Post by Prespos on Mar 21, 2013 0:48:18 GMT -5
For your enjoyment, here is an alternate form of AD&D.
This is just a compilation of ideas/articles from DRAGON, simplified and organized so that the whole thing is actually playable.
I want to incl. everything from WHITE DWARF, IMAGINE, and POLYHEDRON as well. What have I missed?
As well, I might have missed some things from DRAGON, from issues 140-200.
Please send through your comments/thoughts.
Note that this is not "5th Edition".
If I have done everything right, then what follows is 100% compatible with all Official TSR AD&D 1st Edition adventures.
Enjoy!
Pres
_____________________________________________________
AD&D++ (Dragon Magazine)
I LOVE Dragon, and what follows is an extension of the above.
Often, the concept/ideal is to simplify the concept/idea of an article in 1 line or less.
As well, the goal is to have everything 100% compatible with Official TSR 1e AD&D Adventures.
Simplicity, playability, game school.
- Pres
Ps. Feel free to go ahead and make this your own!
0. Creating the PC: PCs begin at Level 0, with -500 XP. No skills, and no class abilities. (M-Us will have cantrips, and, clerics will have bonus spells). Training is not required for level 1.
Abilities, Human and Demi-Human: Roll 3d6, and add ability score modifiers based on Method V in UA. (9d6=+6, 8d6=+7, etc.)
All characters follow this pattern: 3d6+6, 3d6+5, 3d6+4, 3d6+3, 3d6+2, 3d6+1, 3d6, 3d6.
Assign as you like, using Method V as a guide. Use common sense, and consider using 3d6 for STR for small characters. There is no min. CHA or PER score.
Raise all scores to racial and class minimums.
Generate your age, and adjust scores accordingly.
Ensure two 15s, by raising your two lowest scores (in S, I, W, etc. order if there is a tie).
3d6 for HP at 0 level (don't roll for HP at level 1). Your min. HP at start is the max. HP for your class (e.g. a ranger with 18 CON begins the game at 0 level with 24 HP).
0.1 Creating a Party on the Spur of the Moment
There should be PC databases, built from the official TSR modules, with one PC per page (with art), and ready-to-go-parties.
Until then, it is OK to generate 1 magic item per level, discarding items your character cannot use.
Starting money is multiplied by level.
Note that multi-class characters gain money and items for each of their levels (eg. a 1/1/1 multi-classed character gains up to 3 items, and has 3x the starting gold).
Comeliness: This only applies to TALK rolls with members of the opposite sex of your same species/race.
1. Abilities
Just a reminder that race and class minimums are for character creation only. Scores can drop below minimums, in-game.
+ Perception
There are a total of 8 ability scores, incl. Comeliness (Beauty).
As well, there are LPs. Luck points. You get 1 per level (a level 1/1/1 multi-class character) begins with 3. Every time you fail a save, 1 LP is automatically expended. There is no fudging.
Abilities can be improved. 1000$ and 1 week of training increases an ability by 1%. When a permanent ability score goes up by 1, then all of your other scores increase by 1%.
Ability Checks:
STR: Jump (STR adds a bonus)
INT: Learn (Spell)
WIS: Sense Motive
DEX: Toss/Throw
CON: Drink
CHA: Bluff
COM: Seduce
PER: Search. Find secret doors (elves get a bonus). Detect underground phenomena (only those with the mining skill can do this).
2. Races
When generating height & weight, do not subgenerate for average height & weight
+ Uldra
+ Aarakocra
+ Orc
+ Goblin
+ Kobold
+ Half-Dryad
+ Half-Ogre
+ Half-Satyr
+ Aquatic Elf
Dwarves: Gain mining as a bonus skill.
Gnomes: Gain mining as a bonus skill.
Halflings are simply "Hobbits"
2.1 Age
3. Classes
Elven knights are a little different.
Paladin (et al.) abilities are not automatically gained: check to see if you gain these with each level (suggested: make a d% check, using Wisdom + level as your base chance).
Clerics may Sacrifice, to attempt to get a bonus spell.
Clerics can XP for Converting people to their faith.
Clerics can use the weapon of their deity.
Clerics do not have access to the full spell list: they check like MUs to know a spell, although this is done with a simple Wisdom check.
Druids: roll 2d6 when praying for spells. 2=no spells granted, 3=random spells instead, 11=one bonus spell per level, 12=as 11, with one bonus spell of the next spell level
Druids: Take Healing & Herbalism as bonus skills. You will get Animal Lore and Plant Lore at L3.
Shukenja can turn spirits.
Dwarven clerics are a little different.
Fighters: gain feats
Use the OA barbarian for the barbarian
Rangers gain many bonus skills
Thief: You will need surprise in order to Backstab (either that, or 2 successful rolls: Sneak + Hide)
Thief: You can scout. If you make a successful Sneak and Hide roll, you can bypass the monsters in that room.
Thief: Remember that you can set traps.
Thief: Remember to roll on the pickpocket tables.
Thief: If you steal from the Lower Class, there is a 1% chance of altering the World Balance.
Assasin: Gains forgergy ability.
Assassin: Remember that you can Spy. This will give you the dungeon map, if you are successful. This can be done pre-game.
