iRossco Store Advanced Dungeons and Dragons Rulebooks 2nd Edition
Custom Search
 

Previous Page Print This Page Next Page
 

 
Augments and expands on the rules of play for the Advanced Dungeons & Dragons role-playing game, explaining the role of the Dungeon Master and reconciling previously discovered inaccuracies, inconsistencies, and other problems of the first edition of Advanced Dungeons and Dragons. Lots of neat extra information that makes a DM's life easy, like THAC0 and encounter tables.

The Player's Handbook is the second edition of Advanced Dungeons and Dragons version. The combat system is a streamlined version of the 1st Edition AD&D system. Initiative and surprise are explained well and have the added benefit of being easy to learn an implement. Several spell descriptions from 1st Edition were slightly reworded so that there is now less ambiguity when it comes to what certain spells can and can't do. One of the best things about the rules in this book is their optional nature. For example, combat can be boiled down to just the basics or you can add a set of optional modifiers to make it more detailed and complex. Either way, the game runs fine. Non-weapon proficiencies (another optional rule addition) allow the players to customize their characters and quantify specifically what a PC knows or does not know. Secondary skills from 1E are there too in case the DM wants to use them in his or her game. Many important rules that were left out of the core 1st Edition AD&D books were added in here, there are now rules for jumping, holding your breath, swimming, etc.

Critical Hit tables make combat more effective to the players in thinking that their character is seriously injured as opposed to losing a few hit points, and for the descriptive DM monster Deaths can be quite gruesome and epic. This book has better unarmed combat rules and allows weapon specialization. The complexity of the rules is however not for the inexperienced.

This book gives some interesting rules variations, but not all of them make sense. There are point-based character creation rules, which allow characters to pick and choose the abilities for their race and class. It also presents the newer edition of the Psionicist class also published in the Dark Sun game. But there are a number of flaws with the new systems.

If you're looking to make that wizard or priest that is unique to your tastes than this is it. Endow your priests with spell-like abilities from your gods that can be used 1/day, 2/day or even make the ability a continuous power. Also rules for Optional methods of spell casting, critical hit charts for spells, new wizard and priest proficiencies and spells, more reference on magical item creation and even pricing and building a library for your mages. It's a must have for any priest or mage.

If you take your campaigns into the upper reaches of immortality in mortal form, this is the book for you. Chapter 1 is about how to avoid irrealistic powerful characters. Chapter 2 is about how to plan and organize an adventure. It shows clearly on what a DM has to take a look. Chapter 3-5 is about the dangers with magic. It explains how to integrate magic in the right way in an adventure. Chapter 7 is learning to managing high level characters.

This book expands the magic sphere by providing a great array of new spells, several new wizard classes, such as elementalists and wild mages (which incorporates a modified spell casting system). An expansion of the priestly spheres of magic significantly enhanced the previously limited selection of priest spells. There is now Metamagic, spells that affect other spells, is also an interesting and much needed addition to the spell lists.

 
Dungeons and Dragons 4.0
Dungeons and Dragons 3.0
Advanced Dungeons and Dragons (2nd Ed)
Advanced Dungeons and Dragons
Dungeons and Dragons

 

Previous Page Print This Page Next Page
Amazon.com Search:
Enter keywords...

 


Front Page | About Us | Contact Us | Terms of Service | Privacy Policy

© 1998-2024 irossco.com. All Rights Reserved.