Here are the 2e core Table of Contents,
linking back ONLY to the 1st Edition, with 1 exception.
Here's a challenge for you: what 1st
Edition AD&D links did I miss?
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Special Thanks:
1. Gary Gygax (Monster
Manual,
Players Handbook, Dungeon
Masters Guide, Unearthed Arcana)
2. Dave Arneson (The
Assassin, The Monk, Disease)
3. David "Zeb" Cook
4. Jeff Grubb
5. Tracy Hickman
6. Kim Mohan
7. Douglas Niles
8. Jim Ward
9. Margaret Weis
10. Mark Acres
11. Peter Aronson
12. Jim Bambra
13. Brian Blume
14. Mike Breault
15. Mike Carr
16. Sean Cleary
17. Troy Denning
18. Michael Dobson
19. Jean-Louis Fiasson
20. Joe Fischer
21. Ed Greenwood
22. Ernie The Barbarian
(Ernie Gygax)
23. Luke Gygax (Gary
Con)
24. Mary Gygax (Monster
Manual)
25. Allen Hammack
26. Neal Healy
27. Kevin Hendryx
28. J. Eric Holmes (Neuroscience)
29. Tom Holsinger
30. Jake Jaquet (Dragon
magazine)
31. Harold Johnson
32. Timothy Jones
33. Tim Kask (Kaskoid)
(The Curmudgeon in the Cellar) (The Dragon magazine)
34. Jeff Key
35. Tom Kirby
36. Rick Krebs
37. Rob Kuntz (Deities
& Demigods)
38. Terry Kuntz
39. Dave LaForce
40. Len Lakofka (Leomund's
Tiny Hut)
41. Duck (Jeff Leason)
42. Alan Lucion
43. Francois Marcela-Froideval
(Monster Manual, Players Handbook, Dungeon Masters) (Gary's Intent: Oriental
Adventures)
44. Steve Marsh (Aquatic
Monsters) (Gary's Intent: Manual of the Planes)
(D&D, X, C)
44. Dave Megarry
45. Frank Mentzer (The
Temple of Elemental Evil) (BECMI) (RPGA)
46. Tom Moldvay (The
7 Magickal Planets) (D&D: B)
47. Roger Moore (007)
(The Cat Lord) (Dragon
magazine) (Points of View) (Non-Human Deities) (Roger That)
48. Mike Mornard
49. Graeme Morris
50. Bruce Nesmith (Australian)
(The Smith)
51. Schar Niebling
52. Will Niebling
53. Erol Otus (Anhkheg,
Remorhaz) (Hackmaster, Gary Con, Deities & Demigods)
54. Jeff Perrin
55. Penny Petticord
56. Jon Pickens
57. Mike Price
58. Pat Price
59. Jean Rabe
60. Paul Reiche III
61. Gregory Rihn
62. Tom Robertson
63. Evan Robinson
64. John Sapienza
65. Lawrence Schick
(S2)
66. Doug Schwegman
67. Carl Smith
68. Curtis Smith
69. Ed Sollers
70. Steve Sullivan
71. Dennis Sustare
72. David Sutherland
73. Dave Trampier
74. Don Turnbull
75. Jack Vance (Tales
of the Dying Earth)
76. Jean Wells (Giant
Rat)
77. Tom Wham (King of
the Tabletop)
78. Mike Williams
79. Skip Williams (The
Sage)
80. Steve Winter
INTRODUCTION, by Gary Gygax (PH) (DMG)
THE GAME, by
Gary Gygax (PH)
APPROACHES
TO PLAYING ADVANCED DUNGEONS & DRAGONS +
DICE
+
USE
OF MINIATURE FIGURES +
AIDS
TO PLAYING ADVANCED DUNGEONS & DRAGONS +
D&D
Relationships: The Parts And The Whole (Comments on the state of the
Game, by Gary Gygax)
D&D: What
It Is And Where It Is Going (by Gary Gygax)
D&D,
AD&D And Gaming (by Gary Gygax)
-
WELCOME TO THE 2nd
EDITION AD&D GAME (See the next line -- I have copied the Tables
of Contents verbatim with expansion -- sorry for any confusion)
Why a Second Edition? (This
isn't a 2nd Edition)
How the Rule Books are Organized + <This
Game uses the 2nd Edition Core Tables of Contents for the Core structure>
A Word About Organization
+ <For both the 1st and 2nd Edition,
the chapter order of the PH and the DMG is the same>
Learning the Game + <2nd
edition is better than 1st when it comes to teaching people about AD&D>
The Second Edition AD&D Game Line +
<This
is NOT 2nd Edition AD&D -- that has been done 3 times already!>
<
Core
PLAYERS
HANDBOOK (1st Edtion)
DUNGEON
MASTERS GUIDE (1st Edition)
PLAYERS HANDBOOK (2nd
Edition)
DUNGEON MASTERS GUIDE
(2nd Edition)
MONSTER
MANUAL (1st Edition)
MONSTROUS MANUAL (2nd
Edition)
DEITIES
& DEMIGODS (1st Edition)
LEGENDS & LORE (2nd
Edition)
Optional
UNEARTHED
ARCANA +
Non-Human PCs: PHBR10
THE COMPLETE HUMANOIDS HANDBOOK
Specialty Priests: LEGENDS
& LORE, PHBR3 THE COMPLETE PRIEST'S HANDBOOK, DMGR4 MONSTER MYTHOLOGY,
FAITHS & AVATARS, POWERS & PANTHEONS, DEMI-HUMAN DEITIES
Spell Research: WIZARD'S
SPELL COMPENDIUM, PRIEST'S SPELL COMPENDIUM
>
A Note About Pronouns +
CREATING
THE PLAYER CHARACTER +
Creating the Character
<disregard: use the Character Creation List (CCL) below>
Establishing the
Character +
Generation of Ability
Scores +
Characteristics
for Player Characters +
Starting Level
of Experience for Player Characters +
Social Class and
Rank +
Circumstances of
Birth +
Appendix P: Creating
A Party On The Spur Of The Moment+
Starting
Hit Points For Player Characters +
CHARACTER CREATION
LIST
0. Choose Character Race
and Class.
