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<blockquote data-quote="(un)reason" data-source="post: 5980409" data-attributes="member: 27780"><p><strong><u>Dragon Issue 287: September 2001</u></strong></p><p></p><p></p><p>part 6/7</p><p></p><p></p><p>Silicon sorcery: A trio of amusing items from Age of Wonders get D&D conversions this month. The most notable of these is the chicken shield, which boosts your AC and reduces falling damage by animating and flapping it's wings frantically. The benefits to making your enemies laugh mid-battle should not be underestimated as well. Stones that turn into boulders when thrown, and boots that make you untrackable and generate magical darkness aren't quite so innovative or funny, but they're useful and interesting, and haven't appeared in this edition yet. Seems like there's definitely some cool ideas worth stealing here. </p><p></p><p></p><p>Sage advice: What's the base DC on spot and listen checks (There are none. This isn't like 2nd ed. You have to pay much more attention to the specifics of the situation. ) </p><p></p><p>Which should you use to avoid surprise. Entirely situational, blah blah trolls blah blah, tactics, light conditions and cover blah blah, line of sight blah blah. </p><p>How does hiding work (Opposed checks strike back! )</p><p></p><p>Why are there no rules for rate of fire (None is needed. We are unified. We need not exception based rules applied only to ranged attacks. Do not try to add more pointless crunch to the system. ) </p><p></p><p>Can you make multiple grapples in a round (Only if your base attack bonus permits it. This ignores bonuses and creature natural weapons. Once again we ignore exceptions in the face of realism. Ha ha!)</p><p></p><p>Can you carry things away once they're grappled (What a good idea. Skip will pioneer a system for this! Truly, you are a visionary. )</p><p></p><p></p><p>The play's the thing: People change. Characters should as well, not just get more powerful or broad in their skillsets. So Robin's advice this month is on when you should break established character because you're changing, or adding extra nuance to their personality, rather than leaving it behind. Will it be a sudden one due to a traumatic event, or a gradual one as they're repeatedly exposed to situations formerly outside their ken. Will these changes be in personality alone, or backed up by spending XP in a new way as fast as the system allows? Just watch you don't get pulled into a cycle of ever-increasing trauma and grimdark, as is happening to far too many properties as the moment, and seems to be a particularly difficult change to reverse without doing an outright reboot. So the advice here isn't quite as topical as it used to be, as grimdark is finally starting to fall out of fashion again, but it's still quite useful, and hasn't been presented in this way before. This is an above average example of his work.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5980409, member: 27780"] [B][U]Dragon Issue 287: September 2001[/U][/B] part 6/7 Silicon sorcery: A trio of amusing items from Age of Wonders get D&D conversions this month. The most notable of these is the chicken shield, which boosts your AC and reduces falling damage by animating and flapping it's wings frantically. The benefits to making your enemies laugh mid-battle should not be underestimated as well. Stones that turn into boulders when thrown, and boots that make you untrackable and generate magical darkness aren't quite so innovative or funny, but they're useful and interesting, and haven't appeared in this edition yet. Seems like there's definitely some cool ideas worth stealing here. Sage advice: What's the base DC on spot and listen checks (There are none. This isn't like 2nd ed. You have to pay much more attention to the specifics of the situation. ) Which should you use to avoid surprise. Entirely situational, blah blah trolls blah blah, tactics, light conditions and cover blah blah, line of sight blah blah. How does hiding work (Opposed checks strike back! ) Why are there no rules for rate of fire (None is needed. We are unified. We need not exception based rules applied only to ranged attacks. Do not try to add more pointless crunch to the system. ) Can you make multiple grapples in a round (Only if your base attack bonus permits it. This ignores bonuses and creature natural weapons. Once again we ignore exceptions in the face of realism. Ha ha!) Can you carry things away once they're grappled (What a good idea. Skip will pioneer a system for this! Truly, you are a visionary. ) The play's the thing: People change. Characters should as well, not just get more powerful or broad in their skillsets. So Robin's advice this month is on when you should break established character because you're changing, or adding extra nuance to their personality, rather than leaving it behind. Will it be a sudden one due to a traumatic event, or a gradual one as they're repeatedly exposed to situations formerly outside their ken. Will these changes be in personality alone, or backed up by spending XP in a new way as fast as the system allows? Just watch you don't get pulled into a cycle of ever-increasing trauma and grimdark, as is happening to far too many properties as the moment, and seems to be a particularly difficult change to reverse without doing an outright reboot. So the advice here isn't quite as topical as it used to be, as grimdark is finally starting to fall out of fashion again, but it's still quite useful, and hasn't been presented in this way before. This is an above average example of his work. [/QUOTE]
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