Messages in DQ-RULES group. Page 35 of 40.

Group: DQ-RULES Message: 1713 From: Kyle Hall Date: 2/23/2013
Subject: Re: Ships
Group: DQ-RULES Message: 1714 From: Jeffery McGonagill Date: 2/23/2013
Subject: Re: Ships
Group: DQ-RULES Message: 1715 From: Jason Winter Date: 2/23/2013
Subject: Naval Rules
Group: DQ-RULES Message: 1716 From: Jeffery McGonagill Date: 2/23/2013
Subject: Re: Naval Rules
Group: DQ-RULES Message: 1717 From: Jason Winter Date: 2/23/2013
Subject: Re: Naval Rules
Group: DQ-RULES Message: 1718 From: Peter Hill Date: 2/23/2013
Subject: Re: Ships
Group: DQ-RULES Message: 1719 From: Christopher Cole Date: 2/24/2013
Subject: Re: Naval Rules
Group: DQ-RULES Message: 1720 From: Bob S. Date: 2/24/2013
Subject: Re: Ships
Group: DQ-RULES Message: 1721 From: Ian Wood Date: 2/24/2013
Subject: Water Mages rock WAS: [dq-rules] Re: Ships
Group: DQ-RULES Message: 1722 From: Viceroy Books Date: 3/9/2013
Subject: 3/9/2013 8:16:48 AM
Group: DQ-RULES Message: 1723 From: grindwall Date: 3/24/2013
Subject: Backfire Tables, Focus Implements and Secondary Skills
Group: DQ-RULES Message: 1724 From: Stephen Mcginn Date: 3/25/2013
Subject: Re: [dq-rules] Backfire Tables, Focus Implements and Secondary Skill
Group: DQ-RULES Message: 1725 From: grindwall Date: 3/25/2013
Subject: Re: Backfire Tables, Focus Implements and Secondary Skills
Group: DQ-RULES Message: 1726 From: Bob Constans Date: 3/25/2013
Subject: Re: Backfire Tables, Focus Implements and Secondary Skills
Group: DQ-RULES Message: 1727 From: Andreas Davour Date: 3/26/2013
Subject: Re: Backfire Tables, Focus Implements and Secondary Skills
Group: DQ-RULES Message: 1728 From: grindwall Date: 4/11/2013
Subject: Against the Iron Cross - Player Guide
Group: DQ-RULES Message: 1729 From: STEPHEN PETO Date: 4/13/2013
Subject: Re: Against the Iron Cross - Player Guide
Group: DQ-RULES Message: 1730 From: archaimbaudthered Date: 4/13/2013
Subject: Re: Against the Iron Cross - Player Guide
Group: DQ-RULES Message: 1731 From: Martin Gallo Date: 4/29/2013
Subject: Re: Against the Iron Cross - Player Guide
Group: DQ-RULES Message: 1732 From: Dennis Date: 6/8/2013
Subject: Shape Changers & Giants vs Weres
Group: DQ-RULES Message: 1733 From: Gabriel Martinez Date: 6/9/2013
Subject: Re: Shape Changers & Giants vs Weres
Group: DQ-RULES Message: 1734 From: Jeffery McGonagill Date: 6/9/2013
Subject: Re: Shape Changers & Giants vs Weres
Group: DQ-RULES Message: 1735 From: Coyote Moon Date: 6/10/2013
Subject: Re: Shape Changers & Giants vs Weres
Group: DQ-RULES Message: 1736 From: archaimbaudthered Date: 6/10/2013
Subject: Re: Shape Changers & Giants vs Weres
Group: DQ-RULES Message: 1737 From: arielifan Date: 7/2/2013
Subject: Adding to DragonQuest Bestiary
Group: DQ-RULES Message: 1738 From: Martin Gallo Date: 7/13/2013
Subject: Re: Shape Changers & Giants vs Weres
Group: DQ-RULES Message: 1739 From: Howard Teal Date: 7/18/2013
Subject: Introduction
Group: DQ-RULES Message: 1740 From: Gabriel Martinez Date: 7/18/2013
Subject: Re: Introduction
Group: DQ-RULES Message: 1741 From: Anthony Emmel Date: 7/18/2013
Subject: Re: Introduction
Group: DQ-RULES Message: 1742 From: John_Rauchert Date: 7/18/2013
Subject: Re: Introduction
Group: DQ-RULES Message: 1743 From: snafaru Date: 7/21/2013
Subject: Re: Introduction
Group: DQ-RULES Message: 1744 From: Howard Teal Date: 7/21/2013
Subject: Re: Introduction
Group: DQ-RULES Message: 1745 From: dennisnordling Date: 11/24/2013
Subject: Shape-changer animal form characteristics
Group: DQ-RULES Message: 1746 From: Jeffery McGonagill Date: 11/24/2013
Subject: Re: Shape-changer animal form characteristics
Group: DQ-RULES Message: 1747 From: dennisnordling Date: 11/24/2013
Subject: Re: Shape-changer animal form characteristics
Group: DQ-RULES Message: 1748 From: Jeffery McGonagill Date: 11/24/2013
Subject: Re: Shape-changer animal form characteristics
Group: DQ-RULES Message: 1749 From: dennisnordling Date: 11/24/2013
Subject: Re: Shape-changer animal form characteristics
Group: DQ-RULES Message: 1750 From: David Siviour Date: 11/24/2013
Subject: Re: Shape-changer animal form characteristics
Group: DQ-RULES Message: 1751 From: Jeffery McGonagill Date: 11/24/2013
Subject: Re: Shape-changer animal form characteristics
Group: DQ-RULES Message: 1752 From: Kyle Hall Date: 11/24/2013
Subject: Re: Shape-changer animal form characteristics
Group: DQ-RULES Message: 1753 From: Michael Wright Date: 11/25/2013
Subject: Re: Shape-changer animal form characteristics
Group: DQ-RULES Message: 1754 From: Jeffery McGonagill Date: 11/25/2013
Subject: Re: Shape-changer animal form characteristics
Group: DQ-RULES Message: 1755 From: stauron Date: 12/9/2013
Subject: Experience expenditure bonuses and penalties
Group: DQ-RULES Message: 1756 From: Jeffery McGonagill Date: 12/9/2013
Subject: Re: Experience expenditure bonuses and penalties
Group: DQ-RULES Message: 1757 From: Kyle Hall Date: 12/9/2013
Subject: Re: Experience expenditure bonuses and penalties
Group: DQ-RULES Message: 1758 From: Diego Mornacco Date: 12/9/2013
Subject: Re: Experience expenditure bonuses and penalties
Group: DQ-RULES Message: 1759 From: Andreas Davour Date: 12/9/2013
Subject: Re: Experience expenditure bonuses and penalties
Group: DQ-RULES Message: 1760 From: lonny_eckert Date: 12/9/2013
Subject: Any Interest in DQ Next Version?
Group: DQ-RULES Message: 1761 From: Kyle Hall Date: 12/9/2013
Subject: Re: Any Interest in DQ Next Version?
Group: DQ-RULES Message: 1762 From: Chris Caulfield Date: 12/9/2013
Subject: Re: Any Interest in DQ Next Version?



Group: DQ-RULES Message: 1713 From: Kyle Hall Date: 2/23/2013
Subject: Re: Ships
I'd like to see them.  Please post them.

Thanks,

Kyle

--- On Sat, 2/23/13, Jason Winter <JasonWinter@scicable.com> wrote:

From: Jason Winter <JasonWinter@scicable.com>
Subject: [dq-rules] Ships
To: dq-rules@yahoogroups.com
Date: Saturday, February 23, 2013, 5:06 PM



 

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/

 

 



Group: DQ-RULES Message: 1714 From: Jeffery McGonagill Date: 2/23/2013
Subject: Re: Ships

Ditto.
 
Thank you,
 
~Jeffery~
----- Original Message -----
From: Kyle Hall
Sent: Saturday, February 23, 2013 6:17 PM
Subject: Re: [dq-rules] Ships

I'd like to see them.  Please post them.

Thanks,

Kyle

--- On Sat, 2/23/13, Jason Winter <JasonWinter@scicable.com> wrote:

From: Jason Winter <JasonWinter@scicable.com>
Subject: [dq-rules] Ships
To: dq-rules@yahoogroups.com
Date: Saturday, February 23, 2013, 5:06 PM



 

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/

 

 



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Group: DQ-RULES Message: 1715 From: Jason Winter Date: 2/23/2013
Subject: Naval Rules

 

 

Here you go.  Hope you find some value in it.

 

http://portalkeepersofgrayrock.com\Downloads\NavalCombat.zipx

 

 

 

Group: DQ-RULES Message: 1716 From: Jeffery McGonagill Date: 2/23/2013
Subject: Re: Naval Rules
Have not been able to get to the download section.
 
~Jeffery~
----- Original Message -----
Sent: Saturday, February 23, 2013 7:26 PM
Subject: [dq-rules] Naval Rules

 

 

Here you go.  Hope you find some value in it.

 

http://portalkeepersofgrayrock.com\Downloads\NavalCombat.zipx

 

 

 

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Group: DQ-RULES Message: 1717 From: Jason Winter Date: 2/23/2013
Subject: Re: Naval Rules

When you click on the link in the post it doesn’t download the file?  I just tried it again from this email and it works fine for me.  Is anyone else having problems?

 

 

From: dq-rules@yahoogroups.com [mailto:dq-rules@yahoogroups.com] On Behalf Of Jeffery McGonagill
Sent: Saturday, February 23, 2013 10:28 PM
To: dq-rules@yahoogroups.com
Subject: Re: [dq-rules] Naval Rules

 

 

Have not been able to get to the download section.

 

~Jeffery~

----- Original Message -----

Sent: Saturday, February 23, 2013 7:26 PM

Subject: [dq-rules] Naval Rules

 

 

 

Here you go.  Hope you find some value in it.

 

http://portalkeepersofgrayrock.com\Downloads\NavalCombat.zipx

 

 

 

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Group: DQ-RULES Message: 1718 From: Peter Hill Date: 2/23/2013
Subject: Re: Ships
Jeffery McGonagill
> 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.

Gabriel Martinez
> 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.

Magebird Quest has the deck plans for a couple of ships, taken from another
Judges Guild (system agnostic) module Sea Steeds and Wave Riders.

Sea Steeds and Wave Riders is an awesome module (one of my most favorite
purchases).

It has the details, pictures and deckplans (hex gridded, so suitable for
DQ - take a look at the Magebird Quest plan) of a whole range of ships
(oared, sailed, fishing boat, longship, etc). Have a look on eBay. Also,
there is now a PDF version available (~$3) from various online game stores
(although I don't know how they'd do the map sheets which, for some boats,
are way bigger than a single page).

