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<blockquote data-quote="(un)reason" data-source="post: 5259351" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 193: May 1993</u></strong></p><p></p><p>part 5/6</p><p></p><p></p><p>Sage advice: Do dex and cover bonuses stack (Nah. If you're hunkered down, you can't dodge properly. )</p><p></p><p>Do dex bonuses stack with the shield spell (probably.) </p><p>What other magic stacks with the shield spell ( stuff that adds, not stuff that provides a new base. ) </p><p></p><p>Can spectral hand be used to deliver cure spells at range. (Technically no, but you probably should. )</p><p></p><p>Does word of recall transport other people with you. (As long as they're not too heavy. )</p><p></p><p>What's padded leather armour. (A no longer extant type of armour. Like assassins, it was deemed unnecessary. </p><p></p><p>What happens if you roll higher than 23 with a vorpal sword. (You can't. The math does not parse like that. It's like rolling a 7 on a d6. )</p><p></p><p>Do all big creatures suffer penalties against dwarves and gnomes (no, only the ones listed. )</p><p></p><p>Can you use granted priest powers after being at deaths door. (no.)</p><p></p><p>Why do weapons do different amounts of damage to different sizes (to give you interesting tactical choices )</p><p></p><p>Why does thunder rift use AD&D stuff when it's a D&D adventure. (When in doubt, blame the editors. Writers get the praise, editors take the blame. Who made the rules like that? Some questions even Skip won't answer.)</p><p></p><p>If you create a giant zombie is it harder to turn (no, but you can't turn as many )</p><p></p><p>Can find traps figure out what a contingencies trigger is (not usually)</p><p></p><p>Do shamans and wokani have armour restrictions (yes, but not the same as normal clerics.)</p><p></p><p>How do I get a job at TSR. Will having a degree help. ( Keep sending in submissions as a freelancer. Persistence persistence persistence is waaaay more important than talent, especially if you listen to feedback. )</p><p></p><p></p><p>Shadowrun RPG for the SNES. I remember this as well. It took forever to complete if you didn't cheat. The amount of grinding I did to level up in that, and then lost because there were only two save slots, and someone saved over mine. :grumble, mutter: </p><p></p><p></p><p>The role of books: The grail of hearts by Susan Shwartz takes us across history in the wake of a female Wandering Jew, manipulated by the forces of evil as she tries to escape her fate. </p><p></p><p>Strange devices of the moon and sun by Lisa Goldstein doesn't do so well, with neither the historical worldbuilding or the fantastical elements brilliantly done. </p><p></p><p>Aquamancer by Don Calander has a rather mixed review for simultaneously being formulaic, and breaking several important rules of writing. Hmm. That doesn't sound right, yet somehow it works. I guess it's in the implementation. </p><p></p><p>Realms of Valor, edited by James Lowder brings us a whole load of Forgotten Realms short stories. Lots of familiar characters make appearances, including Elminster, Drizzt and Jandar Sunstar, plus a whole load of new smaller perspectives. There seems to be plenty of room in this world for further short stories, that don't take a whole novel to tell and have some significant effect upon the world. </p><p></p><p>War world: Blood feuds, created by Jerry Pournelle sees Larry Niven's frequent collaborator getting into the shared world business himself. And like the Man-Kzin wars, this involves both action and moral complexities, an overarching sweep of history bigger than any one story, and well done worldbuilding, even if some of the individual stories aren't brilliant. </p><p></p><p>The city who fought by Anne McCaffrey & S. M. Stirling comes close to being shared world too, as apparently McCaffrey is now leaving most of the heavy lifting to her younger collaborators. This makes it a little formulaic, staying well within the established boundaries for her world, but with a tone somewhat different from her own writing voice.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5259351, member: 27780"] [B][U]Dragon Magazine Issue 193: May 1993[/U][/B] part 5/6 Sage advice: Do dex and cover bonuses stack (Nah. If you're hunkered down, you can't dodge properly. ) Do dex bonuses stack with the shield spell (probably.) What other magic stacks with the shield spell ( stuff that adds, not stuff that provides a new base. ) Can spectral hand be used to deliver cure spells at range. (Technically no, but you probably should. ) Does word of recall transport other people with you. (As long as they're not too heavy. ) What's padded leather armour. (A no longer extant type of armour. Like assassins, it was deemed unnecessary. What happens if you roll higher than 23 with a vorpal sword. (You can't. The math does not parse like that. It's like rolling a 7 on a d6. ) Do all big creatures suffer penalties against dwarves and gnomes (no, only the ones listed. ) Can you use granted priest powers after being at deaths door. (no.) Why do weapons do different amounts of damage to different sizes (to give you interesting tactical choices ) Why does thunder rift use AD&D stuff when it's a D&D adventure. (When in doubt, blame the editors. Writers get the praise, editors take the blame. Who made the rules like that? Some questions even Skip won't answer.) If you create a giant zombie is it harder to turn (no, but you can't turn as many ) Can find traps figure out what a contingencies trigger is (not usually) Do shamans and wokani have armour restrictions (yes, but not the same as normal clerics.) How do I get a job at TSR. Will having a degree help. ( Keep sending in submissions as a freelancer. Persistence persistence persistence is waaaay more important than talent, especially if you listen to feedback. ) Shadowrun RPG for the SNES. I remember this as well. It took forever to complete if you didn't cheat. The amount of grinding I did to level up in that, and then lost because there were only two save slots, and someone saved over mine. :grumble, mutter: The role of books: The grail of hearts by Susan Shwartz takes us across history in the wake of a female Wandering Jew, manipulated by the forces of evil as she tries to escape her fate. Strange devices of the moon and sun by Lisa Goldstein doesn't do so well, with neither the historical worldbuilding or the fantastical elements brilliantly done. Aquamancer by Don Calander has a rather mixed review for simultaneously being formulaic, and breaking several important rules of writing. Hmm. That doesn't sound right, yet somehow it works. I guess it's in the implementation. Realms of Valor, edited by James Lowder brings us a whole load of Forgotten Realms short stories. Lots of familiar characters make appearances, including Elminster, Drizzt and Jandar Sunstar, plus a whole load of new smaller perspectives. There seems to be plenty of room in this world for further short stories, that don't take a whole novel to tell and have some significant effect upon the world. War world: Blood feuds, created by Jerry Pournelle sees Larry Niven's frequent collaborator getting into the shared world business himself. And like the Man-Kzin wars, this involves both action and moral complexities, an overarching sweep of history bigger than any one story, and well done worldbuilding, even if some of the individual stories aren't brilliant. The city who fought by Anne McCaffrey & S. M. Stirling comes close to being shared world too, as apparently McCaffrey is now leaving most of the heavy lifting to her younger collaborators. This makes it a little formulaic, staying well within the established boundaries for her world, but with a tone somewhat different from her own writing voice. [/QUOTE]
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