Tag Archives: skills

The Twisting Tale of Skills in D&D

Modern Dungeons & Dragons includes both skills and character classes, but in the early days of the roleplaying hobby, gamers often saw skills and classes as incompatible. Some gamers touted skills as the innovation that freed roleplaying games from character classes. Three years after D&D reached hobby shops, new games like Traveller and RuneQuest eliminated classes in favor of skill systems. Advertisements for RuneQuest in The Dragon trumpeted, “No Artificial Character Classes!!” Such games eliminated the unrealistic class restrictions that prevented, say, a fighter from learning to climb walls or from mastering a spell. “Mages can wear armor and use blades.” The ad credits RuneQuest to designer “Steve Perrin and friends.” Remember that name, because Perrin returns to this tale later.

1978 Chaosium ad featuring RuneQuest

1978 Chaosium ad featuring RuneQuest

D&D co-creator Gary Gygax favored classes because they resonated with the fantasy archetypes everyone knew. He warned, “If characters are not kept distinct, they will soon merge into one super-character.” He had a point. Skill-based games gave every character the ability to improve the same common adventuring skills, leading to a certain sameness among adventurers.

Classes let characters make distinct contributions to a group’s success. In a 1984 interview in DRACHE magazine, Gygax said, “The D&D game is based on the theory that there is so much to know and to do that nobody can do everything on his own. The team aspect is important. Each player has to use his strengths at the right place. Otherwise, the group won´t be able to survive.”

As long as Gygax controlled D&D’s development, he kept skills out of the game. His Unearthed Arcana (1985) added weapon proficiencies as a sort of weapon skill, but their narrow scope kept the sharp lines between classes.

Still, TSR designer Dave “Zeb” Cook saw a need for character development beyond class. “One of the things dreadfully lacking from Advanced Dungeons & Dragons was any sense that your character had a real life beyond class skills.” When Cook wrote Oriental Adventures (1985), he brought a taste of skills to D&D in non-weapon proficiencies—skills without the name. These new proficiencies never overlapped with class abilities. Characters gained skills such as calligraphy, etiquette, animal handling, and bowyer. Non-weapon proficiencies “gave players a way to create a more culturally-informed background for their character.”

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 filled the place of ability checks. The new system of featured all the ingredients of a modern skill system, although class features still covered most of the actions characters attempted during an adventure, so thieves still rolled on their private tables to climb walls and move silently.

In a convention appearance, Dave “Zeb” Cook and fellow designer Steve Winter talked about how these first-edition books led to a second edition. “Oriental Adventures was the big tipping point because Zeb Cook put a lot of really cool stuff in OA,” Winter said. “We felt like, wow it would be great if this was actually part of the core game, but it’s not.”

“Because of the way we had to treat those books, you couldn’t actually consider them canon when you were writing product or doing modules,” Cook explained. “You always had to assume that players only had the Dungeon Master’s Guide and the Player’s Handbook.”

Even after Gygax left TSR in 1985, designers like Cook and Winter lacked the clout to make sweeping changes to the company’s flagship game. TSR management insisted that second edition AD&D remain broadly compatible with the original. The Player’s Handbook (1989) included non-weapon proficiencies as an optional rule. Ability checks entered the core game, but languished in the glossary. Nonetheless, these additions inched AD&D closer to matching the ability checks and skills in other role-playing games.

But TSR sold two D&D games, an advanced version that got more scrutiny from management, and a basic version that offered more freedom to designers. By 1988, RuneQuest designer and freelancer Steve Perrin was gaining assignments writing D&D supplements. His GAZ5 The Elves of Alfheim (1988) for the D&D campaign setting of the Known World introduced skills by name to the game. “Due to their background, elves have a variety of skills that are neither shown in the rule books, nor related directly to combat, thieving, or magic. These are optional additions to your D&D campaign.” RuneQuest’s designer put more cracks in the wall between skills and D&D’s classes.

A year later, GAZ11 The Republic of Darokin (1989) by Scott Haring expanded this skill system beyond elves.

“Each skill is based on one of the character’s Abilities (Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma). When a circumstance arises in which the DM feels the use of a character’s skill is needed, he asks the player to roll a d20 against his current score with the Ability. If the result of the d20 roll is less than or equal to the Ability, the skill use succeeds. A roll of 20 always fails, no matter how high the chance for success.”

The gazetteer listed skills from advocacy and animal training to woodworking, but the options still kept away from the class specialties of combat, thieving, and magic.

In 1991, the Dungeon & Dragons Rules Cyclopedia gathered all the rules from the basic line into a single hardcover that included the skill system. Meanwhile, AD&D would spend another decade forcing players to say “non-weapon proficiency” in place of “skill.”

