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Arnwyn

First Post
The ecology of the pernicon: Now there's a monster I don't remember. Whatever happened to it? Anyway, these seem to be carnivorous locusts.
They first appeared in the 1e Fiend Folio, making it all the way to the 2e Fiend Folio Appendix (MC14) and then the 2e hardcover Monstrous Manual compilation.

(Our group has updated them to 3e.)
 

(un)reason

Legend
Dragon Issue 109: May 1986

part 1/4

108 pages. The abominable snowman attacks on the front cover, in a dynamic, but slightly cartoony image. Can brave brave sir robin defeat him? Who can say. Meanwhile, inside we have another attack of the missing feature, as the 24 page Gen con Preregistration booklet they mention in the contents page is not in the scan. As ever, I would very much appreciate assistance in filling in missing bits like that. However, we still have the full 108 pages, even without it, so this is still going to be another long, tiring issue. Will I sink into a happy sleep of a job well done at the end of the day, or will I still be laboring to think of something interesting to say? Seems likely, I'm afraid.

cover_500.jpg


In this issue:

Letters: Ha. Someone's realized that they've been hitting the supplement treadmill a lot harder recently. They don't like it, because it means they can't keep up with everything. Kim of course tells them that they shouldn't try too, they should just pick and use the bits they like. buy everything. you know you want too
An accusation of being a house organ, because they put TSR specific previews and profiles in. Kim gives a rather snippy response, pointing out all the things they've done recently that aren't purely for profit.
A letter asking a dumb question. How do you expect to survive the tomb of horrors with an attitude like that?
A letter asking why Gary changed his mind on an issue. People are entitled to that, are they not. Businesses even more so, when staff changes. There are a lot of things happening in the world, and promises can not always be kept, even if we wanted too.

The forum: Dr John F McDermott would like to battle the problem of fearmongering about D&D by doing an official medical study of people's roleplaying experiences, and how they have benefited or suffered from playing. Write up your adventures and send them in to him. Please do not send spam or hate mail just because he included his address in the magazine.
Glen Sitton would like to remind people that the greyhawk flavour in the core rules is just there as an example, and is relatively easy to strip out. Don't feel you have to have a Boccob and a Myrlund in every world. Don't be afraid to not put valley elves in there either :D
Gordon Hull thinks that the rules for the maximum number of spells a magic-user can know per level are stupid, especially when they can erase one from their books and learn another one. After all, how smart you are has nothing to do with the size of library you can own. A cogent argument.
Paul D Ingraham would like to remind you all that the GM is the boss, and shouldn't tolerate players who throw tantrums because you change the rules or introduce new monsters that aren't in the books. They'll respect you more if you're firm, and if not, no gaming is better than bad gaming. Or something.
Fritz Freiheit would like to point out that guns are not automatic instakill weapons in real life, any more than you can hack at someone with a sword for hours and they'll be fine in a week or two. Guns in D&D should not be exponentially more powerful than all other weapons. Remember D&D's escalating hp system isn't remotely realistic in the first place. And making weapons that have the same odds of killing you at higher levels is against the spirit of the game. There is a reason why damage is fairly static, and saving throws get easier as you advance.

Customized classes: Oohh. This is wonderful. Three months ago they gave us the biggest collection of classes yet. Now they give us the keys to the kingdom with an idea that would make it into the second edition DMG. Build your own classes by assigning point costs to various abilities, and adding them all up to determine the XP multiplier for the class. It's a bit clunky compared to the 2e version, but still, it's a great idea, and another one that you can redefine your entire campaign by using. (of course, as the cost is based around XP multipliers, you can make an utterly brutal 1st level character for a deathtrap dungeon you're not expecting to survive, and not face the downsides) It includes lots of sample classes generated using it as well, and shows how the standard classes would be balanced using the system, which is also pretty helpful. (Clerics actually turn out way more expensive than wizards, which is amusing when you consider they also have one of the lowest XP costs in the standard game. CoDzilla was already right under your nose.) Now that's the kind of thing you start an issue with. A classic article in it's own right. When you factor in that this is also Paul Montgomery Crabaugh's last posthumous contribution, it acquires extra resonance. A very fitting legacy, for someone who loved gaming so much. What's that? No, it's just a bit of dust in my eye. Honest.

