Sage Advice Collection

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  Ref  Ouvrage  Question   Reponse 
 470DR079 Dragon #79 What are the following weapons like in AD&D gaming: great axe, great bow, great sword?  The great axe is a bardiche or halberd (which are both poleaxes); the great bow is a long bow or long composite bow; the great sword is a two-handed sword. 
 471DR121 Dragon #121 Oriental Adventures : One of the forest barbarian’s preferred weapons is the harpoon. This weapon isn’t mentioned in the rules.  The harpoon is described in Unearthed Arcana, on pages 26, 27, and 77. 
 472DR134 Dragon #134 D&D: Is it possible to sever a slain medusa's head and use it to turn opponents to stone?  The hero Perseus did exactly that in Greek mythology. I recommend that the head retain its power for not more than a day (and possibly less). Note that any treasure carried by a petrified character or creature also turns to stone and cannot be recovered until the victim is brought back. The DM might rule that the medusa's snakes will stay alive for a short time and will attack a character who tries to carry the head. 
 473DR121 Dragon #121 Oriental Adventures : The rules say that when two kensai are engaged in a psychic duel, only the levels of the kensai affect the outcome. Does this mean the higher-level kensai always wins? What about two kensai of equal level?  The higher-level kensai does not always win. Use the normal procedure, as neither kensai gains a bonus against the other. 
 474DR121 Dragon #121 Oriental Adventures : What is the bushi honor loss for proficiency with a ninja weapon? It’s not listed on page 42 of Oriental Adventures.  The honor loss is - 1, the same as for kensai. 
 475DR122 Dragon #122 D&D® Companion Set : How are illusory walls created?  The individual DM must decide. There can be a high-level illusory wall spell, or they can be constructed with a rare magi. cal item, or simply a phantasmal force of a wall made permanent with a permanence spell. 
 476DR119 Dragon #119 D&D® Immortals Set: Are the magical effects listed on the inside back cover of the DM’s Guide to Immortals the only effects usable by Immortals of Entropy?   The inside back cover lists the only powers usable by those Entropy Immortals known as demons, but there are other Immortals of Entropy who can use any magical effect at the appropriate Sphere cost. 
 477DR121 Dragon #121 Oriental Adventures : Do kappa get a damage bonus as well as a “to hit” bonus for high strength?  The kappa’s damage bonus is subsumed in the damage range listed. They do get the “to hit” bonus, just as the description states. 
 478DR126 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. 
 479DR053 Dragon #53 My character is a lawful neutral monk in a party with two neutral evil characters and two neutral goods. The DM says that if our party runs into a party of lawful neutral monks and fighting breaks out, my monk would join the other monks in fighting, against my party. I think the DM is full of it. What do you think? There is a lawful evil high-level NPC monk in our campaign. What will happen when my lawful good player-character monk gains enough experience to challenge this monk for position? There seem to be many ways in which an evil character could avoid such a challenger. How can such an opponent be made to “fight fair”?  The key to properly determining a monk’s course of action in each of these examples has to do with understanding the conceptof lawfulness. Monks must always be lawful, and for very good reason, because a monkish hierarchy and advancement within that hierarchy would be valueless if so much as a single nonlawful element was allowed to “contaminate” it. The purpose and goal of lawfulness, from the definition of lawful neutral in the Players Handbook, is “bringing all to predictability and regulation.” Lawful characters must always be predictable in their actions and motives. The Dungeon Masters Guide adds that it is vital for all lawful neutral characters to have “regimentation and strict definition” in their lives and their outlook on life. How is this applied to the first situation? Simply this: A monk’s lawfulness will cause him to always honor the prior commitment he made to the members of the party he’s with. His allegiance is to his comrades first, because that’s the lawful thing to do. Of course, if the party members treat the monk in a less than lawful fashion themselves, they must be willing to suffer the consequences of that action if the monk elects to “desert.” No lawful character will remain allied to a party which treats him unfairly, regardless of previous commitments — and may get rather fervent in his objections to such treatment. if the concept of lawfulness is correctly interpreted and properly integrated into an adventure or a campaign, no “desertion” of this sort will occur without extenuating circumstances—and in no event should a DM ever feel justified in decreeing that such an event must take place. It is the character’s (and player’s) right and responsibility to decide what to do. After that decision is made and carried out, it is the DM’s right and responsibility to evaluate the “correctness” of the decision in light of the character’s professed alignment. A lawful player character cannot be forced (by the DM directly) to do something unlawful, but should always be held accountable if it happens involuntarily as the result of a game activity, or if the character does it of his own free will. The guidelines in the definitions of lawful neutral similarly apply to lawful evil characters, who must also respect “the system.” A lawful evil monk will “fight fair” with, respect to lawfulness — that is, he will recognize and accept the challenge of an up-and-coming monk. He will respect the challenger’s right to face him in hand-to-hand combat, because that’s the foundation of the system which all monks are bound to uphold. It is not lawful, for instance, for an evil monk to sequester himself in a stronghold while a mob of monsters stand guard to make sure no other monk can get to him. In such a situation, the lawful thing to do would be to allow the challenger to pass freely past all wards and obstacles — and then ambush the challenger from the shadows as soon as he’s within striking range. A lawful evil monk should have to “fight fair” in making it possible for the hand-to-hand combat to take place — but once the battle is joined (in most cases, begun by an evil sneak attack), it’s every monk for himself. By contrast, a pair of lawful good monks competing for the same position would probably square off with great ceremony, like prizefighters or sumo wrestlers do, and conduct the whole matter as “fairly” as possible, including the presence of a referee. And the two kinds of challenging don’t mix easily. Only a very powerful or very self-confident evil monk would agree to an elaborate ceremonial combat against a good monk —and if he does consent to fight in this fashion, he’s going to have something up his sleeve anyway. 
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