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four Fire Balls (Jim!)

Wednesday, January 30th, 2013
This entry is part 12 of 18 in the series New Schooler Reads OD&D

There’s a startling passage in the Greyhawk supplement, under Meteor Swarm:

Meteor Swarm: A blast of four Fire Balls (Jim!). thrown in whatever pattern the caster desires, each of 10-60 points of damage–or eight Fire Balls (Jim!) of one-half normal diameter and 5-30 points damage may likewise be thrown. Range: 24″ .

When I first read this, I found this mystifying. It’s clearly an inside joke: I speculated that it might somehow be a Star Trek reference? When I googled it, I found this post on dragonsfoot by Jim Ward:

There is kind of an amusing story behind that. Yes it does refer to me. Back in the good old days when the AD&D game was being playtested I wasn’t high enough level to actually have a Meteor Swarm but I could get them on scrolls. At the time I needed something more substantial than fire to do the job against my enemy. It wasn’t clear what the spell did and I maintained (as long as it wasn’t written down any where) that the spell generated a huge mass of flying rocks. Rob Kuntz as the referee disagreed with me, but had to give me my due because it wasn’t written down yet. When those rules came out, suddenly my interpertation was ‘legally’ wrong, sigh and the once useful Meteor Swarm became less usefull. That’s life in the rough and tumble world of AD&D and D&D. 😉

Jim Ward

That shows you what a mom’n’pop organization D&D was then. The TSR of five years later – or most OSR publishers today – wouldn’t put in such an obviously exclusive in-joke into one of their books. It really does feel like, even by the time of the second D&D supplement, these guys were still making rulebooks for their own little gaming club. As someone who started D&D during the era of more impersonal rulebooks, details like this are both alienating and charming.

It must have been the same for lots of readers in 1976. When the Greyhawk supplement was published, this “Jim” line must have mystified lots of fans.

D&D Greyhawk magic items

Wednesday, February 6th, 2013
This entry is part 11 of 18 in the series New Schooler Reads OD&D

Continuing my readthrough of TSR books in publication order, I’m up to the magic items of the Greyhawk supplement:

sword of cold: In addition to the bonus shown vs. creatures of fiery origin, the weapon scores triple damage whenever a 20 is rolled. It is able to dispell a Wall of Fire and gives its user the same protection as a Ring of Fire Resistance.

This is an example of what I’d be glad to see in a 4e or 5e magic item. It’s a reasonably powerful weapon, but not overpowered compared to other magical weapons; it has a lot of thematically-related abilities; and it reminds the owner of its presence (its acting as the ring of fire resistance, for instance, makes you glad you have it in several non-hewing situations). It also has a very satisfying crit power.

shield of missile attraction: This item will appear to be a perfectly genuine +1 to +5 shield until missiles from true enemies are shot at its user in anger. It will attract such missiles and reduce the person’s armor class by 5% (-1).

Depending on how you read it, this might just be another “bummer” cursed item, or a quite interesting one.

It might be a shield that seems to be a magic shield, but when used turns out to be a -1 shield against all attacks, and it also “attracts missiles” in some undefined way. Or, it could be read as an ordinary magic shield against melee attacks, +1 to +5, but -1 against all missile attacks. This makes the shield a situationally valuable, but very dangerous, item that might cause some angst to the player! “Do I keep this shield? It might get me killed! But it might save my life!” Seems like a nice model for cursed items, but D&D didn’t go in that direction.

vorpal sword: The Vorpal Blade differs from a Sword of Sharpness in several ways:
1) its bonus hit probability is +2;
2) it needs only 10% over the required score to hit, or an 18 through 20 in any event to sever, and it will always sever the neck; and
3) it will perform in the hands of any Lawful fighter, although it requires a Paladin in order to act in its anti-magic capacity.

Wow, this weapon is crazy. It kind of makes a mockery of the D&D combat system.

It’s +2, and if you get 10% more on the attack roll you need, you sever the target’s head. Note that that +2 and 10% cancel each other out on the attack die. That’s roughly equivalent to (but better than) a sword with no pluses to hit, that does A MILLION DAMAGE on a hit. Combats are going to be a lot shorter with this weapon. I don’t know how the DM could continue to challenge a party with this sword, except send them a constant stream of gelatinous cubes and other headless creatures.

Arrows of Slaying: Special magical arrows which are specifically enchanted to slay Monsters with a single hit. The referee may distinguish them by basic types if he wishes, or they may each slay any monster. Basic types would be: Giant Class, Undead Class, Flying Monsters, Other Monsters, Enchanted Monsters (Invisible Stalkers, Elementals, Golems, Aerial Servants, and so on).

I want an “Arrow of Slaying Other Monsters”. It’s an arrow that’s defined only in relationship with other arrows! It’s a meta arrow!

OD&D cursed items that are horrible

Friday, March 8th, 2013
This entry is part 14 of 18 in the series New Schooler Reads OD&D

As a late-edition player, I’m finding a lot to like in OD&D, but there’s also a lot that mystifies me. The cursed items from the Greyhawk Supplement are solidly in the latter category. Finding some of these items is the narrative equivalent to the DM saying “You have a heart attack and die.”

Consider these items:

Horn of Collapsing: An instrument which seems to be a Horn of Blasting, but when it is winded it will cause the ceiling immediately above the user to collapse upon him, causing from 6-60 points of damage. If blown in the open it causes a rain of rocks to fall from the sky upon its user, and from 5-30 of such missiles will shower down, doing from 1-3 points damage each.

This one is not only a literal “rocks fall you die” item, it has annoying mechanics. If you’re inside, you take 6d10 damage. Hilarious. If you’re outside, though, the DM is supposed to roll 5d6, add that up, and then roll THAT NUMBER of d6 (an average of 18 dice), dividing each die total by two? Does that curve really vary meaningfully from, say, 6d10, which does about the same average damage?

Necklace of Strangulation: A device which is identical to a Necklace of Missiles, but when placed about the neck will strangle and kill its wearer in 2-5 turns, it requires a Limited Wish or Wish to remove it.

Oh, look, it’s not just an insta-death item because it can be reversed with Wish and Limited Wish! Well, guess what: so can any death. (In the description of the Wish spell: “Wishes that unfortunate adventures had never happened should be granted.”) Might as well just come out and say the necklace “immediately kills the wearer, no save.”

Poisonous Cloak: A cloak indistinguishable from others which are magical. When it is put on it immediately kills its wearer by poison. No saving throw is possible.

There you go. Honesty!

Scarab of Death: A scarab which appears to be any of the other types, but when it is held in the hand for a full turn, or when it is placed in a pack, a bag, or some other place near a person’s body it turns to a horrible burrowing monster which digs directly to the person’s heart and kills him.

DM: You find a magical scarab.
Player: I’m not using any magic items until I’m back in town, standing next to a cleric with Water Breathing, Neutralize Poison, Cure Disease, Remove Curse, Wish, and Limited Wish! Making sure not to touch it directly, I’ll wrap the scarab in several layers of cloth and throw it in my backpack.
DM: It turns into a horrible burrowing monster which digs directly to your heart and kills you. No save.
Player: …

There are many more cursed items; the schtick is that every type of magic item (scarab, horn, etc) has a cursed item, so you never know for sure if a magic item is going to kill you. In fact, sometimes the deadly version of the item is much more common than the helpful one. According to the random treasure tables, more than half of all bowls are Bowls of Watery Death. 75% of all carpets are of Smothering. Half of necklaces are Necklaces of Strangulation.

What recourse do the players have here? In Grayhawk, the Identify spell hadn’t been invented yet. I guess spellcasters could cast the 5th level spells Commune and Contact Higher Plane every time they found a magic item, but I’d think the gods would get sick of that. (Anyway, Contact Higher Plane has a good chance to drive the caster insane.) And Raise Dead is a 5th level spell anyway, so might as well just wait and cast that instead.

Why not skip cursed items, and just say this: “Whenever someone gets a new magic item, flip a coin. If it’s tails, they die! There’s nothing they can do to lower this risk!”

I get that death is common in OD&D. I get that sometimes the player dies through no fault of his or her own. But I don’t see how it’s fun for the DM to place an item, knowing that there’s a 100% chance it will kill a character. I just can’t get it out of my spoiled, 4e, everything-is-padded head that PC death should involve, at minimum, one of a) an attack roll, b) a saving throw, c) a bad decision, or d) a missed clue.

Here’s my challenge: Can anyone contribute an anecdote about a time they used one of these insta-death items, and it was fun?

Next week: OD&D cursed items that are not that bad!

OD&D cursed items that are not that bad

Friday, March 15th, 2013
This entry is part 13 of 18 in the series New Schooler Reads OD&D

I issued a challenge to OSR readers to explain why unavoidably deadly cursed items were a good idea. But to be fair, not all cursed items from the Greyhawk expansion are equally bad.

Loadstone: A stone which appears to be a Luckstone until the owner is being pursued by hostile enemies/monsters. In the case of such pursuit the Loadstone slows his movement by 50%.

This doesn’t kill a player, it just adds a complication. I can see this leading to player death, but also I can see it leading to a hilarious panic along the way. By the way, these are way more common than Luckstones, their non-cursed counterpart.

Boots of Dancing: These boots appear to be any of the others listed before them, and they will continue to so function until their wearer is in a situation where an enemy is in pursuit with intent to kill or some similar situation. When this happens the boots cause the feet of the wearer to dance a jig, soft shoe, tap, and an occasional Shuffle off to Buffalo. Naturally, he is then unable to flee or otherwise escape.

Exactly the same gimmick as the Loadstone. I’m sure the “shuffle off to Buffalo” gag got a few chuckles in the 70s.

Horn of Bubbles: This device exactly resembles a Horn of Valhalla, but when it is sounded it will bring forth a cloud of bubbles which surround its holder, completely obscuring his vision for 4-12 turns.

The Horn of Bubbles is one of the few items that doesn’t either kill you outright or necessitate a Remove Curse. It just waits until you are in a situation dire enough for you to need the help of berserker warriors, and instead of aid, you get covered with comical soap. A++! Would sound horn again!

Girdle of Femininity/Masculinity: Although this item appears to be a Girdle of Giant Strength, as soon as it is worn it changes the sex of its wearer. It can be removed only with a Wish

Ah, the Girdle of Femininity/Masculinity, introducing hundreds of 70s teens to the ultimate horror: playing a female character!

OK, not all these cursed items are great. But at least they don’t arbitrarily kill you!

the first grapple rules

Thursday, March 28th, 2013
This entry is part 16 of 18 in the series New Schooler Reads OD&D

A lot of ink has been spilled about D&D’s confusing Grapple rules. To refresh your memory, here are D&D’s first Grapple rules ever, which can be found inside a combat example in issue #2 of Strategic Review (1975):

Combat Example:

10 ORCS surprise a lone Hero wandering lost in the dungeons, but the die check reveals they are 30′ distant at the time of surprise, so they use their initiative to close to melee distance. lnitiative is now checked. The Hero scores a 3, plus 1 for his high dexterity, so it is counted 4. The Orcs score 6, and even a minus 1 for their lack of dexterity (optional) still allows them first attack. As they outnumber their opponent so heavily it is likely that they will try to overpower him rather than kill, so each hit they score will be counted as attempts to grapple the Hero:

– Assumed armor of the Hero: Chainmail & Shield — AC 4.

– Score required to hit AC 4 — 15 (by monsters with 1 hit die).

– Only 5 Orcs can attack, as they haven’t had time to surround.

Assume the following dice scores for the Orcs attacks:
Orc #1 – 06; #2 – 10; #3 – 18; #4 – 20; #5 – 03.

Two of the Orcs have grappled the Hero, and if his score with 4 dice is less than their score with 2 dice he has been pinned helplessly. If it is a tie they are struggling, with the Hero still on his feet, but he will be unable to defend himself with his weapon. If the Hero scores higher than the Orcs use the positive difference to throw off his attackers, i.e. the Hero scores 15 and the Orcs scored but 8, so the Hero has tossed both aside, stunning them for 7 turns between them.

– Round 2: lniative goes to the Hero.

– Score required to hit Orcs — 11 (4th level fighter vs. AC 6).

Assume the following dice score by the Hero. Note that he is allowed one attack for each of his combat levels as the ratio of one Orc vs. the Hero is 1:4, so this is treated as normal (non-fantastic) melee, as is any combat where the score of one side is a base 1 hit die or less.

Hero: 19; 01; 16; 09. Two out of four blows struck. There are 8 orcs which can be possibly hit. An 8-sided die is rolled to determine which have been struck. Assume a 3 and an 8 are rolled. Orcs #3 and #8 are diced for to determine their hit points, and they have 3 and 4 points respectively. Orc #3 takes 6 damage points and is killed. Orc #8 takes 1 damage point and is able to fight.

– All 7 surviving/non-stunned Orcs are now able to attack.

Continued attempts to overpower the Hero are assumed, and no less than 4 Orcs are able to attack the Hero from positions where his shield cannot be brought into play, so his AC is there considered 5, and those Orcs which attack from behind add +2 to their hit dice. In the case it is quite likely that the Orcs will capture the Hero.

Keep in mind that D&D was so new at that point that they were giving combat examples of things for which THEY HAD NOT WRITTEN THE RULES YET. The actual Grapple rules for which these are an example have, I believe, never been printed. You have to reverse-engineer the rules from the examples – kind of like learning a language via immersion.

I have to admit, I don’t speak OD&D very well. What’s going on here? The enemies all attack, and after everyone has attacked, you make a dice pool with 1d6 for every level of enemy who hit? and you roll that vs. a dice pool that has 1d6 for every level of the defender?

(By the way, the next time TSR printed Grapple rules was, I think, in the 1979 AD&D DMG and it’s MUCH MORE confusing. Lots of percentile modifiers based on what type of armor everyone is wearing, and special rules for rabbit punches and stuff.)

Here’s what Gary Gygax said in 2005 about the Strategic Review grapple rules:

We sometimes used the SR system in grappling melees, but most often the Dm simply weighed the situation and ajudicated without all that dice rolling. thus, eight orcs getting the jump on a 4th level fighter would be assumed to overpower him with some loss to themselves–d6 and another die roll for each KOed in the struggle, a score of 6 indicating killed in action.

The more complex system in AD&D was my error, mainly that of listening to those who wanted combat to be very detailed.

You are on target in regards the examples of low-level monsters seeking to come to grips with a strong PC. Eight orcs will likely be slain by a well-armored 4th level fighter unless they use their sheer numbers to overwhelm him.

I now have that happen when pack animals attack characters. Two wolves, dogs, or hyenas, for example, both successful in hitting the same target human (or humanoid), will knock him down and put him at a considerable disadvantage.

I do like the idea of a bunch of low-level guys being able to pull down heroes by sheer weight of numbers. It simulates fantasy and adventure literature. And it makes hordes of orcs dangerous at any level.

Warriors of Synnibarr by Gary Gygax

Thursday, April 11th, 2013
This entry is part 15 of 18 in the series New Schooler Reads OD&D

Raven McCracken’s Synnibarr RPG takes a lot of criticism for – well, for a lot of valid reasons; but one of its poorer mechanics is this:

If “Fate” (the GM) doesn’t know how likely the players are to succeed at something, he should roll a d100. The result is the players’ chances of succeeding. A second roll is then made. If the second roll is LESS than the first roll, the players succeed.

It – almost – seems plausible until you think about it, right? But rolling a random difficulty threshold, and then rolling the same die against that threshold, is really always a 50% shot. You might as well play an RPG where you flip a coin every time anyone tries to do anything.

As this review of Synnibarr says:

“Fate [the GM] then makes a percentile die roll to determine whether the empty ship will be safe or not. The first roll is a 33. This indicates there is only a 33% chance of the boat remaining safe. Fate then rolls again. The resulting roll of 40 indicates that their ship won’t be there upon return. How and when the ship is lost is up to Fate.”

This is the stupidest thing that I’ve ever seen done within a role-playing game. Besides removing a potentially useful element from the adventure, it removes control from the GM and puts it into a pair of dice rolls; and they’re both entirely random. You could roll a 95% chance of being safe or a 5% chance of being safe, but it doesn’t matter, because there’s nobody at the switch; just a series of random encounters determined by blind idiot luck. It’s like Azathoth designed a role-playing game.

Agreed? Bad mechanic? Now check out these rules:

Missile Fire Procedure:
The firing player rolls two [d6] dice in sequence: The first is the number he must match or beat in order to score a hit, and it is modified by his status, weapon, the range, and so on. If the modified number is not matched or exceeded by the score of the second die the missile failed to hit its target.

This is from Warriors of Mars by Gygax and Blume, 1974. (I’ve also seen the same rule in a fairly recent edition of Pendragon.)

To be fair, one of the Warriors of Mars die rolls is modified by various factors. That doesn’t really change the issue, though. Rolling up a random target number on a d6 is no different than setting the target number to 3.5.

