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This cat is my spirit animal.
I shall name him . . . Snuggles.
Follow me on Twitter at @gsllc
If you enjoy this post, please retweet it.
This cat is my spirit animal.
I shall name him . . . Snuggles.
Follow me on Twitter at @gsllc
If you enjoy this post, please retweet it.
Introduction to Each Post in This Series
On Friday (July 23, 2021), I mentioned that I was relearning AD&D 1st Edition (“1e“) with the intention of running it. As I read through the Player’s Handbook (“PHB“), certain mechanics or text will strike me as odd or surprising, but in either case worthy of discussion. In fact, the most surprising thing I’m experiencing is that I’m finding a lot more great ideas in 1e that we’ve since abandoned. I find myself asking, “Why?” As a result, I’ll be writing several posts over the next few weeks. I’m sure everything I’m thinking has been discussed before — sometimes be me — so perhaps my questions have been answered, and my concerns resolved, years ago. My experience with RPGs is relatively limited in scope, having played a small number of games, so I’m sure a lot of what I’m going to say has been incorporated into games I’ve never even heard of. (Some have certainly been addressed by future editions of D&D themselves.) Nevertheless, bringing this directed conversation to the public is new to me, so here it goes.
Posts in this series: | My Playlist | Campaign Settings and Pantheons | Languages | Level | “Dead Levels” | Division of Labor, Distance, and Time | Initiative | Combat Subsystems | Armor Class Ratings | Alignment and Reputation | The Feel of a School of Magic | Boring Magic Items | Ability Score Bonuses and Skill Rolls | The Problem with Democracies | Hitting More Frequently | Encounter Balance and Shooting Yourselves in the Feet |
Remember this?
Keep that in mind. I don’t like talking about serious matters on this blog. This is supposed to be goofy and fun. But bear with me. Every election cycle, there are lawsuits by candidates wanting to get their names at the top of the actual voting ballots. Why? Because people often pick the first candidate they see. This tendency to pick the first option has an affect on how RPGs are played. I don’t want to feed the ridiculous notion that good science is practiced via the internet — no, 100 YouTube videos of a thing found after a focused search does not mean it’s a trend among 325 million Americans, let alone 7.5 billion humans — but we work with what we’ve got, right? I asked my friend, Sly Flourish, to run a poll for me. He has a much larger footprint than I do, and so his poll didn’t disappoint. The results?
These results show that over half of gamers chose the first option presented in the 5e PHB. I don’t think this is a coincidence, but let’s dig further.
Let’s consider another example: 4e skill challenges. I have a lot of thoughts on those but will refrain from going down that rabbit hole. Instead, I’ll just acknowledge that they could have been designed better, but with the caveat that they were far more maligned than they should have been. Their introduction in the Dungeon Master’s Guide was were presented in the The 4th Edition Dungeon Master’s Guide 2 introduced us to progressive and branching skill challenges, but the one time I saw each in a Living Forgotten Realms adventure, they weren’t received well. “What is this? Just do a skill challenge!” You didn’t see them often. In fact, Wizards of the Coast themselves didn’t use these in their own published adventures. Even the ballot-maker voted for the first entry (so to speak).
Again, this isn’t great science. There’s limited data, some of which is based on my personal experience, but for what it’s worth, I ran a gaming club that almost 300 people considered themselves part of, I ran a gaming convention for two years and worked admin for several others for decades, and at one point I was organizing games every single weekend across as many as 6 different locations. My experience may count for something, and this example is consistent with what I’ve experienced in many other contexts. Also, this is consistent with a well-documented psychological phenomenon.
I want my table to be a constitutional democracy, but much like citizens often get in the way of democracy (freedom includes the freedom to be stupid), so do players often get in the way of gaming. My writing is at its best when I’m writing legal briefs, not blog posts, and certainly not gaming handbooks, so I don’t have an answer as to how you should present these materials. All I have is a thought that I hope game designers will take to heart. They’re usually better equipped to solve a problem like this. It just depends on whether they’re aware of the problem and willing to fix it. Right now, options are presented as a simple list, with the first option appearing at the “head of the table.” Somehow, readers need to view these options as equal. King Arthur had a round table so that no one would be seen as at the head of the table. I’m not sure how to do that with writing. Something has to be written first, but game designers have to find a way to to make sure each option is an equally valid choice so that when multiple options can be used in the same game, they will be. Or maybe we should keep reading after the first option.
