Showing posts with label Chainmail. Show all posts
Showing posts with label Chainmail. Show all posts

Wednesday, August 05, 2020

Rethinking Dungeons & Dragons: An Alternate "Original D&D" Combat System


As you might have noticed, I've been on a bit of a Dungeons & Dragons history and prehistory kick of late. My past two posts have discussed articles from the old British Miniature Soldier Society's Bulletin and the Society of Ancients Slingshot Magazine and how those relate to the early development of D&D. I'll be returning to that series of pre-D&D influences in the British gaming scene soon, but I recently read a very interesting conversation over on the OD&D discussion boards regarding the combat system for David Arneson's Blackmoor Campaign.

As most of you know, Dungeons & Dragons is over 40 years old and though the game has changed a lot over the decades one thing has remained the same. In every edition since the Little Brown Books first introduced the "Alternate Combat System" the basic mechanic of the game has been for players to roll a Twenty-sided die to determine success or failure when attacking in combat. That term "Alternate Combat System" has always intrigued me. While the original Little Brown Books recommend using Chainmail as the combat system for D&D play, it isn't evident that this was the system that either Arneson or Gygax were actually using in their pre-publication D&D games. Writers like Jason Vey, Jason Cone, and Daniel Boggs (as Alderron) have all examined how to run D&D using the Chainmail system. Jason Vey's Spellcraft & Swordplay Core Rulebook and Daniel Boggs' Champions of ZED: Zero Edition Dungeoneering have gone even further an attempted to create and play games that are similar in style to the game David Arneson may have played in the pre-publication days of D&D.

The recent conversation on the OD&D discussion boards was started by Daniel Boggs who was inquiring what David Arneson's post-Chainmail game sessions might look like. According to Boggs' post, Arneson's crew may have played using rules adapted from an Ironclads rule set Arneson had designed for American Civil War ship to ship combat. I initially confused Arneson's Ironclad rules with Tom Wham's Ironclad rules and some large sum of cash spent at Noble Knight Games later, I discovered that these were not the rule Boggs was referencing.

The discussion board conversation inspired me to play around with a "pre-D&D-esque" combat rules set of my own based on a system of rolling 2d6-2 for the combat rolls. If you read the Boggs' led conversation, you'll see that 1-10 rolls (or 0-10 rolls) might have been used by Arneson's team. My goal here is to open a conversation and get feedback before playtesting. I'm in the process of adapting the Chainmail rules outright, but this would be another alternative system.

The original Chainmail man-to-man combat system, as Boggs/Vey and others have pointed out Chainmail has at least 3 combat subsystems, uses a comparison of a person's weapon and an opponent's armor to determine the to hit roll. For example (looking at the table below), a person with a dagger would need to roll a 12 on 2d6 to hit a person wearing Plate Armor and Shield. Any blow struck kills the target, or deals 1d6 damage in D&D's adaptation of the rules.
This is a very workable system that has a lot of granularity and is one that I'm looking forward to playing with my regular game group, but it is also one that is more "fiddly" and combat table based than many modern gamers are used to in their games. If you look at the table above, you'll see that Chainmail used an ascending Armor Class much like the modern game. This was reversed in original D&D and Armor Class was rescaled so that lower Armor Classes were better and Plate Armor and Shield was given an AC of 2, while No Armor was given an AC of 10.

Under a d20 system, I have come to prefer ascending ACs as being more intuitive for players, but in the system I'm about to propose I'm going to recommend keeping the reversed ACs of the Original Little Brown Books.

What is my alternative system? It's fairly simple and is essentially what was discussed in the OD&D boards. I want to experiment with rolling 2d6-2 where the characters hit if they roll less than the AC of the defender. You can see a breakdown of the probability of success below. I've selected "less than" rather than "equal to or less than" because I want to have some potential for automatic failure.

