Eric
Noah's Unofficial
D&D
News Archive #2
September 1999
|
News from September 1999:
September 27, 1999
- TSR's Keith Strohm elaborated on the fate of Planescape
and the venerable D&D cosmology as they pertain to 3E (on
rec.games.frp.dnd):
While we do
not intend support for the 2nd Edition Planescape setting, 3rd Edition
D&D wil feature planar adventures and creatures. Essentially, the
same team that brought you all of the fantastically designed PS
elements will be working on 3rd Edition D&D product in the future.
For a
variety of reasons, most gamers did not purchase PS product, leaving a
host of really cool material (useable in just about any campaign)
untouched. We want to return planar adventuring back to the baseline
D&D game. Warriors
of Heaven and Guide to Hell (out Sept. and November
respectively) are the recent planar products designed for the core
AD&D game.
The 3rd
Edition Manual of the Planes will present rules on how to build your
own multiverse. We will insert the "official" planar cosmology as an
example of how we built a multiverse using the rules in the book. Any
planar adventures for the core will assume the use of this cosmology,
but we are encouraging each DM to build their own multiverse.
- Playtester Der Verdammte sent in some interesting
clarifications about recent scoops from Ryan Dancey:
- Critical Hits: The ability to achieve a
Threat "depends on the
weapon, and there are certain abilities a character can have that
expand the "threat" range even further." So certain
weapons might have a Threat range beyond just a natural 20.
- Backstab vs. Sneak Attack: A sneak attack replaces
"backstab" because it's never been a literal "back"-stab. For
instance, you can walk up to some unsuspecting person and stab them in
the gut for "sneak attack" damage, so long as you were nonchalant
enough that they didn't catch on until it was too late. OTOH,
there are some creatures that are still immune to it, just because it's
still a well-placed blow. For instance, it doesn't really matter
where you hit a pudding or a jelly; they don't have any areas that are
more vulnerable than others. But that's always been the case.
- Four-bolt magic missile from a 4th-level
wizard?: Ryan's
in error. According to the latest version of Magic Missile, in the playtest document I
received last Saturday, the number of missiles per level are the same.
September 26, 1999
- Here are some sample scenarios, by TSR VP Ryan Dancey,
that demonstrate why the "Delay" option for initiative would be
useful (scoop sent in by Don Lail):
===================
Two mages,
standing side by side. Fire Giant is running towards them.
Both mages have the same initiative.
One
decides to "delay", the other fires a spell. If the spell is
sufficient to kill the Giant, the second mage can change targets and
shoot something else. If not, the second mage can cast something
else at the original Giant. If they both went on the same
initiative, the DM would be justified in ruling that damage would be
made after both mages cast spells - so one might waste a spell on a
target that would have been stopped by the other.
==================
Two mages,
opposing each other. Neither knows the level of the other.
There's a battle going on, and having powerful spells available may
mean the difference between success and failure.
Mage One
would go first in the initiative order, but takes a risk and
"Delays". Mage Two fires her best spell - a four bolt magic missile. Mage One takes the
hit, smiles, makes a concentration roll to cast through the pain, knows
her opponent is 4th level, and unleashes the fireball - not the meteor swarm. [Note: So a fourth-level wizard can
cast a four-bolt magic missile? Interesting...]
==================
Two Rouges
are near a monster. Rogue One is close enough to make a melee
attack. Rogue One has first initiative, the monster second, Rogue
Two third.
Rogue One
elects to "delay". The monster strikes, Rogue One takes the hit.
Rogue Two takes a partial movement action - moving a short distance
while still being able to make a melee attack - into a "bracketing
position" vs. the monster (in other words, there's a character on
either side of the monster). Under 3e rules, that means that
either character can make a "sneak attack". Since Rogue Two moved
before attacking, he'll only get one attack this round.
Rogue Two
completes the partial action, and delivers a sneak attack to the
monster. The monster howls as the multiplied damage rends fur and
bone. Then Rogue One makes a melee attack; since Rogue One waited
for the creature to be bracketed, Rogue One's attack is also a "sneak
attack". Since Rogue One didn't do anything else this turn
(except Delay), Rogue One makes an "All Out Attack" (uses all available
attack routines). Since Rogue One has three attacks, all three
are "sneak attacks", and Rogue One delivers leathal damage. (We
won't mention the Critical Hit in the middle...) [Note: Multiple sneak
attacks? Also, it sounds like the more general "sneak attack"
replaces the anatomy-specific "backstab" ability.]
