Group: DQ-RULES |
Message: 1863 |
From: DQ-RULES@yahoogroups.com |
Date: 6/12/2018 |
Subject: New file uploaded to DQ-RULES |
|
Group: DQ-RULES |
Message: 1864 |
From: Jeffery McGonagill |
Date: 6/12/2018 |
Subject: Re: Lich? |
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Group: DQ-RULES |
Message: 1865 |
From: ryumaou@sbcglobal.net |
Date: 6/12/2018 |
Subject: Re: New file uploaded to DQ-RULES |
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Group: DQ-RULES |
Message: 1866 |
From: stauron |
Date: 6/13/2018 |
Subject: Re: New file uploaded to DQ-RULES |
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Group: DQ-RULES |
Message: 1867 |
From: Jeffery McGonagill |
Date: 6/13/2018 |
Subject: Re: New file uploaded to DQ-RULES |
|
Group: DQ-RULES |
Message: 1868 |
From: Martin Gallo |
Date: 6/13/2018 |
Subject: Re: New file uploaded to DQ-RULES |
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Group: DQ-RULES |
Message: 1869 |
From: Martin Gallo |
Date: 6/13/2018 |
Subject: Re: New file uploaded to DQ-RULES |
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Group: DQ-RULES |
Message: 1870 |
From: Michael .Howard |
Date: 6/13/2018 |
Subject: Re: New file uploaded to DQ-RULES |
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Group: DQ-RULES |
Message: 1871 |
From: alairduk |
Date: 6/14/2018 |
Subject: Re: New file uploaded to DQ-RULES |
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Group: DQ-RULES |
Message: 1872 |
From: stauron |
Date: 6/14/2018 |
Subject: Re: New file uploaded to DQ-RULES |
|
Group: DQ-RULES |
Message: 1873 |
From: ryumaou@sbcglobal.net |
Date: 6/15/2018 |
Subject: Re: New file uploaded to DQ-RULES |
|
Group: DQ-RULES |
Message: 1874 |
From: ryumaou@sbcglobal.net |
Date: 6/15/2018 |
Subject: Re: New file uploaded to DQ-RULES |
|
Group: DQ-RULES |
Message: 1875 |
From: ryumaou@sbcglobal.net |
Date: 6/23/2018 |
Subject: Re: New file uploaded to DQ-RULES |
|
Group: DQ-RULES |
Message: 1876 |
From: Jeffery McGonagill |
Date: 6/23/2018 |
Subject: Re: New file uploaded to DQ-RULES |
|
Group: DQ-RULES |
Message: 1877 |
From: ryumaou@sbcglobal.net |
Date: 6/25/2018 |
Subject: Re: New file uploaded to DQ-RULES |
|
Group: DQ-RULES |
Message: 1878 |
From: DQ-RULES@yahoogroups.com |
Date: 7/1/2018 |
Subject: New file uploaded to DQ-RULES |
|
Group: DQ-RULES |
Message: 1879 |
From: ryumaou@sbcglobal.net |
Date: 7/1/2018 |
Subject: Lich King |
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Group: DQ-RULES |
Message: 1880 |
From: stauron |
Date: 8/10/2018 |
Subject: Using the SpecificEncounter V9-6-10.xlsx |
|
Group: DQ-RULES |
Message: 1881 |
From: 7000393b942bc58c5270d199563e0255 |
Date: 12/6/2018 |
Subject: Dragonquest v3 Encounter Generator |
|
Group: DQ-RULES |
Message: 1882 |
From: Kyle Hall |
Date: 12/6/2018 |
Subject: Re: Dragonquest v3 Encounter Generator |
|
Group: DQ-RULES |
Message: 1884 |
From: Ben Hall |
Date: 12/6/2018 |
Subject: Re: Dragonquest v3 Encounter Generator |
|
Group: DQ-RULES |
Message: 1885 |
From: Ian Wood |
Date: 12/6/2018 |
Subject: Re: Dragonquest v3 Encounter Generator |
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Group: DQ-RULES |
Message: 1886 |
From: 7000393b942bc58c5270d199563e0255 |
Date: 12/6/2018 |
Subject: Re: Dragonquest v3 Encounter Generator |
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Group: DQ-RULES |
Message: 1887 |
