Messages in DQ-RULES group. Page 22 of 40.

Group: DQ-RULES Message: 1058 From: Stephen Mcginn Date: 1/20/2007
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1059 From: Lev Lafayette Date: 1/21/2007
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1060 From: dbarrass_2000 Date: 1/21/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
Group: DQ-RULES Message: 1061 From: Lev Lafayette Date: 1/21/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
Group: DQ-RULES Message: 1062 From: davis john Date: 1/21/2007
Subject: Victorian-Quest has a sort of home
Group: DQ-RULES Message: 1063 From: Mandos Mitchinson Date: 1/21/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
Group: DQ-RULES Message: 1064 From: dbarrass_2000 Date: 1/22/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
Group: DQ-RULES Message: 1065 From: dbarrass_2000 Date: 1/22/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
Group: DQ-RULES Message: 1066 From: Mandos Mitchinson Date: 1/22/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
Group: DQ-RULES Message: 1067 From: darkislephil Date: 1/22/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
Group: DQ-RULES Message: 1068 From: Ran Hardin Date: 1/23/2007
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1069 From: Ran Hardin Date: 1/23/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
Group: DQ-RULES Message: 1070 From: Ran Hardin Date: 1/23/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
Group: DQ-RULES Message: 1071 From: darkislephil Date: 1/23/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
Group: DQ-RULES Message: 1072 From: darkislephil Date: 1/23/2007
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1073 From: igmod@comcast.net Date: 1/23/2007
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1074 From: igmod@comcast.net Date: 1/23/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
Group: DQ-RULES Message: 1075 From: Ran Hardin Date: 1/24/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
Group: DQ-RULES Message: 1076 From: Ran Hardin Date: 1/24/2007
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1077 From: Ran Hardin Date: 1/24/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
Group: DQ-RULES Message: 1078 From: Ran Hardin Date: 1/24/2007
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1079 From: Mornak Date: 1/24/2007
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1080 From: darkislephil Date: 1/24/2007
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1081 From: Jason Winter Date: 1/24/2007
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1082 From: Lev Lafayette Date: 1/24/2007
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1083 From: darkislephil Date: 1/25/2007
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1084 From: Ran Hardin Date: 1/25/2007
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1085 From: Ran Hardin Date: 1/25/2007
Subject: Re: Experience considerations
Group: DQ-RULES Message: 1086 From: davis john Date: 2/4/2007
Subject: Victorian-Quest: rule changes / magic (long-ish)
Group: DQ-RULES Message: 1087 From: darkislephil Date: 2/4/2007
Subject: Re: Victorian-Quest: rule changes / magic (long-ish)
Group: DQ-RULES Message: 1088 From: dennisnordling Date: 2/16/2007
Subject: Alchemical Skills questions
Group: DQ-RULES Message: 1089 From: darkislephil Date: 2/17/2007
Subject: Re: Alchemical Skills questions
Group: DQ-RULES Message: 1090 From: Jeffery K. McGonagill Date: 2/17/2007
Subject: Re: Alchemical Skills questions
Group: DQ-RULES Message: 1091 From: Rodger Thorm Date: 2/18/2007
Subject: Re: Alchemical Skills questions
Group: DQ-RULES Message: 1092 From: Rafael Date: 3/10/2007
Subject: New Dragon Quest section on my messageboard
Group: DQ-RULES Message: 1093 From: Garet Michaels Date: 3/10/2007
Subject: Re: New Dragon Quest section on my messageboard
Group: DQ-RULES Message: 1094 From: Lev Lafayette Date: 3/10/2007
Subject: DragonQuest Review
Group: DQ-RULES Message: 1095 From: Rafael Date: 3/11/2007
Subject: Re: New Dragon Quest section on my messageboard
Group: DQ-RULES Message: 1096 From: darkislephil Date: 3/11/2007
Subject: Re: DragonQuest Review
Group: DQ-RULES Message: 1097 From: Jeffery K. McGonagill Date: 3/11/2007
Subject: Re: DragonQuest Review
Group: DQ-RULES Message: 1098 From: Lev Lafayette Date: 3/11/2007
Subject: Re: DragonQuest Review
Group: DQ-RULES Message: 1099 From: Graham McDonald Date: 3/12/2007
Subject: Re: DragonQuest Review
Group: DQ-RULES Message: 1100 From: Lev Lafayette Date: 3/12/2007
Subject: Re: DragonQuest Review
Group: DQ-RULES Message: 1101 From: Mandos Mitchinson Date: 3/12/2007
Subject: Re: DragonQuest Review
Group: DQ-RULES Message: 1102 From: Lance Dyas Date: 3/12/2007
Subject: Re: DragonQuest Review
Group: DQ-RULES Message: 1103 From: Lev Lafayette Date: 3/13/2007
Subject: Re: DragonQuest Review
Group: DQ-RULES Message: 1104 From: darkislephil Date: 3/13/2007
Subject: Re: DragonQuest Review
Group: DQ-RULES Message: 1105 From: Lev Lafayette Date: 3/13/2007
Subject: Re: DragonQuest Review
Group: DQ-RULES Message: 1106 From: Jeffery K. McGonagill Date: 3/13/2007
Subject: Re: DragonQuest Review
Group: DQ-RULES Message: 1107 From: Jeffery K. McGonagill Date: 3/13/2007
Subject: Re: DragonQuest Review



Group: DQ-RULES Message: 1058 From: Stephen Mcginn Date: 1/20/2007
Subject: Re: Experience considerations
I have to agree with Mornak on this one having played this game for 23 years
now, play continuity is invaluable, the thrill of the adventure should never
be interupted by the number crunching of experience points reward and
distribution. This should be left after a session or between, as we all know
getting people together to play at the same time can be at times
frustrating, so it should be used to enjoy the adventure.

Stephen (London)


>From: Mornak <dmornacco@gmail.com>
>Reply-To: dq-rules@yahoogroups.com
>To: dq-rules@yahoogroups.com
>Subject: Re: [dq-rules] Re: Experience considerations
>Date: Wed, 17 Jan 2007 09:59:22 -0300
>
>In my group I always give XP only at the end of the adventure
>I`ve never let anybody to spend any XP during the adventure. that's
>why interadventure time exists
>
>On 1/16/07, Lev Lafayette <lev_lafayette@yahoo.com.au> wrote:
> >
> >
> >
> >
> >
> >
> >
> > The only problem (indeed, imposssibility) is
> > determining whether they've succeeded in the adventure
> > *prior* to the conclusion of the adventure.
> >
> > The only way around that I can see is giving bonus XP
> > at the *end* of the adventure as a bonus if, and only
> > if, the mission succeeds.
> >
> >
> > --- Ran Hardin <dantalion64@excite.com> wrote:
> >
> > > Oh, man. My bad. I thoroughly misread your post.
> > >
> > > Is there anyone else who gives out XP only at the
> > > conclusion of an
> > > adventure? I think my old group would kill me if I
> > > tried that :)
> > >
> > > --- In dq-rules@yahoogroups.com, "darkislephil"
> > > <darkislephil@...>
> > > wrote:
> > > >
> > > > Doesn't really sound like you are interpreting
> > > things all that
> > > > differently from the way I do it. For example, in
> > > an adventure that
> > > > lasted six sessions earlier this year, these are
> > > the base awards I
> > > > handed out for each session:
> > > >
> > > > 600, 750, 750, 600, 900 and 1200
> > > >
> > > > The amount depended on how much progress the group
> > > made towards the
> > > > end of the adventure. I mostly give the full award
> > > at the completion
> > > > of the adventure but have on occasion also given
> > > it out for a
> > > > significant mid-point session. I don't give out XP
> > > each session. It
> > > is
> > > > all awarded at the conclusion of the adventure.
> > > >
> > > > Phil
> > > >
> > > >
> > > > --- In dq-rules@yahoogroups.com, "Ran Hardin"
> > > <dantalion64@> wrote:
> > > > >
> > > > >
> > > > > Wow! I think I would be considered an absolute
> > > miser of a GM
> > > compared
> > > > > to some others. I interpret the experience
> > > rewards rules
> > > differently
> > > > > (all references are to the open source version):
> > > > >
> > > > > [160.1] says, in part "The totals listed in
> > > rule 160.2 are also
> > > > > intended as guides for awards given during an
> > > unfinished
> > > adventure"
> > > > > (my emphasis).
> > > > >
> > > > > [160.2] says "The base Experience Point award
> > > for a character at
> > > the
> > > > > conclusion of an adventure depends upon the
> > > character's
> > > proficiency
> > > > > and the success or failure of the common
> > > mission�. The base award
> > > > > for a character is doubled if the mission of his
> > > party succeeds"
> > > > > (again, my emphasis).
> > > > >
> > > > > So the real question is "What is a mission?" (or
> > > "What is an
> > > > > adventure?" since the two terms are used
> > > somewhat interchangeably
> > > in
> > > > > [160].) To my mind, a "mission" is a
> > > significant achievement.
> > > > > It's not just a question of whether the party
> > > has
> > > > > "succeeded" in some way during each five-hour
> > > session. There
> > > > > should be some sort of definite plot or mission
> > > at hand the
> > > players are
> > > > > trying to fulfill, and something more
> > > substantial than an episode
> > > of
> > > > > KTGP (my group's slang for "Kill the monsters,
> > > Take their
> > > treasure, Go
> > > > > back to town, and have a Party"). To me, the
> > > process of
> > > discovering,
> > > > > pursuing, and succeeding in a mission would
> > > usually not be
> > > contained in
> > > > > one or two five-hour sessions.
> > > > >
> > > > > As a rough guess, I would say I only have given
> > > the Successful
> > > Mission
> > > > > double-award once every six sessions or so.
> > > Sometimes it would
> > > be more
> > > > > often, but this was only when the conclusion of
> > > different plot
> > > lines
> > > > > coincided somewhat closely (usually there were
> > > several plots that
> > > could
> > > > > be classified as "missions" running
> > > simultaneously). It was
> > > > > always a big deal in our group when that
> > > double-award came � it
> > > was
> > > > > so exciting because of its rarity.
> > > > >
> > > > > I think I developed this attitude from the
> > > admonition in
> > > [160]: "The
> > > > > distribution of too many Experience Points to
> > > the player
> > > characters will
> > > > > result in the characters becoming
> > > disproportionately
> > > powerful�.This
> > > > > short-term gain belies the long-term disservice
> > > the GM and
> > > > > players have done to themselves: the exploits of
> > > the characters
> > > will
> > > > > have been cheapened by the ease which one can
> > > become a mighty
> > > hero or
> > > > > wizard."
> > > > >
> > > > >
> > > > >
> > > > > I should temper this by saying that I would give
> > > RP bonuses, and
> > > as
> > > > > sometimes I incorporated some considerable
> > > game-calendar downtime
> > > > > between sessions, I'd allow characters to use
> > > their skills to earn
> > > > > "side XP" as described in [160.4], so I'm not a
> > > total
> > > > > tyrant. :)
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > > --- In dq-rules@yahoogroups.com, Lev Lafayette
> > > <lev_lafayette@>
> > > > > wrote:
> > > > > >
> > > > > >
> > > > > > --- darkislephil darkislephil@ wrote:
> > > > > >
> > > > > > > And technically the XP award isn't per
> > > adventure but
> > > > > > > per session:
> > > > > > >
> > > > > > > "[86.1] The GM should make one set of
> > > Experience
> > > > > > > Point awards for
> > > > > > > every five hours of effective play during
> > > one
> > > > > > > session."
> > > > > > >
> > > > > > > So they would be getting more than 1200
> > > every 2
> > > > > > > weeks.
> > > > > >
> > > > > > Ahh yes, I'd forgotten about that. My bad.
> > > > > >
> > > > > > But it does raise the question - how is one
> > > supposed
> > > > > > to work out whether the party has succeeded
> > > within the
> > > > > > five hour timeframe?
> > > > > >
> > > > > >
> > > __________________________________________________
> > > > > > Do You Yahoo!?
> > > > > > Tired of spam? Yahoo! Mail has the best spam
> > > protection around
> > > > > > http://mail.yahoo.com
> > > > > >
> > > > >
> > > >
> > >
> > >
> > >
> >
> > __________________________________________________________
> > Cheap talk?
> > Check out Yahoo! Messenger's low PC-to-Phone call rates.
> > http://voice.yahoo.com
> >
> >
> >
>
>
>
>--
>"The life of a software architect is a long (and sometimes painful)
>succession of suboptimal decisions made partly in the dark."
>
>-------------------------------------
><EPI/> - Deploying ideas
>-------------------------------------
>Ing. Diego H. Mornacco
>Arquitecto
>Epidata Consulting
>Maip� 521 1er piso Of. A
>Ofi: 5031 0060 / 61
>Cel: 15-5884-0040
>www.epidataconsulting.com
>
>
>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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Group: DQ-RULES Message: 1059 From: Lev Lafayette Date: 1/21/2007
Subject: Re: Experience considerations
I think we all agree that XP shouldn't be given out in
the middle of a *session*, for the reasons stated.

At the end of each session it seems best to give the
PCs the base award and, if they succeed, give them a
bonus at the end of the *adventure*.

All the best,

Lev

--- Stephen Mcginn <stemcginn35@hotmail.com> wrote:

> I have to agree with Mornak on this one having
> played this game for 23 years
> now, play continuity is invaluable, the thrill of
> the adventure should never
> be interupted by the number crunching of experience
> points reward and
> distribution. This should be left after a session or
> between, as we all know
> getting people together to play at the same time can
> be at times
> frustrating, so it should be used to enjoy the
> adventure.
>
> Stephen (London)
>
>
> >From: Mornak <dmornacco@gmail.com>
> >Reply-To: dq-rules@yahoogroups.com
> >To: dq-rules@yahoogroups.com
> >Subject: Re: [dq-rules] Re: Experience
> considerations
> >Date: Wed, 17 Jan 2007 09:59:22 -0300
> >
> >In my group I always give XP only at the end of the
> adventure
> >I`ve never let anybody to spend any XP during the
> adventure. that's
> >why interadventure time exists
> >
> >On 1/16/07, Lev Lafayette
> <lev_lafayette@yahoo.com.au> wrote:
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > > The only problem (indeed, imposssibility) is
> > > determining whether they've succeeded in the
> adventure
> > > *prior* to the conclusion of the adventure.
> > >
> > > The only way around that I can see is giving
> bonus XP
> > > at the *end* of the adventure as a bonus if,
> and only
> > > if, the mission succeeds.
> > >
> > >
> > > --- Ran Hardin <dantalion64@excite.com> wrote:
> > >
> > > > Oh, man. My bad. I thoroughly misread your
> post.
> > > >
> > > > Is there anyone else who gives out XP only at
> the
> > > > conclusion of an
> > > > adventure? I think my old group would kill
> me if I
> > > > tried that :)
> > > >
> > > > --- In dq-rules@yahoogroups.com,
> "darkislephil"
> > > > <darkislephil@...>
> > > > wrote:
> > > > >
> > > > > Doesn't really sound like you are
> interpreting
> > > > things all that
> > > > > differently from the way I do it. For
> example, in
> > > > an adventure that
> > > > > lasted six sessions earlier this year,
> these are
> > > > the base awards I
> > > > > handed out for each session:
> > > > >
> > > > > 600, 750, 750, 600, 900 and 1200
> > > > >
> > > > > The amount depended on how much progress
> the group
> > > > made towards the
> > > > > end of the adventure. I mostly give the
> full award
> > > > at the completion
> > > > > of the adventure but have on occasion also
> given
> > > > it out for a
> > > > > significant mid-point session. I don't give
> out XP
> > > > each session. It
> > > > is
> > > > > all awarded at the conclusion of the
> adventure.
> > > > >
> > > > > Phil
> > > > >
> > > > >
> > > > > --- In dq-rules@yahoogroups.com, "Ran
> Hardin"
> > > > <dantalion64@> wrote:
> > > > > >
> > > > > >
> > > > > > Wow! I think I would be considered an
> absolute
> > > > miser of a GM
> > > > compared
> > > > > > to some others. I interpret the
> experience
> > > > rewards rules
> > > > differently
> > > > > > (all references are to the open source
> version):
> > > > > >
> > > > > > [160.1] says, in part "The totals listed
> in
> > > > rule 160.2 are also
> > > > > > intended as guides for awards given
> during an
> > > > unfinished
> > > > adventure"
> > > > > > (my emphasis).
> > > > > >
> > > > > > [160.2] says "The base Experience Point
> award
> > > > for a character at
> > > > the
> > > > > > conclusion of an adventure depends upon
> the
> > > > character's
> > > > proficiency
> > > > > > and the success or failure of the common
> > > > mission…. The base award
> > > > > > for a character is doubled if the mission
> of his
> > > > party succeeds"
> > > > > > (again, my emphasis).
> > > > > >
> > > > > > So the real question is "What is a
> mission?" (or
> > > > "What is an
> > > > > > adventure?" since the two terms are used
> > > > somewhat interchangeably
> > > > in
> > > > > > [160].) To my mind, a "mission" is a
> > > > significant achievement.
> > > > > > It's not just a question of whether the
> party
> > > > has
> > > > > > "succeeded" in some way during each
> five-hour
> > > > session. There
> > > > > > should be some sort of definite plot or
> mission
> > > > at hand the
> > > > players are
> > > > > > trying to fulfill, and something more
> > > > substantial than an episode
> > > > of
> > > > > > KTGP (my group's slang for "Kill the
> monsters,
> > > > Take their
> > > > treasure, Go
> > > > > > back to town, and have a Party"). To me,
> the
> > > > process of
> > > > discovering,
> > > > > > pursuing, and succeeding in a mission
> would
> > > > usually not be
> > > > contained in
> > > > > > one or two five-hour sessions.
> > > > > >
> > > > > > As a rough guess, I would say I only have
> given
> > > > the Successful
> > > > Mission
> > > > > > double-award once every six sessions or
> so.
> > > > Sometimes it would
> > > > be more
> > > > > > often, but this was only when the
> conclusion of
> > > > different plot
> > > > lines
> > > > > > coincided somewhat closely (usually there
> were
> > > > several plots that
> > > > could
> > > > > > be classified as "missions" running
> > > > simultaneously). It was
> > > > > > always a big deal in our group when that
> > > > double-award came – it
> > > > was
> > > > > > so exciting because of its rarity.
> > > > > >
> > > > > > I think I developed this attitude from
> the
> > > > admonition in
> > > > [160]: "The
> > > > > > distribution of too many Experience
> Points to
> > > > the player
> > > > characters will
> > > > > > result in the characters becoming
> > > > disproportionately
> > > > powerful….This
> > > > > > short-term gain belies the long-term
> disservice
> > > > the GM and
> > > > > > players have done to themselves: the
> exploits of
> > > > the characters
> > > > will
> > > > > > have been cheapened by the ease which one
> can
> > > > become a mighty
> > > > hero or
> > > > > > wizard."
> > > > > >
> > > > > >
> > > > > >
> > > > > > I should temper this by saying that I
> would give
> > > > RP bonuses, and
> > > > as
> > > > > > sometimes I incorporated some
> considerable
> > > > game-calendar downtime
> > > > > > between sessions, I'd allow characters to
> use
> > > > their skills to earn
> > > > > > "side XP" as described in [160.4], so I'm
> not a
> > > > total
> > > > > > tyrant. :)
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > > --- In dq-rules@yahoogroups.com, Lev
> Lafayette
> > > > <lev_lafayette@>
> > > > > > wrote:
> > > > > > >
> > > > > > >
> > > > > > > --- darkislephil darkislephil@ wrote:
> > > > > > >
> > > > > > > > And technically the XP award isn't
> per
> > > > adventure but
> > > > > > > > per session:
> > > > > > > >
> > > > > > > > "[86.1] The GM should make one set of
> > > > Experience
> > > > > > > > Point awards for
> > > > > > > > every five hours of effective play
> during
> > > > one
> > > > > > > > session."
> > > > > > > >
> > > > > > > > So they would be getting more than
> 1200
> > > > every 2
> > > > > > > > weeks.
> > > > > > >
> > > > > > > Ahh yes, I'd forgotten about that. My
> bad.
> > > > > > >
> > > > > > > But it does raise the question - how is
> one
> > > > supposed
> > > > > > > to work out whether the party has
> succeeded
> > > > within the
> > > > > > > five hour timeframe?
> > > > > > >
> > > > > > >
> > > >
> __________________________________________________
> > > > > > > Do You Yahoo!?
> > > > > > > Tired of spam? Yahoo! Mail has the best
> spam
> > > > protection around
> > > > > > > http://mail.yahoo.com
> > > > > > >
> > > > > >
> > > > >
> > > >
> > > >
> > > >
> > >
> > >
>
__________________________________________________________
> > > Cheap talk?
> > > Check out Yahoo! Messenger's low PC-to-Phone
> call rates.
> > > http://voice.yahoo.com
> > >
> > >
> > >
> >
> >
> >
> >--
> >"The life of a software architect is a long (and
> sometimes painful)
> >succession of suboptimal decisions made partly in
> the dark."
> >
> >-------------------------------------
> ><EPI/> - Deploying ideas
> >-------------------------------------
> >Ing. Diego H. Mornacco
> >Arquitecto
> >Epidata Consulting
> >Maipú 521 1er piso Of. A
> >Ofi: 5031 0060 / 61
> >Cel: 15-5884-0040
> >www.epidataconsulting.com
> >
> >
> >To Post a message, send it to:
> dq-rules@eGroups.com
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Group: DQ-RULES Message: 1060 From: dbarrass_2000 Date: 1/21/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
--- In dq-rules@yahoogroups.com, Lev Lafayette <lev_lafayette@...> wrote:
>
> I've just be alerted to the following magnificant
> article on the amazing ability of humans to keep
> going, and going, and going.
>
> http://www.classicalfencing.com/articles/bloody.php


Thank you, what a fascinating article. It's interesting to speculate
how DQ would look taking this into account. How about:-

1) Stun, not always, how about a stun recovery roll to avoid it in the
first place. I would say that this would only be the case if a life
or death situation is expected, if it's a surprise then stun is as
normal (this has been discussed before)
2) Death not at 0 En, more like at minus the character's full EN
3) Incapacitation/unconsciousness, once 0 EN reached, and only once
something like a stun recovery roll has been failed. Specific GIs and
attack forms will of course still incapacitate (this is very GURPS like)
4) Effect of Endurance hits (and therefore GIs) as normal but in
addition once hit continue to loose 1Ft point per pulse in combat, 1
minute if resting Then EN once Ft exhausted This continues until
attended to by at least a Rank 0 healer or dead

What do you think? This is of course idle speculation not a serious
attempt at a rule change – but still

David
Group: DQ-RULES Message: 1061 From: Lev Lafayette Date: 1/21/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
--- dbarrass_2000 <david.barrass@ed.ac.uk> wrote:

> http://www.classicalfencing.com/articles/bloody.php
>
>
> Thank you, what a fascinating article. It's
> interesting to speculate
> how DQ would look taking this into account. How
> about:-
>
> 1) Stun, not always, how about a stun recovery roll
> to avoid it in the
> first place. I would say that this would only be
> the case if a life
> or death situation is expected, if it's a surprise
> then stun is as
> normal (this has been discussed before)
> 2) Death not at 0 En, more like at minus the
> character's full EN
> 3) Incapacitation/unconsciousness, once 0 EN
> reached, and only once
> something like a stun recovery roll has been failed.
> Specific GIs and
> attack forms will of course still incapacitate (this
> is very GURPS like)
> 4) Effect of Endurance hits (and therefore GIs) as
> normal but in
> addition once hit continue to loose 1Ft point per
> pulse in combat, 1
> minute if resting Then EN once Ft exhausted This
> continues until
> attended to by at least a Rank 0 healer or dead
>
> What do you think? This is of course idle
> speculation not a serious
> attempt at a rule change – but still
>
> David

Good suggestions, especially the first two. I would
modify 4 however as obviously many animals recover
from a directly on hit without having a healer
present. Perhaps limiting it to exhausting of FAT
would simulate the "running away to lick its wounds".

All the best,

Lev



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Group: DQ-RULES Message: 1062 From: davis john Date: 1/21/2007
Subject: Victorian-Quest has a sort of home
http://www.mfbb.net/derbygamesworld/index.php?mforum=derbygamesworld

look to the bottom of the forum for the 1865 bit where im adding tables and
such

have settled on my skill groups, new weapons etc.

have them all on the old dqucs v 5 excel character sheet

John

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Group: DQ-RULES Message: 1063 From: Mandos Mitchinson Date: 1/21/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
> Thank you, what a fascinating article. It's interesting to speculate
> how DQ would look taking this into account. How about:-
>

> 2) Death not at 0 En, more like at minus the
> character's full EN
> 3) Incapacitation/unconsciousness, once 0 EN
> reached, and only once something like a stun recovery roll has been
failed.

We use this in the NZ rules varient. It makes players much harder to kill
and has a pretty big effect on the dynamic. Not saying good or bad simply
that it is different.

We go to -1/2 Endurance before death and at 3EN or below it is a remaining
EN x WP roll to stay consious.

Mandos
/s
Group: DQ-RULES Message: 1064 From: dbarrass_2000 Date: 1/22/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
--- In dq-rules@yahoogroups.com, Lev Lafayette <lev_lafayette@...> wrote:
>
>
> --- dbarrass_2000 <david.barrass@...> wrote:
>
> > http://www.classicalfencing.com/articles/bloody.php
> >
> >
> > Thank you, what a fascinating article. It's
> > interesting to speculate
> > how DQ would look taking this into account. How
> > about:-
> >
> > 1) Stun, not always, how about a stun recovery roll
> > to avoid it in the
> > first place. I would say that this would only be
> > the case if a life
> > or death situation is expected, if it's a surprise
> > then stun is as
> > normal (this has been discussed before)
> > 2) Death not at 0 En, more like at minus the
> > character's full EN
> > 3) Incapacitation/unconsciousness, once 0 EN
> > reached, and only once
> > something like a stun recovery roll has been failed.
> > Specific GIs and
> > attack forms will of course still incapacitate (this
> > is very GURPS like)
> > 4) Effect of Endurance hits (and therefore GIs) as
> > normal but in
> > addition once hit continue to loose 1Ft point per
> > pulse in combat, 1
> > minute if resting Then EN once Ft exhausted This
> > continues until
> > attended to by at least a Rank 0 healer or dead
> >
> > What do you think? This is of course idle
> > speculation not a serious
> > attempt at a rule change – but still
> >
> > David
>
> Good suggestions, especially the first two. I would
> modify 4 however as obviously many animals recover
> from a directly on hit without having a healer
> present. Perhaps limiting it to exhausting of FAT
> would simulate the "running away to lick its wounds".
>
> All the best,
>
> Lev

The idea was that there aught to be something to simulate continuing
blood loss. I think the "lick its wounds" phrase is the key; the
animal is treating itself.

How about a rolling under
10 + 2 x curr EN + 2 x curr Ft + 2x Healer rank to treat yourself?
Same roll for some one to do it for you but they add 5x their healer
rank (its easier for someone else to do it) but the EN and FT are
still the victim's
Can only be done out of combat, takes about a minute.

My main problem with idea 4 is that it's an extra number keeping burdon

David
Group: DQ-RULES Message: 1065 From: dbarrass_2000 Date: 1/22/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
--- In dq-rules@yahoogroups.com, "Mandos Mitchinson" <mandos@...> wrote:
>
> > Thank you, what a fascinating article. It's interesting to speculate
> > how DQ would look taking this into account. How about:-
> >
>
> > 2) Death not at 0 En, more like at minus the
> > character's full EN
> > 3) Incapacitation/unconsciousness, once 0 EN
> > reached, and only once something like a stun recovery roll has been
> failed.
>
> We use this in the NZ rules varient. It makes players much harder to
kill
> and has a pretty big effect on the dynamic. Not saying good or bad
simply
> that it is different.
>
> We go to -1/2 Endurance before death and at 3EN or below it is a
remaining
> EN x WP roll to stay consious.
>
> Mandos
> /s
>

sounds reasonable, but is that current EN or the maximum EN?

David
Group: DQ-RULES Message: 1066 From: Mandos Mitchinson Date: 1/22/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
>> We go to -1/2 Endurance before death and at 3EN or below it is a
>> remaining EN x WP roll to stay consious.
>
> sounds reasonable, but is that current EN or the maximum EN?

Sorry, replace 'remaining' with 'current' :-)

Mandos
/s
Group: DQ-RULES Message: 1067 From: darkislephil Date: 1/22/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
--- In dq-rules@yahoogroups.com, "dbarrass_2000" <david.barrass@...>
wrote:
> 2) Death not at 0 En, more like at minus the character's full EN
> 3) Incapacitation/unconsciousness, once 0 EN reached, and only once
> something like a stun recovery roll has been failed. Specific GIs and
> attack forms will of course still incapacitate (this is very GURPS like)

Like everybody else I guess we have always used a similar varient. For
our group it is "not really dead" until -10 is reached.

Unconcious at 3 though we had considered adding a WP roll or something
to stay concious. That generally led to players just fighting until
they were truly dead instead of falling unconcious, being captured,
and getting a chance to escape.

