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Gibreel
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« on: March 17, 2005, 03:39:00 PM »

Alright,

Current discussion on the Read This Please thread of 3rd Edition has been ressurected by a number of newcomers looking to play Thardferr 3rd Edition. As this has been approved by the DM already, but guidelines are spread across over 30,000 posts, I have gathered together what has been said to post here.

While I have written some of this, most of it is taken from other posts already made. If they are your words, my intention was not to steal just prevent the same subjects from being discussed over and over for eternity.

Take a look, let me know what I missed. I will be sending a final updated copy to the DMs early next week for approval. I would wait longer, but I believe it is enough time and most of this has been discussed for months upon months in other threads.

Gibreel
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Gibreel
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« Reply #1 on: March 17, 2005, 03:39:49 PM »

3rd Edition in Thardferr

Thardferr is an independent gaming setting, not connected to any other D&D, AD&D, or D20 universes or worlds. While Thardferr was created with the AD&D 2nd Edition rules in mind it is not gaming mechanics that control its limitations.

The limitations of this setting are based upon the history and events in Thardferr’s past from the creation of the universe to the recent Mage War. For example, Thardferr dwarves cannot become spell casters of any sort not because it is against the rules of the 2nd Edition PHB, but because the Gods created them in a way that makes arcane magic impossible for them.

The only inflexible rule concerning the running of 3rd Edition is that in all cases the ‘In Character’ world and its consistency must always be put first.

2nd Edition and 3rd Edition will always have some different game statistics and rules, because they are fundamentally different systems. A 3rd Edition Fighter may be much stronger than his 2nd Edition counterpart, however this balances out because he must face more powerful 3rd Edition monsters.  If someone kills a dragon and it affects the world storyline, it does not really matter if they were a 3e or 2e character.

In the end, the differences in the systems only really come into play when characters from both systems meet within the setting. In these cases the characters will convert into one system, which will make Experience Progression important.

Both of these issues are addressed below, along with additional guidelines for the use of 3rd Edition in the Thardferr setting.



Character Creation

1. Acceptable Races for 3rd Edition are as follows:
  •  Drawves
  •  Elves
  •  Gnomes
  •  Goblins – (following the 3e Goblin Write-up)
  •  Halflings
  •  Humans
  •  Orcs – (following the outline for a Half-Orc in the PHB)
2. Acceptable Classes for 3rd Edition are as follows:
  •  Bards
  •  Clerics
  •  Druids
  •  Fighters
  •  Paladins
  •  Rangers
  •  Rogues
  •  Wizards
3. Acceptable Classes Combinations for 3rd Edition are as follows

The limits of dual and multiclassing combinations that exist in the Thardferr setting (That are allowed to 2nd edition) as decided by the DM body and TC are used in 3rd Edition as well. Further combination are not generally available. On an individual basis a character combination may be allowed if a conversion to 2nd Edition is approved by the DMC. This has been done in the past, and most likely would involve the use of a Unknown Perk.

4. Ability Scores in 3rd Edition
Scores will be determined as outline in the DMG under Other Methods. All ability start at 8 and each player is given 28 points to spend on abilities as outlined in Table 2-1.  

5. Perks and Flaws in 3rd Edition
Perks and Flaws are not available to Player Characters playing under 3rd Edition rules. They are important however in making Character Conversion easier between systems, so some familiarity with them might be appropriate. See Perks, Flaws, Feats and Conversion.

6. Prestige Classes in Thardferr 3rd Edition

Prestige Classes are not automatically available in Thardferr, and must be approved on an individual basis by the DMC. Specialty Priests are an example of an approved Prestige Class. The ability to convert to 2nd Edition is a primary consideration in the approval of Prestige Classes—all Prestige Classes must have conversion guidelines even if those guidelines only note that the abilities are lost upon conversion.



7. Priests and Specialty Priests in 3rd Edition

Specialty Priests operate as Prestige Classes in 3rd Edition. Until Prestige Classes are created, players wishing to play (or DMs wishing to run) Specilty Priests must detail the Prestige Class they wish to run based on the 2nd Edition specialty priest, then they must be approved by the DMC.

