Advanced Combat

This is the 16th in a continuing series of articles, which reedits house rules for Holmes Basic D&D from 40-year-old game club newsletters. Mentions of house rules are in bold text and followed by a [bracketed category designator].

For rules category descriptions and more about the newsletters, see “About the Reedition of Phenster’s.” For an index of articles, see Coming Up in “Pandemonium Society House Rules.”

Phenster’s Pandemonium Society House Rules is a work of fiction. Names, characters, businesses, events, incidents, and newsletters are either products of the author’s imagination or are used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is pure coincidence.

Losing Balance

In the excerpt on critical misses from “Combat Complications” (L’avant garde #49, September 1982), Phenster refers to losing one’s balance in melee. In “Advanced Combat,” three months later, he adds:

Sometimes, especially whenever we're fighting on rough terrain, when we lose our balance there's a chance we might fall down. We have to roll our dex score or less on a d20. Rough terrain is like a field of rubble, a steep slope, or a dungeon floor where stone blocks have been upset by an earthquake or tree roots growing under them. We can't fight from the floor (+4 AC), and it usually takes a turn to get up.

—from “Advanced Combat,” L’avant garde #51 (December 1982)

As “off balance” appears twice in Phenster’s list of possible results due to a critical miss, when using the rule Critical Miss: Lose Next Action [E], consider Balance [P] as a supplement. I put it in the [P] Pandemonium category, because it adds a dice roll to the end of what should be a quick resolution of a combat action. Another option is for the DM to adjudicate, including the fall (or not) in the critical miss result.

Balance [P]

A character who loses balance on uneven ground (e.g. rough or sloping terrain, stair steps) must make a Dexterity check or fall prone.

Prone [E]

A prone character cannot attack, and any attacks on the prone character are made at +4 on the dice. A prone character can stand in one round.

Drawing a Weapon in Melee

“It takes one melee round to draw a new weapon, but one hanging free, or in the other hand, can be employed immediately” (Holmes 21).

According to the rules you can draw a weapon in one round. You can usually only do one thing at a time, but we say you can also draw a weapon while you move, like when we're closing to melee.

—“Advanced Combat”

Draw Weapon While Moving [E]

A combatant may draw a weapon while moving.

Charging and Other Movement in Combat

In the following excerpt, end 1982, Phenster refers to “fully armored” characters, which I assume he gets from Holmes’s Movement Table (9). In Charge [E] below, I translate to any armor, because in 1984 Phenster adds move rates for characters wearing leather armor: In L’avant garde #63 (May 1984), he places “half armored” characters between unarmored and fully armored on the movement table. He also halves the move rates given on the Holmes table.

Phenster does not specify whether a half armored character gets the damage bonus for charging. I defer to Chainmail, which gives the impetus bonus to heavy and armored footmen (17).

Besides Charge [E] and Half Armored Move Rates [E], Maneuver [E] allows a step in melee.

If you are not more than THREE TIMES your melee move distance away from your opponent, you can charge. But it has to be over flat/level ground without any obstacles, and the opponent has to be at least 10' away. If you hit and you are fully armored, you get a +2 bonus on damage from the impetus. And if you slay your opponent, your charge continues and you can attack again if you charge into another opponent, until the end of your charge. Your charge has to be in a straight line.

—“Advanced Combat”

Charge [E]

When an opponent is at least 10' and not more than thrice combat move distance away, a combatant may charge the opponent in a straight line over level terrain. If the attacker is wearing armor, a charge grants a +2 bonus to damage. If the opponent is slain, the attacker continues the charge up to three times combat move distance, engaging subsequent opponents.

Whereas contemporary D&D editions apply the charge bonus to the attack roll, Phenster applies it to damage. One interpretation of Chainmail’s “Impetus Bonus” (17) would do likewise.

Half Armored Move Rates [E]

Characters wearing leather armor or equivalent move normally at 180 feet per turn. They move at 90 feet per turn while exploring, and 15 feet in a combat round.

Flank and Rear Attacks

If you can attack from a monster's flank (90 degrees from its front), you get +1 on the attack. If you come up behind it, you get +2. You're supposed to add another bonus if the monster has a shield and can't use it (like if you're on its right side), but Hazard doesn't mess with that. He just says attacks from behind get +2 on the roll.

You DO NOT get the bonus for flanking if you're less than 90 degrees from the front. If the monster's fighting somebody else and you come up beside it, you might only get one attack with a bonus before it turns to put both its enemies at 45 degrees to its front.

—from “Combat Complications,” L’avant garde #49 (September 1982)

Flank and Rear Attacks [E]

An attack from a flank gains a +1 bonus on the dice; from the rear, +2. Whether the defender wields a shield or no is not considered. Assume that a combatant can change facing (left, right, or about face) on its count in the initiative order or any time immediately prior to an attack.

