| News Archive #8 March 2000
 
 News from March 2000:
 
 WotC Owns Your Stuff? Not Quite: When you create an adventure or story and post it online, and you use copyrighted
			creatures, spells or characters from the D&D game, does WotC own your work? No. WotC's CEO Peter Adkison explains
			(on rec.games.frp.dnd by way of Melissa Tarkington):
 
				Here's the scoop.
 Anything that someone writes is theirs, to the extent it does not infringe on something that is already owned by
				someone else.
 
 If someone writes an original story about a fantasy warrior who treks across the wasteland destroying ogres and
				trolls (public domain monsters that nobody owns), that story belongs
 to the writer.
 
 If the writer throws in a beholder (a monster that WotC owns), then that story is no longer owned just by the writer;
				this is because one of WotC's monsters is a part of it. However, that story doesn't belong to WotC either. In effect,
				no one can use the story without the other's consent.
 
 By the way, just to make sure, I ran this answer past Brian Lewis, our General Counsel (legal guy). So this is
				an answer both from the CEO AND the legal department. :-)
 
 Feel free to pass this along to any of those discussion forums where you think it might be helpful.
 
 Stay on target,
 Peter Adkison
 CEO, Wizards of the Coast
 Sector Head, Hobby Games, Hasbro
 
 
 Magic Item Creation: The March Playtest Group of the Month's page has been updated over on the official
			3E site. This week we get to see the evolution of the magic item creation system. (thanks to Beau Yarbrough, Joel
			Flank and Pierre-Paul Durastanti for the scoop)
 
				The way for a character to create a magic item [in the earlier draft of the rules] was
				by casting a spell: Brew Potion, Craft Staff, Enchant Arms and Armor, Enchant Wondrous Item, and other spells were
				all designed to spell out and standardize the process for creating magic items. ...the uniformity in the system
				for creating magic items was a good thing -- and we maintained that uniformity while avoiding potential problems
				related to the casting of spells (such as, Is this spell the right level compared with this other one?) by turning
				the spells into feats.
 Item creation feats are only available to spellcasters, and most of them are not available to a character until
				he or she has reached a certain level (making them like spells in that respect). The best aspect of the change,
				for spellcasting characters, is that they don't have to prepare a spell (and use up a spell slot) just because
				they want to create a magic item. The time it takes to complete the process is now simply expressed as an amount
				of time, rather than an amount of casting time. An item creation feat can't be interrupted the way the casting
				of a spell can be, and thus there is no chance of a character not being able to finish the process because he was
				interrupted or distracted.
 
 
 Bye-Bye, System Shock: No, not the computer game -- the D&D game mechanic that works like a saving throw
			in certain situations. Playtester John Troy reveals the facts (on the 3E Message Board, thanks to James Hoover
			for the scoop):
 
				"System Shock" is pretty much purged from 3rd Edition. In the few cases where
				an SS type roll would exist, you'd make a Fortitude save. But they've purged the need for any checks for Polymorph
				and Raise Dead spells, among others. Turning from Stone to Flesh still apparently requires a survival check, as
				does the "massive damage" rule from 2e. The restoring from dead stuff has other rules not related to
				fortitude saves.
			 
 
 Size and Combat: I don't usually post speculation from the fans as "news" but one fellow named
			CLAVDIVS sent in an observation so good I just couldn't resist:
 
				A thought about the +1 AC and to-hit gnomes get for their small size, and the -1 to AC
				the umber hulk gets for its large size: I'm thinking maybe they're giving all size categories AC and to-hit modifiers
				based on how far they are from Medium. If they use the 2E sizes, the could do it at +/-1 per step, ranging from
				+2 for Tiny to -3 for Gargantuan. If this is how they're doing it, the modifiers exactly cancel when creatures
				of the same size category are fighting. Gnome A's +1 AC cancels gnome B's +1 to hit, so you could just not use
				the modifiers if you like (although it would be easier to just use them consistently). And the relative modifiers
				would be the same for every relative size combination, thus the modifiers would be effectively the same for a gnome
				fighting a human or for a human fighting an umber hulk.
			 This, then, is a very elegant solution to the problem of different sized attackers in combat without resorting
			to a sliding scale of adjustments that changes with every possible combination. I've run this by Anonymous and
			he says, "Although the exact numbers aren't necessarily accurate, that is exactly how
			things work in 3e."
 
 Damage Reduction: The monster revealed by WotC's Anthony Valterra yesterday, the Tyrantfog Zombie, had an
			unexplained special defense called "damage reduction." Anonymous sources
			have confirmed that this is the way 3E handles monsters that can only be hit by magical weapons. The entry "Damage Reduction 15/+1" means that each physical attack against this type of
			zombie is reduced by 15 hp per attack unless the attacker is using a +1 or better weapon. So it's conceivable that
			if this zombie was attacked by a very skilled and strong warrior, these attacks could be successful, but each hit
			would do 15 hp less damage than normal unless he had a magic weapon.
 
 
 
 An Image from Air: Air Garcia, webmaster of the Spanish-language Dragones y Mazmorras 3ªEdición
			site, sent a great drawing he did of a chuul. This was a monster recently revealed on this site, and you can go
			to the Monsters page to see its stats. Air promises to send along a picture of Skurge Dwarfsbane the Troll Barbarian
			soon! :)
 
 
 
 Dave Arneson and the D&D Movie: You can read an article by D&D co-creator Dave Arneson about his experiences
			on the set of the forthcoming D&D movie. (thanks to Daniel the Neon Knight for the scoop)
 
 
 
 Mailing List Archives: WotC's Jim Butler announced that archives of the various mailing lists they host
			are now available at http://www.wizards.com/lists/#ListsAlphabetical. These archives include DND-L, GREYHAWK-L,
			REALMS-L, PLANESCAPE-L ... you get the idea. So if you're ever interested in seeing really old news, this is the
			place to be. :)
 
 
 An Open and Close Case: WotC's Anthony Valterra addressed the issue of how one could create D20 System compatible
			products under the Open Gaming License and yet keep some of the creation "closed" while some remains
			"open" to further development. He provides an example of a monster where the monster's name and general
			description are "closed" (and thus couldn't be used in any other D20 compatible or derived products)
			while the game mechanics would be "open."
 
 Whether you're following the legal issues or not, the sample monster is pretty nifty in itself. (on OGF-L, thanks
			to Doug Meerschaert for the scoop).
 
			 
				
					| (this part is "closed") 
 Zombie, Tyrantfog
 
 These wretched undead are the remains of the priests and worshipers of evil gods who have been struck down by the
						raw power of another evil god.
 
 Tyrantfog zombies appear as rotting corpses surrounded by lingering wisps of dark fog. The fog fills their lungs
						and trickles from their noses and mouths. Their eyes and sharp fingernails, as well as any exposed bone, glow with
						a dim, emerald green light.
 
 Combat
 
 Tyrantfog zombies attack with their claws, spreading the foul disease that ended their mortal lives. They are smarter
						than normal zombies, and show cunning and at least a primitive sense of tactics in their attacks. Still, they fight
						relentlessly, with no motive of self-preservation.
 
 Sickening cloud: The fog that lingers around Tyrantfog zombies saps the endurance of creatures within it.
 
 Infective touch: The claws of a Tyrantfog zombie carry disease.
 | (this part is "open" or is considered "Covered Material") 
 Medium-Size Undead
 Hit Dice: 4d12+3 (29 hp)
 Initiative: +0
 Speed: 30'
 AC: 15 (+5 deflection)
 Attacks: 2 claws +2
 Damage: Claws 1d6+1 plus disease
 Face/Reach: 5 ft. by 5 ft./5 ft.
 Special Attacks: Sickening cloud, infective touch
 Special Defenses: Damage reduction (15/+1)
 Saves: Fort +0, Ref +0, Will +4
 Abilities: Str 13, Dex 10, Con , Int 6, Wis 12, Cha 13
 Skills: Climb +4, Listen +6, Search +3, Spot +6
 Feats: Toughness
 
 Climate/Terrain: Any land and underground
 Organization: Solitary or Pack (2-5)
 Challenge Rating: 3
 Treasure: Standard
 Alignment: Always evil
 Advancement Range: 5 HD to 8 HD (Medium-Size)
 
 Sickening Cloud: A character who comes within 5' of these creatures must make a DC13 Fortitude save or suffer 1
						point of temporary Constitution damage. A single character only needs to make one saving throw per encounter with
						these creatures.
 
 Infective touch: A character wounded by a these creatures must make a DC 13 Fortitude save at the end of the battle.
						Success indicates that the character fights off the infection. If the character fails the save, she sickens over
						the next 1d4 days, suffering 1 point of temporary Strength damage at the end of that time. Each day thereafter,
						the character must make another DC 13 Fortitude save or lose 1d2 points of Constitution and 1d4 points of Strength.
						The character must then make another saving throw to avoid permanently losing 1 point each of Strength and Constitution.
 |  
 
 Forgotten Realms, 3E Style: WotC's Jim Butler explained how the 3E FR setting will handle new character
			classes and new abilities in characters that didn't really "exist" before (on the Forgotten Realms message
			board, thanks to James Hoover for the scoop):
			 
				We're not going to try and justify the appearance of the new classes, skills, feats, and
				other elements of the 3rd Edition game in a Realms context. The D&D game rules are the window through which
				you view the Forgotten Realms campaign. As these rules have matured, we've been able to better represent the world
				in which those rules are used.
 Thus, you might see some minor NPC who was classified as a "wizard" in a previous supplement suddenly
				being classed as a "sorcerer" with no explanation given. The reasoning is that we can now better show
				you what the NPC is really like using the new rules. There's not going to be a lot of this sort of thing, but we
				will be using the new rules to better represent the campaign world under the new rules.
 
 We plan to start showing you more of a glimpse into the 3rd Edition D&D version of the Forgotten Realms after
				we release the new rules. Stay tuned...
 
 
 More about Open Gaming and D20 at Salon.com: Salon has come up with another article on the Open Gaming Movement,
			a sort of companion piece to their earlier report about my recent Ryan Dancey Open Gaming Interview. This article
			includes more pro-and-con arguments from gamers, as well as more supporting quotes from Ryan and Gary Gygax. Here's
			a link to the first of three pages. (thanks to Kevin Kulp for the scoop)
 
 
 D&D Site Updates: The Official D&D site at WotC has a couple of new items you might want to see:
 
				Mini-Me Part II -- more instructions on painting miniatures.
				Labrynth of Madness Comic Book -- Originally released in 1996 and inspired by the dungeon module of the same
				name, you can now read this comic online.
			 
 
 SAGA to 3E Conversion? WotC's Jim Butler talks about converting from SAGA to 3rd Edition for those who currently
			use SAGA to run their Dragonlance games (on DRAGONLANCE-L, thanks to Doug Meerschaert for the scoop):
 
				I see no reason why we can't provide a conversion booklet from SAGA to 3rd Edition rules.
				We're doing a similar conversion for Alternity to D20. I'll look into it...
			 
