An additional series of two Forgotten Realms games,
Gateway to the Savage Frontier (1991) and
Treasures of the Savage Frontier (1992), along with an early MMO that was run on AOL,
Neverwinter Nights (1991)
, were created by outside studios, using the SSI tools, under license from SSI.
This series of games is generally regarded by RPG and CRPG fans as one of the best adaptations of the AD&D 1st edition style rules. Their adaptation of the AD&D 1st edition combat system in particular is well executed. To the point that, despite the aging interface and older style of presentation, many still find these games very enjoyable.
Unfortunately, as many fans know, there is one glaring flaw in these games: they essentially lack any sort of useful economy. Money, in almost every game in the series, is essentially useless, because of the fact that the party is given copious amounts of it, at every turn, as a reward. Unlike most other games of the era, there is simply nothing worthwhile to spend money on. In an average play-through your party will throw away literal mountains of copper, silver, gold and platinum.
My goal, in this article, is to examine the how's and why's of this situation, and to essentially assign responsibility for this state of affairs as I see it. During the course of this post we will discuss several points about these games. SSI's company line that they were forced to use the rules as written, the changes made by SSI to the written rules, how money sinks were avoided, and how they clearly followed treasure tables, while ignoring written rules in the DMG that were supposed to be used in conjunction with said tables.
Let's begin.
0. A quick discussion on the origin of the rules
It makes sense to review the origin and purpose of the AD&D 1st edition ruleset, and do a quick review of the versions publicly available when these games were released, prior to any deep dive discussion. At the time, the general perception of D&D/AD&D, and the commonly accepted playstyle, were heavily shaped by all of the available versions.
It was quite common, in active play at the time, for the rules from the disparate rule sets to be intermixed as “house rules”--especially since at least one of the systems “suggested” that one start with Basic and then move to 1E.
0.1. OD&D
Dungeons and Dragons was originally released in 1974 as a boxed set of 3 booklets. This ruleset is generally referred to as OD&D, or the LBBs (an acronym for Little Brown Books, as the three booklets were brown and fairly small in size). It was originally attributed to Gary Gygax and Dave Arneson. This game was initially, essentially, an expansion of the
Chainmail wargame/mass combat rules released by Guidion Games written by Gygax and Jeff Perrin in the early 1970s.
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| One of the original "Little Brown Books." |
This was a fairly bare bones release. Combat rules were omitted, and referees were instead supposed to use systems from the parent game,
Chainmail. In its earliest form, the game only had three classes: fighting man, magic user, and cleric. Hobbits, dwarves, and elves were included; the former two were only allowed to be fighting men, while the latter could be a fighting man or magic user, per the player’s choice at the start of each day.
Every aspect of this ruleset, from syntax to rules descriptions, assumed the reader had an extensive background in wargaming. Miniature sand table scale was often used in place of specific ranges or areas of effect, for example.
Very little direction was given to the DM (then just called a referee) in terms of creating a campaign world, lore, or story. He was supposed to instead just build a dungeon and stock it with an assortment of traps, treasures, and monsters.
If one wanted to attempt overland exploration, the referee was instructed to use the hex map from Avalon Hill’s
Wilderness Survival game, or another similar pre-generated map, and simply utilize the wilderness random encounter tables. Said tables included fairly deadly challenges, so this was generally considered an option for higher level characters.
0.2. OD&D Supplements
OD&D was quickly supplemented as the initial rule set exploded in popularity.
Its first supplement,
Greyhawk, introduced the thief and paladin classes and added new combat rules that allowed referees to run the game without owning a copy of
Chainmail.
Its second supplement,
Blackmoor, added the druid and assassin classes and included the first pre-made scenario. This supplement contains one of the first appearances of the term "Dungeon Master."
Eldridch Wizardry and
Gods, Demi Gods and Heroes added psionic rules and stats for deities and heroes, respectively.
By the time the last supplement was released, most of what would become the core of AD&D was in place. A few classes still not in the game officially (ranger, monk) had been detailed in
Dragon magazine (TSR’s AD&D magazine) or the
Strategic Review (its predecessor.)
0.3. Holmes Basic
By 1977, D&D had become fairly popular, but as the rules were spread around a boxed set and 4 supplements, it was a bit unwieldy for the novice.
Dr. J. Eric Holmes essentially volunteered to re-write the game for a “younger” audience, in a single package, which resulted in the version colloquially referred to as the "Holmes" edition of
Dungeons and Dragons. Technically, it is the first product that was titled
Basic Dungeons and Dragons.
