Fast, Unkillable, Deadly: The 7 Supreme D&D Character Builds for One Thing

Have you ever wanted to play a Dungeons & Dragons who boasted the highest armor class, the fastest speed, the deadliest attacks, or another extreme ability? This post shows the way to making the most amazing character at one of 7 things.

Fastest

For the fastest character, start as a monk. Your choice of race depends on what your campaign allows.

  • Wood elves gain the fastest walking speed.
  • Tabaxi from Volo’s Guide to Monsters make better 1-turn sprinters. Their Feline Agility trait doubles their speed for a turn, but they must spend a turn moving 0 to use it again.
  • Aarakocra, also from Volo’s Guide, gain a flying speed of 50 feet, which combines perfectly with the monk class. Not every campaign allows flying characters, especially to start.

Take 10 levels of monk for a 20-foot speed bonus. Then add 5 levels of barbarian for Fast Movement and another 10-foot bonus. Choose the Path of the Elk Totem Warrior from the Sword Coast Adventurer’s Guide to increase your walking speed by 15 feet while raging. Sadly for aarakocra, this bonus doesn’t improve your fly speed.

For even more speed, add two levels of fighter for the Action Surge.

Along the way, choose the Mobile feet to add another 10-foot speed bonus. Also consider the Magic Initiate feat to learn the longstrider spell, which adds another 10-foot speed bonus for an hour. Obviously, seek Boots of Speed, Potions of Speed, and friends able to enchant you with haste.

Even without the magic, this build yields a 70-foot base, doubled to 140 by feline agility. For maximum speed, choose a dash action, add a dash using the monk’s Step of the Wind ability, plus a dash using Action Surge to move 560 feet in 6 seconds. That amounts to 63 mph or 102 kph!

See How to Build a D&D Monk So Good That DMs Want to Cheat.

Most skilled

For the most-skilled character, start as a half-elf rogue. This gains you 4 rogue skills, plus 2 skills from being a half-elf and 2 more from your background. Don’t pick proficiency in Nature or Survival. You gain those skills when you select the Scout archetype at level 3.

Remain a rogue until level 4 when you can choose the Skilled feat for 4 more skills.

For level 5, multiclass into bard for another skill. At level 7, select the College of Lore for 3 more skills. Then at level 8, elect the Prodigy feat for that last untrained skill plus Expertise in a choice of skill. Expertise doubles your proficiency bonus for that skill.

At level 8, your character boasts proficiency in every skill in the game.

Most damaging

The highest, most consistent damage output comes from characters who combine the Sharpshooter and Crossbow expert feats with a hand crossbow.

Start as a human with the Sharpshooter feat. Your class can either be fighter or ranger. Either way, select the Archery fighting style to gain +2 on your ranged attacks.

For a fighter, choose either the Battle Master or the Samurai archetype from Xanathar’s Guide to Everything. As a ranger, choose the Gloom Stalker archetype, also from Xanathar.

At level 4, take the Crossbow Expert feat to gain the ability to make extra attacks with a hand crossbow as a bonus action.

For more, see How to Build a Sharpshooter Who Wins D&D.

Highest AC

The simplest route to a maximum AC uses heavy armor. Select a paladin or fighter and then select the Defense fighting style. Equip plate mail and shield for AC 21. Then seek magic that improves AC. If you find +3 plate, +3 shield, plus a Cloak of Protection, a Ring of Protection, and an Ioun Stone of Protection for your three attunement slots, your AC reaches 30. If you attune a Staff of Power instead, you reach AC 31, the highest permanent level you can achieve. Plus, the munchkins make you their king or queen. Also your absurdly indulgent dungeon master wants to date you. If you learn the shield spell, then you can vault your AC 36 for a turn.

Someone in half plate with a 16 Dexterity and the Medium Armor Master feat can reach the same ACs.

A barbarian with just a shield can reach a 24 AC without any magic, but that requires a 20 Dexterity and the 24 Constitution attainable by the class at level 20.

Toughest

For the toughest character, start as a hill dwarf for a +1 hp bonus per level. Select the Barbarian class. At 3rd level, pick the Path of the Bear Totem Warrior to gain resistance to all damage but psychic while raging. At fourth level, take the Toughness feat for 2 more hp per level, and then use your ability score increases to maximize Constitution.

Biggest damage nova

When characters unload all their abilities to deal maximum damage in a single turn, they go nova. You could just level a Wizard up to level 17 and cast meteor swarm on a hoard of foes, but true nova builds aim for focused damage more than once a day. Thanks to the Divine Smite ability, paladins bring big nova potential, but the class lacks enough spells slots to fuel maximum damage. For the biggest numbers, combine 2 levels of paladin with either sorcerer or warlock.

For a sorcerer combination, your dream turn starts when you cast a quickened hold monster on your foe, and the hit with green flame blade plus a smite that spends your highest-level spell slot. On a paralyzed enemy, you automatically score a critical hit and double all your damage dice. (If you don’t paralyze your target, booming blade makes a better cantrip combination.)

While sorcerers bring more spell slots, the warlock combination boasts better synergy. Start by creating a paladin with maximum charisma and the 13 strength required for multiclassing. After reaching 2nd level as a paladin, multiclass to a warlock and choose the Hexblade pact. At warlock level 3, choose the Pack of the Blade boon, and then at level 5, choose the Thirsting Blade invocation for multiple attacks. Your dream turn starts when you lay a Hexblade’s Curse on your foe for a damage bonus, and then strike twice, scoring critical hits on a roll of 19 or 20. Back each hit with a smite. After a short rest, you can reload slots to repeat the combination.

An all-in nova build adds 2 levels of fighter for an Action Surge, another swing or two, and as many smites as you have spell slots to fuel.

See D&D’s Best Multiclass Combinations With Paladin.

Most healing

Update: Tasha’s Cauldron of Everything enables a new build to take the best healer crown.

The older best-healer build combined of life domain cleric with enough bard levels to gain the paladin spell aura of vitality via the bard’s Magical Secrets feature. Tasha’s Cauldron paves a short cut by simply adding aura of vitality to the cleric’s spell list. Forget multiclassing; just play a life cleric. For each of the 10 rounds of aura of vitality’s 1 minute duration, you can use a bonus action to heal 2d6 hit points. The cleric’s Disciple of Life feature boosts that to 2d6+5 hp.

Now, to claim the crown as best healer in D&D, take the Metamagic Adept feat, also in Tasha’s Cauldron. “You learn two Metamagic options of your choice from the sorcerer class.” Select the Extended Spell option. “When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.” When you cast aura of vitality, spend 1 of your 2 sorcery points to double the duration and the healing. One third-level spell heals an average of 240 hp. At just level 5, you can perform the trick twice. Remember when folks fretted about pairing the life domain with goodberry for 40 points of healing?

For the easy path to a character who vies for the best healing, play a cleric and choose the Life domain. Done. By the time you reach 17th level, nothing else comes close. But hardly anyone plays at tier 4. In tiers 2 and 3, you can become the best healer as a bard with just a one level dip into cleric.

Start 1st level as a human Life domain cleric. Choose the Healer feat, which lets you spend one use of a healer’s kit to restore 1d6 + 4 hit points, plus additional hit points equal to the creature’s maximum number of hit dice. A creature can only regain hit points this way once between each rest, but this still counts as the cheapest healing in the game. See The Two D&D Feats Everyone Loves (For Someone Else’s Character).

After level 1, switch to only taking bard levels. At bard level 3, choose the College of Lore, and then at level 6 choose the paladin spell aura of vitality for your Magical Secrets feature. For each of the 10 rounds of aura of vitality’s 1 minute duration, you can use a bonus action to heal 2d6 hit points. The cleric’s Disciple of Life feature boosts that to 2d6+5 hp. One third-level spell heals an average of 120 hp. You will have 3 third-level spell slots.

Plus, the bard spell list includes most of the cleric’s best remedies, including the restoration and resurrection spells. You can raise dead through song!

Related:
You Can Play These Supreme D&D Characters, But Should You?
7 Dungeons & Dragons character builds absurdly good at one thing

Gen Con 1981: From D&D Nerdvana to Stranded by My Lies

In 1981 Dungeons & Dragons was surging in popularity, but you could not tell from my school. When my buddy Mike and I asked our friend Steve whether he wanted to join our next game session, he declined. As if warning us of an unzipped fly or of some other mortifying social lapse, he confided, “Some people think that D&D isn’t cool.” But Mike and I lacked the athletic prowess of the sportos and proved too mild for the freaks, so we kept gaming.

The May 1981 issue of Dragon magazine previewed the upcoming Gen Con convention. “The 14th annual Gen Con gathering, to be held on Aug. 13-16, is larger in size and scope than any of its predecessors,” the magazine boasted. “E. Gary Gygax, creator of the AD&D game system, will make other appearances, such as being the central figure or one of the participants in one or more seminars concerning the D&D and AD&D games.”

1979 map of University of Wisconsin-Parkside from 40 Years of Gen Con

1979 map of University of Wisconsin-Parkside from 40 Years of Gen Con

I lived an hour south of the University of Wisconsin-Parkside, the site of Gen Con. For four days in August, this building near Lake Geneva would became holy ground. I vowed to reach nerdvana.

In my high school circle, no parents objected to loosing unsupervised teens on a convention an hour from home. Modern parents might fear child-snatching psychos; 80s parents might fear devil worship fostered by D&D. Our parents must have realized that fear of Satanists would keep the psychos away. One can’t be too careful.

I couldn’t drive, so I had to find a way to reach the convention. Mike’s dad volunteered to drive, but Mike had made a terrible first impression on my parents, who wanted me to find a better class of friends. Mike was a year younger and struck my folks as flighty. They forbade me from going alone with Mike.

Joel, a former member of our gaming group, also planned to go. Joel was old enough to drive, but also old enough not to want to spend a day with kids 1 and 2 years younger. If you thought playing D&D was uncool, imagine nearly being a senior and hanging out with children. No way. (Picture a geeky alternative to a John Hughes movie. The time fits well enough and the place matches. Hughes graduated from my high school. Legend says that the sweet Mrs. Hughes staffing the school store in 1981 was his mom.)

So Gen Con hung in the balance. A shaft of golden light pierced the clouds just north of home, possibly illuminating Saint Gary Gygax himself. So I fibbed and told my parents that Joel would drive, even as I agreed to ride with Mike.

Thursday and Friday, the plan worked. Mike and I gamed nonstop. Meanwhile, Joel spent the con shoplifting from the dealers in the exhibition hall. Mike felt as appalled as I did, demonstrating my parents’ poor judgement of friends for their son.

The convention revealed aspects of the hobby I had never seen. Niche games. Sprawling miniature landscapes. Girls who liked D&D. It all seemed impossibly wonderful.

At Parkside, a wide, glass corridor stretched a quarter mile, linking the five buildings of the campus. Open-gaming tables lined the hall’s longer spans. Every scheduled role-playing session got its own classroom, so no one needed to shout over the clamor. Players circled their chairs around the largest desk. The lack of tables posed no problem, because in those days, everyone played in the theater of the mind.

Learn to play Titan from McAllister & Trampier – an advertisement from the program book

All the event tickets hung from a big pegboard behind a counter. If you had keen eyes, you could browse the available tickets for a game you fancied.

We played Fez II and had a blast. In “Little-known D&D classics: Fez,” I told how the game transformed how I played D&D.

One of the designers of Titan recruited us to learn and play his game. I liked it enough to buy, but I lacked the ten bucks. So the demo led to a purchase thirty years later on ebay. Eventually, I learned that Dave Trampier, my favorite game artist, had co-designed Titan, but I suspect that co-designer Jason McAllister showed us the game.

We entered the AD&D Open tournament and played an adventure written by Frank Mentzer that would become I12 Egg of the Phoenix (1987).

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Introducing Arms Law and now Spell Law

We ran a combat using Arms Law, the new system that boasted more realism than D&D. I remember how our duelists exhausted each other until the fight reached an impasse. I still took years to learn that realism doesn’t equal fun.

At Gen Con, you could find any game you wished to play, any players you needed to fill a table. D&D was cool. I had reached gaming bliss.

As for my ride the to con, my scheme imploded on Saturday night. Mike’s dad called my dad who repeated my lie: No one needed to drive north to pick up the boys, because Mike and I were riding home with Joel. Oblivious, Mike and I waited outside for his dad.

By midnight, all the gamers had left. A campus official warned us to leave the premises. We assured him that our ride would come soon.

(Young people: Once upon a time, we lacked cell phones. All plans needed to be arranged in advance. Folks grew accustomed to waiting. If Mike’s dad had left home as we thought, no one could have contacted him.)

So we waited in the dark and empty parking lot. Miles of dairy farms and cornfields surrounded us. No one lived near but cows and probably psychos.

After midnight, we tried to find a pay phone, but now all doors were locked. The nearest shabby, murder-hotel was miles away. Worse, we had been told to leave, so now we were trespassers.

By 1am, a maintenance man found us and achieved surprise. Some details may have grown in my memory, but our hands shot into the air as if Dirty Harry had caught us punks at the scene of our crime.

