The fairy chimes of nostalgia don't just sound for bits of our lost childhood. Just as often, they ring for the childhood we wished we had. I might not have been around to play Dungeons and Dragons in the 80's, but I can now that I'm an adult with a modicum of disposable income and free time. Two years ago, I rescued a set of First Edition Advanced Dungeons & Dragons handbooks from a used bookstore. These are the books responsible for kickstarting a fantasy renaissance and codifying the imagery of sword and sorcery in pop culture. As someone baptized on third edition, these old books are a familiar, if foreign, land, like Idaho or most of the south. Until now, they've merely sat on my shelf. It's about time I opened these tomes to see just what all that satanic panic was all about.
I cracked open my copy of the first edition Advanced Dungeons and Dragons Players Handbook, copyright 1978 by Gary Gygax, the master storyteller himself. There’s a sticker on the front announcing “The original, uncut player’s handbook in TSR’s attractive new cover”. The back contains one of the least exciting quotes you'll find, from the author himself, no less: “A wealth of information for the AD&D game player”. It has an odd chemical smell, the kind that old hardcovers acquire after sitting too long in the back room of a library.
Gygax might have been a great storyteller, but he's not a great technical writer. Frankly put, this book is a mess. Important bits of information are scattered about the book like secret passages in a dungeon. Sometimes it's listed in an easy-to-spot table, other times it's buried in paragraphs of text. While modern editions of D&D group all details relevant to a class under a single section, this book forces you to go on a scavenger hunt to find basic info. If you want to find what weapons your thief can wield or how much gold he starts with, you'll have to flip around for it. If it's not hidden, it's at least complicated. For some reason, Gygax separated the price, weight, and AC score for armor across three different tables instead of combining it into one
It's also remarkably incomplete. In later editions, the Player's Handbook tells you how to play the game, while the Dungeon Master's Guide tells you how to run the game. Here, the PHB contains about half what it should. Basic information like how to generate ability scores or how combat works are squirreled away in the DMG. That book is copyrighted a year later, so I have no idea how players managed back in the day.
If you do have to venture through this book, you'll find lots of keep you company. It's filled with tables and charts to help a DM simulate every aspect of a fantasy world. There are rules here about how to plan a spying mission, how much it costs to hire a blacksmith, and how to keep track of time inside a dungeon. This stuff fuels my imagination. No, I don't actually need to know how many feet of hard rock a hill giant can mine in 8 hours, but I'd like to write an adventure that does.
There are lots of oddities in the rules. For example:
- Initiative determines which side goes first, weapon speed determines which character hits first.
- Most monsters find their to-hit score on a chart by cross referencing their level with their hit dice.
- Similar to the monsters, each PC finds their to-hit score on a class-specific table (something AD&D streamlined into THAC0).
- Encumbrance is measured in gold pieces, with 10gp equaling 1 pound. There are conversion tables to turn your equipment weight into gp.
- Shields have finicky rules. They don’t count if you’re being flanked, and they can only block up to 3 attackers at once. Everyone else get to hit you minus your shield AC.
- Weapons do different damage to different size classes. A hand axe does less damage to a large creature, a long sword does more.
- Similarly, some weapons have a different to-hit score based on the target AC. For example, a long sword gets bonuses to against low ACs, but penalties against high ACs. It's not always a consistent curve, either.
- The character sheet has a box for “scarring and maiming”, listing the injury, date, and explanation (I love this idea).
- There are no ability modifiers. Instead, every ability has a table telling you what it modifies and by how much. Don’t expect to get any bonuses unless a score is 17 or more.
- Each race and gender have different maximum ability scores.
- Characters with high abilities scores can earn bonus XP.
- You earn 1XP for every gold you earn.
I rolled up a few characters to get a taste for the game. Early D&D has a reputation of having you roll your ability scores straight across and seeing what classes you qualify for. This edition doesn't. In fact, it states that you'll likely go through many unplayable characters unless you manually reassign the scores yourself. Using the standard 4d6 method, I rolled up Hemdal the Dwarven fighter. At 10 HP and 5 AC, he's a stout warrior indeed. Next, I rolled Merdoc the Mage (or, "Magic User", as the book blandly describes him). I rolled better for his ability scores, but I'm worried for poor Merdoc.
1st ed AD&D basically dares you to play a magic user. It taunts you by making half of the PHB a list of badass spells. However, they have a hit die of 1d4 and can’t wear armor. The rules as written don’t let you assume a max roll, and there’s no constitution modifier to help you out. Merdoc has 1 HP, 10 AC, and a single spell. Oh, and he requires 25% more XP to level compared to Hemdal the fighter. His only hope is to stay in the back and fling darts at enemies, praying that nobody sneezes near him. Playing a mage is basically hard mode.
Tomorrow, I'll roll up a solitaire situation and see how this beast actually plays.






