Post by Admin on Aug 31, 2017 12:40:43 GMT
House Rule Compilation, v0.2
PREFACE +
Rule #1. Consider the following as guidelines. Disregard and distort so that you have a system that you and especially your players enjoy.
Nothing here is graven in stone!
CREDITS +
Gary Gygax, Dragon magazine, Dragonsfoot.
INTRODUCTION +
THE GAME +
From The Sorcerer's Scroll (compiled in The Lost Handbook, and, Best of Dragon II, is highly recommended reading)
APPROACHES TO PLAYING AD&D +
Simplicity: astute readers will note that certain articles in Dragon were condensed into a single sentence.
DICE +
Translucent dice are recommended, as impurities within the die can easily be seen. Also, note that real dice are said to be more random than computer dice.
USE OF MINIATURE FIGURES +
AIDS TO PLAYING AD&D +
CREATING THE PLAYER CHARACTER +
GENERATION OF ABILITY SCORES +
6d6 for each ability, in order, raise to race/class minimums if needed, one 16 required. Humans can apply a +1 bonus to any score. Female characters get a +1 bonus to Wisdom.
NON-PLAYER CHARACTERS +
THE EFFECT OF WISHES ON CHARACTER ABILITY SCORES +
CHARACTERISTICS FOR PLAYER CHARACTERS +
PLAYER CHARACTER NON-PROFESSIONAL SKILLS +
STARTING LEVEL OF EXPERIENCE FOR PLAYER CHARACTERS +
Characters begin at level 0 with no class abilities, and, -500 XP.
CHARACTER AGE, AGING, DISEASE, AND DEATH +
CHARACTER AGE +
Druids begin at 22+d4 (they are treated as 5 years younger than their actual age)
AGING +
Unnatural Aging +
DISEASE +
DEATH +
Death occurs at -CON
50+ damage in a single hit requires a save vs. death
Those that do not receive proper burial may become undead...
CHARACTER ABILITIES +
Strength
Raise female str limits by 25%.
Intelligence
Magic-users gain bonus spells according to intelligence
Intelligence of monsters (V/71)
Wisdom
Dexterity
Constitution
Modifiers apply to the following saves: poison, paralyzation, death magic, petrification or polymorph
Charisma
Max. henchmen becomes the max. figures that you can attach to your PC. Figures incl. animals, henchmen, hirelings, followers, fascinants, and created undead.
Comeliness
One can define Face, Voice, Body for further detail. (Optional: see Dragon 63).
Just use Comeliness as a reaction modifier towards the opposite sex, that is all.
Perception
EXPLANATION OF ABILITIES (Dragon 107)
All abilities have a % attached. (These need not be generated at the start).
1 week & 100 gp = you can raise your ability by 1%.
Ability increases or decreases work like this: +1 STR with 18/50 gives you a 19/50.
CHARACTER RACES +
1. Aaracokra
2. Dwarf, Hill
3. Dwarf, Mountain
4. Dwarf, Gray
Consider Ultravision for most elvish subraces, excepting Aquatic and Drow elves.
5. Elf, Aquatic
6. Elf, High Aquatic
7. Elf, High
8. Elf, Dark
9. Elf, Gray
10. Elf, Snow
11. Elf, Valley
12. Elf, Wood
13. Elf, Wild
14. Goblin
15. Gnome
16. Gnome, Deep
17. Half-dryad
18. Half-elf, Aquatic
19. Half-elf, High
20. Half-elf, Dark
21. Half-elf, Gray
22. Half-elf, Snow
23. Half-elf, Valley
24. Half-elf, Wood
25. Half-ogres (IV/73)
26. Half-orcs
27. Half-satyrs
28. Hengeyokai, Carp
29. Hengeyokai, Cat
30. Hengeyokai, Crab
31. Hengeyokai, Crane
32. Hengeyokai, Dog
33. Hengeyokai, Drake
34. Hengeyokai, Fox
35. Hengeyokai, Hare
36. Hengeyokai, Monkey
37. Hengeyokai, Raccoon Dog
38. Hengeyokai, Rat
39. Hengeyokai, Sparrow
40. Hobbit, Hairfoot
41. Hobbit, Mixed
42. Hobbit, Tallfellow
43. Hobbit, Stout
44. Kobolds
45. Korobokuru
46. Orcs
47. Spirit Folk, Bamboo
48. Spirit Folk, River
49. Spirit Folk, Sea
50. Uldra
51. Xvarts
52-100. Human
+1 to any ability score
PLAYER CHARACTER RACIAL TENDENCIES +
The dwarven point of view (III/58)
Runestones (IV/69)
The elven point of view (III/60)
The halfing point of view (III/59)
Hobbits get +3 to hit with bows and slings
The gnomish point of view (III/61)
The half-orc point of view (III/62)
Increase level limits by 2.
If the demi-human is single-classed, further increase the level limit by 2, as per UA.
Prime requisite: 16 = +1, 17 = +2, 18 = +3 (to level limits)
Advancement beyond a level limit is possible, but at 50%.
Use the movement rates from the MM as a base for demi-human characters. It is easier not to fractionalize these numbers.
CHARACTER CLASSES +
Use of a forbidden weapon automatically negates all XP gained from the session.
1. BUREAUCRAT
2. Politician
3. CAVALIER (Elven cavaliers: see Dragon 114)
4. Anti-Paladin (CE)
5. Arrikhan (NE)
6. Fantra (CN)
7. Garath (CG)
8. Illrigger (LE)
9. Lyan (LN)
10. Myrikhan (NG)
11. Paladin (LG)
Restrictions and rewards of paladinhood (III/51)
12. Paramander (N)
13. Samurai
14. CLERIC
Clerics can use the weapon of their deity.
Clerics gain minor special abilities relating to their deity.
Clerics can convert others for XP.
15. Barbarian Cleric
16. Cloistered Cleric (IV/68)
17. Druid
Roll 2d6 when praying for spells: 7-12 asked spells are granted, 4-6 not all spells asked for are granted (say, about half are at random), 2-3 spells are granted at random (III/47)
Druids may kill aggressive animals
18. Shaman
19. Shukenja
20. Sohei
ENTERTAINER*
21. Acrobat
22. Geisya
23. Jester (IV/60)
24. Juggler
25. Troubadour
26. FIGHTER
Fighters can use skill slots for combat maneuvers.
Fighters begin with 2 bonus skill slots, but these must be used for weapon/shield/maneuver skills.
Female fighters get a +1 to Dexterity.
27. Archer (S15, D15, I6, W6, CH6, C9) (human, elf, half-elf, half-orc, orc3) (use UA bow specialisation, and halve all hit and damage bonuses granted by class) (III/45)
28. Archer-Ranger (see above) (III/45)
29. Barbarian
The real barbarians (V/72) (Historical article)
30. Beastmaster
31. Berserker
32. Bounty Hunter (IV/52)
33. Bushi
34. Duelist (IV/73)
35. Halfling Guardian
36. Hunter
37. Kensai
38. Mariner
39. Oriental Barbarian
40. Piao Shih (Caravan Guard)
41. Ranger
42. Sentinel
43. MAGIC-USER
44. Alchemist
45. Diviner (Oracle) (V/53)
46. Illusionist
47. Incantatrix
48. Mystic
49. Necromancer (Death Master) (IV/76)
50. Savant
51. Witch
52. Witch Doctor
53. Wu Jen
54. THIEF
Demi-human thieves must be multi-classed.
Thieves can allocate skill points, like 2nd edition.
