Riposte Like Fencing

Skipping around a bit, I’m thinking to address all Phenster’s articles dealing with combat first, in some kind of order that builds on previous house rules. The following comes from L’avant garde #43 (February 1982).

Riposte Like Fencing

We were talking about how useless it is to parry in combat. With the parry rule, you're harder to hit, but you don't get to attack. Hazard said it's only good for if you're fighting a monster that can only be hit with magic or silver. Jinx said if he can't hit it, he's going to get the heck out of Dodge! And we all agreed.

But then Mandykin said she watched fencing on TV, and they always get to hit back after they parry. She said it's called a "riposte." We all thought that made sense, so we made up some extra rules for parry. You can only use this rule against a monster that's using a lighter weapon than you, unless you're both using light weapons, then you can parry and riposte.

Parry works like normal, except that if your parry works and you don’t get hit, you get to riposte. If it doesn't work, you get hit and you lose your attack. Instead of attacking on your turn, you have to say you're going to parry, then wait for when it's the monster's turn to attack you. You parry at the same time the monster attacks, and if you riposte, you go on the next count. So, you can't just parry willy-nilly. Hazard said we shouldn't make it so good that everybody wants to parry all the time.

To try out our new rules, Jinx challenged Mandykin to a duel. Mandykin chose fencing swords, which she said are called "epay." She said an epay weighs about the same as a dagger, so they're light weapons. They fought to 3 hits, and Hazard stopped the fight after each hit, just like in real fencing. Mandykin won easy because her DEX is higher (she's a thief), so she got to go first. She parried Jinx's attack and riposted and hit Jinx every time but once. The one time she missed, Jinx got to attack and Mandykin couldn't parry, but he still missed. Mandykin won 3 to 0.

To make it more interesting, I challenged Beowulf "the Bully" to single combat--no fencing match this time. My character is Phenster Prime, a magic-user, so he can only fight with a dagger, and I've already said the Bully likes his two-handed sword. I cast a SHIELD spell on myself, so I had AC 4. Beowulf has a good DEX and wears magic plate mail (+1), so his AC is 1.

The Bully charged and hit me with his first swing! Then I missed, but the 2ND round I got 3 attacks, because I'm faster with my dagger than Beowulf and his two-handed sword. So I attacked and missed with my first attack and parried with my second one. Beowulf missed on his second swing, so I riposted and hit him. Then I wanted to attack again, but Hazard said I lost my third attack while I was waiting for Beowulf to strike.

The score was 1 to 1 in the 3RD round. I tried the same thing again. I missed the first attack, then I parried, but Beowulf hit me anyway. So, I lost my second attack and the third one too!

I was down 1 to 2--no more room for mistakes. . . The 4TH round my first attack hit. But my second attack missed. Beowulf's swing came at the same time as my third attack, so I parried and he missed. Then I hit with my riposte! I won 3 to 2. The Bully grumbled for a little while. He says he's going to challenge me to a rematch after his wounds are healed.

Maneuver, Initiative Order, and Multiple Attacks

By neglecting some rules in “Rules the Pandemonium Society Doesn’t Use,” Phenster obliges us to clarify. He also adds a house rule for acting later in a melee round. To all that, I add multiple attacks per round, suggested by a L’avant garde reader in response to Phenster’s earlier article.

Each house rule is followed by a category designator in parenthesis. See “About the Reedition of Phenster’s” for category descriptions. Text under headers sans designator is just me talking.

A Word About Figurines

Holmes mentions the use of figurines, claiming, “The game is more exciting and spectacular using the lead miniature figures” (5). Many gaming groups of the ’70s and ’80s had and used figurines at the table. I suspect the majority did not employ them in combat in the meticulous manner assumed by some later D&D editions.

My experience with figurines in the ’80s and ’90s, other than admiring the paintwork, was limited to their use to designate order of march and the occasional table arrangement to show the more complicated battle arrays. Even in this later case, we didn’t often use figures to represent monsters. Too many monsters, not enough cash. We just said, “The [monster] is over here,” sometimes placing dice or a soda can.

Phenster never mentions figurines in relation to combat. In the reedition, I intend to keep the rules light enough that one is not forced to break out the miniatures.

For example, in the following rule for maneuver, I avoid delimiting a certain distance a character can move in combat and eschew terms like “square.” I prefer the Holmes term “space,” which leaves the theater free of any grid.

