Tag Archives: Eldrich Wizardry

The Astral and Ethereal Went From Interchangable to Overcomplicated. How Can D&D Fix Them?

As introduced in the original Dungeons & Dragons supplements, the astral and the ethereal planes seemed like two names for the same place. D&D characters visited both planes for the same reason: to snoop undetected. Either way, travelers pass through walls. On both planes, travelers braved the psychic wind. Monsters with attacks extending to one dimension invariably touched the other as well. The two planes shared the same encounter tables.

dosctor strange etheral selfToday, thanks to decades of new planar lore, the astral and ethereal now differ. Instead of psychic winds, ethereal travelers face ether cyclones. On both planes, travelers fly around at will, but on the ethereal, creatures have a sense of gravity. Planar diagrams show the astral plane touching outer planes like the Hells and Limbo, while the ethereal touches the elemental planes. (Nonetheless, characters will still use plane shift and portals to travel the planes.)

Despite these differences, when the fourth-edition designers simplified the lore in their Manual of the Planes (2008), they dropped the ethereal plane. No wonder fans felt incensed!

How did D&D wind up with the Coke and Pepsi of planes? Do their redundancies just add useless complication to the game’s cosmology as the fourth edition designers seemed to conclude?

Signed Greyhawk CoverTwo magic items that appeared in Greyhawk (1975) introduced the ethereal to D&D. Both oil of etherealness and armor of etherealness put characters “out of phase,” letting them through solid objects and making them immune to attack except by other creatures that can also become out of phase. Only a mention of creatures that can see ethereal things reveals that ethereal travelers are invisible rather than merely intangible.

One spell that debuted in Greyhawk introduced the astral to D&D. The astral spell let casters send their astral form out of their body. The form can fly at the speed of 100 miles per hour or more “and nothing but other astral creatures could detect it.” so the spell offered a superb way to find the best treasures and the worst traps in the dungeon.

The astral spell offers no more detail about astral travel, but fantasy gamers in the early 70s likely understood the concept. In Doctor Strange’s comic book appearances of the time, the Sorcerer Supreme frequently traveled in ethereal, astral, or ectoplasmic form; the superhero’s writers used the terms interchangeably. Gary Gygax included every idea he found in fantasy and folklore in his game, and gamers in his circle knew Doctor Strange. Brian Blume, the co-owner of D&D publisher TSR, was a fan. The teenage artist Gary recruited to draw the original D&D cover patterned the image after a panel in a Doctor Strange comic. Gamers could also consult books like the Art and Practice of Astral Projection (1975). Back then, astral projection attracted popular attention and even the U.S. Army took the paranormal seriously enough to launch a research effort that included astral projection.

The Eldritch Wizardry supplement (1976) frequently mentions ethereal and astral travel together, making the two dimensions interchangeable except for the magic item or spell required to reach them. The distinction between oil of etherealness and astral spell created one big difference in play. The oil made the body ethereal, so when the effect wore off, the user gained substance wherever they had traveled. With the astral spell, the caster’s astral form left their body behind and then returned to their body when the spell wore off or when something destroyed their astral form. This let someone scout while nearly immune to harm, but they could not physically travel to another place.

Until the plane shift spell debuted in the Advanced Dungeons & Dragons Player’s Handbook (1978), characters could not bring their bodies to the astral plane. Plane shift enabled travel to and from the astral and ethereal, making visiting either plane equally simple.

In the AD&D Player’s Handbook, Gary’s urge to gather ideas from other sources led him to complicate the astral spell with more lore from astral projection. Some real-world investigators into astral projection claimed that during their out-of-body experiences, they saw an elastic, silver cord that linked their astral form to their physical body. Based on this, the astral spell added cords that tether astral travelers to their flesh and blood. Breaking the cord kills the traveler, so the cords potentially add some risk and tension to astral projection, even though “only a few rare effects can break the cord.” When Charles Stross created the astral-dwelling githyanki for the “Fiend Factory” column in White Dwarf issue 12 (1979), he wisely gave them swords capable of cutting the silver cords, adding some real peril to astral travel.

