AD&D 2e Complete GM Screen

Combat, checks, THAC0, AC, gear, movement, travel, rest, healing, encounters, and fast rulings.
Core loop: describe → ask → decide → roll only when failure matters.

Table Flow

  1. Describe what the characters perceive.
  2. Ask: “What do you do?”
  3. Clarify intent and method.
  4. Decide: automatic, impossible, or roll.
  5. Roll using the correct mechanic.
  6. Resolve consequences and move the scene forward.
Never roll when both success and failure are boring.
SituationRuling
Easy, no pressureAutomatic success
Hard, risky, uncertainRoll
No plausible methodImpossible unless approach changes
Good plan bypasses obstacleReward it; no roll or easier difficulty

Core Dice

UseRollSuccess
Attack1d20Target number or higher
Saving throw1d20Save number or higher
Ability check3d6 / 4d6 / 5d6Total equal to or under ability score
Nonweapon proficiencyAbility check with difficulty shiftRelevant proficiency reduces difficulty one step
Thief skilld100Listed % or lower
Reaction2d10Higher is friendlier
Morale2d10Roll morale score or lower
Ability check: roll Xd6 by difficulty. Success if total ≤ ability score. No modifiers.

Ruling Matrix

QuestionUse
Is the character attacking?THAC0 attack roll
Is the character resisting harm?Saving throw
Is it a trained thief task?Thief skill
Is it a learned nonweapon skill?Ability check; proficiency shifts difficulty down one step
Is it raw talent under pressure?Ability check at fictional difficulty
Is there no meaningful risk?No roll
Best ruling: fair, fast, consistent, and tied to the fiction.

Ability Uses

AbilityUse For
STRForce, lift, bend, jump, grapple, break
DEXBalance, dodge, stealth movement, reflexes
CONEndure, fatigue, exposure, hold breath
INTReason, recall, search logic, puzzles
WISNotice, intuition, tracking, judgment
CHAPersuade, command, deceive, perform
Do not add circumstance modifiers. Use fiction to set difficulty, then apply only the proficiency shift.
When to RollHandling
Failure is meaningful, interesting, or consequentialRoll ability check
No pressure, no danger, no real consequenceNo roll
Good roleplay or clever method removes uncertaintyNo roll or lower base difficulty
No plausible methodImpossible until approach changes

Ability Check System

Core mechanic: Roll a number of d6 equal to the difficulty. Compare the total to the relevant ability score. Success means the roll is equal to or under the ability score. Failure means the roll is over the ability score.

No modifiers. No additions. No advantage. No disadvantage. Just roll Xd6 and compare.

Difficulty Ladder

DifficultyDiceUse For
Standard3d6Reasonable challenge for a competent person; most checks live here
Hard4d6Stressful, risky, or requiring precision; failure likely for average scores
Extreme5d6Exceptional difficulty; use sparingly; even skilled characters struggle

Nonweapon Proficiencies

SituationRule
Relevant proficiencyReduce difficulty by one step: Extreme → Hard, Hard → Standard
Standard + relevant proficiency + no pressureAutomatic success
No relevant proficiency and task requires trainingIncrease difficulty by one step
No relevant proficiency but ordinary taskNo penalty
Optional expert-level proficiencyReduce difficulty by two steps; use very sparingly

Setting Difficulty

  1. Ask: “How hard is this in the fiction, before skills?”
  2. Set Standard, Hard, or Extreme.
  3. Then apply proficiency: relevant training shifts one step easier.
  4. If the task reasonably requires training and the character lacks it, shift one step harder.
  5. Roll only if failure matters.

Examples

ActionBaseWith ProficiencyWithout Proficiency
Climbing a wet wallHard, 4d6Standard, 3d6Hard, 4d6
Picking a lockHard, 4d6Standard, 3d6Extreme, 5d6
Persuading a guardStandard, 3d6Automatic if no pressure; otherwise StandardStandard, or Hard if suspicious
Tracking in bad weatherHard, 4d6Standard, 3d6Extreme, 5d6
Final intent: ability score + difficulty + proficiency shift. That is the whole system.

Party Combat Tracker

Editable. Use the buttons to add/remove rows. Saved locally in this browser.

NameClass/LvlTHAC0ACHPMoveSaves/Notes
Attack roll needed = THAC0 − target AC − attack bonuses + attack penalties.

THAC0 Calculator

ExampleNeed
THAC0 20 vs AC 1010+
THAC0 18 vs AC 513+
THAC0 16 vs AC 016+
THAC0 14 vs AC -216+

AC Converter

Quick conversion: Ascending AC = 20 − AD&D AC.
AD&D ACAscending AC
1010
515
020
-525
-1030

Ability Check Helper

Difficulty is set first from the fiction. Proficiency then shifts it. Standard with relevant proficiency and no pressure is automatic.

