![]() ![]() 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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