Is there an issue? Send a MessageReason:
None
Changed line(s) 25 (click to see context) from:
* AllSwordsAreTheSame: All weapons (wielded by player-characters) deal the exact same damage, 1d6. If the game is played with the "Chainmail" system, however, the type of weapon affects the chance to hit the enemy, depending on their armor type.
to:
* AllSwordsAreTheSame: All weapons (wielded by player-characters) deal the exact same damage, 1d6. If the game is played with the "Chainmail" system, however, the type of weapon affects the chance to hit the enemy, depending on their armor type. Greyhawk introduced variable weapon damage and armor type adjustments to what was the "optional" combat system in the original rules, at the same time making it the "official" combat system (replacing Chainmail).
Changed line(s) 33 (click to see context) from:
** The game explicitly stole names from Creator/JRRTolkien's works (such as ent, balrog and hobbit) before being sued by his estate, causing the SuspiciouslySimilarSubstitute creatures that have become standard (e.g. treant, balor and halfling) to be introduced.
to:
** The game explicitly stole names from Creator/JRRTolkien's works (such as ent, balrog and hobbit) before being sued threatened by his estate, Tolkien Enterprises, causing the SuspiciouslySimilarSubstitute creatures that have become standard (e.g. treant, balor and halfling) to be introduced.
Changed line(s) 35 (click to see context) from:
** The Character Alignment system in the first boxed set only had three alignments: [[OrderVersusChaos lawful, neutral, and chaotic.]] The famous nine-alignment system didn't show up until First Edition proper.
to:
** The Character Alignment system in the first boxed set only had three alignments: [[OrderVersusChaos lawful, neutral, and chaotic.]] The famous nine-alignment system didn't show up until First Edition proper.Advanced Dungeons & Dragons.
Is there an issue? Send a MessageReason:
None
Changed line(s) 2,3 (click to see context) from:
'''Original''' | TabletopGame/{{Basic|DungeonsAndDragons}} | [[TabletopGame/AdvancedDungeonsAndDragons1stEdition 1E]] | [[TabletopGame/AdvancedDungeonsAndDragons2ndEdition 2E]] | [[TabletopGame/DungeonsAndDragonsThirdEdition 3E]] | [[TabletopGame/DungeonsAndDragonsFourthEdition 4E]] | [[TabletopGame/DungeonsAndDragonsFifthEdition 5E]]-]]]]]
to:
'''Original''' | TabletopGame/{{Basic|DungeonsAndDragons}} | [[TabletopGame/AdvancedDungeonsAndDragons1stEdition 1E]] AD&D1E]] | [[TabletopGame/AdvancedDungeonsAndDragons2ndEdition 2E]] AD&D2E]] | [[TabletopGame/DungeonsAndDragonsThirdEdition 3E]] | [[TabletopGame/DungeonsAndDragonsFourthEdition 4E]] | [[TabletopGame/DungeonsAndDragonsFifthEdition 5E]]-]]]]]
Is there an issue? Send a MessageReason:
None
Added DiffLines:
[[header:[[center:[-'''''TabletopGame/DungeonsAndDragons'' Editions'''\\
'''Original''' | TabletopGame/{{Basic|DungeonsAndDragons}} | [[TabletopGame/AdvancedDungeonsAndDragons1stEdition 1E]] | [[TabletopGame/AdvancedDungeonsAndDragons2ndEdition 2E]] | [[TabletopGame/DungeonsAndDragonsThirdEdition 3E]] | [[TabletopGame/DungeonsAndDragonsFourthEdition 4E]] | [[TabletopGame/DungeonsAndDragonsFifthEdition 5E]]-]]]]]
'''Original''' | TabletopGame/{{Basic|DungeonsAndDragons}} | [[TabletopGame/AdvancedDungeonsAndDragons1stEdition 1E]] | [[TabletopGame/AdvancedDungeonsAndDragons2ndEdition 2E]] | [[TabletopGame/DungeonsAndDragonsThirdEdition 3E]] | [[TabletopGame/DungeonsAndDragonsFourthEdition 4E]] | [[TabletopGame/DungeonsAndDragonsFifthEdition 5E]]-]]]]]
Is there an issue? Send a MessageReason:
None
Changed line(s) 22 (click to see context) from:
* AllSwordsAreTheSame: All weapons (wielded by player-characters) deal the exact same damage, 1d6.
to:
* AllSwordsAreTheSame: All weapons (wielded by player-characters) deal the exact same damage, 1d6. If the game is played with the "Chainmail" system, however, the type of weapon affects the chance to hit the enemy, depending on their armor type.
Deleted line(s) 26 (click to see context) :
* DeliberatelyNonLethalAttack: Characters reduced to 0 hit points have three turns (less if they're unlucky) to roll saving throws, either dying for good at the end of the last one of being rendered unconscious. An optional rule groups can use is to use the same mechanic for enemies instead of killing them outright by announcing their intent to knock out the target (if the attack would have finished the target off).
Added DiffLines:
** As above, if game is played with the "Chainmail" rules for combat (instead of the "alternative" d20-based system, which formed the basis for combat in all later editions), combat is resolved exclusively with use of d6 dice, depending on sub-system used[[note]]Mass combat sub-system rolls a number of d6s dependent on number of attackers and the broadly-defined unit classes based on quality of their weapons an armor, which each die matching or exceeding a target number counting as a hit. Man-to-man subsystem used 2d6 rolls for each attack, with target number derived from a table matching weapon types against armor type, e.g maces are very effective against chainmail, swords struggle against platemail, in addition to more detailed, to-and-fro turn structure. Fantastic combat resolves fights between major monsters and heroes using 2d6 rolls.[[/note]]
Is there an issue? Send a MessageReason:
Added example(s)
Added DiffLines:
* SurpriseSlideStaircase: Rules booklet "Book 3 The Underworld & Wilderness Adventures". In the sample map of an underground level, a false set of stairs that appear to lead up will turn into a slide that goes down to a lower level.
Is there an issue? Send a MessageReason:
Added the type of work.
Changed line(s) 35 (click to see context) from:
* ExpandingThrownWeapon: ''Magazine/{{Dragon}}'' #5 article "Witchcraft Supplement for Dungeons and Dragons" magic items.
to:
* ExpandingThrownWeapon: ''Magazine/{{Dragon}}'' magazine #5 article "Witchcraft Supplement for Dungeons and Dragons" magic items.
Is there an issue? Send a MessageReason:
Italicized a long work name.
Changed line(s) 35 (click to see context) from:
* ExpandingThrownWeapon: 'Magazine/{{Dragon}}'' #5 article "Witchcraft Supplement for Dungeons and Dragons" magic items.
to:
* ExpandingThrownWeapon: 'Magazine/{{Dragon}}'' ''Magazine/{{Dragon}}'' #5 article "Witchcraft Supplement for Dungeons and Dragons" magic items.
