Messages in DQ-RULES group. Page 32 of 40.

Group: DQ-RULES Message: 1562 From: Ted Date: 6/8/2011
Subject: Re: "always on" magic items
Group: DQ-RULES Message: 1563 From: Ted Date: 6/8/2011
Subject: Excess damage allocation, especially from magic spells, etc
Group: DQ-RULES Message: 1564 From: Ian Wood Date: 6/8/2011
Subject: Re: Excess damage allocation, especially from magic spells, etc
Group: DQ-RULES Message: 1565 From: Ian Wood Date: 6/8/2011
Subject: Re: "always on" magic items
Group: DQ-RULES Message: 1566 From: Ted Date: 6/8/2011
Subject: Re: "always on" magic items
Group: DQ-RULES Message: 1567 From: darkislephil Date: 6/8/2011
Subject: Re: "always on" magic items
Group: DQ-RULES Message: 1568 From: Ted Date: 6/8/2011
Subject: Re: "always on" magic items
Group: DQ-RULES Message: 1569 From: Arturo Algueiro Melo Date: 6/9/2011
Subject: Re: Digest Number 536 - Excess damage allocation
Group: DQ-RULES Message: 1570 From: John Hitchens Date: 6/9/2011
Subject: Magical Damage and fatigue/endurance
Group: DQ-RULES Message: 1571 From: David Novak Date: 6/9/2011
Subject: Re: "always on" magic items
Group: DQ-RULES Message: 1572 From: Jeffery McGonagill Date: 6/9/2011
Subject: Re: "always on" magic items
Group: DQ-RULES Message: 1573 From: Ted Date: 6/9/2011
Subject: Re: Rag and String golems
Group: DQ-RULES Message: 1574 From: Ted Date: 6/9/2011
Subject: Re: Rag and String golems
Group: DQ-RULES Message: 1575 From: David Novak Date: 6/9/2011
Subject: Re: Rag and String golems
Group: DQ-RULES Message: 1576 From: Ted Date: 6/9/2011
Subject: Re: Rag and String golems
Group: DQ-RULES Message: 1577 From: Ted Date: 6/9/2011
Subject: Re: Digest Number 536 - Excess damage allocation
Group: DQ-RULES Message: 1578 From: Ted Date: 6/9/2011
Subject: Re: Magical Damage and fatigue/endurance
Group: DQ-RULES Message: 1579 From: Jeffery McGonagill Date: 6/9/2011
Subject: Re: Digest Number 536 - Excess damage allocation
Group: DQ-RULES Message: 1580 From: Ian Wood Date: 6/9/2011
Subject: Re: Digest Number 536 - Excess damage allocation
Group: DQ-RULES Message: 1581 From: Bob Constans Date: 6/10/2011
Subject: Re: "always on" magic items
Group: DQ-RULES Message: 1582 From: makofan Date: 6/10/2011
Subject: Re: Magical Damage and fatigue/endurance
Group: DQ-RULES Message: 1583 From: archaimbaudthered Date: 6/15/2011
Subject: Re: Magical Damage and fatigue/endurance
Group: DQ-RULES Message: 1584 From: archaimbaudthered Date: 6/16/2011
Subject: Re: Rag and String golems
Group: DQ-RULES Message: 1585 From: Stormcrow Date: 6/17/2011
Subject: Database
Group: DQ-RULES Message: 1586 From: David Novak Date: 6/18/2011
Subject: Re: Database
Group: DQ-RULES Message: 1587 From: Martin Gallo Date: 6/19/2011
Subject: Re: Database
Group: DQ-RULES Message: 1588 From: David Novak Date: 6/20/2011
Subject: Re: Database
Group: DQ-RULES Message: 1589 From: Chaim Kaufmann Date: 6/20/2011
Subject: Re: Digest Number 542
Group: DQ-RULES Message: 1590 From: John_Rauchert Date: 6/20/2011
Subject: Re: Digest Number 542
Group: DQ-RULES Message: 1591 From: John Rauchert Date: 6/20/2011
Subject: Re: Digest Number 542
Group: DQ-RULES Message: 1592 From: makofan Date: 8/24/2011
Subject: Characteristic Maxima
Group: DQ-RULES Message: 1593 From: Martin Gallo Date: 8/24/2011
Subject: Re: Characteristic Maxima
Group: DQ-RULES Message: 1594 From: Ian Wood Date: 8/24/2011
Subject: Re: Characteristic Maxima
Group: DQ-RULES Message: 1595 From: Jeffery McGonagill Date: 8/24/2011
Subject: Re: Characteristic Maxima
Group: DQ-RULES Message: 1596 From: adrianwmasters@ymail.com Date: 8/25/2011
Subject: Re: Characteristic Maxima
Group: DQ-RULES Message: 1597 From: Rodger Thorm Date: 8/25/2011
Subject: Re: Characteristic Maxima
Group: DQ-RULES Message: 1598 From: Lee James Date: 8/26/2011
Subject: Orcs; why
Group: DQ-RULES Message: 1599 From: spoonriver2002 Date: 8/26/2011
Subject: Re: Orcs; why
Group: DQ-RULES Message: 1600 From: spoonriver2002 Date: 8/26/2011
Subject: Hexes vs. squares
Group: DQ-RULES Message: 1601 From: Lee James Date: 8/26/2011
Subject: Re: Orcs; why
Group: DQ-RULES Message: 1602 From: Jeffery McGonagill Date: 8/26/2011
Subject: Re: Orcs; why
Group: DQ-RULES Message: 1603 From: darkislephil Date: 8/26/2011
Subject: Re: Orcs; why
Group: DQ-RULES Message: 1604 From: darkislephil Date: 8/26/2011
Subject: Re: Hexes vs. squares
Group: DQ-RULES Message: 1605 From: P. Date: 8/26/2011
Subject: Re: Hexes vs. squares
Group: DQ-RULES Message: 1606 From: makofan Date: 8/26/2011
Subject: Re: Characteristic Maxima
Group: DQ-RULES Message: 1607 From: Bob Constans Date: 8/28/2011
Subject: Re: Characteristic Maxima
Group: DQ-RULES Message: 1608 From: Bob Constans Date: 8/28/2011
Subject: Re: Hexes vs. squares
Group: DQ-RULES Message: 1609 From: davis john Date: 9/16/2011
Subject: END healing
Group: DQ-RULES Message: 1610 From: Ian Wood Date: 9/16/2011
Subject: Re: END healing
Group: DQ-RULES Message: 1611 From: Jeffery McGonagill Date: 9/16/2011
Subject: Re: END healing



Group: DQ-RULES Message: 1562 From: Ted Date: 6/8/2011
Subject: Re: "always on" magic items
Thanks David (and everyone else!)

This is good info and insight.

Ted
Group: DQ-RULES Message: 1563 From: Ted Date: 6/8/2011
Subject: Excess damage allocation, especially from magic spells, etc
Is anyone else making adjustments to the way damage is dealt? Specifically, excess fatigue damage spilling over into endurance.

The rules state pretty clearly it seems that you can't take both fatigue and endurance damage from a single strike, spell, whatever. The way it usually plays out ifor a normal strike against FT is you just ignore the excess effective damage if it is greater than their current FT. Usually works ok but sometimes run into some humorous/annoying circumstances. For instance, a dragons breath does D+15 damage. If the poor soul being breathed on has a single fatigue, then they will only take 1 pt, be reduced to zero FT and hope they dont get hit again. I generally go ahead and apply stun as if they took all the damage,

At one time I was modifying that a bit and allowing a portion of the excess to apply to EN.

Has anyone else tweaked those rules to allow both FT & EN damage from tbe same strike/spell/whatever in a given round?

I recently had a similar instance of this when one of my players was attacked by a wight. It knocked him down to 0 fatigues with the first contact (and would have done more had it not been for the rule precluding taking EN from the same hit) . As it turns out, this character was able to regenerate FT at the rate of 1 pt/pulse. So, at the end if the pulse he gets a FT point back just in time to be touched again for 10 points next pulse (9 of which are ignored since it cant go to EN. This went on for quite a while before somebody got to him and dispatched the undead. Was kinda funny , in a gruesome way, as the wight could never get all of him but neither could he stop the icy drain on his life. I think I just told him he was probably praying for death to stop the hurting.....

Anyway, I mention magic as well, because with a good cast check roll on a damage dealing spell its possible to double or triple the damage to a considerable value, most of which will just be ignored since it exceeds the target's available FT.

Seems a little anticlimactic to always have to double tap (to use a zombieland reference) a target, regardless of how powerful the strike. With spells I I'm thinking about allowing an option that double/triple effect rolls can apply straight to EN, similar to a regular physical combat strike (but without increasing the damage).

Any thoughts? Anyone, Anyone...Bueller, Bueller, Ferris Bueller...

Ted
Group: DQ-RULES Message: 1564 From: Ian Wood Date: 6/8/2011
Subject: Re: Excess damage allocation, especially from magic spells, etc
Another good question Ted,
 
over here we had the same concern.
But we also wanted to make it fun, ballanced game rather than a simulation, in that we did not want PCs killed for trivial mistakes.
 
The same rule works for both sides, so a ploy is to give the big bad nasty an item that uses one charge to raise its FT to 1, if at zero, which means the party quickly worries that 'loot' is being lost with each blow so they get stuck in... (this is another reason for even shaped items to have charges rather than be unexhaustable as the user has to choose to loose a charge)
 
We came up with a Massive Damage and Death rule where by a single blow or magic that inflicts a total of [FT + 1.5*EN] causes instant death.
 
I cant recall OTTOMH if we apply the stunning rule although i do like it :-)
 
Ian

--- On Thu, 9/6/11, Ted <tmckelvey77089@yahoo.com> wrote:

From: Ted <tmckelvey77089@yahoo.com>
Subject: [dq-rules] Excess damage allocation, especially from magic spells, etc
To: dq-rules@yahoogroups.com
Date: Thursday, 9, June, 2011, 7:40 AM

 
Is anyone else making adjustments to the way damage is dealt? Specifically, excess fatigue damage spilling over into endurance.

The rules state pretty clearly it seems that you can't take both fatigue and endurance damage from a single strike, spell, whatever. The way it usually plays out ifor a normal strike against FT is you just ignore the excess effective damage if it is greater than their current FT. Usually works ok but sometimes run into some humorous/annoying circumstances. For instance, a dragons breath does D+15 damage. If the poor soul being breathed on has a single fatigue, then they will only take 1 pt, be reduced to zero FT and hope they dont get hit again. I generally go ahead and apply stun as if they took all the damage,

At one time I was modifying that a bit and allowing a portion of the excess to apply to EN.

Has anyone else tweaked those rules to allow both FT & EN damage from tbe same strike/spell/whatever in a given round?

I recently had a similar instance of this when one of my players was attacked by a wight. It knocked him down to 0 fatigues with the first contact (and would have done more had it not been for the rule precluding taking EN from the same hit) . As it turns out, this character was able to regenerate FT at the rate of 1 pt/pulse.. So, at the end if the pulse he gets a FT point back just in time to be touched again for 10 points next pulse (9 of which are ignored since it cant go to EN. This went on for quite a while before somebody got to him and dispatched the undead. Was kinda funny , in a gruesome way, as the wight could never get all of him but neither could he stop the icy drain on his life. I think I just told him he was probably praying for death to stop the hurting.....

Anyway, I mention magic as well, because with a good cast check roll on a damage dealing spell its possible to double or triple the damage to a considerable value, most of which will just be ignored since it exceeds the target's available FT.

Seems a little anticlimactic to always have to double tap (to use a zombieland reference) a target, regardless of how powerful the strike. With spells I I'm thinking about allowing an option that double/triple effect rolls can apply straight to EN, similar to a regular physical combat strike (but without increasing the damage).

Any thoughts? Anyone, Anyone...Bueller, Bueller, Ferris Bueller....

Ted

Group: DQ-RULES Message: 1565 From: Ian Wood Date: 6/8/2011
Subject: Re: "always on" magic items
Good comment David,
I too think it is about game ballance.
 
I know players of Fire mages who complain about the protections from fire that decrease their effectiveness. We normally answer that they chose a boring college.
 
