Sunday, November 27, 2022

D&D Companion: The Encounter

"Part 5: The Encounter" should include rules for underwater movement and actions, including combat and spell casting.


Illustration by Jim Roslof


Underwater Encounter Distance

When determining encounter distances underwater, two factors need to be taken into account: sight and hearing.

Sighting enemies: To determine the distance at which approaching creatures are first seen, roll 3d6 and multiply by 10 to find the distance in feet.  If the number rolled exceeds the current visibility distance, the encountered creatures are seen only when they enter the range of visibility.

Hearing enemies: Underwater, sound carries farther than light.  It is quite likely that characters will hear approaching creatures before they actually see them, particularly when operating at great depths.  Assume that characters can detect approaching creatures out to a range of 180' (3d6 x 10') on a successful Hear Noise roll.


Underwater Combat

Unlike most normal fights, underwater combat almost always takes place in three dimensions.  Once the distance has been determined, the plane of attack needs to be considered.  This may involve attacks from above or below, as well as attacks from the back or sides, or even a combination of the two.  The diagram below is a handy way of determining the plane of attack:



The "0" represents the position of the adventurers.  To discover the height of the encounter and its direction relative to the adventurers, roll 1d8 and consult the diagram.  A roll of 1 = an attack directly from above; 2 = from behind and above; 3 = an attack from behind; 4 = from behind and below; 5 = an attack from below; 6 = from in front and below; 7 = from directly in front; 8 from in front and above.


Underwater Movement and Actions

A normal person cannot move or fight as well underwater as he can on land.  He is -4 to hit with any weapon such as a sword or axe.  Missile weapons are only -1 on hit rolls, but they have only half their normal range.


Underwater Spell Casting

It is impossible to speak clearly underwater.  Unless a cleric or magic-user has waterbreathing (either through the spell or a magic item), he cannot cast spells underwater.

Even if a cleric or magic-user can breathe underwater, some spells will have strange results or side effects underwater (as described in module X7 "The War Rafts of Kron")


Saving Throws

Expanded tables for higher level characters.


Combat Tables:

Expanded tables for higher level characters.


Missile Fire Ranges:

Reproduced with heavy crossbow and composite bows.


Variable Weapon Damage:

The Greyhawk supplement introduced variable weapon damage for both man-sized as well as larger opponents, which could be included as a way to differentiate between the new weapon options, instead of using the Weapon Mastery system from the D&D Master Set.


Unarmed Combat:

The Cook/Marsh Expert rulebook describes a simple approach to striking (characters who engage in combat without a weapon will do 1-2 points of damage plus any strength adjustments for a successful attack).

A method for grappling/wrestling may be derived from Gary Gygax's Combat Example from The Strategic Review #2.  (Revised approaches to both striking and wrestling are presented in the D&D Companion rulebook, for those preferring the BECMI approach.)


Jousting:

Rules for jousting in D&D based on the system in Chainmail were described by Jon Pickens in The Dragon #17 (August, 1978).  (A simpler system is described in the D&D Companion rulebook.)


Mass Land Combat:

The Cook/Marsh Expert rulebook suggests using the Swords & Spells supplement for large scale battles.  Gary Spiegle's War Machine rules* are better, although I would not feel the need to reproduce them.

*see also "War Machine revisited" in The Dragon #109 (May, 1986)

There are basic rules for sieges in Swords & Spells, based on Chainmail.  These appear to have been revised in the AD&D 1e Dungeon Masters Guide, although the Siege Machine rules in the D&D Master Set are more playable.

Saturday, November 26, 2022

D&D Companion: The Adventure

"Part 4: The Adventure" in Moldvay Basic describes encumbrance, (new equipment is introduced in Cook/Marsh Expert, for which values for encumbrance are not provided).

A Companion supplement should include the encumbrance of new ("optional") equipment, such as new types of armor, the heavy crossbow, bastard sword, and other weapons.

Molday Basic covers the dungeon environment, while Cook/Marsh Expert describes the wilderness.  The Companion Supplement should cover new environments.


