Messages in DQ-RULES group. Page 34 of 40.

Group: DQ-RULES Message: 1663 From: Ian Wood Date: 6/24/2012
Subject: Re: Rules puzzlements - Black Magic S-12
Group: DQ-RULES Message: 1664 From: darkislephil Date: 6/24/2012
Subject: Re: Rules puzzlements - Black Magic S-12
Group: DQ-RULES Message: 1665 From: Jeffery McGonagill Date: 6/24/2012
Subject: Re: Rules puzzlements - Black Magic S-12
Group: DQ-RULES Message: 1666 From: darkislephil Date: 6/24/2012
Subject: Re: Rules puzzlements - Black Magic S-12
Group: DQ-RULES Message: 1667 From: darkislephil Date: 6/24/2012
Subject: Re: Rules puzzlements - Black Magic S-12
Group: DQ-RULES Message: 1668 From: Jeffery McGonagill Date: 6/24/2012
Subject: Re: Rules puzzlements - Black Magic S-12
Group: DQ-RULES Message: 1669 From: Jeffery McGonagill Date: 6/24/2012
Subject: Re: Rules puzzlements - Black Magic S-12
Group: DQ-RULES Message: 1670 From: Andreas Davour Date: 6/25/2012
Subject: Re: Rules puzzlements - Black Magic S-12
Group: DQ-RULES Message: 1671 From: David Novak Date: 6/25/2012
Subject: Re: Rules puzzlements - Black Magic S-12
Group: DQ-RULES Message: 1672 From: darkislephil Date: 6/25/2012
Subject: Re: Rules puzzlements - Black Magic S-12
Group: DQ-RULES Message: 1673 From: Ian Wood Date: 6/25/2012
Subject: Re: Rules puzzlements - Black Magic S-12
Group: DQ-RULES Message: 1674 From: darkislephil Date: 6/25/2012
Subject: Re: Rules puzzlements - Black Magic S-12
Group: DQ-RULES Message: 1675 From: darkislephil Date: 6/25/2012
Subject: Re: Rules puzzlements - Black Magic S-12
Group: DQ-RULES Message: 1676 From: Dean Martelle Date: 6/26/2012
Subject: Re: Rules puzzlements - Black Magic S-12
Group: DQ-RULES Message: 1677 From: davis john Date: 7/1/2012
Subject: Re: Forgotten Realms was: Re: A question about [5.2]
Group: DQ-RULES Message: 1678 From: leckart4@comcast.net Date: 7/4/2012
Subject: Pair of Questions (Touch Attack and Backfire)
Group: DQ-RULES Message: 1679 From: Gabriel Martinez Date: 7/4/2012
Subject: Re: Pair of Questions (Touch Attack and Backfire)
Group: DQ-RULES Message: 1680 From: Jeffery McGonagill Date: 7/4/2012
Subject: Re: Pair of Questions (Touch Attack and Backfire)
Group: DQ-RULES Message: 1681 From: Viceroy Books Date: 7/4/2012
Subject: Re: Pair of Questions (Touch Attack and Backfire)
Group: DQ-RULES Message: 1682 From: Viceroy Books Date: 7/4/2012
Subject: Re: Pair of Questions (Touch Attack and Backfire)
Group: DQ-RULES Message: 1683 From: Viceroy Books Date: 7/4/2012
Subject: Re: Pair of Questions (Touch Attack and Backfire)
Group: DQ-RULES Message: 1684 From: leckart4@comcast.net Date: 8/27/2012
Subject: Maptools & Thanks
Group: DQ-RULES Message: 1685 From: kakashi64 Date: 11/7/2012
Subject: Modeling language proficiency (or lack of it) for humor value
Group: DQ-RULES Message: 1686 From: lonny_eckert Date: 1/20/2013
Subject: Spell Damage Rank Modifiers
Group: DQ-RULES Message: 1687 From: Ian Wood Date: 1/20/2013
Subject: Re: Spell Damage Rank Modifiers
Group: DQ-RULES Message: 1688 From: Jeffery McGonagill Date: 1/21/2013
Subject: Re: Spell Damage Rank Modifiers
Group: DQ-RULES Message: 1689 From: Mark D Date: 1/21/2013
Subject: Re: Digest Number 576
Group: DQ-RULES Message: 1690 From: Jeffery McGonagill Date: 1/21/2013
Subject: Re: Digest Number 576
Group: DQ-RULES Message: 1691 From: Andreas Davour Date: 1/21/2013
Subject: Re: Spell Damage Rank Modifiers
Group: DQ-RULES Message: 1692 From: lonny_eckert Date: 1/21/2013
Subject: Re: Digest Number 576
Group: DQ-RULES Message: 1693 From: Peter Hill Date: 1/22/2013
Subject: Re: Spell Damage Rank Modifiers
Group: DQ-RULES Message: 1694 From: David Novak Date: 1/22/2013
Subject: Re: Spell Damage Rank Modifiers
Group: DQ-RULES Message: 1695 From: Andreas Davour Date: 1/22/2013
Subject: Re: Spell Damage Rank Modifiers
Group: DQ-RULES Message: 1696 From: J K Hoffman Date: 1/30/2013
Subject: (no subject)
Group: DQ-RULES Message: 1697 From: lonny_eckert Date: 2/12/2013
Subject: Barrowmaze 1 DQ Conversion
Group: DQ-RULES Message: 1698 From: Andreas Davour Date: 2/12/2013
Subject: Re: Barrowmaze 1 DQ Conversion
Group: DQ-RULES Message: 1699 From: STEPHEN PETO Date: 2/13/2013
Subject: Re: Barrowmaze 1 DQ Conversion
Group: DQ-RULES Message: 1700 From: lonny_eckert Date: 2/13/2013
Subject: Re: Barrowmaze 1 DQ Conversion
Group: DQ-RULES Message: 1701 From: Jeffery McGonagill Date: 2/13/2013
Subject: Re: Barrowmaze 1 DQ Conversion
Group: DQ-RULES Message: 1702 From: lonny_eckert Date: 2/13/2013
Subject: Re: Burning the Dead (was Barrowmaze 1 DQ Conversion)
Group: DQ-RULES Message: 1703 From: Jeffery McGonagill Date: 2/13/2013
Subject: Re: Burning the Dead (was Barrowmaze 1 DQ Conversion)
Group: DQ-RULES Message: 1704 From: Andreas Davour Date: 2/14/2013
Subject: Re: Barrowmaze 1 DQ Conversion
Group: DQ-RULES Message: 1705 From: Jeffery McGonagill Date: 2/22/2013
Subject: Ships
Group: DQ-RULES Message: 1706 From: Gabriel Martinez Date: 2/23/2013
Subject: Re: Ships
Group: DQ-RULES Message: 1707 From: Andreas Davour Date: 2/23/2013
Subject: Re: Ships
Group: DQ-RULES Message: 1708 From: Lonny Eckert Date: 2/23/2013
Subject: Re: Ships
Group: DQ-RULES Message: 1709 From: Jeffery McGonagill Date: 2/23/2013
Subject: Re: Ships
Group: DQ-RULES Message: 1710 From: Stephen Mcginn Date: 2/23/2013
Subject: Re: [dq-rules] Ships
Group: DQ-RULES Message: 1711 From: Jeffery McGonagill Date: 2/23/2013
Subject: Re: Ships
Group: DQ-RULES Message: 1712 From: Jason Winter Date: 2/23/2013
Subject: Ships



Group: DQ-RULES Message: 1663 From: Ian Wood Date: 6/24/2012
Subject: Re: Rules puzzlements - Black Magic S-12
because evil can be fun.
 
We were on a secret mission, and did not want anyone to know we were passing through an area, so whilst most of us stealthed, two of the party ranged far and wide killing everyone within 5 miles of the party.
 
eventually society catches up with evil doers - as a GM i am quite happy for a 'good' PC to kill a PC thief if that theif steals from the PC. And the town guard is happy to burn the nasty PC that dug up the cemetary.
 
We were hired to kill a child, only we couldnt tell which child was which, so we poisoned the bread and killed the entire town, surrounding villages and any travellers that passed through.
Two months later some church knights caught up with us and new characters were created.
 
End of the day, PC ethics dont equal Player ethics.
And GM decides how intolerant society is and its response to the PCs.
 
Ian

--- On Mon, 25/6/12, adrianwmasters@ymail.com <adrianwmasters@gmail.com> wrote:

From: adrianwmasters@ymail.com <adrianwmasters@gmail.com>
Subject: [dq-rules] Re: Rules puzzlements - Black Magic S-12
To: dq-rules@yahoogroups.com
Date: Monday, 25, June, 2012, 10:39 AM

 

As long as it contributes to plot and/or characterisation, anything goes. More powerful PCs are balanced by the GM introducing larger scale powers or stakes when PCs are powerful. The only real question in incorporating seemingly incompatible characters is does it destroy the player's fun or break up the player group.

I has great fun using a vampire NPC amongst "good" characters, who endangered them with his personal vendetta against rogue vampires. The PCs' growing unease about their benefactor and eventual discovery was delicious for all.

In my most recent campaign, summoners on both sides of a war has started escalating the stakes by summoning heroes. Who knows where that could end up?
Adrian

--- In dq-rules@yahoogroups.com, "darkislephil" <darkislephil@...> wrote:
>
> I'm curious as to how GM's justify allowing PCs to take Black Magic (or Greater Summoning). Unless you throw out the college restrictions that balance them the PCs would be unmistakably evil. There is no grey area for those two colleges.
>
> As one-shots or limited campaigns I could see it but to my way of thinking any pretense of role-playing would go out the window if a light-aligned PC spent more than an adventure or two in cooperation with these agents of darkness.
>
> For me these have two colleges have always been for NPCs only.
>
>
> --- In dq-rules@yahoogroups.com, Andreas Davour <Koraq@> wrote:
> >
> >
> >
> > Hi
> >
> > In the college of black magic, the spell S-12 mention that the recipient of the spell has his virility increased by 5. What does that mean? I mean, there is no virility stat (thank god) and it's quite unclear what you apply that bonus to.
> >
> > What have you, in your campaign used, if that spell has ever been used?
> >
> >
> > /andreas
> >
> > --
> >
> > Old school, new school & always with an eye for T&T
> > http://theomnipotenteye.blogspot.com/
> >
>

Group: DQ-RULES Message: 1664 From: darkislephil Date: 6/24/2012
Subject: Re: Rules puzzlements - Black Magic S-12
Of course. I've played in several campaigns like that as well though only one was a DQ campaign.

It is tremendous fun to play the bad guy once in a while. Especially if you get to go out in a blaze of glory.

One of my characters was also a Necromancer and became one when a Healer was unable to raise his beloved. The poor bastard was sure that he would eventually find a way to bring her back to him. His was not a happy ending. Hardly an original origin but was quite fun to play.

Most campaigns that I've played in that were on the gray end of the scale were either DnD or Aftermath. My DQ campaigns tend to expect the PCs to be heroes.

--- In dq-rules@yahoogroups.com, "John Rauchert" <jfrauchert@...> wrote:
>
> This of course excludes campaigns where all the player characters are "Gray"
> or Dark Aligned in some way.
>
>
>
> I have played in some over the years in various RPG systems.
>
>
>
> My first DQ campaign character was a Necromancer (and I think we had both a
> member of the college of Black Magics and Greater Summonings as well).
>
>
>
> My Necromancer was a sadly, misunderstood individual, drawn to death in
> early life due to being Death Aspected, and not quite sure why everyone was
> repulsed by him when he was only trying to help out when he raised those
> dead party members.
>
>
>
> JohnR
>
>
>
> From: dq-rules@yahoogroups.com [mailto:dq-rules@yahoogroups.com] On Behalf
> Of darkislephil
> Sent: June-22-12 7:07 PM
> To: dq-rules@yahoogroups.com
> Subject: [dq-rules] Re: Rules puzzlements - Black Magic S-12
>
>
>
>
>
> I'm curious as to how GM's justify allowing PCs to take Black Magic (or
> Greater Summoning). Unless you throw out the college restrictions that
> balance them the PCs would be unmistakably evil. There is no grey area for
> those two colleges.
>
> As one-shots or limited campaigns I could see it but to my way of thinking
> any pretense of role-playing would go out the window if a light-aligned PC
> spent more than an adventure or two in cooperation with these agents of
> darkness.
>
> For me these have two colleges have always been for NPCs only.
>
Group: DQ-RULES Message: 1665 From: Jeffery McGonagill Date: 6/24/2012
Subject: Re: Rules puzzlements - Black Magic S-12
Comment from one of my players on this subject, we've been playing DQ
together for 25 years, FTF and OL.