Warriors of Mars is from the very dawn of roleplaying, and Gygax would go on to create much better subsystems than this (and a few worse ones). Still, if you’re a rules hacker at all, it might be comforting to see that every RPG developer starts at level 1.

an early bad review of D&D

Thursday, April 18th, 2013
This entry is part 17 of 18 in the series New Schooler Reads OD&D

Issue #3 of the Strategic Review had this editorial from Gary Gygax:

EDITORIAL

Donald Featherstone once said in WARGAMER’S NEWSLETTER that he believed Arnold Hendrick’s chief talent and claim to fame lay in his “pinching” of Fletcher Pratt’s Naval Wargame – alluding in all likelihood to similarities between Mr. Pratt’s game and the set of rules for naval miniatures authored by Mr. Hendrick. I concurred with what was said in WARGAMER’S NEWSLETTER, and when the good Mr. Hendrick “reviewed” CHAINMAIL in a highly uncomplimentary manner I ignored what was written, for surely most hobbyists could be assumed to be able to read this “review” for what it was worth and in light of Mr. Hendrick’s talents otherwise. As an example of the comments he made regarding CHAINMAIL, the most amusing was his assertion that heavy cavalry was rated too high, imagine! In a period where the armored horseman dominated the field of battle, heavy horse are too strong! Anyway, the learned Mr. Hendrick subsequently “reviewed” DUNGEONS & DRAGONS, again in a very uncomplimentary manner – after all, he had gone so far as to play a game of
D&D as a Cleric, completely armed with such edged weapons as spear and arrows . . . Again, this so called “review” was so obviously inaccurate and biased that I ignored it completely, although numbers of letters and telephone calls from irate D&D fans who had read the comments and wished to let me know that the
“review” outraged them assured me that Mr. Hendrick would not escape totally unscathed. Eventually the magazine which retains Mr. Hendrick as a “reviewer” did print a contrary opinion – how could they ignore a counter-article written by Mr. James Oden, President of Heritage Models, Inc.? This brings me to the point
of this editorial. The axe that Mr. Hendrick has been grinding so loudly and long has been exposed.

Possibly in light of TSR’s success in publishing miniatures rules and games, Mr. Hendrick has decided to begin peddling a line of his own creations. If these creations are as well-thought out as his “reviews”, as learned and clever, they will be rare products indeed. However, being inclined towards fair play, I invite any readers who wish to submit reviews of any of these sets of rules, and as space permits we will publish as many as is possible. Note TSR is not having one of its writers or designers review the products of a competitor. If we receive several reviews for one set of rules we will publish that which is most thorough in our opinion, regardless of what its recommendation is, and as an editor’s note include the conclusions of any other reviews of the same work so as to give all opinions expressed to us from disinterested reviewers. After all, could one expect honest and fair reviews from a source directly connected with a competitor of the product being reviewed? Certainly not. As an author of rules and games I have refrained in the past from reviewing the work of other writers and designers for just this
reason. This policy will be continued in the pages of SR, despite less scrupulous methods employed in the magazine which carries Mr. Hendrick’s “reviews”. We will depend on you for product reviews, and when we plug our own staff it will be clearly labeled as an advertisement.

Gary Gygax

I believe this is the first recorded case of “Gygax spleen” directed at haters — we’ll see more of it over the years.

I don’t know about you, but reading this editorial made me want to read the original review!

I tracked down Arnold Hendrick’s review from this dragonsfoot thread. Not sure what publication it was originally in… The Courier? Someday I’d like to find it and see Mr. James Oden’s rebuttal.

Rules Review
BY ARNOLD HENDRICK

DUNGEONS & DRAGONS BY GARY GYGAX & DAVE ARNESON
three soft-cover volumes, totalling 112 pages, with five chart sheets, availible from Tactical Studies Rules, 542 Sage Street, Lake Geneva, W.I. 53147 for $10.00

Subtitled “Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures,” these booklets attempt to outline a system for “playing” the kind of fantasy adventures one previously read about in paperpacks. The concept is remarkably interesting, since the same person interested in matching himself against Napoleon or Manstein might also find comparisons with Conan or John Carter enjoyable.

The “game” is played by various adventurers and a referee. The players, starting in near total ignorance, attempt to adventure in the wilderness around them, or in dungeons and underground chambers beneath them. The referee is informed of each action, and after consulting the maps he has made, the basic tables and information in the booklets, and his own imagination, gives the player a response. Those who rememeber Korn’s “Modern Warfare in Miniature” will see the parallel, although Korn’s rules were much more tightly constructed. Here, introductions are made into many possible areas of interest: finance, magic, fighting ability, language, and monsters of every type and description (from goblins, orcs, giants, and dragons to the more esoteric manticores, chimeras, wyverns, and the hollywood mummies, purple worms, green slime, grey ooze, and black pudding).

