Let's read the entire run

LordVyreth

First Post
The wyrms turn: Writing songs for your gaming group? Yeah, been there, done that, posted them on the internet. My geekiness truly know no limit. Writing one in the middle of the session, on the other hand, that's just crazy. Unless you have a real talent for freestyling, that'll eat up the whole session with you not doing much, as with this month's editorial story. Still, it demonstrates commitment like virtually nothing else. Songwriting is unpredictable work at the best of times, and even an experienced songwriter can produce crap songs if inspiration is not with them. Much respect for anyone who manages to pull it off, such as the subject of today's editorial. He went above and beyond the call of duty for his gaming group. The cockles of my heart, they are well and truly warmed. That's a promising start to the issue.

Ha! I actually tried that once. The characters were the subject a news investigation by elves, who do ballads instead of reports. I even had to improv a recap once when the characters completely lost track of the plot. It even rhymed! ...mostly. For the record, all of this was for Toon, appropriately enough.
 

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(un)reason

Legend
Dragon Magazine Issue 264: October 1999


part 2/7


Forum's chosen can of worms this month is how you use minis. Amazing how heated people can get over the presence of little bits of lead. Or not, as we'll find out later.

Bryan Rantala thinks that accepting payment from the people that set a mission doesn't make you a bad person. Sometimes there's no treasure in it, especially when facing unintelligent monsters, and an adventurer's gotta eat to live. If you can't keep your equipment in good nick, you'll soon lose your life in a pinch.

Arnold Arenas suggests a hybrid system combining modular spell preparation and mana points. This looks simple enough, if with the potential for serious overpoweredness. Go play an Erudite.

Rob Willey wants clerical and wizardly spell lists merged into one, and consolidated in terms of minor effects, with differences in what you have based on god worshipped or what's in your spellbook. I think you'll like Arcana Evolved.

Carl Rossi quotes monty python while saying he doesn't want healing to scale. They can just keep going through ever more ridiculous injuries that will take longer to heal. That could get rather comical.

H. Andrew Thompson suggests dividing HP into dodge points and body points, to reflect the two different abilities to cope with damage. Methinks star wars d20 is the variant you desire.

Martin Rosenkrantz gives his changes to initiative. It's not fair that spellcasters action times mostly get longer as they go up in level, while fighters get faster. Really? I though that was one of the few balancing factors they had.

Michael P. Kellam tells a story of insanely improbable dice rolls. Well, they did ask. Is it their fault no-one else took them up on this one?


Dungeoncraft: Having given us the town map, Ray builds outward slowly. Your first map should be small enough that the players can cross it within a week. Now that's definitely an area where my design differs from his, as my initial maps are rarely smaller than a full country. The other stuff is pretty familiar though. Make sure there's plenty of varieties of terrain, locations to challenge the players with, and some safe places for them to go back too and rest up. Oh, and put some big scary boundaries on the edges of the map in case your players feel like wandering off into undeveloped lands. Yes, this may mean your geography looks oddly square later, once you have developed further out. Hey, if that's a problem Tolkien's maps suffered from, (the area covered by the hobbit looks rather odd once placed into LotR's larger scale map) I'm sure your gameworld can survive it. So this does illustrate the problems with bottom-up design, and the fact that you do have to put boundaries in even if you aren't railroading, just to keep players from either getting bored or killed. Realism can only go so far.
 

(un)reason

Legend
Dragon Magazine Issue 264: October 1999


part 3/7


Sage advice: Why isn't there ecology info for mundane animals in the monster manual (because you can get plenty of that from a library)

What bonuses don't apply against a dracolich (All of them. It's the great equalizer. Strength and magic mean nothing. Only skill can help you. )

Are spell like abilities limited by normal level limits (yes)

Are weapon VS armor modifiers applied to THAC0 or armor class (THAC0)

Do saves for half damage happen before or after damage reduction (normally before. Watch out for exceptions)

Can a psionicist empower whole buildings (by the RAW, yes. Skip is skeptical if that was intended or not.)

What happens if you use psionic residue on the astral plane (nothing special. Time might not pass there for mundane effects, but psionics isn't mundane)

Can any character class learn an advanced martial art. (If they can find someone to train them. Don't make this too easy.)

What reach do big creatures have (enough to be a real pain in the ass.)

What does a symbol of spell loss do (1d4 random spells gone. Muahahaha!)

What AC do undead PC's have (Same as normal. PC's are different, blah blah blah.)

