Tag Archives: Player’s Handbook

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

Dungeons & Dragons makes ability checks a key part of play, but these checks took years to enter the game. How did ability checks advance from house rule, to optional rule, to a foundation of fifth-edition D&D?

Before D&D added ability checks, players found a style that mostly avoided a need for such rolls. See A Lack of Ability Checks Shaped How People Originally Played Dungeons & Dragons. Even so, characters tried things that the rules didn’t cover. For many of these actions, success or failure hinged on a character’s ability scores. Gary Gygax told dungeon masters to guess the odds of success and roll for it. But DMs and players wanted more consistency and less guessing.

In 1976, issue 1 of The Dragon printed “How to Use Non-Prime-Requisite Character Attributes” by Wesley D. Ives. The article proposes a sort of ability check before anyone coined a name for it.

This first ability check suffers from a mechanic so baroque that it reads like a gag.

To determine an action’s success, perform these actions:

  1. Roll d100, add the ability score, and then use this result to determine which die to roll in step 2. On a result of 1-20 roll a d4; on 21-40 roll d6; on 41-60 roll d8; 61-80: d10; 81-100: d12. To cope with results higher than 100, create a house rule for this house rule.
  2. Roll the die determined in step 1 and multiply the number by the attribute. This result becomes the chance of success.
  3. Roll a d100. If the result is less than or equal to the probability from step 2, you succeed!

The method requires three rolls, multiplication of double-digit numbers, and a table. But if that seems too simple, the article offers optional rules accounting for character level and class. All this yields an outcome barely more realistic than a coin flip.

To settle on an ability-check mechanic that required so much fuss, the author must have seen checks as a rare undertaking.

Despite the tortured mechanic, the idea of ability check marks a major innovation. None of the few role-playing games available in 1976 featured anything like the concept. In a few years, every RPG would build on the idea.

In the Advanced Dungeons & Dragons Player’s Handbook (1978), Gary invented a playable ability check for the Dig spell. “Any creature at the edge (1’) of such a pit uses its dexterity score as a saving throw to avoid falling into the hole, with a score equal to or less than the dexterity meaning that a fall was avoided.

By the late 70s, the method found in the Dig spell turned into common house rule: To make an ability check, players tried to roll under an attribute on a d20.

The 1980 D&D basic rules by Tom Moldvay made this house rule official. “The DM may want to base a character’s chance of doing something on his or her ability scores (Strength, Dexterity, and so forth). To perform a difficult task (such as climbing a rope or thinking of a forgotten clue), the player should roll the ability score or less on 1d20. The DM may give a bonus or penalty to the roll depending on the difficulty of the action.

Meanwhile, other role playing games advanced the state of the art. Traveller (1977) introduced skills and a single mechanic for skill checks. Runequest (1978) boasted skills and “attribute rolls” that multiplied an ability by 5 to set a percentage chance of success.

In games with skills, the skills cover most tasks a player might attempt, so ability checks blur into skill checks. Fifth edition intentionally makes skills an addition to ability checks.

For AD&D, Gygax showed little interest in ability checks. Improvised rulings worked fine for him. (When the DM is E. Gary Gygax, no player quibbles with a ruling.)

As for skills, Gygax preferred to keep D&D’s class archetypes pure. His Unearthed Arcana (1985) added weapon proficiencies as a sort of weapon skill, but the narrow scope kept the sharp lines between classes. Oriental Adventures (1985) extended the concept to create non-weapon proficienciesskills without the name. These new proficiencies never overlapped with class abilities.

After Gary left TSR in 1985, his successors on the AD&D team lacked the clout to make sweeping changes to the company’s flagship game. Nonetheless, their additions inched AD&D closer to matching the ability checks and skills in other role-playing games.

Ability checks finally reached AD&D in the Dungeoneer’s Survival Guide (1986). Although this book’s title suggests a focus on player strategy, this guide brought key rules innovations to AD&D. Here, the non-weapon proficiencies from Oriental Adventures became options in the primary game. When players used non-weapon proficiencies, they made proficiency checks to determine the outcome. These checks operated like ability checks, but proficiency improved the chance of success.

