Dragon Magazine 078.pdf

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    3/100DRAGON 1

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    2 OCTOBER 1983

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    Dear Dragon:

    I am greatly disturbed with your new policy

    change as expressed in #76. In the past, whenreaders would write in asking for more articles

    on one topic or another, you would always saythat was and would be a magazinewhich would cover the whole gamut of role-playing games.

    Now what will become of games whicharent either SF or fantasy? In the interest ofkeeping genres separate, you will have to starta magazine for and allof the other role-playing games on the market.

    I really feel bad about writing this letter,because is one of the loves of my life,and I always thought that if I were to write toyou, it would be in praise of something. I

    would think that if main concernwas with its readers, then it might have sentout a questionnaire to its loyal subscribers,asking for their opinions on this issue.

    Im sure that the overall quality of your

    magazine will remain high, but to me therewill always be a great hole where articles on and used to be.

    David Sann

    Randallstown, Md.

    The introduction to the index says, Unfor-tunately, business and economic reasons make

    it practically impossible for us to consider

    reprinting earlier issues in their entirety. Iunderstand why Dragon Publishing cannot

    The only error in the format of the index isthe lack of inclusion of the articles in the two

    Best of Dragon anthologies. Although I realizethat these articles are listed in the index, I stillthink they should have had a separate listingunder a Best of title.

    The Dragon Magazine Index in issue #76

    was both timely and well done. Nevertheless,there were a few errors in it. Under the headingMonsters (New), gem vars should be listed asin issue #56 and not in issue #46. In addition,the Finieous Fingers heading is incomplete.Also, I could not find the Random MagicItems article (#57) or the Little People of theIroquois (#61) listed anywhere in the index.

    Dear Editor:

    Clifton Jessop

    Rochester, N.Y

    I am surprised that Mr. Gygax has not givenan official ruling on the illusionist spell

    All the controversy it hasreceived, on such things as illusionary clericshealing people, walking over illusionary

    bridges, real damage being taken by the recip-ients of the spell, etc., should have signaledMr. Gygax that there is a recurring and seriousproblem with this spell. An official article, or aletter in Out on a Limb, would be greatlyappreciated by me and many other AD&Dplayers.

    Dear Editor:

    DRAGON 3

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    Copyright query

    Ad accolades

    Sharps shooter

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    5

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    DRAG O N

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    DRAGON

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    DRAGON 11

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    12 OCTOBER 1963

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    DRAG O N 1

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    14 OCTOBER 1983

    . .

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    DRAGON 15

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    DRAGON 2

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    DRAGON

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    DRAGON 2

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    DRAGON

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    DRAGON 3

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    DRAGON 3

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    DRAGON

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    D R A G O N

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    CURSE LORE

    44 OCTOBER 1983

    ESP, charm

    DMs INFORMATION

    charm

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    DRAGON

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    6 OCTOBER 1983

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    DRAGON

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    level underground

    DRAGON 5

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    Second level underground

    DRAGON 5

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    DRAGON

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    D R A G O N

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    DRAGON 6

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    the

    7

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    DRAGON

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    D R A G O

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    D R A G O

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    DRAGON

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    *

    sort

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    freight line), 20% (suburban commuter or freight), or 30% (urbancommuter or freight). The train is first noticed by those in thevehicle when the train is at a distance of 200-2,000 feet from thecrossing (roll randomly or assign a range of sight based on thesurroundings). It will be traveling between 20 and 50 mph (pos-sibly faster in open country), depending on the type of train andthe surroundings. The speed and length of a train will determinehow long it blocks an intersection; most of the time, vehicles willhave to wait from 1-10 minutes to get across the tracks.

    A vehicle approaching an occupied railroad crossing hasthree options

    one, turn off the road and backtrack or findanother route; two, come to a stop at the crossing and wait forthe train to pass; and three, go for it. Options one and two areself-explanatory. The fun one is handled this way: Make no cal-culations, and dont allow players to make any calculations,until the driver has announced a decision to try to beat the train.Then, break down the speed and distance traveled of the trainand the vehicle into one-second increments, until plotting on themap determines whether the train and the vehicle will hit. If thevehicle hits the train, determine the effect on the vehicle and pas-sengers as for a roll of 126 or more on the Crash Table.

    Drawbridge: If a drawbridge (like the one Murphy jumped atthe start of this article) is in use, it will be on the way up ordown, and thus can be jumped, 50% of the time. The other halfof the time it will be in the fully raised position, it cannot be

    jumped, and it will not begin going down for 1-10 minutes after

    the vehicle arrives at the site. The chance of a drawbridge beingin use at any given time depends largely on other circumstances(time of day, shipping schedules, etc.), or can be determined tooccur randomly on a roll of 40% or less.

    Only a vehicle of Large size or smaller can jump a bridge suc-cessfully, and only if the vehicle is traveling faster than 55 mphwhen it reaches the bridge. If these two conditions are met, the

    jump is successful; however, the landing on the other side maybe a rough one. A vehicle landing after jumping a drawbridge is

    treated as if it had just failed to negotiate a high-speed turn; rollfor the vehicle on the Turn Failure Chart under this category.

    Special situationsDriver incapacitated: If the driver is disabled and cannot con-

    trol his vehicle, it is possible for a passenger to reach out andgrab the wheel by making a roll of Coordination or less. Thepassenger will only be able to steer the car unless the driver ismoved from his seat; this will take one turn, or two turns if thedriver is wearing a seat belt. If the vehicle has only one pas-

    senger, the only way that person can steer the vehicle and movethe driver aside at the same time is by pushing the driver out thedrivers side door.

    Jumping from one vehicle to another: A character can leapfrom one moving vehicle to another under these conditions:

    The target vehicle must offer a suitable place to land, and/or ahandhold for the jumper to grab.

    Someone must control the vehicle being jumped from, unlessthe vehicle is an animal (a rider on horseback, for instance).

    The distance to be jumped must not exceed three feet.The vehicle being jumped from must be going at least as fast

    as the target vehicle.If these conditions are met, the jumper will succeed on a roll

    of his Coordination or less. (Rolls of 01-05 are automatic successand rolls of 96-00 are automatic failure.) The dice roll is modi-fied by -1% for every 1 mph difference in speed between the two

    vehicles and remember that any jump will fail if the target ismoving faster than the vehicle being jumped from.

    Someone who has made a successful jump must roll hisStrength or lower on each turn thereafter to keep from beingshaken loose. The dice roll is modified by +l0% if the driver ofthe vehicle announces that he is trying to shake off the jumper. Ifthe jumper falls from the vehicle before it comes to a stop, hesustains one injury (as per projectile combat) for each 10 mph ofspeed the vehicle had at the time of the fall.

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    DRAGON 83

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    camp

    8 6 O C T O B E R 1 9 8 3

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    DRAGON 87

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    DRAGON 91

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    D R A G O N 9

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    Missing monsters

    appreciation

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