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Showing posts with label chainmail rules. Show all posts
Showing posts with label chainmail rules. Show all posts

Thursday, June 23, 2011

Shields Deserve Better, Dammit!

This table is from Chainmail, the earliest combat system for Dungeons and Dragons.

I wish to draw your attention to the first three armor class columns: No Armor (9), Shield Only (8), and Leather Only (7).

As you can see, Shield Only is a better defensive option than Leather Only.

Against four weapons, Sheild Only is better than Leather Only. Against the other nine weapons, Shield Only is as good as Leather Only.

Somewhere in translation, Armor Class 7 (Leather Only) mistakenly became better than Armor Class 8 (Shield Only).

Shields Deserve Better, Dammit!

This table is from Chainmail, the earliest combat system for Dungeons and Dragons.

I wish to draw your attention to the first three armor class columns: No Armor (9), Shield Only (8), and Leather Only (7).

As you can see, Shield Only is a better defensive option than Leather Only.

Against four weapons, Sheild Only is better than Leather Only. Against the other nine weapons, Shield Only is as good as Leather Only.

Somewhere in translation, Armor Class 7 (Leather Only) mistakenly became better than Armor Class 8 (Shield Only).

Friday, April 1, 2011

More Chainmail Resources

With thanks to Matthew of The Wheel Of Samsara... He points me to some interesting Chainmail resources.


Entitled 27th Edition Plate-mail, this ruleset uses Chainmail as the basis for a role-playing adventure game. You'll find the rulebook here, and the spell and magic items book here.


From my brief perusal, I found some of 27th Edition Plate-mail rather novel and interesting. Not sure I agree with a couple of things about these resources, though (the least of which is borrowing some classic art from other gamebooks).

More Chainmail Resources

With thanks to Matthew of The Wheel Of Samsara... He points me to some interesting Chainmail resources.


Entitled 27th Edition Plate-mail, this ruleset uses Chainmail as the basis for a role-playing adventure game. You'll find the rulebook here, and the spell and magic items book here.


From my brief perusal, I found some of 27th Edition Plate-mail rather novel and interesting. Not sure I agree with a couple of things about these resources, though (the least of which is borrowing some classic art from other gamebooks).

Tuesday, March 15, 2011

Supercharging Chainmail Combat

I'm a notorious critic of the d20 combat system, hit points, power creep and variable damage. Between the four of them, they are to blame for the ascension of granularity, and the endless combats that now pass for role-playing.

As i've mentioned before, you'd be hard-pressed to recognize any game as Dungeons and Dragons that fails to include hit points. Hit points are so deeply hard-wired into the D&D culture that most gamers would recoil from anything calling itself D&D that failed to include hit points.

But if I had my druthers, hit points would be tossed out the window of the D&D automobile, replaced by a simplified system of combat and wounds.

The original "Chainmail miniatures rules" was the default combat system for OD&D. Those Chainmail rules included three combat systems: mass combat, man-to-man combat, and fantasy combat, each of which were employed based on the particular circumstances of the encounter.

For the purposes of large-scale combats, with multiple opponents on either side, Chainmail's mass combat system is applied. The method for applying that system is that each combatant rolls a number of six-sided dice, which is based on her class and level. She counts the number of successful hits she achieves, and that is the number of hit dice of damage that she inflicts upon her opponent.

For example, a 4th level gladiatrix had the fighting capability of 4 women, so she rolls 4, six-sided dice to determine how many wounds she inflicts. She might need to roll a five or six to inflict a wound, so any fives and sixes she rolled will count as a wound upon her opponent.

If I understand my D&D history correctly, the addition of variable hit points was an Arnesian invention, adopted by Gygax, necessitated by the fragility of low-level characters. But if players are being honest about their hit points, it is nearly as likely as not that a single wound to a first-level character will result in death, regardless, if six-sided dice are used for both hit points and damage. Why not be honest about it and simply give starting characters an extra wound point or two, rather than perpetuate a fraud by introducing variable hit points as a solution to fragile low-level characters.

The Chainmail system works well, for fast, abstract combat, if there is a simple one-to-one relationship between the level of the character and the number of hit dice rolled to determine damage. But neither Chainmail nor OD&D make combat that simple. No class, not even the fighter, has a simple one-to-one relationship between level and hit dice rolled for wounding purposes in OD&D. The lack of a one-to-one relationship is the case because the OD&D rules assume that non-fighters will be less puissant at armed combat, and because only six-sided dice are employed.

In addition, in the Chainmail combat system, one needs to consult one of a half-dozen charts to determine what your odds of wounding are, based on the arms and armor of your opponent.

