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Newsgroups: rec.games.frp.dnd
Subject: Player's Handbook Revised - d&dmods.doc (1/1)
Date: Mon, 08 Apr 1996 07:25:14 GMT
Organization: Phoenician Life Cabal
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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
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.
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
Ability Bonus
Score Spells
----------------------------------
13 1st
14 1st
15 2nd
16 2nd
17 3rd
18 4th
19 1st, 4th
Races
Level Limits
Halfling
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
Wizard
4
Cleric
Rogue
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.
5
Proficiencies
While in theory optional, the current AD&D game system assumes the use
of proficiencies, and thus they are covered here.
Acquiring Proficiencies
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.
Calculating THAC0s
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
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.
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.
8
Table 60: Character Saving Throws
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