Showing posts with label AD&D. Show all posts
Showing posts with label AD&D. Show all posts

Tuesday, January 13, 2026

Strength Issues

Today's post is only going to be this. I'm not a hundred percent sure of my facts; I searched the Players Handbook and DMG and couldn't find anything discounting this:

Strength

What we see on the right hand table are the benefits that fighters — and where the number 18 appears beside additional notes, only fighters — gain from having a strength above 15. The five rows that begin with "18/(01-50)" are described as "percentile strength," which we will discuss, but which first must wait while we discuss the bonuses offered "to hit" and "damage."

Described as hit probability by AD&D (a misnomer), the "to hit" table indicates the modifier the character with that strength adds or subtracts to the d20 when attempting to hit. Note that where strength is less than 8, a negative modifier is applied, so that a character with a 7 strength, rolling a d20 with the result of a 10, would count it as a 9. No benefit at all is gained to hit for strengths between 8 and 16, which should indicate to the player that unless they have a 16 to spend as an attribute on strength, it is not a good idea to choose a fighter as a class. True enough, the reader might remember that half-orcs gain +1 to their strength on account of being of that people; also, its worth noting that a person who is mature in age also gains +1 to their strength. Of this latter, there is only one race where the starting age permits this — the dwarf, with a 78.3% chance of rolling 11 or more on 5d4, has a good chance of reaching 51 age and thus being mature. Under these conditions, if the player had a 16 that could be placed under strength, it would be transformed to a 17 if the character were a half-orc, with a very good chance of it becoming 17 if the character were a dwarf.

Described as a damage adjustment by AD&D, it really is just the bonus damage that is added to the character's weapon die or dice when an opponent is hit. If a flail normally does 2-7 damage (1d6+1), then a 16 strength adds +1 to that damage, causing 3-8 damage instead. As before, choosing a half-orc or a dwarf as a character class can transform a 15 strength with adds no damage bonus, into a 16, giving at least +1.

Again, it can be seen that if a character has a strength of 5 or less (and only one character class exists that can have a strength this low, that being the illusionist), then 1 point of damage is subtracted whenever a hit against an opponent is achieved.

As written in AD&D, "fighters" with an 18 strength are entitled to roll percentile dice in order to generate a random number between 1 and 100. This number is obtained by rolling two d10, defining one as the 10s digit and the other as the 1s. Thus, we might roll a "3" on the first and a "4" on the second, which would be read as "34." If a zero is read on the first, then a four, the result would be read as "4." Two zeros would be read as "100." On the table, this is shown as "00" and is colloquially described as "double-zero" or "double-naught." The rolled number above is attached to "18" thusly: if the player were to roll "34", the character's strength would be described as "eighteen thirty-four" — and would give the bonuses as written (+1 to hit, +3 damage) that are found on the row 18/(01-50).

Hereafter, AD&D's rules falter. No explanation is given as to what happens if a character starts with a natural 18 attribute, rolls the strength percentage and then gains a point of strength due to maturity or background. No rule is given if a point of strength is lost due to becoming middle aged or old. No explanation is given for the existence of the line that shows an 18 strength but no percentage next to it. If a character has a 17 strength, reaches an age of maturity and adds a point of strength, or adds that point because they are a dwarf or half-orc at the start of the game, does it count as an "18 +2+3" (the manner in which the bonuses are habitually written) or do they automatically roll a percentage? These questions are not addressed. Further, the appellation "fighter" as the "only" class permitted to have exceptional strength is not defined as to whether it means only the fighter class, or if exceptional strength applies to all fighter classes, including the paladin and the ranger.

In standard practice reaching back to the 1970s with the start of D&D, these issues encouraged some to discount exceptional strength altogether, counting an 18 as +1+2 only; some argued that the excessive bonuses overbalanced the fighter anyway. Most assumed exceptional strength applied to both the paladin and the ranger. A house rule of +10% or -10% applied to adjustments to percentile strength, so that a character with an 18/34 strength would become 18/44 upon reaching maturity. As there are other ways in the game to lose or gain strength by magic, these adjustments helped solve the problem that arose through AD&D's silence. Some fixes were later brought in with the publication of the book, Deities & Demigods, but because this was not counted as one of the three original books, many did not count Deities as canon.