For us if a wound takes a character to less than 0 then they continue
to lose 1 pt per pulse until attended by a healer or some other means
of stabilizing their condition. Characters at 0 to 3 pts of Endurance
are stable unless a GW specified otherwise.
Group: DQ-RULES Message: 1068 From: Ran Hardin Date: 1/23/2007
Subject: Re: Experience considerations
Again, there's a problem with the meaning of the word "adventure."
What do you mean?

Is an "adventure" a single session of play? I would never interrupt
the dramatic flow of an adventure to hand out XP.

If "adventure" means a consecutive series of sessions, then there's
ample downtime between sessions, although the lack of elapsed time
between session might preclude many expenditures of XP.

As I stated before, my group usually has several projects, tasks or
missions going on simultaneously, and sometimes considerable times
elapses between the stages of these missions – ample time to train
and etc.


--- In dq-rules@yahoogroups.com, "Stephen Mcginn" <stemcginn35@...>
wrote:
>
> I have to agree with Mornak on this one having played this game for
23 years
> now, play continuity is invaluable, the thrill of the adventure
should never
> be interupted by the number crunching of experience points reward
and
> distribution. This should be left after a session or between, as we
all know
> getting people together to play at the same time can be at times
> frustrating, so it should be used to enjoy the adventure.
>
> Stephen (London)
>
>
> >From: Mornak <dmornacco@...>
> >Reply-To: dq-rules@yahoogroups.com
> >To: dq-rules@yahoogroups.com
> >Subject: Re: [dq-rules] Re: Experience considerations
> >Date: Wed, 17 Jan 2007 09:59:22 -0300
> >
> >In my group I always give XP only at the end of the adventure
> >I`ve never let anybody to spend any XP during the adventure. that's
> >why interadventure time exists
> >
> >On 1/16/07, Lev Lafayette <lev_lafayette@...> wrote:
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > > The only problem (indeed, imposssibility) is
> > > determining whether they've succeeded in the adventure
> > > *prior* to the conclusion of the adventure.
> > >
> > > The only way around that I can see is giving bonus XP
> > > at the *end* of the adventure as a bonus if, and only
> > > if, the mission succeeds.
> > >
> > >
> > > --- Ran Hardin <dantalion64@...> wrote:
> > >
> > > > Oh, man. My bad. I thoroughly misread your post.
> > > >
> > > > Is there anyone else who gives out XP only at the
> > > > conclusion of an
> > > > adventure? I think my old group would kill me if I
> > > > tried that :)
> > > >
> > > > --- In dq-rules@yahoogroups.com, "darkislephil"
> > > > <darkislephil@>
> > > > wrote:
> > > > >
> > > > > Doesn't really sound like you are interpreting
> > > > things all that
> > > > > differently from the way I do it. For example, in
> > > > an adventure that
> > > > > lasted six sessions earlier this year, these are
> > > > the base awards I
> > > > > handed out for each session:
> > > > >
> > > > > 600, 750, 750, 600, 900 and 1200
> > > > >
> > > > > The amount depended on how much progress the group
> > > > made towards the
> > > > > end of the adventure. I mostly give the full award
> > > > at the completion
> > > > > of the adventure but have on occasion also given
> > > > it out for a
> > > > > significant mid-point session. I don't give out XP
> > > > each session. It
> > > > is
> > > > > all awarded at the conclusion of the adventure.
> > > > >
> > > > > Phil
> > > > >
> > > > >
> > > > > --- In dq-rules@yahoogroups.com, "Ran Hardin"
> > > > <dantalion64@> wrote:
> > > > > >
> > > > > >
> > > > > > Wow! I think I would be considered an absolute
> > > > miser of a GM
> > > > compared
> > > > > > to some others. I interpret the experience
> > > > rewards rules
> > > > differently
> > > > > > (all references are to the open source version):
> > > > > >
> > > > > > [160.1] says, in part "The totals listed in
> > > > rule 160.2 are also
> > > > > > intended as guides for awards given during an
> > > > unfinished
> > > > adventure"
> > > > > > (my emphasis).
> > > > > >
> > > > > > [160.2] says "The base Experience Point award
> > > > for a character at
> > > > the
> > > > > > conclusion of an adventure depends upon the
> > > > character's
> > > > proficiency
> > > > > > and the success or failure of the common
> > > > mission…. The base award
> > > > > > for a character is doubled if the mission of his
> > > > party succeeds"
> > > > > > (again, my emphasis).
> > > > > >
> > > > > > So the real question is "What is a mission?" (or
> > > > "What is an
> > > > > > adventure?" since the two terms are used
> > > > somewhat interchangeably
> > > > in
> > > > > > [160].) To my mind, a "mission" is a
> > > > significant achievement.
> > > > > > It's not just a question of whether the party
> > > > has
> > > > > > "succeeded" in some way during each five-hour
> > > > session. There
> > > > > > should be some sort of definite plot or mission
> > > > at hand the
> > > > players are
> > > > > > trying to fulfill, and something more
> > > > substantial than an episode
> > > > of
> > > > > > KTGP (my group's slang for "Kill the monsters,
> > > > Take their
> > > > treasure, Go
> > > > > > back to town, and have a Party"). To me, the
> > > > process of
> > > > discovering,
> > > > > > pursuing, and succeeding in a mission would
> > > > usually not be
> > > > contained in
> > > > > > one or two five-hour sessions.
> > > > > >
> > > > > > As a rough guess, I would say I only have given
> > > > the Successful
> > > > Mission
> > > > > > double-award once every six sessions or so.
> > > > Sometimes it would
> > > > be more
> > > > > > often, but this was only when the conclusion of
> > > > different plot
> > > > lines
> > > > > > coincided somewhat closely (usually there were
> > > > several plots that
> > > > could
> > > > > > be classified as "missions" running
> > > > simultaneously). It was
> > > > > > always a big deal in our group when that
> > > > double-award came – it
> > > > was
> > > > > > so exciting because of its rarity.
> > > > > >
> > > > > > I think I developed this attitude from the
> > > > admonition in
> > > > [160]: "The
> > > > > > distribution of too many Experience Points to
> > > > the player
> > > > characters will
> > > > > > result in the characters becoming
> > > > disproportionately
> > > > powerful….This
> > > > > > short-term gain belies the long-term disservice
> > > > the GM and
> > > > > > players have done to themselves: the exploits of
> > > > the characters
> > > > will
> > > > > > have been cheapened by the ease which one can
> > > > become a mighty
> > > > hero or
> > > > > > wizard."
> > > > > >
> > > > > >
> > > > > >
> > > > > > I should temper this by saying that I would give
> > > > RP bonuses, and
> > > > as
> > > > > > sometimes I incorporated some considerable
> > > > game-calendar downtime
> > > > > > between sessions, I'd allow characters to use
> > > > their skills to earn
> > > > > > "side XP" as described in [160.4], so I'm not a
> > > > total
> > > > > > tyrant. :)
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > > --- In dq-rules@yahoogroups.com, Lev Lafayette
> > > > <lev_lafayette@>
> > > > > > wrote:
> > > > > > >
> > > > > > >
> > > > > > > --- darkislephil darkislephil@ wrote:
> > > > > > >
> > > > > > > > And technically the XP award isn't per
> > > > adventure but
> > > > > > > > per session:
> > > > > > > >
> > > > > > > > "[86.1] The GM should make one set of
> > > > Experience
> > > > > > > > Point awards for
> > > > > > > > every five hours of effective play during
> > > > one
> > > > > > > > session."
> > > > > > > >
> > > > > > > > So they would be getting more than 1200
> > > > every 2
> > > > > > > > weeks.
> > > > > > >
> > > > > > > Ahh yes, I'd forgotten about that. My bad.
> > > > > > >
> > > > > > > But it does raise the question - how is one
> > > > supposed
> > > > > > > to work out whether the party has succeeded
> > > > within the
> > > > > > > five hour timeframe?
> > > > > > >
> > > > > > >
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Group: DQ-RULES Message: 1069 From: Ran Hardin Date: 1/23/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
Additionally, the mook's defense is going to be lower. Even if he
has a shield, I would extend the Unranked weapon description to
include shields as well, so they're no help in game terms. Couple
that with unremarkable characteristics, and you have a low DEF
character, which means a greater chance for incapacitating hits.
(Well, okay, a slightly greater chance…)

I guess my unspoken point is that these mooks are/should be common
features of a DQ game. If there's only 1 heroic character for every
ten soldiers or brigands, that's a lot of mooks guarding lonely
outposts, traveling with caravans, protecting skinflint merchants,
attempting ambushes in filthy alleyways, etc. Do other GMs use non-
Heroic fighters?

--- In dq-rules@yahoogroups.com, Lev Lafayette <lev_lafayette@...>
wrote:
>
>
> Personally, I've found DQ to be a bit on the gritty
> side of the heroic-gritty scale. With a FAT of 20 and
> END 15 and confronted with a broadsword (d+4) it's
> going to take on average 4 blows to put generic hero
> down. A generic mook really isn't that different (END
> 10, FAT 18) isn't that different - although they won't
> be hitting back as often!
>
> --- Ran Hardin <dantalion64@...> wrote:
>
> >
> > There's been some discussion about the less heroic
> > nature of DQ
> > compared to other systems. I agree that DQ promotes
> > a heightened
> > awareness of the possible consequences of combat
> > (and therefore a
> > less blasé attitude about fighting), but I also feel
> > that the game
> > lends itself towards the satisfying (if not used to
> > excess)
> > experience of rapidly hacking down opponents in true
> > epic fantasy
> > style.
> >
> > The key to this comes from the notes to the
> > Encounter Table (I don't
> > think this is mentioned anywhere else in the book).
> > The notes for a
> > Merchant encounter give a definition of a Heroic
> > fighter: "a fighter
> > with exceptional characteristics and Rank with
> > weapons." The
> > various
> > notes typically give a 1:8 or 1:10 ratio of Heroic
> > fighters to other
> > fighters who must be, by comparison, "non-heroic"
> > fighters.
> > These un-
> > Heroic fighters have unexceptional characteristics,
> > and wield
> > Unranked weapons. In other words, they're mooks.
> >
> > Not only do these mooks get solely the basic BC of
> > the weapon they
> > use, it's quite possible they lack the stats to use
> > the weapon with
> > full potency, resulting in penalties. While mooks
> > can still hurt
> > you, the chances are low – especially if you play
> > the "Evade and
> > Riposte" game, which is one I'm quite fond of.
> > They'll also
> > have
> > less FT, EN, and WP, meaning they're easier to stun
> > and keep
> > stunned,
> > not to mention kill. Considering that mooks usually
> > have light armor
> > or no armor at all (YMMV depending on the setting),
> > it's usually a
> > quick bloodbath.
> >
> > Sometimes it's nice to buoy the confidence of your
> > group with an
> > epic
> > mook-tromping.
> >
> > Of course, it's easy to mistake a wandering
> > ex-samurai mendicant for
> > a mook… ;)
> >
> >
> >
>
>
>
>
>
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Group: DQ-RULES Message: 1070 From: Ran Hardin Date: 1/23/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
I noticed the article seemed to focus on later-period dueling
weapons. In other words, we're talking about rapiers and gentlemen's
swords, not battle axes and broadswords. It seems logical that a
long, thin piece of steel might go through you and not immediately
incapacitate you. There's plenty of spaces of non-essential stuff
inside you that can be pierced a few times, I suppose (not that it
would be fun or anything...). However, when a broad blade chops into
you, chances are something important's having its integrity
compromised in a serious way.

I think the DQ rules reflect this to a certain extent. Your chance
of inflicting a Class A Grievous Injury is only 20%, compared to
Class B's 49%. And for the most part, Class A weapons have a lower
BC and lower DM. In other words, you're going to have a slightly
harder time incapacitating someone with a light piercing weapon
rather than a broad chopping weapon (and crushing weapons fall
somewhere in between).


--- In dq-rules@yahoogroups.com, Lev Lafayette <lev_lafayette@...>
wrote:
>
>
> I've just be alerted to the following magnificant
> article on the amazing ability of humans to keep
> going, and going, and going.
>
> http://www.classicalfencing.com/articles/bloody.php
>
> Example:
>
> '... consider the duel between Lagarde and Bazanez.
> After the later received a rapier blow which bounced
> off his head, Bazanez is said to have received an
> unspecified number of thrusts which, according to the
> account, "entered" the body. Despite having lost a
> good deal of blood, he nevertheless managed to wrestle
> Lagarde to the ground, whereupon he proceeded to
> inflict some fourteen stab wounds with his dagger to
> an area extending from his opponent's neck to his
> navel. Lagarde meanwhile, entertained himself by
> biting off a portion of Bazanez's chin and, using the
> pommel of his weapon, ended the affair by fracturing
> Bazanez's skull. History concludes, saying that
> neither combatant managed to inflict any "serious"
> injury, and that both recovered from the ordeal.'
>
> --- Lev Lafayette <lev_lafayette@...> wrote:
>
> >
> > Personally, I've found DQ to be a bit on the gritty
> > side of the heroic-gritty scale. With a FAT of 20
> > and
> > END 15 and confronted with a broadsword (d+4) it's
> > going to take on average 4 blows to put generic hero
> > down. A generic mook really isn't that different
> > (END
> > 10, FAT 18) isn't that different - although they
> > won't
> > be hitting back as often!
> >
> > --- Ran Hardin <dantalion64@...> wrote:
> >
> > >
> > > There's been some discussion about the less heroic
> > > nature of DQ
> > > compared to other systems. I agree that DQ
> > promotes
> > > a heightened
> > > awareness of the possible consequences of combat
> > > (and therefore a
> > > less blasé attitude about fighting), but I also
> > feel
> > > that the game
> > > lends itself towards the satisfying (if not used
> > to
> > > excess)
> > > experience of rapidly hacking down opponents in
> > true
> > > epic fantasy
> > > style.
> > >
> > > The key to this comes from the notes to the
> > > Encounter Table (I don't
> > > think this is mentioned anywhere else in the
> > book).
> > > The notes for a
> > > Merchant encounter give a definition of a Heroic
> > > fighter: "a fighter
> > > with exceptional characteristics and Rank with
> > > weapons." The
> > > various
> > > notes typically give a 1:8 or 1:10 ratio of Heroic
> > > fighters to other
> > > fighters who must be, by comparison, "non-heroic"
> > > fighters.
> > > These un-
> > > Heroic fighters have unexceptional
> > characteristics,
> > > and wield
> > > Unranked weapons. In other words, they're mooks.
> > >
> > > Not only do these mooks get solely the basic BC of
> > > the weapon they
> > > use, it's quite possible they lack the stats to
> > use
> > > the weapon with
> > > full potency, resulting in penalties. While mooks
> > > can still hurt
> > > you, the chances are low – especially if you play
> > > the "Evade and
> > > Riposte" game, which is one I'm quite fond of.
> > > They'll also
> > > have
> > > less FT, EN, and WP, meaning they're easier to
> > stun
> > > and keep
> > > stunned,
> > > not to mention kill. Considering that mooks
> > usually
> > > have light armor
> > > or no armor at all (YMMV depending on the
> > setting),
> > > it's usually a
> > > quick bloodbath.
> > >
> > > Sometimes it's nice to buoy the confidence of your
> > > group with an
> > > epic
> > > mook-tromping.
> > >
> > > Of course, it's easy to mistake a wandering
> > > ex-samurai mendicant for
> > > a mook… ;)
> > >
> > >
> > >
> >
> >
> >
> >
> >
>
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Group: DQ-RULES Message: 1071 From: darkislephil Date: 1/23/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
--- In dq-rules@yahoogroups.com, "Ran Hardin" <dantalion64@...> wrote:
> I guess my unspoken point is that these mooks are/should be common
> features of a DQ game. If there's only 1 heroic character for every
> ten soldiers or brigands, that's a lot of mooks guarding lonely
> outposts, traveling with caravans, protecting skinflint merchants,
> attempting ambushes in filthy alleyways, etc.

I don't think you can make that assumption.

If an NPC is soldier or a guard then they will have had at least some
minimal amount of training in the use of their weapons. You can't be
ranked in a weapon unless you have the stats to use it ergo any NPC
you meet that has a job that requires martial skills is going to be
somewhere near a starting DQ players abilities.

Actually the problem is a disconnect between the multiple designers of
DQ. One designer decided that PCs represented the cream of the crop
and that their stats were 25-50% higher than the average person. Then
you had the combat designer who spec'ed all the weapons based on the
average heroic PC stat of 15.

Look at quarterstaff. Only takes an average persons strength but takes
an above average hero's dexterity to use it.

Spear/Pike should be the common weapons for relatively unskilled
militia. Only they can't actually use either of them. It takes a hero,
aka PC, to even get rank 0 in either of them. Takes a pretty darn good
PC to use Pike.

Now obviously trained soldiers will develop sufficient strength and
dexterity to gain rank with a weapon. The system doesn't actually work
for it because the raw recruits would have a PS & MD of 12 (or maybe
only 10) and to get PS & MD up high enough would take 4-1/2 years of
practice XP (15 xp/day * 7 day/week = 105 xp/wk. (5pts * 5000 xp/pt)
divided by 105 xp/wk = 238 weeks. 238 weeks divided by 52 wks/year =
4.58 yrs)

> Do other GMs use non-Heroic fighters?

Yeah they are called Mercenary ranked NPCs. :)

When it comes to NPCs that are basically cannon fodder I have always
assumed that any fatigue hit that does damage equal their endurance
incapacitates them and as does any endurance shot with some fudging
depending on how much it was.
Group: DQ-RULES Message: 1072 From: darkislephil Date: 1/23/2007
Subject: Re: Experience considerations
--- In dq-rules@yahoogroups.com, "Ran Hardin" <dantalion64@...> wrote:
> Again, there's a problem with the meaning of the word "adventure."
> What do you mean?
>
> Is an "adventure" a single session of play? I would never interrupt
> the dramatic flow of an adventure to hand out XP.
>
> If "adventure" means a consecutive series of sessions, then there's
> ample downtime between sessions, although the lack of elapsed time
> between session might preclude many expenditures of XP.

I don't think it is as challenging as you make it out to be.

First off, drop the flawed notion that an adventure can or should be
defined by number of sessions.

Now it isn't a problem.

An adventure is a series of related events (whether the relationship
between events is apparent to the players or not) in a narrative
structure for which insertion of an arbitrarily long time period in
between any two events would cause the narrative structure to be
broken. By broken I mean that some or even most of the remaining
events in the structure are caused to be discarded or to take place
without any further actions by the players. This adventure may take
place over as little as one session or over many sessions. An
adventure is concluded either when the narrative is broken in some
manner (probably resulting in a failed mission XP award) or the
narrative reaches a natural conclusion in which the insertion of an
extended training period by the players does not cause a disruption to
the overall storyline.

The rules instruct the GM to allocate XP per session [86.1] and then
to award the XP at the conclusion of the adventure [86.2].

Seems pretty straightforward actually.
Group: DQ-RULES Message: 1073 From: igmod@comcast.net Date: 1/23/2007
Subject: Re: Experience considerations
Why does this have to be defined?  Just go with what works for your group.
 
~Jeffery~
 
-------------- Original message --------------
From: "Ran Hardin" <dantalion64@excite.com>

>
> Again, there's a problem with the meaning of the word "adventure."
> What do you mean?
>
> Is an "adventure" a single session of play? I would never interrupt
> the dramatic flow of an adventure to hand out XP.
>
> If "adventure" means a consecutive series of sessions, then there's
> ample downtime between sessions, although the lack of elapsed time
> between session might preclude many expenditures of XP.
>
> As I stated before, my group usually has several projects, tasks or
> missions going on simultaneously, and sometimes considerable times
> elapses between the stages of these missions � ample time to train
> and etc.
>
>
> --- In dq-rules@yahoogroups.com, "St ephen Mcginn"
> wrote:
> >
> > I have to agree with Mornak on this one having played this game for
> 23 years
> > now, play continuity is invaluable, the thrill of the adventure
> should never
> > be interupted by the number crunching of experience points reward
> and
> > distribution. This should be left after a session or between, as we
> all know
> > getting people together to play at the same time can be at times
> > frustrating, so it should be used to enjoy the adventure.
> >
> > Stephen (London)
> >
> >
> > >From: Mornak
> > >Reply-To: dq-rules@yahoogroups.com
> > >To: dq-rules@yahoogroups.com
> > >Subject: Re: [dq-rules] Re: Experience considerations
> > >Date: Wed, 17 Jan 2007 09:59:22 -0300
> > >
> > >In my g roup I always give XP only at the end of the adventure
> > >I`ve never let anybody to spend any XP during the adventure. that's
> > >why interadventure time exists
> > >
> > >On 1/16/07, Lev Lafayette wrote:
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > > The only problem (indeed, imposssibility) is
> > > > determining whether they've succeeded in the adventure
> > > > *prior* to the conclusion of the adventure.
> > > >
> > > > The only way around that I can see is giving bonus XP
> > > > at the *end* of the adventure as a bonus if, and only
> > > > if, the mission succeeds.
> > > >
> > > >
> > > > --- Ran Hardin wrote:
> > > >
> > > > > Oh, man. My bad. I thoroughly misread your post.
> > > > >
> > > > > Is there anyone else who gives out XP only at the
> > > > > conclusion of an
> > > > > adventure? I think my old group would kill me if I
> > > > > tried that :)
> > > > >
> > > > > --- In dq-rules@yahoogroups.com, "darkislephil"
> > > > >
> > > > > wrote:
> > > > > >
> > > > > > Doesn't really sound like you are interpreting
> > > > > things all that
> > > > > > differently from the way I do it. For example, in
> > > > > an adventure that
> > > > > > lasted six sessions earlier this year, these are
> > > > > the base awards I > > > > > > handed out for each session:
> > > > > >
> > > > > > 600, 750, 750, 600, 900 and 1200
> > > > > >
> > > > > > The amount depended on how much progress the group
> > > > > made towards the
> > > > > > end of the adventure. I mostly give the full award
> > > > > at the completion
> > > > > > of the adventure but have on occasion also given
> > > > > it out for a
> > > > > > significant mid-point session. I don't give out XP
> > > > > each session. It
> > > > > is
> > > > > > all awarded at the conclusion of the adventure.
> > > > > >
> > > > > > Phil
> > > > > >
> > > > > >
> > > > &g t; > --- In dq-rules@yahoogroups.com, "Ran Hardin"
> > > > > wrote:
> > > > > > >
> > > > > > >
> > > > > > > Wow! I think I would be considered an absolute
> > > > > miser of a GM
> > > > > compared
> > > > > > > to some others. I interpret the experience
> > > > > rewards rules
> > > > > differently
> > > > > > > (all references are to the open source version):
> > > > > > >
> > > > > > > [160.1] says, in part "The totals listed in
> > > > > rule 160.2 are also
> > > > > > > intended as guides for awards given during an
> > > > > unfinished
> > > > > adventure"
> > > > > > > (my emphasis).
> > > > > > >
> > > > > > > [160.2] says "The base Experience Point award
> > > > > for a character at
> > > > > the
> > > > > > > conclusion of an adventure depends upon the
> > > > > character's
> > > > > proficiency
> > > > > > > and the success or failure of the common
> > > > > mission�. The base award
> > > > > > > for a character is doubled if the mission of his
> > > > > party succeeds"
> > > > > > > (again, my emphasis).
> > > > > > >
> > > > > > > So the real question is "What is a mission?" (or
> > > > > "What is an
> > > > > > > adventure?" since the two terms are used
> > > > > somewhat interchangeably
> > > > > in
> > > > > > > [160].) To my mind, a "mission" is a
> > > > > significant achievement.
> > > > > > > It's not just a question of whether the party
> > > > > has
> > > > > > > "succeeded" in some way during each five-hour
> > > > > session. There
> > > > > > > should be some sort of definite plot or mission
> > > > > at hand the
> > > > > players are
> > > > > > > trying to fulfill, and something more
> > > > > substantial than an episode
> > > > > of
> > > > > > > KTGP (my group's slang for "Kill the monsters,
> > > > > Take their
> > > > > treasure, Go
> > > > > > > back to town, and have a Party"). To me, the
> > > > > process of
> > > > > discovering,
> > > > > > > pursuing, and succeeding in a mission would
> > > > > usually not be
> > > > > contained in
> > > > > > > one or two five-hour sessions.
> > > > > > >
> > > > > > > As a rough guess, I would say I only have given
> > > > > the Successful
> > > > > Mission
> > > > > > > double-award once every six sessions or so.
> > > > > Sometimes it would
> > > > > be more
> > > > > > > often, but this was only when the conclusion of
> > > > > different plot
> > > > > lines
> > > > > > > coincided somewhat closely (usually there were
> > > > > several plots that
> > > > > could
> > > > > > > be classified as "missions" running
> > > > > simultaneously). It was
> > > > > > > always a big deal in our group when that
> > > > > double-award came � it
> > > > > was
> > > > > > > so exciting because of its rarity.
> > > > > > >
> > > > > > > I think I developed this attitude from the
> > > > > admonition in
> > > > > [160]: "The
> > > > > > > distribution of too many Experience Points to
> > > > > the player
> > > > > characters will
> > > > > > > result in the characters becoming
> > > > > disproportionately
> > > > > powerful�.This
> > > > > > > short-term gai n belies the long-term disservice
> > > > > the GM and
> > > > > > > players have done to themselves: the exploits of
> > > > > the characters
> > > > > will
> > > > > > > have been cheapened by the ease which one can
> > > > > become a mighty
> > > > > hero or
> > > > > > > wizard."
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > > I should temper this by saying that I would give
> > > > > RP bonuses, and
> > > > > as
> > > > > > > sometimes I incorporated some considerable
> > > > > game-calendar downtime
> > > > > > > between sessions, I'd allow characters to use
> > > > > their skill s to earn
> > > > > > > "side XP" as described in [160.4], so I'm not a
> > > > > total
> > > > > > > tyrant. :)
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > > --- In dq-rules@yahoogroups.com, Lev Lafayette
> > > > >
> > > > > > > wrote:
> > > > > > > >
> > > > > > > >
> > > > > > > > --- darkislephil darkislephil@ wrote:
> > > > > > > >
> > > > > > > > > And technically the XP award isn't per
> > > > > adventure but
> > > > > > > > > per session:
> > > > > > > > >
> > > > > > > > > "[86.1] The GM should make one set of
> > > > > Experience
> > > > > > > > > Point awards for
> > > > > > > > > every five hours of effective play during
> > > > > one
> > > > > > > > > session."
> > > > > > > > >
> > > > > > > > > So they would be getting more than 1200
> > > > > every 2
> > > > > > > > > weeks.
> > > > > > > >
> > > > > > > > Ahh yes, I'd forgotten about that. My bad.
> > > > > > > >
> > > > > > > > But it does raise the question - how is one
> > > > > supposed
> > > > > > > > to work out whether the party has succeeded
> > > > > within the
> > > > > > > > five hour timeframe?
> > > > > > > >
> > > > > > > >
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Group: DQ-RULES Message: 1074 From: igmod@comcast.net Date: 1/23/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
Yes.  However I also sometimes throw various types of elite guards at them.
 
~Jeffery~
 
-------------- Original message --------------
From: "Ran Hardin" <dantalion64@excite.com>

> Additionally, the mook's defense is going to be lower. Even if he
> has a shield, I would extend the Unranked weapon description to
> include shields as well, so they're no help in game terms. Couple
> that with unremarkable characteristics, and you have a low DEF
> character, which means a greater chance for incapacitating hits.
> (Well, okay, a slightly greater chance�)
>
> I guess my unspoken point is that these mooks are/should be common
> features of a DQ game. If there's only 1 heroic character for every
> ten soldiers or brigands, that's a lot of mooks guarding lonely
> outposts, traveling with caravans, protecting skinflint merchants,
> attempting ambushes in filthy alleyways, etc. Do other GMs use n on-
> Heroic fighters?
>
> --- In dq-rules@yahoogroups.com, Lev Lafayette
> wrote:
> >
> >
> > Personally, I've found DQ to be a bit on the gritty
> > side of the heroic-gritty scale. With a FAT of 20 and
> > END 15 and confronted with a broadsword (d+4) it's
> > going to take on average 4 blows to put generic hero
> > down. A generic mook really isn't that different (END
> > 10, FAT 18) isn't that different - although they won't
> > be hitting back as often!
> >
> > --- Ran Hardin wrote:
> >
> > >
> > > There's been some discussion about the less heroic
> > > nature of DQ
> > > compared to other systems. I agree that DQ promotes
> > > a heightened
> > > awareness of the possible consequences of combat
> > > (an d therefore a
> > > less blas� attitude about fighting), but I also feel
> > > that the game
> > > lends itself towards the satisfying (if not used to
> > > excess)
> > > experience of rapidly hacking down opponents in true
> > > epic fantasy
> > > style.
> > >
> > > The key to this comes from the notes to the
> > > Encounter Table (I don't
> > > think this is mentioned anywhere else in the book).
> > > The notes for a
> > > Merchant encounter give a definition of a Heroic
> > > fighter: "a fighter
> > > with exceptional characteristics and Rank with
> > > weapons." The
> > > various
> > > notes typically give a 1:8 or 1:10 ratio of Heroic
> > > fighters to other
> > > fighters who must be, by comparison, "non-heroic"
> > > fighters.
> > > These un-
> > > Heroic fighters have unexceptional characteristics,
> > > and wield
> > > Unranked weapons. In other words, they're mooks.
> > >
> > > Not only do these mooks get solely the basic BC of
> > > the weapon they
> > > use, it's quite possible they lack the stats to use
> > > the weapon with
> > > full potency, resulting in penalties. While mooks
> > > can still hurt
> > > you, the chances are low � especially if you play
> > > the "Evade and
> > > Riposte" game, which is one I'm quite fond of.
> > > They'll also
> > > have
> > > less FT, EN, and WP, meaning they're easier to stun
> > > and keep
> > > stunned,
> > > not to mention kill. Considering that mooks usually
> > > hav e light armor
> > > or no armor at all (YMMV depending on the setting),
> > > it's usually a
> > > quick bloodbath.
> > >
> > > Sometimes it's nice to buoy the confidence of your
> > > group with an
> > > epic
> > > mook-tromping.
> > >
> > > Of course, it's easy to mistake a wandering
> > > ex-samurai mendicant for
> > > a mook� ;)
> > >
> > >
> > >
> >
> >
> >
> >
> >
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Group: DQ-RULES Message: 1075 From: Ran Hardin Date: 1/24/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths

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

>  

> --- In dq-rules@yahoogroups.com, "Ran Hardin" <dantalion64@> wrote:

> > I guess my unspoken point is that these mooks are/should be common

> > features of a DQ game.  If there's only 1 heroic character for every

> > ten soldiers or brigands, that's a lot of mooks guarding lonely

> > outposts, traveling with caravans, protecting skinflint merchants,

> > attempting ambushes in filthy alleyways, etc.

