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Playtest
Group of the Month
(April)

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.
4/28/00
From the playtest document:
Early
this year we sent out a draft of the system for awarding
experience pointsthe cornerstone of what has turned
into Chapter 7 of the Dungeon Masters Guide,
which deals with the topic of "Rewards." The
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.
What we wanted, first and foremost, was feedback on
how accurate the numbers were.
David
Darnell went farther, giving us some advice to try to
make sure we didnt overlook any of the ways that
a PC might be able to earn experience points:
Observation
from David Darnells playtest group:
"I
like the system you sent me as far as it goes. What
do you mean by defeat? Must PCs kill monsters to get
XP? Does completing their mission while avoiding the
monsters count as "defeating" them? I do give
XP for the monsters in a setting (both killing and avoiding)
and try to set up the number and power levels to give
a good challenge to the PCs. I usually give less for
avoiding a monster than slaying it, but your average
PC lives longer by avoiding combat once in a while.
I feel D&D is a roleplaying game, not just a combat/strategy
game. So I usually give XPs for good roleplaying and
for adding to the groups fun while staying in
character."
From
the revised rules:
Davids
concerns are fully addressed in Chapter 7 of the DMG,
which 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
its impossible to quantify the situations in which
"story award" or "roleplaying award"
XPs might be given out, we cant 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.
4/21/00
From the playtest document:
This
installment of "Playtesters at Work" is different
from all the ones that have come before it, because
in this case David Darnell's feedback has to do with
the new version of the DUNGEON MASTER's Guide.
A
select few of the groups that playtested the Player's
Handbook were also given a draft of the DMG to
look at. That book isn't as rules-intensive as the
Player's Handbook, but of course it's still important
to get all the details right. Following are a couple
of small observations from David's group that alerted
the design team to the need for a little fine tuning.
Observation from David Darnells playtest group:
"In
the second chapter in the section on NPC classes:
Under the Adept table in the description of Spells
per Day you say 'Bonus spells for adepts are based
on Wisdom.' But under Class Features, the last sentence
reads: 'Bonus spells are based on Intelligence."
"I
think Wisdom makes more sense. Which is correct?"
"Also
in the second chapter under Advancing Levels, you've
written: 'A character in the desert can learn swimming
(unless she spends time at an oasis).' I believe that
should be can't or can not learn swimming. :-)"
From
the revised rules:
Of
course, David's feedback is right on both counts.
Bonus
spells for an adept are indeed based on Wisdom, not
Intelligence. The contradiction in the text was fixed.
And,
concerning swimming in the desert: This is the sort
of mistake that can be difficult to catch during proofreading.
Even though the difference between "can" and "can't"
is only one letter and an apostrophe, the difference
in meaning is considerably larger than that. The relevant
piece of text in the DMG now reads as follows:
"According
to the rules in the Player's Handbook, characters
pick up a new skills and feats as they go up in levels.
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. For example, a character in
the desert can't learn swimming unless he spends time
at an oasis."
4/14/00
From the playtest document:
The
preliminary version of the design draft contained
rules for how to adjust a character's ability scores
as the character got older. As you can tell from the
comment David Darnell's group sent in, some of the
information was contradictory and thus confusing.
Observation from David Darnells playtest group:
At
the bottom of page 10 of 14 in chapter 7 it says:
"When he reaches old age, his physical abilities all
drop, while Intelligence and Wisdom increase again."
The line for old age on the next page reads: "**-2
Str, -2 Dex, -1 Con, +1 Wis." Which of these are correct-does
Intelligence go up or not at "Old Age"?
From
the revised rules:
The
system for adjusting ability scores to account for
advancing age is now simpler and more sensible.When
a character reaches middle age, all of his or her
physical ability scores (Str, Dex, Con) decrease by
1 point, and his or her mental ability scores (Int,
Wis, Cha) increase by 1 point. At old age, physical
scores are decreased by 2 more points and mental scores
again increased by 1. When a character reaches venerable
age (70 years for a human, for instance), physical
ability scores decrease by another 3 points and mental
scores increase by another 1 point.)
4/7/00
From the playtest document:
As
a racial benefit, humans were given an extra 4 skill
points during character creation.
(This
rule was designed to take into account the fact that
humans are more versatile than members of other races,
and was meant to induce players to create human characters
when otherwise they might have chosen to create a
character of some other race.)
Observation
from David Darnells playtest group:
"We
feel that humans do not get enough bonuses to make
up for what the nonhumans getthe system is slanted
toward nonhumans. We feel that if humans received
2 extra skills at 1st (above what they get now) and
an extra skill every 3 levels, that would make up
for what they lose by not being nonhuman."
From
the revised rules:
As
racial benefits, humans now receive the following:
1
extra feat at 1st level, because humans are quick
to master specialized tasks and varied in their talents.
4
extra skill points at 1st level and 1 extra skill
point at each additional level, since humans are versatile
and capable.
(This
change isnt exactly what Davids group
suggested we do, but it does accomplish the same goalmaking
human characters balanced in relation to characters
of other races, and giving players a couple more good
reasons to play a human rather than a nonhuman.)
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