There were five major publications of the Classic D&D Rules, the 1977 Basic Set, the 1981 Basic and Expert Sets, the 1983-86 Basic, Expert, Companion, Master and Immortals Sets, the 1991-1992 Rules Cyclopedia and Wrath of the Immortals Set and the later introductory D&D sets from 1991-96.
Reprinting and Republishing versus Revisioning
Most successful RPG core rulebooks are reprinted to satisfy demand for them. TSR's early years were ones of rapid change and books were frequently reprinted and sometimes minor changes or errata were incorporated. Famously, all of TSRs earliest books were reprinted in 1977 to remove or change references to J. R. R. Tolkien's work (references to balrogs removed, hobbits and ents changed to halflings and treants).
TSR republished the original four AD&D hardback books, originally published from 1977-1980 with new covers beginning in 1983. The new covers featured new cover art and a uniform orange spine but the content of these books were identical to the old books with the wraparound artwork in their later printings. In some of these "orange spine" printings, David Sutherland and David Trampier are still being credited for the new cover artwork done by Jeff Easley!
The AD&D 2nd Edition Players Handbook and Dungeon Masters Guide had been originally published in 1989 and TSR republished them with new cover and interior artwork in 1995. While there was a foreword explaining that these books were not a third edition, the content, organization and the text remained the same except for some minor corrections and clarifications. Only the Monstrous Manual, as a hardcover republication of the first two Monstrous Compendiums (which were collections of 3-hole printed cards) added anything significant in terms of new material to the basic
The Classic D&D line was completely different in its approach of refreshing the material over the years. Many able editors took their own approaches to the material when determining how to present it and how to explain it. Some text was cut and pasted but over time as the game developed the rules had to fit the needs of the product.
I. Basic Dungeons & Dragons
Basic Set (1977)
- Edited by J. Eric Holmes
- Contents:
- 48-page Rulebook (1st-3rd Printings, no edition notation) with:
- Dungeon Geomorphs Set 1 - Basic Dungeon and
- Monster & Treasure Assortment Set 1: Levels 1-3
- 48-page Rulebook Second Edition, Nov 1978 (4th-6th Printings) with:
- B1 - In Search of the Unknown (4th-6th Printings) or
- B2 - The Keep on the Borderlands (6th Printing)
- 48-page Rulebook Third Edition, Dec 1979 (6th-7th Printings) with:
- B1 - In Search of the Unknown (6th Printing) or
- B2 - The Keep on the Borderlands (7th Printings)
- 5 pre-inked die (no d10), 6 uncolored die & crayon, or die chit sheet (depending on printing)
- Levels Covered: 1-3
The 1977 Basic Set was D&D's first serious attempt to reach new players and teach them the game. Much of the content was copied over from the Original Dungeons and Dragons box set (OD&D, the three little brown books) with an improved organization. Some material, most notably the Thief class, was adapted from Supplement I - Greyhawk. Other ideas like the five-axis alignment system (one neutral instead of five) were added from Gary Gygax's evolution of Advanced Dungeons and Dragons while that game still under development. More details are here. The stated intent of the book was that once players had a few adventures under their belt and understood how role playing games worked, they would move on to the flagship product, Advanced D&D, to play higher level adventures. The Basic Set only covered levels 1-3 as a result. (Originally the text told the player to go to OD&D and the Supplements, but this was changed prior to publication).
The contents of this set vary the most compared to later versions of the Classic D&D game. The earliest printings came with Dungeon Geomorphs, a set of room tiles which you could arrange in any number of ways to make a dungeon map. They also came with Monster & Treasure Assortment Set 1 so you had ready-made encounters and treasures to stock your dungeon rooms. The idea was that you could use these tools to assist you in making your own dungeon. The Basic Rulebook came with a sample dungeon, the well-regarded Zenopus' ruins, so new players were not left wholly unguided as to how a dungeon should be designed.
Middle printings came with one of D&D's first adventure modules, B1 - In Search of the Unknown. This was a beginner's module by Mike Carr which provided a pair of set dungeon maps and descriptions for every room. It required the Dungeon Master to stock the rooms with monsters and treasures randomly from lists given later in the booklet. It did give more assistance in getting an adventure up and running quickly by giving the Dungeon Master a ready-made backstory, a table of legends and rooms in the dungeon with tricks and traps.
