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== System == === Character generation === Character generation is much more involved than ''D&D'', with the player using 10 sided dice to determine everything from the character's race to handedness to the number of points they have to distribute amongst the primary characteristics (Strength, Agility, Manual Dexterity, Magical Aptitude, Endurance, and Willpower) which determine the character's strengths and weaknesses. Being able to control the value of these attributes allows for greater flexibility in character generation. For example, players seeking a powerful magic user can divert points to Magical Aptitude and possibly Willpower. Those seeking pure fighters can invest their points in Strength, Agility and Manual Dexterity. By carefully balancing these numbers, fighter/mages, thief/assassins, and other combinations can be devised. === Magic === The magic system in ''DragonQuest'' features distinct Magical Colleges, each with its own group of spells and rituals. Player characters who enter magical study are assumed to have apprenticed with a mage of their particular Magic College, and have learned all the basic spells and a ritual or two from their former Master. Player characters cannot change Magic Colleges in the context of game play, and so are all essentially specialists in a college of magic. Some of the Magic Colleges include: Earth Magic, Air Magic, Fire Magic, Water Magic, Illusions, Ensorcelments, Greater & Lesser Summoning, and Necromantic Conjurations. The revised second edition and third edition (released by TSR) added some colleges and removed others. Players expend fatigue points to cast spells, and must roll percentile dice to succeed. Many of the more powerful spells have a very low chance of success, and may ''backfire'' with random results (many quite unpleasant). By expending experience points, a mage may improve their ability to cast specific spells by gaining rank in them. There are also advanced spells which can be obtained from more powerful mages in one's Magic College. This advanced knowledge may require a substantial cash payment or some kind of quest to obtain, however. Certain spells require expensive or rare elements to work properly, while the majority are merely spoken. Specific rules exist for player Adepts to invest objects to create magic items (such as rings, amulets, weapons, etc.) for later use by themselves or other party members. Such items are also found on occasion during an expedition or exploration. === Skills === Any player character may choose to learn various skills in ''DragonQuest''. Vocations such as Ranger, Thief, Assassin, Merchant, Courtesan, Navigator, Healer, Military Scientist, Mechanician, Beastmaster, Troubador may be acquired by expending the necessary experience points. Certain other skills, such as Stealth, Horseback Riding, reading and/or writing a language can also be practiced and improved. Characters are not limited to any particular set of skills, and a Halfling Assassin who speaks perfect Elvish is technically possible. Weapons are learned in much the same manner as Vocations. The limitation is that weapons have various maximum ranks (levels) which can be achieved, while other skills usually top out at rank ten. Magic spells gain improved chances of success and better strength when rank is gained in them also, and this is done on a spell-by-spell basis (e.g. character is a fire mage and has improved his skill to rank 6 in Fireball, but rank 0 in many other spells of his magic college which he considers less important). Characters are required to spend many weeks training ''after'' an experience-generating adventure in order to increase skill levels. Weapons training typically requires the aid of a person of greater skill than the player, and hiring a weapon-master can be expensive as well. It is also possible that a character may actually ''be'' the expert in his/her local area, and so may have to travel some distance to receive instruction from a person of greater ability. === Combat === ''DragonQuest'' uses a hex grid and miniatures for combat. Unlike other systems, where the miniatures are merely placeholders, ''DragonQuest'' requires that characters know their facing, as attacks from the flanks and rear are more effective than frontal assaults. Combat takes place in five-second "pulses" and characters may only move short distances while actively engaged in a melee. Each character has a strike chance % based on (mostly) their manual dexterity and the base chance of the weapon used to attack. Additional factors, such as running into an attack or achieving surprise—as in an ambush—modify this base chance. The defender's defensive % is subtracted from this number, and percentile dice rolled to see if a hit is achieved. When a hit is delivered, the attacker rolls a d10, adds the weapon's attack bonus, and subtracts the target's armor rating. In some cases, such as a target with plate armor, few weapons can do much damage directly. Only certain special hits can damage the target severely. But with time, even the most heavily armored Knight can usually be worn-down. Unlike other systems, which use "hit points" to tally damage, ''DragonQuest'' has a two-tiered system of fatigue and endurance. Normally a weapon does fatigue damage only, but an especially lucky hit may immediately cause ''endurance'' damage or even a ''grievous injury'', which allows the attacker to roll again on a table of nasty hits to the eyes, guts, etc. Once a character has lost all of his fatigue, he begins taking endurance damage instead. This is bad, since endurance damage requires magical intervention or extended bed rest to be recovered. Fatigue can be recovered by simply relaxing and getting a hot meal and a good night's sleep. Endurance damage may also increase susceptibility to infection, at the discretion of the referee. Another ''DragonQuest'' feature is a three-tiered combat range system: Ranged, Melee, and Close Combat. Ranged Combat typically involves bows, slings, and thrown knives, while Melee is swords, spears, maces and most other weapons. Close Combat in ''DragonQuest'' is wrestling on the ground with knives, fists, rocks, etc. ''DragonQuest'' allows a party of adventurers to be surrounded and ultimately overwhelmed by large numbers of peasants, who rather than attacking singly and being cut to ribbons, will instead seek to surround and leap into Close Combat to subdue and pin down Player Characters. Some weapons, such as daggers, can be used at all ranges, but most cannot and are useless when the character is being shot with bows or engaged in Close Combat. ''DragonQuest'' combat falls midway in complexity between ''D&D'' and systems such as ''[[Runequest]]'' or ''[[HârnMaster]]''. It can take several hours to resolve battles. Tactics, choice of weapon, and use of spells are keys to victory. A feature of ''DragonQuest'' is that novice characters and mighty adventurers have nearly the same ability to absorb damage—i.e. they can both be killed fairly easily (unlike ''D&D'' in which high-level characters can take remarkable amounts of damage without dying, but similar to ''Runequest'' where character hit points are mostly static). This requires parties to have a balance of fighting and magic skills, since a party cannot be centered on a single nigh-invulnerable figure (a "Conan the Barbarian" type). === Experience === The experience points system enables characters to increase their skill levels in spells and vocation. Experience is used to 'purchase' new and improved abilities, rather than conferring a blanket increase in character skills as in ''D&D''. As characters grow in skills and proficiency, the cost to raise to higher skill levels increases greatly, but the amount of base experience points awarded at the successful completion of an adventure increases as well. In addition, the Dungeon Master may award characters bonus experience points for valiant, clever or outstanding performance during gameplay.
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