AD&D Campaign Rules


Date Started:10101993

Last Revision:11082003

Author: Glev Zarriontal

Version: 2.0.0 WIP-UP Net safe version


All rules changes take effect immediately without delay. The current version always takes precedence over earlier versions; Earlier versions of this document become null and void instantly when ever a newer copy of this document is created or printed.




 

1.         My campaign is a hyrbid variant one. It is based on 1E with generous helpings of 2E. I have generous amount of house rules that are used. I have recently started adding some small pieces of 3E that I though could be useful post editing; All 3E material that I liked was edited for better campaign handling and as such is not unmodified if compared to its original source.

2.         I play a fusion game-2nd edition with all good material from 1st edition. If I thought the material was good, I have kept it. This does include classes TSR have said are now utter junk.

3.         Classes allowed

A)Official Books [ (PH1:UA:PH2:OA) Post Edited]

             B)Semi Official [ Dragon Magazines: Other Magazines: Supplemental Sources: Module Originated]

             C)Unofficial [ GZ: ML: CME: GZ&GLA: GZ& ??:??: Internet ]

All classes are organized by groups. The groups are Warrior, Underworld, Priest, Arcaneist (Mage), and Special. There is a file “Available Classes” that covers all allowed classes in my campaign. You might want to read it.

             D)Character attribute generation will be done using one of the methods below. Remember, I use comliness and perception.

                        1:7d4 drop the 2 low and any stat above 18 is 18.

                        2:4d6 reroll all ones and drop the low.

                        3:single classed characters only-7d6 drop the 4 lowest.

                        4:90 + 2d10 points you may spend points as you wish as long as no stat is less than 7.

5:If we are in a rush, I may randomly generate stats placing all stats inside the minimum and maximum range allowed for the class combinations.

                        6:Single classed PC of any race may use the unearthed arcania stat generation method.

You may use any method you desire but you may not mix methods; You must use 1 and only 1 method for character generation. 4 rolls are allowed per character generation. You must use each set as a set. No mixing scores from different sets will be allowed.

E)Known forbidden classes are druid and cleric. Other classes may or may not be forbidden. Please see my file “Available Classes.wpd” in “\REF\Campaign\” directory.

F)Warning, many 2nd edition AD&D kits were once classes and as I have not eliminated the classes, extreme care must be followed. Any kit may be eliminated at any time with or without warning.

G)Current allowed PC races are dwarf, elf, half elf, halfling, human, kender, and Kyrn Minotaur. All other races must receive my explicit permission to be used. Permission will be granted or denied on a case by case basis. I may or may not allow any other race to be used on a case by case decision.

H)All official classes except druid and cleric are always Available no matter what restrictions I have placed on semi official and unofficial . Semi official and unofficial classes I will allow anyone to create once are...Archer, Archer Ranger, Arcane Master, Priest Master, Martial Artist. If the person plays the class correctly I will allow future characters of that class. All other non official classes are allowed as I

            see fit.

J)Spell components are required for all spell casters. However, I don't worry about easy to acquire spell components like grass, grasshopper legs, common insects, bodily fluids, common animal parts, clothes, feathers, paint, sand, fluff, sticks, gold tissue worth 5gp, platinum necklace worth 30 GP, gems worth 40gp,and such stuff. Just take off an appropriate amount of money and forget about it. If you have no idea how much something should cost, ask me. I will not bog down game play for material components such as these. However, blood of beholder, vampire fangs, 10000 GP gems, demon hair, dragon scales and the like do most definitely have to be acquired during game play. The local mages guild might, might have some of the more rare material components for sale as might, might established arcaenists. Established arcaneist might, might also be willing to trade you the desired material component(s) or let you work for it(them).

K)Beginning arcaneist get read magic, copy, detect magic, and either 2 offensive spells, 2 defensive spells, and 4 misc spells from players handbook 2 only or 8 random spells from allowed spell sources.

Current Allowed spell sources are ....... D100 01-40=Players Handbook 2, 41-75=Realms, 76-90=Tome, 91-96= Wizard Handbook, 97-00=Green Binder:Mages section

Beginning Mystics also get 4 random spells of 2nd level from the above sources. Beginning witches get read witch, read magic, copy, 3 random 1st level clergy spells, 3 random 1st level mage spells(mage

spells are from the above sources) & 4 random 2nd level clergy spells from the following sources.....D100 01-35=PH2, 36-70=Witch Binder Prepublished, 71-90=Tome, 91-00=Green Binder:Witch section

Beginning Priestlords receive read magic, copy , detect magic, and 4 random 1st level spells from the mage spell sources listed above.

