The History of Advanced Dungeons & Dragons

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Very nice and accurate overview. And I appreciate the shout-out for OSRIC (which I worked on) at the end.

👍︎︎ 4 👤︎︎ u/trashheap47 📅︎︎ May 25 2022 🗫︎ replies

I'm a huge fan of this channel. It has very high quality production of topics that usually go from history of AD&D, and analysis of some modules. I don't know many channels that can reach hundreds of thousands of views while covering this old-school stuff, and I think they deserve the views. Check them out!

👍︎︎ 1 👤︎︎ u/disperso 📅︎︎ May 25 2022 🗫︎ replies
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hello and welcome to dm it all the show where we discuss d d books and tabletop gaming history in this episode we'll be covering the history of advanced dungeons and dragons first edition check out our video on original dungeons and dragons if you want to learn about the system that preceded a d and d which we strongly recommend watching as a good chunk of this video will be discussing what's been changed from the original game note that we're not going to be able to do a deep dive on every ad and d book like we did with the original system original dnd lasted for around three years while add first edition thrived for over 10. original dnd was financially successful but short-lived due to some unforeseen flaws first of all it was designed as a supplement for a war game that it had eclipsed in popularity the original mechanics were also extremely simple relying on a paltry three classes with mostly six-sided dice there were important changes and clarifications to the core rules that were scattered across different supplements and even newsletter articles original dnd in general did not explain its rule set very well so it was played very differently from group to group as dnd's publisher tsr wanted players to be able to transfer their characters to other tables and official d and d events a more thorough rule set was required delivered in a smarter more condensed package thus in 1977 tsr launched advanced dungeons and dragons as well as basic dungeons and dragons basic dnd was meant as an introductory teaching tool for advanced dnd as it only went up to level 3. the system was aimed at younger players with the expectation that they would eventually graduate to a d and d so naturally a d d targeted the older and more hardcore existing d d fanbase gary gygax the co-creator of dnd and president of tsr was the lead designer of the add core set d d's other co-creator dave arneson was not involved with advanced dungeons and dragons at all he was actually no longer even with the company by the time a d d was released arneson was briefly hired as an employee for tsr in 1976 but ended up leaving the company that very same year arneson and several of his colleagues were unsatisfied with their duties at tsr and many felt their design work was being ignored in fact several employees left within the first few years of the company's existence arneson himself vacated tsr when they instituted a new employee agreement that was meant to bar employees from performing any freelance work outside the company even after arneson left he still received royalties from tsr due to his early contributions to original dnd this amounted to five percent royalties off of the cover price for each dnd book sold that was until the release of advanced dungeons and dragons gigax argued that basic and ad d were substantially different enough from the original game to qualify as new products he therefore felt that arneson did not deserve royalties for a game he had not worked on arneson took gagax to court in 1979 and the case was settled two years later arneson ended up receiving 2.5 royalties off the a d and d cover prices going forward which was the equivalent to the royalties that gygax himself earned dnd's co-creators never worked together again aside from a brief period in 1986 when gygax hired arneson to make some supplements based on his blackmore setting that deal ended up being short-lived due to gygax leaving tsr for a whole mess load of reasons we'll dive into later [Music] instead of being packaged into a small box set ad d's core rules were published in three hardcover books with over a hundred pages each frugal fans may be alarmed to learn that each of these books cost as much as the original d d box set but these were meant to be premium products with more content and production value in order to help the official dnd products stand out amongst the imitators the core rules consisted of a monster manual the player's handbook and the dungeon master's guide but these books were not released simultaneously instead coming out one year apart from one another the first hit the market in 1977 believe it or not was the monster manual it was initially used as a supplement for the original game as the advanced rule set had yet to be finalized the monster manual was also largely composed of creatures from original dnd though this book compiles them across many sources in addition to fleshing them out with much needed details the player's handbook arrived next in 1978. players would still have to combine this tome with the original rules for the dungeon master but it at least provided the first step toward a fresh new system most of the rule changes were carried over from the optional rules during original d d with many of them first appearing within the greyhawk supplement penned by gogx himself the original game combined with gigax's supplement basically functioned as a beta test for a d and d other rules came from not only other supplements but also specific rulings from the official tsr newsletters while a d and d consolidated a lot of this material into one place the player's handbook introduced a lot of new elements that would become staples for the franchise for example ad d is the first appearance of the half-orc race which gave players official access to monster-like protagonists gnomes were also added to the player pool whereas the original game included gnomes as monster npcs here they were promoted to player characters and made