DragonQuest 2nd vs. 3rd Edition Rules Differences
Please e-mail me at snafaru@zimlab.com if you find more diffences that are not listed here.
Courtesy of Brad Jones (rjones@us.oracle.com)
Converting DQ 3rd Edition to 2nd
Overview
There are relatively few differences between
DragonQuest 2nd Edition and 3rd Edition. The blurb on the back cover
about "the thoroughly revised third edition" was copied, almost
verbatim, from the 2nd Edition, in fact. The differences can be
divided into three groups: material that was cut, material that was
added, and material modified.
Material that was Cut
Chapters 46 (The College of Black Magics) and 47 (The
College of Greater Summonings) were removed, as was rule 43.7, the
"Ritual of Binding Earth" and rule 54.3, the seduction ability of
Courtesans. The most likely reason for the removals was political
correctness, the removal of options considered evil or wrong.
Material that was Added
Chapters 46 to 51 (The College of Summonings, The
College of Shapings, The College of Rune Magics, Notes on Magic,
Creating New Colleges, and Guide to Herbal Lore) were added to the
third edition. Chapter numbers for the third book differ by 4 between
2nd and 3rd edition because of this; Chapter 48 in 2nd edition
corresponds to Chapter 52 in 3rd Edition.
Material That Was Changed
I assume that most changes were made to increase the
expense of playing a non-human or to decrease the effectiveness of
spellcasters, as those seem to be the primary effects. Some changes,
however, appear to be meant as compensation for the decrease in
spellcaster effectiveness, and some appear to just be typos. Some are
clearly of the same type as the removed material; the material was
altered to remove references to practices felt inappropriate, or to
mark them as being for NPCs only.
Chapter numbers given are 3rd edition numbers.
Rule 6.3
The experience multiplier table was originally as
follows:
Race Multiplier
Dwarf 1.1
Elf 1.2
Giant 1.5
Halfling 1.1
Human 1.0
Orc 0.9
Shape-Changer 1.4
Rule 8.1
The money multiplier for Poor Trash was originally 1.
The money multiplier for Impoverished Gentlefolk was
originally 2.
Rule 8.5
The SPs for a roll of 01 or 02 was originally 5.
Rule 34
The Colleges of Black Magic and Greater Summonings
were considered part of "The Entities". The new colleges were not
listed in 2nd edition.
Rule 36.4, Spell G-2
The Base Chance of the Spell of Telekinesis was 20%.
Rule 36.4, Spell G-9
Spell name was "Evil Eye Spell".
Rule 36.5, Spell Q-2
The Base Chance was 75% + 1/Rank; The Experience
Multiple was 200. The time for consultation was 10 min. + 1
min./Rank. The line "The Ritual takes 10 hours." was added in 3rd
Edition.
Rule 36.6, Spell S-4
The Base Chance of the Spell of Enchanting Weapons
was 30%.
Rule 36.6, Spell S-5
The maximum duration was 15 min. + 15 min./Rank
Rule 36.6, Spell S-6
The Difficulty Factor for Ranks 1-5 was 3; for Ranks
6-10. it was 2; for Ranks 11-20, it was 1.5.
Rule 38.2
The adjustment for Willpower was +1/pt. WP above 15,
-1/pt. WP below 15.
Rule 39.2
The effect of Generic True Names was +1/Rank for
objects/nonsentients; The effect of Individual True Names was +5/Rank
for sentients.
Rule 39.3, Talent T-1
The effect of distance was -1/5 ft. after the first
5.
The effect of Rank was +5/Rank.
Rule 39.4
References were to 12 Colleges and 24 Counterspells.
Rule 40.6, Spell S-17
Base Chance was 1%, and Experience Multiple was 500.
Rule 41.2
"In physical contact" modifier was +20
Rule 41.4, Spell G-10
Base Chance was 35%
Rule 42.2
medium/light mist/fog/rain modifier was -5.
heavy fog/rain modifier was -10
30' of medium fire was +5
within medium fire was +10
Rule 42.6, Spell S-8
Spell name was "Demonic Firebolt Spell"
Rule 42.6, Spell S-10
Base Chance was 25%
Rule 42.6, Spell S-11
Base Chance was 2%
Rule 42.6, Spell S-12
Base Chance was 2%; Experience Multiple was 425
Rule 42.6, Spell S-13
Base Chance was 1% Experience Multiple was 550
Rule 42.6, Spell S-14
Base Chance was 2%; Experience Multiple was 500
Rule 42.6, Spell S-15
Base Chance was 15%; Experience Multiple was 200
Rule 42.6, Spell S-16
Base Chance was 25%; Experience Multiple was 225
Rule 43
The line "However, he may never participate in
rituals of this College which involve human sacrifice." was replaced
by "Player character Earth Magic practitioners are assumed to be of
this College." Druidic Earth Magic was renamed Primitive Earth Magic.
Rule 43.2
Modifier for "Place of power" was +20
Rule 43.3, Talent T-1
Modifier for every 10 feet was -1; modifier for each
rank was +5
Rule 43.6, Spell S-2
Base Chance was 25%; Experience Multiple was 150
Rule 43.6, Spell S-10
Base Chance was 25%/20%
Rule 43.6, Spell S-11
Base Chance was 1%
Rule 43.7
Removed in 3rd Edition.