>

> I don't think you can make that assumption.

>

> If an NPC is soldier or a guard then they will have had at least some

> minimal amount of training in the use of their weapons. You can't be

> ranked in a weapon unless you have the stats to use it ergo any NPC

> you meet that has a job that requires martial skills is going to be

> somewhere near a starting DQ players abilities.

>

> Actually the problem is a disconnect between the multiple designers of

> DQ. One designer decided that PCs represented the cream of the crop

> and that their stats were 25-50% higher than the average person. Then

> you had the combat designer who spec'ed all the weapons based on the

> average heroic PC stat of 15.

 

I hear that!  My group definitely falls in the "PCs are the cream of the crop" category, so my commentary is always colored by that outlook. 

 

I differentiate between "basic weapon training" and weapon Rank.  To me, Rank represents outstanding ability.  The basic training received by a soldier is of little effect compared to the skills of the Heroic fighter.

 

[…]

 

> > Do other GMs use non-Heroic fighters?

>

> Yeah they are called Mercenary ranked NPCs.  :)

>

> When it comes to NPCs that are basically cannon fodder I have always

> assumed that any fatigue hit that does damage equal their endurance

> incapacitates them and as does any endurance shot with some fudging

> depending on how much it was.

>  

That's a great rule, not unlike the minion rules in Mutants and Masterminds.  That would create true mooks in my game – thanks for sharing it.

Group: DQ-RULES Message: 1076 From: Ran Hardin Date: 1/24/2007
Subject: Re: Experience considerations


--- In dq-rules@yahoogroups.com, "darkislephil" <darkislephil@...> wrote:
>
> --- In dq-rules@yahoogroups.com, "Ran Hardin" dantalion64@ wrote:
> > Again, there's a problem with the meaning of the word "adventure."
> > What do you mean?
> >
> > Is an "adventure" a single session of play? I would never interrupt
> > the dramatic flow of an adventure to hand out XP.
> >
> > If "adventure" means a consecutive series of sessions, then there's
> > ample downtime between sessions, although the lack of elapsed time
> > between session might preclude many expenditures of XP.
>
> I don't think it is as challenging as you make it out to be.
>
> First off, drop the flawed notion that an adventure can or should be
> defined by number of sessions.
>
> Now it isn't a problem.

Not sure what you're getting from what I asked.  I was putting out some possible interpretations  of how Mornak was using the word "adventure" (and his use of the word could possibly be far different from yours).  I don't ascribe to either interpretation I gave, I was trying to discern what Mornak's interpretation was.

> An adventure is a series of related events (whether the relationship
> between events is apparent to the players or not) in a narrative
> structure for which insertion of an arbitrarily long time period in
> between any two events would cause the narrative structure to be
> broken. By broken I mean that some or even most of the remaining
> events in the structure are caused to be discarded or to take place
> without any further actions by the players. This adventure may take
> place over as little as one session or over many sessions. An
> adventure is concluded either when the narrative is broken in some
> manner (probably resulting in a failed mission XP award) or the
> narrative reaches a natural conclusion in which the insertion of an
> extended training period by the players does not cause a disruption to
> the overall storyline.

I have to disagree here, although ultimately this is purely a matter of  taste and interpretation.  Your definition implies that there is a rigid, predetermined storyline that apparently exists in the same form unless the players do something to "break" it.  I use a rough haze of potential places a story could go depending on the decisions of the players' characters.  If my players decided that they wanted their characters to take some time to train, I wouldn't consider their decision the conclusion of an adventure, or even a break in the narrative.  I'd just adjust the storyline and move on.  There's still ample role-playing opportunities that can occur during training, just no time for substantial actions.  For example, bantering with a fencing master can lead to an interesting tidbit of information becoming known that is important once the characters have finished their training and are focusing on other matters.
>
> The rules instruct the GM to allocate XP per session [86.1] and then
> to award the XP at the conclusion of the adventure [86.2].
>
> Seems pretty straightforward actually.

To you, maybe, but judging from previous discussion, I'd say it's not at all straightforward. 

The only copy of the rules I have access to right now is the open source version.  What I am assuming are the equivalent rules, [160.1] and [160.2], both use the word "awards," which I think is commonly interpreted as "give to [someone]." 

A particularly interesting line from [160.1]:  "The totals listed in rule 160.2 are also intended as guides for awards given during an unfinished adventure" (emphasis mine).  This seems to strongly imply that XP are in fact given out during an adventure.

What I don't know if the text from the open source in this matter mirrors the text from the published versions, and I don't have access to my copies at this moment.

Can someone help?



Group: DQ-RULES Message: 1077 From: Ran Hardin Date: 1/24/2007
Subject: Re: Heroic vs. non-Heroic fighters and epic bloodbaths
That's how I often play it. Kind of like how Napoleon (among others,
I know, but Napoleon always comes to mind for some reason) would take
the biggest and baddest soldiers out of the rank and file to form the
Imperial Guard. These guys are the ones with the potential to be
Heroic.


--- In dq-rules@yahoogroups.com, igmod@... wrote:
>
> Yes. However I also sometimes throw various types of elite guards
at them.
>
> ~Jeffery~
>
> -------------- Original message --------------
> From: "Ran Hardin" <dantalion64@...>
>
> > Additionally, the mook's defense is going to be lower. Even if he
> > has a shield, I would extend the Unranked weapon description to
> > include shields as well, so they're no help in game terms. Couple
> > that with unremarkable characteristics, and you have a low DEF
> > character, which means a greater chance for incapacitating hits.
> > (Well, okay, a slightly greater chance…)
> >
> > I guess my unspoken point is that these mooks are/should be
common
> > features of a DQ game. If there's only 1 heroic character for
every
> > ten soldiers or brigands, that's a lot of mooks guarding lonely
> > outposts, traveling with caravans, protecting skinflint
merchants,
> > attempting ambushes in filthy alleyways, etc. Do other GMs use
non-
> > Heroic fighters?
> >
> > --- In dq-rules@yahoogroups.com, Lev Lafayette
> > wrote:
> > >
> > >
> > > Personally, I've found DQ to be a bit on the gritty
> > > side of the heroic-gritty scale. With a FAT of 20 and
> > > END 15 and confronted with a broadsword (d+4) it's
> > > going to take on average 4 blows to put generic hero
> > > down. A generic mook really isn't that different (END
> > > 10, FAT 18) isn't that different - although they won't
> > > be hitting back as often!
> > >
> > > --- Ran Hardin wrote:
> > >
> > > >
> > > > There's been some discussion about the less heroic
> > > > nature of DQ
> > > > compared to other systems. I agree that DQ promotes
> > > > a heightened
> > > > awareness of the possible consequences of combat
> > > > (and therefore a
> > > > less blasé attitude about fighting), but I also feel
> > > > that the game
> > > > lends itself towards the satisfying (if not used to
> > > > excess)
> > > > experience of rapidly hacking down opponents in true
> > > > epic fantasy
> > > > style.
> > > >
> > > > The key to this comes from the notes to the
> > > > Encounter Table (I don't
> > > > think this is mentioned anywhere else in the book).
> > > > The notes for a
> > > > Merchant encounter give a definition of a Heroic
> > > > fighter: "a fighter
> > > > with exceptional characteristics and Rank with
> > > > weapons." The
> > > > various
> > > > notes typically give a 1:8 or 1:10 ratio of Heroic
> > > > fighters to other
> > > > fighters who must be, by comparison, "non-heroic"
> > > > fighters.
> > > > These un-
> > > > Heroic fighters have unexceptional characteristics,
> > > > and wield
> > > > Unranked weapons. In other words, they're mooks.
> > > >
> > > > Not only do these mooks get solely the basic BC of
> > > > the weapon they
> > > > use, it's quite possible they lack the stats to use
> > > > the weapon with
> > > > full potency, resulting in penalties. While mooks
> > > > can still hurt
> > > > you, the chances are low – especially if you play
> > > > the "Evade and
> > > > Riposte" game, which is one I'm quite fond of.
> > > > They'll also
> > > > have
> > > > less FT, EN, and WP, meaning they're easier to stun
> > > > and keep
> > > > stunned,
> > > > not to mention kill. Considering that mooks usually
> > > > have light armor
> > > > or no armor at all (YMMV depending on the setting),
> > > > it's usually a
> > > > quick bloodbath.
> > > >
> > > > Sometimes it's nice to buoy the confidence of your
> > > > group with an
> > > > epic
> > > > mook-tromping.
> > > >
> > > > Of course, it's easy to mistake a wandering
> > > > ex-samurai mendicant for
> > > > a mook… ;)
> > > >
> > > >
> > > >
> > >
> > >
> > >
> > >
> > >
> >
______________________________________________________________________

> > ______________
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> >
> >
> >
> >
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> > To Unsubscribe, send a blank message to: dq-rules-unsubscribe@...
> > Yahoo! Groups Links
> >
> >
> >
>
Group: DQ-RULES Message: 1078 From: Ran Hardin Date: 1/24/2007
Subject: Re: Experience considerations
It doesn't have to be defined in the general sense. But I didn't
understand what Mornak was saying, because there are so many
different interpretations of the word. I was asking Mornak what his
interpretation was.

--- In dq-rules@yahoogroups.com, igmod@... wrote:
>
> Why does this have to be defined? Just go with what works for your
group.
>
> ~Jeffery~
>
> -------------- Original message --------------
> From: "Ran Hardin" <dantalion64@...>
>
> >
> > Again, there's a problem with the meaning of the
word "adventure."
> > What do you mean?
> >
> > Is an "adventure" a single session of play? I would never
interrupt
> > the dramatic flow of an adventure to hand out XP.
> >
> > If "adventure" means a consecutive series of sessions, then
there's
> > ample downtime between sessions, although the lack of elapsed
time
> > between session might preclude many expenditures of XP.
> >
> > As I stated before, my group usually has several projects, tasks
or
> > missions going on simultaneously, and sometimes considerable
times
> > elapses between the stages of these missions – ample time to
train
> > and etc.
> >
> >
> > --- In dq-rules@yahoogroups.com, "Stephen Mcginn"
> > wrote:
> > >
> > > I have to agree with Mornak on this one having played this game
for
> > 23 years
> > > now, play continuity is invaluable, the thrill of the adventure
> > should never
> > > be interupted by the number crunching of experience points
reward
> > and
> > > distribution. This should be left after a session or between,
as we
> > all know
> > > getting people together to play at the same time can be at
times
> > > frustrating, so it should be used to enjoy the adventure.
> > >
> > > Stephen (London)
> > >
> > >
> > > >From: Mornak
> > > >Reply-To: dq-rules@yahoogroups.com
> > > >To: dq-rules@yahoogroups.com
> > > >Subject: Re: [dq-rules] Re: Experience considerations
> > > >Date: Wed, 17 Jan 2007 09:59:22 -0300
> > > >
> > > >In my group I always give XP only at the end of the adventure
> > > >I`ve never let anybody to spend any XP during the adventure.
that's
> > > >why interadventure time exists
> > > >
> > > >On 1/16/07, Lev Lafayette wrote:
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > > The only problem (indeed, imposssibility) is
> > > > > determining whether they've succeeded in the adventure
> > > > > *prior* to the conclusion of the adventure.
> > > > >
> > > > > The only way around that I can see is giving bonus XP
> > > > > at the *end* of the adventure as a bonus if, and only
> > > > > if, the mission succeeds.
> > > > >
> > > > >
> > > > > --- Ran Hardin wrote:
> > > > >
> > > > > > Oh, man. My bad. I thoroughly misread your post.
> > > > > >
> > > > > > Is there anyone else who gives out XP only at the
> > > > > > conclusion of an
> > > > > > adventure? I think my old group would kill me if I
> > > > > > tried that :)
> > > > > >
> > > > > > --- In dq-rules@yahoogroups.com, "darkislephil"
> > > > > >
> > > > > > wrote:
> > > > > > >
> > > > > > > Doesn't really sound like you are interpreting
> > > > > > things all that
> > > > > > > differently from the way I do it. For example, in
> > > > > > an adventure that
> > > > > > > lasted six sessions earlier this year, these are
> > > > > > the base awards I
> > > > > > > handed out for each session:
> > > > > > >
> > > > > > > 600, 750, 750, 600, 900 and 1200
> > > > > > >
> > > > > > > The amount depended on how much progress the group
> > > > > > made towards the
> > > > > > > end of the adventure. I mostly give the full award
> > > > > > at the completion
> > > > > > > of the adventure but have on occasion also given
> > > > > > it out for a
> > > > > > > significant mid-point session. I don't give out XP
> > > > > > each session. It
> > > > > > is
> > > > > > > all awarded at the conclusion of the adventure.
> > > > > > >
> > > > > > > Phil
> > > > > > >
> > > > > > >
> > > > > > > --- In dq-rules@yahoogroups.com, "Ran Hardin"
> > > > > > wrote:
> > > > > > > >
> > > > > > > >
> > > > > > > > Wow! I think I would be considered an absolute
> > > > > > miser of a GM
> > > > > > compared
> > > > > > > > to some others. I interpret the experience
> > > > > > rewards rules
> > > > > > differently
> > > > > > > > (all references are to the open source version):
> > > > > > > >
> > > > > > > > [160.1] says, in part "The totals listed in
> > > > > > rule 160.2 are also
> > > > > > > > intended as guides for awards given during an
> > > > > > unfinished
> > > > > > adventure"
> > > > > > > > (my emphasis).
> > > > > > > >
> > > > > > > > [160.2] says "The base Experience Point award
> > > > > > for a character at
> > > > > > the
> > > > > > > > conclusion of an adventure depends upon the
> > > > > > character's
> > > > > > proficiency
> > > > > > > > and the success or failure of the common
> > > > > > mission…. The base award
> > > > > > > > for a character is doubled if the mission of his
> > > > > > party succeeds"
> > > > > > > > (again, my emphasis).
> > > > > > > >
> > > > > > > > So the real question is "What is a mission?" (or
> > > > > > "What is an
> > > > > > > > adventure?" since the two terms are used
> > > > > > somewhat interchangeably
> > > > > > in
> > > > > > > > [160].) To my mind, a "mission" is a
> > > > > > significant achievement.
> > > > > > > > It's not just a question of whether the party
> > > > > > has
> > > > > > > > "succeeded" in some way during each five-hour
> > > > > > session. There
> > > > > > > > should be some sort of definite plot or mission
> > > > > > at hand the
> > > > > > players are
> > > > > > > > trying to fulfill, and something more
> > > > > > substantial than an episode
> > > > > > of
> > > > > > > > KTGP (my group's slang for "Kill the monsters,
> > > > > > Take their
> > > > > > treasure, Go
> > > > > > > > back to town, and have a Party"). To me, the
> > > > > > process of
> > > > > > discovering,
> > > > > > > > pursuing, and succeeding in a mission would
> > > > > > usually not be
> > > > > > contained in
> > > > > > > > one or two five-hour sessions.
> > > > > > > >
> > > > > > > > As a rough guess, I would say I only have given
> > > > > > the Successful
> > > > > > Mission
> > > > > > > > double-award once every six sessions or so.
> > > > > > Sometimes it would
> > > > > > be more
> > > > > > > > often, but this was only when the conclusion of
> > > > > > different plot
> > > > > > lines
> > > > > > > > coincided somewhat closely (usually there were
> > > > > > several plots that
> > > > > > could
> > > > > > > > be classified as "missions" running
> > > > > > simultaneously). It was
> > > > > > > > always a big deal in our group when that
> > > > > > double-award came – it
> > > > > > was
> > > > > > > > so exciting because of its rarity.
> > > > > > > >
> > > > > > > > I think I developed this attitude from the
> > > > > > admonition in
> > > > > > [160]: "The
> > > > > > > > distribution of too many Experience Points to
> > > > > > the player
> > > > > > characters will
> > > > > > > > result in the characters becoming
> > > > > > disproportionately
> > > > > > powerful….This
> > > > > > > > short-term gain belies the long-term disservice
> > > > > > the GM and
> > > > > > > > players have done to themselves: the exploits of
> > > > > > the characters
> > > > > > will
> > > > > > > > have been cheapened by the ease which one can
> > > > > > become a mighty
> > > > > > hero or
> > > > > > > > wizard."
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > > I should temper this by saying that I would give
> > > > > > RP bonuses, and
> > > > > > as
> > > > > > > > sometimes I incorporated some considerable
> > > > > > game-calendar downtime
> > > > > > > > between sessions, I'd allow characters to use
> > > > > > their skills to earn
> > > > > > > > "side XP" as described in [160.4], so I'm not a
> > > > > > total
> > > > > > > > tyrant. :)
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > > --- In dq-rules@yahoogroups.com, Lev Lafayette
> > > > > >
> > > > > > > > wrote:
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > --- darkislephil darkislephil@ wrote:
> > > > > > > > >
> > > > > > > > > > And technically the XP award isn't per
> > > > > > adventure but
> > > > > > > > > > per session:
> > > > > > > > > >
> > > > > > > > > > "[86.1] The GM should make one set of
> > > > > > Experience
> > > > > > > > > > Point awards for
> > > > > > > > > > every five hours of effective play during
> > > > > > one
> > > > > > > > > > session."
> > > > > > > > > >
> > > > > > > > > > So they would be getting more than 1200
> > > > > > every 2
> > > > > > > > > > weeks.
> > > > > > > > >
> > > > > > > > > Ahh yes, I'd forgotten about that. My bad.
> > > > > > > > >
> > > > > > > > > But it does raise the question - how is one
> > > > > > supposed
> > > > > > > > > to work out whether the party has succeeded
> > > > > > within the
> > > > > > > > > five hour timeframe?
> > > > > > > > >
> > > > > > > > >
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Group: DQ-RULES Message: 1079 From: Mornak Date: 1/24/2007
Subject: Re: Experience considerations
Hello everyone

First of all, my interpretation of "adventure" is a number of sessions related with a common plot.

Thought somebody could find usefull, interesting and/or appropiate to give XP in the middle of an adventure, I am reluctant to do it because a player (a power-gammer one) would try to create the situation to receive XP (and increase rapidly his PC)

I usually play adventures in wich only one thing is happening. Maybe 2 or 3 could be happening at the same time, but there are related to each other. I would love to play an adventure or a campaing like the ones that Ran plays, where the player actually can choose what to do! :)

As a player (but I am also a game director or master) I understand that it is very dificult and arduous to prepare an adventure with many possible path (because there will use only 1... too much effort gasted!).
When I am a master, I prepare a good hook, one or two main ways to solve the mission, add a few interesting NPCs to meet (besides "the bad guys") and leave the end open.
OK, I admit it, I am lazy

I hope I've been clear.

Mornak

PD: I was affraid you couldn't understandme because my lousy english. I am a Spanish speaker :D

On 1/24/07, Ran Hardin < dantalion64@excite.com> wrote:


It doesn't have to be defined in the general sense. But I didn't
understand what Mornak was saying, because there are so many
different interpretations of the word. I was asking Mornak what his
interpretation was.

--- In dq-rules@yahoogroups.com, igmod@... wrote:
>
> Why does this have to be defined? Just go with what works for your
group.
>
> ~Jeffery~
>
> -------------- Original message --------------
> From: "Ran Hardin" <dantalion64@...>
>
> >
> > Again, there's a problem with the meaning of the
word "adventure."
> > What do you mean?
> >
> > Is an "adventure" a single session of play? I would never
interrupt
> > the dramatic flow of an adventure to hand out XP.
> >
> > If "adventure" means a consecutive series of sessions, then
there's
> > ample downtime between sessions, although the lack of elapsed
time
> > between session might preclude many expenditures of XP.
> >
> > As I stated before, my group usually has several projects, tasks
or
> > missions going on simultaneously, and sometimes considerable
times
> > elapses between the stages of these missions – ample time to
train
> > and etc.
> >
> >
> > --- In dq-rules@yahoogroups.com, "Stephen Mcginn"
> > wrote:
> > >
> > > I have to agree with Mornak on this one having played this game
for
> > 23 years
> > > now, play continuity is invaluable, the thrill of the adventure
> > should never
> > > be interupted by the number crunching of experience points
reward
> > and
> > > distribution. This should be left after a session or between,
as we
> > all know
> > > getting people together to play at the same time can be at
times
> > > frustrating, so it should be used to enjoy the adventure.
> > >
> > > Stephen (London)
> > >
> > >
> > > >From: Mornak
> > > >Reply-To: dq-rules@yahoogroups.com
> > > >To: dq-rules@yahoogroups.com
> > > >Subject: Re: [dq-rules] Re: Experience considerations
> > > >Date: Wed, 17 Jan 2007 09:59:22 -0300
> > > >
> > > >In my group I always give XP only at the end of the adventure


> > > >I`ve never let anybody to spend any XP during the adventure.
that's
> > > >why interadventure time exists
> > > >
> > > >On 1/16/07, Lev Lafayette wrote:
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > > The only problem (indeed, imposssibility) is
> > > > > determining whether they've succeeded in the adventure
> > > > > *prior* to the conclusion of the adventure.
> > > > >
> > > > > The only way around that I can see is giving bonus XP
> > > > > at the *end* of the adventure as a bonus if, and only
> > > > > if, the mission succeeds.
> > > > >
> > > > >
> > > > > --- Ran Hardin wrote:
> > > > >
> > > > > > Oh, man. My bad. I thoroughly misread your post.
> > > > > >
> > > > > > Is there anyone else who gives out XP only at the
> > > > > > conclusion of an
> > > > > > adventure? I think my old group would kill me if I
> > > > > > tried that :)
> > > > > >
> > > > > > --- In dq-rules@yahoogroups.com, "darkislephil"
> > > > > >
> > > > > > wrote:
> > > > > > >
> > > > > > > Doesn't really sound like you are interpreting
> > > > > > things all that
> > > > > > > differently from the way I do it. For example, in
> > > > > > an adventure that
> > > > > > > lasted six sessions earlier this year, these are
> > > > > > the base awards I
> > > > > > > handed out for each session:
> > > > > > >
> > > > > > > 600, 750, 750, 600, 900 and 1200
> > > > > > >
> > > > > > > The amount depended on how much progress the group
> > > > > > made towards the
> > > > > > > end of the adventure. I mostly give the full award
> > > > > > at the completion
> > > > > > > of the adventure but have on occasion also given
> > > > > > it out for a
> > > > > > > significant mid-point session. I don't give out XP
> > > > > > each session. It
> > > > > > is
> > > > > > > all awarded at the conclusion of the adventure.
> > > > > > >
> > > > > > > Phil
> > > > > > >
> > > > > > >
> > > > > > > --- In dq-rules@yahoogroups.com, "Ran Hardin"
> > > > > > wrote:
> > > > > > > >
> > > > > > > >
> > > > > > > > Wow! I think I would be considered an absolute
> > > > > > miser of a GM
> > > > > > compared
> > > > > > > > to some others. I interpret the experience
> > > > > > rewards rules
> > > > > > differently
> > > > > > > > (all references are to the open source version):
> > > > > > > >
> > > > > > > > [160.1] says, in part "The totals listed in
> > > > > > rule 160.2 are also
> > > > > > > > intended as guides for awards given during an
> > > > > > unfinished
> > > > > > adventure"
> > > > > > > > (my emphasis).
> > > > > > > >
> > > > > > > > [160.2] says "The base Experience Point award
> > > > > > for a character at
> > > > > > the
> > > > > > > > conclusion of an adventure depends upon the
> > > > > > character's
> > > > > > proficiency
> > > > > > > > and the success or failure of the common
> > > > > > mission…. The base award
> > > > > > > > for a character is doubled if the mission of his
> > > > > > party succeeds"
> > > > > > > > (again, my emphasis).
> > > > > > > >
> > > > > > > > So the real question is "What is a mission?" (or
> > > > > > "What is an
> > > > > > > > adventure?" since the two terms are used
> > > > > > somewhat interchangeably
> > > > > > in
> > > > > > > > [160].) To my mind, a "mission" is a
> > > > > > significant achievement.
> > > > > > > > It's not just a question of whether the party
> > > > > > has
> > > > > > > > "succeeded" in some way during each five-hour
> > > > > > session. There
> > > > > > > > should be some sort of definite plot or mission
> > > > > > at hand the
> > > > > > players are
> > > > > > > > trying to fulfill, and something more
> > > > > > substantial than an episode
> > > > > > of
> > > > > > > > KTGP (my group's slang for "Kill the monsters,
> > > > > > Take their
> > > > > > treasure, Go
> > > > > > > > back to town, and have a Party"). To me, the
> > > > > > process of
> > > > > > discovering,
> > > > > > > > pursuing, and succeeding in a mission would
> > > > > > usually not be
> > > > > > contained in
> > > > > > > > one or two five-hour sessions.
> > > > > > > >
> > > > > > > > As a rough guess, I would say I only have given
> > > > > > the Successful
> > > > > > Mission
> > > > > > > > double-award once every six sessions or so.
> > > > > > Sometimes it would
> > > > > > be more
> > > > > > > > often, but this was only when the conclusion of
> > > > > > different plot
> > > > > > lines
> > > > > > > > coincided somewhat closely (usually there were
> > > > > > several plots that
> > > > > > could
> > > > > > > > be classified as "missions" running
> > > > > > simultaneously). It was
> > > > > > > > always a big deal in our group when that
> > > > > > double-award came – it
> > > > > > was
> > > > > > > > so exciting because of its rarity.
> > > > > > > >
> > > > > > > > I think I developed this attitude from the
> > > > > > admonition in
> > > > > > [160]: "The
> > > > > > > > distribution of too many Experience Points to
> > > > > > the player
> > > > > > characters will
> > > > > > > > result in the characters becoming
> > > > > > disproportionately
> > > > > > powerful….This
> > > > > > > > short-term gain belies the long-term disservice
> > > > > > the GM and
> > > > > > > > players have done to themselves: the exploits of
> > > > > > the characters
> > > > > > will
> > > > > > > > have been cheapened by the ease which one can
> > > > > > become a mighty
> > > > > > hero or
> > > > > > > > wizard."
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > > I should temper this by saying that I would give
> > > > > > RP bonuses, and
> > > > > > as
> > > > > > > > sometimes I incorporated some considerable
> > > > > > game-calendar downtime
> > > > > > > > between sessions, I'd allow characters to use
> > > > > > their skills to earn

> > > > > > > > "side XP" as described in [160.4], so I'm not a
> > > > > > total
> > > > > > > > tyrant. :)
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > > --- In dq-rules@yahoogroups.com, Lev Lafayette
> > > > > >
> > > > > > > > wrote:
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > --- darkislephil darkislephil@ wrote:
> > > > > > > > >
> > > > > > > > > > And technically the XP award isn't per
> > > > > > adventure but
> > > > > > > > > > per session:
> > > > > > > > > >
> > > > > > > > > > "[86.1] The GM should make one set of
> > > > > > Experience
> > > > > > > > > > Point awards for
> > > > > > > > > > every five hours of effective play during
> > > > > > one
> > > > > > > > > > session."
> > > > > > > > > >
> > > > > > > > > > So they would be getting more than 1200
> > > > > > every 2
> > > > > > > > > > weeks.
> > > > > > > > >
> > > > > > > > > Ahh yes, I'd forgotten about that. My bad.
> > > > > > > > >
> > > > > > > > > But it does raise the question - how is one
> > > > > > supposed
> > > > > > > > > to work out whether the party has succeeded
> > > > > > within the
> > > > > > > > > five hour timeframe?
> > > > > > > > >
> > > > > > > > >
> > > > > > __________________________________________________
> > > > > > > > > Do You Yahoo!?
> > > > > > > > > Tired of spam? Yahoo! Mail has the best spam
> > > > > > protection around
> > > > > > > > > http://mail.yahoo.com
> > > > > > > > >
> > > > > > > >
> > > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > >
> > > > > __________________________________________________________
> > > > > Cheap talk?
> > > > > Check out Yahoo! Messenger's low PC-to-Phone call rates.
> > > > > http://voice.yahoo.com
> > > > >
> > > > >
> > > > >
> > > >
> > > >
> > > >
> > > >--
> > > >"The life of a software architect is a long (and sometimes
painful)
> > > >succession of suboptimal decisions made partly in the dark."
> > > >
> > > >-------------------------------------
> > > > - Deploying ideas
> > > >-------------------------------------
> > > >Ing. Diego H. Mornacco
> > > >Arquitecto
> > > >Epidata Consulting
> > > >Maipú 521 1er piso Of. A
> > > >Ofi: 5031 0060 / 61
> > > >Cel: 15-5884-0040
> > > >www.epidataconsulting.com
> > > >
> > > >
> > > >To Post a message, send it to: dq-rules@
> > > >To Unsubscribe, send a blank message to: dq-rules-unsubscribe@
> > > >Yahoo! Groups Links
> > > >
> > > >
> > > >
> > >
> > >
__________________________________________________________
> > > MSN Hotmail is evolving – check out the new Windows Live Mail
> > > http://ideas.live.com
> > >
> >
> >
> >
> >
> > To Post a message, send it to: dq-rules@...
> > To Unsubscribe, send a blank message to: dq-rules-unsubscribe@...
> > Yahoo! Groups Links
> >
> >
> >
>




--
"The life of a software architect is a long (and sometimes painful) succession of suboptimal decisions made partly in the dark."

