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<blockquote data-quote="(un)reason" data-source="post: 4951235" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 147: July 1989</u></strong></p><p></p><p>part 3/5</p><p></p><p>Gaze into my crystal ball: More table heavy elaboration on a tiny part of the game. Magical viewing devices can have quite a number of different shapes and additional powers. In addition, there's plenty of other little factors that could be included, such as making your scrying ability partially dependent on your level and ability scores. As with the last article, this is a fairly neat little one to bust out when you roll the appropriate results on the magic item tables, flesh things out further. </p><p></p><p></p><p>Space hulk. Another warhammer variant bursts messily out of the designer's heads and onto our tables. Don't let those genestealers sneak up and infect your worlds. </p><p></p><p></p><p>Spelling it out: Hmm. Another article that could be fascinating or very dull indeed, depending on your current mood. An examination of the finer detail of spell memorization and casting, for the rules lawyers to peruse. Mainly notable because it has also been annotated by Roger with the changes 2nd edition has made to the spellcasting process. Which may seem small, but are actually fairly significant, closing up several exploitable tricks that used to be a problem, and drastically increasing the amount of downtime magic-users need to copy spells into their books. Looks like they have actually been nerfed a little if you remember to strictly follow the RAW. This is definitely worthy of note, and may provoke a few letters in the near future. When things superficially stay the same, nitpickers have a field day. I'm very interested to hear what other people made of this. </p><p></p><p></p><p>WoW your players: Ahh, the wand of wonder. (not world of warcraft, sorry to disappoint. <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" /> ) Few things are more feared than a wizard wielding one. You never know what's going to happen. At least, untill they've used it a few hundred times. Then you might start to see a pattern. Which is what these alternate tables are good for. The larger the selection you have to roll in, the more truly wondrous your wand will be. And the more utterly twinked a wild mage with one will become. Muahahaha. I do rather enjoy these, but it does seem a bit odd that they give us 4 different tables, each with 19 results, many of which require you to roll again for subresults. Surely combining them into one big table, possibly using a d1000, would be a more elegant way of handling this kind of thing. Silly chaos mages. Not terrible, but certainly not the best example of random screwage fun. </p><p></p><p></p><p>Through the looking glass: Back to the reviews this month. A pair of dragons from grenadier are reviewed, and he also gives substantial tips on how best to assemble them. Good to see him taking a leaf from our computer game reviewers, and helping us as well as informing. We also get a five pack of fairly decent superhero figures for Villains and vigilantes, but adaptable to other games. Robert then decides it's time for a change, and switches from models to games systems </p><p></p><p>Aedeptus Titanicus sees games workshop get in on the giant robot fighting market, giving you a bunch of mechs and foam buildings. This means they are easily damaged, which would be a plus if you want to represent the extreme collateral damage your machines inflict, but it would be exceedingly expensive to do this and keep buying new ones. Indeed, the cost in general is the main gripe with this, which otherwise seems fairly awesome, and entirely integratable with their other 40k mass wargaming products. </p><p></p><p>And then it's back to reviews, with a chariot pulled by lions. Fairly customisable, this is nonetheless expensive enough to be a tricky decision to buy. And least, but not last, we get the response to another vitriolic letter accusing him of americacentricism. Well, yes. They don't sell many foreign models round these parts. One of those reviews that's all the more entertaining for it's fairly scattershot approach. </p><p></p><p></p><p>Two no SASE ogres? (look more like norkers to me) My, they must be busy rejecting people at the moment. Om nom nom. </p><p></p><p></p><p>Magus!: Looks like we have a board game as our centrepiece. They don't do enough of those these days. Rob Kuntz delivers a game of wizardly war. It looks like one of those ones where both skill and luck are important in winning, with a whole bunch of positional effects, and the ability to make alliances with other players to help you win. Annoyingly, the actual board and pieces are missing, (again) so I can't do a full judgement of it, but it seems pretty decent. Interestingly, both Gary Gygax and Dave Trampier are given credits at the end, so this has obviously been knocking about the office for quite some time. Even though certain people may be gone, they're certainly not forgotten, and some of the staff still stay in touch with them. Politics, politics. Almost as interesting as the stuff they show us.