"Heh. Interesting. Now, I'm willing to grant that *most* Black Mages, at
least once they've made the Greater Pact, are more likely than not to be
evil, it's silly to make sweeping generalizations. Evil is as evil does,
IMO.


The existence of magic and gods per se doesn't have anything to do with the
nature of good and evil. And for the record, I think it's just as possible
to be a 'good' Greater Summoner as it is to be an 'evil' Air Mage. Granted,
there are more temptations and opportunities for a Greater Summoner to do
*acts* and make *choices* I'd categorize as evil (that is, self-serving to
the detriment of others), but it's those acts and choices, not the simple
identity 'Greater Summoner' that would ultimately make that person evil.
Though the sort of person who thinks it's a good idea to bind other entities
(whether magical or mundane) to his or her will is probably more
pre-disposed to make 'evil' choices than someone who doesn't have that sort
of will to power.


I do think Demons are corrupters by their nature, but just calling them
'evil' and thinking that means anything is like calling a coral snake evil
because it's poisonous and if it bites you, you'll most likely die."
Group: DQ-RULES Message: 1666 From: darkislephil Date: 6/24/2012
Subject: Re: Rules puzzlements - Black Magic S-12
Awesome stories! One of my favorite campaigns was in a guys DnD campaign in the City State of the Invincible Overlord. All of our characters were hobbit thieves. Anyone remember the early Fineous Fingers comics? Our characters were having a great time until we accidentally stole a princess one night. Had a wonderful chase across the rooftops with her tied up in a carpet of course. Several buildings were set fire to cover our escape on that adventure. Alas we had made too many enemies in the city and our characters slipped away from the city never to be seen again.

Certainly the Shaping College can be seriously overpowering and only one player has ever played one in my campaigns. She voluntarily retired the character before it became much of an issue. I won't allow another most likely.

I also don't allow PC Namers because being faithful to the Earth-Sea Trilogy origin of it would result in them becoming overpowering too easily. In my campaigns they mostly serve the rich and powerful and protect them from other adepts.


--- In dq-rules@yahoogroups.com, Jason Winter <JasonWinter@...> wrote:
>
> I've GM'd two campaigns where there has been a Black Mage in the party.
> The first group had several characters that were definitely evil (one
> being the Black Mage) with the rest of the party falling into the gray
> area. Over the first few adventures, the two of them caused enough
> strife in the party that when some ill befell the two of them, the rest
> of the party just walked away and left them to their fate. At the time,
> the Black Mage had been severely injured and the other player sold him
> into slavery to pay for his healing. He then proceeded to abandon him as
> well. It seemed a fitting fate at the time.
>
> The second campaign with a Black Mage I would say the group was
> extremely loyal to each other, but if you crossed them, watch out. Over
> the course of their adventuring lives, they had to made large scale
> relocations (different continents in one case) more than once when
> entire regions came out for their blood. As time progressed, they began
> to mellow and definitely fell more into the neutral area with occasional
> bouts of good. I remember one particularity nasty chase through a small
> cities streets with the Black Mage reigning down hellfire on random
> business in an attempt to lose the angry mob after them. This second
> campaign though was also my most successful. It was while I was in the
> Navy and my group played 5 nights as week (10pm to 6am) and it lasted
> almost 3 years. (Ah to be young and single and working a job where you
> were captive to your bosses whims). The Black Mage, a Thief and myself
> were stationed together for the entire 3 years, and we had anywhere from
> an additional 2-4 others playing with us at any given time. I can also
> safely say that DQ REALLY breaks down when characters amass that much
> exp. We had more house rules by the end than you can imagine. All in
> all though it was really a blast.
>
> I do think it's a hard college to play though to be honest. The Selling
> your soul for your powers thing alone will make for shorter lifespans
> for the player. One screw up and you have little to no chance to be
> raised and will find yourself rolling up a new character.
>
> The only college I've ever relegated to NPC only has been Shapers. In a
> low level, low power campaign, it can be managed, but as players
> progress in power and amass any sort of wealth, it will completely
> destroy your campaign. I had one player that played one and after 2
> years of playing him I had to sit him down one day and say I'm sorry,
> but your going to have to retire your character and roll up a new one.
> Because he was destroying the campaign. He was disappointed, but
> understood why and actually agreed with me (and had actually mentioned
> it to me more than once before) and rolled himself up a Water Mage as a
> replacement.
>
Group: DQ-RULES Message: 1667 From: darkislephil Date: 6/24/2012
Subject: Re: Rules puzzlements - Black Magic S-12
--- In dq-rules@yahoogroups.com, "Jeffery McGonagill" <igmod@...> wrote:
>
> A character can always renounce the first pact, so that
> doesn't make them unmistakeably evil.

Except for the whole aligning themselves with evil and making pacts with evil to gain power.

> A Greater Summoner isn't unmistakeably evil just because he
> can summon and bind Demons of various levels. It is what he
> does with the college that determines whether or not he is evil.

What are the actions of a G.S. adept? Summoning demons. Why? To gain benefits such as spells, increases in skills, knowledge, possibly to help others (yeah, sure). Why would the demons do this without requiring something in return? What is their motivation for helping this adept that rudely summoned them and bound them against their will? Are you suggesting that demons are not evil and that they are merely misunderstood extra-dimensional beings?

> I think a GM that restricts themselves with that view are
> limiting their own and their players imagination.

I disagree. I think it requires the GM and players to use more imagination to work within such a framework.

> Yes, I see you can quote The Book, but unless you play
> strictly by The Book with no modifications at all, i.e.,
> pure vanilla, then I don't see the point.

The point is that the rules as written do make it clear their alignment is with evil. If your argument is that if you take out those rules then the colleges aren't inherently evil, well, then yeah I guess so.

> As for Assassination, it is an inherently evil act,

What are you suggesting? Taking a college that is aligned with evil and requires the adept to makes oaths to same doesn't make one evil but taking a skill set does? The rules are clear on the Assassin skill so I'm unclear as to why you even asked the question and I went over it in the last post. Does taking the broadsword skill make you evil? A character can stab someone in the back for money without taking Assassin skill.

> why would a 'good' party want to associate with such
> a person on a regular basis?

They wouldn't associate knowingly with a character that took the lives of innocents for money. As you get farther down the scale their response might vary.

> What happens if the Assassin character turns down a 'job'?

He wouldn't get paid? Is that a trick question or are you assuming that there is some structure in place that would require them to take any job offered? Nothing in the rules suggests that a character with Assassin skill belongs to some guild or organization.

> How about Lesser Summoners? They can summon various
> Darkness aligned creatures and entities; for that matter
> so can Necromancers. So why don't you consider them
> unmistakeably evil?

That's your argument not mine. I'm saying BM and GS are evil not because they might do evil but because by being members of that college they have already aligned themselves with evil. With BM it is explicitly stated in the rules. In Greater Summoning it is more implicit. Where did the adept learn his spells? At a GS magic college. Who would have taught the adept? Other more experience adepts who have summoned and made deals with demons. Wouldn't the masters carefully screen their apprentices to make sure no goody-two-shoes made it in. They do have True Speaking after all.

I already covered Necromantic Conjurations in the last post.

As for Lesser Summoners, they can only summon the Darkness-aligned creatures if they have the SK spells which would certainly be by choice. But even so it would be hard to consider Lesser Summoners as being light-aligned. The act of summoning and binding a sentient being - enslaving them - is not an act of good. It would be of questionable ethics/morality in most circumstances and most would say evil.

I can easily see how a Lesser Summoner could rouse the ire of the various nature-aligned entities. Such as summoning harmless woodland creatures to be used as cannon fodder.
Group: DQ-RULES Message: 1668 From: Jeffery McGonagill Date: 6/24/2012
Subject: Re: Rules puzzlements - Black Magic S-12
----- Original Message -----
From: "darkislephil" <darkislephil@yahoo.com>
To: <dq-rules@yahoogroups.com>
Sent: Sunday, June 24, 2012 6:11 PM
Subject: [dq-rules] Re: Rules puzzlements - Black Magic S-12


> --- In dq-rules@yahoogroups.com, "Jeffery McGonagill" <igmod@...> wrote:
>>
>> A character can always renounce the first pact, so that
>> doesn't make them unmistakeably evil.
>
> Except for the whole aligning themselves with evil and making pacts with
> evil to gain power.

Except your argueing that good and evil, light and dark are supernatural
entities, I disagree.

> What are the actions of a G.S. adept? Summoning demons. Why? To gain
> benefits such as spells, increases in skills, knowledge, possibly to help
> others (yeah, sure). Why would the demons do this
> without requiring something in return? What is their motivation for
> helping this adept that rudely summoned them and bound them against their
> will? Are you suggesting that demons are not evil and that
> they are merely misunderstood extra-dimensional beings?

What do the demons get in return? Unless the GS screws up, they get bupkis.
You assuming that demons have a motivation to being summoned, I don't. I
assume they find it annoying (at best). I allow the demons to actively
resist a summoning. Though Sallos has good relations with a couple of G.S.,
is the grandfather of a PC character, and companionable to one or two others
in my campaign.

"Are you suggesting that demons are not evil and that they are merely
misunderstood extra-dimensional beings?" Didn't suggest anything of the
sort, that's your assumption. You can run your campaign anyway you want,
we'll just have to agree to disagree. I think you are way off base to
assume that all G.S. and B.M. are evil.

> I disagree. I think it requires the GM and players to use more imagination
> to work within such a framework.

We'll have to agree to disagree. There is no imagination what so ever to
assume all G.S. and B.M. are evil.

> The point is that the rules as written do make it clear their alignment is
> with evil. If your argument is that if you take out those rules then the
> colleges aren't inherently evil, well, then yeah I guess so.

If you don't play strictly by the book then you have no cause to criticize
me for not playing by the book.

>> As for Assassination, it is an inherently evil act,
>
> What are you suggesting? Taking a college that is aligned with evil and
> requires the adept to makes oaths to same doesn't make one evil but taking
> a skill set does? The rules are clear on the Assassin skill > so I'm
> unclear as to why you even asked the question and I went over it in the
> last post. Does taking the broadsword skill make you evil? A character can
> stab someone in the back for money without
> taking Assassin skill.

G.S. doesn't require the adept to take oaths, but you assume they are
automatically evil. How is that different from an Assassin? So if taking a
broadsword doesn't make you evil, or stabbing someone in the back doesn't
make you evil, they why would being a G.S. make you evil?

I keep pointing out your inconsistancies, but you refuse to see them.

>> What happens if the Assassin character turns down a 'job'?
>
> He wouldn't get paid? Is that a trick question or are you assuming that
> there is some structure in place that would require them to take any job
> offered? Nothing in the rules suggests that a character with
> Assassin skill belongs to some guild or organization.

There is in my world. There's the Assassins Guild, Thieves Guild, Mage
Guild, etc.

In Hawkers, one of the great cities in my world, the Thieves Guild operates
much like the one in Ankh-Morpork.

>> How about Lesser Summoners? They can summon various
>> Darkness aligned creatures and entities; for that matter
>> so can Necromancers. So why don't you consider them
>> unmistakeably evil?
>
> That's your argument not mine.

Actually, it is your arguement. If a player deals with those that are
darkness aligned they are automatically evil.

> I'm saying BM and GS are evil not because they might do evil but because
> by being members of that college they have already aligned themselves with
> evil. With BM it is
> explicitly stated in the rules. In Greater Summoning it is more implicit.
> Where did the adept learn his spells? At a GS magic college. Who would
> have taught the adept? Other more experience adepts who > have summoned
> and made deals with demons. Wouldn't the masters carefully screen their
> apprentices to make sure no goody-two-shoes made it in. They do have True
> Speaking after all.

Wow, talk about a big assumption. The masters would take in whoever wants
to learn, why would they care if they were a goody-two-shoes or not? I
suppose they might if they were determined to spread evil and darkness in
the world, but why would they want to? An evil master should be afraid
whether his apprentice is good or evil, but a good master would only have to
be afraid of an evil apprentice.

Members of G.S. haven't automatically aligned themselves with evil; it is by
their actions that determine whether they are good or evil. A B.M. who has
only signed the first pact is not automatically evil, they can still back
out. Even if they sign the second or third pacts, they aren't automatically
evil because it is by their acts that you know them.

We'll just have to agree to disagree.