Instead, Harold the custodian mocked our skittishness and let Mike inside long enough to call. At 2am, Mike’s dad finally pulled into the lot. Forget Saint Gary, I now realize that the true saint was Larry, Mike’s dad.

In 1981, Gen Con reached an attendance of 5000. Dragon magazine speculated, “It’s logical to assume that at some point in its history, the Gen Con Game Convention and Trade Show will not get any larger.” So far, the convention defies logic: In 2019, Gen Con drew about 70,000 gamers.

I still have the program to my first Gen Con. You can see it.

How to Scare D&D Players—Even When They Play Mighty Heroes

Scaring Dungeons & Dragons players proves hard. Unlike the ordinary folks played as characters in a frightful game of Call of Cthulhu, characters in D&D boast heroic powers that allow them to defeat the most fearsome threats, at least eventually.

Most campaigns begin with the assumption that the dungeon master won’t give the characters more than they can handle. Fifth edition’s first hardcover adventure, Hoard of the Dragon Queen, starts when 1st-level adventurers reach a town under attack by an adult blue dragon—an insurmountable threat. Instead of sensibly assuming that entering the town would lead to electrocution, and then choosing to flee in terror, the new party must go charging in for the adventure to begin. When characters always meet threats their characters can overcome, players never see reason to fear.

However, if players understand that their choices led them into trouble, then they can reach a rare moment of panic.

Blogger Ben Robbins writes “The players will embrace the idea of being afraid and impressed by a threat when they brought it upon themselves. If the threat comes at them because of nothing the players did, the players rightly feel like the situation is a little unfair and are not as willing to buy into it.”

If the party hears whispers from the darkness and chases blindly toward the noise, then they deserve the panicked moment when monsters close from every direction.

Shoggoth by Nottsuo – nottsuo.deviantart – www.pixiv.net – twitter.com/nottsuo, CC BY 3.0 via Wikimedia Commons

In a seminar, Call of Cthulhu designer Sandy Petersen builds on this idea with his Creepy Stuff Rule. “What you don’t want to do is say, ‘You open the door an there’s a shoggoth,’ and then the players all get killed.” Instead, give players three chances to survive the monster.

  1. A hint. In the case of the shoggoth, that might be a trail of ooze and a reptile-house smell outside the sewer entrance. “Then the players might say, ‘We’re not afraid. We’re going in.”
  2. Solid evidence of danger. “You find the sewer worker’s body. His head has been sucked off and it’s covered in slime.” Now the player’s see an obvious sign of danger. “Anything that sucks a guy’s head off has got to be a problem.” Here the players can still turn back.
  3. The Monster. “Emerging from the nexus of sewers is a giant, protoplasmic blob covered with eyes and organs constantly spawning.” The players may still have time to say, “Nope,” and then slam the door, although with a shoggoth probably not.

“At this point, any player who is killed can’t blame you. You gave them three warnings. Always have the players blame themselves when they get killed. Even in Call of Cthulhu, the players should feel like it’s their own fault.”

Justin Alexander writes, “If the players externalize that blame to the GM, it becomes external not only from themselves but also from the game world. This robs the events of meaning, and without meaning there can be no horror.”

Petersen recognizes that players may feel compelled to chase obvious danger to finish the adventure. In his game, players embrace that expectation. “If they weren’t willing to get their heads sucked off, why would they play Call of Cthulhu?”

However, few D&D campaigns expect characters to survive deadly treats to finish an adventure, so to earn a scare, D&D players must choose danger over other leads that could also bring success.

A typically reckless and impulsive D&D party may see extra risk as an invitation—at least until that oh-shit moment. Look for opportunities when the players’ choices might lead to extraordinary danger, and then fuel their fears. If you know your players, you may even know ways to tempt them into bad choices.

Rather than actually slaughtering the party, you probably favor suggesting a lethal threat without actually delivering. That means keeping the true size of the threat unknown and unseen. In the Campaign Sourcebook and Catacomb Guide, Jennell Jaquays writes, “Rely on the perceptions of the characters. Describe what seems to be seen, what may have been heard, or a faint odor in the air. Let the players draw their own conclusions. When the players don’t know what their characters are up against, they begin to feel the creeping chill of fear.

“Keep the players guessing, keep them on edge, even make them afraid—they’ll love you for it.”

Related: The Story of the Impossible Luck that Leads D&D Parties to Keep Facing Threats They Can Beat.

Running Group Roleplaying Scenes—How Permission From RPG Legend Sandy Petersen Made Me Stop Talking to Myself

Dungeon Masters: Just a Little Attention to Darkness Pays Off

My favorite sightseeing stops include caves and inactive mines. Cave tours inevitably include tales of the cave’s original explorers. I imagine myself in their place, delving by a feeble glow from a lantern, discovering underground landscapes and traces of people and creatures long gone, and I relish the feelings of wonder and mystery. My love of dungeons seems inevitable. In sprawling undergrounds, even modern lights don’t reach far before darkness engulfs their glow. I gaze into midnight shafts and feel a shiver much like leaning over a rail on the 95th floor. These tours always pause to extinguish all the lights and give a taste of complete darkness, but not before making sure no one feels close to panic. Like heights, spiders, and snakes, darkness triggers a primal fear that we share.

As played by most groups, the Dungeons & Dragons rules for light work like this: When the party starts their descent into darkness, the dungeon master asks what they have for light. Perhaps everyone has darkvision and that’s that. More likely, the group includes a human, so someone fires a torch or casts light and then no one pays attention to the subject until the next dungeon.

Through most of my experience as a DM, I played that way. The same goes for the multitude of DMs I’ve played with. After all, the rules as written make careful attention to light seem like a chore. How can anyone be expected to keep track of who carries a light and how that glow interacts with the senses and positions of various characters? You need a computer for that. My scrapheap of article-ideas-never-written includes a post describing light as a thing everyone ignores because it never adds fun. Everyone would have ignored that post too.

Surely tense dungeon-survival sessions can bring fun. In those campaigns, parties struggle to escape the dungeon with their loot before their supplies of torches and oil run out. But most D&D players favor heroism over such grit. Besides, D&D gives so many characters darkvision that calling out the stumbling humans and halflings seems pointless.

I’ve changed. When I run dungeons now, I pay some attention to light without getting mired in detail. The benefits of a little consideration surprised me.

