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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8664994" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 107: May 1995</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>slade's corners: We finish off the disposable magic item contest winners with a much smaller second half. Obviously one of those instances where they had to shift stuff around and use little articles like this to make the overall amount of content & page count line up. </p><p></p><p>Cat Talismans of Nine Lives are another of those items that save your life, but don't heal any damage beyond that, which means you can burn through all 9 uses in a few rounds if up against enemies with multiple attacks. It's not the best way to implement the concept mechanically.</p><p></p><p>Self-Attaching Buttons do exactly what it says on the tin, so you don't waste time replacing them in a dungeon situation where light is limited and wandering monsters are checked for every turn. Trying to run away with your pants falling down is a particularly humiliating way to end an adventure.</p><p></p><p></p><p></p><p>Elminster's Everwinking Eye: This column continues to crawl through the alphabetical list of Turmish towns, getting from P-R this month. Peldrathan's Pool, protected by priests of Eldath who attack looters with high speed spinning wheels of bones. Many a more gothic priesthood would like the details of that particular spell. The gnomish town of Quorngar, where there might be treasure buried somewhere beneath the roads or cellars, but the owners will charge any wandering adventurers trying to dig on their property through the nose. The rough and tumble mining town of Ravilar's Cloak, haunted by an intelligent magical helm that seems to be more benign than Thentia's revolutionary sword, but still has it's own mysterious agenda that it can't share simply because it can't talk or write. And finally, the fittingly named village of Regalia, which is <em>the</em> place for any royal of refinement across the Realms to have their items of office crafted. This obviously means lots of opportunity for escort missions, as there's lots of valuable stuff coming and going from here in various states of completion, plus the fees to pay for it, which are also pretty high. So this collection is pretty high on thinking about the logistics of a world where adventurers are common, and how the people trying to live in the places they're passing through would react to that, not always positively. For every one that's cheering the heroes on, there's several who want to make a profit off them, or would just prefer the quiet life. The trick is to make those obstacles further interesting adventures in themselves rather than boring roadblocks.</p><p></p><p></p><p></p><p>Dispel Confusion: Only a single question for them this month, asking which official settings have psionics in. At this rate the column'll be dead again soon. Mystara & Krynn don't have any psionic natives, but alien visitors or their descendants may have out of context tricks. They used to be unknown in the Forgotten Realms, but are rapidly growing more common since the Time of Troubles. They have a long rich history on Greyhawk, albeit not quite as common or well understood as magic. They are surprisingly well-studied in some Ravenloft domains though, within the limits of anything planar travel related simply not working, and other powers inviting madness or corruption. Athas of course has them far more common and accepted than magic. And Spelljammer & Planescape are big places all over the place in psionic frequency, but don't expect them to shock or confound people in a cosmopolitan place like Sigil. Pretty wide variety. Now if only they could increase the variety of what other other classes are allowed and how they're handled in different settings as well.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8664994, member: 27780"] [b][u]Polyhedron Issue 107: May 1995[/u][/b] part 2/5 slade's corners: We finish off the disposable magic item contest winners with a much smaller second half. Obviously one of those instances where they had to shift stuff around and use little articles like this to make the overall amount of content & page count line up. Cat Talismans of Nine Lives are another of those items that save your life, but don't heal any damage beyond that, which means you can burn through all 9 uses in a few rounds if up against enemies with multiple attacks. It's not the best way to implement the concept mechanically. Self-Attaching Buttons do exactly what it says on the tin, so you don't waste time replacing them in a dungeon situation where light is limited and wandering monsters are checked for every turn. Trying to run away with your pants falling down is a particularly humiliating way to end an adventure. Elminster's Everwinking Eye: This column continues to crawl through the alphabetical list of Turmish towns, getting from P-R this month. Peldrathan's Pool, protected by priests of Eldath who attack looters with high speed spinning wheels of bones. Many a more gothic priesthood would like the details of that particular spell. The gnomish town of Quorngar, where there might be treasure buried somewhere beneath the roads or cellars, but the owners will charge any wandering adventurers trying to dig on their property through the nose. The rough and tumble mining town of Ravilar's Cloak, haunted by an intelligent magical helm that seems to be more benign than Thentia's revolutionary sword, but still has it's own mysterious agenda that it can't share simply because it can't talk or write. And finally, the fittingly named village of Regalia, which is [i]the[/i] place for any royal of refinement across the Realms to have their items of office crafted. This obviously means lots of opportunity for escort missions, as there's lots of valuable stuff coming and going from here in various states of completion, plus the fees to pay for it, which are also pretty high. So this collection is pretty high on thinking about the logistics of a world where adventurers are common, and how the people trying to live in the places they're passing through would react to that, not always positively. For every one that's cheering the heroes on, there's several who want to make a profit off them, or would just prefer the quiet life. The trick is to make those obstacles further interesting adventures in themselves rather than boring roadblocks. Dispel Confusion: Only a single question for them this month, asking which official settings have psionics in. At this rate the column'll be dead again soon. Mystara & Krynn don't have any psionic natives, but alien visitors or their descendants may have out of context tricks. They used to be unknown in the Forgotten Realms, but are rapidly growing more common since the Time of Troubles. They have a long rich history on Greyhawk, albeit not quite as common or well understood as magic. They are surprisingly well-studied in some Ravenloft domains though, within the limits of anything planar travel related simply not working, and other powers inviting madness or corruption. Athas of course has them far more common and accepted than magic. And Spelljammer & Planescape are big places all over the place in psionic frequency, but don't expect them to shock or confound people in a cosmopolitan place like Sigil. Pretty wide variety. Now if only they could increase the variety of what other other classes are allowed and how they're handled in different settings as well. [/QUOTE]
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