D&D Study and Reading

General Dungeons & Dragons Musings

AD&D Interludes

Other or All-Edition Commentary and Resources

Original Dungeons & Dragons

The Old School Renaissance

An Exegesis on Advanced Dungeons & Dragons

This page serves as an index of all of my posts related to study and deep reading of the original Advanced Dungeons & Dragons rules. Enjoy!


Part 1: Foreward, Preface, The Game, Dice, Use of Miniatures, Playing Aids
Part 2: Creating the Player Character (Ability Scores, NPCs, Wish, Characteristics, Non-Professional Skills, Level of Experience for Starting Characters)

Part 3: Character Aging, Disease, and Death

Part 4: Death; Character Abilities, Races, and Classes

Part 5: Spying, Thief Abilities, Assassination XP, Use of Poison

Part 6: The Monster as Player Character, Lycanthropy, Alignment, Alignment Language, Changing Alignment

Part 7: Money (Starting Money, Expenses, Value & Reputed Properties of Gems and Jewelry)

Part 8: Armor, Armor Class, and Shields (Armor & Encumbrance, Armor Types, Helmets, Magic Armor, Magic Shields, Shield Use); Dexterity Armor Class Bonus (modifiers to AC adjustment); Weapon Types, "To Hit" Adjustments

Part 9: Hirelings

Part 10: Henchmen

Part 11: Time

Part 12: Character Spells (Acquisition of Cleric Spells, Acquisition of Magic User Spells, Acquisition of Illusionist Spells, Spells Beyond Those at Start, Recovery of Spells, Spell Casting, Tribal Spell Casters); Spell Explanations

Part 13: The Adventure (Adventures in the Outdoors, Land Adventures)

Part 14: Adventures in the Air (Maneuverability, Attack Modes, Aerial Missile Fire)

Part 15: Waterborne Adventures; Underwater Adventures

Part 16: Travel in the Known Universe, Outdoor Movement

Part 17: Infravision and Ultravision, Invisibility, Mirrors, Detection of Evil/Good, Listening at Doors

Part 18: Combat (Encounters, Combat and Initiative; Surprise; Initiative)

Part 19: Encounter Reactions, Missile Discharge, Grenade-Like Missiles

Part 20: Spellcasting During Melee (Effects of Cover on Spells and Spell-Like Abilities; Monster Charm Power); Turning Undead (Evil Clerics; Counter-Affecting)

Part 21: Further Actions (Close to Striking Range; Charge (AC of Charging Creature, Melee at End of Charge, Set Weapons against Charge); Strike Blows; Simultaneous Initiative; Weapon Speed Factor; Other Weapon Factor Determinants; Striking to Subdue; Special "To Hit" Bonuses)

Part 22: A Quick (personal) Note about Design Philosophy; Morale; Pursuit and Evasion

Part 23: Melee (Number of Opponents per Figure; Note Regarding "To Hit" Adjustments; Who Attacks Whom; Meleeing Opponent Spell Casters; Attack with Two Weapons; Breaking off from Melee; Monks' Open Hand Attacks; Actions During Combat and Other Time-Important Actions)

Part 24: Non-Lethal and Weaponless Procedures

Part 25: Combat Tables, Psionic Combat (Psionic vs. Psionic, Psionic vs. Defenseless Opponent)

Part 26: Saving Throws (Inc. Items, Artifacts, Poison, Magic Armor); Progression on the Combat Tables

Part 27: Hit Points (Recovery of Hit Points, Zero Hit Points)

Part 28: Effects of Drugs and Alcohol, Insanity, Experience (End of original effort)

Part 29: (Start of Second Effort) The Campaign (Setting Things in Motion, Climate & Ecology, Typical Inhabitants)

Part 30: Social Class in Advanced Dungeons & Dragons

Part 31: The Town and City Social Structure; Economies; Duties, Excises, Fees, Tariffs, Taxes, Tithes, & Tolls

Part 34: Placement of Magic Items

Part 35: Territory Development by Player Characters

Part 36: Peasants, Serfs, and Slaves; A Sample Dungeon; The First Dungeon Adventure

Part 36.1 (Addendum): Comparing Play Style between First and Third Editions

Part 37: Non-Player Characters (Personae, Facts, Traits, Reaction Adjustments, Height & Weight, Languages); Special Roles of the Dungeon Master; Hiring NPCs to Cast Spells or Use Devices

Part 38: Monsters and Organization; Use of Nonhuman Troops; Construction & Siege (Underground Construction & Construction Time, Siege Engines & Devices of War, Fire Tables, Attack Values)

Part 39: Conducting the Game (Rolling the Dice & Control of the Game)

Part 40: Handling Troublesome Players, Integration of Experienced or New Players into an Existing Campaign (End of Second Effort)

Part 41: (Beginning of Third Effort) Multiple Characters for a Single Player, Intervention by Deities

Part 42: The Ongoing Campaign, Sixguns & Sorcery, and Mutants & Magic:

Part 43: Magical Research (New spells, potions, scrolls, magical items, unusual magic items)

Part 44: Using Magic Items (Command words, using potions and oils, scrying, potion miscibility, and level drain)


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