 
 Years of Planning and Preparation: WotC's Keith Strohm explains why it has taken over two years to design
			and produce the 3rd Edition rules (on rec.games.frp.dnd, thanks to JTWombat for the scoop):
 
				The design of the 3E ruleset has taken over two years of creation and testing.
				That being said, here's a little insight into the creation of an RPG product at Wizards of the Coast:
 1) Design: Designers generally have one month to complete 32 pages of "playtested" text. This amount
				of text is called a module unit in house. This means that a large product (like the PHB which is over 9 module
				units) would normally take 9 months to design and playtest. It took us a bit longer because the 3E PHB was such
				an important product, we wanted to make it the best it could be.
 
 2) Editing: The editors work on a schedule similar to designers. For simplicity sake, just assume that the editors
				have 1 month per module unit of text for editing, developing mechanics, proofreading, and storyboarding. Thus,
				the PHB described above would go through another 9 months of editing.
 
 3) Graphic Design: While this is happening, the art directors are working off of the art order generated by the
				designers. They commission the artwork and work with creative directors to make sure the art and graphic layout
				of the product work. Once they establish the layout (ad the text is finished from editing), it goes to typesetting.
 
 4) Typesetting: Working from the storyboard, the typesetters flow text into the graphic layout template and then
				drop in illos. In many ways, typesetting a product for WotC is more of an art than a science. This process can
				take several weeks.
 
 5) After the product is out of typesetting, their is a whole lot of preproduction work (color correction, image
				matching, and other arcane things that I know little about) that gets done. Once that work is done, the files are
				sent to the printer, who then prints the product. Time is inserted in the schedule to do press checks, if necessary,
				and look over any sampe copies for glaring errors. After this, the printers produce however many tens (or hundreds)
				of thousands copies.
 
 This is a somewhat over-simplified snapshot of what happens to create a product here. But as you can see, a large
				product can take almost 2 years without adding any extra time for special handling.
 
 Add on to that the fact that our distribution partners (especially St. Martin's Press) work on sales cycles almost
				a year in advance, and we need to know exactly what we're producing several years ahead of when that product will
				actually see the light of day. This is why my team will soon be working onthe 2002 tabletop RPG schedule. I hope
				this helps.
 
 
 Avoiding Attacks of Opportunity: An anonymous source has provided information on how spellcasters can avoid
			Attacks of Opportunity when they choose to cast spells while in close-quarters combat:
 
				"You may attempt to cast a spell while 'on the defensive.' This does not provoke
				an attack of opportunity anymore than standing there does. You must however make a Concentration check with a DC
				of 15 plus the spell's level to pull it off or you lose the spell."
			 Notes/Analysis: Interesting. From what we've heard previously, if you get hit while spellcasting, you
			have to make a concentration check. Now, to avoid getting attacked you also have to make a concentration check.
			I guess it's preferable to have a chance of blowing the spell but also avoid getting whacked than to have a chance
			of blowing the spell and also getting damaged.
 
 
 Armor: An anonymous source has provided the "full listing" for Studded Leather Armor. Analysis
			and explanation to follow:
 
 Light Armor
 
 
				
					|  | AC bonus
					 | Max Dex
					 | Check penalty
					 | Arcane Failure
					 | Speed
					 |  WT.
					 |  
					| Studded Leather
					 | +3
					 | +5
					 | -1
					 | 15%
					 | 30/20
					 | 20
					 |  Analysis & Notes:
 
				Studded Leather is one of a few types of Light Armor. Light Armor Proficiency will be required in order to
				effectively use this armor; there will be Medium and Heavy armors as well.
				Instead of "setting" the AC, armor provides a bonus, just as high DX, magic, and other factors provide
				bonuses.
				"Max Dex" refers to the maximum bonus due to Dexterity that the wearer of this armor can enjoy. Since
				you'd have to have a Dex of 22 in order to have a +6 bonus, a typical character won't find studded leather to be
				too encumbering. This "cap" will impact all sorts of Dexterity-related actions -- skills like Pick Pockets,
				firing or throwing missile weapons, and Dexterity adjustments to Armor Class.
				"Check Penalty" is a penalty to certain non-Dexterity related actions, probably skills like Jump,
				Swim or Climb which might be based on Strength rather than Dex.
				"Arcane Failure" -- apparently wearing armor will be possible for arcane spellcasters, but there's
				a chance of spell failure. Why is this expressed in percentage terms instead of in "3 in 20" terms? Some
				on the 3E board have speculated that it's to keep players from thinking that this is a Difficulty Class that can
				be adjusted by high ability scores. Hopefully we'll learn more about this soon.
				Speed: A man-sized character wearing this armor can move the normal movement rate (30 feet per round) in this
				armor, and a small character can move the normal "small" movement rate (20 feet per round). In other
				words, there's no movement rate penalty for studded leather. Anonymous indicates that as the armors get heavier,
				the movement rates decrease -- we might find armors that only allow 15/10 movement rates somewhere down the line.
				Take a look at Jozan's movement rate -- as a human he'd normally move 30, but 20 is listed on his character sheet
				-- probably due to his armor.
			 
 
 Gnomes: An anonymous source has provided a list of perks that gnome characters receive. Analysis and explanation
			to follow:
 
				Gnome Racial Traits
			 
				
					+2 Con, -2 Str
					Small Sized: +1 AC and +1 to Hit. +4 to hide. Must use small-sized equipment
					+2 Save vs. Illusions
					+1 bonus to attack vs Kobolds and Goblinoids
					Low Light Vision
					+4 Dodge Vs. Giants
					+2 Listen Checks
					+2 Alchemy Checks
				 Analysis & Notes:
			 
				Anonymous confirms that the most recent draft of the rules has Gnomes with a STR penalty instead of the WIS
				penalty we've seen.
				Presumably the Small-sized benefits/restrictions would also apply to Halflings.
				Not sure what the +4 Dodge Vs. Giants means -- could possibly be related to the Dodge feat, which seems to
				indicate that a gnome facing several giants can only gain the bonus against one opponent per round.
			 
			 Settings: On the RPG.DnD.Spelljammer message board, Jim Butler talked about plans for some of the D&D
			game settings (thanks to Sean Curtin for the scoop):
 
				We'll be focusing our efforts on the Forgotten Realms and Dragonlance campaigns, relaunching
				both of them shortly after 3rd Edition D&D releases (in the 2001 timeframe). Greyhawk becomes the world behind
				the D&D game, where we'll use it as placenames and background for official D&D logo products. The RPGA
				will further develop Greyhawk products through its membership. We'll produce a couple of Greyhawk products at the
				end of this year, but other than those you'll need to go to the RPGA to get your Greyhawk fix.
 Planescape and Ravenloft both have their core concepts (planar travel and horror) rolled back into the core D&D
				game. We don't have any plans to produce new products for those settings, either. Spelljammer, Planescape, and
				Ravenoft were great settings, but they just don't sell enough to warrant us producing new products for them.
 Jim added more information about Dragonlance on DND-L (thanks to jbs for the scoop):
			 
				We're currently planning to produce a Dragonlance campaign setting product next year.
				We're not planning on developing a line of products to rival that of the Forgotten Realms, but we would like to
				move the existing SAGA players over to 3rd Edition.
 That product will be classic Dragonlance, set before Dragons of Summer Flame. Until the War of Souls [novel]
				trilogy ends in 2002, we won't be producing a "current" version of Dragonlance.
 
 
 Star Wars RPG, 3E & the D20 System: WotC's Andy Collins summarized the current info on the forthcoming
			Star Wars RPG (on the Star Wars message board):
 
				The Star Wars RPG will be a complete RPG in a single hardback book.
				
					[He adds in a separate message,] There will, of course, be a line of support products,
					but the game itself will be contained within one book.
				It will use the "D20 System" of core mechanics.
				You will NOT need to buy the [D&D] 3E PHB or any other book in order to play Star
				Wars.
				We will also be publishing an "Introductory" version of the game -- as we've
				been doing with many of our RPG recently -- to help those new to RPGs to learn the hobby.
			 
 
 Veggie Boy Annoyed: WotC's Sean "Veggie Boy" Reynolds shared an anecdote with the friendly folks
			of rec.games.frp.dnd about 3E's quality and ease of use: "I was asked to write the 8-page
			Adventurer's Guild tie-in adventure for the 2E Slavers book that Chris Pramas and I wrote. After spending all of
			this time working on 3rd edition D&D, going back to 2nd edition is such an awful chore that it has taken me
			FOUR WEEKS to write this thing. 3rd edition D&D is so superior that I literally become agitated and annoyed
			when I have to use any 2E products. That's why I'm giving away or selling my 2E stuff."
 
 
 3E Midterm Exam: So you think you know a lot about 3rd Edition D&D, eh? Well, test your knowledge on
			a little quiz I call the 3E Midterm Exam. Why "Midterm?" Well, we've been waiting for 3E for a long time,
			and we have a long time yet to go! :) Plus, if you flunk you still have time to pull your grade back up between
			now and final exam day on August 9. You'll find questions about Armor Class, Attack Bonuses, Saving Throws, Experience
			Points, and some 3E trivia thrown in for good measure. All of the answers can be found on various parts of this
			site. The exam opens in a new browser window so you can come back to this page and hunt around for the answer,
			then switch back to the quiz as needed. Good luck!
 
 
 
 Gaining Arcane Spells: Anonymous dropped by with a little tidbit that you might find interesting on the
			topic of gaining new arcane spells: "Wizards gain 2 spells per level to put in their
			spell book. These spells must be of levels the wizard can cast. Sorcerers and Bards gain 1 Spell per level in this
			manner."
 
 
 
 D&D 3E Community: If you haven't stopped by my Links section recently, you should. In particular, you
			should regularly check out the other 3E fan sites out there. Allow me to highlight some of these sites and what
			they have to offer:
 
				Return to the Dungeon -- Dan Taylor (aka OmegaOdd) offers fan-contributed house rules, a character sheet
				in Word format, David Hatfield's speculative 3E PHB, and accepts submissions.
				3rd Edition Rules Speculation Page -- Tenzhi provides character sheets, his versions of the Sorcerer and
				Barbarian classes, David Hatfield's speculative 3E PHB, and other goodies.
				Forgotten Realms 3rd Edition Supplement -- Kevin Rocha's site is practially an entire D&D 3E PHB in
				itself, but with a Forgotten Realms twist.
				Der Verdammte's Obligatory Third Edition D&D Page -- Der Verdammte is an active member of the 3E Message
				Board. His site answers what questions he can, and you can be pretty sure that his info is on the mark.  
				The 3E D&D Hall of Adventures -- WSmith provides house rules, miniatures information, David Hatfield's
				speculative 3E PHB, and links to online gaming resources.
				Joe's Roleplayer's Pages -- Joe has information on converting 2E spells to 3E, and character creation
				notes.
				Melgin's Keep -- A list of changes to the D&D rules in 3E.
				Bryan's 3rd Edition Info -- Summaries of some of the basic 3E features, plus a nice HTML character sheet
				ready for printing.
				Parli Italiano? -- Rocco's page is an Italian translation of my site. He's usually only a few days behind
				in translation, so if Italian's your thing, there's no better place to be. "Qui trovi informazioni riguardanti
				AD&D 3a Edizione."
				Hablo Español?  -- No mere translation, Air Garcia's site contains unique content and news
				coverage for 3E including character sheets and armor and weapon tables. "La primera página del D&D
				3ª Edición en español."
			 