You may, of course, employ figurines, or not and to any degree, as you please.

Maneuver [E]

While engaged in melee, a combatant may move into any open space behind or beside. If the combatant turns their back on the opponent or is otherwise distracted, the opponent gets a free attack, as if the combatant were fleeing. (See Holmes, 21.) This movement occurs after the melee round with any other movement (see Holmes, 20).

Disengagement

When using the maneuver rule, ignore the suggestion, under Caveat in “Weapon Damage and Attack Priority,” to use the parry rule (Holmes, 21) to disengage. With the maneuver rule, disengagement is simpler. If an engaged combatant steps away from the opponent, the opponent may follow at the same time. In this case, disengagement does not occur. If the opponent does not follow, disengagement occurs.

According to Attack Priority by Weapon Quality [E], without the necessity to parry, a character armed with a long weapon may step back from an opponent, and, assuming the opponent does not follow—to avoid being flanked by another enemy, for instance—the character may strike the first blow in the next round, while the opponent cannot return the blow, unless it is also armed with a long weapon. The character may remain in position on subsequent rounds, getting the first blow without the chance to be attacked. This is essentially what Phenster calls a “phalanx,” which he covers later.

“Withdraw” or Retreat

Holmes’s description of withdrawing from melee (21) implies the character’s back is to the enemy. Suffering a “free swing” at +2 and not counting shield seems more like a retreat. Using maneuver, if a combatant moves back a space, and the opponent does not follow, the combatant may, in the next round, turn tail and run without consequence.

Drop Items on Surprise [E]

Ignore the rule that says a surprised character drops any items in hand (Holmes, 10).

One-sixth of ⅓ is about 5%. Before arguing about whether the chance is too high or too low, we drop the rule because an extra dice roll per character, including entourage, every time the party is surprised (2 out of 6) is too much for what it gives the game.

I put this one in the [E] Extra category. Holmes straight up, I use the rule as written. It’s unique to Bluebook D&D.

Initiative Order

The following rules assume the use of the initiative-by-Dexterity system in Holmes. In that system, a normal round starts at 18 and counts down to 3, where combatants act on the “count” equal to their Dexterity score.

Simultaneous Combat [E]

Ignore the instruction to dice for first blow when two opponents have similar Dexterity scores (Holmes, 21). If opponents act on the same count, the actions are simultaneous. The success or failure of all simultaneous actions are determined before results, usually damage, are applied.

Hold Action [E]

A character may wait to take their action on a later count in the initiative order. An action might be held so as to work in conjunction with another’s action or to interrupt it. Holding one’s action changes the character’s initiative count in subsequent rounds to that on which they act in the current round.

To hold an action, the player states their intention on their normal initiative count. The character then takes the action when the situation matches the intention. The player may, at any time, change their mind and take some other action. An action not used may be executed at the end of the round or held until the next round.

Multiple Attacks per Round [E]

Referring to weapon classes in “Weapon Damage and Attack Priority,” a combatant wielding a weapon two classes lighter than that of the opponent gets two attacks per round. Three classes lighter, three attacks.

No matter the difference in weapon class, combatants are still limited to one attack per phase: beginning, middle, end. (See heading Go First, Go Last in “Weapon Damage and Attack Priority.”) Usually, the last of two or three attacks is taken at the end of the round; the second of three is taken in the middle. The usual case may change, for instance, when the combatant holds an attack. If not using those phases, the DM may adjudicate whether the combatant can get in all attacks.

A combatant gets only one attack per round when closing to melee or in any round after moving, not including maneuvering.

With a weapon of a heavier, same, or one class lighter than the opponent’s weapon, a combatant gets just one attack per round.

Rules the Pandemonium Society Doesn’t Use

Following Phenster’s first house-rules article “Pandemonium Society House Rules,” two letters in L’avant garde #33 (September 1980) show a mixed reception.

Giving his home address, Keith Menard of Garden City, KS, admonishes, “Munchkins should not play with rules. They might hurt themselves.” Menard then offers to send his old copy of Greyhawk to the Pandemonium Society, “as I don’t use it since I started playing Advanced.”

Middleton reader Todd F. G. Nils writes that he introduced the concept of “first-and-last-attacking weapons” into his AD&D game. “It’s more intuitive than speed factor, but it doesn’t account for multiple attacks per round for faster weapons.” To rectify the deficiency, Nils adds an additional rule:

I use the idea of heavier and lighter weapons to give weapons two classes lighter (which is like faster) 2 attacks per round, and weapons three classes lighter get 3 attacks.