You'll notice that this system makes it very difficult to hit opponents with a good armor class. A player would only have an 8.33% chance of hitting an opponent with an AC of 2 (Plate Mail) and only a 2.78% chance of hitting an opponent with an AC of 1 (Plate Mail and Shield). This won't be too big a deal if GMs ensure that such armors are expensive and doesn't give too many creatures an Armor Class that low. Such a strong defense should be limited to Dragons and the like.

Now that I've established the base to-hit numbers, I've got two D&D related questions to answer.
  1. How does level advancement affect to hit rolls for both monsters and character?
  2. How much damage is done on a hit?
Keeping the basic classes of the first three Little Brown Books (Fighting Men, Clerics, and Magic Users), I think that these classes improve in their ability to bypass armor as they increase in levels by having the ability to modify the Armor Class they are rolling against. In essence, higher level characters are more able to see and exploit the weaknesses in armor and thus can treat Armor Classes as a higher Armor Class as they gain levels. I would propose an advancement that looks like the one below. Fighting Men begin play with a slightly better chance to hit opponents than other classes and start with a bonus where other classes have to wait and have a lower total bonus at higher levels. Keep in mind that the Armor Class Adjustment is added to the Opponent's Armor Class and not to the die roll. Thus a 13th Level Fighting Man would attack Plate Mail and Shield (AC 1) as if it was Leather and Shield (AC 6) and would hit that 58% of the time. This may seem pretty radical, but keep in mind this is a very high level Fighting Man and that it is only a single hit.
The second question is what to do about damage. In Chainmail a single hit equals death, but "Heroes" and "Superheroes" are able to take multiple hits before dying. This is reflected in the Little Brown Books in two ways. The first is the "Hit Points" with which gamers are well familiar. The second is by counting characters as multiple "Men" as they progress. A high level Fighting Man might eventually fight with the ability of "8 Men" at the "Superhero" rank. Essentially, the ability to fight as multiple people is reflected in the Hit Points of the characters as they have a number of d6 Hit Dice that are essentially equal to the number of "Men" the character can fight as. Given that all weapons in the Little Brown Books do 1d6 damage, each successful attack does enough damage to kill a level 1 character (1 Hit Die of 1d6 vs. 1 attack of 1d6 damage), it doesn't really matter whether you want each attack to do 1 "Man" of Damage or 1d6 of damage. It's only when you add the rules for Magic, and this is D&D after all, that it becomes evident that the damage should be 1d6 per hit.

But how many "attacks" does a character get? Looking at the Fighting Capability, you can see the references to a number of "Men" for each class. That's what I would use to determine the number of attacks. Yes, this means that I'd have a high level fighter making 8 attacks against opponents. You might think that this affects game balance, except when you compare it to the damage that high level Magic Users are capable of dishing out I think it's more than warranted.

These are some preliminary thoughts on a Alternative to the "Alternative Combat System" that captures a bit of the miniature inspired play while being a bit more freeform than a strict adherence to Chainmail.

What are your thoughts?

Saturday, June 20, 2020

When Discussing Early RPGs and Wargames, Let's Not Forget the British Scene Part 1


Issues 6 and 7 of the 1956 British Model Soldier Society Bulletin

This is the first in a series of posts discussing the British Wargaming Scene and D&D. The second post can be read here.

The recently released Secret of Blackmoor documentary provides a lot of information about how the modern role playing game developed and how important the Minnesota Wargaming scene was in the creation of Dungeons & Dragons. Particular importance is given to the quasi-roleplaying events created by David Wesely around 1969 called Braunsteins. One way of describing these events is as a combination of postal Diplomacy, traditional Wargaming akin to Strategos, and childhood storytelling games. They were truly innovative and a direct antecedent to Dungeons & Dragons, especially with regard to the role playing of characters and the playing of campaigns that continued session after session.

