Dungeons & Dragons, Old-School

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Necron 99
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Post January 14th, 2024, 5:31 pm

Last week, I ran across a couple videos on Youtube that started me down a rabbit hole of old school D&D. In my decent, several things stuck out as I was re-reading through rules for early editions of the game, including Chainmail, OD&D, Holmes, M/C and Mentzer Basic.

There were some interesting aspects from the various rule sets that I took notice of while reading through. Many of these things I didn't pick up on prior, or simply didn't realize at all.

Chainmail

Overall, I think Chainmail is a pretty slick set of rules for running quick fantasy combat, either armies or one on one. In the standard combat for armies and troops, die rolls are d6s rolled based on the type of troop attacking. The kills that occur are denoted by a number or range of numbers rolled on each d6 (6, 4-6, etc.). The combat for "Man-to-Man" or "Individual Missile" combat is settled with rolls of 2d6 vs. the opponent's Armor Class using an attack matrix. Each type of combatant is given a set Armor Class. A total score equal to or greater than the AC score is, flat out, a kill. Further, in the "Fantasy Combat Table" which adds and details out more fantastic characters (orcs, goblins, dragons, balrogs, heroes, wizards, etc.), a score under the defender's AC had NO EFFECT, a score equal to the AC, required the defender to FALL BACK 1 MOVE, and a score higher than the AC was a kill.

Dice rolls in combat can potentially be modified, such as with magic weapons, magic arrows, or magic armor. These items may either, add extra dice to the initial 2d6 roll, or in the case of magical armor, reduce the number of the total score rolled. Morale checks in Chainmail are also resolved by rolling 2d6.

Some unit or character types may roll more than one d6, say, like the Wizard or Super Hero character. Wizards are considered the equivalent of two Armored Footmen. Armored Footmen make attacks with 1d6 against most opponents and kill on a roll of 6. A wizard would therefore roll 2d6 and slay enemies on rolls of 6.

This system of success or failure seems to be the one, or variation of one, that is mentioned in the video below, when playing in Mentzer's adventure. (from the beginning to about the 7-8min mark).



Original D&D

I greatly enjoyed reading the original intent behind the game in both the Introduction and Scope:
These rules are as complete as possible within the limitations imposed by the space of three booklets. That is, they cover the major aspects of fantasy campaigns but still remain flexible. As with any other set of miniatures rules they are guidelines to follow in designing your own fantastic-medieval campaign. They provide the framework around which you will build a game of simplicity or tremendous complexity - your time and imagination are about the only limiting factors, and the fact that you have purchased these rules tends to indicate that there is no lack of imagination - the fascination of the game will tend to make participants find more and more time. We advise, however, that a campaign be begun slowly, following the steps outlined herein, so as to avoid becoming too bogged down with unfamiliar details at first. That way your campaign will build naturally, at the pace best suited to the referee and players, smoothing the way for all concerned. New details can be added and old “laws” altered so as to provide continually new and different situations.

