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Index

This is an archived index to various recovered parts of Eric Noah's old site.  Back in 1999/2000, before the days of social networking and personal blogs, before Facebook and Google+ and Twitter, Eric Noah's website was THE place to go for news and rumours about the upcoming D&D 3rd Edition game.  The internet was a very different place.  This is inended to be a sort of "museum piece" - a slice of RPG history from an era past.  - Morrus.

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Eric Noah's Unofficial

D&D News Archive #1
August 1999



News from August 1999:

August 31, 1999

  • TSR's Keith Strohm mentioned that the Player's Handbook was recently turned over for editing.  He says that discussion of the rules through various Internet groups is still valuable, though:  "We are indeed monitoring this discussion list for useful feedback (and will continue to do so after the 3rd Edition books are printed). However, the rules are fairly well set -- though a major "issue" detected by the playtesters would still have time to be addressed.  During the editing process, we'll be fine tuning the existing rules and working on presentation and organization."  (on DND-L)

August 30, 1999

  • Some vague-yet-juicy bits from playtester "Der Verdammte", who responded from questions posed by "Rhygar" on the TSR message board:
       
      1.  What was your impression as to the new "fully integrated skill system"? Did you like rolling against a Difficulty Class "DC" for just about everything? In your opinion, how well does the new skill system work compared to the old PHB proficiencies/Player's Option systems?
      Rolling against a DC is actually easier than making the various types of rolls required in 2e.  Assigning a DC is easier than assigning a penalty to a roll (once you get used to how the rolls work), so I like it better.  OTOH, it (in my version of the document) shares one thing with earlier editions: it's too easy to succeed at higher levels.  Don't get me wrong; the mechanics are much more logical than they were.  I just think there should be clearer rules for DCs of 25 and above.  The "fully integrated skill system," as it stands in the document I have, is head and shoulders above anything from 1e or 2e, yet 1e and 2e characters can easily be converted to it.  It's better than any skill system except Call of Cthulhu's, and that's saying a lot.  It's totally flexible, it allows you to *really* reflect your character in the skills he has, and it's neither too generous, like the S&P system, nor too stingy, like the "Core 2e NWP" system.  The numbers are all really logical, too.  No rolling against ability scores, or anything like that.  It's really nice.

      2. Are the changes to the magic system well thought-out and supportable?
      Things seemed a little bland to start with, but much of that's been fixed.  I like a little POW and ZAP where magic is concerned.  Overall, there's an improvement.

      3. Did you like the various changes regarding races and classes? Has 3E done a good job "balancing" the various classes and races?
      Definitely.  All of the classes are equally attractive to both min/maxers and role-players.  I think the races are, too, but my players have always preferred humans anyway.  To answer some complaints, though:  humans aren't any better than any other races.  They're just more versatile.

      4. What about multi-classing and dual-classing -- do the changes work well within the system, and are they well-balanced?
      The multiclassing system is the best I've seen, bar none.

      5. What is your impression as to the combat system? This obviously covers lots of things -- initiative, armor class, movement, magic, damage (including critical hits). Does it all come together seamlessly when it is time to throw down and fight the bad guys? I have seen comments from some of the WotC folks that their objective was to make the combat system "fast-paced and exciting." Did they succeed, in your opinion?
      Things are a little smoother than before, but I think it's really up to the players whether combat is "fast-paced and exciting." ... I think the combat system is successful.

      6. And finally, what is your overall impression of the 3E system compared to 2E and 1E?
      It's more logical, easier for a newbie to learn, and designed with mature gamers in mind as well.  It won't insult your intelligence like too many of the PHBR books did, and even a first edition player can enjoy it (even if he's a die-hard Gygaxian GHer).

