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'.”
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."
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.
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.
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)”
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."
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.
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.
Can you discuss interrupting spellcasting and its relation to initiative?
ReplyDeleteI've included a few new references to initiative and spell casting.
DeleteB19 “After moving for 5 turns, the party must rest for 1 turn.“
ReplyDeleteThat does not mean combat. It’s not on the combat section but the adventure section. As B23 notes turns are 10 minutes and refer to exploration. ROUNDS are ten seconds each and refer to encounters or combat.
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."
ReplyDeleteYes but that’s only in the DM notes. The rules on B19 say 1”= 10’ This makes much more sense, especially when exploring at 120’ per ten minute turn.
B19 “SCALE MOVEMENT: If miniature figures are used, the actual movement of the characters can be represented at the scale of one inch equals ten feet. A movement rate of 60' per turn would mean that a miniature figure would move 6 inches in that turn. Scale movement is useful for moving the figures on a playing surface (such as a table).”
About MU's spell getting ruined if they lose initiative -- I really dislike this, and it's another reason I use parallel-style Combat Sequence, in which Side Initiative is rolled, and then each side takes a turn during each Phase of the combat: ML, MOV, Missile, Magic, Melee. I.e., after Monsters check ML, then each side moves, each side shoots missiles, each side can cast magic, each can do hand-to-hand Attacks, but whoever won initiative always takes their side's turn first in each phase. Much more give and take, feels more real, goes quick. In 'game time' each phase happens quick, taking no more than a second or 2 out of 10 seconds of the total round. So whoever's side won initiative, just had an edge; something happened to make them more bold, focused, sharp, so they're always a second or so ahead of their foes. It has the benefit for MU's that they don't get their spell ruined just by losing initiative.
ReplyDelete