For D&D’s third edition in 2000, the designers finally gained permission to correct old drawbacks. “We knew we wanted to make a more robust set of skills,” designer Monte Cook said in an interview. “You had thieves‘ skills, which were different and they worked completely differently, because they were percentage based. So we wanted to marry all of that together.” Like RuneQuest and virtually every other contemporary roleplaying game, the new edition would adopt a single, core mechanic to resolve actions. Players made checks by rolling a d20, adding modifiers, and comparing the result against a difficulty class number. Skills now offered bonuses to these checks.

The older D&D skill system and AD&D proficiency checks had created in impression that the third-edition designers worked to avoid. In both systems, skills seemed like a requirement to attempt many tasks, so characters needed gemcutting skill to even attempt a radiant cut. That adds up. On the other hand, surely anyone could attempt bargaining and gambling, yet D&D’s original skill checks only applied to characters with a skill.

D&D’s new d20 core mechanic meant that skills expanded to include actions characters actually did in the game. For instance, rogues got skills rather than a private table listing their chance of hiding and picking pockets. “D&D was still a class based game, but the idea that you were not a thief, so you can’t climb and you can never climb, didn’t really hold a lot of water.” The system allowed any character to attempt to hide and climb. Unskilled characters just suffered worse odds of success. Good luck with the gemcutting.

By fourth edition the games designers worked hard to reach Gary Gygax’s ideal of teamwork—but only during combat. On the battlefield, each character class served a distinct role like striker and defender. For tasks outside combat, the designers contrived a skill challenge system aimed at ensuring that every character gained an equal chance to contribute.

During fifth edition’s design, the D&D designers planned to sideline skills in favor of simple ability checks. “We’re making skills completely optional,” lead designer Mike Mearls wrote. “They are a rules module that combines the 3E and 4E systems that DMs can integrate into their game if they so desire.”

But playtesters liked the depth that skills gave characters. Also finessing the game’s math so it played equally well with or without skill bonuses doubtless proved troublesome. So skills stayed part of the D&D core. The designers still chose to rename skill checks as ability checks. This further avoids from the implication that characters need a skill to attempt certain tasks. Without formal skill challenges, fifth edition allows characters with particular skills to shine more as individuals who bring special talents to contribute to the team.

And in the end, no one had to say or type “non-weapon proficiency” ever again (unless they tell this story).

You Can Play These Supreme D&D Characters, But Should You?

When I drafted my list of supreme character builds for Dungeons & Dragons, I originally included a section that asked, “You can play this, but should you?” The answer became this post, but why even ask?

In a comment, designer Teos “Alphastream” Abadia identified the supreme builds as enjoyable concepts, but “generally horrible at the table.” Although any character can fit the right game, some optimized builds reduce the fun at most tables. Teos writes, “For me, the biggest social contract item for players is to contain whatever optimization they cook up to reasonable and fun levels.”

D&D’s design aims to create a game where all a party’s characters get to contribute to the group’s success. When a single member of the group starts battles by one-shotting the monster with a huge burst of damage, or one character learns every skill to meet all challenges, then that character idles or overshadows the rest and makes the other players wonder why they showed up.

Most skilled

DM’s guild designer Andrew Bishkinskyi singles out one optimization to skip. “The most skilled character is made to do everything, and exists by design to exclude others from play, which I don’t want.”

Early editions of D&D embraced this kind of specialization. Thieves started as the only class with any capabilities resembling skills, but rated as nearly useless in a fight. Nowadays, D&D’s class designs aim give every class ways to contribute through all the game’s three pillars of exploration, combat, and roleplaying interaction.

Most damaging

Combat makes a big part of most D&D games, so characters optimized for extreme damage tend to prove troublesome. I’ve run public tables where newer players dealing single-digit damage would follow turns where optimized characters routinely dealt 50-some points. I saw the new folks trade discouraged looks as they realized their contributions hardly mattered. DM Thomas Christy has hosted as many online D&D games for strangers as anyone. He says, “I have actually had players complain in game and out about how it seemed like they did not need to be there.” In a Todd Talks episode, Jen Kretchmer tells about asking a player to rebuild a combat-optimized character. “The character was a nightmare of doing way more damage off the top, and no one else could get a hit in.” See Sharpshooters Are the Worst Thing in D&D.

