WotC's
webpage.
The official errata for the 2nd ed. core books and the Player's
Option books are available on
WotC's web page. You can find the
official errata for the 1st printing of the original PH2, as well as a
list of Forgotten Realms errata, on various sites around the net. TSR
at one point also released an official errata page for the first
printing of the Complete Psionics Handbook; electronic copies of it are
floating around and shouldn't be too tough to find.
Other than that, look through the Sage Advice column in back issues
of Dragon Magazine; every once in a while, that column has included an
official correction of an error.
[Back to top]
D3: What is a PBEM and how do I get into one or
start one?
Whoa, whoa, whoa! Hold on there, Tex, that there's three questions in
one. In way of an answer, PBEM (or PBeM) stands for "Play By E-Mail,"
campaigns which are run via the DM sending out turns to each of the
players, who respond with their characters' intended actions. Such
campaigns are the outgrowth of Play-By-Mail baseball leagues, the
Illuminati PBM, and just plain *D&D PBM's.
To get into a PBEM, monitor rgf.announce and wait. When you're done
with that, wait some more. After that, wait a couple of whiles. By
that time, somebody probably will have posted a message to rgf.announce
indicating that they are starting (or that an opening has appeared in)
a PBEM; rules for character submission will usually be included.
Follow the rules and mail off a character. If the PBEM chooses your
character, you're in. There. That wasn't so hard, was it?
If you don't want to wait that long (and it could be as quick as
tomorrow, or it could take several months), you could try to start up
your own PBEM campaign. However, be warned--running a PBEM might sap any
and all free time you think you have and then some, and isn't necessarily
as easy as it might sound. For a wealth of helpful tips, tricks, and
suggestions for running as well as playing a character in PBEM's, read
"An Argosy of Play By E-Mail Advice," which can be found
on Sean
Reynolds' web page.
Another excellent place to look for information on PBEMs is
www.pbem.com, which has a plethora of
files on the topic, from advice to listings of currently active PBEMs.
[Back to top]
D4: What are the best *D&D books and/or
modules to get a hold of?
This depends on who you ask. Everybody has their own opinions on
which products are great and which are trash. However, there was a
survey done by Anthony Brooks on rgfd and ADND-L of every *D&D product
TSR had ever put out, as of around January 1995. It rated each
product on a 0-10 scale, based on the average of all of the responses,
and included comments on the products by the people who responded.
Only those products which received 5 or more votes appeared in the
listings, but there were comments included on several non-listed
products.
The results of that survey were used as the starting point for an
ongoing survey on
the web. This survey includes every D&D and AD&D product TSR has published
up to the current date, as well as every AD&D-compatible product which Judges
Guild published. Since it is ongoing, the results will naturally change from
week to week, as more people vote and new products are added. The current
"best" (8.0 out of 10 or higher) and "worst" (3.0 out of 10 or lower)
are listed at cgibin.rcn.com/aardy/rate/bestofshow.cgi.
[Back to top]
D5: What do those letter/number combinations on
older modules and handbooks stand for?
Up until late 1994, TSR game every product an alphanumeric code, as
well as a numeric product code. The letter codes were based in some way on
the product, and the number following the letter designated which one
in the series it was. For example, Against the Giants was G1-3, the
Vault of the Drow was D1-3, and Queen of the Demonweb pits was
Q1. Some codes were based on other factors; for example, Competition
modules for tournament use were given a C designation, and the Special
series was labeled with an S.
This use carried over into 2nd ed., with the Players HandBook Reference
series (PHBR), Dungeon Masters Guide Reference (DMGR), and Historic Reference
(HR) series, as well as the GA/R (General Adventure/Reference)
RA/R (Ravenloft Adv./Ref.), WGA/R (World of Greyhawk Adv./Ref.), et al.
series. Late in 1994, TSR decided that this system was getting out of hand
(what with the Fighter's/Wizard's/Thief's/Cleric's Challenge series being
given HHQ1-4 !?), and dropped the system. Now, products are only coded by
product number, numbers-only code used internally by the company to track
products & sales.
For more information on what the letter/number codes stood for, see
the complete TSR
Product Guide maintained by Gavin Bartell and found in Word format.
[Back to top]
D6: What font does TSR use for Planescape and
where can I get it?
The Planescape font is called Exocet (technically it's two fonts,
Exocet Light for regular text and Exocet Heavy for titles, etc.);
it is a commercial font sold by Emigre. You can see a sample of it
and purchase it at Emigre's web page.
Visitation is a free font which is quite similar to Exocet and is available
on various and sundry pages throughout the web.
For a list of this and other fonts that were used by TSR & WotC
for *D&D adventures and accessories over the years, see the
TSR Font FAQ.
[Back to top]
D7: What is the chance of rolling up a character
with all natural 18's?
If one is using the basic 3d6 method of character creation, this
means rolling 18 sixes with 18 dice. The chance of this happening
is thus , or . (This
assumes fair dice, of course.) In other words, "slim to none, but
technically possible." If one uses the 4d6 and drop the lowest die method,
the chance of getting a character with six stats of 18 is
1/54^6 or 1/24,794,911,296. A little more likely than when using 3d6,
but you still have a better chance to win the jackpot in most
state or national
lotteries than to get a character with all 18's.
For the chances of getting 18's with most of the other
"standard" methods, see users.rcn.com/aardy/rpg/stats.html.
[Back to top]
D8: I heard there are some official *D&D modules
on the web. Where are they?
Yes there are. Not just modules, either. Several sourcebooks and
accessories as well, some products that for one reason or
another were pulled from the production schedule and published on the
web instead, and a lot of brand new web-exclusive characters, maps,
adventures, enhancements, etc. Here are the URLs to the pages for the
free material:
- 3rd. ed. D&D Downloads
- http://www.wizards.com/dnd/article4.asp?x=dnd/archive,3
- Previous edition D&D downloads
- http://www.wizards.com/dnd/DnDDownloads.asp
Wizards of the Coast has also undertaken the project of making
almost every out-of-print item ever published by TSR available in PDF
format either for free at the "previous edition" page above, or for a
low cost through an online store. To see what the store currently
offers, go to SVgames.com.
