Is owner
View only
Upload & Edit
Dragon_Magazine_096.pdf
Download
Share
Add to my account
Buy ads here
background image
background image
background image
D
R A G O N
 
1
background image
20
28
45
A
PRIL
 1985
Publisher
Mike Cook
Editor-in-Chief
Kim Mohan
Editorial staff
Patrick Lucien Price
Roger Moore
Graphics and production
Roger Raupp
Subscriptions
Georgia Moore
Advertising
Andrea Lee Anderson
Contributing editors
Ed Greenwood
Ken Rolston
Katharine Kerr
This issue’s contributing artists
Jack Crane
Roger Raupp
Bob Maurus
Phil Foglio
Valerie Valusek
Jayne Hoffmann
Marvel Bullpen
Dave Trampier
Richard Tomasic
Joseph Pillsbury
Larry Elmore
SPECIAL ATTRACTIONS
47
Deck plans for the GINNY’S DELIGHT
In-scale accessory for STAR TREK™ : The Role-Playing Game
43
— the ultimate adventure
And the title of our Lirpa Loof section . . . get it?
OTHER FEATURES
8
New jobs for demi-humans — Gary Gygax
Official AD&D
®
 game alterations that elves will especially like
10
What good PCs are made of — Katharine Kerr
The non-statistical aspect of character creation
20
The ecology of the gulguthra — Ed Greenwood
You don’t know the name, but you do know the monster
28
The handy art of forgery — Keith Routley
A new, and non-violent, ability for assassins
32
Books to games? Perhaps — Arn Ashleigh Parker
How to use literature as the foundation of a campaign world
38
PBM update: news & views — Mike Gray
Play-by-mail happenings, plus five game evaluations
56
Getting in over your head — Craig Barrett
DRAGONQUEST™ game rules for aquatic action
64
Inglaf’s Dream — Ama Darr Rogan
. . . with an ending you might not have figured on
68
ORIGINS Awards nomination ballot
Send in your choices for the best of 1984
DEPARTMENTS
3
Letters
25
Off the shelf
90
Wormy
6
The forum
69
The ARES™ Section
93
Dragonmirth
16
World Gamers Guide
86
Convention calendar
94
Snarfquest
24
Coming Attractions
COVER
It should come as no surprise that Jack Crane does a lot of detailed, engineering-
type illustrations when he’s not painting covers for DRAGON
®
 Magazine. He
used his technical skills and his painting skills to come up with “Andragon,”
depicting a basement-sized do-it-yourself kit that will amaze your friends and
neighbors — and maybe even your mom.
background image
Rational question
Dear Dragon,
I read Katharine Kerr’s article on feeding an
army in motion (“An army travels on its stom-
ach,” issue #94) and I was glad that someone
finally outlined a system for feeding an army.
After reading it I was left with one major ques-
tion. In the Players Handbook, on the equipment
list, iron rations are listed as costing 5 g.p. for
one week’s worth. My question is simple: Could
a soldier function normally if given only iron
rations and water? Iron rations are not very
expensive and last a long time without spoiling.
Jonathan Zaleski
Selden, N. Y.
I think a soldier could “function normally” if
all he consumed was iron rations and water, but
the problem of having enough food for a large
army is not solved just by having each man pack
a supply of iron rations, for these reasons:
On a small scale, it may be true that “iron
rations are not very expensive.” But let’s imagine
a 1,000-man army that’s about to go on a march
that could take as long as two weeks. It would
cost 10,000 gold pieces to buy two weeks’ worth
of iron rations for every soldier — assuming that
the leader of the army can find a merchant who
has 2,000 one-week portions of iron rations to
sell.
According to Appendix O of the DMG, a
portion of iron rations has an encumbrance value
of 75 gp, so that two weeks’ worth would take up
150 gp worth of weight and space in a soldier’s
gear. Each soldier would also have to carry a
substantial amount of non-edible equipment, and
the result might be that many soldiers wouldn’t
be able to carry all their necessary gear and also
have room for a supply of food. You can’t count
on being able to pick up non-edible equipment
while on the march, but it would be a lot easier to
find food along the way. So, many of the soldiers
would not be able to pack all the food they would
need, and they would have to find it while they’re
on the move.
