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Pool of Radiance™ Ruins of Myth Drannor supports many aspects of the New Dungeons & Dragons Game Rules. 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.




Races: A new race has been added: The Half-Orc. 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: The new classes available are: Barbarian, Monk, and Sorcerer. Some classes gain special abilities as they advance.

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.

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.

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. It's 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 don't 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 aren't 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.


Character Classes

  BarbarianBarbarian: The barbarian is an excellent warrior. Where the fighter has training and discipline, however, the barbarian has a powerful rage. While in this berserk fury, he becomes stronger and tougher, better able to defeat his foes and withstand their attacks. These rages leave him winded, and he only has the energy for a few such spectacular displays per day, but those few rages are usually sufficient. He is at home in the wilds, and he runs at great speed.

Cleric: Clerics are masters of divine magic. Divine magic is especially good at healing. Even an inexperienced cleric can bring people back from the brink of death, and an experienced cleric can even bring back people who have crossed over that brink. As channelers of divine energy, clerics can turn away or even destroy undead creatures. Clerics have some combat training as well. They can use simple weapons, and they are trained in the use of armor, since armor does not interfere with divine spells as it does with arcane spells.

Fighter Fighter: Of all classes, fighters have the best all-around fighting capabilities (hence the name). Fighters are generally familiar with all the standard weapons and armors. In addition to general fighting prowess, each fighter develops particular specialties of his or her own. A given fighter may be especially capable with certain weapons, another trained to execute specific fancy maneuvers. As fighters gain experience, they get more opportunities to develop their fighting skills. Thanks to their focus on combat maneuvers, they can master the most difficult ones relatively quickly.

Monk Monk: The key feature of the monk is his ability to fight unarmed and unarmored. Thanks to his rigorous training, he can strike as hard as if he were armed and strike faster than a warrior with a sword. Though monks don't cast spells, they have a magic of their own. They channel a subtle energy, called ki, which allows them to perform amazing feats. The monk's best known feat is his ability to stun an opponent with an unarmed blow. A monk also has a preternatural awareness of attacks. He can dodge an attack even if he is not consciously aware of it. As the monk gains experience and power, his mundane and ki-oriented abilities grow, giving him more and more power over himself and, sometimes, over others.

Paladin Paladin: Divine power protects the paladin and gives her special powers. It wards off harm, lets her heal herself, and guards her heart against fear. The paladin can also direct this power to help others, healing their wounds. Finally, the paladin can use this power to destroy evil. Even the least experienced paladin can sense evil, and more experienced paladins can smite evil foes and turn away undead.

Sorcerer Sorcerer: Sorcerers cast spells through innate power rather than through carefully trained skills. Their magic is intuitive rather than logical, and therefore allows them a great versatility over the arcane arts. Sorcerers are also able to wield simple weapons and may even don armor if they wish to, although such constrictions to body movement make spellcasting more difficult. They are the masters of magic amongst the classes and capable of great acts of protection or destruction as their moods dictate.

Ranger Ranger: The ranger is at home in the wilds of nature, patrolling forests or mountains with the same ease that people traverse city streets. He is proficient with all simple and martial weapons and capable in combat. His skills allow him to survive in the wilderness, to find his prey, and to avoid detection. He also has special knowledge of certain types of creatures. This knowledge makes him more capable of finding and defeating his foes. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells.

Rogue: Rogues share little in common with each other. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, or thugs. What they share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don't want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust, or some random person's pocket money.