much more prominent throughout the game gnomes always had a hard time differentiating themselves from the other smaller races as they were originally just skinnier dwarves add granted gnomes access to the rare illusionist class giving them a repetition its cunning magical tricksters add marked the first appearance of many defining racial features as this was the first edition to grant elves unique resistances to sleep in charm this was also the first edition to give each race their iconic stat bonuses and penalties such as the halfling's dexterity bonus and strength penalty stats in general only continue to become more important and thankfully the player's handbook was more flexible with stat generation character creation in the original game involved rolling three dice and assigning their sum to each stat in the exact order they were generated a d and d instead gave the option for players to roll four dice and drop the worst result players could then assign the sum to whichever stat they preferred although plenty of people still wound up using the old method rolling 4 d6 would eventually take over as the standard for the franchise for quite some time the cleric fighter magic user and thief remain the core classes of d and d with everything else demoted to a subclass falling under these four categories the one exception to this is the monk which oddly found itself labeled as a core class this might be due to the fact that the monk didn't really fit under any of the existing classes due to its wide array of unique abilities in fact it was such an outlier that there weren't even any subclasses listed under it the bard was also hard to pin down which might explain why a d and d didn't place it with any of the other classes at all the bard was instead moved to the appendix section at the back of the book along with the confusing and controversial psionics rules while the monks still largely functioned like the class from the original rule set the bard now utilized the dual class system this is not to be confused with multi-classing a concept that first appeared in original dnd multi-classing allowed non-human characters to level up as multiple classes simultaneously splitting any experience gain between the different classes dual classing on the other hand was usable only by human characters dual class characters essentially switch classes after a certain point retaining some of the benefits of the old class in order to become a bard a character had to dual class as a fighter thief and druid to represent the bard's jack of all trades nature the initiative system in a d and d was similar to that of the original game focused on team initiative over individual initiative team members would declare their actions and then resolve them based on the speed of the act they were performing or the weapons they were using extra attacks haste and other factors could allow a character to act during the opposing team's turn but the general structure was very much team focused combat remained broken up into rounds like in modern d d but these rounds were further split into specialized segments so the team that won initiative will go together in an earlier segment with their opposition following after them in a segment of their own there were 10 segments in total with all the extra segments reserved for special cases such as surprise and spell casting additionally a lot of the stronger spells would take multiple segments to cast so enemies could often move before spells had finished casting if the spellcaster took any damage before the spell was complete the attack would ruin their concentration and cancel the spell these changes were made to purposefully weaken spell casters high-level magic users retained their superiority over high-level fighters but now they needed a tanky party member to prevent their spell from fizzling out high-level fighters also gained access to followers to compensate for this magic melee power disparity most of the add classes gained npc followers as it was assumed that player groups would transition from adventuring to large-scale wargaming at higher levels fighters formed their own armies thieves and assassins ran their own guilds and clerics built fortified monasteries likewise monks and rangers also gained their own small group of devoted followers the concept of followers was eventually phased out of later editions to keep the focus on individual characters but followers were an important part of class balance in a d and d fighters could not cast broken high level spells but they could enact a world shaking campaign with their armies spell casting actually received further nerfs through stricter requirements spells now required specific hand motions vocal sounds and or materials in order to activate not only did this prevent spell casting if a mage was bound and gagged but magic users were significantly easier to notice and shut down amidst the chaos of combat there were also new penalties for using certain spells as the most powerful effects could artificially age the caster or recipient if that wasn't bad enough magical aging had a chance to trigger a system shock check system shock represents the physical trauma caused by magical effects such as petrification or polymorph if a character botched this check their mind would fail to handle the transformation which could outright kill a character from mental anguish the chance for survival was based on a character's constitution which also determined their chance of being resurrected successfully a character's maximum constitution score also determined the maximum amount of resurrections that were even possible for said character these rules made a d and d one of the few additions to really make death a constant looming threat regardless of the party's preparations in 1979 the dungeon masters guide completed the release of ad's core rule set although it was meant for a lone pair of eyes the dungeon masters a lot of the rules are a continuation from what was written in the player's handbook but many sections come across as errata meant to directly address reactions to the first rulebook the best