Showing posts with label DnD. Show all posts
Showing posts with label DnD. 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?

Thursday, July 23, 2020

When Discussing Early RPGs and Wargames, Let's Not Forget the British Scene Part 2: Did Tony Bath Influence the Famous Appendix N?


B.M.S.S. 6,7, and 8 (1956) from Author's Private Collection

This is the second in a series of posts about the British Wargaming Scene's influence on D&D. The first entry in the series can be read here.

We've long known that Tony Bath's rules for medieval combat influenced the creation of Chainmail, and thus D&D. Tony Bath was one of the most influential members of the growing British wargaming hobby in the middle of the 20th century. But I think historians and fans often overlook how much he influenced not only the mechanics of play, but the genre of play as well.

Tony Bath's "War Game of the Middle Ages and Ancient Times" was first published in 1956 in the June/July and August/September issues of the British Model Soldier Society's The Bulletin. A critique by Charles Grant and rules "errata" were published in the October issue that same year. These ancient rules were significant in a couple of ways. They are among the early rules sets to innovate by using dice to determine combat outcomes and they are one of the earliest rules for medieval and ancient miniatures combat.


Bath also wrote an article in July 1966 issue (51) of Wargamer's Newsletter, an issue that had "1066" as its theme and which contained Phil Barker's influential medieval rules.  Wargamer's Newsletter was published by Donald Featherstone, who is arguably the most significant evangelist for the wargaming hobby, and had frequent contributions from Tony Bath, Charles Grant, and others. Featherstone discussed the importance of Bath in the hobby, and shared an abbreviated form of his rules, in his 1962 book War Games. Interestingly, Featherstone's discussion of Bath's rules in that book includes references to Bath's Hyborian campaign in which Bath used Robert E. Howard's fictional setting as the foundation for a wargaming campaign. This allowed players in Bath's gaming circle to mix and match armies from antiquity and the middle-ages in "what if" battles that wouldn't be possible in a more historically focused environment. The fact that Bath's rules were known to Gygax, and that Bath used a Howardian setting (though one without magic), might serve as sufficient evidence that Bath provided a kind of pre-Appendix N inspiration to incorporate fantasy into gaming that was picked up and expanded upon by Gygax. Such an assertion would be limited though due to the fact that Bath's campaign didn't use magic and that Howard was surging in popularity in the 60s.

There is, however, additional evidence of Bath's potential influence on Gygax's selections in Appendix N and in D&D in general. In fact, in many ways it might be argued that Bath provided a road map of influences that Gygax followed in selecting the appropriate fantasy milieu to incorporate into table top gaming. Where is this road map? In the pages of the Society of Ancient's house magazine Slingshot.


Tony Bath founded the Society of Ancients in 1965 with a small membership of around 20 members. The Society was created as a way for those interested in ancient battles to share their research, gaming rules, and insights with one another. Amazingly, the Society is still around today and readily makes available back issues of their in house newsletter. One of the things that really amazes me about the British gaming scene, at least the wargaming scene, is how keen they are to maintaining records of the history of the hobby and making available content to the "non-collector" audience. Between the John Curry's History of Wargaming Project and The Society of Ancients, one can access a lot of older material at very reasonable prices.

In issue #9 of Slingshot, published in January of 1967, Tony Bath wrote an article of particular interest to fans of Dungeons & Dragons. In an article entitled "Campaigning with the Aid of Fantasy Fiction" (Page 10), Bath provides a relatively detailed account of the fiction that can serve as inspiration for miniature wargaming campaigns. 


What was contained in Bath's article? In the article, he argues that players will find playing wargame campaigns in fantasy worlds of their own creation to be superior to strictly historical play and argues that one of the advantages of using fantasy fiction as a foundation is the fact that many fantasy worlds come with detailed maps which can be used to track campaign activities. Additionally, he provides a number of recommended literary works. Instead of publishing excerpts of the article, I'll provide a quick list of inspirational sources in the order Bath provided them in his article.

  • Robert E. Howard's Hyboria
  • Tolkien's "Lords of the Ring" (sic)
  • Edgar Rice Burroughs Mars and Venus Books
  • Fritz Leiber's Nehwon stories
  • Robert E. Howard's Almuric.
  • L. Sprague de Camp's Tritonian Ring, Queen of Zamba, Hand of Zei.
  • Leigh Brackett's Mars stories.
Following the discussion of influential works, Bath discusses "kingdom structures" in a manner that both seems to advocate for proto-roleplay and predicts the later focus on domain creation/rule by name level characters in D&D as the leadership hierarchy in his discussion is similar to discussions in D&D publications.

What do we notice about the list of inspirations above? Other than Tolkein, whom Gygax claimed had minimal influence on the milieu of D&D, all of these authors feature heavily in early D&D writings and Appendix N.

