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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: 6076796" data-attributes="member: 6680772"><p>All right folks, if you've been the dark so far, spring for a Moldvay Basic PDF for 5 bucks! 'Cause now we're going to...</p><p></p><p></p><p><strong>Character Classes!</strong></p><p>First off, Moldvay notes from the outset that humans are the most wide-spread race, due to their "courage, curiosity, and resourcefulness." Elves, dwarves, and halflings are of course classes, and grouped under "demi-humans", one of those D&D turns of phrase that have vanished from the lexicon. While Holmes distinguished race from class, Moldvay seems to simplify the conceits of the original Little Brown Books, where dwarves and hobbits could only be fighting-men, and elves were both fighting-men and magic-users.</p><p></p><p></p><p>Clerics - Unlike Mentzer, who attributed clerical powers to their "beliefs", Moldvay says from the outset: "Clerics are humans who have dedicated themselves to the service of a god or goddess." Prime req is Wisdom, Hit Dice are d6, can wear any armor, and only use weapons without edges. Turning Undead is explained here - the Clerics versus Undead table lists either "no effect", a number, or a "T". No effect means they can't be turned, a number indicates the number to be rolled over with 2d6, and a T means automatic Turning. Successful Turning means the DM rolls 2d6 to see how many HD are turned.</p><p></p><p></p><p>Dwarves - An interesting descriptor here is that dwarves' skin is "earth-colored", giving dwarves something of an ethnic feel. Dwarves get favorable saves vs. magical attacks, due to innate resistance. Con must be 9 to be a dwarf. Prime req is Strength, they use d8 for HD and can use any armor or weapon, except for longbows and two-handed swords. Special abilities are good saves, infravision for 60', and able to find slanting passages, traps, shifting walls, and new construction on a 1 or 2 on a d6, if they are looking for them. They automatically speak Common, Dwarvish, alignment tongue, and the gnome, kobold, and goblin languages. Moldvay already notes that they can only advance to the 10th level, which is nice so players don't get trapped before they buy the Expert Set.</p><p></p><p></p><p>Interestingly, one of Holmes' gripes about the Moldvay revision was infravision! He wrote:</p><p></p><p></p><p></p><p>Elves - Elves are 5 to 5 1/2 feet tall, and like feasting and frolicking. They have two Prime reqs: Strength and Intelligence. 13 or better in both gets +5% XP, and a 16 in Int gets the +10%. Hit dice are d6, can use any weapon or armor, and cast magic spells. Int must be 9 to be an elf. Special abilities include infravision to 60', they find secret and hidden doors on a 1 or 2 on a d6, if they are looking for them, and are immune to ghoul paralysis. They automatically speak Common, Elvish, alignment tongue, and the languages of orcs, hobgoblins, and gnolls. They can only advance to the 10th level.</p><p></p><p></p><p>Commenting on the classes in Moldvay, Holmes wrote:</p></blockquote><p></p>
[QUOTE="Iosue, post: 6076796, member: 6680772"] All right folks, if you've been the dark so far, spring for a Moldvay Basic PDF for 5 bucks! 'Cause now we're going to... [b]Character Classes![/b] First off, Moldvay notes from the outset that humans are the most wide-spread race, due to their "courage, curiosity, and resourcefulness." Elves, dwarves, and halflings are of course classes, and grouped under "demi-humans", one of those D&D turns of phrase that have vanished from the lexicon. While Holmes distinguished race from class, Moldvay seems to simplify the conceits of the original Little Brown Books, where dwarves and hobbits could only be fighting-men, and elves were both fighting-men and magic-users. Clerics - Unlike Mentzer, who attributed clerical powers to their "beliefs", Moldvay says from the outset: "Clerics are humans who have dedicated themselves to the service of a god or goddess." Prime req is Wisdom, Hit Dice are d6, can wear any armor, and only use weapons without edges. Turning Undead is explained here - the Clerics versus Undead table lists either "no effect", a number, or a "T". No effect means they can't be turned, a number indicates the number to be rolled over with 2d6, and a T means automatic Turning. Successful Turning means the DM rolls 2d6 to see how many HD are turned. Dwarves - An interesting descriptor here is that dwarves' skin is "earth-colored", giving dwarves something of an ethnic feel. Dwarves get favorable saves vs. magical attacks, due to innate resistance. Con must be 9 to be a dwarf. Prime req is Strength, they use d8 for HD and can use any armor or weapon, except for longbows and two-handed swords. Special abilities are good saves, infravision for 60', and able to find slanting passages, traps, shifting walls, and new construction on a 1 or 2 on a d6, if they are looking for them. They automatically speak Common, Dwarvish, alignment tongue, and the gnome, kobold, and goblin languages. Moldvay already notes that they can only advance to the 10th level, which is nice so players don't get trapped before they buy the Expert Set. Interestingly, one of Holmes' gripes about the Moldvay revision was infravision! He wrote: Elves - Elves are 5 to 5 1/2 feet tall, and like feasting and frolicking. They have two Prime reqs: Strength and Intelligence. 13 or better in both gets +5% XP, and a 16 in Int gets the +10%. Hit dice are d6, can use any weapon or armor, and cast magic spells. Int must be 9 to be an elf. Special abilities include infravision to 60', they find secret and hidden doors on a 1 or 2 on a d6, if they are looking for them, and are immune to ghoul paralysis. They automatically speak Common, Elvish, alignment tongue, and the languages of orcs, hobgoblins, and gnolls. They can only advance to the 10th level. Commenting on the classes in Moldvay, Holmes wrote: [/QUOTE]
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[Let's Read] Dungeons & Dragons Basic Rules, by Tom Moldvay
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