News Archive #5
December 1999
News from December
1999:
December 31, 1999
- 3E Products Available for Pre-Order! You can now
find entries for the D&D 3E Player's
Handbook, Character Record Sheets,
and the D&D Adventure Game at
Amazon.com! Before you rush off to pre-order, be aware that at
this early stage Amazon has not set its discounts yet. As always,
you can keep tabs on new and upcoming releases on my Buy D&D
Stuff page. I've added links to products that will see
release in May and June of 2000. I'll keep you posted on any new
pricing information as it is released.
- Time to Party like it's 1999! Happy New Year
to all! Best wishes, and may you experience no Y2K related
troubles!
- Yet more on Criticals: Playtester Der
Verdammte discussed the way weapons are balanced in terms of their
ability to dish out critical hits (on the 3E Message Board): "Some have a better crit
range, while others have a better multiplier. In general weapons
with a good multiplier have a worse crit range, are harder to learn to
use, or both."
- Why have Criticals? TSR VP Ryan Dancey
addressed the issue of why 3E even has a critical hit system in
the first place (on DND-L):
Really, if you
think about it, a generally applied (monsters and PCs) crit system is
bad news for the PCs. Johnathan Tweet likes to say that anything
that increases randomness in combat favors the weaker party. In
just about every situation that the PCs face, they are in general the
stronger party. The crit system introduces substantial randomness.
With
critical hits, a PC may do several in the course of an adventure; but
the implicit assumption in D&D is that the PCs are going to win
>anyway< when they enter combat. The danger becomes that
the monsters now have a slight chance to do massive damage - enough
perhaps for a goblin or an orc to whack a PC. The PCs will fight
each monster once. All the monsters will fight the PCs
repeadedly. Eventually, the Monsters will crit. The
environment just became more dangerous for PCs.
But players
seem to like them, plus it gave the design team a whole new way to make
weapons distinct, which is good. As long as everyone is generally
happy, I'm happy. (but I do have to say that it's funny how few
people complain about adding what is clearly a "PC negative" to the
game after all the work we've done to make the game more PC friendly...)
December 30, 1999
- Critical Hits: As we saw with Ryan Dancey's
recent post about critical hits, different weapons have different
critical hit multipliers. Der Verdammte indicates that weapon
critical hit multipliers "range
from x2-x4 (only two weapons I can think of have x4 multipliers)."
(on the 3E Message Board)
- Der Verdammte's Page: Playtester Der
Verdammte's Obligatory Third Edition D&D Site was updated
about a week ago with new questions and answers. His site is
always a good read so make sure you stop by often. Here are a
couple of recent additions:
- How do you handle multiple attacks with the new
initiative system?"Multiple
attacks occur all at once, at the character's initiative."
- Will characters advance in level slower or faster in
3e relative to 2nd edition? "Characters advance as quickly or slowly as
the DM wants them to. There is a set of excellent guidelines for
pacing your game. It is also easy to balance challenges against
high-level players..., and there are several chapters on adventure,
dungeon, and campaign design in the DMG which should help with that,
too."
December 29, 1999
- Dwaren Mages and Magic Resistance: An early
3E rumor indicated that naturally magic-resistant races, such as
Dwarves, who choose to study magic lose this resistance.
Apparently, this is only true sometimes, and only partially true other
times, according to Ryan Dancey (thanks to jbs and Tim Burke for
the scoop):
- "Creatures
can be both "Spell Resistant" and spellcasters (Divine or
Arcane). The Drow are one example."
- "There is
one saving throw bonus related to being affected by spells or
spell-like effects that a Dwarf who gains the ability to cast Arcane
magic loses."
- Alternate Character Generation System: This
little tidbit was dropped off by George Harris, who found it on the
Greyhawk "Living World" discussion group. Apparently, one of the
alternate methods of generating character ability scores will use a
"graduated cost system," as described below. A number of
alternative methods of generating character scores will be presented in
the 3E DMG.
3E "Graduated Cost" Atribute
Generation System
You have up to 28 character creation points to
purchase your character's Strength, Intelligence, Wisdom, Dexterity,
Constitution, and Charisma from the following table:
Attribute Cost
8
0
9
1
10
2
11
3
12
4
13
5
14
6
15
8
16
10
17
13
18
16
For example, using the full 28 character
creation points a character's attributes might be purchased as
follows:
Attribute Cost
Str 15 8
points
Dex 13 5
points
Con 14 6
points
Int 10 2
points
Wis 11 3
points
Cha 12 4
points
-----------
Total 28
points
Racial modifiers to attributes are applied
AFTER the base scores are determined in this manner (and thus can cause
stats to range from 6-20). Attribute points that characters earn
later though level advancement are
applied normally.
- Maximum Damage Correction: Yesterday's post
from Ryan Dancey regarding the maximum damage a beginning level
3E character could theoretically do had one minor math error with a
major effect: "The
critical system in 3e is supposed to multiply all the damage bonuses as
well. So in the case of our fellow with the two picks, the damage
should be: (STR bonus + Weapon Bonus + Weapon Damage) x 4, not STR Bonus + ((Weapon
Bonus + Weapon Damage) x 4) as I described. The correct value
should therefore be: (7+6) x4 = 52 x 2 = 104 points."
(thanks to Ryan Dancey for the scoop)
December 28, 1999
- 3E Products & More: The WotC Product
Catalog has been updated to include products through August
2000. (thanks to Pierre-Paul Durastanti for the scoop)
- Items relevant to 3E will start appearing in stores in
August, including:
- The 3E Player's Handbook ($19.95),
which will include a free character generator program on CD-ROM.
How extensive the program will be is yet unknown -- it is unlikely it
will be as complete or comprehensive as the Core Rules program, but who
knows? Here's the quote: "New characters and more flexible character
classes are easier than ever to create using the new CD-ROM character
generator included free with every handbook."
- 3E Player Character Record Sheets ($9.95).
