Tag Archives: Jonathan Tweet

For Years AD&D Rounds Lasted Six Times Longer Than D&D Rounds and Only Gary Gygax Thought It Made Sense

When gamers imagine an attack in a game like Dungeons & Dragons, they picture a wind up and sword swing, perhaps one second of motion. So two combatants only need a few seconds to trade blows, even with extra attacks. But in the Advanced Dungeons & Dragons Player’s Handbook (1978) Gary Gygax wrote that a combat round lasted a full minute, surprising gamers used to the 10-second rounds in the D&D Basic Set (1977). AD&D’s 1-minute round originated with the original D&D release (1974). Nonetheless, minute-long rounds failed to match our imagination. Rather than making battles “fast and furious” like Gary claimed in the little, brown books, the time scale suited underwater ballet.Miniature figures lined up on a sand table for a Chainmail game.Gary brought 1-minute rounds from the Chainmail miniature rules, where armies needed minutes to mount attacks. By keeping the same time scale, a clash of armies on a sand table could zoom into D&D fights where battlefield champions faced off. Another early roleplaying game, Chivalry & Sorcery (1977), shows even more interest in fitting individual combat within warring armies on a battlefield. After 15 pages of rules in minuscule 5-point type for staging wars at 25mm scale, the game finally covers single characters. “There are 2 combat turns in every 5-minute game turn.” The game’s 2-and-a-half-minute rounds last almost as long as a boxing round. Most weapons allow three attacks or “blows” per round. C&S archers armed with bows can fire once every 75 seconds. Do archers craft their own arrows between shots?

In “Bows,” published in The Dragon issue 39, William Fawcett wrote, “A trained Mongol horse archer could fire from three to five arrows per minute, and longbowmen have been attributed with volleys of six or more arrows per minute.” D&D archers firing twice a minute never came close.

Miniature warfare aside, surely Gary liked how nicely a minute fit with the 10-minute turns used during a dungeon crawl. Every modern D&D player has finished an epic fight that spanned hours of real time, realized the showdown only lasted 60 seconds in game, and then felt shocked. In original D&D, a fight could easily take less real time than game time. As the lone author of Advanced Dungeons & Dragons, Gary stuck with his preference for 1-minute rounds.

In The Dragon issue 24, dated April 1979, Gary tried to bridge the gap between gamers’ imaginations and his 1-minute combat round. “If the participants picture the melee as somewhat analogous to a boxing match they will have a correct grasp of the rationale used in designing the melee system. During the course of a melee round there is movement, there are many attacks which do not score, and each to-hit dice roll indicates that there is an opening which may or may not allow a telling attack.” His Dungeon Master’s Guide (p.61 and p.71) mounts a similar defense of the counter-intuitive duration.

Warlock in the Spartan Simulation Gaming Journal #9 August 1975

Despite the explanation, most gamers favored much shorter rounds, as did newer roleplaying games. TSR’s own Metamorphis Alpha (1976) used 10-second rounds—nobody thought pulling the trigger on a laser pistol might take 60 seconds. Widely circulated house rules like Warlock (1975) from Caltech also settled on 10-second rounds.

Steve Jackson and Steve Perrin brought their experience battling with blunt weapons in the Society for Creative Anachronism to the combat rules they designed. Jackson’s Melee (1977) opted for 5-second rounds, while Perrin’s popular house rules The Perrin Conventions went with 10 seconds. Perrin’s Runequest (12-second rounds) would advertise a combat system “Based upon 12 years of actual hand-to-hand combat by the author while in the SCA.”

J. Eric Holmes editor of the D&D Basic Set (1977) came from a gaming community that favored the Warlock rules and its 10-second rounds. He surely saw Metamorphis Alpha too. In his manuscript for the Basic Set, he writes, “Each round consists of an exchange of two blows with ordinary weapons,” so his version of a round matches the popular conception. Naturally, he selected 10-second rounds for his presentation of D&D. Gary either overlooked the change to shorter rounds or chose not to object. TSR kept printing versions of basic D&D until the Dungeons & Dragons Rules Cyclopedia ended the line in 1991. The 10-second round stayed in every version.

Meanwhile, the designers of second-edition AD&D (1989) dutifully stuck with 1-minute rounds even though that meant writing a quarter-page defense in the edition’s Player’s Handbook. “An action that might be ridiculously easy under normal circumstances could become an undertaking of heroic scale when attempted in the middle of a furious, heroic battle.” As an example, the text spends four paragraphs describing the lengthy process of spending a minute drinking a potion. Apparently, potions must go into a backpack and not into handy little pockets.

Third-edition D&D (2000) dropped the AD&D brand and gave designers a chance to abandon the 1-minute round in favor of something intuitive. “It could have been a 6-second round or a 12-second round,” lead designer Jonathan Tweet recalled in a discussion. “How long does it really take to get a potion out of your backpack?”

“We were talking about how much you can accomplish in a round, what you can do with an action, and there was some contention between Jonathan, Skip [Williams], and I about what you could actually realistically do,” designer Monte Cook said. “We had a stopwatch and Jonathan had to mime all the different actions that were in the Player’s Handbook and see whether he could accomplish them within a round.” The team settled on the 6-second rounds that the fifth-edition game still uses.

Unless gamers quibble about realism and the stopwatch timing of a 30-foot move, a round’s duration seldom matters. Both D&D and AD&D played fine despite the sixfold difference in time scale. However, game time matters when players need to figure out what non-combat activities characters can accomplish in six seconds. And for that, a longer round probably plays better. For GURPS, Steve Jackson opted for 1-second rounds, which hardly allows time for anything other than emptying magazines and hacking like a lumberjack. Gary picked 1-minute rounds because it played well alongside warring armies and dungeon crawls.

Although the third-edition designers took pains to find a time span that seemed realistic, modern versions of D&D favor allowing characters to accomplish an unrealistic amount in 6 seconds because it adds fun. Could anyone really make multiple attacks, move, react, and also drink a potion in a 6-second span? D&D 2024 heroes can because players liked drinking potions as a bonus action. Not so long ago, similar characters needed a full minute just for the drink. Of course, no one swallowed that either.

25 Years Ago I Posted My Wish List For D&D. How’s it Going?

At Gen Con in 1999 Wizards of the Coast revealed plans for a third edition of Dungeons & Dragons, scheduled for release in 2000. The upcoming release would preserve the “essential look and feel” of D&D while introducing intuitive changes like a unified d20 mechanic where high rolls meant success. Free t-shirts teased the upcoming changes.

During that 1999 announcement, I thought back to 1989 and how AD&D’s second edition rules addressed few of the game’s weaknesses. I remembered the disappointment that I had felt. I wrote, “Second edition had some virtues: It consolidated and organized the rules; it featured leaner, more readable writing; and it dumped some of the clumsier bits like giving distances in inches and dividing rounds into segments. But mostly the second edition just repackaged the hodgepodge of rules accumulated since the first edition. Almost all the game’s inconsistencies and clunky bits remained.”

Since 1974, the roleplaying games that followed D&D featured countless innovations that improved play, so in 1989, D&D’s rules looked as dated as a Model T. The 1999 announcement previewed something different: a third edition that redesigned the game from its foundation. That promise fired my excitement. I posted a wish list of the changes to D&D that I hoped to see. Now 25 years later, how many of my wishes came true? My original post appears in italics.

1. Unify the game mechanics.

Want to find out if you hit? Roll high on a d20. Want to jump a chasm? Roll low. Want to use a skill? Roll high. Want to use a thief skill? Roll low on a percentile. Listening at a door? Who can remember? Look it up. The third edition fails if it fails to make sense of this.

Third edition delivered the mechanic where players add an ability modifier and other adjustments to a d20 roll, and then compare the result against an AC or difficulty class to determine success. This mechanic remains at the heart of the game and ranks as the single biggest refinement over the game’s 50-year history.

Wish granted.

2. Smooth the power curve for magic user advancement.

Playing a 1st-level mage means spending your adventure waiting for your big moment when you can cast your single, feeble spell. The situation improves little until level 5 or so. Some say that this balances the class against the extreme power of high-level spellcasters. I say it’s bad design. Low-level casters should have more than one spell. If this unbalances the class, then reduce the power of high-level casters.

While third edition kept low-level magic users in the game by granting them bonus spells based on intelligence, wizards still surged in power at higher levels, eventually overshadowing other characters. Fourth edition D&D solved the problem, matching the power of different classes by giving every class the same allotment of daily and encounter projects. The uniformity left some gamers unhappy, and that included the designers. “I’d never wanted to use the exact same power structure for the wizard as every other class,” said lead designer Rob Heinsoo, “But we ran out of time, and had to use smaller variations to express class differences than I had originally expected.”

Fifth edition reverted to a magic system that resembled the Vancian magic of older editions, but the game made three changes that check the power of high-level wizards and other spellcasters.

  • Many spells now require their caster to maintain concentration to keep their magic going. Critically, a spellcaster can only concentrate on one spell at a time. Now rather than layering haste, invisibility, fly, blur, resistance, and a few others, a caster must pick one.
  • Spells cast by higher-level casters no longer increase in power simply based on the caster’s level. Now, for example, to increase the damage of a fireball, a wizard needs to spend a higher-level spell slot.
  • Compared to earlier editions, spellcasters gain fewer spells per day, and much fewer high-level spells. In the third edition, a 20th-level wizard could cast four spells of every level including 8th and 9th level. In fifth edition, a 20th-level wizard gets 14 fewer spells per day, and only one 8th- and one 9th-level spell. Sure, the fifth-edition caster enjoys more flexibility, but far fewer slots.

The damaging cantrips introduced in fourth edition also let low-level wizards do something magical every turn, rather than spending most combats flinging darts like exactly zero magic users in our fantasy imagination.

Wish granted.

