DUNGEON MASTER'S GUIDE
by Gary Gygax
Compiled by Prespos
PREFACE +
CREDITS +
INTRODUCTION
+
THE
GAME +
APPROACHES
TO PLAYING
AD&D +
DICE
+
USE
OF MINIATURE FIGURES +
AIDS
TO PLAYING AD&D +
CREATING
THE PLAYER CHARACTER +
GENERATION
OF ABILITY SCORES +
NON-PLAYER
CHARACTERS +
THE EFFECT
OF WISHES ON CHARACTER ABILITY SCORES +
CHARACTERISTICS
FOR PLAYER CHARACTERS +
PLAYER
CHARACTER NON-PROFESSIONAL SKILLS +
STARTING
LEVEL OF EXPERIENCE FOR PLAYER CHARACTERS +
CHARACTER
AGE, AGING, DISEASE, AND DEATH +
CHARACTER
AGE +
AGING
+
Unnatural
Aging +
DISEASE
+
DEATH
+
CHARACTER ABILITIES
+
EXPLANATION
OF ABILITIES +
CHARACTER RACES
+
PLAYER
CHARACTER RACIAL TENDENCIES +
CHARACTER
CLASSES +
FOLLOWERS
FOR UPPER LEVEL PLAYER CHARACTERS +
The
Paladin's Warhorse +
SPYING
+
THIEF
ABILITIES +
THIEVES
AND ASSASSINS SETTING TRAPS +
ASSASSINATION
EXPERIENCE POINTS +
ASSASSIN'S
USE OF POISON +
THE MONSTER
AS A PLAYER CHARACTER +
LYCANTHROPY
+
ALIGNMENT
+
ALIGNMENT
LANGUAGE +
CHANGING
ALIGNMENT +
MONEY
+
PLAYER
CHARACTER STARTING MONEY +
PLAYER
CHARACTER EXPENSES +
VALUE
AND REPUTED PROPERTIES OF GEMS AND JEWELRY+
NOTE
REGARDING THE MAGICAL PROPERTIES OF GEMS, HERBS, et al. +
ARMOR,
ARMOR CLASS, AND WEAPONS +
TYPES
OF ARMOR & ENCUMBRANCE +
DEXTERITY
ARMOR CLASS BONUS +
WEAPON
TYPES, "TO HIT" ADJUSTMENT NOTE +
HIRELINGS
+
STANDARD
HIRELINGS +
EXPERT
HIRELINGS +
HENCHMEN
+
LOYALTY
OF HENCHMEN & HIRELINGS, OBEDIENCE AND MORALE +
TIME
+
TIME IN THE CAMPAIGN
+
TIME IN THE DUNGEON
+
CHARACTER
SPELLS +
DAY-TO-DAY
ACQUISITION OF CLERIC SPELLS +
ACQUISITION
OF MAGIC-USER SPELLS +
ACQUISITION
OF ILLUSIONIST SPELLS +
RECOVERY
OF SPELLS +
SPELL
CASTING +
TRIBAL
SPELL CASTERS +
SPELL EXPLANATIONS
-
SPELLS:
SPECIAL COMMENTARY FOR REFEREEING +
Cleric Spells* -
Druid Spells* -
Magic-User Spells* -
Illusionist Spells* -
*
The special commentaries have been placed at the spell descriptions in
the PH. <reword, less words>
THE ADVENTURE+
ADVENTURES IN THE OUTDOORS+
ADVENTURES IN THE AIR+
AERIAL TRAVEL +
AERIAL
COMBAT +
WATERBORNE ADVENTURES+
UNDERWATER ADVENTURES+
TRAVEL IN THE KNOWN
PLANES OF EXISTENCE +
OUTDOOR MOVEMENT +
INFRAVISION AND ULTRAVISION
+
INVISIBILITY
(+)
MIRRORS +
DETECTION
OF EVIL/GOOD (+)
LISTENING AT DOORS
+
COMBAT
+
ENCOUNTERS, COMBAT,
AND INITIATIVE +
Surprise
+
ENCOUNTER REACTIONS
+
MISSILE DISCHARGE
+
GRENADE-LIKE MISSILES
+
Holy/Unholy
Water +
SPELL CASTING DURING
MELEE +
Magical
Device Attacks +
Effect
of Cover on Spells and Spell-Like Powers +
Monster
Charm Power +
TURNING UNDEAD +
Counter-Affecting
+
FURTHER ACTIONS +
Charge
+
Weapon
Speed Factor +
Striking
to Subdue + <UA>
Special
"To Hit" Bonuses +
MORALE +
MORALE SCORES
+
MORALE FAILURE
+
PURSUIT AND EVASION
OF PURSUIT + <DMDK>
Pursuit
and Evasion of Pursuit in Outdoor Settings +
MELEE +
Special
Types of Attacks +
Important
Note Regarding "To Hit" Adjustments +
Attacks
With Two Weapons +
Breaking
Off From Melee +
Monk's
Open Hand Melee +
Actions
During Combat and Similar Time-important Situations +
Examples
of Melee +
NON-LETHAL AND WEAPONLESS
COMBAT PROCEDURES + <UA>
COMBAT TABLES +
Opponent
Armor Class Description +
ATTACK MATRICES
+
ASSASSIN'S TABLE FOR
ASSASSINATIONS +
ATTACK MATRIX FOR MONSTERS
+
CREATURES STRUCK
ONLY BY MAGIC WEAPONS +
MATRIX FOR CLERICS AFFECTING
UNDEAD +
PSIONIC COMBAT TABLES
+
PSIONIC COMBAT
NOTES +
SAVING THROW MATRICES
+
SAVING THROWS +
MAGIC ARMOR AND
SAVING THROWS +
PROGRESSION ON THE
COMBAT TABLES +
HIT POINTS +
EFFECTS OF ALCOHOL
AND DRUGS +
RECOVERY FROM INTOXICATION
+
INSANITY +
EXPERIENCE
+
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 +
THE CAMPAIGN
+
CLIMATE
&
ECOLOGY+
<WSG>
TYPICAL
INHABITANTS +
SOCIAL
CLASS AND RANK IN ADVANCED DUNGEONS & DRAGONS + <UA>
Government
Forms +
Royal
and Noble Titles +
THE TOWN
AND CITY SOCIAL STRUCTURE +
ECONOMICS
+
DUTIES,
EXCISES, FEES, TARIFFS, TAXES, TITHES, AND TOLLS +
MONSTER
POPULATIONS AND PLACEMENT +
PLACEMENT OF MONETARY
TREASURE +
PLACEMENT OF MAGIC
ITEMS +
TERRITORY
DEVELOPMENT BY PLAYER CHARACTERS +
PEASANTS,
SERFS, AND SLAVES +
A
