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Ten Insights into the One D&D Playtest of Expert Classes

The Dungeons & Dragons team released the second One D&D playtest document, which focuses on the Bard, Ranger, and Rogue classes. Like the first packet, the changes in this release convince me that the update remains in good hands. Nonetheless, many changes deserve attention. This post avoids repeating things lead designer Jeremy Crawford mentioned during his video commentaries on the release.

1. Hubris and power level. The D&D team runs public playtests to measure players’ enthusiasm for rules and game elements, rather than to measure power levels. So each packet begins with friendly reassurance that power levels may change. “Don’t worry about broken features,” the note seems to suggest. “Count on us to set the power levels ourselves.” But from Sharpshooter, to healing spirit, to twilight domain clerics, the team keeps releasing features with busted power levels, so I feel unconvinced. Still, during his video, Jeremy Crawford says that future playtest packets will revisit the successful elements, enabling fine tuning.

2. Rules that give the Sage some rest. Even though the D&D team hasn’t shown an unerring sense of power levels, I’m certain the team boasts a hard-won understanding of the rules that raise questions and cause confusion. Jeremy logs D&D’s common misunderstandings and pain points. Exhibit A: The playtest changes Armor Proficiency to Armor Training, so folks learning the game can stop wondering where to put the proficiency bonus when they wear armor. I’ve seen proficiency bonuses mistakenly added to AC, creating bulletproof characters.

I suspect Jeremy never wants to explain how jumping fits with movement either. How else can we explain the playtest separating jump into an action? At that price, no one will ever jump again.

Credit—or blame—the playtest’s careful rules for hiding, influence, and searching on a matching drive to add rigor to certain common tasks. During the fifth edition design, the team opted to favor a dungeon master’s judgement to handle such actions. Rodney Thompson described the goal. “We want a system that makes it easy to be the DM, and at the same time trusts the DM to make the right call for any particular situation, rather than create many highly specific chunks of rules text in an attempt to cover every possible situation.”

The 2014 rules for Stealth and Perception, for example, left room for a lengthy Sage Advice discussion. The playtest rules work to pave over the DM’s judgment and the monsters’ passive perception in favor of a roll against a close-enough DC of 15.

Apparently the D&D team also listens to complaints about a lack of social interaction rules. The playtest moves some social interaction guidelines from the Dungeon Master’s Guide to a place where the table’s rules lawyer can more easily cite them at the table as the reason Vecna must cooperate based on a strong persuasion check. I’m all for helping tables handle social interaction, but leave DMs room to work.

3. Class groups. The playtest recalls the Warrior, Mage, Priest, and Rogue class groups introduced in 2nd edition by putting classes into similar sets. “A Class Group has no rules in itself, but prerequisites and other rules can refer to these groups.”

I imagine a design meeting where the team matched classes to groups, and then faced a jumble of leftovers like Bard, Ranger, and Rogue that defied an obvious group name. What did these classes share in common? They all rate as the most knowledgeable and skilled in their province, whether a tavern, a back alley, or the wild. Designing each class around Expertise and calling the group Experts builds on that trait.

The Expertise feature doubles a character’s proficiency bonus, so at higher levels an expert can succeed at nearly impossible tasks and routinely accomplish merely difficult ones. D&D tests use a d20 roll, and the 1-20 random swing can overwhelm the relatively small bonus delivered by proficiency and ability scores. Even the most talented and skilled characters often fail, creating a system that often fails to reward competence. Expertise delivers enough of a bonus to reward masters of a skill with a reliable chance of success.

Meanwhile, the playtest’s jump rule seems designed to enable a gross range of possible outcomes. An average, untrained person making a running jump for maximum distance can leap between 5 and 20 feet. If this rule had reached print in the 80s, Space Gamer magazine’s Murphy’s Rules cartoon would skewer it for laughs. Basketball games in D&D worlds must be something to see.

4. Inspiration works the way most players think it works. In the last playtest, Jeremy Crawford championed some changes that matched the game rules to the way players incorrectly assumed the game worked. That goal makes this playtest’s change to inspiration inevitable. Players can use inspiration to re-roll after rolling a d20 test. This makes inspiration more valuable, but under the old inspiration rules, few DMs awarded much inspiration, so the house rule’s bigger benefit hardly mattered. My earlier post discussed the merits of giving inspiration for 5% of d20 tests, and how that generosity tilts a game already stacked in the players’ favor. Won’t someone think of the monsters?

5. Bards stay busy every moment. The playtest class descriptions feature numerous small changes that improve play. For example, the Bardic Inspiration and the Cutting Words features include changes that improve the Bard’s agency and remove a source of friction. Now instead of giving another player a Bardic Inspiration die to control and often forget, bards can use their Reaction to add an inspiration roll to a failed d20 Test.

The new design eliminates the requirement that players choose to use a Bardic Inspiration die after they make their rolls, but before the DM determines whether the attack roll or ability check succeeds or fails. That requirement interrupted than natural flow of the game. For Bardic Inspiration, the requirement also blocked the DM’s option to reveal DCs and ACs despite the advantages of transparency. Now in the game fiction, the bard sees a companion falter and gives a magic boost that might win success.

6. Hunters mark gets a fix. The 2104 ranger class suffered from an need to concentrate on the hunter’s mark spell, which underpins the ranger’s flavor as someone who targets prey and pursues it to the finish. With a duration marked in hours, hunter’s mark seems meant to last through a ranger’s daily adventures. But the spell requires concentration, so 2014 rangers who cast another concentration spell lose their mark and what feels like a key feature. Also, 2014 rangers who aimed to enter melee suffered an outsized risk of losing their mark. The playtest version of the ranger no longer needs to concentrate on hunter’s mark. In the last 8 years, would that errata have proved too much?

6. Playing a spellcaster becomes less daunting. Jeremy Crawford says the need to pick spells means that “sometimes playing a spellcaster can be a little daunting.” So the playtest classes add recommended spells to prepare. Good idea. I created a list of recommended spells for wizards, but 2014 spellcasters can prepare different numbers of spells based on an ability score, and that variable added complication to my lists. The playtest rules cut the formulas for number of spells prepared in favor of letting characters prepare spells equal to their spell slots. I’m happy to never again search the class descriptions for the formulas that I never remember.

7. Free hands and spellcasting. D&D’s rules for spellcasting components aim to reinforce the classic flavor of the game’s classes while adding the dash of balance that comes from, say, not letting Wizards equip shields. The simplest measure of these rules’ success comes from 4 tests.

  • Do the rules encourage Wizards to carry an arcane focus in one hand while leaving the other hand free?
  • Do the rules prevent exploits like letting you equip a shield between turns to maximize AC, and then stow a shield on your turn to cast spells? (DMs can say no, but we like the rules to back us up.)
  • Do the rules enable Clerics to equip a shield, carry a weapon, and still cast spells?
  • Do the rules enable Rangers to have two weapons or just a sword and shield, and to cast spells without any juggling?

