Archive Version


Index

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

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News Archive #6
January 2000


News from January 2000:

January 31, 2000

February is Around the Corner:
With January over, no doubt we'll soon see updates to the official site. If the past is any indication, the web site will mirror Dragon Magazine's current 3E theme -- in this case, Wizards. Hopefully we'll see a new Playtest Group of the Month, a new Spell of the Month, perhaps a new Character Close-Up that focuses on a wizard, a new Personality Spotlight (and maybe a chat or two), and some Wizard-related artwork (of course, they haven't gotten around to the long-promised Cleric Art Gallery for January yet). Keep your eyes peeled...



3E Fan Site Updates:
A couple of the other 3E fan sites have updated their layout or content:
  • The Forgotten Realms 3E Supplement has some new content, and has been split up into multiple pages rather than one long page. The address to the site has changed slightly, so you may want to adjust your bookmarks: http://sophia.smith.edu/~krocha/realms/default.htm.
  • Joe's Roleplayer's Pages have been updated his info on character abilities, spells and spell conversions.

January 29, 2000

Saving Throw Chart:
If you've been visiting my site for a while, you know two things: one, I don't typically post speculation, and two, I don't have a lot of info about saving throws. Well, I'm gonna break my "no speculation" policy because this one's about saving throws, and it's just so plausible. Scooper Zimbel42 has analyzed Jozal's character sheet from yesterday's news, and has come up with a very reasonable-looking saving throw chart. He starts with the following assumptions:

  • Ability bonuses/penalties affect the saving throws
  • Class affects the saving throws
  • Level affects the saving throws
  • Jozan's +1 cloak of resistance affects the saving throws (actually, that bolstsers one of my theories too -- that the +1 cloak in the 2nd character sheet is the same as the +1 cloak of resistance in the 3rd sheet, and that this cloak's only power is to adjust saving throws, not Armor Class ... but that's another story :)

Given these assumptions, he has built the following table. The bonuses are to a d20 roll; the result needs to be equal to or greater than the Difficulty Class for that saving throw. Very likely Difficulty Classes will vary by the source of the danger (i.e. a mild poison might have a Fortitude DC of 10, while a charm cast by a high level wizard might have a Will DC of 25):

Cleric Saving Throw Chart (by Zimbel42)

Level

Fortitude

Reflex

Will

1

+2

+0

+2

2

+3

+0

+3

3

+3

+1

+3

4

+4

+1

+4

5

+4

+1

+4

6

+5

+2

+5

7

+5

+2

+5

8

+6

+2

+6

9

+6

+3

+6

10

+7

+3

+7

11

+7

+3

+7

12

+8

+4

+8

13

+8

+4

+8

14

+9

+4

+9

15

+9

+5

+9

16

+10

+5

+10

17

+10

+5

+10

18

+11

+6

+11

19

+11

+6

+11

20

+12

+6

+12




Skills:
Two different anonymous posters have sent me some skill-related tidbits.
  • About Jozan (sample character from yesterday's news): "All of his skills at first level are class skills." He's referring to the skills Concentration, Spellcraft, and Heal. Not so revealing in itself, but take a look at the next tidbit...
  • "Class skills cost 1 skill point to raise the rank by one. Non-class skills cost 2 to raise the plus by one. Formula for a skill roll was d20+ attribute modifier+skill rank vs. difficulty class (10 for simple trivial, 15 for typical, 25+ for unlikely/difficult)." This helps us with the sample character analysis, and helps explain how Rogue Skills will be easier to use by Rogues than by non-rogues.



Cleric Domain Attack!
"Anonymous" fromWinter Fantasy has sent in seven more cleric domains for us to peruse. This makes a total of 18 domains he's sent us. Thanks, Anonymous! Not only do we get a big taste of the domain spells, but consider these tidbits: it looks like Wizards will be the undisputed masters of magic item use (look at the granted power for the Magic domain), and invisibility has received a more reasonable duration.

Still More Cleric Domains from Winter Fantasy Convention

Magic Domain

Deity: Boccob, Vecna, Wee Jas

Granted Power: Use scrolls, wands and other devices with spell completion or magic word activation as a wizard of one-half cleric level (at least first level). For the purpose of using a scroll or other magic device, if the cleric is also a wizard, actual wizard levels and these effective wizards levels stack.

Magic Domain Spells

  1. Nystul's Undetectable Aura
  2. Identify
  3. Dispel Magic
  4. Imbue with Spell Ability
  5. Spell Resistance
  6. Anti-Magic Field
  7. Spell Turning
  8. Greater Spell Immunity
  9. Mordenkainen's Disjunction

Travel Domain

Deities: Fharlanghn

Granted Power: For a total of 1 round/level per day, you can act normally regardless of magic effects that impede movement (similar to the effect of the spell free action). This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit). Wilderness Lore is a class skill.

Travel Domain Spells

  1. Expeditious Retreat
  2. Locate Object
  3. Fly
  4. Dimension Door
  5. Teleport
  6. Find the Path
  7. Teleport without Error
  8. Phase Door
  9. Astral Projection

Protection Domain

Deities: Corellon Larethian, St. Cuthbert, Fharlanghn, Garl Glittergoild, Moradin, Yondalla

Granted Power: Protective Ward: a spell-like ability to grant someone a resistance bonus on her next saving throw equal to the cleric's level. This is an abjuration effect with a duration of 1 hour. Usable once per day.
 
Protection Domain Spells

  1. Sanctuary
  2. Shield Other - Damage to other equally divided between target and caster while spell is in effect (1 hour/level)
  3. Protection from Elements
  4. Spell Immunity
  5. Spell Resistance
  6. Anti-Magic Field
  7. Repulsion
  8. Mind Blank
  9. Prismatic Sphere

Strength Domain

Deities: St. Cuthbert, Kord, Pelor


Granted Power:
Feat of Strength: The supernatural ability to gain a magical bonus to strength equal to the cleric's level. Activating the power is a free action, it lasts one round, and it's usable once per day.

Strength Domain Spells

  1. Endure Elements
  2. Strength
  3. Magic Vestment
  4. Spell Immunity
  5. Righteous Might
  6. Stoneskin
  7. Bigby's Grasping Hand
  8. Bigby's Clenched Fist
  9. Bigby's Crushing Hand

Plant Domain

Deities: Ehlonna, Obad-Hai

Granted Power: Command plant creatures as an evil cleric commands undead. Knowledge (nature) is a class skill.

Plant Domain Spells

  1. Entangle
  2. Barkskin
  3. Plant Growth
  4. Control Plants
  5. Wall of Thorns
  6. Repel Wood
  7. Changestaff
  8. Command Plants
  9. Stalker

Trickery Domain

Deities: Boccob, Erythnul, Garl Glittergold, Olidammara, Nerull

Granted Power: Bluff, Disguise and Hide are class skills.


Trickery Domain Spells

  1. Change Self
  2. Invisibility - Creature invisible; 10/min. per level or until it attacks
  3. Nondetection
  4. Confusion
  5. False Vision
  6. Mislead
  7. Screen
  8. Polymorph any Object
  9. Time Stop 

Water Domain

Deities: Obad Hai

Granted Power: Turn fire creatures as a good cleric turns undead. Command water creatures as an evil cleric commands undead.

Water Domain Spells

  1. Obscuring Mist
  2. Fog Cloud
  3. Water Breathing
  4. Control Water
  5. Ice Storm
  6. Cone of Cold
  7. Acid Fog
  8. Horrid Wilting
  9. Elemental Swarm 




Skill Points in Character Close-up Analysis:
Someone named Zimbel42 wrote in with a very logical conclusion about Jozan's acquisition of character points, and made some interesting arguements about his armor class. I've worked some of these explanations into the example, blended with my own unfounded assumptions. In addition, I've made other adjustments throughout, and added info on Jozan's attack bonuses.

January 28, 2000

Character Close-up at Wizards:
WotC has updated their official 3E site with a new feature: the Character Close-up. We're shown the partial character sheet of a priest character at three different points in his career, including Feats, Skills, Spells, Gear, and Saving Throws. Below is an analysis of what new info we can glean, what old info we can confirm, and what questions these examples raise. (thanks to Alex Peake and Dionysus for the scoop)

Jozan, 1st-level Human Cleric of Pelor

Attribute

Score

Modifier

Strength

13

+1

Dexterity

8

-1

Constitution

14

+2

Intelligence

10

0

Wisdom

15

+2

Charisma

12

+1

     
Initiative Modifier: -1  
Movement: 20 ft.  
Armor Class: 15  
Hit Points: 10  
Saving Throws: Fortitude +4
  Reflex -1
  Will +4
Gear: Mace
Large Shield
Light Crossbow
Scale Armor
Feats: Alertness
Scribe Scroll
Skills: Spellcraft (+4)
Concentration (+6)
Heal (+8)
Spells: 0-level:
Virtue
Detect Magic
Light
  1st level:
Bless
Command
Protection from Evil
Special Abilities: Turn Undead  
Notes from Eric:

Attributes: What would have been fairly hum-drum attributes in 2E provide good modifiers in 3E. These modifiers are consistent with the Ability Score Chart. The player of this character may have positioned his Wisdom score to benefit from the ability to increase attributes (which he does for the first time at 4th level).

Combat Info: Conspicuously missing here is any kind of Attack Modifier (a to-hit bonus based on class and level). Initiative Modifier is equal to the DEX adjustment. Movement is given in feet per round, though this movement rate is different than what has been reported (30' per round for a Medium sized character) -- perhaps the armor being worn has an impact on this. Armor Class is not quite as expected. Scale + Shield in 2E was AC 5, which is AC 15 in 3E -- but he has a Dex penalty, and so his AC drops by one. Perhaps a Large Shield provides a +2 bonus instead of just +1. Jozan has maximum hit points for his class and Constitution.

Saving Throws: Different classes will be better at resisting different effects. Jozan's scores apparently been modified by his attributes (at least the Reflex modifier seems to indicate this).

Gear: As this cleric hasn't taken a feat to learn Martial weapons and we have no deity-specific granted abilities listed here, we must assume that the mace and light crossbow are in the Simple weapons group.

Feats: All spellcasting characters can learn the Scribe Scroll feat. Alertness probably has something to do with avoiding surprise situations.

Skills: The bonus in parentheses will help this character achieve higher rolls, and thus reach higher Difficulty Classes. Presumably the skill comes with a built-in bonus of +1, and then you increase that bonus by spending skill points, as well as applying attribute bonuses as applicable (so since Heal is a Wisdom-based skill, then the Wisdom modifier applies). Update: Let's make some assumptions. We do know from a recent example from Winter Fantasy that the formula for the initial allotment of skill points is (Base Number + Int. Bonus) x 4. The Base Number may come from class, race, or a combination. If we assume the Base Number for human cleric is 3, then Jozan received 12 skill points. He spent 4 on Spellcraft, 6 on Concentration, and 2 on Heal. With Wisdom, that should make his Heal score +4, right? But what if Heal is a "class skill" -- one that Clerics excell at? We do know that Rogues will excell at Rogue skills even though others can buy these skills. So maybe a "class skill" gets you an initial bonus of +4? Okay, lots of assumptions here, lots of guesses... :) Update: An anonymous tip indicates that Spellcraft, Concentration and Heal are all Cleric "class skills" -- and that he can't figure out where the extra Heal ranks are coming from. Curiouser and curiouser... Update: One poster posits that perhaps all of Jozan's skills are based on Wisdom. Thus he has spent 2 points on Spellcraft, 4 points on Concentration and 6 points on Heal -- a total of 12. That works out great, except in the later examples where his Wisdom increases seem to only push up Heal. Urg, too many variables, all of which are unknown! :)

Spells: My theory (and it's only a theory) is that a typical 1st-level cleric starts with one 0-level orison and one 1st-level spell; the extra spells here would be bonus spells due to high Wisdom and a domain spell (possibly Protection from Evil, as that spell is from the Good domain, and Pelor's domains include Good, Strength, Healing and Sun). All of the orisons have been briefly described on the Magic page.

Special Abilities: Nothing unusual here. Though it's not noted on the character sheet, Jozan's Charisma will provide a bonus to his Turn Undead roll, and he'll be able to attempt to Turn Undead 4 times per day (3 plus his Charisma bonus).