==================
- Ryan Dancey's a busy man! He also provided
the rationale behind the rules for priests "trading" memorized spells
for healing power (scoop sent in by Don Lail): Here's the big intention
behind this rule: The smart player (or the player browbeaten into
it by the other players) who has a Cleric character should, under 1e
and 2e rules, always take the maximum amount of "curing" spells
possible. The 3e system frees the cleric from this need.
Now, finally, all those other really interesting Cleric spells in the
lists can be taken without concern that doing so will doom a comrade
when things get sticky. We think this simple change will have a
sweeping effect on the Cleric class - creating hundreds of interesting
varients from the base "healing warrior" concept - without unduly
risking the safety of the party.
- Mr. Dancey added to what we know of the new rules
for Critical Hits: There are certain times when the "threat
range" might expand; say, dealing a threat on a 19 or a 20. And
there are certain times when the damage might be tripled or quadrupled,
not just doubled. (scoop sent in by Don Lail)
[My guess, based on other tidbits, is that it could depend on the level
of the attacker, and the type of weapon used.]
- Ryan Dancey indicates that there are no minimum
ability requirements for classes in 3E: There aren't any ability score requirements in
3e. There are some special abilities and heroic feats that
won't work, or will work poorly unless the character has certain
ability scores over a threshold value, but there are no minimums
required to take any class. There are still some alignment
restrictions, but no score restrictions. (from the TSR
message board)
September 25, 1999
- TSR VP Ryan Dancey told DND-L his vision of what a
TV comercial for D&D 3E could potentially look like:
Here's the commercial I would like to
shoot. Whether it gets made or not is anyone's guess at this
point.
==============================
Begin with a black screen.
Soundtrack begins. Sirens
wail. Sounds of boots marching. Sounds of anger and
unhappiness.
Voicover begins. Images
flash in black & white. Clinton on the rope line with
Monika. Jimmy Swaggart crying on TV. OJ simpson sitting in
court. Soliders march in front of Saddam Hussien.
Voice: "Some people say that
there are no heroes today. That today's kids don't have any good
role models. Who will the next generation look up to and respect?
Fade to black.
Sountrack ends.
Music begins. "Ode to Man"
or something else really stirring.
Voiceover begins again. More
images flash, this time in color. A seargent waves her platoon
forward through the fog of a cool Bosnian morning. A teacher
turns from a blackboard filled with algebraic equations and looks out
at a class of attentive studients. An exhausted fireman, coated
with soot, carries a small girl from a burning building.
Voice: "We think the world
is filled with heroes. We think that most people want to fight
the good fight, stand up for what's right, protect the helpless and
stand tall and proud. Where do today's heroes come from?
When they were kids, they heard stories of knights in shining
armor. Tales of high adventure. Times when only a small
band of heroes stood against powerful villians. Those stories
made an impact - they set a standard."
Fade to black.
Music ends.
Fade in to a white screen.
Brief pause. Fade int the D&D logo on a white
background. Brief pause. Under the logo fade in the words
"August, 2000". A brief pause, then the Wizards of the Coast logo
fades in at the bottom of the screen.
Voice: "This summer, a door
will open to a fantastic land of myth and legend. A place where
new stories are created every day. Where good triumphs over evil."
Pause.
Voice: "Be a hero."
==============================
September 24, 1999
- Sorry for the (relatively) long absence -- busy, busy,
busy. And now, on with the show...
- Ryan Dancey responded to a request that TSR make
available the playtesters' version of the 3E rules:
No.
Reasons
why:
#1:
The manuscript isn't presentable. It's usable as a playtest
document, but it has lots of bad grammar, spelling errors, and places
where the text simply doesn't reflect the rules very well. Even
the current internal version of the document is still undergoing
revisions to clean it up and improve usability.
#2:
The playtest document isn't current. Since the end of formal
playtesting, the basic system has continued to undergo substantial work
- not major changes to major systems, but numerous minor tweaks all
over the document to improve the overall game. Most of those
changes currently exist in a "change file" that haven't been
incorporated into a manuscript.
#3:
Don't open your Xmas presents before Xmas morning. Part of the
fun is the wait. The delicious feeling of anticipation.
This is a once in a decade change - savor the experience.
#4:
We don't want our competitors to take all the good stuff in 3e, copy
it, and release something that will be competitive. I figure 3e
is going to give us 8 months to a year of "stunned amazement" from the
other hobby game companies before they can react. During that
window, we've got to keep gaining speed, so that they can't catch
up. I don't want to squander the lead before the race even begins.
September 18, 1999
- TSR VP Ryan Dancey had a few things to say about the
art in 3E (on DND-L):
For 3e, we're
going back to the drawing board (literally) to reconcept the look of
Dungeons & Dragons. We'd like people to be able to walk into
a store, see our stuff, and know that it's a D&D product. If we're
successful, people will start to copy us again, and in 25 years someone
else with my job will be restating these objectives.
