Oddities Found In Old School D&D Rules

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Oddities Found In Old School D&D Rules ©J.D. Neal 2012 All Rights Reserved Referring to: Original 1974 Rules Holmes Edited Introductory rules ("Holmes Basic") c. 1977. Moldvay and Cook/Marsh Dungeons & Dragons of c. 1980-1981 1st Edition Advanced Dungeons & Dragons including the Dungeons Master's Guide (DMG) Monster Manual (MM) and Players Handbook (PHB) NOTE: These are not necessarily ERRORS nor FAULTS in the game. No book has ever been perfect and these were printed before the modern age of computers, often from hand written manuscripts which where typed by someone else which means various translation problems and miss-communications occurred from the start. They were often laid out by manual means, building pages by literally cutting them up with razors or scissors and pasting them together with glue and so on. Typo's occurred and fixing them was often hit-or-miss. Some errors were fixed in certain printings only to reappear again later. Whether or not something appears as noted can depend on your printing of a book. Errata was seemingly printed erratically. I have some of the official errata and will include it, given time. What is interesting is how I have to correct my own typos and typos in the errata as well (the transcriptions of errata seem to have problems...) And how the errata sometimes does not match corrected printings. Dungeons & Dragons evolved through various editions: 1) The 1974 three book set (and supplements), which some people call 0th Edition (zero-th Edition or Edition 0/Zero). 2) The 1977 Introductory booklet inspired greatly by Eric Holmes. 3) The 1980-81 rules edited by Tom Moldvay and Dave Cook/Steve Marsh. 4) A set of booklets compiled by Frank Mentzer with publishing started in 1983. The Rules Cyclopedia was published in 1991, and was an edited version of the Mentzer set combined into one book - and minus various elements. And there was a Classic Dungeons & Dragons game offered in 1994 in a black box introductory set offering the first five levels of experience. Note that I am referring to D&D, not AD&D. The Advanced D&D rules only saw one edition under Gary Gygax and the second edition - while TSR - is not covered here. When Wizards of the Coast bought TSR and D&D, they dropped the "Advanced" title and continued with the 3rd edition moniker, although in reality there were 4 previous editions of D&D itself and 2 editions of Advanced D&D which would have made their edition 7th edition. Players of AD&D often refer to other versions as "basic D&D". They were NEVER "basic D&D". As stated on the very first page of each book and throughout the rest: they were Dungeons & Dragons (D&D) itself. The confusion is due to marketing referring to "basic" sets in advertisements and people who have never figured out that AD&D was indeed Advanced D&D, while D&D itself continued in the form of various multi-book publishings. Some people who only play AD&D think it is is the only "D&D" there is and somehow fail to realize it is indeed a variant of D&D called "AD&D". The publishers even went so far as to specify in the rules that the game was "ADVANCED DUNGEONS & DRAGONS" or "AD&D" every time it was mentioned. 1

Transcript of Oddities Found In Old School D&D Rules

Oddities Found In Old School D&D Rules

©J.D. Neal 2012

All Rights Reserved

Referring to: Original 1974 RulesHolmes Edited Introductory rules ("Holmes Basic") c. 1977.

Moldvay and Cook/Marsh Dungeons & Dragons of c. 1980-19811st Edition Advanced Dungeons & Dragons including the Dungeons Master's Guide (DMG) Monster Manual (MM)

and Players Handbook (PHB)

NOTE: These are not necessarily ERRORS nor FAULTS in the game. No book has ever been perfect and these were printed before the modern age of computers, often from hand written manuscripts which where typed by someone else which means various translation problems and miss-communications occurred from the start. They were often laid out by manual means, building pages by literally cutting them up with razors or scissors and pasting them together with glue and so on. Typo's occurred and fixing them was often hit-or-miss. Some errors were fixed in certain printings only to reappear again later. Whether or not something appears as noted can depend on your printing of a book. Errata was seemingly printed erratically.

I have some of the official errata and will include it, given time.

What is interesting is how I have to correct my own typos and typos in the errata as well (the transcriptions of errata seem to have problems...) And how the errata sometimes does not match corrected printings.

Dungeons & Dragons evolved through various editions:

1) The 1974 three book set (and supplements), which some people call 0th Edition (zero-th Edition or Edition 0/Zero).

2) The 1977 Introductory booklet inspired greatly by Eric Holmes.

3) The 1980-81 rules edited by Tom Moldvay and Dave Cook/Steve Marsh.

4) A set of booklets compiled by Frank Mentzer with publishing started in 1983. The Rules Cyclopedia was published in 1991, and was an edited version of the Mentzer set combined into one book - and minus various elements. And there was a Classic Dungeons & Dragons game offered in 1994 in a black box introductory set offering the first five levels of experience.

Note that I am referring to D&D, not AD&D. The Advanced D&D rules only saw one edition under Gary Gygax and the second edition - while TSR - is not covered here. When Wizards of the Coast bought TSR and D&D, they dropped the "Advanced" title and continued with the 3rd edition moniker, although in reality there were 4 previous editions of D&D itself and 2 editions of Advanced D&D which would have made their edition 7th edition.

Players of AD&D often refer to other versions as "basic D&D". They were NEVER "basic D&D". As stated on the very first page of each book and throughout the rest: they were Dungeons & Dragons (D&D) itself. The confusion is due to marketing referring to "basic" sets in advertisements and people who have never figured out that AD&D was indeed Advanced D&D, while D&D itself continued in the form of various multi-book publishings. Some people who only play AD&D think it is is the only "D&D" there is and somehow fail to realize it is indeed a variant of D&D called "AD&D". The publishers even went so far as to specify in the rules that the game was "ADVANCED DUNGEONS & DRAGONS" or "AD&D" every time it was mentioned.

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Table of ContentsAccessories..................................................................3Dungeons & Dragons Original Edition (0D&D or OD&D).........................................................................4

Spelling Issues..................................................................4Barding.............................................................................4Bracers of Defenselessness.............................................4Damage............................................................................4Heavy Wand and Staff......................................................4Hobbits & Balrogs.............................................................4Missing Text......................................................................5Movement.........................................................................5Movement and Distances in Inches..................................5Official Errata For Earlier Printings...................................6Turning Undead................................................................7War Hammer....................................................................7

Holmes Edited Introductory Rules ("Holmes Basic") c. 1977.............................................................................8

Barding, pages and 28......................................................8Damage............................................................................8Dwarf Saves, page 13......................................................8Experience Points for Monsters Overcome (page 11)......8Giants, page 26................................................................8Hippogriph, page 28.........................................................8Horses, page 28...............................................................8Missile Fire [page 20]........................................................9Movement Rates...............................................................9Pegasus, page 30.............................................................9Skeleton Hit Die................................................................9Spells................................................................................9War Hammer (equipment list page 7)...............................9

AD&D 1st Edition DMG (1978)...................................10Cover Art Credit..............................................................10Damage..........................................................................10Druid Spell Animal Friendship (DMG 43)........................10Example of Melee (DMG 71)..........................................10Monsters Not In Appendix E...........................................10Calculated X.P. Values in APPENDIX E: ALPHABETICAL MONSTER LISTING.......................................................10Masher (Monster) Not Included in Appendix E...............15Storm Giant Rock Hurling (DMG Versus Monster Manual)........................................................................................15Official Errata from the Acaeum.com:.............................15

AD&D 1st Edition Player's Handbook (1978).............22Cleric Augury Spell (PHB 45)..........................................22Cleric Detect Lie Spell (PHB 48).....................................22Cleric Detect Magic Spell (PHB 44)................................22Cleric Sanctuary Spell (PHB 44).....................................22Druid Locate Animals Spell (PHB 55).............................22Druid Summon Insects Spell (PHB 58)...........................22Illusionist Color Spray Spell (PHB 94)............................22Illusionist Darkness Spell (PHB 94)................................22Magic-User Animal Growth Spell (PHB 79)....................22Magic-User Massmorph Spell (PHB 77).........................22

Magic-User Trap The Soul Spell (PHB 92).....................22Official Errata:.................................................................23

AD&D 1st Edition Monster Manual.............................24Trapper (page 95)...........................................................24From the Monster Manual Errata Sheet:........................24

Moldvay Basic and Cook/Marsh Edited Expert Sets: c. 1980-1981..................................................................26

1,110 s.p. vs. 1,100 g.p. (Sample Adventure in Basic Book)..............................................................................2636 Levels of Experience.................................................26Average Values for Treasures........................................26Bandits = Thieves (B30).................................................27Bat: (B31)........................................................................27Character Creation (B5)..................................................27Cleric Spells at the 6th level of Experience:...................27Companion Rules...........................................................27Damage..........................................................................27Detection Spells (Comparison).......................................27Detect Invisible Spell (B16).............................................27Dwarf and Halfling Saves Saving Throws.......................28Equipment - Flail.............................................................28Light Catapults (X64, 3-18 has no 3d6)..........................28Living Statue (B37).........................................................28Magic Armor Encumbrance............................................28Medallion of ESP............................................................29Monster Hit Points (B29).................................................29Sharks (Movement rate = inches)...................................29Skeleton vs Zombie Speed.............................................29Staff of Power (X49).......................................................29Staff of Wizardry Area of Blast (X49)..............................29Strength Bonuses & Opening Doors:..............................29Swimming (3,000 coins treasure...)................................29Thieves versus Other Classes and Finding Traps:.........29Thief Skill Climbing Description......................................29Wand of Fireball (6d6 after damage)..............................29

Dungeons & Dragons c. 1983 (Frank Mentzer Compilation)...............................................................30

Damage..........................................................................30Doors (Forcing)...............................................................30Dwarf and Halfling Saves Saving Throws.......................30Maximum Level For Elf...................................................30Equipment - Crowbar......................................................30Equipment - Flail.............................................................30Finding Traps: Thief versus other Characters.................30Green Slime: Basic Set Player's Rulebook page 31.......31Healing............................................................................31Intelligence table - Basic Players Book page 51.............31Module X1: The Isle of Dread.........................................31Rat statistics...................................................................31Sample Characters.........................................................31Sprite Statistics...............................................................31Thief Skills Progression..................................................31Typos..............................................................................31

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Accessories

I have an Advanced D&D Dungeon Master's Screen that could be a knock-off or illegal pirate version: it uses the wrong columns for the monster attack matrix (the title for 1 hit die creatures was dropped and hence the columns for 1+ hit die and so on are shifted left.) If you have a similar erroneous item, you might also be suffering from similar erroneous tables.

Module B9: Castle Caldwell and Beyond: The map for the episode of THE CLEARING OF CASTLE CALDWELL shows room 30 as a corridor connecting the various rooms and 31 as a bedroom; the text has "31. COURTYARD" and "30. BEDROOM".

Module X1: The Isle of Dread: In some copies, in the text for the first level of the taboo Island adventure, there are two room 3B and no room 3C, although it is fairly easy to figure out which should be 3C.

It seems that even in the age of computers and short and simple material, checking logic isn't always a priority: The free solo 4th edition module Ghost Tower of the Witchlight Fens refers to:

Do you go through the east door? Go to 29.Do you go through the north door? Go to 44.Do you go through the west door? Go to 69.

Entry 29 starts...

29You push the western door open and your light shines inside...

69Beyond the eastern door, a spiral staircase burrows deep into the earth....

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Dungeons & Dragons Original Edition (0D&D or OD&D)This is the very first version of D&D, the 3 digest sized books published around 1974 and supplemented by more books that eventually led to AD&D. Either someone is selling bogus counterfeits, or the editing was very poor.

Spelling Issues

Men & Magic page 19: "8th level Wizard — sizes [sic: sixes] across the board; and so on..."

There really isn't much reason to point out all the other typos...

BardingIn the equipment list but uses are not detailed. The encumbrance table gives:

Plate Mail or Horse Armor - 750 (coins)

This also occurs in the Holmes edited introductory book. The Cook Expert rulebook has barding improving a horse's armor class from 7 to 5. AD&D lists three sorts of barding (leather, chain, and plate) but has little reference to their use. Unearthed Acanna adds scale barding and explains the following uses:

Type Armor Class Improvement Weightleather 1 160#scale 2 250#chain 3 350#plate 4 500 #

Bracers of Defenselessness

Odd how these reduce armor class to "12".