And even if every soldier could carry enough
iron rations to last him throughout the journey,
that doesn’t address the problem of how to feed
the animals that are traveling with the army For
the reasons described in the article, it would
probably still be necessary for the army to find
some food along the way to keep all of the horses,
mules, etc., alive and able to do their jobs.
So, although it’s a good idea that might work
in some situations, iron rations would not solve
all the problems of how to feed an army on the
march. — KM
Jump adjustment
Dear Dragon,
I have a question about “Short hops and big
drops” (issue #93). In the example where Jan
Zweihander is chasing a halfling thief, wouldn’t
the halfling’s extra jump number be 1, because
his modified jump number is 5, changed to 10
because of a running long jump, and 10 sub-
tracted from 11 is 1. So he would have a 30%
chance of jumping instead of 80%. Would you
explain this a little better, please?
Travis Boelter
New Ulm, Minn.
Yes, it should be explained a little better. The
computation in the example is correct, because
the “double credit” for a running long jump was
accounted for by dividing the distance of the 11-
foot jump in half. The halfling’s chance of success
was calculated as if she were attempting a 5½-
foot horizontal jump with no running start. That
distance is only ½ higher than her modified jump
number of 5, which is why (according to the table
on page 22) her chance of success is 80%. Divid-
ing the distance in half accomplishes the same
thing as doubling the character’s jump number
for a running long jump. The division step was
done “automatically” in the text of the article,
not explained when it was performed, so we can’t
blame anyone for not quite understanding how
the example worked.  — KM
Eye examination
Dear Dragon,
I have a question about the article on the eye of
the deep (#93). It says that when an eye of the
deep grabs hold of one of its victims, it attacks at
+2 or +4 depending on the number of claws
holding the victim. Also, because of the claw
holding the adventurer, his attacks are made at -2
if held by one claw and at -4 if held by two. My
question is, does dexterity affect this penalty to
hit? When attacking with two weapons, the
higher a character’s dexterity is, the less of a
penalty. Shouldn’t this apply here, too?
Seth Walther
Marietta, Ohio
Attacking with two weapons isn’t really a
similar circumstance to being grabbed and held
by an eye of the deep, but it does seem logical to
give a character with high dexterity less of a
penalty to hit when he’s being grabbed by an eye
of the deep; following the system on page 70 of
the DMG, try an adjustment of +1 for every
point of dexterity over 15. All that does is add a
little more detail on top of the new information
given in the article. If you use a dexterity benefit
like this because you think the monster is too
tough, then leave well enough alone. But if you
want to tinker a little more to maintain a balance
of power, you can add in a “reflex attack” for the
monster: Whenever an eye of the deep takes
damage from an attack by the character it is
holding, it will reflexively squeeze its pincers
tighter, doing twice normal damage (4-16 points)
to the held character before releasing him.
Ecology articles, as complete as we try to make
them, are not as detailed as monster descriptions
could be. There’s always room for a little more
elaboration, but the amount of detail you use is
always your decision; the extra “rules” incorpo-
rated into ecology articles are not official
changes, so you can do anything you want with
them — or nothing at all. We can’t give a yes-or-
no answer to a question like “Does dexterity
affect this penalty to hit?” Whether it does or not
is up to you. — KM
Urisky business
Dear Dragon,
In issue #94 it says that urisks have the natural
ability to hide in natural terrain. I would like to
know the base percentage chance for one success-
fully doing so. I would also like to know if there
are any modifiers to this base chance.
Andrew Peterson
Lunenburg, Mass.
This ability is played the same way as an elf’s
ability to blend into his surroundings. Only
someone who is able to detect invisible objects (by
virtue of magic or intelligence) can see a urisk if
the creature is trying to conceal itself in appropri-
ate surroundings, so the only “chance of success”
involved is whether or not an onlooker sees the
urisk — which is more like a “chance of failure.”
