to spend any XP during the adventure. that's
> why interadventure time exists
>
> On 1/16/07, Lev Lafayette <lev_lafayette@...> wrote:
> >
> >
> >
> >
> >
> >
> >
> > The only problem (indeed, imposssibility) is
> > determining whether they've succeeded in the adventure
> > *prior* to the conclusion of the adventure.
> >
> > The only way around that I can see is giving bonus XP
> > at the *end* of the adventure as a bonus if, and only
> > if, the mission succeeds.
> >
> >
> > --- Ran Hardin <dantalion64@...> wrote:
> >
> > > Oh, man. My bad. I thoroughly misread your post.
> > >
> > > Is there anyone else who gives out XP only at the
> > > conclusion of an
> > > adventure? I think my old group would kill me if I
> > > tried that :)
> > >
> > > --- In dq-rules@yahoogroups.com, "darkislephil"
> > > <darkislephil@>
> > > wrote:
> > > >
> > > > Doesn't really sound like you are interpreting
> > > things all that
> > > > differently from the way I do it. For example, in
> > > an adventure that
> > > > lasted six sessions earlier this year, these are
> > > the base awards I
> > > > handed out for each session:
> > > >
> > > > 600, 750, 750, 600, 900 and 1200
> > > >
> > > > The amount depended on how much progress the group
> > > made towards the
> > > > end of the adventure. I mostly give the full award
> > > at the completion
> > > > of the adventure but have on occasion also given
> > > it out for a
> > > > significant mid-point session. I don't give out XP
> > > each session. It
> > > is
> > > > all awarded at the conclusion of the adventure.
> > > >
> > > > Phil
> > > >
> > > >
> > > > --- In dq-rules@yahoogroups.com, "Ran Hardin"
> > > <dantalion64@> wrote:
> > > > >
> > > > >
> > > > > Wow! I think I would be considered an absolute
> > > miser of a GM
> > > compared
> > > > > to some others. I interpret the experience
> > > rewards rules
> > > differently
> > > > > (all references are to the open source version):
> > > > >
> > > > > [160.1] says, in part "The totals listed in
> > > rule 160.2 are also
> > > > > intended as guides for awards given during an
> > > unfinished
> > > adventure"
> > > > > (my emphasis).
> > > > >
> > > > > [160.2] says "The base Experience Point award
> > > for a character at
> > > the
> > > > > conclusion of an adventure depends upon the
> > > character's
> > > proficiency
> > > > > and the success or failure of the common
> > > mission…. The base award
> > > > > for a character is doubled if the mission of his
> > > party succeeds"
> > > > > (again, my emphasis).
> > > > >
> > > > > So the real question is "What is a mission?" (or
> > > "What is an
> > > > > adventure?" since the two terms are used
> > > somewhat interchangeably
> > > in
> > > > > [160].) To my mind, a "mission" is a
> > > significant achievement.
> > > > > It's not just a question of whether the party
> > > has
> > > > > "succeeded" in some way during each five-hour
> > > session. There
> > > > > should be some sort of definite plot or mission
> > > at hand the
> > > players are
> > > > > trying to fulfill, and something more
> > > substantial than an episode
> > > of
> > > > > KTGP (my group's slang for "Kill the monsters,
> > > Take their
> > > treasure, Go
> > > > > back to town, and have a Party"). To me, the
> > > process of
> > > discovering,
> > > > > pursuing, and succeeding in a mission would
> > > usually not be
> > > contained in
> > > > > one or two five-hour sessions.
