This chart is worth the price of admission. The concept is wholly sound, playable — if simplistic, which is entirely forgivable, since it's the prototype of a lot that was to follow. The argument that the later DMG overdid this is fair... I'm not included in that number, but I can understand that the straightforwardness of this is a breath of fresh air, given all that was to follow.
The need to balance clerics and mages, too, makes sense, since fighters have to be given something that puts them ahead of the other two classes. That all attacks cause the same damage has been embraced by a large number, though I think it tosses out a significant game choice in testing one weapon's power against the space required, it's weight, it's durability if dropped and the number of hands it needs. But all that doesn't really need to be a part of the game, if the DM feels a need to cut the detail somewhere.
The accompanying page 20, too, is straightforward... and heck, this is the centrepiece of the game. So long as this was constructed well, the remaining inconsistencies and mess of introductory content could be ignored. I played hundreds of hours of D&D that consisted of just fighting one group of monsters against another, or one party against another, because the feel for not knowing how it would come out was enough to seize my imagination at the time.
The accompanying page 20, too, is straightforward... and heck, this is the centrepiece of the game. So long as this was constructed well, the remaining inconsistencies and mess of introductory content could be ignored. I played hundreds of hours of D&D that consisted of just fighting one group of monsters against another, or one party against another, because the feel for not knowing how it would come out was enough to seize my imagination at the time.
My first post talks about how my 1st level fighter, needing a 14 on this table to keep from being turned to stone, failed. I only know I needed a 14 because now I can look at the table... hell if I could remember it otherwise. I didn't complain when it happened. I was hopelessly confused and I didn't know what a basilisk was, but once the concept was explained, I was ready to roll with it. My personal character's success was not what mattered to me; what mattered was the concept of this game, and how that blew my mind. It really did change my perception of what a game could be, and as is self-evident, effectively my life as well. I wound up giving myself completely to this. While others went off to be other things, I stayed and did other things so they could support this. A fair evaluation of that would be to say I was, and am, obsessed.
But that doesn't blind me to the problems here, which I don't need to dig into again just now. I repeat, these guys were not geniuses. For all the cleverness of the above tables, and the pleasure I've found in implementing them and offspring they spawned, nothing in the above is more complicated than might have appeared in any of a hundred wargames that were actively being played at the time. Just as the comment I made about repulping car ad content in a post yesterday, the same goes for the familiarity we all had with tables that designated hitting, movement, interdictory fire, retreat, enfilade and half a hundred other things that made straight up box tables. Good on these guys that they knew how to copy well. Good on them that they understood how to adapt the concept to this particular ideal. But don't miss that the above is quite simple. It's not rocket science. It did not take a "genius" to make. Calling these guys geniuses just because they succeeded is not a defacto truth. It's absolutely possible to pull a Homer. Rich business folk do it all the time.
Which brings us to a completely different discussion regarding the White Box. There's little value to be found in debating the existence and coordination of spell-use. Obviously it worked. I'd argue that this, better than the combat table, provided real value to the game as a whole, since it solved the esoteric, hard to visualise problem that magic creates.
Consider. A boardgame assumed a bounded reality: movement rates, attack ranges, line of sight, terrain effects and so on. Every rule depends on stable physics: what can you see, how fast can you move, what are the dictates of ballistics, a simple understanding of what can and cannot happen. The concept of magic — and here, think of it before D&D solved this — obliterates the framework. The very idea supposes that effects can be created out of thin air, in an unbounded fashion that ignores physics. Line of sight may not be necessary, range is a movable feast, movement isn't even necessary for the caster — or its achieved by teleporting or levitating in ways that typical wargame combatants cannot.
Even the visual represention of magic is a huge challenge. Your figure, your friend's figures are represented on the board; but the moment that magic happens, it is both physical and not; a blast is assumed to take out this number of enemy, or damage them somehow, but the actual representation of the magic isn't necessary, since it happens in a blip of time. Thus, all of that, like a flying arrow, doesn't get represented... it has to be imagined, which necessarily tests the participants to keep up with that. So all of that magic, once created, has to be memorable enough so that when I say "protection from evil" or "hold person," you must know what I'm talking about. In fact, everyone at the table does. Think of it as consensus hallucination. We say the fireball happens in this circle, and every player appreciates what that means, together. Habitually.
