• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Let's read the entire run

Dragon Magazine Issue 265: November 1999


part 4/7


Countdown to 3rd edition: 9 months to go. We don't get much new info about 3e itself this time. Instead they talk about the Gen Con where it was announced. And if you think they're going to put on a big show, you're damn right. They've roped in both original founders to promote it, which I suspect was a significant factor in the 3e changeover having a bigger uptake than 4e. They've also deployed vast numbers of playtesters to iron out the kinks, but of course are leery of changing things so fundamentally that the game no longer feels like D&D, which means the fighter/spellcaster divide in versatility and high level power is still all too well in place. Basically, they're pulling out all the stops, to make sure as many people know about it and think the idea is cool as possible. The only holdouts will be people who are entirely out of the loop or consciously choose to reject the new edition. We've come a long way since the last edition change, and the way the media works is very different. They are not going to mess around.


Earthstokers: They decide to take a break from putting a huge special feature at the start this month, but they're still leading with their biggest and best material, and putting extra effort into the artwork for it. And it is pretty interesting. An order of druids that specialise in monitoring and regulating seismic activity? That's a valuable niche that the Complete Druids Handbook never filled. And since volcanos and earthquakes can cause massive amounts of damage, I can see certain players drooling at the idea of wielding their powers. Of course, this is tempered by the need to not use their powers in a manner harmful to nature overall (which doesn't mean they can't wipe out the occasional uppity human settlement) or lose them. This is a pretty entertaining read, and the writer obviously has both enthusiasm for the subject and real world research, but it also has some substantial mechanical flaws that really should have been caught in editing. The kit confuses mage schools and priest spheres in a way that makes it's intentions unclear, the new dragon type fails to distinguish which of it's spell slots belong to which class, and the whole thing adds a somewhat clunky extra subsystem for tracking seismic energy onto the game. So this will definitely appeal to those who like that old skool verve, but does need a bit of errata to actually be usable in a game. Pay more attention, Dave.


Primitive PCs: They haven't mentioned the whole every monster can become a PC in 3e thing yet. That's bound to raise a few eyebrows. In the meantime, time is ticking away, and there's still a whoie ton of humanoids that never got PC stats, that would be well suited to it. I'm betting this is the kind of thing they'll step up in the last few 2e issues. Course, they might not be any good statistically. But that kind of judgement is what I do. Let's see if these guys can be tamed.

Gibberlings aren't very bright, but given their strong horde instincts, one that's separated from their companions might fall in with a group of adventurers, although they'll never really lose their simple and direct thought processes and tendency to scream their way through a problem. They have pretty standard goblinoid class options and limits, so they're not going to keep up at high levels.

Grimlocks are rather more versatile, although they'll need to develop a custom method of recording their spells if they want to be wizards. Their lack of sight and enhanced other senses will be crucial in playing them, but otherwise they're not that special statistically. I think the talking points they have are significant enough though.

Mold Men are pretty alien, and their main flaws revolve around bridging that gap enough to relate to meat-based lifeforms. They do have pretty substantial benefits though, Immunity to electricity, piercing weapons, and anything that affects animals, they could mess with quite a few standard tactics to their benefit. That can definitely be fun for a PC.

Quaggoths are fairly typical humanoids, apart from having moderate psionic talents in their spiritual guys instead of shamen. Still, they're very much of the sort that'll be good at 1st level thanks to their natural weapons and armor, and then rapidly fall behind at higher levels. It ain't easy, having a genetic tendency towards mookism.

Su-Monsters get a bit of revisioning, suggesting the author has a real soft spot for them. Their adrenalin shot when defending their family won't apply as adventurers, but their climbing, natural weapons, and psionic talents certainly will. They have some pretty decent tactical options a less mobile race would really struggle to match.