~Jeffery~
Group: DQ-RULES Message: 1669 From: Jeffery McGonagill Date: 6/24/2012
Subject: Re: Rules puzzlements - Black Magic S-12
Sounds like a Darkness aligned group to me. The only groups I've known that
have committed widespread destruction are when they took on a country that
practiced slavery.

As long as players retire the characters when they get overpowering, what's
the problem?

My friend of 25 years of gaming favorite character is her first. She
stopped expending Experience Points years ago so she could continue to play
her character. A lot of my PCs have become NPCs.

Did have one player that had a munchkin attitude, but he took his
overpowering characters to other dimensions, unintenionally retiring them.

We gave titles to our adventures, such as:
"The Plan that Worked"
"Keystone Bandits"
"Don't Yell, 'Snake', at a Religious Festival"

~Jeffery~


----- Original Message -----
From: "darkislephil" <darkislephil@yahoo.com>
To: <dq-rules@yahoogroups.com>
Sent: Sunday, June 24, 2012 5:37 PM
Subject: [dq-rules] Re: Rules puzzlements - Black Magic S-12


> Awesome stories! One of my favorite campaigns was in a guys DnD campaign
> in the City State of the Invincible Overlord. All of our characters were
> hobbit thieves. Anyone remember the early Fineous Fingers comics? Our
> characters were having a great time until we accidentally stole a princess
> one night. Had a wonderful chase across the rooftops with her tied up in a
> carpet of course. Several buildings were set fire to cover our escape on
> that adventure. Alas we had made too many enemies in the city and our
> characters slipped away from the city never to be seen again.
>
> Certainly the Shaping College can be seriously overpowering and only one
> player has ever played one in my campaigns. She voluntarily retired the
> character before it became much of an issue. I won't allow another most
> likely.
>
> I also don't allow PC Namers because being faithful to the Earth-Sea
> Trilogy origin of it would result in them becoming overpowering too
> easily. In my campaigns they mostly serve the rich and powerful and
> protect them from other adepts.
Group: DQ-RULES Message: 1670 From: Andreas Davour Date: 6/25/2012
Subject: Re: Rules puzzlements - Black Magic S-12
 

> I'm curious as to how GM's justify allowing PCs to take Black Magic (or Greater Summoning). Unless you throw out the college restrictions that balance them the PCs would be
> unmistakably evil.  There is no grey area for those two colleges.
>
> As one-shots or limited campaigns I could see it but to my way of thinking any pretense of role-playing would go out the window if a light-aligned PC spent more than an adventure
> or two in cooperation with these agents of darkness.
>
> For me these have two colleges have always been for NPCs only.

I have many times lamented the fact that D&D and other early rpgs included things like alignment, or involved implied ideas about a moral metaphysics. In a secondary fantasy world, all bets are off. Secondly, it seems to be able to turn educated and intelligent individuals into drooling idiots who say stupid things and don't listen to what other people say when it's debated.

Now, nobody here have done that, yet. Just let's ignore things like that. I remember who ridiculous Rolemaster seemed to me when I saw that there was hundreds of spell lits, and then special lists with some "Evil Essence" and "Evil Mentalism" spells. Anyone who fried widows and children with a fireball is evil in my book, regardless of the college of magic is, or if that spell came from an "evil spell list".

DQ is a great game where the rules provides versimilitude, in order to fully realize the potential to portray combats with fell beasts and men, and magic of wonderous and weird kinds. I laud that quality, and the fun that can be had with that.

If you in your world have a fully realized metaphysics and a pantheon of gods that define what is "good" and "evil", feel free to put whatever restictions you'd like on spells and colleges, though! ;)

Many thanks for the excellent feedback on my questions, by the way!!

/andreas
Group: DQ-RULES Message: 1671 From: David Novak Date: 6/25/2012
Subject: Re: Rules puzzlements - Black Magic S-12
Great topic!!

The first DQ group I played in, no one played a Black Mage and INITIALLY they were all portrayed as the villian when we ran into them.

As the campaign evolved (it started as a spin-off of another campaign which then spun-off again ...), the characters became older and started having kids and estates. This immediately led to the characters searching out Black Mages to cast the beneficial spells (Blessings of children, livestock, crops). This changed the perspective from "Black Mages are necessarily evil" to "Black Mages can do good things (tm)". Without adding additional Colleges like White Magics or Witchcraft (which all of the variants seem to add some/all of these blessings), Black Magics becomes more like a tool at which time all the analogies can start to apply (it's not the broad sword that kills people, its the guy swinging it ..)

As for Greater Summoners, all NPC Greater Summoners I've run are "varying-shades of black". However, the original spin-off I played in had an NPC would could summon Demons (wasn't a straight Greater Summoner, but some variant of Magician that had learned rituals) that was played as "not evil" (probably could even be considered as a lighter shade of grey). The campaign I'm in now, there is a Greater Summoner - Lizardman NPC who was designed by the GM to break the stereotype and is definately light grey. This campaign has a retired PC Greater Summoner who hadn't / wouldn't summon the ones that needed sacrifices and tried to remain "medium grey" at the darkest. This did lead to a (probably incorrect character) view that *some* Demons weren't that bad (aka Salos, Renov, "alchemy teacher demon"). This view probably "darkened" the alignment of all of the rest of the characters. And while one might view teaching characters as selfish/short-cuts as heading toward darkness, the one that can raise towers/fortresses in an evening was used to provide defensive capability for a settlement against goblins and such and defending the population agains attack isn't evil (is it?).

I think this is one of the things I liked best about DQ, no *assigned* alignments. The character could be what the PC wanted and they could evolve and change over time (and same for the NPC's).

All that said, run your campaign like you want it to be run since arguments can be made on both sides regarding the relative 'darkness' of these 2 colleges ...

David



--- In dq-rules@yahoogroups.com, Andreas Davour <Koraq@...> wrote:
>
>
>
>  
>
> > I'm curious as to how GM's justify allowing PCs to take Black Magic (or Greater Summoning). Unless you throw out the college restrictions that balance them the PCs would be
> > unmistakably evil.  There is no grey area for those two colleges.
> >
> > As one-shots or limited campaigns I could see it but to my way of thinking any pretense of role-playing would go out the window if a light-aligned PC spent more than an adventure
> > or two in cooperation with these agents of darkness.
> >
> > For me these have two colleges have always been for NPCs only.
>
> I have many times lamented the fact that D&D and other early rpgs included things like alignment, or involved implied ideas about a moral metaphysics. In a secondary fantasy world, all bets are off. Secondly, it seems to be able to turn educated and intelligent individuals into drooling idiots who say stupid things and don't listen to what other people say when it's debated.
>
> Now, nobody here have done that, yet. Just let's ignore things like that. I remember who ridiculous Rolemaster seemed to me when I saw that there was hundreds of spell lits, and then special lists with some "Evil Essence" and "Evil Mentalism" spells. Anyone who fried widows and children with a fireball is evil in my book, regardless of the college of magic is, or if that spell came from an "evil spell list".
>
> DQ is a great game where the rules provides versimilitude, in order to fully realize the potential to portray combats with fell beasts and men, and magic of wonderous and weird kinds. I laud that quality, and the fun that can be had with that.
>
> If you in your world have a fully realized metaphysics and a pantheon of gods that define what is "good" and "evil", feel free to put whatever restictions you'd like on spells and colleges, though! ;)
>
> Many thanks for the excellent feedback on my questions, by the way!!
>
> /andreas
>
Group: DQ-RULES Message: 1672 From: darkislephil Date: 6/25/2012
Subject: Re: Rules puzzlements - Black Magic S-12
As this was a DnD campaign it was a Chaotic Neutral group. The characters main focus was whoring and drinking. Since we were all college students not too surprising. However they were far from being the most evil characters myself or others in our group have played over the years. I haven't been making some kind of argument against players having characters that are bad or evil.

Three of the folks in my current group I've been gaming with for 35 years. I believe that one of the current characters has been around for 6 years which may be a record for our campaigns. She just reached Hero rank and probably won't retire but as a non-adept she really can't unbalance the campaign. All the others have had 2 or more characters in the current campaign. A couple have died but most have retired. Usually because they had reached Hero rank and wanted to try something new.

As I've mentioned in posts here before my campaigns are low magic. Adepts are few and far between. Magic items mostly come from ages before when magic was more common. There have only been a couple times when there was more than one adept in the players group and usually those belonged to players that played so infrequently they had little or no rank in their spells and spent most of their time dumb, deaf or blind from backfires.



--- In dq-rules@yahoogroups.com, "Jeffery McGonagill" <igmod@...> wrote:
>
> Sounds like a Darkness aligned group to me. The only groups I've known that
> have committed widespread destruction are when they took on a country that
> practiced slavery.
>
> As long as players retire the characters when they get overpowering, what's
> the problem?
>
> My friend of 25 years of gaming favorite character is her first. She
> stopped expending Experience Points years ago so she could continue to play
> her character. A lot of my PCs have become NPCs.
>
> Did have one player that had a munchkin attitude, but he took his
> overpowering characters to other dimensions, unintenionally retiring them.
>
> We gave titles to our adventures, such as:
> "The Plan that Worked"
> "Keystone Bandits"
> "Don't Yell, 'Snake', at a Religious Festival"
>
> ~Jeffery~
>
>
> ----- Original Message -----
> From: "darkislephil" <darkislephil@...>
> To: <dq-rules@yahoogroups.com>
> Sent: Sunday, June 24, 2012 5:37 PM
> Subject: [dq-rules] Re: Rules puzzlements - Black Magic S-12
>
>
> > Awesome stories! One of my favorite campaigns was in a guys DnD campaign
> > in the City State of the Invincible Overlord. All of our characters were
> > hobbit thieves. Anyone remember the early Fineous Fingers comics? Our
> > characters were having a great time until we accidentally stole a princess
> > one night. Had a wonderful chase across the rooftops with her tied up in a
> > carpet of course. Several buildings were set fire to cover our escape on
> > that adventure. Alas we had made too many enemies in the city and our
> > characters slipped away from the city never to be seen again.
> >
> > Certainly the Shaping College can be seriously overpowering and only one
> > player has ever played one in my campaigns. She voluntarily retired the
> > character before it became much of an issue. I won't allow another most
> > likely.
> >
> > I also don't allow PC Namers because being faithful to the Earth-Sea
> > Trilogy origin of it would result in them becoming overpowering too
> > easily. In my campaigns they mostly serve the rich and powerful and
> > protect them from other adepts.
>
Group: DQ-RULES Message: 1673 From: Ian Wood Date: 6/25/2012
Subject: Re: Rules puzzlements - Black Magic S-12

Last night as my players stepped out of town they saw the guard pushing a starving boy out of the gate.

They then saw dozens of starving peasants clustered just out of stone’s throw.

 

For some unknown reason they then decided to repack the food they had, in sight of the crowd.

There was a low growl from the crowd who started to surge forward.

 

So the party pulled out their swords and slew the peasants as they came, wave after wave of desperate people.

Some three hundred later, they were confronted by the sight of a forlorn, emaciated woman with a nursing baby who had just sat there barely registering the slaughter all around her.

 

The party decided to activate their wings and fly away as any charity would only encourage the beggars to stay.

 

 

Is that evil, or just?

 

 


From: dq-rules@yahoogroups.com [mailto: dq-rules@yahoogroups.com ] On Behalf Of darkislephil
Sent: Tuesday, 26 June 2012 1:07 p.m.
To: dq-rules@yahoogroups.com
Subject: [dq-rules] Re: Rules puzzlements - Black Magic S-12

 

 

As this was a DnD campaign it was a Chaotic Neutral group. The characters main focus was whoring and drinking. Since we were all college students not too surprising. However they were far from being the most evil characters myself or others in our group have played over the years. I haven't been making some kind of argument against players having characters that are bad or evil.

Three of the folks in my current group I've been gaming with for 35 years. I believe that one of the current characters has been around for 6 years which may be a record for our campaigns. She just reached Hero rank and probably won't retire but as a non-adept she really can't unbalance the campaign. All the others have had 2 or more characters in the current campaign. A couple have died but most have retired. Usually because they had reached Hero rank and wanted to try something new.

As I've mentioned in posts here before my campaigns are low magic. Adepts are few and far between. Magic items mostly come from ages before when magic was more common. There have only been a couple times when there was more than one adept in the players group and usually those belonged to players that played so infrequently they had little or no rank in their spells and spent most of their time dumb, deaf or blind from backfires.