This abstraction is an enormous hurdle to overcome. And for a lot of us here, thinking about trying to explain spells to some players, it's still a hurdle that exists.
Suppose you're going to fashion a group of spells from scratch, and you don't have the above to work with. Some of this was made for Chainmail, so assume you don't have that either. It's 1969, you've got the moon landing in the background and you're thinking, hey, "What if I wanted to create a list of spells that a warlock or witch could conceivably cast in a wargame. What would I start with?"
You see the issue. Even the decision to do that is an enormous connection that needs to be made. The idea of people casting spells has been around for about 15 centuries and yet, aside from Alistair Crowley, who's ever tried to codify them? And let me tell you, what Crowley codified is not D&D worthy.
But that doesn't blind me to the problems here, which I don't need to dig into again just now. I repeat, these guys were not geniuses. For all the cleverness of the above tables, and the pleasure I've found in implementing them and offspring they spawned, nothing in the above is more complicated than might have appeared in any of a hundred wargames that were actively being played at the time. Just as the comment I made about repulping car ad content in a post yesterday, the same goes for the familiarity we all had with tables that designated hitting, movement, interdictory fire, retreat, enfilade and half a hundred other things that made straight up box tables. Good on these guys that they knew how to copy well. Good on them that they understood how to adapt the concept to this particular ideal. But don't miss that the above is quite simple. It's not rocket science. It did not take a "genius" to make. Calling these guys geniuses just because they succeeded is not a defacto truth. It's absolutely possible to pull a Homer. Rich business folk do it all the time.
Which brings us to a completely different discussion regarding the White Box. There's little value to be found in debating the existence and coordination of spell-use. Obviously it worked. I'd argue that this, better than the combat table, provided real value to the game as a whole, since it solved the esoteric, hard to visualise problem that magic creates.
Consider. A boardgame assumed a bounded reality: movement rates, attack ranges, line of sight, terrain effects and so on. Every rule depends on stable physics: what can you see, how fast can you move, what are the dictates of ballistics, a simple understanding of what can and cannot happen. The concept of magic — and here, think of it before D&D solved this — obliterates the framework. The very idea supposes that effects can be created out of thin air, in an unbounded fashion that ignores physics. Line of sight may not be necessary, range is a movable feast, movement isn't even necessary for the caster — or its achieved by teleporting or levitating in ways that typical wargame combatants cannot.
Even the visual represention of magic is a huge challenge. Your figure, your friend's figures are represented on the board; but the moment that magic happens, it is both physical and not; a blast is assumed to take out this number of enemy, or damage them somehow, but the actual representation of the magic isn't necessary, since it happens in a blip of time. Thus, all of that, like a flying arrow, doesn't get represented... it has to be imagined, which necessarily tests the participants to keep up with that. So all of that magic, once created, has to be memorable enough so that when I say "protection from evil" or "hold person," you must know what I'm talking about. In fact, everyone at the table does. Think of it as consensus hallucination. We say the fireball happens in this circle, and every player appreciates what that means, together. Habitually.
This abstraction is an enormous hurdle to overcome. And for a lot of us here, thinking about trying to explain spells to some players, it's still a hurdle that exists.
Suppose you're going to fashion a group of spells from scratch, and you don't have the above to work with. Some of this was made for Chainmail, so assume you don't have that either. It's 1969, you've got the moon landing in the background and you're thinking, hey, "What if I wanted to create a list of spells that a warlock or witch could conceivably cast in a wargame. What would I start with?"
You see the issue. Even the decision to do that is an enormous connection that needs to be made. The idea of people casting spells has been around for about 15 centuries and yet, aside from Alistair Crowley, who's ever tried to codify them? And let me tell you, what Crowley codified is not D&D worthy.
Magic in literature and myth is story-motivated, not strategic. It obeyed the emotional logic a writer needed, not the qualitative framework of a board game. The game needs range, duration, something that challenges the magic's automatic effectiveness... and none of this exists as a concept as the crew of the Eagle are nearly crashing on the moon. So where do you start?
