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<blockquote data-quote="(un)reason" data-source="post: 5119429" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 175: November 1991</u></strong></p><p></p><p>part 4/6</p><p></p><p></p><p>Forum gets a new, slightly more goofy looking header. Bleh. Some revamps, you just don't need. </p><p></p><p>S D Anderson weighs in on the issues of the day, as he has been doing for years. In this case it's to register his disdain about Craig Hardie's position. While creating your own campaign from scratch might have more creative integrity, a lot of us don't have the time, or do this because our primary goal is fun. That kind of worldbuilding is hard work, y'know. Plus if you're playing in a published world, it's a lot easier to transfer characters from one game to another. Good points, as usual. </p><p></p><p>Jose Pablo Zagal points out that it's the adventures that go wrong, and unexpected and amusing things wind up happening that are the most memorable. If you try and avoid that in your adventure design, then things'll get boring. And in the end, the memories are the only treasure that lasts after the game ends. </p><p></p><p>D. M. Burck thinks that the power level of the ships in the voidjammers article is more than sufficient for normal threats. And their boss kicked the ass of the lich queen. The rep he got from that is probably an important part of why others don't try it on too often. </p><p></p><p>Scot Eddy brings up the Star Wars twinking issue from a year ago again. Slow motion flamewars indeed. With more 10 options on how to deal with power armour twinks, this shows once again how easy it is for an imaginative GM to defeat any twink. </p><p></p><p>W. Norgielix brings up the issue of gunpowder in a fantasy game, and how wizards are likely to react again. Considering that a big part of their research should be finding sources of power that are less time-consuming, one would think at least some would adopt tricks like that. </p><p></p><p>Brian Dye supports including younger players into your regular campaign. It's more fun for you, and helps them learn how to do it properly quicker. It's easier to do anything if you have a good teacher. </p><p></p><p>And we also get an anonymous contribution, for the first time ever in here. Shows how long it's been since the magazine allowed any of those to get published. This is one about the validity of scale mail as an armor. Man, people are still worrying about that? Just how small a slush pile did they have to choose from those days? </p><p></p><p></p><p>Only the best will do!: Another year's conventions have flown by, and with them, awards ceremonies. Let's see what they rated highly this year at Origins. Genestealer is the only thing to get two awards, so it seems pretty diverse collection. Dungeon beats out Dragon as best magazine this year. Sandy Petersen joins the hall of fame. Ravenloft, Pendragon, Forgotten Realms, and AD&D's mini line aren't neglected. Nor are Shadowrun, Battletech, Illuminati or Wing Commander. Who's been snubbed this time? Well, V:tM was probably released after the cutoff point, so we'll see how that does next year. </p><p></p><p></p><p>Sage advice also gets a new header. This one I don't mind. Looks like they've decided to spruce things up a bit around here. It's also rather larger than It's been in a while. Happy days are here again for Skip at sage towers.</p><p></p><p>How many weapons can a spelljammer really carry. (never enough. A familiar litany, surely. Ships have to worry about encumbrance even more than people do. )</p><p></p><p>Can damage done by a deathjammer be healed (yes. )</p><p></p><p>How do spelljammer and planescape interact. (stating how everyone in a bunch of infinite universes interacts is an impossible task, frankly.) </p><p></p><p>What happens if you put a cursed item in a spelljamming furnace (Skip's not sure, but it's unlikely to be pretty)</p><p></p><p>Can you spend extra slots from inteligence on weapon proficiencies (no. Only nonweapon. Bad twink.)</p><p></p><p>Can you be a wild mage and a necromancer (no. One speciality per person only. It's hardly a specialty if you're concentrating on multiple things. ) </p><p></p><p>What can you aim for with nahal's reckless dweomer (any spell you know) </p><p></p><p>How do you make a shrine ( The tools you're given in the tome of magic look entirely adequate to the job. You should be happy you don't have to rely on fiat anymore. Yes, NPC's will still be able to make better ones. So what? They always have.)</p><p></p><p>What level is a multiclassed character for purpose of enemy spells (use your highest single level) </p><p></p><p>What does magic resistance protect you from (magical effects that directly affect you. Not naturally occurring similar phenomena, and not stuff that affects the world around you, which then indirectly affects you. Basic logical principles )</p><p></p><p>Do druid/rangers exist or not? (Officially, no. Here's rules for if you insist on playing them anyway. Skip's in a good mood today. )</p><p></p><p>Do druids worship a nature related deity, or nature directly (their choice )</p><p></p><p>What can druids resist charm from (only fae/nature spirity types. Anything else, they're on their own.)</p><p></p><p>Do wizards have to have read magic (only to read scrolls) </p><p></p><p>Why are shadow monsters still in the illusion school when they're partially real (Look! Swamp gas! :Throws cannister and disappears into the smoke<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Is wall of fug an evocation (yes. It's powers are entirely within that school's remit. You don't get to change that just because you don't like the spell)</p><p></p><p>Why can't halflings get exceptional strength. (because Reepicheep fought a duel for it and won. So no exceptional strength for halflings )</p><p></p><p>How many attacks can you get per round fighting unarmed (Recycled question. </p><p></p><p>The answer has not changed. Yes, I know many monsters get one attack per limb. You're not a monster, are you? )</p><p></p><p>How long will a simulacrum live after it's creator dies (quite a while, if it's careful)</p><p></p><p>How long does it take to make the paper for a spellbook (quite a while, unless you buy it. It's one of those things that's most economical to handle in bulk ) </p><p></p><p>We seem to be missing some casting times (Dear oh dear. Skip thinks Skip'll blame Ed Greenwood this time around. Ed, It's all your fault. Make a mistake like that again and Skip'll cap you, mofo. Ahh, It's good to be back on top. )</p><p></p><p>What's with wyvern watches area (Eratta. We are serious about applying it this time round. )</p><p></p><p>If a demihuman leaves Krynn, do they keep their altered level limits (no. Blame the gods. But don't go and complain, unless you want to be smitten.)