Because of the importance of the fighter and strength bonuses to the game, this was one of the flaws of AD&D that would prove fatal as the game community evolved.

(p.s.... passed 100,000 characters)

Monday, January 12, 2026

Fencebuilding

Hold onto your britches, because before this post is over, I'm going to praise the White Box set and AD&D both.

I grew up in a house that was built the year when I was born, 1964, and was occupied by my parents within the year. They paid $51,000 for a 2,400 square foot bungalow, counting the basement and main floor. I became conscious enough later to understand that most of the residents on the street were making around $25,000 on a single person income, with that number steadily rising through the 1970s and 80s. It was my only residence as a kid and after I moved out, my parents continued to live there until my mother died in 2012, and my father was forced to move out for health reasons in 2017.

As such, I watched the same neighbourhood change and flow over the first 53 years of my life... less, if we don't count the first four years. I watched trees planted, grow old and die. I saw lawns landscaped and then re-landscaped again to restore the grass. I knew childhood friends and acquaintances who inherited their parents' houses and raised their own kids there. Feuds came and went, neighbours came and went... and there were a lot of fences that were built, then rebuilt, then rebuilt again. Quite a lot of them were fences I hopped when I was young.

And because everyone on the street went from house poor to comfortable to high middle class, I saw attitudes towards yardwork change and adjust from the bare minimum to excess demonstration of homecare to paying someone else to do it.

All this is to set up a metaphor that I hope lands. Where it came to building a fence when I was about ten, it was possible to identify three kinds of resident. There was, first, someone like my father. He grew up in tiny village-towns in Alberta's backcountry, where he learned how to build fences as a boy because it was a way to make a quarter. He went on from there to build firebreaks as a novice firefighter, to building oilrigs in Colorado and Nebraska while he was in university, where he studied to be an engineer. When my father built a fence, he dug fencepoles down nine feet, because damn it, not only is this fence not going to lean, it's going to defy soil creep.

The second group are those who knew it was their responsibility to build their own fence, because it was needed and they didn't have the money to pay someone. So... they did the best they knew how. They knew it wasn't that great a fence, they knew it wasn't going to hold up forever... but thankfully, those who kept their jobs and did not move onto other things also lived long enough to reach they day when they could pay for a profession to come and remake their fence. Which is what they did. They didn't pretend they were fence-makers. They did the best they could until they found someone who could do better.

Then there's the third sort. And on our street, and most like streets, this is one fucking guy, and thankfully only one. This is the guy who has no idea how to build a fence, who does a piss poor job of it... but when it's built, they think it's beautiful. They think it's the Mona Lisa of fences. And the person on the other side of that property, that has to live with this junky row of haphazard lumber until, finally, a hailstorm blows it down, they daren't say one thing about that fence. Because this fence-builder is prepared to stand on his side and scream loud enough for the whole neighbourhood to hear about how great his fence is.

That one guy? That's Gary Gygax.

If the White Box set had found an editor, some one who could have looked at the project and identified the problems that I've seen — mostly issues of writing, continuity, explanation of terms and inconsistencies — the work would right now be vastly better. It's understandable, given that it was published with just $2,000, that an editor was out of the question. But suppose, when the money did come rolling in... and it did, because the new company TSR had the money to publish the hardcover Monster Manual in 1977, just three years later. But suppose that instead of rushing into that book, holding it off for another year, the designers of the White Box had just upgraded that work with the help of an editor and a better printing press? Suppose they had used the artists they had for the Monster Manual and respectfully illustrated it. Just suppose that when someone outside the mindset had said to one of the writers,

"This passage here?  Could you rewrite it and make it make sense? Oh, and I notice you haven't explained this rule you refer to fifteen times through the work. We can figure out a way to lay out the book to fit that rule in. If you haven't the time, explain the rule to me, and I'll have one of my copyreaders write it. You can sign off on it. What d'ya say about that?"