This version was released shortly before AD&D 1st edition and is essentially a bridge between OD&D +
Greyhawk, and AD&D 1st edition. It is a re-write and distillation of the OD&D rules, plus the
Greyhawk supplement and monsters from a few other sources. It includes the thief class from
Greyhawk but omits the paladin from that supplement, for example. It only covers levels 1-3 and instructs players and referees to graduate to AD&D after that point.
0.4. AD&D 1st Edition
By 1976 or so, OD&D had been widely adopted and heavily extended by third parties. Gygax was frustrated to receive letters from campaigns that had characters with levels in the 100s, capable of defeating entire pantheons of gods.
This frustrated TSR; having seen the success of Judge’s Guild’s adventure modules and campaign info, they had plans to release similar supplemental published materials for DMs. These materials were difficult to produce if a baseline for the game did not exist. A module for characters level 8-12 would be useless for a DM in a campaign that had characters in the 100s, and allowed characters to surpass those levels in a single encounter.
D&D tournaments at gaming conventions had become quite popular as well, so there was a desire to better codify the ruleset in order to facilitate easy tournament DM-ing.
Primarily due to these factors, AD&D 1st edition was created.
As this edition was written on a fairly rushed schedule, rules are often explained in a contradictory or unclear manner. Disparate sub-systems are utilized to resolve similar situations, often because the writer or creator of sub-system A did collaborate with the creator of sub-system B.
This is a drastic contrast to something like the D20 system when most actions boil down to “roll a D20, add bonuses, try to hit a target.” Some of those flaws are examined in a bit more detail in the body of this work.
It is worth noting that there is also some evidence that AD&D was created to split the product line, so TSR could stop paying royalties to co-creator Dave Arneson. Arneson brought suit against TSR for royalties and, by all accounts, eventually won a “per book” royalty rate for all AD&D 1st edition products.
0.5. B/X - Moldvay/Cook
By 1980,
Dungeons and Dragons had experienced a massive surge in popularity due in part to the hysteria surrounding
the disappearance of James Dallas Egbert.
AD&D 1st edition was completed with the release of the
Dungeon Master’s Guide in 1979, but early acceptance was not universal, and as the rule set was built for tournament use, it was a bit complex to DM. As a result, with the influx of new users, there was a clear need for a new ruleset that was easily understandable and teachable. Moldvay/Cook was written to fit this niche.
In most cases, rules are influenced by OD&D and AD&D but are presented in a clearer and more concise manner. Subsystems tend to be minimized, and the language used is geared more towards elementary or middle school aged readers, as opposed to the “high Gygaxian” (complex prose that mixed old English and obscure wargaming terms with actual colloquial English) used in 1E.
It was fairly common for people to use the “meat” of the rules from this system (e.g., how to adjust combat and exploration) while using the “fun stuff” from 1E: spells, classes, monsters, magic items, and so forth.
0.6. BECMI
After the success of B/X, and with the impending release of the D&D Saturday morning cartoon, TSR decided to revamp the “Basic” D&D line one additional time in 1983. This resulted in the release of the BECMI (Basic, Expert, Companion, Masters, Immortal) set of boxed products.
These releases featured high-quality illustrations by Larry Elmore, with interior art by Elmore and Easley. This was the origin of the iconic “Red Box” D&D Basic Set, which was the first product released in the series. It was a fairly massive step up in presentation for the D&D or AD&D line, by the standards of the day.
Initially, the rule set was identical to Moldvay/Cook up until the Companion set. Beyond that, TSR introduced new material (e.g., the immortal rules, weapon mastery, proto-"prestige" classes) or massively re-written versions of OD&D or AD&D rules. The Basic and Expert sets were essentially a re-presentation of the B/X versions of those products, albeit with the introduction of a "solo" adventure to allow one to learn to play without a group.
This product line was the most common introduction to D&D or AD&D for most people in the 1980s. As with B/X, it was fairly common for 1E DMs, in the mid- to late 1980s, to incorporate combat, surprise, and exploration from this edition, alongside the classes, spells, weapons, magic items and monsters from 1E.