Use the OA monk for the monk
Use the PH bard, beginning at level 0 (no fighter or thief)
+ Astrologer
+ Beastmaster
+ Anti-paladins, and paladins for the 7 other alignments
+ Jester
+ Mountebank
+ Bandit
+ Savant
+ Bounty Hunter
+ Necromancer ("Death Master")
+ Scribe
+ Alchemist
+ Nun/Friar
+ Timelord
+ Witch
+ Sailor ("Mariner")
+ Berserker
+ Shaman ("Barbarian Cleric")
+ Psionicist
+ Archer
+ Smith
+ Bounty Hunter
+ Charlatan
+ Smith
+ Duelist
+ Merchant
+ Oracle ("Diviner")
+ Guard ("Sentinel")
+ Geisha
+ Sumo Wrestler
+ Escrimador (Phillipino martial artist)
+ Battle Dancer (Brazilian martial artist: Capoeira)
Magic-users are simply "Wizards", and, Cavaliers are simply "Knights"
Ninja is a single-class. ("Genin")
Multiple attacks is dependant on DEX and Weapon Speed. Missile weapons have a Speed Factor of 0, so if you have 16+ DEX, you have a bonus attack.
Knight & Fighter classes get a speed bonus of -1 for every 5 levels.
The way it works is if your SF-DEX = less than zero, you have a bonus attack.
Multi-class Characters: Just pool the XP requirements and totals. Example: F/T. 2000+1250 = 3750 XP required to attain level 2/2.
4. Alignment
4.1 Birthplace: Choose your setting/region/settlement. Often one or more of these will be dictated by the DM, unless he is running an open campaign, where anyone can enter via gate.
4.2 Deity: This is dependant on 4.1, above. See deity lists by alignment.
4.2.1.: Every level you have a 1% chance for Divine Intervention. This is one-time, though it can be divvied up into several attempts. +1% for a Sacrifice. +1% in a Temple.
+1% in your deity's element.
4.3 Family: Quickly generate whether your parents are alive, and, if you have any siblings. Go with a minimum of detail, about 1 minute or so during initial character generation.
4.4 Honor: Use a very simplified system. For example, each adventure you complete, you gain 1 honor point. Each 5 honor points gives a +1 TALK bonus. High honor may grant gifts.
4.5 Character Alignment Graph: Characters can accumlate "Good Points", "Evil Points", "Lawful Points", and "Chaos Points". About 5 of these will cause an alignment shift.
A donation of $1000 = +1 "Good Points"
Breaking a law = -1 "Chaos Points"
Murder, Rape, Torture = +1 "Evil Points"
Stronghold, Followers = +1 "Lawful Points" each
4.6 Personality: Just roll once on the General Tendencies table, at the back of the DMG.
5. Skills: 1 weapon skill, and, 1 non-weapon skill per level. (a level 1/1/1 multi-class character would begin with 6 skills: 3 weapon, 3 non-weapon).
Your chance of success is a % tied to the relevant ability. (Relevant ability x 5%)-10% = Skill level.
5.1 Languages: All speak Common. Beyond that, just grant +1 language for every point of INT above 10.
5.2 Gambling
5.3 Herbalism: Certain plants have healing benefits, certain plants are poison, and certain plants are worth a lot of money. 1 hour of gathering might locate a herb, if in the right place & time.
Garlic: This increases the daily rate of healing by 1 HP.
5.4 Healing: Characters heal 1 HP per 24 hour period. If there is a healer in the party, increase this to 2 HP. Of course, healing provides other benefits.
+ Appraisal (Skills will grant limited Appraisal in their area).
Weapon Proficiency: gives a +1 hit, +1 damage, -1 SF bonus.
Weapon Specialization: +2.
Weapon Mastery: +3
Weapon skill points can be used to learn a martial art, and special maneuvers can be bought with weapon skill points.
Hunting: Costs 1 mile of movement.
Herbalism (Foraging): Costs 1 mile of movement.
6. Equipment
6.1 Social Class: Characters begin the game with d100 x 10$. Eg, roll of 1, you begin with 10$. Roll of 100, you begin with 1000$. You can POOL the party's money during character creation.
In addition, you can make some rolls for common items (clothing, etc.).
6.2 Money: Silver standard, with 1 SP = 1 $. Read out prices in $. 100 pence = 1 $ = 1/10th of a GP (a GP = 10$). 1 EP is a "5$ bill". 1 PP is a "50$ bill".
Add BP (Bronze Pieces). 10 BP to the $. For found treasure, assume a 50% chance of CP and a 50% chance of BP.
6.3 Armor: It takes 10-AC in rounds to READY armor. Half that to take it off.
6.4 Weapons:
Firearms
6.5 Poison: Characters can buy the poisons in the DMG, though possession and sale is most likely not legal.
6.6 Constructions: This happens out of game. Constructions are safe havens from wandering monsters, and may be a prerequisite for attaining followers at high level.
6.7 Clothing: Things like furs and armor will reduce damage in the cold, and inflict damage in the heat. Keep it simple, such as a 1 (cool/warm) or 2 HP (cold/hot) reduction, and that is it.
6.8 Animals: Remember that any animal you add to your party will reduce the XP dividend. Animal training and Animal Handling are highly recommended skills.
Ships: Up to 19th c. technology.
Selling equipment: resale at 50%. Gain XP for the money at that point.
Businesses: Characters can invest in a business. This requires a minimum of $1000.
Inflation: Every campaign year, the cost of everything increases by 1 in the listed unit (eg. if it is 1 gp, then in year 2, the cost is 2 gp, i.e. 1 gp + 1 gp).
Taxes: Entering a city costs 1$ (gate fee). Property, Ships, and Businesses are taxed at 1% per year.
M-U spell casting: Minimum level needed to cast spell X $1000 gp. Include any significant MC costs. Identify costs $2000, and takes one day.
7. Magic: The following assumes a "default" AD&D setting. Alternate PMPs may be "high" or "low" magic, with different spell-casting rules.
Clerics and druids have 0 level spells, and they work like MU spells.
Spell books: 100 pages, 1 page per level of the spell (cantrips take up 1 page). A spellbook costs 1000$.
