An AD&D Variant
Ernest Mueller
ernestm@mindspring.com
An AD&D variant
Introduction
This is a classless character generation method for use with the AD&D Player's and DM's Option rules. It covers
the Skills & Powers, Combat & Tactics, Spells & Magic, and High-Level Campaigns rulebooks. It is a supplement
for, not a replacement of, those rules. Many details of individual skills, including descriptions and relevant tables,
are not reproduced here.
2.
Principles Classes as they exist in standard AD&D 2nd
This system was designed according to the following
principles: edition core rules are fairly well balanced with
respect to each other.
1.
Maximize compatibility with both Skills &
Powers and the AD&D 2nd edition core rules. Rationale
2. This system was created to address the following
Promote in-game character growth. shortcomings of the character creation system in Skills &
3. Powers and the other Player's and DM's Option rules:
Maintain game balance, internal to this system
1.
and vs. AD&D 2nd edition core rules.
Unequal point allocation across classes and races
4.
for skill customization.
Generate characters of the standard AD&D 2nd 2.
edition types with the system as well as custom Rule incompatibility among the various Player's
ones. and DM's Option rulebooks.
3.
In-game skill advancement is very slow. Though
Assumptions many skills improve with level (like spells,
This system is based on the following assumptions: THAC0, and thief skills), characters grow in other
areas very slowly (1 NWP and 1 WP every 3 to 4
1.
levels). First-level characters have 90% of the
Ability skill costs are proportional to both the
skills they are ever going to have.
ability's usefulness and how difficult it should be
to learn.
4. removed thereby. Levels are retained, but are more
First-level characters have become too powerful. loosely tied to individual skills than in standard AD&D.
The conception of a first-level fighter used to be a Most kits are no longer necessary, as all their component
16-year-old novice right out of their first battle. It parts can be purchased individually. There is room in this
quickly grew to the point that a L1 warrior could system for very specific kits - ones that are not just a
have multiple weapon specializations and other different collection of standard abilities (like the
powerful abilities. swashbuckler), but instead include specific abilities with
their own rules and drawbacks (like the Limbant ranger).
Races exist as usual but are a little more flexible.
This system also attempts to reconcile the many and
General Approach:
varied skills presented in the various Player’s Option and
All skills formerly known as "class abilities", “race
DM’s Option books. It tries to maintain a high level of
abilities,” “nonweapon proficiencies” and “weapon
compatibility with those books except where the
proficiencies," which currently all operate under different
approaches of those sourcebooks clearly differ.
rules, are all skills or abilities which a character would
Starting characters may find themselves a little weaker at
learn during their lives. This system makes the
first level using this scheme, but they will grow in skill at
acquisition of those skills uniform.
a much faster rate. As characters increase in level, they
All the race, class, and weapon/nonweapon proficiencies
get more character points, which can be used to buy more
are combined into one set of skills organized into skill
abilities or to improve current ones.
trees. Characters buy all these abilities out of their single
If, as a character develops, they wish to spend more effort
pool of character points.
learning skills traditionally termed “nonweapon
There are no longer character classes in this system.
proficiencies” rather than ones traditionally termed “class
Players are free to define their characters as they wish,
abilities,” or vice versa, that is a valid decision this
according to their desired skills and personality. Multi-
system supports.
classing and dual-classing rules are conveniently
Credits
I’d like to give credit to all those people who contributed to this work. Many people from my gaming group and the
rec.games.frp.dnd newsgroup had many helpful ideas on this system’s genesis. I’d especially like to thank the
following people:
System Design - David Callander
Mike Miller
Travis Pearce
Playtesting - Jason Cox
Hal Phillips
Tim Dowden
Kevin King
Mike Wallace
Feedback - Lance Dooly
Don McKinney
Pete Blake
Mark Hall
Legal Notice
This document is Copyright 1999, Ernest Mueller. It is based on a number of works copyrighted by TSR, Inc., and
is not meant to challenge any of those copyrights. It is meant as a free supplement to the works already published
by TSR, Inc.
Racial Abilities
A player may purchase some racial abilities as latent 10 N/A S&P p.29
abilities. These abilities initially cost half the CP cost
(rounded up), and then later in the character’s life the Infravision (60’)
player may pay the full cost to have the ability “awaken.”
For example, a half-elf character purchases latent 60’
infravision for 5 CP, and later in play pays 10 CP for the
latent ability to become active. Which abilities may be 10 N/A S&P p.29
purchased latently are at the DM’s discretion.