Jozan, 4th-level Human Cleric of Pelor

Attribute

Score

Modifier

Strength

13

+1

Dexterity

8

-1

Constitution

14

+2

Intelligence

10

0

Wisdom

16

+3

Charisma

12

+1

     
Initiative Modifier: -1  
Movement: 20 ft.  
Armor Class: 20  
Hit Points: 29  
Saving Throws: Fortitude +7
  Reflex +1
  Will +8
Gear: +1 Mace
Large Shield
Light Crossbow
+1 Full Plate
+1 Cloak
Feats: Alertness
Scribe Scroll
Brew Potion
Skills: Spellcraft (+7)
Concentration (+9)
Heal (+12)
Spells: 0-level:
Virtue
Detect Magic
Light
Resistance
Read Magic
1st level:
Bless
Command
Protection from Evil
Summon Monster I
Cause Fear
  2nd level:
Hold Person
Aid
Augury
Silence
Special Abilities: Turn Undead  
Notes from Eric:

Attributes: Jozan's Wisdom has increased. 3E characters reportedly may increase one attribute by one point every four levels. This bumps his Wisdom modifier up to the next level.

Combat Info: Update: After looking over the partial Armor Table we've seen, I've concluded that the numbers I extrapolated from 2E equivalents were incorrect. Let's make some more unfounded assumptions: Full Plate is AC 18 (the equivalent of 2E Field Plate); Large Shield provides a +2 bonus; and the magic cloak doesn't stack with magic armor (or only provides a saving throw bonus) (see Gear below). With these assumptions in place, it works (Full Plate AC 18, +1 for magic, +2 for Large Shield, -1 for DEX). I've adjusted the Armor Table to accomodate these changes.

Saving Throws: Fortitude and Will saves increase quite a bit (the Will score probably is also upped by the increase in Wisdom), but Reflex hasn't increased by much. It's possible that the magic cloak is helping with some of these saves.

Gear: The magic cloak and magic armor may not stack because they provide the same kind of bonus (they're both a kind of "armor" that covers the body and makes it hard for weapons to penetrate -- neither provides a "deflection" effect like a ring of protection), and thus that would help explain the AC inconsistency above. Update: The other possibility is that this cloak is the same as the cloak of resistance in the sheet below; "resistance" is a special term referring espeically to saving throws.

Feats: One more feat has been added; word is that feats are gained every 3 levels. Brew Potion is presumably available to all spellcasting classes.

Skills: Jozan has apparently spent his skill points on improving his existing skills rather than buying new ones. Update: Let's continue to assume that the Base Number for Jozan's skill points is 3, as above. Then Jozan gains (3 + Int Bonus) skill points per level, for a total of 9 skill points here at 4th level. He's spent 3 points on Spellcraft, 3 on Concentration, and 3 on Heal (with his score increasing by one more since he raised his Wisdom).

Spells: Anyone else wondering why a cleric would need Read Magic? It's probably tied to the ability to scribe and use scrolls. Also, the increase in Wisdom has given Jozan more bonus spells, and he has access to more domain spells (Aid is in the Good domain).

Special Abilities: Nothing unusual here.


Jozan, 7th-level Human Cleric of Pelor

Attribute

Score

Modifier

Strength

13

+1

Dexterity

8

-1

Constitution

14

+2

Intelligence

10

0

Wisdom

16 (18)

+3 (+4)

Charisma

12

+1

     
Initiative Modifier: -1  
Movement: 20 ft.  
Armor Class: 21  
Hit Points: 45  
Saving Throws: Fortitude +8
  Reflex +2
  Will +10

Gear:

Wand of Hold
Person w/ charges
Pearl of Wisdom (+2)
+1 Heavy Mace
+1 Shield
+1 Crossbow
+1 Full Plate
+1 Cloak of Resistance
Scroll:
Cure Light Wounds
Scroll:
Slow Poison
 
Feats: Alertness
Scribe Scroll
Brew Potion
Combat Casting
 
Skills: Spellcraft (+10)
Concentration (+12)
Heal (+16)
 
Spells: 0-level:
Virtue
Detect Magic
Light
Resistance
Read Magic
Guidance
1st level:
Bless
Command
Protection from Evil
Summon Monster I
Cause Fear
Detect Undead
  2nd level:
Hold Person
Aid
Augury
Silence
Spiritual Weapon
3rd level:
Dispel Magic
Searing Light
Magic Circle vs. Evil
Continual Flame
  4th level:
Free Action
Neutralize Poison
Holy Smite
 

Special Abilities:

Turn Undead
 

Notes from Eric:

Attributes: Next level, Jozan can raise another attribute by one point. For an immediate benefit, bumping up odd numbers will put characters in the next modifier bracket, so in Jozan's case maybe Strength should be his next choice. The Pearl of Wisdom has been factored in to the stats on this sheet (giving him an effective Wisdom of 18 and a Wisdom modifier of +4).

Combat Info: Armor Class is consistent with the prior example, as the magic of the +1 Shield bumps the AC up by one point.

Saving Throws: They haven't gone up much at all; in fact if the Pearl of Wisdom is responsible for pushing the Will save up by one point, then each category has increased by just one point.

Gear: Will Jozan have trouble using his wand without the Use Magic Item skill? Anyone else wonder if there are wands that don't use charges in 3E? The Pearl of Wisdom has been factored in to the stats on this sheet (giving him an effective Wisdom of 18 and a Wisdom modifier of +4). What is a heavy mace, and what does a cloak of resistance help one resist? Jozan probably created his own scrolls.

Feats: Combat Casting will help Jozan with those Concentration checks.

Skills: Jozan continues to dump his character points into buffing up his existing skills rather than selecting new skills. Update: Looks like he's gained 9 more skill points over the past 3 levels. He's added 3 to each skill, and with that Pearl of Wisdom his Heal score jumps another point. Also, without the Use Magic Item skill, Jozan may have trouble using his Wand of Hold Person.

Spells: It looks as if the Pearl of Wisdom is helping Jozan out with memorizing spells. It's pretty clear the 3E cleric spell progression table and the 3E bonus spell table are different from their 2E counterparts. Holy Smite and Magic Circle vs. Evil are both in the Good domain and are likely Jozan's bonus domain spells, though if Jozan's other domain is Light, then Searing Light may be one of the bonus spells, instead.

Special Abilities: Nothing unusual here.



What's Missing from All of the Sheets:

  • Alignment: we can assume he's probably Neutral Good, the same as his deity, Pelor.
  • Experience Points: We know his level, but not what it cost him to get here.
  • Combat Bonus and Number of Attacks: If the recent Combat Tables we've seen are right, then Jozan has the following combat bonuses and number of attacks (including all other modifiers such as Strength, Dexterity, magic weapon, etc.):
    • 1st Level: Mace -- 1 attack at +1 (+0 for class, +1 for STR); Crossbow -- 1 attack at -1 (+0 for class, -1 for DEX).
    • 4th Level: +1 Mace -- 1 attack at +5 (+3 for class, +1 for STR, +1 for magic); Crossbow -- 1 attack at +2 (+3 for class, -1 for DEX)
    • 7th Level: +1 Heavy Mace -- 1 attack at +7 (+5 for class, +1 for STR, +1 for magic); +1 Crossbow -- 1 attack at +5 (+5 for class, -1 for DEX, +1 for magic)
  • Weapon Information: We don't have information here about any of Jozan's weapons -- damage, critical hit range, critical hit multiplier, or weapon range (for the crossbow).
  • Domains: Jozan has access to two of Pelor's four domains. Given his spell selection, Good is very likely one of the domains. For each domain, there should also be a granted power listed.




Inspire Courage:
This month's Playtest Group (at the WotC 3E site) helped refine the Bard's special ability to Inspire Courage (thanks to Dyonisus for the scoop):
  • Inspire Courage: A bard with 3 or more ranks in Perform can use song or poetics to inspire courage in his allies, bolstering them against fear and improving their combat abilities. To be affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). Affected allies receive a +2 morale bonus to saving throws versus charm and fear effects and a +1 morale bonus to attack and weapon damage rolls.



Power Word: Holy Cow!
As 3E evolves, it's clear that hit points are going to be higher for characters and monsters across the board. This means that a lot of spells get tweaked along the way, particularly ones that have caps to their power based on hit points. For instance, the 2E version of the wizard spell Power Word, Kill can instantly kill one creature, but only if it has less than 60 hp. Ryan Dancey had this to say about the 3E version of Power Word, Kill on the 3E Message Board (thanks to James Hoover and Franzel for the scoop): "If the power word, kill is targeted at a single creature, that creature
dies if it has 100 hit points or fewer."


January 27, 2000

Character Hit Dice:
Ryan Dancey revealed the slaughter of what some assumed would be a sacred cow of D&D -- the character hit die limit (on the 3E Message Board, thanks to Gilfan, David, and Art Wendorf for the scoop): "There's no upper limit on the number of times you roll for hit points in 3e. You roll the appropriate die every time you level in a class." Responding to an example posted, he indicated that 10th-level fighter/10th-level mage has hit points equaling 10d10 + 10d4 + 20xCON Mod (i.e. ten hit dice for the ten levels of fighter, ten more hit dice for ten levels of wizard, plus 20 levels of Constitution bonuses). Another good example of the simplifying and standardizing of D&D in the 3E rules (hey, after all -- you don't see 20 HD monsters being restricted to 10 HD + 30 hp or whathaveyou).



New 3E Info Page: Joining the swelling ranks of the 3E information army is Melgin's Keep. The site provides a list of 3E Tidbits as well as a Character Class Overview. Check it out.
 
January 26, 2000

Simply Divine! "Anonymous" from Winter Fantasy has returned with a heapin' helpin' of Clerical goodness. Dig in!


First Level Cleric Spells from Winter Fantasy

  • Bane - Enemies suffer -1 attack -1 vs fear 
  • Bless - Allies gain +1 attack and +1 vs fear 
  • Bless Water - Makes holy water 
  • Cause Fear - One subject flees for 1d4 rounds 
  • Command - One subject obeys one-word command for one round 
  • Comprehend Languages - Understand all spoken and written language 
  • Cure Light Wounds - Cures 1d8 +1/level damage (max +5) 
  • Curse Water - Makes unholy water 
  • Deathwatch - See how wounded subjects within 30 ft are 
  • Detect Chaos/Evil/Good/Law - Reveals creatures, spells or objects 
  • Detect Undead - Reveals undead within 60' 
  • Divine Favor - You gain attack and damage bonus +1/3 levels 
  • Doom - One subject suffers -2 on attacks, damage, saves and checks 
  • Endure Elements - Ignores 5 hp damage/round from one element type 
  • Entropic Shield - Ranged attacks against you suffer 20% miss chance 
  • Inflict Light Wounds - Touch, 1d8 +1 per level (max. +5) 
  • Invisibility to Undead - Undead can't perceive one subject per level 
  • Magical Stone - 3 stones gain +1 attack, inflict d6+1 damage 
  • Magic Weapon - Weapon gains +1 bonus 
  • Obscuring Mist - Fog surrounds you 
  • Protection from Chaos/Evil/Good/Law - +2 AC and saves, counter mind control, hedge out elementals and outsiders 
  • Random Action - One creature acts randomly for one round 
  • Remove Fear - +4 vs fear for one subject, +1/4 levels 
  • Sanctuary - Opponents can't attack you and you can't attack 
  • Shield of Faith - Aura grants +2 or better deflection bonus 
  • Summon Monster I - Summons ousider to fight for you 

Notes from Eric:

  • Note the cap to Cure and Inflict Light Wounds. This likely goes up as the cure wounds spells increase in level (cure moderate, cure serious, etc.). Also, if a spell is swapped for healing, likely a similar cap will be imposed. 
  • "Outsiders" seems to be a new piece of D&D lingo -- meaning either "summoned creatures" in general, or "extra-planar creatures" in particular. 



Still More Cleric Domains from Winter Fantasy Convention

Healing Domain

Deity: Pelor
Granted Power: Cast healing spells at +1 caster level.
 

