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Let's read Dragon Magazine - From the beginning

Started by (un)reason, March 29, 2009, 07:02:44 AM

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(un)reason

Dragon Issue 283: May 2001


part 5/7


Rogues Gallery: At the end of last year, we got a whole family of characters detailed in this column. Of course, where there's one noble family, the laws of drama dictate there has to be at least one rival one. So say hello to the Talendars. You can bet they'll be rather more ruthless in their attempts to make a profit and get their leg up in Sembia's busy society. Can't make an omlet without breaking a few eggs.

Marance Talendar is easily the most detailed character we've seen in a while, getting not only the full attention of the intro fiction, but a two page spread to himself as well. And he merits it as well. A damned soul who's managed to win the favour of an archdevil in the hells and get back to the Realms, he's now obsessed with bringing down the Uskeverns. Well, money isn't so much of a concern once you've found out you can't take it with you, and spent years being tormented. He's quite capable of faking politeness and rationality though, and might well employ the PC's as part of his schemes. After all, how are they to know who the good and bad guys are until they've had some interaction with them?

Nuldrevyn Talendar is Marance's brother, but has become an old man during the time Marance spent in the hells, so you'd never know it from looking at them. He's mellowed a bit over the years, but he still wants to see his rival family humiliated, so he goes along with his brother's schemes. But if push comes to shove, he will put stability over personal vendetta. This will probably become an issue at some point in the books, won't it.

Ossian Talendar an an ambitious young member of the family, entirely willing to engage in underhanded methods to advance their cause. This has led him to become their underworld liaison, the kind of guy who gets out on the front line and puts his neck in danger. If he survives, he'll level up quite decently and maybe make it to the top in time. Gotta lay the seeds for the next generation, haven't we.

Avos the fisher is one of the low-life thugs that gets employed at a remove by the Talendars. He's a ruthless bullying guy who uses his fish hook as a weapon, and is highly specialised in it. He'll betray them without a second thought if the price is right though. So I guess it's back to business as usual in the column, although they have kept the new emphasis on ensuring characters are mechanically balanced. The writers are starting to really internalise the conventions of 3e, for better and for worse, and it's for the better in this case.


Vs Treants: Oooh. This isn't a monster I was expecting to see here, that has some quite interesting tactical quirks. Obviously fire is an essential part of fighting them, presuming you intend to kill, because otherwise you'll be setting yourself up for a lengthy and unpleasant vendetta. The important points are that they have long reach, but aren't that fast, so you want to have ranks in tumble and attack in groups to reduce the effects of attacks of opportunity, and remember to focus attacks on the treant itself rather than it's animated servitors. If possible, lure them out of the forest, as this will slant things in your favour quite a bit. This one has a good bit of 3e specific tactical notes that makes it clear they're really paying attention to the rules this time, and doesn't completely ignore the strategic approach either. It's definitely one of the better examples of this column.


Nodwick turns it's attention to the D&D movie. Much awesomeness occurs. And someone finally gets to see sex and D&D as well. Shame it's not us.


PC Portraits: Another round of priestly portraits, as you'd expect. They get a mild grimdarking, with heavier lines, a lot more eye makeup, and somewhat less racial diversity than the collection from issue 263. These look less like people you'd approach to talk about your problems, and more you'd cower before them for fear of being smitten or sacrificed on their altar for the greater glory. So I think the question is if you want your clerics to be friendly healbots, or bloodsoaked harbingers. Both are entirely valid, after all.

(un)reason

Dragon Issue 283: May 2001


part 6/7


Forum: Elzbeth Maclain has introduced roleplaying to her kids. This has helped bring the family together, and done the usual subtle educational stuff. It's all very positive, and just the thing that needs doing if you want gaming to survive for future generations. After all, as last issue showed, we're not getting any younger.

Jason Moscatello thinks that saying WotC have some kind of sinister agenda for trying to use equal amounts of both pronoun is ridiculous. All it's doing is being inclusive. And if being inclusive is wrong, I don't want to be right.

Jim Corrigan thinks Monte is reading too much into Tracey's article. This game is supposed to be about roleplaying, and that's all Tracy was doing.

Kevin Madison sides with Monte Cook against Tracey Hickman. To be frank, Mr Hickman sounds like a self-absorbed jackass. If he tried that crap in his game, he'd be shown the door. Really, he created kender, gully dwarves, AND tinker gnomes. And Fizban. And exploding mini dragons. And poetry. Did you really think that wouldn't be reflective of his personal playstyle. That's like expecting Michael Bay not to create a racist caricature for a character if you invite him to your game. :p

Michael LeBlanc thinks an open mind is important. Far too many of the people knocking 3e seem to have decided to hate it before they even saw the rules, yet along tried playing. Give it a chance. You've seen how many skeptics have been converted after doing so.


The play's the thing: Sentimentality is the kind of thing that it's tricky to create in a one-shot. People get attached to things with no practical value, but when building a character on a limited budget, you find yourself wanting to squeeze every bit of utility out of your points. Still, if something doesn't have game value, you might be able to get a lenient GM to just let you put it on your sheet anyway. Yup, it's another little article that looks at something nearly everyone does IRL, but you often forget to apply to your characters. Unlike Ray, who improved once he got a regular groove going, Robin doesn't seem to have quite the same long-haul appeal, as he's basically saying the same thing from a different angle each time. He might have emerged impressively, but he won't be sticking around and having as much influence as Ed at this rate.


Sage advice: How do primary and secondary attacks work for monsters. (with great exceptionality. See, 3rd ed isn't all unified formulas.)

What's a slam. Can it knock things down. (Zap! Splat! Kapow! No. )

Are skeletons immune to piercing weapons, or just resistant (Common sense dude.  You can break bones with a spear, just not easily.

How far do giants move with a 5 foot step (5 foot. If it was a different amount, it wouldn't be a 5 foot step, would it now?)

Is duergar enlargement limited like the spell (yes)

My DM wouldn't let me coup de grace a stunned displacer beast (and they were quite right too. You never know what you might hit with a displaced creature, even if it's staying still.)

Do magic missiles suffer miss chances against displacer beasts (No. Ahh, magic missile. The old faithful of spellcasting. )

What age do red dragons get their spell-like abilities (Read. The. Description. Oh, there's an error? Skip takes that back. Read beyond the description to see the platonic ideal of the monster. All the rules are but shadows on the cave wall reflecting the true game, the ultimate game that's out there somewhere. Devote your life to the true game. Ommm.)

