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<blockquote data-quote="(un)reason" data-source="post: 5401242" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 214: February 1995</u></strong></p><p></p><p></p><p>part 6/8</p><p></p><p></p><p>Lost empires: Atlantis! After doing nice big articles on two real world continents, David Howery does a slightly smaller one on a (probably ) imaginary one. This means he has to make things up mostly from wholecloth and a few ancient books. The result does feel a little light compared to the Africa one in particular, but it does have lots of options. You aren't restricted to one culture or era, you could pick any of their stages of development (although you're probably gonna want the hypertech empire, decadent weirdness or mysterious lost continent phases. ) Really, this is sufficiently vague that it's just a reminder that lost continents are a cool plot option to insert into your own game, rather than a ready to go adventure location. I hope it wasn't another victim of excess editorial trimming because they aren't fond of doing epic features any more. </p><p></p><p></p><p>Sage advice: Why do innate abilities have initiative modifiers (Reaction times. Even thought has a speed)</p><p></p><p>Can you disrupt magic items (often you can. They do have some fiddly requirements at times. )</p><p></p><p>Where's the info on alignment tongues (We got rid of them Aaaaaaages ago, with the edition change. Don't tell Skip it took you this long to notice. )</p><p></p><p>Does a thief's backstab get the bonuses for ambush as well (only if it would be logically appropriate)</p><p></p><p>Does protection from fire work before or after the save for half damage from spells (after)</p><p></p><p>Do symbols blow their wad after affecting someone or stick around to bug everyone. (Wizards symbols are one-shots. Cleric symbols have real staying power. Huh! )</p><p></p><p>Can detect magic detect charm spells (Like with invisibility, it only detects that something is up. It's up to you to figure out exactly what.)</p><p></p><p>How many missiles can you catch with gloves of missile snaring (1 per round per hand free. Once again, beware mariliths. )</p><p></p><p>What can a rod of cancelation destroy (Quite a lot. They're a real screwage device)</p><p></p><p>How does a wand of negation work (It's your own personal interruption beam inna stick. Not as good as actual dispelling, but nothing to be sneezed at)</p><p></p><p>What happened to the +4 bonus to attacking motionless creatures. (we moved it to the DMG. This should not affect your enjoyment of the game in the slightest)</p><p></p><p>I still don't understand about the mechanics of gnomes wielding bastard swords (Just what kind of game are you playing, anyway? Everyone knows gnomes are illusionists. Any gnome who'd want to wield a bastard sword is seriously out of character ) </p><p></p><p>What does immediately mean ( right away. No time to counter or pack. It takes effect right now. ) </p><p></p><p>Can you alternate champions if a battle lasts 3+rounds (not usually) </p><p></p><p>Does a card affect previously played cards (Well, they can't affect ones that haven't been played yet, can they)</p><p></p><p>How do ghost ships work (Ooooooh. They move you around unexpectedly. Oooooh. )</p><p></p><p>Can you dispel dispel magic. (No. They've already done their job. There's no magic there anymore for you to dispel)</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5401242, member: 27780"] [B][U]Dragon Magazine Issue 214: February 1995[/U][/B] part 6/8 Lost empires: Atlantis! After doing nice big articles on two real world continents, David Howery does a slightly smaller one on a (probably ) imaginary one. This means he has to make things up mostly from wholecloth and a few ancient books. The result does feel a little light compared to the Africa one in particular, but it does have lots of options. You aren't restricted to one culture or era, you could pick any of their stages of development (although you're probably gonna want the hypertech empire, decadent weirdness or mysterious lost continent phases. ) Really, this is sufficiently vague that it's just a reminder that lost continents are a cool plot option to insert into your own game, rather than a ready to go adventure location. I hope it wasn't another victim of excess editorial trimming because they aren't fond of doing epic features any more. Sage advice: Why do innate abilities have initiative modifiers (Reaction times. Even thought has a speed) Can you disrupt magic items (often you can. They do have some fiddly requirements at times. ) Where's the info on alignment tongues (We got rid of them Aaaaaaages ago, with the edition change. Don't tell Skip it took you this long to notice. ) Does a thief's backstab get the bonuses for ambush as well (only if it would be logically appropriate) Does protection from fire work before or after the save for half damage from spells (after) Do symbols blow their wad after affecting someone or stick around to bug everyone. (Wizards symbols are one-shots. Cleric symbols have real staying power. Huh! ) Can detect magic detect charm spells (Like with invisibility, it only detects that something is up. It's up to you to figure out exactly what.) How many missiles can you catch with gloves of missile snaring (1 per round per hand free. Once again, beware mariliths. ) What can a rod of cancelation destroy (Quite a lot. They're a real screwage device) How does a wand of negation work (It's your own personal interruption beam inna stick. Not as good as actual dispelling, but nothing to be sneezed at) What happened to the +4 bonus to attacking motionless creatures. (we moved it to the DMG. This should not affect your enjoyment of the game in the slightest) I still don't understand about the mechanics of gnomes wielding bastard swords (Just what kind of game are you playing, anyway? Everyone knows gnomes are illusionists. Any gnome who'd want to wield a bastard sword is seriously out of character ) What does immediately mean ( right away. No time to counter or pack. It takes effect right now. ) Can you alternate champions if a battle lasts 3+rounds (not usually) Does a card affect previously played cards (Well, they can't affect ones that haven't been played yet, can they) How do ghost ships work (Ooooooh. They move you around unexpectedly. Oooooh. ) Can you dispel dispel magic. (No. They've already done their job. There's no magic there anymore for you to dispel) [/QUOTE]
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