2nd drafts of the Player’s Handbook and Monstrous Manual are ready

There are lots of changes in this draft:

  • NEW (2/8/26): The character class table on page 12 now shows the class level needed to get each class feature.
  • The assassin in no more and thieves are now rogues.
  • Bards are full casters with an updated spell list.
  • Cleric domains have been spruced up
  • Druid abilities have been edited for clarity
  • Fighters have a new Fighting Style to choose from and choose new Fighting Styles at level 7, 12, and 17.
  • Paladins have an improved Smite Evil ability and get spells at 6th level rather than 8th
  • Rangers may now choose 2 broad-ranging groups of Favored Enemies from a list of 17 groups.

The Monstrous Manual and Player’s Handbook no longer have references to assassins or thieves (though the word does appear in both books).

Please give them a look over with an open mind and throw feedback my way.

While you’re at it please send name suggestions my way. Some that I thought of:

  • Into the Unknown
  • Adventurers’ Guild
  • Fantastic Adventures
  • Tales of Adventure
  • Steel & Sorcery
  • Mages & Monsters
  • Wizards & Wyverns
  • Dungeon Delvers

Responding to some insightful Dragonsfoot feedback

Gambit42 gave me the following constructive criticism on the Dragonsfoot boards. I thought I’d post a reply here (and there) because some of his ideas were things that I’ve considered, had in earlier versions of the rules, or make for interesting thought-experiments. I’ve edited it for brevity and answered bits line-by-line:

I kinda agree with this. I like Hex due to its dual meaning but it does have a strong “witch/warlock” connotation. I’m a sucker for alliterative titles, à la Dungeons & Dragons and have considered others. Maybe Mages & Monsters (which is also a bit cheeky) or Wizards & Wyverns might be better.

Thoughts?

Done. Magic-user now have a d6 Hit Die type and it won’t break the game in any way.

True. Mage is also a throwback to AD&D 2nd edition, so it’s probably something I’ll change very soon. I really can’t think of a good reason not to change it other than nostalgia (which isn’t a great reason). Wizards would be high-level mages.

Leaving it as is, as having magic weapons bypass their Damage Resistance gives them a good reason to distrust magic (as is often the case in fiction)! I’ll leave this as is for now.

As for the first part, I didn’t want characters taking a 2-level dip into barbarian to get all sorts of goodies. Almost all classes are front-loaded (by design) so that players have an incentive to stick with those classes for a while but I didn’t want to overdo it. The Movement Rate boost does have roots in AD&D, 3rd edition, and pulp fantasy, so I’m fine with adding it.

Fast Movement: At 2nd level, a barbarian’s Movement Rate increases by 5’ per round, so long as he is no more than moderately encumbered. At barbarian levels 6 and 10, his Movement Rate increases by an additional 5’ per round.

The concept of bards are semi-druidic warrior-poets is one that I’ve always found appealing and a slight change to the text would allow them to fight while maintaining Bardic Music. The new text would be:

Bardic Music: Bards can use their songs or poetics to produce magical effects. Each of the three Bardic Music abilities detailed below requires concentration upon the musical performance or recitation as if the bard were concentrating upon a spell (see page 76) and requires that the bard’s words or music be heard (the area of a Silence 15’ Radius spell negates all Bardic Music effects). 

While concentrating on Bardic Music, the bard make take other actions each round but may not cast spells with verbal components or engage in conversation, as the Bardic Music ability requires the bard to recite or sing for its duration. Each use of the Bardic Music feature lasts for up to 10 rounds (1 minute), provided that the bard maintains concentration upon this spell-like ability.

This makes sense and isn’t too unbalancing. Bards could use a little extra love anyway.

Hmm. I think, overall, that each domain has its place to shine. As a lover of skill-monkey characters, I love getting extra skills. Also, many of the domains that he didn’t list also get additional spells.

I will beef up domains and try to differentiate them a bit more. That update will be in another post… as it would be a wall of text.

The “rule of cool” must always prevail and I see no reason why not to allow that. I will also clarify the types of animals that druids can Wild Shape into. I also fixed an error in A Thousand Faces.