Rules as written, fifth edition passes the first 2 tests, complicates the third test by requiring a cleric to free a hand to cast cure wounds (see the first question answered on page 16 of the Sage Advice Compendium), and botches the fourth test. Sure, a dual-wielding ranger can use their free, manipulate-an-object action on one turn to sheath a sword, and then on next turn use another free action to get out their components, and players can keep track from turn to turn, but few players see that as a fun enhancement to the heroic action. Ranger players could take War Caster, but the rules shouldn’t impose a feat tax just to allow the things we expect of rangers. Also, letting rangers do their thing hardly overpowers the class.

To be fair, the playtest makes a change that eases some of the friction. Now the attack action allows characters to “equip or unequip one Weapon before or after any attack you make as part of this Action.” I like how this enables characters to switch weapons in a single turn without dropping one, but the measure fails to let rangers be rangers without a juggling act.

8. Class capstone abilities come sooner so they get used. The 2014 classes rewarded players who reached level 20 with capstone features that often seemed almost too good. But level 20 represents the end of a character’s career, so players seldom flaunted those wahoo abilities for more than a session. The playtest classes move the capstone features to level 18, so players gain more time to savor them. Levels 19 and 20 now gain more ordinary-feeling rewards. For some players, this change makes the capstones feel less like an aspirational target to seek as the crowning achievement of a character. I say level 18 rates as enough of an achievement to reap these rewards.

9. Why would anyone take the Ability Score Improvement feat? The designers of the 2014 version of fifth edition made feats an optional system that groups could skip in favor of a simpler game. So the 2014 team tried to design feats that matched the power of a +2 ability score increase. Clearly, the One D&D team sees little point to keeping feats optional. Who can blame the team for this conclusion? I never saw a table choose not to use feats.

When Jeremy Crawford touts the playtest’s feats, he boasts that nearly all increase the power of the older versions. They achieved this using the highly technical design technique of packaging every 4th-level feat with an extra +1 ability score boost. Many feats nearly match the 2014 versions that the designers judged as powerful as a +2 ability score bonus, except now boosted by an extra +1, making them as good as a +3. Someone please check my math.

With One D&D awarding feats at level 1, and offering boosted feats at level 4, characters keep getting candy. I hope the monsters get some help keeping up. Won’t someone think of the monsters?

Does anyone else consider feats that bundle a +1 ability score bonus a nuisance? Odd numbered ability scores deliver no bonuses, so without planning, those +1 increases can feel wasted. For new players, the wasted +1 feels like a gotcha. For lazy players like me who rarely plan a character’s career, same.

The monsters and I applaud one change: The designers fixed the worst thing in D&D, the Sharpshooter feat, by removing the +10 damage option. I have just one note: Find a different benefit than bypassing cover.

Erasing the effect of cover means ranged characters can mostly ignore tactics, making combat less interesting for their players. Meanwhile, as a DM, I can counter sharpshooters by having monsters move out of total cover to attack before moving back to total cover. If sharpshooters cope by readying attacks, they lose their extra attacks and bonus action attacks. Unless you relish tactical crunch, none of this tit-for-tat brings much fun, so I would rather just play monsters benefiting from partial cover.

10. Can guidance be saved? The 2014 version of guidance rates as the game’s most useful cantrip and its biggest nuisance. Simply by interjecting “I cast guidance” before every single skill check, the cleric gets to improve d20 rolls by an average of 2.5. This proves both useful and tiresome. Frequently in play, someone blows a check, the cleric remembers forgetting the guidance mantra, and the game halts while players plead to add retroactive guidance. Forgetting guidance creates a feel-bad, gotcha moment. I’ve seen some tables bypass the I-cast-guidance spam by just adding a d4 to every skill check. I assume the DM secretly raises every DC by 3. Should we drop guidance from D&D and call it a win? In the cantrip’s favor, priests praying for divine guidance reinforces these classes’ flavor.

The playtest includes a new version of guidance that makes the spell less spammy. Plus the new version’s limit that characters can only benefit once per day might weaken the spell to extinction. I’m okay with that.

How to Build a Sharpshooter Who Wins D&D (If the Rest of Your Group Doesn’t Mind)

The massive damage inflicted by characters built on the Sharpshooter feat can overshadow other characters and make potentially interesting encounters resemble an execution by firing squad. See Sharpshooters Are the Worst Thing in D&D, but That Speaks Well of Fifth Edition.

Sharpshooter lets characters exchange -5 to hit for +10 damage. Many players combine it with Crossbow Expert, which lets a character wielding a hand crossbow trade a bonus action for an extra attack.

This post reveals how to build on Sharpshooter to create characters able to deal the most damage. Before you play these characters, consider whether they fit your gaming group.

If your group likes pitting optimized characters against a dungeon master who thinks a Remorhaz makes a suitable first-level foe, these builds fit.

If you want to show off your min-maxing skills, skip the sharpshooter. Such easy builds may fail to impress.

Optimal sharpshooters shoot hand crossbows rapid-fire. Does the flavor of your campaign fit a character firing a toy crossbow with the manic speed of a Benny Hill clip? I suppose some players fancy a character who resembles a genre-bending gunslinger, but I suspect the build’s massive damage draws more players than its flavor. (In second edition, the highest damage came from muscle-bound characters throwing darts. No one played that for flavor either.)

In groups more interested in roleplaying and exploration, players might not mind letting your sharpshooter showboat during the battles. Or perhaps others in the group feel content in roles other than damage dealing. Perhaps the bard and wizard both enjoy their versatility, the druid likes turning into a beast and soaking damage, and nobody minds letting you finish encounters at the top of round 1.

Before playing an optimized Sharpshooter, ask your group.

Building a sharpshooter

The Sharpshooter feat is powerful because it makes each attack deal excessive damage in exchange for a manageable penalty on to-hit rolls. To make the most of Sharpshooter, create a character who (1) makes lots of attacks and (2) minimizes the penalty to hit.

Without feats or off-hand attacks, a rogue only gets one attack per turn. And with one sneak attack per turn, rogues want to be sure to hit. Taking a -5 to-hit penalty adds to the risk of losing a sneak attack. A ranged rogue can often reduce the risk by attacking from hiding to gain advantage, but Sharpshooter only makes a decent feat for a rogue, not a strong one.

Ranger and fighter make the best classes for sharpshooters. Both classes gain extra attacks through their careers, and both offer the Archery fighting style, which grants +2 to hit with ranged attacks.

Choosing a race

Most players interested in playing a sharpshooter opt for a human character. Humans can take Sharpshooter at level 1, and then Crossbow Expert at 4. Bring on the Remorhaz!

