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Jenks' AD&D1 House Rules plus Errata for DMG1 and PHB1

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kje...@gothamcity.jsc.nasa.gov

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Dec 2, 1992, 8:38:38 PM12/2/92
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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.

-- Ken Jenks, NASA/JSC/GM2, Space Shuttle Program Office
kje...@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

------------------------------------------------------------------
Ken Jenks' AD&D House Rules, updated 12/02/92

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

David Covin

unread,
Dec 3, 1992, 3:39:10 PM12/3/92
to

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.

I am ready, willing and able to defend each rule. Enjoy,
comment, use and abuse at will.

Pretty cool. I am curious as to the reasons which prompted some of
these rulings; sounds like there are probably stories behind them.
May I ask?

Player characters may not be Assassins.

Why not? Also, do you allow Evil PCs in general?

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

Heh. I've found this too hard to maintain (some players can quote all
the books verbatim, with page numbers), so I've opted for two "soft"
solutions: mislead the PCs (NPCs often have definite ideas about what
specific creatures, items, etc. are. These ideas are usually
conflicting and often wrong, unless the NPC has some reason to be
familiar with the creature/item/place in question. E.g. "there's a
horrible dragon up in the hills, preying on merchant caravans and
local livestock," could mean it's a dragon, or a dragonne, or a
wyvern, or a chimera, or a manticore, or...); and change things around
from what's in the book. Sometimes I like to encourage the players to
be familiar with the Monster Manual, since they then tend to become
quite attached to the descriptions given there, taking them as gospel.
This simulates the myths and legends their characters grew up with;
myths and legends which are, as often as not, wrong. I feel it
encourages a suitably medieval climate of ignorance and fear. :)

There *are* sages and wizards who have studied the actual critters,
and who will (usually) know the truth about them-- but PCs have to
seek them out.

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
--- ----
22 27d6

By your table, the fire giant gets 27 dice, not 25, yes? (minor
nitpick :)

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.

Can you clarify this distinction? I.e., suppose I'm about to be
attacked by a large crocodile, and I offer it the wild pig I was going
to cook for dinner, instead of eating me/my friends. I'm a 4th level
druid, but don't have/cast the Speak with Animals spell. What
happens? Now suppose I do cast the spell-- what then?

How does this affect the corresponding Monk ability, if at all?

Energy Control is not allowed (roll again).

Heh. :)

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").

Good ruling. Was there a source for this, or did you just make it up
(the rules imply that some sensing of other psionics is possible, but
I never ran across anything specific)?

In general-- you *really* favor humans, don't you? Is there a reason
for this?

--
David Covin co...@despair.uchicago.edu

kje...@gothamcity.jsc.nasa.gov

unread,
Dec 3, 1992, 6:57:17 PM12/3/92
to
kje...@gothamcity.jsc.nasa.gov (Ken Jenks):

> 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.
> I am ready, willing and able to defend each rule. Enjoy,
> comment, use and abuse at will.

co...@tartarus.uchicago.edu (David Covin):

>Pretty cool. I am curious as to the reasons which prompted some of
>these rulings; sounds like there are probably stories behind them.
>May I ask?

There's a story behind every one, and often a long-ago argument as
well.

kje...@gothamcity.jsc.nasa.gov (Ken Jenks):

> Player characters may not be Assassins.

co...@tartarus.uchicago.edu (David Covin):

>Why not? Also, do you allow Evil PCs in general?

In my long experience in DM'ing, I've found that player character
assassins ruin the game for other PC's. Period. I've encountered no
exceptions. (You may have.) Since this game is SUPPOSED to be fun,
why should I allow one person's murderous rampage to destroy the fun of
another player?

If somebody asked me privately if he could have a PC assassin, I might
make an exception. But this rule also provides cover for those
exceptions: the other PC's would never suspect that there's a PC
assassin if there were a house rule specifically prohibiting it. And
that MIGHT make the character fun for everybody. But I doubt it.

I note that AD&D2 backs up my reasoning by disallowing all assassins.
Although I don't agree with all the changes, these guys knew what they
were doing.

kje...@gothamcity.jsc.nasa.gov (Ken Jenks):

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

co...@tartarus.uchicago.edu (David Covin):

>Heh. I've found this too hard to maintain (some players can quote all

>the books verbatim, with page numbers), [...]

This prevents "rules lawyers" from interrupting the flow of the game
unless I give them permission.

kje...@gothamcity.jsc.nasa.gov (Ken Jenks):

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

> disarm a fighter [...]

co...@tartarus.uchicago.edu (David Covin):

>By your table, the fire giant gets 27 dice, not 25, yes? (minor
>nitpick :)

You're right. I'll fix it. Thanks.

kje...@gothamcity.jsc.nasa.gov (Ken Jenks):

> 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.

co...@tartarus.uchicago.edu (David Covin):

>Can you clarify this distinction? I.e., suppose I'm about to be
>attacked by a large crocodile, and I offer it the wild pig I was going
>to cook for dinner, instead of eating me/my friends. I'm a 4th level
>druid, but don't have/cast the Speak with Animals spell. What
>happens? Now suppose I do cast the spell-- what then?
>
>How does this affect the corresponding Monk ability, if at all?

If you can speak with animals as a Monk or a Druid without a spell,
you can talk to them just as you could converse with a person of
similar experience and intelligence. Basically, you speak the
language. But the Speak With Animals spell makes the animals become
friendly with the spell caster. That's the distinction.

The croc would probably take your pig. Then, if that wasn't enough,
he might take you, too. But if you cast the spell, he probably
wouldn't eat you. Until the spell expires....

kje...@gothamcity.jsc.nasa.gov (Ken Jenks):

> 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").

co...@tartarus.uchicago.edu (David Covin):

>Good ruling. Was there a source for this, or did you just make it up
>(the rules imply that some sensing of other psionics is possible, but
>I never ran across anything specific)?

I just made it up from the implied rule. If you can encounter psionic
wandering monsters when you use psionic powers or spell-like abilities
which are similar to psionic powers, those monsters must be able to
sense those psionic-related powers. At what range? That was the
arbitrary decicion I've documented in my house rules. What does your
DM think? (Did HE write it down? Why not?)

co...@tartarus.uchicago.edu (David Covin):

>In general-- you *really* favor humans, don't you? Is there a reason
>for this?

Yes. I strongly favor humans in the game for two reasons: (1) the game
already favors humans, and (2) the fantasy literature on which the game
is based also favors humans.

Think about it for a while. If there's a town in the middle of the
wilderness, with some really nasty wandering monsters nearby (look at
the tables!), what is it that keeps the monsters out of the town?
Humans. And an understandable fear of adventurers, both PC and NPC.
The level limits on non-humans prevents them from being such a
threat, and they are correspondingly feared less.

There is NOTHING more dangerous than a determined player character.
(Except, of course, a determined DM.) The monsters should know this,
and quake with fear if they meet a lone, armored man walking through
the wilderness. He's probably the most dreaded of all... a solo
adventurer.

-- Ken Jenks, NASA/JSC/GM2, Space Shuttle Program Office
kje...@gothamcity.jsc.nasa.gov (713) 483-4368

"he (n.) The third person singular pronoun in the
nominative case, masculine gender. 1. Used to represent
the male person, animal or other being last mentioned or
implied. 2. Used to represent any person whose sex is not
specified: 'Everyone knows he is mortal.'"
-- American Heritage Dictionary

David Covin

unread,
Dec 4, 1992, 3:04:42 PM12/4/92
to

>In my long experience in DM'ing, I've found that player character
>assassins ruin the game for other PC's. Period. I've encountered no
>exceptions. (You may have.) Since this game is SUPPOSED to be fun,
>why should I allow one person's murderous rampage to destroy the fun of
>another player?

I've encountered one exception, but it was in a one-shot run, in
another game system (Fantasy Hero). I've encountered no other
*instances*, let alone exceptions. I was hoping for a good anecdote
or two, though (or even a bad one). Do PC assassins tend to kill
fellow PCs? Steal their glory by sneaking out at night to assassinate
the major opponents? Attract too much unwanted attention from
targets' families/allies/governments?

In the first case, I've seen examples of PC fighters bullying the rest
of the party, or PC thieves robbing the party blind; and I've read
anecdotes on the Net of PC magic-user bullies and PC clerics
controlling the party through their healing spells. Assassins may
well tend more strongly towards this sort of behaviour, though.

> [On sensing psionics at range]

>I just made it up from the implied rule. If you can encounter psionic
>wandering monsters when you use psionic powers or spell-like abilities
>which are similar to psionic powers, those monsters must be able to
>sense those psionic-related powers. At what range? That was the
>arbitrary decicion I've documented in my house rules. What does your
>DM think? (Did HE write it down? Why not?)

At the moment, I am the DM, and have yet to make a ruling (or need
one); if it comes up, I may well use yours. A previous DM made a
somewhat different ruling which I don't entirely remember, giving a
pretty liberal sensing range. He was very into psionics, though, and
had a complicated rationale for all sorts of tweaks to the system.
Yes, he did write it down.

> I strongly favor humans in the game for two reasons: (1) the game
>already favors humans, and (2) the fantasy literature on which the game
>is based also favors humans.
>
>Think about it for a while. If there's a town in the middle of the
>wilderness, with some really nasty wandering monsters nearby (look at
>the tables!), what is it that keeps the monsters out of the town?
>Humans. And an understandable fear of adventurers, both PC and NPC.
>The level limits on non-humans prevents them from being such a
>threat, and they are correspondingly feared less.

I'm not sure I quite follow your reasoning here. Are you saying that
non-humans are less of a political/social force in the world because
they're weaker and so get eaten by wandering monsters more often? Or,
um... well, what are you saying?

If your argument is "Humans survive despite really nasty wandering
monsters, so they must be relatively tough," then why does this not
apply to nonhumans as well? ("If there's an elven village in the
middle of the wilderness..." or "If there's a dwarven village in the
middle of the mountains...").

Who is it that fears nonhumans less than humans (because of the level
limits), and why is this desirable?

I find your pro-human bias interesting, because I've had trouble with
the human-demihuman PC race balance, and have reached apparently
different conclusions from yours...

If you'll bear with my own meanderings on the question:

I greatly dislike racial level limits. First, they do not seem to me
to coincide with a lot of fantasy literature: elves are depicted as a
powerfully magical race, yet in AD&D they make very poor wizards
indeed! Who created all the traditional elven magic items, when elven
magi cannot reach the level needed to cast "Enchant an Item," even
with an 18 intelligence? Second, it seems to me that a race which
lives 10-20 times as long as humans, on average, must either be
noticeably slower to learn, or capable of *at least* as much skill as
a human could attain in a given profession, after pursuing it for a
lifetime. None of the demihuman races in AD&D are supposed to be
slower-learning than humans (PC elves and dwarves advance in level
just as fast as PC humans), so why do they seem mysteriously unable to
use the vast experience their longevity should give them?

Third, and most important for game-balance reasons: for player
characters, it's an all-or-nothing limit. If your PCs are low-level
and you don't expect the campaign to last until the demi-humans hit
their level caps, then demi-human PCs in the campaign are not limited
at all, effectively. If you *do* expect to reach those levels, then
demi-humans are automatically so much worse than humans that it's not
worth playing them. There is no middle ground.

The inability to be raised from the dead is a similar situation: it
doesn't hinder you at all until your PC dies; then it's
all-encompassing.

Both of these rules have caused great dissatisfaction in games that I
have played in or DMed, because they result in races which are either
unrestricted and slightly more powerful than humans, or effectively
unplayable.

This does result in a human-centered world, which may be desirable to
you. I admit I've had to go to some lengths to get the same effect in
my own game world; the elder races (elves, dwarves, and, to a lesser
extent, gnomes) *are* frighteningly powerful, but they've all but
wiped each other out in various wars. Human society flourishes in the
gaps, which at the present time cover most of the world.

--
David Covin co...@despair.uchicago.edu

kje...@gothamcity.jsc.nasa.gov

unread,
Dec 8, 1992, 4:01:58 PM12/8/92
to

>>In my long experience in DM'ing, I've found that player character

>>assassins ruin the game for other PC's. [...]

In article <COVIN.92D...@despair.cs.uchicago.edu> co...@tartarus.uchicago.edu (David Covin) writes:
>I've encountered one exception, [...] I was hoping for a good anecdote


>or two, though (or even a bad one). Do PC assassins tend to kill
>fellow PCs? Steal their glory by sneaking out at night to assassinate
>the major opponents? Attract too much unwanted attention from
>targets' families/allies/governments?

Yes, they do all of those things. I've only encountered one PC assassin
who DIDN'T kill off a player character at some time during her life.
That was Dan Keller's female assassin (who had so many names I don't
remember her real one).

But the real problem assassins (and theives, to a smaller extent) pose
in a game is that they monopolize the DM's time to the detriment of the
other players. In order to opperate effectively, they usually
adventure alone -- or at least far away from the clanking, tin-plated
Fighters and Clerics. This is really inherent in the nature of such a
character, so letting one into your game opens you up to this kind of
situation. Everybody gets bored except your assassin, who skulks about
and comes back to the Cleric for curing, or your assassin is bored
while everybody else goes into dungeons, goes wandering through the
wilderness, or whatever.

Basically, assassins are fine for skulking adventures in a big city,
but a pain in the butt for the other players (and sometimes the other
characters) in almost every other circumstance. Assassins are ALWAYS
sneaking off alone, and the game really works best if everybody forms
a party and stays together.

-- Ken Jenks, NASA/JSC/GM2, Space Shuttle Program Office
kje...@gothamcity.jsc.nasa.gov (713) 483-4368

"Orcs appear particularly disgusting because their
coloration -- brown or brownish-green with a bluish sheen
-- highlights their pinkish snouts and ears. Their
bristly hair is dark brown or black, sometimes with tan
patches."
-- AD&D Monster Manual 1, p. 76.

Cameron Huang

unread,
Dec 9, 1992, 4:45:20 PM12/9/92
to
>In article <1992Dec3.2...@aio.jsc.nasa.gov> kje...@gothamcity.jsc.nasa.gov writes:
>
>>In my long experience in DM'ing, I've found that player character
>>assassins ruin the game for other PC's. Period. I've encountered no
>>exceptions. (You may have.) Since this game is SUPPOSED to be fun,
>>why should I allow one person's murderous rampage to destroy the fun of
>>another player?
>
>I've encountered one exception, but it was in a one-shot run, in
>another game system (Fantasy Hero). I've encountered no other
>*instances*, let alone exceptions. I was hoping for a good anecdote
>or two, though (or even a bad one). Do PC assassins tend to kill
>fellow PCs? Steal their glory by sneaking out at night to assassinate
>the major opponents? Attract too much unwanted attention from
>targets' families/allies/governments?
>

Well, I actually had a 2nd ed campaign where my Fighter, Thief, Necromancer (an
assassin by trade) was killed by another person in the party. He said that he
didn't like the way my guy was "such a jack of all trades"

Bane
--
"If love is blind, I guess I'll buy myself a cane."
--W. Axl Rose

"There can be only one!"
--Kurgan

ba...@choate.edu

Tom Walcott

unread,
Dec 10, 1992, 12:36:21 PM12/10/92
to
In article <1992Dec9.2...@spock.UUCP> ba...@spock.uucp (Cameron Huang) writes:
>In article <COVIN.92D...@despair.cs.uchicago.edu> co...@tartarus.uchicago.edu (David Covin) writes:
>>In article <1992Dec3.2...@aio.jsc.nasa.gov> kje...@gothamcity.jsc.nasa.gov writes:
>>
>>>In my long experience in DM'ing, I've found that player character
>>>assassins ruin the game for other PC's. Period. I've encountered no
>>>exceptions. (You may have.) Since this game is SUPPOSED to be fun,
>>>why should I allow one person's murderous rampage to destroy the fun of
>>>another player?
>>
>Well, I actually had a 2nd ed campaign where my Fighter, Thief, Necromancer (an
>assassin by trade) was killed by another person in the party. He said that he
>didn't like the way my guy was "such a jack of all trades"

Also, the person in question (killee) had been busily perverting the nature
of the quest that we were on, and threatening innocents. There is only
so much that a renegade Drow can stand, you know...
Didn't even kill him. He cast feign death on himself, and I thought he was dead.
Gave him to the master of the castle that we were staying in.

Friar
--
"Don't damn me when I speak my piece of mind,
'cause silence isn't golden if I'm holdin' it inside."
--- W. Axl Rose

fr...@choate.edu

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