[Back to top]
Misc.
E1: Wasn't there a Saturday morning cartoon about
*D&D?
Yes, there was. Dungeons
& Dragons was produced by Marvel Productions, premiered on
September 17, 1983 on CBS, and ran for three seasons. The main
characters were all real-world people who rode the new "D&D"
roller-coaster at the local theme park and somehow got transported by the
Dungeon Master to a fantasy world. Each of the main characters had a
personal magic item, and a vast majority of the show's plots revolved
around the evil Venger trying (and failing) to get their items so that
he could become all-powerful, while the heroes tried to find portals back
to the "real" world and failed to use every one for one reason or
another. The first episode was available on video at one point (though
it is currently without a distributor), so it may be possible to find
them at conventions, in video stores, or in
rec.games.frp.marketplace.
In the early 00's, Fox reran the show
as part of their FoxKids lineup (though with an altered title sequence), so
there is a good possibility that the entire series will eventually find its
way to video.
The main characters were:
- Hank (Ranger): The leader. His bow shot magic arrows that never missed
and could also do whatever the writers imagined, from becoming slow-burning
flares to forming a force-cage or energy rope around enemies.
- Eric (Cavalier): The scaredy-cat. (Which wasn't very cavalier of him, but
that's another matter.) His shield projected a force field.
- Presto/Andrew (Wizard): The comedian. He could pull items out of his
hat, but rarely, if ever, got what he wanted.
- Shiela (Thief): The 2nd in command. Her cloak made her invisible when
she put on the hood.
- Diana (Acrobat): The token minority. Her 10-inch pole could extend to
become a strong yet flexible 10-foot pole on command.
- Bobby (Barbarian): Shiela's kid brother. His club caused a
mini-earthquake when he struck the ground, and gave powerful blows to any
enemies he hit with it.
- Uni (Unicorn): Token cute creature. How can you hate a show that
features a baby unicorn with big, blue eyes and a plaintful bleat?
- Dungeon Master (DM): The DM, of course. Short, bald guy who talked in
riddles and sent the party into the face of certain doom. They always
managed to solve his riddles and survive, yet always failed to get
home.
- Venger (Fiend): The bad guy. He had one horn, fangs, and rode a winged
nightmare. He always had some scheme to take over the world, and it
usually involved stealing the heroes' weapons first.
- Tiamat (Dragon): The really bad girl. What's really big, has five heads,
a nasty temper, is very evil, and wants revenge on Venger for
something that happened in the first episode? I don't know, but it's
standing right behind you... RAAAAAAAAHHHHRRRRRR!!!
[Back to top]
E2: What *D&D-specific comic books have been
published?
There have been a number of comic series over the years which dealt
with various TSR worlds, almost always published by DC in conjunction with
TSR. Here is a list of known *D&D comic books:
- Advanced Dungeons & Dragons #1-36, Annual #1 (DC)
- Avatar #1-3 (DC)
- Baldur's Gate (Interplay)
- Birthright: The Serpent's Eye (TSR freebie)
- Dork Tower #1-8 (Corsair)
- Dork Tower #9-[ongoing] (Dork Storm Press)
- Dragonlance #1-34 (DC)
- Dragonlance (TSR freebie)
- Dragonlance Saga #1-3 (TSR)
- Dragonlance Saga #4-5 (DC)
- Dragon Strike #1 (Marvel)
- Dungeons & Dragons #1-[ongoing] (Kenzer)
- Fineous Fingers collection (TSR)
- Forgotten Realms #1-25, Annual #1 (DC)
- Forgotten Realms: The Forbidden Sands of Anauroch #1-6 (21st Century)
- Forgotten Realms: The Grand Tour (TSR freebie)
- Gammarauders #1-10 (DC)
- Knights of the Dinner Table #1-4 (AEG)
- Knights of the Dinner Table #5-[ongoing] (Kenzer)
- Knights of the Dinner Table: Bundle of Trouble #1-[ongoing] (Kenzer)
- Knights of the Dinner Table: Hackmasters of Evernight #1-[ongoing] (Kenzer)
- Knights of the Dinner Table Illustrated #1-[ongoing] (Kenzer)
- Knights of the Dinner Table: Tales From the Vault #1-[ongoing] (Kenzer)
- Labyrinth of Madness (TSR freebie)
- Nodwick #1-3 (Henchman Publishing)
- Nodwick #4-[ongoing] (Dork Storm Press)
- Planescape (TSR freebie) [online only]
- SnarfQuest collection (TSR)
- Spelljammer #1-15 (DC)
- TSR Worlds Annual #1 (DC)
- What's New? collection #1-2 (Palliard Press)
- What's New? collection #3 (Studio Foglio)
- Yamara collection (Steve Jackson Games)
[Back to top]
E3: Whatever happened to SnarfQuest, What's
New?, Wormy, and Yamara?
For those who don't recognize those names, all four were very popular,
long-running sequential art features in Dragon at one time or another,
and references to and queries about these regularly crop up on the
group. (Other regular features have been Fineous Fingers, Pinsom,
Tal'n'Alan, The Twilight Empire (Robinson's War), Floyd, and Knights of
the Dinner Table; these don't come up for discussion nearly as often as the
main four). In alphabetical order:
SnarfQuest, by
Larry Elmore,
began in issue #75 and ran for several years. The episodes were collected
together into a single book in the late 80's (reprinted in the early 00's, so
it should be possible to track down a copy), and a special one-shot episode
appeared in Dragon #200. Larry currently works freelance, and his material
graces the pages of many a D&D product.
What's New? with Phil & Dixie, by
Phil Foglio, first appeared
shortly before issue #50 and ran until issue #84, when Phil decided
that exactly three years was long enough and left to work on other
projects. One of those projects was the comic book adaptation of
Robert Asprin's Another Fine Myth; Phil, Dixie, and the dragon made
a special guest appearance in issue #5. The entirety of the Dragon
run of What's New, as well as two new episodes ("How They Met", and
the long-threatened "Sex and D&D"), was published in two parts in
1991 and 1994 by Palliard Press; it is currently still available.