SAMPLE DUNGEON +
THE FIRST
DUNGEON ADVENTURE +
NON-PLAYER
CHARACTERS +
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 +
MONSTERS
AND ORGANIZATION +
USE
OF NON-HUMAN TROOPS +
CONSTRUCTION
AND SIEGE +
UNDERGROUND
CONSTRUCTION +
CONSTRUCTION
TIME +
SIEGE
ENGINES AND DEVICES OF WAR +
Additional
Attack Forms +
CONDUCTING
THE GAME +
ROLLING
THE DICE AND CONTROL OF THE GAME +
HANDLING
TROUBLESOME PLAYERS +
INTEGRATION
OF NEW PLAYERS INTO AN EXISTING CAMPAIGN +
MULTIPLE
CHARACTERS FOR A SINGLE PLAYER +
INTERVENTION
BY DEITIES + <DDG>
Demi-Gods & Gods + <DDG>
THE ONGOING
CAMPAIGN +
Sixguns
& Sorcery +
Mutants
& Magic +
MAGICAL
RESEARCH +
CREATION
OF HOLY/UNHOLY WATER +
SPELL
RESEARCH +
FABRICATION
OF MAGIC ITEMS, INCLUDING POTIONS AND SCROLLS +
NON-STANDARD
MAGIC ITEMS +
USE
OF MAGIC ITEMS +
COMMAND
WORDS +
CRYSTAL
BALLS & SCRYING +
DRINKING
POTIONS +
APPLYING
OILS +
POTION
MISCIBILITY +
ENERGY
DRAINING BY UNDEAD OR DEVICE +
TREASURE
+
RANDOM
TREASURE DETERMINATION +
EXPLANATIONS
AND DESCRIPTIONS OF MAGIC ITEMS +
Potions
+
Scrolls
+
Rings
+
Rods,
et. al. (Including Staves and Wands) +
Miscellaneous
Magic +
Artifacts
and Relics +
Armor
& Shields +
Swords
+
Miscellaneous
Weapons +
APPENDIX
A: RANDOM DUNGEON GENERATION +
Random Dungeon Generation
for Solo Play +
APPENDIX B: RANDOM WILDERNESS TERRAIN +
APPENDIX C: RANDOM MONSTER
ENCOUNTERS + <MM2>
Monsters
Encountered Adjustment for Relative Dungeon Level -
Dungeon
Random Monster Encounters +
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 -
APPENDIX D: RANDOM GENERATION OF CREATURES FROM THE LOWER PLANES +
APPENDIX E: ALPHABETICAL RECAPITULATION
OF MONSTERS (With Experience Point Values) -
Included
in the MM
APPENDIX F: GAMBLING +
APPENDIX G: TRAPS +
APPENDIX H: TRICKS +
APPENDIX I: DUNGEON DRESSING +
APPENDIX J: HERBS, SPICES, AND MEDICINAL SUBSTANCES +
APPENDIX K: DESCRIBING MAGICAL SUBSTANCES +
APPENDIX L: CONJURED ANIMALS + <PH?>
APPENDIX M: SUMMONED MONSTERS + <PH?>
APPENDIX N: INSPIRATIONAL AND EDUCATIONAL READING +
APPENDIX O: ENCUMBRANCE OF STANDARD ITEMS +
APPENDIX P: CREATING A PARTY ON THE SPUR OF THE MOMENT +
GLOSSARY +
TABLES
& CHARTS
LINEAR CURVE
+
BELL CURVE
+
CHARACTER
GENERATION METHOD V +
HIT POINTS,
STARTING +
SOCIAL
CLASS TABLE +
BIRTH TABLE
+
PARENTS'
MARITAL STATUS TABLE +
SECONDARY SKILLS TABLE
+
CHARACTER AGE, HUMANS
+
CHARACTER AGE, NON-HUMANS
+
AGE CATEGORIES
TABLE +
AGING, UNNATURAL
+
CHANCE
OF CONTRACTING DISEASE +
CHANCE
OF PARASITIC INFESTATION +
DISEASE (OR DISORDER)
TABLE +
ADJUSTMENTS
TO OCCURENCE AND SEVERITY DIE ROLLS* +
MAXIMUM CHARACTER
AGE TABLE +
FOLLOWERS FOR UPPER LEVEL PLAYER CHARACTERS
+
Priests
+
Fighters
+
Rangers
+
Thieves
+
Assassins
+
ASSASSIN
SPYING TABLE +
SPY FAILURE
TABLE +
WALL CLIMBING
TABLE, FEET PER ROUND OF CLIMBING +
POISON TYPES (Ingestive,
Insinuative)
CHANGE
TABLE FOR LYCANTHROPES +
DAMAGE
TABLE FOR LYCANTHROPES +
GEMS +
Ornamental
+
Semi-Precious
+
Fancy
+
Gem
Stones +
GEMS, INCREASE
OR DECREASE OF WORTH BEYOND BASE VALUE +
REPUTED
MAGICKAL PROPERTIES OF GEMS +
JEWELRY + <DMG.I>
VALUES OF OTHER RARE
COMMODITIES +
ARMOR & SHIELDS
+
BARDED
WARHORSE MOVEMENT RATES +
STANDARD HIRELINGS
+
EXPERT HIRELINGS
+
<ARMORER
SKILL TABLE> +
<TIME TO
CONSTRUCT ARMOR>
JEWELER
SKILL LEVEL +
GEMCUTTER
SKILL LEVEL +
MERCS +
SAGE ABILITY
+
SAGE FIELDS OF
STUDY AND SPECIAL KNOWLEDGE CATEGORIES +
CHANCE OF KNOWING
ANSWER TO A QUESTION +
SAGE
CHARACTERISTICS +
LONG TERM EMPLOYMENT
OF A SAGE +
INFORMATION
DISCOVERY TIME AND COST TABLE +
WEAPON CREATION
TIMES +
EFFECTIVE
LOCATION OF HENCHMEN +
CLASSES OF
EFFECTIVE HENCHMEN +
TYPICAL LOYALTY,
OBEDIENCE, AND MORALE CHECK SITUATIONS +
LOYALTY
OF HENCHMEN AND ALLIED CREATURES +
LOYALTY BASE
MODIFIERS +
1. Enlistment
Or Association +
2. Length
Of Enlistment Or Association* +
3. Training
Or Status Level +
4. Pay
Or Treasure Shared +
5. Discipline/Activity
+
6. General
Treatment By Liege +
7. Racial
Preferences For +
8. Alignment
Factors +
9. Alignment
Of Liege +
10. Special
Considerations +
11. Situation
Modifiers +
ACQUISITION OF WIZARD
