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<blockquote data-quote="(un)reason" data-source="post: 5491383" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 225: January 1996</u></strong></p><p></p><p></p><p>part 6/8</p><p></p><p></p><p>Sage advice gets rid of the little red triangle, and instead goes purple with black spikes. Lorraine must like her minions looking stereotypically evil. Most undignified to a sage who isn't as young as they used to be. </p><p></p><p>Can a giant object falling on a prismatic sphere penetrate it. (no. Even a falling planet will be stopped and destroyed or teleported to another plane by it's mighty power! Way to save the world dude! )</p><p></p><p>What's the point of chain lightning having scaling damage if the maximum is below the level you need to be to cast it ( Wands) </p><p></p><p>Can a frisky chest spell animate a giant gold statue (sure, if it isn't too big.)</p><p></p><p>Do mirror images make sound (Sure, why not)</p><p></p><p>When do enlarged characters get more knockdown dice. (when they go up a size category. Pure and simple) </p><p></p><p>How much do you know about magical items when you find them. (not much, unless you're a bard) </p><p></p><p>How do you know when magic is hostile (Common sense. Do we have to go through this every time.) </p><p></p><p>Can you move someone by pushing into their protection from evil radius (No. It's a magnetic repulsion. Note that paladin protection from evil doesn't do that anyway. )</p><p>What are the penalties for thieves wearing really heavy armour (Skip will help you out with that, no trouble.)</p><p></p><p>Do you go up to D20, then D100 for knockdown rolls by huge creatures (nah, just D20 is badass enough. It's like saves don't go below 2. The system breaks if you go too high, so we cap it.) </p><p></p><p></p><p>A rather stereotypical arabian bazaar scene? A bit jarring, in these politically correct days. </p><p></p><p></p><p>Dungeon Mastery: Oh boy, splitting the party again. It never ceases to be an issue, because there's just so many situations where it's unrealistic for half a dozen people to be joined at the hip 24/7. How are we to deal with this? Getting the players who's characters are absent to play NPC's? Seems pretty familiar. Actually, we already covered this in issue 190, along with a whole bunch of other bits of advice on what to do if they insist on not sticking together. So this seems both rehashed and very limited by comparison. It's not as long, it has less of a sense of humour, and the illustrations aren't integrated as well. Editing fail. You have to keep track of this stuff if you want to avoid boring us by telling us what we already know. </p><p></p><p></p><p>Role-playing Reviews: Warhammer Quest gets a second review. Rick is immediately drawn in by the high quality shiny bits and pieces, the rules are quick to learn and support a quite surprising amount of random happenings to keep things interesting. It's mostly just fighting, but there is enough potential for roleplay to use this as a gateway drug. And it's fairly affordable too. Shame christmas is over now. I guess timing is important when choosing your reviews. </p><p></p><p>Fudge gets a rather complicated verdict as it's not so much a system, as a formula for constructing your own RPG system. As such, it's very much for the expert DM, despite the simplicity of the basic system. Some more specific implementations like Spirit of the Century would be very helpful in raising it's profile. Otherwise there's just not enough to say. </p><p></p><p>Dragon Dice gets a pretty enthusiastic review. It's fairly original structurally, easy to learn, reasonably fast and has lots of tactical options. If you want to get in on the ground floor (having missed the boat for M:tG, go for it. Man, even the reviewers are getting bored with RPG's these days. How are the general public to be expected to hold on under these conditions.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5491383, member: 27780"] [B][U]Dragon Magazine Issue 225: January 1996[/U][/B] part 6/8 Sage advice gets rid of the little red triangle, and instead goes purple with black spikes. Lorraine must like her minions looking stereotypically evil. Most undignified to a sage who isn't as young as they used to be. Can a giant object falling on a prismatic sphere penetrate it. (no. Even a falling planet will be stopped and destroyed or teleported to another plane by it's mighty power! Way to save the world dude! ) What's the point of chain lightning having scaling damage if the maximum is below the level you need to be to cast it ( Wands) Can a frisky chest spell animate a giant gold statue (sure, if it isn't too big.) Do mirror images make sound (Sure, why not) When do enlarged characters get more knockdown dice. (when they go up a size category. Pure and simple) How much do you know about magical items when you find them. (not much, unless you're a bard) How do you know when magic is hostile (Common sense. Do we have to go through this every time.) Can you move someone by pushing into their protection from evil radius (No. It's a magnetic repulsion. Note that paladin protection from evil doesn't do that anyway. ) What are the penalties for thieves wearing really heavy armour (Skip will help you out with that, no trouble.) Do you go up to D20, then D100 for knockdown rolls by huge creatures (nah, just D20 is badass enough. It's like saves don't go below 2. The system breaks if you go too high, so we cap it.) A rather stereotypical arabian bazaar scene? A bit jarring, in these politically correct days. Dungeon Mastery: Oh boy, splitting the party again. It never ceases to be an issue, because there's just so many situations where it's unrealistic for half a dozen people to be joined at the hip 24/7. How are we to deal with this? Getting the players who's characters are absent to play NPC's? Seems pretty familiar. Actually, we already covered this in issue 190, along with a whole bunch of other bits of advice on what to do if they insist on not sticking together. So this seems both rehashed and very limited by comparison. It's not as long, it has less of a sense of humour, and the illustrations aren't integrated as well. Editing fail. You have to keep track of this stuff if you want to avoid boring us by telling us what we already know. Role-playing Reviews: Warhammer Quest gets a second review. Rick is immediately drawn in by the high quality shiny bits and pieces, the rules are quick to learn and support a quite surprising amount of random happenings to keep things interesting. It's mostly just fighting, but there is enough potential for roleplay to use this as a gateway drug. And it's fairly affordable too. Shame christmas is over now. I guess timing is important when choosing your reviews. Fudge gets a rather complicated verdict as it's not so much a system, as a formula for constructing your own RPG system. As such, it's very much for the expert DM, despite the simplicity of the basic system. Some more specific implementations like Spirit of the Century would be very helpful in raising it's profile. Otherwise there's just not enough to say. Dragon Dice gets a pretty enthusiastic review. It's fairly original structurally, easy to learn, reasonably fast and has lots of tactical options. If you want to get in on the ground floor (having missed the boat for M:tG, go for it. Man, even the reviewers are getting bored with RPG's these days. How are the general public to be expected to hold on under these conditions. [/QUOTE]
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