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3rd edition[edytuj | edytuj kod]

In 2000, a major revision of the AD&D rules was released, called only Dungeons & Dragons, but popularly referred to as 3rd edition (or 3E for short). It is the basis of a broader role-playing system designed around 20-sided dice, called the d20 system. The rules are somewhat less restrictive than the second edition and allow players more flexibility and choice in the character that they want to play. The edition removed previous editions' restrictions on class and race combinations that were supposed to track the preferences of the race, and on the level advancement of non-human characters. Skills and the new system of feats were introduced into the core rules to encourage players to further customize their characters. The d20 system uses a more unified mechanic for action resolution, although some complain that D&D has been a late adopter when it comes to a "unified play mechanic". The new rules also rationalized movement and combat, though some feel that adding rules regarding "attacks of opportunity" and standardizing all movement onto a square grid made the game too complex. Magic-using classes were split from "Wizards" to Wizards, Sorcerers, and in later books such as the Complete Arcane to further classes such as Warmage. "Thieves" were renamed Rogues, a term that Second Edition had used to classify both the Thief and Bard classes. Third Edition also introduced the concepts of Prestige Classes which characters can only enter at higher character levels upon meeting certain character-design prerequisites or fulfilling certain in-game goals. Expansions for the game greatly added to the optional ruleset, including super high-level campaigns with the "Epic Level" campaign options, and psionics.

The introduction of the d20 system made it possible for authors to write new games and game supplements without the need to develop a unique rules system and, more importantly, without the need for approval from Wizards of the Coast. The d20 system is an open source version of the D&D core rules that was made available under the Open Gaming License. This makes it easier to market D&D-compatible content under a broadly recognizable commercial license. Many other companies have produced content for the d20 system, such as White Wolf (under the Sword & Sorcery Studios label), AEG, and Malhavoc Press.

Some purist fans have not accepted changes made to the game by Wizards of the Coast and continue to play and enjoy previous editions. These fans feel that the new level of detail and complexity is unwieldy, and that the new rules inhibit certain kinds of playstyles. Specific objections include the new, more detailed system for criticals that increases the amount of damage inflicted, as well as the somewhat darker aspects of the new edition (reminiscent of the First Edition). For many 1st and 2nd edition purists dissatisfied with the 3rd edition, the Castles & Crusades RPG, which strips out many of the "offensive" elements, is an often-used alternative. Another alternative is the Hackmaster RPG, which is a direct revision of 1st and 2nd edition AD&D with some added parody elements. Recently, there has been a trend towards recreating the 1st edition rules, and publishing new material using those rules, in such a way as to avoid violating the OGL. In 2006, Rob Kuntz began releasing new material under his "Creations Unlimited" banner and the OSRIC system has been freely released on the internet, both allowing for new first edition material while still complying with the OGL. In a similar manner, Chris Gonnerman used the d20 SRD to create Basic Fantasy RPG, which mirrors the rules and flavor of the Tom Moldvay/David Cook/Steve Marsh D&D box sets.


(różnice) Advanced Dungeons & Dragons 2nd Edition to Dungeons & Dragons 3rd Edition[edytuj | edytuj kod]

  • The game system converted to the d20 System, in which task resolution is normalized into a roll of a 20-sided die and adding or subtracting modifiers to beat a Difficulty Class (DC) for the check.
  • THAC0, which many gamers found hard to understand, was replaced with a simple attack bonus. Armor Class now goes up (instead of down) as defensive capabilities increase. (3rd Edition Armor Class = 20 - 2nd Edition Armor Class; 3rd Edition "Base Attack Bonus" = 20 - THAC0.)
  • Ability scores follow a single table and give standardized bonuses (modifier = ( ability score - 10 ) / 2). Ability scores are no longer capped at 25.
  • Saving throws are reduced from five categories (based on forms of attack) to three (based on type of defense): Fortitude (Constitution-based), Reflex (Dexterity-based), and Will (Wisdom-based), and also go up instead of down.
  • "Non-weapon proficiencies" were replaced by skills, and became a fundamental part of the game rather than an optional one, with class abilities such as thieving skills being translated directly into skills. All characters are given a pool of points to spend on a wide range of specific skills to further define a character.
  • Special abilities known as "feats" allow greater customization of characters. Fighters are no longer differentiated simply by weapons, roleplay and equipment selection.
  • Magic item creation is simplified, requiring a prerequisite feat, spells, and monetary and experience costs, replacing the obscure rules of earlier editions.
  • Barbarians, monks, and half-orcs return to the Player's Handbook as basic character types.
  • "Mage" renamed to "wizard," and "thief" to "rogue."
  • The thief's backstab ability became "sneak attack," which has a wider range of use.
  • The sorcerer class was added to the game as an arcane caster that uses magic naturally, instead of through training.
  • Clerics gain domains that allow them to use bonus spells and abilities based on their deity's area of influence, as well as the ability to swap out prepared spells for curative spells, increasing the magical capabilities of the cleric.
  • All character classes use the same experience table.
  • Characters receive maximum hit points at first level (a very common house rule in previous editions).
  • Multi-classing and dual-classing as per previous editions was removed. In the new multiclassing system, multi-classing functioned similar to dual-classing had previously, except that a character could gain a level of any character class upon gaining a level instead of only gaining levels in the second class. Multi-classing was made available to all races, although characters with multiple classes of differing levels would be penalized.
  • Prestige classes are added, representing special training or membership in an organization outside the generic scope of core classes. Entry into prestige classes requires characters to meet certain prerequisites.
  • Any combination of race and class is now permitted, with the exception of some prestige classes. (Previously, characters of some fantasy races/species were not allowed to belong to some character classes.)
  • Spells that belonged to multiple schools of magic now belong to one, and some had their effects altered.
  • The use of "memorization" was replaced with "preparation," removing the connotations of wizards forgetting spells after casting them.
  • Many spells were given descriptors such as "Fire" or "Evil" that could determine how the spells interact with certain creatures and effects.
  • Priest spell spheres were removed from the game; each spellcasting class now had its own specific spell list (although wizard and sorcerer shared a list).
  • Creatures that were flatly immune to weapons below a specific level of enchantment (for example, +2 weapons) instead had damage reduction: damage dealt by a weapon not of that type would be reduced by a fixed amount instead of being completely negated.
  • Percentage-based magic resistance was replaced by spell resistance, which functions in a manner similar to armor class.
  • Class groups, warrior, priest, rogue, wizard were removed.
  • "Priests of a specific mythos", also known as specialist priest classes, except druid, were eliminated.
  • Each race gains a "favored class" for which they may multi-class with no penalties.