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1 I7 |
.......................... 103 |
Effects of Encumbrance .............................. Effects of Physical Activity on the Recovery of Psionic |
Effects on Reaction of Double surpris |
Fighters, Paladins& Rangers attacks .......................... 25 |
Fighters Table: Experience Levels. ................................................ 22 |
Illusionists Toble I: Experience Levels. |
Illusionists Table II: Spells Usable by Experience Level. ................................ 26 |
IntelligenceTable I: General Information . . |
Intelligence Table II: Ability for Magic |
Magic-UsersSpells,table of. .. .............................. 41-42 |
lllusionistsSpells,Table of.. ....... |
Languages Typically Common ................................................... 34 |
.......................... MonksTable Ii: MonksAbili |
Movement Rate/Distance Travelled Conveni |
PaladinsTable I: Experience Levels ....... PaladinsTable II: Spells Usable by Experience |
Penaltiesand Bonuses for Race .................................................. 14 |
Properties of Light Sources, ..................................................... 102 |
Rionic Anock Modes Available ...... ...... ................... 110 |
Psionic DefenseModesAvailable .... |
Rionic DisciplinesAvailable . . |
Starting Money ........ ............................................ 35 |
Thieves Table I: Experience Levels. ............................................... Thieves Table II: Thief Function (Plus Racial Adjustmen ..... ........ 28 |
Typical Fees Paid for Assassination. ............... ..... ........ 29 |
Typical Hirelings ............................. ..... ........ 39 |
Weapon Proficiency Table. ..................................................... 37 |
W |
Weopon Types, General Data & “To Hit” Adjustments ................................. 38 |
Hand Held Weapons |
Hurled Weapons& missiles ... Weight 8 Damage by Weapon Type. ........................... Wisdom Table I: General Information ............................................. 11 |
Wisdom Table II: Adiustmentsfor Clerics. .......................................... 11 |
PREFACE |
The whole of ADVANCED DUNGEONS 8 DRAGONS was a protect which involved varying degrees of my thought, |
imagination, and actual working time over a period of more than a year and one-half. Because of other demands, |
the project was perforce set aside for a day or a week or even longer, making it hard to get back to. Knowing that this |
would be the case when I began, the MONSTER MANUAL was selected as the first of the three volumes in the |
advanced game to work on - hundreds of different creatures lend themselves to segmental treatment. Only after |
that book was finished did I begin to put the sheaved reams of notes for the Players and Dungeon Masters books into |
order, and that only as the bones - tables, charts and matrices - for rough typing and careful rechecking before a |
final manuscript was built around them. |
This latter part of the ADVANCED DUNGEONS 8 DRAGONS project I approached with no small amount of |
trepidation. After all, the game‘s major appeal is to those persons with unusually active imagination and superior, |
active intellect - a very demanding audience indeed. Furthermore, a great majority of readers master their own |
dungeons and are necessarily creative - the most critical audience of all! Authoring these works means that, in a |
way, I have set myself up as final arbiter of fantasy role playing in the minds of the majority of D&D adventurers. |
Well, so be it, I rationalized. Who better than the individual responsible for it all as creator of the ”Fantasy |
Supplement” in CHAINMAIL, the progenitor of D&D; and as the first proponent of fantasy gaming and a principal in |
TSR, the company one thinks of when fantasy games are mentioned, the credit and blame rests ultimately here. |
Some last authority must be established for a very good reason. |
5 |
There is a need for a certain amount of uniformity from campaign to campaign in D&D. This is not to say that |
conformity or sameness is desirable. Nobody wishes to have stale campaigns where dungeons, monsters, traps, |
tricks, and goals are much the same as those encountered in any one of a score of other campaigns. Uniformity |
means that classes are relatively the same in abilities and approach to solving the problems with which the |
campaign confronts them. Uniformity means that treasure and experience are near a reasonable mean. Uniformity |
means that the campaign is neither a give-away show nor a killer - that rewards are just that, and great risk will |
produce commensurate rewards, that intelligent play will give characters a fighting chance of survival. |
No individual can actually dictate the actual operations of a campaign, however, for that is the prerogative of the |
Dungeon Master, first and foremost, and to the players in the individual campaign thereafter. In like manner, players |
greatly influence the events of each particular campaign, and they must accept a large portion of blame if it is a poor |
game, and if the campaign is outstanding, they deserve high praise for helping to shape the game and playing well. |
So at best I give you parameters here, and the rest is up to the individuals who are the stuff D8D is made of. |
Naturally, every attempt has been made to provide all of the truly essential information necessary for the game: the |
skeleton and muscle which each DM will flesh out to create the unique campaign. You will find no pretentious |
dictums herein, no baseless limits arbitrarily placed on female strength or male charisma, no ponderous combat |
systems for greater "realism", there isn't a hint of a spell point system whose record keeping would warm the heart |
of a monomaniacal statistics lover, or anything else of the sort. You will find materialwhich enables the Dungeon |
Master to conduct a campaign which is challenging, where the unexpected is the order of the day, and much of what |
takes place has meaning and reason within the framework of the game "world". |
It is important to keep in mind that, after all is said and done, ADVANCED DUNGEONS 8 DRAGONS is a game. |
Because it is a game, certain things which seem "unrealistic" or simply unnecessary are integral to the system. |
Classes have restrictions in order to give a varied and unique approach to each class when they play, as well as to |
provide play balance. Races are given advantages or limits mainly because the whole character of the game would |
be drastically altered if it were otherwise. Everything in the ADVANCED DUNGEONS 8 DRAGONS system has |
purpose; most of what is found herein is essential to the campaign, and those sections which are not - such as subclasses of characters, psionics, and similar material - are clearly labeled as optional for inclusion. |
What is here is, hopefully, presented in as logical a sequence as possible, clearly, understandably, and with as few |
ambiguities as could be managed. Many readers will want more material. There is a wealth of commercial and fan |
material available for fulfilling such needs. Similarly, even the most important material herein can be altered and |
bent to suit the needs of individual campaigns. Where possible, true guidelines have been laid down to provide the |
barest of frameworks for those areas of the campaign which should be the most unusual and unique. Read the work |
(or both works if you are a DM) through and assess for yourself what ADVANCED D&D really is. I am convinced that it |
does for the old D8D + supplements what GREYHAWK did for D8D when it first appeared, and then some. I have |
put into these works what should be the important parts of a superior D&D campaign, cutting out material which |
actually adds little or nothing to the game, revising the old, and adding and expanding in the essential areas. |
Special thanks are due to the following persons who contributed to the original game or have been so kind as to give |
their comments, criticism, and contributions to this game: Dave Arneson, Peter Aronson, Brian Blume, Joe Fischer, |
Ernie Gygax, Tom Holsinger, Timothy Jones, Tim Kask, Jeff Key, Rob Kuntz, Len Lakofka, Alan Lucion, Steve Marsh, |
Mike Mornard, Doug Schwegman, Dennis Sustare, Dave Sutherland, Dave Trampier, Jim Ward, Tom Wham, Skip |
Williams, and all of the good players and kindly Dungeon Masters who have taken the time to talk with me at |
conventions or drop me a line in order to pass on their experiences, suggestions and ideas. Also thanks to Judges |
Guild, whose suggestions have helped with this work, and whose products have helped D&D. |
6 |
INTRODUCTION |
THE GAME |
INTRODUCTION |
Even if you are not familior with fantasy role playing games in general, |
and DUNGEONS& DRAGONS in particular, you will find this work (with its |
companion volumes, MONSTER MANUAL and DUNGEON MASTERS |
GUIDE) is a complete game system in itself. It will stand alone, and it has |
been written and edited in order to moke the whole as easily understood |