Messages in DQ-RULES group. Page 26 of 40.

Group: DQ-RULES Message: 1258 From: igmod@comcast.net Date: 10/26/2007
Subject: Re: [DQ MASS COMBAT]
Group: DQ-RULES Message: 1259 From: davis john Date: 10/27/2007
Subject: Re: [DQ MASS COMBAT]
Group: DQ-RULES Message: 1260 From: Jeffery K. McGonagill Date: 10/27/2007
Subject: Re: [DQ MASS COMBAT]
Group: DQ-RULES Message: 1261 From: gruundehn Date: 11/23/2007
Subject: Additions to DQ
Group: DQ-RULES Message: 1262 From: Ran Hardin Date: 11/26/2007
Subject: Re: Additions to DQ
Group: DQ-RULES Message: 1263 From: gruundehn Date: 12/15/2007
Subject: Re: Additions to DQ
Group: DQ-RULES Message: 1264 From: Jeffery K. McGonagill Date: 12/16/2007
Subject: Re: DQ Wiki game
Group: DQ-RULES Message: 1265 From: Rodger Thorm Date: 12/17/2007
Subject: Re: DQ Wiki game
Group: DQ-RULES Message: 1266 From: John M Kahane Date: 12/26/2007
Subject: Re: Additions to DQ
Group: DQ-RULES Message: 1267 From: Rodger Thorm Date: 12/26/2007
Subject: Re: Additions to DQ
Group: DQ-RULES Message: 1268 From: gruundehn Date: 12/26/2007
Subject: Re: Additions to DQ
Group: DQ-RULES Message: 1269 From: igmod@comcast.net Date: 12/26/2007
Subject: Re: Additions to DQ
Group: DQ-RULES Message: 1270 From: Mandos Mitchinson Date: 12/26/2007
Subject: Re: Additions to DQ
Group: DQ-RULES Message: 1271 From: Rodger Thorm Date: 12/26/2007
Subject: Re: Additions to DQ
Group: DQ-RULES Message: 1272 From: gruundehn Date: 12/30/2007
Subject: Draft Table of Contents (Long)
Group: DQ-RULES Message: 1273 From: davis john Date: 1/3/2008
Subject: Re: Additions to DQ
Group: DQ-RULES Message: 1274 From: Keith Date: 1/3/2008
Subject: DQ stats for dinosaurs
Group: DQ-RULES Message: 1275 From: Dean Martelle Date: 1/3/2008
Subject: Re: DQ stats for dinosaurs
Group: DQ-RULES Message: 1276 From: Christopher Date: 1/4/2008
Subject: Re: DQ stats for dinosaurs
Group: DQ-RULES Message: 1277 From: Keith Date: 1/4/2008
Subject: Re: DQ stats for dinosaurs
Group: DQ-RULES Message: 1278 From: gruundehn Date: 1/10/2008
Subject: Re: Part 4 - Humorous review of DQ magic
Group: DQ-RULES Message: 1279 From: gruundehn Date: 1/10/2008
Subject: Re: DQ stats for dinosaurs
Group: DQ-RULES Message: 1280 From: igmod@comcast.net Date: 1/10/2008
Subject: Re: DQ stats for dinosaurs
Group: DQ-RULES Message: 1281 From: dbarrass_2000 Date: 1/11/2008
Subject: Re: DQ stats for dinosaurs
Group: DQ-RULES Message: 1282 From: Thierry Maire Date: 1/11/2008
Subject: RE : [dq-rules] Re: DQ stats for dinosaurs
Group: DQ-RULES Message: 1283 From: Ran Hardin Date: 1/14/2008
Subject: Re: Part 4 - Humorous review of DQ magic
Group: DQ-RULES Message: 1284 From: gruundehn Date: 1/14/2008
Subject: Re: Part 4 - Humorous review of DQ magic
Group: DQ-RULES Message: 1285 From: Jason Winter Date: 1/19/2008
Subject: My Website
Group: DQ-RULES Message: 1286 From: John M Kahane Date: 1/19/2008
Subject: Re: My Website
Group: DQ-RULES Message: 1287 From: Ted McKelvey Date: 1/29/2008
Subject: Re: DQ stats for dinosaurs
Group: DQ-RULES Message: 1288 From: tmckelvey77089 Date: 1/29/2008
Subject: Re: Bogey Table Skill Oversights
Group: DQ-RULES Message: 1289 From: gruundehn Date: 2/2/2008
Subject: Alcohol
Group: DQ-RULES Message: 1290 From: Andrew Larkin Date: 2/2/2008
Subject: Re: Alcohol
Group: DQ-RULES Message: 1291 From: gruundehn Date: 2/2/2008
Subject: Re: Alcohol
Group: DQ-RULES Message: 1292 From: dq-rules@yahoogroups.com Date: 2/2/2008
Subject: New file uploaded to dq-rules
Group: DQ-RULES Message: 1293 From: dbarrass_2000 Date: 2/3/2008
Subject: Re: New file uploaded to dq-rules
Group: DQ-RULES Message: 1294 From: Christopher Dargan Date: 2/3/2008
Subject: Re: New file uploaded to dq-rules
Group: DQ-RULES Message: 1295 From: Ran Hardin Date: 2/4/2008
Subject: Re: New file uploaded to dq-rules
Group: DQ-RULES Message: 1296 From: Lev Lafayette Date: 2/4/2008
Subject: Re: New file uploaded to dq-rules
Group: DQ-RULES Message: 1297 From: gruundehn Date: 2/4/2008
Subject: Re: New file uploaded to dq-rules
Group: DQ-RULES Message: 1298 From: igmod@comcast.net Date: 2/4/2008
Subject: Re: New file uploaded to dq-rules
Group: DQ-RULES Message: 1299 From: Christopher Dargan Date: 2/4/2008
Subject: Reply to questions concerning bestiary.
Group: DQ-RULES Message: 1300 From: Christopher Dargan Date: 2/4/2008
Subject: Reply to questions concerning bestiary.
Group: DQ-RULES Message: 1301 From: Jeffery K. McGonagill Date: 2/4/2008
Subject: Re: Reply to questions concerning bestiary.
Group: DQ-RULES Message: 1302 From: Christopher Dargan Date: 2/4/2008
Subject: Re: Reply to questions concerning bestiary.
Group: DQ-RULES Message: 1303 From: Christopher Dargan Date: 2/5/2008
Subject: Re: Reply to questions concerning bestiary.
Group: DQ-RULES Message: 1304 From: Jeffery K. McGonagill Date: 2/5/2008
Subject: Re: Reply to questions concerning bestiary.
Group: DQ-RULES Message: 1305 From: Thierry Maire Date: 2/5/2008
Subject: RE : Re: [dq-rules] Reply to questions concerning bestiary.
Group: DQ-RULES Message: 1306 From: gruundehn Date: 2/5/2008
Subject: RE : Re: [dq-rules] Reply to questions concerning bestiary.
Group: DQ-RULES Message: 1307 From: Christopher Dargan Date: 2/5/2008
Subject: a raccoon for your player



Group: DQ-RULES Message: 1258 From: igmod@comcast.net Date: 10/26/2007
Subject: Re: [DQ MASS COMBAT]
Thank you.  How much time is each round of combat?
 
~Jeffery~
 
-------------- Original message --------------
From: davis john <jrd123@hotmail.com>
http://groups.yahoo.com/group/dq-rules/files/drafts/
 
Hi
 
its this group? if u look at the new activity tab in this email circular it says New Files 1. It is that!
 
John





To: dq-rules@yahoogroups.com
From: igmod@comcast.net
Date: Fri, 26 Oct 2007 21:35:45 +0000
Subject: RE: [dq-rules] [DQ MASS COMBAT]

I tried looking for a dq-rules website and got nothing and it isn't on dqn-list.  Would you mind providing the address?
 
~Jeffery~
 
------------ -- Original message ------------ --
From: davis john <jrd123@hotmail. com>


On the yahoo site under 'draft files' is DQ Mass Combat V1
 
It is an excel sheet consisting of 2 sheets
 
Sheet 1 (TROOPS) is where you work out the combat value of your troops.
you answer a few questions and place a mark in the relevant box
It takes into account Military scientist rank for leaders+time- trained+unit numbers, beast mastery helps mounted troops, as well as ranger and leaders perception etc
It also calculates the cost in sp to raise and wage the army
 
the second sheet (COMBAT) has a combat table (like the DQ one) and u need to roll a couple of d10 and take into account such things as how much you outnumber the enemy by, is it night and all troops have darkvision, all the units all undead, do they have breathe weapons and such.
 
Basically in a battle troops can
-move and melee
-move and skirmish
-not move and fire long range

eventually you will batter an enemy unit down to the p oint where they either 'break' or 'surrender'
 
Used it lots in a war part of my DragonNewt campaign but havent used it in a few years.
 
Please comment and ask away.
 
John



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Group: DQ-RULES Message: 1259 From: davis john Date: 10/27/2007
Subject: Re: [DQ MASS COMBAT]
havent actually considered that.
 
I guess if each hex holds one unit which can be up to 160 infantry.
And in a round that unit could move 4 strategic hexes (SMR rather than TMR)
so in a mass-combat round a foot soldier can 'in good and steady order' , move through an area that 4x160 men could occupy?
 
Any do the math on how big a SMR 'hex' is and therefore how long it takes a man to walk through 4 of them?
 
John



 

To: dq-rules@yahoogroups.com
From: igmod@comcast.net
Date: Fri, 26 Oct 2007 23:22:23 +0000
Subject: RE: [dq-rules] [DQ MASS COMBAT]

Thank you.  How much time is each round of combat?
 
~Jeffery~
 
------------ -- Original message ------------ --
From: davis john <jrd123@hotmail. com>
http://groups. yahoo.com/ group/dq- rules/files/ drafts/
 
Hi
 
its this group? if u look at the new activity tab in this email circular it says New Files 1. It is that!
 
John





To: dq-rules@yahoogroup s.com
From: igmod@comcast. net
Date: Fri, 26 Oct 2007 21:35:45 +0000
Subject: RE: [dq-rules] [DQ MASS COMBAT]

I tried looking for a dq-rules website and got nothing and it isn't on dqn-list.  Would you mind providing the address?
 
