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<blockquote data-quote="(un)reason" data-source="post: 4808956" data-attributes="member: 27780"><p><strong><u>Dragon Issue 122: June 1987</u></strong></p><p></p><p>part 3/5</p><p></p><p>Sage advice is quite short this month.</p><p>How much do oriental structures cost to make (Same as western stuff using the same material. The peasant labour process is pretty much the same anyway. Apart from paper walls, those are expensive and useless. )</p><p>What are art objects and how much are they worth? (egads man, have you no life ourtside gaming? They're paintings and sculptures and caligraphy and pottery and stuff. Like jewelery, their value is largely in the eye of the beholder, and you can use the same tables to determine their worth. (Pickled bulls heads in an unmade bed, with names of all your lovers scrawled in your own menstrual blood on the sheets probably won't sell well around here.)) </p><p>What are the movement rates for oriental vehicles (Again, same as for western ones. In fact, just take that as written. Everything not specifically mentioned as different is the same! If We examined every aspect of their society in the detail you want the book'd be over a thousand pages long. This is D&D, not Advanced Physics simulator 1987. ) </p><p>Will you publish an oriental suplement for greyhawk (no. Canonically, it's all set in the forgotten realms now, despite the old references to Kara-tur being on Oerth. If you want to transplant them, it's not hard. Continent shuffling is an established D&D tradition, going right back to Blackmoor. ) </p><p>When can you use MA Maneuvers (whenever it's physically reasonable for them to do so. We still expect you to have common sense, y'know)</p><p>Is there a duration for the iron fist maneuver (Irrelevant. It's an action, not a magic power. It lasts as long as you're doing it. What is the duration of a punch or a kick. What is the sound of one fist typing pointless questions.)</p><p> How does the form of a style affect it? (not much. Method is far more important. )</p><p>The martial arts styles break the rules (No, you just don't understand them. Order of maneuvers in style is not the same as order of maneuvers of group. It's perfectly clear to me. )</p><p>What AC do you roll against when using Leap (AC10, unless there are special circumstances. Give us a proper DC system, pleeease. )</p><p>Can you use a riding horse in a joust (no. They'd panic and run away. You'd be a laughingstock amongst all the other knights)</p><p>How do you make a Drolem ( Oooh. Sgonna cost you at least 25,000gp. Plus research costs. And lets not forget you need a set of dragon bones. It'll take quite an adventure to build one. ) </p><p>How do you make illusory walls. ( Cast permanency on Phantasmal force. Or if you don't want to wait until 18th level, develop a custom spell. It should only be around 4th level or so. ) </p><p></p><p>The GM's ten commandments: Pff. We've seen this one plenty of times before. Don't be adversarial. Always give them a chance unless what they want to do is blatantly impossible. Don't overplan. Don't go over the top too quickly. Description description description. Consistent worlds make for better games. Stick to your rulings and don't let the game get disrupted by rules lawyers. No takebackseys. Encourage roleplaying. If the players try cool and clever stuff, reward it, don't punish it. No great surprises here. One for our new readers. </p><p></p><p>Marshalling the martial arts: A third OA article? Plus sage advice being mostly oriental. Man, at this rate this'll effectively be another special issue. Psionics never got it this good. Anyway, here's 12 new martial arts styles made using the OA rules, allowing even nonmonks to become quite capable and versatile unarmed combatants. I recommend you go for Escrima, as it has top AC, damage, no of attacks, and a decent weapon selection, plus tons of special moves. Yeah, these aren't remotely balanced. But then, MA in AD&D wasn't well designed anyway, the tiny number of flexible resource slots you got meant power always outweighed flexibility for fighter types. This fails to fix that in any way. Ho hum. </p><p></p><p>Operation Zondraker: Merle's epic series on Top Secret in spaaace gets it's third, but not final installment. Having covered the rules for operating in space, they now take us to the moon, and show us how the rules handle it's low gravity, airless plains. Previous articles from the magazine are referenced freely to help build up the big picture, and we get plenty more cool toys to use, offensive, defensive, transport and utility. Still a very crunchy business, but that's no surprise really. I'm rather enjoying this, as it's one of the few extended, in depth articles that they're doing at the moment, and look forward to seeing how they finish this one off. </p><p></p><p>Ellery Queen's mystery magazine game. How cute. It's a murder mystery game advertising in Dragon. Now that's the kind of thing I could stand to see more of.