Cheers,
Corwin.
Group: DQ-RULES Message: 1719 From: Christopher Cole Date: 2/24/2013
Subject: Re: Naval Rules
I tried to just open the file and it would not work but I downloaded it and then opened it just fine. Looks interesting.
Chris Cole

From: Jason Winter <JasonWinter@scicable.com>
To: dq-rules@yahoogroups.com
Sent: Saturday, February 23, 2013 10:47 PM
Subject: RE: [dq-rules] Naval Rules
 
When you click on the link in the post it doesn’t download the file?  I just tried it again from this email and it works fine for me.  Is anyone else having problems?
 
 
From: dq-rules@yahoogroups.com [mailto:dq-rules@yahoogroups.com] On Behalf Of Jeffery McGonagill
Sent: Saturday, February 23, 2013 10:28 PM
To: dq-rules@yahoogroups.com
Subject: Re: [dq-rules] Naval Rules
 
 
Have not been able to get to the download section.
 
~Jeffery~
----- Original Message -----
Sent: Saturday, February 23, 2013 7:26 PM
Subject: [dq-rules] Naval Rules
 
 
 
Here you go.  Hope you find some value in it.
 
http://portalkeepersofgrayrock.com/Downloads/NavalCombat.zipx
 
 
 
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Checked by AVG - http://www.avg.com/
Version: 2013.0.2899 / Virus Database: 2639/6102 - Release Date: 02/13/13
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Group: DQ-RULES Message: 1720 From: Bob S. Date: 2/24/2013
Subject: Re: Ships
Jason,

if you would post it on your site, that would be nice.  I am currently not running DQ, but one of my campaigns will soon be closing down and DQ is a choice I would like to offer my players.

I've been envisioning an island campaign, but have been blocked by the lack of ship information.  Even if you have added to it, I could always reverse engineer it back to just DQ stuff if I feel it is too much. 

Water mages tend not to get much attention as too many campaigns are land locked.  Having this info would be helpful and not just to me.


Bob Schroeder
hzark10@aol.com
Group: DQ-RULES Message: 1721 From: Ian Wood Date: 2/24/2013
Subject: Water Mages rock WAS: [dq-rules] Re: Ships

Water mages are quite powerful, as long as they are not in a desert.
There are few places where they are on impossible penalties.
 
AND
 
Water breathing and Fog are two awesome spells:
buff party with water breathing, Fog as soon as the bad guys turn up.
the party can see, the bad guys can see 5 feet.
We win, they loose, twas ever so.
 
and of course waters of strength are a good buff
 
And going up river underwater is an excellent stealth bonus.
 
Ian

--- On Mon, 25/2/13, Bob S. <hzark10@aol.com> wrote:
Water mages tend not to get much attention as too many campaigns are land locked.  Having this info would be helpful and not just to me.

Group: DQ-RULES Message: 1722 From: Viceroy Books Date: 3/9/2013
Subject: 3/9/2013 8:16:48 AM





3/9/2013 8:16:48 AM
Viceroy Books


x
Group: DQ-RULES Message: 1723 From: grindwall Date: 3/24/2013
Subject: Backfire Tables, Focus Implements and Secondary Skills
I have uploaded three new documents to the files area that we use in my campaign:

Backfire Table
A more practical approach to Adepts backfiring their spells. A bit more gentle and kinder but still with quite effective results. At least you won't melt your brain out of your ears (unless you're a complete and utter moron).

Focus Implements
Bringing spell casting into the new millennium and out of ages past. Cast more often with a more generous bonus and build in Ranks with your selection of spells. Casting becomes more akin to wielding a melee weapon without the preparation penalty at each cast. Adepts won't feel like second class citizens to their melee counterparts.

Secondary Skills
More Skills for players to test their mettle against. These have really helped to liven up play for my group. Includes formulas for calculating each skill, descriptions and experience costs for Ranking.
Group: DQ-RULES Message: 1724 From: Stephen Mcginn Date: 3/25/2013
Subject: Re: [dq-rules] Backfire Tables, Focus Implements and Secondary Skill

Perfect my friend
Could you tell me please how I access these files
Many thanks

Stephen mcginn

Sent from my HTC

----- Reply message -----
From: "grindwall" <grindwall@yahoo.com>
To: <dq-rules@yahoogroups.com>
Subject: [dq-rules] Backfire Tables, Focus Implements and Secondary Skills
Date: Mon, Mar 25, 2013 05:22




 

I have uploaded three new documents to the files area that we use in my campaign:

Backfire Table
A more practical approach to Adepts backfiring their spells. A bit more gentle and kinder but still with quite effective results. At least you won't melt your brain out of your ears (unless you're a complete and utter moron).

Focus Implements
Bringing spell casting into the new millennium and out of ages past. Cast more often with a more generous bonus and build in Ranks with your selection of spells. Casting becomes more akin to wielding a melee weapon without the preparation penalty at each cast. Adepts won't feel like second class citizens to their melee counterparts.

Secondary Skills
More Skills for players to test their mettle against. These have really helped to liven up play for my group. Includes formulas for calculating each skill, descriptions and experience costs for Ranking.

Group: DQ-RULES Message: 1725 From: grindwall Date: 3/25/2013
Subject: Re: Backfire Tables, Focus Implements and Secondary Skills
Using the left navigation click the link labeled, "Files". Materials there are listed alphabetically. Look for "Backfire Table.pdf", "Focus Implements.pdf" and "Secondary Skills.pdf".


--- In dq-rules@yahoogroups.com, Stephen Mcginn <stemcginn35@...> wrote:
>
>
> Perfect my friend
> Could you tell me please how I access these files
> Many thanks
>
> Stephen mcginn
>
> Sent from my HTC
Group: DQ-RULES Message: 1726 From: Bob Constans Date: 3/25/2013
Subject: Re: Backfire Tables, Focus Implements and Secondary Skills
looking forward to checking out the Focus rules - we had something for our group but it was a couple decades ago, and I'm not sure I wrote it down

--- In dq-rules@yahoogroups.com, "grindwall" <grindwall@...> wrote:
>
> I have uploaded three new documents to the files area that we use in my campaign:
>
> Backfire Table
> A more practical approach to Adepts backfiring their spells. A bit more gentle and kinder but still with quite effective results. At least you won't melt your brain out of your ears (unless you're a complete and utter moron).
>
> Focus Implements
> Bringing spell casting into the new millennium and out of ages past. Cast more often with a more generous bonus and build in Ranks with your selection of spells. Casting becomes more akin to wielding a melee weapon without the preparation penalty at each cast. Adepts won't feel like second class citizens to their melee counterparts.
>
> Secondary Skills
> More Skills for players to test their mettle against. These have really helped to liven up play for my group. Includes formulas for calculating each skill, descriptions and experience costs for Ranking.
>
Group: DQ-RULES Message: 1727 From: Andreas Davour Date: 3/26/2013
Subject: Re: Backfire Tables, Focus Implements and Secondary Skills
I think the Secondary Skills looks interesting. Thanks for sharing!

/andreas
Group: DQ-RULES Message: 1728 From: grindwall Date: 4/11/2013
Subject: Against the Iron Cross - Player Guide
In my various campaigns I like to provide the players with a guide explaining the region they will be adventuring in along with some basic information about the locals, religion, currency, some adventuring hooks and a map.

I have placed a new file in the "Adventures" directory named, "The Iron Cross - Player Guide.pdf". Enjoy!
Group: DQ-RULES Message: 1729 From: STEPHEN PETO Date: 4/13/2013
Subject: Re: Against the Iron Cross - Player Guide
Nice campaign setting. Neatly sketched out with plenty of adventure opportunities. Are you planning to share any information about some of the locations? For example, I'd love to see more on places like Klenar Caverns, Crag Keep or Toadwallow Caverns. I appreciate that you might not want to do this, if this is a live campaign. But a town map of Plent or Dallmar would be cool. I am really glad you have shared this with us. Please let us know how the adventures in the campaign go. 
Cheers Stephen Peto
Group: DQ-RULES Message: 1730 From: archaimbaudthered Date: 4/13/2013
Subject: Re: Against the Iron Cross - Player Guide
Great job!
Well thought out, the map is awesome. Plenty of adventure hooks.
What a great idea to do this for your players. I am starting a new campaign and will have to write something up for my group now. Excellent idea. Bravo!

Bmac

--- In dq-rules@yahoogroups.com, "grindwall" <grindwall@...> wrote:
>
> In my various campaigns I like to provide the players with a guide explaining the region they will be adventuring in along with some basic information about the locals, religion, currency, some adventuring hooks and a map.
>
> I have placed a new file in the "Adventures" directory named, "The Iron Cross - Player Guide.pdf". Enjoy!
>
Group: DQ-RULES Message: 1731 From: Martin Gallo Date: 4/29/2013
Subject: Re: Against the Iron Cross - Player Guide
I used to do stuff like this in the old days. I know how much effort they can require.

Well done!

One thing I experimented with was to draw the map (by hand, this was before graphics software or DTP) and then show it to the players once for a brief time. The "scholarly" characters got a longer peek. It was fun but became cumbersome while the players argued about which way the forests of whatever really were. While that was realistic it did drag things down and I was trying to maintain the fun level. It was a newish group and the campaign eventually died because the players stopped role-playing and took up full time wargaming (and girlfriends).

On Apr 13, 2013, at 4:52 PM, archaimbaudthered wrote:

>
>
>
> Great job!
> Well thought out, the map is awesome. Plenty of adventure hooks.
> What a great idea to do this for your players. I am starting a new campaign and will have to write something up for my group now. Excellent idea. Bravo!
>
> Bmac
>
> --- In dq-rules@yahoogroups.com, "grindwall" <grindwall@...> wrote:
>>
>> In my various campaigns I like to provide the players with a guide explaining the region they will be adventuring in along with some basic information about the locals, religion, currency, some adventuring hooks and a map.
>>
>> I have placed a new file in the "Adventures" directory named, "The Iron Cross - Player Guide.pdf". Enjoy!
>>
>
>
>
>
> ------------------------------------
>
> 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: 1732 From: Dennis Date: 6/8/2013
Subject: Shape Changers & Giants vs Weres
Questions: These are mostly an academic questions.

*********

What happens when a Shape-Changer gets bitten by a Were?

I am considering running an adventure that might include Were creatures as a plot element.

Would you apply any special rules to this situation?

In part, I ask this question because shape-changers are effected by and have many of the same rules in their play as a Were. And in some minor way I could see a possible link between shape-changers and Weres.

