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DQ 06 House Rules

Page history last edited by mikeray 1 yr ago

DQ ‘06 House Rules

 

- Stats

- Experience

- Combat

- Skills

- Weapons

- Armor Chart

- Magic

 

These are the House Rules for DQ ’06. I have stuck with most of them. I altered a few things here and there, not, I think, arbitrarily, but to suit the game. I fixed meditation being too from overpowering w/Warrior and I added the fatigue cast to come in later on.

 

I drastically redid the Armor Chart. I read up on the different types and took the intent of the original chart and got what I wanted from a game mechanics/math POV. The same things can basically be achieved by ‘improving’ any existing armor (I like the symmetry of it).

 

I do not anticipate any more rules changes. If I have really FUBARed something let me know ASAP and I’ll fix it.

- Mike Ray 5/31/06

 

Stats:

 

Stat Maximums

 

Stat Maximums for characters is 30. The initial maximum is limited to those listed in 5.1.

 

Manual Dexterity

 

MD for weapon use is based on base MD, not modified.

 

 

Experience

 

Beginning XP

 

Players may start with 5000 xp without a college of magic or 2500 xp and a college of magic.

 

 

Base EP- Addition to Rule 86.2

 

A character is considered to be at super-hero level if he has at least 12 abilities Ranked at 8 or greater. If such a character is with a party that fails his base award is 2000 Experience Points. A super-hero can generate 65 EP/day.

 

A character is considered to be at champion level if he has at least 16 abilities Ranked at 8 or greater. If such a character is with a party that fails his base award is 2400 Experience Points. A champion can generate 75 EP/day.

 

(Of the Ranked abilities a character counts towards proficiency, no more than half may be spells or talents. Up to 2 beginning language skills can count towards proficiency. Languages learned from unranked always count.

 

 

Combat

 

Dagger on the defensive

 

Daggers can be used for defense at 1% per rank.

 

 

 

Alternate unstun rule

 

Chance to Unstun= (3*WP)+Current FT

 

 

 

 

Skills

 

Hiding

 

Hiding is the skill of remaining undetected. It uses willpower instead of agility. It is not a separate skill per se.

 

Chance of hiding = (3*WP)+(5*Stealth Rank)

 

 

 

New Assassin Rules

 

- Assassins may increase their chance for doing endurance by +1% (round up) for every 3 ranks from the front.

 

- Assassins may increase their chance to doing endurance by +3% for every rank from the rear.

 

- Assassins may increase their chance to do endurance by 6% per rank in surprise attacks.

 

- Assassins increase their base damage by 1 for every three ranks (round down) that they have with the skill in frontal attacks.

 

 

 

Meditation Skill

 

- This skill is only available to those with no magical college, has obtained rank 4 in two weapons, and finds someone willing and able to teach the ritual.

 

- Through the meditation skill, a player may increase his perception by one for every hour spent in performing the ritual (up to a maximum of 3).

 

- It is similar to the Ritual of Purification - cost and duration are the same.

 

 

 

Flight Skill

 

- This skill is used to control flying while under the flight or shadow wings spell.

 

- It is an unusual skill and may only be taught by someone with rank 4 or higher.

 

- The cost is the same as horsemanship.

 

- Skill= (WP+AG)/2 + (8*RK)%

 

 

 

Weapons

Weapon Ranks

 

All weapon skills in the Swords category may be learned up to Rank 10. Hafted weapons that go to at least rank 7 may be learned to 10. These experience costs follow a similar progression to the previous ranks. To learn a weapon past its listed rank will require special training. This may involve a quest, large sums of money, etc.- GMs discretion.

 

 

Special Weapon Skills

 

At each Rank above 7 sword and hafted weapon users can learn special skills as follows:

 

- Quick Draw and strike - Rank 8. The weapon may be drawn and used in the same pulse.

 

- Rear Strike - one rear flank hex - Rank 8. The weapon may strike into the rear hex adjacent his primary hand. It is treated as a front hex for combat purposes.

 

- Rear Strike - two rear flank hexes - Rank 9. The weapon may strike into the rear hex adjacent to the secondary hand. It is treated as a front hex for combat purposes.