1.0 Rule changes
SSI has always stated that their license with TSR required them to follow the AD&D 1st edition rules. Their stance is that any issues with the economy were endemic to the rule set. From the CRPG Addict’s discussion with SSI Producer Victor Penman (contained in
a posting on
Champions of Krynn):
I asked Mr. Penman about [the problems with the in-game economy], and he attributed this problem mostly to the AD&D rules, which gave experience rewards based on both enemy hit dice and the amount of treasure collected…. TSR required SSI to use official rules for both experience and treasure… Penman somewhat brusquely told me that, "Following the rules and providing XP were our concerns, not what people spent money on."
Unfortunately, this statement is heavily inaccurate as SSI modified the AD&D core rules substantially in order to fit them into the paradigm of the game they wanted to make. Changes were made at several levels in order to adapt a table top, human moderated experience, into a computer based, pre-programmed experience. In some cases, rules were changed as their written implementation would not work in actual play. The rest of this article examines the many changes that SSI was
not afraid to make to AD&D 1st edition rules.
1.1 Combat
Arbitration of combat in AD&D 1st edition has in practice been performed incorrectly more often than it has been performed correctly. This is due to several reasons, including the complexity of the rules, their general incompatibility with "heroic" roleplaying, and the fact that many of the rules used to arbitrate combat are documented in the DMG in a manner that is simply not clear or well organized.
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| Combat in a CRPG allowed implementation of more complex mathematics than pen-and-paper players were willing to put up with. |
For a quick illustration of the “complexity” statement above, I will direct the reader to
the ADDICT document, which comprehensively details how to accurately arbitrate the surprise and initiative rules in AD&D 1E, when all of their apparent inconsistencies have been accounted for. This document is 20 pages, including footnotes, and it details nothing beyond “which side is surprised at the start of an encounter” and “what order to actions occur in combat, in the course of a round."
Rules of a complexity to require a subsequent 20-page long companion document to explain are built to spill, and were obviously rarely, if ever, run by the book in actual play.
As noted above, combat in the Basic versions of D&D available commercially alongside AD&D 1st edition was substantially less complicated and easier to run. Those rules allow for a simple “roll a die, the side with the [higher|lower] number goes first” for the purposes of determining initiative, for example. Much simpler than the aforementioned 1E rules.
As a result, many players substituted B/X or BECMI rules with AD&D combat rules, as their approach to combat was substantially clearer and streamlined.
Many of the combat changes made in the Gold Box games resemble a B/X or BECMI rule set approach, and they ignore rules that were key to combat pace and feel in AD&D 1st edition. Several of these changes are outlined below.
1.1.1. Moving into melee/charge
As written, a character may not move into melee range and attack an opponent in the same round, without using the "charge" maneuver. Charge provides the victim with a to-hit bonus, opens the charging party to some special attacks, and removes the ability of the user to use dexterity-based armor class modifiers. When charge is used, the combatant with the longest weapon strikes first, regardless of initiative.
To counter, the combatant receiving the charge may “set” a spear or pole arm to receive the charge; if they successfully hit the charging opponent, the weapon will do double damage. This makes charge into a somewhat risky maneuver. This becomes additionally risky, as the receiving combatant with a spear or pole arm “set” to receive a charge will also strike first, unless the unit initiating the charge is using a longer weapon.
Alternatively, a character or monster may choose to move into melee range without utilizing a charge. If this option is taken, no attacks may be made by the moving party as the round is spent closing into melee range carefully while fending off any "attacks of opportunity."
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| Karnov has no problem charging and attacking the pyrohydra in one round. |
SSI completely ignored these rules in the Gold Box games. There is no charge maneuver. Characters can move into melee range, without an attack of opportunity by their opponent even if said opponent has a longer weapon, and then perform a standard melee attack. [
Ed: is the ability of characters and monsters to "Guard" in the SSI games related to rules about charging and setting weapons? Or was this a separate action in the tabletop rules?]
Given the risk associated with a charge, this change has a dramatic impact on the pace and nature of combat. One can move into melee multiple times in a round, if multiple attacks are available, in an SSI game. One cannot do so in the rules as written. The written rules allow a set of units effectively to block access to a more vulnerable unit; without those rules, it becomes easier for units to target vulnerable foes without a chance of impediment. Thus, these changes drastically alter the feel and flow of combat.
This was likely done because the average CRPG gamer would have seen that set of terms as unacceptable. “I have to move to the monster and just sit there a round before I can attack?! Wtf?!” would likely have been a common reaction.
Most AD&D 1st edition players ignored that rule as well. BECMI and B/X allow one to move and then strike without a charge, and that was generally the accepted play style.
