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81
EDITOR'S INTRODUCTION
Welcome to the first
installment of a new
feature in DRAGON®
Magazine, one which
we hope will serve our
readers in two ways.
?The Forum? is a place
where we can print
your opinions and observations,
about
articles that we?ve published
or about other
subjects or issues of
a more general sort.
From now on, the ?Out
on a Limb? letters
column will be reserved
for short letters,
primarily those that
ask direct questions
requiring a response,
and ?The Forum?
will be the home for
long letters containing
detailed commentary or
criticism. Forum
letters will not be accompanied
by direct
responses, although as
time goes on their
questions and criticisms
may be ?an-
swered? in some other
place and some other
way in the magazine.
As a writer, you don?t
have to be as con-
cerned any more about
whether your letter
is going unnoticed. We
do read every letter
we receive ? honest!
? but until now we
haven?t had a convenient
way of getting
many of the long ones
into print, to
?prove? that we got ?em
and that we aren?t
reluctant to share them
with you.
And, as a reader, you
now have an op-
portunity, more than
ever before, to find
out what sorts of things
are on the minds of
the other people who
share your interest in
DRAGON
Magazine. Not everyone who
has an opinion or an
idea also has the confi-
dence, or the time, or
the skill to form that
idea into a publishable
article manuscript
? but that doesn?t necessarily
mean they
shouldn?t be printed
anyway And that?s
what ?The Forum? is all
about. Here,
printed just the way
they were written, are
the thoughts that this
issue?s writers want to
share with you.
* * * *
It would be wise to devote
a major portion of
the Forum to new ideas rather
than criticism
which is mostly superficial
and based largely on
personal opinion. Instead
of hearing about what’s
wrong with an article, let’s
hear about new cam-
paign ideas, magic items,
and monsters. “Out on
a Limb” seems naturally
suited towards criticism,
while The Forum could be
used more produc-
tively as an idea exchange
between Dungeon
Masters and players. I encourage
other readers
who agree — or disagree
— with my suggestion
to write in.
Peter Bregoli
Braintree, Mass.
(Dragon #84)
* * * *
It would be wise to devote
a major portion of
the Forum to new ideas rather
than criticism
which is mostly superficial
and based largely on
personal opinion. Instead
of hearing about what’s
wrong with an article, let’s
hear about new campaign
ideas, magic items, and
monsters. “Out on
a Limb” seems naturally
suited towards criticism,
while The Forum could be
used more productively
as an idea exchange between
DMs
and players. I encourage other readers
who agree — or disagree
— with my suggestion
to write in.
Peter Bregoli
Braintree, Mass
(Dragon #84)
* * * *
THE
CHARACTER WITH 2 CLASSES
While
rolling up a friendly neighborhood
arch-villain this afternoon,
inspiration
struck. What would happen
if I gave this
7th level assassin a single
level of experience
as a fighter first? I tried
it. The result pro-
duced a staggeringly powerful
NPC that
exposed a serious flaw in
the current
"Character With Two Classes"
rule.
As many players realize,
at low levels the
fighter is one of the most
powerful classes
around. In fact, a first-level
dungeon party
can be composed entirely
of these and real-
ize no noticeable difficulties.
Most fledgling
magic-users, thieves, and
even clerics are
kept going only by the promise
of far
greater things to come.
Why, resourceful
players may reason, should
the entire party
not begin as fighters and
switch to the de-
sired class after one level?
The DMGs
?cheating? methods for generating
abilities
usually provide the high
stats required to do
this. It sounds okay, but
look at the results:
1. Non-fighter characters
normally re-
stricted to 18 strength
could receive scores
of 18/50, 18/75, or even
18/00!
2. They would receive four
?starting
weapons? immediately, as
well as a gamut
of others upon beginning
their new class a
mere 2,000 experience points
later. As if
after this weren?t enough,
they would ever
fight at only -2 for
non-proficiency.
3. They would be able to
obtain high hit-
point scores at low levels
(why fight a giant
rat when you can take on
a hydra?), throw-
ing the game off balance.
4. Upon reaching so much
as second level
in their new class, things
would get really
out of hand. The now non-fighters
would be
able to carry all sorts
of extra goodies nor-
mally restricted to fighters
to prevent other.
classes from becoming self-made
godlings. I
have nightmares of sword-swinging
clerics
who sport girdles of giant
strength, or of the
warlock with two javelins
of lightning, a +3
battle axe, and a rod of
lordly might stuffed
in his pack, ?just in case.?
This isn?t the only situation,
either. What
about the monk with but
one level of magic-
user experience who discovers
a wand of
fire in some forgotten crypt.
. . ?
Most players, including my
own, have
not yet discovered this
overly effective strat-
egy, but you can see my
problem. Minimal
levels of experience in
a class can bestow
such advantages that the
whole ?Two
Classes? threatens to fall
apart. Is there any
way to correct this rule,
or to dilute some of
the superhumans it creates?