55. Assassin
56. Bandit (IV/63)
57. Charlatan
58.. Mountebank
59. Ninja
60. Genin
61. Scout
62. Thief-Acrobat
63. Yakuza
64. ACCOUNTANT
65. BARD (III/56)
66. DREAMER
67. HOPELESS
68. JOCK
69. MERCHANT
70. MONK
Use OA monk, but with d6 for HP.
An unarmed attack by a monk (incl. the classes below) do not invoke an 'attack of opportunity' (unless. for some reason, the character makes a regular unarmed attack)
71. Battle Dancer
72. Escrimador
73. Sumotori
74. PSIONICIST
75. SCRIBE (IV/62)
76. SMITH (IV/70)
77. TIMELORD
MULTI-CLASS
Combine the XP for the 2 or 3 classes into a single chart.
Multi-classed fighters can use weapon specialization.
Half-elven multi-classed clerics are not limited by the other classes' armor restrictions, though the wearing of armor will still impose a penalty on thief skills.
Demi-human thieves must be multi-classed. See Dragon 104 for information on demi-human thieves.
Multi-class characters get skill points for both of their classes.
78. <Crusader: Cleric/Fighter> (9.6.9...6.7.6) (WIS+2) (STR+2, CON+1)
79. <Paragon: Cleric/Fighter/Magic-User> (9.9.9...6.7.6) (WIS+2) (STR+2, CON+1) (INT+2, DEX+1)
80. <Preacher: Cleric/Fighter/Thief> (9.6.9...9.7.6) (WIS+2) (STR+2, CON+1) (DEX+2, INT+1)
81. <Eco-terrorist: Cleric/Ranger> (13.14.13...6.14.6) (WIS+2) (STR+2, CON+1)
82. <Adeptus: Cleric/Magic-User> (6.9.9...6.6.6) (WIS+2) (INT+2, DEX+1)
83. <Theocrat: Cleric/Magic-User/Thief> (6.9.9...9.6.6) (WIS+2) (INT+2, DEX+1) (DEX+2, INT+1)
84. <Pulpitationist: Cleric/Illusionist> (6.15.9...16.6.6) (WIS+2)
85. <Evangelist: Cleric/Thief> (6.6.9...9.6.6) (WIS+2) (DEX+2, INT+1)
86. <Fanatic: Cleric/Assassin> (12.11.9...12.6.6) (WIS+2) (STR+1, DEX+2, INT+1)
87. <Warden: Druid/Fighter> (9.6.12...6.7.15) (+2 STR, +1 CON)
88. <Guardian: Druid/Ranger> (13.13.14...6.14.15) (+2 STR, +1 CON)
89. <Ecologist: Druid/Magic-User> (6.9.12...6.6.15) (INT+2, DEX+1)
90. <Activist: Druid/Thief> (6.6.12...9.6.15) (DEX+2, INT+1)
91. <Bladesinger: Fighter/Magic-User> (9.9.6...6.7.6) (STR+2, CON+1) (INT+2, DEX+1)
92. <Shadow: Fighter/Magic-User/Thief> (9.9.6...9.7.6) (STR+2, CON+1) (INT+2, DEX+1) (DEX+2, INT+1)
93. <Director: Fighter/Illusionist> (9.15.6...16.7.6) (STR+2, CON+1)
94. <Skirmisher: Fighter/Thief> (9.6.6...9.7.6) (STR+2, CON+1) (DEX+2, INT+1)
95. <Sniper: Fighter/Assassin> (12.11.6...12.6.6) (STR+2, CON+1) (STR+1, DEX+2, INT+1)
96. <Green Wizard: Ranger/Magic-User> (13.13.14...6.14.6) (STR+2, CON+1) (INT+2, DEX+1)
97. <Spellfilcher: Magic-user/Thief> (6.9.6...9.6.6) (INT+2, DEX+1) (DEX+2, INT+1)
98. <Spellslayer: Magic-user/Assassin> (12.11.6...12.6.6) (INT+2, DEX+1) (STR+1, DEX+2, INT+1)
99. <Liar: Illusionist-Assassin> (12.15.6...16.6.6) (STR+1, DEX+2, INT+1)
100. Roll twice
101. Roll three times
FOLLOWERS FOR UPPER LEVEL PLAYER CHARACTERS (Expanded in Dragon magazine) +
The Paladin's Warhorse +
SPYING +
THIEF ABILITIES +
Thieves abilities (III/47)
Climbing: non-thieves have a 40% chance to climb trees and cliffs. Only thieves (et al.) can climb actual walls.
See Dragon 104 for random pick-pocket tables
Surprise is not needed for a backstab. Multiply any bonuses to the backstab damage.
THIEVES AND ASSASSINS SETTING TRAPS +
ASSASSINATION EXPERIENCE POINTS +
ASSASSIN'S USE OF POISON +
Use the poison rules in Dragon 81
THE MONSTER AS A PLAYER CHARACTER +
LYCANTHROPY +
VAMPIRISM +
SECONDARY CHARACTERISTICS
Social Class (d100, note down this number)
Birth Rank (d100: special abilities given to 7th sons and 7th sons of 7th sons)
Age
Secondary Skills
Proficiencies: 1 per point of Intelligence above 10, plus 1 per level
Knacks & Counter-Knacks
Luck Points: 1 luck point per level. A luck point is permanently used up on a failed save, automatically. This helps to prevent early save-or-die situations.
Psionics (straight 1% chance)
Dreamer (straight 1% chance)
Personality (Optional: see tables on pages 100-101. Recommended: just start with 1 general tendency.)
Patron deity
ALIGNMENT +
ALIGNMENT LANGUAGE +
CHANGING ALIGNMENT +
PLAYER CHARACTER ALIGNMENT GRAPH+
CE characters can make pacts with demons
CHARACTER LANGUAGES
Runes (the alphabet of the common tongue is a runic alphabet) (IV/69)
CHARACTER HIT POINTS +
Max HP at 1st level, with a +4 bonus.
From level 2 onwards, you take the best of 2 rolls.
MONEY +
Silver standard, with 1 SP = 1$
100 cp = 10 sp = 1 gp
200 bronze pieces = 1 gp
2 ep = 1 gp
1 pp = 5 gp
Volume of coins (V/80)
Parting PCs from their money (IV/75)
PLAYER CHARACTER STARTING MONEY +
Social class affects starting money.
PLAYER CHARACTER EXPENSES +
As per 2e.
VALUE AND REPUTED PROPERTIES OF GEMS, HERBS, et al. +
NOTE REGARDING THE MAGICAL PROPERTIES OF GEMS, HERBS, et al.
EQUIPPING THE CHARACTER +
Characters have a minor chance to begin with one or more magic items, as per Appendix P of the DMG.
Choose up to 10 items, their worth being no more than your Social Class roll.
Expanded ship list (Dragon 116)
Use 2e horse traits.
Material components (IV/81)
Note that garlic is a potent healing herb (IV/82)
ARMOR, ARMOR CLASS, AND WEAPONS +
TYPES OF ARMOR & ENCUMBRANCE +
DEXTERITY ARMOR CLASS BONUS +
WEAPON TYPES, "TO HIT" ADJUSTMENT NOTE +
Only use weapon vs. AC for the AC0, AC1, AC9, and AC10 columns
Firearms (V/70, 60)
New knife types
Weapons of quality may be purchased
Stone/flint weapons: -3 to hit
Bronze: -2 to hit
Iron: -1 to hit
Weapon speed is only used to break ties
Pole arms can attack from the second rank
Field plate, full plate
Shields provide a +2 AC bonus
Creatures with more than 1 AC: use the average
Thick clothing = AC9, very thick clothing (eg. Inuit parka) = AC8
HIRELINGS +
STANDARD HIRELINGS +
EXPERT HIRELINGS +
HENCHMEN +
LOYALTY OF HENCHMEN & HIRELINGS, OBEDIENCE AND MORALE +
(Revised in Dragon 107)
TIME +
TIME IN THE CAMPAIGN +
Creating a calendar (V/47)
TIME IN THE DUNGEON +
DISTANCE +
CHARACTER SPELLS +
Add 1 spell to each spell level. So, a 1st level magic-user gets 2 1st level spells (+INT bonus), a 3rd level magic-user gets 2 2nd level spells (+INT bonus), etc.