Healing Domain Spells

  1. Cure Light Wounds 
  2. Cure Moderate Wounds 
  3. Cure Serious Wounds 
  4. Cure Critical Wounds 
  5. Healing Circle 
  6. Heal 
  7. Regenerate 
  8. Mass Heal 
  9. True Resurrection 

Knowledge Domain

Deities: Boccob, Vecna
Granted Power: All Knowledge skills are class skills. Cast divinations at +1 caster level.

Knowledge Domain Spells

  1. Detect Secret Passages 
  2. Detect Thoughts 
  3. Clairaudiance/Clairvoyance 
  4. Divinations 
  5. True Seeing 
  6. Find the Path 
  7. Legend Lore 
  8. Discern Location 
  9. Foresight 

Law Domain

Deities: St Cuthbert, Heironeous, Hextor, Moradin, Wee Jas, Yondalla

Granted Power: Cast Law spells at +1 caster level.
 

Law Domain Spells

  1. Protection from Chaos 
  2. Calm Emotions 
  3. Magic Circle vs Chaos 
  4. Order's Wrath 
  5. Dispel Chaos 
  6. Hold Monster 
  7. Dictum 
  8. Shield of Law 
  9. Summon Monster IX 

Luck Domain

Deities: Fharlanghn, Kord, Olidammara

Granted Power: Good Fortune: The ability to reroll one roll 
that you have just made; taking the result of the re-roll (even if it's worse). Usable once/day.

Luck Domain Spells

  1. Entropic Shield 
  2. Aid 
  3. Protection from Elements 
  4. Free Action 
  5. Break Enchantment 
  6. Mislead 
  7. Spell Turning 
  8. Holy Aura 
  9. Miracle 


3E News Logo: A fellow by the name of Simon B. Sinister has created a lovely logo for this site using the new D&D logo! All hail Simon! :)
 
January 25, 2000

Initiative and Concentration: Ryan Dancey answered a question I posed about wizards in combat:

  • Let's say you're a wizard, you're in combat, and you roll 10 for initiative. You make your action, then before the end of the round you're damaged by a blow. Does that damage carry over to the next round in terms of the concentration check you're going to need if you want to cast a spell as your next action? "No. Unless the damage is from a source that continues to harm you over time, like acid or fire. The way you make "damage" force a concentration check is to deliver it in response to a caster taking a spellcasting action, via the use of the "ready" action. Wizard starts casting, you shoot the wizard with a crossbow. If you hit and do damage, the Wizard must make a Concentration check to avoid muffing the spell."




Rewards of Experience, Revised: Since posting my slightly-expanded experience table (see yesterday's news), an anonymous but very reliable source informs me that a small correction needs to be made. Apparently, the acquisition of skill points is tied to class, and each class gains them at a different rate. So I've added that note to the table and adjusted accordingly.


Lotsa Logos: (Let's try this again, shall we?) Bjørn Toft Madsen has created a few files of the D&D logo in different formats. Try this link, and e-mail Toft at sunbeam@worldonline.dk with any questions or comments.


January 24, 2000

Monte Cook on the Planes in 3E:
A web site with the amusing name "Destroy All Monsters" interviewed Planescape guru Monte Cook. You can read the interview here, though the chief piece of interesting material is presented below (thanks to Ralph for the scoop):

  • "Aasimar and tieflings will be with the game from the outset, I'm happy to say. In fact, the 3E Monster Manual will be extraordinarily planes-friendly. Expect some 3E planar treatment soon after the core books come out, and expect to see a lot of Planescape elements in that treatment. Just like other things are going to change with 3E, however, some things with the planar setting will change as well, particularly some of the mechanical elements, such as how the planes affect spells." [Happy, A'koss?? :)]



Rewards of Experience: I have read through my old news and have updated the Experience Point Chart. It doesn't contain new numbers, but it does summarize what we know (or think we know) about gaining Feats, Skills and other level-related perks not tied to any one class:

3E Character Experience Point Chart

Level

XP

Rewards of Experience 

1

0

 

2

1,000

Able to multiclass

3

3,000

Gain Feat

4

6,000

Increase Attribute

5

10,000

 

6

15,000

Gain Feat

7

21,000

 

8

28,000

Increase Attribute

9

36,000

Gain Feat

10

45,000

 

11

55,000

 

12

66,000

Increase Attribute; Gain Feat

13

78,000

 

14

91,000

 

15

105,000

Gain Feat

16

120,000

Increase Attribute

17

136,000

 

18

153,000

Gain Feat

19

171,000

 

20

190,000

Increase Attribute

Notes:

Able to Multiclass: Current info is that 1st level characters will be unable to multiclass. You can add your first additional class once you've earned enough XP for 2nd level.

Gain Feat: The only semi-solid information I have about acquiring Feats is that characters gain one every 3 levels. Humans gain a free feat at 1st level, and certain classes gain certain feats for free.

Skill Points: It is unknown how many skill points characters gain each level, but I have been informed that the initial allotment of skill points depends on Intelligence, and that later acquisition of these points is tied to character class.

Increase Attribute: Characters can increase ability scores (STR, INT, etc.) by one point every four levels.



Spelljammin':
WotC has declared Spelljammer: Beyond the Moons the official D&D Spelljammer fan site. (thanks to Jens Schnabel for the scoop)

January 23, 2000

Spikey Armor:
In the latest issue of Dragon, 3E artist Todd Lockwood addresses complaints and concerns about the spike-laden armor of some of the characters that have appeared in the magazine and on the web site:
  • Knee Spikes: "When the knees are bent, they point upward, so as to make a memorable impression on the lower quarters of an opponent's anatomy. [The character with knee spikes] can kneel just fine [without finding himself stuck to a wooden floor]."
  • Armor is Weaponry: "... [armor] spikes are considered a martial weapon [in the 3E rules]. In the event of a grapple, a character wearing spiked armor can cause lethal damage.... In fact, a character in spiked armor with a skill in martial weaponry is never really disarmed. Historically, spikes were used on armor to prevent grapple attacks, specifically from elephants."
  • Spiked Shields: "The [spiked] shield is still a shield, unless the warrior chooses to use it as a weapon. A shield bash delivered with a spiked shield will do more damage."
  • Closing Comments: "... the D&D game is truly flexible. It's an option. If your fighters don't want to wear spikes, they don't have to."



Combat Chart: As I gather info from the 3E Message Board and elsewhere, I continue to add details and examples to the newly revealed Attack Bonus chart. I always make sure the "permanent" one on the Combat page is accurate, so you can check that one at any time to see the latest info.



Gold Logo: Another version of the new D&D logo was spotted on the Pool of Radiance II site by Joseph Provenzano:


January 22, 2000

Ryan Dancey on Multiple Attacks: Never let it be said that Ryan Dancey isn't responsive to questions! Mere hours after posting the revised Combat Bonus chart, Ryan clarified the issue of how this works with multiclassed characters. If you scroll down about a screen you'll see his comment. (on the 3E Message Board)



Bard Spell List: "Anonymous" from Winter Fantasy has sent along the list of spells that Bards can use at first level. Note that this list is a subset of the recently posted list of 1st-level Arcane spells (which should properly be called "1st-level Wizard and Sorcerer Spells" -- my fault). The surprising thing about this list is that Bards apparently don't get any spells unique to them, which is contrary to some of the rumors we'd been hearing. Then again, this was a simplified demo with single-sentence spell descriptions too. So you never know. Here's the list from Winter Fantasy: Alarm, Cause Fear, Charm Person, Detect Secret Passages, Erase, Expeditious Retreat, Feather Fall, Grease, Hypnotism, Identify, Mage Armor, Magic Weapon, Message, Protection from Chaos/Evil/Good/Law, Silent Image, Sleep, Unseen Servant, Ventriloquism.



Combat Table, Again: I've posted a couple of variations of the Combat Bonus table over the past few months. I've had the table below in my mail for some time but held back posting it at the request of the anonymous scooper. I think we know enough about how the combat bonuses work, and the fact that all character classes have the potential to gain extra attacks per round, that posting the final chart won't be too much of a revelation. So here goes...

3E Combat Bonus Table (revised 1/23/00)

Level

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
+1

+7
+2

+8
+3

+9
+4

+10
+5

+11
+6
+1

+12
+7
+2

+13
+8
+3

+14
+9
+4

+15
+10
+5

+16
+11
+6
+1

+17
+12
+7
+2

+18
+13
+8
+3

+19
+14
+9
+4

+20
+15
+10
+5

Cleric/Rogue

+0

+1

+2

+3

+3

+4

+5

+6
+1

+6
+1

+7
+2

+8
+3

+9
+4

+9
+4

+10
+5

+11
+6
+1

+12
+7
+2

+12
+7
+2

+13
+8
+3

+14
+9
+4

+15
+10
+5

Wizard

+0

+1

+1

+2

+2

+3

+3

+4

+4

+5

+5

+6
+1

+6
+1

+7
+2

+7
+2

+8
+3

+8
+3

+9
+4

+9
+4

+10
+5


How the chart works:
  The numbers that correspond with the character's class and level are bonuses 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. The first number is for the first attack in a round, the second (if present) is for the second attack in the round, the third (if present) is for the third attack, and the fourth bonus (if present) is for a fourth attack in a round. So this chart shows not only the attack bonuses, but at what levels the different classes gain multiple attacks.

For Multiclass Characters: Ryan Dancey indicates that a good way to determine if a multiclassed character is to add up your combat bonuses; if you can subtract 5 and still have a remainder, you get another attack with the remainder as a bonus. So if you've accumulated +6 in bonuses, you get a first attack at +6, and a second at +1. However, later Ryan amended this to mean only class-derived attack bonuses; you don't get to factor in your magic sword or your muscular arms into the equation, at least for figuring if you get multiple attacks. You can see the effect on multiclass characters here (modified versions of Tweedledee and Tweedledum I created a while back).

Examples:

  • 7th Level Fighter gains two attacks per round -- the first at +7, the second at +2.
  • 14th Level Fighter gains three attacks per round -- the first at +14, the second at +9, and the third at +4.
  • 20th level Wizard gains two attacks per round -- the first at +10, the second at +5.
  • Two-Weapon Fighting Feat: If a character has the Two-Weapon Fighting feat, the "first attack" is really with both the primary and the secondary weapon, each at the bonus for first attack; the second and subsequent attacks are made only with the primary weapon, at the given bonus. Put another way, Two-Weapon Fighting gives the character only one extra attack [with his secondary weapon] at his highest bonus, per round. Of course, there are penalties for fighting with two weapons, and those must be factored in as well, just like any other modifier (ST, magic items, etc.).
    • Two-Weapon Example: A 13th-level Ranger with two-weapon style fighting with long sword (primary weapon) and hand axe (secondary weapon). Not including any other bonuses (for STR, magic items) or penalties (for fighting with two weapons, etc.), the attack sequence for each round will be...
      • Long sword at +13 (first attack)
      • Hand axe at +13 (counts as part of first attack)
      • Long sword at +8 (second attack)
      • Long sword at +3 (third attack)



The Mimir: You probably know that the Kargatane web site is the official Ravenloft site now that the setting will no longer be supported by print products from WotC. Well, there's a new official setting website -- The Mimir, the official Planescape site. The Mimir has long provided rich and deep content for DMs and players who explore the planes. As a long-time Planescape DM, I want to say congrats to Mimir webmaster Jon Winters and good luck!
  • Update: Don't forget Birthright.net, the official Birthright fan site. Scooper Jens Schnabel reminds us that there's an official Mystara web site as well. And checking the WotC D&D site, I see that we have a fairly recent addition: The Burnt World of Athas for Dark Sun.



Julia Martin Chat info updated: Earlier today I posted a few tidbits about the Julia Martin chat. Since then I've added some detail, including the link to the log. Scroll down a screen or two and you'll see the changes.



Official Facelift: As scooper Mark Triant pointed out to me when he sent the scoop about Charging (see below), the official 3E site has gotten a facelift. The color scheme is similar, but the most obvious change is the disappearance of the 3E logo. Instead, we have a new Dungeons & Dragons logo, as shown below. It makes sense that at some point the 3E site and the D&D site will need to be merged together, as they will be one in the same. It also makes sense that the focus will need to move from hyping 3E to hyping D&D in general.



