Showing posts with label Rules Cyclopedia. Show all posts
Showing posts with label Rules Cyclopedia. Show all posts

Tuesday, May 8, 2018

A Quick Thought on Thieves

I was thinking about BECMI yesterday. I love those rules. Of course, I was well "advanced" when they came out, so they weren't my introduction. In point of fact, I've never played or ran a single session under these rules. I owned all the sets, though, and I longed to use them. My group, however, wasn't having it.

See, even in the mid/late 80's I was feeling drawn to a simpler D&D. It seemed to me that we could have a rousing good time with these sets, most especially the BEC components. From time to time I would drift back to them, but more for my own edification.

Anyway, one of the knocks against them is the thief progression. It was recalibrated from Moldvay/Cook to allow for (ultimately) a 36-level progression. Consequently the numbers were lowered. I've not taken an in-depth look to see how egregious the offense actually is, but it does get talked about a lot.

Here's an interesting thing, though. A 1st level fighter needs a 19 to hit an AC0 target, strength bonus not withstanding. That equates to a 10% chance. A 1st level thief can Find/Remove Traps and Hide in Shadows at 10%. A common thought would be "Yeah, but 1st level fighters don't usually tangle with AC0 opponents!" and you'd be right. Somewhere around AC4 is more of a "suitable" encounter. Better than that and it may be time for a retreat strategy.

Here's my question: Why not give the thief similar easement? Look at the percentages as serious tests of their skill. AC0 opponents for a 1st level fighter are likely to be life-or-death situations. Treat rolls at the base percentages the same for thieves. Otherwise give them bonuses, reasonable bonuses, based on circumstances. Say the party is held hostage in an orc outpost. Orc locks are likely to be clunky, unsophisticated affairs, so give the thief a bonus to picking one. To me is stands to reason that if an orc is easier for the fighter to defeat then so to should an orc lock be easier for the thief. There's a certain symmetry there.

Anyway, I know that for the most part my groups have rarely modified the thief tables, aside from Dex ands race. I know there are many of you that do it without a thought and all this is old news to you. Juxtaposing it with the fighter, though, really opened my eyes to the possibility.


Saturday, August 17, 2013

Thoughts on the Rules Cyclopedia

First a little background. Sometime or another in the late '80's I discovered Frank Mentzer's BECMI. I love collecting games and reading them, even if there is little chance I'll ever play a given title. The Larry Elmore covers, especially on the BEC boxes, were awesome to me (they still are).

The group I played with was very anachronistic. You couldn't turn a page without finding something that had been house ruled. This was done on a foundation of 1E AD&D, and later a mash-up of 1E and 2E. Pretty much anything went when it came to characters. No level limits for demi-humans, humans could multi-class, anybody could use weapon specialization, etc, etc, etc.

At some point in time, I decided I wanted a simpler game. Originally, I wanted to play AD&D as written and just see how it would work if played as intended. I didn't get any traction with that idea. So, since my exploration into a simpler method had officially become my personal mental exercise, I figured I may as well go all the way. Immortals didn't really interest me, but I loved BECM. I did not hesitate when the Cyclopedia came out. The idea of such a complete version of D&D for (then) $25 was attractive enough. The fact that it was the collected BECM was the cherry on top.

Late in 1992 I gave my copy of the Cyclopedia to the son of a friend.


 I don't remember exactly when I learned of Dark Dungeons. I received a print copy via Lulu about a year and a half ago. I haven't read it as thoroughly as 18 months allows, but I do like what I've seen. There is an extensive list of changes between the RC and DD, but they are almost exclusively limited to clarity issues.

Anyway, this isn't intended to be a review of either title, or a compare/contrast piece. It is just some thought on some things I have read on the web concerning them. Pretty much anything that applies to the RC applies to DD by extension, so it seemed logical to discuss them together.

One of the biggest knocks I see against the RC/DD is that it is too complete. The perception is out there that it includes rules for everything, thus removing the game from the DM and putting it in the rule book, a la 3.x or Pathfinder. After spending some time with my RC pdf, and DD, I don't see that. Yes, there are more rules for things that commonly come up in play. I think, though, that the extra heft in the books comes from subsystems that are very specific. For example, pages 169-194 of DD are chapters covering mass battles and immortals, topics that will be a long time coming in campaigns beginning at 1st level.

There is also a lot made about the rules covering character levels up to 36th. Many players prefer a shallower power curve. I myself have discussed that very thought. Upon further reflection, I can definitely see where a longer power curve can bring something to the game. With a 36-level spread, I find it much less troubling to assign levels to special, yet non-pivotal, NPCs. A captain of the guard could be 6th level, which allows him to be accurately represented relative to those under his command. With a 14-level curve, the same captain would probably be no more than 4th level, probably 3rd. That doesn't leave much room to represent the lieutenants and sergeants in his unit.

So, that just a couple of thoughts on these two rules sets.