DAY-TO-DAY ACQUISITION OF CLERIC SPELLS +
Deities may choose to withold spells, if the cleric's conduct or piety is lacking. This includes failing to sacrifice for higher level (4+) spells.
ACQUISITION OF MAGIC-USER SPELLS +
ACQUISITION OF ILLUSIONIST SPELLS +
RECOVERY OF SPELLS +
SPELL CASTING +
Material components: you only have to pay for these once, that is good enough
Certain spells have a 1% chance of resulting in a psionic encounter (replace the next random encounter with a psionic encounter). Use the revised tables in Dragon, for this
Certain spells, particularly higher-level ones, have a chance of upsetting the World Balance.
4 cantrips take the place of a first level spell. When cast, they are not expended, but no more than 1 can be cast per turn.
TRIBAL SPELL CASTERS +
Use the shaman and witch doctor classes for these.
Spellbooks have a default of 100 pages, and, 20# enc. A spell takes up 1 page per level, or, 4 cantrips to a page.
Travelling spellbooks typically have 50 pages.
SPELL LISTS
Cleric (incl. 0 level spells)
Druid (incl. 0 level spells)
Magic-User (add certain wu jen spells)
Illusionist
Mystic
Mountebank
Bard
Witch
SPELL EXPLANATIONS
Cleric Spells* -
Curing spells: reroll 1s
Curing spells: may be cast on someone outside the faith, as long as alignments are not in oonflict. To keep things simple, allow the cleric to heal members of his own party (this is a survival issue, as well).
animate dead: this should be considered an evil act, moving the character's alignment one pip on the Character Alignment Graph. note that Charisma places a limit on how many undead a cleric can control (use the Max. Number of Henchmen number: see Charisma)
bestow curse:: see Dragon 77 for 20 curses
raise dead: Gods of death do not typically grant this spell.
wind walk is 60' per round, not per turn
Druid Spells* -
some of these are revised (III/47)
Magic-User Spells* -
Use 2e identify
magic missile will still hit a target that goes invisible in the same segment
shocking grasp can be held until discharged. it can be conducted through a sword. water is a conductor as well: cast fully underwater, this will form a 1" diam. sphere.
rope trick: the openingi to the extra-dimensional space is 5'x5'.
fly: for simplicity's sake, a flying character can carry the same amount as a walking character
enchant an item: reorganize and reword this one.
wishes (V/49)
Illusionist Spells* -
Illusions do temporary damage (this mental damage heals at the rate of 1 / turn). Characters brought to 0 or less fall unconscious, and, must make a system shock roll to survive, hower, using Intelligence as the deciding factor.
With regards to damage, anything more than 10 points per level of the caster strains believability. Apply a bonus to the saving throw in these cases.
The amount of damage an illusion does generally corresponds to the damage it would have done if it was real.
Saves vs. illusions use Perception.
THE ADVENTURE +
ADVENTURES IN THE OUTDOORS +
ADVENTURES IN THE AIR +
See Dragon 124
AERIAL TRAVEL +
See Dragon 124
Aerial mounts (IV/50)
AERIAL COMBAT +
See Dragon 124
WATERBORNE ADVENTURES +
Dragon 116 covers ships.
UNDERWATER ADVENTURES +
Dragon 48 covers underwater adventures.
TRAVEL IN THE KNOWN PLANES OF EXISTENCE +
The Politics of Hell (Dragon II/28)
OUTDOOR MOVEMENT +
INFRAVISION AND ULTRAVISION +
INVISIBILITY (+)
MIRRORS +
DETECTION OF EVIL/GOOD (+)
LISTENING AT DOORS +
Inns and taverns (29, bd2)
+1 character level in Wyrd areas
Designing adventures on the spur of the moment (V/48)
COMBAT +
ENCOUNTERS, COMBAT, AND INITIATIVE +
Initiative: group d10, low roll wins
The size of the die can be changed in special circumstances
Surprise +
Surprise: 1-3 on a d10 is the default.
Simply convert all surprise numbers to a %, and, then, to a d10.
Missile fire during a surprise segment is at X3 if the missile weapon is in hand and ready
ENCOUNTER REACTIONS +
Revised in Dragon 107.
MISSILE DISCHARGE +
Firing into a melee is OK, but you will hit an ally on a roll of 1.
GRENADE-LIKE MISSILES +
Holy/Unholy Water +
SPELL CASTING DURING MELEE +
Magical Device Attacks +
Effect of Cover on Spells and Spell-Like Powers +
Monster Charm Power +
TURNING UNDEAD +
Counter-Affecting +
Revised in Dratgon magazine.
In certain situations, turn undead may be enhanced.
FURTHER ACTIONS +
Charge +
Weapon Speed Factor +
Striking to Subdue + <UA>
Special "To Hit" Bonuses +
MORALE +
Revised (Dragon 107)
MORALE SCORES +
Revised (Dragon 107)
MORALE FAILURE +
Reivsed (Dragon 107)
PURSUIT AND EVASION OF PURSUIT + <DMDK>
Pursuit and Evasion of Pursuit in Outdoor Settings +
CRITICAL HITS (Double damage, double bonuses)
Minimum damage = save vs. crushing blow (wood 10, metal 6) , or weapon is broken (magic weapons lose 1 plus)
Maximum damage = save vs.crushing blow (wood 10, metal 6), or shield is broken / armor destroyed (magic shields and armor lose 1 plus)
FUMBLES (A fumble invokes an attack of opportunity in melee, or, you hit an ally with missile fire)
MELEE +
Special Types of Attacks +
Important Note Regarding "To Hit" Adjustments +
Attacks With Two Weapons (IV/68) +
Revised (Best of Dragon Vol. IV)
Breaking Off From Melee +
Monk's Open Hand Melee +
Actions During Combat and Similar Time-important Situations +
Examples of Melee +
NON-LETHAL AND WEAPONLESS COMBAT PROCEDURES + (IV/83)
COMBAT TABLES +
Opponent Armor Class Description +
ATTACK MATRICES +
Use the 5% charts, from Dragon 80
For every column beyond the first, classed characters get a +1 damage bonus.
ASSASSIN'S TABLE FOR ASSASSINATIONS +
ATTACK MATRIX FOR MONSTERS +
Use the 5% charts, from Dragon 80
CREATURES STRUCK ONLY BY MAGIC WEAPONS +
MATRIX FOR CLERICS AFFECTING UNDEAD +
Revised in Dragon
PSIONIC COMBAT TABLES +
PSIONIC COMBAT NOTES +
SAVING THROW MATRICES +
Use the 5% charts, from Dragon 80
Item saves are only made on a failed save, or, if no save is allowed.
SAVING THROWS +
MAGIC ARMOR AND SAVING THROWS +
PROGRESSION ON THE COMBAT TABLES +
HIT POINTS +
2 HP = -1 to hit/saves (pain, etc.)
1 HP = -2 to hit/saves (pain, etc.)
Death at -CON
If a hit takes you to -6 directly, there will be a bit of permanent damage (1 point off a random ability score)
If a hit takes you to -9 directly, this indicates loss of limb or even decapitation!
Don't worry about dropping -1 per round. After combat, there is a 5% chance per -HP that the character dies.
