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<blockquote data-quote="(un)reason" data-source="post: 5750633" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 257: March 1999</u></strong></p><p></p><p></p><p>part 2/8</p><p></p><p></p><p>Nodwick saves the day again! What a hero! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p></p><p>Forum: Tim Ellenbecker thinks you ought to detach combat levels from skill levels, so PC's can pick up lots of proficiencies if they can find the time, independently of if they're badass or not. I still don't think that's a bad idea. </p><p></p><p>M. Keaton thinks that the people who want tons of options collated into the corebooks are wrong. This is a definite case where things should be kept simple. We want to get new people in, after all. </p><p></p><p>Jason F. Smith is another person who believes in templates and story based experience rewards. Clap your hands if you believe and they'll be applied to your characters! </p><p></p><p>David Higgins is another person who thinks saves should be based around the ability score that resists the effects. And the probabilities ought to change less as you go up levels. If they're dithering about fort, ref & will, this'll help them decide. </p><p></p><p>Joseph F. Matons reminds us druids are awesome, despite being frequently overlooked. It's not an edition based comment, but still very appropriate since they'll be even more awesome soon. </p><p></p><p></p><p>Dungeoncraft: This month's column moves onto creating the home base. This focusses upon macro details such as size, political system, and primary economic products, rather that details that'll instantly be useful to players, like the inn layout and shopping lists. While this may lead to larger adventures, it won't be as instantly useful or easy as drawing a map, filling it with monsters, and setting the players loose to play. I guess Ray has bigger fish to fry, and we already have more dungeon crawl modules than we can use. But still, it seems like he's trying to start small, but then slipping back into top down worldbuilding. Still, the example world is coming along nicely, with an edge of civilisation fortified settlement that's heavy on wandering adventurers and rumours of stuff for them to do. Do a little more of what he's doing, not what he's saying, and you shouldn't go too far wrong.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5750633, member: 27780"] [B][U]Dragon Magazine Issue 257: March 1999[/U][/B] part 2/8 Nodwick saves the day again! What a hero! ;) Forum: Tim Ellenbecker thinks you ought to detach combat levels from skill levels, so PC's can pick up lots of proficiencies if they can find the time, independently of if they're badass or not. I still don't think that's a bad idea. M. Keaton thinks that the people who want tons of options collated into the corebooks are wrong. This is a definite case where things should be kept simple. We want to get new people in, after all. Jason F. Smith is another person who believes in templates and story based experience rewards. Clap your hands if you believe and they'll be applied to your characters! David Higgins is another person who thinks saves should be based around the ability score that resists the effects. And the probabilities ought to change less as you go up levels. If they're dithering about fort, ref & will, this'll help them decide. Joseph F. Matons reminds us druids are awesome, despite being frequently overlooked. It's not an edition based comment, but still very appropriate since they'll be even more awesome soon. Dungeoncraft: This month's column moves onto creating the home base. This focusses upon macro details such as size, political system, and primary economic products, rather that details that'll instantly be useful to players, like the inn layout and shopping lists. While this may lead to larger adventures, it won't be as instantly useful or easy as drawing a map, filling it with monsters, and setting the players loose to play. I guess Ray has bigger fish to fry, and we already have more dungeon crawl modules than we can use. But still, it seems like he's trying to start small, but then slipping back into top down worldbuilding. Still, the example world is coming along nicely, with an edge of civilisation fortified settlement that's heavy on wandering adventurers and rumours of stuff for them to do. Do a little more of what he's doing, not what he's saying, and you shouldn't go too far wrong. [/QUOTE]
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