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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 320: June 2004


part 4/8


Dragon kingdoms: The dragon material this year continues to be more player-friendly than previously. Council of Wyrms detailed a whole continent where dragons were the dominant species, with small clans dominating countries full of demihumans. We also saw giant dragons take over large areas of Krynn for a good few decades. Given even a young dragon can be an army-buster, with their intelligence, mobility, breath weapon and array of magical tricks, why do they not play the role of near-immortal god-king more often? Partly lack of inherent sociability, partly arrogance, and partly need for large amounts of sleep make them good at commanding, but not so great at economics and mundane day-to-day affairs of state, so even dragons will have to learn to delegate if they want to rule anything bigger than a single settlement. Some dragons are more sociable than others, and they certainly express it in different ways. (brass dragon's gossipy nature vs silver dragon's tendency to go native, for example. ) Red dragons might be more individually powerful, but it's the blue and green ones that are more likely to pull off a long-term tyranny with several of them working together to control a kingdom. This stays consistent with all the various subspecies' previous characterisation, and takes their particular powers into account, so it leaves me pretty satisfied. They come up with plenty of reasons why and how a dragon would engage politically with people, and that means lots of adventure hooks for players to get stuck into. That's very much for the positive.


Dork tower die again. This is what happens when you don't remember your CR ratings.


Fiction: New in town by Richard Lee Byers. An Avariel? Iiinteresting. They've decided to have a bit of Forgotten Realms fiction in here again. It's a swashbuckling tale of fish out of water getting tricked into being the patsy for a bigger plot, but managing to learn fast enough to turn the tables by the end. It stays pretty close to straight D&D rules, apart from exaggerating how dangerous bears are under them. It definitely feels like it wants to lead on to further stories, but then, doesn't everyone. Doesn't mean its going to happen, especially with them gradually cutting down on fiction as they are. I guess it's just another minor thread in the massive tapestry the Realms has become.

(un)reason

Dragon Issue 320: June 2004


part 5/8


Elminsters guide to the Realms: It can't be easy to keep coming up with fresh material for a world that has literally hundreds of sourcebooks and novels. Case in point, what we get here is yet another tavern. A rowdy place with overpriced drinks and lots of gambling, designed to keep adventurers away from "decent folks" and make sure their sudden influxes of money don't destabilise the economy. The Realms being fairly adventurer heavy means any authorities that last develop ways to keep them from causing too many problems without presenting an obvious target to overthrow. The illustration is particularly good this month, really making the place look simultaneously impressive and debauched, and detailing the various games and sports you can blow your money on. And as he has done before, Ed also provides details on the games which make the world feel like a real place where people do things other than adventure and whatever is needed to survive and make a living. Looks like he still has plenty of variants on the theme of living, breathing adapting world to give to us.


Dragonmarks, dragonshards and dynasties of power: Eberron is out now, so they drop the teaser format and go to regular articles. Last month we heard about how magic is integrated into the setting, despite PC class wizards not being hugely common.  Magewrights were one part of that, letting the working man use magic routinely without the vast flexibility and offensive power being a wizard would give them. The other is Dragonmarks, which represent the advantage you have being born into a bloodline of power, and feel like an attempt to synthesize the disparate themes of Red Steel and Birthright while also making the result more robust and balanced in terms of rules. As most of the members of a particular house gain a consistent set of spell-like abilities, this means they have a natural advantage at appropriate businesses, and since they already have relatives in the field, it's easy to get in, make money and stay on top. Nice to see they're not afraid to deal with real world issues of nepotism and guild legbreaking. :) If you want to focus on these powers, you can spend feats or take a 5 level prestige class to get more, more powerful, and more frequent related powers. This is another article that feels pretty cool, showing you just how many new options the new setting gives you to build interesting characters with, while also keeping it from being a prejudice free utopia where everyone gets along regardless of species. Some people being born with a big head start in the race of life is a strong motivator for plots, whichever side your characters are on.

