Saturday 20 May 2017

How It Started





An old school gamer was selling part of his collection and I wound up with a bunch of original Basic D&D books. Having never played the various versions of Basic D&D, this is my attempt to make sense of the rules and put together a campaign. I will mostly be using Moldvay/Cook Expert, but will include some rules from other versions of Basic D&D (Holmes, Mentzer and the Rules Cyclopedia) when Moldvay is unclear, problematic or just to make things interesting. The goal is not to use any house rules.

PDFs of most of the versions of Basic Dungeons & Dragons can be purchased at http://www.drivethrurpg.com







H=Holmes
B= Molvay Basic
X=Cook Expert
MP/MD=Mentzer Player/Mentzer DM
MX=Mentzer Expert
RC=Rules Cyclopedia


Use of 5 ft Squares

B61 "Combats are easy to keep track of when  large sheets of graph paper, covered with plexiglass or transparent  adhesive plastic (contact paper), are used to put the figures on. The  best sheets for this use have 1" squares, and the scale of 1" = 5'  should be used when moving the figures."

B26 “in a 10' wide corridor, it is not likely that more than two or three characters could fight side by side. “

This seems to say either 1 or 1.5 characters can be in a 5 ft space. Since I use miniatures and not theatre of the mind, it is simpler to rule that only 1 character can be in a 5 ft square.



Melee

You are only "in melee” if at the beginning of your Movement step, you are standing next to an enemy (within 5') who is capable of attacking. In Basic D&D, within 5', means less than 5 feet.

B26 “Melee or hand to hand combat is the type of combat used when the enemy is within 5'.”

Example: A giant Spider drops out of a tree, within 5 feet of a Fighter and a Wizard. It does not matter who the Spider attacks. All of the combatants are now in melee, whether they bite, use swords or cast spells. It is possible for the Wizard to cast a spell in melee, if he is not bitten before the spell is cast. (X11)


Movement when not in Melee

There are three types of movement possible when a character is NOT in melee.

1. Normal Movement/Standard exploration. Turn Based (10 minutes)
2. Running Speed which allows no attack. Round Based (10 seconds)
3. Encounter Movement which allows an attack (missile or hand weapon). Round Based (10 seconds)

Example: A Dwarf is wearing chainmail (60'/20' movement) is exploring a cave. The Dwarf moves at 60ft per turn. A Goblin suddenly appears from a side tunnel 20ft away. Time now switches to 10 second rounds. Neither side is surprised. The dwarf wins initiative and since he is not in melee, he has the option of running away at 60ft per round or advancing up to 20ft forward and attacking the Goblin.

If the Goblin had won initiative and moved 20 ft to try and stab the Dwarf, the Dwarf would be now in melee and no longer have the option of using running speed or encounter movement. You cannot use running speed when in melee. 
 
 B24 "meleed opponents may only move defensively"

RC104 “If the character is not in hand-to-hand combat with his enemy when his movement phase comes up in the next round, he can go to Running Speed that next round.”



Running Speed prevents you from making an attack that round, so you cannot lock anyone else "in melee" with you, after you use Running Speed.

Example: A Troll 120' (40') and a Magic User 120' (40') are 80ft apart. The Troll wins initiative, runs up to the Magic User but can not attack since its movement has been over its encounter movement of 40'. The Magic User is not “in melee” and has the option of running at a full movement of 120'. The Troll will never be fast enough to catch up to the magic user AND attack. At the DM's option, Pursuit rules can now be used.

B24 Pursuit in Dungeon: “characters may only run for half a turn (30 rounds)…monsters will only chase evading characters as long as the characters are in sight. Evading characters may slow this pursuit by dropping things. ”
X23 Pursuit Outdoors: “Compare the size of the party to the number of creatures encountered. This gives the percentage chance the evasion will be successful. “


Movement when in Melee

B24 “only the following special forms of movement are possible once opponents are engaged in melee.”