L)As a general rule, if a particular race can be a given class, it has no maximum level by race. There are some classes that this is not true which I will point if you are allowed to be that class and you will be running a member of that class.

M)Skills are allowed. Weapon slots not used when adventuring begins are lost. Intelligence bonus skill slots are used. Intel skill slots may be divided between skills and weapons. Skill slots that are not used when adventuring begins are retained.

             N)Spells descriptions are not all correct. the file "splerror.ref" has all applicable changes.

O)Any allowed race can be multi classed by default unless stated otherwise. Humans may have 2 or 3 classes when starting out.

P)Alternative spell selection is the player may pick the spells desired for the allowed spell level(s) but only from the Player Handbook 2! The referee may or may not allow other spell sources.

 

4.         All host house rules will be followed.

5.         Bring your own food and drink or make some arrangements with the other members of the group.

6.         If you argue excessively, you are leaving.

7.         Disruptive players may have player characters terminated with prejudice !!! Players who continuously remain disruptive will be declared Persona Non Grata.

8.         Alcohol and/or Drug use before or during game play is cause for non playability. I don't want someone who is plastered trying to game; It doesn't work. If we are playing at my place, I reserve the right to call the police on the drugged and /or intoxicated person without warning at any time.

9.         I do expect an effort will be made to play alignment correctly. I do understand alignment drift does and will continue to occur.

10.       You will play all pc's correctly by class or classes.

11.       Double classed characters are often dwarven(any) or elven (any) or human. Triple classed that are not either human or elven are rare.

12.       All alignments except True Neutral are allowed. True Neutral is forbidden alignment. Alignment tends are allowed except tends towards true neutral which is absolutely forbidden!! The amount of people who can accurately run a true neutral character are extremely few from first hand experience gained over my twenty five plus gaming years so far. 3E may or may not have a true playable TN alignment; 1E and 2E does not.

13.       The party may have rarely have more than 8 members. Party strength will not and may not exceed 8 members without prior permission from me.

14.       I am the referee and my decisions are final! Persona Non Grata status awaits those who can not grasp this in due time; I will give a person so much time and many chances before I “award” them this status. You can thank the various rule lawyers and “Argumentis No Brainis” people I have had to deal with for this particular idea.

15.       No excessive arguments will be tolerated.

16.       Anything you say once game play start is real and has been said by one of your characters. If you call an another PC or npc an asshole, then one of your pc's called that PC or npc an asshole with all benefits and drawbacks. Think before you have one of your pc's act and / or say anything or else be prepared for any and all of the repercussions that are going down. Example Game play has started and Tim. says fuck you. he now has a extremely short time to tell me which PC said that neat colorful metaphor or I will pick one of his pc's for him. What happens next is not too hard to figure out. Whoever was the recipient of that colorful metaphor will not be happy and things could and probably will get nasty fast. and I mean fast, like the PC is now "what character ???".

17.       If you can't play on the table, then you won't play as much as those who can.

18.       Anything a character says and/ or does will be held accountable and that includes stupid idiots who always say stuff that shouldn't be said and /or do stuff that shouldn't have been done.

19.       No one except myself and designated players will be allowed to run more than 4 characters at a time unless permission from me is given first. I shall give permission on a game by game basis as while I may have let you run 6 characters last time doesn't mean I will let you do it this time. I dislike any player running more than 4 PC's at a time but it may be 100% unavoidable. It is preferred if no one runs more than 3 PC's at a time yet this seldom works out.

20.       Some players have difficulty running more than 3 characters or even 2 characters, those people will be disallowed to run more than they can handle. I am the sole judge of how well you can run more multiple pc's in my campaign. I don't care if joe smoe lets you run 12 pc's at a time every game, this isn't joe smoe's game or campaign, it is mine. I will ask for suggestions and/or opinions from certain people but the actual decision is mine alone.

21.       All characters run by the player will not always get along.

22.       When looking at spell writeups, always read the full writeup. Grant has a problem with this one as he reads the good stuff but not the fine print.

