"Black Dougal gasps 'Poison!' and falls to the floor. He looks dead."
Showing posts with label B/X is My Favorite. Show all posts
Showing posts with label B/X is My Favorite. Show all posts

Sunday, May 3, 2020

I love this painting

I saw this on Dyson's blog the other day.



Sunday, May 2, 2010

Why B/X Is My Favorite #19

Page B47:
"IDENTIFYING MAGIC ITEMS: A character can only identify the exact type of item by testing it (trying on a ring, sipping the potion, etc.)."

B/X doesn't have an Identify spell (which makes a nice gap for a magic-user to research a new spell). Sure a magic-user or cleric can cast Detect Magic but that even just ups the tension and suspense. Should you try the new magical chainmail you found? What does it do? Sure it might be chainmail +3 but it also might be cursed chainmail AC9... a BIG difference!

I think that one of the reasons why magic items have lost the "magic" in recent editions is it is either too easy to identify a magic item without risk or, even worse, players are just told what a magic item does up front.

Friday, August 7, 2009

Why B/X Is My Favorite #22

22. The first appearance of Save vs Abilities
From page B60:
As far as I know this is the first time this mechanic appears in a D&D rulebook. I believe, however, that either this mechanic or other similar mechanics had appeared in some adventure modules prior. This adds a very simple way of handling things outside the other mechanics of the game. I use save vs. abilities rather infrequently myself preferring to use derivatives of other mechanics already in the game such as using the same idea as the open door mechanic (2 in 6 with ability modifiers) for other ability checks, the listen or spot secret door checks for other "perception"-like checks, or my favorite - the 2d6 reaction roll.

The key part of Save vs Ability is the header, "There's always a chance." As a 10-year old learning the game this was the key lesson I gained from this section. The mechanic doesn't really matter - giving the PCs a chance to succeed at whatever crazy actions they may attempt does.

Saturday, August 1, 2009

My 4E One-Shot

I ran the 4E one-shot at my local D&D meetup this afternoon and I had a fun time. I am going to simmer on it for a day or two and post some thoughts. But this I know - B/X is my favorite.

Thursday, July 30, 2009

Why B/X Is My Favorite #14 & #15

14. The combat sequence
15. Abstract narrative combat system with just enough to make tactics important. Do you charge into the room or try to draw the monster into the hallway?


One of the topics going around the OSR blogs is the post over at I Fly By Night about Abstract Tactics.

One of the reasons that I love B/X is that it has an elegant combat system that relies on three characteristics, all of which go hand-in-hand to make it fun:
1. It is abstract,
2. It allows for (and I would say requires for the survival of B/X characters) tactics, and
3. Because of 1 & 2 and the rules-lite system allows for a lot of narrative flexibility.

1. Abstract
B/X Blackrazor had a great post a while ago about the virtues of abstract D&D combat that is more well thought out than what I can do (Use the link - he posts so much that if you have to scroll down his blog to find it you will be there a while - love ya, JB).
To summarize... D&D combat is abstract for a reason. The mechanics of AC, initiative, one attack roll per round, and hit points all work towards that reason. And that reason is to have fun, heroic encounters.

2. Tactics
The I Fly by Night post does a good job of articulating an aspect of 3.5 and 4E D&D combat that I don't really like. Measuring out everything in 5-ft squares does not equal tactics to me. A wizard is not going to pull out a tape-measure before flinging a fireball in a desperate battle.

So if 5-ft increments and special powers aren't tactics, what are, especially in an abstract combat system? I like to use a definition I found in an article linked from Whitehall ParaIndustries about Tactics and Strategy in Game Design where Tactics is given as - the art or skill of employing available means to accomplish an end. Usually the "end" in D&D combat is to kill or drive-off the adversaries.

The major focus of B/X tactics are resource management, managing dissimilar assets and maneuvering.

The key items for resource management in B/X are hit points, attack rolls, spells and charged or single use magic items. These are the bedrock for tactical play in B/X. Increasing the number of resources you have to manage increases the tactical play. B/X gives a number of aspects to consider when managing these resources:
- weapon choices - spears, polearms (second rank attacks) and missile weapons (ranged attacks) to increase the number of attack rolls
- The B/X spellbook system - what spells can be used
- Retainers - more hit points and attack rolls
- Defensive Movement (Fighting Withdrawal and Retreat) - managing hit points
- Monster reaction rolls - talk your way to the "end"
- Morale - drive the adversaries off to achieve the "end"
- Initiative and the Combat Sequence.