Is there an issue? Send a MessageReason:
None
Changed line(s) 25 (click to see context) from:
* CrutchCharacter: Non-human races have various special powers that men don't, but are limited in their maximum level (e.g. dwarves get a large bonus to saving throws, but can only reach level 6). Thus a non-human will start out stronger than his human peer, but eventually falls behind hard.
to:
* CrutchCharacter: Non-human races have various special powers that men don't, don't but are limited in their maximum level (e.g. dwarves get a large bonus to saving throws, throws but can only reach level 6). Thus Thus, a non-human will start out stronger than his human peer, but eventually falls behind hard.
Changed line(s) 33 (click to see context) from:
** There were only 4 (later 5) races to choose from (Human, Dwarf, Elf, Halfling/Hobbit, and Half-Elves from the ''Greyhawk'' expansion) and no option for custom races. Most of the other races people consider central to ''[=D&D=]'' and its cousins, such as Half-Orcs, Gnomes, Tieflings, Aasimar and Dragonborns, weren't available (or hadn't even been ''conceived of'' yet).
to:
** There were only 4 (later 5) races to choose from (Human, Dwarf, Elf, Halfling/Hobbit, and Half-Elves from the ''Greyhawk'' expansion) and no option for custom races. Most of the other races people consider central to ''[=D&D=]'' and its cousins, such as Half-Orcs, Gnomes, Tieflings, Aasimar and Dragonborns, weren't available (or hadn't even been ''conceived of'' yet). That said, there was a note that the players and referee could work together to come up with other options. The only caveat being that they started off relatively weak and worked their way up the ranks.
** Due to the early implied campaign setting focus being ''very'' humancentric, the playable non-human races were unable to level to the point they could establish strongholds in the wilderness. After the thief class was introduced as their only unlimited leveling class, the only "stronghold" they could establish were thieves' guilds in already established cities.
** Due to the early implied campaign setting focus being ''very'' humancentric, the playable non-human races were unable to level to the point they could establish strongholds in the wilderness. After the thief class was introduced as their only unlimited leveling class, the only "stronghold" they could establish were thieves' guilds in already established cities.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* ReincarnatedAsANonHumanoid: The spell ''reincarnation'' brings back a character as a random creature of their alignment (law, neutrality, or chaos). For instance, a lawful human would have an equal chance of reincarnating as a human, halfling, patriarch (cleric), treant, unicorn, pegasus, hippogriff, elf, werewolf, roc, dwarf, or a centaur.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* ExpandingThrownWeapon: 'Magazine/{{Dragon}}'' #5 article "Witchcraft Supplement for Dungeons and Dragons" magic items.
** Hill Seeds are small black spheres that, when thrown, expand until they are several yards across. Any living creature they hit is crushed and killed and any object hit takes damage as if hit by a triple bombard.
** Mountain Seeds are small black spheres that, when thrown, expand until they are the size of a castle. They can be used to smash a town or crush an army unit.
** Hill Seeds are small black spheres that, when thrown, expand until they are several yards across. Any living creature they hit is crushed and killed and any object hit takes damage as if hit by a triple bombard.
** Mountain Seeds are small black spheres that, when thrown, expand until they are the size of a castle. They can be used to smash a town or crush an army unit.
Is there an issue? Send a MessageReason:
Blade on a Stick has been disambiguated as of this TRS Thread.
Deleted line(s) 24 (click to see context) :
* BladeOnAStick: The writers [[AuthorAppeal had a thing for polearms]], here and in AD&D. A stock OverlyLongGag is simply ''listing'' them.
Is there an issue? Send a MessageReason:
None
Changed line(s) 40 (click to see context) from:
* WritingAroundTrademarks: The earliest printings of the original boxed set call the race of little people hobbits, as one might expect from a ''Lord of the Rings'' influenced game. Grumblings from the Tolkien estate led this to be changed to halflings (along with a couple of monster names, such as "Ents" becoming "Treants" and "Balrogs" becoming "Balors".) Ironically, Tolkien ''also'' coined the word "halfling", but apparently it was generic enough to pass.
to:
* WritingAroundTrademarks: The earliest printings of the original boxed set call the race of little people hobbits, as one might expect from a ''Lord of the Rings'' influenced game. Grumblings from the Tolkien estate led this to be changed to halflings (along with a couple of monster names, such as "Ents" becoming "Treants" and "Balrogs" becoming "Balors".) "Balors"). Ironically, Tolkien ''also'' coined the word "halfling", but apparently it was generic enough to pass.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* BubbleShield: In ''White Plume Mountain'', the players will encounter "The Beast in the Boiling Bubble," a GiantEnemyCrab inside a magical air bubble in a lake of boiling hot water. If the dungeoneers are careless with their weapons, they could end up bursting the bubble and being boiled alive by the lake water.
Is there an issue? Send a MessageReason:
None
Changed line(s) 3,10 (click to see context) from:
''Original Dungeons & Dragons'' or ''OD&D'' (1974-1976), also known as "The Original Game", was the first version of ''TabletopGame/DungeonsAndDragons''. It was created a companion book to the miniature-based tabletop wargame ''Chainmail''. It was co-written by Creator/GaryGygax and Dave Arneson and published by Creator/{{TSR}} in 1974 as a set of three digest-sized books (the "little brown books" or LBB): ''Men & Magic'', ''Monsters & Treasure'', and ''The Underworld & Wilderness Adventures''. There were three original classes (Fighting-Man, Cleric and Magic-User), four races (Human, Dwarf, Elf, Halfling) and only three alignments (Law, Neutrality, Chaos)[[note]]Although ''Strategic Review #2.1'' had an article about a 5-point alignment chart (Lawful Good, Chaotic Good, Neutral, Lawful Evil, Chaotic Evil)[[/note]].
Humans could choose between all three classes and advance in their chosen class without limit, while the non-human races were restricted in class options and max levels, but still potent due to their racial abilities. Hit Points, weapon/spell damage, and initiative were all rolled using a d6, there are five Saving Throws that used a "meet-or-higher" roll on a d20, and To-Hit rolls used descending Armor Class (also on a d20). Spell levels were limited to 6th level spells for Magic Users and 5th level spells for Clerics.
OD&D Received numerous supplements, both officially released and from magazine articles. Combat rules came from the ''Chainmail'' rulebook until Supplement I provided an "alternate combat system" which went on to become the standard system of the game.
'''Supplement I: Greyhawk - 1975''': Introduced the Thief class, the Paladin as a Fighting-Man subclass, Half-Elves as a playable race, and more monsters. The level and class restrictions for Dwarves, Elves, and Halflings were revised to account for the addition of the Thief class and new rules for high ability scores. Magic-Users gained 7th-9th level spells, but only if their Intelligence score was high enough, while Clerics gained 6th and 7th level spells. It also introduced an "alternate combat system" and revised other rules to distance itself from ''Chainmail''.
Humans could choose between all three classes and advance in their chosen class without limit, while the non-human races were restricted in class options and max levels, but still potent due to their racial abilities. Hit Points, weapon/spell damage, and initiative were all rolled using a d6, there are five Saving Throws that used a "meet-or-higher" roll on a d20, and To-Hit rolls used descending Armor Class (also on a d20). Spell levels were limited to 6th level spells for Magic Users and 5th level spells for Clerics.