-------------------------------------
<EPI/> - Deploying ideas
-------------------------------------
Ing. Diego H. Mornacco
Arquitecto
Epidata Consulting
Maipú 521 1er piso Of. A
Ofi: 5031 0060 / 61
Cel: 15-5884-0040
www.epidataconsulting.com
Group: DQ-RULES Message: 1080 From: darkislephil Date: 1/24/2007
Subject: Re: Experience considerations
--- In dq-rules@yahoogroups.com, "Ran Hardin" <dantalion64@...> wrote:
> Not sure what you're getting from what I asked. I was putting out
> some possible interpretations of how Mornak was using the word
> "adventure" (and his use of the word could possibly be far
> different from yours). I don't ascribe to either interpretation I
> gave, I was trying to discern what Mornak's interpretation was.

So if I understand you correctly you asked what Mornak's definition of
adventure was and then gave two options, neither of which you agree
with, as possible responses for Mornak. I was merely responding to the
only two definitions for adventure that you have provided and like you
I disagree with them.

> I have to disagree here, although ultimately this is purely a matter of
> taste and interpretation. Your definition implies that there is a
> rigid, predetermined storyline that apparently exists in the same form
> unless the players do something to "break" it. I use a rough
> haze of potential places a story could go depending on the decisions of
> the players' characters. If my players decided that they wanted
> their characters to take some time to train, I wouldn't consider
> their decision the conclusion of an adventure, or even a break in the
> narrative. I'd just adjust the storyline and move on.

So you had a storyline(s). One(s) that you had in mind but then
modified based on the players actions. Quite possibly throwing out all
previously considered outcomes.

In any case I wasn't implying that there was a rigid, predetermined
storyline at all. Only that typically a storyline has plotted events
that may or may not happen and that the players actions or inaction
can influence that outcome. Of course there are also storylines at
different levels as well. There may be a series of adventures each of
which are part of a larger storyline that is perhaps concluded with a
final session and adventure close. For purposes of XP awards that
overall storyline isn't an "adventure" though I would expect that a
session/adventure that concludes a major storyline would have an above
average XP award.

Take for example a simplistic scenario where the typical maiden has
been kidnapped by the evil wizard who will use her as a sacrifice for
summoning a demon in 15 days. The PCs don't actually know what purpose
he has in mind but over the course of a couple sessions they gather
some information, maybe battle a couple minions sent to slow them down
and they pick up a couple clues. But now it has been a couple sessions
and a couple of the adepts think it would be really nice to spend a
couple days training up some spells. They don't follow up on the clues
and don't learn that the wizard is going to sacrifice the maiden and
before they finish training he has already done so. At this point the
original storyline is "broken". The maiden is dead and it no longer
matters if they get to the wizard by the original date. The party
could take days or weeks at this point. The adventure is for all
intents and purposes over and a failed one at that.

Now in all likelihood I would probably have tried to prompt the PCs
into action via the actions of other NPCs but sometimes players just
go the complete opposite direction from where you want them to go no
matter what you do.

In my campaigns there are consequences for player actions and player
inaction. NPCs go about their business whether the PCs get involved or
not. If the players decide to take a 2 month holiday in the middle of
an adventure the rest of the world doesn't stop. The bad guy doesn't
stand there at an altar holding a dagger over the helpless victim for
the entire two months.

The DQ rules do provide a fairly rigid structure for the adventure
process. Because of the extended training times for skills, especially
weapons, years can quickly go by for characters. Unlike most other RPG
systems where skills just go up from one day to the next, the training
periods, the upkeep for characters during those training periods and
the passage of time itself is meant to be a part of the whole DQ
experience. Much like when wars were fought before there were standing
armies (and even after to some degree), the soldiers went out in the
summer and beat each other silly and then returned in the fall to
harvest the crops. The training periods and XP award system in DQ work
to provide a similar ebb and flow. Periods of activity (adventuring)
and training (downtime, not adventuring). Obviously the world
continues and in our campaigns the PCs may actually have several
played out interactions with NPCs. It isn't uncommon in our group to
have 2-3 sessions a year where there is no ongoing adventure but just
interactions with NPCs during training, researching, bartering for
spells, etc.. These sessions aren't considered adventures but there
are XP rewards. Usually the base amount for a "failed" adventure plus
RP bonuses. The majority of downtime isn't played out at the weekly
session but is often dealt with in email between sessions.

I try and plan for training downtime when I'm thinking about big story
arcs. The players want to see their characters advance and that means
time is needed to allow it to happen. That isn't to say that the PCs
never get interrupted in the middle of their planned training periods
but generally a GM has to allow them the appropriate amounts of time
for the characters to advance at a pace them keeps them interested.

Any way every group plays differently to a lesser or greater degree
and nobodys way is wrong even if it is completely counter to the rules.

> > The rules instruct the GM to allocate XP per session [86.1] and then
> > to award the XP at the conclusion of the adventure [86.2].
> >
> > Seems pretty straightforward actually.
>
> To you, maybe, but judging from previous discussion, I'd say
> it's not at all straightforward.

Well, what can I say. The rules are there. My experience is that most
people doing things differently either didn't read the rules or, more
likely, just forgot them or partially remembered them. Only a tiny
percentage actively decided to do things differently. Not a big deal
really but blaming the rules when they aren't at all ambiguous is
disenguous at best.

> The only copy of the rules I have access to right now
> is the open source version.
> <snip>
> What I don't know if the text from the open source in this matter
> mirrors the text from the published versions, and I don't have
> access to my copies at this moment.
>
> Can someone help?

The open source rules are not verbatim copies of the original rules
and vary significantly in many cases.

The 2nd Ed Bantam rules are available in PDF form in different places
on the net. Unfortunately there are a lot of uncorrected typos from
the OCR process and the shield table is completely wrong but they are
still handy references.

If you can't find them let me know and I'll email them to you.
Group: DQ-RULES Message: 1081 From: Jason Winter Date: 1/24/2007
Subject: Re: Experience considerations
My campaign follows Moenaks version. I.e. an
Adventure is the number of sessions related to a
predefined goal. Sometimes the goal was obvious,
i.e retrieve a quest item, other times it's a bit
more vague, but we have always been able to agree
when we thought an adventure was successful. As
to exp awarding, I always awarded at the end of a
night, or weekend of gaming for normal exp and
then awarded a bonus at the end of a successful
adventure. I did this mainly to make sure
everyone was awarded while the game was fresh in
my mind, as I gave bonus's for role-playing,
coming up with good ideas, etc. They were
usually not allowed to spend it though until a
later point. The only exception to the rule was
when the "adventure" was particularly long (some
took years in game time to complete). Then, I
would occasionally declare players were allowed
to purchase a stat point or two.

As to types of adventures, I usually also let the
players choose their roles in the world. I
usually let the players travel where they may and
create adventures around their desires. Usually
this involves me throwing out a few bones and
when the players bite on something I will develop
that adventure more fully. Sometimes they throw
me a curve ball (like the time I developed an
entire continent because I had assumed the party
was planning on staying there permanently, and
shortly thereafter they jumped on a ship and
sailed to another land), but for the most part
I've never had any problems coming up with
something. I always try to keep a few ideas
floating around in my head anyway just in case
they do something way out there and I need to
stall for an evening so I can develop something quick.



At 03:47 PM 1/24/2007, you wrote:

>Hello everyone
>
>First of all, my interpretation of "adventure"
>is a number of sessions related with a common plot.
>
>Thought somebody could find usefull, interesting
>and/or appropiate to give XP in the middle of an
>adventure, I am reluctant to do it because a
>player (a power-gammer one) would try to create
>the situation to receive XP (and increase rapidly his PC)
>
>I usually play adventures in wich only one thing
>is happening. Maybe 2 or 3 could be happening at
>the same time, but there are related to each
>other. I would love to play an adventure or a
>campaing like the ones that Ran plays, where the
>player actually can choose what to do! :)
>
>As a player (but I am also a game director or
>master) I understand that it is very dificult
>and arduous to prepare an adventure with many
>possible path (because there will use only 1... too much effort gasted!).
>When I am a master, I prepare a good hook, one
>or two main ways to solve the mission, add a few
>interesting NPCs to meet (besides "the bad guys") and leave the end open.
>OK, I admit it, I am lazy
>
>I hope I've been clear.
>
>Mornak
>
>PD: I was affraid you couldn't understandme
>because my lousy english. I am a Spanish speaker :D
>
>On 1/24/07, Ran Hardin
><<mailto:dantalion64@excite.com> dantalion64@excite.com> wrote:
>
>
>It doesn't have to be defined in the general sense. But I didn't
>understand what Mornak was saying, because there are so many
>different interpretations of the word. I was asking Mornak what his
>interpretation was.
>
>--- In
><mailto:dq-rules%40yahoogroups.com>dq-rules@yahoogroups.com, igmod@... wrote:
> >
> > Why does this have to be defined? Just go with what works for your
>group.
> >
> > ~Jeffery~
> >
> > -------------- Original message --------------
> > From: "Ran Hardin" <dantalion64@...>
> >
> > >
> > > Again, there's a problem with the meaning of the
>word "adventure."
> > > What do you mean?
> > >
> > > Is an "adventure" a single session of play? I would never
>interrupt
> > > the dramatic flow of an adventure to hand out XP.
> > >
> > > If "adventure" means a consecutive series of sessions, then
>there's
> > > ample downtime between sessions, although the lack of elapsed
>time
> > > between session might preclude many expenditures of XP.
> > >
> > > As I stated before, my group usually has several projects, tasks
>or
> > > missions going on simultaneously, and sometimes considerable
>times
> > > elapses between the stages of these missions – ample time to
>train
> > > and etc.
> > >
> > >
> > > --- In
> <mailto:dq-rules%40yahoogroups.com>dq-rules@yahoogroups.com, "Stephen Mcginn"
> > > wrote:
> > > >
> > > > I have to agree with Mornak on this one having played this game
>for
> > > 23 years
> > > > now, play continuity is invaluable, the thrill of the adventure
> > > should never
> > > > be interupted by the number crunching of experience points
>reward
> > > and
> > > > distribution. This should be left after a session or between,
>as we
> > > all know
> > > > getting people together to play at the same time can be at
>times
> > > > frustrating, so it should be used to enjoy the adventure.
> > > >
> > > > Stephen (London)
> > > >
> > > >
> > > > >From: Mornak
> > > > >Reply-To: <mailto:dq-rules%40yahoogroups.com>dq-rules@yahoogroups.com
> > > > >To: <mailto:dq-rules%40yahoogroups.com>dq-rules@yahoogroups.com
> > > > >Subject: Re: [dq-rules] Re: Experience considerations
> > > > >Date: Wed, 17 Jan 2007 09:59:22 -0300
> > > > >
> > > > >In my group I always give XP only at the end of the adventure
>
> > > > >I`ve never let anybody to spend any XP during the adventure.
>that's
> > > > >why interadventure time exists
> > > > >
> > > > >On 1/16/07, Lev Lafayette wrote:
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > > The only problem (indeed, imposssibility) is
> > > > > > determining whether they've succeeded in the adventure
> > > > > > *prior* to the conclusion of the adventure.
> > > > > >
> > > > > > The only way around that I can see is giving bonus XP
> > > > > > at the *end* of the adventure as a bonus if, and only
> > > > > > if, the mission succeeds.
> > > > > >
> > > > > >
> > > > > > --- Ran Hardin wrote:
> > > > > >
> > > > > > > Oh, man. My bad. I thoroughly misread your post.
> > > > > > >
> > > > > > > Is there anyone else who gives out XP only at the
> > > > > > > conclusion of an
> > > > > > > adventure? I think my old group would kill me if I
> > > > > > > tried that :)
> > > > > > >
> > > > > > > --- In
> <mailto:dq-rules%40yahoogroups.com>dq-rules@yahoogroups.com, "darkislephil"
> > > > > > >
> > > > > > > wrote:
> > > > > > > >
> > > > > > > > Doesn't really sound like you are interpreting
> > > > > > > things all that
> > > > > > > > differently from the way I do it. For example, in
> > > > > > > an adventure that
> > > > > > > > lasted six sessions earlier this year, these are
> > > > > > > the base awards I
> > > > > > > > handed out for each session:
> > > > > > > >
> > > > > > > > 600, 750, 750, 600, 900 and 1200
> > > > > > > >
> > > > > > > > The amount depended on how much progress the group
> > > > > > > made towards the
> > > > > > > > end of the adventure. I mostly give the full award
> > > > > > > at the completion
> > > > > > > > of the adventure but have on occasion also given
> > > > > > > it out for a
> > > > > > > > significant mid-point session. I don't give out XP
> > > > > > > each session. It
> > > > > > > is
> > > > > > > > all awarded at the conclusion of the adventure.
> > > > > > > >
> > > > > > > > Phil
> > > > > > > >
> > > > > > > >
> > > > > > > > --- In
> <mailto:dq-rules%40yahoogroups.com>dq-rules@yahoogroups.com, "Ran Hardin"
> > > > > > > wrote:
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > Wow! I think I would be considered an absolute
> > > > > > > miser of a GM
> > > > > > > compared
> > > > > > > > > to some others. I interpret the experience
> > > > > > > rewards rules
> > > > > > > differently
> > > > > > > > > (all references are to the open source version):
> > > > > > > > >
> > > > > > > > > [160.1] says, in part "The totals listed in
> > > > > > > rule 160.2 are also
> > > > > > > > > intended as guides for awards given during an
> > > > > > > unfinished
> > > > > > > adventure"
> > > > > > > > > (my emphasis).
> > > > > > > > >
> > > > > > > > > [160.2] says "The base Experience Point award
> > > > > > > for a character at
> > > > > > > the
> > > > > > > > > conclusion of an adventure depends upon the
> > > > > > > character's
> > > > > > > proficiency
> > > > > > > > > and the success or failure of the common
> > > > > > > mission…. The base award
> > > > > > > > > for a character is doubled if the mission of his
> > > > > > > party succeeds"
> > > > > > > > > (again, my emphasis).
> > > > > > > > >
> > > > > > > > > So the real question is "What is a mission?" (or
> > > > > > > "What is an
> > > > > > > > > adventure?" since the two terms are used
> > > > > > > somewhat interchangeably
> > > > > > > in
> > > > > > > > > [160].) To my mind, a "mission" is a
> > > > > > > significant achievement.
> > > > > > > > > It's not just a question of whether the party
> > > > > > > has
> > > > > > > > > "succeeded" in some way during each five-hour
> > > > > > > session. There
> > > > > > > > > should be some sort of definite plot or mission
> > > > > > > at hand the
> > > > > > > players are
> > > > > > > > > trying to fulfill, and something more
> > > > > > > substantial than an episode
> > > > > > > of
> > > > > > > > > KTGP (my group's slang for "Kill the monsters,
> > > > > > > Take their
> > > > > > > treasure, Go
> > > > > > > > > back to town, and have a Party"). To me, the
> > > > > > > process of
> > > > > > > discovering,
> > > > > > > > > pursuing, and succeeding in a mission would
> > > > > > > usually not be
> > > > > > > contained in
> > > > > > > > > one or two five-hour sessions.
> > > > > > > > >
> > > > > > > > > As a rough guess, I would say I only have given
> > > > > > > the Successful
> > > > > > > Mission
> > > > > > > > > double-award once every six sessions or so.
> > > > > > > Sometimes it would
> > > > > > > be more
> > > > > > > > > often, but this was only when the conclusion of
> > > > > > > different plot
> > > > > > > lines
> > > > > > > > > coincided somewhat closely (usually there were
> > > > > > > several plots that
> > > > > > > could
> > > > > > > > > be classified as "missions" running
> > > > > > > simultaneously). It was
> > > > > > > > > always a big deal in our group when that
> > > > > > > double-award came – it
> > > > > > > was
> > > > > > > > > so exciting because of its rarity.
> > > > > > > > >
> > > > > > > > > I think I developed this attitude from the
> > > > > > > admonition in
> > > > > > > [160]: "The
> > > > > > > > > distribution of too many Experience Points to
> > > > > > > the player
> > > > > > > characters will
> > > > > > > > > result in the characters becoming
> > > > > > > disproportionately
> > > > > > > powerful….This
> > > > > > > > > short-term gain belies the long-term disservice
> > > > > > > the GM and
> > > > > > > > > players have done to themselves: the exploits of
> > > > > > > the characters
> > > > > > > will
> > > > > > > > > have been cheapened by the ease which one can
> > > > > > > become a mighty
> > > > > > > hero or
> > > > > > > > > wizard."
> > > > > > > > >
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > I should temper this by saying that I would give
> > > > > > > RP bonuses, and
> > > > > > > as
> > > > > > > > > sometimes I incorporated some considerable
> > > > > > > game-calendar downtime
> > > > > > > > > between sessions, I'd allow characters to use
> > > > > > > their skills to earn
>
> > > > > > > > > "side XP" as described in [160.4], so I'm not a
> > > > > > > total
> > > > > > > > > tyrant. :)
> > > > > > > > >
> > > > > > > > >
> > > > > > > > >
> > > > > > > > >
> > > > > > > > >
> > > > > > > > >
> > > > > > > > >
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > --- In
> <mailto:dq-rules%40yahoogroups.com>dq-rules@yahoogroups.com, Lev Lafayette
> > > > > > >
> > > > > > > > > wrote:
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > > --- darkislephil darkislephil@ wrote:
> > > > > > > > > >
> > > > > > > > > > > And technically the XP award isn't per
> > > > > > > adventure but
> > > > > > > > > > > per session:
> > > > > > > > > > >
> > > > > > > > > > > "[86.1] The GM should make one set of
> > > > > > > Experience
> > > > > > > > > > > Point awards for
> > > > > > > > > > > every five hours of effective play during
> > > > > > > one
> > > > > > > > > > > session."
> > > > > > > > > > >
> > > > > > > > > > > So they would be getting more than 1200
> > > > > > > every 2
> > > > > > > > > > > weeks.
> > > > > > > > > >
> > > > > > > > > > Ahh yes, I'd forgotten about that. My bad.
> > > > > > > > > >
> > > > > > > > > > But it does raise the question - how is one
> > > > > > > supposed
> > > > > > > > > > to work out whether the party has succeeded
> > > > > > > within the
> > > > > > > > > > five hour timeframe?
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > __________________________________________________
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> > > > > > > >
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > >
> > > > > > __________________________________________________________
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> > > > > >
> > > > >
> > > > >
> > > > >
> > > > >--
> > > > >"The life of a software architect is a long (and sometimes
>painful)
> > > > >succession of suboptimal decisions made partly in the dark."
> > > > >
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> > >
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> > >
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> > >
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>
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>
>
>--
>"The life of a software architect is a long (and
>sometimes painful) succession of suboptimal decisions made partly in the dark."
>
>-------------------------------------
><EPI/> - Deploying ideas
>-------------------------------------
>Ing. Diego H. Mornacco
>Arquitecto
>Epidata Consulting
>Maipú 521 1er piso Of. A
>Ofi: 5031 0060 / 61
>Cel: 15-5884-0040
><http://www.epidataconsulting.com>www.epidataconsulting.com
>
Group: DQ-RULES Message: 1082 From: Lev Lafayette Date: 1/24/2007
Subject: Re: Experience considerations
I think we're all in furious agreement here :-)

Which of course, is the eventual purpose of a rules
list; to elucidate, to clarify and to improve.

--- Jason Winter <JasonWinter@scicable.com> wrote:

> My campaign follows Moenaks version. I.e. an
> Adventure is the number of sessions related to a
> predefined goal. Sometimes the goal was obvious,
> i.e retrieve a quest item, other times it's a bit
> more vague, but we have always been able to agree
> when we thought an adventure was successful. As
> to exp awarding, I always awarded at the end of a
> night, or weekend of gaming for normal exp and
> then awarded a bonus at the end of a successful
> adventure. I did this mainly to make sure
> everyone was awarded while the game was fresh in
> my mind, as I gave bonus's for role-playing,
> coming up with good ideas, etc. They were
> usually not allowed to spend it though until a
> later point. The only exception to the rule was
> when the "adventure" was particularly long (some
> took years in game time to complete). Then, I
> would occasionally declare players were allowed
> to purchase a stat point or two.
>
> As to types of adventures, I usually also let the
> players choose their roles in the world. I
> usually let the players travel where they may and
> create adventures around their desires. Usually
> this involves me throwing out a few bones and
> when the players bite on something I will develop
> that adventure more fully. Sometimes they throw
> me a curve ball (like the time I developed an
> entire continent because I had assumed the party
> was planning on staying there permanently, and
> shortly thereafter they jumped on a ship and
> sailed to another land), but for the most part
> I've never had any problems coming up with
> something. I always try to keep a few ideas
> floating around in my head anyway just in case
> they do something way out there and I need to
> stall for an evening so I can develop something
> quick.
>
>
>
> At 03:47 PM 1/24/2007, you wrote:
>
> >Hello everyone
> >
> >First of all, my interpretation of "adventure"
> >is a number of sessions related with a common plot.
> >
> >Thought somebody could find usefull, interesting
> >and/or appropiate to give XP in the middle of an
> >adventure, I am reluctant to do it because a
> >player (a power-gammer one) would try to create
> >the situation to receive XP (and increase rapidly
> his PC)
> >
> >I usually play adventures in wich only one thing
> >is happening. Maybe 2 or 3 could be happening at
> >the same time, but there are related to each
> >other. I would love to play an adventure or a
> >campaing like the ones that Ran plays, where the
> >player actually can choose what to do! :)
> >
> >As a player (but I am also a game director or
> >master) I understand that it is very dificult
> >and arduous to prepare an adventure with many
> >possible path (because there will use only 1... too
> much effort gasted!).
> >When I am a master, I prepare a good hook, one
> >or two main ways to solve the mission, add a few
> >interesting NPCs to meet (besides "the bad guys")
> and leave the end open.
> >OK, I admit it, I am lazy
> >
> >I hope I've been clear.
> >
> >Mornak
> >
> >PD: I was affraid you couldn't understandme
> >because my lousy english. I am a Spanish speaker :D
> >
> >On 1/24/07, Ran Hardin
> ><<mailto:dantalion64@excite.com>
> dantalion64@excite.com> wrote:
> >
> >
> >It doesn't have to be defined in the general sense.
> But I didn't
> >understand what Mornak was saying, because there
> are so many
> >different interpretations of the word. I was asking
> Mornak what his
> >interpretation was.
> >
> >--- In
>
><mailto:dq-rules%40yahoogroups.com>dq-rules@yahoogroups.com,
> igmod@... wrote:
> > >
> > > Why does this have to be defined? Just go with
> what works for your
> >group.
> > >
> > > ~Jeffery~
> > >
> > > -------------- Original message --------------
> > > From: "Ran Hardin" <dantalion64@...>
> > >
> > > >
> > > > Again, there's a problem with the meaning of
> the
> >word "adventure."
> > > > What do you mean?
> > > >
> > > > Is an "adventure" a single session of play? I
> would never
> >interrupt
> > > > the dramatic flow of an adventure to hand out
> XP.
> > > >
> > > > If "adventure" means a consecutive series of
> sessions, then
> >there's
> > > > ample downtime between sessions, although the
> lack of elapsed
> >time
> > > > between session might preclude many
> expenditures of XP.
> > > >
> > > > As I stated before, my group usually has
> several projects, tasks
> >or
> > > > missions going on simultaneously, and
> sometimes considerable
> >times
> > > > elapses between the stages of these missions –
> ample time to
> >train
> > > > and etc.
> > > >
> > > >
> > > > --- In
> >
>
<mailto:dq-rules%40yahoogroups.com>dq-rules@yahoogroups.com,
> "Stephen Mcginn"
> > > > wrote:
> > > > >
> > > > > I have to agree with Mornak on this one
> having played this game
> >for
> > > > 23 years
> > > > > now, play continuity is invaluable, the
> thrill of the adventure
> > > > should never
> > > > > be interupted by the number crunching of
> experience points
> >reward
> > > > and
> > > > > distribution. This should be left after a
> session or between,
> >as we
> > > > all know
> > > > > getting people together to play at the same
> time can be at
> >times
> > > > > frustrating, so it should be used to enjoy
> the adventure.
> > > > >
> > > > > Stephen (London)
> > > > >
> > > > >
> > > > > >From: Mornak
> > > > > >Reply-To:
>
<mailto:dq-rules%40yahoogroups.com>dq-rules@yahoogroups.com
> > > > > >To:
>
<mailto:dq-rules%40yahoogroups.com>dq-rules@yahoogroups.com
> > > > > >Subject: Re: [dq-rules] Re: Experience
> considerations
> > > > > >Date: Wed, 17 Jan 2007 09:59:22 -0300
> > > > > >
> > > > > >In my group I always give XP only at the
> end of the adventure
> >
> > > > > >I`ve never let anybody to spend any XP
> during the adventure.
> >that's
> > > > > >why interadventure time exists
> > > > > >
> > > > > >On 1/16/07, Lev Lafayette wrote:
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > > The only problem (indeed,
> imposssibility) is
> > > > > > > determining whether they've succeeded in
> the adventure
> > > > > > > *prior* to the conclusion of the
> adventure.
> > > > > > >
> > > > > > > The only way around that I can see is
> giving bonus XP
> > > > > > > at the *end* of the adventure as a bonus
> if, and only
> > > > > > > if, the mission succeeds.
> > > > > > >
> > > > > > >
> > > > > > > --- Ran Hardin wrote:
> > > > > > >
> > > > > > > > Oh, man. My bad. I thoroughly misread
> your post.
> > > > > > > >
> > > > > > > > Is there anyone else who gives out XP
> only at the
> > > > > > > > conclusion of an
> > > > > > > > adventure? I think my old group would
> kill me if I
> > > > > > > > tried that :)
> > > > > > > >
> > > > > > > > --- In
> >
>
<mailto:dq-rules%40yahoogroups.com>dq-rules@yahoogroups.com,
> "darkislephil"
> > > > > > > >
> > > > > > > > wrote:
> > > > > > > > >
> > > > > > > > > Doesn't really sound like you are
> interpreting
> > > > > > > > things all that
> > > > > > > > > differently from the way I do it.
> For example, in
> > > > > > > > an adventure that
> > > > > > > > > lasted six sessions earlier this
> year, these are
> > > > > > > > the base awards I
> > > > > > > > > handed out for each session:
> > > > > > > > >
> > > > > > > > > 600, 750, 750, 600, 900 and 1200
> > > > > > > > >
> > > > > > > > > The amount depended on how much
> progress the group
> > > > > > > > made towards the
> > > > > > > > > end of the adventure. I mostly give
> the full award
> > > > > > > > at the completion
> > > > > > > > > of the adventure but have on
> occasion also given
> > > > > > > > it out for a
> > > > > > > > > significant mid-point session. I
> don't give out XP
> > > > > > > > each session. It
> > > > > > > > is
> > > > > > > > > all awarded at the conclusion of the
> adventure.
> > > > > > > > >
> > > > > > > > > Phil
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > --- In
> >
>
<mailto:dq-rules%40yahoogroups.com>dq-rules@yahoogroups.com,
> "Ran Hardin"
> > > > > > > > wrote:
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > > Wow! I think I would be considered
> an absolute
> > > > > > > > miser of a GM
> > > > > > > > compared
> > > > > > > > > > to some others. I interpret the
> experience
> > > > > > > > rewards rules
> > > > > > > > differently
> > > > > > > > > > (all references are to the open
> source version):
> > > > > > > > > >
> > > > > > > > > > [160.1] says, in part "The totals
> listed in
> > > > > > > > rule 160.2 are also
> > > > > > > > > > intended as guides for awards
> given during an
> > > > > > > > unfinished
> > > > > > > > adventure"
> > > > > > > > > > (my emphasis).
> > > > > > > > > >
> > > > > > > > > > [160.2] says "The base Experience
> Point award
> > > > > > > > for a character at
> > > > > > > > the
> > > > > > > > > > conclusion of an adventure depends
> upon the
> > > > > > > > character's
> > > > > > > > proficiency
> > > > > > > > > > and the success or failure of the
> common
> > > > > > > > mission…. The base award
> > > > > > > > > > for a character is doubled if the
> mission of his
> > > > > > > > party succeeds"
> > > > > > > > > > (again, my emphasis).
> > > > > > > > > >
> > > > > > > > > > So the real question is "What is a
> mission?" (or
> > > > > > > > "What is an
> > > > > > > > > > adventure?" since the two terms
> are used
> > > > > > > > somewhat interchangeably
> > > > > > > > in
> > > > > > > > > > [160].) To my mind, a "mission" is
> a
> > > > > > > > significant achievement.
> > > > > > > > > > It's not just a question of
> whether the party
> > > > > > > > has
> > > > > > > > > > "succeeded" in some way during
> each five-hour
> > > > > > > > session. There
> > > > > > > > > > should be some sort of definite
> plot or mission
> > > > > > > > at hand the
> > > > > > > > players are
> > > > > > > > > > trying to fulfill, and something
> more
> > > > > > > > substantial than an episode
> > > > > > > > of
> > > > > > > > > > KTGP (my group's slang for "Kill
> the monsters,
> > > > > > > > Take their
> > > > > > > > treasure, Go
> > > > > > > > > > back to town, and have a Party").
> To me, the
> > > > > > > > process of
> > > > > > > > discovering,
> > > > > > > > > > pursuing, and succeeding in a
> mission would
> > > > > > > > usually not be
> > > > > > > > contained in
> > > > > > > > > > one or two five-hour sessions.
> > > > > > > > > >
> > > > > > > > > > As a rough guess, I would say I
> only have given
> > > > > > > > the Successful
> > > > > > > > Mission
> > > > > > > > > > double-award once every six
> sessions or so.
> > > > > > > > Sometimes it would
> > > > > > > > be more
> > > > > > > > > > often, but this was only when the
> conclusion of
> > > > > > > > different plot
> > > > > > > > lines
> > > > > > > > > > coincided somewhat closely
> (usually there were
> > > > > > > > several plots that
> > > > > > > > could
> > > > > > > > > > be classified as "missions"
> running
> > > > > > > > simultaneously). It was
> > > > > > > > > > always a big deal in our group
> when that
> > > > > > > > double-award came – it
> > > > > > > > was
> > > > > > > > > > so exciting because of its rarity.
> > > > > > > > > >
> > > > > > > > > > I think I developed this attitude
> from the
> > > > > > > > admonition in
> > > > > > > > [160]: "The
> > > > > > > > > > distribution of too many
> Experience Points to
> > > > > > > > the player
> > > > > > > > characters will
> > > > > > > > > > result in the characters becoming
> > > > > > > > disproportionately
> > > > > > > > powerful….This
> > > > > > > > > > short-term gain belies the
> long-term disservice
> > > > > > > > the GM and
> > > > > > > > > > players have done to themselves:
> the exploits of
> > > > > > > > the characters
> > > > > > > > will
> > > > > > > > > > have been cheapened by the ease
> which one can
> > > > > > > > become a mighty
> > > > > > > > hero or
> > > > > > > > > > wizard."
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > > I should temper this by saying
> that I would give
> > > > > > > > RP bonuses, and
> > > > > > > > as
> > > > > > > > > > sometimes I incorporated some
> considerable
> > > > > > > > game-calendar downtime
> > > > > > > > > > between sessions, I'd allow
> characters to use
> > > > > > > > their skills to earn
> >
> > > > > > > > > > "side XP" as described in [160.4],
> so I'm not a
> > > > > > > > total
> > > > > > > > > > tyrant. :)
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > > --- In
> >
>
<mailto:dq-rules%40yahoogroups.com>dq-rules@yahoogroups.com,
> Lev Lafayette
> > > > > > > >
> > > > > > > > > > wrote:
> > > > > > > > > > >
> > > > > > > > > > >
> > > > > > > > > > > --- darkislephil darkislephil@
> wrote:
> > > > > > > > > > >
> > > > > > > > > > > > And technically the XP award
> isn't per
> > > > > > > > adventure but
> > > > > > > > > > > > per session:
> > > > > > > > > > > >
> > > > > > > > > > > > "[86.1] The GM should make one
> set of
> > > > > > > > Experience
> > > > > > > > > > > > Point awards for
> > > > > > > > > > > > every five hours of effective
> play during
> > > > > > > > one
> > > > > > > > > > > > session."
> > > > > > > > > > > >
> > > > > > > > > > > > So they would be getting more
> than 1200
> > > > > > > > every 2
> > > > > > > > > > > > weeks.
> > > > > > > > > > >
> > > > > > > > > > > Ahh yes, I'd forgotten about
> that. My bad.
> > > > > > > > > > >
> > > > > > > > > > > But it does raise the question -
> how is one
> > > > > > > > supposed
> > > > > > > > > > > to work out whether the party
> has succeeded
> > > > > > > > within the
> > > > > > > > > > > five hour timeframe?
> > > > > > > > > > >
> > > > > > > > > > >
> > > > > > > >
> __________________________________________________
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> > > > > > > > > >
> > > > > > > > >
> > > > > > > >
> > > > > > > >
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Group: DQ-RULES Message: 1083 From: darkislephil Date: 1/25/2007
Subject: Re: Experience considerations
I love to "improv" adventures based on players random actions. I
always try to thow out a couple random NPC encounters in towns that
may or may not signify anything and similar things during wilderness
travel and see how the PCs respond. Often they come up with incredibly
intricate plots where there was none but I try to oblige them. :)

