Phalanx Fighting

In his Letter from the Editor (L’avant garde #46, June 1982), Steve Ruskin introduces the following article with a backhanded compliment:

“And it looks like our young friends of the Pandemonium Society are progressing (or regressing) into wargaming. This time Phenster & Co. have dug up Gygax’s pole arms treatise to field a phalanx formation. I don’t recall that anyone in the [East Middleton Wargamers] Association has tried to do such a thing at man-to-man scale. Points to the kids for this admirable attempt. Typical for Phenster’s contributions, I’m sure there are useful rules in there somewhere. Up to you to figure them out.”

Phalanx Fighting

Ivanhoe gave us some old copies of Strategic Review, which is about D&D and some other stuff, like wargames. Ivanhoe said it's like Dragon magazine but from a long time ago. We found some articles about spears and pole arms, and Cypher looked it up in the set of encyclopedias she has at home, as she likes to do. She wrote a book report about what all she found out, and we added it to Cypher's Codex, which is a 3-ring binder we keep with all her research in it.

Spears

A normal spear is from 6 to 9 feet long. You can throw it as a missile weapon or use it hand-to-hand by thrusting it at your opponent. A long spear is between 9 and 15 feet. It's too long to throw, but with a spear at least 8 ft. long, you can attack an opponent from behind a rank of allies (which you can do with any pole arm, including halberds). A 12-ft. long spear can reach through 2 ranks of fighters.

Pikes

A pike is a spear 15 feet long or even longer. It can reach through 3 or more ranks of fighters. We can't take pikes into the dungeon, usually. Hazard's rule of thumb is that we can use weapons equal in length to the dungeon's regular ceiling height or less but no longer. We tried it one time. We had 12-ft. long spears in a dungeon with ceilings 10 ft. high. They slowed us down, and we made a lot of noise. Then, when a bunch of goblins attacked us (because of all the noise) from the side corridor, we couldn't even get the spearmen into position to defend our flank.

Phalanx

We arm men-at-arms with plate mail (when we can afford it) and shields with spears and short swords. We put them in 3 ranks, 4 across, in a 10-ft. hallway. When we meet monsters, the 1st rank throws their spears if they have time. If not--like when we're surprised--they drop their spears and draw their swords. Once we're closed for melee, the 1st rank fights with short sword and the 2nd rank attacks with their spears. The 3rd rank replaces any wounded or killed in action.

If we go into a room or a wider corridor, the ranks can spread out to fill a 20' wide front (that's 5' per man) or change to a formation 2 ranks x 6 men, 30 feet wide. In close order (2 and a half ft. per man), you can't swing a sword. You have to use a short, thrusting weapon, like a short sword or a dagger.

(A sword needs at least 3' to use effectively. Most other big weapons, for example, a battle axe or a morning star, need at least 5'.)

When we're outside, exploring the wilderness or fighting a big battle for example (not in the dungeon), we can have many ranks (up to 10 or even 20) in a phalanx. We put missile weapons (javelins, slings, bows) behind the phalanx to fire over their heads at the enemy not in melee. But we have to protect the flanks with other troops (cavalry is best), because the phalanx doesn't maneuver very quickly.

Charging

A phalanx can charge, but it only moves 50% faster than normal. A spearman (or any armored fighter) gets a +1 bonus on damage due to momentum. If you attack a charging opponent with a spear, you get a +1 bonus on damage. You can also "set the spear" (brace it against a wall or the floor) against a charging opponent. Then you get +2 on damage.

Shield Wall

Another thing we like to do in a phalanx is make a shield wall. Short swords or normal spears only, because long spears need two hands to hold. When you make a shield wall, each man-at-arms stands shoulder to shoulder in close order formation. The front rank holds their shields so they overlap. A shield usually gives you 1 better armor class, but in a shield wall you get +2, except for the man on the right end. Ranks behind the front can hold their shields over their heads against missile fire attacks.

With a shield wall, the formation can push the enemy backward. We count the hit dice of every man-at-arms in the formation. The total dice are rolled and compared to the hit-dice roll of the enemy formation. (Add strength bonuses for characters too.) The difference in the two totals is the number of feet the winner pushes the loser back. If one side pushes the other side more than their combat move rate in one round, or a total of thrice their move rate, then the other side's formation is broken. The broken formation has to check morale (-1 penalty) to stay in the fight. When men-at-arms are pushing with their shields like that, they are in close-quarters combat. They can't attack, except with a dagger or their fists if they have a free hand.

Missile Fire into Melee

In “Shooting into a Fight” (L’avant garde #39), Phenster addresses an age-old dilemma in D&D combat. I cover how the problem is handled in early editions and give my own solution in “Firing into Melee.”

On first reading, Phenster’s description of the “Friendly Fire Number” may seem complex. I attempt here to break down Hazard’s calculation into discreet steps. After some practice, I find it isn’t so difficult to do the quick mental math.

The task is less daunting if we remember the following points:

  1. Throughout the text, Phenster uses only even numbers up to the maximum of 8. So we only have four options: 2, 4, 6, or 8.
  2. We don’t have to take into account all figures in the melee. We only consider one or two friendly characters, between the shooter and the target, and only one creature as the target.
  3. Like Hazard says, “You don't have to get it exactly right.”

Missile Fire into Melee [E]

“Remember that spells and missiles fired into a melee should be considered to strike members of one’s own party as well as enemy” (Holmes, 20).

