Tuesday, February 15, 2022

Surprise Party Redux: Surprise rules part 3 (HRAD&DR Part VIII)

I'll admit that the 1 minute melee round renders a bit of sense from the segment-based Surprise Party. In all the other D&Ds that just give you a free round of surprise, the round is only 10 seconds or less, so you're effectively just giving them a free segment. If you ignore, for the moment, the "why?" of one minute melee rounds, having the surprised party stand inert for a full 60 seconds seems a bit ridiculous, and it also seems ridiculous that, with a full minute to molest the surprised party, the Surprisors would only get to attack once, so EGG broke it down to segments. 

Why not just give the surprisers one free segment to act? Well, with AD&D's ridiculously slow movement rates, on most occasions they'd be too far away to take advantage of it (again: please ignore the larger question), so Gary devised the multiple segment Surprise Party, allowing the Suprisors to charge into combat and whack away at the inert dupes. But then he realized that 4 or 5 segments of surprise could easily TPK even the most seasoned of gaming parties, as Quisling and Schlomo discovered last week, so he gives a Dexterity bonus in the form of the Reaction Adjustment to allow high Dexed combatants to get out of surprise early. Surprise was going to be somewhat less deadly for PCs who were crafty enough to fudge their Dex rolls, which, given the AC, missile attack, and [universally house-ruled] initiative bonuses affiliated with a high Dex, was most of us back in the day.

On a related note it strikes me as a bit odd that the Surprise Dice Difference table (above) in the DMG only goes up to 3 segments even though it should go up to 5 (6-1). There's nothing in the text that caps the Surprise Party at 3 segments, and the table doesn't indicate that you should do the math to figure out 5-1, 6-2, and 6-1 on your own, though, obviously, you can. It would have taken very little effort to add 2 more rows to complete the formula and yet they chose not to. Was Gary trying to subtly suggest that beyond 3 segments thar be dragons?

...or maybe the added rows would have forced the printers to shrink the already tight margins down from 1/8" to 7/64", and they just weren't willing to go that far.

Tuesday, February 8, 2022

Rift in time: Surprise! in action (How to Read... Part VII)

While a lot of folks have commented that when they played AD&D back in the day they swapped out a lot of the more confusing gibberish for simpler rules cribbed from the Basic books. Well, probably because we didn't play Basic D&D long enough to actually learn the rules, my gang went a different direction: we did not use surprise rules at all. Unless one party was lying in ambush or actively sneaking up on the other, or one party was clearly distracted or drunk or asleep--surprise was not a state of being that existed. The side that got the drop on the other based on the situation had a free round to assault the stooges. Rolling for Surprise! at the start of every encounter seemed like just another complication in an already complicated rule set.

But the point of today's post is not to lecture you on the olden ways, but to deliver up a demonstration of Surprise! in action. Continuing on the example from last time when Schlomo, Quisling, and the rest of Party B were surprised by Party A...

 Example of Surprise

Six-siders are rolled for surprise:
Party A: 5
Party B: 1
Party B: is surprised for 5-1= 4 segments.

Today we're going to run the above scenario through as it might happen at the gaming table. Party A is a group of six gnolls patrolling their sector of the dungeon, and Party B is a group of six low level adventurers arguing about how to split up the treasure they just secured after killing the ogre in room 14. They are:

Schlomo Slow-mo, Cleric, Dex 4: -2 reaction adj.
Quisling the Quickling, Thief/MU, Dex 17: +2 reaction adj.
Spungoir the Spelliferous, MU
Furdok of Burd, Fighter
Kuburt, Monk
Rajoo, Ranger

As already determined the entire party is surprised for 2 segments after which time Quisling, thanks to his +2 reaction adj. will move out of surprise, except this time Quisling goes against his nature and actually stays loyal to his countrymen. Two segments later everyone except Schlomo will awake from their stupor. Schlomo, whose pitiful dex afflicts him with a -2 rx adj., will have to wait until segment 7 before he's paroled.

