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<blockquote data-quote="(un)reason" data-source="post: 5019652" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 159: July 1990</u></strong></p><p></p><p>part 2/6</p><p></p><p>Voidjammers: Despite space being the new big thing, they haven't forgotten about the planes. Getting to and from them is a dangerous proposition for even high level characters. But where there is a problem, there is an opportunity! And when there are thousands of worlds to draw from and service, you can have confluences of high level characters that would be ridiculous in a normal place, for every one of them would be a ruler in their own right in a smaller pond. This reads like a massively extended forum piece on someone's homebrew ideas, showing the ways in which high level spellcasters can use magic as technology and have a massive impact upon the world with a little patience, persistence, and expensive and rare material components. This is the kind of thing that may or may not be suitable for your campaign, as it is very high magic, with more than a hint of cheese involved. But it is an interesting read, and gives you a good example of how paranoid high level characters should organize their defenses to deal with annoying PC's. I think this definitely has value as something to draw upon, even if I am leery of just dropping it in prefab. </p><p></p><p></p><p>The dragon's bestiary: The magazine gets the staff's leftovers again, as they give us some stuff that got cut from the spelljammer monstrous compendium. This does seem to be another special that's mostly driven by the staff writers, rather than freelancers. Vaguely disappointing really. </p><p></p><p>Andeloids are oozes that engulf people and transform them into a composite creature in rather disconcerting and awkward fashion. You will be assimilated indeed. Depending on what creatures make them up, they can be very scary indeed. The kind of thing that'd be a template next edition. </p><p></p><p>Infernites are humanoids made from fire, who live on molten worlds. See, you don't have to go extraplanar to encounter some seriously hostile stuff. Thankfully, they'll die eventually if they come to somewhere cold, and water'll mess them right up. Their spellcasters specialize in cold based spells, which shows the designer is actually using their brain. They get tons of ecological stuff, which should be handy if you want to send players to an alien environment. </p><p></p><p>Metagolems are intelligent mechanical men with varying power levels depending on what metal they're made of. They can also power spelljamming helms, so they can show up all over the place, fulfilling their creators orders. A group of them would definitely make interesting antagonists, even if the scaling is a bit wonky. They're another one that probably needs a mechanical tune-up to move to later editions. </p><p></p><p></p><p>Forum: Dan Howarth points out that the machine is merely an assistant to gaming. The soul of it will always need to be provided by humans. That does not mean it can't be a big help. Also, don't underestimate compression algorhythms. You can fit a lot more information in a computer than you think when you reorganise for redundancy. </p><p></p><p>Erik Martella points out that liches, unlike other undead, do not go immediately batshit, and a PC who becomes one should not be forced to become an NPC. I quite agree with that, given the effort it takes to make that change. He does seem to have misread another bit of rules though. Someone else has to do the special quest to turn someone back, you silly billy. </p><p></p><p>John Patrick Wall ventures the argument that "just playing your character" shouldn't be used as a reason to disrupt everyone else's fun. I do believe that's the first time we've seen that advanced around here. Once again roleplaying technology continues to progress. Now, can we get that message out to all the twats out there? </p><p></p><p>Paul Arblaster wonders why polearms get ridiculous degrees of differentiation in D&D when beer doesn't. He knows what he'd rather see a huge appendix on the realistic medieval versions of. Generally, you don't use beer to kill people with. This is Dungeons & Dragons, not Gluttons & Gourmands. Not that that couldn't be a fun game in itself. </p><p></p><p>Maribeth Hass tries to tackle the ressurection problem again. They should get a chance, but they should never take it for granted. Seems to be the popular compromise position. Yawnaroo. </p><p></p><p>David Raymond Gawarecki talks about finding validation and learning to face difficult situations through gaming. Face the mockery of real people with the same courage you face slavering orcs and soul-sucking undead in the game. I do believe there's a Dork Tower strip on this subject <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" /> </p><p></p><p>Brian Hicks believes AD&D weapon specialisation is a better idea than D&D weapon mastery. Perfectly valid viewpoint. </p><p></p><p>Gregg Sharp talks about using real world physics in D&D, technological progress, magic as/vs technology, and his own world's approach to these matters. There is a whole bunch of "right" answers to this one, so don't sweat it too much.