What about
allowable weapons? Should
a two-classed
character be permitted at
all?
David Hutton
Saskatoon, Saskatchewan
While reading through my
copy of DRAGON
#81, I came across an article
by David Hutton in
the Forum section concerning
the power of the
character
with two classes, and I felt obligated to
express my feelings on the
subject.
I feel that the current system
of the character
with two classes is very
accurate and adds flavor
to the game. I see no evidence
in what Mr. Hutton
has written that the character
with two classes
is so "staggeringly powerful,"
as he puts it. In the
example he gives of a Cutthroat
who was once a fighter of
first level, I see a
character who wasted two
thousand experience
points to gain the ?benefits?
of better armor in
combat, which doesn?t come
in too handy if the
NPC is attempting to sneak
up and assassinate
someone. If you examine
the two characters, it is
obvious that an assassin
has a better chance to
hit, an equal number of
weapons (with just as
many to choose from), and
an equal nonproficiency
penalty with his first level
fighter part.
The only good which comes
out of the whole deal
is that this character can
use all the magic weapons
a fighter can use, instead
of just most of
them, which other thieves
and assassins can use.
And I would rather have
an assassin in nice quiet
leather armor with a girdle
of fire giant strength
than an assassin/first level
fighter with a potion of
the same name.
Also, if there is still a
reluctance on the part of
you DMs out there, consider
this: the more the
power, the greater the risks
most players can and
will usually take. In most
cases, when characters
die it is because they bit
off more than they can
chew. Your characters with
two classes are just as
likely to make ridiculous
mistakes and blunders
as are your "normal" characters.
To enhance this
swelling of pride is easy;
a few peasants falling on
their knees in front of
the heroes pleading for
salvation from the local
dragon
or wizard, or a
king offering a nice, fat
ransom to anyone who
can infiltrate the castle
of one of his enemies
should blind the characters
to all caution and
send them headlong into
doom, if for no other
reason than to save their
precious reputations.
One final point to consider:
If the characters
are that great, sooner or
later some deity will call
on them to give eternal
service. Former player
characters who have been
divinely called do make
great right-hand men and
women for most Dungeon
Masters. . . .
Eric Odgaard
Lincoln, Neb.
(Dragon #82)
* *
* * *
Some years ago, when creating
the first character
I would play, a third-level
magic-user, I was
distressed by how slim his
chances of survival
were. Then I recalled the
"Character With Two
Classes"
section of the Players Handbook. Suddenly
I could create a character
with a chance.
However, I still didn't have
a character of great
power. In "The Forum" of
DRAGON
issue #81,
David Hutton
said that by giving a character one
level as a fighter, one
would get someone who was
"staggeringly powerful."
I noticed that possibility.
However, having been a DM
for some time, I
realized that such problems
might be avoided
without a tremendous amount
of difficulty.
The key concept in the change
of class is the
amount of time necessary
to spend in training for
the new class. (Lenard Lakofka
thankfully detailed
this in DRAGON #51;
hopefully that
article
will be reprinted in BEST OF DRAGON
IV.) It is on the
order of years. This tends to keep
most characters from switching.
Also, with this
information the first of
David's problems -- that
a character switching from
fighter to another class
could cause non-fighters
with 18/01 to 18/00
strength -- is easily solved.
Since no other class
has the need for as much
physical strength as
fighters, the muscles that
were carefully honed
during fighter training,
and vigorously kept up,
will go slack, say at a
rate of 05 every other
month, until finally, after
18/01, a strength of 18
is reached, there to remain.
(Certain exceptional
individuals might keep their
muscles in shape
while training for another
class, at the DM's
option. Training times would
be considerably
lengthened.)
David's 2nd problem was that
of weapons of
proficiency. First, he said
that the fighter (first
level fighters switching
to another class was his
main concern) would have
4 weapons, and
then would gain even more
upon entering the
new class. Again, this is
a question of training.
Most people won't spend
the time and money
necessary to learn to use
additional weapons (say,
darts if becoming a M-U)
if they can already
wield 4 weapons (say, a
long bow, a mace, a
long sword, and a two-handed
sword).
He also said that they would
ever after fight at
-2 for non-proficiency.
This is only true to a
point. They would fight,
as a first level fighter, at
-2 (assuming they switched
from being a first
level fighter). As an example,
let's take my favorite
character, Zephyr, a first
level fighter who,
after long years as a wizard's
apprentice, became
a magic-user and then gained
3 levels (this
first/third level human,
having never been unnaturally
aged -- yet -- was already
almost forty
years old). Let us say he
found a long sword, with
which he was proficient
as a (1st level) fighter.
He could use it as a 1st
level proficient fighter,
or as a third level non-proficient
mage, at -6
(don't tell me a mage can't
swing a sword, albeit
poorly). He would, of course,
swing as the
fighter. Even if it was
a bastard sword, with
which he was non-proficient
in both classes, he
would still attack as the
fighter.