Phenster makes no reference to either critique in his next contribution, printed in L’avant garde #35 (December 1980).

Rules the Pandemonium Society Doesn't Use

Some rules we don't like, so we don't use them. Like the rule that says you can't move while you're in melee. After a while, combat got kind of boring. It seemed like we all just took turns hacking at a thing until we killed it or it killed us, if we didn't run away first. We want to be able to maneuver while we fight, like Sinbad. Whenever Sinbad was fighting a monster, he was always moving around a lot, jumping up on things and pushing things over and falling back before the monster's onslaught. It's more exciting that way.

So, in our game, even when you're fighting hand-to-hand, you can still move, just not very far. And you can't turn your back on the monster, or it can attack you and you don't get to fight back. It's still hard to get out of combat, because the monster can move same as you, so it'll just follow you unless someone else is fighting it too.

We don't use the drop-your-weapon rule either. You never see Sinbad drop his weapon just because he got surprised because a monster showed up. One kid dropped what he was carrying so much, we made him carry the 10' pole. When we saw a monster, he had to drop the pole anyway. We started calling him Jinx, and we didn't let him hold the lantern either.

There's another rule that says you have to roll to see who goes first when your dex score is close to the monster's. We do simultaneous combat instead. Whenever your dexterity is the same, you both go at the same time. That way, you might kill the monster, but it could kill you too.

A thing we allow that isn't in the rules is that you can wait to take your turn until someone does something or something else happens. Like when you know the evil wizard will probably throw a spell, instead of shooting him right away, you can wait till he starts moving his hands and chanting, then shoot. If you hit him right then, the spell fails. You can also wait for someone if you want to do something together. Whenever you wait like that, your initiative count changes for the rest of the combat. One time, we were fighting a mummy, and I had a torch, and Jinx was going to throw a flask of oil at it. But Jinx had a lower dex than me, so I had to wait for him to go. He missed, of course. I threw the torch anyway and set the oil on fire behind the mummy. Beowulf had to charge with his shield to push it into the fire, and then we all threw oil at it until it stopped chasing us through the dungeon!

The Holmes Spirit: Simple and Unique

I hesitate to put into words what I mean by “the Holmes spirit.” Certain qualities of the brief rules booklet set it apart from other D&D editions. Holmes’s simplicity is one. Keeping—or rather reinstating—d6 weapon damage from OD&D is an example. Another example, while some might use the term incomplete, I count the lower-level limitation within its simplicity.

The Dexterity-based initiative system, simpler and faster than rolling for it, is unique among editions. The Editor sourced it, not from OD&D but from a set of house rules that have come to be known as the “Perrin Conventions.” Revisited and revised 23 years later though it was, we hardly recognize its influence on 3rd Edition.

The Bluebook’s special demand for house rules lends, at the same time, to its simplicity as well as its uniquity. That it was intended only to introduce players to AD&D, and that we desire to—and do—play it as our own necessarily customized version of the game, also make it unique.

In that regard, the 48-page rulebook serves as the research question of a game designer’s thesis project: The goal is to turn these rules into a complete game. Each of us sets the criteria for a successful defense.

For, while simple and unique are the best adjectives to describe my own sense of it, more likely, the Holmes spirit means something different for each one of us who learned how to use those crazy dice reading text from eggshell pages in a pale blue book.

Basic D&D, 1977 - J. Eric Holmes, Editor

 

The original text of this article erroneously cited Warlock, a 1975 D&D supplement, as Holmes’s source for the Dexterity-based initiative system. In fact, the source is likely the “Perrin Conventions,” a reprint of which you can find on Christopher Helton’s Dorkland! blog (the Dexterity section). The text above has been corrected. [18:10 19 May 2022 GMT]

Weapon Damage and Attack Priority

With his first house-rules article (see “Pandemonium Society House Rules”), Phenster attacks the most salient problem in the Holmes edition. In a world where all weapons do the same damage and light weapons attack twice per round, daggers get a lot of use, and we wonder why swords—or indeed any other weapons—ever came under the blacksmith’s hammer.

Charming Solution

By far the simplest solution is to ignore Holmes’s varying number of attacks per round by weapon. Thus, every weapon strikes once per round and does d6 damage. Weapon choice then becomes purely aesthetic. This solution has its charm.

