| Ref | Ouvrage | Question | | Reponse |
---|
251. | DR123 | Dragon #123 | D&D® Masters Set : What is the effect of a light catapult
on a castle? How about on
creatures? | | Light catapults and other siege engines
are covered in the Masters Players’ Book,
pages 23-32. |
252. | DR123 | Dragon #123 | D&D® Masters Set : What exactly are the differences
between light crossbows and heavy
crossbows? | | Light crossbows have ranges 60/120/180
and can be fired once per round. Heavy
crossbows have ranges 80/160/240 and can
be fired once every two rounds unless the
user has an 18 strength, in which case the
heavy crossbow may be fired every round.
Light crossbows cost 30 gp and have an
encumbrance of 50 cn. Heavy crossbows
cost 40 gp and have an encumbrance of 70
cn. See the Master Players’ Book (pages 17,
18, and 20) for more information. |
253. | DR117 | Dragon #117 | Can a cavalier of name level or
higher build a castle or other
stronghold, then collect revenue
from the inhabitants? No rules are
given in the class description for
handling the situation. | | Like fighters, cavaliers are permitted to
build strongholds when they reach name
level. Given the cavaliers social standing,
such a stronghold would have to be grand
and stylish, with a large staff. A cavalier
who was born into a noble family might
receive a castle and grounds as part of an
inheritance, though for game purposes the
character should be name level before
assuming full control of the estate. Or, if
you are using a full medieval European
motif for your campaign world, land for a
stronghold might be granted by the cavalier
s liege lord as a reward for good and
sufficient service upon reaching name
level. The latter method is especially suitable
for second sons of noble houses who
are not in line for inheritance, and for
characters who have worked their way up
to cavalier status from common backgrounds.
[See also Feuds and Feudalism,
by John David Dorman, in this issue.]
Revenue collected is a matter for the
individual DM to decide, based on the
campaign economics and the relative
wealth of the region. Colonists in a previously
unsettled wilderness area cannot
produce as much revenue as would be expected from a civilized realm. The structure
and economy of the cavaliers realm
should be worked out in detail for an
extended campaign, but for occasional
gaming assume that the cavalier collects
double the revenue that a fighters freehold
would produce. |
254. | DR126 | Dragon #126 | How can I find a store that sells
D&D games and accessories? | | Look in, your local Yellow Pages (if you
havent already) under: Hobby; Hobby
Stores, Retail; or, Books. Your local library
probably has out-of-town phone directories
which will include yellow Pages for
towns near you. |
255. | DR134 | Dragon #134 | D&D: How long does lycanthropy take to
set in? Can it be cured? Can a player
character who is turned into a
lycanthrope continue play? | | Lycanthropy has an onset time of 2-24
(2d12) days, and until that time this magical
disease is curable by a cleric of 11th or
higher level. Once the change occurs,
however, the afflicted character becomes a
DM-controlled monster. |
256. | DR032 | Dragon #32 | Under the Lycanthropy section of the DUNGEON
MASTERS GUIDE it states that a paladin caught the
disease. Paladins cant contract disease. Please explain why
you said this. | | Lycanthropy is not a disease, but it is often called one. To
become a lycanthrope you must contract it like a disease even though it
is a curse. If it were a real disease, a Remove Curse would not work on
it, and a Cure Disease would not have a three-day time limit on it.
Lycanthropy is very complicated, and paladins are not exempt from it.
Paladins already have it pretty good; we can’t let them have everything
rosy. |
257. | DR120 | Dragon #120 | D&D® Companion Set : Since paladins and avengers can
cast spells, can they also use wands
and staves? | | Magical items do not require spellcasters;
they require certain character
classes. A paladin or avenger is still a
fighter and cannot use an item usable only
by a cleric, druid, or magic-user. |
258. | DR058 | Dragon #58 | Are there any alignment restrictions for dwarves? The Monster
Manual says they are lawful good. | | Many of the particulars of the Monster Manual description of
dwarves are intended only to strictly apply to non-player character
dwarves. Alignment is one of these particulars: Not all
player character dwarves have to be lawful good, just like not all
player character dwarves have to have just one hit die, and not
all player character dwarves will be “Very” intelligent.
No player character race is restricted as to what alignment a
member of that race can be. The only restrictions placed on
races concern what classes they can become — and some of
those classes have alignment restrictions, but that’s a different
matter.
A player character dwarf can be a thief, an assassin, or a
fighter, or certain combinations of those classes. If all dwarves
had to be lawful good, no dwarf would be able to be a thief or
assassin. Player character dwarves can theoretically be of any
alignment, as long as it fits the rules for the class(es) they
belong to.
Non-player character dwarves, as described in the Monster
Manual, are considered differently. NPC dwarves will be predominantly,
if not exclusively, lawful good in alignment. Virtually
all of them, except for leader types, will have no more than 1
hit die, and virtually all of them will be above average in intelligence.
Also note that the MM makes no mention of dwarven
thieves or assassins being encountered in a large group; all of
the higher-level dwarves in a group of NPCs are either fighters
or fighter/clerics. If you play NPC dwarves “by the book,” there
can never be dwarven thieves or assassins, and if those character
types are included in an adventure or a campaign, the
Monster Manual information (at least with regard to alignment,
armor and weaponry in this instance) will have to be “modified”
accordingly. |
259. | DR134 | Dragon #134 | D&D: Is it okay for a player to have more
than one character in a campaign? | | Many players have more than one character
in a given campaign. This allows a
choice of characters for any particular
adventure, and it insures that the player
has a character to play if one of his characters gets involved in a prolonged adventure
or project. Some DMs allow players to
play more than one character at a time,
but we recommend this when only a few
people are playing; otherwise, it becomes
too complicated to manage. |
260. | DR122 | Dragon #122 | Oriental Adventures : When can special maneuvers be
used? For example, can a character
with prone fighting skill use a
katana while prone? | | Martial arts special maneuvers may be
used only in conjunction with the character’s
style; a katana is not a martial arts
weapon and cannot be used with any
martial arts style or special maneuver.
However, common sense dictates that the
special maneuvers from the mental and
physical training category can be used any
time, unless their descriptions state
otherwise. |