			 Write for Dragon: Dave Gross, editor of Dragon Magazine, has suggestions for those of you
			who want to contribute to the pages of Dragon. He not only addresses the need for 3E material but gives
			some good general suggestions as well. Also, be sure to check out the somewhat out-of-date but still very useful
			Dragon Magazine Submissions Guidelines. (on the Dragon Magazine message board)
 
				1. I have all the 2nd Edition articles I'll ever need. So many, in fact, that I'll probably
				have to translate some of them into 3rd Edition. Please don't propose any 2nd Edition articles!
 2. I can always use good, idea-generating articles that don't depend on any one edition of the game. So even if
				you haven't been a playtester, you can pitch me "101 Picked Pockets" or "How To Be the Queen's Best
				Friend."
 
 3. If you are a playtester, or as soon as you get your mits on the new edition, pitch me interesting 3rd Edition
				articles. There are a bunch of caveats to this one:
 
					3a. Don't pitch me 3rd-Edition versions of previously published articles (or rules from
					sourcebooks). Give me something new and fresh. I know that's a daunting task after 25 years of D&D, but you're
					a clever lot.
 3b. DO pitch me "Arcane Lore," "Ecology," "Bazaar of the Bizarre," and "Dragon's
					Bestiary" articles. Normally we get so many of these that we don't encourage more, but with the new edition
					we can use a bunch early on. When it comes to spells, monsters, and magical items, we'll pick the ones that are
					the most surprising, innovative, and just plain cool. No retreads! Give us new stuff.
 
 3c. Don't ask me what themes I'm looking to fill! (Unless you've been working with me a while, in which case I'm
					likely to tap you for something specific.) Instead, propose an article you're passionate about. Yes, if you're
					passionate about Boot Hilll, I'll have little use for you, but I'll still think you're a swell person. I need D&D
					articles.
 
 3d. Pitch 3 or 4 ideas at a time in email to dragon@wizards.com. Keep them short,
					no more than two or three sentences (unless you need a short phrase to describe each of a group of creatures or
					spells, in which case a little longer is fine).
 
 3e. Keep pitching. If you're hopeless, I'll suggest you hold off or stop trying. (In the nicest possible way, of
					course.) Sometimes all it takes is persistance, and you finally hit the right formula one day and keep running.
					Some of our regulars are folks who sent in dozens or even hundreds of proposals before "clicking." Some
					still do send in a lot more proposals than we greenlight, and some send in a lot of manuscripts that don't work
					out. But some of those folks work hard and keep at it, and it pays off.
 If you have more questions, don't hesitate to ask them here or in email to dragon@wizards.com.
			 
 
 Pool of Radiance II Preview: A new preview of the forthcoming Pool of Radiance II: Ruins of Myth Drannor
			CRPG has been spotted by scooper Jonathan Petersen. As this game will use the 3E rules, the preview discusses certain
			aspects of the rules. Here's a little snippet on multiclassing:
 
				Class blending is of particular interest. For example, a player has the ability to start
				off as a paladin and at each level up, the player can continue as a paladin or choose to be almost anything else.
				Switching classes will not cause you to lose experience in your first class, and it's possible to switch back and
				forth between classes. Therefore, you could conceivably end up with a level 6 paladin, a level 4 thief and a level
				5 cleric, all in the same character. In Ruins, players are limited to a combined maximum level of 16; i.e., your
				levels in each class are added together, and that total can't be greater than 16.
			 For coverage of PoRII be sure to check out The Scrying Room, an RPGPlanet hosted site covering this game.
 
 
 DCs for Spell Saving Throws: Setting the Difficulty Class for a spell saving throw is one of the big mysteries
			of the 3E rules -- or it was, until now (thanks to Anonymous for the scoop):
 
				The DC [for a spell] is 10 + the level of the spell +
				the [Int or Wis or Cha] modifier of the caster. That's it. So a wizard with an
				Intelligence of 14 (+2) casting a fireball (+3)
				will create a fireball that needs to be saved
				vs. Reflex against a DC of 15.
			 Intelligence would modify DCs for Wizard spells, Wisdom would modify DCs for Cleric and Druid spells, and Charisma
			would do the same for Bard and Sorcerer spells. Of course, each spell will indicate whether the save is a Will,
			Reflex or Fortitude save. Anonymous adds, "Casters can adjust the saving throw number,
			too, using a feat." 
 
 3E Preview at Origins: I recently reported that the Origins game convention is going to be allowing people
			to preview the Player's Handbook. You can read more about the 3E festivities at Origins here. Origins takes place
			July 13-16 in Columbus, OH. (thanks to Lodestone for the scoop)
 
 
 
 Old and Wise: The Playtest Group of the Month page was updated on the official 3E site. This time, the playtesters
			helped straighten out the rules on the effects of aging. (thanks to Dionysus, Beau Yarbrough, Chris Kennedy, and
			Ben Brown for the scoop)
 
				A character who attains Old Age gets a –2 decrease to all of his physical ability scores
				(Str, Dex, Con) and a +2 increase to all of his mental ability scores (Int. Wis, Cha). When that character reaches
				Venerable age, he loses an additional 3 points from each of his physical ability scores and gains 1 more point
				to each of his mental ability scores.
			 
 
 D&D Adventure Game: WotC's Keith Strohm explains the potential target market for the D&D
			Adventure Game to be released in August (on the 3E Message Board, thanks to James Hoover for the scoop):
 
				The D&D Adventure Game is intended for new players, not current experienced gamers.
				These folks will probably not find the box that compelling; nor should they.
 Although it is written for new players, it is not written for a younger audience. Bill Slavicsek and his team have
				worked hard to make sure the text doesn't talk down to anyone. this box doesn't assume that you're "little
				Billy" who wants to play make believe with your friends.
 
 The target age for the box is 14 to 16 yers old. I have read the text and I can say with some surety that even
				an older person can read the text and not feel like he or she is reading a kiddie game.
 
 
 Spiritually Hammered: The official 3E site has been updated with the Spell of the Month for March: Spiritual Weapon. The spell and my analysis are below. (thanks to Michael Sullivan,
			Doug Justice, and about a dozen other scoopers)
 
			 
				
					| Spiritual Weapon
						 
							Evocation [Force]Level: Clr 2, War 2
 Components: V, S, DF
 Casting Time: 1 action
 Range: Medium (100 ft.+10 ft./level)
 Effect: A magical weapon of force
 Duration: 1 round/level (D)
 Saving Throw: None
 Spell Resistance: Yes
 A melee weapon made of pure force springs into existence and attacks opponents at a distance,
						as you direct it, dealing 1d8 damage per hit. The weapon takes the shape of a weapon favored by your deity or a
						weapon with some spiritual significance or symbolism to you (see below) and has the same critical threat ranges
						and multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack the
						round the spell is cast and continuing each round thereafter. It uses your base attack as its attack bonus (possibly
						allowing it multiple attacks per round in subsequent rounds). It strikes as a spell, not as a weapon, so, for example,
						it can strike incorporeal creatures. The weapon always strikes from your direction. It does not get a flanking
						bonus or help a combatant get one. Your feats (such as Weapon Focus) or combat actions (such as charge) do not
						affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing
						it, the weapon returns to you and hovers.
 Each round after the first, you can use a standard action to switch the weapon to a new target. If you do not,
						the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets
						one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attacks
						would allow it to. The spiritual weapon cannot be attacked or damaged.
 
 If an attacked creature has SR, the resistance is checked the first time that the spiritual weapon strikes it.
						If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect for
						the duration of the spell.
 
 The weapon that you get is often a force replica of your deity’s own personal weapon, many of which have individual
						names. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a particular deity
						can create a spiritual weapon of any alignment provided he is acting at least generally in accord with that alignment
						at the time.
 |  
					| Notes
						 
							The 2E version of this spell was called Spiritual Hammer and created only a hammer of force rather than a weapon associated with the cleric's deity or alignment.
							We see one of the "sub-categories" of the Evocation school (Force).
							Like most Cleric spells, this one has a Divine Focus (DF) as a material component.
							As compared to the 2E version, this spell loses duration overall and has a shorter range at
							higher caster levels.
							What does the "D" mean next to the duration? My guess is that the spell can be dispelled
							by the caster at will. Thus the duration is 1 round per level or until dismissed by the caster.
							Some 3E lingo is dropped in the spell description: "base attack," "critical threat
							range and multipliers," "flanking bonus," "feats," "combat actions," "standard
							action," "SR" [Spell Resistance].
							The descriptions mentions weapons based on alignment -- but such a list is missing. One wonders
							if a chart would accompany the spell.
						 |  
 
 Farewell, Mr. Schend: I recently reported that Steven Schend, a prolific designer of Forgotten Realms material
			for WotC, has left the company. A scooper by the name of "Fagan Skullcrusher" has sent along a copy of
			the farewell letter Steven posted to the FR mailing list:
 
				Hi all. Steven Schend here. As many of you have sent me email and queries over
				the years and we've also chatted here on the Realms list, I figured I should briefly mention a change in the works.
 After 10 years and odd-months, I'm leaving Wizards of the Coast and trying my hand at some different things. It's
				been a good run with many good memories and fun times, but it's time for something new.
 
 For most if not all of my time at TSR/WotC, I've just about lived in the Realms, and it's one of the things I'll
				miss the most. Still, my devotion for the setting doesn't change--I get to remain a fan no matter what! I'm thinking
				about developing my personal website to discuss and add miscellanei and stray thoughts to Realmslore I've produced,
				but that's a bit in the future. For now, all that's really changing in regards to this list is my email.
 
 From here on out, I'll be at seschend@earthlink.net,
				for those with questions and queries and nits to pick with me.
 
 Well, gotta run. Mintiper Moonsilver, Elminster, and Volo just showed up and we're off on a brief walkabout through
				worlds factual and fictional. I may even come back soon with "Steven's Guide to the Pacific Northwest"
				as a travelogue.....though I'm hoping to avoid any places with more than a 2 dagger rating....... :)
 
 May the Realms always surround you all with laughter, light, magic, and wonder. I know it always has for me....
 
 Steven E. Schend
 
 Logos Galore: How many times have you tossed and turned all night wondering, "What graphic can I use
			to link my web page to Eric Noah's Unofficial D&D 3E News site?" Probably more than you can count. Well
			never fear. Over the past months, a number of kind souls have created graphics that might come in handy for this
			purpose...
 
 
 3E Glossary: Want a quick run-down of D&D (and specifically 3E) terminology and abreviations? Check
			out the glossary created by Fihnakis at the Scrying Room, a fan site for the forthcoming Pool of Radiance II:
			Ruins of Myth Drannor computer RPG.
 
 
 Free Shipping at WotC Store: If you were thinking about buying something through the Wizards of the Coast
			online store, this might be a good time. From now until April 15th, they're offering free shipping (if you pick
			the standard 3-Day UPS option). Start hoarding your Pokémon cards now!
 