As a result, in terms of "popular play style," the SSI modification was truer to a standard experience. It was however a clear and obvious example of a drastic change to a very basic rule to improve the gameplay experience.
1.1.2. Item/treasure breakage
Another important rule that was omitted is the concept of item breakage during combat. In AD&D 1E it was fairly easy for magical items and treasure to get destroyed in the course of combat.
"Cone of Cold," for example, was developed specifically by Gary Gygax’s son Ernie, because he was sick of ruining all of the treasure they’d find when he’d cast a "Fireball" at a group of opponents.
Per the table on the 1E DMG page 80: "Metal, soft or Jewelry" saves against a Fireball on an 18-20 on a d20 roll. So, with RAW, anytime you’d cast a fireball you have an 85% chance of melting any gold or jewelry on the target. It only fails its save 5% of the time vs. "Cone of Cold" or "Ice Storm," though.
It should be noted that this applied to everything. A character caught in a "Fireball" had to roll for any money on his person, any jewelry, any armor or weapons.
Metal, Hard, saves 75% of the time, with a +5% bonus per +1 on a magical item, but that still means over time you’d lose a lot of treasure, and personal weapons and items, to fireballs. Even a +4 or +5 suit of armor would, statistically speaking, get blown to bits by the twentieth-ish fireball that hit you, since they would still fail a save on a 1 d20 (5% chance).
These rules were, it should be noted, generally not used in "standard" play. It’s pretty cumbersome to make 7+ die rolls, per character, per fireball. As a result, most people would not have expected them to exist, and their exclusion is understandable.
It should also be noted that the BECMI and B/X versions of D&D did not include this rule. I cannot find them offhand in OD&D, but it has been stated that Gygax used them with that ruleset, so I may simply have missed them or they may be in the parent
Chainmail rules.
Whatever the case, there is simply no mechanism whatsoever for breaking or destroying player inventory or treasure in the Gold Box titles.
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| My spellcaster prepares to destroy the enemies and, according to the rules, most of their stuff. |
1.1.3. Firing missiles into melee
In the rules as written, it was somewhat difficult to hit a specific target when firing into a general melee. Specifically, one was not allowed to pick the target and instead the target hit would be diced for.
Essentially, the DM was instructed to assign a value to each unit in melee, based on size, and then roll to determine which combatant was hit based on said value. An example would be two medium sized combatants and a large one in a combat. DM would assign a value of 1 to each medium target, and 2 to the large one. He’d then roll a D4, 1 indicating medium target 1, 2 indicating medium target 2 and 3-4 indicating the large target.
Therefore, in a melee of 4 friendlies and 4 hostile opponents you would have a 50/50 chance of hitting an ally, if you fire into said melee.
In the Gold Box games these rules were removed, and you can target any combatant within range with missile fire.
1.2. Monster reactions
Rules for resolving how non-plot-based, wandering monsters react to PCs in AD&D 1st edition are covered in a few tables in the DMG. These tables are heavily based on dice results, and while there is room for player action, good or bad dice rolls can have a stronger effect in many cases than player action.
In SSIs Gold Box games, most of the time monsters will attack immediately. In the cases they do not, there are a few different potential options.
1) Party is presented with a basic yes/no, attack/run, set of binary options. In some cases, you are provided a legitimate fight/do not fight option and can bypass said combat. In others this is more accurately a "fight this now, or come back later" choice as said combat must be completed in order to clear the area and/or progress the plot.
2) Party is presented with an "attitude" menu, do they react Haughty, Sly, Meek, Nice, Abusive? Monster response is pre-programmed to those cases, it appears. Monsters respond as programmed. In
Pool of Radiance, for example, acting "abusive" towards lower level humanoids will generally make them flee.
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| Encounter options in Pool of Radiance replace what was supposed to be a more flexible system. |
This is drastically at odds with the system presented in AD&D 1st edition. The system presented in AD&D 1st edition would allow most parties to avoid those "truly" random encounters. Any monsters not specifically angry at the PCs current incursion can potentially be convinced, or die-rolled, into a neutral or even potentially positive stance.
Gary Gygax himself often stated that avoiding combat was preferable to
combat, in D&D. This is supported by several facets of the game. An
easy example is the fact that gold and treasure XP is often much higher
than the XP acquired from killing monsters.
