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1[[header:[[center:[-'''''TabletopGame/DungeonsAndDragons'' Editions'''\
2TabletopGame/{{Original|DungeonsAndDragons}} | '''Basic''' | [[TabletopGame/AdvancedDungeonsAndDragons1stEdition AD&D1E]] | [[TabletopGame/AdvancedDungeonsAndDragons2ndEdition AD&D2E]] | [[TabletopGame/DungeonsAndDragonsThirdEdition 3E]] | [[TabletopGame/DungeonsAndDragonsFourthEdition 4E]] | [[TabletopGame/DungeonsAndDragonsFifthEdition 5E]]-]]]]]
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4[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/players_manual_basicdnd.jpg]]
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6''Basic Dungeons & Dragons'' (1977 - 1991) was originally introduced in 1977, and edited by brain surgeon John Eric Holmes.[[note]]Not joking; Holmes was a polymath who, in addition to being a neurosurgeon and lecturer, wrote fantasy/sci-fi novels in his spare time and first came up with the idea for the Basic Set as a new players guide for his home campaign.[[/note]] Originally it was a starter set for new players to more easily learn ''TabletopGame/DungeonsAndDragons'' (which was considered rather difficult to learn from [[TabletopGame/OriginalDungeonsAndDragons the original set]]). The first release only covered levels 1-3, and players were intended to move on to ''TabletopGame/AdvancedDungeonsAndDragons1stEdition'' after this. It is commonly called '''Holmes Basic'''.
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8The first revision was published in 1981, edited by Tom Moldvay. It simplified the game further, making it a distinct game system and product line. The most notable simplification is that Dwarf, Elf, and Halfling are counted as ''classes'', not races that could choose a class separately the way humans did; so only humans could play anything but a standard version of their species – i.e. classes are ''archetype''-based. An ''Expert Set'' expansion edited by David "Zeb" Cook accompanying the 1981 version let players advance with these simpler rules up through 14th level. This is often referred to as '''Moldvay Basic''', '''Moldvay/Cook''' or most often, simply '''B/X'''.
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10The next revision was the BECMI series of boxed sets by Frank Mentzer (Basic, Expert, Companion, Master, and Immortal, respectively), begun in 1983. This version made the line its own complete game, which extended character levels up to 36th and beyond with the ''Immortals'' set. The rewrite also turned the Basic set into an excellent tutorial for players and [=DMs=] completely new to role-playing games. The rules from the first four of the BECMI series were later compiled in 1991 into the ''Rules Cyclopedia'' written by Creator/AaronAllston, which is still considered a classic.[[note]]I(mmortals) was a separate book/boxset, ''Wrath of the Immortals''[[/note]] A revision of the Basic Set was published in the same year, now covering levels 1-5. This is usually referred to as '''Mentzer Basic''' or simply '''BECMI''' (usually pronounced "beck-mee", although there are a few "bess-me" holdouts!)
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12The final entry in this line was the last version of the Basic Set from 1994, called ''The Classic Dungeons & Dragons Game''.
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14[[folder:Sets of this line]]
15* ''Basic Set (Holmes)'' (1977)
16* ''Basic Set (Moldvay)'' (1981)
17* ''Expert Set (Moldvay )'' (1981)
18* ''Basic Set (Mentzer)'' (1983)
19* ''Expert Set (Mentzer)'' (1983)
20* ''Companion Set (Mentzer)'' (1984)
21* ''Master Set (Mentzer)'' (1985)
22* ''Immortals Set (Mentzer)'' (1986)
23* ''The New Easy-to-Master Dungeons & Dragons Game'' (1991)
24* ''Dungeons & Dragons Rules Cyclopedia'' (1991)
25* ''Wrath of the Immortals'' (1992)
26* ''The Classic Dungeons & Dragons Game'' (1994)
27[[/folder]]
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29See also the entry for ''TabletopGame/{{Mystara}}'', the default setting of all editions of ''Basic'', and thus the first ''D&D'' setting for the many players who discovered the game with these sets.