 
 
 DiTerlizzi's Art: Not strictly 3E related, but fantasy artist Tony DiTerlizzi has posted the first four of
			a series of character portraits that might look really, really spiffy on your character sheet next time you play
			D&D. Take a look here. (thanks to Jason Carr for the scoop)
 
 
 
 I, Spy: Gamespy, the network that includes RPGPlanet, which in turn hosts my site, has posted an interview
			with the world's coolest webmaster. You'll want to take a look. [Stares meaningfully at you.] Really.
 
 
 New 3E Art in Majesty 3E Sneak Preview: You can find the pictures below in the 3E preview on the Majesty
			CD-ROM. These (and one other previously released pic) are provided "in negative" as desktop wallpaper.
			Oh, and by the way, I did get to look at the rest of the sneak preview -- it really is nothing to write home about.
			The new monsters are spiffy, as are the desktop images, but the rest ... you can find right on this site! :) (thanks
			to Christian for the scoop)
 
 
 Bye-bye to Steven Schend? Rumor flying about has it that WotC game designer Steven Schend is leaving the
			company. Mr. Schend is responsible for such Forgotten Realms accessories as Hellgate Keep, Calimport,
			Cormanthor: Empire of the Elves, Sea of Fallen Stars, Fall of Myth Drannor and
			many others. Here's hoping the rumor is false; and if it's true, here's hoping the parting of ways is amicable.
			(thanks to Silverdawn for the scoop)
 
 
 
 3E PHB Under Glass: Apparently there will be copies of the 3E Player's Handbook available for inspection
			at the Origins gaming convention in July. They'll be kept under bullet-proof glass, and people will be allowed
			to inspect one only while wearing gloves for a 10-minute stretch. Why all the hype? WotC's Anthony Valterra explains
			(on DND-L): "Its a joke folks. I mean yes we are going to do it but its a gag. We don't
			really think the product is so "valuable" that it needs that type of protection but we are making fun
			of the hype aropund it by putting it in a bullet proof case (what we're afraid someone's going to shoot it?) and
			making people reach in with gloves (like someone's fingerprints are going to damage it and all copies will have
			the damage?). Its a goof for laughs. Don't take it seriously." WotC's Ryan Dancey adds,
			"We wanted to do something lighthearted and fun at ORIGINS that recognizes that by this point, there aren't
			going to be many secrets left to keep. Do I think a few fans will line up and take a look at a PHB? Absolutely.
			But it's being done in jest, not as a serious attempt at security."
 
 
 Source of Magic: The difference between the Sorcerer's and the Wizard's spellcasting power is briefly detailed
			on the Playtest Group of the Month's page, which was recently updated. (thanks to Paul San Clemente and a whole
			slough of other scoopers):
 
				Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice.
				They have no books, no mentors, no theories—just raw power that they direct at will.
 Some sorcerers claim that the blood of dragons courses through their veins. It may even be true—it is common knowledge
				that certain powerful dragons can take humanoid form and even have humanoid lovers, and it’s difficult to prove
				that a given sorcerer does not have a dragon ancestor.
 
 
 New Monsters on Majesty CD: Yesterday I reported that the computer game Majesty contained a sneak
			preview of 3E, but that it was mostly known information. My original scooper, Christian, sent me a PDF file that
			included two brand new monsters, with complete stats. He also sent me screenshots of the prettied-up FAQ and quotes
			from 3E designers (apparently from the interviews posted on the web). The monster stuff is definitely the most
			interesting and revealing. Analysis follows. (Thanks, Christian!)
 
			 
				
					Digester -- a monster from the 3E Sneak Preview on the Majesty CD
				 
					| Medium Magical Beast Hit Dice: 8d10+24 (68 hp)
 Initiative: +6 (Dex, Improved Initiative)
 Movement: 60´
 AC: 17 (+2 Dex, +5 natural)
 Attacks: Rake +11 melee
 Damage: Rake 1d8+3
 Face/Reach: 5 ft. by 5 ft./5 ft.
 Special Attack: Squirt acid
 Special Defenses: Scent, acid Immunity
 Saves: Fort +9, Ref +8, Will +3
 Abilities: Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 10
 Skills: Hide +11, Listen +6, Jump +10, Spot +6
 Feats: Alertness, Dodge, Improved Initiative
 
 These swift predators produce an acidic spray that can reduce a human to a pool of glop in seconds.
 
 Digesters lurk almost anywhere there is prey to be found from barren deserts to steaming jungles. A digester resembles
						a carnivorous dinosaur with powerful hind legs and a long tail. It has a narrow head with a sucking mouth. The
						digester projects acid from an orifice in its forehead.
 
 A digester stands about 5 feet tall, but is 8 feet long from snout to tail.
 
 Combat
 A digester is a hunting and eating machine. When it is not hungry (which is rarely) it lies low and avoids most
						other creatures. When hunting, it looks about for a likely target, then charges forth and delivers a gout of acid.
						If the initial attack is insufficient to kill the prey, the digester attacks with it’s hind feet until it can squirt
						acid again.
 
 Squirt Acid: A digester can produce a spray of acid in a cone
						20 feet long. This delivers 4d8 points of acid damage to everything in the area. The creature also can produce
						a concentrated stream of acid that can affect a single target within 5 feet; this inflicts 8d8 points of acid damage.
						In either case, a successful Reflex save vs. DC 17 reduces the damage by half.
 
 Skills: The digester’s coloration gives it a +4 to hide checks.
						It also has a +4 to jump checks.
 
 Climate/Terrain: Any temperate or warm land and underground
 Organization: solitary (1)
 Challenge Level: 5
 Alignment: Usually neutral
 Advancement Range: up to +10 HD
 |  
 
				
					Chuul -- a monster from the 3E Sneak Preview on the Majesty CD
				 
					| Large Aberration Hit Dice: 11d8+44 (53 hp) [typo
						-- should be 93?]
 Initiative: +3 (Dex)
 Speed: 30´ Swim 20´
 AC: 22 (-1 size, +3 Dex, +10 natural)
 Attacks: claws +12 melee
 Damage: 2 claws 2d6+5
 Face/Reach: 5 ft. by 5 ft./10 ft.
 Special Attacks: Grab, crush, paralysis
 Special Defenses: Immune to paralysis and poison
 Saves: Fort +7, Ref +6, Will +9
 Abilities: Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 5
 Skills: Hide +16, Listen +9
 
 A horrible mix of crustacean, insect, and serpent, the chuul is a horrible abomination with huge pincer-like claws,
						four webbed legs, a wide tail, and a mandibled mouth surrounded by squirming tentacles. Its entire body is encased
						in an orange and black carapace.
 
 Amphibious, chuul are clumsy swimmers and actually prefer to be on land or in very shallow water. Chuul love to
						prey upon lizard-folk, for they enjoy killing and eating intelligent prey more than animals or beasts.
 
 Chuul are known to collect trophies from their kills. Although unable to use weapons, armor or most other belongings
						of their intelligent victims, chuul keep them in their submerged or partially submerged lairs. If the victim has
						no interesting possessions, the chuul will keep its skull.
 
 Although most live in swamps and jungles, some chuul have adapted to subterranean life, hunting in and near underground
						streams and lakes. These underground chuul have darkvision and are sometimes in the thrall of beholders or mind
						flayers and prey upon troglodytes and unwary drow.
 
 Combat
 The chuul prefers to wait by the shore, submerged in murky water, until it hears prey (in or out of the water)
						come by that it can attack with surprise.
 
 When it attacks, if it faces multiple opponents, the chuul grabs with its pincer-claws, crushes its foes, and then
						passes one into its tentacles for biting and eating. It tries to always have one claw free, so if it faces a great
						many opponents, it drops paralyzed or dead victims without eating them so that it may continue grabbing, crushing
						and paralyzing.
 
 Grab: When the chuul makes a successful claw attack, make a
						grappling check. If it gets a hold the opponent is caught in the pincer-like claw and damage is automatic each
						round, with an additional +1d6 bludgeoning damage from the crushing force, until the opponent escapes or is forced
						into the creature’s tentacles.
 
 Paralyzation: The chuul can transfer grabbed victims from its
						claw to its tentacles. The tentacles grapple the victim with the same strength as the claw, but deliver no damage
						themselves. However, the touch of the tentacles carries with it a paralytic secretion. A Fort saving throw (DC
						19) is required to avoid the paralysis, which lasts for 2d6 rounds. While held in the tentacles, paralyzed or not,
						the victim is automatically bitten each round by the creature’s mandibles for 1d8+2 damage.
 
 Climate/Terrain: Temperate or warm marsh or forest or underground
 Organization: Solitary (1), pack (1d4+1)
 Challenge Level: 10 (solitary) 12 (pack)
 Alignment: Usually chaotic evil
 Advancement Range: Up to +5 HD
 |  
				
					Analysis of Monsters from Majesty
					CD
				 
					| 
							We see a new "monster type" -- Magical Beast.
							The digester's acid "cone" isn't given a diameter at the far end. Presumably all attacks
							that are "cone" shaped will be defined -- perhaps all cones are half as wide as they are long, or somesuch.
							These monsters give us definite examples of specific, set DCs for saving throws.
							I wonder what is the difference between a "rake" attack and "claw" attacks?
							Very interesting that there is another little stat block at the end of each description. The
							stats at the top seem to be the more combat-oriented stats, while those at the bottom outline things like organization,
							alignment, etc.
							Challenge Level refers how difficult it would be
							for characters to defeat this creature. CL 5 means about four 5th level characters could defeat it. Challenge Level
							not only gives the DM an idea of how tough the monster is overall, but will be used to determine XP awards.
							Advancement Range gives an indication of how much
							this monster might be beefed up. This allows for tougher variants to be encountered, thus making them useful for
							higher level parties. It's possible that if a monster can take a character class, this would be listed here as
							well.
						 |  
			 3E Preview on Majesty CD: The computer game Majesty apparently has a 3E "sneak peek"
			included on the CD for the game. You can read a teeny, tiny blurb about it here (second paragraph). (Thanks to
			Joel Flank and Rob Rogers for the scoop)  A German scooper by the name of Christian wrote me on this subject a couple of days ago and told me that there
			wasn't much to it -- the FAQ and the "10 Ways to Play 3E Today" article. If anyone out there has more
			info, please drop me a line. 
 
 
 D&D Movie Photos: There are apparently some new photos from the forthcoming Dungeons & Dragons movie
			posted on the WotC site.
 
 Color Me Good: I'm redesigning the site's color scheme a few pages at a time. I should have the whole
			thing completed sometime this week, though I think I'm going to leave the News Archive pages as they were. Please
			excuse my mess! :)  
 Amazon.com Sets Pricing on First 3E Products: You'll recall that Amazon.com has been offering the 3E
			Player's Handbook, Character Record Sheets and the D&D Adventure Game for preorder for some time now. However,
			they hadn't listed the Amazon.com price yet, only the SRP. I just checked and the PHB is selling for $13.97 (30%
			off SRP of $19.95), the Character Sheets are going for $8.46 (compared to $9.95), and the D&D Adventure Game's
			price is $7.46 (compared to $9.95). Still no cover photos yet! :)  
 
 All Feats Equal? WotC's Skip "The Sage" Williams admits that some feats are more powerful or useful
			than others, and explains why (on DND-L):
 
				Indeed, feats are *not* balanced with each other. So, why are they there? Several reasons: 1. To support folks who just aren't interested in cranking out the best possible character;
				these include players who are more interested in character development that min/maxing, and DMs creating NPCs (NPCs
				don't read the rulebooks). 2. To provide development paths and themes for characters. For example, the "weak"
				+1 to AC feat [e.g. Dodge] comes early in a chain of feats that together build up to some pretty hefty abilities.
				The "attack everyone nearby" [e.g. Whirlwind Attack] comes late in a chain. It a great feat, but you
				have to know other feats before you can get. (This is an example of prequisites in action). 3. To provide flexibility and in character creation and distinction among characters.
				Sure, a feat that lets you make magical items is cool, but making available as a feat also lets you forgo that
				ability and take some other cool feat instead.
			 
