Messages in DQ-RULES group. Page 8 of 40.

Group: DQ-RULES Message: 351 From: William Hough Date: 10/29/2002
Subject: Re: Advantages and disadvantages
Group: DQ-RULES Message: 352 From: jcorey30 Date: 10/29/2002
Subject: Re: Advantages and disadvantages
Group: DQ-RULES Message: 353 From: jcorey30 Date: 10/29/2002
Subject: Re: Advantages and disadvantages
Group: DQ-RULES Message: 354 From: jcorey30 Date: 10/29/2002
Subject: Thanks!
Group: DQ-RULES Message: 355 From: William Hough Date: 10/30/2002
Subject: Bogey Table Skill Oversights
Group: DQ-RULES Message: 356 From: andy hopkins Date: 10/30/2002
Subject: Re: Bogey Table Skill Oversights
Group: DQ-RULES Message: 357 From: S.M. Kelley Date: 10/30/2002
Subject: Re: Bogey Table Skill Oversights
Group: DQ-RULES Message: 358 From: Martin Gallo Date: 10/30/2002
Subject: Re: Bogey Table Skill Oversights
Group: DQ-RULES Message: 359 From: Rodger Thorm Date: 10/30/2002
Subject: Re: Bogey Table Skill Oversights
Group: DQ-RULES Message: 360 From: Paul Date: 11/1/2002
Subject: PBEM Interactive Village
Group: DQ-RULES Message: 361 From: jcorey30 Date: 11/3/2002
Subject: Spicing up Combat
Group: DQ-RULES Message: 362 From: William Hough Date: 11/3/2002
Subject: Re: Spicing up Combat
Group: DQ-RULES Message: 363 From: jcorey30 Date: 11/4/2002
Subject: Re: Spicing up Combat
Group: DQ-RULES Message: 364 From: jcorey30 Date: 12/28/2002
Subject: There has to be one message in December
Group: DQ-RULES Message: 365 From: J. K. Hoffman Date: 12/28/2002
Subject: DragonQuest Conversion
Group: DQ-RULES Message: 366 From: jcorey30 Date: 12/29/2002
Subject: Re: DragonQuest Conversion
Group: DQ-RULES Message: 367 From: J. K. Hoffman Date: 12/29/2002
Subject: Re: DragonQuest Conversion
Group: DQ-RULES Message: 368 From: jcorey30 Date: 12/31/2002
Subject: Looking for some adventures
Group: DQ-RULES Message: 369 From: jcorey30 Date: 12/31/2002
Subject: Re: Looking for some adventures
Group: DQ-RULES Message: 370 From: manx2600 Date: 1/1/2003
Subject: DQ vs. newer systems
Group: DQ-RULES Message: 371 From: J. K. Hoffman Date: 1/1/2003
Subject: Re: DQ vs. newer systems
Group: DQ-RULES Message: 372 From: phaeton_nz@yahoo.co.nz Date: 1/1/2003
Subject: Re: DQ vs. newer systems
Group: DQ-RULES Message: 373 From: Rodger Thorm Date: 1/1/2003
Subject: Re: DQ vs. newer systems
Group: DQ-RULES Message: 374 From: andy Date: 1/1/2003
Subject: happy new year
Group: DQ-RULES Message: 375 From: William Hough Date: 1/1/2003
Subject: Re: DQ vs. newer systems (long read)
Group: DQ-RULES Message: 376 From: jcorey30 Date: 1/1/2003
Subject: Re: DQ vs. newer systems
Group: DQ-RULES Message: 377 From: Bruce Probst Date: 1/1/2003
Subject: Re: DQ vs. newer systems
Group: DQ-RULES Message: 378 From: davis john Date: 1/2/2003
Subject: Re: DQ vs. newer systems
Group: DQ-RULES Message: 379 From: S.M. Kelley Date: 1/2/2003
Subject: Re: DQ vs. newer systems
Group: DQ-RULES Message: 380 From: William Hough Date: 1/6/2003
Subject: Help out a newbie
Group: DQ-RULES Message: 381 From: jcorey30 Date: 1/6/2003
Subject: Re: Help out a newbie
Group: DQ-RULES Message: 382 From: Rodger Thorm Date: 1/7/2003
Subject: DQ lists and subscriptions
Group: DQ-RULES Message: 383 From: Jason Winter Date: 1/10/2003
Subject: Weapons question
Group: DQ-RULES Message: 384 From: ryumaou@sbcglobal.net Date: 1/10/2003
Subject: Re: Weapons question
Group: DQ-RULES Message: 385 From: William Hough Date: 1/10/2003
Subject: Re: Weapons question
Group: DQ-RULES Message: 386 From: Paul Ferraro Date: 1/10/2003
Subject: Re: Weapons question
Group: DQ-RULES Message: 387 From: Jason Winter Date: 1/12/2003
Subject: Re: Weapons question
Group: DQ-RULES Message: 388 From: manx2600 Date: 1/17/2003
Subject: DQ and newer systems
Group: DQ-RULES Message: 389 From: John Rauchert Date: 1/17/2003
Subject: Re: DQ and newer systems
Group: DQ-RULES Message: 390 From: Deven Atkinson Date: 1/17/2003
Subject: Re: DQ and newer systems
Group: DQ-RULES Message: 391 From: jcorey30 Date: 1/18/2003
Subject: Re: DQ and newer systems
Group: DQ-RULES Message: 392 From: Jason Winter Date: 1/19/2003
Subject: How many Versions of DQ were there?
Group: DQ-RULES Message: 393 From: Paul Ferraro Date: 1/19/2003
Subject: Re: How many Versions of DQ were there?
Group: DQ-RULES Message: 394 From: Copley, Ron Date: 1/19/2003
Subject: Re: How many Versions of DQ were there?
Group: DQ-RULES Message: 395 From: Al Lowe Date: 1/19/2003
Subject: Re: How many Versions of DQ were there?
Group: DQ-RULES Message: 396 From: William Hough Date: 1/19/2003
Subject: Re: How many Versions of DQ were there?
Group: DQ-RULES Message: 397 From: Bruce Probst Date: 1/20/2003
Subject: Re: How many Versions of DQ were there?
Group: DQ-RULES Message: 398 From: Bruce Probst Date: 1/20/2003
Subject: Re: How many Versions of DQ were there?
Group: DQ-RULES Message: 399 From: jcorey30 Date: 1/20/2003
Subject: Re: How many Versions of DQ were there?
Group: DQ-RULES Message: 400 From: jcorey30 Date: 1/20/2003
Subject: Re: Rune Mage



Group: DQ-RULES Message: 351 From: William Hough Date: 10/29/2002
Subject: Re: Advantages and disadvantages
--- "J. K. Hoffman" <ryumaou@sbcglobal.net> wrote:
> A "bogie table" for DQ sounds interesting, I'd love
> a copy, if you don't
> mind.

Sure; give me a day or so.

> I've always been fascinated by the concept of quirks
> and disadvantages
> that somehow grant a character more starting
> "juice", as it were. I
> think it would add to the role-playing aspect of
> things, if done right.
> I've never actually played a game that has this in
> it, even though the
> D&D 3e *could* have this, in theory.
>
> Thanks,
> Jim

Well...see what you think of the table first, and by
all means change what you don't like or add stuff
yourself.

- Pat Hough

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Group: DQ-RULES Message: 352 From: jcorey30 Date: 10/29/2002
Subject: Re: Advantages and disadvantages
Hi Pat,

I would love a copy of this table too! It sounds like the kind of
thing I am looking for. jcorey30@yahoo.com

I also really like the concept of giving EXP bomuses for
disadvantages. I will have to think about how to execture that.

John


--- In dq-rules@y..., William Hough <houghpt@y...> wrote:
> --- "J. K. Hoffman" <ryumaou@s...> wrote:
> > A "bogie table" for DQ sounds interesting, I'd love
> > a copy, if you don't
> > mind.
>
> Sure; give me a day or so.
>
> > I've always been fascinated by the concept of quirks
> > and disadvantages
> > that somehow grant a character more starting
> > "juice", as it were. I
> > think it would add to the role-playing aspect of
> > things, if done right.
> > I've never actually played a game that has this in
> > it, even though the
> > D&D 3e *could* have this, in theory.
> >
> > Thanks,
> > Jim
>
> Well...see what you think of the table first, and by
> all means change what you don't like or add stuff
> yourself.
>
> - Pat Hough
>
> __________________________________________________
> Do you Yahoo!?
> HotJobs - Search new jobs daily now
> http://hotjobs.yahoo.com/
Group: DQ-RULES Message: 353 From: jcorey30 Date: 10/29/2002
Subject: Re: Advantages and disadvantages
Off topic is never bad! Keeps the exchange going.

