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<blockquote data-quote="(un)reason" data-source="post: 4793907" data-attributes="member: 27780"><p><strong><u>Dragon Issue 119: March 1987</u></strong></p><p></p><p>part 3/5</p><p></p><p>The game wizards: Jeff Grubb gets to meet Elminster. Finally, the forgotten realms are becoming an official campaign setting. In fact, they're becoming the primary campaign setting for 2nd edition D&D, and co-opting Kara-Tur into being part of the same world as well. Yikes. This explains Ed's slightly subpar work these past few issues. They obviously feel uncomfortable using Greyhawk with Gary gone. Tracy and Margaret must be seething with envy. This really is putting a lot of faith in Ed and his co-writers. Still, I'm sure they'll cope. Jeff obviously isn't as used to this as Ed, as he finds El a rather menacing figure. Well, you are most likely to be killed by someone the first few times you meet them. Anyway, this doesn't quite match up to last month's news in terms of sheer flamebaiting potential, but it's still a very important announcement, that will have huge ramifications, and please a lot of people who've been reading Ed's stuff for years and trying to join together the pieces. And it's entertainingly written as well. They're definitely establishing their own voice, and starting to move the company in new directions now Gary's no longer at the wheel. Hopefully they can keep up the strong standard for these bulletins. </p><p></p><p>Fiction:The pawns of crux by Steven Saylor. Another hard hitting story this month, as we see the nasty things slavers do to break their captives and get the most out of them. By arbitrarily favouring some, and making others suffer even worse than the norm, they turn their resentment against each other, making a rebellion even harder. How do you deal with this without becoming a monster as well? And if you escape, will you ever really be free? Another pretty good piece of fiction that has some cool bits to steal for your game. Plus the first Darlene illustrations in quite a long time. Interesting. And pretty pleasing as well. Wonder if she'll be around a bit more in the next few issues. </p><p></p><p>Sage advice is taken over by Skip Williams. I wonder if he'll stick at the job <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=";)" /> They've been so intransigent of late. Rules lawyering is a hard job. This month, they've decided to set him onto regular D&D, and primarily tackling stuff from the master and immortal sets. </p><p>Can you handcuff a creature with a wall of iron (man what. No. )</p><p>What benefits do mystics get for weapon mastery with their hands (None! Their hands may be weapons, but they aren't really Weapons, if you get what I'm saying. Allowing that would be a no drawback power boost, as you can't normally lose your hands in D&D. )</p><p>Does anti-magic shell impede mystics. (once again, no. ) </p><p>Do mystics get dexterity bonuses ( For the fourth time, no! I am not in a permissive mood today! ) </p><p>Can you have thug and headsman PC's ( Can you guess my answer. Here's a hint. It's just the same as the last four questions. NO! It's my first time and I want to get off on the right foot. That means asserting my authority. Respect it, for I am firm but fair.) </p><p>What are bec du corbins and fauchards? ( Polearms. Mi diagram. Let me show you it. ) </p><p>When do you encounter the dragon rulers (When you need to measure a dragon. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Seriously, we didn't put them on the random tables because they're unique, and it would screw up the tables if you killed them. ) </p><p>I need advice on druid status battles (Nonlethal fight. Prove dominance. How simple do you want it. Hmm. Naked mud wrestling'd be good. Get in an audience, make a little money on the side. Gotta take advantage of that 15 charisma minimum. Oh, wait, that's AD&D. Eh, naked mud wrestling'd be good anyway. Getting close to nature and all that crap. ) </p><p>Why aren't the outer planes detailed in the master set like the companion set said they would. (because you're still too wimpy to play in the big leagues until you reach immortal level. ) </p><p>Why don't NPC's have as much money as a player of the same level. (because they spend their money, instead of being total munchkins like you PC's. ) </p><p>Is casting wizardry frequently an alignment violation (no) </p><p>Can create normal monsters be made permanent. (yes. They're still magically created though, and vanish if dispelled. This may result in angst along the line as they try to figure out their place in the world, and if they're really real or not. Do you want a Promethian crossover this early? ) </p><p>What is a lycanthrope's natural form (Human. The hint is in putting the were before the animal. If you put it afterwards, the animal form is the natural one. ) </p><p>What are special undead ( What you get if you animate the body of a retarded person. Duh. ) </p><p>Can undead beholders be turned. (not easily. They're special too, you see. ) </p><p>Can you turn undead with more than 12 hit dice. (yes. You round up, y'see, so you always affect at least one, no matter how badass they are. ) </p><p>Can clerics learn how to use edged weapons (no. Your class restrictions still apply. ) </p><p>Can clerics use shield weapons (no. They do damage with sharp and pointy bits. That's naughty and their god will spank them if they try it.) </p><p>I can't find the titanothere (Ahh, begorrah. It's O'there in AC9, me laddie. Now