DM Tools

 

Training *

XP Awards (Constant Goals, Variable Goals, Story Goals, Group & Individual)

 

Armor, Weapons & Other Items

 

Armor

 

Armor’s Effects on Dexterity Checks

Barding & Animals with Natural AC

Donning & Removing Armor

Damage to Armor *

 

Weapons

 

Archery Modifications (7 Techniques for firing a bow Known by Elves)

Arrow Breakage & Loss *

Attacking with Two Weapons *

Missile Weapons in Combat

Off-Hand Weapons Use *

Siege Damage

Using Bows as Bludgeoning Weapons (Typically used by Elves) *

Weapon Type vs. Armor in Combat *

 

Other Items

 

Damaging Equipment

Encumbrance *

Item Saving Throws

Lock Quality (Modifiers to a Thief’s lock-picking skill)

Treasure Tables

 

Before, During & After Combat

Combat-Related Definitions

 

Before

 

Encounters (Planned)

Encounters (Random)

Encounter Checks (Contains table of suggested checks based on terrain & time of day)

Encounter Distance

Encounter Reactions

Encounter Size

Initiative (Standard, Modifiers, Group, Individual, Multiple Attacks, Spellcasting, Weapon Speed)

Ranged Attacks and Initiative (1 side has ranged weapons in hand before 1st round begins) *

Surprise

 

During - Combat Round Actions

 

   Combat Modifiers

   Critical Hits & Fumbles

   Kneeling and Sitting *

   Hit Locations *

   Morale (Unintelligent/Animal creatures, Intelligent creatures, Too Many Motivations/Reations, Checks, Failing a Check)

   Movement (Normal & Melee, in a Dungeon, Jogging/Running, Missile Combat, Charging an Opponent, Retreat)

   Special Damage (Falling, Energy Drain, Paralyzation, Poison, Specific Injuries)

   Touch Attacks & Combat (Unwilling & Willing Targets)

   Turning Undead                                                                  

 

Attack Styles & Maneuvers

Attacking (# of Attackers, Facing, Weapon Length, Position of Attacker/Attack Rolls, Pole Arm & Shield Weapon Frontage Optional Rules, Called Shot)

 

Non-Lethal Attacks &  Maneuvers

Attacking without Killing (Basic Rules for Punching, Wrestling, Overbearing, Weapons factors, Animal factors etc.)

Barehanded Maneuvers (“Melee Maneuvers” for use with Punching, Wrestling & Martial Arts) *

Punching, Wresting & Martial Arts (Expanded Rules: Specializing in Punching & Wrestling, Martial Arts/Specialization, The Complete Martial Artist) *

 

Weapon-Based Attacks & Maneuvers

Fighting Styles (Single Weapon, Two-Hander, Weapon & Shield, Two-Weapon, Style Specialization, Missile & Thrown Weapon Style, Local Fighting Styles)

Melee Maneuvers (Called Shots, Disarm, Grab, Hold, Parry, Pin, Pull/Trip, Sap, Shield-Punch, Shield-Rush,

Strike/Thrust, Surprise and Flash Maneuvers) *

Parrying *

 

After

 

 

Environmental/Physical Factors & Situations

 

On Land

 

Mounted Combat (Trained/Untrained Mounts, Fighting from Horseback, Being Dismounted)

 

In the Air

 

Aerial Combat (Tournament Rules)(Maneuverability Classes, Levitation, Altitude, Procedure, Air-to-Ground Combat, Escaping) – usable for normal air combat or in tournaments

Aerial Combat (More detailed, miniatures-oriented air-battle rules) *

Aerial Movement (Includes Modifiers to Aerial Movement)

 

On & In the Water

 

Hearing Underwater (From “Of Ships & the Sea”)

Movement On Water

Swimming & Holding Your Breath (Swimming, Holding Your Breath, Diving & Surfacing Rules)

Underwater Combat (Breathing, Movement, Vision, Combat)

 

Elsewhere

 

The Planes of Existence

 

Other Situational Factors

 

Climbing (Calculating Success, Climbing Rates, Types of Surfaces, Actions While Climbing, Tools, Getting Down)

Darkness

Getting Lost (Just Lost, Hopelessly Lost, Dealing with Lost Characters)

Guide to Mental Effects & Magical Insanity

Infravision (Standard & Optional Rules, Other Forms of Vision)

Invisibility (What effects it has on Creatures, Detecting Invisible Creatures)

Light (Radiuses/Burning Times, Infravision, Using Mirrors, Tricks & Traps)

Limits of Vision

 

 

* Optional Rule

 

 

Game Resources