7.1 Character Spells: MUs begin with 1 roll on each of the cantrip tables. Memorize "cantrip" in place of a level 1 spell. This enables you to cast all of your cantrips, once, until sunset.
7.2 Spell Casting: Spell durations with a "day": the day ends at sunset. Material components are needed, but not expended.
Remember that spell casting can sometimes (depending on the spell) attract the attention of psionic monsters.
There is a 1% chance per level of a spell that the World Balance (in FR, the Weave) is damaged. Double for necromancies and spells that deal with the planes: halve for druid spells.
In combat, a result of 00% means that one has simply forgotten the spell due to combat stress. Spell lost. Nothing happens.
This will cause a Wild Magic effect: and increases the campaign imbalance by 1 point. If imbalance exceeds 8, 16, 32, 64, 128, 256: then bad things start to happen.
The chance for a psionic encounter is the same as that for Wild Magic / Imbalance. For example, if you have a 5% chance of causing Imbalance, then 06-10 would be a psionic encounter.
7.3 Magical Research: Most of the 2e spells (WSC & PSC) can be researched (excepting things like chronomancies & 10th level spells). This is a sure path to power.
The cost is $10,000 per level of the spell. It takes 1 week per level of the spell.
Illusions: See DLA for disbelief rules.
Cure Light Wounds: Re-roll 1s.
Bestow Curse: Roll d20 whenever you cast this.
Cure Disease: Does not always work.
Glyph of Warding: Greatly expanded.
Plane Shift: With a tuning fork, you can get to the exact plane. (Music skill check, perhaps).
Find Familiar: Greatly expanded.
Wish: You need to roll d% to create the effect of a lower level spell.
Creating magic items: You need to invest money equal to the GP sale value of the item. You get the XP value for making the item, and you cannot gain XP through the sale of that item.
8. Experience: Can be awarded in game. Having a player as "the XP guy" can help.
Training is a flat 10,000$ per current level, and 1 month. Remember to add your monthly living expenses ($1000 per level per month).
Using a class ability, at the gaming table, is worth 100 XP, if it makes a postive difference.
Only train if you gain a new class ability, or, if you can access a new spell level.
Training is not required for level 1.
9. Combat
For initiative, generate this once, like this:
d10 for each side, lowest roll wins.
weapon speed breaks ties, that is all (missile weapons have a speed of 0).
for example, i roll a 2 with a dagger (SF2). my init for the combat is 2.2, and that is only needed if the enemies rolled a 2.
spell casting works like this: if i roll a 1, with a 1 segment spell, it goes off on segment 2.
Called Shots: These can be made with a -4 to hit. Use the 2e rules for called shots. Creatures with more than 1 AC, then it is just 50/50 for their AC that you need to hit.
Crit, Melee: Double damage.
Fumble, Melee: Your opponent gets a free attack against you. (First listed attack for those creaturs with multiple attacks).
Crit, Missile: Double damage. 1% chance per point of damage of instant kill if you roll the highest pip on the die.
Fumble, Missile: You hit an ally adjacent to your target, if there is one.
Armor Damage: If you score the highest pip on the die, then (50%) you destroy your opponent's a) shield, b) armor, in that order.
Ammunition: Re-usable, though automatically destroyed if you score the highest pip on the die.
Weapon Damage: If you score the highest pip on the die, then (50%) your weapon breaks. Subtract 5% for each +1.
Pain: At 2 HP, you are -1 to hit / damage / saves. At 1 HP, you are at -2 hit / damage / saves.
Morale: If 50% of the opposition is lost, or if it is a single creature that goes down to 50% or less in HP, then make an immed. Morale Check.
Base Morale = 50% + 5% per HD.
Turning Undead: Roll 2d8. 9 or more, then 2d6 HD (+1 per level of the cleric) of undead are turned. Modifiers: +1 per level of the cleric. -1 per HD of the undead. 17+ = destroyed.
For Controlling Undead: Remember that the number of followers you have is limited by your CHA, and that they will affect your XP dividend.
Neutral Clerics: May attempt to turn or control creatures from the Elemental, Para-Elemental, and Quasi-Elemental planes. They cannot affect the undead.
9.1 Armor Class (AC). Only use the AC0 and AC10 columns for weapon vs. AC. Some monsters (iron golems, etc.) will be "AC0".
9.2 Hit Points (HP). 0 = unconscious. -1 to -3 = you're conscious until the end of the round. -6 or greater: roll a d8 (7,8=Comeliness) to find an ability score. it gets reduced by 1 point.
Constitution bonus modifies the -10.
9.2.1. Fatigue & Exhaustion. To simplify things, fatigue = -1 HP, and exhaustion = -2 HP. This only comes into play if you are doing forced march, or strenuous activity for 1 hour+.
Attacking with 2 weapons: one weapon must be smaller than the other. -4 and -2 to hit, and apply your DEX reaction modifier.
9.3 Death: Your character goes to the Outer Planes. Give the sheet to the DM.
10. Treasure
10.1 Suggested Agreements for the Division of Treasure
10.2 Use of Magic Items
All magic items have a 1% chance of having a Quirk.
11. Encounters: basically, the encounter is the heart of the game. there are 6 basic options:
TALK | FIGHT | WAIT | ADVANCE | FLEE | OTHER
TALK is a very important option. Always roll to TALK on a d20, and add in the CHA modifier. 1=attack, 2-5=negative, 6-15=neutral, 16-19=positive, 20=permanent friendship.
FIGHT: If you attack 0 level characters or monsters, or a Very Rare creature native to your biosphere, then there is a 1% chance of altering the World Balance.
OTHER is anything that does not fit in the other 5 categories.
Surprise is rolled on a d10 or d6, whatever works for you. Converting everything to a d10 usually seems to work better. 1, 2, or 3 normally indicates surprise.