To begin with, the range concept comes first. Magic is a sort of ordnance. That gets us out of the myth and folklore story stranglehold. If we see magic as a tank shell, that presupposes that it isn't cast by virtue of imagination. You can only cast your magic "bomb" so far, and otherwise according to fixed principles: line-of-sight again, with area of effect.  The duration of that effect matches other game elements such as dropping smoke upon an enemy position, which is established logically by real world combat simulations. The amount of effect, the number it affects, that gives a graded scale of how dangerous the magic bomb is... and that permits a heirarchy of scale. This magic is a 1st level "bomb," that's a 5th level "bomb" and so on.
The limitations of the bombs becomes self-evident. Just as a tank hasn't infinite shells, the mage can't have infinite bombs. In fact, we can reason that a lot of them, like fireball, are so dangerous that if the mage can manage then more than once a mass combat, it overloads the mage's power... so we imagine the mage's "magazine" being loaded with a group of individualised shells, none of them the same, so that there are enough shells to be fired to keep the mage in the game, but not all of a type that overtips the balance.
The limitations of the bombs becomes self-evident. Just as a tank hasn't infinite shells, the mage can't have infinite bombs. In fact, we can reason that a lot of them, like fireball, are so dangerous that if the mage can manage then more than once a mass combat, it overloads the mage's power... so we imagine the mage's "magazine" being loaded with a group of individualised shells, none of them the same, so that there are enough shells to be fired to keep the mage in the game, but not all of a type that overtips the balance.
This concept of battlefield mechanics is what keeps the magic system from getting out of control, giving it a sensible, internally consistent and quantifiable structure. The scarcity of shots is absolutely necessary — otherwise, the combat balance of the mage is shattered and the overall system as well. This system has endured, despite later iterations, because the magazine structure was respected. Later game editions ignored it. The result has been the necessity to turn the fighter into ordnance as well, which as completely flattened the game into a boring, meaningless broth. Except for the words used, every class is essentially the same gun.
But the temptation has been to presume that spells in the game are, well, "magical." But the magic system was never about the fanciful beauty of showy imagination. It's about importing the language of artillery tables into the imagination, and calling the resultant physics "magic."
The real nuance is in how the "magazine" was able to include ordance that had nothing to do with battlefield mechanics. Read languages, light, locate object, wizard lock, clairvoyance and -audience, water breathing... these were problem-solving ordnance, designed specifically to allow the players to overcome specific game obstacles outside the combat system. This is where the system truly shines, because it excuses the game from the endless combat treadmill without presupposing the only exit is role-playing. Such spells proliferate for the mage in later systems, as it became clearer what the game could be about.
With this in mind, look at the cleric spells. More than a "healer," the character is an enabler, one that helps avoid traps, acquire knowledge from animals, identify powers outside the ken of others, even force the will of others to pursue solutions. While the mage really is the tank of the party, the cleric is the intelligence office, running the M*A*S*H unit as well.
Looked at this way, we can see the cleric isn't a "weak mage" and it's just the party medic either. It's an interlocking system that permits the party to attack, prevent, repair, recon and maintain morale, while generating the ongoing process of game narration, both inside and outside the active adventuring itself.
That's the brilliance hidden in the simplicity of the early spell charts. They define not just what a character can do but what role they play in the team’s operational structure. The cleric is command and control, the mage is fire support, the fighter is the line unit, and the thief (once introduced) becomes reconnaissance and infiltration.
But the temptation has been to presume that spells in the game are, well, "magical." But the magic system was never about the fanciful beauty of showy imagination. It's about importing the language of artillery tables into the imagination, and calling the resultant physics "magic."
The real nuance is in how the "magazine" was able to include ordance that had nothing to do with battlefield mechanics. Read languages, light, locate object, wizard lock, clairvoyance and -audience, water breathing... these were problem-solving ordnance, designed specifically to allow the players to overcome specific game obstacles outside the combat system. This is where the system truly shines, because it excuses the game from the endless combat treadmill without presupposing the only exit is role-playing. Such spells proliferate for the mage in later systems, as it became clearer what the game could be about.
