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<!DOCTYPE html>
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<meta charset="utf-8" />
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<title>Unofficial Rules Cyclopedia Companion</title>
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<p><img src="images/rc-insert-p00-cover.jpg" title="Unofficial Dungeons & Dragons Rules Cyclopedia House Rules & Errata Companion" alt="Unofficial Dungeons & Dragons Rules Cyclopedia House Rules & Errata Companion" /></p>
<h1 id="disclaimer">Disclaimer</h1>
<blockquote>
<p><strong><em>This is not an official product and is in no way affiliated with TSR or Wizards of the Coast (WotC).</em></strong></p>
</blockquote>
<h1 id="introduction">Introduction</h1>
<p><strong><em>Last Updated on 2021.02.12</em></strong></p>
<blockquote>
<p>The complexity of BECMI D&D emerged from a seemingly simple concept. Begin by killing the minions of evil in the dungeons, adventure out into the wilderness, build and empire, encounter gods on the outer planes, then ascend to immortality.. and “win” the game as an Immortal. – Andrew M., August 18, 2015</p>
</blockquote>
<p>This unofficial document — a work in progress — is my personal compilation of rule corrections, clarifications, suggested changes, and other material compiled from various sources to supplement the Dungeons & Dragons Rules Cyclopedia (RC) written by Aaron Allston and released by TSR in 1991.</p>
<p>For those unaware the RC is a hard cover volume of (almost) all of the D&D rules from the Basic, Expert, Companion, and Master boxed sets of the early 1980s. The only box set not included is the Immortal Rules which was replaced by the <a href="https://en.wikipedia.org/wiki/Wrath_of_the_Immortals">Wrath of the Immortals</a> box set also written by Allston.</p>
<p>There are various contradictions, errors, and omissions, in the RC which need to be fixed. There are also instances where the rules don’t quite cover some situations that may need to be addressed, or there are loose ends or holes in the rules that need patched. Also, I have found that in many places the RC re-words certain descriptions and mechanics that are taken from the Mentzer-edited sets, and when enough care wasn’t taken in doing so, the rules were changed from how they are supposed to function.</p>
<p>When possible, rules are gathered from other sources (B/X, AD&D, etc.) and adjusted so they all work together. In some cases, creating extra rules can’t be avoided in order to fix issues that exist in the current rules. Suggestions have been added where they may provide value. Sources are cited with page numbers when possible. If a page number is mentioned alone, it is always referring to that page in the RC rather the page of this document.</p>
<p>One of my goals in compiling this unofficial document was to eventually <a href="https://www.lulu.com/">self-publish</a> an updated version of the Rules Cyclopedia for my own personal use that includes the material contained within this document. With that in mind, I chose to format the document in <a href="https://www.markdownguide.org/">Markdown</a> so that anyone could easily revise it to their liking and easily export to HTML or PDF.</p>
<p><img src="images/rc-insert-wizard.jpg" title="Ho there me ol' chum!" alt="TSR Wizard" /></p>
<h1 id="official-sources">Official Sources</h1>
<p><img src="images/rc-insert-p04-sources.jpg" title="Sources of Old" style="width:100.0%" alt="Sources" /></p>
<p>The following offical texts were used in the creation of this document among many other sources. Several of the topics covered in this document were discussed directly with <a href="https://en.wikipedia.org/wiki/Frank_Mentzer" title="Creative Advisor to Gary Gygax">Frank Mentzer</a>, Creative Advisor to Gary Gygax at TSR (1980-1985) and Founder of the <a href="https://en.wikipedia.org/wiki/RPGA">RPGA</a>.</p>
<ul>
<li>1979 1st Edition AD&D Dungeon Master’s Guide by Gary Gygax</li>
<li>1979 Holmes-edited Dungeons & Dragons rulebook</li>
<li>1981 Basic/Expert Binder Rules (Moldvay Cook)</li>
<li>1983-1986 Mentzer-edited BECMI Sets</li>
<li>1985 Book of Marvelous Magic by Frank Mentzer</li>
<li>1991 Classic D&D Game Rulebook</li>
<li>1994 Classic D&D Boxed Set</li>
<li>1990s Dragon Magazine</li>
<li>1990s Dungeon Magazine</li>
<li>2002 Unofficial D&D Rules Cyclopedia Errata</li>
<li>2003-06-27 Wizards of the Coast 3rd Edition D&D FAQ</li>
<li>2005-05-25 Wizards of the Coast D&D FAQ version 3.5</li>
</ul>
<p>Aaron Oliver’s extensive <a href="http://web.newsguy.com/a_doom/RCerrata/"><em>Rules Cyclopedia Errata & Companion</em></a> — which required a major undertaking to reformat properly into <a href="https://www.markdownguide.org/basic-syntax/">Markdown</a> — was used as the basis for this document. This document also contains material from Jason MacInnes’ <a href="https://www.acaeum.com/library/cyclopedia_errata.pdf"><em>Unofficial Dungeons & Dragons Rules Cyclopedia Errata</em></a>, and various other sources.</p>
<h1 id="the-history-of-basic-dd">The History of Basic D&D</h1>
<p><img src="images/rc-insert-tsr-button.jpg" title="TSR: The Game Wizards" style="width:50.0%" alt="TSR: The Game Wizards" /></p>
<blockquote>
<p>The history of this product below was researched and written by Shannon Appelcline, the editor-in-chief of RPGnet and the author of “Designers & Dragons - a history of the roleplaying industry told one company at a time.”</p>
</blockquote>
<p><strong><em>The Dungeons & Dragons Rules Cyclopedia (1991), compiled and developed by Aaron Allston was the triumphant finale to the BECMI edition of D&D (1983-85). It was published in November 1991.</em></strong></p>
<p><strong>The End of Basic D&D.</strong> By 1991, Basic D&D was TSR’s longest running roleplaying line. TSR traced the history of the game back to the release of the original D&D (1974). Even if you don’t count that, the first game labeled as Basic D&D - the J. Eric Holmes Basic Set (July 1977) - appeared five months prior to the release of AD&D’s Monster Manual (December 1977). It had since undergone two major revisions: the Tom Moldvay D&D Basic Set (1981), which was part of the B/X release, and which kicked off Basic D&D in its modern form; and the the Frank Mentzer D&D Basic Rules Set (1983), which was the first book in the BECMI revision.</p>
<p>Basic D&D had sold incredibly well at first, back in the late 70s and early 80s. Thanks in large part to the extensive publicity that D&D received from the James Egbert affair, new players were flocking to try out the game, and most of them went to TSR’s introductory game - Basic D&D. That interest was in large part what led to the creation of the B/X and BECMI editions of the game, each of which expanded Basic D&D to allow for even more long-term play.</p>
