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[Let's Read] Dungeons & Dragons Basic Rules, by Tom Moldvay
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<blockquote data-quote="Iosue" data-source="post: 6079689" data-attributes="member: 6680772"><p>Before we move on, I need to add a bit that Holmes wrote about the Caller:</p><p></p><p></p><p></p><p>The thing is, you can get the confusion with the Caller as Moldvay describes it. After all, he needs to canvas the other players before he makes any decisions. And if its a combat situation, the DM will be talking with each player individually anyway.</p><p></p><p></p><p>So, on to...</p><p><strong>Encumberance</strong></p><p>Listed as "optional" in the rules, I daresay the least opted into of all the optional rules. Many folks cringe at the word, "encumbrance", but to be honest I don't see much bad in these rules. Weight is given in coins (cn). This makes sense to me. The game is specifically designed to be about looking for treasure. You easily find your initial carried weight in coins, and then every time you pick up some treasure you know how much more you can carry. The encumbrance movement table is quite simple. You can choose to use four simple states: Unarmored, leather armored, metal armored, or metal armored and carrying treasure. For more detailed tracking by coins, unarmored is equivalent of up to 400 coins, leather armored is equivalent to 401-600 coins, metal armored is equivalent to 601-800 coins, and metal armor+treasure is equal to 801-1600 coins. The movement rates for each state are also quite regular. Normal movement starts at 120' per turn, and goes down by 30' with each heavier state. Encounter movement starts at 40'/round and goes down by 10' each heavier state. Running movement is the same as normal movement, except by round instead of turn. If you're not counting coins, carrying treasure knocks your state down by one, e.g., unarmored plus treasure is the same as leather armored.</p><p></p><p></p><p>Mules can carry up to 2000 coins at normal movement, or up to 4000 coins at half-movement. Small sacks carry 200 coins, a backpack carries 400, and a large sack carries 600. A fighter in full plate (500 cn), with sword and board (150 cn) and miscellaneous equipment (80 cn) has a total of 730 cn, putting them at 60'/turn, 20'/round. He can carry one large sack (total 1330 cn) and one small sack (total 1530 cn), so he could conceivably haul out 800 experience just in coins (more, of course, if he found gems).</p><p></p><p></p><p>The encumbrance page ends with an example of Morgana Ironwolf's encumbrance, and then the <a href="http://www.toplessrobot.com/morganironwolf.jpg" target="_blank">iconic picture</a> that many assume is her. There's also <a href="http://muleabides.files.wordpress.com/2010/05/otus-axe-bearer.gif" target="_blank">another pic</a> of what looks like a fighter with an ugly mug.</p><p></p><p></p><p><strong>Light</strong> - Torch and lanterns, as well as the light spell, throw out light for 30' in all directions. Torches last 6 turns. This fits well with the movement rules that a group must rest for a turn after moving for 5 turns. Light up a torch, move for 5 turns, rest, and light up a new torch before setting off again. Lanterns burn for 24 turns (4 hours). Moldvay says, "It's important to remember which characters are carrying light sources. A character could not, for example, carry a lit torch, a drawn sword, and a shield at the same time." I think in our first adventures we gave the light source to the magic-user and <em>never thought about light sources again</em>. In my games these days I try to keep track of them better. </p><p></p><p></p><p>It's noted that infravision can't be used to read without light, and all non-human monsters have it. Talk about stacking the deck!</p><p></p><p></p><p><strong>Doors</strong> - Doors usually closed, often stuck or locked. Locks need to be picked, and stuck doors can be forced on a 1 or 2 on 1d6, adjusted by strength. Here's a bit from OD&D, that Philotomy noted was an obscure bit of flavor: "Once a door is opened, it will usually swing shut when released unless it is spiked or wedged open. Doors will usually open automatically for monsters, unless the door is held, spiked, or closed with magical spells."</p><p></p><p></p><p>Secret doors - Found on a 1 in 6 chance, with elves getting 2 in 6. Not rolled for unless looked for. One character, one chance.</p><p></p><p></p><p>Listening - All characters hear things on a 1 in 6. Demi-humans get a 2 in 6. Thieves start out with a 2 in 6, and go up to a 3 in 6 at 3rd level.</p><p></p><p></p><p>Next time, RETAINERS!</p></blockquote><p></p>