Resistance
Racial Skill Trees
Elves
For free, elves get their ability score adjustments (Table
10 N/A New
15, S&P p.23), long life, pointy ears, and other generic
racial distinctives as described in the various rulebooks
Unlimited
for their elf subtype (dark elves are black, aquatic elves
Advancement at
breathe water, etc.).
25% XP Penalty
Table 1: Elven Abilities
Infravision (30’)
Aquatic Elves: 40 CP (S&P p.27)
5 N/A
Sylvan Elves: 40 CP (S&P p.29)
5 N/A S&P p.26
New Elven Abilities:
Illusion Resistant
Infravision (30’):
Infravision like a normal elf, but only with a 30` range. 5 N/A S&P p.26
Unlimited Advancement at 25% XP Penalty:
Pick Bonus
The character can advance to unlimited level, but suffers
a 25% penalty to all experience gained.
Infravision (120’): 10 N/A S&P p.25
Better Balance
Infravision like a normal elf, but extending out to a 120’
range.
Unlimited Advancement at 10% XP Penalty:
10 N/A S&P p.26
The character can advance to unlimited level, but suffers
Hit Point Bonus
a 10% penalty to all experience gained.
Dwarves
10 N/A S&P p.26
Dwarves obtain, for free, racial ability adjustments as per
Table 15 in S&P, grumpiness, beards, and the 20% Meld Into Stone
chance of magical item malfunction common to all
dwarves.
Table 2: Dwarven Abilities
10 N/A S&P p.26
Detect Poison
Unlimited
Gnomes
Advancement at
Gnomes automatically get long lives, big noses, bizarre 25% XP Penalty
senses of humor, racial ability adjustments, and the 20%
chance of magical item malfunction they all share.
Table 3: Gnomish Abilities
15 N/A New
Unlimited
Cost Advancement at
Skill (CP) Ability Source 10% XP Penalty
Saving Throw See the New Elven Abilities section for descriptions of
Bonus
the Infravision and Unlimited Advancement skills.
Halflings
10 N/A S&P p.31 Halflings, by default, are short and slightly more long-
Animal lived than humans. They get their racial ability score
Friendship modifications.
Table 4: Halfling Abilities
10 N/A Cost
Skill (CP) Ability Source See the New Elven Abilities section for descriptions of
the Infravision and Unlimited Advancement skills.
Humans
Attack Bonus 5 N/A S&P p.33
Humans all have unlimited advancement in level. They
are also sexier than demihumans (in the author's opinion).
Table 5: Human Abilities
5 N/A New
15 N/A New
15 N/A New
Second Sight
Unlimited
Advancement at
10% XP Penalty
Normal Human: 0 CP
Halfling Bundle Costs: DMs are free to create other human bundles for specific
people groups in their campaign world (e.g. the Rhennee
Hairfoot Halflings: 30 CP (S&P p.32) in Greyhawk).
Tallfellow Halflings: 35 CP (S&P p.32) See Elven description for the Infravision 30’ skill.
New Halfling Abilities: Experience Bonus (10%) - like Experience Bonus (5%),
but 10%. diverse set of human abilities.
Second Sight - Some humans are attuned to the faerie
realm from birth, and are able to see faeries when they Other Races
are invisible or shapechanged into other forms. If a
human with this ability is in a position to see such a Other races may be added as desired. Unless the DM
faerie, they receive a WIS check to realize that there are wants to go to the trouble of splitting all the race’s
faeries around (if invisible) or know that someone or powers up, only bundles are available for purchase. Such
something is a shapechanged faerie. It does not allow the bundles should generally be equivalent in cost to other
human to see the faerie clearly or determine the type of demihuman races. Generally no new demihuman or
faerie. humanoid race should have a bundle cost of less than 25
Other 15 point human advantages may be added. Feel CP.
free to draw liberally from myth and legend to create a
S&P p.106
Traits and Disadvantages
Inherent
All races may purchase traits or get bonus CP for taking
Immunity/Poison
disadvantages. These purchases can only be made at character
generation time.
More traits and disadvantages can be added - no disadvantage should
be worth more than 15 CP, and traits should be balanced in power
level (e.g. no +5 to hit with your favorite weapon). 5 N/A S&P p.107
Traits
Traits are abilities that are either inborn or learned from birth. They Inherent
are advantages that a character might find useful on many occasions Immunity/Heat
throughout their life. Traits cost CPs just as race abilities do.
