Monday, January 2, 2023

B2: Of Monsters and Gygaxian Wisdom

I know it's been a while since I've posted anything on this blog, and I apologize. The last six months have been a whirlwind of activity for me. My job still consumes many hours of my day, and my age is preventing me from remaining awake as often as I'd like. Throw in a new World of Warcraft expansion and the fact that I've been DMing again for the first time in 2 years, and you can see where all my time has gone.

However, as it is the holiday season, I find myself bereft of players and with some time off. So, naturally, I have been waxing nostalgic on my favorite game of all time: the Moldvay version of Dungeons & Dragons (c. 1980). Nothing, and I do mean nothing, inspires me more to be a DM than a read-through of any of the classic modules and rulebooks. There is an evocative essence of danger and intrigue in the illustrations and rules used for this game that simply gets me in the mood and reinvigorates my passion for this hobby.

Last night, while watching YouTube videos on Old School Gaming, I started pulling out the old modules from my youth. Chief among these adventures is B2: The Keep on the Borderlands. Penned by Gygax himself as an introductory adventure, this 28-page module contains a wealth of advice, wisdom, and  information that one did not even begin to understand until the third reading or more. I remember being puzzled by how I was to run the game - my 10-year-old self was used to boardgames with dice, but nothing so free-form as a D&D adventure! It wasn't until the age of 13 that I began to understand; it would take many more years before I truly appreciated the history of this work. And even now, I marvel at the minutia contained within these pages.

Whole campaigns have begun within the Lawful Keep, poised on a border with encroaching Chaos. The lawless lands surrounding the Keep and the obvious antithesis of the orderly Keep, the Caves of Chaos, display the main themes of the Basic D&D game. These same divisions were carried over into AD&D from its inception as the "new model of gaming." However, Gygax let some elements of AD&D slip into his creation that did not truly exist in the basic version of the game. If Basic D&D was to become the doorway into Advanced D&D, the rulebooks did not particularly show this. But the products released all had similar rule structures and in essence were the same game. What I did not know at the time was that Basic/Expert D&D was nothing more than a cleaned up version of the original D&D game first published 6 years earlier in 1974 but play-tested some time before that! As such, some nuances peculiar to the development of the AD&D game crept into the Basic version and were used to describe monsters and situations in the Keep on the Borderlands module.

Take the cover image above, for example. This beautiful but simple illustration by Jim Roslof epitomized what the D&D game was all about - Lawful or Neutral characters struggling against Chaotic monsters. What I find peculiar is that the action is taking place outdoors, when D&D Basic rules were written for Dungeon adventures. It is obvious that this encounter is taking place outside the Caves of Chaos, perhaps a random encounter on the slopes or the PCs were forced to retreat after losing a numbers of their fellows within and then pursued by the hobgoblins depicted. How do I know they are hobgoblins? By their relative size, reddish faces with blue noses, and martial prowess with arms and armor. But hobgoblin appearance is not explained in OD&D, B/X D&D, or even Holmes Basic rules! The first description we have of these humanoids comes from the AD&D Monster Manual written 3 years earlier in 1977. In fact, the description of the hobgoblins is followed precisely and matches the illustration within the Monster Manual down to the armor worn, facial expression, and the emblem on the helmets! Apparently all hobgoblins have helmets with two winged blades emerging from atop the visor... So what is going on here?

Gygax had cleaned up and embellished the monsters of the game in the Monster Manual in an effort to create a uniform entry for each. By doing so he began the re-write of the game to make it more playable and give the players all the options they had developed up to that point. All the monsters from the original rulebooks and the supplements were included as well as a few new ones dreamed up for publication in the Strategic Review and early DRAGON Magazine. Advanced Dungeons & Dragons had been developed in the remaining two years before the Basic Rules were revamped, so AD&D was fresh in the mind of Gary Gygax when he penned this adventure. Having started several campaigns of his own and doubtless played in others run by his colleagues, he was uniquely qualified to give advice on how to start a new campaign. His introductory explanations of how to run the game were concise, helpful, and inspiring. But you could tell that AD&D had reshaped his thinking of how to construct adventures. No longer was the dungeon the sole focus of the adventure. Now, communities with NPC interaction were part of each adventure he wrote. The Keep is as well defined as it is (even though no names and only sketchy details are provided), because he didn't want anyone running HIS version of the game; he wanted all new DMs to be running THEIR OWN version of the game. Sure, some details had to be provided, but Gygax wanted to hear how others took his bare bones structure and breathed life into it. I'm certain that many campaigns never really got past the first total party wipe in the Caves. But I'm also certain that many campaigns grew out of this humble adventure, giving many players a common ground and a sense of mythic origin that they could all relate to with little explanation.

The cover to the module depicts three adventurers (there could have been a larger group lost during an excursion into the Caves, or perhaps these three adventurers represent the remainder that has leveled and become stronger, returning to the Caves after resting and gaining in strength). This small party seems to consist of a Dwarf (lower left, with sword and shield and studded leather armor kilt), a Fighter (middle background with golden breastplate, mailed legs, and helm armed with spear and shield), and an Elf (right foreground, armed with longbow and sword). These adventurers are being attacked by hobgoblins who appear to be either charging to the attack or pursuing the characters who must now stop to fight. The flowering purple tree off the right edge of the picture gives a striking element that contrasts the dull brown hills in the background. At various locations in the hills one can make out cave-like openings; another dark opening seems to exists just below the straddled legs of the elven archer. Perhaps the adventurers sought to come at the hobgoblin lair from above but were attacked by a returning band of raiders! The hobgoblins, as previously noted, are exactly armed and armored as their species is depicted in the Monster Manual. No description of these humanoids exist in the Basic rulebook except as directly relates to size and combat ability, particularly for the leaders. It is noted, however, that hobgoblins are related to goblins (although bigger and meaner) and that they do not suffer penalties to attack rolls in daylight. This could be why these hobgoblins were selected for this sunny cover image, in contrast to the shadowed ravine below. Only hobgoblins, who were not deterred by bright daylight, could have pursued the characters to the top of this ridge! It is curious to note that the armor types depicted were not present in Basic D&D rules. Basic D&D had only Leather, Chain Mail, and Plate Mail armors. The dwarf is obviously dressed in some form of studded leather kilt with a war harness on his upper body. The elf appears to be dressed in black leather armor with metal bracers and helmet. The fighter appears to be wearing metallic armor, but the type is unusual, perhaps Plate Mail of a sort? The hobgoblins are definitely dressed in scale mail and shield, a type of armor that does not exist in the game, but which perfectly describes their Armor Class of 5 as written in the original rules and carried over into the Monster Manual (which specifically depicts them wearing this armor). As stated before, the hobgoblins are all wearing helms with decorative "horns" or "wing blades" attached above the visor. This could be a militaristic designation of rank, but ALL hobgoblins are depicted with this helm style (which resembles Eastern Asian designs, similar to a samurai helm).

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It's pretty obvious from all this information that Gygax saw goblins as Eastern Asian monsters, invaders from a distant land. Later depictions of goblins showed that they were more Mongolian in nature with worgs replacing horses as mounts, while hobgoblins appeared more Japanese. Oriental Ogres (or Ogre Magi, or Oni) were also added to the mix, so there apparently existed some form of Eastern Asian culture in the original game. In contrast, orcs were portrayed as barbaric savages wearing piecemeal armor, hides, and furs. Their pig-like snouts and greenish skin were, by now, so ingrained in the description of the species that they became a bestial representation of humans. Gnolls were also depicted as barbaric savages, but more along the Norse Viking traditions with huge two-handed swords and battle axes along with long bows and pole arms. Although poorly described in early versions of the game, gnolls became hyena-like when the Monster Manual finally described them and this was carried over into the Basic rulebooks of Holmes and Moldvay. Their dubious origin as a magical cross between a gnome and troll is disturbing to say the least. In the Monster Manual their relationship to trolls is evidenced by their lair association and languages known.

Now, this can all be a bit confusing to a young adult trying to learn Basic D&D for the first time. The depictions of the monsters, although wonderfully produced and accurate to a fault, don't really apply to the Basic D&D game. However, as I have pointed out in numerous posts in the past, the Monster Manual was meant to be used with not only the Advanced version of the game, but also represented a cleaner version of the Original D&D monsters, updated and/or revised for current games. Since the AD&D and D&D products were to be produced side-by-side instead of simply upgrading to a new system, this tome was meant to be a resource for BOTH systems. This is clear from the Monster Manual's lack of certain alignments for the monsters and the sheer numbers meant to be used for wargaming encounters. Even the damage listings are overly simplified, allowing one to use a generic damage rating for a monster, or a more specific rating depending on the type of  monster involved (those using natural weapons remained the same, while those using weapons could be treated as wargame stats or damage by weapon type as desired).

But monsters and their abilities and representations were not the only thing that Gygax adjusted for D&D, he also used his now 8 years of experience with role-playing to explain the finer points of running a game to a novice DM. First, he had to explain what a DM was and what was expected of one. No other game produced at the time took one player out of the mix and elevated them as master of the environment. The DM was the senses for the players, the disembodied and disinterested voice of description, who was also the voice of all other characters in the game, and the final arbiter of any actions made in the game. Imagine a game of make believe on the playground where one person keeps the game moving forward, coming up with new antagonists and situations to pit the players against, and who settled all arguments by the role of a die. This is what the DM is meant to be: part storyteller, judge, actor, rules lawyer, and narrator all rolled into one. No one understood what that meant at the time; the game was too new and not mainstream enough. If only Gygax had turned to television and/or radio to promote the game by example, the outcome would have been better and there would have been less "Satanic Panic" in the 1980s.

The dark themes of the game are what drew me in initially. Fearsome monsters, magical spells, a medieval setting - these were the things that spurred my imagination as a child. I grew up on a diet of old movies, horror films, and sword & sorcery from a young age. Add to the mix the burgeoning comic book market and science-fiction movie industry and you can guess that D&D was the game for me! There are, of course, heroic elements to the game as well. It's basically a "get rich quick" scheme, but with alignment restrictions. If the game were simply about murdering and pillaging, then classes like the cleric and paladin would never have been created. It was first and foremost an ADVENTURE game, where player characters risked their lives to defeat monsters and win fantastic lost treasures. It is akin to knights questing for the Holy Grail, or archaeologists of a martial bent exploring forgotten ruins to bring back lost artifacts to civilization. Still, there were some whose gaming style led more to the "murder-hobo" method of play, but it was obvious that Gygax preferred the former over the latter. Some new players of the game were emotionally immature (I know I was at the age of 12-13), and it wasn't until reaching emotionally maturity that one could truly run a D&D game the way it is meant to be played. There is no definite age when this occurs - some find that maturity does not always equal emotional maturity. I've seen 15-year-olds run a game like a seasoned veteran of 55, and some adults throw temper tantrums when they don't get what they want or the situation doesn't come out as they like.

