Game mechanics will be a mix of AD&D 1st and 2nd edition, plus some house rules. In general, first edition rules and game mechanics will be used unless otherwise noted.
Characters and Races
- All classes and races described in the first edition Player’s Handbook and Unearthed Arcana may be used
- Racial and class limitations apply for attributes and levels, however, exceptions will be made in extraordinary circumstances
- We will not generally be using psionics rules, however, for creatures that have psionic abilities (deities, Illythid, etc.) psionic attacks will be treated as spells, and saving throws with mental bonuses may be allowed
- “Improved Druid” rules from Dragon Magazine will be used (Nov, 1988)
- Two types of monk builds will be used. The Scarlet Brotherhood monks use the build from the “Scarlet Brotherhood” sourcebook. These are a subclass of cleric. Western monks, the disciples of Zuoken, use the “Improved Monk” rules from Best of Dragon Magazine Vol III. These are a subclass of thief.
- Attribute Rolls:
- New characters will roll 5d6 (drop the 2 lowest) x 8 (This should give the best chance of getting a couple of high attribute rolls)
- Attributes may be distributed as desired between the following:
- Strength (STR)
- Dexterity (DEX)
- Intelligence (INT)
- Wisdom (WIS)
- Constitution (CON)
- Charisma (CHA)
- Comeliness (COM) (see Unearthed Arcana)
- Perception (PER) (see Dragon Magazine #133, page 12)
- Racial adjustments to attributes are made after distribution, but no other adjustments or re-distribution of attribute points are allowed
- First level characters will start with maximum hit points, rolling for additional hit points per level thereafter.
- When rolling hit points each level, ones may be re-rolled.
- OPTION: Perception can be calculated as an average of Intelligence and Wisdom, instead of a stat roll on its own. If this method is used, then the player rolls 7 sets of dice for stats instead of 8. This must be decided before rolling stats.
- All Cleric, Magic User, Druid and Illusionist spells from any and all first and second edition publications may exist in the world, at DM’s discretion, including, but not limited to:
- Player’s Handbook
- Unearthed Arcana
- Greyhawk Adventures
- Tome of Magic (except “wild” magic, because that was just stupid)
- Dragon Magazine (issues 1 through 250)
- Any published AD&D 1st or 2nd edition module
- Priest and magic spheres (from 2nd edition) do not apply, however, magic users do tend to favor certain types of spells, and clerics of a given deity may be granted only specific spells (the DM will provide a spell list for each deity). In general, we will follow what is published in the first and second edition Greyhawk books for guidance.
- Spells of 3 segments or less will be cast immediately when it is the spell caster’s turn. Spells of 4 to 9 segments will begin casting on the spells caster’s turn, and go off at the end of the round. This eliminates the ability to disrupt most lower level spells by hitting the spell caster, and speeds up game play by not having to track segments for each round (we may revise this if it proves unworkable)
- Common spell components do not need to be kept track of so long as the mage has in his possession the means to carry them. These are most spells up through 6th level (based on description of the spell). Rare or expensive components (usually for spells 7th level and higher, depending on the description), must be tracked individually.
Learning, Studying & Writing Spells
- Magic Users must learn a spell before being able to memorize it or write it, however;
- Casting Read Magic before using Write will allow a magic user to copy a spell that they have not learned, with a chance of failure equal to 10% per spell level
- A spell properly written onto a scroll or spellbook through use of the Write spell can be “burned” by reading the spell directly from the spellbook page or scroll, without the use of spell components. Doing so will consume the page or scroll in a flash of fire.
- Spells can still be copied without use of the Write spell, if the magic user knows the spells and has either:
- Memorized it for the day or
- Has access to the spell from another book or scroll
- However, spells written without using the Write spell cannot be “burned” – only memorized
- In order to burn a spell that the magic user does not know (has not learned), a Read Magic spell must first be cast
- When rolling to learn a new spell, if the magic user fails, he may be given another chance to learn the spell only after apprenticing with a tutor of at least 11th level for one month. Such tutoring must be very focused and consume a good portion of the magic user’s time between studies and practice (176 hrs is a good approximation)
- Studying to memorize spells for the day requires one half turn (5 minutes) per spell to be memorized for the day (regardless of level). This applies to both magic users memorizing spells and clerics praying for spells. While druids do not need to select specific spells for the day, they do need to spend an equal amount of time preparing each day in order to cast.
- Properly writing a spell, whether or not the write spell is used, requires one hour per spell level, for each spell to be written to a scroll or book.
- The nature of the Write spell is that it imbues the page or scroll with the magic of the spell itself, such that it acts like a triggered spell when it goes off. As such, in addition to the special ink and paper requirements for the spell, the spell components required for the spell are also consumed by the process. This isn’t much of a problem for spells of 4th level and lower, but higher level spells require rare, expensive, and sometimes unique spell components (for example, a gem worth no less than 500,000 gp for a Wish spell), and writing the spell to a scroll does not eliminate the need for the components, they are just consumed during scroll creation rather than at casting time.
- Clerical and druidic scrolls are still created as per the DMG – requiring a minimum of 11th level and for the spell to be prayed for and then “cast” into the scroll. Please note that not all deities grant scroll creation as an ability.
Spellbooks and Scrolls
- Traveling Spellbook is the same as the Standard spellbook on Page 79 UA
- On a page of vellum, the number of spells that can be written is 6 of levels 1-3, or 4 of levels 4-6, or 2 of levels 7-9.
