07 August 2018

III: 31 through 36, Wrapping It All Up; Annotated

Page 31

 

More Naval Combat rules: shearing oars, grappling, and boarding. 

Boarding invokes the Chainmail rules again, and introduces newcomers to gaming to the concept of Command Control (C&C). C&C is explained more fully on the next page, the remainder of this page is taken up with melee rules, presumably for those who do not possess Chainmail

Page 32

 

Command Control: we learn here C&C is the ability of the command figure to have his troops follow his orders and remain under his control. It is based upon Charisma, a fine choice given how CHA works in D&D. Basically, one must keep the leader visible to his troops and free from melee. 

Page 33

 

Swimming: good guidelines for swimming, drowning, and armor removal here. One might well suppose anyone wearing plate who finds themselves in the water should spend it making peace with their deity or deities. 

Rules for ship capturing and typical crew by ship types, and their respective tasks, follows. 

Pages 34-36

 

These last few pages kick off with some detailed advice on running certain monsters in an aquatic setting. The man-type aquatic species are quite fond of grappling passing ships. There is also good information for the attentive reader for establishing movement speeds and armor classes. 

Healing Wounds: in light of Gygax’s explanations regarding the nature of hit points, one may question the glacial rate of recovery. The rules themselves even dryly point out [t]his can take a long time. Basically, Gygax claimed approximately d6 of a PC’s hit points were actually representative of physical damage. The remainder a combination of luck, stamina, divine favor, etc. 

Time: easy to follow, basic guidelines for timekeeping in a campaign. Gygax felt this was an important component to conducting a game. Careful timekeeping records would certainly aid a referee with multiple groups running in the same campaign, rather less common nowadays then it was in the halcyon days of the hobby. 

Afterward

 

A final pat on the back from the author, exhorting us to go forth and make new rulings in accordance with how we felt the game should run. The afterword asks an important question, one which every referee considering running an OD&D should ask themselves: why have us do any more of your imagining for you?

Page Bottom Illustration: though they are part of an illustration, we have always regarded them as the last words of the rules … 

FIGHT ON!

04 August 2018

III-30: Rams ... No, Not That Kind, Annotated

Page 30 

 

Ramming: In every printing save the eighth, bullet point #1 has an asterisk with no accompanying footnote. Neither co-author recalls what the footnote should have said. 

We have always felt it was similar to the rules for stepping/unstepping masts at the bottom of page 33: This is done only on Galleys and Longships. Ten crew accomplish the task in three turns. Dave Arneson told me once that seemed a good fit for that bit of text, but he simply did not remember for certain.

03 August 2018

IMC: Scouts

I've never liked the name thief, nor the implied mandate to steal and implied Chaotic alignment. As a referee, I don't dig running an Evil Campaign filled with various unsavory PCs. It's a personal preference and not a value judgment on my part, so please no hate mail. Anyway, I decided to make it my own and redo the class a bit. They're better at fighting and archery, while retaining the GH Thief abilities. Basically, these guys are skirmishers (light foot). They move light and fast, hit hard, then fade away.

Armor: as Thief, but small shields allowed (though they will interfere with some Thief functions)

Weapons: any one-handed melee, shortbow (they prefer recurved bows for max. power), sling

Rolls HD, advances in combat, and saves as a Cleric.

Prime Requisite: DEX, besides BtB bonus to missile fire "to hit" for DEX > 13, if their DEX is 15 or higher they add +1 to AC, and +1 to rolled damage with missile fire.

I allow Scouts to parry.

I fretted for a while about the Scout's improved ability taken in toto with the Thief abilities but, in play-testing, it has worked out pretty well.

Tracking is basically calculated like climb walls but with penalties applied for conditions such as solid rock, crossing water, weather, whether the prey is aware of pursuit, etc.

III-28: Belly Button Battles, Annotated

Page 28

Naval Combat: no, not dueling belly buttons; this section covers surface water battles. We would like to highlight a concept running throughout these rules in general; and the massed land, aerial, and naval combat sections specifically. There is enough here to get a referee through a scenario or an unexpected outcome of an adventure session. If these are going to be a large part of a campaign? One may wish to expand upon them, or find a simulationist wargame to their taste and adapt those rules to give more nuance and detail to the game. Such as the use use of Avalon Hill’s Outdoor Survival for wilderness explorations rules, survival, and getting lost.

02 August 2018

III-27: That About Wraps It Up For Aerial Combat, Annotated

Page 27

 

This section of the aerial combat rules introduces another element some referees house-ruled into their home campaigns: critical hits. This expression of that idea states that a hit on a specific location, not used in regular man-to-man combat, destroys a flier’s ability to remain airborne. Hits to the wing, for example, or head shots. 

Of course, this concept leads to the other table on this page: the hit location table. Other bits in this section of the rules include bombing and melee.

III-26: Jinking & Looping, More Aerial Combat; Annotated

Page 26

 

This page of aerial combat contains the maneuverability tables. Maneuver consists of two broad concepts: number of turns permitted and number of spaces between turns. The referee would be well-served to recall maneuverability is not the whole story. Dragons, for example, cannot turn very often during a game-turn but possess a long, supple neck. This means their firing arc is quite wide. 

This page also contains rules for diving, climbing; with other maneuvers at the referee’s discretion.

III-25: Mass Combat, Annotated

Page 25

 

Land Combat: Chainmail adapted for use with OD&D and massed figures. Usable but very abbreviated. 
 
Aerial Combat: an encapsulated version of the Carr’s “Fight In The Skies,” a popular TSR offering at the time, later renamed “Dawn Patrol.” 

This portion of D&D rules introduced the idea of written orders. Though players familiar with Chainmail already knew this concept, here in aerial combat is the first time the idea appears in the rule books.