During the publication of the Holmes Basic Set, TSR had difficulty supplying dice for the box set. Non-six-sided polyhedral dice were not common and were typically sold through specialty stores by mail order during the 1970s. The explosion of D&D's popularity meant that the few suppliers of polyhedral dice around at that time simply could not keep up with demand. As a result TSR included a sheet of numbers which could be cut out and randomly selected from a cup or bag along with a coupon to buy a set of dice from TSR at a discount. The d10 had yet to catch on and was generally not included with dice in this Basic Set. I discuss early dice in more detail here.
The final printings came with B2 - The Keep on the Borderlands, one of Gary Gygax's most famous modules and the only one he wrote for Classic D&D. Unlike the previous module, this one has set monster and treasure placements. It also provides, in the form of the Keep, a model of a starting town or base for player characters where they could safely return after a trek to the Caves of Chaos. The NPCs of this keep were given full stats but no names.
You could buy a copy of the Basic Rulebook without buying the boxset for half the cost but you would not receive dice or any kind of module or supplementary material. The box itself contained a full-color and full-cover piece of art from David Sutherland, the side borders of the top of the box were in black. The Rulebook has the same artwork in monochromatic blue and white.
II. B/X Dungeons & Dragons
Basic Set (1981)
- Edited by Tom Moldvay
- Contents:
- 64-page Basic Rulebook
- B2 - The Keep on the Borderlands (revised)
- 6 uncolored die & crayon or 6 pre-inked die
- Levels Covered: 1-3
Expert Set (1981)
- Edited by Dave Cook with Steve Marsh
- Contents:
- 64-page Expert Rulebook
- X1 - Isle of Dread
- 6 uncolored die & crayon
- Levels Covered: 4-14
Set 1: Basic Rules/Basic Rules Set 1 (1983)
- Revised by Frank Mentzer
- Contents:
- 64-page Players Manual
- 48-page Dungeon Masters Rulebook
- 6 uncolored die & crayon
- Levels Covered: 1-3
Set 2: Expert Rules/Expert Rules Set 2 (1983)
- Revised by Frank Mentzer
- Contents:
- 64-page Expert Rulebook (with Player's Information and Dungeon Masters Section)
- X1 - Isle of Dread (revised)
- 6 uncolored die & crayon
- Levels Covered: 4-14
Set 3: Companion Rules (1984)
- By Frank Mentzer
- Contents:
- 32-page Player's Companion: Book One
- 62-page Dungeon Masters Companion: Book Two
- Levels Covered: 15-25
Set 4: Master Rules (1985)
- Compiled by Frank Mentzer
- Contents:
- 32-page Master Players' Book
- 64-page Master DM's Book/Dungeon Masters' Book
- Levels Covered: 26-36
Set 5: Immortals Rules (1986)
- By Frank Mentzer
- Contents:
- 32-page Players' Guide to Immortals
- 52-page Dungeon Masters' Guide to Immortals
- Levels Covered: Immortal Rankings 1-30
Set 4: Masters Rules (Black Box) was released the following year and completed the experience levels from 26-36. These volumes covered weapon mastery, added more spells, introduced the siege machine mechanic, described artifacts and outlined the paths to immortality. It also introduced an optional new class, the Mystic, a Monk-style character who was best in unarmored combat. The description of the class was rather awkwardly placed in the DM's Book. The Monk was introduced in Supplement II - Blackmoor, so Classic D&D had almost come full circle in terms of character classes to Original D&D, excepting the Assassin. Curiously, unlike every other D&D Rulebook which had come before this set, the Masters Rulebooks do not say "by Gary Gygax and Dave Arneson", just "by Gary Gygax."
