Friday, July 23, 2021

Actual Rules used in the Greyhawk Castle Campaign

The published rules reflect the practice of play from the original campaign, but not everything needed to play is included in the OD&D leaflets (for example rules on initative are missing, or rules on number of monsters encountered in a dungeon encounter). And after publication they evolved, as shown in the Greyhawk and other supplements, then AD&D. 

Likewise, not all the rules that were included in AD&D were actually used by Gary's group (and for good reason), he left out psionics, weapon speeds, weapon vs armor and the overly complexe initiative rules shown there, . In the Greyhawk Castle, campaign, a lot of rulings were done on the spot, ignoring the books, to keep things moving, and therefore also the rules for class abilities or spell descriptions were often left vague, to allow the GM their own interpretation. But of course, players arguing one way or another wanted clarity. 

I think Gary is right, if you spell out all the rules in detail, and then try to follow, this often leads to unwieldy long rules, in which you cannot find anything, and then spend your time looking up and reading up rules, instead of having fun, "Rule-Playing". 5e does a very good job to cover lots of bases with a relatively small set of rules, and also clarifies often that something is left to interpretation, and even there you have a sage advice blog with hundreds of nitpicky questions.   

Here are the rules that were actually used, this a mix of rules from OD&D and AD&D time frames. 


Stat Rolls & Bonuses

As stats became more vital to a long-lived PC, I improved the players' chance to get a viable one quickly, one that they would be happy with. In my campaign I allowed rolls of 4d6, three highest for the score, and arrangement of scores as the player wished. That enabled the creation of a character the player wished to play, of course. #1145

As a DM who wants the players to be as pleased as possible with the process. I typically allow stat rolls of 4d6, taking the three highest, and allowing the totals to be arranged in whatever order the player desires.
In regards to HPs, I typically say re-roll any 1 #4089

The usual is to have all the players roll up 2nd level characters--fighters, clerics, magic-users, dwarves, elves, of hobbits. I have house rules so that any score above 14 gains a bonus of some sort for the PC, As all the team os 2nd level equiment is whatever on the list is desired. 
15 + attribute score chart:
STR +1 to hit for all (& +1 damage for fighters)
INT +1 1st evel spell (for m-us)
WIS +1 1st evel spell (for clerics)
DEX +1 to AC (for all)
CON +1 to each HD (for all)
CHA +1 to reaction checks (for all)
The party then enters the original 1st level of my dungeons and goes on from there.
This ensures that there is compatability of PCs, and believe me there is plenty of exploration and action to be had. [11]

We did indeed use the reaction adjustment for charisma as stated. That was used considerably when a PC was meeting and seeking negotiation with an NPC. No added rules were needed, only the DM's determination of what the PC's charisma would come into play. Persuation is pretty well a self-evident factor in interpersonal dealings. #5188

The minumum is just that. If any penalty reduces the character below the required minimum, another race must be selected...or a new set of character stats generated...  [11]

HP

In 1972 we all rolled 3d6, but later when AD&D made the stats more meaningful, players would keep rolling until they got more viable numbers, so then we switched to various systems--roll seven or eight times with 3d6 and keep the six best totals or roll d4d and throw out the lowest die.
After all, the object of the game is to have fun, and weak PCs aren't much fun for most players. Even fine role-players want characters with at least one or two redeming stats...

I usually used method I, 4d6, toss out one, arrange the totals in any order desired, for that allows the player to have a better shot at getting the sort of character desired. [35]

[hp level 1] Yes random rolls were made, but I always allowed a re-roll for a result of 1.

I never used re-rolls in my campaign, nor did I ever play with a DM that used that device. What is rolled upon gaining a level is what remains ever thus, unless there is magical alteration or divine intervention. #8597

[Multiclassing] Add HD and average at all times. If a level is lost half of the average of one HD is lost in the process. The character's level is the higest of one class and half of the levels of another. thus a F6/M-U4/T6 is equal to 11th level No it is the total of the highest plus half of the other. [11]

Monster HP

For big monsters like demons I was using d10. I used the 9 HD column for 8+8, but one could reasonable use the 10 HD column. #1664

Indeed all the PCs got an extra HD per level after an initial few months of play otherwise, even the MUs. then we always had fighters gaining +1 point to the die roll, and we counted Con bonuses only for fighters. This general idea was reflected in the varied HD gain used in OAD&D, with fighters getting d10, clerics d8, magic-users their d4, etc. #2482

I play it thus: Of the critters are raiders, warriors, of active hunters I assume that all of them will have one-half or more of the possible HPs for their type. If I want to make the encounter special, I then see if any of the members are in ill health or wouded.
For straight out confrontations, though, I just have at it with HPs as noted...and ogres and giants and like big and tough monsters have d12 HD. #7523

