(un)reason
Legend
Dragon Issue 331: May 2005
part 7/7
Class acts: Barbarians get Archaic Armaments. Because lets face it, one of the hallmarks of being a barbarian is not having as good a set of weapons. But they can make up for it with special features, and you can make up for it with sheer savagery. Not one for the pure optimizer.
Bards get the multiclass advice this time. Once again, the fighty classes combine best, with ranger being particularly good at adding new tricks without diluting your current ones. Split spellcaster, on the other hand, sucks as much as ever.
Clerics get Tokens of faith III. 7 new holy symbols for your enjoyment and optimization. Woo.
Druids get Environmental weapon lists. If they're not from a forested agricultural area, scythes, staves and scimitars may not make sense. Seafarers need nets and tridents, mountaineers need climbing and digging stuff, etc. A nice callback to the 2nd ed druids handbook.
Fighters are also venturing onto the high seas with Marine Munitions. A bunch of mundane and magical items to make a seafarers life easier. This is pretty useful stuff for any class in that situation.
Monks get The Sidewinder Monk. They emulate the snake, becoming deceptive, fast striking, and rather scary. A really rather cool variant from both fluff and crunch perspectives.
Paladins get Knightly Effects (which really should be Affects, given the context, rassenfrassen editor. ) More variant equipment that really could be pretty useful to any warrior.
Rangers get Rangers Militant. If you look at modern army tactics, the skillset of the ranger is somewhat closer than that of the fighter (although neither are really that realistic, but that's more a matter of the underlying system. ) So treating your rangers as special ops military types rather than badass wandering loners is an entirely viable character concept. Once again, they are honing their reskinning skills for the next edition.
Rogues get Be a Lover, not a Fighter. Like bards, rogues are well suited to solving problems without straight combat. And you'll probably live longer if you try it.
Sorcerers get Familiarity Breeds. Another way to upgrade your familiar and yourself by taking feats. Another pretty useful set of tricks.
Wizards get Wizard Affectations. Why do they dress in the way they do? What does it symbolize? The answer, in your campaign, is up to you.
Nodwick's team do another advert for some quick cash. They really ought to invest their money better. Dork tower comes a cropper from encumbrance. Zogonia needs to do some resurrecting again. Well, they've got a better track record than Nodwick has.
They might have chosen a very old-school topic, but the implementation wasn't quite up to old-school snuff, and fairly rehashed as well, leaving me not particularly excited through most of it. Even with an editor who's more interested in the same things I am, there's still going to be substantial month by month fluctuations in how interesting the material is. And of course, next issue is the birthday one, which is particularly tricky to find new things to say about due to the specialised topic. What more can they add to the magazine's namesake? Time to find out again.
part 7/7
Class acts: Barbarians get Archaic Armaments. Because lets face it, one of the hallmarks of being a barbarian is not having as good a set of weapons. But they can make up for it with special features, and you can make up for it with sheer savagery. Not one for the pure optimizer.
Bards get the multiclass advice this time. Once again, the fighty classes combine best, with ranger being particularly good at adding new tricks without diluting your current ones. Split spellcaster, on the other hand, sucks as much as ever.
Clerics get Tokens of faith III. 7 new holy symbols for your enjoyment and optimization. Woo.
Druids get Environmental weapon lists. If they're not from a forested agricultural area, scythes, staves and scimitars may not make sense. Seafarers need nets and tridents, mountaineers need climbing and digging stuff, etc. A nice callback to the 2nd ed druids handbook.
Fighters are also venturing onto the high seas with Marine Munitions. A bunch of mundane and magical items to make a seafarers life easier. This is pretty useful stuff for any class in that situation.
Monks get The Sidewinder Monk. They emulate the snake, becoming deceptive, fast striking, and rather scary. A really rather cool variant from both fluff and crunch perspectives.
Paladins get Knightly Effects (which really should be Affects, given the context, rassenfrassen editor. ) More variant equipment that really could be pretty useful to any warrior.
Rangers get Rangers Militant. If you look at modern army tactics, the skillset of the ranger is somewhat closer than that of the fighter (although neither are really that realistic, but that's more a matter of the underlying system. ) So treating your rangers as special ops military types rather than badass wandering loners is an entirely viable character concept. Once again, they are honing their reskinning skills for the next edition.
Rogues get Be a Lover, not a Fighter. Like bards, rogues are well suited to solving problems without straight combat. And you'll probably live longer if you try it.
Sorcerers get Familiarity Breeds. Another way to upgrade your familiar and yourself by taking feats. Another pretty useful set of tricks.
Wizards get Wizard Affectations. Why do they dress in the way they do? What does it symbolize? The answer, in your campaign, is up to you.
Nodwick's team do another advert for some quick cash. They really ought to invest their money better. Dork tower comes a cropper from encumbrance. Zogonia needs to do some resurrecting again. Well, they've got a better track record than Nodwick has.
They might have chosen a very old-school topic, but the implementation wasn't quite up to old-school snuff, and fairly rehashed as well, leaving me not particularly excited through most of it. Even with an editor who's more interested in the same things I am, there's still going to be substantial month by month fluctuations in how interesting the material is. And of course, next issue is the birthday one, which is particularly tricky to find new things to say about due to the specialised topic. What more can they add to the magazine's namesake? Time to find out again.