AD&D-Master Edition: Difference between revisions

From singerhosting
Jump to navigationJump to search
Created page with "Advanced Dungeons & Dragons Master Edition (AD&D-ME) is an unofficial rules conversion for the AD&D game system using the core of the Iron Colossus rules systems. It is a set of replacement rules and rulings, some of which are derived from official 1st Edition AD&D rules; and therefore is not presented here as a complete system. Some key changes to the 1st Edition AD&D rules system are as follows: * Combat rounds are ten seconds long. The round is divided into 10 segme..."
 
No edit summary
 
Line 3: Line 3:
Some key changes to the 1st Edition AD&D rules system are as follows:
Some key changes to the 1st Edition AD&D rules system are as follows:


* Combat rounds are ten seconds long. The round is divided into 10 segments of 1 second each.
* COMBAT ROUNDS: Rounds are ten seconds long and is divided into 10 segments of 1 second each.


* Movement occurs on every segment for each character, whether or not they are able to attack on a given segment. The distance moved per segment is based on the character's modified Movement Rate and is found on the appropriate table and recorded on the character sheet.
* MOVEMENT: Each character can move on every segment whether or not they are able to attack on a given segment. The distance that can be moved per segment is based on the character's modified Movement Rate and is found on the appropriate table and recorded on the character sheet.


* Weapon Speeds found in the AD&D rules have been converted into an Initiative number that represents what default segment of a round that a character may strike with that weapon. This number is adjusted when the group initiative roll has been won or lost; and may be resolved sooner when the charging character makes contact with an enemy during a charging attack; or in the case where a weapon's length is greater than an enemy's when making ''first'' contact. After making initial contact, initiative is typically handled normally without regard to weapon length.
* WEAPON SPEED & WEAPON LENGTH: Weapon Speeds found in the AD&D rules have been converted into an Initiative number that represents the default segment of a round that a character strikes with that weapon. Segment one is at the beginning of the round and segment ten is at the end. This segment number is adjusted when the group initiative roll has been won or lost. Attacks are be resolved sooner if a charging character's weapon is within striking range of an enemy during the charge; or during 'first' contact, when any weapon's length is greater than that of an enemy and within striking range. Opponents with shorter weapons that are charged may attack on their normal initiative segment. After making initial contact, initiative on the following round is typically handled normally without regard to weapon length, unless making initial contact with a different enemy and not currently engaged in combat.


* Spell Casting Times found in the AD&D rules have been converted into Initiative numbers that represents what default segment of a round that a character begins and completes the casting of a spell, use of a magic device, turning of undead, use of a spell-like ability, etc. The default Initiative numbers are modified by whether the character's group wins or loses the group initiative roll, as done with weapon attacks.
* CASTING TIME FOR SPELLS, DEVICES, ETC.: Spell Casting Times found in the AD&D rules have been recalculated and converted into Initiative numbers that represent the default segment of a round that a character begins and thereafter completes the casting of a spell, use of a magic device, turning of undead, use of a spell-like ability, etc. The default Initiative numbers are modified by whether the character's group wins or loses the group initiative roll, as done with weapon attacks.


* Weapon Type vs. Armor Type bonuses are made with more attractive bonuses and are much easier to use and are more intuitive. Historical special features on weapons (such as back-spikes, for example) award appropriate Weapon Type vs. Armor Type bonuses. The list of weapons has been expanded.
* WEAPON TYPE VERSUS ARMOR TYPE: Weapon Type vs. Armor Type bonuses are made with more attractive bonuses and are much easier to use and are more intuitive. Historical special features on weapons (such as back-spikes and top-spikes, for examples) award appropriate Weapon Type vs. Armor Type bonuses. The list of weapons has been expanded.


* Weapon Proficiency Slots are now typically used learn groups of weapons, rather than individual weapons.
* WEAPON PROFICIENCY SLOTS: Weapon Proficiency Slots are now typically used to learn groups of weapons, rather than individual weapons.


* Shields award armor class bonuses according to their size. Metal shields award additional armor class bonuses versus ranged weapons. Metal shields and any shield larger than 'small' reduce movement rate. As was sometimes done historically, shields may also be used as a passive defense, which awards a partial armor class bonus when used with weapons that require two hands. This can be done at the expense of receiving a penalty to strike when doing so.
* SHIELDS: Shields award armor class bonuses according to their size. The sizes are Buckler, Small, Medium, Large, and Tower. Metal shields award additional armor class bonuses versus ranged weapons. Metal shields and any shield larger than 'Small' will reduce movement rate.  


* A piecemeal armor system is offered for unique armor situations, as well as rules for wearing armor over natural armor.
* PASSIVE SHIELD DEFENSE: Historically, sometimes shields were sometimes hung on the body and used as a passive defense when wielding weapons that required two hands. The defense bonus of the shield is reduced and can only be done at the expense of receiving an appropriate penalty to strike while the shield is being used passively. While shields are used passively, the full length of a two-handed weapon may be fully utilized.