The Gnolls have a move of 9" and are 20' away so they won't even be in stabbing range until surprise segment 2. Wait a second, with a move of 9 inches you can cover most of 18 feet in 2 segments? Fear not, we'll have a How to... session on Movement in AD&D soon.

Segment 1: Two gnolls lob spears at Party B (not Cardi B) before advancing. One hits Furdok while the other bounces harmlessly off the wall. Gnoll 6 fires a heavy crossbow for 7 dmg. killing Spungor the Spelliferous--now the Lifeless. The rest of the gnolls move 1/10th of their move, getting 9' closer to the party. Yes, 9' in 6 seconds is p-a-i-n-f-u-l-l-y slow but there are probably several paragraphs somewhere in the DMG where Gary explains that movement in AD&D does not represent actual spacial displacement over time, but is a conceptual representation of  yada yada yada. 

Segment 2: The gnolls now move into melee range and start swiping at Party B. The two who tossed the spears last time choose to charge the party allowing them to cover twice their movement and still get an attack. This makes the other gnolls wonder why they didn't do that in the previous round. [It's probably because they're following this blog series and we haven't covered charging yet.] Anyway, there's one gnoll for each party member because Gnoll 6 is hanging back reloading the heavy crossbow at 3x the normal speed. Let the slaughter begin!

Segment 3: Quisling--"Quiz" to his friends, at least to the ones he hasn't betrayed yet--is no longer surprised, so Gnoll 3, who had attacked him the previous segment can no longer get in those sweet "telling blows." They have to roll initiative at this point, even though everyone else is still involved in Surprise. 

                Quisling: 4, Gnoll: 2. 

Quiz gets to swing first, rolls a 5 and misses with his short sword. Gnoll 3's turn but she says "Screw that, if I attack you I'm done for the round. There's a guy standing next to you who'll be surprised for at least 2 more segments, I'm attacking him instead." She cuffs Schlomo up side the head with a morningstar.

Segment 4: The gnolls keep whaling on the still-surprised party members, some of whom are not looking so hot. Quisling has shot his wad bolt, um, you get the idea, for the round and should, by standard melee protocol, be feinting, parrying, and dodging blows from Gnoll 3 for the next 54 seconds. But Gnoll 3 chose instead to attack a still-suprised party member and therefore remain involved in the Surprise Party. Quisling has fallen into a rift in the melee continuum: he has already used his one attack for the round, but his co-combatant has decided not to return the favor. Does Quisling have to dance around pretending to dodge and parry blows that no one is delivering? That's preposterous. Does he get to deliver another blow on Gnoll 3? Gnoll 3 isn't surprised so segment-based telling blows do not apply, but they do apply to his surprised comrades--don't do it Quisling! He resists temptation and wanders away from combat. [No kiddies, opportunity attacks do not exist in AD&D; for all its flaws it at least has that going for it.]

Segment 5: Everyone but Schlomo is now un-surprised. If not for Slo-mo Schlomo, we'd start a new round here, but since he's still got 2 more segments of inaction, the Surprise Party continues and we're gonna' use the same initiative roll from segment 3. That's ok by Party B since Quisling won that roll; they start retaliating for the punishment they've taken. Most of the gnolls now engage in normal melee, Gnoll 5 drops Furdok of Burd with a blow from his zwei-handed sword, but Gnolls 3 & 4 are still attacking poor Schlomo rather than join the regular initiative. Quisling, still occupying the rift in the space time continuum, takes this opportunity to cast a 1 segment spell, magic missile, at Gnoll 3.

Segment 6: There are still 2 gnolls who insist on beating on poor Schlomo, and Gnoll 5, having used his regular melee attack to kill Furdok during the last segment, decides he wants to go back to the Surprise party and attack Schlomo too. The players all cry foul but the DM persists and Gnoll 5 swings at the beleaguered cleric anyway, hitting for 3 pts of dmg. Schlomo--shockingly--withstands the blow and, even worse for the DM, the players will absolutely use this decision against him in the future.