(un)reason

Dragon Issue 320: June 2004


part 6/8


Silicon sorcery: Warcraft again in this column, with The Frozen Throne expansion for Warcraft III. Last month, we reexamined Dark Sun's variant races and the possibility that you might do something similar for your campaign. This takes it a step further, talking about the idea of entire races being transformed mid-campaign due to magical weirdness or severe environmental pressure. This can go very wrong, (you might well get kender, for a start :p ) and leave players feeling cheated or railroaded, especially if the changes to their abilities are detrimental to their build. Still, high stakes, high risk, high potential rewards as well, and if it looks like your game is gradually losing people's interest, better to have it go out with a mindfuck twist ending than a boring one. The sample changes to the PHB races are all based around the theme of the magic going away, making the world a little darker and more desperate, which isn't the most original of themes, but it does serve to ramp up the drama. Well, this is certainly an improvement on the 2e days where they would pull big game-changers in the metaplot, but turn around and forbid us from doing the same or going off the rails in the adventures and fighting the screwage. I'm once again happy to see more heavy-duty rules experimentation in the magazine.


Under command: Ugh. One consequence of a minis heavy game is that it gives the writers even more incentive to nerf shapechanging. So here's a big attempt to distract you from regular polymorphing with a load of specific spells that transform you in only one way for a short duration. This means they're intended pretty much exclusively as combat buffs, apart from one, as you won't have the time to keep up a disguise. They do gain a few abilities that you won't get with regular polymorph self, but really, this is the kind of stuff that sucks all the wonder out of the game, and I find it consistently annoying to deal with. So much for minis providing a little variety to the magazine when they're instead using it to push an agenda that also applies to regular D&D, and isn't pleasing to me at all. Screw that noise.

(un)reason

Dragon Issue 320: June 2004


part 7/8


DM's Toolbox: Johnn is in the mood to cut the crap this month. Sprawling dungeons that are mostly just multiple levels of grey underground tunnels? Not this time. Take all the important rooms and themes that you would then pad out with filler, and condense them down into a best of that has all the excitement in just half a dozen rooms. Of course, putting them right together means you have to think even more about how the monsters interact, and what their body shapes and powers mean for the environment. Ironically, this seems like the kind of advice that's most useful at high level, especially in 3e, where high level monsters take a lot of work to create, and this can cause battles to really drag out, so you need to reduce the number of encounters if you don't want them to be stuck wandering around the same place for months on end. So learn how to prepare and edit before play, and you'll have to do considerably less work in the actual session. Isn't that always the way. Do your work at a time of your choosing, or you have to do it in a rush right before it's needed. As usual, Johnn's advice is solid and sensible, while also having enough of an individual spin to not be boring.


The play's the thing: Mearl's contribution this month is another one that he would reuse in an actual book in a couple of years time. Unlike the previous one, which was just fluffy filler advice, this is actually quite interesting, especially as this is another case where I get to examine the rules and see how they refined them before broadcasting them to a wider audience. So yeah, teamwork abilities. These are a cool idea, but have some serious issues, especially if they cost irreplaceable character resources and only work with a specific set of other people. And oh god does he make that mistake here, folks. You've got to have a reasonably high level leader to get in at all, and then everyone has to permanently sacrifice precious skill points to the pool and negotiate exactly what you want to spend them on. This is pretty much the worst possible way to do it, especially in a class and level based game where every level counts and if you fail to optimise at any point, you pay for it aaaall down the line. By contrast, the approach in the PHB II does require some investment in skill points, but they're investments you might well have made anyway, and you aren't bound into a single person always being considered the group leader. So this once again shows that while he might like to play with mechanical design, he really isn't actually that good at it, and needs a good editor to filter out the good ideas from the bad. Still, as both a good idea, and an interestingly bad implementation, this is very worthy of note.

(un)reason

Dragon Issue 320: June 2004


part 8/8


Dungeoncraft: While Johnn and Mike's advice is both interesting and different, Monte has another reset to the most basic of characterisation advice. Give your NPC's easily distinguishable physical and personality traits, and act them out, so the PC's can identify them easily if they show up more than once. I think that's one that we can pretty much recite by rote, and there's no particularly different spin to liven things up here. Zzzzzz.


Sage advice has to squeeze itself into all manner of oddly shaped pages this month. This means Skip will get through fewer questions than usual. Skip hopes this isn't going to lead to hard times. No matter. The Eternal Sage will get through this by whatever means needed, just as Skip did with the dark times under Lorraine.

How often can a monk attack using flurry of blows with a weapon. (If it's a special monk weapon, the normal amount. If it's any other weapon, you can't use it at all.)