For personal combat, “Chainmail” is referred to, but the multiple-damage characteristics of characters in this game does not fit with the life-or-death struggle in “Chainmail”, and neither gives a clue for the effect of missile fire, save perhaps the firer’s normal ability is extended up to the range of the missile weapon, with restrictions and special options as allowed in the multi-figure section of the “Chainmail” rules. The resulting mess in interpretations is enough to tax the patience of most gamers to the extreme. Worse, personal combat is the area receiving the most attention, things go downhill from there.

Play in person is usually impossible, since the referee can only show the adventurer the terrain he is crossing at that instant, plus whatever is in his sight. Only large battles are suitable for the tabletop. The optimim solution seems to be play by phone, or when distances are too great, play by mail. For those without gasoline to visit their fellow wargamers, or without a car, Dungeons & Dragons can be very, very interesting indeed. For example, in a test adventure recently concluded, the Acolyte Dorn from the village of Thane ventured into the ruins of Takator, opting for an underground Dungeon adventure instead of an above-ground wilderness expedition. After finding numerous doors beyond his strength to move, he finally opened one that woke four ghouls, who charged him directly. The well-equipped Dorn (with mail, shield, spear and crossbow) was allowed to fire by the kindly referee, and then strike first with the spear. Being rather handy with weapons and things, Dorn neatly felled two of the ghouls, but was then touched by the third, a circumstance which petrified him, while the ghouls proceeded to kill him, thus turning Dorn into a ghoul. So much for the Acolyte Dorn. Better luck in the next life!

Beyond the problems involved in play (find an intrepid referee), the other discouraging factor is price. These booklets are roughly comparable to “The Courier” in physical quality, but at $3.50 each are priced rather high. Worse, all three are necessary. Graphics, considering the format, are decent, with some excellent illustrations, but some space could have been saved without compromising appearance.

In general, the concept and imagination involved is stunning. However, much more work, refinement, and especially regulation and simplification is necessary before the game is managable. The scope is just too grand, while the referee is expected to do too much in relation to the players. IF you need ideas to help you along into your own fantasy adventure games, these booklets will be of use; otherwise you ten dollars will be wasted. I do not suggest these to the average wargamer.

Gygax was mad because he felt his game was being attacked by a lesser game developer, and because he perceived a lack of ethics about Hendrick’s journalism, but let’s be fair: Hendrick’s review is not the biased screed I had been expecting. His understanding is as shallow, but perhaps not more so than most reviewers of most games. He doesn’t see that D&D is an entirely new type of game that can’t be judged by wargame standards; but that’s hardly surprising in 1974.

Here are some interesting points in Hendrick’s review:

“These booklets attempt to outline a system for “playing” the kind of fantasy adventures one previously read about in paperpacks. The concept is remarkably interesting, since the same person interested in matching himself against Napoleon or Manstein might also find comparisons with Conan or John Carter enjoyable.”

It’s so interesting how important the John Carter Martian novels were at the beginning of the hobby. Gygax himself wrote rules for Martian adventures (John Carter is level 13). Carter has really fallen off the map: he has nowhere the kind of name recognition of, say, Tarzan. The John Carter movie did nothing to change that.

“Vastly too much has been attempted in these booklets, with very little detail, explanations or procedures.” This is an entirely just description of the original D&D books. OD&D is the framework of a game. It’s pretty difficult to play without making a lot of interpretations on your own. In fact, it’s not really a game in the traditional sense: more of a set of guidelines for making games. Imagine if Clue came with vague instructions on drawing a map of an English manor, and instructions on making characters (“Appendix I: Forms of Address” “Appendix K: Colors”). OD&D is a game you have to unpack yourself over years of playing.

“The optimim solution seems to be play by phone, or when distances are too great, play by mail.”
I love the idea of Hendrick playing solo D&D over the phone with his spear-carrying cleric, while his referee moved figures around a detailed castle model (no doubt on a sand table). He really hadn’t made the mental switch from a wargaming table to a shared fantasy.

“The well-equipped Dorn (with mail, shield, spear and crossbow) was allowed to fire by the kindly referee, and then strike first with the spear.”
As Gygax sneered, Hendricks missed the section about cleric weapon restrictions. But fighting alone against four ghouls, he needed all the help he could get.

