DragonQuest House Rules

Table of Contents

Introduction

This document details house rules (changes, substitutions, and clarifications) for the DragonQuest Alusia campaign. It is not meant to apply to any other situations.

The Alusia campaign uses the DragonQuest version 2.19 rules, unless otherwise noted below. All numeric references are to the relevant sections of the DragonQuest rules unless otherwise noted.

IV. Character Creation

Racial Selection

Modification to 6.3

A player may always choose to be a human, dwarf, elf, halfling, or orc character. If the player wishes their character to be a giant or shape-changer, he has three chances to roll within one of the indicated ranges.

If the player is a human character, none of their characteristics are modified. He gains no advantages and is subject to no restrictions.

When a player wishes to be a giant or shape-changer character, he declares which race he is attempting to be, and rolls D100. If the roll is equal to or less than the percentage chance given for that race, the character is that type of non human. If the roll is greater than the indicated percentage, the character may not be of that race.

Race % Chance
Giant 6
Shape-Changer 4

A player may attempt up to three rolls (for separate races) to be a giant or shape-changer. If he fails on all three rolls, their character is human. Conversely, if one of their rolls falls within the indicated span of numbers for a race, their character must be of that race. A player may forfeit their right to any further rolls to be a non human if he has exhausted the races he wants to be.

When a character gains proficiency in an ability, it is represented in game terms by their player expending Experience Points. The cost, in terms of Experience Points, to advance in any one ability is affected by the character’s race. Multiply the cost for any advancement in one ability (see rule 161.7) by the Racial Experience Multiplier.

V. Combat

Initiative

Replaces 19.0, 19.2, 19.3; modifies 26

The Initiative procedure is replaced with the following procedure:

  1. At the beginning of combat, each character rolls d10 and adds their current Agility, their Perception, their Rank with any prepared weapon, and 2 × their leader's Military Scientist rank (if they have a leader and that leader has the Military Scientist skill) (modified AG+PC+Weapon Rank+2×MilSci Rank). This is their Initiative Value for the entire Combat.
  2. If a character changes weapons, they will need to recalculate Initiative.
  3. If a leader is incapacitated, everyone on that side loses the Military Scientist bonus, if any. In that case, Initiative will need to be recalculated for every character on the affected side.
  4. If a character is Stunned, they automatically act last in the turn order. If multiple characters are Stunned, the GM may sort them by current Agility scores if they wish; however, since a Stunned character can take no other action other than recover from being Stunned (see 26), this is a bit of a moot point.

Missile Weapons

Modification to 21.7, 22.3, Weapons Table note G

Normally a missile weapon needs one Pass action to load and a Fire action to fire, meaning it can only be fired once every other turn on combat. However, if a character has Rank 3 or higher with a missile weapon, or the character has a modified AG of 26 or higher (see 22.3), that character may load in one fewer action, meaning:

  1. The character may load and fire most missile weapons in the same action.
  2. The character may load a crossbow in one Pass action instead of two.
  3. The character may load a crossbow using a crannequin in two Pass actions instead of three.

Armor Cost

Addition to 25.1

The cost of armor as given in the Armor Table is, as noted, for human-sized armor. Scale the cost by the following factor to get the cost for other races:

Race Factor
Halfling 0.5
Dwarf 0.66
Elf 0.83
Orc 0.83
Giant 2.5

The GM may adjust the cost (rounding off etc.) as he or he sees fit.

Special Weapons

The effects of some special weapons are outlined here. The effects of grenadoes filled with Greek Fire or methane are detailed in 93.5.

Grenadoes

Filled with oil:

Filled with Greek Fire (600 sp):

Filled with methane (explosive) (300 sp):

VI. Magic

The Colleges of Magic

Notes regarding 47.4 and 50.1

Astute readers will notice that the three Branches of magic (the Thaumaturgies, the Elementals, and the Entities) are missing the Colleges originally added by the supplement Arcane Wisdom, namely the Colleges of Lesser Summonings, Rune Magics, and Shaping Magics.

In this author's opinion, rather than try to decide which Branch these new colleges fall into, it's better to ignore section 50.1 altogether, as well as the parts of section 47.4 having to do with Branches of magic. Sections 47.4 and 50.1 contradict each other somewhat, and magic is complicated enough as it is.

Note that the parts of 47.4 not having to do with Branches of magic are still in effect. In particular, the increased magic resistance of non-Adepts is still enforced.

Additionally, although this is not in effect for the Alusia campaign, GMs may want to consider making the Colleges of Black Magics, Greater Summonings, and Shaping Magics non-player colleges. This would mean that NPCs may be members of these colleges, but player characters may not. In this author's opinion, those Colleges make better background than they do player Colleges.

