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5

Go to Drivethrurpg and select the rules system "D&D" and the subsystem "Basic/BECMI" then sort by price (resulting page). This includes several free beginner adventures for B/X D&D but you'll have to search the list to find the ones that meet your needs. There is also a shared spreadsheet of products released in the OSR (a loosely affiliated set of ...


-2

I would recommend that you take a look at Black Streams: Solo Heroes. This is a free supplement from Sine Nomine which provides rules allowing you to run a single player character through pretty much any published D&D adventure without requiring modification. This would allow you to look for beginner adventures in general without needing to ...


-5

Try Scarlet Heroes Quickstart Sine Nomine expanded Black Streams into a full game known as Scarlet Heroes. It took the basic ideas of the fray die and uneven damage and built a version of D&D around them. It also includes a considerable number of tables and maps to help generate multiple 1-on-1 adventures. The problem is Scarlet Heroes proper is ...


5

They get all their attacks every round, and roll to hit separately for them. They can even move and use all their attacks—it's not like D&D 3e, with its "full attack" limitation! They can split up their multiple attacks against as many engaged opponents as they like. The exception to that is if the description specifically says that they have to ...


6

A cleric can turn undead instead of attacking normally. The cleric can then roll on the table if he can turn any undead. If the roll succeeds, 2d6 hit dice of undead will flee. Turning undead can be done as many times per encounter and per day as you like, there is no limit. Initiative in D&D was handled by rolling a d6 for the group as a whole, so ...


4

First, your question doesn't really fit the mindset that B/X embodies. Asking: So why do they need a high wisdom? is incorrect. Clerics benefit from a high wisdom but there is no reason in B/X you can't run a character with a wisdom of 3 as a cleric. You'll just advance slower than other clerics. 3.x and on have been games about playing optimized ...


5

In older D&Ds, not everything is tied tightly into things written on your sheet. Assuming that it works like modern D&D and that you can bring in modern D&D assumptions about what matters most—what's on your sheet—is a common mistake that can lead to de-optimising a character. There are mechanics that only appear within the adventure notes, there ...


3

As with most of Moldvay common sense applies. Let's look at the time section of the rules (which okeefe has provided): Moldvay Basic, page B19 TIME: Time in D&D adventures is given in turns of ten minutes each. A turn is not a measure of real time, but is a measure of how much a character can do within a given amount of time. A character may ...


3

I just browsed both books and although later editions have rules for primary attributes, the classic D&D rules seem to have only the experience bonus for high attributes. Neither turning, nor spellcasting, nor maximum spell level nor anything else is changed by high (or low) wisdom. UPDATE: I seem to have overlooked the character sheet where it says ...


2

These listed actions take a turn, and other actions are at the DM's discretion. A turn is probably a good default. Moldvay Basic, page B19 TIME: Time in D&D adventures is given in turns of ten minutes each. A turn is not a measure of real time, but is a measure of how much a character can do within a given amount of time. A character may explore ...


5

The advice I give in this circumstance, and the method I use, is to allow level 1 and level 2 thieves to use the default 1-in-6 for detect, and the 10% or 15% for removal only. The thing is, Moldvay's rules are pretty requisite on application of common sense. And common sense is that rolling to detect should be a single try, succeed or fail, so use the ...


3

There are two sides to the issue: playability and verisimilitude. In my experience, if you have a thief in the game they'll search every door for traps. It slows the game down. You might forestall this my not putting traps in the game, but then you nerf the thief by not letting him use a core ability. So you put traps in so the thief will have something to ...


12

The reading of B/X leaves it open. In the period when it was for sale I can't remember a group that allowed a thief to roll twice. This is problematic at low levels because first and second level thieves have a lower probability of finding a trap than non-thieves. A 1 in 6 chance is 16.67% while first and second level thieves have a 10% and 15% chance ...



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