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<blockquote data-quote="(un)reason" data-source="post: 5003621" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 156: April 1990</u></strong></p><p></p><p>part 4/6</p><p></p><p>Characterization made easy: Scott Bennie shows us how much he's grown from his bounty hunting days with another article on easy personality building. Remember, your personality is not what you own, or the numbers on your character sheet. Just answer a few basic questions to build up a fairly solid personality, pick an accent and some behavioural quirks. Just be careful not to be too stereotypical. Good guys don't have to be saints, bad guys don't have to be baby raping maniacal laughers. With pretty good targeting for adventurers and the kinds of people they're most likely to encounter, and about the right level of examples and humour, this is a pretty good example of this article type. There is a bit of rehash, but enough new spins to justify it. The general quality of this area of gaming continues to improve. </p><p></p><p></p><p>Through the looking glass: Another episode of painting advice this month rather than reviews. Shading, highlighting and definition. Doing stuff like this requires rather more precision than simply slapping a blob of paint on the area and adding a few dots for eyes. Like the last article, this is a good one for showing off their increases in sophistication, both visually and in terms of design. Casting techniques have also improved in the past 10 years, so you do have a better chance of having decent detail to build upon. The photography is excellent, showing how minor differences in pain jobs make a big difference in terms of visibility and distinctiveness. Quite a likable one here as well. </p><p></p><p></p><p>Forum: Alan Clark takes time off from his busy government minister schedule to comment on the cavalier. Yes, the individual abilities may be justifiable. But as a whole, the damn thing is way overpowered. That and the enforced attitude problem is not a hinderance as most adventurers act like that anyway. It's both lame and unnecessary. </p><p></p><p>Nicholas R Howe (Audacious) also thinks the cavalier is ill-concieved and overpowered. Quite a few of their powers would be just as suited to a regular fighter. See, this is why they got rid of them. </p><p></p><p>Timothy Sallume gives us some damn cool ideas for fantasy castles. Use magic to make living places with spectacular visuals that can only be penetrated by more magic. These fit in much better to a high fantasy game. </p><p></p><p>Darrell C Donald offers more pragmagic (sic) countermeasures against spells that make mundane defences useless. It's not that hard to deal with the low level ones without deviating too far from mundane appearances. All it takes is a little creativity. </p><p></p><p>Will Hettchen cheats on the castle issue by making a certain kind of common stone resistant to magic. Neh. Not as keen on this solution. </p><p></p><p>James Regan III demonstrates his own deranged creativity in the matter of magic protection. Wizards possessing giant black puddings. Teleport fields keyed to specific classes of object. Extraplanar precautions. Sounds pretty damn expensive. This is why you can only do this stuff at high level, and keeping it in house. I really think the DM should have thrown more obstacles in their way. Projects like this always meet unexpected obstacles. </p><p></p><p>David Howery expresses his contempt for the idea that high level characters with the tricks mentioned are easily available to anyone with a little money. These guys should be rare. Looks like this little conflict is going to run for a bit. </p><p></p><p>R. L. Brown talks about his efforts to make computers useful for gaming. Needs moar memory. Keep buying hard drives, so their sizes can keep increasing exponentially.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5003621, member: 27780"] [B][U]Dragon Magazine Issue 156: April 1990[/U][/B] part 4/6 Characterization made easy: Scott Bennie shows us how much he's grown from his bounty hunting days with another article on easy personality building. Remember, your personality is not what you own, or the numbers on your character sheet. Just answer a few basic questions to build up a fairly solid personality, pick an accent and some behavioural quirks. Just be careful not to be too stereotypical. Good guys don't have to be saints, bad guys don't have to be baby raping maniacal laughers. With pretty good targeting for adventurers and the kinds of people they're most likely to encounter, and about the right level of examples and humour, this is a pretty good example of this article type. There is a bit of rehash, but enough new spins to justify it. The general quality of this area of gaming continues to improve. Through the looking glass: Another episode of painting advice this month rather than reviews. Shading, highlighting and definition. Doing stuff like this requires rather more precision than simply slapping a blob of paint on the area and adding a few dots for eyes. Like the last article, this is a good one for showing off their increases in sophistication, both visually and in terms of design. Casting techniques have also improved in the past 10 years, so you do have a better chance of having decent detail to build upon. The photography is excellent, showing how minor differences in pain jobs make a big difference in terms of visibility and distinctiveness. Quite a likable one here as well. Forum: Alan Clark takes time off from his busy government minister schedule to comment on the cavalier. Yes, the individual abilities may be justifiable. But as a whole, the damn thing is way overpowered. That and the enforced attitude problem is not a hinderance as most adventurers act like that anyway. It's both lame and unnecessary. Nicholas R Howe (Audacious) also thinks the cavalier is ill-concieved and overpowered. Quite a few of their powers would be just as suited to a regular fighter. See, this is why they got rid of them. Timothy Sallume gives us some damn cool ideas for fantasy castles. Use magic to make living places with spectacular visuals that can only be penetrated by more magic. These fit in much better to a high fantasy game. Darrell C Donald offers more pragmagic (sic) countermeasures against spells that make mundane defences useless. It's not that hard to deal with the low level ones without deviating too far from mundane appearances. All it takes is a little creativity. Will Hettchen cheats on the castle issue by making a certain kind of common stone resistant to magic. Neh. Not as keen on this solution. James Regan III demonstrates his own deranged creativity in the matter of magic protection. Wizards possessing giant black puddings. Teleport fields keyed to specific classes of object. Extraplanar precautions. Sounds pretty damn expensive. This is why you can only do this stuff at high level, and keeping it in house. I really think the DM should have thrown more obstacles in their way. Projects like this always meet unexpected obstacles. David Howery expresses his contempt for the idea that high level characters with the tricks mentioned are easily available to anyone with a little money. These guys should be rare. Looks like this little conflict is going to run for a bit. R. L. Brown talks about his efforts to make computers useful for gaming. Needs moar memory. Keep buying hard drives, so their sizes can keep increasing exponentially. [/QUOTE]
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