<p>Unfortunately for Basic D&D, the pendulum began to swing toward AD&D as time went on. By the mid-80s, when popular books like Unearthed Arcana (1985) and Oriental Adventures (1985) were released, AD&D was clearly in ascendency, and Basic D&D was increasingly becoming the unwelcome relative who’d overstayed its welcome. The B-series (“Basic”) adventures largely ended in 1985. The rest of the BECMI coded adventures finished up in 1987; other than the production of two final introductory adventures, B11: “King’s Festival” (1989) and B12: “Queen’s Harvest” (1989) a few years later. The “GAZ” line of Known World setting books then stumbled to a halt in 1991, with just one book published in each of the last years.</p>
<p>Although there were some new efforts like the “DDA” adventures (1990-91) and the Hollow World Setting (1990-92), it was clear that Basic D&D’s flame was quickly fading.</p>
<p><strong>A Black Box and a Hardcover Book.</strong> TSR tried to revive Basic D&D one last time in 1991 with a pair of new rules releases. The first was The New Easy to Master Dungeons & Dragons Game(1991), called alternatively the “Black Box edition,” the “fifth edition,” and “ten-seventy” (its product code, 1070) internally at TSR. It was a boxed D&D set that TSR described as “the first truly introductory version” of the game (as they had with every other “Basic” version of the game). The Black Box used cards to teach the game, something that had been advocated by Lorraine Williams based on the SRA reading programs (1957).</p>
<p>The Black Box is reported to have sold quickly and well. Approximately a half-million copies were purchased worldwide. It was also supplemented by a set of adventures that were almost boardgame-like with their colorful dungeon maps and figures. Unfortunately, the Black Box had one problem, the same problem that D&D “Basic” sets always had: it was limited in level, though it actually went up to 5th level, a bit higher than Basic’s 3rd-level standard.</p>
<p>This limitation dovetailed nicely into TSR’s other major plan for Basic D&D in 1991. Though the BECMI set of Basic D&D rules had always been well received, everyone thought it was quite troublesome to go through seven booklets totaling 368 pages when trying to track down a specific spell or magic item. Thus TSR decided to compile all of the rules into one hardcover book. The Rules Cyclopedia was the result - and it also offered somewhere for the Black Box players to go when they finished with fifth level.</p>
<p>Ironically, this was reportedly the exact same setup that Gygax had planned for the J. Eric Holmes Basic Set and also for AD&D, way back in 1977.</p>
<p><strong>The Compilation.</strong> The Rules Cyclopedia is a compilation of the D&D Basic Rules Set (1983), the D&D Expert Rules Set (1983), the D&D Companion Rules (1984), and the D&D Master Rules (1985). It contains not only the rules from those boxed sets, but also the monsters, making the Rules Cyclopedia one of two great sources for Basic D&D monsters, the other being the Creature Catalog(1986, 1993). Rules for skills and magic item creation from the “GAZ” Gazetteers (1987-91) are also included, making the Rules Cyclopedia a truly massive compilation of about a decade’s worth of Basic D&D rules.</p>
<p>The Immortals Rules (1986) are notably not included in the Rules Cyclopedia, although it does contain seven pages from the Master Rules that include basic information for immortals, including rules on PCs ascending to those lofty ranks.</p>
<p>Rules on jousting in tournaments and on artifacts were also left out of the Rules Cyclopedia.</p>
<p><strong>Not an Introductory Book!</strong> Unlike every other iteration of Basic D&D, this one was not intended to be an introductory roleplaying book. It was instead a reference for Basic D&D play, which matched TSR’s thinking about the AD&D 2e rules.</p>
<p>Expanding the Known World. The Rules Cyclopedia doesn’t expand the Known World in any notable way, but it does include a rather impressive atlas, featuring 16 full color maps, including the maps from the Gazetteers and the world maps from the Master Rules and the Hollow World Campaign Set (1990).</p>
<p><strong>Future History.</strong> The Black Box rules and the Rules Cyclopedia got some joint support in the form of the “Thunder Rift” series of low-level adventures (1992-93). The Rules Cyclopedia also was supplemented with a few boxed releases, the most notable of which was Wrath of the Immortals (1992), a new set of immortals rules.</p>
<p>However, after the Black Box was revised one more time as The Classic Dungeons & Dragons Game (1994), all support for the line ended. After 22 years (or 19 if you prefer), Basic D&D was finally dead.</p>
<p><strong>About the Creators.</strong> Though lots of people worked on the Rules Cyclopedia, the two most notable creators are Frank Mentzer, who wrote all the original boxes, and Aaron Allston, who led the Rules Cyclopedia project. Mentzer had left TSR for New Infinities back in 1986, which was likely why he wasn’t directly involved in this project. Allston didn’t work for TSR at all, but instead had been a freelance RPG writer since 1983. Though he only tended to write one or two books for TSR each year, by the early 90s he was writing the biggest releases for Basic D&D, including the Hollow World Campaign Setting, the D&D Rules Cyclopedia, and Wrath of the Immortals.</p>
<h1 id="preface">Preface</h1>
<p><em>This is a game that is fun. It helps you imagine.</em></p>
<blockquote>
<p>As you whirl around, your sword ready, the huge, red, fire-breathing dragon swoops toward you with a ROAR!</p>
</blockquote>
<p>See? Your imagination woke up already. Now imagine: This game may be more fun than any other game you have ever played!</p>
<p>The DUNGEONS & DRAGONS® game is a way for us to imagine together — like watching the same movie, or reading the same book. But <em>you</em> can write the stories, without putting a word on paper — just by playing the D&D® game.</p>
<p>You, along with your friends, will create a great fantasy story, you will put it away after each game, and go back to school or work, but — like a book — the adventure will wait. It’s better than a book, though; it will keep going as long as you like.</p>
<p>It is nearly the most popular game ever made. And you will see why, in just a bit.</p>
<p>When you bought some other game or book, did you ever think, “Gee, that’s nice, but it’s not quite what I thought it would be”? Well, your D&D adventures will be just what you want, because you’re the one making them up!</p>
<p>And it’s not hard. It takes a little reading and a little thinking, but most of all, it’s fun.</p>
<p>It’s fun when you discover that nobody loses, and everybody wins! It’s fun when you get good at the game . . . for example, knowing what to expect in a kobold cave, and which dragons are on your side.</p>
<p><strong>And you don’t have to put in a coin each time, like many other games.</strong> Once you have these rules, you don’t need anything else.</p>
<p>There’s more, of course, if you want it: exciting adventures to play, miniature figures of monsters and characters, expert rules for more experienced players, and lots more. But you already have everything you need to start: this package, and your imagination. That will do it.</p>