Troglodytes of course have to deal with the social issues their odor creates. (don't put them in a party with a Grimlock in particular.) Still, I'm definitely surprised they haven't been done before, since they're one of the old staple monsters that have been around forever, and have fairly decent powers. I guess the social stigma of excessive BO is more of a consideration to the average geek than you'd think. :p

Yeti also have social issues, but not as severely, and lose some of their powers outside their native climate, so they're another one that definitely won't be settling down with the other adventurers. Once gain, their level limits aren't great though, which I think fits into the general primitivism thing. While cunning, these guys just don't have the capacity for advanced learning to build a sophisticated culture on their own. So I think the rules do fit the fluff in this case, making this collection interesting, but not really able to fill out an entire party on their own. Spices and seasonings, that's the ticket. The magazine provides an epic selection for your game to choose from, but it'll never replace the corebooks.
 

log in or register to remove this ad

Dragon Magazine Issue 265: November 1999


part 5/7


Marvel super heroes: Captain Marr-Vell. Not to be confused with just Captain Marvel, who ironically belongs to DC. (and that must irk Marvel comics quite a bit) Man, this opens up another can of worms when it comes to things like copyright, character histories, and comparing and contrasting. Neither are really A-listers, and have spent extended periods of time dead. And both have alter egos with which they have interesting relationships. It's a demonstration of how real world legal issues can affect what appears on the page quite a bit. There's still stories featuring Godzilla that they can't republish because the licence has expired. I do worry about what will happen if copyright keeps on being extended by big corporations, and how we'll make big new media properties if all the short snappy names are already taken. It's entirely possible to kill something through oversaturation. Will we eventually run out of room for new superheroes? Will we eventually run out of room for bands? TV shows? Movies that aren't remakes? It's a worrying thought, tempered by the knowledge that we'll probably invent a new way of entertaining ourselves at that point. I just hope I'll be able to understand and appreciate those too.


The oerdian lesser gods: Telchur completes the collection of Greyhawk seasonal gods, representing winter. He's quite different from the other winter god we had a couple of issues ago, slightly less cruel, but a good deal more unpredictable, and very keen on his worshippers exposing themselves to the cold to toughen up. This pays off big time for his clerics, who become immune to nonmagical cold and able to unleash nasty weather. As with all the seasonal gods, they seem likely to have their congregation vary quite a lot depending on the time of year, and ought to maintain ties with the clerics of the other seasons.

Rudd puts a third different spin on roguishness, being the goddess of gambling, luck, and swashbuckling sorts in general. Fighting her is a mug's game, since she's incredibly lucky, and can automatically spot attempts to cheat. Her priests also fall into the swashbuckler mold, getting tricksy spells and the ability to specialise in the rapier. They could definitely be a good way to fill out a party that wants everyone to look good and be mobile in battle. So once again, these gods aren't original, but they are interesting, and quite open to being compared and contrasted. Putting different spins on the same basic ideas is how we get the infinite variety that makes up the world. After all, it's all protons, neutrons and electrons. Just in different combinations.


Fiction: The king of winter by Mark Anthony. Another short story by an established author that's basically a teaser/promotion for their full novels in the same setting? :):):):) you WotC. This is just getting tacky. I actually don't mind the video game conversions too much because at least they're interesting, and often useful in game, but this? It's an unfulfilling attempt to get us to spend more money, so we can keep track of more continuity. Orion & Fool Wolf have the right idea of it, because their stories are both entertaining and written to be self-contained for easy access to newcomers. This, on the other hand, does not, and makes me rather cross. Once again, I am reminded that the average standard of the fiction is not nearly what it was when Barbara Young ran this department.


Arcane Lore: More spells from less civilized locations. Actually, they haven't offered too many of those, so you can still say that they're underrepresented, ethnically speaking. Eh, just another day at the office really.

Tana Relatha is made of woven reeds, and is full of spells that get you close to nature. Mud, tree sap, mists and spiders. Not the parts of nature I'm really that keen on getting close too, thanks very much.

Tsanak Dorth is slightly more highbrow, being comprised of oak roots and obsidian. With four tree related powers, it does seem to be stepping on druid's toes a bit. I suppose niche protection between spellcasters is a bit of a joke now, after 12 years of articles like this. Yawn.
 

Dragon Magazine Issue 265: November 1999


part 6/7


Bazaar of the Bizarre: Another bit of so-called savagery here, rather more optimistic about the capability of shamans and the like to make magical items than it's counterpart in issue 189. They may not be as scientific about it, but they certainly don't hesitate to assign special properties to things. Some of them might even work.

Cha'chal Blowguns automatically add poison to darts, removing the danger of handling and loading nasty sticky icky substances. One of those definite convenience enhancers.

Bones of Foretelling are not so convenient, being your basic cryptic vision provider. Yawn. We don't need those when we have more specific divinations.

The Censer of Guardians summons spirit animals to kick butt for you. Make sure it doesn't go out, for as usual, that removes the assistance from your party.

Wailing Chimes are another guardian device that make an awful racket if anyone not keyed to them approaches. Meh. Even the most primitive of people have basic recognition skills.

Spirit Cloaks give you animal based powers. Another very blah overused idea.

The Council of Skulls, on the other hand, is pretty awesome, and gives a concrete benefit to having a load of ominous skulls on posts through your territory. They're watching you, and the shaman can consult them from the central circle. Like any security camera, smash them if you want to go dark.

Rending Daggers have limited charges, which is unusual for weapons. Guess 16th level spellcasters are in short supply, so fitting them with a ton of animal teeth and using the sympathetic boost is another decent cost cutting method.

Tribal Drums grant benefits to your side and penalise the other as long as they're being played. I'm sure I've seen this in the magazine before.

Gourds of Concealment are the savage equivalent of the ninja flash bomb. Throw them to the ground and they let out a brief cloud of gas so you can escape. More tedious reskinning.

Bear Gauntlets let you use claw attacks. Seen this before too. Is this going to make the record of most rehashed items in a single article?

The Headdress of Sight is a near direct rip of eyes of the eagle. I really am running out of patience with this one.

Horns of Wolf Summoning also do exactly what they say on the tin in ripped off legalese.

Masks of Fear, Necklaces of animal communication, and Powder of Eternal Slumber are all also so tedious and predictable I can't even be bothered to give them their own entries. You really really aren't missing anything.

Oil of Marking is used to make hard to erase territorial pissings. If you get it on you it's a right bitch to get off. Have fun messing up your opponents hair and watching them rage.

Curse Rattles are another one that steals from movie portrayals liberally. Unga walla boggie balla. Yawn.

Warding Skulls use the more subtle form of keeping people from coming in, that of making them believe they're going straight when actually they're going round. This obviously makes them less likely to try and see it as a challenge to penetrate just because and come back.


PC Portraits: This column is always easy to fit into the theme. It's savage hero time. Which means animal hybrids, scantily clad people of all ethnic groups, bad teeth, and interesting headgear. Political correctness? Nah, we'd much rather look cool while facing the many challenges of the unpacified wilderness. And what kind of adventurers would we be if we can't get away with wearing way more or less than the cultural norm? Barely worth the name.


Shop keep unites people the best way. In hate of others! Woo :rolleyes:
 

Dragon Magazine Issue 265: November 1999


part 7/7


Role models: Ha. We have a particularly inventive bit of minis advice this month, as they advise you to make scenery out of milk cartons and cereal boxes, (after all, nearly everyone goes through plenty of those) and show us how to emulate video game style fog of war in a minis scenario using plastic cups. That's brilliant, funny and useful. Once again, this column is a font of cool ideas crammed in a small package, and is really proving it's value as part of the magazine. Get out your craft knives and scissors and turn your food waste into an opportunity for more fun. Not playing with your food is something you tell your kids, not something you have to stick too yourself. ;) Once again I approve strongly of this column, and just wish it was a bit longer, so I'd have more to talk about.