If a dragon enlarges itself, does it get the new powers of the higher size (No. Just the normal spell benefits. )

Is the retriever really immune to all damage apart from holy weapons. (Skip can see why you'd think that. We'd better cast Create Official Errata, give it fast healing instead of regeneration. That'll sort out the problem. )

What inflicts normal damage on Planetars and Solars ( Oh man, Skip just used Cast Official Errata today. Skip wishes Skip had read ahead before doing this so Skip could have included these guys in the same spell. )

How about Kytons and pit fiends? There's some kinks in their damage resistance as well. (Yeeeees. Them too. Official errata all round :yawn:)

Does divine damage count as holy for the purposes of beating regeneration. (Not unless you houserule it. )

How does taking -20 to avoid the effects of grappling work ( Choose each turn if you want to suffer the penalty to gain the benefits. Are you willing to take that risk?! )

How does improved grab and damage dealing work (Grab. Inflict pain. Repeat. )

How does swallow whole work. (Bite, hold on, swallow. Quite a few rolls, but not as many as PC's would have to make in the same situation. )

Just what can and can't be brought back to life by various spells. (Honestly. One of the reasons we had the rules revision was to clean up this kind of messiness. At this rate, we'll have to do another in a few years.)

Storm and cloud giants gain extra hit dice as if they were large creatures? (This does have an effect when you advance them. Trust Skip. )

Would all the extra attacks by a vampiric monk drain levels (Bugger that for a game of soldiers. It's nerfing time. )

How many creatures should a monster with a CR of 5 be a challenge for (4. Standard party size these days. Not that there's anything wrong with a bigger party. Skip remembers the days when you had a dozen PC's plus a bunch of hirelings. Ahh, nostalgia.)

How deadly is a large ghoul (Apply the size change formulae. They aren't hard.)

Why are Vampires and Ghosts templates while Ghouls and Wraiths aren't. (One involves you keeping your basic appearance and personality. The other doesn't. You may have a few memories left over, but you can kiss your class abilities goodbye if you're killed by them. Course, since they level drain, you may have lost them even if you survive. )

How smart and aware are creatures without int scores. Can you bluff them. (Depends who programmed them and how. In any case, they'll never learn, so if a trick works once, it'll work again every time. Just don't try talking to them.)

(un)reason

Dragon Issue 283: May 2001


part 7/7


Role models: If getting into those little nooks and crannies on a mini is a tricky procedure involving knowing what order you're going to do stuff, faces are even more of a problem. If you don't have a fine-tipped brush and steady hands, you won't get very far. Eyes in particular are a real challenge to do right, as the black is the smallest part, with the lighter colours around the edge. So as usual, it's time to get over the nerves by going through things in a clear, step by step fashion. No task is too big or too small that it can't be broken down and made more accessible, although when you add the steps up, it can still take a LOOOOOONG time. You'll just have to hope that you have that time to get good, because it may take a fair bit of work in this case. I wonder how good I'd be at it now if I'd taken that up as a pasttime instead of this thread.


Dungeoncraft: Ray is in theme too this month, talking about the deities on his new world. Rather than mysterious otherworldly forces, he decides to makes them really  ancient and powerful dinosaurs that may have withdrawn from the world a bit, but can still be found if you know the right hidden valleys to trek too. So they're alien and scary creatures that you propitiate because they're quite capable of going on a rampage with hordes of normal dinos as an army and messing your shit right up. That's pleasingly S&Sish, and makes for a setup where you probably won't be in direct danger from them at low level, but will be able to challenge them near the end of a campaign. And hey, they're still nicer than Dark Sun's Sorcerer-Kings. With some of the most solid setting detail yet, this is one of my favourite Dungeoncrafts, giving religion in this setting some real teeth, so there's a very good reason not to be an atheist. Bow down before your tyrannosaurical overlord, puny mortals! :D


Dragonmirth is once again more of a danger to their own friends. What's new has some fairly minor deities drop in.


Looks like it's another pretty good issue, with most of the flaws being little annoying things in the mechanics as they're still getting the hang of 3e. Still, as with the early issues of the magazine, the renewed sense of enthusiasm covers a multitude of small sins. Things look pretty bright for the near future. So now for the birthday issue. Will it have the same renewed sense of purpose as the april one?

(un)reason

Dragon Issue 284: June 2001


part 1/7


133 pages. (132, plus an answer turned upside down and magnified) 25 years. What a number to reach. Well, things certainly look better than they did for year 20. They have a rejuvenated new edition, lots of old fans coming back, considerably better layout technology, and lots of brand new features. But I'm still not going to get to review whatever's on the bonus CD. :( Oh well, it's a big issue, it may well take a fair bit of effort to finish even so. Let's see which of these features'll be forgotten like pinsom, and which'll stick around for years to come like the bazaar and bestiary.


Scan quality: Ragged edges, unindexed, no bonus CD.


In this issue:


Wyrms turn: The editorial is a little look back at what the magazine was like in the past. Which reminds us just how long Kim and Roger were in charge, and that Dave took quite a while to grow to fill their shoes, what with the various problems the company was facing when he was promoted. It's also a good reminder that they covered a greater variety of stuff back then, which I definitely miss. This is the trouble with sticking too close to the middle path, because they want to please as many people as possible with every single article. And the magazine is never going to recapture that sense of openness and possibility, no matter how many cool D&D articles they produce. Looking back is only really fun if you feel that you might be able to do better still at some point. Not a great start.


Scale Mail: We start off with a letter that wonders if halflings and gnomes will have to share their themed issues again this edition. Fear not! The affirmative action continues. You'll soon find out just what they can do these days.

Phil Foglio's april cover gets both praised and picked over. Was showing so much flesh a wise move? Was trying to hide some of it after that? Oh, chill out. Your audience are big boys now, and can handle a little swearing and nudity. Just another example of how showing violence in media is a lot more acceptable than sex in america.

We get another one of those extended commentary pieces that they have to edit down substantially before printing. Short and snappy is the way to go if you want mass media to pay attention. Otherwise they'll just pick out soundbites, and you can't be sure which one they'll zero in on.

And finally, we have some amusing gordian knot solutions to the puzzles from issue 281. Killing everyone is once again the most sensible solution in many cases.


Nodwick faces the dread specter of backstory. And loses.


PROfIES: Phil Foglio! A name which didn't get profiled back in the old days, but probably ought to have. Seems like they're choosing to cover lots of artists in quick succession at the moment. He's one of those people who takes a very interesting attitude to laziness, working ridiculously hard because it's more profitable in terms of profit/effort ratio to do stuff in bulk. He's married to Kaja, who is also an artist, and the two collaborate extensively on their various comics, as well as keep each other going in general. Seems like that's a common occurrence. Monte & Sue Cook, Ethan & Aileen Skemp. Jeff Grubb & Kate Novak. Even though they may take their work home with them, they seem less prone to burnout and moving into other fields than people who remain single or married to civilians. He also stays friends with lots of other big names, which doesn't hurt his career either. After all, he's more than big enough to not be insecure about his talents. He seems pretty angst free in general. Long may he produce awesome work before the inevitable hand of entropy drags him away, kicking and screaming, as it must to all of us some day.


