Third in the series, moving along to the classes section. The first page alone, before we even get to the first class, has some doozies in there!
A return to the old days of gaming, DD sets the hit dice at just d6s, all of the races, monsters and characters are to use the d6.
The numbers of hit dice given on the following charts are always six-sidedI like this. For me, for whatever reason, I like the d6 so much better than all the rest of the dice. The d4 weird to hold and just an odd die. The d8 I hate, just an annoying die for me. The d10 is cool with me, likely due to my love of the old Marvel Super Heroes RPG. The d12 is another odd dice, don't care for it. So sticking to the d6 is cool with me. Yes folks, I am prejudice against certain kinds of dice. D12, ugh, hate it. And that blasted d30 that shows up, yuck.
First and foremost, DD jumps in immediately and clearly states that 1 gold piece is equal to 1 experience point.
(XP) are earned primarily by recovering (not merely finding) treasure.No question about it here, this is a game about finding monsters and taking their treasure. One point I like here is that they point out it is not just the finding of treasure but the recovery of the treasure. I take this to mean the gathering of treasure and getting it out of the dungeon. How many of us have sat at the table and had a player jonesing for their cut of the XP the moment they find the treasure? Not here boys, gotta get that shit out of the dungeon and all the way back to town.
This brings up a question of sorts. I typically hand out treasure and XP as the adventure continues. In my mind this reflects real life as you learn through doing things. If we take this course of action, instead characters would progress in levels typically when exiting the dungeon. Not sure how much I like this approach but I do see the value in making it treasure that they recover to the surface. After all, would Indiana Jones be famous if he found the treasure but never actually got it out of the tombs? "Really guys! I found it! Really!!! I swear!"
Experience points are also earned by defeating monsters. 100 XP are awarded for each hit die of each enemy defeated. The referee may increase the base award for especially dangerous enemies including those with poisonous, paralyzing, or multiple attacks.Going along with what appears to be a continuing theme of the game is the GM here has the opportunity to provide additional XP for the characters defeating especially vicious and tough creatures.
Experience awards for defeating monsters are scaled according to the ratio of the dungeon level to the character level so that higher level players are encouraged to seek appropriate challenges. If a party of 1st level characters were to defeat a dozen 1 HD orcs on the 1st dungeon level they would be awarded 1,200 XP between them. If a party of 6th level characters defeated the same orcs they would earn one-sixth as many XP because they are 6th level characters exploring the 1st dungeon level.Whoa. This is like the 4E challenge level taken to a whole new level. I guess this makes sense but damn, it would make getting to those higher levels that much harder and really, really makes the claim that 1st dungeon levels are easier than the lower levels. As most my dungeons are only one level, I guess this means that odds are I would ignore this rules and simply award XP in accordance to the struggle the characters faced.
Now comes the big kick in the teeth:
Note that no character can advance more than a single experience level in a single adventure. He will always fall at least 1 XP short of gaining a second experience level with any excess XP discarded.Ouch! Really? This will surely mean that character MUST return to the surface and get a breath of fresh air now and then. This coupled with the rule above regarding treasure recovery would mean the characters will need a locale to return to so they might recover from the hardships of the dungeon. Which, I guess, makes some sense actually. Even seasoned warriors need a break from always being on alert and in combat, otherwise PTSD ensues.
I missed it during my first read, but even the first paragraph re-enforces this idea that returning to a base of operations and resting is how characters go up in level:
by returning to a safe haven after accumulating the necessary number of experience pointsAll that is from just a single page in the book! Whew! It is going to take me a bit to get through the book, eh?
Others posts in this series: