Because of the very nature of the intricate and inter-related abilities and such of Advanced D&D, I have found it's much easier to modify the basic game and add in Advanced rules for flavor. Therefore, the remainder of this document will be devoted to tweaks to add to the basic D&D game, as given in the Rules Cyclopedia.

  1. Weapon mastery- two words: use it. It allows for more interesting combat as well as giving more opportunity to illustrate character quirks or individuality. Remember that the character must seek out masters to train them and that there is a diminishing chance for success with each higher level of specialization. Grandmasters don't come along every day. As a subset to this suggestion:
  2. Spells- employ a spell point system based upon levels of spells available. Example: if a caster can normally cast two second level spells and two first level, she receives six spell points (2 for each second level, 1 for each first). This dumps the annoying rule that you "forget" a spell after it is cast and allows for greater flexibility as the occasion calls for it.
  3. Experience - at least one third of all experience earned by an adventurer should be based on role playing, but if your players don't deserve it, don't give it.
  4. Since there are avengers and paladins, consider creating a ranger class. It would progress with the same rate as a paladin, but would cast druid spells and be restricted from metal armor and certain weapons. Instead of holy abilities or undead turning, consider animal summoning or an innate ability to heal animals.
  5. To increase survivability, give fighters (and subclasses) d10 hit points per level, clerics d8, and thieves d6. Also, give all 1st level characters maximum starting hit points.

Using these modifications, I have been involved in many D&D campaigns that were more fun and spontaneous than most, and more character-defining from a role playing standpoint. Try it once; you'll never go back.


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