News Archive #9
April 2000
News from April 2000:
WotC Online Policy and Open Gaming: WotC's Ryan Dancey
provides a summary of why Open Gaming is such a big part of WotC's
future (on rec.games.frp.dnd):
WotC's current on-line usage policies
are a far cry from the old, bad TSR policies (you couldn't post
anything; if you wanted your material on the internet, you had to sign
it over to them and put it on their exclusive low-bandwidth ftp
server). However, they still have two major problems. One, ownership of
the copyright in the new work you've created is in dispute, and two,
nothing in the current policy requires you to extend the same courtesy
to other people to re-use your content that you got from us in the
first place.
We want people to create and post cool stuff for D&D on the web. We
want to encourage people with an interest to fiddle with the rules, and
to make interesting new content for the worlds.
The Open Gaming License fixes the issues
I described above. In return for agreeing to a simple set of rules, we
(and every other contributor using the same license) give you
permission to make authorized derivative works. You own the copyright
to that authorized derivative work. The rules you agree to follow are
these: You give everyone the right to copy, modify and distribute your
work, and you require anyone who distributes your work to agree to the
same set of rules that you did.
If you're interested in what these proposed licenses look like, you can
read more at www.opengamingfoundation.org.
As a first step, we're going to convert the core rules of D&D to an
Open Game using the Open Gaming License. Over the next few years, we're
going to Open the various campaign settings as well. At some point in
the future, we'll be able to remove the current on-line usage policy
and replace it with a set of Open Gaming Licenses.
Assassins vs. Assassins: What makes
the Assassin prestige class different from your run-of-the-mill hired
killer? WotC's Ryan Dancey says, "A supernatural
ability to stun or kill with one successful sneak attack." (on
rec.games.frp.dnd)
Reach and Attacks of Opportunity: WotC's Ryan Dancey
describes two elements of 3E combat that are sure to make it more
realistic than the core 2E rules (on rec.games.frp.dnd):
Attacks of Opportunity: You're standing toe to toe with an orc, exchanging
blows. You get hit, and realize you're way low on hit points. Acting
quickly, you pull out a potion of healing and toss it down in one
swallow; ready to return to battle. In 2e, that's exactly what would
happen per the rules.
In 3e, when you pull out that potion and drink it, you're not paying
complete attention to the orc right in your face - he gets a free swing
at you for "dropping your guard". Maybe you should run away first
before you go for the potion. Maybe you should try one more attack and
see if you can take the orc down and remove the threat. In any event,
the tactics of combat got more complex by adding one very small rule to
the mix. [That's "complex" in a good way! ;-) ]
Reach: Imagine you're facing a Fire Giant. Why does the Giant
let you run right up to his ankles before attacking you? Imagine you're
the golf-ball, and his club is the driver! With "Reach", the Giant can
start hitting you with melee attacks before you can hit him; simulating
the effects of his much larger size.
Also, imagine how much cooler it will be to have a long pike or
pole-arm. If you're in the second row behind the front-line fighters,
and you have a weapon with "Reach", you can still attack the opponents
facing the front line!
Also, imagine that you're being attacked by monsters with a
touch-attack (like level draining, perhaps). If your party uses weapons
with "Reach", you can attempt to kill any monster that comes near - before they're in
range to use their touch-attacks!
Adding the element of "Reach" means combat does a better job of
addressing size differences and it allows us to make weapon selection
more interesting; again, by adding a small, lightweight rule to the
game.
Magic Items: Playtester John Troy drops a few hints about
magic items in 3E (on the 3E Message Board):
Think of Armor and Shields as being
just like weapons, with the hints we all described earlier, except
instead of mostly offensive effects you get mostly defensive ones.
There are actually some pretty cool things for armor.
Everything else is governed by it's own rules. There is no "Diablo
system" for the other items, they are more or less the same as they
were in second edition. However, rules for potions and rod/staff/wands
(mostly affecting the wands) have changed. Scrolls, rings, and misc
items are pretty much as we remember them.
Preferred Multiclass: Playtester A'koss (on
rec.games.frp.dnd) offers up a slightly different interpretation of
what "any" means when it comes to a race's preferred multiclass:
Having "any" as your preferred class
works a little differently than, say, the Elf who has the wizard as his
preferred class. "Any" means just that - any. Your highest level class
is the measure of what is *preferred*. When you think about it, it
really is a big boon for humans [and half-elves]. Their adaptability allows them to can change their
"preference" a number of times in their career.
Previously, I'd interpreted a recent Dragon Magazine
article to mean that a human or half-elf character would have to choose
one class as preferred; clearly, A'koss is indicating that whatever
class you're most experienced in is your current preferred class.
Interesting indeed...
Message Board Roundup: Here's what has been happening on
the message boards the past few days (thanks to all who have alerted me
to various scoops):
- Magic Items (Playtester John Troy):
- Why can't a PC create a staff of the magi in
3E? Because the staff is a very powerful item. It grants spell resistance,
acts as a rod of absorbtion for purposes of recharging, grants a retributive
strike, and in addition to having a boatload of powers it also has
several powers that are activated at will of no cost in charges, unlike
any other staff including the staff of
power. It doesn't follow the rules for
the other staves. It is a very powerful item. They have only limited
about a dozen or so items--they either seem to be going by (a) the
sheer power of the item and/or (b) the nature of the item. The deck of many things,
for instance, is sort of a cosmic tarot, and I can't see any mortal
mage being able to create such a thing, with multiple blessing and
curses and stuff that can't be negated by even a wish. A relatively
minor item, the Philosopher's Stone, has also been categorized as such, which I think
fits rule "b".
- Metamagic Feats (John Troy):
- The feats are tied into the
memorization process (if your class doesn't cast them "on the fly").
All the MM feats have an effect on the spell that practically limits
their use. [It's been previously confirmed that a
spellcaster only has to acquire each metamagic feat once to be able to
use them on any spell he knows and can stack multiple metamagic feats
together to buff up a single spell. As we've seen in Dragon
Magazine, use of metamagic feats involves preparing the augmented
spell as if it were a level or two higher than normal. So if you wanted
to cast Knock (2nd level spell) as a Silent Spell, you might have to
use a 3rd-level or 4th-level slot to prepare it.]
- Since Sorcerers and Bards can
choose their spells at the time of casting, if they had the appropriate
Metamagic feat then they could use it on the "spur of the moment".
That's the advantage they have--the disadvantage is that they'll never
have as many feats as the Wizard can, or as many spells in their spell
lists.
- Limits to Feats (WotC's Sean Reynolds):
- Weapon Finesse ... won't work
with a bastard sword.
- You can't take Improved Critical
at level 1.
- A 1st-level wizard can't use
Quicken Spell. [He strongly implies you'd have to be at least
9th level to gain that feat.]
Adjustments to Wizard Spell Progression Chart: Math whiz
Bob Fitch has done a little (and by "little" I mean an enormous amount
of) work to try to unravel the secrets of the Wizard Spell Progression
chart. After creating a seven-page annotated spreadsheet, he e-mailed
me his results and his revised version of the chart. If you'd like to
see the end results, step right this way.
Baldur's Gate II to Include 3E Classes: A couple of
different computer game sites are reporting that Bioware's Baldur's
Gate II, a CRPG using the 2nd Edition D&D rules, will
apparently allow the creation and play of three new character classes.
The Monk, Barbarian and Sorcerer "will be 2nd
edition rule implementation of the upcoming 3rd edition AD&D
classes," according to the IGN PC and Gamer's Alliance web
sites. Of course, it's possible that by the time BGII is released we'll
already be able to play some 3rd edition classes in Pool of
Radiance II: Ruins of Myth Drannor; and within a few months after
that we'll be able to experience the full glory of all of the 3E
classes in Neverwinter Nights.
Refocus, Delay and Ready: WotC's Ryan Dancey provides a
detailed example of how characters can choose to move up or down the
initiative order in combat (on the 3E Message Board):
When you "Refocus", you add 20 to your
initiative roll, which will have the effect of allowing you to move
"up" in the initative order. [Note that this differs from
previous scoops that have said Refocus *sets* your initiative *at* 20
plus your Init modifiers.]
Let's say PC rolls a 5 and M rolls a 19.
Combat begins, and M goes first (highest initative). PC elects to
"Refocus", and has a newly adjusted initative of 25.
All combatants have now acted, and so actions begin again in intiative
order.
This time, PC goes first (init 25), then M (still init 19).
PC decides to take the "Delay" action. PC can act at any time, reducing
initiative by 1 each time PC continues to Delay. PC delays 6 times (to
initiative 19) and M takes the "Ready" action naming "PC tries to cast
a spell" as the trigger condition. [So it looks like you
have to name a condition on which to act, but you don't have to name
what action you'll take ahead of time.] PC
delays again, to initiative 18.
PC then acts. PC tries to cast a spell. M gets a chance to react to
PC's spellcasting; perhaps M throws a spear at PC. If the spear misses,
nothing happens. If the spear hits, PC must make a Concentration Check
or the spell is disrupted.
Assuming both combatants are still alive, M (still on initative 19)
gets the next action. Then PC (now initiative 18) acts.
For some reason, M elects to Delay. So does PC. Assuming they want to
play the game of chicken all the way, the lowest initiative that can be
reached is -10 minus the delaying character's initiative bonus. If that
initiative level is reached, the only option is forfeit an action or
act.
If M and PC both want to act on the same initiative, the combatant with
the higher initiative bonus acts either first or last, at that
combatants choice; if initative bonuses are tied, the combatant with
the highest Dexterity acts first or last; if Dex is tied an Opposed
Roll is made to break the tie.
Movement and Position in Combat: WotC's Ryan Dancey drops
a few tidbits concerning combat situations. I've adjusted my combat
examples to compensate ... again ... :) (on the 3E Message Board):
- [A character] can move [his
full movement rate] and make one melee attack
(in other words, if the character could normally make two or more
attacks, they forgo that ability to make a full move and attack once).
The attack is the "best" attack - no penalties.
- If you move at a rate higher than
your base movement [via actions such as Hustle or Run], you get no attacks. However, Ryan adds, A charge is an attack.
- [In 3E] "Flanking" means "having an
opponent on opposite sides of a figure" - it doesn't refer to any
specific direction.
- Can a spellcaster move her/his full distance and still cast
that round? No.
- A character can move some distance
and cast a spell. I believe you can only make a 5' move and still cast
a spell.
- If a character chooses a Ready action and the condition is
*not* met, what can I do at the end of the round, if anything? Your "ready" action lasts from the time you declare it
to the next opportunity you have to take an action. And you can't do
anything but wait in a state of extreme readiness.
