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SECOND EDITION CREDITS
Eric Goldberg Gerald C. Klug
‘rat ESIGN and DEVELOPMENT ‘DESIG and DEVELOPMENT ofthe COMBAT SYSTER
‘of CHARACTER GENERATION, SKILLS, and ADVENTURE SYSTEMS EDITING and OEVELOPWENT of SECOND EDITION
David James Rite! Edward J. Woods
(Co-DESIGN of wAGiC SYSTEM ‘CO.DESIGN of WAGIC SYSTEM
‘end DEVELOPMENT of MAGIC and MONSTER SYSTEMS snd DEVELOPMENT of MAGIC end MONSTER SYSTEMS
Redmond A. Simonsen
DESIGN of PHYSICAL SYSTEMS ard GRAPHICS
Robert J. Ryer Brad E. Hessel
[RULES EDITING and TECHNICAL DEVELOPMENT [PROJECT OVERSIGHT AND EDITING
Peter Herzig and Nick Karp
‘DEVELOPMENT ASSISTANCE
a Geach nd fits, Cindy tow, JohnH. Butera Mich Coline, Grog Catiyan, Lay D‘Ambroso, Dar) Ezako, Gary Gilat, Grog
‘Gordan end finds, Stephan Gray, Tom Hermon, Tm Halingar, Wes Iven, Rabert Kom, Drake Letchne, Ch Mocra ee Resea Nod
Rasen, Tom Stanford ony Staton, Jamia Weer
(GAME TESTING and ADVICE
Manfred F. Milkuhn
‘ART PRODUCTION MANAGEMENT
‘Ted Koller, Michael Moore, Ken Stec
‘ART PRODUCTION end TECHNICAL EDITING
Jim Sherman John Garcia
SECOND EDITION COVER ILLUSTRATION (TERIOR ILLUSTRATIONS
THIRD EDITION CREDITS
Gerald C. Klug Jon Pickens
DEVELOPMENT ot he THD EDITION (CO-ORDINATION and EDITING
David J. Ritchie, Darryl Esakof, Nick Karp, Ted Woods, Deborah Ritchie
‘Adclional MAGIC SYSTEM DEVELOPMENT
Paul Hanchette
‘THIRD EDITION GRAPHICS end ART PRODUCTION
Joe Chiodo
‘COVER ILLUSTRATION.
‘Tim Truman
‘Adalonal INTERIOR ILLUSTRATION
Eric Aldrich, Matthew Erskine, Greg Gordon, Theo Patterson, Verne Wetherholt and friends.
‘GAME TESTING and ADVICE
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Uinta rgDRAGONQUEST THIRD EDITION, PAGE it
1. Introduction
“The Firt Book: Character Generation, Combat
Il. How to Play the Game
1. General Course of Events
2: Requirements for Play
WL, Game Terms
TV, Character Generation
33 Description of Characteristics
42 Effects of Characteristics
SS. Characteristic Generation
6. Birthrights
7. Aspects
8, Heritage
V. Combat
9, Combat Terminology
30. Combat Equipment
11 Preparation for Combat
12, Combat Sequence
113, Actions of Engaged Figures
1M. Actions of Nor-Engaged Figures
418: Action Choice Restrictions
16. Attacking
117, Resolving Attempted Attacks
18, Damage
49. The Effects of Damage
20. Weapons
21, Unarmed Combat
22, Multi-Hex Monsters
23, Mounted Combat
2A, Infection
‘The Second Book: Magic
Vi. Magic
25, Definition of Magical Terms
26, How Magic Works
27, How to Cast Spells
28. The Effects of Spells
29, Restrictions on Magic
430, Backfire from Spells and Rituals,
31, Counterspells and Resisting Spells
32, Special Magical Preparations
33, Incorporating Magic into Combat
34, The Colleges of Magic
35, Magic Conventions
136. The College of Ensorcelments and Enchantments
37, The College of Sorceries of the Mind
38, The College of Illusions
30, The College of Naming Incantations
40, The College of Air Magics
41, The College of Water Magics
42. The College of Fire Magics
43, The College of Earth Magies
44, The College of Celestial Magics
45, The College of Necromantic Conjurations
46, The College of Summonings
47, The College of Shapings
448. The College of Rune Magics
49, Notes on Magic
50, Creating New Colleges
51, Guide to Herbal Lore
‘The Third Book: Skills, Monsters, Adventure
VIL Skills
‘52, Acquiring and Using Skills
53, Special Skills: Spoken and Written Languages
54, Alchemist
535, Assassin
6. Astrologer
57. Beast Master
538, Courtier
59. Healer
60. Mechanician
61, Merchant
62, Military Scientist
63, Navigator
Ranger
65, Spy and Thief
66. Troubador
VIL. Monsters
67, Encountering Monsters and Non-Player Characters
668. Reactions to Encounters
69, How to Read the Monster Descriptions
70. Common Land Mammals
71. Avians
72. Aquatics
73. Lizards, Snakes, and Insects
‘7, Giants, Fairies, and Earth Dwellers
75. Fantastical Monsters
‘76. Creatures of Night and Shadow
177, Sammonables
78. Undead
179. Dragons
80. Riding Animals
1X. Adventure
81, Preparation for Adventure
‘82, Game Conventions
83, Organizing a Party
‘54, The Adventure Sequence
Monetary Matters
Fatigue Loss and Recovery
. Adventure Actions
3. Consequences,
489, Recuperation and Upkeep
90, How Experience is Gained
91, How Experience is Used
‘Adventure: The Camp of Alla-Akabar
1. Introduction
IL How to Reed the Maps
IM, Brieting for the Players
IV Briefing for the Gamemaster
'Y. The Desert
ve
1
2
53. All's Mistress
rs
5
6
7.
Descriptions of Non-Player Characters
‘Alla-Akeabar
Cam
Del
Rory
Talan
‘The Bedouins
8. The Slaves
VIL The Camp
9.
Background
10, Alles Tent
A. Garr's Tent
12. The Treasure Tent
13, The Bedouins’ Tent
X
alanis Tent
15, The Servants’ Tents
16, Outside Areas
17. Random Encounters
VIL, Assassination
1X. Final NotesDRAGONQUEST THIRD EDITION, PAGE itt
I. INTRODUCTION
‘The genre of fantasy literature stems
from the myths of our fathers. The marvel=
‘ous creatures and strange sorceries of legend
are part and parcel of the genre, Harcly
anyone in the Western world has not been
‘exposed to some element of fantasy, be it
fairy tale, classical myth, or RR, Tolkien's
estimable Lord of the Rings. Thereare many
reasons for the widespread appeal of Fanta
sy, the most compelling of which is its
uncomplicated nature, Good and evil are
readily distinguishable, and the hero invari=
ably confronts the villain. It isl too easy to
Imagine oneself, clothed in exotic garb,
ing a magical sword, vanguishing the
sinister sorcerer. Small wonder, then, that
fantasy role-playing games, which allow a
person to play the part of that hero, are so
popular today.
What is Role Playing?
When you were a child, you probably
played spontaneous, informal games in which
‘you pretended to bea policeman, an indian, a
parent, ora pirate. You imagined what these
mysterious and powerful people were capable
of, and then you acted out scenes with your
friends. Thre was no winner or loser —~ eve
:ybody won by getting the thrill of pretending
to be another person. These games of *make=
believe’ had no rea ries, no sineture, and no
‘equipment. They depended solely upon the
{imagination ofthe players to keep them lively
and interesting
Much of the wonderful, imaginative
‘experience and free play of these childhood
{games can be found in their adult counterpart
= role-playing games. A role-playing gare is
also one in which you pretend to be someone
— ut the “someone” is very detailed in abi
ties, physical description, and nature. In fac,
characters in role-playing games are 28
detailed as the characters in a major novel,
‘These characters inhabit a world that is also
very wel deseribed. In a fantasy role-playing
game, such as the DragonQuest® game, the
‘world & one of magic and monsters, quests
and spells, and all the romantic color of an
Imaginary ime and place reminiscent of early
‘medieval Europe,
Each active character in the game is
played bya live player. There are many oth-
cer characters and monsters, all of whom are
‘operated by the gamemaster. The gamemas-
ter is a combination of referee, storyteller,
and "Hand of Fate’. He keeps the story
unfolding by telling the players what ishap-
ening and judging the results of any
5 the players take. He has a very free
hand to interpret the situation as he sees fit
‘within the guidelines of the rules, The game-
‘master usually works from a prepared story
‘synopsiscalled an adventure. This isthe st-
ling of the story and something of a general
script outline for the course of the action It
also can contain maps and tables of infor-
‘mation on the area and its inhabitants, This
adventure isa tool for the gamemaster and
‘snot directly used by the players, although
the players will actually create the detail
and action ofthe story by the decisions they
make as they participate inthe adventure.
