D&D basic set ??

Krieg said:
....He should be along any second now.

Who?

Me, I loooove B/E D&D and the RC B/E/C/M D&D, and of course, the Known World setting, as well...

However, because a lot of folks don't dig RCD&D, I'll be running Castles & Crusades or HackMaster instead. But B/E/C/M D&D will always hold a place in my heart...
 

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I used to run a mini-BD&D campaign about once a year. There's nothing like running a rules-light game every once and a while - it's like... dropping the 40lb pack and breaking out into a run. :cool:

If you need to come up with something not covered explicitly in the rules - just make something up on the spot. I find that if I play Basic for a while, I don't really care about being that accurate - it's just about keeping the game fast and fun. I find that in 3e, I'm much more focussed on dotting every "i", crossing every "t" and accounting for every "+". Nothing wrong with that, per se, but you really notice the difference in your DM habits when you switch.

Cheers!
 

Well, for instance, how do you handle it when the PCs want to disarm their opponent?

It's perfectly possible to handle them using the 1e disarm rules, which are very simple, but restricted to certain weapons. They're on the PHB page 38.

Alternatively you can handle disarms as Ourph suggests above.

Personally, I happen to be a steel weapons re-enactor and so I tend to house-rule about combat a lot. ;) Disarm situations are one of these... I don't know of any published rules system that handles disarm attempts in a way that I like - not 1e, not 3e, not any other game - and I tend to assign extremely low probabilities to PC disarm attempts in most situations.
 

Quasqueton said:
if you are playing a campaign or other extended game, do the PCs ever need/want to try some actions not covered by the basic rules? Do the PCs never want to disarm an opponent? Grapple? Push them off a cliff? A cleric climb a wall? A magic-user hide? The fighter pull a stunt while on horseback? How do you handle jumping over a pit? The group sneaking past a guard post? Swimming?

So, how do you handle "rule heavy" needs for a "rules light" system?

Quasqueton

Disarming is an option available to 9th-level (or higher) fighters (ahh, remember being "name level"?) or demi-humans of equlvalent experience rank. Roll to hit like you normally would, but instead of damaging your foe, have him roll 1d20, minus his Dex. modifier, plus yours. If the result is greater than your foe's Dex, he loses his weapon.

Grappling was covered with Wresling rules. A function of your level, how much armor you're wearing, and your Strength and Dexterity modifiers + 1d20 vs. your opponent's Hit Dice and armor +1d20; highest roll gets the grab. Of course, the grab-ee can still try to attack with small or medium sized weapons...

Most of the other situations you mention (climbing, hiding, riding, jumping) are covered under the Skills (Acrobatics, Stealth (specific terrain), Riding); if it wasn't, then usually an ability check on the relevant ability would probably be called for. A skill check was 1d20 vs. the ability a skill is linked to, rolling under your ability score to succeed.

As for swimming.... everyone in BD&D can swim! (unless the DM rules otherwise); you move at 1/5th your overland movement rate (in yards/round), or swim underwater an equal number of feet/round. You can't swim with more than 40lbs of stuff. A Strength or Constitution check would determine if you could, say, stay afloat in rough seas, or keep swimming for an extended period of time.

I still remember one of the first things that caught my attention in the new edition(s) of D&D.... What the heck happened to 10-minute turns?? :D

Good gaming,

Rob
 

francisca said:
Just out of curiosity, are you using the skills and weapons specializations?

I debated about using the RC, but settled on Moldvay/Cook.

I am using the skill system, which I like better than 3e -- it is much less detailed but it works at any level, whereas I think d20 DCs are too high too low level characters and too low to high level. I plan to use weapon mastery rules as soon as the players are high level enough to use it. We are playing weekly since December (with a few intervals) but they haven't reach the fourth level yet -- I like slow advancement. You should notice that I'm very light on rules while playing. I allow most skill uses without a check if there is no pressure over the character and I have a lot of fun judging situations not covered by the rules.
 

