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<blockquote data-quote="(un)reason" data-source="post: 6006925" data-attributes="member: 27780"><p><strong><u>Dragon Issue 291: January 2002</u></strong></p><p></p><p></p><p>part 4/10</p><p></p><p></p><p>The little-limpics: While James tried to balance the whimsical and serious sides of gnome life, Robin Laws embraces the playful, with this fluff piece on gnome athletic games. Tracking burrowing animals, boffer games, trying to pick up balls on unstable platforms while being pelted with fruit, this is amusing stuff that owes a fair debt to the Gladiator TV show that was popular in the 90's. As such, it's an entertaining read, but not likely to get as much use as the last article. If your players spend some time in a gnome community, they might try them once or twice, but otherwise, you're not going to miss not incorporating this article at all. Still, nice to see them still doing niche stuff that could never support a whole product. </p><p></p><p></p><p>Abuse your illusions: This one isn't gnome specific, but we all know what their favored class is. (at least, until 3.5 changes that) And it looks like we won't be seeing the same kind of interminable debate that surrounded illusion powers in previous editions. While there's still some ambiguity over exactly when you can justify making will saves to disbelieve an illusion, everything else is a lot clearer. Plus many illusions produce semi-real effects that make the whole disbelief thing less significant anyway. So this old problem becomes less so, but creating subtle spellcasters is somewhat harder. When you have this many options, even illusionists get to mix plenty of real with the trickery. It's another little sign of the decrease in sense of wonder as time goes on. The new spells are also very specific in their mechanical effects, leaving the GM with no worries about adjudication, but the players with little opportunity to use them cleverly. So despite this article's title, your opportunities for abusing illusions get smaller and smaller. Where's the fun in that?</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6006925, member: 27780"] [B][U]Dragon Issue 291: January 2002[/U][/B] part 4/10 The little-limpics: While James tried to balance the whimsical and serious sides of gnome life, Robin Laws embraces the playful, with this fluff piece on gnome athletic games. Tracking burrowing animals, boffer games, trying to pick up balls on unstable platforms while being pelted with fruit, this is amusing stuff that owes a fair debt to the Gladiator TV show that was popular in the 90's. As such, it's an entertaining read, but not likely to get as much use as the last article. If your players spend some time in a gnome community, they might try them once or twice, but otherwise, you're not going to miss not incorporating this article at all. Still, nice to see them still doing niche stuff that could never support a whole product. Abuse your illusions: This one isn't gnome specific, but we all know what their favored class is. (at least, until 3.5 changes that) And it looks like we won't be seeing the same kind of interminable debate that surrounded illusion powers in previous editions. While there's still some ambiguity over exactly when you can justify making will saves to disbelieve an illusion, everything else is a lot clearer. Plus many illusions produce semi-real effects that make the whole disbelief thing less significant anyway. So this old problem becomes less so, but creating subtle spellcasters is somewhat harder. When you have this many options, even illusionists get to mix plenty of real with the trickery. It's another little sign of the decrease in sense of wonder as time goes on. The new spells are also very specific in their mechanical effects, leaving the GM with no worries about adjudication, but the players with little opportunity to use them cleverly. So despite this article's title, your opportunities for abusing illusions get smaller and smaller. Where's the fun in that? [/QUOTE]
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