How Dungeons & Dragons Got Its Ability Scores

The earliest character sheet for the game that inspired Dungeons & Dragons includes 8 character traits: Brains, Looks, Credibility, Sex, Health, Strength, Courage, and Cunning. The character comes from Dave Arneson’s Blackmoor campaign, which launched in 1971. See A History of D&D in 12 Treasures from author Jon Peterson.

The sheet organizes these traits under the heading, “Personality,” and measures of personality dominate the list more than abilities like strength and health. The Blackmoor campaign represented Charisma with three scores—Credibility, Looks, and Sex, as in “sexual prowess.”

Blackmoor evolved from miniature wargame campaigns. These games only represented individuals when they served as commanders for military units or as leaders of countries. When the referee needed to determine how well a commander followed orders or honored an alliance, measures of personality such as courage and loyalty mattered. One early campaign adopted a system for generating life events such as marriages and sickness for important characters. You can imagine how health and even sexual prowess could factor in such a game. Abilities like strength never figured in play.

Blackmoor started with players controlling single characters who would act in political intrigue and as leaders in battle, so the game emphasized traits for personality and leadership. The characters could fight solo or learn magic, so Strength, Health, and Brains found a place in the game.

In the Blackmoor campaign, Dave used ability scores as the basis of tests that resemble modern saving throws or ability checks. “Players would roll against a trait, Strength for example, to see if they were successful at an attempt,” writes Blackmoor scholar D. H. Boggs. For example, on page 28 of The First Fantasy Campaign (1977), Dave describes how characters had to roll under their Dexterity score to remove their armor before drowning in Blackmoor Bay.

That example cites D&D’s Dexterity attribute, a score the original Blackmoor characters lacked. If Dave and his players used ability scores for saves, how did the rules omit a score for dodging? For his game, Dave also borrowed the saving throw categories from Chainmail—a 1971 set of rules for miniature-figure battles. Boggs speculates that these types for Dragon Breath, Spider Poison, Basilisk Gaze, and Spells covered enough cases to make a Dexterity attribute unnecessary.

How did Blackmoor’s personality traits turn into D&D’s six ability scores?

In 1972, Dave introduced his Blackmoor campaign to Gary Gygax, the author of Chainmail. Dave’s game transformed bits of Chainmail into something new and irresistible—something that broadly resembled D&D.

Based on Dave’s demonstration, feedback, and notes, Gary added his own contributions to make the D&D game that reached print. Dave recalled that Gary and his Lake Geneva group “had a lot more spare time than I did and they had a lot of ideas, so they came up with their own version of the rules.”

In the case of ability scores, Gary reworked the Blackmoor attributes into D&D’s. For example, Gary never favored simple, informal terminology like “Brains” and “Health,” so he opted for Intelligence and Constitution.

Gary consolidated Credibility, Looks, and Sex into Charisma. (Later, Unearthed Arcana and other roleplaying games would experiment with splitting Charisma back into traits for charm and beauty.)

Gary’s early games paired players with gangs of followers, so Charisma helped recruitment and retention. As play styles turned away from henchmen and hirelings, Charisma became less important. The 1977 Basic Set provided no rules crunch for Charisma.

On the Blackmoor character sheet, Cunning looks like a late addition. In both Dave and Gary’s pre-D&D campaigns, Cunning became the prime requisite for clerics. “Cunning” suggests a faith-healing charlatan more than a priest who’s spells worked. Still, the first cleric character, as played by Mike Carr in Dave’s Blackmoor game, had working spells. So eventually Cunning turned to Wisdom and became a measure of spirituality.

Unlike fighters, wizards, and thieves, the cleric lacks a clear archetype in the fantasy tales that inspired D&D. Instead, the class draws inspiration from bits of Christian priest and crusader, from Friar Tuck and Van Helsing. These clerics made an awkward fit in the pulp-fantasy world of D&D and lacked a place in other games. In 1975, when TSR adapted the D&D rules to different settings to create Metamorphosis Alpha and Empire of the Petal Throne, the games dropped clerics and their Wisdom attribute.

Instead designers saw a need to measure a character’s mental toughness with a sort of mental counterpart to Strength and Constitution. Metamorphosis Alpha swaps Wisdom for Mental Resistance. Empire of the Petal Throne replaces Wisdom with Psychic Strength.

Apparently, these games led Gary to see a need for a similar rating for D&D characters. Instead of adding a new attribute, Gary broadened Wisdom to include willpower. The Advanced Dungeons & Dragons Player’s Handbook grants characters with high wisdom a bonus to saves against “mental attack forms involving will force.” Only a strained definition of wisdom includes willpower, but until then Wisdom only served clerics. The broader scope gave Wisdom similar weight to the other attributes.

Years later, Wisdom would gain an association with perception. Games without Wisdom tend to associate perception with Intelligence.

Dexterity arrived to the game last. Gary must have felt that Strength needed a counterpart for characters wielding crossbows, so Dexterity showed aptitude for ranged weapons. After the original books reached the public, the Thief entered the game and took Dexterity as a prime requisite.

Even though the original D&D release turned the scores from measures of personality into measures of ability, the game still says that the scores aid players “in selecting a role” like one of those personality tests that help students select a career.

When Gary wrote D&D, he never explained how to use ability scores for checks. In his own game, Gary preferred a loose method where he decided on a character’s chance of success and improvised a die roll to match. For saves, Gary just elaborated on the system from the Chainmail rules.

So according to D&D’s original rules, ability scores counted for little. The abilities barely deliver any game effects: At most a +1 to hit or an extra hit point per die.

These slight effects mean that early D&D characters in the same class all played much the same. But ability scores ranging from 3 to 18 seemed to promise bigger game effects than a mere +1. With the release of the Greyhawk supplement in 1975, Gary began linking more game effects to the scores: High strength meant more damage, high Wisdom and Intelligence yielded more spells, and so on.

With that development, D&D started down the road to the modern game, which builds on ability scores as the foundation for every check and save.

Related:
The awkward role of Wisdom in fantasy role playing.

Ability Checks—From the Worst Mechanic in Role-Playing Game History to a Foundation Of D&D

For 25 Years, D&D Put Saving Throws In Groups Made For Just 3 Creatures and 2 Spells

Steal This Rule: Flashbacks and Heists in Dungeons & Dragons

In a heist film, a group of experts team to overcome elaborate security measures using a carefully planned series of steps. Much of the fun comes from seeing the ingenuity of the heroes as they crack seemingly impenetrable obstacles as if they were puzzles.

Roleplaying games such as Blades in the Dark and Leverage offer rules for adventures centered on heists.

As an activity for a roleplaying game, heists pose two challenges:

  • The exhaustive planning behind a typical heist would tax the patience of gamers eager to jump to live play.

  • The characters in a heist have more experience and expertise in the game world than the players can match. These characters can plan for trouble that surprises the players.

Heist games use a flashback mechanic to substitute for the planning players would rather skip and the expertise they lack. Players can call for a flashback to do preparations in the past that affect the current situation.

In my last post, I suggested using flashbacks as a formal way to allow players to pause the action and work out the strategy that their expert characters would have planned earlier.

For Dungeons & Dragons sessions where players attempt a heist, adding a flashback rule helps capture the feel of a well-planned caper.

When players face an obstacle, they can call for a flashback and describe a past action that impacts the current situation. For example, if the characters face a cult priest who demands to see the tattoo that shows their cult membership, they could flashback and narrate the scene where they forged the mark. This might require a deception roll to pass the priest’s inspection.

Flashbacks don’t work as time travel. The players couldn’t flashback to the scene where they killed the priest—he stands in front of them.

As a dungeon master, you might require an Intelligence check to determine if the character anticipated the situation and did the proposed preparation. The more unlikely the circumstance, the higher the DC.

As a price for a flashback, you can claim a character’s inspiration, take DM’s inspiration to spend on a villain’s roll, or both. The price of a flashback might start at nothing, and then rise through the game session.

Flashbacks make a lightweight mechanic that you can easily adopt for a session focused on a planned mission.

How Much Talk at Your Game Table Reaches Into the Game World?

Suppose your players aim to stop raiders somehow able to slip past the town’s defenses. They meet the woman who leads the city guard. Mid conversation, the rogue’s player says, “I’m sure she’s behind the raids. We should just kill her.” In your game, did the rogue really say that out loud? If not out loud, did he whisper to the other characters? What does the guard captain make of the troubling whispers?

Or suppose the players offer to give a dragon a magic item in exchange for safe passage, but the negotiation scene pauses as the players debate which item to trade. Does the dragon hear their talk of a cursed sword?

In a battle, when the players discuss the best way to maneuver their foes into a fireball’s area, do their foes overhear the strategy?

How much discussion at your game table carries into the game world?

At many tables, none of the discussion at the table reaches the game world unless it suits the players—sometimes after a dispute over what happened and what was just a joke.

Scott “The Angry GM” Rehm settles the disputes and answers such questions with a convention he calls the murky mirror. “The players and the characters are reflections of each other in a murky mirror. They aren’t perfect reflections. But they are synchronous. If the players are sitting around and talking, then so are the characters. They are saying basically the same things, though they might be using different words.

