Tuesday, September 8, 2026

New kits for Half-Elves from my AD&D 2E campaign

Since reading The Hobbit for the first time, I have been a sucker for Half-Elves (thanks, Elrond!). Yet I often feel Half-Elves are left behind mechanically and in flavour (of course, the fact that D&D 5.5 dropped the species only proves my point, I guess). Anyway, when I create my own settings, I often take care to flavour Half-Elves, both mechanically and narratively. In one of my last 5E settings, Half-Elves were synonymous with the nobility of a not-Holy Roman Empire. In another setting (now for 3E), Half-Elves were deeply feared because of their unstable magic powers and often were hunted down (a mix of Elves’ innate mysticism with Humans’ chaotic potential).


The OG Half-Elf. This is my favourite art of Elrond, both young and ageless, by Rene Gross.


No, I haven’t changed the Half-Elves in my current AD&D 2E Forgotten Realms campaigns. I love the fact that they can be multiclass in three classes and have all kinds of combinations available. However, although I didn’t change the race mechanics, I wish there were more “Half-Elves only” options to increase their flavour/niche. 

That said, the good AD&D 2E fandom heard my wishes and created the Complete Book of Half-Elves (I just LOVE all those netbooks for AD&D 2E, a simple search and you can find this beauty.) I like to think that this netbook is a direct response to the “Complete Half-Elf”, an article for Dragon Magazine 214 (I miss magazines). Although the article’s intentions were good, the kits presented there were rather bland, so the Complete Book of Half-Elves was of utmost necessity to “fix” it (also, the Complete Book of Half-Elves give full racial stats for all Half-Elf subraces, and I just love that).

ANYWAY… as usual, this old fool is digressing. My current campaign has, to my delight, quite a few half-elves, so I decide to create some new kits. Here are two of them (I find the official kit structure too “wordy”, so forgive me if I just wrote the “essentials”):


The "Complete Half-Elf" had good intentions but bland results.


THE CHANGELING (Half-Elf Rogue Kit)

Half-elf, half-human... what's the difference?

Concept: Changelings are half-elves who have discovered that having an identity crisis can have its benefits.

Requirements: None. Those scoundrels!

Benefits:

·       With sufficient time and preparation, Changelings can pass themselves off as either elves or humans. This is considered a successful mundane disguise. Plus, they have a basic 15% chance (+5% per level) of fooling even magic, psionics, and other powers.

·       For purposes of magical items and effects, a Changeling may consider themselves either human or elven. Yes, this means that Changelings can declare themselves elves for purposes of ghoul paralysis. They cannot declare themselves both elf and human at the same time (but they can declare they’re elves to avoid an affect that target only humans and vice-versa).

·       Choose one specific elf or human racial trait – you have it. For this kit’s purpose, most humans have 2 racial traits: the ability to dual class and the ability to progress unlimited in any class (choose one class only for either of those). In my home campaigns all humans also gain +10% XP and this kit. Examples of elven racial traits would be bumping or % resistance against charm/sleep, gaining a +1 on attacks with swords or bows etc. As always, the DM has the final word.

Weaknesses:

·       Changelings genuinely suffer from an identity crisis. They suffer a –2 penalty on saving throws against any mind-affecting effect (and -4 on saves against confusion effects).

·       Changelings have difficulty trusting and confiding in others. Their followers suffer a –2 penalty to Loyalty and Morale checks.

·       By an irony of fate, half-elves do not like Changelings, who suffer a –2 penalty to reaction rolls with their own kind.

 

THE CONCORDANT (Half-Elf Priest Kit)

A half-elf priest who serves two gods.

Concept: Concordants are rare half-elf priests who have sworn their spirits to two different powers (deities). They literally walk a razor's edge but possess sincere faith in both of their patrons.

Requirements:

·       Choose one Priest class (cleric, druid, shaman, monk, mystic, crusader or specialty priest).

·       Choose two gods within that class who are not enemies.

·       Wisdom 14, Charisma 16. Serving two masters is not easy.