SPELLS +
ACQUISITION
OF ILLUSIONIST SPELLS +
RECOVERY OF SPELLS
+
SHAMEN +
Shaman
Spells +
Shaman
Level Limits +
WITCH DOCTORS +
Witch
Doctor Spells +
Witch
Doctor Level Limits +
GLYPHS
OF WARDING +
<ANIMAL
SUMMONING I>
<CALL
WOODLAND BEINGS>
ADVENTURES IN THE OUTDOORS: HEX
SUBDIVISION +
CHANCE
OF WILDERNESS ENCOUNTERS +
FREQUENCY
OF ENCOUNTER CHANCE TIME CHECKS +
ENCOUNTER DISTANCE
+
BECOMING LOST
+
LAND ADVENTURES: LOST
TRAVEL +
<FORCED
MARCH +>
AERIAL COMBAT: TURNS
+
<GENERAL CLASSES
OF VESSELS>
WIND DIRECTION &&
FORCE +
BURN DAMAGE OF CONTROLLED
FIRES +
<UNDERWATER SPELL USE: see individual
spell descriptions>
OUTDOOR MOVEMENT: LAND
+ <(c.f. WG0)>
OUTDOOR MOVEMENT: WATER
+
DETECTION
OF INVISIBILITY TABLE +
LISTENING AT DOORS
+
SURPRISE
DICE DIFFERENCE, LOST SEGMENTS +
SURPRISE
EXAMPLE +
ENCOUNTER REACTIONS
+ <63 + 36-37 +102>
MISSILE FIRE && COVER/CONCEALMENT
ADJUSTMENTS +
GRENADE-LIKE MISSILES (Size,
Effect,
Misses)
+
<SPECIAL "TO HIT" BONUSES>
MORALE CHECK TABLES
+
PURSUIT &&
EVASION OF PURSUIT IN OUTDOOR SETTINGS +
MELEE: NUMBER OF
OPPONENTS PER FIGURE +
MONK'S OPEN HAND
MELEE +
PUMMELING
TABLE +
OVERBEARING
TABLE +
IA. ATTACK MATRIX FOR
CLERICS, DRUIDS, AND MONKS +
IB. ATTACK MATRIX FOR
FIGHTERS, PALADINS, RANGERS, BARDS, AND 0 LEVEL HOBBITS && HUMANS
+
IC. ATTACK MATRIX FOR
WIZARDS && ILLUSIONISTS +
ID1. ATTACK MATRIX
FOR THIEVES && ASSASSINS +
ID2. ASSASSINS' TABLE FOR ASSASSINATION
+
II. ATTACK MATRIX FOR
MONSTERS (Including Goblins, Hobgoblins, Kobolds, and Orcs)
CREATURES STRUCK
ONLY BY MAGICK WEAPONS +
III. MATRIX FOR PRIESTS
AFFECTING UNDEAD et al.
IVA. PSIONIC VS.
PSIONIC IN MENTAL COMBAT +
IVB. PSIONIC ATTACK
UPON DEFENSELESS PSIONIC +
IVC. PSIONIC BLAST
ATTACK UPON NON-PSIONIC CREATURE +
<IVD. PSIONIC ATTACK RANGES &&
DAMAGE ADJUSTMENT +>
MONSTER WISDOM
SCORES +
I. SAVING THROW MATRIX
FOR CHARACTERS AND HUMAN TYPES +
III. SAVING THROW MATRIX
FOR MAGICKAL AND NON-MAGICKAL ITEMS +
EFFECTS
OF ALCOHOL AND DRUGS +
RECOVERY FROM INTOXICATION
+
EXPERIENCE
POINTS VALUE OF MONSTERS +
TYPICAL INHABITANTS
+
GOVERNMENT
FORMS +
ROYAL
&& NOBLE TITLES +
<MOVEMENT
&& SEARCHING>
NON-PLAYER CHARACTER
FACTS && TRAITS +
<HEIGHT && WEIGHT (Male,
Female)>
HIRING NON-PLAYER
CHARACTERS TO CAST SPELLS OR USE DEVICES +
USE OF NON-HUMAN TROOPS
+
HUMANOID RACIAL
PREFERENCES TABLE +
MINING: CUBIC
VOLUME OF ROCK PER 8 HOURS LABOR PER MINER +
CONSTRUCTIONS
+
SIEGE ENGINES &&
DEVICES OF WAR +
BOOT HILL / AD&D
CONVERSION +
GAMMA WORLD / AD&D
CONVERSION +
HOLY/UNHOLY
WATER RECEPTACLES +
SUGGESTED
SPECIAL INGREDIENTS FOR POTIONS +
PROTECTION
SCROLLS: PRIEST / WIZARD +
PAPYRUS/PARCHMENT/VELLUM
+
POTION MISCIBILITY
+
I. MAP OR MAGICK DETERMINATION
+
II. MAP TABLES
+
III. MAGICK ITEMS
+
APPENDIX A: RANDOM DUNGEON
GENERATION TABLES +
APPENDIX B: RANDOM WILDERNESS
TERRAIN +
APPENDIX C: RANDOM MONSTER
ENCOUTERS +
DUNGEON
RANDOM MONSTER LEVEL DETERMINATION MATRIX +
MONSTER
LEVEL I +
NPC
PARTIES +
MONSTER
LEVEL II +
MONSTER
LEVEL III +
MONSTER
LEVEL IV +
MONSTER
LEVEL V +
MONSTER
LEVEL VI +
MONSTER
LEVEL VII +
MONSTER
LEVEL VIII +
MONSTER
LEVEL IX +
MONSTER
LEVEL X +
SHALLOW
FRESH WATER ENCOUNTERS (to 50')
DEEP
FRESH WATER ENCOUNTERS (below 50')
SHALLOW
SALT WATER ENCOUNTERS (to 100')
DEEP
SALT WATER ENCOUNTERS (below 100')
PSYCHIC
WIND +
ETHER
CYCLONE +
ASTRAL
ENCOUNTER TABLE +
ETHEREAL
ENCOUNTER TABLE +
PSIONIC
ENCOUNTER TABLE +
<CASTLE
TABLES> +
ARCTIC
CONDITIONS +
SUBARCTIC
CONDITIONS +
TEMPERATE
WILDERNESS PLAIN +
TEMPERATE
WILDERNESS SCRUB +
TEMPERATE
WILDERNESS FOREST +
TEMPERATE
WILDERNESS ROUGH +
TEMPERATE
WILDERNESS DESERT +
TEMPERATE
WILDERNESS HILLS +
TEMPERATE
WILDERNESS MOUNTAINS +
TEMPERATE
WILDERNESS SWAMP +
TEMPERATE
CIVILIZED PLAIN +
TEMPERATE
CIVILIZED SCRUB +
TEMPERATE
CIVILIZED FOREST +
TEMPERATE
CIVILIZED DESERT +
TEMPERATE
CIVILIZED HILLS +
TEMPERATE
CIVILIZED MOUNTAINS +
TEMPERATE
CIVILIZED MARSH +
PLEISTOCENE
CONDITIONS +
TROPICAL
AGE OF DINOSAURS +
TROPICAL
WILDERNESS PLAIN +
TROPICAL
WILDERNESS SCRUB +
TROPICAL
WILDERNESS FOREST +
TROPICAL
WILDERNESS ROUGH +
TROPICAL
