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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8158145" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 42: July 1988</u></strong></p><p></p><p></p><p></p><p>part 3/5</p><p></p><p></p><p></p><p>The Charleston Academy: :sighs again: Who let Skip Williams get away from his piles of Sage Advice questions long enough to do another adventure? Don't they know by now that it always turns out goofy and irritating. Your characters (Which may or may not be the typically punnishly named pregens) get roped into a posh boarding school drama, and have to bring back a kid playing hooky, hopefully uncovering the reasons he was so distressed by his school experience in the first place. There turns out to be something very sinister behind it all, in a very Harry Potter stylee. This is definitely interesting, but it's really not very well suited to the D&D system and default setting where a bunch of murderhobos get involved in problems they have no personal connection too, as non-students tromping around on an active school ground will disrupt things and make finding the culprits much harder. So this gets some points for being different and experimental, but doesn't get above middling due to the aforementioned general goofiness and being a poor fit to the D&D module format. You really need to change the surrounding framework a fair bit before ideas like this can reach their full potential. </p><p></p><p></p><p></p><p>Sneak Preview: Ah yes, here comes Jon Pickens again with his constant adding and tweaking of spells. The upcoming release of 2e gives him a chance to make all those little changes they've thought up over the past 10 years official. So here's four pages of notes covering slightly over 100 cleric spells. A few spells are cut, a few more are rolled into other spells or relegated to background details, and there's lots of little changes for game balance or clarity of writing. As is usual for this kind of revision, most will be accepted as unambiguous improvements, or not even noticed due to their subtlety, but a few will probably provoke nerdrage that their favourite twinky trick no longer works. It's quite interesting if you're into that kind of fine detail, and I'm sure there'll be a counterpart one for magic-user spells along in the near future.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8158145, member: 27780"] [b][u]Polyhedron Issue 42: July 1988[/u][/b] part 3/5 The Charleston Academy: :sighs again: Who let Skip Williams get away from his piles of Sage Advice questions long enough to do another adventure? Don't they know by now that it always turns out goofy and irritating. Your characters (Which may or may not be the typically punnishly named pregens) get roped into a posh boarding school drama, and have to bring back a kid playing hooky, hopefully uncovering the reasons he was so distressed by his school experience in the first place. There turns out to be something very sinister behind it all, in a very Harry Potter stylee. This is definitely interesting, but it's really not very well suited to the D&D system and default setting where a bunch of murderhobos get involved in problems they have no personal connection too, as non-students tromping around on an active school ground will disrupt things and make finding the culprits much harder. So this gets some points for being different and experimental, but doesn't get above middling due to the aforementioned general goofiness and being a poor fit to the D&D module format. You really need to change the surrounding framework a fair bit before ideas like this can reach their full potential. Sneak Preview: Ah yes, here comes Jon Pickens again with his constant adding and tweaking of spells. The upcoming release of 2e gives him a chance to make all those little changes they've thought up over the past 10 years official. So here's four pages of notes covering slightly over 100 cleric spells. A few spells are cut, a few more are rolled into other spells or relegated to background details, and there's lots of little changes for game balance or clarity of writing. As is usual for this kind of revision, most will be accepted as unambiguous improvements, or not even noticed due to their subtlety, but a few will probably provoke nerdrage that their favourite twinky trick no longer works. It's quite interesting if you're into that kind of fine detail, and I'm sure there'll be a counterpart one for magic-user spells along in the near future. [/QUOTE]
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