One can see why this system was adapted, as the permutations possible in the written system would be almost impossible to arbitrate or control properly in a game. In an organic situation, the DM can simply play the role of the monsters and react to the PCs accordingly.
Programming a similar set of reactions would not have been a real option in the late 1980s. This process requires human judgment to be applied in a very situational manner. There are also no accommodations in the Gold Box engine to allow complex player interaction with monsters. There’s no “I give the orcs 300 gold and tell them to not bother my party of Level 6-9 heavies” button.
Due to those programming limitations, and the inability of a “digital DM” to accommodate those types of plans, SSI simply ignored these rules and re-wrote them to fit their engine. Although understandable, it is nonetheless a dramatic re-write of a rule that is very core to the source game.
1.3. Classes
AD&D 1st edition includes several classes that were not included in the Gold Box games. Assassins, illusionists, druids, and monks simply do not make an appearance in this series. As many know, the paladin and ranger are not present in
Pool of Radiance, the first game in the series, as well.
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| Even a late entry in the Gold Box series omits several canonical classes. |
I've never seen a reason provided for this specifically, but when you look at each class there are some issues with each that prevent an easy translation into a CRPG.
It’s easy to see how the illusionist's spells are a bad fit as they require human arbitration and player DM interaction to work properly. Spells like "Phantasmal Force" are the bread-and-butter of the class, but are wholly open ended. Do you cast "Phantasmal Force" and make a dragon appear to breathe fire on a pack of orcs, causing them to save vs. magic or die from heart attacks? Use it to create an illusionary magic item to bribe them with? A majority of the illusionist's spells fall into the “tell me what you’re going to do with this” category, in a way that was not parse-able by systems in 1988. It’s a class that demands creative play, and that is simply not possible in a CRPG context, with 1980s resources.
Druids have a number of odd open-ended abilities; one example is a 3/day shape shift into "any" animal form (within size limits) that again would be nearly impossible to program around, especially in 1988. They also have a spell list that is similar to the cleric, but different, with a number of more wilderness-oriented spells. Many of them are summoning spells or, essentially, follower-acquisition spells. Based on a deep look at the 1E druid, a lot of their power comes from their ability to collect animal “henchmen” or summon animals which would have required additional programming to accommodate.
Since memory-per-disk was a limitation, including the druid's and illusionist’s additional spells would likely not have been possible.
Assassins were likely omitted due to the nature of their primary special ability. Essentially, they can assassinate a target, on a successful D100 roll, based on their level and the target’s level. This ability as discussed in the DMG (p. 75) indicates that the ability works for a PC assassin as follows:
1) The assassin’s player details the assassination plan to the DM
2) DM takes a few environmental and situational factors into account; for instance, does the target trust the assassin, how well guarded is the target, are they impaired or asleep when the attempt occurs.
3) DM then consults a table, cross checks the assassin’s level vs. the target’s, and modifies the percentage chance of success based organically on factors from item 2 above. There is no written guidance on how to arbitrate those modifications other than “you may adjust slightly for optimum conditions” and “you must deduct points if the intended victim is wary, takes precautions...”
4) Assassin PC rolls a D100 and needs to roll under the % determined by the DM in step 3. If they succeed, the target is successfully assassinated. If they fail this roll, there is no guidance on how to arbitrate the failure, other than “weapon damage always occurs and may kill the victim even though ‘assassination’ failed.”
This ability is quite open-ended, and the rules seem to hover between it being an all-encompassing ability (e.g., the D100 roll includes every step of the assassination) or a more limited one (e.g., the D100 roll is to kill the target only, other factors do not matter). While the rules for modifying the role seem to indicate it is an all-encompassing roll, the “Weapon damage always occurs...” addendum seems to indicate the opposite.
Due to the complexity involved on either side, and the potential for plot disruption, I can see why this class was exorcised.
Lastly, monks have some open ended abilities like druids that would be hard to arbitrate. At lower levels they are somewhat useless, they cannot wear armor, and they do not get dexterity modifiers to AC. This prevents them from being a front line fighter, as they’re very easy to hit and do not have a large enough pool of hit points to make up for their lack of AC. Their unarmored AC and open hand damage, which both improve per level, become unbalanced around level 7, and then later become game-breaking by Level 14 or so.
These classes are a core part of the game, but they were exorcised completely. A massive change to the rules.