~Jeffery~
 
------------ -- Original message ------------ --
From: davis john <jrd123@hotmail. com>


On the yahoo site under 'draft files' is DQ Mass Combat V1
 
It is an excel sheet consisting of 2 sheets
 
Sheet 1 (TROOPS) is where you work out the combat value of your troops.
you answer a few questions and place a mark in the relevant box
It takes into account Military scientist rank for leaders+time- trained+unit numbers, beast mastery helps mounted troops, as well as ranger and leaders perception etc
It also calculates the cost in sp to raise and wage the army
 
the second sheet (COMBAT) has a combat table (like the DQ one) and u need to roll a couple of d10 and take into account such things as how much you outnumber the enemy by, is it night and all troops have darkvision, all the units all undead, do they have breathe weapons and such.
 
Basically in a battle troops can
-move and melee
-move and skirmish
-not move and fire long range

eventually you will batter an enemy unit down to the p oint where they either 'break' or 'surrender'
 
Used it lots in a war part of my DragonNewt campaign but havent used it in a few years.
 
Please comment and ask away.
 
John



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Group: DQ-RULES Message: 1260 From: Jeffery K. McGonagill Date: 10/27/2007
Subject: Re: [DQ MASS COMBAT]
Using SPI's Agincourt has an example, 250-500 men can move approximately 68 yards over clear, dry, level ground in one minute.  Divided by four than means each DQ OMR (Operational Movement Rate) hex is approximately 17 yards and the unit has a frontage of approximately 34 yards (no combat units can be adjacent to each other, as that causes crowding and further reduces a unit's combat effectiveness.) 
 
~Jeffery~
havent actually considered that.
 
I guess if each hex holds one unit which can be up to 160 infantry.
And in a round that unit could move 4 strategic hexes (SMR rather than TMR)
so in a mass-combat round a foot soldier can 'in good and steady order' , move through an area that 4x160 men could occupy?
 
Any do the math on how big a SMR 'hex' is and therefore how long it takes a man to walk through 4 of them?
 
John



 

To: dq-rules@yahoogroups.com
From: igmod@comcast.net
Date: Fri, 26 Oct 2007 23:22:23 +0000
Subject: RE: [dq-rules] [DQ MASS COMBAT]

Thank you.  How much time is each round of combat?
 
~Jeffery~
 
------------ -- Original message ------------ --
From: davis john <jrd123@hotmail. com>
http://groups. yahoo.com/ group/dq- rules/files/ drafts/
 
Hi
 
its this group? if u look at the new activity tab in this email circular it says New Files 1. It is that!
 
John





To: dq-rules@yahoogroup s.com
From: igmod@comcast. net
Date: Fri, 26 Oct 2007 21:35:45 +0000
Subject: RE: [dq-rules] [DQ MASS COMBAT]

I tried looking for a dq-rules website and got nothing and it isn't on dqn-list.  Would you mind providing the address?
 
~Jeffery~
 
------------ -- Original message ------------ --
From: davis john <jrd123@hotmail. com>


On the yahoo site under 'draft files' is DQ Mass Combat V1
 
It is an excel sheet consisting of 2 sheets
 
Sheet 1 (TROOPS) is where you work out the combat value of your troops.
you answer a few questions and place a mark in the relevant box
It takes into account Military scientist rank for leaders+time- trained+unit numbers, beast mastery helps mounted troops, as well as ranger and leaders perception etc
It also calculates the cost in sp to raise and wage the army
 
the second sheet (COMBAT) has a combat table (like the DQ one) and u need to roll a couple of d10 and take into account such things as how much you outnumber the enemy by, is it night and all troops have darkvision, all the units all undead, do they have breathe weapons and such.
 
Basically in a battle troops can
-move and melee
-move and skirmish
-not move and fire long range

eventually you will batter an enemy unit down to the p oint where they either 'break' or 'surrender'
 
Used it lots in a war part of my DragonNewt campaign but havent used it in a few years.
 
Please comment and ask away.
 
John



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Get free emoticon packs and customisation from Windows Live. Pimp My Live!



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Group: DQ-RULES Message: 1261 From: gruundehn Date: 11/23/2007
Subject: Additions to DQ
I am presently playing D&D 3.5 because it is what my group plays. I
like DQ for many reasons but I htink D&D 3.0 & 3.5 have hit upon two
areas that can be added to DQ and improve the game. First is the skills
Bluff and Diplomancy. Both of these allow the player to run a character
that has a better chance to talk his/her way out of a situation than
the player would have. I would think these would be general skills
along the lines of horsemanship. Second, D&D has NPC classes so that
everyone you meet isn't a low level fighter/rogue/etc. For DQ this
would entail creating various NPC only skill packs to cover the areas
not covered by the skills now given in Book 3.

I am building a campaign for DQ to introduce to my group and probably
will have these additions as house rules.
Group: DQ-RULES Message: 1262 From: Ran Hardin Date: 11/26/2007
Subject: Re: Additions to DQ

Hmmm... why does an NPC in any RPG have a particular class?  The problem with D&D's archaic class system is that it perpetuates the idea that everyone has to be pigeonholed into some kind of "class."  Do you really need to know that the NPC blacksmith is a level 2 tradesman or whatever?  And what's wrong with having Joe Schmoe just be a skill-less schmoe?  Some NPCs just don't have any skills, just like the real world.  You don't have to have documented that the ditch-digger is a 1st level ditch-digger to know he's a ditch-digger.  And since hit points and combat skills in DQ are not class-dependent, it doesn't make any difference if he has a "class" or not.  Chances are he's not Heroic anyway, so aspects of "class" or "level" won't matter.

However, if you're really into that sort of thing, in the files of this group is Poor Brendan's Almanac, which has all kinds of minor skills for PCs and NPCs alike (go to the Documents folder in the Files section).

As far as Bluff and Diplomacy goes: this is a matter of GM style, I guess.  I can see the desire for having such skills, if it's important to the game that some characters are statistically better liars/smooth-talkers than others.  I never had much use for such skills.  In my DQ games, the player's character concept determines how good a liar she is.  The player doesn't have to act out the details of a good bluff (although it's fun to at least try, and not just let the dice do your role-playing for you), but the player should at least come up with the angle to take when she's bluffing or whatever:  "I try to convince the guard that I'm the duke's cousin, and I show him my phony invitation to the party."  When I GM, if I decide that the bluff is well-thought-out, I'll let it succeed, unless there's a specific reason it shouldn't (like if the guard was warned about party-crashers with phony invitations).

In Brendan's, there's a Diplomat skill, and while I don't think it incorporates bluffing per se, you could certainly add that kind of ability to the skill, perhaps similar in function to the negotiating rules contained in the skill description.


 

--- In dq-rules@yahoogroups.com, "gruundehn" <gruundehn@...> wrote:
>
> I am presently playing D&D 3.5 because it is what my group plays. I
> like DQ for many reasons but I htink D&D 3.0 & 3.5 have hit upon two
> areas that can be added to DQ and improve the game. First is the skills
> Bluff and Diplomancy. Both of these allow the player to run a character
> that has a better chance to talk his/her way out of a situation than
> the player would have. I would think these would be general skills
> along the lines of horsemanship. Second, D&D has NPC classes so that
> everyone you meet isn't a low level fighter/rogue/etc. For DQ this
> would entail creating various NPC only skill packs to cover the areas
> not covered by the skills now given in Book 3.
>
> I am building a campaign for DQ to introduce to my group and probably
> will have these additions as house rules.
>

Group: DQ-RULES Message: 1263 From: gruundehn Date: 12/15/2007
Subject: Re: Additions to DQ
I've given this a great deal of thought and I agree that NPC classes
probably don't need to be. I still like the "bluff" and "diplomancy"
skills as I think they can help a character in certain situations,
especially if the PLAYER isn't much good at these sorts of things. If
these get used, then a "sense motive" or "detect lie" type of skill
should also be used. Yes, you could use a Perception Check but I
think that Perception really doesn't cover this.

Chris Cole
The World's Tallest Dwarf

--- In dq-rules@yahoogroups.com, "Ran Hardin" <dantalion64@...> wrote:
>
>
> Hmmm... why does an NPC in any RPG have a particular class? The
problem
> with D&D's archaic class system is that it perpetuates the idea that
> everyone has to be pigeonholed into some kind of "class." Do you
really
> need to know that the NPC blacksmith is a level 2 tradesman or
whatever?
> And what's wrong with having Joe Schmoe just be a skill-less
schmoe?
> Some NPCs just don't have any skills, just like the real world. You
> don't have to have documented that the ditch-digger is a 1st level
> ditch-digger to know he's a ditch-digger. And since hit points and
> combat skills in DQ are not class-dependent, it doesn't make any
> difference if he has a "class" or not. Chances are he's not
> Heroic anyway, so aspects of "class" or "level" won't matter.
>
> However, if you're really into that sort of thing, in the files of
> this group is Poor Brendan's Almanac, which has all kinds of minor
> skills for PCs and NPCs alike (go to the Documents folder in the
Files
> section).
>
> As far as Bluff and Diplomacy goes: this is a matter of GM style, I
> guess. I can see the desire for having such skills, if it's
> important to the game that some characters are statistically better
> liars/smooth-talkers than others. I never had much use for such
skills.
> In my DQ games, the player's character concept determines how good a
> liar she is. The player doesn't have to act out the details of a
> good bluff (although it's fun to at least try, and not just let the
> dice do your role-playing for you), but the player should at least
come
> up with the angle to take when she's bluffing or whatever: "I try
> to convince the guard that I'm the duke's cousin, and I show him
> my phony invitation to the party." When I GM, if I decide that the
> bluff is well-thought-out, I'll let it succeed, unless there's a
> specific reason it shouldn't (like if the guard was warned about
> party-crashers with phony invitations).
>
>
>
> In Brendan's, there's a Diplomat skill, and while I don't
> think it incorporates bluffing per se, you could certainly add that
kind
> of ability to the skill, perhaps similar in function to the
negotiating
> rules contained in the skill description.
>
>
>
>
> --- In dq-rules@yahoogroups.com, "gruundehn" <gruundehn@> wrote:
> >
> > I am presently playing D&D 3.5 because it is what my group plays.
I
> > like DQ for many reasons but I htink D&D 3.0 & 3.5 have hit upon
two
> > areas that can be added to DQ and improve the game. First is the
> skills
> > Bluff and Diplomancy. Both of these allow the player to run a
> character
> > that has a better chance to talk his/her way out of a situation
than
> > the player would have. I would think these would be general skills
> > along the lines of horsemanship. Second, D&D has NPC classes so
that
> > everyone you meet isn't a low level fighter/rogue/etc. For DQ this
> > would entail creating various NPC only skill packs to cover the
areas
> > not covered by the skills now given in Book 3.
> >
> > I am building a campaign for DQ to introduce to my group and
probably
> > will have these additions as house rules.
> >
>
Group: DQ-RULES Message: 1264 From: Jeffery K. McGonagill Date: 12/16/2007
Subject: Re: DQ Wiki game
Hi Thorm,
 
I have lost your post with the passwords.
 