Defend in Place

Jinx had a good attack roll for once, and he hit the grimpshee with his sword but didn't do any damage. That's how we knew it was immune to normal weapons. So Jinx stepped to one side of the door and defended in place (-4 AC), while Friar Tombs came up with his snake staff, and Phenster Prime threw protection/evil 10'.

—from “At the Gates of Pandemonium,” Paradigm Lost #4 (December 1982)

Full Defense [E]

A melee combatant may forego all attacks and other actions to devote the round to defense, thereby gaining a −4 bonus to armor class. When so defending, only a step is allowed in the round (see Maneuver [E]).

Fighters vs Humanoids

. . . Orcs everywhere—we were surrounded! Mandykin fired her crossbow then drew a sword. I didn't have any spells left, so I took out my dagger to defend my skin. Friar Tombs struck one with his mace. Then it was the Bully's turn. He swung his two-handed sword once and two orcs fell. He swung again and another one went down. Five more swings and all the orcs were dead or ran away. He got so many attacks because he's a 7th-level fighter. If it was 2 HD monsters, like gnolls or lizard men, then it would be 3 attacks.

—“Advanced Combat”

Fighter Multiple Attacks vs Humanoids [E]

Fighters get multiple attacks per round against humanoids. Divide the fighter’s level by the humanoid’s hit dice, drop any fraction. Treat less than 1 HD monsters as 1 HD, and ignore any bonuses to base hit dice. The fighter makes all attacks at once in the usual order of attacks.

Fighter Damage Splatter vs Humanoids [P]

When a fighter slays an undamaged humanoid with one attack, any extra damage is taken by another humanoid, if it is within the fighter’s reach and would be hit by the same attack roll. If the second humanoid was also undamaged and is slain, any remaining damage is taken by another humanoid meeting the same conditions, and so on.

Because it implies the fighter swipes through multiple enemies with a single swing, this rule, for me, feels over-the-top, so I throw it in the [P] Pandemonium category. It can, however, speed up those big combats, and it makes the fighter player feel good.

Hireling and Monster Reactions in Melee

It didn't make any sense that the PCs can decide to run away when the monsters are too tough, but the monsters don't run away when it's plain they're going to be slaughtered. Our NPCs might lose their nerve too, and they might run. Hazard mostly just decides for the monsters and NPCs when their going gets tough. But when he isn't sure, he uses the Hostile/Friendly table from the rulebook to see if the monsters will cut their losses and run. He gives the monsters a number depending on how brave they are. Most monsters fall into the 6 to 8 range. Hired NPCs usually get a 7. For example, kobolds have an 8 morale (Normally courageous), ogres have a 5 (Sturdy), and dragons have a 3. And Clare Brighthelm, a Knight of the Celestial Hart, is Stalwart; she never backs down from a fight.

2: Stalwart, never runs away, never surrenders
3-5: Sturdy, fierce, battle-hardened
6-8: Normally courageous
9-11: Weak of will
12: Coward, always runs away

Whenever the monsters could have a second thought about going on with the fight, Hazard rolls two d6s. If he rolls below the number, the monsters run (or give up if they can't escape). But if he rolls the number or higher, they fight on.

—“Advanced Combat”

Morale [E]

The DM assigns a moral score based on his or her judgment and interpretation of the creature crossed with Phenster’s table. Hirelings begin with a morale score of 7. On a 2d6-roll result lower than the moral score, the creatures flee or surrender. When to check morale is also left to the DM’s discretion.

DMs who find Hazard’s system too haphazard may consult B/X (Moldvay, Cook, Marsh, 1981) for a similar system more fully detailed.

Campaign Hook: “To All Who Enter Herein—DOOM”

In Deep Dungeon Doom, I follow #Gygax75 and #Dungeon23 to create a D&D dungeon campaign in a few minutes per day for one year. I intend to post irregular updates here. To get the daily rooms, follow me on Mastodon and Twitter.

Gary Gygax, in the Europa article (April 1975), notes mythology, folklore, and fantasy and swords & sorcery literature as typical sources of inspiration.

“Settings based upon the[se] limits (if one can speak of fantasy limits) can be very interesting in themselves, providing the scope of the setting will allow the players relative free-reign to their imaginations” (18).

In addition to listing our inspirational sources, Ray Otus suggests we write a few concise bullet points in describing the campaign setting to arouse the players’ excitement (The Gygax 75 Challenge, 7). My general inspiration, as well as two of five specific sources, comes rather more from D&D itself. The dragon eats its tail.