Related: How fifth edition keeps familiar spells and a Vancian feel without breaking D&D

3. Drop THAC0.

To the folks boasting that they have no problem with THAC0: Don’t spend too much time lauding your math skills. We all can do the addition and subtraction in our heads, but the system remains a clumsy and counter-intuitive vestige of D&D’s wargame roots.

In drafts of the original D&D game, a 1st-level fighting man could figure the lowest d20 roll needed to hit by subtracting the target’s AC from 20. New fighters needed a 20 “to hit armor class zero,” and with each level they gained, their THAC0 improved by 1. The to-hit tables that reached print lacked the same simplicity, but descending armor classes remained. So when the second edition dropped “attack matrix” tables in favor of THAC0 numbers, the game returned to its roots. Still, THAC0 used negative numbers for especially tough ACs, made mental math more difficult, and forced a counter-intuitive concept on players.

Second-edition designer Steve Winter said, “There were all kinds of changes that we would have made if we had been given a free hand to make them—an awful lot of what ultimately happened in the third edition. We heard so many times, ‘Why did you keep armor classes going down instead of going up?’ People somehow thought that that idea had never occurred to us. We had tons of ideas that we would have loved to do, but we still had a fairly narrow mandate that whatever was in print should still be largely compatible with the second edition.”

Third edition dropped THAC0 and descending armor classes in favor of a target to-hit number and to-hit bonuses players added to their roll. Suddenly, the game became more consistent and intuitive.

Wish granted.

Related: The Dungeons & Dragons Books that Secretly Previewed Each New Edition

4. Give complete rules for magic schools and specialization.

The second edition mentions magic users who specialize, but the core rules fail to give rules for magical specialists other than the example of illusionists.

Third edition included rules for wizards specializing in each school of magic. The 2014 version of fifth edition built on the idea by giving specialists abilities specific to their school.

Wish granted.

5. Give rules for different clerics for different deities.

The second edition mentions variant priests for other deities, but the core rules fail to give rules for priests other than clerics. Why shouldn’t a priest of a god of the hunt use a bow? Why shouldn’t the priest of a thunder god be able to cast a lightning bolt? Why should the rules force the DM to answer these questions?

In the third edition, clerics chose two domains such as the air and war domains suitable for a god of thunder. Domains brought extra powers and domain spells like chain lightning. By fifth edition, cleric domains turned into full subclasses with accompanying abilities. Alas, gods of the hunt still lack support.

Wish granted.

6. Make spell statistics consistent.

Playing spells in AD&D either demands that you memorize the details of each spell or that you waste game time thumbing through the PHB. Why can’t most ranged spells have consistent ranges? Why can’t most area-of-effect spells affect the same area? Similar spells should be grouped and should share similar numbers for range, duration, area of effect and so on.

The fourth edition of D&D granted this wish, but I also learned that part of D&D’s charm came from spells like polymorph, phantasmal force, and wish that no cautious game designer would pen. Unlike earlier editions, fourth edition provided spells with effects that confined their effects to grid and to a tightly defined set of conditions. Often spells no longer worked outside of combat. Even fireballs became square.

These changes simplified the dungeon master’s role by eliminating judgment calls over debates like whether a wizard could toss an earthworm above their foes, polymorph it into a whale, and squash everyone flat. The fourth-edition designers aimed to make the dungeon master’s role easy—something a computer could handle. But this approach discouraged the sort of ingenious or outrageous actions that create unforgettable moments. D&D plays best when it exploits a dungeon master’s ability to handle spells, actions, and surprises that no computer game allows.

Although fifth edition returned to spells that demand a DM’s judgment, the spells feature more careful and uniform descriptions than in the game’s early editions. Credit this improvement to a card game.

When the designers of Magic: The Gathering faced the problem of bringing order to countless cards, they used templated text: they described similar game rules with consistent wording imposed by fill-in-the-blank templates. Today, the patterns of templated text appear throughout modern D&D’s rules.

Early in the development of third-edition D&D, Wizards of the Coast purchased TSR. Skaff Elias had served as a designer on several early Magic sets and ranked as Senior Vice President of Research and Development. Skaff felt that the upcoming D&D edition could fix “sloppiness in the rules” by using templated text. Skaff and Wizard’s CEO Peter Adkison told the D&D design team to switch the spell descriptions to templated text, but the team kept resisting his directives.

Eventually, the D&D team readied the release of a playtest document that still lacked templated text. They claimed rewriting all the spell descriptions according to formula would prove impossible because hundreds of spells would need templating in 48 hours to meet their delivery deadline. Nonetheless, Adkison and Skaff took the challenge themselves, working through the night to rewrite the spells and meet the deadline. Even after that heroic effort, the rules document that reached playtesters lacked the templated descriptions from the CEO and the Design VP. The design team had simply ignored their bosses’ hard work.

The failure infuriated Adkison. He lifted Jonathan Tweet to the head of the third-edition team. Designer Monte Cook remembers Adkison’s new directive: “If Jonathan says something it’s as though I said it.” Unlike the TSR veterans on the rest of the team, Tweet had started his career by designing the indie roleplaying game Ars Magica and the experimental Over the Edge. As a member of the D&D team, he convinced the team to adopt some of the more daring changes in the new edition.

7. Make spell power consistent.

Spells of the same level suffer from wildly different power in game play. This means that each spell level includes a few powerful spells that see constant play and many weaker spells that are forgotten. Worse, spells like stoneflesh pose game balance problems.

As long as D&D adds spells, the game will fall short of making their power consistent. The 2024 version of the fifth-edition rules makes changes to nearly 200 spells from 2014. Some changes affect power levels by changing their damage or healing dice, by adding concentration, or even by substituting a different spell for an old name. The changes bring the power level of spells closer to other spells at the same level. Still, silvery barbs remains unchanged even though players widely regard it as broken. And the completely rewritten conjure minor elementals spell joins the list of broken spells often nerfed by house rules.

Related: How new changes created the 4 most annoying spells in Dungeons & Dragons and The 3 Most Annoying High-Level Spells in D&D

8. Shorten one-minute rounds.

Who besides Gary Gygax accepted minute-long rounds as plausible? I recently reread the second edition’s rationalization of why someone can accomplish so little in a minute, but found the explanation as silly as ever. While the length of time simulated by a round makes little difference on actual play, I still prefer some sense underlying the mechanics.

Original D&D specified that a 10-minute turn consisted of 10 combat rounds, making rounds one minute long. Nonetheless, the D&D Basic Set (1977) specified 10-second combat rounds. Editor J. Eric Holmes based the set’s shorter round on house rules like Warlock and The Perrin Conventions common among his circle of California gamers. The West Coast community tended to rely on combat experience earned in fights staged by the Society for Creative Anachronism. To them—and to most gamers—10 seconds seemed like a reasonable time for an exchange of blows. Meanwhile, Gygax stood loyal to D&D’s wargaming roots and favored the 1-minute rounds that let D&D fights mix with Chainmail miniature battles where armies of combatants needed minutes to mount attacks. In the AD&D Dungeon Master’s Guide, Gygax spends a quarter page defending 1-minute rounds against critics who argued that in a minute real archers could fire a dozen arrows and real fencers could score several hits. The second-edition Player’s Handbook dutifully spends four paragraphs justifying the 1-minute round by explaining how a character could easily need a full minute to drink a potion. So much for drinking a potion as a bonus action! When the third edition switched to 6-second rounds, few mourned the 1-minute round.

Wish granted.

Related: How D&D Got an Initiative System Rooted in California House Rules

9. Simplify experience.

Totaling experience shouldn’t require a spreadsheet. Why bother having exacting formulas for combat experience when non-combat experience remains largely up to the DM’s judgment? Newer games use extremely abstract experience systems because calculating experience adds no fun to a game.

Unlike the original D&D and AD&D rules, second edition avoids setting a standard experience point (XP) system for the game. Instead, the Dungeon Master’s Guide reads like a draft presenting two methods: Half the text suggests that DMs improvise awards based on how well players foster fun, show ingenuity, and achieve story goals. Half suggests DMs award XP for beating monsters. The book cautions against awarding XP for treasure. “Overuse of this option can increase the tendency to give out too much treasure.” In the end, the text offers little guidance. “The DM must learn everything he knows about experience points from running game sessions.” Obviously, when I griped about point totals that required a spreadsheet as if that were the only option, I forgot the current edition’s indecisive XP rules.

In practice, the best experience system matches the style of play that gamers want.

For games centered on looting dungeons, D&D’s original XP system worked brilliantly by rewarding players for claiming treasure and escaping the dungeon with as much as they could carry.

For games focused on stories that resemble an epic fantasy tale, awarding experience for overcoming obstacles works better. This builds on the essentials of storytelling where characters face obstacles to reach their goals. Most second-edition players chose to award XP for defeating monsters. This method based XP awards on the game’s most frequent and quantifiable obstacles, namely monsters, so the method avoided relying on arbitrary decisions. However, it fails to account for games without much combat or where smart players reach goals without a fight.

Fifth edition offers an XP system based on beating monsters while suggesting awards for overcoming non-combat challenges.

As a flexible alternative to grant XP for overcoming obstacles, DMs award XP to parties when the reach their goals—the Dungeon Master’s Guide calls these goals “milestones.” Many DMs skip the point totals by simply granting levels for meeting goals.

For gamers who stick to points, the totals still add up to thousands, high enough numbers to merit a spreadsheet. Those high numbers remain as a vestige of the original D&D game where one gold piece brought one experience point.

Related: XP Versus Milestone Advancement—At Least We Can All Agree That Awarding XP Just for Combat Is Terrible

10. Publish fewer rule books.

All the optional rule books make the second edition too sprawling, too heavy, too expensive, and too intimidating. Plus, if you use all the options, then you hardly play the same game.