Holmes gives no further guidance on the matter. The following method may be used to calculate the chance of friendly fire.

Method

  1. Determine the friendly fire number (below).
  2. Subtract the friendly fire number from the attack roll and add bonuses and penalties as normal to determine a hit or miss on the target.
  3. If the natural dice result is the friendly fire number or less, a friendly is hit.

Short Range: According to Phenster, missile fire into melee is only permitted from the weapon’s short range. (But see below, Hail Mary [E].)

Target Has Precedence: In the case where the natural result would hit a friendly, but adding modifiers hits the target, then the target is hit.

Which Friendly is Hit: Phenster doesn’t say how to determine which of two friendly characters are hit. You could dice for it based on the relative sizes of the two characters, but that takes an extra dice roll. When two friendlies are in jeopardy, I call one odd, the other even, at the same time I call the friendly fire number. The attack roll then determines which is hit.

Sizes

Using Phenster’s examples, I extrapolate creature heights and add a couple other usual types.

Creature Sizes for Friendly Fire Number
Size Height Creature
Small Up to 3' Halfling
Man-Sized 4' to 6' Dwarf, elf, human
Big 7' to 9' Ogre, minotaur, troll
Giant 10' to 12' Hill giant*
Dragon Over 12' Dragon, other giants, purple worm
* Phenster says “giant,” but, depending on the type, a giant can be up to 24' in height. I think once the creature is more than twice man-size, the chance of friendly fire is null.

To Determine the “Friendly Fire Number”

I break down the scenarios into three cases by the shooter’s position in relation to the target and allies. The shooter is attacking either from behind allies in melee with the target, from the target’s flank, or attacking from the target’s rear while all friendlies are opposite.

From Behind Allies

In the standard case, where the missile fire attacker is trying to shoot into a melee from the same side as the friendly characters, consider one or two friendlies in melee with the target. We start with the base number, then add and subtract for friendlies and the target by size.

Base Number:

  • No matter who’s in the fight, the base number is 4.

Friendlies:

  • Subtract 2 for small friendly.
  • Add 2 for large friendly.
  • Add 2, 4, or 6 for second small, man-sized, or larger friendly.

Target:

  • Subtract 2 or 4 for larger target.
  • Add 2 for small target.

Other Considerations:

  • Assumes the friendly character is directly between the enemy and the would-be shooter. If the shooter is off to one side, but not flanking, subtract 2.
  • When two friendlies are before the target, the shooter may move to one side, space allowing, so only one friendly is in consequence.
  • The DM may add 2 or 4 for friendlies not in melee but masking fire in the middle field.
  • In no case should the friendly fire number be lower than 2.

From Flank

In the case where the attacker is flanking the melee without a friendly in the way, we consider all friendly figures on any side of the target as a group. The number is predetermined, no additions or subtractions.

  • Friendlies on one side: 2
  • Friendlies on two sides: 4
  • Friendlies on three sides: 6

Another way to think about this case, is simply 2 per side.

All Friendlies Opposite

When all friendlies are beyond the target, we calculate the number for one or two friendlies in the line of fire (as in From Behind Allies above), then subtract 2.

Modifiers to Mitigate Friendly Fire or No?

Hazard doesn’t count any modifiers in the chance to hit a friendly character. Should a shooter’s high Dexterity help to avoid friendly fire? How about a magic bow? Should a high-level shooter have a better chance?

The answers to these questions may depend on how high a Dexterity bonus can be in your game and how much magic treasure comes into the campaign. Another consideration may be the calculation required. It’s easy math for sure, but that extra step in the players’ minds takes a little of the immediate impact out of the dice roll. I like for everyone to know immediately when the dice stops whether the aim was true or somebody needs to make an apology.

The following rules take modifiers and high levels into account. You can use either or both with Missile Fire into Melee [E].

Add Modifiers to Mitigate Friendly Fire [E]

Use the modified dice result to determine friendly fire.

Add Level “Steps” to Mitigate Friendly Fire [E]

Add 1 to the attack roll for each “step” above the first on the attack matrix, one step being three levels for fighters, four for clerics and thieves, and five for magic-users.

Caveat: Using both these rules, a 4th-level fighter or a 5th-level thief (second step, +1) with a +1 Dexterity bonus for a score of 13 or more and a +1 magic bow at short range (+1), has a +4 on the attack roll, which allows them, in the standard scenario, to shoot into a melee with impunity. Careful.

Hail Mary [E]

It’s risky, but in a game where anything is permitted, players may want fire into melee at medium or long range. In this case add 4 to the friendly fire number for each longer range: medium +4, long +8.

No Shooting Into Melee [H]

“Once the party is engaged in melee, arrows cannot be fired into the fight because of the probability of hitting friendly characters” (Holmes 20).

“…and then melee is joined, after which no missile fire is permitted because of the danger of hitting friendly forces” (21).

In two of three mentions, Holmes interdicts missile fire into melee. Unsatisfactory as this may be, the easiest way to handle the situation is to disallow it. I include this option to remove any ambiguity, should the DM provide a list of house rules to players.

Shooting into a Fight

Shooting Into a Fight

Sometimes you want to shoot a missile weapon into a melee combat. The rulebook says that you CAN'T do it in one place and that you CAN do it in another place but with a chance you might hit a friendly character. Plus, friendlies between you and the enemy give cover to the enemy even though they don't mean to. Ivanhoe has a method that he uses at the Game Hoard where he does a lot of math to figure out the chance that a friendly character is hit. Hazard didn't like it because it takes too long. So he made up his own way to do it, which I'll explain.