 

- Rear Strike - all rear hexes - Rank 10. All hexes immediately around the figure are treated as front hexes for attack and defense.

 

- Two Weapons - Rank 10 - A character may use two one-handed weapons of the same type.

 

- Precision Strike - Rank 10 - A character using a sword weapon may use precision strike. For every 10 points the character subtracts from his BC, the damage done is increased by 1. Further, the character gets +3% to chance to do endurance and +1% to chance to do grievous.

 

 

Personal Weapons

 

After training with a weapon for 4 weeks, the character may name the weapon and receive a +3% bonus to BC with that particular weapon.

 

 

 

Armor Chart

 

ArmorWeightProtectionAG ModCostStealth Penalty
Cloth41010+5
Padded820200
Leather123-1400
Hardened Leather184-280-5
Scale/Ring (on Leather)245-2160-10
Chain Mail306-2320-10
Banded/Splint (over Chain)367-3640-15
Breastplate (over Chain)428-31280-20
Full Plate549-32560-25
Articulated Plate5410-25320-20

 

Notes:

 

- * indicates cold iron-free armor

 

- Armor can be improved for an individual (beginning with Hardened Leather):

 

- It costs double the original cost of the armor to have it improved by a qualified armorer. - This will reduce the AG loss by 1, the stealth penalty by 5, and weight by 10%.

 

It will be identified as ‘improved’ on character sheets

 

Magic

Learning Spells

 

Adepts may not advance a special knowledge spell past rank 8 until all general knowledge spells are at least rank 4. Adepts must learn Special Knowledge spells in order (some games have allowed adepts to learn out of order if an appropriate bribe was paid).

 

 

Fatigue Expenditure to Cast Spells

- This magical ability may be gained once all general knowledge spells are at rank 4, with the expenditure of 500 xp and two weeks training with a knowledgeable adept.

 

Adepts may expend extra fatigue to increase the chances of getting a spell to work.

 

+5% to the base chance per additional fatigue point expended.

 

The adept may put no more fatigue in a spell than 1/3 of his own endurance (rounded down). In other words, the mage cannot stun himself by casting a spell. Exceptions: Mind mages may use up to 1/2 of their endurance value in fatigue to cast a spell or use of fatigue from a fatigue storage device.

 

 

Fatigue Storage

- This magical ability may be gained once an adept achieves rank 8 with the Investment Ritual, with the expenditure of 500 xp and two weeks training with a knowledgeable adept.

 

The adept may store fatigue in a wooden object for later use. After successfully completing an investment ritual, the amount of fatigue stored is equal to the rank of the ritual and 1/2 the fatigue value of the adept (RK+[1/2*FT]). If this device is destroyed, the adept immediately takes damage equal to the amount of fatigue currently stored. The damage will affect endurance if the damage exceeds current fatigue.

 

 

Investment Limitations

 

Investments may only be placed in precious metals or gems.

 

An adept may only have a total number of invested items in existence equal to their rank with the investment ritual.

 

An adept may only carry a total number of invested items on their person equal to 1/3 of their MA (including those from other adepts).

 

Invested items continue to count against the adept's total number of personally invested items even if lost or in someone else's possession. They remain so until used or the item is destroyed.

 

 

New Spell Rules

 

- New Enchanter Rules

 

Spell G7 Mass Charming is now S13.

 

(T-2) Detect Magical Aura - The adept may use this talent to determine the nature of a spell on a person or object. The adept may ask one question of the item. Otherwise identical to Detect Aura of Naming College (p.43).

 

- New Air Magic Rules

 

(S-8) Flight Spell- The adept may use the wind to fly. Otherwise this spell is just like the Shadow wings spell of Celestial Magics (S-5, p.56), except, of course, there are no visible bat wings.

 

The old S-8 Spell of Hibernation becomes S-13.

 

- New Fire Magic Rules

 

G-7 Fireproofing and G-8 Protection from Magical Fire last only minutes, not days, if cast on a person who is not a fire mage.

 

Tags: Campaign Resources Page

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