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T O P I C    R E V I E W
The Sage Posted - 15 May 2004 : 09:01:38
Here's an interesting snippet from EN World that is sure to generate some intriguing debate -

quote:
Paizo Publishing Vice President Keith Strohm has posted the following information about upcoming changes to Dragon, Dungeon, and Polyhedron magazines:

The results of our efforts [to redesign the magazines based on customer feedback] will appear this August when we release the “new” Dragon (with issue #323) and Dungeon (with issue #114) magazines. By now, I’m sure you’ve read the cryptic hints left by the editors in response to letters, email, and forum responses. Rather than continue to tease you about what the future holds, I think it’s important to share with you some of the details of the “new” Dragon and Dungeon magazines—after all, you’ve helped shape what these two magazines have become:

The “New” Dragon

Starting with Issue #323, Dragon Magazine opens its pages to a new era of utility and excitement. In addition to its usual complement of material that provides D&D players with the tools they need to raise the level of their play experience, the new Dragon provides more information about all aspects of the D&D brand. Whether you knock down dungeon doors in the tabletop RPG, command warbands with the D&D Miniatures game, invade the Underdark online with your closest friends, or enjoy reading about the exploits of your favorite characters, the new Dragon is THE source for information about and content for Dungeons & Dragons. Also, starting with issue #323, the new Dragon presents a bonus quarterly catalog giving you the scoop on upcoming D&D releases from Wizards of the Coast, all gathered in one place.

And lest you think we’re skimping on RPG content, our plans for the new dragon include having articles that present new spells, feats, magic items, rules advice, player tactics, a single prestige class, a new PC race, and an ecology of a monster in every issue--something for everyone, no matter what character they play! With features like the new Class Acts—which provides content for each of the eleven Player’s Handbook classes—and Coup de Grace—the last word in gaming, this column lets you hear from the people behind every aspect of D&D, from designers and developers to members of the marketing team—Dragon continues its tradition of providing the best D&D RPG content to its readers.

The “New” Dungeon

Beginning with issue #114, Dungeon magazine becomes the ultimate resource for Dungeon Masters. Each issue will contain three adventures, one each for low-, medium-, and high-level play. So, no matter the experience level of your party, DUNGEON’S got you covered every single month. In addition to the high-quality adventures you’ve come to expect from the magazine, Dungeon will expand its offerings to include articles and other content written specifically to help DMs take their game to the next level. From old favorites like the ever-popular Dungeoncraft by Monte Cook, to new features like the Campaign Workbook—a section devoted to providing tools specifically designed to enhance a DM’s ability to create lively and adventurous campaigns—the “new” Dungeon offers experienced DMs and players interested in taking up the reigns of Dungeon Mastering everything they need to be successful.

In order to provide this in-depth offering, Dungeon will now focus exclusively on Dungeons & Dragons—delivering even more high-quality D&D coverage. We listened to your feedback, and it was clear that by trying to serve D&D fans, the d20 market, Star Wars fans, and the RPGA, our magazine wasn’t completely succeeding at delivering the highest quality experience for any of those groups. We know that many of you subscribed to Dungeon for the complete mini-games and articles about Star Wars d20 and D&D Modern. Unfortunately, there weren't enough of you to offset those who left the magazine due to the decrease in the D&D content each issue. The D&D players felt we weren't giving them enough D&D content, and the Polyhedron readers felt that we shorted the d20 stuff. For this reason, after careful thought and some soul searching, we’ve decided to end the long run of Polyhedron Magazine and focus on being the best resource for Dungeon Masters. Regular RPGA updates will transfer to Dragon magazine to reach the largest number of D&D gamers around the world, and we’ll continue to include RPGA Player Reward adventure codes for each Dungeon adventure. With Network material in both magazines, Dragon and Dungeon will support the RPGA like never before.

Finally, each issue of the magazine will feature Wil Save, a regular column of gaming observations penned by none other than Wil Wheaton of Star Trek: The Next Generation fame.

30   L A T E S T    R E P L I E S    (Newest First)
Kuje Posted - 16 Nov 2004 : 03:22:02
quote:
Originally posted by The Sage
Does it detail Ravanna's portfolio, and the domains her worshippers receive access to? I'm curious to see whether they've altered the details for this deity since 2e...