EFFECTS OF ALCOHOL AND DRUGS +
RECOVERY FROM INTOXICATION +
INSANITY +
EXPERIENCE +
Story awards
Attendance award (60 per hour)
Class-based awards, as per 2e
ADJUSTMENT AND DIVISION OF EXPERIENCE POINTS +
EXPERIENCE VALUE OF TREASURE TAKEN +
EXPERIENCE POINTS VALUE OF MONSTERS +
Revised in Dragon
SPECIAL BONUS AWARD OF EXPERIENCE POINTS +
GAINING EXPERIENCE LEVELS +
Only train when you gain a new class ability.
Training costs 1000 gp per level.
SUCCESSFUL ADVENTURES
Principles of successful adventuring (IV/30)
THE CAMPAIGN +
There is a World Balance, and, when this is upset, anything from comets, to orc invasions, to plagues can occur. Certain magicks can upset the world balance.
CLIMATE & ECOLOGY+ <WSG>
TYPICAL INHABITANTS +
Who lives in that castle? (Best of Dragon, Vol. IV)
SOCIAL CLASS AND RANK IN ADVANCED DUNGEONS & DRAGONS + <UA>
Government Forms +
Royal and Noble Titles +
Social class affects starting money.
Social class requirements for classes are not used.
THE TOWN AND CITY SOCIAL STRUCTURE +
ECONOMICS +
See Dragon 106.
DUTIES, EXCISES, FEES, TARIFFS, TAXES, TITHES, AND TOLLS +
MONSTER POPULATIONS AND PLACEMENT +
PLACEMENT OF MONETARY TREASURE +
PLACEMENT OF MAGIC ITEMS +
TERRITORY DEVELOPMENT BY PLAYER CHARACTERS +
The care of castles (IV/80)
PEASANTS, SERFS, AND SLAVES +
A SAMPLE DUNGEON +
THE FIRST DUNGEON ADVENTURE +
NON-PLAYER CHARACTERS +
PERSONAE OF NON-PLAYER CHARACTERS +
FACTS +
TRAITS +
LANGUAGE DETERMINATION +
SPECIAL ROLES OF THE DUNGEON MASTER +
Random spell use for NPC magic-users (V/38)
HIRING NON-PLAYER CHARACTERS TO CAST SPELLS OR USE DEVICES +
See Dragon for prices for M-U spell casting
MONSTERS AND ORGANIZATION +
USE OF NON-HUMAN TROOPS +
CONSTRUCTION AND SIEGE +
UNDERGROUND CONSTRUCTION +
CONSTRUCTION TIME +
SIEGE ENGINES AND DEVICES OF WAR +
Additional Attack Forms +
CONDUCTING THE GAME +
Five keys to DMing success (IV/80)
Keep 'em guessing: Players don't need to know all the rules (V/49)
ROLLING THE DICE AND CONTROL OF THE GAME +
HANDLING TROUBLESOME PLAYERS +
INTEGRATION OF NEW PLAYERS INTO AN EXISTING CAMPAIGN +
MULTIPLE CHARACTERS FOR A SINGLE PLAYER +
INTERVENTION BY DEITIES + <DDG>
Demi-Gods & Gods + <DDG>
THE ONGOING CAMPAIGN +
Sixguns & Sorcery +
Mutants & Magic +
Modern Monsters (V/57) +
Ice Age Adventuring (V/68)
MAGICAL RESEARCH +
CREATION OF HOLY/UNHOLY WATER +
SPELL RESEARCH +
See Dragon 82
FABRICATION OF MAGIC ITEMS, INCLUDING POTIONS AND SCROLLS +
See FR4 The Magister
NON-STANDARD MAGIC ITEMS +
USE OF MAGIC ITEMS +
COMMAND WORDS +
CRYSTAL BALLS & SCRYING +
DRINKING POTIONS +
APPLYING OILS +
POTION MISCIBILITY +
ENERGY DRAINING BY UNDEAD OR DEVICE +
Instead of level drain, use a d10 table of random effects, based on the section in REF5 Lords of Darkness
A save vs. death magic is allowed against these effects
TREASURE +
RANDOM TREASURE DETERMINATION +
EXPLANATIONS AND DESCRIPTIONS OF MAGIC ITEMS +
Potions +
Scrolls +
Rings +
Rods, et. al. (Including Staves and Wands) +
Most wands will save as Thin Wood. This is the reason that they are usually kept in cases.
Miscellaneous Magic +
Artifacts and Relics +
Armor & Shields +
Swords +
Miscellaneous Weapons +
arrows of slaying do 6d6+3 damage
APPENDIX A: RANDOM DUNGEON GENERATION +
Random Dungeon Generation for Solo Play +
Make 2 rolls on Table VF: Room contents
See Justisaur's notes on this.
APPENDIX B: RANDOM WILDERNESS TERRAIN +
Ruins (V/54)
APPENDIX C: RANDOM MONSTER ENCOUNTERS + <MM2>
Monsters Encountered Adjustment for Relative Dungeon Level -
Dungeon Random Monster Encounters +
Underwater Random Monster Encounters -
Astral & Ethereal Encounters -
Psionic Encounters -
Outdoor Random Monster Encounters -
Waterborne Random Monster Encounters -
Airborne Random Monster Encounters -
City/Town Encounters -
Magic Possessed By Encountered Creatures -
Note that OSRIC provides information on how to construct d100 tables.
APPENDIX D: RANDOM GENERATION OF CREATURES FROM THE LOWER
PLANES +
APPENDIX E: ALPHABETICAL RECAPITULATION OF MONSTERS (With
Experience Point Values) -
Included in the MM
APPENDIX F: GAMBLING +
APPENDIX G: TRAPS +
APPENDIX H: TRICKS +
Theory and use of gates (Dragon II/37)
Tesseracts (Dragon II/17, 38)
APPENDIX I: DUNGEON DRESSING +
Libraries (V/37)
APPENDIX J: HERBS, SPICES, AND MEDICINAL SUBSTANCES +
Herbs (IV/82)
APPENDIX L: CONJURED ANIMALS + <PH?>
APPENDIX M: SUMMONED MONSTERS + <PH?>
APPENDIX N: INSPIRATIONAL AND EDUCATIONAL READING +
APPENDIX O: ENCUMBRANCE OF STANDARD ITEMS +
Most encumbrance can be 'eyeballed', but keep careful track of the encumbrance of weapons and armor.
Measure weight in pounds. If it weighs less than 1#, do not worry about it (unless there are 10 or more of that item).
A character can typically throw another of approximately the same size 5 + STR damage bonus in feet.
APPENDIX P: CREATING A PARTY ON THE SPUR OF THE MOMENT +
Q: Weaponless Combat + (IV/83)
R: Non-lethal Combat +
S: Non-human Deities +
T: The Nomenclature of Pole Arms +
GLOSSARY +
AFTERWORD +
MM
Revise the ACs of some monsters (see The AD&D Companion)
Small creatures: -1 hp per HD
Large creatures: +1 hp per HD
Small creatures: -1 damage (min. of 1)
Large creatures: +1 damage per 2 HD
See Dragon 81 and Dragon 137 for details on 'monster treasure'.
The humanoids (V/63)
Dragons: increase the damage figures for natural attacks (III/50)
Dragon teeth may be harvested
Dragon hide may be used to make armor (III/62)
Neutral dragons (III/37)
Raising a baby dragon (III/50)
Steel Dragon (III/62)
Grey Dragon (III/62)
Revise dinosaurs as per Dragon 112.
Blueprint for a lich (Dragon II/26)
A solar has an AC of -9.
