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<blockquote data-quote="(un)reason" data-source="post: 6226326" data-attributes="member: 27780"><p><strong><u>Dragon Issue 346: August 2006</u></strong></p><p></p><p></p><p>part 4/6</p><p></p><p></p><p>Games of chance: Having used the cards to create your characters, we return to the more familiar idea of card games within a fantasy world, as last done by Ed in issue 302. While longer than that and more generic, it follows pretty much the same pattern, making sure all the games can be played with a regular deck of cards (plus cups and dice in some cases) so you won't have any trouble doing so in an average household. (even if in game, the cards look different just to confuse newbies (ahh elves, always being snobby and eliteist, no matter the world. ) 8 games are detailed, all of which have at least one small element to tie them into a fantasy campaign rather than the real world. All seem pretty easy to learn, especially if you already know how to play cards anyway and equally easy to drop into a game. Another good example of how they're putting far more flavour in articles than they were a few years ago, and one they could probably do again for specific worlds for a bit without repeating themselves. </p><p></p><p></p><p>Supporting Cast: A third old school article in a row that's primarily descriptive detail rather than new mechanics. 3e might have got rid of domains and followers as a standard thing for reaching Name level, but any character can amass a sizeable retinue if they take the Leadership feat. Will you pick lots of characters the same class as you, or go for deliberately contrasting choices that will hopefully complement you and fill in for your weaknesses. Of course, one size fits all gets tiresome, and so they offer a bunch of new feats that let you customise the number and kind of followers you get. Do you want lots of low level followers, a smaller number with more high level ones, or a particularly devoted crowd. Most of them also add 1 to your leadership score in general, making taking lots of them synergistic in the same way heritage feats are. So advice-wise, this isn't anything particularly special, but the mechanics show the effects of the gradual refinement of the rules over the years, which is definitely a positive step. It just makes me wish characters got more feats, because one every three levels still isn't nearly enough to amass a real army before epic level. That continues to be a structural annoyance with the system.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6226326, member: 27780"] [B][U]Dragon Issue 346: August 2006[/U][/B] part 4/6 Games of chance: Having used the cards to create your characters, we return to the more familiar idea of card games within a fantasy world, as last done by Ed in issue 302. While longer than that and more generic, it follows pretty much the same pattern, making sure all the games can be played with a regular deck of cards (plus cups and dice in some cases) so you won't have any trouble doing so in an average household. (even if in game, the cards look different just to confuse newbies (ahh elves, always being snobby and eliteist, no matter the world. ) 8 games are detailed, all of which have at least one small element to tie them into a fantasy campaign rather than the real world. All seem pretty easy to learn, especially if you already know how to play cards anyway and equally easy to drop into a game. Another good example of how they're putting far more flavour in articles than they were a few years ago, and one they could probably do again for specific worlds for a bit without repeating themselves. Supporting Cast: A third old school article in a row that's primarily descriptive detail rather than new mechanics. 3e might have got rid of domains and followers as a standard thing for reaching Name level, but any character can amass a sizeable retinue if they take the Leadership feat. Will you pick lots of characters the same class as you, or go for deliberately contrasting choices that will hopefully complement you and fill in for your weaknesses. Of course, one size fits all gets tiresome, and so they offer a bunch of new feats that let you customise the number and kind of followers you get. Do you want lots of low level followers, a smaller number with more high level ones, or a particularly devoted crowd. Most of them also add 1 to your leadership score in general, making taking lots of them synergistic in the same way heritage feats are. So advice-wise, this isn't anything particularly special, but the mechanics show the effects of the gradual refinement of the rules over the years, which is definitely a positive step. It just makes me wish characters got more feats, because one every three levels still isn't nearly enough to amass a real army before epic level. That continues to be a structural annoyance with the system. [/QUOTE]
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