 
 Core Adventure Module Line: WotC's Keith Strohm talks about the planned eight core adventure modules to
			be produced for D&D 3rd Edition (on DND-L): "Although there may be some level 'holes'
			between them, these 8 core modules will take characters from 1st through 20th level." These core modules
			will be the exception to the rule that WotC will be getting out of the individual adventure module business. Instead,
			most adventure material will appear in a beefed-up Dungeon Adventures magazine to debut in August, and in
			occasional "super-modules").
 
 
 WotC Gaming Survey: When WotC suits drone on and on about market research, what do they mean and where do
			they get the figures they get? Well, you can take a look here (note this is page one of a two-page report) to see
			some recent data about RPG players collected and scrutinized. It's a dry read, but revealing.
 
 
 TSR, WotC and Customer Service: Ryan Dancey posted a long, revealing letter to DND-L that lays out why TSR
			drove itself into the ground, what WotC has been doing to pick up the pieces and the thinking that has driven some
			of their current decisions and future plans for D&D. You can read it here. (thanks to ScootGames for the head's
			up)
 
 
 Monte Cook Chat Notes: A scooper known as "The Elder Wyrm" attended some of the Monte Cook chat
			on Friday, and came away with some very intriguing notes:
 
				During the Friday night chat with Monte Cook we confirmed that the Use Magic
				Item skill will allow rogues to use any magic item. "I have heard that there is a rogue skill "Use magic item". Will
				this duplicate the old read magic scroll & will it allow them to use any magic item?ga/" MonteCook says, "Exactly. Just like
				how they had a chance to use a scroll, now a Rogue has a chance to use any item, even if normally she
				couldn't."
 One of the new feats that should make many players very happy is one called Weapon
				Finesse:  "can you tell us some of the rogues feats?" MonteCook says, "Well, everyone shares
				the same basic feat list. However, Rogues are going to be particularly interested in, for example, weapon finesse,
				which allows them to use Dexterity in melee rather than Strength."
 There is a feat that will allow rogues to use any weapon, apparently the feat
				has to be taken for each exotic or martial weapon. Sorry don't have the quote. There were also several Priest questions: "A question not quite related to rogues - will the spell mix in the PHB
				include priest spells from the new spheres introduced in Tome of Magic?" MonteCook says, "A small handful of
				spells from the Tome of Magic will be in the new Player's Handbook. Not many, however. A few cleric spells along
				the lines of some of the order and chaos sphere spells, are in the Player's Handbook. Just a couple, though."
 "Will there be a generic book about specialty priests (beyond not-so-plain-anymore
				clerics) - that is, non-world-specific guidelines on how to create them? /ga" MonteCook says, "Well, basically,
				clerics are specialty priests in 3E. Each is devoted to a particular deity and has a slightly different spell selection
				and special power based on that deity. However, it's a good topic, so it's a fair bet that we might go further
				in another book sometime on that subject."
 And on Magic Item Creation: "Will the methods of making magical spells and items be changing notably?
				/ga" MonteCook says, "The means to make
				magic items is going to become much simpler. A low-level caster can make low-level scrolls, now, although there
				are some balancing costs. The exact level, gold cost, etc. that it takes to make an item is described in the DMG
				as well as some information on introducing new spells into the game."
 
 
 The Assassin's Path? Anthony Valterra (identified on the WotC site as an Associate Business Manager) dropped
			some interesting tidbits about the possible Feat requirements (or at least suggested feats) for a character to
			take the Assassin prestige class. In this example, he's speaking hypothetically of creating a character that would
			balanced against an equal level fighter: "...my Rogue/Sorcerer takes this route - Weapon
			Finesse/Point Blank/Far Shot/Improved Critical and takes the Assassin Prestige class. By the time we both reach
			a high enough level to get all of these feats I'll have about 6 levels in Assassin.... I've got a darn good chance
			of taking you down in one shot and I can keep firing at you even into melee." (on DND-L; thanks to
			Joe Crow and Allister Huggins for the scoop)
 
 
 
				
					| March 17, 2000 (Happy St. Patrick's Day!) |  Difficulty Classes: Playtester Der Verdammte explains how a DM could "eyeball it" when setting
			target numbers (Difficulty Classes) for different tasks: "Routine tasks, if they required
			a roll, would be at DC 5. DC 10 is a slightly challenging task, DC 15 is a moderately challenging task, and DC
			20 is a difficult task. DCs beyond 20 represent things that only experts can do." (on the 3E Message
			Board) 
 
 Adept NPC: We've heard that there will be different NPC classes such as Commoner, Noble, and Expert. About
			the Adept NPC class, playtester John Troy says, "Think of Adept as the Shaman/Witchdoctor
			of AD&D, or a 'hedge wizard.'" (on the 3E Message Board)
 
 
 Silver Princess Released from Captivity! WotC has posted the entire Basic D&D module B3 "Palace
			of the Silver Princess" online as a PDF file. This is a very, very old module (circa 1981) that has an especially
			interesting history due to the fact that it was withdrawn from publication by TSR due to some "racy"
			artwork that appeared inside. You can read all about the interesting history of this module at the link above.
			The file is 2.3 MB in size, but it includes all of the interior art, exterior art and maps. This is a hoot -- take
			a look if you can. (thanks to Pierre-Paul Durastanti, Cthulhudrew, and The Elder Wyrm for the scoop)
 
 
 
 Anti-Magic: Playtester John Troy elaborates on what can and cannot be affected by "anti-magic"
			effects in the 3E rules: "The way third edition works is that just about anything that
			doesn't have to deal with normal physical movement on the standard material plane or the life of the creature that
			violates the known or extrapolated laws of physics is considered a magic power -- thus breath weapons, invisibility,
			displacement, energy drain, psionics, the monk's Ki powers, etc, would all be considered magical and nullified
			by Anti-Magic. Stuff like Poison, "Swallowing Whole", Regeneration, Natural Acids (like a pudding), Hiding
			in Shadows and most of the other feats and skills, etc, would not." (on the 3E Message Board)
 
				Psionics = Magic? John elaborates: "There IS an OPTIONAL rule in the DMG
				that says DMs can say Psionics are a different form of power and will not be affected by Anti-Magic, and they even
				classify the powers as seperate, so don't fret. But for the core rules, to keep things balanced and protect Psionics
				from being too powerful, they treat all Psionic effects as standard, and leave it up to the DM." 
			 
			 New WotC Message Boards: There have been a couple of recent additions to the message boards at WotC, including
			Community.Conventions.Gen_Con_Game_Fair for discussing Gen Con, and Community.Conventions.Origins_International_Game_Expo_&_Fair
			for Origins. If you haven't been on the message boards before, read this page to find out how to access them.
 
 
 
 D&D and Profitability: WotC's Ryan Dancey addressed the issue of why a 3rd Edition of D&D is necessary
			when 2nd Edition is still making a profit: "It made a very small profit last year, at
			immense opportunity cost to the company. Sales of the game are a fraction of what they were just five years ago.
			A million and a half people play some version of D&D every month in this country, and less than 50,000 of them
			bought a D&D product last year. Without the excitement surrounding 3rd Edition, my personal belief is that
			sales of the core 2e books would have been lower in '99 than they were in '98, and if we didn't do 3e, sales of
			those books would eventually reach a number closely resembling zero. Something has to change." (on
			DND-L)
 
 
 
 Message Board Bits: The last couple of days have not yielded much big news, but there have been teeny, tiny
			bits of info dropped here and there. Here's a quick summary (all scoops from the 3E Message Board unless otherwise
			noted):
 
				Multiclassed from the start? "Unless you use a variant rule in the DMG, your
				PCs starts with just 1 class, and at 2nd level can mulitclass." (WotC's Dale Donovan)
				3E Minis: "The 3rd edition line being released will add to the miniatures
				that are already available. They will be the same '28mm' format that the current mini's are scaled at. We will
				also be releasing Diablo 2 and Starcraft miniatures to go along with those RPGs. Those should be out in May or
				June." (WotC Game Support; scoop sent in by Thor Biafore)
				Gnomes: "3E D&D gnomes are not tinker gnomes." (WotC's Sean
				Reynolds) "Gnomes are more like gnomes now than they ever were.... The only thing dwarves
				and gnomes have in common is the +2 to Con. There are some HUGE differences." (Playtester Der Verdammte;
				scoop sent in by James Hoover)
				Monks: "Monk does not = unarmed combat expert." (Playtester Der
				Verdammte; scoop sent in by Kyle Thomason)
				Spell Power: Discussion on the message boards indicates that some high-level spells such as Shapechange
				and Wish may have been scaled back in power compared to their 2E equivalents. In particular, "the
				9th Level Shapechange won't allow you to gain
				any of the monster 'supernatural' or 'spell-like' abilities." (Playtester John Troy) [Note:
				now that I look at my 2E PHB, you couldn't get supernatural or spell-like powers with the 2E version of Shapechange,
				either. Hmmm ... I'll see if I can get more info on this.]
				4th Quarter WotC Catalog? WotC's Keith Strohm indicates we'll see the September - December 2000 catalog
				probably sometime in April.
				PHB Cover? When will we be given a glimpse of the 3E PHB cover artwork? WotC's Keith Strohm: "Probably
				in the next month or two."
			 
			 Dangerous Dancey V: The Final Frontier: The fifth installment of Ryan Dancey's The Most Dangerous Column
			in Gaming has been posted to the WotC web site. It should look vaguely familiar... :)
 
 
 
 Diablo II Beta Sign-up Announced: Blizzard has announced that they will take online applications for beta testers
			on Monday, March 20th. More info here.
 
 
 
 Diablo II D&D Fast Play Removed: A new D&D fast play game entitled "The Bloodstone Tomb"
			was posted earlier today on the WotC site. I've been informed by WotC management, however, that it has been removed
			as it was posted prematurely. The page in question now says "Coming Soon!" Hope you grabbed yours while
			you still had a chance. (Thanks to Jeff Hoffman and Richard Connery for the original scoop)
 
 
 Lidda ... In Technicolor: A new illustration graces this month's Character Close-up. And it's in color!
			Will wonders never cease. Next thing you know they'll have talking picture shows. (thanks to maximillian for the
			scoop).
 
