I took this info from a post online. I am not sure that everything 100% applies to us but below is some good info on how to manage some scenarios we will likely need guidance for.
https://basicdungeonsdragons.blogspot.com/2017/05/an-interpretation-of-basic-d.html
H=Holmes
B=
Molvay Basic
X=Cook
Expert
MP/MD=Mentzer
Player/Mentzer DM
MX=Mentzer
Expert
RC=Rules
Cyclopedia
Use of 5 ft Squares
B61 "Combats are easy to keep track of when large sheets of graph paper,
covered with plexiglass or transparent adhesive plastic (contact paper),
are used to put the figures on. The best sheets for this use have 1"
squares, and the scale of 1" = 5' should be used when moving the
figures."
B26 “in a 10' wide corridor, it is not likely that more than two or three
characters could fight side by side. “
This seems to say either 1 or 1.5 characters can be in a 5 ft space. Since I
use miniatures and not theatre of the mind, it is simpler to rule that only 1
character can be in a 5 ft square.
Melee
You
are only "in melee” if at the beginning of your Movement step, you are
standing next to an enemy (within 5') who is capable of attacking. In Basic
D&D, within 5', means less than 5 feet.
B26
“Melee or hand to hand combat is the type of combat used when the enemy is
within 5'.”
Example:
A giant Spider drops out of a tree, within 5 feet of a Fighter and a Wizard. It
does not matter who the Spider attacks. All of the combatants are now in melee,
whether they bite, use swords or cast spells. It is possible for the Wizard to
cast a spell in melee, if he is not bitten before the spell is cast. (X11)
Movement
when not in Melee
There
are three types of movement possible when a character is NOT in melee.
1.
Normal Movement/Standard exploration. Turn Based (10 minutes)
2.
Running Speed which allows no attack. Round Based (10 seconds)
3.
Encounter Movement which allows an attack (missile or hand weapon). Round Based
(10 seconds)
Example:
A Dwarf is wearing chainmail (60'/20' movement) is exploring a cave. The Dwarf
moves at 60ft per turn. A Goblin suddenly appears from a side tunnel 20ft away.
Time now switches to 10 second rounds. Neither side is surprised. The dwarf
wins initiative and since he is not in melee, he has the option of running away
at 60ft per round or advancing up to 20ft forward and attacking the Goblin.
If
the Goblin had won initiative and moved 20 ft to try and stab the Dwarf, the
Dwarf would be now in melee and no longer have the option of using running
speed or encounter movement. You cannot use running speed when in melee.
RC104
“If the character is not in hand-to-hand combat with his enemy when his
movement phase comes up in the next round, he can go to Running Speed that next
round.”
Running
Speed prevents you from making an attack that round, so you cannot lock anyone
else "in melee" with you, after you use Running Speed.
Example:
A Troll 120' (40') and a Magic User 120' (40') are 80ft apart. The Troll wins
initiative, runs up to the Magic User but can not attack since its movement has
been over its encounter movement of 40'. The Magic User is not “in melee” and
has the option of running at a full movement of 120'. The Troll will never be
fast enough to catch up to the magic user AND attack. At the DM's option,
Pursuit rules can now be used.
B24
Pursuit in Dungeon: “characters may only run for half a turn (30
rounds)…monsters will only chase evading characters as long as the characters
are in sight. Evading characters may slow this pursuit by dropping things. ”
X23
Pursuit Outdoors: “Compare the size of the party to the number of creatures
encountered. This gives the percentage chance the evasion will be successful. “
Movement
when in Melee
B24
“only the following special forms of movement are possible once opponents are
engaged in melee.”
Retreat
RC104
“A character can only perform this maneuver when he begins his combat round in
hand-to-hand combat with an enemy. The character runs away from his enemy at
greater than half his encounter speed, up to his full encounter speed. He forfeits
the armor class bonus of his shield. Any enemy attacking him later in the
combat round (that is, either an enemy who followed him during the enemies'
movement phase or an enemy attacking with a ranged weapon) receives a +2 attack
roll bonus this round.”
Example:
An Elf 90' (30') and a Bugbear are happily fighting away on a forest path when
an Orc archer pops up, from behind a rock. Before initiative, the Elf announces
he will do a Retreat from combat with the Bugbear, and move the 30 ft needed to
attack the weaker Orc archer.