The rules themselves were completely new to gaming enthusiasts. This is why the game underwent several revisions in the beginning. But the OD&D game version survived well into the next decade and beyond, and in fact became the basis for the restructuring of the 3rd edition (which dropped the "Advanced" in front of the name). I prefer the original version of the game, but spent most of my time in Advanced Dungeons & Dragons as it was considered more "sophisticated" and followed darker themes involving powerful evil forces controlling the adversaries of the world (demons and devils, to be precise). The gods and forces of evil in the multiverse are not defined in Basic/Expert D&D. The choice to include or exclude such things from the game is up to the DM and his or her players. Removing these things, however, leaves a void that tends to simplify the game too much in my opinion. Then again, the openness of the rules and generic qualities of the game are what make it so strong! One can add as much detail as desired to make the system as rich and complicated as AD&D but without all the confusing issues that system uses. Gygax was able to sum up in just a few paragraphs on page 4 of module B2 "How to be an Effective Dungeon Master." Note, he uses the term "Effective" - not the best or greatest. It is enough to be mediocre and still run a game that players will remember for decades! He stresses that the DM is the information link to the players. He or she must be FAIR above all else, but the players should also be wise and cunning, not lazy and arrogant. The DM must balance the adventure to be a challenge without becoming too difficult to discourage further play. The DM must keep secrets from the players until such time as they have figured it out on their own - the overwhelming desire of the DM for the characters to find the hidden treasures or secret doors in his dungeon must be fought. This can sometimes be harder on the DM than it sounds. A good DM never reveals his secrets, but tempts the players to find their own solutions by their own merit. Here is where a DM really shines, by providing enough information to promote character action without giving anything away. This can backfire, like characters ignoring rooms that the DM meticulously describes or spending hours looking for secret doors where none exist. A good DM nudges the players into the right course of action. If the characters are wasting time on fruitless ventures, wandering monsters might appear or rival NPC parties looking to score an easy haul from a weakened group of adventurers. If the party is stuck, a course of action can be suggested, but should be given as friendly advice from an NPC in town or perhaps a rescued captive in a dungeon or wilderness lair. Neophyte players will make mistakes - some fatal - but these are lessons learned and how one learns to play such games. Repeating the same mistakes over and over will quickly end up with a stable of dead characters who never progress beyond 1st level. Only after some loss will it become evident that a player has learned enough to level his or her character.

Gygax also uses the first few pages of the adventure to explain how to track time in the campaign and why this is important. The division of treasure and computing of experience are also explained, along with good examples of how to do it. Unlike AD&D, Basic/Expert rules give no experience award for magic items - such items assist the characters in the furthering of their adventure and thus are either used up or possibly lost or damaged in the course of play. Thus only non-magical treasures secured in one's possession are considered for experience. Also explained is how retainers (or henchmen) are treated when splitting treasure and awarding XP. Lastly, advice on how to prepare for the use of the module is given - something that is glossed over in later editions of the game. Gygax wanted the DMs to be conversant with the adventure - so reading once through, then giving a 2nd and possibly 3rd reading to fully understand important plot points, methods of attack and defense, and how treasures are hidden/guarded was of vital importance. A suggestion to map out frequently visited buildings was made to give the players a feeling of stability and verisimilitude in the Keep.

Once the DM is familiar with the module he reads the players the Background of the adventure before or after they create their characters. This is a vital concept, since it allows the players to see what they are in for and allows them to prepare among themselves the type of characters they will need for success. If the party is to cross wilderness, they will want to have resources that allow them to do so. They might, therefore, pool some money and purchase a mule to haul supplies and treasures back and forth, perhaps also taking on retainers and outfitting them as well. Knowing that they are facing the forces of Chaos might dissuade some from taking that alignment. Obviously, clerics will not have healing in the beginning, but if they survive long enough, might be able to cure the wounds of their party members! Magic-users are weak and will need to be protected. The number of players might dictate the types of characters to go on the adventure - a party of thieves and magic-users will not do well, while a party with a number of fighters, dwarves, elves, and clerics will do better. It is best to balance abilities and make sure that the party can handle anything thrown their way. The sample characters in the rear of the module can also be used to supplement the PCs as NPC adventurers, or used by the players if they lose their initial characters. There are 20 characters provided - 35% are fighters, 15% are thieves, 15% are clerics, 5% magic-users, and 10% each are elves, dwarves, and halflings. Thus, out of a list of 20, only 1 is a magic-user! The stats show the randomness of 3d6 used for ability scores, and the random personality traits are fine for NPCs but are not for use by PCs.

A section on "Tips to the Players" in the back of the module stresses that the players should be organized and cooperative. This is vital for new players to understand the game and how it is played. It is hard enough to learn a new way of playing a game without having to deal with belligerent players and divisive characters. Players should know their characters' abilities and be able to find the information needed quickly when asked. For this reason, character sheets were developed to keep all the information in similar locations, preventing having to search through scribbled notes on looseleaf in the middle of a tense round of combat. Again, arguments between characters of different outlooks, alignments, and classes will cause delays in the game, attract wandering monsters, and often results in the death of some or all of the members of a party. More importantly, cooperation should also be extended to the DM who is graciously running this adventure for all involved. Decisions made by the DM are final; disagreements should be heard, but once a decision is made, move on and calmly accept the decision. Planning is also important - player characters should be well-equipped, with minimal duplication of items unless necessary. No characters should be over-burdened or under-equipped. This may mean sharing the costs of some items vital for the party's success. Planning also involves deciding where to explore next and what spells should be prepared to face such opponents. Caution should be followed as part of planning - rushing in to the unknown is a recipe for disaster. Danger should be expected around every corner, and sometimes from within the party itself! Lying and trickery are not unknown, and some monsters excel at subterfuge and misdirection. Caution allows many tricks and traps to be avoided and may save a character's life. Too much caution is as dangerous as too little, so stay moderately cautious to keep the characters safe and the game on track. Players must think for themselves during an adventure - this is part of the excitement and fun of tackling problems in the dungeon. What is more satisfying - rolling a die to solve a puzzle, or figuring out the solution as a group and then putting thoughts into action?

The meat of the adventure is more than what I wanted to get into with this article. Suffice to say that Gygax's vision of sword & sorcery adventuring is precisely what drew me to the game initially, and what keeps me coming back time and time again. His descriptions, especially of the Chapel of Evil Chaos, show that his views of the game as being not so different from AD&D were justified (there is no chaotic evil alignment or demons in the game, but he uses these nonetheless to describe what is happening here). The open ended nature, lack of names, and lack of historical reference means that the Keep and the Caves can be located in any campaign setting using traditional environments and rules. One could find this place in Greyhawk, the Forgotten Realms, Blackmoor, the Wilderlands, or even their own home-brewed campaign setting. The details are to be created by the DM to make the campaign his or her own. This, more than anything, is what endears this module to first-time players and DMs alike!

Wednesday, June 29, 2022

AD&D vs. OD&D: Ability Score Adjustments

Lately I've been doing some character creation. No, I'm not currently playing in any games and have no immediate plans to do so. However, I have been creating parties of characters to perform solo campaigning for "research." I've noted some peculiarities regarding AD&D vs. Original (Basic/Expert) D&D that I think should be noted.

While creating characters, I've noticed that there are some interesting methods in place for creating starting characters (not applicable to characters necessarily created at higher level or for one-shot tournament adventures). Everyone knows that the original D&D method of character creation involved rolling 3d6 for each ability score, and placing them in order: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. This basically meant that you would be forced to play whatever character classes your scores allowed you to choose. This is not to say that you couldn't choose a class for which you were ill-suited, but there might be a penalty to earned experience if the prime requisite was below the threshold of 9 minimum (for most classes). The demi-humans all needed minimum scores to be selected (Dwarves needed a Constitution of 9, Elves needed an Intelligence of 9, and Halflings needed a 9 in both Dexterity and Constitution). However, the prime requisites of the demi-human classes were Strength for Dwarves, Strength and Intelligence for Elves, and Strength and Dexterity for Halflings. Therefore, if you decided to play a dwarf, your Strength score could be below 9 and you could still play the character, but you would be losing experience points until you could bring that prime requisite up. Lowering one score to raise another was done away with in AD&D - most methods allowed one to arrange their scores however they wanted so this mechanic was no longer necessary.

In OD&D, beginning characters were able to adjust scores in their prime requisites in order to raise their ability scores for XP bonuses or to avoid penalties. The character had to choose their class first in order to determine what their prime requisite(s) would be. Then points could be taken from others stats on a 2 for 1 basis to raise their prime requisite. One could not, however, reduce a score below 9 in order to raise a prime requisite. And remember, this was only to raise a prime requisite, not get a bonus in an ability score outside one's prime requisite. Therefore, a halfling could not raise Wisdom by lowering Intelligence, since Wisdom is not a prime requisite for that class. However, an elf could raise Intelligence or Strength since these are both prime requisites for this class. Also, there were rules as to which classes could reduce certain abilities. Strength could be lowered by magic-users and clerics only. Intelligence could be lowered by any class except magic-user or elf. Wisdom could be lowered by any class except cleric. Dexterity could not be lowered, but could be raised if a prime requisite (thus only thieves and halflings could raise their Dex in this manner). Constitution and Charisma could not be raised or lowered - the roll stood for these stats. Most players would end up lowering a score they did not need in order to gain an XP bonus in their prime requisite.

The same could not be said for Advanced D&D. But the method of rolling ability scores varied from campaign to campaign, and there were other ability score adjustments that few considered or were even aware of in the DMG. Most DMs I know used Method I from the DMG - 4d6, drop the lowest, arrange as desired. This is the most popular method and still used in modern games of D&D. The extra die acted as a buffer against lower rolls and tended to get scores in the 13-15 range easier than the 3d6 method. This is beneficial to the PCs since most ability score bonuses started in the 15+ range. This is different in Basic/Expert D&D where bonuses start in the 13-15 range. However, penalties in Original D&D started at 8 or lower, while in AD&D penalties usually started in the 6 or lower range. Having a 7 Strength in OD&D was detrimental, but not as bad in AD&D.

