Messages in DQ-RULES group. Page 27 of 40.

Group: DQ-RULES Message: 1308 From: Christopher Dargan Date: 2/5/2008
Subject: Re: a raccoon for your player
Group: DQ-RULES Message: 1309 From: darkislephil Date: 2/5/2008
Subject: Re: Alcohol
Group: DQ-RULES Message: 1310 From: Lev Lafayette Date: 2/6/2008
Subject: Physical Beauty (was Re: [dq-rules] Reply to questions concerning be
Group: DQ-RULES Message: 1311 From: Christopher Cole Date: 2/6/2008
Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questions concernin
Group: DQ-RULES Message: 1312 From: Lev Lafayette Date: 2/6/2008
Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questions concernin
Group: DQ-RULES Message: 1313 From: Christopher Dargan Date: 2/6/2008
Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questions concernin
Group: DQ-RULES Message: 1314 From: Lev Lafayette Date: 2/6/2008
Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questions concernin
Group: DQ-RULES Message: 1315 From: Christopher Dargan Date: 2/6/2008
Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questions concernin
Group: DQ-RULES Message: 1316 From: J K Hoffman Date: 2/7/2008
Subject: Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questions
Group: DQ-RULES Message: 1317 From: igmod@comcast.net Date: 2/7/2008
Subject: Re: Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questi
Group: DQ-RULES Message: 1318 From: Lev Lafayette Date: 2/7/2008
Subject: Re: Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questi
Group: DQ-RULES Message: 1319 From: ryumaou01 Date: 2/8/2008
Subject: Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questions
Group: DQ-RULES Message: 1320 From: ryumaou01 Date: 2/8/2008
Subject: Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questions
Group: DQ-RULES Message: 1321 From: gruundehn Date: 2/8/2008
Subject: Physical Beauty (was Re: [dq-rules] Reply to questions concerning be
Group: DQ-RULES Message: 1322 From: Christopher Dargan Date: 2/9/2008
Subject: Bestiary
Group: DQ-RULES Message: 1323 From: dbarrass_2000 Date: 2/9/2008
Subject: Physical Beauty (was Re: [dq-rules] Reply to questions concerning be
Group: DQ-RULES Message: 1324 From: John M Kahane Date: 2/9/2008
Subject: A Matter of Perception (Was: Re: Re: Additions to DQ)
Group: DQ-RULES Message: 1325 From: John M Kahane Date: 2/9/2008
Subject: Re: Additions to DQ
Group: DQ-RULES Message: 1326 From: John M Kahane Date: 2/9/2008
Subject: A Matter of Perception (Was: Re: Re: Additions to DQ)
Group: DQ-RULES Message: 1327 From: John M Kahane Date: 2/9/2008
Subject: Re: New file uploaded to dq-rules
Group: DQ-RULES Message: 1328 From: Christopher Cole Date: 2/9/2008
Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questions concernin
Group: DQ-RULES Message: 1329 From: Christopher Cole Date: 2/9/2008
Subject: Re: Additions to DQ
Group: DQ-RULES Message: 1330 From: Mandos Mitchinson Date: 2/10/2008
Subject: Re: A Matter of Perception (Was: Re: Re: Additions to DQ)
Group: DQ-RULES Message: 1331 From: Lev Lafayette Date: 2/10/2008
Subject: Re: Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questi
Group: DQ-RULES Message: 1332 From: David Chappell Date: 2/26/2008
Subject: Re: Additions to DQ
Group: DQ-RULES Message: 1333 From: J K Hoffman Date: 2/26/2008
Subject: Re: Additions to DQ
Group: DQ-RULES Message: 1334 From: gruundehn Date: 3/1/2008
Subject: Re: Additions to DQ
Group: DQ-RULES Message: 1335 From: gruundehn Date: 3/1/2008
Subject: Re: New file uploaded to dq-rules
Group: DQ-RULES Message: 1336 From: John Rauchert Date: 3/18/2008
Subject: 2nd Edition DragonQuest Book For Sale: Crosspost
Group: DQ-RULES Message: 1337 From: dennisnordling Date: 5/10/2008
Subject: Within the "dragonquest bestiary 1.doc" file what are the 3 new stat
Group: DQ-RULES Message: 1338 From: Chris Date: 5/10/2008
Subject: Re: Within the "dragonquest bestiary 1.doc" file what are the 3 new
Group: DQ-RULES Message: 1339 From: Mandos Mitchinson Date: 5/10/2008
Subject: Re: Within the "dragonquest bestiary 1.doc" file what are the 3 new
Group: DQ-RULES Message: 1340 From: Mandos Mitchinson Date: 5/10/2008
Subject: Re: Within the "dragonquest bestiary 1.doc" file what are the 3 new
Group: DQ-RULES Message: 1341 From: Chris Date: 5/10/2008
Subject: Language Competance & Piety
Group: DQ-RULES Message: 1342 From: dennisnordling Date: 5/10/2008
Subject: Re: Within the "dragonquest bestiary 1.doc" file what are the 3 new
Group: DQ-RULES Message: 1343 From: twincityart Date: 8/7/2008
Subject: Amazing New Promo Video of my new comics on YouTube
Group: DQ-RULES Message: 1344 From: Mornak Date: 8/11/2008
Subject: Combat questions
Group: DQ-RULES Message: 1345 From: darkislephil Date: 8/12/2008
Subject: Re: Combat questions
Group: DQ-RULES Message: 1346 From: Mornak Date: 8/13/2008
Subject: Re: Combat questions
Group: DQ-RULES Message: 1347 From: Ran Hardin Date: 10/30/2008
Subject: Alternate Character Generation rules?
Group: DQ-RULES Message: 1348 From: Ted McKelvey Date: 10/30/2008
Subject: Alternate Character Generation rules?
Group: DQ-RULES Message: 1349 From: Chris Date: 10/30/2008
Subject: Re: Alternate Character Generation rules?
Group: DQ-RULES Message: 1350 From: Coyote Moon Date: 10/30/2008
Subject: Re: Alternate Character Generation rules?
Group: DQ-RULES Message: 1351 From: Stephen Mcginn Date: 11/2/2008
Subject: Re: Alternate Character Generation rules?
Group: DQ-RULES Message: 1352 From: James or Carmen Dugan Date: 11/3/2008
Subject: Re: Digest Number 463
Group: DQ-RULES Message: 1353 From: Ran Hardin Date: 11/12/2008
Subject: Re: Digest Number 463
Group: DQ-RULES Message: 1354 From: lythralis Date: 1/28/2009
Subject: Questions on Spectres
Group: DQ-RULES Message: 1355 From: Ran Hardin Date: 4/6/2009
Subject: Re: Questions on Spectres
Group: DQ-RULES Message: 1356 From: Ran Hardin Date: 4/6/2009
Subject: Alternate character generation rules
Group: DQ-RULES Message: 1357 From: tmckelvey77089 Date: 4/17/2009
Subject: Spirits and Religion Question



Group: DQ-RULES Message: 1308 From: Christopher Dargan Date: 2/5/2008
Subject: Re: a raccoon for your player
Correction.  Habitat should read : Woods, Plains.
----- Original Message -----
Sent: Wednesday, February 06, 2008 7:58 AM
Subject: [dq-rules] a raccoon for your player

Hi Jeffery
Here's the raccoon
RACCOON

Natural Habitat: Woods, Plains

Frequency: Common                         Number: 1‑2 (1)

Description: Raccoons are small nocturnal scavengers with grey fur and distinctive black markings.

Talents, Skills, and Magic: Raccoons have no special skills or talents. They are not tool or magic users.

Movement Rates: Running: 250

PS: 3‑5                         MD: 19‑21             AG: 13‑18                         MA: None
EN: 1‑2                         FT: 2‑3                  WP: 12‑20                         PC: 20‑24
PB: 10‑12                    TMR: 5                   NA: Fur absorbs 1 DP

Weapons: A raccoon can only attack in Close Combat with its bite (BC 80%, D10-7 damage).

Comments: Raccoons are good swimmers and have been known to lure hunting dogs into water and drown them.

 

----- Original Message -----
Sent: Wednesday, February 06, 2008 1:33 AM
Subject: Re: [dq-rules] Reply to questions concerning bestiary.


.


No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.5.516 / Virus Database: 269.19.19/1258 - Release Date: 4/02/2008 10:10 AM


No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.5.516 / Virus Database: 269.19.19/1258 - Release Date: 4/02/2008 10:10 AM

Group: DQ-RULES Message: 1309 From: darkislephil Date: 2/5/2008
Subject: Re: Alcohol
Nice job Andrew!
Group: DQ-RULES Message: 1310 From: Lev Lafayette Date: 2/6/2008
Subject: Physical Beauty (was Re: [dq-rules] Reply to questions concerning be
Hi Chris,

I think it is fair to say that the PB stat is supposed
to represent something akin to species norms with a
human default. It's a little buggy of course because
it gives an absolute value to an relative criteria*.

Taking the relative pathway, as one should with
Physical Beauty, I think the base-line is the humanoid
norm (4D5+3, 7-23). So use this value *within* a
species.

Using phylogentic taxonomy I would recommend something
like the following *between* species until an
equivalent is reached. Thus, using a homo sapien
sapien baseline example.

- Species: (Homo sapiens). No change to PB.
- Genus: Homo (Elves, halflings etc). -3 to relative
PB.
- Family: Hominidae (Great apes). -6 to relative PB
- Order: Primates. -9 to relative PB.
- Subclass: Placentalia. -12 to relative PB.
- Class: Mammalia (endothermic vertebrates with hair
and mammary glands). -15 to relative PB.
- Subphylum: Vertebrata (possessing a backbone). -18
to relative PB
- Phylum: Chordata. -21 to relative PB.
- Kingdom: Animalia, -24 to relative PB.
- Domain: Eukaryota (organisms which have cells with a
nucleus), -27 to relative PB.

So our fishy friends would have normal PB among other
fish of the same species, but to a human the value
would be reduced by 18 (except among piscineophiles, I
suppose), whereas the giraffe would be at -12.

Anyway, just a suggestion.... YDQMV.



Lev


* RuneQuest managed to do something clever in this
regard way back in second edition (maybe first, I'd
have to have another look) by applying a -10 to CHA
between sentient species. This is really just an
elaboration on that principle.


--- Christopher Dargan <imperium1@optusnet.com.au>
wrote:

> I'm glad that everyone likes my interpretations of
> these beasties. :D
>
> Ok. Now to the questions and suggestions. Many
> thanks for your interest everyone.
>
> @ Jeffrey
>
> 1) Yes I would be prepared to do additions to the
> bestiary if either yourself or anyone else is
> interested in supplying me with some suggestions.
>
> 2) The vast majority of the critters in my bestiary
> are from the real or mythological world. There are
> a handful of beasties from some fantasy novels and
> others from other role playing games. I can supply
> a list of the exceptions if you wish.
>
> @ gruundhen
>
> 1) I'll try and rectify the problem with the aboleth
> as soon as possible.
>
> 2) I'm trying to rectify the grammer & spelling as
> we speak.
>
> @ Lev
>
> Loved your bit about the animal beauty contest. :D
> I think I did go a bit overboard with the PB of a
> grouper. Especially when you think that something
> like a swan is supposed to be the great beauty of
> the animal kingdom. So the question becomes what do
> you think would be a reasonable score for a
> grouper's PB? How about say 6-8?
>
> As to giraffe's PB what can I say? I'm biased. :)
> However I'm open to suggestions. What do you think
> would be a reasonable for such a critter?
>
> I know dragons can be pretty ugly [2-4 usually] but
> my kelpie has them beat PB: 0-2 :) How's that for a
> reverse miss universe?
>
-------------------------------------------------------------------------------------------------------------------------------------------------------------
> @ Everyone
> Now as to some personal recommendations. I like to
> scare my players a bit or give them mysteries to
> solve. Some of the best beasties for this, in my
> opinion anyway, are the Gamin, Night Hag, and Athol.
> These critters will give your players the willies.
>
> If you like to add a touch of wierdness to your
> adventures occasionally try beasties like the
> boabhan shee [a vampire that can become selectively
> visible to whomever it wishes]. I had one player
> who thought his character had gone insane since only
> he, out of his entire party could see this beautiful
> woman. There's the wendigo [a creature that will
> literally scare a character to death]. And the Baka
> or spirit-ghoul. It possesses a character & forces
> him to act like [and eventually resemble] a ghoul.
> Imagine a player's he or she is told their character
> has awoken from a sound sleep with a half-eaten body
> part lying next to him or her. Now that should be
> the start of an interesting adventure.
>
> Finally there are just critters that are fun for a
> GM to play. How as a GM can I not love something
> like an ingogo? A creature that not only attacks
> you but screams out personal insults while its
> trying to bite you. I have NEVER seen my players
> more satisfied with themselves than when they killed
> a pack of these beasties.



____________________________________________________________________________________
Be a better friend, newshound, and
know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ
Group: DQ-RULES Message: 1311 From: Christopher Cole Date: 2/6/2008
Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questions concernin
Lev,
The big problem I see with your table is that humans find other species cute. While very few people would find a warthog noice to look at, such animals as  dogs, cats, monkeys, chimps, lions, etc. are all considered good-looking by most people.
 
I am responding without my copy of DQ at hand but I think the PB is supposed to be how a human would see the other species. Thus the PB of the above good-looking creatures would be higher than the warthog. Elves and halflings would be higher than orcs, etc. Thus a general table such as yours would not work. The PB listing would have to be for each creature.
 
Chris Cole
The World's Tallest Dwarf

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

Hi Chris,

I think it is fair to say that the PB stat is supposed
to represent something akin to species norms with a
human default. It's a little buggy of course because
it gives an absolute value to an relative criteria*.

Taking the relative pathway, as one should with
Physical Beauty, I think the base-line is the humanoid
norm (4D5+3, 7-23). So use this value *within* a
species.

Using phylogentic taxonomy I would recommend something
like the following *between* species until an
equivalent is reached. Thus, using a homo sapien
sapien baseline example.

- Species: (Homo sapiens). No change to PB.
- Genus: Homo (Elves, halflings etc). -3 to relative
PB.
- Family: Hominidae (Great apes). -6 to relative PB
- Order: Primates. -9 to relative PB.
- Subclass: Placentalia. -12 to relative PB.
- Class: Mammalia (endothermic vertebrates with hair
and mammary glands). -15 to relative PB.
- Subphylum: Vertebrata (possessing a backbone). -18
to relative PB
- Phylum: Chordata. -21 to relative PB.
- Kingdom: Animalia, -24 to relative PB.
- Domain: Eukaryota (organisms which have cells with a
nucleus), -27 to relative PB.