DQ has rare but powerful magic. Encounters with mages are rare but magic wins most combats. which allows a small party to defeat an attack by lots of warriors, just so you can stop them hitting your mages.
 
making permanent protections available to the populace completely changes that ballance, so that militia can win against mages, and some mages may become useless in combat (not a nice feeling).
Mind mages btw arent that good at magical combat (compared with others) so reducing the effectiveness of their out-of-combat spells really hurts their playability (such as telepathy, mind speech, hypnotism).
 
so in all, the ballance is for you and your players, although i would recommend permanents be very rare. It is the same as having unlimited ammunition for a hand gun, you dont have to wait for the perfect shot...
 
cheers Ian

--- On Thu, 9/6/11, David Novak <david_novak@hp.com> wrote:

From: David Novak <david_novak@hp.com>
Subject: [dq-rules] Re: "always on" magic items
To: dq-rules@yahoogroups.com
Date: Thursday, 9, June, 2011, 6:33 AM

 
Excellent topic Ted.

I've played in campaigns run by both Phil and Jeffery as well as GM'ed a spin-off from Phil's "world" and GM'ed in Jeffery's "world", and lastly, I've played a Shaper.

I think what the GM needs to decide, is, how prevalent is magic and probably more importantly, the ramifications of the prevalence (both to game balance and "social" or in-game).

Example1: Phil's world had a lot of "standard" investments (or relatively easy access to get them) and very few "always on" (or Shaped or even Permanent Investments) items (also, the "quick-kill" spells were not available to either the players or GM, e.g. White Fire). I can't ever remember meeting a Shaper in Phil's world. From a game balance point of view, this works well in that if a player gets their hands on an unbalancingly-powerful investment, it eventually, runs out of charges (thus it is not a "permanent" problem). On the Social Side, Magic was accepted and while not necessarily common in the general populace, the player's being mages, were not viewed with suspicion or fear (unless they got their reputation by earning it in play)

Example2: Jeffery's world, Shapers are known to exist and players can get to know them (and even play them), so it is possible to commission and "find" Shaped Items (Shaping is run pretty close to straight out of Arcane Wisdom). This World's history has had magic running amok through too much power and magic and basically countries bombing themselves and their neighbors into the stone age. This has created a "fear" in the general populace of magic in general. Powerful Shaped Items exist and could be found and obtained by the players, but the players had to be careful how much "flash" they did in "public" due to the possible back lash.. Shaped items were occasionally discovered on Adventure (this is limited by the GM) and could be purchased/commissioned. The commissioning of Shaped Items can be limited by the GM. The "level" of the Shapers available to Players (and the populace) needs to be considered and can be controlled by the GM. Please note, to make Shaped Items, there are a LOT of rituals a that a Shaper will need to Rank. This will take a LONG time and a great deal of experience (see Shaper Player comments below), so if you take this into account as GM, there should not be too many Shapers around that can create unbalancing items (and even fewer who are willing to create them). Also, it takes a long time to MAKE unbalancing items (and the Shaper can die in the process), so open "slots" in a Shaper's schedule could (should?) be few and far between even for the "low level" Shaped Items. Also, the more powerful the Shaped item, the longer it takes to make, and thus the higher the chance of an `Accident' (which provides another way to balance the potentially unbalancing). We did have an "amusing" player reaction to this, in that one player started seeking out Shaping Accidents. On the balance side, Jeffery has a known rule, what the Players Use is Fair Game for the GM to use (e.g. if the players don't go throwing quick-kill spells, the GM won't either, so contrary to Phil's world just removing these spells, Jeffery's world has created détente between the GM and Players). Lastly, Shaping is EXPENSIVE (there used to be a spreadsheet in the DQ forum from Jeffery's game were you can see the difference in prices from a `regular' invested item to a `permanently' invested item to a `Shaped' item).

Example3: My spin-off from Phil's world (new dimension, new planet, new social norms, etc.). Shaping was "rare" but available. It was also hideously expensive and Shaper's tended to have a waiting list in the decades (even to make "just" permanent investments). Balance was provided by "The Mage Guild" which was the Government of one country and tried to tightly control teaching and use of magic as well as Items everywhere. If things had ever gotten too out of balance, a "handful" of high ranking Elemental Mages with their Elementals at their back could have been used to `politely' ask for the item in question.

As a player, I played a Shaper for 5 real years (and something like 10 game years). In the beginning, a Shaper Player Character seems to become a front line fighter (no ranged attack spells, but the best enchant armor/weapons spells in the game coupled with better than `regular' investment ritual (lower EXP and higher success chance)). The MA requirement for the college is pretty high, so I was always bumping into the MA-Spell/Ritual requirement and thus kept spending a lot of EXP and training ranking things up to R6 that were not particularly unbalancing (it's the Special Knowledge Rituals that get "interesting", not the General one's). Thus the first couple real years (4-5 game years), this college seems to pose no problems. Then I started learning the Special Knowledge Rituals. The first SK-Ritual I learned was Permanent Investment. This put an end to the rest of the rest of the party needing to spend time investing spells (until they went up in rank). The GM also started charging my Character more for invested items for sale by NPC's (since the NPC's knew I was a Shaper and wouldn't be coming back &#61514; ). Another possible way to address this would be to say that the `regular' investment spell had to be done "differently" for (or simultaneously with) the Permanent Investment ritual (this would have prevented our party from immediately turning all found investments permanent, but this Player is NOT suggesting it to his GM &#61514; who is reading this thread). While this College could get unbalancing, the Character needed to own land for a Shop, spend money on a shop, and `defend' his shop. Couple this with 3 months of game time to create the MINIMUM Shaped Item and the corresponding Accident Rolls, and I think the Player Character unbalancing effects can be limited. My character might dream of making an Uber-Weapon, but the most advanced Shaping he ever did was 3 of the Demonic Shields (payment for construction of his "small" shop, Jeffery, stop laughing &#61514;) and a couple of Shaped Enchant Armor items. (though Rag and String golems are interesting). BTW, after about 10 game years of playing, the character basically retired due to many factors, but one them was he really wanted to make cool items and Adventuring kept getting in the way.

In short, as long as the GM doesn't make High Level Shaper's Common and willing to make things PLUS the players advance at a `moderate' rate (and keep track of the time it takes to advance in rituals to really make things), I'm haven't found Shaping (and thus the creation of "always on" items) to be unbalancing.

David

--- In dq-rules@yahoogroups.com, "Ted" <tmckelvey77089@...> wrote:
>
> Ah, gotcha.
>
> I may have to make a similar change to the rules.
>
> The core rules and AW specifically reference the investment rituals by rule number as well terminology in regards to shaping preparation rituals and that's been the basis of my interpretation. And yes, as written in regards to spells, the shaping is just another way to have invested spells included in an item along with other abilities, as opposed to a regular investment which can only do the one thing.
>
> I was curious as to how extensive a change other groups have made. Certainly requires some rewrites no matter how you cut it.
>
> As I expected, seems like groups either accept that it cant be done by regular shaping as printed, or they just delete and rewrite the inhibiting rules. Getting alot more feedback supporting the former and laying those kinds of items out as not-shapeable but have to be found if even that.
>
> Good stuff. Haven't thought about this stuff in a while.
>
>
> --- In dq-rules@yahoogroups.com, "Jeffery McGonagill" <igmod@> wrote:
> >
> > My group's interpretation is that permanently invested as stated below does
> > not mean Investment as per the ritual or R-6, otherwise the shaping index is
> > redundant for magic. Skills, characteristics don't have to be activated, so
> > magic shouldn't either (unless it is an attack spell.)
> >
> > For my group, simply drawing the weapon activates a Artifact's weapon magic.
> > An amulet (Artifact) with a counterspell in it is always on while worn, etc.
> >
> > Popular in my world is Mind Cloak (also protects a person from Location
> > spells.) Usually the first Artifact purchased in my world when a PC can
> > afford it.
> >
> > ~Jeffery~
> >
> > ----- Original Message -----
> > From: "Ted" <tmckelvey77089@>
> > To: <dq-rules@yahoogroups.com>
> > Sent: Wednesday, June 08, 2011 7:03 AM
> > Subject: [dq-rules] Re: "always on" magic items
> >
> >
> > > Could be. Which part of those rules allows for shaping a spell that is
> > > constantly running? Maybe I'm missing something.. Thats why these forums
> > > are so useful! Glad to hear other GMs point of view.
> > >
> > > I was looking at it from the point of view of the rules clause under
> > > shaping's Preparation Rituals that states that a "... item enchanted with
> > > a spell allows the wielder to use it as if was permanently invested..".
> > > According to Shaping Q-4 Ritual of Investment and R-6 Binding Investment
> > > rituals, that means it can be used an unlimited number of times, but
> > > anyone using it still has to check to see if the spell goes off
> > > successfully each time it is used.
> > >
> > > Am I misinterpreting those rules or missing something somewhere?
> > >
> > > Was thinking that modifying one or both of those rules was the way to go
> > > if I wanted to make it possible by Shapers.
> > >
> > >
> > > On a side note, as I read those rules, they make it impossible to shape
> > > spells that affect other people directly but then allow permanent
> > > investment of those same 'kill' spells. The investment method is actually
> > > easier and quicker than shaping them assuming someone has the Binding
> > > Investments SK ritual. I suppose that is a form off game balance...
> > > LoJust deny shapers the ability to learn that ritual.
> > >
> > >
> > > Thanks,
> > > Ted
> >
>

Group: DQ-RULES Message: 1566 From: Ted Date: 6/8/2011
Subject: Re: "always on" magic items
David, how many Rag & String golems did you have following you around? :-)

The player shaper in my game is developing quite the entourage of little helpers! Relatively easy to make and no apparent limit on how many you can have.

I've not had anyone try to do a permanent investment ritual on an existing investment so hadnt really thought that through. I'll have to go reread that section. My first thought is that its an either/or kinda deal, but they probably don't say one way or the other.


Ted
Group: DQ-RULES Message: 1567 From: darkislephil Date: 6/8/2011
Subject: Re: "always on" magic items
It's pretty clear that, as written, someone using a spell that has been bound into an item through Shaping magics has to make a cast chance to use it. I imagine that this was done to offset the abuse that would arise from allowing adepts to bind spells that have very low cast chances getting the equivalent of automatic successes.

However I have allowed characters to acquire the odd magic item that does automatically work. Things like light spells or night-vision.

Beyond that there are rarely any magic items for sell in our campaigns. Adepts are few and far between and have better things to do then spend months and months making toys for adventurers. And if it will cost them an Endurance point? Forget it.

But as with all RPG rules, do what works best for you and your group. Our campaigns are pretty low power in magic. The backfire rules pretty much keep the adept ranks thinned out.


--- In dq-rules@yahoogroups.com, "Ted" <tmckelvey77089@...> wrote:
>
> Ah, gotcha.
>
> I may have to make a similar change to the rules.
>
> The core rules and AW specifically reference the investment rituals by rule number as well terminology in regards to shaping preparation rituals and that's been the basis of my interpretation. And yes, as written in regards to spells, the shaping is just another way to have invested spells included in an item along with other abilities, as opposed to a regular investment which can only do the one thing.
>
> I was curious as to how extensive a change other groups have made. Certainly requires some rewrites no matter how you cut it.
>
> As I expected, seems like groups either accept that it cant be done by regular shaping as printed, or they just delete and rewrite the inhibiting rules. Getting alot more feedback supporting the former and laying those kinds of items out as not-shapeable but have to be found if even that.
>
> Good stuff. Haven't thought about this stuff in a while.
>
>
> --- In dq-rules@yahoogroups.com, "Jeffery McGonagill" <igmod@> wrote:
> >
> > My group's interpretation is that permanently invested as stated below does
> > not mean Investment as per the ritual or R-6, otherwise the shaping index is
> > redundant for magic. Skills, characteristics don't have to be activated, so
> > magic shouldn't either (unless it is an attack spell.)
> >
> > For my group, simply drawing the weapon activates a Artifact's weapon magic.
> > An amulet (Artifact) with a counterspell in it is always on while worn, etc.
> >
> > Popular in my world is Mind Cloak (also protects a person from Location
> > spells.) Usually the first Artifact purchased in my world when a PC can
> > afford it.
> >
> > ~Jeffery~
> >
> > ----- Original Message -----
> > From: "Ted" <tmckelvey77089@>
> > To: <dq-rules@yahoogroups.com>
> > Sent: Wednesday, June 08, 2011 7:03 AM
> > Subject: [dq-rules] Re: "always on" magic items
> >
> >
> > > Could be. Which part of those rules allows for shaping a spell that is
> > > constantly running? Maybe I'm missing something. Thats why these forums
> > > are so useful! Glad to hear other GMs point of view.
> > >
> > > I was looking at it from the point of view of the rules clause under
> > > shaping's Preparation Rituals that states that a "... item enchanted with
> > > a spell allows the wielder to use it as if was permanently invested..".
> > > According to Shaping Q-4 Ritual of Investment and R-6 Binding Investment
> > > rituals, that means it can be used an unlimited number of times, but
> > > anyone using it still has to check to see if the spell goes off
> > > successfully each time it is used.
> > >
> > > Am I misinterpreting those rules or missing something somewhere?
> > >
> > > Was thinking that modifying one or both of those rules was the way to go
> > > if I wanted to make it possible by Shapers.
> > >
> > >
> > > On a side note, as I read those rules, they make it impossible to shape
> > > spells that affect other people directly but then allow permanent
> > > investment of those same 'kill' spells. The investment method is actually
> > > easier and quicker than shaping them assuming someone has the Binding
> > > Investments SK ritual. I suppose that is a form off game balance...
> > > LoJust deny shapers the ability to learn that ritual.
> > >
> > >
> > > Thanks,
> > > Ted
> >
>
Group: DQ-RULES Message: 1568 From: Ted Date: 6/8/2011
Subject: Re: "always on" magic items
Yeah, thats pretty much been my take on it as well. In teresting to see what some of the other groups have done to get around it.