From: Ian Wood |
Date: 12/7/2018 |
Subject: Re: Dragonquest v3 Encounter Generator |
|
Group: DQ-RULES |
Message: 1888 |
From: Ben Hall |
Date: 12/7/2018 |
Subject: Re: Dragonquest v3 Encounter Generator |
|
Group: DQ-RULES |
Message: 1889 |
From: kentreuber |
Date: 1/30/2019 |
Subject: Seeking “DragonQuest Worldbuilding” manuscript |
|
Group: DQ-RULES |
Message: 1890 |
From: darkislephil |
Date: 2/2/2019 |
Subject: World Generation Supplement for DragonQuest |
|
Group: DQ-RULES |
Message: 1891 |
From: Jeffrey Vandine |
Date: 2/3/2019 |
Subject: Re: World Generation Supplement for DragonQuest |
|
Group: DQ-RULES |
Message: 1892 |
From: gwyddon_cunning_folk |
Date: 2/7/2019 |
Subject: Re: World Generation Supplement for DragonQuest |
|
Group: DQ-RULES |
Message: 1893 |
From: brockrwood |
Date: 2/7/2019 |
Subject: Re: World Generation Supplement for DragonQuest |
|
Group: DQ-RULES |
Message: 1894 |
From: lord_kjeran |
Date: 2/8/2019 |
Subject: Re: World Generation Supplement for DragonQuest |
|
Group: DQ-RULES |
Message: 1895 |
From: 4880477cdc377d0ec5cfd1b1ce6669cd |
Date: 2/9/2019 |
Subject: Arcane Wisdom |
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Group: DQ-RULES |
Message: 1896 |
From: Kyle Hall |
Date: 2/9/2019 |
Subject: Re: Arcane Wisdom |
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Group: DQ-RULES |
Message: 1897 |
From: Jeffery McGonagill |
Date: 2/9/2019 |
Subject: Re: Arcane Wisdom |
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Group: DQ-RULES |
Message: 1898 |
From: Kyle Hall |
Date: 2/9/2019 |
Subject: Re: Arcane Wisdom |
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Group: DQ-RULES |
Message: 1899 |
From: Jeffery McGonagill |
Date: 2/9/2019 |
Subject: Re: Arcane Wisdom |
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Group: DQ-RULES |
Message: 1900 |
From: Martin Gallo |
Date: 2/10/2019 |
Subject: Re: Arcane Wisdom |
|
Group: DQ-RULES |
Message: 1901 |
From: Jeffrey Vandine |
Date: 2/10/2019 |
Subject: Re: Arcane Wisdom |
|
Group: DQ-RULES |
Message: 1902 |
From: Jeffery McGonagill |
Date: 2/10/2019 |
Subject: Re: Arcane Wisdom |
|
Group: DQ-RULES |
Message: 1903 |
From: Jeffrey Vandine |
Date: 2/10/2019 |
Subject: Re: Arcane Wisdom |
|
Group: DQ-RULES |
Message: 1904 |
From: gwyddon_cunning_folk |
Date: 2/11/2019 |
Subject: Re: Arcane Wisdom |
|
Group: DQ-RULES |
Message: 1905 |
From: gwyddon_cunning_folk |
Date: 2/11/2019 |
Subject: Re: Arcane Wisdom |
|
Group: DQ-RULES |
Message: 1907 |
From: gwyddon_cunning_folk |
Date: 2/11/2019 |
Subject: Re: Arcane Wisdom |
|
Group: DQ-RULES |
Message: 1908 |
From: gwyddon_cunning_folk |
Date: 2/11/2019 |
Subject: DQ Edition Preference |
|
Group: DQ-RULES |
Message: 1909 |
From: gwyddon_cunning_folk |
Date: 2/11/2019 |
Subject: Re: Arcane Wisdom |
|
Group: DQ-RULES |
Message: 1910 |
From: gwyddon_cunning_folk |
Date: 2/11/2019 |
Subject: Re: Arcane Wisdom |
|
Group: DQ-RULES |
Message: 1911 |
From: Howard Teal |
Date: 2/11/2019 |
Subject: Re: Arcane Wisdom |
|
Group: DQ-RULES |
Message: 1912 |
From: gwyddon_cunning_folk |
Date: 2/11/2019 |
Subject: Re: Arcane Wisdom |
|
Group: DQ-RULES |
Message: 1913 |
From: gwyddon_cunning_folk |
Date: 2/11/2019 |
Subject: Re: Arcane Wisdom |
|
Group: DQ-RULES |
Message: 1914 |
From: gwyddon_cunning_folk |
Date: 2/11/2019 |
Subject: Re: Arcane Wisdom |
|
What do you mean by a "munchkin"?