As a party explores a dark space, I pay attention to just one thing: about how far they can see past their front row. For most groups, that’s 60-feet from the character with darkvision closest to the lead. And then when I describe, I mention what they can’t see because of the cover of darkness. When possible, I describe any sounds that come from that shrouded space. Imagine the scratches, the whispered malevolent voices, the creak of doors, the drip of water. Sometimes perceptive characters see glowing eyes that suddenly wink out in the depths. If the party recklessly chases ahead into the unseen, they deserve the panicked moment when monsters close from every direction. When I draw maps as players explore, my lines for the walls end where the darkness starts.

That small regard pays off with a sense of tension, atmosphere, and mystery.

In cramped dungeon rooms, light hardly matters, but in long corridors, underground cathedrals, vaulting caverns darkness easily swallows the feeble glow of a lantern. Darkvision only makes 60 feet seem like dim light. Beyond that who knows what spies the party’s glow and clamor?

Paladins, Barbarians, and Other Classes Once Balanced by Rules of Behavior

Early in the history of Dungeons & Dragons, the game’s creators made classes that rewarded strict rules of behavior with extra power. For instance, a player taking the challenge of playing a chivalrous cavalier always fought fairly, but also gained a bonus to attack with sword and lance.

Arguably, cleric stands as the first class limited by rules of behavior. Some holy men in history attempted to straddle the gulf between peaceful servant of god and spilling the blood of enemies by opting to bash their foes’ skulls while claiming not to spill blood. Based on that lore, original D&D required clerics to choose not to wield edged weapons or arrows. Back then, all weapons dealt 1d6 damage, so this limit only counted as a disadvantage because the treasure tables made magic swords 20 times more common than non-edged weapons.

Former Wizards of the Coast head Peter Adkison shepherded D&D’s third edition design. He wanted to purge “restrictions that did a good job of reinforcing play balance but still didn’t make sense.” Why would a cleric devoted to Apollo the Archer refuse a bow? For third edition, D&D’s designers replaced the rule that prevented clerics from using swords with a proficiency system that made swords a poor option. Modern D&D follows the same pattern, but it still includes a class that requires characters who choose to limit themselves. More on that at the end.

With D&D’s first Greyhawk supplement, Dungeons & Dragons co-creator Gary Gygax started adding classes that clearly balanced extra power with limitations that required certain behavior. Paladins started as a version of fighter who always acted lawfully. (D&D lacked good and evil alignments then.) “Any chaotic act will immediately revoke the status of paladin, and it can never be regained.” The paladin’s generosity required the class to give away inessential magic items and other loot. “Gifts must be to the poor or to charitable or religious institutions, i.e. not to some other character played in the game.”

The first editor of The Dragon, Tim Kask, wrote, “It was so rigid a PC class; that smacks of Gary’s fiendish wit. Make a character truly extraordinary and make it really tough to play in terms of always having to do the ‘right’ thing, ALWAYS.”

By the Unearthed Arcana book for Advanced Dungeons & Dragons, many classes offset power with a roleplaying catch. “Barbarians in general detest magic and those who use it. They will often seek to destroy magic items.”

Gygax knew this created a recipe for party conflict and embraced it. “When I played a barbarian, I would indeed attempt to get at newly discovered magic items and rid the world of their bane, and if some mage was foolish enough to flaunt such an object before the character, and he could lay hands on it, then…” When a monster turned Gygax’s barbarian to stone, it ended the character’s career. “No cleric or mage in the group was much interested in having the poor chap returned to life.”

In most games, players saw such restrictions as problems to solve with ingenuity. Part of the paladin’s reputation for lawful stupid comes from all the do-gooders conned into leaving the room when the thief wanted to question or kill prisoners. And how many barbarian players opted for characters just stupid enough to fail to realize that their +2 sword and cloak of protection happened to be magical? Sample dialog: “Tan-kor, you should wear this cloak we found because it, um, matches your eyes.”

Second edition introduced class kits that made characters more distinctive and powerful, often in exchange for behavior restrictions. For instance, the bladesinger from the Complete Book of Elves ranked as one of the most powerful kits. The catch: Having to protect elves whenever the opportunity comes. Players got a boost for simply committing to bite on a certain sort of adventure hook. A more onerous code weighed cavaliers, who always had to fight fairly and chivalrously. So if a cavalier’s foe slips off a cliff and hangs by the edge, the cavalier must help the foe up before resuming the fight.

Such restrictions only worked in campaigns where every player valued roleplaying. In a mix of actors and power gamers, behavior limits cause friction—even when the code doesn’t require destroying magic items. Players who value immersing into character grow annoyed by the players who just look for loopholes in codes of conduct. Dungeon masters dislike the role of mandating or penalizing behavior that ignores the hindrances built into a character kit.

By third edition, the D&D team mostly dropped roleplaying limits from the class-design toolbox.

Still, one code of conduct remains in the modern druid class. The fifth edition Sage Advice Compendium explains, “Druids don’t lack the ability to wear metal armor. They choose not to wear it. This choice is part of their identity as a mystical order. Think of it in these terms: a vegetarian can eat meat, but chooses not to.” This restriction brings enough teeth for class balance while proving clear enough to defy most players seeking loopholes.

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

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.

Scrutinizing the 9 Most Popular House Rules for D&D

In the beginning, Dungeons & Dragons required house rules to run. For instance, for 10 years the game suffered from an unplayable initiative system, so everyone used a house rule. Every dungeon master grew accustomed to tinkering with the game, leading to a generation of amateur game designers who sometimes graduated to the pros.

Fifth edition has proved sound enough that the game’s designers resist tweaking even the worst parts of the game. The reluctance makes sense: No customer wants to learn that the rules in their game book are changed by some notice on the Internet.

Nonetheless, everyone who plays the game long enough wishes something played a bit differently, perhaps a bit better. Forty-some years on, the roleplayer’s urge to design and redesign remains. My search for fifth-edition house rules turned up an avalanche of favorites.

What are the most popular house rules for D&D and how do they stand to scrutiny?

Players may spend inspiration to a gain a reroll.

Spending inspiration gives you advantage an attack roll, saving throw, or ability check, so you must choose to use inspiration before the roll. Meanwhile, so many people think that inspiration allows a reroll that every convention DM who runs by the book can tell a story of being falsely accused of not knowing the rules. “You may be right,” we lie. “Go ahead and look that up for me.”

Advantage. The original conception of Inspiration supposed that players would gain inspiration more frequently than typical now. During the edition’s design, Mike Mearls wrote, “A player can gain it once per significant scene or important combat. Inspiration fades quickly, so you must spend it within a few minutes in game time before you lose it.” The lighter benefit of advantage suited this frequency. With most DMs awarding Inspiration less often, a stronger reroll benefit works fine.

Disadvantage. You may foster a misunderstanding that causes your players to call out some poor DM who plays by the book.

