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You follow a dimly lit hall for many minutes, wondering when it will end. You arrive at a thick oak door, and it takes you a while to open the rusted hinges. It creaks open, to a pitch black room. You shine your lantern into the room, and to your surprise, you find many strange objects, with buttons and levers coming out of the many objects. You reach forward,a dn pull the first lever you see. The machine groans into life, and makes many sttrange objects with the metal the dwarves have mined. This could be good, you think to yourself. Very, very good.

Welcome to the DM Utilities page, where DM's from across the world can come and collect resources for their gaming sessions. These utilities range form quick rules you can get right before the game, to complex and detailed rules relating to campaign settings, such as Forgotten Realms and Dark Sun. I, Tecan, am not actually a DM, and as such I haven't read these, as if a DM I know wants to use them, it would spoil it for them. So, I have decided to use the descriptions of these books from Olik's site, which can be accessed from our Links page. Again, thank you for letting me use them.

New Rules
Game Systems
Random Generators

New Rules

Ability Scores Generation System V1.0 By: Gaetan Viau
A simple yet excellent system for generating ability scores. This procedure replaces the somewhat inflexible and illogical standard rules, and allows more control over the ability score generation without sacrificing balance and common sense.
3 KB - ASCII Format Download Now!
Alignment By: Woodelf
The concept of alignment is enhanced and made much more interesting with this small accessory. Alignment is subdivided into three parts, priorities, morals, and beliefs, which help to clarify the sometimes difficult and obscure original rules. This piece in ideal when fleshing out character personalities.
4 KB - ASCII Format Download Now!
Alignment Tracking By: Gary J. Sled
Although much emphasis in the official rules is given on alignment, they fall short on detailing how alignment changes. These new rules help keeping track of alignment changes, as well as discussing what effects trigger such changes, and how they should be handled.
3 KB - HTML Format Download Now!
Alternate Hit Point System By: Adam Winston
Instead of the somewhat artificial idea that with more hit points one simply grows tougher, this system instead focuses on one being more apt in how to lessen the damage taken. The system has a lot of interesting features, but is not thoroughly playtested. It may have unforeseen consequences if taken into game play, but nevertheless it sounds quite interesting and original.
5 KB - ASCII Format Download Now!
Alternate Spellcasting System By: Garry J. Sled
Based upon spellpoints, this new system details a new approach to spellcasting; the Lesser and Greater Paths. The spellpoint system given here is simple and effective, but the introduction of the Lesser and Greater Paths puts it all in a new, innovative, and realistic perspective
7 KB - HTML Format Download Now!
A Treatise on Priests By: Thomas Weigel
A small set of thoughts about priests and how they can be improved, with respect to both playability and their "role" in the fantasy society.
8 KB - ASCII Format Download Now!
Character Point Generation System By: Thomas Weigel
A completely new way to customize your player character, apparently inspired by the complex system described in the Player's Option: Skills and Powers official rulebook. Though not as complex as that system, these rules provide an excellent yet simple way to customize your character the way you see fit. Helps bring variety to the often boring "standard" character classes.
14 KB - Word 6.0 Format Download Now!
Character Training System By: Allan Longley
A simplification of the character training rules in AD&D 2nd edition, based on rules from the 1st edition DMG. Easier to play with than the commercially published rules, but still realistic.
2 KB - ASCII Format Download Now!
Crime and Punishment By: Gary J. Sled
The most detailed system ever on criminal acts and what punishments they are rewarded with. Takes on a procedural approach, where one starts with the crime itself, and then applies modifiers for such diverse aspects as the situations around the crime, the dispositions of the magistrate and the solicitor, weather, bribes, and more, ending with detailed descriptions on the punishment, and even the chances of avoiding it.
11 KB - Word 6.0 Format Download Now!
Death: The Final Frontier By: Gary J. Sled
New rules regarding character death. Based upon the official, optional rules regarding negative Hit Points, these set of rules go more into detail, such as providing more information on what happens when a character returns from the dead, and how healing is applied.
3 KB - HTML Format Download Now!
Divine Magic By: Greg Howley
If you feel that priests only are religious wizards that get their spells from a god instead of from a book, then these rules may help. Not revolutionary, though, but this system introduces a new concept of when and how priests get their spells, and if they get them.
2 KB - ASCII Format Download Now!
Enhanced Time Unit Combat System By: Nils-Børge Malkenes and André Simonsen
The Enhanced Time Unit Combat System (ETUCS) improves the original Time Unit Combat System (TUCS) by smoothing out spellcasting and high-level game play. In addition to other minor improvements, the ETUCS now has a much clearer and professional layout. This system is a definite must, as it will greatly improve your combat experience. One of the best, if not the best system of this kind I've ever seen. Get it!
5 KB - HTML Format Download Now!
Evasion vs. Armor By: Greg Howley
More realistic rules for dealing with armor. This work extends the rules somewhat, but is highly adaptable into the current system. A good extension to the core rules.