“For example, when the player says, ‘My character refuses to help because he thinks the orcs are all savages because he saw them murder his parents,’ his character is probably saying something like, ‘Scum like you butchered my parents and I’d rather have every one of my fingers broken then lift one of them to help a monster like you.’” By the convention, whether players talk about their character or in character, they communicate a similar message in the game world. When players at the table exchange jokes and banter, characters in the game joke and banter. So when a non-player character named Elmo causes the players at my Ghosts of Saltmarsh table to erupt into a round of joking, the heroes in the game find the name just as funny, but for different reasons.

The murky mirror usually applies to scenes, the parts of the game where characters with a goal face obstacles to overcome. See How to Use Scenes and Summaries to Focus on the Best Parts of a Role-Playing Adventure.

In D&D, a 6-second combat round may take 20 minutes to play out, so the synchronization must allow plenty of latitude. In practice, the party can’t limit discussion to six seconds or less. Still, players can’t pause a round for a 10-minute strategy discussion.

This murky mirror convention can benefit the game in a few ways:

  • Raised stakes. The players’ actions in the real world trace to consequences in the game world. When someone says the wrong thing, they can’t backpedal and claim they intended an out-of-game joke.

  • Immediacy. The game world and the game table both live in the moment.

  • Immersion. Players stay closer to their characters.

  • Faster pacing. Even loose synchronization between the real world and the game world adds urgency to fights. “If I see my group stopping every turn in combat to discuss every action, I will stop them and force whoever’s turn it is to make a decision,” Angry writes. “You only have a few seconds to act. What do you do?”

The murky mirror suits games where players dive into character and strive to prevail through skillful game play.

Most game tables settle for an informal convenience where players drop in and out of character, often only affecting the game world when it suits them. The banter and joking stay out of game.

This represents a looser, beer-and-pretzels style where players aim to spin a yarn for some laughs. Or possibly a style where storytelling takes the focus. Some players who favor narrative compare the forgiving style with a writers’ room. Most TV shows come from a team of writers who gather in a room and imagine story arcs and character beats.

A game like D&D differs from a room-written script because the screenwriters look for ways to thwart and test their characters—an essential part of storytelling. In most roleplaying games, only the GM intentionally complicates the characters’ lives. (The players unintentionally complicate their lives when they suggest murdering the guard captain while in her presence.) Games focused on storytelling may include mechanics that encourage players to add trouble to their characters’ lives.

In the loose style of most game tables, when players stop a scene to decide whether to accuse the guard captain or what magic item to trade, we assume that the actual discussion happened earlier. Or we assume that the characters’ time together leaves them with unspoken signals or a mutual understanding. After all, heroes in the game share experience in the imaginary world that players cannot match.

Introduce the murky mirror at a campaign’s launch or just before key scenes. Marty “Raging Owlbear” Walser says, “Occasionally for a very important scene, I tell the players, ‘You are now live.’ No out-of-character talk.’ It can really ramp up tension.”

Most of the time, the murky mirror just requires in-game reminders that, say, players in the tavern overhear the players’ argument. For dangerous lapses, the GM should remind players and allow a do over. If a player blurts, “I’ll bet she’s behind the raids. We should kill her,” then ask, “Do you really want to say that?”

“After all, the point of the murky mirror is to make things easier and more fun and less bitter and fighty for everyone. You shouldn’t be using it to gleefully pounce on a player who makes a stupid mistake,” Angry writes. That seems forgiving for a GM who makes a brand of raging. As players learn the convention, such lapses will become rare.

I see one potential downside to the murky mirror. Players who know they cannot freeze time to make plans may weigh the game with too much advance planning. As a dungeon master, I love when the players pause to plan—it shows an appreciation of the game world’s stakes and obstacles. But advance planning for every possibility delays diving in and playing. That’s the heart of the game.

To adopt the murky mirror while still allowing some flexibility to stop time and strategize, consider allowing flashbacks. The flashback mechanic borrows from roleplaying games like Blades in the Dark and Leverage. Players can announce flashbacks to recall planning they did in the past. It gives players a formal way to stop time and spin strategy. Players can only flashback from a situation they could have planned for.

An informal flashback can come from the GM. If the players stop a scene for the planning they could have done earlier, you can jump in and frame the planning as a flashback.

I still want to know. How much talk at your game table reaches the game world?

D&D’s Animal Companions and Familiars—Choosing the Right Pet For Your Character

Many Dungeons & Dragons players love animal companions for their characters, but the game’s fifth edition suffers uneven support for the archetype. Only specific character builds gain access to pets, and creating a character with an effective companion often requires a deep understanding of the game. For instance, of all the game’s class archetypes, the Beast Master ranger earns the most criticism for being too weak. To make beast masters able to hold their own, players must make some canny choices. More on that at the end.

The best route to an animal companion depends on what you want your companion to do. The more capable the pet, the more limited your options. A friendly mascot for your adventuring party hardly requires anything, but a pet capable of battling alongside a higher-level character confines you to just a few character options.

Ask yourself what you want from your pet. This post tells how to find the right creature companion.

For a friend or mascot, befriend and train a creature. In a tweet, D&D lead designer Jeremy Crawford writes, “Want your D&D character to have a pet or companion? Here’s a little secret: You don’t need special rules for this. Through roleplaying and ability checks (most likely Animal Handling or Persuasion), you can have a buddy, as long as your DM is OK adding a creature to the group.”

Dungeon masters: When players encounter hostile animals, the characters may try to make friends instead of fighting. Players love turning an angry beast into a mascot or companion to the party. Players attracted to this strategy love seeing it succeed. Treat the creature as a non-player character. As with any tag-along character, the best such animal companions prove useful, but never surpass characters.

Update: This simple approach poses one problem: After the party befriended a creature, the party leveled up to meet greater threats while the friend remained the same fragile creature. At just level 5, most characters survive a flameskull’s fireball, but an 11 hp wolf needs extraordinary luck to live, and a 5 hp tressym goes to meet Sharess, goddess of cats.

Tasha’s Cauldron of Everything offers a remedy: The sidekick rules offer an easy way to add a special companion to a group of adventurers. “A sidekick can be any type of creature with a stat block in the Monster Manual or another D&D book, but the challenge rating in its stat block must be 1/2 or lower.” This means that sidekicks could range from that wolf or tressym, to a bullywug rescued from a monster who enjoys frog legs, to the kobold Meepo, future dragonlord.

Whenever a group’s average level goes up, the companion gains a level in a sidekick class of warrior, expert, or spellcaster. They gain the additional abilities and hit points required to survive and contribute without ever overshadowing the rest of the party.

For a horse or similar mount, play a paladin. At level 5, paladins gain the ability to cast Find Steed which summons a spirit that takes the shape of a horse or similar mount. At level 9, Find Greater Steed brings a flying steed such as a Griffin. This mount lasts until you dismiss it or until it drops to 0 hit points. You and your mount can communicate telepathically.

The Find Steed spells share a feature and flaw with many of D&D’s pets. Rather than gaining a live companion worthy of an emotional attachment, the spell brings a spirit. The spiritual steeds boast the intelligence of Maximus, the determined horse in Tangled, but I wish for personality to match too.

In an interview, D&D Designer Mike Mearls said, “Some people really like the feeling that a companion animal is a flesh and blood creature, but there are a lot of advantages to presenting it as a spirit companion or something similar.” In fifth edition, the designers mainly chose the advantages of spirit companions.

Still, nothing says your spirit mount can’t show personality. Perhaps particularly brave and true horses serve in the afterlife as a paladin’s steed. Now I want to play a paladin who struggles with temptation paired with a horse whose spirit mission includes dragging my hero out of the tavern before he has one too many.

For a scout, helpful distraction, or spell conduit, learn Find Familiar. I’ve seen enough familiars in play to witness their utility, but before researching this post, I still underestimated their power. For the price of learning a mere 1st-level spell, Wizards gain a scout, an extension to all their touch spells, and a battlefield helper. If players made better use of familiars, the spell would count as broken.

Find Familiar lets you summon a spirit animal in a variety of forms: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish, rat, raven, sea horse, spider, or weasel. Just about every animated sidekick matches something on the list of familiars. Want to play like an animated Disney hero with a wise or comical critter for a companion? Sadly, familiars can’t talk. The designers really missed an opportunity here. Even players who claim they can’t do voices can do a toad voice. It’s so fun.

Still, your sidekick can help. Try these uses:

  • Use your flying, creeping, or swimming critter to scout, while you watch through its eyes. My players used a familiar to explore five levels of the Tomb of Nine Gods while the party stood safely in the first hall. Doors stopped the creature, but so much of that dungeon stands open.

  • Use your flying familiar to perform the Help action on the battlefield, giving allies advantage on attack rolls. Eventually, an annoyed monster will smack down your bird, but that’s one less attack on friends, which may save a 50 gp healing potion. Re-summoning the familiar costs 10 gold, which counts as money well spent.

