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I'd love to know how Nikon pricing policies work! Are they really that cheap to make, or are Nikon making a big loss in India and Pakistan in an attempt to capture the market?
Looking forward to seeing the shipment of the D this summer. Better auto white balance. Power aperture control in Live View. Highlight weighted metering option.
Compatible with radio-controlled Nikon flashes. When the D was announced I was initially very disappointed and with all the nay sayers.
Now that I've had time to mellow, I realize there is a lot! Which was never an ideal camera for that market anyway. Remember all the moans and groans by many users, for years over why doesn't Nikon release a proper replacement for the Ds Nikon did some serious twists and contortions to come up with this model by skipping the D and D But if you say D just the name suggests a big improvement at least to take a look at Here is what I honestly do not understand.
Almost everyone who posts here is a photo enthusiast to some degree. We use digital cameras. Should be noted that these cameras are highly electronic and will not go on without continued support from the companies that make them.
Oddly it seems like a great majority of the people making posts, are predicting the demise of Nikon, Canon etc.
It's a bizarre display, like badly behaved totally spoiled, petulant children. We should want to grow our hobby with more enthusiasts than ever.
But who would want to spend a lot of money to join a crowd like this or deal with companies as they are described?
Can we not be positive? Further to what you said above: Most of the people who post in these threads are photo snobs with high disposable income.
We are talking about an affluent demographic who seek all things modern and comfy to remain happy.
AverageUser - I totally agree, but it would be much easier to read your post if you split it into paragraphs Better to tell it how it is.
The d is ill conceived, over priced and out of date before it hit the shops. Some kind of weird cacophony of random specifications taken from more sensible cameras already in Nikon's line up.
The d is a great camera. D is a great camera but the which is basically a d is ill conceived. I gotta laugh at that.
Besides two card slots it lacks nothing. Weird release but not completely unexpected. They tried to be a little more competitive on video but they had to scale back on stills.
It seems nikon has painted itself in a corner with no new CPU and tracking in video. Now I expect the next D will have the D4 sensor making even that camera significantly worse.
No it won't as much as I would like it to. The 16mp D4 sensor brilliant, high enough resolution for a great amount of detail and the ability to crop a fair bit.
This should be great if they do it as it would mean that it would truely be the replacement of the D putting the flagship D5 sensor into a small body.
And is a camera I would buy to replace my D It would have great low-light and image quality just in a slower body; they might put the same AF, although I think it would make it too close to the D5.
I think it would; however they might cripple the camera by giving it the old 51 point AF system or low frame rate so that people still buy the D5.
If they were to do the same as they did with the D3 and D it would mean that no one would buy the D5 the same as what happened with the release of the D While the D currently has one of the best performing sensors on the market when it comes to DR.
If a future D does indeed inherit the D5 sensor for cost reasons probably, like the D's D one it would be a step backwards IMO. Great camera in principle.
I suspect Nikon wanted to drive down the cost per chip so that they could make more money with the D, leaving the 24 MP chip for the mid range market that is really sensitive to megapixels even if most don't actually need it.
Very glad that Nikon has decided to put a tilting screen on I guess that's a reason: Burst depth, ie the rate at which the frame rate can be sustained is affected by the file size but really 50 frames instead of 42?
Something else I think. If in doubt follow the money. However SUSTAINED burst rate is affected, as the buffer fills more rapidly when the sensor is larger given similar file types , and this seems to affect the processing of the shutter actuation signals.
In fact, in the case of some Canon cameras, even enabling features like digital lens optimisation has a very dramatic affect on burst rates - something that I hope they will eventually fix with a firmware update!
I own a D I saw no reason to upgrade to a D and I certainly see no reason to upgrade to a D! For most people, if they have a D or better, or even a D90, there really is very little to be gained from upgrading.
Cameras have been very good for a very long time; the market has matured. I'm in the same boat. D is aimed mainly at newcomers to DSLR photography.
Newcomers tend to be more impressed by having the "latest" although it might not necessarily be the "greatest".
As you say, not much point in "upgrading" if you already own aD7xxx series camera. Newcomers are looking at D3xx or D5xx.
D is geared towards and purchased mostly by enthusiasts. Ones who want more functionality and great features like automatic autofocus fine tune.
They gave it the wrong number but I understand why. They had to go with a D7XXX number due to the unexpected increase in cost and therefore, price.
The D is not going anywhere. The other reason for the D is that too many D sensors were made relative to the demand. No reason for most photographers to purchase the D since better options are available.
We are still waiting for Nikon's anniversary camera most likely coming out in June, or thereabouts. So it's a D5X00 series with an AF drive pin, twin dials, larger viewfinder all features usually reserved for D7X00 series.
Not a D7X00 series with only a single second slot and no battery grip to make way for the previously absent D? All in all, the D strikes me as a Canon 77D or Pentax K-P competitor that should be selling at a lower price point, considering the considerable regression in features.
