31 May 2018

II-7 Orcs, Annotated

Page 7

 

Orcs: unlike Tolkien, OD&D differentiates more between orcs and goblins. A reference to Balrogs in this description, between Magic-User and Dragon on the table of leader types, was excised as a result of the Tolkien Estate’s cease and desist letter.

II-6 Other Man-Types As Monsters, Annotated

Page 6

 

Brigands, Dervishes, Nomads, et al.: What we appreciate about these descriptions of various humans “monsters” is how the rules convey differences between them with minimal descriptions. Brigands are like bandits, but braver (+1 morale) and evil (Chaotic alignment). Cavemen don’t wear armor, have 2 hit dice, and slightly lower morale. With this information and imagination a referee could build some wonderfully complex opponents for his players. All the monster descriptions are in the same vein, enough information to build a wonderfully complex stable of fiendish creatures. As with Bandits, much of the information about composition of forces could be used to work up large groups of NPCs of any sort.

30 May 2018

II-5: Monster Special Abilities, Attack/Defense, & Bandits; Annotated

Page 5

 

Special Ability: here we are told no player-character or creature in service to same can see in total darkness. Some referees have seen this as loophole. We ourselves used this to grant a “lower grade” version of infravision, as it was later to be known, to dwarves (because of their Chainmail description). 
 
Attack/Defense: states parenthetically [c]ombat is detailed in Book III. Spoiler alert! It is not. The QUESTIONS MOST FREQUENTLY ASKED ABOUT DUNGEONS & DRAGONS RULES published in the summer 1975 issue of The Strategic Review on pp. 3-4 would later provide that example. This would be based upon the CM system and not the alternate combat system as appearing in the rule books. 
 

Monster Descriptions

 

Bandits: not only useful for creating groups of bandits. The description also provides good guidelines for creating NPC parties by providing percentage chances for magical items, weapons, and armor.

29 May 2018

The Monsters, Annotated

Page 3 & 4

 

The Monsters

 

A second chart listing most of the monsters and giving them statistics in game-terms. A handy reference and, though not in alphabetical orders, seems to be easy to use. All one must do is recognize the monsters are broadly grouped together by type (e.g. man-types, undead, fey, etc.). 

In the latest edition the first page listing ends on purple worms, in the first printing two more listings appear: sea monsters and minotaurs. First edition also includes the deleted Balrogs monster listing, right below Dragons. 

Also note the descriptions for Small Insects or Animals and Large Insects or Animals. The referee is provided with the number appearing and nothing else. One quickly came up with house ruled guidelines for same.

28 May 2018

Volume I, Full Page Illo, p. 35

Page 35

Wizard Duel Illustration: this was actually a half-page illo of a hobgoblin in the first printing, the wizard duel image appeared afterward. The full page wizard duel remained after after additional material and editing eliminated the page bottom space.

25 May 2018

MU & CL Spells, Spell Research, Spell Books; Annotated

Magic-Users Spells

 

First Level

 

Hold Portal: many players immediately called to mind the early part of Gandalf’s confrontation with the Balrog of Morgoth in Tolkein’s Lord of the Rings trilogy when they read the phrase a strong anti-magical creature will shatter it (…). 
 
Read Magic: its description reinforces the idea magic scrolls cannot simply be picked up and read. 
 
Read Languages: reinforces the idea treasure maps will not be easily decoded and their secrets discovered. 
 
Light: why does it specify not equal to full daylight? Because one version of the Cleric light spell is, makng the Cleric’s continual version of the spell useful against certain creatures. For example, goblins get -1 from their “to hit” rolls and morale checks when subjected to daylight (Vol II. p. 7. Goblin description). 
 
Charm Person: though a first level spell Charm Person is potentially a permanent one, depending upon how one chooses to define the term. The spell duration was revised in Supplement I: Greyhawk
 
Sleep: the only first level spell clearly intended for offense, though light could certainly be used for offense by an imaginative caster and charm person could stop a monster from attacking and make him an ally. 
 

Second Level 

 

Detect Invisible (Objects): given the first two words of the spell name, and the description of the spell effects; why did Gygax choose to parenthetically highlight objects?
 

Page 24

 

Phantasmal Forces: led to the way to heated debates regarding the deadliness of illusory medusas or 30’ spiked pits. A very effective spell in the hands of a clever player. 

ESP: because of the way Gygax and many other referees drew dungeons with 1 foot stone walls? This spell was effectively limited to scanning one room. Due to the fact it could penetrate rock up to about 2’ in thickness. Thus, the spell could penetrate a foot of wall thickness, scan the room on the other side, but not penetrate the additional foot of rock wall on the far side of the room. 
 

Page 25

 

Continual Light: here we encounter the next spell of permanent effect. 

