Archive Version


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.

EN World | Message Boards 




News Archive #11
June 2000


News from June 2000:

June 30, 2000

D&D Goodies: A couple of new items of interest at WotC (thanks to Orion Cooper for the scoop):

  • An online Planescape comic book called "Unity of Rings."
  • An online magic item generator for the Diablo II: The Awakening sourcebook. Personal bias, but the magic item tables in that product are sweet. :) The online version only makes swords, however. Here's a sword I generated:
    • Weird Falchion of the Jester: +5 to hit, extra successful hit on a natural; damage 2d4/1d6; when damage is rolled, multiply by 1d4; on a 4, no damage is dealt.



Orcs: The official 3E site has received its last update for June. Orcs are the monster du jour; not only can you read about their stats as a monster, but their potential as a character race. (thanks to Michael Cash and Dalenthas for the scoop):

Orc Characters: An orc’s favored multiclass is Barbarian, and orc leaders especially tend to be barbarians. Orc clerics can choose two of the following domains: Chaos, Evil, Strength, and War (favored weapon: spear). Most orc spellcasters, however, are adepts (see "NPC Classes" in Chapter 2: Characters of the Dungeon Master’s Guide). Orc adepts favor spells that deal damage.




New 3E Concept Art: Like clockwork, the Neverwinter Nights site has more concept art for you to enjoy. (thanks to Jesse Wells and Michael Cash for the scoop)



Cordell on Psionics: Planewalker.com has a brief interview with WotC designer Bruce Cordell. Cordell is authoring the 3E Psionics book, and mentions that project as well as other interesting subjects. (thanks to Buzzregog for the scoop)



Feats and Skills: In the spirit of completeness, scooper Ben Mathiesen (with the help of the Character Generator) has helped complete the freshly-revised Skill Table. And Hecubus has sent in a polished list of the Feats, complete with brief descriptions of each. Thanks, guys!



Star Wars News 'n Rumors: Are you wishing there was a fan site for WotC's Star Wars RPG? Well, you're in luck, as "LightPhoenix" has put such a page together. Take a look at the Star Wars Rumor Mill.

June 29, 2000

Carrying Capacity: Over on my message boards, a poster by the name Yodanuts (don't ask) has figured out the carrying capacities for characters based on their Strength score. The table is useful, but his methodology is even more interesting:

"I bought a bunch of equipment that weighed 20, 10, 5, and 1 lbs each. I then equiped these to the character until the generator indicated I was carrying 'OVER' my max capacity. I then just un-equipped items until it indicated I was carrying a Heavy load. Then if I equipped the item that weighs 1 lb and it put me back to OVER then I knew that the previous number was the Max Load I could carry for my current strength. On the Equip Screen you can see what load you are carrying: 'Light', 'Medium', 'Heavy', or 'OVER'."

Carrying Capacity (in pounds)

STR
Score

Light
Load

Medium
Load

Heavy
Load

1

1-3

4-6

7-10

2

1-6

7-13

14-20

3

1-10

11-20

21-30

4

1-13

14-26

27-40

5

1-16

17-33

34-50

6

1-20

21-40

41-60

7

1-23

24-46

47-70

8

1-26

27-53

54-80

9

1-30

31-60

61-90

10

1-33

34-66

67-100

11

1-38

39-76

77-115

12

1-43

44-86

87-130

13

1-50

51-100

101-150

14

1-58

59-116

117-175

15

1-66

67-133

134-200

16

1-76

77-153

154-230

17

1-86

87-173

174-260

18

1-100

101-200

201-300

The amount of weight you can "Lift Over Your Head" is equal to your Max Load.

The amount of weight you can "Lift Off the Ground" is equal to 2 times your Max Load.

The amount of weight you can "Push or Drag" is equal to 5 times your Max Load.

So what do the categories mean? Well, each category brings with it a Max Dex Bonus, a Check Penalty, and possible limits to your base Speed and running Speed -- exactly like those for wearing armor. But what if you're wearing armor AND carrying a big load? Only the worst of the penalties is applied, asWotC's Jim Bishop explains (thanks to Jeff Hartsell for this scoop) :

Encumbrance is an interesting system in the new rules--basically the penalties from armor and load don't stack, you just take the worst of the two. You can watch this happen by taking light armor and just buying heavy things (we tested the system with alchemy labs;-)) until the penalties flip from armor to encumbrance.

Update: Finally, there's one more twist -- character size. Anonymous explains:

The table you have is right on. But it is for Medium-sized creatures. Larger creatures can carry more weight depending on size category: Large (x2), Huge (x4), Gargantuan (x8), and Colossal (x16). Smaller creatures can carry less weight depending on size category: Small (3/4), Tiny (1/2), Diminuative (1/4), and Fine (1/8). Thus, a human with a Strength score magically boosted to equal that of a giant would still have a harder time lifting, say, a horse or a boulder than a giant would. For example, Mialee, an elf with 10 Strength, can carry up to 100 pounds. Lidda, a halfling with 10 Strength, can only carry 75 pounds.



Virtual Char Gen: Jay Swartzfeger has sent me a link to a screenshot of the Character Generator being run on a Mac using Virtual PC. If you're a Mac fan, you might want to stop by his site, Mac Dungeon, a site dedicated to D&D utilities for the MacOS.



WotC Star Wars RPG Site Opens: Eager to see how WotC has been coming along with the d20 version of Star Wars? Now you can read Obi-Wan Kenobi's stats, d20-style at the Star Wars RPG site. You can also learn about Game Force, a new magazine for the game, as well as a line of Star Wars miniatures. (thanks to Doug Meerschaert, Michael Kruckvich and Steve Zieser for the scoop)

June 28, 2000

Ranger, Paladin and Bard Spell Progressions: Here are the first few levels of the spell tables for these spellcasting classes (note that Bards, like Sorcerers, have a limit to the number of spells in their repertoire, so a partial table for Bard Spells Known is also provided):

Ranger and Paladin Spellcasting (Spells Per Day)

Caster
Level

Divine Spell Level

1st

2nd

3rd

4th

4

0

--

 --

 --

5

0

--

 --

 --

6

1

--

--

--

7

1

--

--

--

8

1

0

--

--

9

1

0

--

--

10

1

1

--

--

...

 

20

3

3

3

3

-- means this level of spell can't be cast.
0
means characters with bonus spells can cast them at this level.

Bard Spellcasting (Spells Per Day)

Bard
Level

Arcane Spell Level

Cantrip

1st

2nd

3rd

4th

5th

6th

1

2

--

--

--

--

--

--

2

3

0

--

--

-

--

--

3

3

1

--

--

--

--

--

4

3

2

0

--

--

--

--

5

3

3

1

--

--

--

--

6

3

3

2

--

--

--

--

7

3

3

3

0

--

--

--

...

 

20

4

4

4

4

4

4

4

-- means this level of spell can't be cast.
0
means characters with bonus spells can cast them at this level.

Bard Spells Known

Bard
Level

Arcane Spell Level

Cantrip

1st

2nd

3rd

4th

5th

6th

1

4

--

--

--

--

--

--

2

5

2

--

--

-

--

--

3

6

3

--

--

--

--

--

4

6

3

2

--

--

--

--

5

6

4

3

--

--

--

--

6

6

4

3

--

--

--

--

7

6

4

4

2

--

--

--

...

 

20

6

5

5

5

5

5

4



Challenge Ratings and Encounter Levels: Okay, so we've heard of "Challenge Ratings," and we've seen that a zombie (for instance) has been given a Challenge Rating of 1. But what does that mean? And if one zombie is CR 1, then are 10 zombies CR 10? Not quite, according to Anonymous:

Challenge Rating for monsters isn't used to determine the XP award for a combat directly. It is used to calculate the Encounter Level of an encounter. Multiple creatures raise the Encounter Level above the Challenge Rating of the creatures who make up the encounter. This is NOT a linear progression. It is the Encounter Level that is used to compute the XP award, based on the party's average level. It is possible to have an encounter and earn no experience from defeating the creatures involved in the encounter.



MAG Product Schedule: Mystical Alchemy Gameworks (www.d20games.com) has posted the upcoming product schedule for their new fantasy game world, Aldor. Take a look here. (thanks to Jason Klank for the scoop)

June 27, 2000

3E Wallpaper: You can head over to Chenjesu's page to download a desktop wallpaper he's made from the art in the 3E Conversion Manual.



GenCon: If you head over to WotC's GenCon page, you'll see they've posted a video promo of the convention. You'll also see that the preregistration deadline is July 3rd.



D&D Target Market: WotC's Jim Butler talks about the target audience for D&D (on Realms-L, thanks to Carl Nielsen for the scoop):

Dungeons & Dragons (Third Edition for all of us) is aimed at a college-age crowd, age 18 and up. As long as we remain on watch, D&D will NEVER be targeted toward a younger age group again. Ever.

We will release roleplaying products that teach the basics of roleplaying to younger audiences. That prepares them for a life of D&D as they get older and can appreciate Dungeons & Dragons. But just because we do a Pokemon Jr. product doesn't mean we're dumbing down D&D. Those are two totally different beasts.

The Realms is designed for more experienced players; not in terms of age but in terms of their exposure to roleplaying. Grokking everything that is the Realms, plus learning all the rules and nuances of roleplaying, is a lot to expect for someone who just enters the hobby. But this level of understanding starts out at age 18 and higher, and then moves into the Realms. This learning curve might take months or years, depending on the person. FR has the same age-cateogry of
market as does D&D.



Mac Master: If you want a Mac version of Master Tools, don't forget to sign the petition.



3E Screensaver: You can pick up a screensaver featuring concept art from 3E, Neverwinter Nights, and Pool of Radiance II over at The Scrying Room, RPG Planet's PoRII fan site. (thanks to Fihnakis for the scoop)



Partial Weapon Table: Scooper "Halfling" put in some work delivering the goods on a number of 3E weapons found in the Character Generator. Step right this way to take a look.



Text Versions of Conversion Manual: WSmith of 3E Hall of Adventures has extracted the text from the PDF D&D Conversion Manual and posted both a Word and a Wordperfect version for your reading pleasure.



Amazon Sets Pricing for DMG and MM: Amazon.com has finally set the prices for the Dungeon Master's Guide (to be released in September) and the Monster Manual (October). The pricing, as you can see on my Buy D&D Stuff page, is the same as that for the PHB -- $13.96.



Wyatt's Update: WotC's James Wyatt has updated his 3E page again. Here's a quote to whet your appetite (thanks to Dan Martland for the scoop):

I predict that monster templates are going to be the Next Big Thing.


June 26, 2000

Full 3E Conversion Manual Available for Download: No mere teaser, you can now download the entire D&D Conversion Manual in PDF format from WotC. It's a 6 MB download.



Icewind Gold: Interplay's AD&D CRPG Icewind Dale has gone gold, according to a report on Baldur's Gate Chronicles. Icewind Dale uses an enhancement of the Baldur's Gate engine and is set in the far north of the Forgotten Realms.



Fluid on the Boards: Fluid Entertainment's Scott Mathews talks about the Character Generator and discusses the limits to its functionality. If you read closely, you will catch some new info about familiars (on the 3E Software message board):

The reason we didn’t make a Character Manager was a super-short development schedule. That’s all there was to it. It was a chicken-before the egg dilemma. I can’t build a Character Generator before the 3E rules are near complete, and by the time they are near complete, the Character Generator has to be done in order to ship the whole thing on time.

