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discussed herein. Ask your DM how records of your character should be |
kept, read the rules and commentary, and record the data you develop |
according to the rules (and your campaign referee's instructions) in a form |
suitable to your DM. |
All in all, this is a game for enjoyment. We are certain that it will provide |
endless hours of entertainment and excitement. That is the sole purpose |
for its creation. So enjoy, and may the dice be good to you! |
CREATING THE PLAYER CHARACTER |
Each participant in the campaign created by the referee must create one or |
more game personas. The game persona of each participant is called the |
player character in order to differentiate it from personas created by'the |
referee, called non-player characters. The Dungeon Master is advised to |
limit player characters to one per participant at commencement of the |
campaign, though as play progresses, additional player characters may be |
added in a judicious manner. Each player develops the abilities of his or |
her character through random number generation (by means of dice |
rolling) to determine the basic characteristics of the persona, the abilities. |
The player then decides what race the character is, what the character's |
class is, the alignment of the character, and what the character's name is |
to be. The character will speak certain languages determined by race, |
class, and alignment. He or she will have a certain amount of gold pieces |
to begin with, and these funds will be used to purchase equipment needed |
for adventuring. Finally, each character begins with a certain number of |
hit points, as determined by the roll of the die (or dice) commensurate |
with the character's class. Class determines the type of die (or dice) rolled. |
All characters begin at 1st level. All of this is completely explained in the |
following paragraphs. |
An Explanation of the Usages of the Term "level": The term level has |
multiple meanings in this game system. Although substitute terminology |
could have been used in ADVANCED DUNGEONS 8 DRAGONS, |
common usage of the term level to include multiple meanings is prevalent |
amongst existing players, so the term has been retained herein. The |
usages for level are: |
Level as an indication of Character power: A player character begins |
the game at 1st level, i.e. the lowest possible level for a player |
character. The higher the level number, the more powerful the |
character is. |
level as used to indicate the depth of the dungeon complex beneath |
the ground: The 1st level of a dungeon is the first layer of the |
underground complex of tunnels, passages, rooms, chambers, and so |
forth. It is the 1 st level beneath the ground. Beneath the 1 st level is the |
2nd, below that is the 3rd. 4th, Sth, etc. The higher the number, the |
lower the dungeon level (and the more hazardous its perils). |
Level as a measure of magic spell difficulty: The magic spells |
available to some classes of characters are graded by difficulty factor |
- which, incidentally, reflects the spells' effectiveness to some |
extent. 1st level spells are the basic ones available to beginning |
characters. They are generally the least powerful spells. Next come |
2nd level spells, then come 3rd level spells, and so on. The highest |
level of any type of magic spell is9th level, spells usable only by 18th |
level magic-users - lesser magic-users can possibly employ such |
spells under certain circumstances which are explained hereafter, |
but only at considerable risk. |
Level as a gauge of a "monster's'' potential threat: Relatively weak |
creatures, monsters with few hit points, limited or non-existent |
magical abilities, those which do little damage when attacking, and |
those which have weak, or totally lack, venom are grouped together |
and called 1st level monsters. Slightly more powerful creatures are |
ordered into 2nd level, then comes 3rd. 4th, 5th, and so on all the way |
up to 10th level (the highest, which includes the greatest monsters, |
demon princes, etc.). |
It was initially contemplated to term character power as rank, spell |
complexity was to be termed power, and monster strength was to be |
termed as order. Thus, instead of a 9th level character encountering a 7th |
level monster on the 8th dungeon level and attacking it with a 4th level |
spell, the terminology would have been: A 9th rank character encountered |
a 7th order monster on the 8th (dungeon) level and attacked it with a 4th |
power spell. However, because of existing usage, level is retained |
throughout with all four meanings, and it is not as confusing as it may now |
seem. |
8 |
CHARACTER ABILITIES |
CHARACTER ABILITIES |
CHARACTER ABILITIES (STRENGTH) |
STRENGTH TABLE 1. |
Each and every character has six principal characteristics, the character's |
abilities. These abilities are strength, intelligence, wisdom, dexterity, |
constitution, and charisma. (See also APPENDIX I, Psionic Ability.) The |
s is between 3 and 18. The premise of the game is |
cter is above average - at least in some respects - |
and has superior potential. Furthermore, it is usually essential to the |
character's survival to be exceptional (with a rating of 15 or above) in no |
fewer than two ability characteristics. Each ability score is determined by |
random number generation. The referee has several methods of how this |
random number generation should be accomplished suggested to him or |
her in the DUNGEON MASTERS GUIDE. The Dungeon Master will inform |
you as to which method you may use to determine your character's |
abilities. The principal abilities are detailed as follows: |
Strength: Strength is a measure of muscle, endurance, and stamina |
combined. For purposes of relating this ability to some reality, assume that |
a character with a strength of 3 is able to lift a maximum of 30 pounds |
weight above his or her head in a military press, while a character with 18 |
strength will be able to press 180 pounds in the same manner. Strength is |
the forte of fighters, for they must be physically powerful in order to wear |
armor and wield heavy weapons. Therefore, strength is the major |
characteristic (or prime requisite) of fighters, and those fighters with |
strength of 16 or more gain a bonus of 10% of earned experience |
(explained later). Furthermore, fighters with an 18 strength are entitled to |
roll percentile dice in order to generate a random number between 01 and |
00 (1 00) to determine exceptional strength; exceptional strength increases |