I have indeed tinkered with hit dice. Currently I use further adjustments for mature and robust members of a species. If the HD involved is a d4, the spread for each is 3-4, for d6 it is 4-6, for d8 it is 5-8, etc. That avoids having pushover adversaries that are supposedly potent ones. Young and old members of the species are treated in the obverse in regards to HD point spread. [11]

I say that as barbarians get d12 for HPs, then clearly extrapolation of the same principle must apply to large and vigorous creatures. This mitigates the potential increase in PC prowess. As a matter of fact, adult critters were assigned 7-12 HPs per HD in my AD&D campaigm--have been given the same in what I have designed for the C&C game system. Also, with increase in damage due to Strength, all large and powerful monsters, including ogres and giants, gain a damage bonus equal to their number of HD.
Admittedly, this is not in the UA work, but it logically follows, and would have been included in the revised edition of AD&D that I was planning. #7786

Skills and Proficiencies

Gary also used a simple and practical way to approximate skill checks, similar to what Das Schwarze Auge did in Germany in its first edition, estimating who would be trained in what kind of skill based on the class background. 

If a player wanted a character to do something not covered by class but otherwise logically possible I would usually have a check rolled against the associated ability, with a bonus or penalty depending on the action and the difficulty rating I considered applicable. the rolls were made on d20 against the ability, as adjusted, a score of at or under the number arrived at meaning a success. #2015

As AD&D is a class-based game, there is little recourse to skills. A ranger, for example is assumed to know a lot about survival in the wilderness, that including what plants are poisonous or beneficial. I use something like 5% chance per level, plus Intelligence for chance of success when the demand is difficult, otherwise just allowing the find or whatever to happen on a die roll of 1-3, 4, or 5 on d6 depending on how likely it is the object sought for will be there. [11]

Generally common sense was applied. A fighter in metal armor can't move silently, but without that impediment a Dex ability roll with modifiers for surface and/or footwear, would be called for. Same for climbing, metal armor makes that almost impossible, plate particularly so. When climbing or some like activity, was required for a group, I set a probability for all non-thieves, and had each player roll for his PC. The check might have been on any die; for example jumping over a crevass might use d6, a 6 meaning a failure, or a d10 with 9-0 or only 0 a failure. Again, arbitrary perhaps, but based on common sense. the main idea was to convey the sense of danger with a reasonable chance for success, perhaps a more than reasonable one for the sake of the game #2015

[Weapon Profienciency] Very specific. Thus the limit of proficency being by type of sword. that same stricture was meant to apply to each and every separate weapon, for the bonus is considerable. [11]

Combat

Not sure what Mike is referring to as "alternate," as this was the adopted design path from the beginning. The 20 sided-die system was used during the playtests and written into the drafts mailed by EGG to others. Corollary: Tractics (1970-71 playtests) that used 20 poker chips with attached numbers 1-20 and pulled from a can for adjudicating attacks). The Chainmail rules had very little significance in the playtests by way of former mechanics; and there are distinct examples in play that I (while playing Robilar) can refer to for this when I attempted such bridges in one-on-one play (as opposed to mass combat). [RJK, 42.3]

Gronan called it the "alternate" combat system because that is how it named in Men & Magic!
Mere verbal positioning by EGG, which I skipped in the matter as such. He wanted to draw in Wargamers and not alienate any who were primed to transition from Chainmail to an obviously different system; same as noting that the rules were useable with miniatures and promoted as such, even though we never used any ourselves in the playtests  [RJK, 42.3]

We usually managed combat thus:
1. Roll d6 for initiative, low score going first.
2. Weapons attacks and spells with a segment cost of 1
3. Spells with more than 1 segment time involved add 1 pip to the initiative roll per segment, so 2 adds 1, 3 adds 2, and so on. A 6-segment-long spell adding 5 meant that at best it would happen simultaneously with the opponents actions who had rolled a 6 on initiative.
4. Moving into combat range against a longer weapon gave the opponent first attack.
5. Simultaneous attacks occured together where adjusted initiative was the same for both sides.#1529

[Ini] I do usually have only two rolls when a large character party is engaged in combat with a large group of adversaries, though. that makes for speedier and less confusing combat resolution, albeit at the sacrifice of "realism". [11]

Yes. the d10 matches the division of the round into segments and so is more intuitively understood [11]