Combining dissimilar assets into a functional unit takes skill and knowledge. Fighters are very different than Magic-Users, who are very different from Clerics and Thieves (isn't that right Mr. Tweet?). Combining these assets with very different strengths and weaknesses is key to B/X tactical combat. Entering an ancient catacomb without a cleric? Really? The stronger the difference between character types, the more tactical elements are introduced (I am looking at you 3.5 and 4E).

Maneuvering is getting the right resources into the right position at the right time in order to maximize your chance of success while protecting against the same from your opponent. While managing resources is the bedrock of tactical play and using the different classes to overcome opponents takes some skill, it is proper maneuvering that makes one a master.

How does one use maneuvering in an abstract combat system like D&D? In abstract ways. Do you fight the horde of goblins in the 10-ft wide passageway or in the middle of the large cavern? When does the magic-user fire off the lightening bolt? Is the thief in a position to fire his bow at the back rank of orcs? Also, page B25 says,
"the score needed "to hit" may be adjusted by Strength, magic items, and occasionally special situations" (emphasis mine).
I Fly by Night gives some good examples of situations that might give these "special situations". I often take the "occasionally" to mean a couple times each combat. By giving a +1 bonus for these elements, it makes the tactical decisions of the players meaningful.

3. Narrative
I am going to risk whatever old school cred I might have by quoting Vincent Baker from a post he made called "Practical Conflict Resolution Advice" that gives good advice for narrative abstract combats,
"In combat, you'll probably want to have an overall what's at stake for the fight, and little tactical what's at stakes for each exchange. When you describe the setup, mention two or three features of the environment, like hanging tapestries or a swaying bridge or broken cobblestones, plus an apparent weakness of the foe, like worn armor straps or a pus-filled left eye, and then when you say what's at stake for an exchange, incorporate one of those: "the danger is that he'll push you back onto the broken cobblestones" or "so what you're hoping to do is to further strain his armor straps." This is on top of hitting and damage and whatever, just add it straight in. It's especially effective if you always give a small bonus or penalty for the exchange..."

Another good example is the "The Way of the Ming Vase" in the Quick Primer for Old School Gaming,
If you’ve got a choice between running a predictable, fairly-executed combat, or on the other hand running a combat in which swords break, people fall, someone throws up from a blow to the stomach, a helmet goes spinning away, someone gets tangled up in a curtain, or other such events outside the formal rules … embrace the chaos. This is the rule of the Ming Vase. Why is it the rule of the Ming Vase? Look at it this way. There’s a priceless Ming Vase sitting on a table in the middle of a room where combat rages on all sides, swords swinging, chairs flying, crossbow bolts whizzing through the air. There is, however, no rule covering the chance of some random event that might affect the priceless Ming Vase. I’m not sure I need to say more, but just in case, I will. If someone rolls a natural “1,” or a “3,” or even if nothing specifically happens to trigger it, it’s blatantly irresponsible of you not to start some chain of events involving the Ming vase. A sword goes flying – the table underneath the vase is hit by the sword – the vase is swaying back and forth, ready to topple – can anyone catch it, perhaps making a long dive-and-slide across the floor? That’s gaming. Is it unfair? Well, it’s certainly outside the existing rules. It’s your job to create events outside the standard sequence of “I roll to hit. They roll to hit. I roll to hit.”

In combat, bad rolls can spontaneously generate bad consequences (make sure you do this to both sides, not just the players). You don’t need a table to generate bad consequences – just make it up on the spot. Good rolls might get good consequences, such as disarming the foe, making him fall, smashing him against a wall for extra damage, pushing him backward, etc. Again, make it up on the spot. Remember the Ming Vase!


While the narrative aspect of B/X combat doesn't require anything other than a good imagination and an open mind, another fun thing that I have tried out is the "Lucky Number" idea from the Unofficial Games blog,
Whenever a lucky number is rolled on an attack, the attacker gets to make an "Opportunity Attack" [not to be confused with 3.5 Attacks of Opportunity or 4E's Opportunity Attacks - Patrick] for free. Opportunity attacks have one real caveat: They cannot be made using your primary weapon(s). They can even apply if you miss an attack.

Some examples:
Punching someone with a free hand.
Tripping someone
Kicking a chair between their legs
Tackling them into a grapple
Throwing a mug of ale from the nearby table
Having the arrow you fired miss, but hit a pipe full of steam and scald them instead.


