In dabbling with the Old School Renaissance (OSR) and retro-clone
games I’ve come full-circle back to my original adventure gaming
roots. I started on Basic/Expert Dungeons & Dragons (the
Moldvay edition, often called B/X D&D) and, after
exploring many modern interpretations of the classic games enabled by
the Open Game License (OGL), still prefer its concise, streamlined,
yet easily adaptable form. B/X D&D remains my favorite of
all the different versions of D&D and all the OSR
retro-clone offerings available today. I enjoy a few OSR games on
their own – rather than for the evolutions they bring to OSR
retro-clones – particularly the Barsoom-inspired Warriors of the
Red Planet, sci-fi retro-clone White Star, and Barbarians
of Lemuria (arguably on the fringe of the OSR retro-clone scene).
But when it comes to swords-and-sorcery fantasy roleplaying, I
default to B/X D&D.
Yet even my beloved B/X D&D
could stand some
streamlining, revision, and enhancement. What game can’t? Most
games become customized the moment a gamemaster and players start
adding “house rules,” from interpretations of rule systems to new
additions to suit their particular play style. My recent
explorations of the OSR have helped me determine some of my
preferences in various aspects of traditional D&D game
mechanics. Along the way I’ve particularly enjoyed what some
creators have developed based on many classic gaming elements from
the Golden Age of Roleplaying. Surveying how classic games and new
OSR titles handle various mechanics – especially in relation to my
overall personal preference for B/X D&D – helped
coalesce some of my opinions about elements I’d tinker with in my
own “house rules,” should I ever come to run a B/X D&D
game myself:
Low- to Mid-Level Play:
I think one of the great
appeals of OSR-style play comes from the survival of low-level
characters and their slow but exciting rise to greater heights. Sure,
“domain level” play has its appeals and many adherents, but much
of the OSR experience focuses on creating new characters and
adventuring for their advancement. B/X
D&D
serves
that paradigm well. While this particular branch of D&D
ultimately released supplements for companion, master, and immortal
level play, the
Moldvay-edition B/X
D&D provides
a solid base for starting and advancing to reasonable levels.
Rolling Attributes: I prefer to roll 4D6, drop the lowest
number, and assigning the result to a particular attribute. This way
a player has a bit more freedom to create a character with optimal
stats for their chosen class. Many players come to the table with a
sense of what kind of class they want to play; I see no point in
limiting their choices, or railroading those choices, by assigning
stats in the order in which they’re rolled. (Yes, some players
relish the challenge of playing a character randomly determined by
stats, and that’s good, too.) Numerous versions of the game
advocate certain conventions in rolling attributes, some even noting
multiple options in the same edition. Everyone has their own opinion
on this, and I respect that; everyone “house rules” their game to
suit their views about gaming. For me, enabling players to create a
character they’d like remains important.
Attribute Bonuses: I prefer a range of penalties and
bonuses from -3 to +3, unlike Original Edition or various WhiteBox
edition rules which only provide a -1 or +1 modifier. I like the more
heroic range, particularly since bonuses can give low-level
characters much-needed advantages.
Race as Class: I’m biased on this because I
started with B/X D&D and
not AD&D, so I
tend to prefer race as a class. This
works nicely for more streamlined games, removes one overlay in
character creation, and seems a nice fit for younger players or
newcomers. B/X D&D includes
only seven classes, four human and three demi-human. Nothing
precludes a gamemaster from creating a new class specific to a
demi-human – such as Dwarven Axe-Master, Elven Ranger, or Halfling
Rogue – especially if a player requests one to satisfy their gaming
desires. I’ve enjoyed Richard LeBlanc’s recent spate of one-page character classes for B/X D&D and
Labyrinth Lord; they not only
provide some interesting race/class options, but he keeps them to one
letter-sized, two-column page with everything players need to know
(and it’s my impression he intends to publish them in a handy
compendium...). Tracking this information over numerous pages can
become tedious, but having a single page to print off/copy and hand
out to a player gives them all the information for handy reference.
Alignment: I’ve never been a huge fan of alignment for
characters; I’ve used it mostly because it’s in the game and
seems an extremely broad means of describing a character’s
motivation. I’d rather use a personality descriptor, much like the
template names in West End’s Star Wars Roleplaying Game, to
define a character’s general demeanor and objectives, such as
vengeful dwarf, jovial cleric, stoic fighter. I’ve not really
surveyed OSR retro-clones on this point, though it’s something
worth investigating for alternate alignment systems.
Ascending Armor Class: I really liked this innovation in
3rd edition D&D and carried further in various OSR
retro-clones. Rather than cross-reference a characters class and
level against a target’s armor class, I like simply treating the
armor class as a difficulty target number, rolling a d20, and adding
modifiers (to-hit bonus, Dexterity or Strength modifiers, etc.). It’s
more intuitive and streamlined for game play. Implementing this in
B/X D&D requires a
bit of conversion work, both from the perspective of armor
class and determining to-hit bonuses by character class and level,
making the level versus armor class matrix table obsolete. I found
the tables and method in Swords & Wizardry WhiteBox rules
particularly enlightening in providing guidance on this issue.
Saving Throws: One concept I picked up from various OSR
retro-clones (I can’t recall specifically which ones) is the single
saving throw, applying ability modifiers based on the circumstance
instead of having a host of conditional saving throws. This follows
my urge to keep rules streamlined yet intuitive.
Special Abilities: I think the B/X D&D
game mechanics favor combat-heavy adventures, with various
“fiddly” rules enabling exceptions for what in later games might
serve as “skills,” such as special abilities for various classes,
particularly the chances to spot secret or hidden doors (elves), spot
traps or new construction (dwarves), or remain hidden (halflings).
I’d rather see a universal skill system, something akin to giving
everyone a 1 in 6 chance of success modified by relevant ability
scores and some class special abilities. One might also use the
saving throw as a skill roll, again modified by relevant ability
scores and some class special abilities.
Encumbrance: I’m not thrilled with encumbrance rules as a
whole; I find they bog things down in excessive bookkeeping. But I
also don’t believe in characters effortlessly lugging tons of gear
around. I prefer to ignore encumbrance in favor of subjective common
sense: one main weapon, one ranged weapon, one small weapon, sensible
armor and shield, and a backpack with room for 10 named items (with
something like 6 torches as one item, 4 iron spikes and a hammer
another item)...all subject to reasonable standards, of course, and
Strength modifiers.
I’m in no way looking to re-write the B/X D&D
rules into my own version of a
OSR retro-clone. These observations reached through examining other
works and reflecting on my own play style simply serve as notes to
myself as to how I might “house rule” a B/X D&D
game should I ever have cause
or opportunity to run one. After reading a great deal about Original
D&D’s origins
and early history in Jon Peterson’s excellent Playing
at the World, I can fully
understand the need for a “basic” version of D&D
after an original edition of open-ended (some might say
“ill-defined”) rules and an “advanced” version of three
volumes that might not have seemed user-friendly to newcomers like
myself. Despite efforts to
unify game rules so players could jump from one game to another with
minimal difficulty, each group, to some extent, implements its own
house rules to better facility their preferred style of play.
Comments....
What are some of your favorite house rules for
OSR retrol-clones and B/X D&D?
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