 
 Pool of Radiance II Product Tie-Ins: In an interview with Jonathan Kromrey (producer of the forthcoming
			Pool of Radiance II: Ruins of Myth Drannor computer game, which will use the 3E rules), it's revealed that
			there will be table-top products produced by WotC to tie in with the computer game (thanks to Pierre-Paul Durastanti
			for the scoop):
 
				Wizards: Will there be novels and tabletop roleplaying
				products based off the computer game?
 Jon: Yes! Carrie Bebris is working closely with
				the design team and is writing the companion novel, and we're providing Wizards of the Coast with content for a
				fast-[play] 3rd Edition D&D module, an adventure module based on the game, several articles for Dragon Magazine, and an adventure for Dungeon
				Adventures.
 You can learn more about this game at The Scrying Room, an RPGPlanet hosted site.
 
 
 Slavers Illustrated: April will see the release of the Sean Reynolds & Chris Pramas Greyhawk adventure,
			Slavers. WotC has posted some of the interior art from this adventure in the WotC product catalog.
 
 
 Diablo II for 3E? Okay, so you know there are two AD&D 2nd Edition products "waiting in the wings"
			that will tie in with the release of the Diablo II computer game. But how does that help those who are going to
			switch to 3E? According to WotC game designer J.D. Wilker, "Barring unforseen circumstances,
			a version of Diablo II for 3rd Edition should be out later this year, or early next." (on the 3E Message
			Board)
 
 
 
 Aw, Ain't He Cute? The cuddly Umber Hulk has been revealed in all his glory on the official 3E site. Go
			look! (thanks to Kevin Greene and Franzel for the scoop)
 
 
 Diablo II Beta "Very Soon": DiabloII.net is reporting that the beta testing for Blizzard's upcoming
			sequel will be announced within the week. More here. (No, this doesn't strictly have anything to do with 3E. But
			once DII is released, then WotC can release its Diablo II D&D products! :)
 
 
 
 D&D Minis: The D&D Miniatures page has been updated with more photos and descriptions of the current
			lineup. (thanks to Joe Coons for the scoop)
 
 Also, on the topic of minis for 3E, Ryan Dancey had the following to say: "Yes, there
			absolutely will be [a miniatures line for 3E]. Hundreds and hundreds of figures over the long haul. The first figs
			should be ready in August." (on the 3E Message Board)
 
 
 The Incredible Vanishing Umber Hulk: Four people have written to tell me that the Umber Hulk has been posted
			on this month's Monthly Monster Mayhem page. I have not been able to confirm this, as every time I check, last
			month's critter (the beholder) is there. Fortunately, one industrious soul has captured the text from this appearing-and-disappearing
			page. Thanks to Doug Justice for the scoop!
 
			 
				
					| Umber Hulk 
 Large Aberration
 HD: 8d8+32 (68 hp)
 Initiative: +1 (Dex)
 Speed: 20 ft., burrow 20 ft.
 AC: 17 (-1 size, +1 Dex, +7 natural)
 Attacks: 2 claws +11 melee; bite +9 melee
 Damage: Claw 2d4+6; bite 2d8+3
 Face/Reach: 5 ft. by 5 ft./10 ft.
 Special Attacks: Confusing gaze
 Special Defenses: Tremorsense
 Saves: Fort +6, Ref +3, Will +6
 Abilities: Str 23, Dex 13, Con 19, Int 9, Wis
						11, Cha 13
 Skills: Climb +17, Jump +14, Listen +11
 Feats: Multiattack
 
 Umber hulks are massive creatures dwelling deep beneath the earth. Ripping through rock and stone as though light
						underbrush, they rampage continuously-leaving a wake of destruction.
 
 An umber hulk is powerfully built, looking something like a cross between a great ape and a beetle. The wedge-shaped
						creature stands roughly 8 feet tall and measures nearly 5 feet across, weighing about 800 pounds. Armor plates
						cover virtually all of its chitinous body, whose scattered feelers resemble sparse hair. A massive pair of mandibles
						and rows of triangular teeth dominate the low, rounded head.
 
 Despite its great bulk, the umber hulk is an intelligent creature. When brute force won't overcome an enemy, it
						is more than capable of outthinking those who assume it to be a stupid beast. Umber hulks often use their tunneling
						ability to create deadfalls and pits for the unwary.
 |  
					| Notes:
						 
							Like last month's critter, the Beholder, the Umber Hulk is an "aberration" type creature.
							It has a pretty slow combat movement rate considering it's a Large creature.
							Being Large makes you easier to hit.
							Unlike the Beholder, there's an entry here for Face/Reach. Face is a measurement of how much area the
							critter takes up on the battlefield (in this case one 5'x5' square, the basic unit of measure on the battlefield).
							Reach is how far the critter can reach (in this case, it can reach into the next 5' square, and into the
							5' square beyond that -- so it has a 2-square reach, as is appropriate for a Large-sized creature).
							Its strength contributes to its damage and attack bonuses, while its great constitution gives it a bunch of
							bonus hit points.
							As with the Beholder, this is only a partial description. We don't have any information about how the "tremorsense"
							or "confusion" abilities work.
							Multiattack looks like it may reduce the penalty for multiple attacks. Normally, when a high-level character
							gains multiple attacks per round, he gains his normal bonuses on the first attack and -5 on each subsequent attack.
							Looks like the Umber Hulk's first "attack" is really two claws (neither of which is "off-hand"),
							and his second attack is a bite at only -2 compared to his claws.
						 |  
 
 Does Being in the News Count as News? Salon.com has posted a short summary of the issues surrounding the Open
			Gaming License concept, and is pointing people to my recent Ryan Dancey interview. Here's more info about Salon.com
			in case you [like me] don't know anything about the site. My guess is that this is as close as my site will ever
			come to being in some sort of legit news report! :)
 
 
 
 You Bastard ... Sword: Why is the bastard sword considered an "exotic" weapon? Der Verdammte sheds
			some light: "A bastard sword can be used as a martial weapon if it's used two-handed.
			If it's used one-handed, there's a penalty unless the character has it as an exotic weapon." (on the
			3E Message Board)
 
 
 
 Preferred Class and Experience Penalties: Playtester Der Verdammte explains what is meant by a "preferred
			class" and how that concept applies to race and class combinations and experience point penalties (on the
			3E Message Board):
 
				Humans have no "preferred class." At one point, they had an ability that allowed
				them to get around this, but at this time it's unclear (but unlikely, based on the surrounding materials) whether
				this ability will return.
 All other races have one or more "preferred classes." Having a preferred class has no effect unless the
				character multiclasses. If the character is multiclassed, and one of his classes is a preferred class for his race,
				there is STILL no effect until there's a significant level difference between his preferred class and his other
				classes. Then, and only then, it comes into play, negating the 20% experience penalty for having a big difference
				in class levels.
 
 When a character has a preferred class, his level in that class is not counted when calculating multiclassing penalties.
 
 ... there is NO penalty for multiclassing except for the 20% penalty for having a big difference between classes.
				Let me use an elf for an example:
 
 Classes Levels Penalty
 Fighter 4 0%
 Fighter/wizard 4/1 0%
 (it's a preferred class)
 Fighter/wizard/rogue 4/1/1 20%
 Fighter/wizard/rogue 4/1/3 0%
 
 And a couple other examples:
 
 Elven fighter/wizard/barbarian/rogue, levels 5/1/2/2 -- 40% penalty
 Same as above, levels 5/1/4/4 -- 0% penalty
 
 
 Adventure Writers Wanted: Fiend Games is looking for people to write adventures for the D20 system. Right now
			they seem to be targeting 3E playtesters because they already know the core D20 rules, but I suspect come August
			they might be interested in the rest of us poor shlubs, too. :)
 
 
 Metamagic Feats: The March Playtest Group of the Month helped clarify rules for Metamagic feats. In short,
			the spellcaster only has to acquire each Metamagic feat once to be able to use them on any spell he knows; and
			he can stack multiple metamagic feats together to buff up a single spell. (thanks to Dick van de Bunt for the scoop)
 
 
 
 More Updates: There have been major updates to the 3E Art Gallery. Several new pics never seen before, as well
			as some that have only graced the pages of Dragon Magazine. (thanks to Allister Huggins for the scoop)
 			
 
 Official Updates: The official 3E site has been updated. The Monte Cook interview is up, as is the Character
			Closeup for the halfling Rogue, Lidda. (I apologize to the scooper for this -- I had your name posted, then
			deleted it when I re-wrote the section -- write me and I'll get your name back up here.)
 
 Monte Cook Interview: Not a whole lot of new stuff in the written portion. The audio portion has some interesting
			details about a campaign that Monte runs. He also mentions that he's currently working on a 3E "mega adventure,"
			a mini-campaign that can take PCs from 3rd to about 11th level; he guesses it matches "Night Below" in
			scope. He concludes the audio portion of the interview thus: "The excitement level around
			the office among the people who are working on 3rd edition is really high ... the game opens up so many new possibilities
			and options that when I play I get that same excitement as when I started playing D&D for the first time ...
			I hope other people feel that way, too." ( He started playing in 1979 -- I can tell you, that was a
			good year! :)
 
 Lidda the Halfling Rogue: Not much to say about her. No, I'm not going to guess how many points she spent
			on her skills! We do see a new feat -- Finesse (Specific Weapon), but there's no indication what this might
			do.
 
 
 
 Alternity to D20 Conversion? Ryan Dancey mentions that there are plans for a product that will convert Alternity
			to the D20 System (the core of D&D 3E -- see the recent Ryan Dancey interview for more info): "In
			fact, Jim Butler and I were just talking about that last night. We've got a lot of people busy on a lot of projects
			right now, but sometime near the end of the year I am hoping we can publish a fairly useful and extensive Alt ->
			D20 document." (from OGM-L; spotted at Fiend Games by Pierre-Paul Durastanti)
 
 
 
 3E Info in Dragon #270: Well that didn't take long! The April issue of Dragon arrived in my
			mail today. Let's see what it holds, shall we? (Look a couple of stories down for more from Dale Donovan on this
			topic, too.)
 