Ever since TSR Hobbies learned that D&D fans would buy books of campaign lore and character options, the D&D team faced a temptation to publish too many D&D books. As sales sagged in the second-edition era, TSR tried to bolster revenue with more and more books. When the third edition’s sales boomed, Wizards of the Coast tried to capitalize by publishing more books.

But even the most eager gamers can only spend or play so much, so inevitably those additional books meet indifferent players and languish on store shelves. Rows of D&D books in game stores tend to intimidate potential new players who wonder how much they need to buy to start playing and how much they need to master to join existing players. The editions of popular roleplaying games typically end with game store shelves glutted with product. By fourth edition, the D&D team knew this pattern, but they still published hardcovers almost monthly.

Fifth edition stands as the first to stick to a slower release schedule that may avoid the risk of overwhelming fans with products. Until 2018, Wizards of the Coast only published three books a year. Still, the number of D&D hardcovers released annually has climbed to four, then five. Even as a D&D enthusiast, I no longer find time to play or even read every release. Count the wish as granted, but perhaps only through 2021 when five books a year started reaching stores.

Related: How the end of lonely fun leads to today’s trickle of D&D books

11. Make healing spells consistent with the hit point concept.

I can accept the rational behind the gain in hit points a character receives with each level: A 10th-level fighter cannot actually survive 10 times more injury than he could at 1st level. Instead, his combat skills enable him minimize the damage from a stab that once would have run him through, so instead of a fatal wound, the 10th-level fighter suffers a minor cut.

Fine. But why does a cure light wounds spell have a negligible effect on the 10th-level fighter when the same spell can bring a 1st-level fighter from death’s door to perfect health?

I admit this issue is more of a peeve than a serious problem with the system, but a bit of consistency would make the rationale for hit point advancement much easier to accept.

Fourth edition granted this wish. In the fourth edition, rested characters gained a limited number of healing surges, and then healing magic let characters trade surges for healing. Because the number of points healed by a surge grew with a character’s hit point total, magic like healing potions cured wounds in the same proportion at every level. Fourth edition’s treatment of hit points and healing ranks as one of the edition’s best innovations, but it needed the edition’s hit point math to work, so fifth edition returned a scheme where a 1st-level cure light spell offers minimal healing to a high-level character.

Related: D&D’s Designers Can’t Decide Whether Characters Must Rest for Hit Points and Healing, but You Can Choose

Daggerheart vs. the MCDM RPG vs. D&D: A Playtest Comparison

If games to suit every play style and new games bringing fresh ideas makes a golden age, then the best time for gamers is now. In the past weeks, I’ve played preview releases of two upcoming games: the MCDM RPG championed by Matt Colville with lead designer James Introcaso, and the Daggerheart RPG championed by Matt Mercer with lead designer Spenser Starke. Both games play in the same genre and style as D&D, but each aims to prove more fun for certain styles of play. The MCDM RPG seeks to recreate some of the tactical play exemplified by fourth edition D&D in fast-paced, cinematic battles. Daggerheart targets a more narrative, rules-light style that fosters heroic moments and chances for players to reveal their characters.

Core mechanics

The core mechanics of these games target 3 common gripes about the core mechanic of D&D.

  • A lack of degrees of success or failure limits the potential outcomes of a check.
  • Players experience a feel-bad moment when they miss and lose their opportunity to do something interesting on their turn.
  • The swinginess of D&D’s d20 mechanic, which can make experts look inept and zeros look like heroes.

Degrees of success

In Daggerheart’s core mechanic, players roll a pair of 12-sided dice and add the numbers. If the total exceeds a target number, then the roll succeeds. Aside from the different dice, this resembles a d20 check, but Daggerheart adds a twist. One of the d12s is marked as the Hope die and the other the Fear die. The die that rolls higher adds Hope or Fear to the result. Whether or not a roll succeeds, a roll with Hope brings a boost in the form of a Hope token players can spend to benefit their character. A roll with Fear brings complications, potentially success at a price. The game master gains a fear token they can spend to make the character’s predicament more difficult. Hope and Fear create a range of heroic moments and setbacks that players and game masters can use to inspire storytelling.

Games with such success-with-complications, fail-forward mechanics weigh game masters with the extra creative burden of improvising complications to pair with success. For combat rolls though, Daggerheart gives GMs who gain Fear a menu of complications to select. The first complication is that players lose initiative, something this post will discuss later.

The MCDM RPG bakes degrees of success into the game’s power roll mechanic. The higher the sum of 2d6, the better the degree. They even have names for the degrees: tier 1, tier 2, and tier 3. Perhaps they considered reaching to older games like Marvel Super Heroes for tier names like good, excellent, and remarkable, but for one type of rolls tier 1 means a small success, and for another type, tier 1 means failure. The game features two types of power rolls: ability rolls, which correspond to D&D’s attack rolls, and tests, which correspond to D&D’s ability checks. Ability rolls don’t have a chance of failure, which leads to the second common gripe levelled at the D&D’s core d20 mechanic.

No missed attacks

The MCDM RPG tries to eliminate the down moments when a player misses an attack and wastes their turn. All ability rolls succeed, with an outcome that determines a degree of success and sets an amount of damage. Without damage rolls, the system plays faster. No one likes to lose a turn to a miss, but in play I found that the lack of failure in attack rolls made combat feel less compelling. The reason comes down to something psychologists call intermittent reinforcement where a behavior like rolling attacks earns inconsistent and unpredictable rewards. Intermittent reinforcement built the casinos along the Las Vegas Strip and it’s why no one would play a slot machine that returns exactly $0.97 every time you drop a dollar. To be fair, the version of the MCDM RPG I played used a different combat mechanic where players just rolled damage, so even the biggest roll on a formula like 2d6+6 yielded just 5 more points than average. The new mechanic allows bigger results for big rolls and undoubtedly plays better.

Swingy d20s

Both the MCDM RPG and Daggerheart adopt core mechanics that have players rolling two dice and summing the total. In the MCDM RPG it’s 2d6; in Daggerheart it’s 2d12. Both games have a good reason to avoid the single d20 roll in D&D. When you roll 2 dice and sum the results, numbers in the middle become much more common, creating a bell curve. When you roll just one 20-sided die, extreme results prove just as common as average results. That leads to the sort of wacky outcomes that frequently seen in D&D games where the mighty thewed barbarian slams into the door, rolls a 2, and bounces off. Next, the pencil-necked gnome wizard kicks the door, rolls an 18 and it crashes open. With a d20 roll, the roll swamps the influence of a character’s abilities. Some d20 games try to reward expert characters by giving them very high modifiers. A character with something a +15 skill bonus stands out from one with no bonus, but then to challenge that character, GMs need difficulty classes like 30, which become completely unreachable for most characters. So high-level adventures start including impossible obstacles for parties that lack the right sort of character. (See Why D&D’s d20 Tests Make Experts Look Inept and How to Make the Best of It.)

By adding two die rolls to get a bell curve of results, expert characters start to feel like experts who reliably succeed, and average characters need extraordinary luck to accomplish difficult tasks. All that happens without forcing the game to set difficulties that make tasks impossible for average characters.

Advantage and disadvantage.

Gamers love how fifth edition’s advantage and disadvantage mechanic streamlines all the fiddly +1 and +2 modifiers included in earlier editions of the game. The new edition also removes past rules for how these modifiers stack. Instead, advantage and disadvantage provide a simple, compelling alternative. It’s a blunt adjustment, but considering how swingy d20 rolls are anyway, the coarse mechanic hardly seems to matter in play.

To me, and apparently to the designers of the MCDM RPG and Daggerheart, the worst part of advantage and disadvantage stems from how it never stacks. If a character has a consistent way of gaining advantage, other decisions, tactics and character traits that grant advantage stop mattering. The game feels flat. This is why cover—an easy advantage to consistently gain—typically imposes a -2 penalty rather than imposing disadvantage on attackers.

In Daggerheart, advantage and disadvantage don’t entirely wash out. If a character has two sources of advantage and one source of disadvantage, they still gain one advantage die. Because of the 2d12 bell curve, small modifiers make bigger differences, so advantage means just rolling an extra d6 and adding the results.

In the MCDM RPG, the 2d6 rolls provide an even narrower range of numbers, so the design team settled on modifying the roll with up to two edges of + 1 or two banes of –1. That feels less exciting than rolling extra dice, but it worked best in testing.

Initiative

Both Daggerheart and the MCDM RPG attempt to improve on D&D’s cyclical initiative system.

In the MCDM RPG, characters can go in any order as decided by their players. The game master takes a turn after each of the character’s turns. In D&D, when a solo monster rolls a poor initiative, the entire party gets to unleash their best spells and attacks first, potentially turning an exciting fight into a quick execution. The MCDM RPG’s alternating initiative prevents such a letdown while providing a more consistent experience.

Daggerheart goes for a looser system that feels even more freewheeling and narrative. Players can take a turn whenever they like. One player can even take multiple turns in a row. I suspect the designers intend to enable heroic moments where characters can string actions into sequences that feel cinematic without the game’s turn order interrupting each moment with 10 minutes of everyone else’s turns.

This goal doesn’t always happen, because a roll with Fear gives the next turn to the GM, but with a bit of luck the game can unlock cinematic, heroic moments.

Naturally, some gamers worry that such a loose system will encourage players to hog the spotlight, and certainly that fear seems valid. I’ve played games where one player with the party’s best interests at heart tried to help us “win” by dominating the action like a superior basketball player might try to help the team by taking every shot.

Still, D&D became a better game when designers stopped trying to fix obnoxious players. Most players strive to share the spotlight. However, the real trouble is that both MCDM and Daggerheart’s systems threaten to slow the game’s pace during combat.

