Some acceptances In order for this system to work, there are certain things that should happen in the gameworld. First of all, there is no purchase of skill or combat levels outside of package deals (cultural, racial, or professional). The GM may wish to relax this restriction a bit, but as this is supposed to be an AD&D simulation, most (nearly all) combat and skill ability should come thru level advancement. Also, as this is an AD&D simulation, a point to keep in mind is that characters will generally become quite powerful towards the higher levels, even from the point of view of a champions game. The use of the standard Fantasy Hero options, such as hit location, encumberance, disabling/impairing, long term END, 0 point normal charac- teristic maxima, and so on, should be used. The GM certainly can ignore these rules, resulting in a nearly Champions level and feel of game, especially at the higher levels of play. Indeed, if such a thing as four color fantasy is desired, perhaps this is a way to pursue it. In Conclusion... The general feel of the game will be different from AD&D in a few important ways. There are generally no sure-fire insta-kill techniques in Dungeon Hero. There are the Hero standards, such as being below your negative BODY, and such. Look under "What is Dungeon Hero?" for variations from AD&D. It should be apparent to the player who has even a passing familiarity with Hero. Although the attempt was made to duplicate AD&D as much as possible, there was the equally strong (if not stronger) aim to not destroy the Hero system with artificial mechanics.