***Begin Part 5*** For Player's Eyes 33: What books do I need in order to play? A: Technically, as a player, you need absolutely nothing. Nada. Zilch. A pencil, paper, and dice certainly are useful, but can easily be borrowed; rules can be explained by the DM or more experienced players. However, it is usually easier to have a personal copy of the rules for easy perusal in and outside of the gaming sessions. To this end, it is advisable to get the Players Handbook (preferrably the same edition which the group is playing). The Complete * Handbook for your character's class may be a welcome addition, but is not really necessary. Beyond that, it is just personal preferences. Nothing else is really needed, despite what the promotional material TSR puts out may say; but some people like having a little more than just the PH when they play. 34: Is the use of poison automatically an evil act? A: If depends on how the DM rules. Some DM's feel that use of poison is an inherently evil act, and its use by a character causes an alignment switch. Others feel that, while it is not a particularly good act, it is not particularly evil, either, and can be used with caution. Still others feel that poison is just a weapon, as is any other, and thus may be used by any and all characters without impunity. There are equally persuasive arguments for any of these positions, and it is really best left to individual DM's. Here to help with the decision are three of the various points of view. Poison is a cowardly way out of a situation. It is best left to those who wish to skulk in the shadows and strike from afar. It is also good for those people who like to make sure their enemies suffer horrible agonies before dying. Since poison is essentially a tool for cowardly bullies and torturers, it is a proper tool of those of evil alignment. Everyone else should stay as far from it as possible. The use of poison is not inherently evil, but, by the same token, is not inherently good either. Thus people who wish to stay pure should avoid its use, but any others don't have to worry much about how they accomplish an end. Poison is a weapon, just like any other. Thus it can be used like any other weapon, whether to strike down otherwise-unreachable fiends, or to put an end to the overwhelming righteousness of a paladin, or to have a political superior suddenly leave his position vacant for the taking. Poison may be used in much the same way as a sword, but has less of a chance of maiming and is thus possibly more humane! In any case, poison is just the tool--it is the heart behind the action which determines one's good or evil nature. 35: What about slitting throats? Anything else? A: Once again, this is really a decision for individual DM's. However, there are hardly any situations where slitting a throat could be considered a good act. In most cases, it requires having an otherwise helpless victim, one which good characters should be trying to reform or turn over to the proper authorities for suitable punishment. Killing someone in cold blood, regardless of their past actions, is an action which any character should seriously think twice about. In the heat of battle is one thing, but in cold blood (and especially if premeditated) is something else altogether. A character who consistently does this sort of thing should do some serious introspection on his outlook on life and consider an alignment change to something more suitable. Nevertheless, there are a few situations where slitting a throat might be a necessity. Mercy killing is one, as the onset of death is quick. Dealing with guards who would otherwise raise an alarm is another, but more questionable one. In either case, if the action does not haunt the character for a long while, then it is quite possible that the character is a closet sociopath, and therefore not of the intended alignment. 36: Are all orcs inherently evil? What about orc babies? A: This one is a tough ethical question, and one which many DM's like to through at their players. After a party sacks an orcish camp and completely annihilates the entire adult male population, they are left with the women and children. If they kill them, they are denying that orcs have any chance at all at redemption, regardless of whether or not the orc in question is a newborn. If they do not kill the orcs, then the party is leaving behind a future horde of orcs who want revenge for the slaughter of their fathers. This is a perennial problem which each character must sort out on their own. However, it is much easier for evil characters to make a decision than neutral, and somewhat easier for neutral than good; but knowing this does not make the decision simpler. One question which good characters should weigh in their minds: is it better for me to not kill in cold blood, or for the potential for future difficulties be taken care of while the solution is easily accomplished? 