In addition, the players themselves will interact in such a way as to make the campaign variable and unique, and this is quite desirable. If you are a player purchasing the DUNGEONS & DRAGONS rules in order to improve your situation in an existing campaign, you will find that there is a great advantage in knowing what is herein. If your referee has made changes in the rules and/or tables, simply note them in pencil (for who knows when some flux of the cosmos will make things shift once again!), and keep the rules nearby as you play. A quick check of some rule or table may bring hidden treasure or save your game “life.”
With the various equipage listed in the following section, DUNGEONS & DRAGONS will provide a basically complete, nearly endless campaign of all levels of fantastic-medieval wargame play. Actually, the scope need not be restricted to the medieval; it can stretch from the prehistoric to the imagined future, but such expansion is recommended only at such time as the possibilities in the medieval aspect have been thoroughly explored. The use of paper, pencil and map boards are standard. Miniature figures can be added if the players have them available and so desire, but miniatures are not required, only aesthetically pleasing; similarly, unit counters can be employed — with or without figures — although by themselves the bits of cardboard lack the eye-appeal of the varied and brightly painted miniature figures.
Elves, as a class, can switch between Fighting-Man and Magic-user, per adventure.
Elves can begin as either Fighting-Men or Magic-Users and freely switch class whenever they choose, from adventure to adventure, but not during the course of a single game.
Magic-users can create magical items for use or for selling. It should be noted here that the word "Wizard" is in reference to the level of the Magic-user; Wizards in OD&D are Magic-users of 8th level or higher.
Wizards and above may manufacture for their own use (or for sale) such items as potions, scrolls, and just about anything else magical. Costs are commensurate with the value of the item, as is the amount of game time required to enchant it.
OD&D allowed for, with permission of the referee, character classes other than the ones listed. Probably not something I would add into any of my games as it just doesn't sit right in my brain, but it's noteworthy to say that chastising later editions of the game or alternative systems in the OSR that allow such things, probably isn't a fair assessment any longer.
There is no reason that players cannot be allowed to play as virtually anything, provided they begin relatively weak and work up to the top, i.e., a player wishing to be a Dragon would have to begin as, let us say, a “young” one and progress upwards in the usual manner, steps being predetermined by the campaign referee.
The system assumed DMs would roll stats for the player characters.
Prior to the character selection by players it is necessary for the referee to roll three six-sided dice in order to rate each as to various abilities, and thus aid them in selecting a role.
Dexterity scores modify both to-hit rolls for missile attacks AND act as initiative for character actions during combat. This is further clarified in later editions and printings, such as the 1977 Holmes edition.
Dexterity applies to both manual speed and conjuration. It will indicate the character’s missile ability and speed with actions such as firing first, getting off a spell, etc.
Charisma scores determine hirelings, but also the likelihood of a character attracting monstrous henchmen.
Finally, charisma will aid a character in attracting various monsters to his service.
PCs can denote Relatives, to receive and inheritance in the event of their demise. This seems like a great way to implement another, new character, should the original perish.
The referee may allow players to designate one relative of his character to inherit his possessions if for any reason the participant unexpectedly disappears, with or without “death” being positively established, for a period of one game month, let us say. At this time the relative would inherit the estate of the character, paying a 10% tax on all goods and monies. The relative must start at the lowest level of the class he opts for, but he will have the advantage of the inheritance.
One of the more interesting aspects of OD&D, in my opinion, is the inclusion of the Alternate Combat System in Book 1: Men and Magic. This alternate system is the basis for the system that was later curated into Basic and Advanced D&D. The difference here, however, is that in OD&D, both Hit Dice and Weapon Damage, all rely on a d6. Fighting-Men gain 1+1 HD at first level, having a maximum of 8 hit points, assuming they have a +1 bonus for high CON. Clerics and Magic-users get 1 HD at first level, with a possible max of 7 HP. Weapons and weapon type are not really taken into account in this system, all weapons do d6 in damage per successful hit. In this way, Wizards then, are just as formidable as most other classes, even if they are restricted to only using a Dagger. This also means that using larger weapons makes little difference and gains no benefit.

It's fairly obvious that the first three books in OD&D were really designed for use with the combat rules from Chainmail. It isn't until we get into Book 4: Greyhawk that we see a more detailed and expanded (corrected?) Alternate Combat System that breaks down weapons into different damage types with their own varied damage (d4, d6, d8, etc.) and classes with varied dice for Hit Dice.
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien

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Post January 14th, 2024, 7:08 pm

While Book 4: Greyhawk added much to the original 3 books, expanding classes, stats, and other aspects of the game, I decided to just briefly read through the book, putting more time into pouring over the Holmes Basic D&D book. While this book only reflects characters of 1st through 3rd level, it cleans up and consolidates the original game and subsequent books into a more digestible volume, imo.

Reading through the Holmes blue book, I'm still amazed to find interesting aspects and differences, not so much from the earlier material, but from the B/X and BECMI editions that came later on.

Basic D&D Holmes

The first thing you really notice, is that the Forward of the book, pushes players towards "Advanced Dungeons and Dragons" for playing characters above 3rd level. AD&D is also mentioned in various paragraphs and sections throughout the book.

