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<blockquote data-quote="(un)reason" data-source="post: 4536714" data-attributes="member: 27780"><p><strong><u>Dragon Issue 48: April 1981</u></strong></p><p></p><p>part 1/2</p><p></p><p>96 pages. Another april, another load of comic stuff in issue 48+1/2. Phil foglio does another tremendously entertaining cover piece. Meanwhile, the serious special topic this issue is underwater adventuring. But it only has three articles on it. You'd think they could have kept the adventure from number 46 for later, as it would have fit in better here. I guess long term planning is tricky when you've got to make pagecount for a deadline every month. We also see more signs of kim's growing dominance in the editing department, as Jake starts deferring to him, even if it is in jest. Verrry interesting. </p><p></p><p><img src="http://paizo.com/image/product/magazine_issue/dragon/48/cover_500.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>In this issue: </p><p></p><p>Out on a limb: We start with a letter of generalised praise, with particular emphasis on the value for money of getting a whole module, plus loads of other stuff in each issue, especially when compared to the cost of most of the modules currently out there. </p><p>A letter criticising the fact that the scale in the Dungeon design kit is not the same as the 1 inch = 10 foot scale that most of the miniatures and game rules use, hurting it's compatibility. </p><p>A letter by someone bemoaning the over $400 they've spend on gaming over only 6 months. And that's even before the supplement treadmill became standard. Silly person. You need more willpower. </p><p>A letter offering a balanced view on the power gaming debate, saying that there's nothing inherently wrong with high level characters, but they ought to work up to it properly, otherwise they won't be able to use their powers to full efficiency, or have well rounded personalities to match. And in his experience, maturity has surprisingly little correlation with age. </p><p></p><p>Watery words to the wise: Lots of cool stuff on running coastal and underwater campaigns, and the challenges and opportunities that these present. 3d combat, a fun but tricky business. But for those monsters used to it, land combat would seem horribly constricting tactically, previously easy obstacles becoming insurmountable problems. Which is why sahuguin haven't scoured every coastal village clean. A pretty cool article, well deserving of being this months lead-in one, that reminds you that you don't have to go to other planes to have a very different adventuring experience. </p><p></p><p>Dragons bestiary continues the underwater theme, with the water horse, (arthurian stickybacked breed) Golden ammonite (no relation to gold dragons, I hope) and sea demons, which aren't actualy demons, just intelligent malevolent giant octopi. No spectacular standout monsters here. </p><p></p><p>Bazaar of the Bizarre also provides lots of water focused items as well, with 5 boring weapons with extra pluses against some water creature or other, the necklace of air breathing (don't put this on if you can already breathe air, because death by drowning often offends.) and the periapt of protection against vampiric Ixitachital (now how often are you going to encounter one of those) Oh and spongestone, which adds quite a few quirks to the real world item. A decidedly low interest article this time round, given the amount of recycled adaptions in it compared to actual ideas. </p><p></p><p>Issue 48+1/2</p><p></p><p>Dragon mumbles: Our joke articles begin with some incomprehensible gibberish from the editor. Some of it I can translate, but some of it is just stupid for stupids sake. Meh.</p><p></p><p>Out in limbo: 4 comedy letters. There are no saving throws in school. And someone's found the wand of orcus and would like to return it to its proper owner. Yeah, that'll go well. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Red dragon blues: The filking returns. Please don't sue us, Johnny Cash. </p><p></p><p>A class that really counts: The accountant. Be very afraid. Thankfully, the rules for it aren't complete, or indeed entirely legitimate, so your players can't ask to play one. Which means you can relax, sorta. </p><p></p><p>Real life: A minigame. I think the rules for this just about hold together. But you don't want to play it, because it's a very depressing game indeed. Everyone loses. Its just a matter of how long you can keep playing for. </p><p></p><p>Saturday morning monsters: Bugs bunny and daffy duck, Popeye, Rocky and bullwinkle, and dudley do-right. Just about statistically legitimate, you still don't want to use these guys in your game unless you want your players to hate you forever. Because they're bigger pains in the ass to defeat than the denebian slime devil. </p><p></p><p>The various Dragon comics crossover in puntacular fashion. </p><p></p><p>The druid and the DM: Back to the serious stuff. This discusses the various abilities of druids, and how they can be applied. It also trys to dispel misconceptions. Druids are not all misanthropes, in fact, with their high charisma and powers useful to everyday life they can be quite politically powerful. And there are plenty of molds and oozes and other creatures in dungeons that stop them from being useless down there. It also includes some optional rules and abilities, that amazingly enough, spice things up without making the class more overpowered. Which makes it a pretty good article, overall.</p><p></p><p>The druid and the dungeon: More druid stuff, this concentrates on how to optimize them for dungeoneering. Make sure you pack plenty of mistletoe, and pick up some hirelings and befriended animals, because you'll need all the help you can get. Work as part of a well oiled team that can cover your weaknesses, and you should be fine, after all, you have a decent weapon selection, attack rolls and hit points, plus quite a few spells that are still applicable down there. You're hardly a sitting duck. (unless you choose to shapechange into one) And they haven't even realized how effective a swiss army knife shapechanging is, even when you don't have feats, and therefore have to stick strictly to mundane animals. Useless in dungeons, I think not.