<p>Ah, yes; it does cost one more thing, which you also have right now — a bit of time. It takes a few minutes to learn the basic rules, and another hour or two to play a full game. You will probably want to spend more time, and might even make it a hobby; millions of people have. But for now, just sit back and imagine.</p>
<blockquote>
<p>Your character stands atop a grassy hill… the sun glints off your golden hair, rippling in the warm breeze … you absent-mindedly rub the gem-studded hilt of your magic sword, and glance over at the dwarf and elf, bickering as usual about how to load the horses … the magic-user has memorized her spells, and says she’s ready to go … a dangerous dungeon entrance gapes at you from the mountain nearby, and inside, a fearsome dragon awaits. Time to get moving …</p>
</blockquote>
<p><strong>Have Fun!</strong></p>
<p><em>Frank Mentzer, February, 1983</em></p>
<h1 id="page-6-7-character-creation">Page 6-7, Character Creation</h1>
<p><img src="images/rc-insert-p06-bx.jpg" title="Classic B/X" style="width:100.0%" alt="Page 06 - Character Creation" /></p>
<h2 id="prime-requisite">Prime Requisite</h2>
<p>As stated on page 145, and worth making a note of here, a player can switch his highest score with the Prime Requisite of the class he wants to play (before any other adjustments are made).</p>
<h2 id="suggested-rules">Suggested Rules</h2>
<p>I know everyone probably has their own house rules for creating characters, but I will offer a quick suggestion here. Allow each player to roll up 3 sets of stats and pick which set he wants to use, discarding the rest.</p>
<p>I think many people just start characters out with maximum Hit Points, but that takes away a bit of the fun of rolling them up. And to make that balanced, you would also have to start monsters with maximum hit points for their first Hit Die.. Instead, a good alternate method, borrowed from AD&D Unearthed Arcana, is to roll for your Hit Points and apply any appropriate Constitution modifiers as usual, and then if your starting Hit Points are below the following minimum values for your Hit Die, raise your Hit Points to the minimum. This only applies to the very first roll of a new character’s Hit Points, not further rolls after gaining more levels (though <a href="https://en.wikipedia.org/wiki/Frank_Mentzer" title="Creative Advisor to Gary Gygax">Frank Mentzer</a> says he always allows a player to re-roll a result of “1” for a Hit Point roll, at any level).</p>
<table>
<thead>
<tr class="header">
<th style="text-align: left;">Hit Die</th>
<th style="text-align: left;">Min. HP</th>
</tr>
</thead>
<tbody>
<tr class="odd">
<td style="text-align: left;">d4</td>
<td style="text-align: left;">3</td>
</tr>
<tr class="even">
<td style="text-align: left;">d6</td>
<td style="text-align: left;">4</td>
</tr>
<tr class="odd">
<td style="text-align: left;">d8</td>
<td style="text-align: left;">5</td>
</tr>
</tbody>
</table>
<h1 id="page-8-armor-class">Page 8, Armor Class</h1>
<h2 id="ascending-armor-class">Ascending Armor Class</h2>
<p>Basic D&D uses descending Armor Class (AC) aka THAC0 (To Hit Armor Class 0). To convert over to the more modern Ascending AC you’ll need to do the following:</p>
<ul>
<li>Adjust the armor table and convert armor to give ascending bonuses.</li>
<li>Roll d20 + your attack bonus and you need to score at least your opponents AC to hit.</li>
<li>An unarmored human with AC 9 becomes AC 11 in the ascending system:
<ul>
<li>Unarmored Human (Armor Class: 9)
<ul>
<li>20 - 9 = 11 to hit</li>
</ul></li>
<li>HobGoblin (Armor Class: 6)
<ul>
<li>20 - 6 = 14 to hit</li>
</ul></li>
</ul></li>
</ul>
<table>
<thead>
<tr class="header">
<th style="text-align: left;">Type</th>
<th style="text-align: left;">Armor bonus</th>
</tr>
</thead>
<tbody>
<tr class="odd">
<td style="text-align: left;">Unarmored</td>
<td style="text-align: left;">Base AC 11</td>
</tr>
<tr class="even">
<td style="text-align: left;">Leather Armor</td>
<td style="text-align: left;">+2</td>
</tr>
<tr class="odd">
<td style="text-align: left;">Scale Mail</td>
<td style="text-align: left;">+3</td>
</tr>
<tr class="even">
<td style="text-align: left;">Chain Mail</td>
<td style="text-align: left;">+4</td>
</tr>
<tr class="odd">
<td style="text-align: left;">Banded Mail</td>
<td style="text-align: left;">+5</td>
</tr>
<tr class="even">
<td style="text-align: left;">Plate Mail</td>
<td style="text-align: left;">+6</td>
</tr>
<tr class="odd">
<td style="text-align: left;">Suit Armor*</td>
<td style="text-align: left;">+9</td>
</tr>
<tr class="even">
<td style="text-align: left;">Shield</td>
<td style="text-align: left;">+1</td>
</tr>
</tbody>
</table>
<p><em>* Full plate armor, fitted for the user. No one can use suit armor made to another person without modifications. Modifying suit armor costs (3 + 1d4) * 10% of the original cost and takes one week.</em></p>
<p>Next, we convert all character class <em>to-hit</em> tables to <em>attack bonus by level</em> tables using the to-hit AC 9 (unarmored man) column on the attack table.</p>
<table>
<thead>
<tr class="header">
<th style="text-align: center;">Human Attack Bonuses</th>
</tr>
</thead>
<tbody>
</tbody>
</table>
<table>
<thead>
<tr class="header">
<th style="text-align: left;">Level</th>
<th style="text-align: center;">Fighter</th>
<th style="text-align: center;">Cleric/Thief</th>
<th style="text-align: center;">Magic-user</th>
</tr>
</thead>
<tbody>
<tr class="odd">
<td style="text-align: left;">1</td>
<td style="text-align: center;">+1</td>
<td style="text-align: center;">+1</td>
<td style="text-align: center;">+1</td>
</tr>
<tr class="even">
<td style="text-align: left;">2</td>
<td style="text-align: center;">+1</td>
<td style="text-align: center;">+1</td>
<td style="text-align: center;">+1</td>
</tr>
<tr class="odd">
<td style="text-align: left;">3</td>
<td style="text-align: center;">+1</td>
<td style="text-align: center;">+1</td>
<td style="text-align: center;">+1</td>
</tr>
<tr class="even">
<td style="text-align: left;">4</td>
<td style="text-align: center;">+3</td>
<td style="text-align: center;">+1</td>
<td style="text-align: center;">+1</td>
</tr>
<tr class="odd">
<td style="text-align: left;">5</td>
<td style="text-align: center;">+3</td>
<td style="text-align: center;">+3</td>
<td style="text-align: center;">+1</td>
</tr>
<tr class="even">
<td style="text-align: left;">6</td>
<td style="text-align: center;">+3</td>
<td style="text-align: center;">+3</td>
<td style="text-align: center;">+3</td>
</tr>
<tr class="odd">
<td style="text-align: left;">7</td>
<td style="text-align: center;">+5</td>
<td style="text-align: center;">+3</td>
<td style="text-align: center;">+3</td>
</tr>
<tr class="even">
<td style="text-align: left;">8</td>
<td style="text-align: center;">+5</td>
<td style="text-align: center;">+3</td>
<td style="text-align: center;">+3</td>
</tr>
<tr class="odd">
<td style="text-align: left;">9</td>
<td style="text-align: center;">+5</td>
<td style="text-align: center;">+5</td>
<td style="text-align: center;">+3</td>
</tr>
<tr class="even">