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 4951235, member: 27780"] [B][U]Dragon Magazine Issue 147: July 1989[/U][/B] part 3/5 Gaze into my crystal ball: More table heavy elaboration on a tiny part of the game. Magical viewing devices can have quite a number of different shapes and additional powers. In addition, there's plenty of other little factors that could be included, such as making your scrying ability partially dependent on your level and ability scores. As with the last article, this is a fairly neat little one to bust out when you roll the appropriate results on the magic item tables, flesh things out further. Space hulk. Another warhammer variant bursts messily out of the designer's heads and onto our tables. Don't let those genestealers sneak up and infect your worlds. Spelling it out: Hmm. Another article that could be fascinating or very dull indeed, depending on your current mood. An examination of the finer detail of spell memorization and casting, for the rules lawyers to peruse. Mainly notable because it has also been annotated by Roger with the changes 2nd edition has made to the spellcasting process. Which may seem small, but are actually fairly significant, closing up several exploitable tricks that used to be a problem, and drastically increasing the amount of downtime magic-users need to copy spells into their books. Looks like they have actually been nerfed a little if you remember to strictly follow the RAW. This is definitely worthy of note, and may provoke a few letters in the near future. When things superficially stay the same, nitpickers have a field day. I'm very interested to hear what other people made of this. WoW your players: Ahh, the wand of wonder. (not world of warcraft, sorry to disappoint. :p ) Few things are more feared than a wizard wielding one. You never know what's going to happen. At least, untill they've used it a few hundred times. Then you might start to see a pattern. Which is what these alternate tables are good for. The larger the selection you have to roll in, the more truly wondrous your wand will be. And the more utterly twinked a wild mage with one will become. Muahahaha. I do rather enjoy these, but it does seem a bit odd that they give us 4 different tables, each with 19 results, many of which require you to roll again for subresults. Surely combining them into one big table, possibly using a d1000, would be a more elegant way of handling this kind of thing. Silly chaos mages. Not terrible, but certainly not the best example of random screwage fun. Through the looking glass: Back to the reviews this month. A pair of dragons from grenadier are reviewed, and he also gives substantial tips on how best to assemble them. Good to see him taking a leaf from our computer game reviewers, and helping us as well as informing. We also get a five pack of fairly decent superhero figures for Villains and vigilantes, but adaptable to other games. Robert then decides it's time for a change, and switches from models to games systems Aedeptus Titanicus sees games workshop get in on the giant robot fighting market, giving you a bunch of mechs and foam buildings. This means they are easily damaged, which would be a plus if you want to represent the extreme collateral damage your machines inflict, but it would be exceedingly expensive to do this and keep buying new ones. Indeed, the cost in general is the main gripe with this, which otherwise seems fairly awesome, and entirely integratable with their other 40k mass wargaming products. And then it's back to reviews, with a chariot pulled by lions. Fairly customisable, this is nonetheless expensive enough to be a tricky decision to buy. And least, but not last, we get the response to another vitriolic letter accusing him of americacentricism. Well, yes. They don't sell many foreign models round these parts. One of those reviews that's all the more entertaining for it's fairly scattershot approach. Two no SASE ogres? (look more like norkers to me) My, they must be busy rejecting people at the moment. Om nom nom. Magus!: Looks like we have a board game as our centrepiece. They don't do enough of those these days. Rob Kuntz delivers a game of wizardly war. It looks like one of those ones where both skill and luck are important in winning, with a whole bunch of positional effects, and the ability to make alliances with other players to help you win. Annoyingly, the actual board and pieces are missing, (again) so I can't do a full judgement of it, but it seems pretty decent. Interestingly, both Gary Gygax and Dave Trampier are given credits at the end, so this has obviously been knocking about the office for quite some time. Even though certain people may be gone, they're certainly not forgotten, and some of the staff still stay in touch with them. Politics, politics. Almost as interesting as the stuff they show us. [/QUOTE]
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