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<blockquote data-quote="(un)reason" data-source="post: 5408931" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 215: March 1995</u></strong></p><p></p><p></p><p>part 7/8</p><p></p><p></p><p>Forum: Colin Cashman fills near a whole page with his solutions to the multiclassing problem. XP penalties, restricting kits to single class characters, restricting demihumans to their racial kits. Let's bring back human supremacy! </p><p></p><p>Robert Briggs is another person attesting that multiclassed characters fall behind at higher levels. This is particularly the case with triple class ones, which become seriously fragile compared to single class characters of the same XP. It all balances out. </p><p></p><p>Jeff Stone reminds us that multiclass characters also have the restrictions of both classes. This is particularly the case with speciality priests, who's gods will expect their demands to take priority over all their other classes. Tear them apart with commitments. But remember, if the player's a twink, they'll just look for another method. You have to address that side too. </p><p></p><p>Larry Sonders has a player who threw a tantrum and quit when low level characters didn't treat his 11th level mage with the respect he felt he deserved. Essentially the fantasy equivalent of Do you know who I Am. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> There's no magic badge that says you're whatever level, and even so, fame has to be constantly backed up with actions. Complacency can kill even 36th level characters. </p><p></p><p>Wilson Miner plays while hiking, and has developed a diceless system to use while on the go. That's a pretty cool idea actually, even if the implementation is a bit flaky. Sounds like it could degenerate into freeform all too easily. <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>Anne Butler thinks that you shouldn't stop a person from roleplaying just because they haven't read geek staples like star trek or LotR. That means they're less likely to fall into cliches. A fresh view is frequently interesting, and it helps keep roleplaying from ghettoising. </p><p></p><p>James R. Collier tells us exactly how rare magical items are in his campaign. Enough that you can get statistical with them, but rare enough that only the very rich and powerful will have any. Sounds about right for an average campaign. </p><p></p><p></p><p>The game wizards: Last month we had a whole load of Spellfire advice here. This time, it's the Blood Wars card game that's getting a similar treatment. The number and nature of the cards, rough details of the rules, and a selection of sample decks. A fairly standard promotional article, this sees them try to get in on the CCG market with more than one game in quick succession, and quite possibly split their buyer's market. After all, both draw heavily upon D&D lore to create a game of interplanetary battles. How is one to choose which to spend your money on at the store? And how much coverage will each get in the magazine? Does this mean we'll now be seeing twice as much CCG coverage for the next few years? Are more games already in development? A little tickle in the back of my head is saying Dragon Dice. I must resist the temptation to read ahead and find out before I actually get there. I may not be very keen on this stuff, but it's still interesting to see it rise and fall. </p><p></p><p></p><p>Ha. Highlander is getting a card game too. There can be only one, and all that. </p><p></p><p></p><p>Something is very wrong in Libram X. All is not as it seems. Swordplay faces near certain death again. Dragonmirth reuses the wish to be a god, become the GM joke. Yamara is about to have her skull terminally reposessed, unless Ogrek can do something.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5408931, member: 27780"] [B][U]Dragon Magazine Issue 215: March 1995[/U][/B] part 7/8 Forum: Colin Cashman fills near a whole page with his solutions to the multiclassing problem. XP penalties, restricting kits to single class characters, restricting demihumans to their racial kits. Let's bring back human supremacy! Robert Briggs is another person attesting that multiclassed characters fall behind at higher levels. This is particularly the case with triple class ones, which become seriously fragile compared to single class characters of the same XP. It all balances out. Jeff Stone reminds us that multiclass characters also have the restrictions of both classes. This is particularly the case with speciality priests, who's gods will expect their demands to take priority over all their other classes. Tear them apart with commitments. But remember, if the player's a twink, they'll just look for another method. You have to address that side too. Larry Sonders has a player who threw a tantrum and quit when low level characters didn't treat his 11th level mage with the respect he felt he deserved. Essentially the fantasy equivalent of Do you know who I Am. :D There's no magic badge that says you're whatever level, and even so, fame has to be constantly backed up with actions. Complacency can kill even 36th level characters. Wilson Miner plays while hiking, and has developed a diceless system to use while on the go. That's a pretty cool idea actually, even if the implementation is a bit flaky. Sounds like it could degenerate into freeform all too easily. :) Anne Butler thinks that you shouldn't stop a person from roleplaying just because they haven't read geek staples like star trek or LotR. That means they're less likely to fall into cliches. A fresh view is frequently interesting, and it helps keep roleplaying from ghettoising. James R. Collier tells us exactly how rare magical items are in his campaign. Enough that you can get statistical with them, but rare enough that only the very rich and powerful will have any. Sounds about right for an average campaign. The game wizards: Last month we had a whole load of Spellfire advice here. This time, it's the Blood Wars card game that's getting a similar treatment. The number and nature of the cards, rough details of the rules, and a selection of sample decks. A fairly standard promotional article, this sees them try to get in on the CCG market with more than one game in quick succession, and quite possibly split their buyer's market. After all, both draw heavily upon D&D lore to create a game of interplanetary battles. How is one to choose which to spend your money on at the store? And how much coverage will each get in the magazine? Does this mean we'll now be seeing twice as much CCG coverage for the next few years? Are more games already in development? A little tickle in the back of my head is saying Dragon Dice. I must resist the temptation to read ahead and find out before I actually get there. I may not be very keen on this stuff, but it's still interesting to see it rise and fall. Ha. Highlander is getting a card game too. There can be only one, and all that. Something is very wrong in Libram X. All is not as it seems. Swordplay faces near certain death again. Dragonmirth reuses the wish to be a god, become the GM joke. Yamara is about to have her skull terminally reposessed, unless Ogrek can do something. [/QUOTE]
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