Do ravenloft domains use gunpowder or smokepowder (Smokepowder. Stay magical, little jenny. )

How do paladins tithe in foreign countries with no churches (Save it up, or give direct to the poor and needy as they encounter them)

What special benefits do saurial paladins get (Not enough. But it's not about the powerz. It's about the virtue. Don't forget it. )

Can pixies polymorph into anything? (remember the hit die limits for polymorph self. For pixies without class levels, that's a big deal )

What benefits does a suit of custom elven chain have (The normal. That's special enough, in case you'd forgotten)

How good is a bigbys grasping hand at immobilising things. (Not perfectly. It's only one hand, and therefore only has one point of grip)

What AC do Bigbys hand spells have (0 It's a good number. Took a lot of inventing, that number.)

Can you explain Duo-dimension a little better. Isn't it a little expensive. (Real life physicists spend billions on tricks that are considerably less impressive. You need to lighten up. Look! Skip's drawn you a pretty diagram! Ooooh. Pretty diagram! )

Can an unconcious character benefit from a ring of vampiric regeneration (no. No sadism, no gain. )

Can demi shadow magic duplicate permanent wall spells (no)

How much stone can stone shape shape when stone shape shapes stone (use the less generous interpretation of the formula)

Do multiclassed characters get XP bonuses for high ability scores (yes)

Where are you when using wraithform (the prime material plane. Not all incorporeal effects also make you ethereal)

Can you beat an undead creature with martial arts (Not by the RAW. Skip recommends changing that if you have a MA specialist PC. Otherwise they'll have to sit out way too many fights. See, Skip can be progressive as well as old Skool. Skip is the Sage for all Ages! )
 

(un)reason

Legend
Dragon Magazine Issue 264: October 1999


part 4/7


Shop keep has to stop their games from being house-ruled into unrecognisability.


Countdown to 3rd edition: 10 months to go, and it's time for some serious teasers. Well, this is certainly going to ignite discussion. Which is just what they want, of course. So they start with the obvious ones, and then move to slightly more exotic quirks of the new rules. Higher number are always better. Class & level restrictions are out. Monks & Assassins are back. 4d6 drop lowest is now the default in chargen. Initiative is cyclical. Rounds are a decent length at last. Critical hits have a decent means of resolution. And clerics can now healbot almost too easily. A few details are misleading (druids don't actually get spontaneous conversion, the xp penalty on multiclassing can be bypassed in quite a few ways, and assassins are a prestige class not a core one) but this shows they're already solid on the big details of the new rules, it's merely the fine-tuning that's still subject to change as a result of playtesting. And in case you're wondering where I stand on these changes, let's go through them quickly 1: Like 2: Ambivalent 3: Like 4: Dislike. 5: Like 6: Don't care 7: Like. 8: Like 9: Like 10: Dislike. More positive than negative, but certainly not perfect. I think that's a pretty good overall summation of my opinion about the edition change in general. And with this rollout method, hopefully I'll get the chance to comment on individual rules quirks as they're revealed. That'll be a good method of clarifying my thoughts.


Harrowed heroes: As they said a few issues ago, they still have a few Skills & Powers articles to come before 3e sweeps that away, making some bits default, while abandoning others completely. And completely unsurprisingly, Ravenloft is the recipient this month. So here's another 10 pages of options, mostly repeated, but with a few quirky new ones, such as it being a real benefit for half elves if they favor their human side and can pass easily in suspicious little communities, and a whole extra set for the new classes and races - Half vistani, avengers, anchorites, arcanists, and so forth. I can only spot a couple that seem broken on their own, so this is better than the Dark Sun collection, but it does seem quite easy to create a character that is only nominally of their named class by buying lots of unorthodox options. As usual, if you're going to do that, you should probably start with a point buy system, rather than use one that's tacked on like this.


Saga of gothic earth: Two years ago we had an article on converting the SAGA system for Ravenloft. Now we have an even more specific one for converting it to Masque of the Red Death. Of course, since then, we've had a second official iteration of the SAGA system released, so they have more resources to draw upon. Ironically, this results in the system being even simpler and easier to start playing, as they recommend using a deck of regular playing cards, and Masque is considerably magic lighter than regular D&D. So they use the 5th age Sorcery/Mysticism straight, with the usual proviso that evil spells may well attract the attention of the Red Death. So as with the previous article, this seems fun and easy to do, while having a few interesting quirks that make the ruleset support the setting. There's probably other things the SAGA system could have done if it had got the sales to support further iterations. Sometimes you don't deserve the hand you're dealt.


The oerdian lesser gods: Raxivort is the god of Xvarts. Given how obscure a race they are, they're lucky to have one at all. His priests compensate for their races smallness by getting perfect stilt-using capabilities, which might seem imposing, but is really just comic. They then top that off by producing increasing amounts of smelly gas as they gain levels. Even Kurtulmak doesn't go that far to make himself an unintentional laughing stock. Greyhawk sure does have some goofy stuff in it, just like all the old D&D campaign worlds.

Sotillon is the goddess of the lazy, comfortable aspect of summer, when there's more than enough food ripening for you to lounge around and sunbathe much of the day, and then party at night. Her clerics get all the wizardly shelter creating spells as they advance in level, so they should be pretty popular despite their lack of offensive powers. So both the gods this time fall on the whimsical end of the spectrum. That's interesting to note as the overall level of seriousness increases around here.
 

noisms

First Post
I can't believe you're still doing this. Kudos. (I was following on rpg.net, and only just noticed you're doing it here too.)

Did they give much rationale for the decision to switch to "roll 4d6, drop the lowest"? I used to use that system, but nowadays I despise it.
 

(un)reason

Legend
I can't believe you're still doing this. Kudos. (I was following on rpg.net, and only just noticed you're doing it here too.)
Yup. It'll be 4 years next month. If I'd known it would take this long, I quite probably wouldn't have started. Anyway, welcome to ENWorld. Try the xp awarding system while you're here. :p

Did they give much rationale for the decision to switch to "roll 4d6, drop the lowest"? I used to use that system, but nowadays I despise it.

Player empowerment, making sure that PC's are more competent than the average person right from 1st level. It was hardly some great secret that this was one of their design priorities.
 

LordVyreth

First Post
Countdown to 3rd edition: 10 months to go, and it's time for some serious teasers. Well, this is certainly going to ignite discussion. Which is just what they want, of course. So they start with the obvious ones, and then move to slightly more exotic quirks of the new rules. Higher number are always better. Class & level restrictions are out. Monks & Assassins are back. 4d6 drop lowest is now the default in chargen. Initiative is cyclical. Rounds are a decent length at last. Critical hits have a decent means of resolution. And clerics can now healbot almost too easily. A few details are misleading (druids don't actually get spontaneous conversion, the xp penalty on multiclassing can be bypassed in quite a few ways, and assassins are a prestige class not a core one) but this shows they're already solid on the big details of the new rules, it's merely the fine-tuning that's still subject to change as a result of playtesting. And in case you're wondering where I stand on these changes, let's go through them quickly 1: Like 2: Ambivalent 3: Like 4: Dislike. 5: Like 6: Don't care 7: Like. 8: Like 9: Like 10: Dislike. More positive than negative, but certainly not perfect. I think that's a pretty good overall summation of my opinion about the edition change in general. And with this rollout method, hopefully I'll get the chance to comment on individual rules quirks as they're revealed. That'll be a good method of clarifying my thoughts.

Oh yeah, here we go. I've been waiting for this. I don't suppose you can list your opinions in another manner here and for future issues? Like maybe do a column of

Rule Change My Opinion

Or throw your opinion in bold and parentheses after each change? I couldn't track which things you did and didn't like, though I think you included 4d6 stat rolls among the dislikes? What's your preferred method? I like 4d6 more than the old-school "3d6, roll six times, that's the order you get!" but I eventually became a point-buy proponent.
 

M.L. Martin

Adventurer
I couldn't track which things you did and didn't like

I happen to have DRAGON #264 on hand, so here's a collation. I hope (un)reason doesn't mind.

1. Ascending Armor Class: Like
2. No more racial class and level limits:Ambivalent
3. Monks and assassins: Like
4. 4d6 drop lowest, assign: Dislike
5. Change Exceptional Strength to standard numbers ("18/01-50" becomes "19", "18/51-75" becomes 20, etc.) (Note: I'm citing the ranges from memory, so blame me, not DRAGON, if they're off. They only refer to them as "percentile categories"): Like
6. Cyclic initiative: Don't care
7. Six-second rounds: Like
8. Bonus spells for everyone: Like
9. Confirming critical hits: Like
10. Swappable healing: Dislike
 

(un)reason

Legend
Oh yeah, here we go. I've been waiting for this. I don't suppose you can list your opinions in another manner here and for future issues? Like maybe do a column of

Rule Change My Opinion

I happen to have DRAGON #264 on hand, so here's a collation. I hope (un)reason doesn't mind.

