Posts Tagged ‘maldoor


The Evolution of hold person

In a previous post I used hold person as an example of a spell that changed dramatically from OD&D to later versions.  The original version of hold person, as described in Men & Magic, was a very powerful charm spell that allowed the caster to compel action from his victims.

This fits in with the early pulp-influences and atmosphere of OD&D – the evil wizard or priest casting a spell and then ordering someone to drop their weapons, walk to the altar, and sacrifice the captive, say, or turn on their comrades in battle, or open the cursed book of Graalk, or open the gate of the besieged city, or…

In later versions of D&D (starting with Holmes) hold person causes paralysis, offering less opportunity for mischief on the part of an inventive caster, a drastic change in the nature of the spell.  I wondered what prompted the change.

So I was excited to see this comment in the Grognardia interview of Len Lakofka that illuminates some of how the change in nature of the spell came about: it seems as actually used in play, hold person required a system shock roll from those it affected.  Mr. Lakofka explains:

In the original AD&D manuscript… Gary had said that if a person was held (via hold person) he/she had to make a system shock roll! I said to Gary that this would become a “Little Finger of Death.” Certainly many NPCs as well as a few characters would have a Constitution score of 14 or lower. A system shock would kill quite a few folks. Since hold person is a 2nd-level cleric spell and 3rd-level magic-user spell, those spell casters needed very little experience to gain access to the prayer/spell. A gaggle of four 3rd-level clerics all throwing hold person at once on the same person would have a very high chance of not only holding him but killing him/her as well. I talked Gary out of it.

Awesome!  Now if we could only hear from someone on how the original magic-missile spell was used (with or without a to-hit roll?) the Mule’s curiosity would be satisfied.

For a bit.


A picture is worth 1,000 exp

 Two graphs made using the information we collected from the first twelve sessions of the Lost City game. [1]

(I like to geek out with this sort of analysis, and it adds to my enjoyment of the game.  I know folks who see it as trying to dissect a butterfly to find the beautiful part.  Skip it if you wish.)

A couple thoughts on the first graph.[2]

The one-session column will always be large since there are people who play one session and do not return.  Other players like to play a new character each session.

The mortality bulge in the second/third sessions is largely due to probability.  The majority of characters in any one of these sessions have attended only 2-3 previous sessions; by the twelfth session the average character had attended 2.7 sessions.  (This is changing, the average “session age” of the group is rising, fast, and I expect mortality to drift upwards on the chart along with it.)

There were also learning curve issues: we lost a bunch of characters in the first few sessions as we learned.  Hard to tell if it was learning the particulars of this dungeon, or learning about the game in general. [3] 

Sternum also raised an excellent point:

When I roll up a fresh, level one character, I tend to play a lot more recklessly than when I’m playing a seasoned adventured because I have little to lose.  I went through three guys in Tavis’ game one evening because, for those few hours after a character is created, death wasn’t really much of a threat because an equivalent (or better) character would only cost me a minute or two of dice rolling.

This is especially powerful in white box, or any early D&D where random things like opening the wrong door can kill a low-level character.  Newly crafted characters are more likely to volunteer… [4]

I think we will have more deaths in the next few sessions as we move into more lethal areas (teleport traps, efritt, astral monsters, and the beast lord) without having gained new informational resources.  Wear your (low, soft) running shoes.

The second graph is easier to read: I see no linear relationship between sessions played and experienced gained.  The majority of experience comes from treasure (as it should!) and the amount of loot we get has been wildly variable.  Your best bet is to show up for as many games as possible and hope you attend one where we find a nice hoard.  White box advancement is just not a direct result of “putting your time in.”  It has more to do with adroitness, cooperation, and luck.

[1] A sandbox game based on the three original D&D books, with a few changes from the DM (e.g., carousing rules, use of full spell set from AD&D, a different way of approaching HPs).  Original data here:

[2] The crunchy part of me is obliged to point out that the data set here is too small to provide anything in way of statistical significance, but we will not let that stop us, will we?

[3] [Tavis, stop reading please] It would be interesting to have a total wipeout, resulting in a completely new party but with players who already know the game and the DM’s style; would we have as many deaths in the first few sessions of the new party? [/resume Tavis]

[4] To reinforce this, think about how excited everone was about Lydio’s special spider-sense ability during the last session.

Past Adventures of the Mule

February 2017
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