3 KB - ASCII Format Download Now!
Experience Awards System 2.0 By: Olik
I found the system for handing out individual experience awards in the PHB full of shortcomings, so I decided to write my own. This system hands out rewards taking into account the characters' levels, so that the awards are equally valuable to low and high level characters. Does not skew the party by giving disproportionally high awards to some characters than others. This v1.0 to v2.0 update consists of a complete rewrite and overhaul of the system, making it clearer and easier to use, as well as having more guidelines and notes. It also now exists in two versions, Word 97 and PDF.
9 KB - PDF Format Download Now!
Fitness Point System By: Erik van Vliet (Plasto Quinon)
Some simple rules dealing with characters whose Hit Points fall below 1. More realistic than the standard, simple "falling unconscious"-rule.
3 KB - Word 6.0 Format Download Now!
3 KB - ASCII Format Download Now!
The Guides to Traits Effects on Alignment By: Matthew Shelton (Xeno)
Finding it hard to exactly pinpoint a character's (PC or NPC) alignment? Well, this is the solution. A simple, fast, and realistic system used to modify a character's alignment based on the traits (e.g. the characteristics of a character's psyche) found in the DMG. Involves some bookkeeping but this is nothing to worry about considering the use of these rules. Balanced and realistic; could well be incorporated into the standard rules.
4 KB - ASCII Format Download Now!
Handling Spells By: Thomas Weigel
With this short, but richly detailed work, spells become much more realistic and puts the idea of spellcasting in general in a new light. Nice.
4 KB - ASCII Format Download Now!
Hovering on Deaths Door By: Unknown Source
Really detailed rules for character death (and being on the verge of death), as well as how to handle characters "returned from the dead". Very good.
4 KB - ASCII Format Download Now!
Ken Jenks' AD&D1 House Rules By: Ken Jenks
A well-sized collection of house rules dealing with anything from regular game mechanics to specific spells and classes.
17 KB - ASCII Format Download Now!
The Language System Thingy By: Cullen Sedaris
A quite simple yet very clever system for handling player language proficiency. It operates only on a few basic principles, but is still highly effective during gameplay, and more realistic than the standard rules. Provides for inventive roleplaying and creativity on the players' behalf. Quite brilliant.
2 KB - ASCII Format Download Now!
Life Sucks and Then You Die By: Matthew Shelton (Xeno)
Tired of having those super-human characters for which adventures like "save-the-world-before-sundown" are routine? Then try these excellent rules that effectively balance character creation and evolution to cope with "regular" adventures and campaigns.
4 KB - HTML Format Download Now!
Magic Item Creation Costs By: Gary J. Sled
A simple system for enchanting items whose powers can be measured in "pluses" (or "minuses"), but gives more detailed approaches to spell-like effects and intelligence.
3 KB - HTML Format Download Now!
Magical Research By: Erik van Vliet (Plasto Quinon)
Dealing with the fact that the standard spell research rules are both too costly and too time-consuming, these alternative rules were written. Well done in all respects, sure to both simplify spell research and make it somewhat more affordable (and thus more attractive to PCs).
3 KB - ASCII Format Download Now!
5 KB - Word 6.0 Format Download Now!
Magic Styles By: Brett A. Paul
A compilation from the ADND-L mailing list of various styles of magic. I'm not sure of the use of this little thingy, but apparently anyone seeking to bring a little variety to (and perhaps changing completely) the existing magic system, should have a look at this one.
7 KB - Word 6.0 Format Download Now!
Making Magic Items, A Sensible Approach By: Brett A. Paul
Basically two families of spells, these new rules completely override the standard rules for creating magical items, which obviously (in the author's mind) had loads of shortcomings.
4 KB - ASCII Format Download Now!
Making Proficiencies Make Sense By: Robert H. Nichols
A complete revamping of the standard proficiency rules.
4 KB - ASCII Format Download Now!
Mana Point Magic System By: Gaetan Viau
A comprehensive spell casting system that deals with the lack of flexibility and the level restrictions in the original AD&D game. Very comprehensive, richly detailed, and highly playable. A real gem. Major update with v3.0
10 KB - ASCII Format Download Now!
Michael's Damage Rules By: Michael S. Davis
If you feel the original rules for damage are a little backward and inconsistent, take a look at Michael's little remedy here. An interesting way to interpret (or rather, modify) the existing rules, but although they are based more on reality than the original ones, it remains to be seen if they will not turn the game balance upside down. Any volunteers?
2 KB - ASCII Format Download Now!
The New and Improved Alternative Wrestling System By: The Guide Creator
The most complete non-weapon combat system ever. Highly detailed, clearly presented, and very well written. Enough said.
4 KB - ASCII Format Download Now!
NWP Point System By: Zendill
A well-designed, concise system for using non-weapon proficiencies to the full extent. Excellent!
29 KB - PDF Format Download Now!
Game Systems

Al-Qadim Netbook V6.48 By: Hassan Smoothfeather
Scads of information on the Al-Qadim campaign setting, has quite a bit of interesting topics, and is the most complete net resource of material for this rather special campaign setting. This update (from v6.4 to v6.48) brings the total number of pages to more than a hundred.
138 KB - Word 6.0 Format Download Now!
Random Generators

Dicer By: Unknown
A random dice generator.
174 KB Download Now!