Before third edition, most D&D groups used side initiative, so the party and the DM each rolled a die and the side with the best roll went first. During a party’s initiative, they decided the characters’ turns to act. Most tables rolled initiative every round, and that added some exciting uncertainly, but all this added friction. Third edition’s lead designer Jonathan Tweet says, “It takes forever to go through the round because no one knows who’s next and people get dropped.”

The third-edition team decided to try a rule that originated in some West Coast D&D variants like the Warlock rules devised at Caltech and the Perrin Conventions created by future Runequest designer and D&D contributor Steve Perrin. That variant was cyclical initiative where everyone rolls to establish an order and the order stays the same throughout the fight. “It feels more like combat because it’s faster. By the end of the turn, by the end of the 5 hours playing D&D, you’ve had way more fun because things have gone faster.”

Fifth edition’s initiative system removes decision making to make play faster. Unlike in past editions, players can’t even delay their turns. The designers imposed this restriction to speed the pace of combat.

Designer Monte Cook says, “If you can look at something that happens 20, 30, 50 times during a game session, and eliminate that or decrease it hugely, you’re going to make the game run faster, more smoothly. That idea is now a big part of my game designer toolbox.”

Combat escalation

In D&D, major battles typically start with characters unleashing their most powerful spells and abilities, sometimes turning a climactic showdown into an anticlimactic beat down. But if the foes survive and the fight wears on, depleted characters start grinding with basic attacks. Instead of rising excitement, the game sputters. Both the MCDM RPG and Daggerheart give characters resources that can replenish or even increase during combat. In the MCDM RPG, various heroic resources like rage can increase; in Daggerheart Hope can increase. Especially in the MCDM RPG, this helps create a sense of escalating action in battles. Meanwhile, a growing stack of Fear tokens can lead to a growing sense of peril.

The MCDM RPG even adds a resource called victories that makes characters stronger as they press on during an adventuring day. Instead of encouraging a 5-minute adventuring day, the system encourages players to test their limits like real heroes.

Resolution transparency

When I played Daggerheart, my character Garrick included a feature that seemed intended to foster looser, more narrative play. His battle strategist feature made him especially good at combat maneuvers like shoves, grapples, and trips. However, the playtest lacks any rules for these sorts of maneuvers. Perhaps I’m shackled to an outdated mindset, but I feel more comfortable playing in a system where I understand how my character’s actions will be resolved. If every use of an ability means that the GM and I must improvise a fair way to resolve the action, then I’m inclined to skip delaying the game for that discussion.

Ability scores

Both Daggerheart and the MCDM RPG use ability scores that parallel the scores used in D&D. Both systems take advantage of their clean-sheet designs to replace some of the scores’ names with more suitable terms. For example, both systems replace Charisma with Presence, a term that removes the implication of comeliness, leaving just force of personality. Daggerheart makes another interesting revision. It replaces Dexterity with two scores: Agility and Finesse. In D&D, Dexterity proves too valuable, so players build quick characters and the PCs in play show less variety. By turning Dexterity into two scores, Daggerheart gives each score a more equal value in the game. Daggerheart drops another score that D&D makes too valuable: Constitution. Every D&D character is alike in boasting a stout Constitution, and that means the score does little to make characters distinct. Instead, in Daggerheart, a character’s hit points mainly depend on their class.

Death

D&D makes dropping to zero hit points easy but dying—except at first level—nearly impossible. This makes difficult battles into unintentionally comical scenes where characters keep flopping to the ground, presumably at death’s door, only to be repeatedly revived. The rules even inspire a counterintuitive strategy where a player might refuse to heal friends until they lay dying because damage below 0 heals for free. This robs any sense of peril from going near death. Players with a dying character worry more about losing a turn than losing a character. If no one bothers to pour a potion in your character’s mouth, then rolling a death save instead of taking an action provides D&D’s ultimate feel-bad moment.

When a D&D character defies the odds and really dies, the game tends to make the big moment into the anticlimactic result of a series of lost turns and bad death saves. We want characters to die in heroic blazes of glory that feel cinematic rather than by bleeding out into the dirt.

Both Daggerheart and the MCDM RPG introduce rules for death and dying that vastly improve on D&D by giving characters a shot at a heroic finale.

In the MCDM RPG, a character with 0 or less Health becomes unbalanced. They can still act but most actions cost them 5 more Health. If the negative Health value reaches half their Health maximum value, they die. This challenges players to decide how much they wish to press their luck. Should a character risk a blaze of glory or shrink back to safety? Characters die because they dared for glory.

Daggerheart gives characters with no hit points a choice of death moves:

  • They can take an action, gain an automatic critical success, and then die.
  • They can risk their lives on a die roll. If they roll Hope, they regain Hit Points; if the roll Fear, they die.
  • They can drop unconscious and “work with the GM to describe how the situation gets much worse.” This option risks permanently reducing your character’s capacity for Hope by one. New Characters can accumulate up to 5 Hope tokens. If that capacity ever drops to 0, the hopeless character must end their journey.

When designers create D&D’s sixth edition, they should look to Daggerheart and the MCDM RPG for inspiration, but until then these rules count as the best ideas to steal for your game.

Durable first level characters

In D&D, first level characters are a durable as soap bubbles, so new players typically enter the game at its most dangerous. New players who lose characters often have a bad play experience and decide D&D isn’t the game for them. They might be wrong, but they walk away anyway. Both the MCDM RPG and Daggerheart make new characters durable, a feature that D&D gained with fourth edition and lost with fifth. If you’re listening to me now, you might be a D&D enthusiast who lost characters in their first game and kept playing, so you might argue that I am making a problem out of nothing, but that’s survival bias that ignores all the potential fans who quit because their characters died during their first session. None of those folks are reading this post now.

As for my first games of the MCDM RPG and Daggerheart, both games left me ready for more.

5 Roleplaying Products That Shaped How I Play Dungeons & Dragons 1978-2000

Tomb of Horrors (1978)

In the early days, I enjoyed plenty of time to create my own adventures, so I had little interest in playing the published ones. But I still drew inspiration from them. Nothing inspired like Tomb of Horrors.

tomb-of-horrors-1e-coverBefore the tomb, dungeons tended to lack personality. Dungeon masters followed the examples in the rule books, serving players bland tunnels, square rooms, and monsters waiting to be killed.

The tomb overflowed with the personality of its fictional creator and its real-world author. Gary Gygax admits to “chuckling evilly” as he developed the tomb. His wicked fancy suffuses the dungeon. The tomb brought a menace unmatched by other dungeons. Its legend still draws players, despite its reputation for dead characters and tedious play.

The best part of the adventure might be the keyed illustrations that revealed its locations. The illustrations transported me into the tomb and tantalized me with potential clues to its the mysteries. I think writers sometimes avoid locations that demand long and unwieldy explanations, so adventurers encounter too many conventional 10’x10’ rooms with a pile of debris in the corner. With the tomb, Gary and his artists loosed their imaginations, and the place came to life. See Picturing the dungeon – keyed illustrations.

For more, see Tomb of Horrors tests patience, but still ranks as Dungeons & Dragons’ best villain.

Queen of the Demonweb Pits (1980)

You can fault some details in Queen of the Demonweb Pits, but not its big ideas. This adventure took the scope of Dungeons & Dragons and blew it wide open.

Q1 Queen of the Demonweb Pits CoverStart with the Demonweb, a web of pathways floating through impenetrable fog. The material of the path moves slightly. “Close examination will reveal faces, twisted and tortured, pressed against some invisible barrier, silently mouthing screams and howls.” These are the lost souls of the Abyss. Along the path, unsupported doors open into extradimensional spaces. At first, these doors lead to Lolth’s creatures. On the last level of the web, the doors open on alternate material planes that she targets for attack or other schemes. In unlocking these planes, the adventure made the world of Greyhawk and its kin seem like specks floating an a sea of creation.

Once players leave the web, they find Lolth’s stronghold, a colossal, steam-powered spider that walks across an alien desert. Many players disliked the spider-ship for its collision of fantasy and steampunk, but I loved it. A diet of Michael Moorcock books and Arduin had already shattered my reservations about mixing such elements. The spider-ship seemed like a fitting creation for a goddess whose power spanned a multiverse. The ship’s inscrutable purpose and destination suited her chaos.

Lolth’s spider-ship, the Demonweb, and its portals suggested a D&D game with a scope that felt breathtaking.

For more, see How Queen of the Demonweb Pits opened Dungeons & Dragons to the multiverse

Escape from Astigars Lair (1980)

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

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

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

For more, see Little-known D&D classics: Escape from Astigar’s Lair.

Fez (1980-1985)

In 1981, my buddies and I, at our first Gen Con, stumbled into the Fez tournament and had a blast, more fun than we had in that year’s AD&D Open. For several years, even as our interests wandered from AD&D to other role-playing games, Fez remained the Gen Con event we most eagerly anticipated.FezI The Wizard’s Vale was originally printed as Fez I Valley of Trees

In this blog, I’ve shown how a reliance of skill checks tends to encourage players to focus on their character stats and to take focus from the game world. When a skill check solves any problem in the game world, the details of the problem become unimportant.

When I played Fez, little seemed to demand a roll. Behind the dungeon master’s screen, Fez was a D&D game complete with AC and HP. From my perspective, Fez factored rules out of the game, making immersion the game world all important. Normally, I would not want to play battles without character stats, but in Fez, the objective seemed to be to avoid fights.

Fez featured a play style different from the typical D&D game, and it blew my impressionable mind.

For more, see Little-known D&D classics: Fez.

Dungeons & Dragons third edition (2000)

Game historian Shannon Appelcline calls D&D’s original design chaotic modeling, with inconsistent game systems handling different parts of the game world. So Strength has a range of 3-17, and then 18/01 to 18/00, while other attributes range from 3-18. Thieves roll under a percentage to gain success, attackers try to roll high on a d20, and (in some versions) ability checks require a d20 roll under an ability score. “The fact that the game couldn’t even keep its core range straight (was it yards or feet?) says a lot.”