Table 6: Traits
Internal Compass 5 N/A S&P p.107
Cost
Trait (CP) Ability Source
5 N/A S&P p.107
Keen Eyesight
Animal Empathy
Double-jointed
Lucky 6 N/A S&P p.108
6 N/A
10 N/A C&T p.80
Quickness 5 11 S&P
p.111
Phobia: Enclosed
Spaces
Steady Hand 5 N/A C&T p.80
4 9 S&P
Trouble Sense 10 N/A C&T p.80 p.111
Phobia: Monster
(specific)
Combat & Tactics Trait Notes: In C&T these traits require checks vs.
the relevant ability like old-style proficiencies before the trait effect 6 12 S&P
p.111
takes place. I have removed this check and simply made sure the
Phobia: Water
character point cost justifies the trait's power.
Disadvantages
Disadvantages are penalties that a character suffers from. They are
permanent hindrances a character must live with, and they gain the
character extra character points to spend during character creation.
New Disadvantages:
Table 7: Disadvantages
CP Bonus CP Bonus
Disadvantage (Moderate) (Severe) Source Addiction 8 15 Below
Allergies 3 8 S&P
p.109 Disadvantage Notes: I have retained all the traits and disadvantages
straight from the various Player's Option books. Unfortunately,
many of the disadvantages (cowardice, greed, fanaticism, etc) might
be more properly placed in the realm of character role-playing and
4 8 S&P
disadvantages should be more like reversed traits (Vulnerable to
p.109
Clumsy poison: -1 to saves vs. poison gets you some bonus CPs, for
example). I leave this to DM discretion.
New Disadvantages:
Addiction:
8 15 S&P
p.109
Cowardice The character is addicted to some substance, most likely a drug of
some sort. If the character does not partake frequently (at least 2
times a day) he or she is ill and suffers -4 to all rolls for the duration.
If the character goes without the substance for an entire week, he or
7 S&P she must make a system shock roll or lose 1d4 points permanently
p.110
off a DM-chosen ability score. For 8 CPs, the substance is common
Greed
and relatively inexpensive (the cost of a day's lodging). For 15 CPs,
the substance is rare, possible exotic or magical, and expensive.
10 S&P
p.110
Powerful Enemy
aracter Skills
In this section, the player purchases all of the character’s other abilities. The Prime Requisites:
skill trees in this section are broken up into major categories reflecting Many skills are labeled with prime requisites. If a character has a 16 or
common groupings of skills. better in that ability score, the skill costs 1 CP less than the listed amount
At this point, characters receive bonus CP equal to three times their (after any cost doubling for skills from secondary trees). This does not affect
Bonus Proficiencies for Intelligence in CP. skill tree initial costs. If there are multiple prime requisites (e.g. STR/STA
CP Costs: and WIS/WIL) for a skill, the 1 CP reduction in cost only applies once per
Characters must select, and pay the initial CP cost for, a primary skill tree. skill, even if the character has 16 or better in all listed requisite ability
All skills in this tree are thereafter purchased at the listed CP cost. All skills scores. "N/A" means that no prime requisite applies to that skill.
bought from other (secondary) skill trees are doubled in cost. The initial cost Some skills are labeled “Intermediate” or “Advanced,” and denoted by one
must be paid for all skill trees the character uses, including the primary tree (*) or two (**) asterisks following the skill name. Intermediate skills may
(this initial cost is not doubled for secondary trees). only be purchased during character generation if they lie in one of the
A character may buy more than one primary skill tree. The second primary character’s primary skill trees. Advanced skills may not be bought at
skill tree has a doubled initial cost. The third costs triple, and so on. The character generation time, only later in the character’s adventuring career.
Required and General skill trees are exceptions to this rule - they have no
initial costs and skills purchased from them are always at the listed cost.
Skill Trees
Listed under each skill tree are the class abilities or proficiencies from the Player's and DM's Option series which
fall within the tree. Each skill tree is labeled with its initial cost. The skills are grouped into skill trees according to
logical relations between the skills. Some skills are listed in multiple trees because they logically belong in two
different categories. The skill tree descriptions indicate knowledge or abilities that should be available to a
character for having paid the tree's initial cost.
