| AD&D Mechanics Fix-Up |
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For a
new AD&D campaign, assume the following: all material in the 1st
Edition PHB (available to players) is unchanged as written, with one exception
below. All material in the DMG (theoretically DM-only) is subject to
modification by the DM, as follows. Core Mechanic
In
this fix-up, the AD&D core mechanic can be expressed as follows: roll d20 +
modifiers, and try to get a total of 20 or more. This will be seen in more
detail below. Time and Distance
This
is the one alteration to material in the PHB (p. 39). The round is
considered to be 30 seconds. Indoors, 1” equals 5 feet. This allows miniature
figures to be used at an equivalent ground scale; all distances expressed in
inches (movement, missile fire, spell ranges, etc.) are unchanged. Surprise and
Initiative
Surprise
is as written in the DMG. Roll 1d6 for each party, with a roll of 1 or 2
indicating units of surprise, modified by individual Dexterity. Spells can only
be used with 1 or 2 segment casting time, as appropriate (1st or 2nd
level). Initiative
is simply a 1d6 roll for each side; high roll goes first. Spellcasters must
declare spells prior to this roll, and any successful attack before their
action ruins the spell. Ties are broken by low casting time or weapon speed (a
difference of 5 or more indicating 2 attacks). Combat
Tables
Combat is performed by
rolling d20 + AB + AC + modifiers; if the total is 20 or more, a hit is scored.
(A natural roll of 20 is counted as 25.) AB (attack bonus) is
equal to fighter level or monster hit dice, or about half level for
non-fighters. As an option, you may use Weapon AC adjustments when fighting
NPCs in armor. Saving Throws
In general, saving throws
for fighter-types and monsters are made by rolling d20 + level + modifiers; if
the total is 20 or more, the save succeeds. They add +1 vs. rod/staff/wand, +2
versus petrification/polymorph, and +3 for poison/death magic. Non-intelligent monsters
use half hit dice except for poison/death magic. Other classes can roll d20 +
about half level + modifiers and then consult the first line of the appropriate
DMG matrix. Ability Checks
Ability
checks for “skill”-type activities are performed by rolling d20 + half the
applicable ability score + level (if the ability is a prime attribute for the
class); if the total is 20 or more, the check succeeds. A prime attribute is
any ability that leads to an XP bonus; or, if the class gets no XP bonus, any
ability with a minimum score requirement. Exceptional strength adds +1 per
category. Extremely
easy situations can give a bonus of +5 to this roll. Unusually difficult
situations can give a penalty as large as –5 or –10 or more to a roll like
this. Unearthed Arcana
Unearthed
Arcana must be taken as a collection of optional rules. Nonlethal and
weaponless combat uses the rules therein. New equipment, spells, and magic
items may be discovered in the course of campaign play. New race and class
options (including weapon specialization and multiclass possibilities) are
considered for NPCs only, unless special DM dispensation is given. Cavaliers
and paladins are still sub-classes of fighter (not each other). |
This page last updated on 01/21/07. E-mail your comments here. |