We used only initiative and casting times for determination of who went first in a round. The rest was generally ignored save in the most critical situations when rules lawyering might enable saving a PC. I did use weapon length for the NPCs as a factor when I DMed so as to manage to get in some first attacks on PCs, and players who had good Dex could factor that into their initiative when using bows, sure. If they didn't, okay :D In all, we played to have fun, and in the throes of a hot melee rules were mostly forgotten except as a feature of the combatant's nature, if you will. If it seemed logical then none of the veterans would look for a rule to the contrary. #878

When an opponent was helpless I always allowed an immediate kill if of lower level; otherwise a successful hit killed, a "miss" doing double damage anyway. #692

To make it quick and easy, we always used the target's AC, except as you note for shocking grasp against metal armor which is the same as no protection. That all makes sense to me, because a touch means contacting a bit of exposed flesh or possibly a garment touching the subject's bare flesh. A shield fends off such a touch, and dexterity enables better avoidance of such contact. #2486

Actions must be declared or obvious--such as continued close-quarters combat. If some character desires to change a declared action in a round, then I generally assume that the alteration occurs at mid-point. [11]

All the weapons do the same amount of damage in OD&D, yes. However, in cases of tied initiative, the longer will attack first, and swords are more durable than weapons with wooden shafts. As for the advantage of using a cheaper weapon, it is logical, and a club kills as surely as a sword. Only social class distinction is concerned in regards to what weapon is used for the deed [11]

I use stunning attacks as if they were normal, but only 10%of damage is actual, the balance temporary. when a character gets to 0 HP or below they are out cold for 1 plus as many minutes as they have accumulated negative HPs. [11]

Actually, I did keep track of negative HPs, and I still do for LA game critters that regenerate. At 3 HPs per round recovery most trolls were back in their feet in a couple of rounds...if left alone. Not a few of the poor things got knocked down to something like -20 by a mass attack, and by the time they were getting things back together in came the flaming lamp oil... [11]

Spell Casting

Spell-casters must announce their actions, name any spell they mean to cast. If they are successfully hit and damaged before it is cast, the spell is lost. In other words, I am DMing those matters as I have for about 33 years now [11]

A spell-caster struck and losing HPs thereby before completion of spell casting does indeed have the casting interrupted, the spell fails and is lost. [11]

The first system for determing what happens is the best one, the only one I ever used. If the weapon-wielder has the initiative and strikes the spell caster, the spell is blown. If he misses, or the spell caster wins, the casting time allows, then the spell is activated and takes effect. [11]

A 1 segment casting time duration means that the spell is cast in the initiative segment indicated by the die roll. In your example of a 4, that's when the spell is cast. Each casting-time segment above 1 is added to the 4 to find the segment of casting, so a spell with a casting time of 3 segments would be cast in the 6th segment. all action begins at the start of a segment and just before the next spells being cast are active. Yes, a long spell can stretch into the next round. however, a 6-segment casting time would add 5 to the number of the initiative segment that casting began, as it covers 1 segment. in your example, the spell would be case in segment 1 of the folowing round (6 + 5 = 11, so that's the 1st segment of the next round.) If the caster isn't disturbed, that's often a good thing... Spellcasting takes up the entrie round in which it was actually activated, so there is no chance to cast twice in a round or even begn a new spell in the same round that one was successfully or unsuccessfully cast. No, a spell-caster attacked before he or she begins the casting is not prevented from starting thereafter....if life remains  [11]

Spell-caster resting to recover spells was contemplated to occur once per day, just as one normally sleeps, but light condition/time of day is not a factor. The once per 24-hour period is the measure. [11]

Yes, I would alow a PC or NPC to move and cast. [11]

One did not have to worry about material components for spell casting in OD&D [11]

Spells are cast as 1st level when they are initially included in the capacity of a class. Thus, the levels of non-spell-casting sort are not counted. [11]

Never should an M-U be allowed to change from one announced spell to another, nor to cast two spells in the same round. [11]

[NPC spell selection] All you need to do is put your PC in place of the NPC and then choose and roll for the possession of the best spells--or else simply decide four yourself and forget chance.  [11]

Surprise

D6 for surprise, 1 = 1 free round, 2 = two free rounds. D6 for initiative, ties meining simultaneous attacks. [11]

As far as my intent went, there was no difference between a blow and a missile attack in regards to surprise. [11]

Deduct the ranger's three from the critter's five, and you have a difference of two, so that means the critter against the ranger has 2 in 6, the ranger only 1 in 6. When two sneaky types are about to bump into each other I think surprise is pretty unlikely on the part of either adversary. [11]

Surprising and being surprised are components of the surprise factor. That has to do with stealthy approach and alertness. If both parties in such a situation are stealthy and alert, then chances for surprising and being surprised are minimal. [11]