So our fishy friends would have normal PB among other
fish of the same species, but to a human the value
would be reduced by 18 (except among piscineophiles, I
suppose), whereas the giraffe would be at -12.

Anyway, just a suggestion.. .. YDQMV.

Lev

* RuneQuest managed to do something clever in this
regard way back in second edition (maybe first, I'd
have to have another look) by applying a -10 to CHA
between sentient species. This is really just an
elaboration on that principle.

--- Christopher Dargan <imperium1@optusnet. com.au>
wrote:

> I'm glad that everyone likes my interpretations of
> these beasties. :D
>
> Ok. Now to the questions and suggestions. Many
> thanks for your interest everyone.
>
> @ Jeffrey
>
> 1) Yes I would be prepared to do additions to the
> bestiary if either yourself or anyone else is
> interested in supplying me with some suggestions.
>
> 2) The vast majority of the critters in my bestiary
> are from the real or mythological world. There are
> a handful of beasties from some fantasy novels and
> others from other role playing games. I can supply
> a list of the exceptions if you wish.
>
> @ gruundhen
>
> 1) I'll try and rectify the problem with the aboleth
> as soon as possible.
>
> 2) I'm trying to rectify the grammer & spelling as
> we speak.
>
> @ Lev
>
> Loved your bit about the animal beauty contest. :D
> I think I did go a bit overboard with the PB of a
> grouper. Especially when you think that something
> like a swan is supposed to be the great beauty of
> the animal kingdom. So the question becomes what do
> you think would be a reasonable score for a
> grouper's PB? How about say 6-8?
>
> As to giraffe's PB what can I say? I'm biased. :)
> However I'm open to suggestions. What do you think
> would be a reasonable for such a critter?
>
> I know dragons can be pretty ugly [2-4 usually] but
> my kelpie has them beat PB: 0-2 :) How's that for a
> reverse miss universe?
>
------------ --------- --------- --------- --------- --------- -
> @ Everyone
> Now as to some personal recommendations. I like to
> scare my players a bit or give them mysteries to
> solve. Some of the best beasties for this, in my
> opinion anyway, are the Gamin, Night Hag, and Athol.
> These critters will give your players the willies.
>
> If you like to add a touch of wierdness to your
> adventures occasionally try beasties like the
> boabhan shee [a vampire that can become selectively
> visible to whomever it wishes]. I had one player
> who thought his character had gone insane since only
> he, out of his entire party could see this beautiful
> woman. There's the wendigo [a creature that will
> literally scare a character to death]. And the Baka
> or spirit-ghoul. It possesses a character & forces
> him to act like [and eventually resemble] a ghoul.
> Imagine a player's he or she is told their character
> has awoken from a sound sleep with a half-eaten body
> part lying next to him or her. Now that should be
> the start of an interesting adventure.
>
> Finally there are just critters that are fun for a
> GM to play. How as a GM can I not love something
> like an ingogo? A creature that not only attacks
> you but screams out personal insults while its
> trying to bite you. I have NEVER seen my players
> more satisfied with themselves than when they killed
> a pack of these beasties.

____________ _________ _________ _________ _________ _________ _
Be a better friend, newshound, and
know-it-all with Yahoo! Mobile. Try it now. http://mobile. yahoo.com/ ;_ylt=Ahu06i62sR 8HDtDypao8Wcj9tA cJ



Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now.

Group: DQ-RULES Message: 1312 From: Lev Lafayette Date: 2/6/2008
Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questions concernin
Hi Chris,

The table specifically takes into account species
proximity to humans and that is as close as one will
get to universal standards of attractiveness. Monkeys
and chimps rate high, cats, dogs, and lions after that
and very few people find much in common, beauty-wise,
with fish and even less with ants.

As for the comparison with the warthog, any culture
with domesticated pigs would tend to put them in the
same category as those who keep cats and dogs.
Seriously.

All the best,


Lev

--- Christopher Cole <gruundehn@yahoo.com> wrote:

> Lev,
> The big problem I see with your table is that
> humans find other species cute. While very few
> people would find a warthog noice to look at, such
> animals as dogs, cats, monkeys, chimps, lions, etc.
> are all considered good-looking by most people.
>
> I am responding without my copy of DQ at hand but
> I think the PB is supposed to be how a human would
> see the other species. Thus the PB of the above
> good-looking creatures would be higher than the
> warthog. Elves and halflings would be higher than
> orcs, etc. Thus a general table such as yours would
> not work. The PB listing would have to be for each
> creature.
>
> Chris Cole
> The World's Tallest Dwarf
>
> Lev Lafayette <lev_lafayette@yahoo.com.au> wrote:
>
> Hi Chris,
>
> I think it is fair to say that the PB stat is
> supposed
> to represent something akin to species norms with a
> human default. It's a little buggy of course because
> it gives an absolute value to an relative criteria*.
>
> Taking the relative pathway, as one should with
> Physical Beauty, I think the base-line is the
> humanoid
> norm (4D5+3, 7-23). So use this value *within* a
> species.
>
> Using phylogentic taxonomy I would recommend
> something
> like the following *between* species until an
> equivalent is reached. Thus, using a homo sapien
> sapien baseline example.
>
> - Species: (Homo sapiens). No change to PB.
> - Genus: Homo (Elves, halflings etc). -3 to relative
> PB.
> - Family: Hominidae (Great apes). -6 to relative PB
> - Order: Primates. -9 to relative PB.
> - Subclass: Placentalia. -12 to relative PB.
> - Class: Mammalia (endothermic vertebrates with hair
> and mammary glands). -15 to relative PB.
> - Subphylum: Vertebrata (possessing a backbone). -18
> to relative PB
> - Phylum: Chordata. -21 to relative PB.
> - Kingdom: Animalia, -24 to relative PB.
> - Domain: Eukaryota (organisms which have cells with
> a
> nucleus), -27 to relative PB.
>
> So our fishy friends would have normal PB among
> other
> fish of the same species, but to a human the value
> would be reduced by 18 (except among piscineophiles,
> I
> suppose), whereas the giraffe would be at -12.
>
> Anyway, just a suggestion.... YDQMV.
>
> Lev
>
> * RuneQuest managed to do something clever in this
> regard way back in second edition (maybe first, I'd
> have to have another look) by applying a -10 to CHA
> between sentient species. This is really just an
> elaboration on that principle.
>
> --- Christopher Dargan <imperium1@optusnet.com.au>
> wrote:
>
> > I'm glad that everyone likes my interpretations of
> > these beasties. :D
> >
> > Ok. Now to the questions and suggestions. Many
> > thanks for your interest everyone.
> >
> > @ Jeffrey
> >
> > 1) Yes I would be prepared to do additions to the
> > bestiary if either yourself or anyone else is
> > interested in supplying me with some suggestions.
> >
> > 2) The vast majority of the critters in my
> bestiary
> > are from the real or mythological world. There are
> > a handful of beasties from some fantasy novels and
> > others from other role playing games. I can supply
> > a list of the exceptions if you wish.
> >
> > @ gruundhen
> >
> > 1) I'll try and rectify the problem with the
> aboleth
> > as soon as possible.
> >
> > 2) I'm trying to rectify the grammer & spelling as
> > we speak.
> >
> > @ Lev
> >
> > Loved your bit about the animal beauty contest. :D
>
> > I think I did go a bit overboard with the PB of a
> > grouper. Especially when you think that something
> > like a swan is supposed to be the great beauty of
> > the animal kingdom. So the question becomes what
> do
> > you think would be a reasonable score for a
> > grouper's PB? How about say 6-8?
> >
> > As to giraffe's PB what can I say? I'm biased. :)
> > However I'm open to suggestions. What do you think
> > would be a reasonable for such a critter?
> >
> > I know dragons can be pretty ugly [2-4 usually]
> but
> > my kelpie has them beat PB: 0-2 :) How's that for
> a
> > reverse miss universe?
> >
>
----------------------------------------------------------
> > @ Everyone
> > Now as to some personal recommendations. I like to
> > scare my players a bit or give them mysteries to
> > solve. Some of the best beasties for this, in my
> > opinion anyway, are the Gamin, Night Hag, and
> Athol.
> > These critters will give your players the willies.
> >
> > If you like to add a touch of wierdness to your
> > adventures occasionally try beasties like the
> > boabhan shee [a vampire that can become
> selectively
> > visible to whomever it wishes]. I had one player
> > who thought his character had gone insane since
> only
> > he, out of his entire party could see this
> beautiful
> > woman. There's the wendigo [a creature that will
> > literally scare a character to death]. And the
> Baka
> > or spirit-ghoul. It possesses a character & forces
> > him to act like [and eventually resemble] a ghoul.
>
> > Imagine a player's he or she is told their
> character
> > has awoken from a sound sleep with a half-eaten
> body
> > part lying next to him or her. Now that should be
> > the start of an interesting adventure.
> >
> > Finally there are just critters that are fun for a
> > GM to play. How as a GM can I not love something
> > like an ingogo? A creature that not only attacks
> > you but screams out personal insults while its
> > trying to bite you. I have NEVER seen my players
> > more satisfied with themselves than when they
> killed
> > a pack of these beasties.
>
>
__________________________________________________________
> Be a better friend, newshound, and
> know-it-all with Yahoo! Mobile. Try it now.
>
http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ
>
>
>
>
>
>
>
> ---------------------------------
> Be a better friend, newshound, and know-it-all with
> Yahoo! Mobile. Try it now.



____________________________________________________________________________________
Be a better friend, newshound, and
know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ
Group: DQ-RULES Message: 1313 From: Christopher Dargan Date: 2/6/2008
Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questions concernin
Hi Lev
Could you tell me where DQ says that it takes into account the species' proximity to humans.  All I could find was the definition of PB where it says "PB is an optional characteristic representing a character's appearence compared to the aesthetic standards of his society and race"  & further down "The PB value for monsters describes how that monster appears to a character, and NOT to another monster of the same race."
 
   Another thing to consider is that Elves are considered more attractive [on average] than a human despite the fact that they would be less likely to be in proximity to human beings.  Just throwing out ideas for consideration here.
Thanks for the help Lev & Chris.  Its greatly appeciated.
 
----- Original Message -----
Sent: Thursday, February 07, 2008 3:06 PM
Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questions concerning bestiary.)


Hi Chris,

The table specifically takes into account species
proximity to humans and that is as close as one will
get to universal standards of attractiveness. Monkeys
and chimps rate high, cats, dogs, and lions after that
and very few people find much in common, beauty-wise,
with fish and even less with ants.

As for the comparison with the warthog, any culture
with domesticated pigs would tend to put them in the
same category as those who keep cats and dogs.
Seriously.

All the best,

Lev

--- Christopher Cole <gruundehn@yahoo. com> wrote:

> Lev,
> The big problem I see with your table is that
> humans find other species cute. While very few
> people would find a warthog noice to look at, such
> animals as dogs, cats, monkeys, chimps, lions, etc.
> are all considered good-looking by most people.
>
> I am responding without my copy of DQ at hand but
> I think the PB is supposed to be how a human would
> see the other species. Thus the PB of the above
> good-looking creatures would be higher than the
> warthog. Elves and halflings would be higher than
> orcs, etc. Thus a general table such as yours would
> not work. The PB listing would have to be for each
> creature.
>
> Chris Cole
> The World's Tallest Dwarf
>
> Lev Lafayette <lev_lafayette@ yahoo.com. au> wrote:
>
> Hi Chris,
>
> I think it is fair to say that the PB stat is
> supposed
> to represent something akin to species norms with a
> human default. It's a little buggy of course because
> it gives an absolute value to an relative criteria*.
>
> Taking the relative pathway, as one should with
> Physical Beauty, I think the base-line is the
> humanoid
> norm (4D5+3, 7-23). So use this value *within* a
> species.
>
> Using phylogentic taxonomy I would recommend
> something
> like the following *between* species until an
> equivalent is reached. Thus, using a homo sapien
> sapien baseline example.
>
> - Species: (Homo sapiens). No change to PB.
> - Genus: Homo (Elves, halflings etc). -3 to relative
> PB.
> - Family: Hominidae (Great apes). -6 to relative PB
> - Order: Primates. -9 to relative PB.
> - Subclass: Placentalia. -12 to relative PB.
> - Class: Mammalia (endothermic vertebrates with hair
> and mammary glands). -15 to relative PB.
> - Subphylum: Vertebrata (possessing a backbone). -18
> to relative PB
> - Phylum: Chordata. -21 to relative PB.
> - Kingdom: Animalia, -24 to relative PB.
> - Domain: Eukaryota (organisms which have cells with
> a
> nucleus), -27 to relative PB.
>
> So our fishy friends would have normal PB among
> other
> fish of the same species, but to a human the value
> would be reduced by 18 (except among piscineophiles,
> I
> suppose), whereas the giraffe would be at -12.
>
> Anyway, just a suggestion.. .. YDQMV.
>
> Lev
>
> * RuneQuest managed to do something clever in this
> regard way back in second edition (maybe first, I'd
> have to have another look) by applying a -10 to CHA
> between sentient species. This is really just an
> elaboration on that principle.
>
> --- Christopher Dargan <imperium1@optusnet. com.au>
> wrote:
>
> > I'm glad that everyone likes my interpretations of
> > these beasties. :D
> >
> > Ok. Now to the questions and suggestions. Many
> > thanks for your interest everyone.
> >
> > @ Jeffrey
> >
> > 1) Yes I would be prepared to do additions to the
> > bestiary if either yourself or anyone else is
> > interested in supplying me with some suggestions.
> >
> > 2) The vast majority of the critters in my
> bestiary
> > are from the real or mythological world. There are
> > a handful of beasties from some fantasy novels and
> > others from other role playing games. I can supply
> > a list of the exceptions if you wish.
> >
> > @ gruundhen
> >
> > 1) I'll try and rectify the problem with the
> aboleth
> > as soon as possible.
> >
> > 2) I'm trying to rectify the grammer & spelling as
> > we speak.
> >
> > @ Lev
> >
> > Loved your bit about the animal beauty contest. :D
>
> > I think I did go a bit overboard with the PB of a
> > grouper. Especially when you think that something
> > like a swan is supposed to be the great beauty of
> > the animal kingdom. So the question becomes what
> do
> > you think would be a reasonable score for a
> > grouper's PB? How about say 6-8?
> >
> > As to giraffe's PB what can I say? I'm biased. :)
> > However I'm open to suggestions. What do you think
> > would be a reasonable for such a critter?
> >
> > I know dragons can be pretty ugly [2-4 usually]
> but
> > my kelpie has them beat PB: 0-2 :) How's that for
> a
> > reverse miss universe?
> >
>
------------ --------- --------- --------- --------- --------- -
> > @ Everyone
> > Now as to some personal recommendations. I like to
> > scare my players a bit or give them mysteries to
> > solve. Some of the best beasties for this, in my
> > opinion anyway, are the Gamin, Night Hag, and
> Athol.
> > These critters will give your players the willies.
> >
> > If you like to add a touch of wierdness to your
> > adventures occasionally try beasties like the
> > boabhan shee [a vampire that can become
> selectively
> > visible to whomever it wishes]. I had one player
> > who thought his character had gone insane since
> only
> > he, out of his entire party could see this
> beautiful
> > woman. There's the wendigo [a creature that will
> > literally scare a character to death]. And the
> Baka
> > or spirit-ghoul. It possesses a character & forces
> > him to act like [and eventually resemble] a ghoul.
>
> > Imagine a player's he or she is told their
> character
> > has awoken from a sound sleep with a half-eaten
> body
> > part lying next to him or her. Now that should be
> > the start of an interesting adventure.
> >
> > Finally there are just critters that are fun for a
> > GM to play. How as a GM can I not love something
> > like an ingogo? A creature that not only attacks
> > you but screams out personal insults while its
> > trying to bite you. I have NEVER seen my players
> > more satisfied with themselves than when they
> killed
> > a pack of these beasties.
>
>
____________ _________ _________ _________ _________ _________ _
> Be a better friend, newshound, and
> know-it-all with Yahoo! Mobile. Try it now.
>
http://mobile. yahoo.com/ ;_ylt=Ahu06i62sR 8HDtDypao8Wcj9tA cJ
>
>
>
>
>
>
>
> ------------ --------- --------- ---
> Be a better friend, newshound, and know-it-all with
> Yahoo! Mobile. Try it now.