Retreat
means you cannot attack the opponent you are Retreating from. But if your
Retreat takes you towards a different opponent (within Encounter movement), you
can attack them. So it is possible to melee the Orc this round. Opponents who
would not see your back during your Retreat do not get +2 /no shield to attack.
Therefore the Orc does not get the Retreat bonuses to hit, but the Bugbear
would. The Bugbear receives Retreat bonuses the entire round, whether it
attacks before or after the Elf's movement. Retreat must be declared before initiative
dice are rolled.
Fighting
Withdrawal
B25
“ A Fighting Withdrawal may be used in combat if the defender wants to backup
slowly. Movement backwards is limited to ½ the normal movement per round (or
less).”
MP60 "The attacker may follow and continue attacking, but the
defender may attack in return."
RC104 "He makes no attack unless his enemies follow him later
in the same combat round, on the enemies' own movement phase.
If they do, he can make his attack at the end of the enemies'
movement phase, before the enemies begin their own attacks."
There
is no armor class penalty when using Fighting Withdrawal. A Fighting Withdrawal
is a backwards movement. It is not possible to Fighting Withdraw in a semi-circle,
behind an enemy, in order to gain a rear attack. You can not expose your own
back at any time, to the opponent you are Withdrawing from. Fighting Withdrawal
allows the option of an attack. Missile weapons, in hand, may be used at
the end of movement or melee weapons, if the character stops within 5' of
another opponent or if the character is followed.
Example:
A Kobold and Magic User (120'/40') are in melee. The Magic User declares a
Fighting Withdrawal and moves up to half his Encounter Movement backward (20
ft) with no bonus for the Kobold to hit. The Magic User then throws a dagger at
the Kobold. Or the Magic User can declare a Fighting Withdrawal,
move backward and then just wait, without attacking. If the Kobold chases him
into melee range, then the MU can take an out of turn (non spell) attack,
before the Kobold has a chance to bash him. This out of turn attack can
only happen in the round the Magic User does a Fighting Withdrawal. (Note: Pure
B/X does not permit an out of turn attack, but adding it makes combat
crunchier.)
Free
5' Step
RC102
“Characters rarely stand solidly in one place and fight without moving from one
position. When a character attacks, we assume that he is maneuvering for
position. To reflect this limited movement, a character can move up to 5 feet
while he is fighting. Maneuvering in this way does not count as an action
during the round.”
Only
allow the 5' step to occur IF the character is actually making a melee attack
(the RC does mention it as part of "When a character attacks"). This
prevents strange combinations of 5' step and Retreat/Fighting Withdraw.
Allowing Free 5' Step causes much more strategic movement as Fighters try to
encircle opponents.
Attacks
from the Party's Second Rank
MP54
“ A short person (halfling or dwarf) should also be in front of taller folk.
Those behind may still see clearly, and are able to cast spells or shoot arrows
over the shorter characters’ heads.”
RC65
“Because of a polearm's length, a character with a polearm may attack a foe even
when there is another friend or foe between them. Often, polearm wielders stand
in the second rank of the combat, striking over the heads of their frontline
comrades to hit front-line fighters of the enemy.”
Polearms
are the only melee weapons that allow attacks of this nature. Characters in the
second rank are limited to Polearms/Missiles/Spells if they wish to attack. My
interpretation is: Humans and Elves can shoot missiles over the heads of Dwarfs
and Halflings without penalty, but only when the Dwarf or Halfling is not in
melee. If they are in melee, then the “shooting missile weapons into melee”
rules are used. The reasoning is that at a distance all of a target can be seen
but up close, part of it will be hidden by the Dwarf or Halfling.
Shooting
Missile Weapons into Melee/Cover
B26
"To hit" rolls for missile fire may be adjusted by the amount of
cover a target has…..In general, the adjustments should be from -1 to
-4….attacking a goblin partially hidden behind a small table would attack with
a penalty of -1 on "to hit" rolls, while a character shooting at a
bear in a thick woods might have a penalty of -4 on the "to hit"
rolls.”
RC
108 “The DM determines each shot's penalties; they range from -1 for nominal
soft cover to - 6 for 3/4 hard cover.”
Basic
D&D has no friendly fire rules, but it does have rules for cover.
Characters will at some point wish to shoot arrows at
an enemy while another character is in front of
them. When the blocking character is of the same size or
larger, I have been using -4 to hit, per person in front of the
archer. This is modified by the size of the target creature and
the character blocking the view. A shot that misses does NOT hit the
character in front.