AD&D was stated to encourage at least 2 scores of 15 or greater for survival (PHB, page 9). Of course, this depended on class and which two scores were selected. Having a 15+ in Intelligence and Charisma is not really all that beneficial to characters, whereas a 15+ in Dexterity and Constitution is vital for survival, allowing reduced chances of being hit and surviving blows due to increased hit points. OD&D had degrees of bonus experience points for prime requisite scores. Generally speaking, a prime requisite of 13-15 gained +5% to earned experience, while a score of 16-18 gained +10% (Elves and Halflings tended to be different since they had 2 prime requisites). The increased number of experience points gained allowed the characters to increase in level faster, thus removing them from the delicate state of being low level with minimal hit points. AD&D did away with the +5% and only gave the XP bonus to those with scores of 16+ in their principal attribute. However, demi-humans were required to sometimes have higher scores and minimums in order to become certain classes. For example, human and multi-classed half-orc clerics only needed a 9 minimum in Wisdom, whereas multi-classed half-elves needed a 13 to be a cleric. AD&D was also the first time that minimums were required for the base classes of cleric, fighter, magic-user, and thief, and the first time that minimum scores in other abilities would dictate what class a character could be. For example, if a character was unlucky enough to have a score of 4 in Dexterity, that character could only be a cleric. If they did not qualify to be a cleric, then they would have to reroll the character (or assign scores differently) depending on the DM and what rolling methods were used.

Additionally, the section on character age in the AD&D DMG allowed for the adjustment of one's ability scores at the start of the game. A random roll allowed the DM to assign starting ages to the characters. Under the heading of AGING, it states, "When age category is established, modify ability scores accordingly, making each change progressively from young adulthood, all additions and subtractions being cumulative." What does this mean? Well, if your character is in the young adult category, you start the game with -1 Wisdom and +1 Constitution. This sucks for clerics, but is great for added survivability. If you rolled an age in the mature category, you would first subtract 1 from Wisdom and add 1 to Constitution, then add 1 point to Strength and 1 point to Wisdom. I believe that the oldest a human can be as a starting characters is 40 years old (magic-user with the highest roll), which is still considered mature. However, 1 game year later, that magic-user becomes middle-aged and has to subtract 1 point of Strength and Constitution, but adds 1 point of Intelligence and Wisdom. Human fighters begin the game at age 16-20 and are the youngest of the characters other than half-orc fighters who begin at age 14-17. Note that adjustments cannot raise abilities beyond racial maximums (or 18 for humans).

The other strange concept added to AD&D was ability score minimums and maximums for demi-humans and different genders of all races. In OD&D you could be a female dwarf with an 18 Str; in AD&D you could have no higher than a 17 Str. Halflings now had 4 ability score minimums that they had to be aware of (Str, Int, Dex, Con), other than the two listed in OD&D (Str and Dex). Some of these were quite demanding - 13 minimum Con to be a half-orc, for example. On the flip side, some character races allowed ability scores to raise above 18, something that never occurred in OD&D. Dwarves, halflings and half-orcs could achieve 19 in Constitution, and Elves could achieve 19 in Dexterity. So what if the character had a score lower than the minimum required based on race and gender? Then they could not be a demi-human character and had to select human. Racial adjustments could only modify the score after the minimums were met. And one cannot forget the racial adjustments for dwarves, elves, half-orcs and halflings on page 14 of the PHB.

So, although AD&D had more modifiers to the ability scores, and allowed greater choice when it came to arranging scores to be the class the player preferred, there were still other factors that contributed to limiting the choices one could play. OD&D was a bit more forgiving by giving out bonuses for lower scores and allowing classes to be played without many ability requirements, but there were only 4 human classes and 3 demi-humans to select from. AD&D mixed race and age into the ability score determination for a starting character. OD&D allowed for some adjustment of scores based on prime requisite and class, but rolls were based on 3d6 so scores were generally lower, with more in the single digit range that was detrimental to character survivability (especially with lower hit dice being used for the classes).

Tuesday, June 14, 2022

B2: Keep on the Borderlands - Time and Travel


 I do so love the older D&D modules. There's a sense that the entire game functions as a well-oiled machine when you find rules actually reiterated in the pages of the original adventures. I'm especially a fan of those adventures written by E. Gary Gygax himself! But there are a few reasons why this is so. First and foremost, the creator of one of the best games I have ever played was consistent (at least in the earlier days) when it came to instructing new DMs on how to run the game. He also tried to tie rules into the narrative, to give the adventure a verisimilitude in how a D&D campaign works. When a DM and his players are all on the same page, so to speak, and seem to all understand exactly how the game works, it's pure magic!

Now, I know it's very hard to remain consistent all the time; and good editors keep most of the glaring mistakes out of the text. But eventually, every writer and game designer fails to keep his or her facts straight or misreads a rule somewhere. And I can't fault anyone for their mistakes - they happen to us all at some time or another. However, that being said, I find module B2: Keep on the Borderlands to be one of the best written modules of its time. It is clear and concise, instructional and informative, and has remained a powerful DMing tool for hundreds, if not thousands, of DMs, from neophytes to grizzled veterans. Just reading through the pages inspires me to run something in Basic D&D once more!

My only quibble with the module, and it is very minor, is that there is so much happening in a mere 3 by 2 mile area. The map scale for the Wilderness Map is strange, set at 100 yards per square. First off, we were taught that wilderness was usually mapped in hexes, not squares. It says so in the Expert D&D rulebook! Of course, it says that wilderness could be mapped using graph paper, but that hexes make it easier to figure movement (ah, those pesky diagonals). Gygax's use of graph paper for his Wilderness Map is peculiar. Also, his scale used is even more curious, but makes more sense when you realize that he is trying to explain how outdoor adventures work without making reference to the Expert set rules! As long time fans of Basic/Expert D&D know, distance outdoors is measured in yards, not feet. Therefore, a character who moves 90'/turn indoors will move 90 yards/turn outdoors. Since each square is 100 yards, that's almost equivalent to what a Man can move in 1 turn if wearing light armor or is lightly encumbered. Why he didn't simply make 1 square = 90 yards is unknown. In any case, the scale is strange because 17.6 squares is 1 mile (1760 yards/mile), and if you are going by normal outdoor movement (and assuming that the party contains slow/moving members at 60' movement rate), then they can cover a distance of (60/5 = ) 12 miles per day (see page X19 in the Cook version of the D&D Expert rulebook). If that's the case, and there are roughly 50 squares of travel along the road from the keep to the Caves of Chaos, then the distance traveled by the characters is only about 5000 yards or 2.84 miles. So, the time it takes to get to and from the Caves of Chaos is roughly 1/4 of a day's travel. Assuming that one must travel there and back to the Keep, that's half a day blown on travel.

But that's not the same rate as listed in the B2 module! In this case, Gygax states that normal movement rate is 1 square per HOUR searching, or 3 squares per HOUR walking. Walking in the fens is equivalent to searching (1 square/hour). Walking in the forest is 2 squares per HOUR. He then states parenthetically that wilderness adventures are more completely explained in the D&D Expert set rulebook. Hmm, so according to the D&D Expert Set, the total distance from the Keep to the Caves should take no more than 1/4 day (assuming a 10 hour travel period, that would be about 2½ hours). Yet according to Gygax's bizarre scale movement, 2½ hours would only get me about 8 squares from the Keep! Something here doesn't add up.

I wonder if the map was originally to a different scale? Assuming a 60' movement rate for armored and/or encumbered characters who will not likely be able to afford horses for a while, they should be able to move at 60 yards per turn or 360 yards per hour. I think I see some disconnect here. The miles per day rate is assumed to be on a road, not mapping just traveling, and definitely not expecting to be attacked or being on alert for danger. Given that rate, the party could travel 3 miles in 2½ hours or 1.2 mph. Given the map scale of 2.25 miles east to west and just under 3 miles north to south, the party would be long gone off the map before they had to make camp. It states on page X19 that ten minute turns are rarely used in outdoor play - one either uses rounds during combats, or uses miles/day to determine how far they progress.

The hourly movement proposed by Gygax would have the characters traveling for almost 17 hours to reach the Caves of Chaos using walking movement speed (and that's actually if they have already located the place and know where they are going). The sandbox nature of the module, however, does not give hints on where the Caves are located on the map - the characters have to adventure and explore the area in order to locate them. Although this is great for a campaign setting, it's not so great for a one-shot adventure (not that the module should or could be finished in a single play session, unless the players are in for one marathon session lasting through the night and into the next day). Also, given the numbers of creatures involved in the Caves, attrition is likely to kill off the party long before they complete it. Using the hourly rate for movement doesn't make much sense. The calculation for daily movement in D&D Expert is movement rate divided by 5 equals the number of miles traveled per day. Therefore, an unencumbered Man moving at 120'/turn can travel (120/5 =) 24 miles per day. This would be the equivalent of moving 10.6 map widths in a day (since the map is only 2.25 miles wide! So something is very wrong with the scale of movement here!

So how does one rectify the glaring discrepancy in the travel rates in B2? Remember that the characters should not have to travel all day to reach the Caves once they are located! In fact, according to the movement rates in the Expert Set, they should be able to reach their destination by mid-morning. If however, you do use the hourly movement rate, you should take something into consideration: Is that movement rate for someone moving at normal (unencumbered) speed, or it is assumed that everyone will be moving at the metal-armored (encumbered) speed? To say that 300 yards per hour is slow is really understating things. It's even slower than breaking speed down to turn movement! However, it is somewhat accurate. Assuming the movement rate really IS 360 yards per hour for a slow moving party, then that would be 3.6 squares per hour. How many hours of travel are there in a day? That's not stated anywhere. It could be 8 hours, 10 hours, or 12 hours depending on the time of year. I typically use 10 hours for travel. Assuming a party rises at dawn (roughly 6 am discounting seasonal variation), spend 1 hour in the morning preparing for travel, then spend 5 hours traveling, stop at noon for lunch (1 hour break), and then continue walking until 1 hour before dinner, then eat dinner at 6 pm and make plans and set camp, feed and care for horse, etc. By the time they bed down it would be close to 8 pm losing the light fast. Assuming then that watches begin at 8 pm and continue to 6 am, that's 10 hours of watch time or thereabouts. This is really a bit more in depth than typical D&D adventures get, but one has to know total times for most activities.