We've
asked the artists to do the following:
1)
Make the characters look like PCs. PCs don't walk around wearing
wool cloaks and tunics. They go armed and armored. They are
draped with pouches, bags, wand cases, spell components, spare weapons,
arrows and bolts, and lots of magic items - rings, amulets, belts,
boots, etc. The look of the PCs is not the look of the peasants,
nobility, merchants and other commoners - the PCs are Adventuring
Heroes, and they tend to stand out.
2)
Imagine that the technology development stopped in the late medieval
period, but that people have continued to innovate within the limits of
that technology. So you will see lots of armor, but no kevlar
vests. Lots of swords, but no firearms. Lots of horses, but
no cars, etc. Magic tends to warp things - I'll wear a leather
tunic with a large armor bonus instead of normal plate mail. I'll
go patchwork - if I need to have one arm free for my magic gauntlet
that covers shoulder to fingertips, I'll cut a sleeve off my chainmail.
3)
Take into consideration the threat level of the world. A fantasy
gaming world is an incredibly dangerous place. It is filled with
creatures that regularly swallow people whole, coat them with poison,
strike with fangs and stingers, blast with gouts of fire or cones of
cold, etc. Assume that the average Adventuring Hero has seen
comrades burned, frozen, etched, disintegrated, turned to stone,
polymorphed, and cut, bruised and broken in a thousand horrible
ways. Then allow them to dress themselves. They're going to
opt for defenses, or for clothing that gives them freedom of movement
(to run away), or something to hide behind, or ways to hurt things that
get within an arms reach, etc.
All that
said, the graphics you're seeing have been created to spark discussion,
so that not only the public, but our own internal teams have something
to use as a reference for discussing the look and feel. All those
comments are valuable, even the negative ones.
September 17, 1999
- The official 3E web site has been updated.
- Now available is an interview with Bill Slavicsek,
"Director
of Roleplaying R&D and the man responsible for assembling the 3rd
Edition team." You can read most of the questions and
answers here. Be sure to read Bill's impressive resume at the end
of the interview. Scattered through the interview are some audio
clips containing additional questions and answers that are not
presented in print. I've transcribed the audio portions below:
- Working with Peter Adkison: "So, Bill, what was it like
working with Peter Adkison on 3rd Edition D&D?" "It was great. He really
knows and loves the hobby gaming market, and he's a longtime fan and
player of AD&D. Working with someone in his position who
actually speaks and understands the language of games and gamers was a
real pleasure. His insight, vision and direction made the product
into something special. I really enjoyed it."
- Today's gamers: "So you mentioned that 3rd Edition D&D
will be aimed at a new generation of games and gamers. What makes
today's game players different from gamers of 25 years ago when D&D
first started?" "Well, the biggest difference
is that there are many, many, many more choices today. When we
started, when TSR began the industry, as it were, 25 years ago, we were
the only game in town. And in that way, the new gamers and game
market is much more sophisticated. There's more choices, there's
more options, there's more things to do with your leisure time and your
leisure dollars. Games today are more visual, players are more
focused on multimedia experiences in a lot of ways. And we had to
take all of that into account in the new design. In many ways
today's audience has seen it all before, so we needed to make some
adjustments to really catch their attention."
- "Sacred cows": "So Bill I've heard the design
team talk about the sacred cows of D&D. What exactly are the
cows in that herd?" "Well I won't go into all of them, but I'll
give you a sense of the philosophy behind that part of the
design. We looked at AD&D and tried to determine what it was
we didn't want to change in its central focus, and those were the
things we called the "sacred cows" -- what makes D&D what it
is. Those things include the many types of dice we use, the
polyhedral dice; using levels to advancement; armor class; spells and
the magic system; certain races, the demi-human races; monsters like
mind flayers and beholders; the classes, of course, that everybody
wants to play -- fighter, thief, wizard, priest; the range of numbers
for your ability scores from 3-18; and using the d20 to generate your
hit rolls. That's kind of the basis of the sacred cows -- there
are others but that gives you an example of what we were looking at and
saying, 'these cannot change in any fundamental way.'" "So it's safe to say that a person who's a fan
of D&D will look at 3rd Edition and readily identify it as the
Dungeons & Dragons experience based on their previous experience?" "Oh, definitely, that was the whole point of
the exercise."
- The designers: "You mentioned that Jonathan Tweet, Monte Cook
and Skip Williams are really the primary designers on the core books
for the 3rd Edition line. Can you talk about the difference in
style of those three designers and what each of them bring to the table
in terms of their design skills?" "Sure. Jonathan, of course, has been in
the industry for a very long time, as have all of the others.