I would very much like a version where I can manage my character, but again, that is a huge undertaking. Think in dynamic terms. Here is one little example as to why it is a pretty big undertaking:

My name is FlimFlam. I’m a Wizard. Hooty just went to the Big Red Barn in the sky, after taking it in the beak from a big, raging ice storm. Now into the CharGen we go. Did I, the user, drag back Hooty from the left because I am changing my mind, (and I want to pick another familiar), or because Hooty died? How does the CharGen know the difference? The answer is: It doesn’t know the difference. You’d need some sort of mechanism or dialog to inform the CharGen that Hooty died. FlimFlam loses experience and benefits and all the rest of the lousy stuff that happens when a familiar dies (am I giving away too much info here? Oh well). When Flimflam loses experience the CharGen would need to calculate that and take it into consideration – which may drop him down a level. Another dialog….. The CharGen would need to keep track of a campaign date as well, because you can’t get another familiar for a year and a day. Hey! Guess what – another dialog and another mechanism. Basically, a Character Manager needs to override and break every single rule that is in place in a Character Generator. And while that is doable, it’s really, really ugly and time consuming to do.

It’s one thing to give the user a little dialog box and a set of ‘up’ and ‘down’ arrows so they can change XP. It’s another thing for the system to understand what you are doing, and have that change cascade through the entire engine.



Some Words about Alignment: Anonymous slipped a note under my door with some quotes about alignment you may find in the PHB somewhere...

Alignment is a tool for developing your character's identity. It is not a straitjacket for restricting your character. Each alignment represents a broad range of personality types or personal philosophies, so two lawful good characters can be quite different from each other. In addition, few people are completely consistent. A lawful good character may have a greedy streak, occasionally tempting him to take something, or hoard something he has even if that's not the lawful or good thing to do. People are also not consistent from day to day. Good characters can lose their tempers, neutral characters can be inspired to perform noble acts, and so on.

Being good or evil can be a conscious choice, as with the paladin who attempts to live up to her ideals or the evil cleric who causes pain and terror to emulate his god. For most people, though, being good or evil is an attitude that one recognizes but does not choose.

Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties. "Law" impiles honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closemindedness, reactionary adherence to tradition, judgementalness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creats a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.

Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it. "Chaos" implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment towards legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.



3E Demo Report: You can read a report about the recent 3E Demo in Atlanta at Gaming Outpost. It provides a nice summary of the changes between 2nd and 3rd Edition as well as plans for future products. (thanks to NeuroZombie for the scoop)



Turning Undead Primer: One of the best-kept secrets of 3E is the mechanism for the Cleric's ability to Turn Undead. Here's the scoop:
  • How Often Can It Be Tried? A Cleric can attempt to Turn Undead a number of times per day equal to 3 + Cleric's CHA bonus.
  • What's the Area of Effect? The Cleric must present his holy symbol (or divine focus) forcefully. Turning affects all undead within the Cleric's line of sight and within 60'.
  • What Kind are Turned? A Charisma check (d20+CHA bonus) is used to determine the most powerful type of undead that can be turned with this particular attempt. Consult the chart below:

CHA
Check
Max HD Affected
up to 0 cleric's level - 4
1-3
..cleric's level - 3
4-6
..cleric's level - 2
7-9
..cleric's level - 1
10-12 cleric's level
13-15 cleric's level + 1
16-18 cleric's level + 2
19-21 cleric's level + 3
22+
..cleric's level + 4

Example: Jozan (a 1st-level cleric with CHA 12) gets a rolls a 12 on a d20 and adds 1 for his CHA bonus, for a total of 13. He can turn 1 HD (say, skeletons) and 2 HD (say, zombies) undead, but not anything more powerful than that.

  • How Many Are Turned? The Cleric determines the "turning damage" by rolling 2d6 + Cleric's Level + CHA modifier. The result is the total number of HD of undead affected in the area of effect, starting with the weakest [note that a conflicting report says the closest in proximity to the cleric are turned first].

Example: After the CHA check (see above), Jozan rolls 2d6 and gets a 7, then adds 1 for his level and 1 for his CHA bonus, for a total of 9 on his "turning damage" roll. He can affect 9 HD worth of undead. If there are 6 skeletons (1 HD), 6 zombies (2 HD) and a wight (4 HD) within range, he turns all six of the skeletons and one of the zombies (with one HD of "turning damage" left over). Jozan's Charisma check (above) indicates that he had no chance of turning the wight at all, even if it had been the only undead in the area.

  • Destroying Undead: A Cleric can destroy the turned undead if his level is 2 times (or more) the level of the undead being turned. (So a level 2 cleric can destroy normal 1 HD skeletons instead of turning them.)

  • Duration: Turned undead will avoid the Cleric for 10 rounds (1 minute). If the Cleric approaches within 10 ft., the turning is broken and the undead can act normally.



Undead from Demo Adventure: Here are the stats for skeletons and zombies that appear in the brief adventure "Into the Darkness" that is being played at some 3E demos:

Skeletons: CR 2; Medium-size undead (6 ft. tall); HD 1d12; hp 6; Init +5 (Dex, Improved Initiative); Spd 30 ft.; AC 13; Atk +0 melee (1d4) [x2], claws; SQ undead immunities; AL N; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con -, Int -, Wis 10, Cha 10
Feats: Improved Initiative
Special Qualities: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, and necromantic effects; not subject to critical hits, sneak attacks, ability damage, ability drain, or energy drain; immune to anything requiring a Fortitude save. Skeletons are not damaged by piercing weapons (like arrows) and take only half damage from slashing weapons (like swords). They take full damage from bashing weapons (like maces).

Zombies: CR 1; Medium-size undead (6 ft. tall); HD 2d12+3; hp 16; Init -1 (Dex); Spd 30 ft.; AC 11; Atk +2 melee (1d6+1, slam); SQ undead immunities, partial actions only; AL N; SV Fort +0, Ref -1, Will +3; Str 13, Dex 8, Con -, Int -, Wis 10, Cha 3.
Feats: Toughness
Special Qualities: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, and necromantic effects; not subject to critical hits, sneak attacks, ability damage, ability drain, or energy drain; immune to anything requiring a Fortitude save. Zombies have very poor reflexes. Unlike most creatures, they can move or attack during their action, but cannot do both.



Class Skills: A scooper named "Halfling" sent me a list of the class skills for each class, as shown in the Character Generator:
  • Barbarian: Climb, Craft, Handle Animal, Intimidate, Intuit Direction, Jump, Listen, Ride, Swim, Wilderness Lore. Special: the only class that can (or needs to) take the Literacy skill.
  • Bard: Alchemy, Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Intuit Direction, Jump, Knowledge (any field), Listen, Move Silently, Perform, Pick Pocket, Profession, Scry, Sense Movtive, Speak Language, Spellcraft, Swim, Tumble, Use Magical Device.
  • Cleric: Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana), Knowledge (Religion), Profession, Scry, Spellcraft.
  • Druid: Animal Empathy, Concentration, Craft, Diplomacy, Handle Animal, Heal, Intuit Direction, Knowledge (Nature), Profession, Scry, Spellcraft, Swim, Wilderness Lore.
  • Fighter: Climb, Craft, Jump, Ride, Swim.
  • Monk: Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Knowledge (Arcana), Listen, Move Silently, Perform, Profession, Swim, Tumble.
  • Paladin: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Religion), Profession, Ride.
  • Ranger: Animal Empathy, Climb, Concentration, Craft, Handle Animal, Heal, Hide, Intuit Direction, Jump, Knowledge: Nature, Listen, Move Silently, Profession, Ride, Search, Spot, Swim, Use Rope, Wilderness Lore.
  • Rogue: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Innuendo, Intimidate, Intuit Direction, Jump, Listen, Move Silently, Open Lock, Perform, Pick Pocket, Professoin, Read Lips, Search, Sense Motive, Spot, Swim, Tumble, Use Magical Device, Use Rope.
  • Sorcerer: Alchemy, Concentration, Craft, Knowledge (Arcana), Profession, Scry, Spellcraft.
  • Wizard: Alchemy, Concentration, Craft, Knowledge (all areas), Profession, Scry, Spellcraft.



3E Demo Report: James Hogge got to run a 3E demo recently, and here's what he had to say about the experience:

I ran the demo adventure "Into the Darkness" for a group of newbies. The players were comprised mostly of Card gamers who had overheard me discussing the new rules with another person. They became interested, and asked to play the demo. One kid was quoted saying, " I don't believe this, we're a bunch of card floppers (Magic card gamers) trying a table top rpg!" They all enjoyed the game very much even if it was short. They're all looking forward to the 3E release, but asked to play Second Edition untill that time.

One of the gamers who had played 2E stated that it was a lot easier to understand and play 3E.

I also drew a small crowd of observers last night. Most I knew from my local gaming community. Including a fellow who used to run one of the local game shoppes. I heard laughter, and whispered comments about the way the newbies were playing. I also noted knowing glances from a few when the players were about to trip off obvious traps.

I recieved a comment from one of the observers, an old school gamer who indicated that he preferred the old initiative system, citing the ability to plan a round of combat for maximum effect. All in all, I think it was enjoyable for both players and observers.



Ranger and Paladin Spells: Here are the lists of first-level Paladin and Ranger spells. I've posted the Druid orisons and 1st-level Druid spells on the Magic page.

First Level Paladin and RangerSpells

Paladin Spells

  • Bless
  • Detect Water
  • Bless Weapon
  • Create Water
  • Cure Light Wounds
  • Detect Poison
  • Detect Undead
  • Divine Favor
  • Endure Elements
  • Magic Weapon
  • Protection from Evil
  • Read Magic
  • Resistance
  • Virtue

Ranger Spells

  • Alarm
  • Animal Friendship
  • Delay Poison
  • Detect Animals or Plants
  • Detect Snares and Pits
  • Entangle
  • Magic Fang
  • Pass without Trace
  • Read Magic
  • Resist Elements
  • Speak with Animals
  • Summon Nature's Ally I



Monk Unarmed Attack Bonus Table: We've known for a while that the Monk would have two different attack tables -- one for unarmed (or special "monkish weapons" like the nunchaku), and one for when armed with non-monkish weapons (they'll use the Rogue/Cleric chart in that case). An analysis of the Character Generator reveals the following chart for Unarmed or Monkish Weapon-wielding Monks. This chart has been integrated into the existing Combat Bonus Table.