I am not too sure there is a lot of original thought in this post but I do think it highlights the reasons why the combat system in B/X works for me.

Friday, July 17, 2009

Why B/X Is My Favorite #16

16. The BEST morale system EVER!

James at Grognardia has put up a post showing his houserule for morale for his Dwimmermount campaign. It reminded my that I listed the B/X morale system as one of the reasons why B/X is my favorite.

Morale is an optional rule given on page B27. it is a very simple system of rolling 2d6 and comparing the result to a morale score that is given for each monster in the monster listings. If the result of the roll is higher than the monster's morale score, they try to retreat or use a fighting withdrawal. The rules list two situations for when to check morale: 1. after the side's first death, and 2. when 1/2 of the side has been incapacitated, killed, etc.

I like this system because it is simple, easy to remember, and it is easy to use modifiers based on the circumstances.

Let's think about it in terms of the larger picture though. This system when combined with monster reaction rolls become a very important part of balancing the fragile nature of B/X characters. The power level of B/X characters is such that it is important for players to consider ways to avoid combat (monster reaction rolls) or how to manage resources once in combat - for which the morale system helps a great deal.

For example - A low level party is marching off in the direction of the Caves of Chaos when the come upon a large raiding group of hobgoblins. The hobgoblins outnumber the part by a factor of four. Rightfully fearing the outcome of a battle against the hobgoblins, the party tries to evade the hobgoblins (another great subsystem by the way, found on page X23) but fails. They then try to bribe their way out of their precarious situation but the reaction roll goes against them. Now the party magic-user uses the last charge of a Wand of Sleep that they found in a bandit lair. The leader of the hobgoblin band and a couple of other hobgoblins fall unconscious. Time for a morale check! The result could be modified due to the fact that the hobgoblins are obviously facing magic and their leader has been incapacitated. The party gets lucky and the the remaining hobgoblins flee into the forest. The party narrowly avoided a dire fate!

Tuesday, June 30, 2009

Why B/X Is My Favorite #14

I am going to skip a couple of the numbered reasons why I love B/X because I have covered them on more than a few occasions in other posts:
12. It is unapologetically gameist in nature - doors in dungeons are stuck closed. You need to roll to force them open. Why? Because the rulebook says so and it is fun.
13. The importance of retainers.


So I am going to jump to:

14. The combat sequence

From page B24:

A. Each side rolls initiative (1d6).

B. The side that wins initiative acts first (if simultaneous all actions are performed by each side at the same time):
1. Morale checks, if needed.
2. Movement per round, meleed opponents may only move defensively (spell casters may not move and cast spells).
3. Missile fire combat:
a. choose targets
b. roll 1d20 to hit; adjust result by Dexterity adjustment, range, cover, and magic
c. DM rolls damage
4. Magic spells (roll saving throws as needed: 1d20).
5. Melee or hand-to-hand combat:
a. choose (or be attacked by) opponents
b. roll 1d20 to hit, adjust result by Strength adjustment and magic weapons
c. DM rolls damage; adjust result by Strength adjustment and magic weapons

C. The side with the next highest initiative acts second, and so on using the order given above, until all sides have completed melee.

D. The DM handles any surrenders, retreats, etc. as the occur.


Now a couple of interesting things about this:

1. It is very "wargamey" as one would expect given its pedigree.

2. It reflects a simple system that fits extremely well with the abstract nature of B/X combat. As JB over on his bog (B/X Blackrazor) succinctly says: "The initiative roll simply determines whose damage gets applied first...not necessarily who swings first."

3. With the movement phase coming at the beginning of the sequence it allows the combat participants to try to get the right resources into the right position.

4. It says in both the missile combat and melee combat phases, "DM rolls damage". This one is kinda neat but I would presume that 99.9% of DMs (including myself) let the players roll damage. Why would the rules say that the DM should roll the damage? I would assume that using today's vocabulary it is to keep metagame thinking out of the action. DMs should instead keep the numbers hidden and describe and roleplay the damage instead.

5. When engaged in melee it only allows for Defensive Movement (Fighting Withdrawals and Retreats). This has two effects: first it is a very simple way of keeping track of "attacks of opportunity" and it makes for an interesting decision process for managing resources (in this case hit points). When is it the right time to start withdrawing? When are the bonuses for your opponent to hit you outweighed by your need to escape?

Why do I like the B/X combat sequence? Because it is simple and fast but allows options for the aspects that are most important to B/X - the marshaling of resources.