The voice: We've already had one Alternity fast-play in the magazine. But they're releasing a second setting, so here's a second, smaller one to introduce us to Dark Matter, their modern day action/conspiracy setting. Once again, it's a pretty simple plot, all about introducing the basics of both combat and various skills to that player (which is easy enough since the system uses a universal mechanic) It does railroad more than a bit, with no real choices you can make to affect the outcome of the plot beyond succeeding and advancing or failing in your dice rolls and facing further complications. So that does make this pretty unsatisfying, like most of these fast-play adventurers, because they don't include even a few token choices, which wouldn't be impossible to do even in an adventure of this size. As it is, even a computer could play this. I certainly wouldn't want to be introduced to roleplaying without being given any options on how I played. In addition, the illustrations have obviosly been traced directly from photographs of real people from around the office, which just doesn't quite look right somehow. So I'm afraid I'm going to have to fail this one both on story and presentation. You need to lead with at least one good adventure if you want to make a new system accessible, and this is not it.


Dragonmirth takes things rather too literally. KotDT figure out how to get cheaper hired help.


TSR Previews: Planescape may sorta be cancelled, but it's influence is still being strongly felt. A guide to hell sees Chris Pramas do officially what he'll do again slightly less so in the D20 era. Since we're no longer covered by the same editorial restrictions, expect all the old names to be back and ready to rock. Meanwhile, Planescape: Torment gets a novelization by Ray & Valerie Vallese. Still doing the multimedia thing to considerable success I see.

Greyhawk does much the same thing, only the other way round. Return to white plume mountain follows the book in short order. Bruce Cordell is responsible for revising, expanding and adding a load of plot to this one.

The realms rehashes too. The temptation of Elminster gets reprinted in paperback. I still don't know why they bother to tell us that. And Drizzt gives us his own Guide to the Underdark. Guess Volo called in sick for this one. Wonder if they'll manage to accurately reproduce his voice from the books, given a different writer is responsible.

Dragonlance does, yeah, yet more expanded rehash. The original trilogy get directors cuts with added material and author commentary, just like the module series. They really are trying to scrape every last inch of the barrel dry before they move onto the next edition.

Alternity, on the other hand, does get 2 new products. Dark Matter is a new campaign setting featuring modern conspiracy weirdness. Mindwalking: A guide to psionics is a general book, but seems likely to be useful to it. A likely precursor to the Agents of Psi setting for D20 modern.


What's new is Baaack! After 15 years, some of them spent dealing with CCG's, they return to the world of roleplaying, tanned, with new hair, ready to reveal the deepest truths behind the creative urge. And crack cheap gags. Well, they can't go too far from their core, or they'll lose their audience.


With several articles that fail in interesting ways, this isn't the greatest of issues, but was reasonably entertaining for me to pick apart. That's certainly preferable to bland articles that leave me with nothing to say. And as usual, there are a few articles that are genuinely enjoyable and useful amidst the dross. It does feel like they're hitting the accelerator in general as well. If that means more little details get messed up because they're concentrating on the next edition content, then so be it. That'd be an understandable flaw to take the blame for.
 

Fiction: The king of winter by Mark Anthony. Another short story by an established author that's basically a teaser/promotion for their full novels in the same setting? :):):):) you WotC. This is just getting tacky.

I have to admit I enjoyed the story. I keep meaning to check out the main series but I end up forgetting.
 

Dragon Magazine Issue 266: December 1999


part 1/7


116 pages. Ooh. This christmas, lycanthropes and other human/animal shapechangers get their turn at a themed issue. That's fairly welcome and probably a bit overdue, like the similar one for giants this time last year. After all they're another one that has an absolute ton of myths from around the world. This probably won't catch them up with vampires in terms of overall coverage, (and a lot of people prefer them shirtless anyway :p ) but it certainly can't hurt. Let's ravenously devour the good stuff in this issue, but leave the bad bits politely on the side of the plate.


Scan Quality: Good, some pages slightly curved, no indexing.


