Paladins (First Edition AD&D)

© Daniel S. Wall, October 17, 2026.

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What follows is an alternative approach to Paladins in first edition, Dungeons and Dragons.  The original rules for AD&D included only the straight forwards, Lawgul version of a Paladin, but Dragon Magazine published a Chaotic Evil class called the Anti-Paladin, thus creating a class that was diametrically opposed to the standard Paladin in nearly every respect. That works, of course, but my fiends and I had another approach. At our game tables, the Anti-Paladin was Lawful Evil. Eventually, we added a third option, called a Keeper, which was Lawful Neutral. In the end, we had a game system featuring 3 different orders of knights, each of them highly honorable, but each is very different in their regard for others and the greater causes they choose to serve.

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Paladin: Here, we follow the rules as written.

Anti-Paladin: Here we reverse most of the abilities of a Paladin, or at least those with an obvious moral dimension. The benefits of being a Paladin are modified as follows:

  • Detect Evil becomes Detect Good.
  • Saving throws are the same.
  • Immunity to disease works the same.
  • Laying on hands causes damage instead of healing it.
  • The ability to cure disease now becomes the ability to cause disease.
  • The emanation of Protection becomes Protection from Good.
  • The ability to affect undead, demons and devils gained at 3rd level now works much as it would for an evil cleric, albeit done at the reduced levels of a Paladin.
  • The war horse of an Anti-Paladin works pretty much the same, except for perhaps the flavor of the horse.
  • Instead of a Holy Avenger, an Anti-Paladin gets an Unholy Raver. (This is a +2 sword, +5 in the hands of an Anti-Paladin. Its magic resistance works the same, and the +10 applies to Chaotic Good opponents.)
  • Cleric spells work the same, albeit as one might expect for an evil Cleric.

Everything else works pretty much the same.

Keeper: Here we divide some of the abilities of a Paladin into helpful and harmful variations, while redirecting the moral dimensions of the Paladin towards supporting law and fighting chaos. The benefits of being a Paladin are modified as follows:

  • Detect Evil becomes Detect Chaos.
  • Saving throws are the same.
  • Immunity to disease works the same.
  • A Keeper may lay hands on for either healing or causing damage. She may use each once per day.
  • A Keeper may cause or cure disease. The number of times she may use this ability per day remains the same, but she has the option to do either at her discretion.
  • The emanation of Protection becomes Protection from Chaos.
  • The ability to affect undead, demons and devils gained at 3rd level now works much as it would for a lawful neutral cleric, albeit done at the reduced levels of a Paladin.
  • The war horse of a Keeper works pretty much the same, except for perhaps the flavor of the horse.
  • Instead of a Holy Avenger, A Keeper gets an Sword of Law. (This is a +2 sword, +5 in the hands of a Keeper. Its magic resistance works the same, and the +10 applies to Chaotic Neutral opponents.)
  • Cleric spells work the same, albeit as one might expect for an Lawful Cleric.

Everything else works pretty much the same.

Note that the Keeper gets a net benefit in the extra laying on of hands per day as well as the option to cure or cause disease, but this is offset by the decreased relevance of her powers to confront chaos. Simply put, dedicated good and evil powers are more prevalent than those of strong lawful or chaotic presence, so the combat abilities of a keeper are less likely to come into play. The extra chances of using her ability to lay on hands or cure/cause disease is at best a partial compensation for this.

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Honorable Combat: This approach to Paladins and Paladin variant works a little better if one enhances the honor codes of each. Of course, first edition approaches to alignment, and in particular the alignment if Paladins, can be frustrating for some players, but the significance of the class is brought out more when Paladins (and Paladin variations) can be expected to fight honorably, at least in certain circumstances. I suggest the following:

Paladins and their variations will try to attack opponents from the front and not by surprise. If possible, they will allow fallen enemies to get back to their feet or to retrieve a lost weapon before attacking them. Finally, they will not gang up on a known opponent of comparable status. This is not about goodness; it is about honor. All of these classes expect to win their fights honorably. One might be more likely to spare a fallen opponent, and another might slay him or even reduce him to slavery, but they will want to win the fight with honor.