Players roll their characters’ death saves in secret.

Groups who adopt this house rule allow players to override their secret saving roles to spare their character or, I suppose, speed a tragic end. This change doesn’t actually change D&D rules, so the pedant in me wants to call it a table convention.

Advantage. By rolling their character’s death saves secretly, players gain more control over whether their character dies. This suits groups who emphasize story and would rather not see the campaign arc overturned by a blown save.

Disadvantage. Allowing players to choose not to die may seem like a violation of the game’s spirit to players who value a genuine threat of death.

See How Character Death Lands D&D in a Tug-of-War Between Game and Story.

DMs roll the characters’ death saves in secret.

Advantage. If you play fifth edition long enough, you suffer through this scene: Your character drops early in a fight, and because you never fail a death save, no one bothers to heal you. The players know your character remains 3 turns from death, so no one feels urgency. Meanwhile, for all the characters know, their friend is hearing her dead parents calling her toward the light. (As an adventurer, her parents are as inevitably dead as a Disney lead’s mother.)

If the DM rolls death saves, or the player rolls and only shares the result with the DM, the rest of the party stops gaining metagame information about a dying character’s closeness to the final curtain. This adds urgency to the need to heal fallen characters and can heighten feelings of peril. Such secrecy encourages players to quickly bring their friends back into the action.

Disadvantage. Particularly if the DM rolls, the players lose a sense of control over their fate, even if that false sense only comes from throwing the die.

Precedent. If Gary had invented death saves, you know that he would have rolled them secretly for players.

Critical hits deal maximum damage plus damage from a second roll of the dice.

Advantage. In fifth edition, we’ve all experienced the excitement of a critical, followed by the roll of a handful of dice that yields mostly ones, twos, and a big letdown. Reinforcing critical hits guarantees big damage. This favors divine smiters, sneak attackers, and the kid at my game table whose “practice” rolls uncannily end when he rolls a 20. “Look! Another critical!”

Disadvantage. Apparently, none of the folks bolstering criticals have played a paladin and realized that the class rates as almost too good without smites backed by stronger crits.

Criticals offer fun, but they are secretly bad for players because characters endure far more critical hits than any monster. Dialing up extra damage increases the chance that a monster’s attack will kill a character dead. For criticals that avoid the bummer of low rolls without adding risk to player characters, make criticals deal maximum damage.

Precedent. In third edition, criticals let you double your damage bonuses along with your damage dice. Fourth edition backed away from doubling damage bonuses by just making criticals deal maximum damage. That favored players, but eliminated the fun of the roll and the chance of huge damage against monsters. The fifth-edition system opts for a mechanic converging on maximum damage, but with extra dice to roll.

Lesser Restoration and remove curse won’t automatically remove diseases, poisons, and curses.

Lesser restoration and remove curse turn poisoning, diseases, and curses in D&D into the loss of a spell or a donation at the local temple. To match folklore and for story, we want curses and other afflictions to prompt quests, so many groups add limits to the spell remedies. The limits run from an ability check similar to dispel magic, to a requirement for special material components, to more. Adventurers League administrator Greg Marks writes, “I’m a big fan of any story-based poison or disease requiring a story-based solution in addition.” If a character gets hit with a bestow curse spell in a random encounter, then remove curse fixes it. If the party is cursed by the dying breath of a witch queen, then that’s an adventure to fix.

Advantage. Limiting lesser Restoration and remove curse opens D&D to a type of story that pervades the tales that inspired the game.

Disadvantage. Limiting these spells hurts characters who prepare them, but not as much as in earlier editions. Originally, clerics who prepared a just-in-case spell like remove curse lost a spell slot, which they could have devoted to a healing spell that would always prove useful.

Precedent. Many adventures through D&D’s history include curses and other afflictions that resist mere spells.

Healing potions can be consumed with a bonus action.

A character can spend a bonus action to drink a healing potion. Administering a potion to another character still requires an action.

Advantage. When a typical round takes several minutes of real time, losing an action to drink a healing potion feels like a bummer. Also, a player who needs a potion probably needs that action to turn the tide of battle.

Disadvantage. If your campaign awards a typical amount of treasure, then the 50 gp cost of a healing potion quickly becomes negligible, especially when characters have little else to spend money on. If drinking becomes a bonus, expect smart players to litter battlefields with empty vials. Still, this change probably won’t upset the game’s balance.

Lead rules designer Jeremy Crawford might prefer that you not mistreat bonus actions as just a lesser sort of action though.

Characters gain a bonus feat at first level.

Advantage. Granting characters an extra feat enables more customization, especially for groups who tend to shorter, low-level campaigns. Some DMs even allow characters who reach ability score increases to gain both an increase and a feat rather than choosing one.

Disadvantage. Some feats grant big boosts in power. See The Two D&D Feats Everyone Loves, How to Build a D&D Polearm Master That Might Be Better Than a Sharpshooter, and How to Build a Sharpshooter Who Wins D&D. Also, the Lucky feat may as well be called Never Fail a Save. The power of feats means that bonus feats steeply increase the power curve for characters. Some groups don’t mind because they see combat as a way for characters to show off their prowess rather than a challenge that endangers heroes. Some DMs don’t mind because they happily dial up the opposition to match.

Also, pairing extra feats with ability score increases strongly encourages multi-class characters to take class levels in blocks of 4.

Precedent. If you like this rule because it allows extra customization, you may benefit by switching game systems. Pathfinder 2 modularizes character advancement into choices of feats and allows much more customization of characters.

Players can delay their turn to take a later place in initiative.

Advantage. Too often, the slow, tough characters who open the dungeon door roll a low initiative while the quicker skirmishers in back roll high. The tanks in front wind up bottling up the door because the rules offer no way for the bladesinger in back to just wait for the paladin to step out of the damn way.

Also, some groups enjoy the tactical options unlocked by letting characters delay.

Disadvantage. The D&D designers sought faster play and a leaner game by dropping the delay option. For more, see 3 Actions D&D Players Want That Defy the Game’s Design Choices.

I favor a lightweight alternative to a full delay option. Before combat starts, let players opt for a lower initiative than they rolled.

Precedent. Third and fourth edition both included a delay option. For a suggested delay rule adapted from those editions, see What to Do When a D&D Player Wants to Be Ready, Call a Shot, or Delay.

Characters who fail a death save suffer a level of exhaustion.

Advantage. Players intent on wringing every advantage from the game rules will only heal characters when they drop, because damage below 0 heals for free. Imagine being injured but denied healing until you lie dying on the dungeon floor because the magic somehow works better that way. As an adventurer, I would find a less psycho group of comrades in arms.

