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|| DRAGONQUEST Newsletter April 1994 ||
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|| Volume 1 / Number 3 ||
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Produced: Wed 29 Apr 1994
The DQ Newsletter is for discussions of the DragonQuest role playing game.
The key addresses you need to know are:
psproefr@miamiu.acs.muohio.edu (Article Submissions, Editor, etc. )
dnadler@wtcpost.daytonoh.ncr.com ( Mailing List Maintenance, Back
Issues )
All articles are copyrighted property of their respective authors.
Reproducing or republishing an article, in whole or in part, in any other
forum requires permission of the author or the moderator.
C O N T E N T S
Administrivia --- Dave Nadler
Letter FROM the Editor --- Phil Proefrock
Movement Rules Variant -- David Lind
Shield Rule Modifications -- David Lind
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"Administrivia" --- Dave Nadler
As usual, I have succeeded in confusing people. I mentioned in the last
transmission (v1n2) that the April newsletter was coming in three parts
(v1n2, v1n3, and v1n4). I received a letter from David Lind
(dlind@synoptics.com) asking:
"Just recieved the new DQ newsletter but I was wondering how many have there
been. I recieved the first on then this one. Has there been another that I
have somehow missed?"
My reponse was:
"There have been 2 DQ newsletters published to date, plus an announcement of
a newsletter being established. The newsletters have an identification
scheme by volume and number, much like a magazine or newspaper. We are
currently Volume 1 (the first year of production). Issue Number 2 was just
sent. This is referred to in the header as v1n2 (volume 1, number 2). The
next issue you will receive [this issue - Ad] will be Volume 1, Number 3
(v1n3), and continue from there. Thanks for asking for the clarification."
I'll work with Phil to better coordinate future issue numbering. Remember,
we're going to have some startup problems so please bear with us. Thanks.
Speaking of problems, I'm unable to get the letter through to John Kahane
and Eliot Wilen. Anyone out there who knows one of these two? If so, can
you ask them to send me their address again.
Dave Nadler (a.k.a "Ad" the Administrator)
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"Letter FROM the Editor" --- Phil Proefrock
Thanks to all who sent in ideas for the name for this thing. They were
good ideas, but none of them blew me away. And at this point, wouldn't a
real name be just a little too pretentious? It's just a little electronic
newsletter, after all.
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"Movement Rules Variant" --- David Lind
Variant 1: Sprinting during tactical phase
In combat, the movement rules do not take into account running or sprinting.
The base TMR is always used. This is not realistic in the sense that a
person can walk at a leisurely pace and in one pulse (5 seconds) a person
can cover 25 feet or more (that is a TMR of 5+). Triple or even four times
the base TMR can easily be made on a dead straight-ahead sprint (ie. no
vector changes during the sprint.)
The rule variant is simple, a character can jog (2X TMR) at any time in the
tactical phase of the game. A run ( 3X TMR ) can also be attempted but a
maximum of one hex side of changing facing may be attempted.
A run also means that the character running must move at least 1/2 of
his/her TMR on the next pulse with no change of facing. An all out sprint
(4x TMR) may also be attempted, but no change of facing may take place, and
the character must move is/her full TMR on the next pulse as well, also with
no change of facing.
A figure using the accelerated movement rules at a rate higher than a jog
(2x TMR) must also move his/her full adjusted TMR for that pulse. Failure to
do so ( for whatever reason, maybe a wall in the way?) will result in a
severe AG roll to be made. ( The figure will at least go tumbling to the
floor.)
A figure that is moving at an accelerated pace may still close and grapple,
but if not repulsed the figures involved will be thrown back 1 - 3 hexes and
take D-5 damage due to the jolt of hitting the ground. If the figure who is
closing is repulsed then the figure will fly past the target, hitting the
ground from 1-3 hexes from the target, and also taking D-5 damage.
If the character is carrying in weight the equivalent of -3 to AG then only
a jog may be attempted. Weight AG modifier of -2 allows the character to
run and a AG modifier of -1 or less allows the full range of accelerated
movement. A character weighted down with an AG modifier of -5 or greater
may not use the accelerated movement rules.
Also, armor itself limits the effectiveness of accelerated movement. Armor
agility modifications of -1 allow movement up to a run, -2 allows a jog and
a -3 agility modifier disallows any accelerated movement.
