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KEN JENKS' AD&D1 HOUSE RULES

by
Ken Jenks
<kjenks@gothamcity.jsc.nasa.gov>

In a fit of egotism, I've just decided that the whole world needs to know the
house rules I use in my AD&D1 campaign. At the end, as a reward for those of you
who either read through the whole thing or search for the word "ERRATA," is a set
of corrections for DMG1 and PHB1. I am ready, willing and able to defend each
rule. Enjoy, comment, use and abuse at will.

--------------------------------------------------------------------------------

I play by AD&D (version 1) rules (PHB, DMG, MM, DDG), with a few spells from the
Unearthed Arcana. This is my list of interpretations and variations from the
rules in the books. These have been play-tested in many dungeons by many DM's
over the years. Feel free to copy, modify, and use them as you wish. Attribution
is polite and appreciated.

ASSASSINS

Player characters may not be Assassins.

BOOKS

No player may open any Dungeons and Dragons book except the Player's Handbook or
Unearthed Arcana without explicit permission from the DM.

CHARACTERS WITH TWO CLASSES

Only Humans can switch character classes. Switching character classes requires
lengthy training in the new class:

Magic-User 4 years
Cleric, Monk 2 years
Fighter 1 year
Thief 1 year

The character retains his hit points, saving throws, and to-hit scores from his
previous class. When the saving throws or to-hit scores from the new class exceed
those from the previous class, the character can use the most favorable number.
The character only gains more hit points when the level in the new class exceeds
the level in the old class. Except for Bards, humans can only have two classes.
Psionic disciplines increase in level of mastery every time the character advances
one level. If a character with two classes is affected by Energy Drain, levels
from the second class are affected first, then the previous class.

CLERICS

Clerics may not use cutting or stabbing weapons. The only exception is that a
cleric whose holy symbol is a cutting or stabbing weapon (cleric of Tyr, cleric of
Poseidon) may use a non-magical version of that weapon.
Spell variances and interpretations:

All Cure Wounds spells cure a minimum number of hit points equal to half the level
of the cleric casting the spell (round even), so a seventh level cleric casting a
Cure Serious Wounds (2d8+1) cures a minimum of 7/2 -> 4 HP.

1
LIGHT
See "LIGHT AND DARKNESS SPELLS" above.

RESIST COLD
This spell is not cumulative with other Resist Cold spells.

2
RESIST FIRE
This spell is not cumulative with other Resist Fire spells.

SLOW POISON
This spell can counter the effects of Stinking Cloud or Cloudkill. Note
that it must be cast on bare feet.

3
CURE DISEASE
This spell has a casting time of one round, not one turn as stated.

DISPEL MAGIC
See "DISPEL MAGIC" below.

PRAYER
Prayer is not cumulative, except with Chant spells cast by clerics of the
same deity.

5
RAISE DEAD
Note that Elves and Half-Orcs cannot be Raised.

CRITICAL HITS AND FUMBLES

There are no critical hits or fumbles; they only hurt the player characters in the
long run. A 20 doesn't always hit, and a 1 doesn't always miss.

DEATH AND RESURRECTION

If a character dies and is brought back to life with a Raise Dead or Resurrection
spell, he loses a point of Constitution, and must either rest at least one week or
get a Heal spell cast on him. If he is brought back by Wish or divine
intervention, he suffers no ill effects. A properly-phrased Limited Wish (just
prior to the Raise Dead or Resurrection) can prevent the Consitution loss.

Elves and Half-Orcs cannot be Raised or Resurrected.

DISARMING

According to the PHB, a creature weilding a Ranseur or a Spetum can disarm his
opponent by rolling a to-hit against AC 8. I add the following restrictions to
this: 1) that armor class is modified by the defender's DEX and items of
protection (rings, cloaks, etc.) 2) After a successful roll, the opponents square
off STR vs. STR in Champions style: each opponent (disarmer and defender) roll 1d6
for each point of Strength, counting each category for STR over 18 (see table).
Add two dice for each "plus" of magic weapons. Add up the totals; the one with
the higher total wins.

So if a fire giant (Strength 22, 25 dice) using a Ranseur tries to disarm a


fighter (Strength 17 with +2 sword, 17+4=19 dice), the fire giant rolls 25 dice,
and the fighter rolls 19. If the giant wins, the sword goes shwing! but if the
fighter wins, he keeps his weapon and gets to beat up the giant.

STR DICE

17 17d6
18 18d6
18/01-18/50 19d6
18/51-18/75 20d6
18/76-18/90 21d6
18/91-18/99 22d6
18/00 23d6
19 24d6
20 25d6
21 26d6
22 27d6
23 28d6
24 29d6
25 30d6

DISPEL MAGIC

Dispel Magic can be cast either on an area or on one particular magic item. If
the spell is cast on an area, all spells within the area of affect are subject to
being dispelled, but magic items and the affects of potions which have already
been imbibed are not affected. If the spell is cast on one particular magic item,
the item will be made inoperative for one round (if it's in the possession of a
creature, it gets a saving throw.)

Dispel Magic has no affect on Wall of Force, Anti-Magic Shell, or potions


contained in a closed Bag of Holding or Portable Hole or similar magical device.

Dispel Magic can only affect spells within its area of effect, so a Dispel Magic
might only be able to eat small holes out of a large Wall of Stone.

DROPPING THINGS

As per DMG1, p. 64, a dropped boulder (or any heavy weight) will do damage as
follows: each 14 lbs. of weight will inflict one point of damage per foot of
distance dropped between 10' and 60'.

DRUIDS

At fourth level, Druids can communicate with non-magical animals, but they still
need the Speak with Animals spell to encourage the animals to be friendly.
EXPERIENCE POINTS

Characters gain experience for completing missions, solving clues, evading


enemies, making allies, dealing with traps, and many other things in addition to
killing monsters and taking home treasure.

Characters may only gain enough experience in one adventure to place them at the
top of the next level. For example, if a starting Prestidigitator manages to
Charm an Archmage, he may only gain 5000 xp from the feat (plus the immediate, but
not lasting, friendship of the Mage).

When a character gains sufficient experience to reach the next level, he may
continue gaining experience until he reaches the top of that level, but may gain
no more until trained up to that level.

Training must be guided by a name level character or a character two levels


greater than the trainee's destination level, whichever is less. If this guided
training is not used, self-training is possible, but will take twice the time and
twice the expense (normally 1500 gp/level -- that's the PREVIOUS level). With
guided training, it actually costs the trainer only 1000 gp/level to train a
lower-level character, and some trainers will pass along only that cost to
trainees.

FIGHTERS

Fighters, but not Paladins and Rangers, are allowed to use the "per level
advancement" option (DMG1, p. 74), which basically allows even-level Fighters +1
to hit.

HIT POINTS

When a player character rolls his starting hit points, the first die must be re-
rolled until it is greater than 50% of the maximum for that die (i.e. 3 or more on
a d4, 4 or more on a d6, 5+ on d8, 6+ on d10).

First level Rangers and Monks get their HP bonus due to Constitution twice -- once
for each Hit Die. Characters above name level still get their Constitution bonus
for gaining hit points at each level, even when they no longer roll Hit Dice.

HIT
POINTS STATE
1 or more Concious, active
0 to -4 Unconcious, stable (not "bleeding")
-5 to -9 Unconcious, unstable (losing 1 HP/round)
-10 or less Dead

If a creature is Cured, Healed, etc. in the same round he reaches -10 HP


(exactly), he'll live. If he goes below -10, he's dead.

Binding wounds stabilizes the creature and stops the 1 HP/round loss, but does not
restore any lost Hit Points.

ILLUSIONISTS
Illusionists must roll their chances to learn spells in the same manner as magic-
users (see below).

INITIATIVE

Each party (usually characters and monsters) rolls 1d6 for initiative. One Player
rolls initiative until he loses initiative to the Monsters, then the roll passes
to the next Player to the left. In each melee round, the Player to the left of
the person who rolled initiative goes first, and so on around the table to the
left. Between the Players and the Monsters, highest roll goes first, with two
modifiers:

(1) Dexterity bonus/penalty for creatures hurling missiles,


(2) Weapon speed factor and spell casting time when spell casters are in
combat.

INITIATIVE TIES AND WEAPON SPEED FACTOR

DMG1, p 66, sez:

"When weapon speed factor is the determinant of which opponent strikes first in a
melee round, there is a chance that one opponent will be entitled to multiple
attacks. [...] If the difference [in speed factors between fast and slow weapons]
is at least twice the factor of the [faster], or 5 of more factors in any case,
the opponent with the [fast] weapon is entitled to 2 attacks before the opponent
with the [slow weapon] is entitled to any attack whatsoever. If the difference is
10 or more, the [fast weapon gets] 2 attacks before [...] and 1 further attack at
the same time as [the slow weapon]."

Sheesh. No wonder the second edition is selling so well. The whole section is
very poorly written, and open to many interpretations. Here's how I interpret it:

The only time weapon speed factors give multiple attacks is during initiative
ties. On a tie, we compare speed factors. If the difference in speed factors
between slower (S) and faster (F) weapons is either twice the faster weapon (S - F
>= 2 x F) or five (S - F >= 5) then the faster weapon gets two attacks.

However, if the difference in speed factors between slower (S) and faster (F)
weapons is 10 or more (S - F >= 10) then the faster weapon gets three attacks.

This is of great advantage to monks (open hand speed factor = 1) and dagger users
(Speed 2), especially since most fighters use short swords (Speed 4) or longswords
or broadswords (Speed 5). Monks love initiative ties, especially in their
multiple attack rounds.

The only other interpretation is what to do when there's more than one attack
routine. I only allow the first attack routine to get these multiple attacks due
to speed factors.

INITIATIVE: WEAPON SPEED FACTOR vs. SPELL CASTING TIME

The next paragraph (DMG1, p. 66) talks about weapon speed factors vs. spell
casting times, and using weapon strikes to disrupt spell casting, which I loosely
interpret as follows:
Take the weapon speed factor (W) spell casting time (C), and the initiative die
rolls of the weaponeer and the spell caster (DW and DC).
If DW-W < DC-C, the spell caster goes first;
if DW-W > DC-C, the weapon slinger goes first;
if DW-W = DC-C, tie.
If it's a tie or the weaponeer goes first, spell caster gets no dexterity bonus to
armor class. If the spell caster is hit with a weapon before his spell goes off,
it's disrupted and lost. Bummer. If it's a tie, the spell goes off even if the
spell caster gets hit. (Picture both parties lying on the floor.)

Missile weapons have speed factor zero minus the missile-slinger's


Reaction/Attacking Adjustment due to dexterity. So for a thief with a 17 DEX
throwing daggers, that's a speed factor of -2. This disrupts spells easily.

To follow the examples in DMG1, p. 67, Abner (MU 5) and Gutboy Barrelhouse (F 6)
are quareling. Abner is planning to use a Fireball (casting time C=3),
Barrelhouse is swinging a longsword (Speed W=5) (don't ask ME how a 48 inch tall
dwarf can swing a 42 inch long sword one-handed; this is fantasy).

Abner rolls his initiative die, DC = 5; Barrelhouse rolls DW = 4.


DW - W = 4 - 5 = -1
DC - C = 5 - 3 = 1

DW-W < DC-C so the Fireball goes first (at melee range, yet).

Now, suppose Barrelhouse is using a dagger (Speed W=2). Same rolls.


DW - W = 4 - 2 = 2
DC - C = 5 - 3 = 1

Now, DW-W > DC-C so the dagger goes first, and Abner gets no DEX bonus to AC. If
Barrelhouse hits, the Fireball is disrupted. Good luck, Abner.

Just to illuminate my missile weapon interpretation, suppose Barrelhouse has a 17


DEX (racial maximum for a dwarf) and is hurling a dagger at Abner. Same rolls.
DW - W = 4 - (-2) = 6
DC - C = 5 - 3 = 1

Again, DW-W > DC-C so the dagger goes first.

LIGHT AND DARKNESS SPELLS

Light spells and Darkness spells (both temporary and Continual varieties) are
inherently different. Light spells radiate from a point, and the light is blocked
by opaque barriers (walls, etc.), but Darkness spells permeate the whole area,
regardless of intervening physical barriers.

When a Darkness spell is cast after a Light spell, the whole area goes dark, and
any Light spells in the area are dispelled. When a Light spell is cast after a
Darkness spell, the Darkness is dispelled in the area where they overlap. If two
rocks with Continual Darkness and Continual Light spells cast on them are brought
within 60 feet, the one which was cast most recently takes precedence, and the
other (older) spell is dispelled.

MAGIC JAR AND POSSESSION


The spell caster cannot cast spells or use psionics if he's not in his own body.
While the spell caster inhabits a body, the soul of that body is trapped in the
Soul Gem. If the body dies or has a successful Exorcism, the spell caster either
"snaps" back to his own body or, if it has been destroyed while he's away, snaps
back to the Soul Gem, from which he can attempt to possess creatures within line
of sight of the Gem at a rate of one attempt per round. If the Gem is destroyed
while a soul is in it, the soul is destroyed (no Raise Dead, Resurrection, or
Reincarnation).

MAGIC RESISTANCE

As stated in the front of the Monster Manual (MM1), magic resistance varies with
the level of the spell caster by -/+5% per level difference from 11th level.
Magic resistance generally only applies to spells and magical effects which
duplicate spells. It does not apply to dragon breath weapons, magical swords,
magic items, etc., but it would apply to spells cast by spell-using dragons or
special abilities of intelligent swords.

MAGIC USERS

Magic-users do not have to roll their "chance to know" spells for spells they gain
during initial training or when training up to the next level.

Reversible spells and their normal counterparts are both memorizable from the same
entry in the spell book, but only one roll "to know" is needed for a spell and its
reversal, and the pair only takes one entry in the spell book.

Spell variances and interpretations:

1
ENLARGE (REVERSAL)
This spell will reduce the size of the target by dividing the initial size
by (1 + 0.2/level) on creatures or (1 + 0.1/level) on non-living objects.
(This eliminates any confusion about Reduce making objects reduce by 100%
so that they disappear.)

FIND FAMILIAR
The familiar stays with the Magic-User for one year. At the end of each
year, if both the familiar and the magic-user want to remain together, they
must go through the same ceremony to renew the spell. Otherwise, the
mystical bond is broken. When a familiar is within one mile of the
Magic-User, they can share each other's senses at will.

LIGHT
See "LIGHT AND DARKNESS SPELLS" above.

NYSTUL'S MAGIC AURA


This spell is permanent until dispelled.

2
INVISIBILITY
If you become invisible, then pick up a bottle of beer, the bottle of beer
becomes invisible, too. When you put down that bottle of beer, it becomes
visible again. If you drink the beer, the beer becomes invisible. You
can't read a book or a scroll while invisible unless you're not carrying
it.
Note that there are two ways to find invisible opponents: (1) Detect
Invisibility, True Seeing, Gem of Seeing, pseudo-dragon familiar, or
similar magics, and (2) the "natural" chance to see invisible creatures
(DMG1, p. 60). The first way shows exactly what's there, what he looks
like, and gives the detector no penalties for combatting the invisible
opponent. The second way gives vague hints that there's an invisible
creature around and allows the detector to attack at -4 on to-hit dice.

3
DISPEL MAGIC
See "DISPEL MAGIC" above.

HASTE
Haste does not age recipients if used to counter the effects of a Slow
spell or similar magical effect.

INVISIBILITY 10' RADIUS


All of the creatures within a 10' radius of the target creature AT THE TIME
OF THE CASTING are affected as if by an Invisibility spell, even if they
leave the 10' radius after the spell is cast. If the target creature
attacks, the whole group becomes visible. If any other affected creatures
attack, only that creature becomes visible.

5
MAGIC JAR
See "MAGIC JAR AND POSSESSION" above.

WALL OF FORCE
Blocks Teleport and related spells in both directions, but does not extend
to Astral or Ethereal planes, so plane travel can bypass the Wall.

6
ANTI-MAGIC SHELLS
An Anti-Magic Shell spell moves with the spell caster. Magic Resistance
does not apply to Anti-Magic Shells. Creatures who are only struck by
magic weapons may be hard to hurt inside of Anti-Magic Shells, but monsters
with sufficient Hit Dice will be able to harm them. Psionics function
normally in Anti-Magic Shells. Anti-Magic Shell spells cannot be made
permanent except via Wish. Anti-Magic Shell spells are not affected by
Dispel Magic. If an Anti-Magic Shell overlaps a Prismatic Sphere,
Prismatic Wall or a Wall of Force, whichever was in that location first
will take precedence. If an Anti-Magic Shell is moved into contact with a
Prismatic Sphere, Prismatic Wall or Wall of Force, the Sphere or Wall will
not be affected.

9
PRISMATIC SPHERE
I don't allow Blink, Teleport, Dimension Door, or Teleport w/o Error
through a Prismatic Sphere (or Wall of Force). I do allow plane-shifting
spells like Plane Shift, Astral Spell, and the equivalent psionic
disciplines, since they don't go "through" the sphere.
The spell caster can move in/out at will, but he can't see through the
sphere (it's opaque to everyone) and nobody can cast spells through it
even if they make their MR).
The Sphere filters out all gasses except O2 going in and an equal
volume of CO2 going out. These can pass through at a "gentle breeze" (no
hurricanes).
Anybody or anything inside a Prismatic Sphere CANNOT be found or
detected by anybody or anything outside the Sphere. It takes the personal
intervention of a Greater God to locate something inside a Prismatic
Sphere.

WISH
See "WISHES" below.

OIL, FLAMING

A hurled glass flask of flaming oil must MISS a saving throw vs. crushing blow (20
on d20) in order to break and catch fire. Flaming oil does 2d4 hit points of
damage, maybe more against especially flamable opponents.

PARRYING

If you choose to parry (PHB1, p. 104, "Melee Combat" paragraph), subtract all of
the following from your Armor Class:
1) Your strength bonus "to-hit"
2) Any magical bonus(es) in the weapon(s)
3) Two
For example, a thief with an 18 DEX, wearing leather armor (AC 8) chooses to parry
instead of attacking. He's using a +1 sword and a +2 dagger, and has a 17 STR.
His base AC (leather and DEX) is AC 4. When parrying, he subtracts:
1) 1 (because 17 STR gives +1 to-hit)
2) 3 (1 from sword, 2 from dagger)
3) 2 (because he's parrying)
so his total AC is 4 - 6 = -2. (Pretty good, for a thief.)

PSIONICS

Only Humans and monsters can be psionic. The "Psionic Ability" listed for
monsters is the total of attack strength plus defense strength.

Energy Control is not allowed (roll again).

Psionic disciplines are gained at odd levels (first Minor at first level, next
discipline at 3rd, etc.). Level of Mastery is first when the character gains the
discipline, and increases once each character level thereafter. For example,
Angellica discovers she is psionic. She rolls an 82 and gets 3 Minors, 2 Majors.
They are: (1) Detection of Magic, (2) Cell Adjustment, (3) Animal Telepathy, (4)
Astral Projection, and (5) Telepathy. At first level, she gets Detection of Magic
at 1st Level of Mastery. At third level, she gains Cell Adjustment at 1st Level
of Mastery, but Detection of Magic is now at 3rd Level of Mastery.

If they concentrate for one round, psionics can sense other psionics or psionic-
related powers within a radius equal to the longest range of their psionic attack
modes (between 5" and 18").

During psionic combat, each combatant can sense the attack mode of every attacker
during each segment and may choose the most efficient defense mode from the table.
A psionic who takes physical damage in a segment may defend, but may not attack
psionically for the rest of the round.

Psionic creatures are immune to psionic attack while asleep or unconcious.


Psionic creatures may either attack psionically (once per segment) or use a
psionic discipline (once per round), but not both, during a round.

REGENERATION

If a character is wearing a Ring of Regeneration, he can only regenerate damage he


takes while wearing the Ring. (This precludes passing the Ring around the party
until everybody is healed up.) Damage from acid or fire must be logged separately,
since it cannot be regenerated (this also applies to other forms of regeneration).

SCROLLS

When read by the writer, spells are cast at the reader's current level. When read
by anybody else, spells are cast at either 6th level or the minimum necessary to
cast the spell (whichever is greater), unless special preparations (costing
double) are made to allow ANY reader to cast the spell at the level of the writer.
Scribing scrolls normally costs 100 gp per spell level.

STATS

Starting player characters roll 4d6 and add the highest three dice for stats.
Repeat this six times; one each for Strength, Intelligence, Wisdom, Dexterity,
Constitution, and Charisma. Rearrange scores at will within these stats. When
you're done, you may roll 4d6 adding the highest three dice for a Comliness score,
but I ignore Comliness completely.

While you're rolling and arranging, choose a race and a class. Most of my world
is Human, and most magic items are sized for Humans. I'm strict about level
restrictions for non-Humans, too. Elves and Half-Orcs cannot be Raised or
Resurrected. (I recommend Human.)

When you've chosen a race and a class, roll for age then apply aging adjustments
to your stats. They usually help. They are cumulative, so a Mature character
gains +1 Strength and +1 Con. (Human Rangers are automatically Mature, and with a
14 Con minimum, raised to a 15 by Aging, Rangers always have at least +1 HP to
each Hit Die.)

SURPRISE

When two parties encounter each other, each rolls a d6. If either party rolls a 1
or a 2, that party is surprised. Subtract dice to find out how many "surprise
segments" are granted to the surprising party. If members of the surprised party
have a 16 or greater Dexterity, they will negate one or more segments of surprise.
Each surprise segment is treated as a complete round for melee combat, but spell
casting is unaffected except that the surprising spell caster can BEGIN casting
spells during the first surprise segment. Missile combat is at triple normal fire
rate if the missile weapons are in-hand in sufficient number (DMG1, p. 62).

THIEVES

Thieves can find and remove magical traps with their normal percentages.

During a backstab attack, ALL damage inflicted by the attack routine is


multiplied, including second weapon, strength and magical bonuses, but excluding
damage caused by a Shocking Grasp spell.

TWO WEAPONS

Any character class may use two weapons, but the second weapon must be either a
dagger or handaxe (precluding most clerics). See DMG1, p. 70, for details. The
second weapon may be used once per attack routine. Thieves using two weapons are
allowed their damage multiplier on each weapon that hits during the first attack
routine.

UNEARTHED ARCANA

The only things I use from the Unearthed Arcana are a few spells and magic items.
No weapon specialization, no Cavaliers, no Barbarians. No "full plate armor."

Magic-users and Illusionists will occasionally receive UA spells, but no cantrips.


Clerics and Druids (etc.) may memorize or cast the following UA spells:

CLERIC
1: Ceremony (Clerics [not Paladins] can cast this at will), Combine
2: Detect Life, Enthrall, Holy Symbol, Messenger
3: Death's Door, Negative Plane Protection, Remove Paralysis, Water Walk
4: Abjure, Cloak of Fear
5: Animate Dead Monsters, Golem, Magic Font
6: Forbiddance
7: Exaction

DRUID
1: Ceremony (Druids [not Rangers or Bards] can cast this at will), Detect
Poison, Precipitation
2: Flame Blade, Reflecting Pool, Slow Poison
3: Spike Growth, Starshine
5: Moonbeam, Spike Stones
6: Loveoak, Transmute Water to Dust
7: Changestaff, Sunray

Other UA spells may adversely affect the balance or flavor of the game.

WISDOM BONUS TO NUMBER OF SPELLS MEMORIZABLE

All classes able to cast clerical-type spells may gain bonus spells from high
Wisdom, including Clerics, Druids, Paladins, Rangers and Bards.

WISHES

Any reasonably worded Wish to (a) bring back dead party members, (b) heal the
party, or (c) transport the party to a safe location will probably work. Any
greedy Wish is subject to the DM's whim. All Wish spells cast by magic-users
except (a) through (c) will cause 3 years of aging and require a lengthy recovery
time. Any Wish spell put into a Ring of Wishes or similar device will likewise
cause aging at the time when the device is created.

One Wish can raise one stat one point up to a maximum of 16, then 1/10th of a
point (or 10% on Exceptional Strength) thereafter. One Wish is required to go from
18/00 to 19 Strength.

One Wish can allow a non-human to exceed his racial maximum level by one level.
Note that the Wish doesn't give the character the experience or training to go up
another level; it just by-passes the maximum for this level.

ERRATA

One of the old Dragon Magazines -- I forget which issue -- published a list of
"Errata" to the DMG1. I dutifully incorporated these in my DMG1 (I believe mine
is from the second printing, 1979), and they form part of the rules I play by. I
have similar corrections for the PHB1. Since not everybody has these corrections,
I'll include them in this file.

DMG1, p. 13.
In the paragraph marked "Middle Aged:" delete the words in parenthesis. The
CUMULATIVE aging adjustments are:
Young Adult: Wis-1, Con+1
Mature: Str+1, Con+1
Middle Aged: Int+1, Wis+1
Old: Str-2, Dex-2, Con-1, Wis+2
Venerable: Str-3, Dex-3, Con-2, Int+1, Wis+3

DMG1, p. 21.
There's an inserted paragraph about bonus (beyond the table on p. 85) experience
point value for assassinating a character. Since only NPC's can be Assassins in
my game, and since NPC experience points are really assigned by the DM (me), I'll
just summarize: Assassin receives 100 xp per level of deceased +/- 50 xp times
(level of Assassin minus level of deceased). These xp are multiplied by some
"degree of difficulty of the mission" values: times 0.5 for "simple," times 1 for
"difficult," and times 1.5 for "extraordinary" (see SPYING, p.18).

DMG1, p. 39.
After the section on "Acquisition of Magic-User Spells," there's an insertion
entitled "Acquisition of Illusionist Spells."

"Illusionists do not need the spell Read Magic or anything like it in pursuit of
their profession. All illusionist spell books and scrolls are written in a secret
tongue which every apprentice learns from his or her mentor. This arcane and
difficult language is common to all phantasmal magics, and is necessary for
illusionistic conjuring. When an illusionist gains Read Magic at the 14th level
(along with several other 1st level magic-user spells), this merely allows him or
her to utilize magic-user scrolls that contain spells different from those on the
illusionists' list.

"When a 1st level illusionist receives his first level spell book from his master,
it contains only three spells (Read Magic being unnecessary). The DM should
require the player's character to roll a d12 on the table of 1st level illusionist
spells, rolling three times and ignoring any rolls that result in duplication. If
a DM feels his or her campaign is unusually difficult, he or she may allow the
player to choose one or even two of these initial spells."

DMG1, p. 42.
There's a further explanation of the fourth level Clerical spell, Sticks to
Snakes:
"Poison: AC 5, MV 15", HD 1, D: 1+poison
Normal: AC 5, MV 12", HD 3, D: 2-5"

DMG1, p. 43.
Restoration ages the caster by 2 years.
Resurrection ages the caster by 3 years.

DMG1, p. 46.
Reincarnation: Change to "See the DRUIDICAL spell..." (not CLERIC).

DMG1, p. 52.
Change first sentence of paragraph entitled "Fly spell:"

"Utilizing a Fly spell takes as much concentration as walking, so most spells


could be cast while Flying, either while hovering or moving slowly (3" or less)."

DMG1, p. 62.
Change table marked "Party's Die"/"Monster's Die" to read:

PARTY'S MONSTERS' SURPRISE


DIE DIE EFFECT
3 to 6 3 to 6 none
1 1 both surprised
2 2 both surprised
1 or 2 3 to 6 party surprised
3 to 6 1 or 2 monsters surprised
2 1 monsters surprised
1 2 party surprised

DMG1, p. 71.
There are numerous errors in the Example of Melee. For example, Arlanni the Thief
is using a sling with bullets (not a bow with arrows -- she's a Thief!). Aggro
needs a base 8 to hit Balto, and his adjusted amount is only 6. Later on, Balto
uses a staff (he's a Monk!) and gets the -7 AC adjustment for staff vs. plate &
shield. When Arkayn chooses to attempt to hit Gutboy, Arkayn needs a base 17 to
hit AC 1. When Blastum's Shocking Grasp "kills" Arlanni, and Aggro's axe "kills"
Balto, they're really only knocked negative by a few HP (-2 and -3 respectively),
and p. 82 ("Zero Hit Points") says they're just unconcious, not dead.

(I find it amusing that the bottom of that same page states that "An experienced
DM can do it with only an occasional reference to the tables (though it is not
recommended that you try this -- wait until it comes naturally).")

DMG1, p. 73.
There's a change to the "Opponents With Weapons Used Normally" paragraph:

"If the opponent of a grappling, pummeling or overbearing attack has a weapon, the
opponent will always strike first unless the attacker has surprise. Any weapon
hit does NO damage, but it does indicate that the attacker trying to grapple,
pummel or overbear has been fended or driven off, and the attack is unsuccessful.
The weapon-wielder then has the opportunity to strike at the weaponless one "for
real," if he or she so chooses. Surprised opponents with weapons have no chance
for a fending-off strike, unless the attacker must use all surprise segments to
close to grapple, pummel or overbear."

DMG1, p. 74.
There's a change to the note under the Fighter's table, "I.B.":
"*Note: Half-elves use the attack matrix as elves do, while non-player character
half-orcs use the attack matrix for monsters. Dwarves, elves and gnomes are never
lower than 1st level (unlike halflings and humans, which may be 0 level). Bards
fight at their highest level of FIGHTER experience."

DMG1, p. 116.
Change the "Poison" paragraph:

"Only assassins of 9th level or higher may concoct "potions" of poison -- or any
other sort of poison for that matter. Refer to the section on assassins for
details on special forms of poison. No laboratory or alchemist is needed, but
cost and time are found as if a normal potion was [sic] being prepared."

DMG1, p. 118.
After "Fabrication Of Magic Items By Charmed Or Enslaved Magic-Users:" paragraph:

"FABRICATION OF MAGIC ITEMS BY ILLUSIONISTS: Though different spells are employed,


the process of fabrication of magic items which illusionists use is not really
very different from that used by magic-users. It is almost exactly similar [huh?]
as regards costs in both time and money. Some processes are also nearly
identical, such as the making of scrolls, which may be done at the 7th level and
up.

"At the 11th level illusionists may be able to create one-shot or charged magic
items, things without a permanent dweomer, such as potions or a Wand of Illusion,
for example. Such items are really merely storehouses of magical energy which can
be released in various ways. Like any other spell-caster, the illusionist must
fashion the item out of rare and expensive materials, but instead of using Enchant
an Item to prepare the item to receive its enchantment, the illusionist uses Major
Creation to subtly alter its structure in a magical direction so that it can
receive and retain the necessary spells. During the next 16 hours after casting
the Major Creation, the illusionist instills the primary initial dweomer into the
item, and if his concentration is disrupted even once during this period, the item
instantly fades and forever disappears, like an illusion that has been dispelled.

"Beginning at 14th level an illusionist may attempt to make items with a truly
permanent dweomer, such as a +1 dagger or a Ring of Protection, for example. This
entails a similar process to the one described above. The crucial difference is
that after a Major Creation spell has been used to adjust the material object, an
Alter Reality spell must be cast to fix it permanently in place and make it able
to contain a permanent magic. Thus, with a great expense in time, money and
preparation, Major Creation, Alter Reality, and True Sight spells, and an unflawed
gem of not less than 10,000 g.p., an illusionist might be able to create a Gem of
Seeing.

"The basic thing to remember if details are in question is that illusionists are a
sub-class of magic-users, and except for what has been outlined above, what
applies to magic-users applies to illusionists as well."

DMG1, p. 121.
G.P. sale values for Giant Control and Giant Strength potions were reversed; the
table should read:

35-36 Giant Control* 400-900 900-1,400


37-39 Giant Strength* (F) 500-750 1,000-6,000

(In my campaign, I also change potion of Polymorh to 500 xp/1500 gp.)


DMG1, p. 123.
Dust of Disappearance 2,000 8,000
Dust of Sneezing and Choking --- 1,000

(In my campaign, I also change Girdle of Giant Strength considerably.)

DMG1, p. 125.
The "drink-half-a-potion" rule: The corrected rule comes after the paragraph which
ends:

"might smell, taste, and look differently [sic]."

Corrected rule:
"Unless otherwise stated, the effects of a potion will last for 4 complete turns
plus 1-4 additional turns (d4). If half of a potion is quaffed, the effects will
last one-half as long in some cases. Potions take effect 2-5 segments AFTER they
are imbibed."

DMG1, p. 145.
Change table for Girdle of Giant Strength to be consistent with Potion of Giant
Strength:

Weight Base Rock Bend Bars/


Type Allowance Range Damage Wt.** Lift Gates
Hill +4,500 8" 1-6 140 50%
Stone +5,000 16" 1-12 198 60%
Frost +6,000 10" 1-8 156 70%
Fire +7,500 12" 1-8 170 80%
Cloud +9,000 14" 1-10 184 90%
Storm +12,000 16" 1-12 212 100%

DMG1, p. 167.
Replace Table 3.: Sword Primary Abilities:

DIE
ROLL ABILITY
01-11 detect "elevator"/shifting rooms/walls in a 1" radius
12-22 detect sloping passages in a 1" radius
23-33 detect traps of large size in a 1" radius
34-44 detect evil/good in a 1" radius
45-55 detect precious metals, kind, and amount in a 2" radius
56-66 detect gems, kind, and number in a 1/2" radius
67-77 detect magic in a 1" radius
78-82 detect secret doors in a 1/2" radius
83-87 detect invisible objects in a 1" radius
88-92 Locate Object in a 12" radius
93-98 roll twice on this table ignoring scores of 93 to 00
99-00 roll on the Extraordinary Power Table instead

[Ever notice that most of the munchkin-owned intelligent swords in the world
somehow managed to roll 99-00 on this table?]

DMG1, p. 169.
Replace description of Mace of Disruption with:

"Mace of Disruption appears to be a +1 mace, but it has a neutral good alignment,


and any evil character touching it will take 5-20 points of damage due to the
powerful enchantments laid upon the weapon. If a Mace of Disruption strikes any
undead creature or evil creature from one of the lower planes it functions
similarly to a cleric turning undead (see ATTACK MATRICES). The Mace causes all
such creatures to roll on matrix III., MATRIX FOR CLERICS AFFECTING UNDEAD, as if
the wielder were 12th level, and if the creature struck scores equal to or below
[they mean "above"] the number shown, it is disrupted and slain. Thus, skeletons,
zombies, ghouls, shadows, and wights are instantly blasted out of existence, as
are ghasts and even wraiths; and mummies have only a 20% chance, spectres 35%,
vampires 50%, ghosts 65%, liches 80%, and other affected evil creatures 95% chance
of saving. Even if these saving throws are effective, the Mace of Disruption
scores double damage upon opponents of this sort, i.e., 2x bonus and 2x dice."

DMG1, p. 174.
In paragraph starting "Greater monsters on higher levels..." change "trolls" to
"shadows."

DMG1, p. 223.
Add table for Monster Summoning VII (land):

01-03 Chimera (couatl)


04-06 Demon, succubus
07-09 Demon, type I
10-12 Demon, type II
13-15 Demon, type III
16-18 Devil, barbed
19-21 Devil, bone
22-23 Devil, horned
24-26 Ettin
27-29 Giant, fire
30-32 Giant, frost
33-35 Giant, hill
36-38 Giant, stone
39-41 Gorgon
42-43 Groaning spirit
44-46 Hydra, 10 heads
47-49 Hydra, pyro-, 8 heads
50-52 Intellect Devourer
53-55 Invisible stalker
56-58 Lamia
59-61 Lizard, fire
62-64 Mind flayer
65-67 Mummy
68-70 Naga, spirit
71-73 Neo-otyugh
74-76 Night hag
77-79 Roper (shedu)
80-82 Shambling mound
83-85 Slug, giant
86-88 Spectre
89-91 Sphinx, hieraco- (andro-)
92-94 Umber hulk
95-97 Will-o-wisp
98-00 Xorn

Replace Monster Summoning VI water table:

DICE SCORE MONSTER SUMMONED


FRESH OR SALT
01-33 Octopus, giant
34-00 Snake, sea, giant

Add table for Monster Summoning VII (water):

DICE SCORE MONSTER SUMMONED


FRESH
01-20 Morkoth
21-00 Naga, water
SALT
01-15 Morkoth
16-70 Ray, manta
71-00 Squid, giant

DMG1, end.
Add Appendix O: Encumbrance of Standard Items

PHB1, p. 11.
In the Dexterity table, delete the text next to Dexterity 14. Next to Dexterity
17, add "or half-orc." Next to 18, add "Maximum dexterity for a halfling." Add a
new row for a dexterity of 19, with the text "Maximum dexterity for a elf."

PHB1, p. 15.
In Character Race Table III: Ability Score Minimums & Maximums, change the maximum
dexterity of a half-orc to 17.

PHB1, p. 20.
After the table "Spells usable by class and level -- Clerics," there's a note:
"** Usable only by clerics of 18 or greater wisdom"
Add the phrase: "who worship greater gods" (per DDG1, p. 9).

PHB1, p. 27.
Under a thief's "Additional abilities" number 2, change the title of a 4th level
thief to "Robber."

PHB1, p. 30.
In the right-hand column, fourth paragraph, "With respect to combat, monks attack
on the same table as CLERICS" (was THEIVES).

PHB1, p. 46.
Change casting time of Cure Disease from 1 turn to 1 round.

PHB1, p. 58.
Under Snare spell, "The snare is magical, so for 1 hour it is breakable only by
CLOUD giant..." (was STORM).

PHB1, p. 73.
Fireball has components VS and M (was just VS).

PHB1, p. 88.
Duration of Reverse Gravity is 1 SECOND (was 1 SEGMENT).

PHB1, p. 103.
Replace the second table with the following:

PARTY'S MONSTERS' SURPRISE


DIE DIE EFFECT
3 to 6 3 to 6 none
1 1 both surprised
2 2 both surprised
1 or 2 3 to 6 party surprised
3 to 6 1 or 2 monsters surprised
1 2 party surprised
2 1 monsters surprised

--------------------------------------------------------------------------------

Ken Jenks, NASA/JSC/GM2, Space Shuttle Program Office


kjenks@gothamcity.jsc.nasa.gov (713) 483-4368

"Take the time and effort to become not just a good DM,
but a brilliant one." -- Zeb Cook, AD&D DMG2, Foreword

--------------------------------------------------------------------------------
This document has been edited for legibility purposes by

OLIK / Ole A. Ringdal


olear@online.no / http://home.sol.no/olear
--------------------------------------------------------------------------------

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