LITTLE RULINGS
A LOT OF LITTLE COMMENTS ON RULES

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Over the years I have forgotten more rules about particular games than I currently remember and have at my finger tips, and being who I am, I've changed, altered, or adapted quite a few of them for various reasons too numerous to go into to. Unfortunately, I never kept an on-going record of these changes anywhere but in my head, and even then they are only dredged up when the rule once again becomes applicable in a game situation in which I currently find myself. Thus, it is more or less impossible for me to compile a complete list of these rule changes or commentaries without going through the rules in a point by point manner, and I have little desire to do that.

I do however think it would be wise to start such a list now and add to it as time goes on and these situations keep cropping up. This means, of course, that the list below will start out being exceedingly small and only gradually grow over time. But, if I don't start the list now, years from now I will again regret not having taken the time to do so when I had the chance.

Most of the things I comment on below are brief and far too small to warrant their own article. A paragraph or two and I've said it all. My challenge, then, is to just keep such a list current, alphabetized, and navigable so it may be of use to someone.

My true wish, however, is that if someone had an AD&D or roleplaying game question that they would liked addressed here, that they would write to me, ask me, and let me convey my game wisdom to them in this format. So if you do, wonderful. Follow the link below to send me a question.

Email Jim Your Comments (Send Praise, Critique, Complaints, Suggestions, Ideas, or Submissions).

Since I plan on adding to this list periodically, I will keep the last update and revision date posted next to the link that brings one here. Thus, if this page interests you, you can see when it was last updated and may choose to revisit it when you notice an update.

RULE TIDBITS

JUST SOME BRIEF NOTES ON LOTS OF LITTLE THINGS

Armor (mages wearing it): I feel the game balance of restricting mages from wearing ANY armor is a bit harsh. There may be some reason to restrict them from metal armors, if you wish, and some of mine may be found in my article on THE EIGHT KINDS OF MAGIC, but I think mages should be allowed to wear padded or leather armor IF they are willing to add a few segments to the casting times of their spells. Thus, it is a trade off. The intelligent mage will NOT try to make a habit of fighting in the front lines anyway, and the added protection may help them survive their first few levels, so leave it up to them. If they choose to wear the many pocketed robes and cloaks with many folds for quick access to material components, no penalty need be given to their casting times, but if they wish the added protection and are willing to cast their spells late in the round, let them. NOTE: If you do let them wear armor, be sure to have no penalty for spells that have verbal components only.

Bend Bars/Lift Grates: Too many people assume that every character in the party could try, in turn, their BB/LG roll until, perhaps, one succeeds. I think the DM should bear in mind that if the first rolls fails, this is an indication that characters with a lower BB/LG roll will have already been shown they are NOT strong enough for this particular sets of bars or this particular grate. Thus, only someone with a higher ability would have a chance after the initial failure. Furthermore, if the DM rules more than one character may get around the object in question and get hold of it, they should take the highest roll, add 1/2 the next highest, 1/4 the next highest, 1/8th the next highest, etc., until all around the bars or grate are ready. Then this "combined roll" should be rolled once. Failure means that's it for all of them until someone whose BB/LG roll is even higher than that total comes along or other means are employed (such as a knock spell, levers, or pulleys, etc.).

Called Shots (Aimed Shots): Normally, the AD&D system is too simplified to make use of aimed shots, but the DM may allow it to a certain extent. For a penalty of -4 to hit and +1 to one's initiative roll, one may call for an aimed shot before the initiative roll. If it misses, it misses, but if it hits, the DM can rule it may do what the character hoped it would do (like knock a beaker out of a villain's hands) or he may simply let it do more damage (max damage, or perhaps twice normal damage (though they shouldn't double any bonuses, but only double the base damage)). Naturally, this is one way to take advantage of creatures that have obvious differences in their ACs from one part of their body to the next. It is still unlikely you will be able to blind an opponent, shoot them through the eye into their brain or through their heart causing instant death, take out a leg to keep them from running away, or similar things. Finally, if they need a 20 just to hit a target already, the -4 penalty is nothing (since they still need a 20) and they should NOT be allowed to call for aimed shots at all if the -4 penalty has no real effect on their attack roll.

Death's Door: It is believed that one's constitution should be a factor in determining when one will die, as far as hit points are concerned. Some say this is already taken care of by giving them hit point bonuses for their hit dice, but I've always felt a little more wouldn't hurt, and it helps keep the DM from accidentally killing PCs. True, death is and should be possible, but it needn't be a regular thing either. Thus, death occurs when a character (PC or NPC) reaches one point beyond their negative constitution score. For example, if your character's constitution was 15, they would be unconscious at zero hit points (and probably bleed for one point/round until they received aid), but death would occur when they reached -16 hit points.

Defensive Stance: I have allowed my players to have their characters forgo their attack rolls in exchange for concentrating on their defense and thus improving their AC. For each attack with a PRIMARY WEAPON they forgo, they may subtract 2 from their AC for that round. Thus, if a character has 2 attacks with their primary weapon, they may use one attack and forgo the other, thus going from AC 4 to AC 2 for that entire round. Or, they may forgo both attacks and go from an AC of 4 to an AC of 0 for that round. A player must make this decision BEFORE the initiative roll.