Note that if the urisk moves, its (effective) invisi-
bility will probably be negated — and certainly it
will become visible if it launches an attack from
its hiding place. — KM
The last word
Dear Editor:
In the pronunciation guide (#93), it states the
pronunciation of Titivilus as ti - tiv - i - lus, while the
earlier article “Nine Hells Revisited” states it as
tih - tee - vie - lus. Which is correct?
Eric S. Goldstein
Greenlawn, N. Y.
I wondered how long it would take someone to
notice those conflicting pronunciations. For the
record, the pronunciation given in issue #93 can
be considered “correct,” since it appears in a list
of pronunciations that we regard as official. It’s
unlikely that a character’s fate in an adventure
will ever depend on whether he knows how to
pronounce someone’s (or something’s) name, but
it is nice to all be able to speak the same “lan-
guage.” — KM
One good turn . . .
Dear Editor:
I just discovered your magazine and think it is
great. Now that I have complimented you, I need
a favor. I understand that many of your old issues
are sold out, so all you have to do is make a
photocopy of all the pages from those old issues
and send them off to me. If you do this for me, I
will buy another copy of your magazine next
month and maybe write you another nice
letter.
Howe Audacious
Greedy Hollow, Ariz.
Dear Howe:
I can’t say how nice it was to hear from you.
As soon as your letter arrived, all us of dropped
whatever we were doing, commandeered all the
photocopy machines in the company, and spent
three days making you a complete set of all the
old issues. Look for a large truck to back up into
D
R A G O N
 
3
background image
your driveway one of these days and drop off an
enormous crate. All the old issues will be inside
— we promise.
The Editor
Point of contention
Dear People:
You usually do a pretty good job, but I think I
found a pretty bad mistake in this month’s issue.
My copy has the usual 96 pages, but all of them
are duplicates of the table of contents. If you
don’t send me a good copy, I’ll have to go to the
library across the street from my house and
permanently borrow one of theirs. They get a
whole lot of copies, and I’ll bet you never send
them bad ones.
Vic Timm
Pickton, Me.
Mister Editor:
The strangest thing has happened. Your maga-
zine is very popular here in town, and we have to
maintain 96 separate subscriptions to meet the
demand. (A lot of boys accidentally take them
home inside their schoolbooks, and other copies
seem to get lost at home after they are checked
out.) Well, this month all 96 of the magazines
arrived as usual, but not a single one of them had
a table of contents page in it. Can you suggest
how we might solve this problem, so we won’t
have to deal with complaints from people who are
forced to steal defective magazines?
Dear Mrs. Date:
A word to the wise should be sufficient: Do it
to Timm before he does it to you.
The Editor
Free thinker
Mrs. C. Date
Public Library
Pickton, Me.
Dear Editor:
My lifelong dream is to have you publish a
letter from me in your forum section, but I do
understand that you can’t just publish every letter
you get. I’ve noticed that every letter you publish
seems to be expressing an opinion. I’d like to be
able to do that, too, but I just can’t decide what
any of my opinions should be. Can you please
give me some tips on how to get opinions? Should
I take the first ones that come along, or should I
shop around for some really good ones that fit
me?
Andy Cisive
Whichever, WA
Dear Andy:
Those are both good ideas, but we think you
should make up your own mind.
The Editor
Two quick questions
Dear Editor:
First of all, are you an expert on the rules?
Second of all, how would you handle this rule
problem: My best friend has a 99th-level magic-
user that just earned his 34,125,001th experience
point and wants to go to 100th level. I, as DM,
tried to make a ruling that there could be no such
thing as a 100th-level character, feeling that there
has to be a limit somewhere. Besides, the charac-
ter record sheet we use in my campaign only has
space for a two-digit number under “Level.” My
best friend got mad at me, and said just because
it was my world didn’t mean I could do every-
thing the way I wanted. When I designed that
record sheet, I never dreamed that a character
would get as high as 100th level — but we have
been running this campaign for almost three
months now, and I sure didn’t think it would last
this long. Can you give me some advice on this
problem?
Timothy Id
Feeling, Ill.
Dear Tim:
First of all, no.