- An introductory 3E D&D Adventure Game
which will retail for about $10 and will include dice and
miniatures. (Hey, maybe it will have some DMG and MM goodies in
it to tide us over until September and October 2000)
- Other new products of note:
- May 2000: Reverse Dungeon
(D&D Adventure) and Dungeon of Death (FR Adventure).
- June 2000: Cloak & Dagger
(FR Accessory for the city of Westgate), Die Vecna, Die!
(D&D Adventure that includes both Ravenloft and Planescape
locales), and the Gamma World campaign setting for Alternity.
- July 2000: with the exception of Volo's
Guide to Baldur's Gate (FR Accessory), this month is all novels,
including a very optimistically planned novel for Baldur's Gate II:
Shadows of Amn.
- August 2000: Death of the Dragon
(a FR novel by Greenwood & Denning).
- Maximum Damage. TSR VP Ryan Dancey
posted a very interesting message about the theoretical maximum damage
a first level character could dish out in a single combat round.
As Ryan indicates, the chances of this exact circumstance happening are
exceedingly rare. Mixed in with the math is a lot of interesting
material. (on DND-L; thanks to Hagy-Weatherbee for the scoop)
The absolute
maximum damage I can imagine with stock 3e characters would require the
following:
1. A
half-orc barbarian. The player needs to have rolled an 18 for
ability scores. The +2 STR bonus of the half-orc will take that
character up to 20 STR.
2. The
barbarian could take a heroic feat named "Ambidexterity". (Just a
note - there are Feats that the barbarian is far likelier to
take. But for the purpose of this example, we're having our
barbarian take a suboptimal Feat for the purpose of improving the
chance of hitting twice with two attacks.)
3. The
barbarian must fight with two weapons (taking a -6 penalty to both
attacks - adjusted for Ambidexterity) [that's a pretty hefty
penalty!]. Those
two weapons will be "Pick, Heavy", 1d6 damage, crits on 20, x4 on
critical hit [this confirms a couple of old rumors about
different weapons having different critical hit chances and effects].
4.
Once per day, the barbarian can "Rage", getting a +4 bonus to STR,
taking it up to 24. (And taking a -2 AC penalty)
5. The
character must score a Critical Hit with both attacks, and must roll
max damage for each critical.
In this
extreme case, the character will do two attacks, rolling two 20's for
the crits, plus two more successful hits (at a net bonus of only
+1). The character must roll 8 '6's in a row for the crit damage,
and will inflict a total of 24 (crit) + 7 (STR) x 2 (attacks) == 62
points of damage.
Assuming
that the opponent being faced by the barbarian has an AC of 10
(unarmored), and that the second "check" roll on the criticals is 9 or
higher (+1 net attack bonus) (55% of the time), the odds of doing this
much damage are: 20*20*6*6*6*6*6*6*6*6 == or 671,846,400 to 1.
The odds of
doing two crits at minimum or better damage (16 points +) are 400 to 1.
- Dwarven Mages, Redux: TSR VP Ryan Dancey
had this to say about rumored XP penalties for demihuman races that
take non-traditional classes: "Dwarves who play mages will not take an XP
penalty. Dwarves who are multiclassed as Mages might, depending
on how many levels difference there is between their first class and
their second." (on
DND-L, thanks to Tim Burke for the scoop)
- Playing Monsters:
TSR VP Ryan Dancey addressed the issue of
playing monstrous races in 3E (on DND-L, thanks to Hagy-Weatherbee for
the scoop)
The concept of
"playing the monsters" is not covered in the PHB. The concept and
execution is covered in the DMG. The monsters themselves are
covered in the MM.
Essentially,
you assume that the hit dice of a monster equals the character level of
that monster if the monster is played as a character (either player
character or fully fleshed out non player character). For
purposes of party balance, the DMG recommends against having a wide
variety of levels within the party. So, in the case of the
Minotaur, the DM shouldn't put a Minotaur character in with a bunch of
1st level characters because the Minotaur will make them all feel less
than useful.
When a
"monster character" gains a level, it either gains a "monster level" -
i.e., gets a new hit dice, or it gains a "class level", i.e. takes one
of the character classes at 1st level or advances an existing class by
one level. Multiclassing penalties to XP apply. The
character level of a monster is essentially monster level + total class
levels. Monsters advance on the same XP chart as everything else
in 3e; so a Minotaur with 5HD of Minotaur and 5 levels of Barbarian
would be a 10th level character, and should really only be adventuring
with 10th level party members.
Needless to
say, there are some monsters that just won't make good
characters. My wife was joking the other day about playing a
green slime (which is, by the way, treated as a "Hazard" in 3e, not a
monster, but I digress). Her actions would consist of either
"still clinging to the wall"
or "falling on
a PC". What fun!
There are
also some monsters that could make for great characters, but the DM and
the other players better be ready to really rumble. Playing a
15th level Cleric of Hextor who happens to be a Balor might be an
unforgettable game experience, but it will wreak havoc with most DM's
campaigns!
In any
event, Rule 0 (Check with your DM) will probably keep the number of
such characters to a minimum in any game - at least until the length of
the campaign exceeds several years of play... :)
December 22, 1999
- More than a Pretty Face: Charisma's
definition in 3E is a little more detailed than in previous editions of
D&D, but not actually that much different, according to TSR VP Ryan
Dancey. Here's the official 3E Charisma ability defined:
"Charisma measures a character’s
force of personality, persuasiveness, personal magnetism, ability to
lead, and physical attractiveness. It represents actual personal
strength, not merely how one is perceived by others in a social
setting." Playtester Der Verdammte
elaborates: "It's
more of a clarification than a change. The real "change" is in
how the ability affects the game mechanically. Charisma has much
more of an impact on class abilities, NPC relations, and skills than it
used to. Basically, the idea of charisma isn't just getting lip
service now." In 3E, as we've seen, Charisma affects a
number of things -- from a Bard's or Sorerer's ability to learn more
spells to a Cleric's ability to Turn Undead. (on the 3E Message
Board, thanks to Der Verdammte for the scoop)
December 21, 1999
- Wizard Spells in Cleric Domains? Yup.