Still, levels 1-3 go fast, so an aspiring sharpshooter can choose another race without playing too long with a merely balanced character. An elf can more easily reach a 20 Dexterity while taking Sharpshooter at level 4, and then Elven Accuracy at level 8. When you have advantage on a Dexterity attack, Elven Accuracy lets you re-roll one of the dice. For most characters, this makes a weak benefit, but a fighter who chooses the Samurai archetype usually attacks with advantage. Oddly Elven sharpshooter Samurai make good characters. (But please invent an interesting backstory.)

For a crossbow-wielding sharpshooter, choose a human. At level 1, take Crossbow Master. At level 4, take Sharpshooter. (The fast advance to level 4 means a short wait for both feats.) At levels 8 and 12, increase your Dexterity.

For a longbow-wielding sharpshooter, choose a human or, for a samurai, an elf. Take Sharpshooter for your first feat, and then focus on increasing Dexterity to 20.

Building a fighter sharpshooter

Fighters can combine the Archery fighting style with more extra attacks than any other class. Action Surge lets fighters unload an extra round of attacks. Such bursts let sharpshooter-fighters kill legendary monsters in a turn, and lead the rest of the party to wonder why they showed up.

Conventional wisdom suggests that ranged attackers typically suffer weak defenses, but not fighters. Ranged fighters skip shields, but they have all the hit points and armor proficiency of a front-line fighter. Plus a crossbow expert proves deadlier in melee than a great weapon master.

The Battle Master and Samurai archetypes combine particularly well with Sharpshooter.

Battle masters gain four or more Superiority Dice that they can spend on combat maneuvers. The battle master’s Precision Attack maneuver helps make your sharpshooter attacks hit despite any penalties. “When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll.”

Samurai gain 3 or more uses of Fighting Spirit. “As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn.”

Advantage from Fighting Spirit helps your Sharpshooter attacks hit despite any penalties. However, the feature takes a bonus action, which makes it a bad match for a crossbow expert. If your self respect prevents you from using a toy crossbow, play a Samurai.

For a longbow-wielding fighter, choose a human or elf. Choose the Samurai archetype. Take Sharpshooter for your first feat, and then focus on increasing Dexterity to 20. Elven characters can then opt for Elven Accuracy.

At level 15, the Rapid Strike feature often lets Samurai take as many attacks as a crossbow expert. “If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action.”

Building a ranger sharpshooter

Rangers can combine the Archery fighting style with an extra attack at level 5 and more attacks at higher levels.

For example, at level 11, rangers with the Hunter archetype use the Volley feature to launch attacks against every target in a 10-foot radius.

The best ranger sharpshooters choose the Gloom Stalker archetype. These rangers gain an extra attack on the first turn of combat, and also add an extra 1d8 to that attack’s damage. By level 5, a human with a hand crossbow can start every fight with 4 sharpshooter attacks. With a just a little luck, that amounts to 80-some points of damage. How many foes will live to the second round? Gloom stalkers can also add their wisdom to their initiative, so ask, “How many foes will live to their turn?”

At 11th level, the Stalker’s Flurry feature minimizes the chance of missing despite any penalty from Sharpshooter. “Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.”

Related:
How to Build a D&D Cleric Who’s Super Fun in a Fight
How to Build a D&D Polearm Master That Might Be Better Than a Sharpshooter
How to Build a D&D Monk So Good That DMs Want to Cheat

Why Dungeon & Dragons Dropped Assassins and Renamed Thieves

I ran evil-themed D&D campaign once, but only because Wizards of the Coast cornered me. They released Menzoberranzan City of Intrigue and promoted the book with the Council of Spiders season of Dungeons & Dragons Encounters. Fourth edition’s Encounters program hosted drop-in games at local game stores. This season made the players evil drow and fostered backstabbing and intrigue. As an Encounters dungeon master, I questioned the wisdom of the theme, especially in a program geared for new and returning players. Still, I dutifully ran the campaign as intended.

My concerns proved valid. Two of the regulars at my table seemed uncomfortable with the evil theme, and one player, call him Benedict, embraced the spirit of the treachery too well.

Lloth and Drow at Gen Con

Lloth and Drow at Gen Con

In the final encounter, Benedict joined the season’s villain and killed the rest of the party. “It’s not personal. I’m just playing my character,” he apologized. Over the years, when someone excuses their character’s actions with “I’m just playing my character,” I’d grown to expect trouble. This time, two regular players from my table never came to encounters again. Maybe they had other obligations, but I suspect the unsatisfactory season contributed to them moving on.

I cannot blame Benedict. Like him, I started in the early years of the hobby, an era that celebrated a character’s ability to attempt any action, and where simulation dominated role playing. How better to simulate an imaginary world than to portray characters of all stripes? By this early ethos, total immersion in character trumped everything. If you failed to play your character to the hilt, then you did the game a disservice. Any game master who interfered with a player’s freedom of action was guilty of an abuse of power. If players’ actions defied their alignments, penalties might be in order, but if not, anything goes.

And the Council of Spiders Encounters season encouraged treachery.

Even so, I should have discouraged Benedict’s betrayal. Some players relish in-party conflict, but unless everyone at the table welcomes such conflict, in-party feuding just encourages hard feelings and lost friends. Folks who welcome treachery should play Paranoia, a game invented for the play style.

Before second edition, D&D promoted classes that fostered party conflict. With thieves and assassins, the trouble begins with class names that encourage bad behavior. What sort of thief fails to steal, and who presents richer targets than the rest of the party? What sort of assassin fails to murder?

As soon as thieves and assassins reached playtesting in 1974, the Greyhawk campaign run by D&D’s co-creator Gary Gygax saw trouble. On the EN World forums Gary reminisced, “One or two assassin PCs were played, but the party was always chary about them. Minor pilfering of party treasure was tolerated but having a PC offed by an assassin was most annoying. That happened once, maybe twice, with the offending PC then leaving the game, the player returning as a different character.”

Even as late as 1985’s Unearthed Arcana, the original barbarian class provoked trouble: “Barbarians in general detest magic and those who use it,” Gary wrote. “They will often seek to destroy magic items, and if successful, they receive an experience point award as if they possessed the destroyed items.” What could possibly go wrong?

The designers of D&D’s second edition started moving away from classes with names that encouraged trouble. In a podcast recalling second edition’s design, Steve Winter says, “The assassin went away because we had seen through letters from customers and talking to people so many cases of assassins ruining campaigns. People who played assassins felt like that was carte blanche to murder their fellow player characters. We got all the time letters from people asking what do I do with this player? He wants to play an assassin, but he keeps assassinating the other PCs.”

