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Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
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To James Jacobs: A Growing Problem with Dungeon Magazine
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<blockquote data-quote="James Jacobs" data-source="post: 3258278" data-attributes="member: 23937"><p>Dungeon by no means sticks 100% to the SRD. That's a ridiculous over-simplification. Nor do we require our authors to adhere to the core books. Look at our three adventure paths. Each one is based on a concept that isn't core. Shackled City makes heavy use of demodands. Age of Worms makes heavy use of the Spawn of Kyuss. Savage Tide makes heavy use of Fiendish Codex I.</p><p></p><p>Take the latest issue, #143, for example.</p><p></p><p>Adventure 1 is an Eberron adventure that makes heavy use of that campaign's rules (artificers and zakya rakshasas and lightning rails, for starters).</p><p></p><p>Adventure 2 makes heavy use of Heroes of Battle, monsters from non-core books like <em>Stormwrack</em> and <em>Monster Manual II</em>, non-core feats like Improved Toughness and Practiced Spellcaster, new magic items from Tome of Magic (the teeth of Dahlver-Nar), and prestige classes like dread pirates and tempests.</p><p></p><p>Adventure 3 is heavilly dependant on non-core monsters like the ethergaunts and the nerras, and is also quite dependant on a new magic item.</p><p></p><p>The backdrop on Farshore uses non-core base classes like swashbuckler and favored soul.</p><p></p><p>And this isn't an exception issue, this is a normal issue of the magazine.</p><p></p><p>We DO use a lot of non-core material in every issue. It just turns out that non-core spells are the least-used non-core elements, which is what the OP was concerned about. And rightfully so. In future issues, I'll be keeping an eye on NPC spell selection and I'll see what I can do to vary it up.</p><p></p><p>But in the meantime, Dungeon is by no means an SRD-only magazine. We actually encourage our authors to turn to non-core sources for inspiration and for encoutners.</p></blockquote><p></p>
[QUOTE="James Jacobs, post: 3258278, member: 23937"] Dungeon by no means sticks 100% to the SRD. That's a ridiculous over-simplification. Nor do we require our authors to adhere to the core books. Look at our three adventure paths. Each one is based on a concept that isn't core. Shackled City makes heavy use of demodands. Age of Worms makes heavy use of the Spawn of Kyuss. Savage Tide makes heavy use of Fiendish Codex I. Take the latest issue, #143, for example. Adventure 1 is an Eberron adventure that makes heavy use of that campaign's rules (artificers and zakya rakshasas and lightning rails, for starters). Adventure 2 makes heavy use of Heroes of Battle, monsters from non-core books like [i]Stormwrack[/i] and [i]Monster Manual II[/i], non-core feats like Improved Toughness and Practiced Spellcaster, new magic items from Tome of Magic (the teeth of Dahlver-Nar), and prestige classes like dread pirates and tempests. Adventure 3 is heavilly dependant on non-core monsters like the ethergaunts and the nerras, and is also quite dependant on a new magic item. The backdrop on Farshore uses non-core base classes like swashbuckler and favored soul. And this isn't an exception issue, this is a normal issue of the magazine. We DO use a lot of non-core material in every issue. It just turns out that non-core spells are the least-used non-core elements, which is what the OP was concerned about. And rightfully so. In future issues, I'll be keeping an eye on NPC spell selection and I'll see what I can do to vary it up. But in the meantime, Dungeon is by no means an SRD-only magazine. We actually encourage our authors to turn to non-core sources for inspiration and for encoutners. [/QUOTE]
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