The role that David Arneson and his gaming community played in the development of role playing games had too long been hidden in the shadows of Gary Gygax and it's fantastic to see a focus on the co-creator of Dungeons & Dragons. In doing so, however, we risk losing sight of the fact that role playing games were a "perfect storm" of gaming influences coming together and that many of the things that were happening in the Minnesota Wargaming scene were happening elsewhere as well. In the case of the British Wargaming scene, they were happening in a way that also influenced the invention of Dungeons & Dragons and that provided a fertile field of consumers in the UK when the game finally came to the shores of Albion.

When it comes to Miniatures Wargaming, in both the US and the UK, there are a handful of names that loom large and are the wargaming equivalent of Gygax & Arneson: Tony Bath, Donald Featherstone, Jack Scruby, Charles Grant, Donald A. Wollheim, and Captain J.C. Sachs. Not to mention the influence of H.G. Wells, Robert Louis Stephenson, Peter Cushing, and "Cass and Bantock" on the hobby.

I mention all of these people because the British wargaming scene not to take away from the influence that David Arneson and his group had on Gygax and D&D, but to point to another group that had an influence on both Arneson and Gygax. The miniatures wargaming community in the mid-20th Century was small and gamers communicated with one another across the "pond." The fact that Gary Gygax had a letter published in Donald Featherstone's Wargaming Newsletter is proof that they were in communication with one another, or at least that the UK scene was an influence on Gygax's gaming. We also know that Gygax and Perrin's Chainmail rules were influenced by Tony Bath's 1956 and Phil Barker's 1966 rules for Ancient and Medieval Wargaming. The fact that Barker's rules were published in a 1966 copy of the Wargamer's Newsletter suggests that Gygax had been reading the magazine for some time prior to his published letter.

Little Wars: How HG Wells created hobby war gaming - BBC News

But let's take a step away from the direct influence and merely look at the development of wargaming in the UK. The original recreational wargamers, at least in published form, are H.G. Wells and Robert Louis Stephenson. Wells' rules were published, but they bear little mechanical resemblance to modern role playing and wargaming. Casualties in Wells' game were determined via the shooting of a toy cannon and not the roll of dice. If you want to check out the game and play it with its original rules, or with new ones, I recommend the recent Paper Boys edition.

There are a number of wargame rules that follow Wells, I think Charles Grant provides the best description of how wargaming in the UK engaging in many of the same types of play that would result in D&D and it is Grant who will be the focus of today's post. In the May 1955 British Model Soldier Society Bulletin, Charles Grant discuses the state of wargaming at the time in his article "The War Game -- Past, Present, and Future."



His account is highly personalized, but matches the development of the hobby. It began with "casualties being inflicted by means of a table top tennis ball," shifting to the British Model Soldier Society's rules when he was older and began to reenact Napoleonic campaigns. It's interesting to note that these rules also appear to use some form of projectile to determine casualties as Grant states, "these games were more or less based on the Society's rules, the exception being that, having regard to the quality of the troops engaged, no actual firing took place..." It is at this point that Grant begins to calculate losses.

It is soon after his shift to Napoleonics that he began playing in games of another sort, and this is where we begin to see parallel developments in the UK hobby to what would eventually happen in Minnesota. Grant states that on one occasion, "a three-handed game was played [with] a certain amount of diplomatic prelude being necessary. Never were there such Machiavellian machinations...and when the three armies finally met in battle, each contestant was firmly convinced that he had at least one ally!" This description suggests that there were proto-roleplaying elements being inserted into Grant's gaming, thanks to Peter Young, and that it was only the very real Campaign of 1939 (the beginning of WWII) that provided the reason that "the protagonists had to go their separate ways." Grants descriptions in 1955, of his pre-1939 gaming, very much sound similar to that of Arneson's Braunsteins. Here are an example of how role playing campaign elements appeared to enter play, "On the historic occasion when one Hess parachuted on to my native soil (likely this actual event) I received notice from my enemy that a certain Murat had been picked up, having dropped from a balloon 'somewhere in Austria!'" Grant also discusses how his group changed the rules to classify wounded in a manner that added "verismililitude to one's bases and lines of communication."

