13c5 Subj : 3rd Edition - Part Three To : All From : krynhoth@druidic.net Date : Tue Sep 26 2000 09:16 pm From: Jason Tamez Subject: 3rd Edition - Part Three First off: I forgot to mention that bards cast their spells on the fly, as sorcerers do. Plus, spellcasters who don't have spells at first level are handled a bit differently. The level at which they gain spells actually gives them 0 spells. This means that you only get spells at that level if you have bonus spells from high ability scores. I think that makes more sense that the old way where you could have 0 spells, then suddenly pop up with 3 the next level. Skills. Depending on your class, you get 2, 4, or 8 points per level, plus your Intelligence modifier, and four times this when you start out. You use points to buy ranks in skills. The maximum rank you can attain in a skill is your class level + 3 (half this for cross-class skills). Each point buys one rank in a skill, or a half-rank in a cross-class skill. When you use a skill, you roll 1d20, add your skill rank, add the skill's ability modifier, plus any miscellaneous bonuses or penalties the DM gives you. This roll is vs. a DC (difficulty class) set by the DM for the task given, OR vs. another's roll (if you're matching wits or competing, etc.) Note that you can try a skill you don't have any ranks in. Just use 0 as the skill rank! In general, skill checks may be repeated over & over until it succeeds, though failure may result in dire consequences. If you have 10 ranks in a skill and succeed a check by 20 or more points, you have made an "extraordinary success". In certain situations you may Take 10 or Take 20. Take 10: You may do this when you're unhurried. Instead of rolling the d20, you just pretend it rolled up 10. This takes more time than a normal skill check. Take 20: You may do this when you have plenty of time, and when there is no penalty involved for failing. Just pretend you rolled a 20. In general, this takes a great deal longer than a normal skill check. You're making damn sure you don't screw up. Certain skills are synergistic. Having ranks in one lets you have a bonus in a related skill. Feats. These are like proficiencies under 2nd edition. These are new capabilities or else improvements on abilities you already have. You get a feat when you start, plus one at 3rd, 6th, 9th, 12th, etc. total level. (This does not include the bonus feats fighters, wizards and humans get.) Feats may have certain prerequisites. There are four types of feats: 1) General - Anyone may perform these. 2) Item creation - Spellcasters only. You may create various magical items. Instead of constitution loss, you spend experience points. You may not spend enough XP to drop a level, but when you are eligible to gain a new level, you may opt to immediately spend the new XP on a magic item and remain at the same level. (Frankly, I think this is dumb. I'd allow XP cost that would drop you a level, but without actual level loss. You just have to make up a great deal.) Item creation may cost you gp, and takes at least a day. 3) Metamagic - Spellcasters only. Lets you cast spells differently. This always means that you use a high-level slot for a low-level spell. The feat must be used when your spell is memorized. If you're of a type that doesn't memorize (bard, sorcerer, priest's healing swap), then the casting time is increased to a full round. 4) Special - Available to a specific class ONLY. The next chapter, Description, helps you decide alignment, background, height/weight, etc. Equipment. Each class has a standard package (or two) listed which you may take, or else you can customize your own. You get a free outfit (artisan, entertainer, explorer, monk, peasant, scholar, traveler) when you start. Silver is the commoner's coin. Electrum has been eliminated. Platinum pieces are now worth 10 gold. Weapons are categorized in different ways. Simple, martial, or exotic. Melee, ranged. Tiny, Small, Medium, Large. Light -> The weapon is less than your size. You can use it in your off hand. One-Handed -> The weapon is your size. Two-Handed -> The weapon is one step greater than you. Too Large -> You may not use weapons two or more steps greater than you are. Unarmed strikes are considered to be two steps smaller than you. All weapons are shown in picture and described with words! Next time: I continue on to Armor.... NOTE: It doesn't look like there's such a thing as weapon proficiencies any more. Either you know a specific weapon or you don't. Maybe I skipped something relevant to that in the skills or feats section.... -- 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) . 0