The reference to rolling up character stats now puts it on the players, as opposed to the DM.
Each player starts a character by rolling three 6-sided dice for each characteristic.
Stat modification is mentioned, which I normally assume is a "2 to 1". The difference here, though, is that each class is different in which stats can be modified and the ratio used.
  • Magic-users and clerics can reduce their strength scores by 3 points and add 1 to their prime requisite for every 3.
  • Fighting men, clerics, halflings and dwarves can reduce their Intelligence score by 2 points and add 1 to their prime requisite for every 2.
  • Fighting men, halflings and dwarves can reduce their wisdom by 3 points, and magic-users can reduce it by 2 to gain 1 point for their prime requisites.
  • Thieves can raise their dexterity score by lowering intelligence 2 points and wisdom 1 point for each additional point of dexterity.
  • Constitution and charisma can not be altered, and dexterity can not be reduced.
  • In no case can any ability be lowered below 9.
Thief is now a class (added from the Greyhawk supplement). In addition to Thief, the Paladin and Druid were also introduced in Book 4: Greyhawk, however they were not included in this version of Basic D&D.

Dwarves have a special weapon ability.
They are the only ones who can wield the +3 Magic War Hammer.
Half-Elves were introduced in Book 4: Greyhawk, however they were not included in this version of Basic D&D.