Missile fire is at x3 for each surprise segment, and there is only 1 surprise segment. Characters with a high DEX may not be surprised.
12. NPCs: Do remember that XP is divided by the # of figures in the party. Your CHA limits the number of figures (hirelings, henchman, animals, followers, etc.) you can have attached to your PC when actually adventuring.
12.1 Hirelings:
12.2 Henchmen:
12.3 NPC Database: A work in progress, based on the Rogues Gallery, with 1000+ NPCs, one to a page, with an image, fully ready to play.
13. Vision & Light
13.1 Distance
14. Time & Movement
14.1 Encumbrance: STR x 10, and generally ignore items less than 5#. You either move at 1/2 or full movement rate. Example: STR of 10 = 100#. At 51#, you move at 6".
Outdoor movement = Movement rate in miles per day. 2/3 for Rugged terrain (Hills, Light Forest). 1/3 for Very Rugged Terrain (Mountains, Jungle).
Trails: Grant a 1/3 bonus.
Roads: Grant a 2/3 bonus.
Force March: Grant a 1/3 bonus. Everyone takes 1 HP of damage.
Add the following:
15. The Game: Have Fun! It is not meant to be realistic, but a FUN GAME. Take that grog-pickle out of your butt, and go out there and have some tabletop fun. +1 !
Players should not access materials not relating to their race/class/skills.
16. Monster, The Term: S creatures have -1 HP per HD, and L creatures have +1 HP per HD. As well, L creatures do +1 damage per HD.
16.1 Fiends (Demons, Daemons, Devils, ea.): A ready made data-base of 1000 fiends, each with an image, stat-block, and description, is in the works.
Undead: Level draining undead. For each level drained, roll d10 on the REF5 Table.
17. The Adventure
17.1. Underworld Adventures
17.1.1. Overview of the Underdark
17.1.2 The Underground Environment
17.1.2. Random Dungeon Generation: Try rolling twice for every room, and ignoring lateral results. For solo play, you can begin with one level 9 character.
Use an extended Traps table. Use an extended Tricks table.
17.1.2. Traps
17.1.4. Tricks
17.1.5. Dungeon Dressing
17.1.6. Mapping Your Settings
17.2. Wilderness Adventures: Leaving the civilized area may increase your level by +1. Horse & Henchman increases the chance for this.
17.2.1. Overview of the Wilderness: Try to move this towards a "board game", in the sense of Outdoor Survival, in OD&D. "Numbered squares" do help.
Roll d10+d8+d6 every time you enter a new square or hex.
A 1 on the d10 indicates a random encounter. (In addition to your 2 random encounter checks per day.)
A 1 on the d8 indicates that you are lost (Drop the d8 roll if someone in the party has direction sense).
A 1 on the d6 indicates a change in the weather. One step, and use the weather chart, in the PH.
17.2.2. Weather
17.2.2.1 Weather Generation: Keep it simple. Generating weather in advance can help. You can do a d6 weather chart, and move around that in steps.
Give a 1 in 100 chance for special weather, generally.
17.2.2.2 Weather Effects: Again, keep it simple. Heavy rain (-2 to hit with missiles). Light rain (-1 to hit with missiles). Cold = -2 HP. Cool = -1 HP. Warm = -1 HP. Hot = -2 HP.
17.2.3. Natural Hazards in the Wilderness
17.2.4. Mapping Your Setting
17.2.4.1. Random Wilderness Terrain: Don't do this for every square mile. Just do this once per square. In terms of movement, and, encounters: mountain.forest is still mountain for the purposes of movement and random encounters.
17.3. City Adventures
17.3.1. Floorplans: A good stock of 100 urban floorplans should be on hand.
17.4. The Planes
17.4.1 Overview of the Planes
17.4.2. The Ethereal Plane
17.4.3. The Inner Planes
17.4.4. The Prime Material Planes
17.4.4. The Astral Plane
17.4.5. The Outer Planes
17.5. Adventure Design
18. Successful Adventures
19. Psionics: 1% chance of psi. Keep one pool of points, and level of mastery = highest charcter level.
Dreamers: There is a 1% chance that a character has Dreamer ability.
20. The Campaign: To start, in a pinch, all you need is 1 page of writing, and a 1 page map. Using established settings (in some form) is highly recommended.
20.1. Events and Encounters
20.1.1 Disease: 1% chance per month, rolled on day 1.
22. Gamemastery (Dungeonmastery)
23. Random Encounters: 1 check per day, 1 check per night, in the wilderness. 1 check per turn in the dungeon. 1 on a d10, and ignore 2 random encounters in a row.
24. Inspirational & Educational Reading: This is one of the most key things to understanding the possibilities of AD&D, and this list should be avail. to the players. If you are taking a bus to the session, always try to carry an Appendix N book on the way.
25. Mass Combat
26. Playmastery (Improving Play): Roll to hit & damage at the same time.
27. Food: Eating food gives you +1 HP. You can go 9 days without.
28. Water: Drinking water gives you +1 HP. You can go 3 days without.
29. Sleep: Sleeping for 6 hours gives you +1 HP. This is cumulative with the 1 HP from 24 hours of rest. You can go 6 days without.
29.1 Camping: A camp "floorplan" is highly recommended for wilderness adventuring. Tents reduce sleep time by 1 hour. Armor increases sleep time by 1 hour.
29.2 Campfires: Provide warmth
30. Deities
Being in the presence of a deity grants XP, and may have other effects.
31. Omens
34. Mortality & Immortality: There is the possibility of attaining the level of quasi-deity, in theory
Fini.
_____________________________________________________
Original file is hosted here:
dl.dropbox.com/u/22333214/1/2ph/game.htm#dragon
I will continue to update this.