3E Combat Bonus Table

Level

Class

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

Monk
Unarmed or with Monkish Weapons

+0

+1

+2

+3

+3

+4
+1

+5
+2

+6
+3

+6
+3

+7
+4
+1

+8
+5
+2

+9
+6
+3

+9
+6
+3

+10
+7
+4
+1

+11
+8
+5
+2

+12
+9
+6
+3

+12
+9
+6
+3

+13
+10
+7
+4
+1

+14
+11
+8
+5
+2

+15
+12
+9
+6
+3


June 25, 2000

More Secrets from the Char Gen: The Character Generator program is chock full of good stuff. Here are a couple of interesting tidbits:
  • Screenshots:
    • Class Features: Your class's special abilities are summarized for you here.
    • Spell Selection: This screen shows a high-level sorcerer selecting the spells he knows.
  • Spell Ranges: While there are some exceptions, most spells have a range that is either...
    • Personal [example: true strike]
    • Touch [example: shocking grasp]
    • Close (25 ft. + 5 ft / 2 levels) [example: color spray]
    • Medium (100 ft. + 10 ft. / level) [example: magic missile]
    • Long (400 ft. + 40 ft. / level) [example: locate object]
  • Ranger Favored Enemies: Here's the list of possible candidates for the critters a ranger may love to hate: Abberations, Animals, Beasts, Constructs, Demons, Devils, Dragons, Dwarves, Efreet, Elementals, Elves, Fey, Giants, Gnolls, Gnomes, Goblinoids, Half-elves, Halflings, Half-orcs, Humans, Magical Beasts, Monstrous Humanoids, Oozes, Orcs, Plants, Reptilian Humanoids, Shapechangers, Slaadi, Undead, Vermin.
  • Unusual Languages: Here are some of the more unusual languages your character can choose to learn:
    • Planar languages -- Abyssal, Celestial
    • Elemental languages -- Aquan, Aural, Ignan, Terran
  • Superior Weapons: We've known about Masterwork weapons for some time. Turns out there are some rather unusual items known as Superior weapons. Some of these we've encountered in previous editions -- things like Alchemist's Fire (aka "Greek Fire") and Holy Water (as a weapon against the undead). Here are some more of these Superior weapons:
    • Thunderstone: When struck against a hard surface, it causes a bang that can deafen creatures.
    • Tanglefoot Bag: "a bag of goo that can entangle opponents;" it is used as a grenade-like weapon.
    • Mighty Composite Bows: These bows come in several varieties, and they allow the user to apply part or all of his STR bonus to the damage caused.



Size Categories: You're probably aware that both weapons and creatures are categorized into size categories such as Small, Medium and Large. Here's a more complete list of the size categories, from smallest to largest: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal.

Monster Stat Blocks Revised: We first caught a glimpse of 3E monster stat blocks a few months ago. Since then there have been a few changes to the format. Using an example from "The Dead of Winter," a 3E adventure appearing the same CD that holds the Character Generator, we can examine some of the changes.

Owlbear: CR 4; Large Beast (8 ft. tall); HD 5d10+20; hp 47; Init +1 (Dex); Spd 30 ft.; AC 15 (-1 size, +1 Dex, +5 natural); Atks +7 melee (1d6+5 [x2], claws), +2 melee (1d8+2, bite); Face 5 ft. x 10 ft.; SA improved grab; SQ scent; AL CE; SV Fort +8, Ref +5, Will +2; Str 21, Dex 12, Con 19, Int 5, Wis 12, Cha 10.
Skills: Listen +8, Spot +7.
SA - Improved Grab (Ex): If an owlbear hits with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No touch attack is required to use this ability, and Tiny- and Small-size creatures suffer no size penalty. This ability works only against creatures at least one size category smaller than the owlbear.
SQ - Scent: Owlbears can detect opponents within 30 feet by smell. If it is downwind, the range increases to 60 feet; if upwind, the range decreases to 15 feet. Scent does not allow the owlbear to pinpoint the location of an opponent, just the general area. Once it gets within 5 feet, however, it can determine a specific location. Strong scents (smoke) carry twice as far, and overpowering scents (skunk musk) carry three times as far. Owlbears can also follow a trail with a successful Wisdom check. Fresh trails are DC 10 for this purpose and increases by 2 for every hour the trail ages.

Notes:

  • Challenge Rating is given right off the bat instead of at the end as XP values traditionally were in 2E. Presumably this helps the DM determine if this encounter will be too challenging for the PCs. Note that previously this was called Challenge Level.
  • Along with size and type descriptors we're given the creature's measurements, using ft. and in. as necessary rather than ' and ". Wingspan is included here too.
  • Speed now includes the unit of measure (i.e. 30 ft. instead of just 30).
  • Face and Reach are only given if different from standard (5 ft. x 5 ft. Face and a 5 ft. Reach). The owlbear is a Large creature and takes up a little more area in combat, but doesn't have an extra-long Reach.
  • In addition to Special Attacks and Special Defenses, we see Special Qualities -- special abilities that don't fall neatly into a category of attack or defense. These could include special weaknesses, special sensory powers, and other conditions.
  • Skills and Feats are listed but not elaborated upon, though if there's some special bonus the creature receives this is noted. Special Attacks, Special Defenses and Special Qualities are all described in detail.


June 24, 2000

UK Amazon Orders: Friendly scooper Chris Field informs me that Amazon.co.uk has recently expanded their 3E offerings. You can peruse the choices and discounts (August and September releases) on my Buy D&D Stuff page.



Mystical Alchemy Gameworks Press Release:

PRESS RELEASE - June 23, 2000 - Bloated empires crash against the stalwarts of those lands that would remain free, or seep with insidious diplomacy into the courts of their rivals. Nightmare creatures threaten the very walls that shield the civilisation from the encroaching wilderness. Pioneers struggle in lands beyond the safety of city walls with nought but their wits and swords to give them hope that survival will be reached for yet another night. Barbarian hordes push jealously into settled lands. Deities vie for a millennia-forgotten prize. Here be lands where that hardy breed of heroes seek not just the fame and fortune of the next treasure hoard - too often, they are all that stands to ward against oblivion.

Here be Aldor. Are you brave enough?

Aldor is a world of high fantasy and heroics. Developed over two decades, it possesses the depth and breadth to accommodate all manner of fantasy adventures, from delving ancient ruins and dark, forgotten dungeons, through thwarting malevolent plots staged by terrible villains, to sweeping epics where the fate of the world is held in the hands of those few brave enough defend it. Come with us as we take the first few steps on a journey of exploration that will surely entertain for many years to come.

Mystical Alchemy Gameworks would also like to welcome aboard Aldor author, mapper, and just general world-GOD, Ian R. Malcomson to their team of developers. Aldor will become MAG's premiere game world, a rich, full setting, that is sure to bring many hours of adventuring to the gaming community. Ian has done other work, in both
Dragon Magazine as well as a project manager for the Forgotten Realms Interactive Atlas.

Look for the Aldor product schedule soon - and see how full it is!

Mystical Alchemy Gameworks and more information about Aldor can be found at
www.d20games.com.



Char Gen Output: Here are a couple of scans of the first two pages of character sheet that gets printed from the Character Generator. For this particular character, a mid-level cleric, more pages would follow with spell information.
  • First Page
  • Second Page



New Combat Example: I've put together a third combat example for your reading pleasure. It pits the half-orc barbarian Imsh against an evil spellcaster. Step right this way if you care to read it.



Secrets from the Char Gen: A number of people now seem to have the Character Generator program and are posting tidbits gleaned from it in various places. Here are some examples:
  • Skill Points: The final list of which classes get how many skill points (thanks to Jeff Hartsell, Torfinn Brokke and James Hoover for the scoop):
    • 2 skill points -- Paladin, Cleric, Fighter, Wizard, Sorcerer
    • 4 skill points -- Monk, Bard, Ranger, Barbarian, Druid
    • 8 skill points -- Rogue
  • Gnome Racial Traits: There's one important Gnomish racial trait that hadn't been revealed until recently. Gnomes who have an Int of 10+ can cast the following cantrips once each per day: dancing lights, ghost sound, and prestidigitation. (thanks to James Hoover for passing on the scoop)
  • First Level Bard Spells: alarm, cause fear, charm person, cure light wounds, detect secret doors, erase, expeditious retreat, feather fall, grease, hypnotism, identify, mage armor, magic weapon, message, protection from chaos, prot evil, prot good, prot law, silent image, sleep, summon monster I, unseen servant, ventriloquism. (thanks to Jeff Hartsell for the scoop)
  • More Screenshots:
    • Languages: Number of languages is a function of Intelligence. Here's where you select which ones you know.
    • Purchase: You start with gold (a little if you're 1st level, a heck of a lot if you're 20th level), and here's where you can buy Simple, Martial and Exotic weapons; Normal, Superior and Masterwork weapons and armor; and gear, trade goods, containers, mounts, and so forth.

June 23, 2000

3E Art: More 3E concept art is available at the Neverwinter Nights site. (thanks to Hand of Evil and Astaroth for the scoop)



Char Gen Screenshots: More shots of the Character Generator demo:
  • Rolling Stats: When you roll you stats, you get six results that you need to drag to the various abilities. If you're creating a high-level character, you'll also have some bonus points to drag where you want them.
  • Arming Weapons: After you've purchased your equipment, you can assign your weapons to your main or off hand as you like. The program will calculate all bonuses and penalties to come up with your final attack scores.



Official Updates: The official D&D site has posted several new items. (Thanks to Chris Nightwing, the first of about 20 scoopers)
  • Imsh the Barbarian Close-Up: So what if he changed his name from Krusk? He's still cool. By 7th character level he's multiclassed as a Barbarian 4 /Rogue 3. Take a peek and I'll post some comments later.
  • Writing Contest: You can enter a WotC-sponsored fantasy writing contest here.
  • Blood Spawn of Cerilia: You can download the final Birthright freebie here.

June 22, 2000

Dungeon Adventure Layout Tidbits: Dungeon adventures will apparently feature small symbols to draw attention to important stat blocks. The symbols below (along with an example of their use) come from Keith Strohm's 3E adventure, "The Dead of Winter."

  • Update: Apparently these symbols have been used in Dragonlance 5th Age products, though in different ways. (thanks to Tenzhi and Simon B. Sinister for the scoop)



Character Generator and Master Tools: WotC's Jim Bishop on various software-related topics (on the 3E Message Board):
  • Status of Master Tools: We're beginning development now, and it looks like we won't be able to use any of the code we developed for the cGenerator. We're releasing a patch (with magic items, a couple of interface tweaks, shrinks the original to make it more portable, etc.) and will continue to support that format, but the Master Tools will be built on an entirely different code base. The idea is that everybody will have a copy of the Character Generator, but only DMs will probably buy the Master Tools. So everybody in a gaming group can send their .cg3 character files to the DM, who can plug them into the adventure she's building, manipulate their abilities and levels, etc.
  • Limitations of the Char Gen: The Character Generator does tell you which class is your preferred class, but it doesn't provide any means for xp input--it's a generator, not a manager. That level of ongoing play support is what the Master Tools is all about.
  • Mapping in Master Tools: We're licensing in a 2D tile-based world editor that will render in isometric (Baldur's Gate style), overhead, and a cartography view that uses the exact map symbols being developed in-house for 3rd Edition mapping. Much, much more news to come on that front.
  • Char Gen on NT and 2000? It degrades on NT (doesn't run) but it will run on Win 2000. That said, it has had ZERO formal testing on that platform, so we're not up on any bugs that may exist--printing in particular may give you problems. But I ran a 2000 machine at Fluid throughout development and it ran like a german-engineered charm.



Stores with No Conversion Manual? Are you having trouble finding a copy of the Conversio Manual at your local gaming store? WotC's Keith Strohm posted this to DND-L (thanks to Pat for the scoop):

Enough people have emailed me or posted in general about retail stores not having the conversion manual, or not even knowing that such a thing even existed, that I felt it necessary to ask your assistance with something.

