O.G. OSR Study
General Dungeons & Dragons Musings
AD&D Interludes
Other or All-Edition Commentary and Resources
- B/X Companion Review
- Game Design and Re-Inventing the Wheel
- Conversion is (Not Really) So Much Work
- Lord of the Rings as an Example of Campaign Building
- In Defense of Alignment in D&D.
- Material Spell Components in D&D
- The Evolution of "Basic" D&D
Original Dungeons & Dragons
- Thoughts on Alternate Chainmail-Based Combat
- Dungeons & Dragons Premium Reprint Review
- Observations from reading OD&D (Rules Changes, Inconsistencies, Arcane Terminology, and the like):
- Book One: Men and Magic
- Book Two: Monsters & Treasure
- Book Three: The Underworld & Wilderness Adventure
- Disney's Gummi Bears
- Buffy the Vampire Slayer in Original D&D
- Ash vs. Evil Dead with OD&D
Star Wars and Gaming
Arduin
The Old School Renaissance
Psionics in Dungeons & Dragons
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!
Introduction:
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
http://wastedlandsfantasy.blogspot.com/2012/01/reading-advanced-dungeons-dragons-part_22.html
Part 32: Monster Populations & Placement
http://wastedlandsfantasy.blogspot.com/2012/01/reading-advanced-dungeons-dragons-part_27.html
Part 33: Placement of Monetary Treasure
http://wastedlandsfantasy.blogspot.com/2012/01/reading-advanced-dungeons-dragons-part_29.html
Part 32: Monster Populations & Placement
http://wastedlandsfantasy.blogspot.com/2012/01/reading-advanced-dungeons-dragons-part_27.html
Part 33: Placement of Monetary Treasure
http://wastedlandsfantasy.blogspot.com/2012/01/reading-advanced-dungeons-dragons-part_29.html
Part 34: Placement of Magic Items
http://wastedlandsfantasy.blogspot.com/2012/02/reading-advanced-dungeons-dragons-part.html
Part 35: Territory Development by Player Characters
http://wastedlandsfantasy.blogspot.com/2012/02/reading-advanced-dungeons-dragons-part_22.html
Part 36: Peasants, Serfs, and Slaves; A Sample Dungeon; The First Dungeon Adventure
http://wastedlandsfantasy.blogspot.com/2012/09/reading-advanced-dungeons-dragons-part.html
Part 36.1 (Addendum): Comparing Play Style between First and Third Editions
http://wastedlandsfantasy.blogspot.com/2012/10/reading-advanced-dungeons-dragons-part.html
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
http://wastedlandsfantasy.blogspot.com/2012/10/reading-advanced-dungeons-dragons-part_10.html
Part 38: Monsters and Organization; Use of Nonhuman Troops; Construction & Siege (Underground Construction & Construction Time, Siege Engines & Devices of War, Fire Tables, Attack Values)
http://wastedlandsfantasy.blogspot.com/2012/10/reading-advanced-dungeons-dragons-part_24.html
Part 39: Conducting the Game (Rolling the Dice & Control of the Game)
http://wastedlandsfantasy.blogspot.com/2013/01/reading-advanced-dungeons-dragons-part.html
Part 40: Handling Troublesome Players, Integration of Experienced or New Players into an Existing Campaign (End of Second Effort)
http://wastedlandsfantasy.blogspot.com/2013/05/reading-advanced-dungeons-dragons-part.html
Part 41: (Beginning of Third Effort) Multiple Characters for a Single Player, Intervention by Deities
https://wastedlandsfantasy.blogspot.com/2018/11/reading-advanced-dungeons-dragons-part.html
Part 42: The Ongoing Campaign, Sixguns & Sorcery, and Mutants & Magic:
https://wastedlandsfantasy.blogspot.com/2018/12/reading-advanced-dungeons-dragons-part.html
Part 43: Magical Research (New spells, potions, scrolls, magical items, unusual magic items)
https://wastedlandsfantasy.blogspot.com/2018/12/reading-advanced-dungeons-dragons-part_15.html
Part 44: Using Magic Items (Command words, using potions and oils, scrying, potion miscibility, and level drain)
https://wastedlandsfantasy.blogspot.com/2018/12/reading-advanced-dungeons-dragons-part_27.html
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