Jonathan has worked on many game systems, including Ars Magica and Everway. He brings to the table
in addition to that experience his experience with the WotC's trading
card R&D department, technical expertise, leadership and analysis
that really made him top choice for leader of the team. Monte
Cook, who's been with TSR for many years and with Iron Crown before
that, brings a vast knowledge and experience of D&D and its worlds
and mechanics, and an exciting sense of story that I think is
very important that the team have as well. He's very good
at making things "cool." Skip Williams, who's the only one to
have actually worked on all three editions of AD&D, brings to the
table a sense of history, a sense of continuance, and decades of "Sage
Advice" questions and answers that were just invaluable for the
analysis of the design." "Skip, for those who don't know, is the "Sage"
of Dragon
Magazine who
answers all of the rules questions for players when they write in."
- D&D vs. AD&D: "So I notice in the course of our interview
you continually refer to D&D instead of AD&D (outside of when you are
referring to it in a historical sense). Why do you keep doing
that?" "For the new product and new
edition, we made a conscious effort to get rid of the "Advanced"
moniker. There's only one game, it's "Dungeons & Dragons",
now. The Advanced logo kind of makes it unaccessible, kind of
off-putting, to certain members of the audience, makes it too exclusive if you will, and it
doesn't really -- when we used to have a Basic game and an Advanced
game, it made sense to do that, but it doesn't any more and it's just
confusing. So this is just "Dungeons & Dragons" moving
forward." "So, Dungeons & Dragons in
3rd Edition isn't simpler than 2nd Edition Dungeons and Dragons." "No it's an evolution of 2nd Edition AD&D,
we just dropped the A."
- Also announced at the official site is an upcoming
3E chat: "Join
Roleplaying R&D Director Bill Slavicsek and 3E designer Monte Cook
in a discussion of "Why 3E?" Bill and Monte will take questions from
the public in this live chat on Friday, September 24, starting at 8
p.m. EST. (Hosted in the Events room.)"
September 16, 1999
- I made a few elaborations and clarifications to the Dragon
Magazine bit below.
September 15, 1999
- In a two-page spread, Dragon Magazine
presents 10 3E rules you can use right now. Overall, the
article is a little disappointing, as there is very little new
information, but some of it confirms rumors we've been hearing.
Some of the "new rules" aren't presented clearly enough to make them
actually usable without seeing the rest of the rules. Very
important note: "With
one exception, [the rules outlined below] aren't exactly like the new
[3E] rule, but they're close enough to give you a sense for where the
game is headed." Here they are:
- Armor Class: Presents the 10-to-30 AC
ranges; however, the reader is not instructed to include "to hit"
bonuses for the character's level. Without this information, the
instructions are useless except for first level characters. No
one would be able to hit an AC 21 or higher. See my Combat
page for complete charts that clarify this.
- Level Limits: ignore demi-human level
limits; allow humans to multi-class; "[f]or every class taken in addition to the
first, characters take a 20% penalty to all XP earned." It
isn't clear whether they mean humans receive the 20% penalty or all
multiclass characters do.
- Monks and Assassins: use the Monk and
Assassin classes as presented in The Scarlet Brotherhood (a
Greyhawk accessory, c1999, by Sean Reynolds). Monks must be
lawful, Assassins must be evil.
- Character Creation: describes the method
of rolling character attributes as per the FAQ.
- Exceptional Strength: remove exceptional
strength, adjust the STR table so that the first percentile category is
19, the second is 20, and so on.
- Initiative: roll only once for
initiative; during the round, characters can give up an action to
"Refocus" and move to the front of the initiative order, or "Delay" to
move to the end of the order. If more than one character
"Refocuses" they apparently end up going at the same time. No
explanation is given as to why someone might want to "Delay."
- Combat Rounds: describes the six-second
combat round. Most interesting is their summary of how to adjust
spell casting times and durations: "divide all time-dependent information (such
as spell durations and movement rates) by 10, unless the information
states a time in rounds or turns in which case leave the time
unchanged. All spells that have a casting time less than 1 round
are resolved on the initiative of the caster. Spells that have a
casting time longer than one round are resolved on the initiative of
the caster the appropriate number of rounds after they are cast."
Apparently, 1 "turn" is still equal to 10 "rounds"; in 3E, then, one
turn is 1 minute (10 6-second rounds).