If you have gone to a retail store that didn't know anything about the 3rd Edition merchandising kits (of which the conversion manual was a part), or if your store says that they do not have any knowledge of the conversion manual or other 3rd Edition D&D info), please email me at
aikiboy@wizards.com and let me know.

It's important that you do a few things in this email:

1) Put "Retail Store" in the subject header (I wade through almost 800 email messages a day, and it gets a bit tough to keep them all together).

2) Be specific. I need to know the name of the store, and its address. If possible, the name of their primary distributor will help.

If I have that information, I can work with these stores and their distributors to make sure they have the latest info and promotions from WOTC regarding 3rd Edition and any other RPG line.

What I'm asking is very important, as it will improve our ability to get information to you (the consumers), and it will insure that retail stores the necessary info to promote and sell WOTC RPG products.

Feel free to spread this email far and wide.

Keith Strohm
Category Manager
Tabletop RPGs
Wizards of the Coast



Corrections: The "3E Combat Details" scoop from yesterday required some minor adjustments, which have been made.



Char Gen Screenshots: A kind fellow with access to the Character Generator has sent me a few screenshots from the program, which I will post over the next few days. Here are the first two of the batch:
  • Gods Screen: Here's where you select your deity and domains if you're a cleric. Note that the user is in the middle of dragging a domain from the list on the right to the slot on the left.
  • Schools Screen: Here's where a wizard can become a specialist by picking a specialized school and then picking appropriate opposition schools.

June 21, 2000

Finesse: A scooper calling himself "Halfling" has given the Character Generator the once-over and has sent me some details about weapons. Here's a list of the weapons that can be used with the Finesse feat (of course, you must take the Finesse feat for each weapon you'd like to use in this manner):

Armor Spikes, Throwing Axe, Spiked Chain, Dagger, Gauntlet (normal, Locked and Spiked), Light Hammer, Hand Axe, Kama, Kukri, Light Lance, Light Mace, Nunchaku, Light Pick, Rapier, Siangham, Sap, Shield Spikes, Short Sword, Sickle, Unarmed.



3E Combat Details: A scooper named "Dagger" reports that he had a chance to take some notes from the 3E demo adventure "Into the Darkness." As he's not under any sort of NDA, he's provided a nice summary of some issues related to combat:

ATTACKS OF OPPORTUNITY:

    • You threaten the area next to you, even when it's not your action. An enemy that takes certain actions while in a threatened area provokes an attack of opportunity from you. This is a single attack and you can only make one per round.
    • If you move within or out of a threatened area, you provoke an attack of opportunity (unless all you do is move during your turn).
    • If you move into another threatened space, enemies get an attack of opportunity for leaving the first threatened space and for moving into the second threatened space.
    • Attacking with a ranged weapon provokes an attack of opportunity from enemies next to you.
    • Casting a spell provokes an attack of opportunity from enemies next to you.
    • You can take a 5' adjustment at any time during your action. Doing so does not provoke an attack of opportunity.

CHARGE

    • Characters and monsters can make charge attacks on their actions. When making a charge, you move in a straight line for up to double your speed and then make one attack with a +2 bonus on your attack roll. You suffer a -2 charge penalty to your AC until your next action.

CRITICAL HITS

    • When you roll a natural 20 on your attack roll, you hit regardless of your opponents AC, and you score a threat. To confirm a critical hit, make a critical roll - another attack roll with all of the same modifiers as the roll you just made. If the critical roll hits, your original roll was a critical hit and you can roll damage twice (add both rolls together to get the damage total). If the critical roll misses, you still get a normal hit.
    • Some weapons have a threat range greater than 20 and allow you to score a threat on a lower number.
    • Some weapons deal better than double damage on a critical hit.

FIRING INTO MELEE

    • You suffer a -4 penalty to your ranged attack roll when firing into melee.

FLAT-FOOTED

    • At the start of battle, before you've had a chance to act (before your first regular turn in the initiative order), you are flat-footed. You can't use your DEX bonus to AC while flat-footed, and you can't make attacks of opportunity.
    • Rogues do not lose their DEX bonus to AC when flat-footed.

MOVEMENT

    • Each character has a speed measurement in feet. You can move that distance on your turn and attack or cast a single 1-action spell. You can move before or after attacking or casting.

HEALING

    • At -1 to -9 HP, you are dying; you lose 1 HP at the end of each round, but first roll percentile dice: 10% chance to stabilize (but still unconscious).
    • Can stop a dying hero's loss of HP with a HEAL check (DC 15) or with even 1 HP of magical healing.

ROGUES

    • When a rogue can catch an opponent when it is unable to defend himself, such as when it is flat-footed, she can make a sneak attack. She can also make a sneak attack when flanking an opponent.
    • Sneak attacks inflict an extra +1d6 damage (do not multiply if sneak attack is a critical hit). [This goes up with level.]

DRUID: WOLF COMPANION

    • It has a real quick movement rate (I think it was 60'), and has Improved Trip and Scent as feats. With the improved trip, the trip assault does not provoke an attack of opportunity. The wolf isn't a slouch in combat, and I suspect that since the druid player controls the wolf, flanking and tripping become a very cool offensive combo. [This was probably just one example of an animal companion that a Druid might have. Note that "Scent" is described in the Bahamut/Tiamat writeup on the Monsters page.]

MONK: FLURRY OF BLOWS (once each round)

    • Can make one extra unarmed attack each round at a -2 penalty on all attack rolls for the round (can't move or take other actions with flurry of blows).

MONK: STUNNING ATTACK (once each day for a low-level monk, increases with level)

    • Must declare before attack roll.
    • Foe takes normal damage if hit and makes fortitude saving throw (DC varies by Monk level and Wis adjustment).
    • Failure means opponent is stunned until next action.
    • Stunned character can't act, loses DEX bonus to AC, attackers get a +2 bonus on attack rolls vs. stunned character.
    • Undead cannot be stunned.



3E Updates at Pool of Radiance II: The official Pool of Radiance II: Ruins of Myth Drannor site has a couple of 3E-related updates. First, three new pieces of 3E concept art can be found here (just the top three images are new). Second, you can read brief descriptions of two D&D monsters featured in this game: the Wraith, whose "hit drains its victim's Constitution down making them progressively weaker and therefore easier prey," and the Shadow. You can view their character animations here. (thanks to Joel Flank for the scoop)



Miscellaneous Bits: A few 3E morsels to share:
  • Familiars: As wizards and sorcerers advance in level, their familiars improve as well. A familiar has the same HD as its master has levels, and has half its master's hit points. Familiars use their master's base attack bonuses, adding their own STR or DEX modifiers (whichever is better). Familiars use their master's saving throws or their own (again, whichever is better). (Anonymous)
  • Paladin's "Lay On Hands" ability, which normally cures wounds, acts as a "bane" to undead, dealing out the same damge they could otherwise heal with this power. (thanks to "Halfling" for the scoop)
  • Armor Prices: More updates to the Armor Table. (Anonymous)
  • Skill List: Updates to the Skill Table. (Anonymous)
  • Halflings: Sean Reynolds on why Halflings get bonuses to Jump and Climb: "Halflings in official D&D are athletic. They're not pudgy, bucolic hobbits." (3E Message Board, scooped by PA)



Master Tools Website Up: WotC has posted a web page for the forthcoming Master Tools program at http://www.wizards.com/mastertools/. You can view the recent screenshots there, join an e-mail listserv, and find an e-mail address for comments. (thanks to Halfling for the scoop)

June 20, 2000

3E Demo Details: Anthony Roberson, editor of the Role-Play News website, was fortunate enough to attend a 3E demo, and kind enough to share lots of details. Be warned -- you'll walk away from this with a jealous streak! :) You can also see a couple of photos from the demo at the Role-Play News website.

I went to the 3rd Edition Demo that WOTC put on at the Marriott Marquis in Atlanta, GA tonight. Here are the goodies that were handed out:

    • A paper shopping bag with a spiffy Dungeons & Dragons logo
    • D&D Conversion Manual
    • An old AD&D Adventure Dice Set
    • A free preview booklet for R.A. Salvatore's Servant of the Shard hardcover book
    • Character Generator CD (Demonstration Version 1.0). Also included on this CD is a PDF file containing a 19-page 3rd Edition adventure by Keith Strohm called "The Dead of Winter."
    • A folder showing the 3rd Edition products that will be released this year
    • A Demo Adventure called "Into the Darkness"
    • A stapled bundle of 12 pregenerated 1st level characters
    • A stapled bundle with the spells for the characters
    • A color map for the demo adenture

The audience was told that no future book like the Forgotten Realms Sourcebook will draw on any books other than itself, the Player's Handbook, the Monster Manual and the DMG for information. This is intended to keep player's from having to own a mountain of books in order to play.

There is a new monster in the demo adventure, called a Shocker Lizard. Here
are its stats:

Shocker Lizard: CR 2; Small Magical Beast; HD 2D10+2; hp 13; Init +2 (Dex); Spd 40 ft; AC 16; Atk +2 melee (1d4 bite); SQ stunning shock; AL N; SV Fort +3, Ref +5, Will +1; Str 10, Dex 15, Con 13, Int 5, Wis 10, Cha 6.
Skills: Climb +12, Hide +10, Jump +4, Listen +4, Spot +4.
Feats: Alertness.
Special Qualities: Once each round, it can deliver an electrical shock to a single opponent within 5 feet. The shock deals 2d8 points of subdual damage, but a successful Reflex save (DC 12) halves the damage.

[Note: Looks like there's been a slight update to the monster "stat block" format. Note the Challenge Rating (formerly known as "Challenge Level") information right off the bat. And it appears that perhaps special attacks, defenses and weaknesses have been merged into one section called Special Qualities.]



Anonymous Goodies: A couple of anonymous bits are sent my way nearly every day. Here are a couple for your viewing pleasure:
  • Halfling Racial "Stat Block": Small size: +1 AC, +1 to hit, +4 Hide, must use small sized equipment. Race: +2 DEX, -2 STR, +2 Climb, +2 Jump, +2 Move silently, +2 Listen, +1 to hit for thrown weapons, +1 to all saving throws, +2 morale bonus vs. fear.
  • Assassins: In addition to the skill ranks in hide, move silent and disguise, characters must kill someone for no other reason than to become an assassin. Assassins get up to 4th level arcane spells! The spell list is very "stealth driven" in terms of selection and there are only four choices per spell level. Examples: Spider Climb; Dimension Door; Deepen Darkness; Poison.
  • Keen Weapons: "Keen" magic weapons double the critical threat range. I.E.: A longsword potentially crits on a 19-20. A keen longsword potentially crits on a 17-20. Characters who have the feat "Improved Critical" triple the threat range with a keen weapon. Following the aforementioned example, the threat range would be 15-20.

