Saturday, September 28, 2024

Master Players' Book: The Siege Machine

The Master Player's Book provides statistics for siege equipment and fortifications, as well as a system for handling sieges, the "Siege Machine" (based on the "War Machine").


Seige equipment, Master Players' book (pg. 25)


Sieges in D&D owe their lineage to the Siege of Bodenburg, a medieval miniatures wargame, run at the first Gen Con in 1968

There were 2-3 pages devoted to sieges in the Chainmail rules by Gygax and Perren, which were themselves inspired by the Siege of Bodenburg.

The section on "Construction and Siege" in the AD&D 1e Dungeon Masters Guide (pgs. 106-110) also covers siege equipment and rules.

I've always thought it would be fun to run a siege involving the Keep on the Borderlands using one of these systems, although have never gotten around to it.

Sunday, September 22, 2024

Master Players' Book: Weapon Mastery

The D&D Master Set introduced a weapon proficiency system called "weapon mastery".

The system is definitely a game-changer, taking BECMI completely away from B/X with powerful combat options for players (and their opponents!) and greater tactical complexity.

Running combats becomes a lot more fun for seasoned players, although PCs will punch well above their weight (roughly 3-5 levels per increased level of mastery, depending on class).


Limited Weaponry:

When a human character is started, the player is limited to selecting only two weapons for that character’s use.*  Knowledge of one additional weapon can be attempted when each of the following levels is reached: 3, 6, 9, 11, 15, 23, 30, 36.

*The DM may allow fighters to start with three or four weapons instead of two.  As a further option, a fighter may be allowed to also add a weapon at levels 19, 27, and 33.

Because of their longer lifespans and wilderness-oriented lifestyles, demi-humans start with Basic skill in all weapons not forbidden to them.  Training is possible only at levels 4 and 8 (and, for dwarves, level 12) and each 200,000 XP after.


Weapon Mastery:

A character may decide to train to become more skilled with one weapon currently used instead of learning a new weapon. The amount of skill is called the level of mastery.


A starting character can have only Basic knowledge of the starting weapon(s). The levels of mastery are: Basic, Skilled, Expert, Master, and Grand Master.




Attack Benefits:

Damage increases with each level of mastery, and can vary by the type of opponent.

Opponents who attack with two-handed missile fire devices have similar defenses to those who attack with natural body weaponry (claws, teeth, etc.).  This type of opponent is designated “M” (Missile/Monster).

Opponents using weapons held in the hand and swung or thrown (including sling and bola, but excluding all other missile fire devices) must defend very differently.  These opponents are designated “H” (Hand-held).


Defense Benefits:

Increasing levels of mastery confer a bonus to the Armor Class of the defender.

The AC bonus applies only to a given number of attacks per round.  The use of AC bonuses does not count as an action; the character may still move and attack at normal rates.


Special:

Charge - if the user charges 20 yards or more and strikes his target, the victim takes double damage.

Death - the victim is reduced to 0 hit points.

Deflect - in addition to any attacks, the user of this weapon may attempt to deflect the number of melee and thrown weapon attacks indicated in one round.  To deflect each attack, the character must make a Saving Throw vs. Death Ray.

Delay - the victim must make a saving throw or lose initiative the next round.  If a saving throw is not specified, make a Saving Throw vs. Paralysis.  For missile attacks, this effect occurs only at the indicated ranges.

Disarm - the user may attempt to disarm an opponent instead of making a normal attack.  The attacker must roll to hit the target.  The victim may save by rolling less than or equal to his Dexterity on ld20.  If the attacker is normally able to disarm as a fighter, the victim must save at a +5 penalty.  Dexterity scores for NPCs and monsters should be determined by the DM, or else treat as 11.  For each level of mastery the attacker has gained beyond Basic, the victim suffers a penalty of +1 to his saving throw vs. the effect.

Double Damage - on a natural roll of the numbers indicated, the weapon inflicts double damage.

Entangle - an entangled victim cannot attack, cast spells, or move.  The victim may make a Saving Throw vs. Death Ray each round to escape.

Hook - instead of making a normal attack, the user of this weapon may attempt to hook and pull down a foe.  The attacker must roll to hit.  This causes minimum damage, and the victim must make a Saving Throw vs. Paralysis or fall down.  A +4 bonus to Hit rolls applies when attacking a fallen foe.  A fallen foe also has a -4 penalty to all saving throws and a -2 penalty to Hit rolls while on the ground.  It takes one round to stand up.