____________ _________ _________ _________ _________ _________ _
Be a better friend, newshound, and
know-it-all with Yahoo! Mobile. Try it now. http://mobile. yahoo.com/ ;_ylt=Ahu06i62sR 8HDtDypao8Wcj9tA cJ


No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.5.516 / Virus Database: 269.19.20/1262 - Release Date: 6/02/2008 9:13 AM

Group: DQ-RULES Message: 1314 From: Lev Lafayette Date: 2/6/2008
Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questions concernin
Hi Chris,

In most roleplaying games "race" (aka subspecies)
refers to the various humanoid types (elves,
halflings, dwarves, humans and sometimes orcs,
depending on the game system). Hence variation from
the racial norm should be considered and as well as
the aesthetic standards of the culture.

In other words, the section you've quoted from the DQ
rules concurs pretty much with what I've written.

All the best,


Lev


--- Christopher Dargan <imperium1@optusnet.com.au>
wrote:

> Hi Lev
> Could you tell me where DQ says that it takes into
> account the species' proximity to humans. All I
> could find was the definition of PB where it says
> "PB is an optional characteristic representing a
> character's appearence compared to the aesthetic
> standards of his society and race" & further down
> "The PB value for monsters describes how that
> monster appears to a character, and NOT to another
> monster of the same race."
>
> Another thing to consider is that Elves are
> considered more attractive [on average] than a human
> despite the fact that they would be less likely to
> be in proximity to human beings. Just throwing out
> ideas for consideration here.
> Thanks for the help Lev & Chris. Its greatly
> appeciated.
>
> ----- Original Message -----
> From: Lev Lafayette
> To: dq-rules@yahoogroups.com
> Sent: Thursday, February 07, 2008 3:06 PM
> Subject: Re: Physical Beauty (was Re: [dq-rules]
> Reply to questions concerning bestiary.)
>
>
>
> Hi Chris,
>
> The table specifically takes into account species
> proximity to humans and that is as close as one
> will
> get to universal standards of attractiveness.
> Monkeys
> and chimps rate high, cats, dogs, and lions after
> that
> and very few people find much in common,
> beauty-wise,
> with fish and even less with ants.
>
> As for the comparison with the warthog, any
> culture
> with domesticated pigs would tend to put them in
> the
> same category as those who keep cats and dogs.
> Seriously.
>
> All the best,
>
> Lev
>
> --- Christopher Cole <gruundehn@yahoo.com> wrote:
>
> > Lev,
> > The big problem I see with your table is that
> > humans find other species cute. While very few
> > people would find a warthog noice to look at,
> such
> > animals as dogs, cats, monkeys, chimps, lions,
> etc.
> > are all considered good-looking by most people.
> >
> > I am responding without my copy of DQ at hand
> but
> > I think the PB is supposed to be how a human
> would
> > see the other species. Thus the PB of the above
> > good-looking creatures would be higher than the
> > warthog. Elves and halflings would be higher
> than
> > orcs, etc. Thus a general table such as yours
> would
> > not work. The PB listing would have to be for
> each
> > creature.
> >
> > Chris Cole
> > The World's Tallest Dwarf
> >
> > Lev Lafayette <lev_lafayette@yahoo.com.au>
> wrote:
> >
> > Hi Chris,
> >
> > I think it is fair to say that the PB stat is
> > supposed
> > to represent something akin to species norms
> with a
> > human default. It's a little buggy of course
> because
> > it gives an absolute value to an relative
> criteria*.
> >
> > Taking the relative pathway, as one should with
> > Physical Beauty, I think the base-line is the
> > humanoid
> > norm (4D5+3, 7-23). So use this value *within* a
> > species.
> >
> > Using phylogentic taxonomy I would recommend
> > something
> > like the following *between* species until an
> > equivalent is reached. Thus, using a homo sapien
> > sapien baseline example.
> >
> > - Species: (Homo sapiens). No change to PB.
> > - Genus: Homo (Elves, halflings etc). -3 to
> relative
> > PB.
> > - Family: Hominidae (Great apes). -6 to relative
> PB
> > - Order: Primates. -9 to relative PB.
> > - Subclass: Placentalia. -12 to relative PB.
> > - Class: Mammalia (endothermic vertebrates with
> hair
> > and mammary glands). -15 to relative PB.
> > - Subphylum: Vertebrata (possessing a backbone).
> -18
> > to relative PB
> > - Phylum: Chordata. -21 to relative PB.
> > - Kingdom: Animalia, -24 to relative PB.
> > - Domain: Eukaryota (organisms which have cells
> with
> > a
> > nucleus), -27 to relative PB.
> >
> > So our fishy friends would have normal PB among
> > other
> > fish of the same species, but to a human the
> value
> > would be reduced by 18 (except among
> piscineophiles,
> > I
> > suppose), whereas the giraffe would be at -12.
> >
> > Anyway, just a suggestion.... YDQMV.
> >
> > Lev
> >
> > * RuneQuest managed to do something clever in
> this
> > regard way back in second edition (maybe first,
> I'd
> > have to have another look) by applying a -10 to
> CHA
> > between sentient species. This is really just an
> > elaboration on that principle.
> >
> > --- Christopher Dargan
> <imperium1@optusnet.com.au>
> > wrote:
> >
> > > I'm glad that everyone likes my
> interpretations of
> > > these beasties. :D
> > >
> > > Ok. Now to the questions and suggestions. Many
> > > thanks for your interest everyone.
> > >
> > > @ Jeffrey
> > >
> > > 1) Yes I would be prepared to do additions to
> the
> > > bestiary if either yourself or anyone else is
> > > interested in supplying me with some
> suggestions.
> > >
> > > 2) The vast majority of the critters in my
> > bestiary
> > > are from the real or mythological world. There
> are
> > > a handful of beasties from some fantasy novels
> and
> > > others from other role playing games. I can
> supply
> > > a list of the exceptions if you wish.
> > >
> > > @ gruundhen
> > >
> > > 1) I'll try and rectify the problem with the
> > aboleth
> > > as soon as possible.
> > >
> > > 2) I'm trying to rectify the grammer &
> spelling as
> > > we speak.
> > >
> > > @ Lev
> > >
> > > Loved your bit about the animal beauty
> contest. :D
> >
> > > I think I did go a bit overboard with the PB
> of a
> > > grouper. Especially when you think that
> something
> > > like a swan is supposed to be the great beauty
> of
> > > the animal kingdom. So the question becomes
> what
> > do
> > > you think would be a reasonable score for a
> > > grouper's PB? How about say 6-8?
> > >
> > > As to giraffe's PB what can I say? I'm biased.
> :)
> > > However I'm open to suggestions. What do you
> think
> > > would be a reasonable for such a critter?
> > >
> > > I know dragons can be pretty ugly [2-4
> usually]
> > but
> > > my kelpie has them beat PB: 0-2 :) How's that
> for
> > a
> > > reverse miss universe?
> > >
> >
>
>
----------------------------------------------------------
> > > @ Everyone
> > > Now as to some personal recommendations. I
> like to
> > > scare my players a bit or give them mysteries
> to
> > > solve. Some of the best beasties for this, in
> my
> > > opinion anyway, are the Gamin, Night Hag, and
> > Athol.
> > > These critters will give your players the
> willies.
> > >
> > > If you like to add a touch of wierdness to
> your
> > > adventures occasionally try beasties like the
> > > boabhan shee [a vampire that can become
> > selectively
> > > visible to whomever it wishes]. I had one
> player
> > > who thought his character had gone insane
> since
> > only
> > > he, out of his entire party could see this
> > beautiful
> > > woman. There's the wendigo [a creature that
> will
> > > literally scare a character to death]. And the
> > Baka
> > > or spirit-ghoul. It possesses a character &
> forces
> > > him to act like [and eventually resemble] a
> ghoul.
> >
> > > Imagine a player's he or she is told their
> > character
> > > has awoken from a sound sleep with a
> half-eaten
> > body
> > > part lying next to him or her. Now that should
> be
> > > the start of an interesting adventure.
> > >
> > > Finally there are just critters that are fun
> for a
> > > GM to play. How as a GM can I not love
> something
> > > like an ingogo? A creature that not only
> attacks
> > > you but screams out personal insults while its
> > > trying to bite you. I have NEVER seen my
> players
> > > more satisfied with themselves than when they
> > killed
> > > a pack of these beasties.
> >
> >
>
>
__________________________________________________________
> > Be a better friend, newshound, and
> > know-it-all with Yahoo! Mobile. Try it now.
> >
>
>
http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ
> >
> >
> >
> >
> >
> >
> >
> > ---------------------------------
> > Be a better friend, newshound, and know-it-all
> with
> > Yahoo! Mobile. Try it now.
>
>
>
__________________________________________________________
> Be a better friend, newshound, and
> know-it-all with Yahoo! Mobile. Try it now.
>
http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ
>
>
>
>
>
>
>
>
------------------------------------------------------------------------------
>
>
> No virus found in this incoming message.
> Checked by AVG Free Edition.
> Version: 7.5.516 / Virus Database: 269.19.20/1262
> - Release Date: 6/02/2008 9:13 AM
>



____________________________________________________________________________________
Looking for last minute shopping deals?
Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping
Group: DQ-RULES Message: 1315 From: Christopher Dargan Date: 2/6/2008
Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questions concernin
Sorry Lev
I think I misunderstood.  When you wrote about proximity did you mean something we'd be more or less likely to encounter because it was physically close to us or something that is close to us in form. 
----- Original Message -----
Sent: Thursday, February 07, 2008 5:33 PM
Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questions concerning bestiary.)


Hi Chris,

In most roleplaying games "race" (aka subspecies)
refers to the various humanoid types (elves,
halflings, dwarves, humans and sometimes orcs,
depending on the game system). Hence variation from
the racial norm should be considered and as well as
the aesthetic standards of the culture.

In other words, the section you've quoted from the DQ
rules concurs pretty much with what I've written.

All the best,

Lev

--- Christopher Dargan <imperium1@optusnet. com.au>
wrote:

