With my game it isn't really going to matter. Any discrepancies can be ironed out by story or what have you. But I found a treatise on the subject.
Differences between early D&D's
Here is what I can tell you by using this as a quote. I say which one I go with where it is pertinent.
Quote:
Rules differences:
Holmes presents the game as rules to be followed. Moldvay presents the game as guidelines to be considered. MOLDVAY
Holmes has initiative in order of dexterity (high to low). Moldvay has players roll group initiative. MOLDVAY
Combat in Holmes is based on OD&D, which was based on Chainmail (more wargamey). The weapons all do 1d6 damage. Moldvay gives weapons individual damage ratings. MOLDVAY
The spell Magic Missile requires a to-hit roll in Holmes, but not in Moldvay. MOLDVAY
Holmes offers dozens of spells (level 1-3). Moldvay cuts this spell list a lot (from 18 to 3 3rd level spells, for instance).
In Holmes, not all ability scores have modifiers. Moldvay makes every ability count and provides bonus charts for each one, and most fall into the same seven bands (-3 to +3). MOLDVAY
There are differences in advancement for classes. Elves in Holmes need far more XP to advance than in Moldvay. MOLDVAY
Holmes has no surprise rules. Moldvay does, but they're essentially brought back in from OD&D.
Moldvay adds monster morale. HOLMES
Moldvay adds automatic hits on a 20 and automatic misses on a 1. MOLDVAY
Holmes carries forward the OD&D class name "Fighting Man." Moldvay shortened that to "Fighter" (probably copying Gygax in AD&D).
For me rules to be considered is supreme, if it don't fit in my head I don't use it. I probably won't use it if I have to look in the book. One of the reasons why I left AD&D.
Last edited December 22, 2016 2:15 pm