What do you mean there's no such thing as of hand blows for unarmed monks (Exactly that. You can use whatever flavour descriptions you like, attacking with hands, feet, head, knees, elbows, even crotch, and you'll still do the same amount of damage. This is why they're forced to be celibate. Don't worry laydees. Skip won't hurt you unless you want Skip too. )

Can you use a mirror to see round a corner and cast spells (Another recycled question? Skip isn't even going to dignify this one with an insult to your intelligence.)

What AC should someone with +3 bracers of armor and +3 leather armor be. (14, unless someone uses incorporeal attacks, in which case it's 13. Just skip the armour. It'll feel much nicer.)

Will reach let you make an AoO against opponents using spring attack (not for their movement. If they get sloppy and act like a doof inside your threat range, you're free to skewer them.)

If your mount tramples someone and doesn't have hooves, can it use another attack (Whatever it has for feet, dude. Claws will help quite a bit.)

Can you wear more than 2 rings if you have more than 2 limbs. (No. The energy chakras have been biped standardized as part of the 3rd edition conventions, along with summoning cascades and all those other broken tricks from previous editions. This is what happens when humans and their gods rule the universe. If you want to escape that, you're free to go to the far realm and spend your time drinking the drool of a 100 eyed monstrosity and making magic necklaces to put on it's eyestalks in return. )

What are the rules for mounted charges (same as normal. Size is not relevant to acceleration, in another humancentric convention completely ignoring real world physics.)

When you do a mounted charge, do you have to stop when you hit the enemy (Unless you have ride-by attack, yes. Otherwise, you may fall off your mount if you try it. Remember kids, wear a safety belt, whatever vehicle or animal you're riding.)


Nodwick looks over how things have changed in 30 years. The basics are still all there.


The themed section is pretty good this year, and the fact that they're planning some changes piques my interest, but there is still some seriously formulaic and basic stuff that I wish I could just skip. As usual, I have to resign myself to the fact that they do need to repeat themselves for their not so regular readers, and wonder what theme next month will bring. Another planar one? Well, those are usually good, because the theme is too broad for rehash even if they've done the topic multiple times. I think I can muster the energy to go on for a while longer.

(un)reason

Dragon Issue 321: July 2004


part 1/8


87(108) pages. When you are fighting, both combatants should not be turned to face the camera. Once again, the degree of stylisation and zooming in is to the detriment of both realism and making out what's supposed to be going on. Ironic, when the planes are supposed to be about infinite expanses that you can explore for lifetimes and only scratch the surface. Let's see if they'll take us to new weird and wonderful places, or the same old devils and angels will be getting all the publicity inside as well.


Scan Quality: Good, unindexed, ad-free scan.


In this issue:


Wyrms turn: In hindsight we've found out that the D&D developers were already thinking about 4e as soon as 3.5 was released, maybe even sooner. This editorial is a good example of that, as Matthew Sernett turns out to be on the side that's unhappy with the planes as they are, and thinks they need to be torn down for something designed for the convenience of adventurers, rather than with huge areas of stuff that's incomprehensible or unsurvivable without magic. While I can accept that there is room for improvement there, replacing a highly idiosyncratic cosmology of 30-odd planes for a far more generic one comprised of only half a dozen seems like throwing the baby out with the bathwater, and is one of my biggest peeves with 4e. This leaves me with a good deal of trepidation for the rest of this issue. Are they already going to be adding stuff that's inconsistent or revisionist to the game? I seriously hope not.


Scale Mail: Our first letter is an extremely long one that reminds us just how good a place the military can be for roleplayers. There's a lot of dead time when you're posted to inhospitable locations around the world, and roleplaying is a good way to fill that and develop camaraderie within a unit. In a regular job, you might only get to play once a week. There, they got to play nearly every day, and had large groups with irregular player lineups like the ones Gary used to run. It helped keep them sane through the violence. Definitely evidence that as a social pastime RPG's are far better for you as a hobby than many other things, and also that the culture we live in has a real effect on our opportunities.

Second, we have an amusing bit of sycophancy towards our current editor. He's way better than the last three! Ah, the joys of seeing newcomers who are way more enthusiastic than I could manage. How long will that innocence last?

The Dark Sun issue gets 5 letters published, running the gamut of opinions from gushing to grumpy. Apparently people were considerably more vicious about it on the internet, and the writer responding to this personally did not help quell the flamewars. Definitely a case where it's very hard indeed to please everyone, especially when you only have limited space to do it in. They shouldn't let that stop them though, and I hope they'll do more controversial topics in the future.

