(un)reason
Legend
Polyhedron Issue 38: Oct/Nov/Dec 1987
part 1/5
36 pages. Put some trousers on man! Thigh high boots and a loincloth will not provide adequate protection against a dungeon full of kobolds, oozes and carrion crawlers. On the other hand, if you're only going up against creatures significantly taller than you, I guess it's not so much of an issue, and you'll appreciate having a bit more freedom of movement. Let's see what we'll actually be up against this time around, and if it'll be an easy challenge or a profoundly unfair one.
Notes From HQ: Everything's been running late this year, so it's not that surprising that their postscript of this year's Gen Con is late as well. Once again it was bigger than last year, and more games were happening at the same time, making choosing which one you want to join the most increasingly difficult. The list of tournament adventures for both the various D&D settings and other games is quite impressive, including both the sublime and the ridiculous (another instalment of Fluffyquest? Haven't we suffered enough?!) All the kerfuffle in the letters page about needing more volunteers seems to have actually paid off, and they try to make sure all the generous people who did it for exposure do actually get the appropriate credit. The biggest complaints were a few hygiene issues that mean con crud was particularly unpleasant for those of delicate constitution. It's all a bit of a relief really. Let's hope they'll be able to keep that streak going next year, and maybe even improve on it.
Arcane Academe: Unsurprisingly, this series moves on to wizards and illusionists. The crucial thing about them, even more than divine spellcasters, is not only the wide choice of spells you have, but also the ability to create your own. If your DM allows it and you have a bit of downtime between adventures, you should exploit it for all it's worth and develop counters for any challenges that turn up repeatedly. Once you get over that early level hump where you're squishy and can only do one or two cool things per day, you have by far the most flexibility of any class. If only fighters had the same encouragement to develop special fighting tricks so each has their own personal style. (I guess there's always the Street Fighter RPG for that) Once again, this reinforces that Wizards are easy mode not only for optimising yourself, but the rest of the party as well. They may die quicker without a cleric, but they're more likely to hit a problem that completely stumps them without a wizard. It really pays off to invest in them long-term.
part 1/5
36 pages. Put some trousers on man! Thigh high boots and a loincloth will not provide adequate protection against a dungeon full of kobolds, oozes and carrion crawlers. On the other hand, if you're only going up against creatures significantly taller than you, I guess it's not so much of an issue, and you'll appreciate having a bit more freedom of movement. Let's see what we'll actually be up against this time around, and if it'll be an easy challenge or a profoundly unfair one.
Notes From HQ: Everything's been running late this year, so it's not that surprising that their postscript of this year's Gen Con is late as well. Once again it was bigger than last year, and more games were happening at the same time, making choosing which one you want to join the most increasingly difficult. The list of tournament adventures for both the various D&D settings and other games is quite impressive, including both the sublime and the ridiculous (another instalment of Fluffyquest? Haven't we suffered enough?!) All the kerfuffle in the letters page about needing more volunteers seems to have actually paid off, and they try to make sure all the generous people who did it for exposure do actually get the appropriate credit. The biggest complaints were a few hygiene issues that mean con crud was particularly unpleasant for those of delicate constitution. It's all a bit of a relief really. Let's hope they'll be able to keep that streak going next year, and maybe even improve on it.
Arcane Academe: Unsurprisingly, this series moves on to wizards and illusionists. The crucial thing about them, even more than divine spellcasters, is not only the wide choice of spells you have, but also the ability to create your own. If your DM allows it and you have a bit of downtime between adventures, you should exploit it for all it's worth and develop counters for any challenges that turn up repeatedly. Once you get over that early level hump where you're squishy and can only do one or two cool things per day, you have by far the most flexibility of any class. If only fighters had the same encouragement to develop special fighting tricks so each has their own personal style. (I guess there's always the Street Fighter RPG for that) Once again, this reinforces that Wizards are easy mode not only for optimising yourself, but the rest of the party as well. They may die quicker without a cleric, but they're more likely to hit a problem that completely stumps them without a wizard. It really pays off to invest in them long-term.