Wands and Wand-like Devices
Experience has revealed that most wands are really overpowered. Allowing a spellcaster to just keep throwing fireballs round after round without stopping isn't good for anyone, so the following restrictions will apply (for the purpose of these rules, "wand" means any wand-like device that uses charges to cast spells):
- All wands have a chance of breaking when used. The base chance for this is 5% (a roll of 5% or less on percentile dice), though some wands of poor quality may have a higher chance
- Each time a wand is used, its chance of breaking increases by 5%
- For each hour that a wand is not used, its chance of breaking decreases by 5%, down to its base chance
- Some wands can be recharged as per Unearthed Arcana rules. Recharging a wand has a 25% chance of breaking it (01-25% on percentile) and 25% chance of making it weaker (26-50% on percentile). Making a wand weaker increases its base chance of breaking by 5%.
- These rules do not apply to artifacts or, at the DM's discretion, to high-powered (named) items
- We will be using the simplified second edition ThAC0 system (ThAC0 stands for “To Hit AC 0”)
- A roll of a natural 20 always hits, no matter what (even in cases where a creature requires a magic weapon to hit, as a natural 20 represents a super-heroic move)
- A roll of natural 20 is considered a “critical” and damage, after all bonuses are applied, is doubled
- A roll of natural 18 or 19 are considered “near critical” and receive an extra 1d4 damage
- A roll of a natural 1 is a fumble, and always misses, regardless of circumstance (other than missing, there are no penalties for a fumble)
- We will not use AC adjustments for weapons
- “Point Blank” adjustments (Unearthed Arcana, page 18) apply for anyone with the appropriate ranged weapon proficiency. Specialization is not needed, and no class restrictions apply.
- Shooting into melee is allowed, however, the target will be considered to have cover depending on the angle of the shot, size and numbers of creatures engaged in the melee (DM’s discretion)
- 90% cover = -10 AC
- 75% cover = -7 AC
- 50% cover = -4 AC
- 25% cover = -2 AC
Perception rolls will be used to determine the chance of finding hidden or concealed items during searches. Each character has a Perception attribute and success of finding something is indicated by rolling equal to or below the perception value on a d20, after applying modifiers. Unlike passive perception, in which the DM will ask a player to roll a perception to see if the character notices something of potential interest, a search must be declared by the player and takes a set amount of time, determined by the DM based on what is being search.
Searching for secret & concealed doors
One turn must be spent for each 40 linear feet of wall to be searched. Additional people searching can increase the chances of finding something, but does not reduce the time. Each character may attempt only one roll (to thus prevent a player from re-rolling until they succeed). A player may declare ahead of time that they wish to spend more time searching for secret doors. Each additional turn increases the effective perception by 2, up to a maximum of 20.
Example: Jack declares he wishes to search for secret doors along a 40 ft. stretch of hallway. He has a perception of 12. Jack is certain there is a secret door somewhere nearby and is intent on finding it, therefore he states he wishes to spend 3 turns, raising his effective perception to 18. The DM has determined that the secret door is especially difficult to locate, and has placed a +4 modifier on the die (Jack does not know this). Jack then rolls a d20 and gets 15, which is 3 below his perception. Jack informs the DM that he beat his effective perception by 3. Normally, this would indicate success, but with the +4 modifier, it fails. The DM informs Jack that he does not find any secret doors.
A player who wishes to perform any other kind of search, such as sifting through a pile of trash, or looking through a library, or searching for hidden compartments in a desk, etc. must declare what he is searching for and how. For example, a generic search can be “I wish to sort through the pile of rubble to see if there is any valuable treasure among the junk” or a specific search can be “I want to search through the wizard’s room, tearing apart the bed and other furniture, until I find where he has hidden the amulet that he stole from the guild.” In either case, the DM will declare how long such a search will take if the character performs the actions specified.
Some searches can take less time with more people. For example, if a character wishes to search for a needle in a haystack, which would take 36 hours, the haystack can be divided 6 ways, so 6 people each search for 6 hours. In this case, the DM would roll a d6 to determine which stack the needle is in, and then apply that perception rolled by the player searching that stack to determine success.
Whenever specific items are being looked for, the more the player beats the required perception roll by, the sooner the item (or items) are found. However, if the items being looked for are non-specific (such as “treasure” or “hidden doors”) then the full amount of time is spent during the search and the DM will inform the player of the number and nature of the items found during that time.
Other Game Mechanics
- Normal arrows do not need to be tracked, unless otherwise noted by the DM
- In general, food, water and basic survival gear will not be kept track of so long as the party are near civilized areas.
- When the party is exposed to a remote or exotic location for an extended period of time where food, water and other necessities are hard to come by, the Wilderness Survival Guide or Dungeoneer’s Survival Guide rules will kick in, as appropriate.
- Timing: During combat, a “round” is 6 seconds. Outside of combat, a “round” is 1 minute and a “turn” is 10 minutes. This does mean that some spells will burn out faster in combat than they will out of combat
- Initiative: Initiative will be rolled on a d12, adjusted by any "reaction adjustment" or other initiative bonuses. The initiative does not determined when in a round a character gets to take an action - all actions are considered to be happening at the same time. Rather, it is used to determine in which order combat results are resolved. The DM will adjudicate any ties in iniative, usually based on who has the higher dexterity, but considering other factors such as combat advantages, etc.
- Movement during combat: A character may move as far in one round as he can move in 6 seconds, considering race (size), class and encumbrance. A character with initiative may move up to half the distance below and still perform a melee attack, however, they may not attack until the next initiative number after their opponent whose space they have moved into (this rule does not apply if the character is acting on a surprise round).
Small (halfling, dwarf, gnome)
Medium (Human, elf, half-elf)
Large (large humanoids)
- Note: The "medium" table above is used on place of the standard movement rate of 15" If a movement rate of more than 15" is listed somewhere, we will apply the relative difference to the table above