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4536714, member: 27780"] [B][U]Dragon Issue 48: April 1981[/U][/B] part 1/2 96 pages. Another april, another load of comic stuff in issue 48+1/2. Phil foglio does another tremendously entertaining cover piece. Meanwhile, the serious special topic this issue is underwater adventuring. But it only has three articles on it. You'd think they could have kept the adventure from number 46 for later, as it would have fit in better here. I guess long term planning is tricky when you've got to make pagecount for a deadline every month. We also see more signs of kim's growing dominance in the editing department, as Jake starts deferring to him, even if it is in jest. Verrry interesting. [img]http://paizo.com/image/product/magazine_issue/dragon/48/cover_500.jpg[/img] In this issue: Out on a limb: We start with a letter of generalised praise, with particular emphasis on the value for money of getting a whole module, plus loads of other stuff in each issue, especially when compared to the cost of most of the modules currently out there. A letter criticising the fact that the scale in the Dungeon design kit is not the same as the 1 inch = 10 foot scale that most of the miniatures and game rules use, hurting it's compatibility. A letter by someone bemoaning the over $400 they've spend on gaming over only 6 months. And that's even before the supplement treadmill became standard. Silly person. You need more willpower. A letter offering a balanced view on the power gaming debate, saying that there's nothing inherently wrong with high level characters, but they ought to work up to it properly, otherwise they won't be able to use their powers to full efficiency, or have well rounded personalities to match. And in his experience, maturity has surprisingly little correlation with age. Watery words to the wise: Lots of cool stuff on running coastal and underwater campaigns, and the challenges and opportunities that these present. 3d combat, a fun but tricky business. But for those monsters used to it, land combat would seem horribly constricting tactically, previously easy obstacles becoming insurmountable problems. Which is why sahuguin haven't scoured every coastal village clean. A pretty cool article, well deserving of being this months lead-in one, that reminds you that you don't have to go to other planes to have a very different adventuring experience. Dragons bestiary continues the underwater theme, with the water horse, (arthurian stickybacked breed) Golden ammonite (no relation to gold dragons, I hope) and sea demons, which aren't actualy demons, just intelligent malevolent giant octopi. No spectacular standout monsters here. Bazaar of the Bizarre also provides lots of water focused items as well, with 5 boring weapons with extra pluses against some water creature or other, the necklace of air breathing (don't put this on if you can already breathe air, because death by drowning often offends.) and the periapt of protection against vampiric Ixitachital (now how often are you going to encounter one of those) Oh and spongestone, which adds quite a few quirks to the real world item. A decidedly low interest article this time round, given the amount of recycled adaptions in it compared to actual ideas. Issue 48+1/2 Dragon mumbles: Our joke articles begin with some incomprehensible gibberish from the editor. Some of it I can translate, but some of it is just stupid for stupids sake. Meh. Out in limbo: 4 comedy letters. There are no saving throws in school. And someone's found the wand of orcus and would like to return it to its proper owner. Yeah, that'll go well. ;) Red dragon blues: The filking returns. Please don't sue us, Johnny Cash. A class that really counts: The accountant. Be very afraid. Thankfully, the rules for it aren't complete, or indeed entirely legitimate, so your players can't ask to play one. Which means you can relax, sorta. Real life: A minigame. I think the rules for this just about hold together. But you don't want to play it, because it's a very depressing game indeed. Everyone loses. Its just a matter of how long you can keep playing for. Saturday morning monsters: Bugs bunny and daffy duck, Popeye, Rocky and bullwinkle, and dudley do-right. Just about statistically legitimate, you still don't want to use these guys in your game unless you want your players to hate you forever. Because they're bigger pains in the ass to defeat than the denebian slime devil. The various Dragon comics crossover in puntacular fashion. The druid and the DM: Back to the serious stuff. This discusses the various abilities of druids, and how they can be applied. It also trys to dispel misconceptions. Druids are not all misanthropes, in fact, with their high charisma and powers useful to everyday life they can be quite politically powerful. And there are plenty of molds and oozes and other creatures in dungeons that stop them from being useless down there. It also includes some optional rules and abilities, that amazingly enough, spice things up without making the class more overpowered. Which makes it a pretty good article, overall. The druid and the dungeon: More druid stuff, this concentrates on how to optimize them for dungeoneering. Make sure you pack plenty of mistletoe, and pick up some hirelings and befriended animals, because you'll need all the help you can get. Work as part of a well oiled team that can cover your weaknesses, and you should be fine, after all, you have a decent weapon selection, attack rolls and hit points, plus quite a few spells that are still applicable down there. You're hardly a sitting duck. (unless you choose to shapechange into one) And they haven't even realized how effective a swiss army knife shapechanging is, even when you don't have feats, and therefore have to stick strictly to mundane animals. Useless in dungeons, I think not. [/QUOTE]
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