Ted

--- In dq-rules@yahoogroups.com, "darkislephil" <darkislephil@...> wrote:
>
> It's pretty clear that, as written, someone using a spell that has been bound into an item through Shaping magics has to make a cast chance to use it. I imagine that this was done to offset the abuse that would arise from allowing adepts to bind spells that have very low cast chances getting the equivalent of automatic successes.
>
> However I have allowed characters to acquire the odd magic item that does automatically work. Things like light spells or night-vision.
>
> Beyond that there are rarely any magic items for sell in our campaigns. Adepts are few and far between and have better things to do then spend months and months making toys for adventurers. And if it will cost them an Endurance point? Forget it.
>
> But as with all RPG rules, do what works best for you and your group. Our campaigns are pretty low power in magic. The backfire rules pretty much keep the adept ranks thinned out.
>
>
> --- In dq-rules@yahoogroups.com, "Ted" <tmckelvey77089@> wrote:
> >
> > Ah, gotcha.
> >
> > I may have to make a similar change to the rules.
> >
> > The core rules and AW specifically reference the investment rituals by rule number as well terminology in regards to shaping preparation rituals and that's been the basis of my interpretation. And yes, as written in regards to spells, the shaping is just another way to have invested spells included in an item along with other abilities, as opposed to a regular investment which can only do the one thing.
> >
> > I was curious as to how extensive a change other groups have made. Certainly requires some rewrites no matter how you cut it.
> >
> > As I expected, seems like groups either accept that it cant be done by regular shaping as printed, or they just delete and rewrite the inhibiting rules. Getting alot more feedback supporting the former and laying those kinds of items out as not-shapeable but have to be found if even that.
> >
> > Good stuff. Haven't thought about this stuff in a while.
> >
> >
> > --- In dq-rules@yahoogroups.com, "Jeffery McGonagill" <igmod@> wrote:
> > >
> > > My group's interpretation is that permanently invested as stated below does
> > > not mean Investment as per the ritual or R-6, otherwise the shaping index is
> > > redundant for magic. Skills, characteristics don't have to be activated, so
> > > magic shouldn't either (unless it is an attack spell.)
> > >
> > > For my group, simply drawing the weapon activates a Artifact's weapon magic.
> > > An amulet (Artifact) with a counterspell in it is always on while worn, etc.
> > >
> > > Popular in my world is Mind Cloak (also protects a person from Location
> > > spells.) Usually the first Artifact purchased in my world when a PC can
> > > afford it.
> > >
> > > ~Jeffery~
> > >
> > > ----- Original Message -----
> > > From: "Ted" <tmckelvey77089@>
> > > To: <dq-rules@yahoogroups.com>
> > > Sent: Wednesday, June 08, 2011 7:03 AM
> > > Subject: [dq-rules] Re: "always on" magic items
> > >
> > >
> > > > Could be. Which part of those rules allows for shaping a spell that is
> > > > constantly running? Maybe I'm missing something. Thats why these forums
> > > > are so useful! Glad to hear other GMs point of view.
> > > >
> > > > I was looking at it from the point of view of the rules clause under
> > > > shaping's Preparation Rituals that states that a "... item enchanted with
> > > > a spell allows the wielder to use it as if was permanently invested..".
> > > > According to Shaping Q-4 Ritual of Investment and R-6 Binding Investment
> > > > rituals, that means it can be used an unlimited number of times, but
> > > > anyone using it still has to check to see if the spell goes off
> > > > successfully each time it is used.
> > > >
> > > > Am I misinterpreting those rules or missing something somewhere?
> > > >
> > > > Was thinking that modifying one or both of those rules was the way to go
> > > > if I wanted to make it possible by Shapers.
> > > >
> > > >
> > > > On a side note, as I read those rules, they make it impossible to shape
> > > > spells that affect other people directly but then allow permanent
> > > > investment of those same 'kill' spells. The investment method is actually
> > > > easier and quicker than shaping them assuming someone has the Binding
> > > > Investments SK ritual. I suppose that is a form off game balance...
> > > > LoJust deny shapers the ability to learn that ritual.
> > > >
> > > >
> > > > Thanks,
> > > > Ted
> > >
> >
>
Group: DQ-RULES Message: 1569 From: Arturo Algueiro Melo Date: 6/9/2011
Subject: Re: Digest Number 536 - Excess damage allocation
> ________________________________________________________________________
> 4b. Re: Excess damage allocation, especially from magic
> spells, etc

In our group, we disregard the FT/EN limitation in one blow, and magic becomes deadly, specially with Dragon Flames at high ranks; but as an alternative, you may roll a D100 against the excess damage points, to see if they go to EN.
For example, you cast a Fire Ball that produces 45 points of damage and the target has 20 FT points left; then you will roll a D100 against a (45-20 =) 25% chance to see if the damage goes to EN.
Additionally, you may rule that with a normal success in this last roll, only one third of the excess damage rounded down goes to EN (25/3 = 8 in this case); if it is a substantial success (15% of base chance) the excess damage is halved rounded down (25/2 = 12), and with a critical success (5% of base chance) the whole excess damage goes to the target EN.
Hope I made myself clear.
Best regards... Arturo
Group: DQ-RULES Message: 1570 From: John Hitchens Date: 6/9/2011
Subject: Magical Damage and fatigue/endurance
I rule that magical damage affects fatigue and does not spill over, but a 15%
chance that it affects endurance instead (just like weapon damage). I ignore the
2x/3x rule/
Group: DQ-RULES Message: 1571 From: David Novak Date: 6/9/2011
Subject: Re: "always on" magic items
Hi Ted,

Per GM 'convention', a Shaper could have upto Rank in Shaping Ritual Golems, but not to exceed the Military Scientist rules for number of Personal guard (treat unranked Mili Sci as Rank 0). This limited the potentially infinite number R&S Golems one could have. :-) Jeffery, did you include ALL activated Golems in the limit, or just R&S?

I have 7 Rag and String Golems since I had just become R8 with R&S Ritual as the character retired. I had one Stone Golem (purchased during an adventure). Since my character viewed R&S Golems as fragile, I had one that travelled with me, and the rest minded the shop.

I have 2 R&S Golem scribes with Rune Magics "Read Ancient Language" Talent plus some other things which allowed for translating ancient texts into Elvish so I could use them.

I have one with R8 Healer and Alchemist plus another with R10 Alchemist and Mechanician. The Healer/Alchemist makes 3 healing potions for sale per year (don't want to flood the market and upset the Alchemist's guild). The Alchemist/Mechanician Golem was going to start building some things that the party had discovered from the ancients (flying ship, mechanical/clock-work animals ...)

The one that travelled with me had Healer R4 (neutralize poison) and Thief, Witchsight, and Stealth at R10

And now comes the interesting part of what I did. Our party had access to the Black Magics Skin Change Spell.

So I have one "Wyvern" with Ranger and Unarmed Combat.

I also had (until the GM killed it <pout>), a "Doppleganger". If the game had continued, I would have used an Artifact I made (but didn't quite work right) that enables one "dopple" in this golem's replacement to create another "human" golem. Original this was a dopple of my character under a sex change curse, and was my character's "sister" and personal secretary, but the marriage offers were becoming annoying/concerning and "she" moved on. I then went far, far, far, away from where my Shaper lives and 'doppled' a high ranking administrator/secretary so I could continue having someone to manage those day to day affairs my character didn't want to handle.

One other note/comment on Shapers, Shaping is a VERY expensive "hobby". My character was continually running at a near broke state of affairs. Not only are Artifacts expensive to make, but a Shop is a wonderful target for thieves and the like. So not only was there shop maintanence (both Shaper Costs and building), but then there were Guards and Staff. Then the GM had some locals "hire" my character to become their Liege-Lord which naturally led to the character anexing a lot of "wilds" that was adjacent to his shop ...

Hope that helps.

David

--- In dq-rules@yahoogroups.com, "Ted" <tmckelvey77089@...> wrote:
>
> David, how many Rag & String golems did you have following you around? :-)
>
> The player shaper in my game is developing quite the entourage of little helpers! Relatively easy to make and no apparent limit on how many you can have.
>
> I've not had anyone try to do a permanent investment ritual on an existing investment so hadnt really thought that through. I'll have to go reread that section. My first thought is that its an either/or kinda deal, but they probably don't say one way or the other.
>
>
> Ted
>
Group: DQ-RULES Message: 1572 From: Jeffery McGonagill Date: 6/9/2011
Subject: Re: "always on" magic items
No, David, the limit was for R&S only. The other types of Golems are less
flexible and far more costly and time consuming to make and operate for only
the duration of the Activation spell.

~Jeffery~


----- Original Message -----
From: "David Novak" <david_novak@hp.com>
To: <dq-rules@yahoogroups.com>
Sent: Thursday, June 09, 2011 10:48 AM
Subject: [dq-rules] Re: "always on" magic items


> Hi Ted,
>
> Per GM 'convention', a Shaper could have upto Rank in Shaping Ritual
> Golems, but not to exceed the Military Scientist rules for number of
> Personal guard (treat unranked Mili Sci as Rank 0). This limited the
> potentially infinite number R&S Golems one could have. :-) Jeffery, did
> you include ALL activated Golems in the limit, or just R&S?
>
> I have 7 Rag and String Golems since I had just become R8 with R&S Ritual
> as the character retired. I had one Stone Golem (purchased during an
> adventure). Since my character viewed R&S Golems as fragile, I had one
> that travelled with me, and the rest minded the shop.
>
> I have 2 R&S Golem scribes with Rune Magics "Read Ancient Language" Talent
> plus some other things which allowed for translating ancient texts into
> Elvish so I could use them.
>
> I have one with R8 Healer and Alchemist plus another with R10 Alchemist
> and Mechanician. The Healer/Alchemist makes 3 healing potions for sale
> per year (don't want to flood the market and upset the Alchemist's guild).
> The Alchemist/Mechanician Golem was going to start building some things
> that the party had discovered from the ancients (flying ship,
> mechanical/clock-work animals ...)
>
> The one that travelled with me had Healer R4 (neutralize poison) and
> Thief, Witchsight, and Stealth at R10
>
> And now comes the interesting part of what I did. Our party had access to
> the Black Magics Skin Change Spell.
>
> So I have one "Wyvern" with Ranger and Unarmed Combat.
>
> I also had (until the GM killed it <pout>), a "Doppleganger". If the game
> had continued, I would have used an Artifact I made (but didn't quite work
> right) that enables one "dopple" in this golem's replacement to create
> another "human" golem. Original this was a dopple of my character under a
> sex change curse, and was my character's "sister" and personal secretary,
> but the marriage offers were becoming annoying/concerning and "she" moved
> on. I then went far, far, far, away from where my Shaper lives and
> 'doppled' a high ranking administrator/secretary so I could continue
> having someone to manage those day to day affairs my character didn't want
> to handle.
>
> One other note/comment on Shapers, Shaping is a VERY expensive "hobby".
> My character was continually running at a near broke state of affairs.
> Not only are Artifacts expensive to make, but a Shop is a wonderful target
> for thieves and the like. So not only was there shop maintanence (both
> Shaper Costs and building), but then there were Guards and Staff. Then
> the GM had some locals "hire" my character to become their Liege-Lord
> which naturally led to the character anexing a lot of "wilds" that was
> adjacent to his shop ...
>
> Hope that helps.
>
> David
>
> --- In dq-rules@yahoogroups.com, "Ted" <tmckelvey77089@...> wrote:
>>
>> David, how many Rag & String golems did you have following you around?
>> :-)
>>
>> The player shaper in my game is developing quite the entourage of little
>> helpers! Relatively easy to make and no apparent limit on how many you
>> can have.
>>
>> I've not had anyone try to do a permanent investment ritual on an
>> existing investment so hadnt really thought that through. I'll have to
>> go reread that section. My first thought is that its an either/or kinda
>> deal, but they probably don't say one way or the other.
>>
>>
>> Ted
>>
>
>
>
>
> ------------------------------------
>
> To Post a message, send it to: dq-rules@eGroups.com
> To Unsubscribe, send a blank message to:
> dq-rules-unsubscribe@eGroups.comYahoo! Groups Links
>
>
>
>
Group: DQ-RULES Message: 1573 From: Ted Date: 6/9/2011
Subject: Re: Rag and String golems
Good info. Did you allow other characters to be taught by R&S golems In the skills they had? I'm considering disallowing that, as well as learning from somebody that is getting their skill artificially, like from a skill in a shaped item. May introduce a "Teacher" skill that is required to instruct others. Still working through that.