3E Character Generator in Beta Testing: WotC's Ryan
Dancey indicates that the free character generator program that will be
included with the PHB is currently in testing. He says that at the
moment, "My version cannot load or save, but it
can create characters. Ability scores (including random rolling),
skills, feats, classes, spells, and equipment (including gold costs and
weight) are implemented. The basic functionality works, and obeys 3e
rules (mostly - that's why we're beta testing!)." (on the 3E
Message Board)
Experience Awards: The April Playtest Group of the Month
page has been updated. We learn a little about how experience points
are handled in 3E (thanks to Chris Kennedy, Cain, Maximillian and Beau
Yarbrough for the scoop):
Chapter 7 of the Dungeon Master’s Guide ... deals with the topic of "Rewards." [An
early] draft contained a big table that
summarized the XP values for defeating monsters of various Challenge
Ratings, depending on the average level of the PCs in the party.
Chapter 7 of the DMG ... contains a section of about 1,000 words on the
subject of "story awards" -- ways in which PCs can earn experience
points without necessarily defeating, or even encountering, monsters.
Because it’s impossible to quantify the situations in which
"story award" or "roleplaying award" XPs might be given out, we
can’t write rules to dictate exactly how a DM should handle this
type of reward. But we do advise DMs to encourage their players to do
more with their characters than just have them run around the
countryside fighting every monster of NPC they meet.
WotC RPG Poll: Head on over to the main D&D page to
find a link to an interesting survey. They're asking you to rate
several hypothetical RPG settings on a scale from "I
would prefer to play the main storyline of this setting as the famous
characters" to "I would prefer to make up
my own storylines and characters in this setting"; the settings
listed are Dragonlance, Lord of the Rings, Wheel of
Time, Star Wars, Chronicles of Narnia, The Matrix,
Arthurian Legends, and Harry Potter. Note that
there's nothing that states that any of these are actually being
considered as RPG settings by WotC (though clearly Star Wars and
Dragonlance already are WotC RPG settings, and Harry Potter's probably
not too far behind).
High Ability Scores: We've known for a while that ability
scores might be pretty high for certain monsters. Just how high is
illustrated by playtester John Troy (on the 3E Message Board, thanks to
James Hoover for the scoop):
Elder Wyrm Gold Dragons have over 30
scores for INT, WIS, and CHA. That beats the Pit Fiends with say a 23
INT. Of course, remember that all of these scores do not have the old
special modifiers for Deities--no awe power, no immunity to illusions,
no spell immunities, no innate regeneration. It's just a cumulative
modifier.
Minor Artifacts: Playtester John Troy discusses the fate
of some formerly "standard" magic items (on the 3E Message Board):
Several magic items, including the Sphere of Annihilation,
the Deck of Many Things, the Hammer of
Thunderbolts, and the Staff of the Magi are
now considered "minor artifacts". Basically, they are normal [magic] items, but unlike any others no formulae for creating
them are given, and it means that players will not be able to create
such items at all.
International Availability of English-Language 3E PHB: WotC's
Keith Strohm tells all he knows (and it ain't much) about when to
expect English-language 3E materials in international markets (on the
3E Message Board, thanks to James Hoover for the scoop):
There will be a delay for
international countries to receive their copies of English language
versions of D&D books. This is due largely to the limitations
imposed by global shipping and international distribution
infrastructure. It is unclear to me how long the delay will be for each
market. A good rule of thumb to use would be the current lag time.
Invisibility: WotC's Sean Reynolds discusses the
impact of the arcane spell invisibility on combat (on the 3E
Message Board): "Invisibility now uses a
different mechanic than granting you an AC bonus."
Armor Class Thirty-Something: WotC's Sean Reynolds
confirms what has long been suspected/rumored (on the 3E Message Board,
thanks to azrogue for the scoop): "There are no
AC limits now. The tarrasque's AC is over 30, for example."
Gygax Galore: Everywhere I go, I hear people saying,
"More Gygax interviews!" Or those could just be the voices in my head.
In anycase, here's page one of another interview with ol' EGG himself.
Thanks to Walter Christensen for the scoop.
Spell Chart: A math whiz by the name of Bob Fitch has
come up with some numbers to fill in the Wizard Spells per Level chart
that was started from a recent anonymous tip. However, playtester
A'koss (on rec.games.frp.dnd) has some interesting observations to
share (thanks to Gerard for the scoop):
- Is the chart correct? "Eric's
chart has lots of errors."
- Does 3E shortchange wizards? "In
2e, the 20th level mage would be able to cast 5 [first level spells per
day], but doesn't have the advantage of being able to memorize extra
spells with a high Int. You'll see that even with ignoring Int bonus
spells, you do not get short changed in 3e. In a normal campaign, a 3e
wizard with a moderate intelligence will be able to cast considerably
more spells than his 2e cousin. You'll like it, trust me. ;)"
- This isn't the Sorcerer Chart: "The
Sorcerer actually casts *more*, but gets higher level spells slower and
can only learn a limited amount." Duh, which I would have
remembered and passed on if I'd had my brain turned on...
So what does it all mean?
- The spell chart and the bonus spells table is only accurate
where indicated by gold type. The rest of
the numbers are pure speculation. The most problematic area with the
spell chart is the number of 0-level spells.
- The spell chart is probably accurate in some places, but
it's not perfect. It would be good enough to get a rough estimate, but
not good enough to make a perfect 3E character.
- We don't really have any information about how school
specialization affects the number of spells per level.
- It does appear that Wizards and Clerics gain spells at
about the same progression. This tells us nothing about the progression
for Sorcerers, Druids, Bards, Rangers, and Paladins.
Finally, a good reminder from Anonymous: "The number of spells and the bonus table for high
ability scores changed a lot from playtest to revised. They may change
again. The numbers I quoted are from the most current version."
Can't Get Enough Gygax? Who can, really? You can find
another Gygax interview here. (Thanks to Jonathan Petersen for the
scoop)
Classy Stuff: A couple of class-related tidbits on the 3E
Message Board (thanks to James Hoover for the scoop):
- According to Sean Reynolds, there are still specialist
wizards in 3E even though there is only one "wizard class": "Just as a ranger can choose a favored enemy, or a
cleric can choose domains from a god, a wizard can choose a specialized
school and forbidden schools."
- On Paladins (playtester John Troy): "In 3rd Edition, a paladin is 'Called.' The PHB
specifically states that a Paladin is not a choice. A person can deny
his destiny, fail at the goal of advancement, or become something else
beforehand, but paladins are called to a higher purpose, and they can't
'learn' to be a paladin, it is an instinctive thing."
2E Products Available After 3E Released? WotC's Keith
Strohm explains the fate of the 2E line of products (on the 3E Message
Board, thanks to James Hoover and Adrian Frost for the scoop, check
here for a big list of 2E products that are still available for a
limited time):
There are a few 2nd Edition items that
will be available after 3rd Edition releases (most notably The Priest's
and Wizard's Spell Compendiums, and the Encyclopedia Magica's--but by
no means is this the entire list). Once these items are replaced by
their 3rd Edition analogs, we'll no longer make them available.
All of the other 2nd Edition inventory that is not on this list will be
destroyed to clear the way for future 3rd Edition products.
Wizards Not In Cartoon Loop: WotC's Jim Butler tells all
he knows (and it ain't much) about the re-release of the D&D
cartoon beginning on Fox this week (on DND-L):
Wizards doesn't own any of the rights
to the old cartoon series. Your guesses as to why Fox decided to
resurrect the old series are as good as ours. Once we get some more
information, we'll let everyone know.
Haven't We Already Discussed This? WotC folk, responding
to accusations of greediness, get to discuss all sorts of stuff that
was hashed out way back in August (on the 3E Message Board, thanks to
James Hoover for the scoop):
- Keith Strohm: Yes. The major
motivating factor behind releasing 3rd Edition is money. The 2nd
Edition business model is fractured, fragmented, and unable to sustain
profitability. Launching 3rd Edition provides us with an opportunity to
restart the business and apply strategic principles that will insure
the long-term sustainability of the RPG category at Wizards of the
Coast.
It just so happens that this
business restart also allows us to retool the Dungeons & Dragons
game, making it a more flexible, easier-to-learn system that will be
better able to respond to the needs of our consumers. As a
publicly-traded company that values the creation of exceptional games,
this is a "win-win" situation.
- Sean Reynolds: We could
easily continue to create new things for 2E. However, it will just add
to its broken state. The 2E game is a Frankenstein's Monster made out
of the dismembered bodies of other Frankenstein's Monsters. There are
patches, and there are patches on the patches. There are layers upon
layers of rule conflicts and confusion. We could keep adding to that
(every class we've done for D&D could have been written as 2E
classes) but we've chosen to build a new creature instead of sewing up
the old one again.
One of the reasons it's being made
is to make it easier for people new to D&D - they won't be
overwhelmed & intimidated by 1000 backlist products. I don't know
if anyone said it was being done to improve your hobby, unless it was
in the context of "We think the new edition is better than the old
edition, and we think you'll like it better."
[Making money] is _a_ motivating factor. It's not the _only_ one. The
2E PHB and other core books continue to sell, and sales have increased
recently. We could keep doing what we were doing. Instead, we decided
to fix the problems with the old game and be innovative rather than
become stagnant.
WotC makes most of its RPG money off of sales of the PHB, DMG, and MM.
Everything else on top of that is gravy. We have changed how we produce
our products so that they meet certain standards so that they'll be
profitable if they sell as much as we expect them to sell. Nowadays,
most of the things we produce are at least breaking even, if not making
money.
However, the current buying market for new 2E products is about
10-20,000 people. Our market research tells us that there are about 1.6
MILLION people that play D&D at least once a month. They stopped
buying new stuff long ago. _One_ of the reasons for making the new
D&D is to make those people aware that there's still new RPG
D&D stuff coming out and that they might want to take a look at it.
Having just 1% of those people become active customers again would
almost double the current buying population; 10% of them would increase
it by an order of magnitude. We want those people buying stuff again.
Yes, Wizards wants to make money. They saw the old TSR die because TSR
didn't listen to its customers and drove them away. Wizards wants to
make games that people will play (and buy) ... and while it's easy to
produce crap that people buy and then get disgusted with, it's a much
better idea to make something that people will buy, use, and buy
add-ons to. The new D&D is like that - we think it's a damn fine
game and will get a lot of people to become active buying players
again, revitalizing the hobby.