1.4. Races
AD&D 1st edition, in the original form, had at least one playable race that the SSI games omitted: the half-orc. To this day, I have yet to see a reason or justification for this. In my own mind, I cannot find one. This race was removed from AD&D 2nd Edition, which was released shortly after the first Gold Box game, but the reason for their omission is simply unknown.
Programmatically, I cannot see how including the half-orc could have caused any problems outside of minor memory overhead, particularly since there are half-orc NPCs and enemies in the game. Their lack of inclusion as a PC race is simply puzzling.
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| If this bandit leader can be a half-orc, why can't I? |
They were dropped from 2E, apparently due to TSR’s desire to reduce parental and religious backlash against the game, and as this product came out so close to 2E it is possible they were omitted for similar reasons.
Half orcs were brought back into 2E with the release of the
Book of Humanoids player’s book. Regardless, they were omitted here which is a clear change to the rules.
1.5. Spells
The following sections detail changes in the adaptation of the spell system to the Gold Box titles.
1.5.1. Missing spells
AD&D 1st edition, as written, contains a plethora of spells available for your spell casters to utilize in the course of role playing. Some, like "Fireball," are holdovers from the game's wargaming roots, and therefore were included as they are easily administrable in a combat situation, and are generally created wholly for that.
Many others, however, are substantially less destructive. Some are only useful in specific situations, when utilized by a good player.
In the Gold Box games, a majority of the spells involving travel, enchanting, divination, or really anything outside of the combat game and combat resource management portion of the game, are omitted.
In many cases the number of spells omitted per level exceeds the number included. This is exacerbated if you count the spell lists in
Unearthed Arcana as “canonical,” which technically they would be.
Again, any justification for their exclusion would be pure speculation on my part. Many of the omitted travel spells would be game-breaking in the exploration portion of Gold Box games. "Fly" or "Teleport," for example, both
really break something like
Secret of the Silver Blades. "Teleport without Error" breaks
any geographic barrier that could be thrown at you.
Why hike through miles of Ice Crevasses when your mage can just cast "Teleport without Error" and bam, you’re at the Dreadlord’s castle, in his boudoir, and he’s staring at you in his Lich undies with a confused look.
Many divinations could be game-breaking as well. "Speak with Dead" would allow a plot bypass in any “we need info from this guy” situations. "Contact Outer Plane" would as well. "Clairvoyance" spoils the encounter behind the door in front of you. [
Ed: But including it would have solved one of the most frustrating issues with Gold Box combat: you don't know it was time to buff until you've already stumbled into combat.]
In a tabletop game, the DM has to find ways to work around this stuff, if they would break the game. Or you allow them and work around it. In a CRPG, it would be impossible; hence, their omission.
1.5.2. Spell Books
In AD&D 1E, magic users needed to access their spells in written form to study them. Said spells were written in either standard or travel-style spell books. These were heavy items, with limited spell capacity. In the context of a normal game, it would be quite difficult for a traveling magic user to have access to every spell he or she had written down.
Loss of a spell book, or several spell books, would be a major crisis as the character would need to somehow re-acquire their lost spells and pay for new books. This would likely require substantial expense and adventuring time.
Spellbooks from enemy spell casters become useful items in this context. Need to learn "Fireball"? Kill that mage that just cast it on you, take his spellbook, and read.
This concept of the spellbook as an inventory item, or series of inventory items, was hand-waved in the Gold Box games and was simply omitted.
1.5.3. Spell components
In 1st edition AD&D, many spells require an additional material component to cast. In some cases, these components are somewhat trivial in nature; for instance, the primary component for "Fireball" is a bit of bat guano. In other cases, they can be somewhat expensive. "Raise Dead" requires a 1,000-gold-piece gem.
These were completely omitted in the Gold Box games.
Including them would potentially have been simple. A store or two could have been devoted to spell reagents/components a la
Ultima IV, and/or they could have potentially been harvestable from downed foes.
That said, the first game in the series was created when disk storage was exceptionally expensive. Their inclusion would have incurred a cost at several layers, and was likely not considered worthwhile as a result.
These components are often hand-waved by DMs when they’re not exceptionally expensive in nature. So their omission is understandable.
1.5.4. Magic item creation
Magic Item Creation in AD&D 1st edition is allowed, and is a very valid money sink. That being said, the rules in the Pre-3.x versions of AD&D/D&D are much less codified, and structured, than the ones you would find in 3.x+, Pathfinder, et al.