> Off-topic a little bit: I was surprised when my group
> of DQ players, who should certainly know better, got
> cute at the beginning of the current scenario while
> still in town, and devised schemes to make a ton of
> silver pennies in the quest for more magic items. I
> could have stopped them in town, but what followed is
> much better.
>
> The current scenario is none other than Paul Jaquays'
> "The Enchanted Wood". Whoops! All I did was increase
> the stats of the major villians (particularly Grask,
> Wulgreth, and oh yeah that annoying elf bandit chick
> and her ambush party) while doubling the amount of
> critters that show up in random encounters.

I have to admit my RPG experience is limited to a few systems, and I
also have to admit that I have said this before...
But I LOVE running the enchanted wood. It is for my money the best
scenario I have ever played or run. I run it in every campaign I run.

>
> Now they are having a tough time; not a deadly time,
> but definitely challenging.
>
> - Pat Hough
>
> __________________________________________________
> Do you Yahoo!?
> HotJobs - Search new jobs daily now
> http://hotjobs.yahoo.com/
Group: DQ-RULES Message: 354 From: jcorey30 Date: 10/29/2002
Subject: Thanks!
Thanks for all of the helpful input so far.

John
Group: DQ-RULES Message: 355 From: William Hough Date: 10/30/2002
Subject: Bogey Table Skill Oversights
To all who received (by request) a copy of the Bogey
Table for DragonQuest:

The table mentions in several areas either minuses or
additions to the skills of Climbing and Swimming. It
occurs to me that not every DQ player will have these
supplemental skills in their DQ library.

Climbing and Swimming skills originated in Dragon
Magazine #92 with an article by Paul M Crabaugh
entitled "Going Up and Getting Wet".

In addition, Mr. Crabaugh came up with the Hunting
skill for DragonQuest 14 months earlier in Dragon #78.
The article was called "The Thrill of the Hunt -
DragonQuest Rules for Finding 'Fresh' Food".

I have all three of these skills contained in a single
MS-Word file, if you want them. Drop me a line if so.

Ask about our other RP aids! ;-)

- Pat Hough

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Group: DQ-RULES Message: 356 From: andy hopkins Date: 10/30/2002
Subject: Re: Bogey Table Skill Oversights
hey pat ill take a copy ofthose tabels



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Group: DQ-RULES Message: 357 From: S.M. Kelley Date: 10/30/2002
Subject: Re: Bogey Table Skill Oversights

I wouldn't mind getting a copy of the table, and I certainly would like to hear more about rpg aids which may be available

 



 Sometimes it is just necessary to be silent, and rest in the fact that we are in the arms of God



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Group: DQ-RULES Message: 358 From: Martin Gallo Date: 10/30/2002
Subject: Re: Bogey Table Skill Oversights
I would also like a copy of the tables, and the word doc summary of
the new skills. Thanks a lot.

martimer@mindspring.com
--
There is plenty of evidence that dinosaurs and humans walked the
earth at the same time. Unfortunately it is all in The Flintstones.

Love is a full time job, with fringe benefits.

Always in motion is the future.
Yoda

I practice Ty-Fu, the art of slaughtering what I type.

"Learn from the mistakes of others. You won't live long enough to
make them all yourself."
Unknown

There's always someone better than you, but you're never as bad as
some think you are."
Rip Torn
Group: DQ-RULES Message: 359 From: Rodger Thorm Date: 10/30/2002
Subject: Re: Bogey Table Skill Oversights
Pat--

We'd be quite interested in getting copies of your Bogey Table and other "RP
aids" for inclusion in the DQ Newsletter. (Yes, it does still exist; it's
just difficult to find new material, and it looks as though you have several
things which could fit the bill.)

Please contact me if you are interested.

Thanks,
Rodger Thorm
DQN Editor

On Wed, 30 Oct 2002 10:45:24 -0800 (PST) William Hough <houghpt@yahoo.com>
wrote:

> To all who received (by request) a copy of the
> Bogey
> Table for DragonQuest:
>
> The table mentions in several areas either
> minuses or
> additions to the skills of Climbing and
> Swimming. It
> occurs to me that not every DQ player will have
> these
> supplemental skills in their DQ library.
>
> Climbing and Swimming skills originated in
> Dragon
> Magazine #92 with an article by Paul M Crabaugh
> entitled "Going Up and Getting Wet".
>
> In addition, Mr. Crabaugh came up with the
> Hunting
> skill for DragonQuest 14 months earlier in
> Dragon #78.
> The article was called "The Thrill of the Hunt
> -
> DragonQuest Rules for Finding 'Fresh' Food".
>
> I have all three of these skills contained in a
> single
> MS-Word file, if you want them. Drop me a line
> if so.
>
> Ask about our other RP aids! ;-)
>
> - Pat Hough
>
> __________________________________________________
> Do you Yahoo!?
> HotJobs - Search new jobs daily now
> http://hotjobs.yahoo.com/
>
> ------------------------ Yahoo! Groups Sponsor
>
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>
>
>
Group: DQ-RULES Message: 360 From: Paul Date: 11/1/2002
Subject: PBEM Interactive Village
I bid each of you greetings!

I have just completed an interactive village for PBEM games. The URL
is http://www.fargoth.com/village/

Thought some of you may be able to use it if you were running a DQ
PBEM game.

Regards,
Paul
Creator of the Fargoth World Building Project
www.fargoth.com
Group: DQ-RULES Message: 361 From: jcorey30 Date: 11/3/2002
Subject: Spicing up Combat
This maybe more of a style question than a rules question, but many
people seem to congregate here.

Combat has of late been getting a little dull in my group. I think
there are seveal problems, and I will try and explain each of them in
turn.

1) It takes forever!
I have posted about this many times on many boards. Some of you seem
to run very efficient combats, mine seem to take hours. How do your
combats move so quickly? have you faced this problem, and if so,
what techniques do you use to combat it (pardon the pun).

2) Lack of flair.
I used to have a great player. he would always describe the action
he was taking in entertaining detail.... "I throw my sword to the
ground and jump on the demons back" etc... Perhaps if I did more of
this, my players would "join in". How do you describe your combats
to keep them fresh? It too often goes "I swing at him <roll>"

3) Gauging the opposition.
I am too afraid to kill my PCs, an that is my own fault. So the
fights are often too easy. Do you guys have any quick formulas to
measuring the qulity of a combat?

4) The players know a lot.
They have done extensive calculations to determine the best way for
them to approach combat. SO it tends to be more mathmateics than
entertainment.

Any thoughts/emotions/idea/accusations/denials on any of these topics?

John
Group: DQ-RULES Message: 362 From: William Hough Date: 11/3/2002
Subject: Re: Spicing up Combat
> Combat has of late been getting a little dull in my
> group. I think
> there are seveal problems, and I will try and
> explain each of them in
> turn.
>
> 1) It takes forever!
> I have posted about this many times on many boards.
> Some of you seem
> to run very efficient combats, mine seem to take
> hours. How do your
> combats move so quickly? have you faced this
> problem, and if so,
> what techniques do you use to combat it (pardon the
> pun).

I always throw 3d10 for each attacking NPC; two of
them are my percentile dice, the other is damage done
in case of a hit (or successful cast). The third D10
can also be used to determine spell Duration, in the
event of a non-combative spell.

Second - I know the combat system backwards and
forwards. I do not have time during a combat session
to be flipping pages. Between games, I read up.

Third - Folks who tend to talk off-topic during a
combat session also tend to lose their turn (next!).

Fourth - I prefer that players tell what their
character is going to do and - if it involves moving -
I move their figure on the Tactical Display myself, as
I move all miniatures; this way there is minimum room
for arguement. I start at one end of the table and go
around to each player. My one rule - make it short and
comprehensible!

> 2) Lack of flair.
> I used to have a great player. he would always
> describe the action
> he was taking in entertaining detail.... "I throw my
> sword to the
> ground and jump on the demons back" etc... Perhaps
> if I did more of
> this, my players would "join in". How do you
> describe your combats
> to keep them fresh? It too often goes "I swing at
> him <roll>"

Many of my players prefer vocal taunts - much like the
ones between Eroll Flynn and Basil Rathebone in The
Adventures of Robin Hood (1938).

RH: Did I upset your plans?
SGG: You've come to Nottingham once too often!
RH: After this day is done, my friend, there'll be no
need for me to come again!

You should encourage descriptions in the way you
described, with perhaps a 10 xp bonus per combat for
those who showed exceptional roleplaying.

> 3) Gauging the opposition.
> I am too afraid to kill my PCs, an that is my own
> fault. So the
> fights are often too easy. Do you guys have any
> quick formulas to
> measuring the qulity of a combat?

When its a band of orcs, gnolls, pirates, etc., I try
to match the party in ability and weaponry if not
Damage Point for Damage Point. If it's a monster,
well, sometimes, they win, sometimes they lose a party
member or two. But whatever the critter, study that
critter carefully, taking into account all of its
abilities and strategems, and plan accordingly! For
example, ever tried to fight a Gryphon (3-hex monster
that can withdraw freely) while it was flying,
swooping down at its leisure and making in-and-out
attacks? Nobody gets a rear shot on him, that's for
sure.