Using the following weapon damage and attack priority rules together disarms the dagger-wielding fighter and gives the adventurer meaningful choices when considering arms.

Damage Dice by Weapon Class [H]

Phenster notes a d6 modified by -1, +1, and +2 for three weapon classes. I assume he intends a fourth class for medium weapons—Holmes uses “ordinary”—which inflict damage equal to an unmodified dice.

In the table below, I note the weapons in each class. Where neither Phenster nor Holmes (20) specifies, I use the weapon damage versus man-sized opponents from Greyhawk (OD&D Supplement I, 15) as a guide.

Damage Dice by Weapon Class Table
Class Weapons Damage Alternative
Light Dagger, sling (stone) d6-1 d4
Ordinary Bow (arrow), hand axe, javelin, light crossbow (bolt), mace, spear d6 d6
Heavy Battle axe, flail, heavy crossbow (bolt), lance, morning star, pike, pole arms, sword d6+1 d8
Extra-Heavy Halberd, two-handed sword d6+2 d10

I show an alternative method, not considered in Phenster’s article, that is more familiar to us from B/X. Comparing it to the d6 method, the average damage is the same or, in the case of d6-1, comes close: 2.5 for a d4 versus 2.67 for d6-1, but the ranges of possible results differ.

d-6 Based Damage vs. Alternative Method Comparison Table
d6-Based Average Range Alternative Average Range
d6-1 2.67 1-5 d4 2.5 1-4
d6 3.5 1-6 d6 3.5 1-6
d6+1 4.5 2-7 d8 4.5 1-8
d6+2 5.5 3-8 d10 5.5 1-10

Heavy and extra-heavy weapons have a higher minimum and lower maximum possible result than the alternative method. Light weapons, while they have two chances in six to do 1 point of damage, might do up to 5.

I like the alternative method, because it makes use of more of the “crazy dice.” But it tilts the rules terrain toward B/X, and that’s a slippery slope. Moreover, it veers from the Holmes spirit. Rolling a d6 for damage feels more like Bluebook D&D.

Attack Priority by Weapon Quality [H]

To determine who gets the first blow, Phenster gives priority to certain weapons, which I separate by melee and missile and sort into three qualities each: (melee) Short, Long, and Two-Handed—if my interpretation of “Two-handed swords, et. al.” is correct—and (missile) Slow, Fast, and Loaded.

Engagement

From Phenster’s “when you’re fighting something” and from the example of Beowulf versus orcs, I derive the term “engagement.” An engagement occurs between individual combatants. A melee comprises one or more engagements.

Phenster’s example:

So, when Beowulf is charging into a horde of orcs with his two-handed sword, he gets the first blow against the first orc that's fighting with an axe. But after that he goes last, until he wins the fight and goes to fight another orc.

L’avant garde #32 (August 1980)

Attack Priority by Weapon Quality Table
Melee Weapons
Quality Weapons* Attack Priority
Short Dagger, hand axe
  • Last blow in first round of an engagement.
  • First blow in subsequent rounds of an engagement.
Long Halberd, lance, pike, pole arms, spear, two-handed sword
  • First blow in first round of an engagement.
  • Last blow in subsequent rounds of an engagement.
Two-Handed Battle axe, halberd, pike, pole arms, two-handed sword
  • Last blow in a round unless also Long.
Missile Weapons
Quality Weapons* Attack Priority
Slow Heavy crossbow†
  • Shoot every other round.
Fast All bows†, dagger
  • If otherwise inactive, make second attack at end of round.
Loaded‡ All bows†, all crossbows†
  • Shoot first in first round.

* Unless otherwise specified, a weapon’s priority is normal. That is, the wielder attacks in initiative order.
† Though it does not effect attack priority, bows and crossbows require two hands.
‡ To gain the Loaded quality, a bow must be readied (arrow knocked) and a crossbow must be loaded before combat. During combat, if the bow- or crossbowman does not shoot in the normal initiative order, the weapon may gain the Loaded quality.

Go First, Go Last

Phenster gives no indication as to how we should integrate first and last strikes into the initiative order. Assuming the Pandemonium Society uses Holmes’s initiative-by-Dexterity system, we might do it the same way we integrate the Editor’s directions about magic spells and missile fire:

“When there is time, or when a magic-user says he is getting a spell ready, magic spells go off first. This is followed by any missile fire…” (Holmes, 21)

In play tests, I divide a round into beginning, middle, and end phases, handling all actions (missile, magic, melee) within each phase in Dexterity order.

