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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8080991" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 30: May/Jun 1986</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>Fletcher's Corner: This column delivers something completely non-helpful and somewhat absurdist that I strongly suspect was intended for the april issue then delayed for space reasons. We have half-elves and half-orcs. Think what other cool combinations of races you could combine, and through generations of selective breeding, create something with powers from all of them! Ahahaha! That's a joke that simply doesn't work post 3e, which gave you plenty of options for stacking powers from multiple species via templates, bloodline and racial levels treated completely straight, and not overpowering because each one added on their own corresponding ECL modifiers that if anything, would work out underpowered unless you combined templates with very specific stacking synergies. (like Troll and something with fire & acid immunity) This is an instance where the joke isn't funny anymore, because it's trying to mock something that's become commonplace and completely normal, as if it were an absurd idea only twinks would allow in their game. So this is the gaming equivalent of all those 90's movies about the perils of internet dating, mildly amusing as an anachronism, but full of false assumptions in hindsight. It's amazing how often nebulous hyperbolic problems turn out to not actually be problems with a bit more experience.</p><p></p><p></p><p></p><p>Beware the new Golems: New monsters? I thought that was one of the things they specifically didn't want. Getting more reader submissions once again seems to be eroding their differentiation from Dragon. Oh well, all the new spells last year turned out pretty interesting. Let's hope the quality is high enough that worrying about petty details of niche protection won't seem like a big deal after the fact.</p><p></p><p>Copper Golems are perpetually red-hot, which means they do heat damage to everyone near them, and can be killed by immersion in water. Even if you don't have magic weapons, that means smart low level characters can still have a chance of beating them. Good to see this article embracing the puzzle monster side of these things. </p><p></p><p>Oak Golems are created by druids, and work best in natural environments where they can command the plants to Entangle their opponents and make sure they can't get away. Having your own druid in the party gives you the best shot at beating one, as only fire and spells that specifically affect wood will do anything against them. </p><p></p><p>Brass Golems have a perpetual wholesome glow, that they can intensify to a level that fries creatures vulnerable to sunlight. They can only be created by Good wizards, and lack the control loss dangers many other Golems come with. If you fit the prerequisites, making one seems a lot more sensible than many of your other options. </p><p></p><p>Shadow Golems let Illusionists make something a little more solid to guard their treasure. They're near invisible in shadows, and drain strength with each hit like the undead. They fit exactly the same combat niche, but for higher level parties. Thankfully direct sunlight will kill them, and like most golems, they move slower than an unladen human, so you can still escape them by heading for the surface and praying it's still daytime, or bringing a Brass Golem along to kick their ass. A pretty good collection of monsters which gives them all interesting quirks and makes them accessible to being created by PC's as well.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8080991, member: 27780"] [b][u]Polyhedron Issue 30: May/Jun 1986[/u][/b] part 3/5 Fletcher's Corner: This column delivers something completely non-helpful and somewhat absurdist that I strongly suspect was intended for the april issue then delayed for space reasons. We have half-elves and half-orcs. Think what other cool combinations of races you could combine, and through generations of selective breeding, create something with powers from all of them! Ahahaha! That's a joke that simply doesn't work post 3e, which gave you plenty of options for stacking powers from multiple species via templates, bloodline and racial levels treated completely straight, and not overpowering because each one added on their own corresponding ECL modifiers that if anything, would work out underpowered unless you combined templates with very specific stacking synergies. (like Troll and something with fire & acid immunity) This is an instance where the joke isn't funny anymore, because it's trying to mock something that's become commonplace and completely normal, as if it were an absurd idea only twinks would allow in their game. So this is the gaming equivalent of all those 90's movies about the perils of internet dating, mildly amusing as an anachronism, but full of false assumptions in hindsight. It's amazing how often nebulous hyperbolic problems turn out to not actually be problems with a bit more experience. Beware the new Golems: New monsters? I thought that was one of the things they specifically didn't want. Getting more reader submissions once again seems to be eroding their differentiation from Dragon. Oh well, all the new spells last year turned out pretty interesting. Let's hope the quality is high enough that worrying about petty details of niche protection won't seem like a big deal after the fact. Copper Golems are perpetually red-hot, which means they do heat damage to everyone near them, and can be killed by immersion in water. Even if you don't have magic weapons, that means smart low level characters can still have a chance of beating them. Good to see this article embracing the puzzle monster side of these things. Oak Golems are created by druids, and work best in natural environments where they can command the plants to Entangle their opponents and make sure they can't get away. Having your own druid in the party gives you the best shot at beating one, as only fire and spells that specifically affect wood will do anything against them. Brass Golems have a perpetual wholesome glow, that they can intensify to a level that fries creatures vulnerable to sunlight. They can only be created by Good wizards, and lack the control loss dangers many other Golems come with. If you fit the prerequisites, making one seems a lot more sensible than many of your other options. Shadow Golems let Illusionists make something a little more solid to guard their treasure. They're near invisible in shadows, and drain strength with each hit like the undead. They fit exactly the same combat niche, but for higher level parties. Thankfully direct sunlight will kill them, and like most golems, they move slower than an unladen human, so you can still escape them by heading for the surface and praying it's still daytime, or bringing a Brass Golem along to kick their ass. A pretty good collection of monsters which gives them all interesting quirks and makes them accessible to being created by PC's as well. [/QUOTE]
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