August 29, 1999

  • Player's Choice Review has posted a brief interview with Scott Greig, lead programmer for Neverwinter Nights.  He had this little snippet to say about the use of 3E rules in that game:
    • "Neverwinter will be using the newly announced 3rd Edition rule set. Although the source books will not be released until around GenCon time (August or so) of 2000, we have been actively play testing the new system and providing feedback the 3rd Edition design team. Overall we are quite pleased with the improvements to the rule system, in particular the new assassin, barbarian, monk and sorcerer player classes."  (spotted at VaultNetwork)

August 28, 1999

  • If you want more info about the impacts of 3E on Ravenloft, check out the "Future of Ravenloft FAQ."  (found at the Kargatane web site)
  • Adrenaline Vault has posted a mini-preview of Pool of Radiance II: Ruins of Myth Drannor.  There is a teeny, tiny bit about the game's use of the 3E rules, but nothing you haven't already heard before. Here it is if you want to take a look.  (spotted at VaultNetwork)

August 27, 1999

  • Here's the Top Ten List that was apparently used at GenCon as part of the "Big Announcement."  The scoop was sent in by Ralph, who admits that he might be mistaken on a couple of these as he had to scribble really fast:
    • From the home office in Lake Geneva, WI, the Top Ten Reasons WotC/TSR is releasing a 3rd Edition of the AD&D Game:
        10:  Inspired by TV show "Jesse"
        9:    New slogan:  "Orcs -- Gotta Catch 'em All!"
        8:    We just finished the Complete Handbook series
        7:    The Stars are right
        6:    Do justice to vindictive rumors surrounding the merger
        5:    2nd Edition designers all quit in poorly thought out labor negotiation tactics
        4:    Everyone has August 2000 in the "When the Sage Goes Postal" pool
        3:    GURPS is already trademarked
        2:    Skills and Powers character sheets now have to be prepared by H&R Block
        1:     Peter Adkidson threatened to "waste them with his crossbow" if they didn't.

August 25, 1999

  • One playtester had this to say about alignment in 3E:  "...there will be suggestions for alternate personality mechanics in the DMG for those who don't like the standard alignment system.  Also, the descriptions of the various alignments have been cleaned up."  (Der Verdammte on the TSR message board; scoop sent in by Fabio)
  • International release of 3E is tentatively scheduled for late fall of 2000, according to D&D Brand Manager Keith Strohm. (on DND-L)

August 24, 1999

  • Is Dragonlance dead?  D&D Brand Manager David Wise explains that a recent rumor indicating that game products for the Dragonlance setting would no longer be produced, leaving DL to stand solely on its novels, is only partially true.  There will be a bit of a DL game product drought for a while, as the focus moves to a new "Reader's Companion" series that will elaborate on the DL novels.  In addition, each "Companion" book would contain a solo DL  scenario to play.  This, it is hoped, will draw DL readers toward role-playing.  "The idea is to create a link between the world of Krynn and the world of gaming for people who don't necessarily play RPGs."  A new concept for DL gaming  is in the planning stages, "a new kind of RPG that will have wider appeal and require a lot less time to play unless you want to turn it into a full-fledged campaign."  In the meantime, Dragonlance will continue to thrive through new novels and story anthologies.  (scoop sent in by Allister Huggins)

August 22, 1999

  • I've been renovating the site a tad -- the sections on Combat, Characters, Monsters, Magic&Psionics, Settings, and 2nd Ed. Conversion have been moved to their own pages.  (from Eric Noah, the guy who runs this web site)
  • Some info on the future of Dragon Magazine, from its editor Dave Gross:
    • Dragon will go completely 3rd Edition after August 2000.
    • Dragon will continue to accept and publish articles for "inactive" D&D game settings such as Dark Sun, Ravenloft, Al-Qadim, and Birthright, but only if such articles also have a more generic application for those who don't own these settings.
    • Dragon will be introducing a new 3E class in 2001 (mark that on your calendars!)  (scoop sent in by Pat)

August 21, 1999

  • TSR VP Ryan Dancey addressed the issue of spell durations in 3E:  "...somewhere along the way you've heard that spells usable in "combat" are going to stay with round delimited times.  That is incorrect.  The vast number of spells in 3e are delimited in time units, not combat units."  He elaborated by posting a sample list of spells and their revised durations (as of his most recent draft of the 3E rules).   I have added a column that shows the 2E durations for comparison.  One round in 2E was 1 minute, while one round in 3E will be 6 seconds.  (from the TSR message board)