With this in mind, look at the cleric spells. More than a "healer," the character is an enabler, one that helps avoid traps, acquire knowledge from animals, identify powers outside the ken of others, even force the will of others to pursue solutions. While the mage really is the tank of the party, the cleric is the intelligence office, running the M*A*S*H unit as well.
Looked at this way, we can see the cleric isn't a "weak mage" and it's just the party medic either. It's an interlocking system that permits the party to attack, prevent, repair, recon and maintain morale, while generating the ongoing process of game narration, both inside and outside the active adventuring itself.
That's the brilliance hidden in the simplicity of the early spell charts. They define not just what a character can do but what role they play in the team’s operational structure. The cleric is command and control, the mage is fire support, the fighter is the line unit, and the thief (once introduced) becomes reconnaissance and infiltration.
And then the later game, after AD&D, fucked all that up, partly by treating every character as though they could "do it all," and then pretty much steamrolling over the game so that there was no game to play. The interplay between these classes has been so overwritten now it's rarely understood how well they worked together.





Huh. Yeah, I've never considered what a radical leap the magic system was...although you're absolutely right. Hard to think of it coming from anyone BUT a wargamer (with ideas about artillery and such).
ReplyDeleteCan we have a sidebar (or digression) post discussing how "AD&D fucked all that up" before we get to #14 in this series?
There's a comma missing. Should read, "And then the later game, after AD&D, fucked it all up..." I see why you read it as you did, without the comma it looks exactly as you say. I'll fix that. I was referring to the later mess with point buy systems and multiple spell use.
ReplyDeleteYou can't see Gygax just shrugging and saying "Do what thou wilt shall be the whole of the law?"
ReplyDeleteSorry, low hanging OTO fruit...
Something I'm noticing throughout this series is that OD&D seems essentially to have the problem of not containing the rules to play OD&D. Not to change the subject, but the fifth edition is so much worse.
ReplyDeleteI've just started running the fifth edition for some friends of mine, and my God...it's hard to even begin. The game contains rules for creating characters. Nothing else. Combat is an endless series of interpretations for nebulous and incomplete rules. Outside of combat, there's not even that. There are no rules for hirelings, loyalty, morale, economy, territory, politics, terrain, travel (except some very incomplete asides in the DMG.) The simplest of actions can be met only with a blank stare or a hasty ruling. Sneaking up on an enemy? No rules for it. There's a stealth skill, you can always call for a check using that skill. How high. Number should the player have to hit? Search me.
It's odd....I've read the 1st, 2nd, and 3rd edition manuals, and all of them seem built around the assumption that you might want to actually *play* the game, and so you might want some rules to do so. But OD&D, 4e, and 5e seem to be without that assumption.
I wonder what was the cause of this brief (well, 20 year) golden age. Say what you will about 3e, at least there were rules for things other than how many superpowers your first level cleric had.
Apologies for some grammar/punctuation errors in the above. My phone won't let me see what I'm typing while I'm typing it.
DeleteWith OD&D, it's understandable; the game is just being explored, it's a larger tiger than anyone realises and the effort that follows is one of faith and resolve to solve those problems. AD&D is the apotheosis of attempts to solve game issue problems with rules across the board... but Unearthed Arcana shows the cracks in the philosophy. A larger contingent, spurned on by what's "popular" in Dragon Magazine, believes the largest "problem" is that there aren't enough classes, nor enough spells, nor enough magic, to make the game fun.
ReplyDeleteAn attempt is made to provide nuance to the game through Deities and Demigods, but this book ends up being pretty much a curiosity; it solves only the barest minimum of issues (god-like ability stats) while thinking that "more religion" is a good thing in a world that, in the '80s, was fast-tracking its way into materialism. Oriental Adventures takes a stab at "worldbuilding" but it proves so clumsily done that it falls flat on its face. Last and foremost, Wilderness Adventures seriously tries to get the game out of the dungeon, but the attempt is so amateurish, so clumsy, that the systems prove to either create too much cowbell, or no cowbell at all.
Ultimately, Wilderness Adventures breaks the community. In a fingersnap the mindset changes from, "Let's fix AD&D" to, "AD&D is hopelessly broken, let's go back to the drawing board." This doesn't necessarily happen because people are anxious to rush back and start again, it's that they don't believe they have another option at this point.
