===================================================================== || || || DRAGONQUEST Newsletter April 1994 || || || || Volume 1 / Number 3 || ===================================================================== Produced: Wed 29 Apr 1994 The DQ Newsletter is for discussions of the DragonQuest role playing game. The key addresses you need to know are: psproefr@miamiu.acs.muohio.edu (Article Submissions, Editor, etc. ) dnadler@wtcpost.daytonoh.ncr.com ( Mailing List Maintenance, Back Issues ) All articles are copyrighted property of their respective authors. Reproducing or republishing an article, in whole or in part, in any other forum requires permission of the author or the moderator. C O N T E N T S Administrivia --- Dave Nadler Letter FROM the Editor --- Phil Proefrock Movement Rules Variant -- David Lind Shield Rule Modifications -- David Lind ===================================================================== "Administrivia" --- Dave Nadler As usual, I have succeeded in confusing people. I mentioned in the last transmission (v1n2) that the April newsletter was coming in three parts (v1n2, v1n3, and v1n4). I received a letter from David Lind (dlind@synoptics.com) asking: "Just recieved the new DQ newsletter but I was wondering how many have there been. I recieved the first on then this one. Has there been another that I have somehow missed?" My reponse was: "There have been 2 DQ newsletters published to date, plus an announcement of a newsletter being established. The newsletters have an identification scheme by volume and number, much like a magazine or newspaper. We are currently Volume 1 (the first year of production). Issue Number 2 was just sent. This is referred to in the header as v1n2 (volume 1, number 2). The next issue you will receive [this issue - Ad] will be Volume 1, Number 3 (v1n3), and continue from there. Thanks for asking for the clarification." I'll work with Phil to better coordinate future issue numbering. Remember, we're going to have some startup problems so please bear with us. Thanks. Speaking of problems, I'm unable to get the letter through to John Kahane and Eliot Wilen. Anyone out there who knows one of these two? If so, can you ask them to send me their address again. Dave Nadler (a.k.a "Ad" the Administrator) --------------------------------------------------------------------- "Letter FROM the Editor" --- Phil Proefrock Thanks to all who sent in ideas for the name for this thing. They were good ideas, but none of them blew me away. And at this point, wouldn't a real name be just a little too pretentious? It's just a little electronic newsletter, after all. --------------------------------------------------------------------- "Movement Rules Variant" --- David Lind Variant 1: Sprinting during tactical phase In combat, the movement rules do not take into account running or sprinting. The base TMR is always used. This is not realistic in the sense that a person can walk at a leisurely pace and in one pulse (5 seconds) a person can cover 25 feet or more (that is a TMR of 5+). Triple or even four times the base TMR can easily be made on a dead straight-ahead sprint (ie. no vector changes during the sprint.) The rule variant is simple, a character can jog (2X TMR) at any time in the tactical phase of the game. A run ( 3X TMR ) can also be attempted but a maximum of one hex side of changing facing may be attempted. A run also means that the character running must move at least 1/2 of his/her TMR on the next pulse with no change of facing. An all out sprint (4x TMR) may also be attempted, but no change of facing may take place, and the character must move is/her full TMR on the next pulse as well, also with no change of facing. A figure using the accelerated movement rules at a rate higher than a jog (2x TMR) must also move his/her full adjusted TMR for that pulse. Failure to do so ( for whatever reason, maybe a wall in the way?) will result in a severe AG roll to be made. ( The figure will at least go tumbling to the floor.) A figure that is moving at an accelerated pace may still close and grapple, but if not repulsed the figures involved will be thrown back 1 - 3 hexes and take D-5 damage due to the jolt of hitting the ground. If the figure who is closing is repulsed then the figure will fly past the target, hitting the ground from 1-3 hexes from the target, and also taking D-5 damage. If the character is carrying in weight the equivalent of -3 to AG then only a jog may be attempted. Weight AG modifier of -2 allows the character to run and a AG modifier of -1 or less allows the full range of accelerated movement. A character weighted down with an AG modifier of -5 or greater may not use the accelerated movement rules. Also, armor itself limits the effectiveness of accelerated movement. Armor agility modifications of -1 allow movement up to a run, -2 allows a jog and a -3 agility modifier disallows any accelerated movement. The