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14

Write places apart from their location You can make your dungeons apart from their locale. Perhaps you've written up an encounter in the catacombs of the sun god, but the party keeps walking around in the harbor district instead of the city center? Move it to the temple of the sea god! Thieves' Guild up to no good? Party has found another of their hiding ...


13

You're somewhat confused, which is understandable since intellectual property rights and D&D is a confusing issue. OGL The OGL is a specific license. Only D&D 3e/3.5e was made open under the OGL. Other games derived from it (like Pathfinder) and totally unrelated games, like FATE, use the OGL. 5e does not use the OGL (their plans are yet to be ...


12

Gygax could be very cagey about questions like this and would give answers such as this one. But my impression of reading his comments, and sometimes communicating with him directly was that he didn't really stick to any one method and let players choose how to generate characters from the options listed in DMG and others he deemed "not cheating". Both he ...


10

We don't know; the spell text was not converted properly from OD&D and no errata was ever published. One suggestion is to add the word "additional" to get "The spell caster is able to affect 1 additional level or hit die of creatures for each of his or her levels of experience." so a 5th level caster can affect d6 creatures +5 levels. Edit: I've not ...


9

It's important when tackling this to notice that D&D Next saves' math are tied to the effect, while AD&D saves math—despite the names being that of effects—are actually tied to class and level. That means that there's no way to crunch the AD&D math to find a conversion formula—the numbers are representing different things. As ...


9

The adventure says it is a 30' long remorhaz, and the MM entry clearly details how the remorhaz' HD and length are related (HD*3), therefore it is a 10 HD remorhaz.


8

For tools to implement non-standard PC races, you want the AD&D 2nd edition The Complete Book of Humanoids (1993). An excerpt of the back blurb: This handbook describes in detail over 20 humanoid races that can be run as player characters — from mischievous pixies to stubborn minotaurs, from lizardlike saurial to the savage half-ogre — and many more ...


8

For question 1 what to do for places you have not yet written, there are two great options. Quantum Ogre: This means that you have some places defined but not exactly where they are. When the players adventure into an unknown place, you give them this predefined but unplaced encounter/plot hook etc. Random Tables. Prepare some random tables for your ...


7

Regardless of whether it's because of a tie on the initiative roll, magic, or something else, this is covered in the DMG on page 66, "Simultaneous Initiative". (It even mentions haste explicitly as falling under this rule.) Basically, If they're both using weapons, then whoever has the weapon with the fastest speed factor goes first within the segment. ...


7

Those books were licensed reprints done by a now-defunct third party company, Twenty-First Century Games, sometime in the late 1990s or early 2000s after TSR had been bought by Wizards of the Coast but before WotC began publishing their 3rd edition of D&D. They were created specifically for the collector's market, and it appears that their value has gone ...


5

You've not been able to find such a rule because there is no restriction. Having multiple attacks allows you to use them against multiple targets.


4

Could it be "The Sinister Secret of Saltmarsh"? In this AD&D module, you are investigating a haunted mansion. Within, there is a winecellar that contains several bins and a corpse. (See page 16, section "WineCellar".) The corpse is infected with 7 rot grubs (which burrow into your flesh and then to your heart, killing you). Once dealt with, the corpse ...


4

Just prior to your citation (DMG 28): "It is assumed that an appropriate type of head armoring will be added to the suit of armor in order to allow uniform protection of the wearer." Uniform Protection = Same AC as the armor worn; No helmet means head is AC10 (which is targeted 50% of the time -- 1-3 on a d6 -- when fighting an intelligent foe). There is no ...


4

No. Unless the DM has ruled otherwise, the spell write only copies spells. Write (Evocation) Level: 1 Components: V, S, M Range: 0 Casting Time: 1 round Duration: 1 hour/level Saving Throw: Special Area of Effect: One magical spell inscription Explanation/Description: By means of this spell a magic-user might be able to inscribe a ...


3

If it's the spell, then you must save each time the spell is cast on you, just like any other spell. Likewise, wands and spell-like powers. There's a grey area with some monsters, such as dragons, which cause fear simply by flying overhead or charging. Personally, in that and similar cases I would allow a single save to count for the whole of an encounter or ...