--- In dq-rules@yahoogroups.com, "Jeffery McGonagill" <igmod@...> wrote:

>
> Sounds like a Darkness aligned group to me. The only groups I've known
that
> have committed widespread destruction are when they took on a country that
> practiced slavery.
>
> As long as players retire the characters when they get overpowering,
what's
> the problem?
>
> My friend of 25 years of gaming favorite character is her first. She
> stopped expending Experience Points years ago so she could continue to
play
> her character. A lot of my PCs have become NPCs.
>
> Did have one player that had a munchkin attitude, but he took his
> overpowering characters to other dimensions, unintenionally retiring them.
>
> We gave titles to our adventures, such as:
> "The Plan that Worked"
> "Keystone Bandits"
> "Don't Yell, 'Snake', at a Religious Festival"
>
> ~Jeffery~
>
>
> ----- Original Message -----
> From: "darkislephil" <darkislephil@...>
> To: <dq-rules@yahoogroups.com>
> Sent: Sunday, June 24, 2012 5:37 PM
> Subject: [dq-rules] Re: Rules puzzlements - Black Magic S-12
>
>
> > Awesome stories! One of my favorite campaigns was in a guys DnD
campaign
> > in the City
State of the Invincible Overlord. All of our characters were
> > hobbit thieves. Anyone remember the early Fineous Fingers comics? Our
> > characters were having a great time until we accidentally stole a
princess
> > one night. Had a wonderful chase across the rooftops with her tied up
in a
> > carpet of course. Several buildings were set fire to cover our escape
on
> > that adventure. Alas we had made too many enemies in the city and our
> > characters slipped away from the city never to be seen again.
> >
> > Certainly the Shaping
College can be seriously overpowering and only one
> > player has ever played one in my campaigns. She voluntarily retired
the
> > character before it became much of an issue. I won't allow another
most
> > likely.
> >
> > I also don't allow PC Namers because being faithful to the Earth-Sea
> > Trilogy origin of it would result in them becoming overpowering too
> > easily. In my campaigns they mostly serve the rich and powerful and
> > protect them from other adepts.
>

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2176 / Virus Database: 2437/5092 - Release Date: 06/25/12

Group: DQ-RULES Message: 1674 From: darkislephil Date: 6/25/2012
Subject: Re: Rules puzzlements - Black Magic S-12
--- In dq-rules@yahoogroups.com, "Ian Wood" <dawnhaven@...> wrote:
>
> Last night as my players stepped out of town they saw the guard pushing a
> starving boy out of the gate.
>
> They then saw dozens of starving peasants clustered just out of stone's
> throw.
>
> For some unknown reason they then decided to repack the food they had, in
> sight of the crowd.

The word that comes to mind here is 'stupid'.

> There was a low growl from the crowd who started to surge forward.

That they didn't fly away at this point - stupid.

> So the party pulled out their swords and slew the peasants as they came,
> wave after wave of desperate people.

Really? The dozens, that become 300, couldn't take out even one of a handful of stupid people? Your NPCs should read up on the rules of close combat and grappling.

> Some three hundred later, they were confronted by the sight of a forlorn,
> emaciated woman with a nursing baby who had just sat there barely
> registering the slaughter all around her.

Oh the humanity of it.

> The party decided to activate their wings and fly away as any charity would
> only encourage the beggars to stay.

Um, the beggars (or is it peasants?) were all dead. Not much you can do to encourage them one way or the other.

And the guards at the gate thought the clearly avoidable murder of 300 (or dozens) peasants was what? Entertainment?

> Is that evil, or just?

Neither. Contrived is the word that comes to mind. Did you have a point?
Group: DQ-RULES Message: 1675 From: darkislephil Date: 6/25/2012
Subject: Re: Rules puzzlements - Black Magic S-12
--- In dq-rules@yahoogroups.com, "Jeffery McGonagill" <igmod@...> wrote:
>
> We'll just have to agree to disagree.

This wasn't a personal attack on you or your play style but apparently it hit a nerve. So I'll just say sorry.
Group: DQ-RULES Message: 1676 From: Dean Martelle Date: 6/26/2012
Subject: Re: Rules puzzlements - Black Magic S-12
I've never had a Black Mage as a PC. The last game I ran the college was illegal (not banned by the GM just against the law to practice it) There was an order of knights and Naming Mages that worked to eliminate it. That made playing a Black Mage very tricky. As for Greater Summoning the law of the land held the summoner responsible for any act the summoned creature did. I also had the rather enlightened (for the 1990's) view the boys could be victims of sexual abuse by women, a succubus seducing a minor would get the summoner tried for rape. Also any demons aura carried a trace of the summoner. This led to a generally careful PC Greater Summoner. I also used reaction rolls for summoned demons to great effect. Sometimes a favorable one was as funny or distressing to the characters as a bad one. Alloces for example decided (on a good reaction roll) that the entire party was out of shape and needing some military discipline for their own good. My Care and Feeding of Demons article is one the web somewhere.

--Dean Martelle


From: David Novak <david_novak@hp.com>
To: dq-rules@yahoogroups.com
Sent: Monday, June 25, 2012 3:22 PM
Subject: [dq-rules] Re: Rules puzzlements - Black Magic S-12

 
Great topic!!

The first DQ group I played in, no one played a Black Mage and INITIALLY they were all portrayed as the villian when we ran into them.

As the campaign evolved (it started as a spin-off of another campaign which then spun-off again ...), the characters became older and started having kids and estates. This immediately led to the characters searching out Black Mages to cast the beneficial spells (Blessings of children, livestock, crops). This changed the perspective from "Black Mages are necessarily evil" to "Black Mages can do good things (tm)". Without adding additional Colleges like White Magics or Witchcraft (which all of the variants seem to add some/all of these blessings), Black Magics becomes more like a tool at which time all the analogies can start to apply (it's not the broad sword that kills people, its the guy swinging it ..)

As for Greater Summoners, all NPC Greater Summoners I've run are "varying-shades of black". However, the original spin-off I played in had an NPC would could summon Demons (wasn't a straight Greater Summoner, but some variant of Magician that had learned rituals) that was played as "not evil" (probably could even be considered as a lighter shade of grey). The campaign I'm in now, there is a Greater Summoner - Lizardman NPC who was designed by the GM to break the stereotype and is definately light grey. This campaign has a retired PC Greater Summoner who hadn't / wouldn't summon the ones that needed sacrifices and tried to remain "medium grey" at the darkest. This did lead to a (probably incorrect character) view that *some* Demons weren't that bad (aka Salos, Renov, "alchemy teacher demon"). This view probably "darkened" the alignment of all of the rest of the characters. And while one might view teaching characters as selfish/short-cuts as heading toward darkness, the one that can raise towers/fortresses in an evening was used to provide defensive capability for a settlement against goblins and such and defending the population agains attack isn't evil (is it?).

I think this is one of the things I liked best about DQ, no *assigned* alignments. The character could be what the PC wanted and they could evolve and change over time (and same for the NPC's).

All that said, run your campaign like you want it to be run since arguments can be made on both sides regarding the relative 'darkness' of these 2 colleges ...

David

--- In dq-rules@yahoogroups.com, Andreas Davour <Koraq@...> wrote:
>
>
>
>  
>
> > I'm curious as to how GM's justify allowing PCs to take Black Magic (or Greater Summoning). Unless you throw out the college restrictions that balance them the PCs would be
> > unmistakably evil.  There is no grey area for those two colleges.
> >
> > As one-shots or limited campaigns I could see it but to my way of thinking any pretense of role-playing would go out the window if a light-aligned PC spent more than an adventure
> > or two in cooperation with these agents of darkness.
> >
> > For me these have two colleges have always been for NPCs only.
>
> I have many times lamented the fact that D&D and other early rpgs included things like alignment, or involved implied ideas about a moral metaphysics. In a secondary fantasy world, all bets are off. Secondly, it seems to be able to turn educated and intelligent individuals into drooling idiots who say stupid things and don't listen to what other people say when it's debated.
>
> Now, nobody here have done that, yet. Just let's ignore things like that. I remember who ridiculous Rolemaster seemed to me when I saw that there was hundreds of spell lits, and then special lists with some "Evil Essence" and "Evil Mentalism" spells. Anyone who fried widows and children with a fireball is evil in my book, regardless of the college of magic is, or if that spell came from an "evil spell list".
>
> DQ is a great game where the rules provides versimilitude, in order to fully realize the potential to portray combats with fell beasts and men, and magic of wonderous and weird kinds. I laud that quality, and the fun that can be had with that.
>
> If you in your world have a fully realized metaphysics and a pantheon of gods that define what is "good" and "evil", feel free to put whatever restictions you'd like on spells and colleges, though! ;)
>
> Many thanks for the excellent feedback on my questions, by the way!!
>
> /andreas
>



Group: DQ-RULES Message: 1677 From: davis john Date: 7/1/2012
Subject: Re: Forgotten Realms was: Re: A question about [5.2]

so it did!!

The Dire Wood
Deep within the eastern wood, somewhere along the Heartblood river lies the Dire Wood, a small grove of unkillable,
black trees, apparently no greater than a mile across.
Also known as the Enchanted Wood, this intensely magical area may actually
be an access point to an alternate Prime
Material Plane. Whatever the truth
may be, the Dire Wood is much larger
inside than out. The intense arcane
effect of the wood has created a strange
land of magic and mystery. Weather
here bears no resemblance to the outer
world and is itself highly magical. Creatures
long extinct elsewhere are found
here in abundance (but die upon leaving).
Magical sites appear at random,
then disappear without a trace.
Somewhere within the Dire Wood are
the lost ruins of Karse, an outpost of the
latter days of the ancient Netheril.
GAME INFORMATION: As of this
writing, the Dire Wood is 150 miles
across (its inside dimension). Each year
it broadens by about 80 feet as another
ring of black trees surrounds the forest.
The terrain over which the forest
grows is hilly and entirely forested.
There are no mountains within the
Wood, only a single towering red stone
butte, and few normal creatures—even
the usual forest animals are gigantic or
otherwise magically modified.
Tianna Skyflower, Jhingleshod, “The
Iron Axeman,” and Wulgreth (see pp.
56-64)
call the Dire Wood home.

To: dq-rules@yahoogroups.com
From: jfrauchert@shaw.ca
Date: Sun, 3 Jun 2012 18:25:46 +0000
Subject: [dq-rules] Forgotten Realms was: Re: A question about [5.2]

 
There is an interesting bit of a crossover between FR (pre Time of Troubles) and DQ.

Paul Jaquays incorporated elements of his DQ Adventure "The Enchanted Wood" into his Forgotten Realms supplement "The Savage Frontier" (FR5, TSR-9233).

The Enchanted Wood became the Dire Wood.

--- In dq-rules@yahoogroups.com, Andreas Davour <Koraq@...> wrote:
>
> Hi!
>
>
> I have been re-reading my grey box Forgotten Realms books, and more and more I feel like running a DQ game in Forgotten Realms.
>


Group: DQ-RULES Message: 1678 From: leckart4@comcast.net Date: 7/4/2012
Subject: Pair of Questions (Touch Attack and Backfire)
Well, we have held a couple of combat training sessions so far and one "real" adventure session so far. I wanted to get them a little bit of experience before they hit the Enchanted Wood. I seem to have corrupted three new players that are eager to play the game. I am rather rusty on the rules and I don't seem to be able to find anything regarding these two topics.

The first question I have is how you handle touch attacks such as those from the undead or a spell.

The second question I have is their an official rule on a natural roll of 99 and 00 being an automatic backfire? I don't seem to be able to find it in any official version of the rules. Perhaps I am just recollecting a house rule we had from my college days...
Group: DQ-RULES Message: 1679 From: Gabriel Martinez Date: 7/4/2012
Subject: Re: Pair of Questions (Touch Attack and Backfire)
Attachments :
    As I see, you can play "The Camp of Alla-Akbar". A beginer adventure added to the basic rulebook on 2nd. Ed.

    About backfire, I don't remember where it was, but 99 100 to the backfire and 01 for total succefull, are rules used allways.

    When I came back home, I'll serch on the rules book to give you the accurate data.

    Ragards.

    Gabriel.


    -----Mensaje original-----
    De: dq-rules@yahoogroups.com en nombre de leckart4@comcast.net
    Enviado el: mié 04/07/2012 16:48
    Para: dq-rules@yahoogroups.com
    Asunto: [dq-rules] Pair of Questions (Touch Attack and Backfire)

    Well, we have held a couple of combat training sessions so far and one "real" adventure session so far. I wanted to get them a little bit of experience before they hit the Enchanted Wood. I seem to have corrupted three new players that are eager to play the game. I am rather rusty on the rules and I don't seem to be able to find anything regarding these two topics.