</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5119429, member: 27780"] [B][U]Dragon Magazine Issue 175: November 1991[/U][/B] part 4/6 Forum gets a new, slightly more goofy looking header. Bleh. Some revamps, you just don't need. S D Anderson weighs in on the issues of the day, as he has been doing for years. In this case it's to register his disdain about Craig Hardie's position. While creating your own campaign from scratch might have more creative integrity, a lot of us don't have the time, or do this because our primary goal is fun. That kind of worldbuilding is hard work, y'know. Plus if you're playing in a published world, it's a lot easier to transfer characters from one game to another. Good points, as usual. Jose Pablo Zagal points out that it's the adventures that go wrong, and unexpected and amusing things wind up happening that are the most memorable. If you try and avoid that in your adventure design, then things'll get boring. And in the end, the memories are the only treasure that lasts after the game ends. D. M. Burck thinks that the power level of the ships in the voidjammers article is more than sufficient for normal threats. And their boss kicked the ass of the lich queen. The rep he got from that is probably an important part of why others don't try it on too often. Scot Eddy brings up the Star Wars twinking issue from a year ago again. Slow motion flamewars indeed. With more 10 options on how to deal with power armour twinks, this shows once again how easy it is for an imaginative GM to defeat any twink. W. Norgielix brings up the issue of gunpowder in a fantasy game, and how wizards are likely to react again. Considering that a big part of their research should be finding sources of power that are less time-consuming, one would think at least some would adopt tricks like that. Brian Dye supports including younger players into your regular campaign. It's more fun for you, and helps them learn how to do it properly quicker. It's easier to do anything if you have a good teacher. And we also get an anonymous contribution, for the first time ever in here. Shows how long it's been since the magazine allowed any of those to get published. This is one about the validity of scale mail as an armor. Man, people are still worrying about that? Just how small a slush pile did they have to choose from those days? Only the best will do!: Another year's conventions have flown by, and with them, awards ceremonies. Let's see what they rated highly this year at Origins. Genestealer is the only thing to get two awards, so it seems pretty diverse collection. Dungeon beats out Dragon as best magazine this year. Sandy Petersen joins the hall of fame. Ravenloft, Pendragon, Forgotten Realms, and AD&D's mini line aren't neglected. Nor are Shadowrun, Battletech, Illuminati or Wing Commander. Who's been snubbed this time? Well, V:tM was probably released after the cutoff point, so we'll see how that does next year. Sage advice also gets a new header. This one I don't mind. Looks like they've decided to spruce things up a bit around here. It's also rather larger than It's been in a while. Happy days are here again for Skip at sage towers. How many weapons can a spelljammer really carry. (never enough. A familiar litany, surely. Ships have to worry about encumbrance even more than people do. ) Can damage done by a deathjammer be healed (yes. ) How do spelljammer and planescape interact. (stating how everyone in a bunch of infinite universes interacts is an impossible task, frankly.) What happens if you put a cursed item in a spelljamming furnace (Skip's not sure, but it's unlikely to be pretty) Can you spend extra slots from inteligence on weapon proficiencies (no. Only nonweapon. Bad twink.) Can you be a wild mage and a necromancer (no. One speciality per person only. It's hardly a specialty if you're concentrating on multiple things. ) What can you aim for with nahal's reckless dweomer (any spell you know) How do you make a shrine ( The tools you're given in the tome of magic look entirely adequate to the job. You should be happy you don't have to rely on fiat anymore. Yes, NPC's will still be able to make better ones. So what? They always have.) What level is a multiclassed character for purpose of enemy spells (use your highest single level) What does magic resistance protect you from (magical effects that directly affect you. Not naturally occurring similar phenomena, and not stuff that affects the world around you, which then indirectly affects you. Basic logical principles ) Do druid/rangers exist or not? (Officially, no. Here's rules for if you insist on playing them anyway. Skip's in a good mood today. ) Do druids worship a nature related deity, or nature directly (their choice ) What can druids resist charm from (only fae/nature spirity types. Anything else, they're on their own.) Do wizards have to have read magic (only to read scrolls) Why are shadow monsters still in the illusion school when they're partially real (Look! Swamp gas! :Throws cannister and disappears into the smoke:) Is wall of fug an evocation (yes. It's powers are entirely within that school's remit. You don't get to change that just because you don't like the spell) Why can't halflings get exceptional strength. (because Reepicheep fought a duel for it and won. So no exceptional strength for halflings ) How many attacks can you get per round fighting unarmed (Recycled question. The answer has not changed. Yes, I know many monsters get one attack per limb. You're not a monster, are you? ) How long will a simulacrum live after it's creator dies (quite a while, if it's careful) How long does it take to make the paper for a spellbook (quite a while, unless you buy it. It's one of those things that's most economical to handle in bulk ) We seem to be missing some casting times (Dear oh dear. Skip thinks Skip'll blame Ed Greenwood this time around. Ed, It's all your fault. Make a mistake like that again and Skip'll cap you, mofo. Ahh, It's good to be back on top. ) What's with wyvern watches area (Eratta. We are serious about applying it this time round. ) If a demihuman leaves Krynn, do they keep their altered level limits (no. Blame the gods. But don't go and complain, unless you want to be smitten.) [/QUOTE]
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