  • Use your flying familiar to target touch spells from a distance. For clerics who heal through touch, gaining a flying familiar might justify the cost of a feat. Play a grave cleric with a raven familiar.

  • Use your familiar to channel damaging spells like Dragon’s Breath. Familiars can’t attack, but with help, your little toad can spew acid in a 15-foot cone.

To gain a familiar, select one of these options:

  • Wizard: Learn Find Familiar
  • Warlock: Choose the Pact of the Chain
  • Warlock: Choose the Pact of the Tome and the Book of Ancient Secrets invocation. You get two level 1 rituals, plus the ability to inscribe any class ritual.
  • Bard: Choose the Lore archetype and use the Magical Secrets feature to learn the Find Familiar spell at 6th level. Or at level 10, any bard can use Magical Secrets to learn the spell.
  • Any Class: Take the Magic Initiate feat to get a 1st-level spell.
  • Any Class: Take the Ritual Caster feat to get any ritual spells.

For a more dangerous familiar, play a Pact of the Chain warlock. Warlocks who opt for the Pact of the Chain can choose an imp, pseudodragon, quasit, or sprite as a familiar. These hardly count as animal companions. But unlike animal familiars, these creatures can attack—although after level 9 their bites and stings and tiny arrows amount to little. All these creatures fly and most turn invisible, so they make particularly good spies and spell conduits.

For an unusual mount, play a Beast Master ranger and a small character. Neither a familiar nor a paladin’s steed count as true animals. For a flesh and blood animal companion, opt for the Beast Master ranger archetype.

A small beast master such as a halfling or gnome can ride their medium animal companion as a mount. Ride a wolf for its pack tactics, 40-foot speed, and cool factor. Ride a giant wolf spider for its climb speed, poison bite, and creep factor. Ride a giant poisonous snake for its brazenly phallic implications.

For a partner in battle, play a Beast Master ranger and a creepy, crawly beast. Beast masters’ animal companions earn a reputation for weakness. At level 3, when the companion arrives, the poor beast has merely adequate hit points. As the party levels, the creature will have fewer hit points and worse AC than the wizard, despite having to fight in melee. Meanwhile, the wizard’s familiar makes a better scout.

The Beast Companion class description suggests taking a hawk or mastiff as an animal companion. D&D designer Dan Dillon says that such choices set players up for failure. Beast masters should not take beasts with a challenge rating below 1/4. If you want such a pet, follow Jeremy Crawford’s suggestion and train a creature to be your friend. Or spend a feat learning Find Familiar.

Unfortunately, warm, fuzzy, charismatic beasts like lions, tigers, and bears have size and challenge ratings that disqualify them as animal companions. If you want a furry friend, wolves rank as decent and panthers as adequate. But the very best companions make some folks say ick. For a pet that makes an able battle partner, choose one of these options:

  • A flying snake offers a 60-foot fly speed, flyby attack, and poison damage.
  • A giant crab brings decent AC, Blindsight 30 ft., grappling, and a swim speed. Plus, I understand such companions perform calypso-flavored musical numbers.
  • A giant wolf spider boasts Blindsight 10 ft., a climb speed, and poison.
  • A giant poisonous snake offers Blindsight 10 ft., a swim speed, and poison.

Dungeon masters: As special non-player characters, allow rangers’ animal companions to fall unconscious and roll death saving throws when reduced to 0 hit points.

With the D&D rules as written, animal companions lack the armor proficiency required to wear barding without suffering disadvantage on attacks, checks, and saves. Nonetheless, I doubt allowing a few extra points of AC breaks anything. Besides, cats in armor look adorable.

Update: To enhance the beast master archetype, Tasha’s Cauldron of Everything presents three primal companions typed for land, sea, and sky. Beastmasters can summon these primal beasts as a companion instead of befriending the creatures in D&D’s monster books. You can choose to describe your creature as a hawk or mastiff or anything that fits a type, without the risk of selecting a creature too weak to prove effective.

Rangers can spend a bonus action to  command the primal beasts to attack or to take an action other than the dodging they do on their own. This marks a big improvement from archtype’s original companions, which typically required an action to command.

The primal beasts offer effective companions that can feel warm, fuzzy, and charismatic. The primal companions tend offer more hit points than real creatures. Plus, if these spirt beasts drop to 0 hit points, you can revive them for the price of a spell slot. As spirit creatures, you can summon new and different beasts after a long rest.

10 Things in Pathfinder Second Edition I Like (and 1 I Don’t)

In 2008, Paizo sent designer Jason Buhlman to the Winter Fantasy convention to sample the upcoming fourth edition of Dungeons & Dragons and report on the game. Paizo founder Lisa Stevens recalls the outcome. “From the moment that 4th Edition had been announced, we had trepidations about many of the changes we were hearing about. Jason’s report confirmed our fears—4th Edition didn’t look like the system we wanted to make products for. Whether a license for 4E was forthcoming or not, we were going to create our own game system based on the 3.5 System Reference Document: The Pathfinder Roleplaying Game.” See The Unintended Consequence That Ruined Fourth Edition D&D’s Chance of Success, But Proved Great for Gamers.

While fourth edition featured a bold new design aimed at saving D&D, Pathfinder became an alternative that refined D&D’s 3.5 edition. For a time, sales of Pathfinder rivaled D&D. But after nearly 10 years, Pathfinder needed an update. So in August 2019, Paizo released a second edition. In a post, lead designer Jason Buhlman named the update’s number one goal: “Create a new edition of Pathfinder that’s much simpler to learn and play—a core system that’s easy to grasp but expandable—while remaining true to the spirit of what makes Pathfinder great: customization, flexibility of story, and rules that reward those who take the time to master them.” Even new, Pathfinder 2 offers more character options than fifth edition.

On reading the new rules and playing a short introduction, I can share 10 things I like in the new game, and 1 thing I don’t’.

1. “Ancestry” instead of “race.” In the The Hobbit, Tolkien calls hobbits a race, and started the custom of referring to elves, dwarves, and other fantastic kin to humans as races. But the term “race” has a common meaning different from the game meaning, which leads to confusion. Referring to even imaginary “races” as intrinsically talented, virtuous, or corrupt feels unsavory at best. “Species” makes a more accurate term, but its scientific flavor makes it jarring in fantasy. Pathfinder replaces “race” with the more agreeable term of “ancestry.” Unless Wizards of the Coast resists an innovation “not invented here,” expect to see “ancestry” in some future sixth edition.

2. Fewer action types. The Pathfinder team saw new players stumble over the original game’s zoo of swift, immediate, move, and standard actions. In a bid to simplify, this second edition consolidates the action types into a system that gives characters 3 actions and 1 reaction per turn. This means even new characters can attempt 3 attacks per turn, although the second strike suffers a -5 penalty and the third a -10 penalty. In practice, only more proficient attackers will land extra attacks. Most spells require 2 actions to cast. When I played a Pathfinder 2 demo, its simpler actions proved very playable, even elegant.

In a related refinement, Pathfinder adds clarity by calling a single attack a strike. This avoids the confusion that the D&D rules sometimes cause by using the same word for an attack and for an attack action that can include multiple attacks.

3. Animal companions level up. To many D&D players, animal companions offer a special appeal, but the game’s support for pets remains shaky. Pathfinder devotes an entire section to animal companions and familiars, showing pets the attention they deserve. Rather than keeping animal companions close to their natural abilities, pets improve in lockstep as characters level, making them capable of staying alive and relevant.

4. A manageable encumbrance system. D&D measures encumbrance by pound. While this system seems to add complicated bookkeeping, it proves simple in play because everyone ignores it. Pathfinder measures encumbrance by Bulk, a value representing an item’s size, weight, and general awkwardness. You can carry Bulk equal to 5 plus your strength bonus. Bulk streamlines encumbrance enough to make tracking playable. (Plus, the system charms the grognard in me by recalling a similar rule in Runequest (1978) that tracked encumbrance by “Things.”)

5. User-friendly books. Paizo devoted extra attention to making the core rulebook into an easy reference. For instance, the book includes bleed tabs, and I love them. These bleed tabs don’t show how to play a metal song on guitar; they make finding chapters easy. Unlike typical tabs that jut from the page, bleed tabs show as printed labels on the page that go to the edge and appear as bands of color. The book combines an index and glossary into a section that defines game terms, and also leads readers to pages containing more information. Every game rulebook should include these features.

6. Degrees of success. Roleplaying games often include core mechanics that determine degrees of success or failure, but D&D only offers one extra degree: a 5% chance of a critical on attack rolls. The Pathfinder 2 system delivers a critical success on a 20 and a critical failure on a 1. Also, a check that exceeds the DC by 10 or more brings a critical success and a check 10 or more less than the DC brings critical failure. Pathfinder avoids the punishing effects that make some fumble systems too swingy. For instance, a critical failure on a strike just counts as a miss. Sorry, no fumble tables that lead characters to put their eye out. Where natural, fumbles and criticals affect spell saves. For example, a successful save against Gust of Wind lets you stand your ground, and a critical save leaves you unaffected.