Woodland Stride: At 3rd level druids gain the ability to move through natural thorns, briars, overgrown areas, and similarly difficult terrain at their normal Movement Rate and without suffering damage or other impairment.  When doing so, the druid leaves no trail in the natural surroundings and cannot be tracked through non-magical means (as the Pass without Trace spell). Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the druid.

At 7th level, Woodland Stride allows the druid to move, unimpeded, through both mundane and magical thorns, briars, overgrown areas, and similarly difficult terrain, such as areas under the effect of Entangle, Spike Growth, Spike Stones, or Wall of Thorns spells.

Wild Shape: At 4th level the druid gains the ability to change into a Small- or Medium- sized mundane bear (Monstrous Manual, page 20), cat (MM, 42-44), dog (MM, 90), horse (MM, 204) mammal (MM, 247-250), or wolf (MM, 360) once per day as a free action. The druid must have seen a creature in order to take its form.

This form may be kept for 1 hour per druid level attained, or until the druid changes back to his natural form. The druid can revert to his normal form by using a free action on his turn, which ends that use of Wild Shape. The druid automatically reverts if he falls unconscious or dies. This ability operates like the Polymorph spell (see page 146) except that each time the druid assumes an animal’s form the druid regains 2d8+4 Hit Points. The druid may not cast spells while in animal form.

At 8th level, druids gain the ability to take the shape of a Large or Tiny mundane animals of the types listed above when using the Wild Shape ability. Tiny animals are typically those with ¼ Hit Dice, such as mice. 

The druid may also take the form of a mundane bat (MM, 17-18) bird (MM, 30), crocodile (MM, 56), crustacean (MM, 57), dolphin (MM, 92), elephant (MM, 132), fish (MM, 140), frog (MM, 142), lizard (MM, 234), octopus (MM, 276), rat (MM, 301), snake (MM, 321), or toad (MM, 341) as well. 

Upon reaching 9th, 14th, and 19th level in this class druids gain an additional use of this ability each day. 

A Thousand Faces: At 12th level the druid is able to alter his appearance at will as per the Change Self spell, except that the druid may only change his appearance and not that of his possessions.

Furthermore, the use of this ability is not a magical effect, so it cannot be detected through the use of True Seeing or the like, and actually changes the facial features and body of the druid.

Fighting Style: At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options:

  • Archery: You reduce all range penalties made with projectile weapons by 2 (see page 44) and may make ranged attacks in close combat without penalty (see page 67).
  • Defense: You may use your shield to defend an ally within 5’. As a free action, you may add your shield’s Armor Class bonus to that ally’s Armor class, rather than your own, until your next turn.
  • Dueling: When wielding a finesse weapon (see pages 46 and 49), you may add your Dexterity modifier, rather than Strength modifier, to damage rolls.
  • Great-Weapon: When wielding a Medium- or Large- sized melee weapon with two hands, the fighter deals an additional point of damage with each attack.
  • Skirmisher: You get a +2 bonus to Armor Class when drawing Opportunity Attacks (see page 66). This bonus increases by 1 at fighter levels 8, 14, and 20.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you offset two-weapon fighting penalties (see page 66) by 2.

At 10th level, the fighter chooses another fighting style.

Done.

Agreed. Re-doing the monk was difficult because only one of my players ever played one (briefly). I’d love to see how the class works in actual play.

Paladins had the ability that he notes in in an earlier version of the rules but I ditched it due to class imbalance. My concern when updating the class was that the paladin would overshadow other fighter-types by having that on top of their other, current abilities. Those abilities (Detect Evil, Lay on Hands, Immunity to Disease, Divine Grace, Turn Undead, Paladin’s Mount, Extra Attacks, and Paladin Spells) already put them on equal footing with rangers and fighters (if not making them flat-out better).

The version currently in the rules allows them to expend from their Lay on Hands “healing pool” in order to deal extra damage to those creatures… and I think that’s a fair trade off. I will specify that Smite Evil attacks count as being made with a magical weapon, for the purposes of overcoming Damage Resistance. I will also raise the Hit Point pool for Lay on Hands to 5 points per paladin level. That will improve that ability and the Smite Evil ability.

