I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Showing posts with label DMG. Show all posts
Showing posts with label DMG. Show all posts

Tuesday, October 13, 2026

100 days of B/X (part IV - B15 to B18) - spellcasting

Continued from here.

In B15, we’ve reached one of the hardest parts to convert to my minimalist system, which is magic. This happens for several reasons.

First of all, it’s impossible to make a system that is both balanced and compatible with the original, because the original isn’t balanced at all. Fireball is a 3rd-level spell that causes 5d6 damage (save for half) for a bunch of foes, but gets stronger each level. Cure Serious Wounds is a 4th-level spell that cures 2d6+1 HP, never getting stronger. For a 5th level cleric spell, you can creates enough food fora  dozen men and their horses for one day... or raise the dead.

So the first difficult choice here is between changing something that I notice in practice, in my games, isn’t balanced, or keeping something original to the game that I like, which is basic D&D.

My tendency is to try to do a bit of both, giving the player the option to use spells from the original or from other places, while also offering my own selection of spells. I’ve already done this multiple times in my book Alternate Magic. So I won’t analyze every spell carefully, just go through them quickly.

Before starting the analysis, let’s begin with B15’s own description, which says that spells need to be cast with gestures and voice. I think that’s something interesting to keep, in order to impose some limitation on magic-users.

Notice that, in B/X, clerics are extremely powerful, more so than magic-users, since they can have access to all the spells. On top of that, they can resurrect the dead very early, which I’ve criticized many times. 

In AD&D, this cleric progression is corrected, and material components are also introduced, which creates a more serious limitation on magic-users. But most people simply ignore this, and even if they didn’t, it wouldn’t make sense to choose your spells every day without having all the components to choose from.

Curiously in B15 is said "Spells must be memorized before an adventure begins", which is more sensible than choosing everyday IMO, but this means (apparently) "one spell per adventure (or per day, if the adventure is longer than one day)" as written in the Clerical Spells section. 

Also in B16 it is said "the DM may choose which spells a character has in the book, or may allow the player to select them", which, of course, makes a HUGE difference, but the book doesn't tell which one to use.


Maybe it would be better to combine these requirements so that some limit is placed on magical power while, at the same time, there isn’t so much bookkeeping.

Even if I were to redo every one of the spells, which I honestly feel like doing, I would have to choose which line to apply to each one.

I could include spells that get progressively stronger, like the infamous fireball. I could include spells that are replaced later by slightly stronger spells, like Cure Light Wounds, which becomes Cure Serious Wounds. Or I could include spells that become gradually obsolete, like Sleep, which at first is extremely powerful for dealing with the typical groups a first-level character can face, but which later is completely set aside to make room for more powerful spells.

The same applies to Magic Missile, which has a somewhat dual nature: it’s relatively weak at any level, even though it’s iconic.

We can assign each spell at least two characteristics: starting power and scaling, and that’s without even getting into their applicability.

Of course, whichever of these lines I follow, whether spells that scale with level or spells that are easily replaced, it requires a completely different magic system, because it changes the balance of the entire system.

The fact that I prefer unlimited D&D over limited D&D makes everything even more complicated, since the number of spells, and even of magic systems and settings, is potentially infinite.

For a minimalist RPG, offering many magic system options is counterintuitive, so I’ll choose (or create) one, and leave the existing spells (as well as Alternate Magic) for those who have other preferences.

So, first, let's write a minimalist version of the spellcasting system WITHOUT rewriting the spells.

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Spellcasting

A spell is a technique that certain creatures (usually possessing the Spellcasting skill) can use to produce magical effects through special gestures and words. This ability is acquired through study, meditation, and some measure of innate talent. Casting requires the caster to be able to speak and to have at least one empty hand.

A spellcaster can learn a number of spells of their choice equal to their spellcasting bonus. The player chooses his spells on creation and upon each new level. If the PC discovers a grimoire, scroll or tutor while adventuring, he can also swap known spells for new ones when he gains a new level.

Casting spells costs mana points (MP), which is a measure of magical “stamina” of sorts. A spellcaster has a number of MP equal to their spellcasting bonus times 2, but cannot spend more than half their maximum MP on a single spell (round up, minimum 2). MP recovers at a rate similar to HP. In addition, once a day, a spellcaster may recover 10% of the maximum MP (round up) in one hour of study or meditation. To recover any MP, the spellcaster must possess his own grimoire or magic symbol (creating or consecrating a new one takes one day per spellcaster level).

An unwilling target of certain spells can ignore some or all of the effects with a saving throw (representing dodging or enduring the spell, or sheer luck), if explicitly described in the spells.

Being reduced to zero MP has dangerous effects. [Magic mishap table to be added]

Spells from other books and games

In this game, spells have no levels. If you are using spells from other books, a spell costs 2 MP per spell level to cast. Optional rule: if the spell in question becomes more powerful with caster level, the cost is equal to the caster’s level instead, but the caster may choose to cast it as a spellcaster of lower level to save MP (which cannot be smaller than the original cost). For example, a 5th-level caster uses 6 MP to cast a 5d6 fireball, but a 10th-level caster can cast a 10d6 fireball for 10 MP or a 7d6 fireball for 7 MP and so on.

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Now, for minimalist spells. Well, the spells in B/X are pretty terse, but we can make them shorter... adn fewer.

Choosing purely by my personal taste, and trying to keep some balance between the need to let magic-users grow ever more powerful, which is cool, and not allowing them to simply be superior to everyone else, especially fighters who, particularly in B/X, have somewhat limited powers, I would choose the following points for my magic system:
  • Make first-level magic-users a bit more powerful and high-level magic-users a bit less so.
  • Get rid of spell levels being separate from the magic-user’s level. For example, Fireball could keep gaining extra damage per magic-user level, but without being a third-level spell, instead being a spell usable at any level. Maybe a few spells like wish should be gatekept as rituals, not sure.
  • Get rid of spells slots while we're at it.
  • Use "known spells" instead of "memorized spells", perhaps allowing spells to be swapped when you gain a level, with a decent amount of study time, etc., but not letting magic-users choose their spells every day, and greatly reducing the number of spells, so that you can create themed magic-users, for example, one more focused on fire spells, other in healing, and so on.
  • Keep the idea that spells get more powerful as the magic-user gets more powerful.
  • In fact, 1d6 per caster level sounds good and could be used for fireball, sleep, and even charm.

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A spell’s range is 120' unless otherwise noted. A 0' range indicates the spellcaster can only affect himself or a target he touches. Duration is one hour unless otherwise noted (after the duration is nearly over, the spell can be cast again to maintain the effects). 

Spells that cause or restore damage take effect immediately and are permanent.

HP affected. Some spells affect a number of HP, which is the total rolled. An affected creature must have current HP equal to or lower than that total. If the target makes a successful save and the spell says “save halves”, the total is halved for that target (rounded up) before comparing. 

Example: a spell that affects 30 HP does not affect a creature with 20 HP that saves (30 halved is 15), but a spell that affects 40 HP does (40 halved is 20), whether or not it saves. Each creature affected uses up HP from the total equal to its current HP, so a spell that affects 30 HP can put to sleep creatures with 10 and 20 HP.

Multiple targets: certain spells can have multiple targets. Unless otherwise noticed, the caster decides the main target, and nearby targets are affected if there is any damage (or HP) left. 

