D&D 1E Favorite Obscure Rules from TSR-era D&D

@CapnZapp
@Lanefan

This is supposed to be a fun celebration of obscure (or quirky) rules ... not a commentary on any beliefs about "modern players."

I will re-post a question asked in the first Sage Advice ever-

In GODS, DEMI-GODS AND HEROES it says that a forty-plus level character is ridiculous. In our game we have two characters that are at one thousand-plus level. This happened in “Armageddon,” a conflict between the gods and the characters. Of course, the characters won. What do you think about that?

And reiterate that Gygax wrote Tomb of Horrors in 1975 because players were complaining about D&D being "too easy."

I've had modern high schoolers enjoy playing 1e in hardcore mode. Let's not generalize, please. :)
 

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The main difference is, I think, that the cost of AD&D spellbooks is front-loaded. You pay 5000 gp for either a 50-page traveling spellbook or a 100-page regular one, but then there's no cost of scribing spells into it. Starting with 3e, the spellbook itself is cheap (15 gp in 3e, 50 gp in 5e), but actual scribing costs money (100 gp per spell level in 3e, half that for making a backup; 50 gp per spell level in 5e with a 10 gp per spell level backup cost).

They do seem to have missed writing how many pages any one spell takes up though in 5e.
Huh.

We've always had it that spellbooks are cheap-ish (compared to those 2e prices, anyway!) at around 1000 g.p. for a 200-300 page book*, but scribing spells is costly due to the ink required and even more costly if you have to pay a guild or fellow caster to gain access to the spell you want to learn-scribe. Endless-ink devices are highly sought-after.

We also listed in each spell's write-up how many pages it takes up in a book.

* - a just-starting-out mage comes in with a spellbook.
 

Huh.

We've always had it that spellbooks are cheap-ish (compared to those 2e prices, anyway!) at around 1000 g.p. for a 200-300 page book*, but scribing spells is costly due to the ink required and even more costly if you have to pay a guild or fellow caster to gain access to the spell you want to learn-scribe. Endless-ink devices are highly sought-after.

We also listed in each spell's write-up how many pages it takes up in a book.

* - a just-starting-out mage comes in with a spellbook.
I don't know if it was different in 1e, but the 2e DMG specifies a cost of 50 gp per page for a regular spellbook or 100 gp for a traveling one, with a max size of 100 and 50 pages, respectively. It doesn't have any cost for scribing other than "having to use the boldest inks" and things like that. It also specifies that a spell takes up 1d6-1+level pages (so there's a bit of randomness).
 

Even more than that! The Ranger class was actually written by Joe Fischer (who was 18 at the time) who had seen the new Paladin class, and thought ... YES, BUT MORE ARAGORN!!!!

It was published in The Strategic Review v.1 #2, and was later put in to the PHB by Gygax.
The ranger also made a quiet appearance in Eldritch Wizardry, since it was listed on the updated wilderness encounter tables (under "Men") after the other OD&D classes. Wonder what referees without a subscription to The Strategic Review did when that result came up...

(Those random encounter tables also included some other monsters that had only been in The Strategic Review/Dragon, such as ghosts, yeti, leprechauns, rakshasa, wind walkers, ropers, and the catoblepas. Plus "fairies", which were buried in the expanded rules for elves in Greyhawk as another name for "meadow elves".)
 

The ranger also made a quiet appearance in Eldritch Wizardry, since it was listed on the updated wilderness encounter tables (under "Men") after the other OD&D classes. Wonder what referees without a subscription to The Strategic Review did when that result came up...

(Those random encounter tables also included some other monsters that had only been in The Strategic Review/Dragon, such as ghosts, yeti, leprechauns, rakshasa, wind walkers, ropers, and the catoblepas. Plus "fairies", which were buried in the expanded rules for elves in Greyhawk as another name for "meadow elves".)

I am sure that Gygax would have said something like, "Well, if you aren't keeping up with The Strategic Review and Dragon, are you really even playing D&D???? Let's find out by rolling on this table I just created!"
 




Huh.

We've always had it that spellbooks are cheap-ish (compared to those 2e prices, anyway!) at around 1000 g.p. for a 200-300 page book*, but scribing spells is costly due to the ink required and even more costly if you have to pay a guild or fellow caster to gain access to the spell you want to learn-scribe. Endless-ink devices are highly sought-after.

