Supplement III: Eldritch Wizardry (), by Gary Gygax and Brian Blume, was the final book of actual rules for OD&D. It included one more. Item Code: # Title: Supplement III: Eldritch Wizardry (9th print) Type: Accessory Author: Gygax & Blume Published: Format: page book. Dungeons & Dragons – Eldritch Wizardry Pen And Paper Games, Tabletop B5 – Horror on the Hill Dungeons And Dragons Books, D D Characters, Dragon Art.

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All of which makes the initiative system so interesting: Highest E,dritch score strikes first. In the case of monsters without Dexterity scores, the DM rolls them on the spot. The effect of this system is to create a cyclical initiative system, similar to that which is in 3E and later editions of the game, wizardrg the chief difference being that initiative is not rolled for the characters every combat, instead it being rolled for them as part of character creation!

This is not the entirety of the system, however. If Dexterity scores are within 2 of each other, instead the highest initiative roll on d6 strikes first. As all weapons deal 1d6 damage by the basic rules, it would seem that daggers are much better weapons to use than two-handed swords!

In addition, spell-casting is prohibited by spell-casters in melee. Spell-casters may always cast spells before melee is joined resolving firstfollowed by missile fire.

This initiative system was not retained for the revision of the Basic Rules by Tom Moldvay. Moldvay enshrined the system of rolling initiative each round on a pair of opposed d6s, but the method of resolving actions was much more formal: The loser would then if he survived perform those steps.

The revision gave a particularly clear version of the initiative rules — the first such, in my opinion. There are — in general — two schools of thought on the subject.

The first believes that spell-casting starts at the very beginning of the round and concludes eldritchh the segment described in its casting time.

Thus, Magic Missile always resolves in the first segment of the round, and will always beat a Fireballwizardgy takes 3 segments to cast. In Chainmailthere is an optional system that describes the complexity of wiaardry spell, a value of 1 to 6. Darkness has a complexity of 1, whilst Anti-Magic Shell wuzardry a complexity of 6.

When a spell is cast, a roll is made to see how it works — roll high enough and the spell takes immediate effect, but it could also be delayed until next turn wizzardry be completely non-effective. So, eldrritch spell could take place the round after it was cast. The Eldritch Wizardry system gives modifiers of -1 to -8 to Dexterity for casting spells of above first level. Unfortunately, the entire system is somewhat spoilt by the example not making much sense when compared to the tables.

Is there an entire missing table? There well could be. Lenard Lakofka in Dragon 34 describes a system where spell-casting begins wwizardry segment 1d4, and concludes its casting time in segments later. Meanwhile, melee attacks occur on the segment rolled on a 1d10, or on two individual d6 results for multiple attacks.

Weapon speed factors add from 0 to 3 segments to the segment the attack takes dizardry in. In a later update in Dragon 45, Lenard decided that the d10 for weapons was too slow — a d6 should be used instead. After the surprise dice are rolled, what happens? How does weapon speed factor fit into this? What was the line in the DMG referring to. The first part of the question is detailed under the initiative section of the DMG found on page 62, with the nonsurprised being going first.


Eldritch Wizardry (Supplement III), softback supplement for Original D&D, 2nd printing

There are several allowances in the rules for beings attacking more than once in any given melee round and these must be taken into consideration when using weapon speed factors Rangers and Paladins receive multiple attacks after gaining experience and beings of larger hit dice attack the low hit-point creatures in multiples. Or at least, why the description is so darn complicated.

In doing so, I went back to Chainmailwhich has two initiative systems.

The second initiative system is for fldritch battles — one opponent, one attacker. They work as follows:. Weapon classes are 1.

Morning Star all the way up to So, in man-to-man battles it is greatly dependent on which weapons are being used, with no reference to initiative dice at all. A single hit between two men would kill the opponent, with a table requiring that score on 2d6 or higher. Against fantasy creatures, scoring exactly the target number would cause the monster to fall back one move. Missile fire in Man-to-Man combat worked basically as in mass battles, with range being calculated from the mid-point of the move.

There is, in fact, no full description of combat in the original 3 books. All of this still meant that initiative was rather poorly defined when it came to spell-casters. As spell-casters began with just Fireball and Lightning Bolt, a lot of groups probably treated them as being resolved in the Artillery step above. The concept of spells being disrupted was not yet part of the game. Initiative is always checked. Surprise naturally allows first attack in most cases. Initiative thereafter is simply a f of rolling two dice assuming that is the number of combatants with the elrritch score gaining first attack that round.

