Add 2nd Edition Deities And Demigods Pdf
It wasn't until the second edition of AD&D that the focus on deities turned toward their religions rather than their stats. A Second-Generation Book. Of all the AD&D hardcovers, Deities & Demigods was the only one that purposefully and directly revamped material from the Original Dungeons & Dragons (OD&D) game - more specifically from.
Major Differences • the list of classes • the presumption of Non-Weapon Proficiencies • Advancement of Thief Skills • nature of Bards • Kits • Specialist Mages • Clerics • THAC0 • Psionics The list of Classes AD&D 1E Core: Assassin, Cleric, Druid, Fighter, Illusionist, Paladin, Ranger, Thief, Wizard. Bard is special, see below.
AD&D 1E+ UA: Assassin, Barbarian, Cavalier, Cleric, Druid, Fighter, Illusionist, Paladin, Ranger, Thief, Thief-Acrobat, Wizard. Bard is special, see below. AD&D 2E: Bard, Cleric, Druid, Fighter, Magic User, Paladin, Ranger, Specialist Mage, Thief. Barbarian and Cavalier still exist, but as kits, which see below.
Non-Weapon Proficiencies While NWP's exist in late AD&D 1E, they are presumed to be optional add-ons, and not listed in adventures. In AD&D 2E, while technically optional, almost all examples and almost all pregen characters include the Non-Weapon proficiencies. They are presumed as a part of the game line design. This is a huge change in the nature of adventures, too. The use of NWP's is expected in some adventures, and explicitly required for a few more. Thief Skills In AD&D 1E, thief skills advance along specific tracks, and all characters of a given level have the same ones have the same base, modified for race, armor, and attributes. This also means NPC thieves do not need their scores listed, as they can be figured from the DM Screen on the fly.
In AD&D 2E, thief skills have a base at 1st level, but a pool of points added to that base at 1st level, and a smaller pool at each level thereafter. Thief skills must be listed for NPC's, as it's much harder to assign on the fly.
Further, in later 2E materials (Dark Sun, Skills & Powers), there are additional thief skills added, and PC thieves pick which ones they take at first level, and gain the remainder at 9th. This also affects Bards, as in 2E, bards gain certain thief skills for being bards, and use the same points per level method as thieves. Bards In AD&D 1E, the Bard in the PH can only be taken by dual-classed fighter/thief characters. The Character must be between 5th and 8th level as a fighter, then 4th and 7th as a thief, and then dual class into Bard. This requires some insane stats, and extensive play.
Bards will likewise have extensive thief abilities, be competent fighters, and will not gain more HP for several levels due to the dual classing rules. In AD&D 2E, Bards are a core class.
The thief skills are a subset, not the full range. Kalibrovochnaya tablica rezervuara r 25. Fighting ability is weaker than fighters. HP are comparable to thieves. Historical Note: The original Bard class in Strategic Review was closer to the 2E bard than the 1E presentation, but the details of ability were comparable to using the 1E bard as a core class. Kits (2E only) The concept of Kits is mentioned in the 2E Core Rules, but they are not presented until the Player's Handbook Rules Expansions (PHBR series). A kit has a set of requirements, provides some bonus proficiencies, and occasionally, bonus special abilities.
Many were somewhat extreme. The equivalent role in 1E was filled by specialized subclasses presented in magazines, as exemplified by the Cavalier. Specialist Mages AD&D 1E has 4 specialist mage classes, with only one, Illusionist, in the core rules. (The other 3 are in the Forgotten Realms Adventures rulebook.) Illusionist is presented as a full-up core class; the Forgotten Realms ones are full from the 3rd level on, and require core Magic User for levels 1-3. A few additional specialist classes appear in magazine articles. AD&D 2E presents 8 specialist wizard subclasses as a single core class in the PHB. They differ from each other only in specific spells and attribute requirements.
There is no specific specialist spell lists, but every spell has specific school attributions, and those schools are the basis for the specialist classes. All specialists spells are available to core magic users. An additional variant class is presented in Tome of Magic, the Wild Mage. Clerics, Priests, and Druids. In both games, both cleric and druid are presented as a core class.