Post by Admin on Sept 29, 2017 7:37:27 GMT
ADVANCED DUNGEONS & DRAGONS
(Alternate 2nd Ed.)
PROJECT OUTLINE
AD&D was created from OD&D + Dragon.
What if there was a form of AD&D created from 1st Ed. + Dragon?
I know that I have asked this question before, and, on Oct 1st (my birthday), I am going to start this.
With regards to 1eo(1eOnline), this was always the intent: to one day compile a different version of the game, one that derives directly from the 1st Edition.
Anyway, this thread is going to be my notepad. Here’s the plan:
* Dragon 40-140
* Dragon 1-39
* Dragon 141 to 200
* White Dwarf
* Polyhedron
That will be the order of things, with those articles directly integrated into the structure of the 11 AD&D books. The notes of Gary Gygax (compiled from ENWorld & Dragonsfoot) will be retained.
What does this mean, in practical form?
Well, to start, there will be a Monster Manual III, as well as a Fiend Folio 2.
There will also be a lot of classes, with the NPC classes from Dragon being presented as PC options.
Here is a list of changes and additions, in the order of the 2e Table of Contents.
CREATING THE PC
All characters begin at Level 0.
Abilities are based on a point-buy system: 90+3d20 points
Roll 3d6 in order, then add points.
Proficiencies are bought with 1 point.
Hit points are bought with 1 point for 1 hit point basis.
Characters begin with 2d100 gp. (Social Class multiplied by 2)
Characters have the option to add abilities from other classes, for an XP penalty.
There are tables for character background.
Characters begin with Max. HP.
Check for psionics. Check for dreaming ability.
ABILITIES
Two new abilities are added: Comeliness and Perception.
Comeliness is divided into 3 sub-abilities.
Female characters begin with certain advantages, to balance the limits placed on their strength.
Intelligence grants bonus spells.
Charisma has more of a bearing on the chance to be psionic.
RACES
New races: aarakocra, half-dryads, half-satyrs, half-ogres, orcs, kobolds, xvarts, goblins, aquatic elves, snow elves.
Height & Weight: more realistic rules for height & weight are given.
Aging causes one to lose levels, in addition to the extant changes in the DMG.
CLASSES
New classes: too many to list, at present.
Note that social class may limit what classes one may choose.
Clerics have a convert ability, and, they gain XP from conversions.
Rangers gain additional abilities.
Cavalier and Barbarian are both revised.
Multi-classed characters: The two or three multi-classes are combined into a single class.
ALIGNMENT
Evil characters suffer an XP penalty.
Chaotic Evil characters may make pacts with demons.
Alignment is now the composite of 2 scores: Ethics (L-N-C) and Morality (G-N-E).
These numbers are on a 1-20 scale, with 6-15 being the Neutral range.
SKILLS
The proficiencies in the DSG and WSG are used. As well, characters roll for a secondary skill.
EQUIPMENT
Firearms.
Ships.
Note that starting silver is based on social class.
Prices are expressed in SP: a silver standard is used in the game.
There are 200 coins to the pound.
Bronze pieces are added to the list of possible coins.
If gold coins are indicated in a treasure, there is a 50% chance that they are actually silver coins.
MAGIC
Clerics have a limited amount of spells to choose from, like magic-users.
Druids roll 2d6 when praying for spells: on some days, no or less spells or different spells may be granted.
There is something called the World Balance. Certain types of magic may disrupt this balance more than others. Killing 0 level types and very rare creatures from the Prime also upset the World Balance. So does stealing from the Lower Lower Class. If the World Balance is disrupted, expect anything from celestial omens to invading orc hordes to plagues.
Spellcasters may draw from their HP to increase the caster level of their spells.
Material components must be bought. Once acquired though: one does not need to worry about re-stocking. Alternate material components may enhance certain spells.
EXPERIENCE
Experience is also awarded for inflicting damage.
One only trains for levels that grant new class abilities or skills(proficiencies).
XP values for slain monsters are revised.
Individual XP awards are also used.
Gem types are greatly expanded.
COMBAT
Melee combat uses an initiative system that takes weapon length and weapon speed into account.
Multiple attacks per round are available to any class.
Critical hits are used.
Fumbles are used.
Shields provide a +2 bonus to AC.
Weapon type vs. AC is limited (AC 0, 1, 9, 10).
Attack matrices are slightly adjusted.
