Eric
Noah's Unofficial
D&D
News Archive #3
October 1999
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News from October 1999:
October 25, 1999
- If you're looking for a big, meaty chunk of 3E-related
stuff, I'd suggest you check out the Forgotten Realms 3rd Edition
Supplement, created by David Hatfield and Kevin Rocha.
it
is largely based on speculations and guesses. Some of the guesses
are pretty logical (I'm particularly impressed with their treatment of
Saving Throws), while others are brave attempts at filling in the huge
gaps in our scant knowledge of the 3E rules. The document covers
races, classes, combat, saving throws, and a bunch of other stuff, with
a Realms twist. You can also download this as a Word (.doc) file
at the 3rd Edition Rules Speculation Page. You may e-mail Kevin
Rocha at Krocha@smith.edu with questions. (thanks to Kevin Rocha
for the scoop)
October 22, 1999
- Chaotic Neutral with a Twist. The Playtesters
at Work section of the official 3E web site has been updated
again. This time Der Verdammte's group managed to change the 3E
team's minds about what Chaotic Neutral alignment means (scoop
sent in by Der Verdammte):
- Chaotic
Neutral, "Free Spirit": A chaotic neutral character follows his
whims. He is an individualist first and last. He avoids authority,
resents restrictions, and challenges traditions. The chaotic neutral
character may be unpredictable, but his behavior is not totally random.
He is not as likely to jump off a bridge as cross it.
- Audio clips have been added to the recent interview
with Kim Mohan posted on the official 3E site. Here are
transcripts of the recordings if you don't wish to download the
relatively small files:
- "3rd Edition D&D Playtesters:" "Outside of being avid
AD&D players, is there anything else that 3rd Edition playtesters
have in common?" "I guess I'd have to say, in
general, 'no.' We purposely tried to select a number of groups
that had a wide variety of age ranges and occupations and game
experience because we wanted to get the best overall reaction from by
large body of people. we didn't concentrate on any particular
category within that broad span. We purposely tried to get a few
groups who were composed of teenagers or young people; we were lucky
enough to get a few groups composed of people who had been playing for
15 or 20 years; and at both ends of that spectrum and every point in
between. Every group had its particular individual aspects that
made it worthwhile working with them and enabled them to contribute in
a way that no other group could have."
- "Keeping the Secrets:" "With all of this information
changing hands between you and the playtesters, how did WotC manage to
keep this a secret for as long as we did?" "It wasn't all that difficult. We ended
up being lucky enough to work with a lot of people who were very
trustworthy. Everyone who wanted to be a playtester on this
project, or in fact anyone who playtests anything for this company, has
to sign a non-disclosure agreement, which essential promises that you
won't reveal any of this information to anyone who isn't also involved
in the testing. Everybody who wanted to be playtesters was
perfectly fine with committing themselves to keeping everything a
secret. In almost a year and a half of working with outside
playtesters I did not hear of one single instance where one of the
people in that group said something to a person they shouldn't have
been communicating with. I understand that that doesn't mean it
never happened, but we do have a lot of people lurking on mailing lists
and participating in newsgroups. If anything had gotten out over
the web I think somebody around here would have gotten wind of
it. But in fact it simply never happened. The people we
chose were trustworthy to a fault and all the way through the process
they respected the opportunity to do what we were asking them to do and
they understood that being secretive about it was part of that package." "Wow, it sounds like
our players are honorable to the extreme to say the least." " I think they care so much
about the game itself they don't want to do anything to jeopardize our
ability to produce the best game we can."
- "Playtester Feedback:" "You mentioned that the
playtesters themselves were a fairly diverse group of people.
Would you say their comments and feedback were as diverse?""No, I guess I wouldn't.
Everybody's got their own particular cause, their own particular axe to
grind. Everybody who saw this material seemed like they were
approaching it from a different direction. We had a lot of --
especially in the early stages of the playtest operation -- a lot of
reactions that were really all over the place, because everybody looked
at a different part of this very large body of information. They
kind of fixated on one piece of it that they thought that they could
help us by commenting on. But over the course of time, as all of
the groups got more familiar with the entire body of work -- and it is
a lot of words -- over that period of time, everything kind of got
homogenized. Eventually, everybody had something to say about any
aspect of the rules that they felt worthy of comment. So I would
say that the process got more smooth and more localized the deeper we
got into it. But in the beginning it was very much like trying to
ride ten wild horses at the same time."