Portfolio: Deception, intrigue, lies, rakshasas, tyranny.

Domains: Destruction, evil, trickery.

So yes it does list them since I got my copy today. :)
The Sage Posted - 16 Nov 2004 : 02:18:47
quote:
Originally posted by Wood Elf Ranger

It also details Ravanna, the Rakshasa deity they worship.

Does it detail Ravanna's portfolio, and the domains her worshippers receive access to? I'm curious to see whether they've altered the details for this deity since 2e...
Faraer Posted - 15 Nov 2004 : 17:21:02
Erik Mona posted on 14 Nov 2004:
quote:
I've just approved 5-6 Eberron articles by Keith Baker and 4-6 significant Forgotten Realms articles by Ed Greenwood to be published over the course of 2005.
Wood Elf Ranger Posted - 15 Nov 2004 : 17:09:31
As soon as I finish this post a PM will be comming your way Sage

The Rakshasa does not fully detail any new subraces though it does mention a few. It mentions that besides the standard cat-like races there are some rarer Rakshasa with ape, mantis, or crocodile heads. It does not go any futher than mentioning that fact.

It does have a breif blurb on the new subraces mentioned both in MMIII and Eberron as well and how they fit into the Rakshasa society.

It also details Ravanna, the Rakshasa deity they worship.

Then it gives some tips for players on how to stay alive when you know a Rakshasa is behind the plot, though even finding that out is difficult enough!
The Sage Posted - 15 Nov 2004 : 14:34:16
quote:
Originally posted by Wood Elf Ranger

A section on some feats inspired by the World of Warcraft MMORPG (Who all is going to play this game with me?!!! ).

I wouldn't mind dipping my quill into this particular inkwell, Fletch . I've been wanting to give this recently completed MMORPG a run for a while now. And, I've gotten a little tired with Phantasy Star Online, so the break might do me good. Let me know what think about this...

quote:
Ecology of the Rakshasa - Who doesn't want to know more about these evil cats?
There was rumors circulating that new varieties of the standard Rakshasa were to be included in this article, to complement what was presented in MMIII. Can you confirm this, Fletch?
Wood Elf Ranger Posted - 15 Nov 2004 : 02:59:23
Richard's article, called The Rite, is of course about his series of books. It is short and to the point giving a basic description as to what the books are about. Then he gives background and stats for two of the main characters: Kara the songdragon bard, and Dorn the dragonslayer. These characters are statted out very nicely using lots of feats from the Draconomicon.
SiriusBlack Posted - 14 Nov 2004 : 16:21:14
quote:
Originally posted by Wood Elf Ranger

My copy of December's Dragon 326 arrived Friday and I just wanted to highlight a few cool things found within



How's the Realms article by Richard Lee Byers?
Wood Elf Ranger Posted - 14 Nov 2004 : 16:00:35
My copy of December's Dragon 326 arrived Friday and I just wanted to highlight a few cool things found within

A section on some feats inspired by the World of Warcraft MMORPG (Who all is going to play this game with me?!!! ). I thought these were very cool, feats to use Wild Empathy on monstrous creatures, have a monstrous creature as an animal companion, a feat similar to rageing but different, and a quick wild feat for druids.

Down the Drain - a section on sewers! People who live in the sewers, monsters who live in the sewers, adventuring in the sewers, strategies, traps, all kinds of fun stuff! An adventure in the city is never complete until you forray into the sewers beneath

Get Lost - A section on mazes! Some real-world mazes to base your own on, descriptions of different kinds of mazes, their difficulty level, traps and tricks to put in them, tricks to help your characters to get through them, all kinds of fun stuff

Ecology of the Rakshasa - Who doesn't want to know more about these evil cats? Lots of Realms and Eberron specific material here too!

Cantrips and Orisons - These are great! Some new beginning level spells some are pretty funny but all are useful!

Nature Unleashed - Nature-based items, very lovely! Y'all know I'm a fan of nature These items will definitely see use by me!

The Shaper of Form - A very cool PrC based on the Transmutation specialized wizard.