Charge! The official 3E site has updated the January Playtest Group of the Month's Playtesters at Work section. The January group had an impact on the effects of movement in combat, particularly Charging (thanks to Mark Triant for the scoop): “After moving, you may make a single melee attack. Since you can use the momentum of the charge in your favor, you get a +2 bonus on the attack roll. Since a charge is impossible without a bit of recklessness, you also suffer a –2 penalty to your AC for 1 round (generally until your next action).”



Ryan Dancey on the PHB and DMG: Responding to questions posed by Jeff Ibach on DND-L, Ryan Dancey discussed the contents (and covers) of the two main rulebooks for 3E (thanks to Joseph Provenzano for the scoop):
  • Will the 3E books read as an encyclopedia or will they be written with commentary, examples, etc? They are written to be used as a reference, but they're not just extended dictionaries. Each chapter has an internal narrative, there are lots of examples, and in the DMG, there is lots of commentary not only on the how but the why of the rules.
  • Who has been given the assignment to do the cover art for the PHB and DMG? Nobody that you've (probably) ever heard of.
  • Will the PHB and the DMG follow the same chapter lineup, but keeping the data separate, like in the current books? No; they're completely different books. The DMG is not a step by step "explanation" of the player's handbook; it's a separate volume that covers different topics.



Julia Martin Chats about Clerics: As with most of the "official" chats, there was nothing extraoridnarily revealing in yesterday's chat with editor Julia Martin about 3E clerics. Staffan "Baloo" Johansson was kind enough to log the chat here. Highlights include:
  • Scribe Scroll is a feat that certain classes (presumably spellcasting classes) have access to, including the Cleric and the Druid.
  • Druid abilities include: lots of shapechanging, stealthy movement in natural environments, an animal companion, the ability to stop natural aging, a different "core spell list" than clerics with spells that deal with nature, and immunities to natural poisons.
  • "DF" does indeed mean Divine Focus, i.e. holy symbol. The spell Flame Strike, for instance, has DF listed as one of the spell's components.
  • Any spellcaster can use the Counterspell action.
  • Domains: The Winter Fantasy Domains we've seen so far are accurate.
  • Magic Items: There is a "system for creating magic items no matter what class you are," which will be covered in the DMG.


January 21, 2000

  • New 3E Fan Site: A fellow gamer by the nickname "Weaponsmith" would like to invite you to visit his new 3E site, The 3E D&D Hall of Adventures. Though there's not much there now (it's new, what do you expect? ;), he has sections for Adventures, House Rules and Online Gaming, among others. Take a look. I've added Weaponsmith's page to my other 3E related Links.

January 20, 2000

  • More Cleric Domains from Winter Fantasy: Our friendly anonymous scooper apparently has a bottomless supply of goodies. Here are four more Cleric domains.

More Cleric Domains from Winter Fantasy Convention

Air Domain

Deity: Obad-Hai
Granted Power: Turn earth creatures. Command air creatures. These powers work like Turn or Command Undead (limited number of attempts per day, modified for Charisma).

Air Domain Spells

  1. Obscuring mist
  2. Wind wall
  3. Gaseous Form
  4. Air Walk (tread on air as if solid ground; can climb at 45 degree angle)
  5. Control Winds
  6. Chain Lightning
  7. Weather Control
  8. Whirlwind
  9. Elemental Swarm (Air)

Animal Domain

Deities: Ehlonna, Obad-Hai
Granted Power: Cast animal friendship once per day. Gain a Skill called "Knowledge (Nature)".



Animal Domain Spells

  1. Calm animals
  2. Hold animal
  3. Dominate animal
  4. Repel Vermin
  5. Commune with Nature
  6. Anti-Life Shell
  7. Animal Shapes
  8. Creeping Doom
  9. Shapechange

Chaos Domain

Deities: Corellon Larethian, Erythnul, Gruumsh, Kord, Olidammara

Granted Power: Cast Chaos spells at +1 caster level.



Chaos Domain Spells

  1. Protection from Law
  2. Shatter
  3. Magic Circle vs. Law
  4. Chaos Hammer
  5. Dispel Law
  6. Animate Objects
  7. Word of Chaos
  8. Cloak of Chaos
  9. Summon Monster IX

Death Domain

Deities: Nerull, Wee Jas

Granted Power: Death touch once per day: as a spell like ability, touch a living creature (use rules for touch spells). Roll 1d6 per cleric's level; if the total equals at least the creatures current hit points, it dies.

Death Domain Spells

  1. Cause Fear
  2. Death Knell (kill dying creature and temporarily gain d8 HP, +2 str, and +1 caster level)
  3. Animate Dead
  4. Death Ward
  5. Slay Living
  6. Create Undead
  7. Destruction
  8. Create Greater Undead
  9. Wail of the Banshee

January 19, 2000

  • RPGA Announces New Magazine: The Living Greyhawk Journal (on the Living Greyhawk Message Board):

    This August, the RPGA Network will unveil an exciting new magazine: the Living Greyhawk Journal. The Journal, a 32-page bimonthly publication, will contain updates on the Network's exciting new shared-world Dungeons & Dragons campaign, articles of interest to the general Greyhawk fan, and exciting features set in the popular World of Greyhawk campaign setting. Regular features will reveal campaign developments, highlight important campaign locations, update classic monsters and villains to Third Edition Dungeons & Dragons, and explore new realms and peoples of Oerth.

    The
    Living Greyhawk Journal will be made available to RPGA Guild-level members six times a year. This is in addition to six issues of the updated and expanded Polyhedron Magazine, one of the longest-running periodicals in the adventure gaming industry. The Journal allows the RPGA to reach one of its most important goals in recent memory -- to supply periodicals to members each and every month of the year.

    The
    Journal will be edited by Erik Mona, RPGA Publications Coordinator and member of the Circle of Six, the ruling body of the RPGA's Living Greyhawk campaign. Mona edited several issues of the Oerth Journal, a popular online Greyhawk fanzine, and was a key contributor to the Living Greyhawk Gazetteer, a forthcoming sourcebook from Wizards of the Coast that will act as the creative backbone of the Living Greyhawk campaign.

    Submission queries are currently being accepted. Send all article ideas to Erik Mona at
    polyhedron@wizards.com. The RPGA pays competitive rates for articles printed in the Living Greyhawk Journal.

  • Character Power: From what we've seen so far, characters in 3E seem like they are more powerful than their 2E counterparts. Here's what Ryan Dancey recently said about this issue (on the 3E Message Board):

    At low levels; say 1-5, most 3e characters are outright better than 1e or 2e characters. At mid levels, say 6-10, characters will be about the same in most ways, though characters may already be starting to develop abilities just not available in stock 1e or 2e games that may >seem< more powerful (because it's easy to see the upside but sometimes hard to see the downside).

    Above 10th level, its a real mixed bag. Consider the Rogue. In 1e/2e, a Rogue could get close to a "100%" rating in one of the thieving abilities by this point. Essentially, that Rogue would almost always succeed, and the only way to challenge the Rogue was to put in modifiers to the die roll. That's always dangerous, because there was no way for a designer to know if any given PC would need to be challenged. So in general, they weren't used, and Rogues reach a point where they "always" hide in shadows, move silently, climb walls, etc.

    In some senses, 3e characters above 10th level will be flat out better than a 1e/2e character, because there are things you can do in 3e that you could never do in either of the previous versions. On example: A feat called "Maximize Spell". To use this feat, an arcane spellcaster prepares a spell at a level two levels higher than normal (so a "Fireball" would consume a 5th level spell slot). When cast, the spell inflicts maximum damage. On average then, a 3e wizard of the right level with this feat can deliver more damage in this specific case than a 1e/2e wizard.

    However, high level characters are almost always defined more by their stuff
    [i.e. magical items] than by their innate personal abilities. The stuff in 3e is almost identical to the stuff in 1e/2e - except that 3e stuff has rational rules for use that preclude things like using a ring, girdle, cloak, hat and boots of protection all at once to get some huge AC modifier. (There are huge AC modifiers from other things!). So in a sense, 3e characters may have less useful "stuff" in some cases than their 1e/2e counterparts.

    The dirtly little secret is that the PCs are a >little< better (and even less better if you're using C&T or Skills & Powers, or any of a half dozen common house rules
    [in your 2E game]). The monsters are a >lot< better. A 3e orc might just be an orc. Or it might be a 10th level Monk/Assassin. And don't even get me started on the Dragons....

January 18, 2000

  • Character Info from Winter Fantasy: A Winter Fantasy Convention attendee by the name of Neil Maruca has sent along some detailed information about the character he created for the 3E demo there, plus other assorted tidbits. Just keep in mind that this was a simplified version of 3E, so not everything mentioned below is true for the real deal:

    I played a half orc barbarian during the demo. The alternate character generation system was used (28 pts total, graduated cost for each score). The players were allowed to build a stat package. Mine was

    18 Str (paid 10 pts for a 16, then added +2 for half orc)
    14 Dex (6 pts)
    14 Con (6 pts)
    10 Int (paid 4 pts for a 12, then minus 2 for Half orc)
    10 Wis (2 pt)
    6 Cha (paid 0 pts for an 8, then minus 2 for Half orc)

    All races have +2 to a single stat. Half orcs were the only race which had minuses to 2 stats, all others had +2 to one stat and minus 2 to another stat. Half orcs were +2 to strength, -2 Int, -2 Cha. Halflings were +2 dex, minus 2 strength.

    Half orc ability was 60' Darkvision. The Barbarian (d12 hit die) is granted +10' movement per round (40' instead of 30'). Barbarian Rage (+4 Str, +4 Con, +2 Will saves, -2 AC; duration is 3+Con bonus rounds; fatigue causes -2 Str, -2 Con on skill checks until next encounter); Weapon Focus in greataxe.

    I was not allowed to choose weapons. The weapons assigned to me were Greataxe (d12 damage, x3 critical, slashing) - I had weapon Focus which granted my first level character a +1 attack. I asked the gm if specialization and "Focus" were the same. He said no they were not the same, but specializiation was "very different from 2e" and beyond the scope of the demo. Other weapons: Dagger (d4 damage, x2 critical, 10' range, piercing), Bow (d6 damage, x3 critical, 60' range, piercing). Rate of fire was not listed, the gm said bows and thrown daggers were ROF 1, would not answer if all weapons now have the same ROF. The weapon section of the character sheet didn't contain a space for ROF.

    Skills: I recieved (4+Int Bonus)x4 skill points. Skills were things like Wilderness Lore, Jumping, Alertness, Intuit Direction, Intuit Danger.

    Feats, especially the fighter feats were very simple for the demo and were pre-chosen for the character.

