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At What Level Is Survivability Possible?
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<blockquote data-quote="Monayuris" data-source="post: 8027065" data-attributes="member: 6859536"><p>B/X works fine at 1st level.</p><p></p><p>There are significant differences between B/X game play and modern D&D game play.</p><p></p><p>Firstly, if you are playing B/X you should use the rules for Reactions and Morale ( I know they were called out as optional, but I consider that a mistake. They are vital to the game).</p><p></p><p>Reactions are used when you do not have a clear idea of how a monster will react to the PCs... I use it during random encounters and anytime there isn't an obvious reaction (I'm uncertain or I want to let the dice decide for me).</p><p></p><p>When you use the Reactions rule, a monster only attacks immediately on a result of 2 on a 2d6 roll. Any other result of the dice can lead to the players having some opportunity to parley, barter, bribe, or just run away. There is even a possibility of a friendly reaction. This mostly puts the choice of combat in the hands of the players and allows them to avoid unnecessary combat.</p><p></p><p>Morale is used to determine the monster's will to fight. By the book, morale is checked at the first death (PC or Monster) and when monsters are reduced to 1/2 their number. A failed Morale check will have monsters flee or surrender. If both conditions are met in the same round, there is a penalty to the morale check. So, when in combat with large numbers of humanoids, shock and awe is the tactic. You can squeak out a win by forcing a morale check, early in the combat.</p><p></p><p>Thief skills are special abilities that go beyond normal capability. They can't be compared to modern skills like Stealth or Hide and so on.</p><p></p><p>All characters can hide, but a thief can hide with nothing but shadows around them.</p><p>All characters can move stealthily, but a thief can move in complete silence.</p><p>All characters can climb, but a thief can scale a sheer surface with nothing but their hands and feet.</p><p></p><p>The situation above about sneaking up on someone is handled by the surprise rules (which is possible for any character). Move Silently is something that layers on top of that. So a thief would Move Silently and if that fails, still get a normal chance for surprise.</p><p></p><p>Combat tactics play a big part. Fight in formation and use choke points. The first rank should have high AC fighters, behind them henchmen and hirelings with spears. Minimize attacks against you while maximizing your attacks. Don't allow characters to get isolated and surrounded.</p><p></p><p>If your Magic-User has sleep or another combat mitigating spell, be decisive in its use. If you are in combat with a large number of low-level enemies, use it right away. Don't wait until your fighters have been exposed to attacks and damage.</p><p></p><p>B/X rewards XP for monsters and for gold piece value of treasure. Although the amount of XP for gold dramatically outweighs that of monster XP. You should avoid random encounters at all costs. They are not worth the risk. The focus of an adventuring party should be on finding unprotected treasure and locating monster lairs. Use tactics and deception to level the playing field against a lair. If you can avoid the monsters and steal their treasure, do it.</p><p></p><p>You aren't supposed to ever be in a fair fight with monsters. Use strategy, tactics, and whatever resources you have to stack the odds. Sleep spells, charm person, flasks of oil, formation fighting around choke points, use rations to distract unintelligent monsters, use some coin to distract intelligent ones.</p><p></p><p>The level of investment in gameplay in order to survive level 1 is what makes the game so much fun. So, I would at least run your first session at level 1 and get the experience.</p><p></p><p></p><p>If you do want to start at a higher level, I would recommend granting a set number of starting XP as opposed to a set level.</p><p></p><p>In B/X, classes are not balanced by level, but more balanced by their XP values. For example, a 2nd level Elf is not balanced with a 2nd level Fighter. I have started campaigns at 4000XP in the past. This puts most characters at level 3, with magic users and elves at level 2. At this level, they can take a hit and decide to withdrawal from combat if things go poorly... it also allows clerics to start with a spell.</p></blockquote><p></p>
[QUOTE="Monayuris, post: 8027065, member: 6859536"] B/X works fine at 1st level. There are significant differences between B/X game play and modern D&D game play. Firstly, if you are playing B/X you should use the rules for Reactions and Morale ( I know they were called out as optional, but I consider that a mistake. They are vital to the game). Reactions are used when you do not have a clear idea of how a monster will react to the PCs... I use it during random encounters and anytime there isn't an obvious reaction (I'm uncertain or I want to let the dice decide for me). When you use the Reactions rule, a monster only attacks immediately on a result of 2 on a 2d6 roll. Any other result of the dice can lead to the players having some opportunity to parley, barter, bribe, or just run away. There is even a possibility of a friendly reaction. This mostly puts the choice of combat in the hands of the players and allows them to avoid unnecessary combat. Morale is used to determine the monster's will to fight. By the book, morale is checked at the first death (PC or Monster) and when monsters are reduced to 1/2 their number. A failed Morale check will have monsters flee or surrender. If both conditions are met in the same round, there is a penalty to the morale check. So, when in combat with large numbers of humanoids, shock and awe is the tactic. You can squeak out a win by forcing a morale check, early in the combat. Thief skills are special abilities that go beyond normal capability. They can't be compared to modern skills like Stealth or Hide and so on. All characters can hide, but a thief can hide with nothing but shadows around them. All characters can move stealthily, but a thief can move in complete silence. All characters can climb, but a thief can scale a sheer surface with nothing but their hands and feet. The situation above about sneaking up on someone is handled by the surprise rules (which is possible for any character). Move Silently is something that layers on top of that. So a thief would Move Silently and if that fails, still get a normal chance for surprise. Combat tactics play a big part. Fight in formation and use choke points. The first rank should have high AC fighters, behind them henchmen and hirelings with spears. Minimize attacks against you while maximizing your attacks. Don't allow characters to get isolated and surrounded. If your Magic-User has sleep or another combat mitigating spell, be decisive in its use. If you are in combat with a large number of low-level enemies, use it right away. Don't wait until your fighters have been exposed to attacks and damage. B/X rewards XP for monsters and for gold piece value of treasure. Although the amount of XP for gold dramatically outweighs that of monster XP. You should avoid random encounters at all costs. They are not worth the risk. The focus of an adventuring party should be on finding unprotected treasure and locating monster lairs. Use tactics and deception to level the playing field against a lair. If you can avoid the monsters and steal their treasure, do it. You aren't supposed to ever be in a fair fight with monsters. Use strategy, tactics, and whatever resources you have to stack the odds. Sleep spells, charm person, flasks of oil, formation fighting around choke points, use rations to distract unintelligent monsters, use some coin to distract intelligent ones. The level of investment in gameplay in order to survive level 1 is what makes the game so much fun. So, I would at least run your first session at level 1 and get the experience. If you do want to start at a higher level, I would recommend granting a set number of starting XP as opposed to a set level. In B/X, classes are not balanced by level, but more balanced by their XP values. For example, a 2nd level Elf is not balanced with a 2nd level Fighter. I have started campaigns at 4000XP in the past. This puts most characters at level 3, with magic users and elves at level 2. At this level, they can take a hit and decide to withdrawal from combat if things go poorly... it also allows clerics to start with a spell. [/QUOTE]
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