Example:
A Giant is attacking the Fighter at the front of the party. The
Halfling in the second row shoots an arrow. I might rule the cover would be:
-4 Fighter is in the way, -1 the Fighter is taller than the Halfling, +1
Giant is large target, for at total of -4 cover. Of course,
if the Halfling has the room to move, so the Fighter is not
directly in front; there would be no cover negatives.
Note: Many DMs use a house rule that if a player rolls a 1 shooting into melee,
another member of the party is hit. This fumble roll works out to a 5% chance
per shot of striking an unintended target.
Missiles
at Close Range
MP59
“Missile fire rules are used when the target is 5’ away or more. Normal combat rules
are used if the target is within 5'. A missile fire device will automatically
miss a target within 5’ unless the target cannot move.”
MP59”A
spear, dagger, or hand axe may be either thrown or held. They are good weapons
to use when the monsters are nearby, as the character can use any thrown weapon
in hand-to-hand combat.”
Melee
only happens when you are right next to an opponent, less than 5'. When a
character is in melee, his missile weapons can not be used.
Bows/crossbows/slings will always miss and spears/daggers/hand axes must be
used instead as hand to hand weapons. At a distance of 5 ft, any missile weapon
can be shot or thrown but closer than 5 ft they can't.
Interrupting
Spell Casting/Spell Casting in Combat
X11
“The caster must inform the DM that a spell is being cast and which spell will
be cast before the initiative dice are rolled. If the caster
loses the initiative and takes damage or fails a saving throw, the spell is
interrupted and lost. ”
RC32
“If the character is disturbed (i.e., hit in combat, tackled, etc.) while
casting a spell, the spell will be ruined, and will still be "erased"
from his mind just as if it had been cast.”
Magic
Users that lose initiative, are in danger of having any spell they are
attempting to cast interrupted. If they take damage from melee or fail a saving
throw, the spell they are casting is lost.
Example:
A Wizard encounters an Orc while exploring a dungeon. The Wizard wants to cast
Sleep and the Orc wants to stab the Wizard with his sword. Initiative is rolled
and the Wizard loses, so the Orc attacks first. If the Orc is successful in
hitting the Wizard, the Wizard's Sleep spell is ruined.
Spell
Acquisition
RC44 "When the player character begins play, the teacher gives him a spell
book with two 1st level spells in it. When the PC reaches 2nd level, the
teacher writes another 1st level spell in the book."
MD18
“The first spell given should always be Read Magic…For magic-user characters,
good “second spells” are Charm Person, Magic Missile, Sleep (all useful
attack-type spells), and Shield (a valuable protection).”
MP38
“If a new spell is found on a scroll, it may be added to the magic-user’s book
but this can only be done once for each scroll spell, and uses up the scroll in
the process. If the spell is of too high a level to be cast, it cannot be put
into the book.”
Moldvay
doesn't allow spells to be copied from scrolls and the number of spells in a
Magic Users spell book is limited to the number of spells they
can actually cast. Mentzer allows scroll copying and an unlimited
number of spells.
Magic
User Scroll Creation
H13
“Magic users may make a scroll of a spell they already "know" (i.e.
have in their magic book) at a cost of 100 gold pieces and 1 week's work for
each spell of the first level, 200 gold pieces and 2 weeks for a second level
spell...etc."
MX25
“If an item duplicates a spell effect, the cost is usually 500 gp and 1 weeks
time per spell level. There is always at least a 15% chance that the magical
research or production will fail. This check is made after the time and money
are spent.”
Holmes
permits Magic Users of ANY level to create scrolls, while with Moldvay or Mentzer
you must wait until 9th level. I am using the Holmes scroll creation rule but
with the Mentzer expense and risk of failure. (If the rate of scroll creation
does not improve in my campaign, then the lesser Holmes expense will be
substituted.)
Example:
The party knows they are going to the land of the Giant Flies, so the Magic
User researches a Fly Swatter Spell. If the research is successful (X51), the
Magic User can create Fly Swatter scrolls to help in the adventure.
I
find that low level scroll creation allows for more role playing opportunities.
The magic in the campaign is more unique and less cookie cutter. Magic Users
are rewarded for new spell research and it is a good way of draining off excess
party gold.