I don't use the TSR rules.
I don't forbid Illusions, Black Magics, Greater (and Lesser) Summonings, Rune Magics, and Shaping Magics, I do discourage them.
Black Magics and Greater Summonings require a lot of effort on the GM's part, particularly the roleplaying part, and often involve one on one. If you know the player, it can be easier, but Greater Summonings can cause all sorts of unintended consequences if you have a munchkin in the group.
When I was first running DQ there was a munchkin (I didn't know the term at the time) in the group. I had to rule that the summonables of Greater Summonings flat out refused to provide investments. Other members PCs arranged accidents/assassination of him. Of course that might be because of his munchkin attitude.
Adepts of Black Magics usually did themselves in by using 14. Call Master Spell (G-14). One player actually managed to backfire (somewhere between DR 26-55 on himself, and failed to resist) his character 3 times in one session. The 3rd time was the final straw for his Master. Most players limit themselves to first or second pact. Again, a munchkin can be very annoying with this college.
Illusions, Rune Magic and Lesser Summoning in the hands of a creative/imaginative player can be unbalancing, but can also provide entertainment.
A beginning Shaper is a good PC, but very quickly becomes an NPC once they have/can access/afford a shop. As an apprentice, they can be hooks to adventures, doing tasks for their Master.
~Jeffery~
On February 9, 2019 at 10:35 AM "Kyle Hall kyle.s.hall01@gmail.com [DQ-RULES]" <DQ-RULES@yahoogroups.com> wrote:
While I don't forbid it, I discourage players from creating Shaper characters. Shapers have to be rooted to their workshops and spend months working on projects. They therefore make better NPCs.
Kyle
It has been a while since I dusted off my DQ rules. The recent download of world building got me thinking again.
However, I am curious as to others' opinions on Arcane Wisdom and specifically the 3 colleges therein.
Does anyone use the newer TSR versions? If so, why? Are these new colleges unbalanced? If so, why? Finally, are there any colleges in either book that you would not allow PCs to play? why?
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"Munchkin is how one should refer to someone who tries to win a role-playing game. It can be expressed, displayed, or seen in an aggressively competitive style of play. For example, getting the most enemies killed or the most loot taken, all without any thoughts about roleplaying, a storyline, fairness, logic and, the most importantly, other players' fun. The term is used either as a negative label (for example, to an immature powergamer) or in a humorous or sarcastic context (like in "oh, what a munchkin you are, having 6d6 unarmed damage!"). Template:5gamers Munchkin: (n) Often used derogatorily, the term is given to one of the known five types of table-top RPG gamers. Munchkin is how one should refer to someone who tries to win a role-playing game. It can be expressed, displayed, or seen in an aggressively competitive style of play. For example, getting the most enemies killed or the most loot taken, all without any thoughts about roleplaying, a storyline, fairness, logic and, the most importantly, other players' fun. The term is used either as a negative label (for example, to an immature powergamer) or in a humorous or sarcastic context (like in "oh, what a munchkin you are, having 6d6 unarmed damage!"). Originally, the term was taken from The Wizard of Oz where Munchkins were short and ridiculous creatures. It was used by older players to address their childish comrades. However, before long it came to refer to anyone who engaged in a juvenile gaming style regardless of their height, age or experience. The term has been in use dating back as far as 1984. Munchkins are infamous for various degrees of cheating, willfully misinterpreting rules that work against them while loudly proclaiming ones that work in their favor. As a matter of course they selectively obey the letter of rules while perverting the spirit blatantly. The worst munchkins will cheat shamelessly, ignoring inconvenient numerical modifiers and fouling dice throws till they get the result they want. During character creation, munchkins engage in vicious ''min-maxing, leading to exceptionally unrealistic or unusual characters that make no sense except in terms of raw power. Munchkins are often accused of ''roll-playing, a pun on 'role' that notes how munchkins are often more concerned with the numbers and die rolls than with the roles that they play." On February 9, 2019 at 2:34 PM "Kyle Hall kyle.s.hall01@gmail.com [DQ-RULES]" <DQ-RULES@yahoogroups.com> wrote:
What do you mean by a "munchkin"?