Sure, we'd still have that old original White Box, it would be a cute reminder that things don't always start well. But we'd have this hard cover straight-forward book describing those original rules in a way that made sense, that had structure, that were able to defend what they meant... and all it would have cost was to recognise that for all their idealism and game play experience, in reality none of these guys actually knew how to build a fence... er, knew how to actually publish something competently. I wouldn't now be able to kick the thing around nearly as much as I do. I think, honestly, it could have been quite an awesome, rational, really game beneficial piece of work.

Except, well... Gygax.

We know the record: editor-hostile correspondence, his public statements about rules authority, his reactions to criticism, the way AD&D was positioned rhetorically as both definitive and yet immune to correction...

An editor could have fixed everything. AD&D is only "flawed" because it's half-complete. Half-explained. Badly explained. The system, for what it does, is fine. But its so chock-full of badly organised mis-matched content, in some places scattered weirdly between the DMG and the Players Handbook (er, ahem, armour), in some places lacking the sentence that defines the term or the paragraph that explains why these other three paragraphs are being included... mixed in with declarations by a man who thought his fence was the bestest, most perfectest fence that's ever been built... that AD&D only looks like garbage.

Everyone knows the story about how George Lucas was seriously fucking up as the director of Star Wars. It was way beyond his ability as a director, the technical issues were way outside his ken, the coverage shots weren't consistently living up to the needs of the production... and frankly, it really did look like the film was going to crash and burn. The production itself was troubled. The shoot in Tunisia was plagued by weather problems, equipment failures, and logistical chaos. The special effects work was far behind schedule and had to be reinvented almost from scratch, which is why Industrial Light & Magic effectively came into existence during the film rather than before it. Early footage coming back to the studio did not inspire confidence. Studio executives believed they might be looking at an expensive failure, and Lucas himself was reportedly physically ill from stress during post-production.

The decisive intervention came when professional editors, most notably Marcia Lucas, along with Richard Chew and Paul Hirsch, restructured the film aggressively. Entire scenes were removed or reordered. The opening was tightened dramatically. Redundant exposition was cut. Cross-cutting was introduced to build momentum and emotional stakes, particularly in the Death Star trench run, which in early cuts was inert. Crucially, Lucas did not fight this intervention. He allowed the editors to do their job. The final structure of Star Wars—its pace, clarity, and emotional coherence—is largely a product of that editorial work.

It was only later, after having smoke blown up his ass for two decades, that Lucas became impossible to work with. And we know what happened.

That could have been Gygax's trajectory. He could have realised his limitations, he could have stepped aside and let wiser heads prevail. But by the release of the DMG, there were few editors who would work with him. Then he, like Lucas, could have taken all the credit for what the editor did... because publishing editors, like film editors, are used to that. No one is ever going to remember the ten best editors in Hollywood outside the cadre. Hell, most people don't even know a film is edited by someone else... they assume the director is doing it.

Yeah, I know! It's incredible.

But no, not Gygax. He wasn't going to listen to anyone. This was his fence, damn it, and it was perfect. And this is how we got here.

Yes, AD&D has problems. And yes, my last post was about my willingness to take it apart like the bones of a chicken. But if anyone here actually wants to read the account I'm writing, apart from the failings in the rules, there are rules that exist and are perfectly fine. The base structure is there; it's just that everyone whose looked at AD&D these last forty years and found a problem with it have thought, "That's got to go, so I build my own damned fence!"

Only, none of these guys are fence builders either. And like Gygax, they also seem to have no fucking idea.

Now... and I'm not happy to say this, but... I'm my father. I'm digging the posts nine feet deep to make this fence stand, and you'll see that when I'm done, yes, in fact it will. And then you'll have to admit, in the end, that AD&D's not such a bad system after all. Like Charlie Brown's tree, it just needs a little of the right kind of love.

Sunday, January 11, 2026

Criticism by Submarine

Because I could, I reformatted the content I've been putting up on the wiki into PDF format, similar to my Lantern, as a gift to those who already support my writing and this blog.  If you donate $7 or more monthly, thank you!  I know that it's easier to read a PDF than is a wiki, while it also gives me a chance to play around and create a few images to go with the content.  The present content created this week managed to reach 24 pages of the PDF. Quite impressive.

The PDF can be found on my patreon page. I will continue to create the version that's on the wiki, but for those who want a little more, I'll make the effort and keep up the PDF file as well. It's a little more bothersome than cut and paste, took me about three hours today to reformat, but it also looks so nice I think it's worth it. 