It is surprisingly easy to solve this problem, and Gygax himself promulgated the necessary polyhedral tools to do so. In the basic Chainmail mass-combat system, every character rolls a certain number of six-sided dice to determine whether, and how many times, they have wounded their opponent. In addition, in OD&D, Fighters are the most proficient in combat, followed by Clerics, Thieves and Magic-users.

Rather than using six-sided dice for all classes, then, why not use different dice for each class, with Fighters using the d6, Clerics the d8, Thieves the d10, and Magic-users the d12. Assuming that a roll of "1" is needed by each character in order to achieve a wound upon her opponent, first level Fighters would have a 17% chance, Clerics a 13% chance, Thieves 10% and Magic-users 8%. That would satisfy the OD&D assumption that different classes have different combat abilities.

Additionally, armor classes could be rationalized into four categories: 4 (no armor), 3 (light armor), 2 (medium armor), and 1 (heavy armor). That would be the same number, or less, that any character would need to roll, in order to achieve a wound upon their opponent.

Shields would act as a second-level defence, to block otherwise successful attacks, with some probability attached to deflecting blow(s), based on the size of the shield and perhaps the number of opponents the character is facing.

That, then is my crudely developed solution to the complexities of Chainmail combat, and desire to simplify and speed up battles, so there is more time for exploration and role-playing at the gaming table.

Supercharging Chainmail Combat

I'm a notorious critic of the d20 combat system, hit points, power creep and variable damage. Between the four of them, they are to blame for the ascension of granularity, and the endless combats that now pass for role-playing.

As i've mentioned before, you'd be hard-pressed to recognize any game as Dungeons and Dragons that fails to include hit points. Hit points are so deeply hard-wired into the D&D culture that most gamers would recoil from anything calling itself D&D that failed to include hit points.

But if I had my druthers, hit points would be tossed out the window of the D&D automobile, replaced by a simplified system of combat and wounds.

The original "Chainmail miniatures rules" was the default combat system for OD&D. Those Chainmail rules included three combat systems: mass combat, man-to-man combat, and fantasy combat, each of which were employed based on the particular circumstances of the encounter.

For the purposes of large-scale combats, with multiple opponents on either side, Chainmail's mass combat system is applied. The method for applying that system is that each combatant rolls a number of six-sided dice, which is based on her class and level. She counts the number of successful hits she achieves, and that is the number of hit dice of damage that she inflicts upon her opponent.

For example, a 4th level gladiatrix had the fighting capability of 4 women, so she rolls 4, six-sided dice to determine how many wounds she inflicts. She might need to roll a five or six to inflict a wound, so any fives and sixes she rolled will count as a wound upon her opponent.

If I understand my D&D history correctly, the addition of variable hit points was an Arnesian invention, adopted by Gygax, necessitated by the fragility of low-level characters. But if players are being honest about their hit points, it is nearly as likely as not that a single wound to a first-level character will result in death, regardless, if six-sided dice are used for both hit points and damage. Why not be honest about it and simply give starting characters an extra wound point or two, rather than perpetuate a fraud by introducing variable hit points as a solution to fragile low-level characters.

The Chainmail system works well, for fast, abstract combat, if there is a simple one-to-one relationship between the level of the character and the number of hit dice rolled to determine damage. But neither Chainmail nor OD&D make combat that simple. No class, not even the fighter, has a simple one-to-one relationship between level and hit dice rolled for wounding purposes in OD&D. The lack of a one-to-one relationship is the case because the OD&D rules assume that non-fighters will be less puissant at armed combat, and because only six-sided dice are employed.

In addition, in the Chainmail combat system, one needs to consult one of a half-dozen charts to determine what your odds of wounding are, based on the arms and armor of your opponent.

It is surprisingly easy to solve this problem, and Gygax himself promulgated the necessary polyhedral tools to do so. In the basic Chainmail mass-combat system, every character rolls a certain number of six-sided dice to determine whether, and how many times, they have wounded their opponent. In addition, in OD&D, Fighters are the most proficient in combat, followed by Clerics, Thieves and Magic-users.

Rather than using six-sided dice for all classes, then, why not use different dice for each class, with Fighters using the d6, Clerics the d8, Thieves the d10, and Magic-users the d12. Assuming that a roll of "1" is needed by each character in order to achieve a wound upon her opponent, first level Fighters would have a 17% chance, Clerics a 13% chance, Thieves 10% and Magic-users 8%. That would satisfy the OD&D assumption that different classes have different combat abilities.

Additionally, armor classes could be rationalized into four categories: 4 (no armor), 3 (light armor), 2 (medium armor), and 1 (heavy armor). That would be the same number, or less, that any character would need to roll, in order to achieve a wound upon their opponent.