June 19, 2000

Barbarians in the Pool: You can read a bit about 3E Barbarians in this month's continuation of WotC's interview of Jonathan Kromrey, producer of the forthcoming CRPG Pool of Radiance II. (thanks to Orion Cooper for the scoop-er)



Schools of Magic: You may know that some of the traditional schools of magic have been broken down into sub-categories. For instance, the spell Unseen Servant is listed as Conjuration (Creation). Here are some more schools and categories, an example of a spell that would fit in that category, and my speculation as to what the category encompasses:

Conjuration

  • Calling: All variations of Planar Binding [brings creatures from beyond your reality -- i.e. extra-planar]
  • Creation: Minor Creation [creates objects, either temporary or permanent]
  • Healing: Cure Light Wounds [calls forth divine energy to heal wounds]
  • Summoning: Monster Summoning I [allows you to call and control beings from your plane or otherwise nearby]

Enchantment

  • Charm: Charm person [victim is more inclined to be your friend or do as you ask]
  • Compulsion: Command [victim has little or no choice but to obey; sleep would probably be another Compulsion spell]

Illusion

  • Figment: Silent Image (or the old Phantasmal Force) [creates an illusion out of nothing; multiple people can experience]
  • Glamer: Blur [masks or alters the appearance of an existing person or object]
  • Pattern: Color Spray [produces an illusory stimulus that triggers a real reaction]
  • Phantasm: Phantasmal Killer [creates a "figment of the mind" that only the victim experiences inside his head]
  • Shadow: Shadow Conjuration (uses shadow to mimc objects, creatures, or forces including spells. 1/5 strength of actual object, etc.) [create semi-material objects out of "shadow-stuff"]


OGF-D20 FAQ: If you've been following the Open Gaming movement at all, you probably have some questions about it. Questions that have been ... ah ... frequently asked, perhaps? That's where the Unnofficial Open Gaming / D20 System FAQ page comes in. Faust, a member of the OGF-D20-L mailing list, has compiled a big list of questions (such as "What is the “D20 System Reference Document” (SRD)?") and resources (such as links to the Open Gaming Foundation) for your edification on this topic.



Who the Heck is Imsh? Have you been waiting all June to get a look at Krusk the Half-Orc Barbarian at the official D&D site? Well ... something weird's in the works. First, his name seems to be Imsh now. And his picture has changed from the b&w concept illustration to the color piece recently revealed in the D&D Conversion Manual. Still, no character close-up yet ... but ... is it on its way?

Update: Looks like there has been a lot of art replaced at the official D&D site. In full color, you can now view pictures of Ember the Monk, Tordek the Fighter, Mialee the Wizard, and Jozan the Cleric, Ethereal Marauder, and Vampire. (Thanks to Daag for the scoop)

June 18, 2000

Return to the Dungeon Update: OmegaOdd, webmaster of Return to the Dungeon, says there are some new goodies at his site. "3rd Edition Psionicist Conversion has been updated and now includes card templates. Add some firepower to your 3E D&D game with 3E Guns. And a new 3E Character Sheet created using PowerPoint."



DL 3E Pushed Back? WotC's Keith Strohm (on the 3E Message Board): "There is currently no DL campaign book set for 2001." This contradicts rumors from late last year and early this year.



Wyatt's Update: WotC's James Wyatt has updated his 3E page again. Here's a quote to whet your appetite (thanks to Michael Hall and psionotic for the scoop):

Interesting observation: criticals don't come into play nearly so much when you're having a tough time hitting your enemies. You roll a 20 (or, in my case, an 18), get all excited because you know you hit, but then making the second roll is tough. No crits, so thank goodness for sneak attacks.

Update: James has also posted 3E conversions of some of the characters in the campaign. Lots o' goodies here -- spell names and such. (thanks to Orion Cooper for the scoop-er)



More about 3E Supplements: WotC's Keith Strohm explains why we can expect to see supplementary rules for core 3E (on the 3E Message Board):

We will definitely be producing products that elaborate and build on the rules structure of Dungeons & Dragons. That's the way we make money. Will we shove 40 such products a year out on the market? No. A smaller number (somewhere around 12) could be said to closer reflect our plans.

Will these products work completely within the boundaries of the new rules systems, balancing with what is present in the core books? Absolutely. The new D&D system is built with an eye toward measured and balanced expansion, using well-thought-out templating and design mechanics that make building off of the foundation elegant and effective. But hey, don't take my word for it. Wait until you get a copy for yourselves and test drive it. Customizing your own RPG experience is one of the main thrusts of the new D&D.

June 17, 2000

Future 3E Supplements:
WotC's Sean Reynolds talks about the role of future rules supplements for the core D&D game (on the 3E Message Board, thanks to PA for the scoop):

...one of the mantras for all supplemental core products is: "Don't put anything into it that makes a player regret that they didn't have the book when they were creating their character." In other words, it's OK to add on things, but you can't make it so a character created with the additional material in the handbook is clearly better than a purely PH-created character.



New d20 Publisher: If you've ever been to my chat room, you know that there's someone named JasonMAG always logged on, running bots to keep the chat room up and functional. JasonMAG is Jason Klank of Mystical Alchemy Gameworks, and he's pleased to make the following announcement:

Mystical Alchemy Gameworks has opened the doors to it's website! Stop on by ay www.d20games.com. If you're looking for adventures, accessories, and game worlds for your upcoming D&D 3rd Edition game, we're the place to get 'em! We have our own message boards, chat server (via the web or an IRC client), product info, and more! Throughout the weekend, we'll be making slight modifications to the site as we hear about any issues and to get a new feature or two finished (like the Links script).

We're also ALWAYS looking for authors and artists who are interested in seeing their work published, so if you would like more information, please email
submissions@d20games.com. Look soon for online game demos, Campaign Cartographer "classes" run in our chat rooms (yes, we'll have Master Mappers teaching these tutorial sessions - we want to help get anyone who uses CC able to use it better), and more.

Our online store will be coming online somewhere towards August - and let me just say, wow! The prices we'll be able to offer to you will be amazing! Start looking in early July for a few pre-order specials!

Lastly, look for our FREE, monthly news-zine,
The Alchemist's Cauldron, starting in mid-July. Here you will find all sorts of stuff: stories, art, characters, NPC's, monsters, spells, magic items, mini-adventures, and more! We're looking for submissions for this as well - so if you want to see your name and work sprawled all over the known world, drop a line to submissions@d20games.com.

Thanks for your time,
Jason Klank - CEO Mystical Alchemy Gameworks
jason@d20games.com



Monk and Barbarian Art Gallery: The official 3E site's Art Gallery has finally appeared in its new form. You can view nine concept drawings of monks and barbarians there. (thanks to Doug Justice, wsmith, Chris Hughes and Rick Smith for the scoop)



Conversion Manual Available Online July 14th: WotC has posted exerpts from the D&D Conversion Manual and indicates the whole thing will be up for grabs starting July 14th. (thanks to Rick Smith and wsmith for the scoop)



New Downloads Available: WotC has posted several "oldies but goodies" as well as some new stuff. In particular:
  • Modules EX1-2, Dungeonland and Beyond the Magic Mirror, both by Gary Gygax, are available here.
  • New character kits for those using the Crusades historical reference are posted here.

(thanks to Rick Smith, Luis Mejia and AZRogue for the scoop)



Return of SnarfQuest: A scooper named Pat says there's cause to rejoice if you were a fan of the 80s Dragon Magazine comic SnarfQuest. Apparently, the entire series plus some new material is going to be printed as a graphic novel. Click here for more info.
June 16, 2000

Followers: In tonight's Monte Cook chat, Monte was asked about followers for high-level characters. Here's his response: "...followers are in the game. It's a special feat that you can take that, based on your Charisma, whether or not you've got a holding or a castle, your reputation and your level, you get followers that come to you to serve." (thanks to Michael Morris and The Elder Wyrm for the scoop)



Fluid on the Boards: Scott Mathews of Fluid Entertainment stopped by my message boards today and revealed some tidbits about the forthcoming Character Generator demo. In particular, Scott named all of the mysterious buttons on the right side of the Char Gen character screen that appeared in recent screenshots. Says Scott, "The character screen is split into 12 “pages” (or as we call them internally, “layers”). Each layer conforms to one major component of a character. Each layer is accessed from the right-hand side of the screen – one of the twelve silvery buttons found there. Some layer buttons are disabled, depending on the character class you choose to create (Fighters do not have spells, for example). The system does work on a drag-and-drop method. Drag from the right and drop on the left to add the relevant skill/feat/spell to your character. Some selections demand a secondary pop-up to appear (the feat and skill screen shots currently show a pop up)."



New 3E Concept Art: The Neverwinter Nights site has four new pieces of concept art for your viewing pleasure. (thanks to Kegron Manyfaces for the scoop)



700K: Looks like the counter has rolled over 700,000 hits! Could you guys do me a favor -- make sure I hit a million by August 10th, okay? ;) Seriously, thanks to all who continue to visit, post on the message boards, and send encouraging e-mail my way.



Monk Chat Transcript: Did you (like me) miss last month's chat with Jonathan Tweet and Todd Lockwood about Monks? You can read the transcript of the chat right here. (thanks to Grendel for the scoop) Here are some highlights:
  • Monks in New D&D get to add their Wisdom bonuses to AC as well as Dexterity bonuses. They get to keep their Wisdom bonus even when surprised (when the Dexterity bonus goes away).
  • Their attack bonus isn't as strong as a fighters (because we wanted fighters to be the best…fighters), but they get extra attacks at a favorable rate, starting at 1st level.
  • a 10th-level monk can strike ghosts and werewolves as if her hands were a magic weapon because they are magic.
  • The monk's unarmed attack bonus is the same as their armed attack bonus. The big difference is that when fighting unarmed they get extra attacks starting at 6th-level (as a fighter does), but if they fight with non-monk weapons they don't get secondary attacks until 8th level (as a cleric or rogue does).
  • There are three monk weapons that monks can use and still get favorable secondary attacks (as if fighting unarmed). They're all Asian weapons: The nunchaku, the siangham, and the kama.
  • Other classes can use ki a little. There's a Stunning Fist feat for non-monks, but you have to have a Wisdom of 13+ to use it, and it's not as good as the monk's Stunning Fist.



Dragon Additions: I missed a couple of details in yesterday's Dragon Magazine report. I've added a bit about the Bard's lore ability and 3E miniatures.



Art from Conversion Manual:
I've had a chance to scan a couple of the wonderful pieces of art from the D&D Conversion Manual, and thought I'd share:
  • Mialee, Elven Wizard, in color
  • Is this Krusk, Half-Orc Barbarian?
  • Cover of the PHB -- this is on the back of the manual; I think this is the cleanest scan of it yet -- you can really see the realistic detail of the metal and gemwork. When I touch it I'm half-expecting to hear the little chain jingle.

June 15, 2000

Balanced Classes: WotC's Dale Donovan explores what "balanced classes" means (on the 3E Message Board, thanks to PA for the scoop):

Please be aware that balance can mean different things in different contexts. When we've stated that the classes are balanced, we mean that, as vehicles for players to use within the game, the classes are balanced. A fighter of X level is about as capable as a wizard, rogue, monk, etc., also of X level. Characters of X level are all talented to about the same degree, but those talents are very different and seldom "match up" on a one-for-one basis. Pitting that fighter against the wizard, rogue, monk, etc., is not a valid means to determine balance. Too many variables exist in such a situation, the foremost of which is the dice, for any such contest to reveal valid results. I'm sure we can all create scenarios where Character A triumphs over Character Z (or vice versa), thus "proving" the classes aren't balanced.