Lay on Hands: A paladin’s blessed touch can heal wounds. Paladins have a pool of healing power that replenishes each day. With that pool, paladins can restore a total number of Hit Points equal to their paladin level times 5.

As an action, a paladin can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.

Starting at 3rd level, a paladin can expend 5 Hit Points from their pool of healing to cure the target of a disease that is affecting it. A paladin can cure multiple diseases with a single use of Lay on Hands, expending Hit Points separately for each one.

This feature has no effect on undead and constructs.

Smite Evil: Paladins may expend the healing power of their Lay on Hands ability to damage undead creatures and natives of the Lower Planes (Acheron, The Nine Hells, Gehenna, Hades, Tarterus, the Abyss, and Pandemonium).

When striking such a creature in melee combat, the paladin may choose to expend any number of Hit Points remaining in their pool of healing power. Each expended point deals an additional Hit Point of damage to the struck creature. Smite Evil bypasses any Damage Reduction to non-magical weapons that an undead creature or native of the Lower Planes has.

Rangers do have the iconic ranger ability to strike at foes from the cover of woodlands and quickly fall back. The Foe Hunter ability “reduces foes’ Armor Class bonuses due to cover and concealment by 2.” The Strider ability allows rangers to move at their normal Movement Rate when making Stealth checks to move silently or making Survival checks to track. Together, this makes rangers excellent at sniping at their foes from cover.

Their ability to start with 5 types of creatures is pretty flexible and allows for customization over the course of the campaign. I’ll tweak it slightly to allow more creatures at first (but still with a cap of 10 creature types).

Favored Enemies: At 1st level, a ranger may select six types of creatures as their favored enemies. Examples of favored enemies include bugbears, fire giants, frost giants, ghouls, gnolls, goblins, hill giants, hobgoblins, lizardmen, kobolds, ogres, orcs, sahuagin, and trolls.

When fighting these foes, rangers deal an additional 2 points of damage with both melee and ranged weapons. At ranger levels 6, 11, and 16 this bonus increases by 1.

Rangers make all Survival checks to track Favored Enemies with a +2 bonus. This bonus increases by 1 point at levels ranger levels 8 and 15.

At ranger levels 5, 10, 15, and 20 the character may choose another favored enemy. The chosen enemies should reflect those that the character has repeatedly faced in battle.

Paladins, as stated above, are really good as is. A paladin (or ranger) could always dip into two levels of fighter to gain access to a Fighting Style that they wanted. It would delay their other abilities but would be a fair enough trade-off.

Killing Strike only works at close range and against surprised targets with no concealment. That’s relatively tough to pull off AND, allows the target to make a Saving Throw to negate it. At the same time, it is a VERY powerful ability. I could also revamp the ability, taking a page from Pathfinder:

Killing Strike: If an assassin studies a target for 3 rounds, without being detected, he may attempt a Killing Strike against that surprised foe (see pages 62 and 68 for more information on Surprise). An assassin may take no other action while targeting a foe for a Killing Strike. Once the assassin has completed the 3 rounds of study, he must make the Killing Strike within the next 3 rounds or begin the process again.

If the assassin successful hits with his Killing Strike, the target must make a Constitution Saving Throw. The DC of this Saving Throw is equal to 10 plus the ½ of the assassin’s level (minimum of 1) + the assassin’s Intelligence modifier.

If the victim fails its Saving Throw, its Hit Points are reduced to 0 and it is dying. If the victim makes its Saving Throw the attack deals normal damage, including the bonus damage for the assassin’s Backstab ability.

An assassin can only use Killing Strikes on living creatures that have a discernible anatomy. They may only make Killing Strikes in melee or when making a ranged weapon attack at close range. An assassin may not attempt a Killing Strike against an opponent with a concealment bonus to its Armor Class.

I’m of a mind to ditch the assassin class and just fold that character concept into the thief class. A thief with proficiency in the Disguise and Poison skills would, effectively, be an assassin. Ditching the assassin class is a bit of a big deal, so what are your thoughts on this? Should I do that or change the Killing Strike ability? Are the changes to that ability sufficient?

Backstab and Sneak Attacks worked really well in my last campaign with the changes made in the current version. Sneak Attacks are, as he noted, hard to land. I’ll up the Backstab damage multiplier to x4.

Sneak Attack: A thief normally avoids face-to-face combat if possible, preferring to use stealth or guile to catch opponents unaware or off-guard. If a thief successfully strikes a surprised opponent (see pages 62 and 68), their first attack deals 4 times the usual Backstab damage (8 points of damage at levels 1-5, 12 points of damage at levels 6-10, 16 points at level 11-15, and 20 points at levels 16-20.).

The Sneak Attack ability faces the same weapon, range, and concealment restrictions as the Backstab ability.

Gnome have some overlap with both halflings and dwarves and, honestly, I’m fine with that. It works, flavor-wise, in my campaigns and, if someone wanted a more distinct gnome, they can now choose to play a forest gnome.

The only change that I’d likely make is capping Half-Orcs at an 18 Strength rather than 19.

Please let me know what you all think? Don’t be shy!

Heroes & Hexes: Monstrous Manual

Update: The 2nd draft is now posted below.

I’ve been working on the Monstrous Manual, the Player’s Handbook, and the Gamemaster’s Guide concurrently; with corrections and updates to one book being carried over to the other two.

Here’s the first draft of the Monstrous Manual. The changes from the AD&D3 version to this include:

  • Angels, demons, devils, daemons, and demodands are now called by those names rather than their 2d edition AD&D names (baatezu, tanar’ri, etc.). This makes it easier to find those creatures.
  • Listings for creatures with multiple subtypes (such as Mammals) are better organized. I tried to list subtypes in alphabetical order, though that is not always the case. For many creatures, such as Beholders and Dwarves, I listed the most common types first and then listed other subtypes alphabetically. The listings in my AD&D3 version mirrored those in the 2nd edition AD&D Monstrous Manual which, for some reason, had some pretty funky rules for listing creatures.
  • Many creatures have been beefed up because, during playtesting, they simply weren’t as much of a challenge as they should have been. Angels, daemons, demodands, demons, devils, dragons, giants, and other formidable creatures are now suitably challenging without having extra abilities tacked onto them. Most simply have some additional Hit Points.
  • Art has been updated, when I could find better quality images.

When running AD&D3, my group found that player characters were more resilient than their AD&D counterparts but not nearly as powerful as they were in either 5th edition or Pathfinder.

The original goal for AD&D3 was update 2nd edition AD&D to what (I thought) 3rd edition should have been. While I enjoyed 3rd edition D&D, the inclusion of feats and prestige classes encouraged and rewarded players who engineered their characters with an eye toward maximizing their abilities. AD&D3 and, now, Heroes & Hexes both try to give players access to some of the abilities linked to feats without the need to use/choose them as characters advance. The reality was that feats served to limit players… e.g. a rogue without the Weapon Finesse feat had to use strength for melee attacks, which was sub-par, while a fighter without Mounted Combat was not effective while fighting from horseback. By getting rid of those feat requirements and allowing for more customization through split-classing and multiclassing, players should be able to create any type of fantasy character that they can imagine.

We also found that fighter-types and monks benefitted from multiple attacks without the penalties to iterative attacks found in 3e and Pathfinder. Also, options such as finesse attacks (available to all characters), mounted combat (available to all but much better for those with the Animal Handling skill), cleave (available to fighters), etc. were now available to players (especially fighters).

These changes, and the specialized damage bonuses given to non-spellcasters, gave those characters an edge they lacked in AD&D… which is why their monstrous foes have gotten a bit of a boost. I hope you like the new version (but feel free to send constructive criticism and errors that you spot my way).

Hit Die Type Dilemma

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Dimirag, who has always had good advice and constructive criticism, noted that the Hit Die spread for classes in Heroes & Hexes feels somewhat uneven. As it is now, the Hit Die types for each class are:

Barbarians: d12

Cleric, druids, and bards: d8

Fighters, rangers, and paladins: d10

Monks: d8

Thieves and assassins: d8

The lack of a d6 Hit Die type does seem a bit off to me and has been the source of an ongoing debate in my head. I boosted the HPs for thieves and assassins because, in just about every game that I’ve played in over the past 25 years, rogues have been expected to join in melee combat… dipping in and out while dealing decent damage.