Benefits:

·       As long as you respect the ethos of both powers, when you awake and prepare your spells, you can first select one of the powers to serve that day. You gain all the spheres and class abilities of that deity for that day.

Weaknesses:

·       You serve two powers at the same time! You must always fulfill their ethos, even if not using their powers. The DM is invited to make your life “interesting” as often as possible.

·       You are seen as a heretic by both churches/religions. You suffer a -4 reaction roll modifier with members of the main organized church/faith of both powers. The only exception is when interacting with half-elf believers. They don’t care and usually they might actually like you more.

Monday, August 10, 2026

(More) Exceptional Ability Scores for AD&D 2E

In my last post, I provided a new take on Exceptional Strength and also added Exceptional Dexterity and Exceptional Constitution to the mix. Now it is time to move on with this madness.

Here are Exceptional Ability Scores for Intelligence, Wisdom, and Charisma.

My first question is whether these last Exceptional Scores should be limited to just some classes. 

At first, I thought of limiting Exceptional Intelligence to the Wizard and Psionicist groups, Exceptional Wisdom to Priests, and Exceptional Charisma to Rogues. 

However, I’m a bit hesitant for the following reasons:

Point 1: spellcasters and psionicists are already powerful in my opinion and have tons of cool powers to play with.

Point 2: I really love making Warriors and Rogues more interesting.

Point 3: In fact, Rogues are by far the weakest class and Warriors already have 3 Exceptional so I would limit the last 3 ONLY to Rogues (Thieves and Bards). Yes, they have to pick just one Exceptional Ability Score. 

...but! Point 4: I’m all in favour of options, so if your Wizard, Psionicist or Priest (heck, even your Warrior) want to have one of them, we can discuss an XP penalty (or cost) or even use points from Player’s Options: Spells & Magic.

A warning: I was never a fan of bonus inflation, and I love different schools of RPG (see the subtitle of this blog) so some of the perks of Exceptional “mental” Ability Scores might not be to strictly Old School likings.

Tehol Beddict from the Malazan Book of the Fallen by Meonika

Here is EXCEPTIONAL INTELLIGENCE. Remember, my initial target are Rogues, but I tried to make it interesting in case a Wizard/Psionicist gets it.

Open Non-Weapon Proficiency (NWP) Slot: the Rogue gains an extra Language (or NWP if using the optional system). The difference is that they can decide DURING play to spend it, if it makes sense. For example: a Rogue could reasonably declare that he learned Goblin after that party survived a few Underdark trips. They want to know Goblin to talk with the Hobgoblins currently coming in their direction.

Read Languages: add this bonus to the Thief Skills. Characters without Thief Skill (e.g. a Mage) gain the Thief Skill at this level.

Magic Use: instead of waiting for the 10th level, Rogues can use scrolls (and Bards magical devices of a written nature) before that. Non-Rogues can use the same magic items (if they don’t have access to them). For example, a Priest could try to use an arcane scroll, with the same miss chances as a Rogue.

Magic Aptitude: add this bonus to a Rogue/Bard’s original attempt to use magic items.

(Optional) Psionic Aptitude: instead of Magic Use and Magic Aptitude, a Psionicist can improve any non-Intelligence-based power by +1 (if a Science) or +2 (if a Devotion) or increase any 2 Devotions by +1. He can repeat this for every degree of Exceptional Intelligence. DMs who prefer the rules of the Will and the Way might ignore this optional rule.

Perks: choose any of the following…

 

Ars Memoria: You have photographic memory. To keep things manageable, the PC can “slot” one perfect memory each time. For example: a 1-turn conversation, one map, some pages of text, a 10 x 10 room and its visible contents etc.  You can buy this more than once to have more “memory slots”.

 

Mental Flexibility: once per level you change a Weapon or Non-Weapon Proficiency (or a Language) by a new one. Basically, your old knowledge gets rusted, and you adapt to new stuff. If you think this is not “realistic” … first, this is a game. Second, you never tried to learn more than 3 languages. You can buy this more than once for additional uses per level.