> Hi Lev
> Could you tell me where DQ says that it takes into
> account the species' proximity to humans. All I
> could find was the definition of PB where it says
> "PB is an optional characteristic representing a
> character's appearence compared to the aesthetic
> standards of his society and race" & further down
> "The PB value for monsters describes how that
> monster appears to a character, and NOT to another
> monster of the same race."
>
> Another thing to consider is that Elves are
> considered more attractive [on average] than a human
> despite the fact that they would be less likely to
> be in proximity to human beings. Just throwing out
> ideas for consideration here.
> Thanks for the help Lev & Chris. Its greatly
> appeciated.
>
> ----- Original Message -----
> From: Lev Lafayette
> To: dq-rules@yahoogroup s.com
> Sent: Thursday, February 07, 2008 3:06 PM
> Subject: Re: Physical Beauty (was Re: [dq-rules]
> Reply to questions concerning bestiary.)
>
>
>
> Hi Chris,
>
> The table specifically takes into account species
> proximity to humans and that is as close as one
> will
> get to universal standards of attractiveness.
> Monkeys
> and chimps rate high, cats, dogs, and lions after
> that
> and very few people find much in common,
> beauty-wise,
> with fish and even less with ants.
>
> As for the comparison with the warthog, any
> culture
> with domesticated pigs would tend to put them in
> the
> same category as those who keep cats and dogs.
> Seriously.
>
> All the best,
>
> Lev
>
> --- Christopher Cole <gruundehn@yahoo. com> wrote:
>
> > Lev,
> > The big problem I see with your table is that
> > humans find other species cute. While very few
> > people would find a warthog noice to look at,
> such
> > animals as dogs, cats, monkeys, chimps, lions,
> etc.
> > are all considered good-looking by most people.
> >
> > I am responding without my copy of DQ at hand
> but
> > I think the PB is supposed to be how a human
> would
> > see the other species. Thus the PB of the above
> > good-looking creatures would be higher than the
> > warthog. Elves and halflings would be higher
> than
> > orcs, etc. Thus a general table such as yours
> would
> > not work. The PB listing would have to be for
> each
> > creature.
> >
> > Chris Cole
> > The World's Tallest Dwarf
> >
> > Lev Lafayette <lev_lafayette@ yahoo.com. au>
> wrote:
> >
> > Hi Chris,
> >
> > I think it is fair to say that the PB stat is
> > supposed
> > to represent something akin to species norms
> with a
> > human default. It's a little buggy of course
> because
> > it gives an absolute value to an relative
> criteria*.
> >
> > Taking the relative pathway, as one should with
> > Physical Beauty, I think the base-line is the
> > humanoid
> > norm (4D5+3, 7-23). So use this value *within* a
> > species.
> >
> > Using phylogentic taxonomy I would recommend
> > something
> > like the following *between* species until an
> > equivalent is reached. Thus, using a homo sapien
> > sapien baseline example.
> >
> > - Species: (Homo sapiens). No change to PB.
> > - Genus: Homo (Elves, halflings etc). -3 to
> relative
> > PB.
> > - Family: Hominidae (Great apes). -6 to relative
> PB
> > - Order: Primates. -9 to relative PB.
> > - Subclass: Placentalia. -12 to relative PB.
> > - Class: Mammalia (endothermic vertebrates with
> hair
> > and mammary glands). -15 to relative PB.
> > - Subphylum: Vertebrata (possessing a backbone).
> -18
> > to relative PB
> > - Phylum: Chordata. -21 to relative PB.
> > - Kingdom: Animalia, -24 to relative PB.
> > - Domain: Eukaryota (organisms which have cells
> with
> > a
> > nucleus), -27 to relative PB.
> >
> > So our fishy friends would have normal PB among
> > other
> > fish of the same species, but to a human the
> value
> > would be reduced by 18 (except among
> piscineophiles,
> > I
> > suppose), whereas the giraffe would be at -12.
> >
> > Anyway, just a suggestion.. .. YDQMV.
> >
> > Lev
> >
> > * RuneQuest managed to do something clever in
> this
> > regard way back in second edition (maybe first,
> I'd
> > have to have another look) by applying a -10 to
> CHA
> > between sentient species. This is really just an
> > elaboration on that principle.
> >
> > --- Christopher Dargan
> <imperium1@optusnet. com.au>
> > wrote:
> >
> > > I'm glad that everyone likes my
> interpretations of
> > > these beasties. :D
> > >
> > > Ok. Now to the questions and suggestions. Many
> > > thanks for your interest everyone.
> > >
> > > @ Jeffrey
> > >
> > > 1) Yes I would be prepared to do additions to
> the
> > > bestiary if either yourself or anyone else is
> > > interested in supplying me with some
> suggestions.
> > >
> > > 2) The vast majority of the critters in my
> > bestiary
> > > are from the real or mythological world. There
> are
> > > a handful of beasties from some fantasy novels
> and
> > > others from other role playing games. I can
> supply
> > > a list of the exceptions if you wish.
> > >
> > > @ gruundhen
> > >
> > > 1) I'll try and rectify the problem with the
> > aboleth
> > > as soon as possible.
> > >
> > > 2) I'm trying to rectify the grammer &
> spelling as
> > > we speak.
> > >
> > > @ Lev
> > >
> > > Loved your bit about the animal beauty
> contest. :D
> >
> > > I think I did go a bit overboard with the PB
> of a
> > > grouper. Especially when you think that
> something
> > > like a swan is supposed to be the great beauty
> of
> > > the animal kingdom. So the question becomes
> what
> > do
> > > you think would be a reasonable score for a
> > > grouper's PB? How about say 6-8?
> > >
> > > As to giraffe's PB what can I say? I'm biased.
> :)
> > > However I'm open to suggestions. What do you
> think
> > > would be a reasonable for such a critter?
> > >
> > > I know dragons can be pretty ugly [2-4
> usually]
> > but
> > > my kelpie has them beat PB: 0-2 :) How's that
> for
> > a
> > > reverse miss universe?
> > >
> >
>
>
------------ --------- --------- --------- --------- --------- -
> > > @ Everyone
> > > Now as to some personal recommendations. I
> like to
> > > scare my players a bit or give them mysteries
> to
> > > solve. Some of the best beasties for this, in
> my
> > > opinion anyway, are the Gamin, Night Hag, and
> > Athol.
> > > These critters will give your players the
> willies.
> > >
> > > If you like to add a touch of wierdness to
> your
> > > adventures occasionally try beasties like the
> > > boabhan shee [a vampire that can become
> > selectively
> > > visible to whomever it wishes]. I had one
> player
> > > who thought his character had gone insane
> since
> > only
> > > he, out of his entire party could see this
> > beautiful
> > > woman. There's the wendigo [a creature that
> will
> > > literally scare a character to death]. And the
> > Baka
> > > or spirit-ghoul. It possesses a character &
> forces
> > > him to act like [and eventually resemble] a
> ghoul.
> >
> > > Imagine a player's he or she is told their
> > character
> > > has awoken from a sound sleep with a
> half-eaten
> > body
> > > part lying next to him or her. Now that should
> be
> > > the start of an interesting adventure.
> > >
> > > Finally there are just critters that are fun
> for a
> > > GM to play. How as a GM can I not love
> something
> > > like an ingogo? A creature that not only
> attacks
> > > you but screams out personal insults while its
> > > trying to bite you. I have NEVER seen my
> players
> > > more satisfied with themselves than when they
> > killed
> > > a pack of these beasties.
> >
> >
>
>
____________ _________ _________ _________ _________ _________ _
> > Be a better friend, newshound, and
> > know-it-all with Yahoo! Mobile. Try it now.
> >
>
>
http://mobile. yahoo.com/ ;_ylt=Ahu06i62sR 8HDtDypao8Wcj9tA cJ
> >
> >
> >
> >
> >
> >
> >
> > ------------ --------- --------- ---
> > Be a better friend, newshound, and know-it-all
> with
> > Yahoo! Mobile. Try it now.
>
>
>
____________ _________ _________ _________ _________ _________ _
> Be a better friend, newshound, and
> know-it-all with Yahoo! Mobile. Try it now.
>
http://mobile. yahoo.com/ ;_ylt=Ahu06i62sR 8HDtDypao8Wcj9tA cJ
>
>
>
>
>
>
>
>
------------ --------- --------- --------- --------- --------- -
>
>
> No virus found in this incoming message.
> Checked by AVG Free Edition.
> Version: 7.5.516 / Virus Database: 269.19.20/1262
> - Release Date: 6/02/2008 9:13 AM
>

____________ _________ _________ _________ _________ _________ _
Looking for last minute shopping deals?
Find them fast with Yahoo! Search. http://tools. search.yahoo. com/newsearch/ category. php?category= shopping


No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.5.516 / Virus Database: 269.19.20/1262 - Release Date: 6/02/2008 9:13 AM

Group: DQ-RULES Message: 1316 From: J K Hoffman Date: 2/7/2008
Subject: Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questions
Wow. I looked at that, thought to myself "Hmm, some folks like crunchy",
shrugged and moved on. Never would have thought so many would have had critical
thoughts about the system. (And, by "critical", I don't mean "bad", but "let's
refine this system". Just FYI.)

Is this part of the new DQ-based ruleset you were working on some time back? Is
that project still alive? I don't remember seeing anything more about it.

Thanks,
Jim
-------------- Original message ----------------------
From: dq-rules@yahoogroups.com
> 1a. Physical Beauty (was Re: [dq-rules] Reply to questions concerning be
> Posted by: "Lev Lafayette" lev_lafayette@yahoo.com.au lev_lafayette
> Date: Wed Feb 6, 2008 3:49 pm ((PST))
>
>
> Hi Chris,
>
> I think it is fair to say that the PB stat is supposed
> to represent something akin to species norms with a
> human default. It's a little buggy of course because
> it gives an absolute value to an relative criteria*.
>
> Taking the relative pathway, as one should with
> Physical Beauty, I think the base-line is the humanoid
> norm (4D5+3, 7-23). So use this value *within* a
> species.
>
> Using phylogentic taxonomy I would recommend something
> like the following *between* species until an
> equivalent is reached. Thus, using a homo sapien
> sapien baseline example.
>
> - Species: (Homo sapiens). No change to PB.
> - Genus: Homo (Elves, halflings etc). -3 to relative
> PB.
> - Family: Hominidae (Great apes). -6 to relative PB
> - Order: Primates. -9 to relative PB.
> - Subclass: Placentalia. -12 to relative PB.
> - Class: Mammalia (endothermic vertebrates with hair
> and mammary glands). -15 to relative PB.
> - Subphylum: Vertebrata (possessing a backbone). -18
> to relative PB
> - Phylum: Chordata. -21 to relative PB.
> - Kingdom: Animalia, -24 to relative PB.
> - Domain: Eukaryota (organisms which have cells with a
> nucleus), -27 to relative PB.
>
> So our fishy friends would have normal PB among other
> fish of the same species, but to a human the value
> would be reduced by 18 (except among piscineophiles, I
> suppose), whereas the giraffe would be at -12.
>
> Anyway, just a suggestion.... YDQMV.
>
>
>
> Lev
>
>
> * RuneQuest managed to do something clever in this
> regard way back in second edition (maybe first, I'd
> have to have another look) by applying a -10 to CHA
> between sentient species. This is really just an
> elaboration on that principle.
>
>
--
---------
"The only difference between saints
and sinners is that every saint has
a past and every sinner has a future."
--Oscar Wilde
Group: DQ-RULES Message: 1317 From: igmod@comcast.net Date: 2/7/2008
Subject: Re: Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questi
I don't see the problem.
 
~Jeffery~
 
-------------- Original message --------------
From: "J K Hoffman" <ryumaou@sbcglobal.net>

> Wow. I looked at that, thought to myself "Hmm, some folks like crunchy",
> shrugged and moved on. Never would have thought so many would have had critical
> thoughts about the system. (And, by "critical", I don't mean "bad", but "let's
> refine this system". Just FYI.)
>
> Is this part of the new DQ-based ruleset you were working on some time back? Is
> that project still alive? I don't remember seeing anything more about it.
>
> Thanks,
> Jim
> -------------- Original message ----------------------
> From: dq-rules@yahoogroups.com
> > 1a. Physical Beauty (was Re: [dq-rules] Reply to questions concerning be
> > Posted by: "Lev Lafayette" lev_lafayette@yahoo.com.au lev_lafayette
> & gt; Date: Wed Feb 6, 2008 3:49 pm ((PST))
> >
> >
> > Hi Chris,
> >
> > I think it is fair to say that the PB stat is supposed
> > to represent something akin to species norms with a
> > human default. It's a little buggy of course because
> > it gives an absolute value to an relative criteria*.
> >
> > Taking the relative pathway, as one should with
> > Physical Beauty, I think the base-line is the humanoid
> > norm (4D5+3, 7-23). So use this value *within* a
> > species.
> >
> > Using phylogentic taxonomy I would recommend something
> > like the following *between* species until an
> > equivalent is reached. Thus, using a homo sapien
> > sapien baseline example.
> >
> > - Species: (Homo sapiens). No change to PB.
> > - Genus: Homo (Elves, halflings etc). -3 to relative
> > PB.
> > - Family: Hominidae (Great apes). -6 to relative PB
> > - Order: Primates. -9 to relative PB.
> > - Subclass: Placentalia. -12 to relative PB.
> > - Class: Mammalia (endothermic vertebrates with hair
> > and mammary glands). -15 to relative PB.
> > - Subphylum: Vertebrata (possessing a backbone). -18
> > to relative PB
> > - Phylum: Chordata. -21 to relative PB.
> > - Kingdom: Animalia, -24 to relative PB.
> > - Domain: Eukaryota (organisms which have cells with a
> > nucleus), -27 to relative PB.
> >
> > So our fishy friends would have normal PB among other
> > fish of the same species, but to a human the value
> > would be reduced by 18 (except among piscineophiles, I
> > suppose), whereas the giraffe would be at -12.
> >
> > Anyway, just a suggestion.... YDQMV.
> >
> >
> >
> > Lev
> >
> >
> > * RuneQuest managed to do something clever in this
> > regard way back in second edition (maybe first, I'd
> > have to have another look) by applying a -10 to CHA
> > between sentient species. This is really just an
> > elaboration on that principle.
> >
> >
> --
> ---------
> "The only difference between saints
> and sinners is that every saint has
> a past and every sinner has a future."
> --Oscar Wilde
>
>
>
>
> To Post a message, send it to: dq-rules@eGroups.com
> To Unsubscribe, send a blank message to: dq-rules-unsubscribe@eGroups.com
> Yahoo! Groups Links
>
> <*> To visit your group on the web, go to:
> http://groups.yahoo.com/group/dq-rules/
>
> <*> Your email settings:
> Individual Email | Trad itional
>
> <*> To change settings online go to:
> http://groups.yahoo.com/group/dq-rules/join
> (Yahoo! ID required)
>
> <*> To change settings via email:
> mailto:dq-rules-digest@yahoogroups.com
> mailto:dq-rules-fullfeatured@yahoogroups.com
>
> <*> To unsubscribe from this group, send an email to:
> dq-rules-unsubscribe@yahoogroups.com
>
> <*> Your use of Yahoo! Groups is subject to:
> http://docs.yahoo.com/info/terms/
>
Group: DQ-RULES Message: 1318 From: Lev Lafayette Date: 2/7/2008
Subject: Re: Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questi
Hi Jim,

Yes, you're right. I do take a 'critical' (using your
definition to game system design). Of course with a
bit more further tweaking of the scale the distinction
could be applied to other game systems as well. In
fact I may submit it for the next issue of Grimoire
magazine.

As for the DQ-inspired game, it's been merged with a
larger project due to be released in June this year
(http://www.mimesisrpg.com/). The "Dragonlords"
setting is also highly DQ-derived.

