We are reading the original DMG - the ultimate DM book! - but from a B/X and OSR point-of-view.
In part III we will tackle:
ALIGNMENT 23
— ALIGNMENT LANGUAGE 24
— CHANGING ALIGNMENT 25
MONEY 25
— PLAYER CHARACTER STARTING MONEY 25
— PLAYER CHARACTER EXPENSES 25
— VALUE AND REPUTED PROPERTIES OF GEMS AND JEWELRY 25
— NOTE REGARDING THE MAGICAL PROPERTIES OF GEMS, HERBS, et al 27
ARMOR, ARMOR CLASS, & WEAPONS 27
— TYPES OF ARMOR AND ENCUMBRANCE 27
— DEXTERITY ARMOR CLASS BONUS 28
— WEAPON TYPES, “TO HIT” ADJUSTMENT NOTE 28
HIRELINGS 28
— STANDARD HIRELINGS 28
— EXPERT HIRELINGS 29
HENCHMEN 34
— LOYALTY OF HENCHMEN & HIRELINGS, OBEDIENCE, AND MORALE 36
ALIGNMENT
This part describes what the various alignments mean. It contains a simple explanation; law/chaos are groups vs. individuals, and good/evil is respect for human rights versus might makes right. Neutrality means balance. It doesn't really put an end to the discussion (I'm not even sure that this it's possible), and it is not perfectly faithful to Anderson nor Moorcock, but it's a good start.
It adds a few notes on planes and their alignments, and stresses the importance of keeping tracks of PC's actions and change their alignment accordingly. "It is of utmost importance to keep rigid control of alignment behavior with respect to such characters as serve deities who will accept only certain alignments".
Next, we have a section on alignment language that aims to avoid player abuse, once again, and one more section describing the penalties for changing alignment.
Makes me wonder - if alignment is so prone to player abuse, maybe we should try some other approach?
I am not a big fan of alignment, nor do I think this solves most questions (such as nepotism, euthanizing evil creatures, unjust laws, individual rights against the group, etc.) - see " additional reading" for my take on alignments.
This is still better and clearer than most modern takes.
MONEY
The section on money starts by saying "the amount of funds which each player begins with is kept low to prevent the game from becoming too easy". I think I'm seeing a trend here. Then, we have player character expenses ("not less than 100 gold pieces per level of experience per month") - possibly for the same reason. You must consider the maintenance of henchmen, strongholds, taxes and tithes. I'm not sure I'm particularly interested in running a game about accounting, and I certainly dislike dealing with taxes.
Next, we have a whole page on gems - their size, color, value, quality, and so on. It also describes their magical properties, and adds some fantastical examples ("Star Ruby: translucent ruby with white “star” center") that I didn't know (but they actually exist!). I find this extremely flavorful and interesting. It is by no means essential to your games, but very cool. This is top-tier "random table" stuff.
ARMOR, ARMOR CLASS & WEAPONS
A detailed account of various types of armor and shields, and some notes on Dexterity as it relates to AC. Can basically be used as written for B/X, if you care for this much detail. There's also an important note about a subject we've been discussing lately:
WEAPON TYPES, “TO HIT” ADJUSTMENT NOTE
If you allow weapon type adjustments in your campaign please be certain to remember that these adjustments are for weapons versus specific types of armor, not necessarily against actual armor class. In most cases, monsters not wearing armor will not have any weapon type adjustment allowed, as monster armor class in such cases pertains to the size, shape, agility, speed, and/or magical nature of the creature. Not excluded from this, for example, would be an iron golem. However, monsters with horny or bony armor might be classed as plate mail if you so decide, but do so on a case-by-case basis. Naturally, monsters wearing armor will be subject to weapon type “to hit” adjustment.
HIRELINGS
The cost and description of various types of hirelings, including experts (alchemists, armorers, spies, and, of course, gem-cutters). The most interesting part here, in my opinion, is the list of troops and their organization. For example:
Captain: A captain is nothing more than a capable leader, a fighter of 5th, 6th, 7th, or 8th level (according to the d10 score, 1-4 = 5th, 5-7 = 6th, 8-9 =7th, 0 = 8th) but NOT capable of working upwards. A captain can command as many scores of troops as he or she has levels, i.e., 4th level enables command of 80 men, 5th level enables command of 100 men, etc. In addition, the level of the captain dictates the number of lieutenants which can be controlled. This is exclusive of serjeants and any auxiliary types such as servants, cooks, etc. The monthly cost of a captain is 100 gold pieces per level.
This makes high-level fighters a lot more interesting in mass combat - and they get a clearer place in society. Even tough these are not PC fighters ("NOT capable of working upwards"), they both indicate the potential capabilities of fighters and also sketch how an old school "warlord" class could look like (my version is a lot simpler, but not as focused on mass combat).
Likewise, the book contains a very detailed (two pages long!) description of another expert, the sage. Again, extremely interesting and could perfectly be a class of its own. It would be a fine addition to B/X and AD&D games. As most things you'll find is this book, it is unnecessarily complex, but full of inspiration.
HENCHMEN
Henchmen are individual adventurers, not merely laborers, employees or experts. They have PC classes, go to dungeons with the PCs and get a share of treasure, so they get more attention/detail. This section describes their classes, levels, races, costs, and hiring process. Their personality traits are described in other part of the book (PERSONAE OF NONPLAYER CHARACTERS). The organization is still strange, but at least we know where to look.
This section finishes with an entire page of modifiers to henchmen loyalty, obedience and morale. Each individual entry is interesting - I specially like the idea, for example, that while most creatures prefer to follow lieges of similar alignment, chaotic creatures make bad leaders and followers in general. However, keeping track of all these things looks like a nightmare. I prefer the much simpler 2d6 checks of B/X. Anyway, here is a good summary:
What have we learned today?
Once again - "lots of cool tables, but everything seems a bit unnecessarily complex, sometimes redundant". We have gems that we can use as written if you want that kind of detail, various troops for mass combat games, and two potential new classes waiting for a B/X adaptation: the commander and the sage.
Coming next... TIME! SPELLS! (prepare yourself: part IV is my favorite part of the DMG so far!)
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Additional reading (on alignment):