Ted

--- In dq-rules@yahoogroups.com, "David Novak" <david_novak@...> wrote:
>
> Hi Ted,
>
> Per GM 'convention', a Shaper could have upto Rank in Shaping Ritual Golems, but not to exceed the Military Scientist rules for number of Personal guard (treat unranked Mili Sci as Rank 0). This limited the potentially infinite number R&S Golems one could have. :-) Jeffery, did you include ALL activated Golems in the limit, or just R&S?
>
> I have 7 Rag and String Golems since I had just become R8 with R&S Ritual as the character retired. I had one Stone Golem (purchased during an adventure). Since my character viewed R&S Golems as fragile, I had one that travelled with me, and the rest minded the shop.
>
> I have 2 R&S Golem scribes with Rune Magics "Read Ancient Language" Talent plus some other things which allowed for translating ancient texts into Elvish so I could use them.
>
> I have one with R8 Healer and Alchemist plus another with R10 Alchemist and Mechanician. The Healer/Alchemist makes 3 healing potions for sale per year (don't want to flood the market and upset the Alchemist's guild). The Alchemist/Mechanician Golem was going to start building some things that the party had discovered from the ancients (flying ship, mechanical/clock-work animals ...)
>
> The one that travelled with me had Healer R4 (neutralize poison) and Thief, Witchsight, and Stealth at R10
>
> And now comes the interesting part of what I did. Our party had access to the Black Magics Skin Change Spell.
>
> So I have one "Wyvern" with Ranger and Unarmed Combat.
>
> I also had (until the GM killed it <pout>), a "Doppleganger". If the game had continued, I would have used an Artifact I made (but didn't quite work right) that enables one "dopple" in this golem's replacement to create another "human" golem. Original this was a dopple of my character under a sex change curse, and was my character's "sister" and personal secretary, but the marriage offers were becoming annoying/concerning and "she" moved on. I then went far, far, far, away from where my Shaper lives and 'doppled' a high ranking administrator/secretary so I could continue having someone to manage those day to day affairs my character didn't want to handle.
>
> One other note/comment on Shapers, Shaping is a VERY expensive "hobby". My character was continually running at a near broke state of affairs. Not only are Artifacts expensive to make, but a Shop is a wonderful target for thieves and the like. So not only was there shop maintanence (both Shaper Costs and building), but then there were Guards and Staff. Then the GM had some locals "hire" my character to become their Liege-Lord which naturally led to the character anexing a lot of "wilds" that was adjacent to his shop ...
>
> Hope that helps.
>
> David
>

>
Group: DQ-RULES Message: 1574 From: Ted Date: 6/9/2011
Subject: Re: Rag and String golems
Jeffrey and David,

I'm assuming the shapers rank limit was the actual ceiling limit you used for max number of golems, right? The Mil Sci rule for personal guard is (15+WP), which goes way past the maximum rank of the shaping ritual, assuming you left that capped at 20.

Thats an interesting aspect (using Mil Sci) I hadnt thought of though. I have been using a max of rank or WP,whichever was lowest.

Ted

--- In dq-rules@yahoogroups.com, "Ted" <tmckelvey77089@...> wrote:
>
> Good info. Did you allow other characters to be taught by R&S golems In the skills they had? I'm considering disallowing that, as well as learning from somebody that is getting their skill artificially, like from a skill in a shaped item. May introduce a "Teacher" skill that is required to instruct others. Still working through that.
>
> Ted
>
> --- In dq-rules@yahoogroups.com and David, "David Novak" <david_novak@> wrote:
> >
> > Hi Ted,
> >
> > Per GM 'convention', a Shaper could have upto Rank in Shaping Ritual Golems, but not to exceed the Military Scientist rules for number of Personal guard (treat unranked Mili Sci as Rank 0). This limited the potentially infinite number R&S Golems one could have. :-) Jeffery, did you include ALL activated Golems in the limit, or just R&S?
> >
> > I have 7 Rag and String Golems since I had just become R8 with R&S Ritual as the character retired. I had one Stone Golem (purchased during an adventure). Since my character viewed R&S Golems as fragile, I had one that travelled with me, and the rest minded the shop.
> >
> > I have 2 R&S Golem scribes with Rune Magics "Read Ancient Language" Talent plus some other things which allowed for translating ancient texts into Elvish so I could use them.
> >
> > I have one with R8 Healer and Alchemist plus another with R10 Alchemist and Mechanician. The Healer/Alchemist makes 3 healing potions for sale per year (don't want to flood the market and upset the Alchemist's guild). The Alchemist/Mechanician Golem was going to start building some things that the party had discovered from the ancients (flying ship, mechanical/clock-work animals ...)
> >
> > The one that travelled with me had Healer R4 (neutralize poison) and Thief, Witchsight, and Stealth at R10
> >
> > And now comes the interesting part of what I did. Our party had access to the Black Magics Skin Change Spell.
> >
> > So I have one "Wyvern" with Ranger and Unarmed Combat.
> >
> > I also had (until the GM killed it <pout>), a "Doppleganger". If the game had continued, I would have used an Artifact I made (but didn't quite work right) that enables one "dopple" in this golem's replacement to create another "human" golem. Original this was a dopple of my character under a sex change curse, and was my character's "sister" and personal secretary, but the marriage offers were becoming annoying/concerning and "she" moved on. I then went far, far, far, away from where my Shaper lives and 'doppled' a high ranking administrator/secretary so I could continue having someone to manage those day to day affairs my character didn't want to handle.
> >
> > One other note/comment on Shapers, Shaping is a VERY expensive "hobby". My character was continually running at a near broke state of affairs. Not only are Artifacts expensive to make, but a Shop is a wonderful target for thieves and the like. So not only was there shop maintanence (both Shaper Costs and building), but then there were Guards and Staff. Then the GM had some locals "hire" my character to become their Liege-Lord which naturally led to the character anexing a lot of "wilds" that was adjacent to his shop ...
> >
> > Hope that helps.
> >
> > David
> >
>
> >
>
Group: DQ-RULES Message: 1575 From: David Novak Date: 6/9/2011
Subject: Re: Rag and String golems
Hmmm, I hadn't thought of learning from my Golems. Use of the Teacher/Tutor skill would seem appropriate and "limiting". I think there is a description for this type of skill in Wordly Endeavors, Poor Brendan's, and/or the New Zealand Group's documentation.

Of course, your Shaper will need to find someone WILLING to participate in the Ritual (granted it is only an hour, but it is still time). The fee for doing this would probably be rather high though. The NPC embuing the Golem with Skills would/could be "losing" revenue from the Players and would want to be compensated for that (e.g. a Healer/Alchemist Golem means that the Player stops purchasing healing potions from the Healer and/or Alchemist they had previously been purchasing potions from). From the Artifact Cost spreadsheet, the profit on Healing Potions was something like 1000SP. So, NPC participants would want some portion of their "lost" income up-front (accounting rules might suggest 5 years worth of lost profits in payment, so 5 healing potions a year, at 1000SP profit, times 5 years = 25,000 SP). Now is that payment in cash OR an adventure/quest OR a trade (e.g. golem needs to make 'X' potions per year free of charge) .... I always pulled 'skills', etc. from PC's or my character's NPC retainers so I avoided this interesting issue.

re: the MiliSci, since my character was unranked in MiliSci, I was limited to Rank or WP, whichever was lower. I hadn't gotten to Rank 20, so I defer to Jeffery on what happens if a Shaper had MiliSci + WP greater than 20. I would think that adding the "15" for MiliSci to the minimum (at least) would be reasonable (the argument being that MiliSci provides for some level of organizational skill (hence the +15) so a MiliSci-Shaper should be more "organized" than a "just" Shaper and thus be able to handle the control of more R&S Golems.


--- In dq-rules@yahoogroups.com, "Ted" <tmckelvey77089@...> wrote:
>
> Good info. Did you allow other characters to be taught by R&S golems In the skills they had? I'm considering disallowing that, as well as learning from somebody that is getting their skill artificially, like from a skill in a shaped item. May introduce a "Teacher" skill that is required to instruct others. Still working through that.
>
> Ted
>
> --- In dq-rules@yahoogroups.com, "David Novak" <david_novak@> wrote:
> >
Group: DQ-RULES Message: 1576 From: Ted Date: 6/9/2011
Subject: Re: Rag and String golems
The deal with characters wanting to learn from the golems happened almost immediately, they being the opportunistic lot they are...;-)

Yeah, Couldnt remember where I had seen that teacher skill but it certainly makes sense. Course the next thing will be somebody wanting to shape the teacher skill but at least that costs something in shaping (taking away an attribute slot and all). It started with somebody wanting to learn ranger from somebody who only had it because of the ring they were wearing.

--- In dq-rules@yahoogroups.com, "David Novak" <david_novak@...> wrote:
>
> Hmmm, I hadn't thought of learning from my Golems. Use of the Teacher/Tutor skill would seem appropriate and "limiting". I think there is a description for this type of skill in Wordly Endeavors, Poor Brendan's, and/or the New Zealand Group's documentation.
>
> Of course, your Shaper will need to find someone WILLING to participate in the Ritual (granted it is only an hour, but it is still time). The fee for doing this would probably be rather high though. The NPC embuing the Golem with Skills would/could be "losing" revenue from the Players and would want to be compensated for that (e.g. a Healer/Alchemist Golem means that the Player stops purchasing healing potions from the Healer and/or Alchemist they had previously been purchasing potions from). From the Artifact Cost spreadsheet, the profit on Healing Potions was something like 1000SP. So, NPC participants would want some portion of their "lost" income up-front (accounting rules might suggest 5 years worth of lost profits in payment, so 5 healing potions a year, at 1000SP profit, times 5 years = 25,000 SP). Now is that payment in cash OR an adventure/quest OR a trade (e.g. golem needs to make 'X' potions per year free of charge) .... I always pulled 'skills', etc. from PC's or my character's NPC retainers so I avoided this interesting issue.
>
> re: the MiliSci, since my character was unranked in MiliSci, I was limited to Rank or WP, whichever was lower. I hadn't gotten to Rank 20, so I defer to Jeffery on what happens if a Shaper had MiliSci + WP greater than 20. I would think that adding the "15" for MiliSci to the minimum (at least) would be reasonable (the argument being that MiliSci provides for some level of organizational skill (hence the +15) so a MiliSci-Shaper should be more "organized" than a "just" Shaper and thus be able to handle the control of more R&S Golems.
>
>
> --- In dq-rules@yahoogroups.com, "Ted" <tmckelvey77089@> wrote:
> >
> > Good info. Did you allow other characters to be taught by R&S golems In the skills they had? I'm considering disallowing that, as well as learning from somebody that is getting their skill artificially, like from a skill in a shaped item. May introduce a "Teacher" skill that is required to instruct others. Still working through that.
> >
> > Ted
> >
> > --- In dq-rules@yahoogroups.com, "David Novak" <david_novak@> wrote:
> > >
>
Group: DQ-RULES Message: 1577 From: Ted Date: 6/9/2011
Subject: Re: Digest Number 536 - Excess damage allocation
Yeah I can see how things get lethal fast. Ive played around with allowing half of the the excess damage to blow past fatigue and continue into EN but that was a quick and dirty ruling and hadnt done much else with it.