Using Scrolls
MD43
“To use a scroll, there must be enough light to read by, and the scroll must be
read aloud.”
X11
“If the caster loses the initiative and takes damage or fails a saving throw
the spell is interrupted and lost.”
My
interpretation is: Scrolls must be held open to be read, with enough light to
see. If a Magic User takes damage while the scroll is open/being opened, the
scroll is destroyed.
Example:
A Gnoll is trying to bash Magic User Moe with a club. Magic User Moe wants to
open and cast the Magic Missile Scroll that he is holding. If Moe wins
initiative or he loses initiative and takes no damage, the spell is cast.
Clerics
Turning Undead
X7
“If the hit dice total of the undead is greater than the number rolled by the
cleric, those undead whose hit dice are totally cancelled by the cleric's roll
(the weakest) will be affected first. At least 1 creature will always be
affected.”
MD21
“If an attempt at Turning Undead is successful and more Undead remain, the
cleric may Turn them again. Once a failure to Turn occurs, further attempts by
that cleric will have no effect. The Turned monsters will leave the area, but
may return. They will stay away for 1-10 rounds (roll or choose a time). After
the Turning “wears off,” you may decide whether the monsters return, or make a
Reaction roll. If the result of the roll is 8 or more, the undead return.”
MX4
“If your cleric is successful at Turning undead, but some of the undead still
remain (due to the 12 Hit Dice maximum per try), the cleric may make another attempt
if desired. Only one attempt can be made each combat round, and no other
actions are possible while Turning undead. However, if any attempt fails, no
further attempts at Turning that group of undead will succeed for that cleric.”
A
successful turning roll will always turn at least 1 undead. In a mixed group of
undead, lower HD undead are affected first. Clerics can repeatedly turn a group
of undead, until the Cleric fails a turning roll. Turning lasts 1-10 rounds.
Parry
H21
“A player may elect to have a character parry an attacker's blow. He must
announce he is doing so before the opponent strikes. The parry subtracts 2 from
the attacker's die roll. The person parrying does not get his next hit, using
that part of the round for the parry. If the attacker still makes his roll and
gets exactly the number needed, the parrying weapon was broken but no damage
inflicted. It takes one melee round to draw a new weapon, but one hanging free,
or in the other hand, can be employed immediately.”
The
Parry rule adds some crunchiness to melee and helps to keep weaker characters
alive. It is possible to use Parry with Fighting Withdrawal.
Delaying
Initiative Actions/Waiting
B23“The
side "with the initiative" has the first choice of actions. Members
of that side may choose to fight, run, throw a spell, take defensive positions
and wait to see what the other side does, start talking, or do
anything else that the players or the DM can imagine.”
Adventurers
who have won initiative, can decide to delay initiative actions/wait
to gain a tactical advantage. Players can then selectively interrupt their
opponents actions.
Example:
A group of adventurers sees a band of Hobgoblins hiding behind some trees. The
party wins initiative, but elects to ”wait and see what they do” (delay
initiative actions) hoping that the Hobgoblins will break cover and advance
into Lightning Bolt spell range.
B23
“The DM may chose to roll initiative for each character and
the monsters he or she is fighting instead of for each side.”
I
am playing with group initiative but allowing individual players who have won
initiative, to decide to delay initiative actions. Often a Thief hiding in the
shadows will want to wait, hoping for a good opportunity to back stab. Or a
Cleric will wait and then move to whomever is injured, so they can be healed in
the next round.
Rest/Healing
B19
“After moving for 5 turns, the party must rest for 1 turn.“
I recommend not using this Moldvay rule. Having the players constantly
stopping to rest, kills the flow of the game. Holmes, Mentzer and the Rules
Cyclopaedia do not require a rest every 5 turns.
B25
“Wounds may be cured in two ways: by resting or by magic. To cure wounds by
resting, the wounded creature must relax in a safe place, and may do nothing
but rest. Each full day of complete rest will restore 1-3 hit points.”
Blindness/Darkness
MD23
“A blinded creature may attack, but with a -4 penalty on all Hit rolls. Anyone
attacking a blinded creature gains a +4 bonus to all Hit rolls, since the
victim cannot properly defend itself. A blinded creature may move at 1/3 normal
speed, or up to 2/3 normal speed if guided or led.”
The
Moldvay Light/Darkness Spell, as it is written, is much too powerful. Mentzer
allows characters that can not see (for whatever reason), the possibility of
attacking.
