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<blockquote data-quote="(un)reason" data-source="post: 6159918" data-attributes="member: 27780"><p><strong><u>Dragon Issue 326: December 2004</u></strong></p><p></p><p></p><p>part 7/8</p><p></p><p></p><p>Class acts: Fighters get Two Swords are better than One. Given their number of feats, a fighter who specializes can actually end up better at this combat style than rangers. Don't discount it just because Drizzt made it thematic for another class and everyone was dumb enough to copy him. </p><p></p><p>Clerics get 7 new flaws. Some interesting, and rather brutal flaws that really cut at the heart of their class features. I definitely approve of anyone brave enough to take these and deal with the consequences. </p><p></p><p>Wizards get The Necromancer's Primer. Unless you have supplements, there aren't nearly enough low level necromancy spells, so you have to choose carefully or wind up underpowered. Such a hassle. Here's a little advice to take the sting off it. </p><p></p><p>Rogues get 6 new special abilities to choose at higher level. Now this is more like it. Just what you need if you've played the game to epic and want some more tricks to fill out your set or surprise the players with. I particularly love Swift Kick. Great way to make your trap disarming more cinematic. </p><p></p><p>Barbarians get Strong Strategies. Hit em fast, hit em hard, and remember, you can afford to soak more damage than anyone else. Some very 4e-esque advice we have here. How curious. </p><p></p><p>Druids get The Wild Side. Ahh, the joys of wild shape letting you outclass any warrior or rogue. And who needs wizard spells anyway? Do we really need another reminder just how awesome 3e druids were? </p><p></p><p>Sorcerers get a load of advice on their equipment. Their probably low strength and need for mobility means overloading them is a bad idea. Choose carefully. </p><p></p><p>Rangers get 5 new fighting styles. Just the thing for when the fighter's just taken the 2 weapon fighting schtick. Wrestling, mounted fighting, piscator, throwing weapons, these are pretty neat, and should help you avoid getting stereotyped. </p><p></p><p>Paladins get a bit of fluff on their historical antecedents. Charlemagne's peers and the knights templar. Yet again, they are reiterating stuff tackled before in more depth. These really are dreadfully shallow a lot of the time. </p><p></p><p>Monks get A Matter of Style. Talk about martial arts styles, and real world examples of such. More shallow reiteration. I pity the people who have to write these. </p><p></p><p>Bards get Magic & Music. Bards really shine as a social and support character. So use them like that! Don't try and be the big solo combatant. Help people out, and you'll both be much happier. Another bit of advice they would code into the next edition much more strongly.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6159918, member: 27780"] [B][U]Dragon Issue 326: December 2004[/U][/B] part 7/8 Class acts: Fighters get Two Swords are better than One. Given their number of feats, a fighter who specializes can actually end up better at this combat style than rangers. Don't discount it just because Drizzt made it thematic for another class and everyone was dumb enough to copy him. Clerics get 7 new flaws. Some interesting, and rather brutal flaws that really cut at the heart of their class features. I definitely approve of anyone brave enough to take these and deal with the consequences. Wizards get The Necromancer's Primer. Unless you have supplements, there aren't nearly enough low level necromancy spells, so you have to choose carefully or wind up underpowered. Such a hassle. Here's a little advice to take the sting off it. Rogues get 6 new special abilities to choose at higher level. Now this is more like it. Just what you need if you've played the game to epic and want some more tricks to fill out your set or surprise the players with. I particularly love Swift Kick. Great way to make your trap disarming more cinematic. Barbarians get Strong Strategies. Hit em fast, hit em hard, and remember, you can afford to soak more damage than anyone else. Some very 4e-esque advice we have here. How curious. Druids get The Wild Side. Ahh, the joys of wild shape letting you outclass any warrior or rogue. And who needs wizard spells anyway? Do we really need another reminder just how awesome 3e druids were? Sorcerers get a load of advice on their equipment. Their probably low strength and need for mobility means overloading them is a bad idea. Choose carefully. Rangers get 5 new fighting styles. Just the thing for when the fighter's just taken the 2 weapon fighting schtick. Wrestling, mounted fighting, piscator, throwing weapons, these are pretty neat, and should help you avoid getting stereotyped. Paladins get a bit of fluff on their historical antecedents. Charlemagne's peers and the knights templar. Yet again, they are reiterating stuff tackled before in more depth. These really are dreadfully shallow a lot of the time. Monks get A Matter of Style. Talk about martial arts styles, and real world examples of such. More shallow reiteration. I pity the people who have to write these. Bards get Magic & Music. Bards really shine as a social and support character. So use them like that! Don't try and be the big solo combatant. Help people out, and you'll both be much happier. Another bit of advice they would code into the next edition much more strongly. [/QUOTE]
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