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<blockquote data-quote="(un)reason" data-source="post: 5950262" data-attributes="member: 27780"><p><strong><u>Dragon Issue 281: March 2001</u></strong></p><p></p><p></p><p>part 7/7</p><p></p><p></p><p>Forum: Shawn Lewis is very pleased at 3e, especially the fact that PC's and monsters now work under the same rules. Even if you stick with the old rules, there are still plenty of cool ideas to be taken from the new books. </p><p></p><p>Cob Constanz gives XP to the players for contributing to the background of the world. It keeps them invested and coming back, especially when they see how their ideas were incorporated into the larger tapestry of history </p><p></p><p>Jean-Philipe Suter has re-instituted sexist house rules in his games. i look forward for the flurry of condemnations this should provoke. </p><p></p><p>Jason Tondro thinks while feats are a cool idea, they still need some adjustment. Most irksome is than fact that you can qualify for them earlier than you can actually take them, since you only get 1 slot per 3 levels. Ever heard the saying "good things come to those who wait." You still can't expect everything to go your way. </p><p></p><p>Mike Briggs isn't pleased about the psionics previews. It looks like nothing but a spell point based magic system. Not going to argue with you there, especially with psionics/magic transparency now the standard. </p><p></p><p>Christopher Rheinherren is slightly more positive about the return of psionics, but it still looks like he's going to be disappointed. They're moving forward, not going back to 1e. </p><p></p><p>Michael Brown reminds WotC to find out how much real weapons actually weigh. God, is that still an issue. They complained enough about it last time that you'd think they'd have caught it. </p><p></p><p>John Brown loves the new rules, but thinks the presentation of them could do with a bit of cleaning up. As it is, people are still going to argue about what the rules actually mean, and wind up missing out important detail. You'd have to simplify a lot for that to be the case though. </p><p></p><p>Christian Walker points out how important high charisma is to getting a decent job. It counts more than skill, really. Oh so true. :sigh: </p><p></p><p>Jeremy A. Michelle talks about guns throughout the ages, and how they could be reintroduced to the magazine. It would take a bit of work, especially since the later ones are batter, so balance is a real issue. </p><p></p><p></p><p>PC Portraits: Psionicists get a good dungeonpunking this edition along with everyone else. They don't have as many tattoos as they use too, instead having a whole load of straps, buckles and fetishwear to make them stand out from the crowd. I think this time the older collection from issue 255 wins the day, having cleaner, less stylised artwork that's easier to apply to a broader range of character concepts. After all, as we've said before, the big difference between psionicists and wizards is that they don't need to rely on books, material components and other external aids to be awesome. Why give up that advantage just for the sake of fashion? </p><p></p><p></p><p>Dungeoncraft: Ray looks over the standard races to see how they're going to fit into his new world, and decides to exclude the gnomes and halflings. We've got no time for whimsy and mechanical inventiveness in a primitive world where it's a struggle to survive! This is serious business! Although it has to be said, Athas managed to find a decent place for halflings that wasn't comic relief at all, but I guess he doesn't want to make a carbon copy of that either in the process of avoiding generic fantasy. He doesn't pick any monster or new ones to replace them though, (maybe later) Really, this is about deciding how much you want to stick too or subvert the standard fantasy cliches. Change something too much, and you might as well not bother with the name in the first place. Not enough, and you'll be formulaic. Neither are inherently bad, and variety in the type of campaigns you run is good. Another little thing that's worth codifying, I guess. </p><p></p><p></p><p>Dixie discovers that there are always CR suitable challenges, no matter how much cosmic power you have in What's new. </p><p></p><p></p><p>Well, this wasn't a bad issue, but it did take a loooong time to do, party because of the amount of reference checking I had to do, and partly because my brain kept sliding off the last few articles, making them a real struggle to finish. Overall, it was interesting and informative, but did have more than it's fair share of mechanical issues. The core 3e rules may have been heavily playtested, but now we're getting into supplements that didn't receive that degree of attention. So i guess it's up to the playerbase to provide lots of feedback. Let's keep going, and see what they have to say about the 3.0 version when the 3.5 one rolls around.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5950262, member: 27780"] [B][U]Dragon Issue 281: March 2001[/U][/B] part 7/7 Forum: Shawn Lewis is very pleased at 3e, especially the fact that PC's and monsters now work under the same rules. Even if you stick with the old rules, there are still plenty of cool ideas to be taken from the new books. Cob Constanz gives XP to the players for contributing to the background of the world. It keeps them invested and coming back, especially when they see how their ideas were incorporated into the larger tapestry of history Jean-Philipe Suter has re-instituted sexist house rules in his games. i look forward for the flurry of condemnations this should provoke. Jason Tondro thinks while feats are a cool idea, they still need some adjustment. Most irksome is than fact that you can qualify for them earlier than you can actually take them, since you only get 1 slot per 3 levels. Ever heard the saying "good things come to those who wait." You still can't expect everything to go your way. Mike Briggs isn't pleased about the psionics previews. It looks like nothing but a spell point based magic system. Not going to argue with you there, especially with psionics/magic transparency now the standard. Christopher Rheinherren is slightly more positive about the return of psionics, but it still looks like he's going to be disappointed. They're moving forward, not going back to 1e. Michael Brown reminds WotC to find out how much real weapons actually weigh. God, is that still an issue. They complained enough about it last time that you'd think they'd have caught it. John Brown loves the new rules, but thinks the presentation of them could do with a bit of cleaning up. As it is, people are still going to argue about what the rules actually mean, and wind up missing out important detail. You'd have to simplify a lot for that to be the case though. Christian Walker points out how important high charisma is to getting a decent job. It counts more than skill, really. Oh so true. :sigh: Jeremy A. Michelle talks about guns throughout the ages, and how they could be reintroduced to the magazine. It would take a bit of work, especially since the later ones are batter, so balance is a real issue. PC Portraits: Psionicists get a good dungeonpunking this edition along with everyone else. They don't have as many tattoos as they use too, instead having a whole load of straps, buckles and fetishwear to make them stand out from the crowd. I think this time the older collection from issue 255 wins the day, having cleaner, less stylised artwork that's easier to apply to a broader range of character concepts. After all, as we've said before, the big difference between psionicists and wizards is that they don't need to rely on books, material components and other external aids to be awesome. Why give up that advantage just for the sake of fashion? Dungeoncraft: Ray looks over the standard races to see how they're going to fit into his new world, and decides to exclude the gnomes and halflings. We've got no time for whimsy and mechanical inventiveness in a primitive world where it's a struggle to survive! This is serious business! Although it has to be said, Athas managed to find a decent place for halflings that wasn't comic relief at all, but I guess he doesn't want to make a carbon copy of that either in the process of avoiding generic fantasy. He doesn't pick any monster or new ones to replace them though, (maybe later) Really, this is about deciding how much you want to stick too or subvert the standard fantasy cliches. Change something too much, and you might as well not bother with the name in the first place. Not enough, and you'll be formulaic. Neither are inherently bad, and variety in the type of campaigns you run is good. Another little thing that's worth codifying, I guess. Dixie discovers that there are always CR suitable challenges, no matter how much cosmic power you have in What's new. Well, this wasn't a bad issue, but it did take a loooong time to do, party because of the amount of reference checking I had to do, and partly because my brain kept sliding off the last few articles, making them a real struggle to finish. Overall, it was interesting and informative, but did have more than it's fair share of mechanical issues. The core 3e rules may have been heavily playtested, but now we're getting into supplements that didn't receive that degree of attention. So i guess it's up to the playerbase to provide lots of feedback. Let's keep going, and see what they have to say about the 3.0 version when the 3.5 one rolls around. [/QUOTE]
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