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Complexity as a Barrier to Playing Dungeons & Dragons
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<blockquote data-quote="Keldryn" data-source="post: 5505266" data-attributes="member: 11999"><p><strong>Basic D&D (B/X and BECMI)</strong></p><p></p><p><span style="font-size: 12px">Basic D&D (B/X and BECMI)</span></p><p></p><p>Regdar, 1st-level Fighter</p><p>Male, 19 years old</p><p>Alignment: Lawful</p><p></p><p>Strength 16 (+2 on melee "to hit" and damage rolls)</p><p>Intelligence 10</p><p>Wisdom 12</p><p>Dexterity 14 (+1 on missile "to hit" rolls; -1 to AC)</p><p>Constitution 13 (+1 hit points per die)</p><p>Charisma 11 (Max retainers: 4; Retainer Morale: 7)</p><p></p><p>Languages: Common, Lawful</p><p></p><p>Hit Points: 9</p><p>Armor Class: 3 (Chain mail & shield) Rear AC: 4</p><p>Movement: 90' (Encounter: 30')</p><p></p><p>Attacks:</p><ul> <li data-xf-list-type="ul">Longsword (+2 to hit; Damage: 1d8+2)</li> <li data-xf-list-type="ul">Short bow (+1 to hit; Damage: 1d6; Range 50'/100'/150')</li> </ul><p></p><p>Saving Throws:</p><ul> <li data-xf-list-type="ul"> Death Ray or Poison: 12</li> <li data-xf-list-type="ul"> Magic Wands: 13</li> <li data-xf-list-type="ul"> Paralysis or Turn to Stone: 14</li> <li data-xf-list-type="ul"> Dragon Breath: 15</li> <li data-xf-list-type="ul"> Rods, Staves, or Spells: 16</li> </ul><p></p><p><strong>The Basics:</strong></p><p></p><p>Your six ability scores represent your character's basic physical and mental capabilities. They range from 3 to 18, with a score of 10 representing average human ability. Higher scores reflect greater capabilities.</p><p></p><p>When you want your character to do something, tell the DM what you wish to do and describe how you do it. The DM will narrate the outcome of your actions. </p><p></p><p>If the success of an action is not guaranteed, the DM may ask you to make a roll to determine whether you succeed or fail. Some of these rolls will be "ability checks," where you roll a d20 and need to get a result less than or equal to the relevant ability score.</p><p></p><p><em>Saving Throws:</em> sometimes you will need to make a saving throw to avoid negative conditions or special damage. Roll a d20 and if the result is equal to or greater than the listed saving throw value, you succeed.</p><p></p><p></p><p><strong>In Combat:</strong></p><p></p><p><em>One Round:</em> represents 10 seconds of time in the game world. During each round of combat, every participant gets a turn to act.</p><p></p><p><em>Surprise:</em> when combat starts, the DM rolls to determine if either side is surprised. If any group is surprised, they don't get to act on the first round.</p><p></p><p><em>Initiative:</em> at the start of each round of battle, one person on each side rolls a d6 to determine initiative. The winning side goes first.</p><p></p><p><em>Moving:</em> during your turn, you can move up to your encounter speed and attack an opponent.</p><p></p><p><em>Attacking:</em> roll a d20 and add your "to hit" bonus. Compare the result with the target's AC on the combat matrix. When an opponent attacks you, the DM rolls to hit your AC.</p><p></p><p><em>Inflicting Damage:</em> if you hit, roll your weapon damage die and add applicable damage bonuses. When an enemy's hit point total reaches 0, it's dead.</p><p></p><p><em>Taking Damage:</em> if you get hit, subtract the amount of damage you take from your hit points. If your hit points reach 0, you're dead.</p><p></p><p><em>Healing:</em> if you get healed, add the amount to your hit points. You can't exceed your original hit point total.</p><p></p><p><em>Running Away:</em> you may cautiously withdraw from battle by moving at half speed. If you run away while engaged in melee, your opponent gets a free attack at your exposed back.</p><p></p><p></p><p><strong>Notes:</strong></p><p></p><p>The saving throws listed are from B/X. I believe they differ in BECMI.</p><p></p><p>Variable weapon damage is an optional rule in Basic D&D, but it seems that most people used it.</p><p></p><p>The AC 0 entry on the combat matrix for all 1st-level characters is 19.</p><p></p><p>1st level clerics don't get any spells, so there are virtually no means by which this character will get any additional bonuses to hit or damage, short of finding a magic weapon.</p></blockquote><p></p>