I add the Loaded quality to bows, in the case where a bowman “knocks an arrow” just prior to impending combat. Note that, unlike a crossbowman, the bowman’s arm tires quickly, so the knocked state cannot last long.

Caveat to Short and Long Weapons

When an attacker with a short weapon gets inside a longer weapon’s reach before the defender can react, the DM might rule that the short weapon gets the first blow.

For examples, when striking from behind, of course, and when closing on an opponent already engaged in melee with another.

Similarly, a combatant with a longer weapon (e.g., normal vs. short or long vs. normal) may use the parry action (Holmes, 21) to step back, thus disengaging. If the parry is successful, i.e., the parrying combatant is not hit, and if the two opponents come together in the next round, it is considered a new engagement, where the longer weapon again gets the first blow.

Source

Though Phenster does not mention a source in the 1980 article, the attack priority system for melee weapons yields results similar to the man-to-man initiative system given in Chainmail (25-26), and the missile weapon attack priorities are not dissimilar to its mass combat rates of fire (11).

Example: Attack Priority

In this example, I ignore movement rates as well as hits and misses. I also ignore Holmes’s instruction to dice for first blow when “dexterities are within 1 or 2 points of each other” (21), as does Phenster [covered later]. The first two combat rounds are shown, divided into beginning, middle, and end phases. Any movement, which usually takes place after the melee round, is included with the character’s action.

The order of march gives the character class of each party member and their weapons with any notes, including weapon qualities (in parentheses). Dexterity scores are shown [in brackets].

Player Party Order of March:

  • Fighter [12], sword
  • Fighter [6], spear (Long)
  • Magic-User [11], dagger (Short)
  • Thief [15], bow (Fast) and dagger (Short)
  • Elf [10], light crossbow (Loaded) and sword

While the party traverses an intersection of two 20'-wide corridors, three gnolls, approaching from the corridor on their right, see the light and charge. The 1st and 2nd Gnolls [14, 9], armed with maces, lead the charge. The 3rd Gnoll [7], wielding a halberd (Long, Two-Handed), trails, so, closes to melee in the second round.

Neither side is surprised. During the gnolls’ charge, the two fighters (Swordsman and Spearman) step in front of the magic-user, who prepares to cast a spell. The thief could knock an arrow, thus adding the Loaded quality to the bow, but the gnolls’ charge catches the player flat-footed.

First Round

Beginning:

  • Magic-user [11] casts shield.
  • Elf [10] shoots crossbow (Loaded) at 1st Gnoll.
  • Spearman [6] (Long) attacks 2nd Gnoll.

Middle:

  • Thief [15] shoots at 1st Gnoll—who is not yet engaged in melee; see next.
  • 1st Gnoll [14] attacks Swordsman—now it’s engaged.
  • Swordsman [12] attacks 1st Gnoll.
  • 2nd Gnoll [9] attacks Spearman.

End:

  • Thief [15] shoots bow (Fast) at 3rd Gnoll.
  • Magic-user [11] draws dagger, steps up to flank 2nd Gnoll.
  • Elf [10] drops crossbow, draws sword, steps forward.

Second Round

Beginning:

  • Magic-user [11] with dagger (Short) attacks 2nd Gnoll—because the gnoll is already engaged (see Caveat above).
  • 3rd Gnoll [7] with halberd (Long, Two-Handed) attacks Elf.

Middle:

  • Thief [15] drops bow, draws dagger, moves to attack from behind (next round).
  • 1st Gnoll [14] attacks Swordsman.
  • Swordsman [12] attacks 1st Gnoll.
  • Elf [10] attacks 3rd Gnoll with sword.
  • 2nd Gnoll [9] attacks Magic-User.

End:

  • Spearman [6] attacks 2nd Gnoll.

Should the Spearman fell the 2nd Gnoll at the end of this round, he may then engage the 3rd Gnoll, attacking in the beginning of the next round.

About the Reedition of Phenster’s

In “Pandemonium Society House Rules,” L’avant garde #32, Phenster takes offense at the accusation that the Pandemonium Society plays an unsophisticated children’s game. As proof their D&D game is “plenty sophisticated,” he gives examples of the group’s house rules. Many more house rules follow in later issues of L’avant garde.

