Abridged Dungeons and Dragons

 

 

Introduction

 

In 1979 the Classic Dungeons and Dragons game gave birth to a new game called Advanced Dungeons and Dragons.  AD&D was originally created to provide detailed universal rulings for use in D&D tournaments.  As time went on Basic Dungeons and Dragons became simply a launching board for new players to orient themselves to the game before heading onto the Advanced Dungeons and Dragons Rules (Usually after attaining third level with their first character).  While the third edition of AD&D has reverted to the simple title of D&D, it is in essence still Advanced D&D.

 

Present here is a reversion or devolution of the Original Dungeons and Dragons rules, which we call Abridged Dungeons and Dragons (AbD&D).  In reality this is not a new or plagiarized game, but rather a simple compilation of the original 1969 Chainmail Fantasy Wargaming rules, with a role playing inspiration from the popular Risus RPG.  Risus embodies the present trend to provide light game rules to role playing games, which is the goal of AbD&D.

 

Requirments

 

You will need ordinary (six-sided) dice, paper, pencil, and miniatures.

 

Character Creation

 

Identity

 

Create a name, description and background for your fantasy character, or choose a character from one of an epic fantasy or sword and sorcery novel.

 

Class

 

Choose one of the follow classes that fit your character

 

Hero/ Antihero: 4 dice

Heroes include such characters as the ranger Strider from Lord of the Rings or Sir Bedeviere from La Mort d’Arthur.  Perfect examples of an Anti-Hero would be Elric of Melnibone, and Fahred and the Grey Mouser of Lankhmar.

 

Wizard: 1 dice

Wizards include such legends as Gandalf the Istari of the Lord of the Rings and Merlin of La Mort d’Arthur.

Fire Balls: Once per turn a Wizard can launch a fire ball at a target. The fire ball will destroy all creatures within a 40’ (4 Inch on Table Top) radius from the fireball’s chosen impact area.  Characters may roll 18 or greater on their combined class dice to avoid the damage. 

Magic: When Wizards cast spells, they must roll two dice (adding the rolls together; 2d6) on the table below to determine the success of the spell.

 

Spell Level (Complexity)

Effect

Dice Roll

1

Immediate Effect

7

Delayed 1 Turn

6

No Effect

4

2

Immediate Effect

8

Delayed 1 Turn

7

No Effect

5

3

Immediate Effect

9

Delayed 1 Turn

8

No Effect

6

4

Immediate Effect

10

Delayed 1 Turn

9

No Effect

7

5

Immediate Effect

11

Delayed 1 Turn

10

No Effect

8

6

Immediate Effect

12

Delayed 1 Turn

11

No Effect

9

 

Spells

1. Phantasmal Forces: The creation of the apparition of a unit or creature for

four turns, maxi-duration. (Complexity 2 )

2. Darkness: Casts increasing gloom aver the entire playing area for as long

as the Wizard is not attacked. On the turn that the spell is cast light is not

affected, on the second turn semi-darkness sets in, and on the third turn it

becomes fully dark (only those troops that can see in darkness can then attack

defend). The spell takes the reverse order when ended or countered. (Complexity 1)

3. Wizard Light: The dispellatian of darkness in an area extending 24" in all

directions radiating from the Wizard casting the spell. (Complexity 1)

4. Detection: A spell which detects either hidden enemies or the use and effect

of other magic spells. It w ill not discover hidden enemies or the type of magic

being employed if the apposing Wizard is of greater strength, but the

magic by the enemy w ill be revealed. (Complexity 2)

5. Concealment: A spell which will conceal a unit M fantastic creature from all

    save certain creatures which have the power to detect hidden enemies.

(Complexity 3)

6. Conjuration of an Elemental: Wizards can conjure Elementals, but no more

than one of each type can be brought into existence. (Note: This does not

apply to Djinn and Efreet.) I f the Wizard who conjured the Elemental is disturbed (attacked) while the Elemental is still in existence, he loses control

of it, and it will then attack the conjurer. An Elemental created by a Wizard

who i s subsequently killed w i l l attack the nearest figure. Such Elementals

must be dispelled by a Wizard or (killed) by combat. (Complexity 5)

7. Moving Terrain: Causing the shifting of vegetation hills, etc. A spell possible

only to a Wizard. (Complexity 6)

8. Protection from Evil: A 12" diameter circle which will keep out all evil fantastic creatures/men. (Complexity 3)

9. Levitate: A spell which allows the user to rise 6" per turn for up to six turns.

It is possible to remain stationary, but lateral movement if not possible un-

less some farm of propulsion i s available. (Complexity 2 )

10. Slowness: A spell which causes up to 20 figures to move at one-half speed for

two turns. (Complexity 3)

11. Haste: A spell which speeds the movement of up to 20 figures by 50% for

three turns. (Complexity 3)

12. Polymorph: This allows the user to change himself into the semblance of any-

thing of from his own size to something as large as even a giant. It lasts until

the user changes himself back or it is countered. (Complexity 4)

13. Confusion: By using this spell up to 20 of the enemy can be caused to react

in absolutely the apposite manner. For example, if they advanced, they will

be retreated instead. Duration is but one turn. The user secretly indicates

which unit is to be confused, and when the spell takes effect he allows the

enemy to move the troops and then when all movement is Finished he changes

the action of the confused unit to the apposite of what it actually did.

