Dark Dungeons: Major Differences from the Rules Cyclopedia

Here’s some information on the major differences between Dark Dungeons and the Rules Cyclopedia, in the author’s own words.

There are very few changes that are deliberate “house rules” as opposed to merely having to try to come up with something that reconciles contradictory rules in the original RC (of which there were a surprising number once I went through it with a finetooth comb…)

From memory:

* I’m treating various optional rules (weapon mastery, high level demi-humans, skills, Immortals, etc.) as core.
* I’ve reduced the amount of XP needed for high level demi-humans.
* I’ve given demi-humans weapon mastery that works like everyone else’s rather than the “all weapons at first level”.
* My skill list is different from the RC’s skill list, to avoid overlap with class-based abilities.
* I’ve changed the way magic-users and elves learn spells to make it consistent with the way weapon mastery is learnt.
* I use a “statement of intent” at the beginning of a combat round (this was apparently supposed to be in the BECMI rules but was accidentally skipped – although some spell descriptions assume it’s there).
* I treat the “confidence level” of a dominion as an ongoing score that can go up and down, rather than a score that’s calculated freshly each year.

That’s the main changes, I think. There are lots of little fiddly bits where rules (particularly optional rules) conflicted and I had to make a “house interpretation” of the rules – but the ones listed above are the main deliberate changes.

This is taken from the Dark Dungeons: Rules Cyclopedia is back! thread on RPGNet.

Randall Stukey

Randall is the author and publisher of a number of old school games (Microlite74, Microlite81, BX Advanced, etc) through RetroRoleplaying.com. Randall's main job, however, is being caregiver for his MS-afflicted cancer survivor wife. You can support Randall with a donation to the RetroRoleplaying Cancer Fund.

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Randall is the author and publisher of a number of old school games (Microlite74, Microlite81, BX Advanced, etc) through RetroRoleplaying.com. Randall's main job, however, is being caregiver for his MS-afflicted cancer survivor wife. You can support Randall with a donation to the RetroRoleplaying Cancer Fund. Gates & Glamours RSS Feed

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Jeff Rients
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"* I've changed the way magic-users and elves learn spells to make it consistent with the way weapon mastery is learnt."

I'm going to have to check this one out in detail.

BTW, I hate 'statement of intent' in the turn sequence. A) It's off-putting to normal people trying the game for the first time. B) In a big enough, awesome enough combat it should be hard to remember and implement ever declaration.

JB
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@ Jeff: I'm with you on the statement of intent.

Randall
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I've never used a statement of intent for long. I've tried in games that have it and it always seemed more limiting than helpful.

Anonymous
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Anonymous

I'm with you guys on the "statement of intent" thing. The few times I've played in games that use it, it's been more of a hassle than a help.

Randall
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Apparently Frank Metzner has said that there was always supposed to be a Statement of Intent in BECMI combat. I do remember reading a few places where in was sort of mentioned in spells and such, but I always thought it had been removed and the mentions were just missed in editing. In reality, the statement of intent was mistakenly edited out.

Frank Mentzer
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I've used the Statement of Intent for decades. Improves communications. You DON'T use it as a straitjacket tho; reactions to the changing situation are always doable.