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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: 6088214" data-attributes="member: 6680772"><p>So, right off the bat we have a nice variety of classes and races, a 5 PC party, and a bit of the exploration that is Basic D&D's forte. I think having one retainer NPC would have been a good chance to show how those rules work, and how the DM would run them.</p><p></p><p></p><p>Here Moldvay introduces the surprise rules. Both sides surprised, so a round where neither can attack. Here's an interesting change: when Silverleaf takes the job of primary interaction with the DM, he becomes the caller. This suggests that the caller is not purely a metagame convention. There's an in-character aspect, as well. This paragraph also demonstrates the relevance of the language rules, something that's become somewhat vestigal since 2e, providing some flavor, but not really part of the game unless the DM makes an effort to use them. With B/X's regular use of reaction rolls, knowing the language of the other side can be a notable advantage!</p><p></p><p></p><p>Moldvay introduces the reaction rules. Interestingly, he foregoes rolling initiative before the reaction roll.</p><p></p><p></p><p>Ah, the infamous "Gary sent us." In contrast to the high, heroic fantasy of Moldvay's foreword, here Moldvay portrays the game much as it is played: with goofiness and bathos.</p><p></p><p></p><p>While Moldvay doesn't provide much detail in how to use miniatures in the book, if consider what suggestions he does make, it's interesting to imagine this scenario playing out on a battlemap. He later suggests using a 1"= 5' scale, just like 3e and 4e. This room is 30' x 30', or 6 squares by 6 squares. You can imagine the characters forming a line 5 squares across, effectively preventing the hobgoblins from getting any of the characters in a pincer.</p><p></p><p></p><p>No morale or movement, so we go straight to missile fire. That short range bonus is really helpful in the relative close quarters of the dungeon.</p><p></p><p></p><p>Fredrik gets no luck. Even a maximum damage roll would not have dropped his hobgoblin. I note that Moldvay describes the battle so that it works with both 1d6 damage and the variable damage rules.</p><p></p><p></p><p>I like to imagine the last goblin, standing next to a buddy, just itching to get into that room and kick some ass, and then just crumpling to the floor as his buddy double-takes.</p><p></p><p></p><p>Moldvay arbitrarily lowers the hobgoblin's morale score. He doesn't explain why the hobgoblins' morale drops here. Perhaps the fact that the PCs have already taken out one of the hobgoblins (which would normally call for a morale check). Or maybe the fact that half of the hobgoblins are down before they've even had a chance to attack! With all hobgoblins in the room incapacitated, the round is over without the PCs coming under attack.</p><p></p><p></p><p>One thing I like about the round-by-round initiative is that the ebb and flow of the battle can really change. Here again Moldvay makes a judgment call rather than following the letter of the rules. Goblins have a move of 20', so if he followed the combat sequence strictly, they'd have time to close to melee range and attack that round. However, he allows Morgan to get her attack early.</p><p></p><p></p><p>Again, no luck for Fredrik! The hobgoblin scores maximum damage. Moldvay here demonstrates the lethality of low-level combat in the Basic game, so it's not like he didn't warn us!</p><p></p><p></p><p>Again Moldvay adjusts morale, suggesting that using the morale rules <em>and</em> judiciously adjusting the scores when the monsters start dropping helps keep combat from getting <em>too</em> lethal (I daresay one more PC would have gone down if the remaining hobgoblins fought to the death), as well as reducing grind, repetition, and anti-climax.</p><p></p><p></p><p>Alas, too late for that information to help Black Dougal! One interesting part here is that Silverleaf tells the party what the hobgoblins said. I admit, in my regular 4e games, there is a lot of OOC talk. If the DM says something to one character (i.e., the result of a knowledge check), we all "know" it. It's assumed that character tells us, without the player doing so. Meanwhile, during fights, we often discuss strategy and suggest tactics to each other. Here in the Basic rules, Moldvay suggests a different way: virtually all talk is "in-character", and what one character "knows" they still relate to the other players, who have already heard the DM.</p><p></p><p></p><p>Moldvay ends with a small demonstration of alignment, plus the mechanics of clerical healing. I get images of Silverleaf looking like the Neutral Hipster fellow on page B11. Typical aloof elf!</p><p></p><p>Some general thoughts: Moldvay here shows quite a different game from the dragon fighters of the cover and Foreword, but what he does show is a very clear and accurate game for the rules he's presented. Combat is lethal. Characters should try negotiation, not just attacking the "bad guys" on site. Players say goofy stuff. Reaction rolls and morale checks add variety to the game, and keep it from getting bogged down in repetitive combat. The DM doesn't play gotcha; he strives to keep the players informed so they can choose the best options (note his warning to Silverleaf regarding spell casting). He's flexible -- he doesn't slavishly follow the Combat sequence.</p><p></p><p>The next few parts will be Monsters, monsters, monsters!</p></blockquote><p></p>
