Subj : 3rd Edition, part 1 To : All From : krynhoth@druidic.net Date : Sun Sep 03 2000 03:32 pm From: Jason Tamez Subject: 3rd Edition, part 1 First off, yes, this is yet another new mailing address for me. Maybe I'll be able to read most of Andrew Toth's mail, now. ;) I received the new Players Handbook yesterday, and I've only gotten to the beginning of the classes section. Here are some of the major differences I've seen so far: The 4d6 + drop lowest method of rolling attributes is now standard. You may reroll your attributes if your highest stat is 13 or less, or if the sum of all the modifiers your attributes get you is 0 or less. There's a small section on how to roleplay differences in Intelligence, Wisdom and Charisma. You gain a point in the attribute of your choosing when you reach 4th, 8th, 12th, 16th, and 20th level. A wish can grant you up to 5 points in any attribute. Exceptional strength is gone. All stats are sorta open-ended. A gold wyrm, for instance, typically has a strength score of 46 or 47. All 2nd edition standard races are back, plus the half-orc. Your class may allow you to learn additional languages. Besides Druids learning Druidic, a cleric may learn Abyssal, Celestial, or Infernal, and a wizard may learn Draconic. Racial attribute adjustments are typically in the form of one +2 bonus and one -2 penalty. The exception is the half-orc which has an additional -2 to intelligence, though this can't force the score below 3. Sample personal names are provided with every race. Infravision is no more. Dwarves and half-orcs have darkvision, which allows black & white sight when there is little or no light. Elves, half-elves and gnomes have lowlightvision, which doubles their visibility range when under torch, star or moonlight, without any loss of color. Halflings have neither ability. Elves do not sleep. They have a four-hour trance every night, in which they may experience "dreams". All gnomes with a 10 or higher in intelligence may cast a limited number of cantrips. The classes (and their dies): Barbarian(d12), bard(d6), cleric(d8), Druid(d8), fighter(d10), monk(d8), paladin(d10), ranger(d10), rogue(d6), sorcerer(d4), wizard(d4). You start out with the maximum number of hit points allowed by your starting class's hit die. A sorcerer is someone of magical bloodline who may cast spells on the fly. The number of spells per day is determined by the character's charisma (for game balance reasons, I imagine). I don't know much else about this class or any other. Yet. You must start out single-classed. All levels in ever class are governed by the same chart: 1 - 0 2 - 1000 3 - 3000 4 - 6000 5 - 10000 6 - 15000 7 - 21000 8 - 28000 9 - 36000 10 - 45000 11 - 55000 12 - 66000 13 - 78000 14 - 91000 15 - 105000 16 - 120000 17 - 136000 18 - 153000 19 - 171000 20 - 190000 Whenever you attain a new level, you may decide to add a level to your class, OR add a new class at the 1st level. When you attain the next level, you can get another 1st level class or add a level to any class you already belong to. Your "level" is the total of the levels you have in all your classes. A 4th level rogue/2nd level wizard is a 6th level character. You lose 20% of any experience you earn if any class of yours is more than one level away from your highest class. This penalty is cumulative for every class below the limit. So, a 9th level rogue/1st level barbarian/2nd level monk would receive only 60% of any experience earned. Races have a "favored class". This class is not counted when determining experience penalties in a multi-classes character. So if the character above was a half-orc (favored class: barbarian), he'd only get a 20% penalty. But if the character was a human or half-elf (favored class: whichever's the highest), he wouldn't have any penalty whatsoever. More later.... -- Jason -- |Fidonet: krynhoth@druidic.net |Internet: scott@conchbbs.com | | Standard disclaimer: The views of this user are strictly his own. --- # Origin: (1:106/357.99) * Origin: ConchGate (1:106/357.0) .