Spell

3E Duration

2E Duration

Affect Normal Fires 10 min/lvl 2 rounds/lvl
Enlarge 1 min/lvl 5 rounds/lvl
Feather Fall 1 min/lvl 1 round/lvl
Gust of Wind 1 round 1 round
Gaze Reflection 10 min/lvl 2 rounds + 1 rnd/lvl
Grease 1 round/lvl 3 rounds + 1 rnd/lvl
Light 10 min/lvl 1 turn [ten min.]/lvl
Message 10 min/lvl 5 rounds/lvl
Sleep 1 min/lvl 5 rounds/lvl
Spider Climb 10 min/lvl 3 rounds + 1 rnd/lvl
Ventriloquism 1 min/lvl 4 rounds + 1 rnd/lvl
Bind 1 round/lvl 1 round/lvl

  • Vladimir Len has some pictures of some WotC/TSR AD&D miniatures posted at his web site.  So what does this have to do with 3E?  Well, consider the following:  the most recent Dragon Magazine (issue 263) informs us that WotC will be launching its own miniatures line; this same issue mentions that we'll be hearing about the "great new miniatures for 3rd Editon" in next month's issue.  Is this year's line-up of minis a warm-up for 3E?  (scoop sent by Bill Robinson and augmented by Allister Huggins)

August 20, 1999

  • TSR VP Ryan Dancey discussed the rationale for moving from the 2nd edition 1-minute combat round to the 3E six-second combat round:
    We want to reduce the distance a figure can move on the battlefield to something reasonable for use with miniatures.  A 1 minute round allows movement all out of proporation with most tactical combat environments.

    One minute rounds are also (in my opinion) ludicrously long when using the D&D combat system.  Imagine playing Baldur's Gate with 1 minute combat rounds (shudder!).

    That decision gave us two usable increments - 10 seconds and 6 seconds.  We elected to go with 6 seconds to make the math easy when converting to 'time' units.  (from the TSR message board)
     

  • Jim Bishop (on the Neverwinter Nights board) had this to say about multiclass combinations:  most multi-class combinations are possible save those with built-in alignment conflicts, "but there may be a few exceptions for classes with unusual circumstances. Barbarians, for instance, are indocrinated into a culture from birth--they're not like fighters or thieves who just know some skills. Paladins and monks are a similar case.  They won't be prevented from multiclassing, but there will be restrictions on how they do it."  (scoop sent simultaneously by Allister Huggins and Adam Miller)
  • An official TSR post on Ravenloft-L elaborates on the effects of 3E on the Ravenloft campaign setting -- and the effects of Ravenloft on 3E.
    • Between now and the launch of 3E, the following Ravenloft products will be released (for 2nd edition D&D):  the second and third volumes of Van Richten's Monster Hunter's Compendium, the accessory Carnival, and a Vecna adventure that apparently spans the planes.
    • 3E Ravenloft materials will be released on the web and through Dungeon Magazine.
    • Rules for Fear Checks and Horror Checks, once features unique to Ravenloft, will be covered in the 3E rules.  (scoop sent in by Kesh)
  • WotC's official D&D 3E page has been updated.  The address is either http://www.3rdedition.com or http://www.wizards.com/3e/ .  The main update seems to be that one can load the page without encountering 500k of Shockwave stuff.  They also have a prettied-up version of the FAQ. (announced by TSRKeith on DND-L and rec.games.frp.dnd)


August 19, 1999

  • WotC's Jim Bishop talked a little about 3E over on the Neverwinter Nights "hot topics" board (spotted at BG Chronicles):
    • On game balance:  "I think everybody's going to be pleasantly surprised with the way the game is balanced. And for the angry minority of us who hate power gamer munchkins, 3E is a lot harder to abuse."
    • On multiclassing and demihuman level limits"In 2E there was actually more incentive to multiclass (at lower levels anyway) than there is now in 3E. The designers have improved and balanced single-class advancement to the point that it's now painful to allocate those XPs to another class when you could be getting the massive bennies of a new level in your single class. There's also an improvement in design concept in the new edition: why not balance the whole system at level 1, instead of penalizing demihumans way down the line?"
    • On playtesting 3E:  "In the early days of the 3E project they decided to throw as many beta testers at it as they could find, and over the past months there have been literally hundreds of testers and thousands of pages of comments, as well as a brutal discussion/development board. While new beta testers are no longer being accepted, the existing groups are still plowing away at the latest revision. If nothing else, 3E will be the most-tested RPG ever produced."
  • On returning to the concept of adventure module series, from TSR VP Ryan Dancey:
      Here's a keystone 3rd Edition strategy:  The Adventure Path.

