Messages in DQ-RULES group. Page 9 of 40.

Group: DQ-RULES Message: 401 From: King Rat Date: 1/20/2003
Subject: Rune Mages
Group: DQ-RULES Message: 402 From: Copley, Ron Date: 1/20/2003
Subject: Re: How many Versions of DQ were there?
Group: DQ-RULES Message: 403 From: Steven Wiles Date: 1/20/2003
Subject: Re: DQ and newer systems
Group: DQ-RULES Message: 404 From: davis john Date: 1/21/2003
Subject: Re: DQ and newer systems
Group: DQ-RULES Message: 405 From: Bruce Probst Date: 1/21/2003
Subject: Re: DQ and newer systems
Group: DQ-RULES Message: 406 From: jcorey30 Date: 1/21/2003
Subject: Re: DQ and newer systems
Group: DQ-RULES Message: 407 From: jcorey30 Date: 1/21/2003
Subject: Re: DQ and newer systems
Group: DQ-RULES Message: 408 From: Viktor Haag Date: 1/21/2003
Subject: Re: DQ and newer systems
Group: DQ-RULES Message: 409 From: Anthony N. Emmel Date: 1/21/2003
Subject: Re: DQ and newer systems
Group: DQ-RULES Message: 410 From: Bruce Probst Date: 1/21/2003
Subject: Re: DQ and newer systems
Group: DQ-RULES Message: 411 From: Viktor Haag Date: 1/21/2003
Subject: Re: DQ and newer systems
Group: DQ-RULES Message: 412 From: John Mark Bagnall Date: 1/21/2003
Subject: Thank you
Group: DQ-RULES Message: 413 From: Copley, Ron Date: 1/21/2003
Subject: Re: Thank you
Group: DQ-RULES Message: 414 From: William Hough Date: 1/21/2003
Subject: Re: Thank you
Group: DQ-RULES Message: 415 From: john franklin Date: 1/23/2003
Subject: Re: Digest Number 109
Group: DQ-RULES Message: 416 From: dbarrass_2000 Date: 1/24/2003
Subject: Re: Digest Number 109
Group: DQ-RULES Message: 417 From: Steven Wiles Date: 1/24/2003
Subject: Re: Digest Number 109
Group: DQ-RULES Message: 418 From: Steven Wiles Date: 1/24/2003
Subject: (no subject)
Group: DQ-RULES Message: 419 From: Copley, Ron Date: 1/24/2003
Subject: Re: Digest Number 109
Group: DQ-RULES Message: 420 From: Craig Date: 1/24/2003
Subject: Golems
Group: DQ-RULES Message: 421 From: jcorey30 Date: 1/25/2003
Subject: Re: Digest Number 109
Group: DQ-RULES Message: 422 From: William Hough Date: 1/26/2003
Subject: Re: Golems
Group: DQ-RULES Message: 423 From: Jason Winter Date: 1/27/2003
Subject: Re: Golems
Group: DQ-RULES Message: 424 From: Jason Winter Date: 1/27/2003
Subject: Re:
Group: DQ-RULES Message: 425 From: William Hough Date: 1/27/2003
Subject: Re:
Group: DQ-RULES Message: 426 From: john franklin Date: 1/28/2003
Subject: Re: Digest Number 111
Group: DQ-RULES Message: 427 From: john franklin Date: 1/28/2003
Subject: Re: Digest Number 111
Group: DQ-RULES Message: 428 From: William Hough Date: 1/28/2003
Subject: Re: Digest Number 111
Group: DQ-RULES Message: 429 From: Rodger Thorm Date: 1/28/2003
Subject: Subskills WAS: Re: [dq-rules] Digest Number 111
Group: DQ-RULES Message: 430 From: matt lust Date: 1/29/2003
Subject: Re: Subskills WAS: Re: [dq-rules] Digest Number 111
Group: DQ-RULES Message: 431 From: dbarrass_2000 Date: 1/29/2003
Subject: Subskills WAS: Re: [dq-rules] Digest Number 111
Group: DQ-RULES Message: 432 From: Rodger Thorm Date: 1/29/2003
Subject: Re: Subskills
Group: DQ-RULES Message: 433 From: Rodger Thorm Date: 1/29/2003
Subject: Experience Point Costs
Group: DQ-RULES Message: 434 From: Rodger Thorm Date: 1/29/2003
Subject: Re: Subskills WAS: Re: [dq-rules] Digest Number 111
Group: DQ-RULES Message: 435 From: matt lust Date: 1/29/2003
Subject: Re: Subskills WAS: Re: [dq-rules] Digest Number 111
Group: DQ-RULES Message: 436 From: John Rauchert Date: 1/29/2003
Subject: Re: Subskills WAS: Re: [dq-rules] Digest Number 111
Group: DQ-RULES Message: 437 From: William Hough Date: 1/29/2003
Subject: Re: Experience Point Costs
Group: DQ-RULES Message: 438 From: davis john Date: 1/30/2003
Subject: Re: Experience Point Costs
Group: DQ-RULES Message: 439 From: Bruce Probst Date: 1/30/2003
Subject: Re: Experience Point Costs
Group: DQ-RULES Message: 440 From: William Hough Date: 1/30/2003
Subject: Re: Experience Point Costs
Group: DQ-RULES Message: 441 From: matt lust Date: 1/30/2003
Subject: Re: Experience Point Costs
Group: DQ-RULES Message: 442 From: William Hough Date: 1/30/2003
Subject: Re: Experience Point Costs
Group: DQ-RULES Message: 443 From: Bruce Probst Date: 1/31/2003
Subject: Re: Experience Point Costs
Group: DQ-RULES Message: 444 From: Anthony N. Emmel Date: 1/31/2003
Subject: Re: Experience Point Costs
Group: DQ-RULES Message: 446 From: Rodger Thorm Date: 1/31/2003
Subject: Re: Experience Point Costs
Group: DQ-RULES Message: 447 From: Rodger Thorm Date: 1/31/2003
Subject: Re: Experience Point Costs
Group: DQ-RULES Message: 448 From: William Hough Date: 1/31/2003
Subject: Re: Experience Point Costs
Group: DQ-RULES Message: 449 From: Rodger Thorm Date: 1/31/2003
Subject: No Flame War!
Group: DQ-RULES Message: 450 From: Stephen Lister Date: 1/31/2003
Subject: Re: Experience Point Costs
Group: DQ-RULES Message: 453 From: jcorey30 Date: 2/1/2003
Subject: Re: Experience Point Costs



Group: DQ-RULES Message: 401 From: King Rat Date: 1/20/2003
Subject: Rune Mages
Rune Mages can be overpowered, if in the right company. The ability to
sacrifice a person in exchange for Ranks is easily abused and lends itself
to excessive lapses of morality.

But oooo, they ARE fun.


----Original Message Follows----
From: William Hough <houghpt@yahoo.com>
Reply-To: dq-rules@yahoogroups.com
To: dq-rules@yahoogroups.com
Subject: Re: [dq-rules] How many Versions of DQ were there?
Date: Sun, 19 Jan 2003 21:34:40 -0800 (PST)

Al, the other colleges added by TSR were Summoning
(TSR removed Greater Summonings) and Shaping Magics.
Sure, you can't summon demons anymore, but hey, you
can always summon a cute bunny to help you in your
quests.

TSR also changed the character point-generation table
from 4d5 to 2d10 (plus point range from 82-98 to
81-99), added an herbal table, substantially reduced
the badass spells of most colleges to negative base
cast chances, changed the chance to recover from being
stunned from (2xWP)+ remaining FT to (3xWP)+ remaining
FT, and mispelled the word "Skeleton" in the Lesser
Undead part of the Monster section (a mispelling of a
bold word in uppercase is how you can tell TSR
officially "edited" the book - it's what I call a TSR
"feachur").

The reduction in spell base chances is why our
campaign uses 2nd Edition for all pre-3rd magics
(including Geas and Curses) and 3rd Edition for
everything else.

Ron, between the Bantam hardcover 2nd edition and the
softcover 2nd Edition that was included with the
Master Set, the chance to recover from being Stunned
was changed from Willpower plus remaining Fatigue to
(2xWP)+ remaining Fatigue.


Has anyone had fun (short-lived or not) playing a Rune
Mage? What are they like? Are they unbalancing to a
campaign? Just recently rolled up a BUC (back-up
character) and am thinking about trying this path.

Pat

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Group: DQ-RULES Message: 402 From: Copley, Ron Date: 1/20/2003
Subject: Re: How many Versions of DQ were there?
> More than "slight". Numerous rules sections (particularly in
> Character Generation and Combat) were tweaked and added to.
> The Bantam edition would be more accurately labelled as
> "Version 2.1", but you can't tell that from the cover, which
> is identical (apart from the Bantam logo) to the SPI edition.

Interesting. I've only owned the 2nd SC and the 1st and never had the
other 2nds for comparison. It is good to know that I've been using a
good version of the rules all along, though.

Cheers,
Ron
Group: DQ-RULES Message: 403 From: Steven Wiles Date: 1/20/2003
Subject: Re: DQ and newer systems
--- Deven Atkinson <deven@bright.net> wrote:
> The thing about DQ is that the mechanics are
> excellent AND the supporting
> materials lend themselves directly into an
> adaptation of the standard
> fantasy sword, blood, guts, magic and story. I
> personally like the fact
> that a character can grow, and turn into someone
> that was not initially
> planned. That wonderful assassin I rolled up needed
> to step out of the
> shadows and pick up a Falchion to survive and...
> became a Hero.

Now here's a statement that makes me want to pose a
question to the group. Allow me to preface, though...

One of the many things about the DQ system that always
impressed me was how it allows character's to evolve
in any direction, but moreover, to -change- direction
at any time in the character's evolution. As a
similar example to that given above, my longest
running character started his career as a white trash
thief who knew just enough pyromancy to satisfy his
occasional bouts of pyromania. As time progressed he
became the stock combat mage. Then, as the party and
the campaign's needs changed, he became one of the
frontline fighters in the group, well-skilled in the
use of his flaming broadsword. He ended his career as
a Knight of Carzala.

I've gotten more of a feel of characters as organic,
living beings who change and adapt as time goes on
than in any other system. You know, like real people
do. I suppose this is part of its "class"-less
structure, but it also feels like more than that to
me. What are people's experience with their
character's long-term developement, and how would they
compare it against long-term development in other
games they've played? I don't mean just in terms of
the character's abilities, either. I mean as a
personality, as well. It may just be the group I
played with, but I have yet to see the same level of
character development in any other group/game as I do
in my DQ groups. Do others feel that its just some
ineffable quality of this game that encourages rich
character development, like I do?


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Group: DQ-RULES Message: 404 From: davis john Date: 1/21/2003
Subject: Re: DQ and newer systems
i think this is also a weakness of the system in that given enough time
every character is pretty much the same..everyone has similar combat, spell,
social etc capability give or take a little bit. Guess thats one bad issue
of a 'class/order/occupation less' system.

