Advanced Dungeons & Dragons 2nd Edition Wiki
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Ch 1: Player Character Ability Scores

Ch 2: Player Character Races

Ch 3: Player Character Classes

Ch 4: Alignment

Ch 5: Proficiencies (Optional)

Ch 6: Money and Equipment

Ch 7: Magic

Ch 8: Experience

Ch 9: Combat

  • Creating Vivid Combat Scenes
    • More Than Just Hack-and-Slash
  • Definitions
  • The Attack Roll
    • Figuring the To-Hit Number
    • Modifiers to the Attack Roll
  • Weapon Type vs. Armor Modifiers (Optional Rule)
    • The Various Types of Weapons
    • Impossible To-Hit Numbers
  • Calculating THAC0
  • Combat and Encounters
  • The Combat Round
    • What You Can Do in One Round
  • The Combat Sequence
  • Initiative
    • Standard Initiative Procedure
    • Initiative Modifiers
    • Group Initiative (Optional Rule)
    • Individual Initiative (Optional Rule)
    • Multiple Attacks and Initiative
    • Spellcasting and Initiative
    • Weapon Speed and Initiative (Optional Rule)
    • Magical Weapon Speeds
  • Attacking
    • Number of Attackers
    • Facing
    • Weapon Length
    • Position of Attackers and Attack Rolls
  • Pole Arms and Weapon Frontage (Optional Rule)
  • Shields and Weapon Frontage (Optional Rule)
  • Hitting a Specific Target
    • Called Shots
  • Movement in Combat
    • Movement in Melee
    • Movement and Missile Combat
    • Charging and Opponent
    • Retreat
  • Attacking Without Killing
    • Punching and Wrestling
    • Overbearing
    • Weapons in Non-Lethal Combat
    • Non-Lethal Combat and Creatures
  • Touch Spells and Combat
  • Critical Hits (Optional Rule)
    • Critical Fumbles
  • Parrying (Optional Rule)
  • Missile Weapons in Combat
    • Range
    • Rate of Fire
    • Ability Modifiers in Missile Combat
    • Firing Into a Melee
    • Taking Cover Against Missile Fire
    • Grenade-Like Missiles
    • Boulders as Missile Weapons
  • Special Attacks
    • Attacking with Charmed Creatures
    • Gaze Attacks
    • Innate Abilities
    • Breath Weapons
  • Special Defences
  • The Saving Throw
    • Rolling Saving Throws
    • Saving Throw Priority
    • Voluntarily Failing Saving Throws
    • Ability Checks as Saving Throws
    • Modifying Saving Throws
  • Magic Resistance
    • Effects of Magic Resistance
    • When Magic Resistance Applies
    • Successful Magic Resistance Rolls
  • Turning Undead
    • Evil Priests and Undead
  • Immunity to Weapons
    • Effect of Weapon Hits
    • Silver Weapons
    • Creature vs. Creature
    • Using Immune Monsters in a Campaign
  • Morale
    • The Role-Playing Solution
    • Dicing for Morale
    • How to Make a Morale Check
    • Failing a Morale Check
  • Injury and Death
    • Wounds
  • Special Damage
    • Falling
    • Paralysis
    • Energy Drain
    • Poison
  • Specific Injuries (Optional Rule)
    • Is This Injury Necessary?
  • Healing
    • Natural Healing
    • Magical Healing
    • Herbalism and Healing Proficiencies
  • Character Death
    • Death from Poison
    • Death from Massive Damage
    • Inescapable Death
    • Raising the Dead
    • Hovering on Death’s Door (Optional Rule)
  • Unusual Combat Situations
    • Unusual Combat Situations
    • Siege Damage
    • Mounted Combat
    • Aerial Combat (Tournament)
    • Aerial Combat (Optional Rules)
    • Underwater Combat

Ch 10: Treasure and Magical Items

  • Who Needs Money?
  • Forms of Treasure
  • Placement of Treasure
  • Who's Got the Treasure?
  • Planned and Random Encounter Treasures
  • Treasure Tables
  • Maintaining Balance
  • Too Little Treasure
  • Monty Haul Campaigns
  • Magical Items
  • Creatures and Magical Items
  • Buying Magical Items
  • Magic-Rare or Common?
  • Researching Magical Items
  • The Nature of Magical Fabrication
  • Scrolls and Potions
  • Scrolls
  • Potions
  • Creating Other Magical Items
  • Recharging Magical Items
  • Destroying Magical Items
  • Artifacts and Relics (Optional Rules)
  • Designing an Artifact or Relic
  • Sample Artifacts and Relics