Segment 7/New Round: Yahweh smiles on Schlomo today, for he has miraculously survived 10 attack rolls from the gnolls and is finally unsurprised. A new round begins and initiative is rolled, much to the chagrin of Gnoll 6--remember her?-- who has finally finished reloading that stupid freakin' crossbow. She will certainly be razzed for this in the mess hall tonight. The PCs, who are busy filing a meta-gaming complaint against Gnoll 5, lose the initiative. Rajoo and Kuburt both fall under gnollish battle axes leaving just Quisling and the sluggish and heavily battered Schlomo to face off against six gnolls. Quisling regrets not betraying his chums when he had the chance.

Friday, February 4, 2022

"The Telling Blow" or, How to read the AD&D rules Part VI: Combat, Surprise

Since no one wants to read a spell by spell re-cap of AD&D, I'm skipping ahead to the meat of the matter: Combat. We're now looking at the DMG folks, page 61. Huge chunks of text in full-justified paragraphs; I have as much difficulty wading through this stuff now as I did when I was 11. 

Paragraphs 1, 3, and 4 all go on about the 1 minute melee round; as long as you understand that melee rounds in AD&D are 1 minute long then you need not read them. And paragraph 2 starts out: "As has been detailed, hit points are not actually a measure of physical damage..." so you can stop reading there if you don't need to hear that sermon again. Just like that we're at the bottom of the page where we find the first step for encounter and combat:

Surprise

  1. Determine surprise: each party rolls a d6, if either or both parties roll a 1 or 2 then the party that rolls lowest is surprised. 

So, surprise dice are rolled and:

Party A: 6
Party B: 3
Neither party is surprised. 
 
Party A: 1
Party B: 3
Party A is surprised 
 

That seems simple enough, right? Too simple for a game called Advanced D&D so Gygax wrote 12 freaking paragraphs of obfuscation on the matter, ensuring that all but the most tenacious of rules lawyers would look elsewhere--like Basic D&D--for a simpler rule or ignore surprise rules altogether. 

Now, I can condense Gary's Compleat and Comprehensive Treatise on Inflicting Surprise on One or More Parties During an Encounter in the Strategic Fantastical Roleplaying Game of Advanced Dungeons, and/or Dragons to a couple of paragraphs for you [Edit: No I can't.], but even that will be painful to read so for those not wanting to waste another moment of their lives on this topic, rest assured that most folks just gave the surprisers 1 free round of action while the surprisee's stood/sat/lay their in stunned silence.

Diehards Only

Have we got rid of all the lightweights? Good, let's dig in:

Like I said, each party rolls a d6 for surprise. If one or both parties roll either a 1 or a 2, then the party that rolls higher is supposed to subtract the low-roller's dice roll from their own, the result is how many segments of free action they have before the surprised party can react, segments being 1/10th of a round which, as Gary has just spent 3 very lengthy paragraphs explaining, are 1 minute long.  [A segment is 6 seconds long, equal to a round in modern D&D, so you 5e kids are finally in your comfort zone]. It looks something like this:
 
Party A: 5
Party B: 1
Party B: is surprised for 5-1= 4 segments.
 
The surprisers, in this case Party A, have 4 segments to act. During each segment of surprise they can move 1/10th of their full movement rate, avoid, parley, and, yes, melee attack the crap out of your ass as if each segment was an entire round! As Gary puts it, because the surprisees are inert, the surprisers can get in "telling blows" in just a 6 second window. This gets back to all the dancing around and feinting and what have you that goes on in a 1 minute melee round.

We're not done yet though because each surprised individual modifies its time in the surprise zone based on their Dexterity. Remember attack/reaction adjustment? Attack is clear, add that to your to hit roll when attacking with missile weapons. This is where the reaction half of he equation comes in: if your party is surprised, each individual adds its dex adj. to the surprise roll for determining how long they are surprised. As an example:

Only 2 members of party B (above) have exceptional dexterities: 

Quisling the Quickling, Dex 17, +2 rx.

