Confounded Rules! Some Advanced Dungeons & Dragons Rules Examined

Updated: 4 hours ago
This article takes a look at some of the more problematic rules found in First Edition Advanced Dungeons & Dragons.
By R. Nelson Bailey

Contents
5th-Level Cleric Level Title | Level Limits |
A Natural 20 Always Succeeds | Magic Bows |
Armor & Spellcasting | Magical Aging |
Carrion Crawler Paralysis | Mind Flayer “Mind Blast” Ability |
Cold Iron | Monsters & Infravision |
Deadly Illusions | Movement During Melee |
Demi-Human Base Move | Multi-Classed Characters |
Dragon Breath Damage | Neutral Clerics & Turning |
Exceptional Strength | Parrying |
Falling Damage | Possession |
Ghoul & Ghast Paralysis | Spell-like Abilities |
Helmet Use | Thief Abilities |
Item Saving Throws | Undead Abilities & Resistances |
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Another fantastic article! There is an error in your "A Natural 20 Always Succeeds" section. In AD&D, "to hit" modifiers affect the AC of the opponent, not the die roll of the attacker.
Great job! I especially appreciated the information from Polyhedron, since nobody in my group was an RPGA member, so I never had access to that. Another frequently-confusing area that would be great to cover would be the unarmed combat rules - although I haven't looked through your archives yet, so maybe you've already covered that! You do have an error in #20, though - you say that original D&D used the five alignment system. It used the three alignment lawful-neutral-chaotic system, which B/X and BECMI inherited.