Two things are made abundantly clear by these examples. First, that Grant and his fellow gamers were playing campaigns similar to what modern roleplayers or wargamers would understand. The fact that their "Campaign of 1805" resulted in very different combats from those in history, combined with the fantastic tale of Murat's balloon drop, suggest that the Grant games engaged in a level of roleplaying, even before they began to incorporate dice into play.

Grant goes on to mention the use of rules developed by "Captain Sachs," though those appear to still require the use of actual projectiles for casualties. It isn't until Grant encounters the "Bantock" rules, probably the Bantock-Cass rules Donald Featherstone mentions as being influential to Tony Bath, that Grant begins to favor wargames that use die to determine outcomes. Grant went on to become one of the major figures in wargaming and it's interesting to see how much "roleplay" existed in the hobby as a whole. We'll see more of that when I discuss Tony Bath's writings in the 1956 Bulletin and his famous Hyborian Campaign.

Before I move on though, I'd like to note again that Donald A. Wollheim was an active participant in the British Model Soldier Society. The reason I'm taking the time to highlight this is that Wollheim was a major US Fantasy and SF publisher and was (in)famous for bringing the first paperback printings of Lord of the Rings to the US with his "Ace" paperback versions.

What I find striking in all of this is the deep connections between wargaming and Fantasy as the hobby developed. From Bath's Hyborian campaign, inspired by Robert E. Howard's Conan, to Wollheim's membership in the BMSS, an active gaming community, the ties are there from the start and they span the Atlantic.


Thursday, December 05, 2019

Initiative in OD&D: Remember when D&D Combat was "Simpler" and "Easier" to Understand than 5e? Me Either. (Part 2)

Copyright Jody Lindke 2019
Two weeks ago (sorry for the break, but Thanksgiving), I posted the first in a series of articles discussing the complexity of early editions of the Dungeons & Dragons role playing game. With each new edition of the D&D game, some players like to reminisce about how much easier to understand to play the game was "back in the day." The fact is that the old game was extremely complex and difficult to understand for neophytes. Heck, as an experienced gamer I had trouble understanding how to play OD&D (that's the little brown books) and could only figure out how to play Chainmail because of my experience playing Warhammer Fantasy.

While it would be fun to do a read through of all the little brown books, that isn't the intention of this series. This is just to show how complex OD&D combat was, and later how complex Basic and AD&D were as well, starting with the little brown books and moving forward into the various supplements and official articles that expanded the combat rules.

The first few articles will cover the following topics:

1) Initiative -- The Turn Order. Who goes first and when and how do they go?
2) Hitting and Damaging Characters and Monsters and Why Do We Have So Many Subsystems?
3) Expanding Play with Greyhawk...(followed by the other supplements).

Combat in OD&D has two main subsystems, Chainmail and the "Alternative Combat System." There are numerous references to Chainmail in the rules, which indicates that using Chainmail was a possible way to play D&D even though David Arneson made it clear that those rules were expanded upon and changed over time. Here are some examples:

  • On page 5 of Men & Magic (Book 1 of OD&D), the rules list Chainmail under "recommended equipment." 
  • Elves (page 8 of Men & Magic) "also gain the advantages noted in the Chainmail rules..." 
  • Halflings (page 8) "they will have deadly accuracy with missiles as detailed in Chainmail."
  • Fighting Capability (page 18) "to use in conjunction with the Chainmail fantasy rule, as modified in various places herein..."
  • On page 5 of Monsters & Treasure "Special ability functions are generally as indicated in Chainmail." 
  • Page 5 of Monsters & Treasure "Combat is Detailed in Vol. III"
  • Page 25 of Vol. III (The Underworld & Wilderness Adventures) "Land Combat: The basic system is that from Chainmail, with one figure representing one man or creature..."
These are just some of the examples from the book, and they leave out the brief and not very revealing mentions of the "Alternative Combat System," so it's pretty clear that whether or not the creators of the game had moved on from Chainmail and were playing using the Alternative system that the rules assume play with Chainmail is possible. No place is this more clear than in the lack of rules for initiative. The first mention of initiative processes is under "Aerial Combat" in Book III where they recommend simultaneous movement. There is no such recommendation for Land Combat, so we are left without a written initiative system in the OD&D books and must look to Chainmail for our solution. Thankfully such a solution is available.

