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Complexity as a Barrier to Playing Dungeons & Dragons
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<blockquote data-quote="Keldryn" data-source="post: 5505268" data-attributes="member: 11999"><p><strong>Ad&d</strong></p><p></p><p><span style="font-size: 12px">Advanced D&D</span></p><p></p><p>Regdar, 1st-level Fighter</p><p>Male Human, 19 years old</p><p>Alignment: Neutral Good</p><p></p><p>Strength 16 (+1 to melee damage rolls, Open doors: 1-3, Bend bars/lift gates: 10%)</p><p>Intelligence 10 (2 additional languages)</p><p>Wisdom 11</p><p>Dexterity 14</p><p>Constitution 14 (Resurrection survivial: 92%, System shock: 88%)</p><p>Charisma 11 (Max henchmen: 4)</p><p></p><p>Languages: Common, Neutral Good, Goblin, Elvish</p><p></p><p>Hit Points: 10</p><p>Armor Class: 4 (Chain mail & shield) Rear AC: 5</p><p>Movement: 9"</p><p></p><p>Secondary Skill: Husbandman (animal husbandry)</p><p>Weapons of Proficiency (4): longsword, dagger, shortbow, spear</p><p>Non-Proficiency Penalty: -2 </p><p></p><p>Attacks:</p><ul> <li data-xf-list-type="ul"> Longsword (no bonus to hit; Damage: 1d8+1 S-M, 1d12+1 L)</li> <li data-xf-list-type="ul"> Shortbow (no bonus to hit; Damage: 1d6 S-M, 1d6 L; Range 5/10/15; Fire Rate: 2)</li> </ul><p></p><p>Saving Throws:</p><ul> <li data-xf-list-type="ul"> Paralyzation, Poison, or Death Magic: 14</li> <li data-xf-list-type="ul"> Petrification or Polymorph: 15</li> <li data-xf-list-type="ul"> Rod, Staff, or Wand: 16 </li> <li data-xf-list-type="ul"> Breath Weapon: 17</li> <li data-xf-list-type="ul"> Spells: 17</li> </ul><p> </p><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 19, 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><strong>In Combat:</strong></p><p></p><p><em>One Round:</em> represents one minute 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 (90') 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. Optional rule: you fall unconscious at 0 hit points, and lose 1 hit point each round until you die at -10.</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> if are engaged in melee with an opponent, you may break off combat and move away. If you do so, your opponent gets a free attack at your exposed back, with a +2 bonus on its "to hit" roll.</p><p></p><p></p><p><strong>Notes:</strong></p><p></p><p>I kept the initiative and surprise entries the same as Basic D&D. Even re-reading those sections in the 1e PHB and DMG now, I still can't wrap my head around all of it, and it's not worth the time and effort involved in doing so just to be accurate in this exercise. If any of you ever played it as written, please give me brief overview of how it works and I'll revise this entry. It looks like melee combatants get to treat each lost segment of their opponents' as a full round in terms of number of attacks, so surprise can be super-deadly. Especially to spellcasters.</p><p></p><p>Weapon speed factors, weapon lengths, and weapon vs. AC properties were all official rules, but by all accounts, few people ever bothered with them, and they certainly weren't necessary to play, so I'm not including them here.</p><p></p><p>The AC 0 entry on the combat matrix for all 1st-level characters is 20, as opposed to 19 in Basic D&D.</p><p></p><p>I originally included alternative stats for weapon specialization, but it wasn't in the core rules, and it's in the 2e write-up anyway, which is otherwise almost identical. </p><p></p><p>The assumed party includes a cleric, so it is not unlikely that this character would be at some point under the effects of a Bless spell: +1 to attack rolls for 6 rounds or a Protection From Evil spell: +2 to saving throws vs effects caused by evil creatures and effectively a -2 AC bonus vs attacks from evil creatures</p></blockquote><p></p>
[QUOTE="Keldryn, post: 5505268, member: 11999"] [b]Ad&d[/b] [SIZE="3"]Advanced D&D[/SIZE] Regdar, 1st-level Fighter Male Human, 19 years old Alignment: Neutral Good Strength 16 (+1 to melee damage rolls, Open doors: 1-3, Bend bars/lift gates: 10%) Intelligence 10 (2 additional languages) Wisdom 11 Dexterity 14 Constitution 14 (Resurrection survivial: 92%, System shock: 88%) Charisma 11 (Max henchmen: 4) Languages: Common, Neutral Good, Goblin, Elvish Hit Points: 10 Armor Class: 4 (Chain mail & shield) Rear AC: 5 Movement: 9" Secondary Skill: Husbandman (animal husbandry) Weapons of Proficiency (4): longsword, dagger, shortbow, spear Non-Proficiency Penalty: -2 Attacks: [list] [*] Longsword (no bonus to hit; Damage: 1d8+1 S-M, 1d12+1 L) [*] Shortbow (no bonus to hit; Damage: 1d6 S-M, 1d6 L; Range 5/10/15; Fire Rate: 2) [/list] Saving Throws: [list] [*] Paralyzation, Poison, or Death Magic: 14 [*] Petrification or Polymorph: 15 [*] Rod, Staff, or Wand: 16 [*] Breath Weapon: 17 [*] Spells: 17 [/list] [b]The Basics:[/b] Your six ability scores represent your character's basic physical and mental capabilities. They range from 3 to 19, 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 one minute 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 (90') 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. Optional rule: you fall unconscious at 0 hit points, and lose 1 hit point each round until you die at -10. [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] if are engaged in melee with an opponent, you may break off combat and move away. If you do so, your opponent gets a free attack at your exposed back, with a +2 bonus on its "to hit" roll. [b]Notes:[/b] I kept the initiative and surprise entries the same as Basic D&D. Even re-reading those sections in the 1e PHB and DMG now, I still can't wrap my head around all of it, and it's not worth the time and effort involved in doing so just to be accurate in this exercise. If any of you ever played it as written, please give me brief overview of how it works and I'll revise this entry. It looks like melee combatants get to treat each lost segment of their opponents' as a full round in terms of number of attacks, so surprise can be super-deadly. Especially to spellcasters. Weapon speed factors, weapon lengths, and weapon vs. AC properties were all official rules, but by all accounts, few people ever bothered with them, and they certainly weren't necessary to play, so I'm not including them here. The AC 0 entry on the combat matrix for all 1st-level characters is 20, as opposed to 19 in Basic D&D. I originally included alternative stats for weapon specialization, but it wasn't in the core rules, and it's in the 2e write-up anyway, which is otherwise almost identical. The assumed party includes a cleric, so it is not unlikely that this character would be at some point under the effects of a Bless spell: +1 to attack rolls for 6 rounds or a Protection From Evil spell: +2 to saving throws vs effects caused by evil creatures and effectively a -2 AC bonus vs attacks from evil creatures [/QUOTE]
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