~Jeffery~
Group: DQ-RULES Message: 1265 From: Rodger Thorm Date: 12/17/2007
Subject: Re: DQ Wiki game
read pw= spy
edit pw= thief10



> Hi Thorm,
>
> I have lost your post with the passwords.
>
> ~Jeffery~
Group: DQ-RULES Message: 1266 From: John M Kahane Date: 12/26/2007
Subject: Re: Additions to DQ
Hullo, Chris,

In a message of December 15th, 2007, gruundehn wrote,

> I've given this a great deal of thought and I agree that NPC classes
> probably don't need to be. I still like the "bluff" and "diplomancy"
> skills as I think they can help a character in certain situations,
> especially if the PLAYER isn't much good at these sorts of things. If
> these get used, then a "sense motive" or "detect lie" type of skill
> should also be used. Yes, you could use a Perception Check but I
> think that Perception really doesn't cover this.

Why on earth not? Perception is defined as a measure of the
character's intuition as a result of their experience, and the
character's ability to note peculiarities in a given situation. That
sounds exactly what you're talking about here.

...Brevity is the soul of lingerie. (Dorothy Parker)

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
blog: http://jkahane.livejournal.com
Group: DQ-RULES Message: 1267 From: Rodger Thorm Date: 12/26/2007
Subject: Re: Additions to DQ
The issue seems to be a matter of specificity.

Sure, Throg the Barbarian may have a great PC for noticing all the details
out in the wilderness, but can he tell if Hobart Townsman is lying to him
or trying to cheat him?

Using Perception may be fine, or a skill that acts as a shading of PC for
interpersonal dealings would be reasonable if that fit into the particular
campaign or style of play. I don't think either one is absolutely
correct.

If you want to break down PC, you could have stock Perception and
Interpersonal Perception, and make each one only 500 XP per point. So if
Throg only wanted basic PC, it would be cheaper, but he'd be totally out
of his depth in the city talking to Hobart.

I wouldn't want to encourage too much of this hair-splitting (can I spend
only 17 XP to gain a point of "Notice Dog"?). That becomes GURPS-esque.
But if there is a real distinction in your campaign, I think it's fair to
recognize it.

--RT

> In a message of December 15th, 2007, gruundehn wrote,
>
>> I've given this a great deal of thought and I agree that NPC classes
>> probably don't need to be. I still like the "bluff" and "diplomancy"
>> skills as I think they can help a character in certain situations,
>> especially if the PLAYER isn't much good at these sorts of things. If
>> these get used, then a "sense motive" or "detect lie" type of skill
>> should also be used. Yes, you could use a Perception Check but I
>> think that Perception really doesn't cover this.
>
> Why on earth not? Perception is defined as a measure of the
> character's intuition as a result of their experience, and the
> character's ability to note peculiarities in a given situation. That
> sounds exactly what you're talking about here.
> JohnK
> e-mail: jkahane@comnet.ca
Group: DQ-RULES Message: 1268 From: gruundehn Date: 12/26/2007
Subject: Re: Additions to DQ
Actually, the reason I'm not in favor of using PC is that I have
known many people over the years who notice great detail in most
situations but are completely gullible. In combat, PC probably fits
the bill best - I just hadn't thought about that part very much yet;
but when someone is conning you, trying to bluff past you and enter
the "door no one is supposed to enter" then I think PC doesn't fit
very well. I could be wrong, I could be tainted by too much DnD 3 &
3.5 as well as GURPS.

Chris Cole
The World's Tallest Dwarf

--- In dq-rules@yahoogroups.com, "Rodger Thorm" <rthorm@...> wrote:
>
> The issue seems to be a matter of specificity.
>
> Sure, Throg the Barbarian may have a great PC for noticing all the
details
> out in the wilderness, but can he tell if Hobart Townsman is lying
to him
> or trying to cheat him?
>
> Using Perception may be fine, or a skill that acts as a shading of
PC for
> interpersonal dealings would be reasonable if that fit into the
particular
> campaign or style of play. I don't think either one is absolutely
> correct.
>
> If you want to break down PC, you could have stock Perception and
> Interpersonal Perception, and make each one only 500 XP per point.
So if
> Throg only wanted basic PC, it would be cheaper, but he'd be
totally out
> of his depth in the city talking to Hobart.
>
> I wouldn't want to encourage too much of this hair-splitting (can I
spend
> only 17 XP to gain a point of "Notice Dog"?). That becomes GURPS-
esque.
> But if there is a real distinction in your campaign, I think it's
fair to
> recognize it.
>
> --RT
>
> > In a message of December 15th, 2007, gruundehn wrote,
> >
> >> I've given this a great deal of thought and I agree that NPC
classes
> >> probably don't need to be. I still like the "bluff"
and "diplomancy"
> >> skills as I think they can help a character in certain
situations,
> >> especially if the PLAYER isn't much good at these sorts of
things. If
> >> these get used, then a "sense motive" or "detect lie" type of
skill
> >> should also be used. Yes, you could use a Perception Check but I
> >> think that Perception really doesn't cover this.
> >
> > Why on earth not? Perception is defined as a measure of the
> > character's intuition as a result of their experience, and the
> > character's ability to note peculiarities in a given situation.
That
> > sounds exactly what you're talking about here.
> > JohnK
> > e-mail: jkahane@...
>
Group: DQ-RULES Message: 1269 From: igmod@comcast.net Date: 12/26/2007
Subject: Re: Additions to DQ
I just modify the PC to fit the situation.  For example, Throg the Barbarian is talking to Hobart Townsman.  Even though Throg has a 20 PC, it is modified to a 5 for dealing with Hobart.
 
~Jeffery~
 
-------------- Original message --------------
From: "gruundehn" <gruundehn@yahoo.com>

>
> Actually, the reason I'm not in favor of using PC is that I have
> known many people over the years who notice great detail in most
> situations but are completely gullible. In combat, PC probably fits
> the bill best - I just hadn't thought about that part very much yet;
> but when someone is conning you, trying to bluff past you and enter
> the "door no one is supposed to enter" then I think PC doesn't fit
> very well. I could be wrong, I could be tainted by too much DnD 3 &
> 3.5 as well as GURPS.
>
> Chris Cole
> The World's Tallest Dwarf
>
> --- In dq-rules@yahoogroups.com, "Rodger Thorm" wrote:
> >
> > The issue seems to be a matter of specificity.
&g t; >
> > Sure, Throg the Barbarian may have a great PC for noticing all the
> details
> > out in the wilderness, but can he tell if Hobart Townsman is lying
> to him
> > or trying to cheat him?
> >
> > Using Perception may be fine, or a skill that acts as a shading of
> PC for
> > interpersonal dealings would be reasonable if that fit into the
> particular
> > campaign or style of play. I don't think either one is absolutely
> > correct.
> >
> > If you want to break down PC, you could have stock Perception and
> > Interpersonal Perception, and make each one only 500 XP per point.
> So if
> > Throg only wanted basic PC, it would be cheaper, but he'd be
> totally out
> > of his depth in the city talking to Hobart.
> >
> > I wouldn't want to encourage too much of this hair-splitting (can I
> spend
> > only 17 XP to gain a point of "Notice Dog"?). That becomes GURPS-
> esque.
> > But if there is a real distinction in your campaign, I think it's
> fair to
> > recognize it.
> >
> > --RT
> >
> > > In a message of December 15th, 2007, gruundehn wrote,
> > >
> > >> I've given this a great deal of thought and I agree that NPC
> classes
> > >> probably don't need to be. I still like the "bluff"
> and "diplomancy"
> > >> skills as I think they can help a character in certain
> situations,
> > >> especially if the PLAYER isn't much good at these sorts of
> things. If
> > >> these get used, then a "sense motive" or "detect lie" type of
> skill
> > >> should also be used. Yes, you could use a Perception Check but I
> > >> think that Perception really doesn't cover this.
> > >
> > > Why on earth not? Perception is defined as a measure of the
> > > character's intuition as a result of their experience, and the
> > > character's ability to note peculiarities in a given situation.
> That
> > > sounds exactly what you're talking about here.
> > > JohnK
> > > e-mail: jkahane@...
> >
>
>
>
>
> 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
>
> <*> To visit your group on the web, go to:
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>
Group: DQ-RULES Message: 1270 From: Mandos Mitchinson Date: 12/26/2007
Subject: Re: Additions to DQ
>> Actually, the reason I'm not in favor of using PC is that I have
>> known many people over the years who notice great detail in most
>> situations but are completely gullible. In combat, PC probably fits
>> the bill best - I just hadn't thought about that part very much yet;
>> but when someone is conning you, trying to bluff past you and enter
>> the "door no one is supposed to enter" then I think PC doesn't fit
>> very well. I could be wrong, I could be tainted by too much DnD 3 &
>> 3.5 as well as GURPS.

> I just modify the PC to fit the situation. For example, Throg the
Barbarian
> is talking to Hobart Townsman. Even though Throg has a 20 PC, it is
modified
> to a 5 for dealing with Hobart.

I roleplay the conversations, no dice rolling at all.

If the player is a better conversationalist than their character, I expect
the player the portray the character effectivly and if they don't they lose
EP. If the Character is better than the player, I expect the player to do
their best and modify my conversation to make it easy or hard depending on
the characters levels of skill.

To me the game is about roleplaying, it seems odd that such an interaction
would require a dice roll which effectivly replaces a roleplaying
opportunity with a mechanic.

Mandos
/s
Group: DQ-RULES Message: 1271 From: Rodger Thorm Date: 12/26/2007
Subject: Re: Additions to DQ
I can think of lots of drawn out situations that are better covered with a
quick die roll than roleplaying lengthy and uninteresting interaction.
Sometimes the shorthand makes sense.

Yes it's a roleplaying game, but sometimes, a night of carousing in search
of information can better be distilled down to a die roll.

If the character is after key knowledge, the GM should know whether or not
this is the time to divulge it to the player. But if it's tangential or

And Jeffery is right; the game does include difficulty factors that the GM
can use to shade the situation one way or another. In most instances,
that's probably all that's needed.