Now let's say that Zephyr,
after many, many
years of adventuring, has
become a 22nd level
Archmage (he hasn't). Now
it is much to his
advantage to swing that
+3 sword he made, as a
21+ level M-U, at -6 (as
opposed to a proficient
1st level fighter).
David's 3rd problem was high
HP
scores. I am not certain
if he meant "scores" as
in a number of HP or "scores"
as in "hits
for damage." The latter
would basically rely on
exceptional strength, which
we've already discussed,
so I'll address the former.
As everyone knows, a high
CON can
give a character extra HP
(sometimes a lot
of extra HP). Non-fighters
can, at most,
only get +2 per HD, but
fighters with a CON
of 18 can get +4 per HD.
Add to this the
common practice of giving
maximum HP
for the 1st level's HD (see
Len Lakofka's
article),
and one has problems. Fortunately, one
doesn't gain additional
HP after changing
classes, until the level
of the new class exceeds the
level of the old. 2nd, only
the fighter HD
will get a +4, the others
only getting +2.
Take the 1st level/3rd level
fighter/M-U again.
With an 18 CON he would
get 14 HP (maximum
10, +4 constitution bonus)
for the fighter
level, and 6-12 HP for the
M-U levels (1-4
for each level after the
first, +2 CON. for each level
after the 1st), for a total
of 20 to 26 HP.
Finally, David wonders what
would happen if
special "classed" magic
items were used by the
wrong class, say, monks
using wands of fire
(because they have 1 level
as a magic-user).
The wizard Zephyr wields
the very highly enchanted
long sword Firefrost --
technically
speaking, it's an intelligent
+5 flaming vorpal
frostbrand. And despite
all that, he's more likely
to hit an opponent with
a 2 gp dagger than with
Firefrost.
To sum up, the ?Character
With Two Classes?
is not so much a veritable
godling (like an ?official
? bard), but rather is an
interesting change
from the typical stereotypes
(a wizard with a
sword ? unheard of!) to
a more fantastic, more
all-encompassing system
wherein a character can
be what he wants to be.
Scott D. Hoffrage
Miller Place, N.Y.
(Dragon #83)
<^House
Rule^: When changing class to a class that is not able to have exceptional
STR, each game month, drop your exceptional STR by 5%, until 18 is reached.>
<Zephyr: fighter>MU>
* * * *
*
PSIONICS
I believe the article by
Mr. Schroeck in
issue #78 has pointed out
a major problem
in psionics; specifically,
low level characters
automatically getting their
full calculated
value of psionic points
rather than going
through a system of controlled
progression.
I would like to present
this idea for general
consideration.
According to page 3 of Eldritch
Wizardry,
"Psychic Potential" is gained
at 10% incre-
ments, plus or minus a bonus
or penalty as
determined by a d% roll.
Putting things
together with some modification,
the table
could read as follows:
Psychic Potential
D% roll | Rate of progression per level |
01-10 | 4% |
11-25 | 5% |
26-50 | 6% |
51-75 | 10% |
76-90 | 11% |
91-99 | 12% |
00 | 13% |
This table may be usable
in the current
psionic system. For illustration,
let?s say a
character has a calculated
psionic ability of
200 points. As Mr. Schroeck
has suggested,
this would be a ?goal.?
How fast will the
character progress toward
this goal? We
make a d% roll on the table
given above.
Let?s say the d% roll comes
up 55. The
character will get 10% of
200 points, or 20
points, each level, half
for attack and half
for defense. Any fractions
can be rounded
up or down as the DM desires.
This table may be usable
in the current
psionic system. For illustration,
let?s say a
character has a calculated
psionic ability of
200 points. As Mr. Schroeck
has suggested,
this would be a ?goal.?
How fast will the
character progress toward
this goal? We
make a d% roll on the table
given above.
Let?s say the d% roll comes
up 55. The
character will get 10% of
200 points, or 20
points, each level, half
for attack and half
for defense. Any fractions
can be rounded
up or down as the DM desires.
Psionic points can fluctuate
with changes
in wisdom, intelligence,
or charisma. On
the other hand, the rate
of progression can
remain as a fixed value
or be adjusted up or
down to follow any such
fluctuation. If the
initial point acquisition
is low, it might
prevent usage of a discipline
at 1st level. I
would not expect this problem
to have much
effect on game balance.
Ed Zmitravich
Meadow, Utah
Dragon #81
* * * *
Although my AD&D
group has used
psionics for quite a while,
there have been a
few questions along the
way. The articles in
issue #78 helped to clear
much of these
away. One question still:
Why relate psionic
progression to class progression
at all? No
doubt it lessens the DM?s
?not another item
to keep track of? blues,
but I can?t find the
logic behind it. A character?s
mental abili-
ties (i.e., psionics) have
little relation to the
character?s class. When
you realize that the
acquisition of psionic disciplines
depends
upon the progression within
the character?s
class and moreso upon which
class is cho-
sen, it makes even less
sense.