What does initiative in Chainmail look like? There is a "Move/Countermove" system and a Simultaneous system. Since Book III only specifically recommends the simultaneous system for "Aerial Combat" and "Naval Combat," but not for "Land Combat," I'm going to assume that the standard method for initiative follows the "Move/Countermove" system in Chainmail.  Here is a brief breakdown of that system.

Ignoring split-moves (which are for missile fire by certain troop types), pass-through fire, artillery fire, and missile fire, the system follows a simple format.

  1. Each player rolls 1d6. The player with the higher roll moves first and the lower roll moves second. There are no modifiers for high Dexterity or anything like that.
  2. After all movement the players resolve any melee combats. 
In the initial discussion of the turn sequence, there is no way to determine who goes first in melee. In fact, basic melee resolution is simultaneous in nature, "After both players have rolled the number of dice allotted to them for their meleeing troops by the Combat Tables, casualties are removed, and morale for both opponents is checked (Chainmail, 15)." In the basic initiative system, all combat is simultaneous. That system, however, is designed for mass combat where figures represent actual people at a ratio of 1:20, later in the book we are given a more detailed account of determining who goes first in man-to-man fights.


From this we know that characters enter Melee combat when they are within 3" on the table (30 feet in OD&D per Book III page 8). We also know that the combat is no longer simultaneous, if you kill your opponent there is no return blow. This makes going first important. So, who goes first?

  1. "The attacker" is the first option. One imagines that the attacker is the player who moved the figure into within 3" and initiated combat.
  2. UNLESS the defender has a weapon that is two classes higher, or the defender is fighting from above..."You cannot win Anakin! I have the High Ground!"
Figuring out who has the high ground is easy, but what are these weapon "classes"? Those are listed on a chart on page 41, but I've made a new version for reference below.

Weapon classes are listed next to the weapon with higher numbers referring to longer weapons. This is where the weapon class mention above comes into play and if a defender has a weapon two classes higher than the attacker then the defender attacks first. For example, if a warrior with a sword charges a man with a pike it is the pikeman who strikes first (12 is significantly higher than 4).

It is important to note that who acts first might change in the second and later rounds of combat. As stated above, the first attack in the second round is:
  1. Struck by the person who attacked first last round, UNLESS...
  2. The opponent has a weapon two classes lower, or
  3. The opponent is fighting from above.
If we assume the same "sword vs. pike" scenario above, the character who strikes the first blow in the second round will shift from the pikeman to the swordsman. This would reflect the swordsman getting past the pike and closing the distance during the prior minute of combat. Combat in OD&D is minute long combat rounds. As stated in Book III (page 8) "Movement is in segments of approximately ten minutes...Melee is fast and furious. There are ten rounds of combat per turn." The minute long combat round helps to explain why Dexterity doesn't play a role in the initiative system. This provides a realistic, if complex, initiative system for how combatants engage with one another in melee.

Now that we have a basic understanding of the melee order, we can ask what "split-moves and missile fire" and "pass-through fire" are, since these can happen before melee. "Split-move and missile fire" is a relatively unique ability possessed by special light horse troops in Chainmail. On page 12 of the Chainmail rulebook, it describes "Split-move and Fire" as follows, "Horsemen armed with bows are permitted to perform this type of movement. To accomplish a split move and fire, the horse archers move up to one-half of their normal movement, immediately conduct missile fire procedure and continue to move out the balance of their normal movement, not to exceed one-half of their normal movement. The horse archers may be fired upon by opponent missile troops during their firing pause."