Democracy is still the best form of government, so my table will always be a constitutional democracy.
Follow me on Twitter @gsllc
Follow Sly Flourish @SlyFlourish
Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)
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Introduction to Each Post in This Series
On Friday (July 23, 2021), I mentioned that I was relearning AD&D 1st Edition (“1e“) with the intention of running it. As I read through the Player’s Handbook (“PHB“), certain mechanics or text will strike me as odd or surprising, but in either case worthy of discussion. In fact, the most surprising thing I’m experiencing is that I’m finding a lot more great ideas in 1e that we’ve since abandoned. I find myself asking, “Why?” As a result, I’ll be writing several posts over the next few weeks. I’m sure everything I’m thinking has been discussed before — sometimes be me — so perhaps my questions have been answered, and my concerns resolved, years ago. My experience with RPGs is relatively limited in scope, having played a small number of games, so I’m sure a lot of what I’m going to say has been incorporated into games I’ve never even heard of. (Some have certainly been addressed by future editions of D&D themselves.) Nevertheless, bringing this directed conversation to the public is new to me, so here it goes.
Posts in this series: | My Playlist | Campaign Settings and Pantheons | Languages | Level | “Dead Levels” | Division of Labor, Distance, and Time | Initiative | Combat Subsystems | Armor Class Ratings | Alignment and Reputation | The Feel of a School of Magic | Boring Magic Items | Ability Score Bonuses and Skill Rolls | The Problem with Democracies | Hitting More Frequently | Encounter Balance and Shooting Yourselves in the Feet |
Ability Scores
I’ve talked a little about this already, and foreshadowed the coming of this post. I’m not going to repeat what I wrote there, so you may need to read that post for context, but here’s my premise. At least at some point beyond character creation, if not immediately, the range of ability scores for player characters tends to be far too great, at least with respect to various editions of D&D. This occurs because of the use of boring magic items and ability score bumps. Needless to say, the Wizard isn’t going to boost his strength, while the Fighter absolutely will. Because they likely started 10 points apart (Wizard 8, Fighter 18), the already great spread gets even worse as they level up. This is a problem because of how it cascades through a game’s design to harm both skill rolls and the design itself.
Skill Checks
All games that I’ve played recently employ some form of “group skill check.” This is a check where all the characters are working together, so each player makes the same skill check representing their character’s contribution to the effort. 4e expanded this into the oft-maligned skill challenge. If, for example, all of the players are scaling a cliff, that check would be something like D&D‘s Athletics check. The problem is that in both 4e and 5e, neither of those characters are the slightest bit concerned as to what they roll. The Wizard is going to fail miserably, and the Fighter is going to succeed easily. That’s boring for both players. You need both skill rolls to matter, which means the target number for success must be attainable to both. That can’t happen if their scores are too far apart.
There’s another way to resolve this issue. During the group skill check, players can assist one another. The games I’ve played have done this, but with issues. Usually, the assist isn’t good enough, and the Wizard fails anyway far more often than makes sense to me. Sometimes the party should fail, but only when failure is based on a skill roll against a reasonable target number. I’ve seen this result avoided far too often via deus ex machina rather than by a fair game design. (By now, you should know how much I hate dei ex machina.) In other cases, this is handled reasonably, but only by adding an unnecessary layer of complexity to the process. The Fighter makes a second roll, and if she succeeds, she reaches down and pulls up the Wizard. Not only is that more time consuming, but it sometimes completely nullifies the Wizard’s roll. Instead, the Fighter should roll once, and that single roll should be measure not just for success, but for how much it succeeded. Did the roll succeed by 1? 3? 5? 10? The answer to each of those questions determines a bonus the Fighter can hand out to other characters that need it. That simulates the Fighter reaching down and pulling up the Wizard without a bulky second roll; it’s simply part of the process. However, keep in mind that the Wizard’s roll also has to matter. The Fighter’s shared bonus has to be small enough that the Wizard will still fail if the Wizard doesn’t come close on his roll.
Having both of these solutions working together is the best option. With the way I’ve mapped out, both skill rolls matter. The Fighter cares because her roll must uber-succeed, and the Wizard cares because his roll has to come within a reasonable distance of success. Other characters just have to worry about themselves. All of this requires an underlying mathematical foundation that supports it, and I often don’t see that.