VIII. Skills

Speak and Write Language

Notes regarding 92

Speaking

Humans will generally speak Common at rank 7–9, depending on social status. Non-humans will speak their native (racial) tongue at the same ranks, and Common at rank 3‐5 depending on social status.

Reading and Writing

The ability to read and write should be highly dependent on social status. Lower classes (Farmer and below) may very well be illiterate (unranked in Read/Write Language); upper classes (Merchant and above) should have at least Rank 5 in their native tongue (Common for humans). Non-humans will generally have Rank 1–4 in reading and writing Common.

(Note: In the Alusia Campaign, everyone has Rank 8 in both speaking and writing their native tongue and Common [just Common for humans].)

Military Scientist

Modifies 101.1

The paragraph about forming a personal guard seems to have been rewritten since 3rd Edition, and as written has a number of problems. Therefore, we are reverting to the 3rd Edition rules, as follows:

A military scientist can form a personal guard. After drilling for (12−Rank) months, or being in combat for a like number of weeks, the military scientist can form a personal guard of up to [(Willpower) × (Rank)] troops. These troops will steadfastly loyal to him, so he gains (2 × Rank)% above and beyond his normal success percentage when commanding only his personal guard. A personal guard will follow all rational commands from its leader (i.e., the military scientist) in all but stress situations.

Spy and Thief

Addition to 104.8

In addition to the unique abilities listed, a Spy or Thief can also perform the following unique tasks:

Spy:

A spy can use disguise (see 105.5) as though he has the Troubador skill at two Ranks less than his Spy skill. Thus, a Rank 3 Spy can use disguise as though he were a Rank 1 Troubador.

Thief:

A thief can estimate the weight of any object by sight. The estimate will be accurate to within ±(15 - (2xRank)%. For example, a Rank 3 Thief can estimate the weight of an object to within ±9%.

The thief must be somewhat knowledgeable of the composition of of object in question. For example, a Thief's estimate of the weight of an idol apparently made of gold will be less accurate if the idol in question is, in fact, gold-plated brass, or if the idol is hollow.

X. Adventure

Organizing a Party

Notes on 153.1

In the Alusia campaign, players may decide for themselves who the leader is, if any. Players should be free to select a leader with no Military Scientist skill, or even not select a leader at all. It should be made clear to the players, however, what impact this will have on combat. If the leader has no Military Scientist training, or if there is no leader at all, it can diminish players' Initiative values.

Monetary Matters

Addition to 155.4

Here are a few additions to the Basic Goods Cost List:

FOOD & OTHER PROVISIONS

Item Weight Cost
Hay, 1/4 bale 1 sp 50 lbs

Fatigue Recovery

Modification to 156.7

The Fatigue points a character recovers while resting or eating are always rounded up to the nearest full point. A character always recovers a minimum of one (1) Fatigue Point while resting or when eating a meal.

How Experience is Used

Modification to 161.1 through 161.5

Normally you need to expend both Experience Points and time (for training) to increase in Rank. (See section 161, How Experience is Used, p. 205.) I have made the following exceptions:

  1. While on adventure, weapons skills can be increased a maximum of two (2) Ranks above the Rank you had when you started the current adventure. This is intended to reflect stuff you learned through use. It only applies to a weapon you have used at least once per Rank while on adventure.
  2. Similarly, adventure skills (stealth, horsemanship) and language skills can be increased in the same way, with the same must have used proviso.
  3. The Perception characteristic can be increased while on adventure. Moreover, Perception can be increased by as many points as the player has Experience Points for. These are exceptions to 161.2.
  4. Magical talents, spells and rituals that you already know can be increased a maximum of one (1) Rank while on adventure without expenditure of time, as long as you have used said talent, spell or ritual at least once.
  5. Skills (Alchemist, Assassin, etc.) can be increased a maximum of one (1) Rank while on adventure, provided no new abilities are gained with the new Rank. For example, an Alchemist could go from Rank 0 to Rank 1, because no new abilities come with the increase. (The same would not apply going from Rank 2 to Rank 3; see 93.5 on p. 144.) A Courtesan, on the other hand, is able to learn a new ability per Rank (see 97.2, p. 147), and so would need training for each and every Rank increase.

In addition, if the characters are in a reasonably-sized city (population 1000+), it can be assumed they can find instructors for any Skill up to Rank 6, which means they can decrease Experience Point cost by 10% per 161.5, provided they are not advancing past Rank 5. Advancing past this rank will require the full Experience Point cost.

Experience Point Cost Charts

Addition to 161.8

The following experience point costs apply to the weapons listed in the Weapons Tables (p. 31).

Combat

Some weapons are limited insofar as the Rank which a character may achieve with them is concerned. A indicates that the Rank cannot be achieved with that weapon.

Swords 0 1 2 3 4 5 6 7 8 9 10
Knife 50 50 100 200 400 700 1500 3000 4000 4000
Machete 100 100 200 400 700 1500 3000

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