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10

The supplement you probably want is "Planes of Law," which describes the lawfully-aligned planes of the Great Wheel in detail. Mechanus is, naturally, one of the planes it covers. You'll probably not find any treatment of the plane more detailed than this; It was released during the heyday of 2e AD&D's Planescape campaign setting, which expanded the ...


-2

I'm not familiar with anything like that third edition. In Pathfinder, I think there was a character class built around the concept (some people lump Pathfinder in with third edition D&D; I don't know whether you count that). There was a "Past Lives" spell in AD&D 2e, but it just let you peek at the last few minutes of a corpse's life. I'm not aware ...


1

In many (most?) rule sets, drow infravision has a limited range (120 feet in 3.5). On a city-wide scale, this isn't good enough for things like navigation or guard overwatch. Even basic ranged weapons are reasonably effective at a longer distance. Lighting, therefore, is useful to help avoid people getting lost ("Head for the pillar with a lot of lit ...


9

I know it isn't the first answer you're looking for, but this link is a free huge hi-res map of the Sword Coast direct from WotC with a map scale. It looks like it would be pretty easy to figure out the distances on that map, using that scale. For example, I figure the journey from Waterdeep to Triboar, based on this map, is about 300 miles.


3

The pillar may be the case for Menzoberranzan, but it isn't necessarily universal. One of the original Drow sources (the old module D3 - Vault of the Drow) mentions special lenses of ultravision that can be used by anyone to to see in the ultraviolet/infrared range. This is accompanied by fungus that radiates ultraviolet light.


24

Drow typically utilize magic in the following ways for illumination: Specific Mention of the Forgotten Realms That pillar is the Narbondel of Narbondellyn, Menzoberranzan; which is illuminated in both visible and infrared spectrums by the Archmage Gromph Baenre at the start of each day. General Information on Drow City Illumination Various other books ...


0

Yes, you can. I am a DM, and I set up a scene where one of my characters was offered information in exchange for taking a long walk during his watch that night. I thought that no way in a million years would a player take the enemy up on this, because it was so ill-thought out. Instead, he took the wizard up on it and got the entire party slaughtered in one ...


1

This is not exactly an RPG-in-and-RPG, but you might have read about Three Dragon Ante, a sadly out of print card game published by Wizards of the Coast in 2005. The gimmick that accompanied it when it came out is that it's not only a card game you can play with your friends, it's the sort of card game you can reasonably expect adventurers to play in a ...


1

You might also be thinking of the 1st edition DMG cartoon where, if I recall correctly, a fighter is explaining that the individuals sitting at the table with him with visually obvious AD&D character classes are all playing a table top RPG where they are characters in an advanced technological society. Not sure if this is the same as the other answer.


11

You're probably thinking of "Papers and Paychecks" -- derived from a Dragon magazine cartoon in which characters take on the roles of workers and students in an industrialized society.


2

If the club wants you to DM, and you have not played 5e yet, I suggest that your response be as follows: "I need to play a few raids/missions first so that I can get a feel to how 5e differs from PF." You are being put on the spot, and you don't have to put up with that. If your being DM is the precondition to you getting to join, you are being jerked ...


0

First of all, the D&D 5e rules are out for free. This will surely solve the investment issue, since you can legally play the game without spending a dime, buying (into) the game only if you feel you want to support it or if you want more options. Second, I have no idea how much you've played editions other than 3.PF, but the ruleset is pretty much ...


12

If you are interested in monster lore, rather than simply stats, I would strongly recommend getting Monster Manuals from 2nd edition AD&D. The 2nd edition Monster Manuals all include sections on Activity Cycles, Diet, Environment and Ecology of the various creatures presented. They also include information on what kind of organization they are likely ...


35

So I watched Dungeons, Dungeons & More Dungeons today, and I took notes on what I saw about the game. Here's what I thought was relevant. Use of a 38-sided die Dungeons & Dragons uses 20-sided dice (called a d20), other Platonic Solids (d4, d6, d8, d12) and d10. There are other, more unusual numbers of sides you can have on a die, but they are ...


15

Accurate parts: Some people don't want to play because it's too much homework for the fun Some people want to LARP instead It has weird dice (though not 38-sided) and maps on graph paper and dungeon creation The period in the 1990s where the game creators tried to make the game "cooler" to poor effect Not accurate parts: Wizards and monsters coming to ...


18

The original reason was to differentiate the Fighting Man from the other classes as a combat specialist The original Strength bonus to hit, solely available to Fighting Men (what we now call Fighters/Martials) was not introduced until the Greyhawk Supplelment to OD&D (1 Feb 1975, TSR). In the first combat system, the only original bonus "+ to hit" ...


2

The simplest and most obvious answer is to read the rule book. it happened to me once that I forgot to put clay in my initial inventory as a druid. I could then not cast "Stone Shape" and we decided to add it to my inventory in retrospect because it's quite a reasonable thing to have as a druid/not expensive and I just forgot to have it For example, if ...


9

Going with the very same idea of @Angelo, I'd suggest to let players try anything. If rules, though, don't let that happen you have several ways to react: Still let it happen If you are with a group of players who are not familiar with the rules, and you have not much interest in them knowing them, you can try to twist the rules some times, so they don't ...


5

I would suggest the DM should role-play the "You can't do that" situations as opposed to just saying "You can't do that". You'll find that even the most ridiculous player requests when role-played allow the story to continue and may even teach the player(s) some valuable lessons. Yes, this will be harder for a new DM to handle fluently. However, the more ...



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