1. Roll for Ability Scores (Method
I for non-humans -- DMG.11) (Method V
for humans -- UA.). Disregard the PER column.
1a. Roll your scores again if you don't
have at least two 15s.
2a. Height. (Male)
(Female) Disregard the footnotes.
2b. Weight. (Male)
(Female) Disregard the footnotes.
2c. Detemine Age,
Apply
Modifiers.
3. Go to the next step.
4. Choose Deity. (Greyhawk)
(Dwarf,
Elf,
Gnome,
Halfling,
Orc)
(Deities & Demigods)
5. Backstory (only 5 rolls).
5a. Homeland. Barbarians
choose, instead of rolling. (GH: Human,
Dwarf,
Elf,
Gnome,
Halfling)
5b. Choose Alignment.
5c. Social Class.
If needed, raise your Social Class to the Class Minimum.
5d. Birth Rank.
5e. Legal
Status of Parents.
5f. Choose Weapon
and Nonweapon Proficiencies (Weapon Specialization)
(Complete List of Proficiencies)
6. Roll for Starting
Money.
6a. Special Items:
Only check if you can use the item.
6a1. 10% chance for a dagger
+1.
6a2. 10% chance for plate
mail.
6a3. 10% chance for random
potion.
6b. Check Appendix
P for magic items.
6c. You begin with equipment
needed for your class.
6c1. Knights* and Warriors*
may buy 1 armor item and 1 weapon
item.
6c2. Priests* may buy
1 holy symbol. Druids begin with oak
leaves.
6c2. Wizards* begin
with a spellbook.
6c3. Rogues* may buy
thief tools (30 gp), if they are needed.
6c4. *
= Knight, Warrior, Priest,
Wizard,
Rogue
are class groups, NOT individual classes.
6d. T1-4: Begin with a light
riding horse and full tack. Assume large
saddlebags. (Pony and small
saddlebags for characters less than 5' tall).
6e. The rest of your equipment
is bought in-game.
7. Determine initial spells.
7a1. Magic-users: Determine
initial spells. Read Magic is always
known. No need to roll to see if initial spells can be learned.
7a2. 1 bonus Miscellaneous
spell is recommended for Magic-Users.
7a3. Determine initial
magic-user
cantrips. <OR: have a 1st level Cantrip spell
that allows access to all cantrips>
7a4. Buy the material
components for the spells you have.
7b1. Illusionists: Determine
initial spells. Read Illusionist
Magic is always known. No need to roll to see if initial spells can
be learned.
7b2. Recommended: Use
Option #1.
7b3. Determine initial
illusionist cantrips. <OR: have a 1st level Cantrip
spell that allows access to all cantrips>
7b4. Buy the material
components for the spells you have.
8. Experience. You begin at level 0 or
1 (ask your DM).
9a. Note present AC.
9b. Begin with Max HP.
9c. Note your base THACO.
9d. Note your saving
throw.
10a. Check for psionics. 01-89 = no psionics.
90-100 = maybe psionics. Check the PH.
10b. Check to see if your character is
keen-eared.
10c. Check for dreamer ability, if the
optional Dreamer class is used in the campaign.
11. Name your character.
THE REAL BASICS
The Goal +
Required Materials +
An Example
of Play +
GLOSSARY
+
Monster,
The Term +
-
CHAPTER
1: PLAYER CHARACTER ABILITY SCORES +
Rolling Ability
Scores +
Alternative Dice-Rolling
Methods (Method V)
The Ability Scores
Strength
+
Intelligence
(Monster Manual)
Wisdom
+
Dexterity
+
Dexterity
Armor Class Bonus +
Constitution
+
Charisma
+
Comeliness
+
What the Numbers
Mean +
Giving Players What They Want ++ (Method V guarantees this for human characters)
Super Characters ++
Identifying Too-Powerful
Characters +
Dealing with Too-Powerful
Characters +
Hopeless
Characters ++
Dealing with Hopeless
Characters ++
Dealing with Dissatisfied
Players ++
ABILITY SCORES / BACKSTORY
Character Background
++
Letting Players Do the
Work ++
Problem Backgrounds
++
Background as Background
++
ABILITY SCORES / 2nd
EDITION METHODS
Choosing a Character Creation Method ++
Method I (3d6 in order)
++
Method II (3d6 twice,
keep desired score) ++
Method III (3d6, arranged
to taste) ++
Method IV (3d6 twice,
arrange to taste) ++
Method V (4d6, drop
lowest, arrange as desired) ++
Method VI (points plus
dice) ++
^ Don't get these confused
with the 1e AD&D Methods ^
-
CHAPTER 2:
PLAYER
CHARACTER RACES +
Minimum
and Maximum Ability Scores (Human Female
Strength Limits) +
Racial
Ability Adjustments (NPCs)
Class
Restrictions and Level Limts +
Racial Level Restrictions
++
Slow Advancement (Optional Rule) ++
Standard Class and Level Limits ++
Exceeding Level Limits (Optional Rule) ++
Languages
+
Dwarves (Hill/Mountain)
(Grey)
Elves (High)
(Dark,
Grey,
Sylvan,
Valley,
Wild)
Gnomes (Surface)
(Deep)
Half-Elves
+
Half-Orcs
+
Hobbits
+
Human +
Other Characteristics (Age)
(Height & Weight:
Male, Female)
Aging
+
Unnatural
Aging +
Racial Preferences
+
-
A Non-Human World ++
RACES / RACE
LIST
Creating New Player
Character Races ++
Humans
and Hybrids (by Gary Gygax)
The
Monster as a Player Character +
Lycanthropy
+
Human.