      There was a time when most people who played D&D had a shared community experience - the original 1st Ed "modules".  When players gathered, most could talk to each other about adventures they had experienced in many different groups.  That created a strong sense of community, and helped DMs keep a sense of scale for their games - even if they thought the modules were trash, they at least provided guidance as to how much power should be thrown around in an average gaming session.

      For 3e, we're going to try and recapture that concept.  We'll be producing a series of interlocked (not sequential or serial, but loosely connected) aventures that will all fall under the rubric of "Adventure Path", and we hope to create a new generation of classics that can stand the test of time like White Plume Mountain, The Slavers, Queen of Spiders, etc.

      Playing through those adventures will have many of the same feelings - the sense that there's a large story going on that the players are a part of, but still making each individual adventure cool to play and a fun standalone experience.(from the DND-L discussion group)
       

  • The new issue of Dragon Magazine (#263, September 1999) has a short article announcing 3E.  Dave Gross, editor of Dragon, writes about why the 3rd edition is necessary and what we can expect to hear about it in the upcoming year.  Some of the highlights:
    • The rules are not done yet, and it is expected that they'll keep adding to and changing things right up until produciton time.
    • One of the goals in creating 3E was to bridge the gap between 2nd and 1st edition rules.
    • 3rd edition characters can "beat the snot" out of 2nd edition characters in terms of power and ability.
    • Special emphasis has been placed on making it fun to play high-level characters (levels 10-20).
    • Dragon plans on providing info from the designers, editors, and artists over the next year.
    • Next month's Dragon will have some information on 3E miniatures.
    • The article mentions that there are "video interviews" of the D&D 3E team available on the WotC web site at www.3rdedition.com.  They don't appear to be available at this time.

August 18, 1999

  • Allister Huggins (on the TSR message board) posted a few questions, which were cheerfully answered by TSR VP Ryan Dancey:
    • Are assassins in the PHB or the DMG?  "DMG.  They will be presented as material that DMs need to think hard about before allowing them in the game, and the reasons for that careful consideration will be outlined."
    • Are there alignment restrictions still enforced?  "Yes.  Paladins must be lawful good, etc.  Some have been relaxed (see: Ranger)."
    • Are there any classes that can't be combined (Thief/Bard, assassin/paladin) etc?  "I don't think you can make an Assassin Paladin, because of alignment restrictions.  I'm sure there are a few others (Druid/Paladins, for example) that can't be created for the same reasons..."
    • Are criticals simply a natural d20?  "The mechanic is a little more complex than just a natural 20 - but not much."
  • Info on Movement Rates, from TSR VP Ryan Dancey"All Size M creatures move at 30, add and subtract 10 for each size class difference (so S creatures move at 20, L creatures move at 40)."   We'll assume that's given in feet per round (the new six-second combat round).  (from rec.games.frp.dnd)
  • Pool of Radiance:  Ruins of Myth Drannor, a computer RPG being developed by SSI and Mindscape, will be the first to use D&D 3E rules.  In an interview over at Adrenaline Vault, one of the game's developers speaks (quite vaguely) of the impact of 3E on the game.  You can read the interveiw and see some screenshots here.  Apparently, a similar interveiw concerning the forthcoming Neverwinter Nights will be available soon as well.  (spotted at VaultNetwork)
  • A reminder to all about fact vs. rumor"Nothing on this page is set in stone. I am doing my best to inform you of not only what was said, but who said it, so that you can make a judgment about whether something is "official" (or as close as possible) or merely well-informed speculation.  Items that have been posted by TSR employees are a pretty safe bet; all others are juicy rumors at best.  For the non-official info, I've been trying to only pass along items that seem likely or come from a source that seems reputable (playtesters, people who got to try it at GenCon, etc.).  And even the TSR info is subject to change as the rules are developed, tweaked and tested.  Hey, that's part of the fun -- seeing where certain rumors turned out to be true, and where certain 'facts' didn't pan out at all." (from Eric Noah, the guy who runs this site)
  • The lucky gamer who tried 3E at GenCon dropped some more (unconfirmed) info:
    • Fighters receive special abilities called "Heroic Feats."  Some of these include Quickness (an initiative bonus), Weapon Focus (an attack bonus with a chosen weapon), and Heroic Fray (doubles the number of attacks for a short while).  Details about how and when these Feats are earned were unavailable.
    • Some large-sized weapons penalize the wielder's chance to hit an opponent, but have a bigger Critical Hit multiplier or make a Critical Hit more often (say, on a natural 18-20 instead of just a 20).
    • During character creation, the player receives points to spend on character abilities; buying skills that fall outside of the character's class cost more than buying class-related abilities.  (from Peter B on the TSR message board)


