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Madison House Rules:

This is a summary of the rules I will be using in my AD&D 2nd Edition games. Rules are as
written in the PHB and DMG, unless otherwise stated, here. It is a living document that was last
updated on February 27, 2020.

Character Creation

Attributes are rolled, in order, with 4d4+4 for each. Please roll these in the Roll20 campaign we
have set for this game, identifying which attribute each is for. After rolling, you may swap two of
those scores. If, after rolling, you do not have a single attribute of 16 or higher, you may reroll
the entire set, again.

Race/Class restrictions are in effect (so, no Dwarf mages). All classes from PhB are eligible. If
you want to use something from another source (one of the variant wizards from Tome of
Magic, a specialty priest, or the Crusaders or Monks from Faiths and Avatars, etc…), ask me if it
will fit in the campaign. All multiclass options listed in the PhB are available.

Kits from the various Complete Handbooks and other sources are available (and encouraged),
but all will be subject to approval to ensure balance and campaign tone.

Non-Weapon Proficiencies

We will be using the Non-Weapon Proficiency rules, but not the Weapon Proficiency rules. You
are proficient with all the weapons available to your class. Your character gains additional
Proficiency slots at 1st level equal to the number of Languages granted by your Intelligence
score (if any).

Weapon Proficiencies

Fighters may Specialize in up to two weapons at 1st level. Fighters specialize in a new weapon
at 3rd level and every three levels thereafter (so, another at 6th level, then another at 9th, etc…).

Fighters may also exchange two specializations to become proficient with a group of weapons
(i.e. axes, bows, long blades, pole arms, etc…).

Priests and Rogues gain proficiency with a new weapon at level 4 and another at every four
levels thereafter (so, another at 8th level, then another at 12th level, etc…), and Wizards gain
proficiency with a new weapon at level 6 and another at every six levels thereafter (so, another
at 12th level and another at 18th level).

Characters may spend new weapon proficiencies and weapon specialization options to gain
proficiency in Fighting Styles too, which include:

• Dual-Weapon Style: Proficiency reduces the penalty to attack with both hands by 2,
and Specialization also permits the character to use any two one-handed weapons when
dual-wielding (meaning, they can ignore the requirement to use a smaller weapon in the
off-hand).
• Missile-Weapon Style: Proficiency allows the character to move half their Combat
Move and still attack at their full rate with a missile weapon. They also reduce their
penalties for firing while mounted by 2. Specialization also allows the character to ignore
the -3 penalty for firing into melee (but not the chance of hitting engaged allies).
• Single Weapon Style: Proficiency grants a -1 bonus to AC when using a one-handed
weapon in one hand and nothing in the other, and Specialization increases this to -2 to
AC.
• Sword-and-Board Style: Proficiency grants a -1 bonus to AC when using a shield and
one-handed weapon, and Specialization increases this to -2 to AC and reduces the
penalty for using a shield bash as an off-hand attack by 2.
• Thrown-Weapon Style: Proficiency allows the character to move half their Combat
Move and still attack at their full rate with a thrown weapon. They also reduce their
penalties for throwing while mounted by 2. Specialization also allows the character to
ignore the -3 penalty for throwing into melee (but not the chance of hitting engaged
allies).
• Two-Handed Style: Proficiency grants a -3 to the Weapon Speed of a weapon being
wielded two-handed, and Specialization increases this to -5 to the Weapon Speed.

Wizards may only select the Missile-Weapon and Thrown-Weapon styles with the proficiencies
they gain, as they gain new levels. Rogues, Priests, and Warriors are free to select any of the
Fighting Styles.

Hit Points are rolled twice for each level, taking the highest of the two.

Wizards can cast the First Level Spell, Cantrip, once per day for free.

Wizards start with two spells of their choice in their spellbook, along with Cantrip, Detect Magic,
Identify, and Wizard Mark. Specialist Mages get to add one additional 1st level spell from their
school of magic to their spellbook.

Learning new spells will occur during your training, and will be subject to what the trainers are
able and willing to share with you.

Equipment

Armor

Heavier armors grant a limited damage reduction against physical attacks (weapon attacks and
natural attacks). This does not apply against spells or similar area effects.
The following armors grant 1 DR: Brigandine, Scale Mail, Chain Mail, Splint Mail,
The following armors grant 2 DR: Banded Mail, Bronze Plate Mail, Plate Mail, Field Plate, Full
Plate.

