Player’s Handbook

Player’s Handbook

Player’s Handbook







Advanced Dungeons & Dragons®




Player’s Handbook


for the AD&D® Game.




Table of Contents




Foreword for the 2nd Edition


Credits


Foreword




Welcome to the AD&D Game


How the Rule Books are Organized


Learning the Game


Coming from the D&D Game


The AD&D Game Line


A Note About Pronouns




The Real Basics


The Goal


Required Materials


An Example of Play




Glossary




Step-by-Step Player Character Generation




Chapter 1: Player Character Ability Scores


Rolling Ability Scores


Alternative Dice-Rolling Methods


The Ability Scores


Strength


Dexterity


Constitution


Intelligence


Wisdom


Charisma


What the Numbers Mean




Chapter 2: Player Character Races


Minimum and Maximum Ability Scores


Racial Ability Adjustments


Class Restrictions and Level Limits


Languages


Dwarves


Elves


Gnomes


Half-Elves


Halflings


Humans


Other Characteristics




Chapter 3: Player Character Classes


Class Ability Score Requirements


Warrior


Fighter


Paladin


Ranger


Wizard


Mage


The Schools of Magic


Specialist Wizards


Illusionist


Priest


Cleric


Priests of Specific Mythoi


Requirements


Weapons Allowed


Spells Allowed


Granted Powers


Ethos


Priest Titles


Balancing It All


Druid


Ethos


Granted Powers


Spells Allowed


Weapons Allowed


Requirements


Druid Organization


Druids, Archdruids, and the Great Druid


The Grand Druid


Rogues


Thief


Skill Explanations


Bard


Multi-Class Characters


Multi-Class Combinations


Multi-Class Benefits and Restrictions


Dual-Class Benefits and Restrictions




Chapter 4: Alignment


Law, Neutrality, and Chaos


Good, Neutrality, and Evil


Alignment Combinations


Non-Aligned Creatures


Playing the Character’s Alignment


Changing Alignment




Chapter 5: Proficiencies (Optional)


Acquiring Proficiencies


Training


Weapon Proficiencies


Effects of Weapon Proficiencies


Related Weapon Bonus


Weapon Specialization


Cost of Specialization


Effects of Specialization


Nonweapon Proficiencies


Using What You Know


Secondary Skills


Nonweapon Proficiencies


Using Nonweapon Proficiencies


Nonweapon Proficiency Descriptions




Chapter 6: Money and Equipment


Starting Money


Equipment Lists


Equipment Descriptions


Tack and Harness


Transport


Miscellaneous Equipment


Weapons


Armor


Armor Sizes


Getting Into and Out of Armor


Creatures with Natural Armor Class


Encumbrance (Optional Rule)


Basic Encumbrance (Tournament Rule)


Specific Encumbrance (Optional Rule)


Encumbrance and Mounts (Tournament Rule)


Magical Armor and Encumbrance


Effects of Encumbrance




Chapter 7: Magic


Wizard Spells


Schools of Magic


Learning Spells


Illusions


Priest Spells


Casting Spells


Spell Components


Magical Research


Spell Descriptions




Chapter 8: Experience


Group Experience Awards


Individual Experience Awards


Training Experience


Where’s the Specific Info?




Chapter 9: Combat


More Than Just Hack-and-Slash


Definitions


The Attack Roll


Figuring the To-Hit Number


Modifiers to the Attack Roll


Weapon Types vs. Armor Modifiers


Impossible To Hit Numbers


Calculating THAC0


Combat and Encounters


The Combat Round


What You Can Do in One Round


The Combat Sequence


Initiative


Standard Initiative Procedure


Initiative Modifiers


Group Initiative (Optional Rule)


Individual Initiative


Multiple Attacks and Initiative


Spellcasting and Initiative


Weapon Speed and Initiative (Optional Rule)


Magical Weapon Speeds


Attacking with Two Weapons


Movement in Combat


Movement in Melee


Movement and Missile Combat


Charging an Opponent


Retreat


Attacking Without Killing


Punching and Wrestling


Overbearing


Weapons in Nonlethal Combat


Nonlethal Combat and Creatures


Touch Spells and Combat


Missile Weapons in Combat


Range


Rate of Fire


Ability Modifiers in Missile Combat


Firing into a Melee


Taking Cover Against Missile Fire


Grenade-Like Missiles


Types of Grenade-Like Missiles


Special Defenses


Parrying (Optional Rule)


The Saving Throw


Rolling Saving Throws


Saving Throw Priority


Voluntarily Failing Saving Throws


Ability Checks as Saving Throws


Modifying Saving Throws


Magic Resistance


Effects of Magic Resistance


When Magic Resistance Applies


Successful Magic Resistance Rolls


Turning Undead


Evil Priests and Undead


Injury and Death


Wounds


Special Damage


Falling


Paralysis


Energy Drain


Poison


Treating Poison Victims


Healing


Natural Healing


Magical Healing


Herbalism & Healing Proficiencies


Character Death


Death From Poison


Death From Massive Damage


Inescapable Death


Raising the Dead




Chapter 10: Treasure


Treasure Types


Magical Items


Dividing and Storing Treasure




Chapter 11: Encounters


The Surprise Roll


Effects of Surprise


Encounter Distance


Encounter Options




Chapter 12: NPCs


Hirelings


Followers


Henchmen


Player Character Obligations




Chapter 13: Vision and Light


Limits of Vision


Light


Infravision


Using Mirrors




Chapter 14: Time and Movement


Movement


Jogging and Running (Optional Rule)