Retreat

RC104 “A character can only perform this maneuver when he begins his combat round in hand-to-hand combat with an enemy. The character runs away from his enemy at greater than half his encounter speed, up to his full encounter speed. He forfeits the armor class bonus of his shield. Any enemy attacking him later in the combat round (that is, either an enemy who followed him during the enemies' movement phase or an enemy attacking with a ranged weapon) receives a +2 attack roll bonus this round.”
 
X24 "If a creature tries to retreat, the opponent may add + 2 to all "to hit" rolls, and the defender is not allowed to make a return attack."

Example: An Elf 90' (30') and a Bugbear are happily fighting away on a forest path when an Orc archer pops up, from behind a rock. Before initiative, the Elf announces he will do a Retreat from combat with the Bugbear, and move the 30 ft needed to attack the weaker Orc archer.

Retreat means you cannot attack the opponent you are Retreating from. But if your Retreat takes you towards a different opponent (within Encounter movement), you can attack them. So it is possible to melee the Orc this round. Opponents who would not see your back during your Retreat do not get +2 /no shield to attack. Therefore the Orc does not get the Retreat bonuses to hit, but the Bugbear would. The Bugbear receives Retreat bonuses the entire round, whether it attacks before or after the Elf's movement. Retreat must be declared before initiative dice are rolled.


Fighting Withdrawal

B25 “ A Fighting Withdrawal may be used in combat if the defender wants to backup slowly. Movement backwards is limited to ½ the normal movement per round (or less).”

MP60 "The attacker may follow and  continue attacking, but the defender may attack in return."

RC104 "He makes no attack unless  his enemies follow him later in the same combat  round, on the enemies' own movement phase. If  they do, he can make his attack at the end of the  enemies' movement phase, before the enemies begin their own attacks."

There is no armour class penalty when using Fighting Withdrawal. A Fighting Withdrawal is a backwards movement. It is not possible to Fighting Withdraw in a semi-circle, behind an enemy, in order to gain a rear attack. You can not expose your own back at any time, to the opponent you are Withdrawing from. Fighting Withdrawal allows the option of an attack. Missile weapons, in hand,  may be used at the end of movement or melee weapons, if the character stops within 5' of another opponent or if the character is followed.

Example: A Kobold and Magic User (120'/40') are in melee. The Magic User declares a Fighting Withdrawal and moves up to half his Encounter Movement backward (20 ft) with no bonus for the Kobold to hit. The Magic User then throws a dagger at the Kobold. Or the Magic User can declare a Fighting Withdrawal, move backward and then just wait, without attacking. If the Kobold chases him into melee range, then the MU can take an out of turn (non spell) attack, before the Kobold  has a chance to bash him. This out of turn attack can only happen in the round the Magic User does a Fighting Withdrawal. (Note: Pure B/X does not permit an out of turn attack, but adding it makes combat crunchier.)



Free 5' Step

RC102 “Characters rarely stand solidly in one place and fight without moving from one position. When a character attacks, we assume that he is maneuvering for position. To reflect this limited movement, a character can move up to 5 feet while he is fighting. Maneuvering in this way does not count as an action during the round.”

Only allow the 5' step to occur IF the character is actually making a melee attack (the RC does mention it as part of "When a character attacks"). This prevents strange combinations of 5' step and Retreat/Fighting Withdraw. Allowing Free 5' Step causes much more strategic movement as Fighters try to encircle opponents.


Attacks from the Party's Second Rank

MP54 “ A short person (halfling or dwarf) should also be in front of taller folk. Those behind may still see clearly, and are able to cast spells or shoot arrows over the shorter characters’ heads.”

RC65 “Because of a polearm's length, a character with a polearm may attack a foe even when there is another friend or foe between them. Often, polearm wielders stand in the second rank of the combat, striking over the heads of their frontline comrades to hit front-line fighters of the enemy.”

Polearms are the only melee weapons that allow attacks of this nature. Characters in the second rank are limited to Polearms/Missiles/Spells if they wish to attack. My interpretation is: Humans and Elves can shoot missiles over the heads of Dwarfs and Halflings without penalty, but only when the Dwarf or Halfling is not in melee. If they are in melee, then the “shooting missile weapons into melee” rules are used. The reasoning is that at a distance all of a target can be seen but up close, part of it will be hidden by the Dwarf or Halfling.