example of this is the section on thief skills as it features many clarifications on the thief's capabilities not only does this entire section feel like it should have been in the player's handbook it reads like gigax is directly responding to players abusing the rules the dungeon master's guide also covers a wide variety of contingencies including the likelihood of contracting diseases the impairing effects of alcohol and the time needed to create a siege weapon one of the most infamously involved aspects of add are the weapon and armor rules different weapons had different speeds a certain amount of space needed for wielding and varying effectiveness against different armor types these were not relevant in every conflict given that both sides need to be equipped with armor or weapons weapon speeds in particular were usually used to break ties and initiative between two armed opponents this is also the first edition to feature rules for grappling and knockdowns though they function very differently in this incarnation using these rules mostly involve calculating a bunch of percentages based on equipment stats and even height and weight differences one of the most well-known concepts from this book is the idea of potion miscibility characters in dnd cough potions for a variety of reasons from mending wounds to buffing for an upcoming fight but in a d and d these liquids can mix together in the stomach to create some crazy results like making the effect permanent turning it into poison or even causing a massive explosion centered on the drinker's gut another infamous idea from this addition was the concept of character training nowadays characters simply level up once they acquire a certain amount of experience but in a d and d characters had to pay for training which required weeks of tutelage and exercise the training length could be shortened but only if the player role plays the character appropriately rules like this are why add adventures took place over years of game time rather than a handful of weeks patience is also required for add's laboriously long crafting system players could create their own magic items potions and even custom spells these activities took weeks to accomplish and even then could result in failure ad d was wary of players abusing its rules so it left its crafting system vague and inefficient it was mainly an activity to occupy the magic user's time while the fighter was busy managing their kingdom this vagueness extends over to add's profession system as professions couldn't really be used to craft anything of value these professions were called secondary skills and they functioned more like background information there were instances where professions became relevant but it was largely to identify quality materials rather than crafting anything of importance we should also mention that this book is the first explanation of the modern d d alignment system the original game had long chaos work as a catch-all to represent good and evil but a d and d finally separated them into distinct classifications a character could now be lawful evil or chaotic good a lawful character believes the group is more important than the individual while a chaotic character values the opposite good and evil on the other hand determines whether character favors human rights or selfish purpose creatures of a similar alignment had a secret alignment language they could use to communicate in limited ways this was meant to imitate how the catholic church used latin as a common language for its clergy but alignment languages didn't really have a unified organization the concept is a bit weird and unintuitive so it never really caught on past the early days of d [Music] the first supplement for a d and d was deities and demigods released in 1980 while it further detailed various dnd gods it primarily focused on figures from real mythologies it also added fictional deities outside of d d including creatures from the cthulhu mythos as well as the works of michael morcock tsr ended up removing the chapters featuring these deities in subsequent revisions of this book this was because a different company called chaosium incorporated started publishing the call of cthulhu and stormbringer rpgs during the early 1980s in 1984 tsr renamed dd's and demigods to legends and lore due to a growing controversy at the time one that began with an unfortunate real life event at michigan state university in 1979 a student by the name of james dallas egbert went missing in the steam tunnels beneath the college grounds details soon arose that the boy had mentioned an obscure game called dungeons and dragons to one of his friends nothing d d related was found in egbert's room but campus police believed he had drawn out a dungeon map using thumbtacks they argued that the map represented real locations at the university the theory became that the boy entered the steam tunnels in order to act out his d d fantasies in real life william dear a private detective hired by egbert's parents discussed this speculation with the media and the story quickly spread across america although the boy was eventually found and his disappearance had nothing to do with dnd the full details of the case were initially kept secret allowing the unwarranted d d paranoia to thrive even longer in 1981 a novel called mazes and monsters was published that bore some striking similarities to the egbert incident it portrayed a young college student spiraling into obsession with an rpg similar to dnd the student eventually developed psychological issues as he began confusing his fantasy world with real life a tv movie for mazes and monsters was released a year later starring tom hanks in his first leading role several other works of cautionary fiction about role-playing games began sprouting up like dandelions around this time as well the media frenzy connected d to other incidents where troubled youths were acting out in dangerous ways patricia pulling was the mother of one such youth and after her son's passing she became the face of the d d opposition pulling created an organization called bad an acronym that