No, Please -- Not Math Again! A kind anonymous scooper has
posted some tantalizing tidbits about the numbers of spells a wizard
can cast each day, as well as the bonus spells for one particular
Intelligence score. He also reveals the details of a feat.
- An 18th level wizard recieves the
following base spells:
(starting with 0 level) 4-4-4-4-4-4-4-3-3-2
- Bonus spells for 20 Int are: (no
bonus 0 level spells) 2-1-1-1-1
- Spell Focus gives you a bonus of +2 DC on the school of choice's
spells. So if you choose Invoke/Evoke your fireballs are 2
points harder to dodge.
What does it all mean, especially when combined with a close
analysis of Mialee, the sample wizard character from the official site?
Well, it means we can partially fill in some correct numbers on a
wizard spell chart and a bonus spells chart. You'll see that they're
quite bare -- I have to tell you the math is driving me mad! Either
Mialee is messed up (which is quite possible given other mistakes on
her character sheet), or somewhere I've gotten some bad info, or
there's some other factor we aren't seeing. I'll keep you posted, and
if you come up with some reasonable guesses that can account both
Mialee and the above anonymous info, please feel free to share.
Prestige Classes: Aside from having prerequisites, are
prestige classes all that much different from any other class? WotC's
Ryan Dancey elaborates (on the 3E Message Board, thanks to James Hoover
for the scoop):
Prestige Classes are just classes you
can't take at 1st level and can't take without meeting some
prerequisites. All other class rules apply normally. The individual
Prestige Classes might contain further restrictions on future choices;
but that's an artifact of the class, not the system.
3E Not GenCon Exclusive: According to WotC's Keith
Strohm, you don't need to be at GenCon to get your 3E PHB on August
10th (on DND-L): "All of the 3rd Edition August
releases will be available on the same day, Thursday August 10th in all
sales channels."
I Don't Wanna Wait! Sean Reynolds offers up a few reasons
why WotC isn't releasing all of the core rulebooks at one time. In
particular, he addresses the two-month gap between the PHB and the MM
(on the 3E Message Board, thanks to James Hoover for the scoop):
- Because the same people working on
the PH and DMG are the ones pushing the design of the MM.
- Because we want people to have a
month to look over the PH to familiarize themselves with the rules
before tackling the DMG, and so on with the MM.
- Because we don't want people to have
to spend $60 in one month (many will find it easier to save up each
month).
- Because there's a 16-page document
with some sample monsters and (I think, not sure) sample magic items to
tide you over until then. [Sean has indicated that he's not
referring to the Conversion Book. Hmmm.....]
Message Board Miscellanea: Various tidbits from your
favorite WotC folk (thanks to James Hoover for the scoops):
- No Kara Tur 3E Planned: Jim Butler says, "We don't have plans to return to Kara Tur under the
Third Edition D&D rules. We do plan to release all of the older
gaming product in an online format (including Kara Tur and all of the
other game worlds). Stay tuned..."
- FR Novels Not Included: You may know that WotC is
planning on releasing a bunch of old Forgotten Realms materials. Jim
says whether it's through the web site or on a CD, "We have no plans to release anything other than the
game products. I'm looking into novels right now, but I don't expect
that we'll be releasing them over the website."
- Heat Metal: Sean Reynolds says, "Heat Metal has been modified to have a weight limit."
Armor Table Revised: An anonymous source has provided yet
more details about armor, and I've worked it into a revised version of
the 3E Armor Table on my Combat page. Thanks, Anonymous!
More on Magic Weapons: A couple of days ago, WotC's Ryan
Dancey and playtester John Troy dropped some hints about the system for
creating magical weapons -- a sort of mix-and-match system whereby you
could have a Flaming Dire Flail or
a Vorpal Wounding Mighty Cleaving Longsword.
John Troy adds a few more details about the system (on the 3E Message
Board; thanks to Thrombin, James Hoover, Jeff Hartsell, Henry Link and
Chris Kennedy for the various scoops in various incarnations):
Vorpal does the decapitation on a Critical Hit, so it
depends on the weapon's threat range.
Wounding now does 1 hp per "wound" per round unless they are
bandaged, or if a cure wounds is applied (which heals all of them).
Cleaving is a feat that allows a user to make an extra attack
on someone near to the strike if the prior attack killed somebody
(which, of course, would include the lopping off of heads [from
the Vorpal effect]). Cleaving can [normally] only be done once/round, but [the] Mighty Cleaving [power of this sword] allows an additional attempt to be taken. IF you have
the Cleave feat, a sword of Mighty Cleaving allows you to use the Feat
an extra time in a combat round. If you DON'T have the feat, you can't
cleave at all. So there is no benefit unless the user has the ability
to Cleave and chooses to do so.
...there are limits to what a weapon can have for bonuses and effects.
Each effect has a virtual "cost", and thus there is a limit to what you
could have. The "Vorpal" "Wounding" "Mighty Cleaving" "+1" longsword
can exist, but a "Vorpal" "Dancing" "Holy" "+5" Sword is not allowed in
the game (with the possible exception of a real artifact or an avatar's
weapon). So there are limits to what a weapon can do.
Even taking into account the metal the weapon is made of and the
special abilities of the rare intellegent weapons (which is similar to
the old system in terms of determining powers), you have some
limitations.
D&D Cartoon on Fox? A few scoopers have indicated
that Fox is going to start showing a D&D cartoon on Saturday
mornings. However, each one said something slightly different, and no
one seemed to be able to point me to any official confirmation of
this... until now! You can read all about it at The Complete Guide to
the D&D Cartoon web site. Super-extra thanks to Avaron Gansdell for
the confirming scoop!
- Update: If you find Ain't It Cool News to be a more
authoritative source on "media events" like the D&D cartoon, you
can also read about it there. Thanks to Jason Klank and and Joel Flank
for the scoop.
- Official: Walter Christensen dug this up from the
Fox Kids site -- this is the most official confirmation yet. Whew, we
can all rest easy now.
Tordek vs. The Zombies: I've whipped up another combat example for
your viewing pleasure. This one pits Tordek the dwarf against a couple
of tyrantfog zombies. As usual, the example is riddled with guesswork
and questions -- but, hey, if we had the rules we wouldn't need to
bother, right? Step right this way...
- Update: The example has been tweaked a few times
since it was first "opened for business." Some of the issues that are
still causing some questions or controversy (in a good way) are a)
exactly what situations provoke attacks of opportunity; b) are
a monster's two claw attacks really considered "one attack" for
the purposes of attacks of opportunity or moving and attacking in the
same round; c) does the concept of "facing" still exist in 3E?
In any case, this is exactly what the Combat Examples are all about --
bringing up issues we're uncertain about so they can be discussed. My
sincere thanks to all who have pointed out errors, made suggestions,
and otherwise contributed to the discussion.
Birthright Domain Action Rules in 3E? Ryan Dancey talks
about how the rules for running domains in Birthright could have an
impact on the 3E rules (on OGF-D20-L, thanks to Uncle Joe for the
scoop): "...there's going to be a book at some
point that encapsulates the 'Realms Rules' from [the Birthright]
product line and generalizes them for core D&D."
Ed Stark Chat: Scooper Henry Link has read through the
chat log from Friday's chat with D&D Creative Director Ed Stark.
Here's Henry's report:
- Improved Critical feat doubles your
threat range for one particular weapon.
- Some eastern-style weapons - e.g. the
"Shuriken, the kama, and the siangham are all part of the Core books."
- "The dwarven waraxe is... a big axe
dwarves learn to use (exotic weapon proficiency) one-handed."
- "The urgrosh has a axe on one end and
a spear on the other. The spear end can be used to resist a charge,
etc., while a character with 2-weapon fighting can use both ends as if
he were using 2 weapons."
- When asked if there were any "neat
Prestige classes" for fighters to move into in the DMG, Ed replied
"Plenty, but we'll have to save most of them for another time (many
Prestige Classes are coming out in later books and as Dragon articles
and I don't want to steal their thunder). Right now, the Dwarven
Defender, the Arcane Archer, and the Blackguard (anti-paladin) are the
most logical for fighters in the DMG."
- "Fighters gain feats faster than
rangers, barbarians, and paladins, mainly because the latter three
classes all have special abilities built into their advancement"
- "...the ranger has been "tuned up" so
he's just more effective at what he can do. His species enemy approach,
for example, is more versatile and expandable (he could have multiple
species enemies as he gains levels) and his other, natural abilities
are enhanced and clarified. He also has his own spell lists (as do the
paladin and bard, other semi-spellcasters)."
- Why aren't rangers and paladins
prestige classes? because "Rangers and Paladins are standard classes
and there was some discussion about whether or not they should be
Prestige Classes, but we decided against it. They can still be pretty
broad characters--Prestige Classes become more and more narrow as they
develop. They become "the best" at certain things ... at the expense of
others."
- Fighters cannot by themselves create
magic weapons in 3E unless they have some component of cleric or mage
in them first (a level or two in mage).
- When asked if you could customize a
fighter with feats to be an unarmed combat master, he replied, "Yes.
Monks get many of those abilities as they progress in levels (heck,
they start out with [the feat] Unarmed Strike, which turns their fists
into weapons--thus avoiding the AoO). Fighters can choose to develop
along an "unarmed" track and buy those types of feats--and there are
reasons to do that. Still, the best unarmed fighter is almost always
the monk ... just like the best armed and armored fighter is almost
always the fighter."
- When asked which of the known
prestige kits could a straight fighter have the easiest time to get
into, he replied, "Of those in the DMG, none are really easy to get to
that way. Prestige Classes have lots of requirements, many of which
can't be met while staying inside one class."
- How specialized do you have to be
with weapon finesse? one weapon or many? "One pick of Weapon Finesse
gets you a weapon--dagger, rapier, short sword. A single weapon."
- There is a feat called Improved Trip.
No specifics are given.
- "Expertise ... (which allows a
character to use part of his attack bonus as a defensive bonus instead)
requires a moderately high Intelligence."
Analysis of Recent Official Updates: Ed Stark, Creative
Director of D&D, offered up the arcane spell True Strike and the
Vampire "monster template" on the official 3E site recently. I have a
few thoughts on the new material, if you'd care to read...
