I just finished reading a series of posts on hit points. I'm not going to bother to link it, because there are many such posts and discussions and they are all more or less the same.
Hit points are a thorny issue and have been so since way back when. The barbs jabbing at the minds of so many involve the realization that characters with high hit points can survive seemingly impossible situations - a hail of arrows for example. After all, if a single arrow can kill a peasant, why does it take 10 to kill a fighter?
This question popped up often enough that Gygax wrote several essays about it, including the description in the DMG, p82. His explanation is always the same: Hit points represent fatigue, luck and physical toughness, all three, and a trick or two besides.
Folks have wrestled with this answer ever since. Some have tried to break it down into some kind of fatigue damage, vs. physical damage, etc. Others have argued that there are contradictions in this explanation, particularly as regards monster HP.
Despite the messiness, I never let it worry me much as a game mechanic, but the thread I just read wondered how Constitution should or should not affect Hit Points at each level, given the physical vs. fatigue aspect, and that seemed like a really legitimate question, given Gygax's definition.
The course out of this muddle begins with a simple realization:
Gygax was wrong.
Now, to those crying foul, I would point to a simple fact: Gygax had no more authority to talk about the meaning of Hit Points than Traci Hickman, Monte Cook, or Mike Mearls do. What I mean is that while he was certainly a very involved game designer - almost certainly the most involved in the '70s - in the D&D world, he didn't invent the concept of Hit Points. His explanation is his opinion. It is not the explanation of the designer.
Dave Arneson created the idea (and the label) of Hit Points. Dave Arneson didn't have a lot to say about what Hit Points meant. Luckily, if we look closely, its not too hard to figure out what he thought about them.
In the FFC he wrote "As the player progressed, he did not receive additional Hit Points, but rather he became harder to Hit"
For Dave, Hit points were a fixed number. In original Blackmoor, Arneson was a bit more nuanced than the above suggests so that while characters still received a fixed number of points, it grew greater at each level, but the principle in the second part of that statement "became harder to Hit" is really the most interesting. Arneson's thinking was that going up in level equaled increased ability to survive. Ability to survive - the characters defense against death - is wrapped in three stats: Saving Throws, Armor Class, and Hit Points.
Armor Class has its limits. It's not much fun if characters and monsters are statistically invulnerable to being hit. The same limitations apply to saving throws. Hit Points are a lot more flexible.
For Arneson, all three of these were subject to situational modification. Armor Class and Saving Throws could get a bonus of +1 to +4, and that's still common in D&D. Hit Point "values" (as he sometimes wrote it) were even more fluid; they changed from situation to situation. Arneson’s early gaming material often mentions "double (or more) values". the 1975 version of Temple of the Frog makes it clear that the key "defense value" of Hit Points could be doubled, trebled, even sextupled; ToTF: Pg 45. Breeding pond frogs “fight at Double value for 2-12 rounds” – but 3 hit points are the only value given; Pg 47. “double strength and HIT POINT VALUES”. (emphasis mine)
When Arneson created Hit Points for monsters and characters he didn't intend them to represent a one to one amount of physical damage a creature could take, or a one to one amount of luck or fatigue. They didn't represent anything concrete and interchangeable at all. Hit Points were a fluid abstraction for how many dice pips it took to turn it from living to dead or free to subdued. This amount could change from situation to situation based on the creatures willingness and ability to fight, mostly.
In short, 1 Hit Point does not equal 1 Hit Point. The value of a point is circumstantial and fluid and not the same from situation to situation or creature to creature.
This means that a human with 60 HP isn't somehow super duper lucky and imbued with bullet proof skin. It means that they have become really good at mitigating damage, like Conan, they take scratches where lesser skilled individuals take egregious wounds. Ten Hit Points for them is like one to a normal person.
The meaning of Hit Points
Author: DHBoggs / Labels: ODDWhy not
Author: DHBoggs /This survey took a lot longer than I thought it would http://www.easydamus.com/character.html
Neutral Good Human Ranger/Sorcerer (3rd/3rd Level)
Ability Scores:
Strength- 16
Dexterity- 15
Constitution- 14
Intelligence- 17
Wisdom- 18
Charisma- 14
Alignment:
Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Primary Class:
Rangers- Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.