‘An Example of Role Playing
In a role-playing session, the players
(usually three to nine people) sit around a
table with the gamemaster at the head.
Sometimes the adventure can be played
through in one sitting but, more typically,
the players will meet a number of times 10
finish the adventure, Adventures can be
strung together and players play the same
character from game to game in a role-
playing campaign. ‘Their characters will
grow or diminish in strength, ability and
‘wealth. Throughout the entire experience,
the gamemaster creates the world through
which the characters travel, by interacting
‘with and prompting the players, Here is a
brief sample of a typical role-playing
exchange:
Gamemaster(GM Your characters are seat-
ed around a table in a very dingy tavern,
drinking mead, when a hooded figure
enters, approaches the har, and orders a tan-
ard of ale
Johan (character name: Delion): What does
hhe look like? Can we see any details of his
facet
GM: No, the hood covers his features. He
appears to be avoiding eye contact vith
‘anyone but the bartender,
Delion: I will go over to the bar, activating
my magical talent of Sensitivity to Danger,
and take the place next to him
GM: He begins to move away from you.
Delion: I speak to him and say, “Sin, your
‘robe appears to be torn. Has your journey
been a hard one?”
GM (nov acting the part of the nonplayer
Character, Argotacl: He turns to you, his
eyes glowing with an eerie amber light, and
says: “Young man, my travels are none of
your business, and your ingulsitiveness
‘may cause you harm if you continue”.
Delion: What is my talent telling me?
GM This man (if he is « man) radiates dan-
er,
Delion: ! return to my table, joining, my
‘companions, while continuing t0 watch his
‘movements
GM: After drinking for about half an hous,
she leaves,
Delion: My companions and I will follow
him.
‘This very simple, edited version of an
encounter in a tavern with 2 non-player
character can lead to an adventure that ean
place the characters life in danger. The
chance to be bold and brave without any
ea] world consequences is one of the fasci-
nations of role-playing.
‘There is also the fun of assuming the
role of a powerful or outrageous character
very different from your real-world self
‘The exhilarating experience of the power of
‘one’s own imagination is terrifically enter-
taining and engrossing. Role-playing is a
very social experience as well. People can
use thelr role-playing identities to interact
ith one another in ways that are usually
ypossible. You can come to someone's rex-
‘ue, You can sell them the key to their quest
— or you can sell them out! In particular,
the gamemaster has the chance to influence
the very fate of the other players — how
coften do you get to tell a friend that he has
found a fortune or been eaten by a dragon?
Role-Playing Subject:
Most role-playing games are fantasy
based such as the DragonQuest game, These
games deal with the world of magie and leg-
endary creatures. Other role-playing games
deal with science fiction. These games basi=
cally substitute the intricacies of technology
and aliens for magic and monsters. A emall
‘number of espionage roleplaying games —
such as TSR's Top SecreuS..™ game are also
available, In fact, virtually any action-
oriented subject lends itself to role-playing.
Whatever your area of role-playing
interest, you can best get started by buying
conly the basicset ofany role-playing system
{in which you are interested, This book, for
instance, contains all the rules needed to
play the DragonQuest game.
Role-playing gaming is an exciting
‘and involving hobby that is limited only by
‘your imagination. Role-playing offers you
the chance to participate in adventure and
take an active part in creating your own
‘entertainment. In these times of low-grade,DRAGONQUEST THIRD EDITION, PAGE iv
thin-blooded commercial TV stories, role-
players such as yourself can engage in the
energetic, mind-stimulating fun of fantasy
adventure.
‘The DragonQuest® Game System
Fantasy role playing, as a way to
spend one's leisure time, has come of age in
the last 10-15 years. Since the days when a
small group of devoted die-hards first
uncovered an enjoyable fantasy role-
playing game, the idea has attracted an
Ever-growing bady of people whose diver
pet tastes demand innovative and original
few works, Thus, enter the DragonQuest
game,
"Three general themes guided the
design and development of the
‘DragonQuest game and make it different
from other role-playing games, First, the
DragonQuest game vas designed to impose
‘as few artifical restrictions on the game-
master(GM) as possible. For example, 9
Character isnot limited to’a particular group
Of abilities (known inthe genre asa “charac
ter class"), A character class imposes certain
arbitrary restrictions upon a character, fo
{ng him or her into molds that have to fit,
regardless of the inclination of the player.
‘These classes came into being in other
games as balancing tools, to make it just as
advantageous to be a human fighter as to be
‘dwarven priest In order for a character in
2 DragonQuest game world to have as
fuch freedom of choice as possible, anyone
tan be anything. Of course, the player whe
{esto have as versatilea character as possi-
ble will be correspondingly handicapped
when he tres to rise in power. The impor-
{ant effect ofthis themes that any character
from the pages of fantasy literature can be
re-created (in game terms) without causing
aberrations in the game system.
‘Secor, almost all creatures and mag~
jcsare drawn from sources existing in myth,
Tegend, of literature. We do not pretend that
cour fantastic inventions can compete with
those reaching across the gulf of time tous,
being the stuff of our heritage. Rather, we
have attempted to imbue as much verisimili-
tude as we could, to allow those who play
the DragonQuest game to experience, on a
gaming table, those worlds they have only
been able to vicariously experience before.
‘The fantasy of northern Europe is prevalent
in these rules, because itis the common ref-
‘erence point shared by most of the people
‘who will play the game. When a specific
inythic creature or {ype of magic is repro-
Guced, it is given all the characteristics
ascribed toit in legend. When discussing the
imaginary, brief mentions were often
thought to be sufficient; in such cases, we
try to explain as best we can. The few liber-
ties taken were to fill the logical “holes’
Norse legends and the myths of Greece (to
ame but two examples) are not entirely
Compatible, We have attempted to give the
GMa solid base to which he can add his
‘own or other cultures‘ legends and magics.
‘A third concept in mind during the
‘design process was to maintain the game's
Fexibity, and allow the GM and players to
‘expand on the original rules. The modular
presentation of skills and magic colleges
Inakes the introduction of new ideas easy;
‘adding a new skill or college does not neces-
sitate changing the original ones.
Rules and the GM
A point that should be emphasized is
that printed rules are a framework for
assuming the role of a person in a fantasy
world, and cannot possibly cover every
called upon to interpret or add to the rules.
‘This may seem to be an obvious statement
to those readers who are veteran role play-
cers, but for those to whom this game is a
first experience, it is 2 concept not to be
slossed over.
‘While the rules as written are play-
able, they may not suit everyone's taste.
Some may be too complex, and some may
rot be complex enough (the desires of role
players are many and varied). The GM is
fempowered to change whatever he wishes
(ith the mutual consent of his players) in
order to make the game more enjoyable for
all concemed. In order to make these deci-
sions fairly, he must know the entire body of
ules thoroughly and havea keen sense as 10
what is good for Ais campaign. The first
attribute can be easly attained: the second
requires experience and an acute awareness
‘of his players.
‘The GM must be fair and impartial at
all imes, and never losesight ofthe fact that
hr is a referee. Withia the framework of the
rules, he objectively determines the results
Of the players’ actions. The players act out
their part as if their characters actually
existed in the world the GM has created.
‘The GMisa master story-teller, a weaver of
tales that deal with those themes aforemen-
tioned: fairy tale, myth, and fantasy. This
job can, at first glance, seem both mam-
‘moth and unattractive. Iti, however, one
Of the most enjoyable gaming experiences
this author end many other individuals
have ever found. While the players act out
the parts of their characters, the GM gets to
‘act out the parts of everyone elie who
inhabits his world — shopkeepers, evil wiz-
ards, dragons, and giants. Along with play-
ing these parts, the GM is the referee ofall
the actions that occur; his impartiality is
assured by the absence of a game persona,
directly identified with him.
ANote on Dice
It is strongly recommended that the
‘gamemaster and players have an adequate
supply of 20-sided dice, which are used to
resolve numerous game functions, These
dice are readily available at hobby shops. If
‘you have no 20-sided dice, 2 pack of com-
‘mon playing cards can be used. Extract and
shuffle the Ace through 10 ofboth a red and
Dlack suit and drav from these at random as
required by the situation you are resolving
(see 2.6).
Introductory Adventure
|At the back of this book is an intro
ductory adventure, It i designed to be
played with one or two players and a GM.
‘This was done to ald the beginning GM in
getting familiar with the rules and with run-
‘ning an adventure; handling many players
at once can be a trying experience for the
best GM. Once the sew GM has arranged to
play the DragonQuest game, he should read
the adventure very carefully, especially the
character sketches provided for the Non~
Player characters (NPCS). These are intend
‘ed as guides for the GM. He should play the
parts of these NPCs as accurately as possi-
ble, remembering that the players, especial-
ly in this adventure, will need to interact
extensively with those NPC's to successfully
‘complete the adventure. When the adven=
ture i over and the GM goes on to create his
‘own NPC's, he should use the sketches a5
{uides. The level of characterization in the
‘people who populate GM's world isa good
Indication of the quality of the overall cam-
paign and that particular GM's preparation
(orlack thereof).