- Spell Bonuses: allow all spellcasting
characters to use the bonus spell chart that priests use. Priests
and Druids still receive bonus spells for Wisdom, as do Rangers and
Paladins. Wizards and Bards receive bonus spells for high
Intelligence. This contradicts one rumor about Bards gaining
bonus spells due to high Charisma.
- Critical Hits: A natural 20 results in a
Threat. Roll again -- if you hit the second time (a normal hit,
not another natural 20), you score a Critical Hit and do double
damage. This way a high level fighter has a greater chance to do
a critical than a low-level mage; a character facing an opponent with
an untouchable AC would have to roll two natural 20s in a row to score
a Critical Hit.
- Healing Spells: Priests and Druids (but
not Paladins or Rangers) can swap any previously memorized spell for
the ability to heal d8 hp per spell level given up.
September 14, 1999
- TSR Designer Sean Reynolds had this to say about why
there would be no Cavalier class presented in the 3E Player's
Handbook: "Since the
cavalier is just a specialized sort of fighter, and you can build a
cavalier by starting with the fighter as a base in 3E, why should we
waste valuable space in the 3E PHB making yet another class that can
already be created with an existing class? Just looking at the
skills and feats section, you can make a pretty good
cavalier-equivalent at 1st-level. There will also be an
explanation on how to make new classes in the DMG." (on the TSR Message Board)
September 13, 1999
- TSR VP Ryan Dancey dropped an interesting bit on DND-L
-- Barbarians will use a d12 hit die. (scoop sent
in by JBS)
September 12, 1999
- Miscellaneous juicy bits from TSR VP Ryan Dancey (on DND-L):
- On unarmed combat: "In 3e, you can attempt to trip (and be
tripped), you can attempt to knock over or over run a target in a
charge, you can attack weapons and armor, you can attempt to disarm,
you can grapple, you can overbear (including an attempt to hold prone),
and your party (or the monsters) can gang up to accomplish a grapple or
overbearing attempt as a group. If grappled, you can attempt to
break free, you can attempt to reverse the grapple and overbear the
person who is grappling you (including an attempt to hold prone).
You can deliver non-lethal damage barehanded, or for a small penalty,
deliver "real" damage. When grappled, you can fight with small
weapons, provided you can reach and use them. There are skills
that provide a taste of martial arts, including some skills that
require the user to have mastered a previous, less powerful move
first. All of these abilities are handled using the same system
as attacks, skill checks, saving throws, etc: Roll a d20, add
some modifiers, and compare to a Difficulty Class (DC). Sometimes
the DC is an "opposed roll" made by the target of the attack, other
times, it's a value based on how hard it is to accomplish the effect
you're seeking, and other times the DC is equal to the AC of the
target."
- On cavaliers: "There's no rules needed to play a
cavalier. Any fighter type could do it, by simply agreeing on a
code of conduct with their DM and carefully picking skills."
- On firearms: "The PHB doesn't list firearms. The DMG
will treat the subject briefly."
September 11, 1999
- Penalties for heavy armor? That's what's
implied in this quote from NWN producer Trent Oster: "I can't really comment much
on 3E rules, but, I expect the leather-wearing fighter to become a much
more popular combination." (spotted at Planet NeverWinter)
- A reliable source (who has asked to remain anonymous)
comments: "Remember
the thieving skill armor adjustments? That's part of what he's
talking about, just expanded."
- Rumors about spells for specialty priests in
3E: "There is now
a 'core list' of spells for specialty priests, and they also get 2
other spheres appropriate to their deity. These spheres have about 1
spell per level, and the titles now match a deity's portfolio more than
anything else. Then generic clerics have their mondo list." (an unnamed source on the TSR
message board)
September 10, 1999
- The chat log from today's "Hasbro & The
Future Wizards of the Coast" chat is now available. (scoop
sent by Gebhard Blucher)
- The official 3E site has been updated with some fresh
concept art. New pieces include a female gnome fighter
and a male dwarf cleric. And you can now click on the
hard-to-read white-on-black images to see a larger black-on-white
sketch. I had no idea the paladin was a half-orc! Overall, they
look very compelling. Take a look here.
September 9, 1999
- Hasbro is acquiring Wizards of the Coast for
$325 million, with the agreement expected to be finalized by the end of
this month. Read the full press release here. (scoop
sent in by Jonathan Petersen)
- Reassuring words from TSR VP Ryan Dancey on the Hasbro-WotCbuy-out
(scoop sent in by Ryan
Dancey):
This
morning, Hasbro announced it's intent to buy Wizards of the Coast, and
Wizards announced that the shareholders have voted in favor of the
acquisition. This raises, I am sure, a number of questions
regarding the status of D&D.