For the record, I don't count the Snapbridge app as a "selling point," as the app has only a 2. Nikon has been on a losing streak lately and the D is not a turnaround product.
But the truth is I rarely do, and I'll bet Most people don't either. Especially since it's apsc. If I had something really special like a 58mm Noct, an 8mm f2.
Lens then I'd want an FF sensor anyway. Base ISO performance is worse than the D? The lack of vertical grip shouldn't bother most buyers as is designed for tge consumer market as a more of a lightweight DSLR 3rd party ones will be availible if 'needed'; however I am rarely in a situation where I 'need' a vertical grip pther than for greater fps woth my D, which the D wouldn't have.
It is such a small percentage difference that you wouldn't notice it. I use a 6d 20mp and a D 24mp often and there is no difference really!
The lower resolution screen, they are useless anyway! I cannot tell if an image is better on the D's something pixels to my D's k.
I only use them to check framing and focus to an extent. Why is this a better option for landscape photographers if the megapixels when down from 24 on the D to 21 on the D?
The D is actually a worse performer for landscape photographers due to the sacrifice of base ISO performance. Landscape photographers are more likely to use manual focus lenses than most any other category.
Stop down metering will be a huge inconvenience. The megapixels count for nothing, base ISO is improved over the D Wait for DXO to do the comparison and we'll see how it performs.
Everyone is assuming that the sensor in the D given its firmware will perform identically to the sensor in the D given its firmware and thus are making judgements based on existing DXO data.
Gee, if only there were a way to convert Nikon AI lenses to meter properly with all Nikon digital cameras that is cheaper than dumping my Nikon gear and switching to mirrorless and some kind of adaptor SDs can go bad or break.
So, as I have often said,. I will wait for the next in the D range D? And if it doesn't add to the features, but cuts back, I will be satisfied with the lousy old D for a few hundred less than the current price and probably cheaper than the D Bypass the D, it isn't intended as an upgrade.
It's intended as a replacement, with features designed to appeal to newcomers to DSLR photography.
The most sensible upgrade from a D or D is a D, which is without doubt currently the best crop sensor DSLR on the market unless you shoot video or want to use live view, in which case the Canon 80D is a better choice.
I'm still shooting a D At this point I might go for a D at a bargain price and pick up a Nikon grip for it while I can.
That's what I did with the D when the D came out. I was all in for the D but spent the money on a instead. Now the budget is much tighter surgery and tax.
There's no way my finance minister will go for a D I shoot landscape and D is fine for that. But as I recently found some interest in shooting birds, looks like D is the way to go.
Wish it had the group AF, but you cannot have everything. After using D for 6 years, I do not feel comfortable with single card slot.
I agree and what really bothered me, although a very samll point was that, I looked at a D last month and saw that Nikon's concept of keeping things the same through the line, that the SDs have to be put in, in an other direction as my D I've been shooting a D for 5 years now, and while I like the 2nd card slot for separating my NEFs and jpegs, I haven't had a single card failure in 10 years of shooting with this camera and the D80 before it.
I don't see what all the commotion is about the single card slot. It's hardly a deal breaker to me. Possibly more so based on the price.
I think Nikons mid to top end line up is excelent at least for stills. This camera makes no sense. Remove support for legacy glass, remove a sd card, remove 4 megapixels.
It's obvious who not me and what it is for. This d is a random cacophony of specs thrown together and intentionally crippled for the sake of differentiation.
Given the price difference I doubt that most people will benefit from the advantages of the D I'd imagine it's not much of a loss for Nikon really.
Heck, they may make more leaving the hardware off the camera than what they'd make in grip sales. If you've ever owned a 3rd party grip then you know that no matter how inexpensive they are, they are still overpriced.
They are junk and I wouldn't attach one to my camera if it was free. I have had both oem and 3rd party. I had no issues with 3rd party grips.
I owned 1 first party grip only because Nikon was giving them away with the D I like the Nikon grip with the f2. I also like the magnesium body panels.
The plastic aftermarket grips don't cut it. At this point I don't think I'd buy a camera body that doesn't take a grip. Like my D and as well D, but my Samsung NX1 is the crop killer and give most life like images.
Who cares they're no longer in the camera business and there's no longer any lenses made for them. They made a great camera but Sony marketed themselves better and killed them.
This goes to decisions by Nikon Management. This looks like lets get more money for less functionality by branding, marketing and trying to fool the public!
I give them the video and processing. The rest is largely a remade D5XXX. The branding to get money for less functionality less battery????
Nikon management is less than stellar. Its telling in a year when we got lots of great products from Nikon; the zoom, D5, D etc.
Seems like a sensible decision to me. Nikon are obviously not selling enough D cameras, so they needed to replace it with something "new" to attract buyers.
