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 😊

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