When you want to shoot into a fight, Hazard calls out a number that does TWO things:

1.) You have to subtract the number from your missile attack roll to see if you hit the enemy.
2.) If you miss and the attack roll is the number or less without subtracting and no bonuses, then you hit a friendly.

We call it the Friendly Fire Number. Hazard estimates the number based on the size of the enemy, which is the target, and the friendlies in the way. The normal number is 4, and the maximum number is 8. You have to be in short range for your missile weapon.

So, when Beowulf "the Bully" was fighting hand-to-hand with Mangus Magne (evil champion), and Cypher tried to fire a crossbow, the number she subtracted was 4, and she rolled a 3, and she hit the Bully instead of Mangus. Then Danydain Scrubfoot joined the fight, and Hazard said if Cypher wanted to shoot again, the number would be 6, because Danydain was a halfling. If he was a human, it would have been 8.

If the enemy is a small monster, let's say a goblin, add 2 to the number. If it's big, like a troll, the number is 2 less, and if you're shooting at a giant, it's 4 less. A dragon is so big, there's no chance to hit a friendly.

When you're flanking an enemy with no friendly characters on the other side of it, the number is just 2. The size of friends and enemies doesn't matter. If your friends are on both sides and still no one is on the other side, the number is 4. And if at least one friend is also on the other side, like when you gang up on an ogre, the number is 6.

Now, if all your friends are only on the other side of the enemy from where you're shooting, they don't give cover. In fact, the enemy gives them cover, so you take the normal number for friendlies and subtract 2 from it, no matter the enemy’s size.

Hazard only ever counts 2 friendly characters. He does the calculation all in his head. He says you don't have to get it exactly right.

L’avant garde #39 (June 1981)

Campaign Names

“All our adventures together make a campaign. We all made up campaign names that we use for our heroes and wizards.”

—“Welcome to PARADIGM LOST,” Paradigm Lost #1 (April 1980)

In the Pandemonium Society, a player usually invents his or her own “campaign name,” which is a nickname used for the player as well as for the player’s characters. Society players tend to have a stable of characters.

Perusing issues of Paradigm Lost and Phenster’s articles in L’avant garde, I’ve gleaned a few things about “campaign names” and how the Pandemonium Society uses them. Though there are no strict rules, the Society does seem to adhere, more or less, to the following guidelines.

“One kid dropped what he was carrying so much, we made him carry the 10' pole. When we saw a monster, he had to drop the pole anyway. We started calling him Jinx, and we didn’t let him hold the lantern either.”

—“Rules the Pandemonium Society Doesn’t Use,” L’avant garde #35 (December 1980).

A campaign name is malleable. It may change according to events in game play or by player whim.

“My character is Phenster Prime, a magic-user…”

—“Riposte Like Fencing,” L’avant garde #43 (February 1982)

To distinguish a particular character, a second name may be appended to the campaign name, either before or after. The secondary name corresponds to a normal character name and is often inspired by the character’s experience. For example, Cypher, a thief, becomes Jule Cypher after she pulls off a risky heist, thereby acquiring a valuable cache of precious stones (L’avant garde #54).

This is not often done before the character has survived a few adventures. Exceptions are difficult to spot in the source material. One may be “Friar Jack Hazard,” who makes an appearance in an adventure run by Phenster (Paradigm Lost #2). It’s just as likely, though, that other of Friar Jack’s adventures are not recorded.

“Now, Mithrellas (her campaign name used to be Cypher) is the most powerful character in the campaign. She’s a wizard of the Seventh Order in the Banelore Cabal.”

—“State of Pandemonium,” Paradigm Lost #5 (October 1985)

There are some instances where the campaign name is dropped, and the character comes to be called strictly by the secondary name. Moreover, there is one clear case, cited above, where the player’s campaign name changes to a character’s secondary name.

When a retainer becomes a player character, it acquires the player’s campaign name. An example is Jinx, who has the habit to name hirelings after their weapon preceded by an ordinal number: e.g., First Halberd, Fifth Spearman. Appearing late in the house-rules series is a “Jinx Second Sword” (L’avant garde #74).

May well there were other cases in Pandemonium Society play that, not having occasion to be recorded, are now lost to posterity. We have license to adapt campaign names to our own purposes.

Parry and Riposte

These rules are paraphrased from Phenster’s article “Riposte Like Fencing,” L’avant garde #43 (February 1982).

Like Hazard says, the parry rule in Holmes (21) is useful if the opponent is invulnerable to your weapon. We might also employ the parry when we have to fill a hole in the skirmish line and the opponent’s AC is so high that we have little chance to hit, or if we want to convince an attacking monster of our friendly intentions in order to parley. In any case, it’s an interim tactic. We don’t want to be deflecting attacks without a counter blow for long before we follow Jinx out of Dodge.

Riposte [E] increases the parry’s usefulness without making it too advantageous. A knock-on effect, exposed in Phenster Prime’s single combat with Beowulf “the Bully,” is that fighters are encouraged to arm themselves with a variety of weapons.

Riposte [E] and Chance to Break Weapon [E] require some classification of weapons into heavier and lighter. A table of weapon classes by weight: light, ordinary, heavy, and extra-heavy, is given in Damage Dice by Weapon Class [H].

