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41

What you're looking for is the definition of the Casting Time entry in a spell's description, on page 129 of the Player's Handbook. (Segments are from AD&D 1st edition and aren't relevant if you're playing AD&D 2nd edition.) The relevant part on that page is: If only a number is given, the casting time is added to the caster's initiative die ...


35

Tasting isn't quaffing. Chances are he didn't gargle the potion to get a feel for what was in it, he got a bit on the tip of his finger and then rubbed it on his tongue. He would be able to tell from just a bit of a taste that no this is not a potion ow why is my tongue burning. If he explicitly states that he sucks the potions down like a vacuum cleaner ...


22

If he explicitly swallows "a gulp" of draconic acid (presumably analogous to Black Dragon breath) then yes, he's very very dead. That falls into the "inescapable death" situations described in the core books (trapped in a pit with the roof descending to crush you, drowning in an acid pool etc.). Human stomach acid has got nothing on the kind of ...


22

AD&D took an interesting approach to this—the classes don't advance in levels at the same pace. It is still likely a level N wizard will be more powerful than a level N fighter, but if a fighter and a wizard have the same amount of XP, then the wizard will be of a lower level than the fighter. This is most evident when comparing the Wizard and the ...


21

A More Gradual Power Curve In 2e (and 1e and Basic), though it's still a thing (by design) that fighter types are more powerful early in the game and wizards more powerful late in the game, it's less of a dramatic gap between the two because the power curves are more gradual in general. Similarly, the difference between levels isn't as extreme (a level 7 ...


18

At very high levels spellcasters do become significantly more powerful than noncasters. However, compared to 3rd edition there are some important differences. For one thing, there is no Concentration skill and no 5 foot step. Also you have to announce your intention to cast a spell at the begining of the round. If anything hits you before it is your turn, ...


17

Chapter 6 on Weapons on Weapon Size says that A character can always wield a weapon equal to his own size or less. Normally this requires only one hand, except for some missile weapons.... A character can also use a weapon one size greater than himself, although it must be gripped with two hands. (Player's Handbook (1995) 96) Thus, for example, a ...


14

The 2 indicates that it has a weight of 2 pounds. Actually, you missed the row. The blowgun weights 2 pounds. The dart has a weight of * which means 10 of them weight 1 pound. Just in case you wonder when it comes to other items, ** means this weights so little that you can carry an unlimited amount with you. The S says that it is a small item? ...


11

Yes, if the mage casts sleep centred on herself, and there at no lower-HD creatures nearby which soak up the effect before it affects the mage, she will fall asleep. The spell effect doesn't come into being until the spell is complete, so the sleep spell's effect certainly won't prevent itself from coming into effect.


11

The second edition books have recently (mid 2015) become digitally available on dndclassics.com: Player's Handbook Monstrous Manual Dungeon Master's Guide


9

Handedness is based on the size of the weapon compared to the size of the character. Same size and smaller requires 1 hand, one size larger requires 2 and 2 sizes larger cannot be wielded. If it's large and you are size medium then the weapon requires two hands.


9

It's actually very difficult to drink real acid, unlike poison or household detergents. At 8:52 this person accidentally drinks the glass with sulfuric acid and immediately spits it out. He ends up with 2nd degree burns in his mouth, but is alive. "I take a single gulp." does not mean that he swallows it while his mouth is already burning, especially not as ...


9

I want everyone to have an equal amount of fun The roll of the dice has nothing to do with that desire. You don't need to re-roll this character. You can adopt the role of the "strong supportive type" and by your play not overshadow the other players. You won't ruin their fun if you don't play in an overbearing manner, nor will you ruin the ...


9

NPC wizards don't have to be foes One way spells are distributed in such a game-world is by "horse trading" -- friendly wizards would swap spells in the same way you'd swap recipes with your friends IRL. Have them do some favors for a NPC wizard, or just hang out around one for a while. Abandoned spellbooks can be a thing Another possibility is that the ...


8

Yes, you can search multiple times. It is limited by time/danger though: each search of a 10'×10' section takes ten minutes (1 turn). Searching a 10'×10' room 10 times would take an hour and forty minutes, which will eat up torches, lantern oil, and trigger a few wandering monster checks. It would also waste a lot of time if the adventure is ...


