D&D GROUND AND SPELL AREA SCALE
by Gary Gygax
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Dragon 15 | - | Best of Dragon, Vol. II | - | Dragon |
The differences between the
indoor ground scale, 1” = 10 feet,
and the outdoor measure
of distance, 1" = 10 yards causes considerable confusion and misunderstanding
amongst DMs and players alike.
This ambiguity will be fully
taken care of in ADVANCED DUNGEONS & DRAGONS,
but it is also worth discussion here for the
benefit of those readers
who do not obtain the new game, as well as to
examine the root cause of
the problem. Here is how it all came about.
Under cover date of 1 July
1970, I published the last issue of the
Castle & Crusades Society
(an affiliate of the International Federation
of Wargaming) newsletter,
DOMESDAY BOOK (#5). Therein was
printed the "Lake Geneva
Tactical Studies Association Medieval Miniatures Rules — the progenitor
of CHAINMAIL. These rules had a
ground scale of 1" = 10
yards. About this same time, I began having
the LGTSA play a rough set
of fantasy rules which were eventually included as CHAINMAIL’s “Fantasy
Supplement”. The medieval rules
contained a brief mention
that mines were possible only when a campaign (long-term, map and paper
game with table top battle resolution)
was being conducted. However,
when CHAINMAIL appeared in 1971,
its section on sieges contained
a paragraph telling readers to conduct
tunneling and counter-digging
operations on paper, with a neutral third
party acting as judge. When
Dave Arneson took this concept into the
“dungeons” of his Castle
& Crusade Society medieval campaign castle,
Blackmoor, he used a one-third
smaller ground scale. This change was
quite logical, and it was
retained when I wrote D&D.
Ground scale and figure
scale seldom agree due to the area of
available playing surface.
At 25mm (1”) to 6’, a stout English longbow
would have a range of about
105"! Note that is actual distance on the
playing surface. Heavy crossbows
and siege machinery (catapults) are
worse still. Upping the
scale to 1” = 10’ doesn’t help all that much, for
we still have an effective
longbow range of over five actual feet. Now,
all miniatures rules also
deal with a time scale, and this must be such as
to allow for maneuver, movement,
and combat over the playing surface. While a high movement rate is possible
if the time scale is relatively long, this disallows any formation changing
or maneuvering.
There are, therefore, three
scales to deal with, figure scale, ground
scale, and time scale.
A ground
scale consideration is most important, for playing area is
the most
limiting factor. A 1" = 10 yards scale gives a sufficiently
large
scale area for conducting typical medieval battles if a 5’ X 10’
table
top or floor area is available.
A time
scale of 1 game turn equalling 1 scale minute allows for historic movement,
fire, and combat.
Figure
scaling is the least important. The size of the casting dictates
what
scale is used: if 54 mm, 40 mm, or 30 mm size figures are used,
the actual
surface that a figure occupies dictates that a 1:20 scale
ratio
be used, i.e. about 1” x 1” of table top is taken up by the casting of
a foot soldier, and this is 10 x 10 scale yards. 25 mm figures
fall
just a bit short, and if a 1:20 scale is to be used, figures should
be base
mounted at 1” per foot figure, 1½” x 3" for horse. 15 mm
figures
are perfect for a scale of 1: 10.
As there are considerable
distortions in existence on the table top
(consider a 25mm figure
being 30’ tall if measured by ground scale),
some very strange things
heppen
when the ignorant or deceitful player
attempts to use the D&D
outdoor scale for magic range and area of effect without considering ground
and figure scale. Len Lakofka was
kind enough to point out
to me what happens if the yards of effect of a
spell are converted to feet
in a game where a 1:1 ratio is used, viz. 1"
equals 6 scale feet. A huge
area can be covered with webs from a lowly
magic-user’s second level
spell. Of course this is ridiculous, as the 1" =
10 yards scale only applies
in cases where all other scales are in proportion. Imagine the movement
rate of figures — a heavily armored manat-arms would travel 30” per round,
light cavalry 120”! If one scale is
tampered with, all of the
others must be adjusted accordingly in order
to retain a reasonable,
balanced, and playable game. Let us go back to
the origination of D&D
again and discuss the concepts used therein in
relation to CHAINMAIL.