30----
31!!Tropes in this RPG include:
32* ActualPlay: ''BECMI'' has the distinction of being home to one of the very first actual-play serializations of a TTRPG - that being ''Literature/RecordOfLodossWar'', which originated as a series of write-ups of play sessions in ''[[https://en.wikipedia.org/wiki/Comptiq Comptiq Magazine]]'' in Japan. Launched to commemorate the one-year anniversary of Mentzer Basic's Japanese-language launch (and to help promote the continued release of the rest of the line), DM Ryo Mizuno took his players across three campaigns of rollicking adventure on the island of Lodoss. He would later compile these adventures into a set of adapted novels, and ''Lodoss'' became a full fantasy property in its own right. An English translation of the original ''BECMI'' adventure, featuring Parn's party, can be found [[https://archive.org/details/record-of-lodoss-war-comptiq-magazine-english-translation/ here]].
33* AlienGeometries: A significant example is found in Basic D&D's Immortal Set. The game describes up to 5 dimensional planes, giving rules for how they work. They also describe that mortals exist in three dimensions, immortals exist in four, and Old Ones exist in five. In addition, normal mortals exist in dimensions 1, 2, and 3 while mortals from the nightmare plane exist in dimensions 3, 4, and 5.
34* AnotherStoryForAnotherTime: The [=DA1=] module ''Adventures in Blackmoor'' has a DM background section written like a narrative, which uses this.
35* ArmorAndMagicDontMix: TropeCodifier and co-UrExample alongside ''TabletopGame/TheFantasyTrip'', which released the same year as D&D's original Holmes Basic Set. In the Holmes (1977), Moldvay (1981) and Mentzer (1983) Basic sets, magic users cannot wear armor.
36* BalloonOfDoom: In the supplement ''The Book of Marvelous Magic'', some magical balloons are dangerous to those who approach them. They include: Carnivorous (drains 2-12 Hit Points of blood by contact), Poison (releases a deadly poisonous gas), Rust (destroys metal objects that touch it) and Soap (sprays a soapy fluid that blinds victims for ten minutes).
37* BeastInTheMaze: A Basic module, B2 ''Keep on the Borderlands'' had a minotaur with its lair inside a maze. The minotaur has a cave complex inside the Caves of Chaos. Its caves have a spell on them that causes intruders to lose all sense of direction.
38* BloodyHorror: Module X2 ''TabletopGame/CastleAmber''. One of the castle's features is the Blood-Stained Arch. A steady patter of blood flows from the underside of the arch, with no apparent source. The blood is in atonement for all of the bloody crimes committed by the Amber family.
39* CirclingVultures: Module B8 ''Journey to the Rock''. When the [=PCs=] reach the Cave of Sanctuary they will see sinister vultures circling lazily overhead: they're about to snack on the body of a recently killed gnome.
40* DumpStat: Basic D&D permits a limited means to reduce one stat to raise another, but only allows reducing strength, intelligence, and wisdom. Of those stats, strength increases melee damage, intelligence gives additional languages, and wisdom affects saving throws against spells. Stat dump is safe with early characters, but additional rules (e.g. ability checks, skills, etc.) change this.
41* EarlyInstallmentWeirdness: Starting with this edition, D&D no longer required owning a different tabletop game to play. Many features that are now commonplace in modern D&D were introduced here, but the mechanics were still a long way away from becoming standard, as seen below:
42** As part of preventing the game from getting too complicated, different levels of gameplay are broken up into different boxed sets; Basic (levels 1-3), Expert (level 4-14), Companion (15-25), Master (26-36) and Immortal (Godhood, beyond 36th level). Nowadays, modern [=DMs=] would fret having to dish out another copy of the game because one player reached a level beyond the current set being played. Modern gameplay allows players to continue playing the same game regardless of level.
43** Nonhuman races are considered their own class, so one is simply a 2nd level Elf rather than Elf Fighter or Thief. Though later {{sourcebook}}s do implement the idea of "race plus class" as variants, allowing for players to play things like Dwarf Clerics or Elf Shamans.
