Sunday, May 2, 2010

A Survival Guide to OD&D



With the group descending into role-playing's original game, there was a bit of rejoicing. compact and rules-light OD&D is surprisingly simple compared to the 600 page Goliath that is the modern edition's combined core rules. However, there have been accusations that OD&D is "Ninendo hard", ludicrously lethal and deadly. Well, it can be, and, as referee, this is partially my fault for treating adventure design with monsters, encounters, and forms of advancement in the same way as I would 4th edition. So, here is a guide to making sure your character has a long, successful career in spelunking through strange labyrinths.

#1. You are not a high-fantasy hero.
In comparison to 4th edition, the starting character is a barely trained peasant with a lot of money to spend on protection. You are not the police officer making the arrest on COPS, you are the cameraman with some bulletproof armor for insurance. Keep that in mind when going to into the depths of the earth. A quick comparison below:


A level 1 4E character


Your level 1 fighter

#2. Bring some friends in with you.
Would you send a single G.I. to explore a VC tunnel system? The same principle applies to OD&D. I found it insane how book 1 of the white box recommends up to 20 PCs per referee. Looking at the results of 2 Characters fighting a single orc, I now understand. Depending on your ruling of hirelings, they may not take up a share of XP or treasure found. Though the personal gain is lesser with more adventurers in the party, your survivability goes up. It's a trade-off.

#3. Monsters are to be respected and feared.
The 3.5 DMG states that a suitable combat encounter with a party of four adventurers will result in them losing 1/5th of daily resources (HP, healing positions, spells). OD&D states through actual game play that the exact same scenario is guaranteed to result in the death of minimum of 1 party member (likely 2 or more if the monster gets lucky). Let's put this into another perspective: with armor, a 1 hit die monster is completely equal to an average level 1 fighting-man. Actually, he's better due to +1 to hit and a d8 hit die. One more example: The party's fighting man (the guy that's the best combatant in the team) has a 50% chance of death in total vs. a 1 HD monster, taking into account being hit. If the party takes on a single monster of their level, their taking a coin toss for the life of at least one of them. Furthermore, a monster is worth a measly 100 xp per hit die. The risk is NOT worth the reward. You need to avoid combat when possible, and always run away when the odds are not in your absolute favor.
"But then how do you level up without fighting monsters?"
Later editions of D&D had you level through combat, and the monsters are fairly balanced around this idea. loot is just an extra incentive, as the monsters will likely be guarding it. No, the key to power is detailed below.

#4. Go straight for the treasure.
Firstly, in classic D&D, 1 gold piece is worth 1 experience point. Secondly, 80% or more of your XP will come from found treasure . Thirdly, If you have a dungeon of 35 rooms stocked with treasure, 20 of them will likely be guarded, even then the monsters will probably moving around. At it's core, OD&D characters are treasure hunters, not exterminators. Adventuring parties are little more than glorified robbers and home invaders. You must seek out the hoards of loot while avoiding or sneaking past their owners. So far in the Forest Temple, the cleric was the only one left alive to escape, keeping 47 platinum pieces to himself, making him 33% closer to reaching 2nd level. Play like Wario, not Kratos.


He's got the right idea.

In conclusion, know your limits, put strength in numbers, avoid unnecessary violence, and go for the gold. Good luck down there. You'll need it.

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