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B/X Quick Start Rules

Character Creation

Ability Scores

  • Roll 3d6 in order: STR, INT, WIS, DEX, CON, CHR
  • Prime requisites (PR): STR for Fighters/Dwarves/Elves/Halflings; INT for Elves/MUs; WIS for Clerics; DEX for Halflings/Thieves
  • Ability adjustments affect various mechanics (damage, saves, languages, etc.)

Classes

Available classes with minimum requirements: - Cleric - Dwarf (CON 9+) - Elf (INT 9+) - Fighter - Halfling (DEX 9+, CON 9+) - Magic-User (MU) - Thief

Starting Hit Points

  • Fighters/Dwarves: d8
  • Elves/Clerics/Halflings: d6
  • MUs/Thieves: d4
  • Re-roll 1s or 2s

Ability Score Effects

Strength (STR)

  • Damage/Open Doors adjustment
  • Prime requisite for multiple classes

Intelligence (INT)

  • Additional languages known
  • Prime requisite for Elves and MUs

Wisdom (WIS)

  • Magic save adjustment
  • Prime requisite for Clerics

Dexterity (DEX)

  • Missile attack/AC adjustment
  • Initiative adjustment
  • Prime requisite for Halflings and Thieves

Constitution (CON)

  • Additional hit points per die
  • Saving throw adjustments

Charisma (CHR)

  • Reaction adjustment
  • Maximum retainers and morale

Experience Bonuses

  • 13-15 PR: +5% XP
  • 16+ PR: +10%
  • Special rules for Elves (STR+INT) and Halflings (STR+DEX)

Racial Abilities

Dwarves

  • Notice underground features (passages, traps, construction)
  • Infravision 60'
  • Languages: Dwarvish, Gnome, Kobold, Goblin

Elves

  • Notice secret doors (+1)
  • Immune to ghoul paralysis
  • Infravision 60'
  • Languages: Elvish, Orc, Hobgoblin, Gnoll

Halflings

  • +1 to missile attacks and initiative
  • -2 AC vs. large creatures
  • Good at hiding (especially outdoors)

Class Abilities

Clerics (1st level)

  • Turn undead: Roll 2d6 vs. target number
  • Skeletons: 7
  • Zombies: 9
  • Ghouls: 11

Magic-Users (1st level)

  • Memorize one 1st level spell per day
  • Available spells: charm person, detect magic, floating disk, hold portal, light, magic missile, protection from evil, read languages, read magic, shield, sleep, ventriloquism

Thieves (1st level)

  • Skills: Open Locks 15%, Find/Remove Traps 10%, Pick Pockets 20%, Move Silently 20%, Climb 87%, Hide in Shadows 10%, Hear Noise 1-2/6
  • Backstab: +4 to hit, x2 damage
  • Non-humans: Better chance to hear noise through doors

Languages

  • All speak Common and alignment language
  • INT 13+: Choose additional languages
  • INT 15+: +1 additional
  • INT 17+: +2 additional

Alignment

  • Law, Chaos, or Neutrality

Encumbrance

  • Maximum: 1600 coins
  • Containers: Large sack (600cn), backpack (400cn), small sack (200cn)

Armor Class

  • None: 9
  • Leather: 7
  • Chain: 5
  • Plate: 3
  • Shield: -1 AC
  • DEX modifier applies to AC

Saving Throws

Class Death/Poison Wands Paralysis/Petrify Dragon Breath Spells
Cleric 11 12 14 16 15
Dwarf/Halfling 10 11 12 13 14
Elf 12 13 13 15 15
Fighter 12 13 14 15 16
MU/Thief 13 14 13 16 15

Equipment Packs

Basic Pack (all classes)

  • Backpack, wineskin, tinderbox, 1 week iron rations, large sack, small sack, belt pouch (3d6 gp)

Class-Specific Packs

  • Fighter/Dwarf/Halfling #1: Plate mail, shield, sword, dagger (750cn, 60' mv)
  • Fighter/Dwarf/Halfling #2: Chain mail, spear, short bow, 20 arrows (520cn, 60' mv)
  • Cleric #1: Plate mail, shield, war hammer, sling & 20 stones, holy symbol (710cn, 60' mv)
  • Cleric #2: Chain mail, mace, sling & 20 stones, holy symbol, 2 holy water (510cn, 60' mv)
  • Magic-User: Spellbook, 2 daggers, scroll case (100cn, 120' mv)
  • Elf: Chain mail, sword, dagger, spellbook, scroll case (550cn, 60' mv)
  • Thief: Leather armor, short sword, short bow, 20 arrows, thieves' tools (340cn, 90' mv)

Additional Packs

  • Adventurer: Mule, saddle bags (35 gp)
  • Dungeoneer #1: Lantern, 5 oil (20 gp)
  • Dungeoneer #2: 50' rope, hammer & 12 spikes, 6 torches, large sack, 3 oil (13 gp)
  • Dungeoneer #3: 6 torches, crowbar (11 gp)
  • Dungeoneer #4: 6 torches, 10' pole, large sack (4 gp)

See Also