Hendrick does come off as hapless n00b in this review. I hope Gygax’s army of fanbois weren’t too tough on him.

By the way, Arnold Hendrick is actually a pretty interesting guy. After a little more work in boardgames and RPGs, he went into computer gaming. He worked on Sid Meier’s Pirates, one of my favorite games ever, and seems to have been a driving force behind its respect for period detail (perhaps because of his knowledge gained while “pinching” Fletcher Pratt’s Naval Wargame).

Hendrick also worked on Darklands, which I never played, but I remember thinking it looked awesome based on its ads in Dragon magazine. Darklands seems to have sunk under the weight of featuritis, some of driven by Hendrick’s interest in obsessively modeling period detail. (Gygax was luckier. His obsession with polearms didn’t drag down his entire game.)

Check out this interview from 2009.

Strategic Review 3: Gotcha!

Friday, April 26th, 2013
This entry is part 18 of 18 in the series New Schooler Reads OD&D

Strategic Review 3, published in 1975, has an extra long “creature feature” introducing 9 new D&D monsters. It tends heavily towards gimmick monsters designed to infuriate PCs, usually by setting traps that the PC can’t realistically avoid. Most of these monsters went on to become beloved fan icons, proving how weird D&D players really are.

The original D&D monster book, the 1974 “Monsters and Treasure”, had its fair share of “gotcha” monsters: the Black Pudding, which Gygax called a “nuisance monster”, which divides when attacked with weapons; the ghoul, which could paralyze on touch; the various undead monsters which stole character levels. The dungeons of OD&D are dangerous, and sometimes people die. But the monsters published in the Strategic Review took it to a new level. Here are the 9 creatures introduced in SR#3, along with a Gotcha! rating of 1 to 5.

Yeti: The yeti is actually a pretty stand-up guy: sure, it paralyzes you with its gaze if it surprises you, and it has a 85% chance of surprising a party of its level, but apart from that, the yeti fights fair. It even takes extra damage from fire attacks. Somehow, though, it didn’t make it to the status of iconic D&D monster. I guess there’s no room in D&D for pushovers.
Gotcha level: 2/5

Shambling Mound: I believe Gygax said that the Shambling Mound was based on one of the Swamp Thing-like superheroes. It’s crazy tough.

First of all, it has 6-9 Hit Dice, and the Hit Dice are noted as being d10’s. I’m not sure why it has better, instead of more, Hit Dice, unless it’s so that the referee can justify using it to kill level 6-9 characters.

Secondly, it has resistances to everything. Compare it to the “nuisance monsters” of the 1974 Monsters and Treasure book, which have a handful of resistances: “The ochre jelly can be killed by fire or cold, but hits by weaponry or lightning bolt will merely make them into smaller Ochre Jellies.” “Black Puddings are not affected by cold. It is spread into smaller ones by chops or lightning bolts, but it is killed by fire.” “Green Slime can be killed by fire or cold, but it is not affected by lightning bolts or striking by weapons.” Etc.

For the Shambling Mound, though,

most hits upon it do but little damage (thus Armor Class 0). As it is wet and slimy, fire has no effect, lightning causes it to grow (add 1 hit die), and cold does either one-half or no damage due to its vegetable constitution. All weapons score only one-half damage. It can flatten itself, so that crushing has small effect upon the Shambler.

That’s pretty much every type of damage that it’s immune to, takes half damage from, or becomes stronger from. That, combined with its AC 0 and its d10 HP, make it pretty much a guaranteed session-long battle (if the PCs can last a session). Luckily,

Plant Control and Charm Plants are effective.

which is good news for all the 14th-level wizards who memorized Charm Plants for their 7th-level spell slot instead of Limited Wish, Delayed Blast Fireball, or Power Word Stun. It’s bad news for people who memorized “Plant Control” because as far as I can tell, that doesn’t seem to be a real OD&D spell. [Edit: OK, I found Plant Control. It’s a potion.]
Gotcha level: 4/5

Leprechaun: This annoying, mostly noncombat creature “will often (75%) snatch valuable objects from persons, turn invisible, and dash away. The object stolen will be valuable, and there is a 75% chance of such theft being successful.” Pretty irritating, but at least “Leprechauns have a great fondness for wine, and this weakness may be used to outwit them.”
Gotcha level: 3/5

Shrieker: The only function shriekers have are to give the GM a few extra wandering monster rolls. It’s “unfair” in that it’s unavoidable (they shriek when light gets within 30′, so how are you supposed to see them?) but it actually strikes me as the kind of unfair that adds energy to the game table, not subtracts it.
Gotcha level: 2/5

Ghost: Ghosts have various attacks that they can make on you, but you can’t make attacks back at them because they are non-corporeal. They sometimes do take on corporeal form, which is when you have a fighting chance. Or is it?