The expressions "save halves" and "save ignores" mean that a successful save by an unwilling target halves or ignores the effect.

  • Charm: one humanoid creature within range, up to a maximum of 1d6 HP per MP spent (save halves), regards the caster as a trusted friend. It won’t act against its own life or its nature, and it can make a new save whenever it is ordered to do something against its interests. After the duration the creature knows it has been charmed.
  • Cure Wounds (Range: 0). Heals 1d6 HP+1 per 2 MP spent, up to the target’s max HP.
  • Detect Evil Intentions: the caster can “feel” evil intentions of living and undead creatures nearby, but not precise thoughts. The specifics are up to the GM.
  • Detect Magic: each nearby item, person or place that is enchanted or currently affected by magic glows faintly.
  • Fireball. A burst of flame explodes at a point within range and fills a 20' radius, causing 1d6 damage per MP spent (save halves).
  • Light: creates a source of light similar to a torch, without heat. If cast upon an object, it moves with it. If cast upon the eyes of a foe, the target is blinded for a minute (save ignores).
  • Magic Missile. One or more (one per 2 MP spent) bolts of force strike targets the caster can see, causing 1d6+1 damage each. The caster divides the dice as they like among the targets, and each target takes the sum of its dice. No attack roll or save is needed.
  • Protection from Evil (Range: 0). Gives a target creature +1 to AC and saving throws against evil creatures (e.g., all non-human chaotic creatures). In addition, summoned and artificial creatures (demons, elementals, golems, etc.) cannot touch (even with melee weapons) or possess the target unless the target touches them first (even with melee weapons). Ranged weapons do not affect this limitation either way.
  • Resist Cold (Range: 0). The target takes no harm from normal cold (cold weather, etc.) and halves the damage (rounded up) from other cold attacks, including magical ones.
  • Resist Fire (Range: 0). The target takes no harm from normal fire (up to a bonfire, but excluding lava, etc.) and halves the damage (rounded up) from other fire attacks and other effects.
  • Sleep. All living creatures (not including undead, automatons, elementals and creatures that do not sleep) in a 20' radius fall into a magical sleep, up to a maximum of 1d6 HP per MP spent (save halves). While unconscious they can be easily slain. They wake after one hour, or sooner if wounded or shaken awake.
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So, there you have it: B15 reduced to half or less, paragraphs reduced to a line or two. Most other spells can easily receive a similar treatment, because that is all I need for my games.

There are also several good lists out there, including CC stuff from Cairn and similar games, but these are slightly closer to B/X.

Sunday, April 26, 2026

Snakes & Ladders: The Problem of Linear Progression in D&D

Among games that remain popular to this day, one of the oldest in the world is called Snakes and Ladders, a game that practically everyone knows (see image below). Movement is essentially linear, from start to finish, but there are two types of shortcuts/detours: ladders, which accelerate your progress toward the goal, and snakes, which send you back a few spaces. It is a simple mechanic, but one that creates real tension between advancement and setback.

The Goal of D&D and Its Structural Problem

Without getting into the debate about what exactly the goal of D&D is, certainly one of the central purposes of its characters is to become more powerful, that is, to rise from level one, where they are basically beginners, all the way to becoming legendary heroes. Gygax himself (if I'm not mistaken) has stated that this was the goal of the game: to transform starting characters into heroes like Conan or Elric.

The problem is structural. In game terms, the route from level one to level twenty always moves in the same direction. You only gain XP, you only gain levels, you never lose them. It is a one-way street.

The older designers did not entirely ignore this problem. Hence the mechanic of undead creatures that drain levels, creating an effect similar to the snakes in the original game. The Dungeon Master's Guide also included situations that could temporarily reduce your levels, such as exhaustion after a grueling march, or situations of permanent loss such as aging, which can only be reversed with very powerful spells.

Of course, XP is not the only measure of a character's power. With experience, a character gains abilities and hit points, and some abilities can be lost temporarily (often for no more than a day). HP can also be lost, and in older D&D this could have more lasting consequences (perhaps weeks rather than days) than in modern versions. Finally, one can lose money (whether because raising the dead comes at some cost, or through theft, etc.).

It must be acknowledged that some RPGs, such as Call of Cthulhu, famous for its downward spiral into madness, and other horror RPGs in general (Unknown Armies, certain versions of Kult, etc.), exhibit quite clear and lasting negative effects in their systems.

In any case, aside from the issue of undead creatures draining levels, there are not many truly permanent losses in D&D. The only real loss available is the death of the character, which even then can easily be circumvented by a resurrection spell. In most versions of D&D, there is no universal mechanism for lasting negative consequences: the loss of an attribute, the amputation of a limb, a permanent scar (except as an optional rule in the DMG to save a PC reduced to zero HP, an option I find quite appealing). There are no significant setbacks, save death itself. Using the original metaphor: it would be as if every snake on the board led back to the first square.

There are other tools in the game that attempt to work around this limitation, such as creatures that destroy equipment (even magical weapons), that petrify characters, or that impose curses and other lasting effects. But these are isolated/specific solutions, not structural ones; they only happen with a very small percentage of creatures and situations.

Another problem is that D&D players, accustomed to constant and uninterrupted advancement, tend to dislike losing special items, levels, or anything they have already incorporated as part of their character. They may even come to see this kind of loss as a form of cheating.

In modern D&D, there is debate over whether characters can even die at all, so the line of advancement becomes, in the end, a conveyor belt with no way back: you can only move forward.


Source: Wikipedia.


The Parallel with Video Games

It is worth noting that older video games, also divided into "levels" (or stages), followed a logic quite similar to that of Snakes and Ladders. Reaching the end of a stage meant advancing to the next, but dying at any point sent you back to the beginning of that stage, not to the beginning of the entire game, and never (or almost never) to a previous stage. Alongside this, there was a system of permanent loss: a limited number of "lives" which, once exhausted, forced you back to the very beginning of the game (that is, "level one").

Some more modern and less linear games that generate enthusiasm among RPG players (such as Dark Souls, Bloodborne, and Darkest Dungeon) play with this question of real loss in more sophisticated ways. Death in Dark Souls does not send you back to level zero, but it frequently causes the loss of all accumulated XP. In the case of Darkest Dungeon, where you control groups of characters, the death of a hero is a permanent loss for the team, something no spell can undo.


Why This Matters

Even for those who prefer a narrative in which characters never die and always advance, that advancement would be more interesting if it were not purely linear, that is, a little more like Snakes and Ladders. In other words: on the road to heroism, you always lose something.

High-level characters would carry, in their character sheets and their stories, a series of losses, obstacles, and scars. This enriches both narrative and simulation, whatever the goal of the players at the table may be.

In more narrative games influenced by story games, setbacks make the narrative more interesting (and there are books and RPGs at least partially built around this concept of gain and loss, such as Hamlet's Hit Points, Fate, etc.). In games that aim to reproduce cinema, literature, or the hero's journey, an advancement without setbacks makes little sense either.

In games focused on challenge, obstacles become more complex and dangerous when there are real chances of loss. Likewise, in games that seek simulation or immersion, such dangers make the game more believable and realistic.

In short: from any angle, questioning (and perhaps overcoming) the unidirectionality that governs character advancement in D&D may be an experience not only valid, but necessary for the evolution of the hobby.