--- In dq-rules@yahoogroups.com, Jason Winter <JasonWinter@...> wrote:
>
> My campaign follows Moenaks version. I.e. an
> Adventure is the number of sessions related to a
> predefined goal. Sometimes the goal was obvious,
> i.e retrieve a quest item, other times it's a bit
> more vague, but we have always been able to agree
> when we thought an adventure was successful. As
> to exp awarding, I always awarded at the end of a
> night, or weekend of gaming for normal exp and
> then awarded a bonus at the end of a successful
> adventure. I did this mainly to make sure
> everyone was awarded while the game was fresh in
> my mind, as I gave bonus's for role-playing,
> coming up with good ideas, etc. They were
> usually not allowed to spend it though until a
> later point. The only exception to the rule was
> when the "adventure" was particularly long (some
> took years in game time to complete). Then, I
> would occasionally declare players were allowed
> to purchase a stat point or two.
>
> As to types of adventures, I usually also let the
> players choose their roles in the world. I
> usually let the players travel where they may and
> create adventures around their desires. Usually
> this involves me throwing out a few bones and
> when the players bite on something I will develop
> that adventure more fully. Sometimes they throw
> me a curve ball (like the time I developed an
> entire continent because I had assumed the party
> was planning on staying there permanently, and
> shortly thereafter they jumped on a ship and
> sailed to another land), but for the most part
> I've never had any problems coming up with
> something. I always try to keep a few ideas
> floating around in my head anyway just in case
> they do something way out there and I need to
> stall for an evening so I can develop something quick.
Group: DQ-RULES Message: 1084 From: Ran Hardin Date: 1/25/2007
Subject: Re: Experience considerations
That is a marvelous turn of phrase.

--- In dq-rules@yahoogroups.com, Lev Lafayette <lev_lafayette@...>
wrote:
>
>
> I think we're all in furious agreement here :-)
>
> Which of course, is the eventual purpose of a rules
> list; to elucidate, to clarify and to improve.
>
> --- Jason Winter <JasonWinter@...> wrote:
>
> > My campaign follows Moenaks version. I.e. an
> > Adventure is the number of sessions related to a
> > predefined goal. Sometimes the goal was obvious,
> > i.e retrieve a quest item, other times it's a bit
> > more vague, but we have always been able to agree
> > when we thought an adventure was successful. As
> > to exp awarding, I always awarded at the end of a
> > night, or weekend of gaming for normal exp and
> > then awarded a bonus at the end of a successful
> > adventure. I did this mainly to make sure
> > everyone was awarded while the game was fresh in
> > my mind, as I gave bonus's for role-playing,
> > coming up with good ideas, etc. They were
> > usually not allowed to spend it though until a
> > later point. The only exception to the rule was
> > when the "adventure" was particularly long (some
> > took years in game time to complete). Then, I
> > would occasionally declare players were allowed
> > to purchase a stat point or two.
> >
> > As to types of adventures, I usually also let the
> > players choose their roles in the world. I
> > usually let the players travel where they may and
> > create adventures around their desires. Usually
> > this involves me throwing out a few bones and
> > when the players bite on something I will develop
> > that adventure more fully. Sometimes they throw
> > me a curve ball (like the time I developed an
> > entire continent because I had assumed the party
> > was planning on staying there permanently, and
> > shortly thereafter they jumped on a ship and
> > sailed to another land), but for the most part
> > I've never had any problems coming up with
> > something. I always try to keep a few ideas
> > floating around in my head anyway just in case
> > they do something way out there and I need to
> > stall for an evening so I can develop something
> > quick.
> >
> >
> >
> > At 03:47 PM 1/24/2007, you wrote:
> >
> > >Hello everyone
> > >
> > >First of all, my interpretation of "adventure"
> > >is a number of sessions related with a common plot.
> > >
> > >Thought somebody could find usefull, interesting
> > >and/or appropiate to give XP in the middle of an
> > >adventure, I am reluctant to do it because a
> > >player (a power-gammer one) would try to create
> > >the situation to receive XP (and increase rapidly
> > his PC)
> > >
> > >I usually play adventures in wich only one thing
> > >is happening. Maybe 2 or 3 could be happening at
> > >the same time, but there are related to each
> > >other. I would love to play an adventure or a
> > >campaing like the ones that Ran plays, where the
> > >player actually can choose what to do! :)
> > >
> > >As a player (but I am also a game director or
> > >master) I understand that it is very dificult
> > >and arduous to prepare an adventure with many
> > >possible path (because there will use only 1... too
> > much effort gasted!).
> > >When I am a master, I prepare a good hook, one
> > >or two main ways to solve the mission, add a few
> > >interesting NPCs to meet (besides "the bad guys")
> > and leave the end open.
> > >OK, I admit it, I am lazy
> > >
> > >I hope I've been clear.
> > >
> > >Mornak
> > >
> > >PD: I was affraid you couldn't understandme
> > >because my lousy english. I am a Spanish speaker :D
> > >
> > >On 1/24/07, Ran Hardin
> > ><<mailto:dantalion64@...>
> > dantalion64@...> wrote:
> > >
> > >
> > >It doesn't have to be defined in the general sense.
> > But I didn't
> > >understand what Mornak was saying, because there
> > are so many
> > >different interpretations of the word. I was asking
> > Mornak what his
> > >interpretation was.
> > >
> > >--- In
> >
> ><mailto:dq-rules%40yahoogroups.com>dq-rules@yahoogroups.com,
> > igmod@ wrote:
> > > >
> > > > Why does this have to be defined? Just go with
> > what works for your
> > >group.
> > > >
> > > > ~Jeffery~
> > > >
> > > > -------------- Original message --------------
> > > > From: "Ran Hardin" <dantalion64@>
> > > >
> > > > >
> > > > > Again, there's a problem with the meaning of
> > the
> > >word "adventure."
> > > > > What do you mean?
> > > > >
> > > > > Is an "adventure" a single session of play? I
> > would never
> > >interrupt
> > > > > the dramatic flow of an adventure to hand out
> > XP.
> > > > >
> > > > > If "adventure" means a consecutive series of
> > sessions, then
> > >there's
> > > > > ample downtime between sessions, although the
> > lack of elapsed
> > >time
> > > > > between session might preclude many
> > expenditures of XP.
> > > > >
> > > > > As I stated before, my group usually has
> > several projects, tasks
> > >or
> > > > > missions going on simultaneously, and
> > sometimes considerable
> > >times
> > > > > elapses between the stages of these missions –
> > ample time to
> > >train
> > > > > and etc.
> > > > >
> > > > >
> > > > > --- In
> > >
> >
> <mailto:dq-rules%40yahoogroups.com>dq-rules@yahoogroups.com,
> > "Stephen Mcginn"
> > > > > wrote:
> > > > > >
> > > > > > I have to agree with Mornak on this one
> > having played this game
> > >for
> > > > > 23 years
> > > > > > now, play continuity is invaluable, the
> > thrill of the adventure
> > > > > should never
> > > > > > be interupted by the number crunching of
> > experience points
> > >reward
> > > > > and
> > > > > > distribution. This should be left after a
> > session or between,
> > >as we
> > > > > all know
> > > > > > getting people together to play at the same
> > time can be at
> > >times
> > > > > > frustrating, so it should be used to enjoy
> > the adventure.
> > > > > >
> > > > > > Stephen (London)
> > > > > >
> > > > > >
> > > > > > >From: Mornak
> > > > > > >Reply-To:
> >
> <mailto:dq-rules%40yahoogroups.com>dq-rules@yahoogroups.com
> > > > > > >To:
> >
> <mailto:dq-rules%40yahoogroups.com>dq-rules@yahoogroups.com
> > > > > > >Subject: Re: [dq-rules] Re: Experience
> > considerations
> > > > > > >Date: Wed, 17 Jan 2007 09:59:22 -0300
> > > > > > >
> > > > > > >In my group I always give XP only at the
> > end of the adventure
> > >
> > > > > > >I`ve never let anybody to spend any XP
> > during the adventure.
> > >that's
> > > > > > >why interadventure time exists
> > > > > > >
> > > > > > >On 1/16/07, Lev Lafayette wrote:
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > > > > The only problem (indeed,
> > imposssibility) is
> > > > > > > > determining whether they've succeeded in
> > the adventure
> > > > > > > > *prior* to the conclusion of the
> > adventure.
> > > > > > > >
> > > > > > > > The only way around that I can see is
> > giving bonus XP
> > > > > > > > at the *end* of the adventure as a bonus
> > if, and only
> > > > > > > > if, the mission succeeds.
> > > > > > > >
> > > > > > > >
> > > > > > > > --- Ran Hardin wrote:
> > > > > > > >
> > > > > > > > > Oh, man. My bad. I thoroughly misread
> > your post.
> > > > > > > > >
> > > > > > > > > Is there anyone else who gives out XP
> > only at the
> > > > > > > > > conclusion of an
> > > > > > > > > adventure? I think my old group would
> > kill me if I
> > > > > > > > > tried that :)
> > > > > > > > >
> > > > > > > > > --- In
> > >
> >
> <mailto:dq-rules%40yahoogroups.com>dq-rules@yahoogroups.com,
> > "darkislephil"
> > > > > > > > >
> > > > > > > > > wrote:
> > > > > > > > > >
> > > > > > > > > > Doesn't really sound like you are
> > interpreting
> > > > > > > > > things all that
> > > > > > > > > > differently from the way I do it.
> > For example, in
> > > > > > > > > an adventure that
> > > > > > > > > > lasted six sessions earlier this
> > year, these are
> > > > > > > > > the base awards I
> > > > > > > > > > handed out for each session:
> > > > > > > > > >
> > > > > > > > > > 600, 750, 750, 600, 900 and 1200
> > > > > > > > > >
> > > > > > > > > > The amount depended on how much
> > progress the group
> > > > > > > > > made towards the
> > > > > > > > > > end of the adventure. I mostly give
> > the full award
> > > > > > > > > at the completion
> > > > > > > > > > of the adventure but have on
> > occasion also given
> > > > > > > > > it out for a
> > > > > > > > > > significant mid-point session. I
> > don't give out XP
> > > > > > > > > each session. It
> > > > > > > > > is
> > > > > > > > > > all awarded at the conclusion of the
> > adventure.
> > > > > > > > > >
> > > > > > > > > > Phil
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > > --- In
> > >
> >
> <mailto:dq-rules%40yahoogroups.com>dq-rules@yahoogroups.com,
> > "Ran Hardin"
> > > > > > > > > wrote:
> > > > > > > > > > >
> > > > > > > > > > >
> > > > > > > > > > > Wow! I think I would be considered
> > an absolute
> > > > > > > > > miser of a GM
> > > > > > > > > compared
> > > > > > > > > > > to some others. I interpret the
> > experience
> > > > > > > > > rewards rules
> > > > > > > > > differently
> > > > > > > > > > > (all references are to the open
> > source version):
> > > > > > > > > > >
> > > > > > > > > > > [160.1] says, in part "The totals
> > listed in
> > > > > > > > > rule 160.2 are also
> > > > > > > > > > > intended as guides for awards
> > given during an
> > > > > > > > > unfinished
> > > > > > > > > adventure"
> > > > > > > > > > > (my emphasis).
> > > > > > > > > > >
> > > > > > > > > > > [160.2] says "The base Experience
> > Point award
> > > > > > > > > for a character at
> > > > > > > > > the
> > > > > > > > > > > conclusion of an adventure depends
> > upon the
> > > > > > > > > character's
> > > > > > > > > proficiency
> > > > > > > > > > > and the success or failure of the
> > common
> > > > > > > > > mission…. The base award
> > > > > > > > > > > for a character is doubled if the
> > mission of his
> > > > > > > > > party succeeds"
> > > > > > > > > > > (again, my emphasis).
> > > > > > > > > > >
> > > > > > > > > > > So the real question is "What is a
> > mission?" (or
> > > > > > > > > "What is an
> > > > > > > > > > > adventure?" since the two terms
> > are used
> > > > > > > > > somewhat interchangeably
> > > > > > > > > in
> > > > > > > > > > > [160].) To my mind, a "mission" is
> > a
> > > > > > > > > significant achievement.
> > > > > > > > > > > It's not just a question of
> > whether the party
> > > > > > > > > has
> > > > > > > > > > > "succeeded" in some way during
> > each five-hour
> > > > > > > > > session. There
> > > > > > > > > > > should be some sort of definite
> > plot or mission
> > > > > > > > > at hand the
> > > > > > > > > players are
> > > > > > > > > > > trying to fulfill, and something
> > more
> > > > > > > > > substantial than an episode
> > > > > > > > > of
> > > > > > > > > > > KTGP (my group's slang for "Kill
> > the monsters,
> > > > > > > > > Take their
> > > > > > > > > treasure, Go
> > > > > > > > > > > back to town, and have a Party").
> > To me, the
> > > > > > > > > process of
> > > > > > > > > discovering,
> > > > > > > > > > > pursuing, and succeeding in a
> > mission would
> > > > > > > > > usually not be
> > > > > > > > > contained in
> > > > > > > > > > > one or two five-hour sessions.
> > > > > > > > > > >
> > > > > > > > > > > As a rough guess, I would say I
> > only have given
> > > > > > > > > the Successful
> > > > > > > > > Mission
> > > > > > > > > > > double-award once every six
> > sessions or so.
> > > > > > > > > Sometimes it would
> > > > > > > > > be more
> > > > > > > > > > > often, but this was only when the
> > conclusion of
> > > > > > > > > different plot
> > > > > > > > > lines
> > > > > > > > > > > coincided somewhat closely
> > (usually there were
> > > > > > > > > several plots that
> > > > > > > > > could
> > > > > > > > > > > be classified as "missions"
> > running
> > > > > > > > > simultaneously). It was
> > > > > > > > > > > always a big deal in our group
> > when that
> > > > > > > > > double-award came – it
> > > > > > > > > was
> > > > > > > > > > > so exciting because of its rarity.
> > > > > > > > > > >
> > > > > > > > > > > I think I developed this attitude
> > from the
> > > > > > > > > admonition in
> > > > > > > > > [160]: "The
> > > > > > > > > > > distribution of too many
> > Experience Points to
> > > > > > > > > the player
> > > > > > > > > characters will
> > > > > > > > > > > result in the characters becoming
> > > > > > > > > disproportionately
> > > > > > > > > powerful….This
> > > > > > > > > > > short-term gain belies the
> > long-term disservice
> > > > > > > > > the GM and
> > > > > > > > > > > players have done to themselves:
> > the exploits of
> > > > > > > > > the characters
> > > > > > > > > will
> > > > > > > > > > > have been cheapened by the ease
> > which one can
> > > > > > > > > become a mighty
> > > > > > > > > hero or
> > > > > > > > > > > wizard."
> > > > > > > > > > >
> > > > > > > > > > >
> > > > > > > > > > >
> > > > > > > > > > > I should temper this by saying
> > that I would give
> > > > > > > > > RP bonuses, and
> > > > > > > > > as
> > > > > > > > > > > sometimes I incorporated some
> > considerable
> > > > > > > > > game-calendar downtime
> > > > > > > > > > > between sessions, I'd allow
> > characters to use
> > > > > > > > > their skills to earn
> > >
> > > > > > > > > > > "side XP" as described in [160.4],
> > so I'm not a
> > > > > > > > > total
> > > > > > > > > > > tyrant. :)
> > > > > > > > > > >
> > > > > > > > > > >
> > > > > > > > > > >
> > > > > > > > > > >
> > > > > > > > > > >
> > > > > > > > > > >
> > > > > > > > > > >
> > > > > > > > > > >
> > > > > > > > > > >
> > > > > > > > > > > --- In
> > >
> >
> <mailto:dq-rules%40yahoogroups.com>dq-rules@yahoogroups.com,
> > Lev Lafayette
> > > > > > > > >
> > > > > > > > > > > wrote:
> > > > > > > > > > > >
> > > > > > > > > > > >
> > > > > > > > > > > > --- darkislephil darkislephil@
> > wrote:
> > > > > > > > > > > >
> > > > > > > > > > > > > And technically the XP award
> > isn't per
> > > > > > > > > adventure but
> > > > > > > > > > > > > per session:
> > > > > > > > > > > > >
> > > > > > > > > > > > > "[86.1] The GM should make one
> > set of
> > > > > > > > > Experience
> > > > > > > > > > > > > Point awards for
> > > > > > > > > > > > > every five hours of effective
> > play during
> > > > > > > > > one
> > > > > > > > > > > > > session."
> > > > > > > > > > > > >
> > > > > > > > > > > > > So they would be getting more
> > than 1200
> > > > > > > > > every 2
> > > > > > > > > > > > > weeks.
> > > > > > > > > > > >
> > > > > > > > > > > > Ahh yes, I'd forgotten about
> > that. My bad.
> > > > > > > > > > > >
> > > > > > > > > > > > But it does raise the question -
> > how is one
> > > > > > > > > supposed
> > > > > > > > > > > > to work out whether the party
> > has succeeded
> > > > > > > > > within the
> > > > > > > > > > > > five hour timeframe?
> > > > > > > > > > > >
> > > > > > > > > > > >
> > > > > > > > >
> > __________________________________________________
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> > > > > > > > > > >
> > > > > > > > > >
> > > > > > > > >
> > > > > > > > >
> > > > > > > > >
> > > > > > > >
> > > > > > > >
> >
> __________________________________________________________
> > > > > > > > Cheap talk?
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> > > > > > > >
> > > > > > > >
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > >--
> > > > > > >"The life of a software architect is a long
> > (and sometimes
> > >painful)
> > > > > > >succession of suboptimal decisions made
> > partly in the dark."
> > > > > > >
> > > > > > >-------------------------------------
> > > > > > > - Deploying ideas
> > > > > > >-------------------------------------
> > > > > > >Ing. Diego H. Mornacco
> > > > > > >Arquitecto
> > > > > > >Epidata Consulting
> > > > > > >Maipú 521 1er piso Of. A
> > > > > > >Ofi: 5031 0060 / 61
> > > > > > >Cel: 15-5884-0040
> > > > > > >www.epidataconsulting.com
> > > > > > >
> > > > > > >
> > > > > > >To Post a message, send it to: dq-rules@
> > > > > > >To Unsubscribe, send a blank message to:
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Group: DQ-RULES Message: 1085 From: Ran Hardin Date: 1/25/2007
Subject: Re: Experience considerations
So true. I get some of my best plot ideas from the paranoid
speculation of my players...


--- In dq-rules@yahoogroups.com, "darkislephil" <darkislephil@...>
wrote:
>
> I love to "improv" adventures based on players random actions. I
> always try to thow out a couple random NPC encounters in towns that
> may or may not signify anything and similar things during wilderness
> travel and see how the PCs respond. Often they come up with
incredibly
> intricate plots where there was none but I try to oblige them. :)
>
> --- In dq-rules@yahoogroups.com, Jason Winter <JasonWinter@> wrote:
> >
> > My campaign follows Moenaks version. I.e. an
> > Adventure is the number of sessions related to a
> > predefined goal. Sometimes the goal was obvious,
> > i.e retrieve a quest item, other times it's a bit
> > more vague, but we have always been able to agree
> > when we thought an adventure was successful. As
> > to exp awarding, I always awarded at the end of a
> > night, or weekend of gaming for normal exp and
> > then awarded a bonus at the end of a successful
> > adventure. I did this mainly to make sure
> > everyone was awarded while the game was fresh in
> > my mind, as I gave bonus's for role-playing,
> > coming up with good ideas, etc. They were
> > usually not allowed to spend it though until a
> > later point. The only exception to the rule was
> > when the "adventure" was particularly long (some
> > took years in game time to complete). Then, I
> > would occasionally declare players were allowed
> > to purchase a stat point or two.
> >
> > As to types of adventures, I usually also let the
> > players choose their roles in the world. I
> > usually let the players travel where they may and
> > create adventures around their desires. Usually
> > this involves me throwing out a few bones and
> > when the players bite on something I will develop
> > that adventure more fully. Sometimes they throw
> > me a curve ball (like the time I developed an
> > entire continent because I had assumed the party
> > was planning on staying there permanently, and
> > shortly thereafter they jumped on a ship and
> > sailed to another land), but for the most part
> > I've never had any problems coming up with
> > something. I always try to keep a few ideas
> > floating around in my head anyway just in case
> > they do something way out there and I need to
> > stall for an evening so I can develop something quick.
>
Group: DQ-RULES Message: 1086 From: davis john Date: 2/4/2007
Subject: Victorian-Quest: rule changes / magic (long-ish)
4 out of 5 players know have a character for this and we have played 'half'
a session.

1. USA Confederate trash immigrant who has bummed around London as a
pugilist . Fists and 1840's muzzle pistol

2. Upper Middle class Irish protestant lay preacher, and ex-army pastor .
Owns a 1863 service revolver (5 barrel capacity)

3. Middle class english military historian and former officer . Also has a
simialr revolver as above.

4. Middle Class Scottish Final year doctor and research chemist.
Cane-sword.

amazingly 3 rolled ambidextrous and the other is left handed. cahrcaters 2-4
all rolled the same age so we have assumed they are old scholl pals,
re-united after some time.

The 5th person in the party is canadian in real life and his first thought
was to be john mcdonald the first canadian prime minster. Timeline fits as
in 1865 he was sort of in london (but probably a bit busy, though he could
be a batman type charcater i guess!)

They are the Unordained Ministrations and Thematic Associations (UMTA)

Reside in a large rented detached house, and accompanying offices, on the
corner of Sun Street and Shoreditch.

Employ a housekeeper, lab/library assistant, driver and butler. To be middle
class requires one to have at least one servant.
*******************
rules amendments for your thoughts

1. Defence Rating is Now AG+PC (as there are no shields, defensive spells,
magic armour etc)

2. Magical Aptitude is called Mystical Awareness

3. Characters stun on a hit doing half END stat in fat damage, not a third
(will see how this pans out, but there is very little AP....policemans pot
helmet, heavy trench coat)

4. Some small pistols i am rating as RE (in that you can use them in ranged
combat and if u r 'Engaged', will see how this pans out too)

5. Magical Resistance is now called Mystical Resilience (it is equal to WP
plus (PC+END+MA)/3). If you understand the thing you face you are better
able to counter it, etc.
Anyone learning mystical power opens himself up to mystical flow and affect.
As a result the following modifiers are added to an entities MR:

Entity knows a �talent� Mystical Resilience -3
Entity knows a �general� spell Mystical Resilience -3
Entity knows a �general� ritual Mystical Resilience -4
Entity knows a �special� spell Mystical Resilience -5
Entity knows a �special� ritual Mystical Resilience -5

i.e a fully souped up adept has 20 less MR, like in DQ.

Each has a fatigue cost to use
Anyone using a talent has their maximum fatigue reduced by a number equal to
the talent-index number, for the whole day on which they used the talent (ie
T-4, max FAT is lowered by 4 for the day)
A general spell costs 2 fatigue to use.
A special spell costs 5 fatigue to use.
A general ritual costs 1 + (index number x 3) fatigue to use
A special ritual costs 2 (+index number x 5) fatigue to use.

****
Two of the party have opted to have a decent MA (15 & 17) so will eventually
wish to try and use any 'magical' books, scrolls etc they find. The first
college i am working on is called 'The Secret Cipher' and is based on the
hidden power in words and the written text (God said let there be light,
Newtons early note books and similar). It is heavily based on Rune Magic

My question is what other DQ magic may fit
I guess a bit of other entity type college magic may be suitable for Nemesis
(ie big bad guys). DQ magic and rituals often have a lot of paraphenali and
components which will fit well.


regards
John

I have a .doc i could upload and excel charcater sheet for those interested.

_________________________________________________________________
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Group: DQ-RULES Message: 1087 From: darkislephil Date: 2/4/2007
Subject: Re: Victorian-Quest: rule changes / magic (long-ish)
Sounds like a great start. Hope to hear how it continues to develop as
a campaign and in rules.

Comments about firearm rules.

