Custom Rules
Character generation
- Characters cannot be of Evil alignment.
- Only standard 2nd Edition races and classes are allowed without DM
approval. Kits from the complete handbooks may be allowable but do
require explicit approval from the DM.
- Ability scores are determined by distributing 75 points freely over
the six abilities. No ability score can be higher than 18.
Classes
Bard
- Bards tend to use their magic for entertainment only, and therefore
they can only try to learn spells from the following schools, with
the listed limitations:
- Full access: Illusion/Phantasm, Lesser/Greater Divination
- Limited access (up to level 3 spells): Alteration,
Conjuration/Summoning, Enchantment/Charm
- No access: Abjuration, Invocation/Evocation, Necromancy
- For learning spells from spellbooks or scrolls (the only way a Bard
can obtain new spells), Bards follow the same custom rules as Wizards
(see below).
Priest
- Priests have to pay a tithe of 10% to their priesthood unless the
specific priesthood has an explicit different tithe defined.
Wizard
- Wizards get bonus spells similar to Priests. For Wizards this is
based on their Intelligence (consult the Wisdom chart with the score
for Intelligence).
- Wizards are allowed to use 1 higher level spell slot as a lower level
spell slot (e.g. use a level 2 slot as a level 1 slot, or a level 4
slot as a level 2 slot, etc...)
- Wizards do not automatically get new spells when raising to a new
experience level. Instead, a wizard will gain a new spell of his or
her choice (of course, with DM discretion to limit the selection based
on the adventure world) for every three levels (same as the rate for
gaining Non-Weapon Proficiency slots). Thus, a new spell can be
selected at 3rd, 6th, 9th, ... level.
- When trying to learn spells from a spellbook, a Wizard must spend
time concentrating on his studies. Per 8 hours, a total amount of
spell levels up to the Wizard's level can be attempted to be learnt.
Also, no more than 8 consecutive hours can be spent studying. The
Wizard must rest for at least 45 minutes per hour spent studying.
- When trying to research a spell from a scroll, a Wizard must spend
sufficient time concentrating on the task at hand. Intensive study
of 4 hours per spell level minus the level of the Wizard is required,
with a minimum of 1 hour. Also, no more than 8 consecutive hours can
be spent researching spells this way, and the Wizard will lose 8
points of Constitution. If the Wizard has less a Constitution of 8
or less, he or she will fall unconscious. Recovery of Constitution
points is at a rate of 1 point per hour of full rest. (If the Wizard
fell unconscious, the rate of recovery is reduced to 1 point per 3
hours.)
Game play
General
- Spell casters must announce the spells they study (or pray for) each
morning of campaign time. If no spells are announced, the DM will
happily assume that none were memorised!
- Additional weapon and non-weapon proficiencies cannot be chosen if
the character did not work towards that goal. One cannot be all of
a sudden proficient in something without practise and/or study. It is
possible to cover that by spending time 'advancing to a new level'
with a mentor.
- Weapon proficiencies, non-weapon proficiencies, and spells that one
wants to choose as one raises in level require DM approval to make
sure it fits into the world (and for proficiencies also to make sure
that the character has the 'experience' to have become proficient in
the chosen field).
- When a character gains enough experience to reach a next level, the
character will not actually gain the next level until the beginning of
the next playing session.
- If a character reaches 0 hp, the player should roll against System
Shock to determine whether the character retains consciousness.
- If a character reaches -10 hp, the player should roll against
System Shock to determine whether the character dies, or whether it
hovers on Death's doorstep.
Combat
- Exceptional abilities and movement
Any creature with a Dexterity above 18 will gain a movement rate
bonus that is equal to amount of Dexterity points above 18.
- Rear or flank attacks
The armour class of a creature in combat shall get a penalty of 1 for
every opponent over 1 that is attacking the creature in melee combat.
So, a creature that is engaged in melee combat with 3 opponents shall
have an armour class penalty of 2 (e.g. AC 4 becomes AC 6).
- Sitting, kneeling and lying prone
Quoted from the Player's Option: Combat and Tactics:
&nsp;
Characters may sit, kneel, or fall prone as a no-move attack.