Improving Skills:
In these optional skill trees, many skills have an Initial Value, which is the chance on d20 of succeeding with the
skill. This initial value is modified by ability scores as per Table 44, S&P p.89. Spending additional character
points can increase this skill rating. One CP can raise the rating of any skill that has a current rating below 10 by
one point. Two CPs can raise the rating of any skill that has a current rating from 10 to 14 by one, and three CPs
can raise the rating of any skill that has a current rating of 15 to 19 by one. Skills can even be improved above 20,
for a cost of four CPs per point of improvement. A natural 20 always fails on a skill check, but a skill higher than
20 can be used to offset penalties in difficult circumstances. These improvement costs are not doubled for skills in
secondary skill trees. So, for example, a character who wants to have a rating of 21 in Cooking (a fantastic chef!)
must raise the skill from its initial value of 7, costing a total of 3+10+15+4 = 32 CPs. This level of skill would be
truly world-class!
Time to Learn Skills:
It takes time to learn skills, even for characters with character points to burn. Learning or improving a skill takes
one week per CP the skill or skill improvement costs. This can be time spent “on the job” as long as the skill is
being used or learned at the same time. So if our chef from the example above wanted to learn to be a master chef
while out adventuring, as long as he cooked every day, it would take 32 weeks to reach his world-class level. If the
character was not able to cook continuously, and was forced to eat iron rations often by the hardships of the
adventuring life, the DM is justified in doubling the amount of time required to learn the skill. Similarly, if the
character is cooking full time while being instructed by a master chef, the DM may be justified in up to halving the
time commitment.
Default Skill Use:
A character can attempt to use skills he or she does not have, as long as those skills lie in a skill tree the character
has bought. The character can only use these skills for simple tasks, with results well below what a proficient
character could achieve. For example, a default Armorer roll could enable a character to perform a temporary
emergency repair of their armor, but would not allow them to create a new suit of armor. If the skill is in one of the
character's secondary skill trees, the character can roll against the skill's Initial Rating at a penalty of -4. If it is in a
primary skill tree, the penalty drops to -2. A default roll may only be attempted on skills with listed initial values
and no prerequisites (unless the character meets the prerequisite).
Category 10 CP 20 CP 30 CP 40 CP 50 CP
Cost Initial
Skill Ability Notes Source
(CP) Value
Melee Weapon 10 - STR/MUS This cost, like all these costs, is S&P
proficiency per weapon. p.114
10 - N/A S&P
p.115
Shield proficiency
10 INT/KNO C&T
p.79
Dirty Fighting
Weapon Mastery Note: The different levels of weapon mastery are described in Combat & Tactics pp.75-76. The
character must solicit a master in the weapon to receive training from, and such training is time-consuming and
expensive.
Multiple Attacks Note: See Table 18, S&P p.47. Characters begin with 1 attack/round, but may purchase their way
up the multiple attacks table for 30 CPs per rank. For example, 30 CPs gets you 3 attacks every 2 rounds, another
30 gets 2 attacks per round, and so on. Specialists use the Specialist Attacks Per Round table (C&T p.75) at the
same rank when attacking with their specialist weapons.
Special Move Bonus: This gets a character a +1 'to hit' with one of the special attack options listed on pages 42-49
in Combat & Tactics (Block, Disarm, Sap, etc).
Cost Initial
Skill Ability Notes Source
(CP) Value
10 - STR/MUS C&T
Wrestling Expertise p.89
Multiple Attacks**
Unarmed Combat Mastery Note: The various levels of unarmed combat proficiency and mastery are described in
Combat & Tactics pp.82-99.
Martial Arts Note: Martial arts must be learned from a skilled martial arts instructor, a rarity in most lands. Such
training is long and rigorous. See Combat & Tactics pp.95-98 for more on martial arts.
Weapon Proficiency Note: Martial arts weapons are those designated as being usable as martial arts weapons in
Skills & Powers p.114. Pummeling weapons are any weapons used to enhance pummeling combat, like cesti.
Wrestling weapons are weapons specifically designed to cause damage while wrestling, such as spiked armor
(there aren't many of these).
Multiple Attacks Note: See Table 18, S&P p.47. Characters begin with 1 attack/round, but may purchase their way
up the multiple attacks table for 30 CPs per rank. For example, 30 CPs gets you 3 attacks every 2 rounds, another
30 gets 2 attacks per round, and so on. Specialists use the Specialist Attacks Per Round table (C&T p.75) at the
same rank when using combat forms they are specialized in.