Phenster’s style, while explanative, is verbose and haphazard. My purpose in the reedition is only to make the rules more concise. Where I make assumptions or attempt to patch any holes Phenster leaves, I make it clear in the text.

Sources

In the August 1980 article, Phenster hints the starting point for the house rules is the Holmes edition of Basic D&D, which, once the perforated leaf is removed, has 46 pages. Later, he also writes that he started playing D&D when he got “a strange game that came in a box with a dragon on the top with 5 crazy dice” as a gift for Christmas in 1979.

He doesn’t specify the edition of Holmes. From the late date, we might assume 2nd or 3rd Edition. Other clues bear out the hunch. One article in the series adds a curious assortment of rules. Three entries among them come from the earliest printings of the D&D Basic Set:

Phenster adds an “enormous type to the spider list,” which has 6+6 hit dice. A new magic item is a “ring of plate mail,” and “Throwing salt on zombies makes them dry up and wither.”1

…[Phenster] started playing D&D when he got “a strange game that came in a box with a dragon on the top with 5 crazy dice” as a gift for Christmas in 1979.

That these are added as house rules further supports the idea that Phenster’s base rule set is not the 1st Edition (first three printings) of Holmes. The presence of only five dice in the box narrows the field to the fourth or fourth+ printings—both 2nd Edition, or the seventh, which is the last printing of Third Edition Holmes.2

The dungeon Phenster mentions in his “Welcome” message in Paradigm Lost #1 (April 1980) is titled “The Great Halls of Pandemonium.” The name suggests there are multiple Great Halls, and the adventure locale described, “Great Crone Hall,” bears cosmetic resemblance to the Caves of Chaos from Dungeon Module B2. The dungeon consists of several rooms, densely populated by monsters. The accompanying narrative “dungeon report” indicates Great Crone Hall is higher up a cliff face from the previous dungeon and makes the conclusion “so it’s more dangerous.”

Similarities to the Caves end there. The map of Great Crone Hall shows the straight lines of stone-block construction, not natural or rough-hewn cavern walls. In the narrative, player characters 3rd-level and higher encounter monsters of up to 10 hit dice. Though when two player characters are felled and others wounded and short on spells, the party goes “back to the fortress to heal and get the gemstones appraised,” activities typically conducted in a base town.

But this only hints that Hazard, the DM who we presume made the dungeon, had some experience with The Keep on the Borderlands, which circulated by then in the sixth and seventh printings (November-December 1979) of the Holmes boxed set. I don’t know when the module became available separately in stores. In any case, the similarity does not mean B2 came in Phenster’s Christmas set.

…this only hints that Hazard, the DM who we presume made the dungeon, had some experience with The Keep on the Borderlands

Although Phenster claims the single book in 1980, some additions and rules changes in articles from later years appear to be inspired from other sources. For examples: He makes specific reference to pole arm articles in the Strategic Review. He notes, in separate articles, that the Pandemonium Society uses the experience point tables for high level characters from Men & Magic and Greyhawk, and psionics from Eldritch Wizardry.

Categories

Phentster’s are a diverse array of house rules. He covers topics from the mundane cost of a sling, through the fantastic summoning of infernal beings, to the gonzo “rod of ICBMs.”

I class the house rules into the following four categories:

[H] Holmes

These house rules patch the Holmes edition to make it a more coherent game, while maintaining its simplicity. In this regard, Phenster does a decent darning job without sewing a whole new garment.

Examples: Damage and attacks per round by weapon class.

[E] Extra

Not strictly necessary, the rules in this category extend the game beyond 3rd character level and add elements that most gamers were used to even in the early ’80s. While these come with more complexity, they also add real value to the game without interfering with play.

Examples: Additional adjustments to ability scores, advancement to higher levels, wilderness exploration.

[C] Campaign

This category adds elements as suggestions or models to apply to a campaign. These ideas might be applied to a bare-bones campaign to give it some ambiance without much effort.

Examples: Coins of the realm, human languages, birds of war.

[P] Pandemonium

These are additional house rules employed by the Pandemonium Society. They often go a step—sometimes leagues—beyond fair or useful. But they can be fun.

Examples: Magic-use without spell books, combat complications, a number of improbable and horrific monsters, and “the Boomtown Rule.”

