Acdin Rules Upgrades

Character Generation

On Acdin, the following procedure is used for character generation. This procedure is essentially the same as the standard AD&D procedure, but the flavor of Acdin has been built into it.

Attribute Generation

  • Repeat this procedure until SEVEN numbers are generated.
  • Discard the lowest score.
  • Arrange the remaining six scores however you wish among the six attributes (STR, DEX, CON, INT, WIS, CHA)
  • No attribute may ever exceed 18. Note:racial modifiers may take an ability to 19, but never 20. Exceptional Strength is never used.
  • Select a Race

    The default race for the World of Acdin is human. If you wish to play a human character, you may skip this step.

    You may make up to three attempts to play a race other than human. To do this select a race from the table below and roll a d20. If the result on the d20 is in the target range, you may play that race. NOTE-- You may only roll for each race once. If you fail the roll, you may not try for that race again.

    D20
    Race
    1-6
    Wood Elf
    1-6
    Mountain Dwarf
    1-7
    Hill Dwarf
    1-5
    Halfling
    1-4
    Gelfling
    1-10
    Half-Elf
    1-3
    Shapeshifter
    1-20
    Human

    Racial Abilities

    Most races have special abilities, and/or talents that are common among all members of that race. Other abilities may be found only in certain members of a race-- such as those in whom those talents have been especially fostered. Even humans have special abilities to some extent.

    NOTE-- Infravision does not exist on Acdin. Night vision is used instead. This vision enables a character to see better in low-light conditions, but not in total darkness.

    Wood Elf: Wood Elves come from the larger, more dense forests of Acdin. Most player Wood Elves come from Sunwood in the Kingdom of Acdin. They are renowned archers, wizards, statesmen, and woodsmen.

    Description: (See Elves in PHB)

    Ability Adjustments: +1 Dexterity, -1 Constitution

    Special Abilities:

  • Elves move so silently when not wearing metal armor, that they gain a -4 to all surprise rolls.
  • Nightvision 60 feet
  • Additional Special Abilities: Choose THREE

  • Cold OR Heat Resistance (+1 to SAVES) (counts as two choices)
  • Speak with animals (counts as two choices)
  • Longbow Bonus (+1 to-hit)
  • Longsword Bonus (+1 to hit)
  • Wood Elven Lore
  • Stealth in the woods
  • Forest Survival
  • Mountain Dwarf: Mountain Dwarves are hardy folk who live in deep caves and mines in the mountains of northern Acdin.

    Description: (See Dwarves in PHB)

    Ability Adjustments: +1 Constitution, -1 Charisma

    Special Abilities:

  • Nightvision 60 feet
  • Additional Special Abilities: Choose THREE

  • Cold OR Heat Resistance (+1 to SAVES) (counts as two choices)
  • Mining skills as outlined in PHB
  • Axe Bonus (+1 to-hit)
  • Crossbow Bonus (+1 to hit)
  • Mountain Dwarf Lore
  • Evaluate Gems
  • Close to Earth (2x healing while underground)
  • Stealth Undergound
  • Mountain Survival
  • Hill Dwarf: Hill Dwarves are clever folk who are distantly related to dwarves. They are more mechanically clever, and more inclined to use magic (illusions) than dwarves.

    Description: (See Gnomes in PHB)

    Ability Adjustments: +1 Intelligence, -1 Wisdom

    Special Abilities:

  • Nightvision 60 feet
  • Additional Special Abilities: Choose THREE

  • Crossbow Bonus (+1 to hit)
  • Hill Dwarf Lore
  • Evaluate Gems
  • Defense Bonus (+1 to AC Bonus underground)
  • Stealth in Woods
  • Potion Identification
  • Set Snares
  • Mountain Survival
  • Gadgetry (as Cantrip spell once per day) (Counts as two choices)
  • Halfling: Halflings are clever folk who are distantly related to humans. They are found living in the Tibbit Hills in the Kingdom of Acdin.