Illustration by Rebecca Guay


Underwater Adventures:

Underwater adventures were first covered in the Blackmoor supplement.  Module X7 "The War Rafts of Kron" (1984) by Bruce Nesmith provided several new rules for underwater adventures, which could be used as the basis for material in the Companion supplement.*

*see also PC3 "The Sea People" (1990) by Jim Bambra


Drowning

If a character cannot breathe, he suffocates and dies.  A character can hold his breath for three rounds if he is active.  If he takes no actions, the character can hold his breath for six rounds.  After that he begins to drown and in three more rounds is dead.  However, his body has suffered no points of damage.


Underwater Movement

Module X7 has an Underwater Movement Table showing the speed characters may move underwater.  The table has a Sink/Rise column which shows how fast a character sinks or rises underwater.  If a fighter with plate mail, a sword, and a shield falls into the ocean, he sinks 20 feet per round because he has 660 coin weight of encumbrance.  If he removes his armor and shield, he rises 10 feet per round.


Underwater Movement Table, from X7 "The War Rafts of Kron" (1984) by Bruce Nesmith


If a character is swimming, add or subtract the swimming speed from the sinking or rising speed.  For example, a person carrying 350 coin weight of encumbrance sinks 10 feet per round if he does nothing.  If he swims, he can either stay even by swimming upward or swim downward 20 feet per round.  If he swims horizontally he will sink 10 feet per round while moving 10 feet per round.


Light

Seeing underwater is more difficult than seeing above water.  Just under the surface of the water a person can see 500 feet with natural lighting.  For every 100 feet below the surface, the range of vision is reduced 50 feet.  A person 1,000 feet or more under water is in complete darkness.

A light or beacon can be seen only half as far away as normal and can illuminate an area only half as large as normal, regardless of the depth of the water, (ie. a light spell would illuminate only a 15' diameter area; a continual light spell a 30' diameter area).


Sound

Noises travel farther underwater than in the air.  All sounds should be much louder and a little distorted if characters are underwater.  Navigators quite often use sound instead of light for navigation underwater.


Writing Underwater

Normal ink smears underwater.  Normal documents and writings become indecipherable in two turns.  This includes maps, but not magical writings.  If the party wishes to map the areas they investigate underwater, they must use a different system of mapping.


Extraplanar Adventures:

For information concerning adventures on the ethereal or astral planes, see Part 9: Special Adventures


Experience Points:

An expanded table for giving experience points should also be included.

Sunday, November 20, 2022

D&D Companion: Magic-User and Elf Spells

A D&D Companion supplement should include a complete list of magic-user and elf spells to level 9 (see also Cook/Marsh Expert: Magic-User and Elf Spells).


Illustration by Bill Wililnghamn.


The Cook/Marsh rulebook includes complete lists to level 6.  Magic-user spells for levels 7-9 in the Mentzer Companion and Master Sets are listed, below:


Seventh Level Magic-User Spells:

1. Charm Plant - from Greyhawk "Charm Plants"
2. Create Normal Monsters - from Greyhawk "Monster Summoning V"
3. Delayed Blast Fire Ball - from Greyhawk
x. Limited Wish - from Greyhawk
4. Lore - from AD&D 1e "Legend Lore"
5. Magic Door* - from Greyhawk "Phase Door"
6. Mass Invisibility* - from Greyhawk
7. Power Word Stun - from Greyhawk
8. Reverse Gravity - from Greyhawk
x. Simulacrum - from Greyhawk
9. Statue - from AD&D 1e
10. Summon Object - from AD&D 1e "Drawmij's Instant Summons"
11. Sword - from AD&D 1e "Mordenkainen's Sword"
12. Teleport any Object - similar to AD&D 1e "Vanish"

I'm sorry to see "Limited Wish" and "Simulacrum" go, although many lower level spells from OD&D + Greyhawk were similarly excluded from B/X.


