=====================================================================
||                                                                 ||
||   DRAGONQUEST Newsletter                              May 1994  ||
||                                                                 ||
||   Volume 1 / Number 4                                           ||
=====================================================================
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. )
  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
    Craftsman Rules Variant - "Edmund"
    Martial Artist Skills Variant - "Edmund"


=====================================================================
"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)

 ---------------------------------------------------------------------
"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)

 ---------------------------------------------------------------------
"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)

####################################################################
###   End of DragonQuest Newsletter -- May 1994 (part 3 of 3)    ###
####################################################################