The new system of featured all the ingredients of a modern skill system, but suffered a few drawbacks:

  • Class abilities already covered most of a character’s actions, so non-weapon proficiencies rarely came up in play.
  • The phrase “non-weapon proficiency” proved unwieldy. The term evolved from Gary’s own work on D&D, but it forced a lot of extra syllables on players just to avoid contaminating D&D with anything called skills.
  • Roll-under ability checks confused players and designers.

For D&D’s other d20 rolls, players aimed high, but for ability checks they aimed low. This simple difference fostered confusion. The original ability-check rule said, “The DM may give a bonus or penalty to the roll depending on the difficulty of the action.” That meant a bonus subtracted from the roll—an ugly break from intuition.

A cleaner method adds the bonus to the attribute, so players roll under a higher number.

By now, some Internet critics might scoff at my notion that adding roll-under checks to D&D confused people. I imagine an argument heaping contempt on idiots who clearly lack the intellectual capacity for RPGs. Go back to Candyland. Who would let roll-under checks trip them up?

The D&D team at TSR.

Sometime during playtesting, the Dungeoneer’s Survival Guide apparently switched its method of applying modifiers, but the book reached print with an incomplete change. The “Sage Advice” column in Dragon issue 118 tried to sort out the mess. “OK, OK, OK, already! You’re right—there is something wrong with the DSG non-weapon proficiency system.

We went through the manuscript and thought we had caught all the places where the text needed to be changed. We missed a couple of simple ones, and this caused a tremendous problem in the system.

TSR management insisted that second edition AD&D remain broadly compatible with the original. The Player’s Handbook (1989) included a corrected version of non-weapon proficiencies as an optional rule. Ability checks entered the core game, but languished in the glossary.

For D&D’s third edition in 2000, the designers finally gained leeway to correct old drawbacks. Ability checks flipped so players aimed for high rolls. Skills embraced the actions characters actually did in the game. And no one had to say or type “non-weapon proficiency” ever again (unless they tell this story).

Basic and Advanced—Was Advanced Dungeons & Dragons a different game? (Part 5)

Late in the spring of 1976, Gary Gygax started work on a complete revision of Dungeons & Dragons. In Gygax’s TSR office, he and collaborator Tim Kask cut up several old copies of the D&D rules—copies much like the one that recently sold for $22,100 on ebay.

“The first day,” Kask recalled, “We sat with legal pads and dissected the elements of the game into various categories: combat, characters, magic, monsters, artifacts, spells, abilities, and on and on.”

They tacked rules clippings to bulletin boards, sorting them by category. “Then, category by category, we examined the game,” Kask wrote. “We looked for loopholes, inconsistencies and instances of what I’ll call ‘game-illogic.’ We looked at balance issues.” As they tinkered with hit-point totals and with the damage inflicted by weapons and spells, they playtested hundreds of battles.

After seven or eight days consumed by the work, Gygax and Kask produced a plan for Advanced Dungeons & Dragons.

They planned for three AD&D books that roughly matched the three booklets in the original box set. Men & Magic became the Player’s Handbook, Monsters & Treasure became the Monster Manual, and Underworld & Wilderness Adventure became the Dungeon Master’s Guide.

To actually write the books, Gygax needed years. He wanted hardcovers, but the expense of printing just one title would stretch TSR’s resources. Sales of the first title had to pay for the second, and the second for the third. If gamers chose not to splurge on pricey hardcovers—if they kept photocopying the original rules or if they turned to imitators—then TSR might sink.

Gygax chose to write the Monster Manual first. He figured that current players of the game could use new monsters with few adjustments. Also, the book’s design made writing simple. Every day, between other duties, Gygax would write monsters and throw the stats into a box for employee Mike Carr to collect and type.

When J. Eric Holmes’ introductory manuscript reached TSR, Gygax faced another decision. The new Basic Set would only take characters to level 3. Where should they go next? “Sending them into the morass of ‘Original’ D&D put us back on square one, with all the attendant problems of rules questions, misinterpretations, and wildly divergent play,” Gygax wrote in the March 1980 issue of Dragon. “Would it be better to direct them to AD&D, even if it meant throwing out what they had begun with the Basic Set and making them start a fresh? Faced with a choice between chaos and a clean slate, we opted for the latter.” This explanation comes from 1980, when Gygax had other reasons for claiming that AD&D stood as a different game.