The Editor
Index to advertisers
Name of firm or product
Page(s)
Adventure Systems . . . . . . . . . . . . . . . . . . 29
Armory, The . . . . . . . . . . . . . . . . . . . . 62-63
Chaosium, Inc. . . . . . . . . . . . . . . . . . . . . . . . 5
Compleat Strategist, The . . . . . . . . . . . . . 41
Discount Buyers Group . . . . . . . . . . . . . . 36
Draco Digitalis . . . . . . . . . . . . . . . . . . . . . 57
DRAGON® Magazine . . . . . . . . . . . . . . . 44
Dunken Co., The . . . . . . . . . . . . . . . . . . . . 4
Entertainment Concepts, Inc. . . . . . . . . . . 33
Fantasy Games Unlimited . . . 9, 29, 39, 58
Game Designers’ Workshop . . . . . . . . . . 17
Game Systems Inc. . . . . . . . . . . . . . . . . . 36
Game Towne . . . . . . . . . . . . . . . . . . . . . . . . 6
Gamers’ Guide . . . . . . . . . . . . . . . . . . . . . 88
Games Workshop U.S. . Inside fr. cover, 55
GEN CON
®
 Convention . . . . . . . . . . . . . 89
Graaf Simulations . . . . . . . . . . . . . . . . . . . 59
Name of firm or product
Page(s)
Hawaii Con . . . . . . . . . . . . . . . . . . . . . . . . 85
Iron Crown Enterprises, Inc. 1, back cover
Magicware . . . . . . . . . . . . . . . . . . . . . . . . 87
Mayfair Games Inc. . . . . . . . . . . . . . . . . . . 13
Nichols Services . . . . . . . . . . . . . . . . . . . . 39
Nova Game Designs, Inc. . . . . . . . . . . . . 27
Pacesetter, Ltd. . . . . . . . . . . . . . . . . . . . . . . 35
Palladium Books . . . . . . . . . . . . . . . . . . . . 61
RAFM Co., Inc. . . . . . . . . . . . . . . . . . . . 23
Ral Partha Enterprises, Inc. . . . . . . . . . . 31
Reality Simulations, Inc. . . . . . . . . . . . . . . 34
RPG, Inc. . . . . . . . . . . . . . . . . . . . . . . . . . 60
S&T™ Magazine . . . . . . . . . . . . . . . . . . . . 86
Sky Realms Publishing, Inc. . . . . . . . . . . 60
Steve Jackson Games . . . . . . . . . . . . . . . . 79
TSR, Inc. . . . 7, 18-19, 22, 37, 72, 76, 80
West End Games . . . . . . . Inside back cover
DRAGON
®
 Magazine (ISSN 0279-6848) is published monthly by TSR, Inc. The mailing address for all material except subscription orders is DRAGON Magazine, P.O. Box 110,
Lake Geneva, WI 53147; the business telephone number is (414) 248-3625. DRAGON Magazine is available at hobby stores and bookstores throughout the United States and Canada,
and through a limited number overseas outlets. Subscription rates via Second-Class Mail are as follows: $30 in U.S. funds for 1 year (12 issues) sent to an address in the U.S., $36 in
Canadian funds for 1 year (12 issues) sent to an address in Canada. Payment in full must accompany all subscription orders. Methods of payment include checks or money-orders made
payable to TSR, Inc., or subscriptions may be charged to valid MasterCard or VISA credit cards. Send subscription orders with payments to: TSR, Inc., P.O. Box 72089 Chicago, IL
60678. A limited quantity of certain back issues of DRAGON Magazine are available from The Mail Order Hobby Shop, P.O. Box 756, Lake Geneva, WI 53147. For a copy of its cur-
rent catalog listing available back issues, write The Mail Order Hobby Shop at the address indicated above. The issue of expiration of each subscription is printed on the mailing, label for
each subscriber’s copy of the magazine. Changes of address for the delivery of subscription copies must be received at least six weeks prior to the effective date of the change in order to
assure uninterrupted delivery. All material published in DRAGON Magazine becomes the exclusive property of the publisher upon publication, unless special arrangements to the con-
trary are made prior to publication. DRAGON Magazine welcomes unsolicited submissions of written material and artwork; however, no responsibility for such submissions can be
assumed by the publisher in any event. Any submission which is accompanied by a self-addressed, stamped envelope of sufficient size will be returned if it cannot be published.