And finally, we have a request for an ecology on Succubi. Such a no-brainer you're surprised someone hasn't done it before. Can they get it past the censors without making it boring though?

(un)reason

Dragon Issue 321: July 2004


part 2/8


Zogonia really need to hire a PR person and agent. Adventuring alone really really isn't cutting the mustard.


The infused: First up, we have a sequel to a previous article, which doesn't get my hopes up. While being fused with demons who provide power at the price of constant temptation is a cool idea, the similar synthesis with angelic creatures who's power is dependent on behaving yourself doesn't hold quite the same dramatic tension. (unless you're playing an evil or neutral character trying to get maximum profit for themselves while sticking to the letter of the rules) So here's another long prestige class with sample ability sets for most of the devas, archons, guardianals and eladrin. It's very much a perfect demonstration of the idea of diminishing returns. And we don't even get to find out what a relationship with Modrons or Slaadi would do to you either. If you're going to do a follow-up, it has to be bigger and better to get the same amount of praise, which I really can't give this time.


Woo. The worlds largest dungeon. Kill your characters with endless darkmantles in region A, and then beat the players with the enormous book if they dare complain. Now that's proper adventuring in the old skool spirit.


Under command: This month's minis article is a brisk little piece converting a whole load of common magical items to the game. This obviously allows you a whole load of extra options to advance and customise your character. Interestingly, the point costs of some items scales with your characters, representing that many items are force multipliers rather than adders, and having interesting implications for characters in a game where you can take enemies stuff after killing them. That really does show them thinking carefully about game balance, which is important in a wargame where you have to build armies on equal amounts of points, and something point-buy systems like GURPS might benefit from incorporating. (although it would make the mathematical aspect of character building even more of a pain in the ass) Perfect balance may be impossible, but we can still get much closer to it if we try, and it is good to see them still trying.

(un)reason

Dragon Issue 321: July 2004


part 3/8


The way of the guns: One of our most frequent topics ever pops up again. Issues 28, 57, 60, 70, 124, 176, 199, 232 and the 2001 Annual not enough for you? (plus who knows how many of the Polyhedron minigames these past couple of years) Better get ready to duck, because Iiiiiiiit's firearms time again! Where the last one had lots of interesting setting material, this is on the dry historical side, providing stats for lots of different gun variants, along with a bit of information on where they come from, and of course how much they'll cost you in D&D land. The fact that they're all exotic weapons means characters who just come across them won't be able to make best use of them, which is a pretty obvious balancing factor. So this is another case where the mechanics are probably improved from previous editions, but the flavour is rather lacking, so you'll have to plunder the archives or inject it yourself. They may have more setting stuff this year than last, but there's still too much stuff that's been made consciously generic to the point of boredom.


Our second themed article is another sequel. Planar Dragons get a second article, also focussing on the neutral and upper planes. It's nice to see them filling in symmetries, but it does not fill me with confidence as to the quality of their ideas at the moment. I guess it's more stuff that's useful but not thrilling then. I wish they'd do more epic articles and get these ideas out of their system in one go.

Adamantine Dragons are the one preexisting type here, and anyone sufficiently geeky will already know they're from Bytopia, and that last edition there were only a flat 2 of them, one for each layer. So much for that, as they're given standard age categories and family setups here. Their adamantine natural weaponry makes them particularly good at penetrating DR, grappling, and sundering the weapons of others, so despite their scary appearance, they can actually go for the nonlethal option to end a fight quite easily. Which makes complete sense given their role. Gnomes can rest safely in their beds knowing these guys are nearby.  

Arboreal Dragons take their cues from fey, which also makes perfect sense. They breathe thorns, and are also rather good at polymorphing. You can expect to see a good few half-dragons based on them pop up in the future then. :)

Axial Dragons are from Mechanus, and are all perfectly symmetrical, polished and exactingly focussed on whatever their goals are. Their magical abilities aren't particularly impressive, but the ones they have are pretty tightly applied, and if anyone can navigate the bureaucracy of Nirvana to get assistance in their schemes, it'll be them.

Beast Dragons are pretty much the opposite, covered in spikes and horns and lethal hunters who won't necessarily spare you just because you happen to be good as well. The circle of life has plenty of leeway in maintaining the balance, especially on the plane where nature is at it's strongest.