Comparisons of the separate
class pro-
gression tables shows that
a druid wound
gain disciplines quicker
than any other
class. Why? Logic along
one line would say
that a magic-user or illusionist
(who uses
naught but his/her mind
normally) would
acquire them faster. Along
another line of
logic, a fighter (who uses
mostly his brawn
with less mind) would acquire
them fastest
as the ?spell users? already
have their
minds busy holding spells.
Yet the druid
gains them faster than any
other class be-
cause he/she is a druid.
Either way you
lose.
One suggestion would be to
have a sepa-
rate progression for the
gaining of disci-
plines and attack/defense
modes. This could
possibly be modified by
the pertinent ability
scores (intelligence, wisdom,
and charisma)
and/or the character?s total
psionic ability
score. A bonus/penalty might
be added per
the class that is chosen.
Another suggestion might
be to create a
new class along the lines
of Mr. Collins?
Psionicist. A character
who showed poten-
tial (per the
previous roll of the dice) could
opt for this class only
to develop the talent.
Choosing a class other than
this one would
mean that the talent was
never developed
and would not be available
to the character.
Rodney L. Barnes
Albany, Ore.
(Dragon #81)
* * * *
The issue on psionics was
very well re-
ceived. There could have
been more on the
political side of the psionic
endowed. For
those who wish to find out
more of the
political side, I suggest
reading To Ride
Pegasus
by Anne McCaffrey. The book is
very good in dealing with
the psionic com-
munity and their dealings
with the ?un-
gifted.? The problems they
encounter are
similar to the Deryni. And
with a little
imagination, a scenario
could be built
around a town in need of
saving from suspi-
cious neighbors. . . .
Mark Kadas
Allentown, Pa.
(Dragon #81)
* * * *
In
reference to Theresa Reed's letter
about male orientation published
in issue
#74
of your magazine, I would like to say
that I find your articles
are in general very
good, but there are occasions
when they are
downright terrible. In the
much maligned
issue #72, for instance,
there is an article
called "A
new name? It's elementary!?"
Quite handy to have for
naming characters,
but what if those characters
are female? I
see in this article a word
for "prince," but I
see no sign of a word for
?princess.? Simi-
larly, there are words for
?man,? ?god,?
and ?warrior, man? but the
female equiva-
lents are not even mentioned.
This
oversight was bad enough, but the
article about the new Duelist
NPC class in
the next issue of DRAGON
Magazine (#73)
was even worse. In this
article the Fenc-
ingmaster's school is described
as a "male
gossip shop" and there is
no hint whatso-
ever of the female pronoun
throughout the
entire article. It is true
that the profession
on which the Duelist NPC
class is based
was entirely made up of
males, but that is
no reason for it to be limited
in the AD&D
world. After all, fighters,
cavaliers, and
most thieves were male,
but Gary Gygax
has had the good sense not
to restrict the
game in that area, and in
so doing has
attracted many women to
the game. (No
doubt many men find the
"him/her," "he/
she" approach of Mr. Gygax's
writing
cumbersome, but women resent
being
referred to as "he," just
as most men would
resent being referred to
as "she.")
There are a few other examples
I could
give of this male orientation,
but as they are
relatively minor I won't
cloud over the
major issue by getting picky.
I would like to
emphasize, however, that
I do not want
articles written from the
female perspective.
They are just as bad as
articles written from
the male perspective, as
they too alienate a
large proportion of the
readership. What I
do want is for all articles
to be written from,
an unbiased perspective.
Elizabeth Perry
Wellington, New Zealand
(The Forum, Dragon #81)
P.S. Sorry this letter came
so late after the
subject of male orientation
was raised, but
issue #74
only arrived in this remote part of
the prime material plane
three weeks ago.
Many moons ago (in DRAGON
issue #74)
Theresa Reed wrote a letter
to the editor stating
that she felt that DRAGON
Magazine was
?ignoring? women. I have
played AD&D
for two years and read the
magazine for
nearly as long, and I do
not feel that AD&D
is a ?male-oriented? game,
nor is
DRAGON
a ?male-oriented? magazine.
For example, in the Players
Handbook,
most of the entries that
can refer to
either male or female characters
are stated
as ?his or her.? I also
think that a slight
strength penalty for female
characters is not
sexist; it is actually rather
generous, if you
consider that the AD&D
game is based on a
medieval society, in which
women were
rarely allowed out of the
house! Compare
this to a game like the
one described in the
book Fantasy Wargaming,
in which female
player characters suffer
penalties such as -2
to charisma and -3 to social
class!
I must also commend DRAGON
Magazine
for its fairness. The women
we frequently
see on the covers of the
magazine
have been anything but weak
and helpless,
and are certainly clad in
more than chainmail
bikinis. I can even remember
that one
old issue of DRAGON
contained an article <Dungeons aren't supposed to
be 'for men only'>
which strongly discouraged
the use of rape
and pregnancy in campaigns.
Laurel Golding
Grosse Ile, Mich.
