Sei sulla pagina 1di 5

IS CHAINMAIL REALLY NEEDED TO PLAY OD&D?

By Peter A. Lindstrom
Version 1.0
Copyright 2016. All Rights Reserved.
INTRODUCTION:
In the White Box Original Dungeons and Dragons (OD&D) ruleset, on page 5, under
Recommended Equipment, there is a reference to Chainmail miniature rules, latest edition.
Chainmail is a set of rules for medieval miniatures wargaming. It was originally written and
published by Gary Gygax and Jeff Perren.
As of the time of this writing, the original D&D ruleset has been scanned and made available for
purchase by Wizards of the Coast. However, Chainmail has not been scanned and made
available for purchase. So what I set out to determine is whether or not Chainmail is really
needed to play OD&D? My short answer is in the negative. However, in this paper I will show
you why I believe this to be true, by analyzing the various references to Chainmail that are to be
found in Volumes I to III of the original D&D ruleset.
In this paper, all references to CHAINMAIL are to the 3rd edition, which was published in 1975.
VOL. I: MEN & MAGIC
Elves (p. 8): In Vol. I, it is stated that elves gain the advantages noted in the CHAINMAIL rules
when fighting certain fantastic creatures. Actually, in CHAINMAIL, pp. 29-30, the rules state
that elves perform better against certain fantastic creatures only when armed with magical
weapons. The information provided in this entry only applies if the CHAINMAIL combat
system is used. However, according to the Greyhawk errata, p. 67, elves add +1 to their hit
probabilities when using sword or bow, which is applicable to the Alternate Combat System.
Halflings (p. 8): Under Halflings, the rules state that they have deadly accuracy with missiles as
detailed in CHAINMAIL. The information in CHAINMAIL on Halflings on p. 29 only applies
if the CHAINMAIL combat system is used. However, according to the Greyhawk errata, p. 67,
halflings add +3 to their hit probabilities when using slings, which is applicable to the Alternate
Combat System.
Loyalty of NPCs (including Monsters) (p.13): In this section, it is stated that Non-player
characters (NPCs) and men-at-arms will have to make morale checks (using the above reaction
table or Chainmail) whenever a highly dangerous or unnerving situation arises. A Post-Melee
Morale system is introduced starting on page 15 in CHAINMAIL. Under this system, a morale
check involves a calculation involving a comparison of the casualties lost on each side, a die roll,
and morale ratings by type of troop. I believe that this system involves too complicated a
calculation for the typical tabletop role-playing game table. CHAINMAIL also has a second
morale system that is introduced on page 17. This system involves a 2d6 check that is made
based on the amount of casualties taken. This seems to be an easier system to implement at the