Good Evening (Dragon II/30)
Varieties of Vampires (Dragon II/25)
The Winged Folk (III/56)
DDG
Saints (IV/79)
PREFACE +
Rule #1. Consider the following as guidelines. Disregard and distort so that you have a system that you and especially your players enjoy.
Nothing here is graven in stone!
CREDITS +
Gary Gygax, Dragon magazine, Dragonsfoot.
INTRODUCTION +
THE GAME +
From The Sorcerer's Scroll (compiled in The Lost Handbook, and, Best of Dragon II, is highly recommended reading)
APPROACHES TO PLAYING AD&D +
Simplicity: astute readers will note that certain articles in Dragon were condensed into a single sentence.
DICE +
Translucent dice are recommended, as impurities within the die can easily be seen. Also, note that real dice are said to be more random than computer dice.
USE OF MINIATURE FIGURES +
AIDS TO PLAYING AD&D +
CREATING THE PLAYER CHARACTER +
GENERATION OF ABILITY SCORES +
6d6 for each ability, in order, raise to race/class minimums if needed, one 16 required. Humans can apply a +1 bonus to any score. Female characters get a +1 bonus to Wisdom.
NON-PLAYER CHARACTERS +
THE EFFECT OF WISHES ON CHARACTER ABILITY SCORES +
CHARACTERISTICS FOR PLAYER CHARACTERS +
PLAYER CHARACTER NON-PROFESSIONAL SKILLS +
STARTING LEVEL OF EXPERIENCE FOR PLAYER CHARACTERS +
Characters begin at level 0 with no class abilities, and, -500 XP.
CHARACTER AGE, AGING, DISEASE, AND DEATH +
CHARACTER AGE +
Druids begin at 22+d4 (they are treated as 5 years younger than their actual age)
AGING +
Unnatural Aging +
DISEASE +
DEATH +
Death occurs at -CON
50+ damage in a single hit requires a save vs. death
Those that do not receive proper burial may become undead...
CHARACTER ABILITIES +
Strength
Raise female str limits by 25%.
Intelligence
Magic-users gain bonus spells according to intelligence
Intelligence of monsters (V/71)
Wisdom
Dexterity
Constitution
Modifiers apply to the following saves: poison, paralyzation, death magic, petrification or polymorph
Charisma
Max. henchmen becomes the max. figures that you can attach to your PC. Figures incl. animals, henchmen, hirelings, followers, fascinants, and created undead.
Comeliness
One can define Face, Voice, Body for further detail. (Optional: see Dragon 63).
Just use Comeliness as a reaction modifier towards the opposite sex, that is all.
Perception
EXPLANATION OF ABILITIES (Dragon 107)
All abilities have a % attached. (These need not be generated at the start).
1 week & 100 gp = you can raise your ability by 1%.
Ability increases or decreases work like this: +1 STR with 18/50 gives you a 19/50.
CHARACTER RACES +
1. Aaracokra
2. Dwarf, Hill
3. Dwarf, Mountain
4. Dwarf, Gray
Consider Ultravision for most elvish subraces, excepting Aquatic and Drow elves.
5. Elf, Aquatic
6. Elf, High Aquatic
7. Elf, High
8. Elf, Dark
9. Elf, Gray
10. Elf, Snow
11. Elf, Valley
12. Elf, Wood
13. Elf, Wild
14. Goblin
15. Gnome
16. Gnome, Deep
17. Half-dryad
18. Half-elf, Aquatic
19. Half-elf, High
20. Half-elf, Dark
21. Half-elf, Gray
22. Half-elf, Snow
23. Half-elf, Valley
24. Half-elf, Wood
25. Half-ogres (IV/73)
26. Half-orcs
27. Half-satyrs
28. Hengeyokai, Carp
29. Hengeyokai, Cat
30. Hengeyokai, Crab
31. Hengeyokai, Crane
32. Hengeyokai, Dog
33. Hengeyokai, Drake
34. Hengeyokai, Fox
35. Hengeyokai, Hare
36. Hengeyokai, Monkey
37. Hengeyokai, Raccoon Dog
38. Hengeyokai, Rat
39. Hengeyokai, Sparrow
40. Hobbit, Hairfoot
41. Hobbit, Mixed
42. Hobbit, Tallfellow
43. Hobbit, Stout
44. Kobolds
45. Korobokuru
46. Orcs
47. Spirit Folk, Bamboo
48. Spirit Folk, River
49. Spirit Folk, Sea
50. Uldra
51. Xvarts
52-100. Human
+1 to any ability score
PLAYER CHARACTER RACIAL TENDENCIES +
The dwarven point of view (III/58)
Runestones (IV/69)
The elven point of view (III/60)
The halfing point of view (III/59)
Hobbits get +3 to hit with bows and slings
The gnomish point of view (III/61)
The half-orc point of view (III/62)
Increase level limits by 2.
If the demi-human is single-classed, further increase the level limit by 2, as per UA.
Prime requisite: 16 = +1, 17 = +2, 18 = +3 (to level limits)
Advancement beyond a level limit is possible, but at 50%.
Use the movement rates from the MM as a base for demi-human characters. It is easier not to fractionalize these numbers.
CHARACTER CLASSES +
Use of a forbidden weapon automatically negates all XP gained from the session.
1. BUREAUCRAT
2. Politician
3. CAVALIER (Elven cavaliers: see Dragon 114)
4. Anti-Paladin (CE)
5. Arrikhan (NE)
6. Fantra (CN)
7. Garath (CG)
8. Illrigger (LE)
9. Lyan (LN)
10. Myrikhan (NG)
11. Paladin (LG)
Restrictions and rewards of paladinhood (III/51)
12. Paramander (N)
13. Samurai
14. CLERIC
Clerics can use the weapon of their deity.
Clerics gain minor special abilities relating to their deity.
Clerics can convert others for XP.
15. Barbarian Cleric
16. Cloistered Cleric (IV/68)
17. Druid
Roll 2d6 when praying for spells: 7-12 asked spells are granted, 4-6 not all spells asked for are granted (say, about half are at random), 2-3 spells are granted at random (III/47)
Druids may kill aggressive animals
18. Shaman
19. Shukenja
20. Sohei
ENTERTAINER*
21. Acrobat
22. Geisya
23. Jester (IV/60)
24. Juggler
25. Troubadour
26. FIGHTER
Fighters can use skill slots for combat maneuvers.
Fighters begin with 2 bonus skill slots, but these must be used for weapon/shield/maneuver skills.
Female fighters get a +1 to Dexterity.
27. Archer (S15, D15, I6, W6, CH6, C9) (human, elf, half-elf, half-orc, orc3) (use UA bow specialisation, and halve all hit and damage bonuses granted by class) (III/45)
28. Archer-Ranger (see above) (III/45)
29. Barbarian
The real barbarians (V/72) (Historical article)
30. Beastmaster
31. Berserker
32. Bounty Hunter (IV/52)
33. Bushi
34. Duelist (IV/73)
35. Halfling Guardian
36. Hunter
37. Kensai
38. Mariner
39. Oriental Barbarian
40. Piao Shih (Caravan Guard)
41. Ranger
42. Sentinel
43. MAGIC-USER
44. Alchemist
45. Diviner (Oracle) (V/53)
46. Illusionist
47. Incantatrix
48. Mystic
49. Necromancer (Death Master) (IV/76)
50. Savant
51. Witch
52. Witch Doctor
53. Wu Jen
54. THIEF
Demi-human thieves must be multi-classed.
Thieves can allocate skill points, like 2nd edition.
55. Assassin
56. Bandit (IV/63)
57. Charlatan
58.. Mountebank
59. Ninja
60. Genin
61. Scout
62. Thief-Acrobat
63. Yakuza
64. ACCOUNTANT
65. BARD (III/56)
66. DREAMER
67. HOPELESS
68. JOCK
69. MERCHANT
70. MONK
Use OA monk, but with d6 for HP.
