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<blockquote data-quote="(un)reason" data-source="post: 6064192" data-attributes="member: 27780"><p><strong><u>Dragon Issue 302: December 2002</u></strong></p><p></p><p></p><p>part 4/10</p><p></p><p></p><p>60 Magical side-effects: Ah yes, adding quirks to magical items to make them more memorable. We've seen articles on you in issues 34, 163, and probably one or two more I can't find at the moment. Roll on the table for instant fun, which may be beneficial, but more likely will simply be a minor pain in the ass, particularly since this one is focussed on potions, which are generally one-shot items, so you don't have a chance to get used to them. Overall, this one is better than the one from issue 34, with better formatting and more solid mechanics, but not as good as the ones from issue 163, which are longer, more comprehensive and broader in targeting. But still, all have plenty of fun in them, and aren't too hard to convert back and forth. This is one case where more options are still a good thing, as the topic hasn't been done to death yet. </p><p></p><p></p><p>Bestiary loses it's The again, this time for good. Darn kids these days, no respect. :shakes stick: This time we go back to golems. Last given a special in issue 209, (and the 96 april fool one as well, but we shall not speak of that. ) And hey ho, they walk straight into the trap that last time so effectively averted, that of just picking a bunch of materials, and making a golem based on them. Not every lesson of the past has been taken to heart. </p><p></p><p>Web golems pretty much force you to learn the grappling rules. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> That in itself'll probably dissuade many DM's from using them. Still, at least they're vulnerable to fire. </p><p></p><p>Alchemical golems are made from the runoff of your magical experiments over the years, making them ecologically sound to make, and rather unpleasant to hit. Waste not, want not, so collect the corpses of things they kill and use them for making undead in turn. </p><p></p><p>Mud Golems are like incredibly souped up mudmen. They make you slip, they make you drown, they're completely immune to piercing & slashing weapons. That is indeed going to be a pain to beat. </p><p></p><p>Rope golems also grapple you, and cut off your air supply. This is going to be an issue in actual play. You really aren't selling me on these things. </p><p></p><p>Puzzle Golems are one big man that can split into lots of little interlocking stone men, like a particularly elaborate transformers team. That's actually a pretty cool idea, and makes them very versatile at dealing with teams of adventurers. So this certainly hasn't been a complete waste of time. Just the usual filtering process as we deal with Sturgeon's law.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6064192, member: 27780"] [B][U]Dragon Issue 302: December 2002[/U][/B] part 4/10 60 Magical side-effects: Ah yes, adding quirks to magical items to make them more memorable. We've seen articles on you in issues 34, 163, and probably one or two more I can't find at the moment. Roll on the table for instant fun, which may be beneficial, but more likely will simply be a minor pain in the ass, particularly since this one is focussed on potions, which are generally one-shot items, so you don't have a chance to get used to them. Overall, this one is better than the one from issue 34, with better formatting and more solid mechanics, but not as good as the ones from issue 163, which are longer, more comprehensive and broader in targeting. But still, all have plenty of fun in them, and aren't too hard to convert back and forth. This is one case where more options are still a good thing, as the topic hasn't been done to death yet. Bestiary loses it's The again, this time for good. Darn kids these days, no respect. :shakes stick: This time we go back to golems. Last given a special in issue 209, (and the 96 april fool one as well, but we shall not speak of that. ) And hey ho, they walk straight into the trap that last time so effectively averted, that of just picking a bunch of materials, and making a golem based on them. Not every lesson of the past has been taken to heart. Web golems pretty much force you to learn the grappling rules. :p That in itself'll probably dissuade many DM's from using them. Still, at least they're vulnerable to fire. Alchemical golems are made from the runoff of your magical experiments over the years, making them ecologically sound to make, and rather unpleasant to hit. Waste not, want not, so collect the corpses of things they kill and use them for making undead in turn. Mud Golems are like incredibly souped up mudmen. They make you slip, they make you drown, they're completely immune to piercing & slashing weapons. That is indeed going to be a pain to beat. Rope golems also grapple you, and cut off your air supply. This is going to be an issue in actual play. You really aren't selling me on these things. Puzzle Golems are one big man that can split into lots of little interlocking stone men, like a particularly elaborate transformers team. That's actually a pretty cool idea, and makes them very versatile at dealing with teams of adventurers. So this certainly hasn't been a complete waste of time. Just the usual filtering process as we deal with Sturgeon's law. [/QUOTE]
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