First,
let me reassure everyone that the deal will not have any direct affect
on the D&D business. If anything, Hasbro's access to broad
distribution will help us bring new people in to the hobby in the
coming years.
Wizards
of the Coast will be run as a separate business unit. Peter is
staying on to manage the company, and all the brand, tabletop RPG
business managers, and the R&D staff are staying as well.
Nobody has been fired. Nobody's managers have been changed/replaced by
Hasbro.
Hasbro
has no intentions of altering our current strategies for D&D.
They understand and accept the unique nature of the property, including
its more "adult" aspects, including language, tone and content.
(In other words, the fiends from the outer planes will still be called
Demons and Devils!)
The
tabletop RPG category has been returned to substantial profitability
this year. As a result, no one should have concerns that it the
business will be terminated or sold due to its size or value.
Within WotC, D&D and the other RPGs we produce are held in very
high esteem both as a component of our success, and due to the
rewarding entertainment they provide.
As
the acquisition goes forward, I'm sure that there will be many rumors
and questions. I would ask that you treat all such information as
false until you see either an official press release, a post on our web
site, or you see confirmation from Wizards' senior managers, myself or
other members of the brand management or tabletop RPG business
management team, like Keith Strohm, David Wise, Jim Butler and Cindi
Rice.
I'm
sure you'll understand that things are a bit unsettled here at the
moment as everyone adjusts to the changes. During this period of
adjustment, it may be hard to reach various members of the D&D team
for more information. If you have any specific questions, please
feel free to write to me regarding them. My email address is
dancey@wizards.com. If you are a member of the media and have
questions, please contact Jenny Bendel in our PR department at
425.204.2670
Sincerely,
Ryan
S. Dancey
VP,
Wizards of the Coast
- WotC will be holding a chat session about the Hasbro-WotC
buy-out this Friday, September 10, at 11 a.m. PST. When the
time comes, start here and follow the instructions. (on
the CR2 mailing list)
September 7, 1999
- Some 3E humor, courtesey of "Lord Stevil the
Parakeet Shaman":
TSR,
the developer of the original Dungeons & Dragons role playing game,
and the first and second editions of Advanced Dungeons & Dragons,
has been sued due to material presented in the upcoming release of the
next incarnation of the game, Third Edition Dungeons &
Dragons. The plaintiffs are those individuals who stand to be
affected most by the edition change, namely the various fantasy races,
professional adventurers and other inhabitants of the various worlds
that AD&D covers.
"It's
silly what they're doing," says one dwarf spokesperson, "TSR decidin'
to mess with folks' lives like that. Things're fine the way they
are."
The
third edition has been a while coming, and has had few incarnations in
its long life compared to other role playing games on the market.
Though player feedback was responsible for many of the changes from the
second edition to the third, TSR staffers were lobbied by all manner of
special interest groups. The assassin's guild was successful in
having them reinstated as a class (though a TSR developer pivotal to
the removal of the assassin class has been missing, which is being
investigated), and fiends insisted on having their previous titles
restored (demon, devil, daemon). Also, level limits have been
dropped for demihumans (probably because of allegations of racism), and
race abilities have been altered and edited.
Many
elves in particular are livid about the edition change, claiming they
are being discriminated against and unfairly singled out in "balancing"
the races. "I need my Infravision in my line of work," says one
seasoned elven adventurer named Eledria, "Low-light vision -- or
nightvision, or whatever they call it -- won't cut it when you're
dungeon-crawling a mile down." Many elves bitterly oppose the
-15% experience penalty that may be imposed on their advancement.
"I mean, if the original game developers originally wanted us to
advance as fast as everyone else and to see in the dark, then by
Corellon we should!" says Eledria. "I know Gary Gygax [the
original developer of AD&D] personally, and if he knew about this,
heads would *roll*..."
Elves
share the concerns of many demihumans when it comes to the class
changes, which significantly changes how multi-classing will be done.
"First of all," says Cedryck, a gnome fighter-illusionist, "this
new-fangled way will slow advancement down. Right now, I average
a level behind my single-classed compatriots. Once I'm converted
to 'nerd ed,' I'll be about half the level of the single-classers in
each of my classes. And second, you can only advance in one class
at a time. If you ask me, it sounds more like dual-classing than
what I'm used to."
Some
zero-level NPCs are wary of the upcoming change in D&D3, though
their concerns are quite different from those of classed
individuals. Galdhiem, a blacksmith for a small city, sees a lot
of adventurers in his line of business. "I already have armor
listed using the old Armor Class system," he says. "Now, I'll
have to figure what the new AC value would be, put out new posters
stating 3rd Ed compliance', and teach the new way to the adventurers
who haven't bothered to learn it. And if I keep doing AC the old
way, the adventurers would just patronize other smiths who use the new
system. I know, it isn't a big deal in the grand scheme of
things, but it sure makes things harder on little folks like me."