Missile Combat Skill Tree - Initial cost 15
Buying into the Missile Combat tree gives a character familiarity with a wide variety of missile weapons. Such
characters have a nonproficiency penalty of -2 with all missile weapons (other characters have -4).
Table 11 - Missile Combat Skills
Cost Initial
Skill Ability Notes Source
(CP) Value
Multiple Attacks**
Weapon Mastery Note: The different levels of weapon mastery are described in Combat & Tactics pp.75-76. The
character must solicit a master in the weapon to receive training from, and such training is time-consuming and
expensive.
Multiple Attacks Note: See Table 18, S&P p.47. Characters begin with the usual rate of fire of their missile
weapon, but may purchase their way up the Specialist Attacks Per Round table (C&T p.75) for 30 CP per rank.
Cost Initial
Skill Ability Notes
(CP) Value Source
Backstab
Thief Skill Notes: All thief skills begin at their usual base chance (Table 27, S&P p.53) including race and DEX
adjustments (Tables 28 and 29, S&P p.53). Additional points may be bought to add to them at the rate of 5
percentile points per 2 CP. 50 points (20 CP) maximum may be spent at the beginning by any character, 75 points
maximum (30 CP) if this is the character’s primary skill tree.
Weapon Proficiency Notes: This is proficiency in any small, stealthy weapon that can be concealed or is useful
from surprise - for example, weapons of size S with a speed factor of Fast(4) or less.
Backstab Notes: Backstab damage begins at x2. Characters can buy higher backstab damage multipliers per Table
24, S&P p.52 for 30 CP per rank.
Wizard spells may not be cast in any armor, unless the character specifically purchases the ability to do so. Wizard
spells must be learned and scribed into a spellbook to be memorized by the character according to the standard
AD&D rules. Wizards must specifically buy access to any school of magic they wish to cast.
Table 13 - Wizard Spell School Access Costs
Cantrip Notes: The character can cast one cantrip per spell rank per day.
Universal School Access Notes: The character can learn and cast spells from the Universal School of Magic
(SP&M p.14).
Lesser School Access Notes: The character can learn and cast spells of levels 1-4 from the selected school. This
can be one of the traditional schools of philosophy (e.g. Alteration) or one of the schools of effect or thaumaturgy
(e.g. Shadow, Song) - see Spells & Magic p.14 for explanations of these schools.
Greater School Access Notes: The character can learn and cast spells of levels 5-9 from the selected school, as
above.
Spell Rank:
In this system, characters do NOT automatically get more spells as they increase in level. Each rank on the wizard
spell progression table (Table 37, S&P p.60) costs 5 CP. Caster level is equal to the character's rank on the spell
table, NOT the character's actual level. Characters' spell rank can not exceed their level by more than 2.
If you are using a spell point system (Channeling, Warlock/Witchcraft, Preserving/Defiling, Alienism) from Spells
& Magic, then instead of the fixed spells per level on Table 14 below, use the corresponding rows in Table 17,
SP&M p.78, ignoring the parenthesized values. Optionally you can set up these various spellcasting methods as
their own separate skill trees.
Table 14 - Wizard Spell Rank
Spells Per Level:
1 1 - - - - - - 5
2 1 - - - - - 5 Rank 2
3**
3 3 1 - - - - 5 Rank 4,
5 Level 3+
etc…
Wizards have access to a number of different mystical powers, and routinely develop certain skills as part of their
training and practice. Many of these enhance spellcasting ability in one or more schools. "Specialist" mages are
simply wizards who have purchased such skills concentrating on a single school.
Table 14 - Wizard Skills
Cost Initial
Skill Ability Notes Source
(CP) Value
10 - INT/REA SP&M
p.25
Enhanced Casting
Level
3 7 DEX/AIM SP&M
p.54
Prestidigitation
3 6 INT/REA SP&M
Research p.54
Weapon Proficiency Note: This allows the character a proficiency in the Dagger, Staff, Dart, Knife, or Sling.
Use of Magic Items Note: This allows the character to use any magic items only usable by wizards - staves, wands,
etc. All characters with the Wizardry skill tree can use wizard scrolls.
Wizard Limitations:
Wizards may suffer certain limitations in their casting abilities. These restrictions are worth bonus CP.