Some Cleric domains contain spells that normally only wizards can cast,
according to a post from Sean Reynolds on the 3E Message Board.
December 20, 1999
- Search this Site: I've added a search engine
to my site. You'll find it at the end of the current news
section, below. It not only searches the 3E stuff, but it also
searches my collection of online RPG materials (adventures, adventure
logs, etc.). Give it a try.
- More Cleric Info from Dragon #267: 3E
Message Board poster Allister Huggins reminded me that I had only
scratched the surface of the recent article about 3E clerics.
Here are some of the tidbits I left out:
- Healing: A cleric who swaps a spell in
exchange for healing ability gains the power to cure d8 hp per level of
the spell exchanged, plus 1 hp per cleric level, up to a
maximum of +15.
- Extra Attacks: Clerics gain extra attacks
per round starting at 8th level.
- Domain Names: The "Gods of 3rd Edition"
chart shows the names of the domains for each god in the core 3E
rules. They include Good, Law, War, Earth, Protection, Animal,
Plant, Sun, Trickery, Healing, Strength, Chaos, Luck, Death, Magic,
Destruction, Knowledge, Travel, Air, Fire, Water, and Evil. As
we've heard, a domain will contain one spell per level (for a total of
nine) and each cleric may claim access to two of the domains (in
addition to the large selection of "generic" cleric spells).
However, each god reigns over three to six domains, so two clerics of a
particular god might have access to totally different domains.
See below for the complete chart.
- Turning Undead: Clerics will be limited in
how many times per day they can use this power -- 3 plus their Charisma
bonus per day. However, if they so choose, they can make more
than one attempt per combat.
The Gods of 3rd Edition
Deity |
Portfolio |
Alignment |
Domains |
Heironeous |
Valor |
LG |
Good, Law, War |
Moradin |
Dwarves |
LG |
Earth, Good, Law, Protection |
Yondalla |
Halflings |
LG |
Good, Law, Protection |
Ehlonna |
Woodlands |
NG |
Animal, Good, Plant, Sun |
Garl Glittergold |
Gnomes |
NG |
Good, Protection, Trickery |
Pelor |
Sun |
NG |
Good, Healing, Strength, Sun |
Corellon Larethian |
Elves |
CG |
Ghaos, Good, Protection, War |
Kord |
Strength |
CG |
Chaos, Good, Strength, Luck |
Wee Jas |
Death & Magic |
LN |
Death, Law, Magic |
St. Cuthbert |
Retribution |
LN |
Law, Strength, Protection, Destruction |
Boccob |
Magic |
N |
Knowledge, Magic, Trickery |
Fharlanghn |
Roads |
N |
Luck, Protection, Travel |
Obad-Hai |
Nature |
N |
Air, Animal, Earth, Fire, Plant, Water |
Olidammara |
Thieves |
CN |
Chaos, Luck, Trickery |
Hextor |
Tyrany |
LE |
Destruction, Evil, Law, War |
Nerull |
Death |
NE |
Death, Evil, Trickery |
Vecna |
Secrets |
NE |
Evil, Knowledge, Magic |
Erythnul |
Slaughter |
CE |
Chaos, Evil, Trickery, War |
Gruumsh |
Orcs |
CE |
Chaos, Evil, War |
December 19, 1999
- "Intense.
Brutal. Beautiful. Haunting. Bold. Epic. Irreverent. Majestic. Scary.
Fun.": Those are the words used by 3E artist Sam Wood
to describe the look and feel of 3E, as revealed in an interview posted
at the official 3E site. The interview is nothing
earth-shattering ... but then, if you're not obsessed with every
particle of 3E minutiae, what are you doing here? ;-) The
interview page has a link to a large audio download which I haven't
listened to so I can't even give you a tiny hint what it
contains. (thanks to Der Verdammte for the scoop)
- 3E Message Board Cornucopia: As playtester and
3E Message Board poster Der Verdammte put it, "The [3E] message boards have gotten pretty
hot lately." Take a look at some of these juicy tidbits:
- Giant Halflings? (Ryan Dancey): "The new 'race' art on the 3e WotC web site is not to scale.... For scale, assume
that the halfling comes up to about mid-thigh on a human. Imagine
a 6' Human. Half-Orc at about 5.5", Orc at about 5"...etc."
- Hairy Halfling Feet? (Ryan Dancey): "Hobbits have hairy
feet. 3e halflings aren't hobbits."
- Combat Bonuses (Sean Reynolds): Rangers
still have a species enemy, and dwarves still get a combat bonus
against certain races.
- Minimum Intelligence for Spellcasting (Sean
Reynolds): "Nobody
would play a wizard with an Int of 9 in 3E D&D because you need at
least an 11 Int to cast 1st level spells." So, INT 11 for
1st level ... does that mean INT 19 for 9th level? Sounds
possible. Does that translate to cleric spell access (WIS 11 for
1st level) and sorcerer/bard spell access (CHA 11 for 1st level)?
Again, sounds possible.
December 18, 1999
- 3E Art Update: The 3E site recently unveiled
its new D&D Art Gallery. Until recently, it was just the
character concept art that we've seen but in a different layout.
A new piece has appeared, called the Character Race Conceptual Art
Gallery. It's a montage of characters of seven different
races: elf, half-elf, halfling, lizardman, half-orc, kobold, and
orc. The half-elf image appeared in last month's Dragon
Magazine (I misidentified it as an elf). The pics are
awesome! My only complaint is that I wish they were bigger so
more detail could be seen. (Thanks to Allister Huggins for the scoop).
December 17, 1999
- More about Cleric Spells: Allister Huggins
posed some questions about clerical spellcasting in 3E, which TSR VP Ryan
Dancey kindly answered (Allister's questions are in red,
Ryan's responses are in gold):
- How many domains are there? I count 23.
