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<blockquote data-quote="(un)reason" data-source="post: 6070977" data-attributes="member: 27780"><p><strong><u>Dragon Issue 304: February 2003</u></strong></p><p></p><p></p><p>part 2/9</p><p></p><p></p><p>Zogonia shows how to do a transformation curse with style. You won't be dissing this lich again in a hurry. </p><p></p><p></p><p>Up on a soapbox: Gary gives us another goofy little story of how his adventures went back in the day. He made a wish (a dicey thing to do at the best of times in D&D land) and managed to snatch defeat from the jaws of victory by goofing around and not taking the obvious route in the dungeon. This is what happens when you spend your time as a DM devising sadistic deathtraps like the tomb of horrors. You can wind up being a little TOO paranoid, and tripping up on your own cleverness as you try to outsmart the DM. It's one of those tricky to learn lessons. No matter how good you get, you should never forget how to play badly. It'll help you immensely every time you play with a new group of people, as you have to refit your assumptions to the new situation and make sure the game remains fun for everyone. </p><p></p><p></p><p>Nodwick wins by using psychological warfare. His nose is also looking extra square today. Did someone break it off-camera?</p><p></p><p></p><p>3.5 Revision update: Since 3e was released, it's got a pretty serious workout, with tons of people pushing it in different directions and then complaining loudly on internet message boards. This means even though only 2 1/2 years have passed, they have more info on it's problem areas and things that need tuning up than any other roleplaying game. They spend quite a bit of time just explaining why they're doing this, so the solid teasers are pretty sparse. The main ones are that they intend to put more attention to how various monsters turn out as PC's, as they got a lot of questions on that, and they now have a stronger idea of all the different things you can do with prestige classes, and intend to put more effort into providing examples of each and design tips in the new DMG. Both seem pretty reasonable given what I've seen. It's not just moneygrubbing, it's the fact that the internet vastly accelerates the process of interaction between readers and authors, so any problems found, even if only a small number of groups encounter them, or consider them an issue, will be disseminated around the world and widely known within weeks of a book being released. Still, let's hope the next instalments have plenty of information so I can examine in detail the changes I like, the changes I don't, and the ones that feel like they were put in because a few loud voices were complaining, but didn't really matter to most people.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6070977, member: 27780"] [B][U]Dragon Issue 304: February 2003[/U][/B] part 2/9 Zogonia shows how to do a transformation curse with style. You won't be dissing this lich again in a hurry. Up on a soapbox: Gary gives us another goofy little story of how his adventures went back in the day. He made a wish (a dicey thing to do at the best of times in D&D land) and managed to snatch defeat from the jaws of victory by goofing around and not taking the obvious route in the dungeon. This is what happens when you spend your time as a DM devising sadistic deathtraps like the tomb of horrors. You can wind up being a little TOO paranoid, and tripping up on your own cleverness as you try to outsmart the DM. It's one of those tricky to learn lessons. No matter how good you get, you should never forget how to play badly. It'll help you immensely every time you play with a new group of people, as you have to refit your assumptions to the new situation and make sure the game remains fun for everyone. Nodwick wins by using psychological warfare. His nose is also looking extra square today. Did someone break it off-camera? 3.5 Revision update: Since 3e was released, it's got a pretty serious workout, with tons of people pushing it in different directions and then complaining loudly on internet message boards. This means even though only 2 1/2 years have passed, they have more info on it's problem areas and things that need tuning up than any other roleplaying game. They spend quite a bit of time just explaining why they're doing this, so the solid teasers are pretty sparse. The main ones are that they intend to put more attention to how various monsters turn out as PC's, as they got a lot of questions on that, and they now have a stronger idea of all the different things you can do with prestige classes, and intend to put more effort into providing examples of each and design tips in the new DMG. Both seem pretty reasonable given what I've seen. It's not just moneygrubbing, it's the fact that the internet vastly accelerates the process of interaction between readers and authors, so any problems found, even if only a small number of groups encounter them, or consider them an issue, will be disseminated around the world and widely known within weeks of a book being released. Still, let's hope the next instalments have plenty of information so I can examine in detail the changes I like, the changes I don't, and the ones that feel like they were put in because a few loud voices were complaining, but didn't really matter to most people. [/QUOTE]
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