Shields would act as a second-level defence, to block otherwise successful attacks, with some probability attached to deflecting blow(s), based on the size of the shield and perhaps the number of opponents the character is facing.

That, then is my crudely developed solution to the complexities of Chainmail combat, and desire to simplify and speed up battles, so there is more time for exploration and role-playing at the gaming table.

Wednesday, November 24, 2010

Magical Swords In ODnD

Magic swords in Original Dungeons and Dragons were far more potent that most people give them credit.

That is doubly true when using the Chainmail combat rules, rather than the "alternative" (d20) combat system. That alternative, d20 combat system diluted the power of those magic swords, and it, along with the innovation of hit points, were a baleful influence on future versions of D&D.

Remembering that the Chainmail combat rules were ODnD's original, default rules, this quote from Chainmail gives some indication of how magic swords were first viewed by Gygax as he penned ODnD:

"Magic Swords: because these weapons are almost entities in themselves, they accrue real advantage to the figure so armed. In normal combat they merely add an extra die. It is in fantastic combat the magical swords are most potent. Besides allowing Elves to combat certain fantastic figures, they give a plus 1 to the dice score when employing the Fantasy Combat Table, and Magical Swords shed a light of their own over a circle 12" in diameter (6" radius) which dispels darkness but does not equal full light. Excalibur and other 'super swords' would give a plus two or three!"
-- Chainmail, p.38

"Merely" adds an extra die? In mentioning the addition of an extra die, Gygax refers, of course, to the use of d6's, in Chainmail's normal (mass) combat rules, to determine the chance of wounding one's opponent. Using Chainmail's normal (mass) combat rules, and assuming both combatants are "armored footmen", either combatant needs to score a 6, on a single d6, to wound his opponent. The combatant with the magic sword, who adds an extra d6, needs to roll a 6 on either of his 2d6, and therefore has a 31% (11/36) chance of wounding his opponent, while the combatant, without the magic sword, has a 17% (1/6) chance of doing the same.

Put another way, that +1 sword, in ODnD, is actually a +3 sword, if you were to convert the odds of wounding over to the alternative, d20 combat system (you need an 18+ on a d20 without the magic sword, or a 15+ with the magic sword). Add to that, the 3% (1/36) chance that the magic-sword-weilding-combatant will score two wounds, and that humble +1 sword looks potent indeed!

Gygax's reference to the "addition of an extra die in normal combat" is more problematic (and potentially powerful), when you consider its application to Chainmail's man-to-man combat rules. Taking the "addition of an extra die" at face value, you could interpret this to mean you roll 3d6, instead of 2d6, when consulting the man-to-man combat table. Again, assuming the employment of our ubiquitous +1 sword, against an opponent with Plate Armor and a Shield, our odds improve from 11+ on 2d6 (3/36 or 8%) to 11+ on 3d6 (109/216 or 50%).

Again, converting this to the alternative, d20 combat system, that +1 sword actually improves my chances of wounding my opponent, from 19+, to 11+. My +1 sword just became a +8 sword!

Even if you dismiss that extreme interpretation, in favor of a more reasonable +1 to the dice score on the man-to-man table, your run-of-the-mill +1 magic sword is still very potent. Against Plate, your odds of wounding improve from 17% to 28%. Against other types of armor, your odds improve from 42% to 58%. Those odds turn that simple +1 sword into a +2 or +3 sword, when converted to the alternative, d20 combat system.

I see no evidence in ODnD that magic swords were considered to be anything but the puissant and dangerous items suggested by the Chainmail rules. In addition to the above combat bonuses, there was a 50% chance that a magic sword would have sufficient Intelligence to have a Will of its own, which it would attempt to impose upon its wielder:

"Swords: among magic weaponry, swords alone possess certain human attributes. Swords have an alignment, and intelligence factor and an egoism rating .... If the Intelligence/Egoism of the sword is six or more points above that of the character who picks it up, the sword will control the person ...." -- D&D Volume II, Monsters & Treasure, p. 27

This was the case, even of the lowly +1 magic sword. Indeed, those +1 swords had a 50% chance of having some special power, a 25% chance of talking, and 17% chance of reading magic or having some other extraordinary ability.

The most powerful sword bonus in ODnD was +3, and for good reason. A +3 sword would truly have been the equivalent of an Excalibur or Stormbringer, particularly if the sword had high intelligence, ego, and several extraordinary abilities to boot. The dilution of the magic sword, first, by the introduction (without adjustment of the odds) of the alternative, d20 combat system, and second, by the introduction of hit points and accompanying applications of 'bonuses to damage' instead of additional wounds, along with a host of additional features to add "granularity" to D&D, led us to the current morass of +16 Swords of Valiant Smiting and Characters with 40 hit points at first level.

Magical Swords In ODnD

Magic swords in Original Dungeons and Dragons were far more potent that most people give them credit.

That is doubly true when using the Chainmail combat rules, rather than the "alternative" (d20) combat system. That alternative, d20 combat system diluted the power of those magic swords, and it, along with the innovation of hit points, were a baleful influence on future versions of D&D.

Remembering that the Chainmail combat rules were ODnD's original, default rules, this quote from Chainmail gives some indication of how magic swords were first viewed by Gygax as he penned ODnD:

"Magic Swords: because these weapons are almost entities in themselves, they accrue real advantage to the figure so armed. In normal combat they merely add an extra die. It is in fantastic combat the magical swords are most potent. Besides allowing Elves to combat certain fantastic figures, they give a plus 1 to the dice score when employing the Fantasy Combat Table, and Magical Swords shed a light of their own over a circle 12" in diameter (6" radius) which dispels darkness but does not equal full light. Excalibur and other 'super swords' would give a plus two or three!"
-- Chainmail, p.38

"Merely" adds an extra die? In mentioning the addition of an extra die, Gygax refers, of course, to the use of d6's, in Chainmail's normal (mass) combat rules, to determine the chance of wounding one's opponent. Using Chainmail's normal (mass) combat rules, and assuming both combatants are "armored footmen", either combatant needs to score a 6, on a single d6, to wound his opponent. The combatant with the magic sword, who adds an extra d6, needs to roll a 6 on either of his 2d6, and therefore has a 31% (11/36) chance of wounding his opponent, while the combatant, without the magic sword, has a 17% (1/6) chance of doing the same.

Put another way, that +1 sword, in ODnD, is actually a +3 sword, if you were to convert the odds of wounding over to the alternative, d20 combat system (you need an 18+ on a d20 without the magic sword, or a 15+ with the magic sword). Add to that, the 3% (1/36) chance that the magic-sword-weilding-combatant will score two wounds, and that humble +1 sword looks potent indeed!

Gygax's reference to the "addition of an extra die in normal combat" is more problematic (and potentially powerful), when you consider its application to Chainmail's man-to-man combat rules. Taking the "addition of an extra die" at face value, you could interpret this to mean you roll 3d6, instead of 2d6, when consulting the man-to-man combat table. Again, assuming the employment of our ubiquitous +1 sword, against an opponent with Plate Armor and a Shield, our odds improve from 11+ on 2d6 (3/36 or 8%) to 11+ on 3d6 (109/216 or 50%).

Again, converting this to the alternative, d20 combat system, that +1 sword actually improves my chances of wounding my opponent, from 19+, to 11+. My +1 sword just became a +8 sword!

Even if you dismiss that extreme interpretation, in favor of a more reasonable +1 to the dice score on the man-to-man table, your run-of-the-mill +1 magic sword is still very potent. Against Plate, your odds of wounding improve from 17% to 28%. Against other types of armor, your odds improve from 42% to 58%. Those odds turn that simple +1 sword into a +2 or +3 sword, when converted to the alternative, d20 combat system.

I see no evidence in ODnD that magic swords were considered to be anything but the puissant and dangerous items suggested by the Chainmail rules. In addition to the above combat bonuses, there was a 50% chance that a magic sword would have sufficient Intelligence to have a Will of its own, which it would attempt to impose upon its wielder:

"Swords: among magic weaponry, swords alone possess certain human attributes. Swords have an alignment, and intelligence factor and an egoism rating .... If the Intelligence/Egoism of the sword is six or more points above that of the character who picks it up, the sword will control the person ...." -- D&D Volume II, Monsters & Treasure, p. 27

This was the case, even of the lowly +1 magic sword. Indeed, those +1 swords had a 50% chance of having some special power, a 25% chance of talking, and 17% chance of reading magic or having some other extraordinary ability.

The most powerful sword bonus in ODnD was +3, and for good reason. A +3 sword would truly have been the equivalent of an Excalibur or Stormbringer, particularly if the sword had high intelligence, ego, and several extraordinary abilities to boot. The dilution of the magic sword, first, by the introduction (without adjustment of the odds) of the alternative, d20 combat system, and second, by the introduction of hit points and accompanying applications of 'bonuses to damage' instead of additional wounds, along with a host of additional features to add "granularity" to D&D, led us to the current morass of +16 Swords of Valiant Smiting and Characters with 40 hit points at first level.