Saturday, February 20, 2016

My AD&D2 campaign wiki

My self-created wiki for my AD&D 2nd Edition campaign is now up and running. Most of the class information is up (except for the priest classes and some of the specialist wizards), and I'll be updating and adding things until the wiki basically has all of the rules from the Player's Handbook. (You may notice that a lot of text is taken verbatim from the PHB, albeit altered to reflect rule changes and to be gender-neutral; obviously, I am not making any money off of this. Fair use, and all that.)

Eventually, I'll be adding some more setting information, and finishing the player characters' descriptions. I'll also be doing some updating of that nature on the Weebsite for the campaign.

Here's a brief, incomplete list of some of the changes I've made from the core rules:
  • Method I (3d6 in order) is used to generate ability scores for NPCs and for deliberately "ordinary" characters. Method V (4d6 drop low, arrange as desired) is used for PCs. This means that it's difficult to qualify for classes like the paladin or bard, but not impossible.
  • Gnomes are out as a core race. The only significant mechanical difference that distinguishes gnomes from dwarves and halflings is their ability to be illusionists. I simply make the Tallfellow subrace of halflings able to be illusionists (even multi-classed); no need for gnomes. The rules are still in the PHB, so if someone desperately wants to play a gnome, I won't stop them, but I won't bend over backwards to include gnome-centric character options.
  • Humans cannot be mages; only elves and half-elves can, and even there it's on a case-by-case basis. The setting rationale is that humans lack the innate connection to magic that those of elven descent share; the mechanical reason is that I want magic to be slightly less commonplace, and I want to encourage people to play as specialists.
  • Assassins and monks, as they are implemented in Greyhawk: The Scarlet Brotherhood, are here, but only on a case-by-case basis; assassins are all evil, while monks may not mesh well with the setting in all cases. I'm considering putting the necromancer class into this category as well.
    (Side note: I don't recommend buying the PDF in that link until they clean up the PDF a little bit; it's a pretty rough scan. Some people have also said that it's missing the maps, too.)
  • Alignment is there as a guideline for character behavior, not as some kind of cosmic force.
  • Weapon proficiencies and NWPs are out; weapon specialization (for fighters) and secondary skills are used.
More details are on the wiki, and more will be added as I have time.

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