“The adventure also contains examples
of Encounter Tables designed for a special
place and special NPCs. [tis not necessary
For the GM to invent a different table of his
‘own for every adventure, but he should
‘consider altering the encounter probabilities
to tthe scenario. The new GM should also
examine the Campaign Map. Since it is
raven ata scale of 1 hex/S feet, it facilitates
transfer to the Tactical Display. This is a
minor detail, but if overlooked, it can slow
down the game. This type of map, with a
few pertinent details let off, can be shown
to the players upon entering any similar sit-
vation.
“The GM should guide the players
through the adventure, stopping whenever
there are rules questions or problems of any
sort, Together, the players and the GM
should discuss the problem and resolve it to
their mutual satisfaction. In this way, all
‘concerned will lear the game and their
ppatts in it, and hopefully whet their appe-
tites to continue playing the DragonQuest
‘game. If more rapid pacing is desired, the
GMcan make a temporary ruling and dis.
‘cuss the matter in detail at the conclusion of
the playing session,
Please enjoy playing the DragonQuest
same. We at TSR, Ine. are confident it will
‘ring you many hours of pleasure,
Gerry KlugThe First Book
lets aa a seli.
HOW TO PLAY
THE GAME
‘The DragonQuest® game is a fantasy
role-playing game. In a role-playing game, 2
person plays a character in another world
Unlike 3 conventional game, the players do
not sit around a board and move pieces. The
playersait ina semi-circle about the gamemas-
fer each with only asheet on which is recorded
information about his character. The abject of
a roleplaying game is not for an individual
player to win infact, there is no winner}, but
oenjoy a stimulating interchange between the
players as characters and gamemaster (GM).
“Fhe GM plots the background for an
‘adventure, invents 2 cegment of 2 fantasy
‘world, and plays the part of every being not
{epresented by another player. The game lows
fs. result of pive-and:take between the game-
Jnasterand the other players, The GM informs
the players ofthe situation in which the char-
acters find themselves, the players tll him
‘hat their characters aredoing, and the GM in
thm tells the players winat happens in response
fo their characters’ actions.
“The DragonQuest game can be played in
two ways, The fis as an individeal session,
IF played thie way, the players are taking char-
‘eters for one play session only, and are trying
te complete a mission of limited scope. The
players are not interested in a full-fledged role~
playing gate in thiscase. It will be sufficient to
bea team with a common goals just this once.
Flowever, the DragonQuest game is best
played as « campaign. The game does not end
Br the conelusion af one of the players’ get-
togethers. A player role plays the sme charac-
ter unl the character des or retires. During 2
campaign, a characters personally should
became more andmore evident asheis granted
A fiel, gets married, declares blood-feuds, ete.
‘Acampaign ean continue indefinitely.
1. GENERAL COURSE OF
EVENTS
“The folloving isan informal sequencing
of the order in which the gamemaster should
ause events to occur. What is written here is
fot intended to supplant any ofthe rules inthe
Following Sections.
A. PRE-ADVENTURE ACTIVITY
‘The gamemaster is responsible for preparing
aan adventure before he and the players game
1. Adventure Rationale. The gamemaster mist
ecide what aptions he is going to present to
the players. This can be done as a series of
‘questions posed to himeelf: What are the play-
‘es supposed fo accomplish Where are they
‘suppored to got Who (or what) i thelr adver
ftyt How are they suppesed to find out about
their mission? Ie any particular non-player
character (q.v.) terested in, this mission?
‘How much information should the gamemas-
DRAGONQUEST THIRD EDITION, PAGE 2
ter tll the players?
2, Map Adventure Area. The garemaster must
‘map (e261. 3) the land (or sea) area in vthich
Fhe expects the player characters to travel. This
‘ust incude the area between the characters!
Current location and their destination, and
Should take in a szeable portion of the su
‘oundinge. The GM must aio plan the interior
of any structures that will figure prominently
in the adventure
23, Record Adversary Information. The game-
‘master must prepare a listing foreach of the
Beings who directly opposes or obstructs the
completion ofthe player characters mission.
‘Aeuitionaly, he mast preparelistings For a few
‘miscellaneaus encounters (g.v.), which can be
picked t random when the characters are due
fo meet something other than their ultimate
foe. Both of these listings are recorded as
described in cule 67. The gamemaster will
probably wish to append some notes to the
scriptions ofthe charactors’ adversaries,
4, Record Update, The gamemaster checks
that all Character Records are current and that
“any new entries have been figured correctly,
Fhe has nat done #9 already. He writes any data
About the choracters that ther players are not
teppoped to know in hs private ampain
B, ADVENTURE ACTIVITY
“The players engage in some inital preparation,
and then they play out the adventure with the
amemaster.
5, Generate New Characters Any player with-
uta character mast generate a new one; any
player with a character can generale anew
Se. There ne limit tothe numberof charac-
fersan individval player may have; however, a
player cannot control more than ane character
At a time, Someone who likes variety might
Choose to rotate five or six characters on con
ecutive adventures. The gamemaster should
‘Selly limit the interaction between two char-
‘acters controled by the same player.
6. Organization of a Party. The players mest
hoove a leader (@.v.). They must also inform
the gamemaster of which non-player charac:
ters they wish to accompany them on adven-
ture: the gamemaster, in turn, tells the players
‘who is willing to accompany their characters
‘Any purchases or the upcoming adventure are
rade at tis point.
17, Determine Any Contractual Arcangement
“The players, epresentingtheircharacters, and
the gamemarter, representing any non-player
chatacters, haggle to decide hove any booty
wwll besplit, The standard Adventurers’ Gulld
‘contract (see 83.4) i suggested
8 through 11. TieléWhit Stage, Encounter
‘Stage, Chate Stage, Tactical tage. See rule 8.
C, POSFADVENTURE ACTIVITY
“The players and the gamemaster wrap up the
adventure, and the players decide what to do
‘with their characters.
12, Experience Point Awards. The gamemaster
‘awards the characters Experience Points (see
50), depending on each player's performance
uring the adventure
13, Appeals. A player who objected strenuous
Iytoa decision of the gamemester has one last
chance to try and change the GMs mind. All
Secieions ar final past this point,
14, Upkeep Level. The players inform the
‘gamemaster of how much their characters will
spend on upkeep (se 89.3) per week, until the
‘ext adventure begins or the character goes
broke,
15, Allocation of Time. Each player informs
the gamemaster how his character will use the
time between adventures. This is especially
important for increasing Rank (q.v.) and
saequiring new abilities [a.v.)
416, Solo Adventures. If 2 player wishes his
‘Character to underakeany action that requires
the attention of the gamemaster, he and the
GM play it out atthe GM's convenience.
117, Experience Point Expenditures. f the play
fer wishes to increase the Rank (q..) oF value
ff an ability, ill or characteristic, he must
‘have sufficient Experience Points in his charac-
ter’ Experience Point Bank (q.v,) and have his
‘character perform all pre-requisites successful
fy (ae 91), He ao infor the gamemaster, and
2 change is made on his Character Record.
118, Calendar Updete. The gamemaster marks
‘olf the passage of game time on is calendar
(see 2.1)
This cycle Is repeated indefinitely, a6
Jong asthe campaign lasts,
2. REQUIREMENTS FOR
PLAY
‘The players must have certain equip-
ment and Knawledge ofthe basics ofthe game
‘Before they can play. The gamemaster requires
additional material and, of course, a thorough
fenlirity with the rales
[2.1] The DragonQuest rules aro
intended to guide the GM, not to
restrict him.
‘The flavor of each and every role:
playing campaign is heavily influenced by the
Knowledge (or lack thereof) and prejudices of
the GM who runs Ino matter what set of
niles" are being used. Some GM's emphasize
‘combat in thelr worlds, some magic, some
monsters, some wilderness adventures; and
some dungeon expeditions. The rules of any
fame are simply a common set of guides for
Both the players and the GM so they may
speak the same language and have some base
from which thelr Ideas may spring. GM's
should feel free to add or delete any of these
ules withthe understanding that he does so at
his own rein terms of play balance and sys-
{ems interfaceabiliy. Since the GM isthe final
arbiter of these rules, most rues questions
should be answered by him.CHARACTER GENERATION AND COMBAT, PAGE 3
[2.2] A Tactical Display is used in
conjunction with the Combat rules
(see, Particularly, rule 11).