23.       Do not get cocky

24.       Do not be stupid

25.       Do not be arrogant

26.       Do not tell me how to referee. if you do, your characters may suffer.

27.       Anyone who breaks regulations 29-32 will probably be well of spending many hours each week making new character as you will need them to replace the ones that keep croaking. I will not arbitrarily destroy pc's who think before acting, think before speaking, act in intelligent manner according to the Intelligence score or equivalent of the character, keeps his or her ego in restraint, doesn't brag about how he or she can do all this wonderful stuff, doesn't brag about how powerful and great he or she is having done all this neat stuff, and they who plans ahead. I have no such restrictions about killing, maiming, and otherwise jacking up those who don't!!

28.       If your have problems following these rules, you will have problems with other game masters. I suggest getting a private discussion without anyone else present. We can go over what is giving you grief as a player.

29.       The ref likes Sci Fi, Action, Martial Arts, Espionage, Adventure, Modern Warfare, Post Modern Warfare, Sci Fi Warfare, Hi Fantasy, and Hi Fantasy Warfare so be prepared accordingly. No PC's who couldn't fight if you paid them 1 million smackeroos in advance should expect to live very long in my campaign.

30.       The ref likes games that keep moving and bouncing around, not bog down and degenerate into muck. Keep the game light and lively, do not stop the game with useless chit chat, non relevant material, and wimps

            who hate being on their toes. Potter sensei hates all wimps and so do I hate game wimps who hides behind idiotic, stupid characters with impressive names and title but can do nothing to help themselves or others.

31.       If you play as a team, you will reap the benefits. If you play as a individual, you are on your own. Teamwork is essential in most of my games. The badest bad pc is a total jerk scum bag garbage wimp if he or she can't play team. The only possible exception is AD&D where individuals can and will survive.

32.       There are some PC's who insist on leaving the group with or without notice. These wandering PC's may leave for a wandering time because they are a barbarian, a underworld figure, someone with a secret agenda or just plain instant major wanderlust. Some may wander off as something interested them without any warning. Almost always, the person or persons who wander off will be back within 5 days or less. Sometimes though, the person(s) do not come back.

33.       To those who wander off for whatever reason, Do beware. Many a monster will attack a lone individual much sooner than a party. Many a scum bag would much rather ambush a loner than a team / party.

34.       If you don't like the way I ref, then don't play when I am ref.

35.       Plan ahead and be prepared. What are your long time goals? Are you ready for anything short of an Elder War or a major deity conflict? What are your short term goals? What are you missing and what don't you need?

36.       When generating a PC always think ahead. What do you want to generate? What careers are the party in bad need of?

37.       When picking skills make sure you are getting skills that fit the race and class(es) of your character. Please consider where your character is coming from as well.

38.       Buy what equipment you know you must have first and than go back acquiring the gear you want but don't absolutely need.

39.       No person should have more than can be carried and still move faster than a snail. Remember, the party moves only as fast as its slowest member no matter who that is. If the party has money for horses and horse gear, it is seldom a bad idea to buy them. Of course if no one can ride them then do not.

40.       If any character has equipment stored in a hidey hole, mark it somehow as such. Also If you are using one of my PC Sheets I demand that all equipment be dictated roughly where it is carried when not in active use. Long sword is on my left waist side or iron ration Backpack . The location field is there for a reason.

41.       If you don't have an item on your character sheet, you don't have it. If it isn't marked that your'e carrying something, then you left it behind. Exception: If a character was fast generated, I will allow the player one or more weeks to get the PC equipment written down. Fast PC generation is not allowed for all players.

42.       Always keep careful inventory tabs and stock records. Review what each PC has and what the team as a whole has. Each time the team encounters a merchant caravan or enters town/city, a quick inventory is not a bad idea. Be aware of what is needed. Some critical adventuring gear is left out so often that I wonder how these unprepared adventuring parties have a chance of surviving.

43.       Cash is real useful when you want to train or enter most civilized areas. Taxes and Permits do exist so keep some money for this purpose

44.       Make sure you buy food for each PC. I have seen too many PC's not possessing food and drink! Starvation does kills as surely as destruction from a 18th level clergy!! Chuck Potter does this one greater than 95% with his characters.

45.       Before you give me any PC for final inspection, it is seldom a bad idea for you to look it over carefully. Once final inspection is made, few changes will be tolerated. I may point out discrepancies I find so they can be corrected. I will do this to all initially but those players who think they can do no wrong when making characters will find the suggestions stop flowing. Beginning players will be given more breaks than experienced players in regard to known discrepancies.

46.       During combat times unless I indicate otherwise prior to initiative dice rolling, initiative is determined on an individual basis. Group initiative will still be done but only when so directed by me.