    The first question I have is how you handle touch attacks such as those from the undead or a spell.

    The second question I have is their an official rule on a natural roll of 99 and 00 being an automatic backfire? I don't seem to be able to find it in any official version of the rules. Perhaps I am just recollecting a house rule we had from my college days...
    Group: DQ-RULES Message: 1680 From: Jeffery McGonagill Date: 7/4/2012
    Subject: Re: Pair of Questions (Touch Attack and Backfire)
    As far as Greater Undead are concerned, I play that any physical contact
    (including with weapons) results in life drain. i.e., if the GU succeeds in
    making unarmed combat attack the target is life-drained, if a character
    successfully attacks with a weapon the attacker gets life-drained. If a
    spell requires a touch, the Mage has to make a successful unarmed combat
    attack to touch the target.

    A PC, not having an attack spell, silvered or magical ranged weapon,
    enchanted a rock to throw at a Wright. "I hit him with a rock." The PC
    carried that rock ever after as his lucky rock.

    I don't recall any specific rule, but we've always played that 00 is always
    a backfire, even if you have DR modifiers. Conversely, 01 is always a
    success.

    ~Jeffery~


    ----- Original Message -----
    From: <leckart4@comcast.net>
    To: <dq-rules@yahoogroups.com>
    Sent: Wednesday, July 04, 2012 12:48 PM
    Subject: [dq-rules] Pair of Questions (Touch Attack and Backfire)


    > Well, we have held a couple of combat training sessions so far and one
    > "real" adventure session so far. I wanted to get them a little bit of
    > experience before they hit the Enchanted Wood. I seem to have corrupted
    > three new players that are eager to play the game. I am rather rusty on
    > the rules and I don't seem to be able to find anything regarding these two
    > topics.
    >
    > The first question I have is how you handle touch attacks such as those
    > from the undead or a spell.
    >
    > The second question I have is their an official rule on a natural roll of
    > 99 and 00 being an automatic backfire? I don't seem to be able to find it
    > in any official version of the rules. Perhaps I am just recollecting a
    > house rule we had from my college days...
    >
    >
    >
    > ------------------------------------
    >
    > To Post a message, send it to: dq-rules@eGroups.com
    > To Unsubscribe, send a blank message to:
    > dq-rules-unsubscribe@eGroups.comYahoo! Groups Links
    >
    >
    >
    Group: DQ-RULES Message: 1681 From: Viceroy Books Date: 7/4/2012
    Subject: Re: Pair of Questions (Touch Attack and Backfire)
    hi,
    From the 3rd Edition rulebook: 
     
    Backfire from Spells and Rituals
    There is a chance that a spell will backfire. If the Adept’s player rolls a number more than 30% higher than the Cast Chance while attempting to cast a spell during the Tactical Procedure, or 40% higher than the Cast Chance while attempting to cast a spell during the Adventure Procedure, the spell backfires. It does not hit the intended target. Instead, the game master rolls D100 and refers to the Backfire Table to determine the exact effect of the backfire. Possible effects include Fatigue penalties, affecting characters other then (or including) the original target of the spell, affecting the caster himself, or inflicting a variety of curses and disabilities on the caster. Backfire never occurs as a result of the functioning of talents and seldom as the result of the functioning of rituals.
    Where a backfire can occur as a result of the functioning of a ritual, the possible results are often described in the section dealing with that ritual, if not, the game master should invent one. When a spell has backfired, the game master rolls D100 and consults the Backfire Table. The effect on the Backfire Table corresponding to the number rolled is immediately applied to the character.
     
     
    From: "leckart4@comcast.net" <leckart4@comcast.net>
    To: dq-rules@yahoogroups.com
    Sent: Thursday, July 5, 2012 5:48 AM
    Subject: [dq-rules] Pair of Questions (Touch Attack and Backfire)

     
    Well, we have held a couple of combat training sessions so far and one "real" adventure session so far. I wanted to get them a little bit of experience before they hit the Enchanted Wood. I seem to have corrupted three new players that are eager to play the game. I am rather rusty on the rules and I don't seem to be able to find anything regarding these two topics.

    The first question I have is how you handle touch attacks such as those from the undead or a spell.

    The second question I have is their an official rule on a natural roll of 99 and 00 being an automatic backfire? I don't seem to be able to find it in any official version of the rules. Perhaps I am just recollecting a house rule we had from my college days...



    Group: DQ-RULES Message: 1682 From: Viceroy Books Date: 7/4/2012
    Subject: Re: Pair of Questions (Touch Attack and Backfire)
    See the Weapon Notes for the Wight as a guide:
    Whenever a character strikes or is struck by a wight, the contact does D10+2 damage. Damage inflicted on a character in this manner is never absorbed by normal armour.
     
    From: Jeffery McGonagill <igmod@comcast.net>
    To: dq-rules@yahoogroups.com
    Sent: Thursday, July 5, 2012 6:12 AM
    Subject: Re: [dq-rules] Pair of Questions (Touch Attack and Backfire)

     
    As far as Greater Undead are concerned, I play that any physical contact
    (including with weapons) results in life drain. i.e., if the GU succeeds in
    making unarmed combat attack the target is life-drained, if a character
    successfully attacks with a weapon the attacker gets life-drained. If a
    spell requires a touch, the Mage has to make a successful unarmed combat
    attack to touch the target.

    A PC, not having an attack spell, silvered or magical ranged weapon,
    enchanted a rock to throw at a Wright. "I hit him with a rock." The PC
    carried that rock ever after as his lucky rock.

    I don't recall any specific rule, but we've always played that 00 is always
    a backfire, even if you have DR modifiers. Conversely, 01 is always a
    success.

    ~Jeffery~

    ----- Original Message -----
    From: <mailto:leckart4%40comcast.net>
    To: <mailto:dq-rules%40yahoogroups.com>
    Sent: Wednesday, July 04, 2012 12:48 PM
    Subject: [dq-rules] Pair of Questions (Touch Attack and Backfire)

    > Well, we have held a couple of combat training sessions so far and one
    > "real" adventure session so far. I wanted to get them a little bit of
    > experience before they hit the Enchanted Wood. I seem to have corrupted
    > three new players that are eager to play the game. I am rather rusty on
    > the rules and I don't seem to be able to find anything regarding these two
    > topics.
    >
    > The first question I have is how you handle touch attacks such as those
    > from the undead or a spell.
    >
    > The second question I have is their an official rule on a natural roll of
    > 99 and 00 being an automatic backfire? I don't seem to be able to find it
    > in any official version of the rules. Perhaps I am just recollecting a
    > house rule we had from my college days...
    >
    >
    >
    > ------------------------------------
    >
    > To Post a message, send it to: mailto:dq-rules%40eGroups.com
    > To Unsubscribe, send a blank message to:
    > mailto:dq-rules-unsubscribe%40eGroups.comYahoo! Groups Links
    >
    >
    >



    Group: DQ-RULES Message: 1683 From: Viceroy Books Date: 7/4/2012
    Subject: Re: Pair of Questions (Touch Attack and Backfire)
    hi,
    you may be thnking of the chance to break or fumble a weapon attack:
    Whenever the Strike Check results in a roll of 99 or 100. the attacker may have either dropped or broken his weapon.
    If the roll is 99 the attacker may have broken the weapon; on 100 the attacker may have dropped his weapon. In either case, the attacker then rolls D100: if the roll is less than or equal to his modified Manual Dexterity x 3, he has avoided either misfortune, otherwise the appropriate result occurs.
     
     
    From: "leckart4@comcast.net" <leckart4@comcast.net>
    To: dq-rules@yahoogroups.com
    Sent: Thursday, July 5, 2012 5:48 AM
    Subject: [dq-rules] Pair of Questions (Touch Attack and Backfire)

     
    Well, we have held a couple of combat training sessions so far and one "real" adventure session so far. I wanted to get them a little bit of experience before they hit the Enchanted Wood. I seem to have corrupted three new players that are eager to play the game. I am rather rusty on the rules and I don't seem to be able to find anything regarding these two topics.

    The first question I have is how you handle touch attacks such as those from the undead or a spell.

    The second question I have is their an official rule on a natural roll of 99 and 00 being an automatic backfire? I don't seem to be able to find it in any official version of the rules. Perhaps I am just recollecting a house rule we had from my college days...



    Group: DQ-RULES Message: 1684 From: leckart4@comcast.net Date: 8/27/2012
    Subject: Maptools & Thanks
    Hi Everyone. Been very quiet here lately. Thanks for the feedback on my questions from last month.

    We did play quite a bit when my nephew and Wife and my brother and wife were int town. Three combat training sessions and three sessions (about 12 hrs) to run through Falcon's Peak which was an adventure from Dragon #3. They will be headed up to the Enchanted Wood from the keep at Falcon's Peak.

    I've settled on Maptool for now. After some review it came down between Fantasy Grounds and Maptool. Almost gave up on Maptool. Had a bit of fun getting my nephew configured, but we got him connected to me last week. Will try and get my brother situated tonight.

    My "framework" if you can even call it that is just working in the primary stats into the base token.

    I probably won't do much configuring Maptool for DQ beyond this as the devs are promising a substantial overhaul of Maptool in an upcoming version. Perhaps Phergus will take mercy on me and send me whatever he has worked up over the years :)

    There is a visual dice rolling macro that might be added to any framework. One thing that might be smart to do is to modify it to work with either writing the result to the chat window AND/OR the initiative window. Right now I think it just writes to the chat window. That would help alot with initiative management.

    I hope everyone into minis jumped onto the Reaper minis Bones Kickstarter!
    Group: DQ-RULES Message: 1685 From: kakashi64 Date: 11/7/2012
    Subject: Modeling language proficiency (or lack of it) for humor value
    Fun way to model language proficiency (or lack of it)

    I ran across some old rules I used to make language ranks more fun to role-play, and I thought I'd share. Note: not intended to reflect any linguistic theory. Used solely to inject some humor into NPC interactions.


    Rank x 1 = the number of words you can use in a single utterance.

    Rank/2 = the maximum number of syllables you are allowed to use in any single word.

    Rank/2 = The number of consecutive utterances you are allowed without waiting for a response from the other party.

    Once rank 8 is reached, all these rules are invalid.

    Capable of turning a mundane bartering session with barbarians into a laugh-filled "Me Tarzan, you Jane" interlude, with bonus bloodbath after one player made it sound like he was calling the chief's wife fat. :D
    Group: DQ-RULES Message: 1686 From: lonny_eckert Date: 1/20/2013
    Subject: Spell Damage Rank Modifiers
    If a Fire Mage has 8 ranks in Firebolt, is damage D+4 (yielding range of 5-14) OR (D-4, minimum 1)+8 (yielding range of 9-14).
    Group: DQ-RULES Message: 1687 From: Ian Wood Date: 1/20/2013
    Subject: Re: Spell Damage Rank Modifiers

    We in New Zealand always play the second option.

    It is something we discussed decades ago to create this uniformity across games and GMs

     

    Cheers Ian

     


    From: dq-rules@yahoogroups.com [mailto: dq-rules@yahoogroups.com ] On Behalf Of leckart4@comcast.net
    Sent: Monday, 21 January 2013 5:04 p.m.
    To: dq-rules@yahoogroups.com
    Subject: [dq-rules] Spell Damage Rank Modifiers

     

     

    If a Fire Mage has 8 ranks in Firebolt, is damage D+4 (yielding range of 5-14) OR (D-4, minimum 1)+8 (yielding range of 9-14).

    No virus found in this message.
    Checked by AVG - www.avg.com
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    Group: DQ-RULES Message: 1688 From: Jeffery McGonagill Date: 1/21/2013
    Subject: Re: Spell Damage Rank Modifiers
    Ditto.
     
    ~Jeffery~
    ----- Original Message -----
    From: Ian Wood
    Sent: Sunday, January 20, 2013 9:07 PM
    Subject: RE: [dq-rules] Spell Damage Rank Modifiers

    We in New Zealand always play the second option.

    It is something we discussed decades ago to create this uniformity across games and GMs

     

    Cheers Ian

     


    From: dq-rules@yahoogroups.com [mailto: dq-rules@yahoogroups.com ] On Behalf Of leckart4@comcast.net
    Sent: Monday, 21 January 2013 5:04 p.m.
    To: dq-rules@yahoogroups.com
    Subject: [dq-rules] Spell Damage Rank Modifiers

     

     

    If a Fire Mage has 8 ranks in Firebolt, is damage D+4 (yielding range of 5-14) OR (D-4, minimum 1)+8 (yielding range of 9-14).