Alignment now mentions Good/Evil in addition to the standard Lawful/Chaotic of the original 3 books. This is one of the aspects that was expanded in the Greyhawk supplement.
Depending on the god, the cleric may be good or evil, lawful or chaotic.
Variable Hit Dice for determining Hit Points are given to the classes.
Fighters, including dwarves, generate random numbers from 1 to 8, clerics from 1 to 6, and magic-users and thieves from 1 to 4. Elves use a spread of from 1 to 6 as they are both fighters (1-8) and magic-users ( 1-4). Although halflings are always fighters, they also use a 1 to 6 point spread due to their size.
Generation of starting gold is the same for all character classes.
Gold owned by the character initially is determined by rolling three 6-sided dice and multiplying the result by 10. The result is the number of gold pieces owned. From this amount the character must outfit himself.
Another push to AD&D in regards to more character options.
There are a number of other character types which are detailed in ADVANCED DUNGEONS & DRAGONS. There are sub-classes of the four basic classes. They are: paladins and rangers (fighting men), illusionists and witches (magic-users), monks and druids (clerics), and assassins (thieves). There are half elves. Special characteristics for dwarven, elven, and halfling thieves are given. In addition, rules for characters who possess the rare talent of psionic ability are detailed.
All characters are assigned some chance to "listen at doors" or "spot secret doors". This is something often questioned or missed in latter versions of the game.
When the characters come to a door they may listen to detect any sound within. A die roll of 1 for humans, 1 or 2 for elves, dwarves and halflings (and thieves), indicates that they have heard something, if there is anything to hear.
If elves pass by a secret door or passage, roll a six-sided die and a 1 or 2 means they sense something there. If the party is searching for a secret door then an elf will locate it on a roll of 1 to 4, other characters on a roll of 1 or 2. Of course, the Dungeon Master will lessen these possibilities in lower levels of the dungeon.
Surprise! This is something I've not read anywhere else, but seems like a good rule to implement.
A character surprised by a monster may drop whatever he is holding — on a die roll of 6 — and the monster gains first reaction (which means it will usually charge to attack the party).
Wandering monsters. This is adjusted from the earlier books, in the original books wandering monsters were rolled every other turn.
At the end of each three turns the Dungeon Master can roll a die to see if a wandering monster has come down the corridor. A roll of 6 means that something has come "strolling" along.
Holmes Basic mentions rolling a 20-sided die in multiple sections. However, rolling a 20-sided die is in reference to rolling both percent (as in abilities for Thieves) and normally (as in Saving Throws or attack rolls). What they are really talking about is a 20-sided die with 0-9 on two faces of the die, not the typical 1-20 that we're used to using now. I'm not sure if I have any d20s like this, but I'm definitely going to look for some to add to my dice collection.
Numbers can be generated as follows: Mark one set of faces on a 20-sided die by coloring with a red permanent marker on one of each faces — 0, 1, 2, 3, etc. The marked faces will be considered to have a ten added to them — 1 = 11, 2 = 12, 3 = 13, etc. Unmarked 0 = 10, marked 0 = 20. This die will also be used to determine the results of combat from the combat table.
Magic armor and shields reduce the attack roll, of an opponent, instead of increasing AC of the defender. This makes sense, since combat attacks are made on a matrix. I don't know why, but I really like this approach.
Magic armor and shields subtract from the combat die roll of anyone striking at them, and the armor and shield bonuses are simply added together to determine the subtraction. Certain cursed armor and shields actually increase the probability of being hit by the indicated amount.
Weapon size varies the number of attacks made during a combat round. I did not know this; good news for Magic-users and Thieves employing Daggers or similar weapons.
Each round consists of an exchange of blows with ordinary weapons. Light weapons such as the dagger allow two blows per round. The heavy two-handed sword, battle axe, halberd, flail, morning star, and most pole arm can be used only once every other round.
Dexterity determines melee combat initiative.
When two figures are brought into position 10 scale feet (or less) apart they may engage in melee. The character with the highest dexterity strikes first. If the Dungeon Master does not know the dexterity of an attacking monster he rolls it on the spot. Subject to the limitation of heavy weapons the two figures exchange blows in turn until the melee is resolved. If dexterities are within 1 or 2 points of each other, a 6-sided die is rolled for each opponent, and the higher score gains initiative — first blow.
Initiative isn't really warranted until melee combat begins. Below is a Comment about combat and it describes magic and missile actions being taken until the monsters engage in melee combat.
When there is time, or when a magic-user says he is getting a spell ready, magic spells go off first. This is followed by any missile fire, if the distance to the monsters permits, and then melee is joined, after which no missile fire is permitted because of the danger of hitting friendly forces. If a magic user is not involved in the melee he can get another spell off after 1 or more melee rounds have gone by. If he is personally attacked he can't concentrate to use his magic but must draw his dagger and defend his skin! However, if the magic-user had some magical device — such as a wand or staff — it could be used in lieu of the dagger as an attack weapon.
Assuming I'm reading this correct, Magic Swords +1, only confer a bonus to hit, not damage. I take this from the following:
Weapons with a plus after them are magical and the user adds the plus to his die roll for a hit. In addition some monsters can only be injured by magical weapons. Some magic weapons also do additional damage besides increasing the probability of a hit. Any sword that is +2 or +3 against particular opponents (trolls, undead, etc.) does the indicated additional damage.
That changes a lot about how magic swords work in the game, I never realized this. It goes on to say:
Magical weapons other than swords always add their bonus to both hit probability and to the points of damage scored. Thus, a War Hammer +2 adds to the chance of hitting and also does 2 additional hit points when it does strike.
There is also mention of how magic bows and arrows work, I think for the most part, this is how I've always run them.
Any magic arrow, in addition to being +1 on their chance of scoring a hit, also does +1 additional damage, unless specified otherwise due to the type of monster being shot. Magic bows merely confer +1 on the probability of a hit, the arrows do no additional damage. A magic arrow shot from a magic bow has a + 2 probability of a hit.
I'm not sure if I've seen this mentioned in regards to magical potions before, but I like the way it's handled.
Most potions come in small vials or flasks containing a single dose. The effects of most potions last somewhat longer than 6 turns. The Dungeon Master rolls a secret die to determine the number of additional turns and only informs the player when the effect of the potion has worn off.
Not sure if I realized this or not, regarding scrolls of Protection, but good to know for future adventures.
Protection scrolls can be read by anybody.
Finding and gaining the use of an offensive wand is pretty spectacular.
Wands that have projectiles or rays are considered to do six 6-sided dice of damage and to have 100 charges or projectiles. Wands and staves can be used only by magic-users, or, when specified, by clerics.
I approve of the "final words" from JEH (and Gary and Co.) at the end of the DM section.
A final word to the Dungeon Master from the authors. These rules are intended as guidelines. No two Dungeon Masters run their dungeons quite the same way, as anyone who has learned the game with one group and then transferred to another can easily attest. You are sure to encounter situations not covered by these rules. Improvise. Agree on a probability that an event will occur and convert it into a die roll — roll the number and see what happens! The game is intended to be fun and the rules modified if the players desire. Do not hesitate to invent, create and experiment with new ideas. Imagination is the key to a good game. Enjoy!
Overall, this is first time I think I've read through the Holmes edition of Basic D&D and I really like it. Maybe it was just ignorance in not having read through it before, but it was a fun read.
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien

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Post January 15th, 2024, 1:28 am

I was introduced to D&D via Holmes Basic, and it still holds a fond spot on my heart.

