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Playtest
Group of the Month
(November)

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.
11/26/99
From the playtest document:
The
basic movement rate in combat for an unencumbered human
was given as 60 feet per round (six seconds). A character
could choose to run, which doubles his or her movement
rate to 120 feet per round.
Observation
from John Grose's playtest group:
"The
movement rates seem a bit off. "You have characters
in combat who move (fast walk or light jog) at 6.82
mph and run (all-out sprint) at 13.64 mph."
(This
observation was accompanied by some real-world acts
and figures, all of which added up to the conclusion
that 60 feet per round is way too fast for a walking
movement rate.)
From
the revised rules:
The
basic tactical movement rate for an unencumbered human
is now given as 30 feet per round. A character can choose
to hustle, which doubles his or her movement rate to
60 feet per round. A character can also choose to run,
which raises his or her movement rate to three times
the basic rate if the character is wearing heavy armor
or four times the basic rate if the character is wearing
light, medium, or no armor.
11/19/99
From the playtest document:
Casting
a spell during combat provokes an attack of opportunity
from an enemy if that enemy is near enough to threaten
the casting character. If the attack of opportunity
hits, then the caster must succeed at a Concentration
skill check in order to avoid having the casting disrupted
and losing the spell.
John
Grose's group was one of several playtest groups that
was uncomfortable with how these rules put a wizard
at risk. But John Grose's group was the only one that
came up with the following suggestion.
Observation
from John Grose's playtest group:
"Maybe
there could be a skill called Combat Casting, to see
if you can get a spell off without drawing an attack
of opportunity."
From
the revised rules:
The
rules now include a feat called Combat Casting, which
any spellcasting character can have as early as 1st
level if he or she desires to have it. A character who
is capable of this feat gets a +4 bonus to any Concentration
skill checks that are required while the character is
casting a spell. (There's more to it than that, but
the central point is that Combat Casting might not have
come into existence if John's group hadn't brought it
up.)
11/12/99
From the playtest document:
The
1st-level wizard spell magic missile was changed from
the 2nd Edition AD&D version in two big ways: Targets
of the spell were allowed a saving throw to take only
half damage, and the damage from each missile was set
at 1d6+1 points.
Observation
from John Grose's playtest group:
"We
(the group) don't like the way the saving throw works
on Magic Missile. In fact, many of us believe the Magic
Missile from 2nd Edition is the way it should stay-no
save, always hits, more appropriate damage."
From
the revised rules:
The
old magic missile is back: No saving throw, damage per
missile set at 1d4+1, just as it was in the 2nd Edition
rules.
11/05/99
From the playtest document:
[excerpted
from the description of a wizard's familiar:]
A
wizard of levels 1-3 can summon a familiar that has
an Intelligence of 4. When the familiar is touching
the wizard or within arm's length, the wizard receives
a +1 bonus to Reflex saving throws in certain situations,
as well as Listen and Spot skill checks. (No rules were
provided for special abilities possessed by certain
types of familiars.)
Observation
from John Grose's playtest group:
"At
low levels, the familiar offers the wizard or sorcerer
no benefits save those normally provided by a mundane
animal companion and a measly saving throw bonus. The
saving throw bonus is entirely negligible. Yeah, a familiar
can fetch small things or run errands, but that's what
Prestidigitation and Unseen Servant are for. And let's
face it, familiars aren't much better than trained animals
at this level."
From
the revised rules:
Familiars
got a major revamping in the updated version of the
rules. A wizard of levels 1-2 can summon a familiar
that has an Intelligence of 6. While his or her familiar
is within arm's reach, the wizard gains the benefit
of the feat Alertness (in place of the saving throw
bonus). Most types of familiars bestow a particular
benefit on the wizard, depending on their nature; for
instance, having a cat familiar gives a wizard a +2
bonus on all Move Silently skill checks.
The
revised rules go into much more detail than the earlier
rules did about what familiars are capable of and how
they benefit their masters.
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