  • More about Dungeon. Editor Chris Perkins was kind enough to answer a few more questions about the forthcoming "new and improved" Dungeon Adventures magazine set to debut in August:
    • Q: Can you talk at all about the price per issue and what subscription prices will be like? Would it be a good idea to lock in a 3-year subscription right now, for instance? As the magazine increases both in size and production quality, consumers can expect a price increase. The new price hasn't been determined yet, but it would be wise to lock in that 3-year subscription now, before the new subscription cards are printed.
    • Q: 128 pages is a pretty big magazine! Will the increase in pages mean a different kind of binding? Our current plan is to change to a perfect binding (much like current issues of DRAGON® Magazine). This should make the larger magazine more durable.
    • Q: Will you be mostly including *more* adventures, or *longer* adventures? Both. Right now we publish an average of 5 adventures (of mixed length) per issue. Once we increase the size, we expect to publish 6–10 adventures per issue, including at least one longer adventure (30+ pages). Of course, this will also depend on the adventures we receive from freelancers!
    • Q: Will you be changing your ratio of generic vs. world-specific adventures? Right now it seems that you have about 1 world-specific adventure per issue. Also, since there are no 3E versions of Ravenloft, Dark Sun, Dragonlance, Planescape, etc. in the works (for the foreseeable future, anyway), will you still accept submissions set in those settings (and others)?
      • Good question. We are changing the ratio of generic vs. world-specific adventures and focusing more on the former. We are looking for adventures that can be played with only the core D&D® rulebooks, and that means more "generic" adventures. Of course, as Wizards of the Coast releases new campaign settings (or updates old ones), DUNGEON® Adventures will probably support these settings much like we support active 2nd Edition settings now.
      • Virtually all "generic" 3rd Edition modules appearing in DUNGEON Adventures will be nominally set in the GREYHAWK® campaign setting (in the year 591 CY), or at least be GREYHAWK-compatible. (The GREYHAWK setting will become the static "default" setting for 3rd Edition, from which DMs can derive inspiration for their own campaigns.) This doesn’t mean that designers need to know everything about the World of Greyhawk—in fact, quite the opposite. We plan to minimize the number of world-specific details in our GREYHAWK adventures. In 3rd Edition, all adventures that include GREYHAWK references will be written so that DMs won’t need (or feel the need to buy) any previously published GREYHAWK products—just the core 3E rulebooks. Recall "classic" modules like Tomb of Horrors, The Sinister Secret of Saltmarsh, and The Lost Caverns of Tsojcanth; these adventures were originally set in the World of Greyhawk but could be plopped into any D&D® campaign world with minimal DM effort. DUNGEON Adventures will publish modules that are similar in this regard.
      • DUNGEON Adventures plans to support the wildly popular FORGOTTEN REALMS® campaign setting, which will continue to develop and evolve in 3rd Edition. Unlike our "generic" adventures, modules set in the Realms will have a distinctly "Realmsian" flavor. How many Realms adventures we publish will depend solely on the number of FR submissions we receive.
      • We are no longer accepting adventures designed specifically for 2nd Edition campaigns other than the GREYHAWK® and FORGOTTEN REALMS® settings. However, we are still interested in "genre" adventures; for example, I'm not interested in RAVENLOFT® adventures, but a generic horror-based adventure is perfectly acceptable. Similarly, we are not looking for PLANESCAPE® adventures specifically, but we will publish adventures that take place in the Outer Planes. One of the elements we plan to include with most (if not all) 3rd Edition adventures is an "Adapting the Adventure" sidebar, which will provide DMs with brief but concrete tips for adapting an adventure to particular, out-of-print campaign settings. Thus, an author who submits a planar adventure would be wise to include a brief sidebar explaining how the module can be adapted for the PLANESCAPE® campaign setting (and other settings, if applicable). Our goal is to publish adventures that most DMs can use without completely abandoning TSR's "orphaned" campaign settings.

  • Housekeeping:I've moved a few things around, mostly because of technical glitches. The Feedback Form and my list of Links have been moved from the bottom of the main page to a new page. Following the links above (under the 3E logo) will always take you where you want to go.

  • The Wizards of 3E in Dragon: The February issue of Dragon arrived today, and inside is the promised article about the 3E Wizard class. Here are the highlights (thanks to Ralph for the heads up):
    • Favored Schools of Magic: Wizards who choose to "favor" one school may select which of the other schools to sacrifice. The schools are weighted so that taking one of the more "useful" schools such as Transmutation would require the wizard to give up an equally useful school (such as Evocation), or a handfull of less useful schools.
    • Counterspells: In combat, if you see an enemy spellcaster start casting a spell you have memorized (you'd know this by means of a Spellcraft check), you can cast the identical spell with a chance to neutralize the enemy's spell. How this fits into the Initiative rules is unclear from the description in the article.
    • Metamagic Feats: As we've heard, some of the Feats available to spellcasters include "metamagic" -- the ability to affect spells. Some of the metamagic feats mentioned include Quicken Spell (cast a spell and perform another action in the same round, even casting a second spell), Still Spell (no somatic component), Silent Spell (no verbal component), and Maximum Spell (achieve maximum results). The article implies that there will be limits on how often these feats can be used once they've been taken.
    • Spell Standardization: The 3E team addressed many issues related to spell design, from clearly indicating what spells can be dismissed by the spellcaster at will, what exactly a "summoning" spell is, and when certain kinds of bonuses can be stacked (the example given is a ring of protection and a protection from evil spell -- they provide the same kind of protection, so the bonuses don't stack; a ring of protection and a suit of magical armor, however, provide different kinds of protection, so the bonuses do stack).
    • Spell Criticals: Spells that are delivered by touch or by means of a "ray" require an attack roll; the drawback of course is that there's a chance the wizard could miss, but the benefit is that critical hits can be achieved by these kinds of spells.
    • Other Tidbits: Mentioned but not elaborated upon are...
      • "Clear rules for creating magical items"
      • "Your wizard can use a sword"
      • "Create scrolls at 1st level"
    • Illustrations: Three illustrations grace the article -- two new ones (a youngish looking Human Male Wizard with lots of pouches and pockets carrying a staff, accompanied by a raven familiar; and an oriental Human Female Wizard with lots of pouches, an owl familiar, and a short oriental sword strapped to her back.)
    • Familiars: I saved this for last because there's a table. :) 3E wizard familiars can improve its AC, spell resistance, and Intelligence as the wizard increases in level, and they gain the ability to control other animals of their species.

3E Familiars

Familiar Special Abilities
Bat None
Cat Wizard gains +2 to Move Silently checks
Hawk None
Owl Wizard gains +2 to Move Silently checks; Familiar has night vision
Rat Wizard gains +2 on Fortitude saving throws
Raven Familiar speaks one language
Tiny Snake Familiar has poisonous bite
Toad Wizard gains +2 Constitution
Weasel Wizard gains +2 on Reflex saving throws

January 17, 2000

  • Lordy, more Spells from Winter Fantasy!  Our friendly anonymous scooper sent another tasty treat our way -- the list of 1st level Arcane spells used at the Winter Fanatasy 3E demo, along with a brief description of each:

Arcane Spells from Winter Fantasy 3E Demo

Abjuration

  • Alarm.  Wards an area for 2 hours/level.
  • Hold Portal.  Holds door shut.
  • Protection from Chaos/Evil/Good/Law. +2 AC and saves, counter mind control, hedge out elementals and outsiders.
  • Shield.  Invisible disc gives cover and blocks magic missiles.

Divination

  • Comprehend Languages.  Understands all spoken or written languages.
  • Detect Secret Passages.  Reveals hidden doors within 60 ft.
  • Detect Undead.  Reveals undead within 60 ft.
  • Identify.  Determines single feature of a magic item.
  • True Strike.  Adds +20 bonus to your next attack roll.

Conjuration

  • Grease.  Makes 10' sq or 1 object slippery.
  • Mage Armor.  Gives subject +4 armor bonus.
  • Mount.  Summons riding horse for 2 hrs/level.
  • Obscuring Mist.  Fog surrounds you.
  • Summon Monster I.  Calls outsider to fight for you.
  • Unseen Servant. Creates invisible force that obeys your commands.

Enchantment

  • Charm Person.  Makes one person your friend.
  • Hypnotism.  Fascinates 2d4 HD of creatures.
  • Sleep. Put 2d4 HD of creatures into comatose slumber.

Evocation

  • Magic Missile.  1d4+1 damage; +1 missile/2 levels above 1st (max 5).
  • Tenser's Floating Disc.  3 ft. diameter horizontal disc that holds 100 lb/level.

Illusion

  • Change Self.  Changes your appearance.
  • Color Spray.  Knocks unconscious, blinds or stuns 1d6 weak creatures.
  • Nystul's Magical Aura.  Grants object false magic aura.
  • Nystul's Undetectable Aura.  Masks magic item's aura.
  • Silent Image.  Creates minor illusion of your design.
  • Ventiloquism.  Throws voice for 1 min/level.

Necromancy

  • Cause Fear.  One subject flees for 1d4 rounds.
  • Chill Touch.  1 touch/level inflicts 1d6 damage and 1 str damage.
  • Ray of Enfeeblement.  Ray reduces strength by 1d6 points +1 pt / 2 levels

Transmutation

  • Animate Rope.  Makes a rope move at your command.
  • Burning Hands.  1d4 fire damage/level (max 5d4).
  • Enlarge.  Object or creature grows by 10%/level (max 50%).
  • Erase. Mundane or magical writing vanishes.
  • Expeditious Retreat.  Doubles your speed.
  • Feather Fall. object or creatures fall slowly.
  • Jump.  Subject gets +30 on Jump checks.
  • Magic Weapon.  Weapon gains +1 bonus.
  • Message.  Whispered conversations at a distance.
  • Reduce.  Object or creature shrinks 10%/level (max 50%).
  • Shocking Grasp.  Touch delivers electric charge (1d8+1/level).
  • Spider Climb.  Grants ability to walk on walls and ceilings.

  • Quizlet Results:  With 704 votes counted, the results of the previous quizlet question are as follows:
    • Q: From what you've read so far, which 2E class is changing the most? (of 704 respondents)
      • 36%   Cleric or Druid
      • 23%   Thief (becomes 3E Rogue)
      • 15%   Wizard (Mage or Specialist)
      • 10%   Bard
      • 8%   Fighter
      • 8%   Ranger or Paladin
    • Note that the Quizlet will be taking a brief vacation, but will return as soon as I think of some good questions.  If you have suggestions, send them my way.
  • A Few Good Domains:  Our anonymous Winter Fantasy attendee sent along another scoop:  the spells and granted powers of three of the Cleric domains:

Cleric Domains from Winter Fantasy

War Domain

Deities: Corellon Larethian, Erythnul, Gruumsh, Heironeous, Hextor
Sun Domain

Deities: Ehlonna, Pelor
Good Domain

Deities: Corellon Larethian, Ehlonna, Garl Glittergold, Heironeous, Kord, Moradin, Pelor, Yondalla

Granted Power:  Free Martial Weapon Proficiency (if necessary) and Weapon 
Focus with the deity's favored weapon. 

  • Corellon Larethian, long bow 
  • Erythnul, morningstar 
  • Gruumsh, spear (halfspear, shortspear, or longspear) 
  • Heironeous, long sword 
  • Hextor, great axe 
Granted Power:  Once per day the cleric can perform a greater turning against undead instead of a regular turning (or commanding) effect.  The greater turning is like a normal turning effect except that the undead creatures that would be turned are destroyed instead. Granted Power:  Cast good spells at +1 caster level.  (See list below.)
War Domain Spells

Level 1 Magic Weapon (weapon gains +1 bonus) 
Level 2 Spiritual Weapon (creates a magic weapon which attacks on its own) 
Level 3 Magic Vestment
Level 4 Divine Power
Level 5 Flame Strike
Level 6 Blade Barrier
Level 7 Power Word Stun
Level 8 Power Word Blind
Level 9 Power Word Kill
Sun Domain Spells

Level 1 Endure Elements (Ignore first 5 hp damage each round from cold or fire) 
Level 2 Heat Metal
Level 3 Searing Light
Level 4 Fire Shield
Level 5 Flame Strike
Level 6 Fire Seeds
Level 7 Sunray
Level 8 Sun Burst
Level 9 Prismatic Sphere
Good Domain Spells

Level 1 Protection from Evil
Level 2 Aid
Level 3 Magic Circle vs Evil
Level 4 Holy Smite (damages and blinds evil creatures) 
Level 5 Dispel Evil
Level 6 Blade Barrier
Level 7 Holy Word
Level 8 Holy Aura
Level 9 Summon Monster IX

January 16, 2000

  • Neverwinter Nights Interview at Tsnoi's Taunts:  You can read an interview with Neverwinter Nights producer Trent Oster -- it contains a smidgen of 3E-related info, as NWN will use the 3E rules.  (thanks to Tsnoi for the scoop)
  • Minor Magic from Winter Fantasy:  A source who requested anonymity has sent along the complete list of cantrips and orisons for clerics used in the 3E Living Greyhawk preview at Winter Fantasy:

Orisons and Cantrips from 3E Demo at Winter Fantasy

Sorcerer or Mage Cantrips

Resistance (subject gets +1 to saves)
Ray of Frost (d3 cold damage)
Detect Poison (on one creature or object)
Daze (creature loses next action)
Light (object shines like a torch)
Flare (one creature -1 to attack due to dazzling)
Dancing Lights (figment torches or other lights)
Ghost Sounds (figment sounds)
Disrupt Undead (d6 damage to undead)
Mage Hand (5lb telekinesis)
Mending (makes minor repair on an object)
Open/Close (opens or closes small light things)
Detect Magic (detects spells or magic items within 60')
Prestidigitation ( performs minor tricks)
Read Magic (read scrolls and spell books)
Wizard Mark (inscribes a personal rune (visible or invisible)
Bard Cantrips 

