While in lockdown, I've been running D&D for my kids and some friends. We've got a seven-strong party with player ages ranging from nine to a fair few decades past that. And it's been great - not only as a way for the kids to see their friends every day but also as a gaming experience. I've been taking them through
The Keep on the Borderlands, which I've never run or played before, and it's been a blast.
We're using Basic D&D (as contained in the Rules Cyclopedia). Although the red-box Basic set was probably the second RPG I ever read (after Runequest), I don't think I ever played it. I did play a bit of AD&D, but - as children - we disdained Basic as childish!
Clearly, that was absurd. The rules contained in the Cyclopedia are well constructed and sturdy, and they seem nicely modular. In choosing them over the superb Whitehack, I wanted three things: a proper 'rules as written' game of D&D with simple choices (against Whitehack's more freeform approach), an instantly available common reference for the players and a very well-defined system of character progression. After all, who knows how long lockdown will last?
Nevertheless, I had to tweak a few rules. We're now eight or so sessions in, and I'm quite pleased with the tweaks. So here they are.
1. STR as HP/STR and HP
I've blogged about this before, but I've never been able to get over the possibility that a first-level fighter might have STR 18 and HP 1. The Fantasy Trip's use of ST(R) as HP gets round this elegantly. And Into the Odd takes a similar approach by combining HP and STR as HP. When characters run out of HP, they take wounds off STR and have to save under their remaining STR to stay in the fight/conscious/alive. I love this system. As in The Fantasy Trip, I have characters take STR damage off a running total that leaves the 'true' STR stat unaffected for lifting portcullises, 'to hit' and damage bonuses, and so on.
It works really well because it preserves HP as the classic Robin Hood vs the Sheriff of Nottingham store of cunning parries, shaken-off light wounds and narrow dodging of death. And it means that characters who roll 1 for HP don't feel too aggrieved. Perhaps they're just green, clumsy or plain unlucky - all conditions that can be cured through advancement. And it means that the STR 18/HP1 fighter is still much hardier than the average fighter; even after taking a 6HP blow, he'll be much more likely to stay in the fight than the STR 6, HP 4 magician would. That's just as it should be, I think.
At the same time, the fragility of first-level characters (and others) is preserved. There's no need at all to fudge your initial HP roll (my son's thief has 1HP and only 10 STR, but has made both his STR saves so far!). Low HP mean that you'll be taking STR saves sooner rather than later. But they don't mean that you'll always die or pass out on being struck by a goblin slingshot or hit with a kobold cudgel. Combat becomes less predictable, which can't be bad.
2. PC and NPC deaths
Now, the chances of a PC death with this system
are reduced somewhat. I've generally ruled that if you fail your STR check, you're out of the fight (not necessarily unconscious, but groaning and unable to do anything useful), but if your comrades rescue you, you can be revived with proper care (say, a week of rest and the attendance of physicians or equivalents). If your friends get you back to base
immediately, you'll probably be OK.
That helps with party continuity and plausibility, and also with forcing the PCs to adjust their plans. If someone breaks their leg in a fight, you can't take them with you. And if you leave them, they'll die. Decisions, decisions ...
Similarly, if you're forced to retreat from combat without rescuing your friend, he's dead. So far, such injuries have made our campaign more episodic, which is
a good thing. Raids on the Caves of Chaos are all fun and games until someone gets hurt ...
And there's also a risk of immediate death in certain situations. Our sole death so far came when a PC tried to leap through the gnashing portcullis-mouth of a living tower (pinched from
Return to the Keep on the Borderlands). I warned him that this was a DEX save with death as the consequence, and he still attempted - and failed - his roll. Splat!
I'd apply the same warning in a focused combat like a duel to the death with a master swordsman, but not to a sudden skirmish with orcs. It means that the battlefield is strewn with the dying as much with the dead; the orcs don't get the STR save, but their leader might. Important NPCs get STR saves, but faceless minions don't.
In proper wilderness adventures (the Caves of Chaos are too close to the keep to count!), a failed STR save probably entails death. So running out of HP is no laughing matter - but it's something that the strong can usually shrug off.
All in all, this system makes combat more interesting. Maimed companions demand decisions - and death always threatens but isn't always instant.
3. Target 20
I've shamelessly stolen
this from Delta. It's great - no need for THAC0 and all that. It makes combat and other stuff much faster. Hooray!
4. Shields shall be splintered
And I've nicked
this from Trollsmyth too. I have a
more complex house rule for Whitehack, but it doesn't work in a roll-high system. The point is that shields should be valuable in combat - just as they were historically. And I just love the heraldry-driven complications that can arise from carrying the Broken Skull's tokens into the Bloody Tusk's territory ...
5. Spears go first - and polearms can be spears
I'm just about OK with Basic's individual-initiative system, in which two-handed weapons attack after others. I can rationalise certain things with reference to cramped dungeons and sudden ambushes. But it becomes laughable when a dagger-wielder takes on a halberdier in the open
and goes first. So, the way I fix this is to allow spears to win individual initiative (whether wielded in one hand or two), which makes them the natural weapon of choice for soldiers. And of course they can be thrown too. So the archetypal spear-and-shield-wielding guardsman makes a lot of tactical sense.
On top of that, I allow polearms to be used as spears
or as two-handed weapons in any given round. So, if you want to hold your foe at bay with the pointy bit of your halberd, you'll win initiative against a foe with a sword, axe or knife, but you'll only do d6 damage. If you want to swing it for the full d10, you lose initiative.
I'm well aware that this isn't strictly accurate - you can swing a polearm at a foe long before they get a chance to close with you. But there might be a glimmer of truth in it for a 'killing blow' - especially if we're assuming that most fights take place in fairly cramped conditions. And it makes for nicely balanced decisions.
I'm not quite sure what to do about poleaxes. It's fairly clear that the authors of Basic had little idea of what a poleaxe actually was (up to 15' long? And no spike? Cheaper than other polearms? Really?). As the poleaxe is the descendant of the Danish axe, they might both be covered by the battle-axe category - but then the poleaxe was the weapon of choice of the heavily armoured knight, so it should be the best thing on the battlefield! I suspect it's easiest for now just to group it with other polearms - although poleaxes are generally significantly shorter than halberds, so would be more wieldy in close and less good at the speary stuff. I probably have to accept that D&D just doesn't do that level of detail!
6. Magicians are rare
This is less of a rule than a tonal note. The only magician in our party is an elf. I'm keen to have sleep spells and magic missiles be awe-inducing interventions - not something that most bandits or guardsmen will have seen before. So magic-users are rare, distrusted and generally keen to conceal their powers.