Bracers of Defenselessness: These wrist guards exactly resemble the above, but when an enemy attacks in anger they immediately lower their wearer's armor class to 12.

Damage

When using the alternate combat system, in the original booklets all attacks did 1-6 (1d6) points of damage - including attacks by monsters. Some monsters like giants were given 2 dice, 2+2 dice, or 3 dice damage and so on. Attacks which many gamers are now familiar with (such as a dragon claw/claw/bite) did not exist.

The Greyhawk supplement introduced variable damage for everyone, both PCs and monsters: and some monsters now how the familiar attack routines

such as claw/claw/bite.

Heavy Wand and Staff

Men & Magic page 15: A wand and case has 10 pounds encumbrance while a staff and case 30 pounds...

WEIGHT AND EQUIVALENTS: (g.p.)1 Wand with Case 100 1 Staff with Case 300

Hobbits & Balrogs

Due to a legal issue, balrogs were expunged and "hobbits" replaced by "halflings" in many (though not all) places.

Balrog stats for OD&D are:

Balrog

Move: 60 feet/turn, 150 feet flying Treasure Type: FAlignment: chaotic evilHit Dice: 10 [errata indicates 9]Attacks: 2Armor Class: 2 Damage: see below

* See the errata which indicates the correct value is 9.

A Balrog is a highly intelligent and truly terrible opponent with a magical nature. Balrogs cannot be killed y normal missile fire or melee weapons and there is a high probability that spells will not work against them (75%). They operate equally well in darkness or light and can remain airborne for three turns. In combat a Balrog will normally attack with a +1 magical sword, however, if it immolates (any score of 7 or better on two 6-sided dice, Dungeon Master to check each round) it also attacks with its whip. If the whip hits, the Balrog drags the opponent against its flaming body, doing 3d6 points of damage. In this manner a Balrog can fight two opponents at the same time.

Balrogs mentions despite expunging:

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Wilderness & Underworld:Dungeon encounter tables (page 11),Castle encounters (page 15)Wilderness Encounters (page 18)Movement (page 26)

Supplement I: Greyhawk

Page 63:A Balrog riding a Red Dragon, or a Balrog with Salamanders as servants, or a Balrog with a pet fire-breathing Hydra.

Encounter tables page 65

Missing Text

This seems to be one of the most consistent missing parts, present in the 4th printing of Volume III (The Underworld & Wilderness Adventures) on pp. 21-22, but not found in from the 5th printing:

Other Construction and Equipment Costs:

Moat or Ditch: 180' long, 20' wide, 10' deep......2,000 G.P.Earth Works, as above.............................1,000 G.P.Wooden Pallisade, 180' long.......................1,500 G.P.Wooden Building, 120' of outer walls, etc......as Stone Building..............................500 G.P.Light Catapult......................................250 G.P.Heavy Catapult......................................400 G.P.Cauldron & Oil.......................................50 G.P.Portable Covered Ram, Sow, etc....................1,000 G.P.Siege Tower, Green Hide Covered...................2,000 G.P.

Other items not listed can be built, and their price calculated by consulting the nearest comparison above.

Movement

It is interesting how movement was originally 2 moves per turn:

"Movement (distances given in Vol. 1) is in segments of approximately ten minutes. Thus it takes ten minutes to move about two moves — 120 feet for a fully-armored character. Two moves constitute a turn, except in flight/pursuit situations where the moves/turn will be doubled (and no mapping allowed). " (Wilderness & Underworld Volume, pg. 8)

Thus the reference to encumbrance in Men & Magic page 15 does not go against what is said above, since the movement rates quoted are for one move and are doubled per turn...

Load in Gold Pieces Equal to Light Foot Movement (12") - -Load in Gold Pieces Equal to Heavy Foot Movement (9") - -Load in Gold Pieces Equal to Armd. Foot Movement (6") - -

Movement and Distances in Inches

This is not an "error", but an observation: D&D evolved from war gaming, such as Gary Gygax and Jeff Perrin's Chainmail. Which was in itself greatly responsible for the gaming that led to D&D, which itself might be viewed as a supplement to Chainmail itself (after all, it referred to Chainmail for combat and other details and seemed to assume most people would own it).

War games were often played by making sand boxes and other ad-hoc playing fields. Some game surfaces might have grids, but many did not. Hence, movement and ranges were given in "inches": players could pull out a ruler, tape measure or yardstick and measure things out. Using a 12" (one foot) basis for movement made it easier to figure out how many feet were needed for a playing field.

Another tidbit is how typical military marches are 120 beats / paces per minute. A pace is 2.5 (2 1/2 feet) hence the pace is 300 feet or 100 yards per minute. Converting the commonly quoted walking pace of 3 miles per hour to feet per minute gives 3 x 5,280 = 15,840 feet / 60 minutes per hour = 264 feet per minute or 88 yard per minute. No one walks at a specific speed (most people vary) and the military march is perhaps 3.5 miles per hour.

In early D&D characters made 2 moves per turn for 240 feet per minute base movement.

Official Corrections Page(Page 68 of Supplement I: Greyhawk)

((CORRECTIONS)) Page Correction or Addition

5 Dwarves: All dwarves add +1 to hit probabilities, and subtract -1 from chances to be hit, when

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fighting the "Giant Class".

Elves: All elves add +1 to their hit probabilities when using sword or bow.Hobbits: All hobbits add +3 to hit probabilities when using the sling.

6 Add Hobbits* to the columns of Law and Neutrality.

13 ALTERNATIVE COMBAT SYSTEM: Defender's Armor Class 5 vs. Dagger should read "—1".

15 Magic Armor Effects .. . : Chainmail and +1 (shield) should be Armor Class 3 (not 2).

21 7th Level Cleric Spells should include: 11. Gate

26 Extension III should be shown under 6th Level spells. Add to the 7th Level spells: "Gate: Same as Magic-Users' Gate Spell."

30 Speak With Dead: 15th-20th level clerics can converse with creatures dead up to 12months.

Holy Word: Other effects of the spell are:

Move is Fight at Can cast spell

9th-12th levelnormal -2 50% chance5th-8th level nil cannot nilunder 5th level

— — —

37 BEHOLDERS: If attacked from above all of the small eyes can function simultaneously, 40% of eye damage isbut the large eye cannot if they do so. 25% of all hits are upon eyeson the central eye.

40 HOMONCULOUS: This creature is made and animated only through a special formulainvolving the talents of both an Alchemist and a Magic-User and is the servant andcounterpart of the latter. The Alchemist will require no less than 1-4 weeks, 1,000 GoldPieces expenditure, and a pint of the Magic-User's blood. When the Homonculous isfinished it will be man-like in form, about 18" tall, have a greenish, reptilian skin, leatherywings, and a bat-like mouth with teeth passing on a venom which causes sleep unless the

party bitten saves vs. magic. Although the Homonculous cannot speak, it knows what theMagic-User knows, and the latter is able to see and hear through the creature's eyes andears. These is a telepathic link between the Magic-User and his creature, and the Homonculouscan be controlled up to 36" away from its master. It will never willingly pass fromthis maximum range. If the Homonculous is killed the Magic-User immediately suffers 2-20points of damage.

GOLEMS: Golems are created by ultra-powerful (or ultra-knowledgable) Magic-Users. They are generally slow of movement but super-powerful. There are three basictypes of Golems:

GOLEMS: Flesh: Hit Points-40, Movement-8", Armor Class-9Stone: Armor Class-5Iron: Armor Class-2.

49 Rod of Resurrection: (This should read) A rod which allows its user to resurrect just as if hewere a 15th level patriarch. It is usable but once per day. It contains 20 charges, and it cannotbe recharged.

54 Gem of Seeing: (Insert this before the Jewel of Attacks .. .) This jewel allows the user to seehidden, invisible, out-of-phase, or astrally projected things. The user may not be movingwhen it is being used. It requires a full turn to scan a 20' wall section or a space volume of20' square. Range: 3".

55 Talisman of Lawfulness: Range: 3".

Official Errata For Earlier Printings

DUNGEONS & DRAGONS --Correction Sheet--

MEN & MAGIC, Volume 1

Page 9: Add “Griffons” under the neutrality column. Delete the first listing for “Wights” under the Chaos column.

Page 11, line 35: “30% to 40%” should be 40% to 50%.

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Page 22, line 21: The “T” cross index for Zombie/Adept should be 7.

Page 23, line 34: “…2+1), (“and” deleted) from 1-6, 3rd level types, and but 1 4th level type (up to 4+1 hit dice).”

Page 28, line 9: “each” should be east

MONSTERS & TREASURE, Volume 2

Page 3: Skeletons/Zombies hit dice should read 1/2/1 (1/2 and 1)

Page 14, line 24: “doing two, three or four dice of damage (depending on size)!”

Page 14, line 31: add Only magical weapons/attacks affect Gargoyles.

Page 14, line 33: add Only silver weapons or magical weapons/attacks affect Lycanthropes.

Page 18, line 22: add Only magical weapons/attacks affect Elementals.

Page 24, SCROLLS: There is a 25% chance that any scroll of spells found will contain those useable by Clerics.

Page 32, Heroism: add The potion will cause fighters of 5th – 7th level to increase two levels, and 8th – 10th

level to increase by one level of ability.

SCROLLS: N.B. After reading a spell from a scroll the writing disappears, so the spell is usable one time only!

THE UNDERWORLD & WILDERNESS ADVENTURES, Volume 3

Page 11: Balrogs should have “Die” 9.

Page 18, line 10: An Encounter occurs in a City on a 6.

Page 24, line 16: The missing word is ten.

Turning Undead

In the 1974 rules skeletons have 1/2 hit die, zombies 1 hit die, ghouls 2 hit die, etc. Thus the cleric turning table shows different columns for each. In future games, the column organization was not (in general) changed even though skeletons were given 1 hit die and zombies had the same hit die as ghouls.

War Hammer

A war hammer is not included in the equipment list. War hammers are detailed in magic-items in the guise of magic war hammers with bonuses when thrown by Dwarves. Damage ratings are given for the "dwarven war hammer" in the variable damage table in the Greyhawk supplement.

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Holmes Edited Introductory Rules ("Holmes Basic") c. 1977.

There were various printings with different changes, hence elements may appear in one printing and not another. I haven't been through Holmes as thoroughly as others. With only about 48 pages of material, there is less to screw up. But, it seems someone managed to introduce oddities here and there.

Much of the game mechanics are taken from the original 1974 rule books and Greyhawk supplement. As such, the same errors, omissions, and such tended to be carried over. While the book constantly refers the gamers to ADVANCED DUNGEONS & DRAGONS for more details, it is actually more of a primer for the original game.

From what the author has heard and observed, Holmes likely offered a manuscript which included his own house rules. Gary Gygax liked the idea but changed various elements to bring them in line with D&D. Thus, some of the Holmes book is Mr. Holmes and some of it is Mr. Gygax.

Barding, pages and 28

Listed in the equipment list but no rules given for them.

Damage

This edition began a divergence in the combat systems that persisted with future products. In the original 1974 booklets (using the d20 combat system), all attacks did 1-6 (1d6) points of damage - including attacks by monsters. Some monsters like giants were given 2 dice, 2+2 dice, or 3 dice damage and so on. And everyone got one attack, including monsters.

The attack system which many gamers are now familiar with (such as a dragon's claw/claw/bite) did not exist. The Greyhawk supplement introduced variable damage for everyone, both PCs and monsters, and monsters were given such familiar attack routines as claw/claw/bite. It was stressed that variable damage for monsters was not to be used unless variable weapons for PC weapons was used.

The Holmes booklet limited to all player character attacks to 1-6 damage - and yet maintained variable damage for monsters. Thus a normal elf could do 1-10 points damage while a PC elf only did 1-6.

