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playing D&D with Mike Mornard: how did this get in the manual

Wednesday, February 8th, 2012
This entry is part 6 of 12 in the series D&D with Mike Mornard

When I last gamed with Mike Mornard, I also him a few miscellaneous questions about OD&D: largely about where various game elements came from. Here are his equally miscellaneous answers:

  • Mike is thanked prominently on the Greyhawk supplement. What were his contributions? Mike and Rob Kuntz were big proponents of variable weapon damage, so that every weapon doesn’t do 1d6 damage. (They weren’t involved, though, in the change in PC hit dice from 1d6). Mike also suggested the acid-spitting giant slug, which is cribbed from a Conan story.
  • When we were splitting our loot, which included a +1 shield and a couple of hundred gold, Mike said, “The process we often used for splitting treasure was this: everyone rolls percentile dice. The highest roller earns first choice of treasure.” This actually reminded me of the Need or Greed loot-rolling system which was reinvented for World of Warcraft.
  • The early books suggest that campaigns might have 50 people in the same world, but they wouldn’t all show up on the same night. Different groups would play on different nights. The cleric at our table was played by Alex of Bad Wrong Fun, who is setting up a similarly ambitious campaign in New York today.
  • Mike had a couple of tactical tips, which reminded me of this fact: OD&D “marching order” suggests that D&D parties march in formation, not the free-wheeling skirmish squads I’m used to from 3e/4e battlemats. OD&D parties march in squares, and it matters what rank you’re in. The second rank of fighters can use spears or other polearms. Handaxes are useful because you can use them in melee, but also throw them if the monsters are threatening a different part of your formation.
  • Also, said Mike, the OD&D thief is not a “rogue”, or lightly-armored damage specialist. As a thief, I was better off staying in the middle of the formation, or lurking in the shadows, and not gallivanting around the battlefield looking for opportunities to backstab. A thief could backstab in a pinch, but it wasn’t his bread and butter.
  • Finally, Mike says he doesn’t know why Gary didn’t record this fact in a book somewhere: when he modified the combat system he got from Dave, he was consciously imitating the battle in the Errol Flynn Robin Hood movie. A movie hero never goes down early with a lucky critical, but low-level guys can be dropped with one hit.

    Watch the fight on youtube!

    It strikes me that the designers of 4e recognized this goal and made it explicit with their rules for minions and boss monsters.

  • A canticle for leibowitz

    Friday, February 3rd, 2012


    And what makes you think the Memorabilia is completely free of pap? Even the gifted and Venerable Boedullus once remarked scornfully that about half of it should be called the Inscrutabilia. Treasured fragments of a dead civilization there were indeed-but how much of it has been reduced to gibberish, embellished with olive leaves and cherubims, by forty generations of us monastic ignoramuses, children of dark centuries, many, entrusted by adults with an incomprehensible message, to be memorized and delivered to other adults.

    The monks in the post-apocalyptic sci fi novel A Canticle for Leibowitz are in approximately the same position as scholars in most D&D worlds. They’re inheritors of a fallen civilization they don’t fully understand. Whether your fallen civilization is 20th century Earth or Bael Turath, books from the past age are precious – and, in another way, irrelevant. A single ancient book of pre-cataclysmic magic might do the PCs no good, just as a modern book on electronics wouldn’t do a medieval scholar any good: in this book, too much knowledge is taken for granted.

    A library, on the other hand, is a different thing. When I DM, I tend to put treasures in libraries, because that’s a natural place to find powers from past ages. I tend to be interested in mechanics for performing research, and in powerful wizard spells as treasure (as, indeed, they were in previous editions). I haven’t quite figured out the perfect mechanics yet, but I do want to find a way to make players greedy for ancient spells and secrets. For now, I plan to use my ideas for spells as treasure.

    changes for clerics in 5e

    Thursday, January 19th, 2012

    Now that we’re sure about 5e, the dark mutterings from Mearls and Cook’s Design and Development columns seem more fraught with meaning.

    Here are some interesting passages from Mike Mearls’s The Problem of Clerics:

    The party needs healing, only the cleric can provide it, therefore someone must play a character they might otherwise prefer to avoid. The simplest, though perhaps most difficult, solution is to make healing no longer mandatory.