Half-Dryad,
Half-Elf
(choose kind), Half-Ogre,
Half-Satyr.
Aarakocra.
Blink Dog Pack (WD17)
Brownie (WD29)
Centaur.
Elemental Folk (DMDK).
Hill Dwarf,
Mountain
Dwarf, Gray Dwarf.
High Elf, Aquatic
Elf, Dark Elf, Gray
Elf, Snow Elf, Sylvan Elf, Valley
Elf, Wild Elf.
Gnome, Deep
Gnome, Uldra.
Hairfoot Halfling,
Stout
Halfling, Tallfellow Halfling, Mixed
Halfling.
Kobold,
Goblin,
Xvart,
Orc.
Lammasu (WD17)
Lizardman (WD26)
Stone Giant (WD17)
Werebear (WD17)
Winged Folk.
RACES / RACE LIST
/ 2nd EDITION
Alaghi (FR) ++
Beastman (GH) ++
Bugbear ++
Bullywug, Advanced ++
Fremlin ++
Giant-kin, Firbolg ++
Giant-kin, Voadkyn ++
Gnoll ++
Gnoll, Flind ++
Hobgoblin ++
Minotaur ++
Mongrelman ++
Ogre Mage ++
Pixie ++
Satyr ++
Saurial ++
Swanmay ++
Wemic ++
-
CHAPTER
3: PLAYER CHARACTER CLASSES +
Class
Ability Score Requirements +
Class Descriptions
+
Knight +
Cavalier
+
Money (for cavaliers)
Followers for Cavaliers +
Henchmen (Retainers) for Cavaliers
+
Paladin
+
Paladins and Society ++
The Paladin's Warhorse ++
Warrior +
Barbarian
+
Fighter
+
Fighters and Society ++
Ranger
+
Rangers and Society ++
Wizard +
Wizards and Society ++
Mage
+
Schools of Magic +
Specialist Wizards (Diviner, Necromancer)
Illusionist +
Priest +
Priests and Society ++
Cleric
+
Priests of Specific Mythoi
Requirements
Weapons Allowed
Spells Allowed (Spheres of Influence)
Granted Powers
Ethos
Priest Titles
Balancing It All
Druid +
Druid Organization
Rogue
Thief
+
Thieves and Society ++
Thief Abilities +
Thieves and Assassins Setting Traps +
Assassin
+
Spying +
Assassination Experience Points +
Assassin's Use of Poison +
Bard
(Bard Abilities) (Bard
Race) (The Class) (Bards)
+
Bards and Society ++
Thief-Acrobat
+
Monk
+
Monks'
Open Hand Melee +
Multi-Class and Dual-Class
Characters +
Multi-Class
Combinations +
Multi-Class
Benefits and Restrictions +
Dual-Class
Benefits and Restrictions +
Class, Level, and
the Common Man ++
0-Level
Characters ++
Adventurers and Society
++
Character Classes and Your Campaign ++
CLASSES / BEGINNING
Beginning Character
Levels ++
Mixing Old and New Characters ++
Pre-Rolled Characters ++ (A, CB, D, DL, G)
CLASSES / HIGH-LEVEL
CHARACTERS
High-Level Characters
++
Defining "High Level" ++
Changing Campaign Styles ++
Above 20th Level ++ (H4, POOLS OF DARKNESS)
CLASSES / LIST
Creating
a New Character Class (Optional Rule) ++
KNIGHT:
Cavalier,
Paladin
(LG), Myrikhan (NG), Garath
(CG), Lyan (LN), Paramander
(N), Fantra (CN), Illrigger
(LE), Arrikhan (NE), Anti-Paladin
(CE).
ENTERTAINER:
Entertainer
(Juggler, Acrobat, Troubador),
Bard, Jester.
PRIEST:
Cleric,
Barbarian
Cleric, Druid, Mystic, Nun/Friar,
Shaman,
Priest (Specialty Priest).
WARRIOR:
Fighter,
Archer,
Barbarian,
Berserker,
Battle
Dancer, Duelist,
Halfling
Guardian, Hunter, Mariner,
Ranger,
Sentinel.
WIZARD:
Magic-User,
Alchemist,
Conjurer, Demonist, Diviner, Elementalist,
Evoker, Illusionist, Incantatrix,
Necromancer,
Scribe,
Transmuter, Vivimancer.
ROGUE:
Thief,
Assassin,
Bandit,
Bounty
Hunter, Charlatan (Mountebank), Scout.