Dwarf Saves, page 13

The Dwarf saves for Dragonbreath should be 13 not 14 (whoever re-arranged the saving throw tables from the original booklets left 14 in the far right.)

Experience Points for Monsters Overcome (page 11)

Blank entries for 2+1 hit die critters (probably 25 and 10).

Monster's Hit Dice

Value Bonus for Special Abilities

Under 1 5 11 10 31 + 1 15 42 20 52 + 1 3 35 153 + 1 50 254 75 504 + 1 125 755 175 1255 + 1 225 175

Giants, page 26

HIT DICE: The summary lists 8 - 12 hit die but as shown in the table they go from 8 to 12+2 and the storm giant has 15 hit die.

CLOUD GIANT DAMAGE: Should be "6-36" not 6-63"

DAMAGE: Note that the description quotes the old damage factors from 1974 rules (2 die +1 for frost giants, etc.) as well as the variable damage from Greyhawk supplement.

Hippogriph, page 28

Armor Class: CM, 5 means "chain mail, 5."

Horses, page 28

In the first printing no "attacks" is given. Other printings show:

Attacks: 2 hooves, 1 biteDamage: 1-6/hoof, 1-4/bite.

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Missile Fire [page 20]

The ranges for the "Hand hurled axe, spear or dagger" do not have a medium range, although someone might have decided to exclude it and make them either short or long.

Movement Rates

The movement rates are based on the original booklets, but spelled out and converted directly to the 2 moves per turn (120' x 2 = 240') rate of the original.

Pegasus, page 30

"...fight as a heavy war horse. " versus "...fight as a heavy horse."

Skeleton Hit Die

Skeletons have the same hit die as they had in the 1974 rules (1/2) but zombies were given 2 hit die, which would be the standard for AD&D and future rules.

Spells

Cure Light Wounds - "...damage done to a character, including elves, dwarves and hobbits." Note "hobbits"

was changed to halflings in all other areas of the book. [page 17.]

Enlargements - S/B "Enlargement" (no ending "s") in the "Book of First Level Spells" (page 14)

Strength spell - the benefit for thief and cleric are flipped compared to the 1974 rules. [page 16]

"...a thief's by 1-6 points, or a cleric's by 1-4."

War Hammer (equipment list page 7)

A war hammer is not in the equipment list but is mentioned ...

Page 6, the description of Dwarves: "They are the only ones who can wield the +3 Magic War Hammer (described later)."

On page 36 result # 8 on the Armor and Weapons table:

8 War Hammer + 1

And in the discussion of magic weapons: "Thus, a War Hammer +2 adds to the chance of hitting and also does 2 additional hit points when it does strike."

The dwarven war hammer is not described.

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AD&D 1st Edition DMG (1978)

SOME TABLE WAS MISSING AN ENTRY BUT I FORGET WHICH...

Cover Art Credit

The printing that I have (with the wizard opening the doors on the cover) still has the blurb for the older cover, on page 2 under Mike Carr's foreword:

Cover: The book cover painting shows an encounter between three adventurers and on efreet on the Elemental Plane of Fire. The fabled City of Brass can be seen floating over a flame-swept sea of oil.

Damage

AD&D used variable damage for everyone - monsters and PCs alike. Likewise, it maintained weapons damage versus large creatures, which gave PCs with certain weapons more effectiveness against bigger creatures. See the discussion of the original rules, Holmes, Cook/Moldvay, etc. for how damage varied.

Druid Spell Animal Friendship (DMG 43)

Notes are given under the 2nd Level spells. This is a 1st level spell.

Example of Melee (DMG 71)

Balto attacks Aggro (who is in AC 2) with his staff. He needs a base 18 to hit, and the -7 armor class adjustment for sword [sic: s/b staff] vs. plate mail and shield makes this a 20. He (the DM) rolls a 19...

Monsters Not In Appendix E

Some basic creatures were not included:

Dwarves, Elves, Gnomes, HalflingsHorseMules

Humans were included as MEN with asterisk notes and no real data.

Calculated X.P. Values in APPENDIX E: ALPHABETICAL MONSTER LISTING

NOTE: I have not had the time to go through and look at every entry. As it is I need to double-check the following.

Also, keep in mind that the DMG itself specifies that rewards tend to be an art and hence I do not expect anyone to use my own suppositions: a DM might reward experience for special/exceptional abilities based on whether or not they are USED in the game, not just having them, for example. In many cases I list the base experience numbers so a DM can decide what they want to do.

[page 196]

AERIAL SERVANT: 5,250 + 20/hp is credit for 1 special (and surprise on 1-4) and 1 exceptional (damage > 24 singly).

ANHKHEG: DMG: "390 + hp/value". One unusual ability ("squirt acid 8-32") which could be counted as special (missile discharge) or exceptional (since 8-32 exceeds the damage > 24 in one attack).

Hit Dice

THAC0

1 special ability

1 exceptiona

l ability

Base

Special

Exceptional

x.p./per hp

3 16 50+3/hp 90+3/hp 35 15 55 34 15 85+4/hp 125+4/hp 60 25 65 45 15 130+5/hp 165+5/hp 90 40 75 56 13 225+6/hp 275+6/hp 150 75 125 67 13 350+8/hp 400+8/hp 225 125 175 8

8 12550+10/h

p650+10/hp 375 175 275 10

Also note there is not a THAC0 14 column for monsters and THAC0 goes 16/15/13/12..

ANT, GIANT (WARRIOR): XPV 40 + 3/hp. A 3 hit die creature has a base of 35; with just one special this would be 50 + 3/hp: the poison sting is not save-or-die but rather reduces damage from 3-12 to 1-4 damage.

BALUCHITERIUM: DMG: 4,200 + 18/hp: given credit for 2 exceptional abilities yet is has only one (total damage > 30 doubly) hence 3,000 + 18/hp

BARRACUDA: Expanded list.

10

Hit Dice X.p. Value1 10+1/hp2 20+2/hp3 35+3/hp

BASALISK: 1000 + 8/hp. One exceptional ability, hence 225 + 175 = 400 + 8/hp. It is possible the calculation was "225 + 775 = 1,000 x.p.", with someone mistaking a 1 for a 7.

BEAR, BROWN: The unwary can be fooled because the ability to fight for 1-4 melee rounds after reaching 0 to -8 hp and dieing at -9 lower is not listed as a special ability (I will refer to this as "resilience" for brevity): Hence it has two special ability (resilience and hug), which generates the x.p. figure shown in the DMG (150 + 75 + 75 = 225 + 6/hp)

BEAR, CAVE: As with brown bears, "resilience" is not noted (the ability to fight for 1-4 melee rounds after reaching 0 to -8 hp and dieing at -9 lower) as a special ability, which can trip up the unwary. The DMG calculation seems correct (two special abilities: resilience and hug) for 225 + 125 + 125 = 475 + 8/hp

BEETLE, Giant Water. 85 + 4/hp. Given credit for a special ability; none listed nor discussed. 60 + 4/hp.

BEHOLDER: 12,900 + 20/hp is the x.p.s. for a 16 hit die creature with 2 special abilities and 5 exceptional abilities (and possibly other combinations).

Anti-magic rayDisintegrationDeath ray

Beholders can have 45 to 75 h.p.; converting this to hit die by using an average of 4.5 hp/hit die reveals 10 to 16 hit die - which matches the THAC0 shown of 10/9/8/7.

Note how 45 to 75 h.p. is 39 + 6d6.

An estimate of other hit die and experience values follows, assuming 2 special and 5 exceptional abilities is correct.

Est. HDEstimated x.p. Value Base

Special

Exceptional

x.p. per hp

10 (45 hp) 4800+14/hp 900 450 600 1412 (54 HP) 6950+16/hp 1,300 700 850 1614 (63 HP) 9700+18/hp 1,800 950 1,200 18

16 (75 HP) 12900+20/hp 2,400 1,250 1,600 20

Est. HDEstimated x.p. Value Base

Special

Exceptional

x.p. per hp

10 (45 hp) 4800+14/hp 900 450 600 1412 (60 HP) 6950+16/hp 1,300 700 850 1614 (63 HP) 9700+18/hp 1,800 950 1,200 1816 (75 HP) 12900+20/hp 2,400 1,250 1,600 20

BOARS. The wild boar is given credit for one special ability (as with the brown bear and cave bear: the ability to fight for 2-5 melee rounds after reaching 0 to -6 h.p. and death at -7) but the warthog and giant boars are not, although they have a similar variant. Hence:

Hit Dice X.p. ValueBoar, Giant 7 350+8/hpBoar, Wild 3 + 3 85+4/hpWarthog 3 50+3/hp

[page 197]

BUFFALO: 350 + 8/hp. A 5 hit die creature has a bonus of +5/hp; with 1 special ability (charge) this is 130 + 5/hp.

BUGBEAR. 135 + 4/hp. Seems to be credited with 3 special abilities: Surprise 1-3, thrown weapons (missiles), and what?

CATOBLEPAS. 700 + 8/hp. Credited 1 special ability (what?) and 2 exceptional (death gaze and stunning blow).

CATTLE, WILD: 35 + 2/hp

COCKATRICE: XPV 315 + 5/hp. Only one exceptional ability, which gives 165 + 5/hp

CROCODILE Giant: 400 + 8/hp. Credited with 1 exceptional ability (damage > 30 doubly)

CROCODILE Normal: 60 + 4/hp. A 3 hit die creature has a bonus of +3/hp and with 1 exceptional ability this would be 90 + 3/hp; with 1 special (surprise) 50 + 3/hp.

DEMONS

Type IV (Nolfeshnee, etc.). THAC0 = 10 + 2 bonus to hit = 8.

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DINOSAURS:

Ceratosourus: 600 + 12/hp this is for an 8+1 or 9 HD creature. Should be 375 + 8/h.p.

Monoclonius. 550 + 8/hp. The 8/hp bonus is 6 hit die; should be 550 + 10/hp.

Mosasaurus. Hit point bonus = +16/hp not +18 for 12 hit die.

Pentaceratops. Hit point bonus = +16/hp not +18 for 12 hit die.

Tyrannosaurus Rex. 6,550 + 25/hp is based on 1 special and 1 exceptional. 2 exceptional abilities: swallow whole and damage >36 triply would be 7,000 + 25/hp

DISPLACER BEAST. +6/hp is the bonus for 6 hit die (was it once a 6+ hit die critter?).

DJINN. +5/hp is a 5 hit die bonus; 7+3 is +10/hp.

DRAGONNE. s/b +12/h.p.

DRYAD. s/b +2/h.p. bonus.

EEL, ELECTRIC

EEL, GIANT. x.p. is swapped with weed eel. No special/exceptional abilities so 90 + 5/h.p. (+6/h.p. is 6 hit die not 5).

EEL, WEED. x.p. is swapped with giant eel.

ELEMENTALS. NO HIT DIE CATEGORY HAS A +15/h.p. bonus.

FROG, GIANT. Size is S to M (6') not S to L.

ELEPHANT, LOXODONT (AFRICAN ELEPHANT). 2125 base is not possible: likely 2,150.

EYE OF THE DEEP: 3,700 + 16/hp. Not necessarily an error, if the DM credits it with 1 special ability and 2 exceptional abilities (the main eye flashes; the secondary eyes can either create an illusion or separately hold person and hold monster). The experience for different hit die is shown below, using the assumption of 1 special and 2 exceptional abilities.

Hit Dice

x.p.s (1 special, 2 exceptional

abilities)Base

Special

Exceptional

x.p./per hp

10 2550+14/hp 900 450 600 1411 3700+16/hp 1,300 700 850 1612 3700+16/hp 1,300 700 850 16

FLIGHTLESS BIRD:

Hit Dice x.p. value1 10+1/hp2 20+2/hp3 35+3/hp

FROG, GIANT.