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4808956, member: 27780"] [B][U]Dragon Issue 122: June 1987[/U][/B] part 3/5 Sage advice is quite short this month. How much do oriental structures cost to make (Same as western stuff using the same material. The peasant labour process is pretty much the same anyway. Apart from paper walls, those are expensive and useless. ) What are art objects and how much are they worth? (egads man, have you no life ourtside gaming? They're paintings and sculptures and caligraphy and pottery and stuff. Like jewelery, their value is largely in the eye of the beholder, and you can use the same tables to determine their worth. (Pickled bulls heads in an unmade bed, with names of all your lovers scrawled in your own menstrual blood on the sheets probably won't sell well around here.)) What are the movement rates for oriental vehicles (Again, same as for western ones. In fact, just take that as written. Everything not specifically mentioned as different is the same! If We examined every aspect of their society in the detail you want the book'd be over a thousand pages long. This is D&D, not Advanced Physics simulator 1987. ) Will you publish an oriental suplement for greyhawk (no. Canonically, it's all set in the forgotten realms now, despite the old references to Kara-tur being on Oerth. If you want to transplant them, it's not hard. Continent shuffling is an established D&D tradition, going right back to Blackmoor. ) When can you use MA Maneuvers (whenever it's physically reasonable for them to do so. We still expect you to have common sense, y'know) Is there a duration for the iron fist maneuver (Irrelevant. It's an action, not a magic power. It lasts as long as you're doing it. What is the duration of a punch or a kick. What is the sound of one fist typing pointless questions.) How does the form of a style affect it? (not much. Method is far more important. ) The martial arts styles break the rules (No, you just don't understand them. Order of maneuvers in style is not the same as order of maneuvers of group. It's perfectly clear to me. ) What AC do you roll against when using Leap (AC10, unless there are special circumstances. Give us a proper DC system, pleeease. ) Can you use a riding horse in a joust (no. They'd panic and run away. You'd be a laughingstock amongst all the other knights) How do you make a Drolem ( Oooh. Sgonna cost you at least 25,000gp. Plus research costs. And lets not forget you need a set of dragon bones. It'll take quite an adventure to build one. ) How do you make illusory walls. ( Cast permanency on Phantasmal force. Or if you don't want to wait until 18th level, develop a custom spell. It should only be around 4th level or so. ) The GM's ten commandments: Pff. We've seen this one plenty of times before. Don't be adversarial. Always give them a chance unless what they want to do is blatantly impossible. Don't overplan. Don't go over the top too quickly. Description description description. Consistent worlds make for better games. Stick to your rulings and don't let the game get disrupted by rules lawyers. No takebackseys. Encourage roleplaying. If the players try cool and clever stuff, reward it, don't punish it. No great surprises here. One for our new readers. Marshalling the martial arts: A third OA article? Plus sage advice being mostly oriental. Man, at this rate this'll effectively be another special issue. Psionics never got it this good. Anyway, here's 12 new martial arts styles made using the OA rules, allowing even nonmonks to become quite capable and versatile unarmed combatants. I recommend you go for Escrima, as it has top AC, damage, no of attacks, and a decent weapon selection, plus tons of special moves. Yeah, these aren't remotely balanced. But then, MA in AD&D wasn't well designed anyway, the tiny number of flexible resource slots you got meant power always outweighed flexibility for fighter types. This fails to fix that in any way. Ho hum. Operation Zondraker: Merle's epic series on Top Secret in spaaace gets it's third, but not final installment. Having covered the rules for operating in space, they now take us to the moon, and show us how the rules handle it's low gravity, airless plains. Previous articles from the magazine are referenced freely to help build up the big picture, and we get plenty more cool toys to use, offensive, defensive, transport and utility. Still a very crunchy business, but that's no surprise really. I'm rather enjoying this, as it's one of the few extended, in depth articles that they're doing at the moment, and look forward to seeing how they finish this one off. Ellery Queen's mystery magazine game. How cute. It's a murder mystery game advertising in Dragon. Now that's the kind of thing I could stand to see more of. [/QUOTE]
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