3E edition launch shirtIn Thirty Years of Adventure: A Celebration of Dungeons & Dragons, Steve Winter wrote, “By 1987, the science and/or art of roleplaying game design had progressed significantly since AD&D’s first appearance. Games such as Runequest, The Fantasy Trip, Chivalry & Sorcery, Paranoia, Pendragon, Warhammer Fantasy, Star Wars, Call of Cthulhu, and many others showed that there were innumerable ways to build a quality, innovative RPG.”

Second edition designers Steve Winter and David “Zeb” Cook did their best to sort out D&D’s “ugly little systems that didn’t integrate with each other,” but the system’s core remained mired in the RPG stone age. In a D&D podcast episode examining the second edition, Steve Winter said, “There were all kinds of changes that we would have made if we had been given a free hand to make them—an awful lot of what ultimately happened in third edition. We heard so many times, ‘Why did you keep armor classes going down instead of going up?’ People somehow thought that that idea had never occurred to us. We had tons of ideas that we would have loved to do, but we still had a fairly narrow mandate that whatever was in print should still be largely compatible with second edition.” So D&D held to chaotic modeling.

In 1997, Wizards of the Coast took over TSR and new head Peter Adkison set the direction for a new edition of D&D. In Thirty Years of Adventure, he wrote, “After twenty-five years D&D was due for a major overhaul, but that the changes to the game should make the games rules more consistent, more elegant, and support more possibilities for different styles of play.” Adkison gave lead-designer Jonathan Tweet and the rest of his team the freedom to bring 25 years of innovation into D&D. The centerpiece of the revamp came in the form of the d20 core mechanic that became the name of the game’s foundation.

Future_of_D+DIn addition to the chaotic rules, D&D’s characters suffered from limitations Gary had created either for game balance or just to make humans the dominant race. “My biggest beef with the older rules were the consistent limitations on what characters could become,” Adkison wrote. “Why couldn’t dwarves be clerics. Why could wizards of some classes only advance to some pre-determined level limit? Why couldn’t intelligent monster races like orcs and ogres pick up character classes? In my mind these restrictions had no place in a rules set but should be restrictions established (if at all) at the campaign-setting level.”

I shared Peter Adkison’s beefs. When Wizards of the Coast made their big announcement leading to the third edition, they produced a shirt giving a taste of the barriers that the new edition shattered. For me, this shirt showed how third edition would embrace 30 years of role-playing game design ideas, and how it swept away senseless limitations. After years often away from D&D, mostly playing other games, third edition welcomed me back.

Related: 1977–1978

5 Roleplaying Products That Shaped How I Play Dungeons & Dragons 1977–1978

Holmes Basic Set (1977)

The blue box of the 1977 Holmes Basic Set introduced me to D&D. To 99% of Dungeons & Dragons players, the edition that introduced them to the game stands as their most important. Why should I be different?

Dungeons & Dragons Basic SetPlayers who came later never saw how revolutionary the game and its brand of fantasy seemed in the 70s.

Then, games sold as toys and they were all terrible. They suffered from stupid, and random mechanics: Roll a die and move that many spaces. These games offered minimal choices. In them, the winner became obvious well before the end, yet they took forever to finish.

Before I saw D&D, I heard of the game in a 12-year-old’s lunch-room pitch. After school, I sat with a sheet of graph paper and tried to imagine how the game would play. I got nowhere. From my experience rolling a die and moving that many squares, I had no clue how a game could allow the things the kids claimed.

So in a mere 48 pages, the 1978 basic Dungeons & Dragons rule book edited by J. Eric Holmes shattered my notion of what a game could be.

As a kid in the 70s, All the fantasy I knew came from picture books. Stories where trolls lived under bridges and bugbears under beds. Nothing prepared me for a game inspired by Appendix N.

For more, see 4 Pop-Culture Assumptions That Dungeons & Dragons Destroyed.

City State of the Invincible Overlord (1977)

When I discovered D&D, TSR had yet to publish any setting information other than the hints published in the Greyhawk and Blackmoor supplements. For a break from dungeon adventures, the original rules suggested wandering the hex map boxed in Avalon Hill’s Outdoor Survival game and rolling encounters.

City State of the Invincible OverlordSo when the City State of the Invincible Overlord reached me, the scope of my game exploded. The $9 setting included 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.

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.

Instead of adopting the entire City State, I cherry picked stuff I liked. My 1977 copy of the city state still contains the pencil marks noting my favorite bits. The best inspiration came from the rumors seeding every location. Now we would call them adventure hooks. In an era when most players just wandered, these ideas suggested a way to steer the game from aimless looting to plot.

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

Arduin (1977).

Inspired by the Greyhawk and Blackmoor supplements, Dave Hargrave printed his house rules, lore, and advice in 3 little, brown books named after his world, The pages of the Arduin Grimoire teemed with fresh ideas. When I discovered the books, I became enchanted. I haven’t found a game book that proved as enjoyable to read.

In an era when state-of-the-art setting design consisted of a map paired with encounter tables, Hargrave opened a world with detail that rivaled any setting that came later.

The Arduin TrilogyDave Hargrave’s campaign world of Arduin was not built; it was piled. To create Arduin, Hargrave took every fantastic element he dreamed up or fancied and piled them into one work of love. He preached bigger imaginary playgrounds. “The very essence of fantasy gaming is its total lack of limitation on the scope of play, both in its content and in its appeal to people of all ages, races, occupations or whatever,” He wrote. “So don’t limit the game by excluding aliens or any other type of character or monster. If they don’t fit what you feel is what the game is all about, don’t just say ‘NO!,’ whittle on them a bit until they do fit.” (Vol. II, p.99)

He tore up the D&D rules and offered wild changes. His specific rules hardly mattered. The message mattered: Hargrave encouraged me to own the rules and my games and to create a game that suited me and my players.

For more, see The Arduin Grimoire: The “Coolest RPG Book Ever,” also the Book Gygax Mocked As Costing Readers 1 Int and 2 Wis.

Melee (1977) and Wizard (1978)

Over my first years years of playing D&D, the fun of the game’s battles waned. My games drifted away from the fights, and toward exploration and problem solving.

Advertisment for Melee and WizardGame designer Steve Jackson understood the trouble. In Space Gamer issue 29, he wrote, “The D&D combat rules were confusing and unsatisfying. No tactics, no real movement—you just rolled dice and died.” Steve turned his desire for better battles into elegant rules.

In the late 70s, ads in Dragon magazine convinced me to spend $2.95 on Jackson’s combat game Melee and $3.95 on the magic addition Wizard. I half expected to be disappointed. Role playing games required hefty books, and Melee and Wizard were not even full role playing games, just tiny pamphlets with paper maps and cardboard counters. (Melee and Wizard would become The Fantasy Trip roleplaying game.)

I loved playing the games so much that they changed the way I played D&D.

The revelation came from the map and counters. You see, despite D&D’s billing as “Rules for Fantastic Miniature Wargames,” I had never seen miniatures used for more than establishing a marching order. From local game groups to the D&D Open tournaments at Gen Con, no combats used battle maps, miniatures, counters, or anything other than the theater of the mind. Miniatures struck me as a superfluous prop, hardly needed by sophisticated players. The idea of bringing a tape measure to the table to measure out ranges and inches of movement seemed ridiculous.

I failed to realize how much battle maps would transform the game. Without a map, players struggle to follow the action unless things stay simple. In virtually ever fight, players just opted for the front, swinging a weapon, or the back, making ranged attacks. Two options. If you were a thief, you could also try and circle around to backstab. As Steve Jackson wrote, “You just rolled dice and died.”

Melee and Wizard included hex maps and counters and simple rules for facing, movement, and engagement. After just one game, I felt excited by all the tactical richness that I had formerly snubbed.

For more, see Melee, Wizard, and learning to love the battle map.

Runequest (1978)

With Dungeons & Dragons, Dave Arneson and Gary Gygax invented the role-playing game. With Runequest, Steve Perrin and Ray Turney showed how to design a role-playing game.

Runequest second edition

Steve Perrin first entered the hobby when he distributed his D&D house rules, The Perrin Conventions, at DunDraCon in 1976. This led to Runequest, a game that replaced every aspect of D&D with more flexible, realistic, and simpler alternative: Skills replaced the confining class system. Experience came from experience, not from taking treasure. Armor absorbed damage from blows that landed. Combat simulated an exchange of blows, dodges and parrys. Damage represented actual injuries. Rather than a hodge-podge of mechanics, Runequest introduced the idea of a core mechanic that provided a way to resolve every task. Rather than the game setting implied by all of Gary’s favorite fantasy tropes, Runequest supported Glorantha, a unique world built as a consistent, logical setting.

Suddenly, D&D’s rules seemed as dated as gas lights and buggy whips. I enjoyed an occasional D&D game, but I switched to electric lighting until D&D adopted much of the same technology for third edition.

Today, simulation seems less important than in 1978. I now see that rules that made D&D unrealistic also added fun by enabling the game’s combat-intensive dungeon raids. For more, see The Brilliance of Unrealistic Hit Points and The Fun and Realism of Unrealistically Awarding Experience Points for Gold.

However, elegance remains as important as ever. Aside from earlier D&D editions, D&D’s current design owes more to Runequest than any other game. Third-edition D&D’s lead designer Jonathan Tweet called Runequest the role-playing game that taught how to design RPGs. Actually, Runequest taught everyone how.

Jonathan Tweet credits Runequest with a long list of innovations that reached D&D.

