Sunday, February 17, 2013

I think Holmes did a few very smart things with the "timers" of the D&D game.

I think Holmes did a few very smart things with the "timers" of the D&D game. The base healing rate of 1-3 hp/day gets injured PCs back into the fray much quicker than the extreme stinginess of AD&D's 1/day, and it helps checking wandering monsters only once per three turns rather than OD&D's once per turn. What little rules changes have others found in Holmes basic that improve the game relative to other contemporary versions?

1 comment:

  1. The scroll creation rules are the one I see mentioned the most, including by people playing other versions. The variant scrolls having any potion, ring or wand "spell" nicely put some of the ring and wand powers in a single charge (less unbalancing).

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