DRAGON is a registered trademark for the monthly adventure playing aid published by TSR, Inc. All rights to the contents of this publication are reserved, and nothing may be
reproduced from it in whole or in part without first obtaining permission in writing from the publisher. Copyright 
©
1985 TSR, Inc. All Rights Reserved.
Second-class postage paid at Lake Geneva, Wis., and additional mailing offices. Postmaster: Send address changes to TSR, Inc., P.O. Box 110, Lake Geneva, WI 53147. USPS 318-
790, ISSN 0279-6848.
A
PRIL
 1985
background image
D
R A G O N
 
5
background image
Though he leaves the question unanswered, I
would like to compliment David Godwin on his
letter in The Forum of issue #93. He asks the
basic question of what is “good” and what is
“evil” in the AD&D and D&D game systems.
In his letter David seems to lean toward the
idea that the definition and specific beliefs of each
alignment should be determined before a cam-
paign and then adhered to. This sounds nice, but
in a well-done campaign with much variety it
would not solve the problem. If it were to be
decided that “good” believed in the absolute
right to life, it would not solve the problem of
what to consider the belief that humanoid young
should be killed in order that they not grow up to
cause trouble for humans and demi-humans. In
such circumstances it would seem that this belief
would be considered “evil.” But how could this
be? Could a person who believes in sacrificing
ruthless humanoids to save friendly peasants, yet
also believes in the right of those peasants to
freedom and personal property, be just as “evil”
as a corrupt dictator who overburdens the people
with taxes, is concerned with naught else but his
personal comfort, and kills all he even slightly
suspects are opposed to him?
All numbers and statistics regarding a charac-
ter in the game have the purpose of setting up
“reality.” A certain value will tell one how much
damage a character can withstand, while another
will relate how dextrous a character is. These
statistics are only half the game, though. Align-
ment is the characteristic which regulates the
character’s beliefs or personality. Alignment, I
believe, was created to prevent radical, illogical
changes in a character’s behavior. This is done
through the harsh penalties inflicted when a
character changes alignment.
Because alignment is only meant to prevent
radical changes of belief and behavior, it is best to
set a character’s alignment through common
sense. (A person who believes in the basic right of
freedom is “good,” while a person who constantly
kills people for no reason is “evil.“) After deter-
mining alignment, the player must then decide
upon the details of the character’s beliefs. Once
decided upon, these details must be followed
consistently, the player role-playing them as if
they were part of the alignment. The DM can
penalize the player for changing his belief just as
he does for a change in alignment (though it
would be a lesser penalty because it is a less
drastic change).
By considering alignment only a general area
of beliefs, one allows for greater variety in any
adventure. Similar methods can be used for
“lawful” and “chaotic.”
David Miller
North Miami Beach, Fla.
I would like to compliment Arthur Collins on
his well written and very informative article in
issue #93 entitled “The making of a milieu.” This
article and others like it in DRAGON Magazine
have helped me immensely in preparing my
world and campaign.
Although I have played the AD&D game on
and off since 1979, I have not started to DM
other than for a few “trial runs” because I feel
that I am not quite ready. I have some questions I
would like to put forth as a means of starting
some discussions among the readers of
DRAGON Magazine.
The main question I have concerns many of
the rules and their implementation. In issue #67
of DRAGON Magazine, Gary Gygax wrote an
article entitled “Poker, Chess, and the AD&D
system,” subtitled “The official word on what’s
official.” In this article he wrote that “The
AD&D game system does not allow the injection
of extraneous material. . . . Either one plays the
AD&D game, or one plays something else. . . .”
As far as adding “spurious rules and material,”
he says that “no claim to playing either game can
then be made. Such games are not D&D or
AD&D games.” In the next paragraph he writes,
“. . . Either you play TSR’s D&D or AD&D
games, or you play variants of them, or you use a
hodge-podge system . . . Next time someone
touts some magazine or game as being useful for
inclusion in your campaign, consider the follow-
ing. Adding non-official material puts your game
outside the D&D or AD&D game system.”
