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|| DRAGONQUEST Newsletter May 1994 ||
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|| Volume 1 / Number 4 ||
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Produced: Mon 31 May 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. )
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Issues )
All articles are copyrighted property of their respective authors.
Reproducing or republishing an article, in whole or in part, in any other
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C O N T E N T S
Administrivia --- Dave Nadler
Craftsman Rules Variant - "Edmund"
Martial Artist Skills Variant - "Edmund"
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"Administrivia" --- Dave Nadler
Well, I'm back from the time warp. Unfortunately I miscalculated my return
and missed the past three weeks thereby causing a delay in issuing the third
part of the "April" edition. THIS IS PART 3 of the April Edition, so no you
didn't miss a netletter since v1n3 (part 2 of April edition). Sorry about
the delay. Now if you'll excuse me, I need to go work on the date
calculator in my time machine.
Dave Nadler (a.k.a "Ad" the Administrator)
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"Craftsman Rules Variant" --- "Edmund"
[This variant is by "Edmund" and was forwarded by John Lambert. It appears
to be pretty much just a derivative translation of some DD rules (I must
admit I actually don't know enough about DD anymore to recognize whether or
not it is derivative) for use with DragonQuest. I think a better approach
could be developed specifically for DragonQuest, but I must admit, as well,
that I have my own variant for crafts skills, so I am biased here.
Nonetheless, this does present a way to deal with crafts skills and to
regularize how these skills might be handled in your campaigns. And you may
find some of the commentary amusing, too. I have left the numbering
"Edmund" used in place, although that would put these rules into the Common
Land Mammals' section of my copy of DQ --Ed.]
66.81 A craftsman may choose one ability field when he/she reaches the
following Ranks: 0, 2, 5, 8, 10.
Instead of selecting a new field, the character, if so desired, may
'specialize' in one area of that ability . ie if he were a potter, he may
wish to specialize in making vases . A specialist adds [Rank] to all chances
of success . Armourers and Weapon Makers add [1/2 Rank] chances to success
however .
Here is a list of following ability fields .
Armourer , Blacksmith, Bowyer/Fletcher, Brewer, Carpenter, Cobbler,
Glassblower, Leather Worker, Seamstress (Tailor), Stonemason, Weapon Smith,
Weaver.
66.82 A craftsman can discern for flaws in any item he has an ability field
in.
For example a potter he could detect for flaws in any item made of clay.
The craftsman spend (11-Rank) minutes to detect a flaw and assay its worth
(see 66.83). The chance of discovering a flaw is [ [4 x Perception] + [7 x
Rank] - [2 x Creators Rank] ]% . Eg Drannor, a Rank 5 Craftsman who has the
Weaponsmith ability and a Perception of 10, has a [ 4 x 10] + [7 x 5] - [2 x
2] ] or a 71% to detect any flaws in a weapon manufactured by a Rank 2
Craftsman.
66.83 A Craftsman (while checking for flaws) can assay the value of any item
he has an ability field in.
Assume the Craftsman is a Merchant of equal Rank, and use the Merchant's
assaying rules (ignoring the language restrictions). An example of common,
uncommon, and rare goods are as follows:
Common : A dagger or horseshoe (etc) .
Uncommon : A rapier, or a vase from a different country .
Rare : A katana (assuming craftsmen in pseudo - medieval setting) or a suit
of antique partial platemail.
66.84 A craftsman must be able to read and write at least one language
before attaining Rank 8. Failure to do so increases the experience cost by
10%
66.85 Certain races gain a bonus to chances of success in certain fields.
Dwarves add [Rank] to all chances of success involving ability fields to do
with metal and stone. Orcs add [1/2 Rank] to all chances of success
involving Weaponsmithing. Elves add [Rank] to all chances of success
involving Bowyer (bows only), Armourer (When making chainmail), and Tailor.
Fire Giants add [Rank]% to all chances of success in any ability involving
metal.
66.86 Everyday items have a chance of being flawed. The chance is [10 -
Rank]%. If the craftsman has specialized in that item, then divide his
bonus by 3. All items have a 1% chance of being flawed.
66.87 A craftsman can attempt to make an item that is exceptional, or
uncommon, or of quality (enough to be 'endowed' by magic). To do this, he
must resort to a 'Creation' roll.
