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Fan-Made Games: Dragon Warrior 3rd Edition: Rules



Description

Player's Guide
Creating a Player Character
1. Basic Information
2. Background
3. Jobs
    a. Fighter
    b. Pilgrim
    c. Soldier
    d. Wizard
    e. Hero
4. Abilities
    a. Ability Increase
    b. Strength
    c. Agility
    d. Vitality
    e. IQ
5. Attributes
    a. Hit Points
    b. Magic Power
    c. Attack Dice
    d. Attack Power
    e. Defense
    f. Movement
    g. Gold
6. Damage
7. Level
9. Spells

Storyteller's Guide
1. Towns
    a. Inns
    b. House of Healing
    c. Equipment
2. Monsters
3. Battle
4. Adventure Creation



Description

The game is basically an interactive fanfiction. Someone makes up a fantasy story and one or more other people control characters in the story. There are some rules to add realism and strategy (some choices are better than others), often by dice rolls. For example what happens when you attack is determined by how good you are at fighting, your weapon, the enemy's armor, and a dice roll, instead of just the storyteller or the person controlling their character who wants to attack saying how effective the attack is.

This is a role playing game like Dungeons and Dragons or any other Role Playing Games. Role playing games, like this were not originally video games.

To play you need at two or more people and up to 4 regular six-sided dice* (4d6) per player. One person is the storyteller and the rest are players who role play a specific player character (PC) each.

The storyteller designs a quest with all the maps, charts, encounters, and statistics needed to be played. The storyteller needs to think about how the adventure should start, how to introduce the player characters, and how to motivate the player characters. The storyteller describes the scenery, guides the characters through the quest, and controls all non-player characters (NPCs) such as monsters, townsfolk, and mercenaries.

The players design their own player characters including their name, age, gender, job, and backgrounds. After, during the quest the players control their characters (talk for them, describe their actions, etc.)

*Note: dice are abbreviated d6. 4d6 would be four six-sided dice.



Player's Guide



Creating a Player Character

A player characters is any adventurer and monster controlled by a player. When creating characters you may skip any steps except ones that are essential including its ability scores, HP, and MP. All of these steps are recommended for any character or monster contolled by a player, but may be applied to NPCs as well.


Basic Information

First decide your character's name, age, gender, and appearence (eye, hair, ht., wt.) This information on the character is made up by the player without dice rolls, but should be realistic.


Character Background

Then create the character's background. The background of the character is essential to understand and create a well-developed personality for a character. This can help decide upon the character's actions. Background should explain why the character became an adventurer. Characters could be anything from bored royalty to escaped prisoners of the Dragonlord.


Character Jobs

The character's job is what determine's the character's specialization in abilities and skills.

Fighter - Fighters are eastern martial artists who can't use weapons, but has particularly high agility and vitality.

Pilgrim - Also called priests. Pilgrims learn some defensive magic, and fight, but don't use as heavy armor or weapons as soldiers.

Soldier - Also called warriors. Soldiers are great in hand to hand combat, and use heavy weapons and armor.

Wizard - Wizards are powerful spell casters, but weak fighters. Wizards learn lots of offensive magic.

Hero - Heros are almost as good fighters as warriors in combat, and learn a little magic in all areas.


Abilities

There are 4 abilities: strength, agility, vitality, and IQ. These effect the character's other attributes. Abilities increase with levels. Each job gains in abilities at different rates and starts with a different amount of each ability. See the starting Ability Score Table below to see what ability score each job starts with.

Starting Ability Score Table

Job Strength Agility Vitality IQ





Fighter 3 4 5 1
Pilgrim 3 3 3 4
Soldier 4 3 4 1
Wizard 2 3 2 5
Hero 4 3 4 1


Ability Increase - Ability Dice determines the amount each ability increases per level. Ability dice increase every so many levels. (Look at the Ability Dice Table below). You roll an amount of dice equal to your character's ability dice whenever the character gains a level (and when it is created). Every roll that is successful (rolls the number given on the Ability Increase Table or above) is 1 point added to that ability.