In the July 1977 issue of Dragon magazine, Gary Gygax printed a diagram that showed a difference between the astral and ethereal planes. The astral stretched to the outer planes like Olympus and the Hells, while the ethereal reached the inner, elemental planes. This proximity hardly made a difference in gameplay, since Gary never explains how astral travelers can navigate to Olympus, or why someone might care in a game with plane shift on page 50 of the Player’s Handbook. Besides, with Queen of the Demonweb Pits still years away, a DM who allowed players to travel the planes lacked any example to follow.

doctor strange ectoplasmicAs far as players cared, the astral and ethereal just offered ways to snoop while undetectable and unblocked by walls. The choice of plane depended on the available magic. In 1977, D&D co-creator Gary Gygax would write about how astral and ethereal travel “posed a headache for DM’s.” In Tomb of Horrors (1978), he writes “Characters who become astral or ethereal in the Tomb will attract a type I-IV demon 1 in 6, with a check made each round.”

The Manual of Planes (1987) finally created differences between the astral and ethereal that factored into game play.

The astral no longer overlapped the material plane, so astral travelers lost the power to scout and spy. At best, astral travelers could find a portal called a color pool leading to the material plane and use it as a window to scry. Instead, the astral became a crossroad of connections to other planes. The astral gained those color pools and also conduits that work like portals but looked different. Years later, the fourth-edition designers fully realized this idea of the astral connecting to the outer planes when it made the Heavens, Hells, and other outer planes domains floating in the astral sea.

The ethereal still allowed invisible, intangible scouting, but it now extended into the deep ethereal, a place that connected to the elemental planes and various demi planes. The deep ethereal seems like a useless complication that stems from a diagram Gary printed in that 1977 issue of Dragon, because it resembles the astral plane, and besides players travel by plane shift and portal.

By the 90s, as D&D settings started proliferating, D&D designers started looking for ways to connect them. The Spelljammer setting gave characters a way to pilot their fantasy spaceships between Faerûn, Krynn, Oerth, and so on. The Planescape setting uses the deep ethereal to create similar connections between D&D worlds.

The astral and deep ethereal are different thanks to Coke versus Pepsi nuances of flavor and because each plane led to different places. (Does that feel like too much complexity for few gameplay rewards?) In practice, plane shift and portals mean that few visit the astral except to fight githyanki and no one visits the deep ethereal ever. In today’s game, the new Spelljammer setting uses the astral sea to connect D&D worlds, leaving the deep ethereal with no reason to exist. (Update: The Radiant Citadel of Journeys Through the Radiant Citadel exists in the deep ethereal, which provides the feel of a magical place disconnected from the ordinary, but without the problems created by locating a city in the astral where nothing ages.)

If I were king of D&D, I would adjust the astral and ethereal with some changes:

  • Drop the deep ethereal, keeping the ethereal as the sole, overlapping plane of creatures out of phase. The deep ethereal rates a description in the 2014 Dungeon Master’s Guide, but I suspect no fifth-edition character has ever visited it.
  • Drop the astral projection spell and the silver cords. The ability to spy from the astral plane disappeared in 1987, so the astral spell just rates as a pointless nod to a passing interest in the paranormal.
  • Make the astral sea the plane of portals and conduits that serves as the crossroads of worlds and planes.

Related: Queen of the Demonweb Pits Opened Dungeons & Dragons to the Planes

4 Ways D&D’s Creators Tried and Failed to Balance Classes

The classes in today’s Dungeons & Dragons game are balanced to make sure that when players leave a session, everyone feels like their character contributed to the party’s success. No player should ever see their character routinely upstaged and wonder, “Why am I even here?” In a list of goals for fifth edition, designer Mike Mearls wrote, “All of the classes should feel competent when compared to each other at all levels.”

The game’s designers didn’t always aim for this target, and when they did the methods often failed. What methods of class balance have the game’s designers abandoned?

1. Ineffective in one pillar, strong in another

The D&D game focuses on three pillars of play: exploration, roleplaying interaction, and combat.

In the early D&D game, players spent most of their game time immersed in exploration: mapping, searching, and evading hazards. Good play meant avoiding combat and saving spells. Expert play meant getting treasure without a fight. The original thieves lacked any combat assets—not even backstabbing—but during all the searching, scouting, and evading, only thieves brought any useful, reusable abilities. They shined in the exploration pillar, and floundered in combat.

In an interview for Drache issue 3, D&D co-creator Gary Gygax explained, “D&D’s team aspect is important. In a D&D game, each player has to use his strengths at the right place. Otherwise, the group won´t be able to survive.”

Some of that spirit remains, Mearls writes, “We’re OK with classes being better at specific things. Rogues are good at checks and handling traps. Fighters have the best AC and hit points. Clerics are the best healers and support casters. Wizards are the best at area attacks and control effects.”

But the game no longer allows classes that prove ineffective in a pillar. “If each class has wildly different combat abilities and the game doesn’t account for that, the system falls apart,” Mearls wrote. Over the years, the thief class added a backstab feature, which became sneak attack and a suite of combat abilities.

See The Thief’s Strange Trip from Non-Combatant to Battlefield Domination.

2. Weak at low levels, mighty at high levels

In D&D’s early days, Gygax saw characters who survived to high level as proof of a player’s skills. By this notion, players able to raise a weak character to the top deserved rewards. Tim Kask, the first editor of The Dragon magazine, echoed this perspective when he wrote, “Anyone that gets an Illusionist [to high level] deserves whatever they can achieve.”

No class showed this attitude more than the magic user. Originally, magic users started with the no armor, the lowest hit points, feeble attacks, and just one magic missile or sleep spell. But while a high-level fighter just added more hit points and a higher attack bonus, wizards gained power in 3 ways: They gained more spells per day, higher-level spells, and more damage with spells of a given level. Their power grew to overshadow the other classes.

“Earlier, D&D balanced wizards by making them weak at low level and powerful at high level,” wrote third-edition designer Jonathan Tweet. “But we tried to balance the classes at both low level and high level. (We failed. Spellcasters were still too good at high level.)”

The current edition starts to get the formula right. Mearls explained his goal for fifth edition. “Attaining balance is something that we must do to make D&D fit in with fantasy, myth, and legend. Even if a wizard unleashes every spell at his or her disposal at a fighter, the fighter absorbs the punishment, throws off the effects, and keeps on fighting.”

See How fifth edition keeps familiar spells and a Vancian feel without breaking D&D.

3. Higher-powered classes require more experience points

Before third edition, every D&D class had a different table of experience points required to level. As far as I know, Gygax never explained this quirk. No one asked because everyone just assumed the higher-powered classes demanded more experience points to level. The charts hint at some of this: The mighty paladin requires more experience than the weaker rogue. But for the original classes of fighter, cleric, and wizard the differences seem quirky rather than systematic. “The system sometimes gave clerics more hit points than fighters because a cleric would be higher level than a fighter with the same XP total.” Until double-digit levels, the XP requirements for a magic user never left the wizard more than a level or two behind the other classes.

4. Classes with level maximums

Originally, Gary Gygax gave little thought to high-level characters. Kask recalled, “We figured the odds of even getting to level 9 or 10 were so high that it wouldn’t pose a problem. This was before the gross inflation of XP’s and the corresponding levels. The highest-level player in Gary’s Greyhawk campaign was a 7 or possibly 8 at that time, and they had been playing more than any other group with the possible exception of Dave Arneson’s.”

After D&D’s release, TSR co-owner Brian Blume lobbied to include the monk class in the game’s upcoming Blackmoor supplement. Kask wrote, “Brian rationalized the nearly super abilities of the monk’s high levels with the argument that nobody, or damned few, would ever get that high. (This illustrates a certain naivete that all of us shared back then. We had no idea people would play almost daily and rack up XP’s at a truly unimagined rate.)”

Gygax published a class that imposed harsh limits to high-level monks. For monks “there is only one man at each level above 6th.” So to rise above 6th level, a monk character had to find the one monk of that level and win a fair fight. “There will always be a higher level to fight, even if there is no player character in the role.” The class topped out at 16th level.