Critical Hits and Damage

[Critical Hits] Not in a game I run...though if the players really insist I can deal with it as I tend to roll a lot of 18, 19, and 20 results for the NPCs/monsters. so if they want their PCs dead quickly, I can oblidge [11]

Grappling

We sometimes used the SR system in grappling melees, but most often the DM simply weighed the situation and ajudicated without all that dice rolling. Thus, eight orcs getting the jump on a 4th level fighter would be assumed to overpower him with some loss to themselves--d6 and another die roll for each KOed in the struggle, a score of 6 indicating killed in action.
You are on target in regards the examples of low-level monsters seeking to come to grips with a strong PC. Eight orcs will likely be slain by a well-armored 4th level fighter unless they use their sheer numbers to overwhelm him.
I now have that happen when pack animals attack characters. Two wolves, dogs, or hyenas, for example, both successful in hitting the same target human (or humanoid), will knock him down and put him at a considerable disadvantage. #2329

That isn't in the rules, just the way I ran my game sessions. Same for PCs being overborn by swarming attackers. I'd have it automatic if four man-sized attackers succeeded in closing with the character unless OC strength was 18 or better and the attackers weren'y also strong and heavy (seat of the pants DMing there [11]

Healing

If a cleric heals any sort of character so as to be back above 50% of HPs I generaly allowed normal activity, set aside the requirement for bed rest, if the situation were dire and another person was needed by the party. [11]

I can pass along how I would manage the question of such special forms of damage being inflicted by creatures normally affected only by magical attacks. As similarly potent, non-magical, monsters can inflict harm on them, I would ignore the minor damage delivered by throwsin hand-to-hand fighting, but allow damage for long falls, heavy objects falling and striking, etc. What I would do in such case is record normal damage, but lost HPs would return, just as a troll regenerates, likelt at 1 HP per HD of the monster, as only magical damage can permanently affect the subject. Actually, a dropped or hurled object of considerable density, hardness, and weight is about the same as that. that said, would a demon really be killed by a fall of even 1,000 feet onto rock? I think not, and the same for most monsters that can be harmed by magic or other monsters. Thus the regeneration. The DM needs to consider the cause of damage and decide if regeneration is appropriate and at what rate. Some creatures being "killed" by attacks of magical sort or extreme force will merely be sent back to their own plane as is well known [11]

XP Awards

I gave XP awards for clear thinking, use of spells, clever solutions to problems, and sometimes for repartee. Determining what constitutes good roleplaying is situational and subjective. Most other awards are based on action and easy to determine. Basing XP awards thus means no players felt discriminated against. #2762

When the PCS gained their XPs mainly through adventuring, active combat, spell-use, thieving, exploration and the like I didn't usually require any extensive training, often allowing them to assume they trained "on the job," so as to goin a level immediately.
Only when an adventure brought a great windfall of XPs so as to make a sudden jump in level possible did I demand that the PCs stop adventuring and find mentors to train them. That happened about once every three or four level gains even with my best players. 
Above a certain level, say 15th or so, who is around to train such PCs. In that case an enforced period of self-study was directed for the PCs in question. #1413

Poison

As rounds were of one minute length, not much beyond a minute was given for poison to prove fatal. If a cleric was on hand to neutralize the toxin, then fine, it was allowed by me and all the DMs I knew. #3629

Bringing back from the brink of, or actual, death due to poison is not a cure. The SP spell slows the effects of the poison, but it will not stop them. Only a NP will do that. How long the victim of poisoning will remain alive under a SP spell effect is up to the DM, but I allowed a full 24 hours. #7737

A failed poison save means coma and death results in a period of time. Neutralize Poison cast before the alotted time expires means the toxic substance is removed from the victim's system and death does not occur.  [11]

Falling

As far as falling damage goes I revised the damage to 1d6 per 10' per 10', so that it went 1, 3, 6, 10, 15 d6 at 50' distance. All the munchkins howled at the progression #3858

No, what really matters is that a fall of 10' can be lethat, and one of 30' onto an unyielding surface is deadly about 999 times out of 1,000. It is ludicrous to argue physics in a game based on pure fantasy, is it not? Thus, I assert with assurance that a falling damage formula of 1d6 cumulative per 10' fallen fits the game system most properly, with a cutoff at 100' even though terminal velocity hasn't been reached. So a fall of 100' earns 1+2+3+4+5+6+7+8+9+10 d6 damage; a mere 55d6 that might all come up as 1s, and a generous DM might allow a saving throw as well to halve damage #3942