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

On a slightly different topic: What happens (in relation to size) when I giant is bitten by a were creature?

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

Lycanthrope rule basics:

1. Being bitten by a were applies the major curse (Lycanthropy) to the bitten, and the bitten character becomes a were of the same type.
2. Lycanthropy can be cured using the Remove Curse ritual.
3. Death does not cure Lycanthrope.
Group: DQ-RULES Message: 1733 From: Gabriel Martinez Date: 6/9/2013
Subject: Re: Shape Changers & Giants vs Weres
Attachments :
    Hi,

    If your Shape Changer had beaten by a Werewolf, it work like a Curse. Look at Curse references (Black Magic, I suposed). It means, beside he can change at will, every month in full moon, he must change unwill by night to a creature he varely control. It depend completetly from the master's interpretation.

    Now, from the heart of a player, except you gift the Shape Changer, if I must roll to get it and you bite him with a were and screw mi character..., imagine the reaction.

    Of cuorse, allways exist an efective "remove curse" a hand to save situations like that.

    That's my point of view.

    Regards.

    Gabriel.

    -----Mensaje original-----
    De: dq-rules@yahoogroups.com en nombre de Dennis
    Enviado el: sáb 08/06/2013 18:34
    Para: dq-rules@yahoogroups.com
    Asunto: [dq-rules] Shape Changers & Giants vs Weres

    Questions: These are mostly an academic questions.

    *********

    What happens when a Shape-Changer gets bitten by a Were?

    I am considering running an adventure that might include Were creatures as a plot element.

    Would you apply any special rules to this situation?

    In part, I ask this question because shape-changers are effected by and have many of the same rules in their play as a Were. And in some minor way I could see a possible link between shape-changers and Weres.

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

    On a slightly different topic: What happens (in relation to size) when I giant is bitten by a were creature?

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

    Lycanthrope rule basics:

    1. Being bitten by a were applies the major curse (Lycanthropy) to the bitten, and the bitten character becomes a were of the same type.
    2. Lycanthropy can be cured using the Remove Curse ritual.
    3. Death does not cure Lycanthrope.
    Group: DQ-RULES Message: 1734 From: Jeffery McGonagill Date: 6/9/2013
    Subject: Re: Shape Changers & Giants vs Weres
    ----- Original Message -----
    From: "Dennis" <d.nordling@verizon.net>
    To: <dq-rules@yahoogroups.com>
    Sent: Saturday, June 08, 2013 2:34 PM
    Subject: [dq-rules] Shape Changers & Giants vs Weres


    > Questions: These are mostly an academic questions.
    >
    > *********
    >
    > What happens when a Shape-Changer gets bitten by a Were?
    >
    > I am considering running an adventure that might include Were creatures as
    > a plot element.
    >
    > Would you apply any special rules to this situation?

    Just that there is (assuming an Earth Calendar) 3 nights a month that the
    Shape-Changer can't control his change and will go out hunting. Most PC's
    are bright enough to realize after the first night that there is a problem
    and get to a Curse Remover fast. Of course I can imagine the humor of a
    Wolf Shape-changer becoming a Boar-were.

    > In part, I ask this question because shape-changers are effected by and
    > have many of the same rules in their play as a Were. And in some minor way
    > I could see a
    > possible link between shape-changers and Weres.

    On my game-world, Lieah, Shape-changers are viewed by the general population
    as a were. Pitchforks and torches anyone?

    Also, resurrected characters that were seen killed by the general population
    are treated as a Revenant or Greater Undead. Pitchforks and torches anyone?

    My gaming groups almost always have/had a Healer and Curse Remover in them.
    If they didn't/don't then I provide (a) NPC(s) for them. Only once was a
    Healer NPC turned down. Over the long haul this was disastrous for the
    party.

    ~Jeffery~


    > ------------------------
    >
    > On a slightly different topic: What happens (in relation to size) when I
    > giant is bitten by a were creature?

    Now that is a good one. In some 32 years of DQing this never happened, of
    course not a lot of players tried/wanted to be Giants. I've also rarely run
    Weres.

    I would try having a Giant-Were, once, to see how it worked. I did allow,
    once only, a triple-effected Animal Growth on a elephant to apply to the
    size of the elephant. It was funny episode but ruled that it was not a
    precedence and that double/triple effect didn't apply to the size of the
    animal.

    ~Jeffery~


    >
    > ------------------------
    >
    > Lycanthrope rule basics:
    >
    > 1. Being bitten by a were applies the major curse (Lycanthropy) to the
    > bitten, and the bitten character becomes a were of the same type.
    > 2. Lycanthropy can be cured using the Remove Curse ritual.
    > 3. Death does not cure Lycanthrope.
    >
    >
    >
    >
    > ------------------------------------
    >
    > 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
    >
    >
    >
    >
    >
    > -----
    > No virus found in this message.
    > Checked by AVG - www.avg.com
    > Version: 2013.0.3336 / Virus Database: 3199/6397 - Release Date: 06/09/13
    >
    Group: DQ-RULES Message: 1735 From: Coyote Moon Date: 6/10/2013
    Subject: Re: Shape Changers & Giants vs Weres
    I realize that most of this is home-grown, so take it for what it might be worth...
     
    But we presumed that giants and certain other "humanoid" species could not contract lycanthropy, mostly because we gave the curse a fairly specific origin - it was part of the death curse of a necromantic godling in the dawn of human history. Which leads to the first part of your question...
     
    In our world, shape-changers are VERY, VERY rare (despite player attempts to "make things interesting"). They are known as Artemis' Own, originally created by the hunter goddess for the express purpose of hinting and killing any and all were-creatures. They are immune to lycanthropy BUT any were-type will seek to kill them at almost any cost, and they must sacrifice almost any other goal to kill any Were that might be encountered (even if that Were seems non-hostile to the player party). The party tends to learn quickly that it is troublesome to have every Were within the area hunting one of their members... even to the point of having different were-types cooperating in order to kill the Hunter.
     
    Just one possible approach...
     
    Dave

    From: Dennis <d.nordling@verizon.net>
    To: dq-rules@yahoogroups.com
    Sent: Saturday, June 8, 2013 5:34 PM
    Subject: [dq-rules] Shape Changers & Giants vs Weres
     
    Questions: These are mostly an academic questions.

    *********

    What happens when a Shape-Changer gets bitten by a Were?

    I am considering running an adventure that might include Were creatures as a plot element.

    Would you apply any special rules to this situation?

    In part, I ask this question because shape-changers are effected by and have many of the same rules in their play as a Were. And in some minor way I could see a possible link between shape-changers and Weres.

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

    On a slightly different topic: What happens (in relation to size) when I giant is bitten by a were creature?

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

    Lycanthrope rule basics:

    1. Being bitten by a were applies the major curse (Lycanthropy) to the bitten, and the bitten character becomes a were of the same type.
    2. Lycanthropy can be cured using the Remove Curse ritual.
    3. Death does not cure Lycanthrope.

    Group: DQ-RULES Message: 1736 From: archaimbaudthered Date: 6/10/2013
    Subject: Re: Shape Changers & Giants vs Weres
    It really depends on your campaign. In mine I have a hidden city of shape changers. (Very hard to get to and deep in a jungle) And there are lots of weres in this city as well. In fact the one time a human actually made it to the city within 2 days he had contracted lycanthropy. Now in this city the weres are lesser citizens than a true shape changer. In my game shape changers can not get lycanthropy. I made it a human disease/curse. As for giants never thought about it, if other demi humans can get it than why not. If its strictly a human disease than I would say not.

    --- In dq-rules@yahoogroups.com, Coyote Moon <khaiotimoon@...> wrote:
    >
    > I realize that most of this is home-grown, so take it for what it might be worth...
    >  
    > But we presumed that giants and certain other "humanoid" species could not contract lycanthropy, mostly because we gave the curse a fairly specific origin - it was part of the death curse of a necromantic godling in the dawn of human history. Which leads to the first part of your question...
    >  
    > In our world, shape-changers are VERY, VERY rare (despite player attempts to "make things interesting"). They are known as Artemis' Own, originally created by the hunter goddess for the express purpose of hinting and killing any and all were-creatures. They are immune to lycanthropy BUT any were-type will seek to kill them at almost any cost, and they must sacrifice almost any other goal to kill any Were that might be encountered (even if that Were seems non-hostile to the player party). The party tends to learn quickly that it is troublesome to have every Were within the area hunting one of their members... even to the point of having different were-types cooperating in order to kill the Hunter.
    >  
    > Just one possible approach...
    >  
    > Dave
    >
    >
    > ________________________________
    > From: Dennis <d.nordling@...>
    > To: dq-rules@yahoogroups.com
    > Sent: Saturday, June 8, 2013 5:34 PM
    > Subject: [dq-rules] Shape Changers & Giants vs Weres
    >
    >  
    >
    > Questions: These are mostly an academic questions.
    >
    > *********
    >
    > What happens when a Shape-Changer gets bitten by a Were?
    >
    > I am considering running an adventure that might include Were creatures as a plot element.
    >
    > Would you apply any special rules to this situation?
    >
    > In part, I ask this question because shape-changers are effected by and have many of the same rules in their play as a Were. And in some minor way I could see a possible link between shape-changers and Weres.
    >
    > ------------------------
    >
    > On a slightly different topic: What happens (in relation to size) when I giant is bitten by a were creature?
    >
    > ------------------------
    >
    > Lycanthrope rule basics:
    >
    > 1. Being bitten by a were applies the major curse (Lycanthropy) to the bitten, and the bitten character becomes a were of the same type.
    > 2. Lycanthropy can be cured using the Remove Curse ritual.
    > 3. Death does not cure Lycanthrope.
    >
    Group: DQ-RULES Message: 1737 From: arielifan Date: 7/2/2013
    Subject: Adding to DragonQuest Bestiary
    Hi Christopher Dargan,

    I am watching episode 4 of Primieval: New World and was hoping you could create stats for Titanis walleri for your Bestiary.

    I've added a few of things of my own, but Titanis walleri is a puzzler for me.

    ~Jeffery~
    Group: DQ-RULES Message: 1738 From: Martin Gallo Date: 7/13/2013
    Subject: Re: Shape Changers & Giants vs Weres
    I never got to the part of the campaign that had the were creature, but I planned on using the were stuff more like a magical virus that had a chance of being resisted. Shape shifters had a form of the virus.

    That was my plan, anyway.