  • prestige classes (rune lords, rune priests, and initiates)
  • unified skill-combat-saving-throw system
  • ability scores for monsters
  • 1 in 20 hits are crits
  • ability scores that scaled up linearly without artificial caps
  • a skill system that let anyone try just about anything
  • armor penalties for skill checks and spellcasting
  • creature templates
  • faction affiliations
  • hardness for objects
  • chance to be hit modified by Dexterity and size
  • iconic characters used in examples throughout the rule book
  • rules for PCs making magic items.

Next: 1978-2000

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.

Dungeons as a Mythic, Living Evil

In 1974, dungeons tried to kill you. More than just the creatures inside, the walls and stone wanted to murder you.

  • Dungeons changed when you looked away. Page 8 of the original, brown book, The Underworld & Wilderness Adventures tells dungeon masters to change explored dungeon tunnels by “blocking passages, making new ones, dividing rooms, and filling in others.”
  • Dungeon doors closed on their own accord, and then you had to force them open. But the dungeon helped its monstrous allies kill you. Doors opened for them.
  • “Monsters are assumed to have permanent infravision as long as they are not serving some character.” (See page 9.)
  • Dungeons had one-way doors and gently sloping corridors that lured prey deeper and closer to their deaths.

Did the architects of these dungeons aim to foil explorers, or do the walls themselves bend to snare them? Was the door you went through earlier one-way or just gone now.

dungeon table at Gen Con 2015

Decades after the dungeons under Castle Greyhawk and Blackmoor launched the game, players grew interested in recapturing the style of those old megadungeons. But D&D had matured. Even players bent on remaking the past wanted to drop or explain the most preposterous elements: Monster populations that defied any natural order. Walls that changed between visits. Doors that opened and closed to frustrate intruders.

So gamers looked for ways to account for the weird essence of those classic dungeons.

Jason “Philotomy” Cone popularized the idea of a mythic underworld, which justifies the strange things that happen in those old dungeons by embracing the unreal as part of a place’s nature.

“There is a school of thought on dungeons that says they should have been built with a distinct purpose, should ‘make sense’ as far as the inhabitants and their ecology, and shouldn’t necessarily be the centerpiece of the game (after all, the Mines of Moria were just a place to get through). None of that need be true for a megadungeon underworld. There might be a reason the dungeon exists, but there might not; it might simply be. It certainly can, and perhaps should, be the centerpiece of the game. As for ecology, a megadungeon should have a certain amount of verisimilitude and internal consistency, but it is an underworld: a place where the normal laws of reality may not apply, and may be bent, warped, or broken. Not merely an underground site or a lair, not sane, the underworld gnaws on the physical world like some chaotic cancer. It is inimical to men; the dungeon, itself, opposes and obstructs the adventurers brave enough to explore it.”

For more about Jason’s concept, see page 22 of Philotomy’s Musings, a PDF that mimics the appearance of the original D&D supplements.

When Jonathan Tweet and Rob Heinsoo created their “love letter to D&D” in the 13th Age role playing game, the mythic underworld probably inspired their notion of living dungeons.

“Other special dungeons, known as ‘living dungeons,’ rise spontaneously from beneath the underworld, moving upward steadily toward the surface as they spiral across the map. Living dungeons don’t follow any logic; they’re bizarre expressions of malignant magic.”

The game charges heroic adventurers with the goal of slaying living dungeons. “Some living dungeons can be slain by eliminating all their monsters. Others have actual crystalline hearts, and can be slain by specific magic rituals whose components and clues can be found among their corridors and chests.” 

The concept even explains why a living dungeon might offer adventurers clues to its secrets. “More than one party of adventurers has observed that most living dungeons have some form of a death wish.”

Blogger Adam Dray gives the best sense of the concept’s flavor. “Like any good monster, the living dungeon wants to kill. It’s a mass murderer, gaining more and more power as it takes life. Like a clever virus, it knows that it can’t just instantly kill anything that enters it. It seduces and teases. It lures people into its depths with the promise of treasure.”

The 13th Age adventure Eyes of the Stone Thief presents a living dungeon for the game.

If you like the living dungeon concept, in “I, Dungeon,” Mike Shea gives more ideas for a living dungeon’s motives and vulnerabilities.

Some 13th Age reviewers found the living dungeon concept too fanciful. For them, the biological whiff of the concept of a burrowing dungeon felt too dissonant.

For me, I think the mythic underworld resonates when it feels less alive and more haunted or cursed. Not cycle of life, but living dead. Stones that echo with so much hate and hunger and chaos that they mock life.

To make such a dungeon frightful, avoid putting a face to the wickedness. The evil cannot manifest itself as a ghost in a sheet or as a personified “Dungeon Master” working controls at the bottom level. For inspiration of a haunted place look to 1963 movie The Haunting, which never shows ghosts but proves scarier for it. Or see the 2006 movie Monster House, which my kids couldn’t bear to watch through to the end.

Imagine a place, perhaps one haunted by a massacre or some other legendary wickedness, perhaps one abandoned by god. This site devours all that is living and good that intrudes. It hungers to snuff more lives, so perhaps it pulls gems, gold, and lost treasure from the depths to lure more victims. Imagine a place that seems to summon—or perhaps even create—malign horrors to infest its halls. Imagine a place that waits to test the boldest heroes.

Meet the Woman Who by 1976 Was the Most Important Gamer in Roleplaying After Gary

In 1976, after Dungeons & Dragons co-creator Gary Gygax, the most important person in roleplaying games was a Los Angeles woman named Lee Gold. She still contributes to the hobby and still runs a campaign using her Lands of Adventure (1983) game.

Lee who? And what happened to Gary’s co-designer Dave Arneson? Although Dave and his circle of Minneapolis gamers deserves the most credit for inventing roleplaying games, Dave’s passion centered on sailing ships in the age of Napoleon. He never matched Gary’s fervor or written output. In 1976, Dave would work briefly for TSR, but little came of it. See Basic and Advanced—Dave Arneson takes a job at TSR.

Meanwhile, D&D’s popularity exploded. Nothing else like the revolutionary game existed and it proved irresistible to most wargamers and fantasy fans. See 4 Pop-Culture Assumptions That Dungeons & Dragons Destroyed.

In 1975, Hilda and Owen Hannifen told their friend Lee Gold of a wonderful new game called Dungeons & Dragons. “Hilda had made up a dungeon and she ran it for us. So you see our first experience was with a female game master. It was a lot of fun.” Lee’s friends gave her a photocopy of the rules, but not before they watched her post a check to TSR for an official copy. “I started making up a dungeon—and told our local friends that they could start coming over and participating in D&D games that I’d be game mastering.”

Alarums & Excursions issue 2

Even before Internet message boards and blogs, science fiction and fantasy fans liked sounding off. So they published fanzines, or just zines. To publish, fans typed their thoughts, printed copies on a mimeograph or an employer’s photocopier, and then mailed to friends. “A zine may include essays, comments on previous issues, poems or songs, a writeup of a gameplaying session, artwork, and just about anything imaginable,” writes Lee. For efficiency, zine publishers started collaborating in amateur press associations, or APAs. These associations bundled collections of zines under a single cover to save on postage and to create publications matching the substance of a magazine.

Excitement in the new D&D game fueled so much discussion that it started to overwhelm the pages of the APA-L from the Los Angeles Science Fantasy Society. To meet surging interest, and to the let APA-L refocus on literature, Lee Gold started a new APA devoted to roleplaying games. She named it Alarums & Excursions after a phrase Shakespeare used to denote a confused uproar in stage directions. Plus, a name starting with ‘A’ would appear at the top of any list of APAs. Pronounce “Alarums” as alarms. The first issue debuted in June 1975 as the first periodical devoted entirely roleplaying games.

For a standard APA, an official collator collects fanzines and then mails the collections to the authors. “I didn’t want anything that minor,” Lee explains. “I also wanted subscribers, and the subscribers would support the contributors. It was something that had never been tried before. Therefore, I wanted to have something where there would be lots of subscribers and then contributors wouldn’t have to pay anything for postage. This was a whole new thing that had never been done before. It was my entirely new and brilliant, I hoped, idea.” This model allowed Alarums to reach a wider audience than a traditional APA. Hobby shops stocked issues of A&E alongside magazines. As A&E gained contributors, the page counts burgeoned from 30 to 150, when the limits of binding and shipping forced Lee to hold contributions for future issues.

The shabby state of D&D’s original rules inspired much discussion, and Lee’s Alarums & Excursions served as the hub of this network. “All the role players I know, when we looked a Gary Gygax’s game with its “% liar” and all its typos said, ‘this stuff needs tinkering.’ Ken St. Andre looked at it an wrote Tunnels & Trolls, and the people in Michigan wrote their thing, and the people at CalTech wrote their thing, and Steve Perrin wrote his thing. Everybody tinkered with D&D because it needed tinkering to be playable. The nice part about D&D was that it obviously needed player help. Well, obviously to all the players I knew.” (The people in Michigan likely refers to the Metro Detroit Gamers, who published the original tournament versions of the TSR modules S4 Lost Caverns of Tsojcanth and O1 The Gem and the Staff, and regularly ran conventions like Wintercon and Michicon. The thing from CalTech is the Warlock rules which came to influence D&D through J. Eric Holmes. For more on Warlock and Steve Perrin, see How D&D Got an Initiative System Rooted in California House Rules.)