In a Dragon magazine issue 118 article outlining changes coming in second-edition Advanced Dungeons & Dragons, designer David “Zeb” Cook writes, “The assassin is a goner—virtually guaranteed. It is highly unlikely that any amount of appeal will save his neck. He is disruptive to party harmony and, more importantly, presents the wrong image about AD&D games.”

The thief also inspired in-party conflicts. Steve explains, “When you’re sitting around the table and the thief player is getting a little bored, and there is another PC standing right in front of him… I can’t count the times that I was at the table and somebody was like, ‘I’m going to pick his pocket.’ And right away everyone is like, ‘Oh don’t, please don’t,’ because everyone knows it’s just going to cause problems within the party.”

“He’s a thief! He steals from everyone and ruins friendships,” Zeb wrote. But thieves reflected better on AD&D than assassins and offered a more popular archetype, so Zeb defended the class. “This is more a problem of how the player is using the thief, not the class itself.”

Nonetheless, the class name inspired thieving. Second edition started a rebranding by making thieves a type of rogue. The Player’s Handbook explains, “The character classes are divided into four groups according to general occupation: Warrior, Wizard, Priest and Rogue.” By third edition, “rogue” permanently replaced “thief” as a class name.

Related: The Thief’s Strange Trip from Non-Combatant to Battlefield Domination

Related: A role-playing game player’s obligation

Edit

The History of Traps In Dungeons & Dragons

In original Dungeons & Dragons, the three brown books only include one rule for traps. “Traps are usually sprung by a roll of a 1 or a 2 when any character passes over or by them.” That’s it. Except for the Find Traps spell, the rules never explain how characters can find traps. In D&D’s original play style, if you wanted to find pit traps, you just told your dungeon master how you pushed down on the floor ahead with your 10’ pole. Or you sent your hireling ahead first. See A Lack of Ability Checks Shaped How People Originally Played Dungeons & Dragons.

Book 3 The Underworld and Wilderness Adventures

Book 3 The Underworld and Wilderness Adventures

In Book III, Underworld and Wilderness Adventures, Gary Gygax lists a dozen tricks and traps such as slanting passages, sinking rooms, and one-way doors. All foiled a retreat from the dungeon. They threatened to make characters lose their way out, or worse, deliver them to a deeper level and more more dangerous foes. None of these traps need rules to play, just player ingenuity.

Undoubtedly, Gary had thought of other traps such as spring blades, poison needles, and warning bells, but his list conspicuously omits any traps that seem to require game-world finesse to overcome.

In the May 1974 issue of a fanzine called the Great Plains Games Players Newsletter, Gary Gygax presented the thief class. In his introduction, Gary tells how the class was suggested by a gamer named Gary Schweitzer (probably Santa Monica gamer Gary Switzer). “He mentioned that his group was developing a new class of character—thieves. Gary gave me a few details of how they were considering this character type, and from from these I have constructed tentative rules for the class.” In 1975, Supplement I: Greyhawk made the class official.

The thief class featured the ability to “remove small trap devices (such as poisoned needles)” At level 1, the thief boasts a 10% chance! So when your new thief says, “Don’t worry, I’ve got this,” the party should dive for cover. Original thieves enjoy no special ability to detect traps. Keep your hirelings in front.

The thief’s limit to disabling “small trap devices” seems to exist as an attempt to confine thieves to working on traps that require a character’s game-world knowledge and dexterity. For example, a chest rigged to release deadly gas requires a thief’s game-world aptitude, and a die roll. Big traps like pits and rolling boulders, which can be beaten through player ingenuity, remain outside of the thief’s skills. Players can tell the DM the steps their characters take to bridge a pit or to chock the rolling-boulder trap.

In the summer of 1975, Gary  brought the Tomb of Horrors to the Origins convention for a D&D tournament. One of the tournament’s players wrote a first-hand account of the event for issue 4 of the Alarums & Excursions fanzine. Even though the party includes two members of the new thief class, the Tomb offers virtually no place for them to disarm traps, and the Tomb [SPOILERS!] is loaded with traps. To determine when players get caught by traps, Gary fills the adventure with an ad-hoc system of saving throws, rolls of 1-2 on a d6, and verbal countdowns. (Player tip: If the DM begins to count down, run!) The Tomb’s legendary status comes from the mix of ingenuity, divination, and attrition required to bypass its memorable deathtraps, rather than the number of disarm checks needed. (DM Tip: if you run the Tomb and allow thieves to detect or disarm much, you’re doing it wrong. The Tomb of Tiresome Checks is a different adventure.) See Tomb of Horrors tests patience, but still ranks as Dungeons & Dragons’ best villain.

In Advanced Dungeons & Dragons, thieves finally gained the ability to locate traps. A low-level rogue’s odds remained dismal, quickly upstaged when the priest gains Find Traps at level 3. This thief ability implied that no one else could find traps—after all, other classes lacked a Find Traps percentage. Third edition set this limitation in the rules by allowing rogues (and only rogues) to find traps “well hidden” behind a 20 or higher Search difficulty.

The rogue or thief’s limit to finding and disarming small traps remained in second edition. “These include poisoned needles, spring blades, deadly gasses, and warning bells,” but do not include “large, mechanical traps.”

In third edition, traps gained a systematic treatment, complete with triggers, effects, and difficulty classes. The Trapfinding ability enabled rogues the chance to locate and disable anything that the DM categorizes as a trap, small or large, magical or mundane. This gave rogues more chances to shine, but heightened the tension between the traps a thief can find and disable and the traps that test player ingenuity. We have all encountered players who insist that a disable trap roll will enable their rogue to easily bypass some elaborate and cunning challenge. So does staying at home, but neither tactic leads to much fun.

When the fourth edition designers rethought D&D, they saw traps as posing two core problems:

  • Traps can frustrate players
  • Traps can slow play to tedium

Problem: Traps that challenge player ingenuity can lead to player frustration.

This problem arises when when dungeon masters limit the players to a preconceived menu of potential solutions. This approach riddles the Tomb of Horrors, which includes many predicaments that require curiously-specific recipes of spells or actions to escape.

In Traps!, fourth-edition designer Stephen Radney-MacFarland writes, “In the early days, DMs all too often felt compelled to demonstrate their cleverness and punish players for making ‘wrong’ choices—even a choice as simple and random as which passage to explore.” For example, Tomb of Horrors. See Player skill without player frustration.

Problem: Traps can slow play to tedium.

Regarding the problem of slow play, Stephen Radney-MacFarland writes, “The ‘right’ way to play the game was to slowly and laboriously search each 10-foot square of dungeon before you set foot on it, or to use magic that made traps completely pointless. Neither option was much fun.”

Radney-MacFarland never mentions that old-school traps require wandering monsters or some other time pressure to avoid grinding the game to a halt. Of course, if time pressure denied characters the chance to look for the trap that killed them, the hazard seems arbitrary and unfair. See Three unexpected ways wandering monsters improve D&D play.