    On Jun 10, 2013, at 12:19 PM, archaimbaudthered wrote:

    > It really depends on your campaign. In mine I have a hidden city of shape changers. (Very hard to get to and deep in a jungle) And there are lots of weres in this city as well. In fact the one time a human actually made it to the city within 2 days he had contracted lycanthropy. Now in this city the weres are lesser citizens than a true shape changer. In my game shape changers can not get lycanthropy. I made it a human disease/curse. As for giants never thought about it, if other demi humans can get it than why not. If its strictly a human disease than I would say not.
    >
    > --- In dq-rules@yahoogroups.com, Coyote Moon <khaiotimoon@...> wrote:
    >>
    >> I realize that most of this is home-grown, so take it for what it might be worth...
    >> Â
    >> But we presumed that giants and certain other "humanoid" species could not contract lycanthropy, mostly because we gave the curse a fairly specific origin - it was part of the death curse of a necromantic godling in the dawn of human history. Which leads to the first part of your question...
    >> Â
    >> In our world, shape-changers are VERY, VERY rare (despite player attempts to "make things interesting"). They are known as Artemis' Own, originally created by the hunter goddess for the express purpose of hinting and killing any and all were-creatures. They are immune to lycanthropy BUT any were-type will seek to kill them at almost any cost, and they must sacrifice almost any other goal to kill any Were that might be encountered (even if that Were seems non-hostile to the player party). The party tends to learn quickly that it is troublesome to have every Were within the area hunting one of their members... even to the point of having different were-types cooperating in order to kill the Hunter.
    >> Â
    >> Just one possible approach...
    >> Â
    >> Dave
    >>
    >>
    >> ________________________________
    >> From: Dennis <d.nordling@...>
    >> To: dq-rules@yahoogroups.com
    >> Sent: Saturday, June 8, 2013 5:34 PM
    >> Subject: [dq-rules] Shape Changers & Giants vs Weres
    >>
    >> Â
    >>
    >> Questions: These are mostly an academic questions.
    >>
    >> *********
    >>
    >> What happens when a Shape-Changer gets bitten by a Were?
    >>
    >> I am considering running an adventure that might include Were creatures as a plot element.
    >>
    >> Would you apply any special rules to this situation?
    >>
    >> In part, I ask this question because shape-changers are effected by and have many of the same rules in their play as a Were. And in some minor way I could see a possible link between shape-changers and Weres.
    >>
    >> ------------------------
    >>
    >> On a slightly different topic: What happens (in relation to size) when I giant is bitten by a were creature?
    >>
    >> ------------------------
    >>
    >> Lycanthrope rule basics:
    >>
    >> 1. Being bitten by a were applies the major curse (Lycanthropy) to the bitten, and the bitten character becomes a were of the same type.
    >> 2. Lycanthropy can be cured using the Remove Curse ritual.
    >> 3. Death does not cure Lycanthrope.
    >>
    >
    >
    >
    >
    > ------------------------------------
    >
    > 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: 1739 From: Howard Teal Date: 7/18/2013
    Subject: Introduction
    Hello.
    I just joined your group after discovering it while searching for some home brew rules for DQ on google. I love this system and have just got all the books down and blown the dust off them to start teaching it to my kids and wife. I have some home brew stuff already I would be willing to type into word and share later as well.

    Howard
    Group: DQ-RULES Message: 1740 From: Gabriel Martinez Date: 7/18/2013
    Subject: Re: Introduction
    RE: [dq-rules] Introduction

    Welcome to the group Howard.

    We're from so many places around the word..., can't imagine.

    Any question you have, please let us know.

    Regards.

    Gabriel.
    (Buenos Aires - Argentina)


    -----Mensaje original-----
    De: dq-rules@yahoogroups.com en nombre de Howard Teal
    Enviado el: jue 18/07/2013 9:44
    Para: dq-rules@yahoogroups.com
    Asunto: [dq-rules] Introduction

    Hello.
         I just joined your group after discovering it while searching for some home brew rules for DQ on google. I love this system and have just got all the books down and blown the dust off them to start teaching it to my kids and wife. I have some home brew stuff already I would be willing to type into word and share later as well.

    Howard


    Group: DQ-RULES Message: 1741 From: Anthony Emmel Date: 7/18/2013
    Subject: Re: Introduction
    Awesome! Welcome!
     
    Be sure to get teh pdf download for "Arcane Wisdom," the unpublished 4th book of DQ. :)
     
    Tony

    --
    Anthony N. Emmel, M.A., Esq.
     
    Diaboli fugient ubi vir bonus proelium sanctificat.

    "The devils shall flee when a good man wages war."

    Group: DQ-RULES Message: 1742 From: John_Rauchert Date: 7/18/2013
    Subject: Re: Introduction
    Welcome aboard Howard!

    Make sure to check out dq-rules' sister site DQN-list http://games.groups.yahoo.com/group/dqn-list/?yguid=173015581

    Make sure to login to the website of both groups for access to the Files sections.

    In addition to the files found here which are more focused on variant rules for DragonQuest, the DQN-List files are devoted to published material and Fan contributed additions.

    John F. Rauchert, co-moderator dq-rules and dqn-list

    --- In dq-rules@yahoogroups.com, "Howard Teal" <hwteal@...> wrote:
    >
    > Hello.
    > I just joined your group after discovering it while searching for some home brew rules for DQ on google. I love this system and have just got all the books down and blown the dust off them to start teaching it to my kids and wife. I have some home brew stuff already I would be willing to type into word and share later as well.
    >
    > Howard
    >
    Group: DQ-RULES Message: 1743 From: snafaru Date: 7/21/2013
    Subject: Re: Introduction
    Hi Howard,

    Also check the DragonQuest Players Association web site, http://www.dragonquest.org/ , where among other things we try to keep an up-to-date list of links to all DQ oriented sites.

    Snafaru

    --- In dq-rules@yahoogroups.com, "Howard Teal" <hwteal@...> wrote:
    >
    > Hello.
    > I just joined your group after discovering it while searching for some home brew rules for DQ on google. I love this system and have just got all the books down and blown the dust off them to start teaching it to my kids and wife. I have some home brew stuff already I would be willing to type into word and share later as well.
    >
    > Howard
    >
    Group: DQ-RULES Message: 1744 From: Howard Teal Date: 7/21/2013
    Subject: Re: Introduction
    Thank you. I will do that.

    Howard


    On Sun, Jul 21, 2013 at 7:09 PM, snafaru <snafaru@zimlab.com> wrote:
     

    Hi Howard,

    Also check the DragonQuest Players Association web site, http://www.dragonquest.org/ , where among other things we try to keep an up-to-date list of links to all DQ oriented sites.

    Snafaru

    Group: DQ-RULES Message: 1745 From: dennisnordling Date: 11/24/2013
    Subject: Shape-changer animal form characteristics
    When our group first started playing DragonQuest, the rules pertaining to shape-changer animal form characteristics were always a bit unclear to everyone within our group. Our solution was to develop our own way to determine the animal form characteristics. I have recently reviewed all the official DragonQuest rules (1st, 2nd and 3rd editions) dealing with the shape-changer characteristics and still find them a bit confusing.

    "5. The shape-changer must devise a set of characteristics for his animal form. Take the difference between the average for each characteristic in animal and human form, and modify the human characteristics appropriately."

    Our group interpreted this rule in a few different ways over the years:

    Scale the animal form range the same way you would scale the human range. Example: PS of human is between 5 and 25 while the PS range for a wolf is between 10 and 12. A PS of 5 for a human would convert to a 10 for a Wolf, while a PS of 15 for a human would be an 11 for a Wolf, and the PS of 25 for a human would become a PS of 12 for a wolf. The 21 possible numbers for human would be spread among the 3 possible numbers for a wolf. Or ([3 ÷ 21] × human value) + (minimum animal -1) round up.

    Our group has also toyed with adding 2 to every listed animal characteristic, to adjust for heroic characters (when you compare dwarf, elf, halfling and each of the giant races it becomes obvious that player characters have been granted a range 2 greater than non-player characters.

    Our group has also scaled the human form characteristics based upon 1 to 25 and correspondingly scaling the animal forms from 1 to their max value. This made for some fairly low valued animal form characteristics.

    Our best method was had many formulas to calculate the animal form values. This turned out to be very complicated and therefore failed badly.

    We have always had the human WP and MA remain the same. And we have always scaled the EN and FT from the human 1 to 25. The PB we have adjusted by plus 1 to account for the shape-changer modifier.

    We would like to try again to come up with a simpler and balanced way to determine the animal form characteristics. Please respond with examples if you can.

    We are also aware that there are differences in some of the listed values between 2nd and 3rd editions for the Tiger form.
    Group: DQ-RULES Message: 1746 From: Jeffery McGonagill Date: 11/24/2013
    Subject: Re: Shape-changer animal form characteristics
    
    My interpretation of the Shaperchanger rules results in the following Modifiers applied to the Human characteristics to represent the animal form:
     
                PS    MD    AG    MA    EN    Ft    WP    PC    PB    TMR    NA
    Wolf:      -4    +4      +4     -7      +3    +13   +5    +7      -7      +3      +5
    Tiger:    +11   +9    +12     -7      +7    +12    -6    +11    -8      +4      +5
    Bear:    +23    +9   +13     -7      +18  +18    -6    +5      -7      +1      +6
    Boar:    +10    +1    +8     -7       +8    +8     -8    -1       -7      +2      +6
     
    ~Jeffery~
     
     
    ----- Original Message -----
    Sent: Sunday, November 24, 2013 4:52 AM
    Subject: [DQ-RULES] Shape-changer animal form characteristics

    When our group first started playing DragonQuest, the rules pertaining to shape-changer animal form characteristics were always a bit unclear to everyone within our group. Our solution was to develop our own way to determine the animal form characteristics. I have recently reviewed all the official DragonQuest rules (1st, 2nd and 3rd editions) dealing with the shape-changer characteristics and still find them a bit confusing.

    "5. The shape-changer must devise a set of characteristics for his animal form. Take the difference between the average for each characteristic in animal and human form, and modify the human characteristics appropriately."

    Our group interpreted this rule in a few different ways over the years:

    Scale the animal form range the same way you would scale the human range. Example: PS of human is between 5 and 25 while the PS range for a wolf is between 10 and 12. A PS of 5 for a human would convert to a 10 for a Wolf, while a PS of 15 for a human would be an 11 for a Wolf, and the PS of 25 for a human would become a PS of 12 for a wolf. The 21 possible numbers for human would be spread among the 3 possible numbers for a wolf. Or ([3 ÷ 21] × human value) + (minimum animal -1) round up.

    Our group has also toyed with adding 2 to every listed animal characteristic, to adjust for heroic characters (when you compare dwarf, elf, halfling and each of the giant races it becomes obvious that player characters have been granted a range 2 greater than non-player characters.

