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
Weapons
Archery
Modifications (7 Techniques
for firing a bow Known by Elves)
Using
Bows as Bludgeoning Weapons
(Typically used by Elves) *
Weapon
Type vs. Armor in Combat *
Other Items
Lock
Quality (Modifiers to a
Thief’s lock-picking skill)
Before, During
& After Combat
Before
Encounters (Planned)
Encounters (Random)
Encounter
Checks (Contains table of
suggested checks based on terrain & time of day)
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) *
During - Combat
Round Actions
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)
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”)
Swimming
& Holding Your Breath
(Swimming, Holding Your Breath, Diving & Surfacing Rules)
Underwater Combat (Breathing,
Movement, Vision, Combat)
Elsewhere
Other Situational Factors
Climbing (Calculating Success, Climbing Rates, Types of Surfaces,
Actions While Climbing, Tools, Getting Down)
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)
* Optional Rule