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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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