(Dragon #82)
CONVENTIONS
I would like to discuss
two items that may or
may not be related, depending
upon a particular
point of view: DRAGONmagazine
and the GEN
CON game convention. Assuming
that they are
related to a goodly degree,
inasmuch as both are
results of concentrated
efforts of divisions of
TSR, Inc., I’ll make my
comments with that in
mind.
I’ve attended the last four
GEN CONs and
have also read DRAGON
during that same
period. In that time, I
have never understood
why the magazine published.
by TSR has virtually
ignored any extensive follow-up
of the game
convention presented by
TSR. (I seem to recall a
photo and a small article
concerning GEN CON
XII, and I know you now
publish the preregistration
schedule in the June issue.)
With the
exception of Kim Eastland’s
fine follow-ups on
the miniatures’ competition,
there have been no
articles of any depth that
concern the last four
GEN CONs. With the wealth
of subject matter
that would be available
from such an event, it
baffles me as to why DRAGON
has not plundered
this treasure trove of game
tournaments,
seminars, exhibits, art
shows, ad infinitum, and
turned your magazine into
a complete publication
tion. Without articles,
reviews, results and photos
of TSR's convention, TSR's
magazine is, indeed,
incomplete.
Now, I know (as you have
stated in your
editorials several times)
that you do not want to
be known as a "house organ,"
and maybe this is
why you haven't done any
follow-ups on TSR's
convention. As far as I'm
concerned (and you
said you wanted to hear
our opinions) it doesn?t
really matter if you are
hung up on what you
consider to be a derogatory
title, your magazine
is published by TSR,
so why not take advantage
and have one division of
TSR link hands with
another. Of course, I am
not aware of what ethics
might be involved here,
if any, but it appears
painfully logical that if
TSR puts on the biggest
game convention around,
why not use their own
magazine to further both
the convention and the
magazine?
And if you're worried that
"house organ" will
attach some sort of stigma
to DRAGON, you
need fear not. With the
influx of gaming magazines
in the past four years,
DRAGON
still
retains (and constantly
improves on) its quality
and professionalism. You
truly lost the "house
organ" monkey on your back
when you stopped
printing E. Gary Gygax's
diatribes against the
entire gaming industry.
Gary Gygax's war with
his competitors has absolutely
no bearing on any
of us average gamers.
But, GEN CON does have a
bearing on readers
of DRAGON: it presents
what you publish,
live. Articles, reviews
of seminars and exhibits
and art shows, some tournament
results, and
photos would not only renew
memories and give
news to those of us who
attend, but it would give
valuable information and
stir the interest of a
gamer who may be reluctant
to attend. In the
end, it means more and more
satisfied DRAGON
readers, as well as new
convention attendees who
can find out how much fun
a large scale convention
can be.
Anyway, these are just one
man?s comments
and opinions on a couple
of subjects that could
and should complement each
other, and I hope
you take this constructive
criticism in the light
that it was given and deal
with the situations.
Bill Cavalier
Rolling Prairie, Ind.
(Dragon #84)
* * * *
I'm shocked at the
RPGA Ranking System. <link>
All points of it are well
thought out except the
placement of fun as a bonus
point area when fun
is the only reason I play.
If the players are boring
the game is boring, no matter
how well they
execute their characters?
actions of work together.
James Brewer
Lebanon, Pa.
I found some cause for disagreement
in Ka-
tharine Kerr?s December
article, "Who lives in
that castle?"
Contrary to what Ms. Kerr
states, the average
serf did not live in a constant
state of near-
starvation, except in times
of drought and fam-
ine, when everyone
tightened his belt. Serfs ate
quite well, if somewhat
monotonously. While the
lord and his guests dined
on such delicacies as
peacock (very tough, I?ve
heard, and served more
for its looks than taste)
and other game, rare
foods and spices such as
pepper, white bread, and
sweets . . . his serfs were
downing copious
amounts of ye olde standbye
? potage (pea
soup), cassoulet (bean and
sausage stew), por-
ridge, bacon, eggs, black
bread, and any small
game he managed to poach
without getting
caught.
A smart lord would not take
so much that his
serfs would starve. After
all, it?s bad land man-
agement ? a serf who
is dead or otherwise too
weak to work is not getting
his lord any richer.
Nicki Perdue
Morgan Hill, Calif.
* * * *
Both EGG and Ed Greenwood
have suggested
that the Nine Hells be stripped
of non-devil
deities, which begs the
question of where to put
absolute lawful evil deities
who aren?t devils.
Actually, the problem extends
through all the
afterlife planes, inasmuch
as there are far more
pantheons of gods in any
alignment than there
are known planes. If we
discard the basic axiom
of the afterlife astral
planes, however, we can
easily dispose of the problem
and not really affect
the known planes too much
in playability.
As it stands, there is one
afterlife plane per
major and/or minor alignment,
with official stats
given for 16 of the 25 possible
alignments. If we
remove this concept and
say that there is (with
exceptions) one afterlife
plane per manifestation
of godhead and these planes
have alignments, the
current problems disappear.
