Dungeons & Dragons 3rd Edition
The third edition of the Advanced Dungeons & Dragons game, albeit dropping "advanced" from the title to make it more accessible to new players. Though initially published in 2000 by Wizards of the Coast (as the version commonly referred to as "3e"), a "3.5" revision was published in 2003 with some significant changes, and it is the 3.5 revision that most 3rd edition players use. Wizards have since gone on to release 4e, which received a controversial greeting.
System
The Core Mechanic
3rd edition introduced the now ubiquitous "d20 System", where almost every action with a chance of failure is resolved by rolling a d20, applying relevant modifiers, and comparing the result to a set difficulty (or in, some cases, another character's roll) to determine success, referred to by the system as the "Core Mechanic". For example, a fighter attempting to hit a monster with his sword rolls a d20 and may add his Base Attack Bonus, Strength bonus, relevant Weapon Focus bonuses, magical enhancements, etc. with the objective of beating his opponent's Armour Class. Rolling equal to or over the target's AC means he has successfully hit and gets to deal damage. In a similar vein, a rogue attempting to pick a lock rolls a d20 and adds his skill ranks, dexterity bonus, any relevant skill bonuses from feats, modifiers depending on the quality of his equipment, etc. in an attempt to beat the target DC (Difficulty Class) of the lock.
This was generally regarded as a significant improvement on the systems used in 1e and 2e, where many different parts of the game were governed by vastly different mechanics. Restructuring the game around the single core mechanic made gameplay much simpler and easier to pick up for new players.
Characters and Creatures
Characters and creatures in the system are structured around Hit Dice and ability scores, wherein bonuses and traits from various hit dice are stacked together and combined with modifiers derived from the base ability scores to determine the other statistics of the entity. For example, a 2nd level Cleric/3rd level Fighter would have a +1 BAB for his two cleric hit dice and a +3 BAB for his three fighter hit dice, combining to give him a total Base Attack Bonus of +4, which would then be modified by other abilities such as strength or dexterity to determine his overall bonus when making an attack. The hit points granted to him by each of those hit dice would be added together and modified by the constitution score to determine his overall hit point total, and so on.
Almost all entities have six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma - that describe basic qualities of their character. The human average ability score, as the baseline from which all other ability scores are referenced, is 10 or 11. Ability scores higher than this grant bonuses to their relevant checks, and lower than this impose penalties. Every two points of score results in a +1 modifier, such that a score of 8-9 is a -1 penalty, 10-11 is +0, 12-13 is +1, and so on. Different races generally have bonuses and penalties to some ability scores to represent how they differ to humans; for example, the graceful but frail elves have a +2 to their dexterity (giving them an extra +1 bonus to dexterity-related checks in general) but a -2 penalty to their constitution, whereas the stout but surly dwarves receive a +2 to their constitution but suffer a -2 to their charisma.
In general, having any ability score reduced to 0 (by magic or other effects) results in incapacitation or death; a 0 Str or Dex character is unable to move himself, a 0 Con character is dead, and a 0 in a mental ability stat results in a coma. Some entities are lacking certain abilities entirely, a situation explicitly different from having a 0 in the stat; for example, a mindless magical construct that cannot think for itself both has no constitution score, as it is not a living being and is not subject to poisons, diseases, and other such things as living beings are; it also has no intelligence score, as it is generally incapable of making its own decisions and instead acts only on the orders given to it by its master.
Settings
Eberron - called "dungeonpunk," and winner of the "make a new setting for D&D" contest. It made your RPG more JRPG. Seriously; robot player characters, magick trains, and dragon tatoo materia. But maybe you'll like it. 2e gave us Planescape, Spelljammer, Ravenloft, Dark Sun and Birthright. 3e gave us Eberron and more Forgotten Realms. 4e just gave us recycled crap.
Open Gaming License
WotC heard about this "open source" thing, and thought they'd get on the bandwagon with Open Gaming License. Players had been making house rules for forever and a day, but WotC riffed off the GNU Public License and wrote some rules where anyone could publish supporting material off the core rules, for free, just acknowledge the source and use the same license so people can make splatbooks for your stuff. The amount of non-WotC material written for 3rd edition skyrocketed, and the d20 System became the heart of dozens of role-playing games in dozens of genres. WotC didn't see royalty cheques, but it helped cement their grip on the roleplay game industry during the 3ed era and sold a lot of corebooks.
WotC chickened out in the next edition, offering a "new and improved" licensing scheme for it, which is more restrictive and far less used.
Gameplay
See Examples of Play.
Fandom
Since D&D is relatively mainstream and has been around for so long, many of the design benefits in D&D 3e have been incorporated into other RPGs, so newfags will take these benefits for granted. Keep in mind that D&D 3e broke new ground in many areas, or brought good ideas into widespread attention... and these same newfags probably don't remember how everyone lost their shit when DragonLance came out.
It just works, bitches. Proof by example: it's ten years later, and if it wasn't so good, people would've jumped ship to Warhammer Fantasy or still be playing AD&D 2nd Ed.People bought Fords all throughout the 80s and 90s even though they were shit bricks and in the 2000s people payed for it.- The Open Gaming License allowed for an explosion of peer-created content. Not all of it is good, but you don't have to buy the crap, you can just take the cream. No more "compatible with most fantasy rpgs (wink wink)," and no more small press crap because real publishers are too scared of lawyers.
- No more THAC0; Armor Class is just a plain target number for to-hit.
- Funnily enough BAB and THAC0 are identical math-wise. BAB is just reverse THAC0.
- No more "roll a save vs. petrifaction to avoid the dart trap". Saving throws are now dead simple: Fortitude, Reflex, and Willpower.