Monday, June 22, 2009

Why B/X Is My Favorite #11

11. It takes about 5 minutes to make a character.

This is more than B/X being a rules-lite system. It also goes hand-in-hand with how fragile characters are. Mortality rates of B/X characters are high so it is important to have a system that quickly generates new characters.

Even with a very quick character generation process I still remember a handful of my early characters and their stories and exploits. Gundar the dwarf who vowed vengeance on the goblins who resided in the Caves of Chaos, Fingolfin the elf who met with a certain hermit and many others.

It isn't a long complicated character generation process or long elaborate character backstories that make these characters stand out but instead what they did after I quickly rolled them up.

Tuesday, June 2, 2009

Why B/X Is My Favorite #10

10. The Reaction Roll subsytem

I previously did a long post on this one at Reaction Rolls - My Favorite Sub-System

To quote the first paragraph:
One of my favorite B/X sub-systems, and likely the one that I use the most, is the reaction roll as detailed on page B21 for retainers and B24 for monsters. A quick 2d6 and you can determine all sorts of wonderful things. Just about any type of interaction can be determined with this mechanic.

I know many people don't like using randomness to determine the outcomes of roleplaying situations. I have no problem with it.

Sunday, May 31, 2009

Why B/X Is My Favorite #9

9. Complete but small subsystems for adventuring in dungeons and the wilderness

The near-boardgame nature of B/X means that it has tiny subsystems that cover exploring dungeons and the wilderness. Many of these come directly from OD&D's The Underworld & Wilderness Adventures but are either more clearly written or more discrete.

Examples of these subsystems are:

Exploring Dungeons
1. Resting - After moving for 5 turns, you must rest for 1 turn. (B19)
2. Opening stuck doors (B21)
3. Finding secret doors (B21)
4. Listening at doors (B21)
5. The whole "Order of Events in One Game Turn" (B23)
6. Wandering Monsters (B53)

Exploring the Wilderness
1. The "Order of Events in One Game Day" (X23)
2. the Evasion Table (X23)
3. Foraging (X51)
4. Becoming Lost (X56)
5. Castle Encounters (X59)
6. Wilderness Encounters (X57)

Many of these subsystems may defeat verisimilitude (something I rarely if ever strive for in my games). Why are all of the doors in the dungeon stuck? Why did the patrol of medium horsemen chase us from the castle?

Because the rules say so or because I rolled it on a table.

Why do you have to pay $350 rent if you land on Park Place? Because the rules say so.

These rules/subsystems make the game very easy to run.

Friday, May 29, 2009

Why B/X Is My Favorite #8


8. A tight power scale with a max of 14th level - I know this one is serendipitous given the unpublished Companion Supplement but I think the power level of the Expert set is about perfect for my games.

Basic & Expert D&D requires a different play-style than later editions. It is not a game of heroes doing superhero things. The power level doesn't ramp up like that. It is a game of exploration and discovery. Imagine if you, yourself, were thrust into a D&D adventure - you would take all steps necessary to ensure that you survived. You would investigate for knowledge of what you were up against, you would make sure that you had all the resources necessary and available to overcome obstacles and you would make sure you had enough muscle to survive. Instead of Superman think Dr. Livingstone.

Friday, May 22, 2009

Why B/X Is My Favorite #7

7. The Spellbook System

I made a post about this some time ago and it continues to one of the top 5 posts I have made in terms of number of views.

To summarize...

The spellbook system in B/X in unique among all of the versions of D&D.

It is MY interpretation that:
- Magic-user spellbooks contain a number of spells equal to the number and level of spells the caster may cast in a single day. For example, a 4th level M-U can cast two 1st level spells and two 2nd level spells so their spellbook contains two 1st level and two 2nd level spells.
- There are two ways to acquire new spells: learn them from someone else or spell research.
- Spells may not be copied from scrolls or captured spellbooks into a caster's spellbook.

I really like this system because:
- it results in a de facto specialist system. Each M-U is different.
- it places an importance in finding someone who can teach you the spell that your M-U wants to learn.
- it gives a very prominent role to spell research.

For a little more detail go back to the previous post.

Tuesday, May 12, 2009

Why B/X Is My Favorite #6


6. Fighters are good with all weapons

This one is me basically saying I don't like weapon proficiencies. When using a system with weapon proficiencies, the Fighter is also given a list of weapons they are not good with. One of the balancing factors for high level Fighters vs high level magic-users is that the Fighter can use all of those magic weapons. If the magic weapon is of a type that the fighter in not proficient with he is kinda screwed.

