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<blockquote data-quote="(un)reason" data-source="post: 6181514" data-attributes="member: 27780"><p><strong><u>Dragon Issue 334: August 2005</u></strong></p><p></p><p></p><p>part 5/7</p><p></p><p></p><p>Bazaar of the Bizarre: Off to equip the army again. Another topic they have yet to tackle since the 3.5 changeover. Everything old is new again. Or maybe not. I certainly can't work up as much enthusiasm as first time around. </p><p></p><p>Caltrops of the Captain explode, dealing far more damage than the normal ones. Still, at least they don't hang around for ages. We don't want anti landmine campaigns in our fantasy. That would be very tiresome. </p><p></p><p>Caltrops of the General are even nastier, covering almost as big an area as a good fireball. Once again a reminder that having a staff wizard is way cheaper than relying on prefab magical items. </p><p></p><p>Caltrops of the Scout aren't as powerful, but can still penetrate certain types of damage resistance. If you need to run away because you're outmatched, you want to be able to convincingly slow the enemy down, not die before you can report. </p><p></p><p>Captain's Standards are your basic morale booster for a group, now with drastically shortened duration and range for 3.5 game balance. Well, a +2 bonus to attacks for your whole army would make a quite significant difference. Bah. I'm really not impressed by this particular nerfing. </p><p></p><p>Cavalryman's Bridles let you navigate your horse through rough terrain like a druid. Actually, druids don't get to extend their power to their animal companion, do they? So this is handy even for them. </p><p></p><p>Cavalryman's Saddles make your horse faster, able to jump higher, and go longer. It probably won't thank you though. More backbreaking, lather generating work. </p><p></p><p>Cavalryman's Spurs give you the basic ride bonuses. Another one we've seen pretty precise analogues of before. </p><p></p><p>Earrings of the Wolf make an adventuring party into a well co-ordinated team able to communicate over a mile with a whisper. Take the metagaming out of the equation, and give yourself a good reason the party's discussions midbattle don't get overheard by the enemy. </p><p></p><p>Gauntlets of the Siegebreaker offer minor combat bonuses, but their real value is in breaking through walls and doors. Hulk Sunder! Doesn't have quite the same ring to it, does it. </p><p></p><p>The quiver of the North Wind is another improved arrow storage device. This one isn't unlimited, but is user locked, so you can't just nick it and turn it against the enemy. Should provide a nice bit of frustration when you kill someone and take their stuff. </p><p></p><p>Scout's Journals take the hassle out of mapping, albeit expensively. Adventurers these days, throwing vast quantities of money just to avoid a little elbow grease. Why in my day, we had a dedicated mapper and we liked it. </p><p></p><p>Sentry's Eyes give you a compass, a clock, and a bonus on your sensory skills. Pretty useful really, if easy to take for granted. Doncha just love stuff you can get in reality. </p><p></p><p>Signalling Trumpets let you communicate to all your buds while keeping the message secret from the enemy. Basic battle coordination becomes more useful the more people you have, and bards don't do well in small teams, so this is definitely more an army one than a party one.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6181514, member: 27780"] [B][U]Dragon Issue 334: August 2005[/U][/B] part 5/7 Bazaar of the Bizarre: Off to equip the army again. Another topic they have yet to tackle since the 3.5 changeover. Everything old is new again. Or maybe not. I certainly can't work up as much enthusiasm as first time around. Caltrops of the Captain explode, dealing far more damage than the normal ones. Still, at least they don't hang around for ages. We don't want anti landmine campaigns in our fantasy. That would be very tiresome. Caltrops of the General are even nastier, covering almost as big an area as a good fireball. Once again a reminder that having a staff wizard is way cheaper than relying on prefab magical items. Caltrops of the Scout aren't as powerful, but can still penetrate certain types of damage resistance. If you need to run away because you're outmatched, you want to be able to convincingly slow the enemy down, not die before you can report. Captain's Standards are your basic morale booster for a group, now with drastically shortened duration and range for 3.5 game balance. Well, a +2 bonus to attacks for your whole army would make a quite significant difference. Bah. I'm really not impressed by this particular nerfing. Cavalryman's Bridles let you navigate your horse through rough terrain like a druid. Actually, druids don't get to extend their power to their animal companion, do they? So this is handy even for them. Cavalryman's Saddles make your horse faster, able to jump higher, and go longer. It probably won't thank you though. More backbreaking, lather generating work. Cavalryman's Spurs give you the basic ride bonuses. Another one we've seen pretty precise analogues of before. Earrings of the Wolf make an adventuring party into a well co-ordinated team able to communicate over a mile with a whisper. Take the metagaming out of the equation, and give yourself a good reason the party's discussions midbattle don't get overheard by the enemy. Gauntlets of the Siegebreaker offer minor combat bonuses, but their real value is in breaking through walls and doors. Hulk Sunder! Doesn't have quite the same ring to it, does it. The quiver of the North Wind is another improved arrow storage device. This one isn't unlimited, but is user locked, so you can't just nick it and turn it against the enemy. Should provide a nice bit of frustration when you kill someone and take their stuff. Scout's Journals take the hassle out of mapping, albeit expensively. Adventurers these days, throwing vast quantities of money just to avoid a little elbow grease. Why in my day, we had a dedicated mapper and we liked it. Sentry's Eyes give you a compass, a clock, and a bonus on your sensory skills. Pretty useful really, if easy to take for granted. Doncha just love stuff you can get in reality. Signalling Trumpets let you communicate to all your buds while keeping the message secret from the enemy. Basic battle coordination becomes more useful the more people you have, and bards don't do well in small teams, so this is definitely more an army one than a party one. [/QUOTE]
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