Schlomo the Slow-mo, Dex 4, -2 rx adj.  

  • Note: because of Schlomo's egregiously low Dex, we know that he is a cleric. We can surmise from his name that he is likely a rabbi.
  • Further note: it is unlikely in the extreme that anyone would willingly put a 4 on Dex because that would also give you a |3| AC penalty,* i.e., Schlomo's chainmail and shield would give him an AC of 7 instead of the typical 4. That's bad, new schoolers.

*When you're digging around for the "absolute value" symbol you truly appreciate what a pain in the ass descending AC is.

Quisling adds 2 to the surprise roll, which was 1, so: 1+2=3, less than 5 so he is still surprised, but only for 2 segments. And, true to his name, he uses the segments gained to sell out the rest of his compatriots before they can become un-surprised.

Schlomo on the other hand subtracts 2 from the surprise roll; he is surprised for 6 segments and is the last to understand the treachery of his erstwhile colleague.  

Missile Fire During Surprise

In the PHB discussion of surprise Uncle Gareth informs us that 

"Physical attacks during surprise are also possible on a 1 segment basis, whether the form is by weapon, projectile, or method intrinsic to the creature." 

which sure seems to imply that you can launch missiles at a rate of 1 per segment. However, by the time he wrote the DMG he must've realized that just because you can get in more telling blows when your opponent is in a state of stunned surprise doesn't mean you can crank a heavy crossbow 20 times faster.

Instead, the DMG informs us that during surprise you can launch missiles at 3 times the normal rate. Sadly, rate of fire for missiles is given in rounds not segments, so we're going to have to do some math. There are 10 segments in a round and 10 isn't divisible by 3 so the math is not going to be pretty. Stop making up excuses and get on with it DChucks:

You can launch 2 arrows from your composite short bow per round so in a surprise situation you can fire 3x2 = 6 per 10 segments which simplifies to 3 per 5, or 1 every 1.666 segments or, basically, 1 arrow every other segment. Now do the same for the rest...

If Gary didn't hate us so much he would have just made a handy table like this:

How much damage would a heavy crossbow
have to do before you would consider using one?


Did I cover everything? I'm not sure, so next time I'll run a sample surprise encounter to see how this all works in action.

Tuesday, January 25, 2022

How to Read the AD&D Rules Part V: Title Redacted

Also: page 24 of the DMG.

For this part you'll need to go to your local government surplus store and procure a military grade Dark Black marker, regular black won't do; it has to be so dark that no light can escape it's pull. Now go to page 34 of the Players Handbook and, without reading them first, thoroughly blot out paragraphs 2 and 4--paragraph 3 is ok--under the Character Languages heading. I said don't read them! If you understand the language you are reading you will do this or align yourself with forces most foul.

Now, just to be safe, turn to page 29 and do the same to the first primary ability of assassins, it's right there on the bottom of the left column, just above the Minimum Fees for Assassination table. It continues on the top of the right column so make sure to get that bit too. You can leave the list of alignments there if you wish; it's fairly harmless on it's own. Done? Excellent. That's all for today. School's out, run along kiddies.

No idea why this is here.

Friday, January 21, 2022

How to Read the AD&D Rules Part IV: Weapons

We're looking at weapons today kiddies so open to page 37 of your textbooks. You'll notice two tables on this page: 

1. Weapon Proficiency Table:

This table lets you know the following:

  • how many weapons you can be proficient with depending on your class, 
  • how much worse you are at hitting things when attacking with a weapon in which you are not proficient, and 
  • how long you have to wait to get a new weapon proficiency. 

Nowadays everyone is proficient in all the weapons all the time, but I actually like that folks weren't as effective with weapons that they'd never actually used before. 

and 2. Weight and Damage by Weapon Type:

This economical table gets it. Except for the Speed Factor business.