Concordant Dragons are also Rilmani, and like all Rilmani, they're based on a particular type of metal (which does kinda conflict with the general D&D tendency of metallic dragons to be good. ) Still, uranium is such nasty stuff that I suppose you can forgive that. Their breath weapon has no effect on true neutral characters, while being devastating to the extreme alignments, and their magical skillset is focussed on divination and antiscrewage. If the aurumachs need to bring out the big guns to protect the universe, who better to call?

In addition, they have a template for Archdragons, who devote themselves purely to a single alignment, and get quite a few extra magical tricks as a result. Once again, the stat changes follow logically on from the remit, which leaves me with little to complain about, but little to thrill to either. Now, will they fill in the other third or so outer planes sometime in the future?

(un)reason

Dragon Issue 321: July 2004


part 4/8


Silicon sorcery: As usual when they have a new D&D computer game out, they have a larger than usual article in here to promote it. This time, it's a tactics focussed conversion of the Temple of Elemental Evil. While there aren't many new monsters, there's a fair few old ones that haven't been converted to 3.5 yet in here. These include giant crayfish, giant gar and giant ticks, three mundane creatures souped up to make a good fight for adventurers. I do wonder why they haven't converted them before when they use up so little space in a monster manual compared to complicated magical creatures. Somewhat more interesting are the NPC's you can hire. Some of them are loyal, while others are treacherous, and it's up to you to figure out which is worth spending money on. Between those, this game and article definitely seems aimed at those who want a truly old school dungeoncrawling experience, full of sprawling labyrinths with monsters and traps round every corner. If you don't mind the bugs, (which of course they don't mention here) it seems like a pretty interesting ride. The long history of D&D computer game continues to take it in different directions.


The limitless light: After a first half packed to the brim with sequels, rehashes and updates, we finally have something that shows a bit of invention, even if the name is rehashed. In 2e, the quasielemental plane of radiance was one of the most hostile places in the generally vicious inner planes. If the solar level heat didn't fry you, the light would still blind you before you could properly appreciate it, leaving it's spectacular colours the last thing you'd ever see. For 3.5, they're completely reimagining it, creating a kinder, gentler, more accessible plane of radiance which has a decent amount of variance for you to explore and adventure in. You can get into it without spells if you can find the end of a rainbow, which feels appropriately mythic, and once there you can follow the rainbow bridge, explore one of the many little floating islands, or step off and fly through the infinite shifting lights and weird weather. There's still the danger of becoming hypnotised by the beauty of the place and just staring into space until you starve, but the DC is low enough that in a party, one person'll probably be able to save the others and get things back on track. I'm not generally a fan of revisionism, but this is a big enough improvement in terms of actual usability and flavour that it gets my vote. Not that there shouldn't be plenty of places in the planes that you need to be epic level to visit and come back from, but the awesome eternal holiday locations are what'll tempt people out of their own little towns in the first place. Both ought to have their place in the D&D cosmology.

(un)reason

Dragon Issue 321: July 2004


part 5/8


Nodwick's party are certainly getting the hang of this extraplanar thing. They must be pretty high level by now.


Creatures of brilliance: Our new/revamped rainbow universe gets filled out with some new monsters to keep adventuring there interesting, plus the obligatory template that you can apply to mundane creatures to make them glowy and equipped with appropriately scaling magical abilities. In that way, 3e is a lot more convenient than 2e. Now, if only they'd added a big list of appropriate existing monsters like the plane of shadow one did. Then it'd be even easier to build adventures and random encounters here.

Glimmerfolk are the LA+0 humanoid natives of the plane most likely to become PC's. They're pretty, come in many colours, and have glowing balls of light surrounding them that they can burn to produce spell-like abilities. This also means they have a unique penalty to stealth rolls that reduces as they use up daily resources, which creates a very interesting tactical dynamic. Like Warforged, that's cool and different, and allows their powers to be slightly more powerful than most +0 races because they also have a weakness. I approve very strongly of this.

Prismfly Swarms use their pretty lights to entrance and confuse you, and then strip the flesh from your bones with their acidic mandibles. The circle of life continues whatever universe you're in, and they use whatever tools are at their disposal to survive and propagate themselves.

Rainbow Dwellers occupy about the same niche as invisible stalkers, humanoids comprised entirely out of rainbow light that probably mean trouble, but it's not a sure bet, and they're alien enough that you can't be sure what'll work. Which is just as it should be, and makes these two articles very much a beacon of light in a sea of boredom.


