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From: soulburn@netzone.com (Rev.

Omnicynic)
Newsgroups: rec.games.frp.dnd
Subject: Player's Handbook Revised - d&dmods.doc (1/1)
Date: Mon, 08 Apr 1996 07:25:14 GMT
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Formatted and converted to PDF by Laura “Tamara” Henson, 2009


Cover by Lissanne Lake courtesy of Simply Software’s Sci-Fi & Fantasy Clipart 3 edited by Jon Gustafson
and © 1997-2008, No Hassle Home. The Borders and Dividers are from Microsoft Word 2003.

The Final Conversion

By Reverend Omnicynic
Rules to streamline the AD&D game system by bringing the game mechanics
under a smaller set of rolls, a reduced need for high attributes, and
various other changes to the AD&D game mechanics.

Ability Scores
Strength

The Exceptional Strength bonus which fighters receive for 18 Strength


is removed. Instead, the progression of columns and bonuses from 18/01
to 18/99 begins at Strength 15, with a minor change in Strength 14.
The score of 18/00 is also removed.

Example: Str 15 gives a character all the abilities listed at 18/01-50


Str. A character with 18 Strength gains the abilities listed under
18/91-99 Strength. Strength 19 would give the benefits listed under
Strength 19.

While this is a bit of a jump, scores of 19 and over are unnatural for
most of (demi) humanity. The purpose of this change is to eliminate the
desperate need for a successful fighter to have an 18 score in
Strength.

Ability Hit Damage Weight Max. Open Bend Bars/


Score Prob. Adj. Allow. Press Doors Lift Gates
----------------------------------------------------------------------
14 Normal +1 70 195 9 10%
15 +1 +3 135 280 12 20%
16 +2 +3 160 305 13 25%
17 +2 +4 185 330 14 30%
18 +2 +5 235 380 15(3) 35%
19 +3 +7 485 640 16(8) 50%

2
Constitution

All character classes receive the hit point adjustment for high
Constitution as listed in parenthesis. Warriors enjoy high extra hit
points once they reach the level where dice are no longer rolled for
extra hit points, and thus still benefit from the increased physical
toughness warriors tend to cultivate. This change is to allow
characters of other classes than the warrior group to have some
immediate use for a Con score over 16.

Intelligence

Another column is added, labeled Bonus Spells. This column gives a


mage bonus spell slots for high Intelligence just as a cleric gains for
high Wisdom. These slots open up when the mage reaches sufficient
level to cast spells of that spell level.

In game mechanics, these bonus spells function exactly like clerical


bonus spells, except they may only be used for mage spells, naturally.
This is so mages are slightly more useful to the party at low levels,
and to minimize the "Sleep on a stick" type of mage.

Ability Bonus
Score Spells
----------------------------------
13 1st
14 1st
15 2nd
16 2nd
17 3rd
18 4th
19 1st, 4th

Races
Level Limits

Characters of any race can advance to the highest possible levels in


their chosen class(es). However, once the level limit for the
character's race is reached, the character must gain double the normal
experience to advance. This reflects that while all races are capable
of achieving very great power in their profession, only humans have the
drive and ambition to do so as rapidly as possible. Also see the new
human racial advantage, below.

Halfling

A Halfling’s racial maximum in Strength is 15. If the modifications

3
to the Strength table are used (above), this will keep Halflings in
line with their original lack of exceptional Strength scores.

Humans

Humans gain a 10% experience point bonus, over and above any granted
by high ability scores or character kit. Since humans have such short
lifespan when compared to the races of demihumans, they are
psychologically capable of learning more in less time than their
longer-lived cousins.

Class Descriptions
All classes may specialize in one weapon if the weapon proficiency
rules are being used. However, only fighters can specialize in more
than one weapon, and only fighters may continue specialization.

Fighter

The advantages listed below apply to normal fighters, including multi-


class varieties, but not to the other warrior classes (Paladin, Ranger,
etc.)

The fighter, as a master of weapons, may specialize in more than


one weapon. A fighter could, at 1st level, use the four weapon
proficiency slots given his class to specialize in both the Long sword
and the Shorts word.

Also, only fighters may continue specialization, devoting extra weapon


proficiency slots to an already-specialized weapon. Each proficiency
slot devoted to a melee weapon over and above that required to
specialize in it gains the fighter +1 to-hit and +1 damage, to a total
damage bonus of +4 (at four slots devoted to one weapon). The to-hit
bonus may still be increased by more slots being devoted to the weapon.