Ignite - fire has a chance to ignite anything flammable equal to 5% per point of damage caused in each round.  If an item ignites, it will bum for 1-6 rounds causing 1-4 points of damage each round.

Knockout - the victim is rendered unconscious for 1d100 rounds.

Paralyze - there are two forms of paralysis.  The first type freezes a creature in place for 1-6 turns.  A paralyzed creature is conscious and aware of what is happening but cannot move, attack, talk, or cast spells.  The second type of paralysis results from a failed strangle attempt, leaving the victim too weak to move for 2-12 rounds.  Attacks against a paralyzed creature automatically hit.  Any cure spell may be used to negate the effects of paralysis but does not cure damage in addition to the paralysis.

Second Attack - the user is able to make a second attack with the shield weapon while attacking with another one-handed weapon.

Set vs. Charge - if the user is aware of a charging enemy, the weapon may be set against the charge.  If the weapon hits the charging foe, it inflicts double damage.

Slow - the victim is slowed and can move and attack at only half the normal rate.  No spells may be cast while slowed.

Skewer - the user of this weapon may decide to skewer a foe rather than making repeat attacks, if the foe has no more than the number of Hit Dice noted.  The maximum possible Hit Dice for the purpose of this attack is 9.  Once the weapon hits, it is stuck in the foe and cannot be removed for 5-8 (d4+4) rounds.  For each round a victim is skewered, he will automatically take 1-6 points of damage.

Strangle - if the attacker makes a natural roll of the numbers indicated, the victim must make a Saving Throw vs. Death Ray or be immediately paralyzed and die in 3-8 (d6+2) rounds unless rescued.  If the victim escapes, he remains paralyzed for 2-12 rounds.

Stun - if the victim is approximately the same size as the attacker or smaller, he is stunned if he fails a Saving Throw vs. Death Ray.  A stunned creature moves at one-third speed and cannot attack or cast spells.  The victim also suffers a +2 penalty to his Armor Class and a -2 penalty to all saving throws while stunned.  A Saving Throw vs. Death Ray may be made each round to recover from the stun effect.  For missile weapons, this effect occurs only at the specified ranges.

Unskilled - if Unskilled with a weapon, a user attacks at Basic mastery level but inflicts only half damage.  All missile weapons have a penalty of -1 to all Hit rolls.

% hp - the victim loses this percent of his original hit points.

Saturday, September 21, 2024

Master Players' Book: New Armor and Weapons

The Master Players' Book introduced new armor and weapon options, along with new rules for weapon proficiency ("Weapon Mastery" to be covered tomorrow).



Suit Armor:


Illustration by Terry Dykstra, from the D&D Rules Cyclopedia (1991)


The veritable "suit of armor" from the late Middle Ages, also referred to as plate armor.

Suit armor results in AC 0, or -1 with a shield.  The wearer gains +2 to saving throws vs. most area effects (fire, cold, gas, acid) including breath weapons, and the base damage of the attack is reduced by 1 per die.

The cost is 250 gp.  It must be tailored exactly to fit, and takes 3 turn to put on.  Encumbrance is 750 cn, and movement rate is 30 feet per turn.  Its creaks and clanks can be heard up to 120 feet away and negate chances for surprise.

The wearer has a -5 penalty when using any missile device other than a crossbow.  If alone, the wearer suffers a -1 penalty to be surprised.  The chance of successfully getting up from a prone position or mounting a steed without help is 1 in 6.


Barding:




Four new types of barding were added to those described in the Expert Set (leather, chain, and plate):


New Weapons:

Hammer, Throwing: This is a shorthafted, broad-headed hammer, capable of crushing blows and able to be thrown.


Master Players' Book (pg 19)


Pole Arms: Grouped into three categories: thrusters, choppers, and combination weapons.  The types of pole arms available are:

Halbard - this weapon is both a thrusting and a chopping weapon.  It has a broad axe head with a spike on the top and a hook on the back.

Pike - this thrusting weapon has a short, sharp spearhead on the end of a very long pole (12-18 feet).

Pole Axe - this chopping weapon has a small axe head attached to a pole of varying length (5-15 feet).

Other pole arms that might be used:
Bardiche - this weapon has a heavy axe blade with a long spike projecting forward.  Use halbard statistics, but this weapon has the deflect abilities of the pike.  The bardiche may be set vs. a charge.

Bill - a lightweight weapon, the bill has a long, narrow, single-edged blade (like a scythe).  Use pole axe statistics and deflect scores.  In addition, the bill has the hook ability of a halbard.

Gisarme - this weapon resembles a bill with a thin spike on the back of the blade, curving forward.  Use pike statistics and deflect scores.  The gisarme also has the hook ability.

Glaive - this weapon has a broad, knife-like blade.  Use pole axe statistics and deflect scores.  The glaive causes double damage like a dagger.  This weapon may be set vs. a charge.

Lochaber Axe - this weapon has a long, heavy, single-bladed axe with a hook on the back, pointing forward.  Use all of the halbard rules, but the lochaber axe may also stun at the highest two masteries.

Partizan - the partizan has a broad spear-head with two hooks at the base, pointing forward.  Use all the pike rules, but this weapon may also disarm.  This weapon may be set vs. a charge.

Ranseur - this weapon has a short, sharp spike flanked by two short, curved blades at its base.  Use halbard statistics and deflect scores.  The ranseur may also be used to disarm at Skilled level and above.  This weapon may be set vs. a charge.

Spetum - the spetum has a long spike with two sharp curved blades forming a trident shape.  Use pike statistics and deflect scores.  This weapon may also disarm at Skilled or greater mastery.  The spetum may be set vs. a charge.

Spontoon - the spontoon has an elaborate blade, possibly wavy or with flanges.  Use spear statistics, but this weapon may not be thrown.  Use the deflect scores of a halbard.  The spontoon does double damage like a dagger and may be set vs. a charge.

Voulge - the voulge has a large, heavy, broad blade like a cleaver.  Use pole axe statistics, but this weapon causes + 2 damage.  Use the deflect scores for a halbard.  The voulge may cause double damage like a dagger.


Shield Weapons: These weapons combine a shield with weapon blades.  Though awkward and breakable, a shield weapon can provide a second attack when used with a one-handed weapon. 
Horned Shield - this is a one-foot circular shield that is strapped to the arm rather than held. A single spike projects from its center. This shield is very durable and will not break.

Knife Shield - this is a small buckler equipped with one or two short blades protruding from its sides.

Sword Shield - this medium-sized shield has one or two sword or spear blades projecting from the sides (if round) or ends (if oblong).

Tusked Shield - this large shield has one to four short blades protruding from the sides.  It may have a central spike.  Due to its size, the tusked shield requires two hands to use and may not be used with another weapon.

Saturday, September 14, 2024

Master Players' Book: Spells

 The Master Players' Book introduced new cleric, druid, and magic-user spells.


Cleric Spells:


Illustration by Jeff Easley

Seventh Level Cleric Spells - 4 new spells
Survival - protection from non-magical adverse conditions of all types, including heat or cold, lack of air, and so forth
Travel - combines Greyhawk "Astral Spell" + "Wind Walk"
Wish - usable only by a cleric of 36th level and 18 Wisdom
Wizardry - allows the use of one magic-user scroll spell or one device


Druid Spells:


Illustration by Jeff Easley

First Level Druid Spell - 1 new spell

Detect Danger - from Eldritch Wizardry/AD&D 1e "Detect Snares and Pits" + Detect Evil

Second Level Druid Spell - 1 new spell

Heat Metal - from Eldritch Wizardry/AD&D 1e

Third Level Druid Spell - 1 new spell

Protection from Poison - from Eldritch Wizardry/AD&D 1e "Neutralize Poison"

Fourth Level Druid Spell - 1 new spell

Summon Animals - from Eldritch Wizardry/AD&D 1e "Animal Summoning I"

Fifth Level Druid Spell - 1 new spell

Dissolve* (Harden) - from Eldritch Wizardry/AD&D 1e "Transmute Rock to Mud"

Sixth Level Druid Spell - 1 new spell

Turn Wood - from Eldritch Wizardry/AD&D 1e

Seventh Level Druid Spell - 1 new spell

Summon Elemental - from Eldritch Wizardry/AD&D 1e "Conjure (Fire/Earth) Elemental"

 

Magic-User Spells:


Illustration by Jeff Easley

Eighth Level Magic-User Spells - 4 new spells
Clone - from Greyhawk/AD&D 1e
Create Magical Monsters - from Greyhawk/AD&D 1e "Monster Summoning VI"
Force Field - similar to AD&D 1e "Wall of Force"
Travel - combines Greyhawk "Astral Spell" + "Wind Walk"

