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Characters with Class - the Shugenjas
Posted by Atlan on Friday, April 15, 2005 (18:45:17) (948 reads) comments? |
The shugenja offers a pleasant combination of exotic flavor and potent divine spellcasting. Furthermore, the broad options that the class offers allow you to create exactly the character you want. A shugenja can be an introspective scholar who specializes in unraveling tangled mysteries, or a gentle healer, or a flamboyant spellslinger, or some other archetype of your own design.
This is how Skip Williams starts his article. Then he continues to examine the class by going through the Pros (Winning Ways, Good Will Save, Spells, Spontaneous Spellcasting, Elemental Abilities, Good Skill Points, Fair Weapon Selection) and Cons (Fairly Low HP, Poor AC, BAB and Fort/Ref. Saves, Limited Spell Choice) of the class.
Then he goes on with giving you suggestions and tips on how to play a Shugenja. After that he concludes the article with a small list of Key Equipment that no Shugenja should be found without.
If you are interested you can find the article here:
Characters with Class - Shugenjas with Class
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Rules of the Game - All about Clerics Pt.3
Posted by Atlan on Friday, April 15, 2005 (18:36:22) (904 reads) comments? |
This article concludes the examination of the cleric class with an in-depth look at Spontaneous Spellcasting, Domain Powers and Spells and the ability to Turn Undead.
If you are interested you can find the article here:
Rules of the Game - All about Clerics Pt.3
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Rules of the Game - All about Clerics Pt.1 and 2
Posted by Atlan on Wednesday, April 06, 2005 (16:25:58) (847 reads) comments? |
Once again Skip Williams has started a new series of articles for the RotG-column, this time he covers the clerics.
Most D&D players feel vulnerable, if not downright naked, without a cleric in the group. A cleric's spells and class features can literally make the difference between life and death for a party. Unfortunately, the rules governing a cleric's extensive array of spells and class abilities can cause confusion when players and DMs start exploring the limits of the cleric's powers. We'll try to clear some of that up. - Well that is what he has planned, let's see how he does it:
In Part 1 he covers the Aligment and most of the basics about clerical spellcasting.
In Part 2 Skip goes more into detail about spellcasting. In fact he exclusively examines all the aspects of the preperation of spells.
You can find the articles here:
All about Clerics - Part 1
All about Clerics - Part 2
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Tactics & Tips - Improving your AC pt.2
Posted by Atlan on Wednesday, March 30, 2005 (09:08:31) (759 reads) comments? |
The last Tactics & Tips article about armor class improvement by Gwendolyn F.M. Kestrel and Stephen Schubert, while extensive, wasn't complete as it didn't get into the magical side of the question. This gets tackled now, and as a bonus they cover defensive feats and a few other possible AC improvers too.
So if you want to see how the two conclude this topic you should take a look here:
Tactics & Tips - Improving your AC Pt.2
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Characters with Class - the Samurai
Posted by Atlan on Sunday, March 27, 2005 (13:57:49) (882 reads) comments? |
In the popular imagination, the samurai is a ferocious and volatile warrior, thanks to an inscrutable code of honor that drives him to seemingly random acts of violence and fanaticism. In truth, however, he is a cultured soldier who strives to be courteous, brave, and unswervingly loyal to his overlord.
Now Skip Williams has written this article to help you to bring out the best of your samurai character.
For that he starts once again with the class' advantages (High HP, Good AC and BAB, Good Weapon Selection, Good Fort. Save, Daisho Abilities, Kiai Abilities, Iaijutsu, Staredown) and weaknesses (Low Skill Points, Poor Ref. and Will Saves, Low Mobility, Bushido).
After that come the tips on how to play a samurai with character and a selection of Key Equipment that no samurai should be found without.
If you are interested, you can find the article here:
Characters with Class - the Samurai
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Tactics & Tips - Improving your AC
Posted by Atlan on Thursday, March 24, 2005 (10:17:27) (772 reads) comments? |
Both Gwendolyn and Stephen think that having a good Armor Class (AC) is essential to your character's survival. But they had some different tips on which specific tacks to take. So we let them go head to head for these two columns so you can take a look at how two members of R&D agree -- and think differently -- on this aspect of the game.
I must say it is interesting to see how two people go at this topic. If you are interested you can find the article here:
Tactics & Tips - Improving Your Armor Class
In the Tactics & Tips colum 2 other articles have been published so far (these only hold one author's views, one about "Hitting high AC" and one about "Doing More"). You can find them here in their archive:
Tactics & Tips - Archive
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Rules of the Game - All about Grappling Pt.4
Posted by Atlan on Thursday, March 24, 2005 (10:06:19) (778 reads) comments? |
This week's article by Skip Williams covers now the miscellaneous part of grappling.
To be exact he looks at the possibilities when grappling with more than one for (or ally) and then the second half of the article looks at grappling monsters and how to handle them.
You can find the article here:
RotG - All about Grappling Pt.4
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"Save My Game" column at wizards.com
Posted by Atlan on Friday, March 18, 2005 (17:08:38) (814 reads) comments? |
WotC has started a new category for articles on their website - "Save my Game" - where they try to give you advise on how to overcome difficulties in your game.
Last week's article about treasure was not very helpful imho so it wasn't mentioned here (but you can access it through a link at the ed of this week's article).
This week Jason Nelson-Brown writes about aligment and how it can affect groups to the point of endangering the game and how to overcome these problems with 5 possible solutions.
You can find the article here:
Save My Game - Aligment in Play
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''Sandstorm'' Web Enhancement published
Posted by Atlan on Friday, March 18, 2005 (15:31:53) (638 reads) 1 comment |
For the new generic D&D sourcebook "Sandstorm" WotC has published a web enhancement.
The Temple of the Gleaming Sands has been empty for decades -- or has it? Could the tales of a devil dog that brings death to unsuspecting caravans in the dead of night have anything to do with this lost temple? Do the ubiquitous desert sands hide more than just ruins? Skip Williams offers an adventure for 5th-level characters that showcases the new material on desert campaigns from Sandstorm.
You can find the 464kb file here:
Temple of the Gleaming Sands - Sandstorm enhancement
Read More... (1.14 KB) |
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Return To Undermountain
Posted by Atlan on Thursday, March 10, 2005 (18:38:31) (687 reads) comments? |
This article series details some of the rooms and halls of Undermountain so that you can use them in your game. As with the many Undermountain products of the past, this series of articles cannot hope to detail every room and corridor of the vast dungeon beneath Waterdeep. Instead, it will detail individual rooms and encounters that you can use when you run adventurers through Undermountain or any dungeon of your own devising.
TSR published The Ruins of Undermountain, the original boxed set describing the first three levels, in 1991. A few things have changed since then. Fans of the old dungeon description will find some new encounters, recognize some old favorites, and be surprised by some new twists. For those new to Undermountain, this introduction acts as a primer, telling you what you need to know to imperil PCs' lives in the Forgotten Realms setting's most famous dungeon.
Here you can find:
The Introduction which contains history, a summary of the dungeon features and 2 versions of a downloadable poster map of the first level.
The Reference map for the room descriptions
The description of the first room (The Bottom of the Well)
Read More... (2.38 KB) |
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