I would recommend using the throw weapons style range modifiers for
pistols. A negative modifier for every hex past the first one. Use the
bow rules for rifles and such. You might have different mods for
smoothbore versus rifled weapons as well though the added complexity
may be more trouble than it is worth.

Would probably differentiate between aimed shots and snap-shots. With
snap-shots being the default Base Chance for the weapon and required a
Pass action to get an Aimed shot bonus of around 20%.

A negative modifier for using a pistol while engaged would be
appropriate and a slightly larger one for using long arms when engaged.

As for magic types, I believe your setting is in the period when there
was a surge of interest in druidic magic of the celtic peoples and of
course there could be norse influences as well.


--- In dq-rules@yahoogroups.com, "davis john" <jrd123@...> wrote:
>
> 4 out of 5 players know have a character for this and we have played
'half'
> a session.
>
> 1. USA Confederate trash immigrant who has bummed around London as a
> pugilist . Fists and 1840's muzzle pistol
>
> 2. Upper Middle class Irish protestant lay preacher, and ex-army
pastor .
> Owns a 1863 service revolver (5 barrel capacity)
>
> 3. Middle class english military historian and former officer .
Also has a
> simialr revolver as above.
>
> 4. Middle Class Scottish Final year doctor and research chemist.
> Cane-sword.
>
> amazingly 3 rolled ambidextrous and the other is left handed.
cahrcaters 2-4
> all rolled the same age so we have assumed they are old scholl pals,
> re-united after some time.
>
> The 5th person in the party is canadian in real life and his first
thought
> was to be john mcdonald the first canadian prime minster. Timeline
fits as
> in 1865 he was sort of in london (but probably a bit busy, though he
could
> be a batman type charcater i guess!)
>
> They are the Unordained Ministrations and Thematic Associations (UMTA)
>
> Reside in a large rented detached house, and accompanying offices,
on the
> corner of Sun Street and Shoreditch.
>
> Employ a housekeeper, lab/library assistant, driver and butler. To
be middle
> class requires one to have at least one servant.
> *******************
> rules amendments for your thoughts
>
> 1. Defence Rating is Now AG+PC (as there are no shields, defensive
spells,
> magic armour etc)
>
> 2. Magical Aptitude is called Mystical Awareness
>
> 3. Characters stun on a hit doing half END stat in fat damage, not
a third
> (will see how this pans out, but there is very little
AP....policemans pot
> helmet, heavy trench coat)
>
> 4. Some small pistols i am rating as RE (in that you can use them
in ranged
> combat and if u r 'Engaged', will see how this pans out too)
>
> 5. Magical Resistance is now called Mystical Resilience (it is
equal to WP
> plus (PC+END+MA)/3). If you understand the thing you face you are
better
> able to counter it, etc.
> Anyone learning mystical power opens himself up to mystical flow and
affect.
> As a result the following modifiers are added to an entities MR:
>
> Entity knows a `talent' Mystical Resilience -3
> Entity knows a `general' spell Mystical Resilience -3
> Entity knows a `general' ritual Mystical Resilience -4
> Entity knows a `special' spell Mystical Resilience -5
> Entity knows a `special' ritual Mystical Resilience -5
>
> i.e a fully souped up adept has 20 less MR, like in DQ.
>
> Each has a fatigue cost to use
> Anyone using a talent has their maximum fatigue reduced by a number
equal to
> the talent-index number, for the whole day on which they used the
talent (ie
> T-4, max FAT is lowered by 4 for the day)
> A general spell costs 2 fatigue to use.
> A special spell costs 5 fatigue to use.
> A general ritual costs 1 + (index number x 3) fatigue to use
> A special ritual costs 2 (+index number x 5) fatigue to use.
>
> ****
> Two of the party have opted to have a decent MA (15 & 17) so will
eventually
> wish to try and use any 'magical' books, scrolls etc they find. The
first
> college i am working on is called 'The Secret Cipher' and is based
on the
> hidden power in words and the written text (God said let there be
light,
> Newtons early note books and similar). It is heavily based on Rune Magic
>
> My question is what other DQ magic may fit
> I guess a bit of other entity type college magic may be suitable for
Nemesis
> (ie big bad guys). DQ magic and rituals often have a lot of
paraphenali and
> components which will fit well.
>
>
> regards
> John
>
> I have a .doc i could upload and excel charcater sheet for those
interested.
>
> _________________________________________________________________
> MSN Hotmail is evolving – check out the new Windows Live Mail
> http://ideas.live.com
>
Group: DQ-RULES Message: 1088 From: dennisnordling Date: 2/16/2007
Subject: Alchemical Skills questions
I am working on rewriting and rebalancing many of the skills of
DragonQuest. There are a few areas in Alchemy that are not expanded
upon within the rules, and was wondering how other player groups
handle them.

- How long should alchemical creations last?

- How are alchemical creations stored and how much do they weigh
empty?

- How much should alchemical creations weigh with the container?

- How do your groups handle the Herbs section. Can an alchemist make
the powders with or without having the corresponding specialty of
medicines & antidotes, potions (including venoms) and poisons.

- We allow for alchemist with the ability to make poisons the same
ability to use poisons without any danger. Do any of your groups
also allow for this?

- How do your other groups calculate costs of many of the alchemical
creations (Cost to make and cost to others)?

- How are poisons treated in dead bodies if raised by a healer?

- Do any of you allow for specialty grenados? smoke, poison, flash,
etc…

- How about the clasic Transmutations from historical Legends:
changing lead to gold, creating gems, potions of youth and
immortality, and the philosopher's stone?

- Would like any other suggestions related to alchemy that this
group might consider appropriate.
Group: DQ-RULES Message: 1089 From: darkislephil Date: 2/17/2007
Subject: Re: Alchemical Skills questions
--- In dq-rules@yahoogroups.com, "dennisnordling" <d.nordling@...> wrote:
> - How long should alchemical creations last?

While it seems reasonable to give potions a "shelf-life" I have been
hesitant to do so as it creates a lot of bookkeeping for the players
and, depending on how much you can trust your players, possibly for
the GM as well.

> - How are alchemical creations stored and how much do they weigh
> empty?
> - How much should alchemical creations weigh with the container?

I've typically gone with one-use bottles for potions weighing 2oz and
holding 4 fl. oz. Weight is basically 6oz.

> - How do your groups handle the Herbs section. Can an alchemist make
> the powders with or without having the corresponding specialty of
> medicines & antidotes, potions (including venoms) and poisons.

I have gone with the info provided in the 3rd Ed . Alchemists can
power or distill herbs at Rank 1.

Powders can only be used by healers or assassins and distillations by
anyone.

> - We allow for alchemist with the ability to make poisons the same
> ability to use poisons without any danger. Do any of your groups
> also allow for this?

Yes and no. Poisons that are used by putting it into the drink or food
of a target then, yes, Alchemists can do this safely with a 90+Rank
success role.

For poisons used on weapons, blow darts, poison gas, contact poison,
etc. then I require Assassin skill.

> - How do your other groups calculate costs of many of the alchemical
> creations (Cost to make and cost to others)?

Well the rules spell it out but they are certainly questionable.

The cost to manufacture a magical
potion is equal to [(Experience Multiple of spell
or talent x 20) - (Alchemist's Rank x 10)].

Basically we have had very, very few PC alchemists because the
benefits were so limited. Just think of a spell with a Exp Mult of
200. Best case the _cost_ to make it is 3900 silver pennies. Who in
their right mind would even consider spending 3900 for a one use spell
effect let alone what it would cost at "retail"?

I've been thinking about this myself lately as recently a couple
players were running Alchemists and thinking of doing the potion thing
but the costs as given are prohibitive. This is the formula I've been
thinking about instead:

Cost = (Exp.Mult * (10 / Rank))

The 10 may be a bit low and a better value might be 12 or 15. 20 was
too high IMO.

> - How are poisons treated in dead bodies if raised by a healer?

Unless neutralized they will continue doing damage as normal. Damage
from poison stops as soon as a Healer begins Neutralize poison though.
A smart party or Healer will ascertain the cause of death before
attempting to bring someone back and, if needed, have another healer
on hand to immediately deal with the poison.

> - Do any of you allow for specialty grenados? smoke, poison, flash,
> etc…

Certainly. Just remember that if the players are carrying them they
can be broken.

> - How about the clasic Transmutations from historical Legends:
> changing lead to gold, creating gems, potions of youth and
> immortality, and the philosopher's stone?

I wouldn't go that route unless it was some kind of campaign/setting
focus.
Group: DQ-RULES Message: 1090 From: Jeffery K. McGonagill Date: 2/17/2007
Subject: Re: Alchemical Skills questions
<snip>

>> - Do any of you allow for specialty grenados? smoke, poison, flash,
>> etc.

In my campaign there was a Firemage/Alchemist who created Clinging Hellfire,
basically Greek Fire combined with Hellfire. This became a legendary
concoction that no sane (which describes the Firemage in question) Alchemist
would even consider trying to duplicate. She never had an apprentice to
pass the secret onto, didn't share it with the guild, and no one has ever
found her notebooks.

> Certainly. Just remember that if the players are carrying them they
> can be broken.

"Don't throw anything that you don't want thrown back at you."
~Adventurers Guild Book of Lore~
(Or How to Stay Alive, Volumn One)

<snip>
Group: DQ-RULES Message: 1091 From: Rodger Thorm Date: 2/18/2007
Subject: Re: Alchemical Skills questions
Mort de Muerte (Steve) and his group worked up quite a bit of additional
information about Alchemy for their campaign. I think they drew a fair
amount of it from a supplement for a different game system (which I don't
recall). They also introduced (to me, anyhow) the idea of Alchemical
Script as a separate language (written only) which I really like. If any
of them are still regulars on the list, maybe they'll chime in.

Given their magical nature, I presume that potions remain good
indefinitely. But that could be a campaign balance issue. If you need to
expire them to maintain game balance, I think reasonable rules to do that
could be easily worked up. X years per Rank; maybe having it drop to half
potency before becoming inert, though that adds even more complexity,
perhaps more than is worth tracking.

For herbs (magical and otherwise) I wrote a new skill for Herbalist that
parallels the Alchemist skill (it's included in "Poor Brendan's Almanac").
If you don't want to add Herbalist in your game, you could probably crib
some parts of that and graft it onto the Alchemist rules.

In my campaign, very early on, I introduced the idea that glass was a very
rare commodity (allowing me to have treasures of glass beads at one
point), so glass bottles are rare and expensive. Glazed clay jars would
work equally well for storage. Wax stoppers should make any kind of
container relatively airtight. I concur with darkislephil; something in
the range of 4-8 oz is a reasonable potion size, and a couple ounces for
the container weight.

Rodger Thorm
Group: DQ-RULES Message: 1092 From: Rafael Date: 3/10/2007
Subject: New Dragon Quest section on my messageboard
Hi all,

I just wanted to inform you that I am setting up an oldschool-oriented
message board and have created a specific DragonQuest section for it,

since DQ is one of my favourite games. The site is still pretty much
under construction, but you might like to visit. :-)

http://wayfarer.myfreeforum.org/

I hope at least some of you find their way there!

Yours,

Rafael
Group: DQ-RULES Message: 1093 From: Garet Michaels Date: 3/10/2007
Subject: Re: New Dragon Quest section on my messageboard
Hey, cool. Glad to see it. I went straight and signed up when I got this
message.

George

>From: Rafael <rafael.ganryu@web.de>
>Reply-To: dq-rules@yahoogroups.com
>To: dragonquest@mimesisrpg.com, dqn-list@yahoogroups.com,
>dq-rules@yahoogroups.com
>Subject: [dq-rules] New Dragon Quest section on my messageboard
>Date: Sat, 10 Mar 2007 11:52:05 +0100
>
>Hi all,
>
>I just wanted to inform you that I am setting up an oldschool-oriented
>message board and have created a specific DragonQuest section for it,
>
>since DQ is one of my favourite games. The site is still pretty much
>under construction, but you might like to visit. :-)
>
>http://wayfarer.myfreeforum.org/
>
>I hope at least some of you find their way there!
>
>Yours,
>
>Rafael
>
>
>
>
>
>To Post a message, send it to: dq-rules@eGroups.com
>To Unsubscribe, send a blank message to: dq-rules-unsubscribe@eGroups.com
>Yahoo! Groups Links
>
>
>

_________________________________________________________________
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http://maps.live.com/?icid=hmtag1&FORM=MGAC01
Group: DQ-RULES Message: 1094 From: Lev Lafayette Date: 3/10/2007
Subject: DragonQuest Review
Just a brief note that I've put a review of
DragonQuest up at RPG.net

http://www.rpg.net/reviews/archive/12/12828.phtml

All the best,


Lev



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Group: DQ-RULES Message: 1095 From: Rafael Date: 3/11/2007
Subject: Re: New Dragon Quest section on my messageboard
^_^

Very cool! I think there's not even a DQ community online, apart from
some mailing lists.

It would be very cool to get something going there! *Join, people, join!*

;-) I'll do a bigger announcement once the administratorial work is
finished.

Yours,

Rafael
Group: DQ-RULES Message: 1096 From: darkislephil Date: 3/11/2007
Subject: Re: DragonQuest Review
The good thing is that the review will bring some degree of interest
to DragonQuest and perhaps encourage people to pull out their old copies.

I do however have a number of quibbles with the review. (And please,
please run it through a spell-checker and grammar checker. There are a
number of misspelled words, sentences with words missing and/or
doubled and some that just don't make sense.)

> Neither the cover art nor the interior art was ever
> anything special.

While John Garcia's illustrations are just so-so, the 3rd Edition did
include several Timothy Truman illustrations which are very good.

> All editions come without a page-numbered table of contents or an index.

Every rule is numbered in the ToC and in the book. Pretty much no
difference from looking it up by page number.

An index certainly would have been nice but they weren't a common
feature in rule sets written in the late 70's and early 80's before
PCs came along.

> Note the lack of a general "Intelligence" stat.
> Apparently players provide their own intelligence and
> no NPC can be smarter than the GM.

I don't think it was the first game to leave out an Intelligence
attribute and it certainly wasn't the last. Remember the 'RP' in RPG
stands for role-playing.

In any case many of the skills are knowledge-based, or have
knowledge-based abilities as you noted later in the review and that
would fall under the domain of intelligence in most games.

> Characteristic modifiers are significant; for example a
> halflings PS is reduced by 6.

That is only in the 3rd edition. The 1st & 2nd ed modifiers where half
those in the 3rd and many DQ players I know consider that change to be
a bad one (as were most of the changes in the 3rd ed).

> An excellent optional rule is the inclusion of "aspects",

Aspect isn't an optional rule (any more than any other rule is).

Physical Beauty however is specifically an optional rule.

> The combat system assumes the use of hex maps, with a
> variety of maneuvers, which mostly work quite well and
> would probably work better if the monsters section was
> more careful with some of its figures.

Meaning what?

> Attacks are resolved on d100 with modifiers due to the
> weapon's base chance, the character's skill, minus defense
> and the usual modifiers. Missing means the target may have
> performed a Parry and Riposte,

No. This only applies if the target had specifically taken an Evade
action.

> Damage is resolved on a d10+weapon bonus and PS,

Damage bonuses from Strength are an optional rule.

> Shields, it must be added, are particularly pathetic and
> armour isn't that great either.

Adding 10%-30% to your defense is pathetic?

As for armor, Chain is going to completely negate 50% of hits from
daggers and 20% or more from typical swords. The damage reduction is
quite significant but still leaves the very dangerous nature of combat
intact. Other armor protects to a greater or less degree and a
character in improved plate and a big shield is a freaking tank.

> Magic is learned in colleges, with exclusive knowledge -
> one cannot know spells from the College of Fire Magics and
> Earth Magics at the same time which to say the least is a
> little unreasonable and arbitrary.

Unreasonable because in the real world anyone can throw spells from
any college?

It's perfectly reasonable as it fits in exactly with the magic system
as it is constructed. It was hardly an arbitrary decision and magic
spell research was actually provided for in Arcane Wisdom.
Unfortunately TSR chose not to publish that section of it when they
added the other parts to the 3rd edition.

> There is also a serious power-gamer problem with the
> abilities available to Rag & String Golems.

Only for Monty Haul GMs that let the players run roughshod over them.

> Finally, the third edition also includes herblore and a
> list with alchemical effects from "real world" herbs.

Is there some reason you put real world in quotes? All of the listed
herbs are real world though the properties assigned to them may not be.

> Whether successful or not, spells cost FAT, and serious
> spell failure (30% above casting chance, which is common
> enough at low ranks) cause backfires, many of which are
> quite serious.

First it is 30% while in combat and 40% if out of combat.(2nd ed)

Second there are a number of ways that adepts can increase their
chances of casting spells including rituals of preparation and by
taking advantage of their Aspect modifiers. Repeatedly attempting to
cast a spell with a greater chance of backfire than success indicates
that the player is an idiot and not that the system is bad.

The backfires and potential for backfires serve a purpose. Adepts in
DQ aren't meant to be gods. There are risks as well as benefits to the
use of magic and players of adepts in DQ are expected to carefully
weigh those risks before using a spell they haven't mastered.

Note that NPC adepts have the same risks.

> Whilst chaotic magic systems are quite reasonable, these
> are seriously disproportionate to the magic being used.
> Having a character being struck blind for d10x3 weeks for
> failing to cast a basic healing spell does not make an
> enjoyable game experience.

Magic is tricky and often unreliable. Make sure you have a Healer in
the party. It only takes a Rank 1 Healer to remove the majority of
backfire effects.

> The third book begins with skills. What DragonQuest means
> by skills in this instance (and not ranks in spells in
> weapons) is degrees of knowledge and ability in character
> classes which adventurers are likely to take up.

> Also, a simple line that other skills exist (e.g., Farmer!)
> but are not specified would have been nice.

This was addressed as you yourself noted in the previous sentence.

Very first paragraph in section VII SKILLS:

"The skills presented here are only those likely to
be used by a character during an adventure. The
fruits of the labors of those using other, more
plebeian, skills may be purchased."

Which clearly acknowledges that other skills exist.

And further in [87.6]:
"The GM and the players are encouraged to
invent other "Adventure" skills for their campaign.
They should be fairly simple to use, easy to
advance in Rank, and be closely related to the
world the GM has created."

> The Monsters chapter describes each creature separated
> by phenotype (common land mammals, avians, aquatics etc)

That really isn't the correct usage of phenotype.

> with a significant number of Pleistocene beasts.

What an odd comment and three is a significant number?

DQ certainly has its issues but many of the comments in your review
seem to come from a incomplete understanding of the actual rules.
Group: DQ-RULES Message: 1097 From: Jeffery K. McGonagill Date: 3/11/2007
Subject: Re: DragonQuest Review
Thank you, darkislephil, for making the very points I was considering
making.

~Jeffery~


> The good thing is that the review will bring some degree of interest
> to DragonQuest and perhaps encourage people to pull out their old copies.
>
> I do however have a number of quibbles with the review. (And please,
> please run it through a spell-checker and grammar checker. There are a
> number of misspelled words, sentences with words missing and/or
> doubled and some that just don't make sense.)
>
>> Neither the cover art nor the interior art was ever
>> anything special.
>
> While John Garcia's illustrations are just so-so, the 3rd Edition did
> include several Timothy Truman illustrations which are very good.
>
>> All editions come without a page-numbered table of contents or an index.
>
> Every rule is numbered in the ToC and in the book. Pretty much no
> difference from looking it up by page number.
>
> An index certainly would have been nice but they weren't a common
> feature in rule sets written in the late 70's and early 80's before
> PCs came along.
>
>> Note the lack of a general "Intelligence" stat.
>> Apparently players provide their own intelligence and
>> no NPC can be smarter than the GM.
>
> I don't think it was the first game to leave out an Intelligence
> attribute and it certainly wasn't the last. Remember the 'RP' in RPG
> stands for role-playing.
>
> In any case many of the skills are knowledge-based, or have
> knowledge-based abilities as you noted later in the review and that
> would fall under the domain of intelligence in most games.
>
>> Characteristic modifiers are significant; for example a
>> halflings PS is reduced by 6.
>
> That is only in the 3rd edition. The 1st & 2nd ed modifiers where half
> those in the 3rd and many DQ players I know consider that change to be
> a bad one (as were most of the changes in the 3rd ed).
>
>> An excellent optional rule is the inclusion of "aspects",
>
> Aspect isn't an optional rule (any more than any other rule is).
>
> Physical Beauty however is specifically an optional rule.
>
>> The combat system assumes the use of hex maps, with a
>> variety of maneuvers, which mostly work quite well and
>> would probably work better if the monsters section was
>> more careful with some of its figures.
>
> Meaning what?
>
>> Attacks are resolved on d100 with modifiers due to the
>> weapon's base chance, the character's skill, minus defense
>> and the usual modifiers. Missing means the target may have
>> performed a Parry and Riposte,
>
> No. This only applies if the target had specifically taken an Evade
> action.
>
>> Damage is resolved on a d10+weapon bonus and PS,
>
> Damage bonuses from Strength are an optional rule.
>
>> Shields, it must be added, are particularly pathetic and
>> armour isn't that great either.
>
> Adding 10%-30% to your defense is pathetic?
>
> As for armor, Chain is going to completely negate 50% of hits from
> daggers and 20% or more from typical swords. The damage reduction is
> quite significant but still leaves the very dangerous nature of combat
> intact. Other armor protects to a greater or less degree and a
> character in improved plate and a big shield is a freaking tank.
>
>> Magic is learned in colleges, with exclusive knowledge -
>> one cannot know spells from the College of Fire Magics and
>> Earth Magics at the same time which to say the least is a
>> little unreasonable and arbitrary.
>
> Unreasonable because in the real world anyone can throw spells from
> any college?
>
> It's perfectly reasonable as it fits in exactly with the magic system
> as it is constructed. It was hardly an arbitrary decision and magic
> spell research was actually provided for in Arcane Wisdom.
> Unfortunately TSR chose not to publish that section of it when they
> added the other parts to the 3rd edition.
>
>> There is also a serious power-gamer problem with the
>> abilities available to Rag & String Golems.
>
> Only for Monty Haul GMs that let the players run roughshod over them.
>
>> Finally, the third edition also includes herblore and a
>> list with alchemical effects from "real world" herbs.
>
> Is there some reason you put real world in quotes? All of the listed
> herbs are real world though the properties assigned to them may not be.
>
>> Whether successful or not, spells cost FAT, and serious
>> spell failure (30% above casting chance, which is common
>> enough at low ranks) cause backfires, many of which are
>> quite serious.
>
> First it is 30% while in combat and 40% if out of combat.(2nd ed)
>
> Second there are a number of ways that adepts can increase their
> chances of casting spells including rituals of preparation and by
> taking advantage of their Aspect modifiers. Repeatedly attempting to
> cast a spell with a greater chance of backfire than success indicates
> that the player is an idiot and not that the system is bad.
>
> The backfires and potential for backfires serve a purpose. Adepts in
> DQ aren't meant to be gods. There are risks as well as benefits to the
> use of magic and players of adepts in DQ are expected to carefully
> weigh those risks before using a spell they haven't mastered.
>
> Note that NPC adepts have the same risks.
>
>> Whilst chaotic magic systems are quite reasonable, these
>> are seriously disproportionate to the magic being used.
>> Having a character being struck blind for d10x3 weeks for
>> failing to cast a basic healing spell does not make an
>> enjoyable game experience.
>
> Magic is tricky and often unreliable. Make sure you have a Healer in
> the party. It only takes a Rank 1 Healer to remove the majority of
> backfire effects.
>
>> The third book begins with skills. What DragonQuest means
>> by skills in this instance (and not ranks in spells in
>> weapons) is degrees of knowledge and ability in character
>> classes which adventurers are likely to take up.
>
>> Also, a simple line that other skills exist (e.g., Farmer!)
>> but are not specified would have been nice.
>
> This was addressed as you yourself noted in the previous sentence.
>
> Very first paragraph in section VII SKILLS:
>
> "The skills presented here are only those likely to
> be used by a character during an adventure. The
> fruits of the labors of those using other, more
> plebeian, skills may be purchased."
>
> Which clearly acknowledges that other skills exist.
>
> And further in [87.6]:
> "The GM and the players are encouraged to
> invent other "Adventure" skills for their campaign.
> They should be fairly simple to use, easy to
> advance in Rank, and be closely related to the
> world the GM has created."
>
>> The Monsters chapter describes each creature separated
>> by phenotype (common land mammals, avians, aquatics etc)
>
> That really isn't the correct usage of phenotype.
>
>> with a significant number of Pleistocene beasts.
>
> What an odd comment and three is a significant number?
>
> DQ certainly has its issues but many of the comments in your review
> seem to come from a incomplete understanding of the actual rules.
Group: DQ-RULES Message: 1098 From: Lev Lafayette Date: 3/11/2007
Subject: Re: DragonQuest Review
--- darkislephil <darkislephil@yahoo.com> wrote:

> The good thing is that the review will bring some
> degree of interest
> to DragonQuest and perhaps encourage people to pull
> out their old copies.
>
> I do however have a number of quibbles with the
> review. (And please,
> please run it through a spell-checker and grammar
> checker. There are a
> number of misspelled words, sentences with words
> missing and/or
> doubled and some that just don't make sense.)

That's a fair call; I actually do run them through a
brief check, but when one is trying to write a review
a day, sometimes it's less than perfect.

>
> > Neither the cover art nor the interior art was
> ever
> > anything special.
>
> While John Garcia's illustrations are just so-so,
> the 3rd Edition did
> include several Timothy Truman illustrations which
> are very good.

They're not "very good", they are OK at best and there
certainly isn't enough of them to make a difference in
the style rating.

> > All editions come without a page-numbered table of
> contents or an index.
>
> Every rule is numbered in the ToC and in the book.
> Pretty much no
> difference from looking it up by page number.
>
> An index certainly would have been nice but they
> weren't a common
> feature in rule sets written in the late 70's and
> early 80's before
> PCs came along.

The AD&D DMG had an index (1979). RuneQuest had an
index (ditto). Indexes are *very* useful in a
rules-heavy game.

> > Note the lack of a general "Intelligence" stat.
> > Apparently players provide their own intelligence
> and
> > no NPC can be smarter than the GM.
>
> I don't think it was the first game to leave out an
> Intelligence
> attribute and it certainly wasn't the last. Remember
> the 'RP' in RPG
> stands for role-playing.

How are you meant to roleplay an NPC's (or a PC's)
intelligence if you don't have a reference point?

> In any case many of the skills are knowledge-based,
> or have
> knowledge-based abilities as you noted later in the
> review and that
> would fall under the domain of intelligence in most
> games.

Right; and their default ability is?

> > Characteristic modifiers are significant; for
> example a
> > halflings PS is reduced by 6.
>
> That is only in the 3rd edition. The 1st & 2nd ed
> modifiers where half
> those in the 3rd and many DQ players I know consider
> that change to be
> a bad one (as were most of the changes in the 3rd
> ed).

See the words "For example"? Personally, I consider
the -6 modifier to be a *good* rule.

> > An excellent optional rule is the inclusion of
> "aspects",
>
> Aspect isn't an optional rule (any more than any
> other rule is).

7 Aspects (Optional) (3rd ed, p9)

>
> Physical Beauty however is specifically an optional
> rule.
>
> > The combat system assumes the use of hex maps,
> with a
> > variety of maneuvers, which mostly work quite well
> and
> > would probably work better if the monsters section
> was
> > more careful with some of its figures.
>
> Meaning what?

Meaning that it scales badly. e.g., two average-strong
humans have a even chance of preventing a *bear* from
breaking from a grapple, and an absolute chance of
preventing a *boar*.

I'm sure you can find many other examples.

> > Attacks are resolved on d100 with modifiers due to
> the
> > weapon's base chance, the character's skill, minus
> defense
> > and the usual modifiers. Missing means the target
> may have
> > performed a Parry and Riposte,
>
> No. This only applies if the target had specifically
> taken an Evade
> action.

That is correct; however the statement isn't wrong
(missing *does* mean the target *may* have performed a
parry and riposte) but it is incomplete (*if* they
have performed an evade).

> > Damage is resolved on a d10+weapon bonus and PS,
>
> Damage bonuses from Strength are an optional rule.
>
> > Shields, it must be added, are particularly
> pathetic and
> > armour isn't that great either.
>
> Adding 10%-30% to your defense is pathetic?

Adding 3-6% at rank 1 certainly is. A untrained person
can pick up a shield and they *will* improve their
capacity to be protected by blow *far* more than DQ
indicates.

> As for armor, Chain is going to completely negate
> 50% of hits from
> daggers and 20% or more from typical swords. The
> damage reduction is
> quite significant but still leaves the very
> dangerous nature of combat
> intact. Other armor protects to a greater or less
> degree and a
> character in improved plate and a big shield is a
> freaking tank.

You must acknowledge that 20% negation is
significantly below average for armour systems which
use a damage reduction method, surely?

>
> > Magic is learned in colleges, with exclusive
> knowledge -
> > one cannot know spells from the College of Fire
> Magics and
> > Earth Magics at the same time which to say the
> least is a
> > little unreasonable and arbitrary.
>
> Unreasonable because in the real world anyone can
> throw spells from
> any college?