stood for bothered about dungeons and dragons this organization handed out booklets that tried to connect d d to satanism in witchcraft to newer viewers of this channel this was no joke there really was a firm belief that d d players were participants in occult behavior as dnd was still an obscure and misunderstood hobby at the time it was frequently painted as secretive deviant and cult-like this resulted in several religious groups arguing that d d was a literal method to indoctrinate young people into satanic organizations the controversies caused tsr to transition away from the darker imagery of its early years in order to cultivate a more family-friendly aesthetic but as the saying goes any press is good press since the controversy massively boosted d d's sales and expanded its name recognition these events not only introduced mainstream america to role-playing games but made dnd synonymous with the genre making it the first thing many thought of when they heard the letters rpg the next major supplement after deities and demigods was the fiend folio in 1981 this was a compilation of monsters that appeared in white dwarf a uk gaming magazine white dwarf was published by the games workshop the owners of the warhammer franchise the game's workshop was given the uk license for d d until tsr opened their own uk branch the fiend folio was essentially a sequel to the monster manual but with a lot more creators actively involved many of the monsters were even created by various readers of the white dwarf magazine though this book features a lot more obscure monsters than those found in the monster manual there are still many noteworthy ones such as the undead death knight and the psionic githyanki tsr would go on to publish a second monster manual two years later with most of its bestiary borrowed from various adventure modules and speaking of modules a d d marked the beginning of the franchise's most famous adventures starting with their first official adventure 1978's setting of the hill giant chief this was the first entry of the against the giants series where each foray saw the party invading a different tribe of bloodthirsty giants this series and many of the other early dnd modules were written by gary gygax so he set most of them in his own personal grey hawk setting by 1984 tsr wanted a more collaborative setting structured around one central plot line rather than numerous independent narratives the final result was dragon lance a series that revolved around various d d dragons in an epic plot comparable to lord of the rings the concept for the series came from tracy and laura hickman the husband and wife duo behind the original ravenloft adventure dragonlance was released not only as a series of d d adventures but also novels that covered a similar series of events at the time it was d d's biggest multimedia project greatly expanding d's foothold into the fantasy genre on top of countless d d modules tsr also released new material in their official magazine dragon it began publication in 1976 at the tail end of original dnd and would eventually outlive tsr itself this magazine featured plenty of tsr news promotions rule clarifications and advice for d d players as well as optional classes monsters spells items and rules that players could experiment with in addition to this dragon also spotlighted fantasy fiction stories and discussed prominent works of fantasy during a time where there weren't many communities focused on the genre some famous d d writers actually got their start by submitting articles to dragon magazine for example this is where ed greenwood first premiered his forgotten realm setting to the general public dragon magazine material was usually less balanced than the content within official d d books as it naturally didn't undergo the same level of rigorous play testing not that it stopped tsr from compiling a lot of this imbalanced material into a 1985 book titled unearthed arcana it's here where many players first encountered the weapon specialization rules and evolution of the weapon proficiency system from the player's handbook in original dnd players could wield any weapon related to their class but a d and d forced them to choose armaments from their class list to focus on using a weapon they weren't proficient in would result in attack penalties weapons specialization took this one step further allowing standard fighters to focus on a single weapon type doing so granted both attack bonuses and extra attacks turning the tanky fighter into a much deadlier class for spellcasters unearthed arcana introduced minor spells known as kantrips which is likely a familiar term for modern players can trips function differently in this edition however generating very minor effects for level zero magic users for example instead of being able to lob firebolts or eldritch blasts magic users back then would cast spells to clean dishes or change an object's color and yes there was a level zero in a d and d it was usually reserved for ordinary npcs not strong enough to qualify as a major d d class unearthed arcana also premiered three new classes the cavalier the barbarian and the thief acrobat the first of these the cavalier was essentially another take on the paladin although the cavalier received no holy powers from a divine being it had a similar chivalric night concept on top of an even stricter code of honor cavaliers needed to be sponsored by a lord meaning the player usually had to be from a higher social stratum in exchange they received attack bonuses parrying bonuses and unique mounted abilities they were also the first dnd class able to increase their stat points as they leveled up while the cavalier never graduated to a core d d class it still had a significant impact on the paladin's development unearthed arcana altered the paladin from a fighter subclass into a cavalier subclass granting them many of the cavaliers abilities including bonuses to saving throws and the class defining immunity to fear the barbarian on the other hand would be later promoted to a core class however the unearthed arcana barbarian lacked a rage mechanic