Resistance (subject gets +1 to saves)
Daze (creature loses next action)
Light (object shines like a torch)
Flare (one creature -1 to attack due to dazzling)
Dancing Lights (figment torches or other lights)
Ghost Sounds (figment sounds)
Mage Hand (5lb telekinesis)
Mending (makes minor repair on an object)
Open/Close (opens or closes small light things)
Detect Magic (detects spells or magic items within 60')
Prestidigitation ( performs minor tricks)
Read Magic (read scrolls and spell books)
Cleric Orisons

Create Water (2 gal / level)
Cure Minor Wounds (cures 1 pt)
Inflict Minor Wounds (damage, 1 pt)
Guidance (+1 on one roll, throw, or check)
Detect Magic (detects spells or magic items within 60')
Light (object shines like a torch)
Detect poison (on one creature or object)
Mending (makes minor repair on an object)
Read Magic (read scrolls and spell books)
Resistance (subject gets +1 to saves)
Virtue (subject temporarily gains 1 hp)
Purify Food and Drink (purifies 1cu ft/level of food or water)

  • 3E Preview at Winter Fantasy:  A fellow by the name of Rick Bruner got a chance to try out 3E at the Winter Fantasy convention, with Jonathan Tweet (3E Lead Designer) as the DM.  Rick had lots of interesting news to share, and as he wasn't required to sign a non-disclosure agreement, here are the highlights:
    • "The skills system, with the d20 rolls modified by skills point granted at each level was easy to understand....  the biggest problem being players forgetting to add their bonuses to their d20 rolls."
    • The Difficulty Class (DC) for "most skill checks seemed to fall within the 12-16 range, which for a first level [character] with skills bonus ranging from +0 to +6 proved quite daunting."
    • "...one feat available to human characters [is] a +4 bonus to initiative..."
    • "The ... pregenerated Bard character I was given had the following skills and used the following attributes as modifiers: Perform (CHR), Spellcraft (INT), Use Magical Item (WIS), Gather Information (CHR), Listen (WIS), Decipher Script (INT), Diplomacy (CHR), Knowledge (area specific) (INT), and Pick Pockets (DEX).  The character also had 2 feats:  Improved Initiative (+4 bonus for humans) and Dodge (+1 to AC vs a single opponent)."
    • "Skill points for my character were figured as follows, (human base 4 skill points + INT Bonus 2 X 4 = 24 skill points to distribute among the bards initial 9 skills.  Added to these skill points are any ability bonuses.  So a Bard's Perform skill check would be his allotted skills points (in this case 5) + his CHR bonus (in this case +2 for a CHR of 14) for a total of 7 + his d20 roll."
    • "...the Bard had a -1 penalty to his DEX based skill checks as a result of wearing studded leather armor."
    • The Bard spell list "did not include spells such as color spray or magic missile, although hypnotize, alarm, etc. were included."

January 15, 2000

  • Official 3E Site Updates:  It's been awhile, but the 3E site has received some updates -- and when it rains, it pours!  :)  There are several new things to chew on: a new feature called Spell of the Month, a new Playtest Group of the Month, and an interview with Julia Martin (the deity of Forgotten Realms deities, among other things).  (thanks to David Hatfield, Mark Triant, and Ralph -- just Ralph -- for the scoop)
    • Julia Martin Interview:  Julia discusses the 3E priest class; in particular she touches on the differences between the 2nd Edition Priest and the 3rd Edition Cleric; orisons; spell swapping; and she mentions a 9th level cleric spell called Miracle (a divine wish, if you will).
    • Playtest Group of the Month for January:  This group of British playtesters helped shape the first impression of the 3E rogue as a flexible adventurer rather than just a lazy criminal:
      • "Rogues share little in common with each other. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, or thugs. What they share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don't want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust, or some random person's pocket money."
      • Hidden Treasures:  In their More About Us section, each playtester of the January group reveals their favorite parts of 3E; here are some of the more revealing ones (thanks to fabio milito pagliara for the scoop):
        • The Sorcerer class. A militant arcane spellcaster with a limited number of known spells and more combat skill has allowed concentration of the essential (and most fun) parts of the magic-user without feeling like one is being a munchkin.
        • New poison rules with clear initial and periodical damage differentiation.
        • Concentration—no more ruining a great spell by a goblin/kobold/yokel hitting the Mage with a stone/arrow/dart for 1d4 damage.
        • Critical hit rules. They augment weapons so well that all are interesting: No longer are weapons classifiable as “Long sword” or “Other.”
        • Clear distinction between arcane and divine magic, with clarification over how they are learned and cast. The new spell lists are very user-friendly.
        • The new skill system. This exemplifies 3E more than any other change: it is simple, clear, exciting and very well put together.
    • Spell of the Month:  Okay, folks, this is a big one ... we now have the official format for 3E spells.  The left column is the 3E format, and for comparison the right column holds the same spell in 2E format.

3rd Edition Spell Format

Flame Strike
Evocation [Fire]
Level: Clr 5, Drd 4, Sun 5, War 5
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft.+10 ft./level)
Area: Cylinder (10-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A flame strike is a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per level, to a maximum of 15d6. Half the damage is fire damage, but the rest of the damage results directly from divine power and is therefore not subject to protection from elements (fire), fire shield (chill shield), etc.

2nd Edition Spell Format

Flame Strike (Evocation)
Sphere: Combat 
Range: 60 yds. 
Components: V, S, M
Duration: Instantaneous 
Casting Time: 8
Area of Effect: 5 ft. radius x 30 ft. column 
Saving Throw: ½

When the priest evokes a flame strike spell, a vertical column of fire roars downward in the location called for by the caster. Any creatures within the area of effect must roll a saving throw vs. spell. Failure means the creature sustains 6d8 points of damage; otherwise, the damage is halved.  The material component of this spell is a pinch of sulphur.

[The spell's level and class availability would have been indicated by being included in the 5th level Priest spell section of the PHB.] 

What can we pick up from this description?  Let's examine it bit by bit, shall we?

  • Name:  pretty self-explanatory
  • School of Magic:  As in 2E, cleric spells have a School designation even though the designation isn't really used the same way it is for Arcane magic.  Here we have an indication that there are perhaps "sub-schools" -- in this case, Fire.  This info will help the DM determine that this is a fire spell, and as such could be less effective against creatures that have resistance to the whole Fire category.
  • Level:  This seems to indicate that this spell is on the general Cleric list as a 5th level spell, the Druid spell list as a 4th level spell, in the Sun domain as a 5th level spell, and in the War domain as a 5th level spell.  A cleric who had access to either the Sun or War domain would then be able to pick this spell as a "bonus spell" from their domain list, as this would be the only 5th level spell for each domain.
  • Components:  V & S are familiar, but DF?  Probably means something like "Divine Focus" -- i.e. holy symbol as a required "material component."
  • Casting Time:  measured in number of "actions."  Interesting ... are there spells that take 2 actions to cast?
  • Range: Numbers are listed as expected, but the word "Medium" ... what's that about?  One possibility:  a "meta-magic" Feat that can increase range?  Having them sorted into categories would help if a spellcaster was going to use a Feat to bump the range of a spell from Medium to Long, for example.
  • Area:  Nice, neat definition.  As we've heard that magic is better codified in 3E, there are probably certain standard "shapes" that area-effect spells can be expected to take.
  • Duration:  Nothing surprising here.
  • Saving Throw:  The victim can attempt a Reflex saving throw, taking only half damage if successful.
  • Spell Resistance:  Again, as part of the improved codification of the magic system, we have an entry that indicates straight out if this spell is subject to Magic Resistance.
  • Spell Description:  The damage for this spell increases by caster level, a change for this particular spell.  Also note the maximum damage -- we've been told in the past that spells would reach different "maximum damage" caps depending on spell level, and 15 dice of damage was what was mentioned for 4th and 5th level spells.  Finally, we're told exactly what causes this spell's damaging forces -- this will help DMs adjudicate the effectiveness of various types of defensive measures.

January 14, 2000

  • Dragon Preview:  Editor Dave Gross posted a preview of what the next six months of Dragon Magazine will hold (on the Dragon Magazine message board):
    • February: "Arcane Lore" -- A grab-bag issue full of articles that didn't quite fit another theme but which all stand alone well. Great new Fool Wolf fiction by Greg Keyes. If you never read the fiction, read these stories!
    • March:  "Wild Things" -- Sort of a double-theme issue, with features on flora & fauna (animals & herbalism), plus a terrifically funny story by Rob King. It fits the theme, too!
    • April:  "High-Level Campaigns" -- The theme speaks for itself, but there's more humor than usual in this year's April issue.
    • May:  "Puzzles & Riddles" -- Featuring a terrific article on including word puzzles in your game by puzzle-meister Mike Selinker. This might be the most useful article of the year.
    • June:  "Dragons" -- Enough said? Including the first appearance of 3rd Edition monsters—Tiamat & Bahamut, who won't be appearing anywhere else for quite a while.
    • July:  "Swashbuckling" -- Some great articles on the theme subject, as well as new fiction from the new FORGOTTEN REALMS novel series. Also, the first 3rd-Edition "Rogues Gallery."
    • August -- I think you can guess what this one's all about.
  • More about 3E Adventures:  Tabletop RPG Business Manager Keith Strohm clarified the WotC strategy for keeping D&D adventures available, profitable (for them), and of high quality (on rec.games.frp.dnd):
      When Ryan said that Adventures suck, he wasn't talking about their quality.  He was speaking about their relative performance and effect at the retail level. A typical AD&D adventure sells about 9,000 to 11,000 copies. Its low price point ($9.95) makes it very difficult to actually turn a decent profit.  Coupled with the amount of resources we have to expend to bring this product to market, short adventures require a lot of work for a little return.

      We will be producing only 8 short adventures for core D&D. These adventures will be specifically designed to highlight the best features of the D&D game, insuring that anyone who has played or DM'ed all of these modules will have experienced the things that make D&D the game it is. It also insures that new DMs gain experience with the major rules systems for D&D.

      The adventures will be loosely connected, much like the First Edition adventures. These adventures will represent the baseline D&D experience. We expect that all new players (and current 2nd edition players) will play through these adventures, allowing us to keep them on the shelves for a number of years (thus garnering a greater profit).

      Dungeon Magazine will become the delivery channel for all other short adventures (and we're giving it a facelift to make it bigger and better).  [see the news from 1/13/2000 for more on Dungeon's future -- Eric]  We will still produce large Return to the Tomb of Horror or Night Below type of adventures (probably one a year).

      The quality of all our adventures will remain as high (if not higher) than ever. In fact, Bruce Cordell is writing the very first 3rd Edition adventure for D&D.

  • Quizlet Results:  With 1600 votes counted, the results of the previous quizlet question are as follows:
    • Q: For 3E players:  what will be the race of your first 3E character?
      • 33%   Human
      • 17%   Dwarf
      • 17%   Gnome
      • 17%   Halfling
      • 11%   Elf or Half-Elf
      • 4%   Half-Orc

January 13, 2000

  • The Future of Dungeon AdventuresEditor Chris Perkins kindly answered several questions posed by yours truly on the official Dungeon Magazine message board:
    • Q: Ryan Dancey was quoted recently, saying that Dungeon Adventures would be expanded when 3E is released. This is so 3E adventures can be produced at a relatively low cost. Can you tell us anything about the expanded Dungeon on the horizon?  The big changes won't occur until Issue #82, coinciding with the release of the new DUNGEONS & DRAGONS® roleplaying game. At that time, DUNGEON® Adventures will become a primary, official source for D&D® adventures. (Note that WotC will continue to produce occasional modules and "super modules" like The Rod of Seven Parts and Return To the Tomb of Horrors.)
    • Q: Will it be published monthly?  For logistical and staffing reasons, we plan to keep our bimonthly schedule. However, we are expanding the magazine's size by 50%, allowing us to squeeze in more adventures per issue.  Each issue will be 128 pages.
    • Q: Will it contain more material from professional WotC game designers?Two-thirds of the content (roughly 80-88 pages per issue) will come from outside freelancers. After all, DUNGEON® Adventures is—and always has been—a magazine FOR the readers BY the readers. However, one-third of the content (roughly 40-48 pages per issue) will be written by WotC game designers. This ensures quality and also saves money on acquisitions.
    • Q: Will it contain color art and maps?  Yes. Our current plan is to make the magazine full color. The "new look" of the magazine will be unveiled in August.
       
