Location: Games » Pool of Radiance: RoMD » Walkthroughs & Guides
|
Pool
of Radiance II & The Third Edition
|
The game
originally started out using the 2nd Edition rules for D&D. Once the
3rd Edition rules were announced, the developers contacted Wizards
of the Coast and obtained a copy of the new rules. Changing the game
around a bit to suit the new rules was a bit of a challenge but in
the end nearly all of the new rules were incorporated into the PC
game. The new rules make D&D more streamlined and exciting to play.
Some of the significant updates to gaming with the new rules in Pool
of Radiance are listed below:
Classes
and Races:
A new race
has been added: The Half-Orc. The new classes available are: Barbarian,
Monk, and Sorcerer. Some classes gain special abilities as they advance.
In addition there are no race or class level restrictions. All races advance
to any level in any class up to a maximum of 16 levels in any single class.
The maximum combined level of any multi-class character is 32.
Classes:
- Fighter
- Barbarian
- Paladin
- Ranger
- Cleric
- Sorcerer
- Monk
- Rogue
Races:
- Half-Orc
- Human
- Halfling
- Dwarf
- Elf
- Half-Elf
The specialty
priests from the 3rd Edition will not be making an appearance here.
It's felt that basic clerics are better suited to the general adventure.
Sorcerers are handled exactly as they are in 3rd Edition. They get new
spell slots as they go up in levels and can cast any spell they know as
many times as they have slots in that spell magnitude. Every time a sorcerer
gains a level where they would learn a new spell, an interface screen
pops up giving the remaining spells of that magnitude that they can choose
from.
Skills
Skills in
the New rules replace proficiencies and some class abilities from the
previous rules. Pool of Radiance automatically assigns skill points when
your characters advance in level, depending on their class and and intelligence.
- Concentration
- Disable
Device
- Heal
- Hide
- Listen
- Move Silently
- Open Locks
- Search
- Spellcraft
- Spot
Feats
Feats are
a new feature for the latest D&D rules. Feats are special abilities that
give your characters new talents or improve existing skills and character
statistics they already have. Characters gain additional feats as they
advance in levels.
- Blind
Fighting
- Cleave
- Combat
Casting
- Combat
Reflexes
- Great
Fortitude
- Improved
Critical
- Improved
Initiative
- Iron Will
- Lightning
Reflexes
- Mobility
- Point
Blank Shot
- Power
Attack
- Precise
Shot
- Run
- Skill
Focus
- Spell
Penetration
- Toughness
Ability
Scores
While the
ability scores have not changed from the previous rules their bonuses
have. In the previous rules, a character had to have a very extreme score,
such as 16 or 5 to get either bonuses or penalties. Now ability scores
give bonuses starting at 12 and penalties starting at 9.
Multi-Classing
The multi-classing
system is significantly different than the previous system. Instead of
starting experience between classes, characters choose what class they
want to advance in when they gain a level. Its a more flexible system
that allows players to carefully control the skills of their characters.
Magic
There are
several changes to the spells system in the new rules but the most significant
is the introduction of the Sorcerer class. Sorcerers dont need to
memorize spells like Wizards do. They simply have a set number of spells
of each level that they may cast before they must rest, and they may choose
what spell to cast at any time, making them more flexible. In Pool of
Radiance Sorcerers are available but Wizards are not. Additionally, Clerics
arent required to pray for spells; they may choose what spells to
cast at any time, like a Sorcerer. This departure from the new rules makes
your Clerics very effective.
There will
be over 100 spells including new ones such as Divine Power (cleric), Cats
Grace (sorcerer), Searing Light (cleric), Repulsion (sorcerer), and Shield
of Faith (cleric).
Combat
Features:
Here's "a
list of most notable mechanics from 3E D&D that have made it into the
product."
- Concealment
modifiers
- Cover
bonuses
- Defensive
Fighting
- Delay
- Favored
Enemies for rangers
- Flanking
- Full Attack
option
- Line of
Sight
- Rage for
barbarians
- Ranged
Weapon modifiers for extreme distance
- Refocus
- Smite
Evil for paladins
- Sneak
Attack for rogues
- Turn Undead
for clerics
Top
|