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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: 6078827" data-attributes="member: 6680772"><p><strong>Part 4: The Adventure (I)</strong></p><p>Finally, character generation comes to an end, and we get to meat of the game.</p><p></p><p></p><p>Party Size and Composition - As noted previously, the game recommended for 3 players, so 2 players and a DM. In this section, Moldvay recommends parties be made up of 6-8 characters. Variety is recommended: fighters for fighting, clerics for auxiliary fighting support and buffs, magic-users for thinking, problem solving, and powerful spells, thieves for opening locked doors and scouting ahead, and demi-humans for their special powers. Moldvay writes, "Most DMs allow a player only one character at a time. Sometimes a person may play more than one character at a time, such as when there are only a few persons playing." Players and the DM are encouraged to keep multiple PCs played by one person from getting too close, passing magical treasure and money between themselves. Here Moldvay also suggests hiring retainers.</p><p></p><p></p><p>Organizing a Party - Here Moldvay first suggest that "marching order" be decided. The people in front scout ahead, the people in the middle search, and the people behind guard the rear. Most common order is ranks two-by-two. Armored folks should be in the front and back, and magic-users and thieves in the middle.</p><p></p><p></p><p>Regarding the caller, Moldvay writes:</p><p></p><p></p><p></p><p>Couple interesting things here. Once again, it is made clear that the caller doesn't necessarily hold any special leadership in the party, but merely announces what the party is doing. What is somewhat unexpected is that that while the caller is a metagame role, he seems expected to have an in-game role, as well, needing to be near the front to see what DM describes, and of high Charisma, presumably for reaction rolls.</p><p></p><p></p><p>Next we talk about the mapper. Since this has become something of a lost or dying art, let's quite Moldvay in full again:</p><p></p><p></p><p></p><p>These roles certainly reinforce the concept of D&D as a game of dungeon exploration. An significant amount of playtime is thus given to the caller checking with everybody to figure out what the party is doing, and a mapper plotting out the explore areas.</p><p></p><p></p><p>The next section talks about Figures, suggesting they be used to show marching order, changing position in certain situations. Then Time is covered: turns of 10 minutes, it takes one turn to explore a 10x10 space, and to move one's movement rate. Speaking of Movement, the next paragraph details with it. Unencumbered characters move 120' per turn. 1/3rd of this rate is how fast one moves in a round. Running is the same speed of 120', now counted by round. It is assumed the 120' per turn is due to carefully mapping, searching, and trying to move quietly. On to Resting: characters must rest 1 turn for every 5 they explore. Finally the page wraps with a paragaph on Scale Movement. Here Moldvay suggests 1 inch = 10' scale. However, in a later section he will suggest 1 square inch represent 5 square feet, quite in line with what 3e and 4e use.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6078827, member: 6680772"] [b]Part 4: The Adventure (I)[/b] Finally, character generation comes to an end, and we get to meat of the game. Party Size and Composition - As noted previously, the game recommended for 3 players, so 2 players and a DM. In this section, Moldvay recommends parties be made up of 6-8 characters. Variety is recommended: fighters for fighting, clerics for auxiliary fighting support and buffs, magic-users for thinking, problem solving, and powerful spells, thieves for opening locked doors and scouting ahead, and demi-humans for their special powers. Moldvay writes, "Most DMs allow a player only one character at a time. Sometimes a person may play more than one character at a time, such as when there are only a few persons playing." Players and the DM are encouraged to keep multiple PCs played by one person from getting too close, passing magical treasure and money between themselves. Here Moldvay also suggests hiring retainers. Organizing a Party - Here Moldvay first suggest that "marching order" be decided. The people in front scout ahead, the people in the middle search, and the people behind guard the rear. Most common order is ranks two-by-two. Armored folks should be in the front and back, and magic-users and thieves in the middle. Regarding the caller, Moldvay writes: Couple interesting things here. Once again, it is made clear that the caller doesn't necessarily hold any special leadership in the party, but merely announces what the party is doing. What is somewhat unexpected is that that while the caller is a metagame role, he seems expected to have an in-game role, as well, needing to be near the front to see what DM describes, and of high Charisma, presumably for reaction rolls. Next we talk about the mapper. Since this has become something of a lost or dying art, let's quite Moldvay in full again: These roles certainly reinforce the concept of D&D as a game of dungeon exploration. An significant amount of playtime is thus given to the caller checking with everybody to figure out what the party is doing, and a mapper plotting out the explore areas. The next section talks about Figures, suggesting they be used to show marching order, changing position in certain situations. Then Time is covered: turns of 10 minutes, it takes one turn to explore a 10x10 space, and to move one's movement rate. Speaking of Movement, the next paragraph details with it. Unencumbered characters move 120' per turn. 1/3rd of this rate is how fast one moves in a round. Running is the same speed of 120', now counted by round. It is assumed the 120' per turn is due to carefully mapping, searching, and trying to move quietly. On to Resting: characters must rest 1 turn for every 5 they explore. Finally the page wraps with a paragaph on Scale Movement. Here Moldvay suggests 1 inch = 10' scale. However, in a later section he will suggest 1 square inch represent 5 square feet, quite in line with what 3e and 4e use. [/QUOTE]
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