The craftsman can make ordinary items in his chosen ability fields without
having to resort to a creation roll . Items such as saddles, jugs, plain
sheets of common glass, common work boots etc. But if the craftsman wished
to make an exceptional piece eg a saddle commissioned by a noble, a detailed
tapestry, an exceptional wine, an extra sharp sword, a roll is required.
The chance for success is [ [1/2 x Manual Dexterity] + [1/2 Willpower] +
[Rank x 8] ]% . If the GM feels the item would be exceptionally hard to make
(say a medieval Weaponsmith attempting to make a katana) then a subtraction
of 1 - 25% may be applied.
Exceptional items receive ( [base selling price] x [2 x Rank] ).
66.88 The following notes are regarding Craftsman ability fields
Armourer : An armourer may make scale mail, chainmail, and partial plate
without having to resort to a creation roll . To make full plate and
improved plate a creation roll is required. To repair armour, a creation
roll is also required (a failure means the item will withstand 1 hit, then
revert to its original damaged state).
Thus a craftsman attempting to make an exceptional suit of improved plate,
would have to make two 'creation' rolls . (One for the armour another to
make it exceptional).
A flawed item (ie one that failed an 'creation' roll) would mean a reduction
of [ [10 - Rank]/5 ] protection rating of the armour.
An exceptional work would gain a bonus of 1 protection every 4 Ranks and a
reduction in the armour's weight by [5 x Rank]%.
Blacksmith : Can make items such as horseshoes, basic tools, supports, and
grappling hooks without having to resort to a creation roll. A creation
roll would be needed for items such as intricate wrought iron cages,
clockwork devices etc.
A flawed item (one that failed its creation roll) would break after [Rank]
days.
Bowyer / Fletcher : A Bowyer chooses to be either a Bowyer, or a
Crossbowman. If a player wishes both, an ability field must be sacrificed
for it. A Bowyer can fashion all kinds of bows and crossbows, shafts, and
fletch arrows. However a blacksmith or weaponsmith would be required to
fashion metal arrow heads. If an fletcher wished to cast his own arrow
heads, a creation roll would be needed for every batch (say 30 arrow heads)
.
Exceptionally crafted bows gain a bonus of (2 x Rank) to range, and a bonus
of [Users PS - 15]/3 ] to damage. Flawed works (those that failed creation
rolls) will break after [Rank] uses ands its range reduced by [ [10 - Rank]
x 2 ]. Flawed arrows break on impact, and reduced the SC by [10 - Rank]% .
Brewing : Craftsman practiced in the arts of brewing alcohol. A creation
role is needed to duplicate another craftsman's formula, or to create an
exceptional batch (or new formula). Flawed works mean the alcohol is
contaminated, and the batch either goes off (and is undrinkable), or its
gives the drinker stomach cramps.
"Er gee Conan, didn't you like that ale, well I'm sorry then, look ... don't
pull out your sword we can sort this out ARRRRGGGGGGHHHH"
Carpenter : This ability involves any woodworking jobs, ie cabinetry,
joinery etc. A creation roll would be needed if the proper tools were not
available, or upon building a complicated wooden device (such as a
catapult). If a mechanician is not available (the 'engineers of DQ) then if
the craftsman were building a house, then a creation roll would be needed.
Flawed items break after [Rank] uses. In the case of larger constructions,
the GM's discretion is applied.
Cobbler : Making boots, and shoes etc. A creation roll would be required
for items such as nobles footwear, waterproof boots etc.
Leatherworker : Fashion stuff from leather such as backpacks, saddles, sacks
etc. A leatherworker can also make leather armour . However if this is not
done in conjunction with a craftsman skilled in the armourer ability, a
creation roll would be required. Flawed works fall apart much earlier than
expected .
Pottery : Fashion items out of clay, such as drinking vessels. A creation
roll would be required for 'artworks' and heavily glazed items etc. Flawed
works are much more fragile, and prone to breakage.
Seamstress (Tailor) : The craftsman can design pieces, sew, embroider, and
do ornamental work. Creation rolls would be needed for items such as
weatherproof cloaks, nobles clothing etc. Flawed works are more prone to
fall apart, tear, let in the weather etc.