An unarmed attack by a monk (incl. the classes below) do not invoke an 'attack of opportunity' (unless. for some reason, the character makes a regular unarmed attack)
71. Battle Dancer
72. Escrimador
73. Sumotori
74. PSIONICIST
75. SCRIBE (IV/62)
76. SMITH (IV/70)
77. TIMELORD
MULTI-CLASS
Combine the XP for the 2 or 3 classes into a single chart.
Multi-classed fighters can use weapon specialization.
Half-elven multi-classed clerics are not limited by the other classes' armor restrictions, though the wearing of armor will still impose a penalty on thief skills.
Demi-human thieves must be multi-classed. See Dragon 104 for information on demi-human thieves.
Multi-class characters get skill points for both of their classes.
78. <Crusader: Cleric/Fighter> (9.6.9...6.7.6) (WIS+2) (STR+2, CON+1)
79. <Paragon: Cleric/Fighter/Magic-User> (9.9.9...6.7.6) (WIS+2) (STR+2, CON+1) (INT+2, DEX+1)
80. <Preacher: Cleric/Fighter/Thief> (9.6.9...9.7.6) (WIS+2) (STR+2, CON+1) (DEX+2, INT+1)
81. <Eco-terrorist: Cleric/Ranger> (13.14.13...6.14.6) (WIS+2) (STR+2, CON+1)
82. <Adeptus: Cleric/Magic-User> (6.9.9...6.6.6) (WIS+2) (INT+2, DEX+1)
83. <Theocrat: Cleric/Magic-User/Thief> (6.9.9...9.6.6) (WIS+2) (INT+2, DEX+1) (DEX+2, INT+1)
84. <Pulpitationist: Cleric/Illusionist> (6.15.9...16.6.6) (WIS+2)
85. <Evangelist: Cleric/Thief> (6.6.9...9.6.6) (WIS+2) (DEX+2, INT+1)
86. <Fanatic: Cleric/Assassin> (12.11.9...12.6.6) (WIS+2) (STR+1, DEX+2, INT+1)
87. <Warden: Druid/Fighter> (9.6.12...6.7.15) (+2 STR, +1 CON)
88. <Guardian: Druid/Ranger> (13.13.14...6.14.15) (+2 STR, +1 CON)
89. <Ecologist: Druid/Magic-User> (6.9.12...6.6.15) (INT+2, DEX+1)
90. <Activist: Druid/Thief> (6.6.12...9.6.15) (DEX+2, INT+1)
91. <Bladesinger: Fighter/Magic-User> (9.9.6...6.7.6) (STR+2, CON+1) (INT+2, DEX+1)
92. <Shadow: Fighter/Magic-User/Thief> (9.9.6...9.7.6) (STR+2, CON+1) (INT+2, DEX+1) (DEX+2, INT+1)
93. <Director: Fighter/Illusionist> (9.15.6...16.7.6) (STR+2, CON+1)
94. <Skirmisher: Fighter/Thief> (9.6.6...9.7.6) (STR+2, CON+1) (DEX+2, INT+1)
95. <Sniper: Fighter/Assassin> (12.11.6...12.6.6) (STR+2, CON+1) (STR+1, DEX+2, INT+1)
96. <Green Wizard: Ranger/Magic-User> (13.13.14...6.14.6) (STR+2, CON+1) (INT+2, DEX+1)
97. <Spellfilcher: Magic-user/Thief> (6.9.6...9.6.6) (INT+2, DEX+1) (DEX+2, INT+1)
98. <Spellslayer: Magic-user/Assassin> (12.11.6...12.6.6) (INT+2, DEX+1) (STR+1, DEX+2, INT+1)
99. <Liar: Illusionist-Assassin> (12.15.6...16.6.6) (STR+1, DEX+2, INT+1)
100. Roll twice
101. Roll three times
FOLLOWERS FOR UPPER LEVEL PLAYER CHARACTERS (Expanded in Dragon magazine) +
The Paladin's Warhorse +
SPYING +
THIEF ABILITIES +
Thieves abilities (III/47)
Climbing: non-thieves have a 40% chance to climb trees and cliffs. Only thieves (et al.) can climb actual walls.
See Dragon 104 for random pick-pocket tables
Surprise is not needed for a backstab. Multiply any bonuses to the backstab damage.
THIEVES AND ASSASSINS SETTING TRAPS +
ASSASSINATION EXPERIENCE POINTS +
ASSASSIN'S USE OF POISON +
Use the poison rules in Dragon 81
THE MONSTER AS A PLAYER CHARACTER +
LYCANTHROPY +
VAMPIRISM +
SECONDARY CHARACTERISTICS
Social Class (d100, note down this number)
Birth Rank (d100: special abilities given to 7th sons and 7th sons of 7th sons)
Age
Secondary Skills
Proficiencies: 1 per point of Intelligence above 10, plus 1 per level
Knacks & Counter-Knacks
Luck Points: 1 luck point per level. A luck point is permanently used up on a failed save, automatically. This helps to prevent early save-or-die situations.
Psionics (straight 1% chance)
Dreamer (straight 1% chance)
Personality (Optional: see tables on pages 100-101. Recommended: just start with 1 general tendency.)
Patron deity
ALIGNMENT +
ALIGNMENT LANGUAGE +
CHANGING ALIGNMENT +
PLAYER CHARACTER ALIGNMENT GRAPH+
CE characters can make pacts with demons
CHARACTER LANGUAGES
Runes (the alphabet of the common tongue is a runic alphabet) (IV/69)
CHARACTER HIT POINTS +
Max HP at 1st level, with a +4 bonus.
From level 2 onwards, you take the best of 2 rolls.
MONEY +
Silver standard, with 1 SP = 1$
100 cp = 10 sp = 1 gp
200 bronze pieces = 1 gp
2 ep = 1 gp
1 pp = 5 gp
Volume of coins (V/80)
Parting PCs from their money (IV/75)
PLAYER CHARACTER STARTING MONEY +
Social class affects starting money.
PLAYER CHARACTER EXPENSES +
As per 2e.
VALUE AND REPUTED PROPERTIES OF GEMS, HERBS, et al. +
NOTE REGARDING THE MAGICAL PROPERTIES OF GEMS, HERBS, et al.
EQUIPPING THE CHARACTER +
Characters have a minor chance to begin with one or more magic items, as per Appendix P of the DMG.
Choose up to 10 items, their worth being no more than your Social Class roll.
Expanded ship list (Dragon 116)
Use 2e horse traits.
Material components (IV/81)
Note that garlic is a potent healing herb (IV/82)
ARMOR, ARMOR CLASS, AND WEAPONS +
TYPES OF ARMOR & ENCUMBRANCE +
DEXTERITY ARMOR CLASS BONUS +
WEAPON TYPES, "TO HIT" ADJUSTMENT NOTE +
Only use weapon vs. AC for the AC0, AC1, AC9, and AC10 columns
Firearms (V/70, 60)
New knife types
Weapons of quality may be purchased
Stone/flint weapons: -3 to hit
Bronze: -2 to hit
Iron: -1 to hit
Weapon speed is only used to break ties
Pole arms can attack from the second rank
Field plate, full plate
Shields provide a +2 AC bonus
Creatures with more than 1 AC: use the average
Thick clothing = AC9, very thick clothing (eg. Inuit parka) = AC8
HIRELINGS +
STANDARD HIRELINGS +
EXPERT HIRELINGS +
HENCHMEN +
LOYALTY OF HENCHMEN & HIRELINGS, OBEDIENCE AND MORALE +
(Revised in Dragon 107)
TIME +
TIME IN THE CAMPAIGN +
Creating a calendar (V/47)
TIME IN THE DUNGEON +
DISTANCE +
CHARACTER SPELLS +
Add 1 spell to each spell level. So, a 1st level magic-user gets 2 1st level spells (+INT bonus), a 3rd level magic-user gets 2 2nd level spells (+INT bonus), etc.