Eighth Level Magic-User Spells:

1. Clone - from Greyhawk
2. Create Magical Monsters - from Greyhawk "Monster Summoning VI"
3. Dance - from AD&D 1e "Otto's Irresistible Dance"
4. Explosive Cloud - from AD&D 1e "Incendiary Cloud"
5. Force Field - similar to AD&D 1e "Wall of Force"
6. Mass Charm* - from Greyhawk
7. Mind Barrier* - from Greyhawk "Mind Blank"
8. Permanence - from Greyhawk "Permanence Spell"
9. Polymorph Any Object - from Greyhawk
10. Power Word Blind - from Greyhawk
11. Symbol - from Greyhawk
12. Travel - from Greyhawk "Astral Spell" + "Wind Walk"


Ninth Level Magic-User Spells:

1. Contingency - from Mentzer Master
2. Create Any Monster - from Greyhawk "Monster Summoning VII"
3. Gate* - from Greyhawk
4. Heal - from AD&D 1e "Heal" (clerical spell)
5. Immunity - similar to AD&D 1e "Serten's Spell Immunity"
6. Maze - from Greyhawk
7. Meteor Swarm - from Greyhawk
8. Power Word Kill - from Greyhawk
9. Prismatic Wall - from Greyhawk
10. Shape Change - from Greyhawk
11. Time Stop - from Greyhawk
12. Wish - from Greyhawk


Saturday, November 19, 2022

D&D Companion: Clerical Spells

A D&D Companion supplement should include a complete list of clerical spells to level 7 (see also Cook/Marsh Expert: Clerical Spells).


"Part Water" illustration by NéNé Thomas


Third Level Clerical Spells:

To the six spells listed in Cook/Marsh Expert, I would add "Cure Blindness" (from AD&D 1e/Mentzer Expert) and "Speak with Dead" (from Greyhawk/Mentzer Expert):

1. Continual Light* - from OD&D vol. 1
2. Cure Blindness - from AD&D 1e/Mentzer Expert
3. Cure Disease* - from OD&D vol. 1
4. Growth of Animals - from Cook/Marsh Expert
5. Locate Object - from OD&D vol. 1
x. Prayer - from Greyhawk
6. Remove Curse* - from OD&D vol. 1
7. Speak with Dead - from Greyhawk/Mentzer Expert
8. Striking - from Cook/Marsh Expert


Fourth Level Clerical Spells:

To the six spells listed in Cook/Marsh Expert, I would add "Animate Dead" (from AD&D 1e/Mentzer Expert) and "Dispel Magic" (from AD&D 1e/Mentzer Expert):

1. Animate Dead - from AD&D 1e/Mentzer Expert
2. Create Water - from OD&D vol. 1
3. Cure Serious Wounds* - from OD&D vol. 1
4. Dispel Magic - from AD&D 1e/Mentzer Expert
5. Neutralize Poison - from OD&D vol. 1
6. Protection/Evil, 10' radius - from OD&D vol. 1 (was reversible)
7. Speak with Plants - from OD&D vol. 1
8. Sticks to Snakes - from OD&D vol. 1


Fifth Level Clerical Spells

To the six spells listed in Cook/Marsh Expert, I would add "Cure Critical Wounds" (from AD&D 1e/Mentzer Companion) and "Truesight" (from AD&D 1e "True Seeing"/Mentzer Companion):

1. Commune - from OD&D vol. 1
2. Create Food - from OD&D vol. 1
3. Cure Critical Wounds* - from AD&D 1e/Mentzer Companion
4. Dispel Evil - from OD&D vol. 1 (was reversible)
5. Insect Plague - from OD&D vol. 1
6. Quest* - from OD&D vol. 1 (reversible in Cook/Marsh Expert)
7. Raise Dead* - from OD&D vol. 1
8. Truesight - from AD&D 1e "True Seeing"/Mentzer Companion


Sixth Level Clerical Spells

I would include the eight spells listed in Mentzer Expert/Companion:

1. Aerial Servant - from Greyhawk/Mentzer Companion
2. Animate Objects - from Greyhawk/Mentzer Expert
3. Barrier* - from Greyhawk "Blade Barrier"/Mentzer Companion (reversible)
4. Create Normal Animals - from Greyhawk "Conjure Animals"/Mentzer Companion
5. Cureall - from AD&D 1e "Heal" (was reversible)/Mentzer Companion
6. Find the Path- from Greyhawk/Mentzer Expert
7. Speak with Monsters* - from Greyhawk/Mentzer Expert (reversible)
8. Word of Recall - from Greyhawk/Mentzer Expert


Seventh Level Clerical Spells

I would include the four spells listed in Mentzer Companion, but only two of the four spells listed in Mentzer Master, adding one from Greyhawk, and one from AD&D 1e:

1. Earthquake - from Greyhawk/Mentzer Companion
x. Control Weather - from Greyhawk (magic-user spell)/Mentzer Companion "Weather Control"
x. Gate - from Greyhawk errata/AD&D 1e (magic-user spell)/Mentzer Companion
2. Holy Word - from Greyhawk/Mentzer Companion
3. Part Water - from Greyhawk
4. Raise Dead Fully* - from Greyhawk/Mentzer Companion
5. Regenerate - from AD&D 1e
6. Restore* - from Greyhawk "Restoration"/Mentzer Companion
7. Survival - from Mentzer Master
x. Symbol - from Greyhawk (magic-user spell)/Mentzer Companion
8. Travel - from Greyhawk "Astral Spell" + "Wind Walk"/Mentzer Master
x. Wish - from Mentzer Master
x. Wizardry - from Mentzer Master


"Part Water" from Greyhawk is similar to other clerical spells based on biblical sources, and "Regenerate" joins "Cure Blindness", "Animate Dead", "Dispel Magic", "Cure Critical Wounds", "Truesight", and "Cureall" as clerical spells originating from AD&D 1e.

"Control Weather", "Gate", and "Symbol" from Greyhawk are already magic-user spells, as is "Wish" from Mentzer Master (these could represent additional spells that may optionally be cast by a sufficiently high-level cleric).

"Wizardry" is a 7th level clerical spell from Mentzer Master, permitting clerics to use magic items normally usable only by magic-users, for a single turn.  Scrolls containing 1st or 2nd level magic-user spells may also be cast (which doesn't make the cut, in my opinion).

Sunday, November 13, 2022

D&D Companion: Weapons and Equipment

The D&D Basic and Expert Sets include sections on weapons and equipment, including armor.  The Expert rulebook also includes means of land and water transport, as well as catapults.

The D&D Companion Set (1984) describes several new weapons (bastard sword, blackjack, blowgun, bola, heavy crossbow, net, trident, and whip), as well as two new types of armor (scale and banded mail).

The D&D Master Set (1985) introduces the throwing hammer and four types of shield weapons, subdivides pole arms into halberds, pikes, and pole axes, and describes suit armor, several types of barding, and siege equipment.



Illustration by Erol Otus, from the World of Greyhawk folio (1980).


I would include the new weapons and armor described in the Companion and Master Sets as part of a Companion supplement, including siege weapons and equipment, (except for perhaps shield weapons).

Additional weapons described in the OD&D rules and Holmes Basic, but not in BECMI, include the morning star and flail.  These do more damage than a mace, although require greater space on either side to wield, thereby affecting marching order.

Additional bows described in OD&D and Holmes Basic, but not in BECMI, include the composite bow (same range as a heavy crossbow) and horse bow (a short, composite bow, same range as a light crossbow).

The OD&D rules also list helmets (separate from armor types), and belladonna (as a form of poison), in the equipment list.  Items from Judges Guild material include lodestones, etc.

Saturday, November 12, 2022

D&D Companion: Character Classes

The D&D Basic and Expert Sets describe 7 archetypal character classes: Clerics, Dwarves, Elves, Fighters, Halflings, Magic-Users, and Thieves.

Combinations of these were described in the Greyhawk supplement, with variants appearing in subsequent OD&D supplements and AD&D 1e.


Clerics:

I would maintain spell progression as per Cook/Marsh to level 14, although modify progression for levels 15-25 to align with progression in the Master Set for levels 26-36.

Clerics vs. undead

I would extend the Clerics vs. Undead table to include ghosts (HD 10), liches (HD 11+), and "special" (evil creatures from the lower planes, ie. demons/devils)

Sub-classes

AD&D 1e includes the druid sub-class (from Eldritch Wizardry, originally created by Dennis Sustare) and the monk sub-class (from Blackmoor, mainly conceived by Brian Blume).

The druid was re-introduced by Frank Mentzer in the D&D Companion Set, and the monk was rechristened the "mystic" in the D&D Master Set.

I wouldn't include druids or monks/mystics in my version of the Companion supplement, given the resulting "bloat" that would occur from having to include druid spells, and monk abilities.