- Do any of the domains have the same name as any of
the current spheres?Yes.
- Are there any spells that exist in more than one
domain? I
don't think so.
- How big is the generic spell list? What I mean is,
what is the ballpark figure of the number of spells per level in this
generic list? There
are 25 spells in the 1st level "Cleric Spell List". Some of those
spells appear in domains. Some of the spells in Domains do not appear
on the general "Cleric Spell List." There are 9 spells in the 9th
level "Cleric Spell List". On very quick review, I found only two
spells that also appeared in a domain.
- I assume there are more spells per level at lower
levels than at higher levels? Yes.
- Spell sources: Do all of them come from just the PHB
or do they incorporate Tome of Magic and other sources?
There are
spells from all over - including brand new spells.
- Does the DMG address how to create "holy water"?
No.
That material appears in the PHB. There are explicit instructions.
- Cleric Domains: WotC Designer Sean
Reynolds posted an example of how 3E clerics gain access to domain
spells (on the 3E Message Board):
- Example: You worship a fiery war god.
Your domains are "Fire" and "War." A 3rd level cleric has X 1st level
spells from the main list and Y 2nd level spells from the main list,
plus one 1st level domain spell (which could be Burn Your Face from the Fire domain or Thump from the War domain) and one
2nd level domain spell (which could be Burn Your Face and Chest from the Fire domain or Big Thump from the War domain).
- Der Verdammte's Page Updated: Okay, I probably
won't remind you daily that you should check playtester Der Verdammte's
Obligatory Third Edition D&D Page frequently for updates, but to
get you in the swing of things ... let's just say he recently answered
a few questions posed on the topics of Sorcerers, Bards, poison,
weapon specialization, metamagic feats, and spell mastery.
Sean Curtin sent in the scoop and was kind enough to summarize some of
the new info (thanks, Sean!):
- Bards get "social, entertaining, and
practical" spells, not spells like (specific example) Magic Missile.
- Wizards can "master" a spell, letting
them cast it without memorizing it; however, once a spell is mastered,
it can't be "un-mastered".
- Weapon
specialization
is still limited to fighters, but other classes can become "unusually
skilled"
in a weapon.
December 15, 1999
- 3E News from Dragon Magazine #267: The
January 2000 issue of Dragon is out, and in it are some
interesting new facts about 3E:
- New Illustrations: previously unreleased
drawings of a Male Human Cleric, a Female Human Cleric,
and a Female Human (?) Druid with scimitar -- very
cool.
- All About Clerics: The "Countdown to Third
Edition" column includes a bunch of new info about clerics:
- Spheres of spells, which could include anywhere
from a scant handful to a plethora of quasi-related spells in 2nd Ed.,
have been replaced with domains. "A domain is nine spells, one of each level
from 1st to 9th, each of which relates to the domain's overall theme --
plus a granted power." Apparently, each cleric gains
access to two domains, and can cast an extra spell per spell level from
either of these two domains, rather like a specialist wizard's extra
specialty spells. This implies that there's a list of "universal"
or "general" spell that all clerics can draw from as well.
- The clerical ability to turn the undead is
available to all clerics, and is an extra granted power beyond those
offered by whatever domains the cleric selects. The ability to
turn the undead has a steady improvement from the lowest to the highest
character levels, and does not "top out" at 14th level as it does in
2E. The ability to turn undead is modified by the cleric's
Charisma score.
- Cleric spells range from 0-level "orisons"
to 9th-level spells.
- Clerics may take a Heroic Feat that allows them to gain
proficiency in one martial weapon; otherwise, they're generally
restricted to simple weapons. All deities have a favored weapon
for their followers, though clerics are not necessarily required to
learn that weapon.
- The 3E core rules will name names when it comes to gods,
using the Greyhawk pantheon as the examples of the deities worshipped
by clerics. Some of the gods include Moradin (Dwarves), Yondalla
(Halflings), Corellon Larethian (Elves), Boccob
(Magic), Hextor (Tyrany), Nerull (Death), and Gruumsh
(Orcs).
- Druids do not gain access to domain spells
or granted powers; instead, they have their own special abilities that
replace this extra spellcasting power.
- Natural Healing: In 3E, a character who
rests for a full day gains 1 hp/character level.
- New 3E Site: 3E playtester Der Verdammte
is a regular poster of juicy tidbits on the 3E Message Board. As
a playtester, he has all sorts of inside scoops -- some he can share,
some he cannot. What he can share he has posted to his new 3E web
site, what he calls My Obligatory Third Edition D&D Site.
You'll want to take a look! And just a reminder -- I have links
to other unofficial 3E fan sites at the bottom of this page.
December 14, 1999
- Interviews: The official 3E site has posted
two new interviews: one with Rich Baker, the other with
artist Todd Lockwood. No really stunning
revelations in either one. (thanks to Der Verdammte and Ralph for
the scoops)
December 12, 1999
- I Feel Drained: Neverwinter Nights Lead
Programer Scott Greig had this to say about level draining
abilities of monsters in 3E: "There is a complete set of rules governing
level draining attacks in third edition, but as usual we can't discuss
them in detail (sigh). The good news is that most of them are only
temporary effects." Neverwinter Nights is a Forgotten
Realms CRPG that will use the 3E rules. (Spotted on Planet
Neverwinter by Joseph Provenzano)
- Monsters are People, Too: Playtester Seanchai
mentioned yet another way monster stats will be treated like Player
Character stats (on DND-L): "Monsters can now have Heroic Feats and
skills, meaning they'll have access to some of the same stuff the
fighters will be using on them." Prior to this, we knew
that monsters would have other Player Character attributes, such as
Ability Scores, Constitution bonuses to hit points, and the ability to
take character classes. (thanks to JBS for the scoop)
December 11, 1999
- Bard Magic: The December Playtest Group of
the Month's Playtester's at Work section has been updated. This
week, we learn that the Bard now casts spells "just as Sorcerers do, not needing to memorize
them beforehand or keep a spellbook." The December Group's
arguement was that "casting
spells by a unique form of verbal and musical components makes the bard
much more interesting than having him lug around a spell book."
