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to visit this page since 01-Jan-2001.
T$R has publish a CD-ROM version of the AD&D Core Rules,
complete with Character Generator, Map Editor, Encounter Designer,
and other usefull(?) stuff. You can download a Char-Generator Demo,
a Dice Roller Demo (whoever wanted that one?) and some updates from
Evermore.
The files are all gzipped PostScript (on a PC best viewed and
printed with
GhostView)
and partially in German.
This is a short list of some AD&D Tables I use during sessions...
...and when creating new Characters.
All the NWPs were
on 21-Nov-1996 to include the Proficiences from
"Sages & Specialists".
I use a slighly diffrent Ability System than standard AD&D, which consists
of three abilities in three groups (yep, it's close to Vampire):
- Physical
- Strength (Str)
- Dexterity (Dex)
- Constitution (Con)
- Mental
- Perception (Per)
- Wisdom (Wis)
- Intelligence (Int)
- Social
- Manipulation (Man)
- Charisma (Chr)
- Comeliness (Cms)
It's more logical to make a Perception roll for noticing something
than Wisdom or Intelligence. I don't like the optional
system from Skills & Powers, because it overestimates the physical abilities.
For those who don't like it, I included all the old ability checks in the tables.
Another thing I don't like are these Character Points. I stuck with the NWP-slots,
giving free slots for Disadvantages which may be used on Traits or normal
NWPs. Traits may only be purchased from slots due to Intelligence or Disadvantages.
Here, I included the old system, too, so you don't need to use mine if you use my
tables.
Some new Ability relevant values on the new Character sheet need some explanation:
- Dexterity: 'Armr Adj'
reads 'Armor Adjustment' and gives the value by which the Dexterity is modified
due to heavy Armor when making Ability checks (from the "Fighter's Handbook").
- Perception: 'Max #Lngs'
is really the 'Maximum Number of Languages' which belongs to the Intelligence
Ability -- the row behind Intelligence is so crowded, it had to move there.
It is still calculated using the Intelligence value.
- Perception: 'See Detail'
is the ability to notice something by looking at it at a glance. It is modified
by race and helmet worn (if any) according to
this table.
- Perception: 'Hr Noise'
reads 'Hear Noise' and is basically the same value as the base value from the
Thief's Ability 'Detect Noise', modified by race and helmet worn (if any)
according to this table.
- Perception: 'Surprise'
is the usually 1,2,3 on 1d10 chance to be surprised, but high Perception values
will make a character more alert. For the adjustments, look at
this table.
- Intelligence: 'Illu Def'
reads 'Illusion Defense' and is a saving throw modifier vs. illusionary magic,
based on the same table like the mind affecting saving throw modifier (but uses
Intelligence instead of Wisdom). This mind affecting saving throw modifier has
been splitted to illusionary magic (Intelligence only) and charm based (Wisdom
only) modifiers.
- Wisdom: 'Charm Def'
reads 'Charm Defense' and is the already mentioned saving throw modifier vs.
charm based magic, based on the same table like the mind affecting saving throw
modifier.
- Manipulation: 'Max #Henchmen'
is the well known 'Maximum Number of Henchmen' which uses the same table but
the Manipulation ability value instead of the Charisma ability.
- Manipulation: 'Metal Resistance'
gives the Power Score of non-psionic characters to defend against psionic
'Contact'. It is low (around 4) and modified by race -- the chances to defend
are bad as best. To contact a non-psionic character, a psionic has to engage
into Psionic Contest, using his 'Contact' score vs. this 'Metal Resistance'
score. If he fails, the non-psionic character notice something is wrong and
can activly defend against contact (e.g. by speaking aloud some childred rimes)
and increase his 'Metal Resistance' by 2. If the psionic fails, but the
non-psionic character fails to roll below his 'Metal Resistance' too, nothing
happens and the non-psionic character does not notice that something is amiss.
For the Ability Scores and theit Adjustments, check out
this table.
- Comeliness: 'Encntr React'
reads 'Encounter Reaction' and uses the same table as the original Charisma
depending check, but the Comeliness ability value instead.
The Ability Adjustments for Perception and Manipulation are now
published in my Ability Tables.
© 1995-2000 by
(Rüdiger Riediger)
last update: 27-Jun-1997