DM vs. AG From: mburgess@hp.uwsuper.edu (Michael Burgess) Date: Wed, 19 May 1993 22:40:05 +0000 Since the subject of Duelmasters vs. Adventurers Guild has been going around, I figured I would throw in Mr. Lee's comparison, which I just found when cleaning. This is a couple years old I believe, but all things still hold true. Pretty surprising I have this still, eh Mike? Michael MBURGESS@hp.uwsuper.edu ADVENTURERS GUILD COMPARED TO DUELMASTERS ADVENTURERS GUILD DUELMASTERS 1) Knocked down, I can use special 1) Knocked down; totally f***ed skills to get up if I want. Throw a scoop of dirt in your opponents face or trip from ground 2) Set EVERYTHING on the strategy 2) Gee, parried again when I'd rather sheet. Dodge 100%, parry 100, or be dodging dodge, parry, ignore, or retreat at what you want 3) You control EVERYTHING on set-up. 3) S**t rollup, time to waste money on Height, hand, weight, weapons you want another DA. Favorite weapon of small to train in shield! 4) Adventuring NOW! Up to a party of 4) Adventuring promised for an endless eight can go adventuring. Currently amount of time. New revision of AD twelve(?) sites available to choose rules finally took out the statements from. Also, set difficulty level, about eventually being able to combat interest, magic interest, and adventure and being able to cast intrigue interest. With higher spells, etc. difficulty levels giving more experience, gold, and treasure 5) Why pay money to learn nothing in a 5) Gee, missed that 5th stat dead end game like DM? In AG you're raise....AGAIN! Spending money on a ALWAYS gaining experience points and deadend game really excites everyone! knowledge points to spend on improving your adventurers. Even at the top power levels you can continue to train in what you want with little difficulty. There are no maximums on attributes or the levels for any of the special combat skills 6) Nine races to choose from. Each 6) I'm human, twoopie has their strengths and weaknesses. Ogre berserkers. Elves with their natural magic. Lizardmen with tail whip and skin equivalent to padded armor. Dwarves with thick heads, magic resistance, and natural fighting abilities. Halflings that are quick, dexterous, poison resistant, and masters at lockpicking. Half-trolls that can regenerate from wounds during combat 7) Set due dates. Results are ALWAYS 7) RSI - you know how it goes on time. 8) Gold, treasure, monsters! 8) Non-existent 9) Team/Group combat: Two on two, five 9) Huh? What's that? on three, ten against ten! 10) Make your own fight comments 10) "May maggots partake of your corpse as they have with your ancestors!" gets a bit tiresome after five years 11) Alignment and honor ratings 11) Non-existent - Evil incarnate to Neutral to Exemplary - Despicable to Uncertain to Noble - 16 ratings in both alignment and honor - Didn't I hear that the Dark Circle were Paladins? In AG, you can prove it in combat by allowing opponents to rise if knocked down! This list is just a brief overview on why Adventurers Guild is a hundred times better than Duelmasters. by Mr. Lee Referenced By Up