August 17, 1999

  • Unconfirmed rumor about ability score improvement:  PCs will be allowed to improve one ability score (ST, DX, CN, IN, WI, CH) by one point every four levels.  What restrictions might apply (i.e., is there a limit to how many times a single score can be raised?) are not known.  (scoop sent in by Rhaz)
  • Want a preview of the 3E rules?  It's coming, according to TSR's Chris Perkins"In an upcoming issue of DRAGON® Magazine, we will present "10 New 3rd Edition Rules You Can Use Right Now in Your 2nd Edition Campaign."  Naturally, the designers will be expecting some feedback from our readers." (scoop sent in by incal and augmented by Staffan Johansson)
  • A lucky gamer who got to try out 3E at GenCon provided some info:
    • Priestly Healing:  "Clerics can ‘Convert’ spells into healing magic.  They no longer have to memorize cure wounds spells...now if a cleric gives up spell they heal a d8 per level of the spell."
    • Critical Hits in Combat:  "On a natural 20 you score a critical, each weapon has a ‘Critical damage Multiplier.’  For example, long swords were x3...so on a critical they do x3 damage.   There is no chart for the hits or anything like that."
    • Saving Throws:  Dexterity will influence Reflex saves, Constitution will impact Fortitude saves, and Wisdom will affect Mental saves. (from Peter B on the TSR message board)

August 16, 1999

  • TSR's Sean Reynolds (on the TSR message board) on why info on 3E is being doled out in dribs and drabs:
    • Because we're not done with it.
      Because parts of it may change.
      Because we want to hear your opinions on what you do know.
      Because if we tell you everything now, there won't be as much interest when it actually comes out.

      Just like how movie trailers don't (or shouldn't) reveal so much that you're not wanting to see the movie, we release tidbits to generate interest.
       

  • Parli Italiano?  There's an Italian version of this page at http://members.xoom.it/DandD3ed/ translated by Rocco "Ataru Moroboshi" Pier Luigi.  (thanks, "Ataru"!)

August 15, 1999

  • More comments from playtesters"...if there's one catchphrase for 3E, I think consistent would be it. Wherever possible without losing the D&D flavor, the rules were rewritten to be consistent with one another."  (from Owen Stephens on rec.games.frp.dnd)
  • Another post from Ryan Dancey indicates that there will be no XP bonus for characters who have a high prime requisite(Scoop sent in by Allister Huggins)
  • Some very detailed info on spellcasting during combat, from Ryan Dancey, VP of TSR:  In 3rd Edition, combat is "real time", in that nobody has to make a choice about an action until the moment arrives when it is their turn to act.  This makes combat more unpredictable, but also removes bookkeeping and DM ruling headaches.
    Under many circumstances, a spellcaster in 3rd Edition would probably elect not to cast a spell after having had their concentration disrupted (damaged this round, failed a save this round, suffering continuing damage from a previous attack [Melf's Acid Arrow, e.g.]).  However, since the character can attempt to overcome the distraction (in 3rd Ed parlance, the spellcaster must make a Concentration skill check [presumably on a d20], with a DC [Difficulty Class] of 10 + damage inflicted + level of spell being cast), there is a chance the character will go ahead and try to cast the spell anyway, risking failure.

    Also, there are three other things an opponent could do to disrupt a spell:

    1)  "Ready" - an action that allows a combatant to specify a trigger event on which to act after their initiative.  So the party's halfling Ranger, on her action, could specify "I'll take a Ready action, and make my ranged attacks against the Drow Cleric if she begins casting a spell".  "Readied" actions have precedence, so when the Drow Cleric starts casting, the Ranger fires and may inflict damage, prompting a forced Concentration Check on the Cleric.

    2)    "Counterspell" - an action where one spellcaster attempts to thwart the spell of another by casting the same spell at the same time.  This is a somewhat specialized action that will not have as much actual tactical importance as it seems.  However, I designed a short series of encounters for the playtesters to demonstrate how useful it will be for DMs...

