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Accessory - Dragon Magazine #111.pdf - Index of

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Let me congratulate you on your excellent<br />

editorial taste in choosing to publish Bruce Hum-<br />

phrey’s “The role <strong>of</strong> nature” in issue #108. Back<br />

when I penned “Weather in the World <strong>of</strong> Greyhawk,”<br />

I hoped that someone would go beyond<br />

my (admittedly sketchy) appendices on the effects<br />

<strong>of</strong> heat and cold and examine all the environmental<br />

issues. Mr. Humphrey has done so, and quite<br />

nicely, making the two articles a well-matched<br />

pair.<br />

While I agree with almost all <strong>of</strong> Mr. Humphrey’s<br />

work, there are a few thoughts I’d like to<br />

add. First <strong>of</strong> all, while he speaks <strong>of</strong> the effects <strong>of</strong><br />

humidity in hot climates, he ignores it in the cold<br />

— a critical omission. Compare cold weather in<br />

the American Plains states with that along a<br />

seacoast such as that <strong>of</strong> Norway or Newfoundland,<br />

and you’ll see what I mean.<br />

What effects will the humidity have? Well,<br />

moist climates tend to be more disease-ridden, no<br />

matter what the temperature, because the airborne<br />

water provides a home for assorted microbes.<br />

Influenza, pneumonia, and tuberculosis<br />

(not to mention the common cold) are examples<br />

<strong>of</strong> diseases that thrive on cold, damp environments.<br />

The overall effects <strong>of</strong> both high and low<br />

temperatures tend to be exaggerated by humidity,<br />

and preservation <strong>of</strong> foodstuffs and valuable<br />

substances like silk will be harder in any moist<br />

climate, due to the increased likelihood <strong>of</strong> organic<br />

rot and mildew. One <strong>of</strong> the few advantages <strong>of</strong><br />

such a clime is that tracking is <strong>of</strong>ten simplified,<br />

due to the s<strong>of</strong>tness <strong>of</strong> the ground, though mists<br />

and fogs may balance out this benefit by reducing<br />

vision.<br />

Mr. Humphrey argues that “. . . hard work<br />

helps keep you warm in cold weather.” While<br />

there’s some truth to this, it’s also important to<br />

recognize that overwork in such an environment<br />

can lead to serious illness. A form <strong>of</strong> heat prostration<br />

is also possible, as the extra layers <strong>of</strong> clothing<br />

prevent the evaporation <strong>of</strong> sweat. In general, the<br />

time needed for rest and recovery from physical<br />

labor will be 1½ to 2 times as long in cold climates<br />

as it would in temperate areas, and a<br />

corresponding increase in appetite is also expectable.<br />

I fully agree with Mr. Humphrey’s notion that<br />

elementals and their kin will pose a problem<br />

when they are summoned into “improper”<br />

environs, even under situations that would normally<br />

imply absolute control. I would even go a<br />

step further, and suggest that a druid who summoned<br />

a fire elemental into a cold environment<br />

or an earth elemental into a wet area would be<br />

risking the wrath <strong>of</strong> his or her deity for misuse <strong>of</strong><br />

a valuable spell. In my own world, summoned<br />

animals or insects that are brought into a climate<br />

to which they are not native only have half their<br />

normal effects.<br />

A form <strong>of</strong> heat damage the article omits is the<br />

inhalation <strong>of</strong> superheated air, which causes burns<br />

within the throat and lungs. In real life, this is the<br />

cause <strong>of</strong> more fire-related deaths than actual<br />

contact with flames, and is a problem separate<br />

from that <strong>of</strong> smoke inhalation, which Mr. Humphrey<br />

did cover. Also relevant here is the fact that<br />

hot fires lasting more than a few rounds will<br />

6 JULY 1986<br />

easily consume the oxygen in an enclosed, unventilated<br />

area, leading to the effects described under<br />

“Terrain” on page 17.<br />

Mr. Humphrey’s approach to lightning is, I<br />

think, a bit too severe. Though the natural bolts<br />

he describes are far weaker than those <strong>of</strong> a<br />

medium-level mage in terms <strong>of</strong> immediate effect,<br />

the additional damage he adds in is excessive. For<br />

consistency, a DM using this method should also<br />

apply it to all spells involving lightning, and even<br />

to the damage done by monsters with electrical<br />

attacks.<br />

While the two articles do differ slightly on the<br />

effects <strong>of</strong> some events, these discrepancies are far<br />

from critical. The DM should simply choose the<br />

approach which best fits his or her campaign,<br />

making sure that the choice is consistent with the<br />

rest <strong>of</strong> the world, and proceed with the campaign.<br />

David M. Axler<br />

Philadelphia, Pa.<br />

I’m writing in response to Bryan Winter’s<br />

letter on akasa existing in a “modern world.”<br />

Bryan seemed to be looking for a method <strong>of</strong><br />

justifying the use <strong>of</strong> magic in a modern world. I<br />

have developed a system that could be applied to<br />

a campaign in the modern world. We must first<br />

look at the source <strong>of</strong> power <strong>of</strong> magic-users and<br />

