AD&D-Master Edition

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Revision as of 19:59, 23 September 2026 by Iron Colossus (talk | contribs) (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...")
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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 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.
  • 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.
  • 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.
  • 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 Proficiency Slots are now typically used 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.
  • A piecemeal armor system is offered for unique armor situations, as well as rules for wearing armor over natural armor.
  • 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.
  • Spell slots have been replaced with Spell Points, which are spent when casting spells.
  • Magic-Users and Illusionists may receive additional Spell Points for high Intelligence scores.