Rules in this ruleset
Every rule carries its source and its status. Generated from the rules package; nothing here is kept by hand.
adnd1e 0.5.0
| Rule | Kind | Status | Sources | OSRIC |
|---|---|---|---|---|
| Ability generation methods adnd1e.abilities.methods | RAW | tested | DMG p. 11· Generation of Ability Scores, Methods I–IV | differs· p. 1 OSRIC leaves the method to the GM and names 3d6 in order, roll-and-arrange and 4d6-drop-lowest. |
| Tie-breaks in Methods I and II adnd1e.abilities.ties why?Equal totals (Method II) and equal lowest dice (Method I) resolve to the earliest roll. This changes no score; it fixes which die identity is recorded as discarded or retained. | interpretation | tested | DMG p. 11 | — |
| Ability scores run from 3 to 18 adnd1e.abilities.range | RAW | tested | PHB p. 9· each ability is 3 to 18 before racial adjustment | identical· p. 1 |
| Racial ability adjustments adnd1e.race.adjustments | RAW | tested | PHB p. 14· Penalties and Bonuses for Race | identical· p. 3 same four races adjusted, same amounts |
| Racial ability minimums and maximums adnd1e.race.limits | RAW | tested | PHB p. 15· Character Race Table III: Ability Score Minimums & Maximums PHB p. 15· minimums are met considering racial bonuses; maximums are applied after them | differs· p. 3 OSRIC has one column per race, no sex-based maxima; values to compare row by row |
| Sex-based Strength maximums adnd1e.race.sex-limits why?RAW, with a declared campaign option races.sexLimits. Off is a house rule: the larger of the two maxima applies to everyone, and every sheet it touches says so. | RAW | tested | PHB p. 15· the slash separates males and females | — |
| Classes open to each race adnd1e.race.classes | RAW | tested | PHB p. 13· Character Race Table I: Character Class Limitations | identical· p. 3 per race entry; verify gnome illusionist and half-orc cleric rows |
| Level limits by race adnd1e.race.level-limits | RAW | tested | PHB p. 14· Character Race Table II: Class Level Limitations, with footnotes 1–9 | differs· p. 3 OSRIC level limits differ in several cells (e.g. dwarf fighter 9/8/7 by Strength) |
| Charisma maximums toward other races adnd1e.race.charisma-context why?The sheet records the Table III maximum (half-orc 12, dwarf 16) as the character's Charisma. The footnotes say these caps hold only toward other races; a higher score toward one's own kind is a matter for play, not for the sheet. Slice 1 records the cap and the note; a later slice may carry both values. | interpretation | checked | PHB p. 13· Charisma Table footnotes: half-orc maximum 12 and dwarf maximum 16 apply with respect to other races | — |
| Class ability minimums adnd1e.class.minimums | RAW | tested | PHB p. 20· cleric Wis 9; 13 for a multi-classed half-elven cleric PHB p. 20· druid Wis 12, Cha 15 PHB p. 22· fighter Str 9, Con 7; paladin Str 12, Int 9, Wis 13, Con 9, Cha 17 PHB p. 24· ranger Str 13, Int 13, Wis 14, Con 14 PHB p. 25· magic-user Int 9, Dex 6 PHB p. 26· illusionist Int 15, Dex 16; thief Dex 9 PHB p. 28· assassin Str 12, Int 11, Dex 12 PHB p. 30· monk Str 15, Wis 15, Dex 15, Con 11 | identical· p. 7 verify per class; OSRIC lists the same minimums in each class entry |
| Alignments open to each class adnd1e.class.alignments | RAW | tested | PHB p. 13· Table I letter codes PHB p. 20· cleric: any save true neutral PHB p. 22· paladin lawful good PHB p. 24· ranger good PHB p. 27· thief: neutral or evil, neutral good rarely PHB p. 30· monk lawful PHB p. 33· assassin always evil; thief list including neutral good | — |
| Thieves and neutral good adnd1e.class.thief-neutral-good why?Table I's shorthand says neutral to evil; the class text on p. 27 and the alignment chapter on p. 33 both add neutral good explicitly. The fuller text decides (inventory D09). Lawful good and chaotic good remain closed to thieves. | interpretation | tested | PHB p. 13· Table I: thief (N to E) PHB p. 27 PHB p. 33 | — |
| Race permission per class adnd1e.class.races | RAW | tested | PHB p. 13· Character Race Table I | — |
