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<blockquote data-quote="(un)reason" data-source="post: 5689317" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 247: May 1998</u></strong></p><p></p><p></p><p>part 6/8</p><p></p><p></p><p>Dragon's bestiary: A new header here as well, as their revamps sweep through the whole magazine. But not a new topic, as we've had quite a few frogs in the magazine's run, including a couple quite recently in issue 237. Come on, couldn't you wait a little longer before you rehashed this one. </p><p></p><p>Archer frogs, like archer fish, knock you down and suck you up. Nature does tend to reuse the same tricks over and over if they work, doesn't it. </p><p></p><p>Ghoul frogs, like ghoul worms, aren't actually undead, merely translucent. Again, just make it a template. They aren't particularly offensive and the don't make good eatin', so just leave them as a flavour encounter. </p><p></p><p>Leech toads suck your bluuuud. Like stirges, one probably won't kill you, but they come in large groups to suck you dry. </p><p></p><p>Spined toads are also pretty self-explanatory, adding the defences of hedgehogs to their usual amphibious tricks. Seems like all these ones have been made by combining one existing creature with another basic monster idea. This makes this entry feel very formulaic and tedious indeed. Someone is churning out crap primarily for the pay rather than inspiration. Seems rather worrying that the average quality of new monsters is decreasing as the rate they give them to us increases. Guess it's another sign we rather need a new edition. </p><p></p><p></p><p>Dungeon Mastery: Along with the skill system in general, languages can be a real pain in the butt in AD&D. And given the modularity of proficiency slots, if you do buy one after character creation, you can seem to go from nothing to full fluency straight away when that isn't the case with real learning at all. The solution here is to go with a BRP style percentile rating in languages that you can increase slowly on a month by month basis. Which is a moderate amount of bookkeeping, but far less annoying than many of the alternatives, and only really becomes a problem if you're trying to learn a ton of different dialects in short succession. Which if you're adventuring over wide areas might become an issue, but it's supposed to be challenging, isn't it. While this introduces unconnected new crunch, it's a better than average example of it's type, and feels curiously old school in it's approach. With the new class, the openly devilish new advertising, and this, it looks like they are actually going back to their roots in several interesting ways. I wonder how long it'll take them to formally adopt the back to the dungeon slogan that they use next edition. </p><p></p><p></p><p>Dragonmirth has a star trek crossover. There is no escape. Swordplay tries their hand at medicine. This isn't going to work.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5689317, member: 27780"] [B][U]Dragon Magazine Issue 247: May 1998[/U][/B] part 6/8 Dragon's bestiary: A new header here as well, as their revamps sweep through the whole magazine. But not a new topic, as we've had quite a few frogs in the magazine's run, including a couple quite recently in issue 237. Come on, couldn't you wait a little longer before you rehashed this one. Archer frogs, like archer fish, knock you down and suck you up. Nature does tend to reuse the same tricks over and over if they work, doesn't it. Ghoul frogs, like ghoul worms, aren't actually undead, merely translucent. Again, just make it a template. They aren't particularly offensive and the don't make good eatin', so just leave them as a flavour encounter. Leech toads suck your bluuuud. Like stirges, one probably won't kill you, but they come in large groups to suck you dry. Spined toads are also pretty self-explanatory, adding the defences of hedgehogs to their usual amphibious tricks. Seems like all these ones have been made by combining one existing creature with another basic monster idea. This makes this entry feel very formulaic and tedious indeed. Someone is churning out crap primarily for the pay rather than inspiration. Seems rather worrying that the average quality of new monsters is decreasing as the rate they give them to us increases. Guess it's another sign we rather need a new edition. Dungeon Mastery: Along with the skill system in general, languages can be a real pain in the butt in AD&D. And given the modularity of proficiency slots, if you do buy one after character creation, you can seem to go from nothing to full fluency straight away when that isn't the case with real learning at all. The solution here is to go with a BRP style percentile rating in languages that you can increase slowly on a month by month basis. Which is a moderate amount of bookkeeping, but far less annoying than many of the alternatives, and only really becomes a problem if you're trying to learn a ton of different dialects in short succession. Which if you're adventuring over wide areas might become an issue, but it's supposed to be challenging, isn't it. While this introduces unconnected new crunch, it's a better than average example of it's type, and feels curiously old school in it's approach. With the new class, the openly devilish new advertising, and this, it looks like they are actually going back to their roots in several interesting ways. I wonder how long it'll take them to formally adopt the back to the dungeon slogan that they use next edition. Dragonmirth has a star trek crossover. There is no escape. Swordplay tries their hand at medicine. This isn't going to work. [/QUOTE]
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