Previews: The Forgotten Realms never really went away, but this month it returns with a vengance, with 4 products in a go, just like the old days. The Forgotten realms Campaign Setting opens things up again, albeit with more than a few changes, the usual timeline update, and a retcon or two on top. Still, the changes are less polarising than next edition's ones. They also continue their adventure series based on the computer games. Pool of Radiance: Attack on Myth Drannor lets you kick butt and get new magic items. Can you avert yet another apocalypse?

Their novels are pretty busy too. We get a novelization of the previous computer game and adventure, by Carrie A Bebris. As ever, you can expect their experiences to be taken as the canon ones for the timeline. There's also The Shattered Mask by Richard Lee Byers. More turmoil in paradise. Might as well say is it that time of week already.

Dragonlance hasn't stopped either. Betrayal by Jean Rabe sees Dhamon continue to have plenty of reasons for Aaaaaangst. Will he pull through in his companion's time of need?

(un)reason

Dragon Issue 284: June 2001


part 2/7


Countdown to the forgotten realms reaches zero, but is still going. And they're reminding us that the realms was primarily born as a kitchen sink where you could place and draw elements liberally, and even if you don't play in it, there's still vast quantities of crunch and setting detail that you can steal for your own world. But this flows both ways, as they have so much stuff that they want to update from last edition that they're taking generic monsters, and detailing them in FR books. That's a bit cheeky, and feels a bit like cheating, forcing people to buy these books if they want to use them again, even if they aren't a fan of the Realms. Play nice, now. I suppose it's consistent with WotC's cancelling everything but the most popular lines. They want to try and please all the people all the time, and despite it's haters, the Realms has come closest to that. If they could get the rest of their demographic buying it, they wouldn't have to worry about the split base problem anymore. Nice try, but no dice. I still like my variety, thank you very much.  


Up on a soapbox: A short one this month, as more than half the page is taken up by graphs. Character development, role assumption and story come in at the top, while building, business and economy are at the bottom. There are some mild variations due to gender and experience, but all of these are well under 10%, showing that the variation in individuals is far greater than any broad divisions of gender and race. (although roleplaying is still very predominantly a white male pastime. ) We get into this for the imaginary people, not the imaginary objects. Because really, it's the drama and relationships that are important and get us invested, everything else is just a backdrop. Even geeks can not stay engrossed with slaughtering alone. I find that very telling.


Dork tower presents the non-history of dragon magazine. Look how thing's have non-changed.


Scale & claw: So half-dragons are a lot more common than they used to be last edition, and the rules on what kinds of dragons can produce them are far less restrictive. That IS an interesting change. What do I think of it? Actually, I find myself surprisingly ambivalent. The scientific part of my brain recognises the value in having things accessible and standardised, but there's still a part of me that finds the baroque rules of the issue 206 version more interesting, where each half dragon type has individual rules, some of which vary for the same species on different worlds. Still, with the mechanics all sorted out, that means they can devote more attention to the roleplaying and characterisation side this time. Like most halfbreeds, they get plenty of leeway to favour either side of their parentage, but their charisma bonus isn't always enough to stop them from becoming viewed as freaks and outcasts. And even more than before, they're more powerful than the average character, (until you start enforcing ECL to slow their advancement appropriately) so they can be a real temptation for a PC. This is a good reminder of how much more open 3e is in terms of player options, but also how if all the PC's are special, none of them will feel special in the long run. Where the rules don't provide oversight, the DM must for the game to remain fun.


Draconian Tactics: This is an even more familiar topic, that's mainly enlivened by the fact that as their first birthday under 3e, they can go into plenty of detail on specific tactics that the new rules support or discourage, and it'll be fresh this time around. Individual races do have roughly the same sets of spell-like abilities that they used too, but these have been subtly changed by the new rules. They can also choose different feats, select more spells than they probably could under 2e, and if you're really mean, you can add templates or class levels to increase their flexibility further and keep the players on their toes. So this avoids rehash by being sufficiently specific that it's full of advice you won't have seen before, but also shows that the writers stayed sufficiently true to the dragon types as we know them as to not alienate old players. It's an article that needed to be done, so it's good that it was done well.


Dragontongue: The language primers seem to be decreasing in frequency now, but they haven't done dragons, so they can join in here this year. And since Draconic is a language commonly used by spellcasters, and many lizardy humanoids use simplified dialects as well, a solid grounding is rather handy to an adventurer. Unsurprisingly, they have a lot of different possessives, reflecting that they're greedy buggers, so they like to define exactly how they stand with respects to another person or object. The sample phrases aren't as verbose as I would expect though, usually coming in at fewer words than their english equivalents (which are weirdly colloquial in themselves, and feel like they would be tricky to directly translate. ) I have a hard time imagining a dragon saying "Totally radical dudes! Let's send out for pizza" So as usual, I'm not totally enamoured of this series.


Run for your Lives: Time for the usual kind of advice about running a dragon and keeping it scary. Build up any encounter beforehand, and don't overuse the dragon itself. Remember to play them smart and prepared, but also arrogant and maybe too paranoid for their own good. Nothing particularly new here then, unlike the previous articles. If you've read previous years, (and I know they have increased their readership lately, so there must be some new people that this is relevant too) you can skip this one and not feel like you've missed anything. Again.

(un)reason

Dragon Issue 284: June 2001


part 3/7


Taste test: Robin Laws goes into psychoanalyst mode again, trying to break gamers down into useful categories, that'll then allow you to ensure they all get a chance to do the things they love. Make sure there's fighting for the hack-and-slashers, talky bits for the roleplayers, and challenges that utilise any idiosyncratic special abilities characters might have. I'm thinking if you need to think like, you aren't putting enough effort into making your setting solid and detailed enough that players can apply whatever tools they prefer to get a result anyway. While it is important to make your game fun, if the players feel you're pandering to them, and everything comes too easy or is only solvable by their specific combination of stats and equipment, the world loses verisimilitude. So yeah, this is a bit too far into the narrativist side of the GNS triangle for my tastes. Kinda losing me here.


Wise as an Ox, Strong as an Owl: An article on making the most of low ability scores right after the editorial talked about it? Must be playing on their minds then. But of course, while there may be roleplaying advantages to playing a character who has some weaknesses, they also have mechanical vulnerabilities. And in a game as tactical as 3e, that becomes more significant. So this isn't just about how to roleplay a character with a low stat, but how to play them tactically so their weaknesses have less impact on their actions, particularly in combat. (Con & Dex are the ones you really suffer for neglecting regardless of role) Another pretty good bit of evidence that their priorities have shifted quite a bit, and they're reducing rehash by exploring this new playstyle thoroughly. Iiinteresting.


