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<blockquote data-quote="(un)reason" data-source="post: 6225938" data-attributes="member: 27780"><p><strong><u>Dragon Issue 346: August 2006</u></strong></p><p></p><p></p><p>part 3/6</p><p></p><p></p><p>Core beliefs: Pelor. Every pantheon has to have a goody goody, the kind of guy who makes you sick with just how nice they are. Course, given evil propaganda, it seems that all too often, good gets twisted into "intolerant bigot who expects everyone to play by their rules, and smites things that are different with prejudice." Something Pelor has avoided in the past, but seems to be just starting to fall prey too, in response to the recent unpleasantness on Oerth. Slippery slope man. Fortunately, he too has his own ascended demigod, Mayaheine, to watch his back, and help protect the people when he doesn't have time. After all, even gods can't be truly everywhere at once. The result is an article that feels quite focussed on relationships, those he has with other deities, and those he has with his worshippers. Not such a bad idea really. It's how you treat your friends as well as how you treat your enemies that really defines you as good or evil. The new crunch isn't quite as impressive this time round, but the strong setting stuff keeps this column worthwhile. It's well worth it's place in the magazine, even if it could probably be several pages shorter if formatted more efficiently. </p><p></p><p></p><p>Three dragon readings: We've had several dozen different ways of character generation with varying degrees of randomness and average power level detailed in the magazine, but generating your character with cards? That's a new one. The process works much the same as fortune-telling with cards. You assemble a pattern by laying out 12 cards, with each one contributing a little to your ability scores, and the final result balanced with regular point-buy characters. This will probably take a little longer than rolling the dice, particularly the first time when you haven't got the hang of it, but it does add a fair bit of flavour, particularly if you plan to use Ravenloft adventures afterwards. It's the kind of idea that amuses me because it's different, even if I can't actually see myself using it very often in actual play. Here's to trying out obscure things again. After all, you never know what might become the next big breakout hit, copied by all the other games.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6225938, member: 27780"] [B][U]Dragon Issue 346: August 2006[/U][/B] part 3/6 Core beliefs: Pelor. Every pantheon has to have a goody goody, the kind of guy who makes you sick with just how nice they are. Course, given evil propaganda, it seems that all too often, good gets twisted into "intolerant bigot who expects everyone to play by their rules, and smites things that are different with prejudice." Something Pelor has avoided in the past, but seems to be just starting to fall prey too, in response to the recent unpleasantness on Oerth. Slippery slope man. Fortunately, he too has his own ascended demigod, Mayaheine, to watch his back, and help protect the people when he doesn't have time. After all, even gods can't be truly everywhere at once. The result is an article that feels quite focussed on relationships, those he has with other deities, and those he has with his worshippers. Not such a bad idea really. It's how you treat your friends as well as how you treat your enemies that really defines you as good or evil. The new crunch isn't quite as impressive this time round, but the strong setting stuff keeps this column worthwhile. It's well worth it's place in the magazine, even if it could probably be several pages shorter if formatted more efficiently. Three dragon readings: We've had several dozen different ways of character generation with varying degrees of randomness and average power level detailed in the magazine, but generating your character with cards? That's a new one. The process works much the same as fortune-telling with cards. You assemble a pattern by laying out 12 cards, with each one contributing a little to your ability scores, and the final result balanced with regular point-buy characters. This will probably take a little longer than rolling the dice, particularly the first time when you haven't got the hang of it, but it does add a fair bit of flavour, particularly if you plan to use Ravenloft adventures afterwards. It's the kind of idea that amuses me because it's different, even if I can't actually see myself using it very often in actual play. Here's to trying out obscure things again. After all, you never know what might become the next big breakout hit, copied by all the other games. [/QUOTE]
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