- "Sharing Your Thoughts:" "So for people who weren't
fortunate enough to participate in this playtest process, what are some
suggestions as far as things they could do to let their views be known,
or let their opinions be heard as far as the D&D game is concerned?" "Well, like I've said before, the people at
Wizards have a very substantial presence on all the Internet mailing
groups and newsgroups related to D&D and the other the products
that Wizards puts out. We read that commentary and I suppose we
are affected by it in some measure just by the fact of exposing
ourselves to it. Honestly, I can't say whether that kind of input
has any direct effect on the nature of the product, but we can gauge a
general level of interest and a general mentality among this group of
people who avidly talk about the games they love. If you want to
make yourself heard, even though you aren't ever perhaps talking
directly to someone who works here, get on one of the active newsgroups
or mailing lists, put out some intelligent posts, and assume and
understand that somebody on the other end who is in a position to do
something with that information is reading and observing what you have
to say." "I guess the same would hold
true for more traditional modes of communication in terms of snail mail
to our publications or just dropping a line to our Customer Service
folks in terms of any questions or comments they might have?" "There are a lot of ways to get in touch with
us and most of them are pretty obvious. If you send a letter to
anybody here who should be receiving that kind of information, then it
will get into the right hands or be transferred into the right hands of
somebody who can take that material into account. I'd like to
think that we give consideration to any honest, interested feedback
that we receive. Again, you might not find tangible evidence of
this showing up in a product that we put out, but it all goes into the
big idea hopper and whatever comes out the other end is at least in
part affected by the input that we get. I would encourage anybody
who has an opinion to share, and who can share that opinion
intelligently and concisely, to get in touch with us and let us know
what they think."
October 20, 1999
- Playtester Der Verdammte had some interesting
things to say about Saving Throws in 3E (on the TSR Message
Board):
Fortitude saves are saves that require
you to have physically resisted an effect. If the saving throw is
against a spell that (for instance) turns your bones into jelly, a
fortitude save is probably appropriate. But the fortitude save is
not a general licence for you to resist damage.
If the
save is for half damage, or a save indicates that you've dodged or
partially dodged an effect (or a trap, or whatever), a Dodge is called for.
If the
save requires mental resistance (certain old saves vs. PPD, or saves
vs. spells which applied the character's wisdom modifier), a Mental save is appropriate.
Once you
see the info, you'll understand. Saves are always specified in
the rules, and there are excellent guidelines in the conversion
document for figuring out what save is appropriate for a given effect
(not that an intelligent person couldn't figure that out anyway, given
knowledge of 2e and 3e rules, though).
- Der Verdammte added
that Thief Skills will be folded into the universal skill
system and be expressed as "d20+modifiers vs. DC rolls, just like
everything else." In 2E, Thief Skills are expressed as
percentages, rolled on d100. (on the TSR Message Board)
October 19, 1999
- The official 3E web site been updated with a new Personality
Spotlight and Interview with Kim Mohan, a veteran
editor for TSR and the Playtest Coordinator for the 3E project.
It all starts here (be sure to read his impressive resume at
the end of the interview section). We're told that additional
questions and answers for the Interview will be added in RealAudio
format in the coming days. There's not much information about the
game per se, but some about the playtest process, and hints that more
playtesters might be needed in a few months.
- In addition, a chat with Kim Mohan will be
held on Friday, Oct. 29, from 9 to 10 p.m. Eastern (6 to 7 p.m. PST) in
the new Wizards Presents… room. (scoop sent in by Allister
Huggins)
October 18, 1999
- Monsters as PCs? An attendee of the "If
You Ran TSR" Seminar at GenCon asked TSR VP Ryan Dancey
about a possible 3E equivalent of The Complete Book of Humanoids.