    Our group has also scaled the human form characteristics based upon 1 to 25 and correspondingly scaling the animal forms from 1 to their max value. This made for some fairly low valued animal form characteristics.

    Our best method was had many formulas to calculate the animal form values. This turned out to be very complicated and therefore failed badly.

    We have always had the human WP and MA remain the same. And we have always scaled the EN and FT from the human 1 to 25. The PB we have adjusted by plus 1 to account for the shape-changer modifier.

    We would like to try again to come up with a simpler and balanced way to determine the animal form characteristics. Please respond with examples if you can.

    We are also aware that there are differences in some of the listed values between 2nd and 3rd editions for the Tiger form.

    No virus found in this message.
    Checked by AVG - www.avg.com
    Version: 2014.0.4158 / Virus Database: 3629/6834 - Release Date: 11/13/13

    Group: DQ-RULES Message: 1747 From: dennisnordling Date: 11/24/2013
    Subject: Re: Shape-changer animal form characteristics

    Does this not produce animal form characteristics that can be wildly outside of that forms ranges?



    ---In DQ-RULES@yahoogroups.com, <igmod@...> wrote:

    
    My interpretation of the Shaperchanger rules results in the following Modifiers applied to the Human characteristics to represent the animal form:
     
                PS    MD    AG    MA    EN    Ft    WP    PC    PB    TMR    NA
    Wolf:      -4    +4      +4     -7      +3    +13   +5    +7      -7      +3      +5
    Tiger:    +11   +9    +12     -7      +7    +12    -6    +11    -8      +4      +5
    Bear:    +23    +9   +13     -7      +18  +18    -6    +5      -7      +1      +6
    Boar:    +10    +1    +8     -7       +8    +8     -8    -1       -7      +2      +6
     
    ~Jeffery~
     
     
    ----- Original Message -----
    Sent: Sunday, November 24, 2013 4:52 AM
    Subject: [DQ-RULES] Shape-changer animal form characteristics

    When our group first started playing DragonQuest, the rules pertaining to shape-changer animal form characteristics were always a bit unclear to everyone within our group. Our solution was to develop our own way to determine the animal form characteristics. I have recently reviewed all the official DragonQuest rules (1st, 2nd and 3rd editions) dealing with the shape-changer characteristics and still find them a bit confusing.

    "5. The shape-changer must devise a set of characteristics for his animal form. Take the difference between the average for each characteristic in animal and human form, and modify the human characteristics appropriately."

    Our group interpreted this rule in a few different ways over the years:

    Scale the animal form range the same way you would scale the human range. Example: PS of human is between 5 and 25 while the PS range for a wolf is between 10 and 12. A PS of 5 for a human would convert to a 10 for a Wolf, while a PS of 15 for a human would be an 11 for a Wolf, and the PS of 25 for a human would become a PS of 12 for a wolf. The 21 possible numbers for human would be spread among the 3 possible numbers for a wolf. Or ([3 ÷ 21] × human value) + (minimum animal -1) round up.

    Our group has also toyed with adding 2 to every listed animal characteristic, to adjust for heroic characters (when you compare dwarf, elf, halfling and each of the giant races it becomes obvious that player characters have been granted a range 2 greater than non-player characters.

    Our group has also scaled the human form characteristics based upon 1 to 25 and correspondingly scaling the animal forms from 1 to their max value. This made for some fairly low valued animal form characteristics.

    Our best method was had many formulas to calculate the animal form values. This turned out to be very complicated and therefore failed badly.

    We have always had the human WP and MA remain the same. And we have always scaled the EN and FT from the human 1 to 25. The PB we have adjusted by plus 1 to account for the shape-changer modifier.

    We would like to try again to come up with a simpler and balanced way to determine the animal form characteristics. Please respond with examples if you can.

    We are also aware that there are differences in some of the listed values between 2nd and 3rd editions for the Tiger form.

    No virus found in this message.
    Checked by AVG - www.avg.com
    Version: 2014.0.4158 / Virus Database: 3629/6834 - Release Date: 11/13/13

    Group: DQ-RULES Message: 1748 From: Jeffery McGonagill Date: 11/24/2013
    Subject: Re: Shape-changer animal form characteristics
    
    That's advantage of a shapechanger.  The disadvantage of course is the multiple, the low chance to become one and any other considerations the GM comes up with.
     
    For example: In my world the general population regards shapechangers the same way they regard lycanthropes, as an uncontrolled, rabid monster.
     
    ~Jeffery~
    ----- Original Message -----
    Sent: Sunday, November 24, 2013 11:44 AM
    Subject: RE: Re: [DQ-RULES] Shape-changer animal form characteristics

    Does this not produce animal form characteristics that can be wildly outside of that forms ranges?



    ---In DQ-RULES@yahoogroups.com, <igmod@...> wrote:

    
    My interpretation of the Shaperchanger rules results in the following Modifiers applied to the Human characteristics to represent the animal form:
     
                PS    MD    AG    MA    EN    Ft    WP    PC    PB    TMR    NA
    Wolf:      -4    +4      +4     -7      +3    +13   +5    +7      -7      +3      +5
    Tiger:    +11   +9    +12     -7      +7    +12    -6    +11    -8      +4      +5
    Bear:    +23    +9   +13     -7      +18  +18    -6    +5      -7      +1      +6
    Boar:    +10    +1    +8     -7       +8    +8     -8    -1       -7      +2      +6
     
    ~Jeffery~
     
     
    ----- Original Message -----
    Sent: Sunday, November 24, 2013 4:52 AM
    Subject: [DQ-RULES] Shape-changer animal form characteristics

    When our group first started playing DragonQuest, the rules pertaining to shape-changer animal form characteristics were always a bit unclear to everyone within our group. Our solution was to develop our own way to determine the animal form characteristics. I have recently reviewed all the official DragonQuest rules (1st, 2nd and 3rd editions) dealing with the shape-changer characteristics and still find them a bit confusing.

    "5. The shape-changer must devise a set of characteristics for his animal form. Take the difference between the average for each characteristic in animal and human form, and modify the human characteristics appropriately."

    Our group interpreted this rule in a few different ways over the years:

    Scale the animal form range the same way you would scale the human range. Example: PS of human is between 5 and 25 while the PS range for a wolf is between 10 and 12. A PS of 5 for a human would convert to a 10 for a Wolf, while a PS of 15 for a human would be an 11 for a Wolf, and the PS of 25 for a human would become a PS of 12 for a wolf. The 21 possible numbers for human would be spread among the 3 possible numbers for a wolf. Or ([3 ÷ 21] × human value) + (minimum animal -1) round up.

    Our group has also toyed with adding 2 to every listed animal characteristic, to adjust for heroic characters (when you compare dwarf, elf, halfling and each of the giant races it becomes obvious that player characters have been granted a range 2 greater than non-player characters.

    Our group has also scaled the human form characteristics based upon 1 to 25 and correspondingly scaling the animal forms from 1 to their max value. This made for some fairly low valued animal form characteristics.

    Our best method was had many formulas to calculate the animal form values. This turned out to be very complicated and therefore failed badly.

    We have always had the human WP and MA remain the same. And we have always scaled the EN and FT from the human 1 to 25. The PB we have adjusted by plus 1 to account for the shape-changer modifier.

    We would like to try again to come up with a simpler and balanced way to determine the animal form characteristics. Please respond with examples if you can.

    We are also aware that there are differences in some of the listed values between 2nd and 3rd editions for the Tiger form.

    No virus found in this message.
    Checked by AVG - www.avg.com
    Version: 2014.0.4158 / Virus Database: 3629/6834 - Release Date: 11/13/13

    No virus found in this message.
    Checked by AVG - www.avg.com
    Version: 2014.0.4158 / Virus Database: 3629/6834 - Release Date: 11/13/13

    Group: DQ-RULES Message: 1749 From: dennisnordling Date: 11/24/2013
    Subject: Re: Shape-changer animal form characteristics

    OK, I see what you are doing. Now how come you don't subtract 15 from each of the animal form's MA? None of the animal forms have any value for MA would not that make their average 0, subtracting the human average of 15.


    I am just attempting to understand how it is that your group interprets this rule, and determine how my group might adjust your group's interpretation.



    ---In DQ-RULES@yahoogroups.com, <igmod@...> wrote:

    
    That's advantage of a shapechanger.  The disadvantage of course is the multiple, the low chance to become one and any other considerations the GM comes up with.
     
    For example: In my world the general population regards shapechangers the same way they regard lycanthropes, as an uncontrolled, rabid monster.
     
    ~Jeffery~
    ----- Original Message -----
    Sent: Sunday, November 24, 2013 11:44 AM
    Subject: RE: Re: [DQ-RULES] Shape-changer animal form characteristics

    Does this not produce animal form characteristics that can be wildly outside of that forms ranges?



    ---In DQ-RULES@yahoogroups.com, <igmod@...> wrote:

    
    My interpretation of the Shaperchanger rules results in the following Modifiers applied to the Human characteristics to represent the animal form:
     
                PS    MD    AG    MA    EN    Ft    WP    PC    PB    TMR    NA
    Wolf:      -4    +4      +4     -7      +3    +13   +5    +7      -7      +3      +5
    Tiger:    +11   +9    +12     -7      +7    +12    -6    +11    -8      +4      +5
    Bear:    +23    +9   +13     -7      +18  +18    -6    +5      -7      +1      +6
    Boar:    +10    +1    +8     -7       +8    +8     -8    -1       -7      +2      +6
     
    ~Jeffery~
     
     
    ----- Original Message -----
    Sent: Sunday, November 24, 2013 4:52 AM
    Subject: [DQ-RULES] Shape-changer animal form characteristics

    When our group first started playing DragonQuest, the rules pertaining to shape-changer animal form characteristics were always a bit unclear to everyone within our group. Our solution was to develop our own way to determine the animal form characteristics. I have recently reviewed all the official DragonQuest rules (1st, 2nd and 3rd editions) dealing with the shape-changer characteristics and still find them a bit confusing.

    "5. The shape-changer must devise a set of characteristics for his animal form. Take the difference between the average for each characteristic in animal and human form, and modify the human characteristics appropriately."

    Our group interpreted this rule in a few different ways over the years:

    Scale the animal form range the same way you would scale the human range. Example: PS of human is between 5 and 25 while the PS range for a wolf is between 10 and 12. A PS of 5 for a human would convert to a 10 for a Wolf, while a PS of 15 for a human would be an 11 for a Wolf, and the PS of 25 for a human would become a PS of 12 for a wolf. The 21 possible numbers for human would be spread among the 3 possible numbers for a wolf. Or ([3 ÷ 21] × human value) + (minimum animal -1) round up.