clerics.<br />

A magic-user gains his power by learning how<br />

to manipulate certain things such as nature, the<br />

elements, and many other things. He does this by<br />

combining specific vocal, somatic, and material<br />

components to invoke the desired effect. Thus, he<br />

gains his power from his knowledge <strong>of</strong> how the<br />

components work together. Cantrips are a “first<br />

step” for the magic-user into the realm <strong>of</strong> magic<br />

use. They learn how to perform minor tricks by<br />

waving their hands or combining certain things.<br />

This becomes the basis <strong>of</strong> spellcasting. As they<br />

practice and train, they learn how to gain a more<br />

powerful result from their combination <strong>of</strong> components.<br />

In this, we also see the need for a magicuser<br />

to have a high intelligence. It is needed to<br />

retain all the information gained from training<br />

and experience. So, the power <strong>of</strong> the magic-user<br />

is gained from his own knowledge, and he would<br />

be able to cast a spell anywhere provided he had<br />

the components and the knowledge <strong>of</strong> how to cast<br />

the spell.<br />

As for clerics, they are also required to have<br />

vocal, somatic, and material components to cast a<br />

spell. They, however, gain the knowledge on how<br />

to cast the spell from their deities. Thus, the<br />

cleric does not need a high intelligence to cast a<br />

spell, but he needs a high wisdom which will<br />

permit him to become close to his deity. If a cleric<br />

should go to a modern world, <strong>of</strong> course, the deity<br />

could grant him a spell. If the mortal 1st-level<br />

cleric went to the modern world, why couldn’t<br />

the immortal all-powerful deity, with his instantaneous,<br />

unlimited-range, innate ability <strong>of</strong> teleportation,<br />

go there? The deity being too far away<br />

shouldn’t be a problem since the planes that the<br />

deities exist on are infinite. So, a cleric on the<br />

Prime Material Plane would be an infinite number<br />

<strong>of</strong> miles away. In other words, a cleric <strong>of</strong><br />

Odin in the Hellfurnaces <strong>of</strong> Greyhawk would be<br />

just as far away as a drunken bum in a modern<br />

world on the Prime Material Plane. The modern<br />

world must be accepted as existing on the Prime<br />

Material Plane just in a different time. The<br />

justification for us mundane people not being<br />

able to cast spells is that we do not posssess the<br />

knowledge <strong>of</strong> how to use certain components in<br />

coordination with each other in order to acquire<br />

the desired effect. The only flaw in my theory is<br />

the reason why magic-users forget the spell after<br />

they cast it. My reasoning is that it is part <strong>of</strong> the<br />

magic but this doesn’t satisfy many people. I<br />

would be delighted if I could receive other ideas<br />

on this subject and constructive criticism is gladly<br />

accepted on my whole theory. I know I have<br />

omitted many areas <strong>of</strong> spellcasting, but I consider<br />

this to be the basis <strong>of</strong> it all.<br />

Andy Price<br />

Miami, Fla.<br />

In his article “Locals aren’t all yokels” (issue<br />

#109), Ralph Sizer said that the best way to<br />

prevent PCs from assaulting the local serfs is to<br />

make every third one a 15th level MU. There are<br />

more subtle ways to deal with wayward players,<br />

however.<br />

For example, threatening the old hermit could<br />

result in the party failing to find the location <strong>of</strong><br />

the exit to the Maze <strong>of</strong> Darkness. Their next<br />

characters won’t make the same mistake. Or, the<br />

PCs could find themselves without armor, weapons,<br />

or shelter as the whole town shuts down in<br />

mourning for its recently departed mayor.<br />

This type <strong>of</strong> DM control encourages good roleplaying.<br />

Mr. Sizer’s method merely helps reduce<br />

the game to a brawl.<br />

Jaldhar Uyas<br />

Jersey City, N.J.<br />

I have not yet bought Unearthed Arcana and<br />

have now decided I will not do so. I have used it<br />

on a number <strong>of</strong> occasions but I always borrowed<br />

a copy from a friend.<br />

I have decided not to use Unearthed Arcana<br />

when I play the AD&D game. I don’t like the<br />

new races or classes presented there.<br />

First, the new races presented do not improve<br />

the game at all and only serve to complicate the<br />

game and upset game balance. The gray dwarf,<br />

drow, and deep gnome races have such unbelievable<br />

powers innate to their race as player characters<br />

that they are strongly upsetting in the game<br />

and much too powerful. In a recent DRAGON<br />

<strong>Magazine</strong>, a writer said that these races had to be<br />

powerful to be like their monster counterparts.<br />

Why include them at all? I have at least six<br />

people I DM for and none <strong>of</strong> them have any<br />

desire to play any race outside <strong>of</strong> those presented<br />

in the Players Handbook.<br />

Second, there is no need for any more classes.<br />

If I want a knight in my campaign he (or she) will<br />

be a paladin or a fighter with a set <strong>of</strong> honorific<br />

rules. In my campaign there are special guilds<br />

which teach extra skills at the cost <strong>of</strong> a percentage<br />

<strong>of</strong> experience. Thus, if I want a thief-acrobat (or<br />

one <strong>of</strong> my players wishes to play one), the character<br />

can get into a guild that teaches these extra<br />

skills at perhaps 20% additional experience.<br />

Thus, there is no need for these new classes<br />

either: the first eleven are plenty.<br />

Almost everything in Unearthed Arcana was<br />

from DRAGON <strong>Magazine</strong>. I suggest you leave<br />

them there. We AD&D players could then decide<br />

what to use and which classes and races to allow.<br />

But now, since it is <strong>of</strong>ficial, I just won’t buy the<br />

book.<br />

Scott Paul Maykrantz<br />

Midland, Mich.

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