By making characters who fail a death save suffer a level of exhaustion, the dying condition becomes something to be realistically feared rather than an inconvenience where players can exploit their metagame understanding of fifth edition’s lack of negative hit points.

Disadvantage. Although this penalty encourages players to keep their friends in the game rather than incapacitated by 0 hit points, the rule remains a penalty that will sometimes prove unavoidable.

Precedent. In first edition, characters brought to 0 or fewer hit points needed a week of rest. “The character cannot attack, defend, cast spells, use magic devices, carry burdens, run, study, research, or do anything else.” However, due to house rules, I never saw this penalty enforced.

Dungeons Masters Can Make Fake Choices for Players, But Should You?

Eventually, every dungeon master winds up guilty of illusionism: You offer the players a choice that seems to matter, and then rearrange the game world so all the options lead to the same outcome.

An illusionist GM prepares an encounter that pits the characters against an ogre on the road. Then, whether the players take the low road or the high road, they face that same ogre. If they opt to stay home for tea and cakes, the ogre fancies a bite.

426px-Sandys,_Frederick_-_Morgan_le_FayIn the early days of role-playing games, when players tried to beat dungeons and dungeon masters acted as something between referee and adversary, such illusionist deceptions resembled cheating. Chivalry & Sorcery (1978) advised the GM to set out a dungeon’s details in advance so he could “prove them on paper should an incredulous group of players challenge his honesty or fairness.”

As the game changed into a way to engage players in a story, illusionism became a tempting strategy for GMs. Deception appealed to GMs who wished to steer players through a particular story, but also to GMs who needed to prepare a game without preparing for every possibility.

GMs running campaigns aim for three targets: player freedom, world detail, and ease of preparation. Those of us who must keep a day job can only choose two. Illusionism seems like a way to cheat by dropping player freedom while making the players think they remain free. If the players believe their choices count, what does it matter if they don’t?

The ogre encounter seems innocent. Dungeons & Dragons players expect to stumble on monsters, and that ogre could appear on either route as a wandering monster. But what if the players must guess whether the Dread Baron travels the low road or the high road? Do you base the villain’s travel plans on whether your story calls for a showdown today?

Many GMs feel that offering an illusion of choice robs players’ of real control over their characters’ fates, so illusionism is unfair on principle. While writing about illusionism, John Arendt concludes, “The DM is obligated to administer the setting in a way that ensures player choice is meaningful, in accordance with the previously established facts.” Courtney Campbell adds, “I think illusionism is abhorrent in both D&D-style games, and story-based, plot-arc games.”

I admire the principle, but players don’t join your game because they admire your unwavering game theory.

In every RPG session, players sacrifice some of their characters’ freedom for fun. When they join the game, they silently agree to band their PCs together, to cooperate, and to have their PCs award the magic item to whoever rolls highest on the great d20 in the sky.

The price of illusionism comes from another angle. Much of the fun of games come from making interesting choices and then experiencing the consequences. For more, see “How to improve your game by forcing characters into tough choices.”

In a role-playing game, good choices come with enough information to make illusion difficult. The sort of choices that let you easily fake illusionary consequences tend to be dull choices based on scant facts. When you serve players such vague options, they hardly enrich the game. High road or low road? Flip a coin.

If the players must decide whether to travel the low road or the high road, then either choice could lead to the same wandering ogre. But suppose on the low road, the hag Auntie Boil always demands some small, wicked deed of those who travel her swamp. On the high road, frost giants guard an icy pass, but one may owe the party thief a favor. Ogres could wander either route, but now the choice becomes interesting because each road takes the adventure on a different spin.

The best choices lead to consequences too specific to fake with illusion. If the players spurn a town that pleaded for help against raiders, the town burns. If the players betray Lady Redblade, she treats them as enemies.

You could contrive circumstances that spares players from the expected consequences: A storm delays the raiders until the players arrive. Lady Redblade blames a rival for stealing the artifact that the players took for themselves. But whenever a convenient break spares your story from the players’ actions, your game world loses credibility. If players seldom see their actions lead to repercussions, they learn that their actions hardly matter.

Illusionism isn’t a cheat; it’s a compromise. Illusion may save a great encounter or contribute to an impression of freedom, but it bears a price. Whenever you serve an illusion of choice, you miss a chance to offer the sort of real choice that enhances the game.

Should you use to illusionism at your table? The game is yours. Every dungeon master knows the benefit of deception. Now you understand the cost of a lost opportunity. Interesting choices carry a price.

TSR vs. the Internet Part 2—From They Sue Regularly to Open Gaming

In 1994 TSR, the publisher of Dungeons & Dragons, struck two blows aimed at containing fan-created D&D content on the Internet. (See TSR Declares War on the Internet’s D&D Fans.)

First, administrators running servers offering D&D content received email from TSR representative Rob Repp. “On behalf of TSR, Inc. I ask that you examine your public net sites at this time and remove any material which infringes on TSR copyrights.” Because universities hosted most of these sites, the notices led to a quick wave of shutdowns.

Second, TSR insisted that fans who wished to distribute their D&D creations exclusively use a server run by their licensee MPGNet. Fans hated that loss of control, but the real blow came from a disclaimer that TSR demanded fans add to their content.

This item incorporates or is based on or derived from copyrighted material
of TSR, Inc. and may contain trademarks of TSR. The item is made available
by MPGNet under license from TSR, but is not authorized or endorsed by
TSR. The item is for personal use only and may not be published or
distributed except through MPGNet or TSR.

The last line seemed to imply that TSR gained the right to publish or distribute independent creations, and that proved most alarming. “This statement looks more like a release of distribution rights than a disclaimer,” wrote Jim Vassilakos.

Sean K. Reynolds would soon become TSR’s online coordinator. In an interview, he explains the roots of TSR’s online policy. “They came up with the idea that if you express something in D&D format, it belongs to TSR because TSR owns D&D.“

Jim Vassilakos took the full force of TSR’s legal assault. He edited The Guildsman, a roleplaying fanzine with D&D-related content, and then he distributed it online from a server named greyhawk at Stanford University.

Before legal notices forced the Stanford server to shut down, TSR’s affiliate MPGNet had copied the Guildsman archive, transferred it to their servers, and added the disclaimer, all without permission. This led Vassilakos to write MPGNet head Rob Miracle.

“You (MPGN and TSR) have basically taken a vast quantity of material from Greyhawk, including the six Guildsman magazines which total over 400 printed pages, and proclaimed yourselves as the sole distributor of this material. I think that, given this situation, you should be able to see clearly enough why people are upset at this unexpected turn of events. In any case, my contributors are telling me that they’d prefer that their material not be kept at MPGN under this sort of condition.”