    … Such a change would require a substantial examination of almost every facet of the game. Something like 4E’s second wind starts to point in a direction you could go, but you’d also have to look at monster damage, character attacks and spells, and the structure of a typical adventure. …The key to this change lies in making healing optional, so that players can embrace whatever role or class they like best.

    That’s pretty much the same as what Rodney Thompson said later:

    I don’t think ‘requiring someone to be a healer’ is a sacred cow, but having healers in the game is. I wouldn’t want to see D&D do away with healing, but I don’t think there’s anything keeping us from exploring a version of D&D where players can simply play anything they want, ignoring concepts like role and function when putting together their party. To do so, we would need to take a serious look at the way player resources are allocated in D&D, and make some adjustments to the assumptions behind the design of everything from adventures to encounters to monsters.

    From this, it seems to me that the D&D guys already have an idea for making healing optional, and “something like 4E’s second wind starts to point in a direction you could go.”

    Possible solutions that fit this bill:
    a) everyone gets all the second winds they want: if you want to spend your turn healing, you lose a turn (thus, healing has an opportunity cost). Clerics heal other characters, so they don’t provide extra hit points: they manage the opportunity costs.
    b) D&D finally separates wound points and barely-avoiding-calamity points into two separate pools. Maybe clerics are required to heal wound points, but everyone can recharge their own luck points.

    It’s interesting that both Mike’s and Rodney’s quotes talk about reexamining (and changing) fundamental assumptions about D&D. It sounds like the designers have their hands on a New Idea. That doesn’t sound like the Old Editions Simulator that some of the other 5e PR is promising.

    The other possibility is that the designers are just wrong about having a fix for healing, the way the 4e designers were wrong about solving the five-minute workday.

    the dwarf class in 5e

    Sunday, January 15th, 2012

    My guess: D&D Next will reintroduce “dwarf”, “elf” and “halfling” as classes, along with wizard, rogue, fighter, and cleric, so we’ll have the same stable of 7 classes that we had in Basic D&D.

    Legends and Lore seems to be where Mearls floats 5e ideas. Check out this passage from the Legends and Lore article Head of the Class:

    You could even collapse race down into the core options: The dwarf could be expressed as a core class, a fighter progression that focuses on durability, defense, and expertise with an axe or hammer. The core elf uses the multiclass rules to combine fighter and wizard, and the core halfling uses a preset rogue advancement chart. Choosing race could be part of the advanced rules…

    It could be that this was just Mike hypothesizing about the advantages of a “core” and “advanced” section of the rules. However, it could also suggest that, at least at some time in 5e development, the 5e “core” contained class races.

    My other rather wild speculation about “core” is that it will be released under an OGL-type license, while the “advanced” rules might not be. This would let third parties make 5e-compatible products while making Wizards IP lawyers happy.

    Cool dungeons in books

    Friday, January 13th, 2012

    The Frost Dungeon

    They descended for a long while. The stair spiraled down with no terminus in sight. The light seemed to lead them. The walls grew damp, cold, colder, coming to be covered with a fine patina of frost figures.
    Roger Zelazny – Dilvish, the Damned

    I like the idea of sensory details, like temperature, informing a dungeon, and there are a lot of dungeon tricks that can be done with ice, especially if one of the PC is a fireball-toting wizard. Furthermore, if the PCs are defeated in an ice dungeon, they’re sure to wake up hanging upside down from the ceiling just as a Wampa beast shows up for dinner.

    The Star Labyrinth

    “As for myself, in my early years I beamed through the star-labyrinth many times. Why, once I accompanied Priestess Poogli all the way to–”
    Emil Petaja – The Nets of Space

    Just as the ocean is a dungeon, space can be a dungeon. Let’s say that each star leads only to 2-3 other stars (because of stargates, distance, spice, or some other such nonsense). The PC’s space ship, spelljammer, or astral kayak is essentially plying a space dungeon, with planetary systems as rooms and navigation routes as corridors.

    “The Star Labyrinth” is also a cool name. As cool as Princess Poogli? Hard to say.

