Quick thoughts while I read pages B6 & B7:
- "To choose a class, a player should first look for his or her highest ability scores." - Moldvay was a rabid power gamer ;) As an aside I always loved playing clumsy thieves, sickly fighters, clerics that are lacking common sense, etc. It is funny how often these "sub-par" characters can sometimes last in a campaign.
- Strength, Intelligence, et al are called "ability" scores instead of attribute scores, stats, etc. The word "ability" is also used throughout the descriptions.
"Strength" is a measure of muscle power and the ability to use that power.
"Intelligence" is the ability to learn and remember knowledge, and the ability to solve problems.
- I noticed a number of times in the descriptions terms (or closely related terms) that become "skills" in later editions - balance, endurance, intuition, knowledge, etc.
- Ability Score Adjustments - "This adjustment shows that a character may practice hard and learn how to fight or reason well..." I always new the option for the 2-for-1 swap but I don't remember ever reading this sentence before. As such I find it somewhat perplexing that Constitution cannot be raised or lowered.
- A very short description about Hit Points and what they are. No talk about them being part luck or divine favour such as found in the 1st edition Dungeon Masters Guide.
- Surprise, surprise... I love the standardized -3/+3 ability score bonuses.
- "Maximum Number of Retainers" - at one time or over the life of a character?