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
- Minimum Viable D&D - Core D&D mechanics that B/X exemplifies
- State of the Art in OSR Rules Design - Modern improvements that build on B/X foundations
- The OD&D Engine - Core systems that B/X streamlines
- On d6 Ability Checks - Alternative ability resolution mechanic not published in B/X
- B/X Resolution Fragmentation - Critical analysis of the system presented here
- Solo Heroes - Adapting B/X for single-character play