The first couple of weeks of “sessions” – in fact, multiple
30-60 minute sessions each week, in the evening after putting the kids to bed,
sorting any extra food, and doing some household jobs – saw my wife and I
create 1st Edition characters and throw them into the World of
Greyhawk. What I’ll try to discuss herein is our experience of character
creation, and next time I’ll look at the module I picked and the first
adventures.
So, character creation. Helen created three PCs, I created
four – hers to command, but I’d do the admin and run them. Of course the very
oldest-school answer here would have been to make her gather some henchmen and
hirelings, but in a duet game, ensuring the player has loyal allies to rely
upon – at least in a team game like D&D – is valuable. I actually ended up
not using any of the official Ability-generating methods in the DMG or UA, but
rather 4d6 in order, keeping the highest 3 dice. I rolled a number of arrays –
10 or so, I think, for the first seven characters we created, with the lamest
of those sheets being dropped into the void.
My wife created a Druid (because the stat requirements were
reached!), a Fighter, and a Thief, and I added a Fighter, Magic-User, Cleric,
and Thief to that. I wrote up the character sheets, and custom-formatted them
in Word as we went, which may seem insanely inefficient, but is a way I’ve
always found useful in learning game rules. When you’re forced to churn through
everything a character has or does, you get a much better impression of what
the game consists of – though you don’t necessarily get a complete grasp on “what’s
good”, which depends on how adventures or whatever are designed.
Things that struck me in character creation: (1) how it
rewarded a systematic approach; (2) how it suffered, as everything in 1e does,
from the disorganised nature of the rulebooks – less bad than their worst
detractors claim, but bad enough at points; and (3) how enjoyable it was.
The first point only really applies to me learning the
character creation system, and the derived stats – a player using a automated
sheet wouldn’t need to be as systematic as I was, and if given an Idiot’s Guide
would, I think, get through it all fairly quickly (as quickly, if not quicker,
than a 5e character, though in general terms it’s simpler to make a 5e
character).
The second is exemplified by the need to discover
encumbrance. You might as well do it at character creation, as that’s where you
discover your Strength bonus to your carry limit, and where you buy equipment.
But where do you find out item weights? Well, page 37 of the Player’s Handbook,
after the equipment price list (which is perfectly well-presented), has “Weight
and Damage By Type” for melee weapons and for ammunition, with weight in Gold
Pieces; page 27 of the Dungeon Master’s Guide has the weights of armour, in
Pounds; the weight of common items such as flasks, grapnels etc is on page 225
of the DMG, with weight in Gold Pieces...oh, and missile weapons are listed on
that mundane items list in the DMG, too. Three pages across two books, two of
the references being in a book the players shouldn’t have access to. This is,
obviously, terrible organisation, and wait – we’ve got two different measurement
systems, and we haven’t even learned how Encumbrance works or affects anything,
which is all explained on pp101-102 of the PHB. And carry capacity for
containers is in none of the corebooks, but instead, apparently, on the
Character Record Sheets (I got capacities from a useful website).
Encumbrance is actually a brilliant and worthwhile mechanic
in 1e, where Gold=XP (hence gold pieces weight as one of the two measurements –
with 10gp=1#). Far from being pointless maths, it informs not only movement
rates, but a far wider strategic part of the game – what do you take to the
dungeon, knowing you need stuff to solve problems, whilst still having space to
carry back all-important loot. (Hmm, this 5gp weight gem worth 500gp is much
lighter than 500gp in coins...and 500gp in gold coins is much lighter than the
equivalent in silver, which is 10,000sp.) And I have to say having to search
through the books has familiarised me with a lot of the rules in greater depth
than before. But it’s not a way to encourage players to persevere with the
system!
But my third point was how enjoyable character creation was.
There’s not much heavy customization at 1st Level aside from
equipment purchases – Fighters choose Weapon Specialisation (per UA, and my
sense from researching people’s very mixed views is that it’s nowhere near as
unbalancing as is claimed, at least over the course of a campaign), and that’s
more or less it. Obviously you pick Ancestry and Class, but beyond that a lot
of the stats-side of things is automatic – Thief Skills are generated by
Ancestry and Abilities, Magic-User and Illusionist spells are randomly
generated (the DMG method is plainly better, and I defend the use of
randomization here; we played BTB rather than letting the M-U pick), and so
forth. Partly, the lack of customization was part of the fun; seeing the
character take form emergently was interesting. It also wasn’t all that
painful, once I’d done it a couple of times – as I say above, the process
itself isn’t super-complicated, if explained concisely.
The differences between Ancestries and between Classes begin
to really come out at character creation – in one sense, in many of the same
ways that Classes are differentiated in some later editions, most obviously 3rd
or 5th (2nd, obviously, is vastly more similar to 1st
anyway). However, when I look at 5th, and at the relative robustness
of every class (max HP per starting HD, 1st HD is d6 for
Wizards/Sorcerers), at the cross-over between every class (Eldritch Knight
Fighter, Hexblade Warlocks, and Arcane Trickster Rogue are a good trio to
compare), at the universal set of skills all character share, which are
modified generously by Abilities...there is much less differentiation in 5e
than in 1e. Yes, lots of people could have told you that, but I’m telling you.
And differentiation is fun.
Characters needing each other is fun.
You actually see this when browsing through spells – 1e
spells are often, meta-to-meta, better than their 5e equivalents, and are much
more sharply distinguished by class. This sounds surprising. Surely 5e is the
Generous Old-School-Feel Edition; PCs, especially from 3rd level,
seem invincible, everyone gets a prize, etc. But just compare parallel spells:
(a)
5e’s Protection from Energy - 3rd
level Druid spell, casting time 1 action (main component of a 6-second round), 1
target, duration 1 hour, requires caster Concentration (which can be broken),
damage of the chosen elemental type is halved.
(b)
1e’s Protection from Fire (3rd
level), Protection from Lightning
(4th level) – Both Druid spells, casting time 5 segments (30
seconds of a 60-second round), 1 target, no Concentration required. Duration
differs – for the Druid, it’s infinite until magical damage breaks it. For
other targets, it’s (10 minutes x Druid level). The effect, for the Druid, is
that they are immune to all normal damage from that element, and can soak up to (12 damage x Druid
level) of magical damage before the spell is broken. For other targets, they gain
immunity to normal element damage, gain +4 to Saves vs magical attacks requiring
saves, and magical damage is halved for the duration.
Sure, in 5th Edition, there’s much less
opportunity cost for memorizing Protection from Energy, but it’s also really
not very good. Its casting time is fine, it covers more damage types than the
1e equivalents, and halving said damage type is good, but it requires
Concentration, thereby sucking up the Druid’s ability to cast other big spells,
and halving damage – in 5th – is not a massive effect for a 3rd
level spell slot. It has a very niche use if buffing a big guy for a one-on-one
battle with a dragon or something. I have never seen it used in my experience
of 5th, over several campaigns involving Druids.
On the other hand, Protection from Fire and Lightning are
both good spells. Fire is hardly uncommon! As a self-targeted spell, it’s an
incredible defence for the Druid – immunity to normal instances of the damage
type in perpetuity, at least until
such time as the Druid takes sufficient magical damage. At lower levels, that
will range from 36 points at 3rd Level, to 72 at, say, 6th
Level. By 5th or 6th level, the Druid will regularly be
able to soak the full brunt of a dragon’s breath attack, one of the most
reliable killers in 1st Edition. And remember – though the duration
is shorter for the Druid casting the spell on someone else, it has the same
mundane fire protection, and some healthy assistance on magical damage. A
54-damage breath attack could be halved once via a successful Save vs Breath
Weapon (at +4 due to the spell), and then halved again by the soak element of
the spell. 14 damage is often survivable for a 4th-6th
level character. There’s a reason these spells often poll highly in “best Druid
spells” lists for 1st Edition.
There are two significant balancing factors, demonstrative
of the 1st Edition mindset: you memorize individual spells for use,
not a spell list for fungible use, so if the spell is poorly chosen, that’s a
slot wasted for the period (12 hours including rest needed to memorize a new 3rd
level spell, if my memory serves). And casting times make casters more
vulnerable to interruption and wasted spell slots in 1st Edition – 5
segments means there’s time for opponents to hit the Druid, cause the spell to
fail, with the spell slot lost.
The 5th Edition player cannot mitigate how lame
Protection from Energy is. Concentration is very vulnerable to interruption,
and the typical 5e battlefield means the Druid is unlikely to hide in the
corner or be protected by others for the hour of casting! But in 1st
Edition, what mitigates the costs is player skill. Cast it before you enter the
Blue Dragon’s lair. If an emergency cast is required, set the Fighters to
intercept any attacks. You learn when to use the spells by playing the game; you learn their specific but very powerful use through experience. 5th
Edition cushions the capacity for failure due to poor decisions, but also
reduces the scope for great skill in play; 1st Edition stays Safety
Off on both.
And only the Druid has those spells. 5th Edition
subclasses press down a lot of this distinctiveness; 1st Edition
presses into them. These differences are all over the place, from the way only
the Fighter gains a proficiency bonus to weapon use (rather than simply
avoiding a penalty for non-proficiency), to only the Thief having specialist
stealth and legerdemain skills. Now, much of this is similar in B/X, but there
are more specialised variables in AD&D (such as Ancestry-specific class
restrictions and special abilities), and the mechanics provided are never
bland, even if they are abstruse. They are all opportunities for player skill
in the simulation provided by Gary.
So Prince Perithil of the Amber Wood (High Elf Thief),
Kurgan Ironbreath (Dwarf Cleric), Gilayra (Half-Elf Druid), Gragnak (Half-Orc
Fighter), Throli (Dwarf Fighter), Eldarion (Half-Elf Magic-User), and Timtom
(Human Thief) set forth, seeking glory, justice, and wealth, or some mixture
thereof. Oh, and two of them managed to roll to have Psionics! We’ll talk about
that another time.