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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: 6085233" data-attributes="member: 6680772"><p><strong>The Encounter, part 1</strong></p><p>This section introduces the Order of Events in One Game Turn. What I'm going to do for this installment is use that as a base. Next time we'll explore Combat via the Combat Sequence.</p><p></p><p><strong>1. The DM rolls for wandering monsters (1d6, see page B53).</strong></p><p>I'll get into more detail when we get to page B53 in its own time, but I'll note here that the basic system is a DM rolls 1d6 every two turns. A result of 1 means a Wandering Monster on the next turn. The DM rolls 2d6x10 for the distance away in feet and chooses from what direction it's approaching the players.</p><p></p><p><strong>2. The party moves, enters room, listens, and searches.</strong></p><p>Basically the things covered in chapter 4. Movement is based on encumbrance, doors may need to be forced (by rolling 1-2 on a d6), and listening is 1 in 6 normally, 2 in 6 for demi-humans, and up to 3 in 6 for thieves. In terms of searching, there are no rules other than dwarves' and elves' special abilities. Going by the example of play at the end of the book, basically the player says where they are searching, and if there's treasure there, they find it. This is often criticized as "pixel-bitching", but the example of play, at least, does not demand such detail. I do seem to recall treasure in modules sometimes being hidden unless players did something terribly counter-intuitive. The +1 shield in B2, for example.</p><p></p><p><strong>3. If monsters are <em>not</em> encountered, the turn ends. If monsters <em>are</em> encountered, the DM rolls for Number Appearing.</strong></p><p>This is gone into in a bit more detail in the Monster's section, but on this page it notes that this may be rolled randomly or decided by the design of the dungeon. The ranges for number appearing are supposed to be used for monsters appearing on a dungeon level equal to their own level (HD). If there's a number in paranthesis after the range in the monster's entry, this is for either a wilderness encounter (explained in the D&D EXPERT SET), or an underground lair.</p><p></p><p><strong>4. The DM rolls 2d6 to check the distance between the monsters and the party.</strong></p><p>Actually this only rolled if the DM isn't certain. Distance will basically be decided by situation. "A monster seen 'coming around a corner' 20 feet away, for example, is encountered at that distance."</p><p></p><p><strong>5. The DM rolls 1d6 for both the monsters and the party to check for surprise.</strong></p><p><strong></strong></p><p><strong>The DM and party roll 1d6 for initiative to see who goes first.</strong></p><p>Surprise only happens when the DM deems it possible. Multiple attempts to force open a door will mean any monsters therein will not be surprised. The roll is a 1-2 on a d6. Results are pretty straightforward: both parties surprised mean they cancel out, with no moves or fighting for that round. One side surprised means the non-surprised side gets a free round of actions. Neither surprised means initiative is rolled.</p><p></p><p>Initiative has changed quite a bit over the years and editions. In fact 3e and 4e may be the first time it's remained essentially the same. In B/X, the default is side initiative, rolled on d6, every round. Ties can be rolled again or happen simultaneously, at DM's discretion. One thing that is interesting is that while initiative has become synonymous with combat, in Moldvay it is <em>not exactly</em> about that. It is an encounter mechanic, but it maintains more of its broader meaning, rather than just order of attack. Moldvay writes:</p><p></p><p>So here we see initiative also acting as a social mechanic. The side with initiative can set the tone. This is not quite how it is portrayed in the example of combat at the end of the chapter (the DM doesn't call for initiative until a bad reaction roll leads to a hobgoblin charge), but it is how it is done in the example of play at the end of the book. The DM rolls for surprise (no surprise), rolls for initiative (goblins win) and rolls for reaction (goblins attack).</p><p></p><p>Moldvay also includes paired combat as an optional rule, which allows for Dex mods, Halfling mods, and ostensibly two-handed weapons (more on that later) to come into play. However, monsters don't come with Dexterity scores, so it's up to the DM to give them modifiers for speed, if he or she wants to. </p><p></p><p><strong>6. The DM rolls 2d6 for Monster Reaction.