Third Level

 

Fly: a spell of varying duration, with length of flying ability lasting a set number of round based upon the level of the spell caster. Add to this an additional time of 10 minutes up to an hour; this additional time being known only by the referee. Do you feel lucky?

Hold Person: states this spell is similar to Charm Person but this is one comparison we feel could us a bit more explanation. We actually see little similarity between the two, though one finds it entertaining to try imagine how they might be the same. 
 
Dispel Magic: Gygax consistently spells the first word of this enchantment as dispell. This variant is changed to the more mainstream spelling in the eighth printing. The spell description includes information useful for setting up spell battles, using a ratio of the difference between the battling magic-users. 
 
Clairaudience: a major personal memory was the crystal ball scene in The Wizard of Oz in which the crystal ball. We found the need to cast another spell into a crystal ball to get audio as an interesting idea. 
 
Fire Ball: the tactical nuke of the OD&D rules. Interpretation of this rules typically comes down to a variation of one of these two approaches: 
 
Volume: the referee calculates the volume of the cast fireball. This is simple in OD&D because unlike later editions the blast volume does not change, only the damage. The result is compared to the volume of available space. Woe be unto the mage casting fireball into a 10’ x 10’ x 10’ room if she is standing in the only hallway leading into that room!
Range: compare the area of effect to the epicenter of the blast, burn everything within that radius
 
One is accurate, the other speeds play. We will leave it to individual referees as to which is best for their campaign. 

Lightning Bolt: another example, others include invisibility and fire ball, of an unnecessary call-out to CM. The citation is valid, but the information is repeating here (as it was in the examples). 

Invisibility, 10’ Radius: why not 1” radius? Is it to establish the spell area of effect is only 10 feet whether beneath or above ground? 

This spell and the next (infravision) are improperly formatted, with the descriptions being joined, in all but the first printing. In the eight printing the infravision description appears twice: joined to this spell description and in its own entry; both entries are complete and identical. 

Page 26

 

Slow Spell and Haste Spell: the latter is listed as exactly opposite of the former and goes on to point out one will counter the other. While the interpretation of casting one to cancel out the other seems rather obvious, we were inspired by this wording and a magic item (ring of spell turning) to house-rule a spell combat system. 

Protection from Normal Missiles: we interpreted the spell description to mean it only bestowed protection versus missiles fired by ordinary zero-level men-types. Leveled adventurers would be above normal per our interpretation of the term. 

Fourth Level

 

Polymorph Self: Constitution influences how well the character can withstand being paralyzed, turned to stone, etc. Does this include, as it did in later editions of the rules, being polymorphed? If one interprets the rule thus, it could make this a risky spell to use on oneself. 

Polymorph Others: a slightly more powerful version of the polymorph self spell, imbuing the target with more of the innate abilities of the assumed form. A similar issue exists as with polymorph self, that is, making a survival roll and a saving throw make using this spells a risk; especially against lower level or hit dice creatures. The target would have to fail a save versus polymorph, then a roll versus Constitution. We personally solved the implied dilemma by allowing a willing recipient of a polymorph other enchantment to willingly forfeit the saving throw. 

Remove Curse: remove any one […] evil sending? Would that work by touch, or would one use it as a ranged spell? We would likely use as the adjacent to object listed in the spell description, with all the drawbacks such a position would entail. 

Wall of Fire: one of the four “Wall” (with Ice, Stone, Iron) spells in the rules. In EGG’s campaign, the spell had to have at least 2 anchor points. This prevented magic-users from creating a magical construct over the head of the unlucky target and having gravity exert its influence. 

Confusion: basically grants an ~28% chance of being attacked by the targets. Of course, a hostile group typically has a 100% chance of attacking! So, cutting it by two-thirds is a not a bad thing. 

Page 27

 

Growth of Plants: renamed Plant Growth in later editions. 

Amazon Illustration: we have difficulty imagining the amazon depiction passing the censors. We have no difficulty at all imagining the resulting outcry, should this happen. 

Page 28

 

Fifth Level

 

Teleport: this is a dangerous spell to use if the caster is not intimately familiar with the destination. 

Conjure Elemental: states [o]nly one of each type can be conjured by a Magic-User during any one day. Does this mean only earth elemental (for example) can be summoned anywhere on the planet per day? The sentence reads that way, though we ran it as an individual could summon a particular type of elemental only once per day. 

Another interpretation varying from one referee to another is dispelling the elemental. Can an out of control elemental be dispelled? In our campaign only an elemental still under the summoner’s control could be dispelled. 

Telekinesis: spelled “telekenesis” in printings before the 8th

Transmute Rock to Mud: the spell description implies this spell can be reversed by chanting it backwards. The third level spells haste and slow counter each other. Because these appeared first, we always ran spells as needing to be memorized in standard or reversed mode by Magic-Users but chanted backward by Clerics to be reversed on the fly. 