Fourth edition gives traps a new design

Radney-MacFarland admits designers thought about “disappearing” traps from the game, but decided to try fixing them first.

The fourth-edition design sought to fix the problem of frustrated players by eliminating traps that only challenge player ingenuity. “We wanted to expand the ways in which you could counter a trap. Much like figuring out that sometimes you wanted other skills to allow a character to recognize a trap’s threat, we made an effort to design traps that could be countered with an interesting skill uses.” Skill checks became the core mechanic for resolving traps. The game invited dungeon masters to allow as many different skills as plausible so everyone could share the fun of making skill checks.

Many players prefer traps that require ingenuity to overcome, because such challenges make the players’ decisions matter in the game world. But not all players favor this play style. The fourth edition design aimed to please players who insisted that a disable trap roll enabled their rogue to easily bypass some elaborate and cunning challenge. Still, the designers recognized that turning traps into a cause for skill checks failed to offer enough fun, so they redesign went farther.

“Most traps work best when they ‘replace’ a monster in a combat encounter, or serve as a hazard equally threatening to both sides.” In fourth edition, traps become a sort of stationary monster that the characters can disable or attack. Like monsters, traps make attacks, grant experience, and have solo and elite varieties. In this new concept, traps add spice to combat encounters, allow rogues to strut their skills, and target monsters as well as players—a new tactical element.

Radney-MacFarland writes, “Don’t fret, rogue fans. That class and other characters trained in Thievery are still the party’s best hope to shut down traps quickly and well.” But fourth-edition rogues soon learned to approach traps like everyone else, by attacking. Fourth-edition rogues inflict so much damage that a series of thievery checks always took longer than just attacking a battlefield trap.

Justifying battlefield traps

In the game world, the battlefield trap always seemed hard to justify. I pity dungeon builders stupid enough to bother enchanting, say, an automatic-crossbow trap rather than an iron defender or other construct. Unlike constructs, traps (a) cannot move, (b) can be disabled, and (c) will attack your guards as well as intruders. The dungeon builder’s henchmen, hired to fight alongside their master’s indiscriminate death machines, should look for a job at a better class of dungeon.

The fourth-edition approach to traps never proved as satisfying as hoped. As the edition evolved, we saw a gradual return to classic traps, even with all their problems.

Fifth-edition traps

Although complex traps revisit the good ideas from fourth edition’s battlefield traps, most fifth-edition traps recall the ones from before fourth edition. The rules offer advice for avoiding the problems with traps. “Traps are most effective when their presence comes as a surprise, not when they appear so often that the characters spend all their effort watching out for the next one.”

Just like thieves in D&D’s original game, fifth-edition rogues lack any special ability to find traps. Now, to find a trap, any character can attempt a Wisdom (Perception) check. The rules specifically allow players to find traps by looking in the right places. “You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap’s presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required.”

Depending on the trap, the best way to disarm may be a Dexterity or Strength check, but player ingenuity often works. “As with many situations, you shouldn’t allow die rolling to override clever play and good planning.” If disarming a device requires a check, the rogue’s proficiency with thieves tools can help.

Ironically, rogues rarely have high Wisdom, so they rate as bad at finding traps. Lucky for today’s rogues, the class pivoted from unlock-and-disarm specialists to hidden snipers. See The Thief’s Strange Trip From Non-Combatant to Battlefield Domination.

7 Best Classes to Add to Multiclass a Dungeons & Dragons Character

During the unveiling of third-edition Dungeons & Dragons, I saw a member of the design team say multiclassing offered tempting options for every character, but that every class offered enough rewards to make the choice to multiclass tough. Ideally, D&D multiclassing strikes that balance. In play, third edition fell short of balancing multiclassing. Classes tended to stack extra features at level 1 and sometimes suffered “dead levels” offering few benefits, so multiclass characters tended to outshine their single-class peers.

In fifth edtion, multiclassing isn’t so optimal. The first level of an additional class delivers fewer proficiencies. Every class level delivers new features or at least more spell slots. So while each class brings goodies, characters that multiclass lose some advantages of focus.

Spellcasters pay the biggest price for multiclassing. The top level in each separate spellcasting class limits the highest level of spell a character can know or prepare, so every level of a multiclass slows progress to higher-level spells. Characters reach spell slots based on the sum of their spellcasting classes, so they may gain slots of a higher level than any spell they know. At most, they can use those slots to boost a lower-level spell. Spellcasters who veer from their main class for more than 3 levels will never gain 9th-level spells.

Most classes leap in power at 5th level. Barbarians, fighters, paladins, and rangers all get a second attack. Wizards and sorcerers gain Fireball. Bards and warlocks gain Hypnotic Pattern. Monks gain Stunning Strike. When single-class characters reach level 5, multiclass characters will fall behind until their main class hits level 5.

At level 4, every class delivers a +2 ability score boost. Until a character’s attack or spellcasting ability reaches 20, these ability boosts stand to improve almost every to-hit roll and to hinder every foes’ save. Multiclassers who stop leveling a class at 1, 2, or 3 miss a key upgrade.

Despite the offsetting drawbacks of multiclassing, just a level or two of a class can enrich a character. For some players, multiclassing yields the flexibility to match a character’s story concept. Other players just want power. Many players seek a unique concept.

Whatever your aim for your character, this list reveals the top 7 classes to add as a multiclass.

7. Barbarian

Generally, barbarian makes a poor second class. Few martial characters want to avoid armor. Spellcasters can’t cast while raging. Despite the limitations, 2 levels of barbarian make a gimmicky combination with rogue. The Reckless Attack feature lets your rogue gain advantage for Sneak Attack.

6. Cleric

For spellcasters aiming to become much more durable, two cleric domains make a good start.

A character who starts as a Tempest cleric gains heavy armor proficiency. At 2nd level, the domain grants Destructive Wrath, which lets a cleric use Channel Divinity to deliver maximum lighting or thunder damage. Most spellcasters can find use a for that.

The Forge domain also grants new clerics heavy armor proficiency. At 1st level, these clerics can use Blessing of the Forge to add a +1 bonus to your armor or to a martial party member’s weapon.

Update: In the comments, Rooneg raises an important point. Heavy armor demands Strength scores higher than any spellcaster needs, so most characters only benefit from the medium armor proficiency granted by every cleric domain.

Unlike other classes that grant armor proficiency, a level of cleric keeps spellcasters on pace as they gain spell slots. As a drawback, your spellcaster will gain little benefit from the 13 Wisdom required to multiclass as a cleric.

5. Bard

At first level, bard delivers light armor proficiency, a skill, and Bardic Inspiration. Most multiclassers continue to gain Jack of All Trades at level 2. This adds half your proficiency bonus to every ability check where you lack proficiency.

Levels of bard combine easily with charisma-based spellcasters.