Do not add the total of all the dice together! For every die rolled the ability can only increase a maximum of 1 point. For example soldiers require a 4 or greater on each die to raise their strength by 1 point. At level 1 you would roll one die. If you rolled a 4 or greater, then the soldier gains a bonus for his or her strength.

Ability Dice Table

Level Ability Dice


1 1
2-3 2
4-7 3
8-15 4
16+ 5


Ability Increase Table

Job Strength Agility Vitality IQ





Fighter 5+ 4+ 3+ -
Pilgrim 5+ 5+ 5+ 4+
Soldier 4+ 5+ 4+ -
Wizard 6+ 5+ 6+ 3+
Hero 4+ 5+ 4+ 5+


Strength - The character's ability to damage the enemy without a weapon.

Agility - The character's speed and accuracy. Agility affects the character's defense (half the character's agility is added to its defense), and increases its movement.

Vitality - The endurance of the character. Vitality is added to a character's hit points every level.

IQ - The intelligence of the character. Spell casting characters need intelligence to cast spells. IQ determines when new spells are learned, and how much magic power is gained every level. See the Spell Table to determine when spells are gained and what they do.


Attributes

There are non-ability attributes are what are usually used during the actual quests.

Hit Points (HP) - A character's life. Once a character recieves as much damage or more as its HP, then the character is dead. Characters start with 10 hit points and the bonus given per level. Characters also gain 1d6 + vitality HP for every level gained.

Magic Power (MP) - The strength a character has for casting spells. To cast spells a character must spend the amount of MP that the spell requires. Characters may not spend more MP than they have. Pilgrims and wizards start with 10 hit points + their IQ and gain 1d6 + IQ -3 MP for every level gained. The hero doesn't start with any hit points, but gains MP in the same way every level gained starting after it gets 2 or more IQ.

Attack Dice - The amount of dice you roll for damage determined by job and level. You can figure out a character's attack dice by the Attack Dice Per Level Table below.

Attack Dice Per Level Table

Job 1 Attack Die 2 Attack Dice 3 Attack Dice 4 Attack Dice





Fighter levels 1-3 levels 4-9 levels 10-18 levels 19+
Pilgrim levels 1-6 levels 7-17 levels 18-36 levels 37+
Soldier levels 1-5 levels 6-15 levels 16-30 levels 31+
Wizard levels 1-7 levels 8-21 levels 22-45 levels 46+
Hero levels 1-4 levels 5-12 levels 13-24 levels 25+


Attack Power - Character's attack power is the amount of damage dealt by a criticle hit. The character's attack power is its "attack dice" and bonus damage. Bonus damage is 1/2 the character's strength + its bonus given by the weapon.

Defense - Character's protection against attack. Defense is the total given by adding half the character's agility to the character's armor. Defense is the amount reduced from damage.

Movement - Movement is determined by a character's agility. A character's movement is used primarily for strategy if playing with tabletop minatures. Movement is the amount of inches or spaces a character can move each turn. See the Movement Table below to determine a character's movement.

Movement Table

Agility Movement


1-3 3
4-7 4
8-15 5
16-31 6
32-63 7
64+ 8


Gold - All characters start with 120 gold at first level. If the character starts at a higher level use the Starting Gold Table below.

Starting Gold

Level Gold


1 120
2 200
3 360
4 600
5 920
6 1400
7 1880
8 2440
9 3080
10 3800
11 4600
12 5480
13 6440
14 7480
15 8600
16 9800
17 11080
18 12440
19 13880
20+ 15400



Damage

To deal damage roll an amount of dice equal to its "attack dice" and add the bonus. If two or more dice rolled 6's then it is a criticle hit and the damage is not reduced by the enemy's defense. Otherwise subtract the enemy's defense from the total. The number left is the amount of damage dealt. The minimum damage possible to deal is 1 per die that rolled a 4 or over.


