02 - Dungeon Master Guide Revised.pdf

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TM
TM
D
UNGEON
M
ASTER
Guide
for the AD&D
Game.
Foreword to the 2nd Edition
A foreword is normally the place where the author of a
book expresses thanks and gratitude. I’m not going to do that
here. It’s not that everyone involved doesn’t deserve congrat-
ulations and praise, it’s just that I already said all those things
in the foreword to the AD&D
Player’s Handbook
®
. Everything
I said there is true for this book, too. On to other things.
Let’s assume that since you’re reading this, your are, or plan
to be, a Dungeon Master. By now, you should be familiar with
the rules in the
Player’s Handbook.
You’ve probably already
noticed things you like or things you would have done differ-
ently. If you have, congratulations. You’ve got the spirit every
Dungeon Master needs. As you go through this rule book, I
encourage you to continue to make these choices.
Choice is what the AD&D game is all about. We’ve tried to
offer you what we think are the best choices for your AD&D
campaign, but each of us has different likes and dislikes. The
game that I enjoy may be quite different from your own cam-
paign. But it is not for me to say what is right or wrong for your
game. True, I and everyone working on the AD&D game have
had to make fundamental decisions, but we’ve tried to avoid
being dogmatic and inflexible. The AD&D game is yours, it’s
mine, it’s every player’s game.
So is there an “official” AD&D game? Yes, but only when
there needs to be. Although I don’t have a crystal ball, it’s
likely that tournaments and other official events will use all of
the core rules in these books. Optional rules may or may not
be used, but it’s fair to say that all players need to know about
them even if they don’t have them memorized.
The
Player’s Handbook
and the
D
M
Guide
give you what you’re expected to know, but that doesn’t mean
the game begins and ends there. Your game will go in directions
not yet explored and your players will try things others think
strange. Sometimes these strange things will work; sometimes
they won’t. Just accept this, be ready for it, and enjoy it.
Take the time to have fun with the AD&D rules. Add, cre-
ate, expand, and extrapolate. Don’t just let the game sit there,
and don’t become a rules lawyer worrying about each piddly
little detail. If you can’t figure out the answer, MAKE IT UP!
And whatever you do, don’t fall into the trap of believing
these rules are complete. They are not. You cannot sit back
and let the rule book do everything for you. Take the time and
effort to become not just a good DM, but a brilliant one.
At conventions, in letters, and over the phone I’m often
asked for the instant answer to a fine point of the game rules.
More often than not, I come back with a question—what do you
feel is right? And the people asking the questions discover that
not only can they create an answer, but that their answer is as
good as anyone else’s. The rules are only guidelines.
At the beginning of the first
D
M
Guide,
Gary
Gygax stressed that each of us, working from a common
base, would make the AD&D game grow in a variety of differ-
ent directions. That is more true today than ever. Don’t be
afraid of experimentation, but do be careful. As a Dungeon
Master, you have great power, and “with great power comes
great responsibility.” Use it wisely.
David “Zeb” Cook
2/9/89
Credits
2nd Edition Designer:
David “Zeb” Cook
Playtest Coordination:
Jon Pickens
Editing:
Warren Spector, Jean Rabe, Steven Schend
Proofreading:
Typesetting:
Nancy J. Kerkstra
Graphic Design:
Art Coordination:
Peggy Cooper
Cover Illustration:
Interior Illustration:
Ned Dameron, Laura Lakey, Les Dorscheid,
Jeff Easley, Dana Knutson Roger Loveless, David O. Miller, Alan Pollack, Robh Ruppel
Development:
Hundreds of players assisted us in playtesting the AD&D 2nd Edition game. Their efforts were invaluable in improving the manuscript. The list
that follows is not complete, but we would like to thank Mike Abraham, Jeff Albanese, Roger Anderson, Susan Anderson, Walter Bass, Scott Beck,
Doug Behringer, John Bennie, Andrew Bethke, Don Bingle, Linda Bingle, Aaron Boaz, Teresa Boaz, Ray Booth, Rick Brewer, Jeff Broemmel, Dan
Brown, Frank Cabanas, Bill Ciers, Robert Corn, Dennis Couch, Bill Curtis, Scott Daily, Phillip Dear, Frank and Terri Disarro, Errol Farstad, John Fitz-
patrick, Bill Flatt, Cheryl Frech, Dewey Frech, John Gamble, Vince Garcia, Kyra Glass, John Goff, Peter Gregory, Greg Handleton, David Hansom,
Gordon Holcomb, Rob Huebner, Ed Issac, Larry Johnson, Reynold C. Jones, Jeff Kelly, Jeff King, Jim Kirkley, Peter Kokinder, Dan Kramarsky, Ed
Kramer, Paul Krausnick, Jon Kugath, Michael Lach, Todd Laing, Len Lakofka, Randall Lemon, David Machim, Jeff Martin, Theron Martin, Scott Mayo,
Milton McGorril, Kevin Melka, John Mendez, Bill Mercer, Frank and Mary Meyer, Neal Meyer, Mark Middleton, Jim Milam, Frank Miller, Jim Moeller,
Mike Mullen, Lance Murphy, Scott Needham, Stance Nixon, Kevin Norton, Steve Null, Ray Ouellette, Rembert Parker, Nathan Patronksy, Ed Peter-
son, Keith Polster, Bruce Rabe, Norm Ritchie, Kip Romaine, Tim Royapa, Marc Rush, Michael Ruzza, Paul Schmidt, Eugene Schumaker, Mark
Schumaker, Greg Schwarz, Michael Simpson, Warren Snider, Michael J. Somers, Hal St. Clair, Jeff Stevens, Justin Stevens, Paul Stevens, Dorence
Stovall, Brad Stump, Lourdes Sullivan, Ellen Terra, John Terra, Mark TeTai, William Tracy, Jay Tummelson, Robert Unglaub, Carl Van Devendeer,
Steven Vaughn-Nichols, Virginia Vaughn-Nichols, Bryan Villareal, Mark Wallace, Mike Wahl, Peter Walker, Doris Wells, Kevin Wells, Colleen Wetzel,
Dave Wetzel, Josh Whitmer, Jett Wherry, Skip Williams, James Williams, Peter Zinda, and the following groups: DragonCon Gaming Staff, Elflords
of Eriador, Excalibre Gamers Association, Games Unlimited, and MACE.