Animate Dead: there would be a nice symmetry if this spell and level title Necromancer coincided. That is, if the title and the spell were gained at the same level. Alas, they are not. 

Magic Jar: great spell for the referee and his NPC spell-casters, but we have no memory of seeing this spell employed, or even memorized, by a PC Magic-User. 

Page 29

 

Contact Higher Plane: at its safest level, a somewhat unreliable spell. At its most accurate it carries a high chance of temporary insanity. 

Goblin Illustration: the goblin has a beard! 

Page 30

 

Growth of Animals: for trained or charmed animals. Otherwise, the targets of this spell could attack the Magic-User’s party. 

Sixth Level

 

Stone to Flesh: another M-U spell reversed without a separate form. 

Reincarnation: a fun reason to invoke the Alignment Table (I-9). The player returns to life, not as himself but in the form of monster of like alignment. 

Page 31

 

Death Spell: fewer than 7 Hit Dice. So, up to six hit dice and the toughest saving throw (versus spells). This is a marked improvement over save versus death ray, which is one of the easiest saves. 
 
Geas: a useful spell for clever players, one with a bit more “teeth” than the Cleric’s quest. Players will also run afoul of this one while exploring the wilderness, if they come across a wizard’s tower. 
 
Disintegrate: makes coming back from the dead more difficult than it already is for player-characters. Disintegrate is another spell with a great deal of utility for the resourceful player. 
 

Clerics

 

Of Clerics & Their Spells

 

Clerics spells in OD&D are limited in both number and power. In our 1975 interpretation of this class, Lawful Clerics had to use the beneficial spell forms and had the ability to turn undead. Chaotic Anti-Clerics had to use the reversed baneful spell forms (p.22: Note that underlined Clerical spells are reversed by evil Clerics) and were unable to turn undead. Regarding the latter, it was implied to us by the description for this ability though we will admit this is not specifically stated. Some referee ran this as giving Anti-Clerics to command the undead into service, similar to charming a monster. 
 

First Level

 

Cure Light Wounds: restores lost hit points. Instead of just saying to everyone or all player-characters, the description included the following: (including elves, dwarves, etc.). Why? A curious comment, perhaps a holdover from an earlier edit, or an extension of resurrection spells not working on certain demi-humans. 

Page 32

 

Second Level

 

Bless: only works on persons not in combat.
 
Speak with Animals: the spell description implies the spell confers immunity to attack from the spell target whether the spell recipient in favorably inclined toward the target or not. 

Third Level: 

 

Cure Disease: very handy against curses and mummy rot disease. 

Continual Light: alone among the light spells, this one equal full daylight. 

Elf Illustration: the elf has a beard. 

Page 33

 

Fourth Level

 

Neutralize Poison: poison in OD&D was typically run as save or die. When asked about this spell, EGG indicated if cast right away (within 2 or 3 turns) he would allow it to work on a poisoned PC. 

Raise Dead: did not work against Halflings. In AD&D it worked to raise Halflings but not Elves (though it did work for Half-Elves). 

Page 34

 

The Finger of Death: the reverse of raise dead and notable for being the only reversed spell to have its own listing. The MU spells slow and haste are separate spells, whereas this is actually the same spell as as raise dead but reversed. 

Anti-Clerics: since the Cleric class has slightly different abilities depending upon alignment? It only makes sense this class also has different rank titles for same. 

Magical Research: again, EGG and DA were encouraging referees and players to use their imaginations and continue to push the written rules in unique directions. Newcomers to the rules, such as ourselves for example, may not have even considered writing their own spells until reading this section. 

Books of Spells: nothing is stated in OD&D about an MU never traveling with his spell book. The risk of losing it was typically enough to get a player to think twice. 

Similarly, the rules merely state: Characters who employ spells are assumed to acquire books containing the spells they can use, one book for each level.

23 May 2018

OD&D Annotations: Spells Tables, Clerics vs Undead, pp. 21-23

Page 21

 

Spells Table


Finally! We throw up our hands and rejoice! A use for the rest of those funny-looking dice! But wait, what about third and fifth level Magic-User spells? Time to get creative. 
 

Clerics Versus Undead Monsters


The first mention of this iconic Cleric ability. Careful perusal of the monster type column reveals the monsters build by Hit Dice starting with ½ for skeletons and building to vampires. An excellent guideline for the enterprising referee.

Page 23


Spells are presented grouped by level but in no discernible order. There are not ordered by alphabet, or grouped by the categories later included in AD&D (e.g. divination, alteration, conjuration, etc.). One is left with the assumption these were typed as they came to Gygax’s remembrance.