Plus tons more stuff, those were just my favorites!
SiriusBlack Posted - 25 Oct 2004 : 04:26:43
quote:
Originally posted by The Sage
No, I haven't. Although, I've always wanted to. I've just never had the requisite gold pieces left over that I could use to purchase non specific or required accessories.

I might look into though... especially since November is "supposedly" an easy month in terms of WotC releases.



I thought the Freeport trilogy was at one time being offered in PDF format to update the module to 3.5.

And yes, once I finish SS, I'm waiting til December to get Mistress of Pain.

SB
The Sage Posted - 25 Oct 2004 : 01:28:51
quote:
Originally posted by SiriusBlack

quote:
Originally posted by The Sage
How would you define a "urban dark fantasy setting", Sirius?



Ever encountered the D20 Freeport trilogy? It has an urban dark fantasy feel although to make it fit more my definition, I'd make it a bit darker. But, that is something that comes close to what I'd like to see.

No, I haven't. Although, I've always wanted to. I've just never had the requisite gold pieces left over that I could use to purchase non specific or required accessories.

I might look into though... especially since November is "supposedly" an easy month in terms of WotC releases.
Capn Charlie Posted - 24 Oct 2004 : 23:35:55
Dark urban fantasy, huh? For me, it is summed up with two words: Thieve's World

There is a little bit of sanctuary in all of my large cities.
SiriusBlack Posted - 24 Oct 2004 : 22:48:38
quote:
Originally posted by The Sage
How would you define a "urban dark fantasy setting", Sirius?



Ever encountered the D20 Freeport trilogy? It has an urban dark fantasy feel although to make it fit more my definition, I'd make it a bit darker. But, that is something that comes close to what I'd like to see.
Wooly Rupert Posted - 24 Oct 2004 : 21:40:47
Well, I'm not SB, but when I think of urban dark fantasy, I think of the book Faerie Tale, by Raymond E Feist. If you've not read it, it involves a family of regular people who winds up having some not-pleasant dealings with some of the Unseelie Court...
The Sage Posted - 24 Oct 2004 : 08:52:54
quote:
Originally posted by SiriusBlack

quote:
Originally posted by The Sage
Does this 'urban dark fantasy setting' sound particularly interesting to anyone here?



It does depending upon what the author feels is an "urban dark fantasy setting." My definition/preference might differ from what the author is presenting.

I'm intrigued.

How would you define a "urban dark fantasy setting", Sirius?
SiriusBlack Posted - 24 Oct 2004 : 04:32:26
quote:
Originally posted by The Sage
Does this 'urban dark fantasy setting' sound particularly interesting to anyone here?



It does depending upon what the author feels is an "urban dark fantasy setting." My definition/preference might differ from what the author is presenting.
The Sage Posted - 24 Oct 2004 : 04:19:05
quote:
Originally posted by SiriusBlack

quote:
Originally posted by The Sage
I think I may purchase this particular issue, if only because of my curiosity for the City of Shadows.



An EN World member has posted details on this issue.

Ah. Thanks Sirius .

It looks like the City of Shadows has received both an adventure, and "a complete urban dark fantasy mini-setting for all D&D campaigns".

Does this 'urban dark fantasy setting' sound particularly interesting to anyone here? It will likely be very generalisd, so it can be used with all D&D campaigns...
SiriusBlack Posted - 23 Oct 2004 : 17:01:52
quote:
Originally posted by The Sage
I think I may purchase this particular issue, if only because of my curiosity for the City of Shadows.



An EN World member has posted details on this issue.
The Sage Posted - 22 Oct 2004 : 06:00:15
quote:
Originally posted by SiriusBlack

Paizo has posted the cover for Dungeon 117.

I think I may purchase this particular issue, if only because of my curiosity for the City of Shadows.

It was always a favorite adventuring locale in my older GH campaigns... It will be interesting to see what has become of the place and what type of adventure the magazine has set in it. Or perhaps maybe, it's a purely fluff article, like the article on Hardby in Dungeon #109.
SiriusBlack Posted - 22 Oct 2004 : 03:42:40
Paizo has posted the cover for Dungeon 117.
Wood Elf Ranger Posted - 21 Oct 2004 : 08:37:40
It says to reduce the CR of the Purple Worm by 1. This is due to the fact that it can only burrow through sand and loses the poisonous sting attack. Increase tremorsense by 1 mile. It also says to change the advancement line to 16-32 HD (Gargantuan; 33+ (Colossal) and not to be afraid of making your sandworm bigger

"Sandworms average about 300 feet long , 20 feet in diameter, and about 80 tons. Some deep desert dwellers claim to have spotted sandworms around 1,000 feet long."
The Sage Posted - 21 Oct 2004 : 03:04:42
quote:
Originally posted by Wood Elf Ranger
Sandworms are just awesome. They use a variation of the purple worm that creates orangespice. I'm glad they did that to show the connection but they should have added a few other things for example how sandworms can track by vibration, taking double damage from water or frost, and something on being able to ride them would be awesome as well

Hey, thanks for the information Fletch .

Now, one last question... Did those sandworms have a CR?
Wood Elf Ranger Posted - 20 Oct 2004 : 19:15:11
Upon Sages request here is some more info on those articles plus my own thoughts on them.


The article about Eberron is done by James Wyatt, one of the WotC designers.


The Dungeon Seige-like spellbooks are called synergistic spellbooks. They are considdered minor artifacts. They are very similar to the deity specific items I made not too long ago, remember those that increased in power with level? These bestow special abilities depending on the number of spells per day you can prepare. For example if your wizard can prepare 5-13 spells in the Book of Warding he will receive Sheild Bonus +4 and be immune to magic missles.

Personally I think items that gain power as you do is a superb idea and the examples given in this article are an excellent starting block to design some of your own.


Orangespice for D&D is treated like a drug like those listed in BoVD. There is a very nice table that notes how long the character has been addicted to the drug, spell-like abilitiy you recieve, Fort DC + number of saves, Damage you receive if you don't make the save, and lifespan increase.

I thought this was very well done and pretty true to the origional conception. It costs quite a bit as it should too.


The orangeseer is a new monster that is saturated with orangespice.

It is similar to the Navigators of Dune as in seeing the future and such but it is made very much for the D&D system. Personally I think an excellent spot for this monster would be in Rashemen, it just seems like it would fit there.


Sandworms are just awesome. They use a variation of the purple worm that creates orangespice. I'm glad they did that to show the connection but they should have added a few other things for example how sandworms can track by vibration, taking double damage from water or frost, and something on being able to ride them would be awesome as well


All in all some very interesting and thought provoking articles
The Sage Posted - 20 Oct 2004 : 07:16:05
quote:
Originally posted by Wood Elf Ranger

Sage, yes I certainly will post a few more juicy tidbits from that article. Either tonight or tomorrow as I need to get going to work pretty soon here.

There's no rush Fletch . I was mainly curious about the particular details from the article...
Wood Elf Ranger Posted - 19 Oct 2004 : 20:09:43
PDK, I didn't point that out it was just Faraer. Issue 325 the one I got did not have anything Realms specific in it. Though there was quite a bit that could be used in the Realms.

Sage, yes I certainly will post a few more juicy tidbits from that article. Either tonight or tomorrow as I need to get going to work pretty soon here.
Purple Dragon Knight Posted - 19 Oct 2004 : 14:15:10
quote:
Originally posted by Faraer

quote:
320 was the last one with Realms content (with Richard Lee Byers's avariel short story)
#321 and 322 both have "Elminster's Guide to the Realms" and "Faiths of Faerûn" pieces, plus #322 has a "Rogues Gallery
Oops... I must have missed those: I usually flip through them very quickly to see if anything Realms-related is in the book... I must have skipped the "Elminster" article on issue 321... issue 322 I haven't been able to find as it sold rather fast at my friendly local game store. Sorry to you all for the misleading comment, and thanks to Faraer and Wood Elf for pointing this out!
The Sage Posted - 19 Oct 2004 : 06:21:07
quote:
Originally posted by Wood Elf Ranger

quote:
Originally posted by The Sage

Well, by now it's likely that some of you have "tasted" the new format and material in both magazines. As I am not a regular subscriber, I'd appreciate hearing the thoughts from those scribes here at Candlekeep who still occasionally pick up an issue of either magazine here and there...

Theres a section adapting Dungeon Siege spellbooks to D&D, very cool stuff. Then theres a section on making orangespice (spice melange) from the Dune novels! I'm a big fan of Dune Also Orangeseer (similar to navigators) and Sandworms!

That sounds particularly interesting. Care to share any juicy tidbits then...?



quote:
And a short interview with the Eberron designer.
I assume you mean the original designer, that being in the person of Keith Baker?
Arnwyn Posted - 18 Oct 2004 : 20:30:03
I don't much care for Dragon anymore, and have just let my long-running subscription run out. New feats, PrCs, spells, magic items, and races no longer interest me... and the removal of all FR material sealed the deal.

Dungeon, on the other hand, is great. Not Realms specific (and what FR stuff they do include is very very weak), but I love adventures.
Faraer Posted - 18 Oct 2004 : 18:33:26
quote:
320 was the last one with Realms content (with Richard Lee Byers's avariel short story)
#321 and 322 both have "Elminster's Guide to the Realms" and "Faiths of Faerûn" pieces, plus #322 has a "Rogues Gallery".
quote:
Its very general so you can use everything in any campaign you want.
I just don't believe this. So-called 'generic' articles are just as setting-specific as those for named settings, and the only articles (except general advice pieces) useable in almost any campaign are so vague or bland as to be useless.
Wood Elf Ranger Posted - 18 Oct 2004 : 16:44:59
quote:
Originally posted by The Sage

Well, by now it's likely that some of you have "tasted" the new format and material in both magazines. As I am not a regular subscriber, I'd appreciate hearing the thoughts from those scribes here at Candlekeep who still occasionally pick up an issue of either magazine here and there...


I just recently subscribed to Dragon and got my first issue last week Issue 325 November. I thought it was very well done. Its very general so you can use everything in any campaign you want. The first 1/4 of the magazine wasn't that interesting to me its mainly previews of upcoming games or books (stuff that I've read online already) and a couple pages of readers mail telling how great the magazine is... The last 3/4 is simply awesome though and really makes up for that first 1/4. Theres a section adapting Dungeon Siege spellbooks to D&D, very cool stuff. Then theres a section on making orangespice (spice melange) from the Dune novels! I'm a big fan of Dune Also Orangeseer (similar to navigators) and Sandworms! Then theres a comic section, not terribly good but not horrible either. A very well done article on your heroes hometown. Arcane ancestry with bloodline feats to show where your sorcerer got their power (doesn't have to be dragon ancestry!). Section on war magic which is a very general article on how to best select and use different types of spells, very easy to understand for those who are rules challenged like myself A ton of theurg feats that mix arcane with divine, not for me though I'm sure some will like this. A very detailed article on duergar, lots of good fluff Bunch of new shadow spells, Bookwyrm will like these for his new character. An article of magic items from the Pharonic pantheon, very cool desert items. Some more feats this time for specialist wizards. An awesome prestige class The Bowman Charger for a mounted archer, I'll definitely use this somewhere Then my favorite article from the whole magazine details the Lupin race, I guess an older race brought back but they are new to me Some interesting class-based articles. A very interesting article on metagamers, now I know what to call all you know-it-all people Cool adventure tricks. Your questions answered section, lots of good info. And a short interview with the Eberron designer. All that in just one issue, I'd say its well worth the subscription I paid
The Sage Posted - 18 Oct 2004 : 16:26:33
quote:
Originally posted by Purple Dragon Knight

quote:
Originally posted by The Sage

Well, by now it's likely that some of you have "tasted" the new format and material in both magazines. As I am not a regular subscriber, I'd appreciate hearing the thoughts from those scribes here at Candlekeep who still occasionally pick up an issue of either magazine here and there...


Issue 320 was the last useful magazine I purchased... I then purchased 323 as I was curious of the new format. Let me tell you that it seriously lacks in usefulness now. I have not purchased another magazine since. The new format has killed it for me, as it does NOT contain any Realms content anymore... 320 was the last one with Realms content (with Richard Lee Byers's avariel short story)

I suspected as much, although, there was still a part of me that was hoping that the changes would not be too significant to evoke such a response.

It looks like I'll be renewing my subscription to White Dwarf next month...

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