Assuming a 10 hour travel day, the party moving at hourly speed will be able to cover 36 squares in a day's travel. That means that the party will have traveled 3600 yards in total, or a little over 2 miles distance for the day. I used to walk 1.5 miles to school every morning with a heavy backpack filled with books and it only took me 1 hour to do that. If the 10 hour day is used, and the Expert Set movement rates per day are used, then we end up with a 1.2 miles/hour speed (2112 yds/hour), almost 6 times faster than the hourly movement rate, but jives better with real life movement!

So what factors could exist to justify this slow movement rate? Again, I think the map scale was changed at some point, or maybe someone made a conversion mistake when trying to figure out how far the Caves should be from the Keep. Note that terrain factors have not really been taken into consideration yet. However, the bulk of the journey from the Keep to the Caves is on the road and, according to page X20 in the Expert Rulebook, movement along a road is at 1.5 times the normal rate! With that assumption in place (but never mentioned in B2), travel along the road should be at 5.4 squares per hour. With this movement rate, the party should be able to make it to the Caves of Chaos by nightfall. This is still much slower than the daily rate of movement, however, and I wonder why that should be so. If the daily movement rate of 12 miles/day is modified by the 1.5 x movement rate, then the party can travel 18 miles/day on the road and it should only take about 1/6 day (about 1½ hours) to reach the Caves once they have been located. Keep in mind that forest movement is at 2/3 normal rate, and swamp (fen) movement is 1/2 normal rate. The fen is not all that large and it shouldn't take several days to slog through it to locate the lair located therein. Using the 1.2 miles per hour rate, the characters would travel 21 squares per hour walking in clear terrain, 31.5 squares per hour on the road, 14 squares per hour in the forest, and 10.5 squares per hour while searching or moving through the fen.

Daily movement and turn movement are not the same and should not be equated. How these values are determined are two completely different methods that have no mathematical equivalency. Also, the hourly rates in the B2 module should be ignored and the Expert Set movement rules used instead, unless the DM decides to make module B2 into a much longer campaign. It's hard to justify moving at the listed search speed of 1 square per hour. That would be the equivalent of taking an hour to cross a football field - preposterous to say the least! Given the size of a typical D&D party, unless they were all looking for a lost copper piece in heavy brush and light forest, there's no way they would have to move that slowly to search an area of wilderness.

Sunday, April 3, 2022

AD&D: Psionics

D&D: Psionics Are Back In The Latest Unearthed Arcana - Bell of Lost Souls

An inordinate number of pages in both the Players Handbook and Dungeon Masters Guide are associated with the "optional" game mechanic known as psionics. It's unusual to find such abilities existing side-by-side with a magic system in a fantasy RPG, mostly because psionics are more of a science-fiction nod to supernatural abilities possessed by an individual. However, since Gygax enjoyed mixing genres, it's only natural that such an add-on to the game would be included. Psionics were first introduced near the end of the Original D&D era in Eldritch Wizardry, and then included in the Advanced D&D rules in 1978 as an official add-on. However, the rules themselves are poorly explained and, if properly played, would almost never belong to player characters in any event. However, the Monster Manual was liberally sprinkled with all sorts of monsters capable of utilizing psionics powers - from extraplanar creatures like demons, devils, couatl, and shedu, to the exclusively psionic thought eater, mind flayer, and intellect devourer. Most early campaigns dabbled in psionics in one form or another, but it seemed unbalancing in the long run. One of the characters in my second ever campaign in the Temple of Elemental Evil had psionics, a magic-user of questionably Lawful Good alignment. After battling with a psionic creature, however, he lost the ability to use his psionic abilities permanently (and I was surely glad of that). DRAGON Magazine offered the Psionicist NPC class, but no one ever used these as NPCs, and instead used them as new character classes to be exploited in the game. After 2nd Edition came along, no one paid much heed to the psionics rules and it all but disappeared after 3rd edition D&D (even though it was finally formalized into a character class all its own).

The AD&D rules on psionics were confusing and hard to work into a campaign. The rarity of such characters with psionics made any character with this ability immediately suspect unless the roll was performed in front of the group. No DM I ever spoke to allowed such abilities in their games - and after experiencing them, I too agreed. It was unfair that a PC could gain such abilities simply due to the luck of a random roll. However, Gygax also tried to limit these abilities to non-spellcasting characters or those without too many special abilities or multi-classing options (humans, dwarves, and halflings only). Also, the ability was only open to those with high scores in non-combat stats: Intelligence, Wisdom, and Charisma. Finally, psionic attack modes were downplayed so that they only worked on similarly endowed psionic creatures. The only attack that would work on non-psionic creatures was Psionic Blast (attack mode A) and it had limited uses. So, unless a demon had attack mode A, one rarely had to worry about psionic attacks being made upon them (most of the sciences and devotions had uses other than attacking).

The most confusing aspect of psionics was how to use them in combat if one DID face a psionically capable creature. There were a number of charts in the DMG relating to psionic combat, but it all seemed to exist outside the normal combat system of round structure and initiative. In fact, each psionic exchange took but 1 segment of time and it was suggested that "a good DM will usually just stop everything else until it is taken care of." That was another reason to not like psionic combats, since most of the other players would be sitting around until the one possessing psionics was finished having fun. Exclusionary parts of the game are frowned upon, especially when one character gets to do something while everyone else sits around waiting to find out what happened. And, let's face it, no more than one character per gaming group is ever going to be lucky enough to have psionics - it's just statistically rare, especially if you don't have the stats for it. Given the usual number of elves and half-elves in any game, it's just not likely that a character will be psionically gifted. Also, most DMs don't want to bother to learn a new combat system when they have enough to worry about in the game.

There are a lot of monsters in the game that have psionics and can use them to help or hurt the characters. A surprising number of "good" creatures in the game are psionic, and most extra-planar creatures are psionic as well. In fact, most creatures that can enter the ethereal plane or astral plane at will are psionic to some degree. Since the astral plane is considered a "plane of the mind," this makes sense (especially in the "psychic 70s" that focused on supernatural and psychic phenomena). I suppose that, like the addition of "kung-fu" monks and "mafia-style" assassins, it's no wonder that psychedelic powers were added to a game written in the 1970s.

Monsters with psionic powers from the Monster Manual include: brain moles, cerebral parasites**, couatls, most demons and devils, dwarves*, gray oozes*, halflings*, intellect devourers, ki-rin, liches*, men*, mind flayers, yellow mold*, shedu, su-monsters, thought eaters**, titans, and tritons*. Fiend Folio creatures with psionics include: algoids, Lolth, styx devil, elemental princes of evil, dark elves (?), enveloper, githyanki, githzerai, skeleton warriors*, most slaads, sussuri (?), and trillochs (?). Creatures marked with one asterisk are not inherently psionic, but indicate that there do exist creatures of these sorts with psionic abilities. In the cast of the thought eater and cerebral parasite (two asterisks), these creatures have no psionic powers but sustain themselves on draining the psionic powers of others. Creatures marked with a question mark indicate that it is unknown if these creatures have psionic capability. So it seems that Gygax made it very difficult to engage psionic creatures on their own terms (most listed are 5+ HD), but also made it hard for psionic characters to exist and fight off those seeking to capitalize on their windfall. Curiously, although devil and demon are given psionics, the Mezzodaemon and Nycadaemon were not. It seems that only high level daemons and daemon lords had access to psionics. Demodands and devas have no psionics except for the astral deva and solar.

The powers one gets for being a psionic character may be great or just so-so depending on random rolls. Also, determining your abilities for psionics takes a bit of advanced math. The average D&D character rolled using the 3d6 method will probably never get psionics because a 00 needs to be rolled on d% to get the abilities. Of course, if the character has Intelligence, Wisdom, and/or Charisma above 16, then this increases their chances of obtaining such powers. It's more likely to roll such high abilities using a different ability rolling method from the DMG or one of the alternate methods from Unearthed Arcana. Even with "4d6 drop the lowest" a character can get one or two scores in the range needed. However, statistics show that psionics are rare (as they should be) and thus will more than likely never enter a campaign at all. But what if they do? What does a DM have to prepare for in order to allow psionics to enter their new (or ongoing) campaign?

First off, a DM should be aware of psionics and how they are perceived and used in his campaign. I have always stated that monks are semi-psionic in nature; they perfect the body, mind, and soul and thus gain powers beyond the ability of normal humans. Their high ability requirement in Wisdom show that these powers are derived from insight and meditation, also useful to psionically endowed individuals. And, like monks, psionic characters should be exceedingly rare in a campaign given the requirements. Assume a typical character is rolled, and no excessively high scores are obtained (no higher than 15 in any score); the character is not very likely to be psionic, but the chance still exists (albeit very small, at 1%). The DM still needs to consider how psionics fits into the scheme of his or her campaign, because at some point it may happen that a character, replacement character, or even a henchman, could show up with psionic abilities. It's thus better to think this out ahead of time, than have to cram a new development into an evolved campaign that may not have such abilities considered. Although the number of psionic abilities is dependent on random rolls, the types are determined by choice. Having monks (a rare human-only class) be the keepers of psionic knowledge makes some sense here. Psionics could thus be better explained to the psionic individual if they journey to a remote monastery and speak to a Grandmaster in order to get better insight on their "condition." Such a monk may also be able to better explain the dangers of using psionic abilities, and some of the pitfalls to avoid. Having an in-game method of explaining the ins and outs of psionics is key to establishing these mental abilities in the game. PCs are typically rare among humans; this is not obvious given the number of NPCs who have character classes! According to the section on Henchmen in the DMG, "human and half-orc characters suitable for level advancement are found at a ratio of 1 in 100." So, going by that assumption, a population of 25,000 humans has 250 potential PCs, and of those, only 2.5 will have psionic abilities. Thus, the possibility of finding a psionic individual is 1 in 10,000. If a PC is rolled from that community, there are at best 1 or 2 other individuals with similar psionic potentials, be they PCs or NPCs. This is just going by straight statistics. It's possible that these individuals may not even be aware of their abilities since they have never been exposed to a catalyst or experience that would cause them to emerge. This is strictly from an in-game perspective; if I had the ability to read thoughts, or control minds you bet I would have kept that secret for as long as possible and used it to my advantage over the years!