Essentially, they convince themselves that the flaw here isn't "we're not smart enough to fix this" to "there must be inherent flaws here." Unfortunately, 2e essentially does nothing to fix any flaws, merely restructuring them in a way that solves nothing. The attempt crashes and burns. 3e then proceeds to utterly rebuild the system into a monstrosity that can't be supported, but DOES sell a lot of materials and books. By 3.5, we're firmly in the territory of, "We can't fix what's wrong, but look at all the money we're making!"
From there, it's just a long descent into 5e. It no longer matters how the game is played. "New School thinking" imposes a list of philosophical approaches that does all it can to sell the absence of game play. That's where you are in your game. Your DMing isn't MEANT to be supported. The makers don't exist to help you... they exist to convince you that you have no other choice but to keep buying product.
I don't know if you've heard about this new 5th edition remaster for 2024, or if you're fortunate enough not to have. Nothing meaningful about the game has been changed except a few mechanics to allow even more instant gratification. Fighters in 5e had something called a. "Second Wind," now they have two second winds. That kind of thing.
DeleteIt reminds me of MMOs where they sell the privilege of having some powerful items or levelling up for free. The new players book is more than half character creation. It's just a huge list of powers tto tack on at first level. Famously, the 5e rules don't even support characters past 8th or 10th level. They barely play tested anything past then. It's all about the first level character sheet. All about inventing the OC.
Im running the 2014 rules and playing in a game using the 2024 rules right now. The 2014 rules have some distant semblance of the true game.
I wouldn't quite agree with the characterization I gave above that the 2014 5e rules, the original 5e rules, are totally devoid of worth. Competently run, I have seen games go well using them. But the 2024 rules are a sluice of pure crap. A pure cynical cash grab signifying nothing.
Ergh. Now I'm not contributing anything, I'm just complaining. Sorry about that.
Not at all. Remember, though, you're communicating with someone who went his own way in every possible manner. I quit playing "AD&D as written" within a month of obtaining the books in December 1979. My combat system ceased to be recognisable as ANY D&D game, then or since, in 1984. My approach to followers and henchfolk became unique in 1986. My character generation stepped away from AD&D in 2002. My approaches to setting vastly dwarfed the ordinary game by 2008. My experience system ceased to be that of the game in 2012. And my sage abilities system now is the defining condition of nearly every part of my game, having been fully embraced in 2017.
DeleteEvery single part of my game has been rebuilt. I don't use an official edition. I play rules that only those who have borrowed mine from my wiki also play by. So all this edition stuff, what the company did in 2014 or what it's done since, is known to me, but it's as alien to my rules are are those of Settlers of Catan. I don't play your D&D and I never will. All I can really do or say is: "Yeah, sure, not surprised its sucking for you."
I did used to run that way. For about two years I ran an increasingly homemade version of DnD Basic which my friends called either (My real name) Edition or else Schmungeons and Schmragons (based on a joke from my then-girlfriend.) Incidentally, I did use a number of rules from your wiki. Your experience system went over extremely well. Your stunning system went over extremely poorly, though that was toward the end when everything was going extremely poorly.
DeleteAnyway, I'm no stranger to personal rulesets, and that worked a lot better for me than 5e is. I just got sick of having to teach everyone the rules, and remind everyone of the rules, and almost everyone I know knows how to play by the 5e rules (though strangely, nobody but I seems able to remember how critical hits work...) For the first few sessions, the trade-off seemed worth it, but I'm starting to think it isn't.
Still, 5e is not *quite* as bad as I thought it would be, particularly with houserules. But I don't think I'll run it again after this campaign runs its course. Maybe I'll still play it, but not run it anymore.
My last campaign ran from 2005 until 2017. We tried to get it back together and it ran for about 6 months, up until earlier this year. But the players have gotten into their 30s, they're not as committed now and they have those kind of adult problems that deny them the easy freedom to play. So it collapsed. I'm not running a game right now.
DeleteWith a long, single campaign and a consistent group of players, there's no need to re-teach. In my years of playing D&D, I have run in person three very long campaigns. I have never attempted to run any sort of game that includes a point where the "campaign runs its course." Therefore, I cannot speak to your problems in this regard. I have no experience there.