    Description: (See Halflings in PHB)

    Ability Adjustments: +1 Dexterity, -1 Strength

    Special Abilities:

  • Halflings move so silently when not wearing metal armor, that they gain a -4 to all surprise rolls.
  • Additional Special Abilities: Choose THREE

  • Halfling Lore
  • Defense Bonus (+1 to AC Bonus)
  • Balance Bonus (+1)
  • Nightvision 60 feet
  • Taunt (as spell once per day)
  • Gelfling: Gelflings are a diminutive race of woodland dwellers found in the ravine filled hills near Storm Mountain in the V'Larrian Forest. Though they are seldom seen away from their home, a few brave souls have succumb to their naturally high curiosity about the outside world and gone off adventuring.

    Gelflings live in small matriarchal communities that consist of low buildings made from mud and branches. Some structures are actually built in trees, but these are few, and mostly nurseries. Gelflings are skilled artisans, and rely on farming for their strictly vegetarian diets.

    They are clever, playful creatures who spend very little time in sadness, or worry. They prefer to chase and frolic in the woods. They are renowned keepers of lore as well. They love to hear news, and they love to write it down. Their natural curiosity, while useful when it comes to their species' survival, is more often a source of trouble, and danger it their short lives.

    Gelflings are short lived creatures. They rarely live longer than thirty years; although it has been known to happen that a Gelfling can live up to forty years.

    Description: (They are smaller than humans, usually between three and four and a half feet tall. Gelflings are very light creatures and seldom weigh more than sixty pounds.

    One important distinction among Gelflings is between the males and females of the species. The females have large dragonfly style wings; the males do not..

    Ability Adjustments: -2 Strength, +2 Dexterity

    Special Abilities:

    Additional Special Abilities: Choose THREE

    Half-Elf: Wood Elves and humans have come into such frequent contact, that cross racial breeding has become somewhat commonplace. Most player Half- Elves have an elven parent who comes from Sunwood in the Kingdom of Acdin.

    Description: (See Half-Elves in PHB)

    Ability Adjustments: None

    Special Abilities:

    Additional Special Abilities: Choose THREE

    Shapeshifter: Shapeshifters are members of any of the humanoid races who have acquired the ability to shift their form into that of an animal. Beyond this ability, they are normal to their race in every other way. This shapeshifting ability is in no way related to the lycanthropy disease.

    Description: (See appropriate race in PHB)

    Ability Adjustments: None

    Special Abilities:

    Additional Special Abilities: Choose 2d3

    Human: Humans are the norm on Acdin. They are found in most areas of the world..

    Description: (See Humans in PHB)

    Classes: Any

    Ability Adjustments: None

    Special Abilities: As Origin (see below)

    Additional Special Abilities: Choose d6-4

    Equipment, Wealth & Social Status

    Adventurers on Acdin have enough to keep them busy without having to worry about the every day mundanities of maintaining themselves in the manner to which they are accustomed. To this end, wealth is monitored based on a character's current Social Status, and level of experience.

    Use the following table to determine a character's initial Social Status. Note the D20 roll in the Wealth box on the character's Record Portfolio for later use.

    D20
    Social Status
    20 +
    Lesser Royalty (Prince)
    19
    Nobility (Duke, Count)
    18
    Aristocracy (Baron, Viscount)
    17
    Gentry (Lord)
    16
    Pirate Captain, Bandit Prince
    15
    Merchant Prince
    6-14
    Guildsman, Pirate, Bandit
    4-5
    Commoner, Soldier
    2-3
    Peasant, Serf
    0-1
    Slave

    Wealth & Possessions

    Using the Wealth number during play is much like a proficiency check. If a character wishes to perform a wealth-type action that is somewhat beyond his normal means, make a Wealth check with a D20. If the result is equal to, or less than the character's wealth number, he may perform the action.

    NOTE- Wealth Actions are totally at the DM's discretion, and the DM may apply any modifiers that he feels are appropriate.

    Example:A player with a wealth number of 6 wishes to buy an exceptional quality horse. This is beyond the means of someone with a wealth of 6, so the DM disallows the action entirely. If the player had a wealth number of 12, the DM might make the character roll for it. If he rolls a 12 or less on a D20, he buys the horse. If a character with a wealth number of 17 tries the action, the DM may not even require a roll at all, because someone of that level probably has enough money on him to buy a horse.