Ryan's reponse indicated that there would be a few pages at the end of
the 3E Monster Manual covering similar ground. While this
almost certainly pertains to humanoids, he could have been possibly
referring to other types of monsters as well. It's already known
that all monsters will be described in terms of the six Attributes
(Strength, Dexterity, Intelligence, etc.). So it's not much of a
stretch to imagine Dragon wizards and other monster/character class
combos (either as NPCs or PCs). My personal favorite, of course,
is the brain mole ninja! ;-) (Scoop sent in by William
Ronald)
October 17, 1999
- The official 3E web site has had a small update in the Playtesters
at Work section. This section highlights how playtesters'
reports helped shape the 3E rules. The update includes some juicy
information about the effects of heavy armor on DEX bonuses and certain
physically demanding non-weapon proficiencies. Here's a table
that demonstrates some of the new information (thanks to Der
Verdammte for the scoop):
3E Armor Table (Partial)
Armor Type |
Armor Class
|
Max Dex Bonus
|
Skill Check Penalty
|
Splint Mail |
17
|
+0
|
-7
|
Half Plate (aka Plate Mail?) |
18
|
+0
|
-7
|
Full Plate (aka Field Plate) |
19
|
+1
|
-6
|
- Armor Class is the 3E AC (starting from 10 and
going up to 30, where higher is better), derived from previously known
information. These numbers are speculation, but match the 2E
equivalents.
- Max Dex Bonus is a cap to any bonuses [to AC
or other Dexterity-related rolls, such as the Dodge saving throw] the
character would otherwise receive for high Dexterity. "Heavy armor limits the
wearer's mobility, making it more difficult for him or her to use
Dexterity to dodge an attack. For example, a character with a Dexterity
of 16 normally has a +3 bonus to any checks related to Dexterity -- but
if that character is wearing splint mail [or] half-plate, ... the bonus
is negated."
- Skill Check Penalty reflects the fact that
heavier armors make it harder to perform certain strenuous activities,
such as climbing and swimming. The penalty in this column applies
to the d20 roll for skills that are affected in this way.
- Note: Full Plate, while heavier than
Splint Mail or Half Plate, is less cumbersome because it is a carefully
fitted and the weight is more evenly distributed. It is more
expensive and must be tailor made by a master armorer for the character
who wears it, though a captured suit can be altered for 200-800
gp. [This was the point that Der Verdammte's playtest group was
able to make, thus changing the originally planned rule that Full Plate
would have the most severe penalties of all armors.]
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October 16, 1999
- The November 1999 issue of Dragon Magazine
(#265) contains a few interesting 3E tidbits:
- 3E Core Rules? "...I can tell you that the year 2000 will see
the release of great electronic DM tools as a big part of the 3rd
Edition D&D game release." (Dragon editor Dave
Gross, in "D-Mail")
- "The Big Announcement." It may seem a bit
late, but Dungeon Adventures editor Chris Perkins
filled this month's "Countdown to Third Edition" column with a report
on the Big Announcement at GenCon. There's very little
new information presented. Only a couple of items of note:
- Attendees got to see illustrations of new
monsters, "including
a nasty, tentacled thing called the dropper, which Ryan Dancey gleefully described as
'not your father's piercer!'"
- The article includes photos of D&D legends Dave
Arneson and Gary Gygax.
- The issue included some other goodies not
related to 3E -- a solo Alternity: DarkMatter adventure, the return of
Phil Foglio's "What's New" cartoon, a preview of the 1999 Dragon
Annual (including an article by Gary Gygax), and the first look at
products from TSR's year 2000 lineup.
- Looking for another source of 3E-related goodies?
Check out the 3rd Edition Rules Speculation Page by
Tenzhi the Ti Hsien. Be warned: the info contained there is
based on guesswork -- but that's the whole point! The site looks
like an unfurnished dorm room at the moment (a little bare) but I'm
sure it will grow.