AD&D++
This is just a compilation of ideas/articles from DRAGON, simplified and organized so that the whole thing is actually playable.
I want to incl. everything from WHITE DWARF, IMAGINE, and POLYHEDRON as well. What have I missed?
As well, I might have missed some things from DRAGON, from issues 140-200.
Please send through your comments/thoughts.
Note that this is not "5th Edition".
If I have done everything right, then what follows is 100% compatible with all Official TSR AD&D 1st Edition adventures.
Enjoy!
Pres
_____________________________________________________
AD&D++ (Dragon Magazine)
I LOVE Dragon, and what follows is an extension of the above.
Often, the concept/ideal is to simplify the concept/idea of an article in 1 line or less.
As well, the goal is to have everything 100% compatible with Official TSR 1e AD&D Adventures.
Simplicity, playability, game school.
- Pres
Ps. Feel free to go ahead and make this your own!
0. Creating the PC: PCs begin at Level 0, with -500 XP. No skills, and no class abilities. (M-Us will have cantrips, and, clerics will have bonus spells). Training is not required for level 1.
Abilities, Human and Demi-Human: Roll 3d6, and add ability score modifiers based on Method V in UA. (9d6=+6, 8d6=+7, etc.)
All characters follow this pattern: 3d6+6, 3d6+5, 3d6+4, 3d6+3, 3d6+2, 3d6+1, 3d6, 3d6.
Assign as you like, using Method V as a guide. Use common sense, and consider using 3d6 for STR for small characters. There is no min. CHA or PER score.
Raise all scores to racial and class minimums.
Generate your age, and adjust scores accordingly.
Ensure two 15s, by raising your two lowest scores (in S, I, W, etc. order if there is a tie).
3d6 for HP at 0 level (don't roll for HP at level 1). Your min. HP at start is the max. HP for your class (e.g. a ranger with 18 CON begins the game at 0 level with 24 HP).
0.1 Creating a Party on the Spur of the Moment
There should be PC databases, built from the official TSR modules, with one PC per page (with art), and ready-to-go-parties.
Until then, it is OK to generate 1 magic item per level, discarding items your character cannot use.
Starting money is multiplied by level.
Note that multi-class characters gain money and items for each of their levels (eg. a 1/1/1 multi-classed character gains up to 3 items, and has 3x the starting gold).
Comeliness: This only applies to TALK rolls with members of the opposite sex of your same species/race.
1. Abilities
Just a reminder that race and class minimums are for character creation only. Scores can drop below minimums, in-game.
+ Perception
There are a total of 8 ability scores, incl. Comeliness (Beauty).
As well, there are LPs. Luck points. You get 1 per level (a level 1/1/1 multi-class character) begins with 3. Every time you fail a save, 1 LP is automatically expended. There is no fudging.
Abilities can be improved. 1000$ and 1 week of training increases an ability by 1%. When a permanent ability score goes up by 1, then all of your other scores increase by 1%.
Ability Checks:
STR: Jump (STR adds a bonus)
INT: Learn (Spell)
WIS: Sense Motive
DEX: Toss/Throw
CON: Drink
CHA: Bluff
COM: Seduce
PER: Search. Find secret doors (elves get a bonus). Detect underground phenomena (only those with the mining skill can do this).
2. Races
When generating height & weight, do not subgenerate for average height & weight
+ Uldra
+ Aarakocra
+ Orc
+ Goblin
+ Kobold
+ Half-Dryad
+ Half-Ogre
+ Half-Satyr
+ Aquatic Elf
Dwarves: Gain mining as a bonus skill.
Gnomes: Gain mining as a bonus skill.
Halflings are simply "Hobbits"
2.1 Age
3. Classes
Elven knights are a little different.
Paladin (et al.) abilities are not automatically gained: check to see if you gain these with each level (suggested: make a d% check, using Wisdom + level as your base chance).
Clerics may Sacrifice, to attempt to get a bonus spell.
Clerics can XP for Converting people to their faith.
Clerics can use the weapon of their deity.
Clerics do not have access to the full spell list: they check like MUs to know a spell, although this is done with a simple Wisdom check.
Druids: roll 2d6 when praying for spells. 2=no spells granted, 3=random spells instead, 11=one bonus spell per level, 12=as 11, with one bonus spell of the next spell level
Druids: Take Healing & Herbalism as bonus skills. You will get Animal Lore and Plant Lore at L3.
Shukenja can turn spirits.
Dwarven clerics are a little different.
Fighters: gain feats
Use the OA barbarian for the barbarian
Rangers gain many bonus skills
Thief: You will need surprise in order to Backstab (either that, or 2 successful rolls: Sneak + Hide)
Thief: You can scout. If you make a successful Sneak and Hide roll, you can bypass the monsters in that room.
Thief: Remember that you can set traps.
Thief: Remember to roll on the pickpocket tables.
Thief: If you steal from the Lower Class, there is a 1% chance of altering the World Balance.
Assasin: Gains forgergy ability.
Assassin: Remember that you can Spy. This will give you the dungeon map, if you are successful. This can be done pre-game.