Fiction: Pilgrim's test by Thomas Harlan. Fool Wolf's story has finished. Now here's the debut of another writer who'll get quite a few stories published in the next few years. This is an action high, and magic light little story, set in the time of the crusades, and focussed on the adventures of a young knight and his wise old servant. In typical adventurer style, when the DM tries to railroad him into surrendering, he proves himself quite capable of surviving a threat that has him seemingly outmatched, and causing a fair amount of collateral damage. So this rings fairly true to my own adventuring experiences, while also not being overly D&Dish, and still working as a story. I can see why they'd invite him back on this showing, especially if his rules writing is also good.


Campaign Corner: We've had a longstanding problem with some people wanting more coverage of specific game worlds, but it being a struggle to get the material, and the new owners wanting to avoid splitting the fanbase. This is their latest attempt, cramming a ton of little plot hooks into a few pages, adapted for their respective campaign worlds. They're all notes that are designed to lead players into an adventure, and have multiple options on how it could go so even if your players read this, they'll still won't be spoiled on the adventure. So this is one for if you need an initial spark to get you going, but know how to build on that under your own steam. This seems like it could stay interesting for a while.


Class acts: Monte turns his attention to a topic he would later revisit in greater depth in Arcana Evolved. The dragon kith, a person who gains draconic abilities by swearing fealty to one, and then performing rituals that bond them together. And they're not quite as good as the later incarnation, with some awkward roleplaying limitations for not particularly spectacular powers. While nearly any class can get into them, they're best optimized for fighty sorts, with their full BAB, natural armour, (which will of course stack with everything else) and smiting effect. Probably best used as NPC's, unless you want a dragon ordering you around and dragging the rest of the party on their missions.


Faiths of Faerun: Ooh. Yay. The start of a new column. Gods are an important part of the setting, and they've certainly made plenty of appearances in the magazine. But so far, that's usually been a whole pantheon to an article, which means individual deities only get a page or two at most. On the other hand, most do not credit an entire book about them. But an article going into more depth on one, ecology style, wouldn't be a bad idea, and could give them years of articles without rehashing themselves. This has definite potential.

The reality, unfortunately, is rather less glamorous. Fluff expansion is completely eschewed in favour of taking a rather anally detailed look at multiclass clerics, and how to best achieve the crunch matching the flavour of two cleric orders, Azuth's Magistrati and Helm's Watchers. As with so much of the multiclass path stuff, this all feels like discredited design that will result in suboptimal characters compared to a straight cleric. Another case where the kinks of the format definitely need ironing out. Send feedback!


Elminster's guide to the realms: This new column, on the other hand, looks really cool, with a real emphasis on the looks. Ed did this before in 1994 with Elminster's notebook, a 1-2 page adventure hook/setting expansion with extensive illustrations building the atmosphere. Only now it's in full colour, with maps, and a greater emphasis on actually detailing the meat of the encounter. Still, some things remain familiar, and one of those is that there's absolutely tons of high level spellcasters in the Realms who've achieved a degree of immortality. (as they're near impossible to kill for good once they've got their contingencies up, they just keep on accreting) Thankfully, the one detailed here is a fairly friendly sort, willing to share his knowledge to those who come in peace, and give brutal demonstrations of his custom spells to those that don't. You can get to high levels self-taught, but if you want a real breadth of options (especially important if you're a wizard) you need to be aware of other's ideas and borrow them liberally. I think this reinforces that one of the reasons for the Realms' success is that it is the closest of all the D&D worlds to the way a world that ran on D&D physics would actually turn out, so it rings true to people's experiences. And as long as that continues to be the case, it'll continue to be popular despite the overcrowding.

(un)reason

Dragon Issue 284: June 2001


part 4/7


Cities for the ages: The new columns continue with one that could in theory continue for as long as the Ecologies, but in practice, it seems unlikely. While there are plenty of interesting historical cities out there, we've found these articles tend to draw more than their fair share of annoying nitpicking, which grows tiresome to the editors after a while. Scanning ahead reveals it lasts less than a year before being consigned to the scrapheap.

But anyway, they're starting off with London. We've already had a fairly substantial adventure set there in issue 100, so this shouldn't be unfamiliar to long-term readers. What's interesting is that they choose to concentrate on the way it was in the elizabethan era. It's population was only in the hundreds of thousands, but many modern land marks were already in place, and it was more than crowded enough for disease, smog, and some fairly complex industrial setups. They also stat out the major figures of the day, although I'm dubious how well they map to D&D classes. Well, many of the adventure hooks are explicitly supernatural as well, so strict realism obviously isn't on the agenda. It's more another reminder that there's tons of stuff you can plunder from historical and folklore books for a game. So so far, this is pretty interesting. Let's see if it's short run was due to a descent into moribundity, or lack of popularity.


Giants in the earth: Thomas Harlan follows up his fiction with the stats of some of the characters. Jerusalem in the time of the crusades was obviously one of the most ethnically diverse, interesting places you could live, with plenty of opportunities to both kill and be killed in the name of your principles. Pity the people who just want to live a normal life there.

Golonza di Barratti demonstrates the general low power level of the setting. At only 6th level, he's one of the most powerful spellcasters around,  and his spellbook is still lacking the big blasty spells a Forgotten Realms one of the same level would take for granted. Which means he still has to worry about the church and respect of his peers. Oh, if only you could be a sorcerer instead, then they'd all pay!!!!

Sir Harold Edwinson is the young impetuous knight who was the star of the story. Despite his temper, he's still more than principled enough to keep his paladin status, and has more than enough personality quirks to not be just an engine of righteousness. Now he just needs a master he can respect, who can keep him pointed in the right direction to do the most good.

Sir Carl Zorn Zugott is older and more cynical, but has managed to retain his faith nonetheless. Spend a while dealing with the best and worst of people, and you'll learn it's not about sides, there are good and evil people of all races and religions. I think that applies anywhere.

Manwys ap Lleidd is the wise old squire who tries to keep Harold alive, both in battle and in the kitchen. :p This means he has plenty of stories to tell, and a dry sense of humour about the strange things he's seen. It's the old ones you've really got to watch out for, as they're the ones with the biggest set of tricks up their sleeves.

Jacopo Ghiarelli reinforces again that this is a magic low world, and most musicians are simply experts or rogues, not D&D style bards. Even a single level in a spellcasting class (gained due to an encounter with the fae) is a big deal, that can leave a person traumatised. He still pretends to be a happy-go-lucky rogue, but it's not easy. Still better than being burned at the stake I guess.