Spell descriptions are terse, some with much room for interpretation by referees. Take, for example, the very first spell listed: detect magic. The spell description tells us detect magic has a “limited range” and “short duration.” The specifics of these parameters are left to the individual referee. 

Note: not all spells listed will be discussed, below.

Saving Throw, "Hidden Rules" for Missile Ranges, Saving Throws; Annotated

Page 20

 

Saving Throw Matrix II.: Monsters Attacking

At the bottom of this table we find additional combat information. First, we learn magic armor and weaponry modifies base scores “to hit.” Next we learn missile fire is modified by range, but specific ranges are seemingly omitted. There are some official ranges listed, though the referee still has a bit of work to make them useful. See the Hidden Rules below. 
 
Hidden Rules:
  • Volume II: Monsters & Magic p. 10, Manticores; the rules state (...) with the range (18”) accuracy and effect of a crossbow.
  • The Nixies listing on p. 15 of the same volume gives javelins a 6” throwing range.
  • Volume III, Miscellaneous Weapons states the range for thrown axes, war hammers, and possibly spears (depending upon how one parses the description) a thrown range of 3”. All ranges are considered Medium with regard to modifiers, no Short or Long ranges. 
     

Saving Throw Matrix

 

All Wands – Including Polymorph or Paralyzation: does this heading mean wands of polymorph or paralyzation or all wands and polymorph and paralyzation effects as well, no matter the source? Same with the death ray or poison save. And why, one wonders, do staves and wands have different saving throws? Merely nits, but fun to ponder.

Spells & Levels, and the Alternative Combat System; Annotated

Page 19

 

Spells & Levels: tries to clear up another common rules misinterpretation. The last sentence states [a] spell used once may not be reused in the same day. It would seem, however, questions continued to linger regarding spell use and memorization. As a result, Gygax wrote an FAQ to clarify. This FAQ, titled QUESTIONS MOST FREQUENTLY ASKED ABOUT DUNGEONS & DRAGONS RULES, appears on pp. 3-4 in The Strategic Review Vol. 1, No. 2 (Summer 1975). Reader should recall material appearing in the SR and early Dragon magazines was considered official, though this status varies somewhat throughout the run of the latter. 

Alternative Combat System


Here we run into another interpretation issue. This section gives us two attack matrices; one for men attacking and based around the PC or NPC level; and one for monsters using the creature’s Hit dice. So, what is a monster? We ask this because we must understand the answer to use the ACS. It is, after all, based upon whether it is a man or monster attacking. According to p. 12 of this volume of rules: 

Note, however, that the term “monster” includes men found in the dungeons, so in this way some high-level characters can be brought into a character’s service (...)

This introduces the idea any encountered entity not a player-character is a monster. But would an NPC Swordsman (3rd Level Fighting-Man) attack using the first column of Matrix I or the third (or, taking into account the +1 to his hit dice, the fourth) column of Matrix II? If the referee uses Matrix one that NPC requires a roll of 17 or better to hit a target clad in plate and carrying a shield. Treating him as a monster, the same NPC only needs a 15 (or 13, depending on how the referee counts his Hit Dice).

Weapon Damage: at the bottom of Matrix I we get our sole rule for weapon damage; 1–6 points damage unless otherwise noted.

Combat Progression: the Matrix I table is based around Fighting-Men and their progression in ability. Other classes will improve in combat proficiency at slower speeds.

20 May 2018

XP, Levels, Hit Dice/Hit Points, Fighting Capability; Annotated

Page 18

Statistics Regarding Classes

Even though every class rolls a six-sided dice for hit points, astute readers will note the hit die and hit point progressions are not even at all. 

For example, at third level both Fighting-Men and Clerics have 3 hit dice, Magic-Users have only 2. At ninth level Fighting-Men have 9 hit dice plus 8 hit points, Clerics have 7 HD plus 2 hit points, Magic-Users have 6 HD plus 4 hit points. 

These hit die and hit point differences are further magnified by differences in combat “to hit” progression, with Fighting-Men at the apex of combat ability and Magic-Users (and later, Thieves) at the bottom. The Cleric class’ lower hit dice are partially offset by a more rapid level advancement, they require fewer XP overall to advance in class than the Fighting-Men require.

Experience Points: almost as an aside, we received our first and only rules-based guideline for awarding experience points (XP). 

[…] a troll (which is a 7th-level monster, as it has over 6 hit dice) which is followed in the next sentence which is dealing with awarding XP: +700 for killing the troll. 
 
A year later in Supplement I: Greyhawk Gary makes the following observation before introducing a new XP awards table, emphasis is EGG’s: The awarding of experience points is often a matter of discussion, for the referee must make subjective judgments. Rather than the (ridiculous) 100 points per level for slain monsters, use the table below, dividing experience equally among all characters in the party involved. The typical caveats for adapting the game to fit one’s vision for a campaign aside? One might question the implication 100 XP/Hit Die is subjective, giving the plainly worded statement quoted above, regardless of the lack of emphasis granted by the rules. 