Rules Cyclopedia (1991)
- Rules Compilation and Development by Aaron Allston
- Contents: 304-page Hardcover Book
- Levels Covered: 1-36
Wrath of the Immortals (1992)
- By Aaron Allston
- Contents:
- 128-page Codex of the Immortals
- 96-page The Immortals' Fury
- 2 maps of the Known World
- Levels Covered: Immortal Levels 1-36
The New Easy to Master Dungeons & Dragons Game (1991)
- Product Design by Troy Denning, Rulebook by Timothy B. Brown
- Contents:
- 64-page Rulebook,
- 1-page "Read This Sheet First"
- 48 numbered Dragon Cards
- 4 four-page folders entitled "Escape from Zanzer's Dungeon" Parts I-IV
- 2 sheets of cardstock fold up figures (48 figures total)
- Map of Zanzer's Dungeon,
- 6 pre-inked dice
- Tri-fold Dungeon Masters Screen (6 panels with charts, pouch to hold Dragon Cards)
- Poster of cover art
- Levels Covered: 1-5
The Classic Dungeons & Dragons Game (1994-1996)
- Development and Editing by Doug Stewart
- Contents:
- 128-page Rules and Adventures Book,
- 1 sheet of cardstock fold up figures (24 figures total)
- Map of Zanzer's Dungeon,
- 7 pre-inked dice (2 x d10s)
- 6 molded plastic character figures
- Tri-fold Dungeon Masters Screen (3 panels with charts)
- Levels Covered: 1-5
Changes to the Basic Rules
Every major version of the rules made adjustments to how the rules worked for the lower levels. The most significant changes to the rules for basic levels came from Holmes to Moldvay, every ability score could give a bonus for high scores or a penalty for low scores, alignments were reduced from five to three (as they were in Original D&D), variable weapon damage was introduced as an option and all weapons attack once per round (Holmes daggers attacked twice per round). Initiative no longer relied on making up monster dexterities and individual initiative was an option affected by the character's dexterity score. Morale rules were added for monsters. Moldvay's reformulation of the rules stuck as there were relatively few changes to the rules at these levels after 1981.
Mentzer made a few changes from Moldvay's edition but they are less obvious. Magic-Users get two spells to start with instead of one. Dwarves and Halflings received better saving throws. Mentzer omitted the rule for natural healing. Encumbrance movement rates and morale rules were modified. A description for the Detect Invisible spell was added. The generation system for magical items used a d20 for all categories instead of a die type specific to each table.
Both Moldvay/Cook and Mentzer used different magical item generation tables for their Basic and Expert sets. When Allston took to the Rules Cyclopedia, he introduced a unified system with percentile die rolls for determine the type of magical item and the item to be generated.
Changes to the Expert Rules
Every version after Holmes made encompassed the expert levels as well. This includes the later introductory sets because they go from levels 1-5 instead of 1-3.
When Expert Rules Set 2 was renamed to Set 2: Expert Rules, some changes were made to allow for a more natural progression to the higher levels of the Companion Set. Most notably the Thief Skills progression table made increases smaller so characters were not at or near 100% in every skill level by the 14th level. Elves and Magic-Users could cast more spells at higher levels. Demi-human saving throws were improved but Cleric and Fighters were made slightly higher.
Mentzer and Allston are the only versions which cover the Companion, Master and Immortals level rules. As for Companion and Masters level, there is really not much to say beyond what has been previously said because the rules at these levels become mainly about tables and additions or subtractions of spells, monsters or magic items. For some weird reason the Elf's spell progression was nerfed in the Rules Cyclopedia but differences are mainly miniscule between Rules Cyclopedia and Companion/Masters.
Wrath of the Immortals specifically refers to changes from Set 5: Immortal Rules and the Rules Cyclopedia and states that its rules should be used if there is conflict between it and the earlier products. The rules on Becoming an Immortal in the Rules Cyclopedia (which were mainly ported over from Set 4: Masters Rules) were expanded on in Wrath of the Immortals. The changes from Set 5: Immortals Rules mainly remove its restrictions and introduces a familiar 1-36 immortal level/ranking progression table compared to the 30-immortal ranking table of the old set.
Module and Adventure Coverage
There were many adventure modules released for levels covered by the Basic and Expert sets. As the levels that Classic D&D supported increased, some adventure products had to be released catering to the higher levels. There were nine Companion-level Modules (CM1-9), five Master-level Modules (M1-5) and three Immortal-level Modules. The adventure included in the Wrath of the Immortals box set, unlike IM1-3, is an epic campaign but one for mortal characters who start at the early levels and work their way up to higher ones.
A few additional official adventures catering to these levels could be found in other products like the Gazetteer series and Dungeon Magazine. Most RPG gamers tend to stop playing around the 14th level regardless of system, D&D, AD&D or its successors, as the challenge tends to drop sharply by the time characters achieve that level of power. As the years went on and Classic D&D began to one again be considered more of a teaching tool and a bridge into AD&D 2nd Edition, the adventures published increasingly catered to introductory levels again.
All the scans used in this article came from the marvelous TSR Archive.
My OCD allows me to envision a world where D&D never split with a well written compromise between the two branches... But fascinating! And very comprehensive for a topic with many side branches and vines layered throughout.
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