Travel Calculator

Daily movement points ≈ move rate × 2. Miles/day = points ÷ terrain cost.

Combat Sequence

  1. Determine awareness, encounter distance, and surprise.
  2. Declare intent: movement, attacks, spells, item use, retreat.
  3. Roll initiative.
  4. Resolve movement, missiles, spells, melee, and special actions.
  5. Apply damage, saves, magic resistance, and ongoing effects.
  6. Check death, morale, surrender, retreat.
  7. Start next round.
Spellcasters hit before completion may lose the spell.

Round: about 1 minute; usually one meaningful action.

Attack & THAC0

Number needed = attacker THAC0 − target AC.
ExampleResult
THAC0 18 vs AC 6Need 12+
THAC0 18 vs AC 0Need 18+
THAC0 14 vs AC -2Need 16+
ModifierEffect
Magic weapon, STR, rear attackBonus
Cover, darkness, range, bad footingPenalty
Prone target in meleeUsually bonus
Firing into meleePenalty/risk by ruling

Calculated THAC0 by Class Group

Group12345678910 11121314151617181920
Priest20202018181816161614141412121210101088
Rogue2020191918181717161615151414131312121111
Warrior2019181716151413121110987654321
Wizard2020201919191818181717171616161515151414

Use actual class group: Warrior includes fighter-type progression; Priest, Rogue, and Wizard use their listed progressions.

Saving Throws

Save TypeUse For
Paralyzation / Poison / DeathVenom, death magic, paralysis
Rod / Staff / WandDevice magic
Petrification / PolymorphTransformation, stone effects
Breath WeaponDragon breath, blasts
SpellGeneral spell resistance
Roll 1d20. Meet or beat the listed save number.

Use the most specific save first. If uncertain, use Spell.

Magic Procedure

  1. Spell is memorised/prepared.
  2. Declare spell.
  3. Check range, target, sight, components.
  4. Resolve initiative/casting time.
  5. If hit or disrupted before completion, spell may be lost.
  6. Apply saves, magic resistance, damage, duration.

Surprise & Encounters

  1. Are both sides aware?
  2. If not, roll surprise.
  3. Set encounter distance.
  4. Describe what each side sees/hears.
  5. Check reaction, morale, or immediate actions.
SituationModifier
Ambusher hidden and preparedVictim penalty
Noisy armour / torchlightVictim penalty
Alert scout / guardVictim bonus
Silence / invisibilityStrong penalty

Do not roll surprise when one side clearly knows the other is there.

Reaction & Morale

2d10Reaction
2–4Hostile / attacks
5–7Unfriendly / suspicious
8–13Uncertain / cautious
14–16Talkative / open
17–20Helpful / friendly

Morale Triggers

Fanatics, undead, constructs, charmed creatures, and cornered foes may ignore normal morale.

Armor Values

ArmorACWith Shield
None109
Leather / Padded87
Studded Leather / Ring Mail76
Brigandine / Scale / Hide65
Chain Mail54
Splint / Banded / Bronze Plate43
Plate Mail32
Field Plate21
Full Plate10
Lower AC is better. Shield normally improves AC by 1.

Common Melee Weapons

WeaponTypeSpeedDmg S-MDmg LNotes
DaggerP21d41d3Throwable
KnifeP/S21d31d2Backup
ClubB41d61d3Common
QuarterstaffB41d61d6Two-handed
Short SwordP31d61d8Sidearm
Long SwordS51d81d12Classic
Broad SwordS52d41d6+1Reliable average
Bastard Sword, 1HS61d81d12One-handed
Bastard Sword, 2HS82d42d8Two-handed; no shield
Two-Handed SwordS101d103d6Two-handed
Hand AxeS41d61d4Throwable
Battle AxeS71d81d8Heavy axe
Two-Handed AxeS91d102d8Two-handed
SpearP61d61d8Set vs charge
Footman’s MaceB71d6+11d6Blunt
Horseman’s MaceB61d61d4Mounted
Morning StarB/P72d41d6+1Heavy impact
WarhammerB41d4+11d4Fast blunt
Footman’s FlailB71d6+12d4Flexible
HalberdP/S91d102d6Polearm
Military ForkP71d82d4Polearm
PartisanP91d61d6+1Polearm
RanseurP82d42d4Polearm

Type: B = bludgeoning, P = piercing, S = slashing. Weapon speed is mainly used if your table uses weapon-speed initiative.