won't ye join me in a quick musical interlude before we tackle the second half'o the questions. And a one and a two and an oidely oidely boo. :riverdances: )</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4793907, member: 27780"] [B][U]Dragon Issue 119: March 1987[/U][/B] part 3/5 The game wizards: Jeff Grubb gets to meet Elminster. Finally, the forgotten realms are becoming an official campaign setting. In fact, they're becoming the primary campaign setting for 2nd edition D&D, and co-opting Kara-Tur into being part of the same world as well. Yikes. This explains Ed's slightly subpar work these past few issues. They obviously feel uncomfortable using Greyhawk with Gary gone. Tracy and Margaret must be seething with envy. This really is putting a lot of faith in Ed and his co-writers. Still, I'm sure they'll cope. Jeff obviously isn't as used to this as Ed, as he finds El a rather menacing figure. Well, you are most likely to be killed by someone the first few times you meet them. Anyway, this doesn't quite match up to last month's news in terms of sheer flamebaiting potential, but it's still a very important announcement, that will have huge ramifications, and please a lot of people who've been reading Ed's stuff for years and trying to join together the pieces. And it's entertainingly written as well. They're definitely establishing their own voice, and starting to move the company in new directions now Gary's no longer at the wheel. Hopefully they can keep up the strong standard for these bulletins. Fiction:The pawns of crux by Steven Saylor. Another hard hitting story this month, as we see the nasty things slavers do to break their captives and get the most out of them. By arbitrarily favouring some, and making others suffer even worse than the norm, they turn their resentment against each other, making a rebellion even harder. How do you deal with this without becoming a monster as well? And if you escape, will you ever really be free? Another pretty good piece of fiction that has some cool bits to steal for your game. Plus the first Darlene illustrations in quite a long time. Interesting. And pretty pleasing as well. Wonder if she'll be around a bit more in the next few issues. Sage advice is taken over by Skip Williams. I wonder if he'll stick at the job ;) They've been so intransigent of late. Rules lawyering is a hard job. This month, they've decided to set him onto regular D&D, and primarily tackling stuff from the master and immortal sets. Can you handcuff a creature with a wall of iron (man what. No. ) What benefits do mystics get for weapon mastery with their hands (None! Their hands may be weapons, but they aren't really Weapons, if you get what I'm saying. Allowing that would be a no drawback power boost, as you can't normally lose your hands in D&D. ) Does anti-magic shell impede mystics. (once again, no. ) Do mystics get dexterity bonuses ( For the fourth time, no! I am not in a permissive mood today! ) Can you have thug and headsman PC's ( Can you guess my answer. Here's a hint. It's just the same as the last four questions. NO! It's my first time and I want to get off on the right foot. That means asserting my authority. Respect it, for I am firm but fair.) What are bec du corbins and fauchards? ( Polearms. Mi diagram. Let me show you it. ) When do you encounter the dragon rulers (When you need to measure a dragon. :p Seriously, we didn't put them on the random tables because they're unique, and it would screw up the tables if you killed them. ) I need advice on druid status battles (Nonlethal fight. Prove dominance. How simple do you want it. Hmm. Naked mud wrestling'd be good. Get in an audience, make a little money on the side. Gotta take advantage of that 15 charisma minimum. Oh, wait, that's AD&D. Eh, naked mud wrestling'd be good anyway. Getting close to nature and all that crap. ) Why aren't the outer planes detailed in the master set like the companion set said they would. (because you're still too wimpy to play in the big leagues until you reach immortal level. ) Why don't NPC's have as much money as a player of the same level. (because they spend their money, instead of being total munchkins like you PC's. ) Is casting wizardry frequently an alignment violation (no) Can create normal monsters be made permanent. (yes. They're still magically created though, and vanish if dispelled. This may result in angst along the line as they try to figure out their place in the world, and if they're really real or not. Do you want a Promethian crossover this early? ) What is a lycanthrope's natural form (Human. The hint is in putting the were before the animal. If you put it afterwards, the animal form is the natural one. ) What are special undead ( What you get if you animate the body of a retarded person. Duh. ) Can undead beholders be turned. (not easily. They're special too, you see. ) Can you turn undead with more than 12 hit dice. (yes. You round up, y'see, so you always affect at least one, no matter how badass they are. ) Can clerics learn how to use edged weapons (no. Your class restrictions still apply. ) Can clerics use shield weapons (no. They do damage with sharp and pointy bits. That's naughty and their god will spank them if they try it.) I can't find the titanothere (Ahh, begorrah. It's O'there in AC9, me laddie. Now won't ye join me in a quick musical interlude before we tackle the second half'o the questions. And a one and a two and an oidely oidely boo. :riverdances: ) [/QUOTE]
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