Hit DieFrog, Giant 1 45 + 1/hp 11+1/hpFrog, Giant 2 44+2/hpFrog, Giant 3 90 + 3/hp 80+3/hpFrog, Giant Killer 1 + 4 36 + 2/hp 36+2/hpFrog, Giant Poisonous 1 35 + 1/hp 45+1/hp

VIOLET FUNGI. s/b/ +3/h.p. bonus.

GIANT, CLOUD: The DMG calculation works using 3 special abilities (Hurl Rocks, Catch Rocks, Surprised on a 1) and 1 exceptional (Damage > 24 singly). This is mentioned to help explain the possible relevance of hurling and catching rocks as 2 special abilities.

GIANT, FIRE: DMG calculation is 2700 + 16/hp which is 2 special abilities only (1300 base + 2 x 700). My calculation is (much like a cloud giant): 3 specials (Hurl Rocks, Catch Rocks, Impervious to fire) and 1 exceptional (Damage > 24 singly) for 4250+16/hp

GIANT, FROST: DMG 2250 + 14/hp. This seems to work out based on 900 x.p.s. base + 450/special + 600/exceptional, counting 3 special abilities (Hurl Rocks, Catch Rocks, Impervious to cold) and no exceptional abilities (damage has to be GREATER THAN 24 singly for exceptional ability...)

GIANT, HILL: 1,400 + 12/hp. Given credit for 2 exceptional abilities: at best it has 2 special abilities (hurling rocks and catching rocks) which would be 1,200 + 12/hp.

GIANT, STONE: DMG 1800 + 14/hp. Seems to be based on 2 special abilities (Hurl Rocks, Catch Rocks), ignoring Armor Class 0 or lower and (if it counts) "camouflage" which is mentioned in the Monster Manual but does not have any in-game affect defined

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(easy enough to consider it a bonus to surprise when hiding: 0D&D Greyhawk supplement page 42: "Giants known as "Rock Giants" which so closely resemble stone that they can be detected seldom (1 in 12 is a good percentage.)"). Note: hurling rocks and catching rocks seems to be 2 separate special abilities in all other giants who use rocks.

specials XPV Base Spl. Except. x.p. / hp3 2250+14/hp 900 450 600 144 2700+14/hp 900 450 600 14

GIANT, STORM: 5,850 + 20/hp. This doesn't work out though any combination of 2400 base + 1250/special + 1600/exceptional. With 1 special (impervious to lightning) and 2 exceptional abilities (Damage > 24 singly and Magic abilities) it comes to 6,850 + 20/hp (1,000 extra points). See also Storm Giant Rock Hurling (DMG Versus Monster Manual) below, in case the DM has these giants hurl and catch rocks as well.

GORGON. 1,750 + 10/hp: credited for 5 exceptional abilities. Has only 1 exceptional ability (petrifying breath) which would give 650 + 10/hp.

GRIFFON. +8/h.p. bonus.

GROANING SPIRIT. +8/h.p. bonus.

HELL HOUND: DMG 250 + 8/hp. Note that a 7 H.D. hell hound starts with a base of 225 + 8/h.p. so who knows where the DMG x.p. calculation came from. The following is based on 4 special abilities

Surprises others on 1-4 on d6,Surprised on 1 in 6,See invisible 50% and breath fire - which is not a major breath weapon for hell hounds in AD&D - it does 1 hp per hit die of the hound with half damage - rounded up - with a save.

Hit Dice4 Special Abilities

BaseSpecial

Exceptional

x.p./per hp

4 160+4/hp 60 25 65 45 250+5/hp 90 40 75 56 450+6/hp 150 75 125 67 725+8/hp 225 125 175 8

HIPPOPOTAMUS: DMG: 375 + 6/hp. An 8 hit die

monster would be 375 + 10/hp [with no credit for special abilities]

HYDRA. The monster manual has 5 to 12 heads; the DMG has 5 to 16 heads. Possibly to account for the learnean hydra, which can grow heads.

LEECH:

NIGHT MARE. Armor class = -4

ORC. In the monster manual they have a base damage of 1-8, yet superior types do 2-7 and 2-8, hence likely 1-6 for common

OWLBEAR. +6/h.p. bonus.

PIERCER. The special ability (95% likely to surprise) isn't accounted for.

RAY, MANTA: 1,300 + 16/hp. The DMG number is the experience for an 11 hit die critter without any special abilities. Possibly 2 or 3 exceptional abilities: swallow whole, paralyzation, potential damage 32 in 2 attacks

Hit Die 2 exc. 3 exc. Base

Spl. xp

Expt. xp

x.p./ hp

8 925+10/hp 1200+10/hp 375 175 275 109 1400+12/hp 1800+12/hp 600 300 400 1210 2100+14/hp 2700+14/hp 900 450 600 1411 3000+16/hp 3850+16/hp 1,300 700 850 16

REMORHAZ: DMG 1,700 + 16/hp. An 11 to 12 hit die creature is 1,300 + 16/hp and a single special ability alone would bring the total past 1,700. Unknown number of abilities:

one special ability (armor class 0 (not everywhere, but...))

Two exceptional abilities defined per the DMG: swallow whole and damage from 1 attack (6-36) exceeds 24 points.

So, what do the following count as, special or exceptional?: heat melts non-magic weapons and heat does 10 - 100 damage if touched?

Below is what various hit die would look like with various special & exceptional abilities

Special + Exceptional Abilities

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Hit Dice 1 + 2 1 + 3 1 + 4 Base Spl. Exc. x.p./per hp7 700+8/hp 875+8/hp 1050+8/hp 225 125 175 88 1100+10/hp 1375+10/hp 1650+10/hp 375 175 275 109 1700+12/hp 2100+12/hp 2500+12/hp 600 300 400 12

10 2550+14/hp 3150+14/hp 3750+14/hp 900 450 600 1411 3700+16/hp 4550+16/hp 5400+16/hp 1,300 700 850 1612 3700+16/hp 4550+16/hp 5400+16/hp 1,300 700 850 1613 5150+18/hp 6350+18/hp 7550+18/hp 1,800 950 1,200 1814 5150+18/hp 6350+18/hp 7550+18/hp 1,800 950 1,200 18

RHINOCEROS: 900 + 12/hp is for 9 hit die (assuming 1 special ability). 8 hit die (with 1 special ability) is 550 + 10/hp.

ROPER: 2,750 + 16/h.p. Unknown calculation: perhaps 100 short as in 1,300 base + 700 special + 850 = 2,850. As it is, I can count 4 possible specials and 2 possible exceptional abilities.

Possible Special Abilities: Armor class 0, disguise ability (listed by the DMG, which has failed to list so many other abilities...), immune to lightning, 1/2 damage from cold

Possible Exceptional Abilities:6 poisonous strands cause weakness, magic resistance 80%

Hit Dice4 special + 2 exceptional Base Spl. Exc. x.p./hp

10 3900+14/hp 900 450 600 1411 5800+16/hp 1,300 700 850 1612 5800+16/hp 1,300 700 850 16

RUST MONSTER. +5/h.p. is the proper bonus.

SEA HORSE: 20 + 4/hp: 20 is the base for 2 hit die; +4/hp is the bonus for 4 hit die. With no special/exceptional abilities you get:

Hit Dice Calc Base Spl. Exc. x.p./hp2 20+2/hp 20 8 45 23 35+3/hp 35 15 55 34 60+4/hp 60 25 65 4

SHAMBLING MOUND: 1,800+10/hp seems to be an 8 hit die shambler with 5 special abilities and 2 exceptional abilities. I count 6 possible special abilities: Armor Class 0 or lower, 1/2 damage from weapons, immune to crushing, immune to fire, lightning causes it to grow, and cold causes partial or no damage.

Two exceptional abilities seem accurate: suffocation and 2 attacks doing 32 possible damage (which is greater than 30).

Below are the other hit die with calc's base on 5 (or 6) specials and 2 exceptional.

Hit Dice 5 special + 2 exceptional 6 special + 2 exceptional Base Spl. Exc. x.p./hp8 1800+10/hp 1975+10/hp 375 175 275 109 2900+12/hp 3200+12/hp 600 300 400 1210 4350+14/hp 4800+14/hp 900 450 600 1411 6500+16/hp 7200+16/hp 1,300 700 850 16

TICK, GIANT:

TITANS. The titans all seem to be defined with only 2 exceptional abilities. This ignores the special ability of armor Class 0 or lower for major or elder titans.

Lesser 7,000 + 25/h.p. This works with only 2 exceptional abilities

TITANOTHERE. Attacks = 1.

TREANTS: Given that treants are much the same

except hit die, they should use the same pattern, but do not seem to. My guess is that the armor class 0 or lower special ability is being ignored.

shrubling 7-8 hit die: 1,200 + 10/hp - works as 8 hit die with 3 exceptional abilities.

mature 9-10 hit die: 1,950 + 14/hp - works as 10 hit die with 1 special/+ 1 exceptional ability

moss trunk 11-12 hit die: 2,850 + 16/hp. - works as 11 or 12 hit die with1 special + 1 exceptional ability

14

Known Special Ability: Armor class 0

Known Exceptional Abilities: Damage for 2 attacks > 30

Special or Exceptional Abilities: Never surprised* (surprise factors seems to be a special ability in other monsters), Control trees

special + exceptionalHit Dice 3 + 1 2 + 2 Base Spl. Exc. x.p./hp

7 775+8/hp 825+8/hp 225 125 175 88 1175+10/hp 1275+10/hp 375 175 275 109 1900+12/hp 2000+12/hp 600 300 400 12

10 2850+14/hp 3000+14/hp 900 450 600 1411 4250+16/hp 4400+16/hp 1,300 700 850 1612 4250+16/hp 4400+16/hp 1,300 700 850 16

TROGLODYTE. Major leader 4 hit die = THAC0 15.

Masher (Monster) Not Included in Appendix E

DMG page 207 no masher entry. Monster manual page 65. Masher (fish).

Storm Giant Rock Hurling (DMG Versus Monster Manual)

DMG pg. 230, storm giant special attacks: "magic use (can also hurl rocks for 3-36 h.p.)"

Monster manual page 45: "Unlike other sorts of giants, storm giants do not hurl rocks for they have magical properties..."

Interesting note: if they do not hurl rocks, they do not catch rocks, which means a bunch of other giants might beat one to a pulp pelting it with rocks... I would have defined hurling and catching rocks as a possibility but not favored attack form.

Official Errata from the Acaeum.com:

I need to look at this and rewrite some items as the intent is not to just steal someone's text as-is... As it is, this is incomplete, as shown above. I do not know if they ever caught all the bug-a-boos and fixed them.

Generally, this applies to the First and Second prints in May 1979; it seems to have been included starting with the Third print around December of 1979.Dragon Magazine issue #35 was the first printing some of these fixes and others were compiled later. It seems that the changes to the Aging chart for page #13 were

noted in Dragon and never printed in the DMG.

The artist Todd Oleck had one piece in the early DMGs (pre 3rd printing); his art and credit was replaced by Erol Otus.(sited: Christopher Motta).

AGING: explanation of categories[page 13]

originally: Middle Aged:

Subtract 1 point (or half exceptional rating) of strength and 1 point of constitution; add 1 point of intelligence and 1 point of wisdom

Dragon magazine errata:

Middle Aged:

Subtract 1 point of strength and 1 point of constitution; add 1 point of intelligence and 1 point of wisdom

Before ASSASSINS' USE OF POISON: [page 20]

ASSASSINATION EXPERIENCE POINTS

An assassin receives 100 x.p./level of the character assassinated minus or plus 50 x.p. for every level the assassin is greater or lesser than his or her victim. This is modified by multipliers for the degree of difficulty of the mission - simple (X 1/2), difficult (X 1), or extraordinary (X 1 1/2).The explanations for difficulty given under SPYING should be used as guidelines here. The experience given above is added to the regular experience earned for killing the victim, as if he or she were a monster. Experience is also given for the fee the assassin is paid.