--RT


>>> Actually, the reason I'm not in favor of using PC is that I have
>>> known many people over the years who notice great detail in most
>>> situations but are completely gullible. In combat, PC probably fits
>>> the bill best - I just hadn't thought about that part very much yet;
>>> but when someone is conning you, trying to bluff past you and enter
>>> the "door no one is supposed to enter" then I think PC doesn't fit
>>> very well. I could be wrong, I could be tainted by too much DnD 3 &
>>> 3.5 as well as GURPS.
>
>> I just modify the PC to fit the situation. For example, Throg the
> Barbarian
>> is talking to Hobart Townsman. Even though Throg has a 20 PC, it is
> modified
>> to a 5 for dealing with Hobart.
>
> I roleplay the conversations, no dice rolling at all.
>
> If the player is a better conversationalist than their character, I expect
> the player the portray the character effectivly and if they don't they
> lose
> EP. If the Character is better than the player, I expect the player to do
> their best and modify my conversation to make it easy or hard depending on
> the characters levels of skill.
>
> To me the game is about roleplaying, it seems odd that such an interaction
> would require a dice roll which effectivly replaces a roleplaying
> opportunity with a mechanic.
Group: DQ-RULES Message: 1272 From: gruundehn Date: 12/30/2007
Subject: Draft Table of Contents (Long)
I am working my way through the back messages and just read the Draft
Table of Contents (Long). Good work. I'm glad to see you do not
subscribe to the White Wolf theory of editing rule books. I liked their
system, but hated their books.


Chris Cole
The World's Tallest Dwarf
Group: DQ-RULES Message: 1273 From: davis john Date: 1/3/2008
Subject: Re: Additions to DQ
Amen to that
 
i was at a con this year where it took a guy 45 minutes for his character to buy a cloak
 
I think perception is a great stat for all awareness and intuition things.
 
a shop-keeper will likely have a very high value in it after 20 years in his profession
 
the game dont need more skills IMO.
 
Its a game as well as roleplaying so it needs a balance.
 
It u wanna RP only there are so many more rules-lite systems for that
 
John
 
Greetings all





To: dq-rules@yahoogroups.com
From: rthorm@cornellbox.com
Date: Wed, 26 Dec 2007 23:33:49 -0500
Subject: RE: [dq-rules] Re: Additions to DQ

I can think of lots of drawn out situations that are better covered with a
quick die roll than roleplaying lengthy and uninteresting interaction.
Sometimes the shorthand makes sense.

Yes it's a roleplaying game, but sometimes, a night of carousing in search
of information can better be distilled down to a die roll.

If the character is after key knowledge, the GM should know whether or not
this is the time to divulge it to the player. But if it's tangential or

And Jeffery is right; the game does include difficulty factors that the GM
can use to shade the situation one way or another. In most instances,
that's probably all that's needed.

--RT

>>> Actually, the reason I'm not in favor of using PC is that I have
>>> known many people over the years who notice great detail in most
>>> situations but are completely gullible. In combat, PC probably fits
>>> the bill best - I just hadn't thought about that part very much yet;
>>> but when someone is conning you, trying to bluff past you and enter
>>> the "door no one is supposed to enter" then I think PC doesn't fit
>>> very well. I could be wrong, I could be tainted by too much DnD 3 &
>>> 3.5 as well as GURPS.
>
>> I just modify the PC to fit the situation. For example, Throg the
> Barbarian
>> is talking to Hobart Townsman. Even though Throg has a 20 PC, it is
> modified
>> to a 5 for dealing with Hobart.
>
> I roleplay the conversations, no dice rolling at all.
>
> If the player is a better conversationalist than their character, I expect
> the player the portray the character effectivly and if they don't they
> lose
> EP. If the Character is better than the player, I expect the player to do
> their best and modify my conversation to make it easy or hard depending on
> the characters levels of skill.
>
> To me the game is about roleplaying, it seems odd that such an interaction
> would require a dice roll which effectivly replaces a roleplaying
> opportunity with a mechanic.




Everything in one place. All new Windows Live!
Group: DQ-RULES Message: 1274 From: Keith Date: 1/3/2008
Subject: DQ stats for dinosaurs
Has anyone done stats for creatures such as pterosaurs, raptors,
brontosauruses etc? My current game is taking place in an area rthat
has been wound back in time to somewhen similar to the Jurassic.

Thanks
Keith
Group: DQ-RULES Message: 1275 From: Dean Martelle Date: 1/3/2008
Subject: Re: DQ stats for dinosaurs
I made up some stats for a carnosaur (the old Ral
Partha Megasaurus) but I'll have to really dig to find
them. It had a bite attack and could kick with one
foot. It was a 4 hex creature. It was one of more
memorable encounters I've ever run. The players
managed to beat it with the help of 2 centaurs. (I'm
not telling how in an open forum.) The players got
dinosaur hide armor out of it, 5 point protection
useable by adepts. If I turn it up soon, I'll post it.
--- Keith <phaeton_nz@yahoo.co.nz> wrote:

> Has anyone done stats for creatures such as
> pterosaurs, raptors,
> brontosauruses etc? My current game is taking place
> in an area rthat
> has been wound back in time to somewhen similar to
> the Jurassic.
>
> Thanks
> Keith
>
>



____________________________________________________________________________________
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Group: DQ-RULES Message: 1276 From: Christopher Date: 1/4/2008
Subject: Re: DQ stats for dinosaurs
--- In dq-rules@yahoogroups.com, Keith <phaeton_nz@...> wrote:
>
> Has anyone done stats for creatures such as pterosaurs, raptors,
> brontosauruses etc? My current game is taking place in an area rthat
> has been wound back in time to somewhen similar to the Jurassic.
>
> Thanks
> Keith
>

Hi Keith

I've sent you my bestiary. It's got quite a few dinosaur stats in it
as well as a LOT of other beasties. :D Hope you find them useful.
Chris
Group: DQ-RULES Message: 1277 From: Keith Date: 1/4/2008
Subject: Re: DQ stats for dinosaurs
> > Has anyone done stats for creatures such as pterosaurs, raptors,
> > brontosauruses etc? My current game is taking place in an area rthat
> > has been wound back in time to somewhen similar to the Jurassic.
> >
> > Thanks
> > Keith
> >
>
>Hi Keith
>
>I've sent you my bestiary. It's got quite a few dinosaur stats in it
>as well as a LOT of other beasties. :D Hope you find them useful.
>Chris

Thank you very very much.

Not just for the dinosaurs but I can see a lot of other useful
creatures in there as well which may well get used in future games.

Keith
Group: DQ-RULES Message: 1278 From: gruundehn Date: 1/10/2008
Subject: Re: Part 4 - Humorous review of DQ magic
--- In dq-rules@yahoogroups.com, "Ran Hardin" <dantalion64@...> wrote:
>
>
> Rule 57: The College of Water Magics
>
> Obviously, if you aren't in a game where bodies of water are
> ubiquitous, you don't want to play a Water Mage. However, if your
> game world is a bunch of islands, or your groups decides to become
> pirates, it's loads of fun to be a Water Mage. I've played one
> once, in a game where the regional economy was based around the
slow,
> massive river that ran through the middle of everything, much the
> Mississippi River, emptying into a ocean with lots of marshlands
around.
> He was a very useful and sometimes powerful character.
>
> My general house rule is to replace the word "sea" in all spell
> names with "water." My Midwestern bias says "Hey,
> there'd have to be plenty of Water Mages nowhere near the sea, so
> this should apply to Freshwater Mages, too."
>
> T-1. Predict Weather
>
> ABC. And still worthless.
>
Ran, from my time with the Sea Explorers in the early 60's, a wave is
a swell that "breaks" when it reaches the coast. As a swell is
created, it draws water from in front of it to help create the swell,
at the coast there isn't any water in front of it so it is incomplete
and thus breaks, making the wave.

> G-1. Spell of Calming Waters
>
> I have to admit I didn't know the difference between a wave and a
> swell before I looked it up. Now that I've looked it up… I
> still don't know. Most dictionaries use the word "wave"
> when describing a swell, so who knows? My guess is that a wave is a
> particular water formation, above the level of the rest of the sea,
and
> a swell is the heaving of a more general "section" of sea. But
> maybe someone who's been near an ocean for more than a few hours at
> a time can enlighten me?
>
> G-2. Spell of Wave Making
>
> A deceptively powerful spell. You can really mess someone up with
this
> spell. Fer instance…
>
> DEMONIC FUN: A demon can increase the size of a wave by twenty-five
> feet. He can keep the waves at that height for five hours, with a
range
> of 1,950 feet (a bit over 1/3 of a mile). Incredibly destructive.
Do
> not mess with Forneus.
>
I've been going through the back messages so that is why this is so
late.

Chris Cole
The World's Tallest Dwarf
Group: DQ-RULES Message: 1279 From: gruundehn Date: 1/10/2008
Subject: Re: DQ stats for dinosaurs
--- In dq-rules@yahoogroups.com, "Christopher" <imperium1@...> wrote:
>
> --- In dq-rules@yahoogroups.com, Keith <phaeton_nz@> wrote:
> >
> > Has anyone done stats for creatures such as pterosaurs, raptors,
> > brontosauruses etc? My current game is taking place in an area
rthat
> > has been wound back in time to somewhen similar to the Jurassic.
> >
> > Thanks
> > Keith
> >
>
> Hi Keith
>
> I've sent you my bestiary. It's got quite a few dinosaur stats in it
> as well as a LOT of other beasties. :D Hope you find them useful.
> Chris
>

Hey Chris, could I get copy also? Please? It'd be nice to have some
creatures available that the Players can't look up in the book to know
about beforehand.


Chris Cole
The World's Tallest Dwarf
Group: DQ-RULES Message: 1280 From: igmod@comcast.net Date: 1/10/2008
Subject: Re: DQ stats for dinosaurs
I would be enterested as well.
 
