(un)reason
Legend
Polyhedron Issue 22: Jan/Feb 1985
part 2/6
Marlgoyles & Monster Manual II: Gary talks some more about the more powerful gargoyle variant that even he can't spell correctly consistently and their life cycle. They can easily last several centuries if they're decently fed and don't run into misadventure, but many will become dinner to their own siblings at a young age, or pick the wrong target, for D&D is full of bigger, badder monsters than them, and they aren't particularly inclined to using technology and teamwork to enhance their natural abilities.
He also includes another monster entry that was cut from Monster Manual II, stats for amazon warriors. Since they're basically just people, this is no great loss, unlike the Goristro, (which he also can't spell consistently) which he put in the corresponding issue of Dragon, and went onto be quite popular in Planescape many years later. This is all a big reminder that he really needs a good editor, but at this point is too important and busy to properly communicate with them, so ideas are getting published that really don't have enough doublechecking and playtesting. There are definite drawbacks to having a superstar CEO.
Spelling Bee: Another round of short comments on lots of druid spells. They're pretty handy, but have their limitations, especially if you venture into unnatural environments. Call Lightning is usually useless unless you have some other method of creating a storm in the first place. Water breathing can be reversed if you want to help a fish out. Bears are one of the best animals to summon or turn into. Arachnids are not insects, and fungi are not plants, so remember your taxonomy before you fire highly specific spells off. Some spells with the same name are of different power levels and details than when used by other classes. All pretty dry stuff that doesn't give me much to comment on. Don't hesitate to use them cleverly. After all, druids are under no obligation to fight fair like paladins in their eternal job to maintain the balance.
part 2/6
Marlgoyles & Monster Manual II: Gary talks some more about the more powerful gargoyle variant that even he can't spell correctly consistently and their life cycle. They can easily last several centuries if they're decently fed and don't run into misadventure, but many will become dinner to their own siblings at a young age, or pick the wrong target, for D&D is full of bigger, badder monsters than them, and they aren't particularly inclined to using technology and teamwork to enhance their natural abilities.
He also includes another monster entry that was cut from Monster Manual II, stats for amazon warriors. Since they're basically just people, this is no great loss, unlike the Goristro, (which he also can't spell consistently) which he put in the corresponding issue of Dragon, and went onto be quite popular in Planescape many years later. This is all a big reminder that he really needs a good editor, but at this point is too important and busy to properly communicate with them, so ideas are getting published that really don't have enough doublechecking and playtesting. There are definite drawbacks to having a superstar CEO.
Spelling Bee: Another round of short comments on lots of druid spells. They're pretty handy, but have their limitations, especially if you venture into unnatural environments. Call Lightning is usually useless unless you have some other method of creating a storm in the first place. Water breathing can be reversed if you want to help a fish out. Bears are one of the best animals to summon or turn into. Arachnids are not insects, and fungi are not plants, so remember your taxonomy before you fire highly specific spells off. Some spells with the same name are of different power levels and details than when used by other classes. All pretty dry stuff that doesn't give me much to comment on. Don't hesitate to use them cleverly. After all, druids are under no obligation to fight fair like paladins in their eternal job to maintain the balance.