Proposed Rule Changes

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Spell Storage Review

Relevant portions of the Current Rules regarding what can be stored:

The Ward Ritual
The area that the Ward occupies and the range of the spell incorporated into the Ward are identical. This means that most spells (Range 15’ + 15 rank) have a minimum sized ward of 30’ diameter (a sphere, centred on the caster, of 15’radius).
Also, note that many spells have an indefinite range and hence cannot be incorporated into a Ward. This includes spells with ranges of unlimited, self, or touch and spells that can only affect the Adept.
Spells that are not suitable for incorporation into a Ward are those which require concentration, or some other action by the Adept.
The Investment Ritual
The Adept may invest any spell that they know...
Alchemist - Potions
Any spell or talent which the Adept knows and which is designed to affect only the Adept or some facet of their own person may be imbued into a potion.
Mechanician - Traps
The spell to be stored must include a Storage type of “Magical Trap”.

In Playtest in 2008

Updated June 2008

Thief v2.05

Elementals

Combat Changes

Sap Rules

When sapped an entity gets a EN check to resist being knocked out, the check should be x3 for a normal blow, x2 for a EN blow and x1 for a poss spec grev. There is a -5 to the chance for each point of effective damage done and saps only ever do FT damage when going for a KO.


Question: is it intended that the current rule that saps may only knock out targets wearing leather, cloth or no armour be removed? What about saps not working on targets larger than human?

Martin Dickson 16:28, 14 Jul 2005 (NZST)

Sap Option 2

3.9 Attacking (Combat)

Knockout - No Change

33. Assassin

An assassin increases their chance of knocking out a target.

The chance of knocking out a target (see §3.9) is the same as their increased chance of an EN blow.

Against a restrained or defenceless target any strike with a Sap that does effective damage will also result in a Knock-out.

56.1 Weapons

D The sap may only be used to ... - Remove

Pole Arms

  1. That two handed pole arms be able to make 'extended strikes' at -20 to SC as a Special Attack. An extended strike allows the character to strike one hex further than the melee zone.
  2. If a polearm wielder is charged and they have not moved they get to strike at +20.
  3. (what if "If a polearm wielder is charged they get to Keep the Attacker Out of Melee, similar to Keep out of Close.")

Chain Weapons

Flails and morningstars should negate main-gauche and buckler defence. Just to give people a reason to use them in game. Otherwise why not use the axe? If flail weapons defeat shields then in this case they are better weapons than the axe and bastard sword.

Attack from Behind

Can we clarify the rules on this please? The rules on this are currrently split in several places, and you need to know to look for the different parts to work it all out.

2009 September Meeting

Proposed for voting into Rules

Earth General Spell (G-8) Detecting Poisons
New Version
Current Rules
Elementals
New Version
Current Rules

Proposed for Voting June 08

Healer

37 ...

For the purposes of the Healer skill, an entity's body parts are the head, torso, and each limb. Vital Organs are the heart, stomach, viscera (liver, small and large intestines and kidneys), genitalia, brain, and eyes.

Repair Damage

Base Chance: 90 + Rank
Time: 50 hours - 3 / Rank
A healer may repair torn, damaged, or broken muscles, bone, tissues and organs. Generally these abilities will be used to repair the effects of Grievous Injuries.

A Healer may repair all injuries to one body part at the same time. To use Repair, a body part must be mostly intact and no more than half damaged. Regeneration is required for more significant healing.

A healer can act as a cosmetic surgeon. First, they sedate their patient with the soothe pain ability. They then slice and reshape the skin, muscles, and bones which are deemed unsightly, and make them whole with the appropriate repair ability. Unless the healer has also learnt regeneration, it is best that they work with a partner.

Reattach Body Parts

Base Chance: 90 + Rank
Time: 30 minutes - 2 / Rank
A Healer able to Repair Muscle may reattach a severed body part. The reattached body part may be Repaired to full functionality provided the wound meets the requirements of repair and it was severed for no more than Rank minutes. Or it may be Regenerated to full functionality provided it was severed for no more than Rank hours.

Regeneration

Base Chance: 90 + Rank
Time: 50 hours - 3 / Rank (refer below)
A healer can regenerate every portion of an entity’s body including vital organs and severely damaged or severed body parts. A healer must regenerate each vital organ or body part separately.