Levels: per Gygax, the Greyhawk campaign did not have characters of the levels mentioned here, that is, 20th level and above. He allowed for the possibility in the rules, but always seemed to subtly (more or less) imply he found such game play as rather silly. As an example, peruse this quote by Tim Kask and taken from the Foreword to Supplement VII: Gods, Demi-Gods, & Heroes

This volume is something else, also: our last attempt to reach the “Monty Hall” DM’s. Perhaps now some of the ‘giveaway’ campaigns will look as foolish as they truly are. This is our last attempt to delineate the absurdity of 40+ level characters. When Odin, the All-Father has only(?) 300 hit points, who can take a 44th-level Lord seriously?

Dice for Accumulative Hits (Hit Dice): this is an attempt to clarify how hit dice are rolled. A common misinterpretation was, for example, rolling one die for first level, then 2 additional dice for second level, and so on. Another typical point of confusion was adding the hit die bonus, the Swashbuckler’s “+1” for example, to all the character’s accumulated hit dice. Yet another common error, one we ourselves encountered in the first game we ran, was equating hit points with hit dice. 

These common misinterpretations aside? What the rules do not clearly state is dice are cumulative and not rerolled in toto when gaining a level. EGG has confirmed the former as how he intended the game to play. The rules in general and this clarification specifically do leave interpretation open. 

Fighting Capability: Gygax intended the references to Chainmail as a draw for miniatures wargamers, some of whom looked down on OD&D and were hesitant to try the game. He is on record as never having used this for combat resolution, save for mass combat actions. Nor did Dave Arneson, who used it on a trial basis early in the development of his Blackmoor campaign but quickly discarded it. There is simply no basis, with all due apologies to the but the rules SAY crowd, for CM ever being a major factor in individual combat resolution in either Blackmoor or Greyhawk.

Levels and XP, annotated

Pages 16-17

Levels And The Number of Experience Points Necessary To Attain Them

Magic-Users require half as many experience points to reach ninth level as the Fighters. Marsh/Cook’s Expert Dungeons & Dragons boxed set in 1981 addressed this issue, raising the requirement for Magic-Users reaching 9th level to 300,000 XP (Holmes’ Blue Book set and Moldvay’s Basic D&D only included up to 3rd level).

19 May 2018

Annotation Notations

I'll use Roman numerals for the volume, arabic numerals for the page number.

For example, Volume I: Men & Magic, page 16 would be abbreviated as I-16.

Encumbrance, I-15; Annotated

Page 15

Here appears the encumbrance system for OD&D. While it has been deemed confusing and unusable by many, we never had a problem with this rule. Weight limits are based around troop movement rates, with weight limits listed in coins (10 coins = 1 pound). Assuming 80 coins or 8 pounds of miscellaneous equipment as stated in the rules is an easy way to ease use of the encumbrance system. This make it necessary only to track the added weight of any items, typically treasure and gold pieces, players pick up during their adventure session. A nice, compact system.

Morale, Equipment Costs, Vol I, p. 13

Page 13

Regarding Morale

The text on pp 12-13 is most of the information referees get for running morale in their campaign. To be frank, it is rather fuzzy and ill-defined. As it is, the system works but fails to provide any guidelines for establishing base morale for NPCs, whether individually or in units. We found this is one of the few instances when Chainmail comes in handy, though enterprising referees have enough information to establish average morale scores, adding a +1 bonus for various factors (e.g. elite, veteran, mounted, etc.) was then a simple matter.

Basic Equipment And Costs

Gygax wrote in “From the Sorceror’s Scroll: The Future of the Game, What the Second Edition Books Will be Like” (Dragon #103 Nov. 1985; p. 8, column 2, para 3): 

For instance, I have discovered that I neglected to include a fairly common medieval weapon in both the Players Handbook and Unearthed Arcana - Zounds! What slipshod research on my part!

When questioned about it in the following years? And he was … many times, he could never recall what he had in mind when he penned those words. We like to think it is the sword-breaker. This weapon fulfills all the requirements of his description and was never added to any pre-1983 rule set. Other possibilities include the main-gauche and trident daggers. Of these three possibilities, the sword breaker always seemed the most milieu appropriate to us, though who knows what Gary thought? 

Nothing on the equipment list is priced below 1 gold piece, though perhaps one should type Gold Piece to emulate the Great Gygax!

Languages, NPCs; Annotated

Page 12

Languages: these rules often give the percentage chance for an occurrence but assume the reader will generate the numbers as they see fit. This is one such case, players might choose to either use 1-5 on d20 or 1-20 on d%.