SMITH:
Smith,
War Smith.
MISCELLANEOUS:
Artificer, Beast Master, Detective, Dreamer,
Houri, Merchant, Monk,
Psionicist,
Savant,
Timelord,
Witch.
CHAPTER
4: ALIGNMENT (PH) (DMG)
Law, Neutrality, and Chaos (Law
and Chaos)
Good, Neutrality, and Evil (Good
and Evil)
Evil: Law vs.
Chaos (by Gary Gygax)
Good Isn't Stupid:
Paladns and Rangers (by Gary Gygax)
Alignment Combinations (LG: PH/DMG)
(LN: PH/DMG)
(LE: PH/DMG)
(NG: PH/DMG)
(N: PH/DMG)
(NE: PH/DMG)
(CG: PH/DMG)
(CN: PH/DMG)
(CE: PH/DMG)
Non-Aligned Creatures
+
Playing the Character's Alignment +
Changing
Alignment +
Changing Alignment ++
Deliberate Change ++
Unconscious Change ++
Involuntary Change ++
Effects of Changing
Alignment ++
Character Alignment
Graph +
Charting the Changes
++
Magical Alignment Changes
++
Player Character Alignment ++
Role-Playing Alignment
++
NPC Alignment ++
The Limits of NPC Alignment
++
Society Alignment ++
Using Area Alignments
++
Varying Social Alignment
++
Alignment of Religions
++
Alignment of Magic Items ++
Alignment as a World View ++
Alignments in Conflict
++
Alignment as a Tool ++
Detecting Alignment ++
Asking ++
Casting a Spell ++
Class Abilities ++
Keeping
Players in the Dark ++
CHAPTER
5: PROFICIENCIES (Optional)
Acquiring Proficiencies +
Training +
Weapon Proficiencies
+
Effects of Weapon Proficiencies
+
Related Weapon Bonus
+
Weapon
Specialization +
Cost of Specialization +
Effects of Specialization +
Nonweapon Proficiencies
+
Using What You Know
+
Secondary
Skills +
Nonweapon Proficiencies
+
Using Nonweapon Proficiencies
+
Nonweapon Proficiency
Descriptions +
Weapon Proficiencies ++
Min/Maxing ++
NPC Proficiencies ++
Nonweapon Proficiencies ++
Adding New Proficiencies ++
Appendix J: Herbs, Spices and Medicinal Vegetables +
CHAPTER
6: MONEY AND EQUIPMENT
+
Starting Money (PH)
(DMG)
Equipment Lists
+
Clothing
+
Daily Food and Lodging
+
Household Provisioning
+
Tack
and Harness +
Warhorses
and Barding +
Transport
+
Miscellaneous
Equipment +
Animals
+
Services +
Weapons
(Weight and Damage by Weapon Type)
(Weapon Factors) (Weapon
Types, "To Hit" Adjustment Note)
Armor
+
Poison (PH)
Equipment Descriptions +
Tack and Harness +
Transport +
Miscellaneous Equipment
+
Weapons (Pole
Arms)
Armor (PH)
(DMG) +
Armor Sizes +
Getting
Into and Out of Armor +
Creatures with Natural Armor Classes +
The Monetary
System +
Money
Changing, Banks,
Loans
and Jewelers +
Controlling the Money Supply ++
Monetary Systems ++
A Short History of Commerce ++
Goods ++
Letters of Credit ++
Barter ++
Coins ++
Types of Coins ++
Draining the Coffers
++
Expanding
the Equipment Lists ++
Altering Prices ++
Equipment by Time Period ++
The Ancient World ++
The Dark Ages ++
The Middle Ages ++
The Renaissance ++
Adjusting Equipment Lists ++
Quality of Equipment ++
Lock Quality ++
Horse Quality ++
Horse Traits (Optional
Rule) ++
Risks of Horse Buying
++
Weapon Quality ++
Ornamentation ++
Armor Made of Unusual
Metals (Optional Rule) ++
Damaging Equipment ++
General Weapon Damage
++
Attack Forms ++
Construction &
Siege +
Underground
Construction +
Construction
Time +
Siege
Engines And Devices of War +
Additional
Attack Forms +
MONEY / ENCUMBRANCE
Encumbrance
(PH)
Basic Encumbrance (Tournament
Rule)
Specific Encumbrance
(Optional Rule)
Encumbrance and Mounts
(Tournament Rule)
Magical
Armor and Encumbrance +
Effects
of Encumbrance (Special "To Hit" Bonus
vs. Encumbered)
Encumbrance
of Standard Items +
MONEY / EXPENSES
Expenses +
Squalid Conditions ++
Poor Conditions ++
Middle-Class Conditions
++
Wealthy Conditions ++
CHAPTER 7: MAGIC +
Make-Believe Magic
(by Gary Gygax)
Wizard Spells +
Schools of Magic +
Learning Spells (Aquisition
of Magic-User Spells) +
Illusions
+
Priest Spells +
Casting Spells
+
Spell
Components (Optional Rule)
Spell Descriptions
+
CHARACTER SPELLS (PH)
+
Day-to-Day
Acquisition of Cleric Spells +
Acquisition
of Magic-User Spells +
Acquisition
of Cantrips, Magic-Users +
Recovery
of Spells +
Spell Casting (DMG)
Tribal
Spell Casters +
Initial Wizard Spells ++
Player Choice ++
Player/DM Collaboration
++
Acquisition of Spells Beyond 1st Level
++
Going Up In Levels ++
Copying from Spellbooks
++
Scroll Research ++
Study with a Mentor
++