<td style="text-align: left;">10</td>
<td style="text-align: center;">+7</td>
<td style="text-align: center;">+5</td>
<td style="text-align: center;">+3</td>
</tr>
<tr class="odd">
<td style="text-align: left;">11</td>
<td style="text-align: center;">+7</td>
<td style="text-align: center;">+5</td>
<td style="text-align: center;">+5</td>
</tr>
<tr class="even">
<td style="text-align: left;">12</td>
<td style="text-align: center;">+7</td>
<td style="text-align: center;">+5</td>
<td style="text-align: center;">+5</td>
</tr>
<tr class="odd">
<td style="text-align: left;">13</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+7</td>
<td style="text-align: center;">+5</td>
</tr>
<tr class="even">
<td style="text-align: left;">14</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+7</td>
<td style="text-align: center;">+5</td>
</tr>
<tr class="odd">
<td style="text-align: left;">15</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+7</td>
<td style="text-align: center;">+5</td>
</tr>
<tr class="even">
<td style="text-align: left;">16</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+7</td>
<td style="text-align: center;">+7</td>
</tr>
<tr class="odd">
<td style="text-align: left;">17</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+7</td>
</tr>
<tr class="even">
<td style="text-align: left;">18</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+7</td>
</tr>
<tr class="odd">
<td style="text-align: left;">19</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+7</td>
</tr>
<tr class="even">
<td style="text-align: left;">20</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+7</td>
</tr>
<tr class="odd">
<td style="text-align: left;">21</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+9</td>
</tr>
<tr class="even">
<td style="text-align: left;">22</td>
<td style="text-align: center;">+11*</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+9</td>
</tr>
<tr class="odd">
<td style="text-align: left;">23</td>
<td style="text-align: center;">+11*</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+9</td>
</tr>
<tr class="even">
<td style="text-align: left;">24</td>
<td style="text-align: center;">+11*</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+9</td>
</tr>
<tr class="odd">
<td style="text-align: left;">25</td>
<td style="text-align: center;">+13*</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+9</td>
</tr>
<tr class="even">
<td style="text-align: left;">26</td>
<td style="text-align: center;">+13*</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+9</td>
</tr>
<tr class="odd">
<td style="text-align: left;">27</td>
<td style="text-align: center;">+13*</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+9</td>
</tr>
<tr class="even">
<td style="text-align: left;">28</td>
<td style="text-align: center;">+15*</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+9</td>
</tr>
<tr class="odd">
<td style="text-align: left;">29</td>
<td style="text-align: center;">+15*</td>
<td style="text-align: center;">+11*</td>
<td style="text-align: center;">+9</td>
</tr>
<tr class="even">
<td style="text-align: left;">30</td>
<td style="text-align: center;">+15*</td>
<td style="text-align: center;">+11*</td>
<td style="text-align: center;">+9</td>
</tr>
<tr class="odd">
<td style="text-align: left;">31</td>
<td style="text-align: center;">+17*</td>
<td style="text-align: center;">+11*</td>
<td style="text-align: center;">+9</td>
</tr>
<tr class="even">
<td style="text-align: left;">32</td>
<td style="text-align: center;">+17*</td>
<td style="text-align: center;">+11*</td>
<td style="text-align: center;">+9</td>
</tr>
<tr class="odd">
<td style="text-align: left;">33</td>
<td style="text-align: center;">+17*</td>
<td style="text-align: center;">+13*</td>
<td style="text-align: center;">+9</td>
</tr>
<tr class="even">
<td style="text-align: left;">34</td>
<td style="text-align: center;">+19*</td>
<td style="text-align: center;">+13*</td>
<td style="text-align: center;">+9</td>
</tr>
<tr class="odd">
<td style="text-align: left;">35</td>
<td style="text-align: center;">+19*</td>
<td style="text-align: center;">+13*</td>
<td style="text-align: center;">+9</td>
</tr>
<tr class="even">
<td style="text-align: left;">36</td>
<td style="text-align: center;">+19*</td>
<td style="text-align: center;">+15*</td>
<td style="text-align: center;">+11*</td>
</tr>
</tbody>
</table>
<p><em>* Every point character of this level beats his opponents AC is dealt as extra damage in the attack.</em></p>
<table>
<thead>
<tr class="header">
<th style="text-align: center;">Demi-Human Attack Bonus</th>
</tr>
</thead>
<tbody>
</tbody>
</table>
<table>
<thead>
<tr class="header">
<th style="text-align: left;">Level / Rank (Dwarf)</th>
<th style="text-align: center;">Dwarf</th>
<th style="text-align: center;">Elf</th>
<th style="text-align: center;">Halfling</th>
<th style="text-align: center;">Level / Rank (Elf/Halfling)</th>
</tr>
</thead>
<tbody>
<tr class="odd">
<td style="text-align: left;">1</td>
<td style="text-align: center;">+1</td>
<td style="text-align: center;">+1</td>
<td style="text-align: center;">+1</td>
<td style="text-align: center;">1</td>
</tr>
<tr class="even">
<td style="text-align: left;">2</td>
<td style="text-align: center;">+1</td>
<td style="text-align: center;">+1</td>
<td style="text-align: center;">+1</td>
<td style="text-align: center;">2</td>
</tr>
<tr class="odd">
<td style="text-align: left;">3</td>
<td style="text-align: center;">+1</td>
<td style="text-align: center;">+1</td>
<td style="text-align: center;">+1</td>
<td style="text-align: center;">3</td>
</tr>
<tr class="even">
<td style="text-align: left;">4</td>
<td style="text-align: center;">+3</td>
<td style="text-align: center;">+3</td>
<td style="text-align: center;">+3</td>
<td style="text-align: center;">4</td>
</tr>
<tr class="odd">
<td style="text-align: left;">5</td>
<td style="text-align: center;">+3</td>
<td style="text-align: center;">+3</td>
<td style="text-align: center;">+3</td>
<td style="text-align: center;">5</td>
</tr>
<tr class="even">
<td style="text-align: left;">6</td>
<td style="text-align: center;">+3</td>
<td style="text-align: center;">+3</td>
<td style="text-align: center;">+3</td>
<td style="text-align: center;">6</td>
</tr>
<tr class="odd">
<td style="text-align: left;">7</td>
<td style="text-align: center;">+5</td>
<td style="text-align: center;">+5</td>
<td style="text-align: center;">+5</td>
<td style="text-align: center;">7</td>
</tr>
<tr class="even">
<td style="text-align: left;">8</td>
<td style="text-align: center;">+5</td>
<td style="text-align: center;">+5</td>
<td style="text-align: center;">+5</td>
<td style="text-align: center;">8, A</td>
</tr>
<tr class="odd">
<td style="text-align: left;">9</td>
<td style="text-align: center;">+5</td>
<td style="text-align: center;">+6</td>
<td style="text-align: center;">+6</td>
<td style="text-align: center;">9, B</td>
</tr>
<tr class="even">
<td style="text-align: left;">10</td>
<td style="text-align: center;">+7</td>
<td style="text-align: center;">+7</td>
<td style="text-align: center;">+7</td>