Ninth Level Magic-User Spells - 8 new spells

Contingency - acts as a trigger for one stated magic-user spell of 4th level or less that does not normally cause damage
Create Any Monster - from Greyhawk "Monster Summoning VII"
Heal - from AD&D 1e "Heal" (clerical spell)
Immunity - similar to AD&D 1e "Serten's Spell Immunity"
Prismatic Wall - from Greyhawk
Shapechange - from Greyhawk
Timestop - from Greyhawk
Wish* - from Greyhawk

*was reprinted in CM7 "The Tree of Life" (1986)

Saturday, September 7, 2024

Master Set

The D&D Master Set was released in spring/summer of 1985, following publication of the D&D Companion Set, the previous year.


D&D Master Set (1985).  Cover illustration "Master of All He Surveys" by Larry Elmore.

The two-volume boxed set included a 32-page "Master Players' Book" and a 64-page "Master DM's Book"

Frank Mentzer was credited as "compiler" of the material, with editing by Barbara Green Deer (for the Master Players' Book) and Anne C. Gray, Mike Breault, and Barbara Deer (for the Master DM's Book).  Harold Johnson was credited as developer.

Interior illustrations were by Jeff Easley and Roger Raupp (for the Master Players' Book) and Jeff Easley (for the Master DM's Book).


Preface:

This set is dedicated to everyone who has helped in the development of the Dungeons & Dragons game during the last decade.  They are credited hereafter in fairly chronological order.

Two groups of gamers of the early 1970’s, the Lake Geneva Tactical Studies Association and the Castle & Crusade Society, contributed greatly to the rise of fantasy gaming.  Their members include the creators of this game, Gary Gygax and Dave Arneson, and (among many others) H. Axel Krigsman Jr., Rob and Terry Kuntz, William Linden, Chris Schleicher, and Russell Tulp.*


*the Membership and Precedence List of the Castle and Crusade Society in The Domesday Book #7 (September, 1970) lists 41 individuals


Don Kaye, who passed away in 1972, was a co-founder (with Gary Gygax and Brian Blume) of TSR Hobbies.

Jeff Perren was co-author (with Gary Gygax) of the Chainmail rules for miniatures, a hobby standard for fantasy gaming

The Gygax family hand-assembled the first boxed rule sets.  Ernie and Luke, Gary’s sons, have made frequent and noteworthy contributions to the game.

The supplements to the original set* offered thanks to Alan Lucien, Jeff Key, Steve Marsh, Mike Mornard, Dennis Sustare, and Jim Ward.  Tim Kask, editor of the supplements and other game materials, also deserves our warm thanks.


*Greykawk (1975), Blackmoor (1975), Eldritch Wizardry (1976), Gods, Demi-Gods & Heroes (1976), and Swords & Spells (1976)


The first revised version of the D&D Basic rulebook was edited by J. Eric Holmes.  His work was continued, a few years later, by Tom Moldvay, editor of the 1981 edition.  The 1983 revision of the Basic rules, as well as the Expert and Companion sets, were edited by Anne C. Gray.  Anne was joined by Mike Breault and Barbara Deer in editing this Master set.

Others who contributed ideas and material to the game system over the years include Brian Blume, Dave Cook, Allen Hammack, Kevin Hendryx, Harold Johnson, Jon Pickens, Brian Pitzer, Michael Price, Patrick Price, Paul Reiche, Evan Robinson, Gordon Schick, Lawrence Schick, Edward G. Sollers, Donald C. Snow, Ralph Wagner, Jean Wells, Bill Wilkerson, and Ralph “Skip” Williams.

Finally, no published game can succeed without the proper artwork.  The many depictions of monsters and magic have added immeasurably to our concepts of the game world.  The artists of the many earlier versions of the game include Greg Bell, C. Corey, Jeff Dee, Jeff Easley, Larry Elmore, Wade Hampton, Tom Keogh, Gary Kwapisz, Dave LaForce, Deborah Larson, Tracy Lesch, Erol Otus, Keenan Powell, Jim Roslof, Stephen D. Sullivan, and Dave Sutherland.

Many thanks to all contributors, and to any others accidentally omitted from the lists above.  And a special thanks to you-today’s hobby gamer, our valued customer.  The future of the game rests in your hands; help it to prosper and thrive for many years to come.

Frank Mentzer, Spring 1985

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