Thanks for the insight.
Ted

--- In dq-rules@yahoogroups.com, Arturo Algueiro Melo <aleam00@...> wrote:
>
> > ________________________________________________________________________
> > 4b. Re: Excess damage allocation, especially from magic
> > spells, etc
>
> In our group, we disregard the FT/EN limitation in one blow, and magic becomes deadly, specially with Dragon Flames at high ranks; but as an alternative, you may roll a D100 against the excess damage points, to see if they go to EN.
> For example, you cast a Fire Ball that produces 45 points of damage and the target has 20 FT points left; then you will roll a D100 against a (45-20 =) 25% chance to see if the damage goes to EN.
> Additionally, you may rule that with a normal success in this last roll, only one third of the excess damage rounded down goes to EN (25/3 = 8 in this case); if it is a substantial success (15% of base chance) the excess damage is halved rounded down (25/2 = 12), and with a critical success (5% of base chance) the whole excess damage goes to the target EN.
> Hope I made myself clear.
> Best regards... Arturo
>
Group: DQ-RULES Message: 1578 From: Ted Date: 6/9/2011
Subject: Re: Magical Damage and fatigue/endurance
Ah, ok. I can see that working as well. Was thinking of something similar as an option, but hadn't gotten as far as disregarding the 2x/3x results.

I'm assuming from this that you don't apply the same thing to normal physical combat results, i.e. damage from a single sword thrust cant hit fatigue as well as endurance at the same time.

Thanks!

Ted

--- In dq-rules@yahoogroups.com, John Hitchens <makofan@...> wrote:
>
> I rule that magical damage affects fatigue and does not spill over, but a 15%
> chance that it affects endurance instead (just like weapon damage). I ignore the
> 2x/3x rule/
>
Group: DQ-RULES Message: 1579 From: Jeffery McGonagill Date: 6/9/2011
Subject: Re: Digest Number 536 - Excess damage allocation
I've been playing DQ since it came out. Nobody has complained about the
En/Ft barrier and often been thankful for it. Combat is lethal enough
without blowing through it.

~Jeffery~


----- Original Message -----
From: "Ted" <tmckelvey77089@yahoo.com>
To: <dq-rules@yahoogroups.com>
Sent: Thursday, June 09, 2011 1:01 PM
Subject: [dq-rules] Re: Digest Number 536 - Excess damage allocation


> Yeah I can see how things get lethal fast. Ive played around with
> allowing half of the the excess damage to blow past fatigue and continue
> into EN but that was a quick and dirty ruling and hadnt done much else
> with it.
>
> Thanks for the insight.
> Ted
>
> --- In dq-rules@yahoogroups.com, Arturo Algueiro Melo <aleam00@...> wrote:
>>
>> > ________________________________________________________________________
>> > 4b. Re: Excess damage allocation, especially from magic
>> > spells, etc
>>
>> In our group, we disregard the FT/EN limitation in one blow, and magic
>> becomes deadly, specially with Dragon Flames at high ranks; but as an
>> alternative, you may roll a D100 against the excess damage points, to see
>> if they go to EN.
>> For example, you cast a Fire Ball that produces 45 points of damage and
>> the target has 20 FT points left; then you will roll a D100 against a
>> (45-20 =) 25% chance to see if the damage goes to EN.
>> Additionally, you may rule that with a normal success in this last roll,
>> only one third of the excess damage rounded down goes to EN (25/3 = 8 in
>> this case); if it is a substantial success (15% of base chance) the
>> excess damage is halved rounded down (25/2 = 12), and with a critical
>> success (5% of base chance) the whole excess damage goes to the target
>> EN.
>> Hope I made myself clear.
>> Best regards... Arturo
>>
>
>
>
>
> ------------------------------------
>
> To Post a message, send it to: dq-rules@eGroups.com
> To Unsubscribe, send a blank message to:
> dq-rules-unsubscribe@eGroups.comYahoo! Groups Links
>
>
>
>
Group: DQ-RULES Message: 1580 From: Ian Wood Date: 6/9/2011
Subject: Re: Digest Number 536 - Excess damage allocation
Thanks Jeffery,
that concurs with the group view from New Zealand.
 
Ian

--- On Fri, 10/6/11, Jeffery McGonagill <igmod@comcast.net> wrote:

From: Jeffery McGonagill <igmod@comcast.net>
Subject: Re: [dq-rules] Re: Digest Number 536 - Excess damage allocation
To: dq-rules@yahoogroups.com
Date: Friday, 10, June, 2011, 8:15 AM

 
I've been playing DQ since it came out. Nobody has complained about the
En/Ft barrier and often been thankful for it. Combat is lethal enough
without blowing through it.

~Jeffery~

----- Original Message -----
From: "Ted" <tmckelvey77089@yahoo.com>
To: <dq-rules@yahoogroups.com>
Sent: Thursday, June 09, 2011 1:01 PM
Subject: [dq-rules] Re: Digest Number 536 - Excess damage allocation

> Yeah I can see how things get lethal fast.. Ive played around with
> allowing half of the the excess damage to blow past fatigue and continue
> into EN but that was a quick and dirty ruling and hadnt done much else
> with it.
>
> Thanks for the insight.
> Ted
>
> --- In dq-rules@yahoogroups.com, Arturo Algueiro Melo <aleam00@...> wrote:
>>
>> > __________________________________________________________
>> > 4b. Re: Excess damage allocation, especially from magic
>> > spells, etc
>>
>> In our group, we disregard the FT/EN limitation in one blow, and magic
>> becomes deadly, specially with Dragon Flames at high ranks; but as an
>> alternative, you may roll a D100 against the excess damage points, to see
>> if they go to EN.
>> For example, you cast a Fire Ball that produces 45 points of damage and
>> the target has 20 FT points left; then you will roll a D100 against a
>> (45-20 =) 25% chance to see if the damage goes to EN.
>> Additionally, you may rule that with a normal success in this last roll,
>> only one third of the excess damage rounded down goes to EN (25/3 = 8 in
>> this case); if it is a substantial success (15% of base chance) the
>> excess damage is halved rounded down (25/2 = 12), and with a critical
>> success (5% of base chance) the whole excess damage goes to the target
>> EN.
>> Hope I made myself clear.
>> Best regards... Arturo
>>
>
>
>
>
> ------------------------------------
>
> To Post a message, send it to: dq-rules@eGroups.com
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Group: DQ-RULES Message: 1581 From: Bob Constans Date: 6/10/2011
Subject: Re: "always on" magic items
I ran my world along similar lines - attitudes and fears based on the breakdowns for character creation (but with more magic, cos that's what we wanted). In between adventures I would 'Conan-ize' the characters causing them to 'waste' as much of their loot and time as possible so as to give them a reason to go adventuring again and keep them from advancing to quickly (Merchants LOVE gouging the nouveau-riche and so do the local Thieves' Guild). I found having the characters seek out Shapers and work with them to create an item to be an excellent way to do that. AND they'd actually be happy just to have one new toy, hee hee.

--- In dq-rules@yahoogroups.com, "David Novak" <david_novak@...> wrote:
>
> Excellent topic Ted.
>
> I've played in campaigns run by both Phil and Jeffery as well as GM'ed a spin-off from Phil's "world" and GM'ed in Jeffery's "world", and lastly, I've played a Shaper.
>
> I think what the GM needs to decide, is, how prevalent is magic and probably more importantly, the ramifications of the prevalence (both to game balance and "social" or in-game).
>
> Example1: Phil's world had a lot of "standard" investments (or relatively easy access to get them) and very few "always on" (or Shaped or even Permanent Investments) items (also, the "quick-kill" spells were not available to either the players or GM, e.g. White Fire). I can't ever remember meeting a Shaper in Phil's world. From a game balance point of view, this works well in that if a player gets their hands on an unbalancingly-powerful investment, it eventually, runs out of charges (thus it is not a "permanent" problem). On the Social Side, Magic was accepted and while not necessarily common in the general populace, the player's being mages, were not viewed with suspicion or fear (unless they got their reputation by earning it in play)
>
> Example2: Jeffery's world, Shapers are known to exist and players can get to know them (and even play them), so it is possible to commission and "find" Shaped Items (Shaping is run pretty close to straight out of Arcane Wisdom). This World's history has had magic running amok through too much power and magic and basically countries bombing themselves and their neighbors into the stone age. This has created a "fear" in the general populace of magic in general. Powerful Shaped Items exist and could be found and obtained by the players, but the players had to be careful how much "flash" they did in "public" due to the possible back lash. Shaped items were occasionally discovered on Adventure (this is limited by the GM) and could be purchased/commissioned. The commissioning of Shaped Items can be limited by the GM. The "level" of the Shapers available to Players (and the populace) needs to be considered and can be controlled by the GM. Please note, to make Shaped Items, there are a LOT of rituals a that a Shaper will need to Rank. This will take a LONG time and a great deal of experience (see Shaper Player comments below), so if you take this into account as GM, there should not be too many Shapers around that can create unbalancing items (and even fewer who are willing to create them). Also, it takes a long time to MAKE unbalancing items (and the Shaper can die in the process), so open "slots" in a Shaper's schedule could (should?) be few and far between even for the "low level" Shaped Items. Also, the more powerful the Shaped item, the longer it takes to make, and thus the higher the chance of an `Accident' (which provides another way to balance the potentially unbalancing). We did have an "amusing" player reaction to this, in that one player started seeking out Shaping Accidents. On the balance side, Jeffery has a known rule, what the Players Use is Fair Game for the GM to use (e.g. if the players don't go throwing quick-kill spells, the GM won't either, so contrary to Phil's world just removing these spells, Jeffery's world has created détente between the GM and Players). Lastly, Shaping is EXPENSIVE (there used to be a spreadsheet in the DQ forum from Jeffery's game were you can see the difference in prices from a `regular' invested item to a `permanently' invested item to a `Shaped' item).
>
> Example3: My spin-off from Phil's world (new dimension, new planet, new social norms, etc.). Shaping was "rare" but available. It was also hideously expensive and Shaper's tended to have a waiting list in the decades (even to make "just" permanent investments). Balance was provided by "The Mage Guild" which was the Government of one country and tried to tightly control teaching and use of magic as well as Items everywhere. If things had ever gotten too out of balance, a "handful" of high ranking Elemental Mages with their Elementals at their back could have been used to `politely' ask for the item in question.
>
> As a player, I played a Shaper for 5 real years (and something like 10 game years). In the beginning, a Shaper Player Character seems to become a front line fighter (no ranged attack spells, but the best enchant armor/weapons spells in the game coupled with better than `regular' investment ritual (lower EXP and higher success chance)). The MA requirement for the college is pretty high, so I was always bumping into the MA-Spell/Ritual requirement and thus kept spending a lot of EXP and training ranking things up to R6 that were not particularly unbalancing (it's the Special Knowledge Rituals that get "interesting", not the General one's). Thus the first couple real years (4-5 game years), this college seems to pose no problems. Then I started learning the Special Knowledge Rituals. The first SK-Ritual I learned was Permanent Investment. This put an end to the rest of the rest of the party needing to spend time investing spells (until they went up in rank). The GM also started charging my Character more for invested items for sale by NPC's (since the NPC's knew I was a Shaper and wouldn't be coming back  ). Another possible way to address this would be to say that the `regular' investment spell had to be done "differently" for (or simultaneously with) the Permanent Investment ritual (this would have prevented our party from immediately turning all found investments permanent, but this Player is NOT suggesting it to his GM  who is reading this thread). While this College could get unbalancing, the Character needed to own land for a Shop, spend money on a shop, and `defend' his shop. Couple this with 3 months of game time to create the MINIMUM Shaped Item and the corresponding Accident Rolls, and I think the Player Character unbalancing effects can be limited. My character might dream of making an Uber-Weapon, but the most advanced Shaping he ever did was 3 of the Demonic Shields (payment for construction of his "small" shop, Jeffery, stop laughing ) and a couple of Shaped Enchant Armor items. (though Rag and String golems are interesting). BTW, after about 10 game years of playing, the character basically retired due to many factors, but one them was he really wanted to make cool items and Adventuring kept getting in the way.
>
> In short, as long as the GM doesn't make High Level Shaper's Common and willing to make things PLUS the players advance at a `moderate' rate (and keep track of the time it takes to advance in rituals to really make things), I'm haven't found Shaping (and thus the creation of "always on" items) to be unbalancing.
>
> David
>
>
> --- In dq-rules@yahoogroups.com, "Ted" <tmckelvey77089@> wrote:
> >
> > Ah, gotcha.
> >
> > I may have to make a similar change to the rules.
> >
> > The core rules and AW specifically reference the investment rituals by rule number as well terminology in regards to shaping preparation rituals and that's been the basis of my interpretation. And yes, as written in regards to spells, the shaping is just another way to have invested spells included in an item along with other abilities, as opposed to a regular investment which can only do the one thing.
> >
> > I was curious as to how extensive a change other groups have made. Certainly requires some rewrites no matter how you cut it.
> >
> > As I expected, seems like groups either accept that it cant be done by regular shaping as printed, or they just delete and rewrite the inhibiting rules. Getting alot more feedback supporting the former and laying those kinds of items out as not-shapeable but have to be found if even that.
> >
> > Good stuff. Haven't thought about this stuff in a while.
> >
> >
> > --- In dq-rules@yahoogroups.com, "Jeffery McGonagill" <igmod@> wrote:
> > >
> > > My group's interpretation is that permanently invested as stated below does
> > > not mean Investment as per the ritual or R-6, otherwise the shaping index is
> > > redundant for magic. Skills, characteristics don't have to be activated, so
> > > magic shouldn't either (unless it is an attack spell.)
> > >
> > > For my group, simply drawing the weapon activates a Artifact's weapon magic.
> > > An amulet (Artifact) with a counterspell in it is always on while worn, etc.
> > >
> > > Popular in my world is Mind Cloak (also protects a person from Location
> > > spells.) Usually the first Artifact purchased in my world when a PC can
> > > afford it.
> > >
> > > ~Jeffery~
> > >
> > > ----- Original Message -----
> > > From: "Ted" <tmckelvey77089@>
> > > To: <dq-rules@yahoogroups.com>
> > > Sent: Wednesday, June 08, 2011 7:03 AM
> > > Subject: [dq-rules] Re: "always on" magic items
> > >
> > >
> > > > Could be. Which part of those rules allows for shaping a spell that is
> > > > constantly running? Maybe I'm missing something. Thats why these forums
> > > > are so useful! Glad to hear other GMs point of view.
> > > >
> > > > I was looking at it from the point of view of the rules clause under
> > > > shaping's Preparation Rituals that states that a "... item enchanted with
> > > > a spell allows the wielder to use it as if was permanently invested..".
> > > > According to Shaping Q-4 Ritual of Investment and R-6 Binding Investment
> > > > rituals, that means it can be used an unlimited number of times, but
> > > > anyone using it still has to check to see if the spell goes off
> > > > successfully each time it is used.
> > > >
> > > > Am I misinterpreting those rules or missing something somewhere?
> > > >
> > > > Was thinking that modifying one or both of those rules was the way to go
> > > > if I wanted to make it possible by Shapers.
> > > >
> > > >
> > > > On a side note, as I read those rules, they make it impossible to shape
> > > > spells that affect other people directly but then allow permanent
> > > > investment of those same 'kill' spells. The investment method is actually
> > > > easier and quicker than shaping them assuming someone has the Binding
> > > > Investments SK ritual. I suppose that is a form off game balance...
> > > > LoJust deny shapers the ability to learn that ritual.
> > > >
> > > >
> > > > Thanks,
> > > > Ted
> > >
> >
>
Group: DQ-RULES Message: 1582 From: makofan Date: 6/10/2011
Subject: Re: Magical Damage and fatigue/endurance
Right, I don't spill over fatigue to endurance either

