This page lists optional rules for Adventures Dark & Deep. I am testing and playing with these in various campaigns, and I am sharing them here to keep track of them, tweak them, and share them with others.
Character Creation
Max Hit Points at Level One
Characters gain the maximum hit points rolled at level one. A class with a d10 hit die starts with 10 hit points plus the character's CON modifier.
Half Hit Die Minimum
When rolling for hit points on a new level, the minimum roll is one-half the die size. So if you are rolling for hit points on a level-up with a d8 and roll a 1, the minimum hit points gained is one-half the die size, or 4 hit points. The CON modifier is applied after determining the roll.
Increased Racial Level Limits
For every two levels, racial level limits are raised across the board; humans gain a +1 ability score modifier at level one, to a maximum of eight racial level limits higher (for all races and combinations) or a total of +4 ability score points for humans. These points can be in any ability score, but the starting maximum is 18.
Set the level limit and ability score modifier before the campaign begins, and the Demi-Human Maximum Level Adjustment (Table 79) is still used.
Gameplay
Inspiration
Characters can gain inspiration for roleplaying, acting against their best wishes because of a flaw, living up to an ideal, sticking to a bond, obeying alignment especially when that would make things more complicated, or another in-character moment that gives the character a spark of heroic fortune.
Inspiration is never "recharged by a power" or other mechanical means; it is purely a "heroic spark" given to the character by fate and acting according to ideals.
Only one "inspiration" can be held at a time. Inspiration may be given to another character, given that character does something that lives up to your character's ideals or advances the story.
Declare the use of inspiration before a roll. Roll twice for the action when inspiration is used and use the better result.
Spellcasting
Bonus Spells for All
All spellcasting classes gain bonus spells, as per the Wisdom chart, but base this on the relevant stat of the class. So a magic user would use INT to determine bonus spells, a bard CHR, etc. Classes that get spells later on, such as a ranger, would still unlock those spells on the level they usually are but would use both INT (magic user) and WIS (druid) for bonus spell determination.
Spell Slots
Classes that prepare spells daily prepare them as usual. When casting, place the cast spell into a spell slot of the appropriate level. So if a magic user prepares magic missile, sleep, and burning hands and has three first-level slots to cast spells with, those spells when cast, each use up a spell slot. So, the magic user could cast a magic missile three times (or any combination of the three) before needing to rest to regain spells.
Skills & Proficiencies
Weapon Proficiencies: Clubs
Clubs are treated as improvised weapons; thus, characters are not required to be proficient in the weapon.
Note that no character can ever be proficient with acid, caltrops, holy water, improvised weapons, or oil. - ADAD Core Rulebook, page 109.
Custom Content
Grok 3 Character Classes & Races
I know the game does not like the use of AI content or art, but this is too much fun to resist, and it is for personal use only. Type these lines into the Grok 3 AI:
Create an Advanced Dungeons & Dragons character class for a "YOUR CLASS HERE" with a level chart, rules, and special powers and abilities.
Create an Advanced Dungeons & Dragons character "MAIN CLASS" subclass for a "YOUR CLASS HERE" with a level chart, rules, and special powers and abilities.
If designing a subclass, use the second line instead of the first. Name your class anything, and I have gotten great results with barroom brawler, barmaid, torch bearer, dragon handler, axe master (fighter subclass), magic school teacher, and many others. You will likely need to tweak and adjust these; they could be broken and unbalanced. But they are fun for one-shots and short campaigns, and you can get any AD&D class you can imagine, no matter how odd or far-fetched your idea is.
For races, use the following prompt:
Create an Advanced Dungeons & Dragons character race for a "YOUR RACE HERE" with all special rules and abilities.
They seem far more detailed and loaded with unique abilities, so these Grok 3 races must be pared back to better fit the first-edition rules.
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