You run-through was fun, Jay, and reminded me of a possible house rule I thought of while going to bed last night, but had forgotten until just reading your post now:

PC Cha score for maximum # of henchmen determines the maximum number of “attunements” that a PC can maintain simultaneously. Items requiring attunement include:

- magic ring (1/ring with a max of 2 rings)
- ioun stone (1/stone)
- intelligent weapon with ego (still noodling on this, but thinking about allowing more than 1 intelligent weapon per PC, so that they can get into jealous conflict with one another ;) )
- others??: some artifacts and relics (but not all), perhaps level+attunements for controlled undead limits, perhaps a subdued adult drsgon counts as 1 attunement (with older ones requiring more), etc.

Allan.
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Post January 15th, 2024, 2:36 am

I started with Moldvay B/X so never read the Holmes book nor played using that particular rules set. Might be fun for a one-shot someday.
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Post January 15th, 2024, 10:08 am

grodog wrote: January 15th, 2024, 1:28 am I was introduced to D&D via Holmes Basic, and it still holds a fond spot on my heart.

You run-through was fun, Jay, and reminded me of a possible house rule I thought of while going to bed last night, but had forgotten until just reading your post now:

PC Cha score for maximum # of henchmen determines the maximum number of “attunements” that a PC can maintain simultaneously. Items requiring attunement include:

- magic ring (1/ring with a max of 2 rings)
- ioun stone (1/stone)
- intelligent weapon with ego (still noodling on this, but thinking about allowing more than 1 intelligent weapon per PC, so that they can get into jealous conflict with one another ;) )
- others??: some artifacts and relics (but not all), perhaps level+attunements for controlled undead limits, perhaps a subdued adult drsgon counts as 1 attunement (with older ones requiring more), etc.

Allan.
Not a bad house rule at all, I like it. It gives CHA a bit more impact than just dealing with hirelings and monsters.
When you started playing with Holmes, did you use the chits or dice?
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien

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Post January 15th, 2024, 10:58 am

Necron 99 wrote: January 15th, 2024, 10:08 am Not a bad house rule at all, I like it. It gives CHA a bit more impact than just dealing with hirelings and monsters.
As in Amber Diceless, I try to make each stat the most important one, but I personally tend to view Wis as the dump stat rather than Cha.
Necron 99 wrote: January 15th, 2024, 10:08 am When you started playing with Holmes, did you use the chits or dice?
The set I had had chits, but I had dice as well so we didn’t use the chits.

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Post January 15th, 2024, 5:22 pm

Basic D&D - Moldvay/Cook

The M/C edition of D&D is, imo, where you see the first hints of turning the game from "wargame" to "story-ish". The reason I say this is because of what Tom mentions in his Forward of the game book.
Sometimes I forget that D&D® Fantasy Adventure Game is a game and not a novel I'm reading or a movie I'm watching. The original D&D rules are a classic. They gave the first gaming system for fantasy role playing and, in my opinion, are still the best set of rules on the market. When I revised the rules I tried to maintain the spirit of the earlier rules.

Those rules were written for people with a background of gaming experience. This revision was designed to be easily read and used by individuals who have never before played a role playing game.
This edition of the game was really aimed at drawing in new players and breaking it down for them to understand how to play. It doesn't have the hand-holding that the Menzter edition does, but it does seem to use more "kid gloves" while explaining the many aspects of the game. It may be important to note that Advanced D&D had already been published and gained popularity by the time this box set was released. At no point in the forward or introduction, does Moldvay mention AD&D, quite the opposite actually.
This rule booklet deals mostly with adventure in a dungeon and explains the different player character classes (professions) from the 1st to the 3rd level of experience. (These and other terms will be explained later in this booklet.) The D&D® EXPERT SET adds to these rules, providing further details for player character classes from the 4th to the 14th level of experience, and gives rules for adventuring in the wilderness outside of the dungeons. A supplement - the D&D® COMPANION SET - provides further details for player character classes from the 15th to the 36th level of experience.
Of course while an Expert set was published, TSR never published a Companion set until after the revised Mentzer Basic/Expert sets were released.

