How to - by editions

Quasqueton

First Post
OD&D, AD&D1, [UA], B/ED&D, AD&D2, [S&P], D&D3.x

What mechanics (dice, charts, bonuses, etc.) are used to perform these actions in the various editions of Dungeons & Dragons:

Attack an enemy.

Deal damage with a battleaxe.

Swim across a lake.

Hold one's breath.

Climb a wall.

Catch a tossed object.

Open a lock.

Avoid a poisoned needle.

Find a secret door.

Hear an approaching enemy.

Die.

Come back to life.


Should be interesting to see the various methods compared, and to see who knows the various methods.

Quasqueton
 

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Quasqueton said:
Should be interesting to see the various methods compared, and to see who knows the various methods.


answer: state what you want to do. roll a die/dice.
 
Last edited:



Y'know, Diaglo was being funny, but his answer runs deep as well.
The farther back you go in the editions, the looser the mechanics and rule coverage are. This wide open approach is not everyone's cup of tea - and for others, neither are the newer editions where all is exhaustively ruled/defined/mechanic'ed.
(Now that was an awkward neologism - "mechanic'ed". Bleh.)

quasqueton - back to your original notion:
Whew, that will take a lot of lookin' stuff up in lots of books! :)
 

Quasqueton said:
OD&D, AD&D1, [UA], B/ED&D, AD&D2, [S&P], D&D3.x

What mechanics (dice, charts, bonuses, etc.) are used to perform these actions in the various editions of Dungeons & Dragons:

Attack an enemy.

Moldvay D&D: roll d20, add strength "to hit modifier", add spell bonus. Compare to value given in Combat Matrix, crossreferencing Hit Dice or Class/Level with enemy AC.

AD&D: roll d20, add strength "to hit" modifier (PHB), add weapon vs. armour type modifier (Weapon table), add weapon bonus (Magic weapon rules, DMG), add various spell bonuses (PHB spell appendix). Compare to Combat Matrix (DMG), crossreferencing Hit Dice or Class/Level with enemy AC.

AD&D 2E: roll d20, add strength "to hit", add weapon specialisation modifiers, add weapon modifiers, add spell modifiers. Compare to THAC0 (PHB) less enemy AC.

D&D 3E: roll d20, add strength "to hit", feat modifiers, weapon modifiers, spell modifiers, base attack bonus. Compare to monster AC.

Deal damage with a battleaxe.

Moldvay D&D: roll d6, add strength bonus, add weapon magic bonus. OR look up value for battleaxe in table (d8), add strength bonus, add weapon magic bonus.

AD&D: find weapon damage by monster size (PHB), roll appropriate die with Strength modifiers.

AD&D 2E: as AD&D, with specialisation modifiers.

AD&D 3E: find weapon damage by weapon size (PHB), roll appropriate die with weapon and feat modifiers.

Swim across a lake.

Moldvay D&D, AD&D: DM makes something up.

AD&D 2E: Makes a Swim proficiency check, modified by DM's judgement.

AD&D 3E: Make Swim skill check, DC based on DM's judgement and guidelines.

Hold one's breath.

Moldvay D&D: DM makes something up.
AD&D: DM makes something up.
AD&D 2E: I forget the rules; based on Con score, IIRC.
3E: As AD&D 2E. Fortitude saves to keep holding breath.

Climb a wall.
Moldvay D&D: Thieves roll d% on their thief skill table. Others: DM makes something up.
AD&D: Thieves roll d% on their thief skill table, modified by Dex and Race. Others: DM makes something up.
AD&D 2E: Thieves roll d% on their thief skill table. Others: DM invents something modified by proficiency system.
AD&D 3E: All classes roll d20 + skill bonus vs. a DC the DM sets.

Open a lock.
See Climb a Wall.

Find a secret door.
Moldvay: 1 in 6 chance on d6 for most classes, 2 in 6 chance for elves.
AD&D: as Moldvay.
AD&D 2E: as Moldvay
AD&D 3E: DC 20+ Search check for all classes; elves have bonuses and may detect just by walking past (they could only find Concealed doors in such a manner in AD&D and 2E).

Hear an approaching enemy.

Moldvay D&D: based on Surprise check: 1-2 on d6 is surprise. Thieves may Hear Noise if they are actively concentration. (So can other classes at reduced chances).

AD&D: as Moldvay.

AD&D 2E: as Moldvay, though Surprise check is 1-3 on d10.

D&D 3E: Listen check, with DC determined by DM.

Die
Too many ways. :)

Normally, hit points reach 0. Optional rule in 1E and 2E is at -10; core rule in 3E for -10.

I probably need to double-check my answers once I get home - this is off the top of my head.

Cheers!
 


rounser said:
Often I'd find that that translated to "make an ability check on [ability score type]". Official rule, no...pervasive workaround, yes.
Mind you, I never found a DM who didn't have his own way of doing this, too. I used it myself inconsistently, and remember others being the same way, often making STR and INT checks different ways from one session to another.
 

Good job, Merric.

MerricB said:
Attack an enemy.

Moldvay D&D: roll d20, add strength "to hit modifier", add spell bonus. Compare to value given in Combat Matrix, crossreferencing Hit Dice or Class/Level with enemy AC.

And weapon bonus. (There were +1 swords in Expert if they weren't in Basic.)

MerricB said:
Swim across a lake.

Moldvay D&D, AD&D: DM makes something up.

AD&D (DMG p. 55): Can't swim in metal armor. 5% chance of drowning per hour if wearing leather or padded armor. +2% chance of drowning for every 5# of gear other than armor. 75% chance of drowning if wind speed exceeds 35 mph. You can carry an unsheathed dagger in your teeth.

MerricB said:
Climb a wall.
Moldvay D&D: Thieves roll d% on their thief skill table. Others: DM makes something up.
AD&D: Thieves roll d% on their thief skill table, modified by Dex and Race. Others: DM makes something up.

MerricB said:
Open a lock.
See Climb a Wall.

For AD&D the more proper answer may be: non-thieves have no chance of climbing sheer surfaces or opening locks.

I seem to recall one of the Basic Sets explicitly saying that the DM had to make something up for other characters trying one of the thief skills. It also said you should write down how you handle it so you can be consistent.
 

MerricB said:
Quasqueton said:
OD&D, AD&D1, [UA], B/ED&D, AD&D2, [S&P], D&D3.x

What mechanics (dice, charts, bonuses, etc.) are used to perform these actions in the various editions of Dungeons & Dragons:
Attack an enemy.

Moldvay D&D: roll d20, add strength "to hit modifier", add spell bonus. Compare to value given in Combat Matrix, crossreferencing Hit Dice or Class/Level with enemy AC.

AD&D: roll d20, add strength "to hit" modifier (PHB), add weapon vs. armour type modifier (Weapon table), add weapon bonus (Magic weapon rules, DMG), add various spell bonuses (PHB spell appendix). Compare to Combat Matrix (DMG), crossreferencing Hit Dice or Class/Level with enemy AC.
UA: As AD&D but add weapon specialization modifiers
Deal damage with a battleaxe.

Moldvay D&D: roll d6, add strength bonus, add weapon magic bonus. OR look up value for battleaxe in table (d8), add strength bonus, add weapon magic bonus.

AD&D: find weapon damage by monster size (PHB), roll appropriate die with Strength modifiers.
UA as AD&D 2e
Find a secret door.
Moldvay: 1 in 6 chance on d6 for most classes, 2 in 6 chance for elves.
AD&D: as Moldvay.
Actually the DMG (p 97) suggested that any particularly difficult to spot secret door use d8s or d10s in place of the d6s
 

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