Therefore, if an 8th level assassin snuck up on and surprised a 10th level magic - user in the dungeon and successfully assassinated him, the assassin

15

would receive 1,000 x.p. plus another 100 x.p. since the magic - user was 2 levels higher than he. However, since it was a simple mission, the total 1100 x.p. would be multiplied by 1/2, giving 550 points. This is added to the 2400 x.p. normally received for killing this magic - user, making a final total of 2950 x.p. earned, exclusive of fees.

Increase Or Decrease Of Worth Beyond Base Value. [page 26]

Die Result1 Stone increases to next higher base value; roll

again ignoring results above 8. Stones above 5,000 gold piece value progress as follows: 10,000 GP, 25,000 GP, 50,000 GP, 100,000 GP, 250,000 GP, 500,000 GP, and 1,000,000 GP - - the absolute maximum. No stone may increase beyond 7 places from its initial base value.

0 Stone decreases to next lower base value; roll again on this table, ignoring any result below 2. Stones below 10 gold piece value are: 5 GP, 1 GP, 10 SP, 5 SP, and 1 SP. No stone may decrease beyond 5 places from its initial base value.

ACQUISITION OF MAGIC - USER SPELLS [page 39]

Before Spells Beyond Those At Start:

Acquisition of Illusionists' Spells

Illusionists do not need the spell read magic or anything like it in pursuit of their profession. All illusionist spell books and scrolls are written in a secret tongue which every apprentice learns from his or her mentor. This arcane and difficult language is common to all phantasmal magics, and is necessary for illusionistic conjuring. When on illusionist gains read magic at the 14th level (along with several other 1st level magic - user spells), this merely allows him or her to utilize magic - user scrolls that contain spells different from those on the illusionists' list.

When a 1st level illusionist receives his first level spell book from his master, it contains only three spells (read magic being unnecessary). The DM should require the player's character to roll a d12 on the table of 1st level illusionist spells, rolling three times and ignoring any rolls that result in duplication. If a DM feels his or her campaign is unusually difficult, he or she may allow the player to choose one or even two of these initial spells.

Art on page 40Demon-summoning art dropped for a smaller undead-wizard battle drawing. Fly spell: [page 52]

The first sentence in this paragraph should read:

Fly spell: Utilizing a fly spell takes as much concentration as walking, so most spells could be cast while flying, either while hovering or moving slowly (3" or less).

Surprise. [page 61]

Replace the last paragraph with the following:

Assume the party of characters comes upon a monster. They have 2 of 6 chances to surprise, and the monster also has 2 in 6. A six - sided die is rolled for the party, another for the monster. Both sides could be surprised, or either could be surprised. This is shown on the table below:

Surprise Table. [page 62]

Replace the first table with the following:

Party's Monster's SurpriseDie Die Effect

3 to 6 3 to 6 none1 1 both surprised2 2 both surprised

1 or 2 3 to 6 party surprised3 to 6 1 or 2 monster surprised

1 2 party surprised2 1 monster surprised

Example of Melee: [page 71]

Replace the 4th and 5th paragraphs with the following:

Party A immediately recognizes party B as a group of "evil marauders" they were warned against and moves to attack. First, Arlanni the thief, who had her sling ready (as the player had stated previous to the encounter), fires a shot at Blastum, who is obviously a magic - user. A sling bullet gains +3 "to hit" vs. no armor. Arlanni would usually need on 11 to hit, but now needs only an 8. She rolls a 5, and misses.

Aggro the fighter rushes forward to attack the nearest opponent, who happens to be Balto, the

16

monk. Balto is wearing no armor, so Aggro needs a base 8 to hit Balto. However, Aggro is using a + 1 hand axe, and furthermore an axe is + 1 to hit vs. no armor, so Aggro's adjusted amount needed to hit is only 6 (or, alternately, the cumulative +2 could be added to whatever he rolls to improve his chances of rolling an 8 or better). Aggro rolls a 14 and hits Balto, but only 1 point of damage is rolled, plus a 1 point bonus from the magic axe (2 points total), and Balto can take 4.

The second sentence in the 8th paragraph should read:

Balto attacks Aggro (who is in AC 2) with his staff.

The third sentence in the 11th paragraph should read:

Arkayn needs a base 17 to hit AC 1, but using a mace vs. AC type 3 gives him a + 1 armor class adjustment, so he really only needs a 16 or better. He rolls a 7 and misses.

Opponent With Weapons Used Normally: [Page 73]

Replace this paragraph with the following:

Opponents With Weapons Used Normally: If the opponent of a grappling, pummeling or overbearing attack has a weapon, the opponent will always strike first unless the attacker has surprise. Any weapon hit does NO damage, but it does indicate that the attacker trying to grapple, pummel or overbear has been fended or driven off, and the attack is unsuccessful. The weapon - wielder then has the opportunity to strike at the weaponless one "for real", if he or she so chooses. Surprised opponents with weapons have no chance for a fending - off strike, unless the attacker must use all surprise segments to close to grapple, pummel, or overbear.

Page 74: I.B. ATTACK MATRIX FOR FIGHTERS, PALADINS, RANGERS, BARDS, AND 0 LEVEL HALFLINGS AND HUMANS*.

The Note below the table should read:

*Note: Half - elves use the attack matrix as elves do, while non - player character half - orcs use the attack matrix for monsters. Dwarves, elves and gnomes are never lower than 1st level (unlike halflings and humans, which may be of 0 level). Bards fight at their highest level of fighter

experience.

Page 116: Poison.

This paragraph should read:

Poison: Only assassins of 9th or higher level may concoct "potions" of poison -- or any other sort of poison, for that matter. Refer to the section on assassins for details of special forms of poison. No laboratory or alchemist is needed, but cost and time are found as if a normal potion was being prepared.

Page 117: Manufacture of Scrolls.

The table in the 5th paragraph should read, in part:

vellum, per sheet 8 g.p. and up - 5% chance of failure

Page 118: Fabrication Of Other Magic Items.

Insert the following section just before the section entitled Fabrication Of Magic Items By Charmed Or Enslaved Magic - Users:

Fabrication Of Magic Items By Illusionists:

Though different spells are employed, the process of fabrication of magic items which illusionists use is not really very different from that used by magic - users. It is almost exactly similar as regards costs in both time and money. Some processes are also nearly identical, such as the making of scrolls, which may be done at the 7th level and up.

At the 11th level illusionists may be able to create one - shot or charged magic items, things without a permanent dweomer, such as potions or a wand of illusion, for example. Such items are really merely storehouses of magical energy which can be released in various ways. Like any other spell - caster, the illusionist must fashion the item out of rare and expensive materials, but instead of using enchant an item to prepare the item to receive its enchantment, the illusionist uses major creation to subtly alter its structure in a magical direction so that it can receive and retain the necessary spells. During the next 16 hours after casting the major creation, the illusionist instills the primary initial dweomers into the item, and if his concentration is interrupted even once during this period, the item instantly fades and forever disappears, like an illusion that has been dispelled.

17

Beginning at 14th level an illusionist may attempt to make items with a truly permanent dweomer, such as a + 1 dagger or a ring of protection, for example. This entails a similar process to the one described above. The crucial difference is that after a major creation spell has been used to adjust the material object, an alter reality must be cast to fix it permanently in place and make it able to contain a permanent magic. Thus, with a great expense in time, money and preparation, major creation, alter reality and true sight spells, and an unflawed gem worth not less than 10,000 g.p., an illusionist might be able to create a gem of seeing. The basic thing to remember if details are in question is that illusionists are a sub - class of magic - users, and except for what has been outlined above, what applies to magic - users applies to illusionists as well.

Page 119: Deleted potions artwork.

Page 123: TABLE (III.E.) 2.

This table should read, in part:

86 - 91 Dust of Disappearance 2,000 8,00092 Dust of Sneezing and

Choking--- 1,000

Page 125: POTIONS (III.A.)

The second paragraph should read:

Unless otherwise stated, the effects of a potion will last for 4 complete turns plus 1 - 4 additional turns (d4). If half of a potion is quaffed, the effects will last one - half as long in some cases. Potions take effect 2 - 5 segments after they are imbibed.

Page 134: Staff of Striking.

Replace this paragraph with the following:

Staff of Striking: This oaken staff is the equivalent of a +3 magic weapon. (if weapon vs. armor type adjustment is made, the staff of striking is always treated as the most favorable weapon type vs. any armor.) It causes 4 - 9 (d6+3) points of damage when a hit is scored. This expends a charge. If 2 charges are expended, bonus damage is doubled (d6+6); if 3 charges ore expended, bonus damage is tripled (d6+9). No more than 3 charges can be expended per strike. The staff can be recharged.

Page 145: Girdle of Giant Strength.

The Rock Hurling table should read as follows:

Rock Hurling

Weight Base Rock Bend bars

Type Allowance Range Damage Wt.** Lift Gates

Hill +4,500 8“ 1-6 140 50%Stone +5,000 16” 1-12 198 60%Frost +6,000 10’‘ 1-8 156 70%Fire +7,500 12” 1-8 170 80%Claud +9,000 14” 1-10 184 90%Storm +12,000 16” 1-12 212 100%

Page 149: Jewel of Flawlessness.

This paragraph should read as follows:

Jewel of Flawlessness: This magical gem appears to be a very fine stone of some sort, but if magic is detected for, its dweomer will be noted. When a jewel of flawlessness is placed with other gems, it increases the likelihood of their being more valuable by 100%, i.e., the chance for each stone going up in value increases from I in 10 to 2 in 10. The jewel has from 10 - 100 facets, and whenever a gem increases in value because of the magic of the jewel of flawlessness (a roll of 2 on d10), 1 of these facets disappears. When all are gone, the jewel is a spherical stone of no value.

Page 167: Table 3.: Sword Primary Abilities.

This table should read:

Table 3.: Sword Primary Abilities

DiceRoll Ability01 - 11 detect "elevator"/shifting rooms/walls in a 1"

radius12 - 22 detect sloping passages in a 1" radius23 - 33 detect traps of large size in a 1" radius34 - 44 detect evil/good in a 1" radius45 - 55 detect precious metals, kind, and amount in a

2" radius56 - 66 detect gems, kind, and number in a 1/2"

radius67 - 77 detect magic in a 1" radius78 - 82 detect secret doors in a 1/2" radius

18

83 - 87 detect invisible objects in a 1" radius88 - 92 locate object in a 12" radius93 - 98 roll twice on this table ignoring scores of 93 to

0099 - 00 roll on the Extraordinary Power Table instead Page 169: Mace of Disruption.

Replace this paragraph with the following:

Mace of Disruption appears to be a +1 mace, but it has a neutral good alignment, and any evil character touching it will take 5 - 20 points of damage due to the powerful enchantments laid upon the weapon. If a mace of disruption strikes any undead creature or evil creature from one of the lower planes it functions similarly to a cleric turning undead (see ATTACK MATRICES). The mace causes such creatures to roll on matrix Ill., MATRIX FOR CLERICS AFFECTING UNDEAD, as if the wielder were 12th level, and if the creature struck scores equal to or below the number shown, it is disrupted and slain. Thus, skeletons, zombies, ghouls, shadows, and wights ore instantly blasted out of existence, as are ghosts and even wraiths; and mummies have only a 20% chance, spectres 35%, vampires 50%, ghosts 65%, liches 80%, and other affected evil creatures 95% chance of saving. Even if these saving throws are effective, the mace of disruption scores double damage upon opponents of this sort, i.e., 2 X bonus and 2 X dice.

Pages 174 - 175: MONSTER ENCOUNTERED ADJUSTMENT FOR RELATIVE DUNGEON LEVEL.

Replace the last paragraph with the following:

Greater monsters on higher levels will have their numbers reduced by 1 for each level of the dungeon above their assigned level, subject to a minimum number of 1. Example: 1 - 3 shadows are normally encountered on the 4th level of the dungeon; as shadows are fourth level monsters, a maximum of 2 can be encountered on the 3rd dungeon level, and but 1 on the 2nd level. (Fourth level monsters cannot be encountered on the 1st level of the dungeon.) Hydras, for instance, will have fewer heads, while creatures with attendants will have fewer or none at all on the lesser - numbered levels.