Secondary Class:
Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
Note: Since I take the subject very seriously, I've decided to replace my original post with a fuller and expanded review. The contenets are much the same however and the original can be viewed as my post on enworld.
Earlier today on the OD&D forum, and then again on Enworld here http://www.enworld.org/forum/press-releases-announcements/312556-mongoose-designers-dragons-history-rpg-industry.html
was posted an exciting announcement from Mongoose. A new history of the RPG industry has been published. Immediately I wondered if Dr. Rob Macdougall had finally published. Of course, that wasn't a very logical thought given the publisher in question. But honestly I've always thought pretty well of Mongoose; at least they seem to be an aggressive success story in the industry and while I only have two of thier Conan books (Betrayer of Asgard and the Stygia sourcebook) I think they are pretty cool. Unfortunetly it's dead obvious they are out of their depth with this attemp at history.
The book, Designers and Dragons, has available a 7 page preview. I am actually only discussing the prieview here, it was enough for me to see the character of the book.
A history book, in the modern sense, will contain the fruits of carefull scholarship. It will have many references and footnotes in an appendix discussing sources and details. In other words the author will "show the work", behind it. It will also be fact checked. This is when a publisher sends the book to credible readers who will double check, to the extent that they can, the assertions of the book.
Mr. Appelcline and Mongoose Publishing have very obviously done none of these things.
The preview contains several pages discussing the Origin of the Dungeons & Dragons game. As it happens, I'm an archaeologist with an avid interest in that subject and have researched it extensively, including talking with a number of the people involved. So I'm pretty well versed.
There's no question that RPG history owes a great deal to a man named David Wesely, and Appelcline does indeed mention him, or I think it must be him, but Wesely's name is repeatedly misspelled (something a fact checker would have noticead right off)
Imagine a History of the United States starting with Georg Washingtown.
Wesely ran - and still runs from time to time - a game set in a fictional town of Braunstein. Appelcline labels Braunstein as Napoleonic, but then says Dave Arneson - Co Creator of D&D - started running Braunstein and changed it to many types of settings. While Dave did run a Braunstien - he called it Blackmoor - it was Wesely himself who started changing the setting to different locals and set most of his games in a fictional, modern day Banana Republic, not the Napoleonic period.
This may seem like a minor fauxpaux but since nothing is referenced, the reader is left to assume that Appelcline is relaying accurate information.
It gets worse, much worse.
"Various sources describe Arneson visiting Gygax, Gygax visiting Arneson, or the two meeting at GenCon IV (1971)."
This is pure non-sense. All the people directly involved who have said anything about it have told exactly the same story - including, Gygax, Arneson, Kuntz, and Megarry. Megarry and Arneson went to Lake Geneva in late fall of 1972. (November, according to Mr. Kuntz). Megarry went to showcase his Dungeon boardgame and Mr. Arneson went to help him and run "a Blackmoor" for Mr. Gygax. "Other sources", meaning fan speculation and half forgotten comments from third parties, have no credibility in the matter.
This is really basic reasearch 101 stuff. The correct information can be gotten directly by asking the surviving participants or can be found without much trouble using a search engine.
Next we have this lovely sttement:
"Whatever the case, in that 1971 meeting Gygax and Arneson decided to jointly design a game that incorporated their ideas of fantasy realms and individual player characters. They called it ... `The Fantasy Game'."
There is exactly nothing true in any of the above. Gygax asked Arneson for his rules so they could "jointly design" Dungeons and Dragons in the tail end of 1972 after experiencing a delve into Blackmoor Dungeon as a player. They did not put their head together and decide to jointly design a fantasy game in 1971. Far from it, Arneson had been running his RPG for nearly two years before Gygax got involved with the game.
