|
-
Playtest
Group of the Month
(January / Feburary)

Playtesters
At Work:
In
case you were wondering what kind of impact playtesters
can have on 3rd Edition, here is an example of playtester
feedback and the resulting changes to the rules document.
What you're seeing here is the "before" and
"after" versions of the rules. Sandwiched
in between is the excerpt from the playtesters' report
that helped convince us to make the change.
2/25/00
From the playtest document:
From
the playtest document:
The
list of favored skills for a druid included Animal Empathy,
Concentration, Scry, and Wilderness Survival.
Observation
from David Robertss playtest group:
"Animal
Empathy and Wilderness Survival are obvious choices
of this class, but some form of nature lore knowledge
should be provided for to match the cleric theological
knowledge."
From
the revised rules:
The
druid's class skills (no longer called "favored skills")
have been greatly expanded-from a list of four to a
list of thirteen. One of the new class skills for the
druid is Knowledge (nature), which parallels the Knowledge
(religion) class skill of the cleric.
2/11/00
From the playtest document:
From
the playtest document:
The
combat rules had this to say in the section that talks
about attacks of opportunity:
"Moving
into a threatened square always provokes an attack of
opportunity, no matter what other actions are being
performed."
Observation
from David Robertss playtest group:
"What?
This is totally confusing. Surely engaging the enemy
does not provide an attack of opportunity. It certainly
reads that way!!!"
From
the revised rules:
The
later version of the same rules goes into more detail
about attacks of opportunity, and does not use the above
statement:
"Threatened
Area: You threaten the area into which you can make
a melee attack, even when it is not your action. Generally,
thats everything within 5 feet of you. An enemy
that takes certain actions while in a threatened area
provokes an attack of opportunity from you.
"Provoking
an Attack of Opportunity: If you move within or
out of a threatened area, you usually provoke an attack
of opportunity. If all that you do is move (but not
run) during your turn, the space that you start out
in is not considered threatened, and therefore enemies
do not get attacks of opportunity for you moving from
that space. If you move into another threatened space,
however, enemies get attacks of opportunity for you
leaving it."
2/4/00
From the playtest document:
The
favored skills list for the sorcerer included two skills,
Concentration and Scry.
Observation
from David Roberts's playtest group:
"The
favored skills list [for the sorcerer] is disappointing,
and makes the sorcerer a lesser wizard. Something in
addition to Scry and Concentration would be better."
From
the revised rules:
The
class skills (formerly known as favored skills) for
the sorcerer now include Alchemy, Concentration, Craft,
Knowledge (arcana), Profession, Scry, and Spellcraft.
1/28/00
From the playtest document:
In
the Class Abilities section of the bard description,
we said:
“Inspire
Allies: Once per day per level, a bard can use song
or poetics to inspire his friends. Affected creatures
must be able to see and hear the bard, who must sing,
play, or recite (or any combination of the three) for
2 rounds. Inspired allies receive a +2 to saving throws
versus charm and fear and a +1 to attack and damage
rolls. The effect lasts 10 rounds.”
Observation
from David Roberts's playtest group:
“These
rules are wonderful. The only change I might suggest
is that the benefit should last for as long as the bard
performs or as long as combat lasts for, whichever is
shorter. If a bard can only do this once a day, let
him use the skill to the full potential. Combat that
lasts more than 10 rounds is either too long or an epic
battle.”
From
the revised rules:
“Inspire
Courage: A bard with 3 or more ranks in Perform can
use song or poetics to inspire courage in his allies,
bolstering them against fear and improving their combat
abilities. To be affected, an ally must hear the bard
sing for a full round. The effect lasts as long as the
bard sings and for 5 rounds after the bard stops singing
(or 5 rounds after the ally can no longer hear the bard).
Affected allies receive a +2 morale bonus to saving
throws versus charm and fear effects and a +1 morale
bonus to attack and weapon damage rolls.”
1/21/00
From the playtest document:
In
the section of the Combat chapter that describes what
happens when a character charges, we said:
"When
a hero charges, he gains a +2 bonus to his attack roll,
but his Armor Class is reduced by 2 until the end of
the round."
Observation
from David Roberts's playtest group:
Surely
this should be until he next acts.
From
the revised rules:
“After
moving, you may make a single melee attack. Since you
can use the momentum of the charge in your favor, you
get a +2 bonus on the attack roll. Since a charge is
impossible without a bit of recklessness, you also suffer
a –2 penalty to your AC for 1 round (generally until
your next action).”
1/14/00
From the playtest document:
The
earlier rules draft had this to say at the beginning
of the description of the thief class:
"Thieves
are adept at making civilization work for them; they
can be found wherever people gather and money changes
hands. Many thieves desire only to amass fortunes in
the easiest ways possible. They enjoy life day by day,
living in the highest style they can afford and doing
as little work as possible. The less they have to toil
and struggle like everyone else, the better off they
think they are."
Observation
from David Roberts's playtest group:
"The
synopsis of the thief at the beginning of the class
is a little too simplistic. The problem lies in the
fact that defining the thief as a robber is far too
restrictive, particularly given the huge array of skill
choices you present later. Experienced players know
this is not true, but new players are presented with
a description of a lazy criminal."
From
the revised rules:
The
revised rules changed the name of the class from "thief"
to "rogue" and described the class this way:
"Rogues
share little in common with each other. Some are stealthy
thieves. Others are silver-tongued tricksters. Still
others are scouts, infiltrators, spies, or thugs. What
they share is versatility, adaptability, and resourcefulness.
In general, rogues are skilled at getting what others
don't want them to get: entrance into a locked treasure
vault, safe passage past a deadly trap, secret battle
plans, a guard's trust, or some random person's pocket
money."
|