Shooting Missile Weapons into Melee/Cover

B26 "To hit" rolls for missile fire may be adjusted by the amount of cover a target has…..In general, the adjustments should be from -1 to -4….attacking a goblin partially hidden behind a small table would attack with a penalty of -1 on "to hit" rolls, while a character shooting at a bear in a thick woods might have a penalty of -4 on the "to hit" rolls.”

RC 108 “The DM determines each shot's penalties; they range from -1 for nominal soft cover to - 6 for 3/4 hard cover.”

Basic D&D has no friendly fire rules, but it does have rules for cover. Characters will at some point wish to shoot arrows at an enemy while another character is in front of them. When the blocking character is of the same size or larger, I have been using -4 to hit, per person in front of the archer. This is modified by the size of the target creature and the character blocking the view. A shot that misses does NOT hit the character in front.

Example: A Giant is attacking the Fighter at the front of the party. The Halfling in the second row shoots an arrow. I might rule the cover would be: -4 Fighter is in the way, -1 the Fighter is taller than the Halfling, +1 Giant is large target, for at total of -4 cover. Of course, if the Halfling has the room to move, so the Fighter is not directly in front; there would be no cover negatives. 
 

Note: Many DMs use a house rule that if a player rolls a 1 shooting into melee, another member of the party is hit. This fumble roll works out to a 5% chance per shot of striking an unintended target.


Missiles at Close Range

MP59 “Missile fire rules are used when the target is 5’ away or more. Normal combat rules are used if the target is within 5'. A missile fire device will automatically miss a target within 5’ unless the target cannot move.”

MP59”A spear, dagger, or hand axe may be either thrown or held. They are good weapons to use when the monsters are nearby, as the character can use any thrown weapon in hand-to-hand combat.”

Melee only happens when you are right next to an opponent, less than 5'. When a character is in melee, his missile weapons can not be used. Bows/crossbows/slings will always miss and spears/daggers/hand axes must be used instead as hand to hand weapons. At a distance of 5 ft, any missile weapon can be shot or thrown but closer than 5 ft they can't.


Interrupting Spell Casting/Spell Casting in Combat

X11 “The caster must inform the DM that a spell is being cast and which spell will be cast before the initiative dice are rolled. If the caster loses the initiative and takes damage or fails a saving throw, the spell is interrupted and lost. ”

RC32 “If the character is disturbed (i.e., hit in combat, tackled, etc.) while casting a spell, the spell will be ruined, and will still be "erased" from his mind just as if it had been cast.”

Magic Users that lose initiative, are in danger of having any spell they are attempting to cast interrupted. If they take damage from melee or fail a saving throw, the spell they are casting is lost.

Example: A Wizard encounters an Orc while exploring a dungeon. The Wizard wants to cast Sleep and the Orc wants to stab the Wizard with his sword. Initiative is rolled and the Wizard loses, so the Orc attacks first. If the Orc is successful in hitting the Wizard, the Wizard's Sleep spell is ruined.


Spell Acquisition

RC44 "When the player character begins play, the  teacher gives him a spell book with two 1st level  spells in it. When the PC reaches 2nd level, the  teacher writes another 1st level spell in the book."

MD18 “The first spell given should always be Read Magic…For magic-user characters, good “second spells” are Charm Person, Magic Missile, Sleep (all useful attack-type spells), and Shield (a valuable protection).”

MP38 “If a new spell is found on a scroll, it may be added to the magic-user’s book but this can only be done once for each scroll spell, and uses up the scroll in the process. If the spell is of too high a level to be cast, it cannot be put into the book.”

Moldvay doesn't allow spells to be copied from scrolls and the number of spells in a Magic Users spell book is limited to the number of spells they can actually cast. Mentzer allows scroll copying and an unlimited number of spells.