Level

Level represents a character's improvement by experience. Characters gain a level once they gain the amount of experience required to gain to the next level (determined by level and job.) Look at the Experience Table below to know how much a character needs to gain to the next level.

Basically the chart was made by referring to the fighter's experience. Pilgrims need 20% more, soldiers need 40%, wizards need 60%, and heroes need 100% more experience than fighters to gain levels.

Whenever a character gains a level it gains more HP, (sometimes) MP and spells, strength, agility, vitality, and IQ. The amount of HP gained is 1d6 + vitality. The amount of MP gained is 1d6 + IQ -3, but only for wizards, priests, and sometimes heroes. The amount abilities increase is determined by the Ability Increase table.

Experience Table

Level Fighter Pilgrim Soldier Wizard Hero






Level 1 5 6 7 8 10
Level 2 10 12 14 16 20
Level 3 20 24 28 32 40
Level 4 40 48 56 64 80
Level 5 40 48 56 64 80
Level 6 80 96 112 128 160
Level 7 160 192 224 256 320
Level 8 250 300 350 400 500
Level 9 350 420 490 630 700
Level 10 500 600 700 800 1000
Level 11 650 780 910 1040 1300
Level 12 800 960 1120 1280 1600
Level 13 1000 1200 1400 1600 2000
Level 14 1200 1440 1680 1920 2400
Level 15 1400 1680 1960 2240 2800
Level 16 1600 1920 2240 2560 3200
Level 17 1800 2160 2520 2880 3600
Level 18 2000 2400 2800 3200 4000
Level 19 2250 2700 3150 3600 4500
Level 20 2500 3000 3500 4000 5000
Level 21 2750 3300 3850 4400 5500
Level 22+ 3000 3600 4200 4840 6000



Spells

Spells are aquired by wizards, pilgrims, and heroes when the character gets the required IQ or over. Use the Spell Tables below to know when spells are gained, the amount of MP they use, and their effect. Note that the use of the term character on the Spell Tables merely refers to all non-monster PC and NPCs. Casting a spell takes the same amont of time as an attack. In order to cast a spell the character must spend an amount of MP that the specific spell requires. Heroes gain both Pilgrim and Wizard spells.

Pilgrim Spell Table

Spell MP Used Effect IQ Required




Heal 4 Heals a character 4d6+6 HP, or a monster 2d6+3 HP 2
Surround 2 Reduces a monster's defense by 1d6, or a hero's by 1d6-2 4
Radient 3 Illuminates caves 5
Stopspell 2 Against a monster roll: 4-6 = its spells all fail. Against a character roll: 5-6 = its spells all fail. 10
Repel 2 Random monsters don't attack for an hour 18
Healmore 10 Heals a character 4d6+66 HP, or a monster 2d6+33 HP 20
Revive 20 Brings back a dead character or monster with full HP 28
Healall 25 Restores a character or monster's HP to full. 40


Wizard Spell Table

Spell MP Used Effect IQ Required




Hurt 2 A monster recieves 2d6 damage, or a character recieves 1d6 damage 3
Sleep 2 Against a monster roll a die: 4-6 = it falls asleep. Against a hero roll: 5-6 = the hero falls asleep. Sleeping characters/monsters may not do anything. Roll a die every turn if asleep: 5-6 = awakes. 6
Outside 6 Teleports the party out of a cave 14
Return 8 Teleports your characters to a town they have been to before 16
Robmagic 0 Steals 1d6 MP from a monster, or 1d6-2 MP from a character 24
Hurtmore 5 Damages a monster 3d6+47 HP, or a character 2d6+20 34
Open 0 Opens any locked door 45
Hurtmost 12 Damages a monster 4d6+56 HP, or a character 3d6+25 60




Storyteller's Guide




Towns

Towns are useful to heal at inns, revive lost heroes, and buy equipment.