3

Coming out of ToEE they should be 7 or 8. Coming out of SotSL they should be probably 10 or 11. That should keep it pretty balanced, from my memory of those modules. Some amount of balance might need to be done as you play- if it's too tough give them some XP or item bumps above recommended, if it's too easy crank the AC's and saves of opponents up a ...


3

I think you're thinking of "One roll, to go" from Dragon #113. From the article: Included are three tables that will greatly expedite the die-rolling process. They emulate, respectively, 5 rolls, 10 rolls, and 20 rolls of a 20-sided die. The numbers across the top indicate the to-hit number (1 is left off since there is always a 100 percent chance of ...


3

While Gygax spoke against this, he also allowed it in his own games and in fact, in 1e, there are some hidden guidelines to support it. Deities and Demigods gives us rules for calculating hit points for non-humans with levels, and the Dungeon Masters Guide notes for the reincarnation spell offers a little bit of advice. I don't know to what degree these ...


3

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 ...


3

The majority of D&D adventures pack in a fair bit of combat, but some can be converted to a less combat oriented scenario. The key is to find adventures that have significant non-combat meat to them, such as investigation. You can then strip out all the "filler" encounters, those that are either gratuitous or which don't have anything to do with the ...


3

A lot depends on the physics of how you're already running things. If players have a map then there's no great need to describe the route - just decide if it's a short, medium or long trip and roll a chance (say, 1 in 20 in day, 1 in 10 for night) for an encounter once, twice, or three times. Modify the die (ie, use a d8 or d6) depending on the areas they ...


3

What you want is enough information to be able to improvise in a city. Cities are actually easier to improvise with... if only because you can draw upon a general knowledge of human society to make up things as you go along. You know what a wealthy part of town probably has, compared to the docks, compared to the working class neighborhood. You can write ...


3

As Nagora mentioned in his answer, this is a grey area that will require DM interpretation. Here are a few possible approaches to this problem: A single save vs. fear that lasts the entire encounter A save vs. fear whenever the creature does specific actions A save vs. fear each round as long as the encounter lasts A save vs. fear once every set number of ...


2

Assuming you're not just confused and are really talking about AD&D First Edition, no, the armor does not affect the Reaction/Attacking Adjustment or the Defensive Adjustment. In fact, right under the Dexterity table it has an explicit example... Defensive Adjustment refers to the penalty or bonus applicable to a character’s saving throws against ...


2

My own Scourge of the Demon Wolf. It has combat but the meat of the adventure is trying to deal with the factions of the village and unraveling the mystery. Most of my playtest were done with four hour convention slots there was never more than six players. The smallest amount I ran with was two players. I use bog standard d&d tropes including a ...


2

A purely urban campaign was one of the most memorable 1st edition AD&D campaigns I ever played in and would share these tips from that experience: What you haven't planned for: as a dense concentration of humanity (or demihumans), a city is an impossible canvas to plan for entirely. But that is its greatest strength as well. All things are possible at ...


2

In AD&D 1st Edition Gygax says, "Do what you want, but not in my campaigns" The Dungeon Master's Guide (1978) for Advanced Dungeons and Dragons says in the section The Monster as a Player Character [Y]ou as DM must decide in light of your aims and the style of your campaign [if monsters are allowed as PCs]. The considered opinion of this writer is ...


2

Are you perhaps referring to the module "Tegel Manor"? It takes place in a haunted house with Laughing paintings, animated kitchen utensils, boots that stalk the player characters, beds that cast sleep on and suffocate their victims, and hidden worms that shriek when stepped on. I combed the old internet for a while looking for information about parasitic ...


2

This is muddled in the text and therefore up to the DM, since matters of metaphysics are in the realm of the DM's world-building and -management responsibilities. The spell doesn't say that it can be cast on an object, but that's a reasonable ruling for the DM to make, based on the way the light and darkness spells reference each other and drawing analogies ...


2

There are a lot of cultures, religions and organizations that have rules and customs that seem overly fussy to outsiders. But when you dig into why they are present and the history behind them, you understand that they are not arbitrary but part of a greater scheme of things for that group. In short you learn the context in which odd customs, and beliefs ...



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