    3)    "Disrupt" - a specialized use of the spell "Dispel Magic".  Spells with a casting time of longer than one round can be disrupted by forcing the caster to make a concentration check before the spell's casting time expires.

    One last thing.  3rd Edition uses a concept called an "Attack of Opportunity" - basically, the right of opponents near you to attempt a melee attack when you do something that would drop your guard.  Spellcasting is one such action.  So when a spellcaster tries to cast, opponents within melee range are going to get free attacks (assuming that they are capable of doing so within certain restrictions on levels and abilities).  This could have the dual negative effects of causing the caster to take damage >and< lose the spell being cast.  Obviously, 3rd Ed spellcasters are going to be reluctant to use magic when surrounded by enemies... (scoop sent in by Allister Huggins)

August 14, 1999

  • The reaction of a playtester to 3E:  "...it's great....  Offhand, I can't think of anything new that they've added that I DON'T like. Oh, there's still a few of the old annoying features around, but you can't have everything. And, truth be told, they couldn't change EVERYTHING without losing the spirit of AD&D, which is what they ARE preserving."   (from Sea Wasp on rec.games.frp.dnd)

August 13, 1999

  • Initiative info:  Initiative will be rolled on a d20, modified by Dexterity, and high roll goes first.  After rolling for the first round, each character then acts in that same order -- unless they choose to "Delay" their actions (presumably gaining some other kind of bonus in exchange) or "Focus" (possibly giving up an attack to gain an earlier initiative spot in the cycle).  It sounds as if "casting time" for wizard spells is disappearing, at least if the original 2nd ed. spell had a casting time less than 1 round.  This would make sense, given the fact that weapon speeds will be gone from the rules as well.  So when a wizard casts a spell, it just goes off on his turn in the initiative cycle, unless the casting time is greater than one round.  (scoop sent in by Jean-Francois Lebeau)
  • Rumors going around about Sorcerers:  They achieve high-level spellcasting slower than Wizards.  One example mentioned a Sorcerer gaining access to 2nd level spells only upon reaching 5th level.  Sorcerers will apparently have their own spell chart that looks a bit different from that of a Wizard.  What the trade-off is remains to be seen.  It could be something like the ability to cast a greater number of lower level spells.  (from the TSR message board)
  • Rumors going around about race/class combos:  Though the FAQ states that nearly any race can be any class, apparently there will be "preferred" classes and multi-class combos for each race.  A member of a particular race who chooses to ignore his "preferred" class options then pays an experience point penalty in the neighborhood of 10%. (from the TSR message board)

August 11, 1999

  • Sean Reynolds of TSR fame (on the TSR message board) wrote about the fate of the Core Rules 2.0 CD-ROM:
    • "We're aware of the concerns of the people who have the CR1 and CR2 CD-ROMs and are considering our options for a solution. Phew, how's that for marketspeak? ;)"
  • Allister Huggins (on rec.games.frp.dnd) posted the checklist that appeared on the 3E T-shirts that were available at GenCon:
    • Half-Orc barbarian sorcerer....YES
      Demihuman level limits.........NO
      Monks & Assassins..............YES
      Universal skill system.........YES
      Evil Gnoll rangers.............YES
      THAC0..........................NO
      Rules you never used anyway....NO
      Demons & Devils................YES
      Critical Hits..................YES
      9th level Cleric Spells........YES
      Ability Score Improvement......YES
      Strength 48....................YES
  • Ryan Dancey, VP of TSR, (on the TSR message board) discussed what it would take to make the Wizard's and Priest's Spell Compendium series 3E compliant:
    • 1) Describe the affects of magic resistance (all 3rd Ed spells have this info)
      2) Convert information on Saving Throws to 3rd Ed Saves (there will probably be simple rules of thumb for this)
      3) Convert durations to either combat rounds or time intervals (again, probably pretty simple rules of thumb)
      4) Note if the 3rd Ed PHB moves this spell to another level or sphere (easy to do - there's only going to be a couple hundred spells in the PHB)
      5) Indicate which 3rd Edition classes can cast the spell, and at what levels (again, pretty easy to do. Assume the spells don't change levels or spheres - unless they have been altered in the 3rd Ed PHB)

      That looks like a lot of work, but in practice it really isn't. #1 doesn't exist now, so DMs would have to deal with the effects of MR on a case by case basis anyway. #2 and #3 should be quick to do via rules of thumb.  #4 is just a one time exercise (and will probably be explicitly stated in the conversion book anyway). #5 will take a bit of work for the non 2nd Ed spellcasting classes, but most of them cast only a few spells and only at high levels.