Origins Award Nominees: A number of WotC RPG products were nominated in various categores for Origins Awards, including Alternity's Dark*Matter (by Wolfgang Baur with Monte Cook), Dragon Fist (by Chris Pramas), and Axe of the Dwarvish Lords (by Skip Williams). Read about the nominations here. Skip and Monte are a couple of the chief architects for D&D 3E, and Chris is currently the D&D "miniatures guy." (thanks to PA for the scoop)



New 3E Site: DM Coik has posted a sort of spoof related to 3E. Take a look here, and keep in mind it's all a joke. :)



French Translations: "Tim the Enchanter" was kind enough to pester the right people at the right time to get this response from WotC's Amber Fullerton:

We are currently translating the following 3rd Edition products to French. Their releases vary from the end of this year to Spring of 2001.

    • Player's Handbook
    • Character Sheets
    • Adventure Box Game
    • Dungeon Master's Guide
    • DM Screen
    • Sunless Citadel
    • Monster Manual
    • Forge of Fury
    • Hero Builder's Guide



End of an Era -- Dragon #273: The final 2E edition of Dragon Magazine has arrived, and it's filled with 3E goodies that look toward the future of D&D. Let's dig in, shall we?
  • Sorcerers: You probably know by now that Sorcerers use Arcane magic, like Wizards, but cast these spells on the fly, without the benefit of a spellbook. You probably also know that Charisma is the most important ability for Sorcerers, and that Sorcerers can cast more spells per day than Wizards. Here's some relatively new stuff:
    • Sorcerers can use higher level spell slots to cast lower level spells. Out of 2nd level slots but really need to cast knock? Cast it as a 3rd level spell if you have a slot open.
    • Wizards start out knowing all cantrips and at least three 1st-level spells of their choice, while Sorcerers begin with knowledge of only four cantrips and two 1st-level spells.
    • Blurb says "Play a Sorcerer ... to gain a familiar at 1st level."
  • Bards: You probably know that Bards cast spells much like Sorcerers -- spellcasting is based on Charisma and is performed on the fly. Here's some new stuff:
    • Maximum spell level is 6th.
    • Some parts of the Bard Spell per Day chart lists "0" instead of "--", which means only high-Charisma Bards can cast (Charisma-derived bonus) spells of those levels at that time. [Rumor has it that this is the same with Rangers and Paladins as well.]
    • Class abilities, all based on the Bard's success with the Perform skill, include Inspire Courage (allies gain +1 attack and damage bonus), Countersong (use Bard's Perform check result in place of an ally's saving throw result to counteract sound-based attacks), Fascinate (capture the attention of a creature and attempt to make a magical suggestion), Inspire Competence (grants a +2 bonus to ally' skill checks), and Inspire Greatness (grants additional hit dice, +2 to hit, +1 on Fortitude saves). Bards also have a lore ability -- the check is d20 + Bard's level + INT bonus, and the higher the result the more obscure the information regarding an area, an individual, or a magical item.
  • Swashbuckler Recipes: Dale Donovan's article, "Touche," deals with different swashbuckler archetypes and non-swashbuckler characters that fit into such a campaign. Included are suggested 3rd Edition feats and skills. Examples:
    • Bandit (Skills -- Appraise, Jump, Ride, Use Rope, Balance; Feat -- Blind-Fight)
    • Pirate (Skills -- Intuit Direction, Profession (sailor), Profession (tailor), Swim, Wilderness Lore)
  • Heroes of Stormweather: This month's Rogues Gallery features characters from a forthcoming Forgotten Realms novel. In the sample below, I have arranged the stats in a standard stat block format and added a couple of details the write-up was missing:
    • Erevis Cale, Male Human Rog 8 / Ftr 3: SZ M (humanoid); HD 8d6+3d10+11; hp 60; Init +7 (Dex, Improved Initiative); Spd 30; AC 15 plus Dodge (leather armor, DEX); Atks: melee: +12/+7 (1d8+3, longsword); SA Sneak Attack (+4d6); SD Evasion, Uncanny Dodge; SW None; SR None; SV Fort +6, Reflex +10, Will +4; AL LN; Str 17/+3, Dex 16/+3, Con 13/+1, Int 17/+3, Wis 12/+1, Cha 12/+1.
      • Equipment: Leather armor, longsword, potion of healing, necklace of missiles.
      • Skills: Bluff +12, Climb +14, Decipher Script +11, Diplomacy +11, Disable Device +8, Disguise +12, Forgery +8, Gather Information +12, Hide +14, Jump +6, Knowledge (Selgaunt underworld) +11, Listen +12, Move Silently +14, Open Lock +8, Read Lips +7, Search +8, Spot +10, Use Rope +8, Profession (butler) +5.
      • Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility, Spring Attack.
  • July's Chats: Chat about 3E Sorcerers with Skip Williams on July 21st at 6pm Pacific. And discuss Living Greyhawk with members of the Circle of Six on July 18th at 6pm Pacific.
  • 3E Minis: Chris Pramas' "Role Models" column has a sidebar discussing the 3E miniatures line. Shown are three "greens" -- the sorcerer, fighter and druid that can be seen illustrated in color in the 3E Conversion Manual.
  • Preview of Dragon #274: August's issue includes a look at the d20 system core mechanic, a Robin Hood mini-campaign (including poster map), fiction by Ben Bova, an article on the playtesting of 3E, an article on creating prestige classes, and of course the CD-ROM with the Character Generator, the Conversion Manual, an exclusive Dungeon Adventures module, and trailers from forthcoming D&D computer games.



Armor: An anonymous tip allowed me to fill in more of the Armor Table.
June 14, 2000

Conversion Book Scans: A friendly scooper has sent me a few scans from the D&D 3E Conversion Manual. This isn't the whole book by any means, but should whet your appetite for more:
  • Table of Contents
  • Old and New Terms Table
  • Spell Range Table
  • Maximum Spell Damage Table and Notes
  • Ending Artwork
  • Part of the Back Cover with Marketing Blurb

Interesting Quotes: After paging through the book myself, I've found some interesting material to share:

  • If your character is not a member of a standard PC race, turn to Chapter 2 of the DMG. This chapter explains how to use almost any type of creature as a PC race.
  • A character's armor affects not only a character's Armor Class, but also his speed (movement rate).... Armor worn does not affect a character's encumbrance. [Presumably because it "sets" the movement rate of a character.]
  • Darkvision is the ability to see in the dark. Darkvision does not involve heat sensing, and sources of heat or artificial light do not spoil it. Low-light vision is the ability to see well at night or in dim light. It does not function in the absence of light as darkvision does, but when it works it usually allows a much greater range of vision.
  • A few spells have been eliminated from the game altogether. These include know alignment and any arcane healing or curative spell.



3E Web Ring: If you have a D&D 3E web site, I would urge you to join the 3E web ring set up recently by Trent Slabaugh. My site is one of the first to join (as you can see at the bottom of this page). You can add your site to the ring here.



Historical Weapons: The June installment of the Weapons Rack posted on the WotC web site had a statement from Monte Cook that confused some:

When we were creating weapons for 3rd Edition, we decided to stray a bit from past editions and recognize that D&D isn't really a historical game, but a fantasy game. There were already fantasy weapons in the game already (the D&D longsword never really existed, for example), so we decided to add more. A lot more. So I'm going to choose one of them. And of them, I guess I'll go with the repeating crossbow.

So the longsword and the repeating crossbow never existed historically, eh? On DND-L, Monte tries to clarify what he meant:

All I meant was this: No one sat around and said, "I've got my longsword and you've got your broadsword, so let's fight." That's a statement out of fantasy literature, and that's where the D&D longsword comes from, according to Skip Williams (and in fact, it's because of Burroughs' Barsoom books that it's the best one-handed weapon in 1E and 2E). I'll certainly not deny that there are real world weapons that fit the description and the term is even one used occasionally, but usually not to describe a weapon that actually matches the D&D weapon too well. And yes, I'm aware of the Chinese repeating crossbow. It doesn't work like the D&D repeating crossbow, which is clearly a fantasy weapon.

June 13, 2000

Conversion Book Available Soon? This message from WotC's Keith Strohm (on DND-L) seems to indicate that the 3E Conversion Book might be available in stores very soon, at least in limited quantities, and on the web (thanks to AZRogue and Pat for the scoop):

The merchandising kits for 3rd Edition have hit some stores, making copies of the 3E conversion book available. I'm trying to find out when they will be available on our website.

Update: A scooper named Steve says he already has his Conversion Book:

I have the manual. It was in my favorite shop (Dragon's Lair in Austin, TX.) last Saturday. It is 24 pages long and covers Characters, Magic and Monsters. Sidebars explain the rules mechanics changes - things like What's new about Ability Scores, THACO and Armor Class changes, Dual and Multi-class characters, Saving Throws, and such. The innards look a lot like the PH layout that is featured on WOTC's site and the art is excellent. The last page has a fantastic illustration of a fighter in the maw of a Dragon and hacking away at its eye with an axe.

Steve adds: It was a freebie. It came in its own little display case with about 24 or so booklets. The size of the booklet is 9x7 so it is more of a folio-styled product rather than a full-sized magazine.

Converting Old Monsters:

  • Hit Dice and Hit Points - The number of HD remains unchanged, but there is a Hit Die type appropriate to the Monster's type. The creature's CON modifier applies to each Hit Die it has.
  • Speed is old move x 2.5 rounded up to the nearest multiple of 10. If it has a swim or climb rate, it automatically gains those skills.
  • AC is based on the standard PC formula. An AC for a monster is based on size, natural armor, and DEX, plus Base 10.
  • Attack and Attack Bonus. Base attack bonus is based on hit dice and type, size, ability scores and feats.
  • Damage. Use the old damage values as listed but add Strength Bonus as well.

Magic Items: LOTS of renaming of spells and magic items. For example:

  • Rods, Staffs, and Wands: All rods are items that have unique powers, not simply powers that duplicate spell effects. All Staves are multifunction items that store spells. All wands are single-function items that store spells. Example: Staff of the Serpent (python) is now Rod of the python. Rod of resurrection is now the Staff of Life and Wand of Wonder is now the Rod of Wonder.
  • All Girdles are now belts. Girdles of Giant Strength are now belts of giant strength. Girdle of hill, stone, or frost giant strength becomes a minor belt of giant strength (+4 to the wearer's STR score). A girdle of fire,cloud or storm giant strength becomes a major belt of giant strength (+6 to the wearer's STR score).
  • Spell names: Lots of changes to better describe the ACTIVITY of the spell. Lower Water -> Control Water, Messenger -> Animal Messenger, Conjure Earth Elemental -> Planar Ally, Audible Glamour -> Ghost Sound, Anti-magic shell -> Anti-magic Field, Part Water -> Control Water, Obscurement -> Obscuring Mist, Snake Charm -> Animal Trance, Repel Insects -> Repel Vermin, etc. As seen by the two water spells, some spells are consolidated as well. Most interesting in this is Clairaudience/Clairvoyance. This is now ONE spell.

Another Update: A little more conversion info from Matthew Martin:

Schools of Magic:

  • A good number of spells have also changed schools. As we'd heard, all spells now have one school Necromancy gains fear-causing magics such as scare and fear, as well as astral projection and ray of enfeeblement. Prismatic sphere, guards and wards, shield, and stoneskin all fall under Abjuration, giving it a lot more punch. Conjuration and Invocation do a fair amount of swapping; it would appear that most of the spells producing 'stable' matter now fall under Conjuration, while those producing energy, force, or 'active' matter (such as gust of wind) belong in the school of Invocation.
  • The Universal School of Magic from Player's Option: Spells and Magic is now part of the core game, and includes permanency, read magic, symbol, limited wish and wish.