~Jeffery~
 
-------------- Original message --------------
From: "gruundehn" <gruundehn@yahoo.com>

> --- In dq-rules@yahoogroups.com, "Christopher" wrote:
> >
> > --- In dq-rules@yahoogroups.com, Keith wrote:
> > >
> > > Has anyone done stats for creatures such as pterosaurs, raptors,
> > > brontosauruses etc? My current game is taking place in an area
> rthat
> > > has been wound back in time to somewhen similar to the Jurassic.
> > >
> > > Thanks
> > > Keith
> > >
> >
> > Hi Keith
> >
> > I've sent you my bestiary. It's got quite a few dinosaur stats in it
> > as well as a LOT of other beasties. :D Hope you find them useful.
> > Chris
> >
>
> Hey Chris, could I get copy also? Please? It'd be nice to have some
> creatures available that the Players can't look up in the book to know
> about beforehand.
>
>
> Chris Cole
> The World's Tallest Dwarf
>
>
>
>
> To Post a message, send it to: dq-rules@eGroups.com
> To Unsubscribe, send a blank message to: dq-rules-unsubscribe@eGroups.com
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>
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Group: DQ-RULES Message: 1281 From: dbarrass_2000 Date: 1/11/2008
Subject: Re: DQ stats for dinosaurs
Why don't you put it onto the files section of this site? we could all
do with some new interesting creatures

David


--- In dq-rules@yahoogroups.com, "Christopher" <imperium1@...> wrote:
>
> --- In dq-rules@yahoogroups.com, Keith <phaeton_nz@> wrote:
> >
> > Has anyone done stats for creatures such as pterosaurs, raptors,
> > brontosauruses etc? My current game is taking place in an area rthat
> > has been wound back in time to somewhen similar to the Jurassic.
> >
> > Thanks
> > Keith
> >
>
> Hi Keith
>
> I've sent you my bestiary. It's got quite a few dinosaur stats in it
> as well as a LOT of other beasties. :D Hope you find them useful.
> Chris
>
Group: DQ-RULES Message: 1282 From: Thierry Maire Date: 1/11/2008
Subject: RE : [dq-rules] Re: DQ stats for dinosaurs
Hello, I'm a new user of the yahoogroup (but an old Dragonquest player ! Since the beginning ?), and me too, I'm interrested by your beast (dinosaur and ALL other). Can you send me that ?
 
Soory for my bad english, I'm a little frenchie ...
 
Thy.

gruundehn <gruundehn@yahoo.com> a écrit :
--- In dq-rules@yahoogroups.com, "Christopher" wrote:
>
> --- In dq-rules@yahoogroups.com, Keith wrote:
> >
> > Has anyone done stats for creatures such as pterosaurs, raptors,
> > brontosauruses etc? My current game is taking place in an area
rthat
> > has been wound back in time to somewhen similar to the Jurassic.
> >
> > Thanks
> > Keith
> >
>
> Hi Keith
>
> I've sent you my bestiary. It's got quite a few dinosaur stats in it
> as well as a LOT of other beasties. :D Hope you find them useful.
> Chris
>

Hey Chris, could I get copy also? Please? It'd be nice to have some
creatures available that the Players can't look up in the book to know
about beforehand.


Chris Cole
The World's Tallest Dwarf




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Group: DQ-RULES Message: 1283 From: Ran Hardin Date: 1/14/2008
Subject: Re: Part 4 - Humorous review of DQ magic
Awesome! Thank you for clearing that up.


--- In dq-rules@yahoogroups.com, "gruundehn" <gruundehn@...> wrote:
>
> --- In dq-rules@yahoogroups.com, "Ran Hardin" <dantalion64@> wrote:
> >
> >
> > Rule 57: The College of Water Magics
> >
> > Obviously, if you aren't in a game where bodies of water are
> > ubiquitous, you don't want to play a Water Mage. However, if
your
> > game world is a bunch of islands, or your groups decides to
become
> > pirates, it's loads of fun to be a Water Mage. I've played one
> > once, in a game where the regional economy was based around the
> slow,
> > massive river that ran through the middle of everything, much the
> > Mississippi River, emptying into a ocean with lots of marshlands
> around.
> > He was a very useful and sometimes powerful character.
> >
> > My general house rule is to replace the word "sea" in all spell
> > names with "water." My Midwestern bias says "Hey,
> > there'd have to be plenty of Water Mages nowhere near the sea, so
> > this should apply to Freshwater Mages, too."
> >
> > T-1. Predict Weather
> >
> > ABC. And still worthless.
> >
> Ran, from my time with the Sea Explorers in the early 60's, a wave
is
> a swell that "breaks" when it reaches the coast. As a swell is
> created, it draws water from in front of it to help create the
swell,
> at the coast there isn't any water in front of it so it is
incomplete
> and thus breaks, making the wave.
>
> > G-1. Spell of Calming Waters
> >
> > I have to admit I didn't know the difference between a wave and a
> > swell before I looked it up. Now that I've looked it up… I
> > still don't know. Most dictionaries use the word "wave"
> > when describing a swell, so who knows? My guess is that a wave
is a
> > particular water formation, above the level of the rest of the
sea,
> and
> > a swell is the heaving of a more general "section" of sea. But
> > maybe someone who's been near an ocean for more than a few hours
at
> > a time can enlighten me?
> >
> > G-2. Spell of Wave Making
> >
> > A deceptively powerful spell. You can really mess someone up
with
> this
> > spell. Fer instance…
> >
> > DEMONIC FUN: A demon can increase the size of a wave by twenty-
five
> > feet. He can keep the waves at that height for five hours, with
a
> range
> > of 1,950 feet (a bit over 1/3 of a mile). Incredibly
destructive.
> Do
> > not mess with Forneus.
> >
> I've been going through the back messages so that is why this is
so
> late.
>
> Chris Cole
> The World's Tallest Dwarf
>
Group: DQ-RULES Message: 1284 From: gruundehn Date: 1/14/2008
Subject: Re: Part 4 - Humorous review of DQ magic
Glad to help. It's glad that a small bit of data from close to fifty
years ago is still remembered and can help someone.

Chris Cole
The World's Tallest Dwarf

--- In dq-rules@yahoogroups.com, "Ran Hardin" <dantalion64@...> wrote:
>
> Awesome! Thank you for clearing that up.
>
>
> --- In dq-rules@yahoogroups.com, "gruundehn" <gruundehn@> wrote:
> >
> > --- In dq-rules@yahoogroups.com, "Ran Hardin" <dantalion64@>
wrote:
> > >
> > >
> > > Rule 57: The College of Water Magics
> > >
> > > Obviously, if you aren't in a game where bodies of water are
> > > ubiquitous, you don't want to play a Water Mage. However, if
> your
> > > game world is a bunch of islands, or your groups decides to
> become
> > > pirates, it's loads of fun to be a Water Mage. I've played one
> > > once, in a game where the regional economy was based around the
> > slow,
> > > massive river that ran through the middle of everything, much
the
> > > Mississippi River, emptying into a ocean with lots of
marshlands
> > around.
> > > He was a very useful and sometimes powerful character.
> > >
> > > My general house rule is to replace the word "sea" in all spell
> > > names with "water." My Midwestern bias says "Hey,
> > > there'd have to be plenty of Water Mages nowhere near the sea,
so
> > > this should apply to Freshwater Mages, too."
> > >
> > > T-1. Predict Weather
> > >
> > > ABC. And still worthless.
> > >
> > Ran, from my time with the Sea Explorers in the early 60's, a
wave
> is
> > a swell that "breaks" when it reaches the coast. As a swell is
> > created, it draws water from in front of it to help create the
> swell,
> > at the coast there isn't any water in front of it so it is
> incomplete
> > and thus breaks, making the wave.
> >
> > > G-1. Spell of Calming Waters
> > >
> > > I have to admit I didn't know the difference between a wave and
a
> > > swell before I looked it up. Now that I've looked it up… I
> > > still don't know. Most dictionaries use the word "wave"
> > > when describing a swell, so who knows? My guess is that a wave
> is a
> > > particular water formation, above the level of the rest of the
> sea,
> > and
> > > a swell is the heaving of a more general "section" of sea. But
> > > maybe someone who's been near an ocean for more than a few
hours
> at
> > > a time can enlighten me?
> > >
> > > G-2. Spell of Wave Making
> > >
> > > A deceptively powerful spell. You can really mess someone up
> with
> > this
> > > spell. Fer instance…
> > >
> > > DEMONIC FUN: A demon can increase the size of a wave by twenty-
> five
> > > feet. He can keep the waves at that height for five hours,
with
> a
> > range
> > > of 1,950 feet (a bit over 1/3 of a mile). Incredibly
> destructive.
> > Do
> > > not mess with Forneus.
> > >
> > I've been going through the back messages so that is why this is
> so
> > late.
> >
> > Chris Cole
> > The World's Tallest Dwarf
> >
>
Group: DQ-RULES Message: 1285 From: Jason Winter Date: 1/19/2008
Subject: My Website
I can't remember if I ever posted this, but I moved my website a while
back so the old links will no longer work. My new website is:

http://portalkeepersofgrayrock.com/

For those not aware, it hosts my whole system thats based largely on DQ.

For those interested in the Frontiers of Alusia Campaign World, I have
a section dedicated to that as well.

http://portalkeepersofgrayrock.com/Alusia/Alusiamap.htm

Note: The site hasn't been updated with new materials in quite a
while, but the info is there for those that are interested.
Group: DQ-RULES Message: 1286 From: John M Kahane Date: 1/19/2008
Subject: Re: My Website
Hullo, Jason,

In a message of January 19th, 2008, Jason Winter wrote,

> I can't remember if I ever posted this, but I moved my website a while
> back so the old links will no longer work. My new website is:
>
> http://portalkeepersofgrayrock.com/
>
> For those not aware, it hosts my whole system thats based largely on DQ.
>
> For those interested in the Frontiers of Alusia Campaign World, I have
> a section dedicated to that as well.
>
> http://portalkeepersofgrayrock.com/Alusia/Alusiamap.htm
>
> Note: The site hasn't been updated with new materials in quite a
> while, but the info is there for those that are interested.

Thanks for the information on this, mate. When I re-launch the DQ
Links page, I'll be sure to put the updated link there. :)

...Most of the universe plays hard-to-get.

--
JohnK
e-mail: jkahane@comnet.ca
web: http://www.comnet.ca/~jkahane
blog: http://jkahane.livejournal.com
Group: DQ-RULES Message: 1287 From: Ted McKelvey Date: 1/29/2008
Subject: Re: DQ stats for dinosaurs
Could I get a copy of your bestiary as well?  Thanks very much!
 
Ted


Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now.
Group: DQ-RULES Message: 1288 From: tmckelvey77089 Date: 1/29/2008
Subject: Re: Bogey Table Skill Oversights
--- In dq-rules@yahoogroups.com, William Hough <houghpt@...> wrote:
>
> To all who received (by request) a copy of the Bogey
> Table for DragonQuest:
>
> The table mentions in several areas either minuses or
> additions to the skills of Climbing and Swimming. It
> occurs to me that not every DQ player will have these
> supplemental skills in their DQ library.
>
> Climbing and Swimming skills originated in Dragon
> Magazine #92 with an article by Paul M Crabaugh
> entitled "Going Up and Getting Wet".
>
> In addition, Mr. Crabaugh came up with the Hunting
> skill for DragonQuest 14 months earlier in Dragon #78.
> The article was called "The Thrill of the Hunt -
> DragonQuest Rules for Finding 'Fresh' Food".
>
> I have all three of these skills contained in a single
> MS-Word file, if you want them. Drop me a line if so.
>
> Ask about our other RP aids! ;-)
>
> - Pat Hough
>
> __________________________________________________
> Do you Yahoo!?
> HotJobs - Search new jobs daily now
> http://hotjobs.yahoo.com/
>

I'd like a copy of the bogey tables as well. I'd like to know what
other rpg aids you have too!