"A Tactical Display is used to portray a
variety of terain and intelor features that can
affect combat between characters, monsters
and/or non-player characters. The Digplay is
overlaid with a hexagonal grid to regulate the
‘movement and positioning ofthe playing pice
es. Each hexagon (hex) equals 5 fee of terrain
from sideto side,
[2.3] The figures occupying the
display are eithor miniatures,
‘cardboard counters, or other
suitable markers,
Most often role players use metal minia-
tures (available from most hobby stores these
days) to represent thelr character while he
‘cccupiesthe display. these are unavailable or
undesirable, eardboard counters euch asthoee
used in wargames) are equally useful if not a8
picturesque. Ina pinch, such markers as chess
pieces foy soldiers, or other small tems (dice
Of different colors often work well) ean be sub
stituted without affecting play
‘The GM will ned markers of some kind
{o represent monsters er NPCS that also occ=
py the dplay. Doors, chars, wall, tees, wi
dows, fireplaces, chess, and other items of
Importance will also have tobe represented, A
combination of small markers and lightly
cdrawn-in features will solve most of these
problems. A note shovld be made of any
Ambiguous item or drawing.
(2.4) Percentite dice will be needed
by both the players and the GM.
At least one set of two twenty-sided dice
are needed for play, andi is most desirable to
have three or four sets available at all times,
‘The GM will need to have his own eet sith
which tore those checkshe needs tokeep hid
den from the prying eyes of players, With a
group of players numbering thee or more, any
combat sivation will have many die rolls hap-
pening in rapid suecession, and play wil be
treatly slowed if each player has to reach
across the table for the only available sel of
fice.
12.5] The players must provide
themselves with some
miscellaneous play aids.
1. Bach player must havea copy of the Charac
ter Record for exch of his characters. tie aug
‘ested that all numerical vals be recorded in
pene, and the rst ofthe entries in pen
2. The GM must have a copy of the Adventure
Record. The players should fil his out before
the adventure begins
3. The GM should haves copy ofthe Strategie
‘Map Hexgrid on which the area over which the
characters are going 0 adventare can be
ddraven. NOTE: The players are given permis
sion to photocopy or reproduce in any way
any of the above fr thelr pevate, nom
commercial se,
4. The GM must have elther graph paper or
copies of the Strategic Map Hexgrid if hei to
draw any structure plans.
‘5. Each player must have some readily identi=
fied marker to represent his character on the
‘Tactical Display. This marker mast have an
unambiguous front and back, for the purpose
of determining facing during combat.
6. Scrap paper, pens and pencils will also be
seeded
(2.6) The abbreviation “D” stands
for “dia” or “dice”.
A Jargon for the number of dice rolled
hasbeen established in she ole-playing hobby,
and this jargon fs wad throughout the rule.
‘Wen the players are told to rol "D10" or
“1D10", tis means one of them 10 rol sin
ae twentysided die (ance the de i only
tnarked 1 through 0, thi will yield a diet
between 3 and 6.) "2DI0" would direct the
players to roll two twenty-sided die and sum
fhe results, etc. Note that whan a dics code Ie
sulle with ‘DIC, any raul of 0" on ade
ie treated 253 "20". Examples Tro rolls of “0°
would eal 20 (went) when the players are
rected to rll 2010.
“DIGO", “1D100" or “percentile dice”
would direc a player orl wo twenty sided
fice of diferent colors, treating one ss the fist
Sig ‘of a two-digit number, and the other as
the second digh. Thus if payer olla" an
the fist die and a.°9* on the second die, the
dice roll would be "39
Note that a roll of “0° onthe fist dle
could not be interpreted ethout the use ofthe
roll on the second def the ell on the second
diets1 through (07), terol strested e
theappropriste number! through 9. However,
‘he ll of the second die ie"0 giving a recut
F700), then the resul is treated as 100 fone
handed)
‘Wa dice codes followed by a postive or
negative number (eg, D103, 20100), dd
rsubract the number asindieated too zom
the dceroll. Thos, 20101 would diet the
players to rol two tensided die and subtract,
‘ne from the sum of those roll (to obtain the
fesul, Sometimes, an adn tor sbteae=
tion. from a de or ce rll is referred to a8 a
rocifier All moubiersafect 2 2D10 die rol
(thus, a "#4" modifier equals “D104
‘When instrcted a rlla DS, the playershould
rela DIG and halve theres, rounding frac
tors vp.
[2.71 The roll on a single or
percentile die-+roll may never be
modified below 1.
“Thus, the result of 2D10 cannot be lee
than 2, the result of 3010 neverlessthan3, ete.
(2.8) The gamemaster is advised to
keep some information, particularly
dice-rolts, secret during adventure.
Suggestions are made throughout the
rules as £0 who should rll dice ina particular
sitvation, but the GM has the final thority in
this matter. Where the very act of rolling dice
‘ean givethe players moreinformation than the
GM wishes them to know, he should at times
Intersperse relevant dicerolls with meaning
Jess ones to confuse thean.
The GM should setup his workspace so
thatthe players cannot sce his records or the
results of any die he rolls
a.
GAME TERMS
‘The terms unique to magic and combat
are summarized in rules 9 and 25.
Ability: Any single talent that a character can
perform. One spell or ritual is a single ability.
‘Adventurer Whenever the player characters
‘organize themselves Into a party and seek to
fulfill a mission, they are on adventure,
‘Campaign: A series of adventures run by the
fame gamemaster, presumably with some
duplication of players prevent on the separate
adventures,
Characteristic: A numerical value that
describes a facet of a characters physical or
emotional makeup. Se rule 3.
Encounter: Any time the player characters
meet a non-player chatacter or monster notin
thelr party tis termed an encounter,
[Eepecience Point: The basic unit of exchange
{or improvement in abilities, skills or eharae-
teristics, Experience Points are eared at the
‘conclusion ofan adventure forthe player char-
‘acter’s performance during the adventure. A
‘character keeps Experience Points in his Expe-
ence Point Bank (on the Character Record)
‘until he uses them for gain in any Skil, Spell,
Weapon, ete
Gamemaster: The referee, or maderstor, ofthe
mame,
Game Time: The peed at which time passes in
the alternate world, relative tothe time in the
real world (see 82.2)
Leader The player nominated to be the speak
efor the party. Several prvilogs are accorded
to his character for the extra bookkeeping
responsibilty he assumes, See rule 83.1
Mission: The goal the characters swish to
achieve to conclude their adventure, Alter-
nately, what must be accomplished to come
plete the goal.
Monster: Any being of a race from which a
player character cannot comeistermed a mon
NowPlayer Character: Any being of race
from which a player character could come
(and which is controlled by the GM) is 2 non-
player character (NPC, far shor).
Rank: A numerical expression for a chara
ters (or monster's) aptitude in askill orabili-
ty, The greater the Rank, the better the
character (or monster) sat the ability or
skill in question
‘Party: The player characters and the accompaDRAGONQUEST THIRD EDITION, PAGE 4
ying non-player characters on an adventure
are collectively known asthe party.
Player Character: The analogue for a player in
the alternate world, The amalgam of player
land character (he., when an action i simulta-
neously taking place in both worlds) is also
referred to a5 the player character.
Session: The time during which the gamemas:
ter and all players partaking ina given adver
tue spend together i known as one session
Skil: A skil isa collection of interrelated abi
ties that are almost always learned together.
See Section VIL
Success Percentage: When a character has @
chance of doing a particular task properly, the
‘ice range in which he succeeds atthe tsk is
termed the success percentage.
Iv.
CHARACTER
GENERATION
‘A player assumes the role ofa character,
‘The player develops the personality of his
character during adventures: the character's
needs, foibles, and ethos ae revealed through
interaction with the other players’ characters
and the creatures epresented by the GM, The
‘manner in which the character's personality
‘evelops wail undoubtedly be affected by that
characters characteristics. A characteristic is a
measure ofa Facet ofthe character's physical or
Iental make-up that the player docs not
invent,
Every human character begins play at
the age of 18 years the gamemaste’s world
revolves around ts un during a period of ime
fot equal to 365 days, he should conver from
earth years to his own). A:non-human charac
ter begins play ata corresponding age for his
race, At that age, the characters body has
‘matured enough so that age will not alter his
Characteratce: The character does have some
of his life already behind bien the memories of
those times mast be supplied by the player, but
any monies and experience accumulated are
the character's to expend,
“A player must keep track of the statit-
cal data (€g, characteristics) concerning, his
Character. A model Character Record, on
‘which all pertinent Information can be
recorded, is provided within this rulesbook.