I don't accept the argument that a magic system can be
arbitrary in its rules on the lack of direct
simulationism. For starters, it doesn't match the
historical examples of those who studied the occult
arts and secondly, and much more importantly, it
simply isn't fun to play.

> It's perfectly reasonable as it fits in exactly with
> the magic system
> as it is constructed. It was hardly an arbitrary
> decision and magic
> spell research was actually provided for in Arcane
> Wisdom.
> Unfortunately TSR chose not to publish that section
> of it when they
> added the other parts to the 3rd edition.

I am reviewing rules as they are written.

>
> > There is also a serious power-gamer problem with
> the
> > abilities available to Rag & String Golems.
>
> Only for Monty Haul GMs that let the players run
> roughshod over them.

As above.

>
> > Finally, the third edition also includes herblore
> and a
> > list with alchemical effects from "real world"
> herbs.
>
> Is there some reason you put real world in quotes?
> All of the listed
> herbs are real world though the properties assigned
> to them may not be.

To contrast with the discussion on magic. Probably
grammatically wrong.

> > Whether successful or not, spells cost FAT, and
> serious
> > spell failure (30% above casting chance, which is
> common
> > enough at low ranks) cause backfires, many of
> which are
> > quite serious.
>
> First it is 30% while in combat and 40% if out of
> combat.(2nd ed)

A minor difference.

> Second there are a number of ways that adepts can
> increase their
> chances of casting spells including rituals of
> preparation and by
> taking advantage of their Aspect modifiers.
> Repeatedly attempting to
> cast a spell with a greater chance of backfire than
> success indicates
> that the player is an idiot and not that the system
> is bad.
>
> The backfires and potential for backfires serve a
> purpose. Adepts in
> DQ aren't meant to be gods. There are risks as well
> as benefits to the
> use of magic and players of adepts in DQ are
> expected to carefully
> weigh those risks before using a spell they haven't
> mastered.
>

There are many other ways of preventing spell-casting
PCs from "becoming gods" apart from crippling them for
weeks at a time.


> Note that NPC adepts have the same risks.

Do you roll for your NPC spell-casters out of play to
see whether they've miscast any spells?

> > Whilst chaotic magic systems are quite reasonable,
> these
> > are seriously disproportionate to the magic being
> used.
> > Having a character being struck blind for d10x3
> weeks for
> > failing to cast a basic healing spell does not
> make an
> > enjoyable game experience.
>
> Magic is tricky and often unreliable. Make sure you
> have a Healer in
> the party. It only takes a Rank 1 Healer to remove
> the majority of
> backfire effects.

The majority of backfire effects are miscast spells,
which won't matter whether there is a healer or not. A
rank 1 healer has the ability to cure infection,
disease, headaches and fever. Some of the 61+ backfire
effects of these may be cured by a rank 1 healer, but
certainly a minority.

>
> > The third book begins with skills. What
> DragonQuest means
> > by skills in this instance (and not ranks in
> spells in
> > weapons) is degrees of knowledge and ability in
> character
> > classes which adventurers are likely to take up.
>
> > Also, a simple line that other skills exist (e.g.,
> Farmer!)
> > but are not specified would have been nice.
>
> This was addressed as you yourself noted in the
> previous sentence.
>
> Very first paragraph in section VII SKILLS:
>
> "The skills presented here are only those likely to
> be used by a character during an adventure. The
> fruits of the labors of those using other, more
> plebeian, skills may be purchased."
>
> Which clearly acknowledges that other skills exist.
>

Some examples would have been very nice.


> And further in [87.6]:
> "The GM and the players are encouraged to
> invent other "Adventure" skills for their campaign.
> They should be fairly simple to use, easy to
> advance in Rank, and be closely related to the
> world the GM has created."
>
> > The Monsters chapter describes each creature
> separated
> > by phenotype (common land mammals, avians,
> aquatics etc)
>
> That really isn't the correct usage of phenotype.

It's the closest word I could come up with combines
both the genotype and environment in a single heading.

> > with a significant number of Pleistocene beasts.
>
> What an odd comment and three is a significant
> number?
>

Three specific to the period is a significant number
of the natural mammals to the period (which is pretty
small - most of the book are fantastic creatures).

> DQ certainly has its issues but many of the comments
> in your review
> seem to come from a incomplete understanding of the
> actual rules.

You may indeed think that. I however, suggest that it
is not the case.



____________________________________________________________________________________
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Group: DQ-RULES Message: 1099 From: Graham McDonald Date: 3/12/2007
Subject: Re: DragonQuest Review
> > Magic is learned in colleges, with exclusive
> knowledge -
> > one cannot know spells from the College of Fire
> Magics and
> > Earth Magics at the same time which to say the
> least is a
> > little unreasonable and arbitrary.
I don't accept the argument that a magic system can be
arbitrary in its rules on the lack of direct
simulationism. For starters, it doesn't match the
historical examples of those who studied the occult
arts and secondly, and much more importantly, it
simply isn't fun to play.
 
 
This is of course , entirely your own opinion , YMMV , etc.
I enjoyed the DragonQuest magic system.
As it was my first ever RPG 
i was untainted by D&D assumptions about magic.
Please name a magic system that does
match the historical examples of those who studied the occult arts.
 
Graham.


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Group: DQ-RULES Message: 1100 From: Lev Lafayette Date: 3/12/2007
Subject: Re: DragonQuest Review
--- Graham McDonald
<kalak_of_the_branta_clan@yahoo.com> wrote:

>
> This is of course , entirely your own opinion ,
> YMMV , etc.
> I enjoyed the DragonQuest magic system.
> As it was my first ever RPG
> i was untainted by D&D assumptions about magic.

DQ magic is more restrictive than (A)D&D in regards of
the range and type of magic a character can use. At
least it's possible to be a Cleric/Magic User with
Psionics (i.e., everything).

> Please name a magic system that does
> match the historical examples of those who studied
> the occult arts.

Two off the top of my head would be Chaosium's
Nephilim and the excellent Spanish-language game
Aquelarre.

All the best,


Lev



____________________________________________________________________________________
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Group: DQ-RULES Message: 1101 From: Mandos Mitchinson Date: 3/12/2007
Subject: Re: DragonQuest Review
> DQ magic is more restrictive than (A)D&D in regards of
> the range and type of magic a character can use. At
> least it's possible to be a Cleric/Magic User with
> Psionics (i.e., everything).

The problem with that of course is that if you can be everything it
generates sameness amongst the party. I loved the DQ magic system because
you tend to get a diverse party who can all magically do something useful
during the adventure. For example on a game with all new characters you
won't get 6 players who can all cast magic missile.

People also tend to take on aspects of the colleges within the chararacters,
creating more opportunities for character development.

Most importantly it helps prevent powergaming to the extent that most
colleges have good and bad aspects and no matter how high you rank you
spells there will still be things other colleges can do better.

This to my mind is far superior to the everyone can do everything school of
RPG's.

Mandos
/s
Group: DQ-RULES Message: 1102 From: Lance Dyas Date: 3/12/2007
Subject: Re: DragonQuest Review
Graham McDonald wrote:
> > > Magic is learned in colleges, with exclusive
> > knowledge -
> > > one cannot know spells from the College of Fire
> > Magics and
> > > Earth Magics at the same time which to say the
> > least is a
> > > little unreasonable and arbitrary.
> I don't accept the argument that a magic system can be
> arbitrary in its rules on the lack of direct
> simulationism. For starters, it doesn't match the
> historical examples of those who studied the occult
> arts and secondly, and much more importantly, *it
> simply isn't fun to play. *
> **
> **
> This is of course , entirely your own opinion , YMMV , etc.
> I enjoyed the DragonQuest magic system.
> As it was my first ever RPG
> i was untainted by D&D assumptions about magic.
> Please name a magic system that does
> match the historical examples of those who studied the occult arts.
>
> Graham.
PIE bonewitz Authentic Thaumateurgy has a
probabilistic magic system could actually be
adapted rather easily into Dragon Quest
Group: DQ-RULES Message: 1103 From: Lev Lafayette Date: 3/13/2007
Subject: Re: DragonQuest Review
--- Lance Dyas <lance@dyasdesigns.com> wrote:

> PIE bonewitz Authentic Thaumateurgy has a
> probabilistic magic system could actually be
> adapted rather easily into Dragon Quest

Ah yes, I was going to mention that. Quite influential
I believe in the descriptive elements of RQs magic, if
not the system itself.



____________________________________________________________________________________
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Group: DQ-RULES Message: 1104 From: darkislephil Date: 3/13/2007
Subject: Re: DragonQuest Review
--- In dq-rules@yahoogroups.com, Lev Lafayette <lev_lafayette@...> wrote:
>
> --- darkislephil <darkislephil@...> wrote:
>
> > I do however have a number of quibbles with the
> > review. (And please,
> > please run it through a spell-checker and grammar
> > checker. There are a
> > number of misspelled words, sentences with words
> > missing and/or
> > doubled and some that just don't make sense.)
>
> That's a fair call; I actually do run them through a
> brief check, but when one is trying to write a review
> a day, sometimes it's less than perfect.

I guess that provides some insight into the review as a whole then.

> > > Neither the cover art nor the interior art was
> > ever
> > > anything special.
> >
> > While John Garcia's illustrations are just so-so,
> > the 3rd Edition did
> > include several Timothy Truman illustrations which
> > are very good.
>
> They're not "very good", they are OK at best and there
> certainly isn't enough of them to make a difference in
> the style rating.

That's funny. Let's see, staff artist with both TSR & SPI, an
influential comic artist in the early eighties at the beginning of the
boom for independent comics, has continued to write and illustrate
comics up until now and is currently working on the Dark Horse Conan
comic. Yeah. His art is just ok.

> > > All editions come without a page-numbered table of
> > contents or an index.
> >
> > Every rule is numbered in the ToC and in the book.
> > Pretty much no
> > difference from looking it up by page number.
> >
> > An index certainly would have been nice but they
> > weren't a common
> > feature in rule sets written in the late 70's and
> > early 80's before
> > PCs came along.
>
> The AD&D DMG had an index (1979). RuneQuest had an
> index (ditto). Indexes are *very* useful in a
> rules-heavy game.

Right. You come up with 2 examples out of hundreds of possible titles,
one of which is undoubtedly the #1 seller for the time and the other
probably in the top 5. How many pages did the DMG have? Twice as many
pages?

Rules-heavy? Compare the PG, MM and DMG of AD&D to DQ's 148 pages
total. Most peoples complaints are that there aren't rules for every
conceivable situation and you yourself are bemoaning the lack of an
intelligence characteristic.

As I said, an index would have been nice but not really needed and you
proved the point on how it wasn't common to have them. If you were
reviewing a current release then I would be behind you 100% but DQ is
nearly 30 years old and a little perspective concerning the state of
the industry when it was published is appropriate.

> > > Note the lack of a general "Intelligence" stat.
> > > Apparently players provide their own intelligence
> > and
> > > no NPC can be smarter than the GM.
> >
> > I don't think it was the first game to leave out an
> > Intelligence
> > attribute and it certainly wasn't the last. Remember
> > the 'RP' in RPG
> > stands for role-playing.
>
> How are you meant to roleplay an NPC's (or a PC's)
> intelligence if you don't have a reference point?

The reference point is when you design the NPC and you note that Bob
the Blacksmith is not very educated but is a shrewd bargainer and will
never sell at less than 90% of asking price (and perhaps you assign
him a Rank in Merchant).

An Intelligence stat and a couple die rolls isn't going to create
meaningful interactions between NPCs and PCs. That is up to the GM.

> > In any case many of the skills are knowledge-based,
> > or have
> > knowledge-based abilities as you noted later in the
> > review and that
> > would fall under the domain of intelligence in most
> > games.
>
> Right; and their default ability is?

Whose default ability? The skills? As is obvious from a quick perusal
of the rules, Perception is the characteristic typically used to
determine if the character knows something or is able to reason
something out (Astrologer, Merchant, Military Scientist & Navigator)
but some, like Alchemist & Mechanician, just use Rank in the skill.

So even though there isn't a specific Intelligence characteristic the
rules do provide mechanisms for determining what a PC or NPC knows, or
can reason/intuit for themselves.

I guess you missed your Perception check when reading the rules.

> > > Characteristic modifiers are significant; for
> > example a
> > > halflings PS is reduced by 6.
> >
> > That is only in the 3rd edition. The 1st & 2nd ed
> > modifiers where half
> > those in the 3rd and many DQ players I know consider
> > that change to be
> > a bad one (as were most of the changes in the 3rd
> > ed).
>
> See the words "For example"? Personally, I consider
> the -6 modifier to be a *good* rule.

In several places in your review you note the differences between the
different editions but in this case you made an unqualified statement
that isn't accurate or true for any but the 3rd edition.

When you specifically note that some rules vary by edition but do not
apply this qualification to other statements the reader can only
assume that you mean it is true for all editions.

> > > An excellent optional rule is the inclusion of
> > "aspects",
> >
> > Aspect isn't an optional rule (any more than any
> > other rule is).
>
> 7 Aspects (Optional) (3rd ed, p9)

Once again an unqualified statement that only applies to the 3rd
edition but you didn't make the distinction.

Given that the DQ rules are not available except through 2nd-hand
markets like eBay or through one of the PDF scans of the 2nd edition
rules floating around the net a little accuracy in your statements
wouldn't have been out of line.

> > > The combat system assumes the use of hex maps,
> > with a
> > > variety of maneuvers, which mostly work quite well
> > and
> > > would probably work better if the monsters section
> > was
> > > more careful with some of its figures.
> >
> > Meaning what?
>
> Meaning that it scales badly. e.g., two average-strong
> humans have a even chance of preventing a *bear* from
> breaking from a grapple, and an absolute chance of
> preventing a *boar*.

So you were actually talking about the scalability of the
characteristics of the various creatures (or the relative accuracy of
the estimation of a creatures attributes) with regards to one specific
maneuver, Restrain. You can always withdraw from Close Combat on a
roll of 10 on a D10 unless Restrained.

Again it isn't so much that your observation was wrong as that it
lacked clarity and accuracy.

> > > Attacks are resolved on d100 with modifiers due to
> > the
> > > weapon's base chance, the character's skill, minus
> > defense
> > > and the usual modifiers. Missing means the target
> > may have
> > > performed a Parry and Riposte,
> >
> > No. This only applies if the target had specifically
> > taken an Evade
> > action.
>
> That is correct; however the statement isn't wrong
> (missing *does* mean the target *may* have performed a
> parry and riposte) but it is incomplete (*if* they
> have performed an evade).

Or it could mean that the target is on the other side of a wall.

You capitalized the words Parry & Riposte for some reason and pretty
much the only logical conclusion is that you were specifically
referring to rule [17.4].

> > > Shields, it must be added, are particularly
> > pathetic and
> > > armour isn't that great either.
> >
> > Adding 10%-30% to your defense is pathetic?
>
> Adding 3-6% at rank 1 certainly is. A untrained person
> can pick up a shield and they *will* improve their
> capacity to be protected by blow *far* more than DQ
> indicates.

Says you.

You don't even point out the most glaring problem with Shields in DQ
and that is that the rules don't say what to do with Rank 0. I think
that you would agree that once you had 1 rank out of the 5 possible
that some defense should be conferred to the wielder.

Given that shield is one of the cheapest of skills to advance in,
anyone that runs around with only 1 rank in it and then complains
about the low defense deserves whatever fate befalls them.

> > As for armor, Chain is going to completely negate
> > 50% of hits from
> > daggers and 20% or more from typical swords. The
> > damage reduction is
> > quite significant but still leaves the very
> > dangerous nature of combat
> > intact. Other armor protects to a greater or less
> > degree and a
> > character in improved plate and a big shield is a
> > freaking tank.
>
> You must acknowledge that 20% negation is
> significantly below average for armour systems which
> use a damage reduction method, surely?

Sigh. That isn't 20% negation it is 20% of the time it does total
negation.

Let's take a broadsword example. D10+4 damage with an average of 9.5.
The possible damage rolls are 5, 6, 7, 8, 9, 10, 11, 12, 13 & 14.
Against chain that is 0, 0, 1, 2, 3, 4, 5, 6, 7 & 8. The total is 36
divided by 10 for an average damage of 3.6 for broadsword against
chain. A reduction of (9.5 - 3.6)/9.5 or roughly 62%. (Ignoring strike
chance and criticals.)

For improved plate you get 0, 0, 0, 0, 1, 2, 3, 4, 5 & 6 and a 2.1
average. A reduction of 78%.

So, no, it isn't anywhere near as bad as your off-the-cuff
guestimation makes it out to be and it also ignores the dynamics of
the overall DQ combat system which is, in a word, deadly. Neither PCs
nor NPCs get appreciably more "hit points" as they advance. (Something
you didn't point out in the review.) This isn't a game for players who
expect to wade into a horde of humanoids and come out unscathed. An 01
always does Endurance Damage and for all but the most minimal of
Strike Chances it is also a Grievous Injury. One of those is often
enough to kill or incapacitate a foolish player's character.

> > > Magic is learned in colleges, with exclusive
> > knowledge -
> > > one cannot know spells from the College of Fire
> > Magics and
> > > Earth Magics at the same time which to say the
> > least is a
> > > little unreasonable and arbitrary.
> >
> > Unreasonable because in the real world anyone can
> > throw spells from
> > any college?
>
> I don't accept the argument that a magic system can be
> arbitrary in its rules on the lack of direct
> simulationism. For starters, it doesn't match the
> historical examples of those who studied the occult
> arts and secondly, and much more importantly, it
> simply isn't fun to play.

Well since you have yet to show that it is arbitrary or that it
contradicts "historical examples of those who studied the occult arts"
(Read as nutjobs that believed magic was real) clearly you didn't have
any basis for your position.

And the 3rd edition that you are so fond of referencing includes
justifications and explanations of the colleges as well as their
literary and historical sources.

> > It's perfectly reasonable as it fits in exactly with
> > the magic system
> > as it is constructed. It was hardly an arbitrary
> > decision and magic
> > spell research was actually provided for in Arcane
> > Wisdom.
> > Unfortunately TSR chose not to publish that section
> > of it when they
> > added the other parts to the 3rd edition.
>
> I am reviewing rules as they are written.

Rules that aren't in publication but that you suggest can be found on
the net where a player would also find a copy of Arcane Wisdom.

And, as mentioned above, the 3rd edition did include an explanation of
the inspirations for the various colleges.

> > > There is also a serious power-gamer problem with
> > the
> > > abilities available to Rag & String Golems.
> >
> > Only for Monty Haul GMs that let the players run
> > roughshod over them.
>
> As above.

From the introduction:

"In every adventure, situations will arise in which the GM will be
called up on to interpret or add to the rules. This may seem to be an
obvious statement to those readers who are veteran role players, but
for those to whom this game is a first experience, it is a concept not
to be glossed over."

You really should read the Introduction.

> > > Whether successful or not, spells cost FAT, and
> > serious
> > > spell failure (30% above casting chance, which is
> > common
> > > enough at low ranks) cause backfires, many of
> > which are
> > > quite serious.
> >
> > First it is 30% while in combat and 40% if out of
> > combat.(2nd ed)
>
> A minor difference.

Not to an adept it isn't.

> There are many other ways of preventing spell-casting
> PCs from "becoming gods" apart from crippling them for
> weeks at a time.

After almost 27 years of playing and GMing DQ I can safely say that I
have never had one crippled for weeks at a time. Inconvenienced and/or
incapacitated for a day or two and even killed once (see #46-50) but
crippled for weeks? No.

> > Note that NPC adepts have the same risks.
>
> Do you roll for your NPC spell-casters out of play to
> see whether they've miscast any spells?

My NPC adepts suffer from the same effects that PC adepts do but as a
GM I write the stories not the dice. I have had NPC adepts suddenly
leave the field of battle after a particularly bad backfire or
surrendering when they have gone blind. Sometimes it happens because
that is what I plotted and other times it is because I just rolled
that result.

I don't make NPCs roll for backfires off camera any more than the
rules require PCs to roll for backfires when learning or practicing
spells.

RPGs are about storytelling not dice rolls.

> > Magic is tricky and often unreliable. Make sure you
> > have a Healer in
> > the party. It only takes a Rank 1 Healer to remove
> > the majority of
> > backfire effects.
>
> The majority of backfire effects are miscast spells,
> which won't matter whether there is a healer or not. A
> rank 1 healer has the ability to cure infection,
> disease, headaches and fever. Some of the 61+ backfire
> effects of these may be cured by a rank 1 healer, but
> certainly a minority.

True it does take a Rank 2 healer to get the rest.

> > Which clearly acknowledges that other skills exist.
>
> Some examples would have been very nice.

Because someone with a high-school education wouldn't be able to come
up with farmer, blacksmith, cobbler, baker, etc.?

It was a pointless observation made even more so because the rules did
cover it.

> > > with a significant number of Pleistocene beasts.
> >
> > What an odd comment and three is a significant
> > number?
>
> Three specific to the period is a significant number
> of the natural mammals to the period (which is pretty
> small - most of the book are fantastic creatures).

It is less than 5% of the natural creatures which make up about 45% of
all the creatures listed. Seeing as sabretooth tigers, mammoths and
cavemen (Neanderthals) are staples in fantasy fiction their inclusion
is hardly noteworthy. It was an odd comment to make and you have only
dug yourself in deeper attempting to justify it.

> > DQ certainly has its issues but many of the comments
> > in your review
> > seem to come from a incomplete understanding of the
> > actual rules.
>
> You may indeed think that. I however, suggest that it
> is not the case.

Well I can only go by what you have written.
Group: DQ-RULES Message: 1105 From: Lev Lafayette Date: 3/13/2007
Subject: Re: DragonQuest Review
--- darkislephil <darkislephil@yahoo.com> wrote:

> --- In dq-rules@yahoogroups.com, Lev Lafayette
> <lev_lafayette@...> wrote:
> >
> > --- darkislephil <darkislephil@...> wrote:
> >
> > > I do however have a number of quibbles with the
> > > review. (And please,
> > > please run it through a spell-checker and
> grammar
> > > checker. There are a
> > > number of misspelled words, sentences with words
> > > missing and/or
> > > doubled and some that just don't make sense.)
> >
> > That's a fair call; I actually do run them through
> a
> > brief check, but when one is trying to write a
> review
> > a day, sometimes it's less than perfect.
>
> I guess that provides some insight into the review
> as a whole then.

*shrug* I can admit errors.

> > > > Neither the cover art nor the interior art was
> > > ever
> > > > anything special.
> > >
> > > While John Garcia's illustrations are just
> so-so,
> > > the 3rd Edition did
> > > include several Timothy Truman illustrations
> which
> > > are very good.
> >
> > They're not "very good", they are OK at best and
> there
> > certainly isn't enough of them to make a
> difference in
> > the style rating.
>
> That's funny. Let's see, staff artist with both TSR
> & SPI, an
> influential comic artist in the early eighties at
> the beginning of the
> boom for independent comics, has continued to write
> and illustrate
> comics up until now and is currently working on the
> Dark Horse Conan
> comic. Yeah. His art is just ok.

Yes, his art is OK and there certainly isn't enough
images to make a difference in the style rating, even
if he does have experience in indie comics.

> > > > All editions come without a page-numbered
> table of
> > > contents or an index.
> > >
> > > Every rule is numbered in the ToC and in the
> book.
> > > Pretty much no
> > > difference from looking it up by page number.
> > >
> > > An index certainly would have been nice but they
> > > weren't a common
> > > feature in rule sets written in the late 70's
> and
> > > early 80's before
> > > PCs came along.
> >
> > The AD&D DMG had an index (1979). RuneQuest had an
> > index (ditto). Indexes are *very* useful in a
> > rules-heavy game.
>
> Right. You come up with 2 examples out of hundreds
> of possible titles,
> one of which is undoubtedly the #1 seller for the
> time and the other
> probably in the top 5. How many pages did the DMG
> have? Twice as many
> pages?

How many did RQ have? Less than DQ? Yes it did, yes it
did..

> Rules-heavy? Compare the PG, MM and DMG of AD&D to
> DQ's 148 pages
> total.

Mere page count does not constitute more rules.

> Most peoples complaints are that there aren't
> rules for every
> conceivable situation and you yourself are bemoaning
> the lack of an
> intelligence characteristic.

A systematic perspective is a good orientation.

> As I said, an index would have been nice but not
> really needed and you
> proved the point on how it wasn't common to have
> them. If you were
> reviewing a current release then I would be behind
> you 100% but DQ is
> nearly 30 years old and a little perspective
> concerning the state of
> the industry when it was published is appropriate.

Sorry, I don't do that. I considered giving
"historically contextual" reviews and I agree that is
*one* strategy, but I decided to do use comparative
standards instead as the referencing would be easier.

> > > > Note the lack of a general "Intelligence"
> stat.
> > > > Apparently players provide their own
> intelligence
> > > and
> > > > no NPC can be smarter than the GM.
> > >
> > > I don't think it was the first game to leave out
> an
> > > Intelligence
> > > attribute and it certainly wasn't the last.
> Remember
> > > the 'RP' in RPG
> > > stands for role-playing.
> >
> > How are you meant to roleplay an NPC's (or a PC's)
> > intelligence if you don't have a reference point?
>
> The reference point is when you design the NPC and
> you note that Bob
> the Blacksmith is not very educated but is a shrewd
> bargainer and will
> never sell at less than 90% of asking price (and
> perhaps you assign
> him a Rank in Merchant).

Right; so we'll give him an EDU stat like in CoC
instead ;-)

> An Intelligence stat and a couple die rolls isn't
> going to create
> meaningful interactions between NPCs and PCs. That
> is up to the GM.

Maybe the same approach should be used for combat
resolution as well, eh?

> > > In any case many of the skills are
> knowledge-based,
> > > or have
> > > knowledge-based abilities as you noted later in
> the
> > > review and that
> > > would fall under the domain of intelligence in
> most
> > > games.
> >
> > Right; and their default ability is?
>
> Whose default ability? The skills? As is obvious
> from a quick perusal
> of the rules, Perception is the characteristic
> typically used to
> determine if the character knows something or is
> able to reason
> something out (Astrologer, Merchant, Military
> Scientist & Navigator)
> but some, like Alchemist & Mechanician, just use
> Rank in the skill.

Oh so a orang-utung has better reasoning powers than
the average human because it has a higher perception!

> So even though there isn't a specific Intelligence
> characteristic the
> rules do provide mechanisms for determining what a
> PC or NPC knows, or
> can reason/intuit for themselves.
>
> I guess you missed your Perception check when
> reading the rules.

No, I made the Perception check and recognised a flaw
in the system whereas you are defending something
which is broken.

> > > > Characteristic modifiers are significant; for
> > > example a
> > > > halflings PS is reduced by 6.
> > >
> > > That is only in the 3rd edition. The 1st & 2nd
> ed
> > > modifiers where half
> > > those in the 3rd and many DQ players I know
> consider
> > > that change to be
> > > a bad one (as were most of the changes in the
> 3rd
> > > ed).
> >
> > See the words "For example"? Personally, I
> consider
> > the -6 modifier to be a *good* rule.
>
> In several places in your review you note the
> differences between the
> different editions but in this case you made an
> unqualified statement
> that isn't accurate or true for any but the 3rd
> edition.

Does it matter? I was giving AN EXAMPLE and a
*positive* one at that!

> When you specifically note that some rules vary by
> edition but do not
> apply this qualification to other statements the
> reader can only
> assume that you mean it is true for all editions.

I think it is quite reasonable not to assume that at
all. I am *not* going to check every instance in every
example. Only a fanatic would do such a thing.

> > > > An excellent optional rule is the inclusion of
> > > "aspects",
> > >
> > > Aspect isn't an optional rule (any more than any
> > > other rule is).
> >
> > 7 Aspects (Optional) (3rd ed, p9)
>
> Once again an unqualified statement that only
> applies to the 3rd
> edition but you didn't make the distinction.

Yeah, well sue me then.

> Given that the DQ rules are not available except
> through 2nd-hand
> markets like eBay or through one of the PDF scans of
> the 2nd edition
> rules floating around the net a little accuracy in
> your statements
> wouldn't have been out of line.

The review *was* accurate and indeed comes with the
caveat that there are differences between the
editions.

> > > > The combat system assumes the use of hex maps,
> > > with a
> > > > variety of maneuvers, which mostly work quite
> well
> > > and
> > > > would probably work better if the monsters
> section
> > > was
> > > > more careful with some of its figures.
> > >
> > > Meaning what?
> >
> > Meaning that it scales badly. e.g., two
> average-strong
> > humans have a even chance of preventing a *bear*
> from
> > breaking from a grapple, and an absolute chance of
> > preventing a *boar*.
>
> So you were actually talking about the scalability
> of the
> characteristics of the various creatures (or the
> relative accuracy of
> the estimation of a creatures attributes) with
> regards to one specific
> maneuver, Restrain. You can always withdraw from
> Close Combat on a
> roll of 10 on a D10 unless Restrained.

That is one example. The same can be applied to any
game instance where the poor scaling is used (e.g.,
characteristic rolls).

> > Adding 3-6% at rank 1 certainly is. A untrained
> person
> > can pick up a shield and they *will* improve their
> > capacity to be protected by blow *far* more than
> DQ
> > indicates.
>
> Says you.

Who has picked up a shield as an untrained person and
used it; yes. Who has spoken to others who have done
the same thing, yes. Where defaults is reflected in
game systems which have engaged in "reality testing",
yes it is.