Fingold Torfinson also shows that there is more supernatural stuff going on outside the realms where christianity holds sway, as a half-elf who has a serious vendetta against the drow. So this leaves me interested in finding out more about his setting, and if he can manage to avoid the rapid escalation that the rules encourage. It's nice to see them still trying to integrate historical stuff into the game.


The bestiary: Johnathan M. Richards shows that not everyone is keen to leave the excesses of late 2e behind, by giving us the same birthday gift he did 2 years ago. More Greater Drakes. More little attempts to find rational biological excuses for breath weapons, and give low level characters the chances to ride dragons without it completely breaking the game. It's not as bad as getting socks, but it does seem a little played out, especially now you could add half-dragon to all manner of riding beasts and have your flying, firebreathing mounty fun that way. Yawn.

Barautha spit venom like cobras, blinding you in the same way.

Ermalkankari store stones in their gullet, then spit them at you.

Mardallond store fermenting liquid in their throat bladders, then do the fire-breather trick. Their breath must constantly smell like they're totally pissed.

Trilligarg are chameleonic, and have lots of inflatable spikes on their throat bladder. The puffer fish trick works better when it's your whole body that does the inflating.

Vallochar spit web fluid at you, and can walk in webs. Just the thing for spiderman to ride, should he ever desire a dragon mount. And let's face it, that idea should appeal to the 5 year old boy in all of us.

(un)reason

Dragon Issue 284: June 2001


part 5/7


Miscellaneous Mishaps: This looks like it could be a new regular column, but actually isn't. It's one of those random D100 tables they have fairly frequently these days. Going into a pub, and the DM hasn't decided what's going on? Roll on this one. Most of the results are fairly mundane, with a few that are obvious adventure hooks, like slipping stuff into someone else's drink or a violent interrogation taking place. If you're a hero, you'll probably want to do something about that. Just make sure you have some generic NPC stats ready if they do choose to fight them, for there's nothing worse than not being able to follow up your cool plot hook and watching the adventure stall. Another brief and fairly handy system free article.


Bazaar of the Bizzarre: The bazaar gets in with the theme this birthday, as it does sometimes, but not as often as the bestiary does. More specifically, this is a bunch of unique items in a specific dragon's hoard. This implies lots and lots of setting detail.

Letrathe's skin is a set of armor made by the dragon's half-ogre daughter. It absorbs fire damage and allows you to possess people. She then tried to possess her dad and got killed for her troubles. And now he has her armour. Family eh. Who'd have them.

Scalebreaker is an axe designed to slay dragons. It obviously wasn't good enough. :p

Beguiler of Wyrms is a mandolin with hypnotic powers on dragons. It WAS good enough, but then their buds had to spoil everything by attacking, and the bard responsible left it behind during the subsequent slaughter.

Frosthaven is a magical shield which radiates cold. This is of course extra effective against red dragons in the new edition. It's user still got ripped to shreds, but this also permanently crippled our star. He's still probably badass enough to take on your party.

Houn's Grand Compendium volume VIII is a volume on the optimal tactics for fighting red dragons. It's wizardly wielder managed to survive longest of all, and inflict another crippling wound upon him. So we got to see a whole story gradually built up through this collection. A very cool idea indeed, making excellent use of fluff and crunch. Top marks.


VS Dragons: Well, we had advice on how dragons fight under 3e rules earlier. Now we have a parallel one on how to fight them. Here, the archetype of the solitary dragon-slayer is in reality one of the worst possible things you can do. They're smart, mobile, have multiple attacks, and are frequently well-prepared. So to beat them, you've got to be able to overwhelm those preparations. Even centuries of meticulously arranged traps will be worn out faster than they can be replaced if you have enough minions, and you can keep on harrying them until they run out of spells. So get as much help as possible, and attack in a spread out pattern that'll keep them from wiping out everyone with a single breath. More quirky is the revelation that since many dragon types have strong elemental connections, clerics with the appropriate domains can turn or rebuke them. (although you'll need to be pretty high level to do so reliably) And of course the fact that creatures can't move if they're taking the full attack option means you'll benefit quite a bit from hitting and running if you take the anti-AoO feats. So lots of good and very specific advice here too, that won't be applicable in other editions. That just leaves the question of how they'll keep next year's birthday features fresh. Cross that bridge when we get to it.


Nodwick also gives us some non-history of dragon magazine, and their lives and times. Lots of special guests make a non-appearance.


Forum: Jean-Phillipe Suter continues to dig himself into a hole in the sexism debate. Men deserve to not be patronised and degraded too! Consistently using the same pronoun makes for stronger writing! Me me me me.

Dorothy V. McComb reminds us that while men may be stronger, women are longer lived and generally more resistant to disease. Perhaps a bonus to Con is in order. And the lifespan tables ought to be adjusted accordingly too.

Kerry R. (what happened to the surname? ) wonders why having the ability to bear children is such a great power anyway. It's not as if you can use it in combat unless you're a deepspawn, and I think they're hermaphroditic anyway. We ought to have grown out of balancing fluff advantages with combat disadvantages and vice versa by now.

Dino Sorrele thinks that if women get a -2 to str, they ought to get a +2 to dex, int, wis and cha to compensate. After all, it's only realistic. :p

Richard Keehn wonders what Jean-Phillipe is trying to accomplish. Does he want to drive away female players? Discourage male players from playing female characters? Neither seems particularly good for the overall diversity and fun of the game.

Alexander H. Macleod IV wonders if people are still facing harassment from people who think D&D is satanic. Along with sexism complaints, that's the other big thing the forum's refocussing on edition change really killed off. Does that mean it's faded away in the wider world too?

Jason Gaddle has found his group swelling from 5 to 20 with the new edition. Thank you so much WotC! Now that's what you call a success story at bringing in new people. Shame the new edition is less friendly to actually being run with large parties.

Robert Kloeckner thinks despite the edition change, wizards are still wimps in combat. If anything, even more so, because fighters can now get tons more bonuses to damage, and keep them up all day. But they still smoke fighters in utility. And as we'll discover soon, combat lengths are usually a lot shorter than you think, especially when parties start doing the 15 minute workday thing. This is a more complicated issue than it first appears.

(un)reason

Dragon Issue 284: June 2001


part 6/7


PC Portraits: Half-dragons are the subject of this month's portraits, once again showing that they're actually fairly common nowadays. The artist makes sure that there's plenty of variation in how much they take after each side, and indeed, what their humanoid side is, with dwarves, elves, halflings and orcs clearly represented. So this is a pretty strong entry, and one that's not likely to be repeated too. Pick a character, any character, and see if they can overcome prejudice to find a place in the world.