Pages 177-179: Banding added to Random Monster charts.

Pages 184-185: Temperature And Sub - Tropical Conditions, Uninhabited/Wilderness Areas.

Plain should read, in part:

Bull/Cattle, wild 06-09

Scrub should read, in part:

Humanoid* 26 - 32Jackal** 33 - 34Ki - rin/Lammasu/Shedu 35Leprechaun/Brownie - - Leucrotta - - Lion 36 - 40

Mountains should read, in part:

Troll 73 - 78 Page 212: stirge. Special Attacks should read:

attack as 4 hit dice monster, drain blood (1 - 4) Page 222: CONJURED ANIMALS TABLE.

This table should read, in part:

Hit Dice

Category

1 66 - 00 Rat, giant 1/2 Page 223: APPENDIX M: SUMMONED MONSTERS.

Add the following table after the first Monster Summoning VI:

Monster Summoning VII

Dice Score Monster Summoned 01 - 03 Chimera (couatl) 04 - 06 Demon, succubus 07 - 09 Demon, type I 10 - 12 Demon, type II 13 - 15 Demon, type III 16 - 18 Devil, barbed 19 - 21 Devil, bone 22 - 23 Devil, horned 24 - 26 Ettin 27 - 29 Giant, fire 30 - 32 Giant, frost 33 - 35 Giant, hill

19

36 - 38 Giant, stone 39 - 41 Gorgon 42 - 43 Groaning spirit 44 - 46 Hydra, 10 heads 47 - 49 Hydra, pyro - , 8 heads 50 - 52 Intellect devourer 53 - 55 Invisible stalker 56 - 58 Lamia 59 - 61 Lizard, fire 62 - 64 Mind flayer 65 - 67 Mummy 68 - 70 Naga, spirit 71 - 73 Neo - otyugh 74 - 76 Night hag 77 - 79 Roper (shedu) 80 - 82 Shambling mound 83 - 85 Slug, giant 86 - 88 Spectre 89 - 91 Sphinx, hieraco - (andro - ) 92 - 94 Umber hulk 95 - 97 Will - o - wisp 98 - 00 Xorn

[page 236 changes end here - the following notes are for page 237 in my book. Of course, books missing paragraphs might be shortened to where the following appears on page 236...]

Replace the second Monster Summoning VI table with the following:

Monster Summoning VI

Dice Score Monster Summoned

Fresh or Salt

01 - 33 Octopus, giant34 - 00 Snake, sea, giant

Add the following table after the second Monster Summoning VI:

Monster Summoning VII

Dice Score Monster SummonedFresh

01 - 20 Morkoth21 - 00 Naga, water

Salt01 - 15 Morkoth16 - 70 Ray, manta

71 - 00 Squid, giant APPENDIX O: ENCUMBRANCE OF STANDARD ITEMS [page 225]

Item Encumbrance in gold pieces

Backpack 20Belt 3Belt pouch, large 10 small 5Book, large metal - bound 200Boots, hard 60 soft 30Bottles, flagons 60Bow, composite long 80 composite short 50 long 100 short 50Caltrop 50Candle 5Chest, large solid iron 1000-5000 small solid iron 200-500 small wooden 100-250 large wooden 500-1500Clothes (1 set) 30Cord, 10' 2Crossbow, heavy 80light 50Crystal ball, base and wrapping 150Flask, empty 7full 20 Gem 1-5Grapnel 100Hand tool 0Helm 45 Helm, great 100Holy water, potion bottles 25Horn 50Jewelry, large 50 small 1-5Lantern 60Mirror 5Musical instrument* 350Pole, 10' 100Purse 1Quiver 30Rations, iron 75standard 200Robe or cloak, folded 50 worn 25Rod 60Rope, 50' 75

20

Sack, large 20 small 5Saddle, light horse 250heavy horse 500Saddlebag 150Saddle blanket (pad) 20Scroll case, bone or ivory 50leather 25Spike 10 Staff 100Tapestry (very small to huge) 50-1000+Tinderbox 2Torch 25Wand, bone or ivory case 60box 80leather case 30Waterskin or wineskin, empty 5full 50

* Musical instruments include only large and bulky instruments such as lutes and drums.

The maximum weight a normal - strength person can carry and still move is 1500 g.p. (150#).

Certain items are not included when figuring encumbrance. These include:

material components (unless large and bulky).any helm but great helm, if the character has any armor.one set of clothing.thieves' picks and tools.

Many other things will be bought or found, but it is impossible to list them all here. The encumbrance of most items not on this list may be inferred by comparison with objects similar to them; thus a decanter of endless water will encumber as much as a bottle or flagon. In some cases no equivalent may be found on the table; such instances require the judge to decide.

Many people looking at the table will say, "But a scroll doesn't weigh two pounds!" The encumbrance figure should not be taken as the weight of the object - it is the combined weight and relative bulkiness of the item. These factors together will determine how much a figure can carry. As an example, Dimwall the magic - user and Drudge the fighter have prepared for a dungeon expedition. Dimwall, besides his normal clothing, has strapped on a belt with a large pouch on it. Into this and his robe, he tucks his material components (minimal encumbrance). He also places in

his pouch a potion bottle, a mirror, some garlic and belladonna, and his tinderbox. At his right side hangs a dagger and sheath and four more daggers are on a bandolier slung across his chest. Over all these belts, he puts his backpack. In his pack goes a hand axe (for chopping, not fighting), 3 flasks of oil, a candle, 3 small sacks, 1 large sock, and 7 torches. Lashed in a bundle to the pack is 50' of rope. At his left side, hanging from his belt, are a leather scroll case and his purse, filled with 20 gold pieces. He holds a staff in his right hand and a torch in his left. He is now ready to travel, with a total encumbrance of 689 g.p. Meanwhile, his companion, Drudge, has strapped on his splint armor. He wears 2 belts around his waist; his longsword hangs from one. On the other belt he places his quiver with 40 bolts, a cocking hook, and a dagger. He slips on his backpack, already loaded with 10 spikes, one week's iron rations, and a flask of oil. To the bottom of the pack he has strapped 50' of rope. Hanging on the rear of the pack is his heavy crossbow. Around his neck he wears a holy symbol. Finally, he straps his large shield on his left arm, fits his helmet, and takes his lantern, ready to go with a total encumbrance of 1117 g.p.

During their adventures, Dimwall and Drudge find 800 gold pieces in a troll's treasure horde. Dimwall can carry 400 gold pieces in his large sack and another 300 gold pieces in his small sacks. Dimwall leaves his torches and staff, since he must have his hands free. Then he fastens a small sack to his belt and, using two hands, carries the large sack over his shoulder. Drudge eats part of his iron rations and throws the rest away, along with his spikes and oil. He places the remaining bags in the bottom of his pack and then pours the loose coins on top of them. Encumbrance for Dimwall is now 889 gold pieces and 1222 gold pieces for Drudge.

As they leave, Dimwall and Drudge meet the troll. There is little time to react, so Drudge must quickly drop his lantern (possibly putting it out) and attack. As he does this, Dimwall must drop the large sock (probably scattering coins about), unsling his pack, and start digging for his oil. By the time he finds it, the troll may have killed them both!

Appendix P added ("Creating a Party on the Spur of the Moment"). [page 225]

Added a catalog page and four quick-reference pages to the end.

21

AD&D 1st Edition Player's Handbook (1978)

Cleric Augury Spell (PHB 45)

Does not have an Area of Effect specified. Of course, it is the cleric, just like divination and other such spells.

Cleric Detect Lie Spell (PHB 48)

Detect Lie is marked 3rd level but should be 4th (confirmed by the official errata).

Cleric Detect Magic Spell (PHB 44)

Range is given as 3" - compared to the same spell in the other classes (all have a range of 0) and the spell's description, this is likely 0" since "... the cleric detects magical radiations in a path 1” wide, and up to 3” long, in the direction he or she is facing..."

Cleric Sanctuary Spell (PHB 44)

The range is "touch" and the area of affect is "One touched creature" making it seem like the spell can be transferred to others, though the description sounds like only the cleric can be affected.

Druid Locate Animals Spell (PHB 55)

Includes the line... "The cleric faces in a direction..."

Druid Summon Insects Spell (PHB 58)

"..he or she attracts flying insects 70% of the time. The exact insects called will be bees, biting flies, hornets, or wasps if flying insects are indicated, or biting ants or pinching beetles if non-flying insects are determined."

Probably means "..he or she attracts flying insects 70% of the time and ground-borne insects the other 30%. The exact insects called will be bees, biting flies, hornets, or wasps if flying insects are indicated, or biting ants or pinching beetles if non-flying insects are determined."

Illusionist Color Spray Spell (PHB 94)

"The spell caster is able to affect 1 level or hit die of creatures for each of his or her levels of experience.

Affected creatures are struck unconscious for 2 to 8 rounds if their level is less than or equal to that of the spell caster; they are blinded for 1 to 4 rounds if their level or number of hit dice is 1 or 2 greater than the illusionist; and they are stunned (cf. power word, stun, seventh level magic-user spell) for 2 to 8 segments if their level or number of hit dice is 3 or more greater than the spell caster. All creatures above the level of the spell caster and all creatures of 6th level or 6 hit dice are entitled to a saving throw versus the color spray spell."

If the "...spell caster is able to affect 1 level or hit die of creatures for each of his or her levels of experience" then said spell caster CANNOT affect critters with more hit die/levels than he/she has. If I remember right, second edition AD&D dropped the line that limits the effect to creatures of the same level or less.

Illusionist Darkness Spell (PHB 94)

Reference to the "second level magic-user spell of darkness" is likely referring to the "darkness 15' radius" spell, as they have the same 15' radius. Note how illusionists and magic-users do NOT gain a reversed form of light and must have specific darkness spells, which magic-users do not get until 2nd level.

Magic-User Animal Growth Spell (PHB 79)

NOTE: Magic-user animal growth has no "M" yet material component..."is a pinch of powdered bone"

Magic-User Massmorph Spell (PHB 77)

The area of effect is given as 11' x 1": If compared to the illusionist spell (PHB 97) and the syntax for other spells, this is likely 1" x 1".

Projected Image = Project Image ?

Magic-User Trap The Soul Spell (PHB 92)

The casting time of "SPECIAL + 1 Segment" is never explained and could be a glitch since some spells have a duration of "1 segment + special"

22

Official Errata:

Correction 11A Wisdom should be changed to read as follows, "Furthermore, clerics with exceptional wisdom (13 or greater) also gain bonus spells over and above the number they are normally able to use."

Addition 11BWisdom Table II should be changed to read "Adjustments for Clerics and Druids."

Correction 11CDexterity Table 1: Strike from ability score 14 "Maximum dexterity for a half-orc character." Ability score 17 should read, "Maximum dexterity for a dwarf or half-orc character." Correction 15A: Corrected in Eighth printCharacter Race Table III: The dexterity scores for half-orcs should read,"3/3; 17/17."

Correction 25AThe Magic-user, fifth paragraph, first sentence should be changed to read, "When a magic-user attains 7th level (Enchanter) or higher, he or she may scribe magic scrolls and concoct potions, and upon achieving 12th level (Wizard) or higher may attempt to enchant items." Correction 27AThe Thief, additional abilities #2 should read, "At 4th level (Robber) thieves ore able to read 20% of languages, and this ability increases by 5% with each additional level of experience until an 80% probability is attained."

Correction 30AThe Monk, paragraph 5 should be changed to read, "With respect to combat, monks attack on the same table as clerics." Correction 38A: Corrected in Fourth, Fifth, or Sixth print Weapon Types Table, the entries for military pick should read, "Pick, Military, Footman's; Pick, Military, Horseman's."

Correction 38B: Corrected in Eighth printHurled Weapons and Missiles: The last sentence should be changed to say, "Adjust by -2 at all medium ranges, -5 at all long ranges."