Rob Miracle wrote a conciliatory response. “First, let me say that we took over Greyhawk so that it wouldn’t die. We had lost other great sites and didn’t want to lose probably the best site. I will do whatever you wish, because they are your files. Just let me know.”

Of course this dispute just samples the furor raging in the Internet’s community of D&D fans. Fueled by distrust of TSR, people considered ways the company could benefit from seizing control of so much online content.

Many creators feared that TSR would bundle their creations in a CD-ROM or start charging for online access. Did the disclaimer enable the company to reap profits without paying anyone for their work? The more conspiracy-minded worried that TSR would simply gather content and pull the plug, eliminating a source of competition. Certainly some folks sought free and illegal online copies of D&D products. The crackdown made such sources harder to hide.

TSR claimed good intentions. “I can tell you that the intent we had when we started working with MPGNet was not to derive revenue from that site,” Rob Repp wrote. “I find it unlikely in the extreme that a company with as sharp a legal team as ours is going to simply grab someone’s stuff and publish it without permission. I don’t think that’s lawful, and I’m certain the legal people would mention it during some meeting or other.”

Rob Miracle explained, “MPGNet has nothing to gain from offering this service other than the satisfaction that there is a net home for gaming material.”

Meanwhile, many wondered if TSR really needed to take such steps to defend their intellectual property. Some fans did extensive legal research. TSR cited drow as a monster of their own creation. Gary took the name from folklore, but few of the specifics. (See The Stories Behind D&D’s Iconic Monsters.) So did TSR own the drow? Perhaps not, but they surely owned mind flayers, beholders, carrion crawlers and other monsters Wizards of the Coast now reserves as D&D’s product identity. TSR couldn’t copyright game mechanics, but could they copyright terms like armor class and hit dice? TSR felt their steps were required.

Many gamers saw TSR’s defense of their copyrights and trademarks as overreaching. If fans saw it, then TSRs lawyers saw it too, and fans supposed that revealed a bad-faith strategy working toward a hidden agenda. Benjamin Lake wrote, “Imagine how much cash TSR would have if every copy of Ultima (for example) was taxed for using the concept of levels and experience points.”

Perhaps Rob Miracle began regretting his company’s affiliation. “There is no conspiracy. MPGNet has no hidden agendas and as far as we know, TSR does not have a hidden agenda.”

During the furor, one fan asked, “Does TSR regard it as illegal to play AD&D with a dozen or so people over the Net, as opposed to playing it with a dozen or so people in my living room?”

“We certainly do not,” Repp explained before adding a catch. “Saving up all the moves, however, and republishing them as a separate work would probably be an infringement.” Such a recounting of a D&D game resembles an actual play podcast or even a streaming game. This interpretation would forbid the content powering much of D&D’s current surge in popularity.

Rob Repp got tired of bearing the Internet backlash, and tired of fans pointing out how TSR fought copyright infringement now, but had used balrogs and hobbits without permission 20 years earlier when the company operated from Gary’s basement. Sean K. Reynolds explained Repp’s plight. “To put it bluntly, he pissed off a lot of people with his attitude and posts. Not all of it was his fault. TSR’s online policy was draconian and unproductive. Rob was just tasked with enforcing it, but not being a gamer he couldn’t relate to the fans’ side of the story.”

In May 1995, Repp posted to the AD&D mailing list announcing a job opening for an online coordinator at TSR. The job’s responsibilities included managing TSR’s web presence and AOL site. Reynolds saw the listing. “I felt I could do a better job of it than he was; he was making people mad when he didn’t have to.”

Reynolds got the job. Two days later, Repp quit. Reynolds landed in charge of the online policy that he had argued against. “My first act was to go to the lawyer and say, ‘What can we do about this? We have this policy. I think it’s kind of unreasonable—actually very unreasonable.’ We stopped doing the cease-and-desist letters threatening people posting their own monsters or whatever, and started focusing on people doing actual copyright infringement. Without actually changing the TSR policy, we just kind of mitigated our enforcement of the policy.”

Reynolds served as online coordinator for 2 years. “A lot of people badmouthed me for a long time because of that policy, but while I was TSR’s online coordinator not one website was shut down for D&D material that wasn’t an actual copyright violation (such as posting scans of books or artwork). Nobody was ever bothered by me because of fan material on their site.” In 1997, Wizards of the Coast bought TSR. “They had a much more benign and open idea of how to handle this sort of thing.“

The new owners of D&D would completely rethink the status of fan creations. D&D team head Ryan Dancey led this change of direction. He credits open source software for inspiring the change. In open source, programmers contribute free code that enhances the utility of software like Linux, the operating system that now powers the Internet. Through open source, the Internet community proved the value of their freely-distributed creations.

Dancey saw fan contributions as an enhancement to the D&D community that strengthened the game’s place in the market. Support from fans and other companies for D&D leads more people to play D&D. Dancey writes, “This is a feedback cycle—the more effective the support is, the more people play D&D. The more people play D&D, the more effective the support is.” Besides, the numbers showed that the D&D business made money selling core books. Why not let fans and other companies bear some weight of supporting the game with low-profit adventures, settings, and other add-ons?

Dancey’s thinking led to the introduction of the Open Gaming License and the d20 License. Using these licenses gamers and gaming companies could create and distribute products compatible with the D&D rules, and not just on the internet, but in stores.

At a glance, this new spirit of sharing seems like a complete reversal, but TSR’s disclaimer that allowed sharing on MPGnet hints at the modern licenses. Like the OGL license, the old disclaimer set a legal basis for sharing content. Unlike the disclaimer though, the OGL is irrevocable. If you place content under that license, it is perpetually under it. This leaves little room for a hidden agenda. In an echo of MPGNet, gamers can offer creations that use D&D’s brand, unique monsters, and worlds on a specific site, the Dungeon Masters Guild. This time though, gamers can sell their products. And presumably the DMs guild has an Internet link even faster than 1.5Mbps.

Related:
The Threat that Nearly Killed Dungeons & Dragons—Twice
The Media Furor that Introduced the “Bizarre Intellectual Game” of Dungeons & Dragons to America

1994: TSR Declares War on the Internet’s D&D Fans

Nowadays Shannon Appelcline writes about the history of the roleplaying game business and writes most of the product histories on the Dungeon Masters Guild. In 1994, he administered a computer at Berkeley University that served fan-created content for the indie Ars Magica roleplaying game. That role landed Appelcline an email from Dungeons & Dragons publisher TSR claiming that his site offered unauthorized D&D content and demanding that he unplug. “There were no—absolutely zero—Dungeons & Dragons files on the website,” says Appelcline. “They were looking at a roleplaying site not related to D&D and they sent one of their nastygrams.”

