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Dungeons & Dragons Basic/Expert

Moldvay/Cook Basic and Expert
Classic fantasy expeditions that grow from torchlit dungeons to wilderness domains
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fantasy
Classic FantasyDungeon CrawlHexcrawlResource ManagementDeadlyVancian CastingDescending ACDomain Management
Languages: English
Diced20
System FamilyOSR
Cost$
LicenseAll Rights Reserved
PublisherTSR Hobbies, Inc.
Year1981
Complexity High
Accessibility Medium
Runnability Very High

Core Mechanic

Roll 1d20 and meet or exceed the attack or saving-throw target supplied by class, level, Hit Dice, and descending Armor Class. Exploration, reactions, morale, thief abilities, and treasure use their own d6, 2d6, or percentile procedures.

Best For

Groups who want a dangerous, referee-led fantasy campaign that starts with mapped dungeon expeditions and grows into wilderness travel, retainers, strongholds, and territorial play.

Highlights

Ten-minute dungeon turns connect mapping, searching, light, encumbrance, rest, and wandering-monster pressure. Reaction and morale procedures allow negotiation, evasion, surrender, and retreat to matter alongside combat. The Expert volume expands the campaign into hex travel, naval expeditions, magical research, strongholds, settlers, and rulership.

Considerations

The complete level 1 through 14 game requires both the Basic and Expert rulebooks. Descending Armor Class, class-specific tables, and separate procedures replace a universal action mechanic. Low hit points, poison saves, and other severe effects make early play highly lethal.