![]() ![]() Now here’s an interesting rule – the DM can choose to keep the hit points of the characters a complete secret and only describe roughly how they feel – eg very weak. The monk takes the cake for all its specific rules. ![]() There are all sorts of small details for each class that we never made use of when we played as kids. And so many other limitations on min/max ability scores and max character levels attainable depending on race/class.Īnother rule I’d forgotten about – the fighter and fighter sub-classes can attack once per level of their experience per round if fighting monsters of less than one hit die. No Dwarven clerics or magic-users, no Elven rangers etc. Huh, I remember there being class/race limitations but not to this extent. So, character creation, and the obvious first odd thing is how to generate your ability scores – use a method given to you by the DM from the DM’s Guide – which at this point wasn’t published yet! Further to that – no combat tables either! Even after all these years of playing these games, I find this an exciting read – it makes my imagination soar. It’s not about the mechanics – it’s about the flavour, the feats, the adventure. The overview of the Game is a great bit of visualisation. ![]() Instantly the Introduction is of interest because, having read everything up to this point, it specifically describes some of the changes in AD&D compared to Original D&D – eg stronger Fighters and Clerics. (That goes for all my reviews I guess.) Introduction Note that most of my comments will be about things I personally find interesting, not an extensive discussion of everything in the book. Growing up, I definitely read large sections of it and used it as a reference but I’ve never read it cover to cover. ![]()
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