table. However, I suggest that the morale system introduced in the Basic D&D rulebook edited
by Tom Moldvoy (1979) will take care of your gaming needs here. See page B27.
Fighting-Men, Magic-Users & Clerics - Fighting Capability (pp. 17-18): Fighting Capability
for each class is given in CHAINMAIL terms. At the bottom of page 18 is this statement under
the heading Fighting Capability: This is a key to use in conjunction with the CHAINMAIL
fantasy rule, as modified in various places herein. The information listed here is for the
CHAINMAIL combat system only. The Alternate Combat System is recommended.
Invisibility (p. 24): Under the entry for the Invisibility spell in Vol. I, it is stated that that as in
CHAINMAIL, a character cannot remain invisible and Attack. CHAINMAIL does not have an
Invisibility spell under Wizard figures, so this reference must be to Elves (and Fairies) on
page 29 which states that when invisible Elves (and Fairies) cannot attack . . . but they can
become visible and attack during the same turn.
Fireball (p. 25): The Fireballs radius of 2 is slightly larger than specified in CHAINMAIL.
In CHAINMAIL, a fireball has a hit area equal to a large catapult. CHAINMAIL, p. 31.
However, the entry in CHAINMAIL starting on page 12 does not have a reference to a large
catapult. The entries are for light catapult with a hit area of 2, and a heavy catapult with a
hit area of 3 .
Slow Spell (p. 26): This spell is also carried over from CHAINMAIL. However, no
specification is given in Vol. I as to how this spell works. According to CHAINMAIL on p. 32,
this spell causes up to 20 figures to move at speed for 2 turns.
Haste Spell (p. 26): This spell is also carried over from CHAINMAIL. However, no
specification is given in Vol. I as to how this spell works. According to CHAINMAIL on p. 32,
this spell speeds the movement of up to 20 figures by 50% for 3 turns.
Conjure Elemental (p. 28): This spell states that the Elemental will remain until dispelled, but
the Magic-User must concentrate on control or the elemental will turn upon its conjurer and
attack him (see CHAINMAIL). In CHAINMAIL, the information is virtually the same.
VOL. II: MONSTERS & TREASURE
Special Ability (p. 5): After the Monster Reference Table is presented in the opening pages of
this volume, the following reference is given under Special Ability: Special Ability functions
are generally as indicated in CHAINMAIL where not contradictory to the information stated
hereinafter . . .
Attack/Defense Capabilities (p. 5): This section states the following: Attack/Defense
capabilities versus normal men are simply a matter of allowing one roll as a man-type for every
hit die, with any bonuses being given to only one of the attacks, i.e. a Troll would attack six
times, once with a +3 added to the die roll. This appears to be a reference to the CHAINMAIL
combat system, not the Alternate Combat System. The added statement that +3 is added to
one of the die rolls for a Troll is consistent with the CHAINMAIL combat system, not the ACS.
2

Attack/Defense Capabilities (p. 5): At the end of this paragraph, the following is stated:
(Combat is detailed in Book III.) However, it is questionable whether or not Combat was
actually detailed in Vol. III as stated here.
Goblins (p. 7): It is stated here that these small monsters are as described in CHAINMAIL.
However, there is no new information offered in the CHAINMAIL entry for Goblins.
Giants (p. 8): It is stated that Giants act as mobile light catapults with a 20 range (should this
be 20 range?) as stated in CHAINMAIL.
Stone Giants (p. 8): Stone Giants throw as heavy captapults, which is a CHAINMAIL
reference.
Ghouls (p. 9): It is stated that Ghouls can paralyze any normal figure they touch, excluding
Elves, as stated in CHAINMAIL for Wights.
Pixies (p. 16): The entry for Pixies states that they are air sprites as described in
CHAINMAIL. Otherwise, it is stated in CHAINMAIL on p. 29 that Sprites (Pixies) can fly for
up to 3 turns maximum, before having to land.
Dwarves (p. 16): The entry for Dwarves ends with the following statement: They are otherwise
as outlined in CHAINMAIL. It is also stated in CHAINMAIL, on p. 29, that dwarves will
attack goblins, as their natural and most hated enemies, on sight.
Elves (p. 16): In this entry, it is stated that elves on foot may split move and fire and that
mounted elves may not split move and fire. This ability is described in CHAINMAIL.
According to CHAINMAIL on p. 12, a figure with split move and fire can move up to of their
normal movement, immediately conduct missile fire, and then continue to move up to the
remaining of their normal movement. Normally figures are not allowed to move after
attacking.
Earth Elementals (p. 18): Earth Elementals are described as having the effect of a super
battering ram against walls, scoring damage as if they were striking an opponent (318 points).
This may be a CHAINMAIL reference. However, according to Greyhawk, on page 18, Earth
Elementals inflict 4-32 points of damage.
Horses (p. 20): In this entry, war horses melee as explained in CHAINMAIL. In the
Melees section of CHAINMAIL starting on page 14, there is some information include
regarding mounted figures, cavalry charges, and so forth. This information might only be
helpful if you are using the CHAINMAIL combat system. Otherwise, war horses were described
in the D&D Expert book edited by Cook.
Armor (p. 30): Magical . . . armor proper subtracts its bonus from the hit dice of the
opponents of its wearer. This may be a CHAINMAIL reference. However, according to
Greyhawk, magical armor adds its bonus to the wearers Armor Class.