For both the Sorcerer and the Bard, high Charisma will impact the
number of spells these spellcasters can cast per day. (Thanks to
Allister Huggins and Nexx Many-Scars for the scoop)
December 10, 1999
- Can't ... update ... playing Planescape: Torment
... a yugoloth stole my brain ...
- Forgotten Realms Specialty Priests: TSR VP Ryan
Dancey commented on the development of the 3E version of the FR
specialty priests: "The
FR team is right in the middle of creating concepts for what specialty
FR priests will look like in 3e. The rules for 'specialty
clerics' in the core rules are designed to be used as a foundation for
any campaign to allow DMs to easily create pantheons and servants of
those pantheons that are balanced and interesting. It is also
'generic' enough that when we use a specialty cleric in an adventure,
it won't stick out like a sore thumb. The FR specialty priests
are far more complex, both in scope and in balance. The 3e FR
book will handle this issue in great detail. I believe that
everyone will be quite happy with the result." (on DND-L)
December 9, 1999
- More Excellent Advice: WotC Brand Manager
Keith Strohm had some good words of wisdom about judging 3E before it's
complete (on DND-L): "Please
keep in mind that Eric's site, while absolutely wonderful, does not
contain all of the information available on 3rd Edition D&D. Eric
does a fantastic job of gathering rumours and tidbits of official info,
but we have kept a few things hidden. So be careful about drawing
conclusions from incomplete info." Some things on this
site are true; some will stay true; some aren't true now but were once
true; and some things were never true. That's half the fun --
guessing, contemplating. But don't draw too many conclusions
about a product that isn't complete yet! :)
- Everybody do the Jar-Jar Dance! Wizards of the
Coast has acquired the license to produce Star Wars roleplaying
game products. We'll be seeing the first fruits of this
effort in the Fall of 2000. Check out the official press
release for more info. (Thanks to James Wyatt and LrdTuerny for
the scoop) In addition, there is now a message board at the WotC
site for the Star Wars line.
December 8, 1999
- Notes from the Rich Baker chat: Baloo was
kind enough to send a summary of tonight's chat with Rich Baker.
He has posted the log of the chat as well. Here's what Baloo had
to say about the chat...
- Humans get an extra heroic feat at 1st level, and don't
suffer any penalty for combining classes.
- Specialty priests will be like specialty wizards,
getting a bonus spell at each spell level. They also have access to a
limited list of cleric spells to balance their bonus spell, and they
still have granted powers that are now tuned to the spheres you select.
- Prestige classes were compared to the old computer game
Wizardry, where you could change into a "host of new kick-butt classes that weren't
available before" when you
hit certain levels - such as "the anti-paladin, the arcane
archer, the dwarven defender, etc."
- They hope to include PC information in the appropriate
MM entries.
- Character classes now "stack" with monster HD, so you
could have a 6th level fire giant sorcerer, a 15th level wemic ranger,
or whatever.
- About so-called weapon balance (response to a comment
about weapon speed factors no longer being used): "Some weapons are strictly better than others.
That's OK; it rewards characters who have access to better weapons
(like fighters). You may be able to use feats or class abilities to
mitigate some weapon differences or get more buck out of your dagger,
but generally the long sword is a superior choice."
- About conversion: "To be perfectly honest, you're better off to
recast your character instead of converting." Multiclasses and priests will be more
difficult to convert.
- Bards have their own spell list with "cool bard-only spells"
(not only exclusives). As for prestige classes, bards would have an
easy time becoming "shadow dancers" or assassins.
- As part of the effort to balance races, the way stats
are set up make sure that elves have a -1 hp/die adjustment as opposed
to humans (this would mesh well with the -2 CON/+2 DEX adjustment that
was mentioned way back). Also: "You don't have to sweat min-maxing anymore.
We did all the hard work for you. We invite the players to min-max the
game; it's OK. They're not breaking the rules, and they're not doing
anything bad. The races and classes are so tightly balanced that a
player really can't break the game without the DM's active help (i.e.
handing out too much in the way of magic items)."
- The sorcerer uses the wizard spell list in "a new and unique way. Wizard
is to sorcerer as cleric is to druid, but more so."
- "Most of
the "weird" specializations (the elemental mages from Tome of Magic or
Al-Qadim, the specialists from Spells and Magic, etc) aren't really
discussed in the core rules set. We hope to address this in future
product. In the meantime, most spells do more or less what they did in
2E, but they've been balanced against spells of similar level." Some spells have changed level,
but "[m]any of the
classic D&D spells made it onto our "sacred cows" list, because
D&D wouldn't be D&D if you couldn't fireball people at 5th
level.)"
- About feats: "The basic notion is that you have a cool
option or advantage open to you that other characters don't get. For
example, you might be able to perform a whirlwind attack on all enemies
within reach, or you might have a bonus to your saving throws, etc. The
most potent feats are reached by a "ladder" of lesser feats, so humans
start off a rung ahead of everyone else."
- The prestige classes are described in the DMG.
- Kits will in the future be used as a "template" for
purchasing skills and feats. They won't have "significant" game
benefits, but will be used as help with character concepts.
- Dwarfs, gnomes and halflings will be becoming more
different from one another.
- "Forget
proficiencies. It's skills now. There's a pretty good list to choose
from. Things like Fast-Casting would probably be feats (in fact, we
have a whole class of feats called metamagic feats that allow
spellcasters to alter the ways their spells work.)"
- Spell level caps have been standardized: no more than 5
dice of damage at 1st level, 10 dice at 2nd and 3rd, 15 at4th and 5th,
and so on.
- "Many of
your 2E adventures and accessories will be a little dated, but you
could update them or convert them with some work. I ran A1 for a bunch
of friends a couple of months ago; it took me a couple of hours to
write up new versions of the pregenerated characters for "Slave Pits of
the Undercity", but the game ran fine otherwise."
- As a response to a "anything else you can tell us that
we haven't thought to ask you" question, Rich said "One of the problems with the
2E cleric was that there were entire spell levels where all of his
spell selections just seemed lame. We really punched up the priest's
spell list by including a good variety of offense, defense, and
miscellaneous spells. There are dozens and dozens of cool new spells
(or spells from sources such as Spells & Magic) for 3E."
- Closing statement by Rich: "In closing? Well, I strongly feel that the
game sells itself. If you don't know what to make of it, hey, just look
at a copy of the PHB when it comes out. You can make your own decision
about whether or not you want to buy it."
- Constitution Hit Point Bonus: WotC Game
Designer Sean Reynolds confirmed (on the 3E Message Board)
that, among other things, non-warriors can take advantage of high
Constitution to gain extra hit points: "All classes get the full benefits of their
ability scores (within reason ... a fighter doesn't get bonus spells
for high Int because fighters don't _get_ spells) - another layer of
needless complexity removed." See the 3E Ability Score
Chart for details on just what hp bonus your 18 Constitution wizard
will be getting. :) (thanks to Henry Link for the scoop)
- Multiclass XP Penalty: Playtester Der
Verdammte cleared up the issue of the rumored penalty for having an
unbalanced multiclassed character (on the TSR Message Board): "Actually, it's a cumulative
penalty for classes that are too far apart. Thus, your 11/2/2
character would suffer two steps of an XP penalty, but a 7/6/2
character would only have one step of penalty."
- Barbarian vs. Cavalier: On the 3E Message
Board, WotC Game Designer Andy Collins addressed some of the gripes
about the perceived inclusion of the Barbarian class at the expense of
other possible classes, especially since not much is known about the
Barbarian's abilities:
"Maybe
[Barbarians] have an uncanny sense for the presence of sorcery, or the
ability to ignore magical effects, or special bonuses to wilderness
skills, or super-athletic abilities, or a different combat progression
than Fighters, or the ability to avoid ambushes and traps, or an
indomitable will that makes them immune to charming? Or maybe
they have a different array of "unique" abilities and I just made all
those up. (I'm such a tease...)
"The point
is, you know (or *think* you know) what makes a Ranger special, so you
accept the Ranger class. You don't yet know what makes a Barbarian
special. (For that matter, you don't know entirely what makes a
*Fighter* special.)
"And you
know what? You probably *could* make a unique Cavalier class using 3E.
Or a Witch, or a Swashbuckler, or a Ninja, or whatever else you wanted.
Just because the designers didn't think it necessary to the *core
rulebooks* doesn't mean you can't make one for your home campaign (or
that an official version won't necessarily appear at some point down
the road). (I know one of my Planescape players will probably want to
make a Corsair class to mimic his character, and I'll be happy to help
him--that is, if he's not satisfied making him into a Fighter/Rogue.)
"At some
point, though, we just had to stop making classes for the PHB. In
August, you'll see which classes 'made the cut.' If something's still
missing for your game--and we'd be foolish to think that there won't be
*somebody* out there who wants a class we didn't include--by all means
go to town! Whip up that Gladiator, or Samurai, or Mystic. If you do a
good enough job, post it on your website or even submit it to DRAGON."
- Patience, Young Jedi: WotC Game Designer Andy
Collins had some good advice for all of us: "Please, folks, be wary of
making final decisions (or uninformed comments) about a game that won't
be released for 8 months. You're doing yourself, your fellow list
readers, and the game itself a disservice. Sure, it's hard to
wait. And yes, it's interesting and exciting to guess about how certain
rules will work. But it doesn't do any good to make up your minds now.
Wait until the game comes out, and *then* you can have informed debates
about the ramifications of various rules. Otherwise, you're simply
replaying the "three blind men examining an elephant" story over and
over and over again." (On DND-L; thanks to George Harris
for the scoop)
- Weapons: TSR VP Ryan Dancey was quoted
on DND-L discussing weapon choice, particularly what factors will
play into keeping character from picking the most damaging weapons
(thanks to George Harris for the scoop):
1)
The class you're playing may not allow you to use that weapon without
incurring substantial penalties. Setting aside that issue (which
clarifies the need for perhaps half the weapons on the equipment list),
let us examine a few special cases:
2)
Some races get bonuses with some weapons. In the hands of a
Dwarf, Weapon X may not be the "best" weapon, because Dwarves get
additional bonuses with Weapon Y.
3)
You will be making a tradeoff between using a weapon one handed or two
handed. Some weapons can only be used two handed, or only do
maximum damage two handed. Thus, you won't be able to use a
shield. In 3e, this is a tough choice, as opposed to 2e, where
shields were always the suboptimal selection.
4)
Maybe you have a magic weapon that has bonuses or abilities that
provide a net effect greater than the nonmagical alternatives.
5)
Perhaps you are interested in delivering nonlethal damage, or disarming
an opponent, or being able to use a weapon while grappling - all these
choices may restrict your weapon selection.
6)
Style, baby.
7)
There are some Feats and/or Skills that allow certain types of attacks
with certain types of weapons (like charging while mounted, for
example) that may require you to use a certain type of weapon in a
certain type of attack.
- "Prestige Class": We've heard that the Assassin
is going to be a "prestige class." Discussion on the 3E
Message Board has revealed a couple of semi-solid rumors:
- A "prestige class" is something along the lines of the
1E Bard -- i.e., a class that one could only take after progressing in
different character classes beforehand. (The 1E Bard had you take
a few levels of Fighter, then dual-class to Thief, then later
dual-class to Druid -- at that point, you became a Bard.)
- The Assassin isn't the only "prestige class" in 3E.