The specs of the D are perfect for the market it is aimed at. More "serious" photographers if they have enough money will buy the much sturdier and professionally specified D Entry level buyers will go for the D or D, but Nikon would be wise to rationalise further by dropping both of these and replacing them with a single model halfway between the two.
Three crop format cameras should be more than enough choice to satisfy all users, and will enable Nikon do reduce manufacturing and design costs..
So the new camera has superior performance in virtually every category. It offers 4K video that everyone insists they need and probably seldom use.
Better sensor, massive improvement in the buffer, better AF, higher frame rate, carbon fiber construction - which I feel is better compared to part metal and part plastic construction.
It's lighter everyone complains about weight. It has a very useful tilting screen especially useful for video, live view to avoid neck strain and reflections and make low angle shot framing much easier or possible at all.
A very useful touch screen. And for all this the price is virtually the SAME as the camera it replaces. Losing base ISO performance is a major regression, especially since DX bodies are more likely to be used outdoors, in daylight, than FX bodies.
That one cost cutting move makes it impossible for me to upgrade to the D, since I'm a very serious use of non-cpu manual focus glass.
Nikon's deletion of the second SD card slot is inexcusable but another clue as to the cost cutting. They even downgraded the lugs for the neck strap.
You know I would love to have the D, but the price - ouch. It's a hobby, this is a want not a need. If my camera was my livelihood you can believe I'd have the best and most appropriate tools available.
The D offers most of the features of the D in a cheaper and stripped down body, simplified. If there another camera for that kind of money with comparable AF?
People here are actually complaining about the strap lugs - they're different because the body contains no metal. And they have little to do with actually capturing images.
And if you're really interested in landscape photography why are you using a DX camera? Get a D, it's a bargain. It's just astonishing how these poor executives produced a camera like the D Just lucky I guess.
You have pretty much listed all the improvements of the D over the D in your post. But there are a few things that I would like to point out. There are some pluses with the new sensor, but also some minuses.
Calling it a better sensor is arguable. There are only two upgrades. The pixel RGB sensor should help with subject recognition and tracking. But by how much?
No one knows until we see the reviews. True, everyone complains about weight. But g vs g is hardly a major weight reduction. I wonder if this is even noticeable.
There are better cameras out there on the market for videographers. I doubt any videographer would pick up a D for video. This, in my opinion, nullifies the usefulness of the tilting screen for video.
For stills, Nikon's live view AF performance has always been poor. Again, nullifies the usefulness of the tilting screen for stills.
I personally almost never use live view. The poor AF is an absolute pain. It's also very battery draining. Besides, tilting screen or articulating screen are more prone to failure when compared to fixed screen.
Calling this an improvement is arguable. Let's wait for actual usages and reviews before we come to this conclusion. I disagree strongly about no one buying battery grip.
With the battery grip, I find the camera much more stable when shooting hand-held vertically. Give me a camera that has a square sensor, then I won't get a grip ;.
I learned my lesson when I broke an SD card with pictures in it. Better be safe than sorry with dual slots. Another cost cutting move.
But I won't argue with this one because I don't use it either. Overall, I have to disagree that the D has superior performance in virtually every single category when compared to the D I personally find the D a much better value proposition.
All very good points Ken, but Nikon's problem is that they need to sell cameras, and buyers tend to avoid cameras that are perceived as being old D released March - they want the "latest", and Nikon has produced something "new".
If none of your friends are involved in a game, the best place to find experienced players is through your local hobby store. Role-playing and general gaming clubs are common and are always eager to accept new members.
Many hobby stores offer a bulletin board through which DMs can advertise for new players and new players can ask for information about new or ongoing games.
If there is no hobby store in your area, check at the local library or school. Read the Player's Handbook and create some characters. Try to create a variety of character classes.
Then pick up a pre-packaged adventure module for low-level characters, round up two or three friends, and dive into it. You probably will make lots of mistakes and wonder constantly whether you are doing everything wrong.
Even if you are, don't worry about it. You know everything you need to about role-playing, but you will need to adjust to doing certain things different ways.
Much of the jargon of the two games is very similar. Don't let this mislead you into thinking that they are the same game. There are many subtle differences along with some obvious ones , and you will need to read the rules in this book carefully to catch them all.
Pay special attention to the chapters on PC races and classes, alignment, weapons and armor, and spell descriptions.
The terminology of both games is quite similar, sometimes identical, when discussing these rules. These similarities often hide important differences between the way the rules work or how the numbers line up.
Don't make the mistake of assuming that a rule, item, or spell with the same name in both games works the same way in both games.
As a player, you need only one of them -- this book. Every player and DM should have a copy of the Player's Handbook.
Everything else is either optional or intended for the Dungeon Master. The Monstrous Manual supplement is also essential to the DM. It includes the most commonly encountered monsters, mythical beasts, and legendary creatures.
These supplements expand the variety of monsters available and are highly recommended for DMs who play in those settings. These books are entirely optional.