Further - in an interview on the very website that Mr. Appelcline founded and manages http://www.rpg.net/news+reviews/columns/lynch01may01.html - Gygax emphatically denied that "The Fantasy Game" was ever an actual name for the game. Here's the quote "As an aside, I must laugh at some comment I saw about the name for the game being "The Fantasy Game" until someone "wised me up". Having been employed as an Editor-in-Chief, selecting what game rules and games would be published by Guidon Games since the beginning of 1971, I was well aware of the need to use a working title, the need for some caution in regards using the actual name for a a projected game release. So that's the reason for that bland one on the draft works."
Appelcline seems to cavalierly ignore the information on his own website! "They" never called it "The Fantasy Game" Gygax merely put that on an early draft as a placeholder. Arneson, as it happens, had an entirely different title in mind, but that is another story.
Here's yet another unchecked and unsited "fact": We all know - at least those who have seen the circa 90 page reformatted versions of the 3 LBB's - that Gygax's figure of 150 typewritten pages (or 300 !! as claimed in his Dragon #7 article) for the final playtest manuscript of D&D is an um... overestimate - yet Appelcline states it as simple fact without citing any source or giving any hint it might be otherwise.
That nearly ends the preview and its enough for me to shake my head in wonder at what can be published as history with a straight face and a less than inexpensive pricetag. This book doesn't even meet the most basic standards of journalism, let alone historical inquiry.
I imagine there might be a lot of good information in the book, particularly as it gets closer to the present, but with such sloppy scholarship and lack of decent references, who's to know what parts can be trusted?
For anyone interested in exploring the make -up of SII further, I have a post on the authorship of various sections HERE.
is now available here http://sites.fastspring.com/apriorcrs/product/thebookofeldermagic
and in print on Lulu.
So, what's this thing Boggs? Well, it started as a fairly obvious idea: convert all the spells from Dragons at Dawn and Supplement into use for OD&D and then collect them (the non redundant ones anyway) together with all the OD&D spells prepared for Champions of ZED. Create a nice little booklet for use at the table. This was something I wanted for my games. So that's what I started to do. Then I thought, "Hey, the Dave Arneson Blackmoor books have OGL spells and some of them are kinda cool, why not convert them to OD&D so they get some use in the OSR?" So I went through the Blackmoor books and started picking cherries.
Then I thought "Hmm, what about Dave's players creations - Fred Funks Freds World, Richard Sniders Powers and Perils, and Dave Megarry's Pentantastar? And there's still a bit left to mine out of Adventures in Fantasy too...." For Freds World I got permission to use a few spells; the others, being very different systems and being non OGL material could not be direct sources, but could serve as sources of inspiration in a few instances.
I ended up with a whoping lot of spells. There's some 57 pages worth.
For good measure, I also threw in some of D@D supplement I magic notes, adapted to OD&D play; the reworked and expanded section on Spell Books from Holmes to Level 12, and the Dragons at Dawn spell magic redone as an Alchemist class, matching Arneson's brief notes on the class.
It's good stuff, and directly portable into any of the Classic or OD&D retroclones. I'll be getting a lot of use out of this one, and maybe some of you will too.
P.S.
I's in standard (US) 8.5 * 11 paper size, because that seemed the most practical. I'll be converting my pdf to booklet when I print, so I left the font big enough (11 point) so as to still be legible, for those who may wish to do the same.
Zac's combat challenge
Author: DHBoggs / Labels: Dragons at Dawn
Classification
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CHAINMAIL
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OD&D
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Non-Fighter
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1
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Light Foot
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1
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2
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Heavy Foot
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2
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3
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Armored foot
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2 ½
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-
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Archer
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5
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Crossbowman
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3
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4
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Longbowman
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4
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10
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Light Horseman
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3
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10
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Medium Horseman
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4
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15
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Heavy Horseman
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5
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20
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Referring to using the AD&D monster manual with it’s added statistics and monster details in an OD&D game Dave Arneson wrote, “As I have said many times before. Work with what works for you. But be very aware that this adds complications and draws you and your players away from the real treasure, THE STORY.”
About Me
- DHBoggs
- Game Archaeologist/Anthropologist, Scholar, Historic Preservation Analyst, and a rural American father of three.
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