Let's read the entire run

Dragon Magazine Issue 146: June 1989

Kirk Karste is not amused at all about the OA misrepresentation of ninja. They were a spiritual order who only used violence in adversity. Here we go again. It's as bad as the stuff about druids and barbarians.

Martin Millar also talks about samurai and ninja. As usual, in the real world, strict divisions of good and evil really do not hold up to close scrutiny. Even the samurai/ninja divide is pretty blurry, with some samurai secretly employing or being ninja. Just because D&D abstracts these things for ease of play, doesn't mean you should take them as fact.
As for the first, depends on the time and place. As MM points out they were happy to work as mercenaries often enough. They even fielded small armies on occasion. As for the suggestion in UA mantioned a while ago about westerners becoming Ninja, um, no. One was born a Ninja. Period. (Well, there were probably instances of very young children being adopted into a Ninja clan, but they started training quite young. And not everyone in the clan got Ninja training.)
 

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Dragon Magazine Issue 146: June 1989

part 3/5

The dragon's bestiary gives us yet more actual dragons to put our players up against. Of course, they still use the 1st ed rules, because we haven't seen the new ones yet, and they probably have to clear out the slush pile anyway. Oh well, they're perfectly compatible mechanically, so it matters little. Just means people are likely to use the old articles and sourcebooks with the new corebooks for a while.

Cobra dragons have the scary hood of their namesake. However, they have the full complement of limbs, plus a venomous bite that still has substantial effects if you succeed your save. Thankfully, they don't have any magical ability, so they're easier than most to outmaneuver. As usual, be very wary, for they may still have traps and allies.

Obsidian dragons have the unusual and rather awkward distinction of not being immune to their own breath weapons. They are exceedingly powerful spellcasters though, so they can probably memorize spells to help with that. Since they also run the gamut of good and evil alignments they're also more likely to fight each other than usual. This could definitely be used to build interesting plots.

Gray Dragons (Not to be confused with The Grey Dragon, from issue 62 :p ) are smarter relations of white dragons. Their favoured tactics run towards immobilising the enemy, and picking them off one by one, which can definitely make for some unpleasant battles. Again, I believe some evil laughter would not go amiss.

Rainbow dragons continue Greg Detwiler's attempt to fill in the neutral evil part of the draconic alignment spectrum. They're talked up as scary, but really, without an AoE breath weapon, they're probably not as dangerous overall as Reds. Power isn't just in the numbers, you know.

Drakken are little three headed dragons. Has some wizard been trying to mate hydra with dragons again? :shakes head: In any case, they're not very bright, so they're more mid-level pests than the culmination of an adventure. Interesting to note that this completes a symmetry of having one dragon type intended for each current campaign world. They seem to be consciously trying to differentiate them in that respect. I suppose they are still relatively similar compared to what's to come.

Minidragons are another load of cute little things that can serve as pets both to proper dragons and people. They're pretty tough, but not that smart. Since we just had a whole article on this kind of thing earlier, it seems a bit odd to plonk these ones in here.


Snarfquest characters are lost throughout the issue. This is what happens when you go out of dimensions. It makes a dreadful mess. Now where have we seen that before? Growf growf. ;)


The New ecology of the dragons: Is that like the new adventures of He-man? Because that came out around this time, and sucked. No, it's merely another less direct teaser that dragons are about to get a quite substantial upgrade with the edition change. Tail attacks, swoops, kicks, wingovers are in, Breath weapons are more frequent, subduing is not quite out, but no longer specific to them. They are now even more capable of demonstrating both power and finesse, and really ruining peoples days. This is an in-house production by Skip Williams, taking care to feature all their new powers specifically in the story. It comes close to shattering my suspension of belief as a story rather than a custom written promotional piece, but still manages to stay interesting. This is a case where the quality of the work manages to win me over, but I wouldn't like to see this kind of thing become common practice, with ecologies appropriate to whatever splatbook is coming out this month being a constant intrusion. You tread a perilous line here, TSR.