Magic User Scroll Creation

H13 “Magic users may make a scroll of a spell they already "know" (i.e. have in their magic book) at a cost of 100 gold pieces and 1 week's work for each spell of the first level, 200 gold pieces and 2 weeks for a second level spell...etc."

MX25 “If an item duplicates a spell effect, the cost is usually 500 gp and 1 weeks time per spell level. There is always at least a 15% chance that the magical research or production will fail. This check is made after the time and money are spent.”

Holmes permits Magic Users of ANY level to create scrolls, while with Moldvay or Mentzer you must wait until 9th level. I am using the Holmes scroll creation rule but with the Mentzer expense and risk of failure. (If the rate of scroll creation does not improve in my campaign, then the lesser Holmes expense will be substituted.)

Example: The party knows they are going to the land of the Giant Flies, so the Magic User researches a Fly Swatter Spell. If the research is successful (X51), the Magic User can create Fly Swatter scrolls to help in the adventure.

I find that low level scroll creation allows for more role playing opportunities. The magic in the campaign is more unique and less cookie cutter. Magic Users are rewarded for new spell research and it is a good way of draining off excess party gold.



Using Scrolls

MD43 “To use a scroll, there must be enough light to read by, and the scroll must be read aloud.”

X11 “If the caster loses the initiative and takes damage or fails a saving throw the spell is interrupted and lost.”

My interpretation is: Scrolls must be held open to be read, with enough light to see. If a Magic User takes damage while the scroll is open/being opened, the scroll is destroyed.

Example: A Gnoll is trying to bash Magic User Moe with a club. Magic User Moe wants to open and cast the Magic Missile Scroll that he is holding. If Moe wins initiative or he loses initiative and takes no damage, the spell is cast.


Clerics Turning Undead


X7 “If the hit dice total of the undead is greater than the number rolled by the cleric, those undead whose hit dice are totally cancelled by the cleric's roll (the weakest) will be affected first. At least 1 creature will always be affected.”

MD21 “If an attempt at Turning Undead is successful and more Undead remain, the cleric may Turn them again. Once a failure to Turn occurs, further attempts by that cleric will have no effect. The Turned monsters will leave the area, but may return. They will stay away for 1-10 rounds (roll or choose a time). After the Turning “wears off,” you may decide whether the monsters return, or make a Reaction roll. If the result of the roll is 8 or more, the undead return.”

MX4 “If your cleric is successful at Turning undead, but some of the undead still remain (due to the 12 Hit Dice maximum per try), the cleric may make another attempt if desired. Only one attempt can be made each combat round, and no other actions are possible while Turning undead. However, if any attempt fails, no further attempts at Turning that group of undead will succeed for that cleric.”

A successful turning roll will always turn at least 1 undead. In a mixed group of undead, lower HD undead are affected first. Clerics can repeatedly turn a group of undead, until the Cleric fails a turning roll. Turning lasts 1-10 rounds.


Parry

H21 “A player may elect to have a character parry an attacker's blow. He must announce he is doing so before the opponent strikes. The parry subtracts 2 from the attacker's die roll. The person parrying does not get his next hit, using that part of the round for the parry. If the attacker still makes his roll and gets exactly the number needed, the parrying weapon was broken but no damage inflicted. It takes one melee round to draw a new weapon, but one hanging free, or in the other hand, can be employed immediately.”

The Parry rule adds some crunchiness to melee and helps to keep weaker characters alive. It is possible to use Parry with Fighting Withdrawal.


Delaying Initiative Actions/Waiting

B23“The side "with the initiative" has the first choice of actions. Members of that side may choose to fight, run, throw a spell, take defensive positions and wait to see what the other side does, start talking, or do anything else that the players or the DM can imagine.”

Adventurers who have won initiative, can decide to delay initiative actions/wait to gain a tactical advantage. Players can then selectively interrupt their opponents actions.

Example: A group of adventurers sees a band of Hobgoblins hiding behind some trees. The party wins initiative, but elects to ”wait and see what they do (delay initiative actions) hoping that the Hobgoblins will break cover and advance into Lightning Bolt spell range.