 

Doubting Thomas: you have a +4 bonus against illusions, or you have a 15% of noticing that something is an illusion merely by sensing it (DM rolls in secret). You can buy this 2 times to have both.

 

Deduction: after examining an object for roughly 1 minute (maybe one memorized with Ars Memoria), you can make a Yes/No question to the DM (similar to augury but you need evidence here).

 

Tactician: during initiative choose one creature you can see, the DM must declare their actions to you before you choose your own action. You can easily deduce others’ steps. Instead of that, once per encounter, you can ask for one stat of an enemy after 1 round of combat (like hit points, AC etc.).

 

Logician: you have 25% chance of ignoring confusion and maze (and similar effects that cause disorientation, like the psionic power id insinuation).

 

Mastermind: 1/day, you have planned for the situation you are in. This allows you to add a small riskless action that you could have undertaken in the past. For example, you could have suspected there would be poisons creatures and bought an antoxin while passing through merchant. Or you could have taken the opportunity of visiting the temple to inform them of the cultists ambushing you. The DM has the final say. This is inspired by the heist flashback mechanics of Blades in the Dark.

 

Exceptional

Intelligence

Open NWP

Slot

Read

Languages

Magic

Use

Magic

Aptitude

Perks

0-50

+0

+5%

9th level

+5%

1

51-75

+1

+5%

8th level

+5%

2

76-90

+1

+10%

7th level

+10%

2

91-99

+2

+15%

6th level

+10%

3

00

+3

+15%

5th level

+15%

4


Gandalf the Grey by Lucas Graciano

Here is EXCEPTIONAL WISDOM:

Sagacity: if you PC is trying something clearly stupid or foolhardy, the DM roll 1d100 in secret and will let you know before your action (Yes, I stole this from GURPS).

Sixth Sense: the DM rolls secretly and will let you know every time a magical, psionic, supernatural or otherwise uncanny event happens within 30 ft. of your PC. You just know it happened, none other information.

Perks: choose any of the following…

 

Judge of Hearts: 1/day, after interacting with someone for 1 round/minute you can ask a Yes/Now question that you could otherwise discover through effects like augury, ESP and detect lies. You can buy this multiple times to use more times per day.

 

Willpower: if you fail in a saving throw against a mind-effect (no matter the original), you can try roll equal to or lower than half your Wisdom. If you succeed, you postpone the effect for 1 round. You can buy this multiple times to extend the duration by +1 round.

 

Foresight: 1/day, after failing an action and hearing the consequences, you can declare that your forethought that and try something different.

 

Mercy of the Gods: 1/day, treat a fumble as a critical hit. Make a considerable sacrifice/donation to some deity after that or this ability might not refresh (and in fact some deities might inflict a fumble if you roll a critical).

 

Temperance: choose a type (fear, insanity, charm, domination, despair etc.). You gain a +3 bonus to saving throws. You can choose different types, but never one type more than once.

 

 

Exceptional

Wisdom

Sagacity

Sixth

Sense

Spell Immunity*

Perks

0-50

15%

10%

-

1

51-75

20%

10%

1 spell from Wisdom 19

2

76-90

25%

15%

2 spells from Wisdom 19

2

91-99

30%

15%

2 spells from Wisdom 19 or 1 spell from Wisdom 20

2

00

35%

20%

2 spells from Wisdom 19 and 1 spell from Wisdom 20

3

*Spell Immunity: the DM might allow you to choose an equivalent psionic power.


Fafhrd & Grey Mouser by Mike Mignola

Here is EXCEPTIONAL CHARISMA:

Maximum # of Henchmen: Nothing new here.

Loyal Follower: select one hireling/retainer. That NPC never needs to roll Morale while working for you (of course, there limit, if you torture the poor thing…). But under 99% of circumstances, if treated fairly, they will never let you down. The DM is encouraged to reduce or negate this if the PC use their hirelings/retainers as cannon fodder (to disarm traps, for example).

Reaction Rerolls: as described, if your PC is takin the lead, they can reroll Reactions and use the best result.