Before the game, set up a mock Tactical Display for a
combat you know will occur and play both sides; you'd
be amazed what you find that needs modification.

> 4) The players know a lot.
> They have done extensive calculations to determine
> the best way for
> them to approach combat. SO it tends to be more
> mathmateics than
> entertainment.

Exactly how much time do you allow between the time
the players encounter the opposition and the time
combat begins? If one of your players is a Military
Scientest, the most they could have to plan between
each round is 120 seconds (2 minutes). Probably it's a
lot less.

As a GM, you should at the very least know far more
about every participating character in your group than
your players should ever know about what's coming
next. Measure their strengths and weaknesses, and
again, plan accordingly! Sure the mighty dwarf has a
giant club, but his TMR sucks! Sure the nimble elf can
haul ass across a battlefield, but so what?

Also, if you are one of those unfortunate GMs who have
the displeasure of having a giant character loose in
your game, just remember who the biggest target is.
It'd be a shame if he just happened down a narrow
mountain pass flanked on both sides by high cliffs
which concealed a number of crack archers under cover
(that also adds to their defense). It would also be a
shame if these archers all had modified AG of 26 or
higher so that they could prep and fire every Pulse...

You are flustered, but not down and out!

> Any thoughts/emotions/idea/accusations/denials on
> any of these topics?
>
> John

Fortitude!

- Pat Hough

__________________________________________________
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HotJobs - Search new jobs daily now
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Group: DQ-RULES Message: 363 From: jcorey30 Date: 11/4/2002
Subject: Re: Spicing up Combat
Pat,

This a great response. I am tempted to come up with every question I
can think of just to get more reponses like this one :-)

Keep them coming! all of you!

John
PS God I love this group


--- In dq-rules@y..., William Hough <houghpt@y...> wrote:
> > Combat has of late been getting a little dull in my
> > group. I think
> > there are seveal problems, and I will try and
> > explain each of them in
> > turn.
> >
> > 1) It takes forever!
> > I have posted about this many times on many boards.
> > Some of you seem
> > to run very efficient combats, mine seem to take
> > hours. How do your
> > combats move so quickly? have you faced this
> > problem, and if so,
> > what techniques do you use to combat it (pardon the
> > pun).
>
> I always throw 3d10 for each attacking NPC; two of
> them are my percentile dice, the other is damage done
> in case of a hit (or successful cast). The third D10
> can also be used to determine spell Duration, in the
> event of a non-combative spell.
>
> Second - I know the combat system backwards and
> forwards. I do not have time during a combat session
> to be flipping pages. Between games, I read up.
>
> Third - Folks who tend to talk off-topic during a
> combat session also tend to lose their turn (next!).
>
> Fourth - I prefer that players tell what their
> character is going to do and - if it involves moving -
> I move their figure on the Tactical Display myself, as
> I move all miniatures; this way there is minimum room
> for arguement. I start at one end of the table and go
> around to each player. My one rule - make it short and
> comprehensible!
>
> > 2) Lack of flair.
> > I used to have a great player. he would always
> > describe the action
> > he was taking in entertaining detail.... "I throw my
> > sword to the
> > ground and jump on the demons back" etc... Perhaps
> > if I did more of
> > this, my players would "join in". How do you
> > describe your combats
> > to keep them fresh? It too often goes "I swing at
> > him <roll>"
>
> Many of my players prefer vocal taunts - much like the
> ones between Eroll Flynn and Basil Rathebone in The
> Adventures of Robin Hood (1938).
>
> RH: Did I upset your plans?
> SGG: You've come to Nottingham once too often!
> RH: After this day is done, my friend, there'll be no
> need for me to come again!
>
> You should encourage descriptions in the way you
> described, with perhaps a 10 xp bonus per combat for
> those who showed exceptional roleplaying.
>
> > 3) Gauging the opposition.
> > I am too afraid to kill my PCs, an that is my own
> > fault. So the
> > fights are often too easy. Do you guys have any
> > quick formulas to
> > measuring the qulity of a combat?
>
> When its a band of orcs, gnolls, pirates, etc., I try
> to match the party in ability and weaponry if not
> Damage Point for Damage Point. If it's a monster,
> well, sometimes, they win, sometimes they lose a party
> member or two. But whatever the critter, study that
> critter carefully, taking into account all of its
> abilities and strategems, and plan accordingly! For
> example, ever tried to fight a Gryphon (3-hex monster
> that can withdraw freely) while it was flying,
> swooping down at its leisure and making in-and-out
> attacks? Nobody gets a rear shot on him, that's for
> sure.
>
> Before the game, set up a mock Tactical Display for a
> combat you know will occur and play both sides; you'd
> be amazed what you find that needs modification.
>
> > 4) The players know a lot.
> > They have done extensive calculations to determine
> > the best way for
> > them to approach combat. SO it tends to be more
> > mathmateics than
> > entertainment.
>
> Exactly how much time do you allow between the time
> the players encounter the opposition and the time
> combat begins? If one of your players is a Military
> Scientest, the most they could have to plan between
> each round is 120 seconds (2 minutes). Probably it's a
> lot less.
>
> As a GM, you should at the very least know far more
> about every participating character in your group than
> your players should ever know about what's coming
> next. Measure their strengths and weaknesses, and
> again, plan accordingly! Sure the mighty dwarf has a
> giant club, but his TMR sucks! Sure the nimble elf can
> haul ass across a battlefield, but so what?
>
> Also, if you are one of those unfortunate GMs who have
> the displeasure of having a giant character loose in
> your game, just remember who the biggest target is.
> It'd be a shame if he just happened down a narrow
> mountain pass flanked on both sides by high cliffs
> which concealed a number of crack archers under cover
> (that also adds to their defense). It would also be a
> shame if these archers all had modified AG of 26 or
> higher so that they could prep and fire every Pulse...
>
> You are flustered, but not down and out!
>
> > Any thoughts/emotions/idea/accusations/denials on
> > any of these topics?
> >
> > John
>
> Fortitude!
>
> - Pat Hough
>
> __________________________________________________
> Do you Yahoo!?
> HotJobs - Search new jobs daily now
> http://hotjobs.yahoo.com/
Group: DQ-RULES Message: 364 From: jcorey30 Date: 12/28/2002
Subject: There has to be one message in December
I could not let the month go by without any postings. Happy New year
everyone! See you in January.
Group: DQ-RULES Message: 365 From: J. K. Hoffman Date: 12/28/2002
Subject: DragonQuest Conversion
Hey, does anyone have any suggestions for conversion between the D&D
Third Edition and DragonQuest? I seem to recall that someone had
guidelines for conversion between DQ and either AD&D or D&D Second
Edition, but I'm not even sure about that!
Any links or suggestions would be welcome.

Thanks,
Jim
--
"What is impossible today may suddenly become possible tomorrow."
- Thomas Merton
Group: DQ-RULES Message: 366 From: jcorey30 Date: 12/29/2002
Subject: Re: DragonQuest Conversion
I have the 3rd edition of D&D, but i have not had a chance to run a
campaign yet.

I will make one obvious suggestion, however.
using a D20 is just s implifed version of percentile dice. I am over
simplfying, but converting die rolls to DQ would be pretty easy if
you take this approach. Multiply the ranges by 5 (when converting TO
DQ), and see if this gets you anywahere. Certainly easier than
converting from, say, GURPS.

Hope this helps in some small way.

John

--- In dq-rules@yahoogroups.com, "J. K. Hoffman" <ryumaou@s...> wrote:
> Hey, does anyone have any suggestions for conversion between the
D&D
> Third Edition and DragonQuest? I seem to recall that someone had
> guidelines for conversion between DQ and either AD&D or D&D Second
> Edition, but I'm not even sure about that!
> Any links or suggestions would be welcome.
>
> Thanks,
> Jim
> --
> "What is impossible today may suddenly become possible tomorrow."
> - Thomas Merton
Group: DQ-RULES Message: 367 From: J. K. Hoffman Date: 12/29/2002
Subject: Re: DragonQuest Conversion
Well, I was actually thinking monster stats, but the suggestion has some
merit. I'll try it and see if how it looks.

Thanks again for the suggestion,
Jim

jcorey30 wrote:
> I have the 3rd edition of D&D, but i have not had a chance to run a
> campaign yet.
>
> I will make one obvious suggestion, however.
> using a D20 is just s implifed version of percentile dice. I am over
> simplfying, but converting die rolls to DQ would be pretty easy if
> you take this approach. Multiply the ranges by 5 (when converting TO
> DQ), and see if this gets you anywahere. Certainly easier than
> converting from, say, GURPS.
>
> Hope this helps in some small way.
>
> John

--
"What is impossible today may suddenly become possible tomorrow."
- Thomas Merton
Group: DQ-RULES Message: 368 From: jcorey30 Date: 12/31/2002
Subject: Looking for some adventures
Hi gang,

I am looking for electronic versions of some of the published DQ
adventures. Primarily The House of Kurin. THough I am interested in
anything you have.