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5019652, member: 27780"] [B][U]Dragon Magazine Issue 159: July 1990[/U][/B] part 2/6 Voidjammers: Despite space being the new big thing, they haven't forgotten about the planes. Getting to and from them is a dangerous proposition for even high level characters. But where there is a problem, there is an opportunity! And when there are thousands of worlds to draw from and service, you can have confluences of high level characters that would be ridiculous in a normal place, for every one of them would be a ruler in their own right in a smaller pond. This reads like a massively extended forum piece on someone's homebrew ideas, showing the ways in which high level spellcasters can use magic as technology and have a massive impact upon the world with a little patience, persistence, and expensive and rare material components. This is the kind of thing that may or may not be suitable for your campaign, as it is very high magic, with more than a hint of cheese involved. But it is an interesting read, and gives you a good example of how paranoid high level characters should organize their defenses to deal with annoying PC's. I think this definitely has value as something to draw upon, even if I am leery of just dropping it in prefab. The dragon's bestiary: The magazine gets the staff's leftovers again, as they give us some stuff that got cut from the spelljammer monstrous compendium. This does seem to be another special that's mostly driven by the staff writers, rather than freelancers. Vaguely disappointing really. Andeloids are oozes that engulf people and transform them into a composite creature in rather disconcerting and awkward fashion. You will be assimilated indeed. Depending on what creatures make them up, they can be very scary indeed. The kind of thing that'd be a template next edition. Infernites are humanoids made from fire, who live on molten worlds. See, you don't have to go extraplanar to encounter some seriously hostile stuff. Thankfully, they'll die eventually if they come to somewhere cold, and water'll mess them right up. Their spellcasters specialize in cold based spells, which shows the designer is actually using their brain. They get tons of ecological stuff, which should be handy if you want to send players to an alien environment. Metagolems are intelligent mechanical men with varying power levels depending on what metal they're made of. They can also power spelljamming helms, so they can show up all over the place, fulfilling their creators orders. A group of them would definitely make interesting antagonists, even if the scaling is a bit wonky. They're another one that probably needs a mechanical tune-up to move to later editions. Forum: Dan Howarth points out that the machine is merely an assistant to gaming. The soul of it will always need to be provided by humans. That does not mean it can't be a big help. Also, don't underestimate compression algorhythms. You can fit a lot more information in a computer than you think when you reorganise for redundancy. Erik Martella points out that liches, unlike other undead, do not go immediately batshit, and a PC who becomes one should not be forced to become an NPC. I quite agree with that, given the effort it takes to make that change. He does seem to have misread another bit of rules though. Someone else has to do the special quest to turn someone back, you silly billy. John Patrick Wall ventures the argument that "just playing your character" shouldn't be used as a reason to disrupt everyone else's fun. I do believe that's the first time we've seen that advanced around here. Once again roleplaying technology continues to progress. Now, can we get that message out to all the twats out there? Paul Arblaster wonders why polearms get ridiculous degrees of differentiation in D&D when beer doesn't. He knows what he'd rather see a huge appendix on the realistic medieval versions of. Generally, you don't use beer to kill people with. This is Dungeons & Dragons, not Gluttons & Gourmands. Not that that couldn't be a fun game in itself. Maribeth Hass tries to tackle the ressurection problem again. They should get a chance, but they should never take it for granted. Seems to be the popular compromise position. Yawnaroo. David Raymond Gawarecki talks about finding validation and learning to face difficult situations through gaming. Face the mockery of real people with the same courage you face slavering orcs and soul-sucking undead in the game. I do believe there's a Dork Tower strip on this subject :p Brian Hicks believes AD&D weapon specialisation is a better idea than D&D weapon mastery. Perfectly valid viewpoint. Gregg Sharp talks about using real world physics in D&D, technological progress, magic as/vs technology, and his own world's approach to these matters. There is a whole bunch of "right" answers to this one, so don't sweat it too much. [/QUOTE]
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