WILDERNESS DESERT +
TROPICAL
WILDERNESS HILLS +
TROPICAL
WILDERNESS MOUNTAINS +
TROPICAL
WILDERNESS MARSH +
CITY/TOWN
ENCOUNTER MATRIX +
RANDOM GENERATION OF DEMONS
&& DEVILS +
SLOT VARIANT +
ZOWIE SLOT VARIANT
+
TRAP LIST +
AIR CURRENTS
+
AIR +
ODORS +
GENERAL +
UNEXPLAINED
SOUNDS AND WEIRD NOISES +
FURNISHING
AND APPOINTMENTS, GENERAL +
RELIGIOUS ARTICLES
AND FURNISHINGS +
TORTURE CHAMBER
FURNISHINGS +
WIZARD FURNISHINGS
+
GENERAL DESCRIPTION
OF CONTAINER CONTENTS +
MISCELLANEOUS
UTENSILS AND PERSONAL ITEMS +
CLOTHING AND
FOOTWEAR +
JEWELRY &&
ITEMS TYPICALLY BEJEWELED +
FOOD &&
DRINK +
HERBS, SPICES, AND MEDICINAL
VEGETABLES +
<POTIONS:> DESCRIBING
MAGICKAL SUBSTANCES +
CONJURED ANIMALS +
SUMMONED MONSTERS
+
ENCUMBRANCE OF STANDARD
ITEMS + <integreated into the equipment lists>
CREATING A PARTY ON THE
SPUR OF THE MOMENT +
Question: What kind
of monster is on the cover of the DMG?
What are its HD, AC, and
so forth?
Answer: The monster
is an Efreeti and can be found in the
Monster
Manual.
QUESTION:I have waited
anxiously for the release of the
Dungeon Masters Guide. However,
I lack one important piece
of information—what is its
price? Also, what is a Dungeon
Masters Screen? If I don’t
get an answer soon, they are going to
feed me to the dragons. Oh
yes, and where can I get them?
ANSWER: Heaven
forbid, I wouldn’t like to see you fed to the
dragons. You can purchase
a DMG and a DM screen from Dungeon
Distributors, POB 756, Lake
Geneva WI 53147, for $15 plus $1 for
shipping and handling. (Prices
are subject to change without notice.) I
suggest that you try your
local hobby shop first and then contact us if it
doesn’t have them.
(Update: try eBay, Dragonsfoot, or the Acaeum)
A Dungeon
Masters Screen is a shield that has all the combat and
saving throw tables on one
side, and a very nice piece of art and the
tables of the different class
levels on the other.
Gary, c. 1981
Quote:
Originally Posted by Jdvn1
Anyway, I have an Origin
of D&D question now. Nowadays, there's d20 Modern, d20 Future, et cetera.
I don't keep up with all the different varieties. My question is this:
How much of this did you think of at the beginning? When you made OAD&D,
did you think, "Oh, we could make modern-day or futuristic classes too
and have a different setting!"? Did you make plans for that sort of thing
or were you trying to keep it fantasy-only?
The fact is I wanted to be
able to mix genres--not use the A/D&D rules to play other genres,
but means of mixing genres.
Thus we had fantasy forces
comprised of orcs led by an Evil cleric meeting
and fighting with a Nazi anti-partizan company, and fought the battle out
on a table top.
I had PCs sent to the Starship
Warden to tangle with Metamorphosis Alpha characters.
No need to go on, you get
the idea.
Cheers,
Gart
Quote:
Originally Posted by BOZ
amen to that! we have a guy
who loves to call out on the DM "but the rules say..." when the DM makes
a decision... i just want to slap the guy. the rest of us usually have
to talk him out of arguing it, while he grumbles and mumbles and flips
through the rulebooks to try to prove his point, and then if he finds what
he was looking for he brings it back up again several minutes after we
have moved on, and if he doesn't find it he says something like "but you've
let me do that before"
...oy. i'm kinda glad he hasn't shown up in a month or so.
Shudder!
That calls to mind the incident
that occurred when I was giving a seminar on AD&D to a large audience
of dedicated players at a GenCon.
Someone asked me howI'd handle
a specific situation, and I responded. One fellow in the crowd objected,
"but that isn't what the DMG says..."
To that I respnded to this
effect: "I don't care what the book says.
I wrote it, and I am not
infalable.
In the case just before us
the material in the DMG is wrong--as it is anytime the DM over-rules it."
Heh,
Gary
TheDungeonDelver wrote:
Okay sir. I will poke around
over there. Most of my gaming these days is your *ahem* other game but
I've been thinking about branching out some...