Mimicking a source, I preface the lot with a brief background. And, because Winninger’s Dungeoncraft is in my DNA, I make up a secret, which I hide behind a spoiler tag. Those who wish to explore the dungeon in play should not peek.

Background

“…the dungeons beneath the ‘huge ruined pile, a vast castle built by generations of mad wizards and insane geniuses.’”

—Gygax and Arneson, Men & Magic (D&D Vol. 1, 5)

The last of these mad wizards desired godhood. In a laboratory on the dungeon’s lowest level, Daerdread Fearthoht constructed a device that would channel divine energy. She had only to capture a god. A religious order tricked the wizard, trapping her in the device, thus preventing the apotheosis and rendering the wizard impotent. But not before Fearthoht, now called Doommaker, threw a powerful curse on the dungeon: “To all who enter herein—DOOM!”

Doommaker

Fearthoht feigns impotence. Though trapped in Godthrone, she communes with a sect of evil mage-priests devoted to the would-be deity. The mage-priests have reversed the energy flow between trap and device. Their continuous prayers restore the wizard’s power.

Description

  • DONJON LANDS setting: The campaign takes place in a far-future Earth: “a world with magic, monsters, and a ring around it, with stars that aren’t fixed but dance and swirl.” See also its creation myth Song of the World Dragon.
  • Medieval Greek and Roman culture: An empire recently encompassed the known world. Following a collapse of imperial power in the west, an overlord retains power over eastern realms.
  • Dungeon campaign: Game play focuses on dungeon exploration with occasional wilderness forays.
  • Wizard opposition: The principal villains are Fearthoht Doommaker and an array of powerful wizards and their many and diverse minions.
  • Fun-house dungeon: Encounters and adventures are intended to be fun without so much attention to fantastic realism.
  • Deadly: The mood is doom.

fun house noun
: a building in an amusement park that contains various devices designed to startle or amuse

Webster’s

Deep Dungeon Doom, a Dungeons & Dragons campaign

“…the participants can then be allowed to make their first descent into the dungeons beneath the ‘huge ruined pile, a vast castle built by generations of mad wizards and insane geniuses.’”
—Gygax and Arneson, Men & Magic (D&D Vol. 1, 5)

Campaign hook: dungeon environment, wizard opposition.  

“To All Who Enter Herein—DOOM”

Inspiration

  • Tegel Manor: Commonly considered the original fun-house dungeon, the 1977 Judges Guild module’s terse descriptions also lend well to #Dungeon23’s short-handed stocking method.1
  • Magic-users of Jack Vance and Clark Ashton Smith: Various works of these two authors portray the sort of “mad wizards and insane geniuses” I’m looking for.
  • How to Host a Dungeon: Not playing through it, I use the rules booklet as a reference work. Tony Dowler’s dungeon-building game provides primordial nexuses, ancient civilizations, and master villains to fill out the dungeon’s space and history should need arise. I may elaborate on this point later.
  • World history: The campaign is set in a place and time similar to the 11th-century Byzantine Empire.
  • Greek and Roman mythologies: Gods and religion are drawn from an amalgam of these two real-world mythologies.

My notebook is a reMarkable tablet.


1 “365 rooms written like ‘3 orcs, 25 gold pieces’ is better than 5 rooms written like ‘In this beautiful hand carved obsidian room sit 3 orcs arguing over a dice game. 25gp sit on the table, each of them…’ See what I’m getting at?”—Sean McCoy, “#Dungeon23

Follow Stephen on Mastodon and Twitter.

1 Cave Entrance

In Deep Dungeon Doom, I follow #Gygax75 and #Dungeon23 to create a D&D dungeon campaign in a few minutes per day for one year. Not to flood the blog with rooms for this project, I intend to post irregular updates.

Other points of ingress exist. The campaign begins at the cave entrance.

1 Cave Entrance

Above arch: LYCEVM ARCANVM. Door locked.

a. Brick wall. Hear dripping water from b.

b. Deep pool. Natural stairs continue down. Skeleton at edge. Silver key on silver chain (40 gp).

Blue Flame, Tiny Stars Bonus Material

I mention in the preface to Blue Flame, Tiny Stars that several articles or parts of articles from Anecdotes and Old Games are omitted from the text, as they are impertinent to the memoir. Because they may be of interest to old-school role-players and fans of Holmes Basic D&D, I include an index to the orphaned articles on the book’s web page under the heading Bonus Material.

The Story Continues…

After my initiation to the game with the Holmes edition, I happened upon Moldvay, Cook, and Marsh’s D&D Basic and Expert Sets: “A Craft Store Discovery.”

More to come in Anecdotes and Old Games.

Book cover, Blue Flame, Tiny Stars

Warning: Reading this book will make you want to play D&D!