(Solutions? Probably the subject of a future post. However, I will say permanent wounds are a great idea, IMO, as they could happen in any combat not just against very specific monsters. This could take the form of scars, diminished abilities, etc. Alternatively, expand level loss to include other situations besides undead and marching, maybe as a general fatigue mechanic, so that wounded/tired MUs cannot cast their best spells and tried fighters attack a bit slower).


Additional reading:

https://methodsetmadness.blogspot.com/2024/12/nothing-to-lose-but-their-lives-stakes.html

https://methodsetmadness.blogspot.com/2023/09/ad-dmg-cover-to-cover-part-ix-pages-100.html

Tuesday, July 01, 2025

Super simple XP system, take 2

My "super simple" system ended up sounding a lot more complicated than I intended. 

After trying to create a formula to match monster XP with gold XP, I realized that just using the formula below might be enough for my goals.

- 1 XP = 1 GP.
- 1 HD = 100 XP.
- PERIOD.

That is all. Forget PC level, forget dungeon level, just use the original formula in its simplest form.

But why?

In old school D&D, most of the treasure comes from gold. But, as noticed in Delta's blog, if you exclude/change a few outliers (dragons, medusae, men), the amount of XP you get from gold is not that far from the amount you get from fighting monsters.

I have some reservations about the analysis; it seems to ignore wilderness encounters, for example, which happen quite a lot in my games and AFAICR do not give random treasure. But he certainly went I lot deeper than I'll go here.

I am happy with the idea that monsters should have no more than 100 GP for each HD. If the gold is much bigger or smaller than that, well, just adjust the gold to something more reasonable.

Dragons with their hoards and breath weapons are a fair exception. Maybe medusaes are a fair exception too; they have two ways to kill you immediately!

But why are men outliers in Moldvay? 

Maybe I'd just rule that they just do not have underground lairs. For example, a bandit's treasure is in their camp, with an average of 80 bandits, and maybe a few leaders. That would be easily 8.000 XP at least, and their treasure type (Type A) is worth 18.000 GP on average, so maybe just halve it. A brigand's lair is a lot stronger and might justify the full Type A treasure. Likewise, merchants have type A treasure but their caravans are almost as large as a bandit's lair, and so on.

This is also a great rule of thumb to create your own dungeons - place 100 GP for each monster HD, and more if you have traps etc. Most "official" adventures I've run have too much gold IMO.

This means that PCs rely much less on GP to level up, which also means they'll level up faster and get stronger before they are too rich. 

I'm not sure if this is perfect for you but it suits my preference for grittier, pulpier adventures, where even mighty heroes are not necessarily swimming in gold.

Will that make PCs fight anything that moves to get XP? I doubt it. As you see, simply avoiding the monster will still give the PCs the treasure XP with none of the danger. 

But if there is an incentive problem, just give a few XP for monsters avoided and limit XP gained by unnecessary fights. No XP should be awarded for slaying random peasants!

Finally, the fact we are not dividing XP by current level makes leveling up a bit faster (which is compensated by reducing the treasure). I don't mind. A level 5 fighter that single-handedly defeats a bandit camp deserves to get to level 6, and so on.

I love minimalism. The simplest solutions often end up being the best ones.

Recommended reading:

Sunday, June 29, 2025

Super simple XP system

 "1 XP per GP of treasure acquired. 100 XP per HD for monsters slain."
- Paraphrased/implied from Dungeons & Dragons, Volume 1: Men & Magic (1974). Explanation below.

"The awarding of experience points is often a matter of discussion, for the referee must make subjective judgments. Rather than the (ridiculous) 100 points per level for slain monsters, use the table below, dividing experience equally among all characters in the party involved".
- Supplement I: Greyhawk (1975).

"The judgment factor is inescapable with respect to weighting experience for the points gained from slaying monsters and/or gaining treasure. You must weigh the level of challenge — be it thinking or fighting — versus the level of experience of the player character(s) who gained it [...].
If a 10th level magic-user were to slay 10 kobolds and take their 1,000 gold pieces, the DM should reduce the award by at least 20-fold."
- Dungeon Masters Guide (1979).

 "1 XP per GP of treasure acquired. 100 XP per HD for monsters slain. If you get XP from two sources, you only get XP from the lesser source times two. Always divide by PC level."
- Suggested rule. Explanation below.

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The 1 XP per GP of treasure acquired. 100 XP per HD for monsters slain is implied in OD&D in this slightly confusing passage:
Experience Points: Experience points are awarded to players by the referee with appropriate bonuses or penalties for prime requisite scores. As characters meet monsters in mortal combat and defeat them, and when they obtain various forms of treasure (money, gems, jewelry, magical items, etc.), they gain "experience".
This adds to their experience point total, gradually moving them upwards through the levels. Gains in experience points will be relative; thus an 8th level Magic-User operating on the 5th dungeon level would be awarded 5/8 experience. Let us assume he gains 7,000 Gold Pieces by defeating a troll (which is a 7th level monster, as it has over 6 hit dice). Had the monster been only a 5th level one experience would be awarded on a 5/8 basis as already stated, but as the monster guarding the treasure was a 7th level one experience would be awarded on a 7/8 basis thus; 7,000 G.P. + 700 for killing the troll = 7,700 divided by 8 = 962.5 x 7 = 6,037.5.
Experience points are never awarded above a 1 for 1 basis, so even if a character defeats a higher level monster he will not receive experience points above the total of treasure combined with the monster's kill value. It is also recommended that no more experience points be awarded for any single adventure than will suffice to move the character upwards one level. Thus a "veteran" (1st level) gains what would ordinarily be 5,000 experience points; however, as this would move him upwards two levels, the referee should award only sufficient points to bring him to "warrior" (2nd level), say 3,999 if the character began with 0 experience points.
Supplement I: Greyhawk confirms that this was the rule, and then proceeds to call it "ridiculous" and add fiddlier stuff.

Well, turns out the original rules work surprisingly well in play.

Let's analyze it!

First, we'll just use:

- 100 XP per HD for monsters slain.
- Divided by level.

A fighter must (single -handedly) beat 20 orcs gets to level 2. This is no easy feat, but relatively fast.

[I find that single-handedly defeating 100 or 200 orcs to get to level 2 is an obvious exaggeration and makes almost impossible to make to level 2 if you play exactly by the book IMO].

Forty more orcs will get him to level 3.

To get to level 4, he'll have to face 120 additional orcs.

Level 5, 320 more.

Level 6 requires 800 additional orcs slain, and so on.

So there is a quick (but dangerous) ascent to level 3 and things get slower after that.

Taking down a 10 HD monster is even more dangerous than fighting 10 1 HD monster, so there are no shortcuts there either.

I like it, as levels 3-8 are the best levels to play D&D IMO.

I dislike the byzantine rules for taking dungeon level into account; IMO they're fiddly and unnecessary. I'm not sure if/how it applies to wilderness encounters. I'll skip them for now.

Supplement I: Greyhawk significantly reduces the XP gained from monsters slain, so you have to take most of your XP from treasure. But in AD&D we can see that around 10 HD monsters starting giving an average of... 100 XP per HD, or even more!


So the low HP value of weak monsters is intended to slow down the progression of beginning PCs(a bad idea IMO), or to discourage "farming XP" for high-level PCs.