    The Drowned City

    Riding along the fringes of this wild place, Orisian could see, faint in its misty heart, the ruined towers of old Kan Avor. The broken turrets and spires of the drowned city rose above the waters like a ghostly ship on the sea’s horizon.
    -Brian Ruckley – Godless World: Winterbirth

    A half-submerged city is not a completely unique adventure locale: many platformer video games have a water dungeon where you have to pull levers to change the water level. It’s still a cool spot, and if the PCs have to do some dangerous diving to get to the entrance of a half-submerged tower, you can give them some interesting challenges on the way up the tower: a time limit based on holding your breath, for instance. Another fun aspect of amphibious adventuring is that swimming PCs can easily escape water-only enemies, like sharks, and air-only enemies, like birds. You can use this to introduce some difficult puzzle enemies: if the fight is impossible, the PCs can easily submerge, or emerge, to safety.

    gaming with one of the original D&D players, part 3

    Wednesday, January 11th, 2012
    This entry is part 3 of 12 in the series D&D with Mike Mornard

    Last week, I played D&D with Mike Mornard, a member of the original Greyhawk and Blackmoor campaigns. This is the last piece of my writeup of Mike’s wisdom.

    monsters

    Mike cried fie on the modern-era concept of PC-leveled encounters. (I don’t remember if he actually said “fie,” but he is the sort of person who would have said “fie” if he thought of it, so I’ll let it stand.) In Greyhawk, you might encounter trolls on level 1 of the dungeon. There would be warnings: skulls and gnawed bones, and the party dwarf might notice a trollish stench. I asked, “Would there also be skulls and gnawed bones in front of the kobold lair?” meaning to ask if the danger warning signs were applied to every monster, weak and strong alike. It turned out to be a bad question: despite their lousy hit points, the badassification of kobolds started on day 1 in D&D. Gygax’s kobolds were deadly. Mike said that they collected the magic items of the characters they killed, which meant that besides their fearsome tactics, they also had a scary magical arsenal.

    When Mike started DMing, lo and behold, the first monsters we fought were… kobolds! The first signs we saw of them were stones whizzing from the darkness to hit our PCs. We chased the stone-throwers into passages, around corners, and past intersections, never sure if we were on the right track. We managed to corner two kobolds, killing one and Charming the other. We tried to interrogate the kobolds, but none of us spoke kobold (we should have thought of that before we wasted our wizard’s only spell, I guess.) We gave the Charmed kobold my map and tried to pantomime for him to complete it, which I thought was pretty clever, but he filled the paper with pornographic kobold scrawls. Couldn’t have been much less helpful than my map.

    We spent the entire session chasing down four more kobolds. They dropped two of us to 0 HP, and it was touch and go whether the rest of us would make it out of the dungeon. Here, again, light was an important factor: since we had torches, we were great targets for stone-throwing creatures in the darkness. Eventually, we started setting ambushes in the dark; surrounding our position with torches so that the kobolds would have to show themselves to attack; and, most importantly, planning fast. Every time we spent too much time in deliberation, another sling stone would come flying out of the darkness.

    Mike later mentioned that he’d given kobolds an affinity for stones because, in Chainmail, kobolds were sort of the monster equivalent of halflings, and halflings also had bonuses with stones. Also, kobolds are traditionally mining spirits: the element cobalt is derived from the name kobold.

    After the game, Mike told us that he’d run this adventure before, and we’d done better than a lot of groups, because we were fairly focused and we played with a minimum of “cross-chat”. We did a little out-of-character and in-character joking around, but less than most groups I’ve been in: both because delays tended to get us attacked, and because we were in a noisy art gallery where we had to strain to hear the DM.

    That’s not to say that there was no joking among the players, and the DM wasn’t entirely serious either. In choosing the kobold mine, we passed up several adventure hooks, including one involving getting back a sacred bra or something – I wasn’t interested in that because it didn’t seem serious enough. I guess I’ve come to expect relative seriousness from the DM and silliness from the players, while Mornard-style OD&D seems to involve seriousness from the players and silliness from the DM. Mornard has said elsewhere that D&D is a “piss-take” – a send-up of the fantasy and wargames of the 60s and 70s. If that’s the case, it’s especially funny that D&D has outlived the things it was parodying. It’s as if the audiophiles of the future had to piece together the music of the 80’s and 90’s entirely from Weird Al albums.

    Speaking of humor: Mike recommended the Book of Weird, a “humorous dictionary of fantasy” that he said was great reading for a DM.

    treasure

    When we finally found a part of the mine that was studded with gems, we grabbed the gems and ran – we didn’t care what else was in the dungeon. We ended up with 27 gems: Mike gave our fighter bonus XP for being cautious enough to pry the first one out with a ten-foot pole.