Perks: choose any of the following…

 

Talkers Go First: One of my all-time favourites. If your PC JUST want to talk, you win initiative automatically. You have 1 free round.

 

Friends in Weird Places: If you could theoretically know someone in a location, you can declare it so and create with the DM a minor local friendly NPC contact (even among “monsters”). This should be limited to 1/location and no more than 1/session or 1/adventure, depending on your table’s pace.

 

Not the face: If you haven’t hurt the target and they are about to hurt you, 1/day (and never against the same target), they won’t. They lose their action. This doesn’t work against area attacks.

 

Take my lead: if you succeed at a saving throw against a mind-effect, choose another PC or NPC seeing you to follow your example. 1/day. You can buy this more than once.

 

Charm of the Gods: 1/day you can force a Reaction roll to things that should NOT have to roll Reaction. For example: mindless undeads or golems. Please honour the gods after this, just to be safe.

 

Scoundrel: 1/day, you can improve a Reaction roll by one degree. Yes, you can buy this more than once. Either to improve the roll by 2 degrees or to improve it by 1 degree twice. You can buy it a third time. Remember: it must still make sense!

 

Minion: 1/session or 1/adventure, depending on your table’s pace, you can declare you have a 0-level/1st-level hireling. If that makes sense with the narrative.

 

Born Leader: mercenaries and hirelings cost 50% for you. You bastard. If they all die, you might lose this benefit for some time.

 

Comeliness (yes, Unearthed Arcana!): you’re too beautiful/sexy/sassy for your own good. Good news is that most foes (of opposite sex or attracted by your gender/sex/identity) will take great pains to keep you alive. Bad news is that you draw too much attention (the DM is encouraged to inflict one random encounter automatically over the party just to kidnap you). Do you want more rules? Okay, those fascinated by you will (DM’s fiat) operate as Friendly as long as you play along (but won’t change their goals, Intelligence or alignment). This is a very narrative advantage/disadvantage trait that requires trust/communication between DM and the table. If that is too much to ask, DON’T USE IT.

 

Ransom: for some reason you are more worthy alive than dead. Intelligent NPCs will take that into account and try to get money/magic items/favours in exchange. Please bear in mind that NPCs that failed Morale rolls and are running for their lives will still kill you.

 

 

 

Exceptional

Charisma

Maximum

# of Henchmen

Loyal Follower

Reaction

Rerolls

Perks

0-50

-

+1

-

1

51-75

+5

+2

1/day

2

76-90

+10

+3

1/day

3

91-99

+10

+4

2/day

4

00

+15

+5

3/day

5

 

Now, a final afterthought: I’m a creature influenced by DCC RPG, where low ability scores have their own charm. Damn, I have created a darkhumour DCC RPG hack where your REALLY low ability scores can give you small benefits. I am almost tempted to also offer those.




Tuesday, July 28, 2026

Exceptional Ability Scores for AD&D 2E


Exceptional Strength is one of those iconic rules of D&D. I thought that it was something created for AD&D 1E, but I discovered that it first showed up on OD&D Greyhawk. Basically, if you are a Fighter (Warrior Group in AD&D2E) and you have Strength 18, you can roll 1d100 to access a special chart with additional progressions for to hit, damage, encumbrance and feats of might stuff.

 

The idea behind Exceptional Strength is beautiful: Warriors can achieve degrees of strength unreachable by other classes. The execution of that idea: sorry Gygax, but quite “meh”.  C’mon: if you are rolling 3d6 in order (like we are), the chances of getting a 18 are – I think – lower than 1%. To create a class feature that less than 1% of its members can use sounds absurd (but 100% pure Gygaxian I guess). No wonders basically ALL Fighters in the 90s had Strength 18 on the Brazilian groups that I frequented.

 

In other words, I would love to keep Exceptional Strength in my AD&D 2E game, but I wanted to de-couple it from Strength 18. Thankfully, the fine gentlemen of the Dragonsfoot forums went ahead and did all the work.