The term "monster" as it relates in the game, is explicitly detailed.
A monster is any animal, person, or supernatural creature that is not a player character. A monster may be a ferocious dragon or a humble merchant. For game purposes, any creature not a player character is a monster. Human monsters are often called non-player characters (or NPCs) to separate them from other monsters.
I especially liked the "How to Win" section of this book and the description of "how" a DM should run the game.
"Winning" and "losing", things important to most games, do not apply to D&D games! The DM and the players do not play against each other, even though the DM often plays the role of various monsters which threaten the player characters. The DM must not take sides. He or she is a guide and a referee, the person who keeps the action flowing and creates an exciting adventure. Player characters have fun by overcoming fantastic obstacles and winning treasure, but this does not end the game. Nor is the game "lost" when an unlucky player's character dies, since the player may simply "roll up" a new character and continue playing. A good D&D campaign is similar to the creation of a fantasy novel, written by the DM and the players.
Rolling 3d6 per stat is still the method for rolling character stats.

Rolling 3d6 x 10 is still the method used for generating starting gold, for ALL classes.

The Attributes and their descriptions remain primarily the same, modification to Initiative is mentioned for Dexterity.
This applies only to individual initiative (who will strike first), not party initiative. (See PAIRED COMBAT, page B23.)
Attribute modification is now described as a "2 for 1" ratio, in general, unlike the Holmes edition, however, how the attributes are modified are determined by class.
When adjusting abilities, no score may be lowered below 9. When an adjustment is made, a prime requisite ability will be raised 1 point for every 2 points that the adjusted ability is lowered.
  • Strength may be lowered by magic-users in order to raise Intelligence, and by clerics in order to raise Wisdom.
  • Intelligence may be lowered by fighters, dwarves, halflings, thieves, and clerics in order to raise a prime requisite of their class.
  • Wisdom may be lowered by magic-users, fighters, dwarves, elves, halflings, and thieves in order to raise a prime requisite for their class.
  • Dexterity may not be lowered, though it can be raised if it is a prime requisite.
  • Constitution and Charisma may not be raised or lowered.
Up through this edition, which I neglected to mention prior, death occurs at zero HP.
Hit points represent the number of "points" of damage a character or monster can take during battle before dying. Any creature reduced to 0 hit points (or less) is dead.
In Holmes, there is mention of useless characters, players who's characters have such terrible attributes they should be immediately retired and a new character rolled up. However, now I see the first instance of an option for asisting poor dice rolls during character creation.
First level characters may easily be killed in battle. As an option, the DM may allow a player character to roll again if the player has rolled a 1 or 2 for the number of hit points at first level only.
I have to wonder if this option is the first step upon the road to negative or bad player experiences? :uh:

Clerical Turn Undead, I don't think I knew about this rule but it's good to know.
A successful attempt at Turning undead will always affect at least one undead monster, no matter how few hit dice are affected.
Dwarven weapon restrictions, the same applies to Halflings.
They may use any type of weapon of normal or small size, but may not use long bows nor two-handed swords.
Infravsion is explained, which has been a topic of debate many times.
Dwarves often live underground, and have infravision (heat-sensing sight) which allows them to see 60 feet in the dark.
Elves have infravision (heat-sensing sight) and can see 60 feet in the dark.
and later on:
Infravision is the ability to "see" heat patterns. Most living things give off heat. To infravision, warm things are bright, cool things are gray, and cold things are black. Infravision is useless in normal or magical light. Infravision cannot be used to read without light. All non-human monsters have infravision.
Halfling size bonus; this is NOT noted for Dwarves, as it is in later editions/versions.
Due to their small size and skills at dodging, halflings have a bonus of -2 on their Armor Class when being attacked by creatures larger than man-sized. When rolling for individual initiative (an Optional rule) halflings add +1, in addition to any Dexterity adjustments.
Thief weapon use. Any weapon is allowed, unlike latter editions/versions.
They may wear nothing more protective than leather armor, and may not use a shield. They may, however, use any type of weapon.
Alignment. Unlike Holmes which seemed to be the precursor to AD&D, B/X removes any mention of Good/Evil and only describes character's alignment using the original three, Lawful, Chaotic, Neutral. The odd thing about this, is that Detect Evil is a clerical spell. Under the description it makes note that the DM should decide what constitutes "evil".
The exact definition of "evil" is left to each referee, and players should discuss this point so that all are in agreement; "Chaotic" is not always "evil". Poison and physical traps are neither good nor evil.
This appears, at least to me, to be one of the first inconsistencies I've seen so far, with regards to the game rules.

We now see the first notation that Armor Class (AC) is affected by magical armor and shields, unlike previous editions which applied the modification to the attacker's score.
Armor Class is affected by such things as magic, magic items, and Dexterity, as well as by the type of armor worn.

Armor class may be lowered (improved) by Dexterity and magical bonuses. A fighter with a Dexterity score of 16 (a -2 adjustment), plate mail +1, and a shield +1 would have a total Armor Class of -2. Magical protection pluses are always subtracted from the number of the Armor Class.
Monster languages.
Any monster with its own language has a 20% chance of also speaking Common (except dragons, who always speak Dragon and Common if able to speak at all.
Inheritance is continued to be mentioned through this edition. However, this time, it has a stipulation for use.
If the DM wishes, a player may name an heir to inherit his or her worldly possessions upon the death of the character. The local authorities will, of course, take 10% in taxes, before giving the inheritance to the heir. This heir must always be a newly rolled up first level character. This "inheritance" should only occur once per player.
Blind effect, (taken from the Light spell). Don't think I knew about this, always just used the -4 to hit, when attacking.
In the D&D BASIC rules, a blinded creature may not attack.
Magic Missile has the duration of 1 turn, eluding to the fact that the spell can be cast and the missiles may be held and fired up to the end of the duration.

Movement. No difference between class/race size.
All characters are able to move 120' or feet in one turn when exploring a dungeon. Encounter movement is determined by dividing the base movement rate by 3, while running speed is equal to the base movement rate in rounds.
Resting. This is a rule I was not aware of and likely would not implement.
After moving for 5 turns, the party must rest for 1 turn. One turn in 6 (one each hour of the adventure) must be spent resting. If characters do not rest, they have a penalty of -1 on all "to hit" and damage rolls until they do rest.
The ability of all characters to "listen at doors" remains the same as from the Holmes edition.

Traps. Even non-thief characters have a chance.
If any character does something which could trigger a trap (such as walking over a certain point), the trap will be sprung on a roll of 1-2 (on Id6).

Any character has a 1 in 6 chance of finding a trap when searching for one in the correct area. Any dwarf has a 2 in 6 chance. Checking a
specific area for a trap will take one full turn.
Surprise. Unlike the Holmes edition, there is no mention of surprised characters dropping held items. I still like that idea and would probably consider using it.

Initiative. Here in B/X we see the change in how initiative is handled. The standard initiative is for both sides to roll a d6, higher roll gets first actions, a tie means both sides act simultaneously. The option for PAIR COMBAT is detailed should the DM and players want to use individual initiative.
The DM may chose to roll initiative for each character and the monsters he or she is fighting instead of for each side. If this is done, character's Dexterity scores (see page B7) are used to adjust the initiative die rolls. The DM may wish to adjust the monsters' initiative rolls for monsters which are very fast.
Running. I don't think I've known anything with how running in B/X worked until now. It seems to go hand-in-hand with the resting aspect.
Running characters may move at up to three times their normal movement rate (per round). No mapping is allowed while running. Characters may only run for half of a turn (30 rounds), and must then rest for three complete turns. If forced to fight before they are fully rested, the characters will fight with a -2 penalty on their "to hit" and damage rolls, and their opponents will gain a bonus of + 2 on their "to hit" rolls. These penalties will remain until the characters have fully rested. Any successful hit by a character will still do at least 1 point of damage, whatever the adjustments.
Combat Sequence. The order of actions in B/X differ from Holmes and the original books. In B/X, missile fire occurs prior to spell casting. In prior editions, spell casting occurred before missile fire. Personally, I like the B/X option as it seems quicker to fire or throw a missile weapon, than cast a spell.