The restrictions are listed in the following tables:
Weight Maximum
Modifier Rate
-1 No Restrictions
-2 Run
-3 Jog
-5 Regular TMR only
- - - - - - - - - - - - - - - -
Armor Maximum
Modifier Rate
-1 Run
-2 Jog
-3 Regular TMR only
In other words, if a character is using Improved Plate ( AG mod of -3 ),
that character cannot use the accelerated movement rules. Also, if a
character is wearing Leather Armor (AG modifier of -1) but is physically
weak ( weight modifier of -3 ) the maximum rate is jog.
This variant represents the fact that during a running maneuver in a short
period of time it is hard to stop on a dime (as represented by the movement
on the following pulse) and the faster you run the more difficult it is to
change direction quickly (the change facing rules). Also it is shown here
that excess weight slows down a character and thereby limits the
effectiveness of moving faster during the tactical phase.
A figure may not attempt accelerated movement if engaged or if rising from a
kneeling or prone position or after a combat withdrawal, although a figure
with a very high agility may be able to move at jog pace ( GM's discretion).
Movement at a jog pace is equivalent to light exercise, a run is moderate
exercise and a sprint is heavy exercise. There is a fatigue cost per round
or per number of rounds to engage in this type of accelerated movement.
The GM may let a character who wishes to stop suddenly or change facings
more quickly or even attempt a movement rate that is not allowed by making
an AG roll with a multiplier appropriate to the situation. (i.e. A character
wants to run straight down a corridor with no facing change, but is limited
to a jog, a 4x AG roll is needed, but if the character wanted to change
facing, then the roll will go down to a 2X AG roll. A wide range of results
are applicable from not succeeding to breaking a characters ankle.)
Modification to rule 14.1: Movement through a figures melee zone
The rule states that a figure that moves into a melee zone must stop all
movement but may change facing. If a figure is walking during the tactical
phase ( normal TMR ) this rule holds true, but if a figure is moving using
the accelerated movement variant the figure's built up movement inertia will
carry the figure past the figure whose melee zone was violated.
The following is the modification: The figure moving through a hostile
figure's melee zone will be subject to an immediate attack (if the hostile
figure is able or chooses to attack). The defender's natural defense is
used, but no shield defense is allowed. This attack is in addition to a
character's normal attack. If the moving figure is hit and becomes stunned,
the moving figure will still move past the character a number of hexes as
dictated by the speed of the moving figure, but the moving figure will stand
a great chance of falling prone to the ground, as well as being affected by
the results of the stun or grievous injury.
David Lind (dlind@synoptics.com)
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"Shield Rule Modifications" --David Lind
Variant 2: Ranks with Shield, for attack and for defense
The current rules show shield as being able to attain Rank 4. This is for
both combat and defense. This variant splits the skills for shield into
attacking Ranks and defending Ranks.
For attacking the Ranks are unchanged, Rank 4 maximum but for defense the
experience and Ranks are as follows:
Rank 0 1 2 3 4 5 6 7 8
Sh. Attack 25 25 50 100 200 -- -- -- --
Sh. Defend 25 50 100 200 400 600 1200 2400 4000
As listed, the shield used as a defensive tool will advance to Rank 8 while
the shield used as a bashing type attack can reach Rank 4.
The maximum defense from a tower shield is 48%, this is realistic, for if a
shield is used in a skilled manner, it is very hard to hit the target
squarely to inflict damage. Rank 4 with this shield only gives 24% and with
the base chances of good weapons and high Rank a figure will almost
certainly hit. For example:
A character with an average AG and a max. Rank tower shield will have a
defense of 63 (48% shield + 15% AG) and he is attacked by a bandit lord with
a hand and a half sword as a weapon and an average MD but max. Rank, he has
a strike chance of 103, his adjusted strike chance is 40%, but if the shield
only had a maximum Rank of 4 then the strike chance will go up to 64%.
This is not a realistic value. Remember that this is with a tower shield.
Most characters will use a round shield type so even at max. defensive Rank
the bandit lord will have a 64% strike chance, compared to the max. Rank of
4 adjusted strike chance of 76%. The bandit will hit a skilled user of a
shield more than 3/4 of the time!
David Lind (dlind@synoptics.com)
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### End of DragonQuest Newsletter -- April 1994 (part 2 of 3) ###
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