    When we got back from town, Mike rolled up the values of all the gems, announcing the value of each to the party record-keeper (me, again my default). If I were the DM, I probably would have announced an average value of the gems or something: I wouldn’t have thought the players wanted to sit through a list of 27 numbers. But it’s funny: people’s attention spans get longer when it comes to profits.

    The random rolling paid off for us when, among the other gems, we found a 10,000 GP-value gem. That pushed us all up to level 2. Mike commented that that’s why he likes random charts: they help tell a story that neither the DM nor the players can anticipate.

    character classes

    As we were making our characters, and the cleric was exclaiming over the lack of level spells, Mike told us a little bit about the evolution of the classes. A low-level OD&D cleric, he reminded us, was a capable front-line fighter – kind of an undead specialist warrior – especially in the early days of D&D, when every weapon did 1d6 damage.

    One of the effects of variable weapon damage, he said, was to make weapon choice more plausible and meaningful. Before variable weapon damage, everyone was using the cheapest weapon possible – iron spikes! After variable weapon damage, fighters started using swords, which did 1d8 damage, or 1d12 against large monsters. Fighters with swords was a better mirror of history and heroic fantasy than fighters with daggers or iron spikes.

    combat rules

    Mike played with pretty straight OD&D rules with the Greyhawk supplement. He says that Gary’s group played with variable weapon damage, including different damage for medium and large opponents, but not the AD&D weapon speed rules.

    In our game, when Mike called for initiative, each player rolled a d6 at the beginning of each round. Mike would call out: “Any sixes? Fives?” etc, so a high roll was good. I don’t know if that’s what they did in Gary’s game, but it worked for us in 2012.

    Mike told us that, while he was in Dave Arneson’s game, they mostly played straight OD&D. They didn’t use the hit-location rules from the Blackmoor supplement: Mike doubts that anyone ever played with those. But who knows: “people were bringing in new rules all the time,” he reminded me, “and not everything stuck.” Mike also didn’t remember anyone using the assassin. Too bad: I’m pretty curious about how that class actually worked in play.

    One last comment about Gary Gygax: When Mike joinde Gary’s game, Mike was 17 years old. “Gary was the first person who ever treated me like an adult,” he said. Not a bad legacy, even apart from the cool game.

    gaming with one of the original D&D players, part 2

    Monday, January 9th, 2012
    This entry is part 2 of 12 in the series D&D with Mike Mornard

    Last week I played a D&D game DMed by Mike Mornard, a veteran of Gygax’s and Arneson’s gaming groups. A lot of the original assumptions of Gary’s and Dave’s game didn’t make it through the Little Brown Books into my brain, so as we played, I asked Mike a lot of questions.

    mapping

    At the beginning of our game, I made the mistake of asking the group, “Who wants to map?” Since I had asked first, I was elected to the position. I am a piss poor mapper, especially on non-graph paper. At the end of the game, Mike compared his map to my scrawl, and the contrast was disheartening. On the other hand, my inaccurate, twisted fun-house version of the dungeon was topographically the same as Mike’s map, in the same way that a donut is topographically identical to a coffee mug, and I had been able to accurately steer our group through the map’s twists and turns.

    Mike’s map-describing style was approximately like this. “You go ten, twenty, thirty feet north, and hit a wall. You can go east and west along the wall.” He’d wait for input, like “We go east”, and then continue, “Ten, twenty feet east, and there is a ten-foot wide passageway in the north wall. The stonework here is rougher. The north passage goes straight as far as you can see.” As the party mapper, I would sometimes just say “North” or “East”. This presentation felt oddly like a text adventure: maybe Action Castle is closer to the original version of D&D than I thought.

    One thing that actually made mapping easier: the fact that our light sources were important. We could only see twenty or thirty feet in any direction, which helped focus our decisions. Even in a big room with lots of details, we were only in the position to see a couple of our choices at the same time.

    Mike mentioned that he went to high school with Rob Kuntz, Gary’s eventual co-DM. Rob had an eidetic memory, and when he was playing in Gygax’s dungeon, he didn’t need to map and never got lost. Sometimes he would correct Gygax. Mike did his impression of Gary crying, “Curse you, Kuntz!”

