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    <title>RPGRules.com</title>
    <link>http://www.rpgrules.com/</link>
    <description></description>
    <dc:language>en</dc:language>
    <dc:creator>JP_Manuel@msn.com</dc:creator>
    <dc:rights>Copyright 2010</dc:rights>
    <dc:date>2010-02-08T19:58:56+00:00</dc:date>
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    <item>
      <title>Healing rules</title>
      <link>http://www.rpgrules.com/site/rule/healing_rules/</link>
      <guid>http://www.rpgrules.com/site/rule/healing_rules/#When:19:58:56Z</guid>
      <description>Natural Healing  A character heals one hit point per day of rest plus one hit point for every thirty hit points the character has. So a character with sixty to eighty&#45;nine hit points would heal three hit points per day of rest.&#8230;</description>
      <dc:subject>AD&amp;D 2e</dc:subject>
      <dc:date>2010-02-08T19:58:56+00:00</dc:date>
    </item>

    <item>
      <title>Simple critical hits and fumbles</title>
      <link>http://www.rpgrules.com/site/rule/simple_critical_hits_and_fumbles1/</link>
      <guid>http://www.rpgrules.com/site/rule/simple_critical_hits_and_fumbles1/#When:17:39:39Z</guid>
      <description>Critical hits On a d20 roll of natural 20, the character inflicts double normal damage. This may be calculated one of two ways: 1. Roll damage normally and multiply the result by 2. Example: Long sword (1d8 damage) inflicts 1d8x2&#8230;</description>
      <dc:subject>AD&amp;D 2e</dc:subject>
      <dc:date>2009-09-27T17:39:39+00:00</dc:date>
    </item>

    <item>
      <title>Simple critical hits and fumbles</title>
      <link>http://www.rpgrules.com/site/rule/simple_critical_hits_and_fumbles/</link>
      <guid>http://www.rpgrules.com/site/rule/simple_critical_hits_and_fumbles/#When:17:39:20Z</guid>
      <description>Critical hits On a d20 roll of natural 20, the character inflicts double normal damage. This may be calculated one of two ways: 1. Roll damage normally and multiply the result by 2. Example: Long sword (1d8 damage) inflicts 1d8x2&#8230;</description>
      <dc:subject>AD&amp;D 1e</dc:subject>
      <dc:date>2009-09-27T17:39:20+00:00</dc:date>
    </item>

    <item>
      <title>Identify Spell revised so that it&#8217;s actually useful at a low level.</title>
      <link>http://www.rpgrules.com/site/rule/identify_spell_revised_so_that_its_actually_useful_at_a_low_level/</link>
      <guid>http://www.rpgrules.com/site/rule/identify_spell_revised_so_that_its_actually_useful_at_a_low_level/#When:17:33:07Z</guid>
      <description>Identify (Revised) (Divination)  Level: 1 Range: 0 Components: V, S, M Duration: 1 rd/level Casting Time: special Area of Effect: 1 item/level Saving Throw: none  Description: (note: changes&#8230;</description>
      <dc:subject>AD&amp;D 2e</dc:subject>
      <dc:date>2009-09-17T17:33:07+00:00</dc:date>
    </item>

    <item>
      <title>Find Secret/Concealed Doors Skill for AD&amp;amp;D2E S&amp;amp;P &#45; Replaces existing rules.</title>
      <link>http://www.rpgrules.com/site/rule/find_secretconcealed_doors_skill_for_add2e_sp_-_replaces_existing_rules/</link>
      <guid>http://www.rpgrules.com/site/rule/find_secretconcealed_doors_skill_for_add2e_sp_-_replaces_existing_rules/#When:17:18:53Z</guid>
      <description>Find Secret / Concealed Doors (Rogue) Initial Cost: 4 CP Initial Rating: 4  Ability: Intelligence/Reason, Wisdom/Intuition  Description: The character is familiar with the psychology and construction of secret&#8230;</description>
      <dc:subject>AD&amp;D 2e</dc:subject>
      <dc:date>2009-09-17T17:18:53+00:00</dc:date>
    </item>

    <item>
      <title>Multi&#45;class / Dual&#45;class  Level Advancement Rule Changes</title>
      <link>http://www.rpgrules.com/site/rule/multi-class_dual-class_level_advancement_rule_changes/</link>
      <guid>http://www.rpgrules.com/site/rule/multi-class_dual-class_level_advancement_rule_changes/#When:17:14:06Z</guid>
      <description>All races may multi&#45;class, provided they meet the minimum ability score requirements for both classes. A human may be any multi&#45;class combination allowed. Humans who multi&#45;class add 2d4 years to their starting age.  Any race may dual class,&#8230;</description>
      <dc:subject>AD&amp;D 2e</dc:subject>
      <dc:date>2009-09-17T17:14:06+00:00</dc:date>
    </item>