Table 15 - Wizard Limitations
5 SP&M p.26
Difficult Memorization
10 SP&M p.26
Hazardous Spells
7 SP&M p.26
Reduced Spell Knowledge
5+ SP&M p.26
Supernatural Constraint
Talisman 8 SP&M p.27
Cleric Spells:
All clerical spells may be cast in any armor. Characters are free to purchase or not purchase any of the spell spheres
their deity grants. Greater sphere access (levels 4-7) always carries the prerequisite of lesser sphere access (levels
1-3) in the same sphere, hence the reversed CP costs from the table on S&P p.57.
Table 16 - Holy Order Spell Sphere Access Costs
All 5 3 Healing 10 5
8 5 Numbers 10 5
Chaos
10 5 Summoning 10 5
Creation
5 2 Time 10 5
Air
5 2 Wards 10 5
Water
Guardian 5 3 Weather 10 5
Spell Rank:
In this system, characters do NOT automatically get more spells as they increase in level. Each rank on the priest
spell progression table (Table 34, S&P p.56) costs 5 CP. Caster level is equal to the character's rank on the spell
table, NOT the character's actual level. Characters' spell rank can not exceed their level by more than 2.
If you are using a spell point system (Channeling, Ritual Prayer, Conditional Magic, Druidical Magic) from Spells
& Magic, then instead of the fixed spells per level on Table 17 below, use the corresponding rows in Table 26,
SP&M p.92. Optionally you can set up these alternate spellcasting methods as their own separate skill trees.
Table 17 - Holy Order Spell Rank
1 1 - - - - - - 5
2 1 - - - - - 5 Rank 2
3**
3 3 1 - - - - 5 Rank 4,
5 Level 3+
etc…
This list contains some sample powers that a deity might grant directly to his or her followers. Some priesthood
somewhere might grant almost any conceivable skill or power. It is up to the DM to decide the CP cost of any
specific powers a deity may grant. As a general rule, powers duplicating at most a first-level spell usable a limited
number of times in a given time period should be lesser granted powers. Powers granting first-level spells
continually or second-level spells usable a limited number of times in a given time period should be greater granted
powers, and powers granting heftier magics should be major granted powers (or beyond). Many of the granted
powers from Faiths & Avatars will come with such high costs. Spell-like granted powers can also use the formula
for CP costs given on p.39 of Spells & Magic. Note that unlike Skills & Powers, you cannot reduce CP costs by
deferring powers to a higher level - you can just wait to buy them until then.
Table 18 - Lesser Granted Powers
5 SP&M p.39
Expert Healer
5 SP&M p.39
Fire/Heat Resistance
5 SP&M p.39
Purify Water
Resist Energy Drain 5 SP&M p.39
10 SP&M p.39
Detect Undead
10 SP&M p.39
Immunity to Disease
10 SP&M p.39
Spell Duration Increase (one
sphere)
Cost Initial
Skill Ability Notes Source
(CP) Value
3 8 CHA/APP SP&M
p.59
Alms
10 - WIS/INT New
Use of clerical magic
items
Weapon Proficiency Notes: This is proficiency in one of the deity's signature weapons only - the trident for
followers of Trithereon, for example, or the hammer for the followers of Thor. Many deities have no signature
weapon.
Holy Weapons Notes: This is the ability to use a paladin's holy sword or similar device to its fullest extent.
Faith-Related Proficiency Notes: Some faiths make intensive use of certain everyday skills. Certain faiths may
allow characters to purchase skills from other skill trees at the usual skill cost without paying the initial cost for
the other skill tree. For example, priests of a god of scribes might be able to purchase the bookbinding proficiency
for its usual skill cost without having to pay the cost for its skill tree.
Vows/Restrictions:
Holy orders may have various restrictions or vows required of their members to participate in their religion. These
restrictions are worth bonus CP. Vows should be chosen by the DM, like powers, and placed into holy order
"bundles."
Table 22 - Holy Order Limitations
5
Difficult Spell Acquisition SP&M p.40
5 SP&M p.41
Limited Spell Selection
8 SP&M p.41
Talisman/Symbol
Taboo Notes: Taboos are minor codes of behavior or conduct that the character must follow, like saying a long
prayer every time the character crosses a bridge or being required to eat facing west.
Ceremony Notes: Ceremonies are rituals that must be performed daily, or else loss of spells or other problems may
result. Examples are a nightly atonement, or daily sacrifice, or other event.