37: Can mages wear armor? A: This question has been endlessly debated. First of all, if he is not casting spells, any mage can wear any armor he wants to, unless the armor in question is magic and only wearable by warriors, but that's a different story. The question arises when a mage attempts to cast spells while wearing armor. While the rulebooks state that wizards may not wear armor while casting spells, many players do not like this rule, as lack of armor gets many a mage killed. Here are several possible solutions to this situation: 1) All mages may wear any armor, with no penalties, whatsoever. 2) No mage may wear chain mail or better armor, due to the interference of the metal with magical energies. 3) All mages may wear any armor, but doing so incurs a possible chance of failure. The wizard must roll percentile dice to see if the spell successfully goes off. The roll must be equal to or under 50% plus twice the armor's armor class. For example, a mage in chain mail must roll (50+(2x5)=60% or lower each time he casts a spell to see if the spell was successful. If the roll is not successful, the spell fizzles. For armors with negative AC, either the AC is doubled and subtracted from 50 to find the target number, or, since anything better than 0 is enhanced armor anyway, just use 50% as the target number. 4) All mages may wear any armor, but wearing any mass of metal causes the mage to check to see if a wild surge occurs every time he casts a spell, due to the interference of the metal with the magical energies. 5) Fighter-mage dual- or multi-classed characters may cast spells in armor, as they have learned to move in armor and thus can make the necessary gestures to cast spells. 6) Elvish chain can be worn by any wizard without penalizing spell- casting at all. This may be due to either the mail's comfortability allowing easy movement or its inherent magical nature not disrupting magical energies. 38: I don't like the spell memorization system for clerics & wizards... A: Take a number and get in line. There are a seemingly endless list of solutions to this "problem." The ideas differ for clerics and wizards, though. For priests, the solution is simple. Have the character pray for miracles, and let the DM decide which spells the cleric gets that day. Level doesn't matter, and the deity is seen to be more omniscient if it can provide in advance the spells which are most likely to be needed. For mages, there have been several good solutions posited. One is to do away with the memorization time. Another is to use some sort of mana point system. A third is to let the mage cast any spell in his grimoire, without memorizing it first, but with a chance of spell failure. There are an infinite number of variations on these and other themes. Rewriting the entire spell system is a task not fit for an FAQ, but it is not too difficult to construct your own based on the rough ideas above, or to just take a system from some other game and transplant it into your campaign. 39: What does "Lawful/Neutral/Chaotic Good/Neutral/Evil" really indicate? A: Good/Netural/Evil should be fairly obvious, but Lawful/Neutral/Chaotic is often trickier to pin down. The easiest way to remember it is that Law is more concerned with the letter of the law than with the people. Chaos can be anti-law, but it can also just not require set rules of conduct. The PH contains a fairly decent description of the nine alignment's typical mindsets, but that is just the tip of the iceberg. There are so many variations on each alignment that it is very difficult for any two people to agree on even the vaguest definitions. 40: Is alignment really necessary? A: For many people, no. For just as many others, yes. Alignment itself is not meant as a straightjacket, but as a tool for playing the character. There are as many different ways of playing a LG character as there are LG characters, so the argument that the alignment system stifles creativity doesn't hold water. However, there are just as many characters who don't fit any alignment whatsoever, and should not have an arbitrary label forced on them. Whether or not to use alignments is a question for the entire group to decide, and not one that should be handed down from above. 41: But medieval combat wasn't anything like the way it is in D&D! A: You're right! Congratulations, kid; you win the kewpie doll. The combat system in *D&D is a gross simplification of real combat, designed to streamline the process of determining the outcome of such a situation. Many arguments about the reality of such-and-such a weapon's speed, damage, use, size, etc. are often seen on rec.games.frp.dnd, usually based on personal observations and/or on SCA tournaments. One thing to keep in mind is that this is just a game; it is not real life. It is not meant to be extremely realistic. There are other, more detailed combat systems out there in other games, several of which take hours to determine one simple combat. The best thing to do, in any case, is find a system which the group prefers to use and stick with that. If the group doesn't feel like taking the time to learn a new system, then the current one still works just fine for thousands of players, especially with a few house rules to customize it to the specific campaign. ***End Part 5***