All the best,


Lev

--- J K Hoffman <ryumaou@sbcglobal.net> wrote:

> Wow. I looked at that, thought to myself "Hmm, some
> folks like crunchy",
> shrugged and moved on. Never would have thought so
> many would have had critical
> thoughts about the system. (And, by "critical", I
> don't mean "bad", but "let's
> refine this system". Just FYI.)
>
> Is this part of the new DQ-based ruleset you were
> working on some time back? Is
> that project still alive? I don't remember seeing
> anything more about it.
>
> Thanks,
> Jim
> -------------- Original message
> ----------------------
> From: dq-rules@yahoogroups.com
> > 1a. Physical Beauty (was Re: [dq-rules] Reply to
> questions concerning be
> > Posted by: "Lev Lafayette"
> lev_lafayette@yahoo.com.au lev_lafayette
> > Date: Wed Feb 6, 2008 3:49 pm ((PST))
> >
> >
> > Hi Chris,
> >
> > I think it is fair to say that the PB stat is
> supposed
> > to represent something akin to species norms with
> a
> > human default. It's a little buggy of course
> because
> > it gives an absolute value to an relative
> criteria*.
> >
> > Taking the relative pathway, as one should with
> > Physical Beauty, I think the base-line is the
> humanoid
> > norm (4D5+3, 7-23). So use this value *within* a
> > species.
> >
> > Using phylogentic taxonomy I would recommend
> something
> > like the following *between* species until an
> > equivalent is reached. Thus, using a homo sapien
> > sapien baseline example.
> >
> > - Species: (Homo sapiens). No change to PB.
> > - Genus: Homo (Elves, halflings etc). -3 to
> relative
> > PB.
> > - Family: Hominidae (Great apes). -6 to relative
> PB
> > - Order: Primates. -9 to relative PB.
> > - Subclass: Placentalia. -12 to relative PB.
> > - Class: Mammalia (endothermic vertebrates with
> hair
> > and mammary glands). -15 to relative PB.
> > - Subphylum: Vertebrata (possessing a backbone).
> -18
> > to relative PB
> > - Phylum: Chordata. -21 to relative PB.
> > - Kingdom: Animalia, -24 to relative PB.
> > - Domain: Eukaryota (organisms which have cells
> with a
> > nucleus), -27 to relative PB.
> >
> > So our fishy friends would have normal PB among
> other
> > fish of the same species, but to a human the value
> > would be reduced by 18 (except among
> piscineophiles, I
> > suppose), whereas the giraffe would be at -12.
> >
> > Anyway, just a suggestion.... YDQMV.
> >
> >
> >
> > Lev
> >
> >
> > * RuneQuest managed to do something clever in this
> > regard way back in second edition (maybe first,
> I'd
> > have to have another look) by applying a -10 to
> CHA
> > between sentient species. This is really just an
> > elaboration on that principle.
> >
> >
> --
> ---------
> "The only difference between saints
> and sinners is that every saint has
> a past and every sinner has a future."
> --Oscar Wilde
>
>
>



____________________________________________________________________________________
Be a better friend, newshound, and
know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ
Group: DQ-RULES Message: 1319 From: ryumaou01 Date: 2/8/2008
Subject: Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questions
Oh, no problem at all. I was surprised by the intensity of interest.
And, I thought I detected a little undercurrent of sensitivity, but,
maybe that was just me.
It's an interesting mechanic, but I don't think I'd want to use it
myself, because I don't like number crunching.
To each his/her/its own.

Thanks,
Jim
--- In dq-rules@yahoogroups.com, igmod@... wrote:
>
> I don't see the problem.
>
> ~Jeffery~
>
Group: DQ-RULES Message: 1320 From: ryumaou01 Date: 2/8/2008
Subject: Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questions
Lev,

It looked like I had to join a mailing list to get any significant
access to that site, is that right? Or am I missing some slightly
hidden link?

In any case, their "About" page was interesting. Seems like a pretty
ambitious project. I hope it works out. A little spreading the word
might get a few new DragonQuest players, too! That's *always* a good
thing.
Let us know how it goes, okay?

Thanks!
Jim

--- In dq-rules@yahoogroups.com, Lev Lafayette <lev_lafayette@...> wrote:
>
>
> Hi Jim,
>
> Yes, you're right. I do take a 'critical' (using your
> definition to game system design). Of course with a
> bit more further tweaking of the scale the distinction
> could be applied to other game systems as well. In
> fact I may submit it for the next issue of Grimoire
> magazine.
>
> As for the DQ-inspired game, it's been merged with a
> larger project due to be released in June this year
> (http://www.mimesisrpg.com/). The "Dragonlords"
> setting is also highly DQ-derived.
>
> All the best,
>
>
> Lev
>
Group: DQ-RULES Message: 1321 From: gruundehn Date: 2/8/2008
Subject: Physical Beauty (was Re: [dq-rules] Reply to questions concerning be
Lev, I disagree that your system is basically the same as the DQ
rule, but that would seem to be a subjective interpetation. So, I'm
not going to start a fight over it. I will point out that, for
example, among fish species there are ones that are considered
beautiful and ones that are considered ugly and the range of PB that
the stat would cover is probably greater than allowed for by your
table. The same with pigs I presume, I know what a warthog looks like
and it is ugly to an extreme unlike the potbellied pig or other
domestic swine. My point is that the variations in a group are
probably greater than the differences between the groups. I think it
would be easier to start with individual PB stats rather than a
blanket group stat, since you would have to do the variations anyway.
Now cultures, there I could see a blanket modifier to the groups; as
in: this culture considers fish to be a gift from the gods and
therefore more beautiful or whatever.
However, as I said,this is something not worth starting a fight over.

Chris Cole
The World's Tallest Dwarf

--- In dq-rules@yahoogroups.com, Lev Lafayette <lev_lafayette@...>
wrote:
>
>
> Hi Chris,
>
> In most roleplaying games "race" (aka subspecies)
> refers to the various humanoid types (elves,
> halflings, dwarves, humans and sometimes orcs,
> depending on the game system). Hence variation from
> the racial norm should be considered and as well as
> the aesthetic standards of the culture.
>
> In other words, the section you've quoted from the DQ
> rules concurs pretty much with what I've written.
>
> All the best,
>
>
> Lev
>
>
> --- Christopher Dargan <imperium1@...>
> wrote:
>
> > Hi Lev
> > Could you tell me where DQ says that it takes into
> > account the species' proximity to humans. All I
> > could find was the definition of PB where it says
> > "PB is an optional characteristic representing a
> > character's appearence compared to the aesthetic
> > standards of his society and race" & further down
> > "The PB value for monsters describes how that
> > monster appears to a character, and NOT to another
> > monster of the same race."
> >
> > Another thing to consider is that Elves are
> > considered more attractive [on average] than a human
> > despite the fact that they would be less likely to
> > be in proximity to human beings. Just throwing out
> > ideas for consideration here.
> > Thanks for the help Lev & Chris. Its greatly
> > appeciated.
Group: DQ-RULES Message: 1322 From: Christopher Dargan Date: 2/9/2008
Subject: Bestiary
Hi everyone
May I ask that anyone interested in the next edition of the bestiary send in their favourite beasties to me so that they can be included.
Thanks
Chris
Group: DQ-RULES Message: 1323 From: dbarrass_2000 Date: 2/9/2008
Subject: Physical Beauty (was Re: [dq-rules] Reply to questions concerning be
Human's idea of beauty will be entirely different from, say, a wart
hog's. A wart hog is an ugly beast, but to a lady wart hog, well
those lumps are a real turn on. As for totally alien species who
knows what they find attractive. I have enough difficulty finding out
what the members of my own species find attractive :--).

I think PB has to be for a human or other PC race (even then an orc
may value other things) with a second PB stat for members of their
own species where it matters (maybe in brackets).

David

--- In dq-rules@yahoogroups.com, "gruundehn" <gruundehn@...> wrote:
>
> Lev, I disagree that your system is basically the same as the DQ
> rule, but that would seem to be a subjective interpetation. So, I'm
> not going to start a fight over it. I will point out that, for
> example, among fish species there are ones that are considered
> beautiful and ones that are considered ugly and the range of PB that
> the stat would cover is probably greater than allowed for by your
> table. The same with pigs I presume, I know what a warthog looks like
> and it is ugly to an extreme unlike the potbellied pig or other
> domestic swine. My point is that the variations in a group are
> probably greater than the differences between the groups. I think it
> would be easier to start with individual PB stats rather than a
> blanket group stat, since you would have to do the variations anyway.
> Now cultures, there I could see a blanket modifier to the groups; as
> in: this culture considers fish to be a gift from the gods and
> therefore more beautiful or whatever.
> However, as I said,this is something not worth starting a fight over.
>
> Chris Cole
> The World's Tallest Dwarf
>
> --- In dq-rules@yahoogroups.com, Lev Lafayette <lev_lafayette@>
> wrote:
> >
> >
> > Hi Chris,
> >
> > In most roleplaying games "race" (aka subspecies)
> > refers to the various humanoid types (elves,
> > halflings, dwarves, humans and sometimes orcs,
> > depending on the game system). Hence variation from
> > the racial norm should be considered and as well as
> > the aesthetic standards of the culture.
> >
> > In other words, the section you've quoted from the DQ
> > rules concurs pretty much with what I've written.
> >
> > All the best,
> >
> >
> > Lev
> >
> >
> > --- Christopher Dargan <imperium1@>
> > wrote:
> >
> > > Hi Lev
> > > Could you tell me where DQ says that it takes into
> > > account the species' proximity to humans. All I
> > > could find was the definition of PB where it says
> > > "PB is an optional characteristic representing a
> > > character's appearence compared to the aesthetic
> > > standards of his society and race" & further down
> > > "The PB value for monsters describes how that
> > > monster appears to a character, and NOT to another
> > > monster of the same race."
> > >
> > > Another thing to consider is that Elves are
> > > considered more attractive [on average] than a human
> > > despite the fact that they would be less likely to
> > > be in proximity to human beings. Just throwing out
> > > ideas for consideration here.
> > > Thanks for the help Lev & Chris. Its greatly
> > > appeciated.
>
Group: DQ-RULES Message: 1324 From: John M Kahane Date: 2/9/2008
Subject: A Matter of Perception (Was: Re: Re: Additions to DQ)
Hullo, Rodger,

Yes, I'm playing catch-up with lost e-mail again. *sigh*

In a message of December 26th, 2007, Rodger Thorm wrote,

> The issue seems to be a matter of specificity.
>
> Sure, Throg the Barbarian may have a great PC for noticing all the details
> out in the wilderness, but can he tell if Hobart Townsman is lying to him
> or trying to cheat him?

While I agree with your point here, I think it also has a lot to
do with the game designers and their mindset back at that time. Part of
the problem, exemplified by the situations you describe with Throg
above, is that it would come down to the GM deciding whether Throg can
use the PC roll to do the job here. The DF for the first example might
be a 5 or 6, but the DF for the second example would be 0.5 or maybe
1.0, if I was feeling generous.

> Using Perception may be fine, or a skill that acts as a shading of PC for
> interpersonal dealings would be reasonable if that fit into the particular
> campaign or style of play. I don't think either one is absolutely
> correct.

Agreed. This is not to say that a Con, Bluff, or whatever skill
isn't suitable for the game, just a question of how one would integrate
into the game system as it exists right now.

> If you want to break down PC, you could have stock Perception and
> Interpersonal Perception, and make each one only 500 XP per point. So if
> Throg only wanted basic PC, it would be cheaper, but he'd be totally out
> of his depth in the city talking to Hobart.

Certainly true, but this really is somewhat a matter of
hair-splltting, as you pointed out, and it's not something I would
encourage in my DQ campaign.

...All the wild witches, those most noble ladies. (Yeats)

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
blog: http://jkahane.livejournal.com
Group: DQ-RULES Message: 1325 From: John M Kahane Date: 2/9/2008
Subject: Re: Additions to DQ
Hullo, Mandos,

In a message of December 26th, 2007, Mandos Mitchinson wrote:

> I roleplay the conversations, no dice rolling at all.

Which is the ideal way to play it, since DRAGONQUEST is a
roleplaying game, not a roll-playing one, despite what some players
prefer. And there's enough dice rolling in combat to make up for the
social situations! :)

> If the player is a better conversationalist than their character, I expect
> the player the portray the character effectivly and if they don't they lose
> EP. If the Character is better than the player, I expect the player to do
> their best and modify my conversation to make it easy or hard depending on
> the characters levels of skill.

While this is ideal, some players just aren't very good at social
interaction in rpgs. At times like that, the dice do tend to make up
for stuff, although one needs to try and balance the two aspects of
gaming out.

...One more drink, and I'll be under the host. (Dorothy Parker)

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
blog: http://jkahane.livejournal.com
Group: DQ-RULES Message: 1326 From: John M Kahane Date: 2/9/2008
Subject: A Matter of Perception (Was: Re: Re: Additions to DQ)
Hullo, Mandos,

In a message of December 26th, 2007, Mandos Mitchinson wrote:

> I roleplay the conversations, no dice rolling at all.

Which is the ideal way to play it, since DRAGONQUEST is a
roleplaying game, not a roll-playing one, despite what some players
prefer. And there's enough dice rolling in combat to make up for the
social situations! :)

> If the player is a better conversationalist than their character, I expect
> the player the portray the character effectivly and if they don't they lose
> EP. If the Character is better than the player, I expect the player to do
> their best and modify my conversation to make it easy or hard depending on
> the characters levels of skill.

While this is ideal, some players just aren't very good at social
interaction in rpgs. At times like that, the dice do tend to make up
for stuff, although one needs to try and balance the two aspects of
gaming out.

...One more drink, and I'll be under the host. (Dorothy Parker)

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
blog: http://jkahane.livejournal.com
Group: DQ-RULES Message: 1327 From: John M Kahane Date: 2/9/2008
Subject: Re: New file uploaded to dq-rules
Hullo, Christopher,

In a message of February 2nd, 2008, dq-rules@yahoogroups.com wrote,

> 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 : /dragonquest bestiary 1.doc
> Uploaded by : christopherdargan <imperium1@optusnet.com.au>
> Description : This is the bestiary a few of you have asked for. Hope you enjoy it. Please let me know any suggestions you have.

Excellent job on this material, Christopher, and will make a good
addition to the DQ Bestiary that I'm sure all of us keep! :)

..."The only good gargoyle is one decorating the top of a church." -
Willem Anders, former city guard

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
blog: http://jkahane.livejournal.com
Group: DQ-RULES Message: 1328 From: Christopher Cole Date: 2/9/2008
Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questions concernin
David, I think the PB stat is supposed to be just the human perception of the other creature. Each species will have differnt standards of beauty and for them the PB stat would run from 7 to 23 (given the 4d5+3 roll to generate the stat) and would be meaningless to the characters. Unless you WANT to role-play interactions between two warthogs.

dbarrass_2000 <david.barrass@ed.ac.uk> wrote:
Human's idea of beauty will be entirely different from, say, a wart
hog's. A wart hog is an ugly beast, but to a lady wart hog, well
those lumps are a real turn on. As for totally alien species who
knows what they find attractive. I have enough difficulty finding out
what the members of my own species find attractive :--).