The barbarian cleric: Looks like we have another class straight away. Funny, that. They go years without introducing any new ones, and suddenly, dozens come along at once. Anyway, this is a good demonstration of what happens when you forbid a class from multiclassing. Someone'll just go and make a hybrid. The barbarian cleric, aka shaman, medicine man, wokan, witch doctor, and all kinds of unpronounceable titles. Their relationship to gods is less the fealty to one big one that ordinary clerics swear, than a process of negotiation with whatever spirits happen to be around. They get a big chunk of the barbarian's wilderness dealing toolkit, plus some minor wizardly powers, bardic lore, and assassin poison making; at the cost of some of a cleric's spellcasting ability, a brutal advancement test system, and truly obscene XP costs, more than three times any of the standard classes at higher levels. Which I suppose is fitting, given that they're essentially a one man band, able to fill every party role themselves in a wilderness setting. I'm really not sure if the costs and drawbacks would balance them out when put with a regular party, but if you were playing a solo game, these guys would be the perfect pick. While slightly underwhelming in scope compared to the previous article, I would also be interested in testing this one out, partially out of morbid curiosity.

Fighters for a price: Mercenaries. People who fight for those who pay them. (As opposed to adventurers, which derive most of their wealth from the people they kill. ) A risky life, because no-one really trusts you. Yet they get everywhere, and are still found in war-torn areas today. Guess It's like prostitution (and I suspect the two trades do regular business with one-another. ) So here's a long and crunchy article on the finding, hiring, and maintenance of merc squads in D&D. They can come from many races and backgrounds, and have quite different capabilities and price ranges. While still a useful addition to a game that you can slide in without too much trouble, (if the DM will allow it, as many would get awkward if the players suddenly decided they'd prefer to do the job with backup, rather than play the big heroes on their own) this is a much less interesting read than the last two articles. So it goes. Back to the coalface to uncover the gems.
 

Orius

Legend
Don't be afraid to not put valley elves in there either :D

As a follow up to a recent comment I made, I'd prefer wild elves to valley elves. :p

The barbarian cleric: Looks like we have another class straight away. Funny, that. They go years without introducing any new ones, and suddenly, dozens come along at once. Anyway, this is a good demonstration of what happens when you forbid a class from multiclassing. Someone'll just go and make a hybrid.

I prefer the multiclassing myself, because I like fewer classes with more options. Gives the players a bit more freedom, and the character builds aren't as cookie cutter. Unfortunately, it seems a majority of the player base likes a plethora of classes.
 

(un)reason

Legend
Dragon Issue 109: May 1986

part 2/4

Worth its weight in gold: Oh, this is hilarious. A guide to dwarven beards,and how they style them throughout their lives. And this writer definitely falls into the female dwarves have beards, and they're proud of them too camp. As does the illustrator. From their first adolescent sproutings, to courtship, to marriage, to venerable elderhood, a dwarf's beard can tell you a lot about them. And since it's so important to their social status, it's no wonder they have a distrust for those pointy eared hairless pansies from the woods. It might be pure fluff, but I found it very entertaining, without being a complete joke. You shoulda had this last issue. We could do with some more light stuff like this in here.

The ecology of the displacer beast: Now here's a classic D&D monster. With an ability that exists purely to confuse people, they are pretty nasty predators, but not so far removed from real creatures as to seem utterly detached from the ecosystem. We get plenty of detailed physiological chatter in this one, taking us from birth to death, and talking about their antagonistic relationship with blink dogs. A very sage-ey entry, with lots of IC academic talk, this is good, but not exceptional. Needs to make a bit more stuff up, rather than sticking to the details in the manual.