    Our group has also toyed with adding 2 to every listed animal characteristic, to adjust for heroic characters (when you compare dwarf, elf, halfling and each of the giant races it becomes obvious that player characters have been granted a range 2 greater than non-player characters.

    Our group has also scaled the human form characteristics based upon 1 to 25 and correspondingly scaling the animal forms from 1 to their max value. This made for some fairly low valued animal form characteristics.

    Our best method was had many formulas to calculate the animal form values. This turned out to be very complicated and therefore failed badly.

    We have always had the human WP and MA remain the same. And we have always scaled the EN and FT from the human 1 to 25. The PB we have adjusted by plus 1 to account for the shape-changer modifier.

    We would like to try again to come up with a simpler and balanced way to determine the animal form characteristics. Please respond with examples if you can.

    We are also aware that there are differences in some of the listed values between 2nd and 3rd editions for the Tiger form.

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    Group: DQ-RULES Message: 1750 From: David Siviour Date: 11/24/2013
    Subject: Re: Shape-changer animal form characteristics
    Thing is complex (maths) is not a total loss.  You could get someone to either spreadsheet it.
    Or if someone is so inclined write a small mobile app.

    That way the complexity of the maths is removed from the player.
    They plug the values in the spreadsheet and it takes care of the rest.

    If you can send through details of say
    Human cat
    human boar
    human bear
    elf cat
    elf boar
    elf bear

    I can have a go.
    evadsiv@gmail.com
    Dave

    Group: DQ-RULES Message: 1751 From: Jeffery McGonagill Date: 11/24/2013
    Subject: Re: Shape-changer animal form characteristics
    
    I'm applying the difference in the averages between human and the animal form.
     
    The animal is just an animal, but the shapechanger has human intelligence.  An alternative would be to not apply modifiers to MA and WP.
     
    ~Jeffery~
    ----- Original Message -----
    Sent: Sunday, November 24, 2013 5:03 PM
    Subject: RE: Re: Re: [DQ-RULES] Shape-changer animal form characteristics

    OK, I see what you are doing. Now how come you don't subtract 15 from each of the animal form's MA? None of the animal forms have any value for MA would not that make their average 0, subtracting the human average of 15.


    I am just attempting to understand how it is that your group interprets this rule, and determine how my group might adjust your group's interpretation.



    ---In DQ-RULES@yahoogroups.com, <igmod@...> wrote:

    
    That's advantage of a shapechanger.  The disadvantage of course is the multiple, the low chance to become one and any other considerations the GM comes up with.
     
    For example: In my world the general population regards shapechangers the same way they regard lycanthropes, as an uncontrolled, rabid monster.
     
    ~Jeffery~
    ----- Original Message -----
    Sent: Sunday, November 24, 2013 11:44 AM
    Subject: RE: Re: [DQ-RULES] Shape-changer animal form characteristics

    Does this not produce animal form characteristics that can be wildly outside of that forms ranges?



    ---In DQ-RULES@yahoogroups.com, <igmod@...> wrote:

    
    My interpretation of the Shaperchanger rules results in the following Modifiers applied to the Human characteristics to represent the animal form:
     
                PS    MD    AG    MA    EN    Ft    WP    PC    PB    TMR    NA
    Wolf:      -4    +4      +4     -7      +3    +13   +5    +7      -7      +3      +5
    Tiger:    +11   +9    +12     -7      +7    +12    -6    +11    -8      +4      +5
    Bear:    +23    +9   +13     -7      +18  +18    -6    +5      -7      +1      +6
    Boar:    +10    +1    +8     -7       +8    +8     -8    -1       -7      +2      +6
     
    ~Jeffery~
     
     
    ----- Original Message -----
    Sent: Sunday, November 24, 2013 4:52 AM
    Subject: [DQ-RULES] Shape-changer animal form characteristics

    When our group first started playing DragonQuest, the rules pertaining to shape-changer animal form characteristics were always a bit unclear to everyone within our group. Our solution was to develop our own way to determine the animal form characteristics. I have recently reviewed all the official DragonQuest rules (1st, 2nd and 3rd editions) dealing with the shape-changer characteristics and still find them a bit confusing.

    "5. The shape-changer must devise a set of characteristics for his animal form. Take the difference between the average for each characteristic in animal and human form, and modify the human characteristics appropriately."

    Our group interpreted this rule in a few different ways over the years:

    Scale the animal form range the same way you would scale the human range. Example: PS of human is between 5 and 25 while the PS range for a wolf is between 10 and 12. A PS of 5 for a human would convert to a 10 for a Wolf, while a PS of 15 for a human would be an 11 for a Wolf, and the PS of 25 for a human would become a PS of 12 for a wolf. The 21 possible numbers for human would be spread among the 3 possible numbers for a wolf. Or ([3 ÷ 21] × human value) + (minimum animal -1) round up.

    Our group has also toyed with adding 2 to every listed animal characteristic, to adjust for heroic characters (when you compare dwarf, elf, halfling and each of the giant races it becomes obvious that player characters have been granted a range 2 greater than non-player characters.

    Our group has also scaled the human form characteristics based upon 1 to 25 and correspondingly scaling the animal forms from 1 to their max value. This made for some fairly low valued animal form characteristics.

    Our best method was had many formulas to calculate the animal form values. This turned out to be very complicated and therefore failed badly.

    We have always had the human WP and MA remain the same. And we have always scaled the EN and FT from the human 1 to 25. The PB we have adjusted by plus 1 to account for the shape-changer modifier.

    We would like to try again to come up with a simpler and balanced way to determine the animal form characteristics. Please respond with examples if you can.

    We are also aware that there are differences in some of the listed values between 2nd and 3rd editions for the Tiger form.

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    Group: DQ-RULES Message: 1752 From: Kyle Hall Date: 11/24/2013
    Subject: Re: Shape-changer animal form characteristics
    In my campaign, the rules for generating the animal form of a shapechanger come out of the logic of how I decided they work.  Shapechanging is a magical ability.  Shapechangers have no MA, because all of their Magic Aptitude goes into changing forms.  They can not be spell casters.  They also don't get the higher magic resistance of non-spell casters, because they do use magic, only in a very limited way.

    With the exception of shapechanger wolves, shapechangers always take on a smaller version of their animal.  A shapechanger bear turns into a smaller (say 400 lbs) bear.  A shapechanger tiger turns into a 300-350 lbs tiger.  This is because the human-form of the shapechanger is normal human size (120-200 lbs depending upon sex and height).  They have to magically create all that extra mass.  It is easier to create an extra 200 lbs of mass and be a 400 lbs bear than it is create 800 lbs and be a 1000 lbs bear.  

    The need to generate mass means they are the smaller version of these animals.  I therefore tend to use the lower limits for strength and endurance, but higher numbers for agility and fatigue.

    (Wolves can be the exception.  If the play wants, they can turn into a wolf of the same mass as their human-form.  That makes for a big wolf and higher wolf stats.)

    To create the shapechanges human-form stats, the player first creates the vanilla human, assigning points to stats as they wish.  Then we figure out the animal stats.  Then we average the animal and human stats to find the human-form stats.  (That's my understanding of the book's instructions.)

    This increase in mass when changing to animal form also explains why shapechangers have a reputation for being dangerous and uncontrollable.  When they have first changed (gained in mass), they have burned through a lot of energy and are ravenously hungry.  If a shapechanger has not planned ahead, he or she will eat whatever is in front of them.  My shapechange players have learned to hunt BEFORE changing or they carry around a large leg of lamb for emergencies.  Of course, if they shapeshift in front of an enemy, they can just eat the villain.  The rest of the party will have to deal with all the other villains as the shapeshifter settles down for a hearty (and disturbing) meal in the middle of the fight.

    When shapechanges change back to human form, they have to slough off all that extra mass.  This means they tend to leave behind big puddles of disgusting and unidentifiable goo, fluids, bits of flesh and hair.  Its not a pretty sight.  They usually want to bath before putting on their clothes and armor.

    My difficulty with shapeshifters is how to deal with critical hits from mundane weapons.  Sure, a shapeshifter can normally only be hurt by high strength, silver, magic or fire, but if a character wielding a mundane knife roles a critical hit and stabs the shapeshifter in the eye or throat, it might not kill them but it should certainly inconvenience them.  

    How do you all handle this?

    Kyle


    From: Jeffery McGonagill <igmod@comcast.net>
    To: DQ-RULES@yahoogroups.com
    Sent: Sunday, November 24, 2013 5:13 PM
    Subject: Re: Re: Re: [DQ-RULES] Shape-changer animal form characteristics

    


    I'm applying the difference in the averages between human and the animal form.
     
    The animal is just an animal, but the shapechanger has human intelligence.  An alternative would be to not apply modifiers to MA and WP.
     
    ~Jeffery~
    ----- Original Message -----
    Sent: Sunday, November 24, 2013 5:03 PM
    Subject: RE: Re: Re: [DQ-RULES] Shape-changer animal form characteristics

    OK, I see what you are doing. Now how come you don't subtract 15 from each of the animal form's MA? None of the animal forms have any value for MA would not that make their average 0, subtracting the human average of 15.

    I am just attempting to understand how it is that your group interprets this rule, and determine how my group might adjust your group's interpretation.


    ---In DQ-RULES@yahoogroups.com, <igmod@...> wrote:

    
    That's advantage of a shapechanger.  The disadvantage of course is the multiple, the low chance to become one and any other considerations the GM comes up with.
     
    For example: In my world the general population regards shapechangers the same way they regard lycanthropes, as an uncontrolled, rabid monster.
     
    ~Jeffery~
    ----- Original Message -----
    Sent: Sunday, November 24, 2013 11:44 AM
    Subject: RE: Re: [DQ-RULES] Shape-changer animal form characteristics

    Does this not produce animal form characteristics that can be wildly outside of that forms ranges?


    ---In DQ-RULES@yahoogroups.com, <igmod@...> wrote:

    
    My interpretation of the Shaperchanger rules results in the following Modifiers applied to the Human characteristics to represent the animal form:
     
                PS    MD    AG    MA    EN    Ft    WP    PC    PB    TMR    NA
    Wolf:      -4    +4      +4     -7      +3    +13   +5    +7      -7      +3      +5
    Tiger:    +11   +9    +12     -7      +7    +12    -6    +11    -8      +4      +5
    Bear:    +23    +9   +13     -7      +18  +18    -6    +5      -7      +1      +6
    Boar:    +10    +1    +8     -7       +8    +8     -8    -1       -7      +2      +6
     
    ~Jeffery~
     
     
    ----- Original Message -----
    Sent: Sunday, November 24, 2013 4:52 AM
    Subject: [DQ-RULES] Shape-changer animal form characteristics

    When our group first started playing DragonQuest, the rules pertaining to shape-changer animal form characteristics were always a bit unclear to everyone within our group. Our solution was to develop our own way to determine the animal form characteristics. I have recently reviewed all the official DragonQuest rules (1st, 2nd and 3rd editions) dealing with the shape-changer characteristics and still find them a bit confusing.

