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How Did I Survive AD&D? Fudging and Railroads, Apparently
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<blockquote data-quote="Voadam" data-source="post: 9473298" data-attributes="member: 2209"><p>Last resort comes up a bunch. </p><p></p><p>In Moldvay Basic expect a wandering monster roughly every two hours of exploration with actions like checking for traps taking a 10 minute turn each.</p><p></p><p>"Besides the monsters which live in rooms, characters may encounter monsters which wander about the dungeon. These monsters are known as "Wandering Monsters". At the end of every 2 turns, the DM should check for Wandering Monsters. To do so, roll 1d6: a result of 1 indicates that the party will encounter a Wandering Monster in the next turn."</p><p></p><p>The example of combat in Moldvay Basic on B28 is triggered by a random wandering monster encounter a party of four PCs level 1 and 2 are checking out a room when a secret door opens and 12 armed hobgoblins come in. They try try talking with a good approach which they get an ad hoc +1 on the reaction roll, which does not work with the reaction roll going against them. They then bluff which again does not work as the reaction roll goes against them, then initiative is rolled and they fight and a PC dies round 2.</p><p></p><p>Just like on the example of play on B59 the thief Black Dougal thinks to check for traps before opening a chest and uses his class ability doing his class job, but dies because of the mechanics because failed check traps roll then failed save.</p><p></p><p>Death is mechanically easy in low level old D&D even when doing stuff cautiously.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9473298, member: 2209"] Last resort comes up a bunch. In Moldvay Basic expect a wandering monster roughly every two hours of exploration with actions like checking for traps taking a 10 minute turn each. "Besides the monsters which live in rooms, characters may encounter monsters which wander about the dungeon. These monsters are known as "Wandering Monsters". At the end of every 2 turns, the DM should check for Wandering Monsters. To do so, roll 1d6: a result of 1 indicates that the party will encounter a Wandering Monster in the next turn." The example of combat in Moldvay Basic on B28 is triggered by a random wandering monster encounter a party of four PCs level 1 and 2 are checking out a room when a secret door opens and 12 armed hobgoblins come in. They try try talking with a good approach which they get an ad hoc +1 on the reaction roll, which does not work with the reaction roll going against them. They then bluff which again does not work as the reaction roll goes against them, then initiative is rolled and they fight and a PC dies round 2. Just like on the example of play on B59 the thief Black Dougal thinks to check for traps before opening a chest and uses his class ability doing his class job, but dies because of the mechanics because failed check traps roll then failed save. Death is mechanically easy in low level old D&D even when doing stuff cautiously. [/QUOTE]
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How Did I Survive AD&D? Fudging and Railroads, Apparently
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