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RULE CATEGORYRULE NAMERULE EXPLANATIONPlayer's Option: Combat & Tactics
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ArmorDonning ArmorPutting on non-plate armor takes 1 minute (6 rounds) and putting on plate armor takes 1 minute (6 rounds) per AC point (-1 minute for each assistant, to a minimum of 1 minute)
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ArmorRemoving ArmorCharacters wearing metal armor must remove their armor for at least 8 hours each day or suffer a CON penalty equal to the number of consecutive days they've gone without removing it for the required time. This penalty is reduced by 1 CON points for every 4 hours of rest.
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CharactersExperienceCharacters earn 1 XP each game the player is present. When a character reaches 4 XP, he/she goes up 1 level and XP resets to zero.
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CharactersHit Point RecoveryCharacters regain 1 hit point per 8 hours of rest +1 hit point if the temperature is comfortable (50-90 degrees) +1 hit point with sufficient accomodations (bedding and protection from weather, such as a tent or structure, if raining, snowing, etc) -1 hit point (to a minimum of 0) if resting in non-metal armor -2 hit points (to a minimum of -1) if resting in metal armor
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CharactersMovementAdjusted movement per Player's Option: Combat & Tactics (page 14)
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CharactersStarting Hit PointsMaximum Hit Points for Level 1
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CharactersSocial StatusRoll d% for new characters: 1-5: Slave; 6-20 Guild/Merchant; 21-65 Peasant; 66-85 Freeman; 86-99 Nobility; 100 Royalty
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CharactersStarting MoneySlave: x.1%; Peasant: x1; Freeman: x1.25; Merchant: x1.5; Nobility x5; Royalty: x20
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CombatCombatCombat per standard AD&D 2e rules plus Player's Option: Combat & Tactics Chapters 1, 2, 4, 7 & 8 except for Duels, Phases, Knockdowns. The DM will also use a modified Critical Events table.
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CombatCritical HitsWhen rolling for damage after a successful attack with a melee weapon, if maximum damage is rolled, a second cumulative damage roll should be made, and again if maximum damage is rolled, and so on, until maximum damage isn't rolled.
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ProficiencyPummelingThe Pummeling Proficiency can be acquired via a Weapon Proficiency slot or a Non-Weapon Proficiency slot. Characters with the Pummeling Proficiency gain the To Hit bonuses and Number of Attacks per round bonus of weapon specialization when attempting an unarmed strike (punch, kick, elbow, knee, etc). Also, with a successful Dexterity check, characters with the Proficiency can choose a Punch maneuver that is equal to the check result or lower on Table 43: Punching and Wrestling Results (otherwise it is random, as usual), but if the Dexterity check is failed, +4 is added to their Initiative.
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ProficiencyGrapplingThe Grappling Proficiency can be acquired via a Weapon Proficiency slot or a Non-Weapon Proficiency slot. Characters with the Grappling Proficiency gain the To Hit bonuses of weapon specialization when attempting to utilize a wrestling maneuver (pin, hold, throw, etc). Also, with a successful Strength check, charaters witht he Proficiency can choose a Wrestle maneuver that is equal to the check result or lower on Table 43: Punching and Wrestling Results (otherwise it is random, as usual), but if the Dexterity check is failed, +4 is added to their Initiative.
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Spell UseCantripsWizards can cast an unlimited number of Cantrips without memorization or spell cost.
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Spell UseForgetting Wizard SpellsA wizard can forget an arcane spell if, for example, they wish to clear room in their repetoire for a new spell, but this must be done before attempting to learn a new spell.
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Spell UseManaSpellcasters can forgo memorizing arcane spells of higher levels to memorize one or more spells whose cumulative Spell Level is equal to or less than the Spell Level of the spell not memorized.
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Spell UseWizard Starting SpellsAt 1st level, wizards can add a number of spells equal to their Max Spells/Level into their spellbook.
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