From: (Rev. Omnicynic) Newsgroups:

dnd Subject: Player's Handbook Revised - d&dmods.doc (1/1) Date: Mon, 08 Apr 1996 07:25:14 GMT Organization: Phoenician Life Cabal Lines: 396 Message-ID: <4kafnr$> NNTP-Posting-Host: X-Newsreader: Forte Free Agent v0.55 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%


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

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


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 multiclass 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).


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.


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.


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

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


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 tohit, +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.


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


Sign up to vote on this title
UsefulNot useful