Regeneration will regenerate [Healer Rank] percent of a missing body part or vital organ per day costing the target [Healer Rank] FT per day. A Healer must initiate the Regeneration of a body part or vital organ, the regeneration will then continue unattended until the regrowth is complete or the healing area sustains further significant damage.

A regenerated vital organ will immediately begin to function if enough of the rest of the entity’s body is in working order. Otherwise, the vital organ will be dormant until the healer can repair or regenerate the necessary body parts. The regeneration time does not need to be consecutive, but the damaged part will not function nor continue growing until the regeneration time is complete.

Overstrengthing

The proposal is to re-add an edited version of the old over-strengthing rules to add a negative to the over-strengthing option.

That 2% per additional point of damage be added to the chance of fumbling with the weapon. Should a fumble occur a 2%/point of additional damage penalty will apply to the characters initiative for the purposes of calculating the effect of the fumble.

Thief

Move Thief v2.05 from Playtest into the Rules.

Proposed for Voting June 06

That Major Curse have the object target removed.

Proposed for Voting December 05

Spell Clarifications / Changes

Results of Voting
http://dq.sf.org.nz/archive/2005/2005-12/2005-12-12.html

Namer: True Seeing (S-10)

  • Clarification Only
    • The area affected is the spell range as a radius centred on the Adept
    • Anyone (not just the Adept) may attempt to observe revealed oddness
      • The spell does state that "observers" may make PC checks but this is not as explicit as it could be
    • Suggestion: minor wording change in next edition to clarify the above points.


Material Components and Binder/Illusionist Permanency Rituals

These changes have been proposed for voting.

Spell Descriptions

Material Some spells and rituals require material components. These materials must be present to perform the magic. If the spell or ritual also has a Material Cost then unless stated otherwise in the description, these materials are consumed during the casting of the magic regardless of the success or failure of the casting.

Binding Permanency (R-1)
Range: 5 feet
Duration: 1 Day (+1/Rank) or Permanent
Experience Multiple: 400
Base Chance: 20% + 4% / Rank
Resist: None
Target: Spell or Ritual
Cast Time: 1 hour
Material: Special
Concentration Check: Standard

Effects: This ritual enhances the duration of one of the Adept’s spells or rituals belonging to the College of Binding and Animating Magics. The magic must have been cast previously, and have sufficient duration to last throughout the ritual. This ritual may not be used with any magics with concentration-based or indefinite, condition based duration. This ritual may be performed without material components to change the duration of the target Spell or Ritual to 1 day (+1 per rank). Or the Adept may use the material components to change the duration to permanent. Material costs for this ritual are 10,000 sp (- 400 / Rank) for General Knowledge Spells, 20,000 sp (- 800 / Rank) for Special Knowledge Spells and for Rituals. A spell that has been enhanced by this ritual may only be removed by a Ritual of Dissipation.

Permanency (R-3)
Range: 5 feet
Duration: 1 Day (+1/Rank) or Permanent
Experience Multiple: 550
Base Chance: MA + 4% per Rank
Resist: None
Target: Spell or Ritual
Cast Time: 1 hour
Material: Special
Concentration Check: Standard

Effects: This ritual enhances the duration of one of the Adept’s Illusion spells or rituals. The magic must have been cast previously, and have sufficient duration to last throughout the ritual. This ritual may not be used with any magics with concentration-based or indefinite, condition based duration. Once the duration of an Illusion has been enhanced, no changes are possible. The Illusion may be overridden by any similar spell for the duration, rather than queueing. This ritual may be performed without material components to change the duration of the target Spell or Ritual to 1 day (+1 per rank). Or the Adept may use the material components to change the duration to permanent. Material costs for this ritual are 5,000 sp (- 200 / Rank). A spell that has been enhanced by this ritual may only be removed by a Ritual of Dissipation or the Adept’s own Special Knowledge counterspell.

Golem Weights

Add a column to the Golem statistics table to specify the average weight of golems based on size and type.

Rag & String
Weight (lbs) = Height (feet). Range: 0.5 to 2.5 lbs.
Clay
Weight (lbs) = Height (feet) squared * 8. Range: 72 to 648 lbs.
Wood
Weight (lbs) = Height (feet) squared * 6. Range: 24 to 486 lbs.
Iron
Weight (lbs) = Height (feet) squared * 11. Range: 176 to 1,100 lbs.
Stone
Weight (lbs) = Height (feet) squared * 13. Range: 325 to 1,872 lbs.

