- - The Warroom - -
Optional Rules
Critical Hits
Optional Rule: This rule was devised as a quick and simple resolution to the critical hit system. Critical Hits occur whenever a natural roll of 18-20 (16-20 for High Masters) exceeds the number to hit by 5 or more. A 20, regardless of required numbers to hit, is always a critical and cannot be defended against, i.e. no parries or blocks. The effects of a critical hit are determined by the size of the weapon as follows.
| Weapon Size |
Critical 18-19 (16+) |
Natural 20 |
| S |
+1d4 |
+4 |
| M |
+1d8 |
+8 |
| L |
+1d12 |
+12 |
| H+ |
+1d20 |
+20 |
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Fighting Dexterously
Cost: Per Class
Classes Allowed: Fighter; Rogue
Description: Fighting Dexterously is a fighting style that utilizes speed and agility over strength and force. Characters utilizing this fighting style use their Reaction Adjustment as a bonus to hit. However, a character who utilizes this fighting style may not benefit from the bonuses to hit and damage related to high Strength.
Characters who utilize this fighting style attempt to deflect and dodge blows rather than stop them with brute force. For this reason, when a character attempts to parry an attack from a stronger or larger opponent, the character suffers a penalty to his roll. For each size category in difference, the character has a -2 to his attempt to parry. In addition, for each 5 points of strength difference, the character recieves an additional -2 penalty.
Example: Jason, a fighter with 13 STR, is attempting to parry an attack from Horus, a fighter with 18 STR. If Jason had 14 STR or higher, he would need to roll a 16 in order to successfully parry an attack from Horus. However Jason must roll a 14 in order to successfully parry the attack.
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High Attributes
Optional Rule: Lets face it, we all like our charcters to be as strong as possible. I have added the following bonus to character creation that lets players achieve super-attributes. This bonus is meant to work with the '4d6 then drop the lowest' method. During character creation, if a player manages to roll four 6's, then that player is awarded a 19 for his/her attributes.
While a 19 is certainly powerful, and many DM's may be worried about overbalancing the game, keep this in mind; In the last eight years of gaming this has only happened six or seven times. Also keep in mind that those instance occured amongst 3 players all of whom create characters just to see how they will turn out.
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Dodging
A dodge, is yet another means for avoiding attacks. Although not as effective as a parry, it will allow chracter to avoid hits that cannot be parried such as a dragons bite or tail lash, or attacks from creatures 2 sizes larger. A dodge takes up one action. To calculate a characters chance to dodge, take their base ThacO, apply their defense bonus as a bonus to hit and roll versus AC4. The characters roll to dodge must be successful by an amount equal to or greater than their opponents successfull attack. Each size category over the first, inflicts a -2 penalty to the characters attempt to dodge, this reflects the larger creatures advantage of reach.
For instance: Rath, ThacO 15 dexterity 18, is attempting to dodge a blow from a dragons tail. The dragon is two size categories larger than Rath and exceeded his attack roll by 3. Rath must roll an 8 or higher to succeed. [ThacO 15 - 4AC - 2(size adjustment)=9; roll vs. AC4 = 5 or better to hit; +3 (dragons success modifier) = 8 or better].
Magical defenses, whether they be armor, rings or bracers have no effect on the dodge roll. However, armor heavier than chainmail inflicts a penalty to the dodge roll. The penalty is equal to -1 for each point of AC below AC 5. This applies to natural armor class and not to any bonuses. For instance, Full Plate +3 would not inflict a -7 penalty to dodge, only a -4.
Dual Class vs. Multi-class Rules
Well all-in-all, I have few complaints about the AD&D system. This is one area however, where I feel TSR, Inc. screwed up royally.
Optional Rule: In my campaigns, I open up the dual and multi-class character options to all races. In my humble opinion, TSR Inc. got this system totally backwards. On one hand, you have humans who have the shortest lifespan of all normal races. Then you have the elves and dwarves who live for centuries. Given these guidelines wouldn't make sense that a human would tend towards multi-class since they have fewer years to spend jumping from profession to profession. On the other-hand, the longer lived races seem more likely to be dual-class as their long lifespan may suggest that they become bored with a profession and change jobs.
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Strength-Built Bows
Oftentimes, characters will want a bow that is built for their strength. These are available, but generally only in areas where archery is a common occurrence. Add on to this that only master craftsmen can fashion strength-built bows, and one can see that a strength built bow can be rather rare and worth quite a pretty penny. And lastly, all strength-built bows are composite bows. Only magic can make an exception to this rule.
In general a strength built bow costs double for each level of strength for which it is built. That is a normal composite long bow costs 100 gp. If a warrior has a 17 strength and wants a bow built so that he can use the damage bonus for a 17 strength, a long bow will cost 200gp. Consult the table below for particulars.
| Strength of Wielder |
Cost Multiplier |
Time to Build |
| 16-17 |
2× |
25 days |
| 18 |
3× |
30 days |
| 18/01-18/75 |
4× |
45 days |
| 18/76-18/90 |
5× |
55 days |
| 18/91-18/99 |
6× |
65 days |
| 18/00 |
7× |
75 days |
| 19+ |
Double the cost of a 18/00 bow for every point
above 19 |
90 days+ |
Most magical bows are not built for strength although there are exceptions. To determine if a bow is built for a special strength, roll percentile dice and consult the table below.
| Percent |
Strength Level |
| 01-75% |
No Strength Bonus |
| 76%-80% |
17 |
| 81%-85% |
18 |
| 86%-90% |
18/01-18/75 |
| 91%-94% |
18/76-18/90 |
| 95%-97% |
18/91-18/99 |
| 98%-99% |
18/00 |
| 100% |
19+ |
In a pinch, a player may attempt to use a bow built for a higher strength than the player would normally be able to use. The player recieves no additional damage bonuses from such an attempt. In addition, the player has -2 penalty to hit for each strength category they are away from the strength of the bow. A bow that is three or more levels higher than the players strength category cannot be used.
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Oversize Weapons
I didn't create these, and I'm not really sure who did. If anyone knows, please tell me I would like to give credit.
| Giant Sized Weapons |
| Base Damage |
Size Category |
| A |
B |
C |
D |
E |
F |
| 1 |
1d2 |
1d2 |
1d3 |
1d2+1 |
2d2 |
2d3 |
| 1d2 |
1d3 |
1d4 |
1d3+1 |
1d4+1 |
1d6+1 |
2d4 |
| 1d3 |
1d3+1 |
1d6 |
2d3 |
1d8 |
1d8+1 |
2d6 |
| 1d4 |
1d6 |
2d3 |
2d4 |
1d10 |
3d4 |
2d8 |
| 1d6 |
2d4 |
1d10 |
2d6 |
2d6+1 |
3d6 |
5d4 |
| 1d8 |
1d12 |
3d4 |
2d8 |
2d10 |
3d8 |
3d10 |
| 1d10 |
2d6+1 |
2d8 |
2d10 |
2d12 |
3d10 |
4d8 |
| 1d12 |
2d8+1 |
2d10 |
2d12 |
6d4 |
3d12 |
5d8 |
| 1d4+1 |
2d4 |
1d12 |
2d6 |
3d4 |
3d6 |
5d4 |
| 1d6+1 |
2d6 |
3d4 |
2d8 |
2d10 |
3d8 |
3d10 |
| 2d4 |
2d6 |
2d6+1 |
2d8+1 |
2d10+1 |
6d4 |
5d6 |
| 2d6 |
3d6 |
2d10+1 |
4d6 |
3d10 |
6d6 |
7d6 |
| 2d8 |
3d8 |
6d4 |
4d8 |
6d6 |
6d8 |
3d20 |
| 2d4+1 |
2d8 |
3d6 |
2d10+1 |
4d6 |
4d8 |
6d6 |
| 3d4 |
2d10 |
5d4 |
6d4 |
7d6 |
5d8 |
6d8 |
| 3d6 |
3d10 |
7d4 |
6d6 |
7d6 |
3d20 |
8d8 |
Group A: May be used by any creature ranging from 7.5' to 9' in height. Weapon is 1.5 times longer than the human-scale weapon, and weighs 3 times as much. Size M individuals suffer a -2 to hit when using this weapon.
Group B: May be used by any creature ranging from 9.5' to 11' in height. The weapon is 1 2/3 times longer than the human-scale weapon, and weighs 5 times as much. Size M individuals suffer a -3 to hit when using this weapon.
Group C: May be used by any creature ranging from 11.5' to 13' in height. The weaopn is 2 times longer than the human-scale weapon, and weighs 8 times as much. Size M individuals suffer a -4 to hit when using this weapon.
Group D: May be used by any creature ranging from 13.5' to 16' in height. The weapon is 2.5 times longer than the human-scale weapon, and weighs 13 times as much. Size M individuals suffer a -6 to hit when using this weapon.
Group E: May be used by any creature ranging from 16.5' to 20' in height. The weapon is 3 times longer than the human-scale weapon, and weighs 27 times as much. Size M individuals suffer a -8 to hit when using this weapon.
Group F: May be used by any creature greater than 20' in height. The weapon is 3.5 times longer than the human-scale weapon, and weighs 43 times as much. Size M individuals suffer a -10 to hit when using this weapon.
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3E Strength
This is the revised strength table based upon information provided in Dragon Magazine #264. The exceptional strength has been completely removed.
Old STR |
New STR |
Hit Bonus |
Dam Bonus |
Weight Allow. |
Max Press |
Open Doors |
Bend Bars/
Lift Gates |
| 18/01-50 |
19 |
+1 |
+3 |
135 |
280 |
12 |
20% |
| 18/51-75 |
20 |
+2 |
+3 |
160 |
305 |
13 |
25% |
| 18/76-90 |
21 |
+2 |
+4 |
185 |
330 |
14 |
30% |
| 18/91-99 |
22 |
+2 |
+5 |
235 |
380 |
15(3) |
35% |
| 18/00 |
23 |
+3 |
+6 |
335 |
480 |
16(6) |
40% |
| 19 |
24 |
+3 |
+7 |
485 |
640 |
16(8) |
50% |
| 20 |
25 |
+3 |
+8 |
535 |
700 |
17(10) |
60% |
| 21 |
26 |
+4 |
+9 |
635 |
810 |
17(12) |
70% |
| 22 |
27 |
+4 |
+10 |
785 |
970 |
18(14) |
80% |
| 23 |
28 |
+5 |
+11 |
935 |
1130 |
18(16) |
90% |
| 24 |
29 |
+6 |
+12 |
1235 |
1440 |
19(17) |
95% |
| 25 |
30 |
+7 |
+14 |
1535 |
1750 |
19(18) |
99% |
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3E Thac0 Conversion
This is a conversion of Thac0, for the 3rd edition. It can be used to convert current AD&D characters to a system that will be closer to 3E. It is a proposed table that simply mirrors the bonuses of the current system. It was provided by Eric Noah at Dungeons & Dragons 3E.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
| Warrior |
+0 |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
+8 |
+9 |
+10 |
+11 |
+12 |
+13 |
+14 |
+15 |
+16 |
+17 |
+18 |
+19 |
| Priest |
+0 |
+0 |
+0 |
+2 |
+2 |
+2 |
+4 |
+4 |
+4 |
+6 |
+6 |
+6 |
+8 |
+8 |
+8 |
+10 |
+10 |
+10 |
+12 |
+12 |
| Rogue |
+0 |
+0 |
+1 |
+1 |
+2 |
+2 |
+3 |
+3 |
+4 |
+4 |
+5 |
+5 |
+6 |
+6 |
+7 |
+7 |
+8 |
+8 |
+9 |
+9 |
| Wizard |
+0 |
+0 |
+0 |
+1 |
+1 |
+1 |
+2 |
+2 |
+2 |
+3 |
+3 |
+3 |
+4 |
+4 |
+4 |
+5 |
+5 |
+5 |
+6 |
+6 |
| Monster |
+1 |
+1 |
+3 |
+3 |
+5 |
+5 |
+7 |
+7 |
+9 |
+9 |
+11 |
+11 |
+13 |
+13 |
+15 |
+15 |
+17 |
+17 |
+19 |
+19 |
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3E Armor Class Conversion
This is a conversion for Armor Class, for the 3rd edition. It can be used to convert current AD&D characters to a system that will be closer to 3E. This table should be fairly close to the final version unless they change the base armor class of the armor. It was provided by Eric Noah at Dungeons & Dragons 3E.
| 2nd Ed. AC |
Armor Example |
3rd Ed. AC |
| 10 |
No Armor |
10 |
| 9 |
Shield |
11 |
| 8 |
Leather Armor |
12 |
| 7 |
Studded Leather |
13 |
| 6 |
Scale Mail |
14 |
| 5 |
Chain Mail |
15 |
| 4 |
Banded Mail |
16 |
| 3 |
Plate Mail |
17 |
| 2 |
Field Plate |
18 |
| 1 |
Full Plate |
19 |
| 0 |
Various magical |
20 |
| -1 |
Various magical |
21 |
| -2 |
Various magical |
22 |
| -3 |
Various magical |
23 |
| -4 |
Various magical |
24 |
| -5 |
Various magical |
25 |
| -6 |
Various magical |
26 |
| -7 |
Various magical |
27 |
| -8 |
Various magical |
28 |
| -9 |
Various magical |
29 |
| -10 |
Various magical |
30 |
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