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OD&D Editions ... which one is the best?
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<blockquote data-quote="Philotomy Jurament" data-source="post: 3447139" data-attributes="member: 20854"><p>I ran the first session of a B4 (The Lost City) adventure for my two oldest children tonight using Holmes. They have a Fighting Man and a Cleric with three NPCs ("normal men" from the desert caravan). They rolled them up with 3d6 in order:</p><p></p><p>Fighting Man -- Str 10 Int 12 Wis 11 Con 14 Dex 8 Cha 16</p><p>Cleric -- Str 7 Int 8 Wis 10 Con 9 Dex 8 Cha 8</p><p></p><p>The interesting thing about those stats under Holmes (or OD&D) is that they don't put the PCs at a big disadvantage. Holmes doesn't use a Str bonus to hit or damage (all damage is 1d6, regardless of weapon) and Dex doesn't affect AC (although it does affect missle fire). Con does affect hit points, but these characters have average Con. Cha doesn't give a specific modifier, although low-Cha PCs can't hire a lot of retainers, and Cha can give a DM-mandated bonus on reaction checks. Prime requisites (Str and Wis, in this case) can give a bonus to earned experience, but the abilities in question are average, in this case.</p><p></p><p>Things I'm liking:</p><p></p><p>1. The relatively limited adjustments from stats. It seems to be taking the emphasis off the numbers.</p><p></p><p>2. All weapons doing 1d6 damage. I always sneered at this, before, but I'm beginning to come around on it. A dagger thrust can kill you just as readily as a two-handed sword can, and given the abstract nature of hit points, I can see the justification for this approach. Nevertheless, I think there needs to be some in-game benefit for giving up a shield and going with a 2-H weapon, so I've applied a house rule (see below).</p><p></p><p>3. No thieves in the party. This was chance, since Holmes includes Thieves, but I'm liking it because the players have been describing exactly how they proceed and search things, and we're free from perception-type rolls for traps and such. It's working well, and I think it's adding to the experience.</p><p></p><p>4. No initiative. BtB, Holmes goes in Dex order unless the Dex's are within 1 or 2 points, in which case you roll 1d6. In practice, I'm using the Dex scores as a guideline, and simply ruling who-goes-when based on the situation. If there is some question in my mind, an initiative check solves it.</p><p></p><p>Things I don't like:</p><p></p><p>1. The weapon size/multiple attack rule.</p><p>2. Clerics getting no spells at first level.</p><p></p><p></p><p>My house-rules:</p><p></p><p>1. One attack per round, regardless of weapon.</p><p>2. 1st level PCs get max hit points.</p><p>3. A natural 20 that hits does maximum damage (6).</p><p>4. A natural 1 that misses gives the enemy a free attack.</p><p>5. PCs are unconsious at 0 hp and can survive until -(Lvl +1).</p><p>6. Monster hit dice are 1d6</p><p>7. Two weapons use a single attack roll, but roll 2 dice for damage, taking the higher of the two. Two-handed weapons also roll 2 dice for damage, taking the higher of the two.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 3447139, member: 20854"] I ran the first session of a B4 (The Lost City) adventure for my two oldest children tonight using Holmes. They have a Fighting Man and a Cleric with three NPCs ("normal men" from the desert caravan). They rolled them up with 3d6 in order: Fighting Man -- Str 10 Int 12 Wis 11 Con 14 Dex 8 Cha 16 Cleric -- Str 7 Int 8 Wis 10 Con 9 Dex 8 Cha 8 The interesting thing about those stats under Holmes (or OD&D) is that they don't put the PCs at a big disadvantage. Holmes doesn't use a Str bonus to hit or damage (all damage is 1d6, regardless of weapon) and Dex doesn't affect AC (although it does affect missle fire). Con does affect hit points, but these characters have average Con. Cha doesn't give a specific modifier, although low-Cha PCs can't hire a lot of retainers, and Cha can give a DM-mandated bonus on reaction checks. Prime requisites (Str and Wis, in this case) can give a bonus to earned experience, but the abilities in question are average, in this case. Things I'm liking: 1. The relatively limited adjustments from stats. It seems to be taking the emphasis off the numbers. 2. All weapons doing 1d6 damage. I always sneered at this, before, but I'm beginning to come around on it. A dagger thrust can kill you just as readily as a two-handed sword can, and given the abstract nature of hit points, I can see the justification for this approach. Nevertheless, I think there needs to be some in-game benefit for giving up a shield and going with a 2-H weapon, so I've applied a house rule (see below). 3. No thieves in the party. This was chance, since Holmes includes Thieves, but I'm liking it because the players have been describing exactly how they proceed and search things, and we're free from perception-type rolls for traps and such. It's working well, and I think it's adding to the experience. 4. No initiative. BtB, Holmes goes in Dex order unless the Dex's are within 1 or 2 points, in which case you roll 1d6. In practice, I'm using the Dex scores as a guideline, and simply ruling who-goes-when based on the situation. If there is some question in my mind, an initiative check solves it. Things I don't like: 1. The weapon size/multiple attack rule. 2. Clerics getting no spells at first level. My house-rules: 1. One attack per round, regardless of weapon. 2. 1st level PCs get max hit points. 3. A natural 20 that hits does maximum damage (6). 4. A natural 1 that misses gives the enemy a free attack. 5. PCs are unconsious at 0 hp and can survive until -(Lvl +1). 6. Monster hit dice are 1d6 7. Two weapons use a single attack roll, but roll 2 dice for damage, taking the higher of the two. Two-handed weapons also roll 2 dice for damage, taking the higher of the two. [/QUOTE]
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