</strong></p><p>This is the DMs option. Some monsters, like zombies, always act in the same way. The table is pretty simple, leaving much to DM discretion. Mentzer introduced a more detailed table. For example, here a 3-5 is "Hostile, possible attack." In Mentzer, 3-5 is "Possible attack, roll again". After another round of negotiation, the roll is made with a 2-8 indicating attack, and 9-12 indicating uncertainty. If a 9+ is rolled, there is another round of negotiating, and then a roll with 2-5 indicating attack, 6-8 indicating monsters leave, and 9-12 indicating they are friendly. Mentzer's system seems easier to handle, but Moldvay's seem more organic.</p><p></p><p><strong>7. The party and the monsters react:</strong></p><p><strong>If both sides are willing to talk, the DM rolls for monster reactions and initiative, as necessary.</strong></p><p><strong>If one side runs away, the DM should check the chance of Evasion and Pursuit.</strong></p><p><strong>If combat begins, the DM should use the </strong>Combat Sequence<strong> to handle combat</strong>.</p><p>Again, here we have the idea of initiative being rolled from round to round during social interaction. I find this fascinating. I've just checked Mentzer and that is not how its written. The order of events in an encounter are No. Appearing, Surprise, Reactions, and Results. Initiative is only included in the order of events in combat.</p><p></p><p>Evasion and Pursuit: If the evading side is faster than the other side, evasion is automatic. If not, the pursuing side must decide if they want to give chase. Players decide this themselves, of course, while monsters make a reaction roll (low = pursue, high = let go). If pursuit is chosen, both sides are running. Monsters give up the chase when PCs are no longer in sight. Unintelligent monsters stop 50% of the time if food is dropped, while intelligent monsters stop 50% of the time when treasure is dropped. Important dungeon safety tip.</p><p></p><p><strong>8. End of turn. where necessary, the DM should check the character's remaining hit points, whether or not they need rest (see page B24), any changes in the party's marching order or possessions, their encumbrance (see page B20), their sources of light, the durations of any spells in progress, and the total time the party has spent in the dungeon.</strong></p><p>Turn time is 10 minutes/turn, and round time is 10 seconds/round. While combats are highly unlikely to reach the 60 rounds that equal 1 turn, the remaining time is considered time spent resting, catching one's breath, cleaning weapons, binding wounds, and so on, so 1 encounter will generally take 1 turn. The note on resting refers to the rule that 1 turn must be spent on rest after 5 turns of exploration, as well as the Running rules. Characters can only run for half a turn (30 rounds = 5 minutes) and then must rest for three complete turns (30 minutes).</p></blockquote><p></p>
[QUOTE="Iosue, post: 6085233, member: 6680772"] [B]The Encounter, part 1[/B] This section introduces the Order of Events in One Game Turn. What I'm going to do for this installment is use that as a base. Next time we'll explore Combat via the Combat Sequence. [B]1. The DM rolls for wandering monsters (1d6, see page B53).[/B] I'll get into more detail when we get to page B53 in its own time, but I'll note here that the basic system is a DM rolls 1d6 every two turns. A result of 1 means a Wandering Monster on the next turn. The DM rolls 2d6x10 for the distance away in feet and chooses from what direction it's approaching the players. [B]2. The party moves, enters room, listens, and searches.[/B] Basically the things covered in chapter 4. Movement is based on encumbrance, doors may need to be forced (by rolling 1-2 on a d6), and listening is 1 in 6 normally, 2 in 6 for demi-humans, and up to 3 in 6 for thieves. In terms of searching, there are no rules other than dwarves' and elves' special abilities. Going by the example of play at the end of the book, basically the player says where they are searching, and if there's treasure there, they find it. This is often criticized as "pixel-bitching", but the example of play, at least, does not demand such detail. I do seem to recall treasure in modules sometimes being hidden unless players did something terribly counter-intuitive. The +1 shield in B2, for example. [B]3. If monsters are [I]not[/I] encountered, the turn ends. If monsters [I]are[/I] encountered, the DM rolls for Number Appearing.[/B] This is gone into in a bit more detail in the Monster's section, but on this page it notes that this may be rolled randomly or decided by the design of the dungeon. The ranges for number appearing are supposed to be used for monsters appearing on a dungeon level equal to their own level (HD). If there's a number in paranthesis after the range in the monster's entry, this is for either a wilderness encounter (explained in the D&D EXPERT SET), or an underground lair. [B]4. The DM rolls 2d6 to check the distance between the monsters and the party.