    "5. The shape-changer must devise a set of characteristics for his animal form. Take the difference between the average for each characteristic in animal and human form, and modify the human characteristics appropriately."

    Our group interpreted this rule in a few different ways over the years:

    Scale the animal form range the same way you would scale the human range. Example: PS of human is between 5 and 25 while the PS range for a wolf is between 10 and 12. A PS of 5 for a human would convert to a 10 for a Wolf, while a PS of 15 for a human would be an 11 for a Wolf, and the PS of 25 for a human would become a PS of 12 for a wolf. The 21 possible numbers for human would be spread among the 3 possible numbers for a wolf. Or ([3 ÷ 21] × human value) + (minimum animal -1) round up.

    Our group has also toyed with adding 2 to every listed animal characteristic, to adjust for heroic characters (when you compare dwarf, elf, halfling and each of the giant races it becomes obvious that player characters have been granted a range 2 greater than non-player characters.

    Our group has also scaled the human form characteristics based upon 1 to 25 and correspondingly scaling the animal forms from 1 to their max value. This made for some fairly low valued animal form characteristics.

    Our best method was had many formulas to calculate the animal form values. This turned out to be very complicated and therefore failed badly.

    We have always had the human WP and MA remain the same. And we have always scaled the EN and FT from the human 1 to 25. The PB we have adjusted by plus 1 to account for the shape-changer modifier.

    We would like to try again to come up with a simpler and balanced way to determine the animal form characteristics. Please respond with examples if you can.

    We are also aware that there are differences in some of the listed values between 2nd and 3rd editions for the Tiger form.
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    Checked by AVG - www.avg.com
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    Group: DQ-RULES Message: 1753 From: Michael Wright Date: 11/25/2013
    Subject: Re: Shape-changer animal form characteristics
    Hi I guess at the end of the day you can play how you want.  Our interpretation was to generate human profile of course.  Generate animal form using maths as a guide to detirming animal for..what percentage of max is your human make the animal same percentage of that creatures max and so forth...then modify human profile last as per formula
    It works quite well just have a calculator handy.  
    Michael


    On Monday, 25 November 2013 4:44 PM, Kyle Hall <kyle.s.hall@att.net> wrote:
     
    In my campaign, the rules for generating the animal form of a shapechanger come out of the logic of how I decided they work.  Shapechanging is a magical ability.  Shapechangers have no MA, because all of their Magic Aptitude goes into changing forms.  They can not be spell casters.  They also don't get the higher magic resistance of non-spell casters, because they do use magic, only in a very limited way.

    With the exception of shapechanger wolves, shapechangers always take on a smaller version of their animal.  A shapechanger bear turns into a smaller (say 400 lbs) bear.  A shapechanger tiger turns into a 300-350 lbs tiger.  This is because the human-form of the shapechanger is normal human size (120-200 lbs depending upon sex and height).  They have to magically create all that extra mass.  It is easier to create an extra 200 lbs of mass and be a 400 lbs bear than it is create 800 lbs and be a 1000 lbs bear.  

    The need to generate mass means they are the smaller version of these animals.  I therefore tend to use the lower limits for strength and endurance, but higher numbers for agility and fatigue.

    (Wolves can be the exception.  If the play wants, they can turn into a wolf of the same mass as their human-form.  That makes for a big wolf and higher wolf stats.)

    To create the shapechanges human-form stats, the player first creates the vanilla human, assigning points to stats as they wish.  Then we figure out the animal stats.  Then we average the animal and human stats to find the human-form stats.  (That's my understanding of the book's instructions.)

    This increase in mass when changing to animal form also explains why shapechangers have a reputation for being dangerous and uncontrollable.  When they have first changed (gained in mass), they have burned through a lot of energy and are ravenously hungry.  If a shapechanger has not planned ahead, he or she will eat whatever is in front of them.  My shapechange players have learned to hunt BEFORE changing or they carry around a large leg of lamb for emergencies.  Of course, if they shapeshift in front of an enemy, they can just eat the villain.  The rest of the party will have to deal with all the other villains as the shapeshifter settles down for a hearty (and disturbing) meal in the middle of the fight.

    When shapechanges change back to human form, they have to slough off all that extra mass.  This means they tend to leave behind big puddles of disgusting and unidentifiable goo, fluids, bits of flesh and hair.  Its not a pretty sight.  They usually want to bath before putting on their clothes and armor.

    My difficulty with shapeshifters is how to deal with critical hits from mundane weapons.  Sure, a shapeshifter can normally only be hurt by high strength, silver, magic or fire, but if a character wielding a mundane knife roles a critical hit and stabs the shapeshifter in the eye or throat, it might not kill them but it should certainly inconvenience them.  

    How do you all handle this?

    Kyle


    From: Jeffery McGonagill <igmod@comcast.net>
    To: DQ-RULES@yahoogroups.com
    Sent: Sunday, November 24, 2013 5:13 PM
    Subject: Re: Re: Re: [DQ-RULES] Shape-changer animal form characteristics

    


    I'm applying the difference in the averages between human and the animal form.
     
    The animal is just an animal, but the shapechanger has human intelligence.  An alternative would be to not apply modifiers to MA and WP.
     
    ~Jeffery~
    ----- Original Message -----
    Sent: Sunday, November 24, 2013 5:03 PM
    Subject: RE: Re: Re: [DQ-RULES] Shape-changer animal form characteristics

    OK, I see what you are doing. Now how come you don't subtract 15 from each of the animal form's MA? None of the animal forms have any value for MA would not that make their average 0, subtracting the human average of 15.

    I am just attempting to understand how it is that your group interprets this rule, and determine how my group might adjust your group's interpretation.


    ---In DQ-RULES@yahoogroups.com, <igmod@...> wrote:

    
    That's advantage of a shapechanger.  The disadvantage of course is the multiple, the low chance to become one and any other considerations the GM comes up with.
     
    For example: In my world the general population regards shapechangers the same way they regard lycanthropes, as an uncontrolled, rabid monster.
     
    ~Jeffery~
    ----- Original Message -----
    Sent: Sunday, November 24, 2013 11:44 AM
    Subject: RE: Re: [DQ-RULES] Shape-changer animal form characteristics

    Does this not produce animal form characteristics that can be wildly outside of that forms ranges?


    ---In DQ-RULES@yahoogroups.com, <igmod@...> wrote:

    
    My interpretation of the Shaperchanger rules results in the following Modifiers applied to the Human characteristics to represent the animal form:
     
                PS    MD    AG    MA    EN    Ft    WP    PC    PB    TMR    NA
    Wolf:      -4    +4      +4     -7      +3    +13   +5    +7      -7      +3      +5
    Tiger:    +11   +9    +12     -7      +7    +12    -6    +11    -8      +4      +5
    Bear:    +23    +9   +13     -7      +18  +18    -6    +5      -7      +1      +6
    Boar:    +10    +1    +8     -7       +8    +8     -8    -1       -7      +2      +6
     
    ~Jeffery~
     
     
    ----- Original Message -----
    Sent: Sunday, November 24, 2013 4:52 AM
    Subject: [DQ-RULES] Shape-changer animal form characteristics

    When our group first started playing DragonQuest, the rules pertaining to shape-changer animal form characteristics were always a bit unclear to everyone within our group. Our solution was to develop our own way to determine the animal form characteristics. I have recently reviewed all the official DragonQuest rules (1st, 2nd and 3rd editions) dealing with the shape-changer characteristics and still find them a bit confusing.

    "5. The shape-changer must devise a set of characteristics for his animal form. Take the difference between the average for each characteristic in animal and human form, and modify the human characteristics appropriately."

    Our group interpreted this rule in a few different ways over the years:

    Scale the animal form range the same way you would scale the human range. Example: PS of human is between 5 and 25 while the PS range for a wolf is between 10 and 12. A PS of 5 for a human would convert to a 10 for a Wolf, while a PS of 15 for a human would be an 11 for a Wolf, and the PS of 25 for a human would become a PS of 12 for a wolf. The 21 possible numbers for human would be spread among the 3 possible numbers for a wolf. Or ([3 ÷ 21] × human value) + (minimum animal -1) round up.

    Our group has also toyed with adding 2 to every listed animal characteristic, to adjust for heroic characters (when you compare dwarf, elf, halfling and each of the giant races it becomes obvious that player characters have been granted a range 2 greater than non-player characters.

    Our group has also scaled the human form characteristics based upon 1 to 25 and correspondingly scaling the animal forms from 1 to their max value. This made for some fairly low valued animal form characteristics.

    Our best method was had many formulas to calculate the animal form values. This turned out to be very complicated and therefore failed badly.

    We have always had the human WP and MA remain the same. And we have always scaled the EN and FT from the human 1 to 25. The PB we have adjusted by plus 1 to account for the shape-changer modifier.

    We would like to try again to come up with a simpler and balanced way to determine the animal form characteristics. Please respond with examples if you can.

    We are also aware that there are differences in some of the listed values between 2nd and 3rd editions for the Tiger form.
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    Group: DQ-RULES Message: 1754 From: Jeffery McGonagill Date: 11/25/2013
    Subject: Re: Shape-changer animal form characteristics
    
    <snip>
     
    Interesting take on shapechangers.

    My difficulty with shapeshifters is how to deal with critical hits from mundane weapons.  Sure, a shapeshifter can normally only be hurt by high strength, silver, magic or fire, but if a character wielding a mundane knife roles a critical hit and stabs the shapeshifter in the eye or throat, it might not kill them but it should certainly inconvenience them.  

    How do you all handle this?
    I go with the inconvenience.  A PC Wolf Shapechanger was charged from behind by a goblin with a spear who scored a critical hit.  The spear-enema was very inconvenient for the shapechanger.  He couldn't sit down for several days.
     
    ~Jeffery~

    Group: DQ-RULES Message: 1755 From: stauron Date: 12/9/2013
    Subject: Experience expenditure bonuses and penalties
    So I recently started a campaign with my kids.  I haven't done any proper pen and paper role playing for a long time and I've been relearning all the rules from my 2nd Edition DQ manual.


    My question is about how to calculate the total EP cost with the various modifiers.