However,
many are positive about the rules changes. Things are looking
good for humans, who will be getting a +20% bonus to their experience
awards. And some demihumans, especially high-level adventurers,
welcome the new class advancement system. "I'll gladly suffer an XP
penalty if means getting rid of those silly level limits and class
restrictions," says a halfling thief, adding, "It'd be nice if I could
go back and learn to be a mage, now that it's allowed."
A
red dragon, Rhysis, seems open to change as well. "Change is
often a good thing," she says. "Just look at what we dragons are
in 2nd Edition compared to what we were in 1st. Definite
improvement, I'm certain most dragons would agree. I'd like to
see what 3rd Edition has planned for us; we are the game's namesake,
after all, so I'm expecting it to be grand. I understand that we,
and all monsters, will have Ability scores. I've always wondered
how strong I am..."
TSR
staffers have been thus far unavailable for comment.
(spotted on rec.games.frp.dnd)
September 6, 1999
- More rumors from our D&D Silver Anniversary
tour attendee:
- 3E elves can start with up to a 20 DEX and do not have
any inherent bonuses with swords or bows.
- Spell components will remain in 3E.
- "...skills
before limited to one class such as pick locks will now be a skill that
can be picked by any class, just the thief will always be better at it."
This is rather like the 2E treatment of Tracking -- it's a non-weapon
proficiency that anyone can buy, but the Ranger had a much greater
chance of succeeding with it. I assume that not all skills will
be available to all classes, however. I have a sneaking suspicion
that there will be two kinds of class-related abilities: general
skills that anyone can buy (but that certain classes may excell in),
and the "Heroic Feats" we've been hearing about -- class-related skills
that are only avialable to a specific class. (scoop
sent in by Stef McCarter)
September 5, 1999
- A report from the D&D Silver Anniversary tour
yielded the following rumors:
- "...certain
races will not suffer a penalty for being multi classed if one of the
classes is the race's preferred class. Example: a dwarf is
fighter preferred so if one of his chosen classes is a fighter he will
not suffer an penalty to experience. An elf is wizard preferred,
halfling is thief preferred."
- "Critical
hits will be handled as follows: each weapon has a certain score
required to roll. It's not a certain number above the required
AC. Once that required number is rolled you then make a second
roll and if you hit a second time you do a critical hit."
So with this system, it will be easier for a skilled fighter to make
critical hits, and a lot less likely that an opponent with a normally
"untouchable" AC can suffer a critical. (scoop sent in
by Stef McCarter)
- TSR VP Ryan Dancey addressed a couple of different
issues on DND-L:
- on the monetary system in 3E: "The monetary system in 3e is
what I'd call 'City of Greyhawk Standard' for want of a better
term. It's not designed to reflect the actual economics that
happened on Earth. It doesn't take into effect the changes in
monetary policy that can be made by governments (taxes, amount of cash
in circulation, etc.) It does reflect the idea that there's a lot
of gold in circulation, but that the people who have it are usually
pretty powerful and they probably risked quite a bit of danger to get
it. It also assumes that the economy is open (not a command
economy or something else that wouldn't allow purchases with coin), and
that there are common, simple and reliable tests to keep the money
system honest without becoming intrusive on the game world."
- on the removal of weapon speed modifiers to
initiative in combat: "3e
combat does not have a 'declaration phase' like 1st and 2nd edition
combat. Weapon speed factors modify your initiative.
Without a declaration phase, nobody knows what you're going to do when
it is your turn to act, increasing the chaos of the battlefield.
If everyone knew that 'in three rounds I'll strike the orc with my
sword', that would be giving information to the other players (and the
DM) that reduces the chaos. Also, we tried to eliminate the
situation where someone wants to take an action but due to
circumstances the action becomes either impossible, suboptimal, or
harmful. So in 3e, you just do what you want to do when it's your
initiative, and you're not bound by some previous 'declared' action."
He adds that with the revised system, it would be easy enough for those
who wanted the added realism to add weapon speeds back in.
September 4, 1999
- Today's scoop about the skill system has been
updated with new information straight from the horse's mouth (so to
speak). Look three bullet points down...
- TSR VP Ryan Dancey (on the TSR Message Board) on
spellcasting classes in 3E: "We had a serious discussion about making
arcane and divine spellcasting a skill available for all PCs willing to
devote enough skill development to it.