DAY-TO-DAY ACQUISITION OF CLERIC SPELLS +
Deities may choose to withold spells, if the cleric's conduct or piety is lacking. This includes failing to sacrifice for higher level (4+) spells.
ACQUISITION OF MAGIC-USER SPELLS +
ACQUISITION OF ILLUSIONIST SPELLS +
RECOVERY OF SPELLS +
SPELL CASTING +
Material components: you only have to pay for these once, that is good enough
Certain spells have a 1% chance of resulting in a psionic encounter (replace the next random encounter with a psionic encounter). Use the revised tables in Dragon, for this
Certain spells, particularly higher-level ones, have a chance of upsetting the World Balance.
4 cantrips take the place of a first level spell. When cast, they are not expended, but no more than 1 can be cast per turn.
TRIBAL SPELL CASTERS +
Use the shaman and witch doctor classes for these.
Spellbooks have a default of 100 pages, and, 20# enc. A spell takes up 1 page per level, or, 4 cantrips to a page.
Travelling spellbooks typically have 50 pages.
SPELL LISTS
Cleric (incl. 0 level spells)
Druid (incl. 0 level spells)
Magic-User (add certain wu jen spells)
Illusionist
Mystic
Mountebank
Bard
Witch
SPELL EXPLANATIONS
Cleric Spells* -
Curing spells: reroll 1s
Curing spells: may be cast on someone outside the faith, as long as alignments are not in oonflict. To keep things simple, allow the cleric to heal members of his own party (this is a survival issue, as well).
animate dead: this should be considered an evil act, moving the character's alignment one pip on the Character Alignment Graph. note that Charisma places a limit on how many undead a cleric can control (use the Max. Number of Henchmen number: see Charisma)
bestow curse:: see Dragon 77 for 20 curses
raise dead: Gods of death do not typically grant this spell.
wind walk is 60' per round, not per turn
Druid Spells* -
some of these are revised (III/47)
Magic-User Spells* -
Use 2e identify
magic missile will still hit a target that goes invisible in the same segment
shocking grasp can be held until discharged. it can be conducted through a sword. water is a conductor as well: cast fully underwater, this will form a 1" diam. sphere.
rope trick: the openingi to the extra-dimensional space is 5'x5'.
fly: for simplicity's sake, a flying character can carry the same amount as a walking character
enchant an item: reorganize and reword this one.
wishes (V/49)
Illusionist Spells* -
Illusions do temporary damage (this mental damage heals at the rate of 1 / turn). Characters brought to 0 or less fall unconscious, and, must make a system shock roll to survive, hower, using Intelligence as the deciding factor.
With regards to damage, anything more than 10 points per level of the caster strains believability. Apply a bonus to the saving throw in these cases.
The amount of damage an illusion does generally corresponds to the damage it would have done if it was real.
Saves vs. illusions use Perception.
THE ADVENTURE +
ADVENTURES IN THE OUTDOORS +
ADVENTURES IN THE AIR +
See Dragon 124
AERIAL TRAVEL +
See Dragon 124
Aerial mounts (IV/50)
AERIAL COMBAT +
See Dragon 124
WATERBORNE ADVENTURES +
Dragon 116 covers ships.
UNDERWATER ADVENTURES +
Dragon 48 covers underwater adventures.
TRAVEL IN THE KNOWN PLANES OF EXISTENCE +
The Politics of Hell (Dragon II/28)
OUTDOOR MOVEMENT +
INFRAVISION AND ULTRAVISION +
INVISIBILITY (+)
MIRRORS +
DETECTION OF EVIL/GOOD (+)
LISTENING AT DOORS +
Inns and taverns (29, bd2)
+1 character level in Wyrd areas
Designing adventures on the spur of the moment (V/48)
COMBAT +
ENCOUNTERS, COMBAT, AND INITIATIVE +
Initiative: group d10, low roll wins
The size of the die can be changed in special circumstances
Surprise +
Surprise: 1-3 on a d10 is the default.
Simply convert all surprise numbers to a %, and, then, to a d10.
Missile fire during a surprise segment is at X3 if the missile weapon is in hand and ready
ENCOUNTER REACTIONS +
Revised in Dragon 107.
MISSILE DISCHARGE +
Firing into a melee is OK, but you will hit an ally on a roll of 1.
GRENADE-LIKE MISSILES +
Holy/Unholy Water +
SPELL CASTING DURING MELEE +
Magical Device Attacks +
Effect of Cover on Spells and Spell-Like Powers +
Monster Charm Power +
TURNING UNDEAD +
Counter-Affecting +
Revised in Dratgon magazine.
In certain situations, turn undead may be enhanced.
FURTHER ACTIONS +
Charge +
Weapon Speed Factor +
Striking to Subdue + <UA>
Special "To Hit" Bonuses +
MORALE +
Revised (Dragon 107)
MORALE SCORES +
Revised (Dragon 107)
MORALE FAILURE +
Reivsed (Dragon 107)
PURSUIT AND EVASION OF PURSUIT + <DMDK>
Pursuit and Evasion of Pursuit in Outdoor Settings +
CRITICAL HITS (Double damage, double bonuses)
Minimum damage = save vs. crushing blow (wood 10, metal 6) , or weapon is broken (magic weapons lose 1 plus)
Maximum damage = save vs.crushing blow (wood 10, metal 6), or shield is broken / armor destroyed (magic shields and armor lose 1 plus)
FUMBLES (A fumble invokes an attack of opportunity in melee, or, you hit an ally with missile fire)
MELEE +
Special Types of Attacks +
Important Note Regarding "To Hit" Adjustments +
Attacks With Two Weapons (IV/68) +
Revised (Best of Dragon Vol. IV)
Breaking Off From Melee +
Monk's Open Hand Melee +
Actions During Combat and Similar Time-important Situations +
Examples of Melee +
NON-LETHAL AND WEAPONLESS COMBAT PROCEDURES + (IV/83)
COMBAT TABLES +
Opponent Armor Class Description +
ATTACK MATRICES +
Use the 5% charts, from Dragon 80
For every column beyond the first, classed characters get a +1 damage bonus.
ASSASSIN'S TABLE FOR ASSASSINATIONS +
ATTACK MATRIX FOR MONSTERS +
Use the 5% charts, from Dragon 80
CREATURES STRUCK ONLY BY MAGIC WEAPONS +
MATRIX FOR CLERICS AFFECTING UNDEAD +
Revised in Dragon
PSIONIC COMBAT TABLES +
PSIONIC COMBAT NOTES +
SAVING THROW MATRICES +
Use the 5% charts, from Dragon 80
Item saves are only made on a failed save, or, if no save is allowed.
SAVING THROWS +
MAGIC ARMOR AND SAVING THROWS +
PROGRESSION ON THE COMBAT TABLES +
HIT POINTS +
2 HP = -1 to hit/saves (pain, etc.)
1 HP = -2 to hit/saves (pain, etc.)
Death at -CON
If a hit takes you to -6 directly, there will be a bit of permanent damage (1 point off a random ability score)
If a hit takes you to -9 directly, this indicates loss of limb or even decapitation!
Don't worry about dropping -1 per round. After combat, there is a 5% chance per -HP that the character dies.