Ch 11: Encounters

  • What is an Encounter?
  • Planned Encounters
  • Keys
  • Triggers
  • Combining Keys and Triggers
  • Random Encounters
  • Should You Use Random Encounters?
  • Characteristics of Random Encounter Tables
  • Creating Encounter Tables
  • The 2-20 Table
  • The Percentile Table
  • Dungeon Encounter Tables
  • Wildernesss Encounter Tables
  • Special Encounter Tables
  • Spicing Up Encounter Tables
  • DMing Encounters
  • Encounter Checks
  • Is This Encounter Necessary?
  • Encounter Size
  • Surprise
  • Encounter Distance
  • Encounter Reactions
  • Fixing Things in Play DMG
  • The Encounter is Too Difficult
  • The Encounter Gave Away Too Much Treasure
  • The Encounter Was Too Easy

Ch 12: NPC

  • Hirelings
  • Medieval Occupations
  • The Assassin, the Spy, and the Sage
  • Assassins
  • Spies
  • Sages
  • Soldiers
  • Descriptions of Troop Types
  • Employing Hirelings
  • Who Might Be Offended?
  • Depopulate at Your Own Risk
  • Securing Permission
  • Finding the Right People
  • The Weekly Wage
  • Henchmen
  • An NPC Becomes a Henchman
  • The Player Takes Over
  • Role-Playing Henchmen
  • Henchman Bookkeeping
  • Officals and Social Rank
  • Titles, Offices, and Positions
  • Spellcasters
  • Finding a Spellcaster
  • Convincing the NPC to Help
  • NPC Magical Items
  • Personality
  • Walk-On NPCs
  • Significant NPCs
  • Other NPC Characteristics
  • Morale
  • Quick NPCs

Ch 13: Vision and Light

  • Effects of Light Sources
  • Being Seen
  • Creatures and Light Sources
  • Light Tricks and Traps
  • Infravision
  • Standard Infravision
  • Optional Infravision
  • Other Forms of Sight
  • Darkness
  • Invisibility
  • Detecting Invisible Creatures

Ch 14: Time and Movement

  • Detailed Timekeeping
  • Preparing a Calendar
  • Time as a Game-Balancer
  • Movement
  • Mounted Overland Movement
  • Advantages of Mounted Movement
  • Increasing Overland Speed
  • Care of Animals
  • Vehicles
  • Terrain and Vehicles
  • Terrain Effects and Movement
  • Darkness and Ice
  • Terrain Modifiers in Overland Movement
  • Roads and Trails
  • Terrain Obstacles and Hindrances
  • Movement on Water
  • Ocean Voyaging
  • Weather and Ship Travel
  • Aerial Movement
  • Getting Lost
  • Just Lost
  • Hopelessly Lost
  • Dealing With Lost Characters

Ch 15: A DM's Miscellany

  • Listening
  • Doors
  • Concealed and Secret Doors
  • Lycanthropy
  • Other Magical Diseases
  • The Planes of Existance
  • The Prime Material Planes
  • The Ethereal Planes
  • The Inner Planes
  • The Astral Plane
  • The Outer Planes

Appendixes

Appendix 1: Treasure Tables

  • Coins
  • Gems
  • Ornamental Stones
  • Semi-Precious Stones
  • Fancy to Precious
  • Gems and Jewels
  • Objects of Art

Appendix 2: Magical Item Tables

Appendix 3: Magical Item Descriptions

  • Potions
  • Identifying Potions
  • Combining Potions
  • Potion Duration
  • List of Potions
  • Scrolls
  • Spell Level of Scroll Spells
  • Magical Spell Failure
  • Use of Scroll Spells
  • Casting Scroll Effects
  • Protection Scroll Effects
  • Who Can Use Scroll Spells?
  • Spell Level Range
  • Cursed Scrolls
  • Maps
  • List of Protection Scrolls
  • Rings
  • List of Rings
  • Rods
  • Command Words (Optional Rule)
  • List of Rods
  • Staves
  • Command Words (Optional Rule)
  • List of Staves
  • Wands
  • Command Words (Optional Rule) III
  • List of Wands
  • Miscellaneous Magic
  • Categories of Magical Items
  • List of Magical Items
  • Armor and Shields
  • Magical Weapons
  • Light Generation
  • Unknown or Unusual Qualities
  • List of Magical Weapons
  • Intelligent Weapons
  • Intelligent Weapon Alignment
  • Weapons Abilities
  • Weapon Ego
  • Weapons Versus Characters