The hatchling magazine: A recap of the 7 issues of the strategic review. It has been quite a while. Another of those reminders that before the internet made copying things virtually free, far fewer gamers had access to any of the stuff from before they personally started playing. Only a small fraction of Dragon readers would have read these, and many would never even have heard of them. Let's see if this can shed any insights, either on the old magazines, or the current trends in historical interpretation.

The first issue, not too surprisingly, gets the most detailed examination. All the features are individually mentioned, and there is plenty of commentary. Unsurprisingly, quite a bit of it is focussed on just how far the magazine has come, both in contents and professionalism, and how little idea they obviously had about the directions the game was going to go. A particularly notable little bit is the commentary on the idea of cutting out the money off coupon, and how it would impact on the issue's collectability. They seem slightly surprised by the prevalence of PbP games, and the stuff for designing solo dungeons. We might have come a long way, but there were still some things they were doing back then that can be usefully drawn upon. Overall, the commentary is fairly neutral, neither slating or particularly gushing over the contents.

SR2, on the other hand, gets a very short description, mainly just a list of the contents. The main notable comment is the drawing attention to the fact that Brian Blume was already trying to set them apart as Gamers in general, not merely Wargamers. Thinking big, or the first signs of egomania? You decide.

SR3's description is also pretty perfunctory. It reveals that the quality of the paper went up. and they went from gluing to stapling for binding. Gary's rant of the issue is mentioned in a nonjudgemental fashion, and the fact that there is still huge variety in the contents seems important to them. I guess it would stand out in contrast to the current era, where the amount of non D&D stuff is seriously on the decline.

SR4's overview answers the question I've been wondering for ages. Yes the cartoon is by that Marc Miller. Guess he was in on things right from the beginning. Their main commentary is that FRPG's are rapidly increasing in dominance, and they too notice that the Dragon is coming. They have realized what the market wants. Poor wargaming, already being split away. In other words, this seems to be the point when they start to react to the changing market, altering their approach, and getting in new people to meet the increasing demand.

SR5 gets the biggest amount of text. The substantial improvements in production values gets lots of detailed attention, and the reviewer is pretty positive that this is where they moved from newszine to proper magazine. He's also has quite a bit to say about the sharp contrast between the willingness to throw anything into the melting pot and kitbash rules freely, and how it contrasts with Gary's calls for strict orthodoxy in the early AD&D era. Although he tries to stay neutral in this commentary, I get the impression he prefers the more freewheeling option. The kicking off of the great Gen Con Vs Origins war sees a bit of amusement peeking through. And like a lot of people, he wishes he'd taken the lifetime subscription option when he had the chance. Oh well. Your loss.

SR6 is a fairly brief one, which I find curious, since I preferred this one over SR5. The increasing dominance of RPG's is noted again, as is the fact that this issue was printed in purple ink. The rapid expansion of game clubs in mapping the dungeons is also tracked. Things might not all be going their way, but it's made all the more clear how they, and gaming as a whole are expanding.

SR7 is another fairly long look over. Gary's contributions get a lot of attention, with another bit of amusement at the intensity of his rantings peeking through. Twinks Beware! Once again, the increases in production values get noted as well. Also interesting is how much more we got to see of the writers personally, with profiles, photos, etc. They had to be more hands on in general in their handling of the various aspects of the company back then.

While overall, this is a pretty dry review, it does throw a new light on a few bits that I didn't note as significant, but probably were. And it's definitely interesting in that it's got me to look back on the first few issues of the magazine with new eyes. We're reaching a point where nostalgia can really start to come into play, and the people who've been around for a while are significantly older than when they started. How long before talk about "getting back to the roots of the game" becomes commonplace?
 

