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<blockquote data-quote="(un)reason" data-source="post: 5984161" data-attributes="member: 27780"><p><strong><u>Dragon Issue 288: October 2001</u></strong></p><p></p><p></p><p>part 5/7</p><p></p><p></p><p>Nodwick has another attack of continuity. Oughta get that looked at by a doctor, or else it could turn into a full-blown case of metaplot before you know it. </p><p></p><p></p><p>Chainmail: So how does the D&D minis game differ from regular D&D, if the statistics are pretty much interchangable? The devil's in the details, as usual. Initiative is rolled for the whole group on a per round basis rather than individually and cyclically, not all your pieces get to act every turn, and there's a whole new set of tactical options based around the leader pieces controlling the regular members of the army, and morale for all sides, reflecting that not every creature you control is actually a PC, and your role as a player is more detached. So it trades off complexity in some areas for more in others, and actually has quite a few old school elements that regular 3e got rid of. That's very interesting, and makes it almost an alternate 3.1 or 2.9th edition which is better suited to handling large groups where each player controls multiple characters. My interest grows, as morale rules were one of the things I definitely missed in 3 & 4e. This looks like it has lots of potential for plundering and mixing & matching parts to customise your regular 3e games. I wonder if it'll get many supplements before fading away. </p><p></p><p></p><p>Forum: Kraig Hausmann looks at Hades' place in greek mythology and finds that he was not a popular dude at all. Anyone who puts nearly all souls in a position of endless tedious low-grade misery regardless of how good or bad they were in life doesn't sound like a nice person to me. </p><p></p><p>Morgan Vergara thinks that while rangers may not be the most powerful class, that's no reason not to take it. Concept should be more important than min-maxing. Another very familiar statement. </p><p></p><p>Daniel Bates makes a facepalming misinterpretation of druid's wildshaping abilities when trying to justify why some people would pick ranger over druid. Sorry, another bit of fail here. </p><p></p><p>Peter Jones finds it ridiculous that people are complaining about gratuitous violence in a game where killing things and taking their stuff is integral. Particularly when the real difference is the visible blood. It's like Mortal Kombat recolouring the gore green to get around the censors. Some people are just pointlessly pedantic or don't want to confront the realities of what they're imagining doing. </p><p></p><p>Chad Riley finds it embarrassing that some people are so threatened by feminine pronouns getting equal time. You are not going to get cooties just from reading books just because of their choice of descriptors. </p><p></p><p>Geoff Davey wants to play good characters, while the rest of his group want to be bad guys. Sounds like you need to get'cha'self a new group there sonny. What we have here is a conflict of playstyles. </p><p></p><p>Matthew Stagg joined in on introducing role-playing to the younger generation. It was a resounding success. You've just gotta make sure the first adventure is fun to hook them. </p><p></p><p></p><p>The play's the thing: Robin goes into filler territory again, talking about various combinations of high and low ability scores, and how they ought to be roleplayed. That's the kind of thing we've seen before, and anyone can come up with a couple of pages of waffle on. I've done it, the editors have done it, you can do it too. Given the granularity of ability scores in D&D, and the quantity of characters people have played over the years, you could get so many takes on this that they become meaningless. And it's left incomplete so he can spread talking about various ability combos over multiple issues. This could turn into padding on an epic scale if he doesn't come up with more ideas soon. Not impressed.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5984161, member: 27780"] [B][U]Dragon Issue 288: October 2001[/U][/B] part 5/7 Nodwick has another attack of continuity. Oughta get that looked at by a doctor, or else it could turn into a full-blown case of metaplot before you know it. Chainmail: So how does the D&D minis game differ from regular D&D, if the statistics are pretty much interchangable? The devil's in the details, as usual. Initiative is rolled for the whole group on a per round basis rather than individually and cyclically, not all your pieces get to act every turn, and there's a whole new set of tactical options based around the leader pieces controlling the regular members of the army, and morale for all sides, reflecting that not every creature you control is actually a PC, and your role as a player is more detached. So it trades off complexity in some areas for more in others, and actually has quite a few old school elements that regular 3e got rid of. That's very interesting, and makes it almost an alternate 3.1 or 2.9th edition which is better suited to handling large groups where each player controls multiple characters. My interest grows, as morale rules were one of the things I definitely missed in 3 & 4e. This looks like it has lots of potential for plundering and mixing & matching parts to customise your regular 3e games. I wonder if it'll get many supplements before fading away. Forum: Kraig Hausmann looks at Hades' place in greek mythology and finds that he was not a popular dude at all. Anyone who puts nearly all souls in a position of endless tedious low-grade misery regardless of how good or bad they were in life doesn't sound like a nice person to me. Morgan Vergara thinks that while rangers may not be the most powerful class, that's no reason not to take it. Concept should be more important than min-maxing. Another very familiar statement. Daniel Bates makes a facepalming misinterpretation of druid's wildshaping abilities when trying to justify why some people would pick ranger over druid. Sorry, another bit of fail here. Peter Jones finds it ridiculous that people are complaining about gratuitous violence in a game where killing things and taking their stuff is integral. Particularly when the real difference is the visible blood. It's like Mortal Kombat recolouring the gore green to get around the censors. Some people are just pointlessly pedantic or don't want to confront the realities of what they're imagining doing. Chad Riley finds it embarrassing that some people are so threatened by feminine pronouns getting equal time. You are not going to get cooties just from reading books just because of their choice of descriptors. Geoff Davey wants to play good characters, while the rest of his group want to be bad guys. Sounds like you need to get'cha'self a new group there sonny. What we have here is a conflict of playstyles. Matthew Stagg joined in on introducing role-playing to the younger generation. It was a resounding success. You've just gotta make sure the first adventure is fun to hook them. The play's the thing: Robin goes into filler territory again, talking about various combinations of high and low ability scores, and how they ought to be roleplayed. That's the kind of thing we've seen before, and anyone can come up with a couple of pages of waffle on. I've done it, the editors have done it, you can do it too. Given the granularity of ability scores in D&D, and the quantity of characters people have played over the years, you could get so many takes on this that they become meaningless. And it's left incomplete so he can spread talking about various ability combos over multiple issues. This could turn into padding on an epic scale if he doesn't come up with more ideas soon. Not impressed. [/QUOTE]
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