John

>
>One of the many things about the DQ system that always
>impressed me was how it allows character's to evolve
>in any direction, but moreover, to -change- direction
>at any time in the character's evolution. As a
>similar example to that given above, my longest
>running character started his career as a white trash
>thief who knew just enough pyromancy to satisfy his
>occasional bouts of pyromania. As time progressed he
>became the stock combat mage. Then, as the party and
>the campaign's needs changed, he became one of the
>frontline fighters in the group, well-skilled in the
>use of his flaming broadsword. He ended his career as
>a Knight of Carzala.
>


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Group: DQ-RULES Message: 405 From: Bruce Probst Date: 1/21/2003
Subject: Re: DQ and newer systems
On Mon, 20 Jan 2003 15:28:54 -0800 (PST), Steven Wiles
<mortdemuerte@yahoo.com> wrote:

>I've gotten more of a feel of characters as organic,
>living beings who change and adapt as time goes on
>than in any other system. You know, like real people
>do. I suppose this is part of its "class"-less
>structure, but it also feels like more than that to
>me.

It is inaccurate to describe DQ as a "classless" system. It would be more
accurate to say that the classes are optional and non-rigid, but DQ "skills"
(Thief, Merchant, Healer, etc.) are functionally equivalent to "classes" in
games like D&D etc. By this I mean a DQ "skill" is actually a collection of
(vaguely) related sub-skills that are developed together; in a truly
classless system (e.g., RuneQuest) each of those sub-skills would be
developed independently.

Perhaps the best way to describe DQ would be as a class-based system that
permits effortless multi-classing.

>Do others feel that its just some
>ineffable quality of this game that encourages rich
>character development, like I do?

Not really. I think any non-rigid game system will lead to such characters.
It's just that there haven't really been a huge number of non-rigid game
systems for generic FRPGs out there, so any individual such game tends to
stand out from the crowd.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Canberra, Australia MSTie #72759 SCA #80160
"Perhaps booze would alleviate this situation."
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: DQ-RULES Message: 406 From: jcorey30 Date: 1/21/2003
Subject: Re: DQ and newer systems
I could not agree more. I think you hit it on the head. It allows
characters to change and evolve. One character in our group started
as a theif and troubador, and evolved into the most powerful fighter
i nthe group. Another tough farm-boy axe weilding fighter is now a
powerful healer.

--- In dq-rules@yahoogroups.com, Steven Wiles <mortdemuerte@y...>
wrote:
> --- Deven Atkinson <deven@b...> wrote:
> > The thing about DQ is that the mechanics are
> > excellent AND the supporting
> > materials lend themselves directly into an
> > adaptation of the standard
> > fantasy sword, blood, guts, magic and story. I
> > personally like the fact
> > that a character can grow, and turn into someone
> > that was not initially
> > planned. That wonderful assassin I rolled up needed
> > to step out of the
> > shadows and pick up a Falchion to survive and...
> > became a Hero.
>
> Now here's a statement that makes me want to pose a
> question to the group. Allow me to preface, though...
>
> One of the many things about the DQ system that always
> impressed me was how it allows character's to evolve
> in any direction, but moreover, to -change- direction
> at any time in the character's evolution. As a
> similar example to that given above, my longest
> running character started his career as a white trash
> thief who knew just enough pyromancy to satisfy his
> occasional bouts of pyromania. As time progressed he
> became the stock combat mage. Then, as the party and
> the campaign's needs changed, he became one of the
> frontline fighters in the group, well-skilled in the
> use of his flaming broadsword. He ended his career as
> a Knight of Carzala.
>
> I've gotten more of a feel of characters as organic,
> living beings who change and adapt as time goes on
> than in any other system. You know, like real people
> do. I suppose this is part of its "class"-less
> structure, but it also feels like more than that to
> me. What are people's experience with their
> character's long-term developement, and how would they
> compare it against long-term development in other
> games they've played? I don't mean just in terms of
> the character's abilities, either. I mean as a
> personality, as well. It may just be the group I
> played with, but I have yet to see the same level of
> character development in any other group/game as I do
> in my DQ groups. Do others feel that its just some
> ineffable quality of this game that encourages rich
> character development, like I do?
>
>
> __________________________________________________
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Group: DQ-RULES Message: 407 From: jcorey30 Date: 1/21/2003
Subject: Re: DQ and newer systems
"i think this is also a weakness of the system in that given enough
time every character is pretty much the same..everyone has similar
combat, spell, social etc capability give or take a little bit.
Guess thats one bad issue of a 'class/order/occupation less' system."


If you use the exp rules as written, it would take a very long time
for this to happen. Of the 5 original charaters ina campaign started
3 years ago, only two remain. And they are not even close to being
so experienced that this has become an issue.
Group: DQ-RULES Message: 408 From: Viktor Haag Date: 1/21/2003
Subject: Re: DQ and newer systems
Bruce Probst writes:
>
> Perhaps the best way to describe DQ would be as a class-based
> system that permits effortless multi-classing.

Oh, so, like D&D3E then? <evil grin>


--
Viktor Haag : Software & Information Design : Research In Motion
+--+
"Tammy socked him, and took away his RC Cola..."
Group: DQ-RULES Message: 409 From: Anthony N. Emmel Date: 1/21/2003
Subject: Re: DQ and newer systems

Chello!

Also, if you use the practice rules as written, skills thataren't used drop in level...hehe.

Tony

 "jcorey30 <jcorey30@yahoo.com>" <jcorey30@yahoo.com> wrote:

"i think this is also a weakness of the system in that given enough
time  every character is pretty much the same..everyone has similar
combat, spell, social etc capability give or take a little bit. 
Guess thats one bad issue of a  'class/order/occupation less' system."


If you use the exp rules as written, it would take a very long time
for this to happen.  Of the 5 original charaters ina campaign started
3 years ago, only two remain.  And they are not even close to being
so experienced that this has become an issue.




Anthony N. Emmel

HMGMA# TX-1-00162-01

��There are no happy endings,� Cerin told her. �There are no real endings ever--happy or otherwise. We all have our own stories which are just a part of the one Story that binds both this world and Faerie�.all the while the Story just goes on.��

Charles de Lint, Dreams Underfoot



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Group: DQ-RULES Message: 410 From: Bruce Probst Date: 1/21/2003
Subject: Re: DQ and newer systems
On Tue, 21 Jan 2003 11:31:10 -0500, Viktor Haag <vhaag@rim.net> wrote:

> > Perhaps the best way to describe DQ would be as a class-based
> > system that permits effortless multi-classing.
>
>Oh, so, like D&D3E then? <evil grin>

I'm not sure that even D&D3 permits "effortless" multi-classing, but
otherwise, yes, the fundamental design of D&D3 is not really all that
different from DQ (even though all the *details* and specific mechanics are
quite different, of course).

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Canberra, Australia MSTie #72759 SCA #80160
"It's an intriguing mix of genocide and modern dance."
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: DQ-RULES Message: 411 From: Viktor Haag Date: 1/21/2003
Subject: Re: DQ and newer systems
Bruce Probst writes:
> On Tue, 21 Jan 2003 11:31:10 -0500, Viktor Haag
> <vhaag@rim.net> wrote:
>
> > > Perhaps the best way to describe DQ would be as a
> > > class-based system that permits effortless multi-classing.
> >
> >Oh, so, like D&D3E then? <evil grin>
>
> I'm not sure that even D&D3 permits "effortless"
> multi-classing, but otherwise, yes, the fundamental design of
> D&D3 is not really all that different from DQ (even though all
> the *details* and specific mechanics are quite different, of
> course).

Well, prestige classes have prerequsites (I'm not sure if all the
basic classes do), but "effortless" multiclassing between classes
(provided characters meet their prereqs) was one of the
"features" added to D&D3E. It actually seems to work pretty well.


--
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+--+
"I'm not just any widow! I'm Mahler's widow!"
Group: DQ-RULES Message: 412 From: John Mark Bagnall Date: 1/21/2003
Subject: Thank you
Hi:

Just wanted to thank you for the invite. I hope to learn a lot from
all of you.
Group: DQ-RULES Message: 413 From: Copley, Ron Date: 1/21/2003
Subject: Re: Thank you
> Hi:
>
> Just wanted to thank you for the invite. I hope to learn a lot from
> all of you.
>

Glad to have you on board. I have lurked for a while on the other DQ
lists and decided to join up on this one, as well. Are you a DQPA
member?

Cheers,
Ron
Group: DQ-RULES Message: 414 From: William Hough Date: 1/21/2003
Subject: Re: Thank you
> Hi:
>
> Just wanted to thank you for the invite. I hope to
> learn a lot from
> all of you.
>

Welcome aboard, Mark. This group and its cousin,
dqn-list, can get some fairly in-depth discussion
going when the right topic comes up.

Mark Bagnall and I are in the same DQ campaign. He
recently got wired and I hope he'll enjoy the Yahoo DQ
newsgroups as much as we have.

Pat Hough

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Group: DQ-RULES Message: 415 From: john franklin Date: 1/23/2003
Subject: Re: Digest Number 109
One way our campaign enhanced the multiclassing aspect of DQ was to take all
the separate abilities of each skill class (ranger, thief etc) and make
these available individually, at a slightly higher exp cost proportionally
(so you the skill classes become bundles of abilities at discounted exp
cost). In addition we added select skills from other games to this list
(Fantasy Trip, Call of Cthulhu etc).

I'm interested in how many people actually did adhere strictly to the
original rules for awarding experience points?

j

John Curtis Franklin
American School of Classical Studies at Athens
54 Odos Souidias
106 76 Athens Greece
0033 210 721 7225
http://www.kingmixers.com


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Group: DQ-RULES Message: 416 From: dbarrass_2000 Date: 1/24/2003
Subject: Re: Digest Number 109
I've been thinking of allowing some sub-skills to be used by
characters without the main skill for some time now. What criteria
did you use to decide the experience point cost for each sub skill?

David

--- In dq-rules@yahoogroups.com, "john franklin" <johncfranklin@h...>
wrote:
> One way our campaign enhanced the multiclassing aspect of DQ was to
take all
> the separate abilities of each skill class (ranger, thief etc) and
make
> these available individually, at a slightly higher exp cost
proportionally
> (so you the skill classes become bundles of abilities at discounted
exp
> cost). In addition we added select skills from other games to this
list
> (Fantasy Trip, Call of Cthulhu etc).
Group: DQ-RULES Message: 417 From: Steven Wiles Date: 1/24/2003
Subject: Re: Digest Number 109
--- john franklin <johncfranklin@hotmail.com> wrote:
> One way our campaign enhanced the multiclassing
> aspect of DQ was to take all
> the separate abilities of each skill class (ranger,
> thief etc) and make
> these available individually, at a slightly higher
> exp cost proportionally
> (so you the skill classes become bundles of
> abilities at discounted exp
> cost). In addition we added select skills from other
> games to this list
> (Fantasy Trip, Call of Cthulhu etc).