In this issue:


The wyrms turn: Our editorial this month is all about deferred gratification. Revenge is a dish best served cold, release means little without building up tension beforehand, you ought to have to work for your rewards. You know the drill. It's a good lesson to teach because otherwise you wind up with players who are shocked when they don't win every battle without any real challenge, and people who throw tantrums over something as insignificant as a game probably aren't the kind of folks you want to go to for help in a crisis. Which is exactly the kind of stuff people will complain they're causing with both upcoming edition changes, by putting more focus on empowering the player, speeding up advancement, and designating what kind of challenges are appropriate for a character of a given level. I think that's what you call irony. So yeah, we aren't out of this edition yet, and even when they do switch the changes in people's playstyles are going to be more gradual than binary. They should keep giving me something to comment on for quite a while.


D-Mail: We start off with a complaint from someone sick of the company's racism agains small people. They simply laugh it off. Oh, they'll regret that next edition, when that small size becomes a huge benefit for spellcasters, and halflings can take any class too.

We then move onto a sexism complaint. They fully intend their new minis line to be sexually and ethnically diverse, as they proved in last month's teasers. On the other hand, if you want either gender to have decent fashion sense, you'll be wishing in vain for quite a while. :p

A less weighty complaint follows. Which Greyhawk seasonal goddess is the youngest. What a question to ask a lady. Do you really expect to get a straight answer out of them?

Next, we have our first edition change complaint. Multiclassing XP penalties suck! That they do, and even though you're not working on full info, it's no surprise that a lot of d20 based games wound up leaving them out with no problems. Even the designers don't really know about the long-term emergent issues with their new system, despite the huge amounts of playtesting.

And finally we have a very long rebuttal letter by Greg Detwiler which goes quite some way towards revealing his own playstyle and design choices. Very interesting indeed. Remember, reskinning allows you to use an old challenge without the PC's instantly knowing the right tactic to foil it.


Nodwick stays on good terms with the enemy. It's just a gig. Keep saying it to yourself.


Forum wants us to ponder how technology has changed the way we game. Have you tried using email and chatrooms? Maybe you should. They can have quite decent benefits and speed play along.

Anonymous shows up for the first time in a few years, to criticise the idea of deceiving the players. 3e ought to have strict rules on what is and isn't acceptable behaviour for a DM that the players can hold them too.

Julian Neale, on the other hand, is fully in favour of decieving the players when it would make for a more fun game. Secret rolls are a very useful tool as well if there are traps and the like in the area. Muhahahaha.

Lance Goetz is our longest contributor, pointing out that thieves have the least well defined role in the party, and are thus most easily disposed of. Well, they weren't even in the very first corebook. That is technically true. And so we take another step towards redefining them as Strikers.

David Boyer averages your int and dex bonuses to determine initiative bonus. This keeps one class from blatantly outshining the others in this area.
 

Dragon Magazine Issue 266: December 1999


part 2/7


Dungeoncraft: The first year of this column is over, and we've pretty much finished the topic of building your first map full of monsters. So they move on to some more general advice for christmas. And here Ray falls pretty firmly on engaging the players, not just their character's statistics. Give them genuinely meaningful choices, set them puzzles that they have to use their brains to solve, not just dice rolls, and make sure they have noncombat interactions with characters to add variety. All the things last month's fast-play story lacked, in other words :p So this is a good reminder of how tabletop RPG's are not computer games, there are some things that they'll always do better than even the most wide-open sim game. And if you're going to go to the effort of getting everyone together, do you really want to put them into a linear dungeon crawl anyway? Play to the strengths of your medium. I think that's advice that's valid whatever you're doing.


Shop keep is rather festive, but doesn't realize it.


Sage advice: What planar races can become psionicists. (all of them. 10th level. See ya later. )

Does chill touch work once then discharge, or can you keep on attacking. (you can keep on bein' cooooooooool. )

Is the limited magic item use restriction based on large or small divisions. (Large. Kick those min-maxing twinks back into their place )

Can item be cast on one item and also affect anything contained within it (no)

Does demilich soul-trapping have a save. (Yes. Not easy though. )

How many spells does an amber dragon really cast (we missed a slash. )

Pls explain the sword of life stealing (Natural 20 means natural 20. Not some stupid number like vorpal sword's plus only calculation. You only get hit points if you drain someone. )

Can stone golems be affected by magic missiles (what part of immune to all spells but the specific ones mentioned don't you understand)

What proficiency do you need to get the benefits with a longtooth dagger (Dagger, even when it's a longsword. )

How many HD does a 30th level spirit of the land have (basic addition. It comes to 41d8+22. Quite a hefty number.)