Guidelines for the Gods, their priests and specialty priests,  and their priests religious practices can be found in AD&D 2nd Edition format at:  http://home.att.net/~imkluu/Gods/index.htm

8. Thardferr Orcs in 3rd Edition

Orcs follow the Mechanics Guidelines for Half-Orc outlined in the 3rd Edition PHB.
They also follow the following guidelines:
  • +4 to hide rolls due to coloration (natural settings only) The orc must not be wearing any unnatural colors or shiny metal to be able to do this.
  • Due to their large sized and build, orcs cannot wear normal armor. Orcish armorers are very rare. So is orcish armor. There are only three types of orcish armor that are made to any great degree, and the greater the protection the rarer the suits are: Leather (+2), Scale mail (+4) and some Orcs have an extremely tough scale armor called Bahn Moun (+6). This armor is very rare and given to very few orcs.
  • Orcs can only have 4 magical items with them. At least the first 2 of these must be weapons, helms, armor (including shields), gauntlets or boots (bracers count as armor/gauntlets.)
9. Thardferr Goblins in 3rd Edition

Goblins follow the Mechanics below:
  • +2 Dexterity, -2 Charisma, –1 Intelligence
  • Small: As a Small creature, a Goblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
  • Goblins base land speed is 20 feet.
  • Goblins gains 1 Skill Point per level that they may spend on any rogue skill at class skill cost.
  • +2 racial bonus on Listen, Hide, and Move Silently checks.
  • +2 bonus on saving throws against Poison.
  • Darkvision: Goblins can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and goblins can function just fine with no light at all.
  • Low-Light Vision: A Goblin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Goblins are very sensitive to bright light and receive a -1 penalty to hit and to all skill checks needing sight while in bright light and direct sunlight.
  • Goblin Hit Die are reduced by one level except for wizard classes. Thus a warrior class gains 1-8 HP per level, priest class gains 1-6 HP per level, and both rogue and wizard classes gain 1-4 HP per level.
9. Thardferr Blademasters in 3rd Edition


Blademasters operate as Prestige Classes in 3rd Edition. Until Prestige Classes are created, players wishing to play (or DMs wishing to run) Blademasters must detail the Prestige Class they wish to run based on the 2nd Edition specialty priest, then they must be approved by the DMC.


Character Conversion


1. How are Characters Converted between 2nd Edition and 3rd Edition?

Wizards of the Coast provides a detailed system for the approximate conversion of characters between these two systems. It is the basic guideline for all of our conversion. They can be found and downloaded at: http://www.wizards.com/dnd/DnD_CYC_intro.asp

2. What about Stat increases in 3rd Edition?

Every four levels, in 3e, a PC can raise one stat by one point. This is not a perk in 3e. It's a requirement. One of the unifying themes in 3e is character progression and it serves a good job in making sure that higher level characters have skills and abilities beyond lower level characters.

The system is setup to accommodate this stat boost. Since clerics in 3e get up to 9th level spells, and the requirements for spell levels are different. In Thardferr, those with an 18 INT are allowed to get up to 9th level spells. IN 3e, you have to have a 19 INT to get 9th level spells. So without that 1 point stat boost, your spells would be impossible to gain at the highest level, even if you have a system that lets you choose your starting scores. However, unlike 2e, in 3e, it takes 2 points in any given stat to improve the abilities of that stat. So realistically, it takes 8 levels to gain a real benefit to a given stat (i.e. +1 bonus, etc.)

When characters convert to 2nd Edition these Statistic increases are not transferred over. In fact stats are not transferred at all, but rather built up from the beginning using the Thardferr guidelines for character creation. The only requirement is that these stats must equal the characters statistics as closely as possible. This is overseen by a DM.

3. Perks, Flaws, Feats and Conversion.

Perks and Flaws are not available to Player Characters playing under 3rd Edition rules, however they can be used to aid in the conversion process. A player may choose to use a Perk to recreate an ability that they have in 3rd Edition that does not transfer during conversion (such as Feats). The purpose of their use in conversion should always be to better simulate the character in question.

4. If two groups using different systems meet, what system is used?

This is decided on a case by case basis by the DMs and players involved. The DMC may also decide to hold certain events under certain systems. That said, Thardferr’s base rule set is the AD&D 2nd Edition rules, and players will not generally be forced to learn new rules in order to play.

5. Spell Differences and Unique Spells.

The Wizards of the Coast Conversion document contains a list of spells that convert from 2nd Edition to 3rd Edition and back again. Spells that are mentioned in this document are simply converted from one system to another. Other spells must be converted between the two systems.

While spells can be quite different between the two systems (3e spells often have severely reduced spell durations compared to 2e spells for example)they are not overwhelmingly so outside of those spells that convert over directly, so when other published spells change systems they only have to be adjusted if they become more powerful. Researched spells must be created in both editions before they can be used in sessions outside that which they are created.


Miscellaneous Issues

1. Can Mages wear armor and cast spells?

While 3e/3.5e allows mages to wear armor, it does not mean that this would happen in Thardferr. In Thardferr it is impossible to work magic while wearing normal armor.

