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Why the claim of combat and class balance between the classes is mainly a forum issue. (In my opinion)
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<blockquote data-quote="Balesir" data-source="post: 6248816" data-attributes="member: 27160"><p>Way back when you may have been right, but these days I would guess that, although a majority probably still take this view (tradition dies hard), saying "most every group" is an overstatement. There is a significant and growing minority that realise that this pattern is just one possible way to approach things.</p><p></p><p></p><p></p><p>I think you overestimate how hard it is/would be. Not every system is as sprawling and splatted out as D&D; the complete DragonQuest system is contained in one book (albeit there are three versions, due to its history). Noble Knight games has the 3rd edition (the TSR one - decidedly not the best, but not that far different from 2nd) for ten bucks <a href="http://www.nobleknight.com/ViewProducts.asp_Q_ProductLineID_E_1062054372_A_ManufacturerID_E_1_A_CategoryID_E_12_A_GenreID_E_" target="_blank">here</a>. The whole of second edition is available on Scribd <a href="http://www.scribd.com/doc/77330670/Dragon-Quest-2nd-Edition-Revised" target="_blank">here</a>, including the Arcane Wisdom supplement (the only supplement ever written for DQ, and mostly included in 3rd Edition, never published as a supplement and downloadable for free <a href="http://www.zimlab.com/dq/" target="_blank">here</a> - a page that has other good stuff besides).</p><p></p><p>HârnMaster Gold is $20 for the full player rules (like D&D's PHB) in PDF <a href="http://www.kelestia.com/catalog/52" target="_blank">here</a>. $85.50 gets you all the rules for HMG, complete.</p><p></p><p>My suggestion would be either to join Scribd and grab the full DQ 2nd Edition Revised or get the 3rd Edition for $10 and copy-paste from Scribd the bits that were cut (Black Magics and Demon Summoning, for political correctness reasons, basically - the full differences are listed on the fan page I linked above). That and the Arcane Wisdom download (free - from the fan page) and you'll have everything "official" for the rules system.</p><p></p><p></p><p>Yes, you can explore action adventure immersively, but IME it has some issues. Immersive play does not <em>require</em> close-to-realworld physics, but it can have problems if the GM's conception of how the world works is significantly different from that of the players. Using real world physics helps, because most folks are acquainted with how they work (even if they have a range of misconceptions and don't really understand them in any depth). You can get over this problem through communication; this generally requires one of two things - comprehensive rules (that all can read to understand how things work in the game world) or time for the GM to reveal the world's nature to the players gradually.</p><p></p><p>The danger is always that the player has their character try something that they think they should be quite capable of, but the GM takes a different view... Alternatively, the GM puts the characters in a situation that requires capabilities that the GM, but not the players, view the characters as possessing.</p><p></p><p></p><p>OK - try Daredevils - $14 <a href="http://www.nobleknight.com/ViewProducts.asp_Q_ProductLineID_E_324_A_ManufacturerID_E_32_A_CategoryID_E_12_A_GenreID_E_" target="_blank">here</a>. The complete system is in one book - the other publications are adventures.</p><p></p><p></p><p>It's not a question of merit - it's a question of power. Those who took castles (who weren't inbred until considerable time had passed, incidentally) were the ones who led armies, but when one individual can wipe out that army the system breaks down, somewhat. Real world history relies on the fact that, physically, one human being is pretty similar in capability to any other. Even record-breaking athletes can't act at twice the speed of everyone else; even top martial artists don't expect to take on a regiment and win.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6248816, member: 27160"] Way back when you may have been right, but these days I would guess that, although a majority probably still take this view (tradition dies hard), saying "most every group" is an overstatement. There is a significant and growing minority that realise that this pattern is just one possible way to approach things. I think you overestimate how hard it is/would be. Not every system is as sprawling and splatted out as D&D; the complete DragonQuest system is contained in one book (albeit there are three versions, due to its history). Noble Knight games has the 3rd edition (the TSR one - decidedly not the best, but not that far different from 2nd) for ten bucks [URL="http://www.nobleknight.com/ViewProducts.asp_Q_ProductLineID_E_1062054372_A_ManufacturerID_E_1_A_CategoryID_E_12_A_GenreID_E_"]here[/URL]. The whole of second edition is available on Scribd [URL="http://www.scribd.com/doc/77330670/Dragon-Quest-2nd-Edition-Revised"]here[/URL], including the Arcane Wisdom supplement (the only supplement ever written for DQ, and mostly included in 3rd Edition, never published as a supplement and downloadable for free [URL="http://www.zimlab.com/dq/"]here[/URL] - a page that has other good stuff besides). HârnMaster Gold is $20 for the full player rules (like D&D's PHB) in PDF [URL="http://www.kelestia.com/catalog/52"]here[/URL]. $85.50 gets you all the rules for HMG, complete. My suggestion would be either to join Scribd and grab the full DQ 2nd Edition Revised or get the 3rd Edition for $10 and copy-paste from Scribd the bits that were cut (Black Magics and Demon Summoning, for political correctness reasons, basically - the full differences are listed on the fan page I linked above). That and the Arcane Wisdom download (free - from the fan page) and you'll have everything "official" for the rules system. Yes, you can explore action adventure immersively, but IME it has some issues. Immersive play does not [I]require[/I] close-to-realworld physics, but it can have problems if the GM's conception of how the world works is significantly different from that of the players. Using real world physics helps, because most folks are acquainted with how they work (even if they have a range of misconceptions and don't really understand them in any depth). You can get over this problem through communication; this generally requires one of two things - comprehensive rules (that all can read to understand how things work in the game world) or time for the GM to reveal the world's nature to the players gradually. The danger is always that the player has their character try something that they think they should be quite capable of, but the GM takes a different view... Alternatively, the GM puts the characters in a situation that requires capabilities that the GM, but not the players, view the characters as possessing. OK - try Daredevils - $14 [URL="http://www.nobleknight.com/ViewProducts.asp_Q_ProductLineID_E_324_A_ManufacturerID_E_32_A_CategoryID_E_12_A_GenreID_E_"]here[/URL]. The complete system is in one book - the other publications are adventures. It's not a question of merit - it's a question of power. Those who took castles (who weren't inbred until considerable time had passed, incidentally) were the ones who led armies, but when one individual can wipe out that army the system breaks down, somewhat. Real world history relies on the fact that, physically, one human being is pretty similar in capability to any other. Even record-breaking athletes can't act at twice the speed of everyone else; even top martial artists don't expect to take on a regiment and win. [/QUOTE]
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