Each of these problems can be solved with a slight tweak here and there, but one of my points is that they’re all connected. If you don’t have a fundamental design structure that fixes all the problems, you’ll continue to have these problems pop up here and there. The problems is I don’t think game designers actually want to solve this problem. Wizards of the Coast promised to do so with 5e but quickly abandoned that promise.
It probably wouldn’t have been good for business.
Follow me on Twitter @gsllc
Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)
If you enjoy this post, please retweet it.
Introduction to Each Post in This Series
On Friday (July 23, 2021), I mentioned that I was relearning AD&D 1st Edition (“1e“) with the intention of running it. As I read through the Player’s Handbook (“PHB“), certain mechanics or text will strike me as odd or surprising, but in either case worthy of discussion. In fact, the most surprising thing I’m experiencing is that I’m finding a lot more great ideas in 1e that we’ve since abandoned. I find myself asking, “Why?” As a result, I’ll be writing several posts over the next few weeks. I’m sure everything I’m thinking has been discussed before — sometimes be me — so perhaps my questions have been answered, and my concerns resolved, years ago. My experience with RPGs is relatively limited in scope, having played a small number of games, so I’m sure a lot of what I’m going to say has been incorporated into games I’ve never even heard of. (Some have certainly been addressed by future editions of D&D themselves.) Nevertheless, bringing this directed conversation to the public is new to me, so here it goes.
Posts in this series: | My Playlist | Campaign Settings and Pantheons | Languages | Level | “Dead Levels” | Division of Labor, Distance, and Time | Initiative | Combat Subsystems | Armor Class Ratings | Alignment and Reputation | The Feel of a School of Magic | Boring Magic Items | Ability Score Bonuses and Skill Rolls | The Problem with Democracies | Hitting More Frequently | Encounter Balance and Shooting Yourselves in the Feet |
Boring Magic Items
I’ve already discussed this but am going to repeat the argument here: You should never have a +X amulet, shield, suit of armor, weapon, etc. It’s boring, and the bonus is illusory anyway.
DMs balance encounters to suit the game they want to run. Maybe they want the encounters to be average, harder than average, or easier than average, but whatever the balance they want, that’s what they want. Let’s say a game is designed such that we can assume our characters will get a +1 weapon by 3rd level. If that happens, are all the encounters suddenly too easy for the party? Of course not. When I say that a “game is designed such that we can assume our characters will get a +1 weapon by 3rd level,” what I’m also effectively saying is that the monsters the characters will face at 3rd level also receive that same bump. That maintains the balance the DM seeks without having to mess with the level of the monsters. In other words, the bonus is illusory because it must be met, bonus for bonus, by the monsters. 1e makes things a bit more interesting using tables to determine randomly the precise magic item you find (as well as some other things like level drain and ability score drain being assumed), but even those items are balanced for a range of levels. I’m not satisfied by that, but at least there’s something interesting going on, so I can understand why someone else may be. But getting just a +2 weapon? C’mon, people.
Here’s a better solution, and one that all games use in part anyway: Be creative. Create interesting magic items, such as 1e‘s scimitar of speed, or 4e‘s frostbrand weapon. Sure, these weapons also give you an illusory combat power that must be balanced by increasing the threat of monsters, but the point is that they make things interesting. The 1e scimitar of speed is fun because you can attack even while the rest of your side is surprised. With a frostbrand weapon, the Fighter can use tactics to line up the enemies in such a way as to hit multiple targets with a blast. Without stealing the Wizard’s thunder, for just a fleeting moment, the frostbrand weapon let’s the Fighter act as a Wizard using a blast power, and it feels like an accomplishment with respect to tactics. If the enemies are vulnerable to cold, that’s gravy. Even 3e armor of acid resistance, which is a passive effect, would give a character their chance to shine. The fighter wearing that could run headlong into a fight against a black dragon and nearly single-handedly save the day. Maybe. Dragons are tough. In any case, those are interesting magic items.