D&D’s strongest high-damage builds make ranged attacks from a distance. Such builds can leave the rest of the party to bear the monsters’ attacks. Teos Abadia writes, “Even if we don’t have character deaths or a TPK, a ranged character can create a frustrating situation for the other characters, who find themselves relentlessly beaten up, constantly targeted by saving throws, and harried by environmental and terrain damage. Over the course of a campaign, this can be tough for the party. Players may not even realize the cause. They simply find play frustrating and feel picked on. If the ranged player keeps saying, ‘hey, I didn’t even take any damage—again!’ the rest of the party might start to realize why.”

If you, like everyone, enjoy dealing maximum damage, I recommend a character powered by the Great Weapon Master and Polearm Master feats. See How to Build a D&D Polearm Master That Might Be Better Than a Sharpshooter. If you favor a ranged attacker, the strongest builds combine Sharpshooter, Crossbow Expert, and an Extra Attack feature. In a typical game, pick two.

Biggest damage novas

A few D&D players welcome characters capable of starting a fight with a huge burst of damage for an unexpected reason: These gamers find D&D’s combat pillar tiresome. By bringing a fight to an immediate end, a nova just brings the session back to their fun. Perhaps these games need a better approach to combat, or even a switch to a different game.

In groups more interested in roleplaying and exploration, players might not mind letting an optimized character 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 bat and scouting, and nobody minds letting you finish encounters at the top of round 1.

But most gamers enjoy a mix of the D&D’s three pillars. For these players, characters designed to start fights with maximum damage prove problematic because when they work, no one else participates. “The issue is that even if those characters don’t completely trivialize an encounter, they can reduce the fun of other players by taking a disproportionate amount of the spotlight,” writes @UncannyPally.

You can’t blame the players aiming for these builds. The occasional nova can create memorable moments.

“It’s only fun the first few times a character charges in and essentially one-shots the boss before you get to do anything,” writes @pocketfell. “And of course, upping the hp of the monsters just means that when the mega-damage PC doesn’t get lucky, it’s a slog through four times the usual number of hp.”

I suspect that D&D class features that power damage spikes steer the game in the wrong direction. However, I respect D&D’s designers and they seem to welcome such features. For example, paladins can smite multiple times per turn. In more recent designs, rangers with the Gloom Stalker archetype begin fights with an extra attack plus extra damage. The grave domain cleric’s Path to the Grave feature sets up one shots by making creatures vulnerable to the next attack.

Surely, the designers defending such features would cite 2 points:

  • Players relish the occasional nova. They can feel like an exploit that breaks the game, delivering a quick win.
  • Some spells shut down an encounter as well as massive weapon damage. Fair’s fair.

I argue that encounter-breaking spells rate as problematic too, but D&D traditionally limits such spells to a few spellcasting classes, often at higher levels and only once per day.

Highest AC

I accept that as a DM controlling the monsters, I will almost always lose. A defeat for my team evil counts as a win for the table, so I welcome the loss. But I must confess something:  For my fun, I like the monsters to get some licks in. Is that so wrong? Under suggestion and zone of truth, I suspect other DMs would echo the same admission. Some gamers even float the courageous suggestion that DMs deserve fun like the players.

A character with an untouchable AC doesn’t rob the spotlight from other players, but for DMs, such characters become tiresome. If you back up a maximum AC with, say, a class able to cast shield and block those rare hits, then your DM might not show disappointment when you miss game night.

To be fair, players who sell out for maximum defense wind up with few other strengths. These players enjoy their chance to shine at the end of every fight when they crow about not taking damage—again! I’ve learned to accept their source of bliss and welcome their characters. They may soak attacks, turning claw, claw, bite into useless flailing, but I can always add more attacks to go around.

Toughest

In theory, tough characters should trigger the same annoyance as untouchable characters, but the barbarians and Circle of the Moon druids actually suffer hits, so their durability feels different.

In tactically-minded parties, tough characters and characters with high AC fill a role by preventing monsters from reaching more fragile characters. If your group favors that play style, your DM surely dials up the opposition past very strong and also pairs smart foes with clever strategies. Optimized characters of all sorts often fit that style of play.

Fastest

Nobody minds a fast character. I love playing monks who speed around the battlefield stunning everything in their path. However, those stun attacks certainly bring less acclaim. See How to Build a D&D Monk So Good That DMs Want to Cheat.

Most healing

If you play the healer and miss game night, everyone feels disappointed. ’Nuff said.

Related:
If D&D Play Styles Could Talk, the One I Hate Would Say, “I Won D&D for You. You’re Welcome.”
10 Ways to Build a Character That Will Earn the Love of Your Party

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

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

Fastest

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

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

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

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

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

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

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

Most skilled

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

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

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

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

Most damaging

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

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

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

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

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

Highest AC

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

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

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

Toughest

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

Biggest damage nova

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

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

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

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

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

Most healing

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

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

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

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

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

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

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

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

How Dungeons & Dragons Gained Feats

At a Dungeons & Dragons game, I overheard a player explain that feat was short for feature.

