Conversion Oriental Adventures AD&D Vers AD&D2

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Oriental Adventuresfor Advanced Dungeons and Dragons Second Edition By: Andrew R Twyman PDF Design By: Lord Eadric

CreditsOriginal AD&D Game: Gary Gygax Original Oriental Adventures Concept: Gary Gygax with Francois Marcela-Froideval Written By: Andrew R. Twyman PDF Layout: Phillip Riley Illustrations: On pages 1 and 11 Ernest Lehner from Symbols Signs & Signets. In accordance with the terms of use in Symbols Signs and Signets, we have included fewer than ten of those images. Other Illustrations found various pages on the web. Editor: Phillip Riley

Editor's NoteThis book requires the following books in order to be used correctly: Oriental Adventure First Edition, Second Edition AD&D Players Handbook, Second Edition AD&D Psionicist Handbook. TSR, AD&D, and other product identifiers are copyright Wizards of the Coast.

IntroductionIn the summer of 1993 I managed to get my hands on a copy of the old Oriental Adventures hardback, and decided that I would be a lot better off if I could play OA under the 2nd-Edition AD&D rules. So, I decided to go through all of the basics and make the conversions. What follows is my conversion of the OA rules to 2nd-Edition performed at that time, and first published on Usenet in the fall of 1994. I haven't had a chance to go back and update them since for sourcebooks released in the years since (e.g. "The Complete Ninja's Handbook", "Sword & Fist"). They're also intended to be as close as possible to the original rules in OA - I made attempts to change or re-interpret rules only where I had to, though I did add some original material such as the additional martial-arts styles. (Some of the special-maneuvers for those styles were taken from a Dragon article referenced in that section, but the style-creation rules are simple enough that any DM should be able to do without them if necessary.) This is not a replacement for the OA hardback (since I reference it for many spells, proficiencies, abilities, etc.), but simply a summary of the main rules, simplified and with the ability to include some non-OA classes (such as Psionicists and Specialty Priests). Do not try to use these rules without the OA hardback, as many of them are not understandable without their explanations in the hardback, which I have omitted here in order to save typing time and avoid copyright issues. I have also found these rules to be a useful source when one needs to find rules or info in a hurry. Any rules here pre-empt the ones in the OA hardback, and any rules not included here default to those listed in 2nd-Edition AD&D, or when absent or unsuitable there, to those in the OA hardback. For instance, all weapons and equipment are taken from the OA hardback, while all spells are taken from the 2ndEdition materials, excepting those not included there (listed later). The notable exception was that I kept the OA proficiency system, since it is necessary for the martial arts system to work. I did, however, blend the actual proficiencies between OA and the 2nd-Edition system. The order of preference for the source of proficiencies is mostly the same as that for rules as stated

above. I have included a list of usable proficiencies, in the OA categories. When I first published them in 1994, these rules had been given a lot of thought, but very little playtesting. Since then I've regrettably had very little chance to playtest them myself, but I've received comments from plenty of people who have found these rules useful. I still invite anyone to email me (kurgan@alum.mit.edu) to make comments or suggestions, to point out mistakes, or to show me any different or additional rules that they have come up with. I do still hope to improve these rules over time, and specifically to do a conversion to 3rd-Edition at some point in the future. My goal is simply to allow those who are interested to continue playing OA despite TSR's (and now WotC's) lack of support of it. Fortunately WotC's policy of releasing old AD&D supplements online has made the task of an aspiring OA DM easier in recent years. At this time I think you still need to resort to the used book market to find a copy of the core OA rules themselves, but fortunately the Web has made that easier as well. I included comments with each section to describe what it contains and how I came up with it. Feel free to alter or discard any rules in here. After all it's your game, not mine, and you know what's best. The sections are: a listing of character classes and their abilities, a listing of proficiencies, a list of martial arts special maneuvers, sample martial arts styles, and a listing of oriental spells.

Oriental ClassesEach class here is pretty much a summary of the class specifications in the OA hardback, with rules governing the use of any abilities that don't work under 2nd-Edition AD&D. PC races are as listed in the OA hardback. The experience tables in particular are unplaytested, and may allow characters to advance in power faster than their western counterparts. Again feel free to alter them, and mail me with any comments that you have. Note: Priest and Wizard spell advancement tables above 20th level can be found in Forgotten Realms Adventures, Dragon Kings (DarkSun), and perhaps in other sourcesAlignment Non-Lawful Any Lawful Lawful Non-Good Any Non-Chaotic Lawful Good Lawful Non-Lawful Lawful

Table 1: Class Ability Requirements (Minimum: Experience Bonus) Class Strength Dexterity Constitution Intelligence Wisdom Charisma Barbarian 15 14 15