Parry [E] only integrates the Holmes parry into the initiative order with Hold Action [E].

Note that when using Multiple Attacks per Round [E], the parry and riposte count as one attack.

Parry [E]

To parry, the defender must hold an attack until the opponent’s count in the initiative order. A defender whose count is lower in the initiative order must hold the action until the opponent’s count in the next round. As in Hold Action [E], the defender’s initiative count becomes the same as the opponent, unless the defender then ripostes (see Riposte [E]). The parry rule from Holmes is otherwise unchanged.

Chance to Break Weapon [E]

Concerning the possibility that the weapon breaks, we assume Phenster makes no change in the Holmes parry. I make the following amendment, taken from Chainmail’s Man-to-Man Combat (25-6): Only a lighter parrying weapon has the chance to break. If the weapon breaks, the defender cannot riposte.

Riposte [E]

Though a parry is always possible, a riposte is allowed only when the defender fights with a weapon lighter than the opponent’s weapon or when both combatants wield light weapons. A riposte is a normal attack, which may be made immediately following a successful parry. The riposte takes place on the initiative count after the parry.

Phenster’s Examples

Taking both examples from Phenster’s article, I detail actions in each round and add commentary. In both examples, the match ends when one combatant scores three hits.

Aside, I note in the single combat example that the Pandemonium Society uses a system for multiple attacks that would seem to match Nils’ rule printed in L’avant garde #33 (September 1980).

Fencing Duel

According to the group’s fencing rules, the referee halts the combat after each hit. Mandykin, with the higher AC, goes before Jinx.

Rounds 1 and 2:

  • Mandykin holds her attack, parries.
  • Jinx attacks, misses.
  • Mandykin ripostes and hits.
  • [Halt]

Round 3:

  • Mandykin holds her attack, parries.
  • Jinx attacks, misses.
  • Mandykin ripostes and misses.

Round 4:

Because she riposted, Mandykin’s initiative count in this round is after Jinx.

  • Jinx attacks, misses.
  • Mandykin attacks, hits.

Both Sides Parry

Phenster doesn’t mention the possibility that both sides might parry. To cover the case, we carry the example further. Let’s say, in round 4, Jinx parries, holding the action until Mandykin attacks. When, instead, Mandykin holds her action to parry, both sides have the option, according to Hold Action [E], to execute an action before the end of the round.

One way a DM might handle it:

  • Inform the players that both combatants are holding an action, ready to parry: “You’re both ready to parry, what are you going to do?”
  • Allow a beat, maybe two: “One, two…”
  • The first to say they attack, does so versus the other’s parry. If the parry is successful, the defender may riposte.
  • If neither commits to the attack, the actions are held to the next round…

Imagine, when also using Maneuver [E], the two combatants, weapons raised, circle around each other, looking for an opening… Might be an opportunity to feint.

Single Combat

Phenster Prime, armed with a dagger, faces Beowulf “the Bully” with his two-handed sword. The Bully has the higher Dexterity.

Round 1 (0-0):

With the two-handed sword (long quality), Beowulf attacks at the beginning of the initial round, while Phenster, with the dagger (short), attacks at the end.

  • Beowulf charges, hits.
  • Phenster misses.

Round 2 (1-0 Beowulf):

Now engaged in melee, the light dagger gets first attack and usually gets three attacks per round against the extra-heavy two-handed sword, which goes at the end of the round. But, because Phenster wants to parry Beowulf’s attack and the other has the higher Dexterity score, he holds his second attack until the end of the round when his opponent swings the larger blade. The parry succeeds and the riposte hits, but the round ends and Phenster loses the third attack.

  • Phenster misses.
  • Phenster holds action to parry.
  • Beowulf misses.
  • Phenster ripostes, hits.

Note that, against an untested foe, a combatant may be ignorant of the other’s agility (i.e. place in the initiative order) until later in the melee. If Phenster had taken his second attack, he would not have been able to parry Beowulf’s swing, though he could have made his third attack afterward.

Round 3 (1-1):

Phenster’s riposte, end of round 2, puts him immediately after Beowulf in the initiative order, so, at the beginning of this turn, the situation is the same. Even so—as if convinced the parry should work to his advantage—he executes the same sequence of attack and parry. But the parry fails, Beowulf hits, so Phenster cannot riposte, nor can he make the third attack.

  • Phenster misses.
  • Phenster holds action to parry.
  • Beowulf hits.

Round 4 (2-1 Beowulf):

Because the parry failed in the previous turn, Phenster’s initiative count this round is the same as his opponent’s. The dagger man can take the second attack normally, then parry with the third attack, which is simultaneous with Beowulf’s attack. With two hits this round, Phenster Prime wins.

  • Phenster hits.
  • Phenster misses.
  • Phenster parries.
  • Beowulf misses.
  • Phenster ripostes and hits.

“No more room for mistakes…”

After twice losing his third attack, Phenster seems to recognize a tactical error. While taking a chance to lose the second attack to a failed parry in the second and third rounds, he was sure to lose the third attack, because the exchange with the two-handed sword occurs at the end of the round. In the fourth round, he gets all three attacks only because the exchange of blows is simultaneous.

Even cursory analysis shows that a simple 10% less chance to be hit is not worth the certainty of losing an attack. Whether it’s worth the possibility of losing an attack (odds of the parry failing) is less clear. Without working out all the calculations, it’s fair to say that we shouldn’t “just parry willy-nilly.”