[QUOTE="Keldryn, post: 5505266, member: 11999"] [b]Basic D&D (B/X and BECMI)[/b] [SIZE="3"]Basic D&D (B/X and BECMI)[/SIZE] Regdar, 1st-level Fighter Male, 19 years old Alignment: Lawful Strength 16 (+2 on melee "to hit" and damage rolls) Intelligence 10 Wisdom 12 Dexterity 14 (+1 on missile "to hit" rolls; -1 to AC) Constitution 13 (+1 hit points per die) Charisma 11 (Max retainers: 4; Retainer Morale: 7) Languages: Common, Lawful Hit Points: 9 Armor Class: 3 (Chain mail & shield) Rear AC: 4 Movement: 90' (Encounter: 30') Attacks: [list] [*]Longsword (+2 to hit; Damage: 1d8+2) [*]Short bow (+1 to hit; Damage: 1d6; Range 50'/100'/150') [/list] Saving Throws: [list] [*] Death Ray or Poison: 12 [*] Magic Wands: 13 [*] Paralysis or Turn to Stone: 14 [*] Dragon Breath: 15 [*] Rods, Staves, or Spells: 16 [/list] [b]The Basics:[/b] Your six ability scores represent your character's basic physical and mental capabilities. They range from 3 to 18, with a score of 10 representing average human ability. Higher scores reflect greater capabilities. When you want your character to do something, tell the DM what you wish to do and describe how you do it. The DM will narrate the outcome of your actions. If the success of an action is not guaranteed, the DM may ask you to make a roll to determine whether you succeed or fail. Some of these rolls will be "ability checks," where you roll a d20 and need to get a result less than or equal to the relevant ability score. [i]Saving Throws:[/i] sometimes you will need to make a saving throw to avoid negative conditions or special damage. Roll a d20 and if the result is equal to or greater than the listed saving throw value, you succeed. [b]In Combat:[/b] [i]One Round:[/i] represents 10 seconds of time in the game world. During each round of combat, every participant gets a turn to act. [i]Surprise:[/i] when combat starts, the DM rolls to determine if either side is surprised. If any group is surprised, they don't get to act on the first round. [i]Initiative:[/i] at the start of each round of battle, one person on each side rolls a d6 to determine initiative. The winning side goes first. [i]Moving:[/i] during your turn, you can move up to your encounter speed and attack an opponent. [i]Attacking:[/i] roll a d20 and add your "to hit" bonus. Compare the result with the target's AC on the combat matrix. When an opponent attacks you, the DM rolls to hit your AC. [i]Inflicting Damage:[/i] if you hit, roll your weapon damage die and add applicable damage bonuses. When an enemy's hit point total reaches 0, it's dead. [i]Taking Damage:[/i] if you get hit, subtract the amount of damage you take from your hit points. If your hit points reach 0, you're dead. [i]Healing:[/i] if you get healed, add the amount to your hit points. You can't exceed your original hit point total. [i]Running Away:[/i] you may cautiously withdraw from battle by moving at half speed. If you run away while engaged in melee, your opponent gets a free attack at your exposed back. [b]Notes:[/b] The saving throws listed are from B/X. I believe they differ in BECMI. Variable weapon damage is an optional rule in Basic D&D, but it seems that most people used it. The AC 0 entry on the combat matrix for all 1st-level characters is 19. 1st level clerics don't get any spells, so there are virtually no means by which this character will get any additional bonuses to hit or damage, short of finding a magic weapon. [/QUOTE]
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