| Multi-class combinations adnd1e.class.multiclass | RAW | tested | PHB p. 32· cleric combinations PHB p. 33· fighter, magic-user, illusionist, thief combinations | identical· p. 3 per race entry; verify cleric/ranger and cleric/assassin rows |
| A score of 5 or less confines the class adnd1e.class.low-scores | RAW | tested | PHB p. 9· Strength 5 or lower: magic-user only PHB p. 10· Intelligence 5 or lower: fighter only PHB p. 11· Wisdom 5 or lower: thief only; Dexterity 5 or lower: cleric only PHB p. 12· Constitution 5 or lower: illusionist only PHB p. 13· Charisma 5 or lower: assassin only | — |
| When the low-score rule is read adnd1e.class.low-scores-stage why?The restriction is read on the racially adjusted scores, like class minimums: p. 14 says the modified scores are the actual scores for all purposes. Two restrictions naming different classes leave no legal single class; a multi-class never satisfies one. Inventory D04. | interpretation | tested | PHB p. 9 PHB p. 14· adjusted scores are the actual scores for all game purposes | — |
| Starting age adnd1e.age.starting | RAW | tested | DMG p. 12· Non-Human Characters Table; Humans Table; multi-classed: highest column, maximum variable, no roll | identical· p. 3 same recipes in each race entry; verify per row |
| Sub-classes in the non-human age table adnd1e.age.subclass-columns why?The non-human table has four columns. Sub-classes use their parent's column: druid as cleric, paladin and ranger as fighter, illusionist as magic-user, assassin as thief. OSRIC p. 3 says exactly this; the DMG does not. A race-class pair with a dash in its column (dwarven magic-user) cannot occur, because Table I forbids it. Inventory D05. | interpretation | tested | DMG p. 12 | identical· p. 3 |
| Age categories adnd1e.age.categories | RAW | tested | DMG p. 13· Age Categories table; the high elf and hill dwarf rows | differs· p. 4 no table; age effects are at the GM's discretion |
| Effects of age on abilities adnd1e.age.effects | RAW | tested | DMG p. 13· Aging: cumulative from young adulthood; only Wisdom may exceed 18; adjustments cannot exceed racial maximums nor lower an ability below racial or class minimums | differs· p. 4 |
| Age and exceptional Strength adnd1e.age.exceptional-strength why?Middle age halves the exceptional rating and keeps the 18; old age and venerable age take whole points and the rating is lost once Strength falls below 18. The two sentences are read as the specific (middle age) and the general (every other loss). Inventory D05. | interpretation | tested | DMG p. 13· 18 strength drops to 17, even if it is from 18/00, as exceptional strength is not considered DMG p. 13· Middle Aged: subtract 1 point (or half exceptional rating) of strength | — |
| Qualify before age adnd1e.age.order why?Race and class qualify on racially adjusted scores before age, because the age table needs both and the DMG only protects minimums afterwards. Recorded as RAW after reading the pages on 2026-10-13 (DESIGN.md §6.4). | RAW | tested | PHB p. 15· minimums met considering racial bonuses; maximums applied after DMG p. 12· the starting-age table is indexed by race and class DMG p. 13· age adjustments cannot lower an ability below racial or class minimums | — |
| Strength 18 reached by age adnd1e.strength.exceptional-by-age why?A Strength that becomes 18 through the mature bonus is not rolled on by default (strict reading of "not considered"). The campaign option strength.exceptionalByAge = roll opens the percentile roll instead; it is flagged as a house rule. Live at creation for half-orc and dwarf fighters, who can start mature. DESIGN.md §6.4. | interpretation | tested | PHB p. 9· fighters with an 18 strength are entitled to roll percentile dice DMG p. 13· Mature: add 1 point of strength; exceptional strength is not considered | — |
| Strength: to hit, damage, weight, doors, bars adnd1e.abilities.strength-table | RAW | tested | PHB p. 9· Strength Table II: Ability Adjustments, including the exceptional rows | differs· p. 1 OSRIC's table has different weight figures (pounds) and door chances |
| Intelligence: languages and magic-user spells adnd1e.abilities.intelligence-table | RAW | tested | PHB p. 10· Intelligence Table I (additional languages) and Table II (magic-users) | — |
