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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8838985" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 126: October 1997</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>Living City Campaign Character Creation Guidelines: Once again WotC is willing to make the hard changes TSR wouldn't, as they finally drop Comeliness from living city characters. (although many of the NPC's in articles & adventures didn't have it on their sheet and the world didn't end anyway) The number of points you have to divide between stats remains the same though, which will please everyone except those who used it as a dump stat and minmaxed the rest. That's the only big change from last time, although there are a few more bits and pieces from supplements added to the allowed list. Maybe next time they'll be brave enough to examine a few more sacred cows before the 3e changeover pushes the big rules changes out to everybody. It would be interesting if they used the RPGA to test ideas before settling on the ones we know and love(?).</p><p></p><p></p><p></p><p>Forces To Reckon With: Like Ed, Eric continues onwards providing the very belated second part of Tulrun's description. We actually get full stats for him, putting him at 25th level, not quite Elminster challenging, but not easy prey for any regular party, particularly since he can still bust out his weretiger form if he's out of spells. If not trapped, he's more likely to just teleport away than fight fair, quite possibly teleporting in something else in exchange to keep opponents busy. If the enemy isn't a threat, he'll use polymorphing to beat them in an unorthodox form, quite possibly a harmless seeming one like a rabbit (run away, run away, get the holy hand grenade!) to add to the humiliation. As with Eric's stats for elder evils, this probably isn't a battle most groups will want to fight, but it shows his mastery of the D&D system at a level way above where most groups retire and how fights get weirder and more rocket taggy rather than just adding on ever larger numbers to attack & damage. If you want to play at this level you need to get similarly creative. So this is the kind of thing I'd enjoy using, but can easily see how other groups would struggle with incorporating it and the way the rules in general handle at that level. It's a shame that this didn't wind up becoming an ongoing series, as if they did more high level stuff in it'd be easier to keep a game running long term in general. </p><p></p><p></p><p></p><p>A World of Your Own: Roger is also in a secure enough position to keep his regular series going as if nothing has happened. Small islands vary widely in inhabitants even if they're not that far apart, and that would apply even more in space. Both unusually large and unusually small variants of existing species show up, although on the very small islands it's going to be the small ones that maintain a viable breeding population. This means you're entirely justified in giving each one a different quirky random encounter table. Only one example this time, as he fleshes out Long Block, a chunky rectangular asteroid dominated by rastipedes and denzelians, with an interesting selection of smaller animals & fungi. That means this is unusually easy to just pick out and use as is for him, rather than giving you a list of references and expecting you to finish off the setting yourself. (although the list of monster books he's drawing from is still extensive) Picking a small selection of obscure creatures and then figuring out what kind of ecology they'd make seems a good way to make a setting unique. This gets my approval.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8838985, member: 27780"] [b][u]Polyhedron Issue 126: October 1997[/u][/b] part 4/5 Living City Campaign Character Creation Guidelines: Once again WotC is willing to make the hard changes TSR wouldn't, as they finally drop Comeliness from living city characters. (although many of the NPC's in articles & adventures didn't have it on their sheet and the world didn't end anyway) The number of points you have to divide between stats remains the same though, which will please everyone except those who used it as a dump stat and minmaxed the rest. That's the only big change from last time, although there are a few more bits and pieces from supplements added to the allowed list. Maybe next time they'll be brave enough to examine a few more sacred cows before the 3e changeover pushes the big rules changes out to everybody. It would be interesting if they used the RPGA to test ideas before settling on the ones we know and love(?). Forces To Reckon With: Like Ed, Eric continues onwards providing the very belated second part of Tulrun's description. We actually get full stats for him, putting him at 25th level, not quite Elminster challenging, but not easy prey for any regular party, particularly since he can still bust out his weretiger form if he's out of spells. If not trapped, he's more likely to just teleport away than fight fair, quite possibly teleporting in something else in exchange to keep opponents busy. If the enemy isn't a threat, he'll use polymorphing to beat them in an unorthodox form, quite possibly a harmless seeming one like a rabbit (run away, run away, get the holy hand grenade!) to add to the humiliation. As with Eric's stats for elder evils, this probably isn't a battle most groups will want to fight, but it shows his mastery of the D&D system at a level way above where most groups retire and how fights get weirder and more rocket taggy rather than just adding on ever larger numbers to attack & damage. If you want to play at this level you need to get similarly creative. So this is the kind of thing I'd enjoy using, but can easily see how other groups would struggle with incorporating it and the way the rules in general handle at that level. It's a shame that this didn't wind up becoming an ongoing series, as if they did more high level stuff in it'd be easier to keep a game running long term in general. A World of Your Own: Roger is also in a secure enough position to keep his regular series going as if nothing has happened. Small islands vary widely in inhabitants even if they're not that far apart, and that would apply even more in space. Both unusually large and unusually small variants of existing species show up, although on the very small islands it's going to be the small ones that maintain a viable breeding population. This means you're entirely justified in giving each one a different quirky random encounter table. Only one example this time, as he fleshes out Long Block, a chunky rectangular asteroid dominated by rastipedes and denzelians, with an interesting selection of smaller animals & fungi. That means this is unusually easy to just pick out and use as is for him, rather than giving you a list of references and expecting you to finish off the setting yourself. (although the list of monster books he's drawing from is still extensive) Picking a small selection of obscure creatures and then figuring out what kind of ecology they'd make seems a good way to make a setting unique. This gets my approval. [/QUOTE]
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