Dexterity Reaction Adjustment: The bonus to one's initiative roll from high dexterity may be realistic, but as DM I find it too hard to roll up dexterity for all my NPCs. Thus, it is assumed they are in the field due to decent stats and, on the whole, a PC's DEX bonus and the NPC's DEX bonus to their initiative rolls will cancel each other out, so I do not use them UNLESS I have reason to believe the NPC's or PC's DEX is really, really low or really, really high while their opponent's is not. It all evens out in the end and saves a great deal of time. Your players whose characters have exceptional dexterity may not like it, but assure them they can have their bonuses in all situations when the stats on both sides are well known (as in PC vs. PC if that happens). Otherwise, get over it. They still got their weapon and armor class adjustments.

Doors: With a roll handy to open doors there is a tendency for think one may always have to roll such a thing every time one came to a new, untried door. The truth is most doors (unless disused, in damp dungeons, locked, or otherwise with good reason to think differently) are easily opened, and a character need not roll to open such a door. This is especially true if the doors are being used (such as in a dungeon where creatures normally use these doors). However, swelling due to moisture, a poorly hung door, a faulty latch, a bad hinge, or a variety of other things may make the first attempt fail (perhaps alerting creatures on the other side). In these circumstances, the second roll needn't be made as the first roll revealed the door's problem. Yet, a few doors will still require simple brute force, and subsequent rolls may be required after all. If the door is locked, naturally, this is another matter entirely.

Firing Into Melee: Unless it is assumed a character has no control, firing into melee should be better than just a random shot in the dark (unless they do not even have simple proficiency in that weapon). Thus, I just let them do it and if it hits the target's AC, then it hits. But if it misses the target's AC, then it may hit something else. It is at this time that the DM counts the number of targets (excluding the one already missed) and then randomly determines the new target. The firing character rolls again, and if it hits the new target's AC, then so be it. If it misses even that, then the missile weapon harmlessly passed through the group, hitting nothing in particular.

Infections: True, there may be a lot of reason's why the DM will infect a character with a germ, bug, or disease, but in general, I do not do this randomly. I think the PCs are on top of it and with magic (cure light, cure disease, etc.) and good constitutions, they can generally stave off random infections (perhaps even the common cold). Thus, unless the DM has a story line reason why they wish to visit sickness upon a PC, I'd just avoid it. Otherwise be prepared to explain why highly experienced people with those resources let an infection slip by unnoticed to the point where it becomes serious.

Infravision: Many have suggested they can do extraordinary things with Infravision when they ASSUME it is as good as modern technological infrared scopes and the like. If it were, they would indeed have fantastic powers, as even footprints carry heat signatures for quite some time. However, I find it best to rule that infravision simply isn't that good. Remember, infravision is easy to spoil with even a little light around (a torch, continual light rock, camp fire, etc., are all right out if they wish to use infravision, and not just in the direction of those bright items, but while in the effective radius of their illumination). Thus, if a torch's light extends 30 feet, even at the 30 foot mark a character with infravision looking into the night and away from the torch could still NOT use their infravision. At 31 feet, they could. Also, keep in mind many creatures are cold-blooded. Though infravision is a handy thing to have, it is very limited in utility, especially while in some group where others rely on light in the visible spectrum. I imagine that ultravision would follow similar guidelines, but this has never come up in any of my games.

I have recently written an entire article on infravision:

The Wonders Of Infravision (How Infravision May Work. A Better Approach.)

Intercepting An Attack: If a character wishes and they are close enough (less than 1/4 of their movement rate away), instead of attacking that round they may choose to intercept an incoming blow meant for another character. They must make this decision before the DM rolls that particular attack roll and before they roll their own attack roll for that round, but if they choose to do this, then they WILL automatically be hit and take the incoming damage, but this will spare the intended victim for that round. If the attacker has multiple attacks, they cannot get to the protected character that round and though they may continue to attack the interposing character, they will have to roll to hit as normal for all subsequent attacks.

Magic Armor: Since I found the 'full weight but zero encumbrance' rule to be unrealistic, I simply changed it to this: each +1 on the armor makes the item weigh about 20% less than it normally would. This would mean that top of the line stuff (around +5) should weigh nearly nothing. Naturally, as most things in life are really exponentially harder to achieve rather than linearly (going from +2 to +3 is a lot easier than going from +3 to +4, for example, even though each is an increase of +1), weight really drops off a bit differently than a straight linear 20% for each +1, so even +5 armor weighs something. I suggest one multiply the normal weight by 0.8 for each plus. Thus, +3 plate mail, for example, which normally weighs 50 pounds, would weigh 50X.8X.8X.8 = 25.6 pounds. +4 would weigh 20.48, and +5 would weigh 16.38 pounds. The magic still dampens blows with a sort of inertial quality, but the lightness and flexibility, etc. are all PART of the justification of the increase in its armor class rating. Suffice it to say, as a first approximation, 20% less weight than normal for each +1 is a better, more realistic rule.