Missile Weapons

WeaponROFRange S/M/LDmg S-MDmg LNotes
Short Bow2/150 / 100 / 150 yds1d61d6Fast
Long Bow2/170 / 140 / 210 yds1d61d6Long range
Composite Short Bow2/160 / 120 / 180 yds1d61d6Mounted cultures
Composite Long Bow2/190 / 180 / 270 yds1d61d6Excellent range
Light Crossbow1/160 / 120 / 180 yds1d4+11d4+1Simple
Heavy Crossbow1/280 / 160 / 240 yds1d4+11d6+1Slow, strong
Sling Stone1/140 / 80 / 160 yds1d41d4Common ammo
Sling Bullet1/150 / 100 / 200 yds1d4+11d6+1Better ammo
Dart3/110 / 20 / 40 yds1d31d2Very fast
Javelin1/120 / 40 / 80 yds1d61d6Thrown

Simple range default: short +0, medium -2, long -5.

Thief Skills

SkillUse
Pick PocketsSteal or plant small items
Open LocksLocks, manacles, mechanisms
Find/Remove TrapsMechanical traps
Move SilentlySilent movement
Hide in ShadowsConcealment when conditions allow
Detect NoiseListening carefully
Climb WallsSheer or difficult surfaces
Read LanguagesDecipher unfamiliar writing

Roll d100 equal/under skill. Apply armour, race, Dex, tools, and situation as normal for thief skills. These are separate from the Xd6 ability-check system.

Starting Money

GroupStarting Funds
Warrior5d4 × 10 gp
Wizard(1d4 + 1) × 10 gp
Rogue2d6 × 10 gp
Priest3d6 × 10 gp; excess usually returned to superiors

Base Movement

RaceMoveDungeon/RoundOutdoor/Round
Human12120 ft120 yds
Elf12120 ft120 yds
Half-Elf12120 ft120 yds
Dwarf660 ft60 yds
Gnome660 ft60 yds
Halfling660 ft60 yds
Indoors: Move × 10 feet/round. Outdoors: Move × 10 yards/round.

Movement Modifiers

Terrain / ConditionEffect
DarknessReduce by 1/3 unless risking falls
Heavy brush / forestReduce by 2/3
Ice / slippery footingReduce by 1/3 unless risking falls
Rugged / rocky groundReduce by 1/2
Knee-deep sand/snowReduce by 1/3
Waist-deep water/snowReduce by 1/2
Shoulder-deep water/snowReduce by 2/3

Moving faster than safe speed in darkness/ice: use a DEX ability check only if falling would be meaningful.

Overland Travel

TerrainMovement Cost per Mile
Clear / farmland1/2
Untravelled plains / grassland / heath1
Barren / wasteland / rocky desert2
Sand desert3
Light forest2
Medium forest3
Heavy forest4
Rolling hills2
Steep hills / foothills4
Low mountains4
Medium mountains6
High mountains8
Medium jungle6
Heavy jungle8
Marsh / swamp8
Tundra3
Moor4
Daily movement points ≈ movement rate × 2. Spend points by terrain cost per mile.

Example: Move 12 = 24 points/day. Heavy forest costs 4/mile, so about 6 miles/day.

Mounted Travel

RuleEffect
Normal mounted travelMiles/day roughly equals mount movement, adjusted by terrain
Main advantageMount carries gear and preserves rider endurance
Double movementMount saves vs death or becomes spent/lame
Triple movementSave vs death at penalty; failure may kill mount
Horse careNeeds food, water, rest, and suitable terrain

Do not treat horses like motorbikes. Bad terrain, no water, and forced marches matter.

Light & Vision

ConditionEffect
Bright lightNormal sight
Torch / lanternVisible from afar; attracts attention
Dim lightSearch/attack penalties possible
DarknessCannot target normally without special sense
InfravisionHeat-based sight; may be spoiled by light/heat

Rest & Healing

ConditionHealing
Normal rest1 HP per day of low activity
Complete bed rest3 HP per full day
Full week bed rest21 HP + applicable Con HP bonus
No food/water/sleepNo natural healing that day
Magical healingImmediate; cannot exceed max HP
Healing/herbalism proficiencyMinor benefits if used
Core death rule: at 0 HP, the character is dead unless using optional death’s door.

Death & Injury

EventRule
0 HPDead by core rule
Optional death’s door0 to -10 dying state
50+ damage from one attackSave vs death or die
Poison deathPoison may remain active after resurrection
Raise dead / resurrectionUse spell/item rules and resurrection survival

Optional Death’s Door

HPState
0Unconscious, helpless
-1 to -9Dying; lose 1 HP/round until stabilised
-10Dead
StabilisedNo further loss, cannot act

Use for dangerous-but-not-instantly-lethal campaigns.

