"Edited" by Moldvay. "Edited" by Cook. But who WROTE it?

Not true.

One axis of the table ...

The table has labels, yes. But there are no explanations of how to use the table in the context of the rest of combat. Who goes first, or in what sequence when written orders are compared? How many attacks do you get? How are spells and missile fire resolved in relation to the melee attacks -- the missile section implies all missile fire is done after melee, but what about spells? How does morale, referenced elsewhere in the rules, come into play in combat? Can you move in combat? The surprise section refers to an "extra move segment", which implies some move/attack relation ...
 

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The original OD&D manuals may be horribly organized and confusingly written, but it says "Gygax" on the cover so that doesn't come as a surprise.

Dude, you better not be dissin' Gary here. :rant:

I'll grant the poor organization of EGG's work (can't comment on OD&D, but AD&D 1e PHB and DMG are pretty confusingly laid out), but don't diss Gary's writing. He was a superb craftsman of prose. His writing style is not only elegant, it is downright inspiring. Nothing "confusing" about his writing at all.
 

Dude, you better not be dissin' Gary here. :rant:

I'll grant the poor organization of EGG's work (can't comment on OD&D, but AD&D 1e PHB and DMG are pretty confusingly laid out), but don't diss Gary's writing. He was a superb craftsman of prose. His writing style is not only elegant, it is downright inspiring. Nothing "confusing" about his writing at all.

Gotta disagree with you there. When he's writing about general guidelines, principles of the game, and tips for the DM, sure. His writing is just fine, helpful too. Very good for getting into the gaming mood.
But writing for rules clarity or good organization? Not so much.
 

The table has labels, yes. But there are no explanations of how to use the table in the context of the rest of combat. Who goes first, or in what sequence when written orders are compared? How many attacks do you get? How are spells and missile fire resolved in relation to the melee attacks -- the missile section implies all missile fire is done after melee, but what about spells? How does morale, referenced elsewhere in the rules, come into play in combat? Can you move in combat? The surprise section refers to an "extra move segment", which implies some move/attack relation ...

I assume you're in the camp that Chainmail is not just recommended, but required. To which I would agree. Same with Outdoor Survival. Lost and Pursuit scenarios as well as Food, Water, and Life Level Indexes are all incredibly useful to the game.

OD&D references were to man-to-man combat in Chainmail. But OD&D changed the die mechanic to the new non-6-sider d20, something quite revolutionary in any game up until that point.

Other things... the 3" combat range is about the rule for being drawn into melee when passing close by. Round segments started with move, initial missile fire, and pass-through fire. Later segments included: written orders ("initiative" as yet unnamed), artillery, missile, and melee segments. Combat could be either Move/Counter Move or Simultaneous. Both included split-moves, which is the move segment you're referring to.

Mind-blowingly, alignment, called "general line-up" was included in Chainmail for a couple dozen or so of the fantasy races. This being law, neutral, and chaos.

In fact, Chainmail simply has so much of the original combat rules I simply can't see why they didn't package it in the same box as they were the publisher.

If you feel otherwise, my challenge to you is this: explain how a combat containing melee, missile fire, and spellcasting is conducted using only direct references from the three volumes of the OD&D rulebooks.
Yeah, in my mind both OS & Chainmail are mandatory for the 3LBs. How do you play overland adventures without the first? Or combat on any scale without the second?

OS has rules for food, water, overland movement, terrain types, wandering monsters, and physical conditioning (LLI).

CM has rules for mass & skirmish battles, melee, missile, artillery (including magic), cover, facing with flank and rear attacks, formations (line, column, square), thrown weapons, catapults, gunpowder weapons, cannons, charging, multi-rank fighting, morale checks, fatigue, retreats and routing, contacting allied troops in a rout, missile fire into melee, weapon length and area control, rallying (reformation), prisoners and guards, cavalry charges, hedgehogs, army commanders, baggage camps, weather, unique troop examples from history, sieges with fortifications and defense values, siegecraft like bombards, towers, covered rams, mantlets, ladders, boiling oil, rocks, mining and countermining (sapping), and breeches. As well as jousting, tourneys, magical weapons, and 3D movement.

OD&D added a lot more than either of these, but it definitely needed the other two publications.
 
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Again, I don't know where and when you read and heard this, but I was back in the day, it was sold as a standalone game (not a fantasy supplement), and it was absolutely groundbreaking in a way that it is hard to comprehend by looking back on it.

It was amateur in the true sense of the word - it was a work by lovers of the subject. In those years there were amateur publications, amateur newsletters, amateur publishing associations. It was a wild and woolly frontier which fired the imagination! I never came across anyone back then who looked at the rules and said 'that seems a bit crumby' - everyone said 'I get to be Conan/Ged/Gandalf/Arthur!'
I can't say where exactly, but it would have been in the gaming zines of the late 70s/early 80s. From various people in the RPG industry waxing nostalgic about the beginnings of the hobby. (Possibly even from Gygax and Aronson, as they did occasional interviews and such.) Alarums and Excursions, the premier gaming apa, appearently kept interest high as well, before the game came out. Unfortunately I no longer have my old gaming zines, so can't quote anything, just rely on my not-so-great memory. ;)
 

I can't say where exactly, but it would have been in the gaming zines of the late 70s/early 80s. From various people in the RPG industry waxing nostalgic about the beginnings of the hobby. (Possibly even from Gygax and Aronson, as they did occasional interviews and such.) Alarums and Excursions, the premier gaming apa, appearently kept interest high as well, before the game came out. Unfortunately I no longer have my old gaming zines, so can't quote anything, just rely on my not-so-great memory. ;)

I think you're getting confused because there is a Fantasy Supplement within Chainmail. The basic Chainmail rules are a medieval wargame (with figures on 10:1 scale as I recall). The Fantasy Supplement within Chainmail adds the rules for all those Lord of the Rings races (hobbits, ents, wizards, etc.) and adds in heroes which work as individual figures - and includes rules for 1 on 1 combat using those "heroes", "superheroes" and suchlike. (Note that the 1 on 1 combat rules are pretty lethal: there are no hit points, the figure is either alive or dead!)

Dave Arneson then adapted those hero rules for his Blackmoor campaign, and from there D&D developed.

Cheers!
 


There's been a long-standing rumor that the first edition of Chainmail (published by Guidon Games, and not TSR) didn't include the Fantasy Supplement in it, so the rumor likely originated there. Chainmail has always included the Fantasy Supplement; see Chainmail and Tome of Treasures - D&D
 

I think the text of the OD&D books actually hold up pretty well when compared to a lot that has been produced since. (Speaking of David "Zeb" Cook, compare to say the 2E core rules...or actually, don't). The fact that it did leave so much room to the imagination was also almost certainly a feature.

At the same time, Moldvay is one of the great authors of D&D, and his text, either directlly or through Mentzer, probably did introduce D&D to more people then anything else.
 


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