Riposte Like Fencing

Skipping around a bit, I’m thinking to address all Phenster’s articles dealing with combat first, in some kind of order that builds on previous house rules. The following comes from L’avant garde #43 (February 1982).

Riposte Like Fencing

We were talking about how useless it is to parry in combat. With the parry rule, you're harder to hit, but you don't get to attack. Hazard said it's only good for if you're fighting a monster that can only be hit with magic or silver. Jinx said if he can't hit it, he's going to get the heck out of Dodge! And we all agreed.

But then Mandykin said she watched fencing on TV, and they always get to hit back after they parry. She said it's called a "riposte." We all thought that made sense, so we made up some extra rules for parry. You can only use this rule against a monster that's using a lighter weapon than you, unless you're both using light weapons, then you can parry and riposte.

Parry works like normal, except that if your parry works and you don’t get hit, you get to riposte. If it doesn't work, you get hit and you lose your attack. Instead of attacking on your turn, you have to say you're going to parry, then wait for when it's the monster's turn to attack you. You parry at the same time the monster attacks, and if you riposte, you go on the next count. So, you can't just parry willy-nilly. Hazard said we shouldn't make it so good that everybody wants to parry all the time.

To try out our new rules, Jinx challenged Mandykin to a duel. Mandykin chose fencing swords, which she said are called "epay." She said an epay weighs about the same as a dagger, so they're light weapons. They fought to 3 hits, and Hazard stopped the fight after each hit, just like in real fencing. Mandykin won easy because her DEX is higher (she's a thief), so she got to go first. She parried Jinx's attack and riposted and hit Jinx every time but once. The one time she missed, Jinx got to attack and Mandykin couldn't parry, but he still missed. Mandykin won 3 to 0.

To make it more interesting, I challenged Beowulf "the Bully" to single combat--no fencing match this time. My character is Phenster Prime, a magic-user, so he can only fight with a dagger, and I've already said the Bully likes his two-handed sword. I cast a SHIELD spell on myself, so I had AC 4. Beowulf has a good DEX and wears magic plate mail (+1), so his AC is 1.

The Bully charged and hit me with his first swing! Then I missed, but the 2ND round I got 3 attacks, because I'm faster with my dagger than Beowulf and his two-handed sword. So I attacked and missed with my first attack and parried with my second one. Beowulf missed on his second swing, so I riposted and hit him. Then I wanted to attack again, but Hazard said I lost my third attack while I was waiting for Beowulf to strike.

The score was 1 to 1 in the 3RD round. I tried the same thing again. I missed the first attack, then I parried, but Beowulf hit me anyway. So, I lost my second attack and the third one too!

I was down 1 to 2--no more room for mistakes. . . The 4TH round my first attack hit. But my second attack missed. Beowulf's swing came at the same time as my third attack, so I parried and he missed. Then I hit with my riposte! I won 3 to 2. The Bully grumbled for a little while. He says he's going to challenge me to a rematch after his wounds are healed.

Maneuver, Initiative Order, and Multiple Attacks

By neglecting some rules in “Rules the Pandemonium Society Doesn’t Use,” Phenster obliges us to clarify. He also adds a house rule for acting later in a melee round. To all that, I add multiple attacks per round, suggested by a L’avant garde reader in response to Phenster’s earlier article.

Each house rule is followed by a category designator in parenthesis. See “About the Reedition of Phenster’s” for category descriptions. Text under headers sans designator is just me talking.

A Word About Figurines

Holmes mentions the use of figurines, claiming, “The game is more exciting and spectacular using the lead miniature figures” (5). Many gaming groups of the ’70s and ’80s had and used figurines at the table. I suspect the majority did not employ them in combat in the meticulous manner assumed by some later D&D editions.

My experience with figurines in the ’80s and ’90s, other than admiring the paintwork, was limited to their use to designate order of march and the occasional table arrangement to show the more complicated battle arrays. Even in this later case, we didn’t often use figures to represent monsters. Too many monsters, not enough cash. We just said, “The [monster] is over here,” sometimes placing dice or a soda can.

Phenster never mentions figurines in relation to combat. In the reedition, I intend to keep the rules light enough that one is not forced to break out the miniatures.

For example, in the following rule for maneuver, I avoid delimiting a certain distance a character can move in combat and eschew terms like “square.” I prefer the Holmes term “space,” which leaves the theater free of any grid.

You may, of course, employ figurines, or not and to any degree, as you please.

Maneuver [E]

While engaged in melee, a combatant may move into any open space behind or beside. If the combatant turns their back on the opponent or is otherwise distracted, the opponent gets a free attack, as if the combatant were fleeing. (See Holmes, 21.) This movement occurs after the melee round with any other movement (see Holmes, 20).

Disengagement

When using the maneuver rule, ignore the suggestion, under Caveat in “Weapon Damage and Attack Priority,” to use the parry rule (Holmes, 21) to disengage. With the maneuver rule, disengagement is simpler. If an engaged combatant steps away from the opponent, the opponent may follow at the same time. In this case, disengagement does not occur. If the opponent does not follow, disengagement occurs.

According to Attack Priority by Weapon Quality [E], without the necessity to parry, a character armed with a long weapon may step back from an opponent, and, assuming the opponent does not follow—to avoid being flanked by another enemy, for instance—the character may strike the first blow in the next round, while the opponent cannot return the blow, unless it is also armed with a long weapon. The character may remain in position on subsequent rounds, getting the first blow without the chance to be attacked. This is essentially what Phenster calls a “phalanx,” which he covers later.