Fighters don't get a lot (read any) special abilities in B/X. They don't even get the ability for multiple attacks against opponents with less than 1 HD. The only thing they get, and it's not even exclusive, is that they can use any weapon, armour and shields.

Monday, May 11, 2009

Why B/X Is My Favorite #5

5. Clerics have to prove their worthiness to their deity before getting a spell at 2nd level

Honestly, this one is just a personal preference with very little rational to back it up. I think it stems from my preference for low magic games. In fact, most clergy in my campaigns are usually non-magic casting priests. It may also be due to my preference for sword & sorcery-esque games.

I read a little while ago on Grognardia about how James wishes he had combined clerics and magic-users into a white wizard/black wizard thing for his campaign which I think is an interesting idea for a S&S-type game.

Thursday, May 7, 2009

Why B/X Is My Favorite #4

4. Race = Class and meaningful level limitations

I love the B/X race as class. To tie this to my last Why B/X is My Favorite post, to me race as class represents the purest form of the archetype system. It make races special. Playing an elf, dwarf or halfling should be more than playing a human with a special ability.

While this is also linked to a future post about:
8. A tight power scale with a max of 14th level.
I find that the lower level limits of demi-humans and the attribute requirements (assuming one is doing 3d6 in order) has the desired effect of keeping demi-humans rarer than humans. I prefer campaigns that are human dominated.

The first 3 books of OD&D play the same as B/X by default as the demi-human races were restricted to a single class - except for elves which are completely different.

While Mentzer's BECM also has race as class, it was very watered down by the expanded range of levels (1-36) and the expanded combat capabilities.

The separate race and classes of other editions just can't compare to me.

Tuesday, May 5, 2009

Why B/X Is My Favorite #3

3. Strong archetype classes

One of the claims I hear about B/X is that it is a great "whip out the box and play" version of D&D. The nice thing about the B/X rules is that the number of classes is very limited but they cover all of the standard archetypes of pulp fantasy.

There are only seven classes in B/X:
Cleric
Fighter
Magic-user
Thief
Dwarf
Elf
Halfling

I find that these classes are general enough to portray nearly any of the character types of the pulp fantasy genre. While many people may find the limited number of classes to be restrictive, I find that the low number of classes forces players to use their imagination to develop their character.

While someone could view all clerics as being basically the same, through some good roleplaying and descriptive flavour, the cleric of the frog god of chaos can feel very different than the cleric of the righteous brotherhood. For example, the cleric of the frog god may decide that they would never cast a light spell because their deity prefers dank darkness and that when they are under the effects of a bless spell there skin takes on a green colour covered in warts. The cleric of the righteous brotherhood however, may always be required to take a light spell. each gives very different flavour without any specific mechanics - just roleplaying.

Fighters can be any of the warriors from fiction or pulp literature. Anything from Conan to Jason to a Samurai can be portrayed with this class - you just have to use your imagination.

Magic-users are a bit unique in B/X. I believe that the B/X rules allow Magic-users to be very diverse and fill a number of the roles of various wizards and sorcerers in literature.

Some people have an issue with the thief and how their skills are the cause of much evil in RPG design. I have vacillated on this topic and, at least for now, have settled on the side that doesn't mind thieves. In terms of archetypes however, I find the thief does fill a required role.

To me, the human classes of B/X can fill any of the archetypes with a little imagination and the right attributes. I mentioned in my last Why B/X is My Favorite post that B/X's moderate mechanical bonuses for attributes gives each character some uniqueness. If you roll a high Dexterity your character could be a quick, swashbuckling fighter. A high constitution could be used for a street tough thief. A high strength could be used to make a vengeful cleric of an intolerant deity. As will all version of D&D, a little imagination can go a long way.

I have already discussed the demi-human classes in a previous post and I will cover a few more points when I discuss reason #4 - Race = Class and meaningful level limitations

Sunday, May 3, 2009

Why B/X Is My Favorite #2

2. Unified bonuses & penalties due to attributes

Come on... the stat bonuses in AD&D (1E and 2E) are ridiculous. And percentile strength? Who thought that up?

Now I have no problem with the OD&D and Holmes versions giving no real in game mechanical bonus or penalty for stats outside of those for experience points. Philotomy's OD&D Musings has a great discussion about OD&D's handling ability bonuses, and its philosophy of bonuses, in general.