They are for those players who really want a world of choice for their characters. Adventure modules contain complete game adventures. These are especially useful for DMs who aren't sure how to create their own adventures and for DMs who need an adventure quickly and don't have time to write one of their own.
We hope this won't be construed by anyone to be an attempt to exclude females from the game or imply their exclusion.
Centuries of use have neutered the male pronoun. In written material it is clear, concise, and familiar.
This section is intended for novice role-players. If you have played role-playing games before, don't be surprised if what you read here sounds familiar.
Games come in a wide assortment of types: Even within these categories are subcategories. Board games, for example, can be divided into path games, real estate games, military simulation games, abstract strategy games, mystery games, and a host of others.
Still, in all this mass of games, role-playing games are unique. They form a category all their own that doesn't overlap any other category. For that reason, role-playing games are hard to describe.
Comparisons don't work because there isn't anything similar to compare them to. At least, not without stretching your imagination well beyond its normal, everyday extension.
But then, stretching your imagination is what role-playing is all about. So let's try an analogy. Imagine that you are playing a simple board game, called Snakes and Ladders.
Your goal is to get from the bottom to the top of the board before all the other players. Along the way are traps that can send you sliding back toward your starting position.
There are also ladders that can let you jump ahead, closer to the finish space. So far, it's pretty simple and pretty standard. Now let's change a few things.
Instead of a flat, featureless board with a path winding from side to side, let's have a maze. You are standing at the entrance, and you know that there's an exit somewhere, but you don't know where.
You have to find it. Instead of snakes and ladders, we'll put in hidden doors and secret passages. Don't roll a die to see how far you move; you can move as far as you want.
Move down the corridor to the intersection. You can turn right, or left, or go straight ahead, or go back the way you came.
Or, as long as you're here, you can look for a hidden door. If you find one, it will open into another stretch of corridor. That corridor might take you straight to the exit or lead you into a blind alley.
The only way to find out is to step in and start walking. Of course, given enough time, eventually you'll find the exit. To keep the game interesting, let's put some other things in the maze with you.
Things like vampire bats and hobgoblins and zombies and ogres. Of course, we'll give you a sword and a shield, so if you meet one of these things you can defend yourself.
You do know how to use a sword, don't you? And there are other players in the maze as well. They have swords and shields, too.
How do you suppose another player would react if you chance to meet? He might attack, but he also might offer to team up. After all, even an ogre might think twice about attacking two people carrying sharp swords and stout shields.
Finally, let's put the board somewhere you can't see it. Let's give it to one of the players and make that player the referee. Instead of looking at the board, you listen to the referee as he describes what you can see from your position on the board.
You tell the referee what you want to do and he moves your piece accordingly. As the referee describes your surroundings, try to picture them mentally.
Close your eyes and construct the walls of the maze around yourself. Imagine the hobgoblin as the referee describes it whooping and gamboling down the corridor toward you.
Now imagine how you would react in that situation and tell the referee what you are going to do about it.
We have just constructed a simple role-playing game. It is not a sophisticated game, but it has the essential element that makes a role-playing game: The player is placed in the midst of an unknown or dangerous situation created by a referee and must work his way through it.
This is the heart of role-playing. The player adopts the role of a character and then guides that character through an adventure.
The player makes decisions, interacts with other characters and players, and, essentially, "pretends" to be his character during the course of the game.
That doesn't mean that the player must jump up and down, dash around, and act like his character.
It means that whenever the character is called on to do something or make a decision, the player pretends that he is in that situation and chooses an appropriate course of action.
Physically, the players and referee the DM should be seated comfortably around a table with the referee at the head. Players need plenty of room for papers, pencils, dice, rule books, drinks, and snacks.
The referee needs extra space for his maps, dice, rule books, and assorted notes. Another major difference between role-playing games and other games is the ultimate goal.
Everyone assumes that a game must have a beginning and an end and that the end comes when someone wins. That doesn't apply to role-playing because no one "wins" in a role-playing game.
The point of playing is not to win but to have fun and to socialize. An adventure usually has a goal of some sort: Typically, this goal can be attained in a reasonable playing time: This might require the players to get together for one, two, or even three playing sessions to reach their goal and complete the adventure.
But the game doesn't end when an adventure is finished. The same characters can go on to new adventures. Such a series of adventures is called a campaign.
Remember, the point of an adventure is not to win but to have fun while working toward a common goal.
But the length of any particular adventure need not impose an artificial limit on the length of the game.
You will need some sort of character record. TSR publishes character record sheets that are quite handy and easy to use, but any sheet of paper will do.
Blank paper, lined paper, or even graph paper can be used. Keep your character record in pencil, because it will change frequently during the game.
A good eraser is also a must. A full set of polyhedral dice is necessary. A full set consists of 4-, 6-, 8-, , , and sided dice.