Episodes of What's New? appeared in every printed issue of the
Duelist magazine, save the last one; though those strips were based on
collectible card games rather than role-playing games (also, Dixie was
officially declared to be a blonde rather a redhead). In
November 1999, What's New? returned to the pages of Dragon
Magazine.
Wormy, by Dave Trampier, ran concurrently with What's New? and
SnarfQuest. It ended suddenly in the middle of a story, and has
been the center of no small amount of confusion and consternation.
What is known for certain is that Dave solicited orders for a Wormy
collection at one point (around Dragon #102), but for whatever
reason, it fell through and was never published (everyone who ordered
a copy got their money back). No one, and I mean no one, in either
the gaming or art industries has seen or heard from him since; though
it is known for certain (through his family) that he is still alive
and well, just not working with either games or art. Without his
permission, there is zero chance for a Wormy collection to be printed
within our lifetimes. The closest you can get is the Dragon
Magazine archive CD-ROM, which includes all of the published strips.
As for the reason Wormy was dropped from Dragon
in the first place, therein lies a mystery. The most likely story to
surface so far (as told by an artist who was with TSR at the time) is
that Trampier wanted more money and threw a major tantrum over the
issue, at which point the editors returned the remainder of the
episodes to him, unpublished. Since neither Trampier nor the editors
of Dragon at that time will comment on the issue, this story cannot
be verified.
Yamara was the most recent strip of these four; it ended its several-year
run in 1996. A Yamara collection (up through at least the episode from
Dragon #202, and including descriptions of each of the characters) was
released around 1994 and is currently available from Steve Jackson Games.
Yamara is now available as a web strip, at
www.yamara.com/.
The creators of Yamara can be reached at
yamara@earthlink.net.
[Back to top]
E4: While we're talking about it, what ever happened to
Erol Otus?
The man whose art is usually either wildly loved or loathed is
currently doing well for himself in the the computer game industry.
He has worked on "Star Trek: The Next Generation: The Final Unity" by
Spectrum Holobyte, and "Star Control 2: The Ur-Quan Masters", among
other popular games. He's still illustrating, too, just not very much
for RPGs--see http://www.slough-feg.com/
for some album covers he's done. He apparently doesn't have a website of
his own, but an e-mail address for him is listed on Slade's "
Ex-TSR" list.
[Back to top]
E5: Wasn't there a TSR module that was
banned?
No, there have not been any "banned" modules; but there was one which
was recalled & re-released in a different form, thus making the original
a rare find.
The story, according to Frank Mentzer (ex-TSR editor), is that back in
1980, a lady named Jean Wells wrote an adventure for TSR entitled
"Palace of the Silver Princess." It was edited by Frank Mentzer, with
art by Erol Otus. It was published in 1981 for D&D Basic characters as
module B3, levels 1-3, and had an orange cover.
Shortly after publication, TSR discovered many serious flaws in the
dungeon layout and also had it pointed out to them that some of the
included artwork was of very questionable taste, almost
bordering on pornographic in a couple of instances.
So for the first (and possibly only) time in TSR's history, they
recalled a product. Every copy of B3 TSR could locate was returned and
destroyed. Then TSR heavily revised the module, fixing the errors and
inserting new art. It was re-released shortly thereafter, only with a
green cover this time.
However, not every copy of the original version had been returned.
The first time this was publically discovered was at the auction at the
1984 GENCON, where one came up for sale and went for $300. Several other
copies have come up for sale since. Those that were sold on
rec.games.frp.marketplace a few years ago sold for around
$100 to $250. With the advent of eBay and the "must-have-it"
mind-set that seems to have come with it, those that have sold on
web auctions have generally sold for five to ten times higher.
For those interested in seeing what all the hubbub was about,
a scanned copy of the module can be downloaded for free from
WotC's web page.
[Back to top]
E6: Wasn't there already a FIFTH edition of D&D?
Yes and no. When the D&D game was split into "Basic" and "Advanced",
the "Basic" version of the rules went through five editions in the
time that the "Advanced" version of the rules went through only two.
The word "Basic" was dropped from the name of that version of the game
around the time that 2nd ed. AD&D was released--so there really was
a fifth edition of a game called just "D&D". However, TSR stopped
producing Basic D&D soon after that, and the current game is the third
edition of the "Advanced" version of the rules, just without the word
"Advanced."
[Back to top]
E7: When the current version of D&D is revised,
will all of my old sourcebooks be obsolete?
As is often the case, the answer is both yes and no. Whenever a game
as extensive as D&D is officially revised and republished, no revision
can immediately replace absolutely everything that had been in print,
so certain "key" products generally remain in print and are considered
generally compatible with the new system until a new product can be
published that covers that segment of the game--which can take a few
years in some cases, if not longer.
What this really means is that you will not be able to purchase much
material published before the revision as "in print" material; it does
not mean that that material is useless. All rules-light
setting" material (such as descriptions of people, places, and things)
and "story" material (such as the plots, locations, and characters of
adventures) is still usable, but you will need to convert any
accompanying rules to the new edition. Any books that were
"rules-heavy," are generally quickly superceded by new material, but
there may still be helpful sections in the older products--even
material that cannot be used directly as is due to rule changes can
often be used to help give a player ideas for how to create a
particular type of character and how to better role-play that sort of
character. Depending on how extensive the changes are, this may be
easy to do on the fly, or it may be intensive enough to take time some
DMs would rather spend on prepping characters and subplots.
In addition, just because a game system or edition has been superceded
by a new version doesn't mean that no one uses it. There are still
groups out there who play "Original" D&D, 1st ed., 2nd ed., Basic D&D,
and various combinations of any or all of those. The most important
element is not what version of the rules you use, but rather that you
have fun while you play.
For online discussions, it is always assumed that you are talking
about the latest version unless you state otherwise, so if you want to
bring up or ask about the way something worked in a previous version,
please label that clearly so that people who are not as familiar with
old rules don't waste time their time and yours trying to "correct"
you.
[Back to top]
E8: What was removed from Deities &
Demigods?
