Next I’m going to tackle the Dwarf class. In Basic D&D, the Dwarf is pretty much a Fighter who doesn’t need torches and can find traps. In fact, in lots of ways you never want to be a Fighter if you can qualify for Dwarf (just like you never want to be a M-U if you can qualify for Elf).
By the book, Dwarves can use any armor and any weapon except for long bows and two-handed swords. They have infravision and are expert miners who can find slanting passages, traps, etc. They also have much better saves than the Fighter, whose values are in parentheses:
Death Ray or Poison (Fort) 8 (12)
Magic Wands (Will) 9 (13)
Paralysis or Turn to Stone (Fort) 10 (14)
Dragon Breath (Ref) 13 (15)
Rods, Staves or Spells (Will) 12 (16)
So Fort saves are his best at ~9, Ref saves are his worst at 13, Will saves are a decent ~10.5. We’re using DC 15 as our benchmark, so that would be a staggering +6/+2/+4. That’s about the same as a 9th level Paladin in 3.5e! Basic Dwarves are limited to 12th level, but holy criznut that’s bad ass. On the other hand, saves don’t come up quite as much in Basic as they do in 3.5e, because if it’s not on the chart PCs don’t save against it (or use a stat check, unlike 3.5e where Reflex is used more often for environmental hazards, etc. We’re probably going to have to adjust these saves later, but for now let ’em stand.
BAB HD Fort Ref Will
+1 1d8 +6 +2 +4
+1 2d8 +6 +2 +4
+1 3d8 +6 +2 +4
For now, give the Dwarf proficiency with all armor and both simple and martial weapons minus the two weapons noted above, but I’m guessing that later we’ll nerf that a bit when we do the full Basic weapon and armor list. As for his racial abilities, d20 is interesting. I’d give him darkvision as is (I prefer darkvision to infravision for mechanical reasons anyway), and also give him a bonus when he’s searching for traps, sliding walls and all that Dwarven jazz. Since we don’t have skills, just stat checks, I think that works just fine, but in Basic his bonus is 16% better than normal, so I’ll give him a +3 when he searches.
In Basic D&D everyone has the same movement rate for simplicity (modified by encumbrance… we’ll tackle that later), so I’ll ignore the d20 movement rate for Dwarves (and Halflings, when we get there).
Armor Proficiency: All
Weapon Proficiency: Simple, Martial (except long bows and two-handed-swords)
Search bonus: +3
I think it’s time to say BOOYAH! Damn, Dwarves rock. I never noticed how much better their saves were than… everyone.
One thing to start thinking about is xp. In Basic each class has it’s own xp chart, and the better classes (like Dwarves) need more to level. If we don’t do that for this conversion, then this class needs to have a few more limitations on it. Even if we do that, these saves are so good, and so much more useful in d20, that I’d be tempted to slap some limits on them. But right now we’re just trying to model Basic, and in Basic D&D the Dwarf is always, always a better choice than Fighter, even with needing an extra 200 to get to 2nd level. So far so good.
Next up: M-U, the base spellcasting class.