 "Fighters and Feats" is the theme of this month's "Countdown to Third
			Edition" column. In addition to the points made by Dale Donovan (see below), here are more goodies:
 
				What are Feats? Feats are described as "bonuses that PCs can apply to skills,
				combat or other actions." Feats don't cost points, don't require a roll to succeed (they're bonuses
				rather than skills), they have prerequisites, and some of them can be taken more than once to enhance the bonus
				they provide. There are more than 70 feats in the Player's Handbook. Some feat specifics:
				
					All characters gain one feat at first level, and one every three levels; Fighters gain bonus feats (from a
					select list of combat-oriented feats) starting at 2nd level and every other level thereafter. "A
					typical 10th-level fighter has ten feats, while the typical 10th-level non-fighter has four." [Note:
					so far, the consensus is that a 10th level fighter has only 9 feats -- the normal feats for levels 1, 3, 6 and
					9, plus the fighter bonus feats at levels 2, 4, 6, 8 and 10. However, the sidebar in the article also says "Start
					with a bonus feat." So maybe that's the mysterious tenth feat.]
					Dodge "lets you designate one opponent against whom your character gains
					a +1 bonus to AC." Its prerequisites is a DX of 13 or highter. Dodge is, in turn, the prerequisite
					for a feat called Mobility; and Mobility is the prerequisite for a feat called Spring Attack.
					Alertness provides a +2 bonus to Listen or Spot checks.
					Whirlwind Attack allows a Fighter to give up his regular attacks to make one melee attack against all
					opponents within 5'. It has a lot of requirements, including INT 13+, DEX 13+, base attack of +4 or higher, and
					all of the following feats: Expertise, Dodge, Mobility, and Spring Attack. Note that
					you don't have to be a Fighter to take this feat; but a Fighter will be able to take it earlier than a non-fighter
					because of the base attack minimum.
					Toughness grants +3 to hit points, and can be taken more than once.
				Weapons and Armor:
				
					There are three categories of weapons: Simple, Martial, and Exotic. Exotic weapons include
					bastard sword, dwarven waraxe, spiked chain, dire flail, and "dwarven urgrosh."
					Exotic weapons may deal out more damage, or may have some other special effect. See the illustration/sidebar below
					for more on this topic.
					Fighters must take the Exotic Weapon Proficiency feat in order to gain proficiency in one Exotic weapon.
					There are four categories of armor: light, medium and heavy armor, and shields.
					Fighters begin with proficiency in all types of armor and shields.
					Weapon Specialization is a feat only available to Fighters. Its requirement is Weapon Focus (+1
					attack bonus with one particular weapon). Weapon Specialization grants +2 to damage to all melee attacks
					with the chosen weapon, or if a missile weapon, +2 to damage if within point blank range.
				Combat Options:
				
					The basic combat actions include Attacking, Charging, and Full Attack. Full Attack means making multiple attacks,
					using a feat or special ability that prevents you from making a partial action or movement in that round.
					"Miscellaneous actions" include one called a "bull rush" that
					allows Fighters to push opponents around on the battlefield. Other actions such as disarm, grapple, feint, overrun,
					and striking a weapon also fall into this "miscellaneous" category.
				Racial Choice:
				
					Half-Orcs "make the best brute fighters."
					Halflings and Elves make "great long-range fighters" with
					missile weapons.
					Dwarves and Gnomes are tougher and can last longer in combat due to CON bonuses.
					Humans gain a bonus feat at first level "and thus can master the most powerful
					feats sooner than other characters."
				 
			 
				
					| Dwarven Urgrosh? 
 The April "Countdown to 3rd Edition" column mentions a weapon called the "dwarven urgrosh."
						According to the article, it falls into the Exotic weapon category. Like many other Exotic weapons, the urgrosh
						has a special effect. "... the urgrosh is a double weapon. A fighter using one can make
						an extra attack as if with a second weapon, but treating it as if it were made by a light weapon, for a reduced
						off-hand penalty."
 
 This illustration accompanied the Fighter article. Whether this dwarf is holding a "dwarven urgrosh"
						or not is anyone's guess. But given that blade at the bottom, it sure looks like a "double weapon" to
						me! :)
 |  Other 3E Tidbits from Dragon:
			 
				A Profile of Sean Reynolds, "nice guy," indicates that Sean has
				a large role in shaping the 3E Monster Manual, particularly the "core humanoids."
				The article mentions a new monster of his creation called the krenshar, which has some sort of cause fear
				ability. His forthcoming work includes Slavers, Cloak and Dagger, Green Goblin's Guide to Crime,
				and the 3rd Edition Monster Manual.
				Gen Con 2000: Some of the events slated include...
				
					Character Generation Workshop
					Adventure Design for 3E
					Convert Your Campaign
					Monster Builder's Seminar
					Min/Max Your New 3E Character ("advanced character generation, including
					multi-classing, feats, skills, and prestige classes.")
					To 20th Level and Beyond
					What's Next for D&D?
					What's a DM to Do Now?
				 
 
 Dungeon Delve Online: Okay, this isn't strictly 3rd Edition related, but you really should check out the
			online version of the GenCon 1999 Dungeon Delve. Room after room of monsters, big clickable map, what more could
			you want?
 
 
 
 D20 Compatible Product: A fellow by the name of Kyle Charron dropped me a note indicating that his company,
			Fiend Games, intends to be the first publisher out of the gate to release D20 System-compatible game products.
			As Kyle puts it, "The working title of our current game is Crime, Sin and the City™, a modern day crime drama RPG."
 
 
 
 All about Fighters in April Dragon: WotC's Dale Donovan stopped by the 3E message board with a preview
			of the "Countdown to 3E" article that will appear in the next issue of Dragon.
 
				...here's an excerpted list from the issue noted above on why, in D&D3, you want to
				"Play A Fighter":
			 
				
					proficient in all Simple and Martial weapons
					start with a bonus Feat
					specialize at 4th level
					gain bonus Feats every other level
					use any armor and shield.
				 
				The 2-page article discusses all of the the topics above, plus combat options, which races
				make good fighters, and the prerequisites you need for your fighter to take the "whirlwind attack" Feat.
			 Dale also notes that May's column will focus on the Monk class.
 
 
 Skill System Summary: Ryan Dancey provided information on how the 3E skill system works Nothing really new
			here, but an excellent, concise summary (on OGF-L, thanks to Brad Thompson for the scoop):
 
				Every time a character levels, they get more skill points, based on a formula using their
				INT modifier and the class they are leveling in.
 Those skill points can be used to increase the character's "rank" in a skill or to add a new skill at
				rank 1.
 
 Skills that are "class skills" (i.e., designated as skills directly relevant to a class) cost one point
				per rank. "Cross class skills" (i.e., skills that are not relevant to a class) cost two points per reank.
				There are some "restricted skills" that can only be used by a subset of the classes.
 
 There are caps as to how many ranks a skill can have, based on character level ("character level" is
				the total of all a character's class levels added together).
 
 The mechanism for using a skill is:
 
 D20 + Relevant Ability Mod + Skill Rank + Other Modifiers vs. Difficulty Class (Target Number). So each "rank"
				of skill is worth approximately 5%.
 
 Most skills link to an ability by definition; but the rules allow the DM/GM to substitute another ability mod based
				on circumstances.
 
			 Earth-Shaking Change: The official 3E page has been altered ever so slightly -- instead of promising a look
			at the Intellect Devourer in this month's Monthly Monster Mayhem, they're now indicating that this month's critter
			will be the Umber Hulk. Now, don't go rushing over there quite yet -- the monster itself hasn't been posted. But
			I'll let you know if anything changes -- promise! :)
 
 
 Exclusive Interview with Ryan Dancey: WotC's Ryan Dancey answers some questions about the D20 System, Open
			Source Gaming, and the future of D&D in an exclusive interview. It's a long read -- too long to post out here
			in the news section -- so follow me right this way, won't you?
 
				Update: Ryan has answered additional questions on the 3E Message Boards, which I've summarized
				at the end of the interview. (thanks to James Hoover for the scoop)
			 
 
 No Monster Annual in 2000: WotC's Keith Strohm confirmed that there will be no Monstrous Compendium Annual
			this year. (On the 3E Message Board, thanks to James "Old Reliable" Hoover for the scoop)
 
				Update: Spake Keith: "There will be additional Monster books for D&D.
				These may not be annual, however."
			 
			 Ability Scores for Rogues: Playtester Der Verdammte weighed in on why all ability scores are important for
			the Rogue class and his recommendations for the most important abilities (on the 3E Message Board):
 
				STR: This is great for the combat bonuses, and it
				always helps on a critical. The carrying capacity is an advantage, too, and there are at least two very important
				Str-based skills for rogues. [He could be talking about skills like Jump and Climb.]
				DEX: This is THE ability for rogue skills. The difference
				between talent and skill is all-important, sometimes, and a high dex helps a rogue succeed in those "evasion"
				reflex saves. [Presumably DEX would help with skills like Escape Artist, Tumble, Pick Pockets, Move Silently,
				Hide, and Disable Device.]
				CON: Well, extra hp, mostly. Being able to make good
				fortitude saves can help a lot if you're afraid of being poisoned, turned to stone, etc.
				INT: Two things: extra skill points and Search. Search
				is what you use to find traps. [It could also come in handy with a skill like Decipher Script.]
				WIS: This affects your Will saves, which can be extremely
				important in some situations (hmm, can't really list specific spells to worry about here...). [Will saves
				would be needed agains charm effects.] Also, this is the ability that affects Spot and Listen,
				two fairly important skills, and another skill that's really important (that I ain't gonna name). [Could
				be Sense Motive, a skill that counters the Bluff skill.]
				CHA: Two extremely important skills depend on this
				stat (other, less important skills also). The two most important skills are indispensible in the types of games
				I play, and they are particularly useful to any rogue who comes into contact with important people (like guards
				who walk in on his jewelry heist, or virtually anything else). Placing it as high as I did in my list of priorities
				is a matter of personal taste, but I'd still put it in the top three because of the versatility of the two skills.
				[He's probably talking about Bluff and possibly Gather Information -- using a network of informants? --
				or maybe Diplomacy.]
				Two most important skills: DEX
				and CHA. Skills I'd take penalties in: STR and/or CON.
			 
 
 A Few of My Favorite Things: The March Playtest Group of the Month has a lot to say about their favorite aspects
			of 3E (thanks to Joe King for the heads up):
 
				...the universal mechanic
				that serves as the game’s core system. It has proven itself easy to learn and easier to use than any other game
				system I’ve played.
				...the initiative system.
				Combat that once took hours has been cut down to minutes, forcing players to react in an instant where before they
				had minutes.
				...how easy it was to pick up the rules. [The DM] sat down with us for an hour, and we understood the basis of the entire game.
				...the improvements made to the wizard class. I like the fact that a
				1st-level wizard can now summon a minor creature with which to defend himself.
				...wizards. With a wider
				variety of spells to choose from at low level, and the ability to cast more of them, the wizard has made a comeback.
				Cantrips really make the wizard a more playable class, giving them a variety of options, even at low level.
				The cleric is more versatile,
				carries more spells than its 2nd Edition counterpart, and is all around a better class.
			 
 
 Miniatures in Combat: Are miniatures required in order to run combat in 3E? Here's what WotC's Ryan Dancey
			says: "Miniatures are not required. There was, at one time, a heavy emphasis on tactical
			battlefield management in 3e, but it has been reduced." (on the 3E Message Board, thanks to James Hoover
			for the scoop)
 
 
 
 Racial Ability Score Ranges: A table on the Living World of Greyhawk site shows the minimum and maximum
			ability scores from each race. From that table, we can derive the bonuses and penalties each race receives upon
			initial character generation (thanks to Pierre-Paul Durastanti for the scoop):
 
			 
				
					Ability Score Adjustmentsby Race
 
					| Race | Adjustments |  
					| Human | none |  
					| Dwarf | +2 CON, -2 CHA |  
					| Elf | +2 DEX, -2 CON |  
					| Gnome | +2 CON, -2 WIS |  
					| Half-elf | none |  
					| Half-orc | +2 STR, -2 INT, -2 CHA |  
					| Halfling | -2 STR, +2 DEX |  
 Forgotten Realms Atlas Update #2: If you have the FR Atlas program, you'll definitely want to download
			the second update, which is available on the WotC Electronics Products download page. In addition to corrected
			maps from previous versions of the Atlas, the update contains a whole bunch of new maps, including overland, city
			and dungeon maps from Zakhara and Kara-tur, the city of Skullport, and maps from the Desert of Desolation module
			series. Below are sample maps from the 2nd FR Atlas update:The Sunken City of Pazar, and a section of Skullport.
 