> > > > >
> > > > > As a rough guess, I would say I only have given
> > > the Successful
> > > Mission
> > > > > double-award once every six sessions or so.
> > > Sometimes it would
> > > be more
> > > > > often, but this was only when the conclusion of
> > > different plot
> > > lines
> > > > > coincided somewhat closely (usually there were
> > > several plots that
> > > could
> > > > > be classified as "missions" running
> > > simultaneously). It was
> > > > > always a big deal in our group when that
> > > double-award came – it
> > > was
> > > > > so exciting because of its rarity.
> > > > >
> > > > > I think I developed this attitude from the
> > > admonition in
> > > [160]: "The
> > > > > distribution of too many Experience Points to
> > > the player
> > > characters will
> > > > > result in the characters becoming
> > > disproportionately
> > > powerful….This
> > > > > short-term gain belies the long-term disservice
> > > the GM and
> > > > > players have done to themselves: the exploits of
> > > the characters
> > > will
> > > > > have been cheapened by the ease which one can
> > > become a mighty
> > > hero or
> > > > > wizard."
> > > > >
> > > > >
> > > > >
> > > > > I should temper this by saying that I would give
> > > RP bonuses, and
> > > as
> > > > > sometimes I incorporated some considerable
> > > game-calendar downtime
> > > > > between sessions, I'd allow characters to use
> > > their skills to earn
> > > > > "side XP" as described in [160.4], so I'm not a
> > > total
> > > > > tyrant. :)
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > > --- In dq-rules@yahoogroups.com, Lev Lafayette
> > > <lev_lafayette@>
> > > > > wrote:
> > > > > >
> > > > > >
> > > > > > --- darkislephil darkislephil@ wrote:
> > > > > >
> > > > > > > And technically the XP award isn't per
> > > adventure but
> > > > > > > per session:
> > > > > > >
> > > > > > > "[86.1] The GM should make one set of
> > > Experience
> > > > > > > Point awards for
> > > > > > > every five hours of effective play during
> > > one
> > > > > > > session."
> > > > > > >
> > > > > > > So they would be getting more than 1200
> > > every 2
> > > > > > > weeks.
> > > > > >
> > > > > > Ahh yes, I'd forgotten about that. My bad.
> > > > > >
> > > > > > But it does raise the question - how is one
> > > supposed
> > > > > > to work out whether the party has succeeded
> > > within the
> > > > > > five hour timeframe?
> > > > > >
> > > > > >
> > > __________________________________________________
> > > > > > Do You Yahoo!?
> > > > > > Tired of spam? Yahoo! Mail has the best spam
> > > protection around
> > > > > > http://mail.yahoo.com
> > > > > >
> > > > >
> > > >
> > >
> > >
> > >
> >
> > __________________________________________________________
> > Cheap talk?
> > Check out Yahoo! Messenger's low PC-to-Phone call rates.
> > http://voice.yahoo.com
> >
> >
> >
>
>
>
> --
> "The life of a software architect is a long (and sometimes painful)
> succession of suboptimal decisions made partly in the dark."
>
> -------------------------------------
> <EPI/> - Deploying ideas
> -------------------------------------
> Ing. Diego H. Mornacco
> Arquitecto
> Epidata Consulting
> Maipú 521 1er piso Of. A
> Ofi: 5031 0060 / 61
> Cel: 15-5884-0040
> www.epidataconsulting.com
>
Group: DQ-RULES Message: 1054 From: Ran Hardin Date: 1/18/2007
Subject: Heroic vs. non-Heroic fighters and epic bloodbaths