I don't use the TSR rules.
I don't forbid Illusions, Black Magics, Greater (and Lesser) Summonings, Rune Magics, and Shaping Magics, I do discourage them.
Black Magics and Greater Summonings require a lot of effort on the GM's part, particularly the roleplaying part, and often involve one on one. If you know the player, it can be easier, but Greater Summonings can cause all sorts of unintended consequences if you have a munchkin in the group.
When I was first running DQ there was a munchkin (I didn't know the term at the time) in the group. I had to rule that the summonables of Greater Summonings flat out refused to provide investments. Other members PCs arranged accidents/assassination of him. Of course that might be because of his munchkin attitude.
Adepts of Black Magics usually did themselves in by using 14. Call Master Spell (G-14). One player actually managed to backfire (somewhere between DR 26-55 on himself, and failed to resist) his character 3 times in one session. The 3rd time was the final straw for his Master. Most players limit themselves to first or second pact. Again, a munchkin can be very annoying with this college.
Illusions, Rune Magic and Lesser Summoning in the hands of a creative/imaginative player can be unbalancing, but can also provide entertainment.
A beginning Shaper is a good PC, but very quickly becomes an NPC once they have/can access/afford a shop. As an apprentice, they can be hooks to adventures, doing tasks for their Master.
~Jeffery~
On February 9, 2019 at 10:35 AM "Kyle Hall kyle.s.hall01@gmail.com [DQ-RULES]" < DQ-RULES@yahoogroups.com> wrote:
While I don't forbid it, I discourage players from creating Shaper characters. Shapers have to be rooted to their workshops and spend months working on projects. They therefore make better NPCs.
Kyle
It has been a while since I dusted off my DQ rules. The recent download of world building got me thinking again.
However, I am curious as to others' opinions on Arcane Wisdom and specifically the 3 colleges therein.
Does anyone use the newer TSR versions? If so, why? Are these new colleges unbalanced? If so, why? Finally, are there any colleges in either book that you would not allow PCs to play? why?
--
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|
Munchkinism has “ended” every RPG campaign I have been involved in.
It has “ended” many wargames as well.
I no longer play with munchkins when I can avoid it. This is a “social hobby” of me and I see munchkinism as anti-social behavior. I have never met a munchkin who thought it was a problem; We re built differently.
I don't use the TSR rules.
I don't forbid Illusions, Black Magics, Greater (and Lesser) Summonings, Rune Magics, and Shaping Magics, I do discourage them.
Black Magics and Greater Summonings require a lot of effort on the GM's part, particularly the roleplaying part, and often involve one on one. If you know the player, it can be easier, but Greater Summonings can cause all sorts of unintended consequences if you have a munchkin in the group.
When I was first running DQ there was a munchkin (I didn't know the term at the time) in the group. I had to rule that the summonables of Greater Summonings flat out refused to provide investments. Other members PCs arranged accidents/assassination of him. Of course that might be because of his munchkin attitude.
Adepts of Black Magics usually did themselves in by using 14. Call Master Spell (G-14). One player actually managed to backfire (somewhere between DR 26-55 on himself, and failed to resist) his character 3 times in one session. The 3rd time was the final straw for his Master. Most players limit themselves to first or second pact. Again, a munchkin can be very annoying with this college.
Illusions, Rune Magic and Lesser Summoning in the hands of a creative/imaginative player can be unbalancing, but can also provide entertainment.
A beginning Shaper is a good PC, but very quickly becomes an NPC once they have/can access/afford a shop. As an apprentice, they can be hooks to adventures, doing tasks for their Master.
~Jeffery~
On February 9, 2019 at 10:35 AM "Kyle Hall kyle.s.hall01@gmail.com [DQ-RULES]" <DQ-RULES@yahoogroups.com> wrote:
While I don't forbid it, I discourage players from creating Shaper characters. Shapers have to be rooted to their workshops and spend months working on projects. They therefore make better NPCs.
