I’ll try to keep this brief-ish despite the enormity of the
title. Reading the 2e PHB/DMG has gotten me thinking about how the early games
use character generation to teach the participants about the game’s
superstructure.
Basically, the main thing (not the only thing) that I’m
mulling over is Ability Score rolls. OD&D was 3d6, 6 times, in order of
Abilities. Basic does the same. B/X offers a Referee-side option of allowing a
new *set* of rolls if the scores the player has are really bad – so not a new
roll for the bad stat, but a new array.
Now, Gary himself comments on this procedure in the Ability
Score Generation section of the 1e DMG (p11). He says it’s important to create
viable characters for an ongoing game, and then, second sentence, glosses this:
“While it is possible to generate some fairly playable characters by rolling
3d6...” He’s talking, of course, about OD&D (and Holmes Basic). This is
classic Gary: assume your reader knows about some whole other thing and hare
off on it. Basically, he thinks 3d6 in order takes too much time or leads to
shonky characters in unwanted Classes. So he offers 4 methods in the DMG (and
more in Unearthed Arcana) for generating scores.
Methods II, III, and IV are 3d6 systems, premised on
creating ranges of scores or stat arrays for the player to pick from.
But you’d think Method I is the default, right? And that
is...roll 4d6 six times, drop lowest on each, and assign as desired. Exactly
the same as in Fifth Edition! Though Race modifiers are both more limited and
more punishing in 1e than in 5e (where you can break the stat array at char
creation, pretty much), the general effect is the same: solid characters with
1-2 15+ Abilities, per Gary’s comment in the PHB.
This is not how 2nd Edition does things. Cook
gives 5 generation methods. Method I is 3d6 in order, and Method III is 3d6 but
arranged to taste. Method II and Method IV are 3d6 twice, keep best – so like
the multiple stat Methods in 1e. Method VI is a weird combo of point array and
dice. Method V is 4d6 drop lowest arrange as desired – the same as 1e Method I.
Cook explains (2e DMG p10) that this creates a more heroic breed of adventurer;
not ordinary schlubs thrust to greatness, but heroes.
Cook offers a three paragraph critique of this Method in the
“Disadvantages” section, easily the longest. He highlights the risk of “super
characters” which become difficult to challenge, and suggests that “ability
inflation” will make high scores less exciting for players.
You’d think, from reputation, that this would be the other
way around: Gygax encouraging gritty low-power play and 2e blowing this up in
favour of superheroism.
(This isn’t even the only place this inversion happens: 2e
Thief skills start lower, Weapon Specialisation can actually disadvantage Fighters
compared to “Weapon To Hit Vs AC”, etc. Some of the changes are simplifications
– like Specialisation – but some are also pretty obviously about reducing the
power curve, as with the Ability Score generation discussion.)
What are Gygax, Holmes, Moldvay, Mentzer, and Cook saying
about characters via their organisation of material and commentary on it?
(Well, the Basic authors don’t comment on it, but they recapitulate in
principle.)
Gary, it seems, had concluded by 1979 that the “real”
D&D could be best enjoyed by having tough and capable characters from the
offset. Cook, on the other hand – with the benefit of having played through the
80s, through the UA/OA era (and he wrote OA!) – preferred 3d6. He implicitly
prefers the “man down the street” adventurer, as he puts it. 2e is not
designed, at this point, to be a superhero game – it’s designed to be a
retroclone! It’s designed to endanger the characters. Or at least, those are
some very basic presuppositions exposed by the information design.
Why, then, do we think of 1e as lethal and gritty and 2e as
superheroic? All kinds of reasons, really. At some level it’s just about
product ranges: 2e went heavy on splats and settings and dramatic story
concepts for its adventures. 1e was narrower. 2e also cleaned up its PR – no more
devils and demons and half-orcs and assassins, and the PHB cover is brave
knights, not thieves robbing a temple. Stylistically 2e offered a different
image.
I think the actual adventures matter, too. I mean, from like
1989 to 1994 or so, the only really good adventure designer TSR had was
probably Ed Greenwood (at least, who was actively putting out adventures). But
more than that, the basic style of adventure has mutated so far between 1979
and 1989: not just in the “big” things, where we slam Dragonlance, but in the
basic building blocks. No grinning devil faces or giant frogs ruined player’s
days in modules from, like, 1990. The assumptions about lethality and
problem-solving had significantly morphed, even where the game was still much
more lethal and difficult than 5e, say.
Which I guess leads me back to this comparison between Gygax
and Cook: Gary, from shifting Ability Score generation to ramping up class
power levels for the UA Barbarian and Cavalier and so forth, spent a lot of 1e
working out how to make stronger and more heroic characters, in the midst of
the lethal, gritty Edition; Zeb Cook, inaugurating the superheroic and smooth
edition, wanted to rein characters in, to make the world dangerous and strange.
The development arc of 2e vs 1e was in one way a continuity - *of Gary’s later
vision*. But an alternative 2e is imaginable – one less run from the front
office and more from Zeb Cook’s intuitions. Perhaps we see that 2e best
explored, not in the harsh world of Dark Sun (start at 3rd level, it’s
so harsh!!! Oh wait we barely support actual play in this setting), but in the
magnificent body of adventure work by Bruce Cordell in the second half of
1990s. There’s a game there to be reclaimed: polished, loads of extra modular
optional rules, loads of ideas, loads of material, but building on the earlier
traditions of D&D.
An RPG blog, focussing on various D&D games I run, the worlds I create for them, and the literary principles behind them. Influenced by the OSR, for those for whom that term means something.
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