Use the OA monk for the monk
Use the PH bard, beginning at level 0 (no fighter or thief)
+ Astrologer
+ Beastmaster
+ Anti-paladins, and paladins for the 7 other alignments
+ Jester
+ Mountebank
+ Bandit
+ Savant
+ Bounty Hunter
+ Necromancer ("Death Master")
+ Scribe
+ Alchemist
+ Nun/Friar
+ Timelord
+ Witch
+ Sailor ("Mariner")
+ Berserker
+ Shaman ("Barbarian Cleric")
+ Psionicist
+ Archer
+ Smith
+ Bounty Hunter
+ Charlatan
+ Smith
+ Duelist
+ Merchant
+ Oracle ("Diviner")
+ Guard ("Sentinel")
+ Geisha
+ Sumo Wrestler
+ Escrimador (Phillipino martial artist)
+ Battle Dancer (Brazilian martial artist: Capoeira)
Magic-users are simply "Wizards", and, Cavaliers are simply "Knights"
Ninja is a single-class. ("Genin")
Multiple attacks is dependant on DEX and Weapon Speed. Missile weapons have a Speed Factor of 0, so if you have 16+ DEX, you have a bonus attack.
Knight & Fighter classes get a speed bonus of -1 for every 5 levels.
The way it works is if your SF-DEX = less than zero, you have a bonus attack.
Multi-class Characters: Just pool the XP requirements and totals. Example: F/T. 2000+1250 = 3750 XP required to attain level 2/2.
4. Alignment
4.1 Birthplace: Choose your setting/region/settlement. Often one or more of these will be dictated by the DM, unless he is running an open campaign, where anyone can enter via gate.
4.2 Deity: This is dependant on 4.1, above. See deity lists by alignment.
4.2.1.: Every level you have a 1% chance for Divine Intervention. This is one-time, though it can be divvied up into several attempts. +1% for a Sacrifice. +1% in a Temple.
+1% in your deity's element.
4.3 Family: Quickly generate whether your parents are alive, and, if you have any siblings. Go with a minimum of detail, about 1 minute or so during initial character generation.
4.4 Honor: Use a very simplified system. For example, each adventure you complete, you gain 1 honor point. Each 5 honor points gives a +1 TALK bonus. High honor may grant gifts.
4.5 Character Alignment Graph: Characters can accumlate "Good Points", "Evil Points", "Lawful Points", and "Chaos Points". About 5 of these will cause an alignment shift.
A donation of $1000 = +1 "Good Points"
Breaking a law = -1 "Chaos Points"
Murder, Rape, Torture = +1 "Evil Points"
Stronghold, Followers = +1 "Lawful Points" each
4.6 Personality: Just roll once on the General Tendencies table, at the back of the DMG.
5. Skills: 1 weapon skill, and, 1 non-weapon skill per level. (a level 1/1/1 multi-class character would begin with 6 skills: 3 weapon, 3 non-weapon).
Your chance of success is a % tied to the relevant ability. (Relevant ability x 5%)-10% = Skill level.
5.1 Languages: All speak Common. Beyond that, just grant +1 language for every point of INT above 10.
5.2 Gambling
5.3 Herbalism: Certain plants have healing benefits, certain plants are poison, and certain plants are worth a lot of money. 1 hour of gathering might locate a herb, if in the right place & time.
Garlic: This increases the daily rate of healing by 1 HP.
5.4 Healing: Characters heal 1 HP per 24 hour period. If there is a healer in the party, increase this to 2 HP. Of course, healing provides other benefits.
+ Appraisal (Skills will grant limited Appraisal in their area).
Weapon Proficiency: gives a +1 hit, +1 damage, -1 SF bonus.
Weapon Specialization: +2.
Weapon Mastery: +3
Weapon skill points can be used to learn a martial art, and special maneuvers can be bought with weapon skill points.
Hunting: Costs 1 mile of movement.
Herbalism (Foraging): Costs 1 mile of movement.
6. Equipment
6.1 Social Class: Characters begin the game with d100 x 10$. Eg, roll of 1, you begin with 10$. Roll of 100, you begin with 1000$. You can POOL the party's money during character creation.
In addition, you can make some rolls for common items (clothing, etc.).
6.2 Money: Silver standard, with 1 SP = 1 $. Read out prices in $. 100 pence = 1 $ = 1/10th of a GP (a GP = 10$). 1 EP is a "5$ bill". 1 PP is a "50$ bill".
Add BP (Bronze Pieces). 10 BP to the $. For found treasure, assume a 50% chance of CP and a 50% chance of BP.
6.3 Armor: It takes 10-AC in rounds to READY armor. Half that to take it off.
6.4 Weapons:
Firearms
6.5 Poison: Characters can buy the poisons in the DMG, though possession and sale is most likely not legal.
6.6 Constructions: This happens out of game. Constructions are safe havens from wandering monsters, and may be a prerequisite for attaining followers at high level.
6.7 Clothing: Things like furs and armor will reduce damage in the cold, and inflict damage in the heat. Keep it simple, such as a 1 (cool/warm) or 2 HP (cold/hot) reduction, and that is it.
6.8 Animals: Remember that any animal you add to your party will reduce the XP dividend. Animal training and Animal Handling are highly recommended skills.
Ships: Up to 19th c. technology.
Selling equipment: resale at 50%. Gain XP for the money at that point.
Businesses: Characters can invest in a business. This requires a minimum of $1000.
Inflation: Every campaign year, the cost of everything increases by 1 in the listed unit (eg. if it is 1 gp, then in year 2, the cost is 2 gp, i.e. 1 gp + 1 gp).
Taxes: Entering a city costs 1$ (gate fee). Property, Ships, and Businesses are taxed at 1% per year.
M-U spell casting: Minimum level needed to cast spell X $1000 gp. Include any significant MC costs. Identify costs $2000, and takes one day.
7. Magic: The following assumes a "default" AD&D setting. Alternate PMPs may be "high" or "low" magic, with different spell-casting rules.
Clerics and druids have 0 level spells, and they work like MU spells.
Spell books: 100 pages, 1 page per level of the spell (cantrips take up 1 page). A spellbook costs 1000$.
7.1 Character Spells: MUs begin with 1 roll on each of the cantrip tables. Memorize "cantrip" in place of a level 1 spell. This enables you to cast all of your cantrips, once, until sunset.
