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<blockquote data-quote="(un)reason" data-source="post: 5737555" data-attributes="member: 27780"><p><strong><u>Dragon Magazine annual 1998 </u></strong></p><p></p><p></p><p>part 5/8</p><p></p><p></p><p>Arcane Lore: Hmm. Another Spell selection for Dwarven priests. We last got one of those in issue 129, which I think is a decent enough interval. As usual, I shall examine them closely for any repeats. </p><p></p><p>Dwarven Zeal enhances their bonuses against goblinoids some more. This is obviously exclusive, but not as annoyingly as the Dragon exclusive spells, and certainly isn't overpowered. </p><p></p><p>Mud in your eye is the kind of bad joke that seems more appropriate for Gnomes. I'm sure I've seen this one before, possibly with a fae origin. Do we really need another 1st level spell that's this inferior to Sleep? </p><p></p><p>Precious Affinity is a fairly direct recycle of Detect Metals and Minerals from last time, only shorter duration. Not worth the bother. </p><p></p><p>Foundation doesn't beautify you, it helps you stick to the ground better. Dwarves never were ones for vanity, were they. </p><p></p><p>Ignore light wounds is an interesting variant on Aid. Gotta love that insane toughness. Just remember to look after yourself properly after the fight. </p><p></p><p>Shatter Metal is another one we've seen before in different context. Gotta love that weapon screwage as a way of settling fights, biatch. </p><p></p><p>Stone Shell is a particularly cool looking armor class boosting spell. It'll slow you down a bit too, but dwarves never were winners of the miss lissom leg contest either, were they. </p><p></p><p>Transmute Gem lets you upgrade your gems, or just refluff them. This is not very reliable as a get rich scheme, and may piss off people if discovered. They can't make that easy in D&D, can they. </p><p></p><p>Clinging Earth is the great equalizer, slowing everything else down to dwarven rates. You laugh at our stubby legs! Who's laughing now? I'll run rings around you. Ha! </p><p></p><p>Stromp's Dwarven Cleaver is another weapon conjurer. It's actually pretty badass for it's level, making it compare favourably with Mordenkainen's Sword. Clerics are better at just hitting things instead of blasting them. </p><p></p><p>Earth Fist compares similarly well with the equivalent level Bigby's hands, making for a definite bit of power creep here. Can't say I approve of that. Basic comparison, folks. This is what the corebooks are there for. </p><p></p><p></p><p>Dungeon mastery: Keeping a journal is a pretty old trick that even the first gamers quickly discovered was a damn good idea. Similarly, creating a proper calendar for your world, with seasons, holidays, celebration days, etc, etc is one of those things that helps a world feel real. Combining the two, so your events always happen on a specific day, and even when you spend months in the wilderness, the DM can easily note the seasons changing, and the characters having their respective birthdays, is a logical leap, but not one that's you'd automatically make. This also demonstrates the substantial advantage taking your notes on the computer rather than paper has, in allowing you to edit, copy, and divide up your material, giving players selective access to it. And of course, proper timekeeping lets you easily keep track of all manner of little things that would be much harder without an established framework, (facebook really has been a godsend for my scheduling stuff and social life.) and then analyse them statistically. So this has some old ideas, but mixes them with ones that are new to me, and both are good ones. We can always do with ways to organise our work that actually save more time in the long run.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5737555, member: 27780"] [B][U]Dragon Magazine annual 1998 [/U][/B] part 5/8 Arcane Lore: Hmm. Another Spell selection for Dwarven priests. We last got one of those in issue 129, which I think is a decent enough interval. As usual, I shall examine them closely for any repeats. Dwarven Zeal enhances their bonuses against goblinoids some more. This is obviously exclusive, but not as annoyingly as the Dragon exclusive spells, and certainly isn't overpowered. Mud in your eye is the kind of bad joke that seems more appropriate for Gnomes. I'm sure I've seen this one before, possibly with a fae origin. Do we really need another 1st level spell that's this inferior to Sleep? Precious Affinity is a fairly direct recycle of Detect Metals and Minerals from last time, only shorter duration. Not worth the bother. Foundation doesn't beautify you, it helps you stick to the ground better. Dwarves never were ones for vanity, were they. Ignore light wounds is an interesting variant on Aid. Gotta love that insane toughness. Just remember to look after yourself properly after the fight. Shatter Metal is another one we've seen before in different context. Gotta love that weapon screwage as a way of settling fights, biatch. Stone Shell is a particularly cool looking armor class boosting spell. It'll slow you down a bit too, but dwarves never were winners of the miss lissom leg contest either, were they. Transmute Gem lets you upgrade your gems, or just refluff them. This is not very reliable as a get rich scheme, and may piss off people if discovered. They can't make that easy in D&D, can they. Clinging Earth is the great equalizer, slowing everything else down to dwarven rates. You laugh at our stubby legs! Who's laughing now? I'll run rings around you. Ha! Stromp's Dwarven Cleaver is another weapon conjurer. It's actually pretty badass for it's level, making it compare favourably with Mordenkainen's Sword. Clerics are better at just hitting things instead of blasting them. Earth Fist compares similarly well with the equivalent level Bigby's hands, making for a definite bit of power creep here. Can't say I approve of that. Basic comparison, folks. This is what the corebooks are there for. Dungeon mastery: Keeping a journal is a pretty old trick that even the first gamers quickly discovered was a damn good idea. Similarly, creating a proper calendar for your world, with seasons, holidays, celebration days, etc, etc is one of those things that helps a world feel real. Combining the two, so your events always happen on a specific day, and even when you spend months in the wilderness, the DM can easily note the seasons changing, and the characters having their respective birthdays, is a logical leap, but not one that's you'd automatically make. This also demonstrates the substantial advantage taking your notes on the computer rather than paper has, in allowing you to edit, copy, and divide up your material, giving players selective access to it. And of course, proper timekeeping lets you easily keep track of all manner of little things that would be much harder without an established framework, (facebook really has been a godsend for my scheduling stuff and social life.) and then analyse them statistically. So this has some old ideas, but mixes them with ones that are new to me, and both are good ones. We can always do with ways to organise our work that actually save more time in the long run. [/QUOTE]
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