Yes, I allowed saves against falling damage, or large and heavy objects falling onto a PC, just as the table indicates [11]

Magic Items

Before the D&D game was published, in early 1973, I allowed any class of character to use a wand, but if they were not a mgic-user, they had to roll their Int or ledd on 3d6 to make it work. The players generally liked that, but I scrubbed the rule as it blurred class lines. #5713

Gunpoweder

Adding functional gunpowder to a milieu already filled with active magic that did many things similar to what explosives do seemed both redundant and out of the spirit of a magic-active world. The changes that gunpowder wrought in history are manifold and evident. Furthermore, to bring it into the fantasy mix would mean not only more rules governing it, but more magic aimed at surpressing its effects. As Oerth was a differnet world, gunpowder and like acting (gas expansion) explosives were never meant to function in the future time there. #498

Henchmen and Hirelings

I would suggest giving the player immediately upon gaining a henchman a CRS done in bare bones fashion. As the PC and henchman adventure together, the DM and the player in conjunction then detail the henchman's personality, motivations, etc.  
Followers that are ranked with levels should be treated as henchmen. Hirelings are, as you suggest above, only rated by HPs and what they can do--mostly bear arms. The player need not know their HPs, or may have such information, at the DM's discretion. #5609

The rule is meant to apply to the maxmum number of henchmen a PC is able to command at any given time, not a lifetime number. One or more might be dismissed or be lost, and such vacancies can be filled with new retainers. [11]

Normal persons, and specially attained henchmen do not count against the number attracted to the successful PC lord. [11]

As hired men-at-arms are 0 Level we figured they got a half share. All party members' levels were totaled, then the men-at-arms at .5 of a level each, and that was the number by which treasure shares were divided. In my campaign each m-a-a was paid an up-front wage of 10 gp for a dungeon crawl of one day length. [11]

Encumberance, Movement and Equipment

As you note, keeping track of charges and missiles is a bother, so I make the players keep their own records. If I find one fudging the talley, the lot of whatever was being kept track of is lost to some unfortunate event. #6939

An unencumbered human has a base movement rate of 12, I'd give the short-legged folk a base of 9.  [11]

A steel helmet of some sort is assumed. If the Avatar refuses same, one-seventh of all hits are on the unprotected head, and aimed attacks can strike there as well. [11]

As for what weapons need to be used with both hands, well that's a matter of common sense. the bow is one, so is the two-handed sword. All pole arms, long spears, and pikes need both hands. A battle axe if a relatively short-hafted weapon that is wielded with one hand. although two can be used as with a bastard sword.. To halflings most weapons they can wield are two-handed. To ogres and their ilk most human weapons that they can use are one-handed. To worry about that sort of thing verges on wargaming...combat simulation [11]

Coin Standard

No. I didn't switch for my OA/D&D play until very recently when I changed all my campaign play over the the LA game monetary system. 1 ounce of copper = $1 [on question about silver standard] [11]

It is based on a toally inaccurate ratio of precious metal values. silver to gold has always been more like 40:1. Also, the C&C cash system is cumbersome and non-intuitive. The LA game monetary system,, OTOH, is easily grasped and the base unit coin of 1 oz. copper equates to $1, silver to $10, gold to $500--a really valuable coin that. Call the buc whatever you like--bezants, crowns, ducats, etc. No matter, and prices for many ordinart things can be calculated easily by using the contemporary one.  call them bezants, crona, crowns, ducats, florins, etc. depending on the locale and my whim. Makes the players most disconcerted at times [11]

Unused Rules

[Shield not always countingActually, that rule is better ignored, so that the shield is always counted in AC unless the attack is from behind or the unshielded side in the case of two or more attackers against one. [11]

I did not use psionics, generally ignored weapons vs. armor type and weapon speed #692

You are right about "psionics" in AD&D. The system wasn't really set up to handle them properly. No player in my group had them, not did I ever play a PC possessing them in AD&D. #1662

The weather tables were done by another person, so you are actually preaching to the choir, more or less. While I was quite satisfied with informal climatology and general information in regards weather, many gamers wanted more specific systems. Frank Mentzer had a friend with such data, so that is how the weather tables for Oerick came about. I must accept the blame for incongruities, of course, as I okayed the material. Of course, being a DM who always flew by the seat of his pants, I never used them, so I failed to spot the glitches. When I was running a game the weather was what I said it was #1994

All of the material in UA was mainly of my creation, gathered from articles I wrote in Dragon magazine. virtually all of that material was used in my campaign, much of it before the book was published. I never used anything from the other two books, though, the survival guides#2015

[References: see Greyhawk References]

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