A year after Blackmoor, gamers had completely disproved the theory that few characters would rise to high level. So Gygax returned to the monk class’s scheme for limiting the new Druid class in the Eldritch Wizardry supplement. Kask explained, “Every advance beyond level 11 meant fighting and defeating a fellow druid in either magical or physical combat—and the occasional 11th-level challenger of one’s own to deal with!”

In practice such limits only steered players away from choosing the classes they wanted to play, or blocked characters from advancing with their peers in a high-level party.

Next: Number 5.

The Tangled Origins of D&D’s Armor Class, Hit Points, and Twenty-Sided Die Rolls To-Hit

In 1977, when I first read the Dungeon & Dragons basic rules, the way armor class improved as it shrunk from 9 to 2 puzzled me. Shouldn’t higher numbers be better? Players just used AC to find a row on a table, so rising ACs would have worked as well. Magic armor introduced negative ACs, making the descending numbers even more awkward. Also, many of the demons described in 1976 in the Eldrich Wizardry supplement sported negative armor class.

D&D’s designers seemed to think rising armor classes made more sense. The game rules stemmed from co-creator Gary Gygax’s Chainmail rules for miniature-figure battles. Chainmail rated armor from 1 to 8, with better armor gaining higher values. Co-creator Dave Arneson based his Blackmoor fantasy campaign on Chainmail. His campaign developed into D&D. In Blackmoor, higher armor classes represented better armor.

So how did the first D&D rules set the puzzling convention of descending armor class?

The answer lies toward the end of the genesis of D&D’s combat system.

In the original D&D rule books, the combat system that everyone used appears as the Alternative Combat System. “Alternative” because players could just use the combat system from Chainmail instead. When Dave launched Blackmoor, he tried the Chainmail system. But it focused on battles between armies sprinkled with legendary heroes and monsters. For ongoing adventures in the dungeon under Castle Blackmoor, the rules needed changes. Original Blackmoor player Greg Svenson recalls that within about a month of play, the campaign created new rules for damage rolls and hit points. (More recently, Steve Winter, a D&D designer since 1st edition, tells of playing the original game with the Chainmail combat rules.)

Much of what we know about how Dave adapted the rules for his Blackmoor campaign comes from two sources: a 2004 interview and The First Fantasy Campaign, a raw publication of notes for his game. Most quotes in this post come from those sources.

Chainmail’s melee combat matrix

To resolve melee combat, Chainmail used a combat matrix. Players matched the attacking weapon or creature against the defender, rolled a pair of 6-sided dice, and consulted the table for an outcome. “That was okay for a few different kinds of units, but by the second weekend we already had 20 or 30 different monsters, and the matrix was starting to fill up the loft.”

Dave abandoned the matrix and extended Chainmail’s rules for missile attacks to melee combat. In Chainmail, ranged attackers rolled 2d6, and tried to roll higher than a target number based on increasing armor classes. Blackmoor gained melee to-hit rolls.

Chainmail’s man-to-man combat and ranged combat tables

In Chainmail, creatures lacked hit points, so a single hit killed. But with extraordinary individuals like heroes, wizards, and dragons, a saving throw allowed a last chance to survive. For example, the rules say, “Dragon fire will kill any opponent it touches, except another Dragon, Super Hero, or a Wizard, who is saved on a two dice roll of 7 or better.”

Under rules where one hit destroyed a character, Dave tried to spare player characters by granting saving throws against any hit. “Thus, although [a character] might be ‘Hit’ several times during a melee round, in actuality, he might not take any damage at all.”

But the system of saving throws still made characters too fragile to suit players. “It didn’t take too long for players to get attached to their characters, and they wanted something detailed which Chainmail didn’t have,” Dave explains.

Chainmail battle on a sand table

“I adopted the rules I’d done earlier for a Civil War game called Ironclads that had hit points and armor class. It meant that players had a chance to live longer.” In a Chainmail battle that featured armies spanning a sand table, hit points would have overwhelmed players with bookkeeping. But the Blackmoor players liked the rule. “They didn’t care that they had hit points to keep track of because they were just keeping track of little detailed records for their character and not trying to do it for an entire army. They didn’t care if they could kill a monster in one blow, but they didn’t want the monster to kill them in one blow.”