There's been some discussion about the less heroic nature of DQ
compared to other systems.  I agree that DQ promotes a heightened
awareness of the possible consequences of combat (and therefore a
less blasé attitude about fighting), but I also feel that the game
lends itself towards the satisfying (if not used to excess)
experience of rapidly hacking down opponents in true epic fantasy
style.

The key to this comes from the notes to the Encounter Table (I don't
think this is mentioned anywhere else in the book).  The notes for a
Merchant encounter give a definition of a Heroic fighter: "a fighter
with exceptional characteristics and Rank with weapons."  The various
notes typically give a 1:8 or 1:10 ratio of Heroic fighters to other
fighters who must be, by comparison, "non-heroic" fighters.  These un-
Heroic fighters have unexceptional characteristics, and wield
Unranked weapons.  In other words, they're mooks.

Not only do these mooks get solely the basic BC of the weapon they
use, it's quite possible they lack the stats to use the weapon with
full potency, resulting in penalties.  While mooks can still hurt
you, the chances are low – especially if you play the "Evade and
Riposte" game, which is one I'm quite fond of.  They'll also have
less FT, EN, and WP, meaning they're easier to stun and keep stunned,
not to mention kill.  Considering that mooks usually have light armor
or no armor at all (YMMV depending on the setting), it's usually a
quick bloodbath. 

Sometimes it's nice to buoy the confidence of your group with an epic
mook-tromping.

Of course, it's easy to mistake a wandering ex-samurai mendicant for
a mook…  ;)

Group: DQ-RULES Message: 1055 From: igmod@comcast.net Date: 1/18/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
Cheese-dip?
 
-------------- Original message --------------
From: "Ran Hardin" <dantalion64@excite.com>

There's been some discussion about the less heroic nature of DQ
compared to other systems.  I agree that DQ promotes a heightened
awareness of the possible consequences of combat (and therefore a
less blas� attitude about fighting), but I also feel that the game
lends itself towards the satisfying (if not used to excess)
experience of rapidly hacking down opponents in true epic fantasy
style.

The key to this comes from the notes to the Encounter Table (I don't
think this is mentioned anywhere else in the book).  The notes for a
Merchant encounter give a definition of a Heroic fighter: "a fighter
with exceptional characteristics and Rank with weapons."  The various
notes typically give a 1:8 or 1:10 ratio of Heroic fighters to other
fighters who must be, by comparison, "non-heroic" fighters.  These un-
Heroic fighters have unexceptional characteristics, and wield
Unranked weapons.  In other words, they're mooks.

Not only do these mooks get solely the basic BC of the weapon they
use, it's quite possible they lack the stats to use the weapon with
full potency, resulting in penalties.  While mooks can still hurt
you, the chances are low � especially if you play the "Evade and
Riposte" game, which is one I'm quite fond of.  They'll also have
less FT, EN, and WP, meaning they're easier to stun and keep stunned,
not to mention kill.  Considering that mooks usually have light armor
or no armor at all (YMMV depending on the setting), it's usually a
quick bloodbath. 

Sometimes it's nice to buoy the confidence of your group with an epic
mook-tromping.

Of course, it's easy to mistake a wandering ex-samurai mendicant for
a mook�  ;)

Group: DQ-RULES Message: 1056 From: Lev Lafayette Date: 1/18/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
Personally, I've found DQ to be a bit on the gritty
side of the heroic-gritty scale. With a FAT of 20 and
END 15 and confronted with a broadsword (d+4) it's
going to take on average 4 blows to put generic hero
down. A generic mook really isn't that different (END
10, FAT 18) isn't that different - although they won't
be hitting back as often!

--- Ran Hardin <dantalion64@excite.com> wrote:

>
> There's been some discussion about the less heroic
> nature of DQ
> compared to other systems. I agree that DQ promotes
> a heightened
> awareness of the possible consequences of combat
> (and therefore a
> less blasé attitude about fighting), but I also feel
> that the game
> lends itself towards the satisfying (if not used to
> excess)
> experience of rapidly hacking down opponents in true
> epic fantasy
> style.
>
> The key to this comes from the notes to the
> Encounter Table (I don't
> think this is mentioned anywhere else in the book).
> The notes for a
> Merchant encounter give a definition of a Heroic
> fighter: "a fighter
> with exceptional characteristics and Rank with
> weapons." The
> various
> notes typically give a 1:8 or 1:10 ratio of Heroic
> fighters to other
> fighters who must be, by comparison, "non-heroic"
> fighters.
> These un-
> Heroic fighters have unexceptional characteristics,
> and wield
> Unranked weapons. In other words, they're mooks.
>
> Not only do these mooks get solely the basic BC of
> the weapon they
> use, it's quite possible they lack the stats to use
> the weapon with
> full potency, resulting in penalties. While mooks
> can still hurt
> you, the chances are low – especially if you play
> the "Evade and
> Riposte" game, which is one I'm quite fond of.
> They'll also
> have
> less FT, EN, and WP, meaning they're easier to stun
> and keep
> stunned,
> not to mention kill. Considering that mooks usually
> have light armor
> or no armor at all (YMMV depending on the setting),
> it's usually a
> quick bloodbath.
>
> Sometimes it's nice to buoy the confidence of your
> group with an
> epic
> mook-tromping.
>
> Of course, it's easy to mistake a wandering
> ex-samurai mendicant for
> a mook… ;)
>
>
>




