|Ability Scores Generation System v1.0[Gaetan Viau]
|| A simple yet excellent system for generating ability scores. This procedure replaces the somewhat inflexible and illogical standard rules, and allows more control over the ability score generation without sacrificing balance and common sense. [Gaetan Viau]
||ASCII / 3 kb / 06.07.1997
|| The concept of alignment is enhanced and made much more interesting with this small accessory. Alignment is subdivided into three parts, priorities, morals, and beliefs, which help to clarify the sometimes difficult and obscure original rules. This piece in ideal when fleshing out character personalities.
||ASCII / 4 kb / 01.01.1997
|Alignment Tracking [Garry J. Sled]
|| Although much emphasis in the official rules is given on alignment, they fall short on detailing how alignment changes. These new rules help keeping track of alignment changes, as well as discussing what effects trigger such changes, and how they should be handled.
||HTML / 3 kb / 30.08.1997
|Alternate Hit Point System [Adam Winston]
|| Instead of the somewhat artificial idea that with more hit points one simply grows tougher, this system instead focuses on one being more apt in how to lessen the damage taken. The system has a lot of interesting features, but is not thoroughly playtested. It may have unforeseen consequences if taken into game play, but nevertheless it sounds quite interesting and original.
||ASCII / 6 kb / 17.04.1998
|Alternate Magic System Supplement [Robert Winkel]
|| Originally a supplement to the Spellweaving System, these rules can also be used with the standard AD&D rules. They will "bog down spell use a little", as the author say, but gives magic a little "extra touch".
||ASCII / 3 kb / 10.01.1997
|Alternate Spellcasting System [Garry J. Sled]
|| Based upon spellpoints, this new system details a new approach to spellcasting; the Lesser and Greater Paths. The spellpoint system given here is simple and effective, but the introduction of the Lesser and Greater Paths puts it all in a new, innovative, and realistic perspective.
||HTML / 7 kb / 30.08.1997
|A Treatise on Priests [Thomas Weigel]
|| A small set of thoughts about priests and how they can be improved, with respect to both playability and their "role" in the fantasy society.
||ASCII / 8 kb / 22.12.1996
|Character Point Generation System [The Mad Hatter]
|| A completely new way to customize your player character, apparently inspired by the complex system described in the Player's Option: Skills and Powers official rulebook. Though not as complex as that system, these rules provide an excellent yet simple way to customize your character the way you see fit. Helps bring variety to the often boring "standard" character classes.
||Word 6.0/95 / 14 kb / 28.05.1997
|Character Training System [Allan Longley]
|| A simplification of the character training rules in AD&D 2nd edition, based on rules from the 1st edition DMG. Easier to play with than the commercially published rules, but still realistic.
||ASCII / 2 kb / 10.01.1997
|Crime and Punishment [Garry J. Sled]
|| The most detailed system ever on criminal acts and what punishments they are rewarded with. Takes on a procedural approach, where one starts with the crime itself, and then applies modifiers for such diverse aspects as the situations around the crime, the dispositions of the magistrate and the solicitor, weather, bribes, and more, ending with detailed descriptions on the punishment, and even the chances of avoiding it.
||Word 6.0/95 / 11 kb / 23.10.1997
|Death - The Final Frontier [Garry J. Sled]
|| New rules regarding character death. Based upon the official, optional rules regarding negative Hit Points, these set of rules go more into detail, such as providing more information on what happens when a character returns from the dead, and how healing is applied.
||HTML / 3 kb / 30.08.1997
|Divine Magic [Greg Howley]
|| If you feel that priests only are religious wizards that get their spells from a god instead of from a book, then these rules may help. Not revolutionary, though, but this system introduces a new concept of when and how priests get their spells, and if they get them.
||ASCII / 2 kb / 04.01.1997
|Enhanced Time Unit Combat System [Nils-Børge Malkenes and André Simonsen]
|| The Enhanced Time Unit Combat System (ETUCS) improves the original Time Unit Combat System (TUCS; see below) by smoothing out spellcasting and high-level game play. In addition to other minor improvements, the ETUCS now has a much clearer and professional layout. This system is a definite must, as it will greatly improve your combat experiences. This is probably the best rules expansion I've ever seen, so come get it!
