So now we get this odd rule that if you roll the exact number of your percentage chance, you don’t succeed unless someone helps you. Then, there is some war-gamey complexity because this clean design-stuff just feel doesn’t feel enough like Advanced Squad Leader.
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I wonder if the rules somewhere tell you how to come up with factor like, is DF 3 for “average” tasks? I guess we’ll see. Difficulty Factor is what you multiply a Characteristic by to generate a percentage chance for success, ranging from. Yeah, if you had read the 1981 Expert rules then you would have seen the suggestion to do this, but that was easy to miss, only a suggestion, and not sufficiently Advanced D&D.įrom a DQ-specific perspective, this little section also brings up Difficulty Factor, which turns out to be a really important part of the game that isn’t even mentioned in Chapter 3: Game Terms. No big deal in 2019, but many of my generation never knew that D&D meant for you to do that sort of thing we figured that of there wasn’t a rule, then you couldn’t do it.
First, that anything not specifically covered in the rules can still be attempted by using a Characteristic roll. This innocuous paragraph contains two really important ideas. Unfortunately, the game recognizes that subjective quality with some odd language: “Example: a female halfling would find a male halfling with a Physical Beauty of 23 sexually stimulating….” Whoah! I just thought he was handsome. Attractiveness is such a subjective thing that trying to objectively rank it is silly and DQ sort of recognizes that but includes it anyway. I really hate this sort of stat, just like I hated when the Unearthed Arcana tried to add Comeliness into D&D. DQ here includes an optional stat which is Physical Beauty two words instead of one because no one wants you to mistakenly believe that Spiritual Beauty is an optional stat. The other difference is that DQ replaces Intelligence with Magical Aptitude possibly because it has two words instead of one possibly because DQ is more open to magic-using characters and has a skill system to cover languages. This is one of the most frequently brought up issues when people decide to bitch about D&D Abilities.
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The same goes for Manual Dexterity.ĭQ does distinguish between Agility and Dexterity.I mean, Manual Dexterity. Thus we have Physical Strength, with an extra adjective for no reason since there isn’t any other kind of strength (cp. But they are intriguingly both like and unlike D&D’s more familiar 6, except with needless verbiage. This game has 6 Abilities just like D&D! Oh no, wait: these are Characteristics. This is all the kind of stuff that D&D at the time just assumed you could work out, which meant that the 2nd Gen gamers like myself had NO IDEA what to do. It’s all a bit mechanical-looking and obvious to me at this time, but it would have GOLD to me in 1982, specifying that there should be a reason why the characters are in this adventure that contracts should be worked out with hirelings about profits that there should be an opportunity for players to appeal GM decisions and then it is over, and there should be a separate period for solo adventures. DQ actually sets out a “general course of events” for playing the game, which include Pre-Adventure, Adventure, and Post-Adventure activity. Eric Holmes' incorporation of the previous booklets first appeared? Hmn. On the other hand, five years from the second edition would be 1977 which doesn't mean much to me other than the year that J. I’m not sure why 1975 is picked out since D&D was first published in 1974.
I think that is supposed to be five years from the date of the first edition (1980). Apparently, role-playing games have come of age in the last five years.