--- In dq-rules@yahoogroups.com, "Ted" <tmckelvey77089@...> wrote:
>
> Ah, ok. I can see that working as well. Was thinking of something similar as an option, but hadn't gotten as far as disregarding the 2x/3x results.
>
> I'm assuming from this that you don't apply the same thing to normal physical combat results, i.e. damage from a single sword thrust cant hit fatigue as well as endurance at the same time.
>
> Thanks!
>
> Ted
>
> --- In dq-rules@yahoogroups.com, John Hitchens <makofan@> wrote:
> >
> > I rule that magical damage affects fatigue and does not spill over, but a 15%
> > chance that it affects endurance instead (just like weapon damage). I ignore the
> > 2x/3x rule/
> >
>
Group: DQ-RULES Message: 1583 From: archaimbaudthered Date: 6/15/2011
Subject: Re: Magical Damage and fatigue/endurance
Yeah I don't let it spill over either. The only way I would even consider this is if it worked out in the game from a story telling perspective. And it added game flavor for a particular fight. But usually this rule saves the players from too much abuse as it is.


--- In dq-rules@yahoogroups.com, "makofan" <makofan@...> wrote:
>
> Right, I don't spill over fatigue to endurance either
>
> --- In dq-rules@yahoogroups.com, "Ted" <tmckelvey77089@> wrote:
> >
> > Ah, ok. I can see that working as well. Was thinking of something similar as an option, but hadn't gotten as far as disregarding the 2x/3x results.
> >
> > I'm assuming from this that you don't apply the same thing to normal physical combat results, i.e. damage from a single sword thrust cant hit fatigue as well as endurance at the same time.
> >
> > Thanks!
> >
> > Ted
> >
> > --- In dq-rules@yahoogroups.com, John Hitchens <makofan@> wrote:
> > >
> > > I rule that magical damage affects fatigue and does not spill over, but a 15%
> > > chance that it affects endurance instead (just like weapon damage). I ignore the
> > > 2x/3x rule/
> > >
> >
>
Group: DQ-RULES Message: 1584 From: archaimbaudthered Date: 6/16/2011
Subject: Re: Rag and String golems
I don't see a problem with learning from a rag n string golem, I guess it depends on the skill. And how common magic and shapers are in general. One of my players created a golem with the Scribe skill plus several ranks in diff languages,( reading/ writing/speaking). He can teach players the languages or copy books etc. Which is what he is used for mostly. Of course in my world magic is quite prevalent and it's not uncommon to see a rag and string golem moving around in a city on the errand of some shaper. One of my "free cites" is mostly ruled by powerful mages. So in that city its not unusual to see mages flying around with diff flight spells, carpets, shadow wings etc. And a golem is just another tool of the shapers. Of course their magic items draw the players and I charge quite a bit for any type of magic item bought from a shapers shop.

As for learning ranger skill from a ring I wouldn't allow that in my game. They would have to hire a ranger hehe

That's interesting about using the military scientist in combination with shaping, had never even considered that.

As for having a teacher skill to allow characters to only learn that way, I don't see that working. I can see if you create a Teacher skill giving them a bonus teaching others skills or whatever they may know.. But for example if I know how to throw a knife why couldn't you learn with my instruction and your practice and time? thereby spending experience points. (I may have misinterpreted your meaning unless you meant the golem would need this Teaching skill and not a player, in that case i can see your point, and that does make sense. And actually though it wastes a slot in the creation aspect if your golems normally can't teach(in your game) then this skill could be quite valuable if used with the right combo of skills, talents etc. in the creation of a rag n string golem, designed to teach people and of course make a profit for their teaching!)



--- In dq-rules@yahoogroups.com, "Ted" <tmckelvey77089@...> wrote:
>
> The deal with characters wanting to learn from the golems happened almost immediately, they being the opportunistic lot they are...;-)
>
> Yeah, Couldnt remember where I had seen that teacher skill but it certainly makes sense. Course the next thing will be somebody wanting to shape the teacher skill but at least that costs something in shaping (taking away an attribute slot and all). It started with somebody wanting to learn ranger from somebody who only had it because of the ring they were wearing.
>
> --- In dq-rules@yahoogroups.com, "David Novak" <david_novak@> wrote:
> >
> > Hmmm, I hadn't thought of learning from my Golems. Use of the Teacher/Tutor skill would seem appropriate and "limiting". I think there is a description for this type of skill in Wordly Endeavors, Poor Brendan's, and/or the New Zealand Group's documentation.
> >
> > Of course, your Shaper will need to find someone WILLING to participate in the Ritual (granted it is only an hour, but it is still time). The fee for doing this would probably be rather high though. The NPC embuing the Golem with Skills would/could be "losing" revenue from the Players and would want to be compensated for that (e.g. a Healer/Alchemist Golem means that the Player stops purchasing healing potions from the Healer and/or Alchemist they had previously been purchasing potions from). From the Artifact Cost spreadsheet, the profit on Healing Potions was something like 1000SP. So, NPC participants would want some portion of their "lost" income up-front (accounting rules might suggest 5 years worth of lost profits in payment, so 5 healing potions a year, at 1000SP profit, times 5 years = 25,000 SP). Now is that payment in cash OR an adventure/quest OR a trade (e.g. golem needs to make 'X' potions per year free of charge) .... I always pulled 'skills', etc. from PC's or my character's NPC retainers so I avoided this interesting issue.
> >
> > re: the MiliSci, since my character was unranked in MiliSci, I was limited to Rank or WP, whichever was lower. I hadn't gotten to Rank 20, so I defer to Jeffery on what happens if a Shaper had MiliSci + WP greater than 20. I would think that adding the "15" for MiliSci to the minimum (at least) would be reasonable (the argument being that MiliSci provides for some level of organizational skill (hence the +15) so a MiliSci-Shaper should be more "organized" than a "just" Shaper and thus be able to handle the control of more R&S Golems.
> >
> >
> > --- In dq-rules@yahoogroups.com, "Ted" <tmckelvey77089@> wrote:
> > >
> > > Good info. Did you allow other characters to be taught by R&S golems In the skills they had? I'm considering disallowing that, as well as learning from somebody that is getting their skill artificially, like from a skill in a shaped item. May introduce a "Teacher" skill that is required to instruct others. Still working through that.
> > >
> > > Ted
> > >
> > > --- In dq-rules@yahoogroups.com, "David Novak" <david_novak@> wrote:
> > > >
> >
>
Group: DQ-RULES Message: 1585 From: Stormcrow Date: 6/17/2011
Subject: Database
Just wondering if anyone has Database-ed all the different tables as well as spells and creatures in the game. i have been working on and off doing that over the years (mostly off after i lost a lot i had done back during the first rule book). i have found some good Player cha sheets with most tables in fact transferring the most complete one i found to excel 2010 now.
Group: DQ-RULES Message: 1586 From: David Novak Date: 6/18/2011
Subject: Re: Database
Greeting Stormcrow.

I've added a Sub-Directory with 2 files in it that I have been using. This contains all of the Monster Tables information I have.

For spell information, look in the character section, I posted a couple characters there using the spreadsheet I use which have spell data.

David
aka trumpetmmb

--- In dq-rules@yahoogroups.com, "Stormcrow" <storm2crows@...> wrote:
>
> Just wondering if anyone has Database-ed all the different tables as well as spells and creatures in the game. i have been working on and off doing that over the years (mostly off after i lost a lot i had done back during the first rule book). i have found some good Player cha sheets with most tables in fact transferring the most complete one i found to excel 2010 now.
>
Group: DQ-RULES Message: 1587 From: Martin Gallo Date: 6/19/2011
Subject: Re: Database
I uploaded the creatures data at: ModifiedCreatures.txt

This has some changes from the published data and descriptions.

I looked for your spell descriptions, but could not find any character section.

On Jun 18, 2011, at 5:55 PM, David Novak wrote:


Greeting Stormcrow.

I've added a Sub-Directory with 2 files in it that I have been using.  This contains all of the Monster Tables information I have.

For spell information, look in the character section, I posted a couple characters there using the spreadsheet I use which have spell data.  

David
aka trumpetmmb

--- In dq-rules@yahoogroups.com, "Stormcrow" <storm2crows@...> wrote:

Just wondering if anyone has Database-ed all the different tables as well as spells and creatures in the game. i have been working on and off doing that over the years (mostly off after i lost a lot i had done back during the first rule book). i have found some good Player cha sheets with most tables in fact transferring the most complete one i found to excel 2010 now.





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Group: DQ-RULES Message: 1588 From: David Novak Date: 6/20/2011
Subject: Re: Database
Hi Martin,

The Character Folder is located: http://games.groups.yahoo.com/group/dqn-list/files/PC%20records/

The file I mentioned is the only one in this folder.

(note: the character sheet was heavily "borrowed" from work Neil Davies did for the Seagate folks).

David

--- In dq-rules@yahoogroups.com, Martin Gallo <martimer@...> wrote:
>
> I uploaded the creatures data at: ModifiedCreatures.txt
>
> This has some changes from the published data and descriptions.
>
> I looked for your spell descriptions, but could not find any character section.
>
> On Jun 18, 2011, at 5:55 PM, David Novak wrote:
>
> >
> > Greeting Stormcrow.
> >
> > I've added a Sub-Directory with 2 files in it that I have been using. This contains all of the Monster Tables information I have.
> >
> > For spell information, look in the character section, I posted a couple characters there using the spreadsheet I use which have spell data.
> >
> > David
> > aka trumpetmmb
> >
> > --- In dq-rules@yahoogroups.com, "Stormcrow" <storm2crows@> wrote:
> >>
> >> Just wondering if anyone has Database-ed all the different tables as well as spells and creatures in the game. i have been working on and off doing that over the years (mostly off after i lost a lot i had done back during the first rule book). i have found some good Player cha sheets with most tables in fact transferring the most complete one i found to excel 2010 now.
> >>
> >
> >
> >
> >
> > ------------------------------------
> >
> > To Post a message, send it to: dq-rules@...
> > To Unsubscribe, send a blank message to: dq-rules-unsubscribe@...! Groups Links
> >
> >
> >
>
Group: DQ-RULES Message: 1589 From: Chaim Kaufmann Date: 6/20/2011
Subject: Re: Digest Number 542
I am sorry to ask such a silly question, but I cannot find where these
files are stored.

