I mainly use the Assortments when stocking dungeons, and I use them as more as a reference for what kinds of monsters/encounters are appropriate, rather than for the stat-blocks. I just ignore the hit points listed.Delta said:Hey, PJ, cool stuff as usual. Regarding your "Recommended Reading", I did get the Monster & Treasure Assortments PDFs a while back. In your game, how do you deal with the monster stats being in post-Supplement I (i.e., d8 hit dice) format?
Thanks! I can't take credit for all the ideas in that musing, though. I drew on some great discussions at Dragonsfoot, the OD&D Forums, and the Knights-n-Knaves forums. The initial post of this discussion provides a wealth of links on the subject.Delta said:PJ, this is one of my favorite posts from you yet. Great stuff.
That's true; my rule on infravision for dwarves and elves is drawn from the special abilities listed in Chainmail, rather than one of the three little books (I should put that in a footnote). Nevertheless, I think that's a valid approach, even if you're aiming for "by-the-book" (a difficult target in OD&D), since Men & Magic refers the reader to Chainmail for more on racial abilities, anyway. Chainmail lists both elves and dwarves (but not hobbits/halfings) as having "the ability to see in normal darkness as if it were light." In my game, I grant that as infravision.The one quibble is what you identify as characters "which normally possess infravision (e.g. elves, dwarves)". In the original set there's nothing indicating that they have infravision...
That's exactly the way I play it. The dungeon "recognizes its own," somehow. In the case of bandits using the dungeon as a "home base," I'd have them initially need light, but gradually be "accepted" by the place, and be granted the special benefits of an underworld monster.For me I sort of read that block of OD&D text the other way around and got the impression that simple men working as bandits got infravision if they lived in the dungeon!
Delta said:I'm also reminded of the 1E PHB picture with dwarves mining, carrying torches. Hmm, when did they need those I wonder (namely in OD&D).
Philotomy Jurament said:That's exactly the way I play it. The dungeon "recognizes its own," somehow. In the case of bandits using the dungeon as a "home base," I'd have them initially need light, but gradually be "accepted" by the place, and be granted the special benefits of an underworld monster.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.