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Use of Optional rules for AD&D 2E
Ability Scores (Method VI, PHB 19 & house rule)
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
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.
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)
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)
Hit points
Starting 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)
Magical weapon speeds (PHB 127)
Weapon speed and initiative (PHB 127)
Magic
Spell components (PHB 113)
Spell components (Players Option: Spells & Magic 69)
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.
Spells
Spells in combat (Players Option: Spells & Magic 116)
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
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)