My groups have been wanting to do exactly this for a
long time. None of us has ever had the time and
energy to do it, however. I would love to see your
divisions of subkskill XPs. Maybe you could post
those to the group sometime (time and energy
allowing)? :)

> I'm interested in how many people actually did
> adhere strictly to the
> original rules for awarding experience points?

My group back in my undergraduate days did. We gamed
regularly for four years every weekend. Took us most
of those four years to hit Hero level, too. Oddly
enough, though, it never felt like we were lacking
progress. I think that's in part because every time
you train, there's always so many thing you could
invest XP in. Also, we tended to diversify our
characters a lot, so getting 8 things to Rank 4 or 8
took a while.

Speaking of which, once you divided the skills up into
subskills, how did you resolve the issue of the effect
that had on reaching Adventurer and Hero level?

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Group: DQ-RULES Message: 418 From: Steven Wiles Date: 1/24/2003
Subject: (no subject)
--- davis john <jrd123@hotmail.com> wrote:
>
> i think this is also a weakness of the system in
> that given enough time
> every character is pretty much the same..everyone
> has similar combat, spell,
> social etc capability give or take a little bit.
> Guess thats one bad issue
> of a 'class/order/occupation less' system.
>
> John

I wondered that myself when I first looked at the
system. However, I never really noticed that
happening in my groups. Now, we all diversified a
bit. Everyone had some weapons they were good at,
some skill, and a lot of us were mages. However,
everyone also had their specialty and their niche in
the group.

Part of that, I think, is built in. The division
between non-mage and mage tends to stick, since
someone who starts a fighter tends to give their MA a
5 and someone who starts a mage is commensurely less
physically gifted. Among mages, specialization is
maintained by the College system. We were also real
strict with the "you use to use a skill/spell/weapon
during the campaign (at least once) to Rank it after"
rule. That kept people on the straight and narrow,
once they had invested Ranks in certain things
already.

You see much the same thing in D&D 3rd ed. Most
people end up taking two or three levels in an
off-class, but mostly they stick to one class. As a
friend of mine found out, being a 5th level Cleric and
a 5th level Ranger in a 10th level party means your
really just 5th level. In a 10th level party.

Everyone in my old DQ group had a pretty distinctive
character, even as we hit Hero level. However, I've
never played in a really "high level" campaign with
DQ. I could see the homogenization thing being a more
serious problem once characters are getting such high
XP awards. It would be comparitively easy to increase
stats, etc. Does anyone have experience with this
type of campaign?

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Group: DQ-RULES Message: 419 From: Copley, Ron Date: 1/24/2003
Subject: Re: Digest Number 109
> I'm interested in how many people actually did adhere strictly to the
> original rules for awarding experience points?

Exclusively. I haven't played in a while now, but I was thinking of
starting up a campaign soon. The rules as written allow a slow
progression that I think would mirror real development closer than some
other methods. Gives one a reason to be more afraid of the kindly
wizened old mage...

Cheers,
Ron
Group: DQ-RULES Message: 420 From: Craig Date: 1/24/2003
Subject: Golems
Hi All!

I'm afraid that I haven't had a lot of experience with golems in DQ.

Which sort of golem would be capable of staying active for a number
of years without supervision?

In addition, how can a spell caster make a golem last longer?

Thanks,

Craig Brain
Australia
Group: DQ-RULES Message: 421 From: jcorey30 Date: 1/25/2003
Subject: Re: Digest Number 109
That sounds very interesting. I would love to see your work if you
have it electronically.

--- In dq-rules@yahoogroups.com, "john franklin" <johncfranklin@h...>
wrote:
> One way our campaign enhanced the multiclassing aspect of DQ was to
take all
> the separate abilities of each skill class (ranger, thief etc) and
make
> these available individually, at a slightly higher exp cost
proportionally
> (so you the skill classes become bundles of abilities at discounted
exp
> cost). In addition we added select skills from other games to this
list
> (Fantasy Trip, Call of Cthulhu etc).
>
> I'm interested in how many people actually did adhere strictly to
the
> original rules for awarding experience points?
>
> j
>
> John Curtis Franklin
> American School of Classical Studies at Athens
> 54 Odos Souidias
> 106 76 Athens Greece
> 0033 210 721 7225
> http://www.kingmixers.com
>
>
> _________________________________________________________________
> Surf together with new Shared Browsing
> http://join.msn.com/?page=features/browse&pgmarket=en-
gb&XAPID=74&DI=1059
Group: DQ-RULES Message: 422 From: William Hough Date: 1/26/2003
Subject: Re: Golems
Hi Craig.

If your purpose is to have a logical reason for a
golem to "hang around" and last until some unfortunate
player's characters show up, you might try having
spell S-5 of the College of Shaping Magics (Spell of
Animating Golems) as a ward to be activated by them.
The range on this spell is touch plus the fact that a
backfired spell will result in 40% chance of the golem
being destroyed, but with a ward we assume that the
cast check was successful. Since the range of the ward
is determined by the spell thus invested, you could
have an ordinary statue turn into a nasty golem as
soon as the PCs touch it, thus activating the ward.
The old trick of course is to put gems in the eyes
(standard for iron golems) but I'm sure you can think
of subtler ways.

The above method will not work for Flesh Golems since
as time passes, the spell S-5 loses effectiveness.
Neither will it work for Clay Golems since the clay
eventually dries out if not soon activated.

As far as making the golem itself last longer, the
spell S-7 of the College of Ensorcelments and
Enchantments could come in handy, but you would have
to stretch the letter of the rule because S-7 applies
strictly to spells, not rituals. Assuming this is
allowable, and the shaping mage succeeds in coercing
or otherwise securing the cooperation of an enchanter,
Rank 10 in Spell S-7 will extend the life of an Iron
Golem 150 minutes, a Stone Golem for 5 hours. Rank 20
in Spell S-7 will of course double these values. I'm
kind of conservative as a GM for the sake of
maintaining campaign quality so I would likely
disallow use of S-7 to extend the duration of a
ritual, but give it a shot if you can. Of course, if
you are the GM, only your conscience can say no.

Flesh Golems, assuming a shaping mage doesn't wait too
long after fashioning one before casting S-5, will
last indefinitely; "Once animated, a flesh golem will
remain active until it is killed or dispelled...",
making them more suitable for longevity than Clay,
Stone or Iron golems once activated.

Hope this helps.

Pat Hough

--- "Craig <morbius@cyberone.com.au>"
<morbius@cyberone.com.au> wrote:
> Hi All!
>
> I'm afraid that I haven't had a lot of experience
> with golems in DQ.
>
> Which sort of golem would be capable of staying
> active for a number
> of years without supervision?
>
> In addition, how can a spell caster make a golem
> last longer?
>
> Thanks,
>
> Craig Brain
> Australia
>
>


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Group: DQ-RULES Message: 423 From: Jason Winter Date: 1/27/2003
Subject: Re: Golems
I run a fairly highly modified version of DQ, but if your interested, I
could post the Golem Section out of my Personal DQ Monster manual. It has
most of the traditional 1st ed AD&D Golem's listed. I use my own format
for monsters, but that I have listed would be pretty close to being usable
as is in a straight DQ game. I know this doesn't exactly answer your
question, but I thought you might be interested.

At 05:09 AM 1/25/03, you wrote:
>Hi All!
>
>I'm afraid that I haven't had a lot of experience with golems in DQ.
>
>Which sort of golem would be capable of staying active for a number
>of years without supervision?
>
>In addition, how can a spell caster make a golem last longer?
>
>Thanks,
>
>Craig Brain
>Australia
>
>
>To Post a message, send it to: dq-rules@eGroups.com
>To Unsubscribe, send a blank message to: dq-rules-unsubscribe@eGroups.com
>
>Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/


Jason Winter
Alarian@harbornet.net
http://www.darkrealms.com/~alarian/
Group: DQ-RULES Message: 424 From: Jason Winter Date: 1/27/2003
Subject: Re:
Thought I would share my experiences with this. I've GM'd two long running
campaigns and I've had vastly different experiences with both. The first I
ran while I was in the military and ran for 2 1/2 years with pretty much
the same group of friends. We played 5 nights a week (yes, that's
correct), Monday through Friday from 10:30pm until 6am. Needless to say
after 2 1/2 years, all my players were very high level. We actually had to
create a fair amount of new rules to handle the situation. In that
campaign, there was very little blending of characters and it was one of
the best campaign experiences I have ever had the pleasure of being
in. Sure there was a little blending, but nothing where you ever wondered
who was the thief in the group, who was the mage, etc.

The second group I ran (still playing with this group, although we started
the campaign over for reasons I'll list below). I ran this group for
somewhere around 8 to 10 years playing every other weekend for the first
3-5 years, then about once a month or so after that. This group was quite
a bit different. EVERYONE in the group was a mage by the time the campaign
ended. Which definitely caused a breakdown in the system from my
perspective. Having a group of 6 players who are all fairly accomplished
in one area (ie. fighting, thieving, etc,and then throw on top of that 6
fairly powerful spell casters and I started having problems. The one spell
that I finally had to end up modifying and reducing the power of quite a
bit was the ability of the party to fly where ever they wanted to do with
the shadow wings spells. A shadow mage with this spell at say rank 10-15
can fly at 40 to 45 mph for hours at a time can make for the ability to go
long distances. Try keeping up with a group that can fly all over a
continent at great speeds whenever they want. Makes for a nightmare when
it comes to GM'ing! When I restarted my campaign, the one rule I put in
was that only one person in the group could start out as a mage, and I plan
on making learning a new college for non-mages difficult so the unbalance
hopefully doesn't happen again.

In the end, I ended up going to a more class-based system I guess. We call
still call it DQ and it's core is still very heavy into DQ, but the classes
are more defined now, though I also added in a skill system, so if a
fighter wants to have some thieving skills it is easy to do (my skill
system is based on Role-masters skill system). Mages, other than how
damage works are 100% DQ as is combat.