Dragon Magazine Issue 146: June 1989

part 4/5


Fiction: The ever-after by Eluki Bes Shahar. Another of those bits of fiction that reminds us that what we call heroes are actually mostly irresponsible wandering sociopaths who just happen to be killing creatures that we're opposed to at the moment. And many of them have pretty messed up pasts. To be truly heroic, you need to resist your urges, not indulge them. Build up civilisations, not destroy them. And do what is responsible, not what is glamorous, no matter what megalomaniacal magic items say. An interesting message to deliver around here.


TSR Previews: First up, completely unsurprisingly, is the 2nd edition Advanced Dungeons & Dragons Dungeon Masters Guide. In fact, this is so important, it gets a little box to make it stand out even more. The players handbook never got that privilege. Hmm. Does that mean anything.

D&D recycles golden khan of ethengar from last month. Damnable sloppiness and delays.

In novels, we have Shadowdale, by Richard Awlinson. The start of the Avatar trilogy. You saw the module last month. Now you can see how the official characters do things. Their experiences are going to be the ones that really count. We also have the start of the martian wars trilogy for Buck Rogers, with 2456 by M. S. Murdock. Well, not many people are going to mind hat he's the star of that metaplot, and not their characters.

We get our first solo adventure in a while as well. They seem to be on a decline now. Still, Knight of the living dead by Allen Varney seems to be quite a big one. Play an undead paladin trying to adapt to unlife and still do good. Interesting.

Top Secret gets TSE2: The sting of the spider. Head back to San Christobal for some more underworld infiltration and elimination in an exotic location. Play that funky theme music.

It's not just AD&D that's getting relaunched this month. The Dungeon boardgame, last seen getting articles in the magazine in the late 70's, gets a new edition. How very intriguing.

And finally, the forgotten realms also gets next year's calendar, 6 months early. Why do they do that? One would think that the middle of the year would be the worst time for selling these things.


The marvel-phile is taken over by Skip, who gets the chance to be sagealicious twice in one magazine.

Aunt May shouldn't be able to kill Galactus by spending 100 Karma! (How, pray tell, is Aunt May to earn said Karma in the first place? Remember, Galactus can spend it too to counter things anyway. )

My players object to me using updated stats for characters from modules (Well, you shouldn't tell them that you're doing so then. Who is the boss here?)

What defense powers can resist eldrich bolts (depends what type of eldrich bolt)

Which table do you use for power ranges (page 16)

How do you determine resource ranks (see pages 6 and 7. This is why you read books start to finish.)

When's the next gamers handbook out? (The end of the year. Patience my dear. Otherwise things won't have changed enough to be worth a full book of updates. )

Send me updated stats for all the characters that have changed recently. (Get real dude. You gotta be prepared to pay if you wanna stay up to date. )

If two characters with the same stats work together, do they still get a bonus (yes)

What column do cyborgs roll on to generate powers (One. Affirmative)

How do you keep track of flying characters. (Get tactical. Or fudge. Whatever keeps you game rolling.)

What does luck manipulation do (no such power. You want probability control mate. Gotta stay precise in your terminology.)

Can you get 1,000 Karma for arresting someone with an invulnerability (Only if it's a very broad invulnerability. )

Why doesn't spiderman have a higher intuition. (Superhuman abilities covering part of a stat don't boost the whole stat if the other areas are lacking. )

How can I get replacement parts (Expensively. A lot of the time it'd be cheaper to buy a whole new model. )

Do you need to roll just to move full speed (No. Where'd you get that silly idea? )

Does Armour piercing shot permanently reduce body armour (No. Penetrated /= destroyed)

How do you establish a power stunt (persistence)

Sometimes Tony Stark can't buy a pen! The Resources system makes no sense! ( You'd be amazed how hard it can be to find a pen sometimes. Go electronic. It's much harder to lose computers.)

One of my player's characters keep dying. What do I do (Give him tactical advice. If he still doesn't shape up, kick him out. Achtung! Ve do not tolerate incompetence at Sage Towers!)

