AD&D Basics

First of all, you have character creation. This is a simple task if done the quick way. Just getting the needed things.
The things deffinently needed are as follows:
Name
Race
Class
Strength
Dexterity
Constitution
Intellegence
Wisdom
Charisma
THACO
movemeant
Diety
Alignmeant
Hit Points
Armor Class
Level
Weapons
Armor
Equiptmeant

The rest is pretty much optional. Profeciencies, weapon profeciencies, age, hight, weight, it can all be put in but some find it not worth the effert (like me for instance). Every DM has their own way of doing the character sheets. And, actually, the AD&D game all depends on who the DM is. Some may find a game boring, round about and not to the point, this is not a problem in my campiegn/style of DMing. I like to throw a bit of humor in the game. "I swing at the creatures throat" This characters THACO was 19, the creatures Armor Class was 4, he needed a 15 to hit the creature. He roled a 5. "you miss and go tumbling under a woman, she picks you up and slaps you for trying to look under her skirt" fortunately I was nice enough not to make him take dammage *laugh*.
Now, you may want to know what all of these things are, what they're for. Here's your answers.
Name: The characters name. (duh)

Race: the AD&D game has many races to choose from and the DM can make new races at his descretion (sp?). This would be, Dwarf, Elf, Human, Halfling, etc.

Class: the Characters class is what his duties will be basicly. Fighter, Mage, Thief, etc

Strength: this one is self explanitory. It's judged on a scale of 1-25. 1 being the lowest (never seen a character with a strength that low) and 25 being the strength of a Titan.

Dexterity: This is basically your balance. It also gives bonuses to Armor Class. as all atributes, based on a scale of 1-25

Constitution: Is your health, if you have a low constitution, your character can get sick easily, if it's high, then your character has a good immune system. This also decides what your hit-points will be. Every DM has their own way of using it for this, I myself role 1d20 and add it to the contitition. So, if you had a constitition of 20, you have a possible 40 hps.

Intellegence: Once again, self explanitory. The intellegence of a character reflects how strong his magic capability is, and how well he can outsmart monsters, NPC's, and what not.

Wisdom: How wise your character is. A character with a high Wisdom is deffinently cut out to be a Cleric (healer).

Charisma: basicly, your characters looks. As in WhiteWolf gaming systems, same thing. One with high Charisma is great for thieving, but Dexterity is also needed for that class.

THACO: To Hit Armor Class 0. A level 1 character has a THACO of 20. If a creature/enemy has an Armor class of 4, you subtract 4 from the 20, the character would need a 16 to hit the enemy. If the enemy has an Armor Class of -4, you add 4. The character would have to role a 20 to hit. The THACO modification can never be below 1 or above 20. 1 is an automatic miss, 20 an automatic hit.

Movemeant: how far a character can move in one round. An elf has a base movemeant rate of 12, meaning he can move 120 feet in one round, or 60 feet and attack in the same round.

Diety: This is the god that a character worships. Some races already have a god/goddess that they are automatically loyal to (unless the player judges otherwise) Like Drow worship a Goddess named Lolth. When a character has run out of all other choices, he/she can prey to the diety for help or answers

Alignmeant: this decides what your characters basic personality will be. Chaotic Nuetral is what most of my characters are, they're a bit crazy. Following Chaos, but niether good nor evil. There is also, Chaotic Good, & Evil. Lawfull Good, Nuetral, & Evil. Nuetral Good, Nuetral, Evil.

Hit Points: are the life of the character. Most say that when you reach 0 your dead, not always. In my campiegn you have to reach the negitive amount of your max hit points to die, at 0 your knocked out. But once more, that's the DM's decision to make.

Armor Class: decides how hard it is to hit the character. 10 is the worst, -10 the best. (see THACO for to-hit modifiers)

Level: shows the characters advancemeant in his/her class(es).

Weapons: the weapons the character has on his/her person.

Armor: the type of armor the character is wearing. Adjusts the Armor Class.

Equiptmeant: non-weapon equiptmeant on the characters person

Now, once more, I stress that this is the basics from one DM's veiw. To get a full view on the game, you would have to speak to other DM's, or buy the books yourselves. If you need more help, e-mail me.

Now, on profeciencies (don't know if I'm spelling that right). Although I don't use them now, I have before. I know a bit about them. First of all, you have weapon & non-weapon. Non-weapon is like, if the character had a job before he was an adventurer, or maybe was trained to do something like Stone Mascenry. In this case, the character would have knowledge on stones of all kinds. weapon prof. are what weapon/s the character uses better. A dwarven fighter may have a +2 prof. to hit with an ax of any kind, or maybe just a battle ax. An Elf of any class has a racial prof. with a bow, +2 to hit. This is added in with the character's to-hit modifications.:
Bob is a 1st level Elven Mage, his THACO is 20, he's using a bow. He's attacking a creature with an AC of 4, he needs a 16 to hit him, he adds the weapon prof. to that total, now he needs a 14 to hit.

Once more, if you need more help, contact me through e-mail, or ICQ at 5279301. Thank you for taking the time to use my site for your tutorial or whatever *laugh*.