What are type I-VI demons. (True Tanar'ri. Vrock to Balor. Go for the power. )

How many missiles does Snilloc's major missile make (just the one big nasty one. )

Does comprehend languages let you read pictograms and voweless arabic writing (if that's the way it's supposed to be written. If it's being done in a diliberately obscure way it might not make sense still. )

Do you get a save against heat metal (no, because it's not being cast on you. Master the art of the quick strip, and you can avoid most of the damage. )

Can you cast admantite mace on a magical mace (yes, but only use the best bonus. They're the same type of bonus, so they don't stack.)

Ohh. Alternity stuff again. Skip could do with a change. Onward we go.

What are the penalties for using a dumb GID (No shadow combat for you, matey.)

Can datalink telepathy be used to reprogram stuff. (oh yes, but only if you know computer language. )

How much do broad skills cost robots (nothing. It's the processor power that's the expensive part. Data is cheap. )

Do you use table D17 or the custom parts list for building robot PC's (both)

Do planetary thrusters harm photon sails (no. Just fold them up when you land)

How many G's can a robot take (no more than a human. )

Can you use a fusion torch engine as a weapon (oh yes. They can be ridiculously effective. )

How big is a spikespore's second form (Human size. It takes about 12 hours to turn back. )

Do heavy weapons need power cells. (No, they need actual ammo. Beams just don't have the same ....... impact, no matter how flashy they look. )
 

Dragon Magazine Issue 266: December 1999


part 3/7


ProFiles: Mary Kirchoff is, like Sue Cook, a multiclass gaming editor/wife (married to Steve Winter). Seems surprisingly common. Unusually, though she started off more as a writer, and then gravitated more towards editing as time went on. (it's usually the other way around, if previous profiles are anything to go by. ) From Polyhedron, to Ares magazine, to Dragonlance, to being responsible for hiring R.A Salvadore, to her current job as head editor of the book department, it's certainly been an eventful ride, not all of it entirely successful. Can she bring the book department back to it's late 80's glory days? Probably not, but it won't be for lack of trying.


Silicon Sorcery: Woo. We have the release of the dragon magazine archive. More amusing recursiveness to be able to review this article. They go into plenty of detail on it's interface and searching functions, which are of course needed to sift through such a vast amount of information usefully. They also make a big deal about the fact all the adverts and other bits and pieces are in (although of course they missed a few of the games, sigh.) which I suppose is a pretty big deal really. It does make me wonder why they bothered doing ad-free scans later, when the adverts are sometimes just as interesting, and certainly as informative in retrospect about what else was going on out there. As with most of their promotional articles these days, this is a good deal prettier and less irritating than TSR's ones, and of course the sheer ambition of the product is a pretty good selling point as well. It'll take a good decade or so for the rest of the publishing industry to really catch up, and even now, it's pretty haphazard what will be in print or electronically distributed and how their price points will compare. Like the OGL, this had a significant part in changing how we think about distribution, and the ways our reading experience could be improved by making everything cross-indexed and searchable. It deserves a good deal of praise, and I wish more old magazines had something similar.


Countdown to 3rd edition: 8 months to go. Ahh, here we get into one of the really contentious parts of 3e. The Dungeonpunk artwork. "Realistic" medieval backdrops? We're bored of those and want to try something new. Which is an understandable sentiment after you've been doing this for 25 years, but still alienates a fair chunk of people. Aesthetics do matter, and how a book looks and is laid out will affect how people play it, even if the underlying rules are pretty much the same. Cuddly hobbits are out, dwarves have seriously updated their forge technology, and monks aren't all asian. While I'm not totally sold on the direction they went in, and it does seem like trying too hard to be kewl and badass in retrospect, I do think the idea of having a consistent set of iconic characters who appeared in the generic rulebooks throughout the edition and became well known names was a good one, as was the desire to make things distinct from what came before. And having a definite look for the books does make them easy to pick out on a bookshelf (although brown?! Is that really the colour you want to go with? I suppose it's slightly preferable to the orange of the 1e hardcovers) So the choices they're making aren't perfect, but they are interesting, distinctive, and deliberately counter to stereotypes. That should also count for quite a bit because it gets people talking, even if they don't like it. And let's face it, stirring up forum debate is free publicity.