    <item>
      <title>Freecasting</title>
      <link>http://www.rpgrules.com/site/rule/freecasting/</link>
      <guid>http://www.rpgrules.com/site/rule/freecasting/#When:20:47:05Z</guid>
      <description>This rule allows priests (including druids) and paladins to freely cast any spells within their spheres as strictly mandated by the deity, and within the fixed guidelines for number of spells each character as available per day. Note that spell access&#8230;</description>
      <dc:subject>AD&amp;D 2e</dc:subject>
      <dc:date>2009-08-28T20:47:05+00:00</dc:date>
    </item>

    <item>
      <title>Experience Point Awards</title>
      <link>http://www.rpgrules.com/site/rule/experience_point_awards/</link>
      <guid>http://www.rpgrules.com/site/rule/experience_point_awards/#When:00:40:09Z</guid>
      <description>Solo Kills This award is for characters who defeat their opponents by themselves through combat, magic or some other way. It must be truly a solo kill; for example a fighter who slays an orc by himself in combat would be eligible for the&#8230;</description>
      <dc:subject>AD&amp;D 2e</dc:subject>
      <dc:date>2009-08-22T00:40:09+00:00</dc:date>
    </item>

    <item>
      <title>Combat Effectiveness</title>
      <link>http://www.rpgrules.com/site/rule/combat_effectiveness/</link>
      <guid>http://www.rpgrules.com/site/rule/combat_effectiveness/#When:18:57:04Z</guid>
      <description>I&#39;ve always thought it was silly how in textbook combat, you are at 100% effectiveness even when you&#39;re on the brink of total collapse (aka 1 HP). A simple solution would be to modify all rolls based on how damaged a player is. For example:</description>
      <dc:subject>AD&amp;D 2e</dc:subject>
      <dc:date>2009-08-21T18:57:04+00:00</dc:date>
    </item>

    <item>
      <title>Perception</title>
      <link>http://www.rpgrules.com/site/rule/perception/</link>
      <guid>http://www.rpgrules.com/site/rule/perception/#When:11:24:02Z</guid>
      <description>Perception describes the quality of a character&#39;s vision and hearing, as well as mental habits such as attentiveness, visual and aural memory, and interest in his surroundings. Perception is important to all character classes, as it affects the character&#39;s&#8230;</description>
      <dc:subject>AD&amp;D 2e</dc:subject>
      <dc:date>2009-08-20T11:24:02+00:00</dc:date>
    </item>

    <item>
      <title>Making NWP scores more manageable</title>
      <link>http://www.rpgrules.com/site/rule/making_nwp_scores_more_manageable/</link>
      <guid>http://www.rpgrules.com/site/rule/making_nwp_scores_more_manageable/#When:10:59:12Z</guid>
      <description>I am using the &quot;Back in the Saddle&quot; article in Dragon Magazine #225 for NWP scores to make them a little more down&#45;to&#45;earth. It works like this; Each NWP now has a base score of 10, unless it is decided that the character is specialized in that NWP (which&#8230;</description>
      <dc:subject>AD&amp;D 2e</dc:subject>
      <dc:date>2009-08-20T10:59:12+00:00</dc:date>
    </item>

    <item>
      <title>Alternative to Energy Drain</title>
      <link>http://www.rpgrules.com/site/rule/alternative_to_energy_drain/</link>
      <guid>http://www.rpgrules.com/site/rule/alternative_to_energy_drain/#When:10:57:00Z</guid>
      <description>I decided to make life&#45;draining attacks (by undead and the like) a little less lethal and a bit more debilitating. Instead of having to lose levels of experience when hit by a life&#45;draining attack, the character loses a life level. The &quot;life level&quot; is&#8230;</description>
      <dc:subject>AD&amp;D 2e</dc:subject>
      <dc:date>2009-08-20T10:57:00+00:00</dc:date>
    </item>

    <item>
      <title>Taking one&#8217;s time with healing spells</title>
      <link>http://www.rpgrules.com/site/rule/taking_ones_time_with_healing_spells/</link>
      <guid>http://www.rpgrules.com/site/rule/taking_ones_time_with_healing_spells/#When:10:54:57Z</guid>
      <description>Healing spells can be done one of two ways. The standard way is that the priest PC can either roll dice for the healing, which is done a &quot;comparative roll&quot; basis. The player rolls the amount of dice, and I secretly do likewise. The player can either take&#8230;</description>
      <dc:subject>AD&amp;D 2e</dc:subject>
      <dc:date>2009-08-20T10:54:57+00:00</dc:date>
    </item>

