Dungeons & Dragons Basic/Expert
Moldvay/Cook Basic and ExpertCore 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.