Poison

IssueRuling
Poison saveUsually save vs poison; failure applies listed poison effect
Cure spellsDo not automatically neutralize poison
Neutralize poisonStops poison; does not restore HP already lost
Debilitating poisonMay prevent normal/magical healing until neutralized or elapsed
Poison after deathVenom can remain active for resurrection complications

Exploration Turns

TaskHandling
Search roomCosts time; roll if hidden thing matters
Listen at doorQuiet required; wandering risk
Force doorSTR ability check if genuinely uncertain; noisy
Pick lockThief skill, or ability check only for improvised/non-thief rulings
Find/remove trapThief skill or careful description
MapNeeds light, pace, attention

Doors, Traps, Secrets

Doors

Traps

  1. Foreshadow danger where fair.
  2. Ask exactly how they inspect.
  3. Reward smart precautions.
  4. Roll only when uncertainty remains.
  5. Trigger: attack, save, or automatic effect.

Secret Doors

Use racial chances, search time, magic, or description-led discovery.

NPCs

  1. Want: what do they need?
  2. Fear: what makes them back down?
  3. Leverage: what can PCs offer?
  4. Line: what will they not do?
AttitudeMeaning
HostileHurts, blocks, betrays
UnfriendlyRefuses unless pressured
NeutralNeeds reason/payment
FriendlyHelps if not costly
LoyalTakes risk for PCs

Treasure & XP

Treasure

XP Sources

Wilderness

  1. Set weather and terrain.
  2. Choose pace and marching order.
  3. Check navigation/lost if relevant.
  4. Check encounters by region/time.
  5. Track food, water, mounts, fatigue.
  6. Camp: watches, healing, memorisation.
HazardCheck
ExposureCON ability check; survival proficiency shifts difficulty easier
LostWIS ability check; navigation proficiency shifts difficulty easier
Forced marchCON ability check
ForagingWIS ability check; survival proficiency shifts difficulty easier
AmbushSurprise / scouting

Common Rulings

Help

Help should change the fictional situation, not add a bonus. If a helper meaningfully improves the method, set a lower base difficulty before the roll. If the help removes uncertainty, do not roll.

Group Checks

Use the best character if one lead makes sense. Use majority success if everyone must manage individually. Apply proficiency shifts individually if the characters have different training.

Retrying

Allow a retry only if time, tools, method, or circumstances change. Otherwise failure stands.

Fail Forward

Failure causes cost, delay, danger, noise, damage, lost resource, worse position, or hard choice.

Fast Combat Math

TaskFormulaExample
Hit numberTHAC0 − ACTHAC0 17 vs AC 4 = need 13+
Apply attack bonusNeeded number − bonusNeed 13, +2 sword = need 11+
Apply attack penaltyNeeded number + penaltyNeed 13, -2 darkness = need 15+
Convert ACAscending AC = 20 − AD&D ACAD&D AC 3 = Asc AC 17
Ability checkRoll Xd6 ≤ ability scoreDEX 15, Hard = roll 4d6; success on 15 or less

How To Run Common Scenes

Combat

  1. Draw positions or describe range.
  2. Ask declarations.
  3. Roll initiative.
  4. Resolve actions.
  5. For attacks: THAC0 − AC, roll d20, roll damage.
  6. Call saves where required.
  7. Check morale after a major setback.

Search

  1. Ask where and how they search.
  2. Spend time.
  3. If method reveals it, reveal it.
  4. If uncertain, roll appropriate check.
  5. Failure costs time, noise, danger, or missed clue.

Social

  1. Decide NPC desire and fear.
  2. Let players speak or summarise approach.
  3. Judge leverage, threats, reputation, and what is being asked.
  4. Roll only if outcome is uncertain and failure matters.
  5. Partial success: help with price, delay, condition, or risk.

Encounter Design

Good Encounter Checklist

Pressure Tools

PressureUse
TimeRitual completes, guards arrive
NoiseWandering monsters
LightTorches run out
SuppliesFood, water, arrows
MoralityHostages, innocents, oaths

Session Opening Checklist

1 Recap last session. 2 State current danger/opportunity. 3 Confirm marching order or positions. 4 Confirm light sources. 5 Confirm active spells/effects. 6 Ask: “What do you do?”

Source / Table Notes

This screen is designed as a fast play aid, not a replacement for the books. Armour values, THAC0 table, healing, death, movement, and equipment summaries follow AD&D 2e core references. The Xd6 roll-under ability-check system, nonweapon proficiency shifts, AC ascending converter, and fail-forward advice are table tools added for speed and consistency.