<td style="text-align: center;">C</td>
</tr>
<tr class="odd">
<td style="text-align: left;">11</td>
<td style="text-align: center;">+7</td>
<td style="text-align: center;">+8</td>
<td style="text-align: center;">+8</td>
<td style="text-align: center;">D</td>
</tr>
<tr class="even">
<td style="text-align: left;">12</td>
<td style="text-align: center;">C</td>
<td style="text-align: center;">+7</td>
<td style="text-align: center;">+7</td>
<td style="text-align: center;">+7, E</td>
</tr>
<tr class="odd">
<td style="text-align: left;">D</td>
<td style="text-align: center;">+8</td>
<td style="text-align: center;">+7</td>
<td style="text-align: center;">+7</td>
<td style="text-align: center;">F</td>
</tr>
<tr class="even">
<td style="text-align: left;">E</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+7</td>
<td style="text-align: center;">+7</td>
<td style="text-align: center;">G</td>
</tr>
<tr class="odd">
<td style="text-align: left;">F</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+7</td>
<td style="text-align: center;">+7</td>
<td style="text-align: center;">H</td>
</tr>
<tr class="even">
<td style="text-align: left;">G</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+7</td>
<td style="text-align: center;">+7</td>
<td style="text-align: center;">I</td>
</tr>
<tr class="odd">
<td style="text-align: left;">H</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+8</td>
<td style="text-align: center;">+8</td>
<td style="text-align: center;">J</td>
</tr>
<tr class="even">
<td style="text-align: left;">I</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">+9</td>
<td style="text-align: center;">K</td>
</tr>
<tr class="odd">
<td style="text-align: left;">J</td>
<td style="text-align: center;">+10</td>
<td style="text-align: center;">+10</td>
<td style="text-align: center;">+10</td>
<td style="text-align: center;">L</td>
</tr>
<tr class="even">
<td style="text-align: left;">K</td>
<td style="text-align: center;">+11*</td>
<td style="text-align: center;">+11*</td>
<td style="text-align: center;">+11*</td>
<td style="text-align: center;">M</td>
</tr>
<tr class="odd">
<td style="text-align: left;">L</td>
<td style="text-align: center;">+12*</td>
<td style="text-align: center;"></td>
<td style="text-align: center;"></td>
<td style="text-align: center;"></td>
</tr>
<tr class="even">
<td style="text-align: left;">M</td>
<td style="text-align: center;">+13*</td>
<td style="text-align: center;"></td>
<td style="text-align: center;"></td>
<td style="text-align: center;"></td>
</tr>
</tbody>
</table>
<p><em>* Every point character of this level beats his opponents AC is dealt as extra damage in the attack.</em></p>
<table>
<thead>
<tr class="header">
<th style="text-align: center;">Monster Attack Bonus</th>
</tr>
</thead>
<tbody>
</tbody>
</table>
<table>
<thead>
<tr class="header">
<th style="text-align: center;">HD</th>
<th style="text-align: center;">Attack Bonus</th>
</tr>
</thead>
<tbody>
<tr class="odd">
<td style="text-align: center;">Normal Man</td>
<td style="text-align: center;">+0</td>
</tr>
<tr class="even">
<td style="text-align: center;">Up to 1</td>
<td style="text-align: center;">+1</td>
</tr>
<tr class="odd">
<td style="text-align: center;">1+ - 2</td>
<td style="text-align: center;">+2</td>
</tr>
<tr class="even">
<td style="text-align: center;">2+ - 3</td>
<td style="text-align: center;">+3</td>
</tr>
<tr class="odd">
<td style="text-align: center;">3+ - 4</td>
<td style="text-align: center;">+4</td>
</tr>
<tr class="even">
<td style="text-align: center;">4+ - 5</td>
<td style="text-align: center;">+5</td>
</tr>
<tr class="odd">
<td style="text-align: center;">5+ - 6</td>
<td style="text-align: center;">+6</td>
</tr>
<tr class="even">
<td style="text-align: center;">6+ - 7</td>
<td style="text-align: center;">+7</td>
</tr>
<tr class="odd">
<td style="text-align: center;">7+ - 8</td>
<td style="text-align: center;">+8</td>
</tr>
<tr class="even">
<td style="text-align: center;">8+ - 9</td>
<td style="text-align: center;">+9</td>
</tr>
<tr class="odd">
<td style="text-align: center;">9+ - 11</td>
<td style="text-align: center;">+9</td>
</tr>
<tr class="even">
<td style="text-align: center;">11+ - 13</td>
<td style="text-align: center;">+9</td>
</tr>
<tr class="odd">
<td style="text-align: center;">13+ - 15</td>
<td style="text-align: center;">+9</td>
</tr>
<tr class="even">
<td style="text-align: center;">15+ - 17</td>
<td style="text-align: center;">+9</td>
</tr>
<tr class="odd">
<td style="text-align: center;">17+ - 19</td>
<td style="text-align: center;">+10</td>
</tr>
<tr class="even">
<td style="text-align: center;">19+ - 21</td>
<td style="text-align: center;">+11*</td>
</tr>
<tr class="odd">
<td style="text-align: center;">21+ - 23</td>
<td style="text-align: center;">+12*</td>
</tr>
<tr class="even">
<td style="text-align: center;">23+ - 25</td>
<td style="text-align: center;">+13*</td>
</tr>
<tr class="odd">
<td style="text-align: center;">25+ - 27</td>
<td style="text-align: center;">+14*</td>
</tr>
<tr class="even">
<td style="text-align: center;">27+ - 29</td>
<td style="text-align: center;">+15*</td>
</tr>
<tr class="odd">
<td style="text-align: center;">29+ - 31</td>
<td style="text-align: center;">+16*</td>
</tr>
<tr class="even">
<td style="text-align: center;">31+ - 33</td>
<td style="text-align: center;">+17*</td>
</tr>
<tr class="odd">
<td style="text-align: center;">33+ - 35</td>
<td style="text-align: center;">+18*</td>
</tr>
<tr class="even">
<td style="text-align: center;">35+ and up</td>
<td style="text-align: center;">+19*</td>
</tr>
</tbody>
</table>
<p><em>* Every point character of this level beats his opponents AC is dealt as extra damage in the attack.</em></p>
<p>Naturally characters add their Strength modifier to melee attacks and Dexterity modifier to ranged attacks. The asterisk is something I had to come up with since there wasn’t a direct way to convert the rule in Rules Cyclopedia.</p>
<p>In Rules Cyclopedia, after certain point the <em>to-hit</em> table started saying that <strong><em>only misses on natural 1 and add the number shown to damage of the attack</em></strong>. Basically, you’re such a bad ass that you hardly ever miss, and every time you hit you do extra damage. This isn’t exactly the same, but there is the extra damage component. The math most likely doesn’t add up, but I’m not worried; the first times this comes up is beyond level 20.</p>
<h1 id="page-9-adjustments-for-ability-scores">Page 9, Adjustments for Ability Scores</h1>
<p><img src="images/rc-insert-p09-abilityscores.jpg" title="Dragon Dice" alt="Page 9 - Ability Scores" /></p>
<h2 id="high-wisdom-and-saving-throws">High Wisdom and Saving Throws</h2>
<p>The bonus or penalty for Wisdom is always applied to Saving Throws vs. Rod, Staff, or Spell, but it can also apply to other Saving Throws too, such as vs. Magic Wands, vs. Death Ray or Poison, or vs. Paralysis or Turn to Stone if the attack is caused by a spell effect or a magic item which produces a spell effect.</p>
<h2 id="bonuses-and-penalties">Bonuses and Penalties</h2>
<p>The possibility exists for scores to be lower than 3 or greater than 18. For example, some monsters have Intelligence scores that can be higher than 18, or a character could have his Constitution reduced below 3 from magical aging attacks. If you want to determine the appropriate adjustments for such scores, you can use the table found in the Players’ Guide to Immortals, page 30:</p>
<h2 id="bonuses-and-penalties-for-ability-scores">Bonuses and Penalties for Ability Scores</h2>
<table>
<thead>
<tr class="header">
<th style="text-align: left;">Ability Score</th>
<th style="text-align: left;">Adjustment</th>
</tr>
</thead>
<tbody>
<tr class="odd">
<td style="text-align: left;">0-5</td>
<td style="text-align: left;"></td>
</tr>
<tr class="even">
<td style="text-align: left;">1-4</td>
<td style="text-align: left;"></td>
</tr>
<tr class="odd">
<td style="text-align: left;">2-3</td>
<td style="text-align: left;">-3</td>
</tr>
<tr class="even">
<td style="text-align: left;">4-5</td>
<td style="text-align: left;">-2</td>
</tr>
<tr class="odd">
<td style="text-align: left;">6-8</td>
<td style="text-align: left;">-1</td>
</tr>
<tr class="even">
<td style="text-align: left;">9-12</td>
<td style="text-align: left;">No adj.</td>
</tr>
<tr class="odd">
<td style="text-align: left;">13-15</td>
<td style="text-align: left;">+1</td>
</tr>
<tr class="even">
<td style="text-align: left;">16-17</td>
<td style="text-align: left;">+2</td>
</tr>
<tr class="odd">
<td style="text-align: left;">18</td>
<td style="text-align: left;">+3</td>
</tr>
<tr class="even">
<td style="text-align: left;">19-20</td>
<td style="text-align: left;">+4</td>
</tr>
<tr class="odd">
<td style="text-align: left;">21-23</td>
<td style="text-align: left;">+5</td>
</tr>
<tr class="even">
<td style="text-align: left;">24-27</td>
<td style="text-align: left;">+6</td>
</tr>
</tbody>
</table>
<p>The table continues all the way up to 100, but that’s far beyond the scope of this document, since there is no way for mortal Player Characters to ever have a score higher than 18, even when using the supreme power of an Artifact. Players Guide to Immortals, page 18, notes, “Mortal ability scores cannot exceed 18, and any increase in excess of this is discarded.”</p>
<h1 id="page-10-languages-charisma-adjustment-table">Page 10, Languages, Charisma Adjustment Table</h1>
<h2 id="languages">Languages</h2>
<p>Despite what is indicated in this section, Alignment Languages have no written form; this is specifically stated on page 11. To make sense of Alignment Languages, do not consider them to be like mundane languages; they are more a result of the magical connection a character has to the Immortals of his Alignment, which in turn links him to all other intelligent creatures of that Alignment so that communication is possible.</p>
<p>For characters with a high Intelligence, look on page 258 to find a sample list of extra languages to choose from.</p>
<h2 id="charisma-adjustment-table">Charisma Adjustment Table</h2>
<p>The Charisma Adjustment Table is inconsistent with previous editions. The Charisma Reaction Adjustments were traditionally different than the standard adjustments for ability scores; reaction rolls are made with 2d6, so the adjustments to them are not supposed to be so large.</p>
<p>The tables showing the previous adjustments can be found in the Basic Player’s Manual p.36 or 51, or the Master DM’s Book p.3, or the Players’ Guide to Immortals p.30 (which includes some additional numbers outside the normal ranges, just to be thorough):</p>
<pre><code>------------------------------------------
Charisma Adjustment Table
------------------------------------------
Charisma Reaction Maximum No. Retainer
Score Adjustment Retainers Morale
------------------------------------------
1 -3 1 3
2-3 -2 1 4
4-5 -1 2 5
6-8 -1 3 6
9-12 No adj. 4 7
13-15 +1 5 8
16-17 +1 6 9
18 +2 7 10
19-20 +2 8 11
21-23 +3 9 12
...
------------------------------------------</code></pre>
<p>With that noted, it’s probably fine to just use the standard adjustments to avoid complication, and Charisma doesn’t need to be more of a “dump stat” than it already is; if someone has a 16 Charisma, let them have the +2 bonus..</p>
<h1 id="page-10-natural-healing-rule">Page 10, Natural Healing Rule</h1>
<p>There’s space at the bottom of this page, which bears the column about hit points, where we can place the missing natural healing rule:</p>
<p>Each full day of complete rest (no fighting or traveling!) will restore 1d3 hit points. If those resting are interrupted during that day in any way, then no healing will take place.</p>
<p>Or, from the 1994 Edition: Instead restore 1d4 hit points. There’s also a mistake on this page, in the third heading under <em>Maximum Levels and Experience Points</em>. Score a line through <em>and elves</em> that appears in the first paragraph. Elves can only attain a level of 10.</p>
<h1 id="page-14-18-clericsavengers-turningcontrolling-undead">Page 14, 18, Clerics/Avengers Turning/Controlling Undead</h1>
<h2 id="cleric-level-titles">Cleric Level Titles</h2>
<p>Cleric titles: All level titles were omitted in the Rules Cyclopedia. However, in the cases of thieves and clerics, you may find them still to be of value. Cleric table is below. Thieves’ table is on page 2.</p>
<table>
<thead>
<tr class="header">
<th style="text-align: left;">Level</th>
<th style="text-align: left;">Title</th>
</tr>
</thead>
<tbody>
<tr class="odd">
<td style="text-align: left;">1</td>
<td style="text-align: left;">Acolyte</td>
</tr>
<tr class="even">
<td style="text-align: left;">2</td>
<td style="text-align: left;">Adept</td>
</tr>
<tr class="odd">
<td style="text-align: left;">3</td>
<td style="text-align: left;">Priest</td>
</tr>
<tr class="even">
<td style="text-align: left;">4</td>
<td style="text-align: left;">Vicar</td>
</tr>
<tr class="odd">
<td style="text-align: left;">5</td>
<td style="text-align: left;">Curate</td>
</tr>
<tr class="even">
<td style="text-align: left;">6</td>
<td style="text-align: left;">Elder</td>
</tr>
<tr class="odd">
<td style="text-align: left;">7</td>
<td style="text-align: left;">Bishop</td>
</tr>
<tr class="even">
<td style="text-align: left;">8</td>
<td style="text-align: left;">Lama</td>
</tr>
<tr class="odd">
<td style="text-align: left;">9</td>
<td style="text-align: left;">Patriarch</td>
</tr>
</tbody>
</table>
<h2 id="turning-undead">Turning Undead</h2>
<p>There are a lot of holes that need to be patched in the description of Turning Undead here, and it needs to be altered to be in line with the Control ability of Avengers (p.18, Avengers, paragraph 4), which also needs to be balanced. The following is just taking the actual rules from various places and combining them all so everything works together, with a few slight changes to Clerics.</p>
<p>Notice the <em>But don’t forget, if the monster is turned, it hasn’t been destroyed, it may decide to return soon…</em> Now that’s nice and vague. From the Basic rule book: <em>They will stay away 1d10 rounds.</em> To determine whether the monsters return when the turning wears off, <em>make a Reaction roll. If the result of the roll is 8 or more, the undead return.</em></p>
