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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9304880" data-attributes="member: 27780"><p><strong><u>Dungeon/Polyhedron Issue 96/155: Jan/Feb 2003</u></strong></p><p></p><p></p><p></p><p>part 6/10</p><p></p><p></p><p></p><p>First Watch: The Urban Arcana teasers focus on the feats. These unsurprisingly wind up recreating D&D ideas, but with a modern spin. Divine and magical heritages, which give you the innate ability to cast a few 0th level spells per day so you don’t have to wait until 4th level to have any magical powers on the team. Or if you actually want to be not entirely human, you can take Shadow Heritage or Shadowkind, sacrificing some of your human versatility for more specific sets of powers (and also some extra weaknesses on top because not all humanoids adapt well to the modern day) Hopefully the tweaks they make are all in the direction of being more balanced, so we don’t wind up with no-one picking human even though they’re supposed to outnumber everything else put together.</p><p></p><p>The Release Roundup stays at a steady size giving the spotlight to the usual companies. Bastion Press release Pale Designs: A Poisoners Handbook, for anyone who’s DM will actually let them fight smart for a change. Goodman Games release the Complete Guide to Wererats, which definitely seems like it could be used synergistically with the previous book. Green Ronin release The Avatar’s Handbook, which is nothing to do with elemental control, but angel summoning instead, because honestly, that’s safer than summoning demons even if you’re a bad guy. I’m sure you can build a good BMX bandit to pair them with using the recent racing minigame. Malhavoc have a third helping of Eldritch Might for us, now with more interesting locations linked to the spells & feats for you to visit. Mongoose stay hyperactive and release The Quintessential Paladin, the Slayers Guide to Undead, (another pair that go well together) the Ultimate Equipment Guide and Cities of Fantasy: Arcania. Mystic Eye Games release a book on Tarot Magic, which adds a different spin to randomising effects than the usual wild magic method. Necromancer Games keep it simple and meaty, with the Book of Taverns, another adventuring staple that you can always find a use for until the PC’s become high level ascetics who conjure all their own food & lodging.</p><p></p><p>Thirdly, we have a new Living setting! They may not be doing a Living D20 Modern setting officially, but AEG are setting up Living Spycraft, which will hopefully scratch that itch as long as you can handle the level of crunch. Looking it up, it lasts until 2007, when I suspect the edition changes to both 4e D&D and Spycraft 2.0 played a strong factor in it ending. A decent run of adventures there if you can find them now. </p><p></p><p>News from the Top shows them once again changing their points system, in the process sweeping the board clean from the old one and starting everyone from scratch. Seems like that kind of thing is happening a lot more lately. Shoulda used them while you had the chance instead of stockpiling indefinitely. They’ll try to make the new ones more meaningful so you feel a genuine incentive to earn them and cash them in. We’ve seen those kinds of promises before. As we approach the end of RPGA coverage I grow increasingly skeptical that the new version will work better than the old. They also say farewell to the old Gen Con location, as they’re moving from Miwaukee to Indianapolis. Since they’re still there 20 years later and have more than doubled the average number of attendees per year in the interim (with a couple of exceptions due to covid) that move can fairly be called a success by now. Finally, they list the ENnies winners, which isn’t surprising since WotC takes slightly more than half the categories. It’s nice to have independent corroboration of your awesomeness. They definitely can’t say that anymore, looking at the much wider range of companies winning in recent years.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9304880, member: 27780"] [b][u]Dungeon/Polyhedron Issue 96/155: Jan/Feb 2003[/u][/b] part 6/10 First Watch: The Urban Arcana teasers focus on the feats. These unsurprisingly wind up recreating D&D ideas, but with a modern spin. Divine and magical heritages, which give you the innate ability to cast a few 0th level spells per day so you don’t have to wait until 4th level to have any magical powers on the team. Or if you actually want to be not entirely human, you can take Shadow Heritage or Shadowkind, sacrificing some of your human versatility for more specific sets of powers (and also some extra weaknesses on top because not all humanoids adapt well to the modern day) Hopefully the tweaks they make are all in the direction of being more balanced, so we don’t wind up with no-one picking human even though they’re supposed to outnumber everything else put together. The Release Roundup stays at a steady size giving the spotlight to the usual companies. Bastion Press release Pale Designs: A Poisoners Handbook, for anyone who’s DM will actually let them fight smart for a change. Goodman Games release the Complete Guide to Wererats, which definitely seems like it could be used synergistically with the previous book. Green Ronin release The Avatar’s Handbook, which is nothing to do with elemental control, but angel summoning instead, because honestly, that’s safer than summoning demons even if you’re a bad guy. I’m sure you can build a good BMX bandit to pair them with using the recent racing minigame. Malhavoc have a third helping of Eldritch Might for us, now with more interesting locations linked to the spells & feats for you to visit. Mongoose stay hyperactive and release The Quintessential Paladin, the Slayers Guide to Undead, (another pair that go well together) the Ultimate Equipment Guide and Cities of Fantasy: Arcania. Mystic Eye Games release a book on Tarot Magic, which adds a different spin to randomising effects than the usual wild magic method. Necromancer Games keep it simple and meaty, with the Book of Taverns, another adventuring staple that you can always find a use for until the PC’s become high level ascetics who conjure all their own food & lodging. Thirdly, we have a new Living setting! They may not be doing a Living D20 Modern setting officially, but AEG are setting up Living Spycraft, which will hopefully scratch that itch as long as you can handle the level of crunch. Looking it up, it lasts until 2007, when I suspect the edition changes to both 4e D&D and Spycraft 2.0 played a strong factor in it ending. A decent run of adventures there if you can find them now. News from the Top shows them once again changing their points system, in the process sweeping the board clean from the old one and starting everyone from scratch. Seems like that kind of thing is happening a lot more lately. Shoulda used them while you had the chance instead of stockpiling indefinitely. They’ll try to make the new ones more meaningful so you feel a genuine incentive to earn them and cash them in. We’ve seen those kinds of promises before. As we approach the end of RPGA coverage I grow increasingly skeptical that the new version will work better than the old. They also say farewell to the old Gen Con location, as they’re moving from Miwaukee to Indianapolis. Since they’re still there 20 years later and have more than doubled the average number of attendees per year in the interim (with a couple of exceptions due to covid) that move can fairly be called a success by now. Finally, they list the ENnies winners, which isn’t surprising since WotC takes slightly more than half the categories. It’s nice to have independent corroboration of your awesomeness. They definitely can’t say that anymore, looking at the much wider range of companies winning in recent years. [/QUOTE]
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