When players rolled characters, they determined hit points. For monsters, hit points were set based “on the size of the creature physically and, again, on some regard for its mythical properties.” Dave liked to vary hit points among individual monsters. To set the strength of a type of monster while rolling for an individual’s hit points, he probably invented hit dice.

Dave said he took the armor class from Ironclads, but the concept came from Chainmail and the term came from its 1972 revisions. I suspect Dave meant that he pulled the notion of hit points and damage from a naval game that featured both armor ratings and damage points. Game historian Jon Peterson explains, “The concepts of armor thickness and withstanding points of damage existed in several naval wargames prior to Chainmail.” Still, nobody has found the precise naval rules that inspired Dave. Even his handwritten rules for ironclad battles lack properties resembling armor class. Perhaps he just considered using the concept in a naval game before bringing the notion to D&D.

In Blackmoor, Dave sometimes used hit locations. Perhaps naval combat inspired that rule. When ships battle, shells that penetrate to a boiler or powder keg disable more than a cannonball through the galley. Likewise, in man-to-man combat, a blow to the head probably kills.

Dave’s rules for hit locations only reached D&D in the Blackmoor supplement, which came a year after the game’s release. But hit locations made combat more complicated and dangerous. Realistic combat proved too deadly for the dungeon raids in D&D. So D&D players never embraced hit locations. Even Dave seemed to save the rule for special occasions. “Hit Location was generally used only for the bigger critters, and only on a man-to-man level were all the options thrown in. This allowed play to progress quickly even if the poor monsters suffered more from it.” Dave ran a fluid game, adapting the rules to suit the situation.

By the time Dave’s fantasy game established hit points, 2d6 to-hit rolls, and damage rolls, he showed the game to Gary Gygax.

Next: Gary Gygax improves hit points by making them more unrealistic, and then adds funny dice

D&D Adds Psionics: What Could Possibly Go Wrong?

While editing the third Dungeons & Dragons supplement, Eldrich Wizardry, Tim Kask developed D&D’s first rules for psionics. He loved psionic combat and threw his enthusiasm into the task.

His rules answered D&D’s biggest critics. First, they stood separate from unrealistic notions of class and level. Second, they adopted a point system similar to the spell points touted by critics of Vancian casting.

Kask balanced and tested psionics to perfection. But when Eldrich Wizardry and its new psionics rules reached fans, some liked the topic, but few liked the rules.

Few players cared to learn the intricacies of psionic combat with all its tables and charts. Some players liked adding the extra powers onto their characters, but hardly any DMs allowed psionic characters in their game. The new rules mostly ignored D&D’s system of class and levels. They unbalanced play.

Tim Kask balanced psionics for a setting where intellect devourers, brain moles, cerebral parasites and other creatures sensed psionic users and sought them as prey. He loved psionics and imagined a game-world that fostered mental duels against psychic creatures.

In practice, nobody played D&D Tim’s way.

Psionics suffered from more than imbalance. Psionics grafted an complicated new game onto D&D. Virtually nothing in the new rules resembled rules already in D&D. By creating rules that answered D&D’s critics, Kask created rules that failed to match the rest of the game.

Role-playing games without character classes and with spell points can work brilliantly in a game like Runequest (1978), but the incompatible rules fared badly in D&D.

Perhaps the failure of psionics taught Gary Gygax some things.

In the July 1978 issue of The Dragon, Gygax would defend D&D’s character classes from critics. “If characters are not kept distinct, they will soon merge into one super-character. Not only would this destroy the variety of the game, but it would also kill the game, for the super-character would soon have nothing left to challenge him or her, and the players would grow bored and move on to something which was fun.”

Gygax also defended Vancian casting against point-based systems. “Spell points add nothing to D&D except more complication, more record keeping, more wasted time, and a precept which is totally foreign to the rest of the game.”

Now, game designer see value in keeping game rules concise and applying a simple rules broadly. Fifth-edition designer Mike Mearls wrote, “You’re more likely to introduce elegance to a game by removing something than by adding it.” But in 1975, folks were still figuring out RPG design. So designers like Kask felt free to graft a psionics game onto D&D. Whenever Kask talks psionics now, he explains that he would design them differently.