| Wisdom: magical attack adjustment, cleric bonus spells adnd1e.abilities.wisdom-table | RAW | tested | PHB p. 11· Wisdom Table I (magical attack adjustment) and Table II (cleric bonus spells, spell failure) | — |
| Dexterity: reaction, defence, thief skills adnd1e.abilities.dexterity-table | RAW | tested | PHB p. 11· Dexterity Table I PHB p. 12· Dexterity Table II: adjustments for thieves | — |
| Constitution: hit points, system shock, resurrection adnd1e.abilities.constitution-table | RAW | tested | PHB p. 12· Constitution Table; +3/+4 only for fighters, paladins and rangers; a die is never read below 1 | — |
| Charisma: henchmen, loyalty, reactions adnd1e.abilities.charisma-table | RAW | tested | PHB p. 13· Charisma Table | — |
| First-level hit dice adnd1e.hp.first-level | RAW | tested | PHB p. 19· Character Classes Table I: hit die type; ranger 2d8 and monk 2d4 at first level PHB p. 34· at 1st level a character has but one hit die (exception: rangers and monks) PHB p. 12· Constitution adjustment per hit die; never below 1; +3/+4 fighters only | identical· p. 7 verify per class; OSRIC's ranger and monk start with two dice as well |
| Multi-class hit points adnd1e.hp.multiclass | RAW | tested | PHB p. 19· roll the die of each class, total, adjust for Constitution, divide by the number of classes, ½ and over rounds up | — |
| Constitution per die in a multi-class adnd1e.hp.multiclass-constitution why?p. 19 says to total the dice and adjust for Constitution; p. 12 says the adjustment is per hit die and that only fighter dice take more than +2. Read together: each die is adjusted by the class it belongs to, then summed. A fighter/magic-user with Constitution 17 gets +3 on the d10 and +2 on the d4. Inventory D10. | interpretation | tested | PHB p. 12 PHB p. 19 | — |
| How first-level hit points are determined adnd1e.hp.policy why?Rolling is RAW and the default. max, rerollOnes and average are campaign options flagged as house rules on every sheet they touch; average counts each die as the rounded-up midpoint (d10 6, d8 5, d6 4, d4 3). DESIGN.md §6.5. | RAW | tested | PHB p. 34 | — |
| Starting money adnd1e.money.starting | RAW | tested | PHB p. 35· Starting Money: cleric 3d6, fighter 5d4, magic-user 2d4, thief 2d6 (×10 gp); monk 5d4 gp | identical· p. 7 verify the monk figure |
| Starting money for sub-classes adnd1e.money.subclasses why?The table names five classes. Sub-classes use their parent's row: druid as cleric, paladin and ranger as fighter, illusionist as magic-user, assassin as thief. | interpretation | tested | PHB p. 35 | — |
| Starting money for a multi-class adnd1e.money.multiclass why?The PHB does not say what a multi-classed character starts with. OSRIC's examples both pick the class with the larger sum; this ruleset does the same: the class whose maximum is highest. Inventory D11. | interpretation | tested | PHB p. 35 OSRIC p. 7· a fighter/thief receives a fighter's starting money, a cleric/magic user a cleric's | identical· p. 7 |
| Languages every character of the race speaks adnd1e.languages.automatic | RAW | tested | PHB p. 34· common and the alignment language; druids and thieves have their own PHB p. 15· dwarves: dwarven, gnome, goblin, kobold, orcish PHB p. 16· elves: elvish, gnome, halfling, goblin, hobgoblin, orcish, gnoll; gnomes: dwarvish, gnome, halfling, goblin, kobold PHB p. 17· half-elves: elvish, gnome, halfling, goblin, hobgoblin, orcish, gnoll; halflings: dwarven, elven, gnome, goblin, halfling, orcish; half-orcs: orcish | identical· p. 3 per race entry; verify each list |
| How many more languages may be learned adnd1e.languages.capacity why?Each race description states its own limit. Where it caps (dwarf, gnome, half-orc) the Intelligence table still applies below the cap; where it gives a formula (elf, half-elf, halfling) the formula replaces the table, because the text says what the character "can learn" outright. Humans use the table. Inventory D07. | interpretation | tested | PHB p. 10· Intelligence Table I: possible number of additional languages PHB p. 15· dwarves: no more than two additional PHB p. 16· elves: one per point of Intelligence over 15; gnomes: no more than two PHB p. 17· half-elves and halflings: one per point above 16; half-orcs: at most two | — |
