( Re-imagined Original Edition Dungeons & Dragons)
This document combines elements of Original Dungeons & Dragons with Chain Mail and the Greyhawk supplement. It offers options for
you to substitute in place of the material already found in the original sources. Some of what appears here has been re-imagined, and is
thus included to provide you with a game mechanic that functions differently than was previously published. Hopefully you will find this to
be an interesting and entertaining change.
 The material presented here is meant to be used in conjunction with the original rules set--substituting for the mechanics found in those
documents. Except for the changes appearing in this document, the original rules should be used.
 The first 12 levels of experience are treated as follows. Characters advancing beyond these will require extension of the information given.
Appendix A, PT.1                                  STATISTICS REGARDING CLASSES
                       Hit Dice for                                              Hit Dice for          Spells & Level
Fighting-Men         Accumulated hits                      Magic-users         Accumulated Hits        1 2 3 4          5   6
Veteran                 1d8+1                              Medium                    1d4               1
Warrior                   2d8                              Seer                    1d4+1               2
Swordsman                 3d8                              Conjurer                  2d4               3 1
Hero                      4d8                              Theurgist               2d4+1               4 2
Swashbuckler            5d8+1                              Thaumaturgist             3d4               4 2 1
Myrmidon                  6d8                              Magician                3d4+1               4 2 2
Champion                7d8+1                              Enchanter                 4d4               4 3 2 1
Super Hero              8d8+2                              Warlock                   5d4               4 3 3 2
Lord                    9d8+2                              Sorcerer                6d4+1               4 3 3 2          1
Lord 10                10d8+1                              Necromancer               7d4               4 4 3 3          2
Lord 11                10d8+2                              Wizard                  8d4+1               4 4 4 3          3
Lord 12                11d8+1                              Wizard 12               8d4+2               4 4 4 4          4   1
                     Hit Dice for             Spells & Level                                    Hit Dice for
Clerics           Accumulated hits            1 2 3 4 5                     Thieves           Accumulated hits
Acolyte                 1d6                                                 Apprentice              1d4
Adept                   2d6                   1                             Footpad                 2d4
Village Priest          3d6                   2                             Robber                  3d4
Vicar                   4d6                   2    1                        Burglar                 4d4
Curate                4d6+1                   2    2                        Cutpurse                5d4
Bishop                  5d6                   2    2   1                    Sharper                 6d4
Lama                    6d6                   2    2   2                    Pilferer                7d4
Patriarch               7d6                   2    2   2   1                Master Pilferer         8d4
Patriarch 9           7d6+1                   3    2   2   2                Thief                   9d4
Patriarch 10          7d6+2                   3    3   2   2 1              Master Thief           10d4
Patriarch 11          7d6+3                   3    3   2   2 2              Master Thief 11      10d4+1
Patriarch 12          8d6+2                   3    3   3   2 2              Master Thief 12      10d4+2
PT.2              LEVELS AND NUMBER OF EXPERIENCE POINTS NECESSARY TO ATTAIN THEM
          Fighting-Men               Magic-users                   Clerics                    Thieves
 1        Veteran                    Medium                        Acolyte                    Apprentice
 2        Warrior(1000)              Seer(1750)                    Adept(1500)                Footpad(1200)
 3        Swordsman(2000)            Conjurer(3500)                Village Priest(3000)       Robber(2400)
 4        Hero(4000)                 Theurgist(7000)               Vicar(6000)                Burglar(4800)
 5        Swashbuckler(8000)         Thaumaturgist(15000)          Curate(12000)              Cutpurse(9600)
 6        Myrmidon(16000)            Magician(30000)               Bishop(25000)              Sharper(20000)
 7        Champion(32000)            Enchanter(60000)              Lama(50000)                Pilferer(40000)
 8        Superhero(64000)           Warlock(120000)               Patriarch (100000)         Master Pilferer(60000)
 9        Lord(120000)               Sorcerer(220000)              Patriarch 9(200000)        Thief(90000)
10        Lord 10(220000)            Necromancer(420000)           Patriarch 10(300000)       Master Thief(150000)
11        Lord 11(320000)            Wizard(520000)                Patriarch 11(400000)       Master Thief 11(250000)
12        Lord 12(420000)            Wizard 12(620000)             Patriarch 12(500000)       Master Thief 12(350000)
Appendix B, PT. 1                                         MAN-TO-MAN MELEE TABLE
Attacker's                                    Defender's armor protection type and # needed to land a strike
Weapon              9        8                7            6                    5                 4              3       2
                No armor Leather or        Shield Leather/Padded Chain, Banded, Studded          Any <          Plate    <&
                 armor    Padded            Only       & Shield        Leather or Splint mail   & shield       Armor    Shield
 1. Dagger         12       13              14            14                   15                16              18      18
 2. Hand-axe       13       13              13            15                   16                16              17      18
 3. Mace           14       14              14            15                   14                14              13      14
 4. Sword          13       14              14            15                   14                15              16      17
 5. Battle axe     14       14              14            14                   13                13              15      16
 6. Morn. star     12       13              13            13                   12                13              14      14
 7. Flail          13       13              13            13                   12                13              12      13
 8. Spear          14       15              15            15                   16                16              17      18
 9. Pole-arms      12       12              12            13                   13                14              15      16
 9. Halberd        12       12              12            13                   13                14              15      16
10. 2 Hd. Sword    12       12              12            12                   11                11              12      13
11. Lance *        11       11              11            11                   12                13              15      15
12. Pike           14       14              14            14                   14                14              15      16
Fighting Men decrease the above figures by 2. Clerics and thieves decrease the above figures by 1. 0-level types increase the above
figures by 1. All classes additionally decrease the above figures by 1 upon reaching certain levels of ability:
FM L4, L7, L10, L13, L16 ; C /T L5, L9, L13, L17; MU L6, L11, L16, L21.