Now Available on DriveThruRPG in Paperback, EPUB, and PDF

#Gygax75 and #Dungeon23: Create a D&D Dungeon Campaign in a Few Minutes a Day Without Too Much Thinking

Setting Up a Campaign in Original D&D

In the original 1974 DUNGEONS & DRAGONS rules booklets, Gygax and Arneson give us scant guidance on designing the surface and underworld environments in which a campaign will take place, and hardly anything at all about setting up “the campaign for which these rules are designed” (Men & Magic, 3).

The first of three thin volumes, under Preparation for the Campaign, advises:

“The referee bears the entire burden here, but if care and thought are used, the reward will more than repay him. First, the referee must draw out a minimum of half a dozen maps of the levels of his ‘underworld,’ people them with monsters of various horrid aspect, distribute treasures accordingly, and note the location of the latter two on keys, each corresponding to the appropriate level” (Men & Magic, 5).

This summary is followed by the assurance: “This operation will be more fully described in the third volume of these rules” (5).

The third volume provides some degree of satisfaction in the details. The Underworld & Wilderness Adventures opens with an illustration, showing a “Sample Cross Section of Levels,” and a half-page of text, which again points out the referee’s burden of time, the necessity to draw maps of a few dungeon levels, that eventually the dungeon should have a dozen or more levels with new levels under construction, and that, indeed, the depth and breadth of a dungeon is limited only by the world’s capacity to manufacture graph paper (3-4).

The book then provides a sample dungeon map accompanied by several examples of tricks and traps and advice on placing monsters and treasures (4-8).

We will see shortly that the DM’s burden of time is a recurring concern for Gary Gygax. Much like entering the dungeon, we are warned against it, but we do it anyway—That’s where the fun is.

Later, in The Wilderness section, the referee gets an outline of maps necessary to run surface-level adventures:

“First, he must have a ground level map of his dungeons, a map of the terrain immediately surrounding this, and finally a map of the town or village closest to the dungeons (where adventurers will be most likely to base themselves)” (14).

Following brief examples of the now-iconic Blackmoor and Greyhawk base towns and a suggestion to use the Outdoor Survival map board for “off-hand” or “general” adventures, the rules then get into conducting play in areas previously established. In all that, though, the D&D referee has little in the way of an overview of how to set up the campaign.

Europa

To the April 1975 issue of Walter Luc Haas’s Europa zine, Gary Gygax contributed an article “HOW TO SET UP YOUR DUNGEONS & DRAGONS CAMPAIGN—AND BE STUCK REFEREEING IT SEVEN DAYS PER WEEK UNTIL THE WEE HOURS OF THE MORNING!1 (18-20) In it, the co-creator breaks the daunting task into five steps. I paraphrase the headings:

  1. Campaign Hook
  2. Environs
  3. Dungeon
  4. Base Town
  5. Greater World

While still cursory, the article’s three letter-sized pages give the referee a more structured process to set up a campaign.

#Gygax75

A blogger named Charlie (who goes by @Thatakinsboy on Twitter), coming upon Gygax’s Europa article in 2019, was inspired to follow the guidelines to set up a campaign. In a September 10 article on his blog Dragons Never Forget, Charlie introduces the Gygax ’75 Challenge and invites us to play along. He gives us a series of articles in which he walks the reader through the five steps over the next couple months, as he creates the Valley of the Three Forks, a post-apocalyptic fantasy campaign setting inspired by sci-fi and fantasy literature.

Meanwhile, in October, fellow blogger Ray Otus of the Viridian Scroll saw Charlie’s introduction and caught the bug to make a campaign using Gygax’s brief guidelines. He reviews the article in “The Gygax 75 Challenge.” Then he went further: Otus wrote a 40-page book, outlining Gygax’s steps in “achievable, bite-sized prompts and goals for a week-by-week program.” The Gygax 75 Challenge booklet (PDF) walks a DM through the five-step process in as many weeks.

After laying out the purpose of the book in the Introduction, Otus reminds us of the weekly deadline and addresses Gygax’s recurring concern:

“You are allowed one week, (no more, no less!) for each step. That may sound a bit overwhelming, but don’t overthink it!” (1)

Some time afterward, the hashtag #Gygax75 began appearing on social media, as twenty-first-century old-school D&D fans became likewise inspired.

Questing Beast Ben Milton touts Ray Otus’s Gygax 75 Challenge as “one of the best resources you can use [to build your own D&D campaign],” saying, “It’s a great way to give yourself some structure and to shepherd you through until the end” (“The ‘Gygax 75’ technique for building DnD campaigns,” 2:29-3:04).

#Dungeon23

More recently, Sean McCoy started work on “a cool little project.” McCoy tweeted:

“Megadungeon for 2023. 12 levels. 365 rooms. One room a day. Keep it all in a journal” (Twitter, December 5, 2022).

