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Sorcerous Six-Shooters

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Mark Nelson Artist By Roger E. Moore Magical firearms in the AD&D® game? A Dungeon Master who cringes at the thought of a simple arquebus in the campaign will probably have a fit at the thought of putting a flintlock musket of sharpshooting +3 in a treasure pile. Nonetheless, there are several official AD&D campaigns in which firearms are found, and magical guns are a logical outgrowth there. This article, then, is for the daring DM who is willing to give the concept a try. A good rule of thumb for allowing magical firearms into a campaign is to find a comparable magical wand or device that can be used by any class of character, such as a wand of magic missiles, and determining which is more powerful, the wand or the gun. If magic is to be the most powerful element in the campaign, keep magical firearms at a low level of power. Firearms are described in many places in the AD&D rules. For the purposes of this article, all game information on firearms is taken from the AD...

MAKING MONSTERS MEANINGFUL

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By E. Gary Gygax - October, 1980 Too often DMs complain that monsters are too weak, spells and magic too strong, or players too clever. What is actually stated in most such cases is that the DM is a Dungeon Milquetoast rather than Master. Players plan and cooperate, so naturally they tend to utilize all their strengths and abilities collectively, thus, defeating monsters and DM alike. The classic, unthinking reaction of DMs so abused is to create the “Monty Haul” campaign— “I really wanted my players to walk all over everything, even me!“—or the “Killer Kampaign” game— “It’s them or me, and none of those bastards will survive to tell the tale!” The game is supposed to be overseen by a disinterested judge, referee, and moderator. The DM creates the milieu, sets the stage, and then observes and relates information. The important part usually overlooked is the active (but still impartial) role of the DM as the force behind each and every creature encountered not otherwise represented...

FANTASY GENETICS: I HUMANOID RACES IN REVIEW

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By Gregory G. H. Rihn - December 1980 Gary Gygax’s article (The Dragon #29) about the half-ogre and hair-tearing about the potential hodgepodge of crossbreeds prompts me to set down in print my own rationalizations regarding the multiplicity of humanoid races, based upon recent research in the evolution of the human race. It’s not that I’m super-lawful, but I enjoy drawing logical connections between outwardly similar things. I find it helps give a nice consistent basis to the campaign. In the early days of my D&D campaign, I always did, and continue to, visualize orcs and ogres as far more human-looking than portrayed in the AD&D Monster Manual. From a genetic standpoint, the prospect of a successful union between a human and a pig-snouted thing seems somewhat unlikely . . . . Genus Homo Men (Homo sapiens sapiens) Men are the chief surviving humanoid life form wherever they exist, due to their intelligence, extreme adaptability, and rapid rate of reproduction in compa...

Racial Powers de Jour

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Predatory Eye Bugbear Racial Power You maneuver into an advantageous position and strike your foe with ruthless determination. Encounter Minor Action Personal Effect : If you have combat advantage against a target, you deal +1d6 damage on the next attack you make against that target. You must apply this bonus before the end of your next turn. Increase extra damage to +2d6 at 11th level and +3d6 at 21st level. Ferocious Charge Gnoll Racial Power You lunge toward the enemy and, with a tirade of curses, unleash the wrath of Yeenoghu upon your hapless foe. Encounter Standard Action Personal Effect : You charge and deal an extra 2 damage on a successful attack. Increase the extra damage to 4 at 11th level and to 6 at 21st level. Goblin Tactics Goblin Racial Power You avoid your enemy’s blow and cleverly slink past his defenses. At-Will Immediate Reaction Personal Trigger : You are missed by a melee attack. Effect : You shift 1 square. Hobgob...