At 11:19 AM 1/24/03, you wrote:
>--- davis john <jrd123@hotmail.com> wrote:
>>
>> i think this is also a weakness of the system in
>> that given enough time
>> every character is pretty much the same..everyone
>> has similar combat, spell,
>> social etc capability give or take a little bit.
>> Guess thats one bad issue
>> of a 'class/order/occupation less' system.
>>
>> John
>
>I wondered that myself when I first looked at the
>system. However, I never really noticed that
>happening in my groups. Now, we all diversified a
>bit. Everyone had some weapons they were good at,
>some skill, and a lot of us were mages. However,
>everyone also had their specialty and their niche in
>the group.
>
>Part of that, I think, is built in. The division
>between non-mage and mage tends to stick, since
>someone who starts a fighter tends to give their MA a
>5 and someone who starts a mage is commensurely less
>physically gifted. Among mages, specialization is
>maintained by the College system. We were also real
>strict with the "you use to use a skill/spell/weapon
>during the campaign (at least once) to Rank it after"
>rule. That kept people on the straight and narrow,
>once they had invested Ranks in certain things
>already.
>
>You see much the same thing in D&D 3rd ed. Most
>people end up taking two or three levels in an
>off-class, but mostly they stick to one class. As a
>friend of mine found out, being a 5th level Cleric and
>a 5th level Ranger in a 10th level party means your
>really just 5th level. In a 10th level party.
>
>Everyone in my old DQ group had a pretty distinctive
>character, even as we hit Hero level. However, I've
>never played in a really "high level" campaign with
>DQ. I could see the homogenization thing being a more
>serious problem once characters are getting such high
>XP awards. It would be comparitively easy to increase
>stats, etc. Does anyone have experience with this
>type of campaign?
>
>__________________________________________________
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Jason Winter
Alarian@harbornet.net
http://www.darkrealms.com/~alarian/
Group: DQ-RULES Message: 425 From: William Hough Date: 1/27/2003
Subject: Re:
Hi Jason,

I've had similar experiences running several DQ
campaigns since 1985 (when I learned the the game).

One thing I try to encourage in all my campaigns is to
minimize the stepping-on of toes at the outset. I'd
venture a guess that most players want to feel as
though they are important to the group in some
irreplaceble capacity, such as being the thief who can
detect traps and open locks, the healer who can heal
wounds and minimize the effects of Grievous Injuries,
and the military scientest who wins initiatives
against the enemy and who temporarily increases
Willpower for his comrades.

If someone wants to roll up a character with a similar
skill as that of an existing player-character, I
advise that player as much for his sake as for the
sake of the other player that "we already have a
thief" for example. If they are still adamant about
playing the character then at least they have been
apprised of the situation. There is of course nothing
wrong with a back-up, in case the "primary" thief gets
paralyzed by a trap for example.

Now, as for mages, I say let them play whatever they
want. Where there is a threat to campaign balance, I
prefer to handle these situations on an individual
basis. I prefer not to tell limit players on what they
want to play, because my understanding is that certain
players are at home with either a mage or a fighter;
myself, I get killed in every first game I ever played
trying a mage, and thus stick to fighters in general.

Players MUST understand one singular and universal
rule about my campaign, however. It is the culmination
of months of work and planning, and has been created
for the entertainment of all, and as such does not
allow for power for power's sake. Some yokel starts
getting uppity with their spells, and I start bringing
in mysteriously convenient countermeasures.

You say you want to fly around all over the continent
with shadow-wings? Too bad about that large storm you
flew into with odd-colored lightning, the one that
suddenly and inexplicably shut off your spells and
drained your charged items as well. You folks are
lucky that I let you survive the fall; you should have
taken 49 Endurance points damage each. Dragons like to
fly too, I hear. Hey look, flying snacks! Yum! And why
necessarily does it have to be one dragon? Lots of
fantastical creatures also have the power of flight,
and most are after the kind of wealth that PCs like
these tend to carry, and many can sense such. Ever
tried to take on a squadron of gryphons in the air?
Large cities are likely to take a group of flying
anything as a mild threat, and what about those
companies of crack archers? Again, there is the
falling damage thing.

THE POINT BEING that my players and I are mature
enough to have an understanding: Make it rough for me,
and I make it doubly rough for you. When players start
plying their powers to the task of undermining the
ethical quality, not to mention the challenge of the
game, then I say there should be no holds barred. What
intelligent player does not understand the
relationship between ethical play and a consistently
challenging and fun campaign? Very few, I suspect.

Pat Hough

--- Jason Winter <Alarian@harbornet.net> wrote:
> Thought I would share my experiences with this.
> I've GM'd two long running
> campaigns and I've had vastly different experiences
> with both. The first I
> ran while I was in the military and ran for 2 1/2
> years with pretty much
> the same group of friends. We played 5 nights a
> week (yes, that's
> correct), Monday through Friday from 10:30pm until
> 6am. Needless to say
> after 2 1/2 years, all my players were very high
> level. We actually had to
> create a fair amount of new rules to handle the
> situation. In that
> campaign, there was very little blending of
> characters and it was one of
> the best campaign experiences I have ever had the
> pleasure of being
> in. Sure there was a little blending, but nothing
> where you ever wondered
> who was the thief in the group, who was the mage,
> etc.
>
> The second group I ran (still playing with this
> group, although we started
> the campaign over for reasons I'll list below). I
> ran this group for
> somewhere around 8 to 10 years playing every other
> weekend for the first
> 3-5 years, then about once a month or so after that.
> This group was quite
> a bit different. EVERYONE in the group was a mage by
> the time the campaign
> ended. Which definitely caused a breakdown in the
> system from my
> perspective. Having a group of 6 players who are
> all fairly accomplished
> in one area (ie. fighting, thieving, etc,and then
> throw on top of that 6
> fairly powerful spell casters and I started having
> problems. The one spell
> that I finally had to end up modifying and reducing
> the power of quite a
> bit was the ability of the party to fly where ever
> they wanted to do with
> the shadow wings spells. A shadow mage with this
> spell at say rank 10-15
> can fly at 40 to 45 mph for hours at a time can make
> for the ability to go
> long distances. Try keeping up with a group that
> can fly all over a
> continent at great speeds whenever they want. Makes
> for a nightmare when
> it comes to GM'ing! When I restarted my campaign,
> the one rule I put in
> was that only one person in the group could start
> out as a mage, and I plan
> on making learning a new college for non-mages
> difficult so the unbalance
> hopefully doesn't happen again.
>
> In the end, I ended up going to a more class-based
> system I guess. We call
> still call it DQ and it's core is still very heavy
> into DQ, but the classes
> are more defined now, though I also added in a skill
> system, so if a
> fighter wants to have some thieving skills it is
> easy to do (my skill
> system is based on Role-masters skill system).
> Mages, other than how
> damage works are 100% DQ as is combat.
>
> At 11:19 AM 1/24/03, you wrote:
> >--- davis john <jrd123@hotmail.com> wrote:
> >>
> >> i think this is also a weakness of the system in
> >> that given enough time
> >> every character is pretty much the
> same..everyone
> >> has similar combat, spell,
> >> social etc capability give or take a little bit.
> >> Guess thats one bad issue
> >> of a 'class/order/occupation less' system.
> >>
> >> John
> >
> >I wondered that myself when I first looked at the
> >system. However, I never really noticed that
> >happening in my groups. Now, we all diversified a
> >bit. Everyone had some weapons they were good at,
> >some skill, and a lot of us were mages. However,
> >everyone also had their specialty and their niche
> in
> >the group.
> >
> >Part of that, I think, is built in. The division
> >between non-mage and mage tends to stick, since
> >someone who starts a fighter tends to give their
> MA a
> >5 and someone who starts a mage is commensurely
> less
> >physically gifted. Among mages, specialization is
> >maintained by the College system. We were also
> real
> >strict with the "you use to use a
> skill/spell/weapon
> >during the campaign (at least once) to Rank it
> after"
> >rule. That kept people on the straight and
> narrow,
> >once they had invested Ranks in certain things
> >already.
> >
> >You see much the same thing in D&D 3rd ed. Most
> >people end up taking two or three levels in an
> >off-class, but mostly they stick to one class. As
> a
> >friend of mine found out, being a 5th level Cleric
> and
> >a 5th level Ranger in a 10th level party means
> your
> >really just 5th level. In a 10th level party.
> >
> >Everyone in my old DQ group had a pretty
> distinctive
> >character, even as we hit Hero level. However,
> I've
> >never played in a really "high level" campaign
> with
> >DQ. I could see the homogenization thing being a
> more
> >serious problem once characters are getting such
> high
> >XP awards. It would be comparitively easy to
> increase
> >stats, etc. Does anyone have experience with this
> >type of campaign?
> >
> >__________________________________________________
> >Do you Yahoo!?
> >Yahoo! Mail Plus - Powerful. Affordable. Sign up
> now.
> >http://mailplus.yahoo.com
> >
> >To Post a message, send it to:
> dq-rules@eGroups.com
> >To Unsubscribe, send a blank message to:
> dq-rules-unsubscribe@eGroups.com
> >
> >Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
>
>
> Jason Winter
> Alarian@harbornet.net
> http://www.darkrealms.com/~alarian/
>
>


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Group: DQ-RULES Message: 426 From: john franklin Date: 1/28/2003
Subject: Re: Digest Number 111
I'm afraid all my DQ stuff is in storage half way around the world, so I
can't post to the group the EXP values I gave for the individual skills. But
I never used the original EXP system anyway so everyone would probably want
to develop their own values.
cheers, jcf

John Curtis Franklin
American School of Classical Studies at Athens
54 Odos Souidias
106 76 Athens Greece
0033 210 721 7225
http://www.kingmixers.com




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Group: DQ-RULES Message: 427 From: john franklin Date: 1/28/2003
Subject: Re: Digest Number 111
p.s., also, I never used the original EXP system so I don't know how it
would effect Hero class, etc.
At this remove of years I can't quite rememebr how the DQ EXP system worked,
but it seems like we didn't like how higher class characters were awarded
more points for the same adventure--that seemed to defeat the purpose of
having higher EXP costs for higher ranks. So we did a more linear
progression. We also copied the Fantasy Triip system of awarding experience
based on damage points done in combat--1 point per 1 point of damage, 5
point bonus for critical hits, 10 point for grievous, some kind of bonus for
successful spell casts and other dice rolls using skills. Small bonuses but
they added up pretty well. THen a bonus at the end, but more or less the
same to all characters.

John Curtis Franklin
American School of Classical Studies at Athens
54 Odos Souidias
106 76 Athens Greece
0033 210 721 7225
http://www.kingmixers.com




_________________________________________________________________
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Group: DQ-RULES Message: 428 From: William Hough Date: 1/28/2003
Subject: Re: Digest Number 111
The only thing I have never used in the DQ EXP System
is the race multiplier. Talk about an unevenly applied
measure.

I happen to agree with awarding higher EXP awards to
characters with higher ranks. Here's why:

1) Experience costs for most weapons beginning around
Rank 4, 5, or better are excrutiatingly expensive (the
longbow/Giant Bow is a good example). Major skills,
too. At 1200 xp a game (using your system of no
increased XP awards to Adventurers or Heroes), and
assuming the hapless quester spent no experience on
anything else (no weapons, spells, etc.), and happened
to survive every game, it would take 55 gaming
sessions (defined by the rules as 5 hours of actual
play) just to reach Rank 8. You can divide that time
up into daily, weekly, or monthly sessions as you see
fit.

NOTE: I did take into account that you did point out
higher costs for higher Ranks in your post.

