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<blockquote data-quote="(un)reason" data-source="post: 4743340" data-attributes="member: 27780"><p><strong><u>Dragon Issue 110: June 1986</u></strong></p><p></p><p>part 1/4</p><p></p><p>108 pages. Welcome to the 10th anniversary issue. How are they going to deal with that. They've already covered tons of topics, many of them multiple times. What new things are there to discover? How can they improve on the general format? Well, they wouldn't have asked us if they didn't want to know. Because let's face it, they have been struggling for ideas of late. While they could probably go over the same old ideas again and carry on for the next 10 years, diminishing returns would set in, and they'd get as bored as we would. Kim certainly wants to keep both us and himself interested, so he's not going to take the easy option. Well, that's pleasing to hear. Lets hope he can justify those words over the next few issues. </p><p></p><p>In this issue:</p><p></p><p>Letters: A letter asking how the ranger's nature skills interact with the general skills system. Because of course, we have one now. Oh, how mathematically awkward. What shall we do? </p><p>A letter by someone who didn't understand the swarm rules in the pernicon ecology. Treating a swarm as a single creature is a nice abstraction that saves you lots of time. It does mean they don't count as lots of 1 HD monsters, but really, that's a plus, because it means they provide a challenge to a wider range of adventurers. </p><p>A letter asking if we'll ever see computer gaming return to the magazine. Funny you should say that. We were just about too <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=";)" /> The readers have spoken, and we have listened. Hope you like it. </p><p></p><p>The king arthur companion for pendragon now available. Who's who, what's where, and what do all those legendary items do? Read it for lots of extra setting info.</p><p></p><p>The forum: R. Zane Rutledge has recently reconsidered his subscription as a result of Daniel Myers complaints. Although he agrees with some of them, he has decided, on balance, that the magazine is still worth reading each month. A very considered letter here. Interesting. </p><p>Philip Winters has some thoughts about what happens to society when wizards are fairly common and willing to sell their powers for an affordable price. While continual light spells lighting every house is the biggest and easiest one, there are plenty of other cool ideas you can incorporate. </p><p>Daniel U Thibault engages in lots of nitpicking about the decay patterns of various radioactive isotopes. Elementary physics, my dear. This is the kind of thing the writer in issue 108 really should have researched better. </p><p></p><p>The cult of the dragon: Dracoliches! One of Ed's more impressive inventions, this gives us details on how you make one, the minutinae of the transformation process, and the special abilities they get once transformed. It also includes plenty of details on the social order that create and worship them. One of the early examples of template building, this definitely shows you how to spice up your dragons, making them distinctly more badass, both individually, and in terms of social support network. Before, if you killed a dragon, you could take their hoard, go home a hero, and that'd be the end of it. But now, you'll not only have to deal with the dragon again unless you can destroy their phylactery, but you might well have to face a whole load of powerful spellcasters and other dracoliches as well. Use with caution, because dragons are powerful enough already. But if you're in the upper teens or 20's in terms of levels, and even the biggest monsters are no longer a challenge for your team individually, these guys make great overarching adversaries for an epic game. Ed has once again looked at events happening in gaming in general, and figured out how to incorporate the ideas into the forgotten realms, while also making them just generic enough that you can insert them into your own game without too much trouble as well. He really is very good at this. A strong start that is very fitting for the anniversary issue. </p><p></p><p>Mekton. The game of giant killer robots! It's taken this long for someone to realize that transformers fans are a good crowd to target for gaming? Tch Tch. How do you expect to make money if you can't spot a gap in the market.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4743340, member: 27780"] [B][U]Dragon Issue 110: June 1986[/U][/B] part 1/4 108 pages. Welcome to the 10th anniversary issue. How are they going to deal with that. They've already covered tons of topics, many of them multiple times. What new things are there to discover? How can they improve on the general format? Well, they wouldn't have asked us if they didn't want to know. Because let's face it, they have been struggling for ideas of late. While they could probably go over the same old ideas again and carry on for the next 10 years, diminishing returns would set in, and they'd get as bored as we would. Kim certainly wants to keep both us and himself interested, so he's not going to take the easy option. Well, that's pleasing to hear. Lets hope he can justify those words over the next few issues. In this issue: Letters: A letter asking how the ranger's nature skills interact with the general skills system. Because of course, we have one now. Oh, how mathematically awkward. What shall we do? A letter by someone who didn't understand the swarm rules in the pernicon ecology. Treating a swarm as a single creature is a nice abstraction that saves you lots of time. It does mean they don't count as lots of 1 HD monsters, but really, that's a plus, because it means they provide a challenge to a wider range of adventurers. A letter asking if we'll ever see computer gaming return to the magazine. Funny you should say that. We were just about too ;) The readers have spoken, and we have listened. Hope you like it. The king arthur companion for pendragon now available. Who's who, what's where, and what do all those legendary items do? Read it for lots of extra setting info. The forum: R. Zane Rutledge has recently reconsidered his subscription as a result of Daniel Myers complaints. Although he agrees with some of them, he has decided, on balance, that the magazine is still worth reading each month. A very considered letter here. Interesting. Philip Winters has some thoughts about what happens to society when wizards are fairly common and willing to sell their powers for an affordable price. While continual light spells lighting every house is the biggest and easiest one, there are plenty of other cool ideas you can incorporate. Daniel U Thibault engages in lots of nitpicking about the decay patterns of various radioactive isotopes. Elementary physics, my dear. This is the kind of thing the writer in issue 108 really should have researched better. The cult of the dragon: Dracoliches! One of Ed's more impressive inventions, this gives us details on how you make one, the minutinae of the transformation process, and the special abilities they get once transformed. It also includes plenty of details on the social order that create and worship them. One of the early examples of template building, this definitely shows you how to spice up your dragons, making them distinctly more badass, both individually, and in terms of social support network. Before, if you killed a dragon, you could take their hoard, go home a hero, and that'd be the end of it. But now, you'll not only have to deal with the dragon again unless you can destroy their phylactery, but you might well have to face a whole load of powerful spellcasters and other dracoliches as well. Use with caution, because dragons are powerful enough already. But if you're in the upper teens or 20's in terms of levels, and even the biggest monsters are no longer a challenge for your team individually, these guys make great overarching adversaries for an epic game. Ed has once again looked at events happening in gaming in general, and figured out how to incorporate the ideas into the forgotten realms, while also making them just generic enough that you can insert them into your own game without too much trouble as well. He really is very good at this. A strong start that is very fitting for the anniversary issue. Mekton. The game of giant killer robots! It's taken this long for someone to realize that transformers fans are a good crowd to target for gaming? Tch Tch. How do you expect to make money if you can't spot a gap in the market. [/QUOTE]
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