How do you decide who attacks who. (Tactical considerations and personal grievances. Just like in the actual comics)

Where are all the locations in MHSP2 (some are in the maps from the corebook. Sorry if that wasn't clear.)
 

Dragon Magazine Issue 146: June 1989

part 5/5

Dangerous terrain: Gamma world's article this month is a few extra wilderness hazards. As if there aren't more than enough of those. But you know how those random encounter tables get stale and predictable after a few years of regular play. Like a long-married couple, adding some new toys to the games room is needed to keep a group together. One of those short, not particularly consequential articles that does what it does, neither too good or too bad. I suppose I should be pleased that it's still getting any coverage at all, since they haven't released any new supplements for the game in a while.


The role of computers: Might and magic II gets a large and detailed review, as an epic adventure game should get here. This does require quite a lot of disks, and backing up your saves is a good idea. They give us plenty of advice on the various character classes and how to use them. There's plenty of cool new stuff to discover, including time travel stuff which means the same location will have different stuff in it at different points. They're generally pretty positive, with their only gripe being the endlessly respawning random encounters which seem to throw monsters together without rhyme or reason. Oh well. It's not as if that's uncommon in computer games.

Hostage, on the other hand, gets a 5 star rating. While you don't get to negotiate with the terrorists, you do get tons of tactical choices, as you co-ordinate your team to take out the enemies with minimum loss of civilian life. Set up sharpshooters, lead your strike team in, and switch between characters rapidly. Think fast, because the terrorists are pretty smart too, and the whole thing maintains an impressively persistent environment.


Arrows of the east: Oriental adventures continues to get attention. Not that alternate arrow types didn't appear in the west, but they only got codified for D&D in OA, so this falls under that aegis. This is a combination of errata and expansion, making armor-piercing arrows actually, y'know, better at penetrating armor, as well as adding several new tricks. Still, we had another one of these fairly recently (issue 133) which was more inventive in it's new tricks, so overall, this is a pretty unimpressive little article. When you've got to fill an exact page count every month, you're going to get padding, and this is another example of that.


If you wish upon a star: Wish nerfing? Here we go again. Not a promising start. However, this manages to avoid the rehash problem by covering this topic with greater detail and methodicality than any of the previous articles managed. It isn't even too restrictive, since the massive array of options drawn from tales of all kinds will really help you choose just how restricted a wish from any particular source should be. With some fairly decent tables, tons of examples, and a decent bibliography for further reading, this is actually pretty good, and about as worthy a contribution on this topic as we're probably ever going to see. If you're going to do something ill-advised, do it in style, and you might be able to pull it off.


The great khan game. Another amusingly illustrated creation from the fertile mind of Tom Wham. As ever, they would like it if you bought it.

Dragonmirth really needs to tidy up. Yamara is well and truly defeated by dreadful dialogue.

A strong start that then gradually peters out this issue. For all their statements that they're trying to look forward, this one does seem to be somewhat stuck in the past, with lots of stuff dependent on products that are very much old news. Just how much more OA stuff can the market bear? When will they actually start publishing submissions using the 2e rules? Come on. You've been advertising this stuff for 2 years now. I want the new shinys already.
 

It happened during a busy time for me, but I think we hit my very first issue just recently. I can't remember which, though. I thought it had castle stuff and the Yamara where a ghost makes off with the party fighter, but apparently those are two separate issues?
 

Dragon Magazine Issue 147: July 1989

part 1/5

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108 pages. Haven't you been on the cover before? I'm sure you have. Check Issue 106. Don't they look like the same person? Albeit with a little leveling up (and skankifying) having taken place in the intervening years. Even though they might not be by the same artist, they really do look like they're working with the same subject. We'll be seeing you reprinted as well. The theme is pretty familiar too. Magic! Of the arcane variety! Yawn. Lets hope there's a few neat new toys in here.

In this issue:

Letters: A letter from the cover artist artist of issue 139, about the award she's just won for the piece. Woo. Go Carol Heyer.