I have been thinking about other things. The March issue for the Lantern is due the end of this month as an advance copy, so I'll be putting more time to that. Maxwell asked with the last post why I was doing this for AD&D and not for my own version — I gave an answer in a comment, but I felt I should do a better job of it, so let's wade in.

For a year I've been listening to JB of B/X Blackrazor (and others, but mostly JB) pitching hard for AD&D over other game systems. I fully support his agenda; he wants to send the message that in fact the game's only gotten worse since 1983 — and I'll throw in, without let-up — and he feels it best that others know this. "Just try it," he's saying, which is fair so far as it goes.

When I tried AD&D back in 1979,  how could I have known there was ever going to be another version? I didn't even know there was going to be an Unearthed Arcana, or that people would get excessively frustrated about clerics that weren't allowed to use bludgeoning weapons. I didn't know "fantasy" was going to get redefined, or that "role-playing" would be, or that the crummy little modules, which none of the DMs I played with at the time used, because they all felt they could do better — and so did we players — would one day become "classics" that people would be willing to play over and over? No, I didn't predict any of that. I assumed these were the books we had, that this was more than enough D&D for anyone, and that where there were problems, well, a little thought could fix that.

Sure, I noticed back in 1980, after I got my copy of the DMG, that the halfling druid didn't have an age roll. I saw that the gnome and the half-elf had no bonuses or penalties to their ability stats, which I thought was stupid given that they were non-humans just like the other four races. I could see with my teenage eyes that there was all kinds of stupid with AD&D. And I don't mean the clerical/mage weapon limitations! A child could recognise those characters had spells, why should they be given all the weapons too? Fighters didn't have spells! They deserved to rule over their section, right? Was obvious.

So in 1981 and '82, once I'd gotten my feet wet as a DM for more than a year, I began "fixing" stuff. I didn't wait for permission — the DMG made it perfectly clear it was already given. I talked over what I wanted to change with the players and we pooled ideas. When we tried the changes, they worked. We did not think someone else was going to come along and fix this stuff! That was crazy! Who would have? Someone else had already invented the GAME... how do you reinvent something that's already been invented?

With lots and lots of stupid, it turns out.

Forty-five years later, my game is still recognisable as AD&D, but obviously it isn't. AD&D is like the property that still faces the street, while I've bought all the back country behind the house and rebuilt this entire living space that only a few have seen. And when they do see it, like JB, they muse, they observe, they say, "Sure, you could do it that way," and then they go back to playing their crappy, shitty, ancient version of the broken game it always was and pat themselves on the back for not player a worse game. Which is, admittedly, a step up.

So why, as Maxwell asks, am I deliberately choosing to teach AD&D and not my game? It depends on how we look at it.

Yesterday I presented Chat's opinion of my approach to Introducing Gameplay without the editorial mode. How about we try it with:

"Where the writing wobbles is less about grammar than about consistency of register and the degree of commentary. You have two voices braided together: the instructor voice that is careful about sequencing, and the polemic voice that wants to settle scores with designers, nostalgia, and bad pedagogy. The polemic voice is not a problem in itself; it gives the book identity. The issue is that it sometimes expands inside a section that is otherwise doing careful, incremental work, and it can feel like a lateral digression just when the reader expects forward motion. For instance, “amateurs throwing soup at a wall” is vivid and memorable, but it also changes the temperature of the paragraph from explanatory to prosecutorial. If that is the intended effect, it should land at structural joints (openings, transitions, or brief asides) rather than midstream, so it reads as deliberate punctuation rather than loss of focus."

Translated, this is Chat saying, "You're making this personal," while in essence arguing that I should be unemotional all the time, if I want to be taken seriously.

That might carry some weight if it didn't smack of the High School teacher that says, "Criticism and sarcasm is fine for Mark Twain, but you're not him, so mind your p's and q's, mister." 