Quasqueton said:
I want to ask a question of those of you playing the old game, but I don't want this to come across as an attack on the game. I don't want an edition war, but I'm curious.

If you play just a one-off, it may never come up. But if you are playing a campaign or other extended game, do the PCs ever need/want to try some actions not covered by the basic rules? Do the PCs never want to disarm an opponent? Grapple? Push them off a cliff? A cleric climb a wall? A magic-user hide? The fighter pull a stunt while on horseback? How do you handle jumping over a pit? The group sneaking past a guard post? Swimming? Etc.

Do these things never come up in your game? Do the Players kindly "play along" by not trying things not covered in the rules? Or do you have to make up rules for the actions on the spot? And how often?

If you make up rules, do you base the rule on something in D&D3? Or do you make them up completely whole clothe?

I loved playing Basic/Expert D&D (Moldvay/Cook), but we moved "up" to AD&D1 after a year or so. And even in AD&D, I often hit a need for a house rule to cover things the PCs wanted/needed to do. I had a fairly lengthy list of house rules for my game, but not to change the rules, rather to write down rules for things not covered.

So, how do you handle "rule heavy" needs for a "rules light" system?

Quasqueton

Quasqueton,

Most of the stuff you ask is already covered by the Rules Cyclopedia. In fact, I believe the RC is more complete than the three 3e core books, as it cover addtional stuff, such as control of the land and mass combats. It is not as close as detailed than the 3e core books, but there are enough classes, spells, maneuvers, equipment, monsters, and treasure to fuel my campaign, not counting an overview of the world of Mystara and the Planes.

Being specific, any character in my game can ride a horse. If he try a stunt, I ask for a riding check. I will assign any bonus or penalty based in what I judge to be the overall dificulty of the stunt. When we are all in agree, he rolls the dice. Likewise, all other examples you cited are covered by the rules, although they leave to the DM the job of assigning the appropriate modifiers. In any case, if they do invent something that is not covered by the rules, I will probably make some call involving the apropriated skill or ability check and use my good sense.

To some people it might be strange to play in a game not so structured as 3e but, to me, it works better, as I bring a single book to the table and, even so, we don't look at the rules too much. My players thrust my calls with no or little debates, else they would be playing with a different DM (most of us run games from time to time). The game flows much faster and I am having much more fun than I was playing d20.

As you, I also moved to AD&D but, in its final days, I already realised that the D&D game was a better one. I tried 3e, but eventually returned to the Rules Cyclopedia. I already gone through my time with rules heavy systems (AD&D, 3e, Rolemaster, Chivalry & Sorcery, T2K), and I am now enjoying simpler games -- I am planning a Traveller campaign using only The Traveller Book later this year. You should look for the game that gives you the amount of complexity you're looking for. I am all for playability and rules lightness, but that's me.
 


Akrasia said:
All/most of these matters are covered in the D&D Rules Cylcopedia (or B/X + Gazeteers).

Indeed, you would be very surprised the extent to which 3.x 'borrowed' from the RC.

Consider: RC weapon mastery rules (3e combat feats); RC skills (3e skills); RC 'advanced classes' of paladin, avenger, druid, etc. (3e prestige classes); etc.

The main difference is that the RC rules are a lot simpler and faster to use.
[...]

You forgot to cite: RC's standard ability bonuses, short duration rounds (10 s), single weapon damage value, and short description of the planes of existence.

It's sad WotC's 3e core books designer team failed to copy RC regarding mass combat, strongholds, dominions, including an overview of a setting, and, of course, making it all in a single book! :D
 

regnevelc_nafets said:
It sounds like I need to get my hands on a copy of the Rules Cyclopedia. I have never looked at one, but it sounds like it is pretty good.

Definitely worth it; it has all the rules from Basic through Master. It is an extremely complete game (and Wrath of the Immortals makes it even more complete). ;)

The fact that I prefer 3.5e in no way detracts from the accomplishment that was D&D.

Cheers!
 


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