I think PB has to be for a human or other PC race (even then an orc
may value other things) with a second PB stat for members of their
own species where it matters (maybe in brackets).

David

--- In dq-rules@yahoogroup s.com, "gruundehn" <gruundehn@. ..> wrote:
>
> Lev, I disagree that your system is basically the same as the DQ
> rule, but that would seem to be a subjective interpetation. So, I'm
> not going to start a fight over it. I will point out that, for
> example, among fish species there are ones that are considered
> beautiful and ones that are considered ugly and the range of PB that
> the stat would cover is probably greater than allowed for by your
> table. The same with pigs I presume, I know what a warthog looks like
> and it is ugly to an extreme unlike the potbellied pig or other
> domestic swine. My point is that the variations in a group are
> probably greater than the differences between the groups. I think it
> would be easier to start with individual PB stats rather than a
> blanket group stat, since you would have to do the variations anyway.
> Now cultures, there I could see a blanket modifier to the groups; as
> in: this culture considers fish to be a gift from the gods and
> therefore more beautiful or whatever.
> However, as I said,this is something not worth starting a fight over.
>
> Chris Cole
> The World's Tallest Dwarf
>
> --- In dq-rules@yahoogroup s.com, Lev Lafayette <lev_lafayette@ >
> wrote:
> >
> >
> > Hi Chris,
> >
> > In most roleplaying games "race" (aka subspecies)
> > refers to the various humanoid types (elves,
> > halflings, dwarves, humans and sometimes orcs,
> > depending on the game system). Hence variation from
> > the racial norm should be considered and as well as
> > the aesthetic standards of the culture.
> >
> > In other words, the section you've quoted from the DQ
> > rules concurs pretty much with what I've written.
> >
> > All the best,
> >
> >
> > Lev
> >
> >
> > --- Christopher Dargan <imperium1@>
> > wrote:
> >
> > > Hi Lev
> > > Could you tell me where DQ says that it takes into
> > > account the species' proximity to humans. All I
> > > could find was the definition of PB where it says
> > > "PB is an optional characteristic representing a
> > > character's appearence compared to the aesthetic
> > > standards of his society and race" & further down
> > > "The PB value for monsters describes how that
> > > monster appears to a character, and NOT to another
> > > monster of the same race."
> > >
> > > Another thing to consider is that Elves are
> > > considered more attractive [on average] than a human
> > > despite the fact that they would be less likely to
> > > be in proximity to human beings. Just throwing out
> > > ideas for consideration here.
> > > Thanks for the help Lev & Chris. Its greatly
> > > appeciated.
>



Looking for last minute shopping deals? Find them fast with Yahoo! Search.

Group: DQ-RULES Message: 1329 From: Christopher Cole Date: 2/9/2008
Subject: Re: Additions to DQ
John K, in my group (playing D&D 3.5) the player will say the basic idea of what the character is to say, whatever the player wants to say and this is modified by the die roll to see how well the character conveys the ideas presented by the player. If a player speaks well, the DM uses this as a modifier to the roll but if a player speaks poorly because the player is not well versed in social interactions there is no penalty. If the player is well versed in social interactions but presents the intended conversation poorly, then there is a penalty to the roll. If the player is trying to roll-play a bad conversation, there is no modifier. I think this is a good system since it allows for characters to be better than their character. If I were to play a "face" character without such a system I'd kill the party.
 
Chris Cole
The World's Tallest Dwarf

John M Kahane <jkahane@comnet.ca> wrote:
Hullo, Mandos,

In a message of December 26th, 2007, Mandos Mitchinson wrote:

> I roleplay the conversations, no dice rolling at all.

Which is the ideal way to play it, since DRAGONQUEST is a
roleplaying game, not a roll-playing one, despite what some players
prefer. And there's enough dice rolling in combat to make up for the
social situations! :)

> If the player is a better conversationalist than their character, I expect
> the player the portray the character effectivly and if they don't they lose
> EP. If the Character is better than the player, I expect the player to do
> their best and modify my conversation to make it easy or hard depending on
> the characters levels of skill.

While this is ideal, some players just aren't very good at social
interaction in rpgs. At times like that, the dice do tend to make up
for stuff, although one needs to try and balance the two aspects of
gaming out.

...One more drink, and I'll be under the host. (Dorothy Parker)

--
JohnK
e-mail: jkahane@comnet. ca
web: http://www.comnet. ca/~jkahane
blog: http://jkahane. livejournal. com



Looking for last minute shopping deals? Find them fast with Yahoo! Search.

Group: DQ-RULES Message: 1330 From: Mandos Mitchinson Date: 2/10/2008
Subject: Re: A Matter of Perception (Was: Re: Re: Additions to DQ)
>> If the player is a better conversationalist than their character, I
expect
>> the player the portray the character effectivly and if they don't they
lose
>> EP. If the Character is better than the player, I expect the player to do
>> their best and modify my conversation to make it easy or hard depending
on
>> the characters levels of skill.
>
>While this is ideal, some players just aren't very good at social
>interaction in rpgs. At times like that, the dice do tend to make up
>for stuff, although one needs to try and balance the two aspects of
>gaming out.

That's where the skill level takes over. If the character has a high skill,
and the players is trying their best then I will let them succeed. If the
skill level of character and player match up then the conversation is as it
stands.

Mandos
/s
Group: DQ-RULES Message: 1331 From: Lev Lafayette Date: 2/10/2008
Subject: Re: Subject: Re: Physical Beauty (was Re: [dq-rules] Reply to questi
If you want to keep track of changes as they occur
over the next few months feel free to join up on the
"design" list. That's where I'll be posting them.

All the best,


Lev

--- ryumaou01 <ryumaou@sbcglobal.net> wrote:

> Lev,
>
> It looked like I had to join a mailing list to get
> any significant
> access to that site, is that right? Or am I missing
> some slightly
> hidden link?
>
> In any case, their "About" page was interesting.
> Seems like a pretty
> ambitious project. I hope it works out. A little
> spreading the word
> might get a few new DragonQuest players, too!
> That's *always* a good
> thing.
> Let us know how it goes, okay?
>
> Thanks!
> Jim
>
> --- In dq-rules@yahoogroups.com, Lev Lafayette
> <lev_lafayette@...> wrote:
> >
> >
> > Hi Jim,
> >
> > Yes, you're right. I do take a 'critical' (using
> your
> > definition to game system design). Of course with
> a
> > bit more further tweaking of the scale the
> distinction
> > could be applied to other game systems as well. In
> > fact I may submit it for the next issue of
> Grimoire
> > magazine.
> >
> > As for the DQ-inspired game, it's been merged with
> a
> > larger project due to be released in June this
> year
> > (http://www.mimesisrpg.com/). The "Dragonlords"
> > setting is also highly DQ-derived.
> >
> > All the best,
> >
> >
> > Lev
> >
>
>
>



____________________________________________________________________________________
Looking for last minute shopping deals?
Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping
Group: DQ-RULES Message: 1332 From: David Chappell Date: 2/26/2008
Subject: Re: Additions to DQ
--- In dq-rules@yahoogroups.com, "gruundehn" <gruundehn@...> wrote:
>
> I am presently playing D&D 3.5 because it is what my group plays. I
> like DQ for many reasons but I htink D&D 3.0 & 3.5 have hit upon two
> areas that can be added to DQ and improve the game. First is the skills
> Bluff and Diplomancy. Both of these allow the player to run a character
> that has a better chance to talk his/her way out of a situation than
> the player would have. I would think these would be general skills
> along the lines of horsemanship. Second, D&D has NPC classes so that
> everyone you meet isn't a low level fighter/rogue/etc. For DQ this
> would entail creating various NPC only skill packs to cover the areas
> not covered by the skills now given in Book 3.
>
> I am building a campaign for DQ to introduce to my group and probably
> will have these additions as house rules.
>

I tend to run my games using D&D game worlds. Mostly because there
aren't any worlds still being published for DQ. I still use DQ rules,
though. I've used skills for many years that are more likely to be
taken by NPCs, though. I've been running DQ games since the late 80s
and have only seen a couple of PCs take the beastmaster skill. They
all go to one when they want to buy a warhorse, though. Alchemist is
another skill my PCs tend to not take. They'd rather spend their coin
on an NPC alchemist and their EPs on something else. I've created a
few other skills, and snatched several more off the 'net, for other
things that are usually more NPC oriented. But I always leave them as
an option for the PCs, too. Occasionally I have a player who wants to
make his own sword, but most of them leave that to the NPC weaponsmith.

Even though many skills are oriented more towards NPCs than
adventurers, I don't see the need in DQ to have stuff that is limited
to just NPCs. In D&D they exist because of the way the skill system is
connected to levels. The most skill points you can have in a skill is
something like 3 + your class level. So you can't be a master chef or
a master merchant without gaining levels. At level 2 you'd only be
able to have 5 skill points in cooking. A master chef that is not. So
to allow for things like that, without that chef having to also be a
powerful fighter or rogue, they added NPC classes. In DQ, you can take
merchant to rank 10 without ever being forced to raise anything else.
Adding a cooking skill to DQ would be useful, but having it as only
available to NPCs doesn't seem necessary to me.

The classes my players usually want converted to DQ skills are PC
Prestige Classes or PC base classes that aren't covered in DQ. I had a
player who really wanted to play a D&D style barbarian, so I created a
Berserker skill for him. I'm currently running a DQ game set in
Eberron and had to convert many classes and prestige classes to
skills. Oddly enough, though, I've still never bothered making (or
stealing) a skill to emulate the cleric class.

For diplomacy and bluff type skills, I've always winged it depending
on the situation. I've used reaction rolls modified by the way the
player roleplayed it and how he had established his character. The
character who had always been gruff, terse, and tactless had more
penalties to trying to talk his way out of a situation than the guy
who had always been a fast talking con artist. I also allowed those
with the courtesan skill to use the seduction ability to sweet talk
their way through situations instead of just using it for pure
seduction. Troubador is another skill I've let characters use for
diplomacy/buff type things.

However, if your players are new to DQ and well experienced in D&D
3.5, having hard and fast rules for everything instead of winging it
might make them feel more comfortable.
Group: DQ-RULES Message: 1333 From: J K Hoffman Date: 2/26/2008
Subject: Re: Additions to DQ
-------------- Original message ----------------------
From: dq-rules@yahoogroups.com
> 1a. Re: Additions to DQ
> Posted by: "David Chappell" kaith_athanes@yahoo.com kaith_athanes
> Date: Tue Feb 26, 2008 2:47 am ((PST))
>
... Large section snipped for brevity ...
> Even though many skills are oriented more towards NPCs than adventurers, I don't see the need
> in DQ to have stuff that is limited to just NPCs.

Forgive the formatting. I'm responding via web to the digest, so...
And, I think the way you're approaching it is precisely the way the designers intended. I don't have my rulebook with me at work, but I seem to recall mention of adding these kinds of skills, as well as adventuring skills, as your game progressed. I seem to recall it was right around the end of the skill section talking about Horsemanship and some other small skill.

Personally, I would see these kinds of skills as "flavor" for rounding out a character's persona. Perhaps that assassin started out as a baker's boy and dreamed of baking for the king, before the Assassin's Guild, or what have you, got ahold of him and turned him to their cause. Or, the mechanician who started at his uncle's knee at the forge, but had bigger things in mind. And so on...
Me, I just dream of having time and a group to game with again... Oh for the good old days!

Cheers!
Jim
---------
"The only difference between saints
and sinners is that every saint has
a past and every sinner has a future."
--Oscar Wilde
Group: DQ-RULES Message: 1334 From: gruundehn Date: 3/1/2008
Subject: Re: Additions to DQ
Yeah, my group is hooked on D&D. I keep trying to bring other systems
in, HARN, GURPS, etc. but we always go back to D&D. I've been
thinking about the sort of skills I'm considering and re-reading the
rules and have come to the conclusion that the rule 4.1 does a pretty
good job covering the need for extra skills. The only part not
covered is improving the skill over time, but you can alway simulate
that with a change in the DF.
I tend to make up my own worlds, I have run commercial worlds - the
last was City-State of the Invincible Overlord however - and I don''t
find them all that great. I am presently working on adapting The
World's Largest City to the campaign world I'm setting up. When I get
the campaign setting done, I'll post it in the newsletter group
section. However, that'll be at least a year away.

