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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 7962365" data-attributes="member: 27780"><p><strong><u>The Polyhedron Issue 4: Jan/Feb 1982</u></strong></p><p></p><p></p><p></p><p>part 3/4</p><p></p><p></p><p></p><p>Turnbull Talking: Don decides to do the thing where he tells us about his characters. Interestingly enough, it turns out his current favourite is an illusionist. He enjoys having powers that you have to use intelligently and flexibly instead of blasting your way through problems. I definitely approve of that. You don't have to take the most powerful options, and the game is more fun with figuring out how to use the quirkier ones. This is why they made random ability score generation the default in the first place. Too much emphasis on game balance and character optimisation makes designers eliminate the weird stuff that's hard to place on the scale and that's just boring. I could get to like him. </p><p></p><p></p><p></p><p>Spelling Bee: Time for a complete turnaround from the previous column, to tackle those good old combat staples Magic Missile, Fireball and Lightning Bolt. The interesting thing here is that they're not just different types of damage that various things will be selectively resistant too, they're different shapes as well. Magic Missile is relatively weak and limited but precise, while Fireball is a volume, and in a confined space it may stretch in surprising and unpleasant ways that result in the wrong people getting caught in the blast. Lightning bolt reflects, so never shoot it in a parallel line to the grid system, or it could bounce back on you - aim it carefully instead and you can fry a lot more enemies by thinking like a snooker player. Combat spells shouldn't just be interchangeable blasts of escalating power as you gain levels, they should have other effects that a clever spellcaster can exploit both for tactical uses, and use inventively for noncombat tricks as well. Definitely take this into account when designing new spells of your own. I approve of this column. </p><p></p><p></p><p></p><p>Notes For the Dungeon Master: This column tones it down a bit, curiously, with only three new tricks, none as sadistic as previous issues, and a load of basic organisational advice about how to prepare for a session making up the difference. Get your stats, maps, and basic math for the common rolls you're going to be making and everything will flow much more smoothly. All very true, but much less useful to me. Guess they've got to appeal to the less experienced members as well as the hardcore conventioneers. Well, we aren't starting right at the beginning this time, so I shouldn't be surprised we got to that phase much sooner than Dragon did.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 7962365, member: 27780"] [b][u]The Polyhedron Issue 4: Jan/Feb 1982[/u][/b] part 3/4 Turnbull Talking: Don decides to do the thing where he tells us about his characters. Interestingly enough, it turns out his current favourite is an illusionist. He enjoys having powers that you have to use intelligently and flexibly instead of blasting your way through problems. I definitely approve of that. You don't have to take the most powerful options, and the game is more fun with figuring out how to use the quirkier ones. This is why they made random ability score generation the default in the first place. Too much emphasis on game balance and character optimisation makes designers eliminate the weird stuff that's hard to place on the scale and that's just boring. I could get to like him. Spelling Bee: Time for a complete turnaround from the previous column, to tackle those good old combat staples Magic Missile, Fireball and Lightning Bolt. The interesting thing here is that they're not just different types of damage that various things will be selectively resistant too, they're different shapes as well. Magic Missile is relatively weak and limited but precise, while Fireball is a volume, and in a confined space it may stretch in surprising and unpleasant ways that result in the wrong people getting caught in the blast. Lightning bolt reflects, so never shoot it in a parallel line to the grid system, or it could bounce back on you - aim it carefully instead and you can fry a lot more enemies by thinking like a snooker player. Combat spells shouldn't just be interchangeable blasts of escalating power as you gain levels, they should have other effects that a clever spellcaster can exploit both for tactical uses, and use inventively for noncombat tricks as well. Definitely take this into account when designing new spells of your own. I approve of this column. Notes For the Dungeon Master: This column tones it down a bit, curiously, with only three new tricks, none as sadistic as previous issues, and a load of basic organisational advice about how to prepare for a session making up the difference. Get your stats, maps, and basic math for the common rolls you're going to be making and everything will flow much more smoothly. All very true, but much less useful to me. Guess they've got to appeal to the less experienced members as well as the hardcore conventioneers. Well, we aren't starting right at the beginning this time, so I shouldn't be surprised we got to that phase much sooner than Dragon did. [/QUOTE]
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