Chaim Kaufmann
Group: DQ-RULES Message: 1590 From: John_Rauchert Date: 6/20/2011
Subject: Re: Digest Number 542
If you login into groups.yahoo.com and select your group you will find a Files link on the left hand menu.

For the dq_rules group the files mentioned for creatures are:

Files > Documents
ModifiedCreatures.txt

Files > Tools
Encounter Generator Text File
EncounterTableV3.zip
SpecificEncounter V9-6-10.xlsx

There are also some charactersheets (in Excel format) located under the DQN-List Group (the sibling group to this one) they contain the spells.

Files > Character Sheets

Air Mage.xls
Celestial.xls
Earth Adept.xls
Fire Adept.xls
Illusionist.xls
Mind Adept.xls
Necromancer.xls

You can access the dqn-list via the web or by subscribing using the email below.

http://games.groups.yahoo.com/group/dqn-list/?yguid=173015581
dqn-list-subscribe@yahoogroups.com

JohnR, Co-moderator, dq-rules and DQN-List


--- In dq-rules@yahoogroups.com, Chaim Kaufmann <ck07@...> wrote:
>
> I am sorry to ask such a silly question, but I cannot find where these
> files are stored.
>
> Chaim Kaufmann
>
Group: DQ-RULES Message: 1591 From: John Rauchert Date: 6/20/2011
Subject: Re: Digest Number 542

I forgot to mention the PC records folder is in under the DQN-List Group’s Files area.

 

JohnR

 

From: dq-rules@yahoogroups.com [mailto:dq-rules@yahoogroups.com] On Behalf Of John_Rauchert
Sent: June-20-11 5:44 PM
To: dq-rules@yahoogroups.com
Subject: [dq-rules] Re: Digest Number 542

 

 

If you login into groups.yahoo.com and select your group you will find a Files link on the left hand menu.

For the dq_rules group the files mentioned for creatures are:

Files > Documents
ModifiedCreatures.txt

Files > Tools
Encounter Generator Text File
EncounterTableV3.zip
SpecificEncounter V9-6-10.xlsx

There are also some charactersheets (in Excel format) located under the DQN-List Group (the sibling group to this one) they contain the spells.

Files > Character Sheets

Air Mage.xls
Celestial.xls
Earth Adept.xls
Fire Adept.xls
Illusionist.xls
Mind Adept.xls
Necromancer.xls

You can access the dqn-list via the web or by subscribing using the email below.

http://games.groups.yahoo.com/group/dqn-list/?yguid=173015581
dqn-list-subscribe@yahoogroups.com

JohnR, Co-moderator, dq-rules and DQN-List

--- In dq-rules@yahoogroups.com, Chaim Kaufmann <ck07@...> wrote:
>
> I am sorry to ask such a silly question, but I cannot find where these
> files are stored.
>
> Chaim Kaufmann
>

Group: DQ-RULES Message: 1592 From: makofan Date: 8/24/2011
Subject: Characteristic Maxima
I was re-reading my 2nd edition DQ (Bantam edition) and was puzzled by the opinions in some other threads about fighters maximizing stats. As far as I see from reading, the 25 maximum for humans is only upon character creation. There is nothing to stop a player plunking 5000 points down and boosting his strength to 26, or spending 2500 points per adventure in order to boost his fatigue to 50. In my campaigns, fighting types always pushed their END and FAT so that they could have a chance against tougher monsters. While the adepts all had END about 15-20, and same with FAT, the fighters would compensate with 60-70 in each score. I never found this overbalancing.

What do others say about this interpretation?
Group: DQ-RULES Message: 1593 From: Martin Gallo Date: 8/24/2011
Subject: Re: Characteristic Maxima
I always left the maximums to be applied to character development as well so there was only so much you could do with the body and the rest had to be spent on skills and spells.

On Aug 24, 2011, at 5:48 PM, makofan wrote:

> I was re-reading my 2nd edition DQ (Bantam edition) and was puzzled by the opinions in some other threads about fighters maximizing stats. As far as I see from reading, the 25 maximum for humans is only upon character creation. There is nothing to stop a player plunking 5000 points down and boosting his strength to 26, or spending 2500 points per adventure in order to boost his fatigue to 50. In my campaigns, fighting types always pushed their END and FAT so that they could have a chance against tougher monsters. While the adepts all had END about 15-20, and same with FAT, the fighters would compensate with 60-70 in each score. I never found this overbalancing.
>
> What do others say about this interpretation?
>
>
>
> ------------------------------------
>
> To Post a message, send it to: dq-rules@eGroups.com
> To Unsubscribe, send a blank message to: dq-rules-unsubscribe@eGroups.comYahoo! Groups Links
>
>
>
Group: DQ-RULES Message: 1594 From: Ian Wood Date: 8/24/2011
Subject: Re: Characteristic Maxima

Hi there,

 

In my version 2, the introduction to 5. Characteristic Generation includes the following:

 

The range of values for a characteristic will normally be between 5 and 25. A value of 5 represents the minimum performance possible by an adventuring character. Thus, a character with a Manual Dexterity of 5 would be extremely clumsy, but not so inept that he could not be entrusted with a simple thought essential task. A value of 25 represents the maximum performance which may be achieved by a human; a value of 26 or greater befits a superman. Thus, a character with a Physical Strength of 25 may not be able to bend steel bars in his bar hands, but he does pretty well with bars of iron.

 

To me this suggests the designers intended 25 (+- racial modifiers) to be the maximum achievable through normal ranking.

Magic and major wishes might ignore such limits at GM’s discretion.

Some GMs in the Auckland guild have given PCs the ability to continue ranking their EN and FT without limit.

 

So if it works for you and your players then keep it, as the designers want this to be a fun game.

 

 

I hope this helps.

 

Ian

 


From: dq-rules@yahoogroups.com [mailto: dq-rules@yahoogroups.com ] On Behalf Of makofan
Sent: Thursday, 25 August 2011 10:48 a.m.
To: dq-rules@yahoogroups.com
Subject: [dq-rules] Characteristic Maxima

 

 

I was re-reading my 2nd edition DQ (Bantam edition) and was puzzled by the opinions in some other threads about fighters maximizing stats. As far as I see from reading, the 25 maximum for humans is only upon character creation. There is nothing to stop a player plunking 5000 points down and boosting his strength to 26, or spending 2500 points per adventure in order to boost his fatigue to 50. In my campaigns, fighting types always pushed their END and FAT so that they could have a chance against tougher monsters. While the adepts all had END about 15-20, and same with FAT, the fighters would compensate with 60-70 in each score. I never found this overbalancing.

What do others say about this interpretation?


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Group: DQ-RULES Message: 1595 From: Jeffery McGonagill Date: 8/24/2011
Subject: Re: Characteristic Maxima
I've always run with 25 En as the max for humans. To fight the bigger
monsters requires cooperation and creativity or they run away, a perfectly
good tactic.

~Jeffery~



>I was re-reading my 2nd edition DQ (Bantam edition) and was puzzled by the
>opinions in some other threads about fighters maximizing stats. As far as I
>see from reading, the 25 maximum for humans is only upon character
>creation. There is nothing to stop a player plunking 5000 points down and
>boosting his strength to 26, or spending 2500 points per adventure in order
>to boost his fatigue to 50. In my campaigns, fighting types always pushed
>their END and FAT so that they could have a chance against tougher
>monsters. While the adepts all had END about 15-20, and same with FAT, the
>fighters would compensate with 60-70 in each score. I never found this
>overbalancing.
>
> What do others say about this interpretation?
>
>
>
> ------------------------------------
>
> To Post a message, send it to: dq-rules@eGroups.com
> To Unsubscribe, send a blank message to:
> dq-rules-unsubscribe@eGroups.comYahoo! Groups Links
>
>
>
>
Group: DQ-RULES Message: 1596 From: adrianwmasters@ymail.com Date: 8/25/2011
Subject: Re: Characteristic Maxima
I've always used the race maxima in generation as true maxima. I've GMed for good characterisation, smart play and tweaked adventures to match the capabilities of the party, rather than impossible monsters.

As a player, I can still remember my low-level adventurer elf (a naive, courtly romantic youth) unthinkingly attacking a summoned prince of demons to rescue his highborn paramour, having his chest opened in the first blow and living on as a famous hero in that world. All his stats were within racial ranges.

YMMV. Adrian

--- In dq-rules@yahoogroups.com, "Jeffery McGonagill" <igmod@...> wrote:
>
> I've always run with 25 En as the max for humans. To fight the bigger
> monsters requires cooperation and creativity or they run away, a perfectly
> good tactic.
>
> ~Jeffery~
>
>
>
> >I was re-reading my 2nd edition DQ (Bantam edition) and was puzzled by the
> >opinions in some other threads about fighters maximizing stats. As far as I
> >see from reading, the 25 maximum for humans is only upon character
> >creation. There is nothing to stop a player plunking 5000 points down and
> >boosting his strength to 26, or spending 2500 points per adventure in order
> >to boost his fatigue to 50. In my campaigns, fighting types always pushed
> >their END and FAT so that they could have a chance against tougher
> >monsters. While the adepts all had END about 15-20, and same with FAT, the
> >fighters would compensate with 60-70 in each score. I never found this
> >overbalancing.
> >
> > What do others say about this interpretation?
> >
> >
> >
> > ------------------------------------
> >
> > To Post a message, send it to: dq-rules@...
> > To Unsubscribe, send a blank message to:
> > dq-rules-unsubscribe@...! Groups Links
> >
> >
> >
> >
>
Group: DQ-RULES Message: 1597 From: Rodger Thorm Date: 8/25/2011
Subject: Re: Characteristic Maxima
I made it a house rule that you could increase a racial maximum stat by
1 more than maximum for adventurer-level characters and 2 more than
maximum for hero-level characters. Maybe had one PC ever take me up on
that in the whole campaign history.

I agree that the ranges given for the different player character races
should govern, for the most part. But I think that heroic characters
should have the potential to be better than even the best of ordinary folk.

A human is never going to out-arm-wrestle an ogre that way, but he may
be stronger than anyone else in the land, and that doesn't seem a bad
thing to me.

--RT


On 8/25/2011 5:54 PM, adrianwmasters@ymail.com wrote:
> I've always used the race maxima in generation as true maxima....
Group: DQ-RULES Message: 1598 From: Lee James Date: 8/26/2011
Subject: Orcs; why
Hi guys,

After a 25 year holiday I have just dusted off my copy of Dragonquest (1st edition) and have been reaquainting myself with the rules.

On the subject of character generation and racial balance I cannot for the life of me see what advantages an Orc character has; am I missing something here?
Group: DQ-RULES Message: 1599 From: spoonriver2002 Date: 8/26/2011
Subject: Re: Orcs; why
--- In dq-rules@yahoogroups.com, "Lee James" <lee.james@...> wrote:
>
> Hi guys,
>
> After a 25 year holiday I have just dusted off my copy of Dragonquest (1st edition) and have been reaquainting myself with the rules.
>
> On the subject of character generation and racial balance I cannot for the life of me see what advantages an Orc character has; am I missing something here?
>

IIRC, apart from some obvious troubles with blending in a mostly human party, an Orc has a 0.9 exp multiplier, so an Orc character progresses faster than a Human character.
Group: DQ-RULES Message: 1600 From: spoonriver2002 Date: 8/26/2011
Subject: Hexes vs. squares
Speaking about battlemats and other gridded playing surfaces used in conjunction with DQ, what kind of grid do you generally prefer for drawing your rooms and dungeons?

I know that DQ combat rules are based on hexes, but almost all maps and floor plans printed in adventure modules (DQ or not) are on squares.

How do you deal with maps squares and combat hexes?
Group: DQ-RULES Message: 1601 From: Lee James Date: 8/26/2011
Subject: Re: Orcs; why
Yes 10% less experience points but it takes him longer to learn a skill. The overall profit and loss column just looks harsh for an Orc compared to an Elf or a Dwarf for example.

