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celestian
April 18th, 2019, 21:29
If you're looking for extensions or modules that work with the 2E ruleset they'll be listed here.

Official Extensions and Modules:
TBD

Unofficial Extensions and Modules:

AD&D 1E Extension (https://www.fantasygrounds.com/forums/showthread.php?37986-AD-amp-D-Core-1e-Extention), Tweaks some behaviors (ability bonuses, initiative dice, attack matrix to hits) for AD&D 1E style.
Disable SingleWindow feature Extension (https://www.fantasygrounds.com/forums/showthread.php?37777-Project-AD-amp-D-Core-Ruleset&p=432555&viewfull=1#post432555) (only used for Window7 and earlier systems with problems using navigation arrows in ref-manuals.).
Franky's NPC Generator (https://www.fantasygrounds.com/forums/showthread.php?49906-AD-amp-D-2E-NPC-Generation-Module) - AD&D 2E NPC Generator
Frank's Pre-generated Characters (https://www.fantasygrounds.com/forums/showthread.php?50765-AD-amp-D-2E-1st-Level-Pre-Generated-Characters)

OSRIC Classes Part 2 (https://www.fantasygrounds.com/forums/showthread.php?48988-OSRIC-Classes-part-2)

Tomb of the Serpent Kings (https://www.fantasygrounds.com/forums/showthread.php?49322-Free-Module-Tomb-of-the-Serpent-Kings) - Adventure Module

Generic CoreRPG Modules (https://www.fantasygrounds.com/forums/showthread.php?47518-Generic-(CoreRPG-compatible)-community-modules) - Community Modules
CoreRPG (https://www.fantasygrounds.com/forums/showthread.php?20320-CoreRPG-Community-Extensions) - Community Extensions
Sterno's Player’s Option crits, weapon vs armor to-hit automation, and more! (https://www.fantasygrounds.com/forums/showthread.php?59690-Player-s-Option-crits-additional-automation-and-Hackmaster-style-house-rules)

Sterno's OSRIC - Races, Classes, non-Magic Weapons/Armor, Spells and Monsters (https://www.fantasygrounds.com/forums/showthread.php?60442-OSRIC-conversion-for-2E)
AlterZwerd's OSRIC - Magic Items (https://www.fantasygrounds.com/forums/showthread.php?61083-OSRIC-Magic-Items)

AD&D Options and House Rules (https://www.fantasygrounds.com/forums/showthread.php?74104-Extension-AD-amp-D-Options-and-House-Rules) - extension that changes some things in the 2E ruleset to more closely match the way things should be done in 1E and/or OSRIC.

Gozer the Gozerian
April 28th, 2019, 15:05
I found some old OSRIC classes, items, races, and spells. I'd like to use them to run a 1e game. So, I started making a pregen PC, following your recent tutorial, but it seems when dragging in the race, the movement is not updated (still showing 0). Is this a but, or are these modules now deprecated?

EDIT: I also just noticed that it doesn't change the abilities either. It says in the chat "Dexterity is increased by 1, Constitution is decreased by 1," but no abilities are actually changed on the character sheet. I do have the 1e extension installed, by the way.

Beerbelly
April 28th, 2019, 15:53
I've noticed that when making an Assasin class, using Osric Classes II mod, when you make a level 1, all his thieving abilities are calculated, which is great. However, they are all put in the base score slot, and not in the race, armor, ability, base score slots. This makes it a little less ideal, in my opinion, for future calculations and to insure all the calculations are correct. Is it possible to get these put in the correct slots, or be like the thief in the PHB and just the base score added, then allow the player to put the actual adjustments in?

celestian
April 28th, 2019, 22:08
I found some old OSRIC classes, items, races, and spells. I'd like to use them to run a 1e game. So, I started making a pregen PC, following your recent tutorial, but it seems when dragging in the race, the movement is not updated (still showing 0). Is this a but, or are these modules now deprecated?

EDIT: I also just noticed that it doesn't change the abilities either. It says in the chat "Dexterity is increased by 1, Constitution is decreased by 1," but no abilities are actually changed on the character sheet. I do have the 1e extension installed, by the way.

Those are community made modules. I suspect they are not current with the 2E ruleset. I also believe someone is updating them.

celestian
March 27th, 2020, 21:14
Added Franky's NPC Generator (https://www.fantasygrounds.com/forums/showthread.php?49906-AD-amp-D-2E-NPC-Generation-Module) - AD&D 2E NPC Generator

galfaroth2000
October 26th, 2020, 21:01
What about Sterno's Player’s Option crits, weapon vs armor to-hit automation, and more! ??
https://www.fantasygrounds.com/forums/showthread.php?59690-Player-s-Option-crits-additional-automation-and-Hackmaster-style-house-rules

JohnD
October 26th, 2020, 21:34
What about Sterno's Player’s Option crits, weapon vs armor to-hit automation, and more! ??
https://www.fantasygrounds.com/forums/showthread.php?59690-Player-s-Option-crits-additional-automation-and-Hackmaster-style-house-rules

That's essential IMO.

