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<blockquote data-quote="(un)reason" data-source="post: 6008557" data-attributes="member: 27780"><p><strong><u>Dragon Issue 291: January 2002</u></strong></p><p></p><p></p><p>part 6/10</p><p></p><p></p><p>You can pick your friends: But you can't pick your family? With random tables so the GM can determine it for you? Yeah, heard that one before. After all, we got a pretty extensive bit of Oriental Adventures devoted to randomly deciding what kind of ancestors you had, and how they've influenced your reputation. however, the world is big enough for multiple takes on an idea like that, and this manages to do so by concentrating on the forest where the other one focussed on the individual trees, as it were. A relatively small number of rolls to determine the overall size and shape of a character's family, and lots of potential adventure hooks that you can pull out easily enough make this one of those articles you can drop into your campaign pretty easily in bits and pieces. After all, many of your players will have already thought about their family when creating their character. All these articles to direct your thought are just for those who haven't thought them through already. </p><p></p><p></p><p>Water, water everywhere: Skip Williams continues to create official add-ons to the rules above and beyond Sage Advice. Such as an expansion on the rules for underwater combat, showing just how inconvenient it is for landlubbers pulled in, but also how you can prepare to mitigate these problems. There's a very good reason why fishermen use spears and harpoons rather than axes or hammers to hunt fish, and although their range still isn't great, crossbow bolts fare better than regular arrows underwater. Visibility ranges are dramatically lower than in air, especially when the water is full of muck. Fire is mostly a waste of time, unless you have a knowledge of chemistry that very few D&D characters can access. Lotsa boring realism stuff a la the old Wilderness survival guide, basically. Not the kind of thing I've seen for a while, since they went to the effort to make the new core rules more comprehensive, and the kind of thing that's always going to be a niche market. So this feels like health food, necessary, but not really that welcome. Is the real reason many sailors never learn to swim because they don't want to go to the bother of dealing with the underwater combat rules? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> </p><p></p><p></p><p>Fiction: Troupers by Neal Barrett jr. Ah, time for a good old-fashioned bit of whimsy where we find out how creatures in other dimensions live, and how hard it is to relate to them, even despite good old rule 34 coming into play. When you find yourself in a universe where all the rules are different, you can either adapt, or blunder around in perpetual befuddlement and get nowhere fast. </p><p>And so we find ourselves in a alice-in wonderland situation, only with a slightly smarter protagonist, who manages to get out and bring one of the creatures from the other world with him. Which means he can look forward to enjoying the culture shock thing from the other side as well. Could definitely be worth a follow-up. </p><p></p><p></p><p>Nodwick goes up against the internet and wins. Shock horror.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6008557, member: 27780"] [B][U]Dragon Issue 291: January 2002[/U][/B] part 6/10 You can pick your friends: But you can't pick your family? With random tables so the GM can determine it for you? Yeah, heard that one before. After all, we got a pretty extensive bit of Oriental Adventures devoted to randomly deciding what kind of ancestors you had, and how they've influenced your reputation. however, the world is big enough for multiple takes on an idea like that, and this manages to do so by concentrating on the forest where the other one focussed on the individual trees, as it were. A relatively small number of rolls to determine the overall size and shape of a character's family, and lots of potential adventure hooks that you can pull out easily enough make this one of those articles you can drop into your campaign pretty easily in bits and pieces. After all, many of your players will have already thought about their family when creating their character. All these articles to direct your thought are just for those who haven't thought them through already. Water, water everywhere: Skip Williams continues to create official add-ons to the rules above and beyond Sage Advice. Such as an expansion on the rules for underwater combat, showing just how inconvenient it is for landlubbers pulled in, but also how you can prepare to mitigate these problems. There's a very good reason why fishermen use spears and harpoons rather than axes or hammers to hunt fish, and although their range still isn't great, crossbow bolts fare better than regular arrows underwater. Visibility ranges are dramatically lower than in air, especially when the water is full of muck. Fire is mostly a waste of time, unless you have a knowledge of chemistry that very few D&D characters can access. Lotsa boring realism stuff a la the old Wilderness survival guide, basically. Not the kind of thing I've seen for a while, since they went to the effort to make the new core rules more comprehensive, and the kind of thing that's always going to be a niche market. So this feels like health food, necessary, but not really that welcome. Is the real reason many sailors never learn to swim because they don't want to go to the bother of dealing with the underwater combat rules? :p Fiction: Troupers by Neal Barrett jr. Ah, time for a good old-fashioned bit of whimsy where we find out how creatures in other dimensions live, and how hard it is to relate to them, even despite good old rule 34 coming into play. When you find yourself in a universe where all the rules are different, you can either adapt, or blunder around in perpetual befuddlement and get nowhere fast. And so we find ourselves in a alice-in wonderland situation, only with a slightly smarter protagonist, who manages to get out and bring one of the creatures from the other world with him. Which means he can look forward to enjoying the culture shock thing from the other side as well. Could definitely be worth a follow-up. Nodwick goes up against the internet and wins. Shock horror. [/QUOTE]
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