Player-Characters could potentially begin the game with a number of languages known. For example, a human magic-user with an Intelligence score of 18 would speak 10 languages: Common, Alignment, and the PC’s choice of 8 more for a total of ten. If the character is an Elf rather than a Human, with an Intelligence of 18 he could speak an additional 4 languages (i.e. Orc, Hobgoblin, Gnolls, Elvish) for a total of fourteen!

  • Holmes: as a basic restatement of OD&D, the Blue Book had the same numbers.
  • AD&D: gave 7 languages for Intelligence 18.
  • Moldvay’s Basic Dungeons & Dragons: 3 extra languages for an Intelligence of 18.

Non-Player Characters

Non-player character (NPC) hirelings, including monsters and higher level NPC types, figured rather prominently in early OD&D play. Thus many players of these rules regard Charisma as the most important ability, or at least one the more important ones alongside prime attributes.

The table at the bottom of the page also proved useful for many referees as a catch-all for winging it. Starting from the lowest results and working up the table a result of 2 would be the worst thing that could happen, then a simple failure, neutral results, success, and 12 being an outstanding success.

Changing Character Class, Ability Determination & Explanations; Annotated

Volume I, pages 10-11

Changing Character Class: changing class was limited to humans. Why? Because “by the book” non-human player-characters were limited to one class. After a warning such changes are not recommended EGG goes on to state player-characters must have an unmodified minimum ability of 16 in the prime requisite of the new class. Rolling straight 3d6 yields a chance of ~ 4.6% of meeting this requirement, and that assumes the player did not choose his current class based on their highest score (a common method for choosing PC classes).

But there is still more. There are only three classes in total, two of whom cannot become the other. So Clerics (CL) and Magic-Users (MU) are restricted to each other. So a human Fighting-Men (FM) has, at best, a 5% chance of becoming either a CL or MU, ditto for CL or MU becoming a FM.

All in all, one must surmise changing class is somewhat restrictive. First, one is discouraged from doing so by the rules. It is difficult to qualify, the player must choose only one of four major races, and even then the player is likely restricted as to choice. Not recommended, indeed!

Determination of Abilities

This example does not mention 3 x 5 index cards (or index cards of any size), nor are index cards mentioned anywhere in the 3 volumes of OD&D. These were the traditional player-character records of early D&D players and it is often assumed the rules state outright to use them.

Another item of note is the lack of illustration for the altering of ability scores. The example character, Xylarthen the Magic-User, could have raised his Intelligence to 13 by lowering his Wisdom to 9 (as explained right below where the example appears). This would have been a fine place to highlight that rule.

This paragraph also mentions [p]rior to the character selection by players it is necessary for the referee to roll three six-sided dice in order to ... (emphasis added). The referee, not the player, rolled the dice for character generation.

Explanation of Abilities

The first three abilities listed: Strength, Intelligence, and Wisdom; are the prime requisites for each of the classes in the game.

This section has brief explanations of the various abilities and how to lower one ability to raise another. Rather than list the bonus or penalty associated with each score, these appear afterward. With, it should be noted, the exception of Charisma. Given the party sizes during those days, Charisma is much more important than the "dump stat" is became in later editions. In point of fact, an argument could be made Charisma is the most important statistic of all.

Bonuses and Penalties

There is no bonus delineated for high Strength or Wisdom in the rules. Strength states it will aid in opening traps and so on. Wisdom states it will act much as does that for intelligence. In both cases this is all the information the referee receives, calling to mind the inclusion of "imagination" under Recommended Equipment a few pages earlier!

Bonuses bestowed tend to be small. Charisma is the only ability score giving more than a +1 bonus or penalty. It also bears mention the bonus to experience granted by a high prime requisite are smaller than the penalties imposed by low scores.

07 May 2018

Annotated OD&D

Work continues. I'm just not home much and can't keep posting updates, but the main document continues to grow.

02 May 2018

Feedback Regarding My First Draft Annotations (So Far)

Questions Arising So Far With Regard To Annotated OD&D


Regarding dungeon master as a game term, was Tunnels & Trolls published before Supplement II: Blackmoor

We asked Ken (St. Andre, T&T's author) who stated it was. Of course, this is the author's recollection so naturally I digged down further.

  • Blackmoor 1st Printing: September 1975 (The Acaeum)
  • Tunnels & Trolls 1st Printing: June 1975 (frontispiece to that work)

Further, T&T had a "soft" release after it was typed up by St. Andre in April '75. So, either way, T&T beat Supplement II by a couple of months.

Why did you use archaic to describe the grammatical usage of men?

While many, myself included, use "man" to indicate humanity in the greater sense and not sex? This usage has fallen out of the mainstream and is no longer being taught in public schools. Archaic as a word selection may arguably have been a reach, though we still feel it is a good choice, but other terms sounded even harsher to our ears.