But what about the rest of the campaign world? How would other races who are non-psionic deal with psionic creatures? Would they fear and despise them? How would magic-users approach them? With reverence and respect or revulsion and threats since psionics can easily do what it took magic-users years to perfect? One has to consider that most psionic characters would keep their powers secret, perhaps only identifying each other psychically (if they had the proper devotions to do so). Otherwise, they might masquerade as a dual or multi-class caster (harder to accomplish if dwarven or halfling). How would the demi-human races treat a psionic character? Would they be outcast as "dark dwarves" or witch-kin? And how would populations at large treat psionic entities they may encounter? Surely, magic is accepted in the AD&D multiverse as real and useful; but what would the populace think about mental powers that cannot be detected by magic spells or abilities that may enhance greatly the powers of the normal character classes? I see this being treated as if the characters where mutants in the Marvel Universe - people with inborn abilities that most humans could never have are treated with fear and mistrust. So it would be with psionic individuals who flaunt their powers. Worse, those who keep their powers secret are forced to use them only when they can keep them from others, breeding even more distrust and suspicion in a gaming group or community. Some players like that extra flavor in their campaigns, but those who roll the ability without even expecting it (or wanting it) might find it debilitating, especially if there are other players who wanted psionics and didn't qualify or blew their roll. The DM must take all this information into consideration before even allowing psionics into his game. A clear indication of whether psionics is even permitted should be explained before the game begins; some background explanation as to the ramifications should also be explained, should the characters want to roll. But a DM should only give away general information about how society treats such individuals, without spoiling the surprises that come from in-game knowledge gathering.

At some point, PCs will leave their mortal plane and adventure beyond the Astral Sea. They will find that psionics is much more prevalent in the Outer Planes among the servants of the gods than the Inner Planes or Material Plane. And it is that prevalence that defines the split between extraplanar creatures and mortal monsters. Psionics endow these creatures with more abilities than PCs will ever possess and leads them to being the truly powerful opponents that PCs need to face at higher levels. If the PCs have the same powers, they are elevated to the same level as these opponents and should be judged accordingly as being more of a threat (and hence, more of a target) by those creatures. At some point, the PCs will likely find a threat that causes the psionically endowed character more problems than the other PCs, turning his or her strength into a liability (consider that most greater demons have Psychic Crush which can kill with a single attack, but only works on psionically gifted targets).

Friday, February 18, 2022

AD&D Magic Items: Wands

One of the more common magic items of middling power, wands are typically wielded by magic-users seeking to hold off on depleting their own magical resources or keep from being disrupted when stuck in melee range. But wands are not solely for magic-users - many of the lesser wands are usable by just about any class. Wands are a great source of experience points (if they can be used by the PCs) or wealth (if they are useless to the party and sold in towns or cities). Prices for a fully-charged wand range from 7,500 to 50,000 gold pieces! Unlike other items, however, price varies with the amount of charges in the wand, so most wands are sold at a certain percentage of full price.

Wands are lumped together with rods and staves, and are found in random hoards a mere 5% of the time. Of that 5%, wands are found 67% of the time, with the most rare of the wands being the wand of conjuration, and the most common being the wand of magic detection. There are 16 wands listed on the table in the DUNGEON MASTERS GUIDE. Of these wands, half can be used by any class, the remainder require a magic-user to use (with the wand of fear being the sole exception, also usable by clerics). Oddly enough, the wand of magic missiles, which seems as if it should be usable only by magic-users, is actually usable by any character (so long as they are permitted to use wands at all). Illusionists are more limited in the types of wands they are permitted to use as they are not fully magic-users - they may only use wands of enemy detection, fear, illusion, magic detection, metal & mineral detection, secret door & trap detection, and wonder. Monks are prohibited from using wands of any kind.

Physically, wands are 1¼ feet (15 inches) long and slender. They are typically made of ivory, bone, or wood and are tipped with something - metal, crystal, stone, etc. Wands are fragile and tend to break easily. Wands are usually found in cases, which could be elaborate carved wooden boxes or leather sheathes strapped to legs, arms, or hidden in another object. A wand can hold as many as 100 charges when full, but when found as treasure are likely to have 0-19 (d20-1) charges less than full. A nearly full wand is a very potent item; most wands should be found in a nearly depleted state unless of a non-combat nature. Most wands can be recharged; only the wand of negation and wand of wonder may not be recharged. The recharging process is supposed to be detailed under FABRICATION OF MAGIC ITEMS, but is only touched upon and not really described in any useful detail. It seems to require an enchant an item spell and access to the spell(s) used by the wand. The exact cost in time and materials is only hinted at, and may have to be ruled on by your Dungeon Master. A wand must still have charges remaining in order to be recharged - a depleted wand is useless and crumbles to dust as the last charge is expended. Each use of a wand's abilities uses one or more charges (refer to the individual wand type).

Any magical device that discharges some form of magic over a distance must generally have a command word spoken in order to cause the device to function. Therefore, wands have command words, and use requires speaking this word (thus magical silence prohibits the use of wands). How one learns the command word for a newly discovered wand is a matter for the individual player and DM to work out. I suggest having command words inscribed magically on the wand (thus requiring read magic to decipher the word). Simply hearing a user utter the command word may be enough to learn it as well, but that usually means one is the target of the wand's effects and must survive this to gain the wand.... Bardic knowledge or legend lore might learn the command word for a wand. An identify spell is probably too low in level to determine command words, since the spell cannot even give precise information on the number of charges remaining in the wand (only gives 25% increments). All the abilities of wands function at 6th level of ability (if level is required to determine range, duration, area of effect, etc.). One oft-overlooked feature of wands is that 1% of all wands are trapped to backfire (but this is at the DM's option).

Following is a general overview of the wands (to keep some of the mystique of these magic items). Those wands usable only by clerics or magic-users are denoted with a "C" or "M". 

Wand With Stars clip art Clipart images | Free clip arts

Wand of Conjuration (M) is a potent item in the hands of a magic-user. It allows use of the unseen servant, monster summoning I to VI, or prismatic sphere (or wall) spells. It also allows conjuring of a curtain of utter blackness. It allows the holder to identify any cast or written magic-user conjuration or summoning spell.

Wand of Enemy Detection seems like a useless item at first. It can only detect enemies at a 6" range (60 feet indoors, 60 yards outdoors). It pulses like the ping of a submarine's sonar then points in the direction of any enemies within range. It will detect creatures that are invisible, ethereal, astral, out of phase, hidden, disguised, or in plain sight. Each use requires 1 charge and lasts 1 turn. This wand is particularly useful when dealing with shapechangers, illusionists, assassins, air elementals, or other creatures that either hide in plain sight or use magic to mask their appearance.

Wand of Fear (C, M) creates a pale amber ray that forms a cone 6" long by 2" in base diameter. Any creature touched by the cone of effect must save vs. wand or fall under the effect of a cause fear spell (1st level cleric spell, reverse of remove fear), turning and moving at fastest speed from the wand user for 6 rounds. Each use costs 1 charge and can operate just once per round.

Wand of Fire (M) has four separate functions: burning hands, pyrotechnics, fireball, and wall of fire. Only one function per round can be used and each ability replicates the spell of the same name. This wand is great for any magic-user when out of spells, or those who never learned these great combat spells.

Wand of Frost (M) is the most costly wand on the list. It has three separate functions: ice storm, wall of ice, and cone of cold. These abilities function like the spells of the same name and can only be used once per round. As cold spells are of higher level, and fire-using creatures are found with more frequency, this wand may seem to be of higher caliber. However, the spell effects it creates are hard to use in tight spaces.

Wand of Illumination has four separate functions: dancing lights, light, continual light, and sunburst. The former three function as the spells of the same name. The latter is a unique ability that greatly damages undead creatures or blinds those facing the burst.

Wand of Illusion (M) creates audible and visual illusions. It emits an invisible ray up to 14" away. The user must concentrate on the illusion in order to maintain it, but may move normally (no combat). Each portion of the illusions (visual and audible) costs 1 charge to create and 1 per round to maintain. This is a most costly wand to use, but illusions can have powerful effects if used appropriately.

Wand of Lightning (M) can cause a shock (like a shocking grasp spell and requiring a roll to hit in melee) or release a bolt of lightning (as the lightning bolt spell), but can only perform 1 function per round.

Wand of Magic Detection functions like the wand of enemy detection but only has a radius of 3". When activated it pulses and points to the strongest source of magic in range. Operation requires 1 round, and successive rounds can point to lesser sources of magic. The category of magic can be determined by expending 1 round in concentration on an aura. Starting with the second round there is a 2% cumulative chance of the wand malfunctioning (non-magical items reveal as magical or vice-versa). This prevents this item from being abused and activated all the time while exploring a new section of dungeon.

Wand of Metal and Mineral Detection is similar to the wand of magic detection, with a 3" radius of detection. When it pulses it points to the largest mass of metal within its effective area. A user can concentrate on a specific metal or mineral; if the selected type is in range it will point to any and all instances of that type, and the user will be able to determine approximate quantity as well. Each charge allows 1 turn of use, and each operation takes 1 round. While this may seem very limited, it is very good at singling out certain coin types in a large hoard, locating which chests hold treasure vs. traps or tricks. It would also be priceless for miners seeking to follow a lode of precious metals or gemstone vein in ore rock.

Wand of Magic Missiles fires missiles similar to the 1st level magic-user spell. Those wands wielded by magic-users will allow the missiles to hit unerringly; other users must roll to hit with the missiles. Each missile take 3 segments to discharge, and up to 2 may be shot in 1 round.

Wand of Negation is used to negate the functions of other wands, staves, rods, or other magic items. When the wand is pointed, a pale gray beam shoots out to touch the target - device or individual. This totally negates any wand function and make any other spell or spell-like function from a device 75% likely to be negated regardless of spell level. Operation of the wand takes 1 segment but may only function once per round. This wand cannot be recharged. This is a create defensive item; and can stop the functioning of any item with a spell-like ability (including magical swords, rings, and miscellaneous items).

Wand of Paralyzation (M) shoots out a thin ray of bluish color to a range of 6". Any creature touched by the ray must save vs. wand or become immobile for 5-20 rounds. A save indicates the ray missed. Only one creature can be affected each round; the ray stops the instant it contacts a creature.

Wand of Polymorphing (M) emits a green beam, a thin ray that extends to a range of 6". If the ray strikes a creature it must save vs. wands or be polymorphed as the polymorph other spell. The wand wielder can only turn the target into a small and inoffensive creature (like a snail, frog, insect, bunny, squirrel, chipmunk, etc.). If instead the creature is physically touched with the wand, the wielder can transform that creature into any form desired but only functions as the polymorph self spell. Only one function can be used per round.