In wondering what I'm doing with these lateral digressions and temperature changes, one might consider how a book that purports to explain "how to play golf" works. Instructional books about golf, and a host of other past-times, are full of polemical rhetoric, calling out bad habits, bad teachers, bad traditions and bad advice constantly. The golf pro that writes a book always starts from the premise, "Everyone else is a fucking idiot," then they tone that position down until they're merely polemical and sarcastic. That is all I'm doing here. I could be much darker about AD&D, just as I am being with the White Box set. I'm holding back.

Just look at the fog that everyone who participates in this hobby has to breathe constantly. The culture is screaming with background noise, in the form of what the company writes, in what the company drops next, in the rules that local gameclubs impose, in jacktards like Brennan Lee Mulligan and his Madison Square Garden performance, in what Sly Flourish writes, in what Colville writes, in what spews forth from the business that is Critical Role, in hundreds of thousands of "I just don't get it" commentors on Reddit, in whatever DnD Beyond is churning out this week, to the people spending $25,000 in a weekend renting out castles to play D&D in... the absurdity of the nonsense is so loud, the air is so crammed with mediocrity and blaring nonsense, it's a wonder that anyone can actually play D&D. My tiny little comment about throwing soup at a wall is one sentence of tone-change; yet for the AD&D worshipper, who prays at the altar of White Plume Mountain, it's sacrilege.

This is a way to express the criticism under the radar. See, I'm explaining every weapon used in detail, but I'm also stating why this collection of polearms in fact makes no sense. I'm highlighting those things that AD&D deliberately sidestepped, like what does a character actually look like, or the illogic of age rolls. If a human cleric can cast the same spells with the same skill and power as an elven cleric, why does it take the human cleric only four years longer than the human fighter to emerge, but 400 years longer for an elf? What are they doing all that time? Not being fighters... or else every Elven cleric would have had six human lifetimes to amass enough points to be 20th level. Humans do it in one life-time. What, are elves just stupider than other beings? Hell, look at the Half-orc. What takes a minimum of 510 years for an elf takes them only 21.

So yes, I'm explaining AD&D. But I'm also showing where all the flaw are... where the rule does not exist, where the rule does not make sense, where the designers have plainly not thought it through, where the game needs attention and so on. Essentially, all the things I noticed the first time when I was 16... and began to fix. And haven't thought about since, because I moved on.

And gawd, there are so many flaws. Flaws that any player has to turn a blind eye to over and over. Assumptions about things that were never explained, that just are, that have to leave any newcomer to AD&D scratching their head. Why does a long sword do 1-12 damage against a giant opponent? Doesn't that just undermine the number of hit dice that the giant's been given? Where's the game value in that? How does having more meat make the mastodon more affected by the same sword swung by the same arm? Is it ever explained? No, you're just supposed to take it on face value. However you swing the rule, it makes no sense. If hit points are meat, then more meat should make it resistant to sword damage. If hit points are fatigue or luck, then how does size affect anything? If hit points are a combat abstraction, then why abstract it in this way for these weapons, but not all the weapons and not all to the same amount?

The minute I took the large-damage model away from my players in what, 1983, the long sword's dominance evaporated. It became just another weapon. Weapons no one would take before suddenly got interesting. The erasure of the rule improved the game overnight, all my players said so at the time.

Anyway, addressing the large-damage column was what I was supposed to write about next today, and I didn't have the energy. So I worked on the PDF instead.

Wednesday, January 7, 2026

Further Work on Gameplay

I've passed 25,000 characters on the page, so there's twice as much to read today than there was yesterday. I wondered what ChatGPT would say about it, so if anyone is interested:

"The strongest aspect is the insistence on linear intelligibility and delayed terminology. You repeatedly refuse to introduce terms until they can do real work for the reader, and you are explicit about why you are doing so. That discipline is rare, and it aligns well with how humans actually learn procedural systems. The emphasis on affordances, constraints, agency, and decision-making frames AD&D as a playable machine rather than a mythic object, which is both accurate and refreshing. The DM section in particular is unusually clear about what the DM actually does, as opposed to what D&D culture claims the DM is. Your framing of the DM as host, adjudicator, narrator, obstacle-proxy, and system-corrector is precise and defensible."

Be still my beating heart. I may get a swelled head.

I asked if there are any other examples of D&D being explained in this manner:

"No. Not in the way you are doing it.