Vow Notes: A vow is a serious behavioral limitation required of the devout follower. Vows of poverty, chastity, and
obedience are all examples. A priest could be compelled to never deliberately harm anyone, or to give help and
healing to anyone in need.
•
Holy Order Example 1: Analysis (identify a disease or poison) for 10
CP
The Holy Healers of Tungsten, God of Health and •
Fitness. Detect Undead for 10 CP
This order of followers of Tungsten values healing •
and health above all else. Their followers may not be Heal spell once per day for 20 CP
evil or chaotic in alignment. Tungsten grants lesser
access to the spheres of Guardian, Summoning,
Combat, and Creation. He grants greater access to the
Holy Healers tend to spend lots of character points on
All, Healing, Necromantic, and Protection spheres.
the Tungsten spell spheres as well.
Healers of Tungsten are allowed to take the Healing
The order's bundle of powers and restrictions is as
and Herbalism faith-related proficiencies at their
follows:
listed cost, and in fact are required to as part of their
training.
The order also has the following granted powers Power CP
available later in life, obtained by paying the CP cost Cost
at a later date:
Immunity to Poison 10 The Knights have the option of gaining the
"Immunity to Poison" and "Turn Undead" powers
their Healer brethren have for 10 CPs apiece at a later
28 date. They can also later take a vow of complete
Total Bundle Cost obedience to their order for 5 bonus CPs.
The order's members also usually purchase lots of
skills from the Melee Combat tree. They usually buy
fewer spells, or at least defer purchasing them until
later in life.
Holy Order Example 2: The order's bundles of powers and restrictions is as
follows:
The Brotherhood of the Knights of the Hospital of
Tungsten.
Power CP
These warrior-knights of Tungsten are required to Cost
take the Endurance proficiency, as they value
physical fitness above all. They have access to all the
spell spheres Tungsten can grant, but will have less
Detect Evil 10
character points to spend on them after getting more
fighter-oriented abilities as well. Their spellcasting is
not per se inferior or delayed to higher levels than the
Total Bundle Cost 28
priests' - it is all a matter of where and when they
choose to spend their character points.
Shamanism Skill Tree - Initial cost 10
A shaman is a character that gains magical powers by communing with the spirits, as described in Spells & Magic
pp.34-38. The shaman purchases spell ranks on Table 5, SP&M p.36 just as Wizards and those in Holy Orders
purchase spell ranks.
Table 23 - Shaman Skills
Cost Initial
Skill Ability Notes Source
(CP) Value
2 - - 5 Rank 2
3**
2 1 - 5 Rank 4, Level 3+
5
etc…
Cost Initial
Skill Ability Notes Source
(CP) Value
Cost Initial
Skill Ability Notes Source
(CP) Value
Leadership (Morale)
Cost Initial
Skill Ability Notes Source
(CP) Value
Ranger Skill Notes: All thief-like ranger skills (Climbing, Find/Remove Traps, Move Silently, Hide in Natural
Surroundings, Sneak Attack) begin at the base chance for the corresponding thief skill (Table 27, S&P p.53)
including race and DEX adjustments (Tables 28 and 29, S&P p.53). Additional points may be bought to add to
them at the rate of 5 percentile points per 2 CP. 50 points (20 CP) maximum may be spent at the beginning by any
character, 75 points maximum (30 CP) if this is the character’s primary skill tree.
Cost Initial
Skill Ability Notes Source
(CP) Value
Musical Instrument
Reading/Writing
Sound Resistance
Cost Initial
Skill Ability Notes Source
(CP) Value
3 7 INT/REA SP&M
p.61
Law
Reading/Writing
Cost Initial
Skill Ability Notes Source
(CP) Value
Ancient Languages
Reading/Writing
Cost Initial
Skill Ability Notes Source
(CP) Value
4 6 CHA/LDR SP&M
p.53
Hypnotism
3 6 INT/KNO SP&M
Undead Lore p.61
Cost Initial
Skill Ability Notes Source
(CP) Value
Cost Initial
Skill Ability Notes Source
(CP) Value
Agriculture 3 7 INT/KNO S&P p.94
Endurance
Cost Initial
Skill Ability Notes Source
(CP) Value
Gem Cutting
2 8 INT/KNO SP&M
p.54
Papermaking
Cost Initial
Skill Ability Notes Source
(CP) Value
Other optional skill trees (like a Psionics skill tree) may be added at any time, as it becomes appropriate in the
campaign.