  • D&D Miniatures for sale!  Step right up!  Get them while they're hot!  I've added the new WotC miniatures line to the list of products that can be purchased on my Buy D&D Stuff page.  'Nuf said.
  • Conversion Template:  Okay, it's still months and months away, but I've created a very preliminary template for those of you who might be interested in writing up conversions of 2nd Edition (or, heck, 1st Edition!) materials to conform to 3E rules.  You can find the template here.  The template is in .RTF format -- let me know how readable it is on various platforms.  Right now the goal is to just test the waters a bit, get some feedback, and try to be ready when the PHB and the official conversion book are available.  Be sure to read through my 2nd Ed. Conversion page to get more detail about this project.
  • Ravenloft Alive and Well at Kargatane:  John W. Mangrum of the Kargatane web site posted information on a forthcoming web-only official Ravenloft product, which will be available in PDF format for free (thanks to Dan Taylor for the scoop):
    • As the official website for the Ravenloft D&D setting, we're proud to announce that we will be continuing our support into the 21st century with original, official online products.  Our first official Ravenloft product for 3rd Edition D&D rules will be Children of the Night: Fiends, continuing the series started by TSR and Wizard of the Coast. This online accessory will be made available in the fall of 2000, following the release of the 3E D&D rules, and will be offered for free on the Secrets of the Kargatane website.  This accessory will contain 13 foul and demonic NPCs, each accompanied by their own short adventure.  While grounded in the Ravenloft setting, this accessory could be useful for any Dungeon Master.  Now here's the great news: We'd like *you* to help shape the face of the Demiplane of Dread.  To that end, we'll be accepting your proposals for fiendish entities through the end of February.  If you've got a fiend that can creep us out, we'd love nothing more than to include it in our rogue's gallery.  For more information, including proposal guidelines, please visit us at http://www.kargatane.com.  We hope to hear from you, and good luck!

January 12, 2000

  • Quizlet Results:  With 3204 votes counted, the results of the previous quizlet question are as follows:
    • Q: If you switch to 3E, what setting will you use? (vote more than once if you use more than one)
      • 38%   Home-Brewed Campaign Setting
      • 21%   Forgotten Realms
      • 19%   Other: Planescape, Ravenloft, Athas, etc.
      • 8%   Greyhawk, but not RPGA Living World GH
      • 10%   Dragonlance/Krynn
      • 4%   Greyhawk using RPGA Living World setting

January 11, 2000

  • Hablo Español?:  A fellow with the amusing name Air Garcia has started a Spanish-language "Dragones y Mazmorras 3ª Edición" web site.  It's a little bare right now, but if Spanish is your thing you might want to check back soon.
  • Class Flexibility:  According to Ryan Dancey (posting to the 3E Message Board), using standard 3E classes and feats will make it possible to customize characters to a great degree.  For example, if you wanted a ranger-like character who did not have two-weapon style...
    • "The only specific thing Rangers have that no other class has is a 'Favored Enemy'.  Everything else is either a feat given for free, or things like spellcasting that other classes have (though the Ranger's specific spell list is custom tailored; it's not just the same list as the Cleric list).  So you could be a Druid that has developed some skill with arms, armor and tracking, or a fighter who multiclasses into Cleric with an emphasis on a god with nature related Domains, etc."
  • Monster Stats:  Designer Skip Williams addressed the issue of whether monsters would be more complicated to run given that they now have ability scores that the DM would need to keep track of: "Monsters will come 'prepackaged' with ability scores and feats (also attack values, damage and saving throws)."  So it looks like there will be standard stats for each creature type, with options to make it deviate from the norm if the DM desires. (on DND-L)
  • Forgotten Realms 3E Supplement Updated:  Kevin Rocha, one of the creators of the speculative 3E rules for Forgotten Realms, informs me that "the 3E Realms Site has been updated.  The new version has incorporated most of the new stuff we have learned since the first version, as well as a redesigned Skills and Feat section.  The URL is still http://sophia.smith.edu/~krocha/realms/3e.htm."  Again, the standard warning:  the site is pure speculation, unofficial, etc., etc.  Read it anyway.  ;-)
  • Tiny Tidbits:  A couple of itty bitty pieces of 3E news were passed my way thanks to scooper Henry Link:
    • Using DEX modifier for melee attack rolls?  According to Ryan Dancey, "There are ways to accomplish that objective in 3e."  Possibly through selecting particular feats, perhaps?  He elaborates:  "There is a combination of ability scores, weapon selection, class selection, feat and skill selection that makes it possible and 'good' to use your DEX adjustment instead of your STR adjustment for to hit modifiers." (on rec.games.frp.dnd)
    • Cleric Heal/Harm swapping:  When a cleric swaps a memorized spell in exchange for healing or harming ability, is this counted as a spell that can be disrupted in combat?  According to Ryan Dancey, "Yes."  Since these spells must be delivered by touch, an evil cleric would presumably suffer an attack of opportunity when using this ability in close combat.

January 10, 2000

  • Quizlet Results:  With 607 votes counted, the results of the previous quizlet question are as follows:
    • Q: Which of these 3E rules needs the most additional explanation?
      • 53%   Skill System and Feats
      • 15%   New Multiclassing rules
      • 14%   Cyclical Initiative
      • 9%   Effects of casting spells in Combat
      • 5%   New Critical Hit system
      • 3%   Combat Mechanics (new ACs, combat bonus)
  • Non-Adventuring Types:  Ryan Dancey indicates that the DMG will have information on fleshing out NPCs who aren't adventurers but who need to have significant Skills or Feats not necessarily tied to a character class:  "There are classes in the DMG for nonheroic character types.  You could have an NPC who is just an average joe with a few skills and maybe a feat or two....  So there's classes for people who are "members of the watch" but aren't Fighters, and "Farmers" who aren't Druids..."  (on the 3E Message Board)
  • Tracking Tidbits:  Okay, so you know Tracking will be a Feat related to a Skill called Wilderness Lore. How does it all work?  Ryan Dancey provides an example (on the 3E Message Board):

Tracking Feat Example from Ryan Dancey

First, Ryan sets up the example situation -- tracking a pixie across a stone floor:

bare stone - DC 25
diminutive creature - DC +4 
[he indicates he gets his numbers from the PHB, presumably a chart or list of some sort]
Total DC = 29; in other words, no chance of success by 1st level person without substantial attribute or skill bonuses. 

Then he explains the various bonuses that would be needed to achieve this roll:

A character will, on average, need a +18.5 adjustment from whatever sources to detect this track.  (d20 roll average results = 10.5 + modifiers to reach DC 29).  Assuming a Ranger with a relevant attribute of 18 (+4 adjustment), the character would require 5 ranks of Wilderness Lore (or some magical enhancement) to succeed in this attempt 5% of the time (d20 roll of 20).

Finally, Ryan explains that simple tracking can be accomplished with a more common skill called Search:

A person without the Tracking Feat can use the Search Skill (even untrained) but the DC of the track must be 10 or less.  So you're talking about fairly heavy beasts or monsters (at least size Small or larger) walking across a surface that would hold a fairly visible track (mud, grass, fresh snow, etc.)

What this example reveals:

  • Skills are much like the old Non-Weapon Proficiencies -- they can be improved ("ranks").  One wonders if there are "rank benefits" -- i.e., if you've reached rank X of Wilderness Lore, is there an extra-special perk besides just getting a bonus to your check?
  • Skills that haven't been purchased by a character can still be attempted ("untrained"), presumably at a substantial penalty.
  • Some skills are related to some feats (as we've been told before) -- in this example, gaining 5 ranks of Wilderness Lore provides a +5 to the die roll for the Tracking feat.  In fact, it looks like the way to improve one's Tracking chances is to improve one's Wilderness Lore skill.
  • Ryan does not mention what the "relevant attribute" is for tracking -- probably Wisdom (as it was in 2nd Ed).  Either way, high (or low) scores in this relevant attribute provide bonuses to the roll (as given on the Ability Score Adjustment chart).

  • Upcoming Chat on 3E Clerics:  "Friday 1/21/00 6-7 PM PST -- Speak with Julia Martin, 3rd Edition D&D editor and the Realms' Deities and Demigods guru, about what's in store for the priest class in the new edition of the game."

January 9, 2000

  • Feats:  Apparently, as the 3E rules are being developed, terminology is changing.  According to Ryan Dancey, "Heroic Feats" are no more -- these "super skills" will simply be known as Feats in the published rules.  (thanks to Synaptic Dragon for the scoop)
  • 3E Adventures:  Role-Play News is reporting that WotC will apparently be producing fewer individual "adventure modules" for 3E than for prior versions of the game, according to Ryan Dancey:  "...Adventures suck. They cost a lot to make, they are very hard to keep at a consistently high quality, they suck up space in catalogs and on retailer store shelves, and they're essentially unprofitable.  We're getting out of the regular 'Adventure Module' business with the advent of 3e..."  According to the report, there will still be occasional "mega adventures" as well as more adventure material heading to the pages of an expanded Dungeon Magazine.  (thanks to Richard Connery for the scoop)
  • 100K!!  Sometime today or late yesterday, the Unofficial Dungeons & Dragons 3rd Edition News site racked up 100,000 hits! Hard to believe how much 3E news there's been since this site started just a few months ago.  I want to thank all of you who have sent encouraging e-mail, scoops and quesitons my way!

January 7, 2000

  • Quizlet Results:  With 715 votes counted, the results of the previous quizlet question are as follows:
    • What new 3E class are you most eager to play or learn about? (of 715 respondents)
      • 30%   Sorcerer
      • 27%   Monk
      • 16%   One of the other Prestige Classes
      • 11%   Barbarian
      • 8%   Assassin
      • 8%   none of the above
  • Der Update to Der Site:  Playtester Der Verdammte has again updated his informative yet still legal 3E Q&A page.  I've posted some highlights below, and you'll find more at his site:
    • The 2e take on alignment always bothered me just a bit--certain alignments, such as true neutral, chaotic neutral, et cetera, were described as sorts of "filler" alignments--that is, it didn't seem like the designers expected anybody to really play these alignments, and rather included them only for the purposes of completeness to the law/chaos/good/evil axial system. Furthermore, they describe the neutral alignments (such as NG, for example) as without regard to the axial extremes, or as valuing the balance between certain axial extremes, without really giving them distinct attention.  All of the alignments are playable now, and all of them get equal attention. When I critiqued the alignment system, my suggestion was that they look at the ethical portion of the alignment as "means" and the moral component as "ends," where a neutral (but not TN) component in one or the other means "any."  This makes LN and CN extremists for order and individuality, respectively, and NG and NE become beatifics and sociopaths, respectively.  This is similar to the current 3e system, so I hope this gives you the idea.  There are now a few possible interpretations of TN, also, and there's a nod to the possibility of non-aligned creatures.
    • On many of the 3e rumor sites, it has become somewhat obvious that the "major stat bonuses" (damage modifier, AC adj, save bonuses, etc.) increase by one point for every two point increase in the stat itself. In other words, we know (or we think we know) that there is a concrete benefit to having a statistic of values 12, 14, 16, 18, and so on.  Likewise, there is a concrete detriment to having a stat of 9, 7, 5, 3, etc. However, it is unclear whether there is some additional benefit/detriment to the "filler" values between the listed values. Is there? I certainly hope there is.   Well, it depends on what you mean by "concrete benefit/detriment."  Mostly, the value of having one of the "filler" numbers for a stat is that it takes less time to raise your bonus for the stat.  There are at least two other game situations where filler stats have an impact, also.
      • Note from Eric:  Actually, a rumor about this was revealed today:  Many of the Heroic Feats have minimum ability requirements, and those minimum requirements are odd numbered.  So the min/maxing type will have to consider whether to position a stat so it is ready to be bumped up to the next bonus when it comes time to increase one stat by one point, or whether it just barely makes it so a certain Heroic Feat can be taken.  (Thanks to George Harris, who found it on the Living Greyhawk message board.)
    • Will 3e include enough roleplaying information about classes that they don't become strange or stereotyped? There is an unprecedented amount of concrete roleplaying information about the classes in the 3e PHB.  This includes things like possible backgrounds (where the character might have learned his skills), class-based reasons for adventuring, and things like that.
  • Tracking Feet ... er, Feat:  Ryan Dancey addressed the issue of why Tracking is treated as a Feat rather than a Skill in 3E (on the 3E Message Board):
    • In the beginning, "Tracking" was a skill.  In general, a character will have more skills than feats, so feats are supposed to be more "valuable" than skills.  One the skills is "Wilderness Lore".  "Tracking" doesn't seem at first to be the kind of thing you could improve in a vacuum; you might learn the basics of how to read a trail, but you're going to have to learn a lot more about the geology, botany, ecology and biology of the wild in order to be come a really good tracker.  These two parts of the game seem to be working at cross purposes.

