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<blockquote data-quote="(un)reason" data-source="post: 6241196" data-attributes="member: 27780"><p><strong><u>Dragon Issue 352: February 2007</u></strong></p><p></p><p></p><p>part 6/6</p><p></p><p></p><p>Sage advice: Andy iss giving geraldine a bath. Mussnt't be stinky around books. Gloop, gloop. Micess are funny in the water. </p><p></p><p>Do monster special abilities increase as they advance in HD (Only if the desscription says they do. Sssome Ssscale better than otherss) </p><p></p><p>When you advance a spellcasting creature, what happens to its spells (ssame ass any other featuress. Ssometimes, if they take the right class level, it sstacks with their innate powerss) </p><p></p><p>How much XP and wealth should a 4th level succubus wizard have (ssame ass any 16th level character. ) </p><p></p><p>Can an animal increase it's int as it advances. Does this change it's type to magical beast (Andy ssays no. We don't want pessky animalss getting above their sstation) </p><p></p><p>Are warhorses trained in armour (Makes ssense.) </p><p></p><p>Do all tieflings, aasimars and genasai automatically have martial weapon proficiency (Yess. Makes getting into ssome prestige classes much eassier, collins collins. We hatses when they become abjurant champions without multiclassing, collins collins)</p><p></p><p>Do lawful good solars gain the lawful subtype as well(no) </p><p></p><p>Can celestial and fiendish animals speak (A bit, yess. Enough to beg for mercy, yess precious.) </p><p></p><p>How long does a beheaded troll live (It regrowss it's head, sso the point iss moot) </p><p>Can a troll reattach it's head (Not without a little hellp)</p><p></p><p>If you kill a troll with fire but there are still intact parts of it's body, do they regenerate (no. Funny metaphysicsss sstrike again)</p><p></p><p>Can a vampire create vampire animals (Not norrmaly. Don't tell Sstrahd, though.)</p><p></p><p>How do you work out EL in a group of mixed CR creatures. (Lotss of adding. Itss besst to fudge) </p><p></p><p>How should you judge EL when playing with a group bigger or smaller than standard (Be careful. Itss all too eassy to kill them, particularly in a ssmall group, where they're missing a role) </p><p></p><p>Do your HP remain unaltered when wildshaped, regardless of what effects you have on you (no)</p><p></p><p></p><p>Class acts: Adventurers get Criminal Specialists. This works similarly to speciality wizards. You focus in a bunch of skills appropriate to one larcenous role, are forbidden 2 others, and gain an additional benefit as a result. Very cool little bit of extrapolation here. Now, will they do similar variants for all the other classes too, and drive the idea into the ground? </p><p></p><p>Arcane gets sorcerers guide, this months helping of collated and rehashed filler. I shall pay no more attention to this. </p><p></p><p>Divine gets Aztec Mythos I. What, they haven't put these guys in 3rd ed already, when they were one of the pantheons detailed in the OD&D and 1st ed AD&D books? Shocking. This month, we get writeups for the big two, Quetzacoatl and Tezcatlipoca. It seems pretty likely more are coming shortly. </p><p></p><p>Warriors get the Burning Gauntlet Sisterhood. An exclusive guild of women warriors dedicated to eradicating slavery? Go go cliche city. Still it gives them the chance to use the affiliation rules here for the first time. That's worthy of some credit. </p><p></p><p></p><p>Nodwick is spoiled for adventure hooks. Dork tower invokes the Lake Geneva conventions to protect their PC's. Zogonia accidentally invokes a demon. What are the odds of that. Order of the stick are skewered by their own metagame. </p><p></p><p></p><p>Once again, this issue is pretty sweet, boosting my hopes that the magazine will go out on a high, with plenty of references to things that happened all along their timeline. It's nice to see them not only aware of their past again, but actively seeking opportunities to reference it. At this point it'll never all tie together into one big picture, but by building on existing things, they can do stuff that they couldn't with disconnected articles of pure mechanics. Lucky 7 and counting? On we go then.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6241196, member: 27780"] [B][U]Dragon Issue 352: February 2007[/U][/B] part 6/6 Sage advice: Andy iss giving geraldine a bath. Mussnt't be stinky around books. Gloop, gloop. Micess are funny in the water. Do monster special abilities increase as they advance in HD (Only if the desscription says they do. Sssome Ssscale better than otherss) When you advance a spellcasting creature, what happens to its spells (ssame ass any other featuress. Ssometimes, if they take the right class level, it sstacks with their innate powerss) How much XP and wealth should a 4th level succubus wizard have (ssame ass any 16th level character. ) Can an animal increase it's int as it advances. Does this change it's type to magical beast (Andy ssays no. We don't want pessky animalss getting above their sstation) Are warhorses trained in armour (Makes ssense.) Do all tieflings, aasimars and genasai automatically have martial weapon proficiency (Yess. Makes getting into ssome prestige classes much eassier, collins collins. We hatses when they become abjurant champions without multiclassing, collins collins) Do lawful good solars gain the lawful subtype as well(no) Can celestial and fiendish animals speak (A bit, yess. Enough to beg for mercy, yess precious.) How long does a beheaded troll live (It regrowss it's head, sso the point iss moot) Can a troll reattach it's head (Not without a little hellp) If you kill a troll with fire but there are still intact parts of it's body, do they regenerate (no. Funny metaphysicsss sstrike again) Can a vampire create vampire animals (Not norrmaly. Don't tell Sstrahd, though.) How do you work out EL in a group of mixed CR creatures. (Lotss of adding. Itss besst to fudge) How should you judge EL when playing with a group bigger or smaller than standard (Be careful. Itss all too eassy to kill them, particularly in a ssmall group, where they're missing a role) Do your HP remain unaltered when wildshaped, regardless of what effects you have on you (no) Class acts: Adventurers get Criminal Specialists. This works similarly to speciality wizards. You focus in a bunch of skills appropriate to one larcenous role, are forbidden 2 others, and gain an additional benefit as a result. Very cool little bit of extrapolation here. Now, will they do similar variants for all the other classes too, and drive the idea into the ground? Arcane gets sorcerers guide, this months helping of collated and rehashed filler. I shall pay no more attention to this. Divine gets Aztec Mythos I. What, they haven't put these guys in 3rd ed already, when they were one of the pantheons detailed in the OD&D and 1st ed AD&D books? Shocking. This month, we get writeups for the big two, Quetzacoatl and Tezcatlipoca. It seems pretty likely more are coming shortly. Warriors get the Burning Gauntlet Sisterhood. An exclusive guild of women warriors dedicated to eradicating slavery? Go go cliche city. Still it gives them the chance to use the affiliation rules here for the first time. That's worthy of some credit. Nodwick is spoiled for adventure hooks. Dork tower invokes the Lake Geneva conventions to protect their PC's. Zogonia accidentally invokes a demon. What are the odds of that. Order of the stick are skewered by their own metagame. Once again, this issue is pretty sweet, boosting my hopes that the magazine will go out on a high, with plenty of references to things that happened all along their timeline. It's nice to see them not only aware of their past again, but actively seeking opportunities to reference it. At this point it'll never all tie together into one big picture, but by building on existing things, they can do stuff that they couldn't with disconnected articles of pure mechanics. Lucky 7 and counting? On we go then. [/QUOTE]
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