Early Dungeons and Dragons Mishaps: Misinterpreted Spells, Character Creation Flaws, and Combat Mechanics

Introduction to Early Dungeons and Dragons

Back in the wild and woolly days of Dungeons and Dragons (DD), the rules were not as meticulously defined as they are today. DMs often had to interpret rules on the spot, leading to some creative but often misguided decisions. This article explores some common pitfalls from the early days of DD, from misinterpreted spells to questionable character creation and combat mechanics.

Misunderstood Spells: Fireballs and Knock Spells

One of the earliest spells that players often abused was the Fireball. Initially, its effects were straightforward: a 20-foot radius area of fire damage. However, in confined spaces like tight corridors, players began to exploit the spell's volume and area. The formula 4/3 π R^3, where R20, would yield approximately 335 10-foot squares. This meant that a single fireball could easily turn a battle into a fiery inferno, especially in a maze. The fireball's damage was based on the caster's level, not the spell's level. This meant that an 8th-level wizard could cast an 8d6 fireball, a 15th-level wizard could cast a 15d6 fireball, and so on.

Another spell that caused confusion was the Knock spell. This spell was meant to break the clasps of armor and other locked objects. However, many players interpreted it as a way to completely destroy armor, undoing all clasps and links. Whether this was the intended effect remains a point of debate. Nevertheless, it became a popular method for players to quickly strip enemies of their armor and weapons, gaining strategic advantages.

Character Creation Abuses: Killing Dragons for XP

Character creation in DD, especially during its formative years, was rife with creative but sometimes misguided choices. One of the most notable was the abuse of dragon body parts for experience points (XP). In the original rules, XP were awarded based on both the killing of creatures and the recovery of their treasure. This meant that players could strategically kill dragons, sell their body parts for money, and then use the gold to purchase their new characters' equipment, gaining both XP and treasure.

From a DM's perspective, this aspect of the game often led to a sort of 'protein shake' mentality, where players saw creatures and treasures as valuable resources rather than epic challenges. However, it also fostered creativity and resourcefulness among players, pushing the boundaries of what was possible within the game world.

Combat Mechanics: Called Shots and Player Creativity

Another aspect of early DD that often led to creative but sometimes misguided outcomes was the concept of called shots. In the early days, the concept of a called shot didn't have a formal name, but players frequently attempted to decapitate enemies or target specific body parts like the throat. DMs often ignored any rule about it, opting to let players aim for such areas if they rolled well.

However, the nature of combat in DD involves a balance between attack and defense. Armor and natural dexterity contribute to a character's AC (Armour Class), meaning that aiming for specific body parts was less effective than it might seem. Even with a critical hit (natural 20), the enemy still had a chance to roll for a natural 1 (snake eyes) to avoid injury.

A better approach was to allow players to describe their attacks, but only up until they rolled the dice. If they hit, the DM described the outcome. If they missed or crit, the player described the result. This method not only allowed for more dramatic moments in the game but also provided an opportunity to reward players with inspiration points for their creative moments.

Conclusion: Learning from the Past

The early days of DD were filled with a lot of trial and error, both on the part of the DM and the players. While some of these early practices might seem misguided by today's standards, they also contributed to the rich history and evolution of the game. By understanding these early pitfalls, current and future DD enthusiasts can learn to create more balanced and engaging gaming experiences.