Variations Between Bantam 2nd Edition zip files and Hard Bound 2nd Edition.

Upon further review, I did make a few more changes to the existing book than I originally remembered.  When I first started converting the book, I put some house rules directly into the book, then later went and removed them (well not all of them apparently).  I still plan on creating my own edition with house rules, but would like to get the 2nd Edition original out first.
I'm including the doc file with the differences between the Bantam and SPI books, with my comments in red.  Many of the differences are real, while many are my errors.  I took a bunch of stuff out, just to maintain page format, and really don't plan on putting them back in at this point, at least not for my own purposes. --secret distributor

Introduction	Bantam Introduction largely rewritten.

[2.1] 			deleted text

Since the GM is the final arbiter of these rules, most rules questions should be answered by him.  However, if any questions arises which players or GM's cannot answer, please write to SPI, phrasing your questions so they can be answered by a simple sentence, word, or phrase.  You must enclose a stamped self-addressed envelope.  Write to: SPI Rules Questions Editor for DragonQuest, 257 Park Avenue South, NY, NY 10010.

I deleted this section, as it no longer was important, and mostly, because I needed to make everything else fit on the page.

[2.5]			changed wording

4.	The GM must have 4- or 8-to-the-inch graph paper if he is to draw any structure plans (see 77.3).

[2.6] 			added text 

When instructed to roll a D5, the player should roll a D10 and halve the result, rounding fractions up.

III. Game Terms 	added text to definition of Experience Point

until he uses them for gain in any Skill, Spell, Weapon, etc.

. 
[5.1]			changed rules from

Each player rolls 4D5 (i.e., half a D10 die roll, rounded up) and reads across the line on the Point Generation Table below corresponding to the total of the four dice. Each player notes, on a piece of scrap paper, his total Characteristic Points and the corresponding Group.
 
Point Generation Table
                        Characteristic
DIE	Points	Group	
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20	82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98	A
B
B
B
C
C
C
D
D
D
E
E
E
F
F
F
G	

[5.2]			changed wording

and the maximum value is determined by the character's Group.

[5.2]			deleted text

A player effectively has no control over thirty of his Characteristic Points, because he must assign at least five points to each of six characteristics.   The maximum value assigned to any one characteristic is limited by the character's Group, as follows:

Group	Maximum Value	
A
B
C
D
E
F
G	25
24
23
22
21
20
19	

[5.2]			added text

Prior to dividing up his characteristic points, the player should give some thought to what kind of character he wishes to be and what weapons, spells, and/or skills he desires for this newly born individual. It is important to emphasize that in Dragon-Quest, any character can choose any combination of abilities. Certain weapons require a great deal of Physical Strength or Manual Dexterity and the player should be sure to allot enough points in those areas to use the weapons of his choice. All Magical Colleges (see 36 through 47) require a minimum Magical Aptitude to join (see 34.7) and the player should be aware of these restrictions. Most Skills (see 48 through 62) do not have any special requirements, but many give bonuses for exceeding a minimum value in certain characteristics. The choice of race will also alter the characteristic values, and the player must weigh all requirements and restrictions.

[5.2]			changed text

A player begins with 88 points (Group C)

[5.4]			changed rule from

A character's Perception value begins at 5. 

[6.6]			changed rule from

Sorry about this, I used some house rule modifications in the book for ability scores, as I originally created the book for internal use only.  Forgot I did it, everything you have printed here for the characteristic modifications are the same as the printed Bantam Book.

Characteristic

Physical Strength
Manual Dexterity
Agility
Endurance
Magical Aptitude
Willpower
Fatigue
Tactical Movement Rate	Modifier

See 70.1
Subtract 1
Subtract 2
See 70.1
Subtract 1
Subtract 1
Add 1
Subtract 1	

[6.7]			changed rule from

Characteristic

Physical Strength
Manual Dexterity
Agility
Endurance
Magical Aptitude
Willpower	Modifier

Subtract 3
Add 3
Add 1
Subtract 2
Subtract 1
Add 1	
[6.8]			changed rule from

Characteristic

Physical Strength
Endurance
Magical Aptitude
Willpower
Fatigue
Tactical Movement Rate	Modifier

Add 2
Add 1
Subtract 2
Subtract 2
Add 2
Subtract 1	

[6.9]			deleted text

I deleted this due to a necessity to conserve page layout.

	A shape-changer's characteristics are not modified, though a new set of characteristics must be generated (see Ability 5).

