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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8765060" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 118: April 1996</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>"Zee Chef": Urg. Our only comedy article this year is a reheated one that was deeply irritating even the first time around. The (not so) terrifying powers of a chef to thwack you with a frying pan, throw cream tarts, give you hiccups, always know where the right ingredients are kept and so forth definitely have their practical applications, but they're not going to be able to compete with a serious adventuring class out on the road. This is an article intended for reading, not playing, unless you feel in the mood for a Fluffyquest marathon and want PC's that match the tone. As with the first time, this just serves to rub in how little use Polyhedron is when it comes to providing new classes, races, etc compared to Dragon. Couldn't they have concentrated more on the strengths of this place rather than the weaknesses?</p><p></p><p></p><p></p><p>Elminster's Everwinking Eye: Ed's always been too busy coming up with new stuff to let nostalgia dominate. If he wants to call back to one of the classics he'll do a new entry in an irregular but acclaimed series like Pages From the Mages or The Wizards Three. For now, it's business as usual with another two locations in the Border Kingdoms. Dunbridges is a peaceful looking village that's kept that way by not just one but three different adventuring parties, including an all-female one, and their various (mostly friendly) competition for the coolest exploits is the topic of much local gossip. Ed is in an extra horny mood for this one, with relationship gossip also running rampant and the Lord Protector of the place being a famed hearthrob with a lengthy list of conquests of many species. (and an equally serious talent for diplomacy to prevent them from all jealously fighting each other over his favors. ) You can set up shop there knowing that the people in charge know how the adventuring life works and won't try to overly tax or regulate what you bring back from your dungeon delves. The Duskwood, on the other hand is completely different. One of the thickest and most dangerous woods around, there are beholders, deepspawn, and all sorts of lesser dangers, including a profusion of fungi that have medicinal properties if used correctly. (but good luck finding the right one and getting out alive) Some of the monsters are linked with powerful bonding magic so beating one teleports another in to avenge them (or the smart ones can swap out tactically, heal, buff, and swap back in again) turning what you thought was a single fight into an extended boss rush like near the end of a video game. Another example of his ability to steal ideas from a wide range of sources and then put his own distinctive flavour on it, in a way that makes sense IC that something would actually want to do this. If you could figure out how to replicate the power, your adventuring party could reach new heights of tactical badassery with an extended roster of PC's, picking the best half a dozen for each particular encounter on the fly, getting all the glory at a fraction of the time and effort for each individual, not having to completely leave your day to day responsibilities behind to adventure. But what are the odds of having a DM that nice?</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8765060, member: 27780"] [b][u]Polyhedron Issue 118: April 1996[/u][/b] part 2/5 "Zee Chef": Urg. Our only comedy article this year is a reheated one that was deeply irritating even the first time around. The (not so) terrifying powers of a chef to thwack you with a frying pan, throw cream tarts, give you hiccups, always know where the right ingredients are kept and so forth definitely have their practical applications, but they're not going to be able to compete with a serious adventuring class out on the road. This is an article intended for reading, not playing, unless you feel in the mood for a Fluffyquest marathon and want PC's that match the tone. As with the first time, this just serves to rub in how little use Polyhedron is when it comes to providing new classes, races, etc compared to Dragon. Couldn't they have concentrated more on the strengths of this place rather than the weaknesses? Elminster's Everwinking Eye: Ed's always been too busy coming up with new stuff to let nostalgia dominate. If he wants to call back to one of the classics he'll do a new entry in an irregular but acclaimed series like Pages From the Mages or The Wizards Three. For now, it's business as usual with another two locations in the Border Kingdoms. Dunbridges is a peaceful looking village that's kept that way by not just one but three different adventuring parties, including an all-female one, and their various (mostly friendly) competition for the coolest exploits is the topic of much local gossip. Ed is in an extra horny mood for this one, with relationship gossip also running rampant and the Lord Protector of the place being a famed hearthrob with a lengthy list of conquests of many species. (and an equally serious talent for diplomacy to prevent them from all jealously fighting each other over his favors. ) You can set up shop there knowing that the people in charge know how the adventuring life works and won't try to overly tax or regulate what you bring back from your dungeon delves. The Duskwood, on the other hand is completely different. One of the thickest and most dangerous woods around, there are beholders, deepspawn, and all sorts of lesser dangers, including a profusion of fungi that have medicinal properties if used correctly. (but good luck finding the right one and getting out alive) Some of the monsters are linked with powerful bonding magic so beating one teleports another in to avenge them (or the smart ones can swap out tactically, heal, buff, and swap back in again) turning what you thought was a single fight into an extended boss rush like near the end of a video game. Another example of his ability to steal ideas from a wide range of sources and then put his own distinctive flavour on it, in a way that makes sense IC that something would actually want to do this. If you could figure out how to replicate the power, your adventuring party could reach new heights of tactical badassery with an extended roster of PC's, picking the best half a dozen for each particular encounter on the fly, getting all the glory at a fraction of the time and effort for each individual, not having to completely leave your day to day responsibilities behind to adventure. But what are the odds of having a DM that nice? [/QUOTE]
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