OD&D Received numerous supplements, both officially released and from magazine articles. Combat rules came from the ''Chainmail'' rulebook until Supplement I provided an "alternate combat system" which went on to become the standard system of the game.
'''Supplement I: Greyhawk - 1975''': Introduced the Thief class, the Paladin as a Fighting-Man subclass, Half-Elves as a playable race, and more monsters. The level and class restrictions for Dwarves, Elves, and Halflings were revised to account for the addition of the Thief class and new rules for high ability scores. Magic-Users gained 7th-9th level spells, but only if their Intelligence score was high enough, while Clerics gained 6th and 7th level spells. It also introduced an "alternate combat system" and revised other rules to distance itself from ''Chainmail''.
to:
''Original Dungeons & Dragons'' or ''OD&D'' (1974-1976), also known as "The Original Game", was the first version of the tabletop game ''TabletopGame/DungeonsAndDragons''. It was created as a companion book to the miniature-based tabletop wargame ''Chainmail''. It was co-written by Creator/GaryGygax and Dave Arneson and published by Creator/{{TSR}} in 1974 as a set of three digest-sized books (the "little brown books" or LBB): ''Men & Magic'', ''Monsters & Treasure'', and ''The Underworld & Wilderness Adventures''. There were three original classes (Fighting-Man, Cleric and Magic-User), four races (Human, Dwarf, Elf, Halfling) and only three alignments (Law, Neutrality, Chaos)[[note]]Although ''Strategic Review #2.1'' had an article about a 5-point alignment chart (Lawful Good, Chaotic Good, Neutral, Lawful Evil, Chaotic Evil)[[/note]].
Humans could choose between all three classes and advance in their chosen class without limit, whilethe non-human other races were restricted in class options and max levels, but still potent due to their racial abilities. Hit Points, weapon/spell damage, and initiative were all rolled using a d6, there are five Saving Throws that used a "meet-or-higher" roll on a d20, and To-Hit rolls used descending Armor Class (also on a d20). Spell levels were limited to 6th level spells for Magic Users and 5th level spells for Clerics.
Clerics.
The game shows some holdovers from its wargaming roots, most prominently the assumption that players are not very attached to their characters. Character creation is very fast, as is the possibility of character death, and one should simply [[WeHaveReserves send another brave soul]] to join the party should the old one perish. There's even an inheritance mechanic to let your new character start with some of the old one's treasure (unless the rest of your party isn't willing to give it up...). Resurrection magic exists, but is not available for the first few levels.
OD&DReceived received numerous supplements, both officially released and from magazine articles. Combat rules came from the ''Chainmail'' rulebook until Supplement I provided an "alternate combat system" which went on to become the standard system of the game.
'''Supplement I: Greyhawk - 1975''': Introduced the Thief class, the Paladin as a Fighting-Man subclass, Half-Elves as a playable race, and more monsters. The level and class restrictions forDwarves, Elves, and Halflings other non-humans were revised to account for the addition of the Thief class and new rules for high ability scores. Magic-Users gained 7th-9th level spells, but only if their Intelligence score was high enough, while Clerics gained 6th and 7th level spells. It also introduced an "alternate combat system" and revised other rules to distance itself from ''Chainmail''.
Humans could choose between all three classes and advance in their chosen class without limit, while
The game shows some holdovers from its wargaming roots, most prominently the assumption that players are not very attached to their characters. Character creation is very fast, as is the possibility of character death, and one should simply [[WeHaveReserves send another brave soul]] to join the party should the old one perish. There's even an inheritance mechanic to let your new character start with some of the old one's treasure (unless the rest of your party isn't willing to give it up...). Resurrection magic exists, but is not available for the first few levels.
OD&D
'''Supplement I: Greyhawk - 1975''': Introduced the Thief class, the Paladin as a Fighting-Man subclass, Half-Elves as a playable race, and more monsters. The level and class restrictions for
Changed line(s) 15,16 (click to see context) from:
'''Supplement IV: Gods, Demi-Gods & Heroes - 1976''': The last official supplement. Introduced deities, demi-gods, and legendary heroes from mythology and religions both real (Egyptian, Celtic, Norse) and fictional ([[Franchise/ConanTheBarbarian Hyborean]] and [[Literature/TheElricSaga Melnibonéan]]) for two purposes: 1) as a means of integrating pre-established mythologies into campaigns, and 2) an attempt to dissuade [=DMs=] who let their players become super-powerful ("Monty Hall campaigns"; ultra-high-levels) by giving them opponents that could wipe the floor with them. The latter effort rather backfired, and instead contributed to starting the idea of "[[LordBritishPostulate if you stat it, they will kill it]]". Modern reprints dropped the fictional pantheons due to licensing issues.
to:
'''Supplement IV: Gods, Demi-Gods & Heroes - 1976''': The last official supplement. Introduced deities, demi-gods, and legendary heroes from mythology and religions both real (Egyptian, Celtic, Norse) and fictional ([[Franchise/ConanTheBarbarian Hyborean]] and [[Literature/TheElricSaga Melnibonéan]]) for two purposes: 1) as a means of integrating pre-established mythologies into campaigns, and 2) an attempt to dissuade [=DMs=] who [[MontyHaul let their players become super-powerful ("Monty Hall campaigns"; ultra-high-levels) super-powerful]] by giving them opponents that could wipe the floor with them. The latter effort rather backfired, and instead contributed to starting the idea of "[[LordBritishPostulate if you stat it, they will kill it]]". Modern reprints dropped the fictional pantheons due to licensing issues.
Changed line(s) 19 (click to see context) from:
!!Tropes in this RPG include:
to:
!!Tropes in this RPG Original D&D include:
* BagOfHolding: This is the TropeNamer. The Bag is a magic item that "will contain 10,000 Gold Pieces as if they were only 300" (weight in this edition was measured in terms of gold pieces).
Changed line(s) 22 (click to see context) from:
* CrutchCharacter: Non-human races have various special powers that men don't, but are limited in their maximum level (e.g. dwarves get a large bonus to saving throws, but can only reach level 6). Thus a non-human is stronger than a human of the same level, but will eventually fall behind hard. However, due to the high lethality of the system, you can easily play many 'crutch characters' without ever reaching the point where the crutch is kicked out.
to:
* CrutchCharacter: Non-human races have various special powers that men don't, but are limited in their maximum level (e.g. dwarves get a large bonus to saving throws, but can only reach level 6). Thus a non-human is will start out stronger than a his human of the same level, peer, but will eventually fall falls behind hard. However, due to the high lethality of the system, you can easily play many 'crutch characters' without ever reaching the point where the crutch is kicked out.hard.
Changed line(s) 28,30 (click to see context) from:
** The hiring of various NPC specialists and combat-allies is a core part of the game at higher levels, and not doing so will likely leaving you underpowered. As opposed to later editions where NPC party members are usually more optional.
** The Character Alignment system in the first boxed set only had three alignments: [[OrderVersusChaos lawful, neutral, and chaotic.]] The nine alignment system the game is famous for didn't show up until First Edition proper.