44* GoldSilverCopperStandard: D&D is one of the early trope codifiers. Prices are usually listed in g.p., unless they're small prices, in which case they're listed in s.p. or c.p.. The exchange rates were as follows:
45** 10 c.p. = 1 s.p.
46** 5 s.p. = 1 e.p.
47** 2 e.p. = 1 g.p.
48** 5 g.p. = 1 p.p.
49* HonestRollsCharacter: Rules Cyclopedia D&D was probably the biggest stickler for this rule, to the point of having rules for increasing ability scores by lowering others.
50* MagicFire: In Basic Dungeons and Dragons, Halfling clan strongholds each have a Crucible of Blackflame. Blackflame is a strange reverse fire that "burns" ashes and returns them to their original form.
51* MatchstickWeapon: The Basic D&D version written by Tom Moldvay. An insect swarm (created by the spell Insect Swarm) and the monster known as yellow mold take 1-4 HitPoints of damage from a lit torch.
52* MonsterMunch: Basic supplement [=GAZ1=] ''The Grand Duchy of Karameikos'', adventure "Toys of the Madman". The [=PCs=] and a few [=NPCs=] are kidnapped and placed in a dungeon. Some of the [=NPCs=] are there to be killed and eaten by monsters to show the [=PCs=] what they're up against.
53* NoCampaignForTheWicked: From the ''Immortals'' boxed set, player controlled PC Immortals are forbidden to be from the Sphere of Entropy, because creatures from that Sphere are all evil. All Entropy Sphere Immortals are [=NPCs.=]
54* SpecialAbilityShield:
55** Magical shields can have different effects, from the Boomerang Shield (can be used for a ranged attack and instantly reappears on the wielder's arm), to the Shield of Shouting (the wielder's voice is ten times louder), to the Shield of Missile Attraction (halves damage from ranged attacks, but causes them to converge on the wielder).
56** An Artificer can craft a Shield of Repulsion, which shoves an enemy back 15' after being a Shield Bash.
57** The Shield of Absorption can negate energy level drains against its wielder.
58** The Shield of Charm causes anyone who strikes it to fall under the control of the wielder.
59** The Shield of Cure Wounds can heal its wielder.
60** The Shield of Energy Drain drains a level of experience from anyone who hits it.
61** The Shield of Ethereality allows the wielder to enter the Ethereal Plane.
62** The Shield of Fly can cast a Fly spell on its wielder.
63** The Shield of Haste allows its user to move and attack at double normal speed.
64** The Shield of Invisibility can make the user invisible.
65** Rheddrian's Mirror-Shield allows the user to cast the spells Teleport, Legend Lore and Monster Summoning.
66** The Shield of Remove Curse can cast a Remove Curse spell on its user.
67* SupernormalBindings:
68** In ''The Wrath of Olympus'', a group of Immortals (minor deities) illegally interferes on the Prime Plane. The forces of Entropy capture them and secure them with chains that not only render them helpless but drain their internal power (LifeEnergy) as well.
69** Irons, from the Basic D&D supplement ''The Book of Marvelous Magic'', are magical confinement devices combining manacles (wrists) and shackles (ankles). The Irons of Imprisonment can only be broken by a Wish spell or a blow from a plus 4 or better weapon.
70* TieredBySize: Dragons appear in three sizes: Small, Large, and Huge, as a direct increase in power. "Advanced" D&D (which, despite the names, is older) had Small, Medium, and Large be a fairly minor variation, and age be the more important variable.
71* WanderingCulture: In BECMI module [=CM1=] ''Test of the Warlords'', nomadic barbarian tribes wander the land of Norwold year round. As long as dominion leaders allow them free passage, the barbarians won't cause any trouble. If the dominion leaders do try to block them, they could go to war.
72* TheWarJustBefore: Basic D&D module [=CM4=] ''Earthshaker''. In recent years the country of Stamtral has raided the [=PC's=] country Vyolstagrad several times, but the two nations are currently in an uneasy peace. If the [=PCs=] don't play their cards right another war could break out as a result of their actions.

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