DM Control of Spell Acquisition ++
-
MAGIC / ILLUSIONIST
SPELLS
Acquisition of
Illusionist Spells +
Acquisition
of Cantrips, Illusionist +
MAGIC / MAGICAL RESEARCH
Magical Research
+
Creation
of Holy/Unholy Water +
Fabrication
of Magic Items, Including Potions and Scrolls +
Non-Standard
Magic Items +
MAGIC / MAGICAL RESEARCH
/ SPELL RESEARCH
Spell Research
+
Suggesting a New Spell
++
Analyzing a Spell ++
Solving the Problems
of a New Spell ++
Setting a Spell's Level
++
Determining Spell Components
(Optional Rule) ++
Determining Research
Time ++
The Cost of Spell Research
++
Adding a New Spell to
the Spellbook ++
Researching Extra Wizard
Spells (Optional Rule) ++
MAGIC / MAGICAL RESEARCH
/ SPELL RESEARCH / SCHOOLS OF MAGIC
Expanding the Schools of Magic ++
Adding New Spells ++
Expansion Through Campaign
Detail ++
MAGIC / SPELL
BOOKS
Magic-User Spell
Books +
Illusionist
Spell Books +
Spell Books ++
All Sizes and Shapes
++
Spell Book Preparation
++
Spell Book Cost ++
How Many Pages in a
Spell Book? ++
APPENDIX 1: SPELL
LISTS
Spell Tables +
APPENDIX 2: NOTES
ON SPELLS
Spell Explanations
+
Appendix L: Conjured
Animals +
Appendix M: Summoned
Monsters +
APPENDIX 3: WIZARD
SPELLS +
Magic-User Spells
+
Notes
Regarding Magic-User Spells +
1st
Level Spells +
2nd
Level +
3rd
Level +
4th
Level +
5th
Level +
6th
Level +
7th
Level +
8th
Level +
9th
Level +
The
Effects of Wishes on Character Ability Scores +
Illusionist Spells
+
Notes
Regarding Illusionist Spells +
1st
Level Illusionist Spells +
2nd
Level Illusionist Spells +
3rd
Level Illusionist Spells +
4th
Level Illusionist Spells +
5th
Level Illusionist Spells +
6th
Level Illusionist Spells +
7th
Level Illusionist Spells +
APPENDIX 4: PRIEST
SPELLS
Cleric Spells
+
Notes
Regarding Cleric Spells +
1st
Level Cleric Spells +
2nd
Level Cleric Spells +
3rd
Level Cleric Spells +
4th
Level Cleric Spells +
5th
Level Cleric Spells +
6th
Level Cleric Spells +
7th
Level Cleric Spells +
Druid Spells +
Notes
Regarding Druid Spells +
1st
Level Druid Spells +
2nd
Level Druid Spells +
3rd
Level Druid Spells +
4th
Level Druid Spells +
5th
Level Druid Spells +
6th
Level Druid Spells +
7th
Level Druid Spells +
APPENDIX 5: WIZARD
SPELLS BY SCHOOL
Spell Summary
+
APPENDIX 6: PRIEST SPELLS BY SPHERE
APPENDIX 7: SPELL INDEX
CHAPTER 8: EXPERIENCE (PH) (DMG) +
Group Experience Awards (Monsters,
Treasure,
Story
Awards) +
Individual Experience Awards (Assassination,
Being
Raised from the Dead, Class Abilities,
Intelligent
Play,
Magic Items, Spellcasting)
+
Training
+
Where's the Specific Info? (Click the links)
The Importance of Experience ++
Too Little or Too Much ++
Constant Goals ++
Fun ++
Character Survival ++
Improvement ++
Variable Goals ++
Story Goals ++
Experience Point Awards ++
Group Awards ++
Individual Experience
Awards (Optional Rule) ++
When to Award Experience Points ++
Effects of Experience ++
Training (Optional Rule) ++
Rate of Advancement ++
Adjustment
And Division Of Experience Points +
Experience Value
of Treasure Taken +
Experience Points Value
Of Monsters +
Special
Bonus Award Of Experience Points +
Gaining
Experience Levels +
CHAPTER 9: COMBAT
(PH) (DMG)
Encounters, Combat
and Initiative +
Creating Vivid Combat Scenes ++
More Than Just Hack-and-Slash
++
Definitions ++
Combat
Procedures +
Armor Class
+
Character Hit Points
+
Hit
Points +
Attack and Saving Throw Matrices +
Combat and Encounters ++
The Combat Round ++
What You Can Do in One
Round ++
Actions
During Combat And Other Time-Important Situations +
The Combat Sequence +
Magical Device Attacks (PH) (DMG)
Effects Of Alcohol
And Drugs +
Recovery
From Intoxication +
Insanity +
COMBAT / TABLES
Combat Tables
+
Opponent
Armor Type Description <update with UA>
Attack Matrices
+
Progression
On The Attack Matrices +
Assassin's
Table For Assassinations +
Attack
Matrix For Monsters +
The Attack Roll ++
Figuring the To-Hit
Number ++
Modifiers to the Attack
Roll ++
Calculating THACO ++
COMBAT / CRITICAL
HITS
Critical Hits ++
Why No Critical Hit
Tables? ++
Two Workable Critical
Hit Systems ++
Critical Fumbles ++
COMBAT / DAMAGE
Damage +
Monster
Attack Damage +
Injury and Death
+
Wounds +
Specific Injuries (Optional Rule)
Is This Injury Necessary?