Okay 8)
If you like rules-light and
very adaptable systems, I am sure you will find LA compelling.
It is quite unlike OA/D&D
save in spirit, soul, and enthusiasm.
Cheers,
Gary
Quote:
Originally posted by Flexor
the Mighty!
Hey there Gary I've got a
question for you.
What parts of 1e did you house
rule when you still played it?
I read in an old issue of
Dragon that you used a different hand to hand combat system.
Was it the same one that
was published in Dragon? Any other changes?
Whoa, and I have to think
hard about those questions.
Generally, I just DMed on
the fly, so to speak, and didn't use the rules books except for random
encounters, monster stats, and treasure.
when hand-to-hand fighting
occurred I usually did that seat-of-the-pants rules--asking what the character
was doing and deciding on the chance for success based on the circumstances.
I did not use psionics, generally
ignored weapons vs. armor type and weapon speed.
When an opponent was helpless
I always allowed an immediate kill if of lower level; otherwise a successful
hit killed, a "miss" doing double damage anyway.
That's about all I can think
of
Cheers,
Gary
Howdy Grodog and All!
The armorial bearings displayed
on the fighter's shield shown on the original DMG book are those of a Gygax
who fought in French service sometime in the 15th century.
As I devized all of the armorial
bearings for the states of the World of Greyhawk,
it is likely that when I did that for Fax I unconsciously borrowed from
memory.
BTW, the actual Gygax Family arms are a white goose passant on a green field with a gold star (mullet) in the dexter canton and a bison horn in base, IIRR. The goose, "ganse" in Switzer Deutsche, sounds a bit like the ending of the family name, and it is also alert to danger. The star was supposedly awarded for the bravery of some ancestor, and the bison horn likewise, for calling attention to some enemy threat.
Cheers,
Gary
Comments
My 2nd point of XP
to Gary. We miss ya, Colonel.
And another thank
you - there will never be enough. RIP
I enjoy Shakespeare well
enough, aced the course in college, and I have written a fairly good Shakesperian
sonnetfor a pal to use in impressing the lady with whom he was smitte,
They later married.
Quote:
Originally Posted by Raven
Crowking
The DMG makes mention of
The Tempest in the play sample....surely you can't be against Shakespeare!
See above
Quote:
Originally Posted by FATDRAGONGAMES
Ditto. This is why my group
chucked out 3.5 and went to a Castles & Crusades/AD&D hybrid game.
The beauty of AD&Dwas
it put the DM in control of the game, not the rules lawyers.
Most people enjoy roll-playing
and role-playing, but rule-playing is a complete bore
Cheers,
Gary
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This i s o combined index
for both the DUNGEON MASTERS GUIDE and the ADVANCED DUNGEONS
AND DRAGONS PLAYERS HANDBOOK, included
to provide
a handy reference to those
areas most often consulted by the AD&D DM and player (It i s
not designed to be a totally exhaustive listing ) DMG page
numbers are always listed
first and in boldface. Page numbers for listings in the PHB are in regular
type, and follow those in boldface (where simultaneous
listings occur.)
Abilities
Character Abilities
.... 15;
9-13
Generation of .... 11,
100
Improvement of by Books,
Manuals, etc. .... 136,
138,
139,
149-150(Manual of Bodily Health,
Manual
of Gainful Exercise,
Manual
of Quickness of Action), 155(Tome
of Clear Thought,
Tome
of Leadership and Influence,
Tome
of Understanding)
Acid .... 64-65.
80,
81
Age, Character ....
12-13
Aging,
Character .... 13
Potion
of Longevity .... 126
Staff
of Withering .... 134
Air
Adventures .... 49-53
Alchemist .... 29,
116
Alcohol, Effects
of .... 82-83
Alignment
.... 23, 25; 33-34,
119
as
Affects Loyalty ....
37
Atonement
.... 42; 49
Detection
of .... 45 (know alignment)
Helm
of Opposite Alignment .... 146
of Swords ....
165,
166
Armor .... 27-28,
164
- 165; 35, 36,
123
Armorer
(expert hireling) .... 29-30
Character
Class Restrictions .... 19
Magic Armor, Explanations
.... 164 - 165
Magic Armor,
Random
Determination .... 124
Magic
Armor and Saving Throws .... 81
Magic Armor,
Use
of .... 164
See also Armor
Class
Armor Class .... 27-28
(Types of Armor and Encumbrance, Dexterity
Armor Class Adjustment), 73 <revised
in UA>; 105
Bracers
....
139-140
Cloak
of Displacement .... 140-141
Cloak
of Protection .... 141
Ring
of Protection.... 130
See also Armor
See also Dexterity,
Armor Class Bonus
Assassins
.... 17-18 [followers, spying];
28-30
Assassination
Experience Points .... 20
Assassination
Table ....
75
Setting
Traps .... 20
Spying
.... 18-19
Use of Poison .... 20;
29
Astral Travel and Combat .... 181; (astral spell: 52 & 92 & 100) (astral projection: 114) (astral travel && combat: 120-121)
Bards
.... 117-119
Bend Bars/Lift Gates .... 145;
9
Books, Librams,
Manuals, Tomes; Use of .... 136
BOOT HILL
.... 112-113
-
Castles
Construction
Time .... 106-107
Daern's
Instant Fortress .... 142
Outdoor
Random Encounters .... 182-183
Class see Alignment
Character Classes .... 18-19
See also Assassins,
Bards,
Clerics,
Druids,
Fighters,
Illusionists,
Magic-users,
Monks,
Paladins,
Rangers,
Thieves
Character Creation .... 11-12;
8
Character, Multi-Classed see Multi-Classed
Character
Character with
Two Classes .... 33
Charge .... 66
Charming
and Control .... 104
Bardic
Charm Power .... 118
Charmed Spell Caster
.... 104,
118
Eyes
of Charming .... 144
Instruments
of the Bards .... 147-148
Monster
Charm Power ....
