Dragon Magazine Issue 152: December 1989
part 2/5
Sage advice: Which polearms do double damage against charging creatures (The ones with straight spikes. Co Mon Sense. Do you have it?)
Can you see magical radiation. (Not unless you have appropriate powerz. )
How do you find out exactly how many charges an item has (not easily. A lot of the time, you'll have to just trust the DM, and hope it doesn't run out at a crucial moment)
Can you taste a potion and find out what it does immediately (If you're willing to risk it )
Why don't the XP tables go above 20 (because we want you to stop there. The game just cannae handle it if you go much higher. You want really high power games, play BD&D instead

)
Do clerics stop getting better at turning undead at level 14 (yup. Again, you want high level scaling, play BD&D. It's far better suited to that. )
What happened to the -10 rule (it's still around)
Does a cloak of poisonousness have a save (No. Instant screwage. Hee Hee. Don't matter if you're black or white. )
How quickly can you become invisible again after attacking (next round)
Who can use an amulet against undead. (Anyone! Bitchin!)
Shouldn't staff-spears have a chance of being +6 (no)
What's the risk of using a helm of teleportation. (Landing in the wrong place, just like the regular spell )
What level can a wizard specialize (normally only 1st. Allowing them to do so afterwards is purely optional, and remember, they'll have to erase a load of spells to do so. )
Can nonwarriors have % strength (No change here dear)
Do halflings get combat modifiers for their size (wait till next edition dear. )
Can you wear clothes if you have strength 1 (Hee. I can't think of an answer to that that isn't funny. Well, maybe apart from the classic words of Richey Edwards about anorexia.
I want to walk in the snow
And not leave a footprint
I want to walk in the snow
And not soil its purity.
Now there's a downer for you. Let's get away from that pronto.)
Why are there spell failure chances for wis below 9 (if you've had it drained, you don't completely lose your deific connection)
Can nonelven characters find secret door (1 in 6! Wark! 1 in 6! Basic training! Pieces of eight!)
Do gnomes get poison resistance like dwarves (no)
Do you need to spend a slot to fight with two weapons (Hmm. That'd nerf it even more. Skip quite likes that idea. )
What's the range limit on undead turning (240 yards, plus line of sight)
How long does druid shapechanging take (3 segments. Lest you forget AD&D rules. that means 18 seconds. Realisticly, you could do all sorts of stuff to them that you can't in the rules. )
Rouges make different checks for setting snares to warriors (First, it's rogues, not rouges. Skip will rouge the next person to make that mistake with their own blood. Second, that's another mistake. Use dex for both.)
Does 90% cover protect you from spells (only if it has a physical manifestation like a fireball )
Can you use special powers on a surprise round (This is very much recommended. Taking out your enemies before they can act is the best way to fight.)
Does the lifetime henchman limit count if they graduate rather than died (Technically, but you may want to house rule that )
Can you pick how many people you Hold (yes)
How much does one day's food weigh (Way too bloody much. Skip hates extended arctic adventures)
Can specialists cast spells from opposing schools using scrolls (yes)
What's the initiative modifier for protection spells (+3)
Do specialists get an extra spell per level! (No, per spell level they can cast. That's somewhat less. )
Fools gold has errata (Yeah? It's a tricksy spell. Obviously it got recursive. )
Do bards have to learn a musical instrument (Depends what style of entertainer they are)
Can you attack with one weapon and parry with the other (no. This is D&D, not swashbuckling adventures. You want off-hand protection, use a shield.)
Can tongues communicate with animals (They have no language. So they will just look blankly at you. )
How near do you need to be before attraction/avoidance takes effect (1 foot.)
If you cast light on chalk, do you write glowing messages. (No. That's what faerie fire is for. )
The ecology of the umber hulk: Another underground special, another monster than dungeoneers are likely to encounter. Umber hulks are important in the underground ecology because they actually create quite a lot of tunnels. They're smart enough to engage in some nasty tactics in the process of killing you and taking your stuff, but generally ornery enough that you won't be able to keep them from attacking for any length of time. They can be used in quite a number of ways, both alive and dead, and this does have the usual advice on that kind of stuff, making them both more dangerous, and more desirable to kill. Seems like a return to playing it safe territory, with an ecology that's competent, but hardly groundbreaking. Still, better that than the failed attempts of last issue.