This opens up a number of questions:
- What class(es) must one progress through to become an
Assassin?
- What are the other prestige classes? The
Monk? The Sorcerer? Something yet unamed? (various
messages on the 3E Message Board)
December 7, 1999
- A More Correct Combat Bonus Table: This chart
came my way a few weeks ago and I wanted to check on it before posting
it. I also have been asked to edit it a bit. What you see
here is the majority of the 3E Combat Bonus table, minus a couple of
"iffy" things that probably would cause more confusion than anything
else at this point...
3E Combat Bonus Table (revised 12/7/99)
Class
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
16
|
17
|
18
|
19
|
20
|
Fighter |
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
+7
|
+8
|
+9
|
+10
|
+11
|
+12
|
+13
|
+14
|
+15
|
+16
|
+17
|
+18
|
+19
|
+20
|
Cleric/Rogue |
+0
|
+1
|
+2
|
+3
|
+3
|
+4
|
+5
|
+6
|
+6
|
+7
|
+8
|
+9
|
+9
|
+10
|
+11
|
+12
|
+12
|
+13
|
+14
|
+15
|
Wizard |
+0
|
+1
|
+1
|
+2
|
+2
|
+3
|
+3
|
+4
|
+4
|
+5
|
+5
|
+6
|
+6
|
+7
|
+7
|
+8
|
+8
|
+9
|
+9
|
+10
|
How the chart works: The number that
corresponds with the character's class and level is a bonus to a d20
roll. The total of the roll and the bonus (plus bonuses for
Strength, Dexterity, Specialization, Magical Items, etc.) is the Armor
Class hit.
Notes: This chart raises a few questions.
1) Since classes won't be in "groups" as they are in 2E, why are
the different progressions named with the four "basic" class
names? (This is the way it was sent to me, more or less).
2) Going along with that, what chart do the other classes
use? Do Barbarians, Rangers and Paladins use the Fighter
table? Do Bards and Druids use the Cleric/Rogue table? Do
Sorcerers use the Wizard table? What about an in-between class
like the Monk?
- Congrats to Mr. Wyatt! Long-time Dragon
and Dungeon magazine contributor James Wyatt has just
landed the dream job -- game designer for Wizards of the Coast!
Some of his recent work includes the Alternity adventure "Deepstrike"
in the most recent Dungeon, and "Feathered Friends and Foes"
in the most recent Dragon. Congratulations, James!
:-)
- Viva Humanity! Sean Reynolds discussed the
issue of why anyone would want to play a human character in 3E now that
demi-human level limits have been removed (on the 3E message
board): "[Demi-humans
have] XP penalties to
multiclassing (which humans have a great way to get around). [There
are] extra goodies for
human characters. Humans learn faster, are more versatile, and
are less likely to be hit by an XP penalty when multiclassing. In
1E/2E, races were defined by how they were better than humans (there weren't
enough things that were worse than humans to make it worth not playing a human). In 3E
D&D, each race is defined by itself (or, nominally, by how they're different, but not necessarily better,
than humans). People will want to play humans in 3E D&D, both for
their advantages at 1st level and their continuing bonuses at higher
levels." (thanks to Remathilis Eveningwind for the scoop)
December 5, 1999
- Designer Skip "The Sage" Williams gave an example
of how to convert a multiclassed 2E character to 3E on
DND-L. A 2E 9th/9th multiclass "character will become 12th level and the
player decides how to split those up." So he could be
6th/6th, 7th/5th, etc. How did The Sage arrive at that
number? It appears that he either a) took 2/3 of the
total levels of the 2E character to arrive at the total number of 3E
character levels, or b) took 1/3 of one class (let's say the
lower amount if not even) and added it to the second class. Let's
look at some examples of our own:
- Using formula "a" -- a 2E character that was
4th/2nd has 6 2E levels, which becomes ( 2/3 x 6 = ) 4 3E levels that
could be split up however the player decided; for instance,
3rd/1st. A 10th/3rd 2E character would be pretty rare, but
possible; this character would have ( 2/3 x 13 = ) 8 3E levels to split
up between classes (if we drop fractions). This doesn't seem as
logical a conversion for some reason (the 3E character loses a lot of
levels, relatively).
- Using formula "b" -- the 4th/2nd 2E character
would convert to [ 4 + (1/3 x 2) ] -- but let's say we drop any
fractions, so 1/3 of 2 becomes 0 -- = 4 levels to split up. Just
like formula "a". The 10th/3rd 2E character would have 10 + (1/3
x 3) = 11 levels to split up among classes; the player could make a
10th/1st, 9th/2nd or 8th/3rd character, which seems closer to the
mark. Using this formula, the character has at minimum the number
of levels of his highest class to split up, and more if the class
levels are closer to equal amounts. So my guess is more along the
lines of formula "b" being correct. Time will tell.
December 4, 1999
- 3E Tidbits in Dungeon Adventures: Issue
#78 (January/February 2000) of Dungeon arrived in my mailbox
today, and inside were several bits of 3E news as it pertains to the
future of the magazine:
- Dungeon will continue to publish Alternity
adventures.
- Dungeon will publish fewer campaign-specific
adventures, instead offering sidebars for how to adapt the "generic"
adventure to a more specific setting, if appropriate.
- Greyhawk-based adventures will contain few
Greyhawk-specific references to make them as generic as possible.
- Dungeon's adventures will all be playable using
only the core books; any additional rules that might apply will
presumably be presented within the text of the adventure.
- Forgotten Realms adventures will be published
occasionally.
- The first few issues of Dungeon that contain
3E-only adventures will be written by playtesters and in-house talent,
as well as adventures that were written for 2E but converted to 3E.
- Aspiring adventure authors may still submit adventures
using 2E rules, and those that are accepted will then need to be
converted to 3E by the author when the rules are available to the
general public.