      What we found was that for a variety of in-game reasons, characters would probably not regularly take "Wilderness Lore".  It's a very useful skill, and we want to be able to count on some portion of the characters in any given situation having a good chance to have it for the purposes of adventure design.  However, when creating a character there are lots of things that look a lot "sexier".

      Plus, we wanted to make Rangers (and to a greatly lesser extent) Barbarians "people of the woods" - experienced at surviving in the wild.

      So, the Design Team came up with this interesting twist.  Your ability to "Track" is directly related to your skill rank in Wilderness Lore.  You can track with no Lore skill, but the more you have, the better you are at tracking.  So the rangers (who get Track as a bonus feat) will almost certainly take Wilderness Lore at some number of ranks, and voila!  We have an excellent in game solution to two picky problems.

  • Power Boost:  Designer Skip Williams (the "Sage" of Dragon's "Sage Advice") talked about the increase in power of both PCs and monsters in 3E:  "PCs get an overall boost in the new D&D game (espcially rogues and clerics).  Monsters get a boost too. They have ability scores (gotta love those Str, Dex, and Con bonuses), skills, feats, and sometimes character classes. (Though even a 'classless' giant with a good selection of combat feats is quite good at squishing PCs -- just ask the players who experienced our in-house version of Against the Giants converted to the new rules and capably run by our own Andy Collins)."  (on DND-L)
  • Deities and Demigods and Faiths and Avatars and Powers and Pantheons: You want info on 3E gods?  According to Ryan Dancey, you got it ... in a year or two:  "That product will come in 2001 or 2002 in the form of a new Deities and  Demigods type book.  It will include information on some of the Greyhawk  gods, as well as gods of other mythoi, and probably extensive information on  creating and managing your own pantheon in your own home campaign.  As a  guess, it will be slightly more informative than the entires in the 1e  Deities & Demigods book, and far less detailed than Faiths & Avatars."  (thanks to Jesse for the scoop)
  • Paladins and Rangers:  Though it's January, there's been an update to the December Playtest Group of the Month's Playtesters at Work section -- actually, two updates.  Go read them.  After you've done so, you'll know the following (thanks to Synaptic Dragon for the scoop):
    • Rangers and Tracking:  Tracking is treated as a Heroic Feat, and every Ranger starts out with this feat for free, though other character classes could earn this feat as well.
    • Paladins and Charisma:  The Paladin's charisma modifier applies to all saving throws, the number of hit points cured with the Lay Hands ability, and influences a new ability called "Smite Evil."
    • New "Smite Evil" Paladin ability:  "Once a day, a paladin of 2nd level or higher may attempt to smite evil with one normal melee attack. She adds her Charisma modifier (if positive) to her attack roll and inflicts 1 extra point of damage per level.  Note that the Charisma modifier doesn't affect damage, but it does improve the paladin's chance to score a successful hit."

January 6, 2000

  • Updates to Official 3E site on the way?  Though no new info has been posted at the official site in some time (likely due to the holidays), you can see two clues to this month's new theme.  At the top where it once said "The Art of the Game" it now reads "Priests Profile."  And along the side, the featured piece of art is the dwarven cleric. Looks like we're going to get info on clerics this month.  Hopefully, we'll also get to see a new Playtest Group of the Month and how they helped shape the 3E rules.
  • New 3E Info Site:  An unofficial 3E info page, created by Joe Hardin, has been posted.  According to his e-mail, his main focus will be on converting 2nd Edition spells to 3rd Edition.  As always, links to all things 3E related can be found in the Links section of my site.

January 5, 2000

  • 3E Character Generator Program:  I asked Ryan Dancey for some details on the free CD-ROM that will be included with the PHB.  His response (on the 3E Message Board):
    • "The purpose of the disc is to provide software that will help people make characters - the biggest hurdle to upgrading is going to be learning how the character generation system works, and by providing a tool to do it, we hoped to circumvent the near-certain complaints of people who don't want to take the time to unlearn up to a quarter century of rules to learn new ones."
    • "The software runs on Macs and PCs.  The developer uses one code base and then can compile for both targets without introducing extra costs, so we will provide two binaries."
    • "The software is not designed to import new classes, skills, items, etc. It will include everything in the core  rulebooks, so every character it makes will be 'standard'."
    • "In the future, there will be a new 'Core Rules' type product.  The character generator will be similar to a much more robust tool that will appear in that future product, and the files it creates will be compatible with the larger future product."
    • "The software will probably not have an import feature - it probably won't be able to work with existing Core Rules characters."
    • "The disc is not an integral part of the book.  It may not appear in future printings; it's a special value-added bonus for early adopters.  It costs a surprising amount to have the disc sleeve bound in to the PHB, and at some point we may decide to drop that cost."
    • In a separate e-mail, Ryan also confirmed that the program will include inventory items from the PHB such as armor and weapons, and is being produced by a software company called Fluid.
    • Keith Strohm also posted on this topic; he indicates that "the original plan was to make it applicable to the PHB only" -- so it likely won't contain DMG or MM specific info such as the prestige classes or monsterous PC races.
  • Quizlet Results:  With 897 votes counted, the results of the previous quizlet question are as follows:
    • When the 3E PHB is released, what will you do?
      • 57%   Immediately start a 3E campaign
      • 31%   Continue 2E game, study 3E for a while
      • 4%   Wait for reviews before buying anything
      • 3%   I'm stickin' with 2nd Ed!
      • 5%   None of the above

January 3, 2000

  • The Future of Greyhawk (and other settings):  As you probably know, Oerth (the world of Greyhawk) will be the default setting for the core 3E rules. Greyhawk will be developed by the RPGA rather than WotC as a "Living World."  TSR VP Ryan Dancey has answered a lot of questions about the issue of Greyhawk's future, what current products are considered canon, and so forth, and some of these issues also touch on the way other settings will be started and developed (on the official Greyhawk Message Board):
    • "Core Continuity":  "What is going to happen is that a set of specific facts, NPC descriptions, maps, histories, cosmologic facts, etc. will be assembled (in the beginning for Greyhawk, Forgotten Realms and Dragonlance.  Later on, we'll get to other settings as we need 'em.).  Those materials will be compiled into a document that will be given to any person who works on that world in an official capacity here at Wizards.  No deviation from that material will be acceptable - all facts must check with the core continuitity.  Large portions of that work will see print in the form of the "world books" we're working on.  There is a sense of conservation attached to these works.  Cities will not be destroyed.  Borders will not change.  Landmarks will not be altered.  Characters will not change, age or die.  The world will become static when viewed through the lens of core continuity.  Those books will become your primary source for "canon".  If you see a fact in those books, you can be assured that nothing we publish will directly contravene that fact....  The core continuity material is not encyclopedic.  We are not going to go through every published product, extract every fact, try to create logical explanations for all the discrepencies, then ask designers to adhere to that mass of data.  The "core continuity" will be much smaller - an abstract of the total data, hitting just the most important features.  Thus, you may see materials in print that do not jibe with material published in the pre-3e era.  We are only going to hold ourselves to the "core continuity" - not to the entire published D&D body of work."
    • Grehawk, Forgotten Realms, and DragonlanceTimeline Advancement:"The Greyhawk continuity will not advance.  For the purpose of "official" continuity, the year is 591CY, and the timeline will not advance. All the assumptions in place in the 3e PHB and DMG will remain constant until those books are revised.  The FR continuity will advance, at a rate yet to be determined.  The DL continuity may advance at a rate tied to the publication of various novels; we're waiting for Margaret and Tracy to provide some direction at a meeting being held early in 2000."
    • Greyhawk's Development by the RPGA:  "The RPGA coordinators are determining how much "additional" material they want to add to the core Geyhawk continuity, which all Living Greyhawk participants will be expected to be able to reference and can expect to be rigorously fact checked.  As the RPGA Living Greyhawk world advances, that world will become a unique, particular expression of Greyhawk after 591CY; one derived from the input and play of the RPGA membership.  That world will be no more or less "canon" than any other material created for Greyhawk - whether that creator is a D&D designer on staff at Wizards, or a particularly creative poster to rec.games.frp.dnd, or a solitary DM running a weekly game."
    • Two Faces of Greyhawk:  "We are planning on a small (96 pages) product that will contain brief overviews of the domains, transnational organizaitons, major NPCs and history of the "Greyhawk World".  This book will essentially complete the trilogy of The Adventure Begins and the Player's Guide to Greyhawk.  That material, plus massive amounts of extensions and other material designed to support the Living Campaign will appear in a second product [created by the RPGA]....  Both will contain the big "poster map" we attempted to release in '99."
  • Character Kits:  TSR VP Ryan Dancey mentioned a possible system to replace the "kit" system for designing different flavors of character classes (on the official Greyhawk Message Board):  "We're working on a system that I jokingly call a "Recipe", in other words, a set of instructions that start at first level and extend as long as necessary to result in a character with the skills and abilities of a 2e Kit.  Since most 2e kits are too powerful at 1st level, the 3e approach will be to gain powers over the first several levels in a "programmed" way - i.e., the recipie tells you - at 2nd level, take the following new Skills - x, y, and z. Raise Skills q, r, and s by 2 points.  Some kits just can't be replicated easily with recipies (because the requisite skills, feats, and multiclassed abilities don't exist) but we're confident that most of them can be at least reasonably approximated."
  • Alignment of the Gods of Greyhawk (and 3E):  TSR VP Ryan Dancey (he's a busy guy!) talked about some of the alignment changes that have taken place in the move from 2E to 3E (on the official Greyhawk Message Board, thanks to Tim Burke for the scoop):
    • St. Cuthbert's LN alignment:  "The one of the most significant changes is altering St. Cuthbert to LN, and assigning Cuthbert the portfolio of "Retribution".  There were significant internal debates about this change, and both sides of the argument did an excellent job at presenting their various sides of the argument.  Cuthbert's portfolio provided an excellent template for a god of "Retribution" - not "revenge"; "Retribution" implies that justice is served in the end, regardless of whether that justice is good or evil.  We believe that this presentation of Cuthbert is true to the various expressions of the Cutherbertian faith in most of the existing published products, and jibes with his presentation as "LG (LN)" in The Adventure Begins."
    • Gruumsh's CE alignment:  "In 3e, the default alignment for Orcs is CE.  In our opinion, this alignment default represents the way that Orcs have been depicted in D&D products and in the way that they are primarily used by most DMs in play....  We wanted the Orcs creator god to track with the default Orc alignment, so Gruumsh appears as CE."
    • Lawful Evil:  "In 3e, LE is described (in part) thus:  'A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard to who it hurts.  He cares about tradition, loyalty and order, but not about freedom, dignity or life.'"
    • Chaotic Evil:  "In 3e, CE is described (in part) thus:  'A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do.  He is hot-tempered, vicious, arbitrarily violent, and unpredictable.  If simply out for whatever he can get, he is ruthless and brutal.'"

January 2, 2000

  • New Message Board Available:  I have thrown together a message board for the discussion of 3E rules and speculations.  My guidelines are simple:  keep it civil, keep it clean, and keep it focused.  While I do not anticipate that this board will replace the official 3E Message Board or DND-L, I think it will serve as a good place for general question-and-answer type posts.  I encourage you to test it out!  You can link to it here, or use the link under the 3E logo.
  • New Quizlet:  I've also added a pop-up quizlet to this site, as you've probably noticed by now.  I'll try to change questions weekly, and I'll keep it going until I run out of good questions.  Feel free to participate or ignore as you desire.  If you have a good idea for a quizlet question, send it my way.


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