"The gamemaster can choose to use a diferent
recording form, or modify the one provided to
‘st his tastes, Whichever the case, the game:
faster must be provided with a complete and
‘Current character record for each player'schar-
acter, The gamemacter can then verify the
information on each record, or sake core
tions where necessary. Each player should also
hhave a copy of his own character's record,
though as play goes on, the two records will
lifer (the gamemaste wil, in all probability,
rote something about a character that he does
‘hot want the player to Know, such as a curs),
3. DESCRIPTION OF
CHARACTERISTICS
‘The player must generate and/or assign
values to each of his character's irs eight char~
Beteristis, sted in 3.1 theough3.8. The game
‘master can also choose to introduce optional
Characteristics, including, Physical Beauty
{described herein), Height, Weight, Bravery,
‘and anything else that comesto mind. The pro-
Iifertion of such indices, while providing a
player with a clearer pieture of his character,
wll require extra bookkeeping.
“The fist six characteristics are the pri-
mary characteristics. Primary characteristics
Cane increased temporarily by magic or per-
imanently by the expenditure of experience,
land can be decressed tomporarily by magic ot
permanently by injury to the character. All
‘other characteristics, whether or not such are
fptional are secondary characteristics. The
Tranner in which a secondary characteristic
‘an be changed willbe covered in the appropri-
ate rule. A "temporary" change indicates an
{ncreate o decrease of limited duration tothe
‘Value ofa characteristic; a “permanent” change
indicates an increase ot decrease of indefinite
oration to the value of a characteristic,
‘Adventurers in a world of magie can expect t0
‘be ina state of Fix most of the time.
Generally, & high characteristic value
indicates a character's ability to perform acer-
tain task well, while a low value indicates 3
character's relative lack of such ability. Thus, =
Characteristics effect is almost always trans-
Tated into numerical terms forthe purposes of
resolving action during play.
"Though characteristics are relatively
fixed, a player retains total Freedom oF choice
for his charscter. When a player shapes the
personality of his character, he will probably
Irish fo account for some of the character's
yore extreme characteristic. For instance, fa
Character with an extremely low Physical
‘Strength value decided to specialize in magic,
ihe might compensate for an inferiority com-
plex developed during adolescence (due to
‘Constant bullying) by choosing spells of spec
fecular effect. The spells would, of cour
allow that character to sand off the would-be
‘Conans of his world, A character with a high
value in Agility might Indulge in frivolous
sports, because of his natural talent in such
‘activities, Remember, the greater the care take
fen when characterizing, the more “eal” that
‘Character becomes, The player should strive
for consistency in developing facets of his
characters emotional makeup.
[3.1] Physical Strength is a measure
‘of a character's muscle
‘coordination and strength.
‘The Physica Strength characteristic rep(CHARACTER GENERATION AND COMBAT, PAGE 5
resents the brute force » character can exert
from the thews of his arms, the thrusting
power of his leg muscles, and his lit and
weigh apc ig, bc, ad tomach
[3.2] Manual Dexterity is a measure
of a character's digital control.
‘The Manual Dexterity characteristic rep-
resonts the characters hand-to-eye coordina
tion, the speed at which he can perform a
‘comples task with ishands, and his ability to
‘manipulate his hands,
[3.3] Agility is a measure of a
character's ability to manouvor his
body and the speed at which he
moves.
‘The Agility characeristc represents the
characters lthenest of bady, the speed at
which hecan run, and hisability tododge with
for contort his body.
[3.4] Endurance is a measure of the
punishment a character's body can
absorb before he becomes
unconscious, sustains mortal
wounds, or dies.
‘The Endurance characteristic represents
the character's capacity 0 suttain wound, his
resistance to disease and infection and his rate
of recovery from same, and directly affect his
abillty te overexert hime
(3.5) Magic Aptitude is a measure
of a character's ability to harness
and direct magical energies.
‘The Magic Aptitude charactereticrepre-
sents the character's control over the flow of
‘marca (the stuff of magic from another dimen-
sion, andhisability to remember arcane rituals
and information.
(3.6) Willpower is a measure of a
character's control of his mind and
body especially in stress situations.
‘The Willpower characteristic represents
4 character’ ability to resist the imposition of
‘another's wll upon his own, and the degree to
which his will can be used to counter his
Instiness (when, for instance, he might be
attempting an action that might be suicially
dangerous
(3.71 Fatigue is a measure of the
length of time that a character can
sustain activities requiring a great
deal of physical or mental exertion.
“The Fatigue charateritc represents the
umber of potentially serious wounds the
character can tum into minor cuts end brulses
bby adrot or random maneuvering in combat,
‘te mental energy he can se toes! spells, and
tke dogo wich heeanexet hing bre
coming exhausted
"The Fatigue value can be increased per-
mmanently, by the expenditure of Experience
Polnts, and temporary by magic.
[3.8] Perception is a measure of a
character's intuition developed as a
result of his experience.
“The Perception characteristic represents
the character's ability to nate peculiarities in a
given situation (eg, recognize an ambush),
Fis ability to deduce 2 people's habits or cus”
toms from scan information, and his ability to
‘gauge the fighting skill of another person or
Perception value can be increased or
decreased temporarily, asa result of 3 charac
ter’s performance during an expedition, and
‘can be increased permanently, through the
‘expenditure of experience. Magic, certain nat=
ural or alchemical preparations, andthe char-
acter’s condition ‘can cause a temporary
increase or decrease inthe Perception value.
(3.9] Physical Beauty is a measure
of a character's exterior
attractiveness (or repulsiveness!, as
perceived by a member of a
humanoid race,
Physical Beauty ian optional character-
istic representing a character's appearance
compared to theaesthetie standards of hiss00)-
tty and race. A character with ahigh Physical
Beauty value will bea pleasing eight toa mem-
ber of any ofthe races described in Section VI,
hough reactions will vary by race (for exam
ple, a feral halfling would find a male half-
ling. with a Physical Beauty of 23 sexually
stimulating, while 2 female human would
think thatthe sane halfing is exremely ete).
Physical Beauty isin no way a reflection of a
characters personality; a member of the oppo-
slte sex might be smitten by a character with a
high Physical Beauty value, but the smitten
character subsequent reactions would proba-
bly be governed by the beautiful characters
personality.
‘The Physical Beauty values for monsters
describe how that monster appears to a charac:
ter, and not to another monster of the same
race, Thisdistineton is made because there isa
rear incidence of character-to-monster than
‘monster-to-monster interaction, from the per-
spective of the players.
Physical Beauty can be increased or
decreased temporarily by magic, and
eereased permanently by disfigurement
4. EFFECTS OF
CHARACTERISTICS
‘The characteristics do not cover every
facet of a characters performance on an
adventure. The gamemaster relies upon char-
acteristics only when a player attempts phys
ical or magical action for which usdal
character gamemaster interaction will no long
cer help decide the outcome. Ifthe character
‘must exercise his intelligence or wisdom (to
‘name a fe facets of his personality not includ
ce in characteristics), the player must provide
the action or canvertation for his character,
[4.1] Ifa character attempts a
feasible task not specifically
explained in a rule, the gamamaster
derives a percentage chance of the
character succeeding.
‘When a player declaresthat his character
wil attempt a task that the GM decides i=
ependent upon a particular characterise, the
[gamemasterassignsthe task a diffieulty factor
‘This difficulty factor will be a number from
one-half through 5. The greater the dilfculty
factor value, the easier a task will be to per-
form,
‘The gamemaster multiples the difficulty
factor by the appropriate characteristic, arriv-
ing atthe percentage chance of the character
performing the task. He then rlls D100, and if
{he rol is ess than the percentage, the charac
ter has successfully performed the task. Ifthe
roll is equal to that percentage, the character
will succeed if immediately aided by another
‘character (if applicable). If the roll greater
than the percentage, but not greater than the
percentage plus the relevant characteriatie, the
character has failed without iajary to himself
(GF injury ts at all avoidable). If the roll is
greater than the percentage plus the relevant
‘characteristic, then thecharacter has failed and
may have injured himself The gamemaster
‘may wish to determine the extent ofthe injury
by how much the roll exceeds the percentage
plus the characteristic,
When one character aids another
(because the D100 rell was equal tothe latter's
characteristic times the dfficlyy factor), the
aiding character value in the relevant charac
teristic must beat east 15 or equal oor greater
than the aided character's value,
Example: Rolf the Barbarian informs the
gamemaster that he wishes to burst open 2
soli-looking oaken door that has temporarily
symied the party. He proposes to use his
trusty great axe to batter the door dovn, The
GM, who knows that the daor is buttressed by
aniron bolton the reverse side, assigns ita di
Ficulty factor of2.5. Rolfs Physical Strength is
20, 50. if the GM rolls a 49 or less
(@.5x20%50), the door bursts azunder (and
‘any traps will probably beset off). Ifthe roll is
50, the doar will be held by the iron belt,
unless Rolf's good friend, ‘Tedie Ironthews
(ovth Physical Strength of 18), frmeciately
takes his mallet to the door. Ifthe roll is from
‘ST to 70 ([2.5%20]+20=70), the door with-
stands Rolf assault Ifthe al is 71 or greater,
results will vary from the preat axe being dam
aged or broken to Rolf receiving a jarring
shock (he hit the iron bolt directly) to Rol su
fering Damage Points as oak splinters pene-
trate his armor. The result depends on the
GMs discretion and how great the rll is,
‘The chance of failure is always equal to
at least 30 minus the relevant characteristic,
and 2 roll of 100 always causes failure. If, for
instance, the applicable value i623, then 3 roll
(of 94 or greater (30-237; there Is a 7%
chance of anumber from 94 to 200being gener
ate) will cause the character to Fail ais tak,
regardless of what the percentage chance of
success may be.