Faiths of faerun: A double bill of prestige classes here this time, both intended for worshippers of Arvoreen. Wait a minute, he's a generic halfling deity, not a realms one. I presume this state of affairs is because everyone but the lead deity of each race got cut out of the core 3e products, so it was up to the realms setting-builders to stick them back in. But anyway, like Monte's Nightsong duo, this pair seem designed specifically to complement each other, which is quite neat. Arvoreen's keepers are cleric/rogue hybrids that take a decent amount of multiclassing to get into, but pay for that quite well, with full spellcasting progression, decent skills, and a moderate number of special abilities on top of that. They certainly seem like the dipping will pay for itself at higher level. Arvoreen's Warders don't get the spellcasting, but they do get full BAB, all the special abilities of the Warder, plus two free weapon focuses and specialisations on top of that, making them a good ranger/rogue hybrid. This means they synergize well, especially since an explicit part of their abilities is encouraging them too be a team player, but should be different enough that both can play a valuable role in the same team. If you're playing a halfling heavy party, see if you can tempt them.

(un)reason

Dragon Issue 321: July 2004


part 6/8


Elminster's guide to the realms: The Realms has already had not one, but two specials on magical masks (issues 117 and 281. ) I guess with a god named that, they just can't get away from the idea, because here's another one. Only this time, Ed's concentrating on a person who MAKES masks (and worships the god behind them) rather than the masks themselves. This means we get another helping of character study, worldbuilding details, adventure hooks, and interesting illustrations that are open-ended enough for you to use in all sorts of ways in your own campaign. Waterdeep is a busy place, and as soon as you foil one villain, you can find the threads to half a dozen more. (who may now be profiting due to the reduced competition.) This is another article I could definitely see myself finding a use for.


Champions of fate: Al-Qadim is the setting that gets another follow-up this issue, showing how much good stuff they got when they simply asked for it. While Sha'irs are a sufficiently dramatic change from regular spellcasters they need their own core class, a lot of the other kits are better suited to prestige classes, especially as you can replicate them simply with the right skill and feat choices under the more customisable 3e rules. This is certainly the case of the ones updated here.

Barbers are only a 5 level class, and you can get into them pretty low level as a rogue, which fits their everyday nature. They lack sneak attack, but with their boosted social and alchemical skills, they can become very influential indeed, and probably pull off an assassination themselves as well if needs be.  The best way to win a fight is to never let them suspect you're an enemy in the first place.

Corsairs are fighter/rogue hybrids, completely unsurprisingly. They're slightly better overall than splitting your levels between the two classes, although they don't get sneak attack, instead concentrating on the acrobatic and mobility stuff. They're a good one to choose if you want a fighty character who also has a significant amount of noncombat tricks.

Holy Slayers are quite a bit more permissive in the types of characters they let in, with even paladins being able to find some common ground in their unwavering faith. Not that it's the most optimal path for them, as multiple effects granting immunity to fear are kinda redundant, but it's nice to see religious fanaticism being treated more open-handedly than the subtle contempt it got in the original books. :p They're still pretty sneaky though, even if they are slightly more martial than regular rogues.

Mamluks concentrate on endurance and teamwork, which fits their characterisation, and will come in handy for the bureaucracy parts of their job as well as the fighting. I think these are another pretty good set of conversions then, as they keep the greater emphasis on skills and noncombat tricks the old al-qadim kits did in their updating.

(un)reason

Dragon Issue 321: July 2004


part 7/8


Dungeoncraft: Monte is still talking about characterisation, but this time he's a little more specific, with advice aimed at making characters distinct when you only have a few important features for each one and have to get them across within a minute or two. It's a little more interesting than last time, but still feels very much like stuff we've heard before, and oddly enough, the formatting feels more like Johnn's work than Monte's usual. I'm not sure what to make of that. Cribbing off each other's notes? Well, I can't say I'm too surprised, even if I am a little disappointed.


DM's toolbox: Oddly enough, while Monte is busy being boring, Johnn is in a more playful mood than usual, talking about creating ironic situations to amuse yourself and your players. This means there is a fairly substantial amount of sadism and metagame thinking here, as players can collude in this, having their characters do things that they know would bad for them, but entertaining for the game. But there's also cases where the DM can laugh at the players, setting up a situation that has a simple solution if done right, but can go oh so very wrong if it isn't. There's also the ironies that arise entirely unintentionally, simply from characters being themselves, or the rules encouraging things that simply wouldn't happen in a pure narrative. After a whole load of sensible advice, encouraging us to loosen up and embrace the ridiculous parts of what we do comes as very welcome, and will make the dramatic parts seem all the more so by contrast, doncha think?

