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<blockquote data-quote="(un)reason" data-source="post: 6141262" data-attributes="member: 27780"><p><strong><u>Dragon Issue 321: July 2004</u></strong></p><p></p><p></p><p>part 2/8</p><p></p><p></p><p>Zogonia really need to hire a PR person and agent. Adventuring alone really really isn't cutting the mustard. </p><p></p><p></p><p>The infused: First up, we have a sequel to a previous article, which doesn't get my hopes up. While being fused with demons who provide power at the price of constant temptation is a cool idea, the similar synthesis with angelic creatures who's power is dependent on behaving yourself doesn't hold quite the same dramatic tension. (unless you're playing an evil or neutral character trying to get maximum profit for themselves while sticking to the letter of the rules) So here's another long prestige class with sample ability sets for most of the devas, archons, guardianals and eladrin. It's very much a perfect demonstration of the idea of diminishing returns. And we don't even get to find out what a relationship with Modrons or Slaadi would do to you either. If you're going to do a follow-up, it has to be bigger and better to get the same amount of praise, which I really can't give this time. </p><p></p><p></p><p>Woo. The worlds largest dungeon. Kill your characters with endless darkmantles in region A, and then beat the players with the enormous book if they dare complain. Now that's proper adventuring in the old skool spirit. </p><p></p><p></p><p>Under command: This month's minis article is a brisk little piece converting a whole load of common magical items to the game. This obviously allows you a whole load of extra options to advance and customise your character. Interestingly, the point costs of some items scales with your characters, representing that many items are force multipliers rather than adders, and having interesting implications for characters in a game where you can take enemies stuff after killing them. That really does show them thinking carefully about game balance, which is important in a wargame where you have to build armies on equal amounts of points, and something point-buy systems like GURPS might benefit from incorporating. (although it would make the mathematical aspect of character building even more of a pain in the ass) Perfect balance may be impossible, but we can still get much closer to it if we try, and it is good to see them still trying.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6141262, member: 27780"] [B][U]Dragon Issue 321: July 2004[/U][/B] part 2/8 Zogonia really need to hire a PR person and agent. Adventuring alone really really isn't cutting the mustard. The infused: First up, we have a sequel to a previous article, which doesn't get my hopes up. While being fused with demons who provide power at the price of constant temptation is a cool idea, the similar synthesis with angelic creatures who's power is dependent on behaving yourself doesn't hold quite the same dramatic tension. (unless you're playing an evil or neutral character trying to get maximum profit for themselves while sticking to the letter of the rules) So here's another long prestige class with sample ability sets for most of the devas, archons, guardianals and eladrin. It's very much a perfect demonstration of the idea of diminishing returns. And we don't even get to find out what a relationship with Modrons or Slaadi would do to you either. If you're going to do a follow-up, it has to be bigger and better to get the same amount of praise, which I really can't give this time. Woo. The worlds largest dungeon. Kill your characters with endless darkmantles in region A, and then beat the players with the enormous book if they dare complain. Now that's proper adventuring in the old skool spirit. Under command: This month's minis article is a brisk little piece converting a whole load of common magical items to the game. This obviously allows you a whole load of extra options to advance and customise your character. Interestingly, the point costs of some items scales with your characters, representing that many items are force multipliers rather than adders, and having interesting implications for characters in a game where you can take enemies stuff after killing them. That really does show them thinking carefully about game balance, which is important in a wargame where you have to build armies on equal amounts of points, and something point-buy systems like GURPS might benefit from incorporating. (although it would make the mathematical aspect of character building even more of a pain in the ass) Perfect balance may be impossible, but we can still get much closer to it if we try, and it is good to see them still trying. [/QUOTE]
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