
Round Table Games
Round Table Games - Store Customer Rewards


What is it ? This is a twice-a-month AD&D 2E RPG run by DM Chris
When is it? The 2nd and 4th Wednesday of each month from 6 - 9pm
Where is it? At Round Table Games, 128 Main St., Ste A., Carver, MA 02330
What does it cost? See here
How can I join? Come on in and watch a session being played. After that we can get you into the game.
What do you get?
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see here
Click Knights of the Inner Circle to see the several benefits they enjoy. https://www.roundtablegamesma.com/reward-programs
AD&D RTG House Rules
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You get a +1 chip every session for each each of the following
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having a mini purchased from Round Table Games
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That mini being painted (or a pre-painted RPG line mini
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That mini matching your race
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That mini matching your class
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Stat rolls for new characters will be generated by Round Table Games
Red means new rule added
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Characters
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If a player character needs to leave the adventure (recover from walking wounded, rest, train, create Magic items) that player may play a back-up character
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Only 1 back-up character will be available at a time, until that character plays at least one session and you have no further characters available. The idea is not to create a whole host, just to have a stable of available characters.
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You must designate a primary character. That will be the character played unless down-time is needed or circumstances prevent that character from being available.
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All characters, once played, are responsible for living expense, whether active or not)
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all questions and info must be submitted prior to the day a character is played. During the day of the adventure i will be focusing on
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Combat
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Bucklers - If you are wielding a buckler, and unless you tell me differently, I will assume you use the buckler against the first attack you can each round
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Critical hits and fumbles (added 1/15/26)
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I am currently using "Good Hits and Bad Misses" (modified)
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If a nat 20 is rolled it is an automatic hit
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Roll % dice
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if the roll =< (AC you hit - AC you needed to hit) the attack is a Critical Hit and a chart roll is made
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If a nat 1 is rolled it is an automatic miss
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Roll % dice
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if the roll =< the (AC you needed to hit - AC you hit) the attack is a Critical Fumble and a chart roll is made
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Death and dying (added 1/22/26)
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If you are reduced to EXACTLY 0 HP you are only knocked unconscious and will revive after 2d6 turns or until healed - no walking wounded penalty applies
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Declarations (added 1/22/26)
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You need only specify spell (and this has to be done right away!), attack, or something else. You do not need to specify targets or exactly where you are moving until you begin your action
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What can you do in a round? (added 1/22/26)
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attack (you may move up 1/2 your speed in feet x 10 (1/10th distance per init count up) and still attack. Movement starts at the number rolled on the die, attack occurs at that number + weapon speed) this includes drawing a weapon but not changing a weapon configuration. You may also reverse the order and attack and then move up to half your speed. If you are changhing weapons and don't want to drop 1, add +5 to your initiative.
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attempt to open a stuck or secret door
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back away (move at 1/3 speed and don't provoke)
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bind a dying character's wounds
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cast 1 spell if the casting time is less than 1 round. This must be announced as soon as actions are called for (no waiting to see what others are doing) and you cannot explain anything else to your companions until the DM asks what spell you are casting
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change out gear
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Charge: move at +50% speed, get a +2 to hit, lose your DEX modifier to your AC, +1 to AC (AC penalties last to your next turn), charged target gets a -2 to initiative
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drink a potion
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hammer in a spike
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light a torch
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move up your speed in feet x 10 (1/10th distance per init count up)
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parry (add your level to your AC (1/2 level if you are not a warrior)
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recover a dropped weapon
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run away (full speed movement, all adjacent enemies get a free attack routine at +2 to hit
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search a body
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use a magical item
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The following do not add to your initiative as they take relatively little time
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shout warnings, brief instructions, or demands for surrender (no conversations with a reply)
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change weapons by dropping 1 and drawing another
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drop excess equipment (backpacks, lanterns, torches, etc.)
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Non-Weapon proficiencies (added 1/15/26)
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You may attempt a non-complex task even if you do not have the proficiency
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If the ability normally needed is one of your prime requisites, you have a -2 penalty
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If the ability is of the same type (physical or mental) as one of your prime requisites, you have a -3 penalty
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otherwise you have a -5 penalty
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Training (added 1/15/26)
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Option 1. Training with a mentor
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You reach the number of XP required to level and declare you are going off for training and play your back-up character
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Your training character gains no further XP until you train
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You spend x weeks training where x = 19- your mentor's WIS (some classes require a longer period)
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after that period of time you make a INT or WIS check
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If you fail you study another week, at which time you get a +1 to your check.
