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Today’s Tabbloid
PERSONAL NEWS FOR riorio2@rogue-games.net
ROGUE FEED also follow OD&D, being usually closed and forced open on a roll of 1-2
on 1D6, though Holmes includes no suggestion that “lighter characters”
Blue Book, Cover to Cover (Part open doors only on a roll of 1. Doors automatically close unless
spiked/wedged, but always open for monsters unless specifically
IV) prevented from doing so. Holmes does not include rules for spikes
JUL 12, 2010 11:01P.M. slipping free, as OD&D does. Listening at doors follows the LBBs (roll of
1 on 1D6 for humans and 1-2 for demihumans), with undead making no
“Time and Movement in the Dungeons” contains some interesting sound.
deviations from OD&D. In both the LBBs and Holmes, a turn is 10
minutes long. In both games, all armored characters, regardless of Surprise is handled identically in both (1-2 on 1D6), although Holmes
whether they wear leather armor or plate, move at the same rate, which lessens the possibility that a surprised character may drop whatever he is
is 120 feet per turn (though, to be fair, the LBBs are clearer on this point, holding.
because they provide encumbrance values for each armor type).
Wandering monsters are rarer in Holmes, as the referee only checks for
However, Holmes states that, in combat, “there are ten melee rounds per them once every three turns as opposed to once every turn. Again, this is
turn, each round lasting ten seconds.” In OD&D, a round is 1 minute a Holmes-ism that I instinctively follow and have had to work hard to
long. Holmes has muddied the waters somewhat but making the term correct in my mind. Holmes also provides a clearer, almost formulaic
“turn” equivocal, sometimes referring to what I guess we can call a approach to determining how many wandering monsters are
“movement turn” and sometimes referring to what we might call a “appropriate” for a given dungeon and party level than is found in
“combat turn,” each having a different temporal value. It’s a bit OD&D, although he’s not really deviating from the LBBs. However, his
frustrating and its presence probably explains why, to this day, I wandering monsters can appear farther away (20-120 feet) than in
instinctively think of a “round” as being 10 seconds long, which it is not OD&D (20-80 feet).
in AD&D (though it is in Moldvay, interestingly). Holmes follows OD&D
in assuming that one (move) turn each hour must be spent in rest. Fascinatingly, Holmes includes an expanded “Hostile/Friendly Reaction
Table” for dealing with monsters compared to OD&D. It’s still a 2D6 roll
Holmes notes that “DUNGEONS & DRAGONS was originally written for but it offers finer grained results than that in Volume 3 of OD&D (and
wargamers” in order to explain why distances are frequently written in Moldvay’s own table is almost wholly identically with that in Holmes).
inches. However, nearly every (all?) examples where distances are noted, There’s, again, a suggestion that the table results can be modified at the
such as in spell descriptions or monster movement rates, he uses referee’s discretion, taking into account Charisma, bribes, etc. There are
standard measurements rather than inches, a practice continued in also simple rules for evading pursuit by monsters that are similar to
Moldvay but not in AD&D. those in the LBBs but somewhat simplified mechanically.
Encumbrance rules are present, but they are extremely vague. No weight
values are assigned to equipment, so each referee would need to decide
for himself the weight of each item. The LBBs include such information,
however. Despite this omission, Holmes nevertheless suggests that
players keep a careful record of all the equipment their characters are
carrying, including where on their person they’re keeping it. A sample
character, Malchor the Magic-User, is used as an example of how to do
this and I find it noteworthy that the text says he wears “boots, loin cloth,
robe, girdle, and pointy hat.”
I’ve already covered most of what needs to be said about light in the
dungeon here. I’ll add only that Holmes explains that dwarves and elves
“lose their ability to see 60 feet [in the dark] if there is light within 30
feet of them.”
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Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 13 July 2010
ROGUE FEED cleric can raise the dead, if you can find one!” This implies that 7th level
is a noteworthy and rare achievement and that the campaign should not
My Friends are Awesome include many such characters.
JUL 12, 2010 04:08P.M.
The Blue Book assumes that the player characters will hire NPCs to join
Thanks to a player in my Dwimmermount campaign and to my partner them in their dungeon delving, although, as with most things in Holmes,
at Rogue Games, I’ve got a goodly supply of Kamandi comics to keep me the decision to allow or disallow this possibility rests with the referee.
busy, with more on the way. You guys work fast! That said, there are rules for recruiting hirelings, albeit of a very loose
sort. Unlike OD&D, where there are explicit game mechanics associated
If I suddenly start to post a lot about Mutant Future, you’ll know why. with Charisma, Holmes is more “free form” and relying on the good
judgment and creativity of the Dungeon Master.
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Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 13 July 2010
cancer he was diagnosed with in 1990 and underwent a grueling Thousand Suns, this is your chance to ask me about the revision in the
treatment. works, as well as the slew of books being worked on as well.
Rest in Peace.
ROGUE FEED
Last week, I mentioned that I’d be posting what is going to be for sale in
the Rogue Games booth at GenCon this year. As you remember Rogue
Games has a booth (Booth 1539) this year, and we are a full slate of new
titles. Last week I talked about Colonial Gothic. This week’s topic?
Thousand Suns.
What’s new?
Thousand Suns: Starships. A nice sexy little book, all about, well,
starships. Price? $12.99. In addition the author, Greg Videll, will be in
the booth.
In addition to this new book, the rest of the line is there. Speaking of