As a result, I boosted their HD type to a d8; matching that of most other classes and monsters; reflecting that they have some martial prowess. The same goes for every other class with that “average” Hit Die Type… bards, clerics, druid, and monks.

That leaves me with 3 solutions, which I wanted to run past you all and get your feedback on:

1] Boost magic-users to a d6 HD. This still makes them the least hardy the classes and reflects their poor martial training; as their HD type is still lower than that of all other classes and most of their monstrous foes. This is the easiest solution but pushes the game further into modern D&D/Pathfinder territory. It also gives the HD types a better symmetry (d6 for magic-users, d8 for clerics, monks, and thieves, d10 for fighters, and d12 for barbarians).

2] Drop thieves and assassins back to a d6 HD. They had that in every version from AD&D through 3.5 and were fine in melee, as long as they just were careful and didn’t go toe-to-toe with heavier hitters. This solution pushes the game back toward its AD&D through 3rd edition roots. I’m leaning towards this even though I feel that thieves should have the same HD type as clerics.

3] Give clerics and druids, who are both full spellcasters, a d6 HD. From a rules-balance perspective, this makes the most sense. I could also grant clerics with more martial domains a d8 HD or +1 Hit Point/level (which is effectively the same thing). This solution is the most unorthodox but makes sense. Bards would retain their d8 HD because they are not full spellcasters. If I revamped them, making them full casters, they’d also get a d6 HD but lose Bardic Music and gain access to spells that mimic that ability.

So… what say you all?

Heroes & Hexes: Player’s Handbook

Update: The 2nd draft is now posted below.

I haven’t posted much here lately but it’s for a good reason. I’ve been looking over my Player’s Handbook, Dungeon Master’s Guide, and Monstrous Manual and making minor changes as I move towards stripping out WotC’s IP.

The first step is a minor one: changing the name to Heroes & Hexes, swapping Dungeon Master for Gamemaster, making corrections and clarifications, and (in some instances) tweaking the rules to add flexibility, options, and challenges.

The first book, the Player’s Handbook, has the following changes:

  • The term “race” was changed to “ancestry.” It sounds more like a fantasy term and is, strictly speaking, more accurate.
  • Proficiency bonus progression has been slightly improved, with the proficiency bonus now being equal to a creature’s level or Hit Dice divided by two, rounding up fractions.
  • Each ancestry still has preferred classes but, now, advancing in a preferred class grants a character 1 bonus Hit Point per level.
  • Each ancestry is slightly tweaked. Dwarves, elves, gnomes, and halflings now gain proficiency with weapons commonly used by their people. Forest gnomes have been added. Half-elves and half-orcs both gain 1 bonus skill at character creation. Half-orcs’ ability adjustments now match those in AD&D.
  • Generally, class abilities have been edited for clarity.
  • Assassins’ Backstab and Killing Strike abilities have been clarified with regards to concealment and range.
  • Bardic Music has been simplified and cleaned up.
  • The Saving Throw bonuses granted by class abilities such as Battle Frenzy and Danger Sense have been slightly reduced from a maximum of +5 to a maximum of +4.
  • Clerics now have better domain abilities.
  • Fighters are now more customizable, gaining a Fighting Style at levels 2 and 10. This allows for the creation of a wider range of fighter-types, such as archers and duelists.
  • Magic-Users are now Mages. They gain the Arcane Recovery ability at 2nd level. This allows them to regain all expended cantrips, as well a number of spell levels equal to 1/2 of their magic-user level. They must rest and study their spell book for an hour in order to regain these spells. They now have a d6 Hie Die type as well.
  • Paladins may now expend Hit Points from their Lay on Hands ability to damage undead and creatures native to the Lower Planes. This Smite Evil ability only applies to melee attacks.
  • Rangers may now choose their Favored Enemies and, at higher levels, gain additional Favored Enemies.
  • Thieves’ Backstab and Sneak Attack abilities have been clarified with regards to concealment and range. Sneak Attack is now more lethal.
  • Starting skills are more clearly delineated at the beginning of the Skills section.
  • Investigation has been added as a skill. Perception reflects how sharp a character’s senses are. Investigate represents a character’s ability to search for clues and use deductive reasoning.
  • Item Saving Throws were a mess. I’ve improved those rules and made them much clearer.
  • Rules for light, cover, and concealment have been updated and clarified.
  • Hex and Elemental Bolt have been added (re-added in the case of Elemental Bolt) as magic-user cantrips.
  • Spells have been slightly edited for clarity in some instances.

Please check out the PDF for it below and let me know what you think:

My Altervista Site is Down…

Hi all,

My free AD&D3E site has limited bandwidth (30Gb/month) and is temporarily disabled if that is exceeded.

This past month, I paid to have that upgraded to 50Gb/month but traffic still exceeded that… so I’m thinking that it got hit with a Denial of Service attack. My site gets some traffic but not THAT much!

The good news is that you can download the files from my Blog:

AD&D3E Files

Greyhawk Resources for AD&D3E

BX3E Download

AD&D3E and BX3E Covers

This site shouldn’t have any problems handling traffic and offers much better download speeds.

Happy gaming,

Scruffygrognard!

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Slow Going… but Going!

I’ve been slowly making my way through the Player’s Handbook, tweaking some terminology and making minor adjustments/corrections to the rules.

One question:

Should I change the Hit Die Type for Assassins and Thieves to a d8? My thought is that I should, since those classes are often in melee combat, where they should “stick-and-move” rather than stand toe-to-toe with their foes. Still, as non-casters, they could do with a small boost (gaining an average of 1 Hit Point/level if I make the change).

At this point, my working title is Heroes & Hexes but that could change. Also, for the first run of changes, I’m only changing the title and tweaking/correcting the rules. The classic art from AD&D will remain the same until I’ve re-printed and playtested the updated rules. If that goes well, my next step would be to rewrite the flavor text while adding new art.

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First Steps Toward “OGL”ing AD&D3e

My wife, pups, and I have settled into our new home (for the most part) and, now that I have more time, I’ll start stripping out WotC’s art and text in order to make AD&D3e available for printing and playing without any legal entanglements.

The first step is to give the newly edited rules a name that reflects the nature of the game and its roots. I had thought Swords & Sorcery would work but, upon further reflection, think that it steers the game too much towards pulp fantasy; limiting its scope. While I love games like pulp-inspired RPGs like Barbarians of Lemuria and Mongoose’s old Conan RPG, I’d prefer to keep my rules open-ended enough to encompass different fantasy subgenres… much like 2nd Edition AD&D did. Besides, the implied setting of my rules would, if anything, veer closer to Greyhawk than pulp worlds like Hyboria or Nehwon.

So, if you’re reading this, please leave suggestions in the comments section. For now, here are some that I’ve considered:

  • Adventures into the Unknown: This title was used by a comic series that ran in the 1940s-60s but is not currently being used. There are a few RPG books that do use Into the Unknown as their title, however.
  • Heroes & Hexes: I like this one because “hexes” has a double-meaning… it can mean both spells and map hexes.
  • Mages & Monsters: This one’s a bit cheeky and too similar to the anti-RPG film Mazes & Monsters.
  • Wizards & Wyverns: This game title appears in the Firewatch game as a placeholder for D&D but doesn’t actually exist.

Looking to the Future of AD&D3e and BX3e

As I’ve been packing up my belongings and getting ready to move, I got to thinking about what’s in store for my AD&D3e and BX3e rules.

My goal is to strip out all of TSR/WotC’s art and text and make both sets of rules available for sale through Lulu. The plan is to start revisions later in the year, after settling into my my house and enjoying some post-retirement downtime, and spend some time each day revising the rules.

Step one is coming up with a name for the rules and, think that Swords & Sorcery could work… and, surprisingly, has not been used for a published RPG so far. The art and text would have to match that title; so I’m thinking the game would have more of a pulpy feel to it.

Any thoughts on that?