Dungeon Master Guide
Dungeon Master Guide
ngeons!itra'--s-o-ns----®
Dii---1
2~ Edition
The revised And updAted DUNGEON MASTEIl'" Guide for the ADLOIJ 2nd Edition g .. me.
Credits
2nd Edition Design: David ~Zeb" Cook
Devt:lopmenl: Steve Winter and Jon Pickens
PI.ytft t Coordination; Jon Pickens
Edilln ~ War~n Spector
Proofreading: Jean Black. Mike Breault , and James M , Ward
Typesetting: Belly Elmore. Angelika Lokot1:, and Gaye O 'Keefe
layo ut &: Storyboard: Mike Breault
Graphic Des:ign: Linda Bakk
Art Coordination: Peggy Cooper
Cover lIIuSlroiltion: Jeff Easley
Interior COIOf illustrationS: Jd! Easley, Clyde Ca.ldwell . John & laura l...olkey. David Donnan, and Douglas Chaffee
Interior Black &: White illustrations: Jean E. Martin, Douglas Chaf(ee. John &: Laura Lakey, ilnd Jeff Easley
K ey linin ~ Paul Hanchette, Stephanie Tabat , and Cory Craham
Hundn<is of players assislN U$ in pLayttslina tke AD&.D' 2nd Edition same. TMir rfforu we~ invaluable In improYins tke man~pt . lne list thai follow.
is rnx CQfnplete. but we would like 10 thank Mike Abnham, Jrff A1banew. Roger Andenon, S~n Andenon, Walter BAw, Scott Beck. Doua Behringer. John
Bennie. Andnw Bethke, Don BIn&loP, Uncb Bingle. Aaron 8oaz. T~ Sou, Ray Booth, Rick Btfl¥et. Jeff BrOftrurM'I. Dan Brown, Frank Cabanas, Bill Gen.
Robm Com, Denni5 Couch. Bill Cunil. Sealt Daily. Phillip lAar, frank ana
Terri DiNrro, Errol F,lrMad. lohn Fitzpatrick, Bill A~tI , Ckeryl f~, ~
Fnoch. John Gamble, Vin« Garriill, Kyno ClaM, John Goff, Peter GresocY, GIYS l-t.ndIrton. D~vld ~. Gordon Hokomb, Rob Huebner, Ed ~. larry
JohnJon, Reynold C. Jones, Jeif Kelly. Jeff KifIK, Jim Kirkley. Peter Kokinder, D~n Kramar'lky. Ed Kramer, Paul Krausnick. Jon K~th, Michael Lad!. Todd
Laina. Len Lakolka, Randall Ltrnon, DavId Machlm, Jeff Mat1in, lneron Manin. Scott Mayo. MiltOl'! Mc:Gorrlll, Kevm Melke. John Mendez. BUI Mera:r,
fr~nk and Mary Meyer, Ne~1 ~, M.rk Middleton, Jim Milam, funk Miller, Jim Moeller. Mike Mullen. I..ance Murphy, Scott Nftdham, Stancr Nixon.
K.!vin Not1on. Sieve Null. Ray Ouellette, Rl."mben Parker, Nathan IJatronlcJcy, Ed Petenon, Keith Pobtrr, Btu(e Rabe. Norm Ritchie. Kip RortUlhw, Tim
Roy.1l~. Man: Rush, MicMei Ru.zza. Paul Schmidt, Eugene Schum.aker. Mark Schumakb". Greg Sehwan, Michael SlmP"On. W;uwn Snider. MkhHl J.
5omeTs, lui St. Cialr, leif St~_. Justin Stev_, Paul SteveN. Dorena> Stovall. Brad Slump, lourdes Sullivan, Ellen Tern, John Tm'.l. Mark leTa!, William
Tracy. h,y Tumme!son, Raben Unsbub, Carl V,ln Devmdeoet. Stevrn Vaushn·Nichols. Vi~inJ.a Vaughn.Nic:hoI:s, Bryl," Villue.ll. Mark W..llace, Mike w..hl.
Petu W.lker, Doris Wells. Knm Wells. Colleen Wet.:el. Dave Wet~e! . loth Whilm~. Jetl WMrry. Skip WilliaDU, lames Williamll, Peter Zind"., otnd the
foltowil18 grouPs: Dr~Con Gamins St..U. Elflords of ENdor. Excalib~ Gamen ANodation. Games Unlimilfti. and MACE.
Finally. credil mll5l also be shared with anyoft.C' who has ever asked a qu~tion, o(frred a Juggeftion, written .In iilt1icle, or made a comment about the
AD&r.Dgamr.
Thil if a derivativr work ~sed on Ihr original ADVANCED DUNGEONS It- DRAGONS PI",prJ H""dbook and O'...g.on MlUlrrs Gwidr by Gary
GygaJl and U"Mrlh.,1 Arc""" and alher miillerials by G.ry GygaJI and olhb"ll.
Random H ..... w;ond il' "tfHial~ compalUft .... ,,~ worldwJdo. dlOlrib<lUon rightt In ,'''' I>ook 1,__ tor fnsliM I.ollfuap prod "",. of TSII. Inc DlJ.lrilxllftilO the book and hobby
tratW In tM Unitftl Kingdom by TSR Ltd Oiscribu,fti to the lOY "ne! hobby t,.do. by r~naJ o:!lttribulOR. OJ989 TSR, Inc . AJJ Rilht. Rntntd,
This .. 0 ..... It pro1tc1td under the copyri«hl la ... 01 1M Unllfti Sc"ln 01 A..-Ic. Any ""Prnductlon 01 UNoUI!>oriud uw 01 1M "",t<!rial or utwor" ~\ed ~ifl," proIUbited
Wilhou, ,'''' '""pteM .. rill~n (0_1 01 TSR. hoc:.
A foreword is normally the place where the au thor of a book expresses thanks and
g ratitude. I' m not going to do that here. It's not that everyone involved doesn 't deserve
congratulations and praise, it's just that I already said all those things in the foreword to the
AD&[)® 2nd Edition Player's Handboo k . Everything I said there is true for this book, too .
On to other th.ings.
Let's assume that since you're reading this, you are, or plan to be, a DUNGEON
MASTER"". By now , you should be familiar with the rules in the Player's Handbook. You've
probably already noticed things you like or things you would have done differently, If you
have. congratulations. You 've got the sp irit every Dungeon Master needs. Curiosity and the
desire to make cha nges, to do things differently because your idea is better than the other
guy's- these are the mosl important things a Dungeon Master needs. As you go through this
rule book, I encourage you to continue to make these choices.
Choice is what the AD&D 2nd Edition game is a ll about . We've tried to offer you what
we think are the best choices for your AD&D campaign, but each of us has different likes
and dislikes. The game that I enjoy may be quite different from your own campaign . But it
is not for me to say wl1at is rigl1t or wrong for your game. True, I and everyone working on
the AD&D 2nd Edition game l1ave had to make fundamental decisions, but we've tried to
avoid being dogmatiC and inflexible. The AD&D game is yo~rs , it's mine, it's every player's
game .
So is there an "official" AD&D game? Yes , but only when there needs to be. Although I
don 't have a crysta l ball, it's likely that tournaments and other official events will use all of
the core rules in these books. Optional rules mayor may not be used, but it 's fair to say that
all players need to know about them even if they don 't have them memorized.
The Player's Handbook and the DUNGEON MASTERN Guide give you what you 're
expected to know , but that doesn' t mean the game begins and ends th ere. Your game will go
in directions not yet explored a nd your players will try things others think st range.
Sometimes these st range things will work; sometimes they won't . Just accept this, be ready
for it , and enjoy it.
Take the time 10 have fun with the AD&D rules . Add , create , expand, and extrapolate.
Don't just let the game sit tl1ere, and don't become a rules lawyer worrying about each
piddly little detail. If you can't figure out the answer, MAKE IT UPI And whatever you do,
don' t fall into tile trap of believing these rules are complete. They are not. You cannot sit
back and let the rule book do everything for you . Take the time and effort to become nol
just a good DMlIO , but a bri1liant one .
At conventions, in letters, and over the phone I'm often asked for the instant answer to a
fine point of the game rules. More often than not , 1 come back with a question-what do
y ou feel is right? And the people asking the questions discover that not only can they create
an answer, but that their answer is as good as anyone else's. The rules are only gu idelines .
At the beginning of the first DUNGEON MASTER" Guide, Cary Cygax stressed that
each of us, working from a commo n base, wou ld make tile AD&:D game grow in a variety
of different directions. That is more true today than ever. Don' t be afraid of
experimentation, but do be careful. As a Dungeon Master, you have great power, and "with
great power comes great responsibility." Use it wisely.
3
Table of Contents
In t. oduulon •.• • •••. .. •..•....•...•• 1 Clas. AbUitin............ . ....... 28 ~tf'rminln8 Spt.'11 Compollen ts
A Word About Org'miulion ..... '" ...... 7 K«ping PI;!yeri in the Dark . . . . . . . . . . 28 (Optional Ru]e) ........ ............ 44
The Floe Ar. of Bei~ a OM'" . .. . ..... 7 Changi"8 Alignml"fl t ................... Z8 Determining Rl'SC'arch Time .. . . ..... 44
Dt-liberatl' Chan~... .................. Z8 The Cost of Spell Rl!.earch ............. 44
Ctupter I , rt.ayu ChM.1lC.ta "bUtty 5<OC'eIo ••9
UneonKious Change .. . .............. 28 Adding a New Spell to the SpclllJook ... 44
Giving 1'1"),11'0 What They Want ........ ".9 Involuntary Chan~e .................. 28 Rt5oI';I(ehing Ex t..-.. Wiurd Spells
Choosing II Char.tCter C~aliQn Ml'lhod ..... 9 Charting the Chan8l'S ................. 28 (OptIOnal Rule) ...................... 014
Method I (3d6, in or~r ) ............... ,9 EHKIf of Ch.1nging Alignment ........... 28
Mfthod II (3d6 twa. ktorp ~ KOR') .. ,9 Ctwlple, 8 1 b:perlence . . . .• • ••••••. , • ,45
Mrthod 111 1Mb. :lfrilngtdlo tas tt). ..... ,9 (hAPIf't' 5 1 hollde"c;~ (OptkMwl) ••• , •• 10 The- ]mport .. nce of Experie-l1Ce ..........•. 45
Method IV (3d6twicll'. arrMlgI!<i 10 la:;Ie) , 10 Weapon Profici ... ncie .............. . ... 30 Too lill ie or Too Much ...... ' ...........45
M~hod V (4d6. drop lowt$l. Min fMaxing ....... . ................... 30 COM!a,..t Guals ........................ 45
arrange;u de;i~) .................... 10 N I'C Proficil'flcil'$ ...................... .30 Fun ................................. 4.5
Method VI (points plu) di«J ...... " ... 10 Nonwupon Proficiencies .. . .... . . . . .. .. .30 Cha ra cter Survival ...................4.5
Su~r Charactel1i ....................... 10 Adding New Profic~l1Cif's ............... 31 Improv~lIt ........................45
Identifying Too-Pow~ful Ch"rilctef'$ . 11 Variabl .. Goals ........................ .0&5
Chapt ..r 6 1 Money "nd [qulp...... nl . . •..•• 11
Dealing with Too-Powf'rful CharilclC'l"$. , II Story Go..Is. . . ................. 46
Con trollillg the MQney Supply ........... 32 Experirnce Point Awards . . ... . ......•. .46
Hopelts/l Characlf~1'li ......... , .......... 11
Monetary SY5tl'm$ ..................... .32
De.. Hng w ith Hopeless Characteo:r'S ....... 11 Group Awards.. . . . . .. .. ....... . .... ~o
A Shurl Histol")' of Commerce ............ 32
Dealing with Di§6,llli$li~ PI"Yl'n ...... 11 Goods ................... ..... . .. . 32
Illdividu;ll E:..perience Awardl
Wislrn and Ability ScoTn . .. . .. 11 (Optional Rule l ...................... 018
leiters of CrN;!. . . . ................ 32 When to Award Expnicn(C' Po in ts ....... .48
l"Iayers with MUltiple Chilrade" ......... 12
Barter..•....•...•............•...... .)3 Effects of Exptrien« ................... .48
Mu!t i"lr Ch;ar;acler Problems ........... 12
O\anoC\rT BackgrO\lnd . . ................ l2
Coins............ • ................. 33 Training (Optional Rule- )................ .49
Types of Coins.,......... . ..... .. .. .)3
i..A!lIing Playe~ [),) thf' Work .. . .. 12 Rate of Advancemf'nt ................... 49
E..pel\5ef . • . • .. •• • •• • . • • ••.•.•• ' •••.. 34
Problem B;ackgrounds ... . ............. i3
Squalid Conditions ................... 34 Ch.pl .. r 9 1 Co.... b.! , •..• •. ••.•• . • , •• •5 I
Baek$round ilS Backsround ............ 1.1
Poor Conditlons ...................... 34 Cr..ati"8 Vivid Comba t Scenes ........... 51
Chaptu 1 1 n"yer Ch.r.Ufl au.u ....... 14 Mlddlr--ClaS5 Cond Itions .............. 34 More Than JuS! Hack· and·Slash ... . ....51
A Non-f-!uman World .. . .......... 14 WeOl!thy Condi tions ..............•.....34 Ddinitloru ... . ................... 51
1Uci;J,lle"'f'1 Rf'Slriclions . ....... . ........ 14 Drain ing tne Coffers ................... .34 Th .. A!lack RoI ] . . . . . . . . . . . . . . ... 51
Slow Ad ... aIlCf'mellt (Optional Rulf' ) ..... 14 ExpandinS thr Equ lpmrnt Usl.$ ........... .34 l'iguring the To-Hit Number ............ 52
Standard C la5$ and l..f'vel Umit, .. . .... . 14 Alter,"g Prict'S ......................... 34 Moolfiers to the AU.lIc.k Roll ... . ..... .52
Extttdinglt ... el Umllf (Optiollal Rule ) .. 15 Equipment by T ifTI(' I·... nod ............... .)5 Weapon Type \'$. Armor Mooifie-rs
C~ating New Plilyer Charader Rilce5 ..... 15 The Ancil'nt World ................... 35 (Opliornll Rule) •........••.....• , ....52
The Dark A&e .................... 35 The V,uioul Type of WeaPQnf ......... 52
CMpler l : ""ye, C....'''ue' CIAues. . .••. 11 The Middle -'31$ ...... , .............. 35 ImJXl'S'ibl .. To-Hit Numbl'n •...........53
C litSS. Lt-... rl, ilnd the Common Miln ....... 11
Thr Rrnalssal1Cf' ..................... 35 C ",lnolatin8 THACO ..................... Sl
()'l.evcl Charactrrs ..................... 11 Adjusting Eq ulpmc-nt Lists ............. 36 COmbal and Encount~ .................53
Ad ... rnturu5 and Society ..............•. 11
Quali ty of Equipmt'nt .................. 36 Th .. ComNI Round .................... .53
Fighters ............................. 18
Lock QUOIlit y ........................ 36 Wh;lt You Can Do in One Round ....... S4
Paladin~ ............................. J8
Hol"S<' Quality ........................ 36 The Comb;li $rquenCC' . ....•.54
Range'"' ............................. 19 H~ Tr.ai t~ (Optional Rule) .. . ........ 36 Inrtiali ve . . . .. . . . .. .. . ............ . .. .55
Wiz.ards ............................. 19
Risks of Horw Buying ........... . ..... 31 Standard Initiati ... ", Procnlure .......... 55
Priests ............................ 19
Weapon Qu;l IIlY . . . . .......... 31 lnili.llt;ve Modifi .. rs ................... 55
Thit' ... " ............................ 19 Ornamentation ...................... 37 Group In itj;jOtive (Opllonal Rule) ....... so
Barm . . .. ......... . .........20
Armor Made of Unusual Metals ]ool""dual lnit iatl ... e {Option.1 Rule1- . . . 56
Char.letrT CI.aua In Your Camp",ign ... .zo
(Optional Rule l ................... 31 Multiple AU;acks;lOO Init iativ .. ......... 56
High· t.t-... el Characters ................... 20
Damaging F.quipml"flt ... ' ............... 38 Spt'llcaliling 0100 ]niti"li ................... 51
R
Ddinlng "H igh i..A! ... eI ............... •• 20 Cenrr;ll Weapon Damajlr . . .......•.. 38 Wrapon Speed and Init ialivt
Ch.-ingillg Campaign Styles . . . . . . . . .20
Attock Forms ........................ 39 (Optkmal Rulf' ) .' ........ . ...........57
Abon 20th I..e"'f'l. . . . . . . . . .. . ........ 20
Allaeking ............................. 5,}
B.!gmning Charactrr Levrll ......... . ... 21 Ctulpler 1 1 MASle • ••. . • , .. . • , • , ••.• ,4'
Mixing New and Old Chanlcters ........ 21 Number of AtI"ckto,.................... 51
Initial WiT..ud Spells. .. . .. . . ......... 41
F;lci ng .......... . ................... 57
Prr--Rolltd CMracters ................. 21 Player Choice . . . . . . . ............... 4 1
Creating a New ChalOlclrr C la55 Play... r/ DM Co llaboration ............ .41 Weapon i..A!ngth .' . . .. . . . . . ...57
(Optional Rule) ...................... 22 PQlition of AItOtCken and Auxk Rolls .... 58
Acqu isition of Sprll, Beyond 1st lr ...",I .... .41
1>011' Annl and Weapon Fronl;lgc
Going Up in Levels ................... 41
Ch"plt'f.: Alilln ....ent .. ••••• _ .•••.... 14 (Optional Rule) ...................... 58
Copying from Spell Books ............. 41
Player Ch;lraCler Ali,gnment. ..........•.. 24 Shieltb :ond W...aport Fronli\ge
Scroll R~arch .............. . ... .41
Role- Play;", Alignmmt ......... . ..... 24 (OptKlnOili Rulr) ...................... 58
Study w ith a Mentor ..................41
NPC Alignment ........................25 !-lilting iI Spt'Cific T"'l"l!,C't ,..... . ..... 58
OM C ontrol o£ Spell Acquisition ... . . ..... I
TIle limit, of NPC Alignment .......... ~ Called Shots ........................ .58
S~II Books .. '" .. ... ........ . .... 42
Soci~ y Alignment .............. ' ....... 25 Movl"n\O'nt in COm""'! . . . . ..... 58
All Siuund Shapt'$ ........•......... 42
USlll.g Area Alignment, . ...............~ Mo ... ement In Mdtt' ................... 58
Spell Book Pl't'panltion ............... .42
Val"}'ing Socj;jOl Alignmmt ..............26 MO"'f'I~nt and Mis.sile C om"",t .........58
Spt'li Book Cost .... . .....•........ 42
Alignment of Rdigions . . . . . . . . . .. . ...26 C harging an Oppollenl ................ 59
liow Many PaSts in a Sprll Book? . ......12
Alignment of Magk;ll Items . . . . . . . ..... 26 Renea t ............................ 59
Expanding thi' Sc hool!; of Masic . . . .. . ... 013
Magic;ll Alignmmt Chang~ . ....... .26 Au;a cking: W,thout KiIlin8 .............. 59
Adding New Spt'lls ................... 43
A lignment 011 a World View . . .26 Punching and Wra lling ............... 59
Alignmtnts in Conflict .2,6
Expansio n Throu~h Campaisn t:)rt;lil. .. .43
Qv"rilotaring ......................... 60
Sptil Rf:S(.-arch .........................43
N~rr-Eodi"8 Conniet ................ 27 Weapons in Non· Letha] Combat ........ 60
SUW'Sling .. New Spell ............... 43
Alignment as ;a Too l. . . . . . . . . .. . ... . .. 27 Non-l.eth.lll Combat and Crt'alure5 ...... 60
Analyzing a Spell . . ......... .43
Deltctin8 Alignment ...................21
Solving the Problem) of a New Spt'll ... .44 Touch S~]]5 ollld Combat ................ 60
As.ki"8 ' ............................ .27 Crilinl Hit, (Optiona l Rule) .............61
Srlling;a Spt:ll·s lt ... tl ................ .44
Cast ing;a Spt'li . . .......28
• Why No Critical Hit Tablel .......... .01
Table of Contents
Two Workabl~ Critic,,1 Hit S)'SI~' .....61 Tl"f.il.$Ure Tables...... , ......... , , ......•52 Nrc ~iliitemt ..... , ............ 11.
Cfilial Fumbles ...................... 61 Milintainlna &Iance ... ,. , ............. .82 P~ily , .. , .•.•. ,., .... ,.,., •... ,. 11.
PalT)'inI (Optional Rul.) ................61 Too UUleT~r~ ,. , .............. ,. ,82 Walk-On NPU ..................... 11.
MlIfJIot WuopoN u, Combat ......•...•...61 Monty Haul umpilign$ . " .......•. ,. ,82 Slanificironl NP'Cs • . ,., .... ,., ... , .... 11.
R~II"t ............................... 62 M~icallt~ . , ...... , ..... , .•..••.. , .. 83 Othrr Nrc ChiI~~rist a ......... , .. 11S
fblt 01 Fin' .. •. .. . .. . . . .. ... .. .. .. ..62 Crulutes..nd Milpcalltnns ..••. ,. ,. ,.&3 Loyalty , .......... , ................. ,115
Ability Modifift1: in MiMil. Com~t. .... 62 Buyins Ma,icalltftl'lS .. .. . .. . ........ &3 Mora"" ...... ,., .... , ..... ,., ••... . • 115
Rrin& intO iI Mtift.. . . . . .. . ..........62 Milgk - Roll'" Of Common ." ..... , ••• ,83 Quick NPCt; , ... ,. ,. , ...... , ..•.•... ,. 115
Taking Cover ApiM/. MisaUt- A~ .......62 R~ardlina Magical Ilnnl ..... , .......&4
Grenador-likoe MiNil", ....•••.........•62 The Nalure of Mqical Filbricatlon ...•..&4 CMpter II I VbtoII ANI uabt ......... , III
Scatter ~ ••.......•••........•. 63 Scrolkand POliant ,.,. ,., ...... , ... , ..•85 Effecu of Ught SOUras ... , ..........•.• 118
~n,g Seen .. , , ... , ........ ,. , ....... 11'
Types of Cr'fIVdf'-Uk, Mi_ ''" ...••• • .. 63 Scrolls ..... , ... "'. , ... ,. , .• , •.... ,.as
Bouklcors u MiNIIt Wi!ilponl . , ......... 63 Potiorl$ ., .......... , ... , ..... , ..... 87 Cte.illurn and Uaht SOUrus....... , ... 11'
Sp«lill A!lUQ.. . ........•............ 63 Creali", OtMr Ma,icirollt~i , ........ , ..• 7 \.lihl Tricb and Tr.rop$ .................. 11'
Au;acking With Ch..rmed Cnoalurn ... ,.63 R.echilf'lil'll MiI3ical It~I ........ , .... ,. 88 Infra Yb.ion ........................... 1 UI
c..u Attack. .. ... . ...••...........64 ~troying M~ical !tmtt ... , ...... , ... ,.89
Standard Infr:ilvision ................. 119
Innal, Abilil'" ..•...........•........64 Artifact. and R~lics (Optional Ruld , ..... ,89 Infravlsion (Optional Rule) ... , ...... ,119
Bn!'lh W,apont ..........•........... 64 Deslgni", an Artifact Dr Relic ...... ,.,.90 Otht'r Fonnl of Sight. .................. 119
Spt<:i;,1 Dt.frn~ ........................64 S.ilmp'~ Artifacts and R~lio .. ,., .......9\
DilrKne5li .......... , ... , .. , ........... 119
11w Saving Throw , ........•..•......... 64 Inv ilibilily .... "., ........ " .......... 110
Roiling ~Yir\8 Throws ...•............ 65 Ch4Ipfs I II lncounlttrf ••••• .. ••••• • • . 94 Odecling I nY i5ibl~ C"'iltura ,.,., ..... UO
Savina Throw Priorit y ................65 Whort is an Encountul .,., ... , ..• " ..... ~
Plann«! Encounten ........•..• " , ....•.95 a..pt:er 141 "'-II ANI Movc:.cnt • . ••• • 111
VoIunt;ully FaUina SavillJ Throw • ...... 65 Odailed TImflc.ft'pina ..... .. ......... III
K~ .................... , ... " ..... 95
Abllily Checkloil. Snin,g Throw•....... 66 Prep;lri", a ulcn<br ............... ,In
ModlfyillJ $.J,ving Throws ............. btI Trit,st" .....•.. , ...... , .... , .......9S
Tlm~ 1.1 a CillM-&lan«r ...•..... ,. ,.112
Mapc Rn.istol~ ....................... 66 Combining Keys and TriA~TlI ., ...... ,.96
Mo~t .,., .... ,."., ... , .......... I.n
EffKll 01 Ma.gIc Rulatoln« ............. 66 Random E.ncounl~B ...•.. , ...... ,., ... ,96
Should You Uw Random Encountml .•. 96 Mounted Ov~rbnd MOYfiJWllt ., ...•.. lll
When MIIgIc Rftbtance Applin ........ 66 C:il r~ of Animah ....... , ...... ,.,., .. 1:13
Ch.J.rac:t~riJtio of
SIKCft6IuJ M~ic R"istance Rolls ....... 67 Vrhicles ..... ,., .... , •......... ,.,. , 114
Turning U~ad ....•••.... ' ............61 ItIndom Encounler Tabks " ....... , ..•96-
~atifl8 Encounl~r T.bIH ..•.....•.•... ,97
Tt'rTaiJ\ Effect, on M~t
Evil Pmstul'd Undead . ... . .........68 (Optional Rul~) ............. . ..... 11.4
Immunity 10 WeilPOrl$. .. ......• . •..... 68 The 2· 20 Tilbw . ,. ,. , ..... ,. ,. , ..•.... 91
TM Prr«ntilt: Tab"" ..................91 Oar~ ilnd k~ .. , ..•........... ,. ,114
EJf«u of ~apon Hil • . " ............68 Tff'l'ilin Modifinll in
Silvel"' \o'okilpoN ...... .. . ........ .68 DwIgton Encounter ToiIb~ ............. 98
Ov~rt.a.nd MOY'ftnal1 ...•... , .•....... 114
C"'oIlul"f Y'5. Cl"foillu", .................69 WiIckmess Encountet Tables ....... , ...99
Specu.1 Encoun~ Tables ..•. ,., ...... 100 Roack and Trail. .................... U5
IJsinB 1tntnW\t Mon."" in iI Umpiiip ... 69 SplClnA Up Encountel"' T.bles .......... 100 T~lTain Ob.tiKIn .nd Hindtal'«S .,.,., .. US
Mo~~ ...........................69 Movement on Watel"' ..... , ....•. ,., ... , llS
The Rok-Ploilying Solut ion .......... .69 OMi", EncounteR ..•.... , .......... ,. ,101
Oc~an VOy4lgina ... , ............••... 126
Dicirll for Moril]~ . .. .... .. .......... n F.ncounlet Checka ................ , •. 101
II This EncoutIler ~ry1 .. .. , ... ,. 101 We..thff and Ship Tr.lIvfi " ... ,., ..... U6
How 10 Milk~ a Mor.ll~ Check .......... n Al'rial MOYemenl ....... . .............. 127
Faillna a Moroill~ Ch«:k ................ 71 Encounter Sizr . , ......... ,. , ........ 101
Surprite .. ,. .. .•. . ........•.......... 102 ~ting J..o.t ... , .. ....•..... ,." ...... 111
Injury ilnd Orillh ....................... 72
Encount~r Oi5lafOQ: •. , ... ,. " ..•. ,. ,. ,. 102 ~ ISl A DM" Mhc.elt.ay •••••••• IJ9
Wo undt ............................. 72
Sp«ial Dilmag~ ........................ 72 Encounter Reildions ... , • , .. ' .......••. 102 Utt~nlna ................•...... , ..... 129
Falli"l . ...............•........•.... 72 FilII", Thinp in Play, ........... , ...... IOJ 000................... , .............. ,129
Paralysi•............................ 72 Tht Encounlel"' i. Too Oiffl('\llt .... , •.. ,1OJ Conceilled and Seafl 000... .. , ....... 130
Encrsy Drain ........................ n Thr Encountrr Gave AWilY Lycanll'lfop)l , ..•..... . ... , .•........•. 131
Poison .............................. 73 Too Much Treillure .................. 103 Othel"' Magical ~iI_ .... ,. , ....... , 131
Sp«ifk Injuries (Optional Rule) .......... 74 Th~ Encounler Wu Too Easy ., ........ 103 Th~ Planet! .... , ..................... ,131
b Thil lnjury NecUNoryl .............. 74 CJil,apler 11. Nrc. •••• , . . . . . . . .. , ..• 10- The Prim~ MIIt~ri.a1 PlilMS .. ,. , ...•... Ill
H~ali.ng ....... ' ....................... 7. Hirdifl8ll .. , ....... . .... , .•. , . .. '., ... 104 Ttw EtMl"foill Planes ........ . ......... 132
Nalunl H~all", ................•..... 74 Medi"al OccupillioN ,., .•... ,., ...• 104 Ttw In~ Planes , ...... , ......... , •. 132
MilgkoIl Healin, ...................... 7. The AssuI:in. tM Spy, ilnd tM Sq~ ., ... ,106 Ttw Astral Plan~ .... , ... ,., ..•• , .... 131
HerbailMn 6: Hraling pronc~ ..... 7. AssiIMil\ll •.• ,., •.• ,., •.••• , ••••.•.•. 106 Ttw Outel"' Plant'$ . ,. , ....•. , ......... 112
Chotractel"' Death ............ ' ... ,. ,. , ... 7. Spies .. , ...... , .......... , ........ 106 ~l l n~~.~ , .. .... . , . I))
Death from Poilon ... , .... , ..•..... , .74 Sag" .... ,., .... ,. , ..... ,. , .... , .. 106 CoiM ... ,. , ........ , .•.......... , •. 134
""ath from Mafe;lve Dama8'f .... , ••.... 75 SokIierI , ..• ,.,., ••... , ........ ,., .... 108 Grm$ ••• , .••••••.•••••••. , ••••..•. , 134
Inncolpolbl~ INoIth .,., ....•......... , .75 OtKription 01 Troop Typa ., •.... ,., .108 ()bjecIt; of M ...................... 134
ItIbinl tM o.r..d ................... ,.7:5 Employi", Hirelinp . . .. .. .,., ........ 109
HovlUing on Death'. Door Who Midlt Ik Offended ....... , ...... 109 Appatdb. 11 Mqlc&l Me. t.bIcs • . ••• . • 1 U
(Optional Ruld ........... ........ .7S CkpopuJal~ at Your Own RJtI,; ••.••• , •• 109 M~JIt_ ... . ....... , ..... , ..... W
UnUSWII Combolt Siluatioru ., .•.. ,., .. , .. 7S S«urinA Pmn~ion .. " ............. 109 Annor and Shielck •. , ....•.•...•. ,. ,. 139
Sie3~ D.iI~ ...... , ...... , ......... 70 Finding lhe R,jght Peopl~ .. " •... , ... , .110 M.1&lcal Wnpon. ...• , .....• , ......•. 140
Mou.ntN Combat ., ...... ,......... .10 The WM.iy W~ ................... lIe o\ppenIIIb ) 1 MqJcAI __ ~ •• • 141
Aerial Combal {TOUl'nllrMnl Rule) . ,.. :77 Henchmnl ..... , ........ , ..... , ....... 111
Aerial Comlnt (Optiona l Rul~) ......... 78 Potionl ....•• ,., ....•.•... , .......... 14.1
An Nrc BecOfllft a Hmchman ........ 111 Identifying Pmiom .................. 141
Untkrwa tu Comlnl . ., ...... , ...... 79 Ttw Playel"' Tnft Ov~r ............... 111 Combining POliOns .................. 1.1
aw.pw lo.-"-""~Ir_ . .. .10 Role-PJayins H~ ......... , .... 111 Potion Duratiorl .. , .••....... , .... , .. 141
Who Need5 MOMyl .. , .....•.. , .....••. 110 Hmclunan Bookkeqllr\l .............. 11 1 lilt 01 POtioN ., .................... 141
Fonnt of Treoil$urf , .•.. , .. , .... , ........80 OffiCi.b iI.nd Sodal Rank ........•. ,. , .• 112 SCrolll ............................... 1~
PloIc~nt of Tl"fuUI"f .. , ..............80 Till". Offi,,", and PO$itiON .......... 1 12 Spt'1J l..evd of Scroll Spt'lb .. , ..... " .. 1~
Spellcut~ . . ............... , .....•... 113
Who'. Got 1M Treal ul"f., ..•...... , ... 81 M:illic.al Spell hilul"f ................ .1~
Planntd and R.iIndom Encounltr TlWtUrai .82 Finding a Spt'llcaslu ....... , ......... 113 U~ of Scroll Spt'lu ........... , ...... 145