I cannot, and do not, claim that Gygax based his readings on Bath's recommendations. There isn't evidence for that and many ideas come to people at the same time. What I am claiming is that it is possible that Bath's love of the same fiction as Gygax, the fact that Gygax's own gaming rules were influence by Bath, and that Gygax himself had articles published in Wargamer's Newsletter, might suggest that Bath's list might have inspired Gygax to create games based on the fiction he loved.



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.


Monday, December 16, 2019

Geekerati Monday Geekosphere Snapshot 12/16


It's time for another snapshot of the Geekosphere! Today's post features products and posts of things I thought might be of interest to my fellow geeks.

Cat Themed Dice Trays from Cozy Gamer.



First and foremost are these cute as a kitten Cat Dice Trays from Cozy Gamer. Ever since I backed the first set of Symbaroum products, and received their mouse pad material dice tray, I've been a big fan of having dice trays at the table. They minimize the number of times you are on your knees looking under the table for a die that went wild. These trays are cute and look extremely durable. I know I'll be checking them out!



The AD&D Fiend Folio was a collection of strange monsters pulled from the pages of White Dwarf magazine's "Fiend Factory" column edited by Don Turnbull. Like many other gaming legends, Turnbull's contributions are sometimes overlooked. His coordination of postal Diplomacy games helped to build gaming communities and presaged modern internet based gaming. The "Fiend Factory" column contained a wild array of monsters. Some were classic monsters by different names, others like the Githyanki would go on to become classic D&D monsters and influence later fantasy fiction. While many of the monsters have been incorporated into the Monster Manual, and other monster books, this new volume of creatures contains many who have been left behind. As an added incentive to buy it, the proceeds for this product go to Extra Life who uses donations to fund Children's Hospitals.




From Deadline: " Legion M has acquired Brian Staveley’s bestselling fantasy epic The Chronicle of the Unhewn Throne and brought Weta Workshop aboard to begin the visual concept work for a one-hour fantasy drama series that will share the title of the bookshelf trilogy’s first entry: The Emperor’s Blades. "


"But one thing I can predict about this ninth Star Wars episode is that it won’t make everyone happy. That’s fine, mind you, but the Star Wars franchise finds itself in an odd position of being a singular pop culture juggernaut where everyone has their own ideas of what Star Wars should be. The Rise of Skywalker can’t possibly be all things to all fans."


"...the company went all-out on the toys, including an app-controlled Porsche."


We chatted briefly with Keith Baker about the new game during our last Geekerati Radio Episode, but more details are emerging.


Friday, December 06, 2019

Flashback Friday: Peter Cushing's TALES OF A MONSTER HUNTER Paperback from 1977

Peter Cushing's Tales of a Monster Hunter (1978)

As you might imagine, the Geekerati library is filled with volumes containing tales of Sword & Sorcery, Sword & Planet, Science Fiction, Fantasy, and not a small amount of Horror. One of the books I am proudest to have in the library is the 1978 paperback printing of Peter Cushing's Tales of a Monster Hunter.

It is unlikely that the volume was actually edited by Mr. Cushing, as the copyright lists both him and Peter Haining and Cushing's autobiographical Preface is written in third person. Peter Haining was an anthologist of horror tales who had a number of volumes printed in the late 70s and early 80s. Setting that aside, there is reason to think that Cushing provided feedback to the selections and even if he didn't the stories collected in the anthology pair nicely with a Cushing/Hammer Films marathon.

Here is a brief overview of the contents of the book.

How I Became a Monster Hunter by "Peter Cushing" is a biographical essay that gives a very good overview of Cushing's acting career and has some nice quotations from Cushing himself.

The Masked Ball by Alexandre Dumas is a very short story that is included in the book because of Cushing's very small role in The Man in the Iron Mask. Like all the stories in this volume, there is some connection between the tale and Cushing's career.

The Mortal Immortal by Mary Shelley is a reminder that the creator of modern science fiction wrote more than just Frankenstein. Given that much of Cushing's career was spent portraying various versions of Dr. Frankenstein, a Shelley story is a must.

Dracula's Guest by Bram Stoker is an episode that, according to its introduction in Tales, was excluded from the novel due space restrictions imposed on Stoker by his editor. Cushing's connection to Dracula in his portrayal of Van Helsing is well known and it has been argued is one of the inspirations for the Cleric class in D&D.

In the Footsteps of the Abominable Snowman by Joseh Nesvadba is a Yeti tale that is included due to Cushing's performance in The Abominable Snowman of the Himalayas. This is not the story that inspired the film, which was a teleplay, but it bears some similarities in tone to the underappreciated film.

