Dragon Reflections #103

TSR Inc. published Dragon #103 in November 1985.
TSR Inc. published Dragon #103 in November 1985. It is 100 pages long and has a cover price of $3.00. This issue features errata, gnomes, and the future of AD&D!

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The cover, titled “Birth of the Blues,” is by Robert Pritchard. Interior artists include Larry Elmore, Bob Maurus, Roger Raupp, Tom Centola, the Marvel Bullpen, David Trampier, Ted Goff, and Joseph Pillsbury.

This month’s special attraction is “Unearthed Arcana additions and corrections.” Editor Kim Mohan notes that, though TSR spent months producing Unearthed Arcana, it took readers “only a fraction of that time” to uncover a multitude of errors. What follows are 6 pages of errata, including revisions to many key tables. The book clearly lacked adequate editing and playtesting.

In “The future of the game,” Gary Gygax describes what the planned Second Edition of AD&D will be like. The intention is to combine the Monster Manuals I and II, as well as the Fiend Folio, into a single volume with new illustrations, organisation, and layout. In a similar manner, the Player’s Handbook, Unearthed Arcana, and Oriental Adventures will also be combined, with a couple of new subclasses added (the mystic, savant, and jester). The Dungeon Masters Guide will be heavily reorganized, and Deities & Demigods (retitled Legends & Lore) will be revised to focus less on statistics and more on the worship of each god. But even as this article was published, Gygax was being sidelined within TSR and would be gone completely within a year. The Second Edition would finally be published, four years later, under the leadership of Zeb Cook.

“All about Krynn’s gnomes” finishes up Roger E. Moore’s series on the demi-humans of Dragonlance. The gnomes were originally humans serving Reorx, the divine creator. They misused their crafting skills, and so the god cursed them, reducing their stature and making them obsessed with tinkering, but unable to pursue a higher purpose. Their society is highly industrialised but also absurdly bureaucratic, with the gnomes hyper-curious yet focused on trivia. I guess the “tinker gnome” archetype, which came to dominate how the game presents the race, started in Krynn.

“A dozen domestic dogs” by Stephen Inniss presents more gaming detail on these most ancient and ubiquitous of pets. He divides them into 12 categories, based on size (Very small, Small, Medium, Large) and type (Fighter, Normal, and Runner). For example, a terrier is a very small fighter, while a greyhound is a medium runner. Otherwise, the dogs differ only slightly in movement, hit points and damage. Such articles reflect the simulationist tendency then in vogue, but it is a lot of detail for a negligible impact on the game.

“The Centaur Papers” by Stephen Inniss and Kelly Adams has an unusual history. Inniss and Adams separately submitted articles on the topic, so Mohan asked for permission to combine them into one. The result is 12 pages long and covers everything from social organisation through to personal grooming. I found it less compelling than the Moore/Greenwood articles on similar topics, but I did appreciate the information on using them as player characters.

“The Wages of Stress” is a short story by Christopher Gilbert. In a near-future society, the government punishes those who cause stress and compensates those who suffer from it. Hale Rothemon figures out how to exploit the system, but things quickly spiral out of his control. It’s an intriguing premise with strong pacing and good characterisation. Gilbert is a psychologist who published a few short stories in the 80s.

“The Role of Books” by John C. Bunnell reviews the latest in speculative fiction:
  • The Silver Crown by Joel Rosenberg is "entertaining reading."
  • The Song of Mavin Manyshaped / The Flight of Mavin Manyshaped by Sheri S. Tepper are "soundly plotted though rather brief."
  • The Secret Country by Pamela C. Dean is "great fun and just plausible enough to be thought-provoking."
  • Bridge of Birds by Barry Hughart is "an unforgettable reading experience."
  • Dragons of Spring Dawning by Margaret Weis and Tracy Hickman should "at last satisfy the old demands for something to read after the Ring books."
  • Magic in Ithkar, edited by Andre Norton and Robert Adams, fails as a shared-world anthology because the stories "do not truly mesh into a single setting."
  • The Gadget Factor by Sandy Landsman is "a fascinating tale about computer games and scientific accidents."
Finally, the ARES Section returns, presenting about a dozen pages of science-fiction and superhero gaming material. It includes four articles:
  • "Of Nobbles and Men" by Paul Vernon brings galactic ranchers to Traveller.
  • "The Saurians" by Jeffrey Bouley is a new race for Star Frontiers.
  • "Tanks Again!" by Alex Curylo presents more vehicles for Star Frontiers.
  • "The Marvel-Phile" by Jeff Grubb shares Marvel Super Heroes stats for Armadillo, Count Nefaria, and Hyperion.
And that’s a wrap! It was a rather unsatisfying issue, though I did enjoy reading about Gygax’s plans for the game. Next month, we have the Ochre Jelly, thieves, and a Marvel Super Heroes module!
 

