CleverNickName
Limit Break Dancing (He/They)
Heh. Yeah, we are lucky. Wizards of the Coast sent out this survey and we were the ONLY ONES who filled it out.Ah, im glad your table is the arbitrary metric of broken and no broken. JK...

I am a bit of a purist when it comes to the original BECM modules, so I try not to tamper with them. See, the Moldvay Basic Set is my default game system...it is the one I learned to play on, and it remains my favorite edition. I play 3.5E now, mostly because it is hard to find BECM players these days and it feels more like BECM to me than Pathfinder or 4E.More seriously, like i said perhaps the issue is the encounter? With only kobolds to swing at sure all you can do is kill a kobold or kill a kobold. But toss in some kind a big baddie then its do little damage on a miss or big damage on a hit.
My intention with D&DNext is to convert all of my BECM modules to the new rules, and play them all again...especially the iconic ones like B2, B10, X1, and the whole Desert Nomads series. And I want to be able to do that without making changes to the original modules. (I'm already a little upset about the dramatic changes to the treasure values in this playtest version, but I've been breathing into a paper bag and thinking happy thoughts, trying to stay calm about it. I remind myself that it is only a playtest, and the "real" version will be closer to the original. But I digress.)
So I don't want to change anything at all about the Caves of Chaos unless I can absolutely help it. I consider it (and all BECM modules) to be part of the D&D canon. But D&DNext is still in development, so it's okay to change the rules. The kobolds in the original have 3 hp each; that's how they are going to stay.
I know, it doesn't make sense. And re-reading this post, I realize it makes me sound like a crazy person. But that's what honesty will do to someone.