Continuing specialization in ranged weapons such as the bow, crossbow,


dart and arquebus gains the fighter a +1 to-hit bonus per extra slot
devoted after the weapon has been specialized in. There is no damage
bonus.

Wizard

A wizard character may take a weapon specialization in any one weapon


allowed by the class. If the wizard does so, he enjoys all the bonuses
of weapon specialization (+1 to-hit/+2 damage). Of course, the wizard
lacks the weapon proficiencies necessary to specialize at first level,
unless he trades non-weapon proficiency slots for weapon proficiency
slots (see below).

4
Cleric

A cleric character may specialize in any one weapon allowed by the


class. The cleric enjoys all bonuses of weapon specialization when
using the weapon he chose, if any.

Rogue

Rogue characters may choose to take weapon specialization in any one


weapon allowed by their class. They receive the normal combat bonuses
for wielding a specialized weapon.

Multi-Class and Dual-Class Characters

Multi-Class Benefits and Restrictions

Multi-class character totals the experience needed to advance a level


in each of his classes into one pool. Earned experience is then
applied towards this goal, and the character only gains a new level
when he earns enough experience to advance all his classes at once.

For example, Afaendel, an elven Fighter/Mage, would require 4,500 xp in


order to advance to second level. However, both his fighter and mage
classes would gain a level at the same time.

Multi-class character use the lowest level limit in the classes to


determine when they must earn double experience points to advance.
Afaendel, being an elf, is limited to 15th level as a mage, but merely
12th level as a fighter. Thus, once he reaches 12th level as a
fighter/mage, he must earn double experience to advance further. This
is because multi-class characters lack the focus of the single-class
adventurer, and tend have a difficult time learning new tricks in both
classes.

When rolling hit points, a multi-class character rolls the hit dice
allowed by his classes, totals the rolls, and divides by his number of
classes. Fractions are rounded up. Afaendel would roll 1d0 and 1d4
each time he gained a level, divide the roll by two, and then round up.
Rolling 6 and 3 would yield 5 hit points, not 4. Constitution bonus,
if any, is then added to the final results of the hit dice roll.

Dual-Class Benefits and Restrictions

A human or humanoid character who decides to take a new class must


abide by the weapon and armor restrictions of his new class. Saving
throws, hit dice, hit points, and THAC0 remain unchanged from his
previous class. The weapon and armor restrictions are lifted once the
character advances further in his new class than he did in the old.

5
Proficiencies

While in theory optional, the current AD&D game system assumes the use
of proficiencies, and thus they are covered here.

Characters gain a number of bonus proficiency slots equal to the number


of languages the character is allowed, as listed on the table for the
Intelligence ability score (Table 4). These bonus proficiencies may be
used to purchase languages, or for other non-weapon or weapon
proficiencies.

Should a character wish to learn a proficiency not available in his


class group (a thief who desires to have Read/Writing), the character
does not pay double proficiency slots, but instead suffers an extra -1
Check Modifier which is added on to whatever modifier the proficiency
already has.

For instance, thief who learns Read/Writing pays one non-weapon


proficiency slot, but gains the proficiency at a level equal to his
Intelligence, instead of Intelligence + 1 as a mage or cleric would.
This reflects the less specialized training that characters of other
classes go through when learning these proficiencies.

Characters may also trade non-weapon proficiency slots for weapon


proficiency slots on a one-for-one basis.

A character with the Read/Writing proficiency can read and write in


every language he knows without having to learn a separate Read/Writing
proficiency for each language. Such a character would most likely have
learned the languages he knows from books as well as an instructor.
This assumes, of course, that the language has a written form.

Acquiring Proficiencies

Warrior and rogue characters gain a new non-weapon proficiency slot


every other level. Wizards and clerics, who place greater value on
learning and study, pick up a new non-weapon proficiency slot at every
new level.

Note that after character creation, non-weapon proficiencies cannot be


traded for weapon proficiencies.

New proficiency slots may be devoted to proficiencies the character


already has. In this case, the proficiency score is increased by two
points per extra slot devoted to it. A non-weapon proficiency score
may exceed 20.

6
Combat
Figuring the To-Hit Number

Add the Armor Class of the target to the attacker's THAC0, which is now
a low number instead of a high one. The character must roll this
number or less to hit.

Example: Rath is a 7th level fighter, and thus has a THAC0 of 7 (as
found on the new Table 53). That means he must roll a 7 or less on
1d20 to hit AC 0. Let's say Rath is swinging at an orc with an AC of
6. Since 7 (Rath's THAC0) + 6 (the orc's AC) equals 13, Rath must roll
13 or less to hit the orc.

