Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Let's read the entire run
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="(un)reason" data-source="post: 6259134" data-attributes="member: 27780"><p><strong><u>Dragon Issue 358: August 2007</u></strong></p><p></p><p></p><p>part 4/6</p><p></p><p></p><p>Checkmate!: Huh. We've had a fair few updates from Dragon's previous edition articles lately, but this is the first definite Polyhedron one I've spotted (although you never know, since I've only really skimmed them so far.) Using chess pieces to create a themed set of monsters/magical items was done in issues 82 and 90 of Polyhedron, with different stats in each. Course, it could be independent generation, but it is very interesting that they did it twice, while Dragon never did, despite having four cool chess themed covers back in the day. Very worth noting, especially since Erik edited Polyhedron for a bit before being promoted here. Let's see how this interpretation differs from previous ones. </p><p></p><p>Pawns are of course individually weak, and can only move directly towards an enemy, which makes maintaining a tactical formation difficult. however, if they can stick together, they become quite effective, gaining more bonuses the more of them adjacent to each other there are. 8 in a row can stand fast against any mook level army all damn day, and will likely level up after such a feat of heroism. </p><p></p><p>Knights get to make odd angled moves through occupied spaces without provoking attacks of opportunity, which is very fitting. They also get the power to protect allies from harm, which seems appropriate for their name. Once again, the tactical applications of their tricks once translated to D&D play seems quite interesting, and very worth thinking about. </p><p></p><p>Bishops move diagonally as if it was straight, and straight as if it were diagonal, which only really makes sense if you're playing with minis on a grid. Lure them into a place with narrow corridors to slow them down quite a lot. They also buff all their allies automatically, and have cleric spells to do so more, so you might want to try and take them out first. </p><p></p><p>Rooks get to charge in a straight line attacking multiple opponents along the way, and fall on people to do more damage when finally defeated, leaving a permanent zone effect there until the rubble is cleared. Once again, that's an interesting mechanical development that shows attention paid to recent supplements. </p><p></p><p>Queens have immense speed and mobility, plus the ability to inflict extra damage when moving, plus 9th level sorcerer spellcasting. Sounds like they do indeed enjoy the flexibility their chess namesake has and then some. Better hope you have a high level team with plenty of diversity if you're up against this one. </p><p></p><p>Kings are powerful, but not nearly as fast or flexible, and bear the weight of knowing that if they get defeated, the whole set goes down, so they retreat rather than fight wherever possible. So this set manage to both capture the feel of a chess set individually, and have quite interesting tactical tricks that mean they're much more than the sum of their parts if played smart. They also feel very 4e in terms of overall design, making this a very forward thinking article, in contrast to the ones looking back or filling regular series surrounding it. Since it presents a different type of combat encounter to most sets of new monsters, this definitely merits it's place even this late in the game, showing some thing are timeless and can be used for inspiration any time. </p><p></p><p></p><p>The ecology of the Kaorti: Ahh, the bloody far realm. Essentially 3e's designer's way of one-upping the pretty 1-2e cosmology, and putting more Lovecraft in the game at the same time, saying there's another place out there that's bigger than everything you've seen so far put together, and there's nothing you can do about it but go mad. Still rather ambivalent about that particular add-on. Here we have another variant on the "You will be assimilated, and your whole world too" business. Still, at least this world is just as nasty and maddening to them as they are to us. The attempts at being evocative may work this time, but they come at the expense of both settling rules issues and expanding on their stats, and providing inventive tactical ideas, which used to be a real strength of the last few years' format. What crunch there is is pretty cool as well, but there isn't nearly enough of it. I really am not that keen on the directions this column has taken in recent years. Lets hope they don't stick too closely to the current formula for the final instalment, and get some big name or other in to go out with a bang.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6259134, member: 27780"] [B][U]Dragon Issue 358: August 2007[/U][/B] part 4/6 Checkmate!: Huh. We've had a fair few updates from Dragon's previous edition articles lately, but this is the first definite Polyhedron one I've spotted (although you never know, since I've only really skimmed them so far.) Using chess pieces to create a themed set of monsters/magical items was done in issues 82 and 90 of Polyhedron, with different stats in each. Course, it could be independent generation, but it is very interesting that they did it twice, while Dragon never did, despite having four cool chess themed covers back in the day. Very worth noting, especially since Erik edited Polyhedron for a bit before being promoted here. Let's see how this interpretation differs from previous ones. Pawns are of course individually weak, and can only move directly towards an enemy, which makes maintaining a tactical formation difficult. however, if they can stick together, they become quite effective, gaining more bonuses the more of them adjacent to each other there are. 8 in a row can stand fast against any mook level army all damn day, and will likely level up after such a feat of heroism. Knights get to make odd angled moves through occupied spaces without provoking attacks of opportunity, which is very fitting. They also get the power to protect allies from harm, which seems appropriate for their name. Once again, the tactical applications of their tricks once translated to D&D play seems quite interesting, and very worth thinking about. Bishops move diagonally as if it was straight, and straight as if it were diagonal, which only really makes sense if you're playing with minis on a grid. Lure them into a place with narrow corridors to slow them down quite a lot. They also buff all their allies automatically, and have cleric spells to do so more, so you might want to try and take them out first. Rooks get to charge in a straight line attacking multiple opponents along the way, and fall on people to do more damage when finally defeated, leaving a permanent zone effect there until the rubble is cleared. Once again, that's an interesting mechanical development that shows attention paid to recent supplements. Queens have immense speed and mobility, plus the ability to inflict extra damage when moving, plus 9th level sorcerer spellcasting. Sounds like they do indeed enjoy the flexibility their chess namesake has and then some. Better hope you have a high level team with plenty of diversity if you're up against this one. Kings are powerful, but not nearly as fast or flexible, and bear the weight of knowing that if they get defeated, the whole set goes down, so they retreat rather than fight wherever possible. So this set manage to both capture the feel of a chess set individually, and have quite interesting tactical tricks that mean they're much more than the sum of their parts if played smart. They also feel very 4e in terms of overall design, making this a very forward thinking article, in contrast to the ones looking back or filling regular series surrounding it. Since it presents a different type of combat encounter to most sets of new monsters, this definitely merits it's place even this late in the game, showing some thing are timeless and can be used for inspiration any time. The ecology of the Kaorti: Ahh, the bloody far realm. Essentially 3e's designer's way of one-upping the pretty 1-2e cosmology, and putting more Lovecraft in the game at the same time, saying there's another place out there that's bigger than everything you've seen so far put together, and there's nothing you can do about it but go mad. Still rather ambivalent about that particular add-on. Here we have another variant on the "You will be assimilated, and your whole world too" business. Still, at least this world is just as nasty and maddening to them as they are to us. The attempts at being evocative may work this time, but they come at the expense of both settling rules issues and expanding on their stats, and providing inventive tactical ideas, which used to be a real strength of the last few years' format. What crunch there is is pretty cool as well, but there isn't nearly enough of it. I really am not that keen on the directions this column has taken in recent years. Lets hope they don't stick too closely to the current formula for the final instalment, and get some big name or other in to go out with a bang. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Let's read the entire run
Top