[/B] Actually this only rolled if the DM isn't certain. Distance will basically be decided by situation. "A monster seen 'coming around a corner' 20 feet away, for example, is encountered at that distance." [B]5. The DM rolls 1d6 for both the monsters and the party to check for surprise. The DM and party roll 1d6 for initiative to see who goes first.[/B] Surprise only happens when the DM deems it possible. Multiple attempts to force open a door will mean any monsters therein will not be surprised. The roll is a 1-2 on a d6. Results are pretty straightforward: both parties surprised mean they cancel out, with no moves or fighting for that round. One side surprised means the non-surprised side gets a free round of actions. Neither surprised means initiative is rolled. Initiative has changed quite a bit over the years and editions. In fact 3e and 4e may be the first time it's remained essentially the same. In B/X, the default is side initiative, rolled on d6, every round. Ties can be rolled again or happen simultaneously, at DM's discretion. One thing that is interesting is that while initiative has become synonymous with combat, in Moldvay it is [I]not exactly[/I] about that. It is an encounter mechanic, but it maintains more of its broader meaning, rather than just order of attack. Moldvay writes: So here we see initiative also acting as a social mechanic. The side with initiative can set the tone. This is not quite how it is portrayed in the example of combat at the end of the chapter (the DM doesn't call for initiative until a bad reaction roll leads to a hobgoblin charge), but it is how it is done in the example of play at the end of the book. The DM rolls for surprise (no surprise), rolls for initiative (goblins win) and rolls for reaction (goblins attack). Moldvay also includes paired combat as an optional rule, which allows for Dex mods, Halfling mods, and ostensibly two-handed weapons (more on that later) to come into play. However, monsters don't come with Dexterity scores, so it's up to the DM to give them modifiers for speed, if he or she wants to. [B]6. The DM rolls 2d6 for Monster Reaction.[/B] This is the DMs option. Some monsters, like zombies, always act in the same way. The table is pretty simple, leaving much to DM discretion. Mentzer introduced a more detailed table. For example, here a 3-5 is "Hostile, possible attack." In Mentzer, 3-5 is "Possible attack, roll again". After another round of negotiation, the roll is made with a 2-8 indicating attack, and 9-12 indicating uncertainty. If a 9+ is rolled, there is another round of negotiating, and then a roll with 2-5 indicating attack, 6-8 indicating monsters leave, and 9-12 indicating they are friendly. Mentzer's system seems easier to handle, but Moldvay's seem more organic. [B]7. The party and the monsters react: If both sides are willing to talk, the DM rolls for monster reactions and initiative, as necessary. If one side runs away, the DM should check the chance of Evasion and Pursuit. If combat begins, the DM should use the [/B]Combat Sequence[B] to handle combat[/B]. Again, here we have the idea of initiative being rolled from round to round during social interaction. I find this fascinating. I've just checked Mentzer and that is not how its written. The order of events in an encounter are No. Appearing, Surprise, Reactions, and Results. Initiative is only included in the order of events in combat. Evasion and Pursuit: If the evading side is faster than the other side, evasion is automatic. If not, the pursuing side must decide if they want to give chase. Players decide this themselves, of course, while monsters make a reaction roll (low = pursue, high = let go). If pursuit is chosen, both sides are running. Monsters give up the chase when PCs are no longer in sight. Unintelligent monsters stop 50% of the time if food is dropped, while intelligent monsters stop 50% of the time when treasure is dropped. Important dungeon safety tip. [B]8. End of turn. where necessary, the DM should check the character's remaining hit points, whether or not they need rest (see page B24), any changes in the party's marching order or possessions, their encumbrance (see page B20), their sources of light, the durations of any spells in progress, and the total time the party has spent in the dungeon.[/B] Turn time is 10 minutes/turn, and round time is 10 seconds/round. While combats are highly unlikely to reach the 60 rounds that equal 1 turn, the remaining time is considered time spent resting, catching one's breath, cleaning weapons, binding wounds, and so on, so 1 encounter will generally take 1 turn. The note on resting refers to the rule that 1 turn must be spent on rest after 5 turns of exploration, as well as the Running rules. Characters can only run for half a turn (30 rounds = 5 minutes) and then must rest for three complete turns (30 minutes). [/QUOTE]
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