** There were only 4 (later 5) races to choose from (Human, Dwarf, Elf, Halfling (called Hobbits), and Half-Elves starting with the ''Greyhawk'' expansion) and no option for custom races. Most of the other core races people consider central to ''[=D&D=]'' and its cousins, such as Half-Orcs, Gnomes, Tieflings, Aasimar and Dragonborns weren't available yet (or hadn't even been ''conceived of'' yet).
** The Character Alignment system in the first boxed set only had three alignments: [[OrderVersusChaos lawful, neutral, and chaotic.]] The nine alignment system the game is famous for didn't show up until First Edition proper.
** There were only 4 (later 5) races to choose from (Human, Dwarf, Elf, Halfling (called Hobbits), and Half-Elves starting with the ''Greyhawk'' expansion) and no option for custom races. Most of the other core races people consider central to ''[=D&D=]'' and its cousins, such as Half-Orcs, Gnomes, Tieflings, Aasimar and Dragonborns weren't available yet (or hadn't even been ''conceived of'' yet).
to:
** The hiring of various NPC specialists and combat-allies is a core part of the game at higher levels, and not doing so will likely leaving leave you underpowered. As opposed to later editions where NPC party members are usually more optional.
** The Character Alignment system in the first boxed set only had three alignments: [[OrderVersusChaos lawful, neutral, and chaotic.]] Thenine alignment famous nine-alignment system the game is famous for didn't show up until First Edition proper.
** There were only 4 (later 5) races to choose from (Human, Dwarf, Elf,Halfling (called Hobbits), Halfling/Hobbit, and Half-Elves starting with from the ''Greyhawk'' expansion) and no option for custom races. Most of the other core races people consider central to ''[=D&D=]'' and its cousins, such as Half-Orcs, Gnomes, Tieflings, Aasimar and Dragonborns Dragonborns, weren't available yet (or hadn't even been ''conceived of'' yet).yet).
* LinearWarriorsQuadraticWizards: OD&D started the long, long history of this trope in the series. The book even comments:
->Top level Magic-Users are perhaps the most powerful characters in the game, but it is a long, hard road to the top, and to begin with they are weak, so survival is often the question, unless Fighting-Men protect the low-level magical types until they have worked up.
** The Character Alignment system in the first boxed set only had three alignments: [[OrderVersusChaos lawful, neutral, and chaotic.]] The
** There were only 4 (later 5) races to choose from (Human, Dwarf, Elf,
* LinearWarriorsQuadraticWizards: OD&D started the long, long history of this trope in the series. The book even comments:
->Top level Magic-Users are perhaps the most powerful characters in the game, but it is a long, hard road to the top, and to begin with they are weak, so survival is often the question, unless Fighting-Men protect the low-level magical types until they have worked up.
Is there an issue? Send a MessageReason:
None
Changed line(s) 3,14 (click to see context) from:
''"Original" Dungeons & Dragons (OD&D)'' (1974-1976), also known as "The Original Game", was the first version of ''TabletopGame/DungeonsAndDragons'' as a companion book to the miniature-based tabletop wargame ''Chainmail''. It was co-written by Creator/GaryGygax and Dave Arneson and published by Creator/{{TSR}} in 1974 as a boxed set consisting of three digest-sized books (the "little brown books" a.k.a. lbb): ''Men & Magic'', ''Monsters & Treasure'', ''The Underworld & Wilderness Adventures''. There were three original classes (Fighting-Man, Cleric and Magic-User) and only three alignments (Law, Neutrality, Chaos)[[note]]Although ''Strategic Review #2.1'' had an article about a 5-point alignment chart (Lawful Good, Chaotic Good, Neutral, Lawful Evil, Chaotic Evil)[[/note]].
Humans could choose between all three classes and advance in their chosen class without limit, while the non-human races (Dwarves, Elves, Halflings) were restricted in class options and max levels, but still potent due to their racial abilities. Hit Points, weapon/spell damage, and initiative were all rolled using a d6, there are five Saving Throws that used a "meet-or-higher" roll on a d20, and To-Hit rolls used descending Armor Class (also on a d20). Spell levels were limited to 6th level spells for Magic Users and 5th level spells for Clerics. Received numerous supplements, both officially released and from magazine articles. Combat required the ''Chainmail'' rulebook to properly play until Supplement I provided an "alternate combat system" which went on to become the standard system of the game.
'''Supplement I: Greyhawk - 1975''': Introduced the Thief class, the Paladin as a Fighting-Man subclass, Half-Elves as a playable race, and more monsters. The level and class restrictions for Dwarves, Elves, and Halflings were revised to account for the addition of the Thief class and new rules for high ability scores. Magic-Users gained 7th-9th level spells, but only if their Intelligence score was high enough, while Clerics gained 6th and 7th level spells. It also introduced an "alternate combat system" and revised other rules in order to distance itself from ''Chainmail''.
'''Supplement II: Blackmoor - 1975''': Introduced the Monk as a Cleric subclass, the Assassin as a Thief subclass, a system for diseases, a "hit location" system, rules for underwater adventures, and even more monsters. Also contains the very first Creator/{{TSR}}-published adventure module: ''The Temple of the Frog'' for the Blackmoor setting.
'''Supplement III: Eldritch Wizardry - 1976''': Introduced the Druid as a Cleric subclass and the option for human psionics (restricted to Fighting-Men, Magic-Users, Clerics, and Thieves). It also marks the first appearances of the Demon Princes Orcus and Demogorgon, as well as the lich-turned-deity Vecna.
'''Supplement IV: Gods, Demi-Gods & Heroes - 1976''': The last official supplement. Introduced deities, demi-gods, and legendary heroes from mythology and religions both real (Egyptian, Celtic, Norse) and fictional ([[Franchise/ConanTheBarbarian Hyborean]] and [[Literature/TheElricSaga Melnibonéan]]) for two purposes: 1) as a means of integrating pre-established mythologies into campaigns, and 2) a last-ditch effort for reaching the "Creator/MontyHall" style [=DMs=] who ran giveaway campaigns and to show the absurdity of 40+ level characters by giving them opponents that could wipe the floor with them. Unfortunately started the concept of "if you stat it, they will kill it". Modern reprints dropped the fictional pantheons due to licensing issues.
Humans could choose between all three classes and advance in their chosen class without limit, while the non-human races (Dwarves, Elves, Halflings) were restricted in class options and max levels, but still potent due to their racial abilities. Hit Points, weapon/spell damage, and initiative were all rolled using a d6, there are five Saving Throws that used a "meet-or-higher" roll on a d20, and To-Hit rolls used descending Armor Class (also on a d20). Spell levels were limited to 6th level spells for Magic Users and 5th level spells for Clerics. Received numerous supplements, both officially released and from magazine articles. Combat required the ''Chainmail'' rulebook to properly play until Supplement I provided an "alternate combat system" which went on to become the standard system of the game.
