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<blockquote data-quote="(un)reason" data-source="post: 6068821" data-attributes="member: 27780"><p><strong><u>Dragon Issue 303: January 2003</u></strong></p><p></p><p></p><p>part 6/9</p><p></p><p></p><p>Silicon Sorcery: For a second month in a row, this column is extended out and turned into a promotional tool for Neverwinter Nights, underscoring both how much original material appeared in the game, and how much the company has invested in it's success. A popular D&D computer game now has the potential to make them several times more money than the whole tabletop division, and boost the overall value of the IP quite a bit. A really bad run of them could make their name an embarrassment like it is in the movie industry. </p><p></p><p>Skeletal Intellect Devourers are undead versions of everyone's least favourite four-legged brains. Like their living counterparts, they can squeeze into a skull and take control of a body, but it remains obviously dead, which reduces their potential for subtlety. They still have a pretty decent selection of psionics though, so they're no slouches in a fight, if not as hard to kill as the previous edition version. </p><p></p><p>Battle Intellect Devourers are bigger and tougher, but also dumber and pretty much lacking in psionic powers. This means they're not nearly as scary in actual play. Mind-affecting powers are always a bugger to adjudicate in computer games, so I'm not really surprised they had to switch things around a bit. Still, it does mean they're less interesting and weaker than the old school version. I guess it's the same rule that applies with Beholder and Dragon variants. New writers are scared to go as hard as the originals, so they're rarely as impressive. </p><p></p><p>The Creator Race are reptilians from before the dawn of man, with a penchant for magical engineering, who put themselves in stasis because they were losing to the dragons. Now some have been thawed out, and they want to show the puny monkeys who's boss. While pretty flexible magically, they have a special knack for fire, cold and necromancy spells, able to resist and Empower them for free, so you'll probably want to use other energy types to zap them. </p><p></p><p>Spirits of the Woods are your basic nature spirits, able to assume the form of any animal, only smart and with plenty of druid spells. Another fairly generic idea that you can probably get a fair bit of use out of.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6068821, member: 27780"] [B][U]Dragon Issue 303: January 2003[/U][/B] part 6/9 Silicon Sorcery: For a second month in a row, this column is extended out and turned into a promotional tool for Neverwinter Nights, underscoring both how much original material appeared in the game, and how much the company has invested in it's success. A popular D&D computer game now has the potential to make them several times more money than the whole tabletop division, and boost the overall value of the IP quite a bit. A really bad run of them could make their name an embarrassment like it is in the movie industry. Skeletal Intellect Devourers are undead versions of everyone's least favourite four-legged brains. Like their living counterparts, they can squeeze into a skull and take control of a body, but it remains obviously dead, which reduces their potential for subtlety. They still have a pretty decent selection of psionics though, so they're no slouches in a fight, if not as hard to kill as the previous edition version. Battle Intellect Devourers are bigger and tougher, but also dumber and pretty much lacking in psionic powers. This means they're not nearly as scary in actual play. Mind-affecting powers are always a bugger to adjudicate in computer games, so I'm not really surprised they had to switch things around a bit. Still, it does mean they're less interesting and weaker than the old school version. I guess it's the same rule that applies with Beholder and Dragon variants. New writers are scared to go as hard as the originals, so they're rarely as impressive. The Creator Race are reptilians from before the dawn of man, with a penchant for magical engineering, who put themselves in stasis because they were losing to the dragons. Now some have been thawed out, and they want to show the puny monkeys who's boss. While pretty flexible magically, they have a special knack for fire, cold and necromancy spells, able to resist and Empower them for free, so you'll probably want to use other energy types to zap them. Spirits of the Woods are your basic nature spirits, able to assume the form of any animal, only smart and with plenty of druid spells. Another fairly generic idea that you can probably get a fair bit of use out of. [/QUOTE]
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