Thieves
B22 "Any character has a 1 in 6 chance of finding a trap when searching
for one in the correct area. Any dwarf has a 2 in 6 chance.“
A
first level thief has only a 10% chance of finding traps (B8), while a non thief
has a 16% and a dwarf 33%. To try to solve this problem, I allow thieves to use
the both the 1 in 6 chance and the normal thief percentage to find traps.
B22 “If any character does something which could trigger a trap (such as
walking over a certain point), the trap will be sprung on a roll of 1-2 (on
1d6)."
Traps are not automatically sprung if a Thief fails a detect traps/remove traps
roll.
RC22
“While in shadows, the thief may use his Move Silently ability, but attacking
someone reveals the thief…Note that if the thief is under direct observation,
he can't hide in shadows against the people watching him; they'll be able to
follow his progress with no problem.”
RC23
“If the intended victim sees, hears, or is warned of the thief's approach, the
thief's attack is not a backstab; it is an ordinary attack, doing the damage
appropriate for the weapon used. When no battle is in progress, a backstab attempt
may require a Move Silently ability check.”
Thieves
can both Hide in Shadows and Move Silently at the same time. Backstab requires
the target not to be aware of the thief. If an enemy can see/has seen/knows
there is a thief, the thief does not get a back stab bonus/damage for a rear
attack. So attacking an enemy who is Retreating is the standard +2/no shield,
but attacking a Surprised opponent is a Backstab. A failed Hide in Shadows/Move
Silently roll doesn’t mean the Thief is automatically seen/heard. The
Thief/Party would still have the normal 1-2 in 6 chance to Surprise in an
initiative situation.
Example:
A Thief fails his pickpocketing roll and some of the city guards see him
attempting to steal the purse of a merchant. The Thief cannot Hide in Shadows
while the guards are looking at him. The Thief runs around the corner (out of
direct view) into a dark alley. Now the Thief can attempt to Hide in Shadows.
If successful, the Thief can then Backstab a guard who enters the alley.
Rear
Attacks for Non-Thieves
B25
“If a creature tries to retreat, the opponent may add + 2 to all "to
hit" rolls, and the defender is not allowed to make a return attack. In
addition to the bonus on "to hit"rolls, the attacks are further
adjusted by using the defender's Armor Class without a shield. (Any
attacks from behind are adjusted in the same manner.)”
RC104 “This is the same +2 that characters normally get for attacking from
behind (see the Attack Roll Modifiers Table on page 108)”
B23
“If surprise is possible, the DM should roll 1d6 for each side in the
encounter. A result of 1 or 2 for either side indicates that the side is
surprised….if one side surprises the other, those not surprised may move and
attack the first round.”
Basic
D&D is very unclear how non-thieves gain rear attacks. If it is based on
line of sight, then using "theater of the mind" is difficult. For simplicity,
when not using miniatures, I have ruled that non-thieves only get the
possibility of rear attacks during Retreat or Surprise. Surprise allows no
actions or movement, for one round the surprised individual can do nothing. If
their enemies can see their rear, they can be attacked at +2/no shield.
Example:
A Halfling encounters two Brigands on a mountain road. The DM rolls for
Surprise and the Halfing is Surprised. One Brigand is to the north and the
other is to the east. The Brigand to the east, moves south, so he can see the back
of the Halfling. Both Brigands shoot arrows. The Brigand to the south receives
+2/no shield to hit for a rear attack, while the Brigand to the north has no
bonus. The Halfling can take no action because he is Surprised. The next round
the Brigand behind the Halfling does not receive any rear attack bonuses
because Surprise is over.
(If
you are using miniatures and want more tactical crunchiness, I have an optional
Facing house rule in the miniatures section that allows rear attacks based on
line of sight.)
Negative
Hit Points
RC266
“when a character is reduced to 0 hit points or below in combat (or from death spells),
he's not yet dead. He's unconscious and mortally wounded; if left untended, he
will die. He must make a saving throw vs. death ray every turn. He makes the
first roll on the round he drops to 0 hit point; he makes another every round
he takes additional damage, and every 10 minutes (one turn) in addition. If he
ever fails a roll, he's dead.”
Basic
D&D is very lethal. If characters die too easily, players stop role playing
and just focus of the mechanics of staying alive. Constantly rolling up new characters
is not much fun. Using this rule has been beneficial in reducing the number of
deaths in the campaign.