Thanks,
Ted
Group: DQ-RULES Message: 1289 From: gruundehn Date: 2/2/2008
Subject: Alcohol
I'm rereading the rules again and I'm in the description of the races.
In the Dwarves section it says that dwarves can handle twice as much
alcohol as humans can. No problem until I realize there isn't any rules
on how much alcohol a human, orc, elf, halfling or shapchanger can
handle. And if a dwarf can handle twice as much as a human, what's the
multiple for a giant? And would it change according tot he type of
giant? Details, granted, and probably nothing serious. However, I like
to be consistent and therefore would like to know if anyone has
guidlines on these issues.

Chris Cole
The World's Tallest Dwarf
Group: DQ-RULES Message: 1290 From: Andrew Larkin Date: 2/2/2008
Subject: Re: Alcohol
Out of pure curiosity, I did a bit of googling on the subject and found the following references/points:

1. Wiki has a very useful page on the effects of alcohol as relates to blood alcohol content (BAC). See http://en.wikipedia.org/wiki/Blood_alcohol_content

2. As a general rule, blood volume is about 1/11th body weight.

3. Only a small proportion of the alcohol in a drink actually makes it into the blood stream. From mathematically reverse-engineering the wiki page, this seems to be about 11% for males and 13% for females.

4. BAC is dissipated at a rate of approx 0.01% per 40 minutes.

From all this, I ended up with a formula which will estimate the *actual* BAC:

Inputs:
W = Weight (in kg) of person
A = Absorbtion %
D = Number of Drinks
C = Content of drinks (% alcohol)
V = Volume of drink (in litres)
T = Time (in hours)

BAC = A * (D * C * V / W * 1100 - T * .15)

For example, a 73kg male human after drinking 3 x 350ml beers of 4% alcohol over 2 hours:

BAC = 11% * (3 * 4% * 0.35 / 73 * 1100 - 2 * 0.15) = 0.0366 % BAC

The effect of BAC varies. There are two factors here.
1. The rate of absorbtion of alcohol (e.g. females absorb a greater portion of the actual compound).
2. Some multiplier on the physiological effect (your alcohol tolerance)

For the purposes of game play, these can be combined into a single absorbtion factor.

If a dwarf can handle twice as much alcohol than a human (in absolute BAC effect terms), but (for the sake of argument) only weigh half as much, then there is a factor of 4 to be applied to simulate this relationship. Given this, the Absorbtion % for an average dwarf will be 11%/4 = 2.75%.

The individual character may have their own alcohol tolerance ranging from "one-drink-table-dancer" through to "now-lets-start-on-the-second-shelf". I would suggest PC's should have their Absorbtion % modified by a factor of between 0.5 (half the normal effect of alcohol on the species) to 2.0 (twice the normal effect of alcohol on the species).

Interestingly, as alcohol is a kind of poison, the absorbtion rates might have some application to the effectiveness of these products generally on the species as well...



> -----Original Message-----
> From: dq-rules@yahoogroups.com [mailto:dq-rules@yahoogroups.com]On
> Behalf Of gruundehn
> Sent: Sunday, 3 February 2008 5:23 AM
> To: dq-rules@yahoogroups.com
> Subject: [dq-rules] Alcohol
>
>
> I'm rereading the rules again and I'm in the description of
> the races.
> In the Dwarves section it says that dwarves can handle twice as much
> alcohol as humans can. No problem until I realize there isn't
> any rules
> on how much alcohol a human, orc, elf, halfling or shapchanger can
> handle. And if a dwarf can handle twice as much as a human,
> what's the
> multiple for a giant? And would it change according tot he type of
> giant? Details, granted, and probably nothing serious.
> However, I like
> to be consistent and therefore would like to know if anyone has
> guidlines on these issues.
>
> Chris Cole
> The World's Tallest Dwarf
>
Group: DQ-RULES Message: 1291 From: gruundehn Date: 2/2/2008
Subject: Re: Alcohol
WOW! Great job Andrew - and so quick. Now all I have to do is learn
the metric system so I can use it. Just kidding, I'll have to do a
conversion but the formula is great. Thanks.

Chris Cole
The World's Tallest Dwarf

--- In dq-rules@yahoogroups.com, "Andrew Larkin" <andrewl@...> wrote:
>
> Out of pure curiosity, I did a bit of googling on the subject and
found the following references/points:
>
> 1. Wiki has a very useful page on the effects of alcohol as relates
to blood alcohol content (BAC). See
http://en.wikipedia.org/wiki/Blood_alcohol_content
>
> 2. As a general rule, blood volume is about 1/11th body weight.
>
> 3. Only a small proportion of the alcohol in a drink actually makes
it into the blood stream. From mathematically reverse-engineering
the wiki page, this seems to be about 11% for males and 13% for
females.
>
> 4. BAC is dissipated at a rate of approx 0.01% per 40 minutes.
>
> From all this, I ended up with a formula which will estimate the
*actual* BAC:
>
> Inputs:
> W = Weight (in kg) of person
> A = Absorbtion %
> D = Number of Drinks
> C = Content of drinks (% alcohol)
> V = Volume of drink (in litres)
> T = Time (in hours)
>
> BAC = A * (D * C * V / W * 1100 - T * .15)
>
> For example, a 73kg male human after drinking 3 x 350ml beers of 4%
alcohol over 2 hours:
>
> BAC = 11% * (3 * 4% * 0.35 / 73 * 1100 - 2 * 0.15) = 0.0366 % BAC
>
> The effect of BAC varies. There are two factors here.
> 1. The rate of absorbtion of alcohol (e.g. females absorb a greater
portion of the actual compound).
> 2. Some multiplier on the physiological effect (your alcohol
tolerance)
>
> For the purposes of game play, these can be combined into a single
absorbtion factor.
>
> If a dwarf can handle twice as much alcohol than a human (in
absolute BAC effect terms), but (for the sake of argument) only weigh
half as much, then there is a factor of 4 to be applied to simulate
this relationship. Given this, the Absorbtion % for an average dwarf
will be 11%/4 = 2.75%.
>
> The individual character may have their own alcohol tolerance
ranging from "one-drink-table-dancer" through to "now-lets-start-on-
the-second-shelf". I would suggest PC's should have their Absorbtion
% modified by a factor of between 0.5 (half the normal effect of
alcohol on the species) to 2.0 (twice the normal effect of alcohol on
the species).
>
> Interestingly, as alcohol is a kind of poison, the absorbtion rates
might have some application to the effectiveness of these products
generally on the species as well...
>
>
>
> > -----Original Message-----
> > From: dq-rules@yahoogroups.com [mailto:dq-rules@yahoogroups.com]On
> > Behalf Of gruundehn
> > Sent: Sunday, 3 February 2008 5:23 AM
> > To: dq-rules@yahoogroups.com
> > Subject: [dq-rules] Alcohol
> >
> >
> > I'm rereading the rules again and I'm in the description of
> > the races.
> > In the Dwarves section it says that dwarves can handle twice as
much
> > alcohol as humans can. No problem until I realize there isn't
> > any rules
> > on how much alcohol a human, orc, elf, halfling or shapchanger
can
> > handle. And if a dwarf can handle twice as much as a human,
> > what's the
> > multiple for a giant? And would it change according tot he type
of
> > giant? Details, granted, and probably nothing serious.
> > However, I like
> > to be consistent and therefore would like to know if anyone has
> > guidlines on these issues.
> >
> > Chris Cole
> > The World's Tallest Dwarf
> >
>
Group: DQ-RULES Message: 1292 From: dq-rules@yahoogroups.com Date: 2/2/2008
Subject: New file uploaded to dq-rules
Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the dq-rules
group.

File : /dragonquest bestiary 1.doc
Uploaded by : christopherdargan <imperium1@optusnet.com.au>
Description : This is the bestiary a few of you have asked for. Hope you enjoy it. Please let me know any suggestions you have.

You can access this file at the URL:
http://groups.yahoo.com/group/dq-rules/files/dragonquest%20bestiary%201.doc

To learn more about file sharing for your group, please visit:
http://help.yahoo.com/l/us/yahoo/groups/original/members/web/index.htmlfiles

Regards,

christopherdargan <imperium1@optusnet.com.au>
Group: DQ-RULES Message: 1293 From: dbarrass_2000 Date: 2/3/2008
Subject: Re: New file uploaded to dq-rules
This is absolutely fantastic

Many thanks for posting it

David

--- In dq-rules@yahoogroups.com, dq-rules@yahoogroups.com wrote:
>
>
> Hello,
>
> This email message is a notification to let you know that
> a file has been uploaded to the Files area of the dq-rules
> group.
>
> File : /dragonquest bestiary 1.doc
> Uploaded by : christopherdargan <imperium1@...>
> Description : This is the bestiary a few of you have asked for.
Hope you enjoy it. Please let me know any suggestions you have.
>
> You can access this file at the URL:
>
http://groups.yahoo.com/group/dq-rules/files/dragonquest%20bestiary%201.doc

>
> To learn more about file sharing for your group, please visit:
>
http://help.yahoo.com/l/us/yahoo/groups/original/members/web/index.htmlfiles
>
> Regards,
>
> christopherdargan <imperium1@...>
>
Group: DQ-RULES Message: 1294 From: Christopher Dargan Date: 2/3/2008
Subject: Re: New file uploaded to dq-rules
Your very kind to say.  I do have a lot of other stuff.  Suggestions for extra skills, optional characteristics, advantages & disadvantages for characters, even suggestions for skills groups for the character alternative.  If anyone's interested just let me know.
 
----- Original Message -----
Sent: Sunday, February 03, 2008 10:41 PM
Subject: [dq-rules] Re: New file uploaded to dq-rules

This is absolutely fantastic

Many thanks for posting it

David

--- In dq-rules@yahoogroup s.com, dq-rules@yahoogroup s.com wrote:
>
>
> Hello,
>
> This email message is a notification to let you know that
> a file has been uploaded to the Files area of the dq-rules
> group.
>
> File : /dragonquest bestiary 1.doc
> Uploaded by : christopherdargan <imperium1@. ..>
> Description : This is the bestiary a few of you have asked for.
Hope you enjoy it. Please let me know any suggestions you have.
>
> You can access this file at the URL:
>
http://groups. yahoo.com/ group/dq- rules/files/ dragonquest% 20bestiary% 201.doc

>
> To learn more about file sharing for your group, please visit:
>
http://help. yahoo.com/ l/us/yahoo/ groups/original/ members/web/ index.htmlfiles
>
> Regards,
>
> christopherdargan <imperium1@. ..>
>


No virus found in this incoming message.
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Group: DQ-RULES Message: 1295 From: Ran Hardin Date: 2/4/2008
Subject: Re: New file uploaded to dq-rules
I just took a brief spin through the document, and I'm already
greatly impressed. Great stuff!