Moldvay/Cook uses a unified set of attribute modifiers based on:
3: -3
4-5: -2
6-8: -1
9-12: no bonus
13-15: +1
16-17: +2
18: +3

Off the top of my head, I can see a handful of reasons why the way that attribute bonuses are handled in Moldvay/Cook is attractive:

1. Moderate mechanical bonuses for extraordinary attributes gives each character some uniqueness
2. It does a really good job of following the bell curve of 3d6
3. It is really simple to remember
4. It provides an in-game mechanic for each stat making sure there is no such thing as a "dump stat"
5. Fits in nicely with the attribute requirements of demi-humans to focus on the archetype

And while I can appreciate the unified attribute modifiers in later additions, there are two things I do not like about the way they handle them: they do not follow the bell curve and seeing a character with a strength of 22 is just plain jarring.

Friday, May 1, 2009

Why B/X Is My Favorite #1

I have decided to revisit my post from a while ago about why B/X is my favorite flavour of D&D.

#1 A complete system in 128 pages

I know I have seen on other blogs and internet sites the page counts for all of the various versions of D&D but I am too lazy right now to dig it up.

I began with B/X at the age of 10. There is definitely and unapologetically a nostalgia factor involved. I actually remember when I went into the store to buy it. I actually went to a local game store to buy the AD&D players handbook but my mom convinced me to pick up the basic set instead. I am glad that she did. Moldvay's basic rulebook includes everything you need to start and it is well written and concise. My brother and I had innumerable hours of fun using just these rules (64 pages) and B2.

Later I purchased the Expert rulebook (another 64 pages) and we had the same amount of fun exploring the jungles on the Isle of Dread. I wonder what the hour of fun per page of rules ratio would be?

As for other editions of D&D:
- OD&D - just the first 3 books have a smaller page count. The open ended nature of those rules and the writing style always instills a sense of wonder and mystery. But a 10 year old first picking up these rules would likely have a very difficult time.
- Holmes D&D - a smooth 46 pages. This is my second favorite version of D&D and the second version that I owned. It contains much of the wonder and mystery of the original 3 books but in a slightly better organized format. I have little doubt that if it was the Holmes version on the shelf when my mother convinced me to buy the basic set that it would be my preferred version. The main reason it doesn't hold the top spot is that, even though it could be used exclusive of the other versions and has been expanded using fan created companions, it is not a complete set of the same scope as the other versions.
- AD&D, 2E,... These are just too big to even consider.

Monday, April 20, 2009

B/X is my Favorite


Below are a number of reasons why the Moldvay/Cook edition of Dungeons & Dragons is my favorite. I know that a number of them are not exclusive to the B/X version but, when combined with the aspects that are unique, I find the complete system and how all of the pieces interact make this the best version for my games.
These are in no particular order.
1. A complete system in 128 pages
2. Unified bonuses & penalties due to attributes
3. Strong archetype classes
4. Race = Class and meaningful level limitations
5. Clerics have to prove their worthiness to their deity before getting a spell at 2nd level
6. Fighters are good with all weapons
7. The spellbook system
8. A tight power scale with a max of 14th level - I know this one is serendipitous given the unpublished Companion Supplement but I think the power level of the Expert set is about perfect for my games.
9. Complete but small subsystems for adventuring in dungeons and the wilderness
10. The Reaction Roll subsytem
11. It takes about 5 minutes to make a character.
12. It is unapologetically gameist in nature - doors in dungeons are stuck closed. You need to roll to force them open. Why? Because the rulebook says so and it is fun.
13. The importance of retainers.

14. The combat sequence
15. Abstract narrative combat system with just enough to make tactics important. Do you charge into the room or try to draw the monster into the hallway?
16. The BEST morale system EVER!
17. The examples of play - I don't know how many times I have read through the exploits of Black Dougal and his ungrateful companions
18. The roster of monsters - I find the roster of monsters in B/X to be very interesting and a large part of why B/X feels the way it does - a subject for a future post.
19. A "magical" array of magic items.
20. Intelligent magic swords
21. The entire "Dungeon Master Information" section - how to make a dungeon (see my Pit of Tortured Souls, which I really need to do some work on) and how to make a wilderness.
22. The first appearance of Save vs Abilities
23. A simple and very concise Spell Research system that is very important given the spellbook system.
24. An endgame
25. Three alignments and not good vs evil but instead law and society vs chaos and anarchy
Edit: 26. Erol Otus I can't believe I missed that one!