On the other hand, who actually thinks it’s fun to add 6 to your attack rolls rather than adding 5? There’s nothing fun or interesting about that, and that’s the primary mechanical difference between a +X weapon and a nonmagical one. The only other one I can think of is that some creatures can’t be hit by nonmagical weapons, but not having magical weapons in those scenarios just means every encounter is a TPK. That means the boon of finding a +X magic item is, in all meaningful ways, illusory. It adds nothing to the mechanics or fun of the game. But here’s the other thing. Even if you think getting a +X weapon is fun (in which case you’re weird), would you miss it if it were gone? Wouldn’t you be just as happy with a scimitar of speed as you would a +X weapon? If so, then eliminating +X magic items from the game keeps everyone happy. Accordingly, 1e has a lot of cool magic items, and those are the only ones I’ll ever hand out.
You may be fooled by illusory bonuses, but I’m not.
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Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)
If you enjoy this post, please retweet it.
Introduction to Each Post in This Series
On Friday (July 23, 2021), I mentioned that I was relearning AD&D 1st Edition (“1e“) with the intention of running it. As I read through the Player’s Handbook (“PHB“), certain mechanics or text will strike me as odd or surprising, but in either case worthy of discussion. In fact, the most surprising thing I’m experiencing is that I’m finding a lot more great ideas in 1e that we’ve since abandoned. I find myself asking, “Why?” As a result, I’ll be writing several posts over the next few weeks. I’m sure everything I’m thinking has been discussed before — sometimes be me — so perhaps my questions have been answered, and my concerns resolved, years ago. My experience with RPGs is relatively limited in scope, having played a small number of games, so I’m sure a lot of what I’m going to say has been incorporated into games I’ve never even heard of. (Some have certainly been addressed by future editions of D&D themselves.) Nevertheless, bringing this directed conversation to the public is new to me, so here it goes.
Posts in this series: | My Playlist | Campaign Settings and Pantheons | Languages | Level | “Dead Levels” | Division of Labor, Distance, and Time | Initiative | Combat Subsystems | Armor Class Ratings | Alignment and Reputation | The Feel of a School of Magic | Boring Magic Items | Ability Score Bonuses and Skill Rolls | The Problem with Democracies | Hitting More Frequently | Encounter Balance and Shooting Yourselves in the Feet |
My Last Experience with a Wizard

A friend and I have been designing our own RPG. We’re so busy with ordinary life that I doubt we’ll finish it, so don’t expect it to see the commercial light if day. Still, I enjoy the process so much that I love working on it when we can. One thing that was on my mind during design was my attempt to make a non-violent wizard (“NVW”). I wanted to create a pacifist that could still contribute to the combat but do so without ever directly causing damage. My attempt at a NVW was Ymitraa Warwager, a CG moon elf abjuration wizard under D&D 5th Edition (“5e“). To start, her combat-useful spells were Blade Ward, Minor Illusion, Shocking Grasp (only because I ran out of non-violent spells), Color Spray (considered non-violent because the blinding was only temporary), Shield, and Sleep. It didn’t work because the only aggressive but non-violent spell that I’d always have available (cantrip) was Minor Illusion, and that worked only because the DM (Sly Flourish) allowed me to cheat with it. As I progressed, I saw very few useful spells available, and I wasn’t interested in rewriting the game, let alone having Mike approve each rewrite.
NVW Don’t Work Because of a Lack of Flavor
My conclusion was that 5e failed in this regard, and when my review of 1e brought this memory back to the surface, I started writing a piece on how modern games have lost that focus on flavor. More to the point, prior editions (as well as other games) never made me feel that my enchanter was actually enchanting, or my illusionist was creating illusory things. They all felt like their magic was reskinned evocation, focusing on damage and just saying something like, “You cause this damage by scaring the guy, so even though the damage is the same in value, it’s toooootallly different from Fireball. Honest.” The loss of focus on flavor meant that the schools all resembled each other, and that always resulted in (largely) non-violent schools being reskinned evokers. This is why I rarely play wizards.
I believe that in order for certain schools of magic to work, the caster needs to play a different role than wizards from other schools. In 4th Edition D&D terms, a wizard was a “controller,” which was often interpreted to mean that damage dealing spells hit multiple targets, but there’s more than one way to interpret “control.” In fact, Another (better?) way to define it has nothing to do with doing damage. As a “leader” would move its allies into better positions, a controller would move its enemies into worse positions. Ergo, an illusionist should sacrifice damage done for a greater ability to trick enemies to go where they shouldn’t. An enchanter should likewise sacrifice damage done for greater ability to pacify or scare off enemies. Not every enemy has to die or even be captured in order for you to win.