While Phenster’s start point is Holmes, many of the house rules are applicable to other old-school editions of the world’s most superlative role-playing game.


1 Again, Zach Howard’s Zenopus Archives cast light: in the Holmes first printing, an “enormous” 6-HD spider lurks in Room J (44), a ring of protection “serves as plate armor +1” (38), and zombies are vulnerable to salt (14).

2 See the Acaeum for an exhaustive list of D&D Basic Set contents by printings.

Pandemonium Society House Rules

This is the third of a continuing series of articles called Phenster’s Pandemonium Society House Rules. Previous articles:

Phenster’s Pandemonium Society House Rules is a work of fiction. Names, characters, businesses, events, incidents, and newsletters are either products of the author’s imagination or are used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is pure coincidence.

The following text is from L’avant garde #32 (August 1980). In transcribing, I fix spelling and punctuation errors, but I leave grammar as is.

Pandemonium Society House Rules

I was talking to Ivanhoe at the Game Hoard one day. I invited him and the other big kids from the store to join the Pandemonium Society and play D&D with us. He asked me, "What version do you play?" I said, "What do you mean? We play D&D," and I showed him the rulebook. He said, "Basic is for kids. We play Advanced D&D. It's more sophisticated."

I didn't know what he meant by that. Then he showed me the Advanced Dungeons and Dragons rulebooks. There's three of them and they have hard covers with colored pictures on the front. The rules look more complicated than ours do, but more sophisticated I don't know about.

In the Pandemonium Society, we only have one D&D book. It has 46 pages and a soft cover. And we use some extra rules too. Hazard calls them "house rules." We make up house rules when we need them, and sometimes we write them down. That makes our game plenty sophisticated. I'll give you some examples.

The rulebook says all weapons roll a 6-sided die for damage. That's nonsense though, because some weapons are heavier than others. So, we say that the light weapons do one less damage point and the heavy weapons do one more point. Some weapons that are extra-heavy, like a two-handed sword, do TWO more points.

Another thing it says in the rulebook is that some weapons go more or less times in a round. That's hard to keep track of, and a weapon that doesn't get to attack in a round is pretty useless. So everybody wanted to fight with a dagger, except Beowulf. That's his campaign name, but we like to call him "the Bully," because he's always getting into fights. When Beowulf the Bully gets into a fight, he likes to use a two-handed sword, so we figured out another way to do it.

We play it where all the weapons only go once per round, except the heavy crossbows, which shoot every other round, so they're still pretty useless. But if your crossbow is already loaded, you can fire it fast, so you shoot first, but only for that go. Both crossbows always shoot last in the round. After bows are fired, if you don't move or do anything else, you can fire again at the end of the round.

Daggers always go last on the first round when you're fighting something. After that, they go first. Two-handed swords, et. al., always go last in the round, unless it's also a long weapon. Long weapons, like pole arms and two-handed swords, go first when closing to hand-to-hand combat, then they go last after that. So, when Beowulf is charging into a horde of orcs with his two-handed sword, he gets the first blow against the first orc that's fighting with an axe. But after that he goes last, until he wins the fight and goes to fight another orc.

Starting with this issue and sporadically throughout the next years, L’avant garde printed a series of articles, under the byline Phenster, describing various house rules used by the Pandemonium Society of Neighborhood Dungeons and Dragons Players.

In Phenster’s Pandemonium Society House Rules, I reprint parts of Phenster’s articles, reedit the house rules into a form more comprehensible to the modern reader, and discuss certain points I find interesting.

Coming Up…

Forthcoming articles in Phenster’s Pandemonium Society House Rules:

The Postlethwaite Collection

Some months ago, I helped a friend move. Kevin bought the new house from the children of the previous owner, who passed away. Our first job was to clear out some things they left behind.

There was a big cardboard box in the attic. It was full of old comic books and magazines. The magazines were National Geographic and Elle, the comics DC. Kevin knows something about comic books, so we left the box. He would sort through it later.

Recently, he invited me over. He said he found some things at the bottom of the box that I might know what to do with. He showed me a stack of pages folded in half. The paper was yellowed. The typewritten text was photocopied. Tiny holes and tears on the open edges suggested they were stapled together. A hand-drawn banner across the top read “L’avant guard” next to a figure with rifle in uniform complete with epaulets and bicorne headdress.

I said, “Wow! These are a wargaming group’s old newsletters.”