“Withdraw” or Retreat

Holmes’s description of withdrawing from melee (21) implies the character’s back is to the enemy. Suffering a “free swing” at +2 and not counting shield seems more like a retreat. Using maneuver, if a combatant moves back a space, and the opponent does not follow, the combatant may, in the next round, turn tail and run without consequence.

Drop Items on Surprise [E]

Ignore the rule that says a surprised character drops any items in hand (Holmes, 10).

One-sixth of ⅓ is about 5%. Before arguing about whether the chance is too high or too low, we drop the rule because an extra dice roll per character, including entourage, every time the party is surprised (2 out of 6) is too much for what it gives the game.

I put this one in the [E] Extra category. Holmes straight up, I use the rule as written. It’s unique to Bluebook D&D.

Initiative Order

The following rules assume the use of the initiative-by-Dexterity system in Holmes. In that system, a normal round starts at 18 and counts down to 3, where combatants act on the “count” equal to their Dexterity score.

Simultaneous Combat [E]

Ignore the instruction to dice for first blow when two opponents have similar Dexterity scores (Holmes, 21). If opponents act on the same count, the actions are simultaneous. The success or failure of all simultaneous actions are determined before results, usually damage, are applied.

Hold Action [E]

A character may wait to take their action on a later count in the initiative order. An action might be held so as to work in conjunction with another’s action or to interrupt it. Holding one’s action changes the character’s initiative count in subsequent rounds to that on which they act in the current round.

To hold an action, the player states their intention on their normal initiative count. The character then takes the action when the situation matches the intention. The player may, at any time, change their mind and take some other action. An action not used may be executed at the end of the round or held until the next round.

Multiple Attacks per Round [E]

Referring to weapon classes in “Weapon Damage and Attack Priority,” a combatant wielding a weapon two classes lighter than that of the opponent gets two attacks per round. Three classes lighter, three attacks.

No matter the difference in weapon class, combatants are still limited to one attack per phase: beginning, middle, end. (See heading Go First, Go Last in “Weapon Damage and Attack Priority.”) Usually, the last of two or three attacks is taken at the end of the round; the second of three is taken in the middle. The usual case may change, for instance, when the combatant holds an attack. If not using those phases, the DM may adjudicate whether the combatant can get in all attacks.

A combatant gets only one attack per round when closing to melee or in any round after moving, not including maneuvering.

With a weapon of a heavier, same, or one class lighter than the opponent’s weapon, a combatant gets just one attack per round.

Rules the Pandemonium Society Doesn’t Use

Following Phenster’s first house-rules article “Pandemonium Society House Rules,” two letters in L’avant garde #33 (September 1980) show a mixed reception.

Giving his home address, Keith Menard of Garden City, KS, admonishes, “Munchkins should not play with rules. They might hurt themselves.” Menard then offers to send his old copy of Greyhawk to the Pandemonium Society, “as I don’t use it since I started playing Advanced.”

Middleton reader Todd F. G. Nils writes that he introduced the concept of “first-and-last-attacking weapons” into his AD&D game. “It’s more intuitive than speed factor, but it doesn’t account for multiple attacks per round for faster weapons.” To rectify the deficiency, Nils adds an additional rule:

I use the idea of heavier and lighter weapons to give weapons two classes lighter (which is like faster) 2 attacks per round, and weapons three classes lighter get 3 attacks.

Phenster makes no reference to either critique in his next contribution, printed in L’avant garde #35 (December 1980).

Rules the Pandemonium Society Doesn't Use

Some rules we don't like, so we don't use them. Like the rule that says you can't move while you're in melee. After a while, combat got kind of boring. It seemed like we all just took turns hacking at a thing until we killed it or it killed us, if we didn't run away first. We want to be able to maneuver while we fight, like Sinbad. Whenever Sinbad was fighting a monster, he was always moving around a lot, jumping up on things and pushing things over and falling back before the monster's onslaught. It's more exciting that way.

So, in our game, even when you're fighting hand-to-hand, you can still move, just not very far. And you can't turn your back on the monster, or it can attack you and you don't get to fight back. It's still hard to get out of combat, because the monster can move same as you, so it'll just follow you unless someone else is fighting it too.

We don't use the drop-your-weapon rule either. You never see Sinbad drop his weapon just because he got surprised because a monster showed up. One kid dropped what he was carrying so much, we made him carry the 10' pole. When we saw a monster, he had to drop the pole anyway. We started calling him Jinx, and we didn't let him hold the lantern either.

There's another rule that says you have to roll to see who goes first when your dex score is close to the monster's. We do simultaneous combat instead. Whenever your dexterity is the same, you both go at the same time. That way, you might kill the monster, but it could kill you too.

A thing we allow that isn't in the rules is that you can wait to take your turn until someone does something or something else happens. Like when you know the evil wizard will probably throw a spell, instead of shooting him right away, you can wait till he starts moving his hands and chanting, then shoot. If you hit him right then, the spell fails. You can also wait for someone if you want to do something together. Whenever you wait like that, your initiative count changes for the rest of the combat. One time, we were fighting a mummy, and I had a torch, and Jinx was going to throw a flask of oil at it. But Jinx had a lower dex than me, so I had to wait for him to go. He missed, of course. I threw the torch anyway and set the oil on fire behind the mummy. Beowulf had to charge with his shield to push it into the fire, and then we all threw oil at it until it stopped chasing us through the dungeon!