[QUOTE="Iosue, post: 6088214, member: 6680772"] So, right off the bat we have a nice variety of classes and races, a 5 PC party, and a bit of the exploration that is Basic D&D's forte. I think having one retainer NPC would have been a good chance to show how those rules work, and how the DM would run them. Here Moldvay introduces the surprise rules. Both sides surprised, so a round where neither can attack. Here's an interesting change: when Silverleaf takes the job of primary interaction with the DM, he becomes the caller. This suggests that the caller is not purely a metagame convention. There's an in-character aspect, as well. This paragraph also demonstrates the relevance of the language rules, something that's become somewhat vestigal since 2e, providing some flavor, but not really part of the game unless the DM makes an effort to use them. With B/X's regular use of reaction rolls, knowing the language of the other side can be a notable advantage! Moldvay introduces the reaction rules. Interestingly, he foregoes rolling initiative before the reaction roll. Ah, the infamous "Gary sent us." In contrast to the high, heroic fantasy of Moldvay's foreword, here Moldvay portrays the game much as it is played: with goofiness and bathos. While Moldvay doesn't provide much detail in how to use miniatures in the book, if consider what suggestions he does make, it's interesting to imagine this scenario playing out on a battlemap. He later suggests using a 1"= 5' scale, just like 3e and 4e. This room is 30' x 30', or 6 squares by 6 squares. You can imagine the characters forming a line 5 squares across, effectively preventing the hobgoblins from getting any of the characters in a pincer. No morale or movement, so we go straight to missile fire. That short range bonus is really helpful in the relative close quarters of the dungeon. Fredrik gets no luck. Even a maximum damage roll would not have dropped his hobgoblin. I note that Moldvay describes the battle so that it works with both 1d6 damage and the variable damage rules. I like to imagine the last goblin, standing next to a buddy, just itching to get into that room and kick some ass, and then just crumpling to the floor as his buddy double-takes. Moldvay arbitrarily lowers the hobgoblin's morale score. He doesn't explain why the hobgoblins' morale drops here. Perhaps the fact that the PCs have already taken out one of the hobgoblins (which would normally call for a morale check). Or maybe the fact that half of the hobgoblins are down before they've even had a chance to attack! With all hobgoblins in the room incapacitated, the round is over without the PCs coming under attack. One thing I like about the round-by-round initiative is that the ebb and flow of the battle can really change. Here again Moldvay makes a judgment call rather than following the letter of the rules. Goblins have a move of 20', so if he followed the combat sequence strictly, they'd have time to close to melee range and attack that round. However, he allows Morgan to get her attack early. Again, no luck for Fredrik! The hobgoblin scores maximum damage. Moldvay here demonstrates the lethality of low-level combat in the Basic game, so it's not like he didn't warn us! Again Moldvay adjusts morale, suggesting that using the morale rules [I]and[/I] judiciously adjusting the scores when the monsters start dropping helps keep combat from getting [I]too[/I] lethal (I daresay one more PC would have gone down if the remaining hobgoblins fought to the death), as well as reducing grind, repetition, and anti-climax. Alas, too late for that information to help Black Dougal! One interesting part here is that Silverleaf tells the party what the hobgoblins said. I admit, in my regular 4e games, there is a lot of OOC talk. If the DM says something to one character (i.e., the result of a knowledge check), we all "know" it. It's assumed that character tells us, without the player doing so. Meanwhile, during fights, we often discuss strategy and suggest tactics to each other. Here in the Basic rules, Moldvay suggests a different way: virtually all talk is "in-character", and what one character "knows" they still relate to the other players, who have already heard the DM. Moldvay ends with a small demonstration of alignment, plus the mechanics of clerical healing. I get images of Silverleaf looking like the Neutral Hipster fellow on page B11. Typical aloof elf! Some general thoughts: Moldvay here shows quite a different game from the dragon fighters of the cover and Foreword, but what he does show is a very clear and accurate game for the rules he's presented. Combat is lethal. Characters should try negotiation, not just attacking the "bad guys" on site. Players say goofy stuff. Reaction rolls and morale checks add variety to the game, and keep it from getting bogged down in repetitive combat. The DM doesn't play gotcha; he strives to keep the players informed so they can choose the best options (note his warning to Silverleaf regarding spell casting). He's flexible -- he doesn't slavishly follow the Combat sequence. The next few parts will be Monsters, monsters, monsters! [/QUOTE]
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