‘The following sample tasks are provided
s0 the gamemasters ean establish their own
agudelines,
Physical Strength: Opening doors and kitingheavy objects will be the two most common
tacks tied to Physical Steength. Consider the
‘stureines ofthe door and the implement being
‘used toopen it for the former, and consider the
‘relaht and bulk ofthe objet plus the purchase
Siforeled the character for the lattes
“Manual Dexterity: Consider the delicacy ofthe
fas when a character seeks the careful manip-
tation or removal of an abject.
Asility: Consider the sturdiness of the struc-
{urebeing crossed or climbed andthe ease with
‘which the character can balance himeelf when
nitempting to cross or climb a poorly-
anchored structure.
Endurance: Consider how tired the character
already is and how exhausting the upcoming
faskif the character wishes to push his body to
iy iis.
TT more than one character i attempt
‘task that the GM. will resolve using these
ules, hecan reduce the difficulty factor if their
Combined elforts surpass those of one. Ifthe
tke requires a co-operative effort, the difficult
factor remains the same. In ether ease, the
Iowest-valued characteristic among the per-
forming characters the multiplier.
[4.2] The only magic task not
described in the rules that can be
attempted by a character is a feat
‘of minor magic.
‘Minor magic is best performed by a
member of a Magical College. Therefore, a
character’ ability to pesform minor magic is
governed by his Magie Aptitude value,
'A feat of minor magie i generally per~
formed to entertain rich, royal, or townsfolk.
Sach a feat can also gl the eredulous. Minor
tape includes the trick used by the prestig
{ators and conjurars of fantasy literature
‘Minor miagie can be employed by any
caster, regardless of his collegiate affiliation.
[No ore ean be directly harmed by the use of
miner magic, although an adroit caster might
Conceive a trap making use of minor magic. fa
Being wishes fo resist minor magic, his magic
resbtance i increased temporarily (see rule
30),
‘There are three types of minor magi.
“The glamour, a spell of rinor illusion, can be
ted to create simple images that glow with
faint lumineseence. A easter could, for
fntance, appear to be juggling colored balls of
light through ase of a glamour. The eantzp, 2
spel of smal transformation or apportion,
Gan be used to re-create some of the spells
Sseribed to imps. A caster could sour beer,
Cause candle flames to gutter, or make small
bjeets disappear down hissleeve toany other
place on his person. The trance, a hypnotic
pel, canbe used ta remove minor inhibitions
temporarily or to cause a person to perform a
hhanless task, The caster of such a spell mast
engage hs subject through traditional means;
fren he must Tull the subject into trance by
‘engaging the subject's concentration upon the
Shythmie movement of a small object. If, for
jnstance, an avaricious native saw a rich trea-
sure or legendary weapon at night in the unat-
fended shrine of his primitive god, the caster
could not make him steal it, if taboos against
DRAGONQUEST THIRD EDITION, PAGE 6
the act are as strong as they are in most primi-
tive cultures.
“The eating of a minor magic spell costs
the Adept one Fatigue Point, whether the spell
issuccesful ornot, The procedure deseribed in
{Lis used to resolve the spell. Magic Aptitude
is the relevant characteristic. The difficulty
factor value should decrease a6 the spell
‘becomes more ambitious. Ifthe rol is greater
than the sum ofthe success percentage pis the
valve of the characters Magie Aptitude, then
the spell result should manifest io a manner
‘ecidedl different from the Adep's intention.
[4.3] The information given the
players by the GM will sometimes
depend upon a player's Perception
characteristic.
‘Accharacter will often have to rely upon
his intuition and his powers of observation at
crucial junctures during an adventure, The
(GM can re-create a character's interpretation
‘of events or of a tableau in front of him by
“deriving « percentage chance (ofthe character
understanding the situation properly) from
‘one character Perception value.
‘The GM should use this procedure to
dictate what he will ell the players only when
the particular clue or piece of information is
not dedueible from verbally-rlayed data. The
‘GM should, for example, inform the players
that the ellipsoid symbol en the robes of the
tall man approaching them probably indicates
that he isa priest, since the circle fsa religious
symbol ase throughout his world. However,
‘would be upto the players to infer what hap-
pened when they see the brigand with whom
Thele merchant friend sas so recently talking
come out the door, blood dripping from his
blade,
‘When the GM deems it appropriate to
‘check a player's Perception before he answers
‘question, he either consults the Perception of
the leader (see 83.1) or the character who is
particularly suited to deduce information in
fhe current situation, The obscurity of the
information sought determines the chifculty
factor. Multiply the character's Perception val-
tue by the difficulty factor, and roll D100.
If the roll is equal to or less than the per~
centage chance, the GM informs the appropri-
ate player ofthe correct information Ifthe rll
is greater than the percentage, but ot greater
than the percentage plus the characters Per
ception value, the GM wil ether inform the
player thathe snot sure orgive hima part (but
fot all ofthe information. Ifthe rol is greater
then the percentage plus the character's Per-
ception value, the GM will mix fact with fic
tion the greater the roll, the more erroneous
the information.
"The gamemaster should not avail himself
ofthis procedure constantly during an expedi-
tion, He should use i when the players request
fore information than he is willing to give
them, when the characters venture into foreign
places or lands or meet allen people or races,
[End when a decision isnecessary to speed play.
[Remember that constant use ofthis procedure
‘makes the outcome of the adventure increas:
ingly lack-dependent. A judicious GM will use
theprocedure no mare than onceper hour (real
time) during an expedition
‘The GM will stint those players who
cconsianlly request ute of the Perception roll
‘wien i comes time for experience awarts (see
50). A player who allows dice-rolls to usurp
the responsibilities of his mind deserves no bet-
ter
[4.4] The effects of an optional
characteristic must be determined
by the gamemaster.
Whenever the GM introduces a new
characteristic he must define what i repre-
sents and its effects, Hecan decide to change or
Add to the effects ata later date; since a fantasy
roleplaying game evolves with exch cam
paige, such adjustments are permissible as
Tong ashe informs the players
Example; The GM requires exch player
to generate a valve of Physical Beauty. He
announces that the characteristic will come
{nto play whenever the reaction ofa humanoid
on-player character must be gauged on the
Reaction Table. The dicerol will be modified
by one for every 3 points difference between 15
‘andthe Physical Beauty value ofthe character
with whom the humanoid is conversing.
"The primary parpase For creating new
characteristics is to provide players with fur-
the elerene point fr ther charac pee
8. CHARACTERISTIC
GENERATION
‘The player randomly generates his char-
acters total Characteristic Points. He assigns
‘Values, within epecifed limits, to each of his
primary characteristics from this point pool
‘The secondary characteristics are generated
cithar randomly aras a direct function ofa
trary characteristic, or they begin ata set num-
ber for all characters. Some of the
characteristics will be modified if the character
is of a non-human race. The player will not
[know the race of his character (unless human)
‘uni all of his characteristics have been gener-
ated
“The range of values for 2 characters
will normally be between 5 and 25. A value of
5 represents the minimum performance posse
bleby an adventoring character. Thus, a char-
acter with a manval Dexterity of 5 would be
‘exitemely chimsy, but not s0 inept that he
ould ot be entrusted with a simple, though
fsential, task. A value of 25 represents the
fnonmal maximum performance that can be
Achieved by a human; a value of 26 or greater
befits a superman. Thus, a character with =
Physical Strength of 25 may not be able to
‘bend stel bars in his hands, But he does pretty
swell with bars of iron,
[5.1] Each player begins the game
with a randomly determined
number of Characteristic Points
from which to assign values to hi
character's primary characteristics.
Each player rolls 2D10 and reads across
the line on the Point Generation Table below
‘comesponding to the two dice total. The num=CHARACTER GENERATION AND COMBAT, PAGE 7
bberof Characteristic Points and Maximum val-
ue thereby obtained is nated en apiece of serap
paper.
