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<blockquote data-quote="(un)reason" data-source="post: 6202156" data-attributes="member: 27780"><p><strong><u>Dragon Issue 339: January 2006</u></strong></p><p></p><p></p><p>part 2/6</p><p></p><p></p><p>First watch: Races of the Dragon. We've exhausted the core collection, but that's where things get interesting. See Kobolds get some more cool stuff so the ultimate underdogs can kick your ass a little more humiliatingly. See Dragonborn, another of the things that would prove damn popular and become core next edition. And the usual load of spells and prestige classes for those of you who want to enhance your draconic connection. </p><p></p><p>Eberron enjoys it's very own Players Guide. As with many near core supplements, it looks like a grab-bag of material, including some which come from fan suggestions. Some'll be good, some'll be filler. </p><p></p><p>D20 stuff this month seems pretty decent. The big one is the release of the Dark Legacies player and campaign guide. We've had victorian steampunk mixed with magic recently, now we have postapocalyptic steampunk mixed with magic and horror. Doesn't sound too bad. Another one incorporating dimensional horror, odd technology, and (not actually very) low magic is the Iron heroes Bestiary. See Mike Mearls cook up cool creatures that take advantage of his new combat options, and a bunch of spurious planes for the weirder ones to come from. And finally, they give a shout-out to Goodman's Dungeon Crawl Classics. Revenge of the rat king sees another spin on the classic PHB cover and plenty of other retro features. Ahh, the joys of there being more things to buy than you ever could. It means there's bound to be something you like out there. </p><p></p><p>Our minis this month tie in with our current adventure path. Writhing Stranglers, worm infested corpses for all your kyussy needs. Several other things in the same line should also prove useful, even if you won't find out why for a few months. </p><p></p><p>Several other play aids as well, as usual. Castle kits give you another source of minis landscapes for your visual representation needs. If you'd prefer things flat, Ocho games gives us little ceramic tiles with visual representations of monsters. Less worry of being knocked over, but still fun for cats to play with. And dice are getting their own pretty variants, courtesy of q-workshop. Just as long as it doesn't make them hard to read. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>Conan gets a graphic novel adaption of the Jewels of Gwalhur. He continues to be a popular choice amongst games for inspiration, and maybe you can get a little more here. </p><p></p><p>The new D&D computer game, Stormreach, is finally out. Now will you stop going on about it. This is what, the third time here. </p><p></p><p>And finally, on the silly side, we have D&D themed motivational posters. This became the biggest thread series in rpg.net open, and it looks like someone is actually selling them. I find this very amusing, and more than a little <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> worthy. </p><p></p><p></p><p>Dragon Kings: In 2e dark sun, getting to become a Dragon or Avangion was theoretically possible, but would take a truly enormous game to accomplish. You needed to roll high enough stats to dual class in the first place (even if athas's alternate generation method made that slightly more probable, and then work your way through to 20th level twice, each of which will likely take years of play in itself. And then once you became one, each new level required not only hundreds of thousands of XP, but also a complex and expensive magical ritual. Safe to say that it's considerably easier in 3e. They reduce the requirements to 9th level spellcasting and 6th level psionic powers, which will still require you to be at least moderately into epic levels, but doesn't seem too gruelling if you plan your prestige classes right. Similarly, the power levels are much more balanced with a conventional character of the same total level, with their physical progression fairly similar to what it was, but their spellcasting progression substantially lower. Of course, since their original levels are pretty much bound to be 1/2 BAB, they won't be that physically threatening compared to a fighting class of the same level either. So while they remain a terrifying world-shaking threat to the common person, it's much easier for a party to challenge them and win under 3e. You'll have to give them some more class levels than the minimum if you want them to remain competitive in a world of hecatoncheires and pseudonatural paragon tarrasques.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6202156, member: 27780"] [B][U]Dragon Issue 339: January 2006[/U][/B] part 2/6 First watch: Races of the Dragon. We've exhausted the core collection, but that's where things get interesting. See Kobolds get some more cool stuff so the ultimate underdogs can kick your ass a little more humiliatingly. See Dragonborn, another of the things that would prove damn popular and become core next edition. And the usual load of spells and prestige classes for those of you who want to enhance your draconic connection. Eberron enjoys it's very own Players Guide. As with many near core supplements, it looks like a grab-bag of material, including some which come from fan suggestions. Some'll be good, some'll be filler. D20 stuff this month seems pretty decent. The big one is the release of the Dark Legacies player and campaign guide. We've had victorian steampunk mixed with magic recently, now we have postapocalyptic steampunk mixed with magic and horror. Doesn't sound too bad. Another one incorporating dimensional horror, odd technology, and (not actually very) low magic is the Iron heroes Bestiary. See Mike Mearls cook up cool creatures that take advantage of his new combat options, and a bunch of spurious planes for the weirder ones to come from. And finally, they give a shout-out to Goodman's Dungeon Crawl Classics. Revenge of the rat king sees another spin on the classic PHB cover and plenty of other retro features. Ahh, the joys of there being more things to buy than you ever could. It means there's bound to be something you like out there. Our minis this month tie in with our current adventure path. Writhing Stranglers, worm infested corpses for all your kyussy needs. Several other things in the same line should also prove useful, even if you won't find out why for a few months. Several other play aids as well, as usual. Castle kits give you another source of minis landscapes for your visual representation needs. If you'd prefer things flat, Ocho games gives us little ceramic tiles with visual representations of monsters. Less worry of being knocked over, but still fun for cats to play with. And dice are getting their own pretty variants, courtesy of q-workshop. Just as long as it doesn't make them hard to read. :p Conan gets a graphic novel adaption of the Jewels of Gwalhur. He continues to be a popular choice amongst games for inspiration, and maybe you can get a little more here. The new D&D computer game, Stormreach, is finally out. Now will you stop going on about it. This is what, the third time here. And finally, on the silly side, we have D&D themed motivational posters. This became the biggest thread series in rpg.net open, and it looks like someone is actually selling them. I find this very amusing, and more than a little :rolleyes: worthy. Dragon Kings: In 2e dark sun, getting to become a Dragon or Avangion was theoretically possible, but would take a truly enormous game to accomplish. You needed to roll high enough stats to dual class in the first place (even if athas's alternate generation method made that slightly more probable, and then work your way through to 20th level twice, each of which will likely take years of play in itself. And then once you became one, each new level required not only hundreds of thousands of XP, but also a complex and expensive magical ritual. Safe to say that it's considerably easier in 3e. They reduce the requirements to 9th level spellcasting and 6th level psionic powers, which will still require you to be at least moderately into epic levels, but doesn't seem too gruelling if you plan your prestige classes right. Similarly, the power levels are much more balanced with a conventional character of the same total level, with their physical progression fairly similar to what it was, but their spellcasting progression substantially lower. Of course, since their original levels are pretty much bound to be 1/2 BAB, they won't be that physically threatening compared to a fighting class of the same level either. So while they remain a terrifying world-shaking threat to the common person, it's much easier for a party to challenge them and win under 3e. You'll have to give them some more class levels than the minimum if you want them to remain competitive in a world of hecatoncheires and pseudonatural paragon tarrasques. [/QUOTE]
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