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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9070810" data-attributes="member: 27780"><p><strong><u>Polyhedron UK Issue 8: August 2000</u></strong></p><p></p><p></p><p></p><p>part 4/5</p><p></p><p></p><p></p><p>Welcome to the Flanaess: Another thing that we’ve been seeing from different perspectives on both sides of the pond gets a bit more info dripped out. We already knew that the Living Greyhawk setting would be linking setting locations to real world ones, so to play all the adventures you’d have to be able to travel internationally IRL as well. But making every adventure region specific would just be making tons more work for themselves with little payoff, so they’re also doing Adaptable modules, which are basically the same wherever you run them with minor flavour changes and Core modules, which are set in lands that aren’t mapped to a real world, such as monster controlled ones and the free city of Greyhawk itself. Everybody gets to go off and be a thorn in Iuz’s side, which is good because these are the adventures most likely to have metaplot consequences depending on what the majority of the groups did. Guess that idea has worked well enough in the Living Death setting that they’ve decided to keep it up. Of course, this also means that you can only get a clear picture of the last years of active timeline advancement if you were in the RPGA. I hope WotC kept track of that so if they do ever do Greyhawk in 5e it continues to build on previous editions rather than being a big reset like the Ravenloft & Dragonlance books. I know it’s harder to keep a world interesting and adventurable at all points in the timeline if it’s always moving forward, enemies are actually dying and new ones rising but giving it actual weight of history is worth it. </p><p></p><p></p><p></p><p>Mailbag: First letter is against the idea of Magic Missiles being able to detect invisible things. They should travel on erratic paths like Darkseid’s eyebeams so a deviation doesn’t immediately make the caster suspicious. </p><p></p><p>Second thinks the invisible character in the middle should roll a saving throw to see if it passes through to it’s intended target or not.</p><p></p><p>Third thinks that it will automatically fly around the invisible creature, but it’s going so fast that the user should roll a save to see if they spot that minor aberration so they might act on it later. </p><p></p><p>Fourth thinks magic missiles should simply travel too fast to see, making he whole point moot. </p><p></p><p>Fifth thinks that the appearance of travelling is merely fluff, and they go direct from caster to target via short-range teleportation, once again avoiding any disturbance from invisible creatures in their apparent flight path. </p><p></p><p>Sixth moves onto a completely different rules quibble. Does feather fall actually make you lighter for the purposes of being caught & lifted while falling, or merely decouple your mass & weight so you’re still just as hard to lift or otherwise divert from your slowed descent?</p><p></p><p>Seventh goes back to the question of how undead see. It ought to be different enough that the living are obvious to them, explaining why they instinctively hate and envy you. </p><p></p><p>Eighth wonders what happens if you cast Haste upon a pregnant woman. Does the baby age a year as well and what effects does that have on both of them? Being in an old school mood, they answer their own question with a random table, with results ranging from chestburster style instant death of both parties to the baby not only being fine, but born with permanent superhuman powers. I think this is one case where it’s a relief that they’ll be getting rid of that whole can of worms in the next edition and nerfing the power level of the spell to compensate. </p><p></p><p>Finally, a bunch of humourous last words, which definitely seems like a fitting way to close out proceedings.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9070810, member: 27780"] [b][u]Polyhedron UK Issue 8: August 2000[/u][/b] part 4/5 Welcome to the Flanaess: Another thing that we’ve been seeing from different perspectives on both sides of the pond gets a bit more info dripped out. We already knew that the Living Greyhawk setting would be linking setting locations to real world ones, so to play all the adventures you’d have to be able to travel internationally IRL as well. But making every adventure region specific would just be making tons more work for themselves with little payoff, so they’re also doing Adaptable modules, which are basically the same wherever you run them with minor flavour changes and Core modules, which are set in lands that aren’t mapped to a real world, such as monster controlled ones and the free city of Greyhawk itself. Everybody gets to go off and be a thorn in Iuz’s side, which is good because these are the adventures most likely to have metaplot consequences depending on what the majority of the groups did. Guess that idea has worked well enough in the Living Death setting that they’ve decided to keep it up. Of course, this also means that you can only get a clear picture of the last years of active timeline advancement if you were in the RPGA. I hope WotC kept track of that so if they do ever do Greyhawk in 5e it continues to build on previous editions rather than being a big reset like the Ravenloft & Dragonlance books. I know it’s harder to keep a world interesting and adventurable at all points in the timeline if it’s always moving forward, enemies are actually dying and new ones rising but giving it actual weight of history is worth it. Mailbag: First letter is against the idea of Magic Missiles being able to detect invisible things. They should travel on erratic paths like Darkseid’s eyebeams so a deviation doesn’t immediately make the caster suspicious. Second thinks the invisible character in the middle should roll a saving throw to see if it passes through to it’s intended target or not. Third thinks that it will automatically fly around the invisible creature, but it’s going so fast that the user should roll a save to see if they spot that minor aberration so they might act on it later. Fourth thinks magic missiles should simply travel too fast to see, making he whole point moot. Fifth thinks that the appearance of travelling is merely fluff, and they go direct from caster to target via short-range teleportation, once again avoiding any disturbance from invisible creatures in their apparent flight path. Sixth moves onto a completely different rules quibble. Does feather fall actually make you lighter for the purposes of being caught & lifted while falling, or merely decouple your mass & weight so you’re still just as hard to lift or otherwise divert from your slowed descent? Seventh goes back to the question of how undead see. It ought to be different enough that the living are obvious to them, explaining why they instinctively hate and envy you. Eighth wonders what happens if you cast Haste upon a pregnant woman. Does the baby age a year as well and what effects does that have on both of them? Being in an old school mood, they answer their own question with a random table, with results ranging from chestburster style instant death of both parties to the baby not only being fine, but born with permanent superhuman powers. I think this is one case where it’s a relief that they’ll be getting rid of that whole can of worms in the next edition and nerfing the power level of the spell to compensate. Finally, a bunch of humourous last words, which definitely seems like a fitting way to close out proceedings. [/QUOTE]
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