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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8035885" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 21: Nov/Dec 1984</u></strong></p><p></p><p></p><p></p><p>part 3/6</p><p></p><p></p><p></p><p>Spelling Bee: Frank picks this column up again after a break of well over a year. He isn't in the mood for an in depth delve though, making this into an extension of Dispel Confusion answering lots of little edge case questions. You can stack lots of little things on an unseen servant as long as you don't exceed the weight limit. Enlarging or shrinking an item can be an excelent way of normally reaching inaccessible places. You can't always speak languages you can Comprehend. You can't teleport delayed blast fireballs across the world to kill enemies at no risk to yourself. You can still use psionics while paralyzed. All pretty common sense stuff. No entertaining rants to be had this time around. </p><p></p><p></p><p></p><p>Witchstone: After a bunch of adventures where your choices were very restricted, it's a huge relief to get a more open one that lets you explore the wilderness a bit and face the challenges out of order. They're still challenging and often require the use of brainpower as well as raw force, but there's no One True Way of solving them that automatically foils all other methods. Take on a Giant clan and their witch leader and stop them from marauding the countryside. Just like in the very first AD&D module, only with very different specifics. So this is the good kind of old school sandbox, letting you go straight for the big bad, (and probably fail) or take the tactical approach, do the other challenges first and get all the treasure & magic items in them, scout out your opponents properly and come in prepared or lure them out to fight you on your terms. That's much more what I'm looking for.</p><p></p><p></p><p></p><p>Five New NPC's: They've stopped the in depth descriptions of a single NPC, but the smaller, fully statted ones continue, and it looks like it would have been thieves' turn this issue, as we get two straight thieves, a multiclass fighter/thief, a druid and a fighter/illusionist. As usual, plenty of effort has been put into differentiating them in terms of personality and possessions, making them usable as both allies and enemies without being overpowering for the PC's. No shortage of reasons for them to interact with you, as despite their accomplishments so far, they still have further needs and ambitions. Will you help them on their way, or have to foil them?</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8035885, member: 27780"] [b][u]Polyhedron Issue 21: Nov/Dec 1984[/u][/b] part 3/6 Spelling Bee: Frank picks this column up again after a break of well over a year. He isn't in the mood for an in depth delve though, making this into an extension of Dispel Confusion answering lots of little edge case questions. You can stack lots of little things on an unseen servant as long as you don't exceed the weight limit. Enlarging or shrinking an item can be an excelent way of normally reaching inaccessible places. You can't always speak languages you can Comprehend. You can't teleport delayed blast fireballs across the world to kill enemies at no risk to yourself. You can still use psionics while paralyzed. All pretty common sense stuff. No entertaining rants to be had this time around. Witchstone: After a bunch of adventures where your choices were very restricted, it's a huge relief to get a more open one that lets you explore the wilderness a bit and face the challenges out of order. They're still challenging and often require the use of brainpower as well as raw force, but there's no One True Way of solving them that automatically foils all other methods. Take on a Giant clan and their witch leader and stop them from marauding the countryside. Just like in the very first AD&D module, only with very different specifics. So this is the good kind of old school sandbox, letting you go straight for the big bad, (and probably fail) or take the tactical approach, do the other challenges first and get all the treasure & magic items in them, scout out your opponents properly and come in prepared or lure them out to fight you on your terms. That's much more what I'm looking for. Five New NPC's: They've stopped the in depth descriptions of a single NPC, but the smaller, fully statted ones continue, and it looks like it would have been thieves' turn this issue, as we get two straight thieves, a multiclass fighter/thief, a druid and a fighter/illusionist. As usual, plenty of effort has been put into differentiating them in terms of personality and possessions, making them usable as both allies and enemies without being overpowering for the PC's. No shortage of reasons for them to interact with you, as despite their accomplishments so far, they still have further needs and ambitions. Will you help them on their way, or have to foil them? [/QUOTE]
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