DragonQuest Rules

April 12, 2016

Open DQ Preliminary Organization

Filed under: Uncategorized — rthorm @ 8:51 pm

This is a preliminary outline for re-organizing DQ rules into a more open and expandable system (with spaces for new rules to fit in to appropriate sections).  Some parts are not yet assigned; this is just a pirst pass at beginning to assign places for the existing DQ rules, and a starting point for organizational discussion.

I thought this had been posted earlier, but perhaps it was lost in the transfer from Netfirms, so I’m reposting it here again for reference and to get the discussion going again.


0 – License
1 – How to Play the Game
2 – Character Generation
3 – Combat
4 – Magic
5 – Skills
6 – Monsters
7 – Adventure

Rule numbering:
N-NNNx

Where the first number N corresponds to the section, NNN is the particular rule, and x is the rule paragraph letter.


0 Introduction, License, and Credits
0-001 Introduction
0-100 Creative Commons License
0-200 Acknowledgements
0-300 Contributors
The First Book: Character Generation, Combat
1 How to Play the Game
1-001 General Course of Events
1-002 Requirements for Play
1-200 Game Terms
2 Character Generation
2-001 Description of Characteristics
2-002 Effects of Characteristics
2-003 Characteristic Generation
2-004 Birthrights
2-005 Aspects
2-006 Heritage
3 Combat
3-001 Combat Terminology
3-005 Combat Equipment
3-010 Preparation for Combat
3-020 Combat Sequence
3-025 Actions of Engaged Figures
3-030 Actions of Non-Engaged Figures
3-035 Action Choice Restrictions
3-040 Attacking
3-045 Resolving Attempted Attacks
3-050 Damage
3-055 The Effects of Damage
3-060 Weapons
3-070 Unarmed Combat
3-080 Multi-Hex Monsters
3-075 Mounted Combat
3-090 Infection
The Second Book: Magic
4 Magic
4-010 Definition of Magical Terms
4-100 How Magic Works
4-120 How to Cast Spells
28. The Effects of Spells
29. Restrictions on Magic
30. Backfire from Spells and Rituals
31. Counterspells and Resisting Spells
32. Special Magical Preparations
33. Incorporating Magic into Combat
4-500 The Colleges of Magic
4-510 Magic Conventions
4-600 Thaumaturgies
4-610 The College of Ensorcelments and Enchantments
4-620 The College of Sorceries of the Mind
4-630 The College of Illusions
4-640 The College of Naming Incantations
4-700 Elementals
4-710 The College of Air Magics
4-720 The College of Water Magics
4-730 The College of Fire Magics
4-740 The College of Earth Magics
4-750 The College of Celestial Magics
4-800 Entities
4-810 The College of Necromantic Conjurations
4-820 The College of Black Magics
4-830 The College of Greater Summonings
The Third Book: Skills, Monsters, Adventure
5 Skills
5-010 Acquiring and Using Skills
5-100 Special Skills: Spoken and Written Languages
5-500 Alchemist
5-520 Assassin
5-300 Astrologer
53. Beast Master
54. Courtesan
55. Healer
56. Mechanician
57. Merchant
58. Military Scientist
59. Navigator
60. Ranger
61. Spy and Thief
62. Troubador
6 Monsters
6-010 Encountering Monsters and Non-Player Characters
6-050 Reactions to Encounters
6-080 How to Read the Monster Descriptions
6-100 Common Land Mammals
6-150 Avians
6-200 Aquatics
6-250 Lizards, Snakes, and Insects
6-300 Giants, Fairies, and Earth Dwellers
6-350 Fantastical Monsters
6-400 Creatures of Night and Shadow
6-450 Summonables
6-500 Undead
6-550 Dragons
6-600 Riding Animals
7 Adventure
77. Preparation for Adventure
78. Game Conventions
79. Organizing a Party
80. The Adventure Sequence
81. Monetary Matters
82. Fatigue Loss and Recovery
83. Adventure Actions
84. Consequences
85. Recuperation and Upkeep
86. How Experience Is Gained
87. How Experience Is Used

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