65
Potions of .... 125,
126, 127 (animal control) (dragon
control) (giant control) (human
control) (plant control) (undead
control)
Rings of .... 130
(ring of djinni summoning*,
ring
of elemental command,
ring of
human influence*, ring of mammal
control*)
<* powerful items: consider giving them a certain amount charges>
spells of .... 41,
43, 44, 45, 46; 45(hold person),
46(snake charm), 65(charm
person), 75-77(suggestion)(charm
monster)(fire charm), 87(charm
plants), 90(mass charm), 112(domination)(hypnosis),
115(mass domination)
Rods, Staves, and Wands
of .... 132-134 (rod of beguiling), (rod
of lordly might), (rod of rulership),
Cites and Towns
City/Town Encounters
.... 191-194; 101
Random
Wilderness Encounters .... 173 <actually, that section is
Random Wilderness Terrain>
Social
Class in ....
89-90
Clerics
.... 16;
20-21
Affecting Undead ....
65-66,
75
-76; 20)
Creating
Holy Water ....
114-115
Wisdom
Adjustment .... 11
See also Spells,
Clerical
Climate && Ecology .... 87-88
Combat .... 61-84;
104-105
Aerial .... 50-53
Attack
Matrices ....
73-78
Underwater .... 56
Waterborne
.... 54-55
Command Word .... 118-119
Conjuring see Summoning/Conjuring
Constructions
.... 106-110
Engineers .... 30
(engineer-architect) (engineer-artillerist)
(engineer-sapper/miner)
Construction Defensive Values .... 110
Cover && Concealment
From
Missile Fire ....
64
From
Spells ....
65
Crystal
Ball
Explanation
of .... 141-142
Use
of .... 119
Curses
Flask
of Curses .... 145
Reverse
of Bless .... 43
Scrolls
.... 121
Damage .... 63,
82
Due to Strength ....
126,
145 (gauntlets of ogre power
; girdle of giant strength);9,
32
Falling
.... 105
by Weapon Type ... 37,
124
to Winged Creatures
.... 53
Death, Character .... 15,
110
See also Resurrection
Deities .... 23-25 (Alignment), 38-39 (Day-to-day Acquisition of Cleric Spells), 111-112 (Divine Intervention)
Demons and
Devils
Aerial Combat
Modes .... 51 <I included these in the MM entries>
Clerics Affecting ....
75-76
Protection Scrolls ....
128
(Protection from Demons) (Protection
from Devils)
Random
Generation of .... 194-195
Summoning, Control and
Protection from .... 86-87 (spiritwrack)
(cacodemon)
See also Monsters,
Random
Encounters
See also MONSTER
MANUAL
Detection of Evil and/or Good .... 41, 45, 60; (detect evil: 22, 44), 112
Dexterity .... 15;11-12
Armor
Class Bonus and Penalty .... 28; 11
Gauntlets
of Dexterity .... 145
Missile
Fire Attack and Initiative Bonuses ....
64 ; 11
Reaction
in Surprise .... 62
Disease .... 13-15
Distance
.... 39
Encounter
Distance .... 62
Doors
Concealed or Secret,
Detection of .... 97, 136(wand
of secret door and trap location), 167;16
Listening at .... 60,
97,
173;27-28
Opening .... 97;9
Drugs, Effect of .... 82-83
Druids .... 20-22
See also Spells,
Druidical
Economics
.... 90
Ego of Swords .... 167-168
Elves ....
16
See also MONSTER
MANUAL
Encounters .... 61;
103-104
with Character
Groups ....
175-176
Charisma
Adjustment to Reactions .... 13
Outdoor
.... 47-49
Reactions .... 63
See also Monsters,
Random Encounters
Encumbrance ....
225;
9,
101-102
Energy Draining
.... 119
Equipment and Costs
.... 35-36, 123
ESP
.... 31
Amulets .... 137
(amulet of inescapable location)
(amulet of proof
against detection and location)
Helm
of Telepathy .... 146
Medallions
.... 150
Mirror
of Mental Prowess .... 150
Potion
of ESP ....
125
Spells .... 70,
111
(table of psionic disciplines),
112 (psionic
ESP), 116 <?>
Swords' .... 166
<?>,
167 (extraordinary sword power)
See also Crystal
Ball
Etherealness and the Ethereal
Plane .... 181; 120-121
Encounters
.... 181
Etherealness
(psionic) .... 115
Ether
Cyclone .... 181
Oil
of Etherealness .... 126
Evil see Alignment
Evil Areas ....
666
Evil, Detection of see Detection
of Evil and/or Good
Expenses of Player Characters
.... 25
Experience
Awarding of .... 84-88;
106-107
<84-86>
Levels,
Gaining of .... 86
X.P. Value of Magic
Items .... 121-125
X.P. Value of Monetary
Treasure .... 85
X.P. Value of Monsters
.... 85,
174 <all
of Appendix E has been included in the MM>
Fabrication of Magic Items see Magic
Items, Fabrication of
Falling
damage .... 105
Fatigue
.... 69
Fighters .... 16;
22-25 (Fighter) (Paladin)
(Ranger)
Extraordinary
Strength .... 9
Flying Mounts .... 50,
52 <info moved to the MM entries>
Followers for PCs .... 16-18;
39 (Hirelings) (Henchmen)
Fortress see Castle
Gambling .... 215-216
GAMMA WORLD
.... 113-114
Gems
Gems, Magical .... 145
(Gem of Brightness) (Gem
of Seeing)
Jeweler-Gemcutter
(expert hireling) .... 30
Jewels, Magical ....
149
(Jewel
of Attacks) (Jewel of Flawlessness)
Pearls, Magical ....
151
(Pearl of Power) (Pearl
of Wisdom)
Periapts .... 151
(Periapt of Foul Rotting) (Periapt
of Health) (Periapt of
Proof Against Poison) (Periapt
of Wound Closure)
Random Treasure Determination
.... 120
Value
and Reputed Properties .... 25-27
Gnomes ....
16-17 (Gnomes)
See also MONSTER
MANUAL
Gods see Deities
Good see Alignment
Good, Detection of see Detection
of Evil and/or Good
Governmental
Forms .... 89
Grappling see Non-Lethal
and Weaponless Combat
Half-Elves
.... 17 (Half-Elves)
See also MONSTER
MANUAL
Halflings
.... 17 (Halflings)
See also MONSTER
MANUAL
Half-Orcs
.... 17 (Half-Orcs)
See also MONSTER
MANUAL
Healing, General .... 82;
105-106
Hear Noise .... 60,
97
Height of Characters .... 102 (Male)
(Female)
Henchmen .... 34-37,
103;
39
Herbs and Spices .... 27,
220-221
Hirelings .... 103;
39
Expert .... 29,
34
Standard .... 28-29
Hit Points .... 82;
34
Constitution
Adjustment .... 12
Holy/Unholy Water .... 64-65
Creation
of .... 114-115
Humanoid Racial Preferences Table ....