1e was from a different time where flavor played a greater role. 1st level enchantments included Charm Person, Friends, and Sleep, none of which did damage but all of which provide a tactical advantage. At second level, you have Forget, Ray of Enfeeblement, Scare; at third level you have Hold Person and Suggestion; at fourth level Charm Monster, Confusion, Fire Charm, and Fumble; and so on, all of which do no damage but provide a tactical advantage (though Ray of Enfeeblement could use some slight flavor tweaks). They obviously did this correctly.
But we can’t even address that problem in modern games because the rules don’t give us the framework to do so. Going back to my stat block posts, I created a database containing all 457 spells contained in all the 5e spells. This proved quite convenient to make my point as long as I used 5e as the example of how to get it wrong. Well, that experiment failed. 5e gets it right just as well as 1e did.
Some Sour Before the Sweet
At first, a spell selected entirely at random and one I had never read before, confirmed my original thesis. I grabbed Mind Spike from Xanathar’s Guide to Everything.
Mind Spike does 3d8 psychic damage and allows the caster to know the target’s location until the spell ends (concentration up to an hour), preventing the target from hiding in any way from the caster (even through invisibility). At higher levels, the spell does and extra d6 of damage.
Does this feel like a diviner to you? A diviner is about gathering information, but how useful is the information gained beyond combat (which will end a bit quicker because it’s doing scaled damage)? Why is the spell’s higher-level benefit an increase in damage rather than information? To me, this seems to play out the way an evocation spell would, just not as well. It does damage, then gives you tactical information about the target so that the caster can kill it even faster (and certainly faster than the spell’s duration). How about instead doing less (or no) damage, but being able to translate that information to one or more party members so they can tear him apart (all of that scaling with spell level). If this turns people off to diviners, then those people really don’t want to play diviners.
Next, I randomly grabbed Power Word: Pain.
Power Word: Pain targets a single creature. If it has less than 100 hit points and isn’t immune to charm, its speed can’t be greater than 10′, it has disadvantage on attack, ability, an saving rolls (other than Con saves), and it has trouble casting spells (Con save to succeed).
Placing someone in crippling pain doesn’t seem like the kind of thing an “enchanter” would do. I want the target intimidated, convinced, or fooled into acting or not acting, or maybe just losing their marbles, but not doubling over in pain. It’s hard to ignore that flavor when the name of the spell screams it out. Nevertheless, in the end the net effect on the target is exactly what should be the result of an enchantment spell. Though it seemed that Wizards of the Coast (“WotC“) is snatching victory from the jaws of defeat on this one, after only two spells my thesis was falling apart.
My last random selection was Illusory Dragon.
Illusory Dragon creates a huge, illusory dragon that occupies a space and frightens enemies for 1 minute if they fail a Wisdom save. The save can be repeated if the enemy ends its turn without line of sight to the dragon, but the dragon can be moved. The dragon can use a breath weapon to do damage.
Although Illusory Dragon does a lot of damage even to someone that’s pierced the illusion, at 8th level, that makes sense. The phrase “scared to death” has some basis in truth; people can be scared into, for example, secreting fatal amounts of adrenaline, and 8th level is pretty damn high. But you all know how cognitive dissonance science works. I had data and needed to determine what it was trying to tell me. I assumed that Xanthanar’s was just WotC correcting an earlier mistake from the 5e PHB. All I needed was to tweak my thesis: Game designers, at least initially, build all their wizards towards blowing up things.
The 5e PHB
Focusing only on the 5e PHB, I came to the same conclusion. Again, I thought I found a couple of stinkers. For example, the point of Hex is clearly damage.
But even though it’s an enchantment, it’s a spell for warlocks. Everyone expects all warlock spells to blow up things. That’s actually the correct flavor for that enchantment spell. Oops. At this point, I had to really press hard to find a screw up in how 5e designed these spells, and despite that Herculean effort, I still failed. All of their divinations, enchantments, and illusions are written to play exactly as they should.