4. Warlock

Characters dip into warlock for 2 levels to gain 2 Eldritch Invocations. For charisma-based casters, the Agonizing Blast invocation upgrades Eldritch Blast from an ordinary, weak, cantrip attack to a powerful option. Devils Sight makes a dangerous combination with the Darkness spell. Mask of Many Faces lets a deceptive character scheme past obstacles and break a few adventures. Ignore the shell-shocked look on your dungeon master’s face; they love it.

When you calculate a multiclass spellcaster’s spell slots, Warlock levels don’t add to other caster levels. Still the warlock class combines especially well with sorcerer. See 7 Dungeons & Dragons character builds absurdly good at one thing.

3. Sorcerer

Many of the Sorcerous Origins bring appealing perks at level 1. The Divine Soul’s Favored By The Gods feature lets you add 2d4 to a failed save. I like mobile characters, so the Storm Sorcerer’s Tempestuous Magic strikes my fancy. Before or after casting a spell, the feature lets you fly 10 feet without provoking.

Multiclassers add sorcerer to gain the 2 metamagic options available at level 3. Quickened Spell, Twined Spell, and Heightened Spell may rank as the best. Subtle Spell helps in adventures that feature role play and intrigue.

Characters rising in other spellcasting classes can trade spell slots for the sorcery points that fuel metamagic options. Except in the sort of dungeon crawls that exhaust spell slots, most mid- to high-level casters rarely use all their slots anyway.

2. Fighter

The first level of fighter ranks as the most useful single level in fifth edition. Characters who start as fighters gain heavy armor proficiency.

Level 1 also delivers a fighting style. The Archery style brings a +2 to ranged weapon attacks and benefits every sharpshooter. The Defense style grants +1 AC and keeps your spellcaster from harm. The Protection style helps save your allies. Protection lets a shield-bearing character impose disadvantage on an attack against a character within 5 feet. First-level fighters also gain Second Wind.

Levels 2 and 3 bring fewer rewards, but the features suit players who enjoy bringing big damage spikes. At 2nd, Action Surge lets fighter take an extra action once between rests. At 3rd, the Champion archetype scores critical hits on a roll of 19 or 20. This combines brilliantly with the paladin’s Divine Smite feature. If you stick with fighter through level 3, you should probably stay with the class to level 5 for the ability score boost and the Extra Attack feature.

1. Rogue

At 1st level, the Rogue class delivers Sneak Attack, but the Expertise feature may benefit dabblers more. Expertise doubles your proficiency in two skills. Second level brings Cunning Action, the best prize for multiclassers. Use a bonus action to Dash, Disengage, or Hide.

As a bonus, characters who start as a rogue gain 4 skills while most other classes just get 2.

A level or two of rogue fits with most multiclass characters.

Related:
Best Multiclass Combinations With Paladin
10 Ways to Build a Character That Will Earn the Love of Your Party

Rules vs. Immersion, Assistance, Aurania and More From the Comment Section

When I launched DMDavid.com, I considered disabling the comments. I worried that the comment section would fill will stupid and insulting responses. I’ve heard that can happen on the Internet. Still, I left comments on, and they proved one of most rewarding parts of writing this blog. My readers made smart and insightful replies. Sometimes commenters who disagreed with my posts swayed my opinions. Often I learned.

I used to join the discussions more than I do now. I used to make time to write a post, warm up by replying to a few comments, and then run short of time. My posting schedule lapsed, and I felt disappointed. Still, I want to reply. So today, I try a solution. The post features replies to some recent reader comments. It won’t lure casual readers from Facebook with a provocative headline, but perhaps loyal readers will enjoy it. I’ve subscribed to magazines where I most enjoyed the letters section and the editor’s replies. I hope to capture some of that.

Tell me, would you like to see future dips into the comments section?

Rob Paul Davis wrote:

I do require a roll for Assists. Succeed, and the player gets a +2 on the roll, fail and it’s a -2.

When new fifth-edition players learn the rules for advantage and disadvantage, they tend to assume that cover imposes disadvantage. The advantage/disadvantage rule’s elegance leads to that assumption, and that reveals the brilliance of the rule. But the designers wanted degrees of cover and wanted cover to stack with advantage and disadvantage, so cover imposes a -2/-5 penalty.

I wonder if a similar approach would improve assistance. After all, experienced players tend to assist frequently, and that makes other advantages disappear. Most situations merit a +2 bonus, while extraordinary aid could gain a +5 bonus.

alphastream wrote:

For assisting, I often find players will test out a DM the first time. With a new table I’ll usually look for them to give me a reason for why they are offering help. If it’s just another set of eyes, I’ll say that in this situation additional persons won’t provide advantage. After that, it’s easier to involve them and not have it become an assumption. And, I think that the more players assume it will usually be just an individual, the more that individuals are getting the spotlight. Otherwise, it can feel like everyone is always jumping on top of the person who proposed doing something and taking away the spotlight. A common example is where someone says, “does this look magical,” and another player yells, “I’ll make an Arcana check.” That’s a prime case where I’ll say to the second person, “Hold on, the first player is already doing that.” Over time, the table learns that they don’t have to jump onto someone else’s idea… they will get their own time to shine later if they stay engaged.

Assisting and especially checks that anyone can attempt all tend to take attention from players who deserve it. We’ve all seen a high roll let a character, say, with an 8 intelligence steal the spotlight from the party’s answer to Sherlock Holmes. Players who invest in talents deserve to flaunt them, but when everyone rolls, a lucky result tends to win. I always work to find reasons to limit checks to fewer players. As you suggest, players eventually learn not to jump in.

Something I’ll often do when a second player wants to help is ask them how they are doing so, and then have both players roll. I’ll take the highest die roll, but the primary player is making the check – basically rolling with advantage but the helping player is rolling the second die. It lets more people roll and gives that feeling of helping.

Brilliant! Many times, I’ve seen long-time players rise to assist, start to roll, and then realize that unlike in past editions, assistance requires no roll. The helper visibly deflates. People like to roll. Letting the helper roll the advantage die turns the help into a tangible deed.

Daniel Boggs wrote:

Rules are Boring.

When I run games for my home group or at conventions I try to build an atmosphere of suspense and exploration, and avoid talking numbers and rules except when needed. Usually that means the only time numbers are discussed are in combat, usually the player telling me the result of a roll or a particular stat on their sheet. The advice I try to follow – and I can think of no better guide – is that given by Jaquays in her Campaign Sourcebook and Catacomb Guide, especially chapter 3, Pacing and Theatrics.

This comment led me to take the Campaign Sourcebook and Catacomb Guide from my shelf. The book features cover-to-cover DM advice co-authored by Jennell Jaquays. To lure buyers, TSR felt willing to give the guide a misleading title, and still somehow settled on something stuffy and dull. The title never convinced me to read the book. Don’t judge me until you read all your game books. Now, I’ve decided to read the guide ASAP.