    All characters are assumed to have any equipment that is appropriate to their class, and its day-to-day functioning. The quality and extravagance of these items is dependent on Social Status and level, but not a lot of emphasis is placed on what exactly a character has beyond this:

    "Is it logical, and reasonable to think that a character of this class, level, and Social Status would posses such an item?"

    Choose a Class

    Certain races have limited choices for a character class. The following chart indicates which races may choose which class character. Level limits due to race are never used on Acdin. All normal AD&D rules apply unless otherwise noted.

    Class Table
    Human
    Half-Elf
    Wood Elf
    Mtn Dwarf
    Hill Dwarf
    Gelfling
    Halfling
    Fighter
    Y
    Y
    Y
    Y
    Y
    Y
    Y
    Ranger
    Y
    Y
    Y
    Y
    Paladin
    Y
    Cleric
    Y
    Y
    Y
    Y
    Y
    Y
    Priest
    Y
    Y
    Y
    Y
    Druid
    Y
    Y
    Y
    Mage
    Y
    Y
    Y
    Specialist
    Y
    Y
    Y
    Illus
    Illu
    Thief
    Y
    Y
    Y
    Y
    Y
    Y
    Y
    Bard
    Y
    Y
    Y
    Y
    Fighter/Thief
    Y
    Y
    Y
    Y
    Y
    Fighter/Cleric
    Y
    Y
    Y
    Fighter/Mage
    Y
    Y
    Illus
    Cleric/Ranger
    Y
    Mage/Thief
    Y

    Class Proficiencies

    Characters gain proficiencies based on their class. Non-weapon proficiencies may be spent on acquiring, and improving any Non-Weapon Proficiencies (NWPs) from the Non-Weapon Proficiency Tables appropriate to the character's class.

    Initial Proficiency Slots

    Weapon

    Proficiencies

    Non-weapon

    Proficiencies

    Group
    Initial
    #Levels
    Penalty
    Initial
    #Levels
    Warrior
    4
    3
    -2
    3*
    3
    Wizard
    1
    6
    -5
    4*
    3
    Priest
    2
    4
    -3
    4*
    3
    Rogue
    2
    4
    -3
    3*
    4

    * Characters also gain a number of bonus NWPs equal to the bonus number of languages from the Intelligence attribute.

    Weapon Proficiency Groups

    On Acdin, Weapon Proficiencies are purchased in groups, rather than on a per weapon basis as in normal AD&D. Thus, a character proficient in single handed swords, knows all basic single handed swords. The Weapon Proficiency groups are as follows.

    Weapon Group
    Damage
    Unarmed combat (brawling, boxing, karate, etc)
    D3
    Single handed sword
    D6
    Light weapon (rapier, dagger, etc)
    D4
    Single handed mass weapon (axe, mace, etc)
    D8
    Two-handed sword
    2D6
    Two-handed short-hafted weapon (up to 7 feet long )
    2D6
    Polearm
    D6
    Bow (& Crossbow)
    D6 (D8)
    Thrown weapon (sling, spear, javelin, knife, etc)
    D4
    Flexible weapon (flail, morning star, etc)
    D6
    Shield
    D4
    Special weapon (by type)
    see DM

    Combat Proficiency

    Proficiencies affect combat on Acdin as well. In general, the more a person has studied a weapon form (ie, invested additional weapon proficiency slots in the same weapon form), the better he is with weapons of that category. The following rules apply

  • EXCEPTION I: Single-classed fighter characters (not paladins or rangers) may spend up to three slots on a single weapon form during character creation, and up to five slots during their lifetime.
  • EXCEPTION II: Any character may purchase weapon form proficiencies as a single-classed fighter if she first purchases the Weapon Master Proficiency from her Non-Weapon Proficiencies Table.
  • The following chart summarizes the benefits gained from additional slots spent on weapon forms.

    Slots
    Proficiency
    To-Hit
    Dmg
    # Attk
    KO
    AC mod
    0
    Non-Proficient
    -4
    -1
    --
    --
    -1
    1
    Proficient
    --
    --
    --
    --
    --
    2
    Specialist
    +1
    +2
    +1/2
    +1
    +1
    3
    Expert
    +2
    +3
    --
    +1
    +2
    4
    Master
    +2
    +4
    +1/2
    +2
    +3
    5
    Grand Master
    +3
    +4
    --
    +3
    +4

    Slots: Number of slots invested in the weapon form.

