Showing posts with label D&D BECMI. Show all posts
Showing posts with label D&D BECMI. Show all posts
Friday, November 28, 2014
Rulebook Ruminations: Dungeons & Dragons Expert
We're five months into our Dungeons & Dragons Basic / Expert campaign, and it has been a blast. With 92 hours logged so far, we've managed to creep up the experience scale to right about 6th level. We've enjoyed how simple the game is, but that only lasted so long. Now, our players are hungry for those forgotten bits of complexity that gives Advanced and later versions their staying power and are beginning to branch out in ways they haven't before.
At 4th level, I allowed the Expert book to be used freely by the players. It starts out with a treatise on higher level characters, up to 14th level. However, the gains characters make each level are dispersed across the levels. This results in massive boosts to certain classes at certain levels, while other levels don't do anything but give you a Hit Die.
More equipment is added, most notably sailing vessels. This has been a focal point of our campaign so far, as it's based around the Sea of Dread. Some other basic land transport information is given, but it's all "basic" stuff here.
Of course, more spells. There aren't very many spells per level, which is great for new players or players using spellcasters for the first time. It's easy to wrap your head around things and get the hang of the most basic of spells you may encounter in your adventuring career.
Basically, everything in the game is fleshed out to a higher degree. There are more spells, monsters and treasures. There is more info on combat, and how you can engage in combat. Notable additions there are mounted, naval and aerial combat rules.
However, it's the wilderness rules that are the star of the show. Not really much here in the way of text, but the way it opens the game up from just the basic rulebook is felt by all involved immediately. Now you can travel from town to town, from town to dungeon, from dungeon to dungeon or whatever. And also...ships.
Non-player characters are given more attention as well...especially the different kinds of specialist PC's can hire. You'll need sailors for your ships' crews, and you'll probably need an alchemist or sage at some point. Not to mention the brutal mercenary army you always wanted.
There's a bit of Mystara information in the very back as well, all centered on Karameikos. It's very basic, but this publication was the seed from which the Known World was grown. As it is, it shows the Dungeon Master how to set up an outdoor campaign setting in a traditional hex map. This is nice, since everyone knows Karameikos is full of fun times.
In conclusion, the Expert rulebook is essential to a Dungeons & Dragons game that wants to expand from Basic. However, all these rules are included in the Rules Cyclopedia. None of this is still in print, but if you fancy giving it a go it and it's Basic and Companion cohorts can be had pretty cheap secondhand.
Categories
D&D BECMI,
Dungeons & Dragons,
Product Review
Friday, July 18, 2014
Rulebook Ruminations: Dungeons & Dragons Basic
Earlier this month, the Dungeons & Dragons Basic Rules for what is essentially 5th Edition is up for download at the Wizards of the Coast website. Seems like a great time to talk about the actual rules we are using right now at the Wargate, which happens to be a copy of 1981's Basic Rules. There's a lot of material that today's gamers might find interesting, and I know not everyone is familiar with some of this old stuff. So in today's rumination, I'm going to run down a list of some of the old rules you may not be familiar with.
Our copy of D&D Basic that is currently being run at the Wargate is none other than the 1981 printing of the red book above. We also have the "blue" book and introductory boxed set, but this current campaign focuses on a different set of modules than what I want to run using only that box. To that end, we have the Basic, Expert, and Companion sets from this era, with the Rules Cyclopedia to top it off. The gist of it is - you only get access to each set when you level up. So at the beginning of the campaign, this Basic rulebook is literally all you have to start with.
Ability scores with a straight 3d6 roll, straight down the list. No rolling and placing scores in the Ability you like most - the only customization you can do at this point is that some classes can reduce certain Abilities to gain a point in their Prime Requisite, at a 2 to 1 ratio. So you get what you get. Makes the scores a lot more relevant, and it makes rolling them much more exciting a prospect.
Next, there are only 7 classes. Four of these - Fighter, Thief, Cleric and Magic-User - are human. The remaining three - Dwarf, Elf and Halfling - are races. So there you go - one of the biggest differences lie in the streamlining of choices, especially prevalent at the Basic level. One way this manifests is in how the demihumans are presented, which are as entirely separate classes.
One thing about older versions of D&D is that each class has a different value of XP needed to advance a level. A Fighter needs 2,000 points to advance to level 2, but a Magic-User needs 2,500 XP. Likewise, a Cleric needs 1,500, and an Elf needs 3,000. Why the disparity?
There are no skills / proficiencies is Basic. However, each of the classes has a lot of things only its' members can do, and for certain classes (especially demihumans) they come loaded for bear on these special skills. Elves are basically what would come to be known in later editions as Fighter/Mages, and since they combine the abilities of both require the most XP to advance a level.
Spells are very simple and limited. Most don't have overthought rules, and simply apply to "groups" of monsters when cast. The silliest thing I've seen are Killer Bees put to Sleep, which wouldn't happen under more advanced rules. Actually, that's not bad considering how stripped down Basic is compared to 3e and everything that came after.
A very basic equipment list will help complete you character, but the old layout makes you suffer. It's a good thing it's a small manual. Combat and weapon information is in 3 different places - it's almost as if they didn't know people would need to reference a weapons' damage, weight and cost at the same time.
Encounters and adventures are explained well - in fact this is one of the better examples in all of RPG-dom. The breakdown of Turns and Rounds keep the "game" aspect quite clear. All in all, Basic is still one of my favorite manuals, and has been indispensable throughout my tenure as Dungeon Master.
The game is balanced very differently from it's descendants. There is a complete lack of Thac0 and saving throw progression throughout, although some rules for higher level characters are presented. Still, it won't be until you hit 4th level that it will get easier to hit monsters.
Yet, monster HD scaling is absolutely on par with later editions. Monsters get Thac0 and save bonuses right out of the gate, so be warned - a 3 HD monster has Thac0 17, while a 3rd level Fighter languishes at 19. They have the same amount of hit points (on average) but that 10% attack difference means that the monster will hit more often. At 3rd level, don't expect to be able to take more than 3 dice of damage (that's why they are called Hit Dice)!
Basic treasure tables do actually contain quite a bit, but the amount of magical items described might be fewer than you expect. However, it does cover a lot of the basics, from magical weapons and armor to potions, scrolls, rings, staves and even more esoteric kit. Very strange magical items are not included, but there's more than enough here to get your adventurers started.
So, the delay in posting has been in part due to the release of the new rules, which I started devouring immediately upon release. I followed and partook in the playtest, and have a vested interest in D&D Next. I was going to do a comparison piece, but it really deserves it's own review. I would take this task gladly, but we're going to be in Mystara for quite some time to come. Suffice it to say, I actually like this new version.
At first glance, the new D&D seems to combine design aspects from both 3e and 4e. I like a lot of what I see, but I'm going to hold off a full opinion until I get my hands on a Player's Handbook and Dungeon Master's Guide. I've been reading those since 1991, and I know what goes in them. Oh well, I guess we have to wait even longer.
I don't think we'll notice the wait, though. We have tons of stuff to work through, and by the time we're done in Mystara all this new stuff will be out. Who knows? Maybe we'll jump ahead to 5e. Until then, good luck gamers! See you on Game Day!
Categories
D&D BECMI,
Dungeons & Dragons,
Product Review
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