7. The Incapacitation trait of spells. Save-or-die spells have proved troublesome in high-level D&D play. Campaigns that build to an epic clash with a fearsome dragon instead end with the beast helpless in a force cage and stabbed to death in a dreary series of damage rolls. Pathfinder gives spells like Force Cage and Banishment the Incapacitation trait. Creatures twice or more the level of the spell typically need to fumble their save to fall under its effect. To me, this beats D&D’s solution to the same problem, legendary resistance.

8. Character customization without decision paralysis. Fourth edition D&D focused on offering players vast numbers of character options. Players uninterested in the solitary hobby of character tinkering soon found the options overwhelming. For my characters, I turned to the Internet to find character optimizers who sifted through countless options and helped me choose. Pathfinder aims to give players room for character customization without forcing a bewildering number of choices. The system works by presenting character options as feats. At each level, players make selections from small menus of feats. Even first level characters of the same class can play differently, and they grow more distinct as they advance.

9. Skill DCs replace passive checks. Pathfinder dispenses with passive perception and passive insight in favor of Skill DCs, “When someone or something tests your skill, they attempt a check against your skill DC, which is equal to 10 plus your skill modifiers.” Often skill DCs work just like passive abilities, like when a stealthy character attempts to beat someone’s perception score. In the most common use of skill DCs, a sneaking creature would roll against a character’s perception skill DC.

Without passive perception, a game master must roll secret perception checks to learn if exploring characters spot traps. Passive perception aims to eliminate such die rolls, but I consider rolls to find hidden traps useful. Without a roll, DMs just compare set DCs verses passive scores. DMs who know their players’ scores decide in advance what traps get found, with no luck of the roll to make the game surprising. Skill DCs also replace opposed ability checks—a second core mechanic with skewed odds that clutters the D&D rules.

10. Limited opportunity attacks. To encourage more movement in combat, Pathfinder 2 limits the characters and creatures capable of making opportunity attacks. At first level, only fighters start with the capability. Opportunity attacks mainly existed to help front-line characters protect the unarmored magic users in the back, but D&D and Pathfinder make once-fragile character types more robust now. Opportunity attacks make sense as a fighter specialty, especially if that encourages more dynamic battles.

That makes 10 things I like. What do I dislike?

Pathfinder 2 features a proficiency system that leads to the sort of double-digit bonuses that D&D players last saw in fourth edition.

In trained skills, every Pathfinder 2 character gets a bonus equal to at least 2 plus their level. This steady advance makes characters feel more capable as they level and rewards players with a sense of accomplishment as their characters improve. “The best part about proficiencies is the way they push the boundaries for non-magical characters, particularly those with a legendary rank,” writes designer Mark Seifter. “Masters and especially legends break all those rules. Want your fighter to leap 20 feet straight up and smash a chimera down to the ground? You can do that (eventually)!”

As in fourth edition, Pathfinder game masters can justify the sky-high DCs needed to challenge high-level characters by describing obstacles of legendary proportions. At first level, the rogue must climb a rough dungeon wall; by 20th level, she must climb a glass-smooth wall covered in wet slime—in an earthquake. At first level, you must negotiate with the mayor; by twentieth level, he’s king. And you killed his dog.

At least as often as fourth-edition dungeon masters flavored higher DCs as bigger challenges, they just paired routine challenges with higher numbers. That tendency leads to the downside of such steep increases in proficiency. In practice, characters usually just advance to face higher and higher numbers for the same challenges. In fourth edition, a steady rise in attack bonuses and armor classes meant that monsters only made suitable challenges for a narrow band of levels. This may also apply to Pathfinder 2.

I favor fifth edition’s bounded accuracy over the steep increases in proficiency bonuses featured in Pathfinder 2. For more, see Two Problems that Provoked Bounded Accuracy.

Aside from these 11 things, how does Pathfinder differ from its sibling Dungeons & Dragons?

Gamers often describe Pathfinder as more crunchy—more rules heavy—than fifth edition. After all, the core rulebook spans 638 pages! But that book includes content that D&D splits between the Player’s Handbook and Dungeon Master’s Guide, and those books include almost exactly the same number of pages. In some ways, Pathfinder proves simpler. For instance, its system actions and reactions simplifies D&D’s action types. Still, Pathfinder devotes more crunch to describing outcomes and conditions. For example, in D&D, characters make a Strength (Athletics) check to climb, but the DM gets no help determining the outcome of a failure. Pathfinder describes outcomes: A climb failure stops movement; a critical failure leads to a fall. D&D describes 14 conditions; Pathfinder describes 42.

Without playing more Pathfinder 2, I feel unready to label this post as a review. Nonetheless, I like most of what I see and I’m eager to play the game more.

Secret D&D Games, Sharpshooters, Baby Orcs, and More From the DM David’s Comment Section

Time for another visit to the comment section. At the end, one reader tells a true story of how the Satanic panic drove a group’s Dungeons & Dragons games into secret, and what happened when concerned citizens learned of the underground game.

Strong Moral Dilemmas in D&D and the Unwanted Kind that Keeps Appearing

In Strong Moral Dilemmas in D&D and the Unwanted Kind that Keeps Appearing, I contrasted the moral dilemmas that reveal D&D characters against the baby-orc dilemma that dungeon masters should avoid.

Dan wrote, “The thing with the baby monsters from Keep on the Borderlands is that Gary Gygax never intended for the to be a moral dilemma. He assumed that all party members would be agreed on cleaning the place out, paladins included. When asked about it on the Internet in later years, he was somewhat incredulous that it even came up, stating that a properly-played paladin should view justice from a medieval perspective and would take the stance that ‘nits beget lice.’

Unlike Gary Gygax, today’s players often see humanoids as reflections of humanity. So tarring entire races of humanoids as irredeemably corrupt and worthy of extermination draws troubling parallels to the real treatment of real human groups.

Rasmusnord01 wrote, “I think of three things that can help avoid making the ‘baby-orc issue’ into a problem. (1) Have a leader of the group. In the hands of the right player, a designated leader can help resolve situations and keep the discussion from taking too long. (2) Avoid allowing mercy to come back to bite the players. (3) Make ‘evil’ humanoids more nuanced.

Teos “alphastream” Abadia wrote, “A friend of mine who used to write for Living Greyhawk said to me once that a great adventure teaches you something about your character. Over the years, that advice has stood the test of time for me. Great adventures help me better see my character’s personality and where they stand, and touch me emotionally or at a visceral level in some way.

Since that time, I’ve tried to write adventures where decisions (often but not always moral dilemmas) help you understand your character better. Maybe you swap bodies with someone else, so you see yourself from the outside and separate your personality from your frame. Who are you? Maybe you bring a spirit into yourself. What part of that personality do you accept or reject, and what is it displacing? Maybe you face a tough choice. Do you bring a child into battle if that child is an artifact? Do you sacrifice a few to save many? Maybe you have to choose between a sure thing that isn’t so sweet, and worse odds for a chance at something better?

Three Reasons the Ecology of Monsters Can Make Creatures Worse

In Three Reasons the Ecology of Monsters Can Make Creatures Worse, I suggested that framing monsters as natural creatures sometimes stifled the imagination. Lots of readers agreed but reminded me that developing monsters as creatures in nature can also fire the imagination.

It’s utterly absurd to suggest that natural creatures can’t inspire stories, because they have,” wrote greatwyrmgold. “And only slightly less silly to suggest that magical creatures can be more evocative than natural ones.

This article presents a false dichotomy between the fantastic and the naturalistic, between the magical and the dull. Creatures can be magical and dull when they pull from the same library of stock monster attributes as every half-arsed fantasy story in the past 60 years, but they can be fantastic and naturalistic with a bit of effort by the author.

Why Dungeon & Dragons Dropped Assassins and Renamed Thieves

An avalanche of comments to Why Dungeon & Dragons Dropped Assassins and Renamed Thieves noted that Assassins shouldn’t be killing for free and certainly not targeting their allies.

For instance, Carl Torvik wrote, “Assassins may the ONLY evil character you should allow in your campaign. They kill only when hired to kill. They have no reason to attack their party. They come with ready-made attachments to the NPCs and the world (guilds, contacts, associates of former targets, etc.) And they have a reason to want a gang of people around to protect them and occasionally even help them on a difficult hit.

Alphastream told how, in the 80s, friction between thieves and other evil characters broke up his game.

In my very first campaigns we had two players where one would play a thief. Before long, he would start stealing from us. The other would then back him up and threaten. It was a source of friction in our Temple of Elemental Evil campaign, but when we played Barrier Peaks, it escalated. Three of us tried to stop it and three wanted the freedom to do whatever they pleased. We separated, adventuring separately. That killed the game.

I can now look back on those events and understand what this was truly about. D&D was for me, as with many players, an escape from the social challenges of my normal life. When evil characters began to push their agenda, our D&D game ceased to become a collaborative escape from the everyday and became again a social challenge to which we had to respond. Bullying was again in my life, as were systems (here, the DM) that failed to make life better.

The worst problem with evil PCs or thieves stealing from fellow party members isn’t the lost items or even a death. It’s the impact it has on us as individuals, and how it upsets the very reason we came together to play and tell stories. We can introduce aspects that allow for party conflict, but when doing so we should look to find ways to mitigate that at the player level, or the game will suffer.

Quiiliitiila wrote, “Players who choose to create characters and then play them disruptively are to blame, not the classes. Any player who hides behind the class as a defense for their toxic actions is wrong and probably not suited to play in depth characters in the first place.

In the end, D&D and AD&D may have started as a simple hack and slash board game, but it evolved into a truly unique role-playing game where you get to experience adventure as a wizard or a cleric or even a blackguard! How you choose to play those characters is up to you, it has never been dictated by the rulebooks or class descriptions.

Alphastream agreed, but wrote, “As a designer I can choose to write mechanics that either bring people together for collaborative play or cause them to fight each other and disrupt party unity. I know which one I would rather see RPG companies design.

David’s article is examining how important names and other design elements are for play. They are extremely important. Often more important than we may realize. Any individual player or DM may or may not react to the design, but on the whole we are creating incentives for certain types of play. Assassins might be terrible at one table and not a problem at another, but what is more important is how they play overall. Overall, they caused problems.

When I design professionally, I’m often doing so for organized play, where I get to see how the design impacts hundreds to thousands of players. I can often see the impacts at a large convention and gain a really fascinating view into how the design works. Incentives that seem unimportant can end up being very important at that macro level. It’s good to go back and examine whether the design is encouraging heroic play, camaraderie, positive escapism, and other elements that routinely are cited by players as reasons to play D&D. Any individual group can always choose otherwise, but the overall design of D&D should point its incentives in that direction, because that’s what D&D is about.

Alert reader Dan realized that much of this post revisited a five-year-old topic. “Wouldn’t it have made more sense to link back to your previous post on the topic instead of copying the first half nearly verbatim, picture included?

Perhaps, but only about 1% of readers will follow a link to an earlier post. Reviving older posts sometimes helps me offer something every week. Many more folks read this blog now than did five years ago. Since few new readers browse my older posts, an old topic can still find interest.

I want to thank Dan and other dedicated readers who show enough interest in my posts to notice 5-year-old material. Your enthusiasm keeps me writing.

Sarah and Kaitlin Howard pictured with Lolth

Sarah M Howard wrote in to identify herself in the post’s photograph. “The drow priestesses in the picture are Sarah and Kaitlin Howard.” Thanks Sarah. Your costumes and the life-sized Lolth combine for an unforgettable photo.

Why Gary Gygax Added Unrealistic Hit Points, Funny Dice, and Descending AC to D&D

The post Why Gary Gygax Added Unrealistic Hit Points, Funny Dice, and Descending AC to D&D brought up THAC0, which led Erïch Jacoby-Hawkins to offer a bit of history.
Although THAC0 officially became a part of AD&D with the 2nd edition rule books, it was already being incorporated in some of the pre-2nd Edition modules in the mid to late 1980s, for example, modules I9 Day of Al’Akbar and I11 Needle from 1986 & 1987, respectively. I think THAC0 may have appeared in Dragon and Dungeon magazines around that time. The mechanic worked equally well in 1st as 2nd edition, as the AC system didn’t change, and the principle of the to-hit tables remained the same.

Perhaps I should have included Day of Al’Akbar in The Dungeons & Dragons Books that Secretly Previewed Each New Edition. Can anyone identify the first appearance of the term THAC0?

Why Did So Many Classic Adventures Come From 7 Years of D&D’s 45-Year History

The post Why Did So Many Classic Adventures Come From 7 Years of D&D’s 45-Year History told how the outsized attention and influence of D&D’s earliest adventures elevated their reputation.

Bryce Lynch parsed a word choice in Dungeon magazine’s list of 30 greatest adventures. “I note that the use of the word ‘greatest’ avoids the implication that they are actually good.” Bryce pens a series of entertainingly cranky reviews where he holds adventures to impossibly high standards. His consistently looks for three qualities: “Usability at the table. Interactivity. Evocative.

The lack of accolades given to more recent adventures led to my list of the 10 greatest adventures since 1985.

The 10 Greatest D&D Adventures Since 1985

The author of number 10, The Gates of Firestorm Peak (1996), offered more on his classic adventure. Bruce Cordell wrote, “Thanks for the review! Much appreciated. If you’re interested, I wrote about designing the Gates of Firestorm Peak a few months ago, and the associated creation of The Far Realm (which certainly got its name in Gates, but which I further highlighted in later adventures to strengthen its importance).” See http://brucecordell.blogspot.com/2019/03/origin-of-far-realm-in-d.html.

Teos “alphastream” Abadia praised number 6, Madness at Gardmore Abbey (2011) and recommended a follow up. “I love this adventure, especially in how it showcased how varied 4E adventures could be. I would also mention the prequel, Siege of Gardmore Abbey by Steve Townshend. Here, Steve takes us back in time to when the abbey first fell. It has a strong innovative take on a prequel with a variety of fun encounters built for a convention one-shot. It also has some super-fun pregens, some of which have great conflicts that are revealed during play. It’s amazing design. Siege can be found in Dungeon 210.

Teos also commented on number 5, Dead Gods (1997). “It’s also worth comparing it to other adventures of it’s time. It’s incredible how often adventures that should be amazing/fantastic (such as nearly every Planescape adventure) manage to be mundane. ‘Sure, you are in Sigil, now here is a guard duty assignment.’ More adventures need to really deliver on high fantasy.

I liked Vecna Lives for toying with some of those concepts (the opening scene is insane, the advice on running horror is incredible), but it stops short of attaining what it could. Same with Ruins of Castle Greyhawk. In 5E, Dungeon of the Mad Mage has some very strong parts, especially given the source material.

I admire that even the first-level adventures for the Dungeon Crawl Classics RPG include big, fantastic elements. Those adventures avoid caravan duty and rats in the cellar.

Responding to my list of The 10 Greatest Dungeons & Dragons Adventures Since 1985, Andrew wrote, “A key to the (good) 5e adventures is the Internet communities and third-party add-ons. By the book Tomb of Annihilation is good but falls apart here and there, but thanks to Facebook groups, Reddit and the great companion PDFs sold you can customize it with great ideas and fix weak bits really easily. Doing that back in the 1e days was quite daunting. Even a great module like Barrier Peaks was nearly impossible for me to run as a kid without any help.

Wraithmagus challenged my list’s methodology. “I am bewildered why you would create a list like this based on POPULARITY of all things, which is by far the least useful metric. If such a list is going to be useful, surely, they should be overlooked adventures, so that readers can have their attentions drawn to buried gems. Saying ‘Let me tell you about crap you already know about just so everyone can argue about how overrated it is is as unhelpful as it comes.

Although I did weigh each adventure’s reputation in my ratings, I consider that different from rating popularity. In the end, I cast my own judgement. My ratings won’t match anyone else’s, but a list like this needs to track the opinions of D&D fans closely enough to seem authoritative. As for finding buried gems, many readers had never heard of classics like Dead Gods and Night’s Dark Terror.

In Making the List of 10 Greatest D&D Adventures After 1985, I considered future lists of great adventures for high levels, from Dungeon magazine, and branded for a campaign setting.

Alphastream suggested some candidates. “The greatest high-level adventures from any era: I have to go with Throne of Bloodstone. While the design in many places is not exceptional, for a 1988 adventure it does a great job of showcasing how a truly awesome high-level plane-spanning adventure can work. It was very enjoyable as the end of my college campaign and took us to level 32-36 in AD&D play!

The greatest adventures branded for a campaign setting: For Dark Sun, Freedom does one of the best jobs at capturing a setting and introduces player well to the momentous events in the boxed set with the fall of Kalak. The same is true of the adventure included in the boxed set, which captures outdoor survival very well. Play those two and you get what Dark Sun is. Compare this to Dragonlance (or later Dark Sun adventures), where you feel like you get a bad version of the novels while the real stars are off doing the cool work.

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

The post Queen of the Demonweb Pits Opened Dungeons & Dragons to the Planes led Thomas Christy to write, “Great article! Check out these amazing maps by Jon Pintar! If I get to run this in the future, they will be great!

Alphastream recalled playing Q1 in high school. “The dungeon was very so-so. It did feel like a boring zoo or even a boring dungeon until the final level. It was then fantastic. The final battle was brutal. The party had a character with psionics… and Lolth does too. The old psionic combat rules had never been used until then. We looked them up, and basically everything happens in the first segment (part of a round). Party walks into Lolth’s room, psionic character drops dead as Lolth handily wins, and regular combat ensues! That was exciting!

Sharpshooters Are the Worst Thing in D&D, But That Speaks Well of Fifth Edition

A few readers responded to Sharpshooters Are the Worst Thing in D&D by describing the historical superiority of archers.

Todd Ellner wrote, “Think about it in the real world. The horse nomads of Central Asia from the Scythians to the Mongols pretty much swept all before them and replaced the style of warfare wherever they went. The life of the samurai wasn’t ‘The Way of the Sword.’ It was ‘The way of the Horse and Bow.’ Missile weapons are that much of a game-changer.