Cross Country Movement


Swimming


Holding Your Breath


Climbing


Calculating Success


Climbing Rates


Types of Surfaces


Actions While Climbing


Climbing Tools


Getting Down




Appendix 1: Spell Lists*


Wizard Spells


1st Level


2nd Level


3rd Level


4th Level


5th Level


6th Level


7th Level


8th Level


9th Level


Priest Spells Spell Lists


1st Level


2nd Level


3rd Level


4th Level


5th Level


6th Level


7th Level




Appendix 2: Notes on Spells


Adjudicating Illusions




Appendix 3: Wizard Spells


First-Level


Second-Level


Third-Level


Fourth-Level


Fifth-Level


Sixth-Level


Seventh-Level


Eighth-Level


Ninth-Level




Appendix 4: Priest Spells


First-Level


Second-Level


Third-Level


Fourth-Level


Fifth-Level


Sixth-Level


Seventh-Level




Appendix 5: Wizard Spells by School


Abjuration


Alteration


Conjuration/Summoning


Enchantment/Charm


Illusion/Phantasm


Invocation/Evocation


Lesser/Greater Divination


Necromancy




Appendix 6: Priest Spells by Sphere


All


Animal


Astral


Charm


Combat


Creation


Divination


Elemental


Guardian


Healing


Necromantic


Plant


Protection


Summoning


Sun


Weather




Appendix 7: Spell Index




Appendix 8: Compiled Character Tables


Table 1: Strength


Table 2: Dexterity


Table 3: Constitution


Table 4: Intelligence


Table 5: Wisdom


Table 6: Charisma


Table 7: Racial Ability Requirements


Table 8: Racial Ability Adjustments


Table 9: Constitution Saving Throw Bonuses


Table 13: Class Ability Minimums


Table 18: Ranger Abilities


Table 21: Wizard Spell Progression


Table 22: Wizard Specialist Requirements


Table 25: Priest Spell Progression


Table 26: Thieving Skill Base Scores


Table 27: Thieving Skill Racial Adjustments


Table 28: Thieving Skill Dexterity Adjustments


Table 29: Thieving Skill Armor Adjustments


Table 30 Backstab Damage Multipliers


Table 32: Bard Spell Progression


Table 33: Bard Abilities


Table 43: Initial Character Funds


Table 46: Armor Class Ratings


Table 53: Calculated THAC0S


Table 61: Turning Undead




Tables


Table 1: Strength


Table 2: Dexterity


Table 3: Constitution


Table 4: Intelligence


Table 5: Wisdom


Table 6: Charisma


Table 7: Racial Ability Requirements


Table 8: Racial Abilities


Table 9: Constitution Saving Throw Bonuses


Table 10: Average Height and Weight


Table 11: Age


Table 12: Aging Effects


Table 13: Class Ability Minimums


Table 14: Warrior Experience Levels


Table 15: Warrior Melee Attacks per Round


Table 16: Fighter’s Followers


Table 17: Paladin Spell Progression


Table 18: Ranger Abilities


Table 19: Ranger’s Followers


Table 20: Wizard Experience Levels


Table 21 Wizard Spell Progression


Table 22: Wizard Specialist Requirements


Table 23: Priest Experience Levels

Table 24: Priest Spell Progression


Table 25: Rogue Experience Level


Table 26: Thieving Skills Base Scores


Table 27: Thieving Skill Racial Adjustments


Table 28: Thieving Skill Dexterity Adjustments


Table 29: Thieving Skill Armor Adjustments


Table 30: Backstab Damage Multipliers


Table 31: Thief’s Followers


Table 32: Bard Spell Progression


Table 33: Bard Abilities


Table 34: Proficiency Slots


Table 35: Specialist Attacks Per Round


Table 36: Secondary Skills


Table 37: Nonweapons Proficiency Group


Table 38: Nonweapon Proficiency Group Crossovers


Table 39: Tracking Modifiers


Table 40: Movement While Tracking


Table 41: Weapon Construction


Table 42: Standard Exchange Rates


Table 43: Initial Character Funds


Table 44: Equipment


Table 45: Missile Weapon Ranges


Table 46: Armor Class Ratings


Table 47: Character Encumbrance


Table 48: Modified Movement Rates


Table 49: Carrying Capacities of Animals


Table 50: Stowage Capacity


Table 51: Combat Modifiers


Table 52: Weapon Types vs. Armor Modifiers


Table 53: Calculating THAC0S


Table 54: THAC0 Advancement


Table 55: Standard Modifiers to Initiative


Table 56: Optional Modifiers to Initiative


Table 57: Armor Modifiers for Wrestling


Table 58: Punching and Wrestling Results


Table 59: Cover and Concealment Modifiers


Table 60: Character Saving Throws


Table 61: Turning Undead


Table 62: Visibility Ranges


Table 63: Light Sources


Table 64: Base Movement Rates


Table 65: Base Climbing Success Rates


Table 66: Climbing Modifiers


Table 67: Rates of Climbing




Table of Contents


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