Point Generation Table
Characteristic
Dice Points Maximum
2 a 25
a 2 2
a 5 a“
5 2
6 % 4
7 86 23
8 a B
° 88 2B
10 2 2
nL 70 2
2 a BR
B 2 a
u 33 a
8 a a
6 8 20
v % 20
18 7 2
» 98 8
Fy ” B
{5.2] The minimum value that a
player can assign to a primary
characteristic is 5, and the
maximum value is determined by
the maximum for his characteristic
Point total.
Furthermore, a character can have only
‘one characteristic equal to his maximum value
ifthat value is greater than 20. He can have up
to fwo characteristics equal to the maximum
value if that value is 19 920. In either case, the
character can have up to fo characteristics
‘qual to one less than his maximum value and
up to three characterises equal to oO less
than his maximum value If 2 character does
not havea characteristic equal tohis maximum
value, he can increase the limit of characteris:
fics witha value one ort less than the maxi-
mum values by one. Similarly, he can
“ansfer" an extra characteristic equal to two
tess than the maximum value or either or both
‘of his two characteristics equal to one les than
the maximum value; thus, Ff were mathernat=
‘cally possible, a character could havesix char-
acteristics equal to rao lee than the meximmum
value for his group. Prior to dividing up his
characteristic points, the player should give
some thought te what kind of character he
Wishes tobeand what weapons, spells, and/or
skils he desires for his newly born individual.
Tkis important that he introdkces the equal dis
tribution to emphasize that any DragonQuest®
game character can choose any combination of
abilities, Certain weapons require a great deal
of Physical Strength or manuel Dexterity and
the player should be sure to allot enough
points in those areas to use the weapons of his
choice. All Magical Colleges (se 36 through
48) cequire minimum Magical Aptitude to join
(se 34.7) and the player should be avrare of
hee reins, Most Skil 52 trough
66) do not have any special requirements, but
many give bonuses for exceeding a minimum
value in certain characteristics, The choice of
race will also alter the characteristic values,
and the player must weigh all requirements
and restrictions.
Example: A player begins with 8 points
(maximum of 23) with which to assign values
to characteristics, He could choose a Physical
Strength of 23 (the maximum value), an
Endurance and Willpower of 22 (his two with
fone lass then the maximum value), an Agility
‘and Manual Desterty of 9, and a. Magical
Apiitude of 5. Ifthe player wished, he could
‘crease his Physical Strength by one (to 22),
and increase ether Agility, Manual Dexterity,
fr Magic Aptitude by one.
‘When the player has chosen the values
for his character, he writes them down on his
Character Record. The total value of the sb
primary characteristics must eval the amount
received from the Point Generation Table,
thus, 2 player cannot “save” Characteristic
Points and assign thern to characteristics at 2
later date. The Value ofeach ofthe sx primary
characteristics must allbe recorded betore any
secondary characteristics are generated.
[5.3] The value of a character's
Fatigue is a direct function of his
Endurance.
‘The player enters the Fatigue value cor
responding to his character's Endurance valoe.
Endurance f.. Fatigue i.
Bord 16
5007 v
81030 w
111013 w
106 2
vee a
i022 2
231025 2
261027 és
Boldface Endurance and Patigue values
can be achieved only by members of certain
nonhuman races. Once the character has been
ted, a change in the charace
face vale wil noallect his Folge
value, and vice-vern,
[5.4] A character's Perception value
begins at 8.
‘The value may be modified ifthe charac-
ter is non-human,
[6.5] An optional characteristic is
usually generated randomly,
‘The gamemaster can decide on any
method he wishes to generate a characteristic
that he introduces. The equal distribution
‘method generates the value randomly, with
every result having the same chance of occur
rence. The bell curve method also generates
the value rendomly, though the average is
‘more likely to occur than the extremes. The set
value method either gives every character the
same starting value, or derives the value
directly from seme characteristic. The GM
showld not interfere with the procedures For
{generating any of the mandatory eight charac
Teristics when establishing a procedure for an
‘optional characters,
Example: The value ofthe Physical Beau-
‘ty characteristics pnerated by rallingD5 +3
(bell curve). A roll of7 indicates an ugly char~
acter, while a 23 indicates 3 beautiful charac-
ter. Characters are assumed not tobe execrably
horrible in appearance (5), or of surpassing
Tovelines (25), since such people would have
reat problems while adventuring, They were,
Small likelihood, directed to other pursuits at
an ene age
[5.6] A character's Tactical
Movement Rate (see 14.1) is a direct
function of his Agility.
‘The player enters the Tactical Movement
Ratecorrespondingohis modified Aglity val
Moditied Tactical Movement
Agility. Rates.
Sora 2
Bios
Stolz
Biol?
1wtoat
221025
260127
‘The Tactical Movement Rate may be
modified if the character is non-human, [n
‘dition, a character's normal Tactical Move
‘ment Retecan be reduced if he suffers an Agili-
ty penalty due to wearing armor, or becomes
encumbered cue to the amount of weight he
cartes (se 86,9), In normal pay, a character's
Agility will not exceed 27,
BIRTHRIGHTS
A character's genetic heritage will have
rest influence upon him throughout his
aadventuces. Fist, theres the matter of gender,
‘The DragonQuest game world closely parallel
the Europe of medieval Earth, where women
were largely relegated to secondary roles
‘However, the bias is nol as great in a fantasy
world, fr the physically weak have recourse
to magic, Generally, a female adventurer will
bea determined so, having surmounted cul
tural handicaps,
A character's race is just 25 important as
his gender, ifnot moreso, In this world, a per
son's race connotes the color of hi skin, In a
fantasy world, a character’ race indicates that
he ipa member of a distinct humanoid species,
Each race has aseparaie way of life, developed
‘over millennia ‘of co-existence’ with one
another. Only the camaraderie and interde-
pendence of adventurers have promoted intar-
racial harmony, which may be why
adventures are often regarded at rogues and
outcasts among their comparatively staid
brethren,
Practically, each race has its strengths
and weaknesses. The human race ig the most
prevalent, probably because ofits high birth
rate and’ the flexibility of the individual
hhuman. The elves, divarves, and giants are
‘acesin their twilight years; human civilization
will not treat them too kindly. The halfings
seem lobe adaptable to almost any way of life,
and thrive becauce of their compatibility with
humans. The orcs and shape-changers are naz
cent races, who may some day challenge
human hegemony.‘A truly sophisticated player will inte-
grate the effects of his sex, culture, and race
{into the personality of his character. Most
gamemasters, while struggling to flesh out the
Ealtares oftheir worl, vil settle forthe char-
Scter who is the product of his racial back-
round
[6.1] A player can choose the
gender of his (or her) character.
‘A character must be either male or
female, Every race described in this section
‘comprises only those two sexes.
‘Each player should choose the sex forthe
character tis recommended each character be
thesame sex asthe player. Role playing. char-
‘acter whose entire gestalt salen to the player
is hard enough without a change of sex. f the
player wishes a character ofthe opposite sex,
the GM should warn him (or her) ofthe df=
calles, and judge the players characterization
as closely as anyone else.
“The Physical Strength of a female char-
acteris decreased by two, but her manual Dex-
ferity and Fatigue are increated by one
[A characters gender can be changed
only through deep magic, or by a deity.
16.21 A player must determine
whether his character's Primary
‘Hand is his right or his loft.
‘The player roles DS and D10. Ifthe D10
result is greater, the character's Primary hand
is his right, Ifthe DS result is higher, the pei-
mary hand is the left. IF the two results are
IMentical, the character ls ambidextrous. This
termination affects which hand a weapon is
held in during combat, and any penalties
‘assessed for attacking with a weapon in anon:
Primary Hand.
[6.3] A player can always choose to
be a human character. i the player
wishes his character to be
nor-human, he has three chances
to roll within one of the indicated
ranges.
Tf the player i a human character, none
ofhis characteristics are modified. Hegainsro
Sdvantages and is subject to no restrictions.
‘When aplayer wishes to bea non-human
character, be declares which raceke isattempt=
{ng to be, and rolls D100 Ifthe rol is equal to
for less than the percentage chance given for
that race, the character Is that type of non-
human. If the rolls greater than the indicated
percentage, the character cannot be of that
Race Chance ()
wart 35
BF 30
Giant 06
Halling 8
Human 100
Ore 20
Shape-Changer om
‘A player can attempt up to three rolls
(for separate races) fo be a nom-uman. If he
fall on all three rolls his character i human.
Conversely, if one of his rolls Falls within the
DRAGONQUEST THIRD EDITION, PAGE 8
indicated span of numbers fora race, his char
acter rst be ofthat race, A player can forfelt
hhisright to any further rol to bea non-human
if he has exhaueted the aces he wants to be.
‘When a character gains proficiency i an
ability, ibis represented in game terms by his
player expending Experience Points. The cost,
fn terms of Experience Points, to advance in
any one ability is affeced by the characters
‘ace, Multiply the cost for any advancement in
fone ability (see the Experience Cost Chart,
1.7) by the Race Maltipier.