"Look Conan, I'm sure it must have been embarrassing having your loincloth
fall apart in a fight, but we can work some---- Uhh" [Thud]
Stonemason : The craftsman can build stoneworks that are designed to
withstand the passage of time . Items such as buildings, archways, bridges,
cathedrals, etc. Items such as statues or intricate stonework require a
creation roll. Large scale works will require the aid of a mechanician or a
creation roll will be needed. If the craftsman is attempting to create an
exceptional large scale construction, then take the average of the
craftsman's Rank and the mechanician's Rank (the same applies to
carpenters). Flawed works are likely to 'wear' out in a much shorter time
span. They will also fall apart more easily after taking punishment; eg a
dragon sat on it, a fierce storm etc .
Weaponsmith : Perhaps the most desired by players of all the ability fields.
Craftsmen with this ability can do the difficult and exacting work of making
metal weapons . A creation roll would be needed if making an uncommon or
unusual weapon : eg a broadsword with a hidden compartment in the hilt, or a
rapier. Exceptional works add [Rank/4] to damage and [Rank] to the strike
chance. Flawed works break on a 91+ . and do [ [10 - Rank]/5 ] less damage,
and subtract [10 - Rank] from the strike chance.
Weaver : can fashion items such as garments, tapestries, and draperies, from
cotton or wool . A creation roll is required for items such as intricate
tapestries etc. Flawed works fall apart, tear, and wear more easily.
66.89 A craftsman must spend (100 + [50 x Rank]) silver pennies per ability
field and specialization a year. This sum represents tools, and basic
materials, and a place in which to work. Assume that 20% of the final
selling price of the items crafted was spent on materials, and extra
overhead.
A craftsman who does not spend the above amount, operates as if he were 2
Ranks less proficient in that ability field . If the Rank of that ability
field is reduced to a negative number, then that skill is temporarily lost .
Experience Point Costs : Same as astrologer or Rank 0 = 400, Rank 1 = 150,
Rank 2 = 500, Rank 3 = 1150, Rank 4 = 2050, Rank 5 = 3100, Rank 6 = 4400,
Rank 7 = 5900, Rank 8 = 7500, Rank 9 = 9400, Rank 10 = 11500 .
NB
A) If the character is more proficient as a mechanician, then the cost to
rise in Ranks in craftsman is halved . The reverse is also true
B) If the character is a member of the shaper college, the cost to rise in
Ranks in craftsman is halved . The reverse is NOT true.
C) A dwarf need only pay three - quarters the experience cost to rise in
Ranks in craftsman.
D) The experience point cost to rise in Ranks is increased by 10%, if the
ability fields principle stat is less than 15. The cost to rise in Ranks is
decreased by 10% if the ability fields principle stat is greater than 22 .
The principle stat is fairly logical. PS would be then principal stat for
blacksmith, MD for a seamstress etc.
Notes
The descriptions for the ability fields are a direct rip off TSR's 2nd
Edition Players Handbook . This is freely admitted.
"Edmund" (via John Lambert)
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"Martial Artist Skill Variant" --- "Edmund"
[This is another submission of "Edmund's" material forwarded by John
Lambert. It is another adaptation of DD rules for use with DragonQuest. I
think the general sentiment among _all_ DQ players is that the present
unarmed combat rules do not completely meet our needs. Certainly some form
of advanced hand-to-hand combat rules are called for in the game. The
modularity of the DQ system would even allow for several different forms of
unarmed combat with different rules for the different methods. I expect
that we will see more unarmed combat variants in forthcoming issues of the
newsletter as well. --Ed.]
This is essentially an adaption of E.Gary Gygax's "Oriental Adventures",
published by TSR in 1985 . To understand this adaption a copy will be needed
(sorry but there is an awful amount of text involved).
Essentially this is what martial arts does.
Increases a characters defence, increases damage as he/she progresses in
Rank, adds 'special maneuvers' and gives a higher number of attacks.
The base strike chance of martial arts is 3 x Mod Agility and the base
damage modifier is -4.
Defence : Martial arts will increase a characters defence due to the fact
that a lot of martial arts is leaning to avoid being hit. To find out the
defence modifier of the style, subtract the ADD armour class from 10. Then
multiply this by the characters Rank. This defence bonus is halved when
fighting with weapons not associated with the style.
