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.