Dice scores are adjusted for Dexterity and so on. It is worth quoting the system:. The question of when various actions take place during a melee round often arises. In order to simply and easily satisfy the problem of when any action can take place the melee round has been further subdivided into premovement, movement of six segments, and post-movement, or eight parts in all. All melee activities, including missile fire, spell casting, movement, and combat are then assigned to some — possibly all — part of the melee turn.

Actions other than moving or wizarvry are based on the modified dexterity rating of the character in question. Movement is based on the standard movement allowance with optional adjustments by the Dungeonmaster recommended. To compute Adjusted Dexterity simply take the dexterity rating of the player-character or monster in question, including any additions or subtractions for magical devices, and then compute bonuses and penalties.

Original D&D – Eldritch Wizardry Supplement III

After eldirtch 1 st melee round the pattern of missile fire or spell casting should be re-adjusted with regard to bonuses and penalties. Thereafter, the same pattern is maintained for successive melee rounds. If surprised, lose the 1 st segment on a die roll of 1 and the 1 st and 2 nd segments on a die roll of 2. Attacks by combatants are made whenever the respective parties come within range, but movement need not cease until bodies are actually in contact.

The adjustments to Dexterity are quite long. However, two aspects wizradry it did make it into the game. The first is this: The second is more subtle: The effects of armour on initiative.

The round sequence is as follows:.

TSR Dungeons & Dragons D&D Original Supplement III 3 Eldritch Wizardry 8th | eBay

Although there is an initiative roll highest die-roll for who gets side A or B during the first turn, from thereafter it alternates. A scroll takes an extra half turn compared to the non-scroll spell of the same level. While a spell is prepared, the character cannot move, although wands and the like negate that requirement.


There are some pretty good discussions on Dragonsfoot, wizardyr instance, and nothing has really been resolved despite them taking over a decade with eleritch.

The Armour Types of Chainmail are eldditch follows: These are particularly odd values to give the types — where is AC 1, for instance? Greyhawk greatly increased the number of magical armours in the game, but Gygax was still somewhat struggling with how Armour Class would work. As a result, the explanation for how magical armour and magical shields work together is extremely clumsy. Gygax used this table to illustrate — which is not particularly illuminating!

It has many, many problems eldrich I tend to pick on, mainly due to a lack of good development and editing work — in fact, the development is most haphazard. Wizafdry my mind, his biggest problems come when he invents new material such as the initiative system rather than adapting the old. Demogorgon and Orcus keep their respective ACs.

However, it is debatable how many of these really low ACs belong to beings that will be fought. Of course, it is way, way behind that of 3E, which is one of the reasons that Pathfinder is — for me — a lot of great material built on foundations of sand. At higher levels, magic begins to tread on their toes. It starts with three event-based encounters where eeldritch players meet the king, see him hearing complaints from his merchants, before everything gets disrupted by a servant of the Big Bad attacking wizardgy king and his council.

This is new and radical. Everything points to the times now changing.

The Count has a problem: The adventure starts in the court of the king, tracks the party south through several encounters where they learn more about their enemy, and eventually has them exploring his underground fortress and tomb. Even as a teenager, I found it dreadful. I wonder what Michael Williams, editor of this adventure, thought of the poetry. Instead, it has a very immediate storyline: Stop the Lizard King!

The threat nicely escalates as the adventure progresses, and not everything the party meet can be taken at face value: Once the tomb is reached, the bandits must be defeated before the Lizard King can be reached. The tomb itself includes a level with a lot of illusions including one of a river and a raft, that actually is a dry, deep ditch filled with acid poolsand finally the lair of the Lizard King himself.

In fact, the level range of the characters — from third to tenth — is somewhat of a problem. The other factor is that the campaign is reaching the stage where we actually need to deal with the plot again… and retrieving the seventh key to Bifrost from the Overking of the Great Kingdom. As a result of the split, I had only three players on my table — Rich, Tait and Jesse — all with high level primary characters and relatively low-level henchmen.

Of course, having only three players changed the dynamic at the table considerably, and it will be interesting to see how it evolves.