The role of books: The initiate by Louise Cooper is a story of a world where the cosmic balance has shifted too far towards Law, and the protagonist finds himself being the one to overturn that. Neither side is really good or evil, and both have understandable motivations for doing what they do, so it's a tough choice who to sympathize with. Where will the rest of the trilogy take them?
Shuttle down by Lee Correy is an interestingly prophetic story of space a space accident, that turns out to be sabotage. Espionage, bureaucracy and sci-fi aren't the most obvious bedfellows, but this combines them quite well, to produce a tightly woven plot that is eminently stealable for your game.
The seekers and the sword by Michael Jan Friedman tells the tale of what happens after ragnarok. Most of the norse pantheon is wiped out, the world has recovered, and there has been thousands of years of relative peace. But someone always has to spoil things, and It's up to the peaceful Vidar to save the day against a cunning and mysterious adversary. This makes good use of the old legends without being bound by them.
Dragonsbane by Barbara Hambly is another story of a dragonslayer who really isn't as impressive as the legends make out. The dragon is really just the macguffin that drives the story, with lots of political and romantic intrigue involved as the protagonists try and figure out how to solve this problem, and who's really behind it. Even the dragon gets a proper characterization.
Where dragons lie by R.A.V Salsitz, on the other hand, is just another generic dragon hunting story. It gets a thoroughly mehsome review.
Time of the twins by Margaret Weis and Tracy Hickman is the start of the new Dragonlance series. Raistlin's gone evil, and it's up to Caramon and Tasslehoff to stop him. But first, Caramon has to beat the demon drink. So it's not an entirely bowdlerized tale of happy shiny heroics and cardboard cut-out villains. Which is probably a good thing. After all, what would be the point of a straight retread of the first series?
The warlock enraged by Christopher Stasheff continues his interesting series about a real wizard on a planet full of SCA'ites. Only now he has kids, and they're developing unusual powers as well. This is going to get even more interesting as new factions show up to cause trouble.
Spinneret by Timothy Zahn is a rather complex sci-fi tale of discovering new technologies, trying to unravel them, and the competition between various factions, as they try and take advantage of these new discoveries. Which would probably be rather a headache as a world for gaming in, but it does make for fascinating reading. You'll have to steal and adapt carefully if you want to use the ideas from here.

War machine revisited: Now this is an underused subsystem if ever there was one. The mass combat rules from the Companion set get an expansion in this article. Naval combat, scouting, and lots of sample forces and officers. This is nice to see. I'll have to dig my companion set out and see how mechanically sound they are. Scouting in particular has a rather fiddly procedure attached to it, with math that seems more about clever use of dice rather than emulation of the realities of scouting. This is the kind of stuff you should only use if you do use the war machine in your games frequently, as many of it's rules involve the idea that you will be keeping a largely consistent roster of troops, replacing the ones that are lost, and advancing the ones that survive through multiple battles. Like the barbarian cleric, I'm still skeptical as to whether including them would improve a game, but I would be very interested in testing them out, so I could know for sure.

The uncommon tongue: Languages makes another appearance in this guide to ye olde english, and how to incorporate it into your game to make things sound more medieval. Because even if the language in your fantasy world sounds nothing like english, and hasn't evolved in a remotely similar way, it's still a good shorthand for previous eras that most people have at least a casual acquaintance with. You can't really be expected to invent a world wholecloth just for a weekly game. And if you did, your players probably wouldn't find it as easy to enjoy anyway. A little familiarity like this is probably for the good.

The paragon society for wargamers advertises itself, but not very well. I don't remember these guys, so I am dubious as to their survival prospects. Anyone remember this?

The eleven (sic) fighter/mage miniature from ral partha? They really need a better editor.