Although I like the historical perspective, D&D isn’t history, but a game where characters do fantastic deeds for the fun of players. A focus on fun leads designers like Dave Arneson and Gary Gygax to favor unrealistic, but fun things like hit points over realistic, not-fun things like sepsis and sucking chest wounds. Fifth edition pairs the intrinsic advantages of ranged attacks with the game’s two most overpowered feats to encourage situations where the sharpshooter player has fun and everyone else wonders why they showed up.

Some commenters raised the canard that archers tend to be “squishy,” lightly armored and vulnerable to attack. In this edition, fully-armored fighters also make the most efficient sharpshooters.

Some compared the damage dealing of sharpshooters to spellcasters. Certainly, spellcasters can shine for their ability to clear hordes of foes and for their utility. But most spellcasters really are squishy, and their spell slots force players to watch their resources.

Some cited certain melee fighting styles that can approach the damage output of sharpshooters. But melee types foster interesting fights because they stand in harm’s way and must move to attack. Meanwhile, monsters can surround their boss with enough protection for the mastermind to act before the barbarian can cut a path. Sharpshooters just turn potentially interesting encounters into point, shoot, and now it’s over.

Readers who see the trouble with sharpshooters offered advice to managing the archetype.

LordJasper wrote, “Start enforcing ammunition tracking. A lot of DMs let players get away with ‘forgetting’ to track their arrows and crossbow bolts. Make archers keep track of every bolt they fire.” The limit comes when archers capable of emptying a quiver in just a few rounds need to carry every missile.

Unfortunately, a 1 gp quiver of 20 arrows only weighs a pound, so players will argue they can easily carry 20 quivers totaling 400 arrows. Dungeon masters who rule otherwise will UNFAIRLY DESTROY an entire character concept—or so players will say.

This is where game mechanics poorly reflects reality,” Jason Oldham wrote. “Drawing on personal experience, an average quiver MIGHT hold 20 arrows. They are bulky and need to be packaged with at least some consideration for the delicate bits. Bolts are slightly more accommodating but only slightly. I personally enforce some rather strict house rules as far as how much a player can pack around and how readily accessible equipment may be. But that’s just me, I like to make my players suffer just a little bit.

Some readers suggested spells that hinder archers.

Oniguma wrote, “I’ve found one little, often overlooked spell that does wonders to diminish the potential of ranged attackers: Slow.

Sapphire Crook elaborated. “Slow is a rare spell that doesn’t require sight. You just pick six targets in a pretty large cube, and they have to pick a god and pray. Fireball can kill, but Slow can save lives.

Eric Bohm suggested Wind Wall. “‘Arrows, bolts, and other ordinary projectiles launched at targets behind the wall automatically miss.’ I don’t like using it because it is such a hard shut down, but it is useful for letting the rest of the party contribute.

The prospect of using Wind Wall against a party dominated by archers excites me. Still, many commenters blamed any trouble with sharpshooters on DMs who fail to prepare custom encounters to thwart the archetype. I prefer to avoid D&D games where the players bring scissors, and then the DM always prepares rocks. That approach creates an adversarial dynamic and robs the game of variety. DMs who run Adventurers League can add total cover, monsters, and hit points as I suggested in the post, but we can’t remake adventures to vex archers.

Number Monsters to Stop Wasting Time Finding Them on the Battle Map

In response to my advice that DMs number monsters to stop wasting time finding them on the battle map, Scott suggested using a 3D printer to make numbered bases that cup miniature figures.

The Two D&D Feats Everyone Loves (For Someone Else’s Character)

My post on The Two D&D Feats Everyone Loves (For Someone Else’s Character) ranked the popularity of D&D’s feats.

The relatively low popularity of Resilience surprised some commenters. For spellcasters who try to stay clear of attack, Resilience (Constitution) beats the most popular feat, War Caster. By the way, according to the letter of D&D rules, if you take Resilience for one stat, you can’t take it again for a second, different ability.

The popularity rankings of feats invited comparisons to each feat’s actual power. Thinkdm wrote, “Here’s some poll results I ran to break them down into tiers. You see the ‘broken’ feats aren’t even the most popular. Likely because they are suited to specific play styles. But, it’s still interesting.

Little-known D&D classics: Fez

In reply to Little-known D&D classics: Fez, Matt wrote, “I’ve never been to Gen Con, and in fact only came to AD&D when I was in middle school in the early 1990s. I found the Fez adventures about ten years ago when I was combing Amazon for out-of-print, non-Wizards of the Coast, and pre-d20 game materials.

They immediately changed my world.

I would spend the next decade reading, absorbing, and preparing to run Fez with my own group of gamers whose frame of reference for D&D only begins around the year 2000 or so. I’m happy to report that we finished the first Fez adventure back in May, and I’m preparing to go into Fez II, which is really the best in the series, in defiance of the law of sequels.

When I ran Fez I, I modified the game to accommodate some of their expectations: The players saw their characters’ stats, but they began as amnesiacs. Still, even with that change, the Fez formula engaged them immediately.

Fez has become one of our most memorable adventures. I highly recommend that anyone out there with a gaming group pick up these gaming classics and run them.

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

The True Story of the Cthulhu and Elric Sections Removed from Deities & Demigods prompted a funny exchange.

Joel Orsatti: “Any idea why the Finnish mythos was dropped?

Brent Butler: “They may have simply run out of K’s.

More likely, TSR dropped the mythos to fit the abbreviated book within a smaller number of signatures—groups of pages printed together.

The Media Furor that Introduced the “Bizarre Intellectual Game” of Dungeons & Dragons to America

In The Media Furor that Introduced the “Bizarre Intellectual Game” of Dungeons & Dragons to America, I explained why Gen Con in the 80s came to ban live-action games, and the change in attitude since. Spoiler: Today, some folks accept that playing D&D can prove beneficial.

Alphastream (again. Thanks, Teos!) wrote, “I wish I had a screen shot of an old post on the Wizards of the Coast forums by Mike Mearls during the 4E era. 4E era, mind you! That’s long after this event. In it, he briefly mentioned that when WotC was looking at the design for 4E organized play, there was a push to eliminate LARP and town-fair style play. It was due to the effect it has on the perception of the game.

I mention this not because I think WotC was necessarily wrong. (Okay, they were, but they were trying to gain acceptance for the game.) I mention it because LARPing was still seen as problematic as recently as 4E. And, because it is ironic that what has helped RPGs become mainstream during the 5E period is acting, both on livestreams and in media (Stranger Things, etc.). It is now very welcome to have people in costume, and WotC staff get in costume for livestreams and big events such as the Descent marketing event. It’s a remarkable change that has come only very recently.

Timothy Park shared his positive tale of clear-headed parents, pastors, and teachers seeing the game’s value and encouraging play.

There were a great many people using their intelligence and common sense and noticing and saying good things about D&D. They and their reasonable perspective won out. If it hadn’t, well, would you have this blog?

That story, the positive side, needs more press than the sensational bits.

As for the sensational bits, I finish this post by relaying the account from chacochicken.

My hometown was a regular hotbed of D&D and Satanic panic. In fact, the dangers of D&D was still a contentious point there until not that long ago.

I come from a small town in rural West Virginia. Evangelicalism had completely overtaken the town in the 50’s and 60’s. My grandparents moved there in 1952 and were not church going types. Strike one. My mom was an unwed mother. Strike two. My uncle got the Holmes basic set while he was in the navy and introduced my friends and I to the game. Strike two and half. It was an open secret that my navy vet uncle was gay. Strike Five.

To set the scene, it was summer 1986 and my friends and I (fortunately most kids don’t care much about the above nonsense) played a ton of D&D, but we had to keep it a complete secret from basically everyone. Our town was small enough that everyone mostly knew everyone’s business. A ring of people were in charge. The bank manager was the pastor. The pastor’s brother was the county sheriff and the high school baseball coach. Nepotism all the way down. Well these folks decided that they were going to control the behavior of the whole town more or less.

So we played that summer. A few other kids knew but none of our parents at that point. We were known to have played before, see above uncle, so everyone was wary of us. My friend Dustin, yes his name was Dustin, his parents ransacked his room and found his character sheets, dice, and some D&D ads torn our from his comic books. I’m not exaggerating, they burned all of his toys, all of them, on the front yard as he basically had a nervous breakdown. He was not allowed to speak to us again and they couldn’t risk us meeting at school so the next year he was home-schooled.

We were torn as to whether to play anymore or not because we were afraid of the possibility of punishment. Our defiance won out and we kept playing in the loft of an old barn next to my uncle’s house. He vouched for us playing regular old board games, fishing, and running around in the woods.

Then terror struck. A dog went missing somewhere close. Then a second. Then an older man “disappeared.” People went crazy. “It was Satanists!” The Panic hit full bore. The school confiscated anything to do with heavy metal music. Prayers before baseball games asking for protection against the devil worshippers that invaded our town. D&D was the primary suspect.