Procedure: roll 3d6, with a score equal or greater to the number required resulting in a kill/hit.
Monsters may or may not be capable of wearing armor, but not all should be treated as the "No Armor" type. Thus, they will be given an
Armor Class rating (or, ACR) of from 9 to 2 which correspond to the above armor-types.
Monsters not using weapons will be assigned an equivalent-type to account for claws, fists, bites, etc., with commensurate modifiers to
account for their HD/strength. Example: kobolds would use the above table as a 0-level type; orcs as a L1 FM.
Missile
Weapons( R*)
Short bow(15)         12         12         12            13                      14              15             17      18
Horse-bow(15)         11         11         11            12                      14              15             17      18
L.CRBW(18)            11         11         11            12                      14              16             17      18
Composite(18)         11         11         11            12                      14              16             17      18
Long bow(21)          11         11         11            10                      12              14             15      17
H.CRBW(24)            10         10         10            10                      12              13             14      16
(R*) = Range Divide by 3rds to determine ranges. Short = 1st 3rd; Medium = 2nd 3rd; Long = last 3rd.
Increase the figures shown by 1 for missiles fired at Medium range.
Increase the figures shown by 2 for missiles fired at Long range.
Example, Short bow: short range=1" to 5"; medium range = 6" to 10"; long range= 11" to 15"
PT, 2                                                MONSTERS ATTACKING
Natural Attack
Forms                 9          8           7             6                      5                4              3       2
Crushing             11         12          12            12                      13               14             12      13
Piercing             11         13          12            14                      17               17             14      15
Slashing             12         13          13            14                      13               14             15      16
Crushing attack: fist blows, stomping, tail slaps, thrown objects (as in giant boulders),etc.
Piercing attacks: fang/teeth bites, horns, etc.
Slashing attacks: claw rends /rips,
All monsters decrease the numbers shown by 1 per each hit die they have; up to 1-1 treated as 0 level men types.
Smaller than man-sized creatures increase the numbers shown by 2.
Larger than man-sized creatures decrease the numbers shown by 1.
Huge creatures decrease the numbers shown by 2.
Humanoid creatures capable of wielding weapons will do so using the Man vs. Man adjustments, but will otherwise reduce the numbers
shown by 1 for each hit die they possess.
Damage done by creatures is given in the Monsters & Treasure booklet of the OD&D rules. Generally, 1d6 is the default range, but some
creatures will have specific modifications to this. A good table depicting each monster's natural attack form/s is found in the Greyhawk
supplement on pages 16 -19. Some are not specified (as giants), and the DM should assign the appropriate attack types in such cases.
When using GH supplement, consider only the attack forms, and ignore the damages listed, referring to the original rules.