- The Feats system brought in awesome customizing of classes. You want a swordfighter that specializes in sabre-&-dirk fighting? How about a gladiator that brawls unarmed and can go toe-to-toe with a stone golem? We got you covered. It's like a DIY kit for class features.
- While the older editions covered the basic realistic combat styles, 3e started to see just how far "heroic" combat can go.
- Non-weapon proficiencies are out, skill points are in. D&D finally caught up to the rest of the RPG designers, and players who don't have a specific skill as a class feature can now Hide In Shadows or Climb Walls.
- Humans actually have racial advantages instead of being average or something you'll never see like a lack of class level caps.
- Humans from AD&D are the only race with unrestricted classes and attributes. They have been the top pick because they had the potential to be the best. With all the races getting full access to the human exclusive stuff in 3e, they had to compensate before humans became worthless.
- Rules for monsters as player races. With the "Equivalent Class Levels" system, your party really can have a Rakshasa or Doppelganger in it and it will balance out. Nearly everything in the Monster Manuals has a level adjustment score for use.
- Exceedingly easy and rewarding to make homebrew content for, it's a versatile and open system.
Criticism
This article or section contains opinions shared by all and/or vast quantities of Derp. It is liable to cause Rage. Take things with a grain of salt and a peck of Troll. |
Some of the criticisms of third edition D&D include:
- Not enough anime powers and weeaboo artwork.
- Attempted to fix it with the nigh-endless train of prestige classes in the "Complete BLAH" and "Book of Vile/Exalted BLAH" and "Tome of Battle: 9 Euphemisms For My Dick"... Starting with 6 prestige classes in the 3.0 DMG (16 in the 3.5 DMG), there's 120 more in official splatbooks (349 in the official 3.5 splatbooks), and that's not counting the Epic prestige classes above level 20, or prestige classes introduced in modules, and I haven't even started on the prestige classes mentioned in official settings...
- Katanas are seen as underpowered by fags, and overpowered by heterosexuals, who feel it doesn't deserve its masterwork quality and instead feel it should receive -4 Str.
Women don't receive -4 Str, destroying any sense of verisimilitude players sexists may have otherwise felt. The strength penalties for females of any non-human race is gone completely, breaking with tradition.AD&D 1st edition is the only known edition to have a female strength cap. In 2nd edition gender was like asking if you were left or right handed and D&D has held this attitude to this very day.- People who enjoy being fucked in the ass prefer FATAL.
- RULES. RULES. RULES. ENDLESS RULES
- In order to play the game, you have to literally buy (and presumably are expected to read) something like
eight hundred pagesabout 130 pages of the Players Handbook you illiterate dumbasses, which are almost all rules. Thankfully you no longer have to buy them since the SRD is free and contains all (19 megabytes of the) rules that are absolutely needed (barring leveling related rules). - Despite all the rules, there are claims that it's an easy to break system. Hard to think any of those claims have any merit when there's clear ignorance of core rules.
- Many 2nd edition rules were presented as optional, allowing the DM leeway to experiment with his ideas and his group. Carrying over beloved characters from 1st to 2nd edition was no big deal. 3rd edition made this impossible, and canonically standardized plenty of bad and broken rules that made us all want to climb back up into Lorraine's warm life-giving uterus and ask for forgiveness.
- In order to play the game, you have to literally buy (and presumably are expected to read) something like
- Spells all work differently from one another, so instead of looking up the rules on a type of action, you look up the rules for a specific spell. And then the spell's errata. And the Ask the Sage article about that spell.
- No one can even pretend the various classes are balanced against one another. After 10th level or so spellcasters are so powerful and versatile that the average dungeon crawl is cut short when they use a spell or two to redirect a nearby river into the front door, killing everything inside but the skeletons. For comparison, the fighter is about to get his third attack a round! But he'll miss with it.
- Classes have never been balanced against each other but this is mostly to do with the fact that the power of casters was kept from AD&D but the drawbacks (slower inital leveling speed greater potential to kill yourself, highly limited spell slots and several things that made spellcasting hell) were removed. Granted this example is a bit exaggerated since a smart DM could just quietly change the dungeon to an undead filled one as a middle finger for trying to cheese it or if home to anyone of magical ability, bounce off a ward.
- Unless your DM knows what you're all doing (and he should) and fucks you up in less than 20 seconds with an encounter designed to murder casters which is easy to do. A simple troll is a nightmare to casters if the DM bothered reading their preferred tactic of let regen handle the AoO and fuck up the caster line.
- Some rules make a lot of sense for the sake of mechanics in combat and game play but sound silly in realistic terms... like "the older you get the wiser you get"... and by default the better your sense of sight and hearing become. Silly things like these are often pointed out in Rich Burlew's Order of the Stick, an online comic based on D&D characters.
- It's possible for a wizard not to know about magic, a druid not to know about nature and a cleric not know about religion (including his own).
- LA was total bullshit anyway, some things have LA way too high for the power you get and others don't get enough for LA +0 (kobolds with +0 LA despite they have -4 str and -2 con). This lead to a lot of homebrew LA +0 variants of races.
See also
- Dungeons & Dragons
- Advanced Dungeons & Dragons
- Official D&D v.3.5 Update Booklets giving some (not all!) of the details you will need to tweak to make your 3.0 games compatible with 3.5 rules.
- Dungeons & Dragons 4th Edition
- d20 Modern - same mechanics, slightly different rules for a present-day setting
- Pathfinder Roleplaying Game - a fork of D&D 3.5 edition since Wizards of the Coast is abandoning D&D for something more weeaboo
- Microlite20 - 3rd edition rules boiled down to 1100 words.
- d20 Standard Reference Hypertext Document - all the rules you're allowed to riff for your own splatbooks. Only thing missing to play the game is the experience table.
- Siegeball - yo dawg, I heard you like traditional games, so I put a game in your game so you can play while you play.
- Incarnum