Race Maltiplier
Dwarf 15
BF 25
Giant 25
Halfling 1s
Human 10
Ore 42
Shape-Changer 2.0,
[6.4] A dwarfis a stout, usually
‘tacitum humanoid who frequents
mountainous areas.
‘Traits: Dwarves are enamored of pre-
cious stones and metals, and of intcieate work
Incorporating same. They form strong com
unity tes, and are distrustful of strangers,
expecially those of other races. Ther strongest
Gatipathies are fowards orcs and elves.
‘Though dwarves are greedy by nature, they
are essentially honest. Dwarven warriors
favor the axe at weapon. Pride matters 25,
such to dwarves as face does to the Japanese.
‘Special Abilities: 1. A dwarf can see in
the dark at ahuman doet at dus. His fective
range of vision in the dark is 50 fet under the
‘pen sky, 100 feet inside manmade structures,
‘nd 150 feet inside caves ard tunnels. 2. A
‘Gvarf can assess the value of and dealin gems
‘and metals as if he isa Merchant (aee 61.) of
Rank. Ifa dwarf character progresses in the
merchant skill his ability to assess the value of
‘gemsand metalsis foe greater than his current
‘Rank, to amaximum of fn. 3. Fadwarfchar-
acter takes the Ranger ski, and opecializes asa
Spelunker (ie, mountain environment), he
‘expends one-half the Experience Points to
progress Ranks 4. A dhvars capacity for aleo-
Fol i twice that of 2 humans.
Characteristic Modifier
Physical Strength Adda
Aslity Subtract
Endurance Add
Magical Aptitude Suberact 3
Willpower Adda
Perception ‘Add 2
‘Tactical Movement Rate Subiract 1
Average Life Span: 250 to 300 Easth years
[6.5] An offis a lithe humanoid, of
Joyful demeanor, who frequents
wooded areas.
‘Traite: Elves are great respecters of
anatureandlearning. They are virtually immor-
fal, and ae, atthe same time, repositories of
great wisdom and highly enthusiastic mery-
makers. Many elves cannot handle their dval
atures, and become either frivolous wastrels
for grim questers. The elves are ethical by
‘ature, and, though they donot often interfere
in the affairs of others, are traditionalists
Elven warriors favor baw weapons and dis-
dain metal armor, Members of other races gen
erly Hn de tse,
‘Special Abilities: 1, An elf can see in the
dark as a human does on a cloudy day. His
‘fetive range of vision in the dark is 150 feet
Lunde the open sky, and 75 Feet elawhere, 2 IF
an elf character takes the ranger skill and spe-
Gializes in a woods environment, he expends
fone-alf the Experience Points to progress
Ranks. 3, An elf receives a Magic Talent that
functions in al respects as Witchsight (Talent
TE, Book I, pp. 2). 4, An olf makes little or
no noise while walking and adds 10% to his
chance to perform any activity requiring
Stealth, 5, If an lf character takes the healer
Skil (Cee 59.), he expends three-quarters the
“Experience Points to progress Ranks, though
he cannot resurrect the dead. 6. An olf is
impervious to the special abllites ofthe lesser
undead. 7 Ian elf character takes the courtier
il ee 58), he expends one-half the Experi-
fence Points fo progress ranks.
Characteristic Modifier
Physical Strength Subtract 3
Aallty ‘Ada
Endurance Sabtract 1
Magical Aptitude Add
Willpower ‘Add3
Fatigue ‘add 2
Perception ‘Add 2
‘Tactical Movernent Rate Add
Estimated Life Span:
Circa 30,000 Earth years
[6.6] A giantis a tuge, slightly
prognathous humanoid, whose
existence stems from deep
elemental magic.
Type: The player must roll D10 to deter~
nine what type of giant hs character i
Die Giant Type
1t03 Fire
106 Frost Water)
7or8 Cloud (Air)
90710 Stone (Earth)
‘Traits: Giants have a good-natured
respect for thelr avn element, and a healthy
respect for ils opposite (Fire opposes Water,
‘Airopposes Earth). Giants are usty types, pre
ferving nothing beter than to go through life
brawling, drinking, and wenching, They tend
fo gather together ina clan arrangement,
building huge halls (or steading) in out-of-the-
‘way locations. They are not overly intelligent,
nd resent humane and elves particularly.
Giants enjoy tidding and bartering. Giant
‘warriors favor the club and sword (Scaled to
thee size)
‘Special Abilities: 1, A Giant possesses
infravision, which allows him to see faint red
shapes where living beings are located in the
ark, His range of vision is 250 feet. 2. A
fiants magic resistance is increased by 10%,
‘cxcept when a spell ofthe opposite elemental
Slignment is asta him, in which case his age
feresstance fs reduced by 20%. 3. A giant cast-
er whose college is identical to his element
gains 5% of his chance to cast a spell of that
College. A giant cannot be a caster of the col-CHARACTER GENERATION AND COMBAT, PAGE 9
lege opposed to hi own element. 4. Whenever
a pian attempts minor magic (see 4.2), the GM
should increase the eifculy factor by one,
‘making it easier
Characteristic Modifier
Physical Strength See 74.1
Manual Dexterity Sabtraet 1
Agility Subtract 2
Endurance See 74.1
Magical Aptitude Subtract 1
Willpower Subtract 1
Fatigue Add
Tactical Movement Rate See 74.1
Average Life Span: 500 Earth years
[6.7] A halfling is a short, sleepy
‘humanoid, who frequents
halfling-constructed burrows.
‘Tats Helflings appreciate the good life
more than most; a successful halfling. will
arrange a schedule of much sleep, good focd,
and relaxed study or conversation, Halfings
Aare a socal folk, though are more inclined to
keep intercourse among themselves. They
treatly enjoy the telling of tales and exchange
Of gossip. Halfings take their responsibilities
seriously. Halfling warsors use, for obvious
reasons, smaller weapons, including maces
and slings. Halflings usually go barefoot, nd
are noted for ther tough, bairy feet
Special Abilities: 1. A baling possesses
Infraviion, which allows him to see slid red
shapes where living beings are located in the
dark. His range of visions 100 ee, 2. A haling
audds 20% to his chance to perform any activity
requiring stealth, 3. a hailing takes the thi
sal, he expends omto-half the Experience Points
to progres Ranks. 4. A halfling can dispose of
Jewelry into large, somi-actve voleances, with
‘ut anyone thinking the woree of him.
Characteristic Moditier
Physical Strength Subtract 6
‘Manual Dextery Adds
Aatlty Add
Endurance Subtract
Magical Aptitude Subtract 2
Willposter ‘Ada2
‘Average Life Span: 80 to 90 Earth Years,
[6.8] An orcis a stoop-shouldered,
‘surly humanoid who is nomadic by
nature,
‘Traits Orcs are a cruel violent fo, ik-
ing nothing better than o pillage. Individually,
‘ores are acowardly lot, buta charismatic lead
fr can tum a band of ores into a conquering
hrorde. Ores enjoy the sensual pleasures of life
tnd reduce their already short life span
through hard living. Ore warriors favor the
scimitar. Ores are considered unattractive by
the other hurnanofd races.
Special Abilities 1. An ore possesses
infravision, which allows him to se faint red
shapes where living beings aze located in the
dark. His range of vision s 150 fet. 2. An ors
eyes are highly light-sensitive. The GM should
decrease an orc’ chance of aiming at a target
‘during daytime by 5% to 18%, depending on
the brightness ofthe sun. 3. An are is not an
adept student. Increase the game time requced
to learn or improve upon any ability by one
day per week required. 4. The ore and hybrid
fore population inerease mitigates against the
high ore fatality rate
Characteristic Moultier
Physical Strength ‘Add 4
Endurance ‘Ads 2
Magical Aptitude Subtract 4
Willpower Subtract 4
Fatigue Add
Tactical Movement Rate Subtract 1
“Average Life Span: 40 lo 45 Earth years
(6.9) A shape-changer is a separate
aoc ares
Saytanei sso
Particular animal,
Sethe ment ped
Aaa
m Bpoee
2B Rp
iE
Traits: Shape-changers aze identical in
_eppearance te humans when nt in animal form.
Shapechangess are somewhat bestal im nature,
‘adopting traits one might expect from an anthro-
Pomerphized wolf, tiger bear, or boar. There
‘ts a love/hate relationship benveen humane
and shape changer: shapechangers posses some
‘gree of animal magna, but #f dacovere,
fan expect severe treatment a the hands of
humans, Shape changes are, on the whele, biter
towards hurars, and arenot above using humans
to their acvantage. There ae very few ways to tall
ashapechanger from a human (eg, they val be