McCoy elaborates on the project in a December 6 post, “#Dungeon23,” on his Win Conditions Substack. “I love dungeons and megadungeon play,” he writes, “but writing a megadungeon is difficult!”

Journal

In the post, McCoy mentions using a stand-alone notebook or journal. He uses a Hobonichi Techo Weeks planner, whose layouts have seven days on one side, for each room of the week, and a graph-ruled page on the other, for the week’s map section.

Random Generators

For days when an idea is lacking, McCoy suggests, “Generators are your friend.” He points us to Courtney Campbell’s Tricks, Empty Rooms, & Basic Trap Design and “a billion d100 lists on Elfmaids & Octopi.”

Flying Dungeon Stocking Tables

Here, I add my own Flying Dungeon Stocking Tables, random content generation tables with probabilities based on guidelines in Holmes Bluebook D&D, Monster & Treasure Assortments, and Dungeon Geomorphs. Available in PDF for print and phone.

DM’s Burden of Time

McCoy also addresses the recurring concern, proposing “one room a day” to reduce the otherwise daunting project into small tasks, achievable in a few minutes.

“Once you realize you can create a dungeon of this magnitude, your whole world opens up with what you can do.”—Sean McCoy, “#Dungeon23,” Win Conditions

A game designer with several RPG product credits to his name, including the wildly successful Mothership RPG, McCoy further encourages the dungeon-maker. In the same words as Ray Otus, he admonishes, “Don’t overthink it.” He continues: “Don’t make a grand plan, just sit down each day and focus on writing a good dungeon room.”

Later, he adds further advice: “The goal is the finish line. Just get to the finish line,” and “Once you realize you can create a dungeon of this magnitude, your whole world opens up with what you can do.”

Inspiration Inspires

There are also hashtags now for #City23, #Hex23, and #Facility23. Maybe you have another idea…?

Now It’s Our Turn

Ray Otus closes his Introduction to The Gygax ’75 Challenge with more good advice: “Just get started.”

Starting now and throughout 2023, I am combining #Gygax75 and #Dungeon23 into a project named for the resulting old-school D&D campaign: Deep Dungeon Doom.

1 Gygax’s is a title upon which no pundit can resist comment. Mine is reserved for this footnote.

Find Stephen on Social Media

I’m on Twitter and getting started on Mastodon. You can also find me on Facebook as well as LinkedIn.


Blue Flame, Tiny Stars: Now Available on DriveThruRPG

Blue Flame, Tiny Stars is now available on DriveThruRPG in paperback, EPUB, and PDF.

“Stephen’s delightful memoir makes you want to travel upstream to your own formative D&D headwaters, dig out your old graph-paper maps and worn dice, and rediscover the gateway to what the author calls ‘the fantastic path.’”
—Ethan Gilsdorf, author of Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms

“A vibrant recollection of what it’s like to encounter Dungeons & Dragons for the very first time.”
—Dan “Delta” Collins, author of Book of War and co-host of Wandering DMs

Book cover, Blue Flame, Tiny Stars

Warning: Reading this book will make you want to play D&D!

Now Available on DriveThruRPG in Paperback, EPUB, and PDF

Thirteen-year-old Stephen is growing up in a mundane world until, during one fateful week in 1982, he discovers a new kind of game. It’s called Dungeons & Dragons, it’s a role-playing game, and under his best friend’s tutelage, he learns to play it. Now, he enters a world of medieval fantasy, where knights in shining armor perform heroic deeds, where monsters lurk in the shadows, and wizards wield powerful magic, where fabulous treasures lie hidden behind cunning traps, and deadly pitfalls await the unwary. In this game anything is possible, and by week’s end, Stephen knows it will change his life forever.

Praise for Blue Flame, Tiny Stars

“I recommend this book not just to fans of ‘Holmes Basic’ but to anyone who enjoys playing Dungeons & Dragons. The author’s clear prose captures the excitement of those early, half-remembered adventures when everything about the game was new and awe-inspiring.”
—Zach Howard, author of The Ruined Tower of Zenopus and archivist at Zenopus Archives

“From his first glimpse of those strange dice, Stephen paints a picture of a young gamer’s friendships and adventures as he finds his way into a new world. The book is both a wonderful narrative and a personal history.”
—Tony Dowler, author of How to Host a Dungeon: The Solo Game of Dungeon Creation

“Stephen’s essays take me right back to those heady days. You will recognise many of the moments in this book, from figuring out weird dice, employing outside-the-box tactics, inventing new spells and monsters and magic items, drawing sprawling maps—but, most of all, you’ll remember the freshness of a completely new kind of play.”
—Michael Thomas, author of BLUEHOLME

“A celebration of dice, maps, friendship, and, above all, imagination—the very stuff from which the hobby of role-playing is made.”
—James Maliszewski, author of Grognardia: Musings and Memories from a Lifetime of Roleplaying

Now Available on DriveThruRPG in Paperback, EPUB, and PDF

Critical Hits and Misses

This is the 15th in a continuing series of articles, which reedits house rules for Holmes Basic D&D from 40-year-old game club newsletters. Mentions of house rules are in bold text and followed by a [bracketed category designator].