He said, “Yeah, do you want them?”

 

L’avant garde was the “Newsletter of the East Middleton Wargamers Association.” The association’s address shows Middleton, Kansas. The recipient’s address box names the subscriber as Andrew J. Postlethwaite of Batesville, AR. Kevin’s new house is not in Arkansas, and he tells me the previous owners were named Thompson.

I said, “Wow! These are a wargaming group’s old newsletters.”

He said, “Yeah, do you want them?”

What I call the Postlethwaite collection counts 43 issues of L’avant garde plus a half dozen numbers of Paradigm Lost, an excerpt from whose first issue I cite in “The Pandemonium Society.”

L’avant garde usually runs between 20 and 30 pages. The front page displays the banner at top and contains a letter from the editor and sometimes a contents table. The back page reproduces the banner on the top half and shows the sender and recipient addresses on the bottom half. Folded and stapled, it makes a mailable package.

Each issue is numbered, most are dated by the month and year. A few numbers are missing—I presume lost or the subscription lapsed. One number is repeated in a later issue.

The newsletter was published at irregular intervals, the longest between October 1970 and March 1972. The earliest I have is issue #3, dated July 1967. The latest is #78, [no month] 1986.

The contents are standard wargame fare: battle reports; game rules; reviews of games, game books, game magazines, and miniature figurines; gamer classifieds: game dates, players seeking games, used games for sale or trade; and ads for games sponsored by the Game Hoard, a local shop.

Early issues are all wargames, mostly Napoleon-era. The first reference to fantasy comes in 1969, and in March 1974 the first mention of D&D appears. In the next year or so, D&D articles are sparse, but “fantasy wargaming” takes up more and more space as issues go by. A 1978 letter from the editor states the goal to maintain “a 50/50 balance between fantasy adventure and historical wargaming.”

Paradigm Lost apes L’avant garde’s layout. Its page count varies wildly from six to 44 pages. Its contents, notably more juvenile, are strictly D&D.


Phenster’s Pandemonium Society House Rules is a work of fiction. Names, characters, businesses, events, incidents, and newsletters are either products of the author’s imagination or are used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is pure coincidence.

The Pandemonium Society

I have discovered a treasure—all in my mind. A treasure no less.

Welcome to PARADIGM LOST

My name is Phenster. Least that's my campaign name. Me and the kids in my neighborhood play a game called "Dungeons and Dragons." In a game of D&D, we pretend to be heroes and wizards, and we go on perilous adventures in a fantastic world of dangerous dungeons. The dungeons are filled with terrible monsters that guard fabulous treasures. We explore the dungeons, slay the monsters, and take the treasures. It's like a game of make-believe, but with paper and pencil and dice.

All our adventures together make a campaign. We all made up campaign names that we use for our heroes and wizards. There are about 20 of us who play, so we made a club. Not everyone always shows up for games at the same time, but sometimes there are quite a lot of us.

One time, Hazard--that's his campaign name--invited all of us over to his house to play. It was a cold and rainy Saturday, and almost everyone was there. The kitchen was full of kids. We had to sit two to a chair, and some kids were standing up or sitting on the countertops. We were all talking and laughing, because there's a lot of talking and laughing when we play this game, and sometimes shouting and swearing, too. Hazard's mom came in and said, "What's all the pandemonium?" We all got quiet and jumped down from countertops and sat straight in our chairs. She said we were behaving like little demons and told us not to swear. Then she took a jar down from on top of the fridge and gave us all cookies. Homemade chocolate chip, my favorite.

After that, we named our club "The Pandemonium Society of Neighborhood Dungeons and Dragons Players." This is the first issue of our newsletter. There's one of Hazard's dungeons and a story about our adventure in it, so you can see what it's like. If you want to play with us, you can join our club and make up a campaign name. Call Hazard: [redacted], after school but not at dinner time.

—from Paradigm Lost, the Pandemonium Society Newsletter, #1 (April 1980)


Phenster’s Pandemonium Society House Rules is a work of fiction. Names, characters, businesses, events, incidents, and newsletters are either products of the author’s imagination or are used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is pure coincidence.

DUNGEONS & DRAGONS and D&D are registered trademarks of Wizards of the Coast, LLC, a subsidiary of Hasbro, Inc. Use of these trademarks is not a challenge to the trademark and does not imply any affiliation with or endorsement by Wizards of the Coast or its parent company.