Note that rules for followers are not detailed in this system. If a character grows in power and through gameplay
recruits some troops or minons, then he or she can have followers. They are not a skill to be purchased with
character points.
Standard Character Generation Example
This method can be used to create characters mimicking the “standard” classes from the AD&D 2nd edition PHB.
Of course, you are encouraged to create custom characters, but here you can see how to make basic characters
using this system.
1.
Generic Warrior Again, we roll up scores and assume a standard human.
We purchase the Wizard entries from the Required Tree
and pay the initial cost for the Wizardry tree. We get a
After rolling the warrior's ability scores, we choose race -
weapon proficiency with the staff, and then can only
in this case we’ll assume a human with no special
afford spell school access to the universal school and 5
abilities. In these examples we won't take into account
others. We purchase the first rank of spellcasting power,
any Prime Requisite cost reductions or bonus CP for INT.
and then the Sagecraft secondary tree and two sage
Then, we buy the Required Tree skills for a warrior.
proficiencies (Astronomy and Reading/Writing, which
Buying into the Melee Combat primary tree and getting
cost double since they're from a secondary tree) which
four weapon proficiencies is standard for a fighter. Then,
leaves us two points we use to improve our Astronomy
some "nonweapon proficiencies" - the warrior buys the
rating.
Athletics skill tree as a second primary tree, and then
purchases Endurance, Running, Throwing, and
Swimming. The fighter spends his last points on the Skill CP
Riding skill from the General skill tree. Cost
Skill CP
Cost Wizard THAC0 10
200
Total Cost
2.
Generic Rogue
Skill CP
Skill CP Cost
Cost
Priest THAC0 30
Rogue THAC0 20
200
200
Total Cost Total Cost
2.
As you can see, 200 character points don't go a long way
Generic Cleric
in this system. These characters are starting with a little
less in the way of abilities than they would under core
We roll up another human, and purchase the usual Priest AD&D 2nd Edition rules, with some skimping on weapon
Required Tree items and the Holy Orders primary tree and nonweapon proficiencies.
(10 CP). The deity we choose allows our character 8
spheres for lesser access, we choose 5 of them. This deity
allows the use of blunt weapons - we choose the mace.
After buying the first spell rank, we decide our
.
Custom Character Generation Example
Reconciling Classes
somewhere.
So, you’ve decided to use this system for you next Skills Don’t lose heart - here are some conversion rules.
& Powers campaign. Then you start thinking about all Levels are the same as levels ever were - so if a spell or
those spells and magic items and obscure rules that item or ability affects a character, use their overall level
specify characters’ classes in their description to calculate its effects. Some level-related abilities, like
spell casting level, are handled explicitly by these rules. If a character has another tree as their primary (e.g. Joe
If a character has a primary tree of Combat (Melee, the Sailor) then count them as none, or make a DM fiat to
Missile, or Unarmed), treat them as a warrior. If their whichever class the character most resembles. You
primary tree is Holiness, treat them as a priest. Stealth is should be asking yourself, however, do these class-
for rogues and Wizardry is for wizards (Psionics, for specific effects make any sense? What is the spell, effect,
psionicists…). For the purpose of maximum classes for or rule trying to get at? If the intent is, for example, that
demihumans, you may want to collapse relevant classes spellcasters are resistant to a specific spell, treat anyone
(Druid into Priest, Bard into Rogue) and take the more with spellcasting ability as resistant. Use common sense,
generous of the two limits. and be generous but fair in your interpretation.
NPC Advancement
Leveled NPCs advance as they gain experience, using the same rules that PCs do. There is no set formula for this
advancement - assume that NPCs who are as active as your PCs gain experience at approximately the same rate as
the PCs. More sedentary NPCs will gain at a lesser rate, and perhaps never progress past low- to mid- levels in
their entire lives.
Even Level 0 NPCs, however, should be expected to advance somewhat in their skills over time. This advancement
is slow, but will provide a realistic level of improvement for level 0 NPCs that PCs interact with over long periods
of time.
Level 0 NPCs should gain 1 CP every 1-2 years. This is only an average - some will learn more quickly, especially
younger NPCs, and should gain a couple CP a year. Some will learn more slowly and improve little if at all ("I was
here at this inn a decade ago, and your cooking still stinks!"). Training, local events, and even interaction with PCs
can do much to accelerate this rate. Remember that this kind of skill progression should not rival that which actual
leveled PCs or NPCs experience.