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.
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.
Replaces 19.0, 19.2, 19.3; modifies 26
The Initiative procedure is replaced with the following procedure:
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:
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.
The effects of some special weapons are outlined here. The effects of grenadoes filled with Greek Fire or methane are detailed in 93.5.
Filled with oil:
Filled with Greek Fire (600 sp):
Filled with methane (explosive) (300 sp):
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.
Notes regarding 92
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.
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].)
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.
Addition to 104.8
In addition to the unique abilities listed, a Spy or Thief can also perform the following unique tasks:
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.
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.
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.
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 |
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.
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:
stuff you learned through use. It only applies to a weapon you have used at least once per Rank while on adventure.
must have usedproviso.
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.
Addition to 161.8
The following experience point costs apply to the weapons listed in the Weapons Tables (p. 31).
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 | — | — | — | — |