Locals aren't all yokels: So you have players who think they can act like arrogant jackasses whenever they come into town, who consider emrikol the chaotic a good role model. After all, they're just 0th level peons. What chance do they have against someone who can unleash fireballs, or windmill their way through mooks like a cat through a roll of toilet paper. Well, remember you're not the only game in town. Chances are, in a dangerous world, there are plenty of people who worked their way up to a decent level, then settled down with their ill-gotten gains due to laziness, shyness, love or political ambition. And remember, age is not a serious impediment in D&D. You have plenty of excuses to scatter higher level characters through ordinary settlements. Homicidal arrogance will rapidly become suicidal unless the DM is deliberately making the opposition incompetent. A single page article that makes an important point.
 

(un)reason

Legend
I prefer the multiclassing myself, because I like fewer classes with more options. Gives the players a bit more freedom, and the character builds aren't as cookie cutter. Unfortunately, it seems a majority of the player base likes a plethora of classes.
Yeah, that philosophy died with 3.5 and the complete books. While it might be better to build the classes with tons of options, beyond a certain point of flexibility, you might as well not have classes at all. ( I think true 20 or point buy classes using the likes of BESM d20 is about as far as you can go along that route. ) Plus of course, it's easier to sell more splatbooks if you don't make the classes as broad. :p It's a problematic issue they'll probably swing back and forth on again in the future.
 

amysrevenge

First Post
The barbarian cleric: Looks like we have another class straight away.

Here's another article we had a photocopy of. We didn't really ever play "campaign" style where we'd level up from 1, so I can't comment on if the XP penalty was a fair balance for the overpower. I know that it was a popular one for our weekend long one-shots all through high school, since we'd make characters of level X rather than characters with X experience points...
 

LordVyreth

First Post
Shuttle down by Lee Correy is an interestingly prophetic story of space a space accident, that turns out to be sabotage. Espionage, bureaucracy and sci-fi aren't the most obvious bedfellows, but this combines them quite well, to produce a tightly woven plot that is eminently stealable for your game.

Prophetic? If you're referring to the Challenger, I think it happened a few months before this issue, though not necessarily when the book itself was being written.
 

(un)reason

Legend
Dragon Issue 109: May 1986

part 3/4

Toon now has a couple of supplements. How much can you add in terms of new monsters and adventures in such a simple game?

Blades with personality: Ahh, sentient weapons. A fine field for roleplaying, as they can wind up forging a personal bond with their users that can be stronger than their attachment to any NPC. Here's another quick single pager that reminds you that you can make treasure your players encounter much more interesting if it has a history, and in many cases, a personality. Even if they're of the same alignment, they can sometimes disagree with their owner. When they crave souls, can take over your body, or have a Machiavellian plot, it becomes a real choice if their powers are worth it or not. Another one of those articles that says something we've seen before and will so again, but does it fairly well.

Giant-sized weapons: Oh, here's a nicely prescient little article. Instead of big creature's weapons being arbitrarily assigned, a proper formula for scaling up weapons based on their original damage for man sized creatures, and their new size would be a very good idea. So here's a nice little table doing exactly that. Annoyingly, it doesn't cover scaling down, so it's not as good as the later edition's versions. Still, this is something we haven't seen before, and which seems like an obvious idea once someone's brought it up. It also has some other info on using weapons designed for different sized creatures, missile weapon ranges, and tactical considerations, which is nice. Another case where the magazine was way ahead of the times that I'm very pleased to have discovered. Have some kudos, Stephen Martin.

Hooves and green hair: Ahh, the joys of satyrs and dryads. This libidinous and highly dimorphous fae species are entirely partial to having a little fun with humans. And sometimes, it goes beyond just being a little fun, as they wind up having kids with them. So yeah, this article gives you the statistical info needed to make half dryad/satyr PC's. Neither are hugely powerful, and of course, both are quite good at dealing with nature related stuff. While nowhere near as impressive as the class stuff earlier on, they're still a flavourful addition to the game, although they may irritate those who would like the lechery kept out of their role-playing. Looks like introducing new crunchy stuff aimed at PC's is on the up at the moment. What are we to make of this?