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If you fail again, repeat the process with a cumulative +1 per extra week trained.
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When you succeed, you pay gp = you new level x 100 x weeks trained
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You gain your new level abilities
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Time may be modified if you find an NPC in the local environs to train you (so far you have met no Tree-tender priests, or spoken to anyone who has heard of one, other than The Friar)
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For some classes it may make sense that the training is spent in solitude and you use your own WIS as the mentor's. In this case money must still be spent ) towards reforestation, etc)
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If you change your mind mid-training you must spend the gp due for time spent training. The training benefits will be lost (nno applying this time later) but you can start adventuring and gaining XP towards self-training
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Option 2. Self training
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You reach the number of XP required to level and declare you are self-training
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Your training character continues to gain XP
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When you have reached twice the XP you needed to level, you automatically level at no gp or time cost (you learned on the job).
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Upon reaching the required XP you level as normal BUT, any weapon and non-weapon proficiencies you may gain for that level must have been used or observed during the course of self-training.
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You lose the extra XP earned bringing you to the base needed for the new level
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You gain all your other abilities as normal
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If you change your mind mid-training you lose any extra XP gained so far and report for mentor training, as above
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XP
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The following bonus XP amounts are earned only by active day characters
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Character defeats a creature in single combat = XP value of the creature (not divided)
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Class Rewards
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Warriors
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10XP per HD of creature defeated (20 for Rangers if its a species enemy) in single combat
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Barbarians only (from Complete Book of Barbarians)
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Acquire or use magical items not associated with homeland or made from material not available in homeland = 0 XP
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Destroy outworld magical item instead of keeping it = XP value
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Slay an evil wizard or priest in single combat = 150% XP value
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Player roleplays barbarian as very superstitious and distrustful of magic = 200 XP
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Paladins only
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Spells significantly cast to overcome foes or problems = 25 XP/ Spell level
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Per character changed from LN, NG, N, or CG to Lawful Good by paladin's direct influence = 50 XP/level
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Spells cast to further ethos = 50 XP
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Accepted as member of an order = 500 XP
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Become High Officer of an order = 500 XP
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Rangers only
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Spells significantly cast to overcome foes or problems or further ethos = 100 XP/ Spell level
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Per successful use of a class or kit ability when it matters= 100 XP
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Follower per trick or task trained = 100 XP
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Priests
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successful use of a granted power = 100 XP
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Spells significantly cast to overcome foes or problems = 50 XP/ Spell level (100 XP/ Spell level when cast to support the beliefs and attitude of their mythos
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Making a potion, scroll, or permanent magic item = XP value of item
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Wizards
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Spells significantly cast to overcome foes or problems = 50 XP/ Spell level
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Spells successfully researched = 500 XP/Spell level
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Making a potion, scroll, or permanent magic item = XP value of item
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Rogues
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Per successful use of a thief ability under stress = 200 XP (100 XP for bards)
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Per 10 gold piece value of treasure obtained = 1 XP (1 XP per 20 for Bards)
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Bards only
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per HD of creature defeated in single combat = 5 XP
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Per successful use of 10th-level ability to read any written magical device = 200 XP
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Per successful use of a bard benefit when it matter s= 1560 XP
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spell level significantly cast to overcome foes or problem = 25XP/spell level
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For each significant performance of the bards entertaining talents = 100 XP
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For each major performance of the bards entertaining talents = 500 XP
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Player encourages others to participate = 100 - 200 XP
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Player role-plays their character well = 100 - 200 XP (possibly doubled if some game advantage was sacrificed for role-play)
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Player has an idea that saves the party = 100 - 500 XP
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Player has a clever idea = 50 - 100 XP
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Played characters get an extra 50XP per session played plus 50 XP per MVP vote received, if you have submitted your character sheet on time
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Played characters that are voted MVP get 1/20th the XP needed to advance from the beginning of their current level XP to their next level XP
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