* Non-Weapon proficiencies are awarded freely based on class, race, background, cultural and regional origins, etc. Non-Weapon Proficiency Slots can be used to either bolster existing NWPs or to add ones that might not fit into the criteria above.
* PIECEMEAL ARMOR: A piecemeal armor system is offered for unique armor situations, as well as rules for wearing armor over natural armor.


* Spell slots have been replaced with Spell Points, which are spent when casting spells.
* NON-WEAPON PROFICIENCIES: Non-Weapon proficiencies for characters are awarded freely and without cost, based on class, race, background, cultural and regional origins, etc.: subject to the Dungeon Master's discretion. Non-Weapon Proficiency Slots can be used to either bolster existing NWPs or to add ones that might not fit into the categories above or are not otherwise appropriate.


* Magic-Users and Illusionists may receive additional Spell Points for high Intelligence scores.
* SPELL POINTS: Spell slots have been replaced with Spell Points, which are spent when casting spells.
 
* BONUS SPELL POINTS: Magic-Users and Illusionists receive additional Spell Points for high Intelligence scores in a fashion similar to clerics receiving bonus Spell Points for high Wisdom scores.


==[[AD&D-ME: Character Ability Score Generation Method and Adjustments | '''Character Ability Score Generation Method and Adjustments''']]==
==[[AD&D-ME: Character Ability Score Generation Method and Adjustments | '''Character Ability Score Generation Method and Adjustments''']]==

Latest revision as of 00:08, 24 September 2026

Advanced Dungeons & Dragons Master Edition (AD&D-ME) is an unofficial rules conversion for the AD&D game system using the core of the Iron Colossus rules systems. It is a set of replacement rules and rulings, some of which are derived from official 1st Edition AD&D rules; and therefore is not presented here as a complete system.

Some key changes to the 1st Edition AD&D rules system are as follows:

  • COMBAT ROUNDS: Rounds are ten seconds long and is divided into 10 segments of 1 second each.
  • MOVEMENT: Each character can move on every segment whether or not they are able to attack on a given segment. The distance that can be moved per segment is based on the character's modified Movement Rate and is found on the appropriate table and recorded on the character sheet.
  • WEAPON SPEED & WEAPON LENGTH: Weapon Speeds found in the AD&D rules have been converted into an Initiative number that represents the default segment of a round that a character strikes with that weapon. Segment one is at the beginning of the round and segment ten is at the end. This segment number is adjusted when the group initiative roll has been won or lost. Attacks are be resolved sooner if a charging character's weapon is within striking range of an enemy during the charge; or during 'first' contact, when any weapon's length is greater than that of an enemy and within striking range. Opponents with shorter weapons that are charged may attack on their normal initiative segment. After making initial contact, initiative on the following round is typically handled normally without regard to weapon length, unless making initial contact with a different enemy and not currently engaged in combat.
  • CASTING TIME FOR SPELLS, DEVICES, ETC.: Spell Casting Times found in the AD&D rules have been recalculated and converted into Initiative numbers that represent the default segment of a round that a character begins and thereafter completes the casting of a spell, use of a magic device, turning of undead, use of a spell-like ability, etc. The default Initiative numbers are modified by whether the character's group wins or loses the group initiative roll, as done with weapon attacks.
  • WEAPON TYPE VERSUS ARMOR TYPE: Weapon Type vs. Armor Type bonuses are made with more attractive bonuses and are much easier to use and are more intuitive. Historical special features on weapons (such as back-spikes and top-spikes, for examples) award appropriate Weapon Type vs. Armor Type bonuses. The list of weapons has been expanded.
  • WEAPON PROFICIENCY SLOTS: Weapon Proficiency Slots are now typically used to learn groups of weapons, rather than individual weapons.
  • SHIELDS: Shields award armor class bonuses according to their size. The sizes are Buckler, Small, Medium, Large, and Tower. Metal shields award additional armor class bonuses versus ranged weapons. Metal shields and any shield larger than 'Small' will reduce movement rate.
  • PASSIVE SHIELD DEFENSE: Historically, sometimes shields were sometimes hung on the body and used as a passive defense when wielding weapons that required two hands. The defense bonus of the shield is reduced and can only be done at the expense of receiving an appropriate penalty to strike while the shield is being used passively. While shields are used passively, the full length of a two-handed weapon may be fully utilized.
  • PIECEMEAL ARMOR: A piecemeal armor system is offered for unique armor situations, as well as rules for wearing armor over natural armor.
  • NON-WEAPON PROFICIENCIES: Non-Weapon proficiencies for characters are awarded freely and without cost, based on class, race, background, cultural and regional origins, etc.: subject to the Dungeon Master's discretion. Non-Weapon Proficiency Slots can be used to either bolster existing NWPs or to add ones that might not fit into the categories above or are not otherwise appropriate.
  • SPELL POINTS: Spell slots have been replaced with Spell Points, which are spent when casting spells.
  • BONUS SPELL POINTS: Magic-Users and Illusionists receive additional Spell Points for high Intelligence scores in a fashion similar to clerics receiving bonus Spell Points for high Wisdom scores.