      Since the effects of the spell won't change, and that's where all the "meat" of the books really are, I don't anticipate a significant drop in value for the series.
       

  • Gary Gygax posted the following message about 3E to the Greyhawk discussion group (reposted on rec.games.frp.dnd):
    • Date:    Tue, 10 Aug 1999 10:59:42 -0500
      From:    Gary & Gail Gygax <ggygax@GENEVAONLINE.COM>
      Subject: 3E D&D Game

      Greetings, Seekers;)

      I read all the postings on the Digest for the 6-7 August list with some interest.  My first assignment for WotC/TSR is to *critique* the new rules:) As I haven't had the opportunity to sit down and read them as a whole, all the FAQ material and speculation based thereon seem pretty meaningless.  This is a game whole that must be judged only when it can be read, and *played*, as such.

      While I find a certain sympathy with the comments from many, and those of Nathanael D. Wentz in particular, I must say that there is also a good deal of pessimistic opinion therein that I believe should be left aside for later.  That is, how about giving the game a chance before judging/condemning it?

      Another thing:  Over the past three years I have had the opportunity to become reasonably well acquainted with Peter Adkison.  In my opinion he is, to put it mildly, a great guy.  He is indeed a D&D gamer.  While a lot of people like to snipe at success, this is a very negative and foolish attitude.  After all, don't we all want to succeed?  Of course, and we should praise and emulate, not attack, those who achieve something meritorious.  Maybe some here, as in the "industry at large", think it chic to criticize the MtG CCG.  Sure sounds like sour grapes from here.  As far as I am concerned it was and is a masterful stroke of game design--as a lot more people than those who play RPGs will agree.  The POKEMON CCG is likewise genius!  Credit where it is due, please.

      It is now up to RPG publishers, and *players*, to get out there and convert the unwashed CCG masses to the true gaming faith, of course.  Stop grousing that there are now millions more potential converts around and get to proselytizing!

      Lastly, I think that WotC/TSR is a company that is concerned with the opinions of the fans, you and I.  This is pretty well supported by the material posted in the FAQs here from them, no?  This likely means that what the *majority* of participants want will be given in the game.  And, as Nathanael D. Wentz pointed out, those of us who find the material not "right" can indeed exercise the DM's purview and "correct" the system...

      (^_^)

      Gary

August 10, 1999

  • Ed Stark of WotC (on the TSR message board) provided a list of 1st and 2nd quarter 2000 D&D releases.  These will be pre-3E releases that, according to Ed, won't be so rules-intensive that they can't be converted later.  Here they are:
    • VORTEX OF MADNESS: A trip around the planes with several adventures tied (loosely) together by an artifact and a story ...
    • PRIEST'S SPELL COMPENDIUM III: Okay, so it IS rules-dependent, but we wanted to finish the series. And it's a helluva compilation.
    • THE APOCALYPSE STONE: Want to blow up the world with a nasty adventure and a major quest? Here's your chance. (Gee, would that be good timing, or what?)
    • THE REVERSE DUNGEON: We've run it at conventions for nearly half a dozen years. We've wanted to publish it under a variety of names. Now, finally, you get the chance to play AD&D from the monsters' point of view ... (No, you won't need "Complete Book of Humanoids"; yes, it wouldn't hurt.)
    • Outside the Core AD&D group, we have products like a big Vecna adventure, some Greyhawk source/adventure material (remember "Slave Pits of the Undercity"? Get ready for more slavers ...), and quite a few other unique products.
  • Derek Long (on rec.games.frp.dnd) says he e-mailed Gary Gygax about his rumored involvement in 3E.  The response:
    • "He will be reviewing and critiquing the 3rd ed materials for WotC.  He also said he may possibly be writing adventure material for WoG [World of Greyhawk] for the 3rd edition and contributing articles to Dragon magazine and other mags as well.".