But the combination of these rules seem enough to discourage any type of "XP farming", as it would either take too long or be too dangerous (e.g., taking 100 orcs at once).

The other shortcut to advance quickly is getting lots of treasure without opposition. In the DMG, Gygax admits that it is up to the DM to come up with actual XP values based on circumstances, defined very vaguely. In his example, getting 1.000 gold from 10 kobolds will only give you 50 XP... which is similar to the XP you get by defeating the kobolds in the first place!

Notice how easy it would be to say your XP gains are limited both by the HD and GP - whichever is smaller.

In other words: you get 100 XP per HD for monsters slain/defeated, and 1 XP per GP of treasure acquired, but you limit each amount XP for whichever is worse. You still divide by level.

The idea is that finding treasure without danger or "farming" XP by killing monsters without motive will give you no XP. Well, "NO XP" is probably too harsh, so maybe reduce the XP to 10% of the original value (if the PCs found 10.000 gp lying on the road, there is something wrong with the adventure design...).

Let's try a few examples.

A) You find a troll (700 XP) with 7.000 gold. You get 700 XP for killing the troll, and also 700 XP for the gold (the XP for gold is limited to 7000). Notice the gold is not exactly "wasted"; you got a lot richer!

B) You find a troll with 400 gp of treasure. Now you get 400 XP for the gold but only 400 XP for slaying the troll. 

C) You find 10 orcs (1.000 XP total) and they have 3.000 GP. You only get a total of 2.000 XP; 1.000 for the orcs and 1.000 for the gold.

(In all these examples, you can give the PCs a 10% prize for the amount that surpasses the limit; so 630 XP in example A, 30 XP in example B, and 100 XP in example C. This is a bit fiddly but still easy IMO. The important thing is that PCs advance in a speed that suits your group);

Special powers, abilities, etc. I'd just say they add 50% of the XP value to make things easier. Thus, a 10 HD monsters counts as 15 HD with one special power, 20 HD if it has two special powers and so on. I do not think you need a separate system for 6+1 HD monsters. Creatures of 1-1 or 1+1 HD might deserve special treatment depending on which cleave rules you're using, but I won't get into that here.

Treasure protected by traps. There is no easy way here; the DM has to consider how dangerous the trap is, when compared to a monster.

Averaging it all out. You do not have to do the math for each room or encounter. Just average everything out by the end of the day (or by the end of the expedition - AD&D suggests they must take the gold to town to get the XP). So if the PCs face A, B, and C in the same day, they have 2.400 XP from monsters and also 2.400 XP from the 10.400 GP they've acquired. Interestingly, this would be a reason to discourage frequent resting...

Hopefully, this achieves all I wanted from the XP system:

- Simple enough to calculate on the fly without a table or calculator.
- Requires a little less guess-work by the DM.
- Makes PCs level-up in a speed that is more to my liking.
- Very hard to exploit by acquiring treasure without danger or killing monsters for no reason.

Minimalistic addendum! All this exercise is interesting but I wonder if you could just run the game with 1 GP = 1 XP OR 100 XP per HD, whichever is better, or just divide everything by PC level. To be honest, this is probably easier. Dividing XP from GP by PC level is not something I had considered but will probably achieve the same result I'm looking for.

UPDATE: 

Thursday, January 23, 2025

AD&D DMG cover to cover - Part XI, p. 174-215 (Appendices C, D, E - Random monsters)

We've been reading the original DMG - the ultimate DM book! - but from a B/X and OSR point-of-view.

Check the other parts of this series here.

Today we discuss random monsters!





APPENDIX C: RANDOM MONSTER ENCOUNTERS

This includes extensive tables for random monsters. These are bigger, more detailed, and overall a bit better than the weird B/X / OD&D tables. Whales are not encountered in any kind of "water", but only in "deep water", etc.
"the only monsters which are included are those in MONSTER MANUAL. Two notable exceptions to this are those the mezzodaemon and nycadaemon which are found in the AD&D module D3, VAULT OF THE DROW (TSR Games, Inc.). If you do not have this module, simply ignore results calling for these monsters and roll again." 
A weird choice, but okay; the author found these two creatures important enough to be part of the core.

This section includes encounters in dungeons, outdoors, water, underwater, airborne, astral, ethereal, and also psionic encounters, whatever these are.

I'll admit this looks like it is too much for me. Underwater adventures are maybe 100 times less common than forests, at least in my campaigns.

First, there are random dungeon encounters. I do not think this is a great idea but the tables are detailed enough that they may help you create your own dungeon, with a proper theme and hopefully some coherence. 

There is a big focus on balance here; in theory, players can only find the strongest dangers if they travel deep enough (alike wilderness encounters, where they can suddenly face a couple of dragons). This has indeed some "mythic underworld" vibe, with little regard for naturalism/realism/etc: the deeper you go, the bigger and more numerable the monsters become. You can find a dozen bandits on level 1, but there is 120 of them if you find them on level 10.

You can also find adventurer NPCs, each extremely detailed, including random magic items. It is not clear how - and why - are these tables different from the ones in the appendix P.

The book recommends you prepare several parties/NPCs in advance. Looks like a lot of work, but fortunately we might have some tools like this one to make it automatic.

Underwater encounters are simple enough, but detailed - they are "are divided into those which occur in fresh water and those in salt water (seas and oceans). Each division is further broken down by depth - shallow and deep water encounters". Not much to comment here, and not much use for me as noticed above.

ASTRAL & ETHEREAL ENCOUNTERS are next. These are completely baffling to me. The explanation might be elsewhere; I might have read and forgot about them, or skipped it (probably they are the result of some spell?). The glossary indicates there is an explanation in the PHB, so its my fault for not reading it first. 

After some research, it seems these pertain to a certain spell, so maybe they should be include in that context. Like underwater encounters, I feel these won't be used often.

In any case, these are evocative and very interesting. It makes astral/ethereal travel feel dangerous and exciting.

PSIONIC ENCOUNTERS may happen if PCs are using psionic powers - these apparently can attract demons and other entities, which is sinister. These seem to manifest out of thin air (since the yellow mold doesn't move IIRC), so I'm not sure why the book suggests "Roll until an appropriate encounter occurs, ignoring inappropriate results" for this particular table only.

OUTDOOR RANDOM MONSTER ENCOUNTERS is the meat of the chapter. It has tables and subtables for Inhabited areas, Uninhabited areas, Castles, multiple types of terrain in various climates (artic, subartic, temperate, etc.), plus some setting conditions like "faerie", "Pleistocene" and "Prehistoric".

Well, Pleistocene is part of "Prehistoric", but here it means "Age of Dinosaurs", as indicated by the table. The book adds: "Feel free to devise your own encounter matrix for Jurassic, Triassic, or other period with non-aberrant creatures.". 

Why are there no mountains, hills river or seas in the age of dinosaurs? No idea. Probably it is the other way around: in D&D-land, you'll only find dinosaurs in these places.

Pleistocene conditions are somewhat to Sub-Arctic Conditions, without fantasy creatures such as trolls, etc.

I can IMAGINE the Pleistocene/prehistoric tables could be combined for a pulp/S&S campaign, but then you'd also need a river/sea table without nixies, hobgoblins and such. as written, maybe they are meant to apply to certain "lost world" parts of your settings - despite dinosaurs and mammoths being found in the regular tables too.