A DM is first instructed to force the players to pay a sage or high level character for the initial formula for any magic item created, be it a potion, weapon, armor, wand, or other item. As written, the processes involved in creating magic items are simply not known to common folks.
From there, we have a ton of very loose procedural rules. For potion creation, a lab must be built at a cost of 200-1000gp, plus a 10% upkeep cost. Potions generally cost 200-500 gp to create and require rare and hard-to-acquire substances. A list of suggestions for various potions is provided: troll blood is a potential ingredient for a Potion of Extra Healing, for example. Said list does not cover every potion detailed in even the 1E DMG, so most of this is left to the DM to determine.
Mages from levels 7-10 can only brew potions if they pay an alchemist for assistance; mages from 11+ can brew them without aid. There are no rules listed to allow clerics to brew potions.
Scrolls can be scribed by any spell caster 7th level or higher. In this case, the rare ingredients are used to make the ink used to scribe the scroll. Suggested items to make said ink really are not purchase-able and require the mage to gather them from downed foes, in most cases. The rules required to make said ink are codified well, unlike the potion ingredient rules.
There is a chance of failure per spell scribed, modified upwards by the spell level, and downwards by the inscriber's level. A failed attempt means the entire scroll is ruined, and any ink already used is wasted.
Other items have much more vague guidelines involved. Essentially they instruct the DM to make up the costs on the fly, depending on the item the player wants to build. A Ring of Protection, the book's provided example, would require a masterwork-quality non-magical ring as a base. 5000gp is given as an example cost for a "base" item.
Mages need to use the "Permanency," "Enchant an Item," and/or "Enchanted Weapon" spells to make items with a +x factor, such as a Longsword +1.
In other cases, the mage would need to cast spells into a desired item then “seal” it in with a "Permanency" spell. In most cases, the spells required to enchant an item with a specific trait are basically left up to the DM to determine.
Between limited spell durations, and failure chance, there was an odd balancing act in place with this process. Enchanting a +5 weapon, for example, would be tricky due to the time limit and long casting time of "Enchant Weapon" and "Permanency." Additionally, a player was not told during the enchanting process if a step failed, and would instead be told at the end. Basically this kept PCs to the creation of +3 or +4 weapons/armor, unless they were exceptionally lucky, or very high level. Spell memorization limits came into play here was well.
As a result of this balancing act, the mage performing the enchantment would often need to cast some spells from scrolls. This would likely require the mage in question to pre-scribe the scrolls needed for the enchantment, incurring additional time or monetary costs.
For clerics and druids, the rules are absurdly simple and much clearer: pray daily, at a special altar, and there is a 1% cumulative daily chance of the item being empowered by the cleric's deity. So by day 50+ or so you're pretty much set.
Regardless of the item made, or method, any non-scrolls or potions made incur several days of inactivity on the part of the creator. 1 day/100xp value of the item is suggested. This is a fairly bad penalty, as a Mage that creates a Staff of the Magi, for example, would have to rest for 150 days afterwards.
More complex items are explicitly excluded from creation. Any of the Manuals that provide XP or improve stats cannot be created, nor can items like the Hammer of Thunderbolts. There is little codification as to which items are supposed to be excluded. This is again left to the DM to determine.
It is a bit disappointing that these rules were excluded from the Gold Box games. In
Curse of the Azure Bonds, for instance, a sage in each town might have sold a magic item recipe for a high price. You could then undergo the required steps to make that item, if it seemed worthwhile, burning more money in the process and perhaps taking the mage character out of commission for part of the gameplay. [
Ed: I'm thinking of a system that combines the way weapons and armor are created in The Magic Candle
with the way characters must leave the party to work regular jobs.]
That being said, this is a completely understandable change. As-is, a mage does not have direct access to "Permanency" until they can cast 8th level spells, so it’s omission outside of
Pools of Darkness and
Dark Queen of Krynn is in line with the games' own power curve. If they had included a magic item creation process in those games, they would have also needed to provide "Permanency" scrolls.
These games also had memory restrictions that forced them to include text in an external manual; I cannot imagine they would have had room left over for an item creation sub-game that would have involved collecting “parts” from fallen foes.
1.6. Experience from story/plot actions
In
Champions of Krynn, SSI started to include experience rewards for completing plot points. These were often rather substantial XP rewards and in later games are quite essential in the overall leveling process.