Rule 44.2
All modifiers were half of the value given in 3rd
Edition. In addition, there was one more modifier for Shadow Weavers:
"It is twilight: -10"
Rule 44.6, Spell S-4
Base Chance was 10%, Experience Multiple was 200
Rule 44.6, Spell S-8
Base Chance was 1%, Experience Multiple was 500
Rule 44.6, Spell S-9
Experience Multiple was 450
Rule 44.6, Spell S-11
Base Chance was 1%
Rule 44.6, Spell S-12
Experience Multiple was 500, Base Chance was 1%
Rule 44.6, Spell S-13
Base Chance was 20%
Rule 44.8 {Fright Table)
On a 96-100, replace with: "Target's hair turns white
as he becomes totally catatonic (as if stunned). Add 15 to subsequent
rolls on the Fright Table this day."
Rule 45
2nd dition did not have the note about being
opponents to the player characters.
Rule 45.2
Bonus for midnight on a High Holiday was +30.
Rule 45.4 - Spell G-1
Duration was 15 minutes + 15 additional/Rank
Rule 45.4 - Spell G-9
Duration was "Until task is completed". Effects
were: "Creates a 15'x15'x15' "column of force" that will follow the
Adept's command to execute one specific task ("smash through that
locked door", for example) and then will dissipate. Will do [D-5]
damage per 10 second exposure to flesh which cannot be pushed out of
the way due to a wall or other unyielding surface. It will slowly
push metal aside, but will be halted by stone."
Rule 45.5 - Ritual Q-1
Ritual took 2 hours.
Rule 45.6 - Spell S-4
Base Chance was 20%
Rule 45.6 - Spell S-8
The chance of successfully Striking the target was
reduced by 1 (+1 per Rank).
Rule 45.6 - Spell S-9
Increase in Strkie chance was (+1 per Rank).
Rule 45.6 - Spell S-10
Base chance was 5%
Rule 45.6 - Spell S-11
Base chance was 1%
Rule 45.6 - Spll S-12
increases in Physical Strength were for the remainder
of the Pulse.
Rule 45.6 - Spell S-14
Base chance was 5%
Rule 45.7 - Ritual R-3
Extensive changes; ritual involved a ritual murder,
which was where the wraith/wight came from, among other changes.
Note: From chapter 52 on, chapter numbers
between 2E and 3E will be different by 4. 3E chapter
numbers are given here.
Changes in chapter numbers for references are
not noted here.
Rule 54.1
Chance was Perception plus (8 x Rank).
Rule 55.2
Chance of Grievous attacking though a front hexside
was +1% for every three ranks (round down)
Rule 58
The skill was referred as Courtesan, with a Courtier
listed as a male courtesan.
Rule 58.3
The following was at the end of this paragraph: "A
courtesan should keep in mind that it helps to provide services at a
discount or for free and the bribe the right people to ensure freedom
of action.
Rule 58.5
This was rule 54.4 in 2E, with 3E rules 58.3 and 58.4
as 54.5 and 54.6. Female courtesans received 25 + [(Rank + 1)
squared} Silver Pennies for a night's employment, with a comment: "The
distaff side will do better at this profession in a male-dominated s
ociety. The pay rates are reversed in a matriarchy."
Removed Rule, Rule 58
2E Rule 54.3 was an additional ability of Courtesan:
seduction. Base chance is Physical beauty + 10 x rank.
Rule 59.5
The explanation at the end of the first paragraph
(starting "that is...") was added.
Rule 62.1
The number of troops that could be led was (15 +
[Rank Squared] + [4 x Willpower]). There was no specific number
listed for Rank 0. The size of a personal guard was {Willpower x
Rank].
Rule 62.2
The following was removed from the first paragraph:
"The military scientist may not attempt to rally a being who has fled
for over 30 + [5 x Military Scientist's Rank] seconds." The success
percentage was ({Willpower] + [10 x Rank] - [Number of Beings])%.
Rule 62.3
Military Scientists were unsure of enemy tactics if
their roll was greater than the success percentage but less than the
success percentage plus (2 x Rank).
Rule 62.4
The last line of this rule ("At Rank 8"...) was added
in the 3rd Edition.
Rule 62.6
The military scentist needed to pass every second
round, not the first of every two rounds.
Rule 63.3
The success percentage was ([2 x Perception] + [8 x Rank])%.
Rule 64.5
The foraging was automatically successful, required
application for (Rank - 12) minutes, and cured as well as a healer of
his Ranger rank.
Rule 66.5
Base success percentage was (12 x Rank)%.
Rules 70-80
I didn't look into these extensively.
Rule 87.2
The ** footnote on the table was added in 3rd Edition.
Rule 88.2
Experience Multiple was 250.
Rank to place a Full Geas was 50.
Rule 88.4
An additional affliction was present between #2 and
#3: "Target suffers from virulent disease (a favorite is open running
sores)." Items 3-5 were moved down one each. The last sentence about
Dooms was added in 3rd Edition.
Rule 90.2
The last sentence ("For languages...") was added in 3rd Edition.