'''Supplement I: Greyhawk - 1975''': Introduced the Thief class, the Paladin as a Fighting-Man subclass, Half-Elves as a playable race, and more monsters. The level and class restrictions for Dwarves, Elves, and Halflings were revised to account for the addition of the Thief class and new rules for high ability scores. Magic-Users gained 7th-9th level spells, but only if their Intelligence score was high enough, while Clerics gained 6th and 7th level spells. It also introduced an "alternate combat system" and revised other rules in order to distance itself from ''Chainmail''.
'''Supplement II: Blackmoor - 1975''': Introduced the Monk as a Cleric subclass, the Assassin as a Thief subclass, a system for diseases, a "hit location" system, rules for underwater adventures, and even more monsters. Also contains the very first Creator/{{TSR}}-published adventure module: ''The Temple of the Frog'' for the Blackmoor setting.
'''Supplement III: Eldritch Wizardry - 1976''': Introduced the Druid as a Cleric subclass and the option for human psionics (restricted to Fighting-Men, Magic-Users, Clerics, and Thieves). It also marks the first appearances of the Demon Princes Orcus and Demogorgon, as well as the lich-turned-deity Vecna.
'''Supplement IV: Gods, Demi-Gods & Heroes - 1976''': The last official supplement. Introduced deities, demi-gods, and legendary heroes from mythology and religions both real (Egyptian, Celtic, Norse) and fictional ([[Franchise/ConanTheBarbarian Hyborean]] and [[Literature/TheElricSaga Melnibonéan]]) for two purposes: 1) as a means of integrating pre-established mythologies into campaigns, and 2) a last-ditch effort for reaching the "Creator/MontyHall" style [=DMs=] who ran giveaway campaigns and to show the absurdity of 40+ level characters by giving them opponents that could wipe the floor with them. Unfortunately started the concept of "if you stat it, they will kill it". Modern reprints dropped the fictional pantheons due to licensing issues.
to:
Humans could choose between all three classes and advance in their chosen class without limit, while the non-human races
OD&D Received numerous supplements, both officially released and from magazine articles. Combat
'''Supplement I: Greyhawk - 1975''': Introduced the Thief class, the Paladin as a Fighting-Man subclass, Half-Elves as a playable race, and more monsters. The level and class restrictions for Dwarves, Elves, and Halflings were revised to account for the addition of the Thief class and new rules for high ability scores. Magic-Users gained 7th-9th level spells, but only if their Intelligence score was high enough, while Clerics gained 6th and 7th level spells. It also introduced an "alternate combat system" and revised other rules
'''Supplement II: Blackmoor - 1975''': Introduced the Monk as a Cleric subclass, the Assassin as a Thief subclass, a system for diseases, a
'''Supplement III: Eldritch Wizardry - 1976''': Introduced the Druid as a Cleric subclass and the option for human
'''Supplement IV: Gods, Demi-Gods & Heroes - 1976''': The last official supplement. Introduced deities, demi-gods, and legendary heroes from mythology and religions both real (Egyptian, Celtic, Norse) and fictional ([[Franchise/ConanTheBarbarian Hyborean]] and [[Literature/TheElricSaga Melnibonéan]]) for two purposes: 1) as a means of integrating pre-established mythologies into campaigns, and 2)
Changed line(s) 18,19 (click to see context) from:
* AllSwordsAreTheSame: The original rules started with sets of weapons given to the classes and ended with much the same.
* BladeOnAStick: The original writers [[AuthorAppeal had a thing for polearms]]. A stock OverlyLongGag is simply ''listing'' them.
* BladeOnAStick: The original writers [[AuthorAppeal had a thing for polearms]]. A stock OverlyLongGag is simply ''listing'' them.
to:
* AllSwordsAreTheSame: The original rules started with sets of All weapons given to (wielded by player-characters) deal the classes and ended with much the same.
exact same damage, 1d6.
* BladeOnAStick: Theoriginal writers [[AuthorAppeal had a thing for polearms]]. polearms]], here and in AD&D. A stock OverlyLongGag is simply ''listing'' them.them.
* CrutchCharacter: Non-human races have various special powers that men don't, but are limited in their maximum level (e.g. dwarves get a large bonus to saving throws, but can only reach level 6). Thus a non-human is stronger than a human of the same level, but will eventually fall behind hard. However, due to the high lethality of the system, you can easily play many 'crutch characters' without ever reaching the point where the crutch is kicked out.
* BladeOnAStick: The
* CrutchCharacter: Non-human races have various special powers that men don't, but are limited in their maximum level (e.g. dwarves get a large bonus to saving throws, but can only reach level 6). Thus a non-human is stronger than a human of the same level, but will eventually fall behind hard. However, due to the high lethality of the system, you can easily play many 'crutch characters' without ever reaching the point where the crutch is kicked out.
Changed line(s) 24 (click to see context) from:
** The game explicitly steals names from Creator/JRRTolkien's works (such as ent, balrog and hobbit) before being sued by his estate, causing the SuspiciouslySimilarSubstitute creatures that have become standard (e.g. treant, Type VI demon [balor] and halfling) to be introduced.
to:
** The game explicitly steals stole names from Creator/JRRTolkien's works (such as ent, balrog and hobbit) before being sued by his estate, causing the SuspiciouslySimilarSubstitute creatures that have become standard (e.g. treant, Type VI demon [balor] balor and halfling) to be introduced.introduced.
** The hiring of various NPC specialists and combat-allies is a core part of the game at higher levels, and not doing so will likely leaving you underpowered. As opposed to later editions where NPC party members are usually more optional.
** The hiring of various NPC specialists and combat-allies is a core part of the game at higher levels, and not doing so will likely leaving you underpowered. As opposed to later editions where NPC party members are usually more optional.
Changed line(s) 27 (click to see context) from:
* RolePlayingEndgame: Characters can [[ClassAndLevelSystem level up]] all the way to demigodhood, whereupon they can rest on their laurels or voluntarily DePower themselves and live another mortal life. If they ascend again, they AscendToAHigherPlaneOfExistence and vanish into realms unknown.
to:
* RolePlayingEndgame: Characters can [[ClassAndLevelSystem level up]] all the way to demigodhood, whereupon they can rest on their laurels or voluntarily DePower themselves and live another mortal life. If they ascend reach demigodhood again, they AscendToAHigherPlaneOfExistence and vanish into realms unknown.
Changed line(s) 30 (click to see context) from:
* WritingAroundTrademarks: The earliest printings of the original boxed set call the race of little people hobbits, as one might expect from such a ''Lord of the Rings'' influenced game. Grumblings from the Tolkien estate led this to be changed to halflings (along with a couple of monster names, such as "Ents" becoming "Treants" and "Balrogs" becoming "Balors".) Ironically, Tolkien ''also'' coined the word "halfling", but apparently it was generic enough to pass.
to:
* WritingAroundTrademarks: The earliest printings of the original boxed set call the race of little people hobbits, as one might expect from such a ''Lord of the Rings'' influenced game. Grumblings from the Tolkien estate led this to be changed to halflings (along with a couple of monster names, such as "Ents" becoming "Treants" and "Balrogs" becoming "Balors".) Ironically, Tolkien ''also'' coined the word "halfling", but apparently it was generic enough to pass.
