vs.
1. In Holmes, a Halfling can be a fighter or a thief, an Elf can be a magic-user, etc. In Moldvay, you can be either a Halfling or a Thief, an Elf or a Magic-user. I/o/w, there is no race & class blending in later Basic. Races ARE your class. Only humans can be fighters, clerics, magic-users & thieves. Take away? Holmes is more tuned to AD&D w/ "character types," saying, "At the Dungeon Master's discretion a character can be anything his or her player wants him to be... Thus, an expedition might include... a centaur, a lawful werebear, & a Japanese Samurai fighting man." Holmes' perception of the game is definitely DIY & appealing. Make your own supplement!
2. In Holmes, the Magic-user spell list is bulkier (an additional 14 spells between 1st & 3rd level MU list than Moldvay & Cook) & the difference of spells are all spells that show in AD&D but not in subsequent Basic editions. Moldvay sticks more to OD&D "basic" spells, trimming off many from the Holmes edition, for whatever reason. Unfortunately, both have Magic Missile.*
3. In Holmes, there is no "initiative" as we know it. Instead, the character w/ the highest Dexterity goes first in combat. In Moldvay, each "side" makes an initiative roll before combat, or there is the "Pair Combat" option where opposing sides pair off & each pair rolls for initiative. For me? Going by dexterity every time seems unrealistic, & pairing off seems much too formal for true combat... Face it: high DEX characters may not "always" get the jump (but they always get a modifier!), so rolling for initiative (each character individually per round) seems better when imagining combat. Long aside aside, it was Moldvay's lead that got me here (throw in some intense Civil War games & perhaps Arkham Horror).
*Regarding Magic Missile, first of all it shouldnt be a 1st level spell, secondly it shouldnt be a spell @ all. A magic-user should have to craftily work their magic not have a weak way to turn into a ranger. The spell is a way to give magic-users an "attack" but the problem is that @ low lev they learn to just be like any other character @ the time of combat, which is sorta lame.


A few other Holmes standouts:
ReplyDelete(1) Scroll Creation. Can be done by any level M-U for 100 gp/spell level.
(2) Oil rules are unique, require two hits (one for oil, one for torch), armor class does not matter.
(3) Magic Missile requires "to hit" role. This makes it weaker (which sounds like what you are looking for).
(4) Scrolls with Potion or Ring effects.
(5) Parry rule.
Initiative in Holmes does require a dice roll if Dex is within 2 points of each other. Also, characters get first attack regardlesss of Dex if they surprise opponent or approach from behind.
Thanks for the input, ZA!
ReplyDeleteI recognize both covers, which one is Holmes and which one is Moldvay? As far as MU's and spell lists go, I dig the idea of creativity but I also want to have some offensive capability. At higher levels this is how we can take down the strongest monsters. I will post more on magic later...
ReplyDeleteMoldvay is the 2nd one, w/ the woman on it, the actual manual inside has a red cover. The Holmes manual inside box is a monochrome blue cover, sometimes referred to as the Blue Book.
ReplyDelete