Sunday, August 2, 2015

One Character, Nine Systems: Part 2

Last week, I proposed an experiment of generating the same character in nine different editions/variations of the D&D game. In the first post we introduced Junco Eliade, now it's time to give him some crunch. For starters we'll use:

Original D&D
For this exercise we will define the scope of "Original" Dungeons and Dragons as the LBBs ("Men and Magic", "Monsters and Treasure", and "Underworld and Wilderness Adventures"), plus Supplements I and II ("Greyhawk" and "Blackmoor") and "Eldritch Wizardry".



Race: Dwarf
Class: Cleric / Fighting Man
Regarding race and class choices, Greyhawk states on page 5, "Dwarf clerics are found as high as 7th level (Lama), and they can cure and resurrect their own. These clerics are also fighters." So we're good on the multi-class Dwarven Cleric-Fighter. Earned experience is divided evenly between both classes.

Level: 3rd
Minimum XP: 8000 (split evenly between to 2 classes or 4000 each)
Alignment:  Law
Hit Dice: 3d6+3
Average Hit Points:  13
While Greyhawk defines different dice-types per class, it does not describe what to do with Dwarves, Elves, or Hobbits who are more than a single class at once. For simplicity sake, we'll go with the LBB definition which uses a d6 for hit dice regardless of class.
Stats:




  • Str: 9
  • Dex: 16  -- Fire any missile at +1, -2 chance to be hit
  • Con: 15 -- Add +1 to each hit die
  • Int: 16 -- learn 1 additional language for every point above 10
  • Wis: 11
  • Cha: 8 -- maximum 3 hirelings
OD&D allows Clerics to trade STR or INT for Wisdom, and Fighters to trade WIS and INT points for Strength. Since Junco is multi-classed, we will not dump STR or WIS points, and since he is scholarly in demeanor, we will keep INT as is as well. There are no minimum requirements for clerics or fighters in OD&D. Since he has 11 and 9 in his prime requisite scores (respectively), Junco does not earn a bonus to his earned experience points.

Dwarf Abilities:  
  1. They have a high level of magic resistance, and they thus add four levels when rolling saving throws (a 3rd level dwarf equals a 6th level human)
  2. They are the only characters able to fully employ the +3 Magic War Hammer
  3. They note slanting passages, traps, shifting walls and new construction in underground settings
  4. They are able to speak the languages of Gnomes, Kobolds and Goblins in addition to the usual tongues.
Cleric Abilities:
  1. Cast 2 1st-level spells per day, selected from: Cure Light Wounds, Purify Food & Water, Detect Magic, Detect Evil, Protection from Evil, and Light.
  2. Turn Undead: Automatically turn away vs. Skeletons & Zombies, Ghouls on 7+ on 2d6, Wight's on 9+, Wraith's on 11+.
Fighting Man Abilities:
  1. Able to use any weapons or armor
Attack Rolls:  As a 3rd-level Fighter, he strikes an unarmored opponent on a roll of 10+ on 1d20.

Saving Throws:
  • Death/Poison:  8+ on d20.
  • Wands/Polymorph/Paralyzation:  9+ on d20.
  • Stone: 10+ on d20.
  • Dragon Breath:  10+ on d20.
  • Staves/Spells:  12+ on d20.
Skills/Proficiencies:  This is not a thing in this edition.


There is not much more to it than that, and this might be overly verbose, but since I will be comparing