Yet in the same issue he also writes this, con-
cerning the AD&D game’s official rules on grap-
pling, pummeling, and overbearing: “I have
regretted them ever since [their publication]. I
tend to use a very simple system which we ini-
tially developed for such close-quarters combat in
about 1974.”
In issue #83 Roger Moore offered what I think
is an excellent system for unarmed combat. Yet,
since it is not official, does that mean that when I
use it, I am not playing the real AD&D game? If
it does, then I guess Mr. Gygax isn’t either, if he
continues to use a different system than the one
in the DMG. However, since Mr. Gygax did
invent the game, you might say that whatever
system he decides to use is official. Fine — but
then why isn’t it published?
Overall, I agree with Mr. Gygax about the use
of non-official rules. I subscribe to DRAGON
Magazine mainly to keep track of official rule
changes. If I decide to use a new system, or pass
one on to my DM, I will only use ones published
in DRAGON Magazine since it is, for me, the
“official” AD&D game magazine. I hope that I
am correct in assuming that what Mr. Gygax
meant by “extraneous material” would be, for
example, replacing the AD&D combat system
with that of another FRPG. Or making major
changes to the armor class system, “making up”
your own character classes for PCs, etc. I have
seen so many people doing exactly that, and
when they do, as Gary said, they are no longer
playing the AD&D game.
However, the weaponless combat system in
issue #83 doesn’t seem to be a major change. It
doesn’t replace a set of rules, rather, it simplified
the existing ones, and created a practical, usable
system. In issue #65, Lenard Lakofka wrote an
article entitled “Keep track of quality.” He of-
fered a system by which a character could, for
example, buy a longsword not as good as a
magical +1 sword, but better than the standard
15 gp longsword listed in the Players Handbook.
In issue #92, the article “Let the horse buyer
beware” presented what I thought was an excel-
lent system for buying quality horses.
In my opinion, these systems and ones like
them do not seek to replace any rules. They don’t
make any drastic changes in the game. They are
tailored to the AD&D gaming system. If a person
playing the game has a DM who uses Lakofka’s
weapon quality system and later switches to a
DM who doesn’t, the most that can happen is
that the player gets a bit baked at having laid out
500 gp for a longsword that is now only just as
good as the longsword his partner paid 15 gp for.
Still, the bottom line is, if Gary hasn’t said it’s
official, then it isn’t. Again, I hope that what Mr.
Gygax meant when he referred to “extraneous
material” was the “major change” and “other
game system” type of material I gave examples
of. Although this might seem like a moot point to
some, it is important to me, because I try to
adhere to the “official” rules of the game.
Up to now I’ve discussed new rules. Now I’d
like to ask about the present ones: Mainly, does
anyone use them? From what I’ve seen, it doesn’t
look like it. (I have never been to a GEN CON
convention, AD&D tournament, etc., which may
be one reason why it seems this way.) I’ve never
played with a DM who took weapon speed factors
into consideration. If I had a gold piece for every
5’4” half-elf I’ve seen carrying a 4’6” bastard
sword, I could build myself a castle. If I had a
silver piece for every time someone used a bas-
tard sword in a crowded bar without hitting
anything or anyone except his opponent, I could
put a kidney-shaped moat around it. As for
encumbrance: I had a friend who wanted to give
the AD&D game a try. I introduced him to some
people who were going to play that night. After
the game, he showed me the list of monsters his
character had encountered, treasure and magic
(Turn to page 24)
A
PRIL
 1985
background image
background image
New jobs for demi-humans
Dwarven clerics, elven rangers, and that’s not all
By Gary Gygax
Copyright 
©
1985 E. Gary Gygax. All rights reserved.
So you think that my extension of levels for demi-humans with
exceptional statistics was stingy, do you? Well, Gentle Readers,
despite all assumptions to the contrary, I do not dislike characters of
non-human stock. In a “world” where humans are the principal
population, and rule of most states is by mankind, I believe that the
level limits set in the AD&D
®
 game system (as expanded through
articles published within these Hallowed Pages, and as eventually
redone in new Players Handbook editions) are correct and necessary.
Humans would be an inferior species if the limits on demi-
humankind were removed. However, let’s look at some new, logical
concepts for demi-humans which are not destructive to the underly-
ing game concepts.
Demi-human clerics
With expansion of the deities in the WORLD OF GREYHAWK™
Fantasy Setting, and by Roger Moore’s articles herein so as to pro-
vide for the races of demi-humankind, there is no logical reason to
exclude their clerics from play. [Editor’s note: The aforementioned
articles comprise the “Point of View” series on demi-humans, which
appeared in DRAGON
®
 issues #58 through #62 and were reprinted
in the Best of DRAGON Vol. III anthology.]
The level limits for non-exceptional clerics are one less than the
number shown on the table below, i.e. 7th for dwarves, 6th for
elves, etc. For clerics with exceptionally high wisdom, the new limits
are as follows:
Level limit by racial stock of cleric
WIS
Dwarf
Elf
Gnome
Half-elf Halfling
15
8
7
7
5
—
16
9
8
8
6
4
17
10
9
9
7
5
18
11
10
10
8
6
19
13
11
12
10
8
20
16
12
14
12
10
Note that these new limits apply to player characters and NPCs
alike — that is, the prohibition against PC clerics of dwarven, elven,
or gnomish stock is abolished, and halflings are likewise now able to
be either PC or NPC clerics, although on a limited basis (minimum
wisdom of 16 required).
Demi-human druids
Elves, half-elves, and halflings — being more nature-oriented
than the other demi-human races — deserve admission to the druid
sub-class. Elves are now unlimited in their ability to rise in levels
within the druidical ranks, just as half-elves have always been. Fur-
thermore, halflings can become PC or NPC druids of 5th level or
greater — limited to 5th if either wisdom or charisma is below 15,
but able to advance as high as 13th level if the ability scores are
exceptional:
A
PRIL
 1985
Halfling
ability scores
Highest
WIS
CHA
Druid level
15
15
6
16
15
7
16
16
8
17
16
9
17
17
10
18
17
11
18
18
12
All scores above 18 — 18
13
(maximum)
Demi-human rangers
Elves are no longer prohibited from entering the ranger sub-class,
in keeping with the same reasoning that now opens the druid sub-
class to that race. For consistency, half-elven rangers are also given
more potential. Level limits for elven and half-elven rangers are now
as follows :
Ranger level
Elf
Half-elf
STR
INT
WIS
7
8
18(01)
15
15
8
9
18(01)
16
16
9
10
18(51)
16
16
10
11
18(76)
17
17
11
12
18(76)
18
18
12
14
19
18
18
14
17
20
18
18
As with all other similar tables, ability scores given here represent
minimums which must all be met for the character to rise to the
indicated level. The downward progression for elves follows the
same pattern as for half-elven rangers, i.e. elven rangers with less
than 17 strength are limited to 5th level, and those with 17 strength
can rise no higher than 6th level.
Both elven and half-elven characters can be druid/rangers, or can
be triple-classed as druid/ranger/magic-users. All limitations apply,
especially that regarding division of experience points equally among
classes.
Special note on cavaliers
If your campaign uses the cavalier class (described in DRAGON
issue #72), it is important to include the paladin as a sub-class of
cavalier, not as a direct sub-class of fighter. (More information on
this reorganization is forthcoming in the Unearthed Arcana volume,
about which more was said in last month’s column.) Furthermore,
both elves and half-elves may be cavaliers, with level limits the same
as for members of the regular fighter class.
Paladin and monk dual-classing
While it is not possible to renounce further progress as a paladin
or a monk in order to pursue another profession, the opposite is not
necessarily true. From a non-conflicting profession, a human PC
can move to that of paladin or monk. For example, a lawful good
cleric with sufficiently high ability scores might decide to become a
paladin. Similarly, a thief of lawful alignment might determine that
the monk profession is now a desired occupation. In both examples,
no change in alignment occurs, and the activities of the new class do

Document Outline