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[Let's Read] Dungeons & Dragons Basic Rules, by Tom Moldvay
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<blockquote data-quote="Iosue" data-source="post: 6076189" data-attributes="member: 6680772"><p><strong>Part 2: Player Character Information</strong></p><p></p><p></p><p>Here we have a single page describing the character generation process in 14 steps. 1. Write down ability scores in SIWDCoCh order. 2. Roll 3d6 in order for ability scores. 3. Choose class. 4. Write down special abilites. 5. Adjust ability scores if desired. 6. Note bonuses and penalties. 7. Put in a line for XP. 8. Determine hp. 9. Choose alignment. 10. Roll 3d6 and multiply by 10 for starting gp. 11. Buy equipment. 12. Note AC. 13. Write down character attacks and saving throws. 14. Name character. Each section lists the relevant pages to explain these steps.</p><p></p><p></p><p>At the bottom there's a 7 point summary: 1. Roll for ability scores; 2. Choose a class, note special abilities and spells; 3. Adjust scores as desired, note bonuses for high scores; 4. Roll hit points; 5. Roll for money, equip character; 6. Find Armor Class, attack, and saving throw numbers; 7. Name the character.</p><p></p><p></p><p>The next page explains ability scores, adjustments, and hp/HD. The abilities are pretty straightforward. Of particular interest are the possible adjustments. Lower two points to gain 1 in a prime requisite, no ability can be lowered below 9. Only magic-users and clerics can lower strength. Strength is a prime req of the fighter, dwarf, elf, and halfling, so that makes sense; but thieves are unable to lower it, despite it not being a prime req. Dex can be raised, but not lowered, and Con and Cha can't be adjusted.</p><p></p><p></p><p>Hit points are described as "the number of 'points' of damage a character or monster can take during battle before dying." Huge debates have had over whether hp represent meat, or some combination of luck and skill. Given that all editions of the AD&D line, including 3e and 4e have clearly stated that hp represent more than just meat, I've sometimes wondered if people who prefer to see them as representing wounds were influenced by Classic D&D, which doesn't appear to have any such conception of hp. Also of note is that Moldvay includes an optional rule of rolling again if a 1st level character rolls a 1 or 2.</p><p></p><p></p><p>This page includes a <a href="http://24.media.tumblr.com/tumblr_m7q2316u8I1ro2bqto1_500.jpg" target="_blank">pic</a> I've always liked. TSR gets not unjustifiably rapped for sexist imagery, but one nice thing about Moldvay's rules is that he always uses "he or she" for the third person, and the art and examples includes women players and characters as a matter of course.</p><p></p><p></p><p>Bonuses are quite uniform. -3 to +3, except for Cha which goes from -2 to +2 for reactions, probably because of the range of results on the 2d6 reaction table. Prime reqs also give a -20% to +10% of earned experience, which tends to discourage playing too far from type. Str bonus applies to to-hit, damage, and opening doors. Int provides 1 to 3 extra languages. Wis gives a bonus to magic-based saving throws (Turn to Stone, Wands, Rod/Staff/Spell, and Death Ray/Poison if the attack is magical). Dex gives a bonus to missile fire, AC, and initiative if individual initiative is used. Con gives a bonus to hp. In addition to reaction adjustment, Cha sets the number of maximum retainers and their attendant morale. </p><p></p><p></p><p>Finally the character class tables. Thieves advance the quickest, followed by clerics, fighters/halflings, dwarves, magic-users, and elves. Here we still see the level titles. Acolyte, Adept, and Priest for clerics; Veteran, Warrior, and Swordmaster for fighters, dwarves, halflings for elves; Medium, Seer, and Conjurer for magic-users and elves, and Apprentice, Footpad, and Robber for thieves. Personally, I've never felt D&D was necessarily about zero-to-hero, given the level titles. It always seemed like 1st level characters were supposed to be experienced, if not powerful. Thieves' Abilities use percentile dice, except for Hear Noise, which is a 1-2 on d6 at 1st and 2nd level, and 1-3 at 3rd level. Open Locks and Find/Remove traps can tried once per lock/trap per level. Rolling twice the chance of success on Pick Pockets mean the character is seen, after which follows a reaction roll. Move Silently will always seem successful to the thief, but are there any groups out there who haven't role-played a bad Move Silently roll as the thief making an amusing amount of ruckus? "Climb Walls" is here called "Climb Sheer Surfaces", although it seems there's a typo in the description, where it's called "Climb Steep Surfaces". This roll should only be made every 100', with failure meaning a fall halfway up. Interestingly, Hide in Shadows cannot be attempted unless the thief remains absolutely still. This isn't true in Mentzer, and neither OD&D nor Holmes are clear one way or the other. It does appear that way in AD&D 1e. The Hear Noise skill applies not just to doors, but also things coming from any direction, such as wandering monsters. They must tell the DM they are being quiet and trying to hear noise. Re-reading this, it really gives me the flavor of a thief as a silent scout.