For rules category descriptions and more about the newsletters, see “About the Reedition of Phenster’s.” For an index of articles, see Coming Up in “Pandemonium Society House Rules.”

Phenster’s Pandemonium Society House Rules is a work of fiction. Names, characters, businesses, events, incidents, and newsletters are either products of the author’s imagination or are used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is pure coincidence.

Beowulf the Bully charged the last bugbear. He rolled a natural 1 with his two-handed sword, so he missed. Hazard said he stumbled in the charge. He would miss his next attack while he recovered his balance, and the bugbear got to attack him from the flank. The bugbear rolled a 20! That's double-max damage!! The Bully fell dead on the floor with a mace in his face.[1]

—Phenster, from “At the Gates of Pandemonium,” Paradigm Lost #4 (December 1982)

Natural Hits and Misses [E]

A natural 20 always hits; a natural 1 always misses.

Following D&D editions in chronological order, I don’t find this rule in its full form (including both hits and misses) until Molday’s Basic D&D (1981): “…a roll of 20 will always hit, and a roll of 1 will always miss” (B25). We can’t have crits and fumbles without it, so we assume the house rule.

Critical Hits

Critical Hits: Double-Max Damage [P]

On a natural 20, an attack roll automatically hits and does double maximum damage.

Apart from twice maximum damage being a lot, the beauty of this option is that the big moment when the dice comes up 20 is the BIG moment. It happens in an instant. There is no second guessing: “Yeah, well, we’ll see if you confirm…” And no doubling a low damage roll. Because rolled damage, even doubled, is often a let down.

Phenster does not mention whether a Strength or magic bonus is included in the doubling. I would say not: assuming the natural 20 represents an optimal blow, the attacker’s strength is not suddenly doubled, nor does a magic weapon’s power surge.

Critical Hits: Max damage [E]

On a natural 20, an attack roll automatically hits, inflicting maximum damage.

For those who balk at double-max, simple maximum damage also has the benefit of immediacy, while being less likely to end an adventuring career.

Critical Misses

When you roll a 1 for your attack blow, we usually say you drop your weapon and have to draw another one, but it depends on who's the DM. It gets a little boring if it happens more than a couple times in one game. But Hazard has a flair for making stuff up on the spot. Like, you stumble, or your flail gets stuck in the other guy's shield, or something more dramatic. We almost always miss our next turn.

I've tried it before when I'm the DM, but it takes me too long to make something up. So I made a list of all the things Hazard ever did. It turned out that the list wasn't long. It's the details Hazard adds that make the flair. I keep the list handy, and if somebody rolls a 1, I just have to pick something from the list and add some flair.

- Drops weapon
- Weapon stuck
- Breaks weapon
- Over swing (off balance)
- Stumble (off balance, 1 step in random direction)
- Expose flank
- Impaired (penalty on attack OR armor class for 1 round)

—Phenster, from “Combat Complications,” L’avant garde #49 (September 1982)

Critical Miss: Lose Next Action [E]

On a natural 1, an attack roll automatically misses, and the attacker loses the next attack or the next round of action.

I include “next attack” for the case of combatants wielding a lighter weapon and fighters with multiple attacks per round (see Multiple Attacks per Round [E] and “Combat Complications” forthcoming).

Using Phenster’s list, the DM may add details as necessity demands and one’s capability for flair permits.

Critical Miss Immunity [E]

An attacker, who needs a 10 or less on the attack matrix (level/hit dice vs AC), is immune to a critical miss.

My own addition, this rule lowers the chance that a high-level character looks like a bumbling idiot. It takes into account only the attacker’s level versus the defender’s AC. I don’t include bonuses and penalties in the criteria, because often, when the attack roll is high or low, we don’t take the time to add up all bonuses and penalties. By including them in the calculation for critical miss immunity, it forces us to make that calculation, which slows the pace.

Note on Critical Hits and Misses

Statisticians and game designers criticize critical hits and misses for a variety of good reasons. Here I outline the major arguments briefly. The web is mired with more thorough discussion on the topic.2

The base rule is that a 20 always hits and a 1 always misses. Adding additional penalties and bonuses introduces more randomness—therefore more chaos—into combat.