(Complexity 4)

14. Hallucinatory Terrain: A spell which makes some form of terrain appear to exist/not exist until it i s contacted by a living thing. At this the hallucination dissipates. Woods, rocks, marsh, etc. can be affected by this spell.

(Complexity 4)

15Cloudkill: A gaseous cloud of poisonous vapors which kill all men, orcs,

dwarves, and the like when it contacts them. Cloud size is 3" deep by 6"

wide by 3" high. It stays along the ground, moving may from the magic-user

who casts  it at the rate of 6" per turn. It will drift at random if he is not

concentrating on it. (Complexity 5)

16. Anti-Magic Shell: This causes a bubble of force to surround the user and

totally prevents anything magical from either entering or leaving the shell.

It lasts for up to six turns. Shell radius is 5". (Complexity 6)

 

 

Elf: 3 dice

From the angelic elves of Lord of the Rings to the mysterious Elden of the Eternal Champion, these creatures are the hallmark of the Fantasy Genre.  They feature both an unearthly combat prowess and an inborn affinity for magic.  Elves may become invisible at will, although they become visible again upon attacking.

 

Dwarves: 4 dice

From the brave defenders of the great subterranean halls of Lord of the rings to the faithful squires of La Mort d’Arthur, these stout bearded warriors are more deadly to ogres and giants than creatures their own size.

 

Hobbits: 2 dice

What would an epic fantasy adventure be without Hobbits?

 

Character Advancement

When characters defeat an enemy during an adventure they get Points which accumulate allowing them to advance in dice (levels).

 

Points Accumulated

Hero

Elf

Dwarf

Hobbit

Wizards and Sorcerers

0

-

-

-

-

-

40

-

-

-

2 Dice

1 Dice

80

-

3 Dice

-

+1

0

160

4 Dice

+1

4 Dice

+1

0

320

+1

+1

+1

+1

0 (+1 Magic Roll)

640

+1

+1

+1

+1

0

1280

+1

+1

+1

+1

0

2560

+1

+1

+1

+1

0 (+1 Magic Roll)

5120

+1

+1

+1

+1

0

10240

+1

+1

+1

+1

+1 (+1 Magic Roll)

15360

+1

+1

+1

+1

0

+ 10240 Points for each level beyond those charted above.

An example of a eight dice Hero (Super Hero) would be Conan the Barbarian.

An Example of two dice, +3 Magic Sorcerer would be Thulsa Doom.

 

  Skill Resolution

 

When a character wishes to perform a feat, such as picking a pocket for a hobbit or Anti-Hero, or charming a Non-Player Character (NPC) for an elf (their magically beautiful), then a difficulty must be set, which the PC must roll over or above on a combined class dice roll.

 

Difficulty targets

3 for very easy

6 for easy

9 for normal

12 for difficult

15 for very difficult

18 for improbably

21 for impossible

 

Combat

 

A character (PC or NPC) can take as many hits during combat equal to their class dice (e.g., a four dice hero can take 4 successful hits)

 

When two sides attack each other both roll a single die.  The side with the highest roll attacks first.

 

1.      Movement: Creatures on foot can move 60 feet (6 Inches).  Mounted creatures and large creatures can move 120 feet (12 Inches)

2.      Attack: The Attack Character rolls his Class Dice.  For each six that is rolled on the individual dice, one hit is inflicted on the target. A creature reduced to 0 hit points is defeated.

              Example:  Strider the Ranger attacks an orc.  He is a 5 dice Hero.  He rolls five dice: 3,            5, 6, 2 and 6.  Strider inflicts two hits on the orc.  The NPC class of Orc is a 2 dice class.        Thus its hits points are reduced to 0, and it is defeated.

 

Monsters

 

Sprites and Pixies 1

Goblins and Orcs 2

Wraiths 2

Lycanthropes 4

Ogres and Trolls 6

Giants 12

Ents 6

Rocs, Wyverns, Chimera and Griffons 4

Elementals 4

Basilisk 4

Wights 1

Dragons 25

Other D&D Creatures= 1 die per Hit Die

 

Magic Items

Armor: -1 to -5 dice to attacking creatures.

Sword: +1 to +5 dice to that character’s attack.