restrictions are listed in the following tables: Weight Maximum Modifier Rate -1 No Restrictions -2 Run -3 Jog -5 Regular TMR only - - - - - - - - - - - - - - - - Armor Maximum Modifier Rate -1 Run -2 Jog -3 Regular TMR only In other words, if a character is using Improved Plate ( AG mod of -3 ), that character cannot use the accelerated movement rules. Also, if a character is wearing Leather Armor (AG modifier of -1) but is physically weak ( weight modifier of -3 ) the maximum rate is jog. This variant represents the fact that during a running maneuver in a short period of time it is hard to stop on a dime (as represented by the movement on the following pulse) and the faster you run the more difficult it is to change direction quickly (the change facing rules). Also it is shown here that excess weight slows down a character and thereby limits the effectiveness of moving faster during the tactical phase. A figure may not attempt accelerated movement if engaged or if rising from a kneeling or prone position or after a combat withdrawal, although a figure with a very high agility may be able to move at jog pace ( GM's discretion). Movement at a jog pace is equivalent to light exercise, a run is moderate exercise and a sprint is heavy exercise. There is a fatigue cost per round or per number of rounds to engage in this type of accelerated movement. The GM may let a character who wishes to stop suddenly or change facings more quickly or even attempt a movement rate that is not allowed by making an AG roll with a multiplier appropriate to the situation. (i.e. A character wants to run straight down a corridor with no facing change, but is limited to a jog, a 4x AG roll is needed, but if the character wanted to change facing, then the roll will go down to a 2X AG roll. A wide range of results are applicable from not succeeding to breaking a characters ankle.) Modification to rule 14.1: Movement through a figures melee zone The rule states that a figure that moves into a melee zone must stop all movement but may change facing. If a figure is walking during the tactical phase ( normal TMR ) this rule holds true, but if a figure is moving using the accelerated movement variant the figure's built up movement inertia will carry the figure past the figure whose melee zone was violated. The following is the modification: The figure moving through a hostile figure's melee zone will be subject to an immediate attack (if the hostile figure is able or chooses to attack). The defender's natural defense is used, but no shield defense is allowed. This attack is in addition to a character's normal attack. If the moving figure is hit and becomes stunned, the moving figure will still move past the character a number of hexes as dictated by the speed of the moving figure, but the moving figure will stand a great chance of falling prone to the ground, as well as being affected by the results of the stun or grievous injury. David Lind (dlind@synoptics.com) --------------------------------------------------------------------- "Shield Rule Modifications" --David Lind Variant 2: Ranks with Shield, for attack and for defense The current rules show shield as being able to attain Rank 4. This is for both combat and defense. This variant splits the skills for shield into attacking Ranks and defending Ranks. For attacking the Ranks are unchanged, Rank 4 maximum but for defense the experience and Ranks are as follows: Rank 0 1 2 3 4 5 6 7 8 Sh. Attack 25 25 50 100 200 -- -- -- -- Sh. Defend 25 50 100 200 400 600 1200 2400 4000 As listed, the shield used as a defensive tool will advance to Rank 8 while the shield used as a bashing type attack can reach Rank 4. The maximum defense from a tower shield is 48%, this is realistic, for if a shield is used in a skilled manner, it is very hard to hit the target squarely to inflict damage. Rank 4 with this shield only gives 24% and with the base chances of good weapons and high Rank a figure will almost certainly hit. For example: A character with an average AG and a max. Rank tower shield will have a defense of 63 (48% shield + 15% AG) and he is attacked by a bandit lord with a hand and a half sword as a weapon and an average MD but max. Rank, he has a strike chance of 103, his adjusted strike chance is 40%, but if the shield only had a maximum Rank of 4 then the strike chance will go up to 64%. This is not a realistic value. Remember that this is with a tower shield. Most characters will use a round shield type so even at max. defensive Rank the bandit lord will have a 64% strike chance, compared to the max. Rank of 4 adjusted strike chance of 76%. The bandit will hit a skilled user of a shield more than 3/4 of the time! David Lind (dlind@synoptics.com) #################################################################### ### End of DragonQuest Newsletter -- April 1994 (part 2 of 3) ### ####################################################################