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<blockquote data-quote="(un)reason" data-source="post: 6254041" data-attributes="member: 27780"><p><strong><u>Dragon Issue 356: June 2007</u></strong></p><p></p><p></p><p>part 6/6</p><p></p><p></p><p>Sage advice: Can you choose not to inflict a crit. (no. Sssometimes you don't know your own sstrength and you hurt people, collins collins.)</p><p></p><p>Do you multiply a paladin's smite damage on a crit ( yes)</p><p></p><p>Does bonus damage from an ability score follow the same rule as extra damage from strength (no)</p><p></p><p>Do multiple bane powers stack if an enemy meets more than one criterea (no)</p><p></p><p>Does a flaming weapon deal damage on a trip attempt (no)</p><p></p><p>Can you do a sneak attack with a nonlethal natural weapon (Yess. Andy knows all about that, preciouss.)</p><p></p><p>Is fire damage dealt by a flaming sap nonlethal (Andy issnt sure. Dependss if you want the extra bookkeeping of tracking them separately, yess?)</p><p></p><p>Does damage type change when you deal nonlethal damage with a lethal weapon (Common ssense, yess?)</p><p></p><p>When does weapon focus (grapple) apply it's benefit (when you firsst grab them, preciouss) </p><p></p><p>When do you get the benefit from specializing in grappling when you actually inflict damage, yess. ) </p><p></p><p>If you drop someone with a sneak attack, do you get the extra damage on cleave as well (only if you would anyway) </p><p></p><p>Do you need to make a concentration check when damaged for temporary hit points (Yess)</p><p></p><p>If you have lethal and nonlethal damage and fast healing, which gets healed first (You choose. Or if it's magical, both at once, yess.)</p><p></p><p>When do fast healing and regeneration take place (start of your turn sseems most convenient.) </p><p></p><p>If you have both fast healing and regeneration, which goes first. You decide, yess.) </p><p></p><p>Does damage reduction reduce falling damage (no)</p><p></p><p>Is there a cap on damage a falling object does (Andy recommends 20d6. Otherwisse twinky playerss can hurt more than any sspell just by dropping sstuff from on high, collins collins. Nassty nassty trick.)</p><p></p><p>How much damage do you take if you charge into a wall of force (not much.) </p><p></p><p></p><p>Class acts: Adventurers get the Bard guide. Same old same old. Couldn't they move up the good stuff in their buffer and drop this. </p><p></p><p>Arcane gets Occult Mutations. 8 new Traits that reflect odd ways you learned magic, some of them rather creepy. Three of them ( Bleached pupils, Midnight pupils, and lidless eyes) affect your eyes, and are particularly disconcerting to me. Ahh, the joys of visceral body horror. I very definitely approve. This brings the price element back into learning magic. </p><p></p><p>Divine Gets Aztec mythos III. Cihuacoatl and Huitzlopochtli. Again, they may be essential, but are also rather creepy, and like their blood sacrifices. Mmm. Human hearts. Just the thing to keep the world turning. </p><p></p><p>Warriors get Mercenary companies. Including the German landsknechts. Now there's a blast from the past, covered way back in the early years of the magazine and ignored since then. But they get Affiliation rules, so it's not just rehash. You can get variants for every level and point in your plot development these days. </p><p></p><p></p><p>Nodwick & crew are forced to make way for a younger, more relevant team of adventurers. Dork tower show us the disparity in player ability in the team. Order of the stick show us how true enlightenment and purity may be attained in a universe governed by D&D rules. </p><p></p><p></p><p>Once again, it feels like they're working hard to round off the magazine before it ends, with the result being they're picking articles which have the most legacy value rather than being the best individually. Still, being able to use the ferrous dragons and linorms again in 3e does count for a fair bit, and the adventure path is doing better than the one last year. It's been better than many of their birthdays as a celebration too. They may well actually go out on a high then if they have some even better articles saved for the last issues. Let's take the next step towards that then. 3.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6254041, member: 27780"] [B][U]Dragon Issue 356: June 2007[/U][/B] part 6/6 Sage advice: Can you choose not to inflict a crit. (no. Sssometimes you don't know your own sstrength and you hurt people, collins collins.) Do you multiply a paladin's smite damage on a crit ( yes) Does bonus damage from an ability score follow the same rule as extra damage from strength (no) Do multiple bane powers stack if an enemy meets more than one criterea (no) Does a flaming weapon deal damage on a trip attempt (no) Can you do a sneak attack with a nonlethal natural weapon (Yess. Andy knows all about that, preciouss.) Is fire damage dealt by a flaming sap nonlethal (Andy issnt sure. Dependss if you want the extra bookkeeping of tracking them separately, yess?) Does damage type change when you deal nonlethal damage with a lethal weapon (Common ssense, yess?) When does weapon focus (grapple) apply it's benefit (when you firsst grab them, preciouss) When do you get the benefit from specializing in grappling when you actually inflict damage, yess. ) If you drop someone with a sneak attack, do you get the extra damage on cleave as well (only if you would anyway) Do you need to make a concentration check when damaged for temporary hit points (Yess) If you have lethal and nonlethal damage and fast healing, which gets healed first (You choose. Or if it's magical, both at once, yess.) When do fast healing and regeneration take place (start of your turn sseems most convenient.) If you have both fast healing and regeneration, which goes first. You decide, yess.) Does damage reduction reduce falling damage (no) Is there a cap on damage a falling object does (Andy recommends 20d6. Otherwisse twinky playerss can hurt more than any sspell just by dropping sstuff from on high, collins collins. Nassty nassty trick.) How much damage do you take if you charge into a wall of force (not much.) Class acts: Adventurers get the Bard guide. Same old same old. Couldn't they move up the good stuff in their buffer and drop this. Arcane gets Occult Mutations. 8 new Traits that reflect odd ways you learned magic, some of them rather creepy. Three of them ( Bleached pupils, Midnight pupils, and lidless eyes) affect your eyes, and are particularly disconcerting to me. Ahh, the joys of visceral body horror. I very definitely approve. This brings the price element back into learning magic. Divine Gets Aztec mythos III. Cihuacoatl and Huitzlopochtli. Again, they may be essential, but are also rather creepy, and like their blood sacrifices. Mmm. Human hearts. Just the thing to keep the world turning. Warriors get Mercenary companies. Including the German landsknechts. Now there's a blast from the past, covered way back in the early years of the magazine and ignored since then. But they get Affiliation rules, so it's not just rehash. You can get variants for every level and point in your plot development these days. Nodwick & crew are forced to make way for a younger, more relevant team of adventurers. Dork tower show us the disparity in player ability in the team. Order of the stick show us how true enlightenment and purity may be attained in a universe governed by D&D rules. Once again, it feels like they're working hard to round off the magazine before it ends, with the result being they're picking articles which have the most legacy value rather than being the best individually. Still, being able to use the ferrous dragons and linorms again in 3e does count for a fair bit, and the adventure path is doing better than the one last year. It's been better than many of their birthdays as a celebration too. They may well actually go out on a high then if they have some even better articles saved for the last issues. Let's take the next step towards that then. 3. [/QUOTE]
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