Finally, credit must also be shared with anyone who has ever asked a question, offered a suggestion, written an article, or made a comment
about the AD&D game.
This is a derivative work based on the original A
D
&D
Players Handbook
and the
D
M
Guide
by Gary
Gygax and
Unearthed Arcana™
and other materials by Gary Gygax and others.
© 1989, 1995, 2013 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707 USA. Manufactured by: Hasbro SA, Rue Emile-Boéchat 31, 2800 Delemont, CH. Represented by:
Hasbro Europe, 2 Roundwood Ave, Stockley Park, Uxbridge, Middlesex, UB11 1AZ UK. Please retain for future reference. Advanced DUNGEONS & DRAGONS, AD&D, Wizards of the
Coast, their respective logos, Player's Handbook, and all other Wizards titles are trademarks of Wizards of the Coast LLC in the USA and other countries. All Wizards characters, character
names, and the distinctive likenesses thereof are property of Wizards of the Coast LLC.
ISBN: 978-0-7869-6447-5
620A3576000001EN
.
First Printing, May 2013. Original Publication April 1995.
PRINTED IN THE USA
10 9 8 7 6 5 4 3 2
13 14 15 16 17 18
2
Foreword
One of the toughest challenges facing a DM (and I can only assume that everyone
reading this either is, or wants to be, a DM) is keeping his game sessions fresh
and exciting.
Those of us who produce new material for the AD&D game as a whole have a
more or less similar task, although on a larger scale. We are constantly searching
for ways to make adventures and game accessories unique, or at least original and
distinctive. Like Sir Isaac Newton, we’ve learned from experience that when faced
with multiple choices, the simplest alternative is often the best.
Hence the book you hold in your hands.
After six years, it was time for the
Player’s Handbook
and
D
M
Guide,
the two most important AD&D rule books, to get freshened up. What could
be better and simpler than a new coat of paint? Products that we publish today
don’t look like products we published in 1989, or even in 1993. We haven’t
changed the game in any substantial way (aside from the usual clarifications and
corrections that go along with any reprint). But we have let these books catch up
to our new standards. They’re larger, more colorful, and more readable, all with an
eye toward making your DMing job easier.
Bringing this project together rekindled a lot of memories. In particular, one day
from 1987 stands out in my mind. I remember it vividly because it was the day
when Dave Cook and I drew up the very first outline and schedule for the 2nd
Edition of the A
D
&D
game. What needed to be done,
and how it should be done, looked clear and simple on our neat, four-page report.
In fact, that massive undertaking occupied almost two years of our lives, and I’ve
spent most of my time since then caring for the AD&D game.
That’s a job that we enjoy, or we wouldn’t be doing it. Most of us feel that we
have a stake, to one extent or another, in every AD&D campaign out there. When
you and your players get together, the months (often years) of designing, discuss-
ing, playtesting, redesigning, arguing, editing, sketching, and head scratching dis-
appear into the background. But no matter whether you play by the books or with
a binder full of home rules, we’re all in this together, united by the common
thread of the AD&D game.