In the case of the
Nine Hells, those nine planes
occupy only a part
of what I call the Astral
Space of Absolute Lawful
Evil. Since the planes are
determined by the
intersection of the Good/Evil
and Law/Chaos
axes and are afterlife planes,
it can be presumed
that the third dimensional
axis is the Life/Death
line. (Astral continuums
using the Light/Dark
axis?) The plane which orcs
and goblinoids battle
for possession of lies parallel
to the hells, stacked
within the Astral Space
of lawful evil, along with
the planes ruled by other
lawful evil deities.
Removing the one-plane-to-a-customer
rule
makes it easier to make
the astral planes able to
be consistent with established
mythology. Olym-
pus can and should be in
the same astral space as
either the Twin Paradises
or the Seven Heavens.
The Greeks and Romans had
civilized (lawful)
societies, and their gods
should reflect that.
It might be convenient to
name the 25 spaces,
but caution should be used
to have names which
do not reflect any particular
inhabitant of the
space. Mr. Greenwood used
the phrase ?The
Infernal Regions? in his
article when talking
about the various hells
of legend and literature,
and I for one nominate it
for the name of the
Absolute Lawful Evil space.
S. D. Anderson
Whittier, Calif.
* * * *
I?m glad to hear you?re allowing
more space
for readers? opinions in
DRAGON.
I?m also very
glad to hear that you call
such opinions ?letters,?
as letters can be handwritten
while other manu-
scripts have to be typed,
and I hate to type. So,
here?s my opinion on one
question ? I trust it
will be legible.
Why There's No Such Thing
as an Anti-
Paladin:
Gods differ greatly in how
easy it is to serve
them. The lawful good gods
are the hardest to
serve, since their service
goes against so many of
our natural instincts. A
couple of examples:
Self-preservation.
Modern policemen are
taught that if the choice
is between shooting the
villain when the shots might
hurt innocent by-
standers, or holding your
tire and maybe getting
shot yourself, you
don’t shoot. And if an evil man
takes hostages and demands
that you surrender
or he?ll kill them, you
surrender. (Of course, you
may negotiate, but not to
the point where he kills
one of them to add to the
pressure.) A chaotic or
neutral good character might
argue that killing
the hostage-takers, no matter
what happens to th
hostages, will ultimately
be the better course in
that it will deter future
hostage-takers. A lawful
evil or neutral character
might argue that every-
one is responsible for their
own actions, so if the
hostages were dumb enough
to get captured,
that?s their worry; I?ll
just kill the villains. But
neither of these is the
lawful good way. For the
lawful good character, defense
of the innocent
must come first; self-preservation
is secondary.
Self-enrichment:
Too much wealth in the hands
of too few people is a hallmark
of lawful evil ?
get all you can and hold
onto it, and don?t think
about all the impoverished
peasants who average
your money out. Lawful good
people can live
comfortably, but any extra
money goes to im-
prove the lot of their less
fortunate fellow crea-
tures. Hoarding and ?flaunting
it? are alike evil
traits; lawful good people
take what they deserve
and need, but no more. They
are good as well as
lawful.
I could go on ? for one thing,
I haven?t
touched on when killing
(i.e., vengeance) is
justifiable ? but
you should have the picture by
now. Being lawful good requires
great restraint
and goes contrary to many
of our basic instincts.
Therefore, the lawful good
gods give considera-
ble benefits to their more
loyal followers, both as
inducements to serve them
by following this
basically unnatural way,
and as rewards for
arduous services (suitable
recompense for services
rendered is definitely a
lawful good virtue).
Now, consider how one serves
the cause of
chaotic evil. It?s a
lot easier. If you have foes, you
can kill them, torture them,
enslave them, or do
what you will. If innocent
bystanders get you
don?t care. You can pile
up all the money you
want, not caring how many
people get impover-
ished in the process. In
short, being chaotic evil
places you under no restraints
whatever. It?s fun
(for those with the ?right?
? by which I mean
wrong — mentality,
of which there are very
many). So why would the
chaotic evil gods want
to reward one for having
fun?
And that’s why there
is no such thing as an
anti-paladin (or an evil
saint; see issue #79).
Ralph Sizer
Providence, R.I.
* * * *
While reading through my
copy of DRAGON
#81, I came across an article
by David Hutton in
the Forum section concerning
the power of the
character with two classes,
and I felt obligated to
express my feelings on the
subject.
I feel that the current system
of the character
with two classes is very
accurate and adds flavor
to the game. I see no evidence
in what Mr. Hut-
ton has written that the
character with two classes
is so ?staggeringly powerful,?
as he puts it. In the
example he gives of an assassin
of seventh level
who was once a fighter of
first level, I see a
character who wasted two
thousand experience
points to gain the ?benefits?
of better armor in
combat, which doesn?t come
in too handy if the
NPC is attempting to sneak
up and assassinate
someone. If you examine
the two characters, it is
obvious that an assassin
has a better chance to
hit, an equal number of
weapons (with just as
many to choose from), and
an equal non-
proficiency penalty with
his first level fighter part.