Also, I have electronic verisons of three adventures:
Sethotep
Beauty is But Skin Deep
Jack of all trades

They are all converted as TIFFS, and text files. Did any of you do
the conversion? if so email me, and tell me who you are.

John
Group: DQ-RULES Message: 369 From: jcorey30 Date: 12/31/2002
Subject: Re: Looking for some adventures
I found them!

--- In dq-rules@yahoogroups.com, "jcorey30 <jcorey30@y...>"
<jcorey30@y...> wrote:
> Hi gang,
>
> I am looking for electronic versions of some of the published DQ
> adventures. Primarily The House of Kurin. THough I am interested
in
> anything you have.
>
> Also, I have electronic verisons of three adventures:
> Sethotep
> Beauty is But Skin Deep
> Jack of all trades
>
> They are all converted as TIFFS, and text files. Did any of you do
> the conversion? if so email me, and tell me who you are.
>
> John
Group: DQ-RULES Message: 370 From: manx2600 Date: 1/1/2003
Subject: DQ vs. newer systems
Hello,

I still run a DQ version 1 campaign on the rare occasions when
the old group gets together. I stick with DQ because I know the
rules cold, have added my own variations, and out of affection for
old times and the glory of SPI. But I was wondering if any of you
have kept up with the development of RPGs over the last 20
years, and still think that DQ, while it was once an infinite
improvement over AD&D for flexibility, offers real advantages over
systems like GURPS (I also hear that the new WOTC D&D is
quite good). Or do you all still play DQ for the same reasons I
do?
jcf
Group: DQ-RULES Message: 371 From: J. K. Hoffman Date: 1/1/2003
Subject: Re: DQ vs. newer systems
Actually, I debated for a long time about re-learning DQ 2nd Edition or
D&D 3rd Edition when I started gaming again. I personally think that DQ
is far better, for *fantasy* RPGs, than any other system. Period. And,
brother, I've at least read the rules of all the major systems.

For instance, I find the concept of "alignment" as presented in D&D to
be silly. Every character has very unique motivations based on their
lives and experiences. Motivations are way, way too complicated to be
summed up with a two-word "alignment".
Then, there are the magic issues. Take D&D, you learn a spell, but to
cast it, you have to "memorize" it after every time you cast it. Why?
DQ makes much more sense. If I know how to cast a spell, I should be
able to cast it. If I cast it a lot, I get better at it. It's much
more realistic, to me.
But, of course, I'm preaching to the choir.

In the end, though, I ended up getting D&D. Why? Because it has a
wider audience. I'm teaching my 10-year old daughter to play, do I want
to teach her what the most people will know? Or, *my* favorite system?
I'd rather that she have a wider range of people to game with as she
gets older. Ergo, I chose D&D.
Also, except for certain pirate sources, DQ is out of print and not
being updated. Nor is there any hint from WotC that it will be
reprinted or sold to someone who will reprint it. I know because I'm
one of the many DQ nuts that tried at least once to get the rights.
So, it saddens me a little, but I bow to the practicality of what's
available.

Nice topic to start the new year, though. ^_^
Thanks,
Jim

manx2600 wrote:
> Hello,
>
> I still run a DQ version 1 campaign on the rare occasions when
> the old group gets together. I stick with DQ because I know the
> rules cold, have added my own variations, and out of affection for
> old times and the glory of SPI. But I was wondering if any of you
> have kept up with the development of RPGs over the last 20
> years, and still think that DQ, while it was once an infinite
> improvement over AD&D for flexibility, offers real advantages over
> systems like GURPS (I also hear that the new WOTC D&D is
> quite good). Or do you all still play DQ for the same reasons I
> do?
> jcf
>
>
> To Post a message, send it to: dq-rules@eGroups.com
> To Unsubscribe, send a blank message to: dq-rules-unsubscribe@eGroups.com
>
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>
>
>


--
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than to curse the darkness."
-Chinese Proverb and The Motto of the Christophers
http://www.christophers.org
Group: DQ-RULES Message: 372 From: phaeton_nz@yahoo.co.nz Date: 1/1/2003
Subject: Re: DQ vs. newer systems
>I still run a DQ version 1 campaign on the rare occasions when
>the old group gets together. I stick with DQ because I know the
>rules cold, have added my own variations, and out of affection for
>old times and the glory of SPI. But I was wondering if any of you
>have kept up with the development of RPGs over the last 20
>years, and still think that DQ, while it was once an infinite
>improvement over AD&D for flexibility, offers real advantages over
>systems like GURPS (I also hear that the new WOTC D&D is
>quite good). Or do you all still play DQ for the same reasons I
>do?

I think that DQ is one of the few systems where your character can grow in
diverse ways as you can select what ranks you obtain in skills and spells.
D&D Third ed is now also allowing something like this, especially with the
concept of the sorcerer.



http://movies.yahoo.com.au - Yahoo! Movies
- What's on at your local cinema?
Group: DQ-RULES Message: 373 From: Rodger Thorm Date: 1/1/2003
Subject: Re: DQ vs. newer systems
Like most of us, I have stuck with DQ because I got into it 20+ years ago. I
had a very long running campaign with my old group, and am running a campaign
about once a month using the same world setting (and even one of the old
players) but in a different region, so I don't have to worry about overlap.
For me, I think it is a combination of the rules and the setting together
(I've put a *lot* of hours into the campaign world).

Everyone else so far has addressed D&D, so let me talk about something else.
I've looked at GURPS briefly, though I've never played it in a sustained
campaign. I've also played in a couple of (Metagaming's) Fantasy Trip
(Melee/Wizard/ITL/etc.) camapigns.

GURPS has always left me cold, because it is too flat and too generic. In
order to create play balance, everything is too broken down into individual
pieces.

The skills in DQ are narrow enough that you don't have character classes (a la
D&D), but still broad enough that you have some flavor to them. [With just 3
of the 12 skills selected, you have 1320 different combinations available, and
that's without taking magic into account.]

A DQ Merchant has a number of abilities, where in GURPS you would have to have
several skills just to match the breadth that Merchant provides. And so most
characters end up with much narrower sets of abilities that don't have the
same richness that DQ skills do. (I'm certain that good players and GMs could
do well using GURPS, but the system doesn't offer anything within it.)

I also strongly dislike the Advantages/Disadvantages system in GURPS. Where
are you going to find the most skilled mercenaries to hire? The psycho ward.
To be a really great character, you need to be a one-eyed, drunken, leper with
a paralyzing fear of his own shadow. I'll pass, thanks.

Fantasy Trip is a good light system (a beer-n-pretzels game), but it can be
even bloodier than DQ, and the system for advancement is not nearly as well
developed. There's a lot less difference between an apprentice and a hero in
that game. It also is a 2D6 system, which I find very problematic. There's
not enough room for little advantages, which are possible with DQ.

I have also heard other people saying good things about 3rd Ed D&D, but at
this point, I'm not interested in spending a whole lot more money for a new
game system. Maybe some pieces of it will get adapted and incorporated into
DQ as people continue to write and modify new rules. But for the forseeable
future, I'm going to stay with DQ.

Thanks for opening up a good discussion for the new year.

Rodger Thorm
Group: DQ-RULES Message: 374 From: andy Date: 1/1/2003
Subject: happy new year
hi all just wanted to tell everone happy new year
Group: DQ-RULES Message: 375 From: William Hough Date: 1/1/2003
Subject: Re: DQ vs. newer systems (long read)
In many ways, I still believe DQ to be an "infinite
improvement over D&D for flexibility". I cite and
agree with Mr. Hoffman's assessment of D&D to support
this.

I'm not sure how many of you remember, but just four
or five years ago, when Magic the Addiction was at its
peak, the #1 rumor in gaming was the fear that the
"mindless" card games would wipe out RPGs forever and
ever, Amen. The gaming circles were talking about the
need for strengthening RPGs into a 100% modular system
that would incorporate all genres, and meet any
unanticipated rules interpretations with a universal
approach.

I believe the D20 System was designed in response to
this need, but I wouldn't know how effective it is
since I have yet to try it. In any event, the call for
modularity was shot down as quickly as it rose up.

For example, at a particular gaming convention I
attended in 1997 (back when I still had the time and
money for such diversions), there was a free seminar
on modular gaming systems. I was surprised at what I
interpreted to be a high amount of hostility towards
the very idea. Some claimed that modular systems
already existed; it depended simply on your viewpoint.
For example, in GURPS, I understand you can design
*any* character concept that you can come up with. The
modularity here of course is the flexibility of the
system. Others claimed that modularity would further
damage the "magic" that certain existing RPG systems
had, making them more generic and sacrificing
atmosphere for convenience. I believe Mr. Thorm
touched upon flexibility and the dangers of genericism
in his assessment of the GURPS system.