Chris Cole
The World's Tallest Dwarf

--- In dq-rules@yahoogroups.com, "David Chappell" <kaith_athanes@...>
wrote:
>
> --- In dq-rules@yahoogroups.com, "gruundehn" <gruundehn@> wrote:
> >
> > I am presently playing D&D 3.5 because it is what my group plays.
I
> > like DQ for many reasons but I htink D&D 3.0 & 3.5 have hit upon
two
> > areas that can be added to DQ and improve the game. First is the
skills
> > Bluff and Diplomancy. Both of these allow the player to run a
character
> > that has a better chance to talk his/her way out of a situation
than
> > the player would have. I would think these would be general
skills
> > along the lines of horsemanship. Second, D&D has NPC classes so
that
> > everyone you meet isn't a low level fighter/rogue/etc. For DQ
this
> > would entail creating various NPC only skill packs to cover the
areas
> > not covered by the skills now given in Book 3.
> >
> > I am building a campaign for DQ to introduce to my group and
probably
> > will have these additions as house rules.
> >
>
> I tend to run my games using D&D game worlds. Mostly because there
> aren't any worlds still being published for DQ. I still use DQ
rules,
> though. I've used skills for many years that are more likely to be
> taken by NPCs, though. I've been running DQ games since the late 80s
> and have only seen a couple of PCs take the beastmaster skill. They
> all go to one when they want to buy a warhorse, though. Alchemist is
> another skill my PCs tend to not take. They'd rather spend their
coin
> on an NPC alchemist and their EPs on something else. I've created a
> few other skills, and snatched several more off the 'net, for other
> things that are usually more NPC oriented. But I always leave them
as
> an option for the PCs, too. Occasionally I have a player who wants
to
> make his own sword, but most of them leave that to the NPC
weaponsmith.
>
> Even though many skills are oriented more towards NPCs than
> adventurers, I don't see the need in DQ to have stuff that is
limited
> to just NPCs. In D&D they exist because of the way the skill system
is
> connected to levels. The most skill points you can have in a skill
is
> something like 3 + your class level. So you can't be a master chef
or
> a master merchant without gaining levels. At level 2 you'd only be
> able to have 5 skill points in cooking. A master chef that is not.
So
> to allow for things like that, without that chef having to also be a
> powerful fighter or rogue, they added NPC classes. In DQ, you can
take
> merchant to rank 10 without ever being forced to raise anything
else.
> Adding a cooking skill to DQ would be useful, but having it as only
> available to NPCs doesn't seem necessary to me.
>
> The classes my players usually want converted to DQ skills are PC
> Prestige Classes or PC base classes that aren't covered in DQ. I
had a
> player who really wanted to play a D&D style barbarian, so I
created a
> Berserker skill for him. I'm currently running a DQ game set in
> Eberron and had to convert many classes and prestige classes to
> skills. Oddly enough, though, I've still never bothered making (or
> stealing) a skill to emulate the cleric class.
>
> For diplomacy and bluff type skills, I've always winged it depending
> on the situation. I've used reaction rolls modified by the way the
> player roleplayed it and how he had established his character. The
> character who had always been gruff, terse, and tactless had more
> penalties to trying to talk his way out of a situation than the guy
> who had always been a fast talking con artist. I also allowed those
> with the courtesan skill to use the seduction ability to sweet talk
> their way through situations instead of just using it for pure
> seduction. Troubador is another skill I've let characters use for
> diplomacy/buff type things.
>
> However, if your players are new to DQ and well experienced in D&D
> 3.5, having hard and fast rules for everything instead of winging it
> might make them feel more comfortable.
>
Group: DQ-RULES Message: 1335 From: gruundehn Date: 3/1/2008
Subject: Re: New file uploaded to dq-rules
I've been reading through the beastiary and the part I LOVE the most
is the listing of alternate names. THAT'S something that has been
missing from game systems for far too long!! You have done a great
service to the hobby.

Chris Cole
The World's Tallest Dwarf


--- In dq-rules@yahoogroups.com, dq-rules@yahoogroups.com wrote:
>
>
> 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 : /dragonquest bestiary 1.doc
> Uploaded by : christopherdargan <imperium1@...>
> Description : This is the bestiary a few of you have asked for.
Hope you enjoy it. Please let me know any suggestions you have.
>
> You can access this file at the URL:
> http://groups.yahoo.com/group/dq-rules/files/dragonquest%20bestiary%
201.doc
>
> To learn more about file sharing for your group, please visit:
>
http://help.yahoo.com/l/us/yahoo/groups/original/members/web/index.htm
lfiles
>
> Regards,
>
> christopherdargan <imperium1@...>
>
Group: DQ-RULES Message: 1336 From: John Rauchert Date: 3/18/2008
Subject: 2nd Edition DragonQuest Book For Sale: Crosspost
Sorry for the crosspost from the DQN-List:

I have received an email from a person that has a copy of the Second
Edition Bantam DragonQuest Book for sale.

Copyright 1981 by SPI; Bantam Books, September 1982, ISBN 0-553-
01432-3; softback, 156 pages.

The cover is in fair condition, the rest of the book is in excellent
condition.

Cover: http://johnrauchert.brinkster.net/dq/cover.jpg

The starting price is: $40.00 USD (not including shipping)

Offers at the starting price or above will be accepted until March
26, 2008.

If you are interested in this item please respond directly to:
amyjsweet@gmail.com

John F. Rauchert, Co-Moderator DQ-Rules
Group: DQ-RULES Message: 1337 From: dennisnordling Date: 5/10/2008
Subject: Within the "dragonquest bestiary 1.doc" file what are the 3 new stat
I was looking over the "dragonquest bestiary 1.doc" file posted in
under "Files" for this group and find all the creatures
within "Aquatics" have three extra stats listed: PY, LC and LB.

I have looked elsewhere for explanations and have found none. What do
these statistics represent?
Group: DQ-RULES Message: 1338 From: Chris Date: 5/10/2008
Subject: Re: Within the "dragonquest bestiary 1.doc" file what are the 3 new
Sorry Dennis that's my bad.
The things you mentioned are extra stats my group uses. 
PY = Piety
It's the measure of a entity's faith i.e. how strong it is & how many God(s) an entity can worship.  The way it works is this.  PY ranges from 5-25.  The amount of God(s) a character may worship is 1 + PY/10.  PY also gives the likelyhood of a character's prayer's being answered.  I give 3 types of prayers for any lay member of a religion.  1) Diving Guidance [BC: 1.5 x PY].  Divine guidance is usually given in the form of omens & requires a bit of knowledge to work out what the diety is trying to say.  2) Divine Aid [BC: 1 x PY].  If the prayer is answered aid is given by a seeming accident or coincidence that helps the character.  3)  Miracle [BC: 1%].  A miracle is exactly that & anything goes.  Of course I include some modifiers such as upholding the tenets of the faith & so on but you get the idea.  To use PY the character requires Faith Points or FP.  These work like FT for Mages but can only be replenished by doing good deeds or spending experience points.  :D
 
LC = Language Competance.
It measure's a being's linguistic ability i.e. how easily the entity learns langauges. 
LB = Libido i.e. a being's sex drive.
 
Piety and Libido are my own variations on ideas given by a poster from this group.  Language Competance was an idea for an optional stat for Dragonquest written up by a another player in Australia.  I thought all of these optional stats had merit & was trying to find a way to work them in to my bestiary.  The attempt was strictly a work in progress so pay no attention to those stats & by all means delete them.  I thought I already had...grrrr.
 
If anyone wants the rules I use for these stats justlet me know.  I hope you like the bestiary Dennis.  :D  Let me know if you have any favourite monsters &/or if you would like to see any new monster included in the next version.
 
----- Original Message -----
Sent: Sunday, May 11, 2008 11:13 AM
Subject: [dq-rules] Within the "dragonquest bestiary 1.doc" file what are the 3 new stats?

I was looking over the "dragonquest bestiary 1.doc" file posted in
under "Files" for this group and find all the creatures
within "Aquatics" have three extra stats listed: PY, LC and LB.

I have looked elsewhere for explanations and have found none. What do
these statistics represent?


No virus found in this incoming message.
Checked by AVG.
Version: 7.5.524 / Virus Database: 269.23.14/1425 - Release Date: 9/05/2008 12:38 PM

Group: DQ-RULES Message: 1339 From: Mandos Mitchinson Date: 5/10/2008
Subject: Re: Within the "dragonquest bestiary 1.doc" file what are the 3 new
> I hope you like the bestiary Dennis. :D Let me know if you have any
favourite monsters
> &/or if you would like to see any new monster included in the next
version.

As an addendum to this I am slowly adding the creatures to our Wiki at
Group: DQ-RULES Message: 1340 From: Mandos Mitchinson Date: 5/10/2008
Subject: Re: Within the "dragonquest bestiary 1.doc" file what are the 3 new
> I hope you like the bestiary Dennis. :D Let me know if you have any
favourite monsters
> &/or if you would like to see any new monster included in the next
version.

As an addendum to this I am slowly adding the creatures to our Wiki at

http://www.dragonquest.org.nz/dqwiki/index.php/New_Bestiary_Creatures

Mandos
/s
Group: DQ-RULES Message: 1341 From: Chris Date: 5/10/2008
Subject: Language Competance & Piety
My files been uploaded giving all the data concerning these two optional characteristics. 
One point.  I give my players two point pools.  One to be used to generate the main characteristics - PS, EN, WP, etc.  & one to generate the optional characteristics.  My players seem to like it better because they get to decide just how much PB & so on their character has instead of some dice roll. 
 
The rules I gave also mention disadvantages.  In my campaign my players can adopt disadvantages for their characters to gain extra points.  The points so gained can be used to do a number of things.  Pay for an enchanted weapon for you beginning character [I usually explain it as a family heirloom - the enchanted items aren't much e.g a sword with a spell with 1-2 charges remaining.  But it keeps a beginning character alive], traded in for money, or for extra experience points or used to add to the point total in either pool.
 
Seems to be popular amongst my players anyway.  :D
Group: DQ-RULES Message: 1342 From: dennisnordling Date: 5/10/2008
Subject: Re: Within the "dragonquest bestiary 1.doc" file what are the 3 new
For a few years now, I have been compiling much of the rule material
about DragonQuest that is on the web. The only real intended use is
for our groups game play.

I am currently compiling the Monster section and I have been
formatting your work into the working "FrameMaker" files. If you
would like, I will send you a copy of this section to see what I am
talking about.

The cause of this project is having too many house rules in too many
places. We decided that compiling all the rules into a single PDF
file would make locating specific DQ rules easier. A side benefit to
this, has been compiling the material has pointed out rule conflicts
and inconsistancies; and we have been addressing these as they
appear.

This has been a monster project and after over 2 years, it is still
not completed (yes, I have a life and doing this any faster would
most likely change that answer to "no".

Unfortunately, after so many source rewrites and conflict
resolutions, long ago I lost any real possibility of tracking all the
original sources and crediting everyone whose material has been used.
Rest assured that I will not release (to the web) what our group has
done, until (and unless) I can both track down all sources and obtain
permissions and give them some form of acknoledgement within the
final document.

I am doing this job in "FrameMaker", because the the cross-
referencing and indexing tools are excellent; while "word" becomes
unstable when the doc file becomes too large. The working FrameMkaer
files (with image examples in the Weapons section) tops out near 80MB
(if I remove illustations It is still about 25MB). After what I have
has been turned into a PDF it comes to under 3MB.

FYI: I have been doing professional formatting and document design
for major corporations for about 28 years.

--- In dq-rules@yahoogroups.com, "Mandos Mitchinson" <mandos@...>
wrote:
>
> > I hope you like the bestiary Dennis. :D Let me know if you have
any
> favourite monsters
> > &/or if you would like to see any new monster included in the next
> version.
>
> As an addendum to this I am slowly adding the creatures to our Wiki
at
>
>
http://www.dragonquest.org.nz/dqwiki/index.php/New_Bestiary_Creatures
>
> Mandos
> /s
>
Group: DQ-RULES Message: 1343 From: twincityart Date: 8/7/2008
Subject: Amazing New Promo Video of my new comics on YouTube
Hello, Dale Goetzke here. I've finally reached the point of Release!
I've been a lurker here for a while … working way to hard at my 2 full-
time jobs. CrimsonTales web comics being one of them.

Please Help Me Out … I've just posted the most amazing Promo Video on
Youtube. I hired a local Video Professional to produce this.

If you would view it AND Rate It … I'm hoping to get it Featured;

http://www.youtube.com/watch?v=G6VqNzp3qeU
Group: DQ-RULES Message: 1344 From: Mornak Date: 8/11/2008
Subject: Combat questions
Hello

I am playing DQ and a play has a Cloud Giant (a tri-hex monster) and
we are reviewing the rules for combat, specially about trample and
close combat. Do you have special rules for multihex monsters? Because
the book isn't very descriptibe. Moreover, I have the 2nd edition and
multihex monsters and mounted combat are incomplete because an image
overlaps the text. Do you have the complete rules?

While doing this, We stumble with a couple of doubts for "normal"
(monohex) combat.
If a character is prone, could another character automaticly enters in
close combat or it has to pass the repulse check?
If a character is prone and is surrounded by 6 enemies, is he engaging
the six (because a prone character doesn´t have facing)?

Regards from Argentina

--
Mornak

"A-Z affectionately,
1 to 10 alphabetically,
from here to eternity without in betweens,
still looking for a custom fit in an off-the-rack world,
sales talk from sales assistants
when all i want to do is lower your resistance,
no rhythm in cymbals no tempo in drums,
love's on arrival,
she comes when she comes,
right on the target but wide of the mark..."
Group: DQ-RULES Message: 1345 From: darkislephil Date: 8/12/2008
Subject: Re: Combat questions
--- In dq-rules@yahoogroups.com, Mornak <dmornacco@...> wrote:
> Moreover, I have the 2nd edition and
> multihex monsters and mounted combat are incomplete because an image
> overlaps the text. Do you have the complete rules?

You might check the Files area in either this group or the other DQ
Yahoo groups as I did upload new PDF versions with some typo
corrections as well as a fix for this image issue. The new PDFs also
had bookmarks for chapters and sections. (I'm pasting the section 23
text at the end of this message.)

> While doing this, We stumble with a couple of doubts for "normal"
> (monohex) combat.
> If a character is prone, could another character automaticly enters in
> close combat or it has to pass the repulse check?

IMO, if the prone character is holding a weapon that was _not_ rate
for close then he would get to repulse the close attempt as normal.
If the prone character was holding a weapon rated for close or had no
weapon then the close attempt would automatically succeed.

> If a character is prone and is surrounded by 6 enemies, is he engaging
> the six (because a prone character doesn´t have facing)?

Also IMO, the prone character is engaged if he is in the melee zone of
any of the surrounding characters. But the reverse isn't true
because, as you say, he has no facing and thus melee zone.

=== Quoted Rules Section ===
23. MOUNTED COMBAT
In mounted combat, the TMR of the figure (comprising the mount and the
rider) is that of the mount; the rider may not move at all. A rider
may only mount or dismount when the mount is not moving. Any action a
figure is capable of while standing on the ground he is capable of
while mounted with the following exceptions: (1) using a two-handed
weapon; (2) firing any missile or thrown weapon while moving; (3)
using more than one weapon at a time. These restrictions are lifted
depending on the Horsemanship Rank of the rider (see 83.2). A figure
may always use a shield and a onehanded weapon while mounted.

A rider and mount will normally occupy able to attack out only one
hex, unless the mount is a multi-hex monster. If they occupy more than
one hex, the movement will be governed by the rules of multi-hex
monsters (see 22). On a normal mount, the rider will not be able to
attack out of his Front hex, only the hexes to either side of that
hex. His Front hex may be attacked into using a spear (or similar long
hafted weapon) or any Fired weapon (see illustration).

To control a mount during combat, the Horsemanship skill of the rider
is taken into account. An inexperienced horseman will have an
incredibly difficult time even con-trolling his mount in a chaotic
melee; it will be better for him to dismount and fight on foot until
he becomes skilled.