Getting up from sitting or kneeling is considered a half-move
action, so a character can stand and still fire a missile or make
an attack. Standing up from a prone position is treated as a
full-move action, so the character can do nothing else in that
round except rise.
Sitting or kneeling characters are slightly harder to hit with
missiles or thrown weapons; they gain an armour class bonus of -1
against any ranged attacks. However, they're at a disadvantage in
melee. Anyone making a melee attack against a sitting or kneeling
character gains a +2 bonus to hit them.
Prone characters present very small missile targets and gain an AC
bonus of -2 versus ranged attacks. However, they are very
vulnerable to anyone close enough to threaten them. Melee attacks
against prone characters gain a +4 bonus to hit.
Kneeling characters can use any weapon with no penalty. Sitting
characters can only use crossbows without a penalty, with any other
weapon, they suffer a -2 penalty to their attack rolls. (Note that
characters on horseback are mounted, not sitting!)
Prone characters can only use crossbows or size S weapons while
they're on the ground. A prone character firing a crossbow attacks
at one-half the normal rate of fire and makes any melee attacks
with a -4 penalty to hit.
- Knockdowns
Whenever someone scores a critical hit (rolling a natural 20 for the
to hit), there is a chance of causing a knockdown on the opponent.
The chances for having a knockdown depend on the opponent size and
the weapon size. Consult the following table to determine what die
apply for a specific weapon size:
| Weapon Size |
Knockdown Die |
| Small |
1d6 |
| Medium |
1d8 |
| Large |
1d10 |
Then use the following values for both the opponent size and the
weapon size (Tiny=1, Small=2, Medium=3, Large=4, Huge=5) and subtract
the weapon size from the opponent size. Find the correct number in
the table below to determine the minimum roll to score a knockdown:
| Size Difference |
Knockdown Roll |
| -3 |
2 |
| -2 |
3 |
| -1 |
5 |
| 0 |
7 |
| 1 |
9 |
| 2 |
11 |
| 3 |
12 |
Spells and spell-like effects
- Invisibility
The Invisibility spell is not well defined within the rules of
Advanced Dungeons & Dragons. Therefore, the following description
of the spell effects will apply:
The Invisibility spell creates a magical illusion that distorts the
local space in a way that observers will not be able to see the
invisible person. If the invisible person employs any other form
of magic, the effects of the Invisibility will be negated and the
person becomes visible. If the invisible person performs any
action that causes a visible change in the material plane, any
observers may notice the invisible person (based on their
intelligence). If the invisible person performs an attack, any and
all observers are very likely to notice where the attack came from,
thereby no longer being fooled by the illusion, which amounts to
the Invisibility being negated.
- Resurrection
Although the spell description for Resurrection does not mention a
loss of 1 point of Constitution when bringing the character back to
life whereas the Raise Dead specifies the loss of Constitution, the
loss of Constitution is a result of being brought from death. The
loss of a point of Constitution is regardless of the means that are
used to bring a character back to life.
Weapon Proficiencies
- Base rule
Any character (regardless of its class) can gain proficiency with
any number of weapons. Likewise, any character (regardless of its
class) is able to specialise in a weapon. Not all weapons are
available to any race/class combination, though. Specific races may
have additional weapons that they can be proficient with regardless
of their class. But certain classes may have limitations concerning
which weapons are available to them. The allowed set of weapons that
a character can gain proficiency (and specialisation) in is the set
of weapons that is allowed to its class plus the set of
weapons that is available to its race.
Multiclass characters shall combine the set of weapons for their
classes. They shall also use the most favourable specialisation rule
that applies to any of their classes.
- Dwarf
Dwarves can be proficient with battle axe, club, and warhammer, in
addition to any weapons that their class allows them to be proficient
with.
- Elf
Elves can be proficient with long sword, short bow, long bow,
composite short bow and composite long bow, in addition to any
weapons that their class allows them to be proficient with.
- Gnome
There are no extra weapons available to this race.
- Half-Elf
There are no extra weapons available to this race.
- Halfling
Halflings can be proficient with blowgun, dagger, knife, and sling,
in addition to any weapons that their class allows them to be
proficient with.
- Human
There are no extra weapons available to this race.
