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Because of the 5 volumes in the edition; Basic, Expert, Companion, Master and Immortal, the edition is usually known as BECM or BECMI D&D, or less. The Dungeons & Dragons Basic Set is a set of rulebooks for the Dungeons & Dragons (D&D) . “D&D Basic Set – DM’s Rulebook (BECMI ed.) (Basic)”. D&D Master Set (BECMI ed.) (Basic) – At last, the cycle is complete. Players and Dungeon Masters alike may experience the wonder of.

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Page 1 of 2 1 2 Last Jump to page: Results 1 to 10 of What are the differences between the three?

I’m curious as to why. My experience and understanding is that some spells changed description a little, and I believe maybe a couple levels here and there. Overall, not many differences though. I don’t recall specifics, and no longer own the books, so that may not be very helpful to you. But the important thing is that the differences were minor in my experience. Just some shuffling here or there.

Basic Set (BECMI D&D)

BECMI was the most “consistent”, but I believe it was summed up and had a couple small tweaks in the Rules Compendium that made it even better. Join Date Nov Posts 3, Strength and wisdom simply give XP bonuses to fighters and clerics respectively, and dexterity besides being the prime requisite for thieves gives a bonus with missiles.

The charisma table was omitted, although effects were suggested. The intelligence table from Greyhawk was incorporated to determine an m-u’s spells known. An interesting twist was that even mages of low level Holmes treated the first three could make scrolls. Elves were described as advancing simultaneously as fighters and magic-users, dividing XP equally, with six-sided hit dice — a bit of confusion cleared up in later versions. The characters in Module B1 included separate elven fighting men and magic-users, and thieves of bevmi four races; all the clerics were human, though.

Per Greyhawk, thieves had no special ability to find traps, and removal was indicated as applying to “small traps such as poisoned needles”. Per the original set, traps by default sprang only on a 1 or 2 on d6. There were only 70 kinds of magic item: There was no treatment of intelligent swords. The monster list was quite comprehensive; I’m not sure it left out any from the original set, and there were additions from Greyhawk.

Besides the hit dice from that work, the multiple attacks and damage dice were incorporated for monsters — although all characters’ weapons still did 1d6. I’m doing bcmi from memory, because my books are over at my girlfriend’s right now – so pardon any mistakes.

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Basic Set (BECMI D&D) – D&D Wiki

Stuff like chance to know spells based on Int for wizards. It also seperates class and race and has 20sp to the gp. There are 5 alignments. BECMI adds scaling weapon proficiencies, non-combat skills, nerfs the thief skills because obviously the thief needed to become even less usefuland adds material above level 14 to the game. The Holmes set is really it’s own beast.

Basing initiative on Dexterity, the 5-prong alignment chart, etc. Most of the difference are at 7th level or higher. The only real difference in the Basic rules were presentation, with the rules being concise and straightforward, and the rules being a tutorial walk through.

It has bemi, but not all of the first four boxes. It also has a number of things that were introduced in the Gazetteer series.

Most notably, the Non-Weapon Skills. But also things like a more detailed spell research system. Really, it’s all nitpicking. For being comprehensive, you’d want the RC, even though there are things in it that I think are r&d written the combat rulesand a lot of stuff that I, personally, would never use in my game.

BECMI D&D – NearbyGamers

If you’re d&dd for a nice concise well-written set of rules, either the Holmes or Moldvay rules will do. And then use the Cook Expert rules to continue on past 3rd level. The Cook rules have an opening note for conversion from the Holmes set.

I think the Mentzer set is best for people who have no familiarity with rpg’s at all. It’s too scattered to be a good reference for my taste. I just re-read the Mentzer set last week and I can’t believe how bad the layout is and it just feels disorganized and clumsy. And once again, the poor thieves. Like they bwcmi their skills dropped even lower.

Specifically, how different they played.

Gotta agree with Dyson on thieves; those beci were pathetic! Then again, thieves usually got shat upon, so If anyone else has more info or experiences, feel free to share Originally Posted by Remathilis.

Thieves always sucked at their special abilities at low levels. It is only in the Cook Expert set where they become competent at them.

Having skipped the Mentzer basic and expert sets the shock for me when I got the companion d&r was that the thief skills were ratcheted down. I’m currently reading the Holmes set cover to cover and it is. I haven’t read the others in a long while. Nobody advances in attacks or saves. Bemi can use any armor and get d8 HD. They can use any weapon, but all weapons do a d6 so the wizard is not worse off with daggers fighters can use bows for further range though.

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Str does not seem to do extra damage.

Plate mail is cheap enough to be bought with starting gold. Sleep is the only big gun spell. Significantly different rules for monsters, they can all see in the dark, dungeon doors work for them unless spiked while players must force them open, their attacks get better with more HD, etc.

Cleric turning tables go to Wraiths Mentzer: Cleric turning tables go to Wights Moldvay: Magic Users start with 1 spell in their spell books, scrolls cannot be used to add new spells to the spellbook – effectively a magic user has a number of spells known equal to his spells per day.

Magic Users start with 2 spells in their spell books, scrolls can be used to add new spells to the spellbook. Cursed items are included in the tables. Few cursed items on the charts no sword -1, cursed AC9 armorreplaced with a flat chance that any magic weapon or sword or armor is cursed.

Creatures that appear uniquely here: NPC Party has a detailed generation system Mentzer: Saving throw tables include saves for fighters up to level 12 to look up creature saves for high hit die creatures While the Mentzer edition has a lot more and more cleanly presented reference charts, the wandering monster tables are far less useful the Moldvay tables include all the monsters’ relevant stats – although there are a few errors in the mix.

And the Mentzer edition has horrendous layout and is very skimpy on art. Errors The following errors occurred with your submission. Posting Quick Reply – Please Wait. Tuesday, 6th August, Sunday, 12th April, Tuesday, 31st March, Thursday, 6th March, Saturday, 6th October, Posted By Morrus Friday, 28th December, Posted By Abstruse Thursday, 27th December, Reset Fields Log in.