 
 WotC Boards: The official message boards have been down for much of the day, but they appear to be back up
			as of about 4:00 Central Standard Time. Feel free to talk amongst yourselves.
 
 
 
 New Beta Patch for Core Rules Expansion: Evermore Entertainment has announced a new beta patch for the AD&D
			Core Rules program. This should only be used by those who have the Expansion installed. Read more about it here.
 
 
 Preparing and Printing the Player's Handbook: WotC's Ryan Dancey explains what's happening right now and
			what is to come regarding the physical production of the 3E Player's Handbook (on the 3E Message Board): "The book is undergoing the final stages of being prepared for production. That means that
			artwork is being scanned and inserted into the document, various aspects of the graphic design of the book are
			being added (like page borders, graphic bullet points for call-outs, etc.). Next step will be output to the printing
			company and actual production of the book. I expect that I'll see a sample or two sometime in May or maybe June."
 
 In the latest installment of Ryan's "Most Dangerous Column in Gaming," he explains that WotC now uses
			a "direct-to-plate" printing method that markedly cuts down on production errors that occur during the
			process. "The new direct-to-plate process is a marvel of modern digital technology.
			Now, we deliver the completed files for our products via a high-speed network link directly to the printer. The
			printer then transmits the data directly to the press itself, where a technique similar to a sophisticated laser
			printer creates the metallic printing surface that will be used to print the product in question. Needless to say,
			this has drastically reduced errors and damage, has shortened the time it takes to prepare to print, and because
			we can maintain quality throughout the entire process, means that the finished product is closer to the vision
			the artists and designers had for the way they want the product to appear."
 
 
 End of the Line for Alternity: WotC's Jim Buttler announced today on the Alternity message board that the
			company will not be producing any more Alternity products after it releases its slate of products in 2000. These
			products include the forthcoming Starcraft and Gamma World campaign settings, the Star*Drive supplements
			Alien Compendium II and Externals, the Star*Drive novels Two of Minds , Nightfall at Algemron,
			and Gridrunner, the Dark*Matter supplements The Final Church and Xenoforms, and the Dark*Matter
			novel In Hollow Houses. Jim notes that Alternity will still be supported in Amazing Stories magazine,
			RPGA's LivingVerge, and on "official" fan-created web sites. Dragon Magazine, which has run a
			number of Alternity-related articles in the past, will serve up D&D materials exclusively once 3E is released.
 
 So what does Alternity's end have to do with D&D 3E? Jim makes it very clear:
 
				Having two slightly different sets of rules in Alternity and Dungeons & Dragons makes
				it difficult to focus the company's resources on developing and retaining players. That is the driving reason behind
				our decision to shift resources away from continuing to develop the Alternity game. In the future, we will continue
				to explore the worlds of science fiction roleplaying using rules that are derived from 3rd Edition Dungeons &
				Dragons.
 The legacy of Alternity lives on in the new D&D rules. Many of the important lessons learned in developing
				Alternity, like the importance of a standardized core mechanic, the use of a flexible skill system, and an emphasis
				on balance at all power levels have been carried over to the D&D development effort. In this sense, the new edition of D&D is a hybrid of the classic Dungeons & Dragons game and the modern
				Alternity rules. We will be referring to this foundation in the future as the
				"D20 System"; a game that is neither
				fantasy nor science fiction but has the potential to be used for both kinds of role playing successfully. That
				shared foundation will allow us to deliver a consistent gaming experience to players regardless of genre and will
				directly impact our ability to bring new players into the hobby and keep them gaming longer than before. (thanks
				to LtPhoenix for the scoop)
 Addendum: Two things:
			 
				1) Can you say "Star Wars RPG?"2) Check out this link. More on #2 to come...
 
 
 Official Updates: The 3E site's been updated. The main page sets the stage for this month's theme, "Rogue's
			Rundown." We can expect to see a Character Closeup feature on a rogue named Lidda, a peak at the intellect
			devourer in Monthly Monster Mayhem, and an interview with Monte Cook as well as Monte's favorite spell in the Spellbook.
 
 We're also introduced to the new Playtest Group of the Month, which is led by Todd Antill. Todd's group was impressed
			with 3E's combat system: "...this is the best initiative and combat system I have every
			played. The system flowed so quickly from event to event that the players really felt that they were there. By
			the time they decided what their next action was going to be, it was their turn to go again." Another
			goodie we pick up from their introductory page is that "fighters ... know how to use
			every kind of weapon." Finally, in this week's Playtester's at Work, we see how Todd's group influenced
			the relationship between character Strength and how much they can carry:
 
				The table is now called "Carrying Capacity," and the numbers for how
				much weight a character or creature with low Strength can carry have been scaled down. In addition [to the
				Maximum a character can carry in pounds], the table includes figures for Medium
				Load (which slows you down) and Heavy Load (which slows you down even more): 
			 (Thanks to Pierre-Paul Durastanti, Joe, and Shard O'Glase for the scoop)
 
 
 New Speculative PHB Document for Download: David Hatfield, author of the Forgotten Realms 3E Supplement
			web site, has created a slick-looking document he calls the 3E Player's Handbook. It's a Word .doc file,
			554k zipped, and it's posted over at Tenzhi's 3E Speculation Page. While it is highly speculative, it's an entertaining
			read.
 
 
 
 Spanish 3E Mailing List: A fellow named Neuro informs me there's a new mailing list for discussing D&D
			3E in Spanish. You can visit http://www.onelist.com/group/dnd-es for more information.
 
 
 Refresher Course: I know many visitors have been coming here for a long time, but I just wanted to take
			a minute to welcome any new visitors who may have stopped by since my move to RPG Planet. You probably have burning
			questions about the site and about me, such as ...
 
				What is this site's purpose? I gather up all of the news and rumors surrounding the impending release
				of the 3rd edition of the Dungeons & Dragons game.
				
				What stuff is on this site? You can find the current rumors and news about the Combat system (weapons
				and armor, saving throws, movement rates), Characters (races, classes, ability scores, skills, feats), Magic &
				Psionics (magic items, spell details, spell lists), Campaign Settings (the "demise" of some, the rise
				or change of others), and Monsters. There's also a list of 3E-related Links, and information (skimpy so far) about
				Conversion of materials written for previous editions of D&D to 3E format. D&D 3E isn't a computer game.
				It's a table-top role-playing game. So, no, there are no interactive demos, MP3s, or screenshots here. But there
				are lots of words! Many of my words are direct quotes from important people, typically employees of Wizards
				of the Coast (publisher of said RPG). These are indicated by a different font and color.
				
				Who is Eric anyway? I'm just this guy, you know? I like D&D, I heard about this 3rd edition thing,
				and I was in the right place at the right time. My task: to wade through message boards, discussion groups, and
				web sites, looking for precious nuggets of knowledge to share with you. Why do I do it? My doctor says I have a
				"compulsive behavior disorder." My wife says it's because I'm "a
				geek." I say, "Because it's fun!"
			 I welcome questions, comments, and snyde remarks, all of which can be e-mailed to me at ericnoah@home.com. Thanks
			for stopping by!
 
 
 Toughness of 3E Characters: WotC VP Ryan Dancey explains why low-level 3E characters are tougher and more powerful
			than their 2nd edition equivalents:
 
				New players have their characters die too quickly for the time investment they spend on
				creation and learning the rules.
 Keeping a low level 2e character alive requires a certain mind set involving caution, retreat, the liberal use
				of healing, etc. Things that people who play the game regularly do as a reflexive action.
 
 However, for new players, none of those
				good habits have developed, plus, they have an immense disincentive to invest the time needed to learn those skills
				vs. spending their entertainment time on something less demanding.
 
 By making lower level characters slightly more hardy, we hope to keep more people in the game by making their first
				experiences with play more enjoyable and less frustrating. Which is not to say that low level characters should
				be invincible, just that the bar should be higher than it is on the fragility scale. (on DND-L)
 
 
 World-Shaking Events in 3E Realms? Those of us who were around when the 2nd Edition of D&D was introduced
			recall that the Forgotten Realms campaign setting was shaken up by events known as the Time of Troubles. Using
			a series of adventure modules and related novels, TSR pushed the FR timeline in directions that some felt were
			too extreme -- killing off gods in the established pantheon and the like. These world-shaking events were created,
			in part, to support the changes to the D&D rules in the new edition of the game. With 3E around the corner,
			some are justifiably worried that there are more world-shaking events in store for FR, particularly as they pertain
			to the forthcoming novel, Death of the Dragon. Rumors are that King Azoun of Cormyr will be killed off in
			this novel. Should the FR timeline advance? How major should "events" created by WotC be? How does this
			affect the setting's "core continuity? WotC's Dale Donovan addressed these topics:
 
				"We want you all to take the setting and make it yours. We don't want a 'one true'
				FR setting. We want as many thousands of versions of FR as gamers can create. Sure, we assume a certain baseline
				for a number of years, and then we feel the need to redefine that baseline (such as with the upcoming FR3). But
				as I've said before, stagnancy will spell doom for a game setting far faster than change will (even 'bad"'changes,
				in some cases). Take, for example, the [Time of Troubles]. Those three novels STILL sell well for us, which might
				suggest to some that such large-scale changes are Good, since an event over a decade ago is still driving sales
				today. But we're not going down that road again, as we've said. Sure, the ToT caused a lot of repercussions and
				believe me, we learned from that experience. And so, we're not doing anything like that with FR3, despite the profits
				that the ToT has garnered us since 1989."
			 So who's driving the FR bus, so to speak -- the gamers who value the Realms as a stable game setting
			and who would rather avoid World-Shaking Events, or the readers who read Realms novels and expect or enjoy
			World Shaking Events? Dale agrees it's an important question:
			 
				We know that the novel audience is not the same as the game audience (though crossover
				exists--obviously!). In fact, that's a big part of the dilemma we face with the FR [intellectual property]: balancing
				the needs of the audiences. We may not have done this well in the past, but that is the past. We're working on
				resolving that dilemma as best we can for today and tomorrow. (on the 3E Message Board, thanks to James
				Hoover for the scoop)
			 
			 200K! Sometime today, the site rolled past 200,000 hits since the beginning of August 1999. Of course, I
			have no illusions that there have been 200,000 unique viewers. I know for a fact that there's only three of you,
			and you just load up this page 750 times a day each! Stop that, will you? ;)
 
 
 
 Signs of Spring: The official 3E page is showing signs that WotC is gearing up for this month's theme, Rogues
			Rundown. Not much to see yet -- no new Spell of the Month, Monthly Monster Madness, Character Close-up, Playtest
			Group, or Personality Spotlight -- but what do you expect, it's only the first day of the new month. They've got
			plenty of time, right? :) (thanks to Neil Ikerd and Taliesin for the scoop)
 
 
 Dungeons & Dragons, D&D 3E and AD&D are all property of Wizards of the Coast.
 |