Convincing iln Nrc to H~lp .......... 113 Call In" Scroll efect, ...... " .........1'-5
5
Table of Contents
Prottction Scroll EffKts ............. .us Tablr 31 : CREAllJRE EXPERJENCE Table 80, AERIAL MOVEMENT
Who Can UK Scroll Spr,1l11 .........•. 145 PO INTS VALUES . .................... 1 MODIFIERS . . ........••............ 121
SJlI!IJ !.hel R..ngt ..........•......... 145 Tablr 32: HIT D ICE VALUE MODIAERS .... 47 Tabl~ al : CHANCE OF GFITING
Cursed Sc:toU•.............. _....... 146 HOPELESSLY LOST ................. 12.8
Tablr 33: COMMON INDIVIDUAL
Maps .............................. 146
AWARDS .•...•..•..........•.......48 Tilble a2; LOST MODIFIERS ..... . .......128
lUI 01 Proteclion Scrolls ..............146
Rinp ................................ 147 Tablr 34: INDIVIDUAL ClASS AWARDS ... 48 Tablr 83: CHANCE 10 HEAR NOISE
Us! 01 ~ ........................ 147 Tablr 3.5: COMBAT MODIFIERS ... ........52 BY RACE ..... .... ...... . ....... . .. 129
Rod. ..........................•...... 151 Table 36: WEAPON TYPE VS. ARMOR Tablt 84, TREASURE TYPES . " .......... 133
Command Wonh (Opt iollill Rule) ... , .151 MODIFIERS ..............•.......... 53 Tablr 85: GEM TAB LE ................... 134
I..bt 01 Rods ......................... 151 Table 31: THACO ADVANCEMENT ........ 5J Table86: GEM VARIATIONS ......•.•...• 134
Stavet ............................... 153
Command Wonk (Optional Ruld ...•. 1.s4 Table 38: CALCULATED THACO ......•... 5J Table 87: OBJECTS OF ART ............. 134
litl of Sl.IIvt'I ....................... 154 Table 39: CREATURE THACO ............. 5J Table 88: MAG ICAL ITEMS •.••......•••. 115
W.ndt ............. ' ................. 156 Table 40: STANDARD MODIFIERS Tab~ 89: POTIONS AND OILS .......•.. 115
CommJInd Words {Optional. Rule) .•••. 156 10 INITIATIVE ............ . .........55 Table 90: SCROUS ..................... 115
~ 01 Wand, ..................•.... 156 Tablr .1 : OPTIONAL MODIFIERS Table 91: RINGS ........................Il6
MlIa:llaMOus Magk ................... 1.58 10 INmATIVE ...........•.......... 5.5
Cltq:Orin of Magic.. t Items ... . •...... 158 Tab le 92: RODS ........................ 136
Table 102: ARMOR MODIFIERS
Armor ~ ShiddJ... ' . . ............. .. 181 Table 93: STAVES ...................... . 136
FOR WRESTUNG ....................59
~as)caIVVeapon$ ......................182 Tablr94: WANDS ...................... 136
Ught GeneTiition .....••............. 182 Tablr 43: PUNOilNG AND
WRESTLING RESULTS ... . ............59 Tablt 95: MISC. MAGIC (BOOKS,
Unknown or UnLI$Ual Qualitin ........ 182 lIBRAMS. MANUALS, lOMES) ...... 1l1
M.gkill Wc!ilpon U5t ................. 183 Table 44: COVER AND CONCEALMENT
Intel1i3tnt Wupons .................... 181 MODIFIERS .....•......... ' .........62 Table 96: MISC. MAGIC UEWaS,
Intrllia;ent Wupon Alianmtnt .........181 Table 45: GRENADE-UKE MJSSILE EFFECI'S .63
JEWELRY. PHYlACTERIES) .•••.. . ..• 1.31
Weilpofl AblUtits .................... 181 Tablr 91: MISC. MAGIC
Table 46: OiAR.ACTER SAVING THROWS .. 65
Weapon Eso ........................ 188 (CLOAKS AND ROBES) ............. 131
Weapon. Venu.J CharaC"ten ........... 188 Table 41: TURNING UNDEAD ............61
Table 98: MISC. MAG IC
Table 48: HIT DICE VS. IMMUNITY ...... .t:H (BOOTS, BRACERS. GLOVES) ....... 138
~CII ••• . ••••.••.••••••. . •.•• . •• 119
Tablr 49: MORALE RATINGS ... . ......... 1O Tablt 99: MISC. MAGIC
T.b'- Table.50: SITUATIONAL MODIFIERS .... . . 70 (GIRDLES. HATS. HELMS) .....•..... 138
TableSl : POISONSTRENGTH ..•......... 1l Tilble 100: M ISC. MAGIC
Table 1: METHOD I CHARACTERS ........9 (BAGS. BOTrW, POUCHES,
Table 52, STRUC1lJRAL SAVING TIiROWS ..16
Ta~ 2: METHOD 1\ C HARACTERS ....... .9 CONTAINERS) ..................... 138
Table~: MOUNTED M ISSILE ARE ........ 16
Table 3: METHOD 11\ CHARACTERS ....... 9 Table 101 : MISC. MAGIC (CANDLES,
Tabl~.54 : 2--20 ENCOUNTER TABLE ........98
Tablr.: METHOD IV CHARACTERS ...... 10 OUSTS, OINTMENTS. INCENSE,
Table 5..5: DUNGEON LEVEL ..............99 S1ONES) ............... . .......... lola
Tilble S: METHOD V CHARACTERS •...... 10
Table 56, FREQUENCY 6:: CHANCE OF Tablr 102: MISC. MAG IC
Table 6: METHOD VI CHARACTERS ...... 10 WILDERNESS ENCOUNTERS ........ 101
Tilble 1: RAOAL ClASS AND (HOUSEHOLD ITEMS AND TOOLS) •. 138
Table .51: SURPRISE MODIFIERS ......... 102 Tablr 103: MISC. MAGIC
LEVEL UMITS •.....•............ " ..15
Tablt 58: ENCOUNTER DISTANCE ...•... 102 (MUS ICAL INSTRUMENTS) ..•... . . . 139
Table 8: PRJME REQU ISITE BONUSES •.... 1.5
Table.59: ENCOUNT£R REACTIONS ..... 103 Table 104: MISC. MAGIC
Table 9: MAXIMUM LEVELS FOR
VARIANT RACES .................... 16 Tilhlr 60: NPC PROFESSiONS ...•........ 105 (TliE WF.IRD STUFf) ................139
Tab l~61 : FIELDS OF STUOY ............. 101 Table lOS: ARMOR TYPE •.....• , ........ 139
Table 10: o-LEVEL HIT POINTS BY TITLE .. 11
Table 11 : RACE.......................... 22 Tablr 62: SAGE MOOIAERS ............ . 101 Table 106, ARMOR OASS ADJUSlMENT ..139
Tilble 12: COMBAT VALUE USED ......... 22 Tablt 63: RESEARCH TIMES .... ' ........ 108 Table 101: SPEQAL ARMORS ........... 139
Table 13: SAVING THROW TABLE USED ... 12 Table 64 : MIlITARY OCCUPATIONS ..... 108 Tilble 108; WEAPON TYPE ........••.... 140
Tablr 14: HIT D ICE PER LEVEL ...........22 Tablr 6.5: COMMON WAGES . . ........ . . 110 Table 109: ATrACJ( ROLL ADJUSTMENT.. .ItO
Table 1.5: ARMOR ALLOWED ............. 22 Tablr 66: EUROPEAN TITLES ... ' ...•.... l ll Tablr no: SPECIAL WEAPONS ...••..... ltO
Table 16: WEAPONS ALlOWED .......... 23 Table 67: ORIENTAL TTTLES .•......•.... 111 Table 111 : POTION COMPATI8IUTY ...•• 141
Table 11, HIT PO INTS PER LEVEL Table 68: RELIG IOUS TITLES ............ 112- Table 112: SPELLFAIWRE ..••..•........ 14.5
BE'IOND 9TIi .......................1-) Tabl~ 69: NPC SPEll COSTS ..•......... 113 Tablr 113, WEAPON INrEWGENCE
Table 18: OPTIONAL AB IUTIES .......... 23 Tablt 10: GENERAL TRAITS ............. 114 AND CAPABlunES ................186
Table 19: THIEF AVERAGE ABIUT'( TABLE ..1-) Table n : PERMANENT MORALE Table 114 : WEAPON ALIGNMENT ....... 181
Tilblr 20: RESTRICTIONS ........... . ....1-) MODIFIERS ........................ 11.5 Tabk 11.5: WEAPON PRIMARY ABIUTIES .. 181
Table 21 : BASE EXPERJENCE POINTS ..... 23 Tablr n : OPTIONAL DEGREES OF Table 116: WEAPON EXTRAORDlNARY
DARKNESS ... _.............. . ..... 119 P()\o\IERS .•.•••••••.••••.•••••.••••181
Table 22, PlAYER CHARACTER
UVING EXP£NSES ...................34 Table 7J: TERRAIN EfFECTS ON Table 117: SPECIAL PURPOSE WEAPONS .. 187
MOVEMENT ......... . ............. 124 Tablr 118: LANGUAGES SPOKEN BY
Tilble 1-): EQU IPMENT BY TIME PERIOD ..3.5
Tab~ 14: TERRAIN COSTS FOR WEAPON .•..•.•........ . .......... 188
Tilblr 24: LOCK QUALITY .........•.....•36
OVERlAND MOVEMENT .......... .US Tablt 119, WEAPON EGO ............... 188
Table 2.5: HORSE QUAUTY ...............36 Table 7S : TERRA IN MODIAERS .......... 125
Table 26: HORSE TRAITS ................ 36
Tab lr 16: BOAT MOVEMENT .....•...... 126
Tablr 21: UNUSUAL MlrrAL ARMORS ..... 38 Table '11: SHIP TYPES .. . ....... . .... ' " .126
Tilble 28: HrT POlNTS OF ITEMS ......... 38 Tablr 78: SAJUNG MOVEMENT
Table 29: ITEM SAVING THRO'r"IS .. ' . .... 39 MOO IAERS .. . ..................... 126
Table 30: SPELL BOOK CAPAOTIES ...... 43 Tablr79: WEATHER CONDIT IONS ...... U7
6
Introduction
You are one of a very special group of ~ fit his own style and the style of his players.
pie: AD&D- game Dungeon Maslers. Your You won't find pat answers to all your The Fine Art of
job is not easy. It requires wit , imagination, questions in this book . Certainly you will Being a DM"
and the ability to think and act t!Xlempora- find a lot of information, but it doesn't in-
neously. A really good Dungron Master is clude solutions to all you r pme problems. Being a good Dun-
t'S5enliai to a good game. Somelimes, a single answer just isn't appro- geon Maste.1' involves a lot more than know-
The DUNGEON MASTER" Guide is re- priate. in those cases, what you will find in- ing the rules. It calls for quick wit, Iheatrical
served for Dungeon Masters. Discourage stead is a discussion of the probl!!m and nair, and a good sense: of dramatic timing,
players from reading this book and ttrlain- numerous triggers intended to guide you among other things. Most of us can claim
Iy don', lei players consull il during the th rough a t.houghtful analysis of the situa- these attributes to some degrte, but there's
game. for two reasons. tion as it perlains to your campaign , always room for improvement.
First. as long 3S players don't know exact- The rules to the AD&O 2nd Edition game Fortunately, skills like. thue can be
ly what's in the DUNGEON MASTER'" are balal'lCed and easy to use, No role- learned and improved with practice. There
Guidfl, they'll always wonder Whillt you playing game we know of has ever been are hundreds of rrick~, shortcutI', and sim-
know that they don', knolY . It doesn't mat- play tested more heavily than rhis one. But ple principles that an make you a better,
ter whether you have s«rel information; thai doesn't mean it'5 perfect , What we con- more dramatic , and more creative ,",me
even if you don'" as long as Ihe p layers 5ider to be righl may be unba lanced or master.
think you do. their sense of mystery and anachronistic in your campaign , The only But you won't find them in the
uncertainty is maintained. thing Ihat can make the AO&:D game DUNGEON MASTER'" Guide, This is a
Second, this book does contain HSential Mright ~ for all players is the intelligent appli- re(erence book for running the AD&:O
fults thai are not discussed in the Player's cation of OM discretion . game. We tried to minimize malerial that
Handbook . Some of these the players will A perfect example of this is the limit doesn't pertain to tht.- immediate conduct of
leam quickly during play; spedal combat placed on experience levels for dem i- the s~me. , If you are interested in reading
situations, the costs of hiring NPCs, etc, humans. A 101 of people complained that more about this aspect of refereeing, we re-
Others, how~er, covt!r more esoteric or these limits were too low. We agreed, and fer you to DRAGON- magazine, published
mysterious situations; the naturt! of arti- we raised the limits. The new limit$; were monthly by TSR, Inc. DRAGON maga:zine
facts and other magical items, for t!xampie. lested, examined, and adjusted until we de- is devoted to role-playing in general and the
This information is in tht! DUNGEON cided tht.-y were right. But you may be one AD&:D game in particular. For over 10
MASTER" Guidlt so tht! OM can conlrol of Ihe few people who prefer the older, years, ORAGON magazine has published
the players' (and hence the characters') ac- lower limits , Or you may thi nk there arlicles on evt."ry facet Qf role-playing. It is
cess to It . In a fantasy world , as In this should be no limits at all. In the chapter on invaluable fo r OMs and players alike.
world, information is power, What the character classes, you'll find a d iscussion of If you have ne.ver played a role-playing
characters don't know can hurt them (or this topic that considers the pros and cons game before but are eager to learn, our ad-
It'A'd them on a merry chase to nowhere), of level limits. We don't ask you to blindly vice. from the Player s Hundbook Is still the
While the players a ren't your enemies, they a«ept every limit we've established. But we besl ; Find a group of people who already
aren't your allies, either, and you aren't ob.- do ask that, before you make any changes, play Ihe game and jOin tht.-m for a few ses-
ligated to give anything away for nothing. you read this chapler and carefully consider sions. if that is impractical for sOme. reason,
If characters go hunting wererals wilhoul what you are aboulto do. If, after weighing the best alternative is to get a copy of the
doing any research brlorehand , feel free to the evidence, you decide that a change is DUNGEONS &: ORACON~ Basic Game.
throw lots of curves their way. Reward justified in your game, by all means make The DUNGEONS &: DRAGONS game is a
those charaders who take the time to do the change. less detailed ro le*playing game, The Dkoe
some dwddng beforehand. In short , follow the ru les as they are writ- Basic set includes an introductory role-
Besides rules, you'll find that a large po~ ten if dOing 50 improves your game. But by playing adventure that you can play by
lion of this book Is devoled 10 d i5Cussions tht.- same token, break lhe rules only if do- yourseJf. This will show you what goes on
of the thinking and Iheprinciples behind the ing 50 improves your game. during the game and give you step-by-step
rules. Along with this art' examinatiOI\$ of Inslructions on how to set up and run a
the pros and cons of chang:ing the rules to fit game with your friends.
your campaign . The purpose of this book, A Word About
after all, is to better prepare you fo r your
role as game moderator and referte. The
Organization
better you understand the game, the better
equipped you'll be to handle unforeseen de- Everything in Ihis
velopments and unusual circumstances. book is based on the assump tion that you
One of lhe principles guiding this project own and are familiar with the Plal/Ilt's
from the very beginning, and which is ex- Handbook . To make your job ~a s ier,
pressed throughout this book, is this; The the Plal/er's Htmdbook and DUNCEON
OM Itas primary respop\s ibilily for the s uc- MASTER- Guide have parallel organiu-
cus o f hi, carP/puigPi atld ,,, muM take aPi lion. Chapters a~pear in the samt." order in
uc/iultllulld it! guidirtg il . Th~t is an impor~ both books, That means thai if you know
tanl concept . If you ar!! skimming through where to find something in the Player's
this inlroductlon, slow down and r!!ad it Handbook, you also know where to find it
again , It's crucial that you understand what in the DUNGEON MASTER- Guide,
you are getting into . AlsO, the index in this book covers both
The OM's ~active hand~ extends even to rhe DMG and the PfuYl!r's Ha"dbook, You
the rules. Many decisions about your cam- can find all the references to any spt.'Cifk
paign can be made by only one person : topic by checking this index ,
you . Each OM must tailor his campaign to
1
EKh playtt is responsible lor creating his Handbook). Five sample charactel"l (:n;llted ideal char;llcteN they imagint'.
player character. As the DM , howenr, with e..ch mf'thod illustrate typlall out- Exceptional player characters are s till
your dtriIloru have a huge impact on the COmH tM: diH~rt:nt methods are, likely to rare, and unus ual character cta.s.ses are . till
process. Furthermore, you have linal produce. u!\COmmon, but ff'W cha r;llcters will have
approval over any player chanaer that is below-ilvf'ragt> 1oC0«'l.
c~ated . This chapttt out linn what you
Method I ( 3d6. In order):
should considu about character cre,ation M ethod II Oludv""tage.s
and gives guidelines on how to deal with This is tM fastnt Creallng the charactf'r takes slight.ly lon8-
some of the common problerm that arise and most straightforward method. Thf'rf' er because there a re more: dice to roll.
during the character creation . are, no d«i.sions to milke while rolli ns the Despite the improved choices, a character
dice, and dice rolling is kf'ptlo a minimum . may still not bt! eligible for the race or daM
Ability score range from 3 to 18, but the lhe player wants.
GIvIng Players majority fall in a range from 9to 12.
What They Want Typically, a character will h ......e four Tablr 1: METHOD n aMMCTERS
seo," in tM average range, one below·
Players in most
average score, and one above-average 11 Il
AD.. oe games play the 5iIme charilcter
score,. A ff'w lucky players will get 5C'veral Slmlgth 12 11 "• "• " 15
over milny game sessions. Most plilyers
develop strons tin to their chuilcters and
high Kores and a few unlucky ones will get
just the opposite.
Ikxtenty
Constitution
10
11
IS
11 ,.
12 13
14
14
14
get a huge thrill from watching them
ildvance. grow, and become more success-
Very high $Core are ran. so character
cla.5Sf'S that require high score (pal.1din ,
Inteiligmce
Wisdom ,.
13 11
13
12
13
13
11
14
13
ful and powenul. A lot of your game', suc-
cess d~nd5 on how much your players
care about their characters. For these re,iI-
range r, illusionist. druid, bard) are corte--
spondingly rare. This milkes cha racters who
Charisma 10 11 I.
• 12
•• •
Despite some simi- Intf'lligmce 13 8 14 12 most pluses on dice rolls.
larities, the methods art: different frorn one Wisdom 12 10 11 13 The example below shows fightf'rs ~
anothf'r. Some producf' more powf'riul Charisma 7 12 14 7 ated Ulil\8 thi$ method.
chanctf'rs than otMrs (iI!though none pro-
duct'S extrtmely powf'"ul charactetl). For SU88e5ted Table J: METHOD m CHARACTERS
Ihis re,CdOn, every player in your game Class M. a Ar/ Ma Th Ft,
should st"rt out using the Jafl\f' method. 11 12 13 14 IS
If, at some lal~ point in your cOllmp<lign, Strengt h 1S 13 14 IS 14
Method II (3d6 twice,
you want to change mf'thods, lim ply
keep desired score):
Do:tenty n 12 9 10 12
announa this 10 your players. Try to avoid Constitution IS 13 13 12 14
making thf' announC'l!m<!'nt lust at a plillyer This m<!'thod giVH Intelllgence 788
starts rolling up a npw charactf'r, Icst thf'
o th~ players accu.se you of favoritism . You
playe:rs bf'1I~r SCOtH without introducing
serious ability Innalion. It a lso gives tMln
Wltdom
Charisma
•
1
7 7
12 1
• •
•
7
11
11
know you a r1!n', plilying favorites, but it more control over tiw.ir charactet'l. Thf'
dOf'Sn't hurt to avoid the appeilrance. ilVf'riIge ability is still in the 9 to 12 range,
The advantagf's and disadvilnlages of and players can manipulate their mults to
each dice-roiling method are dCKribf'd bring Ihf' characters they cre,ate doser to the
below (also see page 13 01 the PI.-yer's
9
Method IV (ld6 twice, Method V Di.. dyanla,U Method VI Dlsadv.anla8t'1
Uke other mc!thods lhat allow dellber~te This method works besl for experienc«l
AfTAnled to tASte)1 players. Players who are not familiar with
arrangement of ability scores, this one takes
This method h~lI ~Il some time. It also creates iii tendency toward lhe different character classes and raeu
the benefits of methodll II and III . Few. if "5upe r~ characters without getting out of have a hard time milking the necns.ary (and
any, ch~racterll are likely to have poor hand . This can be a problem if your cam- difficult ) decisions.
scores. Most scores are ~bove average . The pa.ign isn't geared toward I.hat ..ort of thing:. Table 6 , hOWl fightel1i constructed using
individu~1 Kore ranges are still not exces- Unless you have a considerable amount this method .
5ively high , 50 truly eX~l i onaJ characte~ of experience as a OM , however, beware of
a~ .tlll very rare . However. the majority of
characte~ are 'ignifkantly above the norm .
extremely powerful characters . They are
much more diHicult to challenge and con-
11'01 than characters of moderale power. On
Table 6: METHOD VI CHARACTERS
11 12 IJ .. "
Method IV Disadvantages
Thi. method lends to be quite slow. Play-
ers spend a lot of time comparing different
num ber combinations with the requir~
the plus side, their chance of survivill at
lower levels is beuer Iha n ~ord inary~ char-
acten. (See ~Super Ch~ racte~,~ below. for
more on Ihis subject .)
Sirmath
Ot-xte:rit
Conllitut ion
Intelligence
18/ 15
U
12
11
••
15 1
1 11
12
10
,.
18/ 71
13
11
11
,.
12
11
menls of different raeu and cla55H. New
players can easily be overwhelmed by the
One last point about melhod V: High
ability $Cores are less exciling under this
i<tom
• •• 10
•• 10
large num~r of choicn during this proau. method, since they are much more com-
Again, the examples below an~ amanged mon, as the: Fighter cha racte~ below indi-
for fighters . cate:
Super Characters
O ne of the great
Table 4: METHOD IV CHARACTERS Table 5: METHOD V CHARACTERS temptations fo r playft"S is 10 cnate super
characters. While Ihil is not true of every
Sirength ,. ,."
11 13
,." ,." Sinnstl\
11 12
17 15
13
18/ 3-'
I.
16 "
1
player, all lhe time, tM dnire fo r power
above everything else aEnicts most playe~
~
Conllilution
13 10 '" 15
15
3
Constitulion 14 • ,.,.
I. 17
at one time or another.
Intel ligence
13
13
U
9
15
13 U
15
13 Intelligence "
13 11 10 8
Many players see their characters as nOlh-
ing more than a collection of numbers that
~-=.
13
0 • 1 13 11 WlWIOm 13
9
10
lJ
• •
1
2
affects game systems. They don't thi nk of
their cha racters as personalities 10 be devel-
oped , Players like this wanl to Hwin Ihe H
Method V (4d6, drop lowest, Method VI (points plus dice): game, somehow . These playel1i are millsing
.....Anse AS deslred)l out on a 101 of fun .
This gives players IC pliil~f'S ilre creating new characters (or
Before choosing to more control over their characters than any you r campaign. you probotbly won', have to
use this method. think about how adventur- of the other methods. A points system deal with such super characten. Players can
en fil into the population a$ a whok. There makes it quite likely that a player can gellhe sia n with ability scores greater than 1.8 only
are two tchoolll 01 thought on this is.sue. character he wants-or at leasllhe class and if the race granls a bonus, but this is
One school of thought holds thai adven- race. However, in doing 50, the pla ye:.r must extremely rare, Later in the campaign, mag-
ture.rs are no dlffermt from everyone else make some serious compromises. ic may raise: ability Korn highe.r,
(except fo r being a little more fool hardy, It is unlikely that his dice are 80ing to be 1ne greatest difficulty occurs when a play-
headstrong. or restless). The man or woman good enough to make every Kore as high as er asks to bring: In a character from another
down Ihe street could be an adventurer-all he would like. In aillJkelihood, onl y one or campaign where characters are more power-
thai', requlrN i,the desire to go out and be two ability scort'S will be excepl.ional, and ful. UnlesJ you are preparN 10 handle them,
oot , 'Themore, ~venturtn should get no miserable dice rolling could lower Ihis even super rnanlcten can seriously disrupt a cam-
spedal bonuSd on their ability rolls. further. The player mu.t carefully weigh the paign: Players with avenge characten grad-
The other school holds that adventurers pros and cons of his choices when creating ually become borN and irritated as 1M
are spedal people. a cut above Ihe common the character. powmul characters dominate lhe game:
crowd . If they wuen't exceptional, they players with powerful characters feel held
would be labore.rs and businessmen like bKk by their weaker compilnions, None or
everyone else. Player characters are heron, thil contributes to harmony and cooperaHon
so they should get bonuses on Iheir ability among the: characters or the players,
rolls to lift them above the rabble, Cooperalion is a key dement of role-
If you choose method V for creating play- playing . In any group of player cha racters,
er characters. then you agree with Ihis sec- everyone has strengths to contribute and
ond view and believe thai adventurers weaknetHS 10 overcome. This i. Ihe basis
should be beller than everyone else. for the adventuring party-even a small
This mt'thod creates above-average char- group with sufficienlly dive~ talents can
acters. They won't be perfect , bUI the odds accomplish deeds far g.teilter than itl size
are that even their worst ability scores will would indicate.
be average or bt'tler. More scores push Into Now . throw in a character who ls an
the ex~ti onal range (15 and grl!'ater), It Is army by himself. He dOHn'1 need Ihe other
easy for a player to create a character of any cha.racl e~, except perhaps as cannon fodder
clasa and race. or beare~ . He doesn't need allies. His pres-
ence alone deslroys one of the mOlt funda-
mental aspecl. of Ihe game-cooperallon .
10
~hopelessM character, he may just be upset
ldentlfyln& Too-Powerful Ch.uuten De"'.n& with DluAtlsfied PI..yen
bK.ause the chvacter is not exact ly wh.. t he
There an! no abso- wanted. Some plilY~rs write. off any char.ac· All of the above
lute rules to ddine a too--powmul charac· ter who hils only one abovf:-ilvera.ge ilbility notwith5landi"8, you don't want to force iI
ter, since the definition will vary from sc:o~ . Some complain if a new charactu player 10 a~t a character he ~ally doesn'l
am~igJ'110 ampaign. Characters who an! does not qualify for a favorite dill. or fila. like. All you will do i.lose a plil~r , U s0me-
avnage in your gJlrt'\e may be weakUn&, in Others complilin if even one ability score is one ~illly is di5!lil.tillfied, either make some
your friend', cilmp.tlgn . His chilracters, In below ilv~rage . Some plilyen become stuck adjustments to lhe chilracter or let him roll
tum, coukl be frilil compared to some other in super-cila.r.ader mode. Some want a cha.... upaMWOM.
groups . Some expHie.ntt is required to ilcter with no penalties, Some always want When adju5ting ability SC:Otft , follow
strike the right balana of power, but c~ .... to playa pa.rticular character class and feel lhese guidelines:
ilcters cruted usi.ng the silme method cheilted if their seOret won't illlaw it. • Don't ildjust an ability Kore ilbove lhe
shouJd, at leilst, be comparable, Some players cite numericill formuLu as minimum requi~ to qualify for a par-
When someone brings iI chuilcter from iI proof of a charKter's hopelessneu (" A char· lieulilr dillS or raa. You are being kind
different cilmpaign ilnd Wilnllto use him in acter needs at I~ilst 7S ability points 10 sur- enough already without giving away
your game, compare the proposed charuler vive" o r "A charilcter without two scores of 10 percent experiena bonusa.
to those already in the game, You don't want 15 or more is a waste of time. In reality,
M
) . • Don't adjust an ability score above 15.
him to be 100 slrong or 100 weak . Certainly there is no ,uch hard ilnd filst fonnula , Only two duoses have ability mini-
you should be wary of a chanlcter whose Thtre are, in fact, few reillly hopel!SS char- mums higher than 15: paladin and illu-
ilbility Kores an! a ll 1811 actel'J at illi . sionist . Only very speclill chara<:ters
can become paladins and illusionists, U
you give these classes ilWilY, they low
DeAl1nl with Too-Powerful De.. Uns with Hopeless Ch....o\cters
the::ir cha.nn .
Ch.uo\cters Before you agree • Oon'l ildiust an ability sco,... Ihilt isn't
If you decide a that a character is hopeleu, consider the required for the raa or dau the player
character is too powerfuJ. tM player hils plilye:r's motives, Try to be firm and encotlr- wants h~ charilcter to be.
two choias. First, he can ilglft to wf'ilken age players 10 give "'bad" char.tClers 01 try. • Think twla bd"ore. raisin& an ability
the c~r.Jct er in some filshlon (lUbt«t to They might ilctually enjoy plilying some- score 10 let a dtilrilder into an optional
your approvill). Thit mily be as ,imple as thing different for iI chan~ . character class if he aJready qualifies
exdudJ"8 iI few magical items ("No, you A character with one or mo~ very low lo r the slandilrd class in that group. For
can', bring that holy IIWnS«' noGrd + 5 that scorn (6 or lep) may seem like a lORI', like it example, if Klnzov has the scores he
shoots JCkllce fire.billls into my cilm· wouJd be no fun to play. Quile simply, Ihis needs to be a Nif-elf fighter, does he
paignr"), Second, the player c... n agreoe not isn't truel Just iII ex«ptionillly hiJ,h ICOrft really need to be iI half-elf rangerl
to usc some spedill abllily ("I don't are if milke iI character unique, so do very low Encourage the player to develop a
you r previous OM gave your chilrilcter Ihe .scores. In the hancb at good ro&e-plilyers, character who always wanted to be a
Evil Eye, you an't jinx my dice rollsn. such characte rs are tremendous fun . rangerbul lusl never got the chance. or
If 'h~ sort of change Reml too drilstic or Encourilge the plilyer to be dilring ilnd crea- who fancies himself a ranger but is
requires i1lte.rins ability scores or levels, a tive. Some m the most memor",ble charilCo- allergic to Ir«s , Encourage role-
beller option is simply 10 have lhe player ters from hislory and literature rMe 10 playingl
create a new character. The old character greatness despite their flaws.
can be used, without tinkering, in the cam- In many ways, the completely average
paign for which he was creilled . The new ch.. racter is the worst of illI . Exceptionally Wishes and Ability Scores
character. more appropriate to your cam- good or exceplionally bad abililY KOres Sooner o r later
paign, can develop in your game, Always give a player something to base his role- player charilcters are going 10 gain wishH,
teTMmbe.r that just bKauJe anolMr OM playing on-whether nimble ill a Cilt or Wish", are wonderful Ihings thaI ililow ere:--
allowed something Is no ,...ason you have to dumb illS a box of rocks, at least Ihe chilfac-- illive players to break the rules in milrvelous
do the Nmel ter provtdes ,,>mething eXciling to role-play. waYI. Inevitilbly, some player is going to
Average chilracten don't have lhese sim- use a wish to raise his character's ability
ple focill points. The unique, special lOme- scores . This il fine . PI.1yer chilracte.f'S should
Hopeless Characters thing Ihat makes iI character stand out in a hilve the chana to raise thtir ability scores.
AI the other ex- crowd must be provided by the plilyer, ilnd It can't be 100 e~y, however. or soon every
treme from the super cha",cter is the charac- this is nOI illways eilsy, Too many players character in your campaign will have 1& in
ter who ilppeill"S hopelns. The player is con- fall into the ~ he's just your bilsie fighter" every abilityl
vlnced hill new character has iI fill ..1flaw that syndrome:. When iI wish is used to increase iI Kore
g\JoiIraJ'ltees it quick ilnd ugly de;!th under the In lrulh, however, even iln average chu- t!\.at is 15 Of lower. each wish raises the abili·
cl..ws of some imaginary fOfe. Discourag«i, ilder 15 okay. The only reillly hopei", char- Iy one poinl , A character with iI Dexterity
he aW to KnIp the rn.aracter ilnd creilte ilctn is the rilr~ one that cilnnot qualify for of 15, lor exilmple, ciln use iI wish to raise
ilnother. any character dillS, Th~ playability at all his Dexterity to 16,
In rulity, (~W , if any, characters are truly other chilracters is up to you. If the ability KO~ is between 16 and 20,
hopeless. Certainly, abiUty scorts h.. ve itn each wish increilSoes the ability score by only
effect on the game, but they ilre not the one-tenth 01 a point . The chiuacter musl use
overwhelming bctor in a chilracler's SUCcess 10 wishes to rilise kis Dut~rity score (rom
or {illilure- f.. r more important i.the clever- 16 to 17. The plilyer ciln record thi5 on his
ness and ingenuity the player brings to play- character sheet ill 16.1,16.2, etc, Fractions
ing the chilracter. of a point have no effect until illI10 wish",
When a player bemoani his bad luck and have been milde .
II a character of the wilrrior group has
Strength 18, each wish increilSeS the percen- ent.irely. or supplement the party with NPC lnsteoJd, look for ways to turn the problem
tile score by 10 percent. Thus, 11 wishes are hirelings. into an adventure.
needed to reach Strength ]9.
When an ability score is greater than 20,
each wuh raises it only one-twentieth of a
Multiple Ch...... cte.. Problems Character Background
point. Playing the role of When you look at a
This rule applies only to wishes and wish- a single character in depth Is more than completed character. you will notice there
like powers. Other magical items (manuals, enough work for one person . Adding a sec· are still many unoJ nswered questions: Who
books, etc.) and the intervent ion of greater o nd character usually means that both were the character', parents? Are they still
powers can automalkally increase an abilI- b«ome lists of numbers roJther than person- alive? Does the character have brothers and
ty score by o ne point , regardless of its cur- alities. sistersl Where was he born? Does he have
rent value . any notable friends o r enemie57 Are his par·
Sha~d Ite ms ents wealt.hy or are t.hey poor? Does he have
O ne single player/ multi ple character a family home? Is he an oulcast7 Is he civi-
Players with problem that neNs to be nipped in the bud lized and cultured. or barbaric and primi-
Multiple Characters is that of shoared equipment . Some ploayers tive? In sho rt, Just how does this character
will trade magicaJ Items. treasure. maps. fit into the campaign world7
Each player usually
and gear back and forth among their char· There are no rules to answer these ques-
controls one character, but sometimes play-
aeters . tions. The Players Handbook and Dungeon
ers may want o r need more. Multiple player
For example, when Phaedre goes adven- MClSters Guid# are designed to help you
characters are (ine in the righ t situation.
Once your campaign Is underway and
turing she takes along Bertramn's ri", of unlock your imagination . The AD&:O-
invis ibility. Bert ram n, in exchange, gels the rules do no t presume to tell you exactly
players learn more about the game world, use of Phaedre's boots of splled. In short, what you r campaign world w ill be like.
they may want to have characters in several
each character has the accumulated treasure T hese decisioru are left to you .
widely scattered areas th roughout that
of two advenluren to draw on . Consider what would happen if the rules
world. Having multiple characters who live
Do not oJlJow thisl Even though one play- did dictate answers to the questio ns above.
a nd adventure in different regions allows a
er controls bol.h characters, they are not For example. suppose the rules said that
lot of variety in the game . The characten
usually are spread fa r eno ugh apart that
dones. Their equipment and treasure is so'*' of aJl characters come from primitive.
extremely valuable. Would Phaedre looan barbaric backgrounds ... and you're running
events in one region do n't affed the other.
her boots to a character controlled by a campaign set in a huge. sophisticated city
Sometimes players want to try a different
another player1 How about an NPC? Prob- (the New Rome of your world). Even more
class or race oC character but do not want to
ably not , on both counts. Unless the cha rac- ridiculous would be the reverse, where the
abandon their o lder, more experienced
ter is (foolishly) generous in all aspects of his rules say SO,*, of the characters are city
characters. Again, spreading these charac-
personality, you hoave every right (some dwellers and your campaign is set in a bar-
ters out across the world is an effective
might call it a duty) 10 disallow this sort of baric wilderness. Or h ow would you
means of keeping them separate a nd unique.
behavior. explain things il20% of all characters were
Whenever possible, avoid letting players
have more than one character in the same seafarers and yOU had set your advenlures
Shared Info nnallon in the heart of a desert larger than the
area . If, for some reason, players must have
Information i5 a much more difficult Sahara?
more than one character in an area , make
problem. Your players must understand the This book provides guidelines and advice
sure that they are of significantly different
distinct io n between what they know as about how to create a C.Jmpaign, but t.here is
experience levels. Even this differe nce
players and what their characters know . nothing that says exactly where this cam-
should keep them from cro5Sing paths very
Your players have read the rules and shared paign must be set or what It must be like.
oft en.
stories oabout each other's games. They've This does not mean that a character's back-
If multiple player characters are allowed,
each chMacter should be distinct and differ-
tom out their hair as the entire party of ground shouldn't be developed- such back-
adventurers was turned into lawn orna- grou nd a dds a lot to the depth a nd
ent. It is perfedly fair to rule that multiple
characters controlled by one penon must be
ments by the medusa who lives beyond the role-playing of you r players a nd their char-
black gotleway. That is oJll player infonna - acters. However, it is up to you to tailor
different classes- perhaps even diffe rent
tio n . No other characlers know whoJt hoap- character backgrounds to the needs of your
races. This helps the player keep them sepa-
pened to that group, except this: they went campaign .
rate in his imagination .
th rough the b lack gateway oand never
If a player has more than o ne character
returned .
available, ask him 10 choose which charac- httlns rl ..yen Do the Worlt
The problem of playtr kno wledge!
te r he wants 10 use fo r the advent ure before
he knows what the adventure is about. U a character knowledge is oJlways present, but Of cou rse. you
single adventure stretches across several it is much worse when players control mo re don't have to do a ll the work . Your players
playing sessions. the sa me character should then one character in the same region . It can provide most of the energy, enth usiasm,
lakes good players to ignore infonnation and ideas needed. Your task is to provide
be uk-d throughout. All of the player's o ther
characters are busy with something else dur- their choaracters have no way of knowing, d irection and control.
ing this adventure. especially if it concerns something danger- Allow players to decide what kind of pe0-
ous. The best solution is to avoid the situa- ple their characters are-one may be a
Avoid lelting players take more than one
player character along on a single adven- tion. If it comes up and playen seem to be rough nomad, another an over-civilized
tl1te. This usually comes up when the group taking oJdvantage of knowledge they fo p. others. homespun fannboys or salty
01 charoJcters aMembled lor the planned sho uldn't have. you can discourage them by seadogs. Let the playen decide, and then tell
adventure is too smoJll to undertake it safely. changing things a bit. Still . prevention is the them if. and how. that character fits Into
best cure. your campaign world.
The best solution to this problem Is to adjust
the adventure, use a different adventure And remember. when problems arise When a player says. ~My dwarfs a rude
(which they will), don't give up o r give In. and tough little guy who doesn 't like
t2
humllllS or elves,~ you can respond with and will constantly find ways to upset care- to buy 5OIutions to their problems. Often they
~ Fine, he's probably one of the Thangor fuJly plantled adventures. will propose eminently reatOnable (ilnd, to the
Clan from the deep mountilin regions.~ This Tit[es can be allowed, but the OM will OM's carefully pla.nMd adventutft, quite
type of cooperation spurs your creativity, have to put some control5 on noble charac- disastrous) sc:hemes to make their ~Vtl\.turing
and involves the players in your world right ters. The easiest and most effective method life easier. It is, oJ course, possible to hire a
from the stilTt. You have to think of answers is to strip the title of all benefits that , by wizard to constt\lct m.agic:a.l items, and a
to their questions and ways to make their rights. should go with it . wealthy 1st-level character coukl buy a vast
desires work in the campaign; they are The noble character could be the son of a anny, but this 50rt oJ thing wiU have undesir..
rewarded with the fee:ling of getting the penurious duke. The son mtly be next in line able efl«ts on your campaian.
characters they wanl. to inherit the title when his father dies, but There ~re w~ys to control these problems
A carMully worked out character back- he'. alllO In line to Inherit his father's debtsr while still allowing playen the character
ground can do more than just provide emo- Instead of seeking to impress others in pub- backgrounds they desire. Think of the real
tional satisfaction. It ca.n also provide lic, the poor son might be quite happy to world and how difficult it is to convince
motivation fo r the player characters to keep a low profile 110 as not to attract his family and friends to give you money, espe-
undertake specific adventu~ : father's creditors. After all, it's hard to cially sizeable amounts of cash . You may
Just what is a dwarf of the Thangor Clan amass a fortune through adventuring when have a lovi", family and generous friends,
doing outside his clan's mountilinous home-- the bill collectors tire always on hand to ttlke but there is a limit.
u
land7 he an outcast looking for IIOme way it away. In your campaign, parents may grow
to redeem himself1 Maybe he's a restless Likewise, a princely character could be til'«! or supporting their children . Brothers
soul eager to see the bright lights of the big the son of an unpopulilT and dtspotic or may grow upset at how the character Is
city and the world. incompetent kln8 -~rhaps even one who cheating them out of their share of an inheri-
A chilracter Cim have parents to avenge, was overthrown for his abuses . Such a son tance . Sisters may take exception to the
long-lost siblings to track down, a name 10 might not wan t his lineage well-known, squandering or their dowries .
dear, or even a lost love to recapture . Back- sina most of the ~asants would have less Standard medieval custom called for
ground can be used to build sub-plots with- than happy recollections of his father's rule. inheritanCH-land and chattels-to be
in the overall framework of the campaign, Of course, these kinds of manipulations divided equally among .11 of a man', sons.
enriching character descriptions and inter- on your part soon bKome tire&ome, both to (This Is one reason Charlemagne's empire
actions. yourself and the players. Not every duke crumbled a£ter his death.) You can use this
Background should not be! forc~ : Do can be impoverished, nor every throne custom to whittle a wealthy character's
not insist that a pl .. yer take upon hischarac- usurped . Coing too far with this strategy purse down to size.
ter a crippl~ grandmother, three sisters will only destroy the validity of nobility and Further, families are nol immune to the
stolen by gypsies, a black-hearted rival, and titles in yo ur game. effects of greed and covetousness- many a
a stain on the fami ly name. Instead, see if In the long run, it is better for your player tale revolvH around the treachery o ne
the p lilyer has any ideas about his character. characters to begin untitled , with OM: of brother has wrought upon another. A rich
Not every player will, but the AD"'" their goals being the possibility of earning character could awaken to discover tha t his
game depends as much on the players' fan- the right to place a ~Sir" or ~Lady" before family has been swindled of all it owns.
tasies as [t does on yours. their names. Imagine their pride as you can-
Characters that players are happy with fe r this title on their character (and imagine
and feel comfortable about will create their the trials they must have gone through to B.IIckaround .u IS.ld,sround
own Special excitement and interest . Players earn this righ t!).
who are interested in their char.lcters· back- A character's back-
grounds can be a source of creative energy, ground Isa role-playing tool. It provides the
as they offer you a constant stream of new Pro blems of Wealth player with more Information about his
ideas. Another problem you may have- to deal character, mOre beginning personality on
with is characters from wealthy, upper-class which to build. It should complement your
fa milies. (This is often associated with the campaign and spur it forward . Background
rrobl~m a.,karounds problem of titles since the nobility normally details should stay there-In the back-
Certain points of is the up~r class,) Such charilctus, being ground . What your characters are doing
wealthy, Jack one of the basic reasons to go now and will do in the future Is more impor-
background can and do create problems in
campaigns, however, First and foremost of adventuring- the desire to make a fortune . tant than what they were and what they
these is nobility, followed closely by great Indeed they see their own money as a way once didl
wealth.
14
T,ble 7: RACIAL CLASS AND LEVEL LlMITSt draw on extra-dimensional powers. It can-
not ha ve Innate spellcasting ability. be
.....
Chuacter Clau
Cloric
Human
U
U
Ow,,'
10
Ch,rlcter R,ce
Ell
II
Gnom.e
•
H&lf.Elf
U
H.lfl1ng
•
undead. or possess """gk resistance.
The face must be cooperative and willing
to interad w ith the human work!. The
duerr,ar. a rillce 0{ deep-<iwellin& dWaJ'Vn .
0nUd· U "• have no desire to deal with humans and seek
Fighter
llI~onist'
U
U
IS 12 11
15 " • to avokJ contact wh~ever pouible. S;atyrs
rHen t Intruders inlo their woods and
M.,..
Po!adin
~
Th;,t
U
U
U
U 12
15
15
12 13
I.
12
12 IS
8lades. which ruin tht"m out u pJ.ayer chill'"
acters. You must jud8e this criterion ba.ed
on the condit ion! in your game world.
If these conditions are met, lhe race can
be considerftl iU a poIIible player char4llcter
-Thele charKier classes a re optional. r"ce. Some examplH of filC'eS that definitely
fit the profile are half-orcs. ora. hall-ogret.
U A player character can adva nce to the maximum possible level in a given daSi. The Play- liurdmen. 80bllns. centaul'l, and kobold,.
. rS H"ndbooK gives rules for advancing the player charactel'l to 20th level. When eKperimentin8 with a new player
- A phlyer charillcter cannot be:long to the listed class. chuillder race, allow only one: at the start .
t Player charaders with leu than exceptional prime nquisites cannot advance beyond the Do not begin your d~lgn experiment with a
lilted level. whole poiIrty of half-ogres! Start slowly,
involvin8 only one plillyer. II the new raa is
too pownful. It can be eully eliminated .
Once the new r.ace II IClected. tM real
Before you do this, however, you need to work begiN. &amine: the raa and apply all
bc:eedI•• Level U.1b know very clearl y what you ate doing. of the following guidelin~ to it .
(_-l Unrestricted or ill-considered U5l! of non- Chllllillcler AbllitiH.: All filCft, regardleY
standard racet can easily and quickly of type, UR t.M A me .ability genefiltion
O~mihuman destroy a c;lm~ign . Always coMider a new method as all other player characters. Thdr
charKtcn with otJ'ftMly hlah .bUlly ract from a villriety of ansla: scom will ran8e from 3 to 18 unlna modi-
ICOrn in their prime requl,iln can How don the new r.ce fit with the other fied by pluses or minuses.
e:C'ftd tM r.cial maximum level,_ In plillye:r charmers1 How don It fit In the Creature: sizes, defined in the MonstroUl
cues whHe mubip~ prime requisitn campaign in generall What could you Compendium. afkct abilities as foll ows:
exist , the lowest prime ftQulllit~ II uJed
10 aJculale any additionallevtls,
;accomplish with this raa that you couldn't C~atW'ft of tiny m size have a - J modi-
with anothu1 Her to Strength . Cre.aIUlft 01 AmaJI (5) size
1ne bonus levela 'V8i1able to charae- The majo ri ty of pla~rs who wanl to play have a -1 modifier to Strength. Creatures of
~ with hlch prime: nqw.ile KOrea are an unusual race desire only the thrill iIInd large. (L ) we han a + 1 modiflcr to Strength.
sulNrW'iud on Table 8. The additional exci tement of ill truly chillllenging ro lr- Huge (H) creatures saln a + 2 to Strength and
ievela lUted in Table 8 .... added to the playingsitu.ation . There are. however. a few C ipntic (C) creatures have a +4 .
normal maximum allowed, resardLeM of players who 5« l uch races as a way to take ThOR with an Intelllgena leu than aver·
what da. or race i, Involved . advantage of game systems and campillign ilge (u determined by the OM or u listed In
fOI' example, a half-eJf I. limited to l ituations . As with changi n8 level limi15 and the MO"$ Irow CotnlHndium) suffer iI -1
12th )evel as II th~ . A half-ellthlef with classes allowed. you .are well advised to penalty to Intelli8ence and thOR exception.
IAxterlty 17. howner, Ia .lIo~ two move slowly and carefully in this areill . ally Intelli~t or 8J'f:4IIter gain III + 1 bonus.
......
bonu.leve", 10 he could Advance to 14th Allowin8 player characte~ of unusu,,1
races Introduces a whole new set 01 prob-
lems for the DM. In creating a new non-
All other ability modifiers are assigned by
the OM . likely candIdates indude minuses
to Charisma and Wisdom and pllll or minus
~. PlUME RfQtJISrr£ BONUSES hum.an or demihuman player cha racter adjust ments to Dexterity. In i1111 CillSes.
race, the rules and guidelines below should bonU5Hil.nd pmalties should balance out , If
........... Leffio be followed to preserve game balana. .a cre.ature hn a + 1 bonus to Strength, it
11K ra(,e 5houJd be hu ma noid (I.e., it should have a -1 penalty to another ability.
mu. t have two hands, at leut two lep, "nd With the exception of Strength, no cre.a ture
stand generally uprigh t). The rllCe must be can have a modifier greater than +2 or - 2
able to move about on l.and. It must also be to iIIny JCOre.
intelligent . An ore or a centaur would be RilldiIIl Ability Require ments: It is pos5i-
CreatIng New PlAyer acuptable. ble for III <n"tute. tONuiotmUngly illogical
The ract canno l poHeII.pedal abilltiH ability scores. Ho .....ever. you can set mini·
ChMacter RAces beyond the iCOpe of thOM! alre.ady 8iven for mums and maximums on thee . Table 7 In
The raca lilted in the ot.her player character races. Although a the Play~r" H,mdboolc shows these limits
the PIoycr'J Hllndboolc are onl y II few of the dragon can polymorph into human fonn. it for the stand.ard pl.ayer chafilder races. It's
po5sible intellisent raCH populatin8 lhe cannot be a player charKter because it hillS a the OM', job to do the lime for nonstan·
worlds of AD&:o-" &ames. Adv~turous breath weapon. can polymorph and cast d .. rd races .
OMs and players m.ay willnt to ex~rim~ t spells, and is not humanoid in Its natural A, a guide, creatures of la~ size should
with charaders of other races, such aI orcs, stale. A brownie could not be a playercha .... han at least.an 11 Strength and , unless they
Iycanthropn, ogm. lizardmen . or even ader beause it . too. has abilities beyond are described as ill8i1e or quick. should have
dragons. those of the standard playe r character filces . a a iling 01 1710 Dexterity. Dull-wined crea-
The race c,nnol be ext ra-d/ m("n~lon , J o r lura (thOle of low Intelligena) should have
15
a limit of 16 to lntelligence. Table 9: MAXIMUM LEVELS fOR Move me nt: The crea ture's movcment
The OM can waive any requirements if, VARIANT RACES rate is the same as that listed in the Morr-
for example, a player wants (or gets) a hill strous Comp~ldium .
giant character with Strength 6 , Sonw ra· Attacu: The player character is allowed
Prime RflIuislte Score Level Umlt
tionale should be offered, however. (In the the number of attacks given his character
case or the weakling hill giant , perhaps he 9 3 class a nd level. not the number listed in the
was the runt of the family, cast out by hii 10
11
•
5
monster description in the Monstrous Com-
pem:lium .
fe llows, and forced to take up adventuring.)
Character Oaua: The OM must judge
what character classes the new raa can be.
12
13
•
7
Siz~ Problems: Players who play Large-
si:r.ed creatures ho ping to get a n advantage
1<
Use the information in the next chapter as over olhen should quickly discover many
your guide, and start with a narrow range of
15 9 probleJTl5 they didn't anticipate. Consider
options: you can always widen it later.
I. 10
the plight o f the player who d«:ides to play
Almost any sort of creature can be a 11 11 a hill giant. Right away, he'll have a hard
18+ 12
figh ter. None (except humans) can be pala- time buying basic equipment. Who makes
dins. Those favoring the o utdoors (cen- pants for giants in a human townl Every-
taurs. for example) can be rangers. Unlike the standard de:mihuman races, thing must be special ordered at two to rour
Those with penalties to Wisdom cannot new character races never gain additional times its nonnal cost (at least).
be priests; others can be priests o nly if the:ir levels (or high ability scores. It is un usual This is a minor inconvenience compared
game description mentions NPC priests and enough that a member of the race has ~ to other difficulties. Buildings and du~ns
the creature has some type of social organi- come a player c:haracter at ali I Without the an: built for humans and other Medium-
zation (.. tribe. clan, etc.). No nonstand.. rd aid of many wishes a cha racter from a non- sized creatures, denying the large fellow the
creature can be a druid. as this is a huma n standard race can never rise above 12th o pportunity for both a hearty drink and u -
belief' system . level. citing adventure. Even the toughest charac-
Those with penaJties to lnlelligence can- Allsnment: The Morrstrous Co mpen- ter will tire of drinldng from measly cups
not be wizards. If I.he descri ption in the dium lists a lignments for most races . If an and buying five din ners at a time. Will he
M onstrous Co mp"ndium implies that a absolute alignment is listed (e .g., "good"), enjoy spending the night In a leaky stable
crea ture is stupid, dull-witted. or In any the player character has that alignment. If while his companions enjoy warm feather
way aversot to magic and spell casting. it o nly alignment tendencies are given, the beds upstairs in the inn1
cannot be a priest or wizard. player can choose any alignment. Days of traveling will quickly show him
A De:Kterity penalty prevents the charac- Hit Points: All crea tures roll their hit the joys of wa lking while everyone else rides
ter from being a thief. Creatures o( Jargesize points using the die appropriate to their (no horse can carry him), especially when
or greatu cannot be thieves, If it is implied chosen class. At ls! level, Large and grea ter his companions 8"llIop spryly away from
that a creature is clumsy or awkward , it size creatures gain one additiona l hit point o ncoming danger. leaving him in its path .
cannot be a thief. for every Hit Die the creature would no r- The costs of replacing b roken furniture will
A new charactu race can be multi-classed ma lly receive (pluses to the die are ignored ) q uickl y become pro hibitive . Ropes will
if there is more than one potential class open in addition to their normal Constitution b0- have an annoying tendency to break whnl
to it (e.g .. fighte r and mage) . Classes fro m nus. Thus, an ogre fighter with a Constitu- the big lunk tries to climb them. And the hill
the same: group cannot combine Into multl- tion of 12 would still gain a +4 hit point giant better have a t least ZO friends handy to
classes (e.g ., fighter/ ranger). Characters bonus at first level, since ogres no nnally pull him out of that 3().foot pit!
from variant races must a lso have SCOrei of have 4 Hit Dice. (To those who think this is a NPC RuctiOn$: On the per$Onal side.
14 or higher in the prime requisites or both big advantage. remember that large size expect NPCs to have strong negative fee'! ·
classes to qualify for multi-class standing. creatures suffer larger-than-man-sized dam· ings about unusual player character races.
Thi.~ particular condition does not apply to age from weaponsl) Thereafter, all new even to the point of bigotry and ha tred .
nonnal player cha ractu ract'S. races earn hi( points according to level ad- These reactions will make life more difficult
Levd UmJts: Like a ll non-humans, new vancement , Constitutio n. and character for the player character, but they ~ the
playu char.ilcter races have level limits . class. price the player pays for his unusual choice.
However, these limits are lower than those Level Adv.nccment: The: character pro-
fo r other non-humans, since these races are gresses like all others of the same character
often unsuited to adventuring. (Perhaps this class. Being a nonstanda rd race does not
explains why player charactel'$ of these give the player ch.. racter any spedal bene-
races are 50 rare.) fits to his character class.
The maximum level a character from a Armor: Most creatures (orcs. gnolis,
variant race can altain depends on the char- goblins) have an Armor Class of 10 (and
acter's prime requisite ability score (or thus wear .. rmo r for protection). Some erea·
scores). Use Table 9 to determine the charac- lures, however. have natura l armor which is
ter's maximum level. retained by the player character. These
characters gain the benefit of a + I bonus to
their AC o nly if the armor wom is worse
than or equal to their natural Armor Class
(as per horse barding).
If bellcr anno r is worn , natural armor is
ignored and Armor aass is detennined by
the annor being worn . Odd-sized and odd-
shaped creatures can't wear off-the-shelf ar-
mor; it must be made to o rder and costs
extra (and takes longer to make) .
•6
The Pillyer's Hll,.dbook covers the nuls and play~ nnckrs them lpecial. Perhaps these normally no mON1 Kcomplished than jour-
boh. of characterdaua, explaininglhe ~ special cNraclers are mort: drivf'n or Nve neymen bUI h.ave addition.al profk iencies in
wnies of how they work and whal they lOme unknown inner spark or just tM: right other businHi a~.al .
can do, bUI lhe~ I. mo~ to being a OM combin.alion of t.alents .and dairn. That'l Hit foln tr.: The majority of people have
than jusl knowins the hard and fast rules. up to lhe players. Similarly, non-player from 1-6 hit poin". Dwarves and snOrMS
Characler daSSf.'l form the hurt of 1M: characters with das.ses .are special because average from to! hit poin15. Adjustmentl
AOad>- game, &0 il is useful 10 understand the lhe OM s.ays &0 . PI.ain.and simple. There un be made for occupation or condition u
some of the conttptl and ~I ationshlplthat is no secret te.ason for this- it just is. Indicated on Table 10, below .
define dusef and how they Funct Ion .
O· Level Characters T.b~ to: o.lEVEL HIT PalNTS 8YTITLE
ClASS, Level, and the The great m.ass of Profeuion DleRa n~
Common Man humanity. elf-kind, the dwarven clans. and Manuallabo~r 1<18
tu.lflinp are ~Ievel · (:te1'o-level) char.ac- Sold~ 1dS+]
Character clau and
tf'rI. They can sain In wisdom and skill, but Cr.aftsman Ido
level a~ useful game measures of a charac-
they do not eillm operiena pointl for their Scholar IdJ
ter'. talents and abilitid. Every clau out-
.activities. These common folk fonn the 'nv.alid ld •
linf.'l a basic role for Ihe character, a potillon
and career in lile. Each level defines addi- backbone of every f.antasy world, doinS the Child Id>
tional power and providet a ,yr.tem labor, makins Scods, selling caraos, Ailing Youth ld6
oceans, building ships. cutlina trftl, Nul·
whereby you can quantify and balan«
ing lumber, tending horses, raWng crops Some players thinlc. it is unreaUstic tholt a
encounters.
With only a little practia you learn tNt and more. Many are quite talented in the typical peas.ant can be killed by a single
characters of X dants and levels can easily various.arts and crafts, Some are even mo~ .word blow, a fall from a horse, or a thrown
defeat monster Y but that monster Z will profiomt than player char.acters with tM: rock . In the re.al world, people can and do
lame training. Alter a.Il , O-Ievel characters die from thHe C.aUIH. AI the Nmf.' lime,
aive them serious problems. This helps you
cre.ale odting. balanced acivmtura for earn their livinp doing this kind of work; however, others lurvive if'lCl"f:dlble injuries
your players. for pbyer charilctera such proficienc:ia art: and wounds.
almost more of a hobby. When it is ne.caury to 1M: IUCCHS of an
Yet. at the same time, you know that the
concept of daSKI and levels doesn't te.ally For the vast majority of O-Ievel NPCs you adventure (and only on extremely rare occa-
apply to the real world. The teamster driv- create and Ule: in your game. all you n~ to .ions), you CoiIn give O-Ievel char.aclers more
ins the w.agon that p.as.ses the ch.ar.acters know Is a name, a pusonality, and an oa:u· hit points. The liluation could have COrM
p.alion . When the characters deal with the about for .any number of rt:uons: INlgic,
w,'t a lst-. 51h-, or 1000h-level tUmlter. He
blacksmith or the innkeepe1", the~'1 no n~ blessings from on high. some particularly
is a man. a man whO$l! job it is to drive wag-
ons and Nul goods. The cham~maid is to cnate ability scores, THACO, to-hil .ad· twisted curse (the peasanl who could not
nOI a special clau. nor are her abilities ~ justments, Armor Class, and the like. This diel)-you name it .
fined by levels. don assume, of course, that your pl.ayer lt \s also useful to make Important NPCs,
characters don't SO attacking every black- such as O-\evei kings or princes, tougher
The teamster or chambennaid may be ex·
c~lonalJy skilled and competent, but for
smith and innkeeper In sight . II they do, you than the average penon. Thi, i. particularly
them this is not measured in char.acter need to know .a little more about O-ievel important in the c.ate of rulers. otherwise
characters: lOme crazed pl.ayer character It going to
clil5RI . There il no tuch thing as a te.amster
or c:h.ambennaid clau, any mo~ tNn there AbUlty Scoru: Thae range from 3-18. overthrow your campaign kingdom with a
.are merchant , sailor, prince, blacksmith, For timplicity, don't worry about racial single swipe of his Iword. Thi. is normally
hennit, navisalor, tinker, bess.ar. gypsy, or modifiers lor the demlhuman raal. Radal not a desirable result.
clerk cliISSf.'I. Thae are the thinp people do. modifiers to combat, Armor CI.ast, hit
points. etc., do apply.
not all-a\COmpuslng descriptions.
Profldendea: At best , .a Q.level character
Adventurers and Society
Nor are all the people in your camp.aisn
world fighters, maga, thin-a. or whatever. will have one weapon proficiency, if that If mOIl peoplf' do
The . ituation would be utterly ridiculous if c:h.aracter's profnsion reasonably allowl for nOI fall Inlo a polrtlcular character class,
it . For example, .a blacklmith could be pro(j· how common .are those with character
every NPC h.ad a character class. You would
have fighter chambenna.ids, m.age team- e1mt with .a warh.ammer iind an innkeeper dassn and how do they fit into the lOciety
ste~, thid merchants, and r.a.nser children.
miaht be allowed ,kill with a club (the axe around them1
The whole t hi", dnles logic and bogglu the handle under the b.ar... ), but there's little This is an important question, one you
mind. Most non-play~ cha~cters art: pe0- chana a clerk is aoing to be skilled with any will answer al you cre.ate your camp.aisn .
ple, just people. and nothing more. type of Wf'apon. You don't have to lit down and think out an
Only ill f~ people actually attain any 'n nonwupon profidenties, O-Ieve.\ char- exact answer ("2" of the population are ad-
character level, no matter how low. Not acters have as many u are ~ (and ~a venturen",). although you can gd that pre--
every IOldier who fights In a war becomes a IOnable) givm thtir profession and iIgf:. else if you want , More like.ly, the answu
fighler. Not every urchin who Ite.all an .ap- Thus, .a bl.acbmlth might be quite accom- will form over lime as you populate vU-
ple from the markl'lpl.aa becoma a thief plished at 1M forge, havins spent several lagn, cnate encounteR, and OM game
character. The characte~ tNt have classes proHcienc:if.'l on the slot. Novica and in- IHSl0nl-You will unconacloully make
and levels have lM:m because Ihey a~ in competent craf15men fulve the bart: mini· your cholet'S about frequency and charactu
lOme way special. mum train ina and skill. Typical role. There art: however, diffe~nc:n in how
Thil Ipfd.alneu h. nothing 10 do with journeymen spmd two or three Ilotl on frequently the dilfert:nl clil5lC!t wUllosicalJy
ability scores, dass abilities, or levels. Such their main skill . Experts and brilliant artistt show up.
characters are special by definition. The fact usually devote all thdr ability 10 a single
that player characters are controlled by proficiency. Masterl, who watch over the
work of joumeymen and .apprentices, are
11
~C«lmpIi5~ fight~n but n~v~r ~dv~na advmturing. In the course of ~dventuri"3,
beyond th~ r~nk of common IOldi~r. Politi- though. many fig hters find themHlvH
Fighters ~re. by far ul m~n~uvenng ~nd fiavon tism can r~iR becoming l~adel"1 and comm~ndcfl, ~l5Cm
the most common character types tn normal ~v~n th~ lowest lev~1 ch~ract~r to the high- bling ml!:n around them as they carv~ their
campaign', Th~y musl meet the least Slnn- est positions of ~uthority. own place. in the world.
g~ t cia.. rtquiremenls and ar~ drawn from Sina fighters t~nd to rise abov~ the level
the blunt pool of talent-soldiers of innu- of th~ common soldier, few armin are com-
PAladins
merable armies. mercenary companies , posed of high- or ev~n low-le:vel fighters.
mi1iti~s , pa l ~a guards, temple hosts, and While there is Iiule difference. in ~bility Paladinl a~ rar~ .
wnff. men. In these and other foren , the between the typkal foot 50Idier ~nd ~ lst- in part bKau~ of lhe: statistics of dia roil-
potential fighter learns his tr~de . He II level fighter, it is just not possibl~ to find ~n ing and in part becallK paladinhood it ~n
I~ught how 10 handle weapons .Jnd care. for anny of 20.000 4th- lev~1 fighten . II's roue exacting road for charKterl to follow . It il
them . He picks up some basic t.Jctics and enough to find 1.000 or so 2nd-level fighters ~asy to ~rr and fall from the: ipt'dal 'tat~ of
e~ml acaptance as ~ fighting man . In a single unit . Such units are. elite. superb- grace. rtquire.d. Not every charact~r is up to
From thHe r~nks some go on 10 become ly trained ~nd outfitted, and are normally these demands, but those. few that a~can be
lst-Ievel fighterl. Such men are of len siven held in rHerve for sPKial tasks. Th~y may truly spedal. You will not find units with
rank in rec:ognilion of their t~lents . Thus. a be th~ shock troops of an a5§ault , ~ special thousand• . hundreds, o r even ten, of p~la
1st-level fighter may become ~ corporal or a bodyguard, or the rHerve of ~n army held dins. AI best . th~y fonn small groups (lUch
sergeant. As the ranks becom~ gr~ater and back for pursuit . as the Twelve Pett$ of Charlemagne or some
more influential. th~ I~dmcy is to award Adventurer fighten (whether player of the Knights of the Round Tabl~).
thne to higher level fighters . However. this cha r<lct~rs or NPCs) are. those who h~ve Often. because of the sterling example
trend is nOI absolute and often breaks down struck out on their own. Not every man is they Ht . paladins I~ad othe:rs In battle. But.
at the highest levels. The Captain of the content to take orden or siv~ orders. and at the same time. th~ lend to be iII-suited to
Company may be a 12th-l~vel fighter, but fame. seldom comn to the common foot sol- lhe t.Jlk of ruling. which too often rtqulres
he would It ill take orders from a O-level dier. Some men ar~ willing to try 10 rise compromise of one's principles. It is com-
princel through the ranks. but it i. by no means an mon 10 find the paladin working in assocIa-
level Is no IUilfantee of rank, nor Is rank easy or speedy process. Ther~ aren't many I.ion with the clergy of his r~ligion , but lone
fi:x~ to I ~ v~l. Some people don't want openinss. nor is it a path wh~re skill at arms paladins. carrying their faith into the wi!·
responsibility and all that comes with it , guarantees succns. demess, also appear in th~ tala of bards.
Th~ would rather l~t ot h~r people tell th~ m Given ~lIlhls , irs not surprising that most
what to do. Such characteflll may become fighters opt for the more. direct method of
.8
extremely dangerous undertaking to which clerks, and devout workers of all types.
they are iII-tr..ined and iII~uited . The vast Thus. although there may be many clergy-
Rangers tend to be majority 5ptnd their lime experimenting In men and women ill a temple or monastery.
loners. uncomfortable in the company of seclusion or working in the te.rvice of oth- only .a few will have a character class and
"civilized" mm. They are also uncommon, ers. prefera bly well paid. levels.
again due to the demanding ability require- Many mages, especially those of lesser Not all monks at a monastery are lst-
ments of the class. These two factors make ability, tum their art to pTilctical encls- level (or higher) clerics. Most are monks or
armies or companies of rangers most almost every vill..,e has a fellow who can nuns. devout men and women working 10
unlikely, onl y m.argin.ally less common th.an whip up ill few useful spells to help with the serve their faith . Non-adventuring clergy
hordes of p.aladins. lambing or simplify the construction of a are no less devout than thei r adven turing
Although lon~ , they do not mind the house. In larger citin. these mages b«ome brethren, nor do they receive any less
company of ot he r range"" those who more spKialiuQ, such that one might lend rnpect. Thus. It is possible to have leaders
underst.and the w.ays of the wildemess and his tillmts 10 construction, another to the within a religious hierarchy who show no
the n~ for 5pa~ . Small groups of rangers finding of 10SI things, ilnd a third to aiding signs of Itpe<ial clerical ability, only proper
will sometimes join an .army iI5 its KOuts, the locOilI jewf!lers In their craft . fait h and piety.
npeci.ally if the need is pmaing. They will Nearl y all milior b milie •. muchilnt Even more so than with military men,
occ.asion.ally be found in forest villa~ or princes, and nobles have a mage or two in though, level Is not a determiner of rank .
ne.ar un tr.aclr.ed wlldemHSH. Here, guides, their employ. A few attempt (generally Wisdom and Its use, not the application of
scouts, woodsmen, trappers, pioneers, and without success) to have these wizards firepower or the number of foemen smitten.
stalkers form the pool from which the rang- mass-produce milgical items. The problem are the true pearls of the clergy. Indeed the
er r.anles are filled. Few can be found in civi- is that wizards are as difficult to manilge as goa l of some beliefs is to demonslrOlte the
lized lands- rangen in cities are trul), Tilnaers or paladins. They do not care for greatesl wisdom by divesting oneself o( all
oddities. others bossing them around or encroaching earthl y bonds-power. wealth. pri~, and
upon thei r ptrce:ived privileges and rights, even level abilities-in an attempt to attain
especially since they have the magical perfect harmony with everything.
WI .......
resources to make their displeasure known. In the end , adventuring priests tend to
Wizards .are the A lso, thq an! usually kept busy findi ng form a smatl nucleus of crusaders for the
most iconoclastic and &elf-important of all ways to strike at their employer's rivals (or faith . They are the ones who demonstrate
the character classes, for they are unique thwarting such attem pts apinst their own their faith by braving the da ngert that
among aU character da!o5el. The peasant lord) . Foolish is the king who doet not have threaten their beliefs, the ones who set
c.an pick up .a sword and fight ; a pious man a personal wizard and lamentable is the examples through trials and hards hips.
can hope to serve his faith ; a local wag can ruler who trusts the wrong mage. From these, others may spiritually profit.
spin a good tale; and an un principled cad Not all wizards spend their time in the
can rob the loc.al men:ha.nts; but no one olh- servia: of others. Some ~k naught but
erthan a wizard can cast magical spel ls. The knowledge. These scholar-mages tend to be 'hleves
need [or highl)' spe<ializcd tr;lini ng truly viewed much like great university profes- Thieves are often
sets them apart, .and they know it. son today-noble and distant, punuing people who don't fit in elsewhere . Unlike
When mages gather, they tend to form truth for its own sake. While not directly in other classes. nearly all thieves are adven-
societies or associations, organizations fo r the service of others, they can sometimes be tuft:n, often by necessity. True, many stttle
men who speak of things not understood by commissioned to perform some duty or permanently in a single area and live off the
the common fo lk (much like scientists answer some question . local population, but when your life tends
lod,,),) , But wizards are too fractious and The wealthy often provide endowments to be in defiana: of the local law. yo u have
independent a lot to organize themselvn fo r such men, not to buy their services to be ready to leave at a moment's noticel
into proper unions- they can barely man- (which aren't for sale) bu t to curry thei r Each Job Is an adve:ntu.re involving great
age to (orm moderately organized guilds. favor in hopes that they will provide honor, risks (including, possibly, death), and there
Generally, their groups exisl for such glory, and just perhaps something u~l. are precious few opportunities to relilx and
high-minded reasons as to "facilitate the This situation is not unlike that of the great let your guard down .
exchange of knowledge or "advana: the
M
artists of the Renaissance who were sup- Thieves occasionally form guilds, es~
slate of the science of magic." Some prepare ported by princes hoping to impress and dally in major cities and placet with ill
texts or papers to share with fellow mages, ou tdo their rivals. slrong sense of law and order. In many
detailing their la test experiments and dis- T here are wi:z.ards who spend all their cases, Ihey an: forced to cooperate merely
coveries or outli ning &ome new theory. timeshu t away from humanity in dark, for- to survive. Influential thieves see guild, as a
They enjoy the recognition of their peers as bidding towen or gloomy, bat-infested wa)' to increase Iheir own profits and grant
much as anyone. caves. Here they may live in rooms where them the imilge of respectability. T hey
To outsiders, wizards seem aloof and opulent splendor mingles with damp foul· become dons and crimelords, dl recling
dauntins. like CTilftsmen, they are most ness. Perhaps the strains and demands of operations without ever having to dirty
comfortable in the company of their (el- thei r art have driven them mad. Perhaps thrir hands.
lows, speakillg a language they all under- they live as t.hey do because they ~ and At the same time, the memhenhip of a
stand . The untrained, even apprentices, ;are know more than other men . Who knowsl thieves' guild is by defi nition composed of
intruders upon this fellowship and are .apt to They are, after all , «centric in the extreme. liars, cheats, swindlers, and dangerously
receive an icy and rude reception . violent men and women. Thus, such guilds
Wizards are an eccentric, even perverse, are hotbeds of deceit, lreachery, and back-
lot . They're likely to be fou nd Just about I'rlests
stabbing (literally). Only the most cunning
;anywhere. Nonetheles.s, they have an affini- Priest charac ters a nd powerful rise 10 the top . Sometimes this
ty for civilization. ranging from small vil- are (obviously) not required to take up arms rise is associated with level ability, but more
lages to vast cities. O nl y a few mages and set out on adventures to smite evil. No, often it is a measure of the don's ludge of
actually are to adven ture since it is an their hierarchies require administ rators, character and political a~ptneu .
19
Curiou.ly, th;eves who are matter. of could control virtually any facet of life they a mid-Ievellisht"r, is appointed sheriff of a
their craft tend not to advance too hiah in chose-poliHa, trade. cia,. atructure, even local vill;llSC al a reward for his sterlins
the organization . Th"ir tal"nts in tht' field private behavior, Such a &roup would alter deed •. He can .till adventure as he hu been
are too valUolble to lose, and their effort i. the amount of magic in your campaign ;lind accustomed to, but now he must also walch
vtpt'ndt'd on their art, not on maneuverina who posseued it . Organized magu misht over the villagers, The OM has the local
and toadyina. There ii, in bet, no rule that even attempt to limit the activities of those bandits raid the trade road , At Iherlff, Var-
sayl the leader of the thieves' suild hu to be who present a threat 10 their powe.r-such rack mu.t Itop them . H~ SOH, a. he il aCCUJ-
a thiefl The leader'. job involves chari,ma, as adventuren, Whenever you alter the bal- tomed to, with a small Iroup, o nly to
charader appraiult, and politkldna-the ana of the charact"r classes, be l ure you discover a camp 01 SOO outlaws, Realizing
powerful crimelord could tum out to be a consider whilt the chanS'" could do to your he'. badly outnumbered, he beats a hasty
cnfty merchant. a wtIJ-«Iucattd noble- campaign. retreat, raises a small militia, and clears the
man. or even an intidiow mind £layer. country.ide of the enemy.
With this he SOH up in level. In addition,
HIgh-Level Characters his lord Is pleucd and grants Varrack . tew-
Alons with charac- ardJhip of several villain. with sheriffl
Bards are rare and , t"r classn and levell comes the natural ten- under hi. command , The neighboring baron
like thiev"" tend to be adventurers, but for ckncy to classify c;ll mpaigns accordins to (who organized and sent the bandit.) notes
somewhat different reasons, They do OCC:iI - the level of the characten . Expt'rienced Varrack's ,uccess with mild di.plusure,
sionaUy violate the law and find it neceHllry pJa~rs speak of "Iow-Ievel~ or ~high-Ievel plantins the iet:d of a festerinl hate. More
to move on to the nut town-and the next sames in different tum. and. indetod. such Immediately, the craven and vengeful.her-
adVftlture-but more often they ;11ft driven games are different from one another. Also iff of the next vill~ on the road (whose
by curiosity ilnd wanderlu.t . Although differin8 from game to pme, however, is incompetena allowed the b;llnditl to flour-
lOme bards 50eItie down in a town or dty, the definition of hish level. ish ) suddenly finds himself out of favor. He
mOlt travel from place to plue . Even blamH Varrack and searches for a way to
~t;llmed" buds (as the Kttled OMI are lOme- brinl the new 5tew;llrd down .
Deflnlns u H1Sh Level"
times ailed) feel the urge to So out ;lind AI the campaign pfOSrnsH, the OM can
explore. sather a few more tales, ;lind come What colUtitutes a Ilowly spin a web of intrigue around Var-
home with a new let of songs. After all. the low- or hish-level same is a matter of taste . rack as: enemies, open and hidden, seek 10
entert;llinmenl bUliness dem;llnd$ variety. Generally, OMs and players find ;II range of block his progrns or use him to topple his
Th"re are sen"rally no bard suild. or character levels thilt il comfortable for their own lord . Against these odds. Varrack may
school., no colles"', sod"tiel, or clubs.
inste;lld, tnrds somelim", b;llnd in Reret
,tyle of play, Campa1sn' that commonly
hav" 4th· to 8th-level charaders consid"r
rind himlelf destined to become the Kin,'.
champion. saining new tit In. responsibUi-
societies, 100H: affiliatioN that allow them llth level or more to be hish level, while tla, friends, and enemi", along the way,
to improve their ;JIft while m;llint;llinins ;lin those with 12th-level charaden WI. the limil
aun of my.tery. closer to 18th or 20th Level. While there is no
Abon lOt.h Level
MOlt frequently, however, tmds rely on the set break·point for hish level. character
infonnal hoIpitality 01 their kind. Should one dutles and responsibilities begin to change Theoretically, there
bard arrive in the town 01 anotMr, he can rea- around ~ 9th and 12th level. is no upper limit to charader clUJ levell
sonablyexpect to May with his ft:Uow foe> illit- Generally, players find b;llttlinS monsters (;IIlthough Ih"re are racial limitations), The
tle whiJe. provided he shares some of hislcm and dlscoverina treasure to be lesa and less m;llt"rial preented here takes characters
and doesn't cut into hlshost·, business, After a satisfyins as time IOH on . Their ch;llracters' onl y to 20th level-experifflce has shown
time, during which both bards learn a few of abilities are such that monsteR need to be that player characters are most enjoyable
-.
the othet'l Wee and songs. the visltot iI ;IIlmost ridiculously powerful to threaten when playt'd within the ] -20 r;llnge. Above
expecttd to p.dt hit bags and move on, Even them. Treasul'ft: mwt be vast to make an 20th level, charaders sain few additional
~ bards it iI poMIble to ovenuy one', impression. While incredible foes and huse powers and faa even fewer truly dauntins
trealUtel are lood once in a while. the thrill adventul'ft:.
Of coune, there are times when iI bard quick1y wears thin , Consummate Ikill and creativity are
decides not to luve b ut to let up shop and required to construct adventures Eo r
lIay. U the population is biS enoush to IUP- extremely powerful charaders (at leasl
Ch.\nslns C.. mp.. lsn Styles
port both bards. they may 8d alona. If it adventures that consist of more than IUlt
lIn't, there will .lmOil certainly be bad When players be- throwins blgser and bigger monsters at the
blood between the two. Fortunately gin to set jaded. con.ider changins the style nearly unbeatable party). Very high level
thoush, one or the other can usually be of the camP"'isn. Higher level characters player char;llcters have 50 few limitations
countt'd on 10 set wanderlust and let out on have sreal power- they .hould have adve n- that every threat must be directed alainst
some great, MW adventure. Bards do tend tures where that power Influences and the ume weaknesses. And there are onl y &0
to be incurable romantics, alter all , inVOIVH them In the campaign world. As many times a OM can kidnap friends and
leaden, ruiers, and wise men, their actions family, .te;lll spell books, o r exile powerful
Ch..... der Classes In Your Camp..lsn affect more than jUit th"mwlvn. spreading 10rdJ before it becomes old hat ,
outwm in rippln over thole they rule and Rdirement: When character. reach the
While the character those tMy _k to conquer, Political machi· bel where adve'ltures are no longer a cNl-
dixuMion above provides a . tructure for natiON, spyins. backroom de~l. treachery. Imse, players should be encou.rastd to retire
adventure:n in the pme, your own cam- and fraud become more pronounced . While them, Retired chaRcters enter a ·imU-NPC"
paign misht be quitedif£uent . For example, these eJementi can playa pilrt in a low-level state, The characm- ahem and all information
there is no Nle that lays mages can't fonn camP"'ign. al higher levels, the stakes are are entrusted to the OM's care.
stro~ luildt, Such ;II group would have a much hlghet-. A retired character stili lives in the cam·
profound i.m pad on the campaisn world, Added intrisue can be introduced into a p;Ugn world, usually settlt'd in one spot, vtd
however. With their magical might, they campilign &rildually. For exAmple, Varrack, normally has dutiel that p ~t him from
10
acivmturing, While in thr OM's care, he does player chil ractef by promoting an NPC
Mlldng New And Old ChAr.. cters
not gain expmmce, use I\i5 magic items, or henchmiln to plilyer character SlalUl. This i.J
spend his tre.uure, It i!r; ,Ul5umed that he has letting plil~ be- a good method heciluse the player i.J atrudy
income to mm his normal expenses. sin at the beginning is fine when you fits! fa miliar with the NPC and may have
The retired character can M u~ to pro- begin a campaign, and all player characten a lready created a P'!r&Onality for the chilrac-
vide player, with informiltion, ildviCt', and can begin at the lame level. As sessions are ter. When this happens, the player is given
some materiill auislance (if this is nol played, however, a dtspoIrity in cha~er the NPC chiltilcter sh~t ilnd illIowed to take
abused). However, his or her ovenll actions levels wiU develop. New players will jOin the full control of It .
are controlled by the OM , not tM plilYu game and old playe.n wiU creilte new charac·
who originally created the charilcter. lett. Evenlually, you'll rum a point whln the
rre-Rolled c.h.vACten
If at all poMible, plilYu chilracters should original group 01 playtn has chatacters mmy
be encoura~ to ~t ire as a group. ThiJ; willy levels higtwr INn when they be&an. How, It is usdulto have 8
all plillytn c.1n create ilnd play MW charac· lhen, do you inlrodu~ new players ilnd new few pre-rolled characters on Iw\d . These
ters of ilpproxlrNleJy Ihe same level. If only playu characters into your pmel should be o( sevenl diHerent levels and
o~ player retires his character to starl a The~ ilre timet when you should ilHow a c1ilS1a, with equipment and penonality
new lst·level one while all the others con· character 10 start above ht level. A newly quirks noted , The&e ~inst anl " playercharac-
tlnue with 2Oth· level characters, Ihe poor creiltrd character should begin a Cilmpaign ten: can be used by guest play~n: (thote only
newcomer isn't reillly going to be able to no higher than 4th level unless the group is able to play in a few sessions) ilnd by rqulilr
advmtur'e with them . (If he does, the player ve.ry powerful. If this is the case, he should pla~rs whose characters ru.ve dlrd durin&
won't get to do much or Ihe chilracter will begin nO higher than the lowesl level char· the course of iI RSSion.
have a very mOfllife vtpectancy !) aetef in tM: p.ilrty (and it may be beller to When Ihe latter occurs, introdu~ lhe new
Some players mily be reluctant 10 retire a starl a level or two lower). chilra.cter ilt iln appropriate poinl ilnd then
favorite character. Explain to these players The new character should have equip- allow the player to control il ror the rest of
Ihil! tflirement doesn'! meiln the character ment simil;u to that of his adventuring com- the evtnins. This keeps that player from
can never be used ilgainl Be sure 10 crea!e panioll5: II lhey kilve horses, he should beins harM Ihroughout 1M tftt of the i&-
~al adventuru that requi« IhoM: high. haveil horse, too. Do not give him free milg· sion . lithe plilyer ~njoYl the character (and
Jevellypn 10 come oul and do bailie . leal iterN! These he: must eilm. He should you are pleilsed with the arnngernent), you
Every once In a while the old adventuring slar! wilh a small amounl of cash. un a llow him to continue pbying that chilr-
group may hilve 10 reilSSffi1ble 10 deal with Somelimes a player c.an replace a fallen acler In fulure st'SSions.
some Ihre'H 10 the kingdom or the world .
It's Ihe chance to show those upslilrl new
characters just what a really powerfuJ group
can dol It also gives tN! players the opportu·
nity 10 role-play lOme 01 their old favorites .
If dw pbyen 1ft the opportW\ity 10 use
their powttfuI characters, evtn infreq~lly,
thry will be lei reluctM1t 10 spend mo5I of
t~ pb.ying time with new. iower-k-vd char·
xt.....
Beginning
Charader levels
l£ at all ponible,
slilrt charKlerl at lsi level . The lowest
chilrilcler kvels are like the eilrly yeilrs 01
childhood . Whilt ru.ppens to a charilcter
durins IhHe firsl adventures will do much
to determine how Ihat chuacter will be
role-pla~ . Oid Rath the Dwilrf s.tve lhe
<by by fool .hardily charging into battle
when he WilS iI mere lst level1 j( M did, lhe
odds are good the player will try it again
and will begin 10 play Rath. as .. beld and
reckless fellow .
On the other hand, if Rath WilS clobbered
Ihe lirst few times he: rushed in, the player
would bqirl to play Rath as a cautious, pru·
dent fellow . Even the: smallest evmts can
have a gnal dfect on low-level chilracterl,
so these eve.nts thilrply etch the behilvior of
the chilracter. Deny the player these begin·
ning levels and you are stripping him of the
opportunit y 10 develop his chilracter's per-
sonillity.
2.
Another factor 10 consider when Cl1!'- abUitWel you want the clasa to have. You
Cre..ting .. New ilUnS new character cla.MH is whethflo a must include: .arne abilities JUCh iI$ fight·
Ch.....cter CI;oss new class i. A!ally needed . Some players in&. but other abilities, such as spellc.asting.
(0ptI0Aa1 1.1e) want to create a charOlcter class for every al1! optional. EKh ability you chooIe "- a
profession or abillty-jesten, witches, multlp~ aUachtd to it. A£ you stiKt 1M
The character vampire hunters, vikings. mountalnft'rs, ilbUlties for your cta.. add the multip~
classes lilted In the! rult'S are not the only etc. They forset that these are reilily tOSft.her. MIt:!' you have choten all the
ontS that can exist in the AD&to- game. rolet. not classes. abilities, multiply the b-= experience val-
Many other character (bun. either sen- What Is a vlidng but a fighter with a ue (see Table 21) by this lOUI. The mull II
ual or hishly IpKi.1.liud. could also certaln outlook on life and wananl A the number 01 e:xperience poi,ntJo your new
ex'-I . lndeed. a common reaction of witch is A!i1l1y not king but a female w{z· cI.us must eam to go up In lewis.
pu,yers to IhecharKter dassn is 10 qU&- .rd. A vilmpire hunter is only a title Required AbWUes: For each of the
lion why their c::haracters COIn" have the assumf:<! by a chancter of any claM who categories, chooR one: ollhe options IIst-
powers OJ" skiU. of anothet- dass. Usi"8 1I dedicated to the datl'\lction i1nd elimi· f:<! . Be sure to nole this choice a10ns with
the ')'Iinn below, this t. possible. You nation of th05e loathlOme malum. the multiple cost.
can evm ~..,te entirely new clusa or The lame i. true of assassin - killing
combinations of txisllAg chancter abili- for profit requires no special powers. Table 11: RACE
ties. only a specific reprf:~sible outlook is
erN"ng a nno charact.r dtlSS is not
rw:ommmrkd for novice DMs or play·
n«df:d.. ChoOSinl the title don not
imply ~y 5pKial po_rs or abilities; the
"-
Human
M ......
o
ers/ Before atlemplina this. be sure that
you art funiliar and comfortable with
char.lcter Just uses his CUtT'm1 skills to Ot"", 1
fulfill a specific. personal sod of goals.
the AO&:o- rules. Furtht:rmoR', it 11 not Before creating a character class••top Table 11: COMBAT VALUE USED
a sood Idea to use tht. S)'S1t'm In a brand- and uk yout5elf. "15 then alre~dy a
new ampiilign which has no background charact~r clan thai can fill the nichel" .....1 Multiple
lor plaYU'llo hue actions and decisiON
Think of W;l)'S an existing class could ful - o-lne! Human' -z
on . fill the desired goal through ro~playinl Monst~ ·3
The class-creation . Y5lem here and carffuJ choice of prottdencin. A p- o
requlra you to UI4! your lueJament- il
isn' t fool.proof. Without card'ul
mountaineer could easily be OIl fighter or Warrior .z
thought . you may find you've created an
overly pow~1 combination of powen
ranger, bom and bred in the mounlilin!l;,
with a love of the ruSSed peaks and p~
fldendes in c1imbins. mountaineering.
Wlwd
R.... -,
-)
or a biurre. unplayable character clall, and the like. Clearly. there is no need for 'o-Ievel human. never Improve in
As with new charadtr ract'S, start with a OIl mountaineer class . combat ability. regardless of level .
• mlle leat CiIJie beiOA! you approve the Ako consider how much fun the char-
class for all players. actrr is going to be to play. This Is pil.rtic- T.ble 1,): SAVING THROW
Naturally, the OM must approve a ularly true w~ you plan to creilte TABU USED
clas& beiOA! a player can even begin classes with kighly specialized abilities.
\lSins it. The OM also has the right 10 True. then> may be a place for wise old Level Multiple
ma.ke any chanaa he ReI fit , evm aftrr saget or an alchemilt, but would they be o-bd HUrNn Saving Throws' -2
the character hal been played for lOme fun to playl Consldft- tNt all the sase Any other sav1n& throw lable 0
tinwl don is research and answrr questions
You are advised not 10 try to creOlite a and find forzoltm fKtJo . An importilnl -O-irvl!1 hu~ns never improve in sav-
'UPft' cu- a cIaa that aJlow, pJ..~rs
task. perhaps. but borinz when com- ing throws. reprdless of level.
10 do everything. Consider what is 1061:
p.1Ired to (""tett. maga. and the lJke .
A .upe.r chOlifilcter would requiA! an Oearly t~ is no 8l1!at dtomand lor the Table 1~ HIT D ICE PER LEVEl
Immense amount of ~perimce just to sage as a player charilcler, so. clearly.
ruch 2nd level. Normal characters
would reach much higher In>elJ, much
there is no need for lhe character clan, .....1 M.......
sooner, and may even surpass the .oper
Finally. remember that there I. no such ,<13 o
lking as OlIn ~c1us1vely NPC character '<I< +O.S
charader in ability. A .uper chander
.110 datroys party coopention and
group play. If you have a chatKter who
cl~. What i. the JOSic of $ilying a non-
plilyt::r character can be such-anckuch
but that a play~r character Cilnnotl
1<16
1dB
1dlO
.,
+0.75
+2.5
can do everything. you don't nefti other
characttn (and hence other players).
Furthennore. a whole Sroup of .oper
None. This is it; lalse restriction . Every
characterclau you CTt:i1te should be open
,dU ••
to player character. i1nd non-player T.ble 15: ARMOR AUOWEO
......
characters i5 nothins more than a group characters alike.
01 on~l.... characters. You lose as much With aU these consldentions m mind.
variety. a. much color. as II you had a
group consistinS only of f!shten. And •
you can use the system dHcribed below
to create new chJ,ractrr claSSft. You are
No..
Umitf:<! AC"
Mwtlple
-,
-0.5
group of fighters (or any othes- single:
claa), no matter what thdr abilities, Is
encounged to modify the system or cre- AD o
ate one of your own. The: method u.ed
boring-there is nothing to distinguish
heA! willsive you a good starting plilce. 'Limlted AC means the charactft' can
Joe Filhler from Frfti Fighter in ability. To use this method, choose different only use annor of AC 5 or WOrM: .
11
Table] 9: THIEf AVERAGE A.BIUn TABLE
TaW. 161. WEAPONS AllOWED
~Chuce l o
Low! M......
Limited " - 1.5 level find!
of the Pick 0"". Remove Move Hide In Hear CUm. Rud
ant Clad
All
" -1
0 Thief
1
Pockets
30"
,..
1.0<..
''''
Tr.ps Silently Sh.dow, No~
15 10 .. ........
W.u. unguagH
............
10"
"''' "',
,.. .......7....
.1M d ... M Um iled 10 a maximum of
"''' "" ....
2 35 " 21 .. 10"
4 ~t wuponl., none of which c~ 20 ..
,...
3 33 " 30" 21"
•• ....
....... ........
do moft than 1-6 pointt: of climAP.
"47 ....
37" 33 .. 20"
............
35"
··The daM is limited to one wnpon
•, ....
.... ..
"'''. .,. 31 ..
"'"'....
20"
.. ....
47 .. 37 .. 30 ..
eoning).
....
$2"
.... ..
"'....
35 '"
•• ........ 57 ..
......"....
10 67 ..
9'"..
93.. 70 ..
]."
+3 +2
0ptt0uI AhIlItIes: In addiUon to lhe
nqui.red .bilities listed .bow, you can
15
.
e.ck- .b +1 MuM be neutral .....1
Cut any print .-1
Caot ....... _ _
Clhnb w.lk··
"'_.".u. +8
+2
M ....... """"
ClltU\ot k~ more tn!u un than
2
J ...
200
"'"
-
+1 can carry - 0.5
Find/ Remoye traps" +1 Mu.1 donate 10'111 "'.U In!HUn -0.5 5 2.000
-
t-Lralins .. pal..din +2 NOiftoftwnaD Wftllbnil of 9' -1 6 4,000
Hear noiM··
_call
Hide in t.hIIdowa..
+0 ..5
+1 .... .........,_ .....
NOIHw.man InB Ibnit 01 U· -0.5
-,
1
•
8,000
15,000
t-n any -=haul oIlNBic
l.eun and CMI OM IChooI of
...
+ 16
+3
...
Cannot own IIIOft tholn 10 mqi-
cal items -0.5
9
10+
ZI,ODO
lO,OOO/ Midltionallirni
Move .lently· · +1 Cannot own mOn! than 6 meaI- Note tholl you CiIIn'l construct tlwoist·
Opea lodu·· +1 a.I items - 1 ina charade.- clUIft by usina this 1Mth--
Pick J)l)CkC!tll "· +1 Cunoc &IaCloCYte with OM cia. odl The Itanct..rd cl~ FYe playen
Granted power (turn unde~ ,
.....d ....,..m.n,.)
U. mqk:aJ IIeM allowed to an
+3 "' ..........
AhIllty '* delayed to hIcher
~I··
-,
-0.5
advantaan OVtr aut~ etas.-
d . Standard dati characters advance in
In-ell more quickl y and. generally, ha ve
n iltlna d.. +1 'If the chancter It non-human. better abilities than adlom-dnlgntd
au... 'J ··DeIayed . blUlf UR prevents the.
characten.
·Thb appl'n only to a Unaie type 01 character from haYlna the POWft" until hi!
~. Iut'ft (ora, d c.' . MOn! than one ruchn the bIN lewl . No more than
cr'NIhtft CUI be chQ.en, 110 luna a I~ two abiliUa can be delayed. The OM
multipliu '- lroaeawd for each choice. detmnind the Je.vti al which a bUities
··The charad,"" u.a TaMe 19. become available for ute .
Z3
A lignment is a shorthand description of a break the party apillrt? Will (his interfere Si~ secrecy implies mistrust, this rndhod
complex moral code. It sketches out the with the pl.illnned adventure or campaign1 should be uK<! with extreme caution ,
basic altitudes of a person, plaCf:, or thing, Sometimts char.illcters of different align.
It is a tool for the OM to use, In sudden or ments pos.sns such radically vuied world
Role·PI."ytng Alignment
surprising situa tions, il guides the OM's views as to make their cooperation impos-
evaluation of NPC or creature reactio ns. By sible. For example, a strict lawfulsood and During play, pay
implication, it predicts thetyp" of laws and a chaotic neulnl would find their ildventur-- attention to the actions of the player charac-
enforament found in a given area, It affK!s ing marktd by animosity and mistrust . A tera, Occasionally compare these against
the US(' of certain highly specialized magical trut' chaotic neutral would make just about the characters' alignments. Note instances
items, anyone trying to work with him crazyJ in which the character acted .ag.lirut the
For all the things alignment is, there are There are two approach~ 10 an align- prinoples of his alignment, Watch for len-
some very important things that it is not. It ment problem in Ihe group: denCies to drift toward another, specific
is not a hammer to pound over the heads of The first is to explain the problem to Ihe alignment.
player characters who misbehave. It is not a playen involved. Explain why thm align- Lf a character's class requirn that he
code of behavior carved in stone. It is not ments could awe probl~ and see if they adhere to a specific alignment. ftel free to
absolute, but can vary from pia« to place. agne or diHgree. If necessary. suggest some caution him when a proposed action seems
Neither should alignment be confused with alignment changes-but never for~ a player contrary to that alignment. Allow the play-
personality. It shapes personality, but there 10 choose a new alignment. It is his character, er to reconsider.
is mort: to a person than just alignment . aftler illi. Wildly di((cl'ftll charo.dus may find Never tell a player that his character can-
ways to work logelMr, making adv~tures not do something because of his alignment!
amusing (at leilsl) and milYbc even successful Player characters are controlled by the play-
in spite of the group's probkoms. ers. The OM intervenes only in rare cases
Player Character The second approach requires that players (when the character is controlled by a spe.1I
Alignment keep their alignments SKTet from each other. or magical item, for e)tample) .
Don't lell anyone that t~ might be a prob- Finally as In all points of disagreement
It is essential that lem. l.g players role-play their ch...-acters with your playef1j, listen to their arguments
each character's alignment be noted in the and discover the problems on their own. when your unders tanding of an alignment
OM's rt'COrds for that char<1lcter. look at the When problems arise, let charaden work. differs (rom theirs. Even though you go to
alignmentso( the group as a whole, Can this them OUI themselves. This approach Is best great effort in preparing your game, the
group work together1 Are the alignments suited to expuienced role-playen and even campaign world is not yours alone-it
too dlfferentl Are they different enough to then it can play havoc with a campaign. belongs to your playert as well.
.
Nrc Alignment Society Alignment arcane bureaucracies. The tendency to
organize and regula te everything easily gets
JUSI as a w~lI · Player cNr.nclers, o ut of control.
playNi character ~s within the limits of his NPCs. and monsters are no t ~Ione: in having In larae empires ther~ are ministries.
aHlVlmml . NPCs should act consistently alignment . Sinct' a kingdom is nothing but a councils, c.ommi56iom, depanmenl5, ofHc·
with thrir .lipments. Judicious and imagi· collection 01 ~ple. united in some fashion n , and cabinel5 fo r everything . If tM region
native use oC NIJC, is what crealH a believ- (by Iilnguage, common Interest. or fear, for lIUrads a lot of adventul't'-rs, there are s~
able fantasy world . ~p le) , it c.m N ve an overall alignment . dal minislries, with theit own specialt-axes
Alignmml is a quick guide to NPC and The alignment of a barony, principality, or and liunses. to deal wi th the probH-m , The
mOMler ~actloru . h 's mosl useful wMn other small body is bawd on the: attitude of people .re not tremendously concern~
you don', want to lake 1M time to consult it the ruler and the alisnmenl of the ma jorit y with the effectiveness of tM lovernment, .so
page of lables and you haven', dcviwd a of the population . long as it functions .
complet e perJOnality for every casually The alisnment of the ruler determint'$the la wful £ ...il; The govemmf'nt is marked
~coun le~ Nrc. NPC, tmd 10 act in nature of many of the law. of the land, law- by its severe laws, involving harsh punish-
;Jccordan~ with their alignment (thoujJh ful good rukrs usually cry to prote<:t their ments regardless of guilt or [nnoce~ . Laws
they U1: no mo~ perfK I in this rC8.Jrd than territory and do what'l bett for their IUb- are not intended to preserve justice so much
player characters) . jects. Chao tic good rule rs try to help peo- as to mainta in the statu! quo . Social d an is
Thus, a chaotic evil &noll tends to l1!act ple, but irregularl y, being unwilling to enact crucial. Bribery and cortuptlon are often
with threats and a show of might. It con- sweeping legislation to correct a sod.l ill. way. of life. Adventu~rs, since they are
siders someone who apJ>e"ls 10 ill compu- At the same cime:. the enforcement of lhe outsiders who may be foreign agents, are
sion as a weakling. and a uto mat ica ll y laws and the attitudes found In the counlry viewed with grtat suspidon . Lawful evil
su.sp«ts 1M motives of anyone who trin to come no t from lhe: ruler but the subjects, kingdoms olten find themselves quashing
be friendly. According 10 the gnoll', view of While a lawful good kJng issues dec:1'ftI for rebellions of oppressed peasants clamoring
sockIy. fear and bullying ,ut' the keys to the good of illI , his lawful evil subjedl may for huma ne t~atrnent .
success, mercy and kindnHJ are for the consider them Inconveniences to work Neutral evil. neu tral good. and true neu-
weak, and friend, a~ 800d only for the around, Bribery mi&ht become a standard tul: Areas dominated by these thJ'ft' alian-
lhinp they can provide: money, protec- method for doing busint'SS. ments tend to adopt whatever govemment
lion, or shelter. A bwful 800d m«!n:.h;r, nt. If the situation is reversed (a lawful evil seoems most expedient at the moment . A par·
meanwhile. would tend 10 hold lhe opposite king with mostly lawful good s ubjKts), the ticular form of government lUIs as Ions as
vinY of things. kingdom becomes an unhappy place, filled the ruler Ot dynasty in power an maintain
with grumbling ilbout tM evil re.lgn that It . The ~ple coopera te when It suits them
plagues h. The king. in tum, resorts to or, In the case of true nl:\ltral5, when the bal-
T1te Umlts of NrC AIISllment severe mea~res to silence his critia, creat- ance: of fo rcn must be preserved .
Remember, how - ing even morr grumblins. The: situation il Such neu tral territories often act as buffer
ever, that alisrunent is nOI personalilyl If 5imilar to ro~nt ic portrayals of Norman lIata between lands of extreme alignment
every lawfulsood merchant 15 played as OlI n England. with the good and true peasanls di£fe~nce: (for example, belween a IlIwful
uprlshl. honHt, and frieooly fellow, NPCs struggling under lhe evil yoke of Prince lood barony and a vile chaotic evil prlnd-
will become borina in a hurry. Jus t because a John (as in bolh Robin Hood and IVllllltCH,. plillity) . They shift allegiance lIrlfuily 10 pre-
merchant is lawful aood donn't mean he The: gft1t'f'a1 alignment 01 an atea is deler- serve their borders again5t the adYances of
won't haggle for the best price. or even take mined by the: interaction between ruler and both iides in a connici.
advantage of some 8ullible adventurer who ruled. Whc:re.IM Nler and the population are Nnttral evil countriH tend to be benign
is just passing through. Merchant. live by in harmony, the alignment tendency of the (but no t pleasant) dictatorships whJle neu-
making money. and t hen!! I. nothing evil region is strong. When the two conflict , the tral good countries are generally ~enlight
abo ut charging as muc.h as a Ch!!raCler is nttituciel of the people have the strongest ened~ dictatorships, TraMfers of power are
willing 10 pay. A chaotic good innkeeper effect. sin~ the player characters most often us ually marked by s hifts in government ,
might, quite reasonably, be suspicious of or deal with people at this lev ...!. Howevt'-r, the thol.lgh these are often bloodless coups.
hoslile 10 a bunch of raggtd, heavily armed conflict between the two gJoupt-subtecU The~ is a ~rla in apathy about polilics and
strilngen who siomp Inlo his inn late at and lord-oYer alignment di((~ can lovernment , Adventuren are treated the
night. A chaotic evil wiurd might be: bored, create ad ven ture. same as everyone else.
and ha ppy for a little companionship a, he ChaOllc Cood: The people mean well
sits by the inn's fi~ . and Iry 10 do right, but are hampered by a
Usln. AreA AlIsnments
To create metnof'able NPCs. don'l rely n~tuf'al dislike of big 80vemment . Although
solely on thdr alignmeu . Add chancteristia Using a general thue may be a single ruler, most communi·
that make them int~ing. adapting It-to alignmml for an a ~a ~ws a quick ~ ties are allowed to manage themselves, so
fil the chantcter's alignl'Mnl . Tne mHChant. ment althe kind ol treatment pLa ye- charac- Ions as theit taxes are pak! and they obey a
pe:rhaps fet'llng a lillie guilty about OVef'- ters can expect there . The lollowlna few broad edicts. Such are~ tend to have
chargil'l8 the adventurer. misht give: the next pa.ragraphs &i~ kJeas for each lIlignment. weak law enJorce:menl organlutiora. A
customer a brrak on the p~. The innkt'ltpM' uwluJ Good: The people are ~y local sheriff, baron, or coundl ma y hire
might be: Nde to the ;w:!venturers whi)e clear- hOMS!, law-abiding. and helpful. They mun adventurers to fill the gap, Communities
ly being friendly to other patrons. doing his wdJ (at least most 01 them do). They respect often lake the law into their own hands
best to make lhe group feel Ul\wanted. The the law. As a rule, people don'l walk around when it seems necessary. Lands on the
chaolic evil wiulrd might discover Ihat . wearing armor and carryi.n& weapom. 1lIo5e fringft of vast empirn rar from the C4II pital
while he wanted sorne companionship, he who do Me ~ with suspidon Of' as tend to have this type of a ligrtment .
doesn't like the: compoany he: got . He misht troubJe..rna.ker$. Some.odd~ t~ to dwib: Chao tic N~ulral: There is no govt'-m -
even leave behind a token of his irrita tion, advmtu~, since they often brina trouble. ment. Anarchy is the rule. A strans!!r to
such as bestowing the head of a donkey on Lawful Neutul: The people are. noc only such a town may feel as if he has ridden Inlo
the most annoyins character, law-abidi~ , they are passionate creators 01 a town of madmen,
25
Chaotic Evil: The people a~ ruled by, ilInd not an indication of the moral properties of Depending on Ihe new ilIlisnment, the
live in fear of, theM mo~ powerful than them· the item . Rather, it isa mean. of limiting the change millY or milly not be immediilllely
sdva. Local &ovt'fT\ment U5WlUy amounts to number and types of characters cillpable of noticeable , However, you shou ld insist that
ill series of slrongarm bosses who obey the cen· using the item- the use:r's alignment must the player role-play his new situation. 00
traI sovmllnent out of feill r. People! look for match lhe Item's ilIlisnment for the magic to not ilIllow him to ignore the effects the align-
WillY' to pin power or keep the power they've work properly. Aligned millgical items, usu· ment change will have on his chill racier's
sot. AMilIssination is an acapt~ method of ally weapons, were created with ill specific personality. Indeed, Sood role-plillyers will
i1idv~ment, i1Ilong with coups, conspirEits, ethos in mind . The item was ilIttuned to this take Ihis as ilIn opportunity to stretch their
i1ind purges. Advftlturtrs are often used as ethos by its creator. skills.
pawns in political power pme, only to hi! Aligned items reveilll their true powers
eliminat~ when the i1idventurers themselves only to owners who shillre the same beliefs.
b«orne it threat. In the hillnds of anyone else, the item's
Alignment as
powers remillin dormant . An extremely a World View
powerful item milly even harm a chillracter of
Varying Sodal AlIsnment In addition to ilIll its
another alignmmt who handles the item,
other uses, ilIlisnmenl can become the ~n
especially if the character's alignment is
Within these ilIlign. trill focus of ill campai&n . Is the world caught
opposed to the item's.
mmlJ;, of COWW, many other &ovemment in an unendins Itru&8le between the foreH
Aligned millgical items should be ""re.
types are possible. Furthermore, even within of Soad ilInd evil. lilIw and chillos? The
WherI an item hillS an alignment, it is a sign
the same kingdom or empire. IMre may hi! answer affects how the campaign world is
of sreillt power and purpose . This creatH
areas of difkmlt ilIlignrnent. The capital city, created, how the campaign is run, ilInd how
opportunities for highly dfillmatic adven-
for example, when!: men:h.;ants ilInd politicians adventures are constructed . It also affKts
tures illS the player characters learn ilIbout
congregate, may hi! much more lawful (or players' perspectives on ilInd reactions to
the item, research its history, track it across
evil, tic.) than ill remote fannin8; community. the country, and finililly discover its ilIncient
ViliriOUS situations ilInd event •.
And ilIlignment is only one pattern of In a typicilll c::ampillign , the primary con-
resting plillce and overcome the guards and
social orgimlzation. Not every nilltion or flict in the world 15 not a struggle betwem
traps set to protect it .
barol'lY is defiMd by its ilIlignmenl. Other alignments. The campall" world is one in
methods of describing ill group of people cilin which passion , desi re, coincidence,
also be used-peareul, willrlike, barbillric, MASlcal AlIsnment Chango intrisue, and even virtue create events and
decilldent , dictilitoriilll, and dv iliud ilIre all situations. Things happen for many of the
A second , more
possible descriptions. same reasons as in the reilll world , For this
insidious, type of magical item is the one
You need only look at the world todillY to reason, it may be easier to c::reate adventures
Ihat changes a chillrillcter's alignment , Unlike
see the viliriely of societies and ctJlturn thilll lor this type 01 campaign. Advenl-ure varie-
the usual, gradual methods by which a char·
abound in the reililms of milln . A &cod DM ty ilInd excitement depend on the OM's sense
acter changes alisnment, magka l allsnment
will sprinkle his cillmpillign world with exotic of drama and his ability as ill storyteller.
changes are instantillneous, The charillcter's
ctJltures crut~ from his own Imagination Occasionally player chillracters discover ill
personality undergoes ilIn immediillte tran&--
or researched ilIt the locillilibriliry. grillnd and hideous plot, but such things are
fOl"milltion, somethins like masical brill in·
isolated ilIffairs, not part of ilIn ovenll
scheme.
However, (or conspiraCY.oConsciouJ OMs,
General ilIlignments a different world view may be more suit·
CilIn also be ilIpplied to religions . The beliefs able, one where the powers of alignment
and practices of the reli&ion detennine its (Sods, ctJlts, kingdoms, elemental forces)
ali&nment. A !"eliSion that espouses uncia· ilIre actively struggling against eillch other,
standlns, working in harmony with others, The plillyer characters and NPCs may be
itnd good deeds is more than likely lawful ilIsents of this sttussle, Sometimes, they are
good. Those that stress the Importan~ of aware of their role; at other times, they have
individual perfection ilInd purification are no ideill of their purpose!' in the grand scheme
probably chaotic Sood. of things.
It is expected that the priests of ill ~igion Even rarer are those campaigns where the
will adhere 10 its aJisnment , sin~ they are player characters represent ill third force in
supposed to be living examples of these the balllt:, isnored or forsollen by the oth·
beliefs. Other followers of the religion need ers, In such ill world, the actions of ilIdven·
not adhere exactly to its alignment . If ill pe,... turers cilln have surprisinS effeds.
son's ilIlignment is very different from his
religion's, however, a priHt is certainly JUI- Alignments In Conflict
tified in wonderi", why thillt person adheres
to a re.ligion which is opposed to his belids There are advan·
and philosophy. tages and disadvantases to building a cam·
paign .round . ,ignment struggles, On the
plusllde. playet's alwillYS have a goal, even if
Alignment of they're not always aware of it, This Soal is
Magical Items useful when constructins ilIdventures; It
motivates player characters and provides a
Certain powerful continuins storylint: it ensures that charac-
magical items, partictJlarly inlellisent ones, ters always have !Omething to do (~Co and
have aJlgnments. Al1snment in these cases is r",tore the balance of Law, loyal fo l·
16
lowe-sn. Also. ~ sense 01 heroisrnperme~tH forces of darkMu and evil win the finallnot-
tM pme. Playen know that their cNractrn tiel No matter how high the odds are
Alignment as a Tool
~~ doing aomfthing important. something 5tacked in their f,,\lor. there il always a E\len Ihough it has
that has an dftct on the history oi the cam- chance lhat the character! will do something bHn said several timH already, this point is
paign world . so stupid or unlucky that they musl lose. important enough to repeal : AlIgrrmnTt is"
There aredisadvantagu to this approach, Vidory annot be guaranteed. If It is, play- tool to aid rolfl-playil1g, not a h"mmflr to
too, but none that un', be avoidfti by a elf will quickly sense this and take ~dvan forc. charact.,., to do things th,y don',
clever OM. First is the question of boredom , lase of it. want to dol
U every ~dvertture revolves ~round m~in The OM should never tell a player, "Your
t~ining balance or crusading for the cause, character can't do th~t beause it's ~ins.t
Never~ Endlng Conmct w
player! may get Ii~ of the whole thing. his alignment. unJeu that chv"cter J.
The solution is limply 10 m~ke IUR The belt way to undt.".r some type of spedal maaic.al control.
advmlurH are varied in goal and t~me . avoid the problems desaibed above is to Lei player! make !.Mir own decisions and
Somt'times character! strive in the name of design the char-acters' struggle 10 it is never~ their own mistakes. The OM has enough to
the great cause, Other timd they adventure ending. At the very 1east. the connict is one do witnout tOIling over the players' jobs.
for lheir own benefit . Noteverybattle needl thai lasts for millennia (well beyond the life- 100 .
to be a titanic Itruggle of good 'Is. evil or timH of the playe.r char<lctns) , Despite Ihis prohibition, the OM can lUg-
light '15 . darkneu. To keep the players from feeling frus- gest to a player Inat an action Involves con-
Anolher con«m is that everything lhe trated, certain they can never accomplish sider<llble risk. dpecially where alignment Is
characters do may affect their quest. An anything. they must be able to undertake con~med . If the pla)'e'r still dKides 10 BO
aligned game uruverse I, one of massive and sl1.lble tasks and win sianinant victoria ahe<lld, the consequences art nis resporuibil~
intricate caU*-and-d'fect d\ains. If X MP- for th~r side. Player characters fighting for ify. Don'l get upset about what happens 10
pens over here, lhen Y must hap~ over the cause of ,ood may eventually drive the charactoer. 11 lhe paladin is no longer a
there. MMI advenlurn mwt be wovm into back the growing infiuen« of the chief vil- paladin. well, Ihat'S jwtlhe way thinp art .
the thre~d of the storyline. even thOR thai lain, but they defeat only. symptom. not Such JU88ftliOM need nOf: be braun.
don't seem 10 be a part of II . the disease itself. True. the OM can ask, WArt you $Ure thaI'. a
This i. in direct conRict with the need for There can always be a new threat: Per- good idea. gi\len your alignmentl w He can
variety, and the OM mwl do some careful naps the evil villain himself returns in a new also use more subtle forms o( suggeslion
Juggling. A big quest is ea,y 10 work Into the and more hideous manifestation . The OM woven Into tne plot of the adventure .
MOry, but what happens whm the player must ~Iways be prepared with a seritl of Tomorrow the cleric inlend!: to go on a mis.-
characters take some time off 10 go on their fantastic yet realistic threats. These gradu- sion lhat would compromise his alianme:nt.
own adventure? Are they needed just then? ally increase in scope as the characters ~t night , he nas a nightmare which prt-
What happens in th~r absmcel How do become more powerful. venll any restful sleoep. In the moming he
theygetlnock on track7 What happens when Thus. il is pos&ible to build a campa.ign runs into an old IOOlhwyer who left ill
someone discovers fOmething no one was where the forces of alignment play an active omens and predicts dire ~ults. His holy
meant to know yetl For these problems role in things. It is difficult ~nd there are symbol appear! mystoeriousJy tarnished and
there are no easy answers. A creatjve OM many h~urds , but Imasination and plan- dull. The candles on the altar nicker and
will never be idle with this sort of campa.ign . nins can overcome the obslaclH. dim as he mien thoe temple. Attmtlve play-
Finally, there is the problem of succcsa ers will note thHe w.unings and may recon-
and failure . An .. ligned universe tends 10 sider their plans. But, if they do nol. It is
create an epic advenlure. Player characters their choia 10 make, not the OM's.
become involved In earthshaking events
and deal with cosmic beings. Beina ~t the
center of the game, player characlers Detecting Alignment
assunw great importance (if Iheydon't , lhey Sometima charac-
will quickly 8el bo~) . This is standard ters try to use spells or maaical items to
stuff in sword-and1Orcery fiction , SO it is Jearn the alignment of a player dw-Kler or
natural th~t il also appears in a sword-and- NPC. This is a highly insultin& iI not he»-
sotcff)' role-playing adventure. tile, action.
Fiction writefl have an advantage OMs
do nol , however- Ihey can end the story
and never return to it, At the end of the Asking
book, the good guys win, the world is set Asking another
right, and the covers are closed. The writer character "So, what's your alignmentr is as
never has to worry aboul it again, unless he rude a qutStion as... well, It's so rude that any
wantl to . What happens wNen characten example we think oJ, we can't print, At best,
win the fiNI connict, the battle that puts all any ~l"f who bi boorish enough 10 brina
to rightl What un be done after peace and up the iaue is likely to receive: a ~ ky stare
hannony come to the univenel (tumin8 10 shocked horror from men refined
Furthermore, the <luthor knows who Is cha!¥le.n).
going to win . He 5tarts by knowing the aood Asking another character hil aligrunmt lJ
guys ~' iIJ win . There may be many twlstl, futile, anyway-a lawful good chllracter
but eventu~lIy the heroes triumph. Many may feel compelled to tell the truth, but.
OMs make the same as£umption. They are chaotic evil character certainly wouldn't. A
wrong. chaotic eyll character with any wit wou ld
Ne\ler simply assume that lhe characlers reply -lawful good :"
will winl What if they don't? Wh<lt if the Even II a character answen truthfully,
17
thtort! 15 no w~y for him to Itnow if he i5 reasons, most of Ihem have nothing to do
with the player ~ fallins~ to play his char~c· Chanlns the Ch,anaes
right , short of t~ loss of dauabilitie (as in
the case of ~I~dins). P1~~r characters c~n ter's role or the OM HfailinsH to enate the Ouring the course
only NY wh~t they think their ~lignmenl is . right environment . of play, keep notes on Ihe actions of t~
Once th~ h~ve chown their alisnment , the PI~yer charactm ~rr im~ginary people, player characters. At the end of each SH-
OM is the only person in the game who but. like rral people, Ihey grow and chan&e sion , re~d through those notes, paylns
Itnows when It curnnt ly st~nds . A chaotic as lheir pll!rJQnalitie deve:lop. Sometimes attention to any unusu~1 behavior. Note
good ranser m~y be on the verge of chang· circumstances conspire against the pJayu which ~lignme!'nt IiftnlS most ~ppropriate to
ing alignment - one more cold· b looded c h ar~ctu. Sometimes the player hn a each characle!'r's actions.
deed and over the edge he gOH, but he change of attitude . Sometime the personal- If, over the course of St!ve:ral playing ses-
doHn't know that . He stillihinb he is cha- Ity cre~ted for the playe:r character just sions, a character', actions consistently fil
otic Sood through and through . liftms to pull in an une)(pected direclion . an alignment diffe:rrnt from the characte:r'5
These Me natural changes. There might be chosen ~Iignmenl , an alignment change if
more cause for conce.m if no playe:r charac- probably in order. If 5mall actions a~ tak-
Cutln& a Spell ter ever chanse alisnment in a campaign. ing a character outside his alignment , the
Casting a spell to There is no rule or yardstick to determine change should be: gradual-m~ybe e!'ven
reveal a character's alignment is jU5t as offen- when a ch~racl er ch~n8es alignment . Align- temporary, Severe aclions may te:qulre an
sive as askins him directly. This is the sort of ment can chanse deliberate:ly. unconsdou5- imme!'diate!' and permanent a lignment
thins that starts fl8ht5 and md.s friendships . Iy. or involuntari ly. This Is one of those change.
Hirelinp and henchmen may decide that a things that makelhe game fun-pla~are If a paladin rideslhrough a town ravi18ed
p~yeT chMacter who does this is too distrust- free 10 act , and lhe OM decides if (and by diRaSt! and ignorft the suffe:ring of the
ful. Strangus often flgure the spell is the prel- when) a change goes into eHKt. This calls inhabil~nt 5, he hu tran58rnMd hif align-
ude 10 an ~ lIilck and may strike Fint . for some rr~1 adjudication . Then arr St!v- mml in an obvious. but small, way. Seve:raI
Even those who consent to the 5pel! ~re e:ral factors to consider. such f~i1ura could lead 10 an alignment
liltely to insist that they ~ ~lIowed 10 casl change.
the same in return . Using these 5pell5, In the meantime, the: paladin could recog-
DeliberAte ChAnae
besides ~ng rude, indiatet a b~sic I~ck of nize his danger and ~mend his ways, pre-
trust on Ihe part of the caster or questioner. ventins the ch~nge and preserving his
De:liberate change:
paladinhood . If 1M pal~din bums the vil-
is ensineoered by the: playe:r. He decides he
I~ 10 preve:nt the disoea.se from sp~adins.
Class Abilities doesn't want to play the alignment he oriSi-
he commits a Rriously evil act .
nally chose. Perhaps he doesn't unde:rstand
Some characters- In this case. the: OM is justified In institut-
it , or it's not as much fun as he imagined, or
the paladin, in particular- p05M'S5 a limited ing ~n immediate!' ~ li gnmmt change to law-
It·s clear that the playu character will have a
ability to detect alignment., particularly fu l evil or e:vt'n chaotic evil. The characte:r
Sood and evil. Even this power h~s more more interesting personality with a different
eventu~l1y may be ~ble to C~8e: back to
limitations than the play~ is likely 10 con- alignment .
AlIlhe playu has to do is have his cha.rac- lawful good alignment , but he will never
sider. The ability to detect evil i, rrally only ~g~in be a paladin .
useful to spot characters or erratum with ter start ~ctins accordin& to the new align-
evil intentloM or those who arr so thor· ment. Depending on 1M severity of the
oughly corru pted that they arr evil to the actions ilnd the dete rmin~lion of the player, (ffeds of
the chan&e: can be quick or .Iow .
core, not the evil aspect of an alignment . Changing Alignment
JUSI bKause a fish ier Is chaotic evil
doesn', mean he can be detected ~ a source Unconscious ChAnse Although player
of evil while he is havins a drink at the tav- ch~racte:rs cilln change allgnme:nt , il is not
~. He may have no particularly evil inten-
somethins that 5houkl be approached light-
Uncomcious ~
tions at that moment. At tM other end of happens when the characte:r's actions Me suit- ly, since there: arr RriOUS conse:quences.
Ihe spectrum, a powerful, evil cleric may ed to a different alignment without the playe:r When a character changes alignment , he
have committed 50 many foul and hkieous realizins it. As in the case of a ddiberiJte ~1i8n does more: Ihan just change his attitudes. He
deeds that the aura of evil hangs i~p. ment ~, the OM must keep track of the is altering his perception of the world and
ably over him. characte:r'sactions. 1f the OM suspects that tM his relationship to it . Much of w hat he
playe:r bdieve his charKIe:r is acting within learned pre:viously was flavore!'d by his
his alignment, the OM should warn the player alignment . Whm the: philosophic~1 founda-
lCeeplna ''''yers In the D.uk tions of his life change, the charactu di5CQv-
that his dwactft"s alignment is corning into
Characle:rs should eT5 that he must relearn things he thoughl he
question. An unconsdous a.1.ignment change:
nevu be sure 01 othe:r cha r~cten' a lign- knew.
shoukI not surprise the player- not c0m-
ment5. Thil is one of the OM's mosl power· pletely, Mlyway, 1'he:re are two possible d"fKls of chansing
ful tools- keep the playe" sues.sing. They alignment, dependins on the situation and
will pay more attention to what is going on circumstance!'S 01 the chanse . The fi rSI
if they must ded uce the true motivations Invo luntuy ChAnae rl!'SU lts in no penililty al all . This e:lfect
and altitudes 01 those they employ ~ nd should only be used when the plillye:r and the
e:ncounter. Involunlary align- OM mutually agree that the chillracter's
ment chimge is fo~ on the cha r~cte:r. alignment fhould be changed 10 improve!' the
Most often, this is the result of a 5peil or pl~y of the: same.
Chilnglng Alignment m~gical item . Involuntary changn are Most ofte:n this occurs with low-Ieve:l
Soone:r or iate:r, a Immediate:. The charactds previous actions ch~rac:te!'rs . The!' playe:r maraCIe!'r', align-
h~ve little bearing on the change:. ment may prove to be incompatible: with the
player character will change alignment. A
characte:r might change alignment for many rl!'Sl of lhe parly. A player character may
18
5imply be more interesting. for t'oIHyone if mage needs 40,000 experience polnts- RVeral misadventures, M cleverly mana&n
his alignment weft! difftte:nt. Inexperienced 20,000 points beyond 5th II!"\/d- to reach to trick an evil mage Into removUts 1M
players may Rlect an alignment without 6th level. Dellmora mutt eam 40,000 addi- helm, at which point he is restored to his
fully unckrstandlng its ramifications. Dis- tional experien~ points, Instead o( the nor- prnioul aJlgnmml .
coveri"8 they simply do not like the align- mal 20,000. Every two experirna pointS He gains no experience from the time he
ment. they may ask to chanse. Such counts as one towards advan~mt. dOM the helm 10 the time he I'f:moves It
chang.es must be made with mutual a8~ Delsenora start~ the adventure with (though the OM may gra1\t a .m.til award if
ment. As OM . Iry to accommodate tM 20,000 f'Xperima point•. AI Itl conclusion, 8eomhelm'J plan was particularly ina~
desires of your players. if those desirlK tht' OM awarded her 5,300 points, bringing nlous). 11 Beornhelm had chosen not to trick
won't hurt the game. her lot-al 10 2.5,300. Instead of needing just the rnqe but to work with him. the change
in the second Iype of volunt.uy change, 14.100 point. 10 ruch the next level, she would immediately be cons~ a player
lhe cue cannot be ma<k thai the alignmenl now needs 34 .700 bKiluM: of her alignment choice. From that point on 8eomhelm
change would be lor the good of the ga~ , changel would earn u:perimce, but he would h.lve
This gt'Mnlly involvH more established If an alignment change i, involuntary. the to eam twia a. much to reach 1M npt ex~
characters who have been played according. doubled ell~M~ penalty is not enforced, rie~level.
to one alignment for some lime. Here. the In.tead, the character earns no experience A character can change alignment any
eHects of alignment change are Rven! and whatever until his former a lignment is number of timn. U more than One chanr.e
noticeable. resained . This assumes, of course. that the OCXUl'll per level, however, the sevvily of
The instant a character voluntarily character wants to rega.in hi. (ormer allgn- the penalty Increues. (The character is
chang" alignment, the experience point mml . obViously .uffering from severt. mental con-
cosl to gain the nexl Hevel (or level.. in tM If the characler decides Ih.t the new fusion , akin to • modtm-day personality
cue of mulli-dau characters) i. doubled. To alignment isn't so bad .fter all. he begiN crisis.) When a character makes a IKOnd or
detft'mine the number of experien« points eaming experiena again. but 1M doubling .ub5equmt alianmftll ~e at a given
needed 10 gain the next lnoel (and on'y Ihe penalty goes into effect . The player does not level, all t:Cperima points eamed loward
next level), double the number of expft'ience havt' 10 annoUl\Or; this decision. U the OM the ntxl level .Iff: immedialely lost . The
points listed on the appropria te Experience fHls 1M character has mlg.ned hlmwU to chancter must still earn double the normal
levels table . the s.ituation. thatll.ufflclenl . ex~ena.
For example, Dtlsenora the m~ began For example. 8eomht.lm lhe Ranger can- Oelsenora drilted into lawful goad. Now
the game neutral good. However, as me IHlly dons a h,l", of "Ii,nmnlt cn"n,. and ~ find, lawful good too restrictive. She I.
adventured. she regularly supported the suddenly switches to chaotic evil confu.ed . She doesn't "now what . he
downtrodden and the oPp~ . fighting alignment-something hedidn'l want lodol believes In . Her heoild hurts. The choilracter
for IMir rishts and tMir place in society. Exerting its InJluence over him, the helm revert. 10 her earlkr neutral good habits.
About the time she reached 511'1 level, It was compels 8eomhtlm to commit all manner 01 6edeviled by indecision, she 106H the 5,300
clear to the OM thilt Dtlsenora was behav· destructive actI , Although unable 10 resist, f!'(puit'nce point. she had oiIlready gained
ing mon as a lawful good character and he lkomhelm keeps looklns for an opportuni- ~ now ~. 10 e.un 40,000 to achieve 6th
enforced an alignmftlt change, Nonnally, a ty to escape the accurwd helm. Finally, aftft' level!
19
A character in the ADkoe game, like .. ny- Ihe little monsters are upon him. Still full of player is interested in the game), but an ex-
one else, has a variety of skills and talents. fighl, the character wrests a short sword cessive min / maxer is mining the point of
He is good .. tSOrTle things (because they are from tht nearest beastie and begins to fight. the game. Reducing a character to a l15t of
used In h15 profession o r hobby) and poor at AI this poinl, the OM tells the p laye:r to combat modifiers and dice rolls is not role--
those he hOllS studied casually or not at all . apply the no n proficiency penalt y. The playing.
These skills and talents are called p roFicien- player howls in outrage. MIt'i a sword," he Fortunately, this type of player is easy to
des in the AD&:O game . moans. "My character can UR a longsword. deal with: lUll create a .ituation in which
Proficiende5 aren't exactly like the skills I can't believe you won't lri him use a short his arefully choRn weapon, the one In-
people pick up in school or in the ~nal" sword! It's the same thing, just smallerl ~ Be- lended to give him an edge over everyone
world . They tend to be unrealistically broad fore giving in to the player's protests, con- else, is either useless or puts him at a disad-
or narrow, depending on the subject . The: sider the dllierences In what seem to be vantage . He will suddenly diKover the
fishing proficiency, fo r example, aS5umes similar weapons: drawback of min / mv.ing. It is impouib1e.
the character know. everything about both The character's customary weapon. the to create a combination of factors thai is su-
rod-and-reel fishing and net fishing. In real- long sword, is a slashing weapon. It is 3 to 4 perior in every situation, because situatiolU
Ity, these are two vastly different skills. feet long, heavy, and balanced toward the can vary 50 much .
At the other end of the spectrum, weapon blade 10 increase: momentum in a slash . A Finally, a w rader', lack of proficiency
proBciencies tend 10 be very predse, high- short sword is a pierdng weapon. It i. U to can be used to create dramatic tension, a vI.-
lighting the subtle differences between 18 Inches long, light (for a sword), and bal· tal part of the game. In the encounter with
weapons. A long bow and a short bow dif- anced with mosl of the weight toward the kobolds de5cribed earlier, the player howled
fer in size. weight. pull , alTQw length, and handle fo r quick reaction. in surprise because the situation suddenly
balan~ . Each demands diffe rent practices So, in our example, the character leaps got a lot more dangerous than he expected it
to get optimum utility. Into the fight using the shor t sword to. The penalty for nonpro£iciency Incrtases
When using proficiencies, remember that instinctively-the way he: would use a long the risk 10 the player character, and that in-
these rules are not intended to reaeale real- sword . He tries to slash, but the weapon Is creases the 5Cene's tension.
ity. It might have been more realislic to list too short and light for slashing. He tries to When a non proficiency penalty is used 10
different proficiencies for each aspect of me- block and parry and finds the weapon ab- create tensjon, be sure the odd, aren' t
dieval botany- horticu ltu re. herballsm , sorbs much less impact than his massive stacked against the charader too much.
mycology, etc. -but in !.he conlv:1 of a long sword . He tends 10 attack the air. be- Dramatic tension exists only while the
game, th~ are much beller grouped under cause he is used to the longer reach and player thinks his character has a chance 10
a single proficiency. Individually, each pro- sweep of the long sword . He throws himself escape, even if iI', only a . Iim chance. If a
ficiency would be of such limited usefulness off ~Iance by swinging the light weapon player decides Ihe .ituation is hopeless, he
that all of them would become worthless. 100 hard. All these minor elTQrs make him will give up. Hi. ruction will !Switch (rom
Other proficimcies, particularly weapons, less effective with Ihe short sword, even v:cilement to despair.
go to the other v:treme. though it stems similar to his long sword.
The non proficiency penalty begini to make
sense.
NPC Proflclencles
Weapon Proflclencles Furthermore, weapon proficiendes are As a convenience
Sooner or later a just some of the: many factors that must be lor the OM, non-player ch.ancters a re as-
player will complain Ihal the weapon proli- balanced fo r a successful adventure . If a va- sumed 10 be proficient with the weapons
ciencies are too restrictive. Bul the real com- riety of factors combine to give a characle:r they carry. However, this need not always
plaint may be Ihat the rules don't allow a excessive combat bonuses, the OM should be the c~ . U you want to male an NPC
chaucler 10 do everything the player wants. create situations in which that character's easier 10 de:feat or less dangerous, rule: that
For example, say a player character is favorite weapon is not the best choice. he is not proficient with his weapon. This is
proficient with a long sword. As our l!Xam- For example, a character who is proficient most likely the case with simple innkeepen;
pie begins. he'. about to overwhelmed by a with all types of swords, but no other weap- or townsmen impressed Into the militia. The
horde of kobold., but he has the sense to re- ons, is at a big disadvantage when con· innkeeper may be adeepl with. dub (occa-
treat. Unfortunately, he trips over his feet fronted by skeletons. His sword is less sionally useful in his trade), but the ni~ties
and falls face-first to the floor! His fa ithful , e:f/ective Ihan a mace. Eve:ntually, the player of swordplay are not within the nonnal
lrusted long sword skitters from his grip and will have to broaden his charilcler's weapon realm of his business. By adding to or sub--
proficiencies if he wants to thrive in the tracting from the abilities of an NPC, the
AO&:D game: world . game can be balanced and enriched .
30
fr~ lhe OM tolhink about more import;mt intelligent and sensible choicn for their The ma jori ty of new proficiMdl':l ;;are
pa rts of the story instead of litt le. perhaps characte('5, but not at Ihe ~pen5e of role- going to be those related to trades. Mott of
eV!':n insignifi<:ant, details. playing. If t.,Uored lists ;;are in use, encour- these have a very minor game effect, if ilny
Not everyone ;ilg rees with this I Some age players to list the proficiendes they al all . They give the charader speci.ali.ted
OMs prefer to handle by themselves ail thf' want without get ting to see the lislsof prof!- knowledge. but it is up to the player to make
situa tio ns covered by " roficiencies . This denties. Thf1'\ collect the lists a nd figure out some use of il .
requires a quiCK wit and good mf'mory. In which proficienC6 the characte rs ca.n get A character with the skills of a glaZier
~turn . the OM is freed from the rest raints (some ma y ~ un;;available and others too (glass-maker) does not gain a Steal advan-
of ruin. He c;;an creale the scene he wants expensive). Players will 51 ill rt"quest the pro- tase, ;;although, if necessary, he could sup-
wilho ut wo rrying whether it breaks the Hdencies they Ihink are most ;;adv;;anta- port himself by m;;a king small glass vials ;;and
rules . Bu t tread softly here- th is is not an geoul, but a t le;;a,t the selections are drawn other items fo r local m;;agtf and adventur·
easy way to judge a gamel Try this only if partially fro m the players' imilginations ers. Still, th e~ might come a day when
you are experien«d;J.t OM\ng o r ;J.re a spon- instead of a list of numbers. kn o wled ge of glass a nd glus-m;;aking
taneous and entertaining storyteller. Finillly, proCidencies a~ only a.s useful as becomes vital to the success of ;;an adven·
Nonweapon pro/lclencies sive a pia yet the OM makes them . Once a decision is tUn! . A clever player is ;;alw;;ays looking fo r a
chuacte r mo re depth. Used deverl y, they made to use proficiencies in the c;;ampaign, wa y to turn knowledge to his advant.age .
tell the pla ye r more about the personality the OM must strive to cre;;ate situations Whtm a player proposes a new profictM.
and background of his character and give where they are useful. Alwa ys remembt"r \0 cy, ha ve him prepa~ a description of wh;;at
him morE' tools to wo rk with . Applied judi- design encounters. traps, and scenes where the profidMCY entails and allo ws . Then
ciously and tho ughtIully, nonwea pon profi - proficiencies have a practical applica tio n to consider what the character could gain from
ciencies vastly inc rease a c haracter's the problem at hand. Otherwise. players are It . This is no t to say tha t the player is trying
role-playing potenti;J.!. going to wrile off proficlendes as a waste of to pull a fast one {some will, but give them
Beware, ho wever, beca use nonweapon time and miss out on a wonderfu l chance to the benefit of t.he doubt}. Instead, it is useful
proficlencies can have exactly the opposite expand their cha racters. to imagine ways the proficiency could be
effect- they can become a crutch fo r play- Ul tim;;at~ly, proficiendes add much rich- abused. IE some thing ho rrible or game-
ers who ilre unwilling to ro le-play. a.n t'J(cuse neu, detail, a nd roJe-pl;;aying to iii c .. mpaign bU5ting comes to mind, fix it . Never allo w a
no t to develop a character's personality o r at only a sma ll cost in incn!ilsed complexity. proficiency into the game if it ~ms too
his tory. Some players decide that pronden- The OM has 10 n!member a few more rules powerful.
cies define everything the chilfilcter knows; and the players have to m;;ake a few more Make whatever changes are. necessary In
they make no effort to develop any thing choices when creilting their c haracters. But the delCription ;And then offer it to the play-
else . in return , the ga me is bigger. boelter. and er. If he s till likes it (after all the secret
Avoid this by encouraging p!;lyers to dig more fun . powers a re stripped o ut ), introduce it into
deeper and explore the PQ$Sibilities in their the game #nd have fun . Sometimeslhe only
characters. Ask iI player to explain wh y his thing that can be kept isthe name of the pro-
charilder has speCflc proflclendes. What Adding New Proflc:lendes £jelency. Don't be distressed by this. Mott
did that charac te r do before becoming an The proficiency pl;;ayerf will be sa tisfied with OM changes,
adve nturer7 Questions like this Slimulate lists in the Players Handbook an! extensive, conh:nt s imply to contribute 50mething to
pl;;ayers to delve into their characters' per- but not comprehensive. Ttw! profidencies the game.
sonalities and backgrounds . Make;;a nole of given are the o nes thilt characters will most
the pJayer', rt>;;asons ;;and then you CilIn use commonly w;;ant or need. and those that
them durins play. have significant , specia lized effects worthy
Nonwupon pfoflden~s can be used to of explanatio n. OMs ilnd players will «r-
define the campillgn I nd cre.te a tmos- t;;ainly think of proficiencies they'd like to
phere. The proficiency lists ca n be tililored add ,
to match specific regions o r historical peri- Wherever the idea for a new proficiency
ods, or to define the differences between comes from . the OM is the person who
natio nalities. decides whether to include it in the 8i1 me
If the characte rs' ho me base is a fishing iiIInd what Its effects a~ . This is not a deci-
village, the U51s c<ln be altered to allow all sion for the players. although they can oUer
characters 10 learn swimming, SOliling, fish- suggestions and advice. Only after a new
ing. and navigation at the same cost (in pro- proficiency is approved by the OM can it be
fideJ'lC)' slo ts). These are commo n skills uSKIln play.
among seafOlflns people. O ne importan t {;;actor 10 remember is that
At the u me time, dwa.rves, who come to no proficiC!'ncy sho uld be beyond the science
this town fro m the nearby mountains. must and te<:hnol06Y oC the age. There's no p rofi.
devote exira sloll to learn these profiden- dency o n the list that allows a character to
cies. A youth spwt in dry, solid tunnels build a gasoline engine, and with good rea-
has n't prepared them for a life at sea . IDn . A S3soline engine is f;;ar beyond the
Instead, Ihey COiIn leun minin8, gem- pseudo-medieval society presenled in Ihe.
cullins, ;;and o tht!r stonework skills cheilply. AO&oe game.
The profidency lists in the Player's Hand- At the same lime, this is a filntasy s;;ame
book are o nly a beginning. Your campaign filled with magic;;al eHects and strange
will develop a much more interesting f]ilvor po wers. With magic, it is not impossible to
it separate tists are tailored to different hilve outlandish ilnd amazing pro/idendes
~ions . if players and OM Wilnt them . They may
This still leaves the proble m of minI have a seriow effed. o n the pme, howevet'",
maxi ns. Players are encouraged to make and must be c;;arefully considered.
)1
accomplish things. You shouldn't always of England, Ihe paper currency of China,
Controlling the frustrate their desire to get rich . It's just that the cowrie shells of ~a n ia . and 1M Cilrved
Money Supply wcalt.h should come slowly, matched to Ihe stones of Aztec lands. These were o nl y a few
level of Ihe character. of the forrruJ money couJd tilk.!.
Con trolling the
flow of money is an important way of bal-
ancing yo ur campaign. Too much- o r 100 Monetary Systems Goods
little - money can ruin the fun of your Even before you Vigorous trade was
ganw. Give your charilcters mountaiN of play the first session in your campaign, you done in goods- vain, cattle, sheep. wool,
gold and the game is spoiled. Suddenly can use money as a tool in creating your jewelry, foodstuffs, and cloth Were all items
wulthy, they no longer have the urgent game wo rld. T he form and shape money of value. A canny Venetian merchant wouJd
need to adventure that impending poverty takes is by no means standa rdized . The sim- sail from V~ice to England with a load of
can provide. Too often they can buy their ple monetary system given in the P/tlyer's silks, trading it there for good English wool
way oul of difficult situations through brib- Htllldbook is jUlit that-a simplified system (making sure he made ill profit/I, and return
ery or -throwing money at the problem .- to Venice to sell the wool for another load of
for coinage. It is not absolutely true to the
Worse still, they attempt to apply mod- real. historical wo rld and is nol ev~ an goods for England.
em, npitalisl ideas 10 a qUilsi-medieval accurate reOection of most fantasy worlds
world . They may try to hire an enormous you fi nd in books, It's just one way to Letters of Cledlt
staff of wizards to mass produce polions approach money,
and scrolls. They may set up shops to make Even tually letters
assembly-line armor. Advances in organiza- of credit a!\(] contracts grew . Now the Vene-
tion <lnd production like I~ come slowly A Short History of tian merch.tnt could sail to England to col-
over time. not all at once. You may have to lect wool gathered by contract from a
remi nd your players to limit themselves to
Commerce monastery. In return for thdr wool shearing
the knowledge and attitudes of the timn, Monetary systems for S years, he would guarantee them set
It is ~ually bad to kt!t!p you r characters aren't alwiilYs based on coins. Miilny differ- payments in ducats or flOrinl, although he
too poor. You are creating a game world for ent forms of exchiilnge coiln be in use simultoil- normally brought them goods they orderfii
a (an!asy role-playing game. If the ch,uac- neously. Take, for e.u mple, the real world from Venetian merchants- silks. spices,
teN are so poor that they must count every around the year 1200. Curnncy included glasswar!!, or wine . Thus he made a profit
pmny they spend, they are leading squalid the regulated gold iilnd silver coins of Byun- from the wool boilck in Venice and a profit
and unhappy lives, Reward them when they tium and the Middle East, the licensed mints (rom buying goods for the English monas-
lery. On his return to Venice, the enterpris- the heavy loll of a gold mark . Pari o( the
ing merchant would sell hi' cargo to the
Coins spoils of war include solidus aureus and
wool merchant in ~um for a note, and Genera ll y, lands denarii of Ancient Rome, though Ihese coins
then take this nole to a gJassmaker and sell it Mar each other. sharing a common group of ate so badly worn their value has dropped
for a load of valuable Venetian glass. peepll" or a common language have very greatly. One o( his men even came across a
m time. the: notes led to the rise of bank- similar economies. The countries of medi- ho rde of hacksilver bracelets! Finally, from
ing houses, Ihough much different from thl" eval Europe traded with each olher regu- his English employers he received pounds,
banks we know today. Intended mitinly to larly and so developed very similar coins shill ings, and pence . Clearly the captain is
finance large deal, and serve the wealthy and values . Kingdoms also tend to imitate faced with a problem whl" n hl" tries to figure
merchants. there were few controls on these the economy 01 the most powerful country ou t just how much money he hal. What do
banb. They we~ definitely not (Of the in the region . 1be BYUlntine Empire had a all these coins add up 101
common man . They wen not pla~ you stable gold currency, and its coins were Ihe The besanl . hyperpyron, and nomisma
stored your money for a rainy day, but model (or rulers from Baghdild to Denmark . were the standard coins of the Byzantine
houses that guaranteed the value of a meT- The value of iI (oreign coin was based on Empire . They were of a rqular size and the
chant's nOle or contract, all for a fee . the weisht of the coin. but also on the power precious melal WilS not de~d wilh lead or
of the issuer. The By:.anline ba.anl was not copper. Backed by Ihe power of the Emper-
only imitaled by olher lands. but it was or, each coin had a steady value. In your
highly villued in trade. An English merchant game, you could establish Iheir value alone
Other economies. wou ld accepl these coins from a Venetian or two gold pieces each.
especially those of primitive lands, workrd trader because he knew their value. His The florin and the duca t were the coins o(
entirely on a barter system. What a man pria: might increaw if the trader paid him in diIfe renlhaUan stales. These lands. rising in
could produce became his money. The Persian dinars. To Ihe merchant, the dinar trading power. n~ed a steady economy.
farmer ~id the miller I.n bushels of grain. Wa.$ simply not as valuable as the besant. Thus their coins were almost the equal of
The miller paid his lord in ground flour. You can add color 10 your cilmpaign by the bes.lInt and were used for trade through-
When the flour was baked inlo bread, tht' chOOSing to hilve different systems of trade out Europe. Each florin might be equal to a
baker was paid in loaves of bread. These he in different lands. By creating different cur- gold piece. The gross was a sliver penny
could sell for the few coins, fresh eggs, or rencies and ways of trading. you make your and. nonnally, 12 equalled 1 florin .
whatever hut.Urles might ~ available. players aware of the different kingdoms in The coins o( France were much like those
Ouring the Dark Ages even a man'li Ufl" your fantasy campaign . This males them of Italy and could be valued the same way.
could be measured in cows, ho rses, or pay attention and learn abou t your world . The louis and the sous were the equal of the
sheep. Ki ll a serf and you had to pay, per- A traveling merchant who trades in besants florin while the gros toumis and the denar-
haps, five sheep. some to his lord and some becomes a wealt hy trader from the rich ius were silver pennies. However, the Rouen
to his family. The cost for a freedman would lands of Byzantium. while one who deals in penny was specially minted and not consid-
be even higher. Rents, taxes, and fines could hacbilver is a northemer from the cold ered as valul'lble by most traders.
be assessed in gold or grain. Eventually shores of Scandinavia . These na~ and The Middle Eastern drachma was mod~
objects were assigned I pKific values. In plattS create images. imagH more compel- eled on the beSilnl. Nonnally 12 to 20 wert
paris of medieval Russia. furs were used ling and exciling than those crealed by the equal 10 a siflgle besanl (6-10 would equa.l a
almost like coins . Squirrel. ennine. and plain words Hmerchanl Hor Hlrader.H gp) but in Aqullaine they were often valued
martin pe l ~ all had values and were lrea ted just like olher foilver penntH. The gold mark
just as we Ireal money today. wasn't so much a coin as ill measure. It was
Types 0' Coins
AI barler systems ~ame mon sophisti- nonnally figured to be worth six English
cate4, Ihey included more and more things. Tht' terms "gold pounds. There were also silver ma rks worth
Obligations and duties became part of the picet''' (gp). Hsllvl"r piec:e~ (sp), and Hcopper about 13 shillings, and Scandinavian ora
fonnula. A knight received land from his pit'CC!H (cp) are clear and they are used worth 16 pence. Bul the true value of these
lord, but part of his HrenlH was the obliga- throughoul thesc' game rules, bul you can coins was what you could get for Ihem .
t.ion to make himself and a set number of spice Ihem up a bit. People give coins The English coins iflduded the rarely Sft'n
mounled soldiers available to serve in his names, whether as plain as "dime Hor lively pound, equal perhaps to one KI" More com-
lord's armies for 40 days each year. TM serf as ~gold double--cagle:' The imaginary pop- mon were sliver shillings, offidally figu red
was obligated to work his lord's land and ulalion of a fantasy world should be no dif- at 20 to a pound (or l /l asp) . Below the shil·
live in the same village all h is life. You might fere nt. Medjeval history is filJed with ling was the pence, 12 to a shilling, and
adopi an economy like this in your Cilm- different types of coinage, all of which can below the pence was the farth ing, four to a
paign world - one based on obligatioN. add locill color to your campaign. pence. Meanwhile, the lowly Rouen penny
For the most parI. Ihe economies of the Take. for CJl.ample. Ihe situation of a me r- was figured to be equal 10 half a pence.
medieval period were based on a combina- cenary captain in Aquilaine . T hrough Of the ancient coins, the Roman solidus
tion of coins, goods, and services . The wages, boolY, and trading he has assembled aureus was Ihe model for the ~nl and
knigh t could escape mililary service by pay- quite a few coins. Foremost of his horde are thus neilli rly all olher coins. It in tum was
ing a special laJiC to his lord. The King could the gold and silver coins of Byunlium- Ihe dividL-d into 5i1vtr denaril with 12 to 40
insist Ihal foreign merchan ts .acquire goods beAn\, hyperpyron, or nomisma as they equaling a single solidus. However. age and
only through barter. The baker could be were know n at diffeN!nt times. An Italian counterfeiters reduc~ the value of Ihese
paid a small wage {or hi. ,,"rvices. Cener- general paid him in coins almost equally coins so much that U1~r only true worth
ally, chang" occurred slowly as medieval valuable, the gold norin and ducat . Mixed could be found in what Ihl"Y w~ghed . Dur-
man moved from a barter system to a coIn- In with these were other coins o( th e halian ing the ,fame time, Scandinavians used
based economy. Thus, many diffenn t ml"th- S1atet-silver grossl and ecu . From the hacksllver-silver jewelry. When they need-
ods vcisted side-by..,ide. French he collected gros toumols, Rauen ed to pay, Ihey could cut off a chunk from
pennies, and louis. A Moorish hos tage an annband or braa:lel and weigh il . Ihu$
boughl his freedom wi th sliver drillchmas the name hacksllver. Thl"Y literally wore
and a Gennan merchant of Ihe Hanse paid their moneyl
Clurly, money is no limple. universal through the charilcter's manor, requiring il
Poor Conditions
thing. uch J\;Ition and each time has itl own cOltiy rep",ir progra m . Termites could
coins with its own values. Your player chal'- In poor condilions, wreak havoc with tM charilcter'. fled . The
acterl may , ... vel through many diHel'i!:nt characters benefit from some' legal protec- locillilord could asst:S5 hil vassals a share of
lands and find long·IOIt treasum. It will ~ tion, although theft may ~ gme:ral indiffer· the tribule he must pay the enmly, Magical
much more exdling (or your char",ctus to ence to their troubltl. They mwi also cope mysteries and daring theftl can also lower a
find 600 andent tremiua from the ru~ of with a high level of violence, periodic rob- character's finandill position,
Empe-ror Otto 400 years before than to find beries, ilnd random fights . Always find a diffetnlt. tOlally tl'nexPKI-
yet another 600 sliver piccn. With a lillie ed approach 10 talting excess cash from
imagination and rnearch .II your loc.. 1 player char.. cters. Let them defeat some of
Mlddle-<lus Condltlom
library, you can find many different exam- your attempts to drain their coffers. Set up
pia 10 iIIdd to your cill mpaign . Middle-clan life som~ of your money-removing attempts to
tends 10 be safe and IOmewhat boring. fail from the start-if the player charact~"
Expenses Characters r('a'lve adequate protection and take some action . Tum your illlempts Into
will not be the' main target of mOlt burglers. adventures: If a thief robs the player chal'-
As exciting and
Thieves .. re generally illlracted to the homH acter', castle, ~ ready with an .. dventure
important as money is fo r player characters,
of Ihe weilllthy, where the chaucler can try 10 Irack him
tracing day-to-day ellpenses just isn't very
down . In fact . he may even catch 1M thief,
interesting, Fo rcing players to rKord every
but only after the scoundrel has 5qWlndered
purchase the.ir characten m .. ke is time- Wulthy Conditions
the character's forluneJ
consuming and, plainly pul, not very hero-
We.. lthy people re-
ic . It's better simply to charge player
ceive the greatest bt-nefil$, but tht-y must
charaderl a monthly living expenK.
also deal with the highest level of deceit,
Expanding the
This livins ellpenK covers all normal
room and bond charges whenever a charac·
trickery, and treachery, Nearly all with Equipment lists
wealth are drawn into dangerous pollticill
ter is operating out of his home NSf! , Sepa- The items listed In
maneuverings, milinly to protect their own
rate charges for meals and beds ntftl be the Pluyer's H,mdbook are by no means the
privilqt:S;.
made only when the character is tra vding only things ever made in the world-or
Upon building or claiming his own
away from home. even in a medieval fantasy worldl They are
st ronghold, il player charKter suddenly
Players describe how well (or poorly) lilted because they are lhe most IIbly thingl
..cquires .. whole new 5d of ell:penwa. The
they want tht>ircharacte" 10 live. From this the characters will need . However. you can
character no longe:r pay. living ex:pen5et but
the OM decides if they are living in squalid , cert .. inly ..dd missing or player-requested
must pay for the mainlenance of his prop-
poor, middle-cI<WI, or we.. lthy lurround- items to this list .
erty.
ings. The Player Character Living ElIpenaes When you go to add an item to the lists,
tabie, ~Iow , giVH Htimated base costs for fi"t consider the l'i!:ilson.. bleness of ilJ; pl'ft-
Table 2l: PLAYER OIARACTER UVING
each category. ence, Given the setting of the AD&o-
EXPENSES
Squalid and poor living conditions COlt g..ame, .. dding .. n M4 Sherman tank as a reg-
the same for all char.. ClII!" regardless of race ular item of equipmenl is just not a logicill.
U ftl tyle Cust/M onth
or level. However, ..s a character incre..ses sensible, or wiK thing to do.
Squ.aua 3 ..
in level, his needs increase according to (or Onct' you decide. that a new Item I. rea·
IHyond) his means , Characters living
Poe, Sgp
sonable, you must assign it a cosl. Use your
middle-class or weiilhhy lifestylH multiply
Midclk-Clul SO IP ~r level own Judgment on this: Consider the intri·
Wealthy 200 gp per level
the base living ellpf:nsc by their level to cacy of the ilem, Ihe craftsm.. nshlp required
determine lheir cosl. Characters of races to make it. and the cost of similar items
other than the predominant one o( the area Draining the Coffers already on Ihe lists. From these, you Ihould
(e.g ., dwarYH in a hum .. n city or humans in be able to assign iln appropriate price.
an elven viJI.. ge) pay double the normal Sometime:s you dis-
cover you have given the player charactetli If, later on, you diKover you m .. de the
rate. This is due to suspicion and a scarcity item 100 cheiilP and all the characters are
too much money. While living ellpen5et will
of goods the character is accustomed 10. buying one, raise the price and say ,uppliet5
take a little of t.hat (especially I( the: clw'a<:-
The only direct g.nne effect of living con- can't ket:'p up with the demand. If an item ili
tetli live big), it doesn't come dose to solving
ditionl is the expense invo lved, but living 100 ex:pt:nsive, you can lower the price and
lhe problem. Fortunately, there are other
conditions can also determine some role- no one will complain .
playing events ilnd conditions in your g..ame. ways you can get money out of their hands,
Your player cha racters' lifHtyles can even be A wide vilriely o( taxa w.as applied dul'-
used as a slarting point for many different ing the Middle AgH. Some caused minimal Altering Prices
typca of adventure. hardship while others were quite expensive.
Characters could ~ forC'ed to pay a were- Remember that the
gdd, a fine paid to the victims of someone prien listed in the Player's HaPldbook are
Squalid Conditions not absolutn! There is no reason you ca.n't
they have slain . The king could demand
Dirty st rillw in !lCUtage, a fee to avoid mil.itary service , Spe- rajse or lower the price of ilny item on the
leaky slabltl, muck-floored huls outside the cial aS5H5me.n15 could bt- milde 10 repair equipment lisls. ~nd can inena. or
wall of town, contempt , and random roads or rebuild bri~n , There could be decrease a price, Different lamb in your
violence-these typify 6qualid living condi- minor tUtl to enter tOWM on m.. rket days campaign may ~ known for specific goods,
tions. Chillractera living like thisiil~'t likely or wilnder through the streets as a strolling allowing them to charge more,
to be robbed (since no one thinkt they ha\le minstrel. Taxes could be charged according Even in the Middle AgH, Spain and the
any money), but they may be tormented or to the size of the person's household . Middle East were known fo r stf!t'.I, Genrumy
attacked just for the fun of it. Their legal In addition to taxes, there might be other for beer. France for wine, the English (or
protections will be few ind~ . unellpKted Cosls , A fire cou ld sweep wool, and the Italians fo r armor. These rep-
'4
urations allowed highef prices to be charged the Crusades. Creal slone castles wen> built.
The DArlc AgH The role of traders and merchants began to
fo r thee goods, especially fin ished itel1\$.
Grftd can also raise prices. Men:hants T his was lhe period grow. Virtually aU the Items en lheequipment
live to make money, 50 they will normally after the collapse of the Roma n Empire, list wt'ft' available in this lime pt"riod.
charge wha t they can gel away with . T here from 450 A .D . to about 1100 A.D . While
were very few price controls Of regulating much o( the leOlrning and culture of the
iilgencies during tl-tde times, ancient world wal losl , it was not as bleak
Finally, advt'l'llurn'S tend to disrupt local and isnorilnt a period as some believe. Still. The latest time peri-
economies, suddenly bringing in large in many ways, it was a step backward from od that IhouJd be considered iIS a settins for a
amounts of cash. Merchants rotise prices to the previous age. However, during IhiJi time normal AD&oe campaign, the Renaiss.Jna!
match. Situations oot unlike the KJondike the stirrup was inlroduced, allowing riders was a time 0( great change. The collapse of the
gold rush develop, In which even the simplest 10 gain full use of the Lan«. feudal S)'5tem had besun throughout mud! of
itemsCOSl outragrousamounts. ln short, don't Europe. There was grea t growth In litera~,
be afraid to charge char.tcters n much as you art, and science. The povm- oJ the old nobility
The Middle ASH
think you can get away with . If they don't like \:qIln to decline while the influeoc:e and wealth
the prices, they11find some way to let the mer- The Middle Ages of merchants and businessmen continued to
chant know 0( their dissatisfactionl (roughly (rom 1100 10 ] 4.50) is the period in grow. Gunpowder and simple gu~ m<olution·
which most fantasy campaigns are set. It was ized the face: of warfare. Foot JIOIdien: bearne
the period most ~Ie associate with kni&ht- more important than cavalry, and annor was
Equipment by hood and chivalry. The knights went off on not llI"Miy as useful as it ern had beat.
Time Period
T he equipment lists
giV1.!1\ in the PlAyers Handbook assu ~ T.bl" 23: EQUlPMENT BY T1ME PERIOD
yo ur campiilign is set in a generic medJeval Stalus
fantasy world . In practica.1 terms, this III':m ~ ________ ..:
A~"
~"'
;;~
r:' __ ...::~~ ;
O,.dI; A8l'S Mlddlt' Ases Rt'nai5N.nCIE
means you haven' t lied your campiilign 10 ~6Ui AV
iilny particu liilrdate in history. A ll this is per- pike NA AV
fectly fine and is commonly done in fantiilsy BuWd sword NA AV
stories iilnd fan tasy campaigns- you are Block and tK:kk NA AV
dealing w ith fanlasy, after all.
However, if Is also possible to create ~Il~~--------------~~--------------~l~------
6rigandint
Brorue plate mail
NA
AV NA
AV
exciting and interesting campaisns that are u. rriage (any) NA AV
tied to specific time periods, but Ihis will Chain m;llil NA AV
_ _ _ _ _CN A~_____
work only if you know something about lM Com~telong ~
bo~w~ ",
AV
li me period . This is important! A lot of pe0- i'oIIbOW (any) - AV
ple assume things about the past without Field pa.~ NA AV
knowing the facts . The tru th of the matter 'Rail (1lIIY) NA AV
may be far different. Go to the library and _ plate
Mill~ _________ NA
~~ ____ ~
AV
_____________AY
do your ho mew or k before you begi n Glaive NA AV
designi"8 a time-specifk campaign . Even if Glass NA AV
you don't do such a campaign, it's useful to ClilS5 bo nle NA AV
learn a little more abou t medieval hislory. It G~at helm NA AV
will onl y improve yo ur own fan tasy world. Greek fi~ -;;;~~_ _ _~_ii
NrA AV
,:-_~_..;;
It is not necnsary to pick a p~ dale to Rovy hOne lance ~
model, Mlch as l2.J7 A .D., although again Huvy war horw NA AV
there is nothing wrong with this. History and Hontyob NA AV
historians tend to divide t~ past into different "- NA AV
~ and you can do the same. Four different
age"$ are covered here- the Ancient World,
~~:~----------~~----~~----~,~~---
Kopesh sword AV NA
Lantern (any) NA AV
the Daric: Ages, the Middle Ages, and the Ren- Av......
a~ . Each has its pecuHarilie5 and differ-
Lock (.. ny )
La", bow
NA
NA
'00'
AV
Good
ences, some of which are described below.
~~~'"=-----------~~------------
AV
AV
Mom!na.... NA AV
The Ancient World P.~ ~ AV
This covers a period P.pyI'UI NA AV
of great empitel sp~acli.fl8 from the Mediter- PoJ~I~(b
~",~P~I~k:'J:------~N~A~----:::----.AY'--______..1
AV
ranean. Some weapons and annor were milde Pony ciln NA AV
0( bro~, others 0( iron, and a few were made Ring mail NA AV NA
of steel. M06I household items wt'ft' pottery,
wood, stone, and wkker. Bronze weapons
were easily dulled and, in gaffle tem., bruk
or bend when a 1 is rolled on the altadc roll.
Saili", &hip (non-oared)
Scimitar
Silkdode
SUI<....
Nit
NA' -_ _,
NA
NA
...
fii,;';;
""" ....
AV
AV .._______
35
the difficulty of the lock by housing it in a light wa r harse would have a movement
AdJustlns: Equipment USb cheap-looking G115e . A thief can Jearn the rale of 32, one-third more than normill!.
When you Rt your quality of a lock by attempting to pick it. Fractions should be rounded down .
campaign in a sprcific time period , you may This attempt need not be successful ( ~Cee , The carryi"g capacity modifier is the per-
want to adjust the equipment lists to r~ect this lock must be a really superior job . It's a centage of the base weight the horse can car·
changes in availability and price. Some sug- lot harder than it loob.~) ry. A nag cOIn only carry SO"", as much as a
gested changes are given on the p~ious normal horse of the same type, while a
page. Like the upsule descriptions, the charger can carry one-t hird more than nor-
Horse Quality
table is not 100"'" accurate. Instead, it mal. Again, fractions should be rounded
renKts whether items were commonly used Another matter down .
in 1M time period. For example, nails (as an where quality is Important is in horsenesh, The cost modifier gives a general idlea of
4l3ricultural instrument) have existed lor There is a world of differentt between a the markup that should be applied to the
time immcmori.aI . However, they were not high-spirited stallion and a broken-down horse. Poor quality horses do not have neg-
commonl y used all weapons in most time nag, iIInd it is not always apparent to the ative modi£ie.rs since me.n:hanls will always
periods, except in cases of emergency. By eye, although it is usually pretty ~asy to tell try to get at least the average prke for a
doing further research, you can refine and a scrawny, sway-backed old marl!! from a horse . In this caSf', it is the lob o( the player
expand this list. fierystaUion . The buyi ng of a horse is some- to talk the pritt down .
thifQ! the player characters should always
app roach with c.. re lest some unscrupulous
Quality of Equipment horse merchant pull a fast one on them. Horse traits
Most of the equip- Furthermore, horses often have irritating (OptIo....1 lule)
ment a character buys Is assumed to be of trillit5that cilln make them less than pleasant
average qu.. lity- neither too cheaply made to be around. Table IS lists the different Each horse has
nor too t'iaborate. Thus, weapons are serv- qualities of horses and the effects of each . Id3 - ) traits that define Its ~penonality."
iaablt: with stout hafts ilJ\d sturdy blades. Note that not all horses need to be assigned In poor quality haf'llf'S, these trait, are
The metal is not 50 poorly tempered as to a quality. For si mplicity, you can assume all generally undni rillble, but even good
make the blade hopelessly britt le . The blade horses are of average quality. holW$ can have unpleillsa..nt quirks. for
is nol elabor.. tely etched and the hilt is not each horse, determine the traits on Table
encrusted with gold . Other items are of Table 25: HORSE QUALITY 26, usin& the column appropriate to the
everyday makt', usefulness and function quality of the horse. It as stron&iy ~om
superseding artistic needs. Mo..-ement Carry/ns mended that you ielect the trait ra ther
However, quality can vary from item to
item . For some items it is important to know
the quality, sina this affects a game ability,
The thrtt items WMf'f' quality is most signif-
Quali!y
~
Broken-
Rate
50 ..
Cap.
Modifie r Mod.
... e",.
Mod.
than rollins randomly, sin~ thee tnils
can l1!ally ~a.nce the humor and color
o f your CMnpaign ,
Biten tend to take nips at their riden
ican t aN! locks, horses, and weapons. In
other instances, quaUty becomes Important
only if you or one of your players wants an
......
down
.....
75 .. 50 .. or those leadinS them, an uncomfortable
but not dangerous habit. Kickers never
seem to Luh out on command, but only
item of exceptional beauty or (more per- Ipiri~ 133 .. W'" xl when a cN.riK1er dean't w;lnt it to hap-
versely) exceptionally shoddy construction . Charger 150 .. 133 .. x4 pen, The best idea 11 not to follow a k.kk-
er too clottIy, Fe\~Mwm are Ilmllar
The moO'ement rate modifier is the adjust. to bllus exapt that they SftD"I to have III
Lock QUiloUty taste fo r wood Instead of their rider.
ment .. pplied to the bOise movement rate for
T he qua lit y of a thillt type of horse. A broken-down light While fm ce--chewing may be caURd by a
lock can increase, decreillse, or leave war horse would have a movement rale af billd diet, It', a hard ha bit 10 break.
unchanged a thief's chance of picking th .. t 18. 75., of the normal 24. A high-spirited
lock. The higher the quality of the lock, the
harder It Isfor the thief to pick . TableZ4lists
the different lock qualities and the amount
the y add or subtract from a thief's percent· Table 26: HORSE TRAITS
age chance to open it. Unless otherwise
noted. assume that all locks are of good Nag. broken-down. High-spirited
quality. 010 Roll " avero1lge " charger
Table 24: LOCK QUAUTY
1
Z
J
Biter
I(;cb
Steps on feet
1Iuoo
~
Bites
...
4 Won't gallop Single. rider
5 a..-r..... Rean
•
7
Stops occuiona1Jy
Rubs against fences
Heachtrong
Kich
••
Bucks Leaper
Untr.uned Knows trick
10 Uir Hish~ted column Uir N,ag column ar OM', choice·
The quality of a lock cannot be discerned • Other possibilities could include robust, neel , fearless, skittish, strong. stable, g~ntle ,
just by looking al it. Indeed, one of the sure·foated, etc.
tricks of the master craftsman is to disguise
36
Characters with the riding proficiency troclucing one or two of these (remote and
Some horses hoive a seemingly mali- can avoid many of the hazards of horw- difficult 10 reach) areas into your campaign,
cious tendency to I tep on feet 015 they OI~ buying on a successful pro(ldency check. you incnase the tk-pth and detail of your
being ",delle<! and groomed- and then The character rnust choose to use the profi- world.
mUle to move. Some refuse to gallop ciency (but considering the investment he
uRIes. forced. Some stubborn horses jU11 would be foolish not to) , A successful roll
flop in the mJddleof a fNlrch and almost will reveal a horse's true quality and per-
hoive to be dragged forward . Others ta.ke haps sorne of its obvious quirks. Naturally, While ornamenta-
an almost human pleasure in rubblng there is no way to ascertain the o rigin of the tio n has no effect on the function of an item,
againsl kncn. wall.. and trees trying to mounl , unless you decide the horse has be-en I! don increase the COSI . Ornamented item.
Krape Iheir rider off. Bucking horKS ilfe br<lRckd or marked in some way. Even this can also enhance the status of the owner as.
always unpieapnl . though OIl ~ast the may not be foolproof, since clever thieves man 01 wealth and influence . Of course, it
rider can usually feel the hone tense up can find wayl to aller virtually any mark- also marks the character as a larset for
just before it happens . ing. thieves and robbers.
Untrained horses. even those broken Among the more popular types of orna-
for riding, haven't learned the basic com- mentation are jeweled mountings, engrav-
mands of ho~ma n lhip-Ieh , right , ing. embossing. inlaying. painting, plating.
speed up, or slow down . They do what Quality weapons chiseling. chasing:, etching. enameling, lilc,
they think they a~suppoMd 10. bUl that are those of exceptionally fioe craftsman- quering, carving. and gilding. Common
isn't always right. ship. The blade ma y be forged from the fin - items COIn also be made from rart! and
Some. while tralned, art' jusl plain est steel for nexibility and sharpnCSi. The fanlilstic: materia.ls-perhaps as simple as
headstrong and, figuring lh~ know swordsmit h may have carefully folded , silk or the wonderfully rare and Incredibly
more than their riders, try to do what hammered, and tempered the steel 10 a su- supple hlda of baby dragons. 'The cost of
they want , Single-rider horses have beft\ perb edge. The whole sword may be per- s uch items depends on the difficulty and
tra.ined 100 well. recosnizing only a .In- fect ly balanced, light in the h.and, but heavy skill 01 the work. It is best for you to deckle
gle muter. With time they ca.n be ridden in the blow . There are many ~asons why a a price (highly inflated o ver the original). ill-
by a nt'W OWnc1'. but they will not ~ sword or other weapon may be above ave r- though ten times the normal cost can be
spond ~11 to others, even friends of the age. used as a starting figure ,
owner. On rart' occasions a horse may Careful craftsmanship and high qua.lity
actually know a minor trick, usually give a weapon a bonus on the chance to hit
learned without special training. These or a bonus to damage. The bonus should
tricks art' vuy simple-Io come when never he more than +1. The bonw on the Annor Made of
whistled for, to nar on jl tug of the reins, chance to hit is for those weapons that are ........... Met....
or to tum whftl thor rider pruses with his exceptionally well-bal anc1!'d . light, or (0pd0n01 Rule)
knees. q uick . Weilpons of perfectly tempered steel
Particularly lively hof'&C5 have tMir Wlththe~
or carefully hoimmered blades gain the b0-
own ~I quirks. Some just cannot tlon o( brOlWe platemail. itis Ul\lmed
nus to dama~. The met.. l retains its razor
~m to move at a slow Ileady pa~. that all metal anno,. ~ made from .
sharpness, cleaving through armor like a
Every Itep Is a Jailing, bouncing bone- fairly common yd sturely form 01 Itftl.
hot needle through wax . Because they rely However, this need not always be the
jarrln& ride. Ot-hen are bom leilpers, on rnass and impact. bludgeoning: weapons
making corrals and fences onl y an occ.a· case.
rarely gain a bonus to damage. Those thoi t
fionaJ In.rrier. An Ill-tempered few will Since thll Is. f&ntat)' c.mpafan, theft
do gel a bonus get it for tn~ir carefully
rev suddenly at the most surprising mo- Is nothing to prevent armors bdna made
shaped and balanced heads.
ments, espedally in the midst of combat. from rare and fantastic metals. Oifftrmt
The q uality of a weapon is not immedi-
When the horse does this, it Is not attack- metals have different properties which
ately apparent to the average person. While
ing so much as reacting in fear and sur- must be taken into account when such
anyone using the weapon gets the quality
prise. Many a rider has berm dumped by armors ~ used. Tab5e 21 lim .rvtrai
bonus (even If th~ don't realize it). only
this sudden move. those proficient in th.at weapon-type or pro-
differtrlt 1)'pH or metal. and the effects
they have on Armor CI.... ft'Icu m-
ficient In weaponsmithing can immediately
brana!, and cost.
r«:ogniz.e tn~ true craft . manship that went
Iisks of Horse Buylns into the making of the weapon. Even then.
Beyond jU5t the the character must handle the Wt!apon to ap-
quality and quirks of horses, then:! OIlY other preciat~ its true value. For some fl!ason,
reasons to be careful when buying a horse. however, merchant5 almost alwayl seem to
HOnle theft hoas always been a popular pas.- know the value of their goods (at lust the
time, and punishments are often equally se- successful merchants doll. Thus weapons of
vere for both the thief and Ihe quality cost from 5 to 20 limt'S more than
buyer- assuming. of CO\1niIe, thai the buyer normal.
isn't miStaken lor the thief. UnscrupWous mer- In your campaign, you may want to cre--
chants ohm try to pass hol"llCS off iI5 what they a te NPCs or rqions known ro r their fine
are nOI ("'Yeah, this is a heavy war Mille, really quality weapons. Just as DamalCUS steel
it ilI.-). Hot5el mayor may not be trained, a~ was valued in the real world for its fine
though. merchants always wim they are. sirensth and flwbllity, a given kingdom,
While il is easy to spot a hone not broken to diy, or village may be noted for the produc<-
the saddle. it's nol 50 simple to tell if a hone lion of swords or other weapoN. The mark
has been trained for war. of a specific .wordsmith and his apprentices
can be a sure sign of quality, Again. by in·
37
Armor aa" and hit points of damage. The T.ble 18: HIT POINTS OF ITEMS
Tlble 17: UN USUAL M.ETAL second attack usn a savins throw .
ARMO RS When a character tries to damage a spe- Hit Point Attlck
cific part of an item, use common sense to Item Ruge Modes'
AC W~lght Coo.
,.
determine I.M effect III particular weapo n t 2-9 Iu.n,
Metl l Adj. AdJ, ~hd t,
Adoimantite +, will have ag;ilnst certain materials. Trying
8ro"", -1
-25"
0 '""'"
x 1 /J
to cut open a sack with a mace isfuUle . Try-
ing to chop down a door with a dagger is
Common leather
Glass bettie 1-'
Slash, pierce
Bludgeon
-.
Elven st~1 0 -50" equally futile (unless the character has a lot Glass pane or
FiM~Hl 0 -10" xl of time). Be sure you consider the hardness mirror 1 All
Cold +100.., Weishl
+ ><J .
of the Item and the amount of time the char-
acter hilS. A mace can be used to bauer
Rope
Wooden Door
' -5
30-50 5'''''
Slash
uon
Sliver -,0 +25" 0
0 Weight
+ xl·
down a wooden door, but an ax will be
faster. A mace won't do much of anything
Wooden pole 2-12 Slash
Borw or Ivory
Ooth
11
12
- ,.""" • •
I.
I.
3
13
2
2
•
I.
GI...
Le.ilther
5
10
20
3
••
14
2
7 4
4
•
3
17
13
"lItit..l
,.
'".
1 7 17 3 2 2 12
0Us· ••• I
,.
17 5
Paper, etc.
Potions·
F'otlery
Rock,~
10
IS· ·
3
•
7
18
17
I.
1.
l'
1.
1_
11
8
17
3
3
14
2
2
2
13
•
2
l'
18
2
14
Rope
Wood, lhick
12
8
2
10
,.
1_ 2
10
7
0
5
2
2 -
12
Wood, thin
- 13 2 11
- 2
·This save does no t include the container. only the liquid contenls.
10
··Of course, even though Iht- save Is made. the Item is probably hopelessly mixed wilh the
add .
Add a!lacks (Add)
aS$ume there is dther a sizeable quantity of
acid or that contact with the add il pro-
longed.
Crushlns 810ws (Cr. Blow) include .trikes
by the clubs of crealures of giant size or
greater. Blows by nonnal people on smaU,
fragile objects al.o fall into this category. A
nonnal human could not do a crushing
blow o n a rope. which isn' t very fragi le, but
could certainly do so against a potion flask .
Breakable items hurled .ilg.illnst ha rd
surfaces-bottles thrown against walls. for
eX.ilmple- aJso use the crushing b low
column .
Disintegration (Dis.) appl)es only to tht'
magical ~ of the spell Of' speU~Jike ability.
Falls (Fall) must be greater than five feet.
If the surface is hard. the listed saving throw
is used . If the surface ls soft, give .. +S b0-
nus 10 the saving throw. For every five f~t
fallen beyond the first , apply a -1 penally
to the saving throw .
Magical flIft (Mag. Fire) include fire-
balls, dragon~breath. and any sizeable body
of flame created by a spell o r 5pel1~like ef·
fect . Extraordinarily hot nonnal fi~ , such
as the lava from a voicano. should also use
this saving throw.
Nonnal fires (Nor. Fire) include camp-
fires, candle f1aml"S. and bonfires , Obvi·
ously the item must be in the name for a
5uffJdent lime to be affected .
Cold (Cold) <:oven: any intense. abnor-
mal. or magical cold. If the tHnperature
change is graduaJ , a +2 bonus if applied to
the saving throw.
Ughlnlns bolt (Ught .) applies to attacks
by the spell or spell-like power of the same
name.
E1ectrkal (Elee.) is for those electrical al~
tad" that do nol carry the wallop of the
lightning boll . Electri<: eels and magka1
traps faU into this category.
39
Of all 1M areal of Ihe AO.o- game thai your choice . Thls slartl all player characters
you will be called upon 10 judge, magic il Copytns from Spell looks
off with the same number of spells. While it
perhaps 1M mosl diverse and demanding. ls not necessary to give each character the The: second way 10
Magic ailowl characters 10 breakailihe nal- same spells, you should see lhat everyone acquire new lpells Is to copy them from the
ural lawl of Ihe unJv~ , a situation that has roughly the same balance of power, No spell books of ot her wizards, A character
can lead to unfo~n , but highly exciting rolls to learn Ihese spells need be made-the an copy from other player characters ur
siluillions. Be lure you understand how character is aasumft! to have mastered them they will allow II). pay NPC wizilrds for the
magic works in the AD&;O- gil me and the during his apprenticehip. privilege (see Chapter 12 : NPCI), or l.ake
different wilY' you can control its use. them from captured spell books.
,t.yerIDM ColI .. borAtlon When copying 1pIlIls, a character must
rolltoSollC if tM character can learn the lpell.
Initial Wlnrd Spells Finally. you can No character can copy without magic.al aid
One con trol you a llow the player to stilrt with 3d4 (or up to a spell of a level he cannot cast .
hilve over the power of wiutnh is the choice the limit of his Intelligence) lst-level spelil.
of lpelll available at the start of the game. Two of these are automatically r.ad m"Sic
Each wizilrd begins the game with a spell
Scroll lese.arch
and detect magic. which all wizards leilm as
book, but he hilS no information on what part of their Irainins. The remaining spells Third, a character
that book contains. You tell him . You can can either be chOien by the player, chosen can research a spell using a scroll with the
choose fr om severill differen t ilnswen. randomly, or selected by you. same spell as a base. The time and cost
Bils«! on your choi~, the pla Yef" ilequires If you select the spells, be sure to give the required for the research il half normal and
spells (and their reverse) for his character's player a fair mix. allowins him 10 doa vari- the player character must Kill check to SoIlC if
spell book . ety of things. Try to ensure Ihat the player he can learn the ipell. Regardlu.s or the sue.
has a few of the spells he really wants. cess or failure of lhe research, the scroll il
If the charactef" is a specialist in a particu- destroyed-the wiz.ard had to read it aloud
lar school of magic. you Ihould allow him to analyze its effects.
The simplest way to know one spell of his school automati- Scroll research cannot be done in an
to give iI wlurd spells is to throw the ball cally along with read magic and JetK' mag- adventurina situation . The wizard must
back into the pla~r's court-ilsk him what ic. All other spells must be checked for have carefu lly controlled conditions In
spells he would like. ~ he names a spell , normally or discovered. order ev~ to att~mpt it.
have him roll to see if his cha rilcter can learn
it . If Mean , the player writes tht'spell on his
chilracter sheel. U he can·t. one of you
Acquisition of Spells Study with II. Mentor
should note that he cannot learn that spell. Beyond t st Level Fourth, and o nly if
Keep doing this until all the lst-Ievel you allow it, the wizard can return to hll old
On~ a cha ractrr
spells have been checked or unlillhe chilrac- mefllor and, with luck, copy a Few spells out
has besun adventuring, he won't be able to
ter reacMs the maximum number of spells of his ffiilStef"'S speU book.
have additional &pen books instantly appear
his character is allowed to leam (ckpending Ute this method if, and only if, you feel II
rach time he gOH up in level. Instead, the
on Intelligen~) . This illiows the player to il important for pla~r characters to have
player character is going to have to find
get the spells he wants for lUI character. more than a few new spells each lime they
some way to get additional higher level
which usually makes the player happy, bUI advance to a new spell level. Allow the
lpells. As with initial spells, there are sev-
it d~. have some drawback • . characters to gain too much this way. or too
eral ways this can be done. Any or all of
First. players tend to pick the l pell. they frequently, and they will come to rely upon
these can be used in your campaign .
cOMider the most powerful. While this is it, not using their own playing ability to
not bad If you have only one or two wiz- develop their characters.
ards, a whole horde of the fellows, all with Goins Up In levels
ide.ntical spelll, gelS pretty boring.
There is also a chance the charilcter will First, wheMver a DM Control of
overlook some bask spells he really nHdslo character .attains a new 5pelilevel. allow the Spell Acquisition
function as a wiz.ard - rt'ad nJagicand detect player one new spell immediately. You can
magic, in particular. A wiurd who cannot choose this spell. let the player choose il. o r However charac-
5Clect it randomly. ters acquire new spells. always remember
nead a magkal Icroll is ckprived of one of
the important abililles of his day. The r.ationa le behind this il iimple: All Ihat you an! in charge. You have complete
the long hours of Iludy and reading the control over what spells the player charae.
The:n! il ev~ a llim chance the character
ch.aracler hal, presumably, been doing ten get .
will hardly gel any spells, and. while there is
no minimum number of spells a character finally jells Into something real ilnd under- II a player character has a spell you don',
must know, a wizard without spells is hard- standable. (It's kind of like waking up one like or one that severely d isrupts or unbal-
ly the type of character a player wants] If morning and finally realiung what a cosine ances your game. It is not the player's fault]
this tuppens. give Ihe poor player a break really is.) Who gave the character the spell1 Who
and allow him to make some second checks No roll is needed to learn this spell. unless allowed It in the game1 Controlling spell
on spells until you feel he has an adequoltr you allow the character 10 choose iI . If the ilequisltion is an Important responsibility.
number. char.acler is a specialist in.a school of ma&ic. Consider your choica carefully.
the new spell should be from that school. if By keeping the selection of spelll limited,
there is a spell aV.lllI,able. you ilutomatic.ally increase their impor-
DMChoice lance and v.alue to the wiz.ards in your cam-
You can automati- paign. A simple SCl'01l with a singl~ IpIlIl
cally givr the player character read magic becomes;li reallreasUle if It has a spell on it
and drtec:t magic and fou r other spells of the wizard has never seen before. This gives
.,
' " Magic (Spell Books)
the player ill tough choice: Should he cast cheap-looking folio printed on linen rq these disasten. Strong bindinp or CAses are
the r;croll during an adYl!:ntu~ whe~ it paper. It may ev~ n be thin sh~ets of u5ed 10 protect the interion. CI~ar sheds
mJsht be usd'u17 Should he save it until he embos6ed gold betWeHt covel"$ made from are needed to record the spells. The best
can Ulke the lime to rHeillrch the s~1I for his the hide of a n~ . bold inks and the sharpest pens must be
s~1l books? If you don't watlt to c~ate a utliqu~ spell used ior writing. Aromatic compouf\(u a~
When the characters overcome ill hostile book for your campaign world, here's on~ recommended to deter bookworms and
mage, Ihe firsl concern of the wizards will standard you can faU back on: Compare moths, while o ther preparations should be
be for his spell book . Where is in What them to bulky coHe-e-table books of too..y used 10 protect against mold, mildew and
spells does it h;tve in itl Even ill nonmagical or la~, hefty dictionaries. (Even if you do dry rot. All this costs monC')'.
item like ill spell book becomes very impor- create unique spell boolu, this standard
tant . Knowing their value, NPC wizards should give you some idea of the appropri-
Spell look Cost
will go 10 great pains 10 protect Ih~r own ale size and bulk .)
spell boob, hidin8 them carnully. locking Often a wiz.ard·s complete set of spell The on~ thing aU
them in tr ..p~ chests. a nd scaUering magi- bOOKS occupies sev~ral sh~lves of his spell books hAve in common is their cost.
cal lr.Jp5 throughout the pagts. library, especially when lhe character reach- Books are never cheap. and a wizard's lpell
es the highest k:vels, At this point, it is no books are even more expensive than most .
longer practiCillI for the chillracter to carry all For the materials and thei r p~paralion ,
Spell Books of his spell books with him when he travels. the wizard must pay.50 gp per page. Travel-
A wiurd', most Th~~fore, many wizards opt to make trav- ing spell books, which are enn mon com-
imporlanll re.nure is his spell book. Because eling spell books. pact, cost 100 gp per pag~ .
it is so imporlant, you and IIw plilYus need The trav~ling spell book is a more $<elec-
to know some basicsaboullt ; Wh;;Jt exactly
is a spell bookl How many pagts don it
tive. mo~ portable version of the charac-
ter's complete spell boob (although there is How MAllY r.,es In .. Spell Boolc1
havel What is it made oU little that can be done to mak~ day tablets Each spell requires
portable). In the traveling spell book, the a number of P1I8e5 equal to il5 level plus O-S
wizard places only those spells he feels he is (1~1 ) additional pa8~ . Th~ actual num-
All SIz.a ..nd ShA~ likely to neN while traveling. ber of pa.gel a spell takes differs for each
There is no s t.ilnd- There is no limitation on which spells can wizard. Even if two or mo~ wizards are
ilrd SU:I! or shape for a spell book. A player be included, but a traveling spell book has a recording the same spell, the number 01 pilg-
character can', walk inlo a wizard', lab or limited number of pages. Thus, a high-level es varies. since thm! arediff~ in hand-
study and in,tantly spot th~ spell book wizard may nft<! sever.ill traveling spell writing and notations.
because it is Ih~ biUest . lon~st, fallesl . books to contain illi the spells he ftels are Furlhermore, no spell book can have
roquafftt , foundHt, Of thinnnt book there. neces.saryl more than 100 pages, no ordinary non.
N~lthe r can h~ measure all tN! books 10 find magical scroll more than 25, and no travel-
the one that confonTIS to Ike dimen, ions of a ingspell book mo~ than.50. Thus. al bal , a
spell book . The spell book',site iIInd shape i, Spell look rrepv..tlon
spell book fIll!d with 9th-level spellt could
del~nnined largely by the culture of the wiz.· The books them- only hold 11 spel ls (99 pagH), allowing only
ard who owns it. $<elves requl,.. few special mat~rlAls , but the one blan.lc.,nge to hold a magical protection
Consider, fo r e.llam pl~, lh~ book you lite workmillnship must be ellact, flawless . Even (such as firetr.p ). All too likely, this spell
reading right now. How would on~ of the the slightest mistake in copying a spell ruins book would be filled well belo,.. 11 ipelll
DMG's pages have appeared in olher limes it. This is nOI work fo r a common scribe or had been entt'fed .
a nd piaC61 In medieval Europe, this pa~ copyist. For convenienct' ill creating NPC spell
would most likely ha ve been ten o r more Compounding the problem, the bizarre books, lhe maximum and minimum number
ha nd ,leu~red sheets of parchm~nt , perhaps formu las and diagrams found in a spell of spells for each level and type of spell book
~mbellished with illuminations and painted book can't be reproduCfli by normal medi- is given o n Table 30. The table PrHumes
SC61H. In AIld~nt China, this pag~ would ~val printing methods. Spell book wo rk that all the spells within a book are of the
have been several halld-printed pages on mUJIt be done slowly and lAboriously by 5Jome level (which mayor may not be the
colo red paper alld bound with red ladngs. hand . The standard amount of lime ca$<e, espedally for traveling books),
Th~ Egyptialls would have used a rolled requir«l 10 prepAre a spell book is 1 10 2 Furthermore, althOUgh a spell book can
Kroll of papyrus, with several required to days of work per spell level of the spell being never have more than its maximum 4111 a
mak~ a book . Even more cumbersome, the entered . given spell level, there il no requirement
anci~nl Babylonians would hav~ used day Occasionally, prepared spell hooks can be that the book be filled even up to its mini-
tables marked in cuneiform and dried . found for sal~ , but few wiZ.ilrds choo$<e to mum number. The rangn given on the fol-
American Indians would have written it on trust th~ suc~ or fAilure of their magical lowing table presume the spell book is filled
leaves of birch b,uk o r painted it on a cu~ eHorts to the work of others. Rare is the wiz.- as efficiently as possible with spells, leaving
buffalo hide. ard who d~5n' t prepar~ his own spell lillie or no room for devices.
Writing and written works have changed book>,
greatly through the «nturies of Earth histo- Materials used in a spell book mla! be of
ry, A fan tillsy game world Is no diff~rmt , the highest quality. No wiurd wants to run
Spell books should come in a variety of the risk of dampness causing his ink to run.
shapes and fonns-whatev~r seems be!;t for a biOI on the parchment causing iI spell to be
th~ cillmpalgn, misinterpeted, bookworms making a feast
A spell book may be ;Ii h ~avy tom~, 01 page 6, the wind blowing a loose pa~
bound in leat her with crisp parchm~nt PilIg- away, or a spilled retort turning the whole
15. It may be ill collection of papyrus scrolls book into <II sodden ma$S.
tied with red silk slrings. It may be ill pile oJ CAreful treatment , common sen$<e, iIIld
day tables marked incunc.iform . It may bea quality materials a~ essential to prevent
4'
Table JO: SPELL BOOK CAPAcmES same as what he claims the speJl will do1
Sometimes what is written for a spell
Level Sta ndard Scroll Traveling description and what was intended are two
16=100 spells '-25 spells 8-SO op<I~ different things. This should become clear In
'"
2nd
3ni
14-sQ spells
U -33 spells
3-U ,,",Il.
3 - 8 spells
'-2.5 ..,.JJ,
6-16 spells
talking to the player.
Are there .. !ready JpdIs or combinations of
4<h 11 -25 spells 2 - 6 spells 5-12 spells spells that un do the ..me thing? If a spell
5th 10.20 spells 2 - 5 spells 5-10 spells exists in the dlaracteis group that does the
6th 9-16.pells 2-4~1I. 4 - 8~11s same thing. no n!SIi'arc:h should be aI1owed. tr
7th 8-14 spell, 2 - 3 spell, 4 - 1 ,pell, the new spell Is a combination of seven! spells
•• h 1-12 spells 1 - 3 spells 3 - 6 spells or a more ~l version of .. weaker.spell,
•• h 1-11 spells 1 ·2 spell, 3 - 5 spells it an be aUowed, although It will be difficult
to research. \Neilker versions of a more p0wer-
ful spell are ceruinly possible.
Is the pblyer trying 10 ga1n a spedal
mal colleges or academies where spells are advantage OVt!f the nonn.l rules? Some--
Expanding the taught. These institutions would nave their times players propose new spells with the
Schools of Magic own hierarchies, traditions, regulations, unspoken purpose of "'breaking the system,"
Curnntly, the dif- and procedures. and, while spell research does let a player
For example, Materros the Necromancer character get an edge, it is not a way to
ferent schools of wizard magic are merely
sketched out and very lightly defined . The may be a brother of the Cabal of Thar-Zad, a cheat. New 5'pells should fall within the
necromantk society, As a si&n of his standing realm and 5'tyle of existing spells. Oeria
different schools can be used as described,
but they lack detail and, in a lew cases, a full high within its hierarchy, he is allowed to wear casting fireballs or mages healing injured
the red and green robes of a master. Of course, characters is contrary to the style5 of the
range of spells. There are currentJy, for
when he wears these, his occupation is easily two classes.
example, very few necromantic spells, thus
discouraging player characters from being identified by those who know something of Spells allowing changes In the game rules,
the Cabal. This is not al1 bad, since the Cabal god-like abilities, or guaranteed SUCCftS are
necromancer specialists. There is nothing
of ThaT'-Zad has a ~tation as a da.nserous not good and shouldn't be allowed in a cam-
wrong in this- nothing requires all schools
and mean bunch . By adding such details, the paisn, Fortunately, this problem doesn't
of magic to be equal. However, you may
want to customize and Vt"pand the schools OM brings his campaign to life. He can even come up too often . What limits does the
make a seemingly limited magical school more player think the spell has1 In their desire to
of magic to suit your campaign .
appealing to players, have tOOr spells approved, players often
create more limitations and conditions on a
Adding New Spe.lls spell than the OM would normally require.
Spell Research Be sure to ask the player what limits he
A K nool can be
expanded simply by adding new spells . The One of the most thinks the spell has.
necromantic Specialization could be made overlooked assets the wizard or prie5t ha, is
more appealing if a complete spell list were the ability to research new spells . In the
hands of a clever player, thi' ability results
created. Be camul thilot the new spells don't
make the school too powerful . In the cne of in powerful and unique player chazacters,
the necromantic school. the first reaction is Since the pla~r has to get involved to make
to add some of the priest healing spell,. the research rules work, it i5 also an Vt"cel-
lent method for getting player ideas into the
However, this takes from the role of the
cleric and make5 the necromantic Specialist campaign . However, since there are so
too powerful. In the long run, it's probably many different p ossibilities in spe ll
better to create new necromantic spells, research, there are few set rules. Use the fol-
lowing as guidelines when faced with magi-
spells that do not involve healing o r do so in
a minor way. Carefulludgment must always cal research in the campaign .
be applied when adding new spells.
Sugges.lng .. New Spell
ExpAnsion Throush umpAlsn DetAn Spell rf!Search is not
Although the term something the OM does without player
"school" is used throughout the PIl!yers input or vi~ vena . To make it work, both
Handbook and the DMG, there are no ruJes mus t cooperate with each other, The first
to explain any formal structures or institu- step is for the player to decide what he
tions. There is no hard and fut definition of wants his character to accomplish, This is
a necromantic school. There may or ma y not the OM', job at alii Only after the player
not be such a school in the campaign . This has presented his suggested spell does the
choice is left to individual OMs. OM become involved .
One possibility is that wh:ards learn their
specialties without forma l traini ng, An.alyz.lng .. Spell
Materros the Neaomancer has a natural
curiosity about necromantic spells, $0 he When the player
p~nl s hissugge5ted spell, the first thing to
specializes in them .
Another pos.sibility i, that there are for- do is to talk it over with him . What does the
player really want to accomplish11s this the
43
Solvlns the rroblemJ of .. New Spell Determining R~n:h Time
If for any reason ReseilTch time re- .ese.... chlns btra Wlurd Spells
the spell Stems unacceptable at this point, qUlrH the charact ....r to be in good health and (Optt..........)
ttll the player what the concerns are, Usu- refrain from ildventuring while unclertaldng Some OMs and
ally, agreemenl can be reached on any prob- the s tudy. During reseilrch, wizards pore players f~llt i~unfair thott iI wiutdcan't
lems. lf t~re don't seoI'm to be any problems over old milnuscripl$ ilnd priests work at research a spell simply beciluse he has .s
with the spell, the next step can begin. their devotions. milny spells of iI pilfticulilr level as he Js
Never immediiltely approve &spell when The minimum amount 01' time needed to allowed to hilve. The OM Ciln allow a
it is first presented. Take the spell descrip- research a spell il IWO weeks per spelllevd . wizard to have speils in his spell book
tion ilnd consider illl the W&ys it could be AI the end of this time, a check is made. For beyond the rnulmum allowed by the
ilbused . If some g1i1ring mistUe becomes wizards. this Is the sa me iL5 their chance to character's Intelligence provided that
ilPPil~t, fix the speJl 50 this ClIInnot hap- learn a spell (be sure to ilccount for any Spl!:'- charactl'r g0t'510 the Irouble of l'Heilt<:h-
pen . Keep doinS this until &11 the obvious ci;dization). For priests a Wisdom check is ing new spells.
problems and abuses have been fixed . The made. All t he standil rd rules for spell
player should then have a chance to look at If this check auCCftds, the character ha.s research ilppiy. In .addition. the OM
all the chanS" in his spell. After all, o nce rHeilrched the spell. If the check fails, the should allow only Ih~ I\C'W lipells that
the OM has finished with il. the player may character must spend another week in study the playtr himself has created . Players
no lonser want to rnean:.h itl before making another check. This con- cannot USC' this as an excuse to ildd a spell
After both the player and OM hilve tinues untillhe chilracter either suc:ceedJ or they would otherwise not be able to
agreed on the description of the spell. the gives IIp. leilrn.
OM must decide the level of the spell. its For example, lily iI piayt'r char;t(;tl'r
components, teSeilrch time, ilnd resrarch hilli filllC'd to learn fi,..bal/ befOTl' his spell
The Cost of S~U ReKiU'<.h
cosl. book is filled . Although the player a n
Research 01150 costs still research and add new spella, he can-
money. If the Chill~cle.r has aa:ess to a wiz- not do 50 for a fireball-type spell lhilt
SdtIna .II. S~II 's level ard', laboratory o r an appropriate plilce 01 inmcts ld4 points 01 dilm. per level.
The level can be worship, Ihe cosl of reseilrch is 100-1 ,000 gp The spells rt'$C';lIrched must be new and
determined by comparing the spell to per spell level. The OM can choose the actu- original-this forces playt'rs to be crea¥
already existing ones. al cost or delermi~ il randomly. It is best to live and involved . Beyond these restric-
If t he spell innicls damage. it s level bil50e the cast on whatever the chllracter can tions, thC're is no limit to the number 01
should be within o~ or two of the numlxr jusl barl'ly afford (or slightly mare). As spells a character can research at a given
of dice of damage it ciluses-thu5 a spell such, lhe cost of research may vary grl'iltly l!!Vel.
which causes 5d6 of dama~ should be from campaign to campaign.
about Jrd to 5th level. Research costs are a Vl'ry importilnl
If the spell is an improvement of an exist- incentive for player characters 10 go on
ing spell, it should be at least two levels adve:nlures. gathering funds to support their
greater than that spell. If the spell is one of studies. And. of course, iI wizard who lacks
the other group (a priest reseilrching a wjz- a laboratory must come up wilh the cost of
i'ltd's spell), it should always be at a higher assembling o ne. Again. the cost of this
level than it Is in its n:Uu till group. (Quile should be just beyond what the plilyer char-
often it will illso be less effective thiln Ihe actercan currenlly afford. perhilps 1.000 10
spell that inspired it.) 10.000 gp. Otlce the Iilboralory is iIIS5t.mbled
it remains as part of the character's possH_
sions.
Priests who lack a proper place of wor-
DeternllnInl Spell Components ship ciln PilY a similar cost (in doniltions or
(OptIon.al lule) whatever) to prepare ill smal! hous.ehold
Spell compo- shrine. Neither the laboriltory nor the shrine
nents are limited only by your is parlicularly ponable.
imilgiRiltion. but should be tempered by
the spell's power ilnd usefulneu. Spdls Adding .. New Spell
with great poWer require IignUicant or to the S~II look
hard-ta-find componentl. Spells of lim-
Ited use need only fairl y simple compo- Once a character
nemU. Indeed, one Important type of h.as successfully researched a spell, it is add-
spell reearch I, to create a powenul . pell ed to his spell lists or spell books. Once
with little in the wily of components. researched. the spell Is treatC<i like ill normal
spell for all purposft. The player chafilCier
ciln choose to share the spell with othen
(although o ther wizards must roll to learn
the spell) o r keep it to himself.
44
This chapter contaifls instructions for deter- aWilrds given from game to gilme, based on sonable amount of disagreemfl\1 with
mining spr.ci.fic experim~ awards . It also the ilctions of the characters. Players should his decisions. Players wUl want (and
gives guidelines about awarding experience be rewilrded according to how ha.rd they try should be allowed) to argue their views
in general. However, it does not provide and how well they accomplish various from time to time, However. rules argu-
absolute mathematical formulas for caJcu- gOills. ments pro~rly belong outskle t.he actu-
lating experil!nce in every situation. Every game session should have a Soal (or al game session . The OM should make iI
Awarding experience points (XP) is one of goals). Some goals are constant , ilpplicoable ruling for the mo mmt and then heoa,
the DM's most difficult jobs. The job is diffi- to any ADkoe game. Others ilre dependent appeills to his decWon after the advm -
cult because lhe!re are only a few rules (and a on the individual camp;lIig,n, storyline, char- ture . This wily the game is not inter·
lot of guidelines) for the OM 10 re.ly on . The acter levels, and specific adventure . All rupted.
OM must learn nearly everything he knows goa ls should be deOir. understandable ones
about experience points from running game that players coan see or decipher from clues ChUAc:ter SurviVAl
sessions. There. is no magical formula or die they get during play.
roll to determine if he is doing the right or Although having a
wrong thing. Only time, instinct, and play- ch.ilr;"cter I\vt: from p me s.es.lon to g;"me
er reactions will tell .
Constant Goals _ion is a reward in ilself, a plilyer should
Three 8001 1. are also receive experience point. when his
constant : fu n, characte:r survival, and im- chOlracter survives. Since there. are miln)'
The Importan,e of provement . Each of lhese should be possible way. to bring a dead character back into the
Experlen,e in a single game 5e$Sion . game, the threal of deilth, while present.
loses some of its sting. Plilyers should be
It is often said that
encouraged to try and kK'P their characters
the AD& [)II game is not a Mwinners_and_ fun alive, instead of relying on resurrectJons
losen" game. This is t.rue. The AD&D game Everyone gathered and wishes. To this end. a small reward for
isnot a game in which one playe r wi ns at the around an AD&:D game table is playing a making it through a game session is useful .
expense of the others. But al the same time game. Games are entertainment, and entu- It is a direct way of telling a player that he
lhe!re is winning and losing, ~;(ter a fashion ,
tainment is supposed to be fun . If the play- played well.
based on how well the group plays and how ers don't have ill good time ploaylng In The amount given for survival should be
well it achieves the goals that have been set balilnced against what hilppened during the
AD&D game snslons, it shows in thei r play.
for it . Therefore, one of the! goals of the AD&D adventure. Player characters who survived
This does not mean that individuals in the
game is to have fun . Much of the pressure to because they did nothing dan~rous or who
group compete against each other (winning
provide this elusive quality rests on the hilve so many powers and hit points thOlt
and losing) or that differmt groups of play -
OM's shoulders, but the players can also they're nearly invulnerable do not deserve
ers compete against eoach other (as In fool-
contribute. When they do, players should nearly as many e)(pe:rience points as the
ball). If anything, an AD&D game player
be re.warded with experience points since character who survived sure death through
competes against himself. He tries to the use of his wltJ;, Likewise, chilracters who
the y are making the 8i1me . good experimce
improve his role-playing and to deveJop his
for all. The OM who doles out awards for survi ved by sheer luck deserve less than
character every ti me he plays.
adding to the fun will find more players thOR who survived beause of sound strat-
£Xperimce points are a measure of this egy ilnd tactia.
making lhe! effort to contribute.
improvement. and the number of points
To give out experience points for fun the
given a player for a game session 15 a signal
OM should consider the following : Improvement
of how well the OM thinks the player d id in
the game-a reward for good role-playi ng. 1. Did the player actively set involved in E,,~ ri ence points
As with any othe!r reward .ystem, there are the game1 A player who does nothing are. one me.aslm! of iI ch.aracter'. improve-
potential problems. but tell one funny joke during the ment, and they translate directly into game
course of the game isn't really partid- mechaniC:1. However, players should also
poaling . The OM should be careful,
Too little or Too Mu,h1 however, not to penalize players who
improve by trying to plilYmore. intel1l~ntl)'
at each session. As the pJilyers leilm more
If the OM consist- are naturally shy. Involvement should about the game, the campilign, and role-
ently gives too little experience to players, be measured against a player's penon- playing, this should be reflected in their
tMy become frustrated. Frustrated players alily. e)(~ri ellCe points. When iI player thinlcs up
don't have fun and, usually. quit the game. 2. Did the player make the game fun for a really good ideil- solves iI difHcuit puwe,
Even if they don't quit, plilyers can develop o thers or milke fun at their expense1 has his character talk the group out of a
a n "It-doesn't-miltter-what -I-do-so-why- The second is not really deserving of tight situation, or just fi nds a novel wa y
bolher'" attitude. They stop trying 10 do any reward. around a problem- that's worth ex~rlence
the!ir best, fisuri ng they will only get a meil- 3. WilS the player disrupting or interfer- poInts, Plilyers t.hould be encouraged to use
sly amount of experience whether tney play ing with the now of the game? This is the.lr brains and get involved,
t.heir best or just ~t alons. seldom enioyable and tends to get on
On the other hand , players can be given everyone's nerves quickly.
too many experience point. too quickly. 4. Was the plilyer argumen tative or a Variable Goals
Players in this situation develop an MIt _ ~ rules Jawyer1M (These ilre players In addition to the
dOHn' t -ma I ter-wha t -I-do- beca use-l' m - who can quote every rule In the game constant goals listed above, every game ses-
going_to-win attitude. They quit trying 10
H
ilnd try to use even the mOlt obscure sion is going to have some variable goals.
be Invenlive and clever, and Jus t gel by. rules to their advan til~ , often to lhe Most of these come from the plot of the
Consequentl y. the OM must tilke Cilre. not detriment of the spirit of the 8OIme.) advent ure. Some may come from the play-
to give characters too little experience or too This is defini tel y nol fun for the OM, ers' deslru. Both types can be used to spur
much . The besl approach is to Vilry the but the OM should allow . ru- players on 10 more effective role-playing.
4'
ing puty, rtprdIess of e;lch indivk;lu;ll's ;IIcter wu never;llt any p;!IJ1icul;lr risk. If the
Story Go.Is contribution. The ide;l here i.s th;lt limply same character had gone off on hit own,
Story soal, are bring ~rt of ;I group Ih;lt ;lccompli,ht's thus riskil\3 ilmbush ;It lhe hOInd!i of il b;llnd
objective the OM It't5 up for an advenlu~ . something te;lches the pl.ayer char;lcter of orcs, the OM could rule that the character
Rt'$C\Ie the prince. drive away a band of som~hil\3 usdvl. had umt'd the experience.
marauding orcs, cle;ll\5e the haunted cutk. From ;I strictly ",me medw\kI point of The OM must decide whilt constilult'l ..
find the assassin of the lilte queen. recover view, Ihis ensure. that ;III pl.. yer characters silniBc;llnt risk 10 the pl;llyer ch;lractetl.
the 1061 CH-Whiz. wand 10 save the world- will have the opportunity to advotnce in Oflen it is suffi6t'nt if the charactUi think
these ;Ire all story goals. expe~ points at roughly the Arne '''Ie. theY;llre in danger, evm when U~y an not.
When the OM set. up ;I story, he c:Ieddes Individu..l awards are optional, given to Thdr own pilranoi;ll incn!ases lhe risk (;lnd
how many experience points he thinks lhe each play~ bOIJed on the Ktlonl of hiJ chu.. enh;llncn the leamins experience), Thus. if
phlyer ch.aractetl should sel for accompUsh- ;IIcter ;lind his chancter's d;ll". the party runs into a band of five kobolds
ins the biS goal. Thi. must be lnsed on Just ;lnd bt'c::omH convinced that there iln 50
how difficult the whole adventu~ will be . If more ;lround the next comer, the imagined
Group Aw....ds risk becomes real lor them. In such .. case,
the cN.r;lctt'rt succesJully accomplish this
Soal (which Is by nO means guaranteed), All cMracten earn an experience point reward might be appn>
they will earn this bonus experience. experience for victory over their foes . There pria!e.
Sometimes the OM may not Mve a clear are Iwo important thinp to bear in mind The char;llctetl must be victorious over
idea of what the goal of iI particuJar advm- hen: Fint. this award appliet only 10 foes Ihe creature, which is not necessarily synon-
tUJ"t' is. In such a case the playe~ can some- or enemies of the player charactel"$- the ymous with killi1'l8 it. Victory can t;lke
tilT1('l provide the Soal. or at leJl5t a clue. monstt'l" or NPC must pt\'St'nt a reallhreat . many foma; Sl;IIylns the enemy Is obvlou..
Usten to wMt they think they a~ supposed CMracttts nevet ~1Vt' vcperience for lhe Iy victory; acapting sumMer is victory;
to do or what they wlnt to do. The.e can defeat of non-hostile Ctt'atul"H (rabbits, ca.t- routina H", t'nt'my Is victory ; pres5url", the
then become lhe goal of the adventu~ . lie, deer, frieod1y unicorns) or Nrc. (inn- enemy to leave ;I p;llrticular nKk of the
Again, assign experima point. In.d on keepers, bqs.iItI, peuants). Second. no woods becau$t' things are gettinl too hOi is;l
difficulty ifthq- accomplish this. vcperience is earned for siluations In which kind of victory. The creature nHdn', evm
Ihe Pes hOIve an overwhelmiJ\a advanl;lge le;lve for thech;llract~ to score;l victory. II
over their foes . the plaYH charactt'tl Ingeniously persuade
ExperIence PoInt Awards A 7lh-level player characlt'1' who nt'ftls the dragon 10 lene the village alone. this is
There an Iwo ate- one mott' experience polnl to adv;lnct in ;IS much (if not more) a victory u going in
gories of experience point aw.ards: group level can'l just gather his friends tosether ilnd chopping the beut into dragonburgetll
and individual. Group award. are divided and hunt down ;I single ore. That ore Here's an example of experience point
equally among all membe~ of lhe adventur- wou1dn'lsland a chance, 10 lhe player chilr- .. wards: Delsmor;l and R.1th. ;llong with
46
their henchmen, have been hired to drive Table 32: HIT DICE VALUE MODIAERS many variables c.n come into play. How·
the orcs out of Wainwode Copse. After ever, the follOwing guJddines may help:
some scouting, they spri.ng several Hi! Die The story award should nOI be grealer
ambushes on orc raiding parties. By the Ability Modlfier than the experience points thai can be
third shattering defeat, the orcs of Armor Class 0 or lo_r +, earned defeating the monsters encountered
Walnwode decide they've had el1ough . Blood drain +1 duri", the adventure. Thus. if the OM
Striking their village, they CT05S the range of Breath Wt41~ +, kl10ws there are roughly 1,200 experience
hills that marks the boundary of the land Causes disease +1 points worth of monsten, the story award
and head off for easier pickings elsewhere. Energy drain +3 should not exceed this amount .
A lthough Delsenora and Rath have Aies +1 The story award should give a char.tcter
caused the orc village of 2J4 to leave, they Four or more ailacks per round +1 no more than I/loth the experience points he
only get the experience for ovef(oming the Crf'ater than nonnal hit points +1 needs to advance a level . This way thechar-
35 they bested in amb ushes. Although they High Intelligm~ +1 acter will have: to undertake: several adven-
did succeed in driving olf the others. they Hit only by magical/ silvl'r tures before he can advance 10 the next
did not face them and were thus nol exposed weapons +1 level.
to personal risk. Even if they had raided the Immunity to any spell +1 Within these guidelines you have a great
orc village, the OM should only give them lmmunity to any weapon deal of I~ay. One of the most important
experience for those orcs they directly (including I II dama8i!) +1 uses of story awards il to maintain what
faced . If. in the village, they rouled the lnvqj.ble at will U you fee l is the proper rate of advan~mtnt
guards, pursued them, and caused them to Level 2 or lower spells +, for player characters. By monitoring not
run again, they would only r«eive eJlperi. Level 3 or greater spells just Iheir levels, but also their experience
ence for the guards once during the COUf5C (not cumulative with point tOlals, you can Inaease or decrease
of the battle. Once beaten, the guards posed previous award) +2 the rale of character advancement through
no signilicanl threalto the party. However, Mag.lc resistiillla' +2 judldous use or story awards.
Rath and [k.lsenora have accomplished Ml$sUe weapons +1 Finally, you can award points on the basis
their mi$Sion of driving out the orcs, mak- Multiple attacks causing 30 + of survivit.1. The amount awarded isentirely
ing them eligible for the XP awa rd for com- points of damage +2 up to you. However, such awards should be
pletins a story goal. Paralysis +2 kepI sma U and reserved for tru.ly momen-
To determine the number of experience Petrifiation +3 touS OCColsions. Survival I. its own ~ard.
point. to give fo r overcoming enemies, use Poison +2 Since story and survival awards go hand in
Table 31. Fil1d the Hit Dice of the creature Possesses mq;ialllelN usable ha nd, you may be able to factor 1M survival
on the table . Add the additional Hil Dice for against party +1 bonus into the amount you give for com-
special powers from Table 32 and find the Regeneration +1 pletIng the adventure.
adjusted Hit Dice. Add this number direcl.ly Single attack causing 20 + Once you have alculated all the experi-
to the runent Hit Dice value, so thai a 1 + 1 points of damage +2 ence points due to your group of player
Hit Die creatu re with + 2 Hit Dice of special Special defen5e fonn· +1 charaders (and you should do thil, not
abilities becomes a 3 + 1 Hit Dice CTealure S~I magiaJ atlacjt form· +2 your players), divide the lotal by the num-
for calculation purposes. Special non-magical attack ber of surviving and (at the OM's option)
This formu la produces an experience form· +1 tnl1f1't:Cted player characters. This Is the
point value. Multiply this value by the num- Swallows whole +2 amount each surviving character gels.
ber of Cfl'atures of that type defeated and Weakness or fear +2 Although cha racters who d ied during Ihe
add logethl'r all total values. TM result is course of an advenlure normally earn no
the total XP the group eiilms. It should be • This applies only if the .. bility is not experience (one of th~ penaltift of dying),
divided among all of the group's surviVing already listed . you can allow a charader to earn some
players (including resurrected characters, if experience for acllons taken before he died,
t h~ OM willhes). For example, the player characters man- part1cularly if the charader died nobly,
age to defeat three orcs, a rust monster, and through no fault of his own, or at Ihe very
Table 31: CREATURE EXPERIENCE a green slime. Each orc is worth 1.5 XP. since end of Ihe adventure. In such a caSt', It iii
POINT VALUES they are one Hit Die each and have no spe- simpler to give tM characll'r a nat award
cial abilities. The rwl monstl'r is worth 420 Ihan to try to figure separate experience
Hit Diet or level XP Value XP. It has five Hit Dice but gains a bonus of 10la1s for those actions the character was
Less than 1 - 1 7 +2 for a special magical attack form (rust- involved in and those he was not