I haven’t got much enthusiasm for the last two classes, but it feels like we’re on the home stretch, so let’s just power through the Halfling and then take a bit longer with the Thief, because he’s the only class is Basic that has Skills.

The Halfling’s saves are identical to the Dwarf, something I never noticed before–that’s how popular the Halfling is at RBV. One thing I did notice is that the Dwarf/Halfling saves are different in Basic and Expert D&D, which is just strange. I’ve been referring to the expanded charts in Expert so I can see where the first improvement is for a class (ie 4th level for Fighters), and the Dwarf/Halfling saves are significantly better. Here they are side-by-side (Basic/Expert):

Death Ray or Poison 10/8

Magic Wands 11/9

Paralysis or Turn to Stone 12/10

Dragon Breath 13/13

Rods, Staves or Spells 12/14

I’d love to know what the story was here. Did they decide that Dwarves needed more advantages? Is one a misprint? It’s weird. Anyway, I’ve been using the Expert saves until now, so I’ll keep ‘em. The Halfling:

BAB HD Fort Ref Will +1 1d6 +6 +2 +4 +2 2d6 +6 +2 +4 +3 3d6 +6 +2 +4

This guy has the same xp as a Fighter: 2,000. He can’t use long bows or two-handed swords, so he’s no different than a Dwarf (although the wording is different, talking about weapons that are “cut down” to size). He can’t see in the dark, nor does he have d8 hit dice. But his saves are very good. Seems reasonable so far. What else?

He’s accurate with missile weapons, getting +1 to hit at all times. Call it Point Blank Shot, even though it’s quite a bit better than d20 with the lack of a range restriction. He gets +2 to AC against larger creatures, but I’m not going to mess around with size categories right now, so let’s call it a +2 Dodge bonus.

He gets a 16% bonus to initiative. Call it Improved Initiative, to make up for PBS. Their hiding ability is fearsome. Outdoors, it’s 90% and indoors it’s 33%.

Calculating a hide bonus is a little complicated, because the average adventurer has a 16% chance of hiding–never stated explicitly, but in general that’s the rule of thumb for Basic: when in doubt, roll a 1 on a d6. I’m going to keep DC 15 as the baseline, even though Goblins and Orcs have +2 and +1 to Spot, respectively. Why? I don’t know exactly. It seems like a reasonable compromise to handle the range of DCs the Halfling is likely to face from level 1-3. Adding to the trickiness is that the average d20 PC has a 30% chance of hiding with an unmodified d20 roll vs DC 15.

Probabilities are not my strong suit, so I asked some smarter nerds to weigh in. Here’s what one of them said:

A 15% chance of success corresponds to the smaller part of the area under the normal distribution curve about one standard deviation from mean. A 90% chance of success corresponds to the larger part of the area about 1.3 sd from mean. A 30% chance of success is about 0.5 sd, so I’d just up the halfling to 1.8, which yields a ~96% chance of success when hiding outdoors, and a 50% chance (0 sd) to hide in other conditions.That’s assuming that skills follow some kind of normal distribution, and that returns on ‘investment’ in the skill tapers off, which is exactly how it doesn’t work in d20.A 15% chance of success corresponds to the smaller part of the area under the normal distribution curve about one standard deviation from mean. A 90% chance of success corresponds to the larger part of the area about 1.3 sd from mean. A 30% chance of success is about 0.5 sd, so I’d just up the halfling to 1.8, which yields a ~96% chance of success when hiding outdoors, and a 50% chance (0 sd) to hide in other conditions.

That’s assuming that skills follow some kind of normal distribution, and that returns on ‘investment’ in the skill tapers off, which is exactly how it doesn’t work in d20.

The consensus was that +4 to hide indoors and +9 outdoors was a reasonable compromise, given the complexities in translating Basic’s percentile system to the d20 DC system.

So here’s how the abilities shake out:

Weapon Proficiencies: All (except long bows and two-handed swords)

Armor Proficiencies: All

Hide bonus: +4 (+9 outdoors)

Point Blank Shot, Improved Initiative, Dodge (+2 vs Larger than man-sized)

And that’s the Halfling. Next up is the weakest class in Basic, the poor, pitiful Thief.