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<blockquote data-quote="(un)reason" data-source="post: 5659612" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 243: January 1998</u></strong></p><p></p><p></p><p>part 4/8</p><p></p><p></p><p>Holy swords of the Realms: You know, we've already had two articles on magical swords of the Forgotten Realms. (issues 74 and 188) Now we specialise even further and go for a collection specifically of holy and unholy swords. Well, just as clerics only get a fraction of the number of new spells wizards do around here, paladins don't actually get that much love. So I suppose this is a good example of them finding a still unfilled niche through hyperspecialisation. And hopefully they'll follow Ed's example and make them suitably quirky and individual. </p><p></p><p>True Slayer keeps anything killed by it from being raised or becoming undead. Not a particularly unusual power, really. </p><p></p><p>Soul Mate lets a paladin turn undead better. Once again, pretty straight really. Just because you're a goody goody doesn't mean you have to be this boring. </p><p></p><p>Captor makes it impossible for you to kill enemies with it, merely knocking them unconscious instead. Whether you use this for mercy or justice, that's another simple but valuable trick that makes being lawful good without compromising effectiveness a bit easier. </p><p></p><p>Illuminator makes the person hit glow with a faerie fire, making it easy to spot and follow them in the dark. This is particularly ironic when fighting Drow, since they have that as an innate ability too and make tricksy use of it. And let's face it, Irony is a form of humour good guys aren't restricted from appreciating at all. </p><p></p><p>Chanter sings to buff the party, and can even penetrate magical silence with it's voice. It has additional tricks that it may use at it's own discretion in an interestingly mythic manner. </p><p></p><p>Peacebringer casts Sanctuary, allowing a paladin who wants to avoid fighting to back up that desire a little better. Meh. </p><p></p><p>Raptor is our first unholy sword. It has a nasty habit of slicing clothing apart, making it perfect for the kind of villain who likes to leer menacingly at fair maidens. Aharharharharhar. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> </p><p></p><p>Mist Reaver blurs your location with great prejudice, making you a bugger to hit. So yeah, another pretty simplistic but effective effect. This collection certainly won't be making the hall of fame, I'm afraid, as it's a bit dull really. So much for making paladins more interesting. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" /> </p><p></p><p></p><p>He's got personality: Trying to make Charisma a slightly less neglected stat. Now there's something they've wrestled with before, (issues 63 & 107) and will do so again until they revise the rules and make it mechanically crucial for quite a few classes. And here we go with examining what high and low charisma means from both a mechanical and roleplaying perspective. It is actually longer than either of the previous attempts, and looks at both high and low Charisma as it related to various classes and personality types. It also introduces a whole bunch of new social proficiencies, which may or may not help, and some new rules on influencing crowds. Overall, I think it is an improvement on the previous tries, and is another of those articles that's laying the groundwork for the next edition. While not brilliant, it deserves credit. </p><p></p><p></p><p>Treasures of the fifth age: Or how to convert most of the old iconic magic items of Dragonlance to the new system, plus add a few new ones. I find it curious that despite the old spellcasting systems no longer working, old magic items still retain their powers. Grandfather clausing, convenience of writing, or is there a more significant metaphysical reason behind this? Maybe we'll find out in future novels. In any case, 15 items, most familiar, are detailed here and given pretty straight conversions. Which means I can't really get very worked up about this, for good or bad. Having tried something brave and seeing it fail, they're starting to slip back into old habits, relying on converting old stuff forward and new stuff back in an attempt to make a connection. Basically, they don't know what they want to do with this world. And to be honest, I wouldn't either. I'd rather start something completely new than keep trying to prop it up.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5659612, member: 27780"] [B][U]Dragon Magazine Issue 243: January 1998[/U][/B] part 4/8 Holy swords of the Realms: You know, we've already had two articles on magical swords of the Forgotten Realms. (issues 74 and 188) Now we specialise even further and go for a collection specifically of holy and unholy swords. Well, just as clerics only get a fraction of the number of new spells wizards do around here, paladins don't actually get that much love. So I suppose this is a good example of them finding a still unfilled niche through hyperspecialisation. And hopefully they'll follow Ed's example and make them suitably quirky and individual. True Slayer keeps anything killed by it from being raised or becoming undead. Not a particularly unusual power, really. Soul Mate lets a paladin turn undead better. Once again, pretty straight really. Just because you're a goody goody doesn't mean you have to be this boring. Captor makes it impossible for you to kill enemies with it, merely knocking them unconscious instead. Whether you use this for mercy or justice, that's another simple but valuable trick that makes being lawful good without compromising effectiveness a bit easier. Illuminator makes the person hit glow with a faerie fire, making it easy to spot and follow them in the dark. This is particularly ironic when fighting Drow, since they have that as an innate ability too and make tricksy use of it. And let's face it, Irony is a form of humour good guys aren't restricted from appreciating at all. Chanter sings to buff the party, and can even penetrate magical silence with it's voice. It has additional tricks that it may use at it's own discretion in an interestingly mythic manner. Peacebringer casts Sanctuary, allowing a paladin who wants to avoid fighting to back up that desire a little better. Meh. Raptor is our first unholy sword. It has a nasty habit of slicing clothing apart, making it perfect for the kind of villain who likes to leer menacingly at fair maidens. Aharharharharhar. :p Mist Reaver blurs your location with great prejudice, making you a bugger to hit. So yeah, another pretty simplistic but effective effect. This collection certainly won't be making the hall of fame, I'm afraid, as it's a bit dull really. So much for making paladins more interesting. :( He's got personality: Trying to make Charisma a slightly less neglected stat. Now there's something they've wrestled with before, (issues 63 & 107) and will do so again until they revise the rules and make it mechanically crucial for quite a few classes. And here we go with examining what high and low charisma means from both a mechanical and roleplaying perspective. It is actually longer than either of the previous attempts, and looks at both high and low Charisma as it related to various classes and personality types. It also introduces a whole bunch of new social proficiencies, which may or may not help, and some new rules on influencing crowds. Overall, I think it is an improvement on the previous tries, and is another of those articles that's laying the groundwork for the next edition. While not brilliant, it deserves credit. Treasures of the fifth age: Or how to convert most of the old iconic magic items of Dragonlance to the new system, plus add a few new ones. I find it curious that despite the old spellcasting systems no longer working, old magic items still retain their powers. Grandfather clausing, convenience of writing, or is there a more significant metaphysical reason behind this? Maybe we'll find out in future novels. In any case, 15 items, most familiar, are detailed here and given pretty straight conversions. Which means I can't really get very worked up about this, for good or bad. Having tried something brave and seeing it fail, they're starting to slip back into old habits, relying on converting old stuff forward and new stuff back in an attempt to make a connection. Basically, they don't know what they want to do with this world. And to be honest, I wouldn't either. I'd rather start something completely new than keep trying to prop it up. [/QUOTE]
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