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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8351521" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 63: September 1991</u></strong></p><p></p><p></p><p></p><p>part 5/5</p><p></p><p></p><p></p><p>Extra Enchantments: After a long and involved article that would be quite game-changing if incorporated, we go back to the disconnected collections of spells that you can easily introduce to a game individually, collectively, or not at all as you choose. Let's see how powerful and useful these are. </p><p></p><p>Stairway lets your group ascend or descend safely at anywhere between a 30 and 60 degree angle, which is probably more useful for accessing awkward spots than levitate. Unglamorous, but you never know when you'll need it in a big, awkward dungeon. </p><p></p><p>Guardian is way less useful for an adventuring party than a good fireball, but for a wizard running a dungeon, sometimes you want a fighter of magical energy to block a corridor or doorway. Unfortunately, it doesn't scale with level, so it'll become mostly useless against any determined invaders that are a threat to you. </p><p></p><p>Serrel's Minor & Major Enchantments are another way to create those basic AC & save boosts that are then made permanent on magical items. We had one of those just 3 issues ago, so this is another case of editorial laziness. If it's that popular an idea it should be in a book, not getting several different variants in their periodicals. </p><p></p><p>Serrel's Confining Sphere is basically wall of force, but spherical. If spells were more flexible, you'd be able to do both with one memorisation and choose freely, but that's what you get for living in a D&D universe and not Mage: the Ascension or Ars Magica. </p><p></p><p>Incendiary Entrapment is basically delayed blast fireball, but with slightly reduced damage, and greatly increased delay, so you can cast it on a thing, and it'll go off months or years later when interfered with. Another generally handy one when you're building your own dungeons, but PC's probably won't be in a position to get the most use out of. Meh. </p><p></p><p></p><p></p><p>Wolff & Byrd have to deal with illegal aliens coming to our planet, taking our jobs, and sleeping with our men like the shameless green-skinned hussies they are. We need to build a dome to keep them out! </p><p></p><p></p><p></p><p>A second issue in a row where the ratio of hits to misses is relatively low, between the editing snafus and the general degree of goofiness. It makes Polyhedron feel like the goofy id of hardcore gamers, publishing things Dragon & Dungeon would decline because they have higher standards. It once again makes me glad I'm interleaving these things, to remind me just how differently the various departments of the same company are run. Better hop over and see how the other side is doing as we slide into horror season.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8351521, member: 27780"] [b][u]Polyhedron Issue 63: September 1991[/u][/b] part 5/5 Extra Enchantments: After a long and involved article that would be quite game-changing if incorporated, we go back to the disconnected collections of spells that you can easily introduce to a game individually, collectively, or not at all as you choose. Let's see how powerful and useful these are. Stairway lets your group ascend or descend safely at anywhere between a 30 and 60 degree angle, which is probably more useful for accessing awkward spots than levitate. Unglamorous, but you never know when you'll need it in a big, awkward dungeon. Guardian is way less useful for an adventuring party than a good fireball, but for a wizard running a dungeon, sometimes you want a fighter of magical energy to block a corridor or doorway. Unfortunately, it doesn't scale with level, so it'll become mostly useless against any determined invaders that are a threat to you. Serrel's Minor & Major Enchantments are another way to create those basic AC & save boosts that are then made permanent on magical items. We had one of those just 3 issues ago, so this is another case of editorial laziness. If it's that popular an idea it should be in a book, not getting several different variants in their periodicals. Serrel's Confining Sphere is basically wall of force, but spherical. If spells were more flexible, you'd be able to do both with one memorisation and choose freely, but that's what you get for living in a D&D universe and not Mage: the Ascension or Ars Magica. Incendiary Entrapment is basically delayed blast fireball, but with slightly reduced damage, and greatly increased delay, so you can cast it on a thing, and it'll go off months or years later when interfered with. Another generally handy one when you're building your own dungeons, but PC's probably won't be in a position to get the most use out of. Meh. Wolff & Byrd have to deal with illegal aliens coming to our planet, taking our jobs, and sleeping with our men like the shameless green-skinned hussies they are. We need to build a dome to keep them out! A second issue in a row where the ratio of hits to misses is relatively low, between the editing snafus and the general degree of goofiness. It makes Polyhedron feel like the goofy id of hardcore gamers, publishing things Dragon & Dungeon would decline because they have higher standards. It once again makes me glad I'm interleaving these things, to remind me just how differently the various departments of the same company are run. Better hop over and see how the other side is doing as we slide into horror season. [/QUOTE]
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