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Advanced Dungeons & Dragons Enhanced House Rules

Advanced Dungeons & Dragons Enhanced House Rules



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Published by 1d8
Alternate rules, classes, and a spell point system for AD&D2E
Alternate rules, classes, and a spell point system for AD&D2E

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Published by: 1d8 on May 07, 2011
Copyright:Attribution Non-commercial


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AdvancedDungeons & Dragons2
Rules Supplement
Enhanced House Rules
Advanced Dungeons & Dragons Enhanced House RulesVersion 1.2Silverfist Productions 1993 [Net note: Consider this to be my exhaustive list of house rules. They touch in some way or another on most aspects of the AD&D 2nd Ed. Game, but its modular build-up makes it possible toincorporate any part you like. I have been reading parts of the archives at greyhawk.stanford.edu,so I am aware of most of the alternatives presented there.I have talked all changes over with my players and revised where they thought it appropriate - thatcaused version 1.1 . I got some feedback after mailing this to interested members of ADND-L - sothe EDND rules are now in version 1.2 . If you want to see a version 1.3, or (who knows) version2.0 then you will have to give me some more feedback.The text was written for my players, so I have added 'net notes' giving more information where Ithought it was useful. A general note is that my revisions on the whole create somewhat stronger characters than the official rules (more hit points, specialization, better ability scores); as a DM Ihave never had problems with this: I simply made the adventures somewhat harder.The two major advantages of the revisions are that some 'unrealistic' rules are dropped, and that players get a chance to really develop their characters in a custom-made way.INTRODUCTIONThe following changes to the AD&D 2nd Edition game have their origin in feelings of dissatifaction with the original rules. Some have been designed to give the players greater freedomin developing their characters; others have been introduced in order to make my campaign worldmore 'realistic'. The changes are, of course, only applicable in my Forgotten Realms(TM)campaigns. They are not intended to be the final word on these matters - players who feeldissatisfied with my rules are encouraged to create their own versions. Playtesting will then showwhich one adds the most to the fun of the entire gaming group.
Rolling Ability Scores
 [Net note: if you like the idea behind this system, but you consider it too generous, then justdecrease the number of dice players can roll to 26 (or whatever, though 18 is the minimum) d6's.]I allow only one method of rolling PC's in my game worlds. It is based on an article that appearedin a Dragon several years ago. The underlying idea is quite simple: the player is allowed to roll31d6 for the six ability scores of his or her character. A player can freely allot these dice, but 3d6 isthe minimum for any ability score: e.g. a player intent on getting a real strong, but clumsy Fighter may allot 9d6 to Strength and Constitution each, 4d6 to Dexterity, and 3d6 to the other threeabilties. For each ability score the three highest rolls are taken (note that this is not obligatory: a player who wants a weak character, but rolls 18 on 3d6 may lower this to 8, 6 or whatever, but he or 
she cannot use these points to increase another ability score). These values then have to be modifiedaccording to the race of the character (see Character Races).The following table shows the distribution of 28d6 for prototypical members of each Character Class (the player should allot the other 3d6 as he or she considers most appropriate for the character he or she wants to play):
Character ClassSTRINTWISDEXCONCHAMinimum Scores
Fighter734563STR 12Paladin636346STR 12, WIS 13, CON 9, CHA 12Ranger646463STR 13, WIS 12, DEX 12, CON 14Commander634366STR 13, WIS 10, CON 14, CHA 13Thief463744DEX 9Bard444556INT 11, WIS 11, DEX 12, CHA 14Mage375643INT 9Illusionist365635INT 9, DEX 14Abjurer366643INT 9, WIS 13Conjurer365563INT 9, CON 13Diviner366544INT 9, WIS 14Enchanter365536INT 9, CHA 14Invoker364564INT 9, CON 14 Necromancer466543INT 9, WIS 14Transmuter365653INT 9, DEX 13Cleric537355WIS 9Druid536446WIS 12, CHA 13Specialty PriestVarVar6VarVarVarVariableAssassin644653Fighter / ThieCrusader636454Fighter / ThieWarlock663553Fighter / Mage (Illusionist)Magician464644Thief / Mage (Illusionist)Sorceror466444Cleric / Mage (Illusionist)Avenger446644Thief / ClericThe table also shows the minimum abilities for characters of each class. Note that almost of themare different from those in the PHB. In all cases, the minima have been lowered so as to make iteasier for a player to get the character of his or her choice. The six 'new' Character Classes aresimply new names for the multi-class characters (see Character Classes).When a player has decided on the race and class of his or her character, he or she is allowed toroll up three sets of ability scores that meet the minimum scores (after racial modifications). The player can then choose which of the three sets he or she retains for the character.

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