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Dii---1
ngeons!itra'--s-o-ns----®
2~
Edition
~dVallcea
The revised And updAted
DUNGEON MASTEIl'"
Guide
for the
ADLOIJ
2nd Edition g .. me.
TSR,
Inc.
POB 756
uke
Geneva
WI 53147 USA
~DOUHOI!OtII
.
TSR
.
lnc.
__
-o,
DU!OOE<lt4
&
DIIA(IOHt.o&o'~
,
TSR
Ltd
.
120
Church
End,
Cht'rry
Hinton
Cambridge C
Sl
3tB
United
Kingdom
__
~
_
_ _ _
""'T .......
Dl.IHO!'ON
~lJ\
OM_ . . 1811 .......
.
. _ _ ""
ISII.
1ft<
Spedal Thanks To:
A
vast
work like
the
AD&D- 2nd Edition
game doesn't
spring
into being from
nothing.
Especially
nol
In
Ihls
case,
since
this
is
the 2nd Edition
of
the game.
The AD&O
game
owes its
existence
10
the
efforts
of
many people.
The AD&D game probOibly
never
wou
ld
have existed wilhoul
lhe
work
of Cary Gypx and Oavf: Arneson. Together
they introduced
the world to the
concept
of
rol~playin8
games. 1lIeir efforts re-
sulted in the DUNGEONS
ok
DRAGONS-
game, fo
rerunner
of
the
AO&D
system.
Cary
Gygax
then
went
on
to
be
the
principal
crea-
tor and guiding
force
of the AD&:D
rules
.
His particular
vision set
the
standards
for
what
the
ADVANCED DUNGEONS
&
DRAG·
ONS.
game
was-and
what
il
wasn'
t
.
A
game
such
;IS
the AD&D
game, or any role-playing game,
is
mort:
Ihan
the
work
of
just
one man. Many others
have
written rule
books.
con
tribut~
ideas.
p
l
aytest~.
criticized. and
added
their
own interpretatioll$
of
whalthe
game
is.
For their
effort s.
they
100
deserve credit
.
New rule
books
were written
by
David
"Zeb~
Cook
(Orien
t~1
Adventures).
Jeff
Grubb
(M",fIj~'
of the Planes).
Tracy
Hick.man
(DRAGONLANC~
Adventures), Kim Mohan
(Wilner-
ness
Survival
Guide)
,
Douglas Niles
(Dul1glfonelfrs
SurviUlll
Cuide)
.
Jim Ward
(Legends
~nd
Lorlf.
GREYHAWr
Advt'ntur6),
and Margaret Weis
(DRACONLANCe-
Adventures).
Over the years. many people have written rules. edited
manu-
scripts, offered
suggestions, and play
tested
.
With an undertakins
as
large
as the
AD&:D
game. thillllst is
long.
but each of these:
pe0-
ple
deserves
mention
for his or her efforts.
While
there is
not
enough spa«
to me.nlion
exactly what each person did.
each
has
been important
10 Ihe development
of the game: Mark Acres. Peter
Aronson, Jim
Bambra,
Brian
Blume.
Karen
Boomgarden.
Mike
B~ault
.
Mike
Carr,
Sean
Cleilry, Troy Dennin!, Michael Dobson
.
Jean-Louis Fiasson,
Joe
Fischer.
Ed
Greenwood, Ernie Cygax, Luke
Gygax,
Mary
Gygax, A1len
Hammack,
Neal
Healey,
Kevin
Hen-
dryx,
J. Eric
Holmes,
Tom
Holsinger.
Jake
Jaquct. Harold Johnson.
Timothy Jones, Tim
Kask.
Jeff
Key.
Tom
Kirby, Rick
Krebs.
Rob
Kuntz,
Terry
Kuntz.
Dave
LaForce.
Len
Lakotka,
Jeff Leason.
Alan
Lucion, Francois Marcela-F
roideval,
Steve
Marsh.
Dave Megarry,
Frank
Mentzer. Tom
Moldvay, Roger
Moo~.
Mike Momard.
Craeme Monis, Bru« Nesmith.
Schar
Niebling, Will Niebling,
Erol Otus, Jeff Perrin. Penny Petticord,
Jon
Pickens. Mike Price.
Pal
Price, Jean Rabe, Paul
Reiche
Ill
,
Gregory Ri
hn.
Doilve and
De-
borah Ritchie,
Tom
Robertson
.
Evan
Robinson
.
John
SapicRUI
,
La-
wren~
Schick,
Doug Schwegman, Catl Smith, Curlis Smith,
Ed
Sollers, Steve Sullivan, Dennis Sustare, Dave Sutherland, Dave
Trampier,
Don
Turnbull.