Wand of Secret Door and Trap Location has an effective radius of 1½" for secret doors and 3" for traps. When used, the wielder has to determine what to look for (secret doors or traps), and the wand will pulse and point to the nearest phenomena. It requires 1 round to use and uses 1 charge.

Wand of Wonder is a truly chaotic wand, and generates random effects on a table that could be beneficial, detrimental, or just plain weird. The table is listed in the DMG, but can be altered by the DM to suit his or her personal campaign, or to differentiate wands of the same type. I have enjoyed these wands and laughed at their truly capricious abilities to screw over the player characters in the most innocent of ways. Only one function per round is possible with only 1 charge per use. The wand cannot be recharged.

Use of Wands

It's important to note that wands with segments of activation behave like spells in combat. In other words, if a wand takes 3 segments to activate, it's effects come at the end of the 3rd segment, regardless of the number rolled for initiative. Wands wielded as melee weapons (the shock attack of the wand of lightning or polymorph self ability of the wand of polymorphing, for example) act on the normal initiative roll. The main benefit of using a wand is that, unlike casting a spell, it's use cannot be stopped (except by the aforementioned wand of negation) or disrupted (unless the wand is broken or damaged by a failed item saving throw). Wands also allow a magic-user to use spells they might not be otherwise able to cast due to failed Chance to Know or the spells they contain were never located or written into their spell books.

Unearthed Arcana Wands

Wands received their own actual table in the UNEARTHED ARCANA. Twelve new wands were added to the mix, although some seem to be reworked versions of the fire, frost, and lightning wands. Some strange wand types were added with twisted rules. Most of these wands are usable by any class that can use wands.

Anything Wand performs like a wand of wonder, but only has 50 charges at full. It also has three other special uses: upon command it performs as if it were any other sort of known wand, but can only duplicate a single kind of wand no more than once. If commanded to perform as a single kind of wand more than once, the second or third command have no effect - and after three such commands, successful or not, the wand is drained and totally useless. The wand cannot be recharged (like the wand of wonder). I suppose this is slightly less chaotic, but other types of wand must be known to the Player Character, not the player.

Buckler Wand can be used by any class except cleric. It activates in 1 segment, the tip becoming equivalent to a +1 dagger and the rest of the shaft blossoms into a +1 buckler (small shield). The whole becomes equal to a spiked buckler +1. Because of the magic, it can be wielded by a magic-user, but no spells can be cast unless the wielder is a multi-classed fighter/magic-user. A thief using this wand cannot climb walls or perform other abilities requiring use of his/her hands while holding the device.

Wand of Defoliation is constructed only of ivory or bone (never wood). With one charge, all chlorophyll within 3" radius is destroyed, causing plants to wither into autumn colors before turning dry and brown. With two charges, all normal plant life within 3" radius withers and dies. Sentient plant creatures and non-normal plants suffer 1d6 points of damage. This can be directed into a cone-shape by the wand wielder but will cause 6-36 damage to any plant creature in the area of effect (save vs. wands for half damage).

Wand of Earth and Stone is short and topped by some sort of mineral. It can perform the following functions: dig, passwall, move earth. 50% of all wands have the following additional powers: transmute mud to rock, transmute rock to mud.

Wand of Fireballs enables the wielder to cast a fireball (and only a fireball) spell quickly (1 segment to activate, 1 segment to activate the fireball).

Wand of Flame Extinguishing has three functions: 1) when applied to normal fires of normal size no charges are expended to extinguish the flames; 2) when applied to large normal fires 1 charge is expended and continuously created flames are extinguished for 6 rounds before flaring back up; and 3) when applied to large magical fires, 2 charges are expended to extinguish the flames. Using one charge upon a creature composed of fire, the wand inflicts 6-36 points of damage.

Wand of Force (F, M) has three functions: 1) creates a shaft of force that functions as a +5 bastard sword when wielded in combat (1 charge per turn); 2) create a wall of force expending 1 charge; and 3) create a plane of force that behaves as a Bigby's Forceful Hand spell (must be a magic-user to use this function and know one of the Bigby's hand spells to use it), expending ½ charge per round of use. Fighters can use the first two functions. The wand can be recharged, but can also be recharged by contacting  a Bigby's hand spell, Mordenkainen's Sword, or wall of force. Touching any of these spell effects with the wand acts as a disintegrate spell, destroying the spell manifestation and absorbing 1 charge into the wand.

Wand of Ice Storms enables the wielder to cause an ice storm (damaging hail or slippery ice are possible). Activation time is 1 segment, 1 segment to use ice storm). This wand can be recharged.

Wand of Lightning Bolts enables the wielder to cast a lightning bolt (6-36 damage) with a saving throw for half damage. Stroke or forked bolt is possible. Wand takes 1 segment to activate, and 1 segment to discharge). The wand can be recharged.

Wand of Metal Command appears to be a wand of metal and mineral detection, but in the hands of a dwarf or gnome it reveals its special powers: 1) with one charge, the wand can transmute gold to lead, or lead to gold with a 3" range; 2) with two charges, the user can heat metal as a druid with a 3" range and only a single target; and 3) with three charges, the possessor can cast any of the following spells as an 18th level magic-user: crystalbrittle, glassee, or glassteel.

Wand of Size Alteration enables the wielder to cause any single creature of any size to enlarge or diminish in size. Either effect causes a 50% chance in size. The wand has a 1" range. A save is permitted, but creatures can choose to forego the saving throw if desired. Each use expends a charge and the wand can be recharged.

Wand of Steam and Vapor has two separate functions, each of which expends 1 charge: 1) Steam jet spouts out in a cone causing 6-36 damage; the cloud persists but reduces in damage each round; 2) Vapor billows out of the wand equal to a fog cloud, persisting for 6 rounds and remaining stationary unless moved by magical or non-magical winds.

Final Thoughts on Wands

Wands began as a means for magic-users to continue fighting magically once their spells were expended. It also allowed a magic-user who was bum-rushed into melee range to still engage in magical combat without fear of spells being interrupted. The wands listed in the DMG were either for a magic-user to use in combat, or as a utilitarian device for any other class to use in dungeon adventures (locating treasure, enemies, traps, secret doors, magic, etc.). Wands added into the game with UA were mainly for any character to use, thus allowing other classes to behave as a magic-user (and thus lessening the M-U superiority in the game) or allowing magic-users to expand on their already prodigious magical abilities.

Wand combat is typically fast and usually performed at range. Ways to foil wand usage include possession of a wand of negation, destroying the wand, or disarming the wand. Shatter spells will not function on magical items, thus they cannot affect wands. Fireballs and lightning bolts would affect a drawn wand if the wielder failed their saving throw. Again, silence spells prevent the use of a wand with a command word (most have a command word). Invisible barriers (like wall of force) could cause a wand wielder to suffer an attack from their same weapon if the range assumed is suddenly cut short. I don't ever remember seeing a wand in any published adventure with more than 25 charges or so. Holding off on using a wand because it is low on charges is a fool's ploy - wands are made to be used to depletion. There are so many other wands that could be located and used in a campaign, so burn through those wand charges and enjoy the spectacle of a magic-user in wand combat!

Tuesday, December 28, 2021

Basic D&D: Christmas Nostalgia

My maternal grandmother, affectionately called "Nanna," was a wonderful old lady who had practically helped raise me from an infant since she lived so close to us. For my eleventh Christmas she selected a present which she was told was "all the rage" among kids my age. I am speaking of the Moldvay Basic D&D boxed set. I fell in love with the artwork on the box cover instantly and ripped it open to see how to play. There was no game board... Gee, the dice look funny... And check out how long the rulebook is! We'll be here all night trying to learn how to play this game. And nobody wanted to learn how to play a game with a 64-page rulebook that had an index and chapters.... So, after perusing the rulebook for a few hours, and then looking at B2: Keep on the Borderlands, the module that came with the boxed set, my mother made the executive decision that the game was a little too mature for me at that time. I disagreed vehemently, but realized that without anyone to play with, the game would simply sit in my closet until it was given away to one of my cousins or sent to the thrift shop with the other older toys.

The following week, my mother and Nanna took me to Toys 'R' Us in Massapequa, NY to return the opened D&D Basic set and find something a bit less challenging to buy. I checked out the aisle where all the board games were kept, but my eyes kept wandering back to all the TSR boxed sets and rulebooks nearby. In the end, I settled for something of comparable price which looked just as cool (but had a game board and normal tokens and dice, as well as cardboard chits) - the DUNGEON! boardgame. Now this was much more our speed, and I have spent many happy years playing this fun game with my family. In fact, some of my friends and family specifically request DUNGEON! every now and again.

But, I was still intrigued by the D&D game. Later that year, for my birthday in 1982, I received yet another copy of the Basic D&D game (along with my 3rd box of Tri-Trac <sigh>). I had no idea who I would play it with - my siblings were all much younger than I, and my parents had no idea how to play a game without a board and weird dice. I started reading, creating characters, drawing my own maps, and generally trying to figure out how the hell to play this game. It was so intriguing, yet so elusive since I had no idea where to start, or even how to start. The following autumn I found myself in middle school, surrounded by a number of new kids from the neighborhood that I had never met. I hit it off with some guys from down the block and we decided to join a school-sponsored D&D club. The club was not very successful (due to the negative publicity from the 700 Club), and I don't remember going more than a couple of times. I had gotten a diorama set for DUNGEONS & DRAGONS from my uncle over the summer, and now had the boxed set AND some plastic miniatures to play the game. These were all promptly stolen out of my locker shortly after I joined the club. I gave up. It seemed I was never meant to play this game after all.

Then, the guys I had met at the game club came calling at my door one weekend. They convinced me to go over one of their houses and play D&D with them. I said sure (after being torn away from my Saturday morning cartoons), and soon I was falling down the rabbit hole into a life of role-playing. We weren't very good at playing the game - the rules were all there, but we were too impatient to read them all before we started. All I remember about my first session was the purple cover of B4: The Lost City and playing a Fighter or Dwarf (can't remember which) and entering the metal cylinder ladders that would take us into the dungeon. We didn't last long. We encountered a white ape that pretty much took us all out. But I was totally hooked! The premise of the game, the time period, the monsters, the character types, the artwork - all of it! It was like playing DUNGEON! without being stuck in the same dungeon trying to get those 10,000 gp and heading back to start before the others. We had to cooperate with each other in order to overcome obstacles (some of us understood that better than others).

