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2 years ago ::
May 20, 2011 - 10:31AM
#111
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Date Joined:
Jul 21, 2004
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The What: Dragons can ingest a magical item and utilize its properties.
How you may have missed it: It's just a couple of paragraphs (might even be a sidebar) in Draconomicon: Chromatic Dragons. Not sure which page.
What makes it so special?: It's a way to give dragons an extra twist in your encounters (combat, non, or mixed) and to supply a magical item to your PCs even if they don't encounter the dragon in its lair.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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2 years ago ::
May 20, 2011 - 1:31PM
#112
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Date Joined:
Apr 23, 2005
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Thanks for the tip on the Practical Guide to Faeries; I would have otherwise not even taken a look at it.
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2 years ago ::
May 20, 2011 - 2:15PM
#113
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Date Joined:
Jun 30, 2008
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Thanks for the tip on the Practical Guide to Faeries; I would have otherwise not even taken a look at it.
Same here! I think it could be lots of use for my ne game where I'm thinking of sending my PCs to the Feywild.
I love Horseshoecrabfolk.
What I love most about them is that they seem to be the one thing that we all can agree on.
See for yourself, click here!
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2 years ago ::
May 21, 2011 - 4:09PM
#114
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Thanks for the tip on the Practical Guide to Faeries; I would have otherwise not even taken a look at it.
Same here! I think it could be lots of use for my ne game where I'm thinking of sending my PCs to the Feywild.
Yup, count me as well. I'm going to go collect that book now, despite my usual avoidance of the Practical Guide series, because I considered them not "REAL" D&D books. And watch me end up purchasing all of them for collections sake. >_<
A great man once said "If WotC put out boxes full of free money there'd still be people complaining about how it's folded." – Boraxe
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2 years ago ::
May 21, 2011 - 7:12PM
#115
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Date Joined:
Jan 12, 2011
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while not real d&d books, the practical series is actually pretty useful for inspiriational fluff. being kid-friendly doesnt make them adult-unfriendly.
(and yea the collector in me took over too, ive got em all but the vampire one)
Bane of Gnomes.
"An angel of snuggles is a bad match for evil gods." -Mike Mearls (Worlds&Monsters, p.72)
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2 years ago ::
May 23, 2011 - 3:45PM
#116
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Date Joined:
Jun 15, 2004
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the practical series is actually pretty useful for inspiriational fluff
I personally love the artwork... happier with it than the regular D&D books.
ive got em all but the vampire one vampire one? Ah shoot... I guess it's back to the store for me... gotta catch 'em all 
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2 years ago ::
May 26, 2011 - 6:19AM
#117
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The What: Gambits, a reward and item system for thieves guild type activity. How you may have missed it: Aside from being fairly new, They are at the end of the Forthcore Armory. Forthcore puts out extreamly hard adventures from their blog, and are not for everyone. This however is about the armory they put out which is awesome, and the rules for Gambits at the end What makes it so special?: Its a rule system that allows a player to own a theives guild or have a hirlings that do the parties bidding. They are given out like item rewards or boons, but allow for things like sending your men out the day before to set traps for you, or allowing to to get a bonus to bluff today because you spent the componate cost yesterday to seed a rumor. I love the entire Forthcore Armory but this was the part I could see myself using regularly. Link!
In the Nentir Vale, all injured creatures are required to wear a name tag!
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2 years ago ::
May 26, 2011 - 5:50PM
#118
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Date Joined:
Mar 13, 2010
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Yikes... those Gambits are just about the only thing in there worth trusting, and even then... I sincerely hope people playtest the items in that book before allowing them in their games.
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2 years ago ::
May 26, 2011 - 6:04PM
#119
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Yikes... those Gambits are just about the only thing in there worth trusting, and even then... I sincerely hope people playtest the items in that book before allowing them in their games.
It is "fourthcore". They're big on Gygaxian play, which is to say disposable characters, coinflip survival mechanics, and the idea that nothing can be considered "unbalanced" because the GM will always "win" and you're dead from the moment you start, the only question is how, so anything you can do that's "broken" is just prolonging the inevitable.
This is a very fun way to play, as long as everyone's in for a beer+pretzels game and knows what they're walking into from the start. If they don't, it turns into D20 and is no fun for anyone.
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2 years ago ::
May 26, 2011 - 10:42PM
#120
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The Gambits are the topic here though and they are great. Yes obviously anything in there is use at your own risk as a DM and one item from this per champain is likely enough as a focus point for an adventure then shelve the rest, but the Gambits are something you can use along side divine boons and martial training.
In the Nentir Vale, all injured creatures are required to wear a name tag!
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