    I should add that, as the mapper, I got a lot of the DM’s attention. Mapping is a big slice of the OD&D pie. This meant I was always engaged, and so was the DM, but what did the other players do while I was asking for clarifications about the length of the east wall? Probably zoning out a little – especially since cross-table chatter was frowned upon. So far I’ve only experienced OD&D as the mapper and the DM, so I’ll have to try a different role next time.

    character background

    Someone asked Mike, “How much character background did you do in the old days?” Mike came back with a pretty quotable line: “The cool thing about your character was what you did in the game.” Characters had backgrounds like “fighter” or, at most, “the youngest son of a landless knight”.

    Mike added that DM game pitches should be short as well: the opening crawl to Star Wars is only 92 words long (Mike went on to quote the crawl from memory: I’m a big Star Wars fan but I was outclassed.) Gary Gygax pitched D&D as, “Want to try this new game called Greyhawk where you kill monsters and get treasure?”

    I was also interested in this quote because, from this and other quotes about the “Greyhawk campaign”, it sounds like players thought of the game as “Greyhawk”. Imagine if D&D had been published as “Greyhawk”: just that name change would cemented the setting right in the middle of the game, and really changed how a lot of people play, I bet.

    Chainmail and game development

    Mike commented that Chainmail was still his favorite minis game. He said that when they introduced new players to the game, they would just give the players a few units to keep track of (battles were often played with four or five players). New players could expect to get beaten for a couple of games too.

    Mike credited Chainmail’s good rules to Gary’s maxim, “I’d rather have a good rule now than a perfect one in a year.” I’d never heard this ascribed to Gary before, but it makes a lot of sense, and when we’re wondering why this D&D class requires so many XP to level up or whatever, it’s good to remember that Gary, Dave, and the other D&D contributors were coming to the table with new rules all the time: those they like stayed, even if some pieces of them were arbitrary and not fully thought-out. It didn’t make sense to kill yourself perfecting every detail while there was still so much new game-design ground to cover.

    This post is getting long, and I still have a lot of game notes to get through! I’ll do one more post, and try to cover Mike’s wisdom on monsters, treasure, character classes, and combat rules.

    gaming with one of the original D&D players

    Friday, January 6th, 2012
    This entry is part 1 of 12 in the series D&D with Mike Mornard

    Yesterday, Tavis enticed my gaming group to the Soho Gallery for Digital Art for a D&D art/gaming event. The bait on the hook included Doritos, new art by Erol Otus and other cool people, and a game DMed by Mike Mornard. Mike played in Gary Gygax’s DND game in 1971 AND in Dave Arneson’s game and Phil Barker’s game. The guy had a talent for finding cool gaming groups.

    Since I’ve appointed myself a minor curate in the Church of Preserving Cool D&D History, I couldn’t resist the opportunity to pepper Mike with questions. I also got to play a session in his game, and made a real hash of being the party mapper. (What else would you expected from a 4e player?)

    Mike showed off some of his autographed books: his 1e Player’s Handbook was signed to “Lessnard the Wizard”, one of Mike’s characters. Apparently, when he was level 1, Lessnard had the distinction of surviving a solo trip to level 3 of the Greyhawk dungeon. Lessnard was alone because he couldn’t convince any hirelings to join him – he had lost too many hirelings in the dungeon already. Mike produced that story to demonstrate that, contrary to common belief, a lowly level 1 wizard had plenty of survivability!

    It sounds like Lessnard adventured over several solo adventures with Gygax, which seems to have been pretty common in the old days. I’d heard that low-level characters often travelled in groups while high-level characters adventured solo, with just their henchmen to back them up, but from the Lessnard story, it appears that even ill-advised level-one characters sometimes attempted the feat. On the other hand, Lessnard’s survival was notable enough to be memorable for 40 years, so maybe it wasn’t a common practice.

    Mike gave a fascinating account of a typical early D&D game, with a peculiar detail that I’d never heard before. Gary never used maps or minis: maps and minis were Dave Arneson’s thing. Gary ran games in his office, which was provided with chairs, a couch, and file cabinets. While playing, Gary would open the drawers of the file cabinet and sit behind them so that the players COULD NOT SEE HIM. They only experienced the Dungeon Master as a disembodied voice.

    During games, cross-talk was discouraged: the party caller did most of the talking, and other players only talked if they had something to contribute. If the players chattered too much, they’d miss what the Disembodied Voice was saying, and that would be, as Mike put it, “suicide”. “You could feel the tension in the room,” he added.