In the AD&D 1st edition rules, there is no precedence for this. As mentioned in the 0.x sections above, AD&D 1st edition is really just a distillation of the 1974 D&D rules, with the 3 supplements added in. OD&D circa 1974 was a game of exploration, not story. Story happened because of the exploration, but characters were in the dungeon because it was there, not because of a plot justification.
 |
| A character gets experience for talking his way out of combat. This isn't supposed to happen. |
OD&D was a sandbox game and AD&D 1st edition, when written, was not modified to be a story-centric game. As a result, Gygax did not consider or include rules for XP rewards due to plot points. XP was given for defeating foes, gathering treasure, gaining and creating magic items, and a few other edge cases.
One could argue that the XP rewards for treasure, since they were only given once the treasure was successfully brought back to civilization, were used as a meta reward to include any plot-specific XP gained in the course of said acquisition. This is my personal belief as well based on my interpretation of the rules; 1 xp per gp was simply used as a blanket reward for successful adventuring.
AD&D 2nd edition did include rules for story-based XP rewards as the game had evolved into more of a story-telling game than a sandbox dungeon/wilderness exploration game. It should be noted that AD&D 2nd Edition core rules do not provide XP for treasure as a baseline. They do acknowledge that as a potential optional rule, but even in the suggested optional rule description, xp is supposed to be rewarded for gold at a ratio lower than the 1:1 that 1E had. They recommend 1 xp per 2-5 gp in those cases.
As SSI included story rewards, they did not stick to 1st edition rules.
1.7. Unearthed Arcana omissions
In 1985, TSR released the
Unearthed Arcana expansion volume for the AD&D 1st edition rules. This volume detailed several new character classes (cavalier, barbarian, thief-acrobat) expanded existing classes (notably the ranger and druid), introduced weapon specialization into the game, added several character races, increased the level caps and class options for non-humans, and added a number of new magic items and spells.
Of all of the rules introduced in this expansion, the only things included in the Gold Box games were a small handful of spells and a few magic items (most notably Dart of the Hornet’s Nest). All character-related additions were ignored. All additional classes, all of the additional races, the increased racial class level caps, weapon specialization, new armor and weapons, along with the majority of the aforementioned added spells and magic items.
There is some logic to this. UA was generally considered to be unbalanced, was play-tested minimally, was released when TSR was cash-strapped, and was heavily “errata’d” in
Dragon magazine. Both the cavalier and barbarian were re-tuned in at least one
Dragon article each, to bring them in line with “normal” characters.
While the omissions might therefore make sense, it's worth noting that at the time, AD&D 1E’s core rules really only consisted of
Player’s Handbook, the
Dungeon Master’s Guide, 3 books of monsters (
Monster Manual 1 and 2, and the
Fiend Folio) and
Unearthed Arcana. Leaving the majority of an entire book of rules out of these games is a big omission as a result.
1.8. Weapon proficiencies
In AD&D 1st edition, characters are given a small number (2-4 depending on class) of weapon proficiency “slots." These are used to select in which weapons the character is proficient. Non-proficient weapon use incurs a to hit penalty of -1 to -4 (based on class). Characters gain slots as they level, which allows them to become proficient in new weapons.
As briefly mentioned in 1.7,
Unearthed Arcana introduced weapon specialization. This system allows fighters and rangers to spend a second proficiency slot on a weapon, which then bestows a faster attack rate, and to-hit and damage bonus. Essentially, they are given +1 to hit, +2 to damage, and their attacks per round with said weapon increase by 1 step, allowing 3 attacks every 2 rounds at level 1 or 2 attacks every round at level 7, for a standard melee weapon.
These rules were wholly omitted in the Gold Box games. This does make some sense as the pre-
Unearthed Arcana system is a “penalty only” type of system. Specifically, there are no advantages to being proficient in a weapon, but there are substantial disadvantages in being non-proficient in a weapon. This type of system is generally frowned upon in modern game design. Regardless, its omission is worth noting as it is a clear rules change.
In summary, SSI was not above making significant changes to the AD&D first edition rules in adapting them to the CRPG medium. Thus, slavish, contractually-mandated dedication to the ruleset cannot justify the broken state of the economy. While most of the changes above resulted in a better CRPG experience at best or a neutral result at worst, changes to rules regarding training, "Monty Haul" gaming, placement and prevalence of treasures, among others, conspired to create a series of games in which money becomes more of an encumbrance than an asset after the first hours of the first game. In the second part of this article, we'll look at the specific treasure-based factors that resulted in a Gold Box economy that fundamentally sucks.