A few extra 6- and sided dice are a good idea. Polyhedral dice should be available wherever you got this book. Throughout these rules, the various dice are referred to by a code that is in the form: In other words, if you are to roll one 6-sided die, you would see "roll 1d6.
When the rules say to roll "percentile dice" or "d," you need to generate a random number from 1 to One way to do this is to roll two sided dice of different colors.
Before you roll, designate one die as the tens place and the other as the ones place. Rolling them together enables you to generate a number from 1 to a result of "0" on both dice is read as "00" or "".
For example, if the blue die representing the tens place rolls an "8" and the red die ones place rolls a "5," the result is Another, more expensive, way to generate a number from 1 to is to buy one of the dice that actually have numbers from 1 to on them.
At least one player should have a few sheets of graph paper for mapping the group's progress. Assorted pieces of scratch paper are handy for making quick notes, for passing secret messages to other players or the DM, or for keeping track of odd bits of information that you don't want cluttering up your character record.
Miniature figures are handy for keeping track of where everyone is in a confusing situation like a battle. These can be as elaborate or simple as you like.
Some players use miniature lead or pewter figures painted to resemble their characters. Plastic soldiers, chess pieces, boardgame pawns, dice, or bits of paper can work just as well.
This is typical of the sort of action that occurs during a playing session. Shortly before this example begins, three player characters fought a skirmish with a wererat a creature similar to a werewolf but which becomes an enormous rat instead of a wolf.
The wererat was wounded and fled down a tunnel. The characters are in pursuit. The group includes two fighters and a cleric.
Fighter 1 is the group's leader. You've been following this tunnel for about yards. The water on the floor is ankle deep and very cold.
Now and then you feel something brush against your foot. The smell of decay is getting stronger. The tunnel is gradually filling with a cold mist.
I don't like this at all. Can we see anything up ahead that looks like a doorway, or a branch in the tunnel?
Within the range of your torchlight, the tunnel is more or less straight. You don't see any branches or doorways. The wererat we hit had to come this way.
There's nowhere else to go. Unless we missed a hidden door along the way. I hate this place; it gives me the creeps. We have to track down that wererat.
I say we keep going. We keep moving down the tunnel. But keep your eyes open for anything that might be a door. Another 30 or 35 yards down the tunnel, you find a stone block on the floor.
It's a cut block, about 12 by 16 inches, and 18 inches or so high. It looks like a different kind of rock than the rest of the tunnel.
Is it in the center of the tunnel or off to the side? DM checking the character's Strength score: Yeah, you can push it around without too much trouble.
This is obviously a marker of some sort. I want to check this area for secret doors. Spread out and examine the walls.
DM rolls several dice behind his rule book, where players can't see the results: Nobody finds anything unusual along the walls. It has to be here somewhere.
What about the ceiling? You can't reach the ceiling. It's about a foot beyond your reach. That block isn't a marker, it's a step.
I climb up on the block and start prodding the ceiling. DM rolling a few more dice: You poke around for 20 seconds or so, then suddenly part of the tunnel roof shifts.
You've found a panel that lifts away. I pop it up a few inches and push it aside slowly. Can I see anything? Your head is still below the level of the opening, but you see some dim light from one side.
We boost him just high enough to get his head through the opening. OK, you boost him up a foot. The two of you are each holding one of his legs.
Cleric, you see another tunnel, pretty much like the one you were in, but it only goes off in one direction. Thee's a doorway about 10 yards away with a soft light inside.
A line of muddy pawprints leads from the hole you're in to the doorway. As they're lowering you back to the block, everyone hears some grunts, splashing, and clanking weapons coming from further down the lower tunnel.
They seem to be closing fast. Push me back up through the hole! I grab the ledge and haul myself up. I'll help pull the next guy up.
It slides back into its slot with a nice, loud "clunk. Great, they heard it. Cleric, get over here and stand on this panel. We're going to check out that doorway.
Cleric, you hear some shouting and shuffling around below you, then there's a thump and the panel you're standing on lurches. DM to the fighters: When you peer around the doorway, you see a small, dirty room with a small cot, a table, and a couple of stools.
On the cot is a wererat curled up into a ball. Its back is toward you. There's another door in the far wall and a small gong in the corner.
Cleric, the panel just thumped again. You can see a little crack in it now. Do something quick, you guys. When this panel starts coming apart, I'm getting off it.
I step into the room and prod the wererat with my shield. All wererats look the same to you. Cleric, the panel thumps again.
That crack is looking really big. I get off the panel, I'm moving into the room with everybody else. There's a tremendous smash and you hear chunks of rock banging around out in the corridor, followed by lots of snarling and squeaking.
You see flashes of torchlight and wererat shadows through the doorway. All right, the other fighter and I move up to block the doorway.
That's the narrowest area, they can only come through it one or two at a time. Cleric, you stay in the room and be ready with your spells.
As the first wererat appears in the doorway with a spear in his paws, you hear a slam behind you. The door in the back of the room is broken off its hinges.