[7.4]			deleted text

I deleted this due to a necessity to conserve page layout.

	A stillbirth does not affect a life- or death-aspect character.  A resurrection is treated as a birth.

[8.6]			changed wording from

Note: A character may expend only 100 Experience Points (rather than the usual cost of 1000) to acquire any one skill at Rank 0.

V. Combat		deleted text

I deleted this due to a necessity to conserve page layout.

Note: The following combat rules simulate medieval hand-to-hand combat for fantasy campaigning.  For those who desire greater "realism" at the expense of playing time, see Arena of Death, available from the publisher, for rules using the same characteristics as DragonQuest.

10. Combat Equipment	deleted text

I deleted this as it no longer applied.

Purchasers should be aware to buy only the 1981 version of the screen, as earlier versions contain charts no longer used.

[15.2]			changed wording

due to the lack of weight he carried

24. Infection		changed wording

I believe I took the advice of MSWord's grammar checker.

Grievous Injuries may raise the Base Chance

[16.5]			changed rule from

Knockout. 

This is actually an interesting deviation in the rules from SPI to Bantam.

The attack is successful if the Strike Check result is equal to or less than (l5% of the modified Strike Chance+10).

[17.6]			changed wording

Example: Rolf the Barbarian is Melee attacking the White Mouser, a lithe figure with high Agility. Rolf is using a broadsword (which he wields at Rank 3), and has a modified Manual Dexterity of 13. The Mouser has a modified Agility of 18 and is using a Main Gauche (which he wields at Rank 2). Rolf's Strike Chance is [55+13+(3x4%)]= 80%. The Mouser's Defense Rating is [18+ (2x2%)]=22%, which is subtracted from Rolf's Strike Chance since he is attacking the Mouser through the Mouser's Melee Zone (if he was attacking him through one of his rear hexes, the 4% extra for the Main Gauche would not count and the Defense would be 18%). But, furthermore, the Mouser is kneeling (a +20 from the Melee Combat Modifiers Chart), so receives a Modified Strike Chance of 80-22+20 = 78%.

[17.6]	 [18.1]		changed wording

Example: Rolf is wearing Leather armor (Protection Rating of 4) has 3 Fatigue Points remaining.

[18.4]			changed rule from

When purely magical energy is involved, any damage is subtracted first from Fatigue (never Endurance), but is not absorbed by armor.

19. THE EFFECTS OF DAMAGE	changed rule from

Ouch!
To recover from being Stunned, a figure must roll less than or equal to his Willpower plus his current Fatigue. 

[20.2]			changed wording from

Range: The distance (expressed in hexes) which the weapon may be Fired.

[20.3]			added text

I deleted this due to a necessity to conserve page layout, or I simply screwed up and missed it, probably the latter.

A paralysant functions as a knockout drug against human-sized or smaller figures. If the victim fails his Willpower Check (see 50.8), he falls prone unconscious and will remain that way for [20+D10-(His Willpower)] minutes. 

[20.2]	WEAPONS CHART	changed rule from

I changed the giant club and mace rules for my group, as they obviously don't make much sense as they exist.  What you have is the same as Bantam's.

Giant Club	10	25	9	50	+8	9	C	RM	10	5

[20.2]	WEAPONS CHART	changed rule from

Giant Mace	25	27	10	50	+7	8	C	RM	40	5

[17.5]	SHIELD CHART	changed rule from

I use a different shield rule and looks like I didn't put all the right numbers and text back in, oops.

Buckler	 3	2%	 -	5	
Small Round Shield	 5	3%	-2	8	
Large Round Shield	10	4%	-3	10	
Kite Shield	15	5%	-4	15	
Tower Shield	25	6%	-6	20	
Main-Gauche*	 1	2%	 -	20	

[17.5]	SHIELD CHART	added text

Experience Point cost is detailed on page 146.

[17.5]	SHIELD CHART	deleted text

*The Main Gauche does not subtract its defense from any Fire attack, and cannot make a Shield Rush attack (see 16.5).  The Main Gauche functions both as a weapon and a shield, and only one Experience Point expenditure is used to rise in Rank in both, that of the weapon listed in 87.8.

[17.5]	SHIELD CHART	changed wording

All shields except the Tower Shield and the Main Gauche

[17.5]	SHIELD CHART	added text

Note: Main Gauche rules have been removed to protect the innocent.