(un)reason

Dragon Issue 321: July 2004


part 8/8


Sage advice is cut down to 1+1/2 pages this month. Skip will definitely be complaining to the editors again. He's been putting the pages in their mages for years, so they'd damn well better put the pages back in his.

It costs more to make a cold iron longsword if you enchant it in multiple stages! Correct. You mess up, you don't make as much profit. Sucks to be you. )

Can you make slashing attacks with a rapier at a penalty (Have you seen a rapier in real life. They're pathetic bendy things with no edge at all. They really aren't designed to seriously hurt people, just look cool. You can do it, but with a -4 penalty to hit and damage. )

How does stoneskin work (You're right, your friend is wrong. It's been nerfed like hell but it's still pretty strong. It won't save you for long, and a strong fighter will have no trouble kicking your ass.)

Do synergy bonuses stack (They have no type, so yes they do)

Does the extra cost for special ammunition apply per shot or per batch (per shot. It's ridiculously pricey)

Do they still break when you shoot them (yes. See the previous question for skip's comments on this method's inefficiency. This is why you use melee weapons to deal with demons. Getting the right guns is just too expensive.)

How do you convert DR from 3.0 to 3.5 (Download the free update booklet :teeth ting: Gotta suck up to the WotC people.)

Can wizards cast spells straight from their spellbook (Recycled question. The answer is still no.)

How many times can you charge in combat (As often as you have room. This will result in you moving around the battlefield a lot. Better have stuff to stop AoO's)


Dork tower simply can't cope with the real world. This is probably why they roleplay.


The plane of radiance stuff is pretty damn cool, but other than that, this issue is once again filled with formulaic filler, rehash and sequels, leaving it my least favourite of the planar themed issues so far overall. It's definitely disappointing when you consider the number of existing planes (particularly the inner ones) that still don't have more than a few pages on them, and would really benefit from a magazine special to expand and possibly redefine them. Let's hope they make room for them before they decide to switch cosmologies altogether in a few years time.

(un)reason

Dragon Issue 322: August 2004


part 1/8


80(108) pages. Last issue, they chased the rainbow. This time, it's back down into the darkness, which most D&D monsters can see through, but you puny humans still have good reason to fear. That's a strong yet flexible theme, and I certainly hope they can fill it with some truly scary boogeymen. Let's see what happens when we turn out the lights tonight, and how easy it'll be to write about it.


Scan Quality: Moderate, lots of adjacent page bleedover, unindexed, ad-free scan.


In this issue:


Wyrms Turn: One mistake 3e definitely made was making darkvision default for entire swathes of monster types. It puts humans in a position that simply isn't borne out by our real world capabilities, especially when you include all the near-human races that do have some form of low-light sight. We have better night and distance vision than a whole swathe of animal types, even if our colour perception isn't the greatest. Of course, IRL humans are also one of THE toughest and smartest creatures in the world, rather than an average which most monsters exceed handily, but that doesn't fit the plucky underdog image we somehow still instinctively project ourselves into. I certainly haven't been afraid of the dark in a long time. Will this issue bring back any of that, or will it only demystify it further?


Scale Mail: Our first letter is a request for chromatic dragon PC progressions to mirror the metallic ones. Since they're quite keen on sequel articles these days, I can see that happening fairly soon.

Since they've been making hints about big changes for a while now, people are obviously curious, and maybe a bit worried. They're planning on moving their regulars around so Dragon is more player-oriented, while Dungeon gets the DM-specific columns, among other things. Whether that'll increase overall sales, we shall have to see.

They try to prime us for the change a little more by including another letter from a person who was pleased by the 3.5 changes. Hopefully these ones will be to the positive as well.

We also get reassurance that many people do want more unusual topics covered in the magazine. You never know when something that's currently niche is going to take off and become a huge hit spawning it's own imitators and subgenres. And even if it isn't a hit this time, at least you produced something different and interesting.

As they do every year or two, we have someone asking how they break into the RPG industry and make a living from it. Getting writing or artwork gigs isn't that hard if you're persistent and respond well to editors. Getting enough to live on as your primary job is another matter altogether. Remember, there's all sorts of other behind the scenes jobs you can take. See if your talents lie in any of those areas if you don't absolutely have to be a creator to make your life worth living.

