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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8007027" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 15: Nov/Dec 1983</u></strong></p><p></p><p></p><p></p><p>part 4/6</p><p></p><p></p><p></p><p>The AD&D game exam: This time last year, we had a crossword to test our knowledge of obscure gaming trivia. This year, they're dropping the festive trappings and giving you an outright exam. More than half of them are true or false, and a big chunk of the rest are multiple choice, so even if you just guess you'll still get a moderate percentage right, but the last few are real stinkers that you'll really need to know the rules to solve. Good luck remembering the bits that are 1st edition exclusive, and not getting mixed up with the math in the many other editions of D&D you've learned since then. </p><p></p><p></p><p></p><p>Do it Yourself: One of the biggest obstacles to playing RPG's is the social aspect, getting enough friends in the same place at the same time to play. Some of them also work fine one-on-one or entirely solo, played against randomly generated challenges. D&D most definitely does not. Even if you have a smaller group with the same number of total levels, the action economy makes one-on-many battles work in different ways, and a solo character has no leeway against save or suck effects where a group would be able to cover for each other and remove them before they're fatal. So this is some fairly solid advice on what you should do differently in solo adventures if you don't want your characters to die quickly and unpleasantly. Even if you let the dice fall as they may in play, you still have to adjust the way you design to get a fair challenge. Don't be too hard on yourself, or you'll wind up putting yourself off gaming. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Star Frontiers Alpha Dawn & Knight Hawks game aids: The centrefold of the issue is a card foldout that looks like it's meant to be used as a GM screen. Like any GM screen, it's filled with some of the most commonly used bits of crunchy stuff for quick reference. But due to budget, it's just blank on the other side, so you'll need to draw your own artwork if you want it to look like a proper GM screen. Mildly disappointing there.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8007027, member: 27780"] [b][u]Polyhedron Issue 15: Nov/Dec 1983[/u][/b] part 4/6 The AD&D game exam: This time last year, we had a crossword to test our knowledge of obscure gaming trivia. This year, they're dropping the festive trappings and giving you an outright exam. More than half of them are true or false, and a big chunk of the rest are multiple choice, so even if you just guess you'll still get a moderate percentage right, but the last few are real stinkers that you'll really need to know the rules to solve. Good luck remembering the bits that are 1st edition exclusive, and not getting mixed up with the math in the many other editions of D&D you've learned since then. Do it Yourself: One of the biggest obstacles to playing RPG's is the social aspect, getting enough friends in the same place at the same time to play. Some of them also work fine one-on-one or entirely solo, played against randomly generated challenges. D&D most definitely does not. Even if you have a smaller group with the same number of total levels, the action economy makes one-on-many battles work in different ways, and a solo character has no leeway against save or suck effects where a group would be able to cover for each other and remove them before they're fatal. So this is some fairly solid advice on what you should do differently in solo adventures if you don't want your characters to die quickly and unpleasantly. Even if you let the dice fall as they may in play, you still have to adjust the way you design to get a fair challenge. Don't be too hard on yourself, or you'll wind up putting yourself off gaming. ;) Star Frontiers Alpha Dawn & Knight Hawks game aids: The centrefold of the issue is a card foldout that looks like it's meant to be used as a GM screen. Like any GM screen, it's filled with some of the most commonly used bits of crunchy stuff for quick reference. But due to budget, it's just blank on the other side, so you'll need to draw your own artwork if you want it to look like a proper GM screen. Mildly disappointing there. [/QUOTE]
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