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<blockquote data-quote="(un)reason" data-source="post: 5936480" data-attributes="member: 27780"><p><strong><u>Dragon Issue 279: January 2001</u></strong></p><p></p><p></p><p>part 7/7</p><p></p><p></p><p>Sage advice: How much does it cost to scribe 0 level spells (1/2 that of first level spells) </p><p></p><p>Do you have to select your target before or after you finish casting a spell (After. A lot can change in a round, and it's good to be adaptable.)</p><p></p><p>Do sorcerer's need material components and focuses (Yes. Just because it's instinctual, don't mean they don't need the tools. ) </p><p></p><p>Can spontaneous spellcasters use quicken spell(They can, but to no benefit. Congratulations, you've just wasted a feat and four spell levels. )</p><p></p><p>Do you get to control who sleep puts to sleep. (Clever positioning of the spells area of effect. Best to use it before melee starts. ) </p><p></p><p>If an AoE extends beyond the spells range, it gets truncated. That's weird. (We have our reasons for making that change. Not that most of you'll remember it.) </p><p></p><p>What does 1 target per level, no two of which can be more than x feet apart mean ( Geometry, my dear boy. Tales of topographic twattery. )</p><p></p><p>Do you provoke an attack of opportunity every round you cast a lengthy spell (no, just the round you start.) </p><p></p><p>If a wizard moves away and casts a spell, will the AoO disrupt the spell. (no. The AoO is for the movement, you aren't casting the spell yet. ) </p><p></p><p>Can you ready an action to follow someone and still get an AoO (yes)</p><p></p><p>Can you ready an action with multiple conditions (That seems a bit pointless to Skip. )</p><p></p><p>What's the point of the healing domain if any good cleric can spontaneously cast spells from it (You misunderstand the rules. Fortunately, Skip is a prescient sage, and has an explanation all ready for you. ) </p><p></p><p>Can Diviners prepare detect magic as a bonus spell (No. Counterintuitive rules fixes strike again.)</p><p></p><p>What does Nystul's undetectable aura actually do. (Blocks detect magic. That's it. Circumstantial evidence may still allow people to deduce magic is involved. )</p><p></p><p>Does shocking grasp dissipate if you miss (What is this bollocks. Not even 6 months in, and you're already recycling questions. Didn't you understand the general answer about holding the charge on touch spells. Skip is not amused.)</p><p></p><p>Can you two-weapon fight with chill touch and a weapon in the other hand (yes. It even counts as a light weapon. Pretty neat, huh?)</p><p></p><p>Fireball's range is way longer than lightning bolt's now. What gives? (We wanted to increase their differentiation, making them very different tactical choices) </p><p></p><p>Does fireball expand to fill the area in enclosed spaces now. (We decided to get rid of that quirk. It caused way too much grief for both players and DM's. )</p><p></p><p>If silence is an illusion now, can you disbelieve it (No. If it don't say disbelief in the save, then your ego will do you no good.) </p><p></p><p></p><p>Dungeoncraft: Ray reminds us that when adopting a new edition, it's important to suspend your preconceptions about how things ought to be done. This is even more important than when playing a whole new game entirely, as subtle changes can catch you out more easily than obvious ones, and you need to relearn your reflexes accordingly. A big one is that character generation now takes quite a bit longer, so devoting a whole session to it, allowing the DM to have oversight over what supplements and combos are included in their builds becomes a more sensible idea. Another one is that positioning is more important, thanks to attacks of opportunity, so minis, or at least a way to mark position do come in handy. On the other hand, characters are a good deal less fragile now, so you can subject them to onslaughts of adversaries that would have seemed excessive last edition. So while he may have been a latecomer to the new rules, his analytical skills are fully functional, and he's already aware of the main strengths and weaknesses of 3e. So follow his advice, and make sure you're doing everything by the book for the first few sessions, not applying stuff from 2e that isn't actually there anymore. Your gaming will be more versatile for it in the long run. </p><p></p><p></p><p>What's new demonstrates how not to live eternally when you can. The snail is nearly halfway across the page, by the way. </p><p></p><p></p><p>Can't say I was very keen on the themed stuff, which felt like they did it because they were obliged too after the dwarf one. Plenty of other interesting stuff going on though, as the first supplements come out, and people react accordingly. While they are putting more emphasis on tactical play, there's still plenty of roleplaying advice and system free material that's useful for anyone reading the magazine. The whole thing definitely feels like far less of a grind than the final 2e years. Now, will halflings and gnomes be forced to share a themed issue this edition? And will orcs and half orcs ever get their turn in the sun? I'm sure we'll find out in due time. But will it be next issue?