Profiles: Jeff Easly is another of TSR's most popular and prolific artists, producing covers for lots of their recent books. He seems to be a visually inclined person in general, making sculptures and models, dressing up, and generally brightening peoples lives with the stuff he creates. He's a friend of Larry Elmore, and got a job here because of him.
Ruth Hoyer is the Art Director, which of course means she gets to order people like Larry and Jeff around. Not that they're likely to object, really. She's the one responsible for their recent logos, particularly the Dragonlance and Star frontiers ones. She's surprisingly scientific for an artist, with a definite preference for clean, functional designs. Another part of the machine that makes production values here rather better than they were back in the 70's.

TSR Previews: At last. The immortals set is finally here. Now you can take your D&D games all the way, and actually win the game. Godhood is just the beginning. You've got to work your way up to supreme deity, Twice. Have you got the skill (and patience ) to manage it. I'll wager the number of groups who've managed to do it fairly from 1st level are even fewer than those who completed Knightmare.
AD&D gets CA2: Swords of deceit. A trio of short adventures set in Lankhmar. You even get to be the big heroes and save Fafhrd and the Mouser in this. How very unusual. We also get I8: Ravager of time. In it, your players are aged to near death, and have to find out how to defeat the villain while suffering the ravages of time and get their youth back. How very cruel. I'm betting a certain amount of railroading is involved to make that premise work.
We also have the Best of Dragon part 5. That means we have more than 1 per 2 years the magazine has been around. Guess we're still getting in plenty of new people who want stuff from old issues. And if they want it, who are we to deny them a chance to spend money.
For our 8th AD&D adventure gamebook, we're going back to Baba Yaga's hut. Since it's by the same author, I'm guessing there will be lots of similarities with our last visit.
Dragonlance is up to it's 5th book, War of the Twins. Can Caramon and Tasslehoff save the world from Raistlin. Surely, otherwise we wouldn't get any more books in the series. Question is, at what cost, and how much cheese will the writers throw at us while they do it?
One-on-one gamebook number 6 is Amber sword of worlds end. And once again, it looks like it does exactly what it says on the tin. Will the barbarian claim the sword and wield it with his mighty biceps. Or will the monk retrieve it in the name of his temple. The power is in your hands.
Finally, coming atcha from Canada, It's the Balderdash Game, one of their new family party games. Are the words and their definitions real? You get to educate as well as entertain your kids, expanding their vocabulary to quite excessive degrees.

Administrator's advice: Here's this month's Top Secret article. It's a big load of GM'img advice, helping you build your campaign. After all modern gaming is quite different from fantasy gaming. (although you can change that, by adding hypertech, bond style, and going overboard with the fame and fortune points. ) Still, there are lots of things you can't do in a modern setting, especially if you want to keep recorded history the same as the real world. On the other hand, there are plenty of things that you can do that you couldn't when you have to make up your own fantasy world, and you can travel anywhere in the world fairly easily. Lots of solid, specific advice here, that should help keep your players acting appropriately for the world, and make your games fun. Since we've had plenty of general advice by now, this kind of highly specific, focused stuff is just what's needed to keep long-term readers interested and developing their style. This may of course not be newbie friendly. But it's a big magazine now. Surely they can strike a decent balance between articles anyone can understand and ones that require a decent degree of expertise to build on.
 

Orius

Legend
Yeah, that philosophy died with 3.5 and the complete books. While it might be better to build the classes with tons of options, beyond a certain point of flexibility, you might as well not have classes at all. ( I think true 20 or point buy classes using the likes of BESM d20 is about as far as you can go along that route. ) Plus of course, it's easier to sell more splatbooks if you don't make the classes as broad. :p It's a problematic issue they'll probably swing back and forth on again in the future.

I like having a few classes as a base to build upon. But then when the game starts hitting dozens of classes like 3.5 did, it gets hard to keep track of them all. I'd rather see the core classes kept simple, with kits/prestige classes/paragon or epic paths to flesh things out, but you're right, you got to have something for splats. :(
 

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