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Group: DQ-RULES Message: 1057 From: Lev Lafayette Date: 1/18/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
I've just be alerted to the following magnificant
article on the amazing ability of humans to keep
going, and going, and going.

http://www.classicalfencing.com/articles/bloody.php

Example:

'... consider the duel between Lagarde and Bazanez.
After the later received a rapier blow which bounced
off his head, Bazanez is said to have received an
unspecified number of thrusts which, according to the
account, "entered" the body. Despite having lost a
good deal of blood, he nevertheless managed to wrestle
Lagarde to the ground, whereupon he proceeded to
inflict some fourteen stab wounds with his dagger to
an area extending from his opponent's neck to his
navel. Lagarde meanwhile, entertained himself by
biting off a portion of Bazanez's chin and, using the
pommel of his weapon, ended the affair by fracturing
Bazanez's skull. History concludes, saying that
neither combatant managed to inflict any "serious"
injury, and that both recovered from the ordeal.'

--- Lev Lafayette <lev_lafayette@yahoo.com.au> wrote:

>
> Personally, I've found DQ to be a bit on the gritty
> side of the heroic-gritty scale. With a FAT of 20
> and
> END 15 and confronted with a broadsword (d+4) it's
> going to take on average 4 blows to put generic hero
> down. A generic mook really isn't that different
> (END
> 10, FAT 18) isn't that different - although they
> won't
> be hitting back as often!
>
> --- Ran Hardin <dantalion64@excite.com> wrote:
>
> >
> > There's been some discussion about the less heroic
> > nature of DQ
> > compared to other systems. I agree that DQ
> promotes
> > a heightened
> > awareness of the possible consequences of combat
> > (and therefore a
> > less blasé attitude about fighting), but I also
> feel
> > that the game
> > lends itself towards the satisfying (if not used
> to
> > excess)
> > experience of rapidly hacking down opponents in
> true
> > epic fantasy
> > style.
> >
> > The key to this comes from the notes to the
> > Encounter Table (I don't
> > think this is mentioned anywhere else in the
> book).
> > The notes for a
> > Merchant encounter give a definition of a Heroic
> > fighter: "a fighter
> > with exceptional characteristics and Rank with
> > weapons." The
> > various
> > notes typically give a 1:8 or 1:10 ratio of Heroic
> > fighters to other
> > fighters who must be, by comparison, "non-heroic"
> > fighters.
> > These un-
> > Heroic fighters have unexceptional
> characteristics,
> > and wield
> > Unranked weapons. In other words, they're mooks.
> >
> > Not only do these mooks get solely the basic BC of
> > the weapon they
> > use, it's quite possible they lack the stats to
> use
> > the weapon with
> > full potency, resulting in penalties. While mooks
> > can still hurt
> > you, the chances are low – especially if you play
> > the "Evade and
> > Riposte" game, which is one I'm quite fond of.
> > They'll also
> > have
> > less FT, EN, and WP, meaning they're easier to
> stun
> > and keep
> > stunned,
> > not to mention kill. Considering that mooks
> usually
> > have light armor
> > or no armor at all (YMMV depending on the
> setting),
> > it's usually a
> > quick bloodbath.
> >
> > Sometimes it's nice to buoy the confidence of your
> > group with an
> > epic
> > mook-tromping.
> >
> > Of course, it's easy to mistake a wandering
> > ex-samurai mendicant for
> > a mook… ;)
> >
> >
> >
>
>
>
>
>
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>
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