</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5936480, member: 27780"] [B][U]Dragon Issue 279: January 2001[/U][/B] part 7/7 Sage advice: How much does it cost to scribe 0 level spells (1/2 that of first level spells) Do you have to select your target before or after you finish casting a spell (After. A lot can change in a round, and it's good to be adaptable.) Do sorcerer's need material components and focuses (Yes. Just because it's instinctual, don't mean they don't need the tools. ) Can spontaneous spellcasters use quicken spell(They can, but to no benefit. Congratulations, you've just wasted a feat and four spell levels. ) Do you get to control who sleep puts to sleep. (Clever positioning of the spells area of effect. Best to use it before melee starts. ) If an AoE extends beyond the spells range, it gets truncated. That's weird. (We have our reasons for making that change. Not that most of you'll remember it.) What does 1 target per level, no two of which can be more than x feet apart mean ( Geometry, my dear boy. Tales of topographic twattery. ) Do you provoke an attack of opportunity every round you cast a lengthy spell (no, just the round you start.) If a wizard moves away and casts a spell, will the AoO disrupt the spell. (no. The AoO is for the movement, you aren't casting the spell yet. ) Can you ready an action to follow someone and still get an AoO (yes) Can you ready an action with multiple conditions (That seems a bit pointless to Skip. ) What's the point of the healing domain if any good cleric can spontaneously cast spells from it (You misunderstand the rules. Fortunately, Skip is a prescient sage, and has an explanation all ready for you. ) Can Diviners prepare detect magic as a bonus spell (No. Counterintuitive rules fixes strike again.) What does Nystul's undetectable aura actually do. (Blocks detect magic. That's it. Circumstantial evidence may still allow people to deduce magic is involved. ) Does shocking grasp dissipate if you miss (What is this bollocks. Not even 6 months in, and you're already recycling questions. Didn't you understand the general answer about holding the charge on touch spells. Skip is not amused.) Can you two-weapon fight with chill touch and a weapon in the other hand (yes. It even counts as a light weapon. Pretty neat, huh?) Fireball's range is way longer than lightning bolt's now. What gives? (We wanted to increase their differentiation, making them very different tactical choices) Does fireball expand to fill the area in enclosed spaces now. (We decided to get rid of that quirk. It caused way too much grief for both players and DM's. ) If silence is an illusion now, can you disbelieve it (No. If it don't say disbelief in the save, then your ego will do you no good.) Dungeoncraft: Ray reminds us that when adopting a new edition, it's important to suspend your preconceptions about how things ought to be done. This is even more important than when playing a whole new game entirely, as subtle changes can catch you out more easily than obvious ones, and you need to relearn your reflexes accordingly. A big one is that character generation now takes quite a bit longer, so devoting a whole session to it, allowing the DM to have oversight over what supplements and combos are included in their builds becomes a more sensible idea. Another one is that positioning is more important, thanks to attacks of opportunity, so minis, or at least a way to mark position do come in handy. On the other hand, characters are a good deal less fragile now, so you can subject them to onslaughts of adversaries that would have seemed excessive last edition. So while he may have been a latecomer to the new rules, his analytical skills are fully functional, and he's already aware of the main strengths and weaknesses of 3e. So follow his advice, and make sure you're doing everything by the book for the first few sessions, not applying stuff from 2e that isn't actually there anymore. Your gaming will be more versatile for it in the long run. What's new demonstrates how not to live eternally when you can. The snail is nearly halfway across the page, by the way. Can't say I was very keen on the themed stuff, which felt like they did it because they were obliged too after the dwarf one. Plenty of other interesting stuff going on though, as the first supplements come out, and people react accordingly. While they are putting more emphasis on tactical play, there's still plenty of roleplaying advice and system free material that's useful for anyone reading the magazine. The whole thing definitely feels like far less of a grind than the final 2e years. Now, will halflings and gnomes be forced to share a themed issue this edition? And will orcs and half orcs ever get their turn in the sun? I'm sure we'll find out in due time. But will it be next issue? [/QUOTE]
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