We also listed in each spell's write-up how many pages it takes up in a book.

* - a just-starting-out mage comes in with a spellbook.

I don't know if it was different in 1e, but the 2e DMG specifies a cost of 50 gp per page for a regular spellbook or 100 gp for a traveling one, with a max size of 100 and 50 pages, respectively. It doesn't have any cost for scribing other than "having to use the boldest inks" and things like that. It also specifies that a spell takes up 1d6-1+level pages (so there's a bit of randomness).
The 1E core books neglect to give any such details (just that you start out with a book), but a full page of rules is included in Unearthed Arcana, and this is one of the only useful things in that book.

In 1e a new standard spell book costs 1,000gp, or 500 for a traveling spell book. And a further 100gp per spell level of each spell therein (cantrips cost as much as 1st level spells). Adding new spells costs the same- 100gp/spell level.

A standard book can hold up to 36 cantrips, 24 spells of 1st-3rd level, up to 16 spells of 4th-6th, OR up to 8 spells of 7th-9th level. A traveling spell book is one fourth as capacious.

Physical aspects of standard books

A standard spell book is approximately 16 inches in height, 12 inches wide, and 6 inches thick. (The DM has leeway to reduce or enlarge this general size, although nothing smaller than 12x12x6 inches or larger than 18x12x9 inches is recommended.) The weight of a standard book of median size is 150 gold pieces (adjusted upward or downward for varying sizes). The encumbrance value of such a book is equal to three times its weight (450 gp or thereabouts), although it is correct to assume that a volume will fit within an otherwise empty backpack or large sack.

The cover of a standard book is typically heavy leather — dragon hide or something similar — inlaid with metal so as to provide both extra durability and a means to close and secure the book. Vellum pages are sewn together and secured to a fine, supple leather spine backing. Pages are secured additionally by fine leather front and back pieces. It is also usual for such a tome to have vellum stubs at intervals for insertion of additional pages, although this by no means allows for any increase or change in the number and types of spells the book can contain.

Notwithstanding any special protections placed thereon, a standard spell book has a saving throw equal to that of "leather or book," and with + 2 to dice rolls made to save against acid, fireball, disintegra¬ tion, and lightning attacks.

’ Physical aspects of travelling books

A travelling spell book is approximately 12 inches tall, 6 inches wide, and 1 inch thick; 9x9x1 is likewise a good working size. The weight of such a book is approximately 30 gold pieces, and encumbrance roughly 60 gp. Five such books will fit within a backpack, twice that number in a large sack.

The cover of a travelling spell book is strong, supple leather, such as that from a giant cobra. The hand-sewn leaves of parchment are care fully secured to a fine leather backing and glued to the spine. The whole is further secured by front and back pieces of vellum. A small lock or leather ties are typically used to secure the whole. Pages are very thin and fragile, so great care must be taken to protect the book when it is in use.

Notwithstanding any special protections placed thereon, a travelling spell book has a saving throw equal to that of "leather or book," with no bonuses (as a standard book has) against certain forms of attack.
Value of spell books

A standard spell book has an Experience Point Value of 500 points per spell level contained therein (again, considering cantrips as Istlevel spells), and a Gold Piece Sale Value of 1,000 gp per spell level (applies to all spells, including cantrips). As with any other magical items acquired, spell books must either be sold immediately or else the x.p. value taken. This holds true regardless of whether or not any tome is eventually sold. Thus, a spell book cannot be kept while a par ticular spell or spells are transcribed, and then the work sold for the Gold Piece Sale Value and the proceeds taken toward experience points.
 

I miss the rules for strongholds and mass combat. The Siege Engine rules in the Companion Boxed Set, and later included in the Rules Cyclopedia, were simple and straightforward, and didn't feel like you were stopping your D&D game to play an entirely new game for an hour like some of the more modern mass combat rules.

I even loved the 1E Battlesystem Fantasy Combat Supplement that was recommended for (but, frustratingly, not included with) X10: Red Arrow, Black Shield, and I can't seem to find a copy of it anywhere. Sure, I can find PDFs of the 2E Battlesystem rules, but never 1E.
How do I tell if it is 1e or 2e? I have the PDF with this cover:
1717452166383.png
 

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