2. Experience Progression is different in both systems. How does XP operate?

Experience Points are just a way of measuring the experiences the character under goes through his or her jounrey. It is not important if it takes 100 XP to get to level 1 or 1,000,000 XP. What is important is that players progress at the same speed in both systems. In order to monitor progression 3rd Edition DMs must simply post the levels of their characters for the DMC once every month. This ensures that whatever XP method used can be corrected if it does not stay in line with the time taken to progress in AD&D 2nd Edition.

Currently two preliminary guidelines for awarding/monitoring XP exist:    

1. XP Awards Suggested: 25 xp / Hour Max Guideline.
So, a standard 4 hour session can award up to 100 xp per session.

For each subsequent level, you add a modifier (not equal to character level). Otherwise, progression remains the same at each level. Since the XP required is level *1000 we use the 25 xp / hour as the base for 1000, and then use a decimal value as increments.

Example:
1st Level: 25 xp / hour / level (1)
** avg 100 per session (10 ses. level)
2nd Level: 25 xp / hour / level (1.5)
** avg 150 per session (13 ses. level)
3rd Level: 25 xp / hour / level (2)
** avg 200 per session (15 ses. level)
so on and so forth...

Then add in the multiplier to base as it currently stands, allowing a raise to the base 25 rate once they hit a certain level and then again at a higher level, etc. Wink

Suggested 3e Modifiers
Levels 1-5 = 25 xp / hour / 0.5 + (1/2 current level)
Levels 6-8 = 50 xp / hour / 0.5 + (1/2 current level)
Levels 9-11 = 75 xp / hour / 0.5 + (1/2 current level)
Levels 12 and above = 100 xp / hour / 0.5 + (1/2 current level)

2. Use 2nd Edition System.

This option is for DMs who are familiar with both systems, who simply wish to award 2nd edition XP and use the 2nd Edition experience progression tables. It does not mean that you use the XP Guidelines with the 3rd Edition XP system.


Other systems for awarding/moderating XP are possible as well, and they will be added (and edited) here as time goes on. The important issue is that progression is maintained between the two systems. This is done through DMC oversite as mentioned above.

3. Automatic Acquired Arcane Spells

Thardferr has a house rule for 2nd Edition that prevents specialist mages and other arcane spellcasters from automatically receiving spells. This is due to the low-magic nature of Thardferr and the recent destruction of magic research materials. This rule applies to 3rd Edition as well. Spells are never automatically gained in Thardferr.
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Dingo
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« Reply #2 on: March 17, 2005, 04:17:48 PM »

Wow Gibreel, this is much easier to look through.  Thank you.  
I think this will go a long way towards hastenting the process of getting 3e games started.  

One thing I noticed (only because it was pointed out to me outside of the posts) is that there is a difference in Prerequisites for classes.  The most pressing of these is the race prerequisite.   You might want to add something forcing the 2e prereqs on 3e classes. (or not Smiley
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Thragnar
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« Reply #3 on: March 17, 2005, 04:21:41 PM »

Things to edit:

.. For example, Thardferr dwarves cannot become spell casters of any sort not because it is against the rules of the 2nd Edition PHB, but because the Gods created them in a way that makes arcane magic impossible for them....  Should that be  3rd Ed Handbook there

Dwarves is mispelled in the "Acceptable Races" area

"(or DMs wishing to run) Specilty Priests must detail " ..... Specialty priests  in this ..... Priests and Specialty Priests in 3rd Edition

"Experience Points are just a way of measuring the experiences the character under goes through his or her jounrey." .... undergos and journey
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Thragnar
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« Reply #4 on: March 17, 2005, 04:30:24 PM »

Questions and Stuff:

Goblins gains 1 Skill Point per level that they may spend on any rogue skill at class skill cost.   This is a VERY strong ability here,   I'm not sure it is needed.

Stonecunning: This ability grants a dwarf a +2 racial bonus .... in the Goblin description? ....  No real complaint other than a question about why you want them have this.   If it is fine by everyone else - you will need to change "dwarf" to goblin.

Do you really want Goblins having Both low-light vision And Darkvision?
... One or the other is quite good, but both?

This rule applies to 3rd Edition as well. Spells are never automatically gained in Thardferr....I see what you are trying to do with this but it might be a stumbling block for players wishing to join and only know 3E.
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« Reply #5 on: March 17, 2005, 04:31:21 PM »

No perks/flaws at all for the 3e PCs?  I understand the thinking, and have no problem with the desire to not muddle things up, but when a 2e character joins a 3e game and converts to 3e, what happens if they already have perks and flaws which IC it would be hard to lose.  I will give you the example of my current PC Terpsichore.