| Additional languages at creation adnd1e.languages.at-start why?A new character knows the automatic tongues; the capacity is room to learn, not languages known. The option languages.extraAtStart lets a campaign hand out the capacity at creation from the PHB p. 34 list; it is flagged as a house rule. Inventory D07. | interpretation | tested | PHB p. 34· a language is learned from a speaker over up to a year | — |
| Weapons: cost, weight, damage, speed adnd1e.weapons.table | RAW | checked | PHB p. 35· Basic Equipment and Supplies Costs: Arms PHB p. 37· Weight and Damage by Weapon Type PHB p. 38· length, speed factor, missile ranges and fire rates | — |
| Weapons the PHB does not price adnd1e.weapons.unpriced why?Bo stick, club, jo stick and quarterstaff have no price on p. 35. The shop lists them at no cost with a note; a DM may rule otherwise at the table. The lance appears once at 6 gp and that price is used for all three lances. | interpretation | checked | PHB p. 35 | — |
| Weapons permitted to each class adnd1e.weapons.permitted | RAW | tested | PHB p. 19· Character Classes Table II: Armor and Weapons Permitted, with the thief sword footnote | identical· p. 7 verify the monk and druid lists |
| Weapon limits by height and weight adnd1e.weapons.size-limits why?Height and weight are not on the sheet yet (inventory D06, slice 2c). Until they are, these limits are shown as a note on the shop and not enforced. | interpretation | transcribed | PHB p. 19· under 5' no longbow or weapon over 12'; under 100 pounds no heavy crossbow, two-handed sword or pole arm over 200 gp weight | — |
| Initial weapon proficiencies adnd1e.proficiencies.initial | RAW | tested | PHB p. 37· Weapon Proficiency Table: initial number, non-proficiency penalty, added proficiency per levels | — |
| Proficiencies of a multi-class adnd1e.proficiencies.multiclass why?The PHB gives no multi-class rule for proficiencies. The character starts with the larger initial number among its classes and the milder non-proficiency penalty; each weapon chosen must be permitted to at least one of the classes. Inventory D11. | interpretation | tested | PHB p. 37 PHB p. 32 | — |
| Armor: cost, armor class, weight, movement adnd1e.armor.table | RAW | tested | PHB p. 35· armor costs PHB p. 36· Armor Class Table: none 10, leather or padded 8, studded or ring 7, scale 6, chain 5, splint or banded 4, plate 3; a shield improves by 1 DMG p. 27· Types of Armor & Encumbrance: bulk, adjusted weight, base movement | differs Chapter III, Armor: OSRIC's table differs in weights and movement figures; page and cells to verify |
| Armor permitted to each class adnd1e.armor.permitted | RAW | tested | PHB p. 19· Character Classes Table II: Armor and Weapons Permitted | — |
| Armor and a multi-class adnd1e.armor.multiclass why?A multi-classed character may buy and wear what any of its classes permits. Where a piece exceeds one class's limit, the sheet notes that class's functions are restricted while it is worn (thief skills in anything but leather, no shield; a non-elf, non-half-elf magic-user's spells in armor). The restriction is information for play, not a bar to purchase. | interpretation | tested | PHB p. 32· cleric/thief: any functions as a thief are under the restrictions of that class, i.e. leather and no shield PHB p. 33· fighter/thief likewise; an elven fighter/magic-user casts in armor | — |
| Helmets adnd1e.armor.helmets why?The PHB prices helmets but gives them no armor class effect; the DMG p. 28 rule about unhelmeted heads is for play. Helmets are sold and weighed; they change no number on the sheet. | interpretation | transcribed | PHB p. 35 DMG p. 28· helmets and attacks on the head | — |
| Equipment: cost and weight adnd1e.equipment.table | RAW | checked | PHB p. 35· Basic Equipment and Supplies Costs PHB p. 36· Miscellaneous Equipment, Provisions, Religious Items DMG p. 225· Appendix O: Encumbrance of Standard Items | — |