B23 “The DM may chose to roll initiative for each character and the monsters he or she is fighting instead of for each side.”

I am playing with group initiative but allowing individual players who have won initiative, to decide to delay initiative actions. Often a Thief hiding in the shadows will want to wait, hoping for a good opportunity to back stab. Or a Cleric will wait and then move to whomever is injured, so they can be healed in the next round.


Rest/Healing

B19 “After moving for 5 turns, the party must rest for 1 turn.“

 I recommend not using this Moldvay rule. Having the players constantly stopping to rest, kills the flow of the game. Holmes, Mentzer and the Rules Cyclopaedia do not require a rest every 5 turns of movement.

B25 “Wounds may be cured in two ways: by resting or by magic. To cure wounds by resting, the wounded creature must relax in a safe place, and may do nothing but rest. Each full day of complete rest will restore 1-3 hit points.”


Blindness/Darkness

MD23 “A blinded creature may attack, but with a -4 penalty on all Hit rolls. Anyone attacking a blinded creature gains a +4 bonus to all Hit rolls, since the victim cannot properly defend itself. A blinded creature may move at 1/3 normal speed, or up to 2/3 normal speed if guided or led.”

The Moldvay Light/Darkness Spell, as it is written, is much too powerful. Mentzer allows characters that can not see (for whatever reason), the possibility of attacking.


Thieves

B22 "Any character has a 1 in 6 chance of finding a trap when searching for one in the correct area. Any dwarf has a 2 in 6 chance.“

A first level thief has only a 10% chance of finding traps (B8), while a non thief has a 16% and a dwarf 33%. To try to solve this problem, I allow thieves to use the both the 1 in 6 chance and the normal thief percentage to find traps.

B22 “If any character does something which could trigger a trap (such as walking over a certain point), the trap will be sprung on a roll of 1-2 (on 1d6)."

Traps are not automatically sprung if a Thief fails a detect traps/remove traps roll.

RC22 “While in shadows, the thief may use his Move Silently ability, but attacking someone reveals the thief…Note that if the thief is under direct observation, he can't hide in shadows against the people watching him; they'll be able to follow his progress with no problem.”

RC23 “If the intended victim sees, hears, or is warned of the thief's approach, the thief's attack is not a backstab; it is an ordinary attack, doing the damage appropriate for the weapon used. When no battle is in progress, a backstab attempt may require a Move Silently ability check.”

Thieves can both Hide in Shadows and Move Silently at the same time. Backstab requires the target not to be aware of the thief. If an enemy can see/has seen/knows there is a thief, the thief does not get a back stab bonus/damage for a rear attack. So attacking an enemy who is Retreating is the standard +2/no shield, but attacking a Surprised opponent is a Backstab. A failed Hide in Shadows/Move Silently roll doesn’t mean the Thief is automatically seen/heard. The Thief/Party would still have the normal 1-2 in 6 chance to Surprise in an initiative situation.

Example: A Thief fails his pickpocketing roll and some of the city guards see him attempting to steal the purse of a merchant. The Thief can not Hide in Shadows while the guards are looking at him. The Thief runs around the corner (out of direct view) into a dark alley. Now the Thief can attempt to Hide in Shadows. If successful, the Thief can then Backstab a guard who enters the alley.

Rear Attacks for Non-Thieves

B25 “If a creature tries to retreat, the opponent may add + 2 to all "to hit" rolls, and the defender is not allowed to make a return attack. In addition to the bonus on "to hit"rolls, the attacks are further adjusted by using the defender's Armor Class without a shield. (Any attacks from behind are adjusted in the same manner.)

RC104 “This is the same +2 that characters normally get for attacking from behind (see the Attack Roll Modifiers Table on page 108)”

B23 “If surprise is possible, the DM should roll 1d6 for each side in the encounter. A result of 1 or 2 for either side indicates that the side is surprised….if one side surprises the other, those not surprised may move and attack the first round.”

