Sage Advice Collection

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 491DR124 Dragon #124 D&D® Expert Set : The rules say that ships without sails have only a 20% chance to ride out a storm. Don’t galleys have sails? If so, don’t 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. 
 492DR124 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. 
 493DR126 Dragon #126 Where can I get cardboard figures for use with fantasy role-playing games?  TSR’s 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 can’t find them locally, you can order them through the TSR Mail Order Hobby Shop, PO. Box 756, Lake Geneva WI 53147. 
 494DR126 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 don’t 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. Don’t let a player tell you otherwise. If you don’t want the deity to appear, it doesn’t. 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, don’t allow it into the game, no matter where the player says it came from — whether you believe him or not. Bust doesn’t 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. 
 495DR126 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 DM’s 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. You’re on your own there — just keep the chances small, if you use them at all. 
 496DR126 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, let’s 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 can’t 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 character’s 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.  
 497DR126 Dragon #126 What does “TSR” stand for?  TSR doesn’t 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. 
 498DR126 Dragon #126 Will TSR publish my module?  TSR works with published authors only. If you haven’t been published, try the POLYHEDRON™ Newszine (if you’re an RPGA™ Network member); or DUNGEON™ Adventures. Be sure to write for guidelines and send a query letter first. 
 499DR126 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 shouldn’t play together. If this isn’t feasible, start dealing with the problem before the game begins. Tell the players ahead of time that you don’t 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 don’t like each other, they have to be made to understand that you — the DM — won’t tolerate personal arguments during the game. When they argue about the rules, make them understand that you — the DM — make decisions about the rules. 
 500DR126 Dragon #126 How do you fight a black dragon? Spells don’t work on them, and they’re 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. 
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