Character
Creation
B6
“First level characters may easily be killed in battle. As an option, the DM
may allow a player character to roll again if the player has rolled a 1 or 2
for the number of hit points at first level only.”
B13 "Sometimes, a player may 'roll up' a character who is below average in
every ability, or who has more than one very low (3-6) ability score (such as a
fighter with very low Dexterity and Constitution). The DM may declare the
character to be not suited for dangerous adventure, and the player may be
allowed to roll up a new character in place of the 'hopeless' one."
First
level characters have the odds already stacked against them. Playing a
character with a low hit points or poor abilities, often results in a very
short game.
Saving
Throw Modifications
RC266
“In the standard rules, the only ability score that can affect a saving throw
is Wisdom (affects saving throws vs. spells). The DM does, however, have the
option to apply ability score bonuses and penalties to other saving throws:
Strength:
Modifies saving throws vs. paralysis and turn to stone.
Intelligence*:
Modifies saving throws vs. mind attacks (charm, confusion, control, fear,
feeblemind, sleep, etc.).
Wisdom*:
Modifies saving throws vs. spells.
Dexterity:
Modifies saving throws vs. wands and dragon breath.
Constitution:
Modifies saving throws vs. poison (but not vs. death ray).
*
Combined modifier cannot exceed +/ -3”
House
Rules for Miniatures
Our
campaign is using 5 ft squares for miniatures, with 1:1 movement on dungeon
maps. This does cause diagonal movement to be slightly off, but it doesn’t seem
to effect game play.
When
using 5 ft squares, opponents are either 0 feet apart, 5 feet apart, 10 feet
apart, 15 ft apart etc…
Opponents
in squares right next to each other, are less than 5 ft, melee distance.
Opponents one square away are 5 ft apart, minimum missile range
Movement Through
Allies' Squares/Space
B26
“in a 10' wide corridor, it is not likely that more than two or three
characters could fight side by side. “
So if you are using standard 5' squares, with a character in each square, it
would suggest the third character could move in between them. This permits a
wounded Fighter to move from the front of the party to the back. It is not
possible to stop in an Allies' square nor is it possible to move through an
Enemies' square. If gaming with miniatures on a tabletop, understanding this is
important.
Moldvay
does not allow movement in B25 “crowded situations”, but it is up to the DM to
determine what are “crowded situations”.
Facing Changes
(Rear Attacks)
Characters
get two facing changes per round. One occurs during their movement phase,
whether they actually move or not. The other occurs immediately after enemy
movement, before enemy missile/spell/melee. A character can attack any enemies
to the front of his facing. Movement can be diagonal, but facing
changes must always be north, south, east, west. There are no flank attacks
in Basic D&D, only Rear attacks have bonuses to hit. Rear attacks are +2,
no shield. (B25)
A
facing change does not nullify the effect of a Retreat from melee. The
opponents that are Retreating are still +2/no shield bonus to hit. It is not
possible for a character to attack a foe at his rear without a facing change.
Surprise allows no facing changes or movement, for one round the character can
take no action. Attacking a humanoid from the rear is always a +2/no shield
bonus (B25). If an enemy can see/has seen/is aware of a Thief, the Thief does
not get a back stab bonus/damage (RC23) for a rear attack.
Opponents that move into a melee square (under 5 ft), against an enemy
that has the ability to attack, must immediately stop their Encounter Movement.
They can only use "Movement in Melee" (Retreat/Fighting Withdrawal/Free 5' Step) in the next round. This prevents rear attacks from
occurring too frequently and stops characters from just walking past
monsters.
Example:
Three adventures find their exit from a dungeon blocked by a Fire Mage.
Adventure C is wounded, so the decision is made that he will run while the
others fight their way past.
Adventurer
A takes 3 rounds to pass the Fire Mage. He advances using Encounter Movement
and attacks. He then uses Free 5' Step to move one square and attack. Finally
he does a Fighting Withdrawl to disengage from melee.
Adventurer
B takes 2 rounds to pass the Fire Mage. He advances using Encounter Movement
and attacks. He then declares a Retreat and is +2 to hit/no shield as he leaves
melee.
Adventurer
C takes 1 round to pass the Fire Mage. Adventurer C is not in melee so he can
use Running Speed. He also does not run through the Fire Mage's melee squares,
so he does not have to stop.
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