The zines that Lee published in A&E became profoundly influential on the evolution of role playing games. Lee says, “I remember zines from Dave Hargrave giving tidbits of the Arduin Grimoire, Steve Perrin’s Perrin Conventions (which were the start of the system that later grew into Runequest), Ed Simbalist and Wilf Backhaus’s discussion of Chivalry & Sorcery, John T. Sapienza, Jr.’s discussion of various game systems, and other professional and semi-professional writers. I remember Mark Swanson’s ‘character traits,’ a way of individuating characters with minor bonuses and minuses. I remember a number of people (including myself) getting tapped to write games professionally because RPG publishers read their A&E zines.“ Other contributors included D&D Expert Set author Steve Marsh, third-edition D&D lead designer Jonathan Tweet, Vampire: The Masquerade designer Mark Rein-Hagen, fourth-edition D&D lead designer Rob Heinsoo, Paranoia and Star Wars roleplaying game designer Greg Costikyan, and more. Plus, a fellow named Gary Gygax contributed to issues 2, 8, and 15.

Alarums & Excursions issue 1

Soon though, Gary came to hate APAs like A&E. Partly, he seemed to see APAs as ringleaders for thieves, and not just the sort who—in Gary’s estimation—stole a ride on his coattales. Remember that Lee Gold started with a photocopy of the D&D rules. Early on, copies of D&D, especially outside of TSR’s reach in the Midwest, proved scarce. The $10 price of the original box struck many gamers as outrageous. In the first issues of Alarums & Excursions, some contributors argued that TSR’s profiteering justified Xerox copies of the D&D rules. Gary wrote a rebuttal and Lee told readers that Gary deserved to gain from his work and investment. Surely though, he remained incensed.

Eventually, all the discussion of D&D’s flaws and all the redesigns of the game wore on Gary’s pride in his creation. In issue 16 of The Dragon, he wrote, “APAs are generally beneath contempt, for they typify the lowest form of vanity press. There one finds pages and pages of banal chatter and inept writing from persons incapable of creating anything which is publishable elsewhere. Therefore, they pay money to tout their sophomoric ideas, criticize those who are able to write and design, and generally make themselves obnoxious.” For a rebuttal of Gary’s criticism, refer back to A&E’s list of contributors.

Meanwhile, Lee published A&E and began writing games. Much of her work showed an interest in history and particularly Japan, where she lived 4 months during A&E’s first year. Land of the Rising Sun (1980) extended the Chivalry & Sorcery system to Japan. Her game Lands of Adventure (1983) aimed for roleplaying in historical settings. Her other credits include GURPS Japan (1988) and Vikings (1989) for Rolemaster.

Men dominated the gaming community of the 70s, but Lee felt insulated from that culture because she came from science fiction fandom. “The SF fan experience was largely male when I entered in 1967, but it wasn’t male-dominated. SF fandom of the late 1960s had only a few women, but they were highly charismatic women—including women like Bjo Trimble—and they were not dominated by men. I entered the Los Angeles Science Fantasy Society as an editor and the leader of a sub-group that produced a fanzine, The Third Foundation.

“This pattern of female equality also held true for the D&D play and roleplaying that took place in SF fandom—and that’s where I did my roleplaying. Not at hobby stores but at the LASFS and at science fiction conventions, usually with old friends or with people I’d met through A&E. A&E started through people who already knew one another through APA-L or through science fiction fannish connections.”

Meanwhile, the men in gaming tended to suppose that only men contributed to the hobby. Lee remembers visiting the Origins convention and spotting shirts for sale that identified the wearer as a “wargaming widow.” Why else would a woman attend a gaming convention?

After Lee finished writing Land of the Rising Sun for Fantasy Games Unlimited, she met publisher Scott Bizar at a local convention to sign the contract. She recalls discussing the game’s credits.

“Do you want to say this game is written by yourself and your husband Barry?” Bizar asked.

“No,” I said. “Barry didn’t write any bit of it. He did the indexing, and I gave him full credit for that. I wrote all of the game. Just say the game is by Lee Gold.”

“Most female writers say they wrote a game with their husbands,” said Bizar.

“I don’t care what other people do,” I said. “Just say the game is by Lee Gold.” And so Land of the Rising Sun came out as written by Lee Gold.

Her one personal encounter with Gary Gygax revealed a similar bias. Early on, Lee sent copies of A&E to TSR. After a couple of months, she received a phone call, which she recounts.

“This is Gary Gygax,” said the voice, “and I’d like to speak to Lee Gold.”

“I’m Lee Gold,” I said. “I gather you got the copies of A&E I sent you.”

“You’re a woman!” he said.

“That’s right,” I said, and I told him how much we all loved playing D&D and how grateful we were to him for writing it.

“You’re a woman,” he said. “I wrote some bad things about women wargamers once.”

“You don’t need to feel embarrassed,” I said. “I haven’t read them.”

“You’re a woman,” he said.

We didn’t seem to be getting anywhere, so I told him goodbye and hung up.

Despite her design credits, Alarums & Excursions rates as Lee Gold’s most stunning achievement. Since 1975, she has sent the APA monthly with only two lapses: one during her stay in Japan and a second scheduled for health reasons. Today though, many subscribers take their copies through email.

How D&D Got an Initiative System Rooted in California House Rules

Some groups playing first-edition Advanced Dungeons & Dragons might have run initiative by the book, but with the incomprehensible rules text, no one knew for sure. Besides, the full rules proved so complicated and cumbersome that most groups threw some out in favor of a faster pace. Even AD&D author Gary Gygax ignored most of it. “We played to have fun, and in the throws of a hot melee, rules were mostly forgotten.” (See For 10 Years Dungeons & Dragons Suffered From an Unplayable Initiative System. Blame the Game’s Wargaming Roots.)

For the designers working on second-edition Advanced Dungeons & Dragons, updating these rules posed a challenge. D&D’s management had required the designers to make their new version of AD&D broadly compatible with the original. Even after years on store shelves, plenty of first-edition products continued to sell. TSR wanted to keep that income coming. (See From the Brown Books to Next, D&D Tries for Elegance.)

So second edition needed a version of the first-edition initiative rules, but which rules? First-edition players handled initiative in countless ways, none precisely by the book. The second-edition team settled on all of those ways. Like before, each side rolled a die and the winning roll went first. Beyond that, second edition offered enough optional rules to reconstruct whatever system a group already used. Groups that favored a system complicated by spell casting times and weapon speed factors could keep it.

Second edition also kept the wargame-inspired rule where players declared their actions before a round, and then had to stick to plan as best they could. Many groups chose to ignore this rule. Wizards of the Coast founder Peter Adkison says, “I’ve had many conversations with fans who were really big fans of AD&D and who never really left second edition. I would say, ‘So you like the declaration phase?’ And the answer would always be, ‘Oh we don’t play that way.’ So you like AD&D better because you don’t play by the rules!”

When Adkison led Wizards of the Coast to buy TSR, he granted the third-edition design team permission to redesign initiative—and the rest of D&D—without keeping broad compatibility. Adkison simply charged the team with creating the best D&D game possible.

To start, the team looked at how gamers actually played second edition. Few groups declared actions before a round, and groups that did found the process slowed the game. Third-edition lead designer Jonathan Tweet explains, “Eventually what you ended up doing is you had to tell the DM what you were doing every round twice.”

Most tables did roll initiative every round. That added some exciting uncertainly, but also friction. “It takes forever to go through the round because no one knows who’s next and people get dropped.”

Despite having so many systems to choose from, none of the options pleased anyone. Co-designer Monte Cook says, “Initiative was probably the longest knock down drag out kind of fight. We must have gone through—no exaggeration—like 8 different, completely different, initiative systems.”

Meanwhile, in Tweet’s home games, he used a system that he hesitated to propose to the other designers. “I said to the group, ‘I want to try this cyclical initiative. It’s always worked for me, but it’s so different from AD&D. You know what, it’s probably so different that even if it’s better, people would not like it.’”

For the origin of cyclical initiative, the story goes back to D&D’s early days.

The original D&D books omitted a rule for who acts first in a fight. For that, co-designer Gary Gygax supposed gamers would refer to his earlier Chainmail miniatures rules. In practice, players rarely saw those old rules. As the game spread virally from the creators’ local groups and from the conventions they attended, gamers in the Midwest learned to play D&D.

Gamers in the West found D&D too, but those communities lacked the same word-of-mouth connection to the game’s creators. Necessity forced those players to make up rules to patch the gaps in the rule books. Copies of these fans’ informal game supplements spread from table-to-table.

Warlock in the Spartan Simulation Gaming Journal #9 August 1975

A group of gamers around Caltech created Warlock. “What we have tried to do is present a way of expanding D&D without the contradictions and loopholes inherent in the original rules and with various supplements.”

Future RuneQuest designer and D&D supplement author Steve Perrin wrote a set of house rules that came to be called The Perrin Conventions. He distributed his rules at California’s DunDraCon I in March 1976.

The enthusiasts working on these West coast D&D enhancements lacked Dave and Gary’s deep roots in wargaming, so they found fresh answers to the question of who goes first. Instead of an arcane system built on weapon types, they worked from the description of the Dexterity attribute in original D&D’s Men & Magic booklet (p.11). Dexterity indicates the characters “speed with actions such as firing first, getting off a spell, etc.” So Warlock lets the spellcaster with the highest Dexterity goes first, and The Perrin Conventions explain, “First strike in any situation, whether melee combat, spell casting, or whatever depends on who has the highest dexterity.”

Meanwhile, D&D hooked California physician J. Eric Holmes, but the original game’s obtuse and incomplete rules frustrated him as much as anyone. So he contacted Gygax and volunteered to write rules for beginners. Gygax already wanted such an introduction, but he lacked time to write one because he also wanted to create his new advanced version of D&D. He welcomed Holmes’s unexpected offer and compared it to divine inspiration.

Starting with the original rule books plus the Blackmoor and Greyhawk supplements, Holmes made D&D comprehensible while keeping “the flavor and excitement of the original rules.” As much as he could, he reused wording from the original game. But J. Eric Holmes had learned to play D&D from the Caltech Warlock rules and he probably had seen The Perrin Conventions. That experience led him to pitch Warlock’s spell-point system to Gygax. We know how that turned out. Gary hated spell points. However, Holmes’s take on D&D included one West coast innovation: The character with the highest Dexterity struck first. Back then, monster stats lacked a number for Dexterity, so the rules explain, “If the Dungeon Master does not know the dexterity of an attacking monster, he rolls it on the spot.”