Role Models: Having put plenty of attention to painting people, now we turn our attention to monsters. The bigger ones, you'll often have to assemble yourself, which is a whole new can of worms for an amateur to screw up. So rather than just glueing fiddly bits and hoping they'll set in the right position, you can use little metal pins to fix things more securely. Scales, feathers, claws, and other things get short pieces of advice on how to paint appropriate textures, This feels like it's a case where they need to do some more expansion to really cover the topic in a satisfying manner. Otherwise it's a case of humanocentric worldview, and I'm not that keen on that. Let's see if they move on next month, or go over this some more.


The Play's the Thing: Robin gives us another bit of advice that seems completely obvious and common sense once you know it, but might not think of it independently. Don't make characters that have no connection to one-another or the DM's world. Create them in a group session, so you can trade ideas and give them good reasons to know each other and work together in game. I've gone on about the benefits of collaborative creativity over solo before, and this is an excellent example. Even if the final product isn't always better, you usually have more fun with the process in a group, and you're less likely to spend hours ground to a halt. (unless some people are having TOO much fun at the expense of concentration. ) And since with gaming, the amount of fun you have, not the quality of the final product is your real metric of success, this is definitely a medium that benefits from this kind of thinking. Simple, elegant and positive. That's the way to get people following and imitating you.


The DM's Toolbox: Another advice column primarily aimed at DM's? Interesting. They have been decreasing the frequency of their old regular columns, which shows they're aware that they've become a little played out. And since DM's are more likely than players to buy the magazine regularly, and need more help in general, they do need to make sure a fair proportion of their page count is focussed on them. In contrast with Robin's one, this starts off by examining not something to do with how you play, but the environment you play IN. Even something as simple as the seating arrangement can make a difference in how the group communicates and relates to one-another, especially when it's a large one. Course, some people may not take kindly to being told where to sit and who to sit next too, so trying to control this stuff consciously may backfire on you. Similarly, saying you should make sure any distractions are turned off or out of the room is common sense, but can be easier said than done in today's technology filled world. (one valid argument against keeping everything on your computer. ) So this has one rather interesting idea they haven't suggested before, along with several they have. It's nice when a column works straight away, instead of flailing around for a few months while the writer finds their feet. Let's hope they can keep it up.

(un)reason

Dragon Issue 284: June 2001


part 7/7


Sage advice: Is spell resistance affected by negative levels (On the attackers side, not the defenders. P'chau. )

Would a fireball destroy all your mirror images (No. It's gonna hit you anyway, so it's not a giveaway when it does. )

Can you choose who is affected by mass heal (Thankfully.)

Do you need to be able to see the target of a spell (If it has the target keyword. See the wisdom inherent in the system! )

What level of cover blocks line of effect (Only 100%. Note that mini's are not necessarily proper representations of their game volume. )

Do your allies block spell effects if you're shooting from the rear (Quite possibly. It's a hard life, being a wizard.)

Can multiclass spellcasters add levels together to get feat prerequisites (No. They are definitely suboptimal. Now we discover the repression inherent in the system. )

How do enlarge and empower spell affect lightning bolt. (Not as much as you think. Don't make Skip get all technical on you. Skip will use the socket wrench, if you know what I mean. )

Does desecrate penalize both the roll to turn undead and the roll determining the amount turned (no)

Can you use shocking grasp through a metal object. (No. That would be a waste. )
Does magic armour reduce your spell failure chances (no)

Can you befriend a summoned creature and make it stick around, or come find you after the spell wears off. (No. That's the kind of logical can of worms we try and avoid these days. Best to treat it as if they have no life at all when not summoned.)

What happens when you scry for a polymorphed creature (You find them. You may think you got a wrong number though.)

Can discern location overpower mind blank (no. It's too powerful. )

Does spell immunity block metamagiced spells (It's still the same old spell, (do de do do))

Are your items disintegrated with you (Not anymore. The wizards committee were tired of not being able to take complainants stuff after they killed them, so they modified it for the new edition)

Does mage armour stack with normal armour (No. Remember the type stacking rules. )

How many people can fit in a cube of force (4. How convenient that that's the number of a normal party these days.)

Does dust of appearance work the same way as dust of disappearance (No. You need far less precision to make things appear again.)


Silicon Sorcery: Asheron's Call! They've been advertising that for a while, haven't they. Looks like it has some fairly typical MMO traits, characters can't die permanently, and can switch equipment instantly even in the middle of battle. So this article does some amusing lampshading, providing feats and magical items that'll let your PC's do that, should you actually want to give your game an MMOish feel. Attune to lifestones and you'll respawn whenever you die, with no greater penalty than a temporary negative level and the loss of your most expensive single item to your killers. Take a feat which lets you absorb massive damage without complaint even more than regular D&D characters. And another one that lets you swap armour at high speed. Highly amusing, really. Of course, they're probably not quite balanced with regular feats, but when you're playing MMO style, that's part of the fun. And being brazen about these things rather than jumping through hoops to try and make them sensible appeals more to me at the moment. So this little article definitely pleases me.


Dungeoncraft: Ray dealt with the gods last issue. Now he makes some quite interesting changes to Clerics to make them fit the world better. Turning undead is replaced by turning dinosaurs. (although I think rebuking/controlling them would make more sense even for good clerics. ) Dimension travel, undead affecting and easy food creation spells are eliminated from their spell list, keeping things local so the kitchen sink doesn't get in, but quite a few new spells get added to replace them. As before, it's not quite as radical as the changes they went through in Dark Sun, but pretty interesting, and in much the same vein, reflecting that this is a savage world where the gods are very much present, although they can be a bit hard to understand from a human perspective, which gives PC clerics some leeway in how they fulfil their remit. It definitely feels like Ray's having more fun this time around, and this willingness to change things will make the resulting campaign more memorable. The world continues to build depth and plot hooks quite nicely. Now, what will he do with the other classes?


Dragonmirth has a particularly high quality and variety of artwork.


HARN gets computer modules. Intriguing.


What's New takes a skewed look at marriages. They don't have to involve a ball and chain, you know.


The magazine has already felt rejuvenated for a while now, and this cements their renaissance with a whole load of interesting new experiments. Even the updates of old topics are once again more interesting than they've been in a while. I do think keeping next year's birthday fresh might be a little trickier though, but we'll cross that bridge when we get too it. In the meantime, let's see which new features stick around next issue, and which are already struggling to get material.

(un)reason

Dragon Issue 285: July 2001


part 1/7


120 pages. Hello to the halfling that sparked a thousand guilty fantasies. Yamara's bitchiness is visible from half a decade away. Yup, they're getting the themed issue all to themselves for the first time since 1982. And they're absolutely determined to degoofify them. If that means trying to sex them up, so be it. This could go so very very wrong. Will this issue get the pedobear seal of approval, or will it somehow manage to make this topic just another day at the office?


Scan Quality: Poor, fuzzy, low resolution and with marks on pages.