The only good which comes
out of the whole deal
is that this character can
use all the magic weap-
ons a fighter can use, instead
of just most of
them, which other thieves
and assassins can use.
And I would rather have
an assassin in nice quiet
leather armor with a girdle
of fire giant strength
than an assassin/first level
fighter with a potion of
the same name.
Also, if there is still a
reluctance on the part of
you DMs out there, consider
this: the more the
power, the greater the risks
most players can and
will usually take. In most
cases, when characters
die it is because they bit
off more than they can
chew. Your characters with
two classes are just as
likely to make ridiculous
mistakes and blunders
as are your ?normal? characters.
To enhance this
swelling of pride is easy;
a few peasants falling on
their knees in front of
the heroes pleading for
salvation from the local
dragon or wizard, or a
king offering a nice, fat
ransom to anyone who
can infiltrate the castle
of one of his enemies
should blind the characters
to all caution and
send them headlong into
doom, if for no other
reason than to save their
precious reputations.
One final point to consider:
If the characters
are that great, sooner or
later some deity will call
on them to give eternal
service. Former player
characters who have been
divinely called do make
great right-hand men and
women for most Dun-
geon Masters. . . .
Eric Odgaard
Lincoln, Neb.
* * * *
Many moons ago (in DRAGON
issue #74)
Theresa Reed wrote a letter
to the editor stating
that she felt that DRAGON
Magazine was
?ignoring? women. I have
played AD&D
for two years and read the
magazine for
nearly as long,
and I do not feel that AD&D
is a ?male-oriented? game,
nor is
DRAGON a ?male-oriented?
magazine.
For example, in the Players
Handbook,
most of the entries that
can refer to
either male or female characters
are stated
as ?his or her.? I also
think that a slight
strength penalty for female
characters is not
sexist; it is actually rather
generous, if you
consider that the AD&D
game is based on a
medieval society, in which
women were
rarely allowed out of the
house! Compare
this to a game like the
one described in the
book Fantasy
Wargaming, in which female
player characters suffer
penalties such as -2
to charisma and -3 to social
class!
I must also commend DRAGON
Maga-
zine for its fairness. The
women we fre-
quently see on the covers
of the magazine
have been anything but weak
and helpless,
and are certainly clad in
more than chain-
mail bikinis. I can even
remember that one
old issue of DRAGON
contained an article
which strongly discouraged
the use of rape
and pregnancy in campaigns.
Laurel Golding
Grosse Ile, Mich.
Some years ago, when creating
the first charac-
ter I would play, a third-level
magic-user, I was
distressed by how slim his
chances of survival
were. Then I recalled the
"Character With Two
Classes" section of the
Players
Handbook. Sud-
denly I could create a character
with a chance.
However, I still didn?t have
a character of great
power. In ?The Forum? of
DRAGON
issue #81,
David Hutton said that by
giving a character one
level as a fighter, one
would get someone who was
?staggeringly powerful.?
I noticed that possibility.
However, having been a DM
for some time, I
realized that such problems
might be avoided
without a tremendous amount
of difficulty.
The key concept in the change
of class is the
amount of time necessary
to spend in training for
the new class. (Lenard Lakofka
thankfully de-
tailed this in DRAGON
#51; hopefully that
article will be reprinted
in BEST OF DRAGON
IV.) It is on the
order of years. This tends to keep
most characters from switching.
Also, with this
information the first of
David?s problems ? that
a character switching from
fighter to another clas
could cause non-fighters
with 18/01 to 18/00
strength ? is easily solved.
Since no other class
has the need for as much
physical strength as
fighters, the muscles that
were carefully honed
during fighter training,
and vigorously kept up,
will go slack, say at a
rate of 05 every other
month, until finally, after
18/01, a strength of 18
is reached, there to remain.
(Certain exceptional
individuals might keep their
muscles in shape
while training for another
class, at the DM?s
option. Training times would
be considerably
lengthened.)
David?s second problem was
that of weapons of
proficiency. First, he said
that the fighter (first
level fighters switching
to another class was his
main concern) would have
four weapons, and
then would gain even more
upon entering the
new class. Again, this is
a question of training.
Most people won?t spend
the time and money
necessary to learn to use
additional weapons (say,
darts if becoming a M-U)
if they can already
wield four weapons (say,
a long bow, a mace, a
long sword, and a two-handed
sword).
He also said that they would
ever after fight at
-2 for non-proficiency.
This is only true to a
point. They would fight,
as a first level fighter, at
-2 (assuming they switched
from being a first
level fighter). As an example,
let?s take my favor-
ite character, Zephyr, a
first level fighter who,
after long years as a wizard?s
apprentice, became
a magic-user and then gained
three levels (this
first/third level human,
having never been unnat-
urally aged ? yet ? was
already almost forty
years old). Let us say he
found a long sword, with
which he was proficient
as a (first level) fighter.