A whole bunch of errata for issue 139's druid article, from it's original writer.

Another question about said druid article, clearing up another ambiguity. Yet more evidence that it wasn't a very well written article.

A piece encouraging them to take more risks. Sure, a few people'll complain, but the silent majority will approve. But the million dollar question is, Will they keep buying the magazine?


Forum is comprised almost entirely of recurring writers writing about religion this month. Seems like it's becoming quite the old boys club.

S. D. Anderson isn't happy about the idea of speciality clerics having limited spell lists. Cleric's spell lists are already pretty crap compared to wizards. Gods shouldn't intentionally handicap their followers. Hmm. You may not be pleased with the new edition's changes then, especially when the splatbooks start rollin' out.

Ed Friedlander is also tackling the topic of religion. Faith is an important manner, and developing the beliefs of our characters and worlds, and the organizations that serve the gods in them definitely deserves attention. You shouldn't just slap your own modern beliefs and values onto your characters.

Fr Patrick J Dolan takes a more pragmatic attitude to the problem of ministering. So clerics don't have nearly enough spells to properly care for a whole community. This is what low power, mass produced magic items such as sacred oils are for. One annointment may only heal a couple of hit points, but that's all you need for normal humans, and you can do hundreds of them in a single day.

Paul Astle also thinks Greg Detwiler was being unimaginative and overly pessimistic about the capacity of clerics to change lives. Sure, they can't save everyone, but they can solve several of the most significant problems that crop up every day. Over time, that really adds up, seriously reducing the number of deaths and invalids. If they're doing their job properly, they will make a difference to the community.

Dan Fehler talks about his own experience with someone who cuts out real world religious references from his games. We've all got to do our bit to keep the people who demonise gaming from having ammunition. Looks like it really is that time now.


Palladium celebrates having sold a million books. Just think, a few years ago, they were jazzed that TMNT had sold 7,000. Now look at them. Pleased as punch.


Sage advice is still looking at 1st ed magical items. Last chance saloon and all that.

Can a potion of undead control usurp control for someone else (yup, but it reverts back afterwards.)

Can I replicate a potion miscabiity result if I duplicate the formulae of both potions precisely. (I am afraid not. Magic isn't that scientific and reliable. )

Can rings of regeneration revive someone killed by special attacks rather than hit points (no. You've gotta have some threat)

Can rings of regeneration revive someone if put on their hand after they die (No. It's a condom, not a morning after pill. )

How quickly do you regrow limbs ( A matter of days. Worry not.)

Are two rings of protection cumulative (same bonus type, so they don't stack. )

Does an activated ring of earth elemental command still act as a ring of feather falling (no)

Does wearing of fire resistance protect the wearers equipment. (It would be a good idea if it did )

How do you recharge an item (Tediously. Very very tediously. Magic requires ridiculous amounts of prepwork for each boom. )

How do you make a rod of cancellation. ( Sacrificing your favourite TV show on the altar of your ambition, with the blood of a hundred babies. Or is that the Exalted method. Ehh, you should never pass up an excuse to sacrifice a hundred babies. )

Are rods permanent items (In D&D they generally are. In AD&D they generally aren't. How'd that happen? )

What proficiency do you need to wield a rod (staff. They're basically the same thing. They certainly get used with the same phallic metaphors.)

How do non druids get to use the staff of slinging's powers. (They can't. Trade secrets, etc etc. )

Do you need a proficiency to use a /lightsaber/ wand of force (nope. )

How do you penetrate a wall of darkness (stick your head through it. Duh. Whether your head will come back intact will be revealed after this interlude. )
 

108 pages. Haven't you been on the cover before? I'm sure you have. Check Issue 106. Don't they look like the same person? Albeit with a little leveling up (and skankifying) having taken place in the intervening years. Even though they might not be by the same artist, they really do look like they're working with the same subject.