--- In dq-rules@yahoogroups.com, dq-rules@yahoogroups.com wrote:
>
>
> Hello,
>
> This email message is a notification to let you know that
> a file has been uploaded to the Files area of the dq-rules
> group.
>
> File : /dragonquest bestiary 1.doc
> Uploaded by : christopherdargan <imperium1@...>
> Description : This is the bestiary a few of you have asked for.
Hope you enjoy it. Please let me know any suggestions you have.
>
> You can access this file at the URL:
> http://groups.yahoo.com/group/dq-rules/files/dragonquest%
20bestiary%201.doc
>
> To learn more about file sharing for your group, please visit:
>
http://help.yahoo.com/l/us/yahoo/groups/original/members/web/index.ht
mlfiles
>
> Regards,
>
> christopherdargan <imperium1@...>
>
Group: DQ-RULES Message: 1296 From: Lev Lafayette Date: 2/4/2008
Subject: Re: New file uploaded to dq-rules
I think it's great that such a document has been
produced as well, although I am perplexed on why a
grouper has a Physical Beauty of 11-14. :-)

http://en.wikipedia.org/wiki/Image:Malabar_grouper_melb_aquarium.jpg

I mean that's even more than a goose, owl or a raven,
and it even better than a swan on average. It's one
and half times more beautiful than the average cat,
dog and even a beaver (who would have thunk it?).

Despite doing well in these Miss Universe contests
however, it would seem the humble grouper is pipped at
the post by the best-looking giraffe.

(I also note that apparently dragons are among the
ugliest of all creatures)



--- Ran Hardin <dantalion64@excite.com> wrote:

> I just took a brief spin through the document, and
> I'm already
> greatly impressed. Great stuff!
>
> --- In dq-rules@yahoogroups.com,
> dq-rules@yahoogroups.com wrote:
> >
> >
> > Hello,
> >
> > This email message is a notification to let you
> know that
> > a file has been uploaded to the Files area of the
> dq-rules
> > group.
> >
> > File : /dragonquest bestiary 1.doc
> > Uploaded by : christopherdargan <imperium1@...>
> > Description : This is the bestiary a few of you
> have asked for.
> Hope you enjoy it. Please let me know any
> suggestions you have.
> >
> > You can access this file at the URL:
> >
>
http://groups.yahoo.com/group/dq-rules/files/dragonquest%
> 20bestiary%201.doc
> >
> > To learn more about file sharing for your group,
> please visit:
> >
>
http://help.yahoo.com/l/us/yahoo/groups/original/members/web/index.ht
> mlfiles
> >
> > Regards,
> >
> > christopherdargan <imperium1@...>
> >
>
>
>



____________________________________________________________________________________
Never miss a thing. Make Yahoo your home page.
http://www.yahoo.com/r/hs
Group: DQ-RULES Message: 1297 From: gruundehn Date: 2/4/2008
Subject: Re: New file uploaded to dq-rules
Christopher, I downloaded the file and began reading it. So far I
have only two small nits to pick (and one is real tiny).
1) The Aboleth entry ends with the last part of the baracuda entry.
There is a bit missing there.
2) (And this is the real tiny one) There are a few editing errors
such as misspelled words or slight grammer errors. Considering the
number of pages and the amount of data you present, these few are, as
I said, tiny. They are worth noting but not obsessing about.

All in all, a great job. I commend you for your work, I intend to
surprise my players with some of your creatures once my campaign
starts.

Thanks a great deal for the data.

Chris Cole
The World's Tallest Dwarf

--- In dq-rules@yahoogroups.com, dq-rules@yahoogroups.com wrote:
>
>
> Hello,
>
> This email message is a notification to let you know that
> a file has been uploaded to the Files area of the dq-rules
> group.
>
> File : /dragonquest bestiary 1.doc
> Uploaded by : christopherdargan <imperium1@...>
> Description : This is the bestiary a few of you have asked for.
Hope you enjoy it. Please let me know any suggestions you have.
>
> You can access this file at the URL:
> http://groups.yahoo.com/group/dq-rules/files/dragonquest%20bestiary%
201.doc
>
> To learn more about file sharing for your group, please visit:
>
http://help.yahoo.com/l/us/yahoo/groups/original/members/web/index.htm
lfiles
>
> Regards,
>
> christopherdargan <imperium1@...>
>
Group: DQ-RULES Message: 1298 From: igmod@comcast.net Date: 2/4/2008
Subject: Re: New file uploaded to dq-rules
Can we make requests for additions to the Beastiary?  I for one would like to see Racoon added.
 
Also, those fantastical critters, are they mythological or just made up critters?
 
~Jeffery~
 
-------------- Original message --------------
From: Lev Lafayette <lev_lafayette@yahoo.com.au>

>
> I think it's great that such a document has been
> produced as well, although I am perplexed on why a
> grouper has a Physical Beauty of 11-14. :-)
>
> http://en.wikipedia.org/wiki/Image:Malabar_grouper_melb_aquarium.jpg
>
> I mean that's even more than a goose, owl or a raven,
> and it even better than a swan on average. It's one
> and half times more beautiful than the average cat,
> dog and even a beaver (who would have thunk it?).
>
> Despite doing well in these Miss Universe contests
> however, it would seem the humble grouper is pipped at
> the post by the best-looking giraffe.
>
> (I also note that apparently dragons are among the
> ugliest of all creat ures)
>
>
>
> --- Ran Hardin wrote:
>
> > I just took a brief spin through the document, and
> > I'm already
> > greatly impressed. Great stuff!
> >
> > --- In dq-rules@yahoogroups.com,
> > dq-rules@yahoogroups.com wrote:
> > >
> > >
> > > Hello,
> > >
> > > This email message is a notification to let you
> > know that
> > > a file has been uploaded to the Files area of the
> > dq-rules
> > > group.
> > >
> > > File : /dragonquest bestiary 1.doc
> > > Uploaded by : christopherdargan
> > > Description : This is the bestiary a few of you
> > have asked for.
> > Hope you enjoy it. Please let me know any
> > suggestions you have.
> > >
> > &g t; You can access this file at the URL:
> > >
> >
> http://groups.yahoo.com/group/dq-rules/files/dragonquest%
> > 20bestiary%201.doc
> > >
> > > To learn more about file sharing for your group,
> > please visit:
> > >
> >
> http://help.yahoo.com/l/us/yahoo/groups/original/members/web/index.ht
> > mlfiles
> > >
> > > Regards,
> > >
> > > christopherdargan
> > >
> >
> >
> >
>
>
>
>
> ________________________________________________________________________________
> ____
> Never miss a thing. Make Yahoo your home page.
> http://www.yahoo.com/r/hs
>
>
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Group: DQ-RULES Message: 1299 From: Christopher Dargan Date: 2/4/2008
Subject: Reply to questions concerning bestiary.
I'm glad that everyone likes my interpretations of these beasties.  :D
 
Ok.  Now to the questions and suggestions.   Many thanks for your interest everyone.
 
@ Jeffrey
 
1) Yes I would be prepared to do additions to the bestiary if either yourself or anyone else is interested in supplying me with some suggestions. 
 
2) The vast majority of the critters in my bestiary are from the real or mythological world.  There are a handful of beasties from some fantasy novels and others from other role playing games.  I can supply a list of the exceptions if you wish. 
 
@ gruundhen
 
1) I'll try and rectify the problem with the aboleth as soon as possible.
 
2) I'm trying to rectify the grammer & spelling as we speak.
 
@ Lev
 
Loved your bit about the animal beauty contest.  :D   I think I did go a bit overboard with the PB of a grouper. Especially when you think that something like a swan is supposed to be the great beauty of the animal kingdom.  So the question becomes what do you think would be a reasonable score for a grouper's PB?  How about say 6-8? 
 
As to giraffe's PB what can I say?  I'm biased. :)  However I'm open to suggestions.  What do you think would be a reasonable for such a critter?
 
I know dragons can be pretty ugly [2-4 usually] but my kelpie has them beat PB: 0-2 :)  How's that for a reverse miss universe?
-------------------------------------------------------------------------------------------------------------------------------------------------------------
@ Everyone
Now as to some personal recommendations.  I like to scare my players a bit or give them mysteries to solve.  Some of the best beasties for this, in my opinion anyway, are the Gamin, Night Hag, and Athol.  These critters will give your players the willies.
 
If you like to add a touch of wierdness to your adventures occasionally try beasties like the boabhan shee [a vampire that can become selectively visible to whomever it wishes].  I had one player who thought his character had gone insane since only he, out of his entire party could see this beautiful woman.  There's the wendigo [a creature that will literally scare a character to death].  And the Baka or spirit-ghoul.  It possesses a character & forces him to act like [and eventually resemble] a ghoul.  Imagine a player's he or she is told their character has awoken from a sound sleep with a half-eaten body part lying next to him or her.  Now that should be the start of an interesting adventure. 
 
Finally there are just critters that are fun for a GM to play.  How as a GM can I not love something like an ingogo?  A creature that not only attacks you but screams out personal insults while its trying to bite you.  I have NEVER seen my players more satisfied with themselves than when they killed a pack of these beasties.
Group: DQ-RULES Message: 1300 From: Christopher Dargan Date: 2/4/2008
Subject: Reply to questions concerning bestiary.
Correction: That should read "imagine the face of a player as he or she is told that their character..."
 
If, after reading the bestiary, any of you are struck by the potential of a particular critter please let me know.  I can always use more inspiration for my own games.  Anyway I hope you found my recommendations of use.  I know as Game Masters you'll all have your own ideas on how to best make use of the beasties.  I'm just glad that you like them  It's very gratifying.  Enjoy.
 
Chris
Group: DQ-RULES Message: 1301 From: Jeffery K. McGonagill Date: 2/4/2008
Subject: Re: Reply to questions concerning bestiary.
Hi Christopher,
 
I would like to see a Racoon added.  A PC in my campaign has a racoon as a familiar and I've never liked my stats for it.  I hope you don't mind becoming an official Beasty characteristic maker :)
 
I would like to know what the exceptions to real/mythological worlds, and the source(s).
 