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M.T. Black

M.T. Black

In my 1e campaign, clerics used to take lucerne hammers since clerics couldn't have edged weapons and they did more damage than regular war hammers. But then UA came out and we found out these were really pointy polearms instead of hammers.
Dragon had a comic that responded to this.
 

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I remember much of this issue. An EGG 2E would probably feature even more overpowered classes balanced by crippling roleplay restrictions. One thing I find remarkable about Gygaxian game design is how much of it is punitive, meant to push you towards playing the “right way” i.e. the Gygax way. Sure he would let you play a non-human or a wizard, but he would use lots of fiddly details and restrictions to make you regret it, until you relent and play the Conan or Fafhrd type of macho warriors that got EGG excited.

The centaur article was interesting, but I think you could only use them as PCs in a wilderness campaign that did not venture much into caverns or dungeons. Otherwise the centaur PC would periodically get stuck staying outside guarding the horses.

Back then I was a bit of a “young fogey” about D&D settings and disliked many of the changes made in Dragonlance, but I particularly disdained the kender, tinker gnomes, and gully dwarves, who seemed unfit even for comic relief.

I read at least one Sheri S. Tepper novel but do not remember anything about it. I read the first few Joel Rosenberg Guardians of the Flame novels because my friends did, but they were too gritty for my taste even then. Portal fantasy about RPG players getting sucked into the game was very popular in that era, and of course it was the frame story for the D&D cartoon. IRL Rosenberg became a gun rights advocate after receiving threatening letters from a neo-Nazi.
 
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Our group perused the UA errata, but I do not know if we ever actually used any of them in the game, and I think we assumed that they had been incorporated into the later printings that we had bought. Years later I was a bit shocked to read the UA Wikipedia entry only to find out that it never happened.

I never actually played Original Recipe™ late 70s / early 80s AD&D 1E. My group learned D&D from the red Basic and blue Expert sets but regarded them as the kiddie table of D&D, and the tamer content suggests that TSR wanted us to think that way. We eagerly took off the “training wheels” and graduated to the grown-up game with heavens and hells and naked lady demons.

We started playing Advanced circa 1986, so UA was already out and we never knew the game without it. We knew it was the latest book of D&D goodies, but at the same time we never actually used very much of it. The only things we used consistently were the new spells and magic items. UA was particularly good for rounding out the druid and illusionist spell lists, giving those neglected classes a bit of a boost.

We never really sat down and talked about exactly what UA content would be legal at our table, we just sort of intuitively realized that most of it was edge cases and minutia. Why did grey elves who inexplicably served a human mage ruling an isolated valley need to be a separate “valley elf” subrace anyway? Baffling. One of our group liked to play overpowered “monster” races so he would play dark elf rangers or half-ogre fighters (somewhat surprising that Gygax did not include his half-ogre in UA), but other than that we did not use the new races.

As soon as we saw that the barbarian could not use magic items or associate with spellcasters, we scoffed and dismissed it altogether, because we knew that magic items (especially magic long swords) were the main way to power up warrior PCs. I played a cavalier through a few low levels, but gave up because suicidal charges against invincible foes seemed like a dumb way to play D&D. Both classes could probably be salvaged with a bit of work. EN World user Celebrim has a thread about a revised AD&D thief class that adds the acrobat skills to the standard thief, and I like that idea a lot.
 
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The discussion on polearms was historically interesting, but game-wise, you have to wonder how useful it was. How many players actually selected some of those oddball weapons over swords, bows, etc.? I did once run an adventure where all the NPC fighters used a bunch of them, just for the heck of it....

Just for fun I once rolled up a fighter who used only obscure UA weapons and armor, but wisely never tried to actually play him.
 