Here's the
problem as we see it, and the reason we didn't go down that path:
1)
It's a huge break with the tradition and
history of D&D. There are a lot of changes in 3e that I
consider to be tune ups and enhancements, or recognition of the way
people actually use the game in day to day play. Allowing
spellcasting to be a skill would be the first clear difference between
3e and all previous D&D history. We didn't want to make that
break, not only for itself, but because it would have created a pretty
slippery slope down which we don't want to see the game go.
2)
Spellcasting is the single most flexible ability in the game. It
is incredibly hard to balance. Within the context of 3e, we know
which characters will have the ability to cast spells, when they'll get
them, how many spells they'll get per day, and what lists of spells
they will select their magic from. If we made spellcasting a
skill, we'd lose the fine control necessary to keep the classes
balanced.
3)
Nobody would ever play a wizard or a priest again. The power of
those character's spellcasting abilities is balanced by making them
otherwise very challenging PCs to play. Given another option, we
think that most players would elect to base their spellcasting
characters on a more reliable base class."
- TSR's Ryan Dancey described William Wallace of Braveheart
as the quintessential 3E Barbarian: "He's passionate to the point of incoherent,
and his passion is infectious. He improvises rapidly - not using
a structured force, he relies on the individual abilities of his
companions. He can live off the land and knows its ways.
When injured, he makes a nearly superhuman effort to continue the
fight; being incredibly focused on bringing down his target before he
too falls on the field of battle. He's a 3E Barbarian." (on the TSR Message Board)
- TSR's Ryan Dancey (on DND-L)
addressed the 3E skill system. In 2nd
edition, non-weapon proficiencies are based on ability scores (roll
your Strength or less on a d20 to succeed, for instance). In 3E,
where high rolls are always good, it works a little differently: "The system in 3e doesn't work
like the current system. You don't roll with your ability score
as the modifier. Given a DC [Difficulty Class] of 20, a person with a STR of
16 (assuming no other modifications to the roll, like skills or
environmental effects) would have about a 10% chance of success.
A person with a STR of 14 would have about a 5% chance of success."
Given this information, a person with a 14 STR gains no bonus to the
d20 die roll, while a person with a 16 STR gains a +1.
Mr. Dancey was kind
enough to write me with a correction: "There's a +3 modifier for a 16 STR and a +2
modifier for a 14 STR." He indicates that for his example
above, then, the character with STR 16 has a 20% chance to succeed, and
the character with STR 14 has a 15% chance to succeed. (scoop sent in by Ryan Dancey)
This seems to be like the Skills & Powers take
on NWPs -- you received a starting score in your proficiencies, and
your high stats provided a bonus to the score, while low stats provided
a penalty. In S&P the chart looked a little something
like this:
Ability/
Proficiency
Subability
Modifier
3
–5
4
–4
5
–3
6
–2
7
–1
8–13
0
14
+1
15
+2
16
+3
17
+4
18+
+5
The 3E chart will probably look similar, though with the bonuses and
penalties being applied to the die roll and not the DC. With
stats above 18 possible for monsters, and with PCs able to increase
their ability scores as they gain levels, it seems pretty probable that
the 3E modifiers have been "stretched out" over a greater range to
include these higher stats.
September 3, 1999
- Why 10K? I have no idea! :) But
as of today 10,000 hits have been registered here at the 3E Info
Central since its inception on August 9th. Okay, so it's not
really 3E news. What can I say -- slow news day. (from Eric Noah, the guy who runs this site)
September 2, 1999
- TSR's Jim Bishop is stirring up trouble at the Neverwinter
Nights Development Board. He's posed a question concerning
the Bard class: should there be one in 3E? If you have an
opinion, you might want to drop by and voice it. Jim was seen on
the NWN Hot Topics board, as well, responding to a complaint about
spears being considered 2-handed weapons in the 2E rules. His
reply: "Can't go
into detail, but that's been fixed in 3E (MAN I can't wait until the
next official FAQ comes out)."
September 1, 1999
- If you're following 3E at all, you're surely aware of the
ambitious Neverwinter Nights computer game to be
developed by Bioware. I am pleased to announce the opening of Planet
Neverwinter, a fan site run by Silverdawn (of Baldur's Gate
Chronicles fame) and Thaladar (of Thaladar's Scriptorium
fame). I will be helping Sliverdawn and Thaladar with the site's
3E-related information, attempting to make sure the 3E material there
is as accurate as possible. (Bear in mind, of course, that what
is true for NWN isn't necessarily so for 3E in general.) Given
how essential BG Chronicles and Thaladar's Scriptorium were for
Baldur's Gate, Planet Neverwinter is sure to become the premier site
for NWN. (from Eric Noah, the guy that runs this site)
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