I’m slowly returning to
Basic/Expert Dungeons & Dragons
(B/X D&D) as I explore the Old School Renaissance (OSR) and
return to creating material for medieval fantasy roleplaying games.
Frequent readers know it’s
my preferred version of D&D
for various reasons, many informed by my casual survey of OSR games
that caught my eye. But as I consider the practicalities of running a
game, I realize I can’t leave my past behind. As a longtime player
of West End Games’
Star Wars Roleplaying Game and other fare
using the
D6 System, my primeval gamer brain enjoys the
class-and-level system of
D&D but also yearns for more
skill-based mechanics to encourage action beyond combat, all part of
a roleplaying game’s freeform appeal that “anything can be
attempted.” So I find myself considering modifications –
ultimately part of my
B/X D&D “house rules” –
allowing characters to employ non-combat skills.
Class-and-level games focus primarily on combat, with some
additional rules or systems for the non-combat exploration aspects of
dungeon delving. This makes sense given original
D&D’s
evolution from wargames, particularly
Chainmail, in which
combat played the central role, with magic and other elements
contributing to the outcome of the overall battle. Looking at
D&D’s
central mechanics, they primarily focus on resolving combat between
the party and various adversaries. Other systems emerged with
“special rules” for exceptional actions: magic-user and cleric
spell systems, thief abilities, clerics turning undead, various races
opening doors or spotting secret doors, even saving throws. Unlike,
say, the
D6 System, where a central “core mechanic” covers
combat, skills, and other challenges,
D&D relies on quite
different rules to resolve different non-combat actions. Third
edition
D&D tried resolving this with the introduction of
an entire skill system based on d20 rolls, but many other elements
relied on the tried-and-true methods of yore.