Putting everything together looks like a bit of a headache, but hopefully this too can be automated (I am sure there is an online roller somewhere, please let me know in the comments!). This one is based on 2e.

AIRBORNE RANDOM MONSTER ENCOUNTERS is short and sweet: "simply use the appropriate
OUTDOOR RANDOM MONSTER ENCOUNTERS table [...] but an encounter occurs only if the creature indicated is able to fly or is actually flying."

CITY/TOWN ENCOUNTERS are meant for unexplored cities, basically. They seem to happen incredibly often ("every three turns"), probably because you meet people all the time in a city, but many will simply ignore the party. 

Checking that often must be a bit of a hassle in practice; maybe we could just check a few times a day for "memorable" encounters that are likely to approach the party.

Also worth noticing that ordinary people seem to be a small percentage of encounters. I'd assume there are more, but unlikely to make memorable encounters. As written, these tables make cities extremely  dangerous, full of demons, undead, and bandits, maybe even more than the cities of S&S like Lankhmar.

BTW, this is where you can find the infamous "harlot table" that describes encounters with "brazen strumpets or haughty courtesans".

We also get ANOTHER table to generate magic items for NPCs, for reasons I cannot fathom.

APPENDIX D: RANDOM GENERATION OF CREATURES FROM THE LOWER PLANES

This is, basically, a generator of random demons, devils, etc.

I LOVE this chapter. This is a precursor to Teratogenicon and all similar books.

Basically, it makes each creature weird and unique, from head to toe, including stats. Here is one example created by this generator:

Demon #1
---------------------------------------------
Frequency: Uncommon
No. Appearing: 3
Armor Class: 0
Move: 15"
Hit Dice: 9
No. of Attacks: 3
Damage: 3-9 (Mouth), 2-12 (Each Arm), 
Special Attacks: Summon/Gate, Spell-like Abilities, 
Special Defenses: Acid Immunity, Weapon Immunity, Cold Immunity, 
Other Abilities: None
Magic Resistance: 45%
Intelligence: High
Size: L
Psionic Ability: Nil
Strength and To Hit/Damage Bonuses: 18 (00) (+3/+6)
---------------------------------------------
Appearance:
Head: Human-like  / Knobs
Overall Visage: Wrinkled - Seamed
Ears: None
Eye Color: Metallic
Eyes: Huge, Flat; Two-Eyed
Nose (If Necessary): Slits Only
Mouth: Tusked; Tiny
Bipedel Torso: Ape-like
General Characteristics: Short and Broad
Tail: None
Body Odor: Urine
Skin: Leathery/Leprous
Skin Color: Reddish
Back: Normal
Arms: 2Hands: Taloned
Legs and Feet (As Applicable): Suctioned
Pictured by Grok using data above.

This technique is great to keep things fresh and keep players guessing, although all fiends share some traits (e.g., magic resistance).

Teratogenicon extends this reasoning to other creature types: undead, aberrations, monstrosities, etc.

APPENDIX E: ALPHABETICAL MONSTER LISTING

A list of monsters and their stats. Probably based on the Monster Manual. No stats for the mezzodaemon, but more than 20 lines for hydras with varying number of heads.

Overall, these appendixes are good, despite some redundancies, weird choices, and mixing things of dissimilar importance without clear distinction, which seems to be a common trend in the DMG.

NOTE: there is a California Wildfire Relief Bundle on DTRPG. It has lots of Savage Worlds (including Savage Worlds Adventure Edition) and a couple of OSR games. "By This Axe I Hack!" and "There and Hack Again" are the most interesting to me.

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Saturday, January 18, 2025

Magic Item inflation in AD&D

Modern D&D is sometimes accused of turning PCs' into "superheroes". 

I have been accused of similar transgressions for daring to add feats to my OSR games.

"Hero, not Superhero", from Matt Finch's primer, is a popular motto. 

Of course, you cannot take it at face value - "superhero" PCs were in Chainmail, even BEFORE D&D (they are roughly equivalent to 8th-level fighters).

Likewise, a 8th-level magic-user can fly, cast fireballs, turn himself and other into frogs, etc. Clerics can raise the dead by this point!

Finch says PCs become Batman, but not Superman (he must be referring to fighters - not even Superman can turn people into frogs or raise the dead. Also, Batman is a superhero. But I digress).

Maybe Iron Man might be a better example.

AD&D PCs, even fighters, become spectacularly powerful due to their equipment.


The problem starts on level one. As @ericbabe noticed, in "Lord of Darkness", a classic AD&D module:
For defeating 12 skeletons and a 5-hp crazy woman the first level party earns:
- a ring of invisibility
- a ring of feather falling
- two maces +1
- 800 gp
I noticed a similar (but less extreme) pattern when running classics module in my own campaign. 

[And OSR adventures seem to follow this trend too - I've noticed in in BFRPG, DCC and LotFP modules].

It is difficult to have a precise measure of a high-level PC's power, since so much depends on which modules you run and how well the players do.

The DMG has some guidelines on creating high-level PCs in Appendix P. The rules are generous, albeit not as generous as the example above. For example, a 2nd level PC has only 20% chance of having a +1 magic weapon, plus 30% chance of magic chain armor.

I would guess reality is much more plentiful for surviving PCs, not only using published modules but also using the random item tables from the same book (the 1e DMG). Gygax himself recommend GMs to limit the number of magic items found, IIRC.

There is an easier way to analyse high-level AD&D PCs, however: using the pre-generated characters from classic modules. There is a great compilation in Dragonsfoot.

Let's look at some examples:

The A series has level 4-6 PCs with +1 or +2 weapons and armor, plus some potions and scrolls. Looks reasonable to me.

In the D series, we have PCs from varied levels (around 7-10). Now each PC has several magic items, usually AT LEAST +2 weapon and +2 armor, and we start to see negative ACs.

In the G series, PCs are around level 10-12. There is a level 14 fighter ("Frush") with 104 HP and -5 AC, and a level 12 cleric with -1 AC. The Level 9 Dwarf Fighter has AC 0, a Dwarven Hammer +3, Ring of Invisibility, Boots of Striding and Springing, among other things.

[There are also a few intelligent swords int here. They allow fighters to cast magic spells.]

These PCs would win against an army of OGRES, and I mean that quite literally: even Frush by himself can easily defeat one hundred of them if only ten can attack at once. 

Now, I have never seem -5 AC in any of my games. That is because, despite using feats, I am not as generous with magic items.

How about other editions?

I think B/X might be slightly better less generous in this regard. You can play with this cool generator to see for yourself. I wont say this is ideal because I think B/X fighters are too weak and you shouldn't nerf them.

I am not sure about others; I remember 4e giving away lots of magic items but in hindsight maybe it is not that different from other editions. 

Old-school players sometimes complain about "HP inflation" which is kinda true, but nobody talks about magic item inflation.

5e has tried to limit magic items in important ways.

This is from Xanathar's (5e):


A party gains one hundred magic items during level 1-20, but most of these are consumables.

While this sounds similar to Appendix P, I think it is likely that some AD&D PCs might get even more using random treasure, and definitely a lot more if they get a few magic items for every dozen skeletons they face (OTOH, if they also get 800 gp, they'll level up quickly...).

