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<blockquote data-quote="(un)reason" data-source="post: 6209316" data-attributes="member: 27780"><p><strong><u>Dragon Issue 341: March 2006</u></strong></p><p></p><p></p><p>part 5/6</p><p></p><p></p><p>Wormfood: So we approach high levels in our adventure path. This of course means gamechanging powers start to have serious ramifications on your adventure design. Here we examine the effect they have on wilderness travel. Mere distance is no longer much of an obstacle, with flight and teleportation able to transport individuals easily, and whole groups with a bit of effort. On the other hand, it's still a big world out there, and magic can only find things if you know what you're looking for in the first place. You're not free from legwork and logistical hassles by a long shot. Obviously, this can't cover all the stuff from the many supplements and even more third party products, and you know how much those empower clerics and wizards in particular; but it manages to touch the bases. Still, this is one article that feels way too short. They really need to put more detail into advice for running high level games, to match up with the increased complexity and decreased experience people have in that area. Overall, I'm not satisfied with this. </p><p></p><p></p><p>Bazaar of the Bizarre: Another burst of magitech here. Well, it's in theme. And it gives you easy options by taking stuff from reality. A bit lazy though, given the number of times they've done it in the past. Just crank the formulas, that'll get us through another month. </p><p></p><p>Battering Balls don't need no chain. They'll break down your door and bash out your brain. Fo shizzle. Gnomes in da house again. </p><p></p><p>Clairaudience Beetles scuttle around and record stuff for their masters. Seen you before. Will squash you if I see you again. </p><p></p><p>Floating Books come when called and hover in a position convenient for reading. Now that's what you get the wizard who has everything. They'll then spend tons of time and money rebuying their existing stuff in the new format. <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" /> Now THAT's progress. </p><p></p><p>Flying Lanterns do much the same as flying books and continual light balls, only with better decoration. It's all about the ergonomics dudes. Now sponsored by Apple. </p><p></p><p>Poison-dart Wasps are for when your spy beetles have gathered enough info to know someone needs taking out. It keeps on attacking until it hits. Send several at once and you can be pretty confident they won't swat them all. </p><p></p><p>Trick Coins let you win bets effortlessly. Ahh yes, this oldie but goodie. See how much you can make before they catch on and you have to skip town. </p><p></p><p></p><p>Spellcraft is tied in with our new book this month, in a way of giving readers a peek at the mechanics, and therefore encouraging them to buy it. Binders are the first new class, and they're also the one that time has been kindest too. It's no surprise that they're getting the attention here. Nicely though, they avoid rehash, and present us with two new vestiges, making this still useful once you've bought the book. There have been some bad tie-in articles over the years, but this is not one of them. </p><p></p><p>Kas should be pretty familiar to you, as with many vestiges. Along with his sword, this is another avenue for him to affect the world, and try to somehow get revenge on Vecna. In the meantime, he encourages you to be superficially friendly but treacherous to those around you, and his powers let you be a backstabbing bastard better, with bluff bonuses, blinding crits and the chance of negating other's crits. Pretty decent suite of powers really. </p><p></p><p>Primus is not the current one, but the one killed by Orcus during the events of The Great Modron March. It's obviously not happy about this, and encourages you to spread law across the multiverse with greater ruthlessness than the current Modron hierarchy. It's powers are actually pretty quirky though. Bonuses for repeating the same actions in successive rounds. Chaos smiting, magical commanding without them being aware of you. Again, both good powers, and cool. This has been a refreshing article, doing something a little different, and doing it well. Hopefully shadow mages and truenamers'll get some love too in future issues.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6209316, member: 27780"] [B][U]Dragon Issue 341: March 2006[/U][/B] part 5/6 Wormfood: So we approach high levels in our adventure path. This of course means gamechanging powers start to have serious ramifications on your adventure design. Here we examine the effect they have on wilderness travel. Mere distance is no longer much of an obstacle, with flight and teleportation able to transport individuals easily, and whole groups with a bit of effort. On the other hand, it's still a big world out there, and magic can only find things if you know what you're looking for in the first place. You're not free from legwork and logistical hassles by a long shot. Obviously, this can't cover all the stuff from the many supplements and even more third party products, and you know how much those empower clerics and wizards in particular; but it manages to touch the bases. Still, this is one article that feels way too short. They really need to put more detail into advice for running high level games, to match up with the increased complexity and decreased experience people have in that area. Overall, I'm not satisfied with this. Bazaar of the Bizarre: Another burst of magitech here. Well, it's in theme. And it gives you easy options by taking stuff from reality. A bit lazy though, given the number of times they've done it in the past. Just crank the formulas, that'll get us through another month. Battering Balls don't need no chain. They'll break down your door and bash out your brain. Fo shizzle. Gnomes in da house again. Clairaudience Beetles scuttle around and record stuff for their masters. Seen you before. Will squash you if I see you again. Floating Books come when called and hover in a position convenient for reading. Now that's what you get the wizard who has everything. They'll then spend tons of time and money rebuying their existing stuff in the new format. :D Now THAT's progress. Flying Lanterns do much the same as flying books and continual light balls, only with better decoration. It's all about the ergonomics dudes. Now sponsored by Apple. Poison-dart Wasps are for when your spy beetles have gathered enough info to know someone needs taking out. It keeps on attacking until it hits. Send several at once and you can be pretty confident they won't swat them all. Trick Coins let you win bets effortlessly. Ahh yes, this oldie but goodie. See how much you can make before they catch on and you have to skip town. Spellcraft is tied in with our new book this month, in a way of giving readers a peek at the mechanics, and therefore encouraging them to buy it. Binders are the first new class, and they're also the one that time has been kindest too. It's no surprise that they're getting the attention here. Nicely though, they avoid rehash, and present us with two new vestiges, making this still useful once you've bought the book. There have been some bad tie-in articles over the years, but this is not one of them. Kas should be pretty familiar to you, as with many vestiges. Along with his sword, this is another avenue for him to affect the world, and try to somehow get revenge on Vecna. In the meantime, he encourages you to be superficially friendly but treacherous to those around you, and his powers let you be a backstabbing bastard better, with bluff bonuses, blinding crits and the chance of negating other's crits. Pretty decent suite of powers really. Primus is not the current one, but the one killed by Orcus during the events of The Great Modron March. It's obviously not happy about this, and encourages you to spread law across the multiverse with greater ruthlessness than the current Modron hierarchy. It's powers are actually pretty quirky though. Bonuses for repeating the same actions in successive rounds. Chaos smiting, magical commanding without them being aware of you. Again, both good powers, and cool. This has been a refreshing article, doing something a little different, and doing it well. Hopefully shadow mages and truenamers'll get some love too in future issues. [/QUOTE]
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