Potions

Potions of healing can often be secured from local priests for roughly 200 gp per potion. Deals
may be available for buying in bulk.

Combat

Combat Rounds are 10 seconds long (not 1 minute), with 60 Round per Turn.

Order of Combat Round

The order of combat is as follows:


1. Roll for Surprise (roll 1d10 for the party and the adversaries, with surprise resulting on a
roll of 1, 2, or 3. Characters may each add any Dexterity Reaction Modifier they have to
this result, meaning that some characters may be surprised and others, not, in the same
group).
2. Roll for Initiative (one party member rolls 1d10 and all characters add the speed of their
action to the result)
3. From lowest to highest, each character (PCs and NPCs) take actions in a series of
initiative passes. Characters with multiple attacks from the same source take one of
their attacks in the first pass, with any other attacks taken in a second or subsequent
initiative pass (so a character with three attacks makes one attack on its first initiative
pass, then another on the second, and their final attack on the third pass). Characters
with multiple attacks from different sources (like dual-wielding warriors) make attacks
from each source at the same time.
4. Return to step 2.

Movement and Actions

To calculate your full movement in combat (your Combat Move), divide your Movement by 3
and then multiply by 10 (so, a Movement 9 is 30 feet per round, while Movement 12 is 40 feet
per round).

You can move your full Combat Move as the only actions in our turn with no AC penalty, or you
can Run for double your movement, though when you Run, you lose any Dexterity bonus to AC
and suffer another +1 AC penalty (or +2 AC if you have no Dexterity bonus).

If you take an action (melee attack, ranged attack, cast a spell, or use a class ability, like Turn
Undead) you may move up to half your Combat Move too. However, if you are making a missile
attack, your attack rate is halved, rounded down (so if you have a ROF 2 with your longbow and
your move half your Combat Move, you may only attack once).

Retrieving a dropped weapon requires your full action, but drawing a weapon from a combat-
ready storage place (a scabbard, a belt loop, etc…) does not require an action.
Interacting with an object (retrieving an object from storage, throwing a shoulder into a door,
etc…) all require your full action.

Finally, you may move up to 1.5 times your Combat Move and make one melee attack on a
Charge, gaining -2 penalty to hit, and a penalty to your AC (the same as when you run). Certain
weapons (spears, lance, trident, etc…) will do double damage on a hit when you roll 17-20 on
the attack roll.

In summary, on your turn you may:


• Move your full Combat Move as your only action;
• Run to move up to double your Combat Move and suffer a penalty to your AC (lose Dex
and -1 AC, or a flat -2 AC if you have no Dex bonus);
• Charge to move 1.5 times your Combat Move and make one melee attack, suffering a -
2 penalty to hit, and a penalty to your AC (the same as for Running), you may make on
thrown attack as you execute your charge, if you have a weapon in hand, but suffer a -2
to hit on that attack, rather than the bonus to hit, as with your melee attack;
• Move up to half your Combat Move and make up to your maximum number of Melee
attacks (you can break your Combat Move up between attacks);
• Move up to half your Combat Move and make up to half your maximum number of
Missile attacks. Warriors (Fighters, Paladins, and Rangers) may make a half Combat
Move and use their maximum number of Missile attacks.
• Remain stationary and make up to your maximum number of Missile attacks.
• Move up to half your Combat Move and Cast a Spell with a casting time of less than 1
round. You cannot move again after casting a spell.
• Move up to half your Combat Move and Use a Class Ability (such as Thief Special
Abilities or Turn Undead).
• Move up to half your Combat Move to Take Cover Behind a Shield you are carrying,
gaining a 2 point AC bonus, on top of your normal shield AC bonus.
• Withdraw from a melee engagement by moving 1/3 of your Combat Move, suffering no
free attacks and gain +2 AC bonus.
• Flee from a melee engagement, suffering a free attack from all adversaries in the
engagement (attacks that do not count against total amount of attacks available).
• Move up to half your Combat Move and take another action (set spear vs. charge,
etc…).

