Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Complexity as a Barrier to Playing Dungeons & Dragons
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Keldryn" data-source="post: 5505275" data-attributes="member: 11999"><p><strong>AD&D 2nd Edition</strong></p><p></p><p><span style="font-size: 12px">Advanced D&D 2nd Edition:</span></p><p></p><p>Regdar, 1st-level Fighter</p><p>Male Human, 19 years old</p><p>Alignment: Neutral Good</p><p></p><p>Strength 16 (+1 to melee damage, Open doors 1-3, Bend bars/lift gates: 10%)</p><p>Dexterity 14</p><p>Constitution 13 (Resurrection survivial: 90%, System shock: 85%)</p><p>Intelligence 10 (+2 non-weapon proficiencies )</p><p>Wisdom 12</p><p>Charisma 11 (Max henchmen: 4)</p><p></p><p>Languages: Common, Neutral Good</p><p></p><p>Hit Points: 10</p><p>Armor Class: 4 (Chain mail & shield) Rear AC: 5</p><p>Movement: 9</p><p></p><p>Weapons of Proficiency (4): longsword (specialized), dagger, shortbow</p><p>Non-Proficiency Penalty: -2 </p><p></p><p>Attacks:</p><ul> <li data-xf-list-type="ul"> Longsword (THAC0 19; Damage: 1d8+3 S-M, 1d12+3 L; Type: Slashing; # attacks 3/2)</li> <li data-xf-list-type="ul"> Shortbow (THAC0 20; Damage: 1d6 S-M, 1d6 L; Type: Piercing; Range: 150/300/510)</li> </ul><p></p><p>Non-weapon Proficiencies (4):</p><ul> <li data-xf-list-type="ul"> Fire-building (Wis -1; 11)</li> <li data-xf-list-type="ul"> Swimming (Str; 16)</li> <li data-xf-list-type="ul"> Riding (Wis +3; 15)</li> <li data-xf-list-type="ul"> Heraldry (Int; 10)</li> </ul><p> </p><p>Saving Throws:</p><ul> <li data-xf-list-type="ul"> Paralyzation, Poison, or Death Magic: 14</li> <li data-xf-list-type="ul"> Petrification or Polymorph: 15</li> <li data-xf-list-type="ul"> Rod, Staff, or Wand: 16 </li> <li data-xf-list-type="ul"> Breath Weapon: 17</li> <li data-xf-list-type="ul"> Spells: 17</li> </ul><p></p><p></p><p><strong>The Basics:</strong></p><p></p><p>Your six ability scores represent your character's basic physical and mental capabilities. They range from 3 to 19, with a score of 10 representing average human ability. Higher scores reflect greater capabilities.</p><p></p><p>When you want your character to do something, tell the DM what you wish to do and describe how you do it. The DM will narrate the outcome of your actions. </p><p></p><p>If the success of an action is not guaranteed, the DM may ask you to make a roll to determine whether you succeed or fail. Some of these rolls will be "ability checks," where you roll a d20 and need to get a result less than or equal to the relevant ability score.</p><p></p><p>Non-weapon proficiencies build on the "ability check" mechanic of rolling under your ability score. These represent other useful skills that you have learned.</p><p></p><p><em>Saving Throws:</em> sometimes you will need to make a saving throw to avoid negative conditions or special damage. Roll a d20 and if the result is equal to or greater than the listed saving throw value, you succeed.</p><p></p><p></p><p><strong>In Combat:</strong></p><p></p><p><em>One Round:</em> represents one minute of time in the game world. During each round of combat, every participant gets a turn to act.</p><p></p><p><em>Surprise:</em> when combat starts, the DM rolls to determine if either side is surprised. If any group is surprised, they don't get to act on the first round.</p><p></p><p><em>Initiative:</em> at the start of each round of battle, one person on each side rolls a d10 to determine initiative. The winning side goes first. If the optional individual initiative is used, roll 1d10, subtract your Dexerity modifier, and add weapon speed (5 for longsword) at the beginning of each round.</p><p></p><p><em>Moving:</em> during your turn, you can move up to your encounter speed (90') and attack an opponent.</p><p></p><p><em>Attacking:</em> roll a d20 and compare the result to your pre-calculated THAC0 for that attack. If the roll is equal to or higher, you hit. When an opponent attacks you, the DM rolls to hit your AC.</p><p></p><p><em>Inflicting Damage:</em> if you hit, roll your weapon damage die and add applicable damage bonuses. When an enemy's hit point total reaches 0, it's dead.</p><p></p><p><em>Taking Damage:</em> if you get hit, subtract the amount of damage you take from your hit points. If your hit points reach 0, you're dead. Optional rule: you fall unconscious at 0 hit points, and lose 1 hit point each round until you die at -10.</p><p></p><p><em>Healing:</em> if you get healed, add the amount to your hit points. You can't exceed your original hit point total.</p><p></p><p><em>Running Away:</em> if are engaged in melee with an opponent, you may break off combat and move away. If you do so, your opponent gets a free attack at your exposed back, with a +2 bonus on its "to hit" roll.</p><p></p><p><em>Multiple Attacks:</em> with your longsword, you get 3 attacks every two rounds. On the first round and every odd-numbered round, you get a single attack. On the second and successive even-numbered rounds, you get to make a second attack with your longsword.</p><p></p><p><strong>Notes:</strong></p><p></p><p>For the most part, it isn't appreciably different from AD&D 1e. I no longer have 2e books for reference, so I might have missed some spots where it changed from 1e.</p><p></p><p>Weapon specialization and non-weapon proficiencies are optional rules, but it seems like most people used them, and 2e supplements and adventures assumed their use.</p><p></p><p>The assumed party includes a cleric, so it is not unlikely that this character would be at some point under the effects of a Bless spell: +1 to attack rolls for 6 rounds or a Protection From Evil spell: +2 to saving throws vs effects caused by evil creatures and effectively a -2 AC bonus vs attacks from evil creatures</p></blockquote><p></p>