Skill Corrections

Armourer

Problem: The current equation for figuring armour construction times, [1 + Rank / 2 × Base number of days] is ambiguous. Read according to mathematical rules the equation results in all Effective Rk 0 armour requiring 1 day to make.

The original intent was that Effective Rk 0 armour takes Base days to construct, with the Base days sepcified for each type of armour.

Solution: Correct the formula to: (1 + (Rank / 2)) × Base number of days.

Other Changes

Rune College

Remove the 'no new characters' restriction on Rune College.
Add a general warning that the colleged will change at some date.

Overstrengthing

The proposal is to re-add an edited version of the old over-strengthing rules to add a negative to the over-strenthing option.

That 2% per additional point of damage be added to the chance of fumbling with the weapon. Should a fumble occur a 2%/point of additional damage penalty will apply to the characters initiative for the purposes of calculating the effect of the fumble.

Alternate Spec Grev Tables

Allow alternate Specific Grevious tables as per the allowance for alternate Backfire tables.

Proposed for Voting September 05

Results of Voting
http://dq.sf.org.nz/archive/2005/2005-09/2005-09-13.html

Spell Clarifications / Changes

Skill Changes

Armourer

P116 “The time and cost required for an Armourer to construct a suit of armour is dependent on the effective Rank used and the category of armour. Time The time required to construct a suit of armour is the following – 1 + Rank / 2 × number of days below.”

Problem
The equation for the armour is ambiguous.
Comment
Mathematical rules tell us to read the equation as: 1 + ((Rank / 2) × number of days below) it takes one for all rk 0 armour. Is the correct? I believe the equations should actually be applied as (1 + (Rank / 2)) × number of days below

Correction

“The time and cost required for an Armourer to construct a suit of armour is dependent on the effective Rank used and the category of armour. Time The time required to construct a suit of armour is the following – (1 + (Rank / 2)) × number of days below.”


Weaponsmith1

P140 “An item made of silvered metal costs 10 times the normal cost for the item made simply of cold iron. A gilded item will cost 120 times the normal cost for the item made of cold iron alone. Truesilver will cost 180 times the cost of the item made from cold iron alone. The cost of silvering or gilding is added to the base cost of the weaponsmithed item so that the cost of a silvered sword is Base Cost × (80% × (effective Rank + 1 + DM) + 10) silver pennies.”

Problem
(a) The textual and numerical description of the equation dont match
(b) The equation is presented in manner that obfuscates it meaning.

Comment

(a) Example:

Where BC = 10, Rank = 0, DM = 0

The silver cost => 10x(0.80x(0+1+0)+10) = 108 the value should actually be 80. The +10 should instead be x10.

(b) The equation should be written in a more intuitive manner that matches the text.

The text states ’10 times the normal cost’ where normal cost is “Base Cost × 80% × (effective Rank + 1 + DM)“. Write the equation as “10 x Base Cost × 80% × (effective Rank + 1 + DM)”

Correction
P140 “An item made of silvered metal costs 10 times the normal cost for the item made simply of cold iron. A gilded item will cost 120 times the normal cost for the item made of cold iron alone. Truesilver will cost 180 times the cost of the item made from cold iron alone. The cost of silvering or gilding is added to the base cost of the weaponsmithed item so that the cost of a silvered sword is 10 x Base Cost × 80% × (effective Rank + 1 + DM) silver pennies.”


Weaponsmith2

P160 “For every rank that a Weaponsmith has beyond the effective rank of the of the weapon, they reduce the time required, as given above, y 5%. For example, a Rank 8 weaponsmith churns out a Rank 0 weapon in only 6 hours; or produces a +1 Damage sword, no BC modifier, in 54 hours rather than 60.”

Problem

The example is incorrect

Comment

Calculation: Rank 8 Weaponsmith. Rank required to add +1DM is 5.

Base time => 10x(5+1) = 60 Discount => (8-5)x5% = 15% Discounted time => 60 – 15% = 51.

Correction
“For example, a Rank 8 weaponsmith …. or produces a +1 Damage sword, no BC modifier, in 51 hours rather than 60.”


A Proposal for the replacement of Rune College by Ross Alexander

This a a follow on for work done in 1988. This is not authoriative.

See Also

<= Rules