The first printing of Deities & Demigods included the mythoi of
Cthulhu and Melnibone. The ideas behind the Cthulhu mythos were in the
public domain at that time, but copyright on the Cthulhu books in print
was owned by Arkham House, who had licensed Chaosium to create a Cthulhu
RPG based on those books. TSR thought the public domain status allowed
them to create game representations of whatever Cthulhu creatures they
desired, and so that mythos was added to Deities & Demigods. TSR then
contacted Michael Moorcock, who gave permission for TSR to include the
Melnibonean mythos in Deities & Demigods. However, again, Chaosium had
already arranged for a license to create an Elric RPG. Chaosium became
upset that TSR was apparently violating Chaosium's licenses, and the
print run of Deities & Demigods was halted while the two companies sat
down to talk. Eventually, they agreed that TSR could continue printing
the books with the two mythoi as is, on the condition that a note be
added to the preface: "Special thanks are given to Chaosium, Inc. for
permission to use the material found in the Cthulhu Mythos and the
Melnibonean Mythos." The printing plates were changed, and the first
printing continued.
When the time for a second printing came, the Blume brothers decided
that a TSR book should not contain such a prominent reference to one
of their competitors. They decided to remove the two mythoi, and thus
the need for the note. (Apparently, Gary Gygax offered to write up
two new mythoi to fill the space, but the Blumes decided they could make
more money charging the same price for a book with fewer pages.) Later,
the book--still without the two mythoi and the note--was republished
under the name "Legends & Lore."
When Legends & Lore was updated to 2nd ed. AD&D, several more
mythoi were removed, namely the Babylonian, Finnish, Nonhuman, and
Sumerian mythoi; the Central American mythos was renamed the
Aztec mythos. Contrary to rumor, the Newhon mythos was never removed,
and, in fact, was included in the 2nd ed. L&L, probably due to the simple
fact that it is TSR who owns the license to produce Lankhmar materials. The
deities of the nonhumans were reintroduced in Monster Mythology.
[Back to top]
E9: Was Legends & Lore really originally a 1st ed.
book?
As a matter of fact, yes. As stated in the above question, Legends &
Lore was a reprinting of Deities & Demigods, and was later recast into
a 2nd ed. book.
Here is the publishing history of *D&D general mythological
supplements. First, there was D&D. A supplement called Gods,
Demigods, & Heroes came out. Then, there was AD&D. A book called
Deities & Demigods came out; it included the Cthulhu and Melnibonean
mythoi, among others. TSR decided to remove those two mythoi, as
described in the above question, but kept the Deities & Demigods name
and otherwise keep the book the same. Later, TSR decided to repackage
the book by giving it a new cover and an orange spine like the other
new printings of the AD&D hardcovers, and renamed it Legends & Lore.
Inside, it was identical to the later version of Deities & Demigods.
Then there was 2nd ed. AD&D. This new version of the game needed
its own book of mythoi, so TSR updated and rewrote the info in
Legends & Lore, removed a few mythoi, renamed another, and released
it to the public. For 3rd ed., there was a general return to "classic"
names, so the world once again saw a book titled "Deities & Demigods."
It was rewritten from scratch, however, and the only resemblance to
the original book was the title.
[Back to top]
E10: What happened to my favorite campaign
world?
One of a couple of things. Despite their popularity in some groups,
sales of products for some worlds--for example, Mystara, Spelljammer,
and Dark Sun--end up dipping very low. People use the worlds, but
simply not enough buy new products for those worlds to
warrant the company putting time and money into R&D for those worlds.
Therefore, active promotion for those worlds is dropped, and on is
sent on developing existing worlds that still sell well, or for new
worlds that may spark interest.
Another possibility is the fact that some campaign worlds are
designed to be limited in scope--they are active for a certain number
of years, after which point are longer actively supported. Al-Qadim
was one of these; it was conceived to be a two-year project, but due
to its popularity, TSR opted to extend the project an extra year.
With the coming of 3rd ed. D&D, WotC initially cut back all active
game worlds to only two: Greyhawk, which is the setting used for any
"generic world" adventures for which only the PH & DMG are needed, and
Forgotten Realms, which is the setting used for any adventures that go
beyond the PH & DMG into new and/or optional rules and similar
situations. After a few years of that situation, and after the d20
project got off the ground, Ravenloft and Dragonlance were licensed to
other companies for development as new d20 worlds. Also around that
time, Kenzer & Co. licensed the entire 1st ed. AD&D game system to be
revised and released as their "Hackmaster" game.
At this point, the only new "official" material for any other worlds
appears in Dragon magazine, Dungeon magazine, and
WotC's web page. WotC
may re-examine the potential of these campaign worlds after a few years
on the shelf. At some point, they may decide to bring some or all of
the defunct worlds in some form--perhaps as an annual adventure
collection, perhaps as full-blown product lines, perhaps as something
in between.
[Back to top]
E11: Where did all the devils, demons, daemons,
and the rest go?
According to some sects, they have been banished to the last of the
infinite layers of the Abyss by an indescribable force known only as
Pae-Sae. Thus was removed one of the Six Signs of Evil in the world.
However, according to MC8 (the Outer Planes Monstrous Compenium
Appendix), as well as material for the Planescape campaign setting,
they never left. What happened was that sages discovered that the
names commonly used for them are not necessarily the names by which
these creatures refer to themselves. Thus, the creatures you know as
devils call themselves Baatezu; demons call themselves Tanar'ri; and
daemons call themselves Yugoloths. Several of the Outer Planes
themselves also have had their "local" names discovered; these planes'
names have trickled down into common usage by residents of the Prime
Material almost as quickly as the names of the planes' residents have.
A real-world example of this situation would be the Germans, who call
themselves "Deutsch", but were generally called "Alemanni" by the Romans,
and are called "German" by English-speakers, "Allemands" by the French, and
"Tedeschi" by the Italians. Just as with the Germans, the "popular" names
of these creatures and locales are not really incorrect, merely
a different term for the same creature or locale (and no term is as
commonly used for denizens of the Lower Planes as the ever-popular "Oh
%$#@!!"); the "popular" names are still in wide circulation on the
worlds of the Prime Material plane, and generally indicate a personal
preference rather than any ignorance. TSR started used both sets of
names towards the end of 2nd edition's run, and some of each set of
names are used in 3rd ed., so it really does come down to a question
of personal preference over "correctness".