Saving throw matrices are slightly adjusted.
Armor, shields, and weapons may be damaged in combat.
Morale is revised, with a d20 being used instead of d%.
Pain is taken into account.
Turning undead: the HD of the undead is directly taken into account.
Two-weapon fighting is revised.
Death occurs at –CON.
There is no 1 week rest requirement, after being brought to –HP.
TREASURE
10% of all magic items have a quirk.
Rules for item creation are revised.
ENCOUNTERS
Surprise is based on a % roll, which is converted to a d10 for both parties.
Encounter reactions are made with a d20.
NPCs
Followers for upper level PCs use revised tables.
Mercenaries (men-at-arms) are given more detail.
Rogues gallery: this is directly linked to, from city encounters, et al.
New NPCs from fantasy fiction are included, here.
TIME & MOVEMENT
Calendar templates are given: it is encouraged to add in festivals, throughout the year.
Disease / parasitic infestation and monthly living expenses are handled at the end of each game month, assuming months of approximately 30 days.
VISION & LIGHT
The WSG rules for vision are used.
SPELLS
Identify: the 2e version of this spell is used.
Bestow Curse: a d20 table of curses is provided.
Cure spells: re-roll 1s.
Cure Disease: this spell does not always work.
There are Quest spells and 10th level spells.
Certain wu jen spells are available to MUs.
MONSTER MANUAL
Two additional volumes of monsters.
Small creatures have -1 HP per die.
Small creatures do 1HP less damage.
Large creatures have +1 HP per die.
Large creatures have a damage bonus: HD/2.
Some monsters are described in greater detail, via the Ecology articles in Dragon magazine.
Dragons are revised (they are more deadly).
Orcs now have 2-5 HD. (With published adventures, 2 orcs become one 2 HD orc, for example).
They are still pig-faced, and there are Uruk-Hai.
Guidelines for creating new monsters are given.
DEITIES & DEMIGODS
The power of deities directly relates to their followers.
Saints.
ORIENTAL ADVENTURES
The monk from OA is used.
New martial arts.
SURVIVAL GUIDES
Weather is generated with the article in Dragon #137.
MANUAL OF THE PLANES
The descriptions of Hell, Hades, and Gladsheim are expanded.
Rules for astral searches are included.
(Alternate 2nd Ed.)
PROJECT OUTLINE
AD&D was created from OD&D + Dragon.
What if there was a form of AD&D created from 1st Ed. + Dragon?
I know that I have asked this question before, and, on Oct 1st (my birthday), I am going to start this.
With regards to 1eo(1eOnline), this was always the intent: to one day compile a different version of the game, one that derives directly from the 1st Edition.
Anyway, this thread is going to be my notepad. Here’s the plan:
* Dragon 40-140
* Dragon 1-39
* Dragon 141 to 200
* White Dwarf
* Polyhedron
That will be the order of things, with those articles directly integrated into the structure of the 11 AD&D books. The notes of Gary Gygax (compiled from ENWorld & Dragonsfoot) will be retained.
What does this mean, in practical form?
Well, to start, there will be a Monster Manual III, as well as a Fiend Folio 2.
There will also be a lot of classes, with the NPC classes from Dragon being presented as PC options.
Here is a list of changes and additions, in the order of the 2e Table of Contents.
CREATING THE PC
All characters begin at Level 0.
Abilities are based on a point-buy system: 90+3d20 points
Roll 3d6 in order, then add points.
Proficiencies are bought with 1 point.
Hit points are bought with 1 point for 1 hit point basis.
Characters begin with 2d100 gp. (Social Class multiplied by 2)
Characters have the option to add abilities from other classes, for an XP penalty.
There are tables for character background.
Characters begin with Max. HP.
Check for psionics. Check for dreaming ability.
ABILITIES
Two new abilities are added: Comeliness and Perception.
Comeliness is divided into 3 sub-abilities.
Female characters begin with certain advantages, to balance the limits placed on their strength.
Intelligence grants bonus spells.
Charisma has more of a bearing on the chance to be psionic.
RACES
New races: aarakocra, half-dryads, half-satyrs, half-ogres, orcs, kobolds, xvarts, goblins, aquatic elves, snow elves.
Height & Weight: more realistic rules for height & weight are given.
Aging causes one to lose levels, in addition to the extant changes in the DMG.
CLASSES
New classes: too many to list, at present.