    Proficiency: The title that describes the level of proficiency a character has attained.

    To-Hit: The number that a character's d20 is modified by on a to-hit roll.

    Dmg: The number that a character adds to his damage roll.

    # Attk: This modifies the number of attacks a character receives during a combat round.

    KO: This is the number that an unarmed combatant uses to modify the D4 roll on a knock-out check.

    AC mod: The Armor Class bonus received when fighting with this weapon form in melee. This simulates how training affects defense as well as offense.

    Non-Weapon Proficiency Groups

  • Proficiencies shown in bold-italics, are restrictions. The slots column shows how many slots are acquired by choosing this handicap. Each handicap may be chosen once only, and only during the character creation process.
  • Purchasing additional slots for most skills gains an additional +1 when making a proficiency check roll. Any exceptions to this are noted in the description of the proficiency.
  • General

    Proficiency
    # slots
    Ability
    Animal Handling
    1
    Wis -1
    Artistic Ability
    1
    Wis
    Blacksmithing
    1
    Str
    Brewing
    1
    Int
    Carpentry
    1
    Str
    Cooking
    1
    Int
    Dancing
    1
    Dex
    Danger Sense, by environment
    2
    Wis
    Decrease Attribute
    1
    NA
    Decrease Social Status one level
    1
    NA
    Direction Sense
    1
    Wis +1
    Etiquette
    1
    Cha
    Gaming / Gambling
    1
    Int
    Heightened Senses (for Perception rolls)
    1
    Int +2
    Heraldry
    1
    Int
    Increase attribute (not above 18)
    3
    NA
    Increased Movement (+1)
    1
    NA
    Increase prime requisite (not above 18)
    2
    NA
    Increase Social Status one level
    2
    NA
    Languages, Modern
    1
    Int
    Leatherworking
    1
    Int
    Local History
    1
    Cha
    Miner / Stonemason
    2
    Wis -3
    Pottery
    1
    Dex -2
    Riding, Airborne
    2
    Wis -2
    Riding, Land-based
    1
    Wis +3
    Rope Use
    1
    Dex
    Seamanship
    1
    Dex +1
    Seamstress / Taylor / Cobbler / Weaver
    1
    Dex -1
    Singing / Speaking
    1
    Cha
    Weather Sense
    1
    Wis

    Fighter, Ranger, Paladin, Druid, Bard

    Proficiency
    # slots
    Ability
    Ambidextrous (as ranger)
    2
    NA
    Animal Lore
    1
    Int
    Armorer
    2
    Int -;2
    Blind-fighting
    2
    NA
    Bowyer / Fletcher
    1
    Dex -1
    Charioteering
    1
    Dex +2
    Dead-Eye, Melee (Crit hit on 19-20)
    3
    NA
    Dead-Eye, Missile (Crit hit on 19-20)
    3
    NA
    Detect Noise (Ranger as thief)
    1
    Int
    Endurance
    2
    Con
    Hunting
    1
    Wis -1
    Leadership (-1 per 50 men)
    1
    Cha
    Limited Armor/Weapons Use(specify)
    1
    NA
    Mountaineering
    1
    NA
    Move Silently
    1
    Dex
    Navigation
    1
    Int -2
    Resist Charm (Paladin Only +2SAVE)
    2
    NA
    Resist Poison (Ranger & Paladin +2 SAVE)
    1
    NA
    Running
    1
    Con -6
    Set Snares
    1
    Dex -1
    Siege Craft
    1
    Int
    Stealth in Woods (Ranger)
    2
    Dex
    Survival
    2
    Int
    Tracking
    2
    Wis
    Tumbling
    1
    Dex
    Weapon Master (acquire as normal fighter)
    1
    NA
    Weaponsmithng
    3
    Wis -3