Kits: The book includes guidelines for converting characters with 2E kits to 3E.

  • Weapon Proficiencies: "If the character's class does not include a weapon that the kit requires, recommends, or gives the character for free, the character automatically gains proficiency in it without using up any feats."
  • Nonweapon Proficiencies: NWPs that were included in the kit description are similarly considered class skills, although the character must still use skill points to buy them.
  • Special Benefits/Hindrances: Special benefits are considered feats, and feat slots must be spent to buy them. If the ability is described in the PH as a feat, the PH description takes precedence, but prerequisites are waived. If it's not described, treat it as a feat using the kit description. If, however, the kit grants another class's ability (such as the swashbuckler thief's ability to use a fighter's THAC0 with some weapons), the character should multiclass, devoting 1/4th of her levels (with a minimum of one) to the new class. The new class is always considered favored.



3E Countdown Clock: Anxious to know how many days, hours, minutes and seconds are left until the release of the 3E PHB? On the old official 3E site there was a countdown clock. Seems the clock has been resurrected -- you can view it at the official D&D site (check the upper right-hand corner of the page).



En Français: WotC's Sean Reynolds helped dig up information on the French translation of 3rd Edition (on the RPG.DND message board):

"WotC is in fact preparing French translations for D&D 3rd Edition. We are using translators who live in France and who are very familiar with all of the previously translated materials. Our goal is to maintain consistency with the previously translated materials and provide you with the same quality that you've come to expect." - Tina Trenkler



Dragon E-mail: Dragon Magazine editor Dave Gross has provided a handy list of e-mail addresses related to the magazine (on the Dragon Magazine message board):
  • Subscription inquiries: dragon@pcspublink.com
  • Forum letters: forum@wizards.com
  • Scale Mail (formerly DMail): scalemail@wizards.com
  • Assistant Editor Matthew Sernett: sernett@wizards.com
  • Assistant Editor Eric Haddock: moonlion@wizards.com
  • Associate Editor Chris Thomasson: rhythm@wizards.com
  • Art Director Peter Whitley: peterw@wizards.com
  • Ad Sales Director Bob Henning: bob@wizards.com
  • Editor-in-Chief Dave Gross: dragon@wizards.com



Character Sheet: Looking for a 3E character sheet? You might want to stop by Jay's 3E page and download an Excel character sheet he's whipped up.



Mounted Combat Feats: A fellow calling himself "edger" provides this list of feats related to mounted combat:
  • Mounted Combat
  • Ride By Attack: Able to do a 1/2 move, attack once with a melee weapon, and the do another 1/2 move. This attack does not provoke attacks of opportunity.
  • Trample: Able to use the mount to attack medium sized creatures.
  • Spirited Charge: When charging, melee weapons do 2x damage, lances do 3x damage.



Dragon Mag Preview: Okay, someone at WotC screwed up. I have an exclusive arrangement to get my copy of Dragon before anyone else in the world, and yet here's scooper Joel Flank with a preview. Sheesh! Ah, well, as he points out I'll probably have it soon and will give you the 3E lowdown.

Not only is there the preview on Sorcerers and Bards, but there's several articles with 3e info. The main one is the rogues gallery with seven 3E characters from the forthcoming Sembia Realms book, but also in the first article on swashbuckling (by Dale Donovan) there are recommended skills and feats for different character types. One thing I noticed in the character descriptions is that there is both the Mounted Combat feat and the Ride by Attack feat. I have no clue what the difference is, but can't wait to find out!



FR OOP Petition Web Page: Want to see how the FR OOP CD petition is going? Want to sign it? Petitionmeister Sean Kelly would like you to drop by the Candlekeep Petition page. It loads a little slowly so you might want to be patient and keep trying.

June 12, 2000

New 3E Site: Looking to join a 3E game when things finally get rolling? You might want to stop by Fred Wolke's 3E page and see what he has to offer.



Wyatt's Update: WotC's James Wyatt has updated his 3E page with some quotes from a recent 3E game. No, not too much 3E stuff in there. What can I say -- slow news day! (thanks to PA for the scoop)

June 11, 2000

3E Chat: Reminder about an upcoming chat at the WotC site:

RPG Hour -Fri. 6/16/00 6 pm (PDT)
3rd Edition D&D Barbarians
Monte Cook

Barbarians are another of 3rd edition D&D's old classes made new. Designer Monte Cook is back with a look at the concept of barbarian rage and the removal of multi-class and demihuman restrictions.

June 10, 2000

Character Sheet: Robert Blezard has created a character sheet based on the one posted at WotC's James Wyatt's 3E page. It's been posted over at Return to the Dungeon for you to download.



Gygax Galore: Out of Gary Gygax interviews, eh? Well, not any more! You can find one at Gentlemen & Players and another at Calliope Comics. (thanks to "If you want credit for the scoop, you gotta leave your name" for the scoop)



Magic Items in Char Gen: When Fluid Entertainment's Scott Mathews talked about the free Character Generator in a recent interview, it was said that only items in the PHB would be available for PCs to equip. That meant no magic items. However, over on my 3E Software message board, WotC's Jim Bishop revealed yesterday that magic items will be available for the Character Generator via a patch currently in development: "when we patch the cGenerator (July 20th), it'll have more magic items than you could shake a stick at."

June 9, 2000

3E Character Generator Screenshots: WotC's Jim Bishop has sent five screenshots of the Character Generator program that will ship with the PHB and the August issue of Dragon.

    • The Class Selection Screen: What do you think "ex-Barbarian" means? Also, what do you think "Rhetorical Quesion" means? ;)
    • The Skills Selection Screen: Picking specific types of Crafts
    • The Feat Selection Screen: Exotic Weapon Proficiencies
    • Familiar Screen: Hooty McSpoon, Your Owl Familiar



New 3E Concept Art: The Neverwinter Nights site is sporting four new 3E concept drawings, including three versions of the Iron Golem (can you tell Todd "Sheen" Lockwood drew them?) and a Grimlock Warrior. (thanks to "The Hand of Evil" for the scoop)



Manual of the Planes: This message from WotC's Jeff Grubb found its way to the Planescape mailing list (thanks to Rasgon and Piratecat):

The new Manual of the Planes presents the "traditional" planar arrangement (the "great wheel"), but also provide the DMs with the tools they need to build their own individual cosmologies. That is, if they play Die Vecna Die and end up with a sudden change of the planes, they may move their campaigns over smoothly to an original cosmology. In effect, we are freeing DMs (and other world-creators) from having to fit their views into our cosmology, while still providing that default cosmology for the players. In addition, there are some fundemental and basic changes that we are making in the nature of the planes that will have an effect on play, and are the result of 3E development (Here's one - its now the Plane of Shadow, not the Demiplane).



Official Updates: A couple of additions to the WotC 3E site (thanks to Michael Cash, Orion, and some guy who didn't fill in his name):
  • The Weapons Rack examines the repeating crossbow, repeating crossbow, repeating crossbow ... you get the picture. :)
  • Dungeon Adventures editor Chris Perkins looks at a new Playtest Group of the Month. In their first Playtesters at Work entry, adventure design is discussed.
  • "Dangerous Dancey" is back with another installment of the Most Dangerous Column in Gaming. He provides a little news about the Master Tools, the FR playtest, and Dragon Con.



No Rulebooks with Master Tools: It's been said before, but not quite so definitively. Here's WotC's Keith Strohm (on DND-L, thanks to AZRogue and Wayne Woodman for the scoop):

Although [WotC's] Jim [Bishop] is the producer on this product, I have made the decision not to include the core books on the Master Tools CD-ROM. At some point in the future it is possible that we would put the books on the CD, but not for the next several years.



Wyatt's Update: WotC's James Wyatt has updated his 3E page. Here's a quote to whet your appetite:

A handful of the bandits were loading crates and barrels onto wagons... pulled by strange, giant ants. Tarian crept up, invisible, to see what was going on. He eventually put a flask of alchemist's fire in the floor of the wagon holding barrels of pitch, in such a position that it would be shattered (and thus ignited) by the next barrel to be loaded. "Fire in the pitch wagon!" It was quite dramatic.


June 8, 2000

Conversion Tidbits: Anonymous dropped by to say he's seen the 3E Conversion Book. A couple of specifics he noted:

  • Exceptional Strength: Converting characters with exceptional strenght is pretty straightforward. The information is presented as a chart, with 18/01-18/50 becoming 19, 18/00 becoming 23.
  • Multiclass Characters: The formula for converting multiclass characters is to take 1/3 of your lowest level(s) and add that to your highest level, then split the total among your classes as you wish. "...the example they use is 8 fighter/9 mage/9 thief. First, you find the highest level class, 9 in this case. Then you divide each level the character has in each other class by 3, rounding down, so the 8 becomes a 2 and the other 9 becomes a 3. Then add all the numbers together to get your character level, 9+2+3=14. Divide the levels however you desire."



Pool of Radiance II Desktop: You can read about, and download, a desktop theme for the forthcoming Pool of Radiance II: Ruins of Myth Drannor CRPG right here. PoRII, of course, will be set in the Forgotten Realms and uses the 3E rules. (thanks to Fihnakis for the scoop)



OtherWorld Creations: Boasting "RPG products for a new generation" is a new d20 System game company, OtherWorld Creations: "Our flagship product will be the world of Diomin (di-ahmen). A world unlike any found in gaming today. With new races, cultures, classes, and magic styles, we're sure that Diomin will be the world for you!" (thanks to Clark Peterson for the scoop)
June 7, 2000

Sorcerer Spells: Anonymous has provided a few more levels for the sorcerer spellcasting charts. I have filled in some speculation

Sorcerer Spellcasting (Spells Per Day)

Sorcerer
Level

Arcane Spell Level

Cantrip

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1

5

3

               

2

6

4

               

3

6

5

               

4

6

6

3

             

5

6

6

4

             

6

6

6

5

3

           

7

6

6

6

4

           

8

6

6

6

5

3

         

9

6

6

6

6

4

         

10

6

6

6

6

5

3

 

 

 

 


Total Sorcerer Spells Known Per Level

Sorcerer
Level

Arcane Spell Level

Cantrip

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1

4

2

               

2

5

2

               

3

5

3

               

4

6

3

1

             

5

6

4

2

             

6

7

4

2

1

           

7

7

5

3

2

           

8

8

5

3

2

1

         

9

8

5

4

3

2

         

10

9

5

4

3

2

1

 

 

 

 



Official Chat Logs:
A few more 3E-related chat logs have been posted on the WotC site:
  • Dave Gross and Chris Perkins on Puzzles & Traps, 5/7 (Not too much on traps, really, but the first announcement that the August issue of Dragon would ship with a CD-ROM that includes "the Complete 3rd Edition Character Generator, an exclusive 3rd-Edition DUNGEON adventure, and the complete 3rd-Edition Conversion book for those of you looking to convert your 2E game.")
  • Ed Stark on 3E Fighters, 4/21 (Lots about feats.)