The second table tells you how much your weapon weighs. None of you are going to track your encumbrance, but at least you can meaningfully contemplate whether your footpersons mace is worth its weight in gold.

More importantly, this table tells you you're going to do 2-16 pts of damage to large creatures with your Bastard Sword. If you don't want your fighter to do 2d8 damage against ogres then close the book now, AD&D is not for you. 

Those of you who took a gander at the weapon price list on page 35 are probably wondering why you can't buy such weapons as the Chauves Souris, Ransom, Rhonca, Rhoncie, or Runka. Fear not gentle reader, this table assures us that those implements are all covered under "Ranseur."

Notice the ** next to the "spear" listing. These asterices indicate that 

"This weapon also does twice the damage indicated to any opponent when the weapon is set to receive their charge." 

When you consider that in AD&D anyone who travels more than 10' to engage in melee is, technically, charging, and that weapon length determines who strikes first in a charge situation, and spears are 5-13' long... the spear becomes a very intriguing weapon, no? Does that mean that spears were preferred among savvy gamers? Heck no! Why not? Well, since that thing about only moving 10' to engage in melee was roundly ignored, "charging" only came into play when you were on horseback and carrying a lance. 

On the next page we have another weapon table: Weapon Types, General Data, and "To Hit" Adjustments

"General Data" includes how long your weapon is and how much space you need to use it; information you can probably figure out how to use on your own, right? But then there's a column labelled "Speed Factor." Nowhere is this explained but that's ok because if you use this information while playing a game called Advanced Dungeons & Dragons then you are, by definition, playing 2nd edition.

The table goes on to list combat adjustments based on the armor class of the opponent. Since the ACs listed only go from 2-10, it seems obvious that this is intended to simulate the relative effectiveness of certain weapons against specific armor types, e.g. a staff is not going to be very effective vs. a guy in platemail, and a -7 adjustment reflects that. What's less obvious is whether your staff is also -7 to hit a guy with Bracers of Defense AC 4 who has a 16 Dex (-2 AC adj.). You could--and should--ignore this business based on inadequate information and overly complicated rules but really you're going to ignore it regardless because in the heat of the moment you're not going to remember to apply these modifiers.  

At the bottom of the table is a separate section just for missile weapons. This section includes the already obsolete AC adjustments mentioned above but also throws in some very useful info such as Fire Rate and Range. Penalties for launching missiles beyond short range are only mentioned in an underhanded footnote:

"Armor Class Adjustment is based on the weapon or missile being discharged at short range. Adjust by -1 for medium ranges, -2 at all long ranges."

So underhanded is this note that I never noticed it before today, the 21st of January 2022! This note is noteworthy because these range modifiers were overruled by the combat matrices on page 74-75 of the DMG; under each table it is noted that missiles are -2 at medium range and -5 at long. So there was a brief period between the publication of the PHB in 1978 and the DMG a year later when archers were 15% more effective at hitting targets at long range.

Fire Rate seems pretty self explanatory and is even explained in a note under the table but the folks over at GGNoRe were confused by it and they're a pretty seasoned bunch, so I'm guessing that folks coming at this from later editions are not necessarily going to realize that each round you can fire your long bow twice, throw 3 darts, or launch half of a bolt from your heavy crossbow. Does this mean that no one ever used a heavy crossbow? Yes, that is precisely what it means.


Tuesday, January 18, 2022

Cheers!: Tavern Signs in Old School Modules

It's hard to believe that in twelve--12!!!--sporadic years in the blogging business, I've never done a piece on taverns. Well, that streak ends today. 
 
Sometimes you'd prefer they didn't know your name

I have always had a thing for taverns in D&D, so the next time you complain about what a cliche it is for an adventure to start out with an encounter in a tavern, I won't hear you because I'll already be quaffing a pint while listening to the minstrel noodling by the fire. 