One important aspect of 5e is attunement. Some powerful items require a certain "bond" with the user, and you cannot have more than three of those. These include bracers of defense and rings of protection, for example.

On the other hand, 5e PCs have a lot more features than AD&D PCs. There is a some balance there; some of the PCs' powers are intrinsic, other are form items, while in AD&D most special powers come form items (at least for fighters).

I must say I'm not a fan of having that many magic items.

Characters like Conan, Fafhrd or John Carter (Appendix N) are heroic (or even superheroic?) because of their own prowess, not because they carry many magic items.

[One noticeable exception is Moorcock's characters, who do get several].

That's why I prefer feats. And they can be very simple: just give a PC "+1 to swords" instead of a "sword +1", or "+3 block" instead of a "shield +3". Like magic items, feats can be distributed randomly if you want.

In short, even old-school PCs can become superheroes with amazing power. They also have their "builds" and "powers" that they create with magic items. Whether you want these powers to be intrinsic, extrinsic, or both, is up to the DM, who will decide what is best for his style.

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Monday, January 13, 2025

AD&D DMG cover to cover - Part X, p. 169-173 (Appendices A, B - Random dungeons/wilderness)

The project is back after a long hyatus!

We've been reading the original DMG - the ultimate DM book! - but from a B/X and OSR point-of-view.

Check the other parts of this series here.

The meat of the book is finished; now we move on tho the appendices, and these are almost as important as the main text (in fact, there is often no clear reason for why something is in the appendix rather than another chapter).

Today we discuss random dungeons and wilderness!

Unfortunately, I'm not a big fan of those; I invite anyone who has more experience with them to share it with us in the comments!

Anyway.

APPENDIX A: RANDOM DUNGEON GENERATION

This part contains brief advice on how to make a dungeon and multiple tables to generate one randomly.

I am not a big fan of random dungeons; I find them nonsensical and often cliched.


Last time I need a "dungeon" I took a castle map online and populated the rooms in an interesting, coherent manner - according to a theme (haunted castle) - and I was very satisfied with the results.

Can the Appendix A provide something more flavorful?

I'd have to try them in practice. I never actually did; I remember seeing some examples online, but nothing impressed me. Please let me know about any examples you have!

But let's see those tables.

There are 5 "start areas", which seem too weird and not sufficient. With the exception of number 4 (maybe?), they simply do not resemble any actual building, nor do they give an "mythic underworld" vibe (dungeons always start with stairs and they have lots of stairs - maybe they are "created by a mad mage" stuff).


In the same manner, the tables indicate long corridors and lots of 45º degrees passages.

In short, this produces a very specific type of dungeon, ideal for mapping on a square grid, but not much else. Your result will look like a "vanilla D&D dungeon", but not like a cave, castle, ruin or spaceship.

The tables that fill these rooms are a bit better; basically, they add monsters, treasures and traps. Enough variation to make things interesting.

Appendix I adds more interesting stuff to dungeons. Why not put it closer? No idea. But we'll get there!

(BTW: my own book Dark Fantasy Places has some ideas on these topics).

Curiously, the book indicates that "the random dungeon generation system is easily adaptable to solitary play", which is a play-style that became much more popular in recent years.

In short, maybe a cool mini-game, but doesn't seem to create great dungeons, unless the DM adds a lot of input.

EDIT: as waywardwayfarer note in the comments, there is an app inspired by the appendix A. Try it for yourself to see if this is the kind of game you want: https://www.blogofholding.com/dungeonrobber/

APPENDIX B: RANDOM WILDERNESS TERRAIN

This is similar to dungeon generation, but shorter. The first paragraph explains that:
If a wilderness expedition moves into an area where no detailed map has been prepared in advance, the random terrain determination system below can be utilized with relative ease for a 1 space = 1 mile, or larger, scale. In using it, however, common sense must prevail. For example, if the expedition is in the north country the forest will be pine or possibly scrub, while in tropical regions it will be jungle. Similarly, if a pond is indicated in two successive spaces, the two should be treated as one larger body of water. The Dungeon Master must also feel free to add to the random terrain as he sees fit in order to develop a reasonable configuration. In any event, the DM must draw in rivers, large lakes, seas, oceans, and islands as these features cannot easily be generated by a random method.
I don't think random wilderness is a good idea, for several reasons: first, it often produces incoherent maps. It would also take a HUGE time and effort unless you automate it - even a small area requires hundreds of rolls. In addition, mountains can be seem from many miles away and it'd be absurd for the PCs to suddenly find one.

You'd be better off just drawing your own map in advance without any help - which is FAST and EASY. 


The DMG seems to recognize these limitations and only suggest you use this "where no detailed map has been prepared in advance".

There is only a couple of tables here: terrains and inhabitation. Only 10% of hills (and ZERO percent of mountains) contain forests, which seems weird. The DM probably has too choose those, or he'll get hills with forest in the middle of the desert.

Again, my Dark Fantasy Places has some additional tables that might be useful.

If you use 1 hex = 1 mile, the map seems a bit crowded (one hex out of six has something, from single dwellings to cities of 10,000 people). 

Still, it does a decent job of balancing small hamlets, cities, castles and ruins. This is evocative stuff. Unlike mountains, you COULD conceivable find a small castle/ruins in the woods by accident, and it could be the beginning of a great adventure.

BTW, if you want LOTS of tables about the subject, you can check this post in Knights & Knaves Alehouse. Again, it looks like too much to tackle without automation but it is FULL of cool ideas!

Coming next... RANDOM ENCOUNTERS AND MONSTERS!

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Friday, January 10, 2025

Dead-end mechanics

When I was analyzing the 1e DMG - a project I plan to complete in 2025 - I noticed it has several interesting sub-systems. 

While I prefer simpler games, I can see the value of having interesting detail to your games, no matter how idiosyncratic (for example, AD&D seems obsessed with polearms, while swords do not seem to get the same attention).

There was something bothering me about AD&D and it was not the bits that felt unnecessarily complex. The system felt a bit disjointed and I couldn't quite explain it until I gave it a name: dead-end mechanics.

This is not something specific to AD&D - it can potentially happen in any RPG, and it might be closely related to what makes RPGs unique.

AD&D is a good example only because it has so many moving parts.

Let's try a definition: dead-end mechanics are parts of an RPG system that do not meaningfully interact with other important parts, especially when those other parts are thematically related.

This definition can be improved, but let's give some examples.


Example 1. Disease, ears and hearing

There is a curious idea in AD&D that you can check monthly to see if the PCs suffer from parasites or mild ear disease. While this feels un-heroic and not particularly exciting, I can see that it would give a campaign a gritty/realistic feels and a sense of urgency (TIME must always have a COST).

[It can also add some gravitas to fights against giant bats, rats and even wolves].

However, the effects of such diseases on usual dungeon activities are not always described. There would be some obvious solutions - for example, diminished chance of listening to doors or greater chance of being surprised - but the book simply does not address this.

If you lose hearing in BOTH ears, the results on "listening to doors" are obvious, even if not described - we'll get to that later. In any case, the results on surprise are not clear.

Similarly, there is no exact consequences to the loss of an eye for ranged attacks, for example.