    Mage, Specialist, Bard, Ranger

    Proficiency
    # slots
    Ability
    Ancient History
    1
    Int -1
    Astrology
    2
    Int
    Cantrip(as spell level=times per day)
    1
    Int
    Detect Magic, (as spell, once per day)
    2
    Int -2
    Engineering
    2
    Int-3
    Focus for spells, non-obvious object
    1
    NA
    Focus for spells, obvious object
    2
    NA
    Gem Cutting
    2
    Dex -2
    Herbalism
    2
    Int -2
    Languages, Ancient
    1
    Int
    Metal Immunity (includes armor)
    2
    NA
    More Specialist Opposition
    1
    NA
    Navigation
    1
    Int -2
    No Component Use Specialist School
    3
    NA
    Read Magic (once per day)
    2
    Int +1
    Religion
    1
    Wis
    Resist Charm, Sleep (+2 SAVE)
    2
    NA
    Spellcraft
    1
    Int -2
    Spell Casting, Wizard
    1
    Int
    Weapon Master (acquire as normal fighter)
    3
    NA

    Priest, Cleric, Druid, Paladin

    Proficiency
    # slots
    Ability
    Ancient History
    1
    Int -1
    Astrology
    2
    Int
    Detect Evil (not druid, as spell)
    2
    Wis -2
    Engineering
    2
    Int -3
    Expert Healer(+2 all damage healed)
    3
    NA
    Healing
    2
    Wis -2
    Herbalism
    2
    Int -2
    Languages, Ancient
    1
    Int
    Musical Instrument
    1
    Dex -1
    Navigation
    1
    Int -2
    Purify Water (as spell once per day)
    2
    Wis
    Religion
    1
    Wis
    Resist Charm (+2SAVE)
    2
    NA
    Resist Cold OR Fire(druid only, +2 SAVE)
    1
    Con
    Spellcraft
    1
    Int -2
    Spell Casting, Priest
    1
    Wis
    Weapon Master (acquire as normal fighter)
    2
    NA

    Thief, Bard

    Proficiency
    # slots
    Ability
    Ancient History
    1
    Int -1
    Appraising
    1
    Int
    Blind-fighting
    2
    NA
    Detect Magic (as spell, once per day)
    2
    Int -4
    Disguise
    1
    Cha -1
    Escape Bonds (thief only)
    2
    Wis
    Forgery
    1
    Dex -1
    Gem Cutting
    2
    Dex -2
    Juggling
    1
    Dex-1
    Jumping
    1
    Str
    Musical Instrument
    1
    Dex -1
    Reading Lips
    2
    Int -2
    Resist Charm (Bard +2SAVE)
    2
    NA
    Set Snares
    1
    Dex -1
    Tightrope Walking
    1
    Dex
    Tumbling
    2
    Dex
    Ventriloquism
    1
    Int -2
    Weapon Master (acquire as normal fighter)
    1
    NA

    Spells & Magic

    In normal AD&D, when a spellcaster wants to cast a spell, she must have pre-memorized the spell in advance, but all spells automatically take effect to make up for this cumbersome restriction. Spell casting on Acdin does not work like it does in AD&D however. The following details how magic on Acdin works.

  • Spells are never pre-memorized. A spell caster always has full access to her entire spell book. However, all spells take one full minute (round) longer to cast because they must be looked up / called to mind, or otherwise readied. Once a spell has been readied, a Spell Casting Proficiency check is made with a D20 and the following modifiers. Note that all modifiers are cumulative.
  • D20 Proficiency Check Modifiers

    -1
    Per additional Spell Casting Proficiency slot
    -1
    Per four levels of caster
    *
    Altering the casting time (see DM)
    +6
    From opposition school
    -2
    From school of specialization
    *
    Other modifiers as applied by the DM based on the situation.
    +3
    Exceeds Spells per Day limitations (this effect is compounded for each spell over limit)
    +5
    Exceeds caster's maximum spell level (counts as highest level spell for Spells per Day cost)
    +6
    Newly researched spell

    Proficiency Check Results

    A natural 1 results in an automatic success with any of the increment bonuses listed below, AND the spell does not count towards the caster's Spells per Day limits.

    If the modified D20 roll is between one, and the caster's Spell Casting Proficiency skill number, the spell succeeds. For each increment of 5 that the proficiency roll succeeds, add +1 to the caster's level for spell effects.