    It’s a very different style than the way I and my friends play. We do a lot of joking and chattering, the DM doesn’t kill you for not paying attention, and apart from a few suspenseful moments, tension at the table is often low. I honestly don’t think one way to play is necessarily worse than the other, any more than comedies are worse than suspense movies or vice versa. I’d be happy to play in either style of game – preferably both.

    Mike said a lot more. I’ll try to write up the rest of my notes – including answers to questions about mapping, classes, weapons, and roleplaying in the early days – in the next post.

    Melancholia

    Friday, December 30th, 2011

    My New Year’s resolution: Class up my D&D game! Instead of tankards of ale, my barbarians will swig tankards of the ’55 Chateau Margaux. And instead of drawing adventure inspiration from pulp fantasy novels, I will use art movies and articles published in the Journal of Literary Theory.

    First up: the Czech movie Melancholia, directed by Lars von Trier!

    The opening sequence of the movie is a series of extremely slow-motion shots of Kirsten Dunst in and around a golf course. In one shot, Kirsten is moving at a minute-hand crawl, while a cloud of insects seemed to be moving at full speed. I thought that, at the rate they were flying, they might not even be visible in Kirsten’s time frame.

    I’ve already run an adventure where the party bargained with friendly quicklings, which move so fast that humans cannot understand their speech. The quicklings overcame this obstacle by drawing pictures for the humans.

    On the other side of the time scale, what if PCs needed to communicate with creatures that moved incredibly slowly? The creatures might be sentient trees, like a decelerated version of Tolkien’s Ents, or they might be living statues in a palace: few even know that they are moving at all.

    Imagine a ritual that can cause you to slow down to their speed. As you cast it, the sun overhead would accelerate until it was flickering overhead. You’d hear a bass growl, which would raise in pitch until you recognized it as the speech of the trees, or statues.

    You’d want to conduct your interview quickly. The DM would track the number of sentences you exchanged with the statues (or trees): each one would cost a month of game time.

    (My review of the rest of Melancholia: Right before I went to see the movie, I read Nancy Balbirer quoting David Mamet: “In show business, women who are lucky enough to find employment are asked to do only two things in every role they ever play: take your shirt off and cry.” Melancholia did not disprove this postulate.)

    sorcerers as wizards (and vice versa)

    Friday, December 2nd, 2011

    This will probably be my last post about Roger Zelazny’s “Dilvish the Damned” short stories, which turned out to be one of my favorite D&D-ideas-inspiring sourcebooks ever, joining the motley collection of African Civilizations and Theophile Gautier’s Captain Fracasse. A lot of Zelazny’s fiction seems to be directly translatable to RPG content. And I haven’t even started Amber yet!

    3e+ D&D takes a bunch of words for spellcaster that all used to mean the same thing – wizard, sorcerer, warlock – and makes them all different classes. In OD&D, Gygax took all the synonyms for wizard he could find and made them level titles – to lock up IP from potential competition, he said. But you can’t really copyright these words, and other authors are going to redefine them in their own ways.

    Here’s Roger Zelazny’s definitions of wizards and sorcerers from Dilvish the Damned:

    “But if that isn’t sorcery, what is?”

    “Sorcery,” she replied, “is an art. It requires considerable study and discipline. One must generally apply oneself for a fairly long period even to obtain the relatively modest status I have achieved. But there are some other routes to magical power. One might be born with a natural aptitude and be able to produce many of the effects without the training. This is mere wizardry, however, and sooner or later–unless one is very lucky or careful–such a one gets into trouble from lack of knowledge concerning the laws involved in the phenomena. I do not believe that this is the case with your lady, though. A wizard usually bears some identifying mark visible to others in the trade.”

    This definition – with sorcerers as academic porers over tomes and wizards as natural talents – is hilariously opposite the descriptions of wizards and sorcerers from third edition. Even many of the same words are used in the (swapped) descriptions. In the 3.5 PHB, sorcerers have “inborn talent” and “cast spells through innate power rather than careful training and study“. They are even “marked as different by their power“, like Zelazny’s wizard. The PHB wizard, on the other hand, must spend “years in apprenticeship“. Magic is “not a talent but a difficult art.

    This kind of thing will happen a lot when you start ascribing different meanings to synonyms. For example, a different fantasy author could easily decide that hobgoblins were smaller than goblins. You’d also be perfectly justified in making goblins, hobgoblins, elves, dwarves, gnomes, and trolls all the same species.