 

So, basically, in my current campaign, ALL Warriors (usually Fighters, Rangers and Paladins… but I might also add Barbarians) have Exceptional Strength, no matter their true Strength Ability Score (which, following AD&D 2E rules, must be 9+ if you are a Fighter).

 

Here is the EXCEPTIONAL STRENGTH table (again, inspired by Dragonsfoot):

 

Exceptional Strength

Hit Probability

Damage

Weight Allowance

Maximum Press

Open Doors

Bend Bars/Lift Gates

0-50

+0

+1

+25

+25

+1

+4

51-75

+1

+1

+50

+50

+2

+9

76-90

+1

+2

+75

+75

+3

+14

91-99

+1

+3

+125

+125

+4(3)

+19

00

+2

+4

+225

+225

+5(6)

+24



I really liked this approach, and my table so far has enjoyed it too.

 

But that opened new questions for me.

 

AD&D 2E mentions that Halflings can never have Exceptional Strength, even if they rolled 18. While, on one side, I love the byzantine requirements and restrictions of AD&D 2E, I also like to provide alternatives. So, if you are a Halfling Warrior, you still can’t have Exceptional Strength, but you can have Exceptional Dexterity or Exceptional Constitution (other Warriors can choose freely).

 

Here is my first take on EXCEPTIONAL DEXTERITY (it is still under playtesting, as just one player has used it so far): 

Exceptional Dexterity

Reaction

Adj.

Missile Att. Adj.

AC

Adj.

Saving Throws

Adj.

Special

0-50

+1

+0

+0

+1

+1 ranged dmg*

51-75

+1

+1

+0

+1

+1 ranged dmg,

+1 AC vs ranged att

76-90

+1

+1

+1

+1

+2 ranged dmg,

+1 AC vs ranged att

91-99

+2

+1

+1

+2

+2 ranged dmg,

+2 called shots,

+2 AC vs ranged att

00

+2

+1

+1

+2

+2 called shots,

+2 ranged dmg

+2 AC vs ranged att,

+1 RoF

  *DM can rule that this damage operates under the same limitations of backstab and critical hits (i.e., if a creature has no discernible anatomy and is immune to backstabs/critical hits, then it should be immune to this precision damage too). However, DMs using Combat & Tactics are welcome to ignore this if the player provide a proper justification and, for example, ask for a called shot (after all, a magic arrow in a vampire’s eye might hurt more).


Here is EXTRAORDINARY CONSTITUTION (no one has used it yet). And this one requires some explanation.

 

Hit Point Adjustment, System Shock, Resurrection Survival and Regeneration: those stay as they are. I don’t want to inflate AD&D 2E’s hit points (and I like how Warriors gain extra hit points on 17) . Also, both System Shock and Resurrection Survival are already clearly bounded in the 1-25 scale.

 

Poison Save: as in the current table.

 

Disease and Fatigue Save: same logic as Poison Save but applying to these categories.

 

Resist Lethal Wound: the most radical departure. This presupposes that you’re using the Hovering at the Death’s Door (from the Dungeon Master’s Guide). Basically, you can keep fighting at that amount of hit points, but you must make a System Shock roll after your action or suffer 1d6 points of damage due to exertion.

 

Exceptional Constitution

Poison

Save

Disease

Save

Fatigue

Save

Resist

Lethal Wounds

Special

0-50

+0

+1

+2

-

Flesh Wound: Recover 1 hps after an encounter if you lost hps in that encounter.

51-75

+1

+2

+2

0 hit point

As above, but it is 2 hps.

76-90

+2

+2

+3

-1 hit point

As above, but it is 3 hps.

91-99

+2

+3

+3

-2 hit point

As above, but it is 4 hps.

00

+3

+3

+3

-3 hit point

As above. 1/day you can make one saving throw vs death to negate one critical hit, one energy drain attack or to reduce to half an attack that doesn’t allow a saving throw.

 

And YES! Tinkering with rules above, made me want to create Exceptional Intelligence, Exceptional Wisdom, and Exceptional Charisma. I’m ironically aware that I might be going “full Hackmaster”. But let us leave that for another post 😊