Statisticians warn players that critical hits and misses work against their characters in a number of ways:

  • If we suppose that player characters should have a chance—whether high or low—to win a given fight, then any additional chaos in the system means it’s more difficult to gauge the chance of success.
  • Because there are often more individual monsters than PCs, the latter are more likely to receive critical hits than to deliver them.
  • As fighters advance in level, they get more attacks per round. More attack rolls means a higher-level fighter has more chances to fumble than a lower-level fighter. This works against the game’s basic tenet that characters become more competent as they gain experience.

Game designers agree with the statisticians on the points above. They also balk at additional dice rolls and table lookups. All that takes time, not to mention the dramatic tension is more often broken than held taught.

Most of the statisticians and game designers who make these arguments are adults. In my youth, my friends and I gave little thought to such complicated concerns. The chance to have a dramatic impact on combat far outweighed the chance of bad stuff happening to a beloved player character—if only in our risk-ignorant adolescent minds.


1 To assuage Beowulf’s fans: Phenster tells us later that the party had him raised at the the fortress chapel. Afterward, “Friar Tombs healed his face, but the wound left scars.”

2 In the old school, generally, we talk about critical hits and misses, or casually: crits and fumbles. In later editions, when we start rolling skill checks on a d20, the terms become critical success and critical failure. Adjust search keywords accordingly.

Blue Flame, Tiny Stars—December Release

I got the second print proof last week. The color looks a lot better, outside and in. It’s a story of two friends, RGB and CMYK. One looks nice on screen, the other on paper. Perfect foils, they take turns being hero and villain.

I mentioned the too-tight margins in the first proof and thought to up the size to 5½″ × 8½″. On further reflection though, I like the smaller size for this short book. I keep the 5″ × 8″ trim size through judicious margin adjustment.

This last change made and files submitted, the book is now in process at DriveThruRPG. Blue Flame, Tiny Stars will be ready for you—barring any further complications—by mid-December.

Thank you all for your patience and for your enthusiasm. I’m looking forward to getting this book into your hands.

Book cover, Blue Flame, Tiny Stars

“I recommend this book not just to fans of ‘Holmes Basic’ but to anyone who enjoys playing Dungeons & Dragons. The author’s clear prose captures the excitement of those early, half-remembered adventures when everything about the game was new and awe-inspiring.”
—Zach Howard, author of The Ruined Tower of Zenopus and archivist at Zenopus Archives

“Stephen’s essays take me right back to those heady days. You will recognise many of the moments in this book, from figuring out weird dice, employing outside-the-box tactics, inventing new spells and monsters and magic items, drawing sprawling maps—but, most of all, you’ll remember the freshness of a completely new kind of play.”
—Michael Thomas, author of BLUEHOLME

Three Paradigms: Evolution of Ability Score Adjustments and the Prime Requisite Bonus in Old-School D&D

Because the 1981 Basic and Expert were the first D&D rulebooks I read and understood thoroughly, I see earlier editions through B/X-colored reading glasses. For examples, when in the 2000s I got my hands on the original 1974 DUNGEONS & DRAGONS rules, I understood that elves were fighter/magic-users, a magic sword +1 grants a bonus to attack and damage rolls, and ability score adjustments reduce one score to raise another.

The first thing we learn from reading the original D&D rules booklets is that one does not just read the original D&D rules booklets. It’s like casually reading a foreign language. To do so is to comprehend nothing. The OD&D rules must be studied, deciphered, and interpreted.

After struggling with the text, I figured out that, in OD&D, elves are not the fighter/magic-users I was accustomed to1, a sword +1 grants its bonus to the attack roll only2, and—most surprising—ability score adjustments do not, in fact, adjust ability scores.

Within the last example is a paradigm that shifts throughout D&D’s old-school editions.

Complimentary Paradigm

The first instance showing how to adjust the prime requisite makes the point. From the Strength entry under Determination of Abilities:

“Clerics can use strength on a 3 for 1 basis in their prime requisite area (wisdom), for purposes of gaining experience only” (Men & Magic, 10, emphasis mine).

According to the last phrase, the ability scores are not raised or lowered. We must think of the adjusted prime requisite score as a separate entry on the character sheet. If the cleric’s Strength, as rolled, is 14 and Wisdom 12, the player can use 3 points of Strength to raise Wisdom by 1. The adjusted prime requisite score is then 13. The Strength and Wisdom scores remain 14 and 12. The 3 points of Strength are used but not expended; the prime requisite is “increased” but not the Wisdom score.

To explain what’s happening in the game world, we can say that the above-average Strength compliments Wisdom and, therefore, the cleric advances faster, earning a bonus to earned experience points.

