Ten Fun Facts about the Dungeons & Dragons Rules
Cyclopedia
When I suggest that looking through the D&D Rules
Cyclopedia is a bit like staring in to a weird carnival funhouse mirror, I’m
not kidding. If you spent most of your formative years learning AD&D 1st
and 2nd edition, the BECMI edition of D&D is strangely familiar
and utterly weird all at once. Here’s ten interesting observations about those
rules for those interested:
1.
Despite having “race as class,” the Rules
Cyclopedia compiles all of the optional rules letting you play elves, dwarves
and halflings indefinitely, ganing experience which in turns lets them benefit
from optional rules that allow them to advance in combat ability using
letter-identified “demihuman attack ranks.” So a Dwarf with enough XP for DH
rank K, for example (2.2 million XP!), can hit as hard as a 22nd-24th
level human fighter.
2.
If you didn’t like the demihuman attack ranks
and special rules associated with gaining XP after hitting level cap, the Rules
Cyclopedia actually provides guidance on simply letting demihumans continue to
advance in level as an optional rule.
3.
Weapon Mastery rules were one of the many
strange add-ons included in the BECMI edition of the game and codified in the Rules
Encyclopedia. In only about seven pages this edition of D&D makes a system
of weapon specialization that is both more nuanced and more complicated than
the system that AD&D 2nd edition codified in an entire separate
rulebook (the Complete Fighter’s Handbook)! Weapons advancement under this
optional system goes through five ranks of profiency, improves damage dice with
the weapons, defense bonuses and provides for unique special effects, with a distinct
advancement chart for every weapon in the game. This is one section of the “Basic”
game that is actually more complex on its face than the AD&D proficiency
rules.
4.
The D&D Rules Cyclopedia also provided a
more elaborate skill system (which was also identified as such…no proficiencies
here) with as many (possibly more) core skills identified in the rules as you
see in the AD&D 2nd edition of the game. Indeed, rules allowed
for demihumans at level cap to continue gaining skills as they hit benchmarks
in XP advancement, something not provided for in AD&D.
5.
Attack roll advancement in D&D Rules
Cyclopedia is erratic…fighters, for example, tend to advance in attack rank every
fourth level or so. Despite this, the THAC0 rule applies just fine and remains
the default mechanic for easily tracking your character’s attack ability.
Likewise, it is not correct to assume that fighters (and demihumans) don’t get
multiple attacks at later levels…..they do. But unlike AD&D which was balanced
over 20 levels of advancement, the same advancement on number of attacks is
spread out over 36 levels in the D&D Rules Cyclopedia (with one additional
attack gained every 12th level).
6.
I had always assumed that encounter balance was
primarily a mechanic starting with D&D 3rd edition (mechanical
provisions for such not being in AD&D as far as I recall). Yet the Rules
Cyclopedia includes optional encounter balance rules, which kind of shocked me.
They are slightly more elaborate than you might imagine, and deploy fractions….but
they seem to work.
7.
Those who remember what passed for unarmed combat
rules in AD&D may be shocked to learn that the D&D Rules Cyclopedia has
a more elaborate and effective approach to unarmed combat and wrestling outlined
in only a few pages, and no dumb chart in site!
8.
There are six ways to accrue experience in the
game: story goals, party goals, monster experience, acquiring treasure, exceptional
actions and then the optional skill use. The game discussed expected advancement,
suggesting characters level up after five adventures….which means, going by
standards of the 80’s and 90’s, a player needed to stick with a character for
potentially 175 sessions (!) before hitting level 36. When I think back to my
games in the 80’s, and how I think it took my sister 110 sessions to get from
level 1 to 15/11 on her thief/mage elf in our AD&D games, that doesn’t
sound too off. They do suggest that if the pace is too slow you could dial it
up to a level every 2 sessions. This sounds like a lot of other games I knew
which had dudes with level 40 paladins carrying two copies of Thor’s Hammer
around since they killed him…twice.
9.
By the way, paladins, avengers and knights are
totally a thing in the RulesCylcopedia. You just need to get to fighter level
9, first. The magic-user equivalent is the magist, magi and wizard. Clerics at
9th level are simpler, oddly…but this iteration of the game does let
them cross class in to druids, and also there’s a whole other optional class
named the Mystic which is essentially something between a spiritual adventurer
and an AD&D monk. Either way, the trigger for what sort of special class
you are comes from hitting “name level” which is level 9…at which time you
decide if you’re going to rule your particular brand of fiefdom, or remain a
wandering adventurer.
10. The Rules Cyclopedia touches on how the planes
work in D&D, and while it is essentially close to the AD&D Great Wheel,
it is also oddly different. There are chiefly elemental (inner) planes, the ethereal
plane, the astral plane and then the amorphous outer planes, which are where
the Immortals….a tangible end game goal for all PCs!...dwell. The exact nature
of the outer planes is left for the DM to define on an as needed basis.
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