    No virus found in this message.
    Checked by AVG - www.avg.com
    Version: 2012.0.2221 / Virus Database: 2639/5545 - Release Date: 01/20/13

    No virus found in this message.
    Checked by AVG - www.avg.com
    Version: 2013.0.2890 / Virus Database: 2638/6029 - Release Date: 01/12/13
    Internal Virus Database is out of date.

    Group: DQ-RULES Message: 1689 From: Mark D Date: 1/21/2013
    Subject: Re: Digest Number 576
    Lonny,
     
    In response to your question, the damage is calculated as D+(Rank minus 4), minimum of 1.  The minimum is only stated because when the rank is less than 3 there is a possibility that the D10 roll could result in an overall total of 0 or less than 0.
     
    Have you started to run the campaign you mentioned previously?
     
    Mark
    L'94

    From: "dq-rules@yahoogroups.com" <dq-rules@yahoogroups.com>
    To: dq-rules@yahoogroups.com
    Sent: Sunday, January 20, 2013 11:15 PM
    Subject: [dq-rules] Digest Number 576

    There is 1 message in this issue.

    Topics in this digest:

    1. Spell Damage Rank Modifiers   
        From:  lonny_eckert


    Message
    ________________________________________________________________________
    1. Spell Damage Rank Modifiers
        Posted by:  leckart4@comcast.net lonny_eckert
        Date: Sun Jan 20, 2013 8:04 pm ((PST))

    If a Fire Mage has 8 ranks in Firebolt, is damage D+4 (yielding range of 5-14) OR (D-4, minimum 1)+8 (yielding range of 9-14).






    Messages in this topic (1)



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    Group: DQ-RULES Message: 1690 From: Jeffery McGonagill Date: 1/21/2013
    Subject: Re: Digest Number 576
    Bit of a disagreement.  It is clearly written on page 50 for a Bolt of Fire, [D-5]+(1 per Rk).  The way I learned math everything within the parentheticals are done first. 
     
    So a minimum of 1 + Rank, so in this example 9.  You can never get 0 or less than 0.
     
    ~Jeffery~
    ----- Original Message -----
    From: Mark D
    Sent: Monday, January 21, 2013 10:33 AM
    Subject: Re: [dq-rules] Digest Number 576

    Lonny,
     
    In response to your question, the damage is calculated as D+(Rank minus 4), minimum of 1.  The minimum is only stated because when the rank is less than 3 there is a possibility that the D10 roll could result in an overall total of 0 or less than 0.
     
    Have you started to run the campaign you mentioned previously?
     
    Mark
    L'94

    From: "dq-rules@yahoogroups.com" <dq-rules@yahoogroups.com>
    To: dq-rules@yahoogroups.com
    Sent: Sunday, January 20, 2013 11:15 PM
    Subject: [dq-rules] Digest Number 576

    There is 1 message in this issue.

    Topics in this digest:

    1. Spell Damage Rank Modifiers   
        From:  lonny_eckert


    Message
    ________________________________________________________________________
    1. Spell Damage Rank Modifiers
        Posted by:  leckart4@comcast.net lonny_eckert
        Date: Sun Jan 20, 2013 8:04 pm ((PST))

    If a Fire Mage has 8 ranks in Firebolt, is damage D+4 (yielding range of 5-14) OR (D-4, minimum 1)+8 (yielding range of 9-14).






    Messages in this topic (1)



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    Checked by AVG - www.avg.com
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    Internal Virus Database is out of date.

    Group: DQ-RULES Message: 1691 From: Andreas Davour Date: 1/21/2013
    Subject: Re: Spell Damage Rank Modifiers
    >  If a Fire Mage has 8 ranks in Firebolt, is damage D+4 (yielding range of 5-14) OR (D-4, minimum 1)+8 (yielding range of 9-14).
    I took out my books and looked. Since all spells write the damage as [D-X] (+Y per Rank) and the latter part is so clearly written to be apart from the former expression I think it would be strange not to calculate it as 1d10 - 4 (minimum 1) and then add 8 pts for Ranks.

    /andreas
    Group: DQ-RULES Message: 1692 From: lonny_eckert Date: 1/21/2013
    Subject: Re: Digest Number 576

    Thanks everyone for your replies.

     

    Mark yes I did start back up again with my relatives. We havent had too many sessions so far.  I settled on Maptools for now -- almost gave up on it but finally configured server for port forwarding. I like how it does vision blocking.

    We should be having another gaming session soon where they will be exploring barrows including Barrowmaze 1.  I will try and make what conversions I can available on the site here, but may be best to talk with author of Barrowmaze and some images I am using first.


    From: "Mark D" <shadow_weaver13@yahoo.com>
    To: dq-rules@yahoogroups.com
    Sent: Monday, January 21, 2013 1:33:29 PM
    Subject: Re: [dq-rules] Digest Number 576

     

    Lonny,
     
    In response to your question, the damage is calculated as D+(Rank minus 4), minimum of 1.  The minimum is only stated because when the rank is less than 3 there is a possibility that the D10 roll could result in an overall total of 0 or less than 0.
     
    Have you started to run the campaign you mentioned previously?
     
    Mark
    L'94
    Group: DQ-RULES Message: 1693 From: Peter Hill Date: 1/22/2013
    Subject: Re: Spell Damage Rank Modifiers
    leckart4@comcast.net asked:
    > If a Fire Mage has 8 ranks in Firebolt, is damage D+4 (yielding range of
    > 5-14) OR (D-4, minimum 1)+8 (yielding range of 9-14).

    Ian:
    > We in New Zealand always play the second option.

    Yay NZ! I've just been watching an episode of "The Almighty Johnsons".

    Mark:
    > the damage is calculated as D+(Rank minus 4), minimum of 1."

    I personally favour Mark's view. Just like weapons. Doll the dice, add the
    mods, if it's less than 1 make it 1.

    Jeffery:
    > It is clearly written on page 50 for a Bolt of Fire, [D-5]+(1 per Rk).
    > The way I learned math everything within the parentheticals are done
    > first.

    Even if we count the square brackets "[ ]" as mathematical parentheses "( )"
    it makes no difference. It's not the order of the addition that matters...
    it's when you apply the "minimum of 1" rule.

    The "minimum 1" rule crops up (for both mundane and magical damage) in the
    rule (section 18) that "Any Damage Checks modified to a result less than 1
    are treated as 1".

    I would consider "[D-5] (+1 per Rank) damage" to be a Damage Check. If you
    consider "[D-5]" to be the Damage Check then what is the "+1xRank"?

    Andreas:
    > Since all spells write the damage as [D-X] (+Y per Rank) and the latter
    > part is so clearly written to be apart from the former expression I think
    > it would be strange not to calculate it as 1d10 - 4 (minimum 1) and then
    > add 8 pts for Ranks.

    But so are [D+X] (+Y per Rank) spells and there is surely no specific
    "minimum 1" reason to group those. I think it is just a formatting thing for
    neatness. Ie, "D-5+1 per Rank" looks messy.

    Cheers,
    Corwin.
    Group: DQ-RULES Message: 1694 From: David Novak Date: 1/22/2013
    Subject: Re: Spell Damage Rank Modifiers
    Interesting discussion.

    Both campaigns I've played in, for both spells and weapons, apply the "minimum of 1" to the part in brackets, then add bonuses to that value.

    I think the logic was that the bonuses should effect both the minimum and maximum value. (and we read the rules as the [D - "n"] as a mathmatical operation where rounding to 1 occurred within these brackets and the "(+ "x" / Rank)" as a second mathmatical operation occurring next).

    This interpretation does make spells/weapons which have a practical "1 minimum" more dangerous.

    David


    --- In dq-rules@yahoogroups.com, "Peter Hill" wrote:
    >
    > leckart4@... asked:
    > > If a Fire Mage has 8 ranks in Firebolt, is damage D+4 (yielding range of
    > > 5-14) OR (D-4, minimum 1)+8 (yielding range of 9-14).
    >
    > Ian:
    > > We in New Zealand always play the second option.
    >
    > Yay NZ! I've just been watching an episode of "The Almighty Johnsons".
    >
    > Mark:
    > > the damage is calculated as D+(Rank minus 4), minimum of 1."
    >
    > I personally favour Mark's view. Just like weapons. Doll the dice, add the
    > mods, if it's less than 1 make it 1.
    >
    > Jeffery:
    > > It is clearly written on page 50 for a Bolt of Fire, [D-5]+(1 per Rk).
    > > The way I learned math everything within the parentheticals are done
    > > first.
    >
    > Even if we count the square brackets "[ ]" as mathematical parentheses "( )"
    > it makes no difference. It's not the order of the addition that matters...
    > it's when you apply the "minimum of 1" rule.
    >
    > The "minimum 1" rule crops up (for both mundane and magical damage) in the
    > rule (section 18) that "Any Damage Checks modified to a result less than 1
    > are treated as 1".
    >
    > I would consider "[D-5] (+1 per Rank) damage" to be a Damage Check. If you
    > consider "[D-5]" to be the Damage Check then what is the "+1xRank"?
    >
    > Andreas:
    > > Since all spells write the damage as [D-X] (+Y per Rank) and the latter
    > > part is so clearly written to be apart from the former expression I think
    > > it would be strange not to calculate it as 1d10 - 4 (minimum 1) and then
    > > add 8 pts for Ranks.
    >
    > But so are [D+X] (+Y per Rank) spells and there is surely no specific
    > "minimum 1" reason to group those. I think it is just a formatting thing for
    > neatness. Ie, "D-5+1 per Rank" looks messy.
    >
    > Cheers,
    > Corwin.
    >
    Group: DQ-RULES Message: 1695 From: Andreas Davour Date: 1/22/2013
    Subject: Re: Spell Damage Rank Modifiers
    >Andreas:
    >> Since all spells write the damage as [D-X] (+Y per Rank) and the latter
    >> part is so clearly written to be apart from the former expression I think
    >> it would be strange not to calculate it as 1d10 - 4 (minimum 1) and then
    >> add 8 pts for Ranks.
    >
    >But so are [D+X] (+Y per Rank) spells and there is surely no specific
    >"minimum 1" reason to group those. I think it is just a formatting thing for
    >neatness. Ie, "D-5+1 per Rank" looks messy.

    True. I guess I did not think through that one to the end.

    But, considering it's the subtraction that runs the chance of being negative, and thus the part where a minimum makes a difference.


    My conclusion still is as I wrote above, though. Now, hopefully better motivated.


    /andreas
    Group: DQ-RULES Message: 1696 From: J K Hoffman Date: 1/30/2013
    Subject: (no subject)
    Group: DQ-RULES Message: 1697 From: lonny_eckert Date: 2/12/2013
    Subject: Barrowmaze 1 DQ Conversion
    I spoke with the author of Barrowmaze 1 today. If I were to convert the dungeon to DragonQuest (create a DQ version), he might make the version available on RPGNOW. I'm doing it regardless for the sake of my players. I'm curious would others be interested?

    I'm amenable to divying up the work in a small group, but you would need to have the module already.

    I don't want to start up a killer debate because you can always ignore this aspect of the conversion. A long time ago back when we were playing in college we had implemented house rules for a fighting skill. I'm interested in seeing what others may have done along these lines.
    Group: DQ-RULES Message: 1698 From: Andreas Davour Date: 2/12/2013
    Subject: Re: Barrowmaze 1 DQ Conversion
    >
    >I spoke with the author of Barrowmaze 1 today.  If I were to convert the dungeon to DragonQuest (create a DQ version), he might make the version available on RPGNOW. I'm doing it regardless for the sake of

    > my players. I'm curious would others be interested?


    Interesting idea. I have bought the module since it had gotten good reviews, but it never grasped me when I tried to read it.


    > I don't want to start up a killer debate because you can always ignore this aspect of the conversion. A long time ago back when we were playing in college we had implemented house rules for a fighting skill. 

    > I'm interested in seeing what others may have done along these lines.

    Fighting, as a skill? Did it circumvent the regular combat system or what was it for?

    /andreas
    Group: DQ-RULES Message: 1699 From: STEPHEN PETO Date: 2/13/2013
    Subject: Re: Barrowmaze 1 DQ Conversion
    I'm always interested in anything which might see some new DragonQuest material published. Happy to help.
    Cheers Stephen Peto
    Group: DQ-RULES Message: 1700 From: lonny_eckert Date: 2/13/2013
    Subject: Re: Barrowmaze 1 DQ Conversion

    Andreas,

     

    Im running my crew now through The Enchanted Wood.  Coupling the Wood to a complex of barrows/burial grounds seemed logical -- the citizens of  the town of Karsus needed to dispose of the deceased in some way and they had many years of deceased before Wulgreth even gets to the town of Kasrus.  Everything else was corrupted  around Karse mountain so why not the town burial grounds also. I have some notes worked up already with two small barrows and a medium barrow (the Sussurus tombfrom RPGNOW http://www.rpgnow.com/product/101131/Battlemap---The-Sussurus-Tomb) before they hit the Barrowmaze. Populating these barrows is my own work except there are a couple of new monsters that are introduced by the Barrowmaze.