To be fair, as kids, we were scared too. We just knew D&D didn’t have anything to do with it. My uncle reassured us that most of the town were a bunch of crazy backwards hillbillies. He wasn’t wrong. He made a critical mistake however. I’ll never forget what happened on August 2nd 1986, a Saturday. My uncle threw a big BBQ for some of his navy buddies. We were invited to so we got some food and headed over to our barn for D&D by lantern light. My drunk uncle let slip to a friend’s wife that we were playing the devil’s game and she called her father, the aforementioned county sheriff.

We were right in the middle of the game when the sheriff and four deputies arrested us at gun point. They pointed guns at 5 kids playing a game. They were sure we were a Satanic cult cell. They put three of us in one car and two in the other. The entire drive they kept asking us about Satanism and if we killed the dogs. They didn’t take us to our parents or the police station, they took us to the church so the sheriff’s brother could rebuke us while we were in handcuffs. It was completely insane. There were 5 of us and we were all terrified except for my friend Nathan, who thought this was hilarious. His laughing and mocking the pastor helped a ton actually. We got our wits back and demanded to see our parents and told them they had just kidnapped us and we were going to call the FBI.

The sheriff took us home after that with a stern warning and a veiled threat asking me and my friends if my uncle had ever touched any of us. The next day my mom filed a formal complaint and my friend Matt’s father challenged the sheriff to a fist fight. He did not accept. The old man that “disappeared” wasn’t dead. He was on vacation in Maine or some such that summer. One or both dogs were found. We took a break from D&D for a while, but picked it back up when the Forgotten Realms grey box came out the next year. The pastor finally died in 2012 and the newer younger pastor now let’s kids play D&D other TTRPGs and board games in the church annex on Thursday nights.

So that’s the story of how D&D destroyed the brains of the people of my town for two decades because of the the media furor.

How to Reveal a Dungeon Map on an iPad as Characters Explore

Mapping rates as one of the chores in the original Dungeons & Dragons game that players learned to skip. In early D&D, one player assumed the role of mapper and transcribed a description of walls and distances onto graph paper. Map-keeping dominated play as much as combat. In the original example of play, the dungeon master spends half the game reciting dimensions. Although a few exceptional folks enjoy mapping, count me out.

Still, a map offers players a visual picture of a dungeon and the characters’ place. You are here. With a map, players can see explored and unexplored areas, and sites worth revisiting. In small dungeons, as characters move, I often draw or uncover a ready map. In a dungeon as big as Undermountain in Dungeon of the Mad Mage or the Tomb of Nine Gods in Tomb of Annihilation, mapping the sprawl during the game would tax players’ patience.

So for Undermountain, I devised a way to load the maps into my iPad and reveal the map as players explored. The trick worked. The tablet proved big enough to see on the table and revealing worked faster than drawing. If the game room had a television, I would have connected the screen and had a bigger visual. That requires a Lightning to Digital AV Adapter.

For my process, I used the $4.99 app Procreate, but every drawing app supports the features for this trick. For precise erasing, an Apple Pencil works best, but a fingertip will suffice.

How to reveal a dungeon map on an iPad as characters explore.

To load the dungeon map and conceal it, do these steps:

  1. Take a photo of the map or upload a map image to iCloud Photos.

  2. In Procreate, tap Photo, and then select the map’s image from the collection.

  3. Select a color for fill that will conceal the map by tapping the colored dot in the upper-right corner.

  4. Add a layer by tapping the Layers button, and then the + sign.
    Result: A new layer named “Layer 2” appears in the list.

  1. Tap Layer 2 and select Fill Layer from the list that appears.
    Result: Color fills Layer 2.

To erase the concealment, do these steps:

  1. Tap the eraser twice, and then select Airbrushing and Hard Airbrush.

  2. Move the Opacity slider on the left of the screen to maximum.

  3. Touch the map to erase concealment and reveal parts of the map.

The upper slider on the left adjusts the size of eraser.

If you erase too much, use the undo button on the left.

To annotate the map, create another layer, change the color and pen, and then write.

Related: Mapping—or not-fun things that Dungeons & Dragons players learned to skip

The Media Furor that Introduced the “Bizarre Intellectual Game” of Dungeons & Dragons to America

Today, the number 1 rule imposed by Gen Con 17 in 1984 seems ridiculous. “Live action events are not allowed.” Today, that would forbid an entire track of live-action roleplaying, any sparring with foam swords, and the immensely popular True Dungeon.

Game Master letter from Gen Con 17 in 1984

To gamers in 1984, the rule seemed just as silly, but we understood why it existed. Live-action role playing fueled a toxic misunderstanding of Dungeons & Dragons among non-gamers. D&D’s publisher, TSR, owned Gen Con and the company forbade live-action gaming to avoid alarming parents and journalists.

At Gen Con in the 80s, any live action gaming came from the match between players of Steve Jackson’s Killer and the convention administrators fighting to stomp out this rebellion.

What toxic misconception led to rule 1?

This story begins five years earlier on August 15, 1979 when a 16-year-old college student and computer nerd named James Dallas Egbert III disappeared from Michigan State University. His parents hired private detective William Dear to find their missing boy. (If this tale were fiction, the name Egbert would seem too on the nose.)

Dallas Egbert played D&D, a game that seemed strange enough to becomes Dear’s key lead. “Incredibly, there were more than one hundred dungeons in the East Lansing area alone when Dallas disappeared,” Dear wrote in his 1984 account, The Dungeon Master. His phrasing makes D&D dungeons seem like real locations hidden from polite society. The investigation uncovered rumors that some students played live-action D&D in the steam tunnels under the university. One contact explained, “If you’re familiar with the game, you’ll know that the tunnels are as close to the real thing as you can get.”

The detective focused his hunt on the notion that Egbert had played D&D in the eight miles of steam tunnels and remained lost, hidden, or trapped. Dear wondered if D&D had broken the “fragile barrier between fantasy and reality.” Perhaps D&D left Egbert so deluded that he believed he was a wizard exploring the dungeon. Perhaps his attempt to make the game real had left him hurt or even dead in the tunnels. “Dallas might actually have begun to live the game, not just to play it.”

Dear asked to search the steam tunnels, but the university refused. To force action, he turned to the press and the story fired a media furor. “Within a week, reports on Egbert had appeared in virtually every major American media outlet, as well as many international sources,” Jon Peterson writes in Playing at the World.

In Dragon magazine 30, editor Tim Kask wrote, “As I am writing this (11 Sep), Dungeons & Dragons is getting the publicity that we used to just dream about, back when we were freezing in Gary’s basement in the beginning. If we had our druthers, it would not have happened in such a fashion. Whatever the circumstances of the incident, it has been a nightmare for his parents and family, as well as for TSR Hobbies, Inc.”

Under the media spotlight, the story grew. University police took anonymous phone calls from a woman who claimed Egbert and others had played D&D in the tunnels. She said if anyone found Egbert, he would be found dead.

Egbert’s disappearance introduced Dungeons & Dragons to America. The reports painted the game as “bizarre” and its players as a “cult.” A story in The New York Times speculates that Egbert became lost “while playing an elaborate version of a bizarre intellectual game called Dungeons & Dragons.”

“Students at Michigan State University and elsewhere reportedly have greatly elaborated on the game, donning medieval costumes and using outdoor settings to stage the content.”

On September 9, The San Francisco Chronicle and Examiner published an article titled, “Fantasy cult angle probed in search for computer whiz.”

“Police hunting for a missing 16-year old computer whiz, yesterday completed a futile search of tunnels beneath the Michigan State University campus where fantasy lovers acted out roles in a bizarre game.”

Reporters consistently painted D&D as a “bizarre” game enjoyed by “secretive” and “cultish” players. Under the story lies the notion that D&D pulls players so deeply into fantasy that they lose touch with reality—that the game lures players to play out the fantasy in real life.

Dear’s account gives an example. “If the dungeon master believes that a particular character is weak, he can send that character off on his own. Not just in the game, not just in his head. He can send him on a real mission. ‘You have to prove you’re worthy to play with us,’ the DM might say. ‘You have to show your mettle. I have a mission that you must complete.’ Usually the mission is something like spending a night in a haunted house, but it’s not hard to imagine that it could be much more demanding.”

Dear showed a talent for chasing fanciful tales. Later, he would appear in a 1995 broadcast showing an alien autopsy that Fox Television teased as possibly real.

On September 13, less than a month after the disappearance, Egbert called and revealed his location. The teen’s attempt to flee depression had led him on a trek that took him to the home of an older male “admirer,” to Chicago, and then to Morgan City, Louisiana. During his trek, he survived two suicide attempts.

Egbert had turned to D&D for respite from his other troubles. He faced intense academic pressure from parents who had pushed him to skip two grades. He was gay at a time when few people accepted or tolerated the trait. (Later, he would beg Dear to keep this secret hidden.) In the book Perfect Victims, journalist Bill James writes, “Egbert was living among older kids who had nothing in common with him and who didn’t particularly like him. He was regarded as an irritating little twerp. He was 16, but looked 12. He got involved in numerous campus activities and groups, each of which devised a new kind of rejection for him.”

