Message:HP start at seven per player. There may be a couple dead ones before reaching level two. Was kinda White Box?
Flee is make your six rolls. In some case, others can help with rolls (after they get away). But typically, you will need to get your own dice. See below Monster Case, but you'll not be fleeing often big mobs but more often avoiding stragglers, to stay alive, while a screening FTR holds line and either wins fight or runs himself. We'll see as we shall see.
You may miss two Stat tests and risk hit by enemy mobs. Fail one more and take one last attempt for a total of nine rolls against Stats to get away. These Stat checks in many case do no damage. But you risk (while fleeing) enemy hitting back.
My estimate is not always take damage but statistically possible. If you ran from a single Troll, let's say, it hits about one in three or fifty-fifty if you are playing triple class (AC 9). Two rounds of Troll punch-punch could deliver one or two D6 damage. Drink a heal, call for cleric or look on campaign for Sanctuary sites to fully heal. I will adjust as we go. Been sometime ago that I player DnD.
=====
Here's my preliminary math & mobs...be nice to have seven players to share the pain.
===Easy Mobs===
1: 2D4 Goblins, 1HD, AC9, No Flairs
2: D4+2 Orcs, 1+1HD, AC7, No Flairs
3: D2+1 Barrow Wights, 2HD, AC5, Paralysis
4: D3+1 Doom Souls, 2HD, AC7, Magic Null
5: D4 Wraith Conjurers, 2HD, AC9, Death Ray
6: D2+2 Uruk Hai, 3HD, AC6, No Flair
7: D2+1 Wargs, 4HD, AC7, No Flair
8: Spider, 5HD, AC5, Poison
9: Troll, 6HD, AC4, Stone
10: Hard Mobs (1/2 number)
Note: THACO = 20 minus HD
===Hard Mobs===
1: 3D4 Goblins, 1HD, AC9, No Flairs
2-3: 3D4+1 Goblin w/ Boss, 1HD, AC9, Wands
4: 2D4 Orcs, 1HD, AC7, No Flairs
5-6: 2D4+1 Orcs w/ Boss, 1+1HD, AC7, Stave
7: D4+1 Barrow Wights, 2HD, AC5, Paralysis
8: D4+1 Doom Souls, 2HD, AC7, Magic Null
9: 2D4 Wraith Conjurers, 2HD, AC9, Death Ray
10: D4+1 Uruk Hai, 3HD, AC6, No Flair
11-12: D4+2 Uruk Hai w/ Boss, 3HD, AC6, Flair (random)
13: D3 Wargs, 4HD, AC7, No Flair
14-15: D3+1 Wargs & Riders, 4HD, AC7, Stave
17: D2 Spiders, 7HD, AC5, Poison
16: D2 Trolls, 6HD, AC4, Stone
18: Ent Wives, 8HD, AC3, Polymorph
19: Dragon, 9HD, AC2, Dragon Breath
20: Balrog, 12HD, AC0, Damning Magic, plus Flair (random)
Note: THACO = 20 minus HD
===Random Flairs===
1: Death Ray: Hit/Save -or- Lose WIS
2: Poison: Hit/Save -or- Lose INT
3: Wand: Hit/Save -or- Lose CON
4: Paralysis: Hit/Save -or- Lose STR
5: Polymorph: Hit/Save -or- Lose CHR
6: Stone: Hit/Save -or- Lose DEX
7: Stave: Hit/Save -or- Lose random Stat
8: Dragon Breath: Hit/Save -or- D4 x 10% damage
9: Damning Magic (Spell): Hit/Save -or- 100% damage
10: Magic Null (Spell): Hit/Save -or- Lose Scroll, Potion or Magic Item
11-12: Roll Twice and keep both.
Note: Monsters tend to be consistent from room to room of any Dungeon. Climax is always a Hard Fight. Recall, all Mobs deliver D6 damage. Balrog may be tough, but it damage-kills few.
===Damage Expected===
D6 Easy per battle, 2D6 for Hard per battle. Find this estimate is low, later Books add more Mobs; find its more, drop number (or HD / HP).
=====
I also added Tactic Cards
Every Fight flip THREE Tactics Cards. i.e., typical card might be cast Spell Read Languages to see delver warning on walls. Group can use spell (if available) or not. Lots of scrolls and potions in game to help this (I promise, or I lie).
Consequences of make or skip tactics, depends on Easy, Hard or Climax (Dungeon) battle.
Climax all of these three must be met or a player suffers 10% initial damage from each omission. The damage is a percentage from what the character has left.
Hard Fight means that all omissions cause loss of 10% damage (to one of party). While each Tactic completed (spell cast or majority roll) reduces all the enemy numbers -or- HPs by 25%.
Easy Fight means each Tactic completed (spell cast or majority roll of event) causes the enemies to be reduced by 25% in number -or- total HPs.
Yours,
IronRed
23-Jun-2025