Is there an issue? Send a MessageReason:
None
Changed line(s) 23 (click to see context) from:
** The manual recommends that there be about 1 "referee" per 20 players, anticipating that the players in each session would be drawn from a larger pool and never stay consistent from game to game. Modern [=DM=]s would probably have a nervous breakdown at the idea of having 20 different players to deal with.
to:
** The manual recommends that there be about 1 "referee" per 20 players, anticipating that the players in each session would be drawn from a larger pool and never stay consistent from game to game. Modern [=DM=]s would probably have a nervous breakdown at the idea of having 20 different players to deal with.with (though, as noted above, the assumptions about what the "referee" needs to keep track of were quite different).
Changed line(s) 29 (click to see context) from:
* SpiritualAntithesis: Is this to the original ''Chainmail''. Compared to ''Chainmail'', where each player commands an army against another player's army, ''Dungeons & Dragons'' was -- and continues to be -- a cooperative experience with each player controlling just one [[CharacterCustomization customizable character]] rather than an army.
to:
* SpiritualAntithesis: Is this to the original ''Chainmail''. Compared to ''Chainmail'', where each player commands an army against another player's army, ''Dungeons & Dragons'' was -- and continues to be -- a cooperative experience with each player controlling just one [[CharacterCustomization customizable character]] rather than an army.army, with high-level Fighting Men blurring the distinction a bit.
Is there an issue? Send a MessageReason:
None
Changed line(s) 26 (click to see context) from:
** There were only 4 (later 5) races to choose from (Human, Dwarf, Elf, Halfling (called Hobbits), and Half-Elves starting with the ''Greyhawk'' expansion) and no option for custom races. Most of the other core races such as Half-Orcs, Gnomes, Tieflings, and Dragonborns weren't available yet.
to:
** There were only 4 (later 5) races to choose from (Human, Dwarf, Elf, Halfling (called Hobbits), and Half-Elves starting with the ''Greyhawk'' expansion) and no option for custom races. Most of the other core races people consider central to ''[=D&D=]'' and its cousins, such as Half-Orcs, Gnomes, Tieflings, Aasimar and Dragonborns weren't available yet.yet (or hadn't even been ''conceived of'' yet).
Is there an issue? Send a MessageReason:
More context.
Changed line(s) 26 (click to see context) from:
** There were only 4 races to choose from (Human, Dwarf, Elf, Halfling (called Hobbits)) and no option for custom races. Most of the other core races such as Half-Orcs, Gnomes, Tieflings, and Dragonborns weren't available yet.
to:
** There were only 4 (later 5) races to choose from (Human, Dwarf, Elf, Halfling (called Hobbits)) Hobbits), and Half-Elves starting with the ''Greyhawk'' expansion) and no option for custom races. Most of the other core races such as Half-Orcs, Gnomes, Tieflings, and Dragonborns weren't available yet.
Is there an issue? Send a MessageReason:
Crosswick, plus more examples.
Added DiffLines:
* EarlyInstallmentWeirdness:
** As mentioned in the work description, the original game was a spinoff of a tabletop wargame called ''Chainmail'', so the very first books required possession of the ''Chainmail'' game and the Avalon Hill game ''Outdoor Survival'' (which was used for overland adventuring). The basic concept of the game is much more like a wargame than the interactive storytelling experience of later editions.
** The manual recommends that there be about 1 "referee" per 20 players, anticipating that the players in each session would be drawn from a larger pool and never stay consistent from game to game. Modern [=DM=]s would probably have a nervous breakdown at the idea of having 20 different players to deal with.
** The game explicitly steals names from Creator/JRRTolkien's works (such as ent, balrog and hobbit) before being sued by his estate, causing the SuspiciouslySimilarSubstitute creatures that have become standard (e.g. treant, Type VI demon [balor] and halfling) to be introduced.
** The Character Alignment system in the first boxed set only had three alignments: [[OrderVersusChaos lawful, neutral, and chaotic.]] The nine alignment system the game is famous for didn't show up until First Edition proper.
** There were only 4 races to choose from (Human, Dwarf, Elf, Halfling (called Hobbits)) and no option for custom races. Most of the other core races such as Half-Orcs, Gnomes, Tieflings, and Dragonborns weren't available yet.
** As mentioned in the work description, the original game was a spinoff of a tabletop wargame called ''Chainmail'', so the very first books required possession of the ''Chainmail'' game and the Avalon Hill game ''Outdoor Survival'' (which was used for overland adventuring). The basic concept of the game is much more like a wargame than the interactive storytelling experience of later editions.
** The manual recommends that there be about 1 "referee" per 20 players, anticipating that the players in each session would be drawn from a larger pool and never stay consistent from game to game. Modern [=DM=]s would probably have a nervous breakdown at the idea of having 20 different players to deal with.
** The game explicitly steals names from Creator/JRRTolkien's works (such as ent, balrog and hobbit) before being sued by his estate, causing the SuspiciouslySimilarSubstitute creatures that have become standard (e.g. treant, Type VI demon [balor] and halfling) to be introduced.
** The Character Alignment system in the first boxed set only had three alignments: [[OrderVersusChaos lawful, neutral, and chaotic.]] The nine alignment system the game is famous for didn't show up until First Edition proper.
** There were only 4 races to choose from (Human, Dwarf, Elf, Halfling (called Hobbits)) and no option for custom races. Most of the other core races such as Half-Orcs, Gnomes, Tieflings, and Dragonborns weren't available yet.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* RolePlayingEndgame: Characters can [[ClassAndLevelSystem level up]] all the way to demigodhood, whereupon they can rest on their laurels or voluntarily DePower themselves and live another mortal life. If they ascend again, they AscendToAHigherPlaneOfExistence and vanish into realms unknown.
Is there an issue? Send a MessageReason:
None
Changed line(s) 17 (click to see context) from:
!!Tropes in this game include:
to:
!!Tropes in this game RPG include:
Changed line(s) 23 (click to see context) from:
* WritingAroundTrademarks: The earliest printings of the original boxed set call the race of little people hobbits, as one might expect from such a ''Lord of the Rings'' influenced game. Grumblings from the Tolkien estate led this to be changed to halflings (along with a couple of monster names, such as "Ents" becoming "Treants" and "Balrogs" becoming "Balors".) Ironically, Tolkien ''also'' coined the word "halfling", but apparently it was generic enough to pass.
to:
* WritingAroundTrademarks: The earliest printings of the original boxed set call the race of little people hobbits, as one might expect from such a ''Lord of the Rings'' influenced game. Grumblings from the Tolkien estate led this to be changed to halflings (along with a couple of monster names, such as "Ents" becoming "Treants" and "Balrogs" becoming "Balors".) Ironically, Tolkien ''also'' coined the word "halfling", but apparently it was generic enough to pass.pass.
----
----
Is there an issue? Send a MessageReason:
Crosswicking?
Added DiffLines:
* DeliberatelyNonLethalAttack: Characters reduced to 0 hit points have three turns (less if they're unlucky) to roll saving throws, either dying for good at the end of the last one of being rendered unconscious. An optional rule groups can use is to use the same mechanic for enemies instead of killing them outright by announcing their intent to knock out the target (if the attack would have finished the target off).
Is there an issue? Send a MessageReason:
None
Changed line(s) 22 (click to see context) from:
* WritingAroundTrademarks: The earliest printings of the original boxed set call the race of little people hobbits, as one might expect from such a ''Lord of the Rings'' influenced game. Grumblings from the Tolkien estate led this to be changed to halflings (along with a couple of monster names, such as "Ents" becoming "Treants" and "Balrogs" becoming "Balors". This despite Tolkien himself taking the term "hobbit" from folklore, and "halfling" actually being a term he coined, apparently.
to:
* WritingAroundTrademarks: The earliest printings of the original boxed set call the race of little people hobbits, as one might expect from such a ''Lord of the Rings'' influenced game. Grumblings from the Tolkien estate led this to be changed to halflings (along with a couple of monster names, such as "Ents" becoming "Treants" and "Balrogs" becoming "Balors". This despite ) Ironically, Tolkien himself taking ''also'' coined the term "hobbit" from folklore, and "halfling" actually being a term he coined, apparently.word "halfling", but apparently it was generic enough to pass.
Is there an issue? Send a MessageReason:
None
Changed line(s) 13,14 (click to see context) from:
'''Supplement IV: Gods, Demi-Gods & Heroes - 1976''': The last official supplement. Introduced deities, demi-gods, and legendary heroes from mythology and religions both real (Egyptian, Celtic, Norse) and fictional ([[Franchise/ConanTheBarbarian Hyborean]] and [[Literature/TheElricSaga Melnibonéan]]) for two purposes: 1) as a means of integrating pre-established mythologies into campaigns, and 2) a last-ditch effort for reaching the "Monty Hall" style [=DMs=] who ran giveaway campaigns and to show the absurdity of 40+ level characters by giving them opponents that could wipe the floor with them. Unfortunately started the concept of "if you stat it, they will kill it". Modern reprints dropped the fictional pantheons due to licensing issues.
to:
'''Supplement IV: Gods, Demi-Gods & Heroes - 1976''': The last official supplement. Introduced deities, demi-gods, and legendary heroes from mythology and religions both real (Egyptian, Celtic, Norse) and fictional ([[Franchise/ConanTheBarbarian Hyborean]] and [[Literature/TheElricSaga Melnibonéan]]) for two purposes: 1) as a means of integrating pre-established mythologies into campaigns, and 2) a last-ditch effort for reaching the "Monty Hall" "Creator/MontyHall" style [=DMs=] who ran giveaway campaigns and to show the absurdity of 40+ level characters by giving them opponents that could wipe the floor with them. Unfortunately started the concept of "if you stat it, they will kill it". Modern reprints dropped the fictional pantheons due to licensing issues.
Is there an issue? Send a MessageReason:
None
Changed line(s) 3,4 (click to see context) from:
'''"Original" Dungeons & Dragons (OD&D)''' (1974-1976), also known as "The Original Game", was the first version of ''TabletopGame/DungeonsAndDragons'' as a companion book to the miniature-based tabletop wargame ''Chainmail''. It was co-written by Creator/GaryGygax and Dave Arneson and published by Creator/{{TSR}} in 1974 as a boxed set consisting of three digest-sized books (the "little brown books" a.k.a. lbb): ''Men & Magic'', ''Monsters & Treasure'', ''The Underworld & Wilderness Adventures''. There were three original classes (Fighting-Man, Cleric and Magic-User) and only three alignments (Law, Neutrality, Chaos)[[note]]Although ''Strategic Review #2.1'' had an article about a 5-point alignment chart (Lawful Good, Chaotic Good, Neutral, Lawful Evil, Chaotic Evil)[[/note]].
to:
Is there an issue? Send a MessageReason:
None
Added DiffLines:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/original_men_and_magic.jpg]]
'''"Original" Dungeons & Dragons (OD&D)''' (1974-1976), also known as "The Original Game", was the first version of ''TabletopGame/DungeonsAndDragons'' as a companion book to the miniature-based tabletop wargame ''Chainmail''. It was co-written by Creator/GaryGygax and Dave Arneson and published by Creator/{{TSR}} in 1974 as a boxed set consisting of three digest-sized books (the "little brown books" a.k.a. lbb): ''Men & Magic'', ''Monsters & Treasure'', ''The Underworld & Wilderness Adventures''. There were three original classes (Fighting-Man, Cleric and Magic-User) and only three alignments (Law, Neutrality, Chaos)[[note]]Although ''Strategic Review #2.1'' had an article about a 5-point alignment chart (Lawful Good, Chaotic Good, Neutral, Lawful Evil, Chaotic Evil)[[/note]].
Humans could choose between all three classes and advance in their chosen class without limit, while the non-human races (Dwarves, Elves, Halflings) were restricted in class options and max levels, but still potent due to their racial abilities. Hit Points, weapon/spell damage, and initiative were all rolled using a d6, there are five Saving Throws that used a "meet-or-higher" roll on a d20, and To-Hit rolls used descending Armor Class (also on a d20). Spell levels were limited to 6th level spells for Magic Users and 5th level spells for Clerics. Received numerous supplements, both officially released and from magazine articles. Combat required the ''Chainmail'' rulebook to properly play until Supplement I provided an "alternate combat system" which went on to become the standard system of the game.
'''Supplement I: Greyhawk - 1975''': Introduced the Thief class, the Paladin as a Fighting-Man subclass, Half-Elves as a playable race, and more monsters. The level and class restrictions for Dwarves, Elves, and Halflings were revised to account for the addition of the Thief class and new rules for high ability scores. Magic-Users gained 7th-9th level spells, but only if their Intelligence score was high enough, while Clerics gained 6th and 7th level spells. It also introduced an "alternate combat system" and revised other rules in order to distance itself from ''Chainmail''.
'''Supplement II: Blackmoor - 1975''': Introduced the Monk as a Cleric subclass, the Assassin as a Thief subclass, a system for diseases, a "hit location" system, rules for underwater adventures, and even more monsters. Also contains the very first Creator/{{TSR}}-published adventure module: ''The Temple of the Frog'' for the Blackmoor setting.
'''Supplement III: Eldritch Wizardry - 1976''': Introduced the Druid as a Cleric subclass and the option for human psionics (restricted to Fighting-Men, Magic-Users, Clerics, and Thieves). It also marks the first appearances of the Demon Princes Orcus and Demogorgon, as well as the lich-turned-deity Vecna.
'''Supplement IV: Gods, Demi-Gods & Heroes - 1976''': The last official supplement. Introduced deities, demi-gods, and legendary heroes from mythology and religions both real (Egyptian, Celtic, Norse) and fictional ([[Franchise/ConanTheBarbarian Hyborean]] and [[Literature/TheElricSaga Melnibonéan]]) for two purposes: 1) as a means of integrating pre-established mythologies into campaigns, and 2) a last-ditch effort for reaching the "Monty Hall" style [=DMs=] who ran giveaway campaigns and to show the absurdity of 40+ level characters by giving them opponents that could wipe the floor with them. Unfortunately started the concept of "if you stat it, they will kill it". Modern reprints dropped the fictional pantheons due to licensing issues.
'''Swords & Spells - 1976''': The unnumbered "fifth" supplement, written by Gygax. Touted as the "grandson" of ''Chainmail'', this sourcebook introduced rules for upscaling the combat in order to portray large scale battles. The supplement was not that well received when it was released and was not included in the 40th Anniversary White Box collection.
----
!!Tropes in this game include:
* AllSwordsAreTheSame: The original rules started with sets of weapons given to the classes and ended with much the same.
* BladeOnAStick: The original writers [[AuthorAppeal had a thing for polearms]]. A stock OverlyLongGag is simply ''listing'' them.
* SpellLevels: Probably the TropeCodifier. In Original D&D, both arcane (wizard) and divine (cleric) spells are split into six and five tiers, respectively, with characters of certain level getting only so many spells of certain levels to [[VancianMagic memorize]]. The Greyhawk supplement increased them to nine tiers for arcane spells and seven tiers for divine spells. It stayed this way from OD&D all the way through AD&D 2nd Edition.
* SpiritualAntithesis: Is this to the original ''Chainmail''. Compared to ''Chainmail'', where each player commands an army against another player's army, ''Dungeons & Dragons'' was -- and continues to be -- a cooperative experience with each player controlling just one [[CharacterCustomization customizable character]] rather than an army.
* WritingAroundTrademarks: The earliest printings of the original boxed set call the race of little people hobbits, as one might expect from such a ''Lord of the Rings'' influenced game. Grumblings from the Tolkien estate led this to be changed to halflings (along with a couple of monster names, such as "Ents" becoming "Treants" and "Balrogs" becoming "Balors". This despite Tolkien himself taking the term "hobbit" from folklore, and "halfling" actually being a term he coined, apparently.
'''"Original" Dungeons & Dragons (OD&D)''' (1974-1976), also known as "The Original Game", was the first version of ''TabletopGame/DungeonsAndDragons'' as a companion book to the miniature-based tabletop wargame ''Chainmail''. It was co-written by Creator/GaryGygax and Dave Arneson and published by Creator/{{TSR}} in 1974 as a boxed set consisting of three digest-sized books (the "little brown books" a.k.a. lbb): ''Men & Magic'', ''Monsters & Treasure'', ''The Underworld & Wilderness Adventures''. There were three original classes (Fighting-Man, Cleric and Magic-User) and only three alignments (Law, Neutrality, Chaos)[[note]]Although ''Strategic Review #2.1'' had an article about a 5-point alignment chart (Lawful Good, Chaotic Good, Neutral, Lawful Evil, Chaotic Evil)[[/note]].
Humans could choose between all three classes and advance in their chosen class without limit, while the non-human races (Dwarves, Elves, Halflings) were restricted in class options and max levels, but still potent due to their racial abilities. Hit Points, weapon/spell damage, and initiative were all rolled using a d6, there are five Saving Throws that used a "meet-or-higher" roll on a d20, and To-Hit rolls used descending Armor Class (also on a d20). Spell levels were limited to 6th level spells for Magic Users and 5th level spells for Clerics. Received numerous supplements, both officially released and from magazine articles. Combat required the ''Chainmail'' rulebook to properly play until Supplement I provided an "alternate combat system" which went on to become the standard system of the game.
'''Supplement I: Greyhawk - 1975''': Introduced the Thief class, the Paladin as a Fighting-Man subclass, Half-Elves as a playable race, and more monsters. The level and class restrictions for Dwarves, Elves, and Halflings were revised to account for the addition of the Thief class and new rules for high ability scores. Magic-Users gained 7th-9th level spells, but only if their Intelligence score was high enough, while Clerics gained 6th and 7th level spells. It also introduced an "alternate combat system" and revised other rules in order to distance itself from ''Chainmail''.
'''Supplement II: Blackmoor - 1975''': Introduced the Monk as a Cleric subclass, the Assassin as a Thief subclass, a system for diseases, a "hit location" system, rules for underwater adventures, and even more monsters. Also contains the very first Creator/{{TSR}}-published adventure module: ''The Temple of the Frog'' for the Blackmoor setting.
'''Supplement III: Eldritch Wizardry - 1976''': Introduced the Druid as a Cleric subclass and the option for human psionics (restricted to Fighting-Men, Magic-Users, Clerics, and Thieves). It also marks the first appearances of the Demon Princes Orcus and Demogorgon, as well as the lich-turned-deity Vecna.
'''Supplement IV: Gods, Demi-Gods & Heroes - 1976''': The last official supplement. Introduced deities, demi-gods, and legendary heroes from mythology and religions both real (Egyptian, Celtic, Norse) and fictional ([[Franchise/ConanTheBarbarian Hyborean]] and [[Literature/TheElricSaga Melnibonéan]]) for two purposes: 1) as a means of integrating pre-established mythologies into campaigns, and 2) a last-ditch effort for reaching the "Monty Hall" style [=DMs=] who ran giveaway campaigns and to show the absurdity of 40+ level characters by giving them opponents that could wipe the floor with them. Unfortunately started the concept of "if you stat it, they will kill it". Modern reprints dropped the fictional pantheons due to licensing issues.
'''Swords & Spells - 1976''': The unnumbered "fifth" supplement, written by Gygax. Touted as the "grandson" of ''Chainmail'', this sourcebook introduced rules for upscaling the combat in order to portray large scale battles. The supplement was not that well received when it was released and was not included in the 40th Anniversary White Box collection.
----
!!Tropes in this game include:
* AllSwordsAreTheSame: The original rules started with sets of weapons given to the classes and ended with much the same.
* BladeOnAStick: The original writers [[AuthorAppeal had a thing for polearms]]. A stock OverlyLongGag is simply ''listing'' them.
* SpellLevels: Probably the TropeCodifier. In Original D&D, both arcane (wizard) and divine (cleric) spells are split into six and five tiers, respectively, with characters of certain level getting only so many spells of certain levels to [[VancianMagic memorize]]. The Greyhawk supplement increased them to nine tiers for arcane spells and seven tiers for divine spells. It stayed this way from OD&D all the way through AD&D 2nd Edition.
* SpiritualAntithesis: Is this to the original ''Chainmail''. Compared to ''Chainmail'', where each player commands an army against another player's army, ''Dungeons & Dragons'' was -- and continues to be -- a cooperative experience with each player controlling just one [[CharacterCustomization customizable character]] rather than an army.
* WritingAroundTrademarks: The earliest printings of the original boxed set call the race of little people hobbits, as one might expect from such a ''Lord of the Rings'' influenced game. Grumblings from the Tolkien estate led this to be changed to halflings (along with a couple of monster names, such as "Ents" becoming "Treants" and "Balrogs" becoming "Balors". This despite Tolkien himself taking the term "hobbit" from folklore, and "halfling" actually being a term he coined, apparently.