Feathered friends and foes: A short but interesting article to start off our features. Swanmays and Bird Maidens have established the idea of shapeshifters caused not by genetics or infection, but as a secret society that initiates worthy people into their ranks if they have the right stuff morally and skillwise. This does technically change your race, and with that your level limits, but they're some of the less onerous ones, and in the meantime you have a quite neat extra ability. I think quite a few PC's would be willing to take that offer.

Black Swanmays serve specific Lawful Good gods rather than nature in general. This does mean they have all the more to lose if they stray from the path, as if being a paladin wasn't enough. But if you can't take the winds of fate, you shouldn't be pinning your flag to the heroic mast.

Laridians have rather more interesting symbolism, turning into gulls. This means they're noisy thieving, squabbling sorts, who use their powers to make spectacular heists and get away with them. They seem like fun sorts to have around, and their ability to take their equipment when they transform is a huge practical benefit. Plus you don't have to worry about any moral code, just be a damn good thief, which I'm sure you were going to try and do anyway.

Red Falcons are the evil counterparts of swanmays, fighters and priests dedicated to the dark, predatory side of nature. This means they have quite a lot of enemies to get through, and may have to leave their armor and weapons behind if they're being beaten. Still, that ought to bemuse the players quite a bit if they don't have the magical artillery left to take them down. And spying is always handy.

Thebestyns are wizards who follow Thoth, and turn into ibises with the help of a magical ankh, appropriately enough. That's slightly less cliche than the owl option I was expecting as well. They won't be able to access the highest level spells, and get to put all their weapon slots into nonweapon skills, which will be a bit of a hindrance at lower levels. Still easy flight combined with spellcasting should make them quite the tactical go-too, and they're full of flavour. Like the old articles on variant familiars, planar horses, and similar cool stuff, this is something they haven't done before, and is very welcome and useful for a game.
 

Countdown to 3rd edition: 8 months to go. Ahh, here we get into one of the really contentious parts of 3e. The Dungeonpunk artwork. "Realistic" medieval backdrops? We're bored of those and want to try something new. Which is an understandable sentiment after you've been doing this for 25 years, but still alienates a fair chunk of people. Aesthetics do matter, and how a book looks and is laid out will affect how people play it, even if the underlying rules are pretty much the same. Cuddly hobbits are out, dwarves have seriously updated their forge technology, and monks aren't all asian. While I'm not totally sold on the direction they went in, and it does seem like trying too hard to be kewl and badass in retrospect, I do think the idea of having a consistent set of iconic characters who appeared in the generic rulebooks throughout the edition and became well known names was a good one, as was the desire to make things distinct from what came before. And having a definite look for the books does make them easy to pick out on a bookshelf (although brown?! Is that really the colour you want to go with? I suppose it's slightly preferable to the orange of the 1e hardcovers) So the choices they're making aren't perfect, but they are interesting, distinctive, and deliberately counter to stereotypes. That should also count for quite a bit because it gets people talking, even if they don't like it. And let's face it, stirring up forum debate is free publicity.

Hmm, interesting. I never really thought about how the "dungeonpunk" aesthetic affected the game. Obviously, the art can do help define a genre or setting (Planescape being the best example of this,) but except for maybe Eberron, I don't really see that much of it in 3rd ed. How do you think it affected things as the edition went on?

I agree with about the use if iconic characters, though. Lidda and company definitely helped define the game.
 