Even better, this puts Mind Spike in a completely different light. It’s not the rule, but rather an exception. Whenever a wizard uses a spell in the wizard’s chosen school of magic, there’s an added bonus of some sort. This allows an enchanter to enjoy that bonus at a relatively low level even in the event that odd circumstances dictate a different approach. That adaptation to circumstance doesn’t in any way take away from the player’s ability to play an enchanter the way the player wants.
Something good did come of this wasted effort. I found an error in my data entry. Prayer of Healing was designated an enchantment. Fixed!
My New Thesis
So now I’m forced to adopt a new thesis: WotC has completely failed in 5e to produce a balanced, tactically useful cantrip that doesn’t do damage. It’s very specific, and not exactly a “failure,” but that’s all I I’ve got. Should WotC get on this and make it happen? Maybe, but if they don’t, the only thing we lose is a NVW, which is a character quirk. On the much larger issue of having necromancers feel like necromancers, illusionists feel like illusionists, etc., they’ve already got that 100% right on the spells (as far as I’ve observed). If I had played wizards more often, or was a little more patient with this one, maybe I’d have seen that in the class abilities as well. In the meantime, here are my suggestions. Please keep in mind that I don’t have a good sense on how to balance 5e spells, so these may require some tweaking.
Divination

Enchantment


These spell cards were created care of Dungeon Master Assistant.
Very well then. Carry on, WotC.
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Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)
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100th day in a row with a post!
I found this moderately funny Venn diagram.
Cute, right? Well, as any fan of Clash of the Titans will tell you, it’s incomplete. Here’s my revised version.
C’mon, man. Orthrus was a player in the 10th labor of Heracles. He deserves your remembrance.
Capitalization matters too.
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It pains me to admit it, but yes, Kessel Junkie knows more about a particular element of Star Trek than I.
As the world’s preeminent Star Trek V scholar, I find it incumbent upon myself to elucidate the subtler points of the film. I’ve pondered a lot, as have others, about the critique of pop psychology self-help trends as embodied by Sybok. I’ve projected whether we can see a thread running between The Voyage Home and The Final Frontier that’s often ignored. I’ve even wondered if Sybok could have helped characters in other series avoid their tragedies.
Yes, I like Star Trek V. I love it in all its cheesy, imperfect glory. It was a strange road to get there.
However, one point I’ve pondered recently is the scene on the Enterprise where Sybok divulges the inner trauma (so he thinks) of Spock and McCoy. Kirk, of course, refuses to play along but there are a couple of things wrapped up in this scene that seem especially…
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Sundays now are lazy days for me. I either post something silly or other people’s work. Usually both. Today, it’s about someone else’s work. If you follow this blog, it’s impossible not to know that I’m preparing for a return to 1st Edition AD&D. This week, I received the bulk of my new purchases.
I’m still awaiting three more titles: The Monster Manual II, the Dungeon Master’s Guide, and Unearthed Arcana. I don’t expect to make full use of this collection. A lot of this is to complete my collection, but even the stuff I don’t use will help me enhance the stuff I do use. As far as I’m concerned, none of this was a waste of money . . . except for I2: Tomb of the Lizard King, for which I accidentally bought two copies. That cost me only an extra $10. Fortunately, I’ve already sold and mailed it.
In case you’re wondering, I bought these via the DMs’ Guild, which is “direct” from Wizards of the Coast, but they run off the Drive Thru RPG engine. I’m not 100% sure of the relationship, but regardless of which site I’m on, I see the purchases I made from both. They were promised to be delivered within two weeks, but I got them within five days. Someone on MeWe pointed out one drawback of buying the reprinted adventures: The maps aren’t removeable. This is true, but it’s not a problem if, like me, you’ll actually run the game with the (bookmarked) PDFs. In all other ways, the adventures are the same as the original ones, but they’re reasonably priced. Getting a good price on any of these is possible, but it takes a lot of patience. Most of them cost literally 100s of dollars until you find that one offering that’s reasonable. I just bit the bullet and bought want I wanted for my collection without any danger of overpaying.
I have zero regrets.
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Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)
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Because my recent posts are all D&D related, D&D is taking over Caturday this week. Here’s my top ten list of cat-related D&D creatures. WordPress won’t allow me to use descending numbers, so in this case, my favorite will be #10.
Snuggles wins. YMMV.