106
I-
Illusionists
.... 26
Infravision .... 54<mistake?>,
59;
74,
102
Inhabitants, Typical
.... 88, 94
See also Zero
Level Characters
Initiative .... 61-63,
66,
72-73;
104
<Weaponless Combat>
Insanity ....
83-84
Psionic Damage ....
78
Scarab
of Insanity .... 153-154
Intelligence .... 15;
10
in Swords .... 166
Invisibility
.... 59-60; 102
Dust
of Appearance and of Disappearance
....
143
Invisible
Opponents in Melee .... 70
Potion
of .... 126
Ring
of .... 130
Robe
of Eyes .... 152
Spells of .... 54(Invisibility
to Animals), 69(Detect Invisibility),
74(Invisibility, 10' Radius),
88(Mass Invisibility), 94(Detect
Invisibility), 96(Invisibility)
(Invisibility, 10' Radius),
97(Improved Invisibility),
113(Invisibility)
J-
Jewelry ....
219
Jeweler-Gemcutter
(expert hireling) .... 30
Random
Treasure Determination .... 120
Value
and Reputed Properties .... 25-27
Jewels see Gems
L-
Languages
Alignment
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . 24; 29
Learning
of . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . 34-35
Magical
Comprehension of .... 146(Helm
of Comprehending Languages and Reading Magic), 49(Speak
With Plants), 49+75(Tongues), 65(Comprehend
Languages)
Random
Determination of. . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . 102
Swords'
.... 167
Thieves'
Reading of ....
20; 28
Magical Research ... 114-118
Magic Armor see Armor
Magic Items
Encountered Characters'
.... 175-176,
194
Fabrication of ....
46(enchant
an item), 116-118; 25, 69, 76, 83-84,
91
Non-Standard
.... 118
Placement of .... 92-93
Random Treasure Determination
.... 120-125
Saving
Throws ....
80
Magic Items, Use of .... 65,
118-119
Flying Devices ....
49<?>,
52(levitate)(fly)(broom
of flying)(carpet of flying)(wings
of flying)
Scrolls .... 121,
127-128,
100-101 <check this>
Magic-users
.... 25-26
Acquisition
of Spells ....
39
Furnishings
... 218
Intelligence
of .... 10
See also Spell
Casters, Tribal
See also Spells,
Magical
Magic Weapons
Creatures
Struck Only by .... 75
Saving
Throws ....
80
See also Miscellaneous
Weapons and Swords, Magical
Mapping .... 68,
96; 102, 106
Maps .... 120
Melee .... 69-72;
104-105
Waterborne .... 54
Mercenaries ... 30-31
See also Soldiers
METAMORPHOSIS
ALPHA .... 113
Miniatures .... 10-11,
69
Mining .... 106
Mirrors .... 60
Magical .... 150
Miscellaneous Magic Items .... 136-155
Random Determination
of .... 122-124
Miscellaneous Weapons (Magical) .... 168-169
Random Determination
of .... 125
Missiles .... 63-65; 104
Aerial Missile Fire
.... 51-52, 53
Dexterity
Attack Bonus .... 11
Grenade-Like
.... 64-65
Missile Weapons ....
38
Siege
Engines .... 108-110
Money
Economics, Taxes ....
90
Placement of Monetary
Treasure .... 91-92
Player Character Starting
Money .... 25;
35,
123
Random Treasure Determination
.... 120
X.P. Value of Treasure
Taken .... 85
Monks .... 73;
30-32
<OA>
Open Hand Melee ....
70-71
Monsters
Charm Power .... 65
and Organization ....
104-105
as
Player Characters ....
20-21
Population and Placement
.... 90-91
Special
Roles of the Dungeon Master .... 103
the
Term .... 40
X.P. Value of .... 85,
174
Monsters,
Random Encounters .... 174-194
Airborne .... 190
Astral/Ethereal
.... 181
Character
Types ....
175-176
City/Town
.... 191-194
Dungeons
.... 174-179
Outdoor .... 182-189
Psionic
.... 182
Underwater
....
179-180
Waterborne .... 190
Morale .... 36-37, 67;
106
Movement .... 49, 58; 102
Aerial Travel .... 50-52
Charge Bonus .... 66
Dungeon .... 96;
102
Forced March .... 49
Underwater .... 56
Waterborne .... 54,
58
Multi-Classed
Characters .... 32
Encounters With ....
176
Multiple Characters for a Single Player
.... 111
N-
Neutrality see Alignment
Non-Human Soldiers see Soldiers,
Non-Human
Non-Lethal
Weaponless Combat .... 72-73
Non-Player Characters, Personae
of .... 100-106
Generating
Abilities of .... 11, 100
O-
Oil, Inflammable .... 64,
65
Restrictions
to Use of .... 19
Outdoors, Adventures in the
.... 19
Overbearing see Non-Lethal
and Weaponless Combat
P-
Paladins
.... 18;
22-24
Parleying
.... 63
Patrols
.... 93, 102
Peasants, Serfs and Slaves
see
Inhabitants, Typical
Planes of Existence
Alignment
of .... 24, 112; 120-121
Amulet
of the Planes .... 137
Encounters
.... 181
Spell
Access to .... 50(plane shift), 52+92+100(astral
spell+gate), 80(contact
other plane)(Leomund's secret
chest), 114(astral projection),
115-116(etherealness)(probability
travel), 120-121(The Known Planes of Existence)
Travel
in .... 42, 57-58, 142
Player Character see
Character
Poison .... 19,
32, 45, 48, 57, 107
Assassins'
Use of .... 20; 29
Grenade-Like
Missiles .... 64
Manufacture
of .... 116
Periapt
of Proof Against .... 151
Potions
.... 127
Saving
Throws .... 79, 81
Types
of .... 20
Psionics .... 110-117
Combat
.... 76-79; 116-117
Encounters
.... 182
Monks'
Defense .... 31
Psychic Wind .... 181
Pummeling see Non-Lethal
and Weaponless Combat
Pursuit and Evasion ....