    Elf = 1.1 more
    Healer = three quarters less
    teach yourself = 25% more

    is that 1000 X 1.1 X .75 x1.25 = 1031.25
    or 1000 + (1000 X .1) + (1000 X .25) - (1000 X .25) = 1100
    or 1000 X .75 = 750; + (750 X 1.1) + (750 X .25) =  1012.5 or...or...or??

    I actually could see the race modifier changing the base EP cost so that all other modifiers start with that (I.E. for Elves it is 1100) and then make the others as additions from their, but was wondering what you all did.
    Group: DQ-RULES Message: 1756 From: Jeffery McGonagill Date: 12/9/2013
    Subject: Re: Experience expenditure bonuses and penalties
    
    The way I've always done it is Elf pays 75% of base EP cost for Healer and 50% Base cost for Ranger.
     
    Elf = 750 EP for Healer to Rank 0.
     
    ~Jeffery~

    So I recently started a campaign with my kids.  I haven't done any proper pen and paper role playing for a long time and I've been relearning all the rules from my 2nd Edition DQ manual.


    My question is about how to calculate the total EP cost with the various modifiers.

    Elf = 1.1 more
    Healer = three quarters less
    teach yourself = 25% more

    is that 1000 X 1.1 X .75 x1.25 = 1031.25
    or 1000 + (1000 X .1) + (1000 X .25) - (1000 X .25) = 1100
    or 1000 X .75 = 750; + (750 X 1.1) + (750 X .25) =  1012.5 or...or...or??

    I actually could see the race modifier changing the base EP cost so that all other modifiers start with that (I.E. for Elves it is 1100) and then make the others as additions from their, but was wondering what you all did.

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    Group: DQ-RULES Message: 1757 From: Kyle Hall Date: 12/9/2013
    Subject: Re: Experience expenditure bonuses and penalties
    Here is how I do it...to keep me and my players sane.

    When I hand out EPS, the first things the players do is DIVIDE their EPs by their racial multiplier.  (Yes, I know its called a multiplier, but you need to divide.)  So, 1200 EPS, divided by the Elf multiplier or 1.1 becomes 1200/1.1 = 1090 EPs.  That is how much the elf character has to spend.

    When the player are figuring out the costs of increasing a skill, just add up all the percentage changes together and multiple once.  This means an elf learning Healer by himself would be a -25% + 25% = 0%.  No change.  They pay the base cost.  If they are learning healer with a teacher it would be -25%-10% = -35%.  They would pay 35% less.

    FYI: Just in case your percentile mathematics is rusty, the easiest want figure out -35% is to multiple the EP cost by 100%-35% = 65% = 0.65.  So if it cost 1000 EPs for this level of healer, the elf character with a teacher would pay 1000 x 0.65 = 650 EPs.
     
    Hope that helps.

    Kyle


    From: "stauron@yahoo.com" <stauron@yahoo.com>
    To: DQ-RULES@yahoogroups.com
    Sent: Monday, December 9, 2013 8:26 AM
    Subject: [DQ-RULES] Experience expenditure bonuses and penalties



    So I recently started a campaign with my kids.  I haven't done any proper pen and paper role playing for a long time and I've been relearning all the rules from my 2nd Edition DQ manual.

    My question is about how to calculate the total EP cost with the various modifiers.

    Elf = 1.1 more
    Healer = three quarters less
    teach yourself = 25% more

    is that 1000 X 1.1 X .75 x1.25 = 1031.25
    or 1000 + (1000 X .1) + (1000 X .25) - (1000 X .25) = 1100
    or 1000 X .75 = 750; + (750 X 1.1) + (750 X .25) =  1012.5 or...or...or??

    I actually could see the race modifier changing the base EP cost so that all other modifiers start with that (I.E. for Elves it is 1100) and then make the others as additions from their, but was wondering what you all did.




    Group: DQ-RULES Message: 1758 From: Diego Mornacco Date: 12/9/2013
    Subject: Re: Experience expenditure bonuses and penalties
    Hello

    In our group we use the first option, because it doesn't matter the order of the bonuses and penalties

    As in your example

    Elf = 1.1 more
    Healer = three quarters less
    teach yourself = 25% more

    1000 X 1.1 X .75 x1.25 = 1031.25

    The main problem with this approach is that a bonus and a penalty of the same value results in a different value from the base XP

    Example
    1000 x 1.1 x 0.9 = 990

    However it's the simplest approach when you have multiples modifiers

    Regards,
    Mornak




    On Mon, Dec 9, 2013 at 2:05 PM, Jeffery McGonagill <igmod@comcast.net> wrote:
     

    The way I've always done it is Elf pays 75% of base EP cost for Healer and 50% Base cost for Ranger.
     
    Elf = 750 EP for Healer to Rank 0.
     
    ~Jeffery~

    So I recently started a campaign with my kids.  I haven't done any proper pen and paper role playing for a long time and I've been relearning all the rules from my 2nd Edition DQ manual.


    My question is about how to calculate the total EP cost with the various modifiers.

    Elf = 1.1 more
    Healer = three quarters less
    teach yourself = 25% more

    is that 1000 X 1.1 X .75 x1.25 = 1031.25
    or 1000 + (1000 X .1) + (1000 X .25) - (1000 X .25) = 1100
    or 1000 X .75 = 750; + (750 X 1.1) + (750 X .25) =  1012.5 or...or...or??

    I actually could see the race modifier changing the base EP cost so that all other modifiers start with that (I.E. for Elves it is 1100) and then make the others as additions from their, but was wondering what you all did.

    No virus found in this message.
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    --
    Ing. Diego H. Mornacco

    The life of a software architect is a long (and sometimes painful) succession of suboptimal decisions made partly in the dark. - Philippe Krutchen
    Group: DQ-RULES Message: 1759 From: Andreas Davour Date: 12/9/2013
    Subject: Re: Experience expenditure bonuses and penalties
    Kyle, that was indeed a good way to stay sane. I'll do like that when I get a chance to run DQ, first calculate EP granted by race and then go from there. Thanks for that suggestion!

    /andreas
    --
    "My son has spoken the truth, and he has sacrificed more than either the president of the United States or Peter King have ever in their political careers or their American lives. So how they choose to characterize him really doesn't carry that much weight with me." -- Edward Snowden's Father


    On Monday, December 9, 2013 6:07 PM, Kyle Hall <kyle.s.hall@att.net> wrote:


    Here is how I do it...to keep me and my players sane.

    When I hand out EPS, the first things the players do is DIVIDE their EPs by their racial multiplier.  (Yes, I know its called a multiplier, but you need to divide.)  So, 1200 EPS, divided by the Elf multiplier or 1.1 becomes 1200/1.1 = 1090 EPs.  That is how much the elf character has to spend.

    When the player are figuring out the costs of increasing a skill, just add up all the percentage changes together and multiple once.  This means an elf learning Healer by himself would be a -25% + 25% = 0%.  No change.  They pay the base cost.  If they are learning healer with a teacher it would be -25%-10% = -35%.  They would pay 35% less.

    FYI: Just in case your percentile mathematics is rusty, the easiest want figure out -35% is to multiple the EP cost by 100%-35% = 65% = 0.65.  So if it cost 1000 EPs for this level of healer, the elf character with a teacher would pay 1000 x 0.65 = 650 EPs.
     
    Hope that helps.

    Kyle


    From: "stauron@yahoo.com" <stauron@yahoo.com>
    To: DQ-RULES@yahoogroups.com
    Sent: Monday, December 9, 2013 8:26 AM
    Subject: [DQ-RULES] Experience expenditure bonuses and penalties



    So I recently started a campaign with my kids.  I haven't done any proper pen and paper role playing for a long time and I've been relearning all the rules from my 2nd Edition DQ manual.

    My question is about how to calculate the total EP cost with the various modifiers.

    Elf = 1.1 more
    Healer = three quarters less
    teach yourself = 25% more

    is that 1000 X 1.1 X .75 x1.25 = 1031.25
    or 1000 + (1000 X .1) + (1000 X .25) - (1000 X .25) = 1100
    or 1000 X .75 = 750; + (750 X 1.1) + (750 X .25) =  1012.5 or...or...or??

    I actually could see the race modifier changing the base EP cost so that all other modifiers start with that (I.E. for Elves it is 1100) and then make the others as additions from their, but was wondering what you all did.








    Group: DQ-RULES Message: 1760 From: lonny_eckert Date: 12/9/2013
    Subject: Any Interest in DQ Next Version?





    Hello,
    There was some discussion a year ago on a new version of DragonQuest.  RedBrick games is no longer in existence at this point with some of their properties going to FASA from what I read.

    I made a post to the Silver Gryphon Games Facebook page and got a response.  May be good to like it or further comment on it...


    Lonny


    Group: DQ-RULES Message: 1761 From: Kyle Hall Date: 12/9/2013
    Subject: Re: Any Interest in DQ Next Version?
    I may be wrong, but I believe the DQ stuff was bought by TSR, which was bought by Wizards of the Coast, which was bought by Hasbro, so I think Hasbro officially owns the rights to DQ.  (I hope I'm wrong, because I think we have zero chance of getting Hasbro or Wizards to do anything with DQ.)

    I also saw a tiny bit of discussion about creating an Open Licence version of DQ, but I don't know what the legal issues with this might be.  Any roleplaying lawyers out there able to comment.

    If we could create an Open License version of DQ, I'd be all for that and I'd be happy to contribute some of the content I've created over the past 30 years.
     
    Kyle


    From: "leckart4@comcast.net" <leckart4@comcast.net>
    To: DQ-RULES@yahoogroups.com
    Sent: Monday, December 9, 2013 12:15 PM
    Subject: [DQ-RULES] Any Interest in DQ Next Version?








    Hello,
    There was some discussion a year ago on a new version of DragonQuest.  RedBrick games is no longer in existence at this point with some of their properties going to FASA from what I read.

    I made a post to the Silver Gryphon Games Facebook page and got a response.  May be good to like it or further comment on it...


    Lonny






    Group: DQ-RULES Message: 1762 From: Chris Caulfield Date: 12/9/2013
    Subject: Re: Any Interest in DQ Next Version?
    Hi all,
    who owns the copyright for Dragonquest now? It would be great to release a new version of the game we've been playing for 30 years now.
    Chris


    On Tue, Dec 10, 2013 at 9:15 AM, <leckart4@comcast.net> wrote:
     






    Hello,
    There was some discussion a year ago on a new version of DragonQuest.  RedBrick games is no longer in existence at this point with some of their properties going to FASA from what I read.

    I made a post to the Silver Gryphon Games Facebook page and got a response.  May be good to like it or further comment on it...


    Lonny