[QUOTE="Iosue, post: 6079689, member: 6680772"] Before we move on, I need to add a bit that Holmes wrote about the Caller: The thing is, you can get the confusion with the Caller as Moldvay describes it. After all, he needs to canvas the other players before he makes any decisions. And if its a combat situation, the DM will be talking with each player individually anyway. So, on to... [b]Encumberance[/b] Listed as "optional" in the rules, I daresay the least opted into of all the optional rules. Many folks cringe at the word, "encumbrance", but to be honest I don't see much bad in these rules. Weight is given in coins (cn). This makes sense to me. The game is specifically designed to be about looking for treasure. You easily find your initial carried weight in coins, and then every time you pick up some treasure you know how much more you can carry. The encumbrance movement table is quite simple. You can choose to use four simple states: Unarmored, leather armored, metal armored, or metal armored and carrying treasure. For more detailed tracking by coins, unarmored is equivalent of up to 400 coins, leather armored is equivalent to 401-600 coins, metal armored is equivalent to 601-800 coins, and metal armor+treasure is equal to 801-1600 coins. The movement rates for each state are also quite regular. Normal movement starts at 120' per turn, and goes down by 30' with each heavier state. Encounter movement starts at 40'/round and goes down by 10' each heavier state. Running movement is the same as normal movement, except by round instead of turn. If you're not counting coins, carrying treasure knocks your state down by one, e.g., unarmored plus treasure is the same as leather armored. Mules can carry up to 2000 coins at normal movement, or up to 4000 coins at half-movement. Small sacks carry 200 coins, a backpack carries 400, and a large sack carries 600. A fighter in full plate (500 cn), with sword and board (150 cn) and miscellaneous equipment (80 cn) has a total of 730 cn, putting them at 60'/turn, 20'/round. He can carry one large sack (total 1330 cn) and one small sack (total 1530 cn), so he could conceivably haul out 800 experience just in coins (more, of course, if he found gems). The encumbrance page ends with an example of Morgana Ironwolf's encumbrance, and then the [URL="http://www.toplessrobot.com/morganironwolf.jpg"]iconic picture[/URL] that many assume is her. There's also [URL="http://muleabides.files.wordpress.com/2010/05/otus-axe-bearer.gif"]another pic[/URL] of what looks like a fighter with an ugly mug. [b]Light[/b] - Torch and lanterns, as well as the light spell, throw out light for 30' in all directions. Torches last 6 turns. This fits well with the movement rules that a group must rest for a turn after moving for 5 turns. Light up a torch, move for 5 turns, rest, and light up a new torch before setting off again. Lanterns burn for 24 turns (4 hours). Moldvay says, "It's important to remember which characters are carrying light sources. A character could not, for example, carry a lit torch, a drawn sword, and a shield at the same time." I think in our first adventures we gave the light source to the magic-user and [i]never thought about light sources again[/i]. In my games these days I try to keep track of them better. It's noted that infravision can't be used to read without light, and all non-human monsters have it. Talk about stacking the deck! [b]Doors[/b] - Doors usually closed, often stuck or locked. Locks need to be picked, and stuck doors can be forced on a 1 or 2 on 1d6, adjusted by strength. Here's a bit from OD&D, that Philotomy noted was an obscure bit of flavor: "Once a door is opened, it will usually swing shut when released unless it is spiked or wedged open. Doors will usually open automatically for monsters, unless the door is held, spiked, or closed with magical spells." Secret doors - Found on a 1 in 6 chance, with elves getting 2 in 6. Not rolled for unless looked for. One character, one chance. Listening - All characters hear things on a 1 in 6. Demi-humans get a 2 in 6. Thieves start out with a 2 in 6, and go up to a 3 in 6 at 3rd level. Next time, RETAINERS! [/QUOTE]
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[Let's Read] Dungeons & Dragons Basic Rules, by Tom Moldvay
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