Appendix C,                                              COST OF EQUIPMENT
Weapons                     Cost                           Armor                Cost              Miscellaneous                  Cost
Battle axe                  15                             Leather               25               Barding (horse)                300
Bow--                                                      Mail-types--                           Back pack                       10
   short                     30                               banded             40               Boots, combat                   25
   horse                     55                               chain              50               Flint & steel                    5
   Lt. CRBW                  30                               splint             45               Garlic/1 bud                     5
   composite                 75                               studded            35               Holy Water/1 vial               50
   long                      60                            Padded                15               Lantern                         25
   H. CRBW                   50                            Plate armor          125               Mirror, small silver            30
Club, war*                   10                            Shield, small         25               Mirror, steel                   15
Dagger                        5                            Shield, large         45               Oil/1 flask                     25
Flail                        20                                                                   Pole, 10'                        5
Halberd                      15                            Missiles                               Rations--
Hand axe                      5                            Arrows/20             25                   iron                         45
Lance                        10                            Silver-tipped/1       10                   standard                     15
Mace                         10                            Bolts-quarrels/30     25               Rope/50'                         10
Morning star                 15                                                                   Sack, large/small                5/3
Pike/Pole arm                12                            Mounts *                               Silver cross                     50
Spear                         5                            horse, riding         75               Spikes, iron/12                  15
Sword                        25                            horse, war/ L.       150               Stakes, wooden/3                  5
Two-handed sword             45                            mule                 100               Torches/6                         5
                                                           horse, draft         200               Wagon                           200
* use mace/flail attack adjustments                        Saddle                50
choosing the better of the 2 vs. armor types.              Saddle bags           15
Used mostly by barbarians and thugs.                       Tack                  10
Appendix C,                                 ADDED MATERIAL FROM OTHER SOURCES
  The dedicated Dungeon Master will not settle for what is in hand when sprinkled throughout that 'what' is a smorgasbord of inspiration. The
original (3 little) brown booklets that make up the 1974 Dungeons and Dragons game are nothing less than a springboard for creative world
makers to expand upon. One can easily create original material for the game, or alter material borrowed from other systems. Evidence of
this being in fact the case (as early as 1975-76) can be found in the supplements--Greyhawk and Blackmor--and the plethora of articles
that appeared in Strategic Review and Dragon magazine around the same time.
 Thus the following is included in this document for use by the Dungeon Master, and serves as such an example.
RANGERS
                                  Hit Dice for
LVL.                            Accumulated hits                     Special Abilities            General Class Notes
 1       Runner                       2d6                                                         Only 3 rangers can adventure in a group.
 2       Strider(1250)                3d6                                                         All rangers are +1 to hit with missile weapons
 3       Scout(2500)                  4d6                                   A                     All rangers get +1 to damage with melee type
 4       Guide(5000)                5d6+1                                                         --weapons vs. Giant-type creatures.*
 5       Pathfinder(10000)            6d6                                                         Rangers will not wear plate armor.
 6       Warder(20000)                7d6                                   B                     Rangers must have no less than 6 in their Prime
 7       Woodsman(40000)              8d6                                                         --requisite(strength), intelligence, wisdom and
 8       Master Woodsman(80000)     9d6+1                                                         --constitution.
 9       Guardian(160000)            10d6                                   C                     Rangers cannot be evil.
10       Ranger-knight(320000)       11d6                                                         Rangers must be human or half-elf only.
11       Ranger-lord(420000)         12d6                                                         *See U&WA booklet, p.18; does not apply to
12       Ranger-lord 12(520000)      13d6                                   D                     demi-human player-characters.
A. At 3rd level and for each level thereafter the ranger is able to slow the effects of poison in a victim by 1 hour per level attained. Initially 1
   person can be treated thus; for each addition 3 levels gained another victim can be treated.
B. At 6th level rangers are immune to Fear attacks, and increase all companions' saves against such at +2.
C. At 9th level rangers attract a small body of wilderness companions. (See table to follow.)
D. At 12th level the ranger is immune to illusion-attacks.
RANGER COMPANIONS Roll d6+3 to generate the number of companions the ranger attracts. (4-9/18) Roll per each type on table 1, then
refer to the various- appropriate sub-tables to determine each one.
Table 1(roll 2d6)     Roll d20:         PET                ELF                  DWARF             MOUNT                  SPECIAL
  2-3     Pet          (1-6)           Hunting dog(2)      F2                   F2                Horse, riding          Lawful were-bear
  4-6     Elf         (7-11)           Falcon              F2/MU2               F3                Horse, war--L.         Treant
  7-9     Dwarf      (12-15)           Wolf                MU3                  F4                Horse, war--M.         Stone Giant
10-11     Mount      (16-18)           Ferret (2)          MU4                  T4                Horse, war--H.         Pixie (3)
  12      Special      (19)            Owl                 F5                   T5                Hippogriff             Dryad
                       (20)            Black bear          T5                   F5                Pegasus*               Blink Dog(2)
                                                                                         * Unicorn if ranger is female