October 14, 1999
- Are the PC races more balanced in 3E? A valid
question. Some feel that the elf gets all sorts of benefits with
no restrictions, while other races such as dwarves and halflings share
too many traits to make them truly unique. Here's playtester Der
Verdammte's opinion on the subject: "I won't give you any detail, but I like what
I have in my PHB. When I got finished reading the entry for
'Human,' I went 'That's the best one!' Then, when I finished
reading 'Elf,' I went, 'That's the best one!' Et cetera.
Basically, in 3e, whatever race you happen to be playing is the best
race in the whole game. (Which is to say, they're all
balanced.)" (on the TSR Message Board)
- :
New Official Info about the Assassin issue: Andy
Collins, Editor/Designer for WotC, posted the following on DND-L: "Funny, I was just looking at
the back of my 3E t-shirt I got at GenCon and remarking that everything
on it was still true..." He's undoubtedly referring to the
"Monks &
Assassins ..... Yes" remark on the T-shirt. So there
you have it -- the Assassin isn't gone, and Hasbro isn't
evil. :) (thanks to Kevin Chan and Jefferson Krogh for the scoop)
- More on Assassins in 3E: Desslock ain't the
only one with "reliable sources," folks! :) My very own reliable
source (and you'd agree wholeheartedly if I mentioned this
playtester's name) indicates the following: "It's been my understanding that the Assassin
class will be presented in the [3E] DMG. Although I've seen an
Assassin class, it is not in the PHB that I have. I'd go with
what Ryan said until you hear differently from him. The "current
draft" of the 3e rules is [just] the PLAYER'S HANDBOOK. So,
obviously, there is no assassin there. That's completely
consistent with what Ryan said. All that's really necessary for
play, as Sean once said, is the PHB." So what does
this mean?
- The last "official info" was that the Assassin
would be appearing in the DMG.
- The "current draft" of the 3E rules only includes
the PHB, and this is all the playtesters have seen or need in order
to playtest the game.
- It's a good bet, then, that the Assassin will
indeed remain in 3E. Again, I'll keep you posted as this
develops.
October 13, 1999
October 10, 1999
- The official 3E web site has received a major facelift and
re-organization. Sections include:
- Playtest Group of the Month: Features the
gaming group of Jeremy Cronk, aka Der Verdammte, a
frequent poster of tantalizing hints to the TSR Message Board and
rec.games.frp.dnd. He includes positive opinions of his
experiences with testing the 3E rules. Also included is an
example where a 3E rule was changed because of the constructive
criticism provided by this playtesting group.
- Personality Spotlight: Contains the
previously released interview with Bill Slavicsek.
- How Did We Create 3E?: Hmmm ... contains
links to Playtest Group of the Month and the Bill Slavicsek interview
... again. Actually, it appears to be the exact same info that is
on the new main page. Weird. Perhaps this area will grow
and change over time.
- 3E Background: Contains info on the Big
Announcement, the FAQ [not updated as far as I can tell], the
designer bios, and the concept art. Most of the stuff that was on
the main page previously.
- Community: Links you to the general WotC
message board/chat areas.
October 9, 1999
- Does size matter? According to Sean
Reynolds (TSR Designer), the current draft of the 3E Player's
Handbook contains more words than the most recent revision of the
2E PHB. (on the TSR Message Board)
October 7, 1999
- TSR Designer Sean Reynolds talked about the 3E
conversion book on the TSR Message Board:
The last
responses I got (9/21/99) were that the conversion book was going to be
16 pages, would be available for sale, would be included in Dragon as a special section, and
available from the website.... The only reason a price tag would
be put on the conversion book would be so that customers without access
to the web (or Dragon, for whatever reason) would
be able to pick it up from a store or order it from a store. We
have had a lot of problems with "free" products (such as the fast-play
Alternity rules and the free adventures that were supposed to be given
out with the ALT PHB and ALT DMG) not making it into the hands of
customers because of goof-ups by distributors and retailers; putting a
price tag on it means they're financially accountable for it and not as
likely to throw them away or give them to friends.
- Here is a piece of 3E concept art that doesn't
appear on the official 3E site: a male human rogue. He
appears in the D&D 3rd Edition Concept Art section of the
Neverwinter Nights Image Gallery.