    If the Check fails by 6 or more, OR a natural 20 results:Lose a number of hit points equal to the amount the roll fails by & roll effect from Backfire Table!

    D20
    Backfire Effect
    1-10
    Spell fizzles spectacularly
    11-15
    Spell Reversal
    16
    Temporary affliction
    17
    Cursed: insomnia & nightmares
    18
    Cursed: arthritic wasting
    19
    Cursed: creeping senility
    20
    Cursed: total amnesia

    This system allows characters to cast spells beyond schools, spheres, Spells per Day limits, and even their experience levels, but, there is an element of risk in this system. A Backfire possibility has been added to make a spell caster think twice about pushing herself too far beyond her capabilities.

    Combat on Acdin

    On Acdin, combat takes place as in normal AD&D with only a few modifications.

    Heroic Action

    Players are rewarded with die roll bonuses AND instant experience for describing, and carrying-out heroic actions when it is appropriate. This makes the game more colorful and interesting.

    Hit Points

    On Acdin, characters receive their maximum amount of hit points for their first two levels of experience. This includes figuring any constitution bonuses. Thus a second level fighter with a constitution of 17 would have 26 hit points (13 points from each first, and second levels). Beginning at third level, all characters roll their hit points normally. Acdin is a rough place, and players need any help they can get to begin with.

    Actions in a Round

    Prepare or recover a dropped weapon, use a magical item once, drink a potion, light a torch, drive a spike, open a lock, bind wounds prepare a spell, cast a prepared spell, or attack

  • Called Shot: -4 to THAC0 & Critical Hit on unmodified 19 or 20
  • Disarm or Grab: roll Vs AC0, opponent rolls Vs AC4
  • Overbear: +1 to-hit per additional attacker, opposed strength to drag down +1 per additional attacker.
  • Shield Punch or Rush: shield does not count toward AC this round. Dmg:D3
  • Wait-for-Opening: Make no attacks until the end of the round, but receive +2 on all to-hit rolls.
  • Unarmed Combat

  • To determine if a Knock-Out has occurred, roll a D4, then a D20. If the D20 is equal to, or lower than the D4, a KO has occurred. The creature will remain KOed for D4 rounds. The D4 may be modified by proficiency.
  • Tumbling Proficiency in Combat

  • If PASSED the character has +4 to divide between AC AND to-hit AND damage rolls. NOTE-- add +1 per additional tumbling proficiency slot.
  • If FAILED the character suffers a -2 to AC AND to-hit AND damage rolls
  • Note:only ONE tumbling attack may be made per round

    AC/Protection Bonuses

    Armor Type
    AC mod
    Prot
    Old AC
    Leather, Hides
    1
    1
    8
    Studded, Ringed Leather
    1
    2
    7
    Scaled Leather
    2
    2
    6
    Chainmail
    2
    2
    5
    Splinted Chainmail
    3
    3
    4
    Plate & Chainmail
    4
    4
    3
    Full suit of Articulated Plate
    6
    4
    2
    Small Shield
    1
    --
    -1
    Large Shield
    2
    --
    -2
    Elven Chainmail
    4
    2
    3

    AC modifier: This number describes how much ability an armor has to deflect, glance, or otherwise prevent a blow from ever landing. Subtract this number from the wearer's Armor Class number.

    Protection: This is the amount of hit points that the armor ablates, or absorbs each time the wearer takes damage. A character wearing chaimail has two points subtracted from his Armor Class, AND has two points of damage subtracted from any damage dealt to him. NOTE:damage is never reduced below one point.

    Critical Hits

    An unmodified roll of 20 causes a critical hit. A SAVE vs Death means double damage, otherwise triple damage AND Critical Wound.

    D20
    Critical Wound
    1 - 10
    Knocked off feet
    11
    Disfigured
    12
    Limb broken
    13
    Shoulder Broken
    14
    Hip / Groin trauma
    15
    Internal abdominal damage
    16
    Chest Trauma-- smashed ribs
    17
    Massive head trauma
    18
    Limb severed
    19
    Sucking chest wound-- Painful Death in D4 minutes!
    20
    Head lopped off-- Instant Death!


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