7

Great answers so far. Let me add another factor. AD&D tends to more more “challenge the player” instead of “challenge the character” than 3e and 4e. It also tends to be more rulings than rules than those editions. So, the question tends to be more whether the player is useful than whether the character are on par on paper. This is really a play style ...


7

It's exceptional Strength, available only to warriors Baldurs Gate Enhanced Edition does indeed use the AD&D 2e rules as the chief designer confirmed. In AD&D 2e, members of the Warrior group of classes (including fighters, rangers and paladins), with 18 Strength have what is called exceptional Strength. This means that members of other classes ...


7

If there is already potential conflict between the city and the forest (as you suggest) then the evil plan practically writes itself. Have the queen hire/force mercenaries (or thugs of any stripe) to attack one side leaving evidence incriminating the other side. So for example, she could hire some thugs to attack the druids, maybe steal something from them ...


6

In fact, there is nothing in the rules that says you have to tell the player everything about the spell. It's unusual to omit the basic function, sure, but it's fine to let the player find out that a light spell, for example, causes sunburn after a while. And, in fact, the 1e DMG had a whole section detailing "secret" effects or details of many spells in the ...


6

Both those spells can be found in the Tome of Magic.


6

It's just floating out in the void, ready to be dropped into a DM's existing setting or serve as a seed out of which a home campaign will grow. Fighter's Challenge was published at a time when, if an adventure wasn't explicitly marked as being part of a particular setting's line, they were free-floating and generic enough to be fit in anywhere. This was ...


5

Magic Resistance always takes effect unless there is a specific reason why it should not (usually indicated in the spell). AD&D DMG pg. 92: ...the descriptive text of a spell description explains whether or not the magic resistance applies, as some spells are not affected by a target’s magic resistance. The spell Living Link which you ...


5

I think the official answer is it's a one-time deal. But lots of people allow re-rolls. A guy in this discussion says you can't. A guy on this blog says you can (though "old school D&D" may not refer to AD&D). As the blog says, multiple searches and/or multiple party members searching is the best way to ensure you find all the secrets. As both ...


5

Table 46 should have its second column labeled "Cost" instead. This and various other errata for the somewhat infamously poorly edited Skills & Powers book can still be found on wizards.com, but who knows for how long. If you're using the Player's Option series a lot, back in the day I wrote an integrated, classless, fixed version of the whole mess ...


5

This is totally legit. If you're running a serious game, just let your players know that they don't know how the spell works beforehand (e.g. "The spell's magic is strange. It seems like it's probably an offensive evocation of some kind, but you aren't quite sure what the expected energy output will be like, nor why it has so many cross-dimensional ...


5

It's not always the best choice. Depending on what your measure of "best" is, it may actually be a worse choice. Pick specialty priest when you feel like the unique abilities are especially neat and that's what you want to play. In particular, there's no attempt at balance in the specialty priest options, so if that is part of one's measure of "best" then ...


5

The first edition Monster Manuals don't have a "table with monster level" - you are probably thinking of the random encounter tables from the 1e DMG Appendix C. Similarly, the random encounter tables are not found in the monster books themselves in 2e. In 2e, the DMG (Chapter 11) teaches you how to create random encounter tables rather than, frankly ...


5

These two games were written by different development teams at completely different companies (TSR vs. WotC), according to very different design philosophies (Gygax's1 vs. Tweet's). Many things were changed when D&D 3e was written, not the least of which was abandoning backwards compatibility with previous material, something that had been more or less ...


4

The two big difference between D&D 3e and AD&D 2e for spellcasters was saving throws, and volume. In 3e, your saving throw goes up with level (fast for some saves, slow for others). The wizards DC also goes up (with spell level, and their stat). In practice, the DC goes up at a speed matching, or exceeding, the good saving throw of the target, ...


4

I used to do this all the time. 1st edition and 2nd edition were so similar that I used any module any where, including what are now called BECMI modules. The stat block might be in different orders but it was all the same stuff. I knew the rules well enough and I ran it. To me it was all backwards compatible until 3rd edition came out. 2nd edition and ...



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