> Given that shield is one of the cheapest of skills
> to advance in,
> anyone that runs around with only 1 rank in it and
> then complains
> about the low defense deserves whatever fate befalls
> them.

Irrelevant. It is the default ability I am referring
to,

> > You must acknowledge that 20% negation is
> > significantly below average for armour systems
> which
> > use a damage reduction method, surely?
>
> Sigh. That isn't 20% negation it is 20% of the time
> it does total
> negation.

That is *exactly* what I am referring to. In
RuneQuest, Pendragon and GURPS - all of which use
damage reduction systems - wearing chain will
*totally* negate 50% of blows.

In other words the norm for chainmail in DR systems is
250% more effective than in DragonQuest.

Simply put, I was right and you were wrong.


> Well since you have yet to show that it is arbitrary
> or that it
> contradicts "historical examples of those who
> studied the occult arts"
> (Read as nutjobs that believed magic was real)
> clearly you didn't have
> any basis for your position.

It is arbitrary because there are no reason or purpose
given for the prohibition. As for the historical
examples, several have already been provided.

> And the 3rd edition that you are so fond of
> referencing includes
> justifications and explanations of the colleges as
> well as their
> literary and historical sources.

If you're referring to section 49, that still does not
provide any justification for the college system or
restrictions on learning more than one college.

> You really should read the Introduction.

I read it in 1982. The purpose of a critical review it
is alert GMs to areas where such caveats may apply.

> After almost 27 years of playing and GMing DQ I can
> safely say that I
> have never had one crippled for weeks at a time.
> Inconvenienced and/or
> incapacitated for a day or two and even killed once
> (see #46-50) but
> crippled for weeks? No.

So you never rolled in the critical results of 61-72,
86-100? Good for you.

> RPGs are about storytelling not dice rolls.

The point being, are the PCs being affected by
miscasts more than NPCs? Think about that in your
stories.

> Because someone with a high-school education
> wouldn't be able to come
> up with farmer, blacksmith, cobbler, baker, etc.?

Quite possibly not. Having a list of likely
professions of the late medieval milleiu of DQ is both
educational and useful.

> It is less than 5% of the natural creatures which
> make up about 45% of
> all the creatures listed. Seeing as sabretooth
> tigers, mammoths and
> cavemen (Neanderthals) are staples in fantasy
> fiction their inclusion
> is hardly noteworthy. It was an odd comment to make
> and you have only
> dug yourself in deeper attempting to justify it.

There are 26 land mammals listed; 3 is a significant
number. Again, I was actually referring to this a
positive feature, but hey, if you think 4/5 for
substance is a negative review, then I guess that's
too bad.





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Group: DQ-RULES Message: 1106 From: Jeffery K. McGonagill Date: 3/13/2007
Subject: Re: DragonQuest Review
Again darkislephil, you have written what I was thinking.

In regards to shields, I still use the 1st Edition rules on shields. Even
so, of my current face-to-face group of five players, none use shields. In
fact, the only character that really seems interested in physical combat is
the hyper-active Halfling (AG 26, Artifact of Haste). He's hard to hit, but
when he is, he's paste. That character is the only one in the group that
has died in 24 Adventures (unless you want to count the familiar), though
the rest have all been injured to one degree or another.

darkislephil has GM/played DQ for 27 years, I've done it for the same time.
I have all three editions, Arcane Wisdom, all adventure modules and all
issues of Ares. I've had players who have moved away use my gameworld and
look me up to play again. I've GMed DQ online for 7+ years with numerous
threads. Those are my bonefids for DQ.

~Jeffery~
aka: Fass, Kanida, Arielifan, Menarious, Brandy, Sawtooth, Veni, et al

>>
>> --- darkislephil <darkislephil@...> wrote:
>>
>> > I do however have a number of quibbles with the
>> > review. (And please,
>> > please run it through a spell-checker and grammar
>> > checker. There are a
>> > number of misspelled words, sentences with words
>> > missing and/or
>> > doubled and some that just don't make sense.)
>>
>> That's a fair call; I actually do run them through a
>> brief check, but when one is trying to write a review
>> a day, sometimes it's less than perfect.
>
> I guess that provides some insight into the review as a whole then.
>
>> > > Neither the cover art nor the interior art was
>> > ever
>> > > anything special.
>> >
>> > While John Garcia's illustrations are just so-so,
>> > the 3rd Edition did
>> > include several Timothy Truman illustrations which
>> > are very good.
>>
>> They're not "very good", they are OK at best and there
>> certainly isn't enough of them to make a difference in
>> the style rating.
>
> That's funny. Let's see, staff artist with both TSR & SPI, an
> influential comic artist in the early eighties at the beginning of the
> boom for independent comics, has continued to write and illustrate
> comics up until now and is currently working on the Dark Horse Conan
> comic. Yeah. His art is just ok.
>
>> > > All editions come without a page-numbered table of
>> > contents or an index.
>> >
>> > Every rule is numbered in the ToC and in the book.
>> > Pretty much no
>> > difference from looking it up by page number.
>> >
>> > An index certainly would have been nice but they
>> > weren't a common
>> > feature in rule sets written in the late 70's and
>> > early 80's before
>> > PCs came along.
>>
>> The AD&D DMG had an index (1979). RuneQuest had an
>> index (ditto). Indexes are *very* useful in a
>> rules-heavy game.
>
> Right. You come up with 2 examples out of hundreds of possible titles,
> one of which is undoubtedly the #1 seller for the time and the other
> probably in the top 5. How many pages did the DMG have? Twice as many
> pages?
>
> Rules-heavy? Compare the PG, MM and DMG of AD&D to DQ's 148 pages
> total. Most peoples complaints are that there aren't rules for every
> conceivable situation and you yourself are bemoaning the lack of an
> intelligence characteristic.
>
> As I said, an index would have been nice but not really needed and you
> proved the point on how it wasn't common to have them. If you were
> reviewing a current release then I would be behind you 100% but DQ is
> nearly 30 years old and a little perspective concerning the state of
> the industry when it was published is appropriate.
>
>> > > Note the lack of a general "Intelligence" stat.
>> > > Apparently players provide their own intelligence
>> > and
>> > > no NPC can be smarter than the GM.
>> >
>> > I don't think it was the first game to leave out an
>> > Intelligence
>> > attribute and it certainly wasn't the last. Remember
>> > the 'RP' in RPG
>> > stands for role-playing.
>>
>> How are you meant to roleplay an NPC's (or a PC's)
>> intelligence if you don't have a reference point?
>
> The reference point is when you design the NPC and you note that Bob
> the Blacksmith is not very educated but is a shrewd bargainer and will
> never sell at less than 90% of asking price (and perhaps you assign
> him a Rank in Merchant).
>
> An Intelligence stat and a couple die rolls isn't going to create
> meaningful interactions between NPCs and PCs. That is up to the GM.
>
>> > In any case many of the skills are knowledge-based,
>> > or have
>> > knowledge-based abilities as you noted later in the
>> > review and that
>> > would fall under the domain of intelligence in most
>> > games.
>>
>> Right; and their default ability is?
>
> Whose default ability? The skills? As is obvious from a quick perusal
> of the rules, Perception is the characteristic typically used to
> determine if the character knows something or is able to reason
> something out (Astrologer, Merchant, Military Scientist & Navigator)
> but some, like Alchemist & Mechanician, just use Rank in the skill.
>
> So even though there isn't a specific Intelligence characteristic the
> rules do provide mechanisms for determining what a PC or NPC knows, or
> can reason/intuit for themselves.
>
> I guess you missed your Perception check when reading the rules.
>
>> > > Characteristic modifiers are significant; for
>> > example a
>> > > halflings PS is reduced by 6.
>> >
>> > That is only in the 3rd edition. The 1st & 2nd ed
>> > modifiers where half
>> > those in the 3rd and many DQ players I know consider
>> > that change to be
>> > a bad one (as were most of the changes in the 3rd
>> > ed).
>>
>> See the words "For example"? Personally, I consider
>> the -6 modifier to be a *good* rule.
>
> In several places in your review you note the differences between the
> different editions but in this case you made an unqualified statement
> that isn't accurate or true for any but the 3rd edition.
>
> When you specifically note that some rules vary by edition but do not
> apply this qualification to other statements the reader can only
> assume that you mean it is true for all editions.
>
>> > > An excellent optional rule is the inclusion of
>> > "aspects",
>> >
>> > Aspect isn't an optional rule (any more than any
>> > other rule is).
>>
>> 7 Aspects (Optional) (3rd ed, p9)
>
> Once again an unqualified statement that only applies to the 3rd
> edition but you didn't make the distinction.
>
> Given that the DQ rules are not available except through 2nd-hand
> markets like eBay or through one of the PDF scans of the 2nd edition
> rules floating around the net a little accuracy in your statements
> wouldn't have been out of line.
>
>> > > The combat system assumes the use of hex maps,
>> > with a
>> > > variety of maneuvers, which mostly work quite well
>> > and
>> > > would probably work better if the monsters section
>> > was
>> > > more careful with some of its figures.
>> >
>> > Meaning what?
>>
>> Meaning that it scales badly. e.g., two average-strong
>> humans have a even chance of preventing a *bear* from
>> breaking from a grapple, and an absolute chance of
>> preventing a *boar*.
>
> So you were actually talking about the scalability of the
> characteristics of the various creatures (or the relative accuracy of
> the estimation of a creatures attributes) with regards to one specific
> maneuver, Restrain. You can always withdraw from Close Combat on a
> roll of 10 on a D10 unless Restrained.
>
> Again it isn't so much that your observation was wrong as that it
> lacked clarity and accuracy.
>
>> > > Attacks are resolved on d100 with modifiers due to
>> > the
>> > > weapon's base chance, the character's skill, minus
>> > defense
>> > > and the usual modifiers. Missing means the target
>> > may have
>> > > performed a Parry and Riposte,
>> >
>> > No. This only applies if the target had specifically
>> > taken an Evade
>> > action.
>>
>> That is correct; however the statement isn't wrong
>> (missing *does* mean the target *may* have performed a
>> parry and riposte) but it is incomplete (*if* they
>> have performed an evade).
>
> Or it could mean that the target is on the other side of a wall.
>
> You capitalized the words Parry & Riposte for some reason and pretty
> much the only logical conclusion is that you were specifically
> referring to rule [17.4].
>
>> > > Shields, it must be added, are particularly
>> > pathetic and
>> > > armour isn't that great either.
>> >
>> > Adding 10%-30% to your defense is pathetic?
>>
>> Adding 3-6% at rank 1 certainly is. A untrained person
>> can pick up a shield and they *will* improve their
>> capacity to be protected by blow *far* more than DQ
>> indicates.
>
> Says you.
>
> You don't even point out the most glaring problem with Shields in DQ
> and that is that the rules don't say what to do with Rank 0. I think
> that you would agree that once you had 1 rank out of the 5 possible
> that some defense should be conferred to the wielder.
>
> Given that shield is one of the cheapest of skills to advance in,
> anyone that runs around with only 1 rank in it and then complains
> about the low defense deserves whatever fate befalls them.
>
>> > As for armor, Chain is going to completely negate
>> > 50% of hits from
>> > daggers and 20% or more from typical swords. The
>> > damage reduction is
>> > quite significant but still leaves the very
>> > dangerous nature of combat
>> > intact. Other armor protects to a greater or less
>> > degree and a
>> > character in improved plate and a big shield is a
>> > freaking tank.
>>
>> You must acknowledge that 20% negation is
>> significantly below average for armour systems which
>> use a damage reduction method, surely?
>
> Sigh. That isn't 20% negation it is 20% of the time it does total
> negation.
>
> Let's take a broadsword example. D10+4 damage with an average of 9.5.
> The possible damage rolls are 5, 6, 7, 8, 9, 10, 11, 12, 13 & 14.
> Against chain that is 0, 0, 1, 2, 3, 4, 5, 6, 7 & 8. The total is 36
> divided by 10 for an average damage of 3.6 for broadsword against
> chain. A reduction of (9.5 - 3.6)/9.5 or roughly 62%. (Ignoring strike
> chance and criticals.)
>
> For improved plate you get 0, 0, 0, 0, 1, 2, 3, 4, 5 & 6 and a 2.1
> average. A reduction of 78%.
>
> So, no, it isn't anywhere near as bad as your off-the-cuff
> guestimation makes it out to be and it also ignores the dynamics of
> the overall DQ combat system which is, in a word, deadly. Neither PCs
> nor NPCs get appreciably more "hit points" as they advance. (Something
> you didn't point out in the review.) This isn't a game for players who
> expect to wade into a horde of humanoids and come out unscathed. An 01
> always does Endurance Damage and for all but the most minimal of
> Strike Chances it is also a Grievous Injury. One of those is often
> enough to kill or incapacitate a foolish player's character.
>
>> > > Magic is learned in colleges, with exclusive
>> > knowledge -
>> > > one cannot know spells from the College of Fire
>> > Magics and
>> > > Earth Magics at the same time which to say the
>> > least is a
>> > > little unreasonable and arbitrary.
>> >
>> > Unreasonable because in the real world anyone can
>> > throw spells from
>> > any college?
>>
>> I don't accept the argument that a magic system can be
>> arbitrary in its rules on the lack of direct
>> simulationism. For starters, it doesn't match the
>> historical examples of those who studied the occult
>> arts and secondly, and much more importantly, it
>> simply isn't fun to play.
>
> Well since you have yet to show that it is arbitrary or that it
> contradicts "historical examples of those who studied the occult arts"
> (Read as nutjobs that believed magic was real) clearly you didn't have
> any basis for your position.
>
> And the 3rd edition that you are so fond of referencing includes
> justifications and explanations of the colleges as well as their
> literary and historical sources.
>
>> > It's perfectly reasonable as it fits in exactly with
>> > the magic system
>> > as it is constructed. It was hardly an arbitrary
>> > decision and magic
>> > spell research was actually provided for in Arcane
>> > Wisdom.
>> > Unfortunately TSR chose not to publish that section
>> > of it when they
>> > added the other parts to the 3rd edition.
>>
>> I am reviewing rules as they are written.
>
> Rules that aren't in publication but that you suggest can be found on
> the net where a player would also find a copy of Arcane Wisdom.
>
> And, as mentioned above, the 3rd edition did include an explanation of
> the inspirations for the various colleges.
>
>> > > There is also a serious power-gamer problem with
>> > the
>> > > abilities available to Rag & String Golems.
>> >
>> > Only for Monty Haul GMs that let the players run
>> > roughshod over them.
>>
>> As above.
>
> From the introduction:
>
> "In every adventure, situations will arise in which the GM will be
> called up on to interpret or add to the rules. This may seem to be an
> obvious statement to those readers who are veteran role players, but
> for those to whom this game is a first experience, it is a concept not
> to be glossed over."
>
> You really should read the Introduction.
>
>> > > Whether successful or not, spells cost FAT, and
>> > serious
>> > > spell failure (30% above casting chance, which is
>> > common
>> > > enough at low ranks) cause backfires, many of
>> > which are
>> > > quite serious.
>> >
>> > First it is 30% while in combat and 40% if out of
>> > combat.(2nd ed)
>>
>> A minor difference.
>
> Not to an adept it isn't.
>
>> There are many other ways of preventing spell-casting
>> PCs from "becoming gods" apart from crippling them for
>> weeks at a time.
>
> After almost 27 years of playing and GMing DQ I can safely say that I
> have never had one crippled for weeks at a time. Inconvenienced and/or
> incapacitated for a day or two and even killed once (see #46-50) but
> crippled for weeks? No.
>
>> > Note that NPC adepts have the same risks.
>>
>> Do you roll for your NPC spell-casters out of play to
>> see whether they've miscast any spells?
>
> My NPC adepts suffer from the same effects that PC adepts do but as a
> GM I write the stories not the dice. I have had NPC adepts suddenly
> leave the field of battle after a particularly bad backfire or
> surrendering when they have gone blind. Sometimes it happens because
> that is what I plotted and other times it is because I just rolled
> that result.
>
> I don't make NPCs roll for backfires off camera any more than the
> rules require PCs to roll for backfires when learning or practicing
> spells.
>
> RPGs are about storytelling not dice rolls.
>
>> > Magic is tricky and often unreliable. Make sure you
>> > have a Healer in
>> > the party. It only takes a Rank 1 Healer to remove
>> > the majority of
>> > backfire effects.
>>
>> The majority of backfire effects are miscast spells,
>> which won't matter whether there is a healer or not. A
>> rank 1 healer has the ability to cure infection,
>> disease, headaches and fever. Some of the 61+ backfire
>> effects of these may be cured by a rank 1 healer, but
>> certainly a minority.
>
> True it does take a Rank 2 healer to get the rest.
>
>> > Which clearly acknowledges that other skills exist.
>>
>> Some examples would have been very nice.
>
> Because someone with a high-school education wouldn't be able to come
> up with farmer, blacksmith, cobbler, baker, etc.?
>
> It was a pointless observation made even more so because the rules did
> cover it.
>
>> > > with a significant number of Pleistocene beasts.
>> >
>> > What an odd comment and three is a significant
>> > number?
>>
>> Three specific to the period is a significant number
>> of the natural mammals to the period (which is pretty
>> small - most of the book are fantastic creatures).
>
> It is less than 5% of the natural creatures which make up about 45% of
> all the creatures listed. Seeing as sabretooth tigers, mammoths and
> cavemen (Neanderthals) are staples in fantasy fiction their inclusion
> is hardly noteworthy. It was an odd comment to make and you have only
> dug yourself in deeper attempting to justify it.
>
>> > DQ certainly has its issues but many of the comments
>> > in your review
>> > seem to come from a incomplete understanding of the
>> > actual rules.
>>
>> You may indeed think that. I however, suggest that it
>> is not the case.
>
> Well I can only go by what you have written.
>
>
>
>
>
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>
>
Group: DQ-RULES Message: 1107 From: Jeffery K. McGonagill Date: 3/13/2007
Subject: Re: DragonQuest Review
I'm not going to make point by point comments, just the simple observation
that you twist the points darkislephil makes to justify your arguement.

~Jeffery~


>> > > I do however have a number of quibbles with the
>> > > review. (And please,
>> > > please run it through a spell-checker and
>> grammar
>> > > checker. There are a
>> > > number of misspelled words, sentences with words
>> > > missing and/or
>> > > doubled and some that just don't make sense.)
>> >
>> > That's a fair call; I actually do run them through
>> a
>> > brief check, but when one is trying to write a
>> review
>> > a day, sometimes it's less than perfect.
>>
>> I guess that provides some insight into the review
>> as a whole then.
>
> *shrug* I can admit errors.
>
>> > > > Neither the cover art nor the interior art was
>> > > ever
>> > > > anything special.
>> > >
>> > > While John Garcia's illustrations are just
>> so-so,
>> > > the 3rd Edition did
>> > > include several Timothy Truman illustrations
>> which
>> > > are very good.
>> >
>> > They're not "very good", they are OK at best and
>> there
>> > certainly isn't enough of them to make a
>> difference in
>> > the style rating.
>>
>> That's funny. Let's see, staff artist with both TSR
>> & SPI, an
>> influential comic artist in the early eighties at
>> the beginning of the
>> boom for independent comics, has continued to write
>> and illustrate
>> comics up until now and is currently working on the
>> Dark Horse Conan
>> comic. Yeah. His art is just ok.
>
> Yes, his art is OK and there certainly isn't enough
> images to make a difference in the style rating, even
> if he does have experience in indie comics.
>
>> > > > All editions come without a page-numbered
>> table of
>> > > contents or an index.
>> > >
>> > > Every rule is numbered in the ToC and in the
>> book.
>> > > Pretty much no
>> > > difference from looking it up by page number.
>> > >
>> > > An index certainly would have been nice but they
>> > > weren't a common
>> > > feature in rule sets written in the late 70's
>> and
>> > > early 80's before
>> > > PCs came along.
>> >
>> > The AD&D DMG had an index (1979). RuneQuest had an
>> > index (ditto). Indexes are *very* useful in a
>> > rules-heavy game.
>>
>> Right. You come up with 2 examples out of hundreds
>> of possible titles,
>> one of which is undoubtedly the #1 seller for the
>> time and the other
>> probably in the top 5. How many pages did the DMG
>> have? Twice as many
>> pages?
>
> How many did RQ have? Less than DQ? Yes it did, yes it
> did..
>
>> Rules-heavy? Compare the PG, MM and DMG of AD&D to
>> DQ's 148 pages
>> total.
>
> Mere page count does not constitute more rules.
>
>> Most peoples complaints are that there aren't
>> rules for every
>> conceivable situation and you yourself are bemoaning
>> the lack of an
>> intelligence characteristic.
>
> A systematic perspective is a good orientation.
>
>> As I said, an index would have been nice but not
>> really needed and you
>> proved the point on how it wasn't common to have
>> them. If you were
>> reviewing a current release then I would be behind
>> you 100% but DQ is
>> nearly 30 years old and a little perspective
>> concerning the state of
>> the industry when it was published is appropriate.
>
> Sorry, I don't do that. I considered giving
> "historically contextual" reviews and I agree that is
> *one* strategy, but I decided to do use comparative
> standards instead as the referencing would be easier.
>
>> > > > Note the lack of a general "Intelligence"
>> stat.
>> > > > Apparently players provide their own
>> intelligence
>> > > and
>> > > > no NPC can be smarter than the GM.
>> > >
>> > > I don't think it was the first game to leave out
>> an
>> > > Intelligence
>> > > attribute and it certainly wasn't the last.
>> Remember
>> > > the 'RP' in RPG
>> > > stands for role-playing.
>> >
>> > How are you meant to roleplay an NPC's (or a PC's)
>> > intelligence if you don't have a reference point?
>>
>> The reference point is when you design the NPC and
>> you note that Bob
>> the Blacksmith is not very educated but is a shrewd
>> bargainer and will
>> never sell at less than 90% of asking price (and
>> perhaps you assign
>> him a Rank in Merchant).
>
> Right; so we'll give him an EDU stat like in CoC
> instead ;-)
>
>> An Intelligence stat and a couple die rolls isn't
>> going to create
>> meaningful interactions between NPCs and PCs. That
>> is up to the GM.
>
> Maybe the same approach should be used for combat
> resolution as well, eh?
>
>> > > In any case many of the skills are
>> knowledge-based,
>> > > or have
>> > > knowledge-based abilities as you noted later in
>> the
>> > > review and that
>> > > would fall under the domain of intelligence in
>> most
>> > > games.
>> >
>> > Right; and their default ability is?
>>
>> Whose default ability? The skills? As is obvious
>> from a quick perusal
>> of the rules, Perception is the characteristic
>> typically used to
>> determine if the character knows something or is
>> able to reason
>> something out (Astrologer, Merchant, Military
>> Scientist & Navigator)
>> but some, like Alchemist & Mechanician, just use
>> Rank in the skill.
>
> Oh so a orang-utung has better reasoning powers than
> the average human because it has a higher perception!
>
>> So even though there isn't a specific Intelligence
>> characteristic the
>> rules do provide mechanisms for determining what a
>> PC or NPC knows, or
>> can reason/intuit for themselves.
>>
>> I guess you missed your Perception check when
>> reading the rules.
>
> No, I made the Perception check and recognised a flaw
> in the system whereas you are defending something
> which is broken.
>
>> > > > Characteristic modifiers are significant; for
>> > > example a
>> > > > halflings PS is reduced by 6.
>> > >
>> > > That is only in the 3rd edition. The 1st & 2nd
>> ed
>> > > modifiers where half
>> > > those in the 3rd and many DQ players I know
>> consider
>> > > that change to be
>> > > a bad one (as were most of the changes in the
>> 3rd
>> > > ed).
>> >
>> > See the words "For example"? Personally, I
>> consider
>> > the -6 modifier to be a *good* rule.
>>
>> In several places in your review you note the
>> differences between the
>> different editions but in this case you made an
>> unqualified statement
>> that isn't accurate or true for any but the 3rd
>> edition.
>
> Does it matter? I was giving AN EXAMPLE and a
> *positive* one at that!
>
>> When you specifically note that some rules vary by
>> edition but do not
>> apply this qualification to other statements the
>> reader can only
>> assume that you mean it is true for all editions.
>
> I think it is quite reasonable not to assume that at
> all. I am *not* going to check every instance in every
> example. Only a fanatic would do such a thing.
>
>> > > > An excellent optional rule is the inclusion of
>> > > "aspects",
>> > >
>> > > Aspect isn't an optional rule (any more than any
>> > > other rule is).
>> >
>> > 7 Aspects (Optional) (3rd ed, p9)
>>
>> Once again an unqualified statement that only
>> applies to the 3rd
>> edition but you didn't make the distinction.
>
> Yeah, well sue me then.
>
>> Given that the DQ rules are not available except
>> through 2nd-hand
>> markets like eBay or through one of the PDF scans of
>> the 2nd edition
>> rules floating around the net a little accuracy in
>> your statements
>> wouldn't have been out of line.
>
> The review *was* accurate and indeed comes with the
> caveat that there are differences between the
> editions.
>
>> > > > The combat system assumes the use of hex maps,
>> > > with a
>> > > > variety of maneuvers, which mostly work quite
>> well
>> > > and
>> > > > would probably work better if the monsters
>> section
>> > > was
>> > > > more careful with some of its figures.
>> > >
>> > > Meaning what?
>> >
>> > Meaning that it scales badly. e.g., two
>> average-strong
>> > humans have a even chance of preventing a *bear*
>> from
>> > breaking from a grapple, and an absolute chance of
>> > preventing a *boar*.
>>
>> So you were actually talking about the scalability
>> of the
>> characteristics of the various creatures (or the
>> relative accuracy of
>> the estimation of a creatures attributes) with
>> regards to one specific
>> maneuver, Restrain. You can always withdraw from
>> Close Combat on a
>> roll of 10 on a D10 unless Restrained.
>
> That is one example. The same can be applied to any
> game instance where the poor scaling is used (e.g.,
> characteristic rolls).
>
>> > Adding 3-6% at rank 1 certainly is. A untrained
>> person
>> > can pick up a shield and they *will* improve their
>> > capacity to be protected by blow *far* more than
>> DQ
>> > indicates.
>>
>> Says you.
>
> Who has picked up a shield as an untrained person and
> used it; yes. Who has spoken to others who have done
> the same thing, yes. Where defaults is reflected in
> game systems which have engaged in "reality testing",
> yes it is.
>
>> Given that shield is one of the cheapest of skills
>> to advance in,
>> anyone that runs around with only 1 rank in it and
>> then complains
>> about the low defense deserves whatever fate befalls
>> them.
>
> Irrelevant. It is the default ability I am referring
> to,
>
>> > You must acknowledge that 20% negation is
>> > significantly below average for armour systems
>> which
>> > use a damage reduction method, surely?
>>
>> Sigh. That isn't 20% negation it is 20% of the time
>> it does total
>> negation.
>
> That is *exactly* what I am referring to. In
> RuneQuest, Pendragon and GURPS - all of which use
> damage reduction systems - wearing chain will
> *totally* negate 50% of blows.
>
> In other words the norm for chainmail in DR systems is
> 250% more effective than in DragonQuest.
>
> Simply put, I was right and you were wrong.
>
>
>> Well since you have yet to show that it is arbitrary
>> or that it
>> contradicts "historical examples of those who
>> studied the occult arts"
>> (Read as nutjobs that believed magic was real)
>> clearly you didn't have
>> any basis for your position.
>
> It is arbitrary because there are no reason or purpose
> given for the prohibition. As for the historical
> examples, several have already been provided.
>
>> And the 3rd edition that you are so fond of
>> referencing includes
>> justifications and explanations of the colleges as
>> well as their
>> literary and historical sources.
>
> If you're referring to section 49, that still does not
> provide any justification for the college system or
> restrictions on learning more than one college.
>
>> You really should read the Introduction.
>
> I read it in 1982. The purpose of a critical review it
> is alert GMs to areas where such caveats may apply.
>
>> After almost 27 years of playing and GMing DQ I can
>> safely say that I
>> have never had one crippled for weeks at a time.
>> Inconvenienced and/or
>> incapacitated for a day or two and even killed once
>> (see #46-50) but
>> crippled for weeks? No.
>
> So you never rolled in the critical results of 61-72,
> 86-100? Good for you.
>
>> RPGs are about storytelling not dice rolls.
>
> The point being, are the PCs being affected by
> miscasts more than NPCs? Think about that in your
> stories.
>
>> Because someone with a high-school education
>> wouldn't be able to come
>> up with farmer, blacksmith, cobbler, baker, etc.?
>
> Quite possibly not. Having a list of likely
> professions of the late medieval milleiu of DQ is both
> educational and useful.
>
>> It is less than 5% of the natural creatures which
>> make up about 45% of
>> all the creatures listed. Seeing as sabretooth
>> tigers, mammoths and
>> cavemen (Neanderthals) are staples in fantasy
>> fiction their inclusion
>> is hardly noteworthy. It was an odd comment to make
>> and you have only
>> dug yourself in deeper attempting to justify it.
>
> There are 26 land mammals listed; 3 is a significant
> number. Again, I was actually referring to this a
> positive feature, but hey, if you think 4/5 for
> substance is a negative review, then I guess that's
> too bad.
>
>
>
>
>
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