Even as Eldrich Wizardry went to press, I suspect Gygax understood some points he would argue later. So why did Gygax open D&D to a psionics system that ignored classes and that used points? Because during the development of Eldrich Wizardry, Gygax still held to his a long habit of collaboration. If a collaborator like Tim Kask felt passion for some addition to the game, Gygax opened the way. Many of these “official” rules never entered Gary’s Greyhawk game. Still, he welcomed other dungeon masters to pick and choose, to shape their own games. (Over time, Gygax would become more protective of D&D’s rules. For much more on his evolving attitudes, see Basic and Advanced—Dungeon & Dragons goes two directions.)

Psionics became unpopular because it added 70s parapsychology and an entirely different sub-game onto D&D. The concept only lasted because the notion of psychic powers resonated with players.

In the years to come, designers found ways to make psionics at home in D&D. They would integrate psychic powers into settings like Dark Sun, and they would express psionics using D&D’s core rules. For example, when David “Zeb” Cook updated psionics for 2nd edition, he created a mental version of THAC0. Potential psionic rules for 5th edition use character classes and even revive the name of Steve Marsh’s Mystic class.

Gary Gygax experimented with psionic characters to offer players a defense against the terrible power of mind flayers. Eventually, his original justification for psionics moved from the real world into the game world. In 4th edition lore, psionics manifested in the prime material plane to help its inhabitants battle intruders from the Far Realm—intruders like mind flayers.

How Psionics Accommodated D&D’s Critics

In 1966, Gary Gygax fielded a personal ad in the General seeking gaming opponents. He included the line, “Will cooperate on game design.” In the years to follow, Gygax proved a zealous collaborator. Aside from teaming with other designers, he wrote a flood of articles proposing variants and additions to existing games. In the early years of Dungeons & Dragons, Gygax brought the same spirit to D&D. He published rules and ideas from the gamers in his circle, and figured that players could use what suited their game. In the Blackmoor supplement, Gygax wrote, “All of it is, of course, optional, for the premise of the whole game system is flexibility and personalization within the broad framework of the rules.”

D&D owes its psionics rules to this spirit.

Just after D&D’s publication, future-TSR-designer Steve Marsh started corresponding with Gygax. Marsh sent many of the aquatic monsters that would appear in the Blackmoor supplement. Also, he proposed a Mystic character class based on the mental powers attributed to Indian mystics. Always the collaborator, Gygax saved the class for later attention.

Gary credited this cover with inspiring the mind flayer

D&D’s psionics started with the mind flayer, which first saw print in Strategic Review #1 in spring of 1975. The creature’s mind blast sent a “wave of PSI force” that could easily incapacitate a party. The monster terrified players. TSR employee Tim Kask recalls, “monsters with psionic powers like Mind Flayers were too horrible even in a fantasy game as they wielded an unstoppable weapon.”

The mind flayer’s power inspired Gygax to draft a countermeasure. “I should have left well enough alone; but no!” Gygax experimented with mental powers for D&D. He created a Divine class that boasted psionic attacks and defenses, and then sent the class to players in his circle.

“I soon hated the whole business, but Len Lakofka and his group in Chicago loved the concept,” Gygax wrote, “and Tim was enthused about the addition as well.”

“Yes, I probably lobbied for their inclusion in AD&D,” Kask recalled. “No, Gary did not love them as I did. But he was wise enough to know that for D&D to continue the phenomenal growth, we had to offer stuff that others might like even if one or more of us didn’t.”

The classes from Gygax and Marsh both reached a big bowl where Gygax collected ideas for D&D. When Tim Kask earned the job of editing D&D’s next supplement, Eldrich Wizardry, he took the bowl.

Gygax’s Divine class (and author Sterling Lanier) provided the notion of psionic attack and defense modes. Marsh’s Mystic class inspired the psionic abilities. Marsh also took the blame for denying elves psi powers. “I was 5’2” at the time and built like a wrestler, because I was a wrestler, and had more sympathy with dwarves than elves.”