[Back to top]
E12: Who is this Cthulhu guy, anyway?
Once and for all, Cthulhu is a fictional character. Anyone who tells
you differently is pulling your leg. The Cthulhu mythos (including the
infamous Necronomicon and Miskatonic University) was the creation of
H.P. Lovecraft, originating in a group of science fiction/horror stories
he wrote in the early twentieth century. Several of his friends, including
August Derleth, decided to also write stories about the octopoid
being whose visage drives men insane, and these tales, along with
Lovecraft's own, form the basis of the
"Cthulhu Mythos." Cthulhu himself is portrayed as a being from the
stars who sleeps in his temple on an Atlantis-like sunken island and thinks
of humans much the same way humans think of ants or rats. Cthulhu
stories are still being written today by friends and fans of Lovecraft.
For more information, see
alt.horror.cthulhu.
[Back to top]
E13: What are the major changes in AD&D, 2nd ed.
from 1st ed.?
When the time came to write the 2nd edition of AD&D, TSR took the
opportunity to take some of the changes made in later 1st ed.
supplements and some of what seemed to be the more popular
house rules, and merged them together with the rules presented
in the Players Handbook and Dungeon Masters Guide. Some of the
changes were important alterations, some were made into "optional"
rules, and others were merely cosmetic additions. What follows is
a list of the major changes, compiled by
Lawrence "DMGorgon" Mead and
Ian Malcomson.
Note: Because some of the changes actually occurred with later 1st ed.
books such as Unearthed Arcana and the Dungeoneers Survival Guide,
or in the pages of Dragon Magazine, players who adopted the rules
presented in those books saw fewer changes to the core rules when
2nd ed. came out. When a change was made with UA or DSG, that is
noted below. Also, some of the affected rules were often ignored by
1st ed. players, and/or are often ignored by 2nd ed. players, so the
changes listed below may not be "major" for all players.
Characters
- Monk and assassin were removed as as standard
character classes; the four basic classes have been split into
the warrior, wizard, priest, and rogue groups--into which all
classes fall--and the fighter, mage, cleric, and thief classes,
which are now equals of the ranger, druid, bard, and other
classes.
- Druids can now progress up to 20th level, with a new progression
table. (UA)
- Thief abilities now have a degree of player choice in their
improvement.
- Rangers were reworked; they now get d10 for hit dice, no mage
spells, etc.
- Wizards may now have specialties (e.g. illusionist, necromancer,
etc.) with enhanced spell capabilities within each specialty; the
mage class is but one member of the wizard group, as is each of
the specialist wizards.
- Mages' hit dice extend only to 10d4 instead of 11d4.
- Druid spells are now mixed in with clerical spells to form a
single "priest spell" list.
- Illusionist spells are now mixed in with mage spells to form a
single "wizard spell" list.
- Non-weapon proficiencies added to core rules as an "option" in
name only. (DSG)
- Half-orcs are no longer a standard race.
- Some stats' tables (e.g. dexterity bonuses) have been changed.
- Clerics now have "spheres" of influence into which all clerical
spells have been divided, instead of automatically having access
to every spell on the list. Clerics have access to one set of
spheres, druids to another, overlapping, set.
- "Specialty priests" are new priest classes which may have their
own unique sets of spheres of influence and may have different
granted powers; some may have even different hit dice and
combat abilities, as well.
- Bards have been totally reworked and are now in the "rogue"
group, alongside thieves.
- Experience points given per gp of treasure acquired is now optional.
- Optional experience bonuses may be given for "in class" actions
(e.g. spell casting), and for role-play. The majority of experience
is given for scenario completion.
- Saving throws no longer always fail on a roll of "1".
Combat
- "Segments" no longer exist. That is, casting times are given, but
in arbitrary short periods which are not directly a measure of
time, but rather are modifiers to the initiative roll; see below
for how this affects spellcasting.
- A d10 is rolled for initiative instead of d6, with optional
modifiers (casting time, weapon speed factors, etc.).
- The THAC0 system is now standard; combat charts with six 20's no
longer exist. A natural 20 always hits, a natural 1 always misses.
- Unarmored combat has been greatly simplified. (UA)
- Weapon size and length effects have been deleted from standard
rules.
- (Optional) Weapon specialization possible for the cost of a
certain number of weapon proficiency points. (e.g., a 1st level
fighter could specialize in long sword giving him 3 attacks per
2 rounds at +1 to hit/+2 to damage. (originally introduced in UA,
changed futher yet in the 2nd ed. version)
Spells
- Damaging spells (e.g. fireball, lightning bolt, etc) are limited
to a maximum number of dice of damage (10, for fireball and
lightning bolt).
- Almost all spells common to both versions have had minor details
changed or added (e.g. identify has different % chances to determine
powers), sometimes even the level of the spell has changed (e.g.
any spell that existed at different levels for different classes).
- Illusions now do temporary damage instead of real damage if
believed; they can kill by system shock or cause victims to faint
under certain circumstances.
- Some spells which cause aging in the caster now age by different
amounts (e.g. wish has changed from 3 years to 5 years); a system
shock roll is required for all magical aging, whether it is part of
the casting or a result of the spell. (e.g. If you are hasted, age
one year and roll a system shock to see if death ensues.)
- Mages must now be 9th level rather than 7th level before they can
scribe scrolls.
- Number of mage spells omitted in 2nd ed.: 12
- Number of mage spells added in 2nd ed.: 89 (many from UA)
- Number of clerical spells omitted in 2nd ed.: 11
- Number of clerical spells added in 2nd ed.: 43 (many from UA)
- Casting times of less than a round are now optional initiative
modifiers and not the actual time a spell takes to cast (though they
retain their name); spells with casting times of a round or more go
into effect at the end of the last round/turn/etc. of casting time.
Monsters
- Many monsters have had some details changed, if only the number of
experience points awarded for their defeat; xp awarded is higher
in 2nd ed. than in 1st ed. Some changes include a strengthening of
the creatures' combat ability (e.g. the "Balor" now has a vorpal
sword). The changes are often minimal in nature and the reader will
recognize an orc as an orc. Only giants, dragons and outer-planar
creatures have had major reworkings (see below).