as it was based more on versatile pulp heroes like kona and the barbarian these barbarians had access to around 12 different nature based skills ironically making them better survivalists than the a d and d ranger and even without a rage mechanic these barbarians still had a nasty destructive temper barbarians hated magic to the point that they were compelled to destroy any magic items in their vicinity and they refused to associate with spell casters these restrictions were gradually lifted as the character leveled up but as you could guess they made the barbarian unappealing as a potential party member the third class the thief acrobat was unlike its peers in that it was made too weak rather than too strong unearthed arcana's thief acrobat was an option for mid-level thieves that wanted to focus less on lock-picking and more on physical stunts the thief was already one of the weakest dnd classes so it along with its acrobatic counterpart would later be folded into the broader and much more dangerous rogue class 1985 saw the arrival of the oriental adventures rulebook aimed at players interested in an eastern setting for their role-playing adventures this book acts as an alternative to the player's handbook with a wide variety of eastern flavored classes and races to replace the more tolkienesque elements within a d and d it also added more weapon specialization rules and was the first appearance of non-weapon proficiencies in an official d d book non-weapon proficiencies were basically an evolution of the secondary skills from the dungeon masters guide except they were more fleshed out and provided detailed rules for numerous mundane activities outside of combat unbeknownst to players both oriental adventures and unearthed arcana were partially intended as the testing grounds for second edition a d and d that is second edition according to gary gagax yet unbeknownst to gagax he would soon lose control of tsr and exit the company before second edition ever began production strappin because the series of events leading to this are lengthy daisy chaining all the way back to the company's formation a lot of this information comes from the 2021 book game wizards by john peterson which is currently the best source documentation of tsr's history when gygax started tsr in 1973 he did so with his childhood friend don k the original tsr logo was actually a k and g to represent its two founders and k was the one that suggested forming a new company to publish dungeons and dragons but gagax and k lacked the funds to do so enter fellow wargaming enthusiast brian bloom who offered to cover the remaining production for gogax at the cost of bloom acquiring an equal stake in the company sadly and unexpectedly donkey would pass away from a heart attack in 1975 at the age of 36 with his share of the company transferring to his widow so bloom convinced his father the owner of a tool and die company to buy out kaye's share since brian bloom's brother kevin had been hired by tsr as the company's treasurer kevin ended up buying out his father's shares those which once belonged to kaye in 1981 and took on more administrative responsibilities in 1983 tsr underwent a restructuring in order to deal with its debt as the company's growth was slowing kevin bloom was promoted to the president of tsr while gygax became the head of the company's media branch which made sense as gigax was the biggest rpg celebrity by this point acting as the face of d d in tv interviews thus gayax began visiting hollywood california to pursue film and tv opportunities for the franchise this was around the time when the d d cartoon was developed in collaboration with marvel comics also around this time gygax met screenwriter flint dilly who worked on the gi joe and transformers cartoons gagax and dilly collaborated on a choose your own adventure line of books as well as an unproduced d d movie script by 1984 tsr's financial problems had only worsened which consequently led to kevin bloom being ousted as the company president the bloom still had majority shares in the company but tsr's creditors wanted drastic changes in order to restore their confidence so tsr's board of directors began searching for a potential buyer for the company gagax however did not want to sell tsr to an outsider he was a gaming enthusiast at heart weary of people that only had a financial interest in the company so gayax increased his shares to become the new majority shareholder prompting the board of directors to pick him as the new company president with the hopes that he would make tsar solvent again gagax told his hollywood friend flint dilly that he was still looking for new investors so dilly introduced gigax to his sister lorraine williams williams and her brother were both the inheritors of the buck rogers franchise as the original comics had been published by their grandfather's newspaper company therefore williams had solid business experience as well as a lot of funds from maintaining the buck rogers ip gaiax hired williams into an administrative position so she could handle a lot of the day-to-day management she dealt with tsar's creditors and eventually made the company profitable again around this time the bloom brothers wanted to leave tsr so they offered their share of the company up for sale gygax supposedly expressed interest in buying out their shares but he didn't act on the sale right away this may have been a negotiating tactic as the company was suffering 3.8 million dollars in losses by 1985 and gigax appeared to be the only person interested in buying more shares what he didn't expect however was lorraine williams making a deal with the blooms behind his back it turned out that williams wanted to become a partial owner of the company in order to enact more significant changes so with the blooms having sold their shares to williams she was now the new majority shareholder not only that but the board of directors favored this deal as they were actively feuding with gygax regarding the copyright to greyhawk and all his published material so the board of directors took the opportunity to enshrine williams as