||HTML / 5 kb / 17.04.1998
|Evasion vs. Armor [Greg Howley]
|| More realistic rules for dealing with armor. This work extends the rules somewhat, but is highly adaptable into the current system. A good extension to the core rules.
||ASCII / 3 kb / 10.01.1997
|Experience Awards System v3.1 [Ole A. Ringdal (Olik)]
|| I found the system for handing out individual experience awards in the DMG full of shortcomings, so I decided to write my own. This system hands out rewards taking into account levels of all the PCs in the party, so that the awards are equally valuable to low and high level characters. The system does not skew the party by giving disproportionally high awards to some characters than others. The v1.0 to v2.0 update consisted of a complete rewrite and overhaul of the system, making it clearer and easier to use, as well as having more guidelines and notes. The v3.0 update includes an example of use in addition to clarifications and error corrections. v3.1 comprises another complete rewrite, as well as formula touch-ups and the inclusion of the form as a separate file.
||PDF / 171 kb / 23.07.2000 | Word 2000 / 14 kb / 23.07.2000
|Fitness Point System [Erik van Vliet (Plasto Quinon)]
|| Some simple rules dealing with characters whose Hit Points fall below 1. More realistic than the standard, simple "falling unconscious"-rule.
||ASCII / 2 kb / 25.01.1997 | Word 6.0/95 / 3 kb / 25.01.1997
|The Guide to Traits' Effects on Alignment [Matthew Shelton (Xeno)]
|| Finding it hard to exactly pinpoint a character's (PC or NPC) alignment? Well, this is the solution. A simple, fast, and realistic system used to modify a character's alignment based on the traits (e.g. the characteristics of a character's psyche) found in the DMG. Involves some bookkeeping but this is nothing to worry about considering the use of these rules. Balanced and realistic; could well be incorporated into the standard rules.
||ASCII / 4 kb / 25.08.1997
|Handling Spells [Thomas Weigel]
|| With this short, but richly detailed work, spells become much more realistic and puts the idea of spellcasting in general in a new light. Nice.
||ASCII / 3 kb / 22.12.1996
|Hovering on Death's Door Rules [Unknown Source]
|| Really detailed rules for character death (and being on the verge of death), as well as how to handle characters "returned from the dead". Very good.
||ASCII / 3 kb / 01.01.1997
|Ken Jenks' AD&D1 House Rules [Ken Jenks]
|| A well-sized collection of house rules dealing with anything from regular game mechanics to specific spells and classes.
||ASCI / 17 kb / 14.01.1997
|The Language System Thingy [Cullen Sedaris]
|| A quite simple yet very clever system for handling player language proficiency. It operates only on a few basic principles, but is still highly effective during gameplay, and more realistic than the standard rules. Provides for inventive roleplaying and creativity on the players' behalf. Quite brilliant.
||ASCII / 2 kb / 06.08.1997
|Life Sucks and Then You Die [Matthew Shelton (Xeno)]
|| Tired of having those super-human characters for which adventures like "save-the-world-before-sundown" are routine? Then try these excellent rules that effectively balance character creation and evolution to cope with "regular" adventures and campaigns.
||HTML / 4 kb / 14.01.1997
|The List of Character Survival Techniques v1.2 [Willem van Driel]
|| About ten pages of tips and tricks for the role playing gamer, this collection of survival techniques contains information general to all role playing games, as well as several entries specific to different games. Well worth a look, this file has tips for every gamer, from the novice to the experienced.
||PDF / 41 kb / 14.08.1999 | Word 97 / 22 kb / 14.08.1999
|Magical Item Creation Costs [Garry J. Sled]
|| A simple system for enchanting items whose powers can be measured in "pluses" (or "minuses"), but gives more detailed approaches to spell-like effects and intelligence.
||HTML / 3 kb / 30.08.1997
|Magical Research [Erik van Vliet (Plasto Quinon)]
|| Dealing with the fact that the standard spell research rules are both too costly and too time-consuming, these alternative rules were written. Well done in all respects, sure to both simplify spell research and make it somewhat more affordable (and thus more attractive to PCs).