*additional variants appeared in the Gazetteer line, including the dervish (a desert druid) in GAZ 2 "The Emirates of Ylaruam", the shaman in GAZ 12 "The Golden Khan of Ethengar", and the shamani in GAZ 14 "The Atruaghin Clans".


Dwarves:

I would maintain level limits, but introduce rules for dwarven clerics* (as NPCs), fighter/thieves (as PCs), and thieves (as PCs, based on their mention in the Greyhawk supplement).

*rules for dwarven clerics appear in GAZ 6 "The Dwarves of Rockhome"

Since demi-humans continue to accumulate experience points after reaching maximum level, this might render them resistant to level drain (perhaps losing only a certain number of xp).


Elves:

I would maintain level limits, but introduce rules for elven clerics (as NPCs), fighter/magic-user/thieves (as PCs), and thieves (as PCs, based on their mention in the Greyhawk supplement).

*rules for elven wizards appear in GAZ 5 "The Elves of Alfheim"

Half-elves

I would include rules for half-elves, permitting greater level advancement, and half-elven cleric/fighter/magic-users as PCs.


A victorious paladin.  Illustration by Jeff Dee, from the AD&D 1e "Rogues Gallery" (1980).


Fighters:

Cook/Marsh suggests that fighters gain multiple attacks beyond 14th level (2 attacks/round at 20th level, 3 attacks/round and 25th level, and 4 attacks/round at 30th level).

Sub-classes

I would include the paladin (based on its appearance in the Greyhawk supplement) but would not include "knights" or "avengers" from the Companion Set.

I would not include the ranger sub-class (from The Strategic Review #2, for reasons of bloat), although rules for a forester class appear in the "Dawn of the Emperors" boxed set.


Halflings:

I would maintain level limits, except for halfling thieves (based on their mention in the Greyhawk supplement).

*rules for a halfling "master" class appear in GAZ 8 "The Five Shires"


Magic-Users:

I would maintain spell progression as per Cook/Marsh to level 14, although modify progression for levels 15-25 to align with progression in the Master Set for levels 26-36.

I would not include the illusionist sub-class from The Strategic Review #4, for the same reasons given above regarding space required for spells.

*rules for secret crafts/schools of magic appear in GAZ 3 "The Principalities of Glantri", the merchant prince in GAZ 9 "The Minrothad Guild", and merchant class in GAZ 11 "The Republic of Darokin"


Thieves:

I would maintain the Cook/Marsh progression of chances for success regarding thief skills, applying "penalties" for difficult situations.

Cook/Marsh suggests new abilities beyond 14th level such as the ability to climb overhangs (perhaps equating to a 1% penalty per grade?), upside down (a 90% penalty?), ventriloquism (like the magic-user spell?), powers of distraction, and the ability to mimic voices.

I would not include the assassin sub-class from Blackmoor, which was re-christened the "thug" in the monster section of the D&D Master Set.

*rules for the rake appear in the "Dawn of the Emperors" boxed set

Saturday, November 5, 2022

D&D Companion Supplement

Both the introduction and the afterword to the Moldvay Basic rulebook contain intriguing references to "the D&D Companion Supplement":


Afterword to the Moldvay Basic (1981) rulebook


The Cook/Marsh Expert rulebook likewise mentions a forthcoming D&D Companion Supplement, which was never released.

Game designer Paul Reiche III was originally assigned to work on the rules:

I was initially hired as a "game developer," editing and fleshing out the work of other designers. About 4 months later, I became a game designer and was assigned defining rules for high-level D&D games whose characters were 15-30th level. My work was never published intact (in truth, it was a little crazy), but bits and pieces did come out in the Master and Companion rules sets.

Paul Reiche III, from Grognardia interview (June 15, 2009)


Two years later, the revised D&D Basic and Expert Sets, edited by Frank Mentzer, were released, followed by the Companion Set (1984), Master Set (1985), and Immortals Set (1986).

While the "BECMI" line is rightly beloved, the feel and tone of "B/X" is quite different, and many have wondered what a Companion Supplement might have looked like.

Certainly, more character classes, more spells, information on the "domain" game, new monsters, new treasures, artifacts, and information on different planes were to be included.

Over the next several weeks, I'll be going section by section through my own vision of what the D&D Companion Supplement might have been.  Let me know what you think!