Skank? Sez you, I always thought this picture was hawt.

I don't see the resemblance either (and yes I did go back and check.) Maybe it's because i'm not familar with 106's cover girl and the scan is pretty bad, while I'm pretty familiar with this picture.

We'll be seeing you reprinted as well.

Oh yeah, I've seen this one at least two or three times throughout 2e. It seems a lot of the full color plates that got used and reused got their start in Dragon. Well, at least TSR was into recycling. :p
 
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Dragon Magazine Issue 147: July 1989

part 2/5

Sage advice continued:

What's the range of a wand of flame extinguishing (barely worth it, if you forget how D&D scaling works. )

What's the duration of a tome ( Longer than your lifetime. )

When are gauntlets and girdles cumulative (When you're ripping off Thor.)

What happens if your strength is drained when you're wearing a girdle (good thing too, otherwise your hernias'd give you so much gyp.)

Isn't the price for girdles of giant strength a bit low. (Hmm. Haven't we had this question before? Eeexcellent. Another chance for Skip to show how much better he is than Jean ever was! I cast Overturn Precedent at the question! Multiply the price and XP by 10! That ought to do it.)

Can you wear gloves and gauntlets at the same time (no. They use up the same item slot.)

Can the lyre of building destroy everything built with it if you mess up (No, only stuff built that week. Otherwise it'd be so much of a liability that it's funny)

How long can you use a crystal ball for( Like using the internet, time'll fly by before you know it. Spying on things is rather addictive, and more than one wizard has neglected their studies because they were too busy keeping up with current events. )

Can a helm of brilliance buff any sword (yes)

Can you wear a hat and a helm simultaneously. (No. We really ought to formalize the item slots system. Unfortunately, it's too late to put it in 2nd edition. Great. Skip will have to put up with another 10 years of this crap before we finally get round to fixing it. )

Is a hat of disguise an illusory or shapechanging effect (nonfunctional cosmetic shapechanging )

Can a cloak of protection be worn with elfin chain (nope)

Can I wear more than one cloak at once ( Haaaa. :points and laughs:)
Can a cloak be combined with armor ( Mayyyybe. )

Can you wear a cloak and a mantle (No, but you can wear a robe and a mantle. It's kingly, uh huh huh. )

How many people can draw from a deck of many things (4/x Where X is the number of cards each draws. )

Does the level boosting ion stone burn out after bestowing it's power (no. You have to keep it around to keep the buff, and if it gets nicked, you lose the extra power. )

Does the white spindle's regeneration keep working when you're dead (as long as they don't think to grab it. If they do, you're screwed. )

What can a quiver of ehlonna produce ( Nothing! More Errata!)

Will a stone of good luck affect your ressurection roll (only if you had it before you died)

What's a freedom word. (Zagyg needed to make sure he couldn't be captured in his own extradimensional dungeon when dallying with kinky villainesses. So he took precautions. Remember folks, children are the least of your worries when dealing with women like that. )

Does a gem of insight let you check for psionic power (eventually. Remember, temporary buffs don't count for stuff like this. )

Are two substances found within a philosophers stone (Only in certain combinations. Green and white totally lacks style. )

What happens when a bag of holding is turned inside out (Man, that's gonna be non euclidian. Thankfully, most wizards put safety precautions to stop the universe being destroyed by this possibility. Well, they must have, because the universe is still around. Isn't it? .................. Oh, Maaaan. Is Skip gonna have to hit the reset button again? )

Can an amulet of proof against detection keep an invisible character from being seen by detect invisibility (yes indeedy)


Ghostbusters gets a new edition to tie in with the new movie. Will it be an improvement on the original? Ha. Win some, lose some.