| Estimated weights adnd1e.equipment.estimated-weights why?Appendix O does not weigh every item the PHB sells. Where it is silent, a small figure is estimated by comparison, as the appendix itself suggests, and the item says so. | interpretation | checked | DMG p. 225 | — |
| Coins adnd1e.money.coins | RAW | tested | PHB p. 35· 10 cp = 1 sp; 20 sp = 1 gp; 2 ep = 1 gp; 1 pp = 5 gp | — |
| Attack matrices adnd1e.combat.attack-matrix why?Stored as a base score per level band plus the run of six 20s, which reproduces every cell on the page; the 0-level fighter and the lowest magic-user and thief bands start one higher (AC 10 reads 11, AC −10 reads 26). Tests spot-check cells from each table, including those three bands. | RAW | tested | DMG p. 74· Attack Matrices I.A (clerics, druids, monks), I.B (fighters, paladins, rangers, 0-level), I.C (magic-users, illusionists), I.D (thieves, assassins) | — |
| Saving throws adnd1e.combat.saving-throws | RAW | tested | DMG p. 79· Saving Throw Matrix for Characters and Human Types; multi-class characters use the most favourable result | — |
| A multi-class attacks with its best table adnd1e.combat.multiclass-attack why?The DMG states the most-favourable rule for saving throws only. The sheet applies the same reading to the attack matrices of a multi-class, which is the common table practice and never worse than any single class. | interpretation | tested | DMG p. 74 DMG p. 79· the most favourable saving throw | — |
| Encumbrance and movement adnd1e.movement.encumbrance | RAW | tested | PHB p. 101· normal gear about 35# 12"; heavy about 70# 9" PHB p. 102· very heavy 105# 6"; over 105# 3"–4"; Strength modifies these; 10 gp to the pound PHB p. 9· weight allowance over and above the unencumbered maximum | differs· p. 117 OSRIC uses a pound-based table with Strength adjustments in pounds |
| Armor and movement adnd1e.movement.armor why?The DMG gives a base movement per armor and the PHB a movement by weight carried. The sheet takes the lower of the two: armor never lets a laden character move faster, and a light load never lets plate move at 12". The encumbered band reads 3" (the PHB says 3"–4"). | interpretation | tested | DMG p. 27· base movement by armor type PHB p. 102 | — |
| First-level spell lists adnd1e.spells.lists | RAW | checked | PHB p. 40· cleric spells, 1st level PHB p. 41· druid spells and magic-user spells, 1st level PHB p. 42· illusionist spells, 1st level | — |
| Spells usable per day at first level adnd1e.spells.per-day | RAW | checked | PHB p. 20· Spells Usable by Class and Level — Clerics: 1st level, one 1st-level spell PHB p. 21· Druids: 1st level, two 1st-level spells PHB p. 26· Magic-Users: 1st level, one 1st-level spell PHB p. 27· Illusionists: 1st level, one 1st-level spell PHB p. 11· Wisdom Table II: bonus spells for clerics | — |
| Druids and the Wisdom bonus spells adnd1e.spells.druid-wisdom-bonus why?Wisdom Table II is headed "for clerics"; the druid is a sub-class of the cleric and the sheet grants the bonus spells to druids as well. Paladins and rangers get no bonus spells (they have none at first level). | interpretation | checked | PHB p. 11· Adjustments for Clerics PHB p. 20· the druid is a sub-class of cleric | — |
| A magic-user's starting spells adnd1e.spells.magic-user-start | RAW | tested | DMG p. 39· Acquisition of Magic-User Spells: read magic plus one random spell from each of the offensive, defensive and miscellaneous lists; a 0 is the player's choice | differs OSRIC gives read magic plus three spells of the player's choice (Chapter I, Magic User); page to verify |
| Choosing a starting spell adnd1e.spells.magic-user-choice why?A 0 lets the player choose any first-level magic-user spell except the two the DMG names, not only one from that column: the columns sort the random results, and the text says only that choice is left to the player. The DMG's further options (automatic choice, an extra defensive or miscellaneous spell) are campaign options flagged as house rules. Inventory D12. | interpretation | tested | DMG p. 39· 0. (choose); Nystul's Magic Aura and Tenser's Floating Disc can never be known at the start | — |
| No chance-to-know roll at the start adnd1e.spells.no-learn-check-at-start why?The starting spells come from the master and are not rolled against the Intelligence chance to know; the chance applies to spells found later. Inventory D12. | interpretation | tested | DMG p. 39· the master was generous enough to bestow these spells PHB p. 10· chance to know each listed spell | — |
| An illusionist's starting spells adnd1e.spells.illusionist-start | RAW | tested | DMG p. 39· Acquisition of Illusionists' Spells: three d12 on the 1st-level list, ignoring duplicates; no read magic | — |
| Thief functions adnd1e.thief.functions | RAW | tested | PHB p. 28· Thief Function Table: base chances by level, racial adjustments PHB p. 12· Dexterity Table II: adjustments for thieves | differs OSRIC's thief table differs in several cells; Chapter I, Thief; to verify |
| Assassins use the thief table adnd1e.thief.assassin | RAW | tested | PHB p. 29· assassins have the thieving abilities of a thief of the same level | — |
| Height and weight tables adnd1e.physique.tables | RAW | tested | DMG p. 102· Height and Weight Tables (males, females) and Height and Weight Determination | differs OSRIC's Chapter III tables use d% rows per race and sex with set ranges; to verify |
| Variation around the average adnd1e.physique.average-variation why?"1–4½"" is read as a d9 halved (½" to 4½"), "1–3½"" as a d7 halved; "adjust by 1–8#" as a d8 with a coin for the direction, since the page gives none. The "1-4" style ranges in the tables are read as dice: 1-4 is 1d4, 2-16 is 2d8, 4-40 is 4d10, 3-36 is 3d12, 5-60 is 5d12. Inventory D06. | interpretation | tested | DMG p. 102· for average height roll % dice: 01–30 shorter by 1–4½", 71–00 taller by 1–4½" (1–3½" for races under 5'); weight adjusted by 1–8# (1–4 if 100# or less) | — |
| Wider human variation adnd1e.physique.wide-human why?DMG p. 12 suggests wider under/over ranges for human player characters. Option physique.wideHumanVariation applies 2d10 inches and 10d20 pounds to a human's under and over results (female: the p. 102 dice already fall within the p. 12 figures, so only the male figures change in practice). Off by default; on is flagged a house rule. Inventory D06. | interpretation | tested | DMG p. 12· human male height 2–20", weight 10–200#; female 2–12", 10–120#, as wider variation for player characters | — |
| Order of creation steps adnd1e.creation.order why?The PHB lists abilities first and the name last; it does not prescribe an order between them. This ruleset asks for the method, rolls, assigns, then sex, race, class, alignment, exceptional Strength, age, name, and locks. The order is a convention, not a rule. | interpretation | tested | PHB p. 8· Creating the Player Character: abilities, then race, class, alignment, name DMG p. 11 | — |
| Dice entered by hand adnd1e.creation.entered-dice why?The book does not say who holds the dice. A campaign may let a player type the dice they rolled at the table; the record then says so, and the DM sees it in the audit view. | interpretation | tested | DMG p. 11 | — |
| A new roll granted by the DM adnd1e.creation.new-attempt why?RAW keeps the roll. A new roll is DM fiat, recorded as an event with a reason; it reopens the roll and everything that depended on it. Nothing is deleted. DESIGN.md §6.3. | house rule | tested | PHB p. 9· two scores of 15 or more are desirable; not an instruction to reroll | — |
| Exceptional Strength adnd1e.strength.exceptional | RAW | tested | PHB p. 9· fighters with an 18 strength roll percentile dice; only fighters PHB p. 15· fighters of all races might be entitled to an exceptional strength bonus | differs· p. 1 OSRIC names fighter, paladin and ranger and makes 00 a Strength of 19 |
| Paladins and rangers roll exceptional Strength adnd1e.strength.exceptional-subclasses why?Paladins and rangers are sub-classes of the fighter and share its tables unless a passage says otherwise; none does for exceptional Strength. Option strength.exceptionalSubclasses, default on. OSRIC p. 1 says the same explicitly. | interpretation | tested | PHB p. 9· only fighters are permitted to roll PHB p. 22· the paladin is a sub-class of fighter PHB p. 24· the ranger is a sub-class of fighter | identical· p. 1 |