Vampire
Medium-Size Undead
Hit Dice: 5d12 (32 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 25 (+3 Dex, +6 natural, +4 masterwork chain shirt, +2
shield)
Attacks: Slam +11 melee (or masterwork bastard sword +13
melee); or masterwork shortbow +9 ranged
Damage: Slam 1d6+6 and energy drain; bastard sword 1d10+8;
shortbow 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Charm, energy drain, blood drain, children of the
night, create spawn
Special Qualities: Undead, damage reduction 15/+1, cold and electricity
resistance 20, gaseous form, spider climb, alternate form, fast healing
3, vampire weaknesses
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 22, Dex 17, Con —, Int 12, Wis 16, Cha 12
Skills: Climb +10, Listen +15, Ride +7, Spot +15
Feats: Alertness, Combat Reflexes, Dodge, Exotic Weapon
Proficiency (bastard sword), Improved Initiative, Lightning Reflexes,
Mobility, Weapon Focus (bastard sword), Weapon Specialization (bastard
sword)
Undead: Immune to mind-influencing effects, poison, sleep,
paralysis, stunning, and disease. Not subject to critical hits, subdual
damage, ability damage, energy drain, or death from massive damage.
The Will save against this vampire’s charm and the Fortitude save
to regain levels lost to its energy drain have a DC of 13.
Magic Items Carried: Potion of haste.
Challenge Rating: 7
|
Notes:
- Ed Stark puts it quite well: "The
vampire isn't a monster; it's a template. Using the vampire template that appears in the Monster Manual, you
can "add" the vampire to virtually any other creature or character
easily."
- However, what is presented is one particular
vampire. Looks like this vampire was a skilled fighter in life. We
can see several things that another vampire might not have -- specific
equipment (chain shirt, potion, bastard sword, short bow), specific
feats (Weapon Specialization, for example), and specific skills (Ride,
for instance) that another vampire of a different race or class might
not have. Each vampire will be unique.
- We see a number of special abilities or resistances
that apply to undead in general. It makes a great deal of
sense, for example, that undead are not subject to critical hits. The
undead, with no functioning organs, have no vital spots.
- I have heard rumors that masterwork armor
reduces either the Max DEX cap or the Check Penalty.
- Cold and Electricity Resistance is likely just
like Spell Resistance but applies only to these two sources of
potential damage.
- Riding is a skill that hasn't been officially
mentioned before.
- All of the feats have been mentioned before. Mobility
is the only one we don't have a pretty good guess about.
- Update: Scooper Daniel Vitti says, "I played a monk in a 3e demo that had Mobilitiy. It
allowed him to move in and out of an enemy's threat range without
incurring an attack of opportunity."
- With the Exotic Weapon Proficiency feat, this
vampire will be able to wield that bastard sword in one hand and still
use its shield.
- Fast Healing seems to be the new term for
regeneration.
- We've known for a while that energy drain
would be a little less lethal and more temporary. We see a hint of that
here ("the Fortitude save to regain levels lost
to its energy drain have a DC of 13").
|
True
Strike
Divination
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: One action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
Spell Resistance: No
You gain temporary, intuitive insight into the immediate future during
his next attack. Your next single attack roll (within the duration of
the spell) gains a +20 bonus; additionally, you are not affected by the
miss chance that applies to attacks against a concealed target.
Focus: a small wooden replica of an archery target. |
Notes:
- Looks like there is now a distinction between
components that are consumed during casting (M for material
component, as in the Unseen Servant spell in February) and
those that are not (F for focus). We've seen DF for Divine
Focus in cleric spells; this refers to the cleric's holy symbol
which isn't consumed in spellcasting either.
- As Ed Stark says when introducing this spell, its
benefits are an almost guaranteed hit (very useful for spells that
require an attack roll or one-shot magic items like arrows of
slaying) and an improved chance to hit invisible or
otherwise concealed creatures.
- That 1 round duration threw me for a second. It seems
to imply that "1 round" includes your next action or possibly "all of
next round." The spell would be pretty worthless if it expired before
you got to make an attack or cast a spell! As Ed mentions, if you have
the Quicken Spell feat, you could choose to cast this spell and another
spell in the same round.
- We see the continued trend of the PHB addressing the
player directly ("Target: You").
|
Official Updates: A slew of updates at the official 3E
site. A big 'thanks' to the 20+ people who wrote to let me know! :-)
- New Monster -- Vampire: Ed Stark says, "The vampire isn't a monster; it's a template. Using
the vampire template that appears in the Monster Manual, you
can "add" the vampire to virtually any other creature or character
easily. There are other templates in the Monster Manual --
lycanthropes, liches, etc. -- and they're all pretty interesting."
- New Spell -- True Strike: Says Ed: "This spell is okay for a low-level sorcerer or
wizard, but it's really good for a higher-level character and terrific
for a multiclassed character--and it's "secondary" benefit helps as
well: true strike ignores concealment. That means someone using this
spell can hit an invisible character (who is really just 100%
concealed) much easier."
- Playtesters on Skills: From the DMG: "In
your campaign, however, you can require that a character can't learn a
new skill or feat that he hasn't been exposed to."
- New Fighter Concept Art: A picture's worth a thousand
words, so you'll find about 10,000 words here. No clever quote.
I'll have more details and analysis soon.
Correction -- Character Generator CD-ROM is PC-Only:
WotC's Brian Mitchell (D&D Marketing Manager) wrote in to set the
record straight on the Character Generator program included with the 3E
PHB: "Just wanted to drop you a line and let you
know that the Character Generator is in fact PC only. We're working
toward cross-platform products in the future, but for now its strictly
PC."
Me, Me, Me: You can read a brief interview about ... um
... me ... right here. And really, I only mention this for the sake of
completeness! ;) Oh, go ahead, read it -- you'll laugh, you'll cry, all
that stuff. Thanks to Robert Blezard for posing the questions.
3E Compatible with Balanced Parts of 2E: WotC's Ryan
Dancey addressed issues surrounding compatibility between 2nd and 3rd
Edition D&D. This was in response to discussion of converting a 2E
character kit called the Bladesinger:
There are lots and lots of things in
2e that are just plain silly. Most of them are in the PHBR series;
those books tended to be both edited and designed out of house and
suffer from the twin evils of inconsistency and power inflation.
3e will not support those things in the way they have been presented in
the past. Individual DMs are going to have to make decisions about what
to allow in and what not to allow in to their own games; but I don't
think it serves any larger purpose to say essentially "here's how you
convert a 2e character to 3e. Take all the broken 2e stuff that doesn't
exist in 3e and give it to the character anyway; ignore resulting
problems of game balance."
...
The objective of 3e is to be >compatible< with the core D&D
game. 2e, in the hundreds of thousands of pages published for it
contains numerous specific rules, classes, kits, spells, items etc.
that are poorly designed. 3e will not support that stuff.
Over time, I expect that the amount of material avaiable for 3e that
has been tested, subjected to rigorous peer review (and potentially
distributed joint development via D20) will provide the kinds of
systems necessary to figure out how to re-balance some of that
material. The results will essentially always be more expensive, of
much higher level, or will perhaps be excluded entirely for breaking
certain fundamental aspects of the game design.
Flaming Flail: Okay, I know this definitely looks like
some of my April Fool's edition slipped out a bit late, but this is all
legit. :-) Here are some names of some magic items you could find or
make using the 3E D&D rules (on the 3E Message Board, thanks to
James Hoover, Larry Williams, and Jeff Hartsell for the scoop):
From playtester John Troy:
How about Brilliant Energy Shiruken?
A Holy Disruption Urgosh?
A Fey Bane Ghost Touch Bastard Sword?
A Lawful Returning Hammer?
A Vorpal Wounding Mighty Cleaving
Longsword?
Just give my dwarf a Ghost-Touch
Thundering Returning War Hammer +2 and
Plate Armor of Spell
Resistance and Invulnerability and I'm
all set to Rock and Roll!
All those weapons that I've described are REAL and in the game. Expect
the higher level characters to have those weapons.
...weapons with more than one "special effect", if they have any, are
rare. I was just sort of teasing you about that. The Magic Items are a
lot like Diablo, in that standard items are given one or more special
effects, which can stack--the more powerful items have more chances of
stacked elements.
...there are now lots of ways to also add "curses" to normal items--not
just the kind that turn you into a CE berserker or kill you, but there
are many possible minor effects, like only working in sunlight, at
night, being randomly unreliable, causes negative effects to XP or
attributes, petty things like causing a characters hair to grow or
requiring consumption of things. Think of the old 1st Edition artifact
drawback tables for examples. So, as a DM, you could set up a campaign
where all powerful magic items have such drawbacks..
...there are still several "fixed" items, like your Sun Blade, Frost
Brand, or the wonderful Holy Avenger. They kept specific special types,
but they also want the mixing and matching you get in a game like
Diablo. Weapons and Armor both have these traits.
From WotC's Ryan Dancey:
Flaming Dire Flail (3rd Edition DMG - DRAFT)
Cost: 2690, Damage: 1d8/1d8 (double weapon), + 1d6 (both attacks; Fire;
not multiplied in crit), Critical: x2, Range Increment: -, Weight: 20,
Type: Bludgeoning.
The "Threat Range" for the Dire Flail
is 20. In the PHB, when the Threat Range is bigger than 20, it is
usually listed with the notation "19-20/2x" which means "Threat on a 19
or 20, crit x2 damage".
The "increment" value relates to the various distances ranged weapons
are effective. A Light Crossbow (simple weapon), has a Range Increment
of 80 ft. Weapons suffer a -2 penalty for each range increment above
the first. Projectile weapons like bows can shoot up to 10 increments;
thrown weapons can shoot up to 5 increments.
From John Troy:
Basically, only Attack rolls do
critical, since the fire is more of a special effect. The Fire effect
basically means the flame is ablaze (at the request of the wielder, who
is never damaged by it).
Also, there is a different effect called "Fire Critical", which means
that the sword looks normal, but if you score a critical, the blade
will suddenly "blaze up" and do something like 3D6 damage. So, think of
the effects as something that doesn't do critical damage, but is an
"add on" to the normal damage, akin to a spell.
You could even get a Dire Flail with both Fire and Fire Critical, which
pretty much should be renamed to "If you score a critical, the guy is
crispied up."
From Ryan Dancey:
A Vorpal Wounding Mighty Cleaving Longsword?
Just for comparison, the above weapon
would have a gp cost of 54,315. Scaled to the economy of the baseline
3e game, this one weapon would constitute essentially the entire wealth
(cash, non-liquid assets, lands, equipment, magic items) of one 11th
level character.
