What Am I Reading: Dungeon & Dragons Player’s Handbook, 5th
edition
Part One: Making History!
The
Dungeon Master looked up from his notes and pushed his glasses further up his
nose. “The tunnel finally ends in a huge cavern - you can’t see very far. But
before the entrance to the cavern there is a crack in the ground making a huge
hole blocking your way."
“How
far is the gap?” A player says.
“About
thirty feet - you can’t jump it.” The player checks his character sheet.
Another
player asks, “I look above the gap to the ceiling, what do I see?”
“Several
bleached white dangling roots - some are thick as tree trunks, some as thick as
a person’s arm, some very thin.”
“Are
they within reach?”
“No,
you’d have to jump.”
“Can I
make a running jump and use the vines to swing to the other side? I promise not
to yell like Tarzan.”
“Roll
...”
This
blog started off as a simple review of the new Dungeons & Dragons Player’s Handbook (Fifth Edition), but most
of the changes made in this edition required an explanation of what went on
before. The review turned into a history of the game itself.
Like
the archaeological City of Troy ,
the information at the top of the site was built upon a lower city with its own
information. This was built on the city before that, which was built on the
city before that.
To
explain the good and bad of Dungeons
& Dragons Player’s Handbook (Fifth Edition) and to really appreciate or
discredit what they had done, I had to dig into the treasure and trash of its
past incarnations.
It
started with miniature gaming - those fellows (let’s face it, miniature gaming
- especially in the 1960s and 70s - was a y-chromosome activity) who would lay
out model train terrain on a huge table or piece of plywood in a garage or
basement and place small-scale soldiers in Napoleonic or Civil War gear and
equipment, take out their tape measures and rulebooks and become omniscient
generals of historic battles.
Sometimes
the gamers would take medieval troops or earlier-era figures for their
miniature battles. Instead of Waterloo
or Gettysburg , they would re-enact
Bosworth Fields or the Battle of Alesia.
Rulebooks
for these types of game were plentiful. One such rulebook published in 1971 was
called Chainmail by Gary Gygax and Jeff Perrin. It did well.
The
authors wanted to have some fun and added fantasy elements to their medieval
miniatures. Instead of Charlemagne and his troops, elven soldiers took the
fields. Wizards blasting bolts of fire took the place of ballista. Dragons flew
overhead instead of boulders. Rules for such magical beings were informally
written out.
But
what if the gamers wanted to storm the keep? What if they wanted to go after
that dragon in his lair - deep within the bowels of the earth? Mass miniature
battles were joined by individual characters exploring caves and castles. More
rules were to help move groups of individuals instead of a mass of armies.
Sometimes the gamers played the individual characters while the miniature
figurines and terrain stayed in their cases.
The
individual rules took on new type of game and required a new game system. Gygax
and friends called it Dungeons and Dragons (“D&D”). D&D had simple
rules that were easy to follow. With some dice, a piece of paper and a pencil,
you could imagine playing a Lord-of-the-Rings elf or wizard (called a
magic-user) or a Conan-esque or Fahfrd-and-The-Grey-Mouser-like fighter or
thief. You could wander castles and its dungeons or deep into the bowels of the
earth to root out a dragon’s lair. You could use miniatures, true, but you
could do without them as well!
Your
character was based on the following attributes - basic physical and mental
abilities - strength, intelligence, wisdom, dexterity, constitution and
charisma. You rolled three dice and the total was your level of that attribute
- 3-18. The higher the roll, the better the attribute. Fighters needed high
strength, Magic Users, not so much - they needed a higher intelligence to cast
their spells. Thieves? Dexterity.
And to
add to the Tolkien flavor you could also become an elf or a dwarf. If you
played a human you chose which class you wanted to play - the aforesaid
fighter, magic user, thief, cleric (a holy healer/ fighter - think Knights
Templar). Elves and dwarves had no classes - you either played an elf or a
dwarf.
In 1977
or so, Advanced Dungeons and Dragons (AD&D) debuted. It was had new rules
and changed bits of the original. It wasn’t a different, improved edition to
the original. In fact for a time it was its own game. But it expanded the
basics: any race (elves, human, dwarves, halfling - non-copyrightable hobbits -
half-orcs, gnomes) could be any class they wanted with some limitations. Elves
can be fighters and magic users now. Dwarves can’t be magic users or clerics,
though. They can be thieves! Anyone can be a thief. AD&D had its own Player’s Handbook, Dungeon Master’s Guide and book upon book of
extra rules, stats on monsters and other characters one might meet in their
imaginative play. It added monks for the ninja-wannabes, rangers for the
Strider-ites, and bards so one can be a wandering minstrel, I ...
This is
about where I came in. I learned of D&D and AD&D through, of all
places, church camp. I learned the basics without actually playing the game.
That came in 1981 when our high school science teacher started a Dungeon &
Dragons club. There I played the game for the first time - a human wizard named
Mylock. The group even made the yearbook!
The game
was still basic and had lots of role-play. Theater of the mind, so to speak.
But the dice were still important. Let’s go back to the opening paragraphs.
“...
your Dex,” says the DM (meaning roll the dice and if it is less than your
Dexterity score you can, indeed, swing across on a vine)”.
{Roll}
“Made it!” says the player.
“I
throw a rope across to him,” another player says, “and tie it to the Magic
User. You’re next.”
The
player playing the Wizard rolls. He has a low Dexterity and the odds of him
rolling below that number is smaller than the others. “Missed it!”
“You
fall into the chasm, but you are tied to a rope and splat against the wall for
{roll} 2 hit points (you also roll a certain amount of “hit points” - this is
how healthy you are and how much damage you can take before your imaginary
character dies. Magic Users don’t have a lot of hit points - fighters do to
help them survive all those sword fights).
“I pull
him up,” says the first player.
“Make a
strength roll,” the Dungeon Master says. (Note: the Dungeon Master - DM - is
the person who oversees the players, sets up the scenarios, arbitrates the
rules, etc.).
{Roll}
“Argh! I have a 17 Strength and rolled an 18!”
“Those
are the breaks - the Magic User dangles above the abyss! But no other harm
comes to him.”
“Get me outta here!” shouts the Magic User.
“Get me outta here!” shouts the Magic User.
“I
swing across,” the second player says. He also has a high dexterity and is not
too worried about his odds. “Made it. I help pull up the Magic User.”
“With
both of you working together, you don’t have to roll Strength, the Magic User
is out of the crack and standing beside you.”
The
first player says, “I throw the rope across the chasm - let’s get everyone else
across before something bad spots us.”
“Too
late for that ...” mumbles the DM to himself, who rattles his dice and smiles.
TO BE CONTI NUED...
Copyright 2014 Michael
Curry
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