Now, DQ may not be entirely modular, but it sure as
hell has atmosphere. Tell me you cannot "taste" the
fantasy element when you play this game.

Another system I wish to address, and one I have
brought up before, is the HERO System, aka Champions.
The fantasy version is formally titled Fantasy HERO.
First things first: GURPS is a copycat version of this
system, period. It is the HERO system that first
introduced the concept of advantages and
disadvantages, it is the HERO system that introduced a
full point-based character-generating structure.

With that said, I believe the only difference between
the two is that GURPS is more unbalancing and more
unrealistic. Unbalancing because it is far too easy to
have a beginning character with an ungodly amount of
skills, all with very agreeable success chances.
Unrealistic because, as Mr. Thorm has reminded us, the
amount of disadvantages you have to pile onto your
being just to be a merchant is flabbergasting. With
the HERO system, disadvantages are much more realistic
and you don't need that many of them to play a fantasy
character. Also, the system tends to encourage a
variety of skills in a new character without the high
success chances characteristic of an advanced persona.
My only real problem with HERO system is what I
perceive to be that lack of special flavor that I
attributed to DQ above. I feel, when I am playing
Fantasy Hero, that I am not in a swords 'n sorcery
world, but a modern day world where the people simply
happen to be carrying swords and spellbooks instead of
suits and briefcases.

Overall, I think what killed DQ in the end is that is
was too good for its time. It was (and is in my
opinion) a simple but effective system surprising in
its ease of play and at the same time managed to
combine solid elements of realism and atmosphere. And
that is a hard balance to achieve. No wonder WotC
doesn't want to share it with the others. Too much
marketshare invested with AD&D to turn back now.

Pat Hough (aka Shadekur)

--- "manx2600 <johncfranklin@hotmail.com>"
<johncfranklin@hotmail.com> wrote:
> Hello,
>
> I still run a DQ version 1 campaign on the rare
> occasions when
> the old group gets together. I stick with DQ because
> I know the
> rules cold, have added my own variations, and out of
> affection for
> old times and the glory of SPI. But I was wondering
> if any of you
> have kept up with the development of RPGs over the
> last 20
> years, and still think that DQ, while it was once an
> infinite
> improvement over AD&D for flexibility, offers real
> advantages over
> systems like GURPS (I also hear that the new WOTC
> D&D is
> quite good). Or do you all still play DQ for the
> same reasons I
> do?
> jcf
>
>


__________________________________________________
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Group: DQ-RULES Message: 376 From: jcorey30 Date: 1/1/2003
Subject: Re: DQ vs. newer systems
i would agree with the general sentiment that DQ is best for fantasy
RPG's.
I originally played AD&D, and had a blast. But once my friends and I
got our hands on DQ, there was no going back.
Recently we have considered other systems (GURPS, D20), and gone as
far as creating characters. But it never seems to last. The current
DQ campaign is going on 2 years, and is just picking up steam.

Also, it is very easy to modify. I would say most of the people on
this board have done at least some modifications.

Juanc

--- In dq-rules@yahoogroups.com, "manx2600 <johncfranklin@h...>"
<johncfranklin@h...> wrote:
> Hello,
>
> I still run a DQ version 1 campaign on the rare occasions when
> the old group gets together. I stick with DQ because I know the
> rules cold, have added my own variations, and out of affection for
> old times and the glory of SPI. But I was wondering if any of you
> have kept up with the development of RPGs over the last 20
> years, and still think that DQ, while it was once an infinite
> improvement over AD&D for flexibility, offers real advantages over
> systems like GURPS (I also hear that the new WOTC D&D is
> quite good). Or do you all still play DQ for the same reasons I
> do?
> jcf
Group: DQ-RULES Message: 377 From: Bruce Probst Date: 1/1/2003
Subject: Re: DQ vs. newer systems
On Wed, 01 Jan 2003 14:26:56 -0000, "manx2600 <johncfranklin@hotmail.com>"
<johncfranklin@hotmail.com> wrote:

>I still run a DQ version 1 campaign on the rare occasions when
>the old group gets together. I stick with DQ because I know the
>rules cold, have added my own variations, and out of affection for
>old times and the glory of SPI. But I was wondering if any of you
>have kept up with the development of RPGs over the last 20
>years, and still think that DQ, while it was once an infinite
>improvement over AD&D for flexibility, offers real advantages over
>systems like GURPS (I also hear that the new WOTC D&D is
>quite good). Or do you all still play DQ for the same reasons I
>do?

Well, I recently ran a DQ campaign that lasted for about a year or so. It
was OK but it bogged down because we were finding issues with the magic
system (some spells, it developed, were too powerful as they are described,
especially when they have a few ranks in them; also, spell investments were
getting out of hand); also, characters were dying too often (this is not
really a fault with DQ, per se, rather the way we play emphasises combat).

The magic issues could be revised and refined with playtesting (and indeed a
number of them were) but the whole thing necessitated a "stop and rethink".

We've cast around looking at other games, and so far we've all been mighty
impressed with 3rd Ed D&D. I never much liked previous editions for a
variety of reasons, but most of the things I disliked about the system have
been fixed in 3E. It really seems to be a nice, straight-forward fantasy
system now, considerably more flexible than it used to be and the internal
systems have been reworked to be more logical (which contributes to its
flexibility). The addition of a real skill system (rather than the vague
"proficiencies" of previous editions), the addition of the "feat" system and
the concept of an easier multi-class path make for the possibilities of
diverse character types that never were a previous aspect of D&D. And, you
can't knock the support and expansion network.

I'll always love DQ and I do think it was the best "generic" FRPG system for
many many years, but I'm coming to the conclusion that the make overs it
needs to remain "top of the heap" require more effort than I'm currently
prepared to invest.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Melbourne, Australia MSTie #72759 SCA #80160
"Hi-Keeba!"
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: DQ-RULES Message: 378 From: davis john Date: 1/2/2003
Subject: Re: DQ vs. newer systems
Switched in the last 4 months or so to Deciphers Lord of the Rings. It
really captures the feel of M-E. Ocassionally have thoughts of playing DQ
again

Happy New Year

John

_________________________________________________________________
MSN 8 with e-mail virus protection service: 2 months FREE*
http://join.msn.com/?page=features/virus
Group: DQ-RULES Message: 379 From: S.M. Kelley Date: 1/2/2003
Subject: Re: DQ vs. newer systems

I play DQ still, as well as 3E, Gurps and the new Lord of the Rings game. Each one has strengths and weaknesses which could give it an advantage over the others, and although I won't say which I prefer, I  think you have the makings of a decent game if you use 3E.

 

 Bruce Probst <bprobst@netspace.net.au> wrote:


Well, I recently ran a DQ campaign that lasted for about a year or so.  It
was OK but it bogged down because we were finding issues with the magic
system (some spells, it developed, were too powerful as they are described,
especially when they have a few ranks in them; also, spell investments were
getting out of hand); also, characters were dying too often (this is not
really a fault with DQ, per se, rather the way we play emphasises combat).

The magic issues could be revised and refined with playtesting (and indeed a
number of them were) but the whole thing necessitated a "stop and rethink".

We've cast around looking at other games, and so far we've all been mighty
impressed with 3rd Ed D&D.  I never much liked previous editions for a
variety of reasons, but most of the things I disliked about the system have
been fixed in 3E.  It really seems to be a nice, straight-forward fantasy
system now, considerably more flexible than it used to be and the internal
systems have been reworked to be more logical (which contributes to its
flexibility).  The addition of a real skill system (rather than the vague
"proficiencies" of previous editions), the addition of the "feat" system and
the concept of an easier multi-class path make for the possibilities of
diverse character types that never were a previous aspect of D&D.  And, you
can't knock the support and expansion network.

I'll always love DQ and I do think it was the best "generic" FRPG system for
many many years, but I'm coming to the conclusion that the make overs it
needs to remain "top of the heap" require more effort than I'm currently
prepared to invest.

----------------------------------------------------------------
Bruce Probst              bprobst@netspace.net.au    ICQ 6563830
Melbourne, Australia      MSTie #72759  SCA #80160
"Hi-Keeba!"
ASL FAQ              http://www.users.bigpond.net.au/mantis/ASLFAQ



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Group: DQ-RULES Message: 380 From: William Hough Date: 1/6/2003
Subject: Help out a newbie

Hey, everyone.

I seek your help. I would like to introduce to you Mr. Mark Bagnall, a fellow DragonQuest player who got himself an Internet account not too long ago. Could someone please email him and tell him how to join this newsgroup? I would appreciate it.

His email is:

scifimage01@yahoo.com

Thanks

Pat Hough



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Group: DQ-RULES Message: 381 From: jcorey30 Date: 1/6/2003
Subject: Re: Help out a newbie
I sent him an e-mail, and asked him to contact me if he had any
questions.