~Jeffery~
 
----- Original Message -----
Sent: Monday, February 04, 2008 7:40 PM
Subject: [dq-rules] Reply to questions concerning bestiary
I'm glad that everyone likes my interpretations of these beasties.  :D
 
Ok.  Now to the questions and suggestions.   Many thanks for your interest everyone.
 
@ Jeffrey
 
1) Yes I would be prepared to do additions to the bestiary if either yourself or anyone else is interested in supplying me with some suggestions. 
 
2) The vast majority of the critters in my bestiary are from the real or mythological world.  There are a handful of beasties from some fantasy novels and others from other role playing games.  I can supply a list of the exceptions if you wish. 
 
@ gruundhen
 
1) I'll try and rectify the problem with the aboleth as soon as possible.
 
2) I'm trying to rectify the grammer & spelling as we speak.
 
@ Lev
 
Loved your bit about the animal beauty contest.  :D   I think I did go a bit overboard with the PB of a grouper. Especially when you think that something like a swan is supposed to be the great beauty of the animal kingdom.  So the question becomes what do you think would be a reasonable score for a grouper's PB?  How about say 6-8? 
 
As to giraffe's PB what can I say?  I'm biased. :)  However I'm open to suggestions.  What do you think would be a reasonable for such a critter?
 
I know dragons can be pretty ugly [2-4 usually] but my kelpie has them beat PB: 0-2 :)  How's that for a reverse miss universe?
-------------------------------------------------------------------------------------------------------------------------------------------------------------
@ Everyone
Now as to some personal recommendations.  I like to scare my players a bit or give them mysteries to solve.  Some of the best beasties for this, in my opinion anyway, are the Gamin, Night Hag, and Athol.  These critters will give your players the willies.
 
If you like to add a touch of wierdness to your adventures occasionally try beasties like the boabhan shee [a vampire that can become selectively visible to whomever it wishes].  I had one player who thought his character had gone insane since only he, out of his entire party could see this beautiful woman.  There's the wendigo [a creature that will literally scare a character to death].  And the Baka or spirit-ghoul.  It possesses a character & forces him to act like [and eventually resemble] a ghoul.  Imagine a player's he or she is told their character has awoken from a sound sleep with a half-eaten body part lying next to him or her.  Now that should be the start of an interesting adventure. 
 
Finally there are just critters that are fun for a GM to play.  How as a GM can I not love something like an ingogo?  A creature that not only attacks you but screams out personal insults while its trying to bite you.  I have NEVER seen my players more satisfied with themselves than when they killed a pack of these beasties.
Group: DQ-RULES Message: 1302 From: Christopher Dargan Date: 2/4/2008
Subject: Re: Reply to questions concerning bestiary.
Hi Jeffery
I'm as proud as punch to be the DQ beasty maker.  :D
I'll get right on drawing up a list of the exceptions.
As to other additions I recently thought of an addition for the unique section.  What do you think of a DQ version of the flying dutchman a la "Pirates of the Caribbean"?
----- Original Message -----
Sent: Tuesday, February 05, 2008 3:06 PM
Subject: Re: [dq-rules] Reply to questions concerning bestiary.

 

Hi Christopher,
 
I would like to see a Racoon added.  A PC in my campaign has a racoon as a familiar and I've never liked my stats for it.  I hope you don't mind becoming an official Beasty characteristic maker :)
 
I would like to know what the exceptions to real/mythological worlds, and the source(s).
 
~Jeffery~
.


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Group: DQ-RULES Message: 1303 From: Christopher Dargan Date: 2/5/2008
Subject: Re: Reply to questions concerning bestiary.
Hi Jeffery
No problems with the list & I'm proud to be the the "official beasty charcteristic maker".  :D
Chris
----- Original Message -----
Sent: Tuesday, February 05, 2008 3:06 PM
Subject: Re: [dq-rules] Reply to questions concerning bestiary.

Hi Christopher,
 
I would like to see a Racoon added.  A PC in my campaign has a racoon as a familiar and I've never liked my stats for it.  I hope you don't mind becoming an official Beasty characteristic maker :)
 
I would like to know what the exceptions to real/mythological worlds, and the source(s).
 
~Jeffery~
.


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Group: DQ-RULES Message: 1304 From: Jeffery K. McGonagill Date: 2/5/2008
Subject: Re: Reply to questions concerning bestiary.
Don't forget making stats for a Racoon :)
 
As for the flying Dutchman I would be interested in see what you come up with.
 
~Jeffery~
----- Original Message -----
Sent: Monday, February 04, 2008 10:13 PM
Subject: Re: [dq-rules] Reply to questions concerning bestiary.

Hi Jeffery
I'm as proud as punch to be the DQ beasty maker.  :D
I'll get right on drawing up a list of the exceptions.
As to other additions I recently thought of an addition for the unique section.  What do you think of a DQ version of the flying dutchman a la "Pirates of the Caribbean"?
----- Original Message -----
Sent: Tuesday, February 05, 2008 3:06 PM
Subject: Re: [dq-rules] Reply to questions concerning bestiary.

 

Hi Christopher,
 
I would like to see a Racoon added.  A PC in my campaign has a racoon as a familiar and I've never liked my stats for it.  I hope you don't mind becoming an official Beasty characteristic maker :)
 
I would like to know what the exceptions to real/mythological worlds, and the source(s).
 
~Jeffery~
.


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Checked by AVG Free Edition.
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Group: DQ-RULES Message: 1305 From: Thierry Maire Date: 2/5/2008
Subject: RE : Re: [dq-rules] Reply to questions concerning bestiary.
Don't forget sea urchin, clam, chicken, and penguin. It's for my new campaign "Return of the stupid monster" ...
 
... Stop ! Stop ! It's just a joke !
 
Thy. (Is there someone who attack his players with a girafe ???)

"Jeffery K. McGonagill" <igmod@comcast.net> a écrit :
Don't forget making stats for a Racoon :)
 
As for the flying Dutchman I would be interested in see what you come up with.
 
~Jeffery~
----- Original Message -----
Sent: Monday, February 04, 2008 10:13 PM
Subject: Re: [dq-rules] Reply to questions concerning bestiary.

Hi Jeffery
I'm as proud as punch to be the DQ beasty maker.  :D
I'll get right on drawing up a list of the exceptions.
As to other additions I recently thought of an addition for the unique section.  What do you think of a DQ version of the flying dutchman a la "Pirates of the Caribbean"?
----- Original Message -----
Sent: Tuesday, February 05, 2008 3:06 PM
Subject: Re: [dq-rules] Reply to questions concerning bestiary.

 
Hi Christopher,
 
I would like to see a Racoon added.  A PC in my campaign has a racoon as a familiar and I've never liked my stats for it.  I hope you don't mind becoming an official Beasty characteristic maker :)
 
I would like to know what the exceptions to real/mythological worlds, and the source(s).
 
~Jeffery~
.


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Checked by AVG Free Edition.
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Ne gardez plus qu'une seule adresse mail ! Copiez vos mails vers Yahoo! Mail

Group: DQ-RULES Message: 1306 From: gruundehn Date: 2/5/2008
Subject: RE : Re: [dq-rules] Reply to questions concerning bestiary.
A Haunted Ship as a monster - that is a brilliant idea! A variant of
the turtle that everyone thinks is an island.

Chris Cole
The World's Tallest Dwarf

--- In dq-rules@yahoogroups.com, Thierry Maire <thierry_maire@...>
wrote:
>
> Don't forget sea urchin, clam, chicken, and penguin. It's for my
new campaign "Return of the stupid monster" ...
>
> ... Stop ! Stop ! It's just a joke !
>
> Thy. (Is there someone who attack his players with a girafe ???)
>
> "Jeffery K. McGonagill" <igmod@...> a écrit :
> Don't forget making stats for a Racoon :)
>
> As for the flying Dutchman I would be interested in see what you
come up with.
>
> ~Jeffery~
> ----- Original Message -----
> From: Christopher Dargan
> To: dq-rules@yahoogroups.com
> Sent: Monday, February 04, 2008 10:13 PM
> Subject: Re: [dq-rules] Reply to questions concerning bestiary.
>
>
> Hi Jeffery
> I'm as proud as punch to be the DQ beasty maker. :D
> I'll get right on drawing up a list of the exceptions.
> As to other additions I recently thought of an addition for the
unique section. What do you think of a DQ version of the flying
dutchman a la "Pirates of the Caribbean"?
> ----- Original Message -----
> From: Jeffery K. McGonagill
> To: dq-rules@yahoogroups.com
> Sent: Tuesday, February 05, 2008 3:06 PM
> Subject: Re: [dq-rules] Reply to questions concerning bestiary.
>
>
> Hi Christopher,
>
> I would like to see a Racoon added. A PC in my campaign has a
racoon as a familiar and I've never liked my stats for it. I hope
you don't mind becoming an official Beasty characteristic maker :)
>
> I would like to know what the exceptions to real/mythological
worlds, and the source(s).
>
> ~Jeffery~
>
> .
>
>
>
> ---------------------------------
>
> No virus found in this incoming message.
> Checked by AVG Free Edition.
> Version: 7.5.516 / Virus Database: 269.19.19/1258 - Release Date:
4/02/2008 10:10 AM
>
>
>
> ---------------------------------
> Ne gardez plus qu'une seule adresse mail ! Copiez vos mails vers
Yahoo! Mail
>
Group: DQ-RULES Message: 1307 From: Christopher Dargan Date: 2/5/2008
Subject: a raccoon for your player
Hi Jeffery
Here's the raccoon
RACCOON

Natural Habitat: Rivers

Frequency: Common                         Number: 1‑2 (1)

Description: Raccoons are small nocturnal scavengers with grey fur and distinctive black markings.

Talents, Skills, and Magic: Raccoons have no special skills or talents. They are not tool or magic users.

Movement Rates: Running: 250

PS: 3‑5                         MD: 19‑21             AG: 13‑18                         MA: None
EN: 1‑2                         FT: 2‑3                  WP: 12‑20                         PC: 20‑24
PB: 10‑12                    TMR: 5                   NA: Fur absorbs 1 DP

Weapons: A raccoon can only attack in Close Combat with its bite (BC 80%, D10-7 damage).

Comments: Raccoons are good swimmers and have been known to lure hunting dogs into water and drown them.

 

----- Original Message -----
Sent: Wednesday, February 06, 2008 1:33 AM
Subject: Re: [dq-rules] Reply to questions concerning bestiary.


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