Kyle
It has been a while since I dusted off my DQ rules. The recent download of world building got me thinking again.
However, I am curious as to others' opinions on Arcane Wisdom and specifically the 3 colleges therein.
Does anyone use the newer TSR versions? If so, why? Are these new colleges unbalanced? If so, why? Finally, are there any colleges in either book that you would not allow PCs to play? why?
--
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|
Munchkins and rules lawyers -- hate 'em both!
On Sunday, February 10, 2019, 7:50:32 AM PST, Martin Gallo martimer@mindspring.com [DQ-RULES] <DQ-RULES@yahoogroups.com> wrote:
Munchkinism has “ended” every RPG campaign I have been involved in.
It has “ended” many wargames as well.
I no longer play with munchkins when I can avoid it. This is a “social hobby” of me and I see munchkinism as anti-social behavior. I have never met a munchkin who thought it was a problem; We re built differently.
I don't use the TSR rules.
I don't forbid Illusions, Black Magics, Greater (and Lesser) Summonings, Rune Magics, and Shaping Magics, I do discourage them.
Black Magics and Greater Summonings require a lot of effort on the GM's part, particularly the roleplaying part, and often involve one on one. If you know the player, it can be easier, but Greater Summonings can cause all sorts of unintended consequences if you have a munchkin in the group.
When I was first running DQ there was a munchkin (I didn't know the term at the time) in the group. I had to rule that the summonables of Greater Summonings flat out refused to provide investments. Other members PCs arranged accidents/assassination of him. Of course that might be because of his munchkin attitude.
Adepts of Black Magics usually did themselves in by using 14. Call Master Spell (G-14). One player actually managed to backfire (somewhere between DR 26-55 on himself, and failed to resist) his character 3 times in one session. The 3rd time was the final straw for his Master. Most players limit themselves to first or second pact. Again, a munchkin can be very annoying with this college.
Illusions, Rune Magic and Lesser Summoning in the hands of a creative/imaginative player can be unbalancing, but can also provide entertainment.
A beginning Shaper is a good PC, but very quickly becomes an NPC once they have/can access/afford a shop. As an apprentice, they can be hooks to adventures, doing tasks for their Master.
~Jeffery~
On February 9, 2019 at 10:35 AM "Kyle Hall kyle.s.hall01@gmail..com [DQ-RULES]" <DQ-RULES@yahoogroups.com> wrote:
While I don't forbid it, I discourage players from creating Shaper characters. Shapers have to be rooted to their workshops and spend months working on projects. They therefore make better NPCs.
Kyle
It has been a while since I dusted off my DQ rules. The recent download of world building got me thinking again.
However, I am curious as to others' opinions on Arcane Wisdom and specifically the 3 colleges therein.
Does anyone use the newer TSR versions? If so, why? Are these new colleges unbalanced? If so, why? Finally, are there any colleges in either book that you would not allow PCs to play? why?
--
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|
The last munchkin I had in my group quite because he couldn't get away with his munchkinism.
~Jeffery~ On February 10, 2019 at 7:50 AM "Martin Gallo martimer@mindspring.com [DQ-RULES]" <DQ-RULES@yahoogroups.com> wrote: Munchkinism has “ended” every RPG campaign I have been involved in.
It has “ended” many wargames as well.
I no longer play with munchkins when I can avoid it.. This is a “social hobby” of me and I see munchkinism as anti-social behavior. I have never met a munchkin who thought it was a problem; We re built differently.
I don't use the TSR rules.
I don't forbid Illusions, Black Magics, Greater (and Lesser) Summonings, Rune Magics, and Shaping Magics, I do discourage them.
Black Magics and Greater Summonings require a lot of effort on the GM's part, particularly the roleplaying part, and often involve one on one. If you know the player, it can be easier, but Greater Summonings can cause all sorts of unintended consequences if you have a munchkin in the group.
When I was first running DQ there was a munchkin (I didn't know the term at the time) in the group. I had to rule that the summonables of Greater Summonings flat out refused to provide investments. Other members PCs arranged accidents/assassination of him. Of course that might be because of his munchkin attitude.