John

--- In dq-rules@yahoogroups.com, William Hough <houghpt@y...> wrote:
>
> Hey, everyone.
> I seek your help. I would like to introduce to you Mr. Mark
Bagnall, a fellow DragonQuest player who got himself an Internet
account not too long ago. Could someone please email him and tell him
how to join this newsgroup? I would appreciate it.
> His email is:
> scifimage01@y...
> Thanks
> Pat Hough
>
>
>
> ---------------------------------
> Do you Yahoo!?
> Yahoo! Mail Plus - Powerful. Affordable. Sign up now
Group: DQ-RULES Message: 382 From: Rodger Thorm Date: 1/7/2003
Subject: DQ lists and subscriptions
Hello all--

By the time I saw the posting for help with subscribing to our DQ groups, both
John Rauchert and John Corey had gotten in touch and sent instructions and
offers of help.

I also know that John Corey, who has been one of the more active members of
the online DragonQuest community, only recently discovered that there was a
dqn-list group; he had only been subscribed to the dq-rules group.

So this message is to help get the word out to all of you about some of the
other online DQ resources that are available, in case you aren't already
familiar with them.

There are three DragonQuest-related mailing lists using Yahoo Groups. All of
them can be subscribed to either by email or web.

dqnewsletter - this is the oldest group and is the group to subscribe to in
order to receive the DragonQuest Newsletter
dqn-list - this is the main DragonQuest discussion group, and the one with
the largest subscriber base
dq-rules - this is the group founded to create and discuss new and revised
rules for DragonQuest

-----

To subscribe by email, send a message to the appropriate address as follows:

dqnewsletter-subscribe@yahoogroups.com
dqn-list-subscribe@yahoogroups.com
dq-rules-subscribe@yahoogroups.com

AOL users must type "subscribe" in the Subject line.

The email address that will be registered is the one used to send the email
message.

-----

You can also subscribe via the web by going to the following web page(s) and
clicking on Join This group! (you will be prompted to supply your Yahoo!
username and password)

http://groups.yahoo.com/group/dqnewsletter/

http://groups.yahoo.com/group/dqn-list/

http://groups.yahoo.com/group/dq-rules/

The email address that will be registered is the one you have setup for your
Yahoo account.

Once we receive your request to join the group we will accept you and you will
get a return message that you have been signed up.

-----

I can always be contacted directly for assistance with any of the DQ-related
lists. My email address is: dqn@earthlink.net
This address is also for correspondence about content for the DragonQuest
Newsletter (article submissions, ideas, etc.) or anything else related to
DragonQuest.

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

For completeness, let me mention a couple other main starting points for
DragonQuest information.

On the web, you should check out the DragonQuest Players Association home
page:
www.dragonquest.org

There is also a good online discussion forum for DragonQuest on WebRPG at:
http://townhall.webrpg.com/index.phtml?groupid=59

Thanks to John and John for their assistance with this and with the groups in
general.

Rodger Thorm
DQNewsletter Editor
dqn-list and dq-rules Moderator

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


> --- In dq-rules@yahoogroups.com, William Hough
> wrote:
> >
[cut]
> account not too long ago. Could someone please
> email him and tell him
> how to join this newsgroup? I would appreciate
Group: DQ-RULES Message: 383 From: Jason Winter Date: 1/10/2003
Subject: Weapons question
I don't have my books handy, and I was trying to remember a weapons related
item, so I hope someone out there can help.

What exactly is the penalty for using a weapon if the character in question
does not meet the Physical Strength and/or Manual Dexterity
requirements? If I recall correctly you only get to use the base strike
chance of the weapon and no rank bonus's (or is it you can't even get
ranked in the weapon).

Anyone remember?




Jason Winter
Alarian@harbornet.net
http://www.darkrealms.com/~alarian/
Group: DQ-RULES Message: 384 From: ryumaou@sbcglobal.net Date: 1/10/2003
Subject: Re: Weapons question
Well, according to the PDF rules I have, here's your
answer:
Physical Strength
The minimum Physical Strength
a figure needs to wield the weapon properly; a figure
without the required PS does 1 less point of damage
for each point of PS they are below the minimum. A
figure may never achieve Rank in a weapon they do
not have the PS to wield.
Manual Dexterity
The minimum modified Manual
Dexterity a figure needs to manipulate the weapon
properly; a figure without the required MD has the
Base Chance of the weapon lowered by 5 for every
point they are below the minimum. A figure may
never achieve Rank in a weapon they do not have the
MD to manipulate.

Note: That is from the Seagate Adventurer's Guild
rules and may be modified from the original, but it
seems right as I remember it.

Hope that helps,
Jim
--- Original Message ---
From: Jason Winter <Alarian@harbornet.net>
To: dq-rules@yahoogroups.com
Subject: [dq-rules] Weapons question

>I don't have my books handy, and I was trying to
remember a weapons related
>item, so I hope someone out there can help.
>
>What exactly is the penalty for using a weapon if the
character in question
>does not meet the Physical Strength and/or Manual
Dexterity
>requirements? If I recall correctly you only get to
use the base strike
>chance of the weapon and no rank bonus's (or is it
you can't even get
>ranked in the weapon).
>
>Anyone remember?
>
>
>
>
>Jason Winter
>Alarian@harbornet.net
>http://www.darkrealms.com/~alarian/
>
>
>To Post a message, send it to: dq-rules@eGroups.com
>To Unsubscribe, send a blank message to: dq-rules-
unsubscribe@eGroups.com
>
>Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
>
>
Group: DQ-RULES Message: 385 From: William Hough Date: 1/10/2003
Subject: Re: Weapons question

Hi Jason!

[20.2] A person cannot gain Rank in a weapon for which he has neither the minimum required Physical Strength and/or Manual Dexterity requirements listed for that weapon (my condensed version from the official rules).

He can only use such a weapon at its base chance. This means he cannot add his Manual Dexterity to the base chance, since that is not allowed until Rank 0. Also:

For each point of PS below the minimum required stat, he does one less point of damage below the listed damage for the weapon.

For each point of MD below the minimum required stat, the Base Chance is reduced by 5%.

I referenced the 3rd Edition rules. Hope this helps.

Pat Hough

 Jason Winter <Alarian@harbornet.net> wrote:

I don't have my books handy, and I was trying to remember a weapons related
item, so I hope someone out there can help.

What exactly is the penalty for using a weapon if the character in question
does not meet the Physical Strength and/or Manual Dexterity
requirements?  If I recall correctly you only get to use the base strike
chance of the weapon and no rank bonus's (or is it you can't even get
ranked in the weapon).

Anyone remember?




Jason Winter
Alarian@harbornet.net
http://www.darkrealms.com/~alarian/


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Group: DQ-RULES Message: 386 From: Paul Ferraro Date: 1/10/2003
Subject: Re: Weapons question
Attachments :
    > What exactly is the penalty for using a weapon if the character in question
    > does not meet the Physical Strength and/or Manual Dexterity
    > requirements? If I recall correctly you only get to use the base strike
    > chance of the weapon and no rank bonus's (or is it you can't even get
    > ranked in the weapon).

    This should answer your question....

    Paul F. Ferraro
    <pferraro@greenepa.net>
    http://www.greenepa.net/~pferraro
    Pittsburgh, Pennsylvania, USA
    Group: DQ-RULES Message: 387 From: Jason Winter Date: 1/12/2003
    Subject: Re: Weapons question
    Thanks for the info everyone. Guess I'll pass on my 11 PS and 11 MD
    character using a quarterstaff :-)


    Jason Winter
    Alarian@harbornet.net
    http://www.darkrealms.com/~alarian/
    Group: DQ-RULES Message: 388 From: manx2600 Date: 1/17/2003
    Subject: DQ and newer systems
    Thanks everybody who replied to my query about how DQ has
    held up over the years (sorry for the late reply but ive been
    travelling a bit).
    I was particularly surprised by the near unanimous negative
    reactions to GURPS--which tallied exactly with my own (I thought
    it was better regarded by others). I played Fantasy Trip a bunch
    when it came out and liked it a lot, especially for its bloodiness.
    But when I picked up GURPS and read through the rules, and
    even tried running it a bit, I couldnt help being annoyed by how
    perfectly the modularity had been worked out. A bit like going to a
    second hand bookstore like Powells in Portland Oregon, and the
    store knows its stock and the market so well you dont have a
    prayer of finding a bargain.
    Im also glad to hear that, generally, lots of people think DQ is still
    as good as I remember. The very fact that it needs customization
    by each referee makes it good, because everyone ends up with
    what feels like their own unique gaming world. And yes, the
    atmosphere is definitely there, especially in the magic system.
    shame about how bad the art was though.
    cheers, jcf
    Group: DQ-RULES Message: 389 From: John Rauchert Date: 1/17/2003
    Subject: Re: DQ and newer systems
    RE: [dq-rules] DQ and newer systems

    I think part of any game system is a certain amount of storytelling. Games like GURPS and even to a degree 3rd Ed. D&D, reduce the game system much more to merely mechanics.