[QUOTE="Keldryn, post: 5505275, member: 11999"] [b]AD&D 2nd Edition[/b] [SIZE="3"]Advanced D&D 2nd Edition:[/SIZE] Regdar, 1st-level Fighter Male Human, 19 years old Alignment: Neutral Good Strength 16 (+1 to melee damage, Open doors 1-3, Bend bars/lift gates: 10%) Dexterity 14 Constitution 13 (Resurrection survivial: 90%, System shock: 85%) Intelligence 10 (+2 non-weapon proficiencies ) Wisdom 12 Charisma 11 (Max henchmen: 4) Languages: Common, Neutral Good Hit Points: 10 Armor Class: 4 (Chain mail & shield) Rear AC: 5 Movement: 9 Weapons of Proficiency (4): longsword (specialized), dagger, shortbow Non-Proficiency Penalty: -2 Attacks: [list] [*] Longsword (THAC0 19; Damage: 1d8+3 S-M, 1d12+3 L; Type: Slashing; # attacks 3/2) [*] Shortbow (THAC0 20; Damage: 1d6 S-M, 1d6 L; Type: Piercing; Range: 150/300/510) [/list] Non-weapon Proficiencies (4): [list] [*] Fire-building (Wis -1; 11) [*] Swimming (Str; 16) [*] Riding (Wis +3; 15) [*] Heraldry (Int; 10) [/list] Saving Throws: [list] [*] Paralyzation, Poison, or Death Magic: 14 [*] Petrification or Polymorph: 15 [*] Rod, Staff, or Wand: 16 [*] Breath Weapon: 17 [*] Spells: 17 [/list] [b]The Basics:[/b] Your six ability scores represent your character's basic physical and mental capabilities. They range from 3 to 19, with a score of 10 representing average human ability. Higher scores reflect greater capabilities. When you want your character to do something, tell the DM what you wish to do and describe how you do it. The DM will narrate the outcome of your actions. If the success of an action is not guaranteed, the DM may ask you to make a roll to determine whether you succeed or fail. Some of these rolls will be "ability checks," where you roll a d20 and need to get a result less than or equal to the relevant ability score. Non-weapon proficiencies build on the "ability check" mechanic of rolling under your ability score. These represent other useful skills that you have learned. [i]Saving Throws:[/i] sometimes you will need to make a saving throw to avoid negative conditions or special damage. Roll a d20 and if the result is equal to or greater than the listed saving throw value, you succeed. [b]In Combat:[/b] [i]One Round:[/i] represents one minute of time in the game world. During each round of combat, every participant gets a turn to act. [i]Surprise:[/i] when combat starts, the DM rolls to determine if either side is surprised. If any group is surprised, they don't get to act on the first round. [i]Initiative:[/i] at the start of each round of battle, one person on each side rolls a d10 to determine initiative. The winning side goes first. If the optional individual initiative is used, roll 1d10, subtract your Dexerity modifier, and add weapon speed (5 for longsword) at the beginning of each round. [i]Moving:[/i] during your turn, you can move up to your encounter speed (90') and attack an opponent. [i]Attacking:[/i] roll a d20 and compare the result to your pre-calculated THAC0 for that attack. If the roll is equal to or higher, you hit. When an opponent attacks you, the DM rolls to hit your AC. [i]Inflicting Damage:[/i] if you hit, roll your weapon damage die and add applicable damage bonuses. When an enemy's hit point total reaches 0, it's dead. [i]Taking Damage:[/i] if you get hit, subtract the amount of damage you take from your hit points. If your hit points reach 0, you're dead. Optional rule: you fall unconscious at 0 hit points, and lose 1 hit point each round until you die at -10. [i]Healing:[/i] if you get healed, add the amount to your hit points. You can't exceed your original hit point total. [i]Running Away:[/i] if are engaged in melee with an opponent, you may break off combat and move away. If you do so, your opponent gets a free attack at your exposed back, with a +2 bonus on its "to hit" roll. [i]Multiple Attacks:[/i] with your longsword, you get 3 attacks every two rounds. On the first round and every odd-numbered round, you get a single attack. On the second and successive even-numbered rounds, you get to make a second attack with your longsword. [b]Notes:[/b] For the most part, it isn't appreciably different from AD&D 1e. I no longer have 2e books for reference, so I might have missed some spots where it changed from 1e. Weapon specialization and non-weapon proficiencies are optional rules, but it seems like most people used them, and 2e supplements and adventures assumed their use. The assumed party includes a cleric, so it is not unlikely that this character would be at some point under the effects of a Bless spell: +1 to attack rolls for 6 rounds or a Protection From Evil spell: +2 to saving throws vs effects caused by evil creatures and effectively a -2 AC bonus vs attacks from evil creatures [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Complexity as a Barrier to Playing Dungeons & Dragons
Top