    <item>
      <title>Hit point pool for mult&#45;classed characters</title>
      <link>http://www.rpgrules.com/site/rule/hit_point_pool_for_mult-classed_characters/</link>
      <guid>http://www.rpgrules.com/site/rule/hit_point_pool_for_mult-classed_characters/#When:10:53:02Z</guid>
      <description>To determine hit points as a multi&#45;classed PC gains experience levels, I have come up with a “hit point pool”. When a multi&#45;classed character is created, the player keeps track of the hit points gained as one number divided by the number of classes&#8230;</description>
      <dc:subject>AD&amp;D 2e</dc:subject>
      <dc:date>2009-08-20T10:53:02+00:00</dc:date>
    </item>

    <item>
      <title>Learning Mage Spells</title>
      <link>http://www.rpgrules.com/site/rule/learning_mage_spells/</link>
      <guid>http://www.rpgrules.com/site/rule/learning_mage_spells/#When:10:48:39Z</guid>
      <description>Unless the mage character has a master or teacher who is willing to teach him new spells for free, mages must purchase their spells. The percentage chance to have listed below is assuming that the mage character is looking for a spell at a large institute&#8230;</description>
      <dc:subject>AD&amp;D 2e</dc:subject>
      <dc:date>2009-08-20T10:48:39+00:00</dc:date>
    </item>

    <item>
      <title>Character Training</title>
      <link>http://www.rpgrules.com/site/rule/character_training/</link>
      <guid>http://www.rpgrules.com/site/rule/character_training/#When:10:44:39Z</guid>
      <description>To advance in level, a character must spend at least 100 gp times his level for training. 100 gp is a base number, which can be increased or decreased as the situation warrants (the PC’s trainer is a friend, greedy, the character belongs to a guild&#8230;</description>
      <dc:subject>AD&amp;D 2e</dc:subject>
      <dc:date>2009-08-20T10:44:39+00:00</dc:date>
    </item>

    <item>
      <title>Thief Failure Tables</title>
      <link>http://www.rpgrules.com/site/rule/thief_failure_tables/</link>
      <guid>http://www.rpgrules.com/site/rule/thief_failure_tables/#When:10:35:39Z</guid>
      <description>Thieving ability failures  These are the consequences if a thief PC fails any of his thief ability rolls:  If roll is missed by 10&#45;19%: Open Locks: Lock jams, rendering it unpickable at this level of experience/ Find/Remove&#8230;</description>
      <dc:subject>AD&amp;D 2e</dc:subject>
      <dc:date>2009-08-20T10:35:39+00:00</dc:date>
    </item>

    <item>
      <title>Diseases and Ailments</title>
      <link>http://www.rpgrules.com/site/rule/diseases_and_ailments/</link>
      <guid>http://www.rpgrules.com/site/rule/diseases_and_ailments/#When:16:39:17Z</guid>
      <description>Here&#39;s an example of some diseases I&#39;ve created/modified for second edition. I hope they make a PC ill near you soon.   Crippling&#8230;</description>
      <dc:subject>AD&amp;D 2e</dc:subject>
      <dc:date>2009-07-19T16:39:17+00:00</dc:date>
    </item>

    <item>
      <title>Creature Variation</title>
      <link>http://www.rpgrules.com/site/rule/creature_variation/</link>
      <guid>http://www.rpgrules.com/site/rule/creature_variation/#When:17:38:31Z</guid>
      <description>Not truly a 2nd edition rule, this concept can be employed with any game system. Hit dice is not a fixed value. Granted, the vast majority of creatures will be the allotted hit dice/strength listed, so as to not make things too unrealistic or random,&#8230;</description>
      <dc:subject>AD&amp;D 2e</dc:subject>
      <dc:date>2009-07-13T17:38:31+00:00</dc:date>
    </item>

    <item>
      <title>Character backgrounds and introductions</title>
      <link>http://www.rpgrules.com/site/rule/character_backgrounds_and_introductions/</link>
      <guid>http://www.rpgrules.com/site/rule/character_backgrounds_and_introductions/#When:09:55:10Z</guid>
      <description>In the campaign I play in there is a house rule that every character MUST include a short, but detailed background describing the character and why he/she is out on their own. It is mainly used by the DM as an aid introducing your character in a &quot;realistic&quot;&#8230;</description>
      <dc:subject>AD&amp;D 2e</dc:subject>
      <dc:date>2009-07-13T09:55:10+00:00</dc:date>
    </item>

    
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