In this issue:


Wyrm's turn: So yeah, they're trying to sex up halflings. And they're trying to prove they're not alone in that desire by looking for reference materials. They remind us of Fineous Fingers, where the halflings might not be sexy, but they're certainly not nice or cuddly either. They then start to run out of ideas. They find one in the pregens for the A modules, and that's it. I guess it's up to the future to satisfy their desires, rather than getting stuck in the past. But this looks like it might take a fair bit of effort to get people to come along. Not a particularly good sign. Things tend to catch on if there's already a demand for them, people just don't know it yet. It doesn't look like that's the case here.


Scale Mail: Our first letter makes the rather interesting observation that many real world gods have multiple aspects, and priests may concentrate on one of them. This is a good excuse for a wide range of alignments while retaining their spells, and valid ecumenical conflicts within a broader framework. I approve.

The article on movies provokes some debate, of course, getting two letters. It's very much a matter of taste, so favourites and loathed choices will vary widely. The question is simply how many letters like this they can be bothered to publish before growing bored and moving to the next topic.

And to round things off, we have someone who likes the champions of virtue article, but recognises that it also has some fairly significant balance issues. Carefully grading their spell progression ratio to the amount of powers they get rather than just using half and full ones is the way to go there.


Nodwick resolves the whole thing without any violence. Rather a dull experience for them, really.


Previews: They realize that the splatbooks are by far the biggest sellers, and give Tome and Blood, the arcane spellcaster splatbook, a full page spread. There is a quite alarming amount of smugness from Bruce and Skip over what they've achieved. Trust us, once you've got it, it'll be an essential part of your game. Roll out the prestige classes, give everyone enough to build the character they want. There's also the Return to the Temple of Elemental Evil. The edition change hasn't removed their desire to capitalize upon their old properties. Monte Cook'll help us find out who's moved in since the last lot got kicked out. You've got to raze the damn place, or new monsters'll occupy it in no time. Haven't you learned that now?

Their novel lines chug along happily. Dragon's Bluff by Mary H. Herbert continues the interlocked generational saga Krynn has become. Servant of the Shard by R. A. Salvadore does much the same for Drizzt and co, only without the generational stuff. Although maybe it ought to, given the amount of time that's passed IC. Oh well, that's the advantage of elves.

(un)reason

Dragon Issue 285: July 2001


part 2/7


PROfILES drops back to a single page, and returns to covering writers. David Noonan is a fairly recent arrival, but has already worn the writer, designer and editor hats on various projects. His most prestigious work to date is the new manual of the planes, but really, he's just part of the big team. And he seems to prefer it that way, bouncing ideas off the other people in the office, everyone being energized by everyone else. Seems like another one where they try and promote their big
new thing, and play up how much of a big happy family the current WotC team is, at least as long as you're working 12 hour days for them. Not our most interesting profile. I think this feature is on it's way out again, as they seem to be running out of current big names to cover.


Dork tower gets back to the shop. And the useless geeks. No wonder they avoided it for so long.


The secret life of halflings: In the attempt to make halflings more exciting, it's time to completely rewrite the setting stuff. Gone are the good old tolkien style shires full of stay-at-home gossipy folks, replaced by semi-nomadic commonwealths where social class is largely irrelevant. There are still a fair amount of holdovers from the old representation, including Roger Moore's gods, and their love of riddles, so this doesn't feel like a total departure, but it does feel like changing things for the sake of change, or quite possibly a craving for greater commercial success, or just to make sure their IP is distinct from Tolkien's. Who knows for sure. But in any case, it's quite telling that I can think of more negative reasons for them to change things around than I can positive ones. And I'm reminded of the old adage that the harder you try to appear modern, the more dated you'll seem in a few years time. So I'm not sold on this at all.


Little wizards: So yeah, in 3e, halflings make really good wizards. This wasn't planned, but an emergent property of the rules governing size changes, their ability modifiers, and facility at staying out of the way. Meanwhile elves actually make better rangers than wizards, despite their default favoured class. It's a good thing we have the CharOp board to examine this stuff, so next edition's classes and races can be much more focussed on one thing. Or maybe it isn't, as it destroys the organic feel of the game if all their features are focussed towards a single goal, leaving them definitely suboptimal at everything else, at which point you might as well have the restrictive class selections of earlier editions anyway. It's definitely one of the more thorny questions the design team has to deal with. So this shows how much they've learned already since 3e was released, and how much they'll change the game in response to it in the long run. They may not release new editions as quickly as M:tG, but the era of it being years between significant new books and rules revisions is now over. Mind you don't get left behind in the moves.


Four in darkness: Ah yes, a tie-in article for their new product. Not a great surprise. The creatures of elemental evil aren't THE most iconic or expanded upon of D&D's creations, but they retain their own reasonably solid fanbase, thanks to the classic module. (and persistent eaten by a grue meme) This is definitely worth maintaining and building upon. So Monte updates their stats for the new edition, and also gives us a template for corrupted elementals, and 8 new spells giving elementalists lots of options to grief you, whatever your resistances and weaknesses are. So lots of useful material here, and a little bit of advice on how to use it. Evil creatures don't generally get along, so you can play one off against another, and maybe get a little extra profit for yourself into the bargain. A no-nonsense, well balanced article, providing some updated old stuff, some new stuff and some advice on how to use it? Sounds like a pretty decent combo to me.

(un)reason

Dragon Issue 285: July 2001


part 3/7


Fiction: Enchantment by Ben Bova. The reign of Arthur might have been long and impressive in most versions, but it always inevitably has to end. No matter how many times Orion wins a battle, he only has to fail once. And while he can win the straight up-fights, he can't stop Arthur from having sex with the wrong woman, and producing Mordred, who we all know will eventually be instrumental in his downfall. This advances the overall plot by a fair chunk, but isn't as standalone as the previous stories in this series. Like Fool Wolf's story, I get the impression that this tale may reach it's conclusion in just a few more instalments, and then what will replace it? Still, at least the final twists and turns are likely to be pretty dramatic.


Campaign Corner: This month, we have a Zhentil defector in the Realms, some demons trying to retrieve a magic item on Oerth, some missing Factols in Sigil, and a piece of parchment that's diagonally upside-down, and unreadable at this resolution for Birthright. So while each of the plot hooks is once again fairly specific,  most of them are easily adaptable, apart from the planescape one, which really needs that detailed factional structure. Maybe you could replace it with feuding guilds or religions in a place with a different focus. These hooks are too short to write about much, so like the portraits, I worry I may run out of things to say. I guess it all depends how specific they keep them as much as anything.