As for rules and immersion, see the next comment.

Ilbranteloth wrote:

All too often I find an experienced player joining my campaign “playing to the rules.’ That is, they expect the rules to tell them what they can do, and don’t consider that there are lots of other options. The new players, though, aren’t constrained by that. And most of the time I find that it’s the new players that “teach” the experienced players that I don’t limit you to what the rules say you “can do.”

Some of the joy of playing with newer Dungeons & Dragons players comes from seeing them engage the game world without thinking of rules. All of us old grognards need to foster that approach. Your style encourages immersion and freedom.

Every interview with a D&D personality seems to start with, “How did you start playing?” Almost always, the person tells of being handed a character sheet and dropping in a game with no knowledge of the rules. They can hardly follow the game, but they still have the time of their lives. Part of the D&D’s magic is that you can play it—and love it—without knowing any rules. The dungeon master describes a situation, and you just imagine what your character would do. If a goblin attacks, just say, “I hit him with my axe.” You can immerse yourself in your character without thinking of the rules.

I found lots to like in fourth sedation, but to me, the edition faltered when it required mastery of the rules to play a character. See Immersive vs. Gamey in D&D Next, the score is 1-1.

That said, the game’s numbers help communicate the game world to the players. Knowing the rules lets players understand the likely outcomes of their actions, and that helps players act with confidence.

alphastream wrote:

We can see many players trying to gain advantage (not sneak attack) on every single attack even though they have emerged from hiding to attack. That confusion extends even to many of the game’s designers when you ask them about it!

Correct me if I’m wrong about this: The fifth-edition designers judged that hiding, and then popping up to attack from range qualifies as attacking while hidden. This gains advantage. The attack reveals the rogue, but rogues can drop down and hide again for their next turn. Meanwhile, moving from hiding to make a melee attack reveals the rogue, foiling the advantage of hiding.

How much do the designers love ranged attackers? Attacking from range offers an intrinsic advantage. Plus, the game grants benefits to ranged attackers, and then offers feats that erase any disadvantages. Sharpshooter and Crossbow Expert would be strong without erasing cover and penalties for ranged attacks from melee. Don’t get me started.

Daniel Boggs traced the the thief class to it’s origin:

Just as an FYI, Switzer didn’t invent the class. it was actually Daniel Wagner, who played in the same group as Switzer. Wagner is one of the authors of The Manual of Aurania. There’s a pretty in depth discussion on the topic with Mr. Wagner here: http://odd74.proboards.com/thread/9279/manual-aurania

In 1976, a game group attached to Aero Hobbies in Santa Monica gathered new monsters, treasures, races, and classes from their Aurania campaign into a booklet they sold for 3 dollars. The book probably rates as the first unofficial, published supplement for D&D. The manual’s introduction states that “several ideas” from Aurania “were outright stolen and soon appeared in published form.” When Switzer shared Daniel Wagner’s thief idea, Gary Gygax still held to the wargaming culture where everyone in a tiny community shared ideas and no one made more than lunch money. Gary first presented the thief in an amateur zine and there he tried to give credit. Between 1974 and 1976, the estimated value of the thief idea climbed.

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

Of the 4 iconic classes in Dungeons & Dragons, only 3 appeared in the game’s original rules.

Just a few months after D&D’s initial release, in the May 1974 issue of a fanzine called the Great Plains Games Players Newsletter, Gary Gygax presented the thief class. In his introduction, Gary tells how the class was suggested by Santa Monica gamer Gary Switzer. “He mentioned that his group was developing a new class of character—thieves. Gary [Switzer] gave me a few details of how they were considering this character type, and from these I have constructed tentative rules for the class.” See The Thief Addition (1974) for more. In 1975, Supplement I: Greyhawk made the class official.

Thieves brought abilities that could shine in exploration and treasure collection. Too bad low-level thieves suffered from miserable chances of success. The thief class featured the ability to “remove small trap devices (such as poisoned needles)” At level 1, the thief boasts a 10% chance! So when your new thief says, “Don’t worry, I’ve got this,” the party should dive for cover. Original thieves enjoy no special ability to detect traps. Keep your hirelings in front.

Near level 10, a thief’s abilities improved enough to finally work reliably. Too bad wizards and clerics could now cast spells like Detect Traps, Invisibility, Levitate, and Fly. Most anything the thief did, a spell did better.

Thieves could “strike silently from behind” for +4 to hit and extra damage, but the game lacked rules for maneuvering to strike, so the stunt relied on a dungeon master’s favor.

The original thief lacked a dexterity bonus to armor class. Thieves suffered from the same 1d4 hit dice as wizards. Sneaking in for a backstab proved riskier for thieves than for their targets. Gary explained, “This class is different from any of the others. Thieves are generally not meant to fight.”

D&D players like characters handy in combat, so the thief should have proven as popular as the Sage, but players found the class so compelling that Thief took a place with the Magic User, Fighter, and Cleric. Even in the 70s, many players shied from running clerics, but someone always brought a thief.

The thief class offered 4 advantages that let it thrive.

1. An early monopoly on skills

The thief boasted the only abilities resembling skills. When thieves gained the ability to climb walls or find traps, fighting men, clerics, and magic users implicitly—or sometimes by rule—lost the ability to try similar feats.

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. Low-level thieves may have sucked, but during all the searching, scouting, and evading, only thieves brought any useful, reusabable abilities.

2. A compelling archetype

Adventure fiction features many heroes that thieves or rogues. Gary Switzer and Gary Gygax drew inspiration from fantasy icons such as J.R.R. Tolkien’s Bilbo Baggins, Fritz Leiber’s The Gray Mouser, and Jack Vance’s Cugel the Clever.

We all sometimes feel bound by the restrictions of everyday life. Roguish characters let us escape that feeling and savor some vicarious disdain for society’s rules.

Players loved the Thief class, but many complained that the concept fostered conflict between players because the class title encouraged theft. Players stole from other party members and dragged parties into fights with the town guard. So D&D’s designers backed away from the class’s emphasis on stealing. See Why second-edition Dungeons & Dragons dropped thieves and assassins. Second edition made the thief a type of Rogue in name and spirit. The new Player’s Handbook touted the rogue’s heroic archetypes. “Many famous folk heroes have been more than a little larcenous—Reynard the Fox, Robin Goodfellow, and Ali Baba are but a few.”

3. A reason for a solo spotlight

Even in the 90s, D&D rule books told players to elect a caller to speak for the party. Outside of Lake Geneva, D&D parties rarely assigned callers, but most tables settle on a leader who dominates attention. Until a fight comes, other players get less time in the spotlight. But rogues could often sneak and scout and play solo while other classes waited for a turn. Players like going rogue.

