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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 7998563" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 13: Jul/Aug 1983</u></strong></p><p></p><p></p><p></p><p>part 3/6</p><p></p><p></p><p></p><p>Under Construction: This article is a sequel, showing what happens next if you take the obvious route out of the room of roses in issue 10. As with that, it's the kind of puzzle where your stats are meaningless, and the obvious solution is the wrong one, which will only get you in further trouble. The kind of thing tailor made to piss players off, in other words. For those of you who want prefab bits for your very own tomb of horrors, which is a pretty small part of the gaming market these days. Definitely not my favourite kind of sample encounter, and hopefully we won't have more sequels to it. </p><p></p><p></p><p></p><p>Gods, Demigods and DMs: Roger Moore weighs in on the debate about if you should use gods in your game. While somewhat more diplomatic in his phrasing than Frank, the ultimate upshot is much the same. Use them with caution, and remember they are ridiculously more powerful than the PC's, and can do whatever they like to them, so players should tread carefully, and not even use their name in vain. If they think they can put one over them, they're wrong, and if it looks like they did, you can let the other shoe drop in sadistic fashion somewhere down the line and reveal their efforts were futile or all part of a larger scheme. It's all somewhat disempowering. That they're devoting so much page count to saying no repeatedly in multitudinous and verbose ways irritates me. As with the last article, I have to conclude that this is an attitude that should be left in the past, since we do now have better rules technology that can handle this stuff decently. I hope they don't keep on repeating themselves on this for years to come.</p><p></p><p></p><p></p><p>Spelling Bee: This column turns it's attention to a very D&D specific spell. Continual Light. Not the most obviously impressive of spells, but easily the most world-changing simply because it's the lowest level spell that you can cast once, and then it works indefinitely. Even if wizards are rare in your campaign world, all it takes is one 3rd level+ caster casting it once a day to make a huge difference to the surrounding civilisation over the years. It's reverse has a ton of cool uses as well, working as a good adjunct to other tricks to make them harder to spot and counter. Having them in your arsenal makes dungeon-delving a lot easier, as you no longer have to worry about torch supplies, and you can make a comfortable living between adventures. It's just a great all-rounder that any spellcaster with a brain will add to their list as soon as possible. Yeah, this is one that a lot of people figured out on their own, and it's not at all surprising they'd comment on it here. Definitely one worth referring back too every now and then to help you find nonobvious solutions to problems with common spells.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 7998563, member: 27780"] [b][u]Polyhedron Issue 13: Jul/Aug 1983[/u][/b] part 3/6 Under Construction: This article is a sequel, showing what happens next if you take the obvious route out of the room of roses in issue 10. As with that, it's the kind of puzzle where your stats are meaningless, and the obvious solution is the wrong one, which will only get you in further trouble. The kind of thing tailor made to piss players off, in other words. For those of you who want prefab bits for your very own tomb of horrors, which is a pretty small part of the gaming market these days. Definitely not my favourite kind of sample encounter, and hopefully we won't have more sequels to it. Gods, Demigods and DMs: Roger Moore weighs in on the debate about if you should use gods in your game. While somewhat more diplomatic in his phrasing than Frank, the ultimate upshot is much the same. Use them with caution, and remember they are ridiculously more powerful than the PC's, and can do whatever they like to them, so players should tread carefully, and not even use their name in vain. If they think they can put one over them, they're wrong, and if it looks like they did, you can let the other shoe drop in sadistic fashion somewhere down the line and reveal their efforts were futile or all part of a larger scheme. It's all somewhat disempowering. That they're devoting so much page count to saying no repeatedly in multitudinous and verbose ways irritates me. As with the last article, I have to conclude that this is an attitude that should be left in the past, since we do now have better rules technology that can handle this stuff decently. I hope they don't keep on repeating themselves on this for years to come. Spelling Bee: This column turns it's attention to a very D&D specific spell. Continual Light. Not the most obviously impressive of spells, but easily the most world-changing simply because it's the lowest level spell that you can cast once, and then it works indefinitely. Even if wizards are rare in your campaign world, all it takes is one 3rd level+ caster casting it once a day to make a huge difference to the surrounding civilisation over the years. It's reverse has a ton of cool uses as well, working as a good adjunct to other tricks to make them harder to spot and counter. Having them in your arsenal makes dungeon-delving a lot easier, as you no longer have to worry about torch supplies, and you can make a comfortable living between adventures. It's just a great all-rounder that any spellcaster with a brain will add to their list as soon as possible. Yeah, this is one that a lot of people figured out on their own, and it's not at all surprising they'd comment on it here. Definitely one worth referring back too every now and then to help you find nonobvious solutions to problems with common spells. [/QUOTE]
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