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Tuesday, September 28, 2010

Going Fourth With Holmes

Let's hit page 22 again.
As a guideline, it should take a group of players 6 to 12 adventures before any of their characters are able to gain sufficient experience to attain second level.  This guideline will hold true for successive levels.  So, 12 to 24 adventures (not sessions) before one will need to move on to AD&D?  Bad marketing move EGG.  Assimilate faster, just like the Borg. 
Bandit entry.  Every 30 bandits means a 4th level fighting man, every 50 a 5th or 6th, and every 200 a chance of a magic-user of 10th or 11th level.  At 300+ definitely a magic-user and a chance for a cleric.  No idea what level the cleric might be, but as the rules only cover up to third level, its kinda moot in all these cases.

Rust monster - destroys all armor and weapons, even magic ones, to rust instantly.  Wether you hit it, or it hits you.  Appears there is no save.  Does your metal armor's AC help protect you from the attack (it shouldn't)?

Damn, 1 in 10 magic swords are +3, just as likely as a +1 sword.  1 in 5 swords are cursed. Ouch!

Page 41 for this quote:

The game is intended to be fun and the rules modified if the players desire.  Time to homebrew and houserule!


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4 comments:

  1. "6 to 12 adventures before any of their characters are able to gain sufficient experience to attain second level."

    An"adventure" in Holmesian D&D speak is the dungeon run so that's 6-12 dungeon runs. You can get in 2 or 3 a night if you play long enough.

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  2. @GSV - Ack! Mixing is BAD! ;)

    @JD - Wait, so to Holmes, hit the dungeon for an hour or so and head back for supplies in town and that's an adventure? That doesn't seem right.

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  3. A dungeon run was seemingly an adventure. It could have been an entire session of play but you could certainly fit in more then one descent into the dungeons if campaign style permitted it. There could be abstracted days of rest and relaxation between runs but that can be minutes of game play. No one was playing 6-12 module sized adventures before they went up a level.

    The sample dungeon itself has over 4000 exp waiting there to get claimed. Taken as a sample of what dungeons could be set out like and knowing the capacities of a small sized party (the sample dungeon assumes a small one going by encounter sizes and how one or two are written up) it'd take 2 runs to clean out that dungeon unless wandering monster encounters went really bad for the party. So 2,000 exp a session for 3 - 5 PC's means about 16,000 exp earned in 6-12 runs (assuming 9 with one profitless run). Someone is going up a level in that situation.
    There's also nothing left to by in basic D&D, other then paying for your buddy the MU to make scrolls, very quickly into a successful adventurers career.

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