    I would much rather wield a Flame Tongue than a +1 longsword with Keen, Flaming, and Flaming Burst.

    DQ somehow has a different FEEL to it. Characters tend to be characters rather than just a sum of their stats and equipment.

    Hmm, It's also the game that I have had the most fun dieing in :)

    John F. Rauchert

    -----Original Message-----
    From: manx2600 <johncfranklin@hotmail.com> [mailto:johncfranklin@hotmail.com]
    Sent: Friday, January 17, 2003 8:34 AM
    To: dq-rules@yahoogroups.com
    Subject: [dq-rules] DQ and newer systems

    Thanks everybody who replied to my query about how DQ has
    held up over the years (sorry for the late reply but ive been
    travelling a bit).
    I was particularly surprised by the near unanimous negative
    reactions to GURPS--which tallied exactly with my own (I thought
    it was better regarded by others). I played Fantasy Trip a bunch
    when it came out and liked it a lot, especially for its bloodiness.
    But when I picked up GURPS and read through the rules, and
    even tried running it a bit, I couldnt help being annoyed by how
    perfectly the modularity had been worked out. A bit like going to a
    second hand bookstore like Powells in Portland Oregon, and the
    store knows its stock and the market so well you dont have a
    prayer of finding a bargain.
    Im also glad to hear that, generally, lots of people think DQ is still
    as good as I remember. The very fact that it needs customization
    by each referee makes it good, because everyone ends up with
    what feels like their own unique gaming world. And yes, the
    atmosphere is definitely there, especially in the magic system.
    shame about how bad the art was though.
    cheers, jcf

    Group: DQ-RULES Message: 390 From: Deven Atkinson Date: 1/17/2003
    Subject: Re: DQ and newer systems
    Weighing in late here...
    GURPS is a mechanics, not a game. Now when that mechanics is applied to a
    theme, story or whatever, the fun can begin. My experience with GURPS has
    been good. A good friend runs a GURPS Bunnies and Burrows game. My sons
    and I have play tested the sessions he runs at Origins (Columbus Ohio) each
    year. It is a lot of fun. The "mechanics" don't get in the way if you do
    not focus on them.
    <gameplay>
    Bunny #1 Looking at a group of five Rats while standing on the shoulders of
    some of his fellow adventurers: "Lots of Rats. I tell you, there are a lot
    of rats!
    Bunny #2 Grunting from under the weight of holding up Bunny #1: "Are you
    sure? Count them again!"
    Bunny #1 Counting on one paw: "One, Two, Three, Many. More than many is
    Lots. Lots of Rats, I tell you. We better go around the long way!"
    Bunny #2 Looking at the several dozen bunnies standing around him: "You
    heard him. Puff is our best counter and he says Lots of Rats. Lets start
    back tracking!"
    </gameplay>

    Granted GURPS really lends itself to settings that have structure. I hear
    that GURPS Traveller is excellent for a science fiction space game. I have
    not played it myself.

    The thing about DQ is that the mechanics are excellent AND the supporting
    materials lend themselves directly into an adaptation of the standard
    fantasy sword, blood, guts, magic and story. I personally like the fact
    that a character can grow, and turn into someone that was not initially
    planned. That wonderful assassin I rolled up needed to step out of the
    shadows and pick up a Falchion to survive and... became a Hero.

    ----- Original Message -----
    From: <johncfranklin@hotmail.com>
    To: <dq-rules@yahoogroups.com>
    Sent: Friday, January 17, 2003 10:33 AM
    Subject: [dq-rules] DQ and newer systems


    > Thanks everybody who replied to my query about how DQ has
    > held up over the years (sorry for the late reply but ive been
    > travelling a bit).
    > I was particularly surprised by the near unanimous negative
    > reactions to GURPS--which tallied exactly with my own (I thought
    > it was better regarded by others). I played Fantasy Trip a bunch
    > when it came out and liked it a lot, especially for its bloodiness.
    > But when I picked up GURPS and read through the rules, and
    > even tried running it a bit, I couldnt help being annoyed by how
    > perfectly the modularity had been worked out. A bit like going to a
    > second hand bookstore like Powells in Portland Oregon, and the
    > store knows its stock and the market so well you dont have a
    > prayer of finding a bargain.
    > Im also glad to hear that, generally, lots of people think DQ is still
    > as good as I remember. The very fact that it needs customization
    > by each referee makes it good, because everyone ends up with
    > what feels like their own unique gaming world. And yes, the
    > atmosphere is definitely there, especially in the magic system.
    > shame about how bad the art was though.
    > cheers, jcf
    >
    >
    > To Post a message, send it to: dq-rules@eGroups.com
    > To Unsubscribe, send a blank message to: dq-rules-unsubscribe@eGroups.com
    >
    > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
    >
    >
    >
    Group: DQ-RULES Message: 391 From: jcorey30 Date: 1/18/2003
    Subject: Re: DQ and newer systems
    I agree with the general sentiment. The way I have leveraged the
    good things about DQ with the good things in other games, is use
    their source material. I am currently running a campaign based on
    the GURPS Myth source material (from the computer game of the same
    name). and one of the main cities in my world is based on MERP
    source book Minas Tirith (from Lord of the rings). But I prefer to
    take that stuff and use the DQ game.

    John


    --- In dq-rules@yahoogroups.com, "manx2600 <johncfranklin@h...>"
    <johncfranklin@h...> wrote:
    > Thanks everybody who replied to my query about how DQ has
    > held up over the years (sorry for the late reply but ive been
    > travelling a bit).
    > I was particularly surprised by the near unanimous negative
    > reactions to GURPS--which tallied exactly with my own (I thought
    > it was better regarded by others). I played Fantasy Trip a bunch
    > when it came out and liked it a lot, especially for its bloodiness.
    > But when I picked up GURPS and read through the rules, and
    > even tried running it a bit, I couldnt help being annoyed by how
    > perfectly the modularity had been worked out. A bit like going to a
    > second hand bookstore like Powells in Portland Oregon, and the
    > store knows its stock and the market so well you dont have a
    > prayer of finding a bargain.
    > Im also glad to hear that, generally, lots of people think DQ is
    still
    > as good as I remember. The very fact that it needs customization
    > by each referee makes it good, because everyone ends up with
    > what feels like their own unique gaming world. And yes, the
    > atmosphere is definitely there, especially in the magic system.
    > shame about how bad the art was though.
    > cheers, jcf
    Group: DQ-RULES Message: 392 From: Jason Winter Date: 1/19/2003
    Subject: How many Versions of DQ were there?
    I was just looking through my collection today and it got me to
    thinking. How many versions of DQ were printed? I have the following:

    1st Edition boxed set with the 3 booklets.

    2nd Edition Master Boxed set.

    The 2nd edition hard cover book

    and the third edition by TSR.

    Was this all there was?


    Jason Winter
    Alarian@harbornet.net
    http://www.darkrealms.com/~alarian/
    Group: DQ-RULES Message: 393 From: Paul Ferraro Date: 1/19/2003
    Subject: Re: How many Versions of DQ were there?
    > I was just looking through my collection today and it got me to
    > thinking. How many versions of DQ were printed? I have the following:
    >
    > 1st Edition boxed set with the 3 booklets.
    >
    > 2nd Edition Master Boxed set.
    >
    > The 2nd edition hard cover book

    There was a 2nd edition softcover as well.


    Paul Ferraro
    www.greenepa.net/~pferraro
    <pferraro@alumni.business.pitt.edu>
    Group: DQ-RULES Message: 394 From: Copley, Ron Date: 1/19/2003
    Subject: Re: How many Versions of DQ were there?
    >
    > There was a 2nd edition softcover as well.
    >

    Doesn't the Bantam 2nd SC have some slight editing changes from the HC?
    I've read or heard that mentioned somewhere, but I can't remember the
    exact circumstances. Nothing major, as far as changes go, but just some
    slight ones.

    Cheers,
    Ron
    Group: DQ-RULES Message: 395 From: Al Lowe Date: 1/19/2003
    Subject: Re: How many Versions of DQ were there?
    TSR produced a 3rd Edition that tookout the college of Black Magic, as well
    as some other minor changes. It also added the College of Rune Magic and
    another magic college as well, but at the moment, the name escapes me.

    Al Lowe - ICQ 16532469
    http://www.harnmaster.com
    Al Lowe's Compleatly UN-Official Harn Page
    HarnList-subscribe@yahoogroups.com

    ----- Original Message -----
    From: "Copley, Ron" <rcopley@huntingt.gannett.com>
    To: <dq-rules@yahoogroups.com>
    Sent: Sunday, January 19, 2003 4:14 PM
    Subject: RE: [dq-rules] How many Versions of DQ were there?