- Character Creation: Sean Reynolds
quoted the 3E DMG verbatim on the basics of creating a character:
"Step Zero: Check with
Your Dungeon Master. Your Dungeon Master (DM) may have house
rules or campaign standards that vary from the standard rules."
In other words, dwarven mages might be permitted per the 3E rules, but
not necessarily by a DM in his or her campaign. :-) (on the
3E Message board)
- December is here, and thus it's time for the December
Playtest Group of the Month to debut on the official D&D 3E
site. In their Playtesters at Work section, we learn
something about the powers of the Barbarian: "Barbarian Rage: When he needs to, the
barbarian can fly into a screaming blood frenzy. In a rage, a barbarian
gains phenomenal strength and durability but becomes reckless and less
able to defend himself. He temporarily gains +4 Strength, +4
Constitution, and a +2 morale bonus on Will saves, but suffers a -2
penalty to Armor Class." What isn't included in this
description is how long the power lasts or how often it can be
used. (Thanks to Synaptic Dragon for the scoop)
- The December Playtest Group of the Month's Quote of the
Week (try saying that ten times fast!) concerns their opinion of
the new multiclassing system: "One word . . . SWEET!!!! This is the way
multiclasses should have always been done. ...these new rules
have us talking about breaking out some of the old PCs and running a
mega-high level adventure for nostalgia's sake."
December 3, 1999
- Priest Spell Levels: Apparently, priest
spells will be divided into nine levels like wizard spells in
3E. Some spells will be moved up from seventh level into the 8th
and 9th level spots, some of those upper-level spells will be a few of
the Quest spells from Tome of Magic, and new priest spells will
be added to those upper levels as well. (discussion on the 3E
message board)
- Mini See: WotC Miniatures Line Revealed!
Check out the minatures page at the WotC site. The minis pictured
will be sold in individual packs for $2.99 each. (Thanks to
"Weaponsmith" for the scoop)
December 2, 1999
- There are a couple of 3E chats scheduled for
December. The first is with Rich Baker on 3E
Character Design, on Wednesday, December 8, from 6-7 PM PST.
The other is with 3E artists Todd Lockwood and Sam Wood,
on Wednesday, December 22, from 6-7PM PST. Click here
when the time comes. (Thanks to Pierre-Paul Durastanti for the
scoop).
- TSR VP Ryan Dancey was active on DND-L recently,
commenting on a number of topics (thanks to George Harris for the
scoop):
- Multiclassed from the start? Not in the
core rules, most likely, according to Ryan: "There are draft rules to accomplish
this. They're hairy. They probably won't make it into the
core rulebooks. Essentially, you end up with a character with two
'half' classes that slowly gain full class abilities as the character
advances towards 2nd level. For the sake of usability, I think
we're going to go with no 1st level multiclassed characters in the core
books."
- Which spells made it into the 3E PHB? "I am pretty sure that all the
spells in the 2nd Ed PHB are in the 3r Ed. Plus."
- On converting spell durations: "As a general rule, convert 2e
'rounds' to 3e 'minutes'. If a spell obviously is supposed to
have a very short duration then use 3e rounds."
December 1, 1999
- Playtester Der Verdammte helped clear up the difference
between skills and feats in 3E (on the 3E message board): "Feats of all kinds are
available to all classes, with the exception of two that I can think of
(and those are more like special class abilities which happen to be
optional than feats).... Skills are skills are skills [i.e.
they're not separate from "Crafts"]. "Craft" is one skill, though you could
have a character with Craft: Blacksmith, Craft: Chef, and Craft: Toymaker all at once. But
they're still skills and they have ratings just like all other
skills. Some skills are class-restricted (very few); most allow
any class to pick up. But you'll have a lot of trouble if you
want your fighter to be as skilled as your party's rogue, for
example--and you'd probably be wasting your time and points.
Feats are 'super-skills' (sort of) which don't have a rating.
They make you better at things you can normally do with penalties, give
you permanent bonuses to certain things, and generally allow you to do
things outside the skill system. That is not to say that there
are not feats that affect skills (or vice versa). Feats, as I
said above, are available to all classes. You will probably not
see many wizards with melee feats or fighters with magic-based feats,
though." Sounds like the skills are like 2E non-weapon
proficiencies, but grouped into broad and specialty skills. This
is like Alternity, where you have to learn the Computer Science
broad skill before you can learn its related specialty skills such as Hacking,
Hardware and Programming.
- Do monsters still all use a d8 hit die to generate hit
points? No, according to Der Verdammte: "Monsters have been
reorganized, and monster HD type, as well as many other factors --
including combat progression -- depend on creature type. Yes,
dragons have their own progression (before you ask)." (on
the 3E message board)
- The official Pool of Radiance II: The Ruins of Myth
Drannor web site has appeared. It's a little light on
info right now but I'm sure it will grow over the next few
months. PoRII will be the first computer game released to use the
3E D&D rules. (Thanks to Rob Rogers and Silverdawn for the
scoop) You can also keep up on PoRII news at The Scrying Room.
- WotC RPG Business Manager Keith Strohm addressed
the effect of 3E on the viability of the Encyclopedia Magica
and the Wizard's and Priest's Spell Compendium series (on
DND-L): "Both the
spell compendiums and the Encyclopedia Magica already span 2 editions of
the game. The way spells work has not changed significantly -- that is,
it's still the same basic system, and the spell descriptions will have
a similar format. In general, I think that spells will be one of the
easiest facets of 2nd edition to convert to the new edition. So,
overall, the Spell Compendiums will still be useful (with the
possibility of a little bit of conversion, like most 2nd edition rules
'heavy" books). Some spells may have changed their level
assignment (that is, a 3rd level spell under 2nd edition may have
changed to a 2nd or 4th level spell under 2nd Edition, as the entire
system is more balanced), but there has already been talk of a
fan-generated conversion clearinghouse for 2nd edition product, which
should do the job until the 3rd edition update for these books is
issued." [Hey -- that's this site! :-) ]
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