Dragon Magazine Issue 266: December 1999


part 4/7


PC Portraits gives us our third helping of hybrid creatures over the year. Popular buggers, aint they. Wolf, boar, bat, tiger and rat are all represented, obviously. But in addition, we have a druid, an imp and a mimic disguised as a door, which is a pretty unusual choice. And is that supposed to be a wereraven, or just a guy being attacked by a giant shadowy venus fly trap? And the final one is this weird optical illusion that could be a little cat sprawled on a mat, or a big horned demonface. Yeah, there's a few amusing bits here that are worthy of comment. I think I approve.


Humanimals: Hengeyokai are a bit wussy when compared to Lycanthropes, but I guess that's the kind of sacrifice you make when you want to make them PC suitable, rather than monsters, but still thematically cool. Actually, we've barely seen them around in ages, since oriental stuff fell out of fashion. But it looks like we'll be revisiting several more cool ideas before the edition ends, and another dozen animal types getting PC friendly shapeshifter races is one of them. At this rate, we'll have more than enough new races to keep any holdouts busy for years.

Badgers are exceedingly grumpy, and likely to take it out on everyone around them. They'll make fairly decent antagonists, but they're unlikely to be able to carry out a long-term scheme blowing up and ruining it. Guess that keeps them down in the thug leagues then.

Dolphins have a bit of a crap hybrid form, but their swimming abilities are pretty impressive, and sonar opens up sensory options that'll give an imaginative DM plenty of room for cool descriptions. And having someone in the team capable of dealing with alternate terrains is particularly handy at lower levels.

Falcons are loyal and honourable, but it's not easy to put one over on them, and they can be pretty vicious. Give them a cause to fight for, and you can bet they'll pursue it tenaciously. Perhaps an epic world-saving quest'll do the job.

Frogs are one of the softest and least combat capable creatures out there. They don't taste good though, which might put some monsters off. Since they're good for nothing, they don't have any favored class or alignment. Which is freeing in it's own way, I suppose.

Lizard hengeyokai have the slightly quirky benefit of being able to pass for both humans and lizard men depending on form, which may be useful in roleplaying terms. They can be surprisingly fast as well when properly warmed up. Don't be surprised if they manage to put some trick over you after all.

Lynxes have ridiculous sideburns in human form. They're a selfish, antisocial lot, probably not suitable as PC's. I'm sure someone'll want to play the badass brooding loner though. And hey, sideburns. The orient doesn't have wolverines, so that's a decent substitute.

Octopi have blue blood, even in human form, and act on the assumption that everyone is fully aware of their emotional state. This means they're probably one of the worst at concealing their nature. Still, I'm sure they can find people who'll accept them for their tentacles anyway. Just got to know where to look.

Otters are a hyperactive and playful lot, skittering around in and out of water, but maintaining immaculate grooming nonetheless. They seem like becoming a swashbucking sort would be right up their alley. Through the moat, up the castle wall, seduce the princess, and then off we go again.

Owls get a pretty substantial wisdom bonus, unsurprisingly, which means they're likely to take the cleric role. They can't fly in hybrid form, which means they won't be able to take full advantage of that trick. Oh well. It's still useful enough as it is.

Pandas are homebodies, since their diet is pretty restricted. While not completely unsuited as adventurers, as they do have decent natural weapons, and climbing skills, they'd be going against type. Still, I suppose that's what being an adventurer is all about. The same applies to hobbits, after all.

Turtles are exceedingly slow, and their AC isn't as high as you might think, so they don't even make that great a meat shield. They are decent swimmers though. They might become adventurers, but they'll still do things on their own schedule, which'll be fine for elves and treants, but may drive humans mad with impatience.

Weasels are of course cunning and vicious, the ideal traits for scheming roguish sorts. They'll probably get a bit further than Badgers in their schemes, but still, you don't trust someone who subconsciously reminds you of a weasel. That's going to get in their way sooner or later. So a big chunk of these races aren't particularly great as PC's, but nearly all should make interesting characters. That's not bad going. This issue is being pretty good at providing new options they haven't done before.
 

Into the Woods

Remove ads

Top