Subject | [dq] DQ: off-topic: flat/apartment wanted |
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From | michael.woodhams@peace.com |
Date | Mon, 07 Jan 2002 10:58:23 +1300 |
I am, with increasing urgency, looking for somewhere to live. Ideal would be a single person apartment in the Mt Eden/Sandringham area for around $180-220 pw. I'll consider flatting with people. Please send e-mail if you know of something suitable. (Beware of the '"reply" sends to DQ mail list' feature.) Michael W. (michaelw@peace.co.nz) -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] Bestiary |
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From | AndrewW@datacom.co.nz |
Date | Mon, 7 Jan 2002 11:03:30 +1300 |
Hi, I'm tidying up the bestiary (making it more readable, fixing a few typos, etc.) as part of preparing to put out an updated unofficial GMs Guide. If there are any fixes wanted (and I don't mean giving Centaurs their readiness points back), please let me know. (Fixes to) typos welcome, along with other stuff. Andrew -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] Bestiary changes |
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From | AndrewW@datacom.co.nz |
Date | Mon, 7 Jan 2002 11:22:52 +1300 |
And of course, I can't resist making changes to the bestiary... The only content change is to move a few creatures around, so we can find them easier - all the sentient humanoids together, all the enchanted whot-sits together, etc. So merfolk move from fish, phoenix move from birds to fantastics, etc. I've found it a lot easier to find the creatures. This wouldn't be a content change, except that some peole can affect certain creature categories (say Lizards and Kindred). Their magics will work differently. This affects wierd talents primarily. I figure if someone's really upset, they can get their talent changed to "speak to lizards & kindred, _and_ basilisks". The only magic that I know is affected is Illusory Animal, but some of the air/water/earth/witch speak /control/summon creatures may be affected as well. It would move the sentient or very magical creatures outside their spells, which is probably a good thing anyway. I also found a few creatures that didn't have base chances or damages recorded for one of their attacks (e.g. earth elemental BC, some creature's horn attack damage, dragons' crush&roll), and threw in arbitary BCs/damages. If anyone cares, scream. I'll have a draft GM guide available shortly so people can decide whether its worth swapping to. Andrew -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Bestiary changes |
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From | flamis@ihug.co.nz |
Date | Mon, 07 Jan 2002 12:01:57 +1300 |
At 11:22 7/01/02 +1300, you wrote: >And of course, I can't resist making changes to the bestiary... > >The only content change is to move a few creatures around, so we can find >them easier - all the sentient humanoids together, all the enchanted >whot-sits together, etc. So merfolk move from fish, phoenix move from birds >to fantastics, etc. I've found it a lot easier to find the creatures. > >This wouldn't be a content change, except that some peole can affect certain >creature categories (say Lizards and Kindred). Their magics will work >differently. This affects wierd talents primarily. I figure if someone's >really upset, they can get their talent changed to "speak to lizards & >kindred, _and_ basilisks". The only magic that I know is affected is >Illusory Animal, but some of the air/water/earth/witch speak /control/summon >creatures may be affected as well. It would move the sentient or very >magical creatures outside their spells, which is probably a good thing >anyway. > >I also found a few creatures that didn't have base chances or damages >recorded for one of their attacks (e.g. earth elemental BC, some creature's >horn attack damage, dragons' crush&roll), and threw in arbitary BCs/damages. > >If anyone cares, scream. Just one point of interest... One concern I have had is the lack of definition for a number of "missing" creatures, common in fantasy, often used by GMs, but absent from the bestiary. This includes such GM favourites as ghouls, ghasts and mummies, missing from the undead listings. As a GM I find it awkward when players have expectations of creatures which have behaved in one way for another GM, and are quite different in my corner of the DQ-verse. Furthermore, I deplore the duplication of effort as multiple GMs write up their own versions of each critter. It would be so much easier just to look it up in the bestiary. In short, can we add to the bestiary. Please.... I've got all these monsters lurking on my computer's hard drive, and they need somewhere to go.... Jacqui -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Bestiary changes |
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From | AndrewW@datacom.co.nz |
Date | Mon, 7 Jan 2002 12:07:34 +1300 |