Adepts of Black Magics usually did themselves in by using 14. Call Master Spell (G-14). One player actually managed to backfire (somewhere between DR 26-55 on himself, and failed to resist) his character 3 times in one session. The 3rd time was the final straw for his Master. Most players limit themselves to first or second pact. Again, a munchkin can be very annoying with this college.
Illusions, Rune Magic and Lesser Summoning in the hands of a creative/imaginative player can be unbalancing, but can also provide entertainment.
A beginning Shaper is a good PC, but very quickly becomes an NPC once they have/can access/afford a shop. As an apprentice, they can be hooks to adventures, doing tasks for their Master.
~Jeffery~
On February 9, 2019 at 10:35 AM "Kyle Hall kyle.s.hall01@gmail.com [DQ-RULES]" < DQ-RULES@yahoogroups.com> wrote:
While I don't forbid it, I discourage players from creating Shaper characters. Shapers have to be rooted to their workshops and spend months working on projects. They therefore make better NPCs.
Kyle
It has been a while since I dusted off my DQ rules. The recent download of world building got me thinking again..
However, I am curious as to others' opinions on Arcane Wisdom and specifically the 3 colleges therein.
Does anyone use the newer TSR versions? If so, why? Are these new colleges unbalanced? If so, why? Finally, are there any colleges in either book that you would not allow PCs to play? why?
--
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|
I've had a couple like that myself. Adios and good riddance, I always say.
On Sunday, February 10, 2019, 11:26:35 AM PST, Jeffery McGonagill igmod@comcast.net [DQ-RULES] <DQ-RULES@yahoogroups.com> wrote:
The last munchkin I had in my group quite because he couldn't get away with his munchkinism.
~Jeffery~ On February 10, 2019 at 7:50 AM "Martin Gallo martimer@mindspring.com [DQ-RULES]" <DQ-RULES@yahoogroups.com> wrote: Munchkinism has “ended” every RPG campaign I have been involved in.
It has “ended” many wargames as well.
I no longer play with munchkins when I can avoid it.. This is a “social hobby” of me and I see munchkinism as anti-social behavior. I have never met a munchkin who thought it was a problem; We re built differently.
I don't use the TSR rules.
I don't forbid Illusions, Black Magics, Greater (and Lesser) Summonings, Rune Magics, and Shaping Magics, I do discourage them.
Black Magics and Greater Summonings require a lot of effort on the GM's part, particularly the roleplaying part, and often involve one on one. If you know the player, it can be easier, but Greater Summonings can cause all sorts of unintended consequences if you have a munchkin in the group.
When I was first running DQ there was a munchkin (I didn't know the term at the time) in the group. I had to rule that the summonables of Greater Summonings flat out refused to provide investments. Other members PCs arranged accidents/assassination of him. Of course that might be because of his munchkin attitude.
Adepts of Black Magics usually did themselves in by using 14. Call Master Spell (G-14). One player actually managed to backfire (somewhere between DR 26-55 on himself, and failed to resist) his character 3 times in one session. The 3rd time was the final straw for his Master. Most players limit themselves to first or second pact. Again, a munchkin can be very annoying with this college.
Illusions, Rune Magic and Lesser Summoning in the hands of a creative/imaginative player can be unbalancing, but can also provide entertainment.
A beginning Shaper is a good PC, but very quickly becomes an NPC once they have/can access/afford a shop. As an apprentice, they can be hooks to adventures, doing tasks for their Master.
~Jeffery~
On February 9, 2019 at 10:35 AM "Kyle Hall kyle.s.hall01@gmail.com [DQ-RULES]" < DQ-RULES@yahoogroups.com> wrote:
While I don't forbid it, I discourage players from creating Shaper characters. Shapers have to be rooted to their workshops and spend months working on projects. They therefore make better NPCs.
Kyle
It has been a while since I dusted off my DQ rules. The recent download of world building got me thinking again..
However, I am curious as to others' opinions on Arcane Wisdom and specifically the 3 colleges therein.
Does anyone use the newer TSR versions? If so, why? Are these new colleges unbalanced? If so, why? Finally, are there any colleges in either book that you would not allow PCs to play? why?
--
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