CHAINMAIL, being a set of
medieval miniatures rules, was carefully grounded on historical evidence.
It attempted to provide the
groundwork for simulations
of historical battles using -miniature figurines. The “Fantasy Supplement”
was an outgrowth of the medieval
rules and the “Man-to-Man
Combat” (1 figure to 1 actual combatant)
section I also devised for
conducting battles of several different campaigns I ran for the LGTSA.
All of the fantastic people and monsters
were discussed in terms
of CHAINMAIL. Spell ranges and areas of
effect were scaled to CHAINMAIL.
Saving throws were devised to
match the combat abilities
of creatures, which were in turn meshed with
the troop types normally
included in CHAINMAIL. As D&D grew
from CHAINMAIL, it too used
the same scale assumptions as its basis.
Changes had to be made,
however, in order to meet the 1:1 figure ratio
and the underground setting.
Movement was adjusted to a period ten
times longer than a CHAINMAIL
turn of 1 minute, as exploring and
mapping in an underground
dungeon is slow work. Combat, however,
stayed at the CHAINMAIL
norm and was renamed a melee round or
simply round. As the object
of the game was to provide a continuing
campaign where players created
and developed game personae, the
chance for death (of either
character or monster) was reduced from that
in CHAINMAIL, so that players
could withdraw their characters from
unfavorable combat situations.
Missile ranges were reduced by onethird (from scale yards to scale feet
because of the confined area of play
and the conditions prevailing,
viz. low ceilings, darkness, narrow passages, etc. The range and area of
effect of each magic spell was adjusted accordingly, for the 1:1 ratio
had to be considered, as did the
conditions of the area of
activity and the ranges of normal missile
weapons. (Remember that
D&D was developed as a game, and allowances for balance between character
roles and character versus monster
confrontations were made.)
For about two years D&D
was played without benefit of any visual
aids by the majority of
enthusiasts. They held literally that it was a
paper and pencil game, and
if some particular situation arose which demanded more than verbalization,
they would draw or place dice as
tokens in order to picture
the conditions. In 1976 a movement began
among D&Ders to portray
characters with actual miniature figurines.
Miniature figure manufacturers
began. to provide more and more
models aimed at the D&D
market — characters, monsters, weapons,
dungeon furnishings, etc.
Availability sparked interest, and the obvious
benefits of using figures
became apparent: Distances could be pinned
down, opponents were obvious,
and a certain extra excitement was
generated by use of painted
castings of what players “saw”. Because of
the return of miniatures
to D&D, the game is tending to come full
circle; back to table top
battles not unlike those which were first fought
with D&D’s parent, CHAINMAIL’s
“Fantasy Supplement”, now occurring quite regularly. Unfortunately, the
majority of D&D enthusiasts did not grow up playing military miniatures,
so even the most obvious precepts of table top play are arcane to them.
Distorting the area of
effect of a spell seems
to be an excellent idea to players with magic-user
characters, and many referees
do not know how to handle these individuals when they wave the rule book
under their nose and prate that
scale outdoors is 1” equals
10” yards.
More unfortunately, the blame
for the possible ignorance of player
and Dungeon Master alike
rests squarely on my shoulders. It would
have been a small matter
to explain to everyone that the outdoor scale
must be used for range
only, never for area of effect, unless a figure
ratio of 1:20, or 1:10,
is used, and constructions (siege equipment,
buildings, castles, etc.)
are scaled to figures rather than to ground
scale! If ground scale
is changed, movement distances must be adjusted. If time scales are changed,
both movement and missile
fire/spell casting must
be altered. Furthermore, if 30 mm or 25 mm figures and scale buildings
and terrain are not used, then the area of effect
must be adjusted proportionately.
I ask your collective pardon for this
neglect, and I trust that
the foregoing will now make the matter clear.
There are distortions of
scales