<h2 id="holy-symbols">Holy Symbols</h2>
<p>First off, the third paragraph states that a Cleric does not need a Holy Symbol to Turn Undead, but this was not found in any of the Mentzer sets, and Frank has stated that a Cleric absolutely does need a Holy Symbol in order to Turn Undead. Should a Cleric find himself without a Holy Symbol, he could fabricate a rough one for himself, but Frank suggests this will cause a penalty of -4 to any rolls involved in Turning. There is also the 5 gp “inexpensive Holy Symbol” found on the Adventuring Gear Table in the entry for page 69, which Frank suggests should inflict a -2 penalty to Turning rolls. A character with the appropriate General Skills could create these (e.g., Crafting, Art, Metalworking, etc.).</p>
<p>The high-quality 25 gp Holy Symbol would be something created by a Cleric’s church. As with Holy Water, the specific creation process is never described, so is left up to the DM (perhaps it could be treated similar to creating Magic Items as described in Chapter 16).</p>
<h2 id="suggested-rules-1">Suggested Rules</h2>
<p>Chaotic Clerics and Avengers cannot Destroy undead, but they may Control (or “Dominate”) them, ONLY on a D result or better.</p>
<p>For Chaotic Clerics and Avengers, if Control is not chosen (or in the rare case a Lawful Cleric chooses not to Destroy), treat D, D+, or D# results as T, T+, and T# (increasing the number of undead that are Turned).</p>
<p>Neutral Clerics may only Turn undead, treating the D+ and D# results as above.</p>
<p>I would disregard part of the last paragraph under “Turning Undead” about failing to Turn one specific monster, since Turning isn’t a targeted effect; it affects groups of undead in the area. The Basic Dungeon Masters Rulebook, p.21, says, “If an attempt at Turning Undead is successful and more Undead remain, the Cleric may Turn them again. Once a failure to Turn occurs, further attempts by that Cleric will have no effect.” The 1991 D&D Game Rulebook, p.7, adds, “Once a cleric fails an attempt to turn undead, all his other attempts during the same battle also fail.” This would apply even if new undead of differing types arrive and join the fight. Speaking of which, the 1E AD&D DMG, p.65, has some guidelines for turning groups containing different types of undead. All weaker undead in the group must be Turned before the stronger ones can be Turned. This order should be determined first by the difficulty of the actual Turn attempt (working your way up the Turning Undead Table), and then by the HD of the creatures.</p>
<p>The difficulty of the Turn attempt can vary greatly if the lesser undead are being controlled by some greater undead (see pages 217-218 about Lieges and Pawns). For example, in a mixed group of undead, a Cleric would have to Turn any free-willed Wraiths before he could Turn Skeletons which were being controlled by a Vampire, because the first Turn attempt against a Pawn is made as if it’s against the Liege. Then, because they have fewer HD, the Cleric would have to turn the Skeletons before attempting to Turn the Vampire.</p>
<p><strong>Range and Area of Effect</strong></p>
<p>These aspects of Turning are never mentioned, but the D&D FAQ v3.5 gives some details that can easily be imported. page 30 of that FAQ indicates that Turning can potentially affect any undead within a 60’ radius of the Cleric, as long as the undead isn’t completely shielded from the Cleric by something solid (behind full cover), but otherwise, p.5 of the v3.5 FAQ states that the visibility of the undead or the Cleric is irrelevant for successful Turning.</p>
<p><strong>Duration of Turn or Control</strong></p>
<p>On any successful result which required a roll (7, 9, or 11) the undead will be Turned (i.e., they will not touch the Cleric, and will flee as far away from him as possible) for only 1-10 rounds, after which time the undead will return to the area if they make a Reaction Roll of 8 or higher on 2d6 or at the DMs discretion (Basic DMs Rulebook, p.31). For any automatically successful Turn (T or better – a much more powerful effect) the undead will be Turned (or Controlled, for Chaotic Clerics or Avengers with a D result) for one game turn (10 minutes) per CLERICAL level (not the Avenger’s actual level, as stated in his description). The same Reaction Roll applies afterward to see if the undead return to the area. Also note that when the duration of Control ends, the undead flee as if Turned, for a duration as would be normal for the Cleric’s level. An undead that is under any kind of Turn effect cannot be Controlled until the duration of the Turn effect ends.</p>
<p>Some undead get Saving Throws against Turning. Other than the ones specifically mentioned in the monster descriptions, also note that on Page 218 it says that undead spellcasters may make a Saving Throw vs. Spells to avoid any T or D result entirely. Many types of undead have the potential to be spellcasters.. When an undead gets a Save against Destruction, it should be applied against Control as well. For undead that get a Saving Throw against T results, it should also apply against non- automatic Turning (i.e., successful rolls of 7, 9, or 11).</p>
<h1 id="page-15-optional-turning-variation">Page 15, Optional Turning Variation</h1>
<p>I created an alternate dice mechanic for Turning Undead, which simplifies things by using the Hit Dice of the undead instead of its creature type, and has other benefits such as keeping Skeletons and Zombies as viable opponents for a bit longer (normally a 2nd level Cleric can automatically Turn skeletons; that’s a bit too easy, too soon in the scope of the full game system). This method also unifies all the mechanics discussed above (Destroy/Dominate), and it pretty easy to implement. Other rules for Turning still apply.</p>
<p>The Cleric attempting to Turn rolls 2d6 - Add 2 for each Level of the Cleric - Subtract 2 for each HD/Level of the undead</p>
<pre><code>-----------------------------------------------------------
Result Effect | Result Effect
-----------------------------|-----------------------------
7 = Fail | 20 = D, 2 Rounds
8 = T, 2 Rounds | 21 = D, 4 Rounds
9 = T, 4 Rounds | 22 = D, 6 Rounds
10 = T, 6 Rounds | 23 = D, 8 Rounds
11 = T, 8 Rounds | 24 = D, 10 Rounds
12 = T, 10 Rounds | 25 = D, 12 Rounds
13 = T, 12 Rounds | 26 = D, 1 Turn
14 = T, 1 Turn | 27 = D, 2 Turns
15 = T, 2 Turns | 28 = D, 3 Turns
16 = T, 3 Turns | 29 = D, 4 Turns
17 = T, 4 Turns | 30 = D, 5 Turns
18 = T, 5 Turns | 31 = D, 6 Turns (1 Hour)
19 = T, 6 Turns (1 Hour) | 32+ = D+, *
| 56+ = D#, *
-----------------------------------------------------------</code></pre>
<pre><code>T : 2d6 HD of undead within 60' are forced to flee for the given duration.
D : 2d6 HD of undead are Destroyed, or Dominated for the additional duration
then Turned for 1 Hour. If the Cleric chooses not to Destroy or Dominate,
the additional duration is simply added to the base 1 Hour Turn duration.
D+ : 3D6 HD of undead are affected.