7.2 Spell Casting: Spell durations with a "day": the day ends at sunset. Material components are needed, but not expended.
Remember that spell casting can sometimes (depending on the spell) attract the attention of psionic monsters.
There is a 1% chance per level of a spell that the World Balance (in FR, the Weave) is damaged. Double for necromancies and spells that deal with the planes: halve for druid spells.
In combat, a result of 00% means that one has simply forgotten the spell due to combat stress. Spell lost. Nothing happens.
This will cause a Wild Magic effect: and increases the campaign imbalance by 1 point. If imbalance exceeds 8, 16, 32, 64, 128, 256: then bad things start to happen.
The chance for a psionic encounter is the same as that for Wild Magic / Imbalance. For example, if you have a 5% chance of causing Imbalance, then 06-10 would be a psionic encounter.
7.3 Magical Research: Most of the 2e spells (WSC & PSC) can be researched (excepting things like chronomancies & 10th level spells). This is a sure path to power.
The cost is $10,000 per level of the spell. It takes 1 week per level of the spell.
Illusions: See DLA for disbelief rules.
Cure Light Wounds: Re-roll 1s.
Bestow Curse: Roll d20 whenever you cast this.
Cure Disease: Does not always work.
Glyph of Warding: Greatly expanded.
Plane Shift: With a tuning fork, you can get to the exact plane. (Music skill check, perhaps).
Find Familiar: Greatly expanded.
Wish: You need to roll d% to create the effect of a lower level spell.
Creating magic items: You need to invest money equal to the GP sale value of the item. You get the XP value for making the item, and you cannot gain XP through the sale of that item.
8. Experience: Can be awarded in game. Having a player as "the XP guy" can help.
Training is a flat 10,000$ per current level, and 1 month. Remember to add your monthly living expenses ($1000 per level per month).
Using a class ability, at the gaming table, is worth 100 XP, if it makes a postive difference.
Only train if you gain a new class ability, or, if you can access a new spell level.
Training is not required for level 1.
9. Combat
For initiative, generate this once, like this:
d10 for each side, lowest roll wins.
weapon speed breaks ties, that is all (missile weapons have a speed of 0).
for example, i roll a 2 with a dagger (SF2). my init for the combat is 2.2, and that is only needed if the enemies rolled a 2.
spell casting works like this: if i roll a 1, with a 1 segment spell, it goes off on segment 2.
Called Shots: These can be made with a -4 to hit. Use the 2e rules for called shots. Creatures with more than 1 AC, then it is just 50/50 for their AC that you need to hit.
Crit, Melee: Double damage.
Fumble, Melee: Your opponent gets a free attack against you. (First listed attack for those creaturs with multiple attacks).
Crit, Missile: Double damage. 1% chance per point of damage of instant kill if you roll the highest pip on the die.
Fumble, Missile: You hit an ally adjacent to your target, if there is one.
Armor Damage: If you score the highest pip on the die, then (50%) you destroy your opponent's a) shield, b) armor, in that order.
Ammunition: Re-usable, though automatically destroyed if you score the highest pip on the die.
Weapon Damage: If you score the highest pip on the die, then (50%) your weapon breaks. Subtract 5% for each +1.
Pain: At 2 HP, you are -1 to hit / damage / saves. At 1 HP, you are at -2 hit / damage / saves.
Morale: If 50% of the opposition is lost, or if it is a single creature that goes down to 50% or less in HP, then make an immed. Morale Check.
Base Morale = 50% + 5% per HD.
Turning Undead: Roll 2d8. 9 or more, then 2d6 HD (+1 per level of the cleric) of undead are turned. Modifiers: +1 per level of the cleric. -1 per HD of the undead. 17+ = destroyed.
For Controlling Undead: Remember that the number of followers you have is limited by your CHA, and that they will affect your XP dividend.
Neutral Clerics: May attempt to turn or control creatures from the Elemental, Para-Elemental, and Quasi-Elemental planes. They cannot affect the undead.
9.1 Armor Class (AC). Only use the AC0 and AC10 columns for weapon vs. AC. Some monsters (iron golems, etc.) will be "AC0".
9.2 Hit Points (HP). 0 = unconscious. -1 to -3 = you're conscious until the end of the round. -6 or greater: roll a d8 (7,8=Comeliness) to find an ability score. it gets reduced by 1 point.
Constitution bonus modifies the -10.
9.2.1. Fatigue & Exhaustion. To simplify things, fatigue = -1 HP, and exhaustion = -2 HP. This only comes into play if you are doing forced march, or strenuous activity for 1 hour+.
Attacking with 2 weapons: one weapon must be smaller than the other. -4 and -2 to hit, and apply your DEX reaction modifier.
9.3 Death: Your character goes to the Outer Planes. Give the sheet to the DM.
10. Treasure
10.1 Suggested Agreements for the Division of Treasure
10.2 Use of Magic Items
All magic items have a 1% chance of having a Quirk.
11. Encounters: basically, the encounter is the heart of the game. there are 6 basic options:
TALK | FIGHT | WAIT | ADVANCE | FLEE | OTHER
TALK is a very important option. Always roll to TALK on a d20, and add in the CHA modifier. 1=attack, 2-5=negative, 6-15=neutral, 16-19=positive, 20=permanent friendship.
FIGHT: If you attack 0 level characters or monsters, or a Very Rare creature native to your biosphere, then there is a 1% chance of altering the World Balance.
OTHER is anything that does not fit in the other 5 categories.
Surprise is rolled on a d10 or d6, whatever works for you. Converting everything to a d10 usually seems to work better. 1, 2, or 3 normally indicates surprise.
