Personas

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

RuleKindStatusSourcesOSRIC
Ability generation methods
adnd1e.abilities.methods
RAWtested
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.
interpretationtested
DMG p. 11
—
Ability scores run from 3 to 18
adnd1e.abilities.range
RAWtested
PHB p. 9· each ability is 3 to 18 before racial adjustment
identical· p. 1
Racial ability adjustments
adnd1e.race.adjustments
RAWtested
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
RAWtested
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.
RAWtested
PHB p. 15· the slash separates males and females
—
Classes open to each race
adnd1e.race.classes
RAWtested
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
RAWtested
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.
interpretationchecked
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
RAWtested
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
RAWtested
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.
interpretationtested
PHB p. 13· Table I: thief (N to E)
PHB p. 27
PHB p. 33
—
Race permission per class
adnd1e.class.races
RAWtested
PHB p. 13· Character Race Table I
—
Multi-class combinations
adnd1e.class.multiclass
RAWtested
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
RAWtested
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.
interpretationtested
PHB p. 9
PHB p. 14· adjusted scores are the actual scores for all game purposes
—
Starting age
adnd1e.age.starting
RAWtested
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.
interpretationtested
DMG p. 12
identical· p. 3
Age categories
adnd1e.age.categories
RAWtested
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
RAWtested
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.
interpretationtested
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).
RAWtested
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.
interpretationtested
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
RAWtested
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
RAWtested
PHB p. 10· Intelligence Table I (additional languages) and Table II (magic-users)
—
Wisdom: magical attack adjustment, cleric bonus spells
adnd1e.abilities.wisdom-table
RAWtested
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
RAWtested
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
RAWtested
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
RAWtested
PHB p. 13· Charisma Table
—
First-level hit dice
adnd1e.hp.first-level
RAWtested
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
RAWtested
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.
interpretationtested
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.
RAWtested
PHB p. 34
—
Starting money
adnd1e.money.starting
RAWtested
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.
interpretationtested
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.
interpretationtested
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
RAWtested
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.
interpretationtested
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.
interpretationtested
PHB p. 34· a language is learned from a speaker over up to a year
—
Weapons: cost, weight, damage, speed
adnd1e.weapons.table
RAWchecked
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.
interpretationchecked
PHB p. 35
—
Weapons permitted to each class
adnd1e.weapons.permitted
RAWtested
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.
interpretationtranscribed
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
RAWtested
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.
interpretationtested
PHB p. 37
PHB p. 32
—
Armor: cost, armor class, weight, movement
adnd1e.armor.table
RAWtested
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
RAWtested
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.
interpretationtested
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.
interpretationtranscribed
PHB p. 35
DMG p. 28· helmets and attacks on the head
—
Equipment: cost and weight
adnd1e.equipment.table
RAWchecked
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.
interpretationchecked
DMG p. 225
—
Coins
adnd1e.money.coins
RAWtested
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.
RAWtested
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
RAWtested
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.
interpretationtested
DMG p. 74
DMG p. 79· the most favourable saving throw
—
Encumbrance and movement
adnd1e.movement.encumbrance
RAWtested
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").
interpretationtested
DMG p. 27· base movement by armor type
PHB p. 102
—
First-level spell lists
adnd1e.spells.lists
RAWchecked
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
RAWchecked
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).
interpretationchecked
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
RAWtested
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.
interpretationtested
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.
interpretationtested
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
RAWtested
DMG p. 39· Acquisition of Illusionists' Spells: three d12 on the 1st-level list, ignoring duplicates; no read magic
—
Thief functions
adnd1e.thief.functions
RAWtested
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
RAWtested
PHB p. 29· assassins have the thieving abilities of a thief of the same level
—
Height and weight tables
adnd1e.physique.tables
RAWtested
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.
interpretationtested
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.
interpretationtested
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.
interpretationtested
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.
interpretationtested
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 ruletested
PHB p. 9· two scores of 15 or more are desirable; not an instruction to reroll
—
Exceptional Strength
adnd1e.strength.exceptional
RAWtested
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.
interpretationtested
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