2) The higher EXP awards are a reward system to those
characters who have survived the best the GM could
challenge them with. It is in fact a carrot-on-a-stick
method that gives the player of the character
something to shoot for. To me, it is the same as the
reason that, in the US military, an E-7 receives more
pay than an E-2. More time on the job, more
compensation. Mind you, the Adventurers and Heroes in
my campaigns are expected to take the lead and put
themselves in harm's way more than the newer
mercenaries. Else, they lose experience.

I also have trouble with your system for experience
based on damage points inflicted. I would think that
several unfortunate tendencies would result:

- The hack-and-slashers would reap greater awards than
the roleplayers

- It would encourage the hack-and-slashers to initiate
combat with every entity they encountered. "Yeah, I
SUPPOSE we could ask this guy some questions, but if
we kill him, experience! Hey, let's take out his
neighbor, too! Cha-ching!!"

- While the dwarven warrior and the human barbarian,
and yes, even the fire mage are all watching their EXP
bank accounts rise, dollar signs in their guileless
eyes, the poor Enchanter, with his measely Bolt of
Energy spell, is getting the short end of the stick
while taking as much of the brunt of combat as his
comrades.

Just for the record, and merely for comparison's sake,
not meant as any criticism in any way, here's how it
works in my campaign:

1. EXP awards are made by Mercenary, Adventurer, or
Hero status without regard to racial multipliers.

2. Unsuccessful games result in half awards (the rules
put it another way - double awards for successful
games, but it's the same amount).

3. Warriors earn 10 xp for hits directly affecting
Endurance, and 25 xp for Grievous Injuries. By the
same token, mages earn 10 xp for double-effect spell
casts, and 25 xp for triple-effect spell casts.

4. Survived combat (whether or not it results in a
defeat of the foe) with a major baddie (like a demon
or dragon) results in a small bonus -- say, 50 to 100
xp. For example, I awarded 100 xp to everyone who
fought Wulgreth the Wraith in The Enchanted Wood.

To each his own, I guess. I have been using the
traditional EXP system (sans racial multipliers) for
the past 18 years and haven't heard the least
complaint.

Thank you for sharing your views.

Pat Hough



--- john franklin <johncfranklin@hotmail.com> wrote:
> p.s., also, I never used the original EXP system so
> I don't know how it
> would effect Hero class, etc.
> At this remove of years I can't quite rememebr how
> the DQ EXP system worked,
> but it seems like we didn't like how higher class
> characters were awarded
> more points for the same adventure--that seemed to
> defeat the purpose of
> having higher EXP costs for higher ranks. So we did
> a more linear
> progression. We also copied the Fantasy Triip system
> of awarding experience
> based on damage points done in combat--1 point per 1
> point of damage, 5
> point bonus for critical hits, 10 point for
> grievous, some kind of bonus for
> successful spell casts and other dice rolls using
> skills. Small bonuses but
> they added up pretty well. THen a bonus at the end,
> but more or less the
> same to all characters.
>
> John Curtis Franklin
> American School of Classical Studies at Athens
> 54 Odos Souidias
> 106 76 Athens Greece
> 0033 210 721 7225
> http://www.kingmixers.com
>
>
>
>
>
_________________________________________________________________
> MSN Messenger - fast, easy and FREE!
> http://messenger.msn.co.uk
>
>


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Group: DQ-RULES Message: 429 From: Rodger Thorm Date: 1/28/2003
Subject: Subskills WAS: Re: [dq-rules] Digest Number 111
Hi there! It's your friendly DQ-rules group moderator here.

While I don't mind having general DQ discussion going on in here (frankly, I like to see *any* discussion of DQ), the dqn-list group is more for general discussion of DQ, where this group is meant to be more for discussion and mechanics of specific rule changes.

So I'd like to redirect this thread and start working out the EXP costs of subskills as John has described them in this thread. I'd like to lay out which skills are eligible for this (I'd say only a Troubador can use Bardic Voice, and only a Courtesan can use Seduction, right off the bat), and then see what the consensus is for appropriate EXP costs.

--Rodger Thorm

-------Original Message-------
From: john franklin <johncfranklin@hotmail.com>
Sent: 01/28/03 05:02 AM
To: dq-rules@yahoogroups.com
Subject: Re: [dq-rules] Digest Number 111

>
> I'm afraid all my DQ stuff is in storage half way around the world, so I can't post to the group the EXP values I gave for the individual skills. But I never used the original EXP system anyway so everyone would probably want to develop their own values.

cheers, jcf

John Curtis Franklin
Group: DQ-RULES Message: 430 From: matt lust Date: 1/29/2003
Subject: Re: Subskills WAS: Re: [dq-rules] Digest Number 111

Has there anyone out there been keeping track of all the new conversions that people have been coming up with. My friends and I need some new patches to DQ third and we were looking for some help.

Matt lust

 Rodger Thorm <dqn@earthlink.net> wrote:

Hi there!  It's your friendly DQ-rules group moderator here. 

While I don't mind having general DQ discussion going on in here (frankly, I like to see *any* discussion of DQ), the dqn-list group is more for general discussion of DQ, where this group is meant to be more for discussion and mechanics of specific rule changes.

So I'd like to redirect this thread and start working out the EXP costs of subskills as John has described them in this thread.  I'd like to lay out which skills are eligible for this (I'd say only a Troubador can use Bardic Voice, and only a Courtesan can use Seduction, right off the bat), and then see what the consensus is for appropriate EXP costs.

  --Rodger Thorm

-------Original Message-------
From: john franklin <johncfranklin@hotmail.com>
Sent: 01/28/03 05:02 AM
To: dq-rules@yahoogroups.com
Subject: Re: [dq-rules] Digest Number 111

>
> I'm afraid all my DQ stuff is in storage half way around the world, so I can't post to the group the EXP values I gave for the individual skills.  But I never used the original EXP system anyway so everyone would probably want to develop their own values.

cheers, jcf

John Curtis Franklin







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Group: DQ-RULES Message: 431 From: dbarrass_2000 Date: 1/29/2003
Subject: Subskills WAS: Re: [dq-rules] Digest Number 111
> Matt lust
> Rodger Thorm <dqn@e...> wrote:
>
> So I'd like to redirect this thread and start working out the EXP
costs of subskills as John has described them in this thread. I'd
like to lay out which skills are eligible for this (I'd say only a
Troubador can use Bardic Voice, and only a Courtesan can use
Seduction, right off the bat), and then see what the consensus is for
appropriate EXP costs.
On the whole I agree with this. However, what about the character
that says "I want to be an orator and persuade armies to follow me"
(a lawyer is another example). A Troubadour's Bardic voice is the
ability that best models this, but he might say "I'll never use amuse
semi-intelligent creatures or any other the other abilities, so why
should I pay for them?"

I can see some responses
a) That's tough you've got them, and if you use them you're going
against character and I'll penalise you. My own feeling is that this
is unfair
b) There are actually a few that would be useful, eg dress
appropriately and defer a decision for a rank or two
c) How about if we modify some of the abilities, say - compose
stories is actually speech writing?. Again this will defer a
decision till higher ranks.
d) OK you don't want these, how about these abilities instead, eg
project voice instead of play instrument? These would have to be
modelled and appropriate to the exp cost for the skill
e) Say alright, we'll half the exp cost to advance, but you only get
bardic voice

a to c are not fully acceptable, d to e require some thought about
the relative costing of sub-skills. I feel there are at least three
parameters,
difficulty of performing the skill,
power (to keep the game in balance) and
cost or the skill (its no use having the skill cheaper to buy in its
component parts)

DQ can give us some clues, based on the base chance, increase for
each rank, and the value appropriate characteristics in the use of
the ability.
A sub skill that is 90 + Rank, ie the easiest, least powerful sub
skills could cost 1/5 of the total cost of the skill it was a part of

Does any one have any other thoughts?

David
Group: DQ-RULES Message: 432 From: Rodger Thorm Date: 1/29/2003
Subject: Re: Subskills
I'm sure that no matter how we carve things up, there will be instances where a player's character concept won't fit, and the player and GM will need to work something out that is beyond the rules, even expanded rules. I think that it's better to focus on what is reasonable for the majority of cases, rather than trying to address every possibility.

Another thing to think about is the provenance of the skill. Where, for example, does this orator learn his skill, if not from a Troubador? DragonQuest places a strong emphasis on instruction in support of learning new skills. Mages have to find someone to teach them spells, and characters learning new skills or weapons abilities get great benefit from learning from someone who already knows the ability.

It is also important to keep from breaking everything down into a list of individual tasks. (If I wanted that, I'd go play GURPS.) Healer, in particular, is a whole skill and should not be broken into individual skills. Some things may not be taught, except as part of a larger body of knowledge. (Imagine trying to learn just how to do an appendectomy, without becoming a doctor, for example.)


My first reaction was that maybe Military Scientist is a better choice if the character wants armies to follow him :-)

Bardic Voice is a magical ability, above and beyond merely persuasive oration, just as the Healer's abilities are above and beyond medicine. If the player really wants to play Marc Antony and be able to move crowds with political speeches, I would either see if there's enough room in Troubador to play it as is (option B), or add some extra sub-specialties that were appropriate and useful to that player (options C/D).

Option A is completely unfair, I agree. The player should be judged for playing the character concept, not for fitting into a pigeon hole concept of what a Troubador must be.

I think that each task or subskill should be evaluated individually, rather than breaking it out as a percentage of its parent skill. Some in particular may warrant higher EXP costs based on game balance and playability (in order to make sure that it doesn't become less expensive to cherry pick subskills, rather than taking the parent skills).

Finally, there are two other questions to consider: If a character has more than one subskill of a particular skill, can they rank those separately, or should they be tied together in some way? And secondly, how does ranking in subskills factor into characters progressing from Mercenary through Adventurer to Hero?

--Rodger Thorm

-------Original Message-------
dbarrass_2000 <david.barrass@e..> wrote:

On the whole I agree with this. However, what about the character
that says "I want to be an orator and persuade armies to follow me"
(a lawyer is another example). A Troubadour's Bardic voice is the
ability that best models this, but he might say "I'll never use amuse
semi-intelligent creatures or any other the other abilities, so why
should I pay for them?"

I can see some responses
a) That's tough you've got them, and if you use them you're going
against character and I'll penalise you. My own feeling is that this
is unfair
b) There are actually a few that would be useful, eg dress
appropriately and defer a decision for a rank or two
c) How about if we modify some of the abilities, say - compose
stories is actually speech writing?. Again this will defer a
decision till higher ranks.
d) OK you don't want these, how about these abilities instead, eg
project voice instead of play instrument? These would have to be
modelled and appropriate to the exp cost for the skill
e) Say alright, we'll half the exp cost to advance, but you only get
bardic voice

a to c are not fully acceptable, d to e require some thought about
the relative costing of sub-skills. I feel there are at least three
parameters,
difficulty of performing the skill,
power (to keep the game in balance) and
cost or the skill (its no use having the skill cheaper to buy in its
component parts)

DQ can give us some clues, based on the base chance, increase for
each rank, and the value appropriate characteristics in the use of
the ability.
A sub skill that is 90 + Rank, ie the easiest, least powerful sub
skills could cost 1/5 of the total cost of the skill it was a part of

Does any one have any other thoughts?

