Sage Advice Collection

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 211DR053 Dragon #53 When a player character monk attains 8th level or higher, will there be non-player character monks seeking to defeat him in combat so as to attain his level? Will be always have to combat higher-level NPCs when this is necessary to attain the next level?  In a well structured campaign, there will be a monkish hierarchy even if there is only one monk player character of sufficiently high level to challenge for another monk’s position. In the extreme, this hierarchy would be delineated all the way up to the Grand Master of Flowers—a total of 12 positions (from 8th level through 17th) which would all be filled by NPCs if no player character has yet advanced beyond 7th level. At the least, the DM should provide opposition for a player character as it becomes necessary: Be sure there is an 8th-level monk for the upstart player character to battle, when the time comes, and have other “titleholders” prepared and ready to play if the player character rises even higher. The rules about advancement for monks are specific: A monk must meet a higher-level monk in hand-to-hand combat when the lower-level monk obtains enough experience points to qualify for ascension to the next level. This presumes the existence of higher-level monks, which the DM must provide if player characters do not already fill those positions. Otherwise, the lower-level PC monk’s efforts to rise in level, obtain experience points and strive for greater prowess and superiority become meaningless. It doesn’t necessarily work the same way when a player character is in a position to be challenged by a lower-level monk. It is not mandatory for higher-level PC monks to face challenges from lower-level aspirants, but such challenges will certainly come about in a campaign where the DM actively employs NPC monks, charting their advancement up the experience-point ladder just as for player characters. Challenges to a player character monk do not ever have to occur, but it would be ridiculous for a player character to make it all the way to Grand Master of Flowers without ever facing a bid for his position from a lower-level contender. 
 212DR043 Dragon #43 When the Dungeon Masters Guide or Players Handbook states that high-level clerical spells are only given by a deity directly, does that mean directly each time a cleric wants to recharge a high-level spell, or directly only the first time, upon acquiring a new level?  In Deities & Demigods it is stated that the gods punish their clerics’ transgressions by withholding higher-level spells when they do wrong. From this, it can be inferred that it is necessary for a cleric to make a new appeal to his/her deity for a spell of third level or higher every time such a spell is desired. 
 213DR064 Dragon #64 Can a two-classed fighter-cleric use edged weapons and mix the use of these with the use of clerical abilities (spells)? If this is not allowable, does that mean a two-classed character must follow the conditions of the more restricted class with regard to the use of certain weapons, the wearing of certain armor, and other particulars?  In essence, being a character with two classes means you can do different things at different times, which makes “double duty” desirable for some players and their characters. But twoclassed characters (always human) can’t legitimately mix the abilities and benefits of different classes at the same time the way multi-classed (always non-human or semi-human) characters can. Like it says on page 33 of the Players Handbook, “restrictions regarding armor, shield, and/or weapon apply with regard to operations particular to one or both classes.” From that statement, and the example that follows it concerning a two-classed fighter and magic-user, we can see that the intent of the rules is to keep the class functions separate. The result is that a twoclassed character must be played quite a bit differently than a multi-classed character who is practicing the same professions. A fighter-cleric wielding an edged weapon can’t successfully cast a spell, turn an undead, or perform any other cleric-type action. If the character wants to be able to hold a weapon and act as a cleric at the same time, it must be a weapon clerics are permitted to use. A fighter-MU can “carry (but not wear) armor and weapons not normally usable by magic-users,” according to the Players Handbook. Thus, a two-classed fighter-cleric ought to be allowed to carry (but not hold) an edged weapon and still use clerical abilities: It would be okay for the two-classed fighter-cleric to keep a sword at his belt and turn an undead, for instance— but if he tries to do the same thing with a sword in one hand and a holy symbol in the other, he’d better be ready to use that sword. A fighter-cleric carrying more than one weapon but not holding any particular one at a given time can perform as a cleric as long as one of the weapons he carries is permitted to clerics, and as long as that particular weapon is the one (if any) being drawn or wielded. 
 214DR117 Dragon #117 Can a cavalier use a crossbow?  In general, cavaliers shun the use of missile weapons, with the exception of elven and half-elven cavaliers who often use short composite bows. Cavaliers tend to see missile weapons as ignoble because they deal out damage at a distance, which calls the cavalier’s personal bravery into question. This does not mean that a cavalier cannot take proficiency in crossbow at higher levels, but the character risks losing status in the knightly community for doing so, depending upon the circumstances and whether or not the character is dependent upon the undesirable weapon. Historically, the crossbow was sometimes used by normal soldiers, so it would probably offend the cavalier, who is supposed to be superior. 
 215DR058 Dragon #58 Do dwarves rise to the 7th or 8th level of clerical ability? The DEITIES & DEMIGODS™ Cyclopedia (p. 108) and the Monster Manual (p. 35) either state or imply that 7th is the maximum, but the Players Handbook (p. 14) says 8th.  In his general article on dwarves in this issue of DRAGON™ Magazine, Roger Moore suggests one logical answer to this problem: To resolve the discrepancy, it can be ruled that dwarven clerics with 18 wisdom can ascend to 8th level, while all others are limited to 7th level. In the final analysis, whether a campaign includes 8th-level dwarven clerics or not (regardless of wisdom score) is a matter of choice and circumstance. Perhaps, if your campaign was begun with a pre-generated band of dwarves that includes characters who have 7th-level clerical ability (as per the Monster Manual), you might allow the possibility of those characters rising to 8th level. But such an advancement, if it is even possible, would take decades of game time to achieve. According to the age determination charts in the Dungeon Masters Guide, dwarven clerics who are established as NPCs are already almost 300 years old. If a dwarf has spent, say, 200 years rising from 1st level to as high as 7th level in clerical ability, then the advancement from 7th to 8th level is certainly not going to come about “overnight.” 