In the summer of 1977, when TSR had a manuscript for basic rules and just outlines for a Player’s Handbook and Dungeon Master’s Guide, did Gary plan to create incompatible games?

He made a bid for compatibility. “Pieces and parts of the various components of AD&D were grafted into the Basic Set rules manuscript so that D&D would be more compatible with the Advanced game. Readers were directed to AD&D throughout the Basic Set.” His sales plan for the AD&D Monster Manual depended on players using it in their original D&D games.

But Gygax also expected differences. He and Kask had already tweaked some spells, damage, and hit point numbers. Because the Thief class highlighted the inconsistency where non-humans could treat their race as a class or could adopt a class, Gygax probably planned AD&D’s complete separation of race and class all along.

In a 2005 comment, Gygax wrote that he never intended the Holmes Basic Set to serve as in introduction to AD&D, and that he never intended to meld the two games.  But after decades of saying that AD&D was a separate game, perhaps his claim pushed aside any memory of his original plan. I suspect that if basic D&D had started as something more than introduction, TSR would have released an Expert Set in 1978. Instead, the expert rules came in 1981 when TSR needed them to bolster a legal case.

In the end, AD&D never proved as different as Gygax claimed. His new version of D&D remained roughly compatible with the original. Supposedly, AD&D featured strict rules while original D&D featured room for customization, but everyone—even Gygax—changed and ignored AD&D rules to suit their tastes. Later, Gygax wrote, “I just DMed on the fly, so to speak, and didn’t use the rules books except for random encounters, monster stats, and treasure.”

Next: Why Gary Gygax claimed Advanced Dungeons & Dragons was a different game

Basic and Advanced—the time Dungeons & Dragons split into two games (Part 1)

Dungeons & Dragons Basic SetIn the fall of 1977, I found a copy of the blue, Dungeons & Dragons Basic Set and devoured the rules. The game electrified me, but one thing also baffled me. The rules kept sending me to ADVANCED DUNGEONS & DRAGONS for more rules, classes, spells, monsters, and on and on. I wanted to feast on ADVANCED DUNGEONS & DRAGONS right now—except it did not exist yet. A few months later, the new AD&D Monster Manual reached the hobby shop alongside a “Collector’s Edition” of the original D&D rules. The Monster Manual proved as exciting as the Basic Set, but the original rules puzzled me. Their explanations rarely made sense. What did Outdoor Survival or Chainmail have to do with anything? The old rules wasted pages on castle construction, naval combat, and other things that never came up in the game. At least the box included some higher-level spells. For the highest-level spells, I learned that I needed to buy more books.

The AD&D Player’s Handbook would not reach stores until the next summer. That book collected all the game’s classes and spells, but lacked most combat rules. For those, D&D fans needed to wait another year, until the summer of 1979. Until then, we blended the rules sets, combining the combat system in that Basic Set with the monsters and characters in AD&D with the magic items in the original books.

All these rules mixed together well enough that I failed to notice the seams. When Gary Gygax printed an editorial in the June 1979 issue of The Dragon, his claims baffled me. “ADVANCED DUNGEONS & DRAGONS is a different game. Readers please take note! It is neither an expansion nor a revision of the old game, it is a new game.”

After almost two years blending three sets of D&D rules, I could not imagine why Gygax chose to argue this point, but he kept at it.

“It is necessary that all adventure gaming fans be absolutely aware that there is no similarity (perhaps even less) between D&D and AD&D than there is between D&D and its various imitators produced by competing publishers.”

To me, Gygax’s claims seemed silly. Even though his editorial reached me at about the same time as the Dungeon Master’s Guide, my friends kept playing as before. Nobody played AD&D by the book; we picked the rules that suited us.

Years later, I would learn the reasons for Gygax’s puzzling insistence.

Next: D&D’s new audience versus its original rules