David
Group: DQ-RULES Message: 433 From: Rodger Thorm Date: 1/29/2003
Subject: Experience Point Costs
The race multiplier is a balancing measure to make up
for the bonuses that non-human characters receive.
Otherwise, why would anyone play a human character,
when an elf, dwarf, or halfling all have some form of
extended vision ability?

I concur, as well, about the increasing EXP awards.

--Rodger Thorm

--- William Hough <houghpt@yahoo.com> wrote:
> The only thing I have never used in the DQ EXP
> System
> is the race multiplier. Talk about an unevenly
> applied
> measure.
>
> I happen to agree with awarding higher EXP awards to
> characters with higher ranks. Here's why:
>

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Group: DQ-RULES Message: 434 From: Rodger Thorm Date: 1/29/2003
Subject: Re: Subskills WAS: Re: [dq-rules] Digest Number 111
An index of new rules and revisions is something that
the DQ-Rules project lacks, in general.

There are all of the messages which are archived here,
but much of what is discussed here tends to be in an
incomplete form, rather than expressly written out in
DragonQuest format.

I've suggested a process where drafts of rules would
be presented here and discussed and adjusted and then
final modified versions have some sort of consensus
approval, but that has never gotten established.

Perhaps this is an opportunity to try to get some kind
of organization established this time.

--Rodger Thorm

--- matt lust <lust_82@yahoo.com> wrote:
>
> Has there anyone out there been keeping track of all
> the new conversions that people have been coming up
> with. My friends and I need some new patches to DQ
> third and we were looking for some help.

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Group: DQ-RULES Message: 435 From: matt lust Date: 1/29/2003
Subject: Re: Subskills WAS: Re: [dq-rules] Digest Number 111

I also have another question (sorry I just got into DQ through a friend but am really enjoying it)  Is Third ed. the absolute last edition put out? I know TSR/WOTC did something like it or at least underneath the same name in the early 80's.  By the how many people do you all think still play this game?

 

Matt

 



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Group: DQ-RULES Message: 436 From: John Rauchert Date: 1/29/2003
Subject: Re: Subskills WAS: Re: [dq-rules] Digest Number 111

The Third Edition was put out by TSR, but they changed a number of rules and removed some of the material that had been included in previous editions.  Generally, the second edition (and primarily the Bantam Edition) together with the Arcane Wisdom supplement is considered to be a more complete version of the rules.

 

As far as the number of people playing we can only guess based on our online membership.  Dq-rules, Dqn-list and Dqnewsletter have between 119 and 142 members each and the DQPA (DragonQuest Players Association) membership is at 216.  Of course, there is a lot of overlap between these lists.

 

John F Rauchert, Co-Moderator

 

-----Original Message-----
From: matt lust [mailto:lust_82@yahoo.com]
Sent:
Wednesday, January 29, 2003 1:27 PM
To: dq-rules@yahoogroups.com
Subject: Re: Subskills WAS: Re: [dq-rules] Digest Number 111

 

I also have another question (sorry I just got into DQ through a friend but am really enjoying it)  Is Third ed. the absolute last edition put out? I know TSR/WOTC did something like it or at least underneath the same name in the early 80's.  By the how many people do you all think still play this game?

 

Matt

 

Group: DQ-RULES Message: 437 From: William Hough Date: 1/29/2003
Subject: Re: Experience Point Costs
As far as I'm concerned, it's all relative...to the
individual campaign, that is.

QUESTION: Why would anyone play a human character,
when an elf, dwarf, or halfling all have some form of
extended vision ability?

ANSWER: The key word here is "anyone"; is it not
impossible to ascribe a sociological tendency to the
entire gambit of gamers? Counter-query: Why would
anyone in my particular gaming group want to play
anything BUT a human when non-human characters
progress, on average, much slower than humans once the
XPMs are put into play?

However, in answer to the orignal question:

First, you have to roll some pretty mean dice to play
anything non-human. That's reason #1.

Second, you get only three chances at this. That's
reason #2.

Third, halflings lose 6(!) from Physical Strength
(yeah, yeah, I know, 5 to MD, but still?), elves
cannot resurrect the dead, dwarves have really bad TMR
(again, on average). I'll just bundle these up and
call the whole thing reason #3.

In my view, the XPMs are anything but a balancing
measure. Perhaps so because they are so unreasonable.
I wouldn't protest 1.2 here, 1.1 there, 1.3 there,
etc. but 2.0? 2.5? Sorry!

Also, let's be logical for a moment. The eventual
result of the XPM rules is the illusion that humans
are somehow smarter and therefore train much faster
and learn skills and spells faster than any other
race. Pure, unadulterated hogwash. If Master Tolkien
is any inspiration, the elves at the very least are
far more sophisticated.

To me, implying that the XPM rule makes sense in order
to maintain campaign balance is like saying that
AD&D's rule that heavier, thicker armor makes it
harder to hit such an adorned entity makes sense in
order to maintain combat balance. Doesn't do it for
me.

Here's where I believe the balance is, in addition to
the three reasons I mentioned above:

"[6.3]...If the player is a human character, none of
his characteristics are modified. He gains no
advantages and is subject to no restrictions."

Therefore (again, IMHO), the balance lies in each
race, not in the XPM system. You want to play an elf,
huh? OK, but you must roll 30% or less on percentage
dice, you only get one shot at it, and even if you
make it, you cannot ever resurrect the dead as a
Healer. Oh, but you do get this nifty extended
vision...

CONCLUSION: And that, my friends, is why I do not
employ the XPM system. To each his own, yes?

Folks, try one thing for me, even you dismiss all my
other arguments. Instead of forcing the player to
multiply XP costs by the XPM, why not be positive and
divide the appropriate XPM into experience awarded to
the corresponding character? Therefore, a dwarf
Adventurer character would gain 1600 xps per
successful session. Likewise, an elven Hero character
would gain 1200 xps per successful session. Yes, I
know this means a modification to rule [6.3].

Good Day.

Pat Hough


--- Rodger Thorm <rodger_thorm@yahoo.com> wrote:
> The race multiplier is a balancing measure to make
> up
> for the bonuses that non-human characters receive.
> Otherwise, why would anyone play a human character,
> when an elf, dwarf, or halfling all have some form
> of
> extended vision ability?
>
> I concur, as well, about the increasing EXP awards.


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Group: DQ-RULES Message: 438 From: davis john Date: 1/30/2003
Subject: Re: Experience Point Costs
Never played XP penalties or roll % to be a particular race. It never
became an issue really as there always people who wold prefer to play an
elf, human , dwarf etc and I cant recall there being more than 2 of anyone
race in a party.
Dont know if u have looked at deciphers new LOTR rpg, but inrelative terms
an elf in that is way more empowered than a DQ and again playing this at the
mo, the party has 1 elf, 1 dwarf, 1 hobbit and 3 humans.

jmt
JohnD





>From: William Hough <houghpt@yahoo.com>
>Reply-To: dq-rules@yahoogroups.com
>To: dq-rules@yahoogroups.com
>Subject: Re: [dq-rules] Experience Point Costs
>Date: Wed, 29 Jan 2003 22:18:52 -0800 (PST)
>
>As far as I'm concerned, it's all relative...to the
>individual campaign, that is.


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Group: DQ-RULES Message: 439 From: Bruce Probst Date: 1/30/2003
Subject: Re: Experience Point Costs
On Wed, 29 Jan 2003 22:18:52 -0800 (PST), William Hough <houghpt@yahoo.com>
wrote:

>Third, halflings lose 6(!) from Physical Strength
>(yeah, yeah, I know, 5 to MD, but still?), elves
>cannot resurrect the dead, dwarves have really bad TMR
>(again, on average). I'll just bundle these up and
>call the whole thing reason #3.
>
>In my view, the XPMs are anything but a balancing
>measure. Perhaps so because they are so unreasonable.
>I wouldn't protest 1.2 here, 1.1 there, 1.3 there,
>etc. but 2.0? 2.5? Sorry!

Ah! You obviously only have 3rd edition!

In that edition, mods to non-humans and their accompanying Experience
Multipliers were all altered to unreasonable levels.

In previous (more sensible) editions, multiples were indeed at the level you
suggest (0.9 for an orc, 1.5 for a giant were the extremes). Mods to
characteristics did not exceed +/- 3 (and they were rare) [EXC: giants had
more radical alterations to PS and EN, naturally].

The various "specials" attached to each race were by-and-large not altered
from previous editions; they're there to make each race somewhat unique (and
more obviously "not human"). In most cases, I don't think the "specials"
went far enough for each race; I added to them in my own game.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Canberra, Australia MSTie #72759 SCA #80160
"It's gotta be humiliating to be tortured by a smurf."
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: DQ-RULES Message: 440 From: William Hough Date: 1/30/2003
Subject: Re: Experience Point Costs
> Ah! You obviously only have 3rd edition!

Ah! Not so. However, I was not asked to quote a
specific reference. In any event, I have stated in a
number of earlier posts that my particular campaign
prefers to use 2nd Ed for magic, 3rd Ed for everything
else (since TSR really did a number on the base cast
chances). I didn't employ useless XPMs with 2nd Ed,
either.

> In that edition, mods to non-humans and their
> accompanying Experience
> Multipliers were all altered to unreasonable levels.

At least we can agree on something.

> In previous (more sensible) editions, multiples were
> indeed at the level you
> suggest (0.9 for an orc, 1.5 for a giant were the
> extremes). Mods to
> characteristics did not exceed +/- 3 (and they were
> rare) [EXC: giants had
> more radical alterations to PS and EN, naturally].

Again, agreement. And a reasonable debate at the time
I was using 2nd Edition might have convinced me, in my
idealistic youth, to make use of XPMs.

> The various "specials" attached to each race were
> by-and-large not altered
> from previous editions; they're there to make each
> race somewhat unique (and
> more obviously "not human"). In most cases, I don't
> think the "specials"
> went far enough for each race; I added to them in my
> own game.
> Bruce Probst bprobst@netspace.net.au

Which shunts aside completely my main grievance with
the XPM system; that, viewed logically, the rules are
saying that humans are smarter or more resourceful or
whatever you wish to call it, and therefore are more
ably to advance, on average, faster than any other
race. This is what I call an inBALANCE.

For the last time, I do not require XPMs to maintain
"balance", a word loosely tossed about in this forum,
in my campaign. And please don't try to sell me the
argument that every player is going to try for a
non-human without the use of XPMs; that is pure bunk.
I've seen otherwise many times, at least in the
campaigns I've participated in. One other thing: If
extended vision is such an attractor to playing a
non-human, a human character can play a fire mage or a
namer, or a mage of a few other colleges, and get some
sort of extended vision as a bloody TALENT.