They otherwise attack by touch which causes aging of from 10 to 40 years, but in order to do this they must assume a semi-corporeal form, and when they do so they may be attacked by magic weapons (but not spells) as if they were Armor Class 0.

They have a unique aging attack (two hits from which will kill your human character’s adventuring career). No matter what level you are, good luck carving through all of the ghost’s 10 Hit Dice (with weapons, not spells) before he hits you twice. That’s beside the fact that, presumably, ghosts can return to spirit form whenever they want.
Gotcha level: 5/5

Naga: There are three types of naga, roughly mapping to Lawful, Neutral and Chaotic. They get magic-user and cleric spells, but they don’t have spellcasting ability in excess of their Hit Dice. About the roughest thing they can do is “permanently Charm the looker unless save vs. paralization is made”, but hey, at least you get a save.
Gotcha level: 1/5

Wind Walker: Spooky telepathic storms that, like ghosts, are ethereal, so “Wind Walkers can be fought only by such creatures as Djinn, Efreet, Invisible Stalkers, or Aerial Servants.” If you’re just a PC, you’re pretty much out of luck. There are a handful of spells that have some effect on them (interestingly, Control Weather kills them, and Slow acts like a fireball), but if your spells can’t deplete the Wind Walker’s 6 Hit Dice, you’re in trouble.

Everyone within 10′ of a Wind Walker automatically take 3-18 points of damage. That’s a lot, considering that in OD&D, you earn 1-6 HP per level. There’s clearly been a lot of damage inflation since OD&D Monsters and Treasure, in which a troll (6+3 HD) does one die of damage and giants (8-12 HD) do two dice. It will only take 3 or so turns for a single Wind Walker to wipe out even high-level Superheroes and Wizards. Here’s the rest of the bad news: “Wind Walkers will pursue for 10 turns minimum.”

Oh, there was a piece of bad news I forgot: “Number appearing: 1-3”
Gotcha level: 4/5

The Piercer:

With their stoney outer casing these monsters are indistinguishable from stalagtites found on cave roofs. They are attracted by noise and heat, and when a living creature passes beneath their position above they will drop upon it in order to kill and devour it.

The penultimate “gotcha” monster, piercers are undetectable until they drop onto an adventurer for a confusing “1-4 dice (6-24) damage.” 1-4 dice seems to describe a range between 1-6 and 4-24 damage; I’m not sure where 6-24 comes from.

Although I don’t understand the damage equation, it’s clearly a lot of damage. And piercers come in groups of 2-12.

The piercer’s initial assault is bad enough, but they presumably keep fighting until they are killed, doing an additional 6-24 damage on every hit. It’s the gotcha that keeps on gotcha-ing.

I think the right thing to avoid death by Piercer is to Fireball every square foot of cavern ceiling before you walk underneath. Enjoy your treasure type Nil!
Gotcha level: 5/5

The Lurker Above: The ultimate “gotcha” monster, “its greyish belly is so textured as to appear to be stone, and the Lurker typically attaches itself to a ceiling where it is almost impossible to detect (90%) unless actually prodded.”

OK, so the defense is to prod every ceiling? No, because “when disturbed the Lurker drops from the ceiling, smothering all creatures beneath in the tough folds of its ‘wings.'” Clearly, the DM is going to drop this guy on your party whether or not you try to detect it.

Once the DM has sprung his trap, “this constriction causes 1-6 points of damage per turn, and the victims will smother in 2-5 turns in any event unless they kill the Lurker and thus break free. … Prey caught in its grip cannot fight unless the weapons used are both short and in hand at the time the creature falls upon them.”

Who always carries unsheathed short weapons? Not the fighter; he’s got a sword. Not the cleric either. The magic user might have his dagger out. But your hopes are really pinned on the party Thief. Can he kill the Lurker Above in 2-5 turns? Well, the Lurker Above has 10 Hit Dice. Given the generous assumption that the Thief can get in 3 hits before he smothers, can he do an average of 10 damage per hit?
Gotcha level: 5/5