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Dungeons & Dragons, Mystic Odyssey of Theros, and Dark Sun are trademarks of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)
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Introduction to Each Post in This Series
On Friday (July 23, 2021), I mentioned that I was relearning AD&D 1st Edition (“1e“) with the intention of running it. As I read through the Player’s Handbook (“PHB“), certain mechanics or text will strike me as odd or surprising, but in either case worthy of discussion. In fact, the most surprising thing I’m experiencing is that I’m finding a lot more great ideas in 1e that we’ve since abandoned. I find myself asking, “Why?” As a result, I’ll be writing several posts over the next few weeks. I’m sure everything I’m thinking has been discussed before — sometimes be me — so perhaps my questions have been answered, and my concerns resolved, years ago. My experience with RPGs is relatively limited in scope, having played a small number of games, so I’m sure a lot of what I’m going to say has been incorporated into games I’ve never even heard of. (Some have certainly been addressed by future editions of D&D themselves.) Nevertheless, bringing this directed conversation to the public is new to me, so here it goes.
Posts in this series: | My Playlist | Campaign Settings and Pantheons | Languages | Level | “Dead Levels” | Division of Labor, Distance, and Time | Initiative | Combat Subsystems | Armor Class Ratings | Alignment and Reputation | The Feel of a School of Magic | Boring Magic Items | Ability Score Bonuses and Skill Rolls | The Problem with Democracies | Hitting More Frequently | Encounter Balance and Shooting Yourselves in the Feet |
Alignment
Oh, shit. It’s on now. It’s a good thing my blog isn’t popular. I’d get hammered if this went viral.
What happens when a lawful good, mortal character picks up the Book of Vile Darkness? It burns, right? In 5e, she suffers disadvantage. In 4e, she grants combat advantage and has a penalty to attacks and saves. What happens when a neutral evil, mortal character holds it? Nothing, right? Well, that makes no sense. If the book is covered in acid, radiating electricity, or otherwise sending off harmful waves, it should hurt anyone who holds it that isn’t resistant to the damage. But it doesn’t. Why? Because what it’s radiating is evil, and in fantasy RPGs, law, chaos, good, and evil aren’t just philosophies. Philosophies can’t burn you.

Instead, law, chaos, good, and evil are forces of nature, just like electromagnetism and the strong and weak nuclear forces. As Lord Gygax wrote, “it is very difficult for a character to voluntarily switch from one [alignment] to another. . .” (1e PHB, 34). This shouldn’t be hard for a D&D player to accept. We already accept the notion of the elements — air, earth, fire, and water — as fundamental aspects of nature, which is terrible science. Alignment can easily fit into that same approach. It’s an even stronger position to take considering that, in a fantasy setting, gods are fueled by prayers. These alignment forces provide a medium through which prayers and deeds fuel the power of the gods. Accordingly, you should expect the gods to engage in a divine arms race, infusing their mortal races with alignment energies, which results in an instinct to worship their respective creators. In other words, it makes perfect sense that Gruumsh would infuse orcs with both chaos and evil, and make them in his own image. Exceptions aside, who else would orcs worship?
Stories
Many wonderful stories that permeate not only RPGs, but our culture in general, are often a direct result of, and deeply intertwined with, this idealized approach to alignment. I understand that some of those stories have troubling themes (e.g., Sleeping Beauty was raped), but there’s no reason that such themes must exist as part of this approach. That’s a matter of story only. However, I will say that sometimes you need a story to be extreme in order for the audience to appreciate it.
A Few Problems Remain
If the point of keeping alignments is the stories, you have to make sure alignment doesn’t negatively impact the story. I see that happen when, for example, every player safely assumes that every monster they meet is evil.

Even if 99.99% of, e.g., hobgoblins are evil, the percentage of evil hobgoblins the characters actually meet should be much lower. Otherwise, every encounter with hobgoblins becomes as “kick the door down, kill everyone, and steal their shit” encounter. That’s too easy and boring.
So, even assuming you accept my position that alignments should remain, and you make sure a high percentage of exceptions exist among the humanoid NPCs the characters meet, there are two more problems that yet remain, and they have nothing to do with the social controversies surrounding it.
First, it sometimes seems that everyone has a different definition of each of the alignments. Over on Facebook, someone recently asked, “Just for fun, what alignment(s) suit Indiana Jones?” Here are the answers:
Chaotic good.
