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REVEALING NEW ARCANA
FOREWORD BY E. GARY GYGAX


It was with considerable reluctance that I went to the Unearthed Arcania site at the request of Brenton Miller. Simply put, Brent contacted me about doing a foreword for the new netbook being readied. While there were many reasons for my hesitation, and a large one was my having something less than enthusiasm for yet another creative demand, my principle concern was with the nature of the site. Of course, once I got there, I discovered to my great delight there was no need for trepidation. Indeed, had my concern been founded, you would not be reading this. Thankfully, this is not a place to endlessly worry what I wrote or debate some minutia found in the UNEARTHED ARCANA supplement. It is a place for you, the creative and thoughtful game participant, to add your own arcana to the library of lore for the AD&D game.

That such contributions are necessary seems evident. When it was I who directed the shape of the game, there was a continual search for improvement, so that rules would be better, options expanded, and so forth. Second edition, regardless of my opinion of motives or value, continued the changing nature of the game. Wizards of the Coast has stated that a third edition of AD&D is now underway, so the policy of maintaining the AD&D game as non-static and changing continues. Chess is a game played on a board with clearly defined limits, known pieces, and thus rules can be graven in stone. RPGs have no boundaries save the extent of the imagination of the participants, are directed by game masters, and so they can never have absolutes.

Some ideas are better than others. When I wished to air a new idea I had for the AD&D game, I had the luxury of publishing it in DRAGON Magazine. Reader input then helped me to assess what was proposed and make such changes as were necessary. That was done with the intent of inserting the new material into the game. Thus UNEARTHED ARCANA was published.

Here you have the forum for presenting your own ideas as to how the fantasy role-playing game in general can be made better in some way. I believe that be the matter a small thing or large, such opportunity, and the realization through publication here, is a tremendous benefit for all concerned. I urge all participants to take advantage of the opportunity presented in all ways. Share your creative thinking, read and utilize such material offered as suits your game environment, and tell other enthusiasts about this netbook. Imagine a readership numbered in the tens or even hundreds of thousands! Quite possible, don't you think?

In any event, I can't resist contributing a couple of things to the forum. One brief one is my own, the other drawn from a recent email, and far more thought provoking than my own small matter…

Demihumans vs. Giants: Dwarves get a +4 in defense when being attacked by giants, ogres, and other hulking members of the Giant Class. Gnomes and halflings should have received this same benefit, and it was purely a matter of overlooking this omission on my part that they didn't. Why did I blow it? Because at the time, I wasn't playing either race of character, and no other gamer gave me a kick to call my attention to the fact that both were small and likely as hard to strike as any dwarf. Gnomes and halflings don't get the bonuses to fight, but they surely deserve them in defense.

Next, I submit for consideration the thoughtful analysis of an astute enthusiast. I take the liberty of so doing because I found the suggestions compelling, and as they were directed to me, I feel free to share them here, giving readers the benefit of knowing the author's name, Jared Milne. Here is the substance of what Jared had to offer in regards to demihumans in the AD&D game, UNEARTHED ARCANA presentation, that consider the underlying assumption that humans predominate and so must be assumed to have greater potential for development than do the demihuman races:

Demihuman Level Limits: Here are three possible solutions that should not throw things totally out of whack. Note that Unlimited (U) scope is rearranged in places. I was a little puzzled by each demihuman race getting Us as thieves, while in some cases not getting them in classes that would fit them better, i.e., Gnome Illusionists, Dwarf Fighters, and Elf/Half-elf rangers. Halflings could keep U as thieves, because I thought it fit them well (that's what comes of reading The Hobbit, I guess). The current limits for those classes would go into the thief column.

1) Rearrange as above, but also switch gnome and half-elf assassin and fighter limits. All else stands. I can't really see gnomes following an assassin class, as most of them are NG or LG in alignment. But then this doesn't take PCs into account. What is your opinion on this?

2) Instead of giving Us to the requisite race/class combinations, why not keep them at 15, but they can progress no further. As for the other limits, take 2nd Edition stuff and tone it down by 2, 3, or 4 times. Here is what such things would look like:

Dwarf: F 15, C 6, T 7, A 5
Elf: C 7, F 8, M-U 15, R 10, T 6, Cav 13, A 9
Gnome: F 8, I 15, T 8, C 7, A 6
Half-elf: B 12, C 15, F 9, M-U 7, D 8, T 6, R 9, A 6
Halfling: F 6, C 6, T 15, D 8

Under no circumstances can a demihuman advance beyond 15th level. They can, however, progress beyond if single-classed and possess scores of 16 or more in their prime requisite: 16, +1; 17, +2; 18, +3. % scores for fighters' strength allow another +1 at 18/50, +2 at 18/76, and +3 at 18/00. Note that if you do use this, the race and sex limits still apply, so a gnome fighter could not work beyond 12th level.

3) Allow demihuman fighters to obtain XP beyond their maximum level, but NO additional HP or saving throws. They can only progress in THACO, and then only to 6, which is 2 worse than a human can attain. Humans, of course, can continue without restriction in any class of their choosing.

There you have it. Of course I am enthused about this netbook, for I believe in all that it stands for. That I to this day continue to engage in this sort of creative discourse and rule creation seems indicative of the nature of the RPG game form and its participants. Both are imaginative; each requires stimulation. Here you have the vehicle to serve those needs.

GARY GYGAX
March, 1998

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