In a press conference, Dear said the teenager’s disappearance was not related to Dungeons & Dragons. But the detective still sees D&D as a bad influence. “You’re leaving the world of reality into the world of fantasy,” Dear said. “This isn’t a healthy game.”

Three years later, the group Bothered About Dungeons & Dragons would start promoting the notion that D&D encouraged devil worship. The satanic panic began. But the premise that D&D unhinged kids from reality inspired wider concerns. My community was closer to Lake Geneva than the Bible Belt, so no one took the threat of Satanism seriously. Still, plenty of parents felt that D&D players showed an unhealthy detachment from reality.

The story of James Dallas Egbert ends sadly. In 1980, he died from a self-inflicted gunshot wound. Perhaps if he had lived just a little longer, his tale could have led to a happier ending. The intelligence that isolated him could have become an asset. The secret that tormented him became more accepted. It gets better. Perhaps, in more time, D&D could have helped him find his people.

In 1984, neither Gen Con nor TSR wanted to risk letting wizards and warriors blur fantasy and reality in live action games—not where parents, journalists, and other concerned citizens might see.

Cast members of the live D&D interactive held at Gen Con 2019 (Photo by Eric Menge)

Since then, D&D’s reputation has improved, and not just because society turned to blaming video games instead.

Today, instead of seeing D&D as a break from reality, parents see real-life connections. Ethan Schoonover hosts a D&D club at the all-girls middle school where he teaches. To sell the game to parents, he offers a simple formula: “You just say, ‘no screen time’ and parents’ eyes light up.”

D&D makes a game of the cooperation and problem solving skills that kids need to succeed. More to the point of this tale, D&D teaches social skills and empathy, two assets everyone should develop.

Empathetic D&D players can see a measure of our own struggles in Egbert’s tragedy. Now we know that D&D isn’t the game that dooms geeks like Egbert. Sometimes, it’s the game that saves us.

A Butcher, a Baker, and Naughty Nannies in D&D’s First Setting Book: City State of the Invincible Overlord

In December of 1975, TSR had yet to publish any Dungeons & Dragons setting information other than the hints published in the Grayhawk and Blackmoor supplements. Blackmoor’s Temple of the Frog qualified as the only published adventure, although the armies housed by the temple made the place unsuitable for a dungeon crawl.

So when Decatur, Illinois gamers Bob Bledsaw and Bill Owen visited TSR that December, they brought a new idea. Bob asked TSR for authorization to make a line of play aids for D&D players and judges.

Shannon Appelcline, author of Designers & Dragons, recounts what happened next. “Bledsaw told them about his ideas for gamemaster supplements…and the result was laughter. The TSR staff explained to Bledsaw and Owen that gamers wanted games, not supplements, and told them they were more than welcome to publish D&D supplements (and lose money) if they wanted to.”

A quarter of the city map

A quarter of the city map

City State of the Invincible OverlordBledsaw turned his drafting skills to map a huge city that would become the City State of the Invincible Overlord. He brought the poster maps to Gen Con in 1976. There he canvassed the convention goers, sold out of maps, and offered memberships to the Judges Guild, a subscription to future play aids. Shortly after Gen Con, charter subscribers received a package including the Initial Guidelines Booklet I (I as the Roman 1). The next package included Guidelines Booklet J (J as the letter after I). The guidelines supported the City State with encounter charts, information on social tiers, supplemental rules, and descriptions of a few streets.

In 1977, a retail version of the City State reached stores. The $9 package includes a huge 34″ x 44″ map in four sections, and 11″ x 17″ map of the castle of the dwarven king backed with a sprawling dungeon map, three booklets detailing over 300 individual locations and the non-player characters who populate them, maps for ten more dungeon levels, plus players’ maps.

A baker

A baker

The package shows remarkable creative output. No locations in the sprawling city rate as too mundane for descriptions. Even with five bakers, the guide finds something interesting to say about each. The locations offer a treasury of fantasy names. Just the roster of the Mercenaries Guild provides 20 names, and the city has 300 more locations.

The City State resembled the dungeon adventures of the time, densely packed locations with little natural order. The place has 5 bakers, but lacks a miller, brewer, fuller, glazier, wheeler, cooper, fletcher, mason, as well as many other popular boys’ names. Humans dominate the population, but trolls, ogres, and other monsters hold jobs. A shop’s proprietor could be a shapeshifted ogre mage or dragon. The undertaker employs undead. A god lives at his local temple.

Have you found god?

Have you found god?

Even though a modern product with similar scope might sprawl over 500 or more pages, the City State’s descriptions take fewer than 80 pages. The terse descriptions provide seeds for improvisation rather than details.

Despite the product’s tremendous scope—or perhaps due to it—I struggled to figure out how center a game around the City State. I looked for guidelines booklets A through H, but never found them. Did I need them?

Bledsaw’s grandson, Bob Bledsaw III, explains the missing letters. “Initial Guidelines Booklet I was supposed to be I as in a roman numeral one. However, when it came time for the second Guidelines Booklet to come out, my grandfather told the typist to continue the series from before.” The typist followed I with J rather than II. “For the sake of consistency, they continued to use letters, much to my grandfather’s chagrin. So that’s why there are books I, J, K, L, M, etc.”

Nowadays, urban adventures tend to be narrative based, with clues leading characters from one location to the next. This allows a focus on key locations. In 1977, no one played D&D that way. Instead, players entered the dungeon or wilderness to explore room by room, hex by hex. The original D&D rule books explained how to conduct dungeon and wilderness adventures, water and aerial adventures, but nothing about cities. Cities served as a base to heal and gather supplies before you left for the next adventure. Cities were for bookkeeping.

So how did a DM run a game in the City State? The guidelines seem to imply that characters will wander the city, either shopping for adventuring gear or pursing rumors that will lead to their next adventure. In the course of wandering, they can trigger random encounters, often keyed to the neighborhood.

Basing a night of gaming on shopping or rumor gathering presents a lot of difficulties, mostly for reasons I described in Avoiding the Awkward D&D Moment When a Priest, a Wizard, and a Dwarf Enter a Bar and Nothing Happens. Typically these activities offer the players few challenges—except for the rare cases where a level-6, chaotic-evil butcher attacks the party’s dwarf.

A butcher

A butcher

The optimal session in the City State finds the players quickly uncovering a rumor and chasing it to a dungeon, or to a plot hook involving a giant, hairy stalker.

The best—and most intimidating—part of the City State came from the rumors. Many provided exciting invitations to adventure. Every storefront seemed like a launching point for an adventure.

As a dungeon master, the rumors made the city even more challenging to run. All the rumors inspired, but they led to adventures that demanded either preparation or more improvisation than I care to attempt. Every rumor promised an adventure that the DM needed to make good. In the Pig & Whistle tavern players learn that a mountain disappeared 120 miles south of the city. I want to play that adventure, but if I’m DM, I don’t want to ad lib it.

For all the product’s creative energy, its seamy side disagreed with my tastes. Even the map shows a goblin reservation. I prefer my monsters dangerous, rather than downtrodden. I do not want to invite analogies between monsters and real human beings who suffered a history of mistreatment.

In addition to a slave trade and many bordellos, the city has a Park of Obscene Statues (no kidding) and Naughty Nannies (still not kidding).

I'm not kidding

I’m not kidding

Even the book had a seamy side: It includes tables to determine womens’ measurements. The text makes distinctions between amazons, vixens, houris, and courtesans. I don’t understand the categories—I guess I’ll never understand women.

Still not kidding

Still not kidding

My 1977 copy of the City Sstate still contains the pencil marks noting elements I liked. I cherry picked the bits that captured my imagination while I toned down the patchwork insanity and the sordid bits.

Despite the product’s challenges, it scored as an outstanding map and a trove of ideas. As the first role-playing setting, the City State of the Invincible Overlord became a hit. That proved a mixed blessing: In a year, TSR would reverse its stance and demand licensing dollars from Judges Guild.

The Two D&D Feats Everyone Loves (For Someone Else’s Character)

In February, the folks at D&D Beyond shared the most popular feats among their users. The favorites included entries I would expect. The top three all appeal to risk-averse players building a wide range of characters.

Hate losing spells to failed concentration saves? Take War Caster. Hate damage? Take Tough and make damage hurt less. Hate flubbing rolls? Take Lucky.

Ranking 4th, Sharpshooter suits fewer character types, but it proves so powerful that it rates as the worst thing in D&D.

Well past the broadly useful and the overpowered, the list includes Sentinel and Polearm Master. These potent feats suit narrow character types—often characters built with the feats in mind.

For me, the surprise comes from two powerful feats that failed to rate.

Inspiring Leader lets your group finish every rest with temporary hit points equal to your level + your Charisma modifier. It grants something close to Toughness to everyone in the party.

Healer 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.

Why do so few players choose these outstanding feats? Perhaps because the character taking the feat only gets a small benefit for themselves. These feats’ strength comes from lifting the whole party.

Related:
10 Ways to Build a Character That Will Earn the Love of Your Party
7 Dungeons & Dragons character builds absurdly good at one thing