Author/Maintainer - Philip Niewold
E-mail - philip@niewold.com

Last Updated - 10 october 1999

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 [ Spell Points ]  [ Poison ]  [ Martial Arts ]  [ Fumbles ]  [ XP ] graysheet_rightcorner.gif (138 bytes)

cover Dreams of the Red Wizards

Art by Clyde Caldwell

A very old Suel Power is referred to as "Prince of Time and Tedium". Lendor's worshippers are sages, old men, and others distant from everyday concerns. The priesthood is preoccupied with ritual, formalities, and unswerving devotion to lawful neutrality.
- taken from: From the Ashes, Atlas of the Flanaess
 
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Spell Points

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The spell point system is an alternative way to use the AD&D magic system. Spell points are also known as mana or astral energy or similar terms. Basically, each character is allotted a "pool" of spell points that he or she uses to power spells. Each spell has requires a certain number of spell points to cast, depending on its power. With this pool of spell points the character can cast any spell that he has in his or her repertoire.

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Poisons

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These poison rules have been devised by me to provide an alternative way to deal with poison in the AD&D game. Although poison often introduces an element of tension into an adventure, its use also carries some risks with it. With many poisons dying or surviving all boils down to making or failing a single die roll. Some DM's are hesitant to use poison in their campaigns and players sometimes feel treated unfairly when poisoned because of this. This new game mechanism tries to alleviate this problem. Two new elements are introduced: the first element is a staggered damage system, which increases tension but decreases the risk of freak accidents, and the second element is a differentiation in the effects of the saving throw, so that poison does not always comes down to an all or nothing affair.

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Martial Arts

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These unarmed combat rules were designed to provide more options, more realism and above all, more fun when using unarmed combat. In the AD&D 2nd Edition there were two primary options (that I know of), those for punching and wrestling provided in the PHB and those additional rules for the martial artist provided in the CFH. martial arts. The PHB system was rather arbitrary and not a lot of fun, not very realistic (ever try to get out of a wrestling hold? - its more luck than anything else) but relatively easy to use. The CFH did add some realism, but the rules were scattered, cumbersome and still not a lot a fun. Something had to be done. I went back towards the martial arts rules from the 1st Edition Oriental Adventures, which had always inspired me as far as martial arts go, and I used some of the ideas there to form the basis for a new comprehensive system of unarmed combat rules - and here it is.

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Fumbles

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An easy to use but more fun alternative to the standard fumble rules.

 

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XP

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More balanced and more extensive alternatives to calculating the experience point worth of monsters and determining individual player awards.

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