 216DR126 Dragon #126 When a map has a hex grid (hexagons instead of squares), and the scale is 24 miles per hex, what does this really mean? Is the distance measured from the centers of opposite sides or from opposite corners?  In most games, the distance across a hex is measured from the center of one side to the center of the opposite side. This is the case in the D&D and AD&D games. 
 217DR133 Dragon #133 How about some guidelines on the wish spell?  In one Lake Geneva campaign, wishes were sometimes used to gain treasure. A random amount of 5,000-40,000 gp (5d8 x 1,000) was the usual range. Experience was never awarded for this treasure, and a few local campaigns now actually deduct experience (½-l xp per 1 gp gained). A wish may never be used to gain experience or levels. A wish will produce a magical item (not of artifact quality) of up to +5 enchantment, lasting for one hour. The item is not actually created; it is just “borrowed" from somewhere. When the duration is up, the item disappears, returning “home." (Such an absence might anger the item’s owner, of course.) The Dungeon Masters Guide says that a wish can be used to permanently gain one ability score point as long as the score is not raised above 16. If the score is 16 or higher, it takes 10 wishes to raise it one point. Thus, it would take 20 wishes to raise an ability score from 16 to 18. A wish can temporarily raise an ability to 18. In some Lake Geneva campaigns, the duration for this effect is anywhere from 1d6 turns to 1d6 hours (6-36 turns), depending on how low the original score was to begin with. A wish can change a character’s race, but it can’t remove a racial class or level restriction entirely. Thus, an elf made into a human can rise as high as a human can in levels, but an elf (as itself) can at best only slightly exceed racial restrictions on maximum levels using a wish spell. A wish can duplicate other spells. One Lake Geneva campaign allows wishes to duplicate any other spells; another limits this to first- to seventh-level spells. Wishes can usually negate or change bad events. This can range from the previous hour to the previous week, depending on how many creatures are involved, the creatures’ relative power, and how specific the change is. A bad adventure involving a few adventurers could be wiped out completely after as much as a week, but a wish that negated the bad effects of the same adventure while preserving everything gained would have to be made within a day. The results of a minor battle involving normal troops could be changed after as much as a day. If the fate of a whole empire hinged on the battle, however, and there were powerful demons present, the wish would have to be made within the hour and be limited to changing the result a single key melee (which might or might not change the outcome of the battle). A wish which shows excessive greed or promises to be a campaign-buster should be twisted so that the exact wording is met, but the intent is not served. For example: “I wish to know everything there is to know about this dungeon,” would result in the character getting deluged with information which is quickly forgotten. If the party is being lazy and trying to avoid a piece of campaign business with which it ought to be concerned, it is incumbent upon the DM to see to it that the wish winds up costing the party more than it gains. If a wish is to be used in a tricky situation, players should limit the number of words in the wish. This list could go on. Ultimately, the DM must decide on his own guidelines for using wishes. A useful article on this topic appeared in the Best of DRAGON Magazine Anthology, volume 5: “Best wishes!” 
 218DR031 Dragon #31 In the AD&D PLAYERS HANDBOOK, under the Read Magic spell, it says that scrolls must have the spell cast upon them before they can be read by the Magic-User. What does a magic-user do if he doesn’t have a Read Magic? What about the poor illusionist who has no Read Magic spell at all, except perhaps as a seventh-level spell? Furthermore, what do clerics do about scrolls? Do they have any?  In the DUNGEON MASTERS GUIDE, it says that all magic-users know the spell Read Magic. They would be worthless to their master (from whom they learned the profession) without it. Illusionists don’t need a Read Magic. as all of their spells are written in the same secret language. This also applies to clerics. even though their spells are god-given, so yes, clerics can have scrolls. 
 219DR131 Dragon #131 Where are monsters? psionic abilities explained?  In the Players Handbook, starting on page 110, and in the Dungeon Masters Guide, starting on page 76. 
 220DR031 Dragon #31 In our town of Terre Haute, there is an eighthlevel paladin that has a favorite saying, “Repent or Die.” On one occasion he pulled back the arm of a captured orc, placed a Ring of regeneration on his finger and then ripped his face off. When the orc’s face healed, he would do it again. He says he has a valid right to do this, because torture was very much a part of the inquisition and he is saving the orc’s soul. This raises two questions. First, is the paladin still a paladin and if not, is he changed forever?  Inform the paladin he isn’t one any more. His new alignment is now lawful evil. Paladins tend to frown upon torture of any kind for any reason and would not let it be done in their presence, let alone do it themselves. Good and the process of law must be followed. Everything a paladin does must obey laws of good and thereby insure that all are treated fairly and just. Granted, a lot of cruel and heartless things have been done in the name of religion, but that doesn’t mean that it was good or right. Men have always done strange things for even stranger reasons. For the paladin to have tortured the orc was an evil act, and therefore he has given up the right to be a paladin. I suggest that he not be allowed to regain it, either, but if you decide to let him, make sure the quest is long, hard, and nearly impossible to accomplish. 
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