Basic D&D is very unclear how non-thieves gain rear attacks. If it is based on line of sight, then using "theater of the mind" is difficult. For simplicity, when not using miniatures, I have ruled that non-thieves only get the possibility of rear attacks during Retreat or Surprise. Surprise allows no actions or movement, for one round the surprised individual can do nothing. If their enemies can see their rear, they can be attacked at +2/no shield.

Example: A Halfling encounters two Brigands on a mountain road. The DM rolls for Surprise and the Halfing is Surprised. One Brigand is to the north and the other is to the east. The Brigand to the east, moves south, so he can see the back of the Halfling. Both Brigands shoot arrows. The Brigand to the south receives +2/no shield to hit for a rear attack, while the Brigand to the north has no bonus. The Halfling can take no action because he is Surprised. The next round the Brigand behind the Halfling does not receive any rear attack bonuses because Surprise is over.

(If you are using miniatures and want more tactical crunchiness, I have an optional Facing house rule in the miniatures section that allows rear attacks based on line of sight.)


Negative Hit Points

RC266 “when a character is reduced to 0 hit points or below in combat (or from death spells), he's not yet dead. He's unconscious and mortally wounded; if left untended, he will die. He must make a saving throw vs. death ray every turn. He makes the first roll on the round he drops to 0 hit point; he makes another every round he takes additional damage, and every 10 minutes (one turn) in addition. If he ever fails a roll, he's dead.”

Basic D&D is very lethal. If characters die too easily, players stop role playing and just focus of the mechanics of staying alive. Constantly rolling up new characters is not much fun. Using this rule has been beneficial in reducing the number of deaths in the campaign.


Character Creation

B6 “First level characters may easily be killed in battle. As an option, the DM may allow a player character to roll again if the player has rolled a 1 or 2 for the number of hit points at first level only.”

B13 "Sometimes, a player may 'roll up' a character who is below average in every ability, or who has more than one very low (3-6) ability score (such as a fighter with very low Dexterity and Constitution). The DM may declare the character to be not suited for dangerous adventure, and the player may be allowed to roll up a new character in place of the 'hopeless' one."

First level characters have the odds already stacked against them. Playing a character with a low hit points or poor abilities, often results in a very short game.


Saving Throw Modifications

RC266 “In the standard rules, the only ability score that can affect a saving throw is Wisdom (affects saving throws vs. spells). The DM does, however, have the option to apply ability score bonuses and penalties to other saving throws:

Strength: Modifies saving throws vs. paralysis and turn to stone.
Intelligence*: Modifies saving throws vs. mind attacks (charm, confusion, control, fear, feeblemind, sleep, etc.).
Wisdom*: Modifies saving throws vs. spells.
Dexterity: Modifies saving throws vs. wands and dragon breath.
Constitution: Modifies saving throws vs. poison (but not vs. death ray).
* Combined modifier cannot exceed +/ -3”


Charge/Lance Combat/Set The Spear 

X27 "Charge: When a creature rushes into melee combat this is called a charge. A charge cannot be made after the opponents have closed to melee range, nor can it be made in forest, mountain, jungle, swamp, or broken terrain which prevents running. The charging creature must move at least 20 yds. A successful charge attack by a creature with large horns or tusks does double damage to an opponent. Hits on charging creatures by spears or pole arms braced against the ground will do double damage."
  
MX10 “If a monster charges - that is, runs for 20 feet indoors, or 20 yards outdoors, before its attack-the fighter may "set the spear." This is holding the spear firm, against one foot, to defend against the attack. A spear cannot be "set" on horseback. If the charge is by surprise, there is no time to set the spear."

X25 "LANCE COMBAT. The lance is a special long spear that is best used by a fighter mounted on horseback. If the terrain is clear and fairly level, any opponent more than 20 yards away can be charged. If the charging creature hits, damage is doubled. Otherwise the lance is treated as a spear."

MX10 "Other human classes cannot use a lance effectively."
 
MX18 "A dwarf may “set” a spear against charge attacks, and (when mounted) may charge with a lance....An elf may “set” a spear against charge attacks, and (when mounted) may charge with a lance."