The demand enraged him. “I suspect I wasn’t vulgar in saying what they could do with their letter, but I’m sure I was thinking it and I was certainly very angry.

“Overall if you think about the Internet at that time being focused on [educational domains], you can see that you had a lot of anti-establishment people on the Internet and so none of us liked TSR that much. Everyone wrote T$R for example. Now they’re sending these nasty letters for legal rights that they probably don’t have. The letter I wrote [in response] said, ‘Not only do we not have any files related to D&D on our site, but we never would. I would rather poke my eye out with a stick before doing anything to help you.’ That phrase was genuinely absolutely, in the letter.”

TSR sent similar cease-and-desist demands to sites across the Internet. Most of the targets actually served fan-created content devoted to D&D. A few delivered files that clearly infringed on TSR’s copyrights.

All these notices bore the name of manager Rob Repp whose job leading TSR’s Digital Products Group included things like managing TSR’s presence on America Online and heading the development of CD-ROM products. No other management employees boasted any Internet experience at all, so Repp drew the chore of leading TSR’s Internet presence. TSR had just gained their first email address a few months earlier. Despite working for TSR, Repp wasn’t a gamer, so he failed to distinguish content for Ars Magica from D&D. But he can’t be dismissed as just a suit. He’s also credited with the border art on many of TSR’s Planescape products.

Repp first appeared on the Internet in 1994 when he replied to a request for an illegal copy of the Monsterous Compendiaum posted on the rec.games.frp USENET newsgroup.

>Anyone know of an ftp site that has a monstrous compendium available for
>download? Thanks in advance. (Please email to j...@thepoint.com).


I'd be interested in knowing about this one myself. :)

Rob Repp                           | InterNet: tsrinc@aol.com
Manager, Digital Projects Group    | InterNet: mobius@mercury.mcs.com
TSR, Inc.                          | CompuServe: 76217,761
__________________________________ | GEnie: TSR.Online  AOL: TSR Inc
All opinions are my own, not TSR's | 414-248-3625    Fax 414-248-0389

Despite a TSR’s employee’s interest, someone still posted a link to a file server distributing the infringing content.

The budding Internet created fears beyond such blatant infringement. Repp explained, “When gamers begin sharing their creations with the public, whether for profit or not, they are infringing our rights. If we don’t make an earnest attempt to prevent this infringement of our trademarks and copyrights, our ownership of these extremely valuable assets may be jeopardized.”

Companies that fail to defend their trademarks can lose them. Just ask the original makers of cellophane, escalators, and trampolines. However, D&D fans and TSR would debate how much copyright law justified the company’s cease-and-desist notices.

In an official statement, TSR told fans interested in distributing content to avoid infringing on D&D by making the content generic. “If the party encounters a hydra, let the GM look up the stats for the hydra in the game system he is using. Don’t set the adventures in a TSR world. Create your own or use one from history or legend. Don’t use monsters, spells, etc. that were created by TSR. Create and name your own. Draw on history, legend or reality. Even spell their actual names backward for uniqueness.”

For fans who insisted on sharing content for D&D, Repp promised a solution. “Sometime very soon, we’re going to create a place where gamers can legally upload and share their creations, including modules, stories and software. We are definitely interested in fostering goodwill among customers. Eventually, we want gamers to be able to turn to TSR in cyberspace as easily as they do in a hobby store.”

“IBM PC Computer” by Accretion Disc is licensed with CC BY 2.0.

None of Repp’s goodwill cushioned the impact of the nastygrams.

Unlike Appelcline, Trent A. Fisher had set up a server that actually held D&D-related content: a collection of the best of the rec.games.frp discussion group. “I was pretty angry about all of this. I read most everything that went onto the site, and I never would have permitted anything which outright copied TSR materials. Apparently, someone in TSR leadership must have felt that any fan-generated work represented competition that had to be stamped out.”

Jim Vassilakos also edited D&D-related content in his fanzine The Guildsman . He served it from Stanford University. At the time, he wrote, “Many gamers actually dislike TSR, and they have since before TSR was even on the Internet. I think a large part of the reason has to do with the way TSR deals with competition.”

That distrust of TSR extended to much of D&D’s fan community. Critics pointed to TSR’s lawsuits against competitors. When Game Designers Workshop dared to publish founder Gary Gygax’s latest roleplaying game, TSR sued. When Mayfair Games published generic content “suitable for use with Dungeons & Dragons,” TSR sued. Gamers joked that TSR stood for “they sue regularly.” TSR’s takeover of wargame publisher SPI also troubled gamers. Partly because TSR stiffed lifetime subscribers to SPI’s magazines. Also because most of SPI’s design staff quit when faced with working at TSR. Overall, gamers saw TSR as a company using a dominant market position and deep pockets to bully fans and competitors.

Nonetheless, TSR fulfilled its promise to provide a place where gamers could share their creations. In a time when the company lacked a web presence, the company found a host for fan-created content.

On September 6, 1994, TSR announced that fans could legally upload content to a server hosted by an outfit called the Multi-player Gaming Network or MPGNet.

TSR is pleased to announce a licensed Internet FTP file server. MPGNet's
site (ftp to ftp.mpgn.com) will carry a license that allows your creations
to be shared with the world via the Internet. 

MPGNet called itself “a business that provides low-cost, interactive multiple player gaming entertainment,” but it seemed like a small enterprise. Company head Rob Miracle suggested users cope with his site’s low bandwidth by connecting during working hours when few online gamers were active. (He did promise to upgrade MPGN to a T1 line in 1995. In 1994, a network business dreamed of a 1.44 MB per second T1 connection. Now houses in my neighborhood get a download speed of 360Mps and a upload speed of 25Mps.)

TSR’s takedown of gamers’ file servers had inflamed fans, but the invitation to share content on MPGNet included a requirement that provoked rage.

In order to distribute your texts, software and message digests via this server,
you must include the following disclaimer:

_______________________________________________________________________________
This item incorporates or is based on or derived from copyrighted material
of TSR, Inc. and may contain trademarks of TSR. The item is made available
by MPGNet under license from TSR, but is not authorized or endorsed by
TSR. The item is for personal use only and may not be published or
distributed except through MPGNet or TSR.
_______________________________________________________________________________

The last line seemed to imply that TSR gained the right to publish or distribute people’s creations, and that proved most alarming.

Next: TSR vs. the Internet—From They Sue Regularly to Open Gaming

Related: The True Story of the Cthulhu and Elric Sections Removed from Deities & Demigods