He could use it as a first
level proficient fighter,
or as a third level non-proficient
mage, at -6
(don?t tell me a mage can?t
swing a sword, albeit
poorly). He would, of course,
swing as the
fighter. Even if it was
a bastard sword, with
which he was non-proficient
in both classes, he
would still attack as the
fighter.
Now let?s say that Zephyr,
after many, many
years of adventuring, has
become a 22nd level
Archmage (he hasn?t). Now
it is much to his
advantage to swing that
+3 sword he made, as a
21+ level M-U, at -6 (as
opposed to a proficient
first level fighter).
David?s third problem was
high hit point
scores. I am not certain
if he meant ?scores? as
in a number of hit points
or ?scores? as in ?hits
for damage.? The latter
would basically rely on
exceptional strength, which
we?ve already dis-
cussed, so I?ll address
the former.
As everyone knows, a high
constitution can
give a character extra hit
points (sometimes a lot
of extra hit points). Non-fighters
can, at most,
only get +2 per hit die,
but fighters with a consti-
tution of 18 can get +4
per hit die. Add to this the
common practice of giving
maximum hit points
for the first level?s hit
die (see Len Lakofka?s
article), and one has problems.
Fortunately, one
doesn?t gain additional
hit points after changing
classes, until the level
of the new class exceeds the
level of the old. Second,
only the fighter hit dice
will get a +4, the others
only getting +2. Take the
first level/third level
fighter/M-U again. With an
18 constitution he would
get 14 hit points (maxi-
mum 10, +4 constitution
bonus) for the fighter
level, and 6-12 hit points
for the M-U levels (1-4
for each level after the
first, +2 con. for each level
after the first), for a
total of 20 to 26 hit points.
Finally, David wonders what
would happen if
special ?classed? magic
items were used by the
wrong class, say, monks
using wands of fire
(because they have one level
as a magic-user).
The wizard Zephyr wields
the very highly en-
chanted long sword Firefrost
? technically
speaking, it?s an intelligent
+5 flaming vorpal
frostbrand. And despite
all that, he?s more likely
to hit an opponent with
a 2 gp dagger than with
Firefrost.
To sum up, the ?Character
With Two Classes?
is not so much a veritable
godling (like an ?offi-
cial? bard), but rather
is an interesting change
from the typical stereotypes
(a wizard with a
sword ? unheard of!) to
a more fantastic, more
all-encompassing system
wherein a character can
be what he wants to be.
Scott D. Hoffrage
Miller Place, N.Y.
* * * * *
REVIEWS
Issue #81 was great, but
I take exception to an
article that I have always
considered my favorite:
the game reviews. Ken Rolston
is generally a
very good reviewer, but
here I think he gave too
much away concerning the
scenarios.
"Call of Cthulhu" is a game
which must have
almost complete secrecy.
Things such as revealing
the deity (Cthulhu)
or telling that there is an
exploding door and a shoggoth
in scenario two
does not work well in this
game system (or any
other, for that matter).
Giving away important
facts takes away the horror
from the scenarios.
"Ravenloft" was not such
a giveaway, but I
still think some fun will
be taken out of the scenario.
I know I won't have as much
fun as I
would have now that I've
read the review.
In further issues, review
either new games or
supplements -- but please
don't give away hints
like shoggoths and death
traps. Reviews are
needed to express a writer's
opinion (a well
valued one); however, reviews
should not give
away plots or hints. Ken
Rolston is an excellent
writer -- but this time
maybe he wrote just a bit
too much.
Jon Paulson
River Falls, Wis.
(Dragon #85)
Mr. Rolston's response:
Jon,
It's difficult to make public
judgments without
citing specific examples.
I have to balance the
damage of revealing one
or two plot elements
against the virtue of communicating
and substantiating
my judgment for the reader.
I agree with you that where
the element of
suspense is critical, details
should not be revealed.
I even agree that the specific
references in the
review of Shadows of
Yog-Sothoth
should have
been less explicit.
I propose one possible solution
to this problem,
subject to the editor's
approval. In future adventure
reviews I will warn readers
when I'm about
to discuss specific adventure
details. ("<WARNING:>
The following explicit discussion
of plot elements
may diminish a player's
pleasure if he anticipates
participating in this adventure.")
I also suggest
that such explicit discussions
of plot elements be
printed in italics, to make
it easier for the reader
to skip sections that he
wants to avoid. [Editor's
note: Sounds like it's
worth a try]
Thank you for bringing this
matter to my
attention. Review readers
should regularly give
reviewers feedback on the
usefulness of their
reviews. Writers address
an INVISIBLE and inaudible
audience as they sit typing
their articles. To
see and hear what you have
to say helps us directly
address the needs of our
reading audience.
Ken Rolston
Tabor, N. J.
(Dragon #84)
* * * * *