That’s not right, but I kept quiet for 2 reasons:

  • I don’t want to be the guy who butts into conversations to say, “Well, actually…”

  • I like the feature explanation much better.

Using “feat,” a word for a stunt, as a game term for a character feature or talent bothers my wish for precise terminology. Back in the third-edition days, this word choice annoyed me to such an embarrassing degree that I griped about the misnomer on the Wizards of the Coast D&D boards. That post probably only exists on a backup tape labeled “GLEEMAX” in magic marker.

How did we end up with feats?

Designer Monte Cook explains that feats came from the development of the third edition’s skill system. Two ingredients from D&D’s history contributed to skills.

The designers aimed to combine the two threads. “What we saw was that there were certain skills that we wanted to put into the game, but they were unlike the others because there wasn’t a check involved,” designer Monte Cook explained in an interview. Some of those proficiencies granted an ability to use things like shields, but others unlocked stunts that a character learned to do.

The design team called those stunts “heroic feats. As the game element developed, the team dropped the heroic bit. “Feats opened up a way for us to give cool character powers and abilities that weren’t skills and that weren’t tied to your class.”

Gary Gygax’s Thwarted Plans for Second-Edition Dungeons & Dragons

In 1985, D&D co-creator Gary Gygax wrote a column for Dragon magazine describing his plans for a second edition of Advanced Dungeons & Dragons. “This task does not preclude later supplements, changes and yet new editions (a Third, perhaps a Fourth someday).” Imagine that.

By the time his plans reached readers in November, Gary had been forced out of TSR. Gary’s part in shaping D&D ended. TSR ignored his outline and would not start work on a second edition until 1987.

This left D&D fans to speculate how Gary’s second edition would have differed from version that actually reached stores in 1989.

Gary never sets goals for the new edition. He later explained, “The soul and spirit of the revised game would have remained the same. The change might have been likened to that from D&D to AD&D.” AD&D started as a collection of all the material published for the original game. Similarly, Gary’s outline for second edition dwells on compiling first-edition monster books and arcana into four core books. “Each is far larger than now, but the needed information is all under the cover of the appropriate tome.” (Gary added Legends & Lore to D&D’s usual three, core books.)

Most of Gary’s plans centered on selecting what parts of D&D merited a place in the new edition. By his reckoning, monks belonged in an oriental-themed campaign book and assassins should become optional. As for psionics, he wrote, “I’d like to remove the concept from a medieval fantasy roleplaying game system and put it into a game where it belongs—something modern or futuristic.”

He planned to remove rules for weapon-speed factors and weapons versus armor. Like virtually every AD&D player, Gary ignored those rules.

His offers few thoughts for new material, and none that threatened to change the game. He planned to tinker with monster hit dice, giving robust creatures more hit points and damage. Powerful individuals gained extra hit dice. “I suppose some will call that monster munchkinism.”

His best plans featured changes that reached D&D without Gary’s help. The original bard class forced players to gain levels in Fighter, Thief, and Druid before becoming a bard. Gary’s updated bard could start as a bard.

He planned a skill system that would have resembled a system he designed in 2006 for for the booklet, Castle Zagyg Class Options & Skills for Yggsburgh. This book supported a game called Castles & Crusades, a rules-light game that mixed some third-edition innovation with the spirit of original D&D. Gary’s skill system let characters trade experience points for skills that granted bonuses to checks. This approach offered advantages over the weak skill system in second edition. Best of all, with Gary’s skills, no one had to say “non-weapon proficiency.”

His plans included wizard specializations beyond illusionist and a sorcerer class that resembled today’s conjurer specialization.

Mainly, he planned to design some class ideas that he had floated three years earlier in Dragon issue 65. Then he had asked readers to rate his concepts. “Let me know which you like best, which least.” Two issues later, he reported a flood of responses.

The most popular notions, the cavalier and the thief-acrobat, reached print in Unearthed Arcana, but neither idea captured players’ imagination. Even these best concepts suggested that Gary had run short of compelling class ideas. Nevertheless, Gary still dreamed of bringing second edition the remaining classes:

  • Mystic: A cleric subclass focused on divination.
  • Savant: A magic user subclass specializing in knowledge and study. The class crossed the old sage class with divination and detection spells.
  • Mountebank: A thief subclass focused on deception, slight-of-hand, and persuasion. Gary’s short story, “The House in the Tree” included a character named Hop who describes himself as a mountebank. Hop comes across a fast-talking snake-oil salesmen, except some of Hop’s concoctions might actually work. The story appears in a collection of short tales about Gord the Rogue titled Knight Errant.
  • Jester: A bard subclass with jokes, tricks, and insults. “The class will be less than popular with fellow adventurers, I suspect, so that jesters will frequently have enemies and travel alone.” Jesters come from the same inclination that produced the sage—from an urge to design classes around every medieval profession without any mind to what might attract players to the class.

