| Ref | Ouvrage | Question | | Reponse |
---|
491. | DR124 | Dragon #124 | D&D® Expert Set : The rules say that ships without
sails have only a 20% chance to ride
out a storm. Dont galleys have
sails? If so, dont they have an 80%
chance to ride out a storm? | | Galleys do have sails, but they also ride
very low in the water and have ports cut
into their sides for their oars, Thus, a
galley has as much difficulty in a storm as
does a ship without sails. |
492. | DR124 | Dragon #124 | D&D® Expert Set : Why do saving throws and thief
abilities get worse in the 1983 edition
of the Expert Rulebook? | | The old D&D Expert Set was prepared
at a time when no one knew how far the
D&D game system was going to go. These
rules allowed certain character abilities to
improve far too quickly, leaving little room
for further advancement and development.
The new Expert Set was prepared
with the D&D Companion and Masters
Sets in mind. If you plan to go no farther
than the Expert Set, you can use the old
rules. Otherwise, use the new rules. |
493. | DR126 | Dragon #126 | Where can I get cardboard figures
for use with fantasy role-playing
games? | | TSRs two Dragon Tiles fantasy play aids
contain cardboard figures. Their stock
numbers and titles are: 9121 Dragon Tiles
1 and 9145 Dragon Tiles 2. Look for them
at your local dealer. If you cant find them
locally, you can order them through the
TSR Mail Order Hobby Shop, PO. Box 756,
Lake Geneva WI 53147. |
494. | DR126 | Dragon #126 | I have a player who cheats I
think. He never misses a saving
throw, seldom misses with an
attack, and never mins out by rolling
low scores. Recently, he made a
successful roll for divine intervention.
Also, every character he brings
into my game is loaded with money
and magic that I dont think he
earned. What should I do? | | Cheaters tend to spoil things for everybody.
Try these solutions: Make sure you
or at least two of your trustworthy players
witness every die roll the player
makes. This will virtually eliminate cheating
in that respect. You can fix the other
problems by just putting your foot down.
As DM, you decide if and when a deity
shows up to help your PCs. Dont let a
player tell you otherwise. If you dont
want the deity to appear, it doesnt. If you
allow a die roll, roll the die yourself. The
same holds true for treasure or magic: If
you think a character has too much of
either, dont allow it into the game, no
matter where the player says it came from
whether you believe him or not. Bust
doesnt enter into this only what you
think is reasonable. Remember: Your word
is law in your game. You should try to be
fair, consistent, and entertaining, but after
that, what you say goes. |
495. | DR126 | Dragon #126 | One of my players wants to have a
baby; what should I do? | | Your question had me momentarily confused. If one of your players wanted to
have a baby, you, the DM, should be the
last person she should talk to.
I take it that you mean that one of your
players would like his or her player character
to have a baby an event that certainly
requires the DMs involvement. I
suggest that you handle it discreetly offstage.
There is no reason to play out
having a baby; just assign a percentage
chance each game month that the mother
gets pregnant. The chance should never
be higher than 36%; you can increase the
chance slightly if one of the parents is an
orc or half-orc, and you should decrease it
if one of the parents is an elf of any type.
Once the mother is pregnant, you must
determine how long before the child is
born. The gestation period for humans is
nine months. This is the proper period for
most man-sized creatures. Gnomes and
halflings might require shorter lengths of
time. In nature, the length of gestation
depends on the birth weight of the baby,
not on the lifespan of the species. The
mother will have to refrain from adventuring
during the last half of the pregnancy,
and adventuring after the birth will
be difficult at best.
You may decide to introduce a few random
factors such as a survival percentage
for mother or child, or the possibility of a
miscarriage. Youre on your own there
just keep the chances small, if you use
them at all. |
496. | DR126 | Dragon #126 | My male paladin wants to marry a
chaotic-evil lady magic-user. Is this
okay or does he have to marry
another (female) paladin? | | This question is actually very complex.
To answer it fully, we would have to
define marriage itself. This would require
a philosophical treatise of considerable
length. To keep things short, lets make a
few assumptions:
1. The marriage conforms to the Western
definition of the term.
2. The paladin in question belongs to a
sect or church that allows its paladins to
get married in the first place.
3. The paladin in question has not taken
some kind of vow that might prevent him
from holding up his half of the marriage.
Whether or not these assumptions are
correct depends upon the circumstances
in your campaign. If they do apply, there
is no particular reason why your paladin
cant marry anyone he chooses. Remember,
however, that all paladins are strictly
lawful good. They are likely to run into trouble if they choose mates who are not
also lawful good. Indeed, marrying a
chaotic-evil character might actually cause
the paladin to lose his paladinhood. Diving
headlong into a relationship with such an
unpredictable spouse is a chaotic act, and
promising to support, shield, or even obey
an evil character suggests at least tacit
approval of the characters beliefs and
activities, and is evil in itself.
On the other hand, it is possible for
some sects to place any number of restrictions
or requirements on their paladins
marriages. This is up to your DM. In the
end, it is up to your DM to decide if a
marriage is acceptable.
|
497. | DR126 | Dragon #126 | What does TSR stand for? | | TSR doesnt really stand for anything,
any longer. The letters were taken from
the initials of the parent company, Tactical
Studies Rules. Tactical Studies Rules no
longer exists; only TSR, Inc. remains. |
498. | DR126 | Dragon #126 | Will TSR publish my module? | | TSR works with published authors only.
If you havent been published, try the
POLYHEDRON Newszine (if youre an
RPGA Network member); or DUNGEON
Adventures. Be sure to write for guidelines
and send a query letter first. |
499. | DR126 | Dragon #126 | I have two players who are always
getting into arguments during
games. They argue about rules, treasure
splits, mapping you name it.
Needless to say, witnessing these
arguments is not fun for me or my
other players. What should I do? | | Players who argue a lot probably
shouldnt play together. If this isnt feasible,
start dealing with the problem before
the game begins. Tell the players ahead of
time that you dont want them to fight.
During the game, try to shut the players
up before an argument starts. Try to anticipate
what the argument will be about,
and make a ruling on it, then make both
players stick to it.
After the game, explain to the players
that their fighting is spoiling the game for
everyone else. If the two players just dont
like each other, they have to be made to
understand that you the DM wont
tolerate personal arguments during the
game. When they argue about the rules,
make them understand that you the DM
make decisions about the rules. |
500. | DR126 | Dragon #126 | How do you fight a black dragon?
Spells dont work on them, and
theyre made out of acid. | | Black dragons are not made out of acid;
they simply use an acid breath weapon.
Spells affect dragons just as they affect
other. monsters if a dragon fails its
saving throw, the spell affects the dragon.
Dragons are also vulnerable to weapons. |