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<blockquote data-quote="(un)reason" data-source="post: 6176627" data-attributes="member: 27780"><p><strong><u>Dragon Issue 332: June 2005</u></strong></p><p></p><p></p><p>part 7/7</p><p></p><p></p><p>Class acts: Barbarians get Vision Quests. This is actually a pretty neat idea suitable to any mystical type class. Go into a trance and seek the aid of the spirits. There are substantial risks, and you might not get the one you wanted, but the benefits are also pretty substantial for a single feat. Tempting and thematic. </p><p></p><p>Bards get Where did you go to college? 4 new backgrounds giving you some more examples of how you picked up your skills, and the minor benefits and penalties you get from doing so. </p><p></p><p>Clerics get Martial Symbolism. What kind of weapons are most appropriate for clerics of particular domains? Here's some pretty commonsensical associations. Yawn. </p><p></p><p>Druids get The Society. In previous editions, all druids were part of an overarching society by default, with their automatic limit on numbers of hierarchs in a region. This has since been played down. But it doesn't have to be this way. And if you like, you can give specific societies specific benefits. Perfect ground for prestige classes and stuff. </p><p></p><p>Fighters get Flexible Fighters. 4 new weapon style feats. New tricks to make your enemies lives miserable? Always a market for them. </p><p></p><p>Monks get Monk Lore. What benefit does Knowledge (religion) give them? Keeping tabs on the competition, of course. Not doing that would be like a musician who doesn't know who any of the other local bands are. </p><p></p><p>Paladins get Wyrmslayers. Dragons are a stereotypical knightly foe. Tweaking your skills to better fight them would be a damn smart idea. This includes an actual class variant, so it's pretty cool. </p><p></p><p>Rangers get Trophy Hunter. Consuming the body parts of your fallen foes is a little more grisly than rangers are usually portrayed. But nature is red in tooth and claw. And rangers don't have to be good anymore. This could work. </p><p></p><p>Rogues get That which does not kill, part 1. More special abilities, this time modeled off the spelltouched feats in UA. An interesting experiment in design here. Are they worth it? Very good question that I'd like to test. </p><p></p><p>Sorcerers get Claim your Birthright. Another feat allowing them to gain powers based on their draconic heritage. Unfortunately, the actual power is a pretty weedy blasty ray with secondary status effects. Not really worth is when your spells are better, and a metamagic feat would better increase your overall power. </p><p></p><p>Wizards get Alternative Spellbooks. Another topic that has been covered before, in greater detail. Any material will do, even your own body. Just the thing, if you don't want to spend that feat on Practiced Spellcaster. </p><p></p><p></p><p>Nodwick faces the consequences of his employer's reckless spending. No wonder they can't hold onto it, when they've devalued the gold standard so much. Dork tower is about to die because of a simple mishearing. Zogonia face a new uncategorized breed of polygonic slime, the yellow tetrahedron. </p><p></p><p></p><p>Another day in the office here, with some good articles, and some bad ones. It's funny that despite it being the name of the magazine, they still don't get as many Dragon related submissions as they do horror ones, so they can't be picky about the quality of the ones they publish to the same degree. They may be the big guns, but they don't have the same penetration as vampires. Funny how that's worked out. Oh well, next issue. 333, number of the …… half-beast? Well, we could do with another lycanthrope special for the new edition. It's not? Booo. What wasted opportunity.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6176627, member: 27780"] [B][U]Dragon Issue 332: June 2005[/U][/B] part 7/7 Class acts: Barbarians get Vision Quests. This is actually a pretty neat idea suitable to any mystical type class. Go into a trance and seek the aid of the spirits. There are substantial risks, and you might not get the one you wanted, but the benefits are also pretty substantial for a single feat. Tempting and thematic. Bards get Where did you go to college? 4 new backgrounds giving you some more examples of how you picked up your skills, and the minor benefits and penalties you get from doing so. Clerics get Martial Symbolism. What kind of weapons are most appropriate for clerics of particular domains? Here's some pretty commonsensical associations. Yawn. Druids get The Society. In previous editions, all druids were part of an overarching society by default, with their automatic limit on numbers of hierarchs in a region. This has since been played down. But it doesn't have to be this way. And if you like, you can give specific societies specific benefits. Perfect ground for prestige classes and stuff. Fighters get Flexible Fighters. 4 new weapon style feats. New tricks to make your enemies lives miserable? Always a market for them. Monks get Monk Lore. What benefit does Knowledge (religion) give them? Keeping tabs on the competition, of course. Not doing that would be like a musician who doesn't know who any of the other local bands are. Paladins get Wyrmslayers. Dragons are a stereotypical knightly foe. Tweaking your skills to better fight them would be a damn smart idea. This includes an actual class variant, so it's pretty cool. Rangers get Trophy Hunter. Consuming the body parts of your fallen foes is a little more grisly than rangers are usually portrayed. But nature is red in tooth and claw. And rangers don't have to be good anymore. This could work. Rogues get That which does not kill, part 1. More special abilities, this time modeled off the spelltouched feats in UA. An interesting experiment in design here. Are they worth it? Very good question that I'd like to test. Sorcerers get Claim your Birthright. Another feat allowing them to gain powers based on their draconic heritage. Unfortunately, the actual power is a pretty weedy blasty ray with secondary status effects. Not really worth is when your spells are better, and a metamagic feat would better increase your overall power. Wizards get Alternative Spellbooks. Another topic that has been covered before, in greater detail. Any material will do, even your own body. Just the thing, if you don't want to spend that feat on Practiced Spellcaster. Nodwick faces the consequences of his employer's reckless spending. No wonder they can't hold onto it, when they've devalued the gold standard so much. Dork tower is about to die because of a simple mishearing. Zogonia face a new uncategorized breed of polygonic slime, the yellow tetrahedron. Another day in the office here, with some good articles, and some bad ones. It's funny that despite it being the name of the magazine, they still don't get as many Dragon related submissions as they do horror ones, so they can't be picky about the quality of the ones they publish to the same degree. They may be the big guns, but they don't have the same penetration as vampires. Funny how that's worked out. Oh well, next issue. 333, number of the …… half-beast? Well, we could do with another lycanthrope special for the new edition. It's not? Booo. What wasted opportunity. [/QUOTE]
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