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Playtest
Group of the Month
(October)

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.
10/29/99
- From the playtest document:
[in
the description of the ranger class:]
Weapon
and Armor Skills: A ranger is proficient in all
weapons. He is skilled with light armor, medium armor,
and shields. [No mention of the ranger's ability to
fight with two weapons, which is a feature of the class
in the 2nd Edition AD&DŽ rules.]
Observation
from Jeremy Cronk's playtest group:
HEY!!!
What happened to a ranger's "two-weapon style" ability?
It seems to me that he gets the shaft here, especially
at low levels. After a careful look at the class (and
creating or converting a few rangers), I'd say that
the [new benefits the ranger receives] don't even begin
to make up for the loss of the ranger's ability to fight
with two weapons.
From
the revised rules:
Weapon
and Armor Proficiency: A ranger is proficient with
all simple and martial weapons, light armor, medium
armor, and shields. When wearing light armor, a ranger
can fight with two weapons as if he had the feats Ambidexterity
and Two-Weapon Fighting.
10/22/99
- From the playtest document:
Chaotic
Neutral: Chaotic neutral characters
believe that there is no order to anything, including
their own actions. With this as a guiding principle,
they tend to follow whatever whim strikes them at the
moment. Chaotic neutral characters are extremely difficult
to deal with. They are almost totally unreliable. In
fact, the only relaible thing about them is that they
cannot be relied upon!
Observation
from Jeremy Cronk's playtest group:
A
more "playable" description could be the opposite
of a LN character: Freedom and independence are of paramount
importance to characters of this alignment. They believe
in a society where people govern themselves, free to
pursue their own impulses and whims. The benefits of
total personal freedom outweigh any moral considerations
of the results of this freedom.
From
the revised rules:
Chaotic
Neutral, "Free Spirit": A
chaotic neutral character follows his whims. He is an
individualist first and last. He avoids authority, resents
restrictions, and challenges traditions. The chaotic
neutral character may be unpredictable, but his behavior
is not totally random. He is not as likely to jump off
a bridge as cross it.
10/15/99
- From the playtest document:
The
armor table in the first design draft listed a "Max
Dex" statistic of 0 for splint mail, half-plate, and
full plate. This means that a character wearing one
of those types of heavy armor does not get to use any
Dexterity bonus that he or she might otherwise be entitled
to. Heavy armor limits the wearer's mobility, making
it more difficult for him or her to use Dexterity to
dodge an attack. For example, a character with a Dexterity
of 16 normally has a +3 bonus to any checks related
to Dexterity-but if that character is wearing splint
mail, half-plate, or full plate armor, the bonus is
negated.
In
the "Check Penalty" column of the armor table, splint
mail and half-plate had a listed statistic of -7, and
full plate had a Check Penalty figure of -8. This means
that a character wearing those types of armor applies
the listed penalty to certain skill checks (such as
those dealing with climbing or swimming).
This
is the description of full plate from the first design
draft:
Full
plate: Also known as field plate, this is the
heaviest armor commonly available. It consists of
shaped and fitted metal plates riveted and interlocked
to cover the entire body. It includes gauntlets,
boots, and a visored helmet. A thick layer of padding
must be worn underneath. However, the weight of
the suit is well distributed over the whole body.
Such armor hampers movement only slightly. Aside
from its expense, the main disadvantages are the
lack of ventilation and the time required to put
it on and take it off. Each suit of full plate must
be individually fitted to its owner by a master
armorer, although a captured suit can be resized
to fit the new owner at a cost of 200 to 800 (2d4
x 100) gold pieces.
Observation
from Jeremy Cronk's playtest group:
I
remain convinced that full plate armor, being a masterpiece,
not to mention crafted specifically for the person who
is to wear it (a fact often overlooked in many games),
should carry reduced penalties. I quote from page 17
of chapter 7, "such armor hampers movement only slightly."
It should be counted as less encumbering, have an increased
dexterity bonus cap (I recommend +2), and should not
hinder movement very much. This would be more than balanced
by its cost and the time required to craft it.
From
the revised rules:
The
"Max Dex" figure for full plate was changed from 0 to
+1, meaning that a character wearing that armor is allowed
a +1 Dexterity bonus (if that character had at least
a +1 Dexterity bonus to begin with).
The
"Check Penalty" figure for full plate was changed from
-8 to -6, while the figures for splint mail and half-plate
were kept at -7. This means that a character wearing
full plate has a better chance of being able to climb
or swim (or perform certain other skills) than one wearing
splint mail or half-plate.
This
is the description of full plate from the revised design
draft:
Full
Plate: This armor consists of shaped and fitted
metal plates riveted and interlocked to cover the
entire body. It includes gauntlets, boots, and a
visored helmet. You wear a thick layer of padding
underneath. Buckles and straps distribute the weight
over the body, so it hampers movement less than
splint mail even though splint is lighter. Each
suit of full plate must be individually fitted to
its owner by a master armorer, although a captured
suit can be resized to fit the new owner at a cost
of 200 to 800 (2d4 x 100) gold pieces. Full plate
is also known as field plate.
10/7/99
- From the playtest document:
A
score of 25 is the mortal maximum for the mental abilities,
Intelligence, Wisdom, and Charisma. The physical abilities,
Strength, Dexterity, and Constitution, are not effectively
limited.
Observation
from Jeremy Cronk's playtest group:
I
find it strange (or "unique," as the case
may be) that the mental abilities are limited, but not
the physical. In most other game systems the reverse
is true. In the Elric! game, for instance, human
characters are limited to a score of 21 in all attributes
except for INT and POW (the equivalent of Wisdom).
From
the revised rules:
A
score of 25 is the mortal maximum for the mental abilities,
Intelligence, Wisdom, and Charisma. The physical abilities,
Strength, Dexterity, and Constitution, are not effectively
limited.
(The
paragraph talking about "mortal maximums"
has been eliminated.)
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