(Another curious example here is venereal disease. Since the game includes no benefits to intercourse, this just feels disjointed from everything else. Pendragon, for example, has rules for lust and descendants, which might suggest a bigger focus on such issues. Also, the game mentions herbs/gems that ward off disease, but not how they actually affect disease rolls).

Example 2. Time - initiative, segments, weapon speed


There is simply a lack of obvious connection between surprise, weapon speed and thief skills. They don't seem to communicate... but they obviously should!

Can a thief surprise a foe with his silent movement? Should a fast weapon be ideal for this job? Can you get more attacks with a fast weapon if your foe is surprised? I'd say "yes" to all of those, but the book either doesn't make it clear or indicates that the answer is negative.

There is also also no clear connection between the speed of melee weapons and ranged weapons, and they seem to work differently in the surprise segments for no apparent reason.

Example 3. Levels, abilities and dungeon/wilderness skills

This is not an AD&D thing, but something common to most versions of TSR D&D. 

As the PCs level up, they get better at fighting and surviving, but they do not seem to improve in any other dungeon activity: listening to doors (or breaking them down), find their way in the wilderness, hunting, etc.

The thief is the main exception here, since most of his skills are dungeon related and get better with level. 

Curiously, the ranger does not have many special skills in the wilderness: he is not better than any other PC when finding his way in the forest. He can cause upraise and avoid being surprise in any environment, but it is unclear how this fits with the vaguely similar abilities of thieves and even halflings.

Example 4. Drowning

I don't remember the source of this; could be some version of Labyrinth Lord. 

But the rule was something like "if you try to cross a river in plate armor, you have 90% chance of drowning".

Just flat 90% (or whatever). Your strength, level or class do not matter. HP? Save versus death? No. You just drown.

Are dead end mechanics even possible?

While I find these mechanics undesirable, I do think there is a natural limit to dead end mechanics.

As I mentioned above, it is obvious that if you lose hearing in BOTH ears you cannot "listen to doors", although the game does not say that, nor does it describe what happens if you lose hearing in ONE ear, which is much more statically probable.

This has something to do with the uniqueness of RPGs.

RPGs give fluff and crunch a peculiar bond, to the point that fluff IS crunch and vice-versa.

This is a long discussion, but in short, in RPGs a spear will NEVER be identical to an axe, even if both deal have the same damage, weight and cost. An axe will ALWAYS be more useful to take down a door even if the game doesn't say so.

My point is: if taking down doors is a frequent activity, the game should address this difference explicitly.


How to write better mechanics

My ideal game would have a big level of integration between the different rules. In the most frequent cases, this should be explicit to make the GM's job easier.

Modern D&D sometimes does a better job at connecting various mechanics. For example, a Constitution saving throw relies on ability AND level AND class. But, sometimes, it creates MORE problems of this kind, like the fact that 5e D&D has at least TWO unrelated ways of disarming opponents (one of them optional), with no clear relation. 

I must mention Quidditch as a negative example (despite not being a big fan of Harry Potter). While there is some nuance, it often feels like two guys are playing an entire different game that has a flimsy relation to the rest of the players and a huge possibility to make all other efforts void.

["A Seeker catching the Snitch ends the game and scores the successful Seeker's team an additional 150 points (15 goals). As the team with the most points wins, this often guarantees victory for the successful Seeker's team." - source].

But maybe I can express this point visually, using the two images in this post.

The spheres represent game mechanics. The biggest ones are the most important/common. They are connected by lines; e.g., Constitution and level should both have direct lines to HP, but Constitution does not necessarily have a direct line to level or saving throws.

The first image in this post represents a disjointed game: no clear center, with some important mechanics disconnected from others.

The second image is closer to my idea: the most important spheres are near the center and strongly connected; disconnected mechanics are few and unimportant.

I think there is more to be said about the subject, but I'll leave it here for now.

As a suggestion, I'll say we must consider what are the central mechanics of a game (maybe abilities,  levels, classes, maybe also time, money, XP, encumbrance, etc.) and how they related to each other. Dead-end mechanics should be rare.

Sunday, November 05, 2023

AD&D DMG cover to cover - part IX, pages 114-169 (MAGIC RESEARCH/ITEMS and TREASURE)

We´ve been reading the original DMG - the ultimate DM book! - but from a B/X and OSR point-of-view.

Check the other parts of this series here. 

Today we discuss MAGICAL RESEARCH, USE OF MAGIC ITEMS and TREASURE.


MAGICAL RESEARCH 114
— CREATION OF HOLY/UNHOLY WATER 114
— SPELL RESEARCH 115
— FABRICATION OF MAGIC ITEMS, INCLUDING POTIONS AND SCROLLS 116
— NON-STANDARD MAGIC ITEMS 118
USE OF MAGIC ITEMS 118
— COMMAND WORDS 118
— CRYSTAL BALLS & SCRYING 119
— DRINKING POTIONS 119
— APPLYING OILS 119
— POTION MISCIBILITY 119
— ENERGY DRAINING BY UNDEAD OR DEVICE 119
TREASURE 120
— RANDOM TREASURE DETERMINATION120
— EXPLANATIONS AND DESCRIPTIONS OF MAGIC ITEMS 125
— Potions 125
— Scrolls 127
— Rings 129
— Rods, et al (Including Staves and Wands) 132
— Miscellaneous Magic 136
Artifacts and Relics 155
Armor and Shields 164
Swords 165
— Miscellaneous Weapons 168

MAGICAL RESEARCH

This section contains detailed rules explaining how the PCs can create potions, spells, scrolls and magic items in general.

It mixes "hard" rules (e.g., costs and durations for the various tasks) with common sense advice (e.g., do not allow spells that are too powerful, compare new spells to existing ones, and so on). 

Holy water is treated first, apart from other potions/items, for no apparent reason. Nothing particularly interesting here.

Spell research is next. The rules are simple enough: "The basic cost for spell research is only 200 gold pieces per spell level per week", research takes a couple of week per spell level (and total dedication from the researcher).

There is an easy formula to calculate chances of success. Since the process requires repeated rolls, the chances of success look very slim.

Fabrication of magic items, potions and scrolls begins by saying "A properly run campaign will be relatively stringent with respect to the number of available magic items, so your players will sooner or later express a desire to manufacture their own".

Keep this in mind.

Beginning at 14th level an illusionist may attempt to make items with a truly permanent dweomer, such as a +1 dagger or a ring of protection, for example.

I find this example interesting for two reasons: it would seem that a +1 dagger is very weak for a 14th level illusionist; and there is no +1 dagger on the rest of the chapter (see below). But this is just a curiosity, it doesn't affect the example.

Potion creation is also described with relatively simple rules. They may require special ingredients, such as powdered kobold horn or a mind flayer brain. Neat!

Scrolls follow the same pattern: some clear and somewhat arbitrary rules, some interesting details (about the fabrication of ink), etc.

Magic item creation is described in a vague manner; apparently, the rules must be completed with the PHB.  

One example mentions using a "wish" spell to create a ring of spell storing. I am almost tempted to check to see if the PHB explains why you can't just with for such a ring, but I'll focus on the DMG for now.

"In all cases, the manufacture of any magic item other than a potion or scroll will be so debilitating as to necessitate the maker to rest for one day for each 100 g.p. of the item’s experience point value, i.e. one with a 2,000 experience point value means 20 days of complete rest.". 

Okay.