While one might be tempted to limit "Split-move and Fire" actions to specially trained troops in D&D, that doesn't seem to be the intention here. While it is true that this kind of action is inspired by Mongol horsemen, it is the fact that the move action is done by the horse rather than archer that allows for the ability to fire during movement. This seems to imply that any mounted combatant in OD&D should be allowed this ability if they have proficiency in bows. Chainmail's Man to Man Fantasy Supplment section states that Elves may split-move and fire on foot.

You'll note that the quote above mentions that "horse archers may be fired upon" during their movement, even though this happens outside the "missile" phase of combat. That is because of the possibility of "Pass-through Fire" which allows "stationary missile troops...to give pass-through fire to any enemy units which are within their missile range at the half-move portion of the turn. This would include any enemy troops split-moving, passing by, or charging missile troops." This means that the "missile fire" component of the combat round actually happens during two possible segments of the combat round. It can either happen during the movement phase "at the half-move portion of the turn" or during the missile combat phase.

While this process seems simple at first it is confounded by the rate of fire rules for missile weapons, which state, "Crossbowmen, Archers, and Longbowmen may fire every turn. If Archers and Longbowmen do not move and are not meleed at the end of the turn, they may fire twice." The ability for stationary units to fire twice adds some complexity to the rules as this can mean that a missile unit fires once during "Pass-Through and Fire" and once during the "Missile Fire" phases of combat, or just twice in the "Missile Fire" phase.

This all makes for an extremely complex initiative system that has dynamic realism, but is anything other than simple. Let's illustrate this with a simple combat between four combatants: (A) A Human Swordsman, (A) A Human Archer, (B) A Goblin Spearman, and (B) A Goblin Archer. These combatants meet in a clearing.


Terrain by Dice Grimorium and Tokens by 2 Minute Tabletop.

For the sake of argument, we'll say that group A wins the initial roll and gets to move first and that the squares represent 10 feet instead which was standard for earlier editions of D&D. To make things simple, we will assume that all figures can move 12" during combat. This example will only cover initiative and not resolution.

Having the first movement, the swordsman rushes to close the distance and charges ahead toward the Goblin Spearman. As he is in range of the Goblin Archer, he triggers pass-through fire as he makes his way towards the Goblin Spearman. Assuming the Goblin Archer failed to kill the Human Swordsman, that character can enter melee combat as soon as it is within 3" of the Goblin Spearman.

Terrain by Dice Grimorium and Tokens by 2 Minute Tabletop.

Since the Human Swordsman can move 12", and since we ruled it survived "Pass-Through" fire, the figure can continue until it is in base to base contact with the Goblin Spearman and engage in a "Charge" move. This would allow, and would in fact require, the Human Swordsman to continue moving if he defeated the Goblin Spearman in combat.

Now that Player A has moved all the combatants desired, in this case only the Human Swordsman, Player B has the opportunity to move. Seeing there is an Archer, the player elects not to move and suffer "Pass-Through" fire.

All movement being completed, it's time for the Melee round to begin. It's important to note that the Goblin Archer is not necessarily engaged in combat as page 15 of Chainmail states "Missile Troops interspaced with other footmen forming a defensive line may "refuse" combat and move back 3" out of combat range. However, if the other footmen who are meleed are killed or driven away, the missile troops must fight if the attacker is able to continue his charge move." In this case the Human Swordsman charged and would benefit from this if it killed the Goblin Spearman. Since this is 1:1 combat, we will move the Archer back 1" rather than move it off the map.

Terrain by Dice Grimorium and Tokens by 2 Minute Tabletop.

Now that the two Melee units are in contact and the Movement phase is complete, we must resolve missile combat. The Human Archer (A) has not moved and may thus fire twice at opponents. The Human Archer can choose to fire both shots at the Goblin Archer, split them between the Goblins, or fire both at the Goblin Spearman. They are able to do this because as an "Archer or Longbowman (they) may fire over the heads of intervening troops, friendly or enemy, providing they are more than 3" distant. Indirect fire reduces the range of the weapon firing by one-third. Indirect fire automatically classifies the target in the next higher armor category..." The Goblin Archer, having moved 3" to avoid melee, can only fire once. These shots will be resolved simultaneously as they fire at one another.