How Much Greyhawk in "Adventure Path"? WotC's Keith Strohm
talks about the first two core 3E adventure modules, Sunless Citadel
and Forge of Fury, and how they relate to the core campaign
setting (on the Greyhawk Message Board, thanks to James Hoover for the
scoop):
These adventures will use Oerth place
names and localities. Since most of the pages in each adventure will be
packed with adventuring material rather than source material (the focus
is on the adventure not the place the adventure is set in), these
products are roughly analogous to some of the 1st Edition AD&D
adventures (like C2 Ghost Tower of Inverness and the S series).
New Birthright Products for Download at WotC: If you're a
fan of the Birthright campaign setting for AD&D, you surely know
that a number of scheduled products never saw print before the line was
cancelled. Well, today you're in luck -- you can download The Book of Regency in PDF format from the
WotC Birthright page. And there's more -- in May you'll be able to
download the Player's Secrets of Hogunmark
accessory, an entire BR novel called The
Falcon and the Wolf, and The
Legacy of Kings, a BR board game. In June, WotC will release
Blood Spawn, a BR monster
book. Long live Cerilia! (thanks to Doug Justice for the scoop)
Min/Max Not All Bad: WotC's Keith Strohm has a few
thoughts to share on the subject of min/maxing (on the 3E Message
Board, thanks to James "Keeps On Ticking" Hoover for the scoop):
There is a very vocal group of folks
who believe that roleplaying is a "higher" evolutionary stage than
min-maxing. And riddled throughout posts by proponents of this thought
is the belief that min/maxing is juvenile and a detriment to the game.
Although I myself prefer a nice blend of roleplaying and
"dice-chucking" (just ask my Thursday night gaming compatriots -- Andy
Collins, Bruce Cordell, and Chris Perkins--about Gaerioth Shadowhand),
Dungeons & Dragons is, at its heart, a game about kicking down
doors, killing monsters, and taking their stuff. I've been lambasted
before by people who objected to my statement that the Diablo computer
game is the perfect expression of the D&D game, but I'd like to
restate it here. Market research (and sales patterns) bear out the fact
that more people play D&D as a hack n' Slash game than as a highly
developed interactive storytelling event.
One of the things that is great about D&D (and RPGs in general) is
that this works. Different folks can come to the table and derive
enjoyment from different aspects of the game. Instead of burying our
head in the sand and pretending that there are not hundreds of
thousands of people out there who derive enjoyment from mastering the
rules to derive maximum effectiveness for their character, we are
embracing it. Folks don't need extensive rules to help them roleplay
and participate in interactive stories, but they probably need rules
for how Strength affects their ability to climb or hit an opponent.
Roleplaying is still a part of the D&D game -- despite what some
folks have concluded from the snapshot of rules and coming attractions
for the D&D game. It's just not the only part.
Sometimes You Need a Little (Weapon) Finesse: If the
Weapon Finesse feat allows you to use your high DEX bonuses to improve
your melee attack rolls, and having a high DEX also grants bonuses for
AC, missile attacks, and Initiative, why should anyone with a high DEX not
take Weapon Finesse? Sean Reynolds speaks:
- Because you can't pick Weapon
Finesse just any weapons.
- Because there are drawbacks to
using Weapon Finesse.
- Because Weapon Finesse doesn't
apply to all weapons (no, I am not simply restating my first sentence).
So not only do you have to take a separate Weapon Finesse feat
for each weapon (which we knew), but you won't be able to use certain
weapons with finesse at all, apparently. (on the 3E Message Board,
thanks to James "Old Reliable" Hoover for the scoop)
Power Play: Sean Reynolds discusses the content of a new
column in Dragon called "Power Play" (on the 3E Message Board,
thanks to James Hoover for the scoop):
Unlike 2E, 3rd edition D&D
acknowledges that people are going to try to min/max, but does a really
good job of plugging those holes. The Power Play stuff is about finding
ways to take advantage of the flexibility of the system, all within the
rules, and without getting totally cheesy. If you're willing to make
your character specialized in one thing, you can make yourself pretty
good (mechanically) at that one thing at 1st level, hopefully using
your later levels to broaden your character's skills and abilities.
With this kind of information easily available, says Sean,
not only will players have access to it, but "the
DM can be prepared for it. And unlike 2E, the new game is at least
prepared for min/maxing and makes it really hard to break the rules
(and fortunately, if you make a character that pushes the rules too
far, it just means your character is REALLY vulnerable in other areas,
so your benefit doesn't benefit you as much)."
Counterspell: Scooper David Dunn points out that the May
issue of Dragon Magazine has a tantalizing description
of how counterspelling a fireball would work in 3E:
Basically, when you encounter an enemy
spellcaster, you declare, "I'm getting ready to counterspell anything
that guy throws at us." Your character doesn't act until your target
starts casting a spell. When he does, you make a successful Spellcraft
check to identify the spell; if you have the same spell prepared, you
can cast it as a counterspell. You're
not actually casting another fireball; you're casting a fireball counterspell. If you
don't mind your enemy's spell succeeding, you could just cast your own fireball back at him
and not worry about having a ready action or making a Spellcraft check.
As for the momentary delay in starting a counterspell after identifying
the spell your opponent is casting, the 3E spell system simply isn't
that precise. As long as you have the spell prepared, ready an action,
and make your Spellcraft check, it works.
3E Seminars in GenCon Preregistration Book: If you've
registered for GenCon, you may have already received your info-packed
preregistration book. I found particularly interesting the page
describing the seminars to be held on "Third Edition Thursday" (August
10, 2000):
- D&D Character Generation Workshop: "Run through third edition character creation in this
character-building workshop, and walk away with an official third
edition character."
- Convert Your Campaign: "Work
with the experts to convert your old campaign, characters, spells or
monsters to the new 3E D&D rules. Whether you want to blow up the
world or make a nice, clean transition, we can answer your questions
and help you get your 3E D&D campaign off the ground."
- The Next D&D Campaign World: "We've had a lot of success with creating campaign
worlds for the second edition of Dungeons & Dragons -- what'll we
do with 3E D&D? Come tell us what should be the next big campaign
setting for D&D, and we'll give you our thoughts on the subject."
- Adventure Design for Third Edition: "The latest version of D&D offers many more
options and possibilities for creative Dungeon Masters. Talk with the
professional designers and editors from Wizards of the Coast and learn
how to take advantage of these new features when creating your own
adventures."
- Third Edition Monster Builder's Seminar: "This seminar offers advice and strategy on how to
custom-build monsters for your own campaign."
- Deities & Demigods: "Come
to this seminar and discover the third edition way to customize and
create gods and pantheons for your third edition campaign."
Of course, the fun doesn't end on Thursday. Here are some more
worthy seminars you might choose to attend:
- The New Realms: "Join Realms
team members Rich Baker, Skip Williams, Sean Reynolds, and Julia Martin
as they give you a sneak preview of the new Realms."
- Dungeoncraft: "Talk with
columnist Ray Winninger and the editors of Dragon Magazine about what
makes a great Dungeon Master."
- FR All-Stars: "Meet your
favorite Forgotten Realms designers and authors and ask them anything
you want about the Realms."
- How to Sell an Article to Dungeon Adventures
or Dragon: "Tips from the editors on
how to make your submission survive the slush pile."
- Talk Back to the Editors: "Your
chance to tell the editors of Dungeon Adventures and Dragon Magazine what you'd like to see printed within the pages of
those publications."
- D&D 2000 and Beyond
- Why Convert to 3rd Edition?
- Prestige Classes
- D20 System -- Open Source Gaming
- Min-Max your New 3E D&D Character: Despite the
name, it looks interesting, as it's more about the Character Generator
CD-ROM. "...this seminar will examine many of
the new features of advanced character generation including
multi-classing, feats and skills and prestige classes."
- Psionics in 3rd Edition D&D: "Share your thoughts on one of the most tricky
subjects in Dungeons & Dragons."
- The Complete Star Wars Seminar: "Come meet the creative team that has contributed to
the vision of George Lucas's galaxy far, far away."
I plan on attending GenCon "Third Edition Thursday" so I
should be able to provide you with a lot of notes on these seminars.
Update: I see that starting on p. 147 of the
preregistration book is the Seminars section, and it does appear that
you can indeed pre-register for the seminars.
Greyhawk Bits from Veggie Boy: Sean "Veggie Boy" Reynolds
with a few miscellaneous Greyhawk tidbits (on the Greyhawk message
board, thanks to Erifnogard and James Hoover for the scoop):
- Why will Forgotten Realms get new clerical domains while
Living Greyhawk won't? "The Living Greyhawk
campaign is supposed to stick to Core D&D (PH/DMG/MM) as much as
possible, so we used the core domains. The official Living campaign
will use those domains. However, there's no reason why your non-Living
campaign can't use the domains that we create in the FR book."
- What domains should Earth Dragon Cultists (from Slavers)
have access to if you want to convert them to 3E clerics? "Using just the core domains ... Law, Evil, Earth, and
possibly Protection."
- What deity info will be provided in the Living Greyhawk
Gazetteer? "The LGG will have all of the
Greater, Intermediate, Lesser, and Demigods listed in the PGTGH, plus a
few that were missed. They'll have a brief write-up of the god, the
god's dogma, what clerics of that god do, and the domains."
The Future of Dragon: Editor Dave Gross discusses
the future role of Dragon Magazine (on the Dragon Magazine
message board; thanks to James Hoover for the scoop):
Dragon is the D&D magazine. Starting in August, that
means 3rd Edition, but we'll be calling it "D&D" from then on. We
won't be covering other Wizards products, but TopDeck magazine and
other sources will.
We'll focus on the "core" D&D experience, which is to say the
"standard" fantasy medieval campaigns -- including both the Greyhawk
and Forgotten Realms settings. That doesn't mean we won't also have
some coverage of the inactive settings. In fact, we'll have an area
devoted to steady coverage of inactive settings starting in September
or October, as a nod to the faithful who love them and are doing their
own 3E conversions.
Still, we'll focus on the classic fantasy medieval D&D universe.
While the "Countdown to 3rd Edition" is over in August, we'll continue
to present useful information about the new system, both in our regular
columns (like "Sage Advice" and its new companion, "Power Play") and in
features. With "Forum," "DMail," and lots of other places, we'll
continue to act as a communications relay between R&D and the
players at large.
...it's back to basics in most respects.
Why not visit with Chris Perkins and me on the first Sunday in May at
6:00 PDT? We'll be chatting about the futures of both Dragon and Dungeon, as well as
about great puzzles and riddles. [Note: That's in the
WotC chat room, not mine! :) ]
Chat Room Update: The chat room has been a big success so
far. WotC's Ryan Dancey and Dave Gross have made brief appearances.
Thanks to all who have stopped by to chat.
