Bruce Heard


May 12, 2021

After posting a number of articles about character classes, some hindsight might be useful. One reason I wrote revisions and additions was to boost player characters’ lowest levels—hence extra spells at the first few levels, modified class abilities, etc. The other reason was to stretch demi-humans experience progression to the full 36 level range. One pothole remains (I’m sure there are others), but this one needs particular attention: saving throws.

April 15, 2021

What on @#&! (replace with appropriate game world) am I going to do with half-orcs now? Fret not. I do have a few ideas to set them apart from your basic fighter AND make them feel a tad beastly!

April 11, 2021

D&D BECMI only offers gnomes as monsters (for example, as listed in the Rules Cyclopedia, page 180). I’m sure plenty of other DMs have created their own versions inspired from AD&D or present-day D&D 5e. Not one to follow anyone else’s footsteps, I decided to start from scratch. This article connects with several earlier ones revising the original character classes and addressing the issue of their spell progressions.

April 8, 2021

Previous “experimental” articles recently addressed a desire to boost low level characters used in the D&D BECMI game. So far, the spell progression tables for magic-users and clerics have been addressed, I’ve given the elf class my take on related issues, as well as the classic thief’s skill progression table. I haven’t addressed the classic fighter and dwarf classes since I didn’t think they needed anything extra. One more topic remains therefore: halflings, the grandest of little heroes.

April 7, 2021

Alternate mechanics for the D&D BECMI/RC Thief.