Honestly, I wouldn't blame anyone that threw these books against the wall at this point and then made Tunnels & Trolls instead.
Chainmail has three different combat systems in it. D&D has two systems in it right out of the gate, with more on the way via the supplements. Enrage 1-8 turns.
Okay, sure. A hero is worth four "men" and a super-hero is worth eight "men". What type of "man" that is depends on whether you are equipped as heavy foot, armored foot, light horse, or whatever.
Now pay attention. Let's say our hero is equipped as heavy foot. He walks up to some knights-- heavy horse. He rolls one six-sided die and a six comes up. That's a kill. And just like that, 20 armored knights are slain!!
A hero walks up to a giant and attacks. On an 11 or 12, the giant is totally killed. He kills ghouls on 6+ and dragons on a natural 12.
Or maybe you use the man-to-man system. Cross reference his weapon vs the armor to get the number on two dice that he needs to roll to score a hit. It takes four "kills" to kill him. But does he get FOUR chances to make his target roll when he's attacking? Hey. why not?!
There are no hit points in Chainmail. So they are only relevant to the D&D combat system where each hit does 1-6 points of damage. But how can this make any sense without weapons vs. AC adjustments, weapon length, and weapon speed?!
Now... enter Greyhawk where fighting men (and only fighting men) get bonuses to their to-hit and damage rolls. But hit has to be their NATURAL strength roll. You don't get to rob intelligence to raise strength for this.
Greyhawk adds in the weapon vs. ac adjustments because the D&D combat system was clearly INFERIOR to Chainmail without them. Meanwhile, the chainmail ratings are still used to detail high level clerics, magic-users, and the thieves.
Many pages are given over to updating the monster attacks for variable weapon damage. A major overhaul to the system! But checkout out these modifiers for ranged weapons. This is taking "weapon vs ac" to a whole new spergtastic levels!
I told you all that so I could tell you this. The Judges Guild Ready Ref Sheets break out the weapons in their order from Chainmail's man-to-man rules so that you could use the Chainmail parry rules with D&D. CHAINMAIL WAS KING!
• • •
Missing some Tweet in this thread? You can try to
force a refresh
The party met two barbarians at the Octogon society's Adventurer's Aid Hostile. Fagor threw the tall one out the window and has persuaded them to join the party.
Party is filling out waiver forms before entering the dungeon.
The bard got turned into stone after the fighter graciously bent bars on the prison cell to let the Shambleau out. She got hit by a magic lava lamp javelin, orco-Turkish grappled, and then finally her head got chopped off.
For each retweet this gets I will post one surprising thing we discovered running AD&D by the book with an all original campaign. (Note: was a die hard B/X, ACKS, Classic Traveller guy going into this.)
In first edition AD&D, orcs are not the Predator-looking monsters of those execrable fantasy movies that have now set how most people imagine them. Nope! In addition to having pig noses, real AD&D orcs are also SHORT. Human fighters cram them into lockers all the time!
Unlike illustrations of half-orcs in later editions, first edition AD&D half-orc player characters are of the "superior 10%" that "are sufficiently non-orcish to pass for human." This is among the most hilariously unintentionally funny passages in rpg history & is GREAT GAMING.
AD&D does not offer instant gratification. I create a one page dungeon with no guarantee that the players will ever go there. Magic-user spends thousands of gold to research an original spell when he doesn't even know if he has passed his "chance to know" roll for it or not.
The player has an opportunity to make a lasting impact on how the game is played. But given, say, five different spell concepts... he won't know which of them will actually enter play and become incorporated in to the campaign's legendarium.
Meanwhile, the players have to come to a consensus about what 2 do in any given session. This can lead to either conservative, overcautious attempts to extract low hanging fruit from lazy and unimaginative DMs. It can also lead to surprisingly innovative departures from the norm.
The AD&D grappling rules are in the game for two reasons. One is so that there is a means for the game to continue when hapless players have allowed themselves to be completely disarmed. The other is so that elite players can utterly dominate the game.
Class and level-- combined with a secret die roll-- serve as a floating bonus either on the initial chance to hit or on the combat result table. Character level will at most result in a swing of 2 or 3 percentage points. You won't witness D&D game design this bold anywhere else!
Great stuff here. Beautiful rules for handling subdual damage, recovery, knockouts. An order of magnitude better than every other house rule and elaboration ever made for this game. This is important because it establishes that Gygax was not high on cocaine when he wrote this.
"On Zothique, the last continent on Earth, the sun no longer shone with the whiteness of its prime, but was dim and tarnished as if with a vapor of blood. New stars without number had declared themselves in the heavens, and the shadows of the infinite had fallen closer."
"And out of the shadows, the older gods had returned to man: the gods forgotten since Hyperborea... bearing other names but the same attributes. And the elder demons had also returned, battening on the fumes of evil sacrifice, and fostering again the primordial sorceries."
"And the red suns and ashen moons went westward over Xylac, falling into that seldom-voyaged sea, which, if the mariners' tales were true, poured evermore like a swiftening river... and fell in a worldwide cataract upon nether space from the far, sheer edge of Earth."
@dferg@bar1scorpio@KaliYuga1984@BrianNiemeier Sure, man. There was a time not that long when people that wanted to write a fantasy story would imitate not J. R. R. Tolkien but Lord Dunsany. This is hard for many people to believe, but check Ursula Le Guin's essay "From Elfland to Poughkeepsie" if you need confirmation.
@dferg@bar1scorpio@KaliYuga1984@BrianNiemeier A lot of people have attempted to make fantasy more serious, more significant, and even more literate over the years. The irony here is that the people in the vanguard of these efforts will do anything but the sort of things that would actually make such an undertaking possible.
@dferg@bar1scorpio@KaliYuga1984@BrianNiemeier But then you have Lord Dunsany doing it effortlessly at a time when Fantasy™ wasn't even supposed to exist yet. The timing here really is key. No world wars had happened yet. Women's suffrage hadn't happened. The Russian Revolution had not happened yet. It was another world.