D# : 4d6 HD of undead are affected.</code></pre>
<ul>
<li>D+/D# Additional durations are number of Turns equal to the result rolled -25.</li>
</ul>
<blockquote>
<p>Additional notes: Undead are grouped together by HD, not type. In groups of undead with mixed HD, the lower HD ones must be Turned first.</p>
</blockquote>
<p>A Cleric who fails a Turning attempt may not make another attempt for 1 Turn (10 minutes).</p>
<ul>
<li>Only Lawful Clerics can Destroy.</li>
<li>Only Chaotic Clerics can Dominate.</li>
<li>Neutral Clerics can only Turn.</li>
</ul>
<h1 id="page-16-cleric-class">Page 16, Cleric Class</h1>
<h2 id="choosing-to-travel">Choosing to Travel</h2>
<p>There are additional details in the Players Companion, p.11-12, for traveling Clerics:</p>
<h3 id="in-civilized-areas">In civilized areas</h3>
<ul>
<li>The Cleric should gain experience points for helping those of the same Alignment.</li>
<li>Special adventures are frequent, as the problems encountered in other lands often require a great leader (the Cleric) for a successful solution.</li>
<li>The Cleric often visits local rulers, and may gain special knowledge (rumors, maps, etc.) from them. However, conflicts with powerful land-owning Clerics may arise, and they might banish, exile, or imprison the traveling Cleric if their disagreements can’t be resolved.</li>
<li>The Cleric gains fame, for better or worse. Tales of the Cleric’s deeds will remain after the Cleric leaves, and those tales may attract other powerful characters – and monsters to the Cleric.</li>
</ul>
<h3 id="in-wilderness-areas">In wilderness areas</h3>
<ul>
<li>The Cleric may discover a long-lost ruin or shrine (a new dungeon) to either destroy or sanctify.</li>
<li>The Cleric may discover a new race or civilization.</li>
<li>The tales of the wilderness Cleric’s deeds are usually more distorted, so that little truth remains. Myths and legends about the Cleric may arise, for possible misunderstandings at a future time.</li>
</ul>
<h1 id="page-18-paladin-class">Page 18, Paladin Class</h1>
<p>For Paladins, the last line in the 4th requirement should read: <em>Therefore, a 16th or 17th level paladin can turn undead with the same ability of a 5th level cleric.</em> Paladins start at 9th level in D&D. The Avengers column on the opposite side of the page has the correct values if you want to compare them.</p>
<h1 id="page-19-20-magic-user-class">Page 19-20, Magic-User Class</h1>
<p><img src="images/rc-insert-wizard.jpg" title="Gygax Lives!" alt="Page 19 - Magic User Spell Progression" /></p>
<h2 id="page-19-magic-user-spell-progression">Page 19, Magic-User Spell Progression</h2>
<p>After analyzing and comparing the spell progression tables from the Expert Rulebook (p.10) and the Rules Cyclopedia, I’ve come to the conclusion that the original progression is better. There are several errors in the Magic User Experience Table in regard to spell allotments. Mages don’t receive 6th level spells until level 12, so cross out the last “1” in the level 11 row. At levels 13 and 14, mages should have five of the first level spells (if the progression from the Expert boxed set is used).</p>
<p>While the Rules Cyclopedia table’s progression is not bad, it makes alterations in order to adjust some minor patterns in the progression, but in doing so, it disrupts some major patterns. It turns out <a href="https://en.wikipedia.org/wiki/Frank_Mentzer" title="Creative Advisor to Gary Gygax">Frank Mentzer</a> is self-admittedly a bit of a math freak, and the original progression was quite well-planned; in my opinion it shouldn’t have been messed with in the Rules Cyclopedia.</p>
<p>So I recommend using the original progression. Just be sure to make ALL of the changes below if you want to fix the Rules Cyclopedia table:</p>
<ul>
<li>At 6th level, 1st level spells = 3</li>
<li>At 9th level, 3rd level spells = 2</li>
<li>At 10th level, 1st level spells = 4</li>
<li>4th level spells = 2</li>
<li>At 11th level, 2nd level spells = 4</li>
<li>3rd level spells = 4</li>
<li>6th level spells = 0</li>
<li>At 13th level, 1st level spells = 5</li>
<li>At 14th level, 1st level spells = 5</li>
</ul>
<p>Incidentally, I find it easier to write corrections in the table by placing a hard CD cover behind the page, and using a fine-tip mechanical pencil.</p>
<h2 id="page-20-magic-users---higher-experience-levels">Page 20, Magic-Users - Higher Experience Levels</h2>
<p>Some additional notes from the Players Companion, p.19:</p>
<h3 id="for-land-owning-magic-users">For land owning Magic-Users</h3>
<p>Most Magic-Users with dungeons visit them once each month (or more), gathering any magical treasures that remain. If too much treasure is taken from the monsters, they will probably move out. Occasionally, if done quietly and secretly, the Magic-User may capture some of the monsters for use in magical research and potion making. This must be done carefully, lest the remaining monsters be scared away.</p>
<p>Enoch Perserico points out a rule variance for when magic users can build their towers/strongholds. From the Expert rules (both 1981 and 1983), mages can do so when they reach 11th level. The rules here read <em>Name level</em> or 9th level. Enoch speculates this may be a correction rather than an error, to bring the requirement for stronghold creation in line with the other human classes.</p>
<h3 id="for-travelling-magic-users-magi">For travelling Magic-Users (Magi)</h3>
<p>Item one for the magi suggests that they can assist land-owning magic users with spell/item research <em>as described in Chapter 3.</em> That topic is actually covered in Chapter 16, starting on page 250. However, nowhere in Chapter 3, 13 or 16 does it mention how a magus decreases time or increases chance of success. From the Companion rules: Any item or spell research can be completed in half the normal time and with double the chance of success. Also, the original item number two was removed from the list. It stated that the Magus, like the thief, has a chance (determined by the DM) of finding treasure maps, and hearing rare rumors of powerful magic items.</p>
<h1 id="page-21-22-thief-class">Page 21-22, Thief Class</h1>
<p><img src="images/rc-insert-p21-thief.png" title="The Classic Cutpurse!" alt="Page 21 - Thief" /></p>
<h2 id="remove-traps">Remove Traps</h2>
<p>Failure to Remove a Trap does NOT automatically trigger the trap. The Mentzer Basic set did not state that it did; see Rules Cyclopedia page 151 for the correct information. If you decide that there’s a chance the trap will be triggered by a failed Remove Traps attempt, you could use a mechanic similar to how Pick Pockets works: a simple failure does not trigger the trap, but if the roll was greater than twice what the Thief needed for success (or 00 in any case), the trap could be triggered.</p>
<h2 id="climb-walls">Climb Walls</h2>
<p>Some additional details about this ability are found in the Master DM’s Book, page 53, where it describes the Thief Abilities granted by Artifacts, noting, “Each of these is identical to the standard thief ability.”</p>
<p>For Climb Walls it states, “The rate of climbing is 2 to 20 feet per round, varying because of the sheerness of the surface, available niches and cracks, etc.”</p>
<h2 id="hear-noise">Hear Noise</h2>
<p>The Master DM’s Book, page 53, adds some details about this ability, “If the attempt succeeds, the user can pick out individual voices or sounds up to 120 feet away, or half that if there is an intervening barrier (door, curtain, etc.)”</p>
<h2 id="optional-thief-skill-adjustments">Optional Thief Skill Adjustments</h2>
<p>To allow some variance for individual Thieves, and to give low level Thieves a better chance of actually succeeding with their skills, you can allow a Thief to perform his skills at +1 level of ability for each point of Dexterity bonus he has (e.g., a Thief with a 16 Dexterity has a +2 adjustment, so he performs all his Thief Skills as if he were 2 levels higher than his current level). This bonus should only apply to Thieves, and not any other class which gains the use of Thief Skills. The same adjustment would also apply in a negative manner should a Thief ever find himself with a Dexterity below 9..</p>
<p>Alternatively, I have totally re-written the Thief Skill system with more-unified mechanics, a smoother progression, and guidelines for difficulty of various tasks. It also makes things easier for lower-level Theives, with additional guidelines to allow for non- thieves to attempt some of the same things. Further, I greatly expanded with more advanced abilities for high-level Thieves. This revamp has been included in this document.</p>
<h2 id="page-22a-thief-level-titles">Page 22a, Thief Level Titles</h2>
<table>
<thead>
<tr class="header">
<th style="text-align: left;">Level</th>
<th style="text-align: left;">Title</th>
</tr>
</thead>
<tbody>
<tr class="odd">
<td style="text-align: left;">1</td>
<td style="text-align: left;">Apprentice</td>
</tr>
<tr class="even">
<td style="text-align: left;">2</td>
<td style="text-align: left;">Footpad</td>
</tr>
<tr class="odd">
<td style="text-align: left;">3</td>
<td style="text-align: left;">Robber</td>
</tr>