1. Ascending Armor Class: Like
2. No more racial class and level limits:Ambivalent
3. Monks and assassins: Like
4. 4d6 drop lowest, assign: Dislike
5. Change Exceptional Strength to standard numbers ("18/01-50" becomes "19", "18/51-75" becomes 20, etc.) (Note: I'm citing the ranges from memory, so blame me, not DRAGON, if they're off. They only refer to them as "percentile categories"): Like
6. Cyclic initiative: Don't care
7. Six-second rounds: Like
8. Bonus spells for everyone: Like
9. Confirming critical hits: Like
10. Swappable healing: Dislike

Much obliged. I only really did that for this issue because they included a large amount of rules changes in one go. Ironically, in future ones, they stick to one or two things per teaser, so I can go into more individual detail.

My preferred method at the moment is 18d6, (maybe a few added drop lowest, as it allows far greater granularity than going straight to 4d6 drop lowest) assign 3 per stat. It has all the brutality of straight rolls, while generally at least letting you get into the class you want.
 
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(un)reason

Legend
Dragon Magazine Issue 264: October 1999


part 5/7


Nodwick does what so many adventurers failed to do and finishes Strahd off for good.


Van Richten's Legacy: Our third Ravenloft article this month is an interesting little setting expansion, trying to make the core domains feel a little busier and more lived in. In many of the core domains, there have actually been several generations of people being born, screwed over and terrorised and then dying, and some of them actually know about the Darklords and hold serious grudges. This is of course entirely part of the Dark Powers plans, as they want them miserable and unsettled in their own domains, never able to truly achieve their goals. (The exception being those for whom loneliness is more depressing than being surrounded by schemers.) So here's a potential rival to Jacqueline Renier, and details on his followers, their lair, and unique magical items and spells. Stuff specifically designed to kick the ass of wererats is very prevalent. If they had a few more members and resources, they might even have a shot. As it is, they'll probably lose, but in an interesting way, especially if the PC's get caught in the middle, played by one side or the other. And if they win, things won't really be any better for the ordinary people in the domain. Oh well, at least it looks like we have all the ingredients for another adventure of reasonable length for low-mid level characters. That's not worthless, especially here where it can be hard to advance levels.


Fiction: Shadamehr and the old wives tale by Maragaret Weis and Don Perrin. Hmm. If I'm not mistaken, this is a sovereign stone story. Since neither the novels or the RPG have been released yet, this might be a first sighting. Very interesting. The magic system, on the other hand, is basically the same as Legend of the 5 Rings, which I find slightly suspect. And Margaret & Tracey have already done another book series with an elemental theme, which makes me wonder if they're running out of ideas. But all these are forgivable if the story is good. Unfortunately it has deeply cheesy dialogue, and is one of those stories that is merely a prelude to another one, which is a problem they've caused before in the magazine, and grows no less irritating with time. So this is again not particularly pleasant reading. They seem to cause more problems than most writers.


PC Portraits: Time for some dark brooding anti-heroes, as befits the season. They cover their eyes or faces, they wear huge shoulderpads or spikes, their expressions are grim or sardonic. This is pretty much exactly what you'd expect. For all they try to say D&D should be about heroes kicking the ass of evil, anti-heroes are too popular right now for them to resist. So here's a little blatant pandering for your pleasure. Must say I don't find any of them particularly sexy. Probably need a little more detail in the drawings for that. Learn from the Bradstreet way!


Dungeon mastery: What would October be without some advice on running horror campaigns? Although actually, this sees them recognise that horror games, particularly D&D ones, work better if they have a little light and shade. Ravenloft certainly adds both heroism and a dash of humour to the mix. So Lester Smith tries to advise us how to strike a balance between these three elements. This involves thinking about what kind of game you want to run, how far your players are comfortable going, and just how extreme you want the extreme parts of your game to be. With lots of sidebars elaborating on details, this is a fairly dry, dense serious bit of writing that belies the subject mood it wants to create. But then, that's always been Lester's style, hasn't it. He's written quite a few decent games using it, so why change now. Maybe he's a bit more playful when actually DM'ing. Certainly wouldn't be the first time a designer plays differently from the way they write. So this isn't bad, but is a bit dry. Guess it goes somewhere in the middle, as usual.
 

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