USE OF MAGIC ITEMS

This section describes miscellaneous questions: command words, crystal balls, drinking potions (it takes 1d4+1 "segments" for them to work), oils, and energy draining by undead and devices - which apparently has almost NOTHING TO DO WITH MAGIC ITEMS, except for the fact that one or two magic items (out of hundreds) can drain levels (like undead).

Sigh.

Well, we do get a very cool table about what happens when you mix potions - they might cancel each other, improve, turn into poison or even EXPLODE - sometimes after you have imbibed two portions! 

Fun stuff!

TREASURE

This section does not talk much about all kinds treasure, but mostly about magic items (plus MAPS). There is no mention of other possible treasures, such as art, fine clothing or luxurious items.

"PLACEMENT OF MONETARY TREASURE" is back in page 91.

A hoard may contain a map to another treasure. Nice. Keeps PCs adventuring.

This map will lead to more magic treasure about 30% of the time.

Magic treasure contains 2-3 items on average.

Remember that "a properly run campaign will be relatively stringent with respect to the number of available magic items"? I'm not sure the author followed this advice, but this is an error already admitted back in the treasure section. I mean, the campaign section.

Here, the author also advises to "Keep potent magic items rare. (Increase scarcity by destroying or stealing what is found!)". 

To me, it would be easier just to give away fewer items.

Pages 121-169 is just a long list of tables and magic items.

And, I must say, this one is incredibly creative and comprehensive.

The author really knocked the ball out of the park with this one.

There are hundreds of items, with sub-tables to give them unique traits, resulting in literally millions of possibilities.

Lots of things have values in gold and XP. 

Some items are almost self-explanatory (sword +2), other require detailed explanations. 

There are a few ridiculously tautological descriptions such as:

"Leather armor +1 is usable by those characters permitted to wear this form of armor."

Several items have unique effects. Some also have unique stories. 

There is not much about their appearances, unfortunately, except to notice magic items often look ordinary (the word "normal" is also mentioned many times).

Sometimes, items look like other magic items, that look ordinary... which doesn't make much sense. For example, the Horn of Bubbles "appears as a normal horn, or possibly any one of the many magical  ones". 

In other words: some magic items look ordinary. But the PCs will know some of them are magic anyway - and end up using cursed items because of that.

---

Allow me a brief detour. 

This is from Supplement I - Greyhawk:
Horn of Bubbles: This device exactly resembles a Horn of Valhalla, but when it is sounded it will bring forth a cloud of bubbles which surround its holder, completely obscuring his vision for 4-12 turns.
Greyhawk doesn't explain if there is anything special about the looks of the Horn of Valhalla (except the metal from which it is made).

In short, the author seemed to assume initially that the players would know a Horn of Valhalla, and then the Horn of Bubbles was created as a trap. But now both look ordinary, and the "trap" only works if you detect magic on it and hope for a positive effect. And the Horn of Valhalla is, by itself, a trap now (unlike the original version, you have to be a certain class or get attacked).

Anyway, I find these "trap items" curious, but for my players I'd give some items a distinct appearance and let them try it at their peril, without the need for confusing a magic item for another.

---

Scrolls are described here too. The author obsessively assigns different reading times, in segment, for each scroll. I cannot see myself powering through to this level of detail.

Rods, staves and wands are implement to create various magical effects. Each has its own limited number of charges. The obsession with segments often appears here too.

"At your option 1% of all wands are trapped to backfire." 

Yes, please!

MISCELLANEOUS MAGIC is a catch-all category of magic items. It includes swords (separated from other weapons - and "scimitar" is under other weapons...), armors and shields, in addition to powerful artifacts and relics.

This organization feels completely arbitrary, like many other DMG sections.

But the contents are awesome- the book includes most D&D classic items you can think of: Bag of Holding, Book of Vile Darkness, Deck of Many Things, Figurines of Wondrous Power, Gauntlets of Ogre Power, Ioun Stones, Portable Hole... in short, more items than you could ever use, and this is before we get to artifacts and relics!

So, let's get to them!

"Each artifact or relic is a singular thing of potent powers and possibly strange side effects as well. Regardless of how any of these items come into your campaign, only 1 of each may exist." 

These things are truly legendary - the book gives you a description, but you must assign powers and effects by yourself from other tables:


Because of the unique nature of each artifact and relic, their powers are only partially described. You, the Dungeon Master, must at least decide what the major powers of each item are to be. This prevents players from gaining any knowledge of these items, even if they happen to own or read a copy of this
volume, and it also makes each artifact and relic distinct from campaign to campaign.

As you can see, the fear that players might know the items beforehand was constant - but not a real problem in my games.

While this is a nice idea to provide great variety and mystery to magic items, it looks like a time-consuming process (the powers are not organized in a "random table" fashion; you choose them instead of rolling) and weakens the "mythic" significance of the items somehow (e.g., legends about the Axe of Dwarvish Lords should tell you about its properties - but since the Axe appears randomly, you're unlikely to assign effects before the PCs find it).

I can understand the reasoning - some effects would not mix well with certain items. But maybe you could list most effects and add some notes on replacing them as necessary.

These artifacts, as you can see, are very busy; the axe has lots of special powers even before you add your own.

There is not much more to say about swords, armor, etc., except that, again, all the classics are here: intelligent swords, Vorpal swords, Mace of Disruption, etc. Some are inspired by classic fantasy, of course, but overall this is a comprehensive list.

Most swords (and daggers) shed light when drawn, which is a good idea because it allows fighters to take advantage of them without detect magic. This doesn't seem to apply to maces, axes, etc.

A table of random weapons and another table of random weapon effects would be nice. But this is not hard to extrapolate from existing weapons and tables (e.g., the table in page 125, that lacks a simple "dagger +1", and the one for swords on page 124). 

Overall, these items are all very flavorful and varied. They resemble myth, fantasy, sci-fi, weird science, and even cartoons. The author suggested some restraint when allowing different races. Here, the reasoning seems to be that "everything goes". 

And I think this makes the game more fun. You could use this list to any weird setting.

Some final notes:

Armor of +3 bonus is of special meteorite iron steel, +4 is mithral alloyed steel, +5 is adamantite alloyed steel.

Makes me think a +1 weapon could simply be made of "Valyrian" or Damascus steel, for example, something I considered here.

Axes (hand, not battle) can be thrown up to 3” with the hit probability bonus, but no damage bonus.

Note to self: write a post about how old school D&D was right to limit the damage caused by ranged attacks.

And... that is it. We finished the main part of the DMG! 

The rest in appendices - which contain some great stuff too.

What have we learned today?

This is one of the best sections to use with your B/X games (or any OSR game). Having clear rules to create/buy potions and magic items is handy. Having more magic items to choose from is useful. Powerful weapons are a cool addition for fighters.

Despite any criticisms about the organization and verbosity (and I know I have been too harsh at some points), these items are classics, and will certainly add fun and variety to your table.

It is very interesting to look at the 5e DMG and see that, compared to the original, the "improvements" were really limited - and I don't remember many games with better magic items either (IIRC correctly, Numenera is largely based around discovering magic items, but I haven't played it).

BTW, check Dark Fantasy Magic Items if you want something leaner, with more random tables, or 100 Magic Weapons for finished examples.

Coming next... the APPENDICES begin! 

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