One thing is certain in DQ: No matter your race, a 01
or 02 rolled on percentage dice against you is a bad,
bad thing, and a Grievous Injury will fell a dwarven
or elven fighter as sure as a human fighter. Out.

Pat Hough

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Group: DQ-RULES Message: 441 From: matt lust Date: 1/30/2003
Subject: Re: Experience Point Costs

Well just as a note the "anyone"  really isn't a sociological tendency. For it to be a sociological tendency it would needs be more of a impact upon the way we interact with each other or the grup as a whole.  (This from a soc major presenting a paper on the soc tendecies in RPG's at a symposium in AZ in a week) but all that beside to claim that to be humie is to be weak is to live in the world of D&D It is my understanding that in the world of DQ as described by 3rd ed book, The Giants dwarfs and elves are all dying off and the orcs and shapeshifters are all growing (Tolkienesque if you will) so thus humans are the survivors the adapters the overcomers.  And besides to stregthen will's positition it takes so long to accumlate XP in this game to reach the levels of pwr that those of us who learned roleplaying on the pwr based gaming of D&D we are often far to frustrated with other races for their slow progression. However, DQ is by far the most actual role playing intensive system thus "special abilities" really never should be all that important.

Matt lust

 William Hough <houghpt@yahoo.com> wrote:

As far as I'm concerned, it's all relative...to the
individual campaign, that is.

QUESTION: Why would anyone play a human character,
when an elf, dwarf, or halfling all have some form of
extended vision ability?

ANSWER: The key word here is "anyone"; is it not
impossible to ascribe a sociological tendency to the
entire gambit of gamers? Counter-query: Why would
anyone in my particular gaming group want to play
anything BUT a human when non-human characters
progress, on average, much slower than humans once the
XPMs are put into play?

However, in answer to the orignal question:

First, you have to roll some pretty mean dice to play
anything non-human. That's reason #1.

Second, you get only three chances at this. That's
reason #2.

Third, halflings lose 6(!) from Physical Strength
(yeah, yeah, I know, 5 to MD, but still?), elves
cannot resurrect the dead, dwarves have really bad TMR
(again, on average). I'll just bundle these up and
call the whole thing reason #3.

In my view, the XPMs are anything but a balancing
measure. Perhaps so because they are so unreasonable.
I wouldn't protest 1.2 here, 1.1 there, 1.3 there,
etc. but 2.0? 2.5? Sorry!

Also, let's be logical for a moment. The eventual
result of the XPM rules is the illusion that humans
are somehow smarter and therefore train much faster
and learn skills and spells faster than any other
race. Pure, unadulterated hogwash. If Master Tolkien
is any inspiration, the elves at the very least are
far more sophisticated.

To me, implying that the XPM rule makes sense in order
to maintain campaign balance is like saying that
AD&D's rule that heavier, thicker armor makes it
harder to hit such an adorned entity makes sense in
order to maintain combat balance. Doesn't do it for
me.

Here's where I believe the balance is, in addition to
the three reasons I mentioned above:

"[6.3]...If the player is a human character, none of
his characteristics are modified. He gains no
advantages and is subject to no restrictions."

Therefore (again, IMHO), the balance lies in each
race, not in the XPM system. You want to play an elf,
huh? OK, but you must roll 30% or less on percentage
dice, you only get one shot at it, and even if you
make it, you cannot ever resurrect the dead as a
Healer. Oh, but you do get this nifty extended
vision...

CONCLUSION: And that, my friends, is why I do not
employ the XPM system. To each his own, yes?

Folks, try one thing for me, even you dismiss all my
other arguments. Instead of forcing the player to
multiply XP costs by the XPM, why not be positive and
divide the appropriate XPM into experience awarded to
the corresponding character? Therefore, a dwarf
Adventurer character would gain 1600 xps per
successful session. Likewise, an elven Hero character
would gain 1200 xps per successful session. Yes, I
know this means a modification to rule [6.3].

Good Day.

Pat Hough


--- Rodger Thorm <rodger_thorm@yahoo.com> wrote:
> The race multiplier is a balancing measure to make
> up
> for the bonuses that non-human characters receive.
> Otherwise, why would anyone play a human character,
> when an elf, dwarf, or halfling all have some form
> of
> extended vision ability?
>
> I concur, as well, about the increasing EXP awards.


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Group: DQ-RULES Message: 442 From: William Hough Date: 1/30/2003
Subject: Re: Experience Point Costs
--- matt lust <lust_82@yahoo.com> wrote:
>
> Well just as a note the "anyone" really isn't a
> sociological tendency. For it to be a sociological
> tendency it would needs be more of a impact upon the
> way we interact with each other or the grup as a
> whole. (This from a soc major presenting a paper on
> the soc tendecies in RPG's at a symposium in AZ in a
> week) but all that beside to claim that to be humie
> is to be weak is to live in the world of D&D It is
> my understanding that in the world of DQ as
> described by 3rd ed book, The Giants dwarfs and
> elves are all dying off and the orcs and
> shapeshifters are all growing (Tolkienesque if you
> will) so thus humans are the survivors the adapters
> the overcomers. And besides to stregthen will's
> positition it takes so long to accumlate XP in this
> game to reach the levels of pwr that those of us who
> learned roleplaying on the pwr based gaming of D&D
> we are often far to frustrated with other races for
> their slow progression. However, DQ is by far the
> most actual role playing intensive system thus
> "special abilities" really never should be all that
> important.
> Matt lust
> William Hough <houghpt@yahoo.com> wrote:As far as
> I'm concerned, it's all relative...to the
> individual campaign, that is.
>
> QUESTION: Why would anyone play a human character,
> when an elf, dwarf, or halfling all have some form
> of
> extended vision ability?
>
> ANSWER: The key word here is "anyone"; is it not
> impossible to ascribe a sociological tendency to the
> entire gambit of gamers? Counter-query: Why would
> anyone in my particular gaming group want to play
> anything BUT a human when non-human characters
> progress, on average, much slower than humans once
> the
> XPMs are put into play?
>
> However, in answer to the orignal question:
>
> First, you have to roll some pretty mean dice to
> play
> anything non-human. That's reason #1.
>
> Second, you get only three chances at this. That's
> reason #2.
>
> Third, halflings lose 6(!) from Physical Strength
> (yeah, yeah, I know, 5 to MD, but still?), elves
> cannot resurrect the dead, dwarves have really bad
> TMR
> (again, on average). I'll just bundle these up and
> call the whole thing reason #3.
>
> In my view, the XPMs are anything but a balancing
> measure. Perhaps so because they are so
> unreasonable.
> I wouldn't protest 1.2 here, 1.1 there, 1.3 there,
> etc. but 2.0? 2.5? Sorry!
>
> Also, let's be logical for a moment. The eventual
> result of the XPM rules is the illusion that humans
> are somehow smarter and therefore train much faster
> and learn skills and spells faster than any other
> race. Pure, unadulterated hogwash. If Master Tolkien
> is any inspiration, the elves at the very least are
> far more sophisticated.
>
> To me, implying that the XPM rule makes sense in
> order
> to maintain campaign balance is like saying that
> AD&D's rule that heavier, thicker armor makes it
> harder to hit such an adorned entity makes sense in
> order to maintain combat balance. Doesn't do it for
> me.
>
> Here's where I believe the balance is, in addition
> to
> the three reasons I mentioned above:
>
> "[6.3]...If the player is a human character, none of
> his characteristics are modified. He gains no
> advantages and is subject to no restrictions."
>
> Therefore (again, IMHO), the balance lies in each
> race, not in the XPM system. You want to play an
> elf,
> huh? OK, but you must roll 30% or less on percentage
> dice, you only get one shot at it, and even if you
> make it, you cannot ever resurrect the dead as a
> Healer. Oh, but you do get this nifty extended
> vision...
>
> CONCLUSION: And that, my friends, is why I do not
> employ the XPM system. To each his own, yes?
>
> Folks, try one thing for me, even you dismiss all my
> other arguments. Instead of forcing the player to
> multiply XP costs by the XPM, why not be positive
> and
> divide the appropriate XPM into experience awarded
> to
> the corresponding character? Therefore, a dwarf
> Adventurer character would gain 1600 xps per
> successful session. Likewise, an elven Hero
> character
> would gain 1200 xps per successful session. Yes, I
> know this means a modification to rule [6.3].
>
> Good Day.
>
> Pat Hough
>
>
> --- Rodger Thorm <rodger_thorm@yahoo.com> wrote:
> > The race multiplier is a balancing measure to make
> > up
> > for the bonuses that non-human characters receive.
>
> > Otherwise, why would anyone play a human
> character,
> > when an elf, dwarf, or halfling all have some form
> > of
> > extended vision ability?
> >
> > I concur, as well, about the increasing EXP
> awards.
>
>
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Group: DQ-RULES Message: 443 From: Bruce Probst Date: 1/31/2003
Subject: Re: Experience Point Costs
On Thu, 30 Jan 2003 11:44:16 -0800 (PST), William Hough <houghpt@yahoo.com>
wrote:

>the XPM system; that, viewed logically, the rules are
>saying that humans are smarter or more resourceful or
>whatever you wish to call it, and therefore are more
>ably to advance, on average, faster than any other
>race.

Yep. That's what the rules are saying, correct. Got it in one.

What's your point?

If all your players are wired so that they wouldn't play any sort of
character type that is not optimised for maximum advancement from the
get-go, well, there you are.

Every gaming group I've ever been involved in would play non-human
characters simply for the sake of playing non-human characters, and wear the
penalties (whatever they might be) -- and enjoy the benefits -- for the
pleasure of doing so.

Different groups, different philosophies.

----------------------------------------------------------------
Bruce Probst bprobst@netspace.net.au ICQ 6563830
Canberra, Australia MSTie #72759 SCA #80160
"It's an intriguing mix of genocide and modern dance."
ASL FAQ http://www.users.bigpond.net.au/mantis/ASLFAQ
Group: DQ-RULES Message: 444 From: Anthony N. Emmel Date: 1/31/2003
Subject: Re: Experience Point Costs

Chello!

 William Hough <houghpt@yahoo.com> wrote:

Which shunts aside completely my main grievance with
the XPM system; that, viewed logically, the rules are
saying that humans are smarter or more resourceful or
whatever you wish to call it, and therefore are more
ably to advance, on average, faster than any other
race. This is what I call an inBALANCE.