Since that time, I became lifelong friends with the others at that first gaming table. I later slaughtered giants as Bruno Nogard the Fighter in G1-2-3: Against the Giants (which was also my first time co-DMing an adventure), and later plumbed the depths of Oerth against the Drow, then entered the Abyss to take on the Spider Queen herself. After our initial romp at high levels, we dumbed things down, back to 1st level, and this time I got to play my first elven fighter/magic-user (Lantwynn Ruman) in the U-series of modules (Saltmarsh) which was utterly amazing! Every summer of middle and high school we would binge on AD&D, getting better and better, and then eventually creating our own AD&D campaigns and heading off to college where we really started gaming seriously.

But, I always came back to Basic/Expert D&D. Although we no longer cared about this older version of the game, I couldn't shake it. It was my "first love" after all. I kept up with all the rulebooks and supplements for B/X D&D, and later BECMI D&D, then the Gazetteer series, and all the new modules. There was something magical about that initial run of D&D that gets me, even now. Every Christmas time I break open the box and carefully read through my copy. Although my Expert Rulebook has fallen apart, the Basic book is still in good shape (I purchased multiple copies so I always had one). I've since typed the rules into my computer to better search and correct errors in the originals. But I still love looking at this rulebook, and re-reading the excellent advice by Gygax in B2: Keep on the Borderlands. The original dice from my box set were lost long ago (or cracked and broke over the decades of playing). I have a set of solid yellow dice with black numbers that are strictly used only for Basic D&D characters and module creation. I even re-purchased the diorama set that was stolen all those years ago, even though I detest plastic miniatures.

But, I have no one to play the game with anymore. Anyone who would even deign to humor me is now 3,000 miles from where I live. Sure, we could play over the computer, but it's not the same. And besides, all my friends prefer the shinier D&D 5E rules or the complexity of AD&D 1st edition. Race as class just doesn't appeal; neither does limited spells or magical items. But I grew up with this form of D&D and I will continue to love it until I die (or at least until I can't read the numbers on the dice anymore).

Friday, December 24, 2021

AD&D Magic Items: Miscellaneous Weapons

Hammer of Thunderbolts


Not as well-known as magic swords, the miscellaneous weapons are 14% likely to be found in a randomly generated hoard of magic treasure. This category includes such weapons as daggers (the sword's little cousin), axes, hammers, maces, and missile weapons (and their ammunition). Some unusual weapons were selected for inclusion on the list (like flails, military picks, and tridents), which are not typically selected by player characters. Other weapons that are typically selected for their damage potential (mostly pole-arms) are not included, or only have +1 versions listed (like the battle-axe +1 or morning star +1). Does this mean that certain weapons only have +1 versions, and never have +2, +3, or higher magical bonuses? This is unknown. Some of the weapons only have one version listed, and at a value higher than +1! Such weapons include the crossbow of accuracy +3, the javelin +2, scimitar +2, and sling of seeking +2.

Most of the magic weapons listed have a straight magical bonus listed without any additional powers. The magical bonus is meant to apply both "to hit" and damage rolls (with some exceptions listed hereafter). Thus, an axe +2 gives +2 "to hit" and does 1d6+2 damage to any creature it hits in melee (not counting any strength or other bonuses of the character wielding it). This is somewhat different from the original D&D game in which the bonus applied either to hit or to damage rolls, not necessarily both.

MAGIC WEAPON RULES AND DESCRIPTIONS

Magic arrows which miss their targets are listed as being recoverable 50% of the time. Those that hit their targets are considered to be destroyed. This is the first time this rule is stated anywhere, and has been later applied by many to all arrows.

Arrows of Slaying are keyed to a specific type of creature and are all considered to be +3 enchanted. Each has a special mark that designates the creature type to be affected. If used against the type of creature it is enchanted to slay, any hit will instantly kill the creature (without rolling damage and regardless of hit points). The list in the DMG only has 24 listings, but can be expanded or modified at the DM's desire.

Axes (not battle axes) can be thrown up to 3" with the hit bonus, but then do not receive the damage bonus. It is assumed that if used in melee, the bonus applies to hit and damage rolls as normal. Only the Axe +2, throwing can be used normally at double range and with the standard damage bonus.

Bows give their enchantment bonus on "to hit" rolls and the damage rolls of their ammunition. If magic arrows are used, total the bow and arrow enchantments. The type of bow depends on the circumstances of the campaign, and the culture that made it. Apparently, magic bows are only +1 enchantment only (which makes sense, since magic arrows can be anywhere from +1 to +3 in enchantment).

Crossbows of Accuracy +3 give the bonus to any missile fired from it and all ranges are considered to be short range (no range penalties!). Only 10% of these will be heavy crossbows. It is worth noting here that magical crossbow bolts are only found at +2 enchantment, so when using such in this crossbow, the archer is +5 to hit and damage!

Crossbow of Distance has doubled range categories, but is otherwise of +1 enchantment to hit and damage. 10% of these will be heavy crossbows.

Crossbow of Speed allows the user to fire at double the normal rate of fire. If grasped, the crossbow will automatically cock itself. In surprise situations it is of no help, but in complete surprise situations the held crossbow will enable its user to fire in the 2nd segment portion. Otherwise, it allows first fire in any melee round, and end of the round fire also, when applicable (typically, as a light crossbow only). 10% of these are heavy crossbows, and it is assumed then that the rate of fire moves from 1/2 to 1 per round. In any case the weapon has a +1 bonus.

Dagger of Venom appears to be a standard +1 weapon, but the hilt holds a hidden store of poison. Any hit on a natural 20 injects fatal poison into the opponent unless a saving throw vs. poison is successful. The dagger holds 6 doses of poison and more can be refilled manually. Use of this weapon by good (and particularly LG) characters must be carefully monitored. Although this sounds like a great weapon, the poison only works on a roll of 20 - it's otherwise a +1 dagger.

Hammer +3 Dwarven Thrower was created in the original D&D rulebooks and was one of the highlights of playing a dwarf character. It appears to be only a +2 war hammer, but in the hands of a dwarven fighter it becomes a +3 weapon, can be thrown up to 6", and will return to the thrower's hand like a boomerang. The bonus works even when hurled for both "to hit" and damage rolls. However, when hurled, the hammer does double dice damage against all opponents except giants (including ogres, ogre-magi, trolls, and ettins), against which it causes triple damage (plus bonus of +3). Thus, the base weapon damage is doubled or tripled when thrown, then the bonus is applied.

Hammer of Thunderbolts appears to be a regular hammer of large size and extra weight. It is too unwieldy to use in combat unless the character has at least a Strength of 18/01% or better and a height over 6'. The hammer then functions as +3 enchantment and gains double damage dice on any hit. If the wielder wears any girdle of giant strength and gauntlets of ogre power, the hammer can be properly wielded if the true name of the hammer is known. When swung or hurled it gains a +5 bonus, double damage dice, all girdle and gauntlet damage bonuses, and strikes dead any giant upon which it scores a hit! When hurled and successfully hitting,  a clap of thunder accompanies the strike, stunning all creature within 3" for 1 round. (Remember that a stunned target can take no actions and is +4 to be hit by attacks.) Throwing range is 1" + 1/2"/point of strength bonus for the gauntlets and girdle, i.e. 6 + 7 to 12 = 13 to 18 x 1/2" = 7½" to 10" range. The hammer of thunderbolts can only be thrown once every other round due to its unwieldiness, and after 5 throws within a 2 turn span of time, the thrower must rest for 1 turn. At first this sounds like a great weapon (and is modeled after Thor's hammer, Mjolnir), however requiring 2 other strength-based magic items to use it properly is a basic Gygax "gotcha" move. Most parties would balk at allowing one fighter to get both a girdle of giant strength AND gauntlets of ogre power, when it make much more sense to have two characters own those items (and increase both of their damage potentials). The height and Strength requirements just to use the +3 weapon alone is enough to place it out of the hands of most characters (and all of the demi-humans). It is, however, a cool visual and an awesome weapon to aspire towards, like the Holy Avenger or the Staff of the Magi.

A side note at the end of the hammers section shows that magic hammers can be throw as hand axes are, which means that, unless noted, when hurling a magic hammer only the "to hit" bonus applies.

Curiously, there is no mention of a mace +3 - the chart lists only a mace +1, mace +2, and mace +4 along with the mace of disruption.

Mace of Disruption appears to be a +1 mace, but it has a NG alignment, and any evil character touching it takes 5-20 damage! If the mace strikes an undead creature or evil creature from a lower plane, it functions like a cleric turning undead as if the wielder were 12th level, and if the creature struck scores equal or below the number shown, it is disrupted and slain. Thus skeletons, zombies, ghouls, shadows, and wights are instantly blasted out of existence, as are ghasts and even wraiths. Mummies have only a 20% chance, spectres 35%, vampires 50%, ghosts 65%, liches 80%, and other affected evil creatures 95% chance of saving. Even if the undead/fiend saves, damage upon such creatures is doubled (double bonus and double dice damage). It is assumed then that against undead/fiends it is a +2 bonus weapon, and failure to save indicates that the undead/fiendish creature is destroyed.

Scimitar +2 can optionally be treated as a magic sword - especially if the campaign has a more Asian flavor. Thus it can range in bonus from +1 to +5, and may include scimitar of wounding or scimitar of sharpness as options.  It may also be intelligent or have special powers and abilities like magic swords.

Sling of Seeking +2 gives the user a +2 bonus for "to hit" and damage dice, but missiles from the weapon are only regarded as +1 magical with respect to seeing what creatures can be hit (thus, if a creature requires magic weapons of +2 or better to hit, it is unaffected by missiles from this sling). There are no listed magic sling stones or sling bullets, so these apparently do not exist.

Spears can be used as melee or missile weapons. If used as a missile, they may be broken by any creature with 18/00 or greater strength or against or by one that is massive (like dinosaurs, huge dragons, cave bears, hippos, rhinos, etc.) Intelligent creatures may pick up and return fire with a magic spear 75% of the time, or may break the weapon 25% of the time (save vs. crushing blow). Unintelligent creatures will be 25% likely to break it (save as above). Unlike axes and hammers, there appears to be no restriction on the damage bonus when thrown.