- Some monsters from 1st ed. were removed from the core collections
of monsters (either the Monstrous Compendium vol. 1-2, or the
Monstrous Manual). Others were added from books and scenarios other
than the core monster manuals (MM and MMII). Outer planar creatures
(demon princes, etc.) were originally solely detailed in
supplementary 2nd ed. texts; some have been added to the core
Monstrous Manual.
- Dragons have been completely reworked; in general, being more
powerful than their 1st ed. counterparts. They are rolled up
differently, have magic resistance, cannot be subdued, etc.
Miscellaneous
- Many small changes: open doors rolls, surprise rolls, monetary
exchange values and coin weights, addition of a death by massive
damage rule, removal of artifact descriptions from the DMG, etc.
Too many and generally too minor to list here.
[Back to top]
E14: What are the major changes in D&D, 3rd ed.
from AD&D, 2nd ed.?
While most of the changes between 1st edition and 2nd edition AD&D
were minor enough that both could easily be seen as two versions of
the same game, the designers of 3rd edition D&D started from scratch
and overhauled everything. What follows is a very incomplete list,
as there are far too many changes to list here.
Characters
- The class "groups" are gone. Therefore, rangers and paladins are
no longer types of fighters, druids are no longer a type of cleric,
and bards are no longer a type of rogue.
- All characters now have a "character level" in addition to their
class level(s); standard characters have a maximum character level
of 20 (though optional rules allow for this mark to be surpassed).
- Monk and barbarian are back as standard character classes, with
completely reworked rules and descriptions.
- The sorcerer is a new spell-casting class that does not need to
memorize spells in advance.
- "Thief" is now "rogue."
- Half-orcs are again a standard race. They can never (or almost never)
pass for human, even an ugly human.
- Halflings are short and skinny, and do not have hairy feet.
- Gnomes are slightly taller than halflings and are also skinny.
- 25 is no longer the maximum for stats. The modifiers due to
stat tables have been combined into a single table.
- The non-weapon proficiencies list has been split into "skills" (such
as rope use, diguise, or spellcraft) and "feats" (such as
blind-fighting, ambidexterity, and two-weapon fighting style). Both
lists have been extensively revised; many items have been merged or
removed, and many new items have been added.
- Weapon proficiencies are now feats. Fighters, Rangers, and Paladins
automatically have the necessary feats to use any "simple" or
"martial" weapon (such as clubs, polearms, swords, or bows) they
come across without penalty; they still must take feats for
individual "exotic" weapons (such as shuriken, dwarven waraxe, or
bastard sword)
- The six thief skills are now skills that any character can learn at
any level.
- Dual-classing has been removed from the system; any character can
multi-class.
- Multi-class characters add all their bonuses, abilities, and hit
points instead of averaging them or using the best.
- All clerics use the same spell list. Each cleric also selects two
of the deity's "domains" (generally similar to 2nd edition's spheres),
and gains access to another spell per spell level from each domain.
Unless it is also included in the cleric's normal spell list, only
one domain spell can be prepared each day.
- Specialist wizards choose which school(s) they will not be able to
access, from a list unique to each school.
- All characters use the same experience point table, as it works off
of character level, not class level. (Thus, a 5th/2nd level
fighter/mage who wants to gain a mage level must get enough xp to go
from 7th to 8th level in order to gain that level.)
Combat
- Rounds of combat last six seconds.
- Initiative is rolled only at the beginning of a combat; the initial
order of action is generally kept throughout the rest of the combat.
After the first round, there is no more "first" or "last", only "next"
in a repeated cycle of actions. There are ways to change where a
character is in that order, however.
- There are only three saving throws for characters: Reflex (getting
out of the way), Fortitude (withstanding massive physical damage),
and Will (fighting off mental attacks).
- The rogue's "backstab" is now a "sneak attack," and can come from any
direction. Instead of a damage multiplier, it does an extra 1d6
damage at 1st level, 2d6 at 3rd, 3d6 at 5th, etc.
- Critical hits in the form of damage multipliers are now part of the
standard rules. A roll of natural 20 is not always required for a
hit to be critical.
- Except for damage, almost everything is based on the roll of a d20.
High is always good, low is always bad. In most cases, a natural 20
will always succeed and a natural 1 will always fail.
- THAC0 is gone; AC now starts at 10 and goes up. If the rolled number
plus modifiers is equal or higher than the target's AC, it is a hit.
- Polearms have "reach" and are generally only useful if an opponent is
ten feet away.
- Which direction a character is facing does not matter in combat.
Instead of bonuses to hit for attacking from the side or rear,
whenever two characters are on exactly opposite sides of the opponent
they are fighting, they get a bonus to hit. If the opponents are
thieves, they can "sneak attack" every round that they remain on
exactly opposite sides of the opponent.
- Unarmed combat has been overhauled and streamlined.
- Characters are unconscious and dying if their hit points fall below
0, and die when their hit points reach -10.
- Each character in combat "threatens" an area for 5 feet in all
directions. If an opponent attempts certain actions within this area,
the attacker gets an extra attack on that character.
- Use of miniatures of some sort (even just dice on a grid) is
strongly recommended, due to the many instances where relative
position of combatants and distance between combatants is vital to
running a combat.
Spells
All spells are now in a single alphabetical list, with a line in each
describing which classes can access it and what spell level it is for
each class.
All spells have been extensively overhauled, with many added, dropped,
renamed, altered beyond recognition, etc.
Magic resistance is now called "spell resistance."
Fireball no longer fills an area of 33 10x10x10 cubes; rather, the
blast extends 20 feet in all directions, including around corners.
Thus, a mage standing more than 20 feet from the blast point will
always be outside the area of effect, no matter what the layout of
the area is.
Stoneskin now lets characters ignore the first 10 points of damage
from every successful attack. If an attack deals more than 10 points
of damage, the difference still gets through; if an attacker has a +5
weapon or greater, all of the damage gets through. The spell lasts
until it has prevented 10 points of damage per caster level, up to
a maximum of 150.