Jack
Vance, Jean Wells. Tom Wham. Mike
Williams, Skip Williams, and Steve Winter all
deserve
a share
of
the
credit.
Even
so.
the
list of
those
to
thank
is
not
complete.
It
can
never
be
complete
.
The
AD&D
game
is
continually evolving-each play!:r
and each OM'" adds
his
own touch
to
the
whole,
No list of
special
thanks
can
be
complete
without
recognizin8
the most important
contributors of all-the
millions
of players who, over the
years,
have made the
AD&:O
game what
it
ill today.
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
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.
ana
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:.
Prlnled
in
,he U.S.A,
Foreword
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
DM
lIO
,
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.
David
"Zeb"
Cook
2/9
/
89
3
Table of Contents
In t. oduulon
•.•
•
•••.
..
•..•....•...••
1
A Word About
Org'miulion
.....
'"
......
7
The
Floe Ar.
of
Bei~
a OM'"
. ..
. .....
7
Ctupter I
,
rt.ayu ChM.1lC.ta "bUtty
5<OC'eIo
••
9
Giving 1'1"),11'0
What They Want
........
".9
Choosing
II
Char.tCter
C~aliQn
Ml'lhod
.....
9
Method
I
(3d6,
in
or~r
)
............... ,9
Mfthod
II
(3d6
twa.
ktorp
~
KOR')
..
,9
Mrthod 111
1Mb. :lfrilngtdlo
tas
tt).
..... ,9
Method IV
(3d6twicll'.
arrMlgI!<i
10 la:;Ie)
,
10
M~hod
Clas.
AbUitin............
. .......
28
K«ping
PI;!yeri in
the
Dark
. . . . . . . . . .
28
Changi"8 Alignml"fl
t
...................
Z8
Dt-liberatl'
Chan~
...
..................
Z8
UneonKious Change
.. . ..............
28
Involuntary
Chan~e
..................
28
Charting
the
Chan8l'S
.................
28
EHKIf
of Ch.1nging
Alignment
...........
28
(hAPIf't'
5
1
hollde"c;~
(OptkMwl) ••• ,
••
10
Weapon Profici ...
ncie
.............. . ...
30
Min
fMaxing
.......
.
...................
30
N
I'C
Proficil'flcil'$
......................
.30
Nonwupon Proficiencies
..
.
....
.
.
.
.
..
..
.30
Adding New
Profic~l1Cif's
...............
31
Chapt ..
r
6
1
Money
"nd
[qulp...... nl
.
.
•..••
11
Con
trollillg
the MQney
Supply
...........
32
Monetary
SY5tl'm$
.....................
.32
A Shurl
Histol")'
of
Commerce
............
32
Goods
...................
..... . ..
. 32
leiters of CrN;!.
. . . ................
32
Barter..•....•...•............•......
.)3
Coins............
• .................
33
Types of Coins.,.........
. .....
..
..
.)3
E..pel\5ef
.
• . • .. •• • •• • . • • ••.•.•• ' •••..
34
Squalid Conditions
...................
34
Poor Conditlons
......................
34
Mlddlr--ClaS5
Cond
Itions
..............
34
WeOl!thy
Condi
tions
..............•.....34
Drain ing
tne
Coffers
...................
.
34
ExpandinS thr Equ
lpmrnt
Usl.$
...........
.34
Alter,"g Prict'S
.........................
34
Equipment
by
T
ifTI('
I·...
nod
...............
.)5
The
Ancil'nt
World
...................
35
The Dark A&e
....................
35
The
Middle
-'31$
...... , ..............
35
Thr Rrnalssal1Cf'
.....................
35
Adjusting
Eq
ulpmc-nt
Lists
.............
36
Quali
ty
of Equipmt'nt
..................
36
Lock
QUOIlit
y ........................
36
Hol"S<'
Quality
........................
36
H~
Tr.ai
t~
(Optional
Rule)
..
.
........
36
Risks
of
Horw Buying
...........
.
.....
31
Weapon
Qu;l
IIlY
.
.
.
. ..........
31
Ornamentation
......................
37
Armor Made
of Unusual Metals
(Optional
Rule
l
...................
31
Damaging
F.quipml"flt
...
' ...............
38
Cenrr;ll
Weapon
Damajlr
. . .......•..
38
Attock
Forms
........................
39
Ctulpler
1
1
MASle
•
••.
.
•
, ..
.
• , • , ••.•
,4'
Initial
WiT..ud Spells.
.. . .. .
. .........
41
Player Choice
. . . . . . . ...............
4
1
Play...
r/
DM Co llaboration
............
.41
Acqu
isition
of Sprll, Beyond 1st
lr
...",I
....
.41
Going Up in
Levels
...................
41
Copying from Spell Books
.............
41
Scroll
R~arch
..............
. ...