Horn of Blasting (p. 38): Horns of Blasting are stated as having the effect of a double
bombard (see Book Ill and CHAINMAIL) on non-living materials such as walls, gates, etc.
Bombards are described on page 14 of CHAINMAIL. However, I suggest that you check the
entry for this item in the D&D Expert book edited by Cook.
Gauntlets of Ogre Power (p. 38): This magic item is described as giving the wearer the ability
to strike
as an Ogre. However, they not necessarily increase hit probability. This may be a
CHAINMAIL reference. However, this item has been later described in Basic D&D edited by
Moldvoy.
Girdle of Giant Strength (p. 38): This magic item is described as giving the wearer the
strength and hit probability (if greater than the wearers own) of a Hill Giant. This may be a
CHAINMAIL reference. However, this item has been later described in the Expert D&D
rulebook edited by Cook.
VOL. III: UNDERWORLD & WILDERNESS ADVENTURES
Fighting-Men (p. 15): While in the Wilderness, if the party encounters Fighting-Men within
castles, they may demand a jousting match with all fighter types. It is also stated here that if a
joust takes place (use rules from CHAINMAIL) the occupant of the castle will take the losers
armor . . . There are Jousting rules presented in CHAINMAIL on pp. 26-27. Under this
system, each combatant selects an aiming point for his attack with a lance, and a position in the
saddle for his defense. The action is resolved by reference to a Jousting Matrix in Appendix C,
on page 42.
Land Combat (p. 25): This is the big reference to CHAINMAIL from Vol. III. It is stated here
that the basic system is that from CHAINMAIL, with one figure representing one man or
creature. Melee can be conducted with the combat table given in Book I or by the CHAINMAIL
system, with scores equalling a drive back or kill equal only to a
hit. Here, it is stated that melee and missile combat can be conducted per the CHAINMAIL
system, or the Alternate Combat System in Vol. I.
So what is really missing from the CHAINMAIL combat system in the original D&D? I suggest
it is the turn sequence for combat and the initiative system. A surprise system was provided in
Vol. III, but no system for initiative was included. According to CHAINMAIL, on page 9, a
Turn Sequence is given called The Move/Counter Move System. Here are the steps, in
summary, with my headings added:
1. Initiative: Both sides roll a die (d6); the side with the higher score has the choice of electing
to move first or last;
2. Move: The side that moves first now moves its figures. Split move and fire is possible here.
3. Counter Move: The side that moves last now moves its figures. Split move and fire is
possible here.
4

4. Artillery Fire. Self-explanatory.


5. Missile Fire. Self-explanatory.
6. Melee Combat. Self-explanatory.
A d6 initiative system was also introduced in Basic D&D edited by Moldvoy. I suggest that you
refer to that system.
Air Combat (p. 25): Here it is stated that missile and melee combat is based on CHAINMAIL.
Naval Combat Missile Fire (p. 30): In Naval Combat situations, missile combat is as in
CHAINMAIL. Incidentally, Missile Fire Ranges were not included in Vol. I, but were given in
CHAINMAIL. In Appendix A, under the Individual Fires With Missiles table on p. 41, ranges
for missile weapons are given. However, missile fire ranges were also given in Basic D&D
edited by Moldvoy (at page B27).
Naval Combat Boarding and Melee (p. 31): During boarding actions, melee combat is
conducted according to the Man-to-Man rules as found in CHAINMAIL.
CONCLUSION:
In this paper, I have analyzed the various references in OD&D to Chainmail to determine if
access to the Chainmail ruleset is really needed to play OD&D. I suggest to you that Chainmail
is not required to play OD&D, provided you are using the Alternate Combat System. In
addition, any omitted information was later furnished in Greyhawk, in the D&D Basic Rulebook
edited by Moldvoy, or in the D&D Expert Rulebook edited by Cook. All of these publications
are readily available at this time. Therefore, I conclude that having access to Chainmail is not
required to play OD&D. Thank you and happy gaming.

Potrebbero piacerti anche