Combat Options

Here are some other odds and ends:


• You may Break your Shield to take zero damage from an attack. If you have a magical
shield, your shield is entitled to an item saving throw. If it passes the save, the shield
requires repair, but is not destroyed. If it fails the item saving throw, it is destroyed. You
may spend a number of Astonishing Fortune on the item saving throws equal to the
magical modifier (i.e. a +2 shield may spend up to 2 points of Astonishing Fortune on
these rerolled item saving throws).
• All shields gain a +1 AC bonus vs. missile attacks.
• You may choose to Parry instead of attacking, gaining a +2 AC bonus, plus your
Strength “to hit” bonus (if any). If the attacker rolls a natural 20, the defender’s
weapon/shield is broken, unless it is magical, in which case it has a 1 in 6 chance, per
+1, to survive.
• The Overbear, Punching, and Wrestling options (from the PHB) are all available too.
• Two-weapon fighting, as described in the PHB, is permitted.
• If a Fighter enters combat with a crossbow cocked or arrow nocked, and is not
Surprised, they may make one attack before Initiative is rolled on the first round of
combat.
• You may remain stationary and use his action to Set Arrows, increasing the rate of fire
of their bow by one step (so a longbow ROF 2 becomes ROF 5/2).
• If you have a dagger or similar small weapon in your off-hand as an Off-Hand Weapon
Parry, you may gain a +1 AC bonus against melee attacks.
• When Firing into Melee, a shooter hits an engaged ally instead of a foe on a roll of
natural 1-3, and suffers a -3 penalty to hit. A shooter may also accept a -6 penalty to hit
to have no chance of hitting an ally.

Casting Spells

Wizards require both hands free in order to cast their spells. The only exception is if they are
carrying a staff, wand, or rod in one hand, in which case they need only have the other hand
free.

Priests require both hands free in order to cast their spells. The only exception is if they have a
shield on one hand, in which case they need only have the other hand free.

Remember, spells cannot be cast during a Surprise round.

Injury and Death

See the rules for Astonishing Fortune with respect to avoiding death.

When a character’s hit points are reduced to 0 or fewer, and the treatment is applied, they must
roll 1d20+5 and 1d6 and compare the results to the Mortal Wounds table, applying the following
modifiers to the 1d20+5 roll:
• +5 if your hit points are exactly 0; -2 if your hit points are -3 to -5; -5 if your hit points are
-6 or lower.
• +1 per level of healing magic used in treatment, +2 if treated by a character with the
Healing proficiency.
• +2 if treated within 1 round of injury; -3 if treated immediately after the fight; -5 if treated
up to 1 hour after injury; -8 if up to 1 day later; -10 if more than 1 day later;
• +1 if Constitution score 13-15; +2 if Constitution score 16-17; +3 if Constitution score 18,
+4 if Constitution score 19, +5 if Constitution score 20

After determining the result of the 1d20+5 roll (with other modifiers) compare the results of the
1d6 roll to the appropriate row to determine Permanent Wounds Suffered.

Priests capable of casting the 4th level spell, Cure Serious Wounds may, instead of restoring
hit points, use a casting of that spell to heal a character of permanent wounds, such as lost
limbs, disfiguring scars, or shattered spines.
Gaining Levels

You will gain XP for all gold and treasure that you recover.

We will use the individual class awards for XP, which the players will track throughout the
sessions.

When you earn enough XP to gain a level, you must seek out training with a member of your
class that is higher level than you are, currently, before gaining the benefits of the new level.
This will cost 100 gp per week per level (your current level, not what you will become), and you
will require a number of weeks equal to your current level (so, going from 1st level to 2nd will
require 100 gp and 1 week of training, going from 2nd to 3rd will require 2 weeks of training that
will cost a total of 400 gp).

Astonishing Fortune

Each session, the players start with a pool of Astonishing Fortune equal to the number of player
characters (not including hirelings or henchmen). These may be spent by any of the players as
follows:
• You may reroll a d20 dice roll (attack, saving throw, proficiency check, etc…).
• Rogue characters may use a point of Astonishing Fortune to reroll one of the Rogue
special abilities.
• When your character would die, you may spend a point of Astonishing Fortune to avoid
death. This does not negate a hit, it simply prevents you from dying, and will stabilize
you at -9 hit points (this can be used when bleeding out, when hit with a single attack
that would kill you outright, when you fail a “save or die” saving throw, or any other non-
self-inflicted situation where you may die…for instance, if you jump off a 100 ft cliff, you
cannot use Astonishing Fortune to save yourself).
• When you suffer a Mortal Wound, you can improve the wound by one tier better (down)
on the chart.