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Playtest Group of the Month
(December)

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.

12/24/99 From the playtest document:

In the early version of the Player's Handbook rules, Track was defined as a skill, and it was one of the "favored skills" for the ranger, meaning that rangers could purchase ranks in Track for a smaller cost than other classes for whom the skill was not favored. Some playtest groups, including Rob Lee's, thought this didn't go far enough.

Observation from Rob Lee's playtest group:

"The ranger is almost perfect (although a free tracking skill with 2 free ranks would be even better)."

From the revised rules:

Track is now a feat instead of a skill, meaning that a character of any class can choose to add this ability when that character is entitled to gain a new feat. Rangers are a special case-for them, Track is a bonus feat that every ranger receives automatically.

12/17/99 From the playtest document:

In the early version of the Player's Handbook rules, the paladin's Charisma modifier (if positive) was applied to all saving throws and also improved the number of points of damage a paladin could heal with the lay on hands ability.

Observation from Rob Lee's playtest group:

"Adjusting a paladin's saving throw and his lay on hands by his Charisma is awesome. Why not have his smite evil damage be adjusted by his Charisma also?"

From the revised rules:

The paladin's Charisma modifier (if positive) now also applies to his smite evil ability. The rule now reads: "Once a day, a paladin of 2nd level or higher may attempt to smite evil with one normal melee attack. She adds her Charisma modifier (if positive) to her attack roll and inflicts 1 extra point of damage per level."

Note that the Charisma modifier doesn't affect damage (as Rob Lee's group suggested), but it does improve the paladin's chance to score a successful hit.

12/10/99 From the playtest document:

In the early version of the Player's Handbook rules, the bard prepared and cast spells the same way a wizard does, meaning that the character had to possess and maintain a spellbook. Charisma was the ability that determined the power and number of spells a bard was able to cast.

Observation from Rob Lee's playtest group:

"The spell use of a bard should be as a sorcerer. Charisma is the ability that modifies it and casting spells by a unique form of verbal and musical components makes the bard much more interesting than having him lug around a spell book."

From the revised rules:

The description of the bard class now says that bards cast spells "just as sorcerers do, not needing to memorize them beforehand or keep a spellbook." Charisma is still the ability that determines the number and levels of spells a bard can cast, just as it is for a sorcerer.

12/4/99 From the playtest document:

Barbarian Rage: When confronted by a dangerous foe or formidable physical challenge, the barbarian calls upon hidden reserves of strength and willpower. The barbarian flies into a screaming blood-frenzy, gaining +4 to Strength, +4 to Constitution, and +4 to Charisma. Since the barbarian is heedless of his own safety, he suffers a -2 penalty to his AC while enraged.

Observation from Rob Lee's playtest group:

"We were looking at the Rage benefits and we can't understand why a barbarian's Charisma goes up when he is having a blood-thirsty fit."

From the revised rules:

Barbarian Rage: When he needs to, the barbarian can fly into a screaming blood frenzy. In a rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains +4 Strength, +4 Constitution, and a +2 morale bonus on Will saves, but suffers a -2 penalty to Armor Class.

(Among other changes, the +4 bonus to Charisma was removed.)

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Quote of the Week:


"We are all very happy that the designers are making a huge effort to keep the game balanced and challenging for high level PCs. I have always felt that the system kinda broke down after 10th level, but after looking at the new monster format (actually using ability bonuses and classes to full potential) and a few other rules that make high level gaming more exciting and easier, I can't wait to see the PCs reach some really high levels."

- 12/24/99

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