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My old 1E AD&D DMG by Gary Gygax. |
The 1st edition AD&D Dungeon Master's Guide by Gary Gygax is a mess! This statement should not come as a surprise to anyone who knows or plays the game of AD&D, or even has some passing familiarity with the core rulebooks which make up the main portion of rules for this system.
I have been playing in a weekly first edition campaign for over a year now and in order to understand the system better, I have endeavored to slowly digest the contents of the core books one at a time, starting with the DMG and moving on to the PHB, for no particular reason in this order, except that I am familiar with the contents of the PHB, which is slightly less hefty that the DMG.
I will do this mostly in an attempt to become more familiar with this book's contents.
Of course, I say that the guide book is a mess because everyone knows it seems to jump from one topic to the next, in seemingly an endeavor to be as comprehensive as possible. It does a poor job of organizing said content, but I will attempt to digest most if no all of it, skipping around sections and doing my analysis piecemeal, rather than in one fell swoop.
Today I am looking at character age, aging and outdoor movement rates, which is an interesting discussion given the fact this doesn't seem to come up a lot in the modern version of D&D.
So character aging is a part of character creation detailed in pages 14-15 of the 1e DMG. At the onset of each and every character's creation it is necessary to establish his/her age. There is a table for PCs and Henchmen, both human and non human. They are divided by race and class, while the humans get a table organized by the various classes. For example, I rolled for a half-orc fighter and his age turned out to be 15! Then I did the same for a human cleric and he turned out to be older at 19.
What are the effects of aging in the game? Well, in the book Gary says the DM must keep track of a character's age after one is established, from game year to game year. The age categories are: young adult (for a dwarf this ranges from 35-50) to venerable 450 max for a dwarf, about 120 at the long end for humans. Calculating these affect attributes with a mature character adding 1 point of strength and 1 point of wisdom every game year.
Unnatural aging is also common and mostly caused by spell casing or magical mans: casting alter reality for example, will syphon 3 year's from the caster's life, which getting hit with a haste spell would shorten a person's or creature's life span by a year.
This section of the book is followed by disease, which I don't even find fun in real life, so why include it in my game? the Book does go into death due to age. Indeed, the read texts: "Once a character dies due to old age, then its all over."
The following section expands upon the characters' abilities which were first introduced in the PHB. It starts on page 41 and starts with a discussion of the Cleric's spells. Detect evil, detect magic, light and protection from evil. Light is caused upon the visage or before the visual organs of a creature, it will tend to blind it (rather as if a strong light were placed before its eyes), and this causes a -4 penalty "to hit," saving throws, and even armor class.
Spell description for each casting class are explained for the DM's benefit all the way up to 7th level.
A rather lengthy section on adventuring outdoors ensues, beginning on page 47. It is at this point that I need to mention that surveying these game rules as written will allow me to cherry pick those I want to bring into my games and those which I do not wish to use either because they seem cumbersome, are a bit vague, or superfluous or all of the above.
A map is recommended for use by adventures in the outdoors, the scale being 20 to 40 miles per hexagon, with the GM dividing each large hex into blocks of smaller hexes, 5 across the middle or 5 across each face as desired. This is primary done for determining chance of encounters and they reference the possibility and mechanics of pursuit.
Outdoor movement rates are given on page 58 of the DMG and procedures for getting lost and exhaustion results from movement without proper rest are also detailed. We will return to other movement rules including aerial, waterborne and underwater adventure guidelines, but after our next post which will further detail PC abilities.