.41
Study w
ith
a
Mentor
..................41
OM
C
ontrol
o£
Spell
Acquisition
...
.
. .....
I
S~II
Books
.. '"
.. ... ........ .
....
42
All
Siuund
Shapt'$
........•.........
42
Spell Book
Pl't'panltion
...............
.42
Spt'li Book Cost
....
. .....•........
42
liow
Many PaSts in
a
Sprll Book? .
......12
Expanding
thi'
Sc
hool!;
of Masic
. .
. .. .
...
013
Adding New
Spt'lls ...................
43
Expansio
n
Throu~h
Campaisn t:)rt;lil.
..
.43
Sptil Rf:S(.-arch
.........................43
SUW'Sling .. New
Spell
...............
43
Analyzing
a
Spell .
. .........
.43
Solving
the Problem)
of
a New
Spt'll
...
.44
Srlling;a Spt:ll·s lt ...
tl
................
.44
~tf'rminln8
Spt.'11
Compollen
ts
(Optional
Ru]e)
........ ............
44
Determining
Rl'SC'arch Time
.. .
. .....
44
The
Cost of Spell Rl!.earch
.............
44
Adding a New Spell
to the
SpclllJook
...
44
Rt5oI';I(ehing Ex
t..-
.
Wiurd
Spells
.
(OptIOnal
Rule)
......................
014
V (4d6. drop
lowt$l.
arrange;u
de;i~)
....................
10
Method
VI
(points
plu)
di«J
......
"
...
10
Su~r
Charactel1i
.......................
10
Identifying
Too-Pow~ful
Ch"rilctef'$
.
11
Dealing with Too-Powf'rful CharilclC'l"$.
,
II
Hopelts/l
Characlf~1'li
......... , ..........
11
De..
Hng
w
ith
Hopeless
Characteo:r'S
.......
11
Dealing
with
Di§6,llli$li~
PI"Yl'n
......
11
Wislrn
and
Ability
ScoTn
.
..
.
..
11
l"Iayers
with
MUltiple Chilrade"
.........
12
Mu!t
i"lr
Ch;ar;acler
Problems
...........
12
O\anoC\rT
BackgrO\lnd
.
.
................
l2
i..A!lIing
Playe~
[),) thf'
Work
..
.
..
12
Problem B;ackgrounds
...
.
.............
i3
Baek$round
ilS
Backsround
............
1.1
Chaptu
1
1
n"yer
Ch.r.Ufl
au.u
.......
14
A
Non-f-!uman
World
..
.
..........
14
1Uci;J,lle"'f'1 Rf'Slriclions
.
.......
.
........
14
Slow
Ad
... aIlCf'mellt (Optional Rulf' )
.....
14
Standard C
la5$
and
l..f'vel Umit,
..
.
....
.
14
Extttdinglt ... el Umllf (Optiollal
Rule
)
..
15
C~ating
New
Plilyer Charader
Rilce5
.....
15
CMpler l
:
""ye, C....'''ue' CIAues. .
.••.
11
C
litSS.
Lt-...
rl, ilnd the
Common
Miln
.......
11
()'l.evcl Charactrrs
.....................
11
Ad
... rnturu5 and Society
..............•.
11
Fighters
.............................
18
Paladin~
.............................
J8
Range'"'
.............................
19
Wiz.ards
.............................
19
Priests
............................
19
Thit'
...
"
............................
19
Barm
.
.
.. .........
.
.........
20
Char.letrT
CI.aua
In
Your
Camp",ign
...
.
zo
High·
t.t-... el Characters
...................
20
Ddinlng
"H
igh i..A!
...
eI
20
Ch.-ingillg Campaign Styles
.
.
. . . .
.
. .20
Abon
20th I..e"'f'l.
. . .
. . . . .
.. . ........
20
B.!gmning Charactrr Levrll
......... .
...
21
Mixing
New
and
Old Chanlcters
........
21
Prr--Rolltd CMracters
.................
21
Creating a New ChalOlclrr C
la55
(Optional
Rule)
......................
22
R
...............
••
Ctwlple,
8
1
b:perlence
.
.
.
.•
•
••••••. , •
,45
The-
]mport
.. nce
of Experie-l1Ce
..........•.
45
Too lill ie or Too
Much
......
'
...........45
COM!a,..t Guals
........................
45
Fun
.................................
4.5
Cha
ra
cter
Survival ...................4.5
Improv~lIt
........................
45
Variabl .. Goals
........................
.0&5
Story
Go..Is.
.
. .................
46
Experirnce Point Awards
.
.
...
.
......•.
.46
Group Awards..
. . . . .. .. ....... . ....
~o
Illdividu;ll
E:..perience Awardl
(Optional
Rule
l
......................
018
When
to Award Expnicn(C' Po in
ts
.......
