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<blockquote data-quote="(un)reason" data-source="post: 6276047" data-attributes="member: 27780"><p><strong><u>Best of Dragon Magazine 4</u></strong></p><p></p><p></p><p>part 4/6</p><p></p><p></p><p>Two-fisted fighting: After unarmed combat, we have two-weapon fighting, which makes a lot of sense, since it's another thing people regularly try, so they need to work out all the edge cases for it ruleswise. This is also handled in a fairly simple and brisk fashion, without the extra complexities they would introduce next edition in the Complete Fighters handbook, letting you spend proficiency slots to remove the penalties even if you're not a Ranger or have high dexterity. Even before Drizzt, this is obviously still something many players thought about and wanted to try, as it's just cool imagery, however you slice it. (although not so many people use two bludgeoning weapons at once, funnily enough <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> ) And if you can sort out the balance problems, why shouldn't the players have their fun? </p><p></p><p></p><p>The whole half-ogre: They recycled this article in the magazine, and a previous best of. Now they're recycling the recycling. Yo dawg, etc etc. Admittedly, Roger does add on some extra details compared to Gary's original treatment, but still, this is going for the easy targets at the expense of actually bothering to come up with truly inventive new material. I guess just like new classes, new races get an incredible amount of demand, so they simply had to include whatever they had in that department, even if it wasn't that impressive. </p><p></p><p></p><p>Riding high: Putting the article on aerial mounts in the players section pretty much indicates that they approve of you using this idea at higher levels, which is nice to know. Let's hope your DM will let you be as awesome as the system allows rather than nerfing things to fit prefab adventures. Even if the list of creatures here is very superseded, given the number of awesome and scary flying monsters introduced since then, this is still a pretty cool way to finish off the chapter. </p><p></p><p></p><p></p><p>CREATING CAMPAIGN(ing): If players are constantly hunting for the next new toy for their players, for DM's, it's far more of a necessity. They have to keep coming up with new challenges every week if they want a campaign to last. A little variety certainly doesn't hurt either. Let's hope this chapter isn't filled with retreads from the usual suspects at the expense of picking the best articles then. </p><p></p><p></p><p>Five keys to success: We kick off the chapter, completely unsurprisingly, with one of those basic list articles that showed up every few years. If you have these things, and follow this advice, you shouldn't have a problem coming up with exciting adventures, at least until you're tapped out of ideas and feel you're repeating yourself with everything you do. And these ideas have certainly been repeated many times, so they feel very familiar indeed. I guess that proves their value quite effectively, even if I don't find this that interesting on rereading.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6276047, member: 27780"] [B][U]Best of Dragon Magazine 4[/U][/B] part 4/6 Two-fisted fighting: After unarmed combat, we have two-weapon fighting, which makes a lot of sense, since it's another thing people regularly try, so they need to work out all the edge cases for it ruleswise. This is also handled in a fairly simple and brisk fashion, without the extra complexities they would introduce next edition in the Complete Fighters handbook, letting you spend proficiency slots to remove the penalties even if you're not a Ranger or have high dexterity. Even before Drizzt, this is obviously still something many players thought about and wanted to try, as it's just cool imagery, however you slice it. (although not so many people use two bludgeoning weapons at once, funnily enough :p ) And if you can sort out the balance problems, why shouldn't the players have their fun? The whole half-ogre: They recycled this article in the magazine, and a previous best of. Now they're recycling the recycling. Yo dawg, etc etc. Admittedly, Roger does add on some extra details compared to Gary's original treatment, but still, this is going for the easy targets at the expense of actually bothering to come up with truly inventive new material. I guess just like new classes, new races get an incredible amount of demand, so they simply had to include whatever they had in that department, even if it wasn't that impressive. Riding high: Putting the article on aerial mounts in the players section pretty much indicates that they approve of you using this idea at higher levels, which is nice to know. Let's hope your DM will let you be as awesome as the system allows rather than nerfing things to fit prefab adventures. Even if the list of creatures here is very superseded, given the number of awesome and scary flying monsters introduced since then, this is still a pretty cool way to finish off the chapter. CREATING CAMPAIGN(ing): If players are constantly hunting for the next new toy for their players, for DM's, it's far more of a necessity. They have to keep coming up with new challenges every week if they want a campaign to last. A little variety certainly doesn't hurt either. Let's hope this chapter isn't filled with retreads from the usual suspects at the expense of picking the best articles then. Five keys to success: We kick off the chapter, completely unsurprisingly, with one of those basic list articles that showed up every few years. If you have these things, and follow this advice, you shouldn't have a problem coming up with exciting adventures, at least until you're tapped out of ideas and feel you're repeating yourself with everything you do. And these ideas have certainly been repeated many times, so they feel very familiar indeed. I guess that proves their value quite effectively, even if I don't find this that interesting on rereading. [/QUOTE]
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