Spear, Cursed Backbiter appears to be a +1 magic spear (or +2 or +3 at DM option). It performs naturally at this bonus when used in combat, but each time it is used in anger against a melee opponent, there is a 1 in 20 chance cumulative that it will function against its wielder, and once it does so cannot be dropped without a remove curse spell. When functioning in this manner, the spear curls to strike the wielder in the back, thus negating any shield and/or Dex bonuses to AC, and doing normal damage. Backbiting also applies to hurling the spear, but once loosed it is no longer cursing the wielder; however, the damage done to the wielder is thus doubled in this case.

Trident (military fork) +3 is a short-hafted weapon about 6' long overall. Upon command, the middle tine retracts into the pole, and the pole extends to 9' length, thus creating a military fork with a short center spike. The changing in form requires 1 round.

It is curious to note that, with the exception of the cursed backbiter spear, there are NO cursed magic weapons on this list. In comparison, there are three cursed magic swords on that list.

Some of the other magic weapons that appear in the DMG are actually considered miscellaneous magic items, rods, or Artifacts since they are not used in the traditional sense of a weapon. Such weapons include the arrow of direction, javelin of lightning, javelin of piercing, maul of the titans, net of entrapment, net of snaring, trident of fish command, trident of submission, trident of warning, and trident of yearning. There are also the rod of lordly might (which can transform into several different magical weapons), the Axe of the Dwarvish Lords, Mace of Cuthbert, Sword of Kas, and Wand of Orcus (all artifacts).

ENCHANTING MAGIC WEAPONS

There are some spells that can temporarily make normal weapons magical, such as shillelagh, enchanted weapon, and flame arrow, but the weapons do not become like magic items - they mostly can only be used to hit creatures only struck by magic weapons and gain either the bonus to hit, or damage, or neither (depending on the wording of the spell). Creation of magic weapons is not well-explained in the rules. It apparently requires the Enchant an Item spell, a permanency spell, and some other spell to grants the magical bonuses. The only place I've ever seen an explanation of how those bonuses are installed was in a WHITE DWARF Magazine series of articles on magic item creation. These articles indicated that the spell limited wish can be used to charge items with enchantment bonuses (one spell per bonus) before making them permanent. I think this is a perfectly good use of an otherwise curious spell that is poorly understood (after all, how does one limit a wish?). I assume that clerics make clerical weapons (maces, hammers, etc.) while magic-users make bows and bladed weapons, but only a magic-user can cast limited wish or permanency spells.

It is curious that some magic weapons are limited in their enchantment bonus. I have no explanation for this other than it could have been a decision by Gary Gygax to limit the power of such weapons' damage potentials. It appears that maces are the only weapons other than swords to be allowed +4 enchantment. All other weapons are of +1, +2, or +3 value. Then again, when one considers that most magic weapons harken back to the original D&D rules which used a chart and 2d6 roll to determine hits (from CHAINMAIL), then that +1, +2 or +3 bonus held more power than with a d20 roll.

UNEARTHED ARCANA MAGIC WEAPONS

Perusing the UNEARTHED ARCANA list, one can see that the enchantment bonus increased for many of the weapons and new weapon types were added to the list. Arrows and hand axes were now up to +4 enchantment. Battle axes could be +2 or +3 as well. Bolts of +1 or +3 value were now available. Sling bullets are added to the list, and could be of +1 to +3 enchantment. Normal magical daggers (that didn't care about opponent size) were listed up to +3 value. Darts were added to the list, up to +3 bonus. Flails could now be up to +2 bonus, and hammers up to +4 bonus. Javelins could be +1 or +3 bonus. Knives were added to the list, up to +2 bonus. The lance was added to the list at +1 bonus (probably for cavaliers which debuted in this book). The mace +3 was added to the list, as was the morning star +2. Pole arms finally got a +1 bonus on the list, and magic quarterstaff  was added (for those monk types, or non-magic-user staff combatants), the scimitar got a +1, +3 and +4 version, as well as the scimitar of speed option. Finally, spears, of +4 or +5 bonus were added as well. Some new special weapons included the axe of hurling, sling bullet of impact, dagger +2 longtooth, dagger of throwing, dart of homing, hornblade, and buckle knife.

Axe of Hurling is the equivalent of the dwarven thrower for axe fans. It can be thrown up to 6" and returns to the thrower at the end of the round, whether it scores a hit or not. Damage when hurled is twice normal dice damage, then the bonus is added. It only causes normal damage when used in melee. The bonus on the axe is +1 to +5.

Sling Bullet of Impact appears to be a normal sling bullet, but close examination reveals tiny rune inscriptions and they radiate as magic when detected. Each bullet is +1 bonus "to hit" only. The unadjusted score to hit is the base chance of whether additional damage is done. For each point above the minimum number to hit, the missile causes +2 damage to the target struck. Thus, if the hit was 5 above what was required to hit, the damage would be +10. The bonus damage is added to the base damage for a sling bullet.

Dagger +2 Longtooth appears to be a normal weapon or a magic weapon of the normal sort, but when wielded by a gnome or halfling, it lengthens and functions as a short sword, but remains as light and handy as a dagger. The weapon will penetrate wood or stone as if it were softer material in the hands of a gnome or halfling, inflicting maximum damage against such substances. This means that the speed factor of the blade is that of a dagger, while the damage is that of a short sword, and locks, bolts, or bars could be cut through easily with the blade.

Dagger of Throwing appears to be a normal weapon, but radiates strong magic when detected. The balance of the weapon is perfect, and when thrown, ranges are doubled (2"/4"/6"), and a successful hit will inflict double normal dagger damage plus the magic bonus. Magic bonuses range from +1 to +4.

Hornblade is a magic weapon that originally appears to be a sickle-like knife about the size of a short sword. It appears to be nothing more than a horn set in a handle grip. If the proper pressure plate is pressed, a curved blade will spring out. These range from knife-sized, to dagger-sized, to scimitar-sized, and have magic bonuses of +1 to +3 based on size. The smaller versions can be thrown, and the bonus applies to hit and damage rolls. Any class that can use a sickle can use a hornblade. It can be wielded as a weapon of the type it emulates (knife, dagger, or scimitar), providing the user has proficiency with the weapon. The hornblade is retractable between uses. Seems like an awful lot of trouble just to give a druid a switchblade...

Darts of Homing appear to be normal projectiles, but are actually magic weapons of +3 value. If the dart hits the target it is thrown at, it will magically return to the thrower in the same round and can be re-used. A dart of homing does 4-9 points of damage on a successful hit against any size of creature (1-6 plus bonus). If the dart misses its intended target, it loses its magic. These darts have double the range of normal darts (3"/6"/9"). Hopefully these are found in large quantities since the only character likely to get much use of this weapon is a magic-user with pitiful attack rolls, so I don't see the weapon returning all that often...

Buckle Knife is a magic blade with a hilt that resembles a large ornamental belt buckle or a complete buckle of a smaller sort. Its hilt can easily be grasped and the weapon drawn from its belt sheath. The knife blade is short but sharp, so it does damage as a larger knife. The magic bonus is +1 to +4. This is apparently a great weapon for a thief or assassin who needs to carry a weapon incognito.

Magic Quarterstaff is a new magic weapon with two special qualities worth mentioning. Upon command, the staff will alter its length from as short as 6' to as long as 12' (or any length desired in between). It otherwise causes damage as a quarterstaff (1d6) plus its magic bonus of +1 to +5. This particular magic item was showcased as belonging to the thief-acrobat on the Dungeon & Dragons Saturday morning cartoon. I'm sure it exists on this list only to give a thief-acrobat a vaulting pole or balance pole when desired.

Scimitar of Speed is a +2 weapon that enables its wielder to strike first in a melee round, even though some magical effect might have otherwise slowed his or her speed and reaction time. This initial attack comes on the 1st segment of the round, ahead of any other actions that might also take place. It also allows more than one strike in some rounds; it allows the wielder to strike with multiple attacks one place better than they can normally. Thus, if a druid is striking, he can strike at 3/2 attacks. A 7th level fighter with this scimitar could attack 2/1 attacks or better if specialized in scimitar as well. The increase in attacks is also cumulative with the effects of a haste spell. The bonus of the weapon can be +1 to +5, and there are also other forms of this weapon (such as cutlass, tulwar, or yatagan).

Magic weapons still require the wielder to be proficient with the weapon, otherwise they suffer the non-proficiency penalty to attack.

FINAL IMPRESSIONS

Most of the magic weapons listed are of the normal sort one would find in any D&D game, but what if the D&D character chose oddball weapons for their weapon proficiencies? A monk with a bo stick or spetum is out of luck if they require magic weapons to hit a gargoyle! If using purely the Players Handbook and Dungeon Masters Guide, then none of the pole arms found are magical in nature. This caused so many players to choose a sword as one of their weapons in order to guarantee that they would find at least one magic weapon to use. Double-specializing in an oddball weapon that causes a lot of damage is great, but then don't expect to find a magic version of the weapon.

How come some magic weapons don't have cool abilities like magic swords? I would expect some enchanted battle-axes to have vorpal qualities, or maybe a bone-breaking mace that prevents opponents from using their weapons or moving effectively, or shattering one's shield, magic or otherwise. Those should have been the weapons included in the DMG. Why can't a club be enchanted? I can think of several cartoon characters with enchanted clubs that did cool things (Mighty Mightor, Captain Caveman, and Bobby the Barbarian from the D&D cartoon, to name a few). All the magic weapons should have been listed under the Miscellaneous Weapons list (except, of course, the Artifacts).

Don't get me wrong, the sword is the iconic weapon of the Medieval warrior, but only the Fighter classes can use them effectively (except for a few types usable by Thieves). The rest of the classes are limited in their weapon selections and, although most can use other types of magic items that fighters can't, seems to be limiting if the character is designed to be more of a fighting type. Take a war cleric, for example. A cleric of Heironeous or Hextor, or perhaps a follower of Bane, should be able to use weapons that can actually do something more than grant +n to hit. Magic swords can slay dragons or giants, produce cold or fire, have specific bonuses against certain creature types, or have the abilities to drain life levels or cut off limbs. Why don't miscellaneous weapons get cool powers like that? The only ones that do have restrictions on who can use them, and/or have limitations based on other magic items possessed or ability scores, height, or race. Not many swords have such restrictions!

The Unearthed Arcana list tried to make miscellaneous magic weapons better by increasing the magic bonuses or adding in new items omitted in the DMG. However, the truly cool powers are still reserved for swords.

B2: Of Monsters and Gygaxian Wisdom

I know it's been a while since I've posted anything on this blog, and I apologize. The last six months have been a whirlwind of acti...