My feeling is that their aren't many "standard" beasties that are missed out. I'd rather prune the orangutan, giant amoeba and phoenix, and maybe add a few perennial favourites (mummies, some dinosaurs, drow? seem to be common). I've already added human, shapechanger, and the anti-devils (seraphs, etc.). Adding every monster ever encountered by any party would be a big mistake. Oh, and Martin pointed out that beastmasters would be affected by moving wierd creatures to their own category. On reflection, it seems like another good reason to do it. Andrew -----Original Message----- From: Jacqui Smith [mailto:flamis@ihug.co.nz] Just one point of interest... One concern I have had is the lack of definition for a number of "missing" creatures, common in fantasy, often used by GMs, but absent from the bestiary. This includes such GM favourites as ghouls, ghasts and mummies, missing from the undead listings. As a GM I find it awkward when players have expectations of creatures which have behaved in one way for another GM, and are quite different in my corner of the DQ-verse. Furthermore, I deplore the duplication of effort as multiple GMs write up their own versions of each critter. It would be so much easier just to look it up in the bestiary. In short, can we add to the bestiary. Please.... I've got all these monsters lurking on my computer's hard drive, and they need somewhere to go.... Jacqui -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Bestiary changes |
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From | ecavit@tranzrail.co.nz |
Date | Mon, 7 Jan 2002 12:20:53 +1300 |
> -----Original Message----- > From: Jacqui Smith [mailto:flamis@ihug.co.nz] > > Just one point of interest... > > One concern I have had is the lack of definition for a number > of "missing" > creatures, common in fantasy, often used by GMs, but absent from the > bestiary. This includes such GM favourites as ghouls, point taken, but ghouls are there (at least on the online version). > ghasts > and mummies, > missing from the undead listings. As a GM I find it awkward > when players > have expectations of creatures which have behaved in one way > for another > GM, and are quite different in my corner of the DQ-verse. As a player, some variation in the characteristics and behaviour of undead seems reasonable, even if different examples share the same generic true name. A vague write-up is probably better than none (for those types that people stumble across reasonably often), however. > Furthermore, I > deplore the duplication of effort as multiple GMs write up their own > versions of each critter. It would be so much easier just to > look it up in > the bestiary. > > In short, can we add to the bestiary. Please.... I've got all these > monsters lurking on my computer's hard drive, and they need > somewhere to go.... > > Jacqui > What are you doing about habitat types in light of Ranger v2.1 and the (dare I mention it) Encounter Table? Cheers Errol -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Bestiary changes |
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From | m.parkinson@auckland.ac.nz |
Date | Mon, 7 Jan 2002 12:27:55 +1300 |
> >And of course, I can't resist making changes to the bestiary... Thanks -- definitely needs work. And, further to Jackie's comments > One concern I have had is the lack of definition for a number of "missing" > creatures, common in fantasy, often used by GMs, but absent from the > bestiary. This includes such GM favourites as ghouls, ghasts and mummies, > missing from the undead listings. As a GM I find it awkward when players > have expectations of creatures which have behaved in one way for another > GM, and are quite different in my corner of the DQ-verse. Furthermore, I > deplore the duplication of effort as multiple GMs write up their own > versions of each critter. It would be so much easier just to look it up in > the bestiary. It's also awkward when you have the GTN of something and it behave *very* differently from the standard creature. If GMs are significantly rewriting a creature from the bestiary standard, could they consider renaming it? For example, in the current campaign the party was up against things called "True-Ghouls" -- I had no idea what we could expect of them, but that's fine because the consumer was not mislead by the label on the package. It can be tiresome constantly coming across nondescript species (with all the penalties for unencountered & unknown names) -- but that is better than encountering something, say, that looks like a Dog, has the GTN of Dog, and breathes fire the way a Dog doesn't. As an aside to Rosemary: Could you perhaps flag/mark/asterisk/etc items on the True-Names list which do appear in the Bestiary [or, alternatively, which do not appear there -- which ever is easier to update] > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Bestiary changes |
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From | AndrewW@datacom.co.nz |
Date | Mon, 7 Jan 2002 12:33:01 +1300 |
Habitat types have been updated to reflect the new ranger categories. A simple encounter table now lists the common & uncommon creatures for each terrain type, and lets the GM decide (randomly or by application of common sense) how many of what creature, if any, may be encountered. While generating this table, I also made giant amoeba rare, not uncommon. Those who like ghouls in every field may continue to use the DQ 2 tables. A new (almost unchanged) reactions table is also included, which now caters to both (extremely different) uses of reactions modifiers. Errol, you are spoiling all the surprises. Andrew -----Original Message----- From: Errol Cavit [mailto:ecavit@tranzrail.co.nz] What are you doing about habitat types in light of Ranger v2.1 and the (dare I mention it) Encounter Table? Cheers Errol -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |