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.......................... 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.
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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.
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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