Perhaps one of my more specialist blog posts! I’m planning some convention DragonQuest, and wanted a method to uplift starter characters to a higher degree of competance, edging into the ‘adventurer level’.
Initially I looked at generating a pool of Experience Points to spend, based on a number of successfully completed adventures at the ‘mercenary level’, and then buying Skill Ranks and Characteristics at the book cost. Whereas this would work, acknowledging the huge leg up starting Mages get with their College of Magic Rank 0 startup, I just felt that this was way too much faff for me. Nervously, I recognise that ’embracing too much faff’ is exactly the mentality for being a DragonQuest GM.
My core rule reference is DragonQuest Version 2.19; Last revised 20th July 2003. This is the DragonQuest Open Source Document (DQOS) based on the 2e rules.
After some chat with the DragonQuest community (yes, there is one) on Facebook, and on the basis of “[2.1] The rules are intended to guide, not restrict, the GM”, I am going to use the following as my ‘quick’ character generation
[4.4] The effects of an optional characteristic must be determined by the GM.
I am using the suggested Physical Beauty, though it is likely to be renamed ‘Presence’ (PR) for broader application. As per [5.5], this will be generated by a random roll of 4D5+3.
I had wonderd about including Charisma and Intelligence characteristics, but instead will use Presence and an application of Willpower, along with some of the extended Profession Skills noted below.
Follow character generation as per the book up to and including [8.4]
Replace [8.5] with:
Mages
1 x Weapon Skill at R1
4 x Adventurer Skills at R1
1 x Profession Skill at R2 (or two at R1)
1 x College of Magic as per rules.
4 x General or Ritual spells at R4
1 x Specialist Spell at R2
Perception base = 10
Everyone else
4 x Weapon skills at R4
3 x Adventurer Skills at R4
2 x Profession Skills at R4
Perception base = 10
FP +2
Notes on Skills
Speak and Read/Write Common plus Kin (if applies) at R8
One other language of choice, Speak and Read Write at R3
Adventurer Skills (These may be added to as the game develops)
Climbing (3xMD)+(5xRank)
Carousing ((2xPB)+WP)+(5xRank)
Riding (WP+AG)/2 + (8xRank)
Stealth (3xAG)+(5xRank)
These might be added to, if actual play suggests a gap.
EDIT – I have switched to using the DragonQuest skills document, a huge compendium of 65 skills, as well as other suggested DragonQuest additions, by Christopher Dargan & Others.
Find it here: http://www.dragonquest.org/files/index-dqrules-skills.html
Profession Skills
The other type of skill is like a profession. These are more costly to gain and improve because they grant a whole series of abilities as you ascend in Rank. You rarely roll specifically on the profession itself, but rather on the sub abilities that they provide. I am to be including the following profession skills from Worldly Endeavour 2.0 house rules:
Acrobat, Administrator *, Architect/Builder *, Armorer, Arms Master, Artist *, Berserker, Bowyer/Fletcher, Cartographer, Chevalier, Climb, Devotee, Gambler *, Homemaker *, Hunter and Fisherman, Martial Artist, Miner and Prospector. Orator *, Planter *, Sailor, Scholar *, Teamster *, Tradesman *, Weaponsmith.
EDIT – see above for the link to the skills document I am now using.
The house rules suggest that Ranks in those professions with a * do not count towards Tier progression.
Start with armour and weapons with which you have Rank. Start with 200 Silver modified by status in [8.1] and [8.3].
