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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8352751" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 31: Sep/Oct 1991</u></strong></p><p></p><p></p><p></p><p>part 1/5</p><p></p><p></p><p></p><p>80 pages. How do you fight flying weapons? Sure you can whack them away with your own when they fly at you, but if you can't do any serious damage, some of them are going to get through your defences pretty quickly, especially when there's lots of them. It's not the kind of problem a paladin's powerset is equipped to deal with. This is why alive adventurers travel in parties. Let's see if these are adventures we want to get involved in, and if so, how easy it is to get out alive and financially better off. </p><p></p><p></p><p></p><p>Editorial: This is another of our irregular reminders how much hassle overland hiking really is, as Barbara gets a taste of the wilderness. Having plenty of armchair adventuring experience, she made sure she was well prepared with all the equipment she could think of. Then got promptly reminded about tracking encumbrance. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Turns out more than half of what she thought she needed she didn't, and the one thing she really did need was tougher shoes. See, this is the big difference between 1st and 2nd level. Rope, 10 foot poles, holy water and wolfsbane are all good in specific situations, but skimp on the coat and shoes and you'll regret it every step of the way. As soon as you get your first big treasure haul and get it home you're going to fix that mistake ASAP. Course, when you're in the double digits you'll hopefully have bags of holding, flight, teleportation and other labor saving magics, so you can have the best of both worlds. Good luck getting there and keeping the campaign going long enough that you really get to enjoy the fruits of your labors. </p><p></p><p></p><p></p><p>Letters: The first letter nitpicks the details of regeneration. They only don't regenerate the amount of HP caused by their weakness. Yes, this does complicate tracking somewhat. It's no worse than brawling vs weapon damage for regular characters. </p><p></p><p>Second wants more puzzle and mystery based adventures that challenge the player's brains rather than their characters statistics. That's where the real roleplaying potential lies. </p><p></p><p>Third reminds people they can use their packaging efficiently as protective storage for their magazines. If you want to sell mint copies decades later at a profit, you need to plan ahead. </p><p></p><p>Finally, more generalised praise from someone who's used lots of their adventures over the years. Keep it up.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8352751, member: 27780"] [b][u]Dungeon Issue 31: Sep/Oct 1991[/u][/b] part 1/5 80 pages. How do you fight flying weapons? Sure you can whack them away with your own when they fly at you, but if you can't do any serious damage, some of them are going to get through your defences pretty quickly, especially when there's lots of them. It's not the kind of problem a paladin's powerset is equipped to deal with. This is why alive adventurers travel in parties. Let's see if these are adventures we want to get involved in, and if so, how easy it is to get out alive and financially better off. Editorial: This is another of our irregular reminders how much hassle overland hiking really is, as Barbara gets a taste of the wilderness. Having plenty of armchair adventuring experience, she made sure she was well prepared with all the equipment she could think of. Then got promptly reminded about tracking encumbrance. :p Turns out more than half of what she thought she needed she didn't, and the one thing she really did need was tougher shoes. See, this is the big difference between 1st and 2nd level. Rope, 10 foot poles, holy water and wolfsbane are all good in specific situations, but skimp on the coat and shoes and you'll regret it every step of the way. As soon as you get your first big treasure haul and get it home you're going to fix that mistake ASAP. Course, when you're in the double digits you'll hopefully have bags of holding, flight, teleportation and other labor saving magics, so you can have the best of both worlds. Good luck getting there and keeping the campaign going long enough that you really get to enjoy the fruits of your labors. Letters: The first letter nitpicks the details of regeneration. They only don't regenerate the amount of HP caused by their weakness. Yes, this does complicate tracking somewhat. It's no worse than brawling vs weapon damage for regular characters. Second wants more puzzle and mystery based adventures that challenge the player's brains rather than their characters statistics. That's where the real roleplaying potential lies. Third reminds people they can use their packaging efficiently as protective storage for their magazines. If you want to sell mint copies decades later at a profit, you need to plan ahead. Finally, more generalised praise from someone who's used lots of their adventures over the years. Keep it up. [/QUOTE]
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