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Use of Optional rules for AD&D 2E
Ability Scores (Method VI, PHB 19 & house rule)
Starting characters .Start each stat at 8. The DM will send you rolls of 7d6. You can apply these rolls
anywhere you like. The only way to get an 18 is to get exactly 18 by adding the dice rolls. Numbers rolled cannot be split. Choose a race. Racial min/max scores must be met. Then apply racial modifiers. You will receive 2 sets of stats. Choose 1 and save the other for a back-up/ replacement character.
After your second character, character creation rules will follow a progression of Method I, Method II, etc.
Armor
Armor made of unusual metals (DMG 56)
Characters
All of your characters are individuals with their own money and magic items. No trading between.
If you die your next character will be created by using the next dice rolling method (if you were a method VI, your replacement is a method I, then your next one will use method II, etc.)
Classes
Customized Characters (Players Options books)
Monk may consider using 1E version
Class ability minimums are enforced (PHB 27)
Combat
Aerial Combat (tournament rules) (DMG 106)
Critical Fumbles
Critical Hits (Players Option: Combat & Tactics 100)
Parrying (PHB 133)
Pole Arms and weapon frontage (DMG 82)
Shields and weapon frontage (DMG 82)
Weapon type vs Armor modifiers (PHB 120)
Death and Dying
Hovering on Death’s Door (DMG 104)
House Rule - you may give up your stated action when your initiative comes up to stabilize someone
Demi-humans
Racial level limits are in place. You may optionally ask for these limits to be removed before playing a character in exchange for level at ½ XP until you hit the level limit (modified by your prie req. (DMG 24), and then at ¼ XP after that. You will progress at a slower rate but will have no level limit. Once chosen, this cannot change. (DMG 22)
Encumbrance
Effects of Encumbrance (PHB 105)
Encumbrance and mounts (PHB 102)
Magical armor and encumbrance (PHB 105)
Specific Encumbrance (PHB 102)
Experience
Individual experience point awards (DMG 70)
House Rule: I award XP from magic items found and they are split among all players present
Hit points
Hit points will be rolled by the DM. You cannot roll less than the average of your 1st level hit die
Horses
Horse traits (DMG 54)
Initiative
Individual Initiative (PHB 126) unless the DM has more than 1 combatant to run, then it's side-based using individual modifiers
Magical weapon speeds (PHB 127)
Weapon speed and initiative (PHB 127)
Magic
Spell components (PHB 113)
Spell components (Players Option: Spells & Magic 69)
Magic weapons
No effects will be made known (speed, to-hit, etc.) until after an item is discovered to be magical
Maximum number of spells per level (PHB 22)
Movement
Jogging and Running (PHB 157)
Terrain effects on movement (DMG 167)
Proficiencies (weapon and non-weapon) (PHB 71)
Races
DM will generate your physical characteristics. You never know your maximum age, until you reach it.
Rate of Fire
Correction: if you have multiple shots due to RoF, secondary shots go off after everyone else has had at least 1 action/ attack
Spells
Spells in combat (Players Option: Spells & Magic 116)
Correction: Spellcasters do roll for initiative and add casting time to the roll
Researching extra wizard spells (DMG 65)
Spellbooks
DM will generate 3d4 1st level spells for your starting spellbook, 2 of which will be read magic and detect magic.
You get to choose your spell when you level but must roll to see if you you understand it (rolls happen at the table)
Weight of a standard (non-travelling) spellbook is 15 lbs.
Thief
Pickpocketing chance modified by level difference (PHB 56)
Vision
Optional Infravision (DMG 160)
Warriors
When attacking creatures of less than 1HD may make a number of attacks equal to the warrior’s level (DMG 80)