4. Fast leveling with no demi-human caps

Unlike classes in modern D&D, the original classes advanced at different rates. Thieves required less experience than anyone else, so they often rose a couple of levels above their party.

Few players chose a class based on the experience needed to level, but everyone who considered an elf or dwarf weighed the demi-human level limits. The original D&D rules stopped non-human characters from rising beyond certain levels, making the most powerful characters human. However, non-human thieves suffered no level-limits.

Gary introduced these level limits to explain human domination of D&D’s fantasy world. “A demi-human is unlimited in thief level only,” Gary explained, “as this is a class not destined to control the fate of major groups or states.” Also, the limits created a game that featured as many human characters as the fantasy fiction that D&D emulated.

Transforming the rogue

Third-edition fully renamed the thief class to the rogue. This name change matched a broader concept that embraced sneaky backstabbers and dashing swashbucklers. Rogues gained the ability to choose their skills. They could favor charm or acrobatics over theft. The new skill system finally gave low-level rogues a decent chance of success.

The transformation also made rogues a battlefield threat. When Backstab became Sneak Attack, thieves could easily maneuver for their special attack, and they could repeat it.

The rebirth of the thief as a rogue fits the archetype better than a character not meant to fight. Leiber described the Gray Mouser as one of the best swordsmen in the world. Robin Hood ranks as an expert archer. Gary Gygax said Robin’s climactic sword fight in The Adventures of Robin Hood (1938) influenced on D&D’s combat system.

In fourth edition, every class needed a way to contribute to the game’s two main activities: combat encounters and skill challenges. By design, every character, and so every class, needed to contribute to skill challenges. That ended the old order of rogues who brought useful skills to exploration but nothing to a fight. For challenges, every class needed skills. On the battlefield, rogues needed to kick as much ass as anyone else.

But rogues did more than hold their end. Strikers came to dominate fourth-edition combat. See Which two D&D roles are too effective. When the designers put rogues in the striker category, the characters came to kick more ass than fighters, wizards, and clerics.

Fourth edition completely inverted the thief’s original role. A class that could barely fight now dominated the battlefield. A class that monopolized the closest thing original D&D had to a skill system was now limited to equal turns in skill challenges.

Fifth edition dials back the class’s combat dominance, but the new game leaves the rogue in a good spot. A d8 hit die and a dexterity bonus to armor class makes rogues stouter than the original thief. New class features let rogues excel at skill checks. Sneak attack still deals ample damage. The latest rogue fits the archetype better than Gary’s original ever did. You can even choose a Thief archetype. For my next character, I think I will.

A history of traps in Dungeons & Dragons

In original Dungeons & Dragons, the three brown books only include one rule for traps. “Traps are usually sprung by a roll of a 1 or a 2 when any character passes over or by them.” That’s it. The rules never explain how characters can find traps without resorting to magic. This lone rule works with the early play style. If you wanted to find pit traps, you just told your dungeon master how you pushed down on the floor ahead with your 10’ pole. Or you sent your hireling ahead first.

Book 3 The Underworld and Wilderness Adventures

Book 3 The Underworld and Wilderness Adventures

In traditional D&D play, players rely almost entirely on their ingenuity to overcome traps and other obstacles in the game. Most players enjoy this style of play because their own observations, judgement, and decisions matter in the game world. If we preferred random chance and freedom from decisions, we would play Candyland.

In Book III, Underworld and Wilderness Adventures, Gary Gygax lists a dozen tricks and traps such as slanting passages, sinking rooms, and one-way doors. All foil mapping or freedom of movement, and none need rules to play, just player ingenuity.

Undoubtedly, Gary had thought of other traps such as spring blades, poison needles, and warning bells, but his list conspicuously omits any traps that seem to require game-world dexterity or knowledge to overcome.

In the May 1974 issue of a fanzine called the Great Plains Games Players Newsletter, Gary Gygax presented the thief class. In his introduction, Gary tells how the class was suggested by a gamer named Gary Schweitzer (probably Santa Monica gamer Gary Switzer). “He mentioned that his group was developing a new class of character—thieves. Gary gave me a few details of how they were considering this character type, and from from these I have constructed tentative rules for the class.” See Gygax’s “The Thief Addition” (1974) for more. In 1975, Supplement I: Greyhawk made the class official.

The thief class featured the ability to “remove small trap devices (such as poisoned needles)” At level 1, the thief boasts a 10% chance! So when your new thief says, “Don’t worry, I’ve got this,” the party should dive for cover. Original thieves enjoy no special ability to detect traps. Keep your hirelings in front.

The thief’s limit to disabling “small trap devices” seems to exist as an attempt to confine thieves to working on traps that require a character’s game-world knowledge and dexterity. For example, a chest rigged to release deadly gas requires a thief’s game-world finesse, and a die roll. Big traps like pits and rolling boulders, which can be beaten through player ingenuity, remain outside of the thief’s skills. Players can tell the DM the steps their characters take to bridge a pit or to chock the rolling-boulder trap.

In the summer of 1975, Gary Gygax brought the Tomb of Horrors to the Origins convention for a D&D tournament. One of the tournament’s players wrote a first-hand account of the event for issue 4 of the Alarums & Excursions fanzine. Even though the party includes two members of the new thief class, the Tomb offers virtually no place for them to disarm traps, and the Tomb [SPOILERS!] is loaded with traps. To determine when players get caught by traps, Gary fills the adventure with an ad-hoc system of saving throws, rolls of 1-2 on a d6, and verbal countdowns. (Player tip: If the DM begins to count down, run!) The Tomb’s legendary status comes from the mix of ingenuity, divination, and attrition required to bypass its memorable deathtraps, rather than the number of disarm checks needed. (DM Tip: if you run the Tomb and allow thieves to detect or disarm much, you’re doing it wrong. The Tomb of Tiresome Checks is a different adventure.)

In Advanced Dungeons & Dragons, thieves finally gained the ability to locate traps. A low-level rogue’s odds remained dismal, quickly upstaged when the priest gains Find Traps at level 3.

The rogue or thief’s limit to finding and disarming small traps remained in second edition. “These include poisoned needles, spring blades, deadly gasses, and warning bells,” but do not include “large, mechanical traps.”

In third edition, traps gained a systematic treatment, complete with triggers, effects, and difficulty classes.

By third edition, the trapfinding ability enabled rogues the chance to locate and disable anything that the DM categorizes as a trap, small or large, magical or mundane. This gave rogues more chances to shine, but heightened the tension between the traps a thief can find and disable and the traps that test player ingenuity. We have all encountered players who insist that a disable trap roll will enable their rogue to easily bypass some elaborate and cunning challenge. So does staying at home, but neither tactic leads to much fun.

Next: Fourth edition Dungeons & Dragons invents a new kind of trap.