The cleric spell list has been rearranged to be on a 9-level scale
instead of a 7-level scale.
All spell writeups now include a comment about how spell resistance
applies to the effects of the spell.
Spells generally have casting times of 1 action, 1 round, 1 minute,
1 hour, etc. Mages who cast a 1 action spell can also move up to
their full movement for the round. Mages who cast a 1 round spell
can move up to 5 feet that round.
Monsters
- Monsters do not all get d8 for hit dice; some may get d4, others
may get d12. Bonuses to the final hit point total can now far
exceed +3. All monster listings include the average number of hit
points, so that "standard" examples of that creature can be easily
created without rolling dice.
- There is now a save against undead energy drain to see whether it is
temporary or permanent. Energy drain gives a character "negative
levels," which apply a cumulative -1 to all rolls and will kill
a character if they are equal or greater than the character's
Character Level.
- Monster xp now varies depending on how much of a challenge the
encounter is to the PCs.
- Special abilities are listed as Extraordinary, Spell-like, or
Supernatural, to better judge how they interact with other abilities
(such as spell resistance) and whether or not they can be disrupted
in combat.
- Monsters now have STR, DEX, CON, INT, WIS, CHA, as well as
saving throw bonuses, just like PCs.
- Monsters can gain levels in "character" classes, and their monster
hit dice count as levels of "Monster."
- Dragons have been made significantly more dangerous and deadly than
before.
Miscellaneous
- All PCs, NPCs, deities, and locations mentioned in the PH and DMG
are taken from the world of Greyhawk.
- Far, far too many details to list here.
[Back to top]
E15: What is the Gazebo story? And what's the
Head of Vecna?
Both of these are gaming stories that have been told and retold so
many times that they have taken on the air of urban legends--where
the original DM is a "friend of my sister-in-law's uncle's second
cousin" and if you track that path down, it turns out to be just
that, a story. However, in both of these cases, the original
tellers are known, the original versions are archived on the web,
and both stories really happened!
The Tale of Eric and the Dread Gazebo, by Richard Aronson, is
about a player who didn't know that a gazebo is a hutlike building
typically found in parks, and had his character attack one. The story
was originally written in 1986, and various versions of it can be
found all over the web. One such place is the
rec.humor.funny webpage;
another
includes some background by the original author on how the story spread.
Whereas the tale of Eric and the Gazebo is about how lack of
knowledge can be a dangerous thing, The Head of Vecna, by Mark
Steuer, is more of a morality tale about how greed can make you
stupid. Most *D&D players have heard about the Hand and Eye of Vecna,
powerful artifacts which require the owner to cut off his own hand or
eye in order to gain the powers. In this case, the characters found
what they thought was the Head of Vecna, and ended up with several
headless--and thus very dead--characters. The full story can be
found on
the web.
[Back to top]
E16: Isn't there a humorous "Dungeons & Dragons"
skit out there?
Yes, there is. Written and performed by the Dead Ale Wives, the
skit is a popular request of the Dr. Demento radio show. An audio
file of the skit is available on the Dead
Ale Wives' homepage. The sketch is also available
on cassette or CD on the "Dr. Demento's 30th Anniversary" album.
There is also a "movie" of sorts of this skit, called "Summoner
Geeks." A group named Volition took the audio file and added video
with some of their computer game characters playing the various roles
in the skit. The video can be found on Volition's
web page.
The Dead Ale Wives also did a sequel of sorts, in which the
non-gamer girlfriend of one of the players sits in on a game session.
[Back to top]
Religion
F1: Is *D&D really the tool of the
Devil?
No. See GAMA's response to this, a seminar on which is summarized
below. Another place for information on this subject is the Internet
posters' response to role-playing & Satanism in the rec.games.frp.*
FAQ.
This is a slightly edited version of a very informative post by
Steffan O'Sullivan (sos@oz.plymouth.edu).
A report on Mike Stackpole's "Satanism & Gaming" seminar at Northeast
Wars, Burlington, VT, March 20, 1993.
Mike Stackpole is the chair of GAMA's "Industry Watch" committee.
(GAMA, for those who don't know, is the GAme Manufacturer's
Association, which exists to promote the hobby.) Mike is also the
author of many gaming books from many companies, including
Mercenaries, Spies & Private Eyes and Battletech novels.
As such (and, in fact, long before he was head of the Industry Watch
Committee), Mike has been very interested in anti-gaming attitudes
that exist in the media and what we, as gamers, can do about it.
Much of his talk was background: he told of Pat Pulling and the
formation of BADD (Bothered About Dungeons & Dragons), Dr. Radecke,
Cruel Doubt, etc., etc. He then went on to describe how's fought
this anti-gaming media blitz: research. Yes, the answer is largely
plain, simple, non-glamorous research.
Mike has researched every single case of so-called "gaming-related"
suicides and murder. To this day he still carries on correspondance
with two murderers in prison, whose cases BADD touted as having been
gaming-influenced. He has written statements from both men that
gaming had nothing to do with it: they were sick individuals long
before they heard of roleplaying. Likewise, he has testimony
concerning every single case the enemies of FRPs have ever touted -
that he knows about, that is. He admits there are cases he knows
nothing of - more on that in a bit.
[snip a section about radio shows]
Mike feels the battle is going well. GAMA has only taken an active
role in combatting anti-gaming attitudes since 1989, but great
strides have been made. Pat Pulling has been discredited, as have
some of the other big names who were lambasting gaming. The media is
still attracted to the flash of fantasy gaming and a link to crime,
but law enforcement has become aware that such links are illusory.
Mike says that GAMA has spoken to many gatherings of law enforcement
people and come across as responsible businessmen who really don't
want their customer base committing suicide, since it would hurt
sales. (It's amazing how putting it that way can convince those in
power! They understand such arguments.) GAMA has also told law
enforcement that they don't want gaming being used as an insanity
plea, and will give them facts to combat this defense in any case.
This is how you win over your opponents: by joining them in ways they
can understand.