I also have a thing for old timey modules--as you may have noticed by my extensive rants about Hommlet, Saltmarsh, Bone Hill, and, most recently, the Slaver series. So today I'm going to dig into the taverns and inns that provide hospitality in a few of these old settings.

But I'm going to look not at the the taverns themselves, but the signs hanging out front. These are the shingles that are intended to indicate the name of the place to the PCs as they wander into town. I went back through the classic AD&D modules (I define classic as published back when they still listed all the available D&D products on the back of modules, a practice which ended ~1983, I believe). Also some of these modules feature more than one ale house; I'm only addressing the ones I can remember.

For this analysis, I'm including the text from the module describing the sign, a likely interpretation of that sign, and any significant notes relating to the sign or its meaning from the module.
 
Inn of the Welcome Wench (T1 Village of 'omlet)
Sign Description: "The square wooden sign shows a buxom and smiling girl holding a flagon of beer."
Likely Name: Inn of the Buxom Wench
Significance: If you thought we were going to start with some other tavern, then this is probably your first time here and I offer my sincerest greetings to you. I've always called this place the Buxom Wench, but I was an adolescent when I first encountered it and I haven't really grown up in the ensuing decades. 

Inn of the Slumbering Serpent (N1 Against the Cult of the Reptile God)
Sign Description: "A large, colorful sign pictures a red dragon with its head
resting contentedly on its paws. A plume of smoke rises
from the serpent's nose and its eyes are closed."
Likely Name: Sleeping Dragon
Significance: Given that the name of the adventure is "Against the Cult of the Reptile God"; if you wander into a town with an inn named the Slumbering Serpent, are you going to stay in it? No. But if you see a sign with a sleeping dragon on it? I think of dragons as scaly magical beasts not reptiles, so sure, I'd stay there. Aside: do dragons have "paws"?

Sign of the White Knight (A3 Assault on the Aerie of the Slave Lords)
Sign Description: "Above the door is a painted chesspiece-
a White Knight
" (see illustration)
Likely Name: Horse Head, White Horse, Chess Piece
Significance: When they enter Sunderholm the party is given a clue to "Seek out the Ivory Paladin." This establishment is the place that the clue is intended to indicate. While the horsehead on the sign is pretty obviously a chess piece, without the flavor text it's not all that certain that the players are going to see it and make the connection: white horse head = white knight = ivory paladin.Why didn't the clue just say "Go to the White Knight on the corner of Dave St. & North Arneson and ask for Gary"? Because it's a tournament dungeon Dice Chucker, that's why.

Inn of the Dying Minotaur (L1 Secret of Bone Hill)
Sign Description: The sign is not described in the text, but "Geilcuff, the innkeeper has a minotaur's head stuffed and hung up on the wall above the bar."
Likely Name: Bull's Head 
Significance: Everyone knows that a minotaur is a creature with the body of a man and the head of a bull, so that "minotaur" head over the bar is probably just the head of a bull that Geilcuff bought from the slaughterhouse.

House of Abraham (L2 Assassins Knot)*
Sign Description:  "a large bright green shingle that reads, 'House of Abraham:
Food, Lodging and Ale.' In the center of the shingle is a picture
of a smiling man holding out a large tankard of ale.
"
Likely Name: Abe's Place
Significance: Lakofka cheated us here by assuming a high literacy rate in Assassinsburg.

Blood of the Vine (I6 Ravenloft)*
Sign Description: the sign "proclaims" this to be the "Blood ofn the Vine"
Likely Name: Well, Blood on the Vine, I guess
Significance: Literacy trumps good sign design once again, this one devoid entirely of illustration. But it is written into the module that some wag has vandalized the sign, scratching out the "f" in "of" and replacing it with an "n" to add to the macabre tone of Ravenloft.

*In addition to having signs with words on them instead of pictures, other TSR products were not listed on the back of these modules when first published. So maybe I can also use literate tavern signs as an indication of the end of the classic module era.