MX19 "In combat, a halfling may “set” a spear against charge attacks... However, halflings are too small to properly wield a lance from horseback. 

RC185 "War Horse: This type of horse is bred for its warlike temperament and strength. Unlike other horses, it is trained to charge. When charging, its rider can do double damage when using a lance. The horse cannot fight while charging, and cannot move at charging speed for more than three rounds at a time."

Interpretation: Only monsters with large horns or tusks can Charge. Horned/Tusked monsters need 20 feet indoors or 20 yards outdoors to Charge. A Charge does double damage. Only Fighters, Dwarfs and Elves can Charge, if they are on a trained mount and have a lance. There must be suitable terrain for a Charge to take place. It is very unlikely a horse and rider could ever charge in a dungeon.

Fighters, Dwarfs, Elves and Halflings can Set The Spear against a Charge. Hits on Charging monsters by braced spears or pole arms do double damage.


House Rules for Miniatures

Our campaign is using 5 ft squares for miniatures, with 1:1 movement on dungeon maps. This does cause diagonal movement to be slightly off, but it doesn’t seem to effect game play.

When using 5 ft squares, opponents are either 0 feet apart, 5 feet apart, 10 feet apart, 15 ft apart etc…
Opponents in squares right next to each other, are less than 5 ft, melee distance. Opponents one square away are 5 ft apart, minimum missile range


Movement Through Allies' Squares/Space

B26 “in a 10' wide corridor, it is not likely that more than two or three characters could fight side by side. “

So if you are using standard 5' squares, with a character in each square, it would suggest the third character could move in between them. This permits a wounded Fighter to move from the front of the party to the back. It is not possible to stop in an Allies' square nor is it possible to move through an Enemies' square. If gaming with miniatures on a tabletop, understanding this is important.

Moldvay does not allow movement in B25 “crowded situations”, but it is up to the DM to determine what are “crowded situations”.


Facing Changes (Rear Attacks)

Characters get two facing changes per round. One occurs during their movement phase, whether they actually move or not. The other occurs immediately after enemy movement, before enemy missile/spell/melee. A character can attack any enemies to the front of his facing. Movement can be diagonal, but facing changes must always be north, south, east, west. There are no flank attacks in Basic D&D, only Rear attacks have bonuses to hit. Rear attacks are +2, no shield. (B25)


A facing change does not nullify the effect of a Retreat from melee. The opponents that are Retreating are still +2/no shield bonus to hit. It is not possible for a character to attack a foe at his rear without a facing change. Surprise allows no facing changes or movement, for one round the character can take no action. Attacking a humanoid from the rear is always a +2/no shield bonus (B25). If an enemy can see/has seen/is aware of a Thief, the Thief does not get a back stab bonus/damage (RC23) for a rear attack.


 Opponents that move into a melee square (under 5 ft), against an enemy that has the ability to attack, must immediately stop their Encounter Movement. They can only use "Movement in Melee" (Retreat/Fighting Withdrawl/Free 5' Step) in the next round. This prevents rear attacks from occurring too frequently and stops characters from just walking past monsters. 

Example: Three adventures find their exit from a dungeon blocked by a Fire Mage. Adventure C is wounded, so the decision is made that he will run while the others fight their way past.

Adventurer A takes 3 rounds to pass the Fire Mage. He advances using Encounter Movement and attacks. He then uses Free 5' Step to move one square and attack. Finally he does a Fighting Withdrawl to disengage from melee.

Adventurer B takes 2 rounds to pass the Fire Mage. He advances using Encounter Movement and attacks. He then declares a Retreat and is +2 to hit/no shield as he leaves melee.

Adventurer C takes 1 round to pass the Fire Mage. Adventurer C is not in melee so he can use Running Speed. He also does not run through the Fire Mage's melee squares, so he does not have to stop.


Well that's it. Hopefully this will give some people ideas about running their own old school Basic D&D Campaign.

*Many of the references are courtesy of Mr. Reaper and in the Dragonsfoot.org forums. Tokens by Devin.