Kask brought an enthusiasm. He wanted psionics to inject a new vigor in the game. In Eldrich Wizardry, he explained the goal. “The introduction of psionic combat is bound to enliven games grown stagnant. It opens up untold possibilities for both players and the DM, and in so doing recognizes one of the favorite topics of science fiction and fantasy writers: the unknown powers of the mind.”

When Tim Kask devised the psionics rules, he made two decisions that seemed to answer D&D’s biggest critics.

Critics disparaged D&D’s class system as unrealistic and confining. Rather than limit psionic abilities to a class, Kask separated psionics from D&D’s classes. Anyone could be psionic (except for elves). Steve Marsh recalls, “I wanted a character class, but [Tim Kask] decided that the abilities belonged available to everyone.”

To D&D’s critics, the process of memorizing and forgetting spells seemed unrealistic. They argued for a spell point system. Rather than patterning psionics after D&D’s spell casting system, Kask adopted a point system.

Separating psionics from D&D’s system of class and level threatened to create overpowered characters. Kask saw this potential and worked to inject balance. Characters who added psionics paid a price. Fighters gave up strength and potential followers, magic users lost spells, and so on.

None of these drawbacks fully offset power of psionics, so Kask added a second disadvantage. Intellect devourers, brain moles, cerebral parasites and other creatures sensed psionic users and sought them as prey. When dungeon masters single out psionic characters as targets for attack, the game becomes balanced.

The mental combat system added another new element to D&D. “I LOVED psionic combat and had great fun devising it with all of its tables and charts,” Kask recalls.

“I hammered and twisted those psionic rules forever, and inflicted play-testing on the gang until they got sick of them.”

So Tim Kask created psionic rules that answered D&D’s biggest critics, rules that he tested to perfection. What could possibly go wrong?

Next: Psionics: What could possibly go wrong?

RelatedGary Gygax Loved Science Fantasy, So Why Did He Want Psionics Out of D&D?

Little-known D&D classics: Escape from Astigar’s Lair

In 1980, Judges Guild published Escape from Astigar’s Lair, a slim module that sold for just $2. The adventure so charmed me that after I ran it, I created a similar challenge of my own to unleash on players.

Escape From Astigar's LairAstigar’s Lair originally served as a tournament module at Michicon ’80.  Instead of accommodating a table full of players for several hours, two players tackle the lair in just sixty minutes. In this era of 2-hour combat encounters, imagine finishing a fun, fast-paced, 22-room dungeon in under an hour!

As with many competition modules from the era, the module includes a scoring system. Players gain points for surmounting challenges while losing points for blunders. Unlike other similar modules, Astigar’s Lair sometimes awards points for decisions based on the characters’ personality quirks.

The action starts when the wizard Egad dons a cursed helm and becomes possessed by the evil spirit of the mighty Astigar. Players take the roles of the druid Danier and the ranger Therain, who begin shackled to a wall in Astigar’s dungeon complex. The escape encourages shrewd problem solving. How can you cross a chamber swarming with flying lizards as voracious as piranha? How can you force Egad to remove the cursed helm? The obstacles in the lair inspired challenges that I would add to my own game.

By necessity, the module’s authors anticipate certain solutions for the dungeon’s obstacles. For instance, the characters have only one way to escape from the shackles in that first scene. However, the judge’s introduction writes, “Points are awarded for creativity (one player in play testing threw paint at the rhinoceros beetle, blinding the beetle and allowing it to be more easily defeated).” Sure enough, the scoring now awards 10 points for throwing paint in the beetle’s eyes. I like this approach, because as a Dungeon Master, the real joy of confounding players comes not from when players repeat the solution I anticipate, but from when they surprise me with something new. (See “Player skill without player frustration,” for more.)

As a young player, I remember reading the druid’s class description in Eldritch Wizardry, and wondering why anyone would choose a character who changed into weak, mundane animals, and who cast spells like Warp Wood that seemed nearly useless. In Astigar’s Lair, the druid Danier only knows quirky spells like Heat Metal and Shillelagh, but the adventure invites clever solutions using all those spells.

I loved how Escape from Astigar’s Lair showed that combining oddball powers with some imagination could prove more fun than blasting away.