Unfortunately, in the chat room's very short life so far, there have
already been multiple instances where people are impersonating me or
employees of WotC. This is simply not cool.
To verify that "EricNoah" is the real deal, the identity should
indicate Madison, WI in the address. I would urge you to be skeptical
of folks claiming to be from WotC as well.
At the moment, there's simply no way to police this situation.
I will give the chat room a few more days, but if this situation
continues I will literally have no choice but to shut it down. Thanks
again to those who have used the chat room responsibly to create a fun
environment!
3E Conversion Book in Dragon: Dragon Magazine
editor Dave Gross indicates that a letter in May's D-Mail stating that
the July issue of Dragon will include the "3rd
Edition Conversion Handbook" is incorrect. It will be in the
August issue of Dragon, though that still comes out a few weeks
before the start of the actual month.
Dwarves and Bows: Is your world in shambles because Tordek
the Dwarf is using a composite longbow? Playtester A'koss helps put it
all in perspective (on rec.games.frp.dnd):
6' Longbow for a 6' [human-sized]
Archer, 4' Composite Longbow for a 4' Dwarf. What's the problem?
Dwarves are not considered "Small" in 3e, while Gnomes and Halflings
are. This *will* have a bearing on what size of weapons they can use.
However 3e breaks them down into nice groups... Each of the races also
have special weapons that are typically unique to them.
Of Good and Evil: Playtester John Troy provided the 3E
definitions of good and evil as they pertain to the game's alignment
system (on the 3E Message Board):
Good: Protect Innocent Life (emphasis on Innocent, evil is
not Innocent). Implies Altruism, Respect for Life, Concern for Dignity,
Sacrifice for others.
Evil: Debase or Destroy Innocent Life. Implies Hurting,
Oppressing, or Killing Others. Some are without compassion, others do
it for sport or duty to evil deities.
Shall We Chat? I've set up a chat room for 3E D&D
News. I'm going to treat this like a trial run; we'll just have to see
how it goes.
Update: It worked okay -- several folks showed up
for a nice chat, but I wasn't thrilled with the quality of the chat
service. I've discovered that Gamespy has chat service -- a web/java
interface that can also be used via standard IRC software. If you want
to link to the web version, follow this link. If you want to use a
regular chat client, you can connect via chat.gamespynetwork.com
port 6667 in #dnd3e.
More Ed Stark: You've probably read the recent Ed Stark
interview on the official 3E site. Recently, a Real Audio file with
more questions and answers has been posted. It's a large download, and
the clip is about 20 minutes long. A few of the juicier tidbits:
- 3E products beyond the core rule books will...
- ...be designed so you only need the three core books to
use them.
- ... focus on "tools, not rules"
for "making your own materials, and using our
stuff as good examples."
- ...include character-building and adventure-building
tools.
- Ed played Tordek the Dwarf, and says he's an example of a "mainstream" fighter who has taken "standard choices."
- "Dungeons & Dragons is really
built around the fighter."
- D&D 3E described in one word? "Provocative."
Ed says he's seen jaded gaming veterans suddenly saying "wow" and eager to try new things.
DMG Details Environmental Hazards: WotC's Ryan Dancey
provides a tantalizing list of hazard-related topics covered in the Dungeon
Master's Guide (on the 3E Message Board):
- Being buried in landslides and
avalanches
- Being drowned
- Starvation and Thirst
- Being too hot
- Burning
- Being too cold
- Being dipped in or coated with acid
or lava
- Being suffocated / lack of oxygen
- High altitude effects
- Inhaling smoke
- Walking (and falling) on ice
- Being hit with falling objects
3E Product Lineup: Don't like paging through the online
WotC Product Catalog? Well, you're in luck -- just about all of the
core 3E products are listed (including cover illustration) at the
bottom of the official 3E page.
Magic Missile in D20 System: WotC's Ryan
Dancey used the Magic Missile spell to show the dry "stat
block" that would be part of the open D20 System game as a way to
illustrate that D20 and 3E D&D are related but not the same (on
OGF-D20-L):
Magic Missile
Type: Evocation [Force]; Level: Sor/Wiz 1; Components: V,S; Casting
Time: One Action; Range: Medium (100ft +10ft/level); Targets: Up to 5,
no two can be more than 15ft apart; Duration: Instantaneous; Saving
Throw: None; Spell Resistance: Yes; Each missile 1d4+1 damage; missile
strikes unerringly even in melee, partial cover or concealment; no
damage to inanimate objects; if multiple missiles used, caster picks
which missiles strike which targets; 1 missile per 2 levels after 1st
(maximum 5 missiles).
Pretty dry and boring. The description in the PHB is much more
detailed, has examples, and other information which is not required,
but is pretty darn helpful.
Official Alternity Gamma World Site: If you're an
old-school D&D player from back in the days, no doubt you've
experienced the twisted universe of Gamma World, the post-apocalyptic
SF role-playing game from TSR. Well, with Gamma World set to be
released in June as a campaign setting for the Alternity game, WotC has
opened up the official Gamma World site. You'll find art previews,
sample creatures, links, and more. Pure-Strain Humans only, please --
no mutants allowed! ;-)
Official Update -- Fighter Character Closeup: The
official 3E site has been updated with April's Character Closeup -- the
dwarven fighter, Tordek. "From the underground
kingdom of his ancestors, a sturdy warrior emerges to earn his place in
legend. Everything about him - his armor, his weapons, his demeanor -
suggests a resolve as unyielding as the stone walls of his dwarven
home." (thanks to Beau Yarbrough, Yyrkoon, Cain, and Thor
Biafore for the scoop)
My Analysis:
- Dwarf Abilities: We learn that dwarves receive 60'
range darkvision, the ability to "intuit unusual stonework," +2 save
vs. poison, +2 save vs. spells, and a +1 to hit goblinoids and orcs.
- Weapon Specialization: Looks like fighters can
choose to specialize in more than one weapon, as long as they have the
feats to pay for it.
- Armor and Movement: Tordek's armor may holding him
back a touch. We do know that heavy armors can reduce movement rates,
thus Tordek's very slow rate of 15' at all levels.
- Exotic Weapons: A reliable anonymous source
indicates that the "dwarven waraxe" is not the same as the "dwarven
urgrosh" described in the April Dragon Magazine.
- Saving Throws: Looks like we can safely guess that
the Fighter Saving Throw chart looks a lot like the others, but with
Fortitude as the "good" category and Reflex and Will as "bad."
Official Update -- Weapons: In a new feature called the
Weapons Rack, D&D Creative Director Ed Stark gives us a glimpse at
what makes the Longspear a useful and deadly weapon (thanks to Beau
Yarbrough, Yyrkoon, Cain, and Thor Biafore for the scoop):
...the longspear has a reach of 10
feet. In many cases, that means a fighter or other character wielding a
longspear can attack an opponent before his opponent can attack him.
It's a great way to keep creatures with nasty melee attacks (like
ghouls and their paralyzing touch) at bay. It can also help a fighter
deal with opponents who also have reach--instead of walking through a
giant's "threatened area" and incurring an attack of opportunity, the
fighter with the longspear can trade blows with the creature evenly.
Official Update -- Playtest Group of the Month: The
Playtest Group for April weighs in with a very, very familiar issue --
how age affects ability scores. It's so familiar ... in fact, we've
seen this exact information revealed by the March Playtest Group of the
Month. (Thanks to Yyrkoon, Synaptic Dragon, Henry Link, Lance Goetz,
and jbs for the scoop)
No Minis in Adventure Game: While they were once listed
in the WotC product catalog, Chris Pramas points out that the
introductory D&D Adventure Game no longer is listed as
including miniatures. He cites cost as a reason for their exclusion.
(on the Miniatures message board)
Another Gygax Interview: You can read an entertaining
interview with D&D co-creator Gary Gygax right here. (thanks to
Silverdawn for the scoop)
3E Minis Galore: Here's what 3E Miniatures guru Chris
Pramas says about the forthcoming 3E miniatures line (on the brand new
Miniatures message board):
The 3E minis line will launch at
GenCon, along with the game. We're starting with 24 blisters, and will
be releasing more in the months to follow. The initial release is as
follows, with prices ranging from $2.99 to $9.99:
- Tordek, Male Dwarven Fighter
- Mialee, Female Elven Wizard
- Lidda, Female Halfling Rogue
- Jozan, Male Human Cleric of
Pelor
- Redgar, Male Human Fighter
- Krusk, Male Half Orc Barbarian
- Devis, Male Half-Elven Bard
- Vadania, Female Half-Elven
Druid & Wolf
- Ember, Human female Monk
- Alhandra, Human Female Paladin
- Soveliss, Male Elven Ranger
- Hennet, Human male Sorcerer
- Niben, Male Gnome Wizard
|
- Dire Rats
- Goblins
- Gnoll
- Skeleton/Grick
- Orc
- Twig Blights
- Displacer Beast
- Umber Hulk
- Troll
- Beholder
- Celestial Eagle
|
Hero Builder's Guidebook Sample: WotC's Ryan
Dancey further elaborated on the contents of the forthcoming Hero
Builder's Guidebook (on the 3E Message Board, thanks to wsmith and
James Hoover for the scoop):
Here's an example from the unedited
manuscript (which means: this stuff might actually not see print). This
is from a section that helps players create interesting personal
histories.
This is a list of possible enemies your character may have accumulated
prior to becoming a 1st level adventuring hero:
- No enemies
- Minor childhood enemy; someone who
harbors a grudge or a prejudice but has no current or mature basis for
the antagonism
- Jilted lover or romantic interest;
someone the character wronged in a matter of the heart
- Jilted lover's friend or relative;
someone who harbors ill feelings for the character due to the
character's actions towards a loved one
- Romantic rival; someone edged out
by the character's success in some affair of the heart
- Enemy of the family; the
character's family has earned the enmity of a person, group, or
opposing family
- The friend of my enemy is my enemy:
One of the character's friends has an enemy, and now that person hates
the character too
- Social rival; someone the character
has wronged (either actually or only in that person's imagination) in a
social context such as training or business has become the character's
enemy
- Villain: One or more local villains
have chosen to direct their hatred towards the character; perhaps as a
result of some minor adventure completed by the character
- Monster: One or more local monsters
has chosen to view the character as a threat; perhaps as a result of
some minor encounter between the monster and the character
- Enemy of alignment: A person of an
opposed alignment finds that the character is simply offensive due to
ethics and moral issues
- Powerful enemy: A noble, officer,
or other high ranking official looks on the character with disfavor;
perhaps due to the character's lack of manners (real or perceived) or
because the character inadvertently spoiled the person's secret plans.