Special Damage +
Falling
+
Paralysis +
Energy
Drain (Alternatives)
Poison +
Treating Poison Victims +
COMBAT / HEALING
Healing (PH)
+
Natural Healing +
Magical Healing +
Herbalism and Healing
Proficiencies +
COMBAT / INITIATIVE
Initiative (PH)
(DMG) (Gary)
First
Strike +
Standard Initiative
Procedure +
Initiative Modifiers
+
Group Initiative (Optional
Rule)
Individual Initiative
(Optional Rule)
Multiple Attacks and
Initiative +
Spellcasting and Initiative
+
Weapon Speed and Initiative
(Optional Rule)
Magical Weapon Speeds +
COMBAT / FURTHER ACTIONS
Charge
+
Weapon Speed
Factor +
Special "To
Hit" Bonuses +
COMBAT / MAGIC
RESISTANCE
Magic Resistance
+
Effects of Magic Resistance
+
When Magic Resistance
Applies +
Successful Magic Resistance
Rolls +
COMBAT / MELEE
Melee (PH)
(DMG)
Much About Melee,
by Gary Gygax
Example of Melee
+
Special Types
Of Attacks +
Important
Note Regarding "To Hit" Adjustments +
Attacks with
Two Weapons +
Attacking ++
Number of Attackers
++
Facing ++
Weapon Length ++
Position of Attackers
and Attack Rolls ++
Pole Arms and Weapon Frontage (Optional
Rule) ++
Shields and Weapon Frontage (Optional Rule)
++
Hitting a Specific Target ++
Called Shots ++
COMBAT / MISSILE
Discharge Missiles
+
Missile Weapons in Combat (PH)
(DMG)
Range +
Rate of Fire +
Ability Modifiers in
Missile Combat +
Firing into a Melee
+
Taking Cover Against
Missile Fire +
Grenade-Like
Missiles +
Holy/Unholy
Water +
Scatter Diagram ++
Types of Grenade-Like
Missiles +
Boulders as Missile
Weapons ++
COMBAT / MORALE
Morale (PH)
(DMG)
Morale
Scores (DMG)
The Role-Playing Solution
++
Dicing for Morale ++
How to Make a Morale
Check ++
Morale
Failure (Failing a Morale Check)
-
COMBAT / MOVEMENT
Movement in Combat +
Movement in Melee +
Movement and Missile
Combat +
Charging
an Opponent +
Retreat (Breaking
Off From Melee)
Pursuit
and Evasion of Pursuit (cf. DMDK)
Pursuit
and Evasion of Pursuit in Outdoor Settings +
COMBAT / NON-LETHAL
Attacking Without Killing +
Punching
and Wrestling +
Overbearing
+
Weapons in Non-Lethal
Combat (Subdual) (Vanquishing)
(Disarming)
Parrying
(Optional Rule)
Non-Lethal Combat and
Creatures +
COMBAT / SAVING THROW
Saving Throw Matrices
+
The Saving Throw (PH)
(DMG)
Rolling Saving Throws
+
Saving Throw Priority
+
Voluntarily Failing
Saving Throws +
Ability Checks as Saving
Throws +
Modifying Saving Throws
+
Magic Armor And Saving Throws +
COMBAT / SPECIAL ATTACKS
Magical Control (Monster
Charm Power) (PH) (DMG)
Attacking With Charmed Creatures ++
Gaze Attacks ++
Innate Abilities ++
Breath
Weapon Attacks +
COMBAT / SPECIAL DEFENSES
/ IMMUNITY TO WEAPONS
Creatures
Struck Only By Magic Weapons +
Immunity to Weapons ++
Effects of Weapon Hits
++
Silver
Weapons ++
Creature vs. Creature
++
Using Immune Monsters
in a Campaign ++
COMBAT / SPELLCASTING
(CAST)
Spell Casting During
Melee +
Effects
Of Cover On Spells and Spell-like Powers +
Touch Spells and Combat
+
COMBAT / TURNING UNDEAD
Turning Undead (PH)
(DMG)
Evil Priests and Undead
+
Counter-Affecting
+
Matrix For Clerics Affecting Undead +
COMBAT / UNUSUAL
Unusual Combat Situations ++
Siege Damage ++
Mounted Combat ++
Aerial Combat (Tournament Rule) ++
Aerial Combat (Optional Rule) ++
Underwater Combat ++
COMBAT / WEAPON TYPE
VS. ARMOR TYPE
Weapon Type
vs. Armor Modifiers (Optional Rule)
The Various Types of
Weapons +
Impossible To-Hit Numbers
+
COMBAT / DEATH
Character Death
+
Death From Poison +
Death From Massive Damage
++
Inescapable Death +
Raising the Dead +
Hovering on Death's
Door (Optional Rule) ++
CHAPTER
10: TREASURE + (TREASURE AND MAGICAL ITEMS)
Treasure
+
Random Treasure
Determination +
Suggested Agreements for the Division of Treasure +
Treasure Types
+
Magical Items
+
Dividing and Storing Treasure +
Who Needs Money? ++
Forms of Treasure ++
Placement of Treasure ++
Who's Got the Treasure?
