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<blockquote data-quote="(un)reason" data-source="post: 6215163" data-attributes="member: 27780"><p><strong><u>Dragon Issue 343: May 2006</u></strong></p><p></p><p></p><p>part 2/6</p><p></p><p></p><p>First watch: After the fairly substantial success of the DMG 2, we get the Players handbook 2. 4 new core classes, a ton of new feats, including quite a lot specifically for beefing up high level fighters, plenty more bits and pieces, and yet another riff on the original PHB cover. Most. Imitated. Artwork. Evar. </p><p></p><p>D20 modern gets Critical Locations. No, not a gruesome critical hit system. Just a load of maps of likely places for you to adventure. Well, you can't use all those dungeons, can you? </p><p></p><p>Also on the D20 side, from third party companies, we have quite a bit. A players guide to Ptolus is out, teasing things a little more for the big release, while not spoiling the big secrets. Plus a bunch of miniatures representing characters from the city, and a comic series. Monte really went all out to make this his masterpiece, and it shows. They also promote DCC 30: Vault of the Dragon Kings, and Green Ronin's Dragon Fist. Plenty of small stuff to tide us through 'till the big releases. </p><p></p><p>Lots of computer stuff too. Campaign Cartographer 3 keeps this series up to date with advancing technology. Conan gets it's own MMO. And dozens of websites do things that the official products don't, including indexes that would be out of date in no time in a paper format. They're proving their value again and again. (I say, typing on my own laptop) </p><p></p><p>WotC is also happily licensing stuff out to other companies. Official D&D t-shirts, with more snappy sayings for your enjoyment. And more comic adaptions of old Dragonlance and Forgotten Realms stories. Drizzt & co continue to justify themselves even if the new stuff isn't coming as fast as it used too. </p><p></p><p>On the minis side, we have lots more bits of landscape to build your dungeons with, courtesy of Dwarven Forge. Very appropriate name, really. And a big box designed to neatly contain your minis. Nothing much to say about these. </p><p></p><p>On the other hand, Sean K Reynolds' hubby's little venture, where she puts dice inside translucent soaps, has me wanting to say a lot, but not sure where to start. It's ....... different, I'll give them that. Not sure if it's a brilliant idea, or just utterly inane. But it's certainly memorable. Wonder if it actually made much money, or it was just a whimsical art project. </p><p></p><p></p><p>Take Cover!: Huh. An article on dealing with monsters that have forms of movement the average PC lacks. Well, it certainly makes sense, as mobility and reach is one of the things that hugely changes your tactics, and enables weaker things to beat stronger without even getting hurt. Flying, swimming, and burrowing are the most well known, but climbing, jumping, web movement and extradimensional movement are also interesting options that add to an encounter, and can really scare people if used effectively. They start with the more mundane options, and then move up to finishing with monsters that can teleport at will, which are near impossible to finish off if you lack magical tricks of your own. They then detail 5 new feats which will help you counter more mobile creatures, either by enhancing you, or reducing the effectiveness of their special powers. They're probably not as good a use of your resources as learning a spell which lets you fly, climb, turn invisible, etc, though. It's all pretty interesting, as they do think of tactical tricks and considerations I haven't realised before. It's important to keep fights interesting, and this article does it's fair share.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6215163, member: 27780"] [B][U]Dragon Issue 343: May 2006[/U][/B] part 2/6 First watch: After the fairly substantial success of the DMG 2, we get the Players handbook 2. 4 new core classes, a ton of new feats, including quite a lot specifically for beefing up high level fighters, plenty more bits and pieces, and yet another riff on the original PHB cover. Most. Imitated. Artwork. Evar. D20 modern gets Critical Locations. No, not a gruesome critical hit system. Just a load of maps of likely places for you to adventure. Well, you can't use all those dungeons, can you? Also on the D20 side, from third party companies, we have quite a bit. A players guide to Ptolus is out, teasing things a little more for the big release, while not spoiling the big secrets. Plus a bunch of miniatures representing characters from the city, and a comic series. Monte really went all out to make this his masterpiece, and it shows. They also promote DCC 30: Vault of the Dragon Kings, and Green Ronin's Dragon Fist. Plenty of small stuff to tide us through 'till the big releases. Lots of computer stuff too. Campaign Cartographer 3 keeps this series up to date with advancing technology. Conan gets it's own MMO. And dozens of websites do things that the official products don't, including indexes that would be out of date in no time in a paper format. They're proving their value again and again. (I say, typing on my own laptop) WotC is also happily licensing stuff out to other companies. Official D&D t-shirts, with more snappy sayings for your enjoyment. And more comic adaptions of old Dragonlance and Forgotten Realms stories. Drizzt & co continue to justify themselves even if the new stuff isn't coming as fast as it used too. On the minis side, we have lots more bits of landscape to build your dungeons with, courtesy of Dwarven Forge. Very appropriate name, really. And a big box designed to neatly contain your minis. Nothing much to say about these. On the other hand, Sean K Reynolds' hubby's little venture, where she puts dice inside translucent soaps, has me wanting to say a lot, but not sure where to start. It's ....... different, I'll give them that. Not sure if it's a brilliant idea, or just utterly inane. But it's certainly memorable. Wonder if it actually made much money, or it was just a whimsical art project. Take Cover!: Huh. An article on dealing with monsters that have forms of movement the average PC lacks. Well, it certainly makes sense, as mobility and reach is one of the things that hugely changes your tactics, and enables weaker things to beat stronger without even getting hurt. Flying, swimming, and burrowing are the most well known, but climbing, jumping, web movement and extradimensional movement are also interesting options that add to an encounter, and can really scare people if used effectively. They start with the more mundane options, and then move up to finishing with monsters that can teleport at will, which are near impossible to finish off if you lack magical tricks of your own. They then detail 5 new feats which will help you counter more mobile creatures, either by enhancing you, or reducing the effectiveness of their special powers. They're probably not as good a use of your resources as learning a spell which lets you fly, climb, turn invisible, etc, though. It's all pretty interesting, as they do think of tactical tricks and considerations I haven't realised before. It's important to keep fights interesting, and this article does it's fair share. [/QUOTE]
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