Sterno
January 12th, 2021, 18:46
I made a module with OSRIC races, classes, non-magic weapons/armor, spells, and monsters (https://www.fantasygrounds.com/forums/showthread.php?60442-OSRIC-conversion-for-2E). It contains full effects for abilities/spells/etc where it was possible, similar to the automation in the 2E PHB and MM.

A good companion to it, by AlterZwerg, is the OSRIC magic items mod (https://www.fantasygrounds.com/forums/showthread.php?61083-OSRIC-Magic-Items).

prometheus13
January 12th, 2021, 18:57
Thank you for all the hard work!

Hernandez14
March 13th, 2021, 05:00
Dungeonland (EX1) is a 1983 adventure module for the Dungeons & Dragons (D&D) ... The EX module code stands for extension, as the adventure is designed to be inserted as an independent addition to another, ongoing.

ptchicuorka
October 8th, 2021, 22:41
so have a interesting question for you, is there any chance that sometime in the future you will ever plan on ever releasing the player option rules of Skills and power, combat & tactics and spell and magic. these rules would get me back into doing 2nd edition

readymeal
October 9th, 2021, 05:57
Hi there,

as far as i know, it would requires some important changes to the mighty 2E ruleset as these books change how things are done very differently (close to 3E), However Sterno has produced an extension with some of the combat and tactics content. you can find it here https://www.fantasygrounds.com/forums/showthread.php?59690-Player-s-Option-crits-additional-automation-and-Hackmaster-style-house-rules and also in the forge.

ChrisRevocateur
October 9th, 2021, 16:47
The Skills & Powers system is way too flexible for how FG handles character creation, but the end result of character creation still ends up being an AD&D2e character. I'd say just create the characters outside of FG and then transcribe the result into the character sheet, and use Sterno's extension to implement the initiative and weapons rules. FG has token facing built in as an option, so just turn that on and you've got a working version of the Player's Option system.

YAKO SOMEDAKY
December 16th, 2021, 16:08
2E - Adjustment
This is an extension that focuses on making adjustments to the look of the Dungeons and Dragons Ruleset (2E) which are subtle adjustments but bring some comfort, especially for those who stream live from their game tables.The link to the extension in FORGE is: Fantasy Grounds Forge (https://forge.fantasygrounds.com/shop/items/331/view)

The changes are:
1 - Decrease in the chat so that Combat Tracker can be inserted below the chat (Dungeon Master and Player).
2 - Icons in player portraits are outside of it, thus allowing for a better appreciation of the art. (Players)
3 - Greater spacing between the characters' portraits, thus allowing a choice of longer names. (Players)
4 - Change the portrait of the Dungeon Master to a Beholder behind the shield (nothing better than a representation for the all-seeing) (Dungeon Master)
5 - Adjust the arrows of selected token in Combat Tracker (Now the arrow no longer compresses the initiative die (Dungeon Master)
6 - Adjustment on Party Sheet to allow longer character names (Dungeon Master)
7 - Anchoring in panel mode by attaching itself to the edge of the bate and the side flap (this adjustment is exclusive for those who use the side flap and not the menu mode).


PS: If I knew a way to do anchoring for the 2 modes I would have done it.

Morenu
October 18th, 2022, 20:41
OK, not sure if this is the proper place for this.

I own all the classic D&D bundle from around December of 21 and before. finally getting to poke around some more in it. I noticed that about two thirds of the adventures in the Library start with their TSR letter/Number code, keeping related adventures together, and the rest do not. I know it is not very significant, but is there any interest in trying to get all module titles listed with the code first in the Library?

anyway, hoping to try my hand at DMing a small group in the future.

celestian
October 18th, 2022, 21:25
OK, not sure if this is the proper place for this.

I own all the classic D&D bundle from around December of 21 and before. finally getting to poke around some more in it. I noticed that about two thirds of the adventures in the Library start with their TSR letter/Number code, keeping related adventures together, and the rest do not. I know it is not very significant, but is there any interest in trying to get all module titles listed with the code first in the Library?

anyway, hoping to try my hand at DMing a small group in the future.

I looked through the module list I had and it seems like 95% of them do have the letter id at the front. There are a few (I saw maybe 2-3?) that did not. All the rest of the modules do not have that sorta letter id as a product identification.

Is there something I'm missing?

Morenu
October 18th, 2022, 21:43
I am using Mad Nomad's Library UI so it may change something, will check later. Here is what I saw (some may not be adventures, wasnt sure)

54740

readymeal
October 18th, 2022, 22:37
I am using Mad Nomad's Library UI so it may change something, will check later. Here is what I saw (some may not be adventures, wasnt sure)

54740

there was a change in nomenclature at some point. All the recent ones should start by DnD Classic etc now

celestian
October 18th, 2022, 22:47
I am using Mad Nomad's Library UI so it may change something, will check later. Here is what I saw (some may not be adventures, wasnt sure)

54740

I can only speak to 2 of those listed (as I converted them), T1-4 was a super module so I went with it's full name instead of just the letter as most people know it as the name. Night below does not have a letter identification.