Suggested Game Rules
for AD&D® 2nd Edition

 

In many years of DMing in DL campaigns, many times I've been asked why should the Rose Knights be less powerful, in game terms, than the Knights of the Sword, apart for some bonus proficiencies and immunity to fear. Moreover, why should Knights of the Rose be the branch of the Knighthood closer to Paladine itself, if they hold no spellcasting ability?

This argument has been often debated in the mailing list, as well as many others. I myself have resolved to follow a "personal" group of rules, which I believe are the best way to recreate the spirit of the Knighthood, even if they aren't exactly the same as provided in "DragonLance Adventures" and in "Tales of the Lance". These rules are founded on three facts:

  1. The Knights of Solamnia were originally meant to be a development of the Cavalier class described in "Unhearted Arcana" rules supplement; as such, the Knights of the Crown were to share roughly the same abilities as the Cavaliers, and the other two Orders should be more powerful.

  2. In some game resources (for example, the official PC game "Dark Queen of Krynn", Knights of the Rose actually hold some strange powers, i.e. spellcasting (as their Sword counterpart) and leadership. See the "Journal" provided with the PC Game if you want more information.

  3. Applying the official rules, the Knights of Thakhisis would be TOO MUCH POWERFUL, indeed, and game balance would vanish. (And, even with these rules of mine, KoT are by far more powerful than their Solamnic counterpart).

Starting from these few considerations, I dare now to propose my own unofficial rules.

 

KNIGHTS OF THE CROWN

Powers:

v     Weapon Specialization

v     No normal animal will attack a knight as long as he remains true (Habbakuk's blessing)

v     +1 to hit on horseback or dragonback with lance and sword, every 6 levels

v     Inspire allies as per emotion spell of courage in 10' radius

 

KNIGHTS OF THE SWORD

Powers:

v     Weapon Specialization

v     No normal animal will attack a knight as long as he remains true

v     +1 to hit on horseback or dragonback with lance and sword, every 6 levels

v     Knightly spells weekly

v     Paladin’s Powers as a Paladin of the same level

v     Inspire allies as per emotion spell of courage in 15' radius

 

KNIGHTS OF THE ROSE

Powers:

v     Weapon Specialization

v     No normal animal will attack a knight as long as he remains true

v     +1 to hit on horseback or dragonback with lance and sword, every 6 levels

v     Knightly spells weekly as a Knight of the Sword of the same level.

v     Immunity to fear (except Shoikan Grove)

v     +4 S.T. vs Dragon Breath, +4 S.T. vs. mind-affecting spells

v     Extra weapon specialization with Dragonlance available

v     Inspire allies as per emotion spell of courage in 20' radius

 


Text © Matteo Banchio, 2001

"DragonLance", "Knights of Solamnia", and most of the names quoted are trademarks or copyright owned by TSR, Inc. - Wizards of the Coast. All Rights Reserved.

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