The Ring of Thoth by Sir Arthur Conan Doyle connects with Cushing's career in two ways. Cushing played Sherlock Holmes on the big screen in Hound of the Baskervilles and he also starred in a Hammer version of the Mummy story. "The Ring of Thoth" isn't a Holmes tale, but it is a Mummy yarn and one that makes me wonder if Robert E. Howard had a copy on his shelf. Howard's Thoth-Amon sought his Serpent Ring of Set in the first Conan tale.

The Gorgon by Gertrude Bacon is a Victorian tale that makes use of the Greek legend of the Gorgon. Cushing had starred as the villain in the 1964 Hammer film The Gorgon and there are few enough tales of the creature that this makes a nice addition to the book. The Hammer film is much better than its effects and is one of a list of Hammer productions I wish could be remade with the same caliber of performances but with modern effects.

The Man Who Collected Poe by Robert Bloch is the first tale in the volume that Cushing actually performed in an adaptation of during his career. The story is adapted in the film Torture Garden (1967) where Cushing plays the "bibliophile."

The Ghoul of Golders Green by Michael Arlen is only connected to Cushing's career in that he starred in a film called The Ghoul in 1974 which was based on an original screenplay by John Elder. There are few enough tales of ghouls, so the tale fits even if the connection is limited.

There Shall Be No Darkness by James Blish is the final tale in the volume and it is a great story to finish with as it served as the basis for the film The Beast Must Die. A recent Vulture article recommended watching this film before or after watching Knives Out. If you've ever played the game Werewolf, you really should check this movie out as it provides the audience with a short "Werewolf Break" in order for the audience to guess which character is the werewolf. It's great fun.


 

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, November 08, 2019

USAoploy is Releasing a New Edition of CLUE: DUNGEONS & DRAGONS



Shortly after Hasbro launched the 3rd Edition of Dungeons and Dragons, USAopoly produced a version of Clue(do) with a Dungeons & Dragons theme. This 2001 release replaced traditional characters like Mrs.White and Colonel Mustard with the iconic characters Hasbro featured in the Dungeons & Dragons rulebooks. Instead of playing Colonel Mustard, players could now be Regdar or Mialee. The murder weapons were similarly reskinned.



The production was more than a simple reskinning of the classic game of deduction. Yes, it had all the elements of the original, but it also featured elements that added a dash of Dungeons & Dragons feel to the game.


First and foremost of these elements was the addition of pewter miniatures of the characters. While the figures are too small to be used as D&D figures, they are very nice looking and give the game a nice ambience.

Mialee stands outside "The Maze" as she seeks out the murderer.

Regdar readies his weapon as he prepares to encounter a "Random Encounter"

The figures weren't the only change though. USAopoly's designers added an optional "random encounter" rule which allowed the adventurers to fight iconic monsters from the Dungeons & Dragons game, as well as to acquire treasures they could use to aid them in finding out the identity of the murderer.  Players can trigger a random encounter by stepping on one of the "scratched" squares and drawing a card.


The combat in these random encounters is extremely simplified, even more so than in the board game Dungeon. The character's ability to defeat a given monster is static. It doesn't matter whether you are a fighter or a wizard, just roll a d6 above a target number and you win. If you fail, you are banished to "the maze." It's not a "deep" mechanic, but it adds a nice flavor and the treasures can impact game play. USAopoly made sure to include some proprietary Wizards of the Coast creatures like The Beholder and Displacer Beast to the mix to make it a D&D and not generic fantasy experience.

Clue is a very solid game, but it is one that can become less exciting to play over time. That's why it's important that any variant include some small shift in mechanics, and Clue provides a wonderful basis for such changes. Books like New Rules for Classic Games by R. Wayne Schmittberger and The Boardgame Remix Kit by Kevan Davis, James Wallis and others are great places to look for suggestions for how to tweak games that have gone stale. So too is purchasing a game by USAopoly. While some games just reskin the existing game, others add subtle new twists that make the game fresh. Such was the case with the original Clue: Dungeons and Dragons. Will that be the case with the new version?

If the marketing copy and glimpses that USAopoly have given of the interior, it looks like they will.


This year's Dungeons & Dragons themed Clue ties into the new Baldur's Gate: Descent into Avernus campaign, with the players adopting the personas of key characters of the Forgotten Realms who are seeking the location of an Infernal Puzzle Box. There is a traitor who has murdered one of the party, replaced them, and has hidden the item.


A quick look at the board reveals that like the older D&D themed edition, there are board spaces with special markings. In this case it looks like these are either "Intrigue" or "Rumor" spaces that will allow players to draw cards or interact with the game in a way that differs from the basic mechanics.

The game retails for $39.95 and looks like a good purchase for D&D players and those who collect Clue variants alike.