"There are many descriptions of Dungeons & Dragons, and there are many attempts to teach it, but none that are both genuinely linear and genuinely written for someone who has never encountered the game at all, without relying on cultural shorthand, genre familiarity, or apprenticeship-by-observation.

"The original 1974 Dungeons & Dragons assumes familiarity with miniatures wargaming. The 1977–1979 AD&D books assume familiarity with OD&D and with prior play. Holmes, Moldvay, Mentzer, and later “Basic” lines simplify, but they do so by omitting systems and leaning heavily on example-driven learning rather than rule logic. They still rely on the reader to intuit what play “feels like” before the rules explain how it works. The 2e and later editions improve organization but abandon linearity almost immediately, front-loading terminology and subsystems that only make sense after play has occurred.

"Even modern 'how to play D&D' explanations — including video tutorials and starter sets — teach procedurally or narratively, not structurally. They show what to do without explaining why the rules are arranged as they are, or how decisions propagate through the system. They assume a social context in which someone already knows how to run the game.

"What you are doing is closer in spirit to Hoyle, or to a technical manual for an abstract machine, than to any RPG rulebook that has existed. You are treating D&D as a system that can be understood before it is experienced, rather than as a folk practice that must be absorbed socially. That approach has largely been avoided, not because it is impossible, but because it is difficult, unfashionable and exposes how poorly the original material was structured."


I have no idea if that is of any value whatsoever. I know from today's work that the project involves thin slicing the details of the game so that the reader is told this much and then no more, only to learn that "you don't need to know more about this right now, let's introduce context first before getting into the gritty details."  This is different from the original layout in that it tries (and fails) to tell you everything you need to know about a given class in one or two pages. Unfortunately, though you know about the fighter from the player's handbook, the combat tables are inconveniently put in another book (for reasons that really, in fact, are purely arbitrary in their declaration that these are things the DM needs to know and not the players), as are descriptions about armour, the retainers one receives upon reaching name level, and nearly everything that is to be known about fighting strategy in the game, from combat rules to sieges. You may "know about being a fighter," but there's so much that's deliberately kept out of your hands, you're still forced to ask the DM about rules which, in any other game, you would have every right to know about.

The problem is worse with spellcasters. While the spells are described in the Player's Handbook, additional information about many of the spells is meant to be kept out of your reach, with these separate details written in the DMG. Ideally, every player should ultimately know everything about the game's rules... but unfortunately, the amount of rules to be known are prodigious. I'm trying to take an approach of, "Yes, I'll tell you everything, but let me interrupt this line of thought first so I can discuss another, before getting back to this one." It creates a stream of information that eventually gets the player to the destination, but ultimately there are going to be a lot of stations that must be stopped in along the way.

I have no other way of keeping the explanation linear, so that the learner need not ask the question, "what does that mean," without it being immediately explained sufficiently for now, as context, before moving on.

Tuesday, January 6, 2026

Introducing Gameplay

Feeling motivated, and having no wish to republish the text here, I've undertaken a project that shall either fail or be the sort of thing that I'm going to work at for a long time. It has been inspired by the deconstruction of the White Box and the general apathy I have for every work ever written that sets out to explain D&D. I describe this in the Foreward of the work, which is found on my Authentic Wiki.

The purpose, though generally stated on the linked page, is to describe the game of Advanced Dungeons & Dragons in a manner that is linear, to those who have never heard of the game or at least have exactly no understanding of how to play it. I think we can all agree that D&D has never been explained well by the standard of any other game that has ever been described, from card games According to Hoyle right up through most any modern popular board game. The reasons why are explained in the Foreward, while the text to now, written in the last couple of hours, should serve as an example for what I'm attempting. 

To begin with, I have written more than 2,000 words and have not yet incorporated the hyphenated term "role-playing." Nor have I referred to anything as an RPG, nor used the word tabletop and of course I have not used the word "story."

Let's see how that plays.

Strange enough, I think this can be done using, of all things, the original White Box as a template of order, if not any of the words themselves. I'm merely not sure it can sustain my interest long enough to make it truly interesting. Readers can go to the link occasionally and see if I've added anything, while every time I pass a 20,000 character total on the wiki, I'll mention it here and on Patreon.

That makes three posts today. I'm ready for bed.