October 5, 1999
- TSR VP Ryan Dancey responded to a few questions
posed by "Remathilis Eveningwind"on the TSR Message Board:
- Can you start out as a multi-class (roll up a
fighter/mage) or do you have to acquire them (start as fighter, gain
level, become mage)? "There
are draft rules for starting with two classes. They're complex,
and somewhat confusing. They may not make the cut. If they don't
we'll probably keep working on them and introduce them in some future
product."
- Are some of the "power combos" (paladin/bard,
ranger/mage, ranger/bard, cleric/bard) more balanced now? "Yes."
- [Do the 3E rules] cover redundant abilities? (I'm a
ranger/thief, what is my MS/HS?, or how many spells does a mage/bard
get?) "Yes.
Yes. (You keep separate lists of spells for each class. You
keep track of which spell, from which list, you're casting. So
you may be able (example only here) to learn a 5HD fireball and a 7HD
fireball.)"
October 3, 1999
- A 3E-related chat was held today with TSR's
Keith Strohm. You can read the log here (courtesy of Ralph).
Some of the highlights:
- "We are
currently planning the shape of the Core Rules 3.0, and you will
definitely see more electronic products for 3rd Edition. Some
traditional software and some related to our web-enhanced material
[like what] we did for Warriors of Heaven."
- "I'd say
that the multiclassing rules, streamlined combat system, and the
changes to the classes (to make them more functional, balanced, and
exciting), are some of the most important changes [to the rules in 3E]."
- "2nd
Edition books will not be obsolete. 3rd Edition still feels like
D&D and it uses many of the same mechanics. Playtesters who have
been testing for the past year have been doing so converting 2nd
Edition material on the fly. In short, all of your source
material will be useable, and all of the mechanics you want to use will
be "convertable." We'll even help you out by producing a conversion
book."
- "...we
decided on making the conversion booklet available separately. If we
sell it (and we're still looking at other possibilities) we'll do it
for a very low $4.95 or so price point."
(thanks to Ralph, LrdTuerny and Pax for the scoop)
October 2, 1999
- Dungeon Magazine and 3E: In the
November/December issue of Dungeon Adventures (#77), editor
Chris Perkins responded to questions regarding the
magazine's plans for switching over to 3E: "When 3rd Edition is released
in August 2000, the magazine will begin publishing 3rd Edition
adventures. The switch from 2nd Edition to 3rd Edition will occur
in Issue #82. (Issue #81 will be the last issue of 2nd Edition
adventures.) We have no plans to reserve space for 2nd Edition
conversion sidebars, since the two editions are not so different as to
require them. Although 3rd Edition brings some significant
improvements to the D&D rules, the adventures themselves probably
won't change much -- a few rules here, a few monster statistics
there. Dungeon Adventures experienced a similar transition
between 1st Edition and 2nd Edition; we expect that our dedicated
readers will embrace the new game, and we plan to update our guidelines
in the coming monts so that our contributors can familiarize themselves
with 3rd Edition formats and changes."
- Rumors: Some of the speculation and rumors
being passed around on the TSR Message Board and rec.games.frp.dnd
have been around long enough that they are beginning to be taken as
fact. So, for example, if you've got your heart set on the 20%
XP bonus for being a human, you might want to read this from
playtester Der Verdammte: "Heh...actually, there's been a change in the
rules about experience bonuses, but I don't think I can really
comment. I think this is one of the reasons why WotC has a
release schedule, because sometimes outdated information comes out and
screws things up. Sorry I can't help further...For now, call it a
'rumor.'"
October 1, 1999
- TSR VP Ryan Dancey clarified the Delay
option. The recent Dragon aritcle suggested a combatant
would have to give up an entire round's actions to be able to Delay in
the next round, but this isn't so: "The way the text in Dragon is written is
incorrect. Delaying still gives you an action - it just moves
that action to the end of the round, and you act last in every round
from there on out." Also, if several characters Delay,
they go in order of their original initiative roll (but at the end of
the round); and if several characters Focus, they attack in the order
of their original initiative roll (but at the beginning of the
round). (on rec.games.frp.dnd; scoop sent in by "weaponsmith")
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