The Holmes Spirit: Simple and Unique

I hesitate to put into words what I mean by “the Holmes spirit.” Certain qualities of the brief rules booklet set it apart from other D&D editions. Holmes’s simplicity is one. Keeping—or rather reinstating—d6 weapon damage from OD&D is an example. Another example, while some might use the term incomplete, I count the lower-level limitation within its simplicity.

The Dexterity-based initiative system, simpler and faster than rolling for it, is unique among editions. The Editor sourced it, not from OD&D but from a set of house rules that have come to be known as the “Perrin Conventions.” Revisited and revised 23 years later though it was, we hardly recognize its influence on 3rd Edition.

The Bluebook’s special demand for house rules lends, at the same time, to its simplicity as well as its uniquity. That it was intended only to introduce players to AD&D, and that we desire to—and do—play it as our own necessarily customized version of the game, also make it unique.

In that regard, the 48-page rulebook serves as the research question of a game designer’s thesis project: The goal is to turn these rules into a complete game. Each of us sets the criteria for a successful defense.

For, while simple and unique are the best adjectives to describe my own sense of it, more likely, the Holmes spirit means something different for each one of us who learned how to use those crazy dice reading text from eggshell pages in a pale blue book.

Basic D&D, 1977 - J. Eric Holmes, Editor

 

The original text of this article erroneously cited Warlock, a 1975 D&D supplement, as Holmes’s source for the Dexterity-based initiative system. In fact, the source is likely the “Perrin Conventions,” a reprint of which you can find on Christopher Helton’s Dorkland! blog (the Dexterity section). The text above has been corrected. [18:10 19 May 2022 GMT]

Weapon Damage and Attack Priority

With his first house-rules article (see “Pandemonium Society House Rules”), Phenster attacks the most salient problem in the Holmes edition. In a world where all weapons do the same damage and light weapons attack twice per round, daggers get a lot of use, and we wonder why swords—or indeed any other weapons—ever came under the blacksmith’s hammer.

Charming Solution

By far the simplest solution is to ignore Holmes’s varying number of attacks per round by weapon. Thus, every weapon strikes once per round and does d6 damage. Weapon choice then becomes purely aesthetic. This solution has its charm.

Using the following weapon damage and attack priority rules together disarms the dagger-wielding fighter and gives the adventurer meaningful choices when considering arms.

Damage Dice by Weapon Class [H]

Phenster notes a d6 modified by -1, +1, and +2 for three weapon classes. I assume he intends a fourth class for medium weapons—Holmes uses “ordinary”—which inflict damage equal to an unmodified dice.

In the table below, I note the weapons in each class. Where neither Phenster nor Holmes (20) specifies, I use the weapon damage versus man-sized opponents from Greyhawk (OD&D Supplement I, 15) as a guide.

Damage Dice by Weapon Class Table
Class Weapons Damage Alternative
Light Dagger, sling (stone) d6-1 d4
Ordinary Bow (arrow), hand axe, javelin, light crossbow (bolt), mace, spear d6 d6
Heavy Battle axe, flail, heavy crossbow (bolt), lance, morning star, pike, pole arms, sword d6+1 d8
Extra-Heavy Halberd, two-handed sword d6+2 d10

I show an alternative method, not considered in Phenster’s article, that is more familiar to us from B/X. Comparing it to the d6 method, the average damage is the same or, in the case of d6-1, comes close: 2.5 for a d4 versus 2.67 for d6-1, but the ranges of possible results differ.

d-6 Based Damage vs. Alternative Method Comparison Table
d6-Based Average Range Alternative Average Range
d6-1 2.67 1-5 d4 2.5 1-4
d6 3.5 1-6 d6 3.5 1-6
d6+1 4.5 2-7 d8 4.5 1-8
d6+2 5.5 3-8 d10 5.5 1-10

Heavy and extra-heavy weapons have a higher minimum and lower maximum possible result than the alternative method. Light weapons, while they have two chances in six to do 1 point of damage, might do up to 5.

I like the alternative method, because it makes use of more of the “crazy dice.” But it tilts the rules terrain toward B/X, and that’s a slippery slope. Moreover, it veers from the Holmes spirit. Rolling a d6 for damage feels more like Bluebook D&D.

Attack Priority by Weapon Quality [H]

To determine who gets the first blow, Phenster gives priority to certain weapons, which I separate by melee and missile and sort into three qualities each: (melee) Short, Long, and Two-Handed—if my interpretation of “Two-handed swords, et. al.” is correct—and (missile) Slow, Fast, and Loaded.

Engagement

From Phenster’s “when you’re fighting something” and from the example of Beowulf versus orcs, I derive the term “engagement.” An engagement occurs between individual combatants. A melee comprises one or more engagements.

Phenster’s example:

So, when Beowulf is charging into a horde of orcs with his two-handed sword, he gets the first blow against the first orc that's fighting with an axe. But after that he goes last, until he wins the fight and goes to fight another orc.

