Wednesday, September 3, 2014

Dungeons and Dragons and Caving - a history of the 2nd edition...



What Am I Reading: Dungeon & Dragons Player’s Handbook, 5th edition
Part Two: Dungeons, Dragons and Caving ...

                I started to write a simple review of Dungeon & Dragons Player’s Handbook, 5th edition, but it grew into a series of blogs about the history of the game itself! If you are confused about some of the terms and initials - I define them in my previous blog: http://michaelgcurry.com/2014/09/03/a-brief-history-of-dungeons-and-dragons-being-an-eventual-review-of-dd-5e/
                I pick up in 1982 ...
                The game in both its versions - D&D and AD&D caught on among us nerds like the plague! We played and played and bought supplement after supplement and module after module. Modules were scenarios and maps of a complete adventure the DM’s could use for their game sessions. I still love reading modules and imagining characters going through the game. It’s like reading the outline of a book and coming up the details on my own! Much like a ghost writer for most celebrity fiction...
                New classes were introduced - the barbarian and the thief-acrobat. There was a Saturday morning cartoon.

                There were also complaints.  Lots of them. “I have an 18 Dex and I can’t roll for squat! Why should the Magic User make HIS Dex roll of 9 when he jumps and I can’t with my 18?”
                “That’s the way the dice rolls,” says the DM.
                “It’s not fair!” whines the poor roller...
                And then there were the Christians.  


               Since neither D&D nor AD&D mentioned Jesus every third sentence it was deemed Satanic. They said the books taught youngsters how to actually invoke devils and demons - which of course explains their proliferation in the skies of the mid-1980s. D&D replaced Judas Priest as the chief cause of teen suicide. “That’s cruel, Mike.” True; and I apologize. I shouldn’t make light of such a serious subject - but to use D&D or Judas Priest as the straw man is unfair. Those kids needed help from the adults around them and didn’t get it.
                OK, back to the Christian nonsense: read Dark Dungeons - I’ll wait. http://www.chick.com/reading/tracts/0046/0046_01.ASP
                So between the whiners with bad dice and the kooks with bad divinity, TSR (the parent company that published D&D and AD&D) came out with a Second Edition in 1987. It came with a new Player’s Handbook, Monster Manuals (several of them) and Dungeon Master’s Guide.
                The classes and races were toned down to satisfy the kooks (like you can ever satisfy the kooks) - Magic Users became Mages, Assassins were removed altogether. So were any references to devils and demons. Some changes weren’t so puritanical and made a bit of sense - Rangers became a sub-class of Fighters. Druids became a subclass of Clerics.
                2nd edition introduced THAC0 - “to hit Armor Class Zero”. Players and monsters had armor classes - the thicker your hide or armor the better your armor class and the harder it is to take damage. Too much damage and you die. Fighters clad with metal plates ala Ivanhoe and King Arthur had ACs of 1 or less. Magic Users - er - mages in robes has AC 9 and were easier to hit - if you could get around the fighter in plate mail. Dragons had ACs in the negatives. A particular goblin had a THAC0 of 18, say. A player with a fighter with an AC 1 would be hit if the goblin rolled a 17 or higher (18 - 1) - not too good. The fighter had a THAC0 of 14 and this goblin had AC 7, so he could hit on a roll of 7 or better - which has pretty good odds of succeeding. This won’t be much of a fight...
                I have yet to mention the dice used in the game - it started with what the rest of the world calls dice - a six-sided cube with dots on it you found in all the board games and in every scene of “Guys and Dolls”. D&D and other role-playing games use a lot more than those. There are 4, 8, 10, 12, 20, and even 30 and 100-sided dice available. You can always tell a gamer by the way they refer to a standard dice with the dots on them. We call them “six siders”. By the time I got into the game - d6s (six-sided dice) was used for rolling stats and some hit points - mostly the d20 was used. If I had a Dex of 15 and had to “beat Dex” (see my previous blogs), I had to roll a 15 or less on a twenty-sided dice.
                Anyway, back to THAC0: once you got used to it, and you used your fingers and toes, it wasn’t so bad. 
                Magic and Clerical abilities were divided into “spheres” - your character concentrated on only a few spheres. You couldn’t cast just anything. Whether this is good or bad is an individual choice. Personally, I think we should be leery of any rule that limits play. On the other hand, it makes for more of a challenge in selecting how best to overcome a game’s obstacles. “Blast the orc with a fireball!” “But I’m an illusionist! All I can do is turn him purple!’ “What the hell good is that spell!?” “You didn’t mind when we hid in front of that purple tapestry!” “Shut up!”
                They also added proficiencies. A fighter could no longer just pick up an axe dropped by that ogre and use it to slice necks. He had to be proficient in the weapon. The character learned proficiencies as he got higher and higher in level (note: as a character plays, he gains experience points and goes up in levels - this means he can gain hit points, gain more spells, gets tougher and better at what he does, etc.).
                There were also non-weapon proficiencies. Here is where the rot set it, in my opinion.
                Remember the scenario from Part One?
                “I try to grab the vine and swing over the chasm.”
                “Beat your Dex,” says the DM.
                “I have the Jump Proficiency, so I can subtract one from my roll. {Roll} Good thing, I just made it!”
                “It’s about time, Mr. Poor Roller. Now the Magic User - er - Mage, sorry, you roll your Dex.”
                “I only have a Dex of 9...” {Roll} “Made it!” says the Mage.
                “You always make it,” says Mr. Poor Roller.
                “Whiner,” mumbles the Mage.
                The Jumping Proficiency. Jumping. Anybody can jump! My grandmother could jump! Roll your Dexterity - if you roll shitty, you fall, if you roll low, you make it. You don’t need to be proficient in jumping...
                And Jumping was only available to the Rogue class. If you were a Rogue, you got a plus to jump if you selected Jumping. The rest of us had to rely on our die roll. Between the four base classes there were about 68 skills to choose from.
                68.
                It gets worse.
                But in the meantime 2nd Edition was an even better success that 1st! Character kits were introduced - there are different types of thieves (an urban pickpocket vs. a Robin-Hood-esque-good-guy) and with the different non-weapon proficiencies you add lots of different flavors to the basic classes. Classes had their own supplements. A mage could be a chronomancer and cast spells based on time. Different worlds and venues developed - Aztec-like rules and scenarios to play along with the Oriental Adventures (a 1st edition supplement); Dark Sun - set in a ecological-disaster-desert world; Ravenloft - a gothic horror setting, Spelljammer took the players into outer space: all were available as 2nd edition play.  The supplements filled the shelves.

                It was huge. Huge! So huge the fat and bloated company that was TSR sold the company lock stock and dragon hoard for $25 million to Wizards of the Coast.
                And WotC took the game and changed everything...

TO BE CONTINUED...
Copyright 2014 Michael Curry

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