Magic Items: Most magic items endure normal weathering through magic. Thus, armor and weapons do not typically rust (except by certain creatures), colors do not tend to fade, clothing does not typically fray, and similar low maintenance concerns for such items may be ignored, even to the point of having magic blades considered essentially self-sharpening (within reason).

Money: (Living Expenses) Living expenses are always present (not to mention the cost of upkeep for horses, dogs, or other animals). True, a DM may insist their players keep track of every copper piece, but I find that tedious and unnecessary. I think a better way to handle it is to have, on their character sheets, annual incomes: and annual expenses: That way one need only figure out the average yearly expenses or incomes for a variety of things, itemize them if you wish (and I think you should), subtract or add them at the beginning of the year (setting aside the required money for that year), and then need only keep track of unusual expenses. This stream lines a lot of money matters and I believe helps the game move forward smoothly. It does, however, work better with characters who have enough cash to spend for such mundane things, but in a game where they may be living hand to mouth or by the pay check, so to speak, they will have to continue to pay as they go.

Skill & Powers: I tend to dislike the mini maxing that goes on under the expanded rules in the Skills & Powers book. However, I like the extra realism it can offer, and if you and your DM have the time, you should look into it. For example of what I mean, take statistic scores, each statistic score being an average of two sub-statistic scores. Unfortunately, with mini maxing, many players just pick the numbers they want to give their characters maximum advantages for minimum effort. Thus, if they are used at all, I think these sub-statistics should be determined randomly and not left up to the player to choose them.

Switching Character Classes: I think AD&D assumes some considerable time is invested in learning the basic skills to be 1st level of any character class. (I think many a youngster spend their apprenticeship between the ages of 8 to 18 to accomplish all they must, in fact, though a later start, say around 12 or 14, may produce similar results). Thus, if in mid game a character wishes to change classes, normally one must either expect them to take a few years of game time out to do this, OR they must assume this character had previous experience along these lines. The latter is the only realistic way to keep the game moving without excluding the character, so the most realistic way to do this is to make the character's starting age much higher. Naturally, if a player has the foresight to do this before they started playing the character, that would be better, and their character probably started at age 24 or so. But if not, hopefully it can be assumed they were just older than they looked. For example, he may have been a warrior at 18 years old. Switching to a priest class might normally take years. 1st edition even indicated a difference in starting ages for classes, but 2nd edition doesn't, so it's up to the DM how many years they may wish to tack on or if they wish make one class take more time than another. I would think one or two years, at the minimum, and certain classes (priest, mage, monk, bard, etc.) may take half a dozen or more. In this case, then, one may simply assume the character wasn't 18 to begin with but actually was 24, a warrior who had nearly completed all their priest training, and when they do make the switch, only a month or two may be needed to complete their training in their new class.

Thrown Weapons: Some DMs may not like it when a player of a warrior of exceptional strength tries to take advantage of the game rule that gives full strength bonuses to damage for thrown weapons when they use darts or throwing stars or similar weapons with more than two missiles per round. After all, it is assumed they can throw these weapons (like darts) at that rate because they are small, light, and quick, so they really don't have the time to put their full muscle into it, the weapon is really not heavy enough to convey maximum strength bonuses to damage, and chucking any small weapon with that force should normally cause one to have penalties to hit. In my opinion, trying to use darts with exceptional strength bonuses to hit and damage is just a form of mini maxing and should be discouraged. The best way, I find, is to rule darts or throwing stars or any weapon whose rate is more than 2/round either is too light to impart more than half their normal bonuses to damage (round down), or rule that they will be at -1 to hit for each +1 bonus to damage they decide to use, but let the character choose how they wish to do this. For example, at a strength of 18/94 they have a +2 to hit and +5 to damage bonus (+2/+5). If they use the first rule and go with half damage, they would be at +2/+2 for smaller weapons. If they use the other rule, they may choose to be at -3/+5, -2/+4, -1/+3, +0/+2, +1/+1, or +2/+0 for lighter weapons like darts, but they must choose this before each roll. This is not so bad as it should be assumed they will stick with one set of numbers in most circumstances and will only use other numbers when they inform the DM of this beforehand.

Final Comments

Well, there you have it. Just a few rules that have come up recently. If you think I need to revisit some of them, please write and let me know what you think. If you want to know what an experienced DM of 20 years thinks about a rule not covered above, also write and ask me. I'll answer your question via email AND probably include my thoughts on the matter on this page. I'm sure I have made dozens and dozens of additional little rulings over the years, but they escape me at the moment. I will, however, continue to add to this list as they continue to come up. Thank you.

Email Jim Your Comments (Send Praise, Critique, Complaints, Suggestions, Ideas, or Submissions).

© January of 2000
by
James L.R. Beach
Waterville, MN 56096