Sage Advice Collection

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 511DR126 Dragon #126 What is a Sphere of Death?  There is no object or item called the “Sphere of Death.” The AD&D® game has magical item called the sphere of annihilation, found in the DMG. In the D&D Immortals Set, the Sphere of Death is the same as the Sphere of Entropy, one of the five metaphysical Spheres that control all things in the multiverse of the D&D game; the other spheres are Matter, Energy, Time, and Thought. See the D&D Masters and D&D Immortals Sets for a more complete explanation.  
 512DR126 Dragon #126 What does “NSA” mean?  “NSA“ refers to swords, and means “No Special Abilities.” In other words, the sword is unintelligent and does not have an ego or any extra powers. 
 513DR126 Dragon #126 Where can I find reusable hex sheets for making game maps?  The TSR Mail Order Hobby Shop sells laminated sheets with 25mm hexes on one side and 25mm squares on the other. One can draw on them with overhead projector pens or other water-soluble markers, then wipe them clean for reuse. This product is called a laminated hex sheet; its stock number is Z-10500, and it costs $5.00 per 21” x 34” sheet. This product is not in the catalog, but can be ordered by mail. 
 514DR126 Dragon #126 What is a murder hole?  A murder hole is an opening in a ceiling, usually in a fortification, from which a defender can attack an intruder with a spear or other long, stabbing weapon. It is very hard to return an attack made from a murder hole. In the D&D game, a murder hole provides the attacker with full cover (-4 AC bonus). In the AD&D game, a murder hole provides 75% cover (+7 defensive adjustment). 
 515DR126 Dragon #126 My players want to roll their own dice. Do I have to let them?  No. The DM is free to establish whatever “table rules” he wishes. Most players will enjoy the game more, however, if they are allowed to make their own die rolls. If you are worried about cheating, you can still allow players to make their own rolls but require any roll to be witnessed by at least two other players. 
 516DR126 Dragon #126 My regular D&D gaming group has grown to 12 players. Do you have any suggestions on how to handle so large a group?  The key to handling any group of that size is organization. Make sure that you have a summary of each character’s statistics, spells, and items at hand. This quickreference material will eliminate delays. When a melee develops, ask each player in turn (using some form of PC initiative system or by simple round-robin selection) for his character’s actions. Don’t allow the players to speak out of turn. Using figures to illustrate the party’s marching order and each character’s position when melees occur will also help. 
 517DR126 Dragon #126 Can the DM also play in a roleplaying game?  DMs should not be players in their own campaigns; they are supposed to be neutral and disinterested people who control the action, resolve conflicts fairly, and try to make sure that everyone has a good time. The DM may control NPCs who join a party and act like PCs, but this is not the same as playing. When playing in someone else’s campaign, a DM is just another player; he has no special rights or privileges. 
 518DR126 Dragon #126 Why wasn’t the STAR FRONTIERS game included in the game-to-game conversion section of the Dungeon Masters Guide?  The STAR FRONTIERS game was published after the DMG. Conversions between the two systems are difficult, since they are so dissimilar. Your best bet is to assign AD&D game statistics to STAR FRONTIERS’ characters and weapons (or vice versa) on a case-by-case basis. Your own judgment must suffice; just be as consistent as possible. 
 519DR126 Dragon #126 How many points of strength or constitution will a PC gain if he spends nonadventuring time exercising?  Officially, none. All character classes are assumed to exercise to a degree appropriate to their professions. The less-physical classes fill in their nonadventuring time with study and mental exercises. Note that the cavalier class, as given in Unearthed Arcana, can improve some of its characteristics over time. 
 520DR126 Dragon #126 How thick and strong is a 50’ rope?  The average adventurer’s rope is probably 9/16” hemp (judging from the encumbrance rules). Such a rope has a “parting strength” of 3,450 lbs., if it is in good condition. Doug Niles, author of the Dungeoneer ’s Survival Guide, notes that when used to abruptly halt a free fall, a rope’s effective strength can be as little as 10% of its maximum. 
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