Actually, in 2e, Orcs would be the smarter, more resourceful ones with that .9 XPM.  Go Orcs! ;)

Tony



Anthony N. Emmel

HMGMA# TX-1-00162-01

��There are no happy endings,� Cerin told her. �There are no real endings ever--happy or otherwise. We all have our own stories which are just a part of the one Story that binds both this world and Faerie�.all the while the Story just goes on.��

Charles de Lint, Dreams Underfoot



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Group: DQ-RULES Message: 446 From: Rodger Thorm Date: 1/31/2003
Subject: Re: Experience Point Costs
The Experience Multipliers may or may not be a fair
balancing measure, but I'm quite sure that the game
designers included them because they felt that they
provided balance. In my own campaign I use the 2nd
edition Experience Multipliers, and I have found them
reasonable, but that is a personal observation only.
YMMV

There is, of course, more than just eyesight in the
advantages given to non-human characters. We could
debate endlessly over whether or not elf-sight and the
ability to raise the dead were equal and fair
trade-offs, but that's getting petty and missing the
larger issue.

Dwarves, elves, halflings, and shape-changers all have

experience point bonuses as part of the racial
description (e.g. "If a halfling takes the thief
skill, he expends one-half the Experience Points to
progress Ranks."), and there is no offsetting penalty
to any skill in any of these cases.

The argument that "illusion that humans are somehow
smarter and therefore train much faster and learn
skills and spells faster than any other race" is
missing the point, however. There is no modification
of the time necessary for any character to learn a
skill, spell or other ability (except orcs, of
course). The implication in the rules is that various
non-humans need a bit more experience to learn many
things, but a lot less to learn a couple.

I do agree with you that it is a simpler matter to
divide the base experience award by the racial
modifier for non-human characters, and then use the
experience point costs without the need for additional
calculation. The non-human player characters in my
present campaign do that already, and I certainly
endorse that as a positive measure to make things
easier for anyone else who hasn't adopted that
already.

If part of rule 6.3 doesn't make sense for your
campaign setting, don't use it. For my part, the
Experience Cost Multipliers are reasonable, but I have
never made a player roll in order to play a particular
race. It sounds as though you have adopted the
reverse in your campaign.

--Rodger Thorm


Pat Hough wrote:
> In my view, the XPMs are anything but a balancing
> measure. Perhaps so because they are so
> unreasonable.
> I wouldn't protest 1.2 here, 1.1 there, 1.3 there,
> etc. but 2.0? 2.5? Sorry!
>
> Also, let's be logical for a moment. The eventual
> result of the XPM rules is the illusion that humans
> are somehow smarter and therefore train much faster
> and learn skills and spells faster than any other
> race. Pure, unadulterated hogwash. If Master Tolkien
> is any inspiration, the elves at the very least are
> far more sophisticated.
>
> To me, implying that the XPM rule makes sense in
> order
> to maintain campaign balance is like saying that
> AD&D's rule that heavier, thicker armor makes it
> harder to hit such an adorned entity makes sense in
> order to maintain combat balance. Doesn't do it for
> me.
>


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Group: DQ-RULES Message: 447 From: Rodger Thorm Date: 1/31/2003
Subject: Re: Experience Point Costs
To open a new facet on this discussion, if you use
Experience Multipliers, do you apply those to
characteristic point improvement? The rule states (in
part): "The cost, in terms of Experience Points, to
advance in any one ability is affected by the
character's race." Even things such as Horsemanship
or Stealth are clearly abilities, but should there be
a different cost for a shape-changer to increase her
strength than for a human?

--Rodger Thorm

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Group: DQ-RULES Message: 448 From: William Hough Date: 1/31/2003
Subject: Re: Experience Point Costs
--- Rodger Thorm <rodger_thorm@yahoo.com> wrote:
> The Experience Multipliers may or may not be a fair
> balancing measure, but I'm quite sure that the game
> designers included them because they felt that they
> provided balance. In my own campaign I use the 2nd
> edition Experience Multipliers, and I have found
> them
> reasonable, but that is a personal observation only.
>
> YMMV

Now that is a civilized, intelligent counter-argument.
No snide remarks in this response. Bruce, ya watching?

> There is, of course, more than just eyesight in the
> advantages given to non-human characters. We could
> debate endlessly over whether or not elf-sight and
> the
> ability to raise the dead were equal and fair
> trade-offs, but that's getting petty and missing the
> larger issue.

Correct, but please be fair and recollect that I based
my response on this statement:

"The race multiplier is a balancing measure to make up
for the bonuses that non-human characters receive.
Otherwise, why would anyone play a human character,
when an elf, dwarf, or halfling all have some form of
extended vision ability?". Your words, sir.

> Dwarves, elves, halflings, and shape-changers all
> have experience point bonuses as part of the racial
> description (e.g. "If a halfling takes the thief
> skill, he expends one-half the Experience Points to
> progress Ranks."), and there is no offsetting
> penalty to any skill in any of these cases.

Sure, but doesn't the fact that: 1) a player has to
roll rather low percentage dice, 2) He has only three
chances at it, and 3) He may only try for each race
once account for anything? Maybe a little?

> The argument that "illusion that humans are somehow
> smarter and therefore train much faster and learn
> skills and spells faster than any other race" is
> missing the point, however. There is no
> modification
> of the time necessary for any character to learn a
> skill, spell or other ability (except orcs, of
> course). The implication in the rules is that
> various
> non-humans need a bit more experience to learn many
> things, but a lot less to learn a couple.

I guess we must agree to disagree. You left two key
words out of the quote from me: "on average". For
simplification, I will use the 2nd Edition XPMs. Now,
suppose a dwarf, elf, and human mercenary character
all decided to get the Stealth skill at Rank 1
following the same adventure and same award of XPs.
The human would pay 500 xps, the dwarf would pay 550,
and the elf would pay 600. Granted, at this stage,
they can all afford it, and they all train to the same
Rank at the same time. Let us further suppose,
however, that the three decide to train in the Stealth
skill in as parallel a manner as possible. Going from
Rank 5 to 6, for example, the human would pay 2500,
the dwarf 2750, and the elf 3000. Even if the trio
were all Adventurers (2400 xp for a successful game),
you can see that the three have at least somewhat
unequal chances have getting the skill at the same
time, and therefore, eventually, time DOES play a
factor (outside the rules for training time). Frankly,
I didn't think I needed to spell this out.

My argument: Varying cost for the same skill based on
character race is at least an implication that, since
all characters receive the same BASE award for a(n)
(un)successful game, non-human characters will have to
spend more experience for the same skill, and, in
having to pay more, not all characters can pay for the
same skill with the same amount of awarded experience
available, and therefore it takes more TIME because
non-humans wishing to progress in the same skill must,
at some point, depend on future adventures and awarded
XPs in order to advance.

> I do agree with you that it is a simpler matter to
> divide the base experience award by the racial
> modifier for non-human characters, and then use the
> experience point costs without the need for
> additional calculation. The non-human player
> characters in my
> present campaign do that already, and I certainly
> endorse that as a positive measure to make things
> easier for anyone else who hasn't adopted that
> already.

Good to read. Hope your campaign and its participants
are the better for it.

> If part of rule 6.3 doesn't make sense for your
> campaign setting, don't use it. For my part, the
> Experience Cost Multipliers are reasonable, but I
> have
> never made a player roll in order to play a
> particular
> race. It sounds as though you have adopted the
> reverse in your campaign.
>
> --Rodger Thorm

As I've stated, I DON't use it. Many folks here have
stated that they have simply done away with rolling
dice to select a character race, and that is fine.

However, I do not see why I should be taken to task
and raked over the coals of debate for my choice to
ignore one part of [6.3] when the same thing isn't
happening to others for ignoring another part of
[6.3].

You folks don't restrict players by insisting they
roll for race.I don't restrict players by insisting
they use XPMs.

And that's all it should have come down to. I've been
told my players are power-hungry opportunists seeking
the fastest way to the top for their characters simply
because we don't use XPMs. What a joke that statement
was. I've also been openly insulted and called someone
who is slow on the uptake simply because I choose to
spell out which rule I have ethical trouble with
following. That is no joke, that is a damnable insult.

No one should ever suffer humiliation in a public
forum simply because of a difference of opinion.
Perhaps Mr. Probst would take this into account.

Pat Hough

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Group: DQ-RULES Message: 449 From: Rodger Thorm Date: 1/31/2003
Subject: No Flame War!
There is no need for a flame war in any newsgroup not devoted to that purpose. The DragonQuest groups that I have established and moderated have done rather well without a lot of involvement on my part, and I'd like to see things continue along those lines.

Anyone who starts a flame war (or who contributes to it) *WILL* be held responsible for their actions. A public forum has a right to expect a reasonable level of decorum from its participants, and we who act as moderators try to serve to maintain that level.

Ad hominem attacks, name calling, profanity, and general belligerence are all unsuitable for a polite and reasoned discussion forum devoted to a recreational passtime. Anyone who cannot adhere to those reasonable standards should refrain from posting messages in such a forum.

To be fair here, I'm replying here because I am the moderator and founder of this group. But I have also been involved in the discussion, and I don't want to be seen as taking sides or using my administrator status to throw my weight around. I've asked on of the other group moderators to watch over this discussion, and to take action as may be necessary.

Please everyone remember that a lot of people tend to write conversationally instead of formally when sending email messages of any sort. And a lot of conversational nuance is lost when all that you have is plain text. Something meant as a wry remark or a gentle jab can be taken by someone else as a personal attack.

I didn't see any malice, slander, or meanspiritedness in the reply message, but you clearly took offense.

In the future, I'd ask that all of you taking a reasoned minute before flaming off a reply when you feel you've been attacked. Try to work it out with the other party before stomping all over the rest of us. While you may be passionate about whatever is in dispute, most of the rest of us probably aren't, and you aren't doing much good for yourself or anyone else by starting a flame war.

By and large, this is a community of common interest, and the groups have done quite well with only very minimal intervention required from the moderators. We would like to keep it that way, and appreciate everyone's cooperation to that end.

--Rodger Thorm
dq-rules Moderator
Group: DQ-RULES Message: 450 From: Stephen Lister Date: 1/31/2003
Subject: Re: Experience Point Costs
>Which shunts aside completely my main grievance with
>the XPM system; that, viewed logically, the rules are
>saying that humans are smarter or more resourceful or
>whatever you wish to call it, and therefore are more
>ably to advance, on average, faster than any other
>race. This is what I call an inBALANCE.

I've always seen it as more that the humans evolved having to learn faster
due to their shorter lifespans compared to the non-human races. This seems
to be supported by the multiplier for orcs (who have an even shorter
lifespan) having a lower multiplier than the human base one.

Or, to put it another way, races with long lifespans have a tendency to be
more relaxed about getting things done...

Stephen Lister
Group: DQ-RULES Message: 453 From: jcorey30 Date: 2/1/2003
Subject: Re: Experience Point Costs
>but should there be
> a different cost for a shape-changer to increase her
> strength than for a human?

This is an excellent question Rodger. I would say no. and I olny say that
because I have always used the XMP soley for skills (including Stealth, etc...).
Physical attributes, perception, strength, etc. are the same for everyone. If
there were a seperate XMP (not to confuse things too much) based on the
physicality of a race, it might make sense. For example, halflings may have to
spend more to gain strength, but should Giants have to?

Just a few thoughts.

Juanc