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<blockquote data-quote="(un)reason" data-source="post: 6179076" data-attributes="member: 27780"><p><strong><u>Dragon Issue 333: July 2005</u></strong></p><p></p><p></p><p>part 7/7</p><p></p><p></p><p>Class acts: Barbarians get Change of Environs. Three new feats to reflect being raised in harsh climates. Could the writer have just read Iron Heroes, and wanted to imitate that in D&D? Certainly not beyond the bounds of probability. </p><p></p><p>Bards get Temple serving Bards. Or is that the other way round? Anyway, music and religion have always had plenty of connection in the real world. Why should that not be the case in D&D? Here's some ideas of how you could fit into the core faiths. It also features a new feat to make multiclassing between cleric and bard more attractive. Just the thing to help make a party more cohesive. </p><p></p><p>Clerics get The Rage Cleric. Sorry, it's just not as funny as the rage mage. Anyway, exchange your turning and domains for barbarian rage. Yer basic UAesque feature swap. As with most CoDzilla feature exchanges, it's probably a step down, as it doesn't synergize as well. </p><p></p><p>Druids get The Mounted Druid. Another syngergistic build you may not have considered. Includes stats for Elk, of all things. Don't mess with the elk. They'll mess your day right up by biting your sister. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Fighters get Cultured Combatants I. 4 rather interesting feats based around applying perform skills aggressively. Just the thing for your heavily armoured fighter/bards. More coming soon, obviously. </p><p></p><p>Monks get Monks in the City. Not needing weapons to be at full deadliness, they make the perfect comedic foil for the bard. Another of those cases where the rules produce fun emergent effects that are also surprisingly good for a story. </p><p></p><p>Paladins get Preferred Prayers. The usual advice on choosing the best spells from a limited selection. Needs moar supplements. </p><p></p><p>Rangers get Ranger lore. Just what does a particular roll mean in terms what you can find out about the stuff you just saw? Seems to be an idea who's time has come. Before you know it, they'll be including tables like this with every monster description. </p><p></p><p>Rogues get Unseen Sisters. Another intriguing case of reskinning, as they are turned from thieves to hidden guardians. Includes a feat to help you out in this. </p><p></p><p>Sorcerers get Knowstones. These little bunnies impart knowledge of a spell to spontaneous casters, allowing them to increase their rather limited number of spells known, but not cast any more per day. With judicious sharing (and way too much money) sorcerers could become almost as versatile as wizards. They quite rightly recommend that you use this variant with caution. </p><p></p><p>Wizards get 6 new flaws this time. Nothing hugely surprising here. </p><p></p><p></p><p>Nodwick is summoned by demons to do their bidding. No worse than a regular day at the office, really. Zogonia makes a really bad pun joke. </p><p></p><p></p><p>The pendulum continues to swing back towards setting material in this issue, with quite a few articles that integrate it well or even put it above the mechanical information. This doesn't mean it's all good, and the ecology in particular makes it clear they're still a far cry from their 90's heyday in that respect, but it is still an improvement. Let's hope they can keep building on it, as after all, settings don't really come into their own until they reach a decent size. Let's see if the next issue will have any continuity with the current one.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6179076, member: 27780"] [B][U]Dragon Issue 333: July 2005[/U][/B] part 7/7 Class acts: Barbarians get Change of Environs. Three new feats to reflect being raised in harsh climates. Could the writer have just read Iron Heroes, and wanted to imitate that in D&D? Certainly not beyond the bounds of probability. Bards get Temple serving Bards. Or is that the other way round? Anyway, music and religion have always had plenty of connection in the real world. Why should that not be the case in D&D? Here's some ideas of how you could fit into the core faiths. It also features a new feat to make multiclassing between cleric and bard more attractive. Just the thing to help make a party more cohesive. Clerics get The Rage Cleric. Sorry, it's just not as funny as the rage mage. Anyway, exchange your turning and domains for barbarian rage. Yer basic UAesque feature swap. As with most CoDzilla feature exchanges, it's probably a step down, as it doesn't synergize as well. Druids get The Mounted Druid. Another syngergistic build you may not have considered. Includes stats for Elk, of all things. Don't mess with the elk. They'll mess your day right up by biting your sister. :D Fighters get Cultured Combatants I. 4 rather interesting feats based around applying perform skills aggressively. Just the thing for your heavily armoured fighter/bards. More coming soon, obviously. Monks get Monks in the City. Not needing weapons to be at full deadliness, they make the perfect comedic foil for the bard. Another of those cases where the rules produce fun emergent effects that are also surprisingly good for a story. Paladins get Preferred Prayers. The usual advice on choosing the best spells from a limited selection. Needs moar supplements. Rangers get Ranger lore. Just what does a particular roll mean in terms what you can find out about the stuff you just saw? Seems to be an idea who's time has come. Before you know it, they'll be including tables like this with every monster description. Rogues get Unseen Sisters. Another intriguing case of reskinning, as they are turned from thieves to hidden guardians. Includes a feat to help you out in this. Sorcerers get Knowstones. These little bunnies impart knowledge of a spell to spontaneous casters, allowing them to increase their rather limited number of spells known, but not cast any more per day. With judicious sharing (and way too much money) sorcerers could become almost as versatile as wizards. They quite rightly recommend that you use this variant with caution. Wizards get 6 new flaws this time. Nothing hugely surprising here. Nodwick is summoned by demons to do their bidding. No worse than a regular day at the office, really. Zogonia makes a really bad pun joke. The pendulum continues to swing back towards setting material in this issue, with quite a few articles that integrate it well or even put it above the mechanical information. This doesn't mean it's all good, and the ecology in particular makes it clear they're still a far cry from their 90's heyday in that respect, but it is still an improvement. Let's hope they can keep building on it, as after all, settings don't really come into their own until they reach a decent size. Let's see if the next issue will have any continuity with the current one. [/QUOTE]
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