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Welcome to my alterations to the standard AD&D rules. Below I present my changes to the AD&D RPG and tell you how I make characters and follow the link to see the powers I and my friends have created. Over the past few years I have devised a sort of RPG that uses the AD&D basic rules but I have added more modern things to it, such as guns and computers and cars. I have also included characters with special "powers" which they get every level. These powers are mostly loosely based around super hero powers and none of them are copied from any sources.
I have implemented the use of guns, grenades, and other modern weapons, the information, cost, and damage of these I have taken from Palladium Books, in particular I use their Compendium of Contemporary Weapons which is a very good resource for guns of all sorts (handguns, shotguns, sub-machine guns, machine guns), grenades, rocket launchers, and tanks.
In addition to the use of Palladium's guns, I have implemented the use of money (U.S. dollars) and vehicles of all kinds.
Essentially I have taken the AD&D rules on attributes, skills, magic, and fighting and put it in a modern world. I have done away with character classes and instead have said that everyone gets thief skills (although I would prefer a thief power) and that a player can choose, as a power, to become a wizard or cleric or druid. Level increases occur every 10,000 experience points and one hit die is a d12. I have decided to start characters off with 2d12 hit points from the beginning and for every level increase they get 1d12.

The building of a character:
A character starts off at level one with 2d12 hit points. A character's attributes are made by rolling 3d6 for each attribute (strength, dexterity, etc.). Then a character's skills are made by rolling 2d10 (or 1d100, if you are a lucky person with one of those) and these skills never change except with dexterity modifications, as is done for the thief in AD&D. The character starts with one power from my powers list (see link below), and the character can use this power according to how it is stated in the power itself. If it is a shooting power, the character can only shoot this power once in a battle round (unless he has Flash speed). You can either print my version of a character sheet, or you can simply add the characters' powers in the AD&D special abilities part of their character sheet. The GM decides the amount of money and weapons and items that the character starts off with.
In terms of powers, the character gets another power at the following levels: 1, 3, 5, 9, 16, 25, 35, 50, 100, 150, 200.... The character can choose any power he desires, and I understand that there are large differences in the functionality and actual power of the powers, but I've decided that making minor and major powers just wouldn't work.
Feel free to modify any aspects of my rule alterations, or my powers in any way that best suits you and your world, players, and characters. One major problem with my setup is the fact that a character can actually be both a wizard and priest at the same time. Now I know AD&D purists will frown upon this, and I encourage you to not allow a character to be both a wizard and a priest. The fact that characters increase in level every 10,000 experience points can be bad, so change this if you so desire. I understand that the descriptions of the powers can be a little bit hard to understand, please e-mail at dark_paladin4@hotmail.com if you have any questions or comments about anything presented on these web pages (I love hearing from the people who use my web page, whether it be for advice on how to change things or questions about spells or powers.)