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SPELLMINDERS | Greek Monsters | 4 Myths from Greece (NPCs) | - | - |
DWARVES | The dwarven point of view | BB: High Anvil of the Dwarves | BB: Helm of Subterranean Sagacity | Rapper (Undead Dwarf) |
The gods of the dwarves | - | - | - | - |
Aiming for realism in archery | Bowmanship | A long bow isn't always a strong bow | Swords | New cleric spells (UA) |
DB: Sull | DB: Beguiler | DB: Magenta's Cat | - | Dragon |
OUT ON A LIMB
‘What an issue!’
Dear Dragon:
I was about to write you about issue #57
and
how excellent it was when the mailman
plopped #58 on my doorstep. What an issue!
With Minarian Legends and Simulation Corner
gone (I will shed no tears), all of the “regular”
AD&D™ features can be had in one
issue.
Leomund’s Tiny Hut produced some much
needed clerical spells, official or not,
which
have been overlooked in the Players Handbook.
Remove Paralysis is one of
these, for
now a ghoul’s touch and a carrion crawler’s
swipe aren’t permanent conditions.
The highlight of the issue came from a small
source: dwarves. Roger Moore’s articles on
dwarvish magic items and dwarven deities
<magic items = High Anvil of
the Dwarves, Helm of Subterranean
Sagacity>
were superb, and had all of my schoolmates
rushing to grab a look.
The only gripe I have is with
Robert Barrow’s look at archery.
His “to hit” system is
fine except for one thing: no provisions for
levels. As far as I can tell, according to his
system, the chance of hitting a particular
target stays the same no matter what level the
wielder is. This goes against the concept of
the game—the idea being to rise in levels and
become more powerful. In his striving for realism,
Mr. Barrow forgot to keep playability
alive, a problem often found in role playing.
Mark Cutter
Anaheim, Calif.
(Dragon #61)