++
Planned and Random Encounter
Treasures ++
Treasure Tables ++ (Treasure
Type Table, Magic Item Tables)
Maintaining Balance ++
Too Little Treasure
++
Monty Haul Campaigns
++
Value and
Reputed
Properties of Gems and Jewelry
+
Note
Regarding the Magical Properties of Gems, Herbs, et. al. +
Placement
of Monetary Treasure +
Placement
of Magic Items +
TREASURE / MAGIC
ITEMS +
Use Of Magic Items
+
Command
Words +
Crystal
Balls & Scrying +
Drinking
Potions +
Applying
Oils +
Potion
Miscibility +
Energy
Draining By Undead Or Device (REF5 d10
alternate) +
Magical Items ++
Creatures and Magical
Items ++
Buying Magical Items
++
Magic--Rare or Common
++
Researching Magical
Items ++
The Nature of Magical
Fabrication ++
Scrolls and Potions ++
Scrolls ++
Potions ++
Creating Other Magical Items ++
Recharging Magical Items ++
Destroying Magical Items ++
Explanations
& Descriptions Of Magic Items +
Potions
+
Appendix K: Describing Magical Substances
+
Scrolls
+
Rings
+
Rods
+
Miscellaneous
Magic +
Armor
& Shields +
Swords
+
Miscellaneous
Weapons +
TREASURE / MAGIC ITEMS / ARTIFACTS &
RELICS
Artifacts
& Relics +
Artifacts and Relics (Optional Rule) ++
Designing an Artifact
or Relic ++
Sample Artifacts and
Relics ++
CHAPTER
11: ENCOUNTERS (PH) (DMG) +
Surprise (PH)
(DMG)
The Surprise Roll (DMG)
+
Effects of Surprise
+
Encounter Distance ++
Distance
+
D&D
Ground And Spell Area Scales, by Gary Gygax
Encounter Options +
Communication
+
Negotiation
+
Traps, Tricks, and Encounters +
What is an Encounter? ++
Pllanned Encounters ++
Keys ++
Triggers ++
Combining Keys and Triggers
++
Random Encounters ++
Should You Use Random
Encounters? ++
Characteristics of Random
Encounter Tables ++
Creating Encounter Tables ++
The 2-20 Table ++
The Percentile Table
++
Dungeon Encounter Tables
++
Wilderness Encounter
Tables ++
Special Encounter Tables
++
Spicing Up Encounter
Tables ++
DMing Encounters ++
Encounter Checks ++
Is This Encounter Necessary?
++
Encounter Size ++
Surprise ++
Encounter Distance ++
Encounter Reactions
+
Fixing Things in Play ++
The Encounter is Too
Difficult ++
The Encounter Gave Away
Too Much Treasure ++
The Encounter was Too
Easy ++
Appendix C: Random
Monster Encounters + <FF, MM2>
Monsters
Encountered Adjustment for Relative Dungeon Level +
Underwater
Random Monster Encounters -
Astral
& Ethereal Encounters +
Psionic
Encounters -
Outdoor Random Monster
Encounters -
Waterborne Random Monster
Encounters -
Airborne Random Monster
Encounters -
City/Town Encounters
-
Magic Possessed By Encountered
Creatures -
CHAPTER
12: NPCs +
Personae
of Non-Player Characters +
Facts
+
Traits
+
Language
Determination +
Special Roles Of The Dungeon Master +
Hiring Non-Player
Characters To Cast Spells Or Use Devices +
Cost of Magic-User/Illusionist
Spell Casting +
NPCs (Generation of Ability Scores)
Hirelings (PH)
(DMG)
Standard
Hirelings +
Expert
Hirelings +
Medieval Occupations ++
The Assassin, The Spy, and The Sage ++
Assassins +
Sages
+
Spies
+
Soldiers +
Description of Troop
Types ++
Employing Hirelings ++
Who Might Be Offended?
