The idea for this page is to collect a summary of all the dice rules from 1981 D&D.
- Ability scores
- hp (by class)
- To hit
- Damage (by weapon)
- Saving throws
- Reaction rolls (2d6)
- 2—Attack
- 3–5—Hostile
- 6–8—Uncertain
- 9–11—Leave or consider offer
- 12—Friendship
- Opening doors
- 2 in 6
- Adjusted by Strength
- Never less than 1 in 6
- Never grater than 5 in 6
- Finding traps
- 2 in 6 for dwarfs
- 1 in 6 for others
- Thieves may use their F&RT skill instead
- Triggering traps
- 2 in 6
- Damage usually automatic
- Monsters may (at DM descretion) never trigger traps
- Hearing noise
- 2 in 6 for demihumans
- 1 in 6 for humans
- Thieves may use their HN skill instead
- Finding secret doors
- 2 in 6 for elves
- 1 in 6 for others
- Turning undead
- Thief skills
- Encounter distance
- Roll 2d6 × 10 feet
- Adjust as necessary
- Use only if the encounter distance is uncertain
- Morale
- (When?)
- Roll morale score or less on 2d6 to keep fighting
- Surprise
- If surprise is possible...
- Each side has a 2 in 6 chance of being surprised
- If one side is suprised & the other is not, the side with surprise gets one surprise round
- Initiative
- Each “side” rolls 1d6
- If individual, add Charisma modifier
- Highest goes first
- Ties are simultaneous
- Ability score check
- Roll score or less on d20
Time:
- A turn is 10 minutes
- Explore and map an area equal to movement rate
- Search a 10’ x 10’ area
- Search for traps
- Search for a secret door
- The party should rest for 1 turn after every 5 turns or suffer -1 TH until they do
- A torch will burn for 6 turns
- A lantern, 24 turns
- A round is 10 seconds
- Base movement rate is 120’
- How far a character can move in 1 turn while exploring a dungeon
- Encounter speed is base rate / 3
- How many feet the character can move in 1 round during combat
- Running speed = base rate
- How far a character can run in a round
last updated 2 years ago
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