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<blockquote data-quote="(un)reason" data-source="post: 4641725" data-attributes="member: 27780"><p><strong><u>Dragon Issue 87: July 1984</u></strong></p><p></p><p>part 1/3</p><p></p><p>100 pages. A rather amusing cover this issue. Don't let the cutesy art style fool you about the seriousness of their predicament. Those are some scary plant creatures. Meanwhile, the editor would like to assure you that Dragon itself is in no danger whatsoever from the Tolkien estate. Unfortunately, TSR is now big enough that the left hand doesn't neccecarily know what the right hand is doing. We can't say with certainty what's going to be out when, or why changes have to be made sometimes. Sorry about that. Maybe if we had leaders who weren't bickering over control of the company, y'know. Anyway, enough with the inept rumour-quashing that'll just create more speculation, and on with the show. </p><p></p><p><img src="http://paizo.com/image/product/magazine_issue/dragon/87/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: The vice-president of empire games writes a letter direct to Michael Gray, saying that the problems he mentioned in his PbP article have now been fixed. Please don't judge us on what happened in the past. Your money is safe with us. </p><p>A letter saying Kim's rulings on healing magic are inaccurate. Kim decides to defer. On consideration, nerfing healing magic's ability to help convalescing characters too much is a bad idea. </p><p>A letter praising them for printing dragonquest stuff, and asking for more ASAP. They say they'll do what they can.</p><p>Two letters complaining about inconsistencies between the ecology articles and their original monster entries. They reply that it matters not. You can pick and choose the fluff for your monsters, or even throw out the canon one and make your own. Don't sweat about it so much. The canon police aren't going to break down your door for changing things....... yet. </p><p></p><p>The forum: David W Sisk is still not happy with the way disbelief on illusions works. Other GM's in the area disagree with his rulings. You badly need to spell this out to us better. </p><p>Scott D Hoffrage gets a second letter published. In it he introduces us to set theory, the idea of different sizes of infinity, the balance of the universe, and lots of other cool conceptual stuff. You can make the other planes fantasticly alien, yet still functional, by correct application of advanced mathematics and imagination. Sounds to me that you ought to be sending in a proper article on this, instead of just pontificating in the forum. </p><p>David F Godwin thinks that given the standard amounts of treasure given in modules and random tables, it is pretty probable that characters will have a selection of items which give them a decent chance of taking down gods by the time they get to their upper teens, even without actively twinking. And they are unlikely to be happy about being forced to retire. The game's breaking at high levels is inherent to the system, not a result of bad players, and they shouldn't get all the flak for it. </p><p>Edward R Masters is another returning forumite, and he still thinks the planes don't really make sense as written. How can planets orbit through earth? How do you negate pressure in an infinite solid expanse with a defined down. It's too much hassle to fix, so I'm never going to let my players go there. Dear oh dear. I'm afraid I'm gonna have to side with Scott. </p><p></p><p>Beyond the dungeon part 1: Katharine Kerr starts really earning her keep around here, with one of those articles that tries to push people out of their comfort zone, and into new vistas. Wilderness adventures may be well established amongst the TSR cognoscenti by now, but there are still substantial holdouts of grognardia that haven't seen the sun in years. Ironic that the dungeon could wind up being considered safer than the wilderness for many people. The basic and expert sets have a lot to answer for.</p><p> For a start, moving around on different terrains dramatically impacts your movement rate. This requires an exception based new susbsystem that only works for humanoids! And lots more rules tinkering, all over the shop. While the goal is laudable, and the ideas interesting, the execution of the crunch isn't that well integrated. She's right though that D&D really needs a perception stat rather than having flat chances to surprise that a few class and race abilities modify in arbitrary ways. But then this would involve overhauling the entire system. A good article, that tries hard, but is just lacking that final push to get it into the classic domain, in my opinion. Lets hope part two can pull something really cool out of the hat next month.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4641725, member: 27780"] [B][U]Dragon Issue 87: July 1984[/U][/B] part 1/3 100 pages. A rather amusing cover this issue. Don't let the cutesy art style fool you about the seriousness of their predicament. Those are some scary plant creatures. Meanwhile, the editor would like to assure you that Dragon itself is in no danger whatsoever from the Tolkien estate. Unfortunately, TSR is now big enough that the left hand doesn't neccecarily know what the right hand is doing. We can't say with certainty what's going to be out when, or why changes have to be made sometimes. Sorry about that. Maybe if we had leaders who weren't bickering over control of the company, y'know. Anyway, enough with the inept rumour-quashing that'll just create more speculation, and on with the show. [img]http://paizo.com/image/product/magazine_issue/dragon/87/cover_500.jpg[/img] In this issue: Out on a limb: The vice-president of empire games writes a letter direct to Michael Gray, saying that the problems he mentioned in his PbP article have now been fixed. Please don't judge us on what happened in the past. Your money is safe with us. A letter saying Kim's rulings on healing magic are inaccurate. Kim decides to defer. On consideration, nerfing healing magic's ability to help convalescing characters too much is a bad idea. A letter praising them for printing dragonquest stuff, and asking for more ASAP. They say they'll do what they can. Two letters complaining about inconsistencies between the ecology articles and their original monster entries. They reply that it matters not. You can pick and choose the fluff for your monsters, or even throw out the canon one and make your own. Don't sweat about it so much. The canon police aren't going to break down your door for changing things....... yet. The forum: David W Sisk is still not happy with the way disbelief on illusions works. Other GM's in the area disagree with his rulings. You badly need to spell this out to us better. Scott D Hoffrage gets a second letter published. In it he introduces us to set theory, the idea of different sizes of infinity, the balance of the universe, and lots of other cool conceptual stuff. You can make the other planes fantasticly alien, yet still functional, by correct application of advanced mathematics and imagination. Sounds to me that you ought to be sending in a proper article on this, instead of just pontificating in the forum. David F Godwin thinks that given the standard amounts of treasure given in modules and random tables, it is pretty probable that characters will have a selection of items which give them a decent chance of taking down gods by the time they get to their upper teens, even without actively twinking. And they are unlikely to be happy about being forced to retire. The game's breaking at high levels is inherent to the system, not a result of bad players, and they shouldn't get all the flak for it. Edward R Masters is another returning forumite, and he still thinks the planes don't really make sense as written. How can planets orbit through earth? How do you negate pressure in an infinite solid expanse with a defined down. It's too much hassle to fix, so I'm never going to let my players go there. Dear oh dear. I'm afraid I'm gonna have to side with Scott. Beyond the dungeon part 1: Katharine Kerr starts really earning her keep around here, with one of those articles that tries to push people out of their comfort zone, and into new vistas. Wilderness adventures may be well established amongst the TSR cognoscenti by now, but there are still substantial holdouts of grognardia that haven't seen the sun in years. Ironic that the dungeon could wind up being considered safer than the wilderness for many people. The basic and expert sets have a lot to answer for. For a start, moving around on different terrains dramatically impacts your movement rate. This requires an exception based new susbsystem that only works for humanoids! And lots more rules tinkering, all over the shop. While the goal is laudable, and the ideas interesting, the execution of the crunch isn't that well integrated. She's right though that D&D really needs a perception stat rather than having flat chances to surprise that a few class and race abilities modify in arbitrary ways. But then this would involve overhauling the entire system. A good article, that tries hard, but is just lacking that final push to get it into the classic domain, in my opinion. Lets hope part two can pull something really cool out of the hat next month. [/QUOTE]
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