++
Depopulate at Your Own
Risk ++
Securing Permission
++
Finding the Right People
++
The Weekly Wage ++
Followers for Upper Level Player Characters +
Henchmen (PH)
(DMG)
An NPC Becomes A Henchmen
++
The Player Takes Over
++
Role-Playing Henchmen
++
Henchmen Bookkeeping
++
Loyalty of Henchmen & Hirelings, Obedience, and Morale +
Officials and Social Rank ++
Titles, Offices, and
Positions ++
Spellcasters ++
Finding a Spellcaster
++
Convincing an NPC to
Help ++
NPC Magical Items ++
Personality ++
Walk-On NPCs ++
Significant NPCs ++
Other NPC Characteristics
++
Loyalty ++
Morale ++
Quick NPCs ++
Player Character Obligations +
Obedience (PH)
CHAPTER 13:
VISION AND LIGHT +
Limits of Vision +
Light +
Infravision (PH)
(DMG)
Ultravision (PH)
(DMG)
Using Mirrors
+
Effects of Light Sources ++
Being Seen ++
Creatures and Light
Sources ++
Light Tricks and Traps ++
Infravision ++
Standard Infravision
++
Infravision (Optional
Rule) ++
Other Forms of Sight ++
Combat (Effects
of Darkness)
Darkness ++
Invisibility ++
Detecting Invisible
Creatures ++
CHAPTER 14:
TIME (PH) (DMG)
AND MOVEMENT +
Movement +
Jogging and Running
(Optional Rule)
Cross-Country Movement
+
Silent Movement
+
Invisible
Movement +
Swimming +
Holding Your Breath
+
Detailed Timekeeping
+
Preparing a Calendar
+
Disease
+
Time as a Game-Balancer
++
Time
in the Dungeon +
Time
in the Campaign +
Movement ++
Mounted Overland Movement
++
Care of Animals ++
Vehicles ++
Terrain Effects on Movement (Optional Rule)
++
Darkness and Ice ++
Terrain Modifiers in
Overland Movement ++
Roads and Trails ++
Terrain Obstacles and Hindrances ++
Movement on Water ++
Ocean Voyaging ++
Weather and Ship Travel
++
Aerial Movement ++
Getting Lost ++
TIME
MOVEMENT / CLIMBING
Climbing
+
Calculating Success
+
Climbing Rates +
Types of Surface +
Actions While Climbing
+
Climbing Tools +
Getting Down +
CHAPTER 15: A DM'S
MISCELLANY
Listening ++
Doors ++
Concealed and Secret
Doors ++
Lycanthropy ++
Other Magical Diseases
++
The Planes +
The Prime Material Planes
++
The
Ongoing Campaign ++
Sixguns and Sorcery ++
Mutants and Magic ++
The Ethereal Planes
++
The Inner Planes ++
The Astral Plane ++
The Outer Planes ++
APPENDIX 1: TREASURE
TABLES
Coins ++
Gems ++
Objects of Art ++
APPENDIX 2: MAGICAL
ITEM TABLES
Magical Items ++
Armor and Shields ++
Magical Weapons ++
APPENDIX 3: MAGICAL
ITEM DESCRIPTIONS
Potions ++
Identifying Potions
++
Combining Potions ++
Potion Duration ++
List of Potions ++
Scrolls ++
Spell Level of Scroll
Spells ++
Magical Spell Failure
++
Use of Scroll Spells
++
Casting Scroll Effects
++
Protection Scroll Effects
++
Who Can Use Scroll Spells?
++
Spell Level Range ++
Cursed Scrolls ++
Maps ++
Protection Scrolls ++
Rings ++
List of Rings ++
Rods ++
Command Words (Optional
Rule) ++
List of Rods ++
Staves ++
Command Words (Optional
Rule) ++
List of Staves ++
Wands ++
Command Words (Optional
Rule) ++
List of Wands ++
Miscellaneous Magic ++
Categories of Magical
Items ++
Armor and Shields ++
Magical Weapons ++
Light Generation ++
Unknown or Unusual Qualities
++
Magical Weapon List
++
Intelligent Weapons ++
Intelligent Weapon Alignment
++
Weapon Abilities ++
Weapon Ego ++
Weapons Versus Characters
++
CHAPTER 15:
THE
CAMPAIGN +
Climate
& Ecology +
Typical Inhabitants
+
Peasants, Serfs,
and Slaves +
Social Class
and Rank in Advanced Dungeons & Dragons +
Government
Forms +
Royal
And Noble Titles +
Economics
+
Duties,
Excises, Fees, Tariffs, Taxes, Tithes, and Tolls +
Monster
Populations And Placement +
Territory
Development By Player Characters +
CHAPTER 16:
THE ADVENTURE
The Adventure (PH)
Adventures in the
Air +
Aerial
Travel +
Aerial
Combat +
CHAPTER 16a: THE UNDERWORLD
The First Dungeon
Adventure +
Appendix A: Random
Dungeon Generation +
Random
Dungeon Generation for Solo Play +
Appendix I: Dungeon Dressing +
CHAPTER 16b: THE WILDERNESS
a
Adventures in the
Outdoors +
Wilderness
Expeditions +
Appendix B: Random Wilderness Terrain +
CHAPTER 16c: THE TOWN
The Town And City
Social Structure +
Appendix F: Gambling +
CHAPTER 16d: THE PLANES
a
The Known Planes of Existence (An
Introduction to the Planes)
Travel in the
Known Planes of Existence +
The
Inner Planes +
Ethereal Travel (Reaching the Ethereal
Plane)
Ethereal Combat +
The
Outer Planes +
Astral Travel (Reaching the Astral Plane)
(Physical Travel in the Astral Plane)
(Movement in the Astral Plane)
Astral Combat +
Appendix D: Random
Generation Of Creatures From The Lower Planes +
CHAPTER 16e: SUCCESSFUL
ADVENTURES +
a
Mapping +
Organization
+
CHAPTER 17:
CONDUCTING
THE GAME +
Rolling The
Dice And Conducting The Game +
Handling Troublesome
Players +
Integration
of Experienced or New Players into an Existing Campaign +
Multiple Characters
For A Single Player +
Intervention
By Deities +
APPENDIX 8: COMPILED CHARACTER GENERATION TABLES
APPENDIX 1: PSIONICS
+
Psionic
Ability +
Psionic
Powers +
Attack
Modes +
Defense
Modes +
Table
of Psionic Disciplines +
Minor
(Devotions) ^
Major
(Sciences) ^
Psionic
Combat +
Multiple
Psionic Operations +
Use
of Psionic Powers +
Recovery
of Psionic Strength Points +
Psionic Combat
Tables +
Psionic
Combat Notes +
APPENDIX G: TRAPS
Traps (PH)
(DMG)
APPENDIX H: TRICKS
Tricks (PH)
(DMG)
Appendix N: Inspirational
and Educational Reading +
Books
are Books, Games are Games (by Gary Gygax)
INDEX