Inns - Inns recover the HP and MP to full of a character overnight. Early towns are less expensive than later towns. First towns (like Brecconary) should cost about 2 gold. Use the Inn Price Table below to determine inn prices of Alefgardian towns.

Inn Price Table

Town Price


Brecconary 2
Garinham 4
Kol 8
Rimuldar 16
Cantlin 32


House of Healing - Town priests can revive and decurse characters. Decursing costs 10 gold. Revival of dead characters costs an amount related to the character's level. Use the Cost of Revival Table below to determine how much it would cost.

Cost of Revival Table

Level Gold


1 20
2 40
3 80
4 140
5 220
6 320
7 440
8 580
9 740
10 920
11 1120
12 1320
13 1580
14 1840
15 2120
16 2420
17 2740
18 3080
19 3440
20+ 3820


Equipment - Before the adventure begins characters should have a chance to buy equipment. Either the storyteller should make up where certain things are sold, or check at the Dragon's Den. They are usually sold in weapon, armor, and item shops. Each character may only use one weapon, one shield, and one pair of body armor at a time. Use the tables below for information on various equipment.

Note that Magic Armor and Erdrick's Armor have abilities. Using either one heals you 1 point per step. Erdrick's Armor also illuminates caves and gives resistance to barriers.

Weapon Table

Weapon Price Attack Power Strength Requirement




Bamboo Pole 20 +1 1
Club 60 +2 4
Copper Sword 180 +5 8
Hand Axe 560 +7 12
Broad Sword 1500 +10 20
Flame Sword 9800 +14 20
Erdrick's Sword Find +20 30


Armor Table

Armor Price Defense Strength Requirement




Clothes 20 +1 1
Leather Armor 70 +2 4
Leather Shield 90 +2 6
Chain Mail 300 +5 10
Iron Shield 800 +5 15
Half Plate 1000 +8 20
Full Plate 3000 +12 28
Magic Armor 7700 +12 28
Silver Shield 14800 +10 22
Erdrick's Armor Find +15 30


Item Table

Items Price Effect Location




Herb 24 Heals a character 4d6+6 hp Brecconary, Garinham, Kol, Cantlin
Torch 8 Lights caves a minimal amount Brecconary, Garinham, Kol, Cantlin
Dragon's Scale 20 +1 Defense Brecconary, Garinham, Kol, Cantlin
Wing of the Wyvern 70 Teleports party to a visited town or castle Kol, Cantlin
Fairy Flute Find Puts Golem to sleep. Roll every turn after: 5-6 = Golem wakes Kol
Silver Harp Find Use to be attacked by monsters Grave of Garinham
Staff of Rain Find Combined with Stones of Sunlight to make the Rainbow Drop Northern Cave
Stones of Sunlight Find Combined with Staff of Rain to make the Rainbow Drop Tantegel Castle
Rainbow Drop Southern Cave Use to create the Rainbow Bridge to Charlock Southern Cave
Ball of Light Find Keeps monsters hidden away, or use to reduce an Archfiend's defense in half Charlock



Monsters

Monsters are the common enemies of the PC's. Use the Monster Attributes Table to know how well a monster can fight cast spells, etc.

If a monster has spells you may roll a die to see what it does during battle: 1-3 = attack, 4-6 = cast a spell.