Monday, December 13, 2021

How to Read the AD&D Rulebooks Part III: Character Race and Class

The title sounds like a seminar offered by the sociology department, no? Rest assured, we're not getting into heavy topics here at Dicechucker Taverns. We will be looking at pages 13-17 of the Players Handbook; which deal with race and class selection. Why not pages 18 & 19? Probably because the cat was on my lap and I couldn't reach my PHB so I had to do this from memory. 

Let's hop right into Character Race Table I.: Character Class Limitations. This gloomy table tells you that no, you can't have a gnome Paladin in AD&D, and, yes, folks adhered to this. Sometimes someone would get papal dispensation to run an elven druid or a halfling ranger/assassin or something but it was rare in the extreme and usually limited to the first few months of your dungeon master's AD&D career. 

No gnomes, no halflings. Take it to heart.



This table also informs you of the alignment restrictions for each class. Yes, we adhered to this in as much as we wrote the appropriate alignment down on our character sheets, much as we wrote down weapon speed factors and encumbrance value of our gear initially. More on that later, but you probably get the drift.

Then there's the dreaded Table II Class Level Limitations. While the previous table limited the classes your demi-human could choose from, this one ups the ante by telling you that the gnome illusionist/assassin you settled on when you found out you couldn't be a paladin will be retired once it reaches 7th/8th level. That's insane, right? You'll also see in the footnotes under table II that even if your character did pick a class that was limited to a certain level--pretty much thief is the only class that allows unlimited advancement to non-humans--your character is furthermore restricted based on their ability score in the prime requisite for their class. So your ≤16 Str elf was stuck at 5th level for the last thousand years of its life! Even if she got a gym membership and bulked up to an 18/51 Strength, he was only squeezing 2 more levels out of their career. You'd think Rule 2 (common sense) would come into play again, but we usually a) rolled characters until we got one with at least one 18, and b) retired characters around 7th or 8th level, so level limits weren't really a big deal; see Rule 5. And demi-humans were almost always multi-classed either as F/MU and/or Thief--dwarven fighters being the big exception here, they could reach 9th level--so they still had room to grow in other directions. Also, every race except halflings is allowed to be an assassin.

For reference only.

Confusingly, according to this table NPCs of certain races can be members of classes that PCs can't. NPC dwarves, for example, can be clerics though PCs are denied such access to the divine class. While you might think folks would have incited Rule 2 Common Sense and ignored this nonsense, rarely did you see a PC buck the system on this one. Mostly because those NPC-only exceptions only applied to clerics and halfling druids; clerics in AD&D were henchmen 99.9% of the time--and therefore technically NPCs--and no one wanted to play a halfling, see below, so it's Rule 5 once again. 

Which brings us to Character Race Table III: Ability Score Minimums & Maximums. This stunningly unimportant table summarizes all the minimum and maximum ability scores mentioned in the Ability Tables we talked about in part 1. Let's move on.

Did I mention that there's a mini-psuedo table that shows ability penalties and bonuses for race? No? This subtle little table, more of a list really, tells you that races with Con bonuses also have charisma penalties (Dwarves, half orcs). Yes 5E-ers, ability score penalties were once a thing.

Sadly, there are no more tables in the Character Races section of the book; you're going to have to read the descriptions to get the rest of the info, but it's un-Gygaxianly concise, you can manage this. Gamers of the 80s didn't swing too far from the text here. Early on I remember a debate about whether halfling PCs should benefit from the +3 to hit with missile weapons that the Monster Manual ascribes to them--the ruling is not mentioned in the PHB. We allowed it initially--the poor little dudes are limited to 4th level fighter, at least let them shoot a crossbow like they're 7th level--but at some point it was ruled that since it's only mentioned in the Monster Manual then it only applies to NPC halflings (like the druid thing). As a result, no one ever played a halfling again. Problem solved.