- Bard
A bard can be proficient with all weapons in Advanced Dungeons &
Dragons. In addition, a bard can specialise in any weapon that he or
she is proficient with. Specialisation requires an additional weapon
proficiency slot to be spent on the weapon. The character will gain
a +1 bonus on all attack and damage rolls with that weapon.
Weapon specialisation is not possible until the character has reached
level 3.
- Druid
A druid can be proficient with club, dagger, dart, knife, scimitar,
sickle, sling, spear and staff. In addition, a druid can specialise
in any weapon that he or she is proficient with. Specialisation
requires an additional weapon proficiency slot to be spent on the
weapon. The character will gain a +1 bonus on all attack and damage
rolls with that weapon.
Weapon specialisation is not possible until the character has reached
level 3.
- Fighter, Paladin, Ranger
(The section below describes the fighter class, but it applies
equally to the paladin and ranger classes.)
A fighter can be proficient with all weapons in Advanced Dungeons
& Dragons. In addition, a fighter can specialise up to two times
in any weapon that he or she is proficient with. Single
specialisation requires an additional weapon proficiency slot to be
spent on the weapon. The character will gain a +1 bonus on all
attack and damage rolls with that weapon. Double specialisation
requires two additional weapon proficiency slots to be spent on the
weapon after the character obtained single specialisation in
the weapon. The character will gain a +2 bonus on all attack and
damage rolls with that weapon.
Single weapon specialisation is not possible until the character has
reached level 2. Double weapon specialisation is not possible until
the character has reached level 3.
Example: Thoran the Great, a level 4 fighter gains double
proficiency in using his bastard sword. To gain this, he spent 4
weapon proficiency slots on his bastard sword throughout his career
as a fighter: 1 to be proficiency with the bastard sword, 1 to gain
single specialisation, and 2 to gain double specialisation.
proficiency slot on that particular weapon. Weapon specialisation
given a +1 on all attack and damage rolls with that weapon.
- Mage
A mage can be proficient with club, dagger, dart, knife, sling, and
staff. In addition, a mage can specialise in any weapon that he or
she is proficient with. Specialisation requires an additional weapon
proficiency slot to be spent on the weapon. The character will gain
a +1 bonus on all attack and damage rolls with that weapon.
Weapon specialisation is not possible until the character has reached
level 3.
- Priest
A priest can be proficient with any weapon that his or her priesthood
allows (refer to the Pantheon information for
details about the priesthoods). In addition, a priest can specialise
in any weapon that he or she is proficient with. Specialisation
requires an additional weapon proficiency slot to be spent on the
weapon. The character will gain a +1 bonus on all attack and damage
rolls with that weapon.
Weapon specialisation is not possible until the character has reached
level 3.
- Thief
A thief can be proficient with broad sword, club, dagger, dart,
hand crossbow, knife, lasso, long sword, short bow, short sword,
sling, and staff. In addition, a thief can specialise in any weapon
that he or she is proficient with. Specialisation requires an
additional weapon proficiency slot to be spent on the weapon. The
character will gain a +1 bonus on all attack and damage rolls with
that weapon.
Weapon specialisation is not possible until the character has reached
level 3.
Shield Proficiencies
- Shields come in four different types: buckler, small, medium and body
shield. Each type of shield has its own characteristics in combat,
and therefore the effects on armour class in melee combat and ranged
combat are different. In order to be proficient with a given type of
shield, a weapon proficiency slot must be assigned to it.
Use the table below for modifiers to the armour class (melee and
missile), and the attack roll (first number in the column) when the
shield is used by a character that has a proficiency for that shield
type.
When the wielder does not have a proficiency in the shield type, the
armour class bonus is reduced by 1 (though it cannot be less than 0).
In that case, the second number in the attack column applies also.
| Shield type |
Melee AC |
Missile AC |
Attack |
| Buckler |
+1 |
0 |
0 / 0 |
| Small |
+1 |
+1 |
0 / -1 |
| Medium |
+2 |
+1 |
0 / -2 |
| Body |
+2 |
+2 |
-1 / -4 |
Last modified: Feb 1st, 2002
©1998-2001 by Aedil