Even though none of these ideas seem compelling enough to merit a class name, I’ve seen some characters that fit all these concepts except for the Jester. Between class archetypes, skills, and spell selection, D&D now boasts enough flexibility to realize any of these class concepts. As for the jester, a bard could adopt the wardrobe, but why? Old-school blogger James Maliszewski asked, “What’s the appeal there? Perhaps I’m simply humorless and unimaginative but I have a hard time imagining either an adventuring jester or a need for a NPC class based around juggling, tumbling, and minor spellcasting.”

Next: How much would Gary’s second edition have differed from the version that reached gamers? Plus, would Gary have liked fifth edition?

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 Lack of Ability Checks Shaped How People Originally Played Dungeons & Dragons

Dungeons & Dragons includes three types of d20 rolls: saving throws, attack rolls, and ability checks. Saves and attacks come from the original game, but ability checks first got a name 12 years later. Ability checks began as an obscure rule where players tried to roll low on a d20. In second edition, the rule for ability checks only appears as one paragraph in the glossary. Today’s style of check finally arrived in 2000.

Modern D&D players make ability checks throughout the game, so a D&D game without checks seems stunted. But before ability checks, D&D players found a style that mostly avoided a need for such rolls.

In A Quick Primer for Old School Gaming, Matthew J. Finch describes this original style. “The players can describe any action, without needing to look at a character sheet to see if they ‘can’ do it. The referee, in turn, uses common sense to decide what happens.

You don’t have a ‘spot’ check to let you notice hidden traps and levers, you don’t have a ‘bluff’ check to let you automatically fool a suspicious city guardsman, and you don’t have a ‘sense motive’ check to tell you when someone’s lying to your character. You have to tell the referee where you’re looking for traps and what buttons you’re pushing. You have to tell the referee whatever tall tale you’re trying to get the city guardsman to believe. You have to decide for yourself if someone’s lying to your character or telling the truth.

To players who still favor D&D’s early versions, the lack of ability checks counts as a feature. Faced with an challenge, players must observe and interact with the game world. Instead of scanning their character sheet for solutions, players rely on their wits and ingenuity. Without checks, the game tests player skill more than character stats.

The absence of checks encouraged dungeon masters to assume that characters brought enough competence to succeed at ordinary tasks. For example, if characters wanted to bind a prisoner, they tied him up. But in third edition, characters relied on Use Rope skill, which often painted heroes as ridiculously inept at knots. I once played a convention game where a DM stretched Use Rope failures into hours of tiresome gaming. DMs can always skip a check for a simple task, but the presence of a skill tended to encourage checks.

Early characters could tie knots and they found pits by tapping on the floor with a 10-foot pole, but they still attempted actions that defied common-sense resolutions.

In the original game, common tests of an ability each brought a separate rule. To see if characters perceived a secret door, the dungeon master rolled a d6. Typical feats of strength relied on two different mechanics: Bending bars and lifting gates required a percentage roll, but bashing doors required a d6 roll.

If a situation came less frequently, the game offered no rules. So how could a dungeon master decide whether a character crossed a tight rope?

In the Advanced Dungeons & Dragons Dungeon Master’s Guide, Gary Gygax describes his approach. “Allow the dice to control the situation. This can be done by assigning reasonable probability to an event and then letting the player dice to see if he or he can make that percentage.” Gygax made up rulings on the spot to suit whatever seemed “correct and logical.”

This approach led to the jumble of the original D&D rules. Faced with a game situation, Gygax tended to invent a roll that settled the outcome. If the situation came up enough, the method become a rule.

Many dungeon masters felt uncomfortable embracing Gary’s improvisation. D&D players frequently try things that test a characters’ ability scores, and DMs wanted a fair and easy way to decide the outcome. Their players wanted consistency too. Rules become the laws of physics in the game world. If a rule exists for an action, players understand how it’s resolved and their chance of success. Players enjoy that transparency.

The first ability check mechanic reached print in 1976, but ability checks would take decades to become a foundation of D&D.

Next: Ability checks—from the worst design in role-playing game history to a foundation of D&D.