Standing in the doorway, holding a mace in each paw, is the biggest, ugliest wererat you've ever seen. A couple more pairs of red eyes are shining through the darkness behind him.
He's licking his chops in a way that you find very unsettling. I scream the name of my deity at the top of my lungs and then flip over the cot with the dead wererat on it so the body lands in front of him.
I've got to have some help here, guys. Fighter 1 to fighter 2: Help him, I'll handle this end of the room. I'm attacking the wererat in the first doorway.
While fighter 2 is switching positions, the big wererat looks at the body on the floor and his jaw drops. He looks back up and says, "That's Ignatz.
He was my brother. You killed my brother. At this point a ferocious melee breaks out. The DM uses the combat rules to play out the battle.
If the characters survive, they can continue on whatever course they choose. Ability-- any of the six natural traits that represent the basic definition of a player character: A player character's abilities are determined at the beginning of a game by rolling 6-sided dice d6s.
The scores continue to be used throughout the game as a means of determining success or failure of many actions. Ability check -- a 1d20 roll against one of your character's ability scores modifiers may be added to or subtracted from the die roll.
A result that is equal to or less than your character's ability score indicates that the attempted action succeeds. AC -- abbreviation for Armor Class.
Alignment -- a factor in defining a player character that reflects his basic attitude toward society and the forces of the universe.
Basically there are nine categories demonstrating the character's relationship to order vs. A player character's alignment is selected by the player when the character is created.
Area of effect --the area in which a magical spell or a breath weapon works on any creatures unless they make a saving throw.
AC -- a rating for the protective value of a type of armor, figured from 10 no armor at all to 0 or even the best magical armor.
The higher the AC, the more vulnerable the character is to attack. Attack roll -- the 1d20 roll used to determine if an attack is successful.
The result needed is a function of Strength and can be found in Table 1. Bonus spells -- extra spells at various spell levels that a priest is entitled to because of high Wisdom; shown in Table 5.
Breath weapon -- the ability of a dragon or other creature to spew a substance out of its mouth just by breathing, without making an attack roll.
Those in the area of effect must roll a saving throw. Cha -- abbreviation for Charisma. Chance of spell failure -- the percentage chance that a priest spell will fail when cast.
Based on Wisdom, it is shown in Table 5. Chance to know spell -- the percentage chance for a wizard to learn a new spell.
Based on Intelligence, it is shown in Table 4. Cha -- an ability score representing a character's persuasiveness, personal magnetism, and ability to lead.
Class -- A character's primary profession or career. Other languages may require the use of proficiency slots. Con -- abbreviation for Constitution.
Con -- an ability score that represents a character's general physique, hardiness, and state of health. A roll that calls for 2d6, for example, means that the player rolls two six-sided dice.
Two d10s can be used as percentile dice. Damage -- the effect of a successful attack or other harmful situation, measured in hit points.
Demihuman -- a player character who is not human: Dex -- abbreviation for Dexterity. Dex -- an ability score representing a combination of a character's agility, reflexes, hand-eye coordination, and the like.
Dual-class character -- a human who switches character class after having already progressed several levels. Only humans can be dual-classed.
Encumbrance -- the amount, in pounds, that a character is carrying. How much he can carry and how being encumbered affects his movement rate are based on Strength and are shown in Tables 47 and Encumbrance is an optional rule.
Energy drain -- the ability of a creature, especially undead, to drain energy in the form of class levels from a character, in addition to the normal loss of hit points.
XP -- points a character earns determined by the Dungeon Master for completing an adventure, for doing something related to his class particularly well, or for solving a major problem.
Experience points are accumulated, enabling the character to rise in level in his class, as shown in Table 14 for warriors, Table 20 for wizards, Table 23 for priests, and Table 25 for rogues.
Follower -- a nonplayer character who works for a character for money but is initially drawn to his reputation.
Gaze attack -- the ability of a creature, such as a basilisk, to attack simply by making eye contact with the victim.
Henchmen -- nonplayer characters who work for a character mainly out of loyalty and love of adventure. The number of henchmen a character can have is based on Charisma and is shown in Table 6.
The DM and the player share control of the henchmen. Hireling -- nonplayer characters who work for a character just for money. Hirelings are completely under the control of the DM.
Hit Dice -- the dice rolled to determine a character's hit points. Up to a certain level, one or more new Hit Dice are rolled each time a character attains a new class level.
A fighter, for example, has only one sided Hit Die 1d10 at 1st level, but when he rises to the 2nd level, the player rolls a second d10, increasing the character's hit points.
Hit points -- a number representing: The hit points lost to injury can usually be regained by rest or healing; 2.
Infravision -- the ability of certain character races or monsters to see in the dark. Infravision generally works up to 60 feet in the darkness.
Initiative -- the right to attack first in a combat round, usually determined by the lowest roll of a sided die.
