What is "Dungeon Hero"? Ok, simple question, I suppose. Dungeon Hero is basically a conversion/simulation of first edition Advanced Dungeons & Dragons; no TSR copyrighted material is included here (that I know of), so if you don't already know AD&D/have the material, this may not make a whole lot of sense to you. Of course, if you don't know the Hero system passingly well, you'll be pretty confused too... Below I have listed the major precepts of AD&Dv1, and what they became if they were changed, and why they're gone if they are removed. They are the result of combinations of Hero system features as well as design intentions. Racial Bonuses/Abilities: Preserved where possible, see under "Races". Classes: Mostly here; all classes but the monk are included. The Assassin, Bard and Psionicist are pretty much done with beta testing. The Monk is in development, but severe design problems keep it from being used (probably never will). Multi-classing and "characters with two classes" are ba- sically the same thing here; you can progress in more than one class simply by spending points on levels, and the effects are additive where applicable; some truly bizarre combinations are possible. There is no "averaging" of stats gained. Any race can (by default) pursue more than one class at a time. As with normal fantasy hero, players may purchase any skills they wish (within reason), as they are not tied down by their choice of class. Skills levels are an exception to this; one can only get these levels through class levels. Look under "Levels" for expansion on this. There are no intrinsic restrictions on armor, weaponry, poisons, etc, in any class, although there may be other reasons to not use certain things (ie, mages may not have enough strength to wield a sword). Any race can be any class, and there are no level limits. There are also no "name levels"; you just keep going up if you keep spending points. Psionics: Only for the class, by default. It is possible to have psi useable by others, but it would require work. Weapon Proficiencies: Basically replaced by weapon familiarities. Weapon Specialization: Gone the way of the dinosaur, but possible for the GM who wants to do a little work. Armor Class: This mechanic is completely gone. The standard Hero system armor/resistant defense mechanic represents the heavy armor side of AC, and DCV is used to represent the dodging aspect. Items that would confer AC in AD&D would instead give either DCV or resistant (or non-) defense. Spells that gave armor class are simulated by one or both of the above. Saving Throws: Also completely gone. The "final" effects of the saving throws as spoken of in the DMG et al books are already present in the Hero system (dodging an arrow, diving for cover, resisting a charm spell, etc). Item saving throws are covered under the BODY & DEF of the object. The all-or-nothing spells, such as Death Spell, Polymorph, and others, are now cumulative in effect; one Death Spell may not kill you, but eventually you will die... Alignments: Gone. Instead, players are left up to their own devices (ie, roleplaying) and the use of Disadvantages to simulate whatever they find missing without alignment. Certain spells and items that had some effect based on alignment are modified or removed. Spell Memorization, Spell Book Maximum: The spell mechanic is entirely different under Dungeon Hero; it is a combination of skill (what the character has learned, as by what spells they have paid points for) and power (what they are capable of through level ability). There is no set list of spells useable per day, only a maximum mana (END) they can spend and what spell knowledges they have. Followers/Familiars: Either paid for as followers, or simply NPCs that come along with the PCs. Experience for Gold/Items: Yeah, right. There are other variations, too numerous to mention; the Hero system is generally followed for all of these.