Similarly, a fighter can use 2 points of Intelligence or 3 points of Wisdom to raise the prime requisite (Strength) by 1 point. A clever fighter, like the strong cleric, advances more quickly.

If we need to be convinced, the magic-user’s case cinches it. A magic-user may use Wisdom—but not Strength—to augment earned experience. A wise magic-user may employ intellect more effectively, while Strength is of no use in the exercise of the arcane arts.

Language in the first supplement hints that players at the time were also confused about the adjustments. In Greyhawk, under the Strength entry, where the co-creator allows fighters with above-average Strength a bonus to attack and damage rolls, Gygax stipulates:

“This strength must be raw, i.e. not altered by intelligence scores” (7).

Here, we sense that Gygax knew players were ignoring “for purposes of gaining experience only” and adjusting the actual scores.

To add further confusion, Gygax goes on to allow thieves to raise the raw score.3

“[Thieves] may use 2 points of intelligence and 1 point of wisdom to increase their raw dexterity score…” (8).

Note he does not say the raw Intelligence and Wisdom scores are lowered.

The language elided above: “…so long as they do not thereby bring the intelligence and wisdom scores below average” is the same as the note given in Men & Magic (footnote, 11), where the raw scores are not changed.

As Greyhawk maintains the limited benefits of Dexterity, affecting only “the ability of characters to act/react and fire missiles” (8), thieves apply high intelligence and wisdom, not only to their experience point bonus, but also to initiative and careful aim. (As of 1976, only fighters can take advantage of high Dexterity to improve their armor class.)

Practice Paradigm

In Basic D&D (1977), editor Eric Holmes shifts from the complimentary to a practice paradigm. The editor explains in clear language:

“It is possible to raise a character’s scores in a prime requisite by lowering the scores of some of the other abilities. This recognizes that one can practice and learn feats of fighting, intelligence, etc., but must take a penalty in another area by so doing” (6).

In the practice paradigm, a magic-user can sacrifice Strength for Intelligence. Again, the lack of this option in OD&D is a tell for the complimentary paradigm.

Moldvay, with similar language, brings the practice paradigm forward into B/X, only simplifying the exchange rate, always two for one.

Complimentary vs. Practice

Apart from it just makes better sense, I prefer OD&D’s complimentary paradigm over the practice paradigm for two reasons:

  1. The practice paradigm, though it raises the prime requisite scores, tends to draw the two other abilities down toward 9. The 3d6 method already produces scores heavy toward the average.
  2. While the practice paradigm results in a net loss, the complimentary paradigm requires no sacrifice on the player’s part. No tough decision: “Do I lower strength to get one more point of wisdom…?” Therefore, character creation goes faster.

Subsumed Paradigm

Meanwhile, in the Advanced D&D Player’s Handbook (1978), Gygax omits adjustments to prime requisite scores all together. He proposes instead more generous methods to generate ability scores. The rolled scores, we infer, represent the character’s natural talent as well as any improvements and sacrifices made during one’s formative years. Furthermore, only an exceptional score (above 15) in one’s “principal attribute”—the term Gygax favors—grants a bonus to earned experience.

Brian Rogers on Mastodon points out that, according to his calculations, the chance to get an XP bonus at AD&D’s higher threshold and 4d6-drop-lowest is about the same as other old-school editions’ 13 threshold with 3d6. [13:10 02 February 2023 GMT]

But Gygax does something else in 1st Edition. He introduces ability adjustments based on race. Each player character race, except humans, receives a bonus and a penalty to two or three ability scores. For example, an elf benefits from an extra point of Dexterity, while suffering the loss of one point from Constitution. The exchange is always one for one.

Still, the adjustments represent the innate characteristics of the race. They are born in, not acquired later. Scores generated during character creation—no matter the method—represent the character’s abilities at the beginning of his or her career.

Though 3E grants ability score increases at higher levels and gives no XP bonus for high scores, and 4E grants ability score bonuses based on race without penalties, the subsumed paradigm is followed in later editions of the world’s most fascinating role-playing game.


Further Reading


1 Instead of playing the familiar elf, who is at once fighter and magic-user, the OD&D player decides, before each adventure begins, which class abilities the elf will employ for the adventure (Men & Magic, 8). If we assume the game simulates a fantastic world, this makes no sense. The decision point only makes sense when we remind ourselves that D&D is a game after all.

2 See heading “Swords, Damage Bonuses” in Monsters & Treasure, 30.

3 I base the interpretation solely on the fact that Gygax employed “raw” score a few paragraphs before. I assume he would not be so sloppy with terms as to misuse this one on the next page. Or would he…? Here we might rather say, “Gygax seems to allow thieves to raise the raw score.”