- Arcane rival: A fellow apprentice
or student of the arcane arts develops an intense dislike of the
character; perhaps perceiving unfair favoritism on the part of the
instructor
- Diabolic Enemy: A demon or devil
(or other powerful Outsider) identifies the character as a current or
future threat
- Imaginary foe: The character
believes (falsely) that someone is out to get him or her
- Enemy within: someone in the family
hates and fears the character, either openly or secretly
These "enemy concepts" are presented
on a chart for ease of reference. The player could use these ideas as
the starting point to create an entire NPC, or might just make a few
notes, or might get inspired to create a whole new enemy type. Since
there are no rules (like "every PC must have 2 enemies"), this material
is purely inspirational, not functional.
Monks and Multiclassing in Dragon #271: The May
issue of Dragon has arrived, and this month's "Countdown to
Third Edition" covers two topics -- the Monk class, and the issue of
multiclassing. Next month we'll get to read about Barbarians and
Rangers.
Monks: While the Rogue shines in the Skills area and the
Fighter excells at garnering Feats, the Monk is (so far) the undisputed
master of Class Abilities -- powers that are unique to Monks. Check out
this list of class abilities (in alphabetical order, not in the order
they are gained; descriptions have been filled in by a playtester):
- Abundant Step (Dimension
Door)
- Deflect Arrows
- Diamond Body (immunity to
poison)
- Diamond Soul (Spell
Resistance)
- Empty Body (Short-term
etherealness [walk through walls, etc.])
- Improved Trip
- Ki Strike (Strike creatures
that can only be hit by +1 weapons, improves with level)
- Leap of the Clouds
- Perfect Self
- Purity of Body (Disease
immunity)
- Quivering Palm
- Slow Fall
- Still Mind (Save bonus to
Enchantment/Charm spells)
- Timeless Body
- Tongue of the Sun and the Moon
(Speak with any living creature)
- Wholeness of Body
This list apparently matchs a bunch of the 1st edition monk's
abilities -- things like falling without taking damage, self-healing,
immunity to disease, poison and aging, and resistance to mental
attacks. Monks gain one or more class abilities per level. Here are the
Monk abilties gained at first level:
- Evasion: Just like the Rogue ability -- any
successful Reflex save for half damage is treated as no damage.
- Unarmed Strike: Attack unarmed without drawing an
attack of opportunity. Gain an extra attack per round at a penalty of
-2 for each attack.
- Stunning Attack: Once per level per day, declare a
stun attack, which forces the victim to make a Fortitude save or be
stunned for one round.
Multiclassing: The basic mechanics of multiclassing are explained
in Dragon #271 -- nothing new there. Here is the big revelation
-- the complete list of each race's favored multiclass:
Favored Multiclass
Race |
Favored Multiclass |
Dwarf |
Fighter |
Elf |
Wizard |
Gnome |
Illusionist |
Half-Elf |
Any |
Half-Orc |
Barbarian |
Halfling |
Rogue |
Human |
Any |
That's right, half-elves and humans get to choose their
favored multiclass! So quit yer bellyaching -- humans can multiclass
even more effectively than the other races!
Message Board Musings: A couple of interesting but not
strictly 3E related happenings on the WotC Message Boards:
- New Message Boards: You can post to new boards on
the topics of the D20 System (RPG.d20),
the D&D Movie (RPG.DnD.DnD_Movie),
Gamma World (RPG.Alternity.Gamma_World),
Miniatures (RPG.Miniatures) and the Harry
Potter card game (TCG.Harry_Potter).
- FR Survey: WotC's Jim Butler has posted a survey
about your wishes concerning the size, frequency, and format of FR
gaming products. You'll need to e-mail the survey as directed by April
16th in order to be eligible for a prize. The survey is on the
RPG.DnD.Forgotten-Realms message board. (thanks to James Hoover for the
scoop)
Ed Stark in the "Spotlight": D&D Creative Director Ed
Stark is in April's Personality Spotlight. You can read all about
fighters and feats in Ed's interview. (thanks to IONDragon for the
scoop)
- Why are 3E Fighters so much more interesting than their
counterparts from earlier editions? Ed says it's because "you can customize your fighter using feats and combat
maneuvers so that you, like the wizard or the rogue or the cleric,
still have interesting choices to make during character creation, level
advancement, and in the heat of combat."
- What new stuff can we glean about Feats from this
interview? Quite a bit...
- Cleave: gives "the user
the option ... to gain extra attacks after downing an opponent in
combat."
- Power Attack: gives "the
option of doing more damage with less of a chance to hit ."
(This confirms a recent anonymous scoop.)
- Point Blank Shot: "+1
with ranged attacks within 30 feet."
- Precise Shot: "a more
effective way to fire missiles into melee combat."
- Combat Reflexes: allows you to use multiple
attacks during an Attack of Opportunity (presumably, only if you
normally have multiple attacks available to you).
3E Monster Manual is a Manual Detailing
Monsters: WotC's Ryan Dancey answered some questions about the 3E
Monster Manual (on DND-L; thanks to Joseph Provenzano, Baloo, Air
Garcia, Allister Huggins, and "Old Spotty" for the scoop):
- "It's a big book of monsters"
that will contain "many" new monsters as
well as old stand-bys. "There are creatures both
entirely new, and creatures that are not new but have not appeared in
the core Monster Manual product before. Not every monster that appeared in
previous editions of the core MM product are in the 3e version. And
(obviously) not every monster ever published appears in the 3e Monster
Manual."
- On converting other monsters to 3E format on the fly: "For the vast majority of 1e and 2e monsters, you can
probably eyeball the creature stats, flip the AC modifier, adjust from
THAC0 to 3e attack bonuses and 3e multiple attack rules, add (if you
want) more hit points, and continue playing without interuption."
- Ryan shares more details:
- Virtually every "ability" that
monsters have in 3e is templated. So all the constricting creatures
"constrict" in the same way; though the details of damage and power may
vary, they all use the same "rule" to describe the constricting.
- All monster spells, spell-like
effects, supernatural effects, and extraordinary abilities are typed,
and their interaction with anti-magic, spell resistance, etc. is
explained and templated.
- Some monsters are presented as
"templates" themselves; for example, Vampires are a "template" that is
applied to other races rather than a stand-alone monster.
- Rules are provided for monsters
gaining experience, including "monster levels", and "character class
levels". So there will be Evil Gnoll Rangers.
More Cleric Domains for FR Clerics? WotC's Sean Reynolds
provides a partial list of cleric domains that are being developed for
the Forgotten Realms: "Charm, Fate, Time,
Undeath." (thanks to James Hoover, Baloo, and Jeff Hartsell for
the scoop)
3E Product Q&A: A few tidbits of news about various
forthcoming 3E products (thanks to James Hoover and wsmith for the
scoop):
- Poster map with Greyhawk Gazetteers? Says
WotC's Sean Reynolds, "According to my creative
director, both should have a postermap (essentially the same, although
I am told that the Living Greyhawk book's map will have a few more tags
on it)."
- Date of UK Release of PHB? Here's WotC's Keith
Strohm: "...the release date for the 3E PHB will
be at Gen Con UK." According to the WotC United Kingddom site,
that's August 31, 2000.
- "Adventure Path" Modules: Keith Strohm says, "Although it doesn't say it in the catalog (and it
should), The Sunless Citadel is for 1st through 3rd level characters." As
to how interconnected these modules are, he says, "It
will probably be necessary to slot in other adventures in between and
link them with an epic plot suitable for your own campaign. Think of
these adventures as building blocks. The more specific we make a
'campaign' story, the harder it is for DMs to use these blocks in their
own homemade campaigns. The adventures are linked, at the most, the way
some of the 1st Edition adventures were linked together (ie., you might
find something in a dungeon room of the 1st adventure that sheds light
on something in the 4th or 5th adventure). Don't really think of these
modules as series. Together, they are simply the core D&D
adventures available for 3rd Edition."
Gary Gygax Interview: You can read an interview with Gary
Gygax over at Vale of Lost Souls: Band of the Red Hand, a Neverwinter
Nights fan site. (thanks to Tormod for the scoop)
More Anonymous Roundcon Bits: Anonymous dropped by again
to share more observations from a recent 3E demo at a gaming
convention. Again, these are not confirmed, but they're interesting if
nothing else:
- Combat Actions: One of the actions characters can
take in combat is called Aid. When you Aid someone, that character can
receive a +1 bonus to AC, to hit, or damage.
- Improved Critical: We've previously heard of a Feat
called "Improved Critical." Anonymous tells us there's a feat that can
double a weapon's critical range. Could these be one in the same?
Presumably, you would have to take a separate Improved Critical feat
for each type of weapon you wanted to be extra-skilled at using.
- Update: A different Anonymous confirms that
this is correct. Further, he indicates that you also double your
critical range when using a magic weapon, and that this can stack with
the Improved Critical feat. So, "say a weapon
has crit range 19-20. With Improved Crit or with a Magical weapon you
get 17-20 crit range, with both you get a 15-20 crit range."
- Binding Wounds: No longer is binding wounds an
automatically successful attempt. Now, a character who tries to bind
another's wounds will need to roll against DC 15. Those who have the
Healing skill can add a bonus to the roll.
- Movement and Spellcasting: Wizards may may move and
still cast a spell during the combat round; apparently, Sorcerers
aren't able to do so.
FR Adventures are 3E Adventures: WotC's James Wyatt
clarified that all of the new D&D products starting in August will
be for 3rd Edition (on the FR Message Board):
Into the Dragon's Lair and Pool of
Radiance: Attack on Myth Drannor are
both Third Edition D&D adventures. After July, there will not be
any more Second Edition materials released.
It may be worth noting (for those who may be shying away from this
year's Second Edition products) that sourcebooks like Cloak & Dagger
were intentionally designed to remain useful after the launch of Third
Edition. They're heavy on source material, very light on rules
material, and therefore very easy to use in any Realms campaign, Second
or Third Edition. I believe that's true of just about everything on the
2000 catalog, pre-August.
Dungeon Says Bye-Bye to 2nd, Hello to 3rd! WotC's
Chris Perkins gives us a sneak peak at the adventures lined up for the
last 2E issue of Dungeon Adventures and the first 3E
issue (on the Dungeon Message Board, thanks to wsmith for the
scoop):
Here's a sneak peek at what you can
expect to see in our last 2nd-Edition issue and our first 3rd-Edition
issue:
ISSUE #81 [Last
issue containing 2E adventures]
- "Divisions of the Mind," by Charles
C. Reed. An AD&D® Underdark adventure for levels 8-12. Features
an illithid stronghold and a scheming beholder, not to mention hordes
of other subterranean nasties.
