(un)reason
Legend
Dragon Annual 2000
part 5/7
Mentors: Don't tell me we haven't had an article about mentors before? Really?! Well, I suppose it's another one of those things I've never really used in my games, despite this writer thinking they're an essential part of a story. It's never something I've had personally, as I've always wound up doing most of my learning from books or original research rather than a teacher, so of course my perspective on it would be an outsiders one. And this shows that as long as you avoid the pitfall of the mentor being a deus ex machina who could easily do the jobs they're sending the PC's on themselves, there's plenty of plot options you can open up by having a mentor or two for your PC's. (having multiple particularly helps, as it gets the message through much faster that they're not infallible, and their goals probably aren't purely altruistic. ) They can run the gamut from accessible to mysterious, slightly more experienced (but possibly with age or combat based injuries that keep them from the front line anymore) to godlike, heroic to secretly malevolent and manipulative. So this article is very aware of both the upsides and downsides to including a mentor in your campaign, and does quite a bit to help you get good results out of doing so. Plus it's another good example of how they've actually reduced rehash after the revamp.
101 evil schemes: We've already had 20 adventure seeds this issue. Here's 101 more! How very generous of them. These aren't railroady either, ands many of them won't be combat heavy at all. Of course, they're just stat free synopses, so you'll still have to do all the heavy lifting yourself, and some of them are definitely aimed at higher level characters. Still, quite a few of them inspired a good old muahaha in me, and they are pretty interesting ideas, avoiding or subverting the obvious plot ideas. This issue is definitely racking up enough stuff to keep your campaign running for quite a while.
Class acts: Oh dear. Another attack of hyperstereotyping this issue with the Gnome Trickster. Once again we run into the same design flaw that Mystics suffered from. They have lots of powers that enhance their illusion magics, but no actual spell progression. This means that they'll end up with fewer, less powerful spells than an illusionist who simply sucks up the metamagic feats to enhance their spells. They really are still making the most elementary design errors. In other words, this fails from both a flavour and an optimization point of view. No way I'd take it even if I did want to play that archetype.
The royal heralds: A second prestige class in quick succession. Heralds were quite an interesting Bard Kit last edition, sacrificing skill in ancient lore for being in touch with the pulse of the streets and knowing tons of languages. I'm not surprised they were popular enough to be brought back. As with that incarnation, there's a certain emphasis on the james bond shenanigans, where they're suave and well versed in international etiquette, but also get up to behind the scenes adventures as well. They are a lot more combat focussed than before though, with full sneak attack progression, and uncanny dodge as per a rogue. They get spontaneous spellcasting of about the same level as an Assassin or Blackguard, which means a Bard moving into this will have tons of low level spells rather than progressing to mid level ones. In general, they're somewhere between rogue and bard, and will be useful if you want to concentrate on this particular subset of their powers rather than multiclassing between the two and having to pick up extra class features you might not use. So this isn't quite as flavourful as last edition, but not terrible either.
part 5/7
Mentors: Don't tell me we haven't had an article about mentors before? Really?! Well, I suppose it's another one of those things I've never really used in my games, despite this writer thinking they're an essential part of a story. It's never something I've had personally, as I've always wound up doing most of my learning from books or original research rather than a teacher, so of course my perspective on it would be an outsiders one. And this shows that as long as you avoid the pitfall of the mentor being a deus ex machina who could easily do the jobs they're sending the PC's on themselves, there's plenty of plot options you can open up by having a mentor or two for your PC's. (having multiple particularly helps, as it gets the message through much faster that they're not infallible, and their goals probably aren't purely altruistic. ) They can run the gamut from accessible to mysterious, slightly more experienced (but possibly with age or combat based injuries that keep them from the front line anymore) to godlike, heroic to secretly malevolent and manipulative. So this article is very aware of both the upsides and downsides to including a mentor in your campaign, and does quite a bit to help you get good results out of doing so. Plus it's another good example of how they've actually reduced rehash after the revamp.
101 evil schemes: We've already had 20 adventure seeds this issue. Here's 101 more! How very generous of them. These aren't railroady either, ands many of them won't be combat heavy at all. Of course, they're just stat free synopses, so you'll still have to do all the heavy lifting yourself, and some of them are definitely aimed at higher level characters. Still, quite a few of them inspired a good old muahaha in me, and they are pretty interesting ideas, avoiding or subverting the obvious plot ideas. This issue is definitely racking up enough stuff to keep your campaign running for quite a while.
Class acts: Oh dear. Another attack of hyperstereotyping this issue with the Gnome Trickster. Once again we run into the same design flaw that Mystics suffered from. They have lots of powers that enhance their illusion magics, but no actual spell progression. This means that they'll end up with fewer, less powerful spells than an illusionist who simply sucks up the metamagic feats to enhance their spells. They really are still making the most elementary design errors. In other words, this fails from both a flavour and an optimization point of view. No way I'd take it even if I did want to play that archetype.
The royal heralds: A second prestige class in quick succession. Heralds were quite an interesting Bard Kit last edition, sacrificing skill in ancient lore for being in touch with the pulse of the streets and knowing tons of languages. I'm not surprised they were popular enough to be brought back. As with that incarnation, there's a certain emphasis on the james bond shenanigans, where they're suave and well versed in international etiquette, but also get up to behind the scenes adventures as well. They are a lot more combat focussed than before though, with full sneak attack progression, and uncanny dodge as per a rogue. They get spontaneous spellcasting of about the same level as an Assassin or Blackguard, which means a Bard moving into this will have tons of low level spells rather than progressing to mid level ones. In general, they're somewhere between rogue and bard, and will be useful if you want to concentrate on this particular subset of their powers rather than multiclassing between the two and having to pick up extra class features you might not use. So this isn't quite as flavourful as last edition, but not terrible either.