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2D6 Combat variants, Part 1:

THE QUICK[EST] & THE DEAD


The Fastest Combat for Dungeonquest 3E
by J.C. Hendee, March 2011

NOTICES this package, including being required


to provide any information in order to
Concept Ownership
download it. If that is not the case,
All component concepts herein remain the intellectual prop- notify J.C. so that this violation can be
erty of the listed creators / contributors for this expansion. addressed.
Content of components, which partially or wholly emulate
commercial components, may still contain original concepts
from contributors. This does not intend, imply, or infer in- NOTE: No printable tableside rules
fringement. All trademarks and copyrights related to Dun- cards are included with this expan-
geonquest 3rd Edition, its components and content, remain
the property of its current producer and/or other third party sion. Once the rules of usage are re-
sub-rights holders. This expansion is to remain free for per- viewed and the chosen components
sonal, non-commercial use by the Dungeonquest commu-
nity.
needed are assembled, the rules are
easy to remember.
Imagery
2. CHANGES TO CHARACTER
All content herein was created by J.C. Hendee. Images my
not be used in part or whole other than intended herein. COMBAT ABILITIES
1. INVENTORY Only two of the six standard charac-
ters in DQ3 need to have a re-written
The following components are in- ability. In both cases, the re-written
cluded in this package for home con- ability works as stated below for all
struction by your preferred method. three 2D6 Combat variants.

• “The Quick[est] & the Dead” Hugo the Glorious: You may re-roll
original development article one combat die but not both. If you do
from FantasticDiver- so, you must accept the second result.
sions.blogspot.com
Challara & Brightblaze: If you have 8
• 2D6 Grid combat graphic or more wounds, you can only cause 1
• 2D6 List combat graphic wound to an opponent and you ignore
• Two 2D6 Token Dice combat any double wound result.
graphics
• This manual. 3. DEALING WITH “ESCAPE ”
If any components are missing, first In a future addition to the 2D6 Combat
notify the owner / operator of the dis- there will be an option to do away
tribution point through which you ac- with use of the game’s combat or
quired this package. Please note that power cards (as well as monster to-
you should not have paid anything for kens). For now, you must resolve es-
cape attempts by the rules listed in the • Blue/Red: 1 wound to both
official combat variants from Fantasy • Red/Orange: 2 wounds to
Flight Games. the monster.
3. Repeat as needed until combat
4. CHOOSING YOUR 2D6 is resolved one way or another.
COMBAT VARIANT 2D6 List Combat variant
Each of these variants has a different This has all the advantages stated for
advantage for convenience of play, the 2D6 Grid combat but is faster to
though the “2D6 Token Dice” variant reference and easier to memorize. It’s
is the fastest, leanest, and cleanest of results probabilities are not exactly
any form of combat for DQ3. If you the same as the grid but are very
wish to understand further differences close.
between the variants, take the time to
read the included development article 1. Roll 2D6 and reference the total
called “The Quick[est] & the Dead.” of both dice together to find the
result on the list. Icons are in-
2D6 Grid Combat variant terpreted the same as for the
2D6 Combat Grid variant.
The graphic enclosed for this is an 2. Repeat as needed until combat
evolved version of the broadest his- is resolved one way or another.
torically used variant—commercial or
fan-based—played in any version of 2D6 Token Dice variant
DQ. This reconfigured and reorganized
grid speeds up play over all previous This is literally the fastest combat me-
grid forms using cards/tiles, as it is chanic for DQ (any edition). There is
more sensibly configured for quickly no referencing of die rolls and no
referencing combat results. It is so or- memorizing results for additional
ganized that you may even memorize speed of play. The result of any com-
results and reference the grid less and bat round is right before your eyes.
less often.
1. Roll die #1 and die #2 together,
1. For combat, roll 2 six-sided always. [Die #2 is the one with
dice, preferably of differing col- only two icons on it, both indi-
ors; one for the character and cating a double wound to your
one for the monster. You do not opponent.] All Icons are inter-
need another player to handle preted the same as for the 2D6
the monster. Combat Grid variant… with one
2. Cross-reference the two sepa- exception.
rate die results to find the com- 2. If (and only if) die #1 rolls a
bat result on the grid: Red icon (1 wound to the mon-
ster), then look at die #2.
• Blue: 1 wound to you a. If die #2 has a double-
• Red: 1 wound to the mon- wound icon face up, then
ster
the monster takes 2 where to make all subsequent
wounds instead of 1. cuts.
b. If die #2 has a blank face
up, then the monster For the Token Dice…
takes only 1 wound.
3. Repeat as needed until combat 1. Print out the graphics for the
is resolved one way or another. two dice. Use matte or semi-
gloss sticker stock or arrange
NOTE: Die #2 has no effect on combat the graphics to print on suitable
results except when combined with sized labels.
the roll of a pure Red icon on die #1. a. Adhesive stock is highly
recommended for easier
5. PREPARING YOUR COMPONENTS application of cut icons to
a pair of standard 5/8”
All graphics are 300ppi for their di- white or blank dice.
mensions should you need to desig- b. If using paper instead,
nate resolution in your printer set- matte photo paper (not
tings. photo [card]stock) is
best.
For the Grid or List… 4. Score lightly along edges indi-
cated by crop marks. Do not cut
1. Print out the graphic. Use matte all the way through until you
or semi-gloss photo paper if have scored all edges. This
possible if you intend to mount way, as you make final cuts and
the graphic on a backing. If no lose some crop marks, you will
backing will be used, print on still know where to make all
stiff photostock or card stock subsequent cuts.
instead. 5. Apply the two sets of token
2. If mounting to a backing, use a icons to two separate dice. If
stiff from of paperboard if pos- you are using non-adhesive pa-
sible. Matte board used in pic- per, apply the cut icons with a
ture framing is highly recom- non-water based glue; wax
mended for its balance of dura- based glue sticks are acceptable.
bility and clean cutting. Adhere Make sure each icon is fully ad-
the graphic to the unfinished hered and at least half dried in
side of the matte board, not its place before applying another
display (textured/colored) side. icon to the same die.
3. Whether mounted or not, score a. For die #1, place icons of
lightly about three times along the same type on oppo-
edges indicated by crop marks. site sides of the die.
Do not cut all the way through b. For die #2, do likewise.
until you have scored all cuts to If using blank white dice,
be made. This way, as you you do not need to use
make final cuts and lose some the extra blank pieces
crop marks, you will still know you printed along with
the two double wound
icons.
6. Let dice sit overnight in a warm
dry area before using for play.
NOTE: You might make more
than one set for convenience or
to have a back up set should ac-
cidents happen.

NOTE: the stickers you are making


can be applied to any standard 5/8”
(or larger) dice commonly bought
anywhere. If you prefer to get blank
dice instead, they are cheaply available
all over the Internet. Here are a few
places to look to start you off.

• EAI Education
• Amazon.com
• eNasco
• Koplow Games (wholesale?)
• FRP Games
• SciFi Genre
• Dice Gamers
• Great Hall Games

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