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<blockquote data-quote="(un)reason" data-source="post: 6020717" data-attributes="member: 27780"><p><strong><u>Dragon Issue 293: March 2002</u></strong></p><p></p><p></p><p>part 5/10</p><p></p><p></p><p>The elemental planetouched: Tieflings and Aasimar were popular enough to be put in the new MM. Now we update their elemental counterparts, in one of those articles where they use the magazine to get feedback before putting them in a book and making them fully official. These are pretty straight conversions, with the same ability modifiers (albeit doubled to fit the 3e formula) and innate spells as their 2e versions. All are LA+1 to match with the existing planetouched. The main forward development is the idea of racial feats that allow you to enhance your natural abilities, which is definitely something that catches on and becomes more common before being made core next edition. So this is another article that shows their progression through history, and the magazine's integral part in that. The official books would look different if they didn't have this to test out and fill in details. </p><p></p><p></p><p>Campaigning with class: Right back at the start of 3e, we had an article on the point of prestige classes, and how the selection the DM allows should be used to define your campaign world. This is basically a repetition of that, with the benefit of a year of supplements to draw on for examples. You want a particular types of game? Here's the existing prestige classes that would be good for that, and the books where they can be found. (gotta collect em all!) So this feels like a slightly cynical bit of rehash, designed to get you using their prestige classes, albeit not all of them at once, and hopefully playing multiple D&D campaigns instead of moving to another system once you level up to 20+ and finish one. Even if they're no longer supporting tons of different campaigns at once, they recognise that players need a certain amount of variation to sustain interest. But you'll have to do some of the customising yourself. Not getting much helpful from this I'm afraid. Moving on then. </p><p></p><p></p><p>Nodwick's party help design a universe. Design by committee makes it far worse than any of them could have done individually. </p><p></p><p></p><p>Elminsters guide to the realms: Another inn that adventurers would probably rather enjoy staying in this month, as it has plenty of potential to lead to adventures both within it and elsewhere. The Missing Minotaur has Harper links, and like any place that deals with troublemakers, the innkeeper has a number of tricks to deal with patrons who get rowdy. While the notes are as interesting as ever, the map is one of the less useful ones in the series, with it's perspective not being as clear about the layout as most. It's al about picking the perspective, and side-on doesn't work quite as well as top down or isometric. Oh well, it's not as if we're short of maps of inns to steal, mix and match. Just can't get the help sometimes.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6020717, member: 27780"] [B][U]Dragon Issue 293: March 2002[/U][/B] part 5/10 The elemental planetouched: Tieflings and Aasimar were popular enough to be put in the new MM. Now we update their elemental counterparts, in one of those articles where they use the magazine to get feedback before putting them in a book and making them fully official. These are pretty straight conversions, with the same ability modifiers (albeit doubled to fit the 3e formula) and innate spells as their 2e versions. All are LA+1 to match with the existing planetouched. The main forward development is the idea of racial feats that allow you to enhance your natural abilities, which is definitely something that catches on and becomes more common before being made core next edition. So this is another article that shows their progression through history, and the magazine's integral part in that. The official books would look different if they didn't have this to test out and fill in details. Campaigning with class: Right back at the start of 3e, we had an article on the point of prestige classes, and how the selection the DM allows should be used to define your campaign world. This is basically a repetition of that, with the benefit of a year of supplements to draw on for examples. You want a particular types of game? Here's the existing prestige classes that would be good for that, and the books where they can be found. (gotta collect em all!) So this feels like a slightly cynical bit of rehash, designed to get you using their prestige classes, albeit not all of them at once, and hopefully playing multiple D&D campaigns instead of moving to another system once you level up to 20+ and finish one. Even if they're no longer supporting tons of different campaigns at once, they recognise that players need a certain amount of variation to sustain interest. But you'll have to do some of the customising yourself. Not getting much helpful from this I'm afraid. Moving on then. Nodwick's party help design a universe. Design by committee makes it far worse than any of them could have done individually. Elminsters guide to the realms: Another inn that adventurers would probably rather enjoy staying in this month, as it has plenty of potential to lead to adventures both within it and elsewhere. The Missing Minotaur has Harper links, and like any place that deals with troublemakers, the innkeeper has a number of tricks to deal with patrons who get rowdy. While the notes are as interesting as ever, the map is one of the less useful ones in the series, with it's perspective not being as clear about the layout as most. It's al about picking the perspective, and side-on doesn't work quite as well as top down or isometric. Oh well, it's not as if we're short of maps of inns to steal, mix and match. Just can't get the help sometimes. [/QUOTE]
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