The initiative roll is eliminated if surprise. Int -- abbreviation for Intelligence. Int -- an ability score representing a character's memory, reasoning, and learning ability.
Level -- any of several different game factors that are variable in degree, especially: At each level attained, the character receives new powers.
A magic-using character can use only those spells for which his class level qualifies him. Wizard spells come in nine levels Table 21 ; priest spells in seven Table Loyalty base -- a bonus added to or a penalty subtracted from the probability that henchmen are going to stay around when the going gets tough.
Based on the character's Charisma, it is shown in Table 6. M -- abbreviation for material component. Magical defense adjustment -- a bonus added to or a penalty subtracted from saving throws vs.
Maneuverability class -- a ranking for flying creatures that reflects their ability to turn easily in aerial combat.
Each class--from a top rank of A to a bottom rank of E--has specific statistical abilities in combat. M -- any specific item that must be handled in some way during the casting of a magical spell.
Maximum press -- the most weight a character can pick up and raise over his head. It is a function of Strength and may be found in Table 1.
Melee -- combat in which characters are fighting in direct contact, such as with swords, claws, or fists, as opposed to fighting with missile weapons or spells.
Missile combat -- combat involving the use of weapons that shoot missiles or items that can be thrown. Because the combat is not "toe-to-toe," the rules are slightly different than those for regular combat.
Movement rate -- a number used in calculating how far and how fast a character can move in a round. This number is in units of 10 yards per round outdoors, but it represents 10 feet indoors.
Thus, an MR of 6 is 60 yards per round in the wilderness, but only 60 feet per round in a dungeon. MR -- abbreviation for movement rate. Multi-class character -- a demihuman who improves in two or more classes at the same time by dividing experience points between the different classes.
Humans cannot be multi-classed. Neutrality -- a philosophical position, or alignment, of a character that is between belief in good or evil, order or chaos.
Nonhuman -- any humanoid creature that is neither a human nor a demihuman. NPC -- any character controlled by the DM instead of a player.
NPC -- abbreviation for nonplayer character. Open doors roll -- the roll of a sided die to see if a character succeeds in opening a heavy or stuck door or performing a similar task.
The die roll at which the character succeeds can be found in Table 1. Opposition school -- a school of magic that is directly opposed to a specialist's school of choice, thus preventing him from learning spells from that school, as shown in Table PC -- abbreviation for player character.
Percentage or percent chance -- a number between 1 and used to represent the probability of something happening. If a character is given an X percentage chance of an event occurring, the player rolls percentile dice.
Percentile dice -- either a sided die or two sided dice used in rolling a percentage number. If 2d10 are used, they are of different colors, and one represents the tens digit while the other is the ones.
PC -- the characters in a role-playing game who are under the control of the players. Poison save -- a bonus or a penalty to a saving throw vs. Based on Constitution, it is shown in Table 3.
Prime requisite -- the ability score that is most important to a character class; for example, Strength to a fighter. Proficiency -- a character's learned skill not defined by his class but which gives him a greater percentage chance to accomplish a specific type of task during an adventure.
Weapon and nonweapon proficiency slots are acquired as the character rises in level, as shown in Table The use of proficiencies in the game is optional.
Proficiency check -- the roll of a sided die to see if a character succeeds in doing a task by comparing the die roll to the character's relevant ability score plus or minus any modifiers shown in Table 37 the modified die roll must be equal to or less than the ability score for the action to succeed.
Race -- a player character's species: Race puts some limitations on the PC's class. Rate of fire abbr. ROF -- number of times a missile-firing or thrown weapon can be shot in a round.
Reaction adjustment -- a bonus added to or penalty subtracted from a die roll used in determining the success of a character's action.
Such an adjustment is used especially in reference to surprise shown on Table 2 as a function of Dexterity and the reaction of other intelligent beings to a character shown on Table 6 as a function of Charisma.
Regeneration -- a special ability to heal faster than usual, based on an extraordinarily high Constitution, as shown in Table 3. Resistance -- the innate ability of a being to withstand attack, such as by magic.
Gnomes, for example, have a magic resistance that adds bonuses to their saving throws against magic Table 9. Resurrection survival -- the percentage chance a character has of being magically raised from death.
Reversible -- of a magical spell, able to be cast "backwards," so that the opposite of the usual effect is achieved. She could not remember the last time that had happened.
Still, the freedom this conferred her was mostly psychological as the cell was so narrow , that it completely frustrated any movement.
The hole was dark, damp and it stank of sweat and excrements. She managed to roll onto her belly and, resting on her elbows, explored her environment with her fingers.
She found that there were a series of thumb-wide round holes pierced along the bottom edge of the back wall. No air was coming through them though ; whatever their purpose, it was not aeration.
They seemed to be for draining water out of the cell. She remarked to herself that the floor was very slightly sloped towards them.
