Originally posted here: http://theotherside.timsbrannan.com/2020/07/review-pacesetter-games-simulations-bx.html
104 pages. Color covers, black & white interior art.
The BX RPG is split into the Player's Guide and the Dungeon Guide. The Player's guide has all the information a player needs. The book is broken down into creating a character, the character classes, spells, and other abilities of the classes. Following the basic design goals, the information in this book largely cleaves close to the original B/X game. So things like the ability scores and their bonuses work the same way. There are some optional rule sidebars, like giving max hp at 1st level and so on. Likely things we all did anyway. They are not part of the core rules and are presented as options.
Classes
This is one of the larger changes to the standard B/X rules. In the BX RPG we have the same "Basic Four" of Cleric, Fighter, Magic-user, and Thief. We also get the Druid, Monk, Necromancer, Paladin, and Ranger. Some classes get some additional abilities. Clerics have spell progression to the 9th level (but only up to 7th level spells are featured in the book). Magic-users can use cantrips or 0-level spells in a fashion similar to what I have done with my Witch classes. Makes sense, it is an easy way to add minor spells to a Basic-era game. Druids, Monks, Paladins, and Rangers all get their expected abilities and powers. They are a pretty good Basic interpretation of some standard Advanced classes. Fighters, Monks, Rangers, and Paladins all get extra attacks per round as they advance.
The Necromancer is a truly new addition. It takes the "place" of the Illusionist. Their XP totals are bit more than the Magic-user. While they do not get the ability to use cantrips, they control undead as a Chaotic Cleric might. Spell progression is a bit faster compared to a magic-user, but their selection is more limited. It might be interesting to compare this Necromancer to the others I have seen in the past.
All human classes have a maximum of 18 levels.
Races
Since this is a B/X remaster, races are classes as well. This RPG gives up the same trinity of Dwarf, Elf, and Halfling, and adds the Gnome and Half-elf race/classes. There are some changes to these classes as well. Dwarves are limited to level 15, Elves to 18, Gnomes 18, Halflings 15, and Half-elves 18. Gnomes and Half-elves have magic similar to elves. In fact, not much differentiates the elf from the half-elf save that the half-elf gains the fighter's multiple attacks per round and elves are better with a bow. Halflings though get some minor thieves abilities which are a great addition and something that should have been part of the B/X rules in my opinion.
Spells
The next 50 or so pages of the 104-page book are dedicated to spells. They are sorted by class and then by level. Clerics and Paladins share a list. Magic-users, Elves, and Half-elves share a list. Druids and Rangers share a list. Necromancers have their own list. Gnomes have their own list as well.
Like B/X and BECMI some spells can be reversed.
There are redundances in the lists. For example spells like Light and Wish appear on multiple lists and the spell is repeated each time for those classes at the appropriate level as opposed to the B/X standard of "See 1st level magic-user spell of the same name" or listing all spells alphabetically and including what class can cast it, like 3rd Edition does. The advantage to this is if you have the PDf you can print out all the spells for your class and have them all attached to your character sheet. Nothing jumped out at me as being particularly new in the spell area. There are few non-B/X, non-BECMI ones ported over from Advanced and some logical extensions of spells, like Wall of Bone for Necromancers. Again this largely fits in with the design goals of this set.
There is a somewhat plain, but very pragmatic (often the same thing) character sheet at the end.
The art is very much old-school inspired though I think some may call it "anime-inspired." I actually rather like the art and love the cover. The halfling, in particular, is great and from now on thanks to this and James Spahn, all my halfling will have mutton chops.
The book could have gone through another round of edits and QA checks. There are some typos and some layout oddities. I am only mentioning them because others have. I only found the ones I did because I was looking for them. Though one sticks out. The Cleric spell chart going to level 9. Hard to say if this is a typo (or editing mistake) or if clerics really do get 8th and 9th level spells and those will appear in a future product.
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