||ASCII / 3 kb / 25.01.1997 | Word 6.0/95 / 5 kb / 25.01.1997
|Magic Styles [Brett A. Paul]
|| A compilation from the ADND-L mailing list of various styles of magic. I'm not sure of the use of this little thingy, but apparently anyone seeking to bring a little variety to (and perhaps changing completely) the existing magic system, should have a look at this one.
||Word 6.0/95 / 7 kb / 28.05.1997
|Making Magical Items, A Sensible Approach [Bryan J. Maloney]
|| Basically two families of spells, these new rules completely override the standard rules for creating magical items, which obviously (in the author's mind) had loads of shortcomings.
||ASCII / 4 kb / 01.02.1997
|Making Proficiencies Make Sense [Robert H. Nichols]
|| A complete revamping of the standard proficiency rules.
||ASCII / 4 kb / 01.02.1997
|Mana Point Magic System v3.0 [Gaetan Viau]
|| A comprehensive spell casting system that deals with the lack of flexibility and the level restrictions in the original AD&D game. Very comprehensive, richly detailed, and highly playable. A real gem. Major update with v3.0.
||ASCII / 10 kb / 06.07.1997
|Michael's Damage Rules [Michael S. Davis]
|| If you feel the original rules for damage are a little backward and inconsistent, take a look at Michael's little remedy here. An interesting way to interpret (or rather, modify) the existing rules, but although they are based more on reality than the original ones, it remains to be seen if they will not turn the game balance upside down. Any volunteers?
||ASCII / 2 kb / 29.04.1997
|NetBook of Dominion v1.1 [Paul Bartlett]
|| After providing the gaming community with his excellent NetBook of Platoons and Batteries, Paul Bartlett now helps you reap the fruits of war after using that system. The NetBook of Dominion provides detailed rules on how to build and administer territories and settlements, with topics such as taxes, propulation, transportation, construction, and bookkeeping.
||There's always the possibility of giving the author, Paul Bartlett, some feedback at email@example.com.
HTML / 92 kb / 02.09.2000 |
PDF / 178 kb / 02.09.2000 |
Word 2000 / 72 kb / 02.09.2000
|NetBook of Platoons and Batteries v1.2 [Paul Bartlett]
|| After many years of not having a mass combat system to offer you, finally a creative guy shows up and makes one. This excellent and higly detailed system provides details on most aspects of mass combat, covering topics such as raising armies, movement, battle, tactics, and morale. There are also notes on how to represent the armies on the battle board, mercenaries, and the battles' aftermath, and there are several pages of typical armies, provided as examples.
||The author, Paul Bartlett, requests feedback on this system, and you can reach him at firstname.lastname@example.org.
HTML / 127 kb / 02.09.2000 |
PDF / 218 kb / 02.09.2000 |
Word 2000 / 231 kb / 02.09.2000
|The New and Improved Alternative Wrestling System [The Guide Creator]
|| The most complete non-weapon combat system ever. Highly detailed, clearly presented, and very well written. Enough said.
||ASCII / 4 kb / 20.12.1997
|NWP Point System [Zendill]
|| A well-designed, concise system for using non-weapon proficiencies to the full extent. Excellent!
||PDF / 29 kb / 27.12.1998
|Percentile System for Weapon Quality [The Guide Creator]
|| Tired of (from a DM's perspective) every weapon being equal in quality and design, never getting damaged or worn? This solves it.
||ASCII / 2 kb / 05.12.1997
|Perception [Matthew Shelton (Xeno)]
|| A new ability score, Perception is mainly composed of vision and hearing, but is to a lesser extent a synthesis of all the senses. Thoroughly done, the Perception rules are invaluable when you as a DM will want to resort to dice-rolling and a set of specific rules, instead of relying on intuition, when deciding if a character notices something or not. Whenever there's a need for rules dealing with vision, hearing, and the other senses in general, these rules are an essential addition.
||ASCII / 12 kb / 21.02.1997
|Plateau AD&D (PAD&D) [Matthew Shelton (Xeno)]
|| Feeling the level-system of the AD&D game is a bit artificial? Well, here's the solution. A well-developed set of rules doing away with the Levelling of standard AD&D player characters. This system does involve a bit more dice-rolling, but ensures a more balanced and perhaps more realistic way of defining PC characteristics, based on the more sensible idea that not every characteristic is enhanced whenever a standard AD&D PC advances in level. The player only improves those attributes for which s/he has used a lot, or trained.