    > >
    > > There was a 2nd edition softcover as well.
    > >
    >
    > Doesn't the Bantam 2nd SC have some slight editing changes from the HC?
    > I've read or heard that mentioned somewhere, but I can't remember the
    > exact circumstances. Nothing major, as far as changes go, but just some
    > slight ones.
    >
    > Cheers,
    > Ron
    >
    > To Post a message, send it to: dq-rules@eGroups.com
    > To Unsubscribe, send a blank message to: dq-rules-unsubscribe@eGroups.com
    >
    > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
    >
    >


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    Group: DQ-RULES Message: 396 From: William Hough Date: 1/19/2003
    Subject: Re: How many Versions of DQ were there?
    Al, the other colleges added by TSR were Summoning
    (TSR removed Greater Summonings) and Shaping Magics.
    Sure, you can't summon demons anymore, but hey, you
    can always summon a cute bunny to help you in your
    quests.

    TSR also changed the character point-generation table
    from 4d5 to 2d10 (plus point range from 82-98 to
    81-99), added an herbal table, substantially reduced
    the badass spells of most colleges to negative base
    cast chances, changed the chance to recover from being
    stunned from (2xWP)+ remaining FT to (3xWP)+ remaining
    FT, and mispelled the word "Skeleton" in the Lesser
    Undead part of the Monster section (a mispelling of a
    bold word in uppercase is how you can tell TSR
    officially "edited" the book - it's what I call a TSR
    "feachur").

    The reduction in spell base chances is why our
    campaign uses 2nd Edition for all pre-3rd magics
    (including Geas and Curses) and 3rd Edition for
    everything else.

    Ron, between the Bantam hardcover 2nd edition and the
    softcover 2nd Edition that was included with the
    Master Set, the chance to recover from being Stunned
    was changed from Willpower plus remaining Fatigue to
    (2xWP)+ remaining Fatigue.


    Has anyone had fun (short-lived or not) playing a Rune
    Mage? What are they like? Are they unbalancing to a
    campaign? Just recently rolled up a BUC (back-up
    character) and am thinking about trying this path.

    Pat

    --- Al Lowe <grandpoobah@harnmaster.com> wrote:
    > TSR produced a 3rd Edition that tookout the college
    > of Black Magic, as well
    > as some other minor changes. It also added the
    > College of Rune Magic and
    > another magic college as well, but at the moment,
    > the name escapes me.
    >
    > Al Lowe - ICQ 16532469
    > http://www.harnmaster.com
    > Al Lowe's Compleatly UN-Official Harn Page
    > HarnList-subscribe@yahoogroups.com
    >
    > ----- Original Message -----
    > From: "Copley, Ron" <rcopley@huntingt.gannett.com>
    > To: <dq-rules@yahoogroups.com>
    > Sent: Sunday, January 19, 2003 4:14 PM
    > Subject: RE: [dq-rules] How many Versions of DQ were
    > there?
    >
    >
    > > >
    > > > There was a 2nd edition softcover as well.
    > > >
    > >
    > > Doesn't the Bantam 2nd SC have some slight editing
    > changes from the HC?
    > > I've read or heard that mentioned somewhere, but I
    > can't remember the
    > > exact circumstances. Nothing major, as far as
    > changes go, but just some
    > > slight ones.
    > >
    > > Cheers,
    > > Ron
    > >
    > > To Post a message, send it to:
    > dq-rules@eGroups.com
    > > To Unsubscribe, send a blank message to:
    > dq-rules-unsubscribe@eGroups.com
    > >
    > > Your use of Yahoo! Groups is subject to
    > http://docs.yahoo.com/info/terms/
    > >
    > >
    >
    >
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    Group: DQ-RULES Message: 397 From: Bruce Probst Date: 1/20/2003
    Subject: Re: How many Versions of DQ were there?
    On Sun, 19 Jan 2003 21:34:40 -0800 (PST), William Hough <houghpt@yahoo.com>
    wrote:

    >Ron, between the Bantam hardcover 2nd edition and the
    >softcover 2nd Edition that was included with the
    >Master Set, the chance to recover from being Stunned
    >was changed from Willpower plus remaining Fatigue to
    >(2xWP)+ remaining Fatigue.

    There were many, many other changes, too.

    ----------------------------------------------------------------
    Bruce Probst bprobst@netspace.net.au ICQ 6563830
    Canberra, Australia MSTie #72759 SCA #80160
    "Deal with it, pink boy."
    ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
    Group: DQ-RULES Message: 398 From: Bruce Probst Date: 1/20/2003
    Subject: Re: How many Versions of DQ were there?
    On Sun, 19 Jan 2003 16:14:41 -0500, "Copley, Ron"
    <rcopley@huntingt.gannett.com> wrote:

    >Doesn't the Bantam 2nd SC have some slight editing changes from the HC?
    >I've read or heard that mentioned somewhere, but I can't remember the
    >exact circumstances. Nothing major, as far as changes go, but just some
    >slight ones.

    More than "slight". Numerous rules sections (particularly in Character
    Generation and Combat) were tweaked and added to. The Bantam edition would
    be more accurately labelled as "Version 2.1", but you can't tell that from
    the cover, which is identical (apart from the Bantam logo) to the SPI
    edition.

    ----------------------------------------------------------------
    Bruce Probst bprobst@netspace.net.au ICQ 6563830
    Canberra, Australia MSTie #72759 SCA #80160
    "Deal with it, pink boy."
    ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
    Group: DQ-RULES Message: 399 From: jcorey30 Date: 1/20/2003
    Subject: Re: How many Versions of DQ were there?
    One of the changes that I like was the change of the starting
    perception from 5 to 8. We use that rule in our campaign.

    --- In dq-rules@yahoogroups.com, Bruce Probst <bprobst@n...> wrote:
    > On Sun, 19 Jan 2003 16:14:41 -0500, "Copley, Ron"
    > <rcopley@h...> wrote:
    >
    > >Doesn't the Bantam 2nd SC have some slight editing changes from
    the HC?
    > >I've read or heard that mentioned somewhere, but I can't remember
    the
    > >exact circumstances. Nothing major, as far as changes go, but just
    some
    > >slight ones.
    >
    > More than "slight". Numerous rules sections (particularly in
    Character
    > Generation and Combat) were tweaked and added to. The Bantam
    edition would
    > be more accurately labelled as "Version 2.1", but you can't tell
    that from
    > the cover, which is identical (apart from the Bantam logo) to the
    SPI
    > edition.
    >
    > ----------------------------------------------------------------
    > Bruce Probst bprobst@n... ICQ 6563830
    > Canberra, Australia MSTie #72759 SCA #80160
    > "Deal with it, pink boy."
    > ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
    Group: DQ-RULES Message: 400 From: jcorey30 Date: 1/20/2003
    Subject: Re: Rune Mage
    I have not played one, but one of my players did. It was pretty
    entertaining. The rest of the party was not over powered by him, but
    he did rub them the wrong way.
    The high cost of most of the powerful spells (based on the AW
    version) makes this a difficult College to master.

    >
    >
    > Has anyone had fun (short-lived or not) playing a Rune
    > Mage? What are they like? Are they unbalancing to a
    > campaign? Just recently rolled up a BUC (back-up
    > character) and am thinking about trying this path.
    >
    > Pat
    >
    > --- Al Lowe <grandpoobah@h...> wrote:
    > > TSR produced a 3rd Edition that tookout the college
    > > of Black Magic, as well
    > > as some other minor changes. It also added the
    > > College of Rune Magic and
    > > another magic college as well, but at the moment,
    > > the name escapes me.
    > >
    > > Al Lowe - ICQ 16532469
    > > http://www.harnmaster.com
    > > Al Lowe's Compleatly UN-Official Harn Page
    > > HarnList-subscribe@yahoogroups.com
    > >
    > > ----- Original Message -----
    > > From: "Copley, Ron" <rcopley@h...>
    > > To: <dq-rules@yahoogroups.com>
    > > Sent: Sunday, January 19, 2003 4:14 PM
    > > Subject: RE: [dq-rules] How many Versions of DQ were
    > > there?
    > >
    > >
    > > > >
    > > > > There was a 2nd edition softcover as well.
    > > > >
    > > >
    > > > Doesn't the Bantam 2nd SC have some slight editing
    > > changes from the HC?
    > > > I've read or heard that mentioned somewhere, but I
    > > can't remember the
    > > > exact circumstances. Nothing major, as far as
    > > changes go, but just some
    > > > slight ones.
    > > >
    > > > Cheers,
    > > > Ron
    > > >
    > > > To Post a message, send it to:
    > > dq-rules@e...
    > > > To Unsubscribe, send a blank message to:
    > > dq-rules-unsubscribe@e...
    > > >
    > > > Your use of Yahoo! Groups is subject to
    > > http://docs.yahoo.com/info/terms/
    > > >
    > > >
    > >
    > >
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    > > Outgoing mail is certified Virus Free.
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