Steve Winter
February 6, 1995
Table of Contents
Introduction
............................................ 8
A Word About Organization .............. 9
The Fine Art of Being a DM .............. 9
Chapter 1: Player Character Ability
Scores ........................... 10
Giving Players What They Want.... 10
Choosing a Character
Creation Method ............................. 11
Method I (3d6, in order) ......... 11
Method II (3d6 twice) .............. 11
Method III
(3d6, rearranged)..................... 11
Method IV
(3d6 twice, arranged) ............. 13
Method V
(4d6, drop lowest) .................. 13
Method VI ...................................... 14
Super Characters ............................... 14
Identifying Too-Powerful
Characters........................................ 14
Dealing with Too-Powerful.......... 14
Characters
Hopeless Characters ........................ 15
Dealing with Hopeless
Characters ................................... 15
Dealing with Dissatisfied
Players .......................................... 16
Wishes and Ability Scores............... 16
Players with Multiple
Characters .......................................... 16
Multiple Character Problems .. 17
Character Background ..................... 17
Letting Players Do the Work.... 17
Problem Backgrounds ............... 18
Background ................................... 18
Character Classes in Your
Campaign............................................30
High-Level Characters ...................... 30
Defining “High Level” ................ 31
Changing Campaign Styles...... 31
Above 20th Level........................ 31
Beginning Character Levels ........... 32
Mixing New and Old
Characters ................................... 32
Pre-Rolled Characters ................ 32
Creating a New Character
Class ....................................................
32
Chapter 4: Alignment .................... 36
Player Character Alignment ........... 36
Role-Playing Alignment ............. 37
NPC Alignment................................... 37
The Limits of NPC Alignment ... 37
Society Alignment ............................. 37
Using Area Alignments .............. 37
Varying Social Alignment .......... 38
Alignment of Religions .............. 38
Alignment of Magical Items ........... 38
Magical Alignment Changes.... 39
Alignment as a World View ............ 39
Alignments in Conflict ............... 39
Never-ending Conflict................ 40
Alignment as a Tool .......................... 40
Detecting Alignment......................... 40
Asking .............................................. 40
Casting a Spell.............................. 41
Class Abilities ................................ 41
Keeping Players in the Dark .... 41
Changing Alignment ......................... 41
Deliberate Change...................... 41
Unconscious Change................. 41
Involuntary Change .................... 41
Charting the Changes ................ 41
Effects of Changing Alignment ..... 42
Draining the Coffers ......................... 52
Expanding the Equipment Lists
Altering Prices
Equipment by Time Period
The Ancient World ...................... 53
The Dark Ages .............................. 53
The Middle Ages ......................... 53
The Renaissance ......................... 53
Adjusting Equipment Lists ....... 53
Quality of Equipment ....................... 54
Lock Quality................................... 54
Horse Quality................................ 54
Horse Traits ................................... 54
Risks of Horse Buying................ 55
Weapon Quality ........................... 55
Ornamentation............................. 56
Armor Made of
Unusual Metals .........................
56
Damaging Equipment...................... 56
Item Saving Throws .................... 58
Attack Forms ................................. 58
Chapter 7: Magic............................. 60
Initial Wizard Spells ........................... 60
Player Choice................................ 60
DM Choice .................................... 61
Player/DM Collaboration .......... 61
Acquisition of Spells ......................... 61
Gaining Levels .............................. 61
Copying from Spell Books ....... 61
Scroll Research............................. 61
Study with a Mentor .................. 61
DM Control of Spell Acquisition ...... 61
Spell Books .......................................... 62
All Sizes and Shapes .................. 62
Spell Book Preparation.............. 62
Spell Book Cost ........................... 63
How Many Pages in a
Spell Book? ................................. 63
Expanding the Schools
of Magic .............................................. 64
Adding New Spells ..................... 64
Expansion Through Campaign
Detail ............................................. 64
Spell Research .................................... 64
Suggesting a New Spell ............ 64
Analyzing a Spell ......................... 64
Solving the Problems of a
New Spell .................................... 64
Setting a Spell’s Level ................ 65
Determining Spell
Components ..............................
65
Determining Research Time ... 65
The Cost of Spell Research ..... 65
Adding a New Spell to the
Spell Book ................................... 65
Researching Extra Wizard
Spells ............................................. 65
Chapter 2: Player Character
Races ............................. 20
A Nonhuman World ......................... 21
Racial Level Restrictions .................. 22
Slow
Advancement .................... 22
Standard Class and Level
Limits ............................................. 23
Exceeding Level Limits ..............
23
Creating New Player Character
Races ................................................... 24
Chapter 5: Proficiencies ................ 44
Weapon Proficiencies ......................
45
Min/Maxing .........................................
45
NPC Proficiencies ..............................
45
Adding New Proficiencies ..............
47
Chapter 6: Money and
Equipment ................... 48
Controlling the Money Supply ...... 48
Monetary System............................... 49
A Short History of Commerce ...... 49
Goods.............................................. 49
Letters of Credit ........................... 49
Barter ............................................... 49
Coins ...................................................... 49
Types of Coins.............................. 50
Expenses............................................... 50
Squalid Conditions ..................... 50
Poor Conditions ........................... 51
Middle-Class Conditions ........... 51
Wealthy Conditions .................... 51
Chapter 3: Player Character
Classes .......................... 26
Class, Level, and the Common
Man ...................................................... 26
0-Level Characters ............................ 27
Adventurers and Society ................. 27
Fighters ........................................... 28
Paladins .......................................... 28
Rangers ........................................... 28
Wizards............................................ 28
Priests .............................................. 30
Thieves ............................................ 30
Bards................................................ 30
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