Having finished the missile phase, we resolve the melee. In our example we have a Swordsman attacking a Spearman. If both had been wielding swords (weapon class 4), the Human Swordsman would have gone first, but the Goblin is a Spearman (weapon class 8) which is more than 2 classes higher than the Human's and thus the Goblin attacks first. If the Human lives, then it may strike again. These two figures are locked in melee combat until one is killed or routed by the other. There is a strict Zone of Control here.

If all combatants survive, a new roll is made and combat starts at the beginning with movement, then missile fire, then melee. During this second round of Melee, the Human Swordsman will attack first because it has a weapon 2 classes or more LOWER than the opponent and has managed to get through the weapon's reach.

As you can see, this is a very complex system. It is likely more complex than it was actually played, but having worked my way through it I see it as a very workable system that would have benefited from clearer writing. It's also a system I just might try to use in a few session in the future.

The next post will discuss how to hit and damage opponents using the Chainmail based system for combat and not the Alternative System.

Tuesday, November 12, 2019

Remember when D&D Combat was "Simpler" and "Easier" to Understand than 5e? Me Either. Part 1: Some Initial Thoughts


GamerGrls by Jody Lindke ©2011
Back in September of 2019, Cam Banks wrote a brief response to people who argued that they missed the "good ol' days of gaming" when combat was easier to learn and play than the 5th Edition of Dungeons & Dragons. Cam's response was direct and to the point.


My response was a little snarkier than Cam's and included a reference to the Weapons & Armor chart in the 1st Edition AD&D Players Handbook (sic).

The point that each of us was making was that it is a myth that older versions of D&D were "rule light" that were easier to learn for newer gamers, or were somehow superior to more recent versions of the game because of their ease of play. Dungeons & Dragons has always been a complex game with arcane rules for combat that could be intimidating to new gamers and veteran gamers alike.

I've been a fan of every edition of Dungeons & Dragons that I've had the pleasure of playing. Yes, I even LOVE 4th Edition D&D. I think it has a nice balance of tension at the heart D&D system, whether to focus on role playing or on tactical combat. Each edition of the game has tried to fall somewhere in the middle, allowing for players who favor each kind of play to have a good experience, but I think that 4th Edition hit an almost perfect balance between the two. I would also argue, and this might shock some people, that it was less a tactical combat game than most of the editions that preceded it. This is especially true of 3rd Edition, which is the most granular simulation of tactical skirmish combat ever designed. 

There are so many sub-systems in 3rd Edition that you can essentially solo-play "SIMTavern" by using the skill rolls and random encounters without the need of a DM. I'm not writing that as a critical statement. It's a remarkable achievement that appeals to a sizable group of gamers that includes me as a card carrying member. I've spent many an hour using GURPS and Hero System to do exactly this type of gaming, and prior to 3rd Edition I never thought D&D was a good "SIMCity" rpg.

But this post isn't about the underlying skill system and how well it can be used to simulate day to day activities in a Bayesian's Daydream of game play. This post is the first in a series of posts about D&D combat and how complex it has always been. This series will cover Original Dungeons & Dragons, using both the Chainmail and Alternative Combat System variants, Basic D&D (Holmes, Molday/Cook, and Mentzer), AD&D 1st Edition, and AD&D 2nd Edition.

Today's post is just an overview regarding the motivation for the series of posts, which is a desire to argue that there never has been a truly simple era of D&D combat. As Cam stated above, each edition has its problems and gamers have adapted to those problems. Smart people have been confused by D&D from the beginning. If you read the first few issues of the famous Alarums and Excursions fanzine (you can order them from the source here), you'll see that some early gamers misinterpreted the spell system and Lee Gold initially thought that saving throws were based on rolling 2d10 and adding them together.