--- In dq-rules@yahoogroups.com, "spoonriver2002" <guerini1@...> wrote:
>
>
>
> --- In dq-rules@yahoogroups.com, "Lee James" <lee.james@> wrote:
> >
> > Hi guys,
> >
> > After a 25 year holiday I have just dusted off my copy of Dragonquest (1st edition) and have been reaquainting myself with the rules.
> >
> > On the subject of character generation and racial balance I cannot for the life of me see what advantages an Orc character has; am I missing something here?
> >
>
> IIRC, apart from some obvious troubles with blending in a mostly human party, an Orc has a 0.9 exp multiplier, so an Orc character progresses faster than a Human character.
>
Group: DQ-RULES Message: 1602 From: Jeffery McGonagill Date: 8/26/2011
Subject: Re: Orcs; why
Why not?

Are you concerned with cost effectiveness or character?

I've run a couple of orcs and a half-orc, the latter one of my most
successful characters.

~Jeffery~


> Hi guys,
>
> After a 25 year holiday I have just dusted off my copy of Dragonquest (1st
> edition) and have been reaquainting myself with the rules.
>
> On the subject of character generation and racial balance I cannot for the
> life of me see what advantages an Orc character has; am I missing
> something here?
>
>
>
> ------------------------------------
>
> To Post a message, send it to: dq-rules@eGroups.com
> To Unsubscribe, send a blank message to:
> dq-rules-unsubscribe@eGroups.comYahoo! Groups Links
>
>
>
>
Group: DQ-RULES Message: 1603 From: darkislephil Date: 8/26/2011
Subject: Re: Orcs; why
Well if you don't care about being an adept then the pluses start looking a little better. +2 PS like Dwarf but only -1 AG and no TMR loss.

It's a role-playing game. Playing an Orc can be fun.


--- In dq-rules@yahoogroups.com, "Lee James" <lee.james@...> wrote:
>
> Hi guys,
>
> After a 25 year holiday I have just dusted off my copy of Dragonquest (1st edition) and have been reaquainting myself with the rules.
>
> On the subject of character generation and racial balance I cannot for the life of me see what advantages an Orc character has; am I missing something here?
>
Group: DQ-RULES Message: 1604 From: darkislephil Date: 8/26/2011
Subject: Re: Hexes vs. squares
Let me preface this by saying that all of our combats are done in the VTT MapTool and that places constraints on how the characters tokens (aka miniatures) are positioned.

For us almost all combat played out in buildings or dungeons is done with square grids. Just easier to move down a hallway when you are going in a zig-zag pattern.

When using square grid we use 8-point facing which means some adjustment of what adjacent squares are flanking or rear.

For the majority of outdoor encounters I use hex grids and any buildings or man-made objects are usually sized to work as well as they can on the hex grid.


--- In dq-rules@yahoogroups.com, "spoonriver2002" <guerini1@...> wrote:
>
> Speaking about battlemats and other gridded playing surfaces used in conjunction with DQ, what kind of grid do you generally prefer for drawing your rooms and dungeons?
>
> I know that DQ combat rules are based on hexes, but almost all maps and floor plans printed in adventure modules (DQ or not) are on squares.
>
> How do you deal with maps squares and combat hexes?
>
Group: DQ-RULES Message: 1605 From: P. Date: 8/26/2011
Subject: Re: Hexes vs. squares
--- In dq-rules@yahoogroups.com, "spoonriver2002" <guerini1@...> wrote:
>
> Speaking about battlemats and other gridded playing surfaces used in conjunction with DQ, what kind of grid do you generally prefer for drawing your rooms and dungeons?
>
> I know that DQ combat rules are based on hexes, but almost all maps and floor plans printed in adventure modules (DQ or not) are on squares.
>
> How do you deal with maps squares and combat hexes?
>
It's simple enough: the standard DQ hex is 1":5', so drawing a room up to 60' x 60' only takes a grid (such as a Battlemat), a drawing implement and a ruler. For every 10' x 10' square of floor on the map, a 2" x 2" measurement is taken, starting at a corner of a hex. Since the standard hex is 1" from side to opposite side, we really only have to measure across pairs of hex-sides for accuracy, and then only if we're being finicky. The distance across two hexes is 10', whether we are measuring at an angle of 0, 60, 90 or some other setting. Our characters (figures) face a flat side and others surround them at similar facings.

A hexagonal grid has the added benefit of eliminating the math of moving on an angle. On a square grid, a one-space diagonal move covers 14.14 feet if taken by a bishop's step / , or 20 feet if part of a knight's movement L. On hexes, a centre to centre move of one space is always the same, 5' in DQ.
Group: DQ-RULES Message: 1606 From: makofan Date: 8/26/2011
Subject: Re: Characteristic Maxima
I've decided what I am going to do. You can exceed the maxima, but the cost is the normal cost plus a multiplier. For example, PS costs 5000 per point. I would set cost at 5000+5000*(New-25). So, it would cost 5000+5000*(26-25) or 10000 to go from 25 to 26. It would cost 15000 to go from 26 to 27, and 20000 more to go from 27 to 28. Thus,if a player was super-determined, they could do it, but the cost would be prohibitive.

--- In dq-rules@yahoogroups.com, Rodger Thorm <rthorm@...> wrote:
>
> I made it a house rule that you could increase a racial maximum stat by
> 1 more than maximum for adventurer-level characters and 2 more than
> maximum for hero-level characters. Maybe had one PC ever take me up on
> that in the whole campaign history.
>
> I agree that the ranges given for the different player character races
> should govern, for the most part. But I think that heroic characters
> should have the potential to be better than even the best of ordinary folk.
>
> A human is never going to out-arm-wrestle an ogre that way, but he may
> be stronger than anyone else in the land, and that doesn't seem a bad
> thing to me.
>
> --RT
>
>
> On 8/25/2011 5:54 PM, adrianwmasters@... wrote:
> > I've always used the race maxima in generation as true maxima....
>
Group: DQ-RULES Message: 1607 From: Bob Constans Date: 8/28/2011
Subject: Re: Characteristic Maxima
makes sense to me

--- In dq-rules@yahoogroups.com, "makofan" <makofan@...> wrote:
>
> I've decided what I am going to do. You can exceed the maxima, but the cost is the normal cost plus a multiplier. For example, PS costs 5000 per point. I would set cost at 5000+5000*(New-25). So, it would cost 5000+5000*(26-25) or 10000 to go from 25 to 26. It would cost 15000 to go from 26 to 27, and 20000 more to go from 27 to 28. Thus,if a player was super-determined, they could do it, but the cost would be prohibitive.
>
> --- In dq-rules@yahoogroups.com, Rodger Thorm <rthorm@> wrote:
> >
> > I made it a house rule that you could increase a racial maximum stat by
> > 1 more than maximum for adventurer-level characters and 2 more than
> > maximum for hero-level characters. Maybe had one PC ever take me up on
> > that in the whole campaign history.
> >
> > I agree that the ranges given for the different player character races
> > should govern, for the most part. But I think that heroic characters
> > should have the potential to be better than even the best of ordinary folk.
> >
> > A human is never going to out-arm-wrestle an ogre that way, but he may
> > be stronger than anyone else in the land, and that doesn't seem a bad
> > thing to me.
> >
> > --RT
> >
> >
> > On 8/25/2011 5:54 PM, adrianwmasters@ wrote:
> > > I've always used the race maxima in generation as true maxima....
> >
>
Group: DQ-RULES Message: 1608 From: Bob Constans Date: 8/28/2011
Subject: Re: Hexes vs. squares
This makes sense to me too

--- In dq-rules@yahoogroups.com, "darkislephil" <darkislephil@...> wrote:
>
> Let me preface this by saying that all of our combats are done in the VTT MapTool and that places constraints on how the characters tokens (aka miniatures) are positioned.
>
> For us almost all combat played out in buildings or dungeons is done with square grids. Just easier to move down a hallway when you are going in a zig-zag pattern.
>
> When using square grid we use 8-point facing which means some adjustment of what adjacent squares are flanking or rear.
>
> For the majority of outdoor encounters I use hex grids and any buildings or man-made objects are usually sized to work as well as they can on the hex grid.
>
>
> --- In dq-rules@yahoogroups.com, "spoonriver2002" <guerini1@> wrote:
> >
> > Speaking about battlemats and other gridded playing surfaces used in conjunction with DQ, what kind of grid do you generally prefer for drawing your rooms and dungeons?
> >
> > I know that DQ combat rules are based on hexes, but almost all maps and floor plans printed in adventure modules (DQ or not) are on squares.
> >
> > How do you deal with maps squares and combat hexes?
> >
>
Group: DQ-RULES Message: 1609 From: davis john Date: 9/16/2011
Subject: END healing
Hi

started running DQ again, and have done so for last 6 weeks

have totally lost where the rate of healing of END lose is shown. Been using 1 point per day, asssuming full rest

Players, most of them new to DQ, are enjoying though i think maybe the illusionist is struggling a bit.

a brutal combat in tonights game. my big bad necromancer got killed in a single blow, but so did two party members. think everyone appreciated the gruesome danger
Group: DQ-RULES Message: 1610 From: Ian Wood Date: 9/16/2011
Subject: Re: END healing

Looking at second edition, as I use the DQ New Zealand rules normally, it is in section 85, near the back.

 

<quote>

[85.1] The rate at which Endurance Points are recovered depends on how active the injured being is.

If a being expends and / or loses no more than one-half his Fatigue Points (round down) for three consecutive days, he regains one Endurance Point at the end of the third day. Other wise he recovers an Endurance Point at the end of the following (IE fourth) day,

If a being is given ministrations from a physicker’s kit, his body require one less day to regain an Endurance Point.

<end quote>

 

That means the PCs have to rest between combats, which is good roleplaying, but bad dungeon bashing, as they will otherwise be entering combat on lower EN.

 

On the other hand, if 1 pt per day works for you and your players then stick to that.

 

BTW – Illusionist is probably the hardest college to play, requires incredible imagination, and probably will save the day once in a blue moon. How ever that save will be memorable J. I would think about giving the PC a second college (that is missing from the party say Earth), and for the player to shadow with Illusion too, so that the PC becomes dual college: as he enjoys DQ and learns how to utilize Illusion the player will switch more to that college, but will not be frustrated too much of the time.

Or just give the player a second nPC to play, say a non-mage fighter. While the fighter steps forward to engage the enemy more closely, the illusionist is casting illusions to make it appear help is at hand, and arrows are storming in etc – making the enemy surrender is a win in my books.

 

I have played a Mind mage for many years, and she was close to useless in combat until ranged empathy and healing potions made her the combat medic – she drank over 300 points of healing potion in one combat. And she was very useful outside of combat, I just I always felt she should be actively taking down the enemy.

 

All the best, and glad you are enjoying it,

 

Ian

 

 


From: dq-rules@yahoogroups.com [mailto: dq-rules@yahoogroups.com ] On Behalf Of davis john
Sent: Saturday, 17 September 2011 10:53 a.m.
To: dq-rules@yahoogroups.com
Subject: [dq-rules] END healing

 

 

Hi

started running DQ again, and have done so for last 6 weeks

have totally lost where the rate of healing of END lose is shown. Been using 1 point per day, asssuming full rest

Players, most of them new to DQ, are enjoying though i think maybe the illusionist is struggling a bit.

a brutal combat in tonights game. my big bad necromancer got killed in a single blow, but so did two party members. think everyone appreciated the gruesome danger


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Checked by AVG - www.avg.com
Version: 10.0.1410 / Virus Database: 1520/3900 - Release Date: 09/16/11

Group: DQ-RULES Message: 1611 From: Jeffery McGonagill Date: 9/16/2011
Subject: Re: END healing
It is 1 En every 3 days. 
 
A Healer is a must on Adventures.  With beginning groups I ran a NPC Healer for the group until the group could get a Healer ranked up.  Or course not all groups wanted a NPC Healer and paid the price.
 
~Jeffery~
----- Original Message -----
From: davis john
Sent: Friday, September 16, 2011 3:53 PM
Subject: [dq-rules] END healing

Hi

started running DQ again, and have done so for last 6 weeks

have totally lost where the rate of healing of END lose is shown. Been using 1 point per day, asssuming full rest

Players, most of them new to DQ, are enjoying though i think maybe the illusionist is struggling a bit.

a brutal combat in tonights game. my big bad necromancer got killed in a single blow, but so did two party members. think everyone appreciated the gruesome danger