Correction 48AThe level of Detect Lie should say, "Level: 4."

Correction 49ACure Critical Wounds: The following sentence should say, "Its reverse, cause critical wounds, operates in the same fashion as other cause wounds spells, requiring a successful touch to inflict the 6-27 hit points of damage."

Correction 58AWater Breathing: The components should say "Components: V, S."

Correction 73AExplosive Runes: Saving throw should be altered to say, "Saving Throw: None or 1/2."

Addition 87A: Corrected in Fourth, Fifth, or Sixth printDelayed Blast Fire Ball: Add to the components so it reads, "Components: V, S, M." Correction 120AThe Outer Planes: Number 21 should read, "The furnaces of Gehenna of evil lawful neutrals."

NEW COPY --CHARACTER RACE TABLE III: ABILITY SCORE MINIMUMS AND MAXIMUMSThe limitations given for races on the Ability Score Table are intended to apply to the entire race, not just player characters. Therefore, several inconsistencies between the maximum scores and the player character racial adjustments are not mistakes. For example, although player character elves have a -1 on their constitution, the racial maximum for constitution of elves is 18. This is because, as explained in the Dungeon Masters Guide, exceptional non-player elves may have a constitution of 18. Likewise, although it is impossible for a player character halfling to roll the maximum 19 constitution, a non-player halfling could, due to the bonus received on constitution for NPC halflings in the DMG.

23

AD&D 1st Edition Monster Manual

Trapper (page 95)

Number of attacks is 1; damage is 4 + the victim's armor class.

From the Monster Manual Errata Sheet:

Page 9, BEETLES, GIANT.

Statistics for the stag beetle.

StagFREQUENCY: CommonNO. APPEARING: 2-12ARMOR CLASS: 3MOVE: 6"HIT DICE: 7% IN LAIR: NilTREASURE TYPE: NilNO. OF ATTACKS: 3DAMAGE/ATTACK: 4-16/1-10/1-10SPECIAL ATTACKS: NilSPECIAL DEFENSES: NilMAGIC RESISTANCE: StandardINTELLIGENCE: Non-ALIGNMENT: NeutralSIZE: L (10' long)PSIONIC ABILITY: NilAttack/Defense Modes: Nil

Correct text for the bombardier beetle's start:

Bombardier Beetle: This beetle is usually found in wooded areas above ground. It feeds on offal and carrion primarily, gathering huge heaps of such material in which to lay its eggs. If this beetle is attacked or disturbed there is a 50% chance each melee round that it will turn its rear towards its....

Page 10, BEHOLDER:

MAGIC RESISTANCE: Special

This refers to the monster's eleventh eye. The Anti-magic Ray can be used to protect the Beholder from magic of all forms.

Page 18, DEMONS:

Type III (Glabrezu)DAMAGE/ATTACK: 2-12/2-12/1-3/1-3/2-5

Page 27, DINOSAURS:

TeratosaurusNO. OF ATTACKS: 3DAMAGE/ATTACK: 1-3/1-3/3-18

Page 46, GNOME:

Hit Dice: 1

Page 47, GOBLIN:

TREASURE TYPE: Individuals K, Lair C

Page 60, LEOPARD:

SPECIAL DEFENSES: Rear claws for 1-4 /1-4, and surprised only on a 1MAGIC RESISTANCE: Standard

sic: my copy of the monster manual reads:

SPECIAL ATTACKS: Rear claws for 1-4 /1-4SPECIAL DEFENSES: Surprised only on a 1MAGIC RESISTANCE: Standard

Page 76, ORC:

DAMAGE/ATTACK: 1-8 or by weapon type

[what is interesting is how the sub-chief and guards do 2-7 damage and while chiefs & bodyguards do 2-8; likely standard orc damage was once 1-6...)

Fourth paragraph start should read...

Orc lairs are underground 75% of the time, in an above ground village 25% of the time. There will always be the following additional orcs when the encounter is in the creatures' lair: a chief and 5-30 bodyguards (AC 4, 13-16 hit points, attack as monsters with 3 hit dice.

sic: in my copy the entire sentence is...

There will always be the following additional orcs when the encounter is in the creatures' lair: a chief and 5-30 bodyguards (AC 4, 13-16 hit points, attack

24

as monsters with 3 hit dice and do 2 - 8 hit points damage), females equal to 50% of the number of males, young equal to 100% of the number of males.

Page 79, PORTUGUESE MAN-O-WAR, Giant:

MAGIC RESISTANCE: Standard

Page 83, Rust Monster:

NO. OF ATTACKS: 2DAMAGE/ATTACK: Nil

This monster only attacks metal objects, it will not physically harm an adventurer.

Page 94, TITAN:

MOVE: 21" or 15"

The larger Titans move slower than the shorter Titans.

Page 100, WIGHT:Second paragraph. Cross out the portion of the third sentence that reads; "Plus the hit die for the level drained." The sentence should read, "The creature so hit, looses both the hit points of damage scored (1-4), plus a level of ability, i.e. a 9th level character struck by a wight becomes 8th level!"

My book reads...

The creature so hit loses the hit points of damage scored (1-4) plus one experience level and all the bonuses derived from that level, i.e. hit dice, class bonuses, thief abilities, spell levels, etc. A 9th level magic user struck by a wight loses 1-4 hit points and he becomes an 8th level magic user; he has the spells and the hit points of an 8th level magic user, and he melees as an 8th level character of his class.

Page 102, WRAITH:

Cross out:

% IN DICE: 5 + 3

Page 102, XORN:

NO. OF ATTACKS: 4

Page 103, YETI:

Second paragraph last sentence:

For each level above 1st add 5% chance of spotting a yeti at normal distance, i.e. a 2nd level character has a 5% chance of spotting one.

sic: in my copy, this is the third paragraph and the sentence appears in parenthesis:

(For each level above 1st add 5% chance of spotting a yeti at normal distance, i.e. a 2nd level character has a 5% chance of spotting one.)

25

Moldvay Basic and Cook/Marsh Edited Expert Sets: c. 1980-1981

Steve Marsh seems to have done most of the actual editing and finalizing for the expert rulebook, according to posts he made on the Dragonsfoot forums. Likewise, on the inside cover: "EDITOR: Dave Cook with Steve Marsh." Note that Steve Marsh admitted to making his own changes in the expert rulebook, such as favoring Dwarves and Halfling when it comes to saving throws.

While this was a continuation of D&D, It diverged from the original 3 books in various ways. The general gist is that Gygax did indeed come up with the idea of two rules sets and played a major role in trying to decide what to include in AD&D and what to include in the D&D books. But he was busy and employees tended to try to do what they wanted and made their own edits and "improvements"...

It is also possible TSR was purposefully diverging from older rules due to Dave Arnessons' claims towards certain D&D elements. There seemed to have been various changes made to help reduce the chance of various contributors claiming credit and partial ownership of the game.

Thus, this book continued the D&D line as such, but also changed various elements.

The publishing dates can be misleading: the Basic and Expert rulebooks were published and available the same year at the same general time.

1,110 s.p. vs. 1,100 g.p. (Sample Adventure in Basic Book)

In the example of stocking a dungeon page B56, room #4:

"Rolling 3d6 to determine its value, the result of 11 means that the piece of jewelry is worth 1100 sp."

Jewelery is worth 300 to 1,800 gold pieces and hence page B56:

"The largest hobgoblin has a locked iron box which contains 500 sp and a jeweled necklace worth 1100 gp. "

36 Levels of Experience

Why standard D&D specifically goes to 36th level has

never been answered, but the easiest observation is that 6 x 6 = 36 and various D&D-ers were fans of d6s.

I often muse that 9th level is name level and characters start setting up their own "households" - castles, temples, thief gangs and towers. Perhaps by 18th they are ruling over a large region as kings; maybe at 27th they are emperors; and by 36th they rule planets.

Average Values for Treasures

The average value for certain treasure types as given on page X43 of the Expert book is off: type M is off quiet a bit (15,000 in the book versus 50,000+ by calculations). The Expert book compiled by Frank Mentzer corrects these somewhat (on page 41.)

It is interesting how the tables can result in everything from no treasure to hundreds of thousands of gold pieces in treasure, illustrating how truly random they are.

"Avg (Average)", "Low", and Max (maximum), are mathematical numbers weighted by multiplying the chance of a column occurring times the minimum / average / maximum g.p. value that can occur. Thus 10% chance or 1,000 to 6,000 g.p. (min 1,000; average 3,500; max 6,000) has a value of 100 low; 350 avg; and 600 max. A 10% chance or 1,000 to 6,000 s.p. (min 100; average 350; max 600 in g.p.) has a value of 10 min; 35 avg; and 60 max in gold.

The minimum value is 0 (zero; as in no treasure is found); the average is basically the mathematical tendency over a lot of die rolls; while low is a typical low treasures and maximum is what would result if the DM made perfect rolls for all treasures. The value of magic items is very subjective, so they are not included.

Type Low Max Avg BookA 15,110 96,660 17,814 17,000B 2,860 17,680 2,016 2,000C 1,860 10,520 994 1,000D 2,360 23,280 3,890 4,000E 2,860 31,300 2,323 2,500F 8,150 59,400 7,688 5,000G 16,650 91,600 23,219 25,000H 50,830 282,240 60,109 50,000I 7,500 64,000 11,125 8,000

26

J 110 340 26 25K 600 1,600 180 125L 200 800 250 250M 30,100 183,600 50,433 15,000N 0 0 0O 0 0 0

P 0.03 0.24 0.14Q 0.30 1.80 1.05R 1.00 6.00 3.50S 2.00 8.00 5.00T 5.00 30.00 17.50U 62.56 256.10 159.33V 125.39 538.50 331.94

Bandits = Thieves (B30)

"Bandits" is the title used for an NPC thief encounter, much the same way "Acolyte" is a cleric encounter, "Veteran" is a fighter encounter, and "Medium" a magic-user encounter. There are also specific encounters defined for NPCs and NPC parties. On the table for Wandering Monsters: Level 2 (page B54) is an encounter with Veteran of levels/hit die 1, 2, 3 - thus whoever jiggered the game was not necessarily using the class experience level titles as written. In the second level wandering monster table, Noble has a hit die/level of 1, 2, 3 - given how player characters have to reach 9th level to become a noble, that is odd, to say the least.

Bat: (B31)

Note the colon after the name...

Character Creation (B5)

"Part 4 of this booklet (The Encounter) contains an explanation of these numbers and how they are used."

Part 5 is The Encounter.

Cleric Spells at the 6th level of Experience:

The spell slots a cleric receives at the 6th level of experience in the Basic Set (B18) is not the same as what is shown in the Expert Set (X5).

Companion Rules

Page B3 promised a D&D Companion Set which would provide information for levels 15 to 36. This did not appear and those in the know at TSR have said there were barely any notes. Instead, Frank Mentzer took the reigns and compiled a revised version of Dungeons & Dragons that was published in 1983: it eventually included all 36 levels and included Companion as well as Master and Immortal rules. Various fan have made companions, each with their own take on what the extra rules would have been.

Damage

In the original 1974 booklets (using the d20 combat system), all attacks did 1-6 (1d6) points of damage - including attacks by monsters. Monsters got only one attack each and did not have attacks such as claw/claw/bite. Some monsters (like giants) were given 2 dice +1, 2+2 dice, or 3 dice damage and so on.

The Greyhawk supplement introduced variable damage for everyone, both PCs and monsters, and monsters were given such familiar attack routines as claw/claw/bite. Some PC weapons had higher damage ratings against large creatures.

The Holmes introductory booklet of 1977 started a trend whereby player character attacks were limited to 1-6 damage - but monsters still got variable damage. Thus a normal elf could do 1-10 points damage while a PC elf only did 1-6.

In the Moldvay basic rules continued the Holmes trend and variable damage was offered as an option for PCs. Damage against large creatures was not pursued, limiting character effectiveness against large creatures.