Lee Gold Discussing Saving Throw Probabilities Based on Assumption of 2d10 Added Together

While modern gamers may wonder how a game designer like Lee Gold could have this assumption, one need only look at the older twenty sided dice to see that they were numbered 0-9 twice. Thus it seems natural to infer that the alternative combat system and saving throw system were based on a roll of two of these dice added together. Later editions discussed this more expressly and included recommendations for how to convert these dice to "true" twenty-sided dice.

Modern gamers have the advantage of beginning play upon a foundation of norms established over decades. Early gamers didn't. This made early D&D even more confusing than today's game. Though I will argue in the next post that using the Chainmail system for D&D combat is even more confusing than today's game, even for a gamer with strong foundations in both role playing and modern miniatures games. Had I not played Warhammer I would have been in the dark on how to play Chainmail, even having read the rules several times. Though after examining those rules, rules it seems no one actually used for D&D, I think they would work quite well and eagerly want to try my hand at them.

Tomorrow, I'll delve into D&D Chainmail. For now, I'd like to know if any of you have tried it.

Friday, April 29, 2016

Hedgehobbit Discusses VanGrasstek's DUNGEON -- An Early Indie RPG

In addition to work, TA-ing, grading, and working on my prospectus, I've been toiling around with creating rules that approximate how I would have played D&D if I had been an adult when the original Little Brown Books were published. I've been reading and re-reading the Chainmail rules and reading sections of the original D&D rulebooks to get a sense of how I would have understood those rules if I had never played the game, no one was there to teach me the game, and all I had was these physical documents from which to develop a game. It's an interesting challenge, but it's the challenge that many early gamers faced.


I've been a fan of the fanzine Alarums & Excursions since it was first introduced to me by Gary at Aero Hobbies. Gary, who is sadly no longer with us, was a central figure in the Southern California role playing game scene. His gaming group is responsible for the creation of the Thief Class for D&D, think about that the next time you backstab someone in game play. When I walked into Gary's store, I was new to the Los Angeles area, but he quickly made me feel at home in this metropolis and introduced me to a number of wonderful people. He was a one man social network, and the issue of Alarums & Excursions he first handed me was like a social network in print form. Prior to reading this issue, I had heard of the zine but I had no idea what to expect. What I found was that it was like reading the best parts of a very creative discussion forum, a forum where people didn't hastily respond and thus where the worst of forums rarely reared its head.

What most amazes me about Alarums & Excursions is the creativity, this is especially true in the early issues. Reading the first few issues of the zine - and I'll be discussing my adventures reading the zine in detail in a series of posts - I was struck by how varied the interpretations of how to play D&D were. I'm not saying that I was struck by the differences in "house rules," though those are remarkable as well, rather I was struck by how differently people interpreted the rules of the original books. The early 70s was truly a time when everyone was playing a different version of D&D, and that makes the era all that more exciting to me.

So I want to try to capture some of that magic. I want to play D&D as I "would have" played it if I'd been around then to do so. What would my D&D have looked like? In order to help me on this quest, I've read a couple of other attempts to create rules for "Playing D&D with Chainmail" and I'll share my thoughts on those when I share my version of how to do just that. I've also been reading Craig VanGrasstek's rules for Dungeon  written in 1974. VanGrasstek's rules, discussed in the video by Hedgehobbit embedded below, are one player's attempt to reverse engineer D&D from a playing session.

Let me repeat that. VanGrasstek's rules are a reverse engineered version of D&D based upon his experience in a gaming session. That's how explosively creative and desiring of new kinds of play the 70s were, it's also what we see a lot of today in the DIY game community. Reading VanGrasstek's rules have given me a sense of the kinds of things that get "lost" in interpretation, and I'll be keeping those in mind as I design "How I Would Have Played LBB D&D." I think it will be a fruitful exercise, and I hope that I'll be able to convince my gaming group into giving my LBB D&D a try. Maybe we can even see a bunch of different versions of D&D in our group and try them all.