Most of the stench seemed to come out of these holes. Sick from the foul air, Aurelia decided to try and turn herself so as to have her head close to the grating.
It was more easily planned than executed though. First she rolled back on her butt and then tried to sit up. The ceiling was so low that she could not straighten entirely.
By lowering her head until her chin was firmly planted in her chest and by contorting her torso, she managed to pass beyond the vertical position.
She was now doubled over, with the tip of her nipples brushing her thighs. Once again, she rolled over onto her back. She parted her knees and pressed them to the floor on each side of her head.
This gave her room to fold her lower legs, pressing her feet against her buttocks. Then she carefully extended her legs and pushed her feet against the back wall until she was completely stretched out once again, but with her head now against the grating.
Air was a little less thick here, but not that much. During her struggles to turn her body fore-and-aft she realized that the minor wounds caused by Kelly and the Heavy Feet Race in the Arena had been professionally treated.
Small bands covered her skin where the needles had been inserted into her feet and where the little dogs had scratched her ankles.
She felt a bitter taste filling her mouth, which must come from some disinfectant solution. Whatever had happened in the hospital after Wesserling had injected his drugs into her arm must have been some real medical treatment.
She peeked through the narrow spaces between the bars. A long corridor was right in front of her, lit by real torches instead of electricity.
It looked like an old-style dungeon. The walls were made of stones and were completely covered with iron grids similar to hers.
One, two, dozens, hundreds As her mind was getting clearer, she could hear pitiful moans, low voices crying and the noises of unseen struggles from some cells; she was far from being alone.
The prisoners were placed in holes quite far apart from each other, so sometimes complete silence filled the corridor for several long minutes, before one or two of the others started to struggle or cry again.
Pressing her face against the bars, Aurelia tried to call the other prisoners. Can you hear me? She tried a few more times with no better success.
Either they could not hear her, or they did not bother to answer. She turned to the task of studying the grating that closed off her tiny world. It was square, its width equalled the width of the cell and its height was somewhat smaller than the cell's height.
Its bars were thick, narrowly spaced, crossing at right angles and were solidly welded together. They were much too thick to attack with her teeth.
She found that one of them was moving very slightly up and down. It might belong to the locking mechanism but without metal tools it was impossible to open it.
There was no padlock or keyhole in the grating itself. The opening mechanism was probably placed in the wall, out of reach of her fingers.
It was nowhere to be seen, even when she pressed her face against the grid and tried to peek at the nearby wall. Aurelia tried to scratch around the bars with her strengthened nails but there was nothing that could be done.
She was securely trapped in that cramped space. Time made no sense in the dungeon, the torches burned down slowly and finally the first torch died.
The others lasted for a bit longer but soon the whole corridor sank into pitch black darkness. The darkness was complete.
Aurelia could not see anything at all, which added to her misery. She tried to sleep to gain some energy but her position was so uncomfortable that it was impossible.
She had already gotten enough rest during her artificial lethargy and now all she could do was wait and wait and wait. The cell was cold, damp and hard.
Her back soon ached from resting on the stones and she rolled over onto her belly. Not much time passed before this position got unbearable too and she rolled onto one side.
Then to the other side. Then she rolled again onto her back, which was still a little sore. As hours passed, she kept rolling in her stone coffin.
What bothered her was the pressure increasing in her bladder. She tried to hold as long as she could but at last the urge was too strong and she had to pee.
She felt the warm stream against her thighs. The stench increased in the confined atmosphere of her hole, adding to her plight.
She was now bathing in her urine. For some reason, the drain holes were not functioning - or they were not drain holes at all.
The artificial night continued and Aurelia had to pee two more times while fighting more delicate urges.
She was covered with sweat and urine and her limbs were aching with cramps. How long would she be kept in this pit? How many days had already passed?
She felt thirsty and hungry. She was getting claustrophobic in this tiny space. She was beginning to understand why some of the other prisoners were screaming in madness.
She wondered how long her own mind could survive in such a hopeless and stressful situation. What was Laura doing? Had they finally sold her to someone else?
Had they found out about her mission and decided to entomb her alive? What were they thinking at the Company?
Were they still waiting for news from her or had they already sent a rescue team? Panic was slowly building inside her and she had to gather all her power to fight it and remain calm.
An endless period of time - actually it was "only" 10 hours - had passed when finally something happened: A harsh light blinded Aurelia, and she had to close her eyes.
When she could finally reopen her eyes, new torches had been lit. One of them did something and the dodgy bar slid down from the grid, and the whole grid opened like a door.
Two hooded lads grabbed the girl, one held her wrists together with one huge hand and the other took a firm grip on her red mane.
They started to pull together and the girl was actually yanked out of her tight hole. The numb and tingling girl could hardly resist, as the hooded figures started to work on her.
She was laid on her back, her ankles were tied together with a wide leather strap, so tightly that the slowly awakening nerves were snuffed again, cutting her blood supply almost totally.