Bonuses for specialization, Strength, magic, etc. are added directly


to the attacking character's THAC0, as are any penalties due to
environment, equipment, or position. Should Rath be attacking that orc
with a Battle Axe +2, a weapon in which he happens to be specialized,
his THAC0 would become 10 (+2 for the weapon, +1 for specialization),
and his to-hit number would be 16 or less on 1d20. If he had to attack
while on unstable ground which the DM rules is good for a -2 attack
penalty, Rath's to-hit number would be 14, instead.

Impossible To-Hit Numbers

A natural 1 always hits, a natural 20 always misses.

Calculating THAC0s

Refer to Table 53, below.

Table 53: Calculated THAC0s


Level

Group 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
Priest 1 1 1 3 3 3 5 5 5 7 7 7 9 9 9 11 11 11 11
Warrior 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
Rogue 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10
Wizard 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7

Attacking Without Killing

Punching and Wrestling

To determine the effect of a punch or wrestle attack, find the number


rolled on the attack die in the new Table 58: Punching and Wrestling
Results.

The attack die is the d20 used to determine if a hit is scored in


combat. Since a natural 20 automatically misses, there is no entry for
it on the table.

Punching or wrestling specialization confers the normal benefits, plus

7
an added bonus of Chart Shift. For every +1 to-hit received from the
specialization, the character may choose to shift the chart result up
or down one place. If a character with normal specialization(+1 to-
hit, +2 damage) hit with an 8 on the attack die, he could choose to
shift the result by one place to either a Combination or a Jab.
Normally, the attack would be a Rabbit punch.

Table 58: Punching and Wrestling Results

Attack Roll Punch Damage % KO Wrestle


---------------------------------------------------------------------------
19 Wild Swing 0 1 Arm Twist
18 Wild Swing 0 2 Leg Twist
17 Glancing Blow 1 2 Elbow Smash
16 Glancing Blow 1 3 Elbow Smash
15 Glancing Blow 1 3 Kick
14 Rabbit Punch 1 3 Kick
13 Kidney Punch 1 5 Trip
12 Kidney Punch 1 5 Throw
11 Uppercut 1 8 Leg Twist
10 Uppercut 1 9 Head Lock*
9 Combination 1 10 Leg Lock*
8 Rabbit Punch 2 5 Arm Lock*
7 Jab 2 6 Arm Lock*
6 Jab 2 8 Gouge
5 Hook 2 9 Leg Lock*
4 Hook 2 10 Gouge
3 Combination 2 10 Throw
2 Uppercut 2 15 Headlock*
1 Haymaker 2 25 Bearhug*

*Hold can be maintained from round to round, until broken.

The Saving Throw


Rolling Saving Throws

The number rolled on a 1d20 must be equal to or under the saving throw
number. This number is found on the new Table 60: Character Saving
Throws. 0-level character save as 1st level fighters.

Any bonuses to saving throws (such as a Paladin's +2 to saves) are


added directly to the saving throw number, while penalties are
subtracted from it.

8
Table 60: Character Saving Throws

Attack to be Saved Against

Paralyzation,
Character Group and Poison, or Rod, Staff, Petri or Breath
Experience Level Death Magic or Wand Polymorph Weapon Spell
----------------------------------------------------------------------------
Priest 1-3 11 7 8 5 6
4-6 12 8 9 6 7
7-9 14 10 11 8 9
10-12 15 11 12 9 10
13-15 16 12 13 10 11
16-18 17 13 14 11 12
19+ 19 15 16 13 14
-----------------------------------------------------------------------------
Rogue 1-4 8 7 9 5 6
5-8 9 9 10 6 8
9-12 10 11 11 7 10
13-16 11 13 12 8 12
17-20 12 15 13 9 14
21+ 13 17 14 10 16
-----------------------------------------------------------------------------
Warrior 1-2 7 5 6 4 4
3-4 8 6 7 5 5
5-6 10 8 9 8 7
7-8 11 9 10 9 8
9-10 13 11 12 12 10
11-12 14 12 13 13 11
13-14 16 14 15 16 13
15-16 17 15 16 17 14
17+ 18 16 17 17 15
-----------------------------------------------------------------------------
Wizard 1-5 7 10 8 6 9
6-10 8 12 10 8 11
11-15 10 14 12 10 13
16-20 11 16 14 12 15
21+ 13 18 16 14 17

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