Missile fire is at x3 for each surprise segment, and there is only 1 surprise segment. Characters with a high DEX may not be surprised.
12. NPCs: Do remember that XP is divided by the # of figures in the party. Your CHA limits the number of figures (hirelings, henchman, animals, followers, etc.) you can have attached to your PC when actually adventuring.
12.1 Hirelings:
12.2 Henchmen:
12.3 NPC Database: A work in progress, based on the Rogues Gallery, with 1000+ NPCs, one to a page, with an image, fully ready to play.
13. Vision & Light
13.1 Distance
14. Time & Movement
14.1 Encumbrance: STR x 10, and generally ignore items less than 5#. You either move at 1/2 or full movement rate. Example: STR of 10 = 100#. At 51#, you move at 6".
Outdoor movement = Movement rate in miles per day. 2/3 for Rugged terrain (Hills, Light Forest). 1/3 for Very Rugged Terrain (Mountains, Jungle).
Trails: Grant a 1/3 bonus.
Roads: Grant a 2/3 bonus.
Force March: Grant a 1/3 bonus. Everyone takes 1 HP of damage.
Add the following:
15. The Game: Have Fun! It is not meant to be realistic, but a FUN GAME. Take that grog-pickle out of your butt, and go out there and have some tabletop fun. +1 !
Players should not access materials not relating to their race/class/skills.
16. Monster, The Term: S creatures have -1 HP per HD, and L creatures have +1 HP per HD. As well, L creatures do +1 damage per HD.
16.1 Fiends (Demons, Daemons, Devils, ea.): A ready made data-base of 1000 fiends, each with an image, stat-block, and description, is in the works.
Undead: Level draining undead. For each level drained, roll d10 on the REF5 Table.
17. The Adventure
17.1. Underworld Adventures
17.1.1. Overview of the Underdark
17.1.2 The Underground Environment
17.1.2. Random Dungeon Generation: Try rolling twice for every room, and ignoring lateral results. For solo play, you can begin with one level 9 character.
Use an extended Traps table. Use an extended Tricks table.
17.1.2. Traps
17.1.4. Tricks
17.1.5. Dungeon Dressing
17.1.6. Mapping Your Settings
17.2. Wilderness Adventures: Leaving the civilized area may increase your level by +1. Horse & Henchman increases the chance for this.
17.2.1. Overview of the Wilderness: Try to move this towards a "board game", in the sense of Outdoor Survival, in OD&D. "Numbered squares" do help.
Roll d10+d8+d6 every time you enter a new square or hex.
A 1 on the d10 indicates a random encounter. (In addition to your 2 random encounter checks per day.)
A 1 on the d8 indicates that you are lost (Drop the d8 roll if someone in the party has direction sense).
A 1 on the d6 indicates a change in the weather. One step, and use the weather chart, in the PH.
17.2.2. Weather
17.2.2.1 Weather Generation: Keep it simple. Generating weather in advance can help. You can do a d6 weather chart, and move around that in steps.
Give a 1 in 100 chance for special weather, generally.
17.2.2.2 Weather Effects: Again, keep it simple. Heavy rain (-2 to hit with missiles). Light rain (-1 to hit with missiles). Cold = -2 HP. Cool = -1 HP. Warm = -1 HP. Hot = -2 HP.
17.2.3. Natural Hazards in the Wilderness
17.2.4. Mapping Your Setting
17.2.4.1. Random Wilderness Terrain: Don't do this for every square mile. Just do this once per square. In terms of movement, and, encounters: mountain.forest is still mountain for the purposes of movement and random encounters.
17.3. City Adventures
17.3.1. Floorplans: A good stock of 100 urban floorplans should be on hand.
17.4. The Planes
17.4.1 Overview of the Planes
17.4.2. The Ethereal Plane
17.4.3. The Inner Planes
17.4.4. The Prime Material Planes
17.4.4. The Astral Plane
17.4.5. The Outer Planes
17.5. Adventure Design
18. Successful Adventures
19. Psionics: 1% chance of psi. Keep one pool of points, and level of mastery = highest charcter level.
Dreamers: There is a 1% chance that a character has Dreamer ability.
20. The Campaign: To start, in a pinch, all you need is 1 page of writing, and a 1 page map. Using established settings (in some form) is highly recommended.
20.1. Events and Encounters
20.1.1 Disease: 1% chance per month, rolled on day 1.
22. Gamemastery (Dungeonmastery)
23. Random Encounters: 1 check per day, 1 check per night, in the wilderness. 1 check per turn in the dungeon. 1 on a d10, and ignore 2 random encounters in a row.
24. Inspirational & Educational Reading: This is one of the most key things to understanding the possibilities of AD&D, and this list should be avail. to the players. If you are taking a bus to the session, always try to carry an Appendix N book on the way.
25. Mass Combat
26. Playmastery (Improving Play): Roll to hit & damage at the same time.
27. Food: Eating food gives you +1 HP. You can go 9 days without.
28. Water: Drinking water gives you +1 HP. You can go 3 days without.
29. Sleep: Sleeping for 6 hours gives you +1 HP. This is cumulative with the 1 HP from 24 hours of rest. You can go 6 days without.
29.1 Camping: A camp "floorplan" is highly recommended for wilderness adventuring. Tents reduce sleep time by 1 hour. Armor increases sleep time by 1 hour.
29.2 Campfires: Provide warmth
30. Deities
Being in the presence of a deity grants XP, and may have other effects.
31. Omens
34. Mortality & Immortality: There is the possibility of attaining the level of quasi-deity, in theory
Fini.
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Original file is hosted here:
dl.dropbox.com/u/22333214/1/2ph/game.htm#dragon
I will continue to update this.
AD&D++