EG Karate in the 'Oriental Adventures' has an Armour Class of 8. This
subtracted from 10 gives 2 . Tim the Rank 5 martial artist is karate has a
10% bonus to his defence when using martial arts, or a 5% bonus to his
defence in normal melee (or any) combat.
Damage : The base damage modifier for martial arts is the same as it is for
unarmed combat, -4. However (depending on the style) this will increase as
the character becomes more proficient. To find out when a characters
'damage' increase, subtract the maximum amount of damage (in ADD) terms from
11. The result is the Rank where the damage a character can inflict starts
to increase.
EG Karate does (ADD) 1d6 points of damage . 11 - 6 = 5 . When a character
advances to Rank 5 in karate, for that Rank, and every Rank increase after
that, the characters damage modifier will increase by one. Tim the karate
character who is Rank 5 has a damage modifier of - 3 . When he is Rank 6 his
damage modifier will be - 2 , and so forth up to Rank 10 when his damage
modifier is equal to + 2.
EG (2) Tae Kwon Doe does 1d8 points of damage . 11 - 8 = 3 . When a Tae Kwon
Doe martial artist reaches Rank 3, his damage modifier increases by 1. Thus
at Rank 10, his damage modifier is equal to + 4.
Attacks : Convert the number of attacks per round to the number of attacks
per pulse the character can make without any penalty.
EG Karate does 3 attacks per pulse . In ADD karate does 3 attacks per round.
Principal Attack : The character can only attack if the principal body part
listed is free to move. If hindered but capable of some movement, reduce
the number of attacks/pulse divided by 2 . Also give a - 20% modifier to SC.
EG a karate dude needs his hands free to attack . If one of his hands
happens to be hindered (lets say it just got severed) then he could attack
(but 'hindered' as above) . If his hands were in manacles then he could not
attack, period.
Okay now comes the fun part, the special maneuvers . Special maneuvers are
difficult to learn an master . Consequently the character can only start to
learn special maneuvers at Rank [10 - Number of special maneuvers] . When he
(or she) reaches the Rank where special maneuvers are to be gained, he will
gain one of the special maneuvers listed for that style. The next Rank a new
special maneuver will be learned and so forth until they are all learned (by
Rank 10). However take it as a general rule that special maneuvers cannot be
learned until at least Rank 3. The special maneuvers are to be gained in
order (as per oriental adventures).
EG Karate (Again) has a total of 6 special maneuvers . 10 - 6 = 4 . oops
here we have an error !!!! . From no on special maneuvers are gained at [11
- Number of special maneuvers] . There that's better . Karate has 6 SM's. 11
- 6 = 5 . At Rank 5 the first special maneuver will be gained. At Rank 6 the
second SM will be gained and so forth until they are all gained (At Rank 10)
Oh yeah, this is optional, but in regards to stunning opponents assume the
damage modifier was doubled . ie Tim does - 3 damage at Rank 5. When in
combat in regards to stunning he has a damage modifier of (-3/2) - 1. Sur
the Rank 10 Tae Kwon Do master has a normal modifier of + 4. With regard to
stunning it's + 8 .
Will that's about it, I think.
Experience Cost : The same as astrologer (Or if the GM wishes the same as
spy).
Each style must be bought separately . ie If Tim wishes to learn Tae Kwon Do
he must gain Rank 0 in Tae Kwon Do and so forth . However if a martial
artist has a style of a greater Rank than another style, experience costs to
progress in the lower Ranked style are halved until the same Rank is
reached. Sue wishes to learn karate . Her cost to progress Ranks is halved
until Rank 10 ('cause she is a Rank 10 Tae Kwon do person).
If a character has an agility or willpower (or both) of less than 15 . Then
the experience cost to progress Ranks is increased by 10% . (20% if both
less than 15) . If their agility or willpower is greater than 22, then their
cost to progress Ranks is decreased by 10% (or 20% if both over 22).
I know this is vindictive against dwarves (cause of their low agility) but
when was the last time you saw a dwarven black belt (Okay, Okay, Puck from
Marvel Comics "Alpha Flight" is an exception).
Any problems just mail me .
Edmund
PS I would like peoples comments on this honestly, and you wont get an ear
in the mail if you do.
John says:
"There they are; all that I've found so far. Also, I have no idea what
Edmund's email address is."
"Edmund" (via John Lambert)
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### End of DragonQuest Newsletter -- May 1994 (part 3 of 3) ###
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