Natural 20 and 1. We see the first mention of rolling natural rolls, such as 20 and 1 on a d20 attack roll.
Roll 1d20: if the result is equal to or greater than the number indicated by the chart, the attack has been successful. Unless magical or silver weapons are needed to cause damage, (and not available) a roll of 20 will always hit, and a roll of 1 will always miss.
In prior editions, it was mentioned that lighter weapons allowed 2 attacks, while large weapons attacked every other round. In B/X this does not be the case.
Missile fire is never adjusted by Strength. Hand-to-hand combat is never adjusted by Dexterity. A character may not attack more than once in one round.
Weapon Damage.
All weapon attacks by characters (PC or NPC) will do 1-6 (Id6) points of damage, adjusted by Strength and magical bonuses, if applicable. If the Variable Weapon Damage system (hereafter) is used, check the weapon type to find how much damage each weapon will do (adjusted by Strength and magical bonuses or penalties).
Magical Missiles. Here is one that again, differs from the previous edition. In Holmes, magical bows granted a bonus to hit, while magical arrows granted a bonus to damage. In B/X this seems to be a bonus to hit, only. This is a case where as DM, I would have to align with the Holmes rule. I would also apply the STR bonus to missiles that hit within Short Range.
If the DM uses magical arrows, bows, spears, or other magical weapons which might be used as missiles, any magical bonuses should be added to the "to hit" rolls for missile fire.
Paralysis. I was not aware of this.
A cure light wounds cleric spell will remove paralysis, but will not cure any damage when used for this purpose.
Monsters: Save as. attribute. This was something I did not know.
Save As gives the saving throw character class and level for the monster, equal to that of a player character of the same level. Unintelligent monsters save at one-half their monster level, with fractions rounded up. EXAMPLE: An animal-type monster with 3 hit dice will save as a character of level 1 and 1/2, rounded up to 2. Intelligent monsters usually save at their monster level.
Identifying Magical Items. This is definitely a plus for AD&D, having the Identify spell available for use.
A character can only identify the exact type of item by testing it (trying on the ring, sipping the potion, etc.).
Magical Item Charges. This is a big departure from the Holmes edition, regarding charges for magical items.
Many items will have a limited number of charges (uses). When the last charge is used, the item is not magical any more. It is not possible to find out how many charges an item has, and such items cannot be recharged.

Unless otherwise specified, a wand, staff, or rod will contain 1-10 (ldl0) charges when found.
Magical Weapons. We now see the standard application of magical bonuses from weapons, applied to both to-hit and damage, unlike the Holmes edition.

Magical Potion Duration.
Unless stated otherwise, the effect of any potion lasts 7-12 (ld6 + 6) turns.
Finally, great advice on the art of DMing the game.
It is very important for the DM to be flexible. It is important that the DM be fair, judging everything without favoring one side or another. The DM is there to see that the adventure is interesting and that everyone enjoys the game. D&D is not a contest between the DM and the players! The DM should do his or her best to act impartially when taking the part of monsters or handling disputes between characters.

Quite often a DM can decide on a solution to a player's actions not covered by these rules. Other times, a problem may have no simple solution. One quick way for a DM to decide whether a solution will work is by imagining the situation, and then choosing percentage chances for different possibilities.

The DM decides how these rules will be used in the game. A good DM talks about problem areas with the players and considers reasonable requests by them. The players should realize, however, that the final decision is the DM's: not theirs, and not this booklet's! If a disagreement holds up play, the DM may make a temporary decision and talk it over with the players when the adventure is over. If a player disagrees strongly enough, he or she may quit the game. It is up to the DM to create an adventure the players can enjoy.
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien

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