67-69
R--
Races, Player Character ....
15-16;
13-18
Age
and Aging .... 12
Multi-Classed
.... 32-33
Thief
Ability Adjustments .... 28
Raise Dead see Resurrection
and Raising
Rangers
.... 16-17;
24-25
Reactions .... 102
Encounter
.... 63
Charisma
Adjustment .... 13
Outdoor
Encounters .... 183
Relics see Artifacts
Research, Magical see
Magical Research
Rest ... 38, 49
Resurrection
and Raising
From Death
Due to Aging .... 15
Ring
of Regeneration .... 130
Rod
of Resurrection .... 133
Spells
of .... 50, 53
Survival
Percentage .... 110; 12
X.P.
Bonus For .... 85-86
Rings .... 129-132
Random
Determination of .... 122
Use
of .... 129
Rods, Staves and Wands ....
132-136
Random
Determination of ... 122
Use
of .... 118-119, 132
Round, Melee .... 61;
102
S-
Sages .... 31-33
Saving Throws .... 79-80;
105
Psionic .... 78
Scrolls .... 127-129
Manufacture of
... 117-118
Random Determination
of .... 121
Use of .... 127-128;
100-101
Scrying, Detection of .... 119, 141
Searching, Dungeon
.... 96
Shamans see Spell
Caster, Tribal
Shields .... 27-28, 165
Random Determination
of .... 124
Use of .... 70
Ships .... 53-55
Master and Crew
(expert hirelings) .... 33-34
Siege Attack Values .... 109
Siege Engines
.... 108-110
Engineer-Artillerist
.... 30
Sighting Distances
.... 62
Skills, Player Character
Secondary .... 12
Social Class and Rank .... 88-89
Soldiers .... 30-31
Non-Human
.... 31, 105-106
Spell
Casters, Tribal .... 40
Spell Casting .... 40;
100-101
in Combat .... 65,
70; 104
Cover and Concealment .... 65
Underwater .... 56-57
Spell Research .... 115-116
Spells, Clerical .... 20
Casting, Acquisition
and Recovery .... 38-40; 40
Cost of NPC Casting
Clerical Spell .... 103-104
Explanations
.... 41-43; 43-54
Underwater Use ....
57
Spells, Druidical .... 21
Casting, Acquisition
and Recovery .... 38-40; 40-41, 54
Explanations .... 43-44;
54-64
Underwater Use ....
57
Spells, General
Psionic-Related
.... 78, 182
Saving Throws
.... 79-80
Spells, Illusionists' .... 26
Casting, Acquisition
and Recovery .... 39-40; 40, 94
Explanations .... 46-47;
94-100
Underwater Use ....
57
Spells, Magical
Acquisition <Clerical>
<Magick-User> and <Recovery>
.... 39-40; 40, 94
Explanations .... 44-46
Percentage Chance to
know .... 10
Underwater Use
.... 57
Spying .... 18-19
Spy
(expert hireling) .... 34
Staves see Rods, Staves and Wands
Strength .... 15; 9,
72
Gauntlets
of Ogre Power ....145
Girdle
of Giant Strength .... 145
Missile Discharge
.... 64
Potion
of Giant Strength .... 126
Ring
of Weakness .... 132
Striking Magically Sleeping, Held or Paralyzed
Opponents .... 67, 70, 72
Striking Stunned, Prone or Motionless Opponents
.... 67, 70, 72
Subduing .... 67
See also MONSTER
MANUAL, DRAGON
Summon/Conjuring Animals/Monsters ....
222-223
Spells of ....
43,
44; 51(Conjure Animals), 58(Summon Insects), 59(Animal Summoning I,
Call Woodland Beings), 60(Animal Summoning II), 61(Insect Plague), 74(Monster
Summoning I), 78, 81, 85, 88, 90, 93, 99
Wand
of Conjuration .... 135
Surprise .... 61-62; 102-103
Dexterity Bonuses in
.... 62; 11
Swords, Magical .... 165-168
Random Determition
of .... 124
System
Shock .... 12
See also Resurrection
and Raising
T--
Taxes see Money
Telepathy see ESP
Territory
Development .... 93-94
Thieves .... 17;26-28
Abilities of .... 19-20;
27-28
Dexterity Adjustments
.... 12
Time .... 37-38;39
Titles, Royal and Noble .... 89
Traps .... 172; 107
Finding/Removing ....
19,
97; 27-28, 45
List .... 216
Spells .... 70(Leomund's
Trap), 73(Explosive Runes),
77(Fire Trap)
Thieves and Assassins
Setting .... 20
Treasure .... 120-125
Division of ....
122
Placement of
.... 91-93 <(Monetary Treasure),
(Magic Items)>
Tribal Spell Casters see Spell Casters,
Tribal
Tricks .... 172,
216-217;103
U-
Ultravision .... 56, 59; 102
Undead .... 115 <REF5>
Clerics Affecting
.... 65-66, 75-76; 20, 104
Energy
Draining by ....
119
Potion
of Undead Control .... 127
Scroll
of Protection from .... 129
See also Monsters,
Random Encounters
Underwater .... 55-57
Helm
of Underwater Action .... 146
Random Monster Encounters
.... 179-180
Unholy Water see Holy/Unholy Water
W-
Walls, Climbing .... 19; 28 <WSG>
Wands see Rods, Staves and Wands
Waterborne Adventures
.... 53-55
Weaponless Combat see Non-Lethal
and Weaponless Combat
Weapons .... 28; 36-38,
124
Attacking
with Two .... 70
Proficiency
.... 36-37
Speed Factors .... 66-67;
38
Weapon Maker (expert
hireling) .... 34
Weapons, Magical see Magic Weapons,
Miscellaneous Weapons and Swords, Magical
Weight
Allowance .... 9
See also Encumbrance
Weight of Characters .... 102 (Male)
(Female)
Wilderness Terrain, Random
.... 173
Wisdom
.... 15; 11
Pearl
of Wisdom .... 151
Wishes .... 88, 94, 100
Effect
of Wishes on Ability Scores .... 11
Rings of ....
130,
131
Withering see Aging
Zero
Level Characters ... 74, 79
See also Inhabitants,
Typical
<I have a simple system for generating 0 level characters, both PCs && NPCs. I am working on a d100 list of 0 level characters.>