47.       Spell concentration rules are now in effect.

48.       Tech device use during game play will result in anywhere from 0% -100% AD&D eeps awarded for that adventure. The percentage awarded will depend on how the tech devices were used and why they were used.

49.       Psionics have an speed factor of 0 until further notice. This is what I, Glev Zarriontal, think psionics should have for a speed factor.

50.       Melee and missile weapon fire initiative is determined by rolling a D10 adding the weapon's speed factor, and then adding dex mod.

51.       Magic use initiative is determined by rolling a d10, adding the casting time to it, and then adding the dex mod.

52.       If any PC will be using any spells or innate abilities during a combat round, it must be announced to the referee at the very beginning of that combat round or it will not be permitted. The exact spell being cast need not, need not be mentioned only the fact that character x is casting a spell for his or her action this round where character x is replaced by the actual character name. You must know exactly which spell each spell casting PC is casting even though I don't require you to inform me. If you can't tell me the within 2 segments I ask you what spell including level is getting cast, that PC forfeits his or her action round and loses the spell to boot without effect just as if he or she had failed a spell concentration roll! I suggest scratch paper be used for this purpose.

53.       No PC shall know any of the great PC’s's either TSR's or mine or any other highly successful PC’s well. I may allow you to have heard of none to some of these great pc's.

54.       I will tell the players anytime any of my pc's and/or rpc's and/or npc's are casting spells.

55.       The reason spell casting activity must be indicated in advance is that most intelligent persons and/or monsters are not, are not, going to allow that spell caster to finish that spell because of what spells can do. It is known, acknowledged, and understood facts that it can be unhealthy if your are on the receiving side of magics.

56.       Martial Arts have a speed factor of 1 until notified otherwise.

57.       If a psionicist fails his or her concentration roll, then the psp's needed are lost.

58.       If a spell caster fails his or her spell concentration roll, then he or she loses the spell from memory if it is use and lose. If it is lore point based system, then the lore points for that spell are used and the caster accumulates EL as well without benefit of the spell.

59.       Reminder, Coup De Grace maneuver are allowed.

60.       Reminder, assassinations are allowed on sneak attacks, surprise attacks, and critical hits

61.       Reminder, nat 20 on hit rolls can miss.

62.       Reminder, nat 1 on saves can make it on extremely infrequent cases.

63.       Reminder, an effective mr or pr can be reduced to absolute uselessness.

64.       Reminder, mr or pr can be raised so high that no roll is needed as the attack always will fail.

65.       Reminder, nat 20 doesn't always mean a critical hit. There are critical hit requirements that must be met.

66.       Reminder, nat 20 doesn't always save.

67.       There are a times when spell casting need not be announced in advance. I will tell the players when these times occur.

68.       If you are looking for enemy spell casters, either a successful perception roll or successful observation roll will be required. Success means you have found the hostile spell caster(s).

69.       Perception is limited value during combat.

70.       Retreating is neither dishonorable nor shameful when facing a superior hostile force.

71.       Tech devices should not be used excessively if possessed and or frivolously or I may retaliate with tech devices wielded by tech mercs.

72.       ABCN warfare will ruin your entire decade!!!

73.       Sorcery may have unusual effects on tech and tech may have unusual effects on sorcery.

74.       Magic might change tech effectiveness and tech might change magic effectiveness.

75.       Tech mystic-warriors are often very tough yet they are beatable.

76.       Rule lawyers are not desired in my campaign. If you are convicted of being a rule lawyer, you will find the invitations to my games suddenly cease. I hate rule lawyers!!!

77.       No 1st level pc will have magic items when starting out. Magic items come later on. There might be some circumstances that will allow 1st level player characters to have magic items when starting out but these will be rare.

78.       If the party starts out higher than 1st level, then PC's might, might have magic items.

79.       I do have sex in my campaign in various levels. It ranges anywhere from PG to hardcore NC17 and everywhere in between.







I have many sexual acts I consider absolutely abhorrant. Players attempting any of these sex acts will be informed of their non acceptable use in my campaign. If I must inform a player too many times about forbidden sex acts, the player will become Persona Non Grata aka that player is not invovled in my campaign anymore. Nor is the player welcome at my residence.


Absolute Forbidden Sex Acts

--------------------------------------------

Anal Sex(any)

Animal / Bestiality(any)

Children(any)

Homosexual(any) This involves Anal sex among others. [ Lesbian Sex is permitted. ]

Pedophille(any) [If you have problems understanding what this one means, you may not old enough to game with me. ]