Class Acts: Monte takes an interesting tack to this month's theme. The lightbearer, bringer of the comforts of home, hearth and community to the dark places adventurers roam. Their abilities are primarily defensive, with all good saves, a bit of magical healing, a bit of ability to drive away evil creatures. If you want your halflings to feel LotRish, huddled in the wilderness and driving away nazgul by words rather than swords, this is actually a surprisingly appropriate prestige class to take. Obviously, in terms of combat power they're a bit weak, but they're so thematic that I can forgive them anyway. Perfect for that wandering NPC who doesn't get involved in the fighting, but still manages to save the day.


The Bestiary: More new school Greyhawk creepies this month, courtesy of James Jacobs. This time, we head to the Gnarley forest and the temple of elemental evil. If you're at all surprised they went around creating corrupted elementals and domesticating whatever weird creatures they found, you don't know evil cultists very well.

Breathdrinkers are formed from air ripped from people's lungs, and keep on killing in this fashion to sustain their existence. Another dark fairytale monster, as is very much this writer's wont.

Rukarazyll are another SAN lowering abomination that delights in assuming a human form and tricking you into various depravities and misfortunes. And then probably laughing in a deep distorted voice that sounds like a stereotypical anime tentacle monster. :p Yes, they're finally getting a proper foothold in D&D. Bad game designers! Baka no eechi! :thwacks with hammer: :D

Firetongue frogs aren't nearly as powerful, but they're still sadistic taunting creatures with tricks far in excess of their HD. Throw them in the drink to kill them.
 
Orlythys are another gross monster from the oceanic depths of the abyss. Ok, you're starting to get predictable now. Randomly distributed tentacles and other organs are losing their scariness factor. Please to be finding a new gimmick.

Tralusk also have far more eyes in odd places than they ought to, but are closer to a conventional body shape otherwise. They're also another one which uses music as a luring tool. Man, the number of monsters that do that over the years, you could make a whole orchestra with them.

(un)reason

Dragon Issue 285: July 2001


part 4/7


Cities of the ages: Prague is their city of choice this time. And like London, it has a long and interesting history, with it's fair share of mythology grown out of it. So rather than go for historical realism, they concentrate on the fantastical side of it, painting a picture of a town filled with little folk, steampunk contraptions, towering gothic buildings, and deals with the devil. That sounds pretty cool to me, and not particularly overdone, either. I guess that once again shows the advantages organic accretion has over custom design. Everything won't be built around one stereotype or writer's vision, but living in the same place will inject some commonalities of mood and culture. Injecting a little more eastern europe into your fantasy would make a nice change from the pseudo british stuff.


Faiths of Faerun: A substantial step up from the debut for this column. Instead of trying to shoehorn this one into multiclass combinations, we get a prestige class. The silverstar of Selune. This actually seems like a very good one indeed, as they get full spellcasting, normal cleric BAB, and a new special power every single level.   You may have to soak up a few cross-class skills to get into it without multiclassing, but this is a relatively minor sacrifice given the array and breadth of powers granted. I believe many people will be ready to make that sacrifice to get this stuff, particularly infected lycanthropes, which this is a huge advantage for. I think this definitely qualifies as one of the higher end prestige classes.


Elminster's guide to the realms: A shrine to Tempus gets the full visual treatment this month. While this is designed for defensibility, it also has an interesting sense of aesthetics, showing how weaponry can also be art. In the high-magic world of the Realms, any group that doesn't have an arsenal of magical protections on their base is going to be a sitting duck to a smart group of adventurers. Along with the site specific stuff, we see him attempt to standardise potion labelling, so there's fewer hassles with taste testing. I think that's one old school element most players are happy to leave behind, so you can see why that would catch on. The new corebook may be just out, but that doesn't mean the Realms is going to stop evolving and growing, even for a little while. So let the metaplot continue.


VS Pixies: What's even smaller than halflings? And more annoying too? Pixies! Invisible, flying, mind-reading, and full of magical tricks and the will to use them, until you have spellcasters able to counter their basic powers, you're likely screwed, and your best protection is being able to laugh along with the joke. The problem then becomes figuring out that they are pixies, and not some more malevolent form of hidden trickster that'll still fleece you for everything you've got if you do give up. That's the problem with things that can both hide and change shape. It's all too easy for one of them to disguise itself as another. It's no wonder they get less and less popular as the editions progress.


Nodwick uncovers the biggest conspiracy evar in D&D history. And is then paid handsomely to keep it under wraps. And we shall speak no more of it.


Chainmail: The end pages of the magazine get a visual revamp, discarding the dungeonpunk for a slightly more techno style, and introduce yet another new feature that looks like it might well become a regular. A D&D minis game? Set in Greyhawk? And featuring the same kind of over-the-top plot happenings as Warhammer Fantasy Battle? This has the potential to annoy the fanbase as much as From the Ashes. Well, probably not, as they're not changing existing things, but setting it in the uncovered continent to the west of the Flanaess, so it's still ignorable in your regular Greyhawk games.. And in typical wargame fashion, you have a whole mess of sides competing for supremacy. Humans, Dwarves, Elves, Goblinoids, Undead, and Demons (plus gnolls) are the teams, further reinforcing the WFB comparisons. So yeah, they obviously want some of those sweet wargaming dollars again. And to be honest, a little more variety in the stuff they're covering is always welcome. It'll be interesting to see if this crashes and burns like TSR's CCG's, or manages to carry on for a few years getting regular articles like Alternity.

(un)reason

Dragon Issue 285: July 2001


part 5/7


Forum gets a new blue, slightly gridded background. This is not a bad change, and less likely to suffer legibility problems than grey on black. I approve.

Jeff Wilder thinks rangers are front-loaded, but then rapidly become the weakest class in the game. Since they got one of the biggest changes in 3.5, I'm inclined to agree with that.

Douglas Macleod wants to bring back comeliness to represent physical attractiveness and how various races perceive it in each other. No thanks. That would require tables to crossreference and you know they're trying to move away from tables in this edition.

The Cobster describes his average gaming session. 6:15 til 9, lots of roleplaying, very little dice rolling, absentees apologise in advance. It seems to work.  

Kenneth G. VanSell II thinks the new psionic rules are horribly underpowered, and the psionic combat in particular is unfair and outdated. As with Rangers, their 3.5 revision pretty much vindicates this view. Guess the forum still has a substantial role to play in future edition changes too.


Silicon Sorcery: Age of Empires is their pick this month. Similar to last time, they give us four new feats, and a new monster to make your game run more like the computer game. Two of these feats make you better at mounted combat, showing how important cavalry units are in the game. The other ones give you bonuses attacking inanimate objects, and enhance your bonus for attacking from higher ground. The new monster is Living Catapults. They can both run you over, and shoot rocks at long range to take out fortifications without any personnel. Thankfully they move slowly, so you can in theory outmaneuver them. So these are general enough that you can put them in your game without it seeming obviously computer-gamey, and not unbalancingly overpowered either. Those are the kind of options that they should be giving.