Holmes’ revision became the 1977 Basic Set known for its rule book’s blue cover. That version of the rules introduced young Jonathan Tweet to D&D. Even when new versions of D&D appeared, Tweet stuck to his interpretation of the 1977 initiative rule. “It was really fast. Everyone knew what order you went in.”

Fast forward twenty-some years to the design of third edition when Tweet proposed his home initiative system inspired by that blue rule book. He called the system cyclical because instead of re-rolling initiative every round, turns cycled through the same order.

The design team’s third member, Skip Williams brought deep roots into AD&D. Williams had played in Gary Gygax’s home campaign and came from years of experience answering AD&D questions as Dragon magazine’s sage. Tweet suspected Williams would hesitate to test an initiative system that defied AD&D tradition, but Williams said, “Well, let’s try it.”

“We played one battle using initiative that goes around in a circle instead of being different every round and it was so much faster,” Tweet recalls. “It feels more like combat because it’s faster. By the end of the turn, by the end of the 5 hours playing D&D, you’ve had way more fun because things have gone faster.

“One of the big things that I learned from that experience is how well people took to a rule that on paper they rejected but in practice they saw how well it played.”

Monte Cook says, “If you can look at something that happens 20, 30, 50 times during a game session, and eliminate that or decrease it hugely, you’re going to make the game run faster, more smoothly. That idea is now a big part of my game designer toolbox.”

In today’s fifth edition, cyclic initiative now seems like an obvious choice, but the D&D team still considered alternatives. Some players tout the side initiative system described on page 270 of the fifth-edition Dungeon Masters Guide. The opposing groups of heroes and monsters each roll a die, and then everyone in the group with the highest roll goes. Unlike in past editions, nobody re-rolls initiative; the sides just trade turns. The designers chose against this method because the side that wins initiative can gang up on enemies and finish them before they act. At low levels, when a single blow can take out a foe, winning side initiative creates an overwhelming advantage.

Many players find side initiative even faster than individual initiative. Side initiative could also encourage tactically-minded players to spend time each round planning an optimal order for their turns. Some players enjoy that focus. However, if you aim for fast fights where rounds capture the mayhem of 6-seconds of actual battle, avoid encouraging such discussion.

Why do you prefer your favorite method for deciding who goes first?

Related: 13 of the Craziest Quirks in the Dungeons & Dragons Rules

The Arduin Grimoire: The “Coolest RPG Book Ever,” also the Book Gygax Mocked As Costing Readers 1 Int and 2 Wis

When creators dream up imaginary worlds, they can go in two directions. They can build their world from a curated set of ideas, and then fit these pieces together into a logical and consistent manner. In a fantasy gaming, these creators worry about how magic affects society and culture, and then wind up with worlds like Glorantha or Tekumel.

The Arduin TrilogyDave Hargrave’s campaign world of Arduin was not built; it was piled. To create Arduin, Hargrave took every fantastic element he dreamed up or fancied and piled them into one work of love. If Tekumal is a museum, with treasures for contemplation, then Arduin is a dragon’s horde, with everything shiny heaped to the walls.

Dave Hargrave pictured in his adventure collection, “Vaults of the Weaver”

Inspired by the Greyhawk and Blackmoor supplements, Hargrave printed his house rules, lore, and advice in a little, brown book named after his world, The Arduin Grimoire. In 1977, his unofficial supplement to Dungeons & Dragons debuted at California’s DunDraCon II convention. The book’s success led to the sequels Welcome to Skull Tower (1978) and The Runes of Doom (1978).

In a look back on the trilogy, Ryk Spoor called Arduin “one of the most absolutely concentrated essences of the fun of roleplaying games ever made.” Jonathan Tweet, the lead designer of third-edition D&D, called Arduin the “the coolest RPG book ever.”

Sometime in 1979, I found the series on the shelves of The Hobby Chest in Skokie, Illinois. The pages teemed with fresh ideas. The author suggested strange pairings of science and fantasy. He tore up the D&D rules and offered wild changes. It all seemed a little subversive. I became enchanted. I haven’t found a game book that proved as enjoyable to read. At first I thumbed through the books at random, discovering gems, then I turned to page one and read. (Due to the books’ random organization, both reading orders felt the same.) As Hargrave wandered through Arduin lore and free-associated roleplaying game wisdom, I learned three lessons.

Arduin advertisement from The Dragon issue 6, April 1977

Arduin advertisement from The Dragon issue 6, April 1977

Fantasy gives freedom to imagination.

As D&D’s audience exploded, in the days before Appendix N, most new players’ experience with fantasy started with Tolkien and ended with a few imitators. The sort of science-fantasy found in say, Jack Vance, seemed wrong. To us, Hargrave preached bigger imaginary playgrounds. “The very essence of fantasy gaming is its total lack of limitation on the scope of play, both in its content and in its appeal to people of all ages, races, occupations or whatever,” Hargrave wrote. “So don’t limit the game by excluding aliens or any other type of character or monster. If they don’t fit what you feel is what the game is all about, don’t just say ‘NO!,’ whittle on them a bit until they do fit.” (Vol. II, p.99)

Evidence of his creative abandon appears everywhere, from the “Multiversal Trading Company” to descriptions of the world’s 21 hells. For instance, the 17th plane of hell features blasted futuristic cities and space ports under a blue-black, moonless sky. Most vegetation is petrified. This hell’s most common inhabitant is The Black Wind, a fog of shifting shadows, lit by crackling, blue lighting bolts. The wind envelops and attacks psychically, taking over the body, and “forever making it alien.”

Hargrave welcomes a variety of character types. “Do not be a small player in a small world, embrace the whole Alternity and give different types a chance. I think you will find that the world your game is in will become a lot more fun if you do.” (Twenty years later, Dave Hargrave’s portmanteau “Alternity,” from alternate eternities, would become the name of a Wizards of the Coast RPG.)

‘Alliance’ from Arduin volume 3 and an advertisement in Dragon issue 30

Gary Gygax favored D&D parties where humans outnumbered the elves, dwarves, and other non-humans. Such groups matched the mostly human characters in the fantasy tales that inspired D&D.

Today’s D&D groups resemble the Star Wars cantina scene, where exotic species outnumber the odd human. Hargave encouraged similar, strange mixes. An advertisement for Arduin shows an adventuring party consisting of 4 unlikely companions:

  • a phraint, emotionless humanoid insects
  • a deodanth, undead elves from eons in the future, now lost in their past
  • a saurig, dinosaur-men from the distant past bred as killing machines
  • a masked, human samurai somehow somehow fighting alongside these gonzo creatures

Even now, this assembly seems stranger than the typical Adventurers League mix of, say, a tiefling, a tortle, someone with fire for hair, and a goblin named Percy.

The rules belong to players.

Jonathan Tweet noted the weakness of the Hargrave’s rules. “The Arduin system is usually unbalanced and often unbelievably complicated.” Still, some mechanics would fit a modern game. For example, he offers rules for touch attacks and a hit point system that resembles fourth edition’s. But the specific rules hardly mattered. Hargrave encourages players to own the rules and their games, to tinker, to playtest. On presenting his magic system, Hargrave advises readers to “take whatever I have that you like, use the old established fantasy gaming systems…and put together whatever you like in a magic system. Who knows, it may end up with such a good system that people will want to publish your fantasy world.” (Vol. I, p.30)

Detail makes game worlds come to life.

In an era when state-of-the-art setting design consisted of the Wilderness Survival map and some encounter tables, Hargrave opened a world with detail that rivaled any setting that came later. According to Ryk Spoor, “One of the strongest and most powerfully attractive parts of the Arduin series was that, within and around the game mechanics, the statistics for demons and items and spells, Dave Hargrave wove tales and hints of his campaign world, giving us a look at the life of a world that didn’t exist, but…perhaps… could, elsewhere.”

Arduin Now and Then

To gamers today, Arduin’s three lessons may seem obvious. New games seek freshness by colliding genres, so cowboys meet the undead, magic meets cyberpunk, and so on. Endless setting books lend detail to world building. When the fifth-edition designers explain their hesitancy to tweak the published rules, they say the rules belong to the players now. Arduin’s phraints seem to have become Dark Sun’s Thri-Kreen.

True, but in 1978, Arduin’s lessons demolished barriers that would never stand again.

Gary Gygax versus The Arduin Grimoire

In the 70s, Gary Gygax resented products that rode his and D&D’s coattails. The man had 6 children to feed! Arduin aped the little, brown books and tore down D&D’s rules, so the grimoires earned particular ire. In the Dungeon Master’s Guide (1979), Gary added the Vacuous Grimoire (p.155) as a dig at The Arduin Grimoire. Read it and lose 1 intelligence and 2 wisdom. In the pages of The Dragon, Gary attacked spell points, critical hits, and other rules that Hargrave offered as improvements.

TSR issued a cease and desist letter to Hargrave, who responded by blanking references to D&D. My printing splices in mentions of “other popular systems” and “old established fantasy gaming systems” where D&D was mentioned. Hargrave took to calling Arduin a completely different game, although it skipped essential rules that readers must find elsewhere (in D&D). Rules sections are labeled as changes or revisions to an unnamed game (still D&D).

Over the years, Hargrave created the missing rules needed to make a stand-alone game. But no one cared about his rules. Dave Hargrave never realized that his rules hardly mattered.

His feverish invention mattered. Arduin’s lessons mattered—and they changed role-playing.

Emperors Choice Games offers Arduin products for sale. The original trilogy now appears in a single volume.