Further, we could not assume everyone reading these posts (and later, book or PDF perhaps) would be familiar with this usage; or if that usage would easily come to mind.

Why don't you go into more detail about the Tolkien Estate and the cease and desist letter

Primarily because most of what we know is contained in that statement! The Tolkien IP was under the control of Tolkien Enterprises (renamed Middle Earth Enterprises) which were divisions of Saul Zaentz Company (Berkeley CA). This company was very aggressive when it came to protecting the Tolkien IP. Tolkien Enterprises sent a cease and desist letter to TSR over the latter's boardgame "Battle of Five Armies." This resulted in TSR pulling the boardgame from print and expunging most of the specific LotR references from D&D. Apparently, this was enough to mollify Zaentz. This extra detail seemed superfluous to me, so I didn't include it in the annotation.

On a side note? Tracy Hickman (co-author of Dragonlance) once confirmed to me in private conversation the kender in the Dragonlance novels existed, in part, so that work wouldn't include hobbits/halflings.

Why did The scope need not be restricted to the medieval lead to This seemed a promise for various published settings for D&D that might stretch from the prehistoric to the imagined future

Because that's what went through my head when I read it in 1975! Boot Hill came out in 1975, and Supplement II contained underwater encounters. So it seemed to me other campaign settings would be "in the works" so to speak.

Regarding input by Simon (WaysoftheEarth). 

We have the highest regard for Simon and certainly appreciate the information he posted. His attention to detail is phenomenal. But, we have always been told "write the book you want to read." That level of detail, while interesting to many, fails to engage our attention as a reader. We found our provided information of Forward versus the finally corrected to Foreword as interesting. The afterward/afterword trivia will get mention when the work comes to that point in the text (and provide a nice cap to the work in our opinion). Changes in typeface, font, caps, etc., such as Simon cited? We feel that, while interesting, this is outside the scope of our work. De gustibus non est disputandum and so on.

This is not to say our editorial outlook will not change over the course of this first draft!

The hardest part is deciding where to stop!

Indeed, and this figures into the previous question. How much information is too much? An exhaustive reference is often a tough read. We are attempting to be informative while hitting points of interest, without getting bogged down in detail. Time will tell if we are successful.

Introductions to the 3 books. 

Suggested by friend and bible scholar Tetramorph. We like this idea and will add it to the text. We're merely waiting to see how the main body of work shapes up before writing introductory material (which will include a look at the rules and our work as well).

01 May 2018

Alignment (Vol. I, p. 9), Annotated

Character Alignment, Including Various Monsters and Creatures


We open Volume I: Men & Magic at page 9 to find a chart of alignments for various OD&D monsters. There three: Law, Chaos, and Neutral; with no further explanation of what they are. An examination of the listed monsters on this page will give a reader not in the know enough information to run the game. That is, Law is basically good and Chaos evil. 

If one is familiar with the concept of Law and Chaos? There is an understanding it is not quite that simple. If one wishes to understand more about the Eternal Struggle of Law and Chaos, the Elric novels by Michael Moorcock are highly recommended. In point of fact? They are worth reading even if one does not wish to know more about the Law -v- Chaos dichotomy.

In private conversation with your esteemed editor EGG expressed regret over the implementation of alignment in OD&D. Gary stated alignment was not meant as a straitjacket, more of a shirts versus skins (our summation and term, not Gary's) sort of division.

There are minor differences between first printing and eighth printings of the rules, but the list is basically the same. Briefly, the Law column is the same throughout all printings. For Neutrality later printings inserted Griffons, omitted in the first printing. Chaos removes a first printing reference to Balrogs (in second place, right under Men*) and removes a duplicate reference to wights (under Ghouls). Dragons should be listed in all 3 columns (labeled as Dragons*) rather than only Neutrality and Chaos (even though the exception of Gold Dragons is noted in that monster's description in Volume II). Other minor differences, such as changing Hobbit to Halflings and Ents to Treants, should be reasonably obvious to most readers.

Non-Human & Other Classes, Vol. I, pp. 7-8; Annotated

All non-human players are restricted in some aspects and gifted in others.

The term non-humans is a broad umbrella in OD&D referring to all bipedal, mammalian, roughly man-shaped and man-sized monsters. These includes elves, goblins, and many others. Later editions would further divide these into demi-humans and humanoids; for races friendly to humans or opposed to same (respectively). We prefer this newer nomenclature for ease of use.

Race As Class


Much criticism has been leveled at Moldvay/Marsh/Cook's B/X or Mentzer's BECMI for restricting races to a certain class. However, OD&D did the same thing with its races. By the book, Dwarves (and presumably Gnomes) and Hobbits could only be fighting-men while Elves could only be a unique combination of Fighter/Magic-User. Even more, all were capped at how high they could progress, though it is further notable no player-characters did not progress to the high levels featured in many modern campaigns.