Neutral Good.
Chaotic Neutral.
Neutral.
Lawful Good.
Lawful Neutral.
Neutral Awesome.
Lawful Evil.
Chaotic Bitchen.
Unless “awesome” and “bitchen” are synonyms for evil, they all agree Indy isn’t neutral evil or chaotic evil. Well, that doesn’t exactly narrow it down. Without agreed-upon definitions for these terms, it’s hard to deal with them. Lord Gygax acknowledged this.
Naturally, there are all variations and shades of tendencies within each alignment. The descriptions are generalizations only.
PHB, 33.
This suggests, as do the explanations given in that Facebook post, that part of the problem is that everyone has their own opinion as to where the line is drawn between two alignments. Several of the 125 answers drew the boundaries around some alignments more narrowly than others. That is, they’d cite a single instance of Indy going off alignment as proof that he wasn’t of that alignment at all. For example, one person said chaotic good because Indy would occasionally break a law. Even a lawful good character would break a rule once in a blue moon, but “occasionally” breaking a rule sounds like neutral good to me. Chaotic good is a disrespect for all but the most important laws (e.g., murder), and even those were flexible. This poster apparently wouldn’t tolerate a single rule break before designating Indy chaotic good.
I’m not sure this problem is solvable. Both 2e (IIRC) and 3e were reasonably thorough in their discussion of alignment, yet we still have this problem. However, we just need the problem solved on a per-table basis. That can be done at a session zero and as the campaign proceeds. So, for the sake of argument, let’s say everyone at a particular table fully agrees on how a character of a particular alignment should act under a particular set of circumstances. This leads us to the second problem: Some people don’t play alignment properly even where we all agree on what that alignment demands of the character. Some players choose an alignment for some mechanical benefit, but play the character as a different alignment simply because it’s more fun, or perhaps to take advantage of a different mechanical benefit. I can think of far worse things players have done, but you lose something from the gaming experience for yourself and others if you play that way.
The Solution to These Problems
These problems can be (have been?) mitigated in two ways: 1) lessening the mechanical benefit of alignment forces; and 2) having a robust reputation system. If a lawful good paladin holds the Book of Vile Darkness, then it should burn him and provide a mechanical penalty, because that’s a penalty that applies to only a small number of related encounters. The moment alignment has a larger impact on mechanics than these exceptional cases, players have an incentive to claim an alignment that they won’t actually play. Still, any incentive at all could be a problem, so we’re not out of the woods yet.
The overall behavior of the character (or creature) is delineated by alignment, or, in the case of player characters, behavior determines actual alignment.
1e DMG, 23
The other solution is a robust system of reputation. 4e’s D&D Encounters had such a system, but it wasn’t as strong as I’m suggesting. At any moment where the players are going to increase their reputation, a DM must disclose to a player that a given act will have appropriate consequences. They will be seen either as someone to rely on or someone not to be trusted depending on what choice they make. Some choices don’t carry any ethical weight to them but still add to a character’s reputation. Thus, characters accumulate good, bad, and neutral reputation points. The total number of points they accumulate determine their reputation (i.e., how well-known they are), but the difference between their good and bad points determines how certain institutions and organizations will view them. If you’re a thief with more bad points than good, the ruling noble won’t trust you, but the Thieves’ Guild will help you out. Alignment and reputation can work well together, and I see no pressing need to omit alignment from RPGs, but if you do omit alignment, you should certainly replace alignment with reputation.
Dwindling down to Nothing
As more elements are removed from the game, there won’t be anything else left to play. Alignment is yet another fine idea that’s about to be removed because people are connecting a fantasy world to the real world. The last time I dealt with this point of view, the Satanic Panic kicked my ass. The panicked saw the mythological elements of D&D as competition for their own religious views, which meant they were taking both mythology and games far too seriously. This campaign against alignment shares the same mentality, taking a game too seriously and treating it as you would the real world. The last time I checked, there are no goblins running around my neighborhood, and evil isn’t anything more than a state of mind, so there’s no need to eliminate many powerful stories from our arsenal. If this trend continues, future generations won’t be able to tell any stories at all. I’d rather not throw the baby out with the bathwater.
There. I’ve spoken my peace. I’ll never publicly discuss this alignment bullshit again.
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