| Ref | Ouvrage | Question | | Reponse |
---|
511. | DR126 | 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.
|
512. | DR126 | 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. |
513. | DR126 | 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. |
514. | DR126 | 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). |
515. | DR126 | 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. |
516. | DR126 | 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 characters 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 characters actions. Dont allow the
players to speak out of turn. Using figures
to illustrate the partys marching order
and each characters position when melees
occur will also help. |
517. | DR126 | 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
elses campaign, a DM is just another player;
he has no special rights or privileges. |
518. | DR126 | Dragon #126 | Why wasnt 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. |
519. | DR126 | 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. |
520. | DR126 | Dragon #126 | How thick and strong is a 50 rope? | | The average adventurers 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 ropes
effective strength can be as little as 10% of
its maximum. |