     

    >> I'm interested in seeing what others may have done along these lines.

    >Fighting, as a skill? Did it circumvent the regular combat system or what was it for?

    Yes, as a skill and it gets very expensive. Our combat system had modifications, but its fundmentals are the same as 2nd edition DQ.  DQ has weapons of type C, B, and A but no discrimination is made as to the armor being used.  So another GM and I adapted the Palladium armor system to DQ some 30 years ago now. We had years of experience using it. Adepts in my campaign can wear armors such as cuir bouilli scale and elven mail (if they can find it).  Armor is more effective in this system.

     

    Dont worry though if I include such a skill, i'll write things up in standard DQ module shorthand so that you can easily ignore it :).

     

     

    Regards,

    Lonny


    From: "Andreas Davour" <Koraq@yahoo.com>
    To: dq-rules@yahoogroups.com
    Sent: Wednesday, February 13, 2013 1:56:23 AM
    Subject: Re: [dq-rules] Barrowmaze 1 DQ Conversion

     



    >
    >I spoke with the author of Barrowmaze 1 today.  If I were to convert the dungeon to DragonQuest (create a DQ version), he might make the version available on RPGNOW. I'm doing it regardless for the sake of

    > my players. I'm curious would others be interested?

    Interesting idea. I have bought the module since it had gotten good reviews, but it never grasped me when I tried to read it.

    > I don't want to start up a killer debate because you can always ignore this aspect of the conversion. A long time ago back when we were playing in college we had implemented house rules for a fighting skill. 

    > I'm interested in seeing what others may have done along these lines.

    Fighting, as a skill? Did it circumvent the regular combat system or what was it for?

    /andreas

    Group: DQ-RULES Message: 1701 From: Jeffery McGonagill Date: 2/13/2013
    Subject: Re: Barrowmaze 1 DQ Conversion
    
    Am I the only GM that runs cultures that predominately cremate remains so Necromancers don't have easy access to bodies?
     
    ~Jeffery~
     
    ----- Original Message -----
    Sent: Wednesday, February 13, 2013 2:42 PM
    Subject: Re: [dq-rules] Barrowmaze 1 DQ Conversion

    Andreas,

     

    Im running my crew now through The Enchanted Wood.  Coupling the Wood to a complex of barrows/burial grounds seemed logical -- the citizens of  the town of Karsus needed to dispose of the deceased in some way and they had many years of deceased before Wulgreth even gets to the town of Kasrus.  Everything else was corrupted  around Karse mountain so why not the town burial grounds also. I have some notes worked up already with two small barrows and a medium barrow (the Sussurus tombfrom RPGNOW http://www.rpgnow.com/product/101131/Battlemap---The-Sussurus-Tomb) before they hit the Barrowmaze. Populating these barrows is my own work except there are a couple of new monsters that are introduced by the Barrowmaze.

     

    >> I'm interested in seeing what others may have done along these lines.

    >Fighting, as a skill? Did it circumvent the regular combat system or what was it for?

    Yes, as a skill and it gets very expensive. Our combat system had modifications, but its fundmentals are the same as 2nd edition DQ.  DQ has weapons of type C, B, and A but no discrimination is made as to the armor being used.  So another GM and I adapted the Palladium armor system to DQ some 30 years ago now. We had years of experience using it. Adepts in my campaign can wear armors such as cuir bouilli scale and elven mail (if they can find it).  Armor is more effective in this system.

     

    Dont worry though if I include such a skill, i'll write things up in standard DQ module shorthand so that you can easily ignore it :).

     

     

    Regards,

    Lonny


    From: "Andreas Davour" <Koraq@yahoo.com>
    To: dq-rules@yahoogroups.com
    Sent: Wednesday, February 13, 2013 1:56:23 AM
    Subject: Re: [dq-rules] Barrowmaze 1 DQ Conversion

     



    >
    >I spoke with the author of Barrowmaze 1 today.  If I were to convert the dungeon to DragonQuest (create a DQ version), he might make the version available on RPGNOW. I'm doing it regardless for the sake of

    > my players. I'm curious would others be interested?

    Interesting idea. I have bought the module since it had gotten good reviews, but it never grasped me when I tried to read it.

    > I don't want to start up a killer debate because you can always ignore this aspect of the conversion. A long time ago back when we were playing in college we had implemented house rules for a fighting skill. 

    > I'm interested in seeing what others may have done along these lines.

    Fighting, as a skill? Did it circumvent the regular combat system or what was it for?

    /andreas

    No virus found in this message.
    Checked by AVG - www.avg.com
    Version: 2013.0.2899 / Virus Database: 2639/6099 - Release Date: 02/12/13

    Group: DQ-RULES Message: 1702 From: lonny_eckert Date: 2/13/2013
    Subject: Re: Burning the Dead (was Barrowmaze 1 DQ Conversion)

    Now where is the fun in that Jeffrey :)  There is already at least one barrow that Jaquays had put into the module.  Where there is one there can/should be more.

     

    Some cultures keep that sort of thing tamped down by cheerfully burning the witch or some other style of gruesome medieval execution.  The DQ rules for necromancers dont lend themselves to making a large posse of undead like that other system does. 

     

    Some religions may not consider the burning of the dead to be an acceptable practice of routinely dealing with the deceased.

     

    This may not be meaningful to those of you with Alusia based campaigns but mine is Greyhawk-based and my thought was that Karsus town was culturally Flannae and the Flannae buried their dead.  Others peoples such as the Fruztii, Cruskii, and Schnai would probably burn important warriors and the nobility being viking-like culturally.  FWIW, there is a necropolis (Flannae) in this setting and there is a Lich Dalvier that was a lord of the Horned Society that had a large undead army.

     

    This has the potential of being an intesesting sub thread -- changed the subject to Burning the Dead.


    From: "Jeffery McGonagill" <igmod@comcast.net>
    To: dq-rules@yahoogroups.com
    Sent: Wednesday, February 13, 2013 5:57:34 PM
    Subject: Re: [dq-rules] Barrowmaze 1 DQ Conversion

     

    

    Am I the only GM that runs cultures that predominately cremate remains so Necromancers don't have easy access to bodies?
     
    ~Jeffery~
     
    ----- Original Message -----
    Sent: Wednesday, February 13, 2013 2:42 PM
    Subject: Re: [dq-rules] Barrowmaze 1 DQ Conversion

    Andreas,

     

    Im running my crew now through The Enchanted Wood.  Coupling the Wood to a complex of barrows/burial grounds seemed logical -- the citizens of  the town of Karsus needed to dispose of the deceased in some way and they had many years of deceased before Wulgreth even gets to the town of Kasrus.  Everything else was corrupted  around Karse mountain so why not the town burial grounds also. I have some notes worked up already with two small barrows and a medium barrow (the Sussurus tombfrom RPGNOW http://www.rpgnow.com/product/101131/Battlemap---The-Sussurus-Tomb) before they hit the Barrowmaze. Populating these barrows is my own work except there are a couple of new monsters that are introduced by the Barrowmaze.

     

    >> I'm interested in seeing what others may have done along these lines.

    >Fighting, as a skill? Did it circumvent the regular combat system or what was it for?

    Yes, as a skill and it gets very expensive. Our combat system had modifications, but its fundmentals are the same as 2nd edition DQ.  DQ has weapons of type C, B, and A but no discrimination is made as to the armor being used.  So another GM and I adapted the Palladium armor system to DQ some 30 years ago now. We had years of experience using it. Adepts in my campaign can wear armors such as cuir bouilli scale and elven mail (if they can find it).  Armor is more effective in this system.

     

    Dont worry though if I include such a skill, i'll write things up in standard DQ module shorthand so that you can easily ignore it :).

     

     

    Regards,

    Lonny


    From: "Andreas Davour" <Koraq@yahoo.com>
    To: dq-rules@yahoogroups.com
    Sent: Wednesday, February 13, 2013 1:56:23 AM
    Subject: Re: [dq-rules] Barrowmaze 1 DQ Conversion

     



    >
    >I spoke with the author of Barrowmaze 1 today.  If I were to convert the dungeon to DragonQuest (create a DQ version), he might make the version available on RPGNOW. I'm doing it regardless for the sake of

    > my players. I'm curious would others be interested?

    Interesting idea. I have bought the module since it had gotten good reviews, but it never grasped me when I tried to read it.

    > I don't want to start up a killer debate because you can always ignore this aspect of the conversion. A long time ago back when we were playing in college we had implemented house rules for a fighting skill. 

    > I'm interested in seeing what others may have done along these lines.

    Fighting, as a skill? Did it circumvent the regular combat system or what was it for?

    /andreas

    No virus found in this message.
    Checked by AVG - www.avg.com
    Version: 2013.0.2899 / Virus Database: 2639/6099 - Release Date: 02/12/13

    Group: DQ-RULES Message: 1703 From: Jeffery McGonagill Date: 2/13/2013
    Subject: Re: Burning the Dead (was Barrowmaze 1 DQ Conversion)
    
    Not saying a Necromancer couldn't find bodies, but cemetaries are not a thing on Lieah.
     
    Had a halloween adventure where the party went to a dimension where there were cemetaries, the players did a good job of playing their astonishment/revulsion that anyone would bury their dead instead of burning them.  Then to justify their view, the dead were animated.
     
    Current group uses Fire Magic Investment to burn/cremate those they kill.
     
    ~Jeffery~
     
    ----- Original Message -----
    Sent: Wednesday, February 13, 2013 3:42 PM
    Subject: Re: [dq-rules] Burning the Dead (was Barrowmaze 1 DQ Conversion)

    Now where is the fun in that Jeffrey :)  There is already at least one barrow that Jaquays had put into the module.  Where there is one there can/should be more.

     

    Some cultures keep that sort of thing tamped down by cheerfully burning the witch or some other style of gruesome medieval execution.  The DQ rules for necromancers dont lend themselves to making a large posse of undead like that other system does. 

     

    Some religions may not consider the burning of the dead to be an acceptable practice of routinely dealing with the deceased.

     

    This may not be meaningful to those of you with Alusia based campaigns but mine is Greyhawk-based and my thought was that Karsus town was culturally Flannae and the Flannae buried their dead.  Others peoples such as the Fruztii, Cruskii, and Schnai would probably burn important warriors and the nobility being viking-like culturally.  FWIW, there is a necropolis (Flannae) in this setting and there is a Lich Dalvier that was a lord of the Horned Society that had a large undead army.

     

    This has the potential of being an intesesting sub thread -- changed the subject to Burning the Dead.


    From: "Jeffery McGonagill" <igmod@comcast.net>
    To: dq-rules@yahoogroups.com
    Sent: Wednesday, February 13, 2013 5:57:34 PM
    Subject: Re: [dq-rules] Barrowmaze 1 DQ Conversion

     

    

    Am I the only GM that runs cultures that predominately cremate remains so Necromancers don't have easy access to bodies?
     
    ~Jeffery~
     
    ----- Original Message -----
    Sent: Wednesday, February 13, 2013 2:42 PM
    Subject: Re: [dq-rules] Barrowmaze 1 DQ Conversion

    Andreas,

     

    Im running my crew now through The Enchanted Wood.  Coupling the Wood to a complex of barrows/burial grounds seemed logical -- the citizens of  the town of Karsus needed to dispose of the deceased in some way and they had many years of deceased before Wulgreth even gets to the town of Kasrus.  Everything else was corrupted  around Karse mountain so why not the town burial grounds also. I have some notes worked up already with two small barrows and a medium barrow (the Sussurus tombfrom RPGNOW http://www.rpgnow.com/product/101131/Battlemap---The-Sussurus-Tomb) before they hit the Barrowmaze. Populating these barrows is my own work except there are a couple of new monsters that are introduced by the Barrowmaze.

     

    >> I'm interested in seeing what others may have done along these lines.

    >Fighting, as a skill? Did it circumvent the regular combat system or what was it for?