Monster Attributes List

Monster Attack Def. HP Move Exp. Gold Abilities








Slime 1d6 3 3 4 1 2 None
Red Slime 1d6+1 3 4 4 1 3 None
Drakee 1d6+1 6 6 4 2 3 None
Ghost 1d6+2 8 7 4 3 5 None
Magician 1d6+2 8 21 3 4 12 Hurt (6MP)
Magidrakee 1d6+3 10 23 3 5 12 Hurt (6MP)
Scorpion 1d6+6 12 28 4 6 16 None
Druin 1d6+7 13 34 4 7 16 None
Poltergeist 1d6+6 14 35 3 8 18 Hurt (8MP)
Droll 2d6+6 16 41 3 10 24 None
Drakeema 2d6+5 16 38 4 11 20 Hurt, Heal (12MP)
Skeleton 2d6+8 14 48 4 11 30 None
Warlock 2d6+8 14 48 5 13 35 Hurt, Sleep (16MP)
Metal Scorpion 2d6+12 20 68 4 14 40 None
Wolf 2d6+14 16 62 4 16 50 None
Wraith 2d6+16 18 68 6 17 60 Heal (16MP)
Metal Slime 1d6+2 126 4 8 115 6 Hurt (16MP)
Specter 2d6+14 20 72 5 18 70 Hurt, Sleep (16MP)
Wolflord 2d6+17 20 70 5 20 80 Stopspell (6MP)
Druinlord 2d6+16 22 70 8 20 85 Hurt (6MP)
Drollmagi 2d6+18 26 85 4 22 90 Hurt, Heal, Stopspell (16MP)
Wyvern 2d6+20 25 90 5 24 100 None
Rogue Scorpion 2d6+22 35 160 6 26 110 None
Wraith Knight 2d6+26 28 100 5 28 120 Heal (20MP)
Golem 3d6+51 30 124 8 70 250 Magic Resistant
Goldman 3d6+15 25 128 7 6 400 None
Knight 3d6+29 36 160 6 33 130 Stopspell (12MP)
Magiwyvern 3d6+30 32 145 4 34 140 Firebreath, Sleep (12MP)
Demon Knight 3d6+31 30 135 8 37 150 Magic Resistant, Hurt, Sleep (12MP)
Werewolf 3d6+34 32 150 6 40 155 None
Green Dragon 3d6+35 34 155 8 45 160 Firebreath
Starwyvern 3d6+34 36 160 6 43 160 Firebreath, Healmore (30MP)
Wizard 3d6+31 31 160 8 50 165 Hurtmore (30MP)
Axe Knight 3d6+38 36 170 8 54 165 Sleep, Stopspell (16MP)
Blue Dragon 3d6+40 36 175 8 60 150 Firebreath
Stoneman 3d6+41 44 100 5 65 140 None
Armored Knight 3d6+44 36 200 6 70 140 Sleep, Stopspell, Healmore (40MP)
Red Dragon 4d6+48 40 210 8 100 140 Magic Resistant, Firebreath, Sleep (12MP)
Dragonlord1 4d6+33 38 200 8 200 0 Magic Resistant, Healmore, Hurtmore
Dragonlord2 4d6+58 40 335 8 2000 5000 Magic Resistant, Firebreath +40



Battle

During battle every character gets one action. The character can move then attack, cast a spell, or use an item/ability.

If you use minatures to represent the characters, they may also move their movement in inches before their action, or skip their action to move an additional inch. Characters may only attack adjacent characters, but may use items or cast spells on any character without an obsticle or character blocking the view.

If your not using minatures and a character wants to escape, roll a die and add the number to the character's movement. If you roll over the total of the fastest enemy's movement +4 the character successfully runs away.

After battle is over, if the heroes did not run away, then they gain the XP that the monsters who were killed were worth (according to the monster chart). Experience is divided to all the heroes (If 3 XP is gained for 3 heroes, then each hero gains 1 XP. Characters who have the amount of XP or more given on the Experience Table for their class for a certain level, then they gain a level and gain the appropriate bonuses.


Adventure Creation

Before the game begins the Storyteller should write an outline of events that will or could happen during the adventure. That can include maps and information on locations. Here are some tips:
  • The adventure should be challenging, but not too difficult. Make sure monsters can be defeated.
  • Make sure the characters would have motivation to go on the quest.
  • The quest shouldn't be linear. Characters should have different choices, like in a choose your path book, except it should be determined mostly by the imagination of the players. This can mean you should figure out some specifics in the setting before the game begins.
  • Before the quest sketching maps could be very useful, especially of dungeons.
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