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DMG II -- In my hands . . .
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<blockquote data-quote="Silveras" data-source="post: 2338724" data-attributes="member: 6271"><p>The Mob rules are about 1 page out of 292. They have gotten far more than their share of attention in this thread, yes. </p><p></p><p>The business rules are a neat, streamlined way to handle it. There are also suggestions for creating encounters related to the business. </p><p></p><p>I mentioned the Weapon and Armor Templates earlier. </p><p></p><p>There are also Magical Locations as Treasure, which puts a gp value on the benefits gained from special locations and suggests that it can be used to replace standard treasure that way. </p><p></p><p>The Teamwork Benefits permiered in Heroes of Battle, and seem reasonable. I rather like the "Avoid Friendly Fire" one, which grants you a bonus on Reflex saves vs. your allies' area spells because you have gotten to know the signs of their casting, and you have learned to duck as a result. Also, the Spell Barrage one is nice; you and the other casters on your team have practiced delivering your spells in succession, so that foes are hit when still recovering from the previuous spell. All enemy saving throws vs your team's spells after the first in a round take a penalty. </p><p></p><p>As mentioned, the Mentor/Apprentice rules offer some interesting options. It is also nice that the rules cover the Apprentice becoming a Mentor in turn (after exceeding the ability of the original Mentor). </p><p></p><p>Saltmarsh serves as a good "stock town" for DMs who need one on-the-spot, as well as a good "how to apply all the settlement rules" example. </p><p></p><p>The new presentation format for magic items is nice. It is divided into multiple sections, each of which gets a bold-face caption setting it off: </p><p></p><p>(Lore)</p><p>Description</p><p>Activation</p><p>Effect</p><p>Aura/Caster Level</p><p>Construction</p><p>Weight</p><p>Price </p><p></p><p>The Lore entry is optional, and presents "backstory" for the item, if it has any. </p><p></p><p>Also, the discussion of artifacts, while short, seems like good advice. Basically, some of the artifacts are discussed in terms of "why this might be problem to give out as treasure". The discussion covers how the item might be unbalancing, what kinds of situations might make it less unbalancing, at what levels (if any) the problems cease to be significant, and when the item might be appropriate for use as a part of the party's treasure. </p><p></p><p>And then there is that nice picture of feeding the Wand of Orcus to the Tarrasque, one of the suggested means of destroying an artifact. </p><p></p><p>Let's see... what else looked interesting... </p><p>Oh, yes, how to come up with an idea of how strong the Law & Order forces are in a settlement. Magical Events ... things that either must be made to come to pass, or stopped before someone else makes them happen. Benchmarking hireling abilities. And some nice sample traps, including Fairy Rings.</p></blockquote><p></p>
[QUOTE="Silveras, post: 2338724, member: 6271"] The Mob rules are about 1 page out of 292. They have gotten far more than their share of attention in this thread, yes. The business rules are a neat, streamlined way to handle it. There are also suggestions for creating encounters related to the business. I mentioned the Weapon and Armor Templates earlier. There are also Magical Locations as Treasure, which puts a gp value on the benefits gained from special locations and suggests that it can be used to replace standard treasure that way. The Teamwork Benefits permiered in Heroes of Battle, and seem reasonable. I rather like the "Avoid Friendly Fire" one, which grants you a bonus on Reflex saves vs. your allies' area spells because you have gotten to know the signs of their casting, and you have learned to duck as a result. Also, the Spell Barrage one is nice; you and the other casters on your team have practiced delivering your spells in succession, so that foes are hit when still recovering from the previuous spell. All enemy saving throws vs your team's spells after the first in a round take a penalty. As mentioned, the Mentor/Apprentice rules offer some interesting options. It is also nice that the rules cover the Apprentice becoming a Mentor in turn (after exceeding the ability of the original Mentor). Saltmarsh serves as a good "stock town" for DMs who need one on-the-spot, as well as a good "how to apply all the settlement rules" example. The new presentation format for magic items is nice. It is divided into multiple sections, each of which gets a bold-face caption setting it off: (Lore) Description Activation Effect Aura/Caster Level Construction Weight Price The Lore entry is optional, and presents "backstory" for the item, if it has any. Also, the discussion of artifacts, while short, seems like good advice. Basically, some of the artifacts are discussed in terms of "why this might be problem to give out as treasure". The discussion covers how the item might be unbalancing, what kinds of situations might make it less unbalancing, at what levels (if any) the problems cease to be significant, and when the item might be appropriate for use as a part of the party's treasure. And then there is that nice picture of feeding the Wand of Orcus to the Tarrasque, one of the suggested means of destroying an artifact. Let's see... what else looked interesting... Oh, yes, how to come up with an idea of how strong the Law & Order forces are in a settlement. Magical Events ... things that either must be made to come to pass, or stopped before someone else makes them happen. Benchmarking hireling abilities. And some nice sample traps, including Fairy Rings. [/QUOTE]
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