.48
Effects
of Exptrien«
...................
.48
Training
(Optional
Rule-
)................
.49
Rate
of
Advancemf'nt
...................
49
Ch.pl .. r
9
1
Co.... b.!
,
•..•
•.
••.••
.
•
,
••
•5
I
Cr..ati"8 Vivid Comba t Scenes
...........
51
More Than
JuS!
Hack·
and·Slash
...
.
....51
Ddinitloru
...
. ...................
51
Th
.. A!lack
RoI
]
. . . .
. .
.
.
.
.
.
. .
. ...
51
l'iguring the To-Hit
Number
............
52
Moolfiers to the AU.lIc.k Roll
...
.
.....
.52
Weapon Type
\'$.
Armor Mooifie-rs
(Opliornll
Rule)
•........••.....• , ....52
The
V,uioul Type
of
WeaPQnf
.........
52
ImJXl'S'ibl
..
To-Hit Numbl'n
•...........53
C
",lnolatin8 THACO
.....................
Sl
COmbal and
Encount~
.................53
Th
..
ComNI
Round
....................
.53
Wh;lt
You Can
Do
in One Round
.......
S4
The
Comb;li $rquenCC'
.
....•.54
Inrtiali
ve .
. . .. . . . ..
.. .
............
.
..
.55
Standard
Initiati
... ", Procnlure
..........
55
lnili.llt;ve Modifi
.. rs
...................
55
Group
In
itj;jOtive (Opllonal
Rule)
.......
so
]ool""dual lnit
iatl ...
e
{Option.1 Rule1-
. . .
56
Multiple AU;acks;lOO
Init
iativ
..
.........
56
Spt'llcaliling
0100
]niti"li
...................
51
Wrapon
Speed
and
Init
ialivt
(Optkmal
Rulf'
) .' ........
.
...........57
Allaeking
.............................
5,}
Number of AtI"ckto,....................
51
F;lci
ng
..........
.
...................
57
Weapon
i..A!ngth
.' .
. .. .
.
.
.
.
...57
PQlition
of
AItOtCken
and
Auxk
Rolls
....
58
1>
Annl
and
Weapon Fronl;lgc
011'
(Optional Rule)
......................
58
Shieltb :ond
W...aport Fronli\ge
(OptKlnOili Rulr)
......................
58
!-lilting
iI
Spt'Cific
T"'l"l!,C't
,.....
.
.....
58
Called Shots
........................
.58
Movl"n\O'nt
in COm""'!
. .
.
.
.....
58
Mo
...
ement In
Mdtt'
...................
58
MO"'f'I~nt
and
Mis.sile
C
om"",t
.........58
C
harging an Oppollenl
................
59
Renea
t
............................
59
Au;a
cking:
W,thout
KiIlin8
..............
59
Punching and Wra lling
...............
59
Qv"rilotaring
.........................
60
Weapons in Non· Letha]
Combat
........
60
Non-l.eth.lll Combat and Crt'alure5
......
60
Touch
S~]]5
ollld
Combat
................
60
Crilinl
Hit,
(Optiona
l
Rule)
.............61
Why No Critical
Hit
Tablel
..........
.
01
Ch"plt'f.:
Alilln ....ent
..
••••• _ .•••....
14
Player
Ch;lraCler
Ali,gnment.
..........•..
24
Role-
Play;", Alignmmt
.........
.
.....
24
NPC
Alignment
........................25
TIle
limit,
of
NPC Alignment
..........
~
Soci~
y
Alignment
..............
' .......
25
USlll.g Area
Alignment, .
...............
~
Val"}'ing
Socj;jOl
Alignmmt
..............26
Alignment
of
Rdigions
. .
.
. . . . . . .. . ...26
Alignment
of
Magk;ll Items
.
. .
.
. . . .....
26
Magic;ll
Alignmmt
Chang~
.
.......
.26
A
lignment
011
a
World
View
.
.
.26
Alignmtnts in
Conflict
.2,6
N~rr-Eodi"8
Conniet
................
27
Alignment as
;a Too
l.
. . . .
.
.
.
. .. . ... . ..
27
Deltctin8 Alignment
...................21
As.ki"8
'
............................
.27
Cast
ing;a
Spt'li
.
. .......28
•
Plik z chomika:
dthompson45
Inne pliki z tego folderu:
2108 - Legends and Lore.pdf
(50655 KB)
2121 - Tome of Magic.pdf
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2103 - Monstrous Compendium Volume 2.pdf
(45802 KB)
2145 - Monstrous Compendium - Annual Volume 1.pdf
(34064 KB)
2138 - Book of Artifacts.pdf
(18250 KB)
Inne foldery tego chomika:
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Eberron by Keith Baker
The Halls of Arden Vul
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