Note that social class may limit what classes one may choose.
Clerics have a convert ability, and, they gain XP from conversions.
Rangers gain additional abilities.
Cavalier and Barbarian are both revised.
Multi-classed characters: The two or three multi-classes are combined into a single class.
ALIGNMENT
Evil characters suffer an XP penalty.
Chaotic Evil characters may make pacts with demons.
Alignment is now the composite of 2 scores: Ethics (L-N-C) and Morality (G-N-E).
These numbers are on a 1-20 scale, with 6-15 being the Neutral range.
SKILLS
The proficiencies in the DSG and WSG are used. As well, characters roll for a secondary skill.
EQUIPMENT
Firearms.
Ships.
Note that starting silver is based on social class.
Prices are expressed in SP: a silver standard is used in the game.
There are 200 coins to the pound.
Bronze pieces are added to the list of possible coins.
If gold coins are indicated in a treasure, there is a 50% chance that they are actually silver coins.
MAGIC
Clerics have a limited amount of spells to choose from, like magic-users.
Druids roll 2d6 when praying for spells: on some days, no or less spells or different spells may be granted.
There is something called the World Balance. Certain types of magic may disrupt this balance more than others. Killing 0 level types and very rare creatures from the Prime also upset the World Balance. So does stealing from the Lower Lower Class. If the World Balance is disrupted, expect anything from celestial omens to invading orc hordes to plagues.
Spellcasters may draw from their HP to increase the caster level of their spells.
Material components must be bought. Once acquired though: one does not need to worry about re-stocking. Alternate material components may enhance certain spells.
EXPERIENCE
Experience is also awarded for inflicting damage.
One only trains for levels that grant new class abilities or skills(proficiencies).
XP values for slain monsters are revised.
Individual XP awards are also used.
Gem types are greatly expanded.
COMBAT
Melee combat uses an initiative system that takes weapon length and weapon speed into account.
Multiple attacks per round are available to any class.
Critical hits are used.
Fumbles are used.
Shields provide a +2 bonus to AC.
Weapon type vs. AC is limited (AC 0, 1, 9, 10).
Attack matrices are slightly adjusted.
Saving throw matrices are slightly adjusted.
Armor, shields, and weapons may be damaged in combat.
Morale is revised, with a d20 being used instead of d%.
Pain is taken into account.
Turning undead: the HD of the undead is directly taken into account.
Two-weapon fighting is revised.
Death occurs at –CON.
There is no 1 week rest requirement, after being brought to –HP.
TREASURE
10% of all magic items have a quirk.
Rules for item creation are revised.
ENCOUNTERS
Surprise is based on a % roll, which is converted to a d10 for both parties.
Encounter reactions are made with a d20.
NPCs
Followers for upper level PCs use revised tables.
Mercenaries (men-at-arms) are given more detail.
Rogues gallery: this is directly linked to, from city encounters, et al.
New NPCs from fantasy fiction are included, here.
TIME & MOVEMENT
Calendar templates are given: it is encouraged to add in festivals, throughout the year.
Disease / parasitic infestation and monthly living expenses are handled at the end of each game month, assuming months of approximately 30 days.
VISION & LIGHT
The WSG rules for vision are used.
SPELLS
Identify: the 2e version of this spell is used.
Bestow Curse: a d20 table of curses is provided.
Cure spells: re-roll 1s.
Cure Disease: this spell does not always work.
There are Quest spells and 10th level spells.
Certain wu jen spells are available to MUs.
MONSTER MANUAL
Two additional volumes of monsters.
Small creatures have -1 HP per die.
Small creatures do 1HP less damage.
Large creatures have +1 HP per die.
Large creatures have a damage bonus: HD/2.
Some monsters are described in greater detail, via the Ecology articles in Dragon magazine.
Dragons are revised (they are more deadly).
Orcs now have 2-5 HD. (With published adventures, 2 orcs become one 2 HD orc, for example).
They are still pig-faced, and there are Uruk-Hai.
Guidelines for creating new monsters are given.
DEITIES & DEMIGODS
The power of deities directly relates to their followers.
Saints.
ORIENTAL ADVENTURES
The monk from OA is used.
New martial arts.
SURVIVAL GUIDES
Weather is generated with the article in Dragon #137.
MANUAL OF THE PLANES
The descriptions of Hell, Hades, and Gladsheim are expanded.
Rules for astral searches are included.