Detection Spells (Comparison)

The original D&D (published 1974) and AD&D both treated detection spells as informational: the caster LEARNED whether or not something was detected; the spells did not make items glow. The Cook/Moldvay rules changed this: detect magic causes magic items to glow, for example, meaning a person or object under an invisibility spell would glow if detect magic was cast and they entered its radius, making the detect invisible spell tricky to define.

Detect Invisible Spell (B16)

This spell was shown in the spell lists on page B16 but not detailed in the book. Given how the detect magic spells make things glow (in these rules: not in AD&D

27

nor the original rules) and how invisibility is gained through magic, I wonder if there was a debate about including detect invisible at all...

The version in the Basic rulebook compiled by Frank Mentzer is:

Detect Invisible Range: 10‘ per Level of the Magic-user

Duration: 6 turns Effect: The magic-user only

When this spell is cast, the magic-user can see all invisible creatures and objects within range. The range is 10’ for each level of the magic-user. For example, a Conjurer can use this spell to see invisible things within 30’.

Dwarf and Halfling Saves Saving Throws

In the basic rulebook (on page B26) Dwarf and Halfling saves are as follows (4 levels higher than a human fighter, if you look at the saving throw tables shown in the expert book on page X24):

Death Paralysis Rods,Ray or Magic or Turn Dragon Staves,Poison Wands To Stone Breath or Spells

10 11 12 13 14

In Expert rulebook on page X24 the saves were changed (except dragon breath, which remained the same) - the others are 6+ levels higher than a human fighter. Below are the saves for levels 1-3 for example.

Death Paralysis Rods,Ray or Magic or Turn Dragon Staves,Poison Wands To Stone Breath or Spells

8 9 10 13 12

Steve Marsh was the actual editor and commented that he favored the little guys. Dwarves originally saved "4 levels higher than humans" in the original booklets (separate saving throw tables were not used for races). When the new Basic/Expert series was produced, rather than breaking dwarf and halfling saves out in levels 1-2, 3-5, they based them on increments of 1-3: note how 3 + 4 = 7. The saves in the cook basic rules were based on 1 + 4 = 5th level fighter; those in the expert book used 3 + 4 = 7 for 7th level fighter.

All Wands - Includin

g Class & Death

Ray Polymor

ph or Drago

n Staves

& Level or

Poison Paralyzat

ion Ston

e Breath Spells

Fighting-Men

1-3 12 13 14 15 16

Fighter 4-6 10 11 12 13 14Fighter 7-9 8 9 10 10 12

Equipment - Flail

A flail was not included in the weapons choices on page B12 nor X9, although they had appeared in OD&D and Holmes 1977 intro set and are mentioned on page X4. Perhaps the editors were anti-flail bigots.

Light Catapults (X64, 3-18 has no 3d6)

"3-18" has no 3d6 immediately afterwards.

1-6 hull points damage also does not have a (1d6) note after it.

Living Statue (B37)

The "Attacks:" row does not exist.

Magic Armor Encumbrance

B48 (roughly 40%)

Die Type of Normal Magical Encumbrance ofRoll Armor AC AC Magical Armor1-2 Leather 7 6 75 coins3-6 Chain mail 5 4 150 coins7-8 Plate mail 3 2 200 coins

X48 (50%)

Die Type of Normal Encumbrance ofRoll Armor AC Magical Armor1-2 Leather 7 100 coins3-6 Chain mail 5 200 coins7-8 Plate mail 3 250 coins

28

Medallion of ESP

Medallion of ESP is defined briefly in Expert (X50) and thoroughly in Basic (B50).

Monster Hit Points (B29)

"The DM will always use eight-sided dice to find a monster's hit points."

This is annoying because some "monsters" are actual definitions of encounters with NPCs, not monsters, so some people use it as an excuse to give NPC clerics, magic-users, and thieves 1d8 hit points per level (as in, "Screw the players! Yuck, yuck, yuck!")

Sharks (Movement rate = inches)

The shark movement rate uses the original convention of 18" rather than 180' (60').

Skeleton vs Zombie Speed

Despite being "slow fighters" zombies are faster (120') than skeletons (60'). This was changed to zombies (60'/6") than skeletons (120'/12") in AD&D.

Staff of Power (X49)

Damage per spell is noted as "6-48 (8d6)" damage, which should be "8-48 (8d6)".

Staff of Wizardry Area of Blast (X49)

Staff of wizardry (X49). Note how the blast radius is 20' or 30'.

"The final strike will create a fire ball effect for 8 points of damage per charge remaining in the staff to all within 20'. All creatures within 30' of the final strike (including the wielder) will take the indicated amount of damage."

Strength Bonuses & Opening Doors:

Strength bonuses are positive for high scores, negative for low scores, yet open doors is a 1-2 on

1d6. Thus the bonus would not be added to the die roll but rather to the number range (the sign should be flipped and then added to the die roll; or the sign left as-is and subtracted from the die roll).

Swimming (3,000 coins treasure...)

X51: "For example, a fighter trying to swim in rough choppy seas while wearing plate armor and carrying 3000 cn of treasure might have a 99% chance of drowning."

In case you do not see it: a character can only carry 1,600 coins maximum. Likely this is supposed to read "carrying 300 cn of treasure"

Thieves versus Other Classes and Finding Traps:

B10 (under the thief description): "They are the only characters who can open locks and find traps without using magic to do so."

Page B22 under Traps: "Any character has a 1 in 6 chance of finding a trap when searching for one in the correct area. Any dwarf has a 2 in 6 chance."

In the orginal Greyhawk and Gary Gygaxes' pre-Greyhawk notes, thieves were mainly concerned with small traps:

"— remove small trap devices (such as poisoned needles)"

Note that Frank Mentzer's BEMCI rules set repeated this very same thing, perhaps better explaining that there were traps a thief could find but not others.

Thief Skill Climbing Description

Moldvay Basic book: Page B8, thief skills: "Climb Sheer Surfaces" is titled "Climb Steep Surfaces" in text.

Wand of Fireball (6d6 after damage)

Interesting how they did not put a (6d6) after the 6-36 damage.

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Dungeons & Dragons c. 1983 (Frank Mentzer Compilation)

Dungeons & Dragons evolved through the 1974 three book set (and supplements), the 1977 Holmes edited Introductory booklet, and the 1980-81 rules edited by Tom Moldvay and Dave Cook/Steve Marsh to yet one more iteration, a set of booklets compiled by Frank Mentzer (and edited by others) with publishing started in 1983. These were:

Basic Rules Set (levels 1 to 3). Split into a Players Book and Dungeon Master's Book.Expert Rules Set (levels 4 to 14). A single book since it contained the Isle of Dread module, edited and revised for the rules.Companion Rules Set (levels 15 to 25)Master Rules Set (levels 26 to 36)Immortals Rules Set (immortality and so on)

It is common to abbreviate the books as BECMI.

The Companion, Master and Immortals rules added custom information not previously published in rule books.

Damage

The damage system pretty much follows that of the Moldvay/Cook rules.

Doors (Forcing)

In the Holmes and Cook/Moldvay rules doors were forced on a 1-2 (the strength modifier had to be added to the number needed or subtracted from the die roll.) In This book it was changed to 5 or 6 on 1d6 allowing the modifier to be added to the die roll. (DM's Basic Rulebook page 6.)

Dwarf and Halfling Saves Saving Throws

See the discussion of the Cook/Expert booklets as the Cook edited Expert saves were used for Mentzer.

Maximum Level For Elf

Expert rulebook, Player's section page 3:

"Page To help keep all the character classes in balance, a halfling may only rise to 8th level; dwarves and elves may not progress beyond 12th level."

Actually:

"An elf may only advance to 10th level"

Equipment - Crowbar

The Cook (Marsh) Expert rule book had included a crowbar in the equipment list, but not the Mentzer edited rules.

Equipment - Flail

As with the Moldvay/Cook (Marsh) edited rules, a flail was not included as a weapon. One of those cosmetic annoyances.

Finding Traps: Thief versus other Characters

Page 43 of the players Booklet in the Basic Set: "Thieves are the only characters that can open locks and find traps without using magic." This was copied word for word from the Moldvay basic set rule book.

Page 57 under Traps:

"You might have no chance to find a small trap, such as the type on a door or treasure. Thieves have a percentage chance at detecting any type of trap. Dwarves have better chances at finding large traps (such as pits) than other characters."

DM's Rulebook, page 15:

The traps a dwarf can find are those involving large dungeon features, such as a falling ceiling, floor pit, and so forth. The traps a dwarf may discover does not refer to all traps. For example, a dwarf would have no chance at detecting a small dart trap on a chest; this could be detectable only by a thief.

Roll 1d6. If the result of the roll is 1 or 2, the attempt is successful - if there is anything there to find. The attempt takes about 1 turn per area (up to about a 30’ x 30‘ area, or the DMs choice). You may wish to change this to less or more time. If the player says “I’ll check for all those dwarven things,” remind the player that it will take 4 turns (1 for each of the 4 abilities), and ask the party if they want to do anything while the dwarf is searching. You may change this to 1 turn for all 4 abilities if in a smaller area or single room.

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DM's Rulebook, page 21:

All DMs should be familiar with the special abilities of thieves. If you are not, turn to page 44 of the PLAYERS’ MANUAL and read the descriptions. Most dungeon designs include several traps for only thieves to (hopefully) find and remove, locks for them to open, and sheer walls for their special climbing skills.

Green Slime: Basic Set Player's Rulebook page 31

"Alignment: Lawful"

Wonder what the green slime heroes are off crusading about...

Healing

There seems to be little reference to healing.

Intelligence table - Basic Players Book page 51

Cut short (covers 3 to 8).

Module X1: The Isle of Dread

The Mentzer expert set included a revised form of the standard X1 module, changing such things as the

2. CROCODILE BAY (Use Map 1.) which used to be bull sharks....

6. LAIR OF THE WATER TERMITE which used to be a giant squid.24. THE SEA HYDRA (Use Map 1.) originally a sea dragon.

Random encounter table for the central plateau.

Deleted wooly rhino and replaced by increasing the cave bear encounter from 2 to 2 or 3.

Replaced #10 titanothere with triceratops.

Rat statistics

Page 36 basic DM book. Off by one line.

RatNormal Giant

Armor Class:Hit Dice: 9 7 Move: 1 hit point 1/2 (1-4 hit

points) Swimming: 60’ (20’) 120’ (40‘) Attacks: 30’ (10’) 60‘ (20‘) Damage: 1 bite per pack 1 bite each No. Appearing: 1-6 + disease 1-3 + disease Save As: 5-50 (2-20) 3-18 (3-30) Morale: Normal Man Normal Man Treasure Type: 5 8 Alignment: L C XP value: Neutral Neutral

Sample Characters

page 34 cleric:6 tinder box torches

Sprite Statistics

Page 38 basic DM book. Off one line.

Sprite

Armor Class: 1/2* (1-4 hp) Hit Dice: 60’ (20’) Move: 180’ (60’) Flying: 1 spell Attacks: See below Damage: 3-18 (5-40) No. Appearing: Elf: 1 Save As: 7 Morale: S Treasure Type: Neutral Alignment: 6 XP value:

Thief Skills Progression

Early versions used the progressions for thieves from the early rules edited by Molvay/Cook (Marsh) where they reached 100% plus at level 14 or so. This was changed by Frank in later printings to allow for longer though slower progression at higher levels.

Typos

Basic, DM book

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pg 19; The DM may decide to adjust a Morale Check by a penatly of + 2 or +1, no adjustment, or a bonus of - 1 or - 2.

"penatly" = "penalty"

Basic Player Book, page 49:

"It you wish to play a non-human character, you must have high Ability Scores in certain areas." should be "If you wish to play a non-human character, you must have high Ability Scores in certain areas."

Paragraph not shaded:

A Cleric with Strength and Wisdom of 15 drops the Strength by 6 (to 9) and raises the Wisdom by 3 (to 18).

Basic Player Book, page 57:

Your character is then using Strength to open it, which may be successful if the door is merely stuck quite (quite common in dungeons).

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