Showing posts with label B/X. Show all posts
Showing posts with label B/X. Show all posts

Saturday, October 4, 2014

Old D&D editions and clones - B/X edition D&D

In my series going back through old editions and clones I've reached the edition of D&D called B/X, for the "Basic" and "eXpert" books of the D&D rules. I'm thinking of taking a closer look at some other old school games as well, but for now it's the Thing itself, D&D.

First impression is good. This is clear about what it's all about, and how to use the book. This introduction is very clear, and this is what you feel about the rest of this book, very clear.

How do you organize a game book anyway? Many books have been organized like this one, and for a good reason, it is clear and makes a lot of sense. You learn about a how to make a character, his or her powers and then about things you might happen upon in an adventure and how to handle them. Even in the section about encounters the author lists things you might want to do when you encounter a creature, and then in the same order they are listed there's a section on how to handle that eventuality.

The only thing I really find curious about these books, Basic and Expert alike, is how they mention monsters. In the first book they say there's more stuff in the next book, like monsters! Then in the next book they once more mention the next book (never published) containing more stuff, like monsters. It's also mentioned on the back of the books that there are "new spells, magic items and over 100 new monsters". Why not mention how many magic items are in there?

It was fun to see that Dave Arneson's rules about magic swords show up again. I kind of missed them when they were not in the first book. I wonder how different the history of D&D would be if all swords had been that special?

Generally when I read this book I feel "this is a game I could see myself playing". You feel that since it's so complete. There are procedures for stocking dungeons, what to do if they players want to speak to monsters or who will act first when they are surprised. It feels like whatever happens, you're covered. This almost makes me feel like I'm reading 3rd edition, which is usually being slammed for trying to cover it all, with a rule for everything. Maybe it's a matter of how you present it? For me it reads very comforting. I am tempted to run a game just because I know with these rules I could handle anything.

Apart from that, there's very few pieces of really inspiring bits for me. The prose is very dry, and not enticing me into adventure, and the rules have no really quirky and bizarre subsystems you long to try out. Oddly enough, if there's one word for this feeling it must be - dull!

Considering this is the favourite edition for many D&D fans, I guess I just cussed in church! But, I don't consider this a bad game. Frankly, this probably is my favourite edition of D&D. For some reason it really lack some pizzazz, though. It wont make me go "I really want to play this game", but like I wrote earlier I could really see myself doing it, because I find no faults at all with it. Come to think of it, this was the last edition I used to run a D&D game, before it fizzled out and we started playing that newfangled thing, called 4th ed.

There is one thing that mystifies me, though, why do a clone of this game? There's nothing to fix, and there's no fault in its presentation and it's easy to find for sale cheap. Well, not being silly I guess the problem would be it's not in print.

But, My two copies of both Basic and Expert have actually kept me from getting Labyrinth Lord. I never felt the need.

Monday, February 13, 2012

Old School feats - my take

In a post some while back, FrDave posted his ideas about how to spice up the use of stats in old school D&D by some "feats" for those with exceptional stats. I liked the idea of some extra ability that set just that level 2 fighter apart from the dozen next to him in line at the dungeon entrance. Stats mean very little in earlier editions, and while I think the way it works in, say 1st ed AD&D, is a a bit excessive I still think some more use could be had out of them.

Here are my lists for "old school" feats.

This is build for the B/X edition of D&D, with a +1 for 13-15, +2 for 16-17 and +3 for 18 in a stat. The reverse applies for stats lower than 8.

Fighter
  • STR - 1-3 times a day, the fighter attack may stun an opponent who must make a save or dazed only defend himself.
  • INT - Once a day, you can find and exploit a flaw of the opponent. Adjust his and/or your AC up or down 1-3 points.
  • WIS - 1-3 times a day the fighter can feint an opponent, who then looses his next action.
  • DEX - 1-3 times a day, a successful attack may disarm an opponent.
  • CON - 1-3 extra HP added at character generation.
  • CHA - daily an intimidate attempt may be made, and 1-3 bonus gained to one to hit roll.
Magic-User (repost from Blood of Prokopius)
  • STR - 1-3 spells per day have their durations doubled.
  • INT - 1-3 spells with variable effects are maximized.
  • WIS - 1-3 spells may be spontaneously cast in place of memorized spell of equal or lower level.
  • DEX - 1-3 spells with an area effect have it doubled.
  • CON - may use 1-3 weapons or armour chosen at character generation not normally available. Leather must be the first choice and no heavier than chain.
  • CHA -  1-3 spells a day require two successful saves.
Thief

  • STR - thrown weapons gets +1-3 damage
  • INT - 1-3 times a day the thief manoeuvre himself so to grant initiative for his side. Ignore the dice.
  • WIS - daily the thief may push and shove enemies in a fight, granting +1-3 to one attack/save on a friendly side.
  • DEX - 1-3 times a day, an attempt at sleight of hand will automatically succeed.
  • CON - 1-3 times a day you get +1 to a save of your choice.
  • CHA - you can tell 1-3 totally convincing lies each day.
Halfling
  • STR - 1-3 times a day, you can re-roll a to hit or damage for one ranged attack.
  • INT - 1-3 bonus once a day to find hidden things.
  • WIS - once a day, your sixth sense will warn you of impending danger, on a roll of [1-3] in a six.
  • DEX - one fight a day, you get 1-3 bonus to AC.
  • CON - 1-3 bonus to any save, once a day.
  • CHA - 1-3 times a day, you may sing a silly song gaining a 1-3 morale bonus for the whole party.
Cleric
  • STR - if an opponent if of a faith directly opposing your own, you may once a day smite the unbeliever for 1-3 extra damage.
  • INT - 1-3 memorized spells may be swapped out for a healing spell of equal or lower level, at will.
  • WIS - once a day, turning attempts will affect 1-3 extra targets.
  • DEX - 1-3 spells of variable area of effect is doubled once a day.
  • CON - daily after a short prayer, the cleric will regain 1-3 HP.
  • CHA - the true intentions of 1-3 individuals with whim he has conversed will be revealed by the cleric's god.
Elf
  • STR - once a day, you get 1-3 bonus to a save against spells with physical effects.
  • INT - 1-3 times a day, a spell cast will be retained in memory.
  • WIS - on a [1-3] in 6, small woodland creatures will give you warnings of dangers and happening in the wild you are travelling through.
  • DEX - 1-3 rounds a day the elf may shoot twice in combat.
  • CON - 1-3 days an adventure the elf may survive without sleep/food or water.
  • CHA - on a 1 in 6 the elf might know, once a day, a snippet of knowledge of greater or lesser relevance to the adventure at hand.
 Dwarf
  • STR - 1-3 attacks a day will not only harm, but also stun the target into loosing their next action.
  • INT - may identify the make and/or source of gems and precious metals, on a [1-3] roll in six once a day.
  • WIS - once a day 1-3 spells of the dwarfs level or lower will not affect him.
  • DEX - when an enemy falls for your axe, you may 1-3 times a day immediately roll to also attack the closest enemy.
  • CON - 1-3 days a week, the dwarf may drink any amount of alcohol without passing out.
  • CHA - once a day, saves against any fear effect will get a 1-3 bonus for everyone within 10' of the steady dwarf. 

So what say you? I think these can be used to great effect to make that character of yours stand out a bit from the rest, without degenerating into super heroics of a kind not fitting for B/X.
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