The talk ended with a "what can you do?" His suggestions,
summarized, are as follows:
- Don't try to "freak the mundanes." If someone says they've heard
these games are evil, and can they come watch one, don't put on
devil's horns and have fog flowing out of a bowl on a candle-lit
table. Just be yourselves and have a good game. If you ever do
have a chance to call in to a radio or even TV station that is
discussing a case of gaming & crime, please be polite and
intelligent. In other words, be a responsible gamer.
- Tell your local game store to download and print out some pamphlets
GAMA has produced as educational tools. Most game store owners
would be glad to have something they can show worried parents.
More information on how to get these pamphlets is included below.
- If you hear of any cases where people are claiming gaming is
related to a murder, suicide or other crime, let GAMA know right
away so they can investigate it. Use the address below.
- If you hear of an out-of-town "big name gaming expert" coming to
condemn RPGs, contact GAMA as soon as possible! Mike says there is
a small discretionary fund that will let him fly in to debate such
people and discredit them. It's easy for him to discredit such folk
because he's been researching these cases since 1985, and has all
the facts on his portable computer. It would be harder for you, and
you might end up losing a debate, which would not be good.
GAMA contact information:
The Game Manufacturers Association
80 Garden Center, Suite 16
Broomfield, CO 80020 USA
Phone: (303) 469-3277
Fax: (303) 469-2878
www.gama.org
GAMA's main informational pamphlet is called
"Questions & Answers About
Role-Playing Games." It is available for free on GAMA's web page,
along with a second pamphlet
titled "How to Deal with
Parents" and written specifically for store owners,
also available for free. GAMA
has also produced several brochures & pamphlets about using games to
teach various subjects, which are available (along with the above two)
on GAMA's
web page
.
[Back to top]
F2: Yeah, but is *D&D really the tool of the
Devil?
Not for many people, no. The rest of this answer assumes the reader
is Christian, so if that doesn't apply, the reader may wish to skip
ahead to the next question.
When one reads a fantasy novel, for example, C.S. Lewis' series
The Chronicles of Narnia, one will probably come across many things
which, in the real world, could be considered evil--or at the very
least, non-Christian. Magic use, satyrs, dragons, talking animals,
man-beasts, battle, killing, and miracles are all examples of such
things which many Christians would look at askance if they showed
up in the real world. However, the book is not the real world. Most
people can sufficiently differentiate between the real world and a
fantasy world to tell that Susan's Horn of Summoning isn't something
one is going to stumble across when cleaning out your Uncle Pete's
attic, and isn't something worth trying to construct.
Fantasy role-playing is essentially a form of interactive fiction.
The players and game master work together to tell a story, but do so
from the characters' perspectives rather than from an omniscient
third-person perspective.
For those people who are strong in their faith, and can tell the
difference between fiction and reality, there isn't a problem. During
the game, they realize that none of it is any more real than the
Tooth Fairy. When the game ends, they go on with their lives. If
they choose, they can even use the game and the fictional characters
therein to try to explore different elements of their faith, such as
how to react to extreme bigotry and prejudice, what the best approach
is to certain situations like warfare in a violent world, what can
happen if one takes a single element of a religion too far, or even
what can happen if one strays too far from one's faith. In this way,
the game can be used as an aid to faith, helping to quantify it and
build it up. The game can also be use to simulate The Good Fight,
allowing one to pretend to directly defeat evil and restore hope in
the players that it is also possible to defeat the more insidious and
harder to nail down evils of the real world. Or it can be just a game,
used as a way to get together with some good friends for an evening of
fun and relaxation.
However, for those people who are not strong in their faith, or
who have problems differentiating between fiction and reality to the
point where they start trying to live in the fantasy world, there
very well could be a problem. For such people, shaking their faith
or feeding their fantasies can be dangerous things. They could fall
away from the church, decide they like a fantasy religion better, or
completely retreat into their fantasy world. One should be very
careful of these things when gaming with such people--I'm sure most
gamers have met a couple people at one time or another for whom the
game is a bit too real, or for whom game elements start to spill over
into their real life, or for whom the game becomes the chief
element in their lives; these are the kinds of people we're talking
about here.
In other words, the game itself is not inherently evil, not really
a tool of the Devil--though, like anything and everything in this
world, the Devil can use it as a tool to get into our hearts, just
like books, movies, stray thoughts, money, possessions, and so forth.
If one feels the game is interfering with one's faith, then one should
stop playing the game. This is an individual choice, just as with
anything else that starts to interfere with one's faith--significant
other, pursuit of money, car, tv set, anything. This does not mean
one should start a crusade against it, since it may not interfere with
others' faith, only that one should work to keep it out of one's own
life. However, for those who have a firm foundation in their faith
and can tell where the fictional world ends and the real one begins,
there isn't any more of a problem than with reading C.S. Lewis'
Narnia books--which, by the way, use a fantasy world to tell the
story of Christianity and show examples of many of its tenets.
[Back to top]
F3: Isn't Al-Qadim actually one of the holy
names of Allah?
No. Well, not really. Al-Qadim is an adjective meaning "the ancient"
or "the old". In that context, it might be occasionally used by Muslims
to refer to Allah, but it is normally used as a regular adjective in
everyday speech. A Christian equivalent would be claiming "eternal"
is a holy name reserved for God; I don't think many people actually
believe the word "eternal" is reserved solely for use of referencing
God, and Al-Qadim is not reserved solely for use of referencing Allah.
For what it's worth, Jeff Grubb and the creative team behind the
Al-Qadim setting did their homework, checking English-Arabic
dictionaries and asking professional linguists and Arabic speakers how
the term was currently used in the Islamic world in order that they
could avoid offending anyone. "Al-Qadim" is what they came up with.
More recently, Mr. Grubb asked about this matter on the newsgroup
soc.culture.arabian; the responses
he got confirmed the above, and one also added that it depends on part
on the pronunciation: the pronunciation TSR used (short A sound, stress
on the second syllable) means "the ancient", while a pronunciation with
a long A sound and a stress on the first syllable means "the approaching"
or "the next one". No mention of this term being used as an official
alternative for "Allah" was given in any of the responses, and several
mentioned that it is an everyday adjective.
[Back to top]