Getting familiar: P. N. Elrod! This is an interesting turnup for the books. Nice to see another author who'll go on to pretty substantial things getting their start in the magazine. We have had a few articles on the subject of familiars before, but this does not follow in their footsteps. It's all about roleplaying your familiars. After all, in the era of 80's cartoons, most action adventure shows have an intelligent animal (or possibly robot) sidekick to supply a little comic relief and give voice actors a chance to talk in silly pidgin voices and squawks. It's no surprise that many people would think that is a desirable thing to emulate in your own games. So, um, yeah, each of the standard animals gets discussed, with lots of notes on their ecologies, racial capabilities and personalities. Toads get no love at all, as usual. It's all so second edition it hurts. And actually, it's the first article to specifically reference the 2nd ed rulebooks, so kudos to her for being quick off the mark. So this is a significant and entertaining article, that is also more than a little cheesy. Oh well, lots of good points, lots of bad points is a hell of a lot more interesting than a no score draw.


As I thought. We got the subtle teaser last month, now we get the full-on shadowrun logo with the goats skull and scantily clad elven chicks. That'll get people's attention.


Variety, the spice of magic: So you don't have the right spell component? What are you to do? You could just give up and cast some other spell. Or you could try substituting some other component. Now this gives the DM two options. They could say that nothing happens, it simply fails. Or they could use it as carte blanche to imaginatively sadistic in the way that the spell goes wrong. Can you guess which one I'd prefer? So here's a few tables to lend a little more legitimacy to that idea. See just how likely they are to go wrong if you use cheap knock-off substitutes. Course, if you deploy some rare monster pieces, the spell might even work better than normal, but don't count on it. I can definitely see the story potential in this, so even though there might be some tedious tableage, this is another one for bookmarking to pull out when it becomes appropriate.
 

Skank? Sez you, I always thought this picture was hawt.

I don't see the resemblance either (and yes I did go back and check.) Maybe it's because i'm not familar with 106's cover girl and the scan is pretty bad, while I'm pretty familiar with this picture.



Oh yeah, I've seen this one at least two or three times throughout 2e. It seems a lot of the full color plates that got used and reused got their start in Dragon. Well, at least TSR was into recycling. :p
Same fairly short curly blonde hair, same nose, same eyeshadow, same weirdly burnished legs. Let's see if we can get a better image up for comparison.
show-water.phtml

show-water.phtml


Anyone else care to weigh in?
 

Dragon Magazine Issue 147: July 1989

Can you wear gloves and gauntlets at the same time (no. They use up the same item slot.)

Can you wear a hat and a helm simultaneously. (No. We really ought to formalize the item slots system. Unfortunately, it's too late to put it in 2nd edition. Great. Skip will have to put up with another 10 years of this crap before we finally get round to fixing it. )

Can a cloak of protection be worn with elfin chain (nope)

Can I wear more than one cloak at once ( Haaaa. :points and laughs:)
Can a cloak be combined with armor ( Mayyyybe. )

Can you wear a cloak and a mantle (No, but you can wear a robe and a mantle. It's kingly, uh huh huh. )

Variety, the spice of magic: So you don't have the right spell component? What are you to do? You could just give up and cast some other spell. Or you could try substituting some other component. Now this gives the DM two options. They could say that nothing happens, it simply fails. Or they could use it as carte blanche to imaginatively sadistic in the way that the spell goes wrong. Can you guess which one I'd prefer? So here's a few tables to lend a little more legitimacy to that idea. See just how likely they are to go wrong if you use cheap knock-off substitutes. Course, if you deploy some rare monster pieces, the spell might even work better than normal, but don't count on it. I can definitely see the story potential in this, so even though there might be some tedious tableage, this is another one for bookmarking to pull out when it becomes appropriate.
Of course you can wear those things with each other. The proper respose is that nothing magical will happen if you do.

I wouldn't bother screwing the characters all the time. They'd just stop trying after getting burned once or twice. So any table I used would have, at most, 50/50 screwage/good results. And I'd Make sure they got a good result on at least the second try. Otherwise you've only wasted your time and annoyed your players. IMNSHO.
 

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