Dragon #295 in Today!

Rune

Once A Fool
Here's a brief look at a portion of the contents:

  • Epic Level Countdown "Spellcraft DC = 1,178."
  • Fit for a King "A short history of castles and castle building."
  • Every Home a Castle "Four complete strongholds ready to use in your game."
  • Mortar and Stone "Nine stronghold enhancements, plus moats and castle repair."
  • Build a Better Rogue Trap "Twenty-one new traps."
  • Towns without Pity "Power bases and conflicting alignments in towns."
  • Way of the Fist "Three deadly prestige classes."

Living Greyhawk Journal
Enchiridon the Fiend Sage
"Six fearsome monsters."

Also included, are poster maps of a stone keep.
 

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Rune-

Can you post whatever information there is about the Epic Level Handbook? I hope that DC (1,178) is just a joke!
 

Paladin said:
Rune-

Can you post whatever information there is about the Epic Level Handbook? I hope that DC (1,178) is just a joke!


It has a few tidbits on Epic Level Spellcasting, indicating that includes rules for building epic-level spell effects from a list of 24 spellseeds.

The example spell is Hellball, which does 10d6 sonic, 10d6 fire, 10d6 acid, 10d6 electricity damage to all in the radius, but costs XP and does 10d6 damage to you as well (not sure how great that is really though).

And it has a epic-level magical item preview....

Boots of Swiftness
+6 to Dex, doubles your base speed, gains evasion, jumping distance is not limited by height, +20 to balance, Climb, Jump, & Tumble, & 3/day you can Haste yourself for 20 rnds

Cost: 256,000 gp


Next month's preview is supposed to be on Monsters. With a blurb saying that "a few creatures will make even a +12 defending, everdancing, spiked chain of speed seem inadequate." :p
 

Usually Rune and I get them on the same day, but mine actually came last Friday -- right before I left for a small-town sf convention, so I couldn't post anything. I'll go ahead and post the summary I just sent off to Morrus here:


The following three articles contain stats using the rules from the Stronghold Builder's Guidebook, and expansions to those rules:

Fit for a King: The History, Evolution, and Construction of Castles, by Dean Poisso. Both western and eastern, four different types statted.

Every Home a Castle: New Rooms and Castle Layouts, by Darrin Drader. 18 new stronghold areas (giving size, cost and prerequisites). Four strongholds extensively detailed and mapped, ranging from a small wooden house to a large castle.

Mortar & Stone: Magic Walls, Moats, and Repairing Your Fortress, by Mat Smith and Matthew Sernett. Nine new magical augmentations for fortress walls. Expansions to moat rules allowing greater customization. The section on repairing walls apparently simplifies the process of working out the time and cost from that in the guide.


Building a Better Rogue Trap: New Traps to Bedevil Invaders, by Penny Williams. 21 of them.

Towns With and Without Pity: Communities and Their Alignments, by Robin D. Laws. Ways of using power centers to add "texture and excitement".

The Way of the Fist, by Brent Phillips-Watts. Three unarmed, five-level prestige classes: the Primal Rager, Fierce Grappler and Brawler.


Class Acts "The Master Siege Engineer," by Andy Collins. A five level prestige class.

Bazaar of the Bazaar "And The Walls Came Tumbling Down..." by Eric Cagle. 7 magic and 6 non-magic siege weapons, 17 types of magic siege ammunition.

At the Table/Pullout Insert "Stone Tower," illustrated by Tony Moseley. Eight tiles that can be used as the levels of a tower or separately; they tie together with those in issues 293 and 297.

Elminster's Guide to the Realms "The Bone Dance," by Ed Greenwood. Hilltop where the skeletons of monsters are seen moving among standing stones.

Editorial "Trapped In Real Dungeons," by Johnny L. Wilson (Group Publisher). Prison inmates being denied access to D&D materials.

Up on a Soapbox "All I Need to Know I Learned from D&D, Lesson #9: Sherlock Holmes or Sheer Luck?" by Gary Gygax. Devious feature of the Castle Greyhawk dungeons.

Epic Level Countdown, by Mat Smith. How epic spells are constructed from 24 "seeds," with the sample spell "Hell Ball." Also presents the sample item "Boots of Swiftness."

Chainmail "The Children of Nassica," by Chris Pramas. Five magic standing stones that have special effects when used as terrain.

Command Points "More Players, More Fun" by Rob Heinsoo. Six Chainmail tactics rated as to difficulty and impact.

The Play's The Thing "Logging in Character," by Robin D. Laws. Approaches to keeping a campaign journal.

Silicon Sorcery "PC Guide to Stronghold Building," by Johnny L. Wilson. Using screenshots from various games for castle maps.

Sage Advice. Focus on combat and "oddball combat situations".


Living Greyhawk Journal

Enchiridion of the Fiend-Sage (Seventh Report), by Sean K. Reynolds. The Catabolingne Demon. The Gingwatzim, air-elementals with five subtypes.
 

drowdude said:
...The example spell is Hellball...

And it has a epic-level magical item preview.... Boots of Swiftness...

Both of those look really, really stupid, and have blunted my appetite for the book considerably.

I'm not sure what's "Epic" about slapping more and more of the same modifiers onto a single spell or item.

It doesn't look like they have added anything new to the d20 ruleset at all, which will be a huge disappointment.


Wulf
 

Something else that might be of interest

In reply to letters on the article listing ECLs for monsters, they say that "There's no doubt that some of the ECLs are off, but that's why we're looking for feedback." Also, "The ECLs are sure to be reworked based on the feedback from readers." Internal playtesters were making similar points. I assume the corrected versions will be in the future product the original article mentioned rather than in Dragon, but there's no mention of where.

R&D apparently made conservative estimates as it would be easier for DMs to increase a character's power than deal with one made too powerful.

Another letter points out that while that while that article and the FRCS use ECL, the articles on the Saurials and the Elemental Planetouched use LA (level adjustment). I'll quote the reply in full, since it's pretty much errata:

"The confusion in those articles represents legitimate efforts to clarify both terms. According to the folks in R&D, the new standard is simply that ECL (Effective Character level) is synonymous with character level. For monsters, ECL represents the total level of the monster; that is the sum of the monster's Hit Dice plus level adjustment and class levels. For example, a monster with 3 Hit Dice, special powers that give it a +1 level adjustment, and 2 levels of rogue would have an ECL of 6. Future articles will reflect and explain the terms in this way."

Perhaps this has come out somewhere online that I didn't see, so sorry if it's old news.
 

drowdude said:



It has a few tidbits on Epic Level Spellcasting, indicating that includes rules for building epic-level spell effects from a list of 24 spellseeds.

The example spell is Hellball, which does 10d6 sonic, 10d6 fire, 10d6 acid, 10d6 electricity damage to all in the radius, but costs XP and does 10d6 damage to you as well (not sure how great that is really though).


Do you know if you must spend XP for all epic spells?
 

Wulf Ratbane said:


Both of those look really, really stupid, and have blunted my appetite for the book considerably.

I'm not sure what's "Epic" about slapping more and more of the same modifiers onto a single spell or item.

It doesn't look like they have added anything new to the d20 ruleset at all, which will be a huge disappointment.


I got this issue today, and this was my thought as well.

I am hoping that they were trying to stay simple by only showing abilities we already now. If they did, then they miscalculated regarding how to push the product. (To me at least). But if they really consider this to be exciting, then BLEHH
 


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