the new president of tsr gygax tried to cancel the deal so that he could buy out the blooms instead but it was too late for them to back out of their agreement with williams in charge and the board behind her gygax felt the company had been taken over by exactly the type of financially driven outsiders he was trying to avoid thus he sold his remaining shares in 1986 and left the company that he had once helped create add first edition continued until 1989 but the departure of gary gagex spiritually marked the end of an era [Music] advanced dungeons and dragons in general feels like a direct improvement over the original in no small part due to a more complete rule set some readers might feel understandably overwhelmed by the amount of material here which was why d d basic was developed alongside it as a more laid back introduction to the series but we'd argue a d and d is still worth a look as it is a gargantuan attempt by gigax at fixing the original game original the india is far from the most balanced rule set which works both for and against it the overpowered spells and wondrous items gave players something to look forward to letting them play out epic tales of heroism but certain shall we say creative players took it too far sapping the dungeon masters campaign of any sort of challenge it probably didn't help that dnd evolved out of the war gaming hobby where many of its players weren't trying to participate in a shared story as much as quote unquote win the game ad tries to address a lot of the egregious cheese strategies by introducing believable complications and challenges that might arise spell casting remains incredibly powerful but is now a bounced mixture of risk and reward characters no longer just level up out of nowhere but have to seek out trainers that take weeks to learn from thought has to be put into one's housing situation as living in chaby conditions could lead to contracting diseases some might view these as needless complications but these consequences fleshed out the game world requiring more thought for what were once simple interactions at the very least ad d houses a great tool set for dungeon masters who want to preserve the danger and mystery within their game worlds despite his tyrannical feats as a dm gary gagax did not insist that players need to use every single rule within these books he instead want dungeon masters to understand the different rules and the reasons they have been put in place the dungeon master could then use the rule if they felt it was necessary or disregarded if it didn't fit their campaign random encounters for example were meant to prevent players from going to sleep in the dungeon after every single fight if the party was instead moving swiftly and strategically through the dungeon the dm could issue with the random encounters altogether while modern d d additions are written more like technical manuals ad d is written to be more conversational almost as a stream of consciousness gigax loves his complex and flowery words and is not afraid to expound on his thought process behind his design this is referred to as gygaxian prose and it gives classic dnd a unique charm for better or worse the downside to gagax's colorful voice is that it can make the text difficult to decipher many rules were universally ignored just for being too complicated to use in a real game very few people actually use the complete initiative system due to the amount of weird edge cases and exceptions that could alter a character's initiative other rules were ignored because it was just too easy to miss them for example characters in combat actually couldn't move and act in the same turn unless the enemy was within a 10-foot radius of them this rule is only mentioned once in the dungeon masters guide right before the section detailing charge attacks the dungeon master's guide also states that fighters give their opponents a chance to retaliate when using their extra attacks missing rules like this can lead to wildly different games often producing more mobile characters with greater burst damage it doesn't help that the ad d dungeon masters guide tries to clarify and expand upon material that's also present in the player's handbook it's nice to have further clarification but less nice to have to refer back and forth between the books to fully understand the rules modern editions generally try to compartmentalize their concepts better so that it's easier to get a sense of which rules belong in which book we do recommend buying and reading a d and d but we don't really recommend it as a reference book especially not for your players unless everyone at the table is super invested in a hardcore authentic 80s rpg experience instead we recommend to accompany ad d with a retro clone that streamlines its intricate rules it's useful to know why gigax introduced a rule but it's arguably more useful to have it easy to reference the retro clone we suggest is the one that sticks closest to add's rules osric the old school reference in index compilation while not everything is fully accurate we suspect most old school groups probably played a homebrew version of the ad d real set anyway advanced dungeons and dragons did a lot to improve on the original games's inconsistencies but it was meant to be more of a guidebook than a textbook it may be a complicated system to learn at first but it can generate some interesting predicaments that your gaming group won't soon forget [Music] you
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Channel: DM It All
Views: 204,069
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Keywords: Dave Arneson, Magic User, Gary Gygax, Fighting Man, Fighter, Ranger, Paladin, Thief, White Box, 0 Edition, Chainmail, Greyhawk, TSR, Tactical Studies Rules, Gideon Games, Blackmoor, THAC0, Vancian Magic, Dragon Magazine, Brian Blume, Patricia Pulling, Chaosium, Games Workshop, Dragonlance, Unearthed Arcana, Don Kaye, Lorraine Williams
Id: 7VI2ONHJ7GE
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Length: 36min 28sec (2188 seconds)
Published: Wed May 25 2022
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