Another fairly common request is for their best bits of art to be made into a poster. You might just get your wish this time, presuming your favourites are the same as theirs.

And finally, we have a request for a setting where monsters are common and integrated into general society. That's much harder than it seems, especially when they have superhuman mental stats and at-will mind reading/control powers that make dealing with them as equals completely impossible. Lifespans and breeding rates would also cause serious long-term instabilities and logistical problems. But that doesn't mean there can't be specific monster nations, and indeed, they're putting a fair few in Eberron. All their official settings have to have humans as the most dominant/frequent race overall because that's what people buy. If you want otherwise, you have to do it yourself.

(un)reason

Dragon Issue 322: August 2004


part 2/8


Zogonia has to deal with a fallen paladin. This splits the party somewhat.


Shadow's city: In issue 305, we got a city set on the astral plane, to give us both a good homebase there if you're planning an extended extraplanar campaign, and plenty of opportunity for political adventures as well as physical ones. Here, they try to repeat that trick with the plane of shadow. Of course, while the astral plane is a quiet place where you don't need to eat, and very little happens unless you actively seek it out, the plane of shadow is far more slippery and hostile to nonnative life. This is especially the case here, because instead of trying to blend in, they've chosen to fill the city with light as much as possible, shouting I to a dark uncaring universe, and having to deal with regular hordes of undead pissed off about this disturbance. It takes a fair bit of work to gain citizenship here, but not nearly as much as on the astral plane, as we aren't dealing with strictly limited living space and no breeding. I would wonder how they provide food for themselves, but since a big chunk of the population is underground races like drow and dark ones, I assume the tricks that work in the underdark also provide here. I also wonder just how they keep a stable population with 7% mind flayers, as their appetites would deplete all the other races pretty damn quickly. So the demographics and ecology don't really hold up to sustained examination, but this does look like a very adventurable place, as it's filled with dark alleys, competing organisations, opportunities to get your hands on magical items, and an obvious physical threat to disrupt the whole shebang whenever you run low on ideas. Raymond Chandler would have a field day, and hopefully you can too.


Who's afraid of the dark: When your players are stuck in an area of darkness, it's an interesting challenge describing their experiences in terms of their other senses, so they have enough information to make some choices about what to do, but not so much that it's no harder for them than it would be in a well-lit environment. There's a whole load of things that are effortless when you can see what you're doing that suddenly become very tricky indeed. Any change in the environment, like say a moving wall or pit trap can separate the party without them realising it until it's too late. Ranged attacks are pretty much pointless when you're aiming blind, and that includes non AoE spells. This is a fairly straightforward outliner of both the problems and solutions that show up when the lights go out, with plenty of attention paid to the existing 3.5 mechanics. You can dial up the difficulty based on the cleverness of the enemies and pull some very unfair tricks. This is the kind of primer that's drier than I'd prefer but has enough fun sadistic ideas for actual play that I can forgive it. After all, that's what really counts, not all the research and preparation that come before.


Ecology of the dark ones: After another pretty lengthy gap, the ecologies return with  another of our interesting paired creatures. The Dark ones, like the Firenewt & Giant Striders, first appeared in the fiend folio, and have got relatively little love in modules since then compared to drow & illithids, with their limelight hogging ways. Still, as the ecology says, that's probably exactly how they like it, because it means pesky adventurers are less likely to come hunting for them specifically, and they'll be more vulnerable to their tricks and traps. Despite being physically fairly close to human, they have a rather alien mindset that leads them to extreme isolationism, and some rather interesting behaviours amongst themselves. While this illuminates some of these details, it raises just as many questions as it answers, giving GM's plenty of leeway to decide what their real origin is. Along with the now usual tactical advice and ideas for pairing them with other creatures (not in that way, although I suspect Dark Stalkers are one iconic character away from becoming a yaoi fangirl favourite. After all, they even explode when killed like anime monsters. :D ) we have Savage Species rules for making them available as PCs. This is probably the one sour note in this ecology, because as usual, they'll wind up rather underpowered, particularly the creepers, which have 5 racial levels, but only a single hit die, which as we know from pixies, results in very fragile characters. Oh well, can't fix the systematic problems. Other than that, it's a nicely atmospheric and usable ecology here.