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Making gnomes a subrace of cursed humans was not Roger E.'s best effort. (Maybe that was Weis and Hickman first; I don't recall.)

Although I prefer forest gnomes to this day, industrialized gnomes can definitely work, but using them purely for slapstick, both on Krynn and Mystara, feels like a very lazy choice, especially several decades on.

I never liked Krynn tinker gnomes much at all. They always seemed like a one-note joke about absent-minded professors whose gadgets always blow up in their faces. I vastly prefer gnomes as forest-dwelling fey folk wearing pointy hats and pointy boots, confounding bigger enemies with magical tricks.

Fun fact: gnomes do not originate in legends or folklore at all, they were invented from whole cloth by 16th century German Renaissance man Paracelsus, who needed an earth spirit for his book on elemental alchemy.

I think this lack of solid fictional archetypes has hurt gnomes as a PC option for D&D. If you talk about gnomes, people usually think of garden decorations or advertising mascots who bake cookies inside hollow trees - and the movie Elf points out the obvious problem with that... 🔥. OTOH there are also examples of gnomes as creepy little enemies, as seen in the Shannara novel series or the animated show Gravity Falls.

Pathfinder has a pretty good take on gnomes as fey beings whose ancestors got trapped in the material world long ago. They have to actively top up their levels of whimsy and zest for life by practicing arts and crafts, or by going adventuring and exploring. If they let themselves get stuck in a rut they risk losing their mojo and undergoing a horrible “bleaching” process.

A gnome illusionist-thief was one of my favorite AD&D characters, but no one else in my group ever played a gnome or an illusionist. I hope a hypothetical 6E does not take away gnomes or halflings as a player option, even if they seem a tad old-fashioned to some newer players.
 


The 1e ranseur was a good multifunctional weapon with nice superpowers. Use it at the start of a fight, then drop it in favor of a trusty bastard sword.

My friends and I liked to pore over the books and quibble about the fine points of the rules (shocking, I know...), and we quickly noticed that most swords and some polearms were just about the only weapons that actually did more damage against Large sized foes than they did against Small and Medium opponents, and the bigger the sword, the bigger the bonus. During play we would try to use every fiddly rule advantage we had in order to succeed, because even in early editions of D&D it turns out the answer WAS on my character sheet all along! 😁

But often it was hard to remember stuff like this at the table. I remember a combat against ogres or giants or something like that, and afterwards we realized that no one, player or DM, had remembered the L size damage rule.

We liked the idea of a versatile “hand and a half” bastard sword, and the fact that the name of the sword was what a dictionary would call a “mild oath” did not hurt either, but in practice it seemed to fall between two stools. Against size S-M foes it was no better than a long sword, and the two hander did more damage against size L.

We also noticed that multiple rules actively punished players who chose obscure weapons. Between the weapon proficiency system, the elvish racial weapon bonus, the random magic treasure tables, and the loot to be found in TSR modules, we found that short or long swords were always the correct weapon choice if your character class allowed them.
 

I am in the minority that actually really liked the little mechanical modifications the various polearms introduced. I suspect that part of the motivation for Gary to include the chart with little modifiers based on "Armor Type" had to do with introducing edge cases, where one or another weapon was actually the "ideal" attack against a particular defense.

I agree with all of this, but we rarely had a chance to use any of it in actual play. I liked the way 2E removed the cumbersome weapon vs. armor table, and replaced it with three basic damage types (Slash, Pierce, Bludgeon) that worked together like rock - paper - scissors. It rewarded choosing different weapon types for use against different foes. I remember a fight against 2E skeletons which were strong against S and P damage but weak against Bludgeon.

The basic concept of damage types is now a major element of the rules.
 

The basic concept of damage types is now a major element of the rules.
It is actually only very lightly in there affecting anything under the rules now. Skeletons and bludgeoning vulnerability. Rakshasa vulnerable to piercing for the old blessed holy crossbow bolts one shot thing and treants resisting bludgeoning and piercing leaving them open to slashing axes (and swords). It is hard to find other examples where it actually matters whether you use a bludgeoning, slashing, or piercing weapon. AD&D and Basic had the cleric bludgeoning only, but in 3e and beyond that went to simple weapons so spears and daggers were fine. I remember 1e zombies having a thing about piercing only doing 1 point of damage but that was dropped from 3e and beyond.
 


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