    Yes, as a skill and it gets very expensive. Our combat system had modifications, but its fundmentals are the same as 2nd edition DQ.  DQ has weapons of type C, B, and A but no discrimination is made as to the armor being used.  So another GM and I adapted the Palladium armor system to DQ some 30 years ago now. We had years of experience using it. Adepts in my campaign can wear armors such as cuir bouilli scale and elven mail (if they can find it).  Armor is more effective in this system.

     

    Dont worry though if I include such a skill, i'll write things up in standard DQ module shorthand so that you can easily ignore it :).

     

     

    Regards,

    Lonny


    From: "Andreas Davour" <Koraq@yahoo.com>
    To: dq-rules@yahoogroups.com
    Sent: Wednesday, February 13, 2013 1:56:23 AM
    Subject: Re: [dq-rules] Barrowmaze 1 DQ Conversion

     



    >
    >I spoke with the author of Barrowmaze 1 today.  If I were to convert the dungeon to DragonQuest (create a DQ version), he might make the version available on RPGNOW. I'm doing it regardless for the sake of

    > my players. I'm curious would others be interested?

    Interesting idea. I have bought the module since it had gotten good reviews, but it never grasped me when I tried to read it.

    > I don't want to start up a killer debate because you can always ignore this aspect of the conversion. A long time ago back when we were playing in college we had implemented house rules for a fighting skill. 

    > I'm interested in seeing what others may have done along these lines.

    Fighting, as a skill? Did it circumvent the regular combat system or what was it for?

    /andreas

    No virus found in this message.
    Checked by AVG - www.avg.com
    Version: 2013.0.2899 / Virus Database: 2639/6099 - Release Date: 02/12/13

    No virus found in this message.
    Checked by AVG - www.avg.com
    Version: 2013.0.2899 / Virus Database: 2639/6099 - Release Date: 02/12/13

    Group: DQ-RULES Message: 1704 From: Andreas Davour Date: 2/14/2013
    Subject: Re: Barrowmaze 1 DQ Conversion
    What's the fun in that, missing out on all the undead! :)

    Seriously. There was a setting for D&D3, called Midnight, where they kept close tabs on all dead people so they were taken care of, as to not rise as undead. Creepy.

    /andreas
    --

    Old school, new school & always with an eye for T&T
    http://theomnipotenteye.blogspot.com/


    From: Jeffery McGonagill <igmod@comcast.net>
    To: dq-rules@yahoogroups.com
    Sent: Wednesday, February 13, 2013 11:57 PM
    Subject: Re: [dq-rules] Barrowmaze 1 DQ Conversion

    


    Am I the only GM that runs cultures that predominately cremate remains so Necromancers don't have easy access to bodies?
     
    ~Jeffery~
     
    ----- Original Message -----
    Sent: Wednesday, February 13, 2013 2:42 PM
    Subject: Re: [dq-rules] Barrowmaze 1 DQ Conversion

    Andreas,
     
    Im running my crew now through The Enchanted Wood.  Coupling the Wood to a complex of barrows/burial grounds seemed logical -- the citizens of  the town of Karsus needed to dispose of the deceased in some way and they had many years of deceased before Wulgreth even gets to the town of Kasrus.  Everything else was corrupted  around Karse mountain so why not the town burial grounds also. I have some notes worked up already with two small barrows and a medium barrow (the Sussurus tombfrom RPGNOW http://www.rpgnow.com/product/101131/Battlemap---The-Sussurus-Tomb) before they hit the Barrowmaze. Populating these barrows is my own work except there are a couple of new monsters that are introduced by the Barrowmaze.
     
    >> I'm interested in seeing what others may have done along these lines.

    >Fighting, as a skill? Did it circumvent the regular combat system or what was it for?

    Yes, as a skill and it gets very expensive. Our combat system had modifications, but its fundmentals are the same as 2nd edition DQ.  DQ has weapons of type C, B, and A but no discrimination is made as to the armor being used.  So another GM and I adapted the Palladium armor system to DQ some 30 years ago now. We had years of experience using it. Adepts in my campaign can wear armors such as cuir bouilli scale and elven mail (if they can find it).  Armor is more effective in this system.
     
    Dont worry though if I include such a skill, i'll write things up in standard DQ module shorthand so that you can easily ignore it :).
     
     
    Regards,
    Lonny

    From: "Andreas Davour" <Koraq@yahoo.com>
    To: dq-rules@yahoogroups.com
    Sent: Wednesday, February 13, 2013 1:56:23 AM
    Subject: Re: [dq-rules] Barrowmaze 1 DQ Conversion

     


    >
    >I spoke with the author of Barrowmaze 1 today.  If I were to convert the dungeon to DragonQuest (create a DQ version), he might make the version available on RPGNOW. I'm doing it regardless for the sake of

    > my players. I'm curious would others be interested?

    Interesting idea. I have bought the module since it had gotten good reviews, but it never grasped me when I tried to read it.

    > I don't want to start up a killer debate because you can always ignore this aspect of the conversion. A long time ago back when we were playing in college we had implemented house rules for a fighting skill. 

    > I'm interested in seeing what others may have done along these lines.

    Fighting, as a skill? Did it circumvent the regular combat system or what was it for?

    /andreas

    No virus found in this message.
    Checked by AVG - www.avg.com
    Version: 2013.0.2899 / Virus Database: 2639/6099 - Release Date: 02/12/13




    Group: DQ-RULES Message: 1705 From: Jeffery McGonagill Date: 2/22/2013
    Subject: Ships
    Hi David,
     
    Have you come across a ship supplement for DragonQuest?  I see a reference to it in the DQ Prices pdf, but haven't been able to find it.
     
    ~Jeffery~
    Group: DQ-RULES Message: 1706 From: Gabriel Martinez Date: 2/23/2013
    Subject: Re: Ships
    Attachments :
      HI,

      I don't remember quite well where..., but some suplement got a couple of vessels and some rules to naval combat. In fact, I remember some skills to siege weapons related to balistas on the ship.
      Must be on the Magebird Quest.

      Regards.

      Gabriel.


      -----Mensaje original-----
      De: dq-rules@yahoogroups.com en nombre de Jeffery McGonagill
      Enviado el: sáb 23/02/2013 1:50
      Para: David Novak; dq-rules@yahoogroups.com
      Asunto: [dq-rules] Ships

      Hi David,

      Have you come across a ship supplement for DragonQuest? I see a reference to it in the DQ Prices pdf, but haven't been able to find it.

      ~Jeffery~
      Group: DQ-RULES Message: 1707 From: Andreas Davour Date: 2/23/2013
      Subject: Re: Ships
      After a quick skim of Magebird Quest, I found nothing.

      -andreas
      --

      Old school, new school & always with an eye for T&T
      http://theomnipotenteye.blogspot.com/


      From: Gabriel Martinez <gmartinez@ambiente.gob.ar>
      To: dq-rules@yahoogroups.com
      Sent: Saturday, February 23, 2013 3:44 PM
      Subject: RE: [dq-rules] Ships

      HI,

      I don't remember quite well where..., but some suplement got a couple of vessels and some rules to naval combat. In fact, I remember some skills to siege weapons related to balistas on the ship.
      Must be on the Magebird Quest.

      Regards.

      Gabriel.


      -----Mensaje original-----
      De: dq-rules@yahoogroups.com en nombre de Jeffery McGonagill
      Enviado el: sáb 23/02/2013 1:50
      Para: David Novak; dq-rules@yahoogroups.com
      Asunto: [dq-rules] Ships

      Hi David,

      Have you come across a ship supplement for DragonQuest?  I see a reference to it in the DQ Prices pdf, but haven't been able to find it.

      ~Jeffery~



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      Group: DQ-RULES Message: 1708 From: Lonny Eckert Date: 2/23/2013
      Subject: Re: Ships
      Jeffrey,
       
      I don’t think it was ever released.
       
      If you are open to adopting supplements from other gaming systems, there was a Chivalry and Sorcery Supplement called Bireme and Galley.  It would have been a first or second edition supplement.  I’d think it would probably be quite rare on the aftermarket.
       
       
      Lonny
       
      Sent: Friday, February 22, 2013 11:50 PM
      Subject: [dq-rules] Ships
       
       

      Hi David,
       
      Have you come across a ship supplement for DragonQuest?  I see a reference to it in the DQ Prices pdf, but haven't been able to find it.
       
      ~Jeffery~
      Group: DQ-RULES Message: 1709 From: Jeffery McGonagill Date: 2/23/2013
      Subject: Re: Ships
      
      Thanks for the links.  I think I found what I'm looking for here.
       
       
      ~Jeffery~
      ----- Original Message -----
      Sent: Saturday, February 23, 2013 1:36 PM
      Subject: Re: [dq-rules] Ships

      Jeffrey,
       
      I don’t think it was ever released.
       
      If you are open to adopting supplements from other gaming systems, there was a Chivalry and Sorcery Supplement called Bireme and Galley.  It would have been a first or second edition supplement.  I’d think it would probably be quite rare on the aftermarket.
       
       
      Lonny
       
      Sent: Friday, February 22, 2013 11:50 PM
      Subject: [dq-rules] Ships
       
       

      Hi David,
       
      Have you come across a ship supplement for DragonQuest?  I see a reference to it in the DQ Prices pdf, but haven't been able to find it.
       
      ~Jeffery~

      No virus found in this message.
      Checked by AVG - www.avg.com
      Version: 2013.0.2899 / Virus Database: 2639/6102 - Release Date: 02/13/13
      Internal Virus Database is out of date.

      Group: DQ-RULES Message: 1710 From: Stephen Mcginn Date: 2/23/2013
      Subject: Re: [dq-rules] Ships

      There were basic rules pertaining to ship battles and seamanship under the sailing skill section in the 2nd addition rule book.

      Stephen

      Sent from my HTC

      ----- Reply message -----
      From: "Lonny Eckert" <leckart4@comcast.net>
      To: <dq-rules@yahoogroups.com>
      Subject: [dq-rules] Ships
      Date: Sat, Feb 23, 2013 21:37




       

      Jeffrey,
       
      I don’t think it was ever released.
       
      If you are open to adopting supplements from other gaming systems, there was a Chivalry and Sorcery Supplement called Bireme and Galley.  It would have been a first or second edition supplement.  I’d think it would probably be quite rare on the aftermarket.
       
       
      Lonny
       
      Sent: Friday, February 22, 2013 11:50 PM
      Subject: [dq-rules] Ships
       
       

      Hi David,
       
      Have you come across a ship supplement for DragonQuest?  I see a reference to it in the DQ Prices pdf, but haven't been able to find it.
       
      ~Jeffery~

      Group: DQ-RULES Message: 1711 From: Jeffery McGonagill Date: 2/23/2013
      Subject: Re: Ships
      
      I'm less concerned about ship battles, seamanship and sailing skill than I am about the stats of the ship.  Speed, Cargo, Crew, etc.
       
      ~Jeffery~
      ----- Original Message -----
      Sent: Saturday, February 23, 2013 2:42 PM
      Subject: Re: [dq-rules] Ships


      There were basic rules pertaining to ship battles and seamanship under the sailing skill section in the 2nd addition rule book.

      Stephen

      Sent from my HTC

      ----- Reply message -----
      From: "Lonny Eckert" <leckart4@comcast.net>
      To: <dq-rules@yahoogroups.com>
      Subject: [dq-rules] Ships
      Date: Sat, Feb 23, 2013 21:37




       

      Jeffrey,
       
      I don’t think it was ever released.
       
      If you are open to adopting supplements from other gaming systems, there was a Chivalry and Sorcery Supplement called Bireme and Galley.  It would have been a first or second edition supplement.  I’d think it would probably be quite rare on the aftermarket.
       
       
      Lonny
       
      Sent: Friday, February 22, 2013 11:50 PM
      Subject: [dq-rules] Ships
       
       

      Hi David,
       
      Have you come across a ship supplement for DragonQuest?  I see a reference to it in the DQ Prices pdf, but haven't been able to find it.
       
      ~Jeffery~

      No virus found in this message.
      Checked by AVG - www.avg.com
      Version: 2013.0.2899 / Virus Database: 2639/6102 - Release Date: 02/13/13
      Internal Virus Database is out of date.

      Group: DQ-RULES Message: 1712 From: Jason Winter Date: 2/23/2013
      Subject: Ships

       

      If there is interest, I could post my ship rules.  As I have mentioned over the years, my system has evolved quite a bit so while the core is still DQ there is a lot added on.  My ship rules are around 22 pages or so.  I don’t have it online anywhere, but I could post a .zip file to my website for download.  It’s a word document.

       

      My actual website can be found at:  http://portalkeepersofgrayrock.com/