The Non-Human Player-Characters


No player-character race, nor any monster in service to player-characters, had the ability to see in the dark, later known as infravision. This lack, coupled with level caps, have caused many referees to heavily modify this section of the rules.

Humanocentric Campaigns & Level Caps


Why level caps? EGG stated often they were in place to keep the game humanocentric. He reasoned non-human players would quickly come to dominate play, given their various advantages. We will leave evaluation of this reasoning to you, gentle reader.

Dwarves: gain the advantage of very good saving throws, an architecture-based "sixth sense," and special abilities with a certain type of magic war hammer. The last advantage seemed to better belong in a description of the weapon, not listed as a racial advantage. Like all non-human classes save one, Dwarves begin with a number of languages already known. Dwarves are capped at Fighting-Man level 6 but their improved saving throws made them tough opponents.

The OD&D Volume II monster description for Dwarves also notes this race gains certain advantages to fighting Giant monsters. This entry includes to a callout to the CM description of dwarves, which states they can operate equally well day or night ... infravision, perhaps?

Elves: are Fighting-Men and Magic-Users, switching between the two classes and capped at 4 and 8, respectively. Unfortunately, the text is rather vague as to what, exactly, this entails. According to one quote by EGG, he intended Elf players to basically maintain two separate character sheets. There were many questions in referee's minds over the rules as written: how were hit points and hit dice, leveling, saving throws, etc.; handled? One will find many interpretations among referees who played during that time.

Besides the advantage of being able to use magic armor and still act as a Magic-User the elf spoke a number of languages and also gain the advantages noted in the CHAINMAIL rules when fighting certain fantastic creatures. These CM advantages include split-move & fire, bonus damage with magical weapons (especially versus certain fantastic creatures), and become invisible. The first two are repeated in the OD&D Volume II monster description for Elves.

Even further, the monster description for Ghouls notes Elves are immune to the paralyzing touch of ghouls.By implication in the CM rules, the touch of an Elf removes ghoul paralysis.

Halfings: or Hobbits, depending upon your printing. These are Fighting-Men capped at 4th level, a reasonable approximation of the wee folk as presented in JRRT's The Hobbit. Their advantages include a saving throw bonus and deadly accuracy with missiles as detailed in CHAINMAIL. Halflings do not gain extra starting languages due to race.

In what seems an editorial oversight, there is no Volume II monster listing for Halflings, leaving Chainmail as the sole source of additional information. Unfortunately, we found this entry of little help. It notes Hobbits (this term used in CM) are able to blend into the background and fire a stone as far as an archer shoots. Their deadly accuracy is not well detailed in Alternate Combat System terms however: for every two Hobbits firing count three on the Missile Fire table. Most referees granted a "to hit" bonus to normal missile fire from the wee folk.

Other Character Types: though most printings refer to a Dragon as the example? The first printing used Balrog instead. Another casualty of the "cease and desist" letter from the Tolkien Estate. The description is otherwise the same in all printings.

The Classes, pp. 6-7 (OD&D Vol 1), Annotated

There are three (3) main classes of characters: 

Why did EGG type three and then parenthetically highlight it? It's the only place in the 3 booklets he did this. An oddity.

Fighting-Men, Magic-Users, Clerics


Where are the thieves, one may wonder? While this class was reportedly added to EGG's campaign early on, they did not appear in OD&D's rules until Greyhawk was published.

Men is used in the archaic grammatical sense, indicating humanity in general.

Halfling appears on this page. In early printings, these were referred to as Hobbits but the reference was changed after a cease-and-desist letter from the Tolkien estate.

Human, Demi-human, Humanoid: the latter 2 terms do not appear in OD&D, though newer additions use the terms widely. "Human" is used, but they are more often are labelled Men. The other races are called man-types (which also include humans) or non-humans.

Fighting-Men: we are introduced to the concept of Hit Dice and hit points (though these are referred to only as points in this mention).

Magic-Users: the description opens with an impressive run-on sentence. This class, interestingly in our point of view, may only arm itself with a dagger and not the equally traditional staff. Wizards (implying here the 11th rank of Magic-User and not a generic term) can manufacture magic items for their own use, then parenthetically adding or for sale. At a first reading, it would seem the ability to sell manufactured items would be implied. Brief pricing guidelines follow this statement on the next page.

Clerics: does not mention turning of undead ability anywhere in the description. This will appear later in the document. A strict reading of the description (something we typically avoid) might give the impression Clerics could wear only magic armor and use mundane edged weapons but not magical ones. Cleric must choose the alignment of Law or Chaos upon reaching 7th level (no Neutrals), though in the early printings this restriction was on any Cleric of any level.

The non-human classes will be covered in the next post.