||ASCII / 11 kb / 22.02.1997
|Poison Costs & Posion Craft [Aaron Robinson]
|| A clear, presentable guide to the use and creation of various poisons. Excellently designed, this text provides comprehensive tables and rules detailing poison effects, onset time, curing difficulty, and more, as well as describing the poison craft itself. Everything you need to know about poison use and creation, clearly presented over no more than three pages.
||Word 6.0/95 / 9 kb / 20.11.1997
|Ritual Magic [Andreas Hartmann (Aelin)]
|| An original addition to any existing magic system, Ritual Magic allows greater flexibility in both casting and effects of regular spells. Really spurs creativity.
||Word 6.0/95 / 13 kb / Oct/Nov 1996
|The RPG Guide to Traits and Ages [Mark J. Carrasco]
|| Dealing with the original rules' shortcomings of detailing non-starting level characters, this work has extensive tables for the random determination of age, hair and eye color, as well as for traits and their effects. Tables also include many non-standard races.
||ASCII / 4 kb / 20.11.1997
|The Round Table Gaming Group House Rules [Stephen R. Smith]
|| A fifty-plus page detailed set of rule expansions from the RTGG. It has a wealth of information, dealing with topics as diverse as spells, combat and death, proficiencies and character advancement, as well as several sections on crime and punishment, and critical hits, to mention a few. A good rules addition to supplement or replace the original ones in favor of more realism.
||PDF / 446 kb / 19.05.2000 | Word 2000 / 113 kb / 19.05.2000
|Rules for Magic Item Creation [Mike Hudak]
|| This little thingy presents an alternative, quite original, and interesting view on how to create magic items. Easy to understand and easy to use, but not simple or "full of holes".
||ASCII / 3 kb / 20.12.1997
|Spell Memorizing Process, 2nd Edition [Lei Wang]
|| A few short (but good) notes on how spells should be memorized, instead of using the standard rules (which are a bit unrealistic).
||ASCII / 2 kb / 01.02.1997
|Spell Point System [Mark Morgan]
|| A new spell point system, this one is quite good, but not overly complicated.
||ASCII / 5 kb / 01.02.1997
|Spellpoints v2.4 [Charles Hoover]
|| A very good spellpoint system, this v2.3 to v2.4 update even further smoothens out a good system. As with the previous edition, the system is detailed but not at the expense of ease of use, and it provides several original optional rules. It also hase a complete replacement for the Intelligence table in the PHB to reflect the changes by this system. Well worth the download. To clear up a misunderstanding once and for all, this system was written by Charles Hoover, and not by Yan Glina.
||ASCII / 12 kb / 17.04.1998
|Spell Research [Woodelf]
|| This little thingy must be the tiniest and most comprehensible rules for researching spells. Though very brief and simple, these rules appear to be properly balanced, not making spell research too easy.
||ASCII / 1 kb / 01.01.1997
|Spell Weaving v1.5 [Robert Winkel]
|| Stressing flexibility and individuality amongst spellcasters, this well-written spell system has been much playtested, and is sort of a synthesis of other, earlier systems from authors like Jim Gitzlaff, Jim Sisolak, and Matthew Stanton. This set of rules is able to mimic and coexist with other systems, while maintaining game balance. Low level magic is made more appealing, and the power curve of level advancement is more balanced.
||ASCIi / 8 kb / 22.02.1997
|Strength, Revised Table [Aaron Robinson (Wyvern)]
|| In many people's opinions, exceptional strength is a bad idea. Here's the solution: A new, revised strength table which does away with that "unwanted" feature, as well as straightens out some of the rather unnatural progressions (weight and such). More balanced than the original, and playtesting shows it to work fine. Highly recommended.
||Word 6.0/95 / 3 kb / 20.12.1997
|Structural Damage [Garry J. Sled]
|| A set of rules that deal with damage to structures, and although the original rules are quite satisfactory, these new rules differ in at least one major aspect: These rules can not only be applied to structures, but also to other physical entities such as ships, wagons, and more. There are lots of details regarding siege engines, magic spells, fire, reparations, and more.