Perks:
Alchemy Education
Luck (3 point level)

Flaws:
Crippled Limb (left foot)


When I convert her over to 3e (lets say I join a 3e campaign, or my DM decides to convert) some of those can easily be represented by taking certain Feats.  Alchemy Education can simply be the feat for Potion Brewing in 3e.

Luck, this one I really have no idea how it would convert easily, and Luck might be one of those perks/flaws that just does not exist in 3e as it resides largely in the realm of OOC.  So both Alchemy Education and Luck would be easily changed for a 3e conversion.

Crippled Limb poses a bit more of a problem.  Here is an intrinsically IC flaw.  It would not work for the PC to suddenly have her leg fixed whenever walking through a 3e campaign, only to find it go cripple again when she enters a 2e game.  Given the penalties would need to change to reflect the 3e ruleset.

What would be done in order to compensate for having a crippled limb in a 3e setting?  Maybe this is something that would need to be looked at on a case by case basis and decided by the DMs, or it might be a reason to look into allowing perks and flaws in 3e games.
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« Reply #6 on: March 17, 2005, 04:45:06 PM »

For luck you could substitute the Heroic Spirit feat form the Eberon Campaign setting (+3 action points per level, if using varient rulebooks is allowed for conversions sake), since action points are very similar to what the lucky perk offers.

As for flaws... maybe flaws should be kept in 3e since feats don't really replace them.  Regardless the stats for a crippled limb work in 3e just as easlily as in 2e.
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Thragnar
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« Reply #7 on: March 17, 2005, 04:53:49 PM »

Please!    Please!   Keep things simple here.   The worst thing you could do would be bring things in from outside sources when you are trying to get 3E up and running.

Perks and Flaws are not needed in 3E  and only play a part when converting as stated  above.   Let things work for a while to see what really needs to be adjusted.   The powers that be are finally seeing the need for 3E ... let it happen.
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Gibreel
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« Reply #8 on: March 17, 2005, 05:34:03 PM »

Thank you all for the feedback. I am working on answering questions for the second draft. Keep comments coming.
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Dingo
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« Reply #9 on: March 17, 2005, 05:37:28 PM »

Right you are Thragnar and I am thankful for it.  My previous comment probably should have been in a pm instead of on the post since that is something for specific situations and a DM decision, sorry about that.
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Kyrell
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« Reply #10 on: March 17, 2005, 07:07:13 PM »

I response to Mnux's post about the crippled limb, (assuming its not amputated) I would see this as a penalty to movement/reaction in speed. If base speed of 30 feet for a healthy human, I would reduce it to roughly half for one appendage being hampered. I know in the 3.5 or 3.0 DMG it has a variant rule for disabled hands, feeet...etc so I would adjust the PC's movement accordingly.
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kluu
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« Reply #11 on: March 17, 2005, 07:38:43 PM »

Goblins in thardferr gain descrtionary points to put into their thief abilities. I think giving 1 skill point easily copies this, it may be limited to only increasing thief skills already known and not to learn new ones.

Goblins have soemof he dwarven abilities so he gave them the stone cunning to fill this need.

I am not sure why they have dark and night vision either. I would give them the 3x equivelent to infravision whatever that is.

Thanks for the write up Gibb this is the thing I had been aking for all along when anyone proposed allowing 3x to be ran in Thardferr. Other thant he need to write up the prestige classes used and a few tweaks I think this makes that posible.

I also like the way you handled XP awards. tHat guideline looks like it should work to maintain equity between the differing game mechnics. Good job.
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Lokar
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« Reply #12 on: March 18, 2005, 11:38:33 PM »

I would think that in order to stick with normal 3e skill progresion that at first level the goblin would gain 4 skill points to put into any one rogue skill and 1 point for every level that follows.
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Nyrhtlyk the Dark
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« Reply #13 on: March 18, 2005, 11:53:29 PM »

According to the Savage Species Handbook, for including unique creatures into your campaign.  The following are goblin adjustments.

-2 STR
+2 DEX
-2 CHR

+2 Saves vs. Fortitude
Fortitude = Good Save

Now, the 3e Monster Manual gives them.
60' Darkvision (3e's infravision)
+2 Fort, +1 Ref Saves
Increased Speed (30')
Size: Small  
+4 Racial Bonus to Move Silently
Favored Class = Rogue

That's just the 3e stuff. :)  I think the rest of the above writeup is adding in things from Thardferr to a degree.
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Thragnar
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« Reply #14 on: March 19, 2005, 01:39:22 AM »

Lokar - The most ranks any PC can have in a skill at level one is 4.    There are several Feats to help boost some Rogue skills higher though.
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