EFFECTS OF ALCOHOL AND DRUGS +
RECOVERY FROM INTOXICATION +
INSANITY +
EXPERIENCE +
Story awards
Attendance award (60 per hour)
Class-based awards, as per 2e
ADJUSTMENT AND DIVISION OF EXPERIENCE POINTS +
EXPERIENCE VALUE OF TREASURE TAKEN +
EXPERIENCE POINTS VALUE OF MONSTERS +
Revised in Dragon
SPECIAL BONUS AWARD OF EXPERIENCE POINTS +
GAINING EXPERIENCE LEVELS +
Only train when you gain a new class ability.
Training costs 1000 gp per level.
SUCCESSFUL ADVENTURES
Principles of successful adventuring (IV/30)
THE CAMPAIGN +
There is a World Balance, and, when this is upset, anything from comets, to orc invasions, to plagues can occur. Certain magicks can upset the world balance.
CLIMATE & ECOLOGY+ <WSG>
TYPICAL INHABITANTS +
Who lives in that castle? (Best of Dragon, Vol. IV)
SOCIAL CLASS AND RANK IN ADVANCED DUNGEONS & DRAGONS + <UA>
Government Forms +
Royal and Noble Titles +
Social class affects starting money.
Social class requirements for classes are not used.
THE TOWN AND CITY SOCIAL STRUCTURE +
ECONOMICS +
See Dragon 106.
DUTIES, EXCISES, FEES, TARIFFS, TAXES, TITHES, AND TOLLS +
MONSTER POPULATIONS AND PLACEMENT +
PLACEMENT OF MONETARY TREASURE +
PLACEMENT OF MAGIC ITEMS +
TERRITORY DEVELOPMENT BY PLAYER CHARACTERS +
The care of castles (IV/80)
PEASANTS, SERFS, AND SLAVES +
A SAMPLE DUNGEON +
THE FIRST DUNGEON ADVENTURE +
NON-PLAYER CHARACTERS +
PERSONAE OF NON-PLAYER CHARACTERS +
FACTS +
TRAITS +
LANGUAGE DETERMINATION +
SPECIAL ROLES OF THE DUNGEON MASTER +
Random spell use for NPC magic-users (V/38)
HIRING NON-PLAYER CHARACTERS TO CAST SPELLS OR USE DEVICES +
See Dragon for prices for M-U spell casting
MONSTERS AND ORGANIZATION +
USE OF NON-HUMAN TROOPS +
CONSTRUCTION AND SIEGE +
UNDERGROUND CONSTRUCTION +
CONSTRUCTION TIME +
SIEGE ENGINES AND DEVICES OF WAR +
Additional Attack Forms +
CONDUCTING THE GAME +
Five keys to DMing success (IV/80)
Keep 'em guessing: Players don't need to know all the rules (V/49)
ROLLING THE DICE AND CONTROL OF THE GAME +
HANDLING TROUBLESOME PLAYERS +
INTEGRATION OF NEW PLAYERS INTO AN EXISTING CAMPAIGN +
MULTIPLE CHARACTERS FOR A SINGLE PLAYER +
INTERVENTION BY DEITIES + <DDG>
Demi-Gods & Gods + <DDG>
THE ONGOING CAMPAIGN +
Sixguns & Sorcery +
Mutants & Magic +
Modern Monsters (V/57) +
Ice Age Adventuring (V/68)
MAGICAL RESEARCH +
CREATION OF HOLY/UNHOLY WATER +
SPELL RESEARCH +
See Dragon 82
FABRICATION OF MAGIC ITEMS, INCLUDING POTIONS AND SCROLLS +
See FR4 The Magister
NON-STANDARD MAGIC ITEMS +
USE OF MAGIC ITEMS +
COMMAND WORDS +
CRYSTAL BALLS & SCRYING +
DRINKING POTIONS +
APPLYING OILS +
POTION MISCIBILITY +
ENERGY DRAINING BY UNDEAD OR DEVICE +
Instead of level drain, use a d10 table of random effects, based on the section in REF5 Lords of Darkness
A save vs. death magic is allowed against these effects
TREASURE +
RANDOM TREASURE DETERMINATION +
EXPLANATIONS AND DESCRIPTIONS OF MAGIC ITEMS +
Potions +
Scrolls +
Rings +
Rods, et. al. (Including Staves and Wands) +
Most wands will save as Thin Wood. This is the reason that they are usually kept in cases.
Miscellaneous Magic +
Artifacts and Relics +
Armor & Shields +
Swords +
Miscellaneous Weapons +
arrows of slaying do 6d6+3 damage
APPENDIX A: RANDOM DUNGEON GENERATION +
Random Dungeon Generation for Solo Play +
Make 2 rolls on Table VF: Room contents
See Justisaur's notes on this.
APPENDIX B: RANDOM WILDERNESS TERRAIN +
Ruins (V/54)
APPENDIX C: RANDOM MONSTER ENCOUNTERS + <MM2>
Monsters Encountered Adjustment for Relative Dungeon Level -
Dungeon Random Monster Encounters +
Underwater Random Monster Encounters -
Astral & Ethereal Encounters -
Psionic Encounters -
Outdoor Random Monster Encounters -
Waterborne Random Monster Encounters -
Airborne Random Monster Encounters -
City/Town Encounters -
Magic Possessed By Encountered Creatures -
Note that OSRIC provides information on how to construct d100 tables.
APPENDIX D: RANDOM GENERATION OF CREATURES FROM THE LOWER
PLANES +
APPENDIX E: ALPHABETICAL RECAPITULATION OF MONSTERS (With
Experience Point Values) -
Included in the MM
APPENDIX F: GAMBLING +
APPENDIX G: TRAPS +
APPENDIX H: TRICKS +
Theory and use of gates (Dragon II/37)
Tesseracts (Dragon II/17, 38)
APPENDIX I: DUNGEON DRESSING +
Libraries (V/37)
APPENDIX J: HERBS, SPICES, AND MEDICINAL SUBSTANCES +
Herbs (IV/82)
APPENDIX L: CONJURED ANIMALS + <PH?>
APPENDIX M: SUMMONED MONSTERS + <PH?>
APPENDIX N: INSPIRATIONAL AND EDUCATIONAL READING +
APPENDIX O: ENCUMBRANCE OF STANDARD ITEMS +
Most encumbrance can be 'eyeballed', but keep careful track of the encumbrance of weapons and armor.
Measure weight in pounds. If it weighs less than 1#, do not worry about it (unless there are 10 or more of that item).
A character can typically throw another of approximately the same size 5 + STR damage bonus in feet.
APPENDIX P: CREATING A PARTY ON THE SPUR OF THE MOMENT +
Q: Weaponless Combat + (IV/83)
R: Non-lethal Combat +
S: Non-human Deities +
T: The Nomenclature of Pole Arms +
GLOSSARY +
AFTERWORD +
MM
Revise the ACs of some monsters (see The AD&D Companion)
Small creatures: -1 hp per HD
Large creatures: +1 hp per HD
Small creatures: -1 damage (min. of 1)
Large creatures: +1 damage per 2 HD
See Dragon 81 and Dragon 137 for details on 'monster treasure'.
The humanoids (V/63)
Dragons: increase the damage figures for natural attacks (III/50)
Dragon teeth may be harvested
Dragon hide may be used to make armor (III/62)
Neutral dragons (III/37)
Raising a baby dragon (III/50)
Steel Dragon (III/62)
Grey Dragon (III/62)
Revise dinosaurs as per Dragon 112.
Blueprint for a lich (Dragon II/26)
A solar has an AC of -9.
Good Evening (Dragon II/30)
Varieties of Vampires (Dragon II/25)
The Winged Folk (III/56)
DDG
Saints (IV/79)