- "A Race Against Time," by Kent
Ertman. An AD&D city-based adventure for levels 1-3. This adventure
is a sequel to "The Best Laid Plans" in Issue #79 and features a hunt
for a mad bomber.
- "The Door To Darkness," by James
Wyatt [yay, James!]. An AD&D
adventure for levels 1-9. Features a two-sided, fold-out,
miniatures-scale poster map of the Sleeping Dragon Inn.
- "Ashtar's Temple," by DeAnna
Ferguson. An AD&D adventure for 1st-level characters. A good,
old-fashioned dungeon romp with orc mercenaries and other evil critters.
- "Khazefryn," by Felix Douglas. An
AD&D Underdark adventure for levels 9-14. Packed with monsters,
this homage to the classic "D" series modules pits the heroes against
the drow, a pair of deep dragons, and other monsters.
- "Skulking Below," by Darren Dare.
An AD&D adventure for levels 1-2. Features a band of skulks and an
undead Thieves' Guild.
ISSUE #82 (3rd Edition Spectacular!)
- "Dark Times in Sherwood," by Ian
Malcomson. A D&D® adventure for low- to mid-level characters.
As outlaws, the PCs must undo the machinations of the wicked Baron
Isambart de Belame. Includes a two-sided, fold-out poster map depicting
Sherwood Forest and Nottingham Castle.
- "Eye for an Eye," by Patrick W.
Ross. A D&D adventure for low- to mid-level characters. A deformed
man seeks revenge against the town that spurned him and uncovers
something dreadful in the nearby swamp.
- "Evil Unearthed," by Ed Stark. A
D&D adventure for low-level characters. Brave heroes must discover
the fate of two missing adventurers and thwart an evil cleric's plot.
- "Playing with Fire," by Jeff Grubb.
A D&D adventure for low-level characters. Delve into the hidden
lair of the Fire Lord to stop a gang of marauding azers.
- "Iriandel," by Tito Leati. A
D&D adventure for mid-level characters. Brave heroes must violate a
barbarian king's barrow to undo an ancient curse.
Greyhawk Gazetteers: WotC's Sean Reynolds explains the
difference between the D&D Greyhawk Gazetteer and the
RPGA's Living Greyhawk Gazetteer, as well as what the latter
contains (on the Greyhawk Message Board):
Consider the D&D Greyhawk Gazeteer (D&DGHG) the "Cliff's Notes" version of the Living Greyhawk Gazeteer (LGHG). If you have the latter, you don't need the
former (we're talking 32 pages compared to 192 pages).
As far as the LGHG overlapping existing products, it updates all of the
world to 591 (instead of just the cursory overview given in the
1998-2000 GH products), is the 3rd edition D&D sourcebook for the
full campaign world, gives more details than we've ever seen before on
some regions (Baklunish west, for instance, finally has enough info
that you can play it "out of the box,") and has writeups on every
demi-, lesser, intermediate, and greater god listed in the PGTGH, plus
a few more that were accidentally left out of that product and one new
god of the Baklunish.
Dungeon Adventures Guidelines? Dungeon
editor Chris Perkins discusses the forthcoming Dungeon
submissions guidelines. Note the interesting bit about new types of
stat blocks (on the Dungeon Message Board):
I'm pleased to say that the new
writer's guidelines are complete and ready to go, and we are waiting
for permission to post them. Since the guidelines contain dozens of
tidbits concerning the 3rd-Edition rules (including a few secrets that
even Eric Noah doesn't know about! [We'll see about that!
:)] ), we can't post them just yet. We're hoping
to post the new guidelines before the release of the _Player's
Handbook_. I don't know when exactly.
The old 2nd-Edition guidelines for module submissions ran about 4,000
words; the new 3rd-Edition guidelines run about 12,000 words. Why so
long? Well, to make sure our adventures reflect the style of other core
D&D products, our guidelines now incorporate the same Style Guide
used by in-house designers. The 3rd-Edition guidelines are also much
more instructional and comprehensive. There are also several new game
features that need explanation: For example, in addition to monster
stat blocks, we now have stat blocks for traps, towns, and smashable
objects such as doors and treasure chests.
Benefits of Multiclassing: WotC's Sean Reynolds talked
about multiclassing (on the 3E Message Board, thanks to James Hoover
and wsmith for the scoop):
You get all of the class abilities you
normally get for your class (or classes, if you are multiclassing), and
you get all abilities that characters get for going up in levels (one
feat every 3 levels and an increase in ability score points every X
levels).
Even if these abilities would "double up" (say a Clr1/Ftr1 picking up
another level in Ftr, which would get you one feat for Ftr2 and one
feat for character level 3 at the same time), you get them both.
3E Product Roundup: Okay, so you want a quick list of the
3E products currently slated? Your wish is my command:
Core Rules
|
Player's
Handbook
(Core Rulebook I)
Jonathan Tweet, Monte Cook, and Skip Williams |
August 2000 |
288 p. hardcover
$19.95 |
Dungeon
Master's Guide
(Core Rulebook II)
Monte Cook |
September 2000 |
244 p. hardcover
$19.95 |
Monster
Manual
(Core Rulebook III)
Skip Williams |
October 2000 |
224 p. hardcover
$19.95 |
Accessories
|
Player
Character Record Sheets
(Accessory) |
August 2000 |
32 p. paperback
$9.95 |
Dungeon
Master Screen
(Accessory) |
September 2000 |
8 panel screen
$9.95 |
Diablerie
(Accessory)
JD Wiker |
December 2000 |
96 p. paperback
$19.95 |
Hero
Builder's Guidebook
(Accessory)
Steven Schend and Ryan Dancey |
December 2000 |
96 p. paperback
$16.95 |
Introductory
Games
|
Dungeons
& Dragons Adventure Game
(Introductory Game)
Jonathan Tweet, with Jason Carl, Andy Collins, and Dave Noonan |
August 2000 |
Boxed Set
$9.95 |
Dungeons
& Dragons: The Movie Adventure Game
(Introductory Game)
Jeff Grubb |
November 2000 |
Boxed Set
$14.95 |
Campaign Settings
|
D&D
Gazetteer
(Campaign World, Core Accessory)
Skip Williams |
September 2000 |
32 p. paperback
$9.95 |
Living
Greyhawk Gazetteer
(Campaign World)
Erik Mona |
November 2000 |
192 p. paperback
$26.95 |
"Adventure Path"
|
The
Sunless Citadel
("Adventure Path" Module #1)
Bruce Cordell |
September 2000 |
32 p. paperback
$9.95 |
Forge
of Fury
("Adventure Path" Module #2)
Rich Baker |
November 2000 |
32 p. paperback
$9.95 |
Forgotten Realms
|
Into
the Dragon's Lair
(Forgotten Realms Adventure)
Sean Reynolds and Steve Miller |
October 2000 |
96 p. paperback
$17.95 |
Pool
of Radiance: Attack on Myth Drannor*
(Forgotten Realms Adventure)
Shawn Carnes and Sean Reynolds |
November 2000 |
128 p. paperback
$17.95 |
3E Core Books Price: The $19.95 price for each of the
three core D&D 3E rule books is quite a bargain, but don't expect
it to last forever. WotC's Keith Strohm warns, "please
don't look at the price of the core D&D rulebooks as THE price for
the next 10 years. It is probable that the core books will increase in
price at some time in the future." (on the Star Wars Message
Board)
FR's King Azoun to Bite the Dust, But No Crown for You: As
pointed out by scooper Claus Olesen, it's clear from the description of
the forthcoming FR adventure Into the Dragon's Lair that
Cormyr's King Azoun will be killed off in August's novel, Death of
the Dragon. However, WotC's Dale Donovan offers this correction to
the description of Into the Dragon's Lair: "For
clarity's sake, the following sentence [from the product description]
is not true: 'Whoever claims the treasure earns the crown of Cormyr!'
The rulership of Cormyr is clear at the end of Death of the Dragon,
and it doesn't come up in this adventure." (on the FR Message
board, thanks to Claus Olesen and James Hoover for the scoop)
Hero Builder's Guidebook to Fill in Character
Background: WotC's Ryan Dancey explains what will be in the Hero
Builder's Guidebook, to be released in December 2000 (on the 3E Message
Board, thanks to wsmith and James Hoover for the scoop):
Its the book for people who want to
know about their characters before 1st level.
There are no rules in the book at all. The contents are lots of crunchy
charts and tables about your life, your parents, your home town, your
ancestors, your friends & enemies, and how you formed your ethics,
your thirst for adventure, and anything else you might want to know
about your character besides the stuff in the PHB.
The bulk of the book is a look at each race by class, with suggestions
about how each class/race combo is viewed in general in the baseline
campaign, and a few suggested "variants" that propose alternate
starting skill lists than those recommended by the PHB as defaults.
PHB Cover is Prototype, Not Placeholder: WotC's Keith
Strohm discusses the covers of the three core rule books (on the 3E
Message Board, thanks to James Hoover for the scoop):
The cover for the PHB is indeed the
prototype of the real one. The real one is much cooler.
The other two covers [the DMG and MM] are prototypes. Though they will
look similar to the ones shown in the catalog (the colors will be the
same), the symbol in the center of the book will change. You'll notice
that in the catalog, the prototypes all use the same symbol as the PHB.
Other than that, you're looking at the covers for the 3rd Edition Core
books!!
PHB Cover Revealed: Clap hands and sing, all ye people,
for the most pressing issue of the era has been resolved. The WotC
product catalog has been updated through December 2000.
Here's what's in store for Q4 2000:
- The September lineup includes the 3E DMG, DM's Screen,
D&D [Greyhawk] Gazetteer, and The Sunless Citadel (the first of the
Adventure Path modules).
- October's offerings include the 3E Monster Manual, Into the
Dragon's Lair (a Forgotten Realms Adventure), and the Star Wars Episode
I Adventure Game.
- In November, we'll see the RPGA's Living Greyhawk
Gazetteer, the Pool of Radiance: Attack on Myth Drannor adventure (for
Forgotten Realms), The Forge of Fury (second Adventure Path module),
and the Star Wars Roleplaying Game.
- December will bring us Diablerie (a Diablo II accessory for
3E) and Hero Builder's Guidebook (3E Accessory).
Thanks to Dwayne Carnachan, Steve Elliott, Jeff Heikkinen, and
Thom Davis for the scoop.
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