DMG and MM Release Dates: WotC's Keith Strohm indicates that the Dungeon Master's Guide will be released on September 11 and the Monster Manual will be with us on October 16. (on the 3E Message Board, thanks to James Hoover and Jeff Hartsell for the scoop)



Diablo II is Gold: Blizzard's highly anticipated Diablo II has gone gold and should reach stores by the end of June. Read about it here. And how does this relate to 3E? Well ... uh ... it will help pass the time until August 10th. :) (thanks to Psinotic for the scoop)



FR OOP CD: Though the Forgotten Realms "Out of Print" CD-ROM (aka "The Candlekeep Scrolls") product is not going to be produced, all is not lost for those who want to have access to old Forgotten Realms materials, according to WotC's Dale Donovan (on the FR Message Board, thanks to James Hoover for the scoop):

Personally, I agree with you; I'd love to see the OOP CD-ROM happen, but the Electronic Products department has made their decision. It's not a call that the RPG R&D folks can make at this point. Unless the situation changes, we all need to respect their decision.

All is not lost, however. The chance exists that at least some of these products could show up on our website, available for download at the cost of a small fee. Of course, if the first product or two don't do well, that avenue may close as well.

June 6, 2000

Neverwinter Nights Movies: Wanna watch 19 NWN gameplay movies? Head right this way. You'll get to see the Aurora Toolset in action, a short battle against some umber hulks, some spell effects, and lots of pretty shadows. (thanks to Jonathan Petersen for the scoop)



Macintosh Master Tools Petitions: If you feel strongly about WotC creating a Mac version of Master Tools, you will want to fill out the petition here and visit Mac Dungeon (for another petition and a survey). (thanks to Steve Husty and Jay in Scottsdale for the scoops)



PHB Survival Kit: Anonymous fills us in on what "early adopters" can expect to find in the bonus section of the first run of the Players Handbook:

The extra sections included in the PHB are in an appendix called the "2000 Survival Kit." The sections covered are Experience, Monsters, Treasure, Magic Items, and a Do It Yourself Dungeon.

The Magic Section includes 4 Potions, 7 Rods/Staff/Wands , 6 rings, a writeup on 8 Weapon and 5 Armor special powers, and 6 Wondrous Items.

The monsters section includes full writeups on: Red Dragon (Mature Adult), Gelatinous Cube, Ghoul, Ghast, Goblin, Hell hound, Ogre, and Skeleton. Stat blocks are given for the Badger, Dire Rat, Dwarf Warrior, Dog, Hawk, Hobgoblin, Human Warrior, Orc, and Unicorn.



Fik Revealed: WotC's James Wyatt has posted the character sheet for the character he's often discussed on his 3E page. (thanks to Robert Blezard, jbs, Maximillian, and Blackhawk for the scoop)



3E Fansite News:
  • Return to the Dungeon Updates: You can find some new goodies over at Return to the Dungeon. Webmaster OmegaOdd says, "Melfast takes a look, inside and out, at the 3rd Editon Rogue with Spotlight Rogue Skill Point Analysis and 2ED vs 3ED Rogue Analysis. Hecubus & Phau offer their 3rd Edition Psionicist Conversion."
  • New Site: Realm of Third Edition -- right now boasts a sprinkling of 3E info, promises 3E adventures in the future.

June 5, 2000

Bishop on Board(s): WotC's Jim Bishop posted a few tidbits on my 3E Software message board. The highlights:

  • Char Gen in UK? Copies of the PH that are shipped abroad (including to the UK) will definitely include the [CD-ROM], and the Dragon editorial staff is about 85% sure that the UK Dragon will have it included as well.
  • Master Tools for Mac? What would be interesting is to find out how many active D&D players use Macs. We're a funny bunch, and it wouldn't suprise me if we skewed higher than the general population for Mac ownership. When I say I need 5-7k signatures, that's really what it comes down to: how big is this market? ... With all that said, an official petition would be more then welcome. Take it to Cons and gather signatures, or to alt.dnd and see what you can get, and I'll happily fight the good fight on the WotC side.
  • Dungeon Generation? The insta-dungeon was the idea that first got me really excited about this project. Because the mapper itself is still up in the air, I can't make a definitive promise that a one-click random dungeon generator will be included. But I can promise you that lazy bums like you and me and all the working D&D players out there will be able to make adventures _very_ quickly.



Necromancer Games: A new d20 System RPG publisher, Necromancer Games, has opened its web site. You can find information about supplements and adventure modules that are "3rd Edition products with a 'classic' 1st Edition feel."



Dragon & Dungeon Mag Ads: A few weeks ago, I reported that a comics catalog called Previews had a big ad for Dragon Magazine and Dungeon Adventures. Here's a scan of the ad, sent in by Ron.



Bonus Spells: Anonymous has sent along a more correct chart for bonus spells based on high ability scores. The ability in question is Intelligence for Wizards, Wisdom for Clerics, Druids, Rangers and Paladins, and Charisma for Bards and Sorcerers. Warning: there's more to this chart, but this will do for typical characters.

Bonus Spells for High Ability Scores

Ability
Score

0th

1st

2nd

3rd

4th

5th

1-9

Can't cast spells tied to this ability

10-11

No bonus spells

12-13

-

1

       

14-15

-

1

1

     

16-17

-

1

1

1

   

18-19

-

1

 1

1 

 1

 

20-21

-

2

1

1 

 1



WotC Purchases Last Unicorn: WotC has acquired another gaming company, as you can read in this press release. This time the new addition to the family is Last Unicorn Games, publishers of RPGs based on Star Trek and Dune. (thanks to Praetor for the scoop)



Monster Contest: You can win a copy of the 3E Monster Manual by participating in a monster design contest. (thanks to Clinton Nixon for the scoop)

June 3, 2000

New D&D Ad: Eagle-eyed scooper Matt Rose saw and sent in this ad for 3E that appeared in the July issue of PC Gamer.



New Birthright Download: You can download The Legacy of Kings board game at the WotC site. (thanks to Kevin Greene for the scoop)



Extra Goodies with First Run of PHB: Sean Reynolds gives an added reason why you might want to be an early adopter of 3E (on rec.games.frp.dnd, thanks to jbs for the scoop):

The first print run of the PH also contains a short additional section on monsters, treasure, and magic items.



Oops, No FR OOP: Apparently the Forgotten Realms "Out of Print" CD, which would have compiled almost all pre-3E Forgotten Realms products into one electronic package, is not going to be developed after all. WotC's Sean Reynolds explains (thanks to James Hoover for the scoop):

We had to cancel the FR OOP CD-ROM because (1) it was expensive to produce, and (2) the sales of the Dragon Magazine CD-ROM weren't at a level that would indicate that a comparable product (the FR one) would sell enough copies to make a profit.



Wyatt's Update: WotC's James Wyatt has updated his 3E page. He discusses Fik, his Rog3/Pal1 PC. (Thanks to jbs, the first of many scoopers)



New Art: You can find four new pieces of 3E concept art over at the Neverwinter Nights site. (Thanks to Allister Huggins, the first of many scoopers)

June 2, 2000

Player's Handbook Preview: WotC has posted art and writing sample previews from the current and previous incarnations of the 3E Player's Handbook. (Thanks to Erifnogard and Daniel Thomson for the scoop.) The fun starts here, and specifically...

  • You can read exerpts from the Equipment chapter.
  • Here are some pictures of what the inside of the PHB looks like, as well as galleries of some earlier designs that didn't quite make the cut.



Official Updates: The official 3E site has lept into June with three updates (thanks to Michael Morris, the first of many scoopers):
  • Barbarous Intro: June is the month for barbarians, we're told, in the introduction to the 3E theme of the month.
  • June's Interviews: You can read interviews with artist Sam Wood and designer Monte Cook.
  • Death Knell: A spooky cleric spell is provided for your reading pleasure in this month's Spellbook:

Death Knell

Necromancy [Death, Evil]
Level: Clr 2, Death 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/10 minutes per target HD (see text)
Saving Throw: Will negates
Spell Resistance: Yes

The cleric draws forth the ebbing life force of a badly wounded creature and uses it to fuel her own power. Upon casting this spell, the cleric touches a living creature that has –1 hit points or fewer. If the subject fails its saving throw, it dies, and the cleric gains 1d8 temporary hit points and +2 Strength. Additionally, the cleric’s effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant the cleric access to more spells.) These effects last for 10 minutes per HD of the target creature.



Official Stance on NDAs: WotC's Keith Strohm made it clear what the company expects of its playtesters (on DND-L):

I'd just like to reiterate a fact from the corporate standpoint: Playtesters who expressly violate their NDAs regarding do so without the permission from anyone at Wizards of the Coast. Neither Ryan or I have given anyone permission to do so. In fact, we find it fairly distressing. So far, we have had a tremendous run of success with our playtesters. Considering the importance of the products in question, it is amazing that more people haven't leaked actual text from the playtest documents in the past year.

However, some of the recent trends of playtester leaks are disturbing. We entrust information of a sensitive nature to consumers primarily because we trust them not to violate their NDAs. When NDA violation happens, it makes us less willing to tap the tremendous consumer base we have for future playtesters.

While I personally have more important things to do than try and track down the identities of playtesters who are breaking their NDAs, Wizards of the Coast will take appropriate action should we "catch" such an errant playtester.

Keith Strohm
Category Manager
Tabletop RPGs
Wizards of the Coast

June 1, 2000

Magic Weapons: WotC's Sean Reynolds speaks up, contradicting a fairly old "fact" that magic weapons could exceed the old +5 limit. Once again we see that rumors are only rumors (on the 3E Message Board):

Weapon plusses don't go past +5. The system for magic magic weapons with special powers (vorpal, defender, etc.) works by adding effective "plusses" to the actual plusses (which can bring the total of actual and effective plusses beyond 5), the total of which is looked up on a chart to find the cost of making the item. So adding "vorpal" might be +2 and defender might be +3, so making a +2 vorpal defender is the cost of the "+7" entry on the chart.



The Role of Luck: Did Gary Gygax just "get lucky" with the success of the Dungeons & Dragons game? Did Wizards of the Coast just "get lucky" with their successful trading card game, Magic: The Gathering? Read a letter posted to DND-L by Ryan Dancey. (thanks to Neil Ikerd for the scoop)



Prestige Classes: Sean Reynolds illuminates the masses (on the 3E Message Board):

Prestige classes aren't supposed to be class-specific; most classes should be able to qualify for one (you could have a Wizard become as Assassin, for example) but some classes (such as Rogue, in the Assassin example) could get there it faster or easier. Spellcaster classes are a slight exception, but theoretically you could make a "Fire Master" prestige class that required knowledge of a certain number of fire spells and a minimum spellcaster level ... so any spellcaster might eventually qualify for it.



Return to the Dungeon: OmeggaOdd, webmaster at Return to the Dungeon, indicates that there are some new 3E updates you might want to see: The third installment of Dagon's "Broken Wish Adventure," entitled "The Demon's Hell"; Louminator's 23Edition AD&D 3rd Edition Rules Supplement for AD&D 2nd Edition; Melfast's 2E vs 3E Character Comparison.



Skills: Spotted over on my message boards, posted by playtester Ywain (thanks to Alex White for the scoop):

Animal Empathy is now a skill but it is only available to Rangers and Druids. The Ranger has a pretty broad selection of Class Skills to choose from, 18 in total. The Paladin has 8 and the Fighter has 6.


Dungeons & Dragons, D&D 3E and AD&D are all property of Wizards of the Coast.