L’avant garde #32 (August 1980)

Attack Priority by Weapon Quality Table
Melee Weapons
Quality Weapons* Attack Priority
Short Dagger, hand axe
  • Last blow in first round of an engagement.
  • First blow in subsequent rounds of an engagement.
Long Halberd, lance, pike, pole arms, spear, two-handed sword
  • First blow in first round of an engagement.
  • Last blow in subsequent rounds of an engagement.
Two-Handed Battle axe, halberd, pike, pole arms, two-handed sword
  • Last blow in a round unless also Long.
Missile Weapons
Quality Weapons* Attack Priority
Slow Heavy crossbow†
  • Shoot every other round.
Fast All bows†, dagger
  • If otherwise inactive, make second attack at end of round.
Loaded‡ All bows†, all crossbows†
  • Shoot first in first round.

* Unless otherwise specified, a weapon’s priority is normal. That is, the wielder attacks in initiative order.
† Though it does not effect attack priority, bows and crossbows require two hands.
‡ To gain the Loaded quality, a bow must be readied (arrow knocked) and a crossbow must be loaded before combat. During combat, if the bow- or crossbowman does not shoot in the normal initiative order, the weapon may gain the Loaded quality.

Go First, Go Last

Phenster gives no indication as to how we should integrate first and last strikes into the initiative order. Assuming the Pandemonium Society uses Holmes’s initiative-by-Dexterity system, we might do it the same way we integrate the Editor’s directions about magic spells and missile fire:

“When there is time, or when a magic-user says he is getting a spell ready, magic spells go off first. This is followed by any missile fire…” (Holmes, 21)

In play tests, I divide a round into beginning, middle, and end phases, handling all actions (missile, magic, melee) within each phase in Dexterity order.

I add the Loaded quality to bows, in the case where a bowman “knocks an arrow” just prior to impending combat. Note that, unlike a crossbowman, the bowman’s arm tires quickly, so the knocked state cannot last long.

Caveat to Short and Long Weapons

When an attacker with a short weapon gets inside a longer weapon’s reach before the defender can react, the DM might rule that the short weapon gets the first blow.

For examples, when striking from behind, of course, and when closing on an opponent already engaged in melee with another.

Similarly, a combatant with a longer weapon (e.g., normal vs. short or long vs. normal) may use the parry action (Holmes, 21) to step back, thus disengaging. If the parry is successful, i.e., the parrying combatant is not hit, and if the two opponents come together in the next round, it is considered a new engagement, where the longer weapon again gets the first blow.

Source

Though Phenster does not mention a source in the 1980 article, the attack priority system for melee weapons yields results similar to the man-to-man initiative system given in Chainmail (25-26), and the missile weapon attack priorities are not dissimilar to its mass combat rates of fire (11).

Example: Attack Priority

In this example, I ignore movement rates as well as hits and misses. I also ignore Holmes’s instruction to dice for first blow when “dexterities are within 1 or 2 points of each other” (21), as does Phenster [covered later]. The first two combat rounds are shown, divided into beginning, middle, and end phases. Any movement, which usually takes place after the melee round, is included with the character’s action.

The order of march gives the character class of each party member and their weapons with any notes, including weapon qualities (in parentheses). Dexterity scores are shown [in brackets].

Player Party Order of March:

  • Fighter [12], sword
  • Fighter [6], spear (Long)
  • Magic-User [11], dagger (Short)
  • Thief [15], bow (Fast) and dagger (Short)
  • Elf [10], light crossbow (Loaded) and sword

While the party traverses an intersection of two 20'-wide corridors, three gnolls, approaching from the corridor on their right, see the light and charge. The 1st and 2nd Gnolls [14, 9], armed with maces, lead the charge. The 3rd Gnoll [7], wielding a halberd (Long, Two-Handed), trails, so, closes to melee in the second round.

Neither side is surprised. During the gnolls’ charge, the two fighters (Swordsman and Spearman) step in front of the magic-user, who prepares to cast a spell. The thief could knock an arrow, thus adding the Loaded quality to the bow, but the gnolls’ charge catches the player flat-footed.

First Round

Beginning:

  • Magic-user [11] casts shield.
  • Elf [10] shoots crossbow (Loaded) at 1st Gnoll.
  • Spearman [6] (Long) attacks 2nd Gnoll.

Middle:

  • Thief [15] shoots at 1st Gnoll—who is not yet engaged in melee; see next.
  • 1st Gnoll [14] attacks Swordsman—now it’s engaged.
  • Swordsman [12] attacks 1st Gnoll.
  • 2nd Gnoll [9] attacks Spearman.

End:

  • Thief [15] shoots bow (Fast) at 3rd Gnoll.
  • Magic-user [11] draws dagger, steps up to flank 2nd Gnoll.
  • Elf [10] drops crossbow, draws sword, steps forward.

Second Round

Beginning:

  • Magic-user [11] with dagger (Short) attacks 2nd Gnoll—because the gnoll is already engaged (see Caveat above).
  • 3rd Gnoll [7] with halberd (Long, Two-Handed) attacks Elf.

Middle:

  • Thief [15] drops bow, draws dagger, moves to attack from behind (next round).
  • 1st Gnoll [14] attacks Swordsman.
  • Swordsman [12] attacks 1st Gnoll.
  • Elf [10] attacks 3rd Gnoll with sword.
  • 2nd Gnoll [9] attacks Magic-User.

End:

  • Spearman [6] attacks 2nd Gnoll.

Should the Spearman fell the 2nd Gnoll at the end of this round, he may then engage the 3rd Gnoll, attacking in the beginning of the next round.