Note that these expectations need not be taken to the point of caricature. The honor these characters uphold means they will give an opponent a chance; it does not mean they will stand idly by while an active enemy ignores them. Less sentient creatures need not be treated with such respect. This includes many undead or golems as well as animals. Some creatures, such as a dragon, might be thought to be something of a group project, so ganging up on them will be fine, and fighting in a general melee will not raise much of an issue, at least not until a Paladin variation finds herself with several allies against a single opponent.

It is not necessarily a good idea to change the alignment of a Paladin and take away her class benefits simply because she fails to fight as honorably as a GM expects, but lesser punishments such as diminished use of abilities for a day or two may be enough to indicate that she is slipping out of grace with her god. Better yet, rewards through the church and its leadership may provide a reward for a Paladin (or a Paladin variant) that fights honorably, and this spreads the glory of her cause.

 

Shares of Melee Damage for Tunnels & Trolls

© Daniel S. Wall, October 17, 2026.

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This house-rule is designed for Tunnels and Trolls. It is intended to accomplish 2 things; 1) to randomize the proportion of damage taken by characters on the losing side of melee combat, and 2) enable tactical options to focus damage on specific opponents or protect others.

Random Shares: Instead of distributing the damage proportionately to those on the losing side of a melee round, he proportion of damage going to each character is semi-randomized before the actual combat rolls are made. Each character will roll a die 6 every round. On roll of 1-3, they get 1 share of damage. On a roll of 4-5, they get 2 shares of damage. On a roll of 6, they get 3 shares of damage.

Focus: Characters in melee combat may influence proportions of damage by targeting enemies or defending allies, but doing so always increases their own share of damage in the event of a loss. In effect, the character is declaring a focus that will influence the proportion of damage suffered by those in combat. The GM may veto any of these decisions, if she feels for any reason that the character declaring a given focus of attention is unable to affect combat in the manner chosen by the player.

Players should make these decisions before random shares are rolled and without knowledge of enemy preferences. It is up to the GM to decide whether or not players may discuss the decisions among themselves. Either way, a player can choose between five different options for their focus in the coming melee combat; attackin recklessly, defending, fighting straight up: and targeting. These work as follows:

Attacking Recklessly: This adds 1 point of damage to any Spite rolls made by the character in question, but it also adds 1 share to her own damage in the event of a lost combat round.

Defending: A Character may declare themselves to be protecting a given ally. Doing so reduces the shares going to that character by 1. It also means the character declaring this focus will add 1 to their own shares of potential damage.

Fighting Straight Up: The character makes no adjustments to their shares or that of anyone else.

Playing it Safe: A Character may declare themselves to be playing it safe in which case they reduce their own shares of damage by 1, but they also halve their own contribution to the fight (rounding their total attack contribution high).

Targeting: A Character may declare themselves to be directing their attacks on a single enemy. Doing so adds 1 to the shares of potential damage for that enemy. It also means the character declaring this focus will add 1 to their own shares of potential damage.

Any Spite damage rolled by a targeting character is automatically applied to their target.

Melee Combat: When using these roles, the general order of combat is as follows: Players first choose a focus for each of their characters before a round of melee combat, and the GM decides for the enemy. All should be written down before proceeding to the combat rolls. Next, random shares are rolled and added to the shares of any given character. The melee combat is then rolled according to the normal rules. When damage is assessed, it is divided by the total shares of the losing side, and the result is rounded high, then multiplied by the shares of each character to determine the total damage taken by that character. Damage is reduced by armor in the usual manner.

The first point of spite damage not otherwise committed to a specific target is assigned first to the enemy with the highest shares, then to others in descending order, repeating as necessary.

Samurai

 

What follows is a simple means of giving Samurai a distinctive presence in a first edition D&D campaign. This is what my friends and I were doing back in the early 1980s. Somewhere in there Dragon Magazine started publishing their own Samurai class, but we preferred this rather simple modification to the standard fighter classes. I present it here in the hopes that some folks interested in the old school style of gaming may also find it useful.

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So, how do you make a Samurai?

  • Start with any of the known fighter classes (Fighter, Ranger, or Paladin). They get all the standard features of the chosen class.

 

  • Add 10% to the x.p. cost of the class, or if the character qualifies for a bonus of 10% to their experience points, then just ignore that and run the character using the base x.p. cost. This is to offset the extra ability they get for being a Samurai.

 

  • A Samurai can sever an extremity (leg, head, ar, tail, etc.) with a Katana much as if she were wielding a sword of sharpness. This happens under two conditions:

 

  • She must beat the actual AC with her attack by 5 or more points on the attack roll when fully adjusted for abilities and tactical circumstances.

 

  • The natural die roll must meet the minimum score necessary for their level when measured against the nature of their target (see below).

When a Samurai satisfies this function, she may choose to apply it or not as she sees fit, but she has no control over the extremity to be severed if she goes through with it. The extremity itself is rolled randomly by the GM, using only the limbs a Samurai could reasonably reach with her sword. If a Samurai is doing a called shot, then both effects may apply if and only if there is no contradiction. Otherwise, the Samurai must choose between her called shot and the severing of an extremity.

If wielding a katana of Sharpness, the Samurai simply adds one to the chance of success with its sharpness function, or (if this would work better against a given target), she adds 1 to the chance designated below when using  katana of sharpness.

Vorpral swords work normally. Their functions do not interact with this ability in any significant manner.

To determine the minimum roll needed to sever an extremity, consult the chart below.  Armor classes listed should be read as meaning the

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Character Level 1-4: Severs an extremity from a normal (man-sized) target on a natural roll of 20. Does not sever the extremities of armored opponents at all at this level, nor those of Larger than man-sized opponents or those made of solid metal or stone.

Character Level 5-8: Severs an extremity from a normal (man-sized target) on a natural roll of 19-20. Severs an extremity from an armored opponent on a natural roll of 20. Does not sever the extremities of Larger than man-sized opponents or those made of solid metal or stone.

Character Level 9-12: Severs an extremity from a normal (man-sized target) on a natural roll of 18-20. Severs an extremity from an armored opponent on a natural roll of 19-20. Severs an extremity from a larger than man-sized opponent on a natural roll of 20. Does not sever the extremities of solid metal or stone.

Character Level 13+: Severs an extremity from a normal (man-sized target) on a natural roll of 17-20. Severs an extremity from an armored opponent on a natural roll of 18- 20. Severs an extremity from a larger than man-sized opponent on a natural roll of 19- 20. Severs an extremity from solid metal or stone opponent on a natural roll of 20.

 

Ring of Painful Insult

This is a magical ring. When worn on the middle finger, it can be used to trigger a symbol of pain effecting all enemy (and no allies) in a 90 degree cone out to 9″.  Those subjected to it must save versus magic (first edition) or make a Will Save (3rd edition) or suffer a -4 on all  “to-hit” rolls and their movement rate is halved due to wracking pains. This lasts for 2-20 turns. This ability can be used 3 times per day, but only once per round.

Triggering the ability requires a certain gesture.

The ring costs 5,000 gold pieces.

Svezediera

© Daniel S. Wall, October 10, 2026.

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“A slave to the merchant, a slave to the king? All who are slaves are really slaves of Svezediera.”

– Goad, Spirit Warrior

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At first sight, there is little about Svezediera to set him apart from other Tierzen. One must see him in battle to know the power this god wields. Alternatively, one might notice the large number of slaves at his beck and call.

This god looks with approval on all forms of slavery. Whether it be social conventions or magical powers, all forms of bondage and compulsion are pleasing to Svezediera. He is particularly fond of undead, regarding them as the most dependable of slaves.

Religion: Svezediera enjoys the devotions of an powerful church. With elaborate ritual and intricate iconography, the priests of Svezediera are always keen to display their own power to the general public.

A substantial majority of Tierzen worship Svezediera, as do many others invested in the way of Spiritual Combat. The clergy treats these Spiritual Combatants as knights of a sort, holy warriors pressed into the service of their church.

Domains: Necromancy, Slavery.

Symbol: Chains.

Favored Offerings: Anything built by slaves.

Sravia

© Daniel S. Wall, October 10, 2026.

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“Do you feel the tingling of your toes? That is the music of the goddess. Everyone is her instrument, when they are well into their cups.”

– Ydnarb N. Akdov, Artesian Clergyman

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It is said that Sravia only appears where drink is flowing and laughter is plentiful. Some say that she never makes an appearance until everyone present is under the feeling the effects of some substance or another. But many tales are told of a beautiful woman appearing at the height of revelry, to sing and to dance, and to carry the revelry well into the night. Come morning, no-one remembers who she was or who she came with. Such stories are as often as not about someone’s easily forgotten cousin, but many prefer to think it was the Goddess Sravia. And who can tell. Perhaps it was!

Sravia is usually considered to be a kind goddess, happy to share the pleasures of her domain with all who welcome her. It was Sravia that taught man to make wine and to brew beer, just a couple of her many gifts to mankind. But Sravia can also be quite heartless. As with the many intoxicants which are her blessings to this world, the Goddess can often drive people beyond their endurance and even their sanity. She sheds no tears for those who meet disaster under while indulging themselves in her blessings. To find favor with the Goddess one must surrender his mind and body to Her. It is always with some relief that one emerges from an experience of the Goddess with mind and body intact.

Religion: Sravia is worshipped in one form or another all over the world. Her faith always takes the form of a shamanic cult, and her priests invariably practice the powers of a shaman. It goes without saying that many outside her official church invoke the blessings of Sravia when planning festive occasions, when planting wine or making drugs of any kind.

Domains: Celebration, Drugs, Trance.

Symbol: Grapes and a Wine Cup.

Favored Offerings: Drugs. (One literally spills a drop of wine on the ground or otherwise gives a portion of their substances to the goddess by setting the aside for her in ceremony.

 

Ogassa

© Daniel S. Wall, October 9, 2026.

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“You see, Ogassa never lies. Anyone can deceive with a lie, but Ogassa? Ogassa, he deceives with the truth.”

– Batu Mustatta, Witch Doctor

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Ogassa is always described as a large handsome man. The details vary from place to place, but Ogassa always seems to fit right in with the local population wherever that may be.

The Deceiver appears to those seeking his aid. He is always interested in the affairs of mortals in need. But Ogassa always exacts a terrible price for his intercession. He will happily grant people the means to solve their problems, even as he deprives them of the fruits of their victory.

Mothers warn their children about Ogassa’s Bargain, and many stories are told of the miseries which it has engendered. And still in the hour of need many do turn to this terrible deity and as for his help.

To gain the help of Ogassa, one need only go somewhere alone and ask for his help. If it pleases the deceiver, he may appear to them and ask if they are willing to pay his price. Ogassa never explains what that will be. Those that accept his offer will be granted a wish, and they will inevitably regret it.

Religion: Ogassa does not have much of a religion. Few priests are dedicated to his service. But virtually all know the prospect of striking a Bargain with Ogassa, and this temptation keeps him on the minds of men and women throughout the world.

Domains: Commerce, Deceit, Gambling.

Symbol: An Outstretched Hand (palm up).

Favored Offerings: Most any offerings will serve as an offering, but what really interests Ogassa is willingness to pay the price of his bargain. Someone willing to do that may well have his deepest desires granted.

 

Nezna

© Daniel S. Wall, October 9, 2026.

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“Nezna waits below the ice. Pray that she does not feel lonely today lest she reaches out to embrace us.”

– Maqpi, Village Elder

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In her day, Nezna was the most beautiful of all women, but no-one in living memory or recorded history has seen her face and lived to tell about it. Most imagine her in the form of a rotting corpse with no fingers.

Nezna dwells at the bottom of the sea underneath the frozen ice of northern climates. Her feelings for mankind are quite unstable. Nezna sends sea mammals to those who treat her with respect, enabling them to live in the hostile world above her home. But when Nezna is angry, or even when she longs for companionship, the ice can become a terrible place.

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Religion: Nezna does not have an organized church, though many living along the arctic coastlines pay tribute to her. All who hunt along the ice packs would do well to pay homage to Nezna.

Domains: Ice, Sea Mammals, Weather.

Symbol: The Disarticulated Hand (a hand with each finger and thumb separated from the palm).

Favored Offerings: Food or drink (This is normally tossed into the sea and allowed to fall to Nezna).