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6076189, member: 6680772"] [b]Part 2: Player Character Information[/b] Here we have a single page describing the character generation process in 14 steps. 1. Write down ability scores in SIWDCoCh order. 2. Roll 3d6 in order for ability scores. 3. Choose class. 4. Write down special abilites. 5. Adjust ability scores if desired. 6. Note bonuses and penalties. 7. Put in a line for XP. 8. Determine hp. 9. Choose alignment. 10. Roll 3d6 and multiply by 10 for starting gp. 11. Buy equipment. 12. Note AC. 13. Write down character attacks and saving throws. 14. Name character. Each section lists the relevant pages to explain these steps. At the bottom there's a 7 point summary: 1. Roll for ability scores; 2. Choose a class, note special abilities and spells; 3. Adjust scores as desired, note bonuses for high scores; 4. Roll hit points; 5. Roll for money, equip character; 6. Find Armor Class, attack, and saving throw numbers; 7. Name the character. The next page explains ability scores, adjustments, and hp/HD. The abilities are pretty straightforward. Of particular interest are the possible adjustments. Lower two points to gain 1 in a prime requisite, no ability can be lowered below 9. Only magic-users and clerics can lower strength. Strength is a prime req of the fighter, dwarf, elf, and halfling, so that makes sense; but thieves are unable to lower it, despite it not being a prime req. Dex can be raised, but not lowered, and Con and Cha can't be adjusted. Hit points are described as "the number of 'points' of damage a character or monster can take during battle before dying." Huge debates have had over whether hp represent meat, or some combination of luck and skill. Given that all editions of the AD&D line, including 3e and 4e have clearly stated that hp represent more than just meat, I've sometimes wondered if people who prefer to see them as representing wounds were influenced by Classic D&D, which doesn't appear to have any such conception of hp. Also of note is that Moldvay includes an optional rule of rolling again if a 1st level character rolls a 1 or 2. This page includes a [URL="http://24.media.tumblr.com/tumblr_m7q2316u8I1ro2bqto1_500.jpg"]pic[/URL] I've always liked. TSR gets not unjustifiably rapped for sexist imagery, but one nice thing about Moldvay's rules is that he always uses "he or she" for the third person, and the art and examples includes women players and characters as a matter of course. Bonuses are quite uniform. -3 to +3, except for Cha which goes from -2 to +2 for reactions, probably because of the range of results on the 2d6 reaction table. Prime reqs also give a -20% to +10% of earned experience, which tends to discourage playing too far from type. Str bonus applies to to-hit, damage, and opening doors. Int provides 1 to 3 extra languages. Wis gives a bonus to magic-based saving throws (Turn to Stone, Wands, Rod/Staff/Spell, and Death Ray/Poison if the attack is magical). Dex gives a bonus to missile fire, AC, and initiative if individual initiative is used. Con gives a bonus to hp. In addition to reaction adjustment, Cha sets the number of maximum retainers and their attendant morale. Finally the character class tables. Thieves advance the quickest, followed by clerics, fighters/halflings, dwarves, magic-users, and elves. Here we still see the level titles. Acolyte, Adept, and Priest for clerics; Veteran, Warrior, and Swordmaster for fighters, dwarves, halflings for elves; Medium, Seer, and Conjurer for magic-users and elves, and Apprentice, Footpad, and Robber for thieves. Personally, I've never felt D&D was necessarily about zero-to-hero, given the level titles. It always seemed like 1st level characters were supposed to be experienced, if not powerful. Thieves' Abilities use percentile dice, except for Hear Noise, which is a 1-2 on d6 at 1st and 2nd level, and 1-3 at 3rd level. Open Locks and Find/Remove traps can tried once per lock/trap per level. Rolling twice the chance of success on Pick Pockets mean the character is seen, after which follows a reaction roll. Move Silently will always seem successful to the thief, but are there any groups out there who haven't role-played a bad Move Silently roll as the thief making an amusing amount of ruckus? "Climb Walls" is here called "Climb Sheer Surfaces", although it seems there's a typo in the description, where it's called "Climb Steep Surfaces". This roll should only be made every 100', with failure meaning a fall halfway up. Interestingly, Hide in Shadows cannot be attempted unless the thief remains absolutely still. This isn't true in Mentzer, and neither OD&D nor Holmes are clear one way or the other. It does appear that way in AD&D 1e. The Hear Noise skill applies not just to doors, but also things coming from any direction, such as wandering monsters. They must tell the DM they are being quiet and trying to hear noise. Re-reading this, it really gives me the flavor of a thief as a silent scout. [/QUOTE]
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