A Charge on a mount is executed in the same manner as a Charge on foot
except the amount of movement prior to the attack will be greater and
the Charge must be in a straight line (no facing changes allowed). Any
act of turning the mount or stopping it during or after the Charge
will require a Horsemanship Check (see 82.2). The Pulse following any
mounted Charge, the momentum will take the mount past the target to
its full TMR. Any attempt to turn or stop the mount will occur after
that movement is terminated. A failed check will result in the mount
continuing on its way.
Group: DQ-RULES Message: 1346 From: Mornak Date: 8/13/2008
Subject: Re: Combat questions
Thank you very much for your answers
I'll look for that files in the group
I pretty much agree with your comments, except that I won't make a
diference between the kind of weapon in the repulse. IMO a chraracter
can repulse with unarmed combat

Regards from Argentina

On Tue, Aug 12, 2008 at 11:36 PM, darkislephil <darkislephil@yahoo.com> wrote:
> --- In dq-rules@yahoogroups.com, Mornak <dmornacco@...> wrote:
>> Moreover, I have the 2nd edition and
>> multihex monsters and mounted combat are incomplete because an image
>> overlaps the text. Do you have the complete rules?
>
> You might check the Files area in either this group or the other DQ
> Yahoo groups as I did upload new PDF versions with some typo
> corrections as well as a fix for this image issue. The new PDFs also
> had bookmarks for chapters and sections. (I'm pasting the section 23
> text at the end of this message.)
>
>> While doing this, We stumble with a couple of doubts for "normal"
>> (monohex) combat.
>> If a character is prone, could another character automaticly enters in
>> close combat or it has to pass the repulse check?
>
> IMO, if the prone character is holding a weapon that was _not_ rate
> for close then he would get to repulse the close attempt as normal.
> If the prone character was holding a weapon rated for close or had no
> weapon then the close attempt would automatically succeed.
>
>> If a character is prone and is surrounded by 6 enemies, is he engaging
>> the six (because a prone character doesn´t have facing)?
>
> Also IMO, the prone character is engaged if he is in the melee zone of
> any of the surrounding characters. But the reverse isn't true
> because, as you say, he has no facing and thus melee zone.
>
> === Quoted Rules Section ===
> 23. MOUNTED COMBAT
> In mounted combat, the TMR of the figure (comprising the mount and the
> rider) is that of the mount; the rider may not move at all. A rider
> may only mount or dismount when the mount is not moving. Any action a
> figure is capable of while standing on the ground he is capable of
> while mounted with the following exceptions: (1) using a two-handed
> weapon; (2) firing any missile or thrown weapon while moving; (3)
> using more than one weapon at a time. These restrictions are lifted
> depending on the Horsemanship Rank of the rider (see 83.2). A figure
> may always use a shield and a onehanded weapon while mounted.
>
> A rider and mount will normally occupy able to attack out only one
> hex, unless the mount is a multi-hex monster. If they occupy more than
> one hex, the movement will be governed by the rules of multi-hex
> monsters (see 22). On a normal mount, the rider will not be able to
> attack out of his Front hex, only the hexes to either side of that
> hex. His Front hex may be attacked into using a spear (or similar long
> hafted weapon) or any Fired weapon (see illustration).
>
> To control a mount during combat, the Horsemanship skill of the rider
> is taken into account. An inexperienced horseman will have an
> incredibly difficult time even con-trolling his mount in a chaotic
> melee; it will be better for him to dismount and fight on foot until
> he becomes skilled.
>
> A Charge on a mount is executed in the same manner as a Charge on foot
> except the amount of movement prior to the attack will be greater and
> the Charge must be in a straight line (no facing changes allowed). Any
> act of turning the mount or stopping it during or after the Charge
> will require a Horsemanship Check (see 82.2). The Pulse following any
> mounted Charge, the momentum will take the mount past the target to
> its full TMR. Any attempt to turn or stop the mount will occur after
> that movement is terminated. A failed check will result in the mount
> continuing on its way.
>
>



--
Mornak

"A-Z affectionately,
1 to 10 alphabetically,
from here to eternity without in betweens,
still looking for a custom fit in an off-the-rack world,
sales talk from sales assistants
when all i want to do is lower your resistance,
no rhythm in cymbals no tempo in drums,
love's on arrival,
she comes when she comes,
right on the target but wide of the mark..."
Group: DQ-RULES Message: 1347 From: Ran Hardin Date: 10/30/2008
Subject: Alternate Character Generation rules?
I was digging around the other day and came across a draft of my
changes to the DQ's character generation rules. While In The Day I
felt that DQ's chargen was far superior to D&D, as time went on, I
found that I disliked some elements, and so I set about changing them
ot my taste.

Essentially, I replaced the Point Generation Table with a point-buy
system. Does anyone have an interest in seeing what I've monkeyed
with? Or, has anyone had similar ideas they'd like to share?
Group: DQ-RULES Message: 1348 From: Ted McKelvey Date: 10/30/2008
Subject: Alternate Character Generation rules?
I'd be interested in seeing what you have.

Group: DQ-RULES Message: 1349 From: Chris Date: 10/30/2008
Subject: Re: Alternate Character Generation rules?
Attachments :
    Me too.
     
    ----- Original Message -----
    Sent: Friday, October 31, 2008 9:41 AM
    Subject: [dq-rules] Re:Alternate Character Generation rules?

    I'd be interested in seeing what you have.



    No virus found in this incoming message.
    Checked by AVG - http://www.avg.com
    Version: 8.0.175 / Virus Database: 270.8.5/1755 - Release Date: 10/29/2008 5:27 PM

    Group: DQ-RULES Message: 1350 From: Coyote Moon Date: 10/30/2008
    Subject: Re: Alternate Character Generation rules?
    I think a lot of us would like to see it. Could it be posted to the group page?
    Dave

    --- On Thu, 10/30/08, Ran Hardin <dantalion64@excite.com> wrote:
    From: Ran Hardin <dantalion64@excite.com>
    Subject: [dq-rules] Alternate Character Generation rules?
    To: dq-rules@yahoogroups.com
    Date: Thursday, October 30, 2008, 4:28 PM

    I was digging around the other day and came across a draft of my
    changes to the DQ's character generation rules. While In The Day I
    felt that DQ's chargen was far superior to D&D, as time went on, I
    found that I disliked some elements, and so I set about changing them
    ot my taste.

    Essentially, I replaced the Point Generation Table with a point-buy
    system. Does anyone have an interest in seeing what I've monkeyed
    with? Or, has anyone had similar ideas they'd like to share?


    Group: DQ-RULES Message: 1351 From: Stephen Mcginn Date: 11/2/2008
    Subject: Re: Alternate Character Generation rules?
    Yes, Please I would be very interested.
     
    Cheers




    To: dq-rules@yahoogroups.com
    From: dantalion64@excite.com
    Date: Thu, 30 Oct 2008 20:28:26 +0000
    Subject: [dq-rules] Alternate Character Generation rules?


    I was digging around the other day and came across a draft of my
    changes to the DQ's character generation rules. While In The Day I
    felt that DQ's chargen was far superior to D&D, as time went on, I
    found that I disliked some elements, and so I set about changing them
    ot my taste.

    Essentially, I replaced the Point Generation Table with a point-buy
    system. Does anyone have an interest in seeing what I've monkeyed
    with? Or, has anyone had similar ideas they'd like to share?




    Read amazing stories to your kids on Messenger Try it Now!
    Group: DQ-RULES Message: 1352 From: James or Carmen Dugan Date: 11/3/2008
    Subject: Re: Digest Number 463
    Posted by: "Stephen Mcginn"
    > Yes, Please I would be very interested.

    Someone, at some point it time, said....
    >I was digging around the other day and came across a draft of my changes to
    >the DQ's character generation rules. While In The Day I felt that DQ's chargen
    >was far superior to D&D, as time went on, I found that I disliked some elements,
    >and so I set about changing them ot my taste. Essentially, I replaced the Point
    >Generation Table with a point-buy system. Does anyone have an interest in seeing
    >what I've monkeyed with? Or, has anyone had similar ideas they'd like to share?

    I think posting them in the files section would be great....
    Group: DQ-RULES Message: 1353 From: Ran Hardin Date: 11/12/2008
    Subject: Re: Digest Number 463
    Haven't forgotten abuot this, just havenm't had time to transcribe.

    K64


    --- In dq-rules@yahoogroups.com, James or Carmen Dugan
    <mikenmenchie@...> wrote:
    >
    > Posted by: "Stephen Mcginn"
    > > Yes, Please I would be very interested.
    >
    > Someone, at some point it time, said....
    > >I was digging around the other day and came across a draft of my
    changes to
    > >the DQ's character generation rules. While In The Day I felt that
    DQ's chargen
    > >was far superior to D&D, as time went on, I found that I disliked
    some elements,
    > >and so I set about changing them ot my taste. Essentially, I
    replaced the Point
    > >Generation Table with a point-buy system. Does anyone have an
    interest in seeing
    > >what I've monkeyed with? Or, has anyone had similar ideas they'd
    like to share?
    >
    > I think posting them in the files section would be great....
    >
    Group: DQ-RULES Message: 1354 From: lythralis Date: 1/28/2009
    Subject: Questions on Spectres
    Greeting to everyone :)

    Had a few questions on the Spectre. They are Dark Celestial adepts, but
    it does not state if they have a minimum rank. What rank does a spectre
    cast at? Wights are listed as Rank 10 and above, and on one hand a
    Spectre is certainly more powerful then a Wight... Or do they just have
    rank 1 in all talents/spells/rituals?

    Skills and Armor:

    It states they are not weapon users, but also states they can possess
    the full range of human skills. So, can a Spectre wear armor? (why they
    would bother I do not know....just stay insubstantial and chuck
    Starfire...) or build a trap if he had Mechanician skill?

    Any help would be appreciated.
    Group: DQ-RULES Message: 1355 From: Ran Hardin Date: 4/6/2009
    Subject: Re: Questions on Spectres

    See my answers below.

    Had a few questions on the Spectre. They are Dark Celestial adepts, but it does not state if they have a minimum rank. What rank does a spectre cast at? Wights are listed as Rank 10 and above, and on one hand a Spectre is certainly more powerful then a Wight... Or do they just have
    rank 1 in all talents/spells/rituals?

    I think this is entirely dependent on how powerful you want the spectre to be: it could be a half-strength spectre (the result of some poor schmuck getting all of his EN drained), or it could be the flippin' Witch-King of Agnar.

    Skills and Armor:

    It states they are not weapon users, but also states they can possess the full range of human skills. So, can a Spectre wear armor? (why they would bother I do not know....just stay insubstantial and chuck Starfire...) or build a trap if he had Mechanician skill?

    Frankly, I don't see why a spectre couldn't use a weapon.  I can't puzzle out a reason for this.  Maybe they keep dropping them when they go insubstantial  :D  I don't see why a spectre couldn't
    wear armor.  Since spectres have physical attributes (ST/MD/AG), they could conceivably build a trap or pick a lock or whatever while substantial.

    Group: DQ-RULES Message: 1356 From: Ran Hardin Date: 4/6/2009
    Subject: Alternate character generation rules

    Here's the stripped-down version of my point-buy rules for DQ.  I've used these rules twice with good results.

    Disclaimer: You may not agree with the point values I've assigned, and that's cool.  This is tuned to the world I ran at the time, and to the players I had.  If you care to try using parts of this system, feel free to change the numbers as you see fit.

    I left out rules for non-human characters because they didn't exist in my game.

    If you ever use this system, or any other kind of point0buy system for DQ, post a post about how it went.

    --------------------------------------------------------------

    These rules replace the character generation rules from DragonQuest.

    Players are assigned 135 Character Points (CP) to build their characters.  Character Points may be spent in the following categories:


    Characteristics

    Players may spend points on the following characteristics: PS, MD, AG, EN, MA, WP, PC, and PB.

    No characteristic can be below 8.  The maximum remains 25.

    To raise a characteristic one point costs 1 CP up through 20.  To raise a characteristic above 20 costs 2 CP per point.


    Aspect

    Winter, Vernal, Summer, or Autumnal Stars….     Free
    Life………………………………………………...   1 CP
    Sun or Moon……………………………………..    2 CP
    Death………………………………………………  3 CP


    Money

    20 Silver Pieces…………………………………..  1 CP


    Handedness

    Left-handed or right-handed…………………….   Free
    Ambidextrous……………………………………..  2 CP


    Experience

    First 200 Experience Points (XP)………………   Free
    Each 50 XP above 200………………………….   1 CP


    Social Status & Heritage

    Social Status does not cost CPs.  While a higher social status may certainly have its advantages, they will be offset by the time requirements and rigid standards of behavior that come with it.  While a peasant may leave home forever and become a successful soldier (with a corresponding rise in social status), a child of lesser nobility will find himself tied to his family's interests and machinations all his life (or risk being disinherited, with a corresponding loss of social status).

    Birth Order and Legitimacy are also free, and are considered role-playing hooks.  The player may choose a birth order and legitimacy status suitable to his character concept.

    Group: DQ-RULES Message: 1357 From: tmckelvey77089 Date: 4/17/2009
    Subject: Spirits and Religion Question
    I'm just getting back into running my DQ campaign and I'm planning on making extensive use of the Spirits, Religions and Planes v1.3 rules (unless there's newer ones that I'm not aware of) that David Barrass, et al put together. I think its extremely valuable.

    One question that came to mind as I was reviewing them was in regards to the restriction on knowing multiple colleges of magic and how or if that is meant to apply to mage-priests of the pagan religions. The Druid rules (section 110)would seem to imply that the restriction doesn't apply, at least for those folks. They get access to Bardic College magic early on and eventually, upon achieving Druid status, access to one of several colleges. The rules don't say that they lose their Bardic college in the process.

    Also, section 107.12 states that in some religions a priest character can represent several aspects of a god, or even several gods, within certain restrictions. While he/she is limited to rank 3 priest in these secondary priest skills, it would allow them to have access to general knowledge of a 2nd or 3rd college(107.2). For instance a Priest that is primarily a servant of Seth - Lord of Deceipt (and therefore has access to Black Magics) but has a secondary skill as a priest of Seth - Lord of Fire (Fire Magics).

    I'm inclined to believe that the intent of these rules was to allow such multi-college access for pagan priests. This would give them a great deal of diverse power, but with lots of restrictions.

    I'd like to get some feedback from you folks on what you think.

    Thanks much,
    Ted