||HTML / 9 kb / 30.08.1997
|Survival Check System [Greg Howley]
|| A set of very good rules detailing the much-discussed "hovering on death's door" subject. These rules provide an excellent and very realistic method of resolving near-death (no pun intended) situations. Simple to understand and easy to use, yet probably the most realistic rules on this subject.
||ASCII / 2 kb / 10.01.1997
|The Swordhawk Rules, 1st Edition [Ådne Brunborg (Swordhawk)]
|| One of the best rule additions to the AD&D game. The rules are very realistic, clarify a lot of unclear topics in the official rules, and come with several interesting enhancements and new ideas. Presented in an exquisite format, these rules are real a pleasure to the eye as well as to the mind. A real classic no serious gamer should be without.
||PostScript / 79 kb / 03.01.1997
|The Swordhawk Rules, 2nd Edition [Ådne Brunborg (Swordhawk)]
|| Second edition of the magnificent work above.
||PostScript / 129 kb / 03.01.1997
|The Swordhawk Rules, Addition I [Ådne Brunborg (Swordhawk)]
|| The first addition to the brilliant original set of rules.
||PostScript / 13 kb / 03.01.1997
|The Swordhawk Rules, Addition II [Ådne Brunborg (Swordhawk)]
|| The second addition to the brilliant original set of rules.
||PostScript / 15 kb / 03.01.1997
|Thoughts on Alignments [Steven Wright]
|| Finding Alignment confusing? Look no further; here is the explanation, in a special form. Not detailing each alignment as a description or discussion, this work instead sums up a list of the things a character having a particular alignment would and would not do. Good for new players and DMs, but also a must-have for the seasoned ones.
||ASCII / 3 kb / 22.12.1996
|Time Unit Combat System [Nils-Børge Malkenes and others]
|| Based on a linear time-scale, this excellent system does away with the somewhat artificial system of using rounds. The TUCS was primarily designed to smoothen out game flow during combat, with the important consequence that the players are always participating in the combat, and not having to wait for several minutes as soon as they have finished their action for the current round. Since the system provides for smooth, dynamic combats, these are also made much more realistic. The system might appear complex at first sight, but it is definitely not so. As soon as it is incorporated into game play, things flow much more smoothly and realistically. Also, taken into account that the system itself really isn't very complex, one might be led to think that important issues such as game balance and realism are jeopardized, but this is definitely not the case. The TUCS includes notes on the most important special aspects of combats, and it has been heavily playtested for several months. In short, it is a very good system. Our own gaming group has also been testing it a little, and after we started using it, our combats have taken on an entirely new dimension. Definitely a must! (But you might want to try ETUCS instead, since that's the newer version; see above.) RTF conversion by Legolas and Olik.
||HTML / 5 kb / 04.01.1998 | RTF / 6 kb / 08.01.1998
|Unification of Wizard and Priest Magic, First Edition [Matthew Shelton (Xeno)]
|| This is a complete revamping of the organization of the magical system in the AD&D game. Based on the idea that priest and wizard spells are not that different, this comprehensive work presents rules for letting priests use wizard spells and vice versa, as well as a complete list of spells and how they are accessible to those classes. Although implementing these changes can have dramatic effects on the AD&D game itself, there are many specific rules on how to deal with unbalancing the game and implementing them properly, preventing changes that render the game chaotic and out-of-balance. As always, Xeno does an excellent job, but one is advised to thoroughly peruse this system before using it.
||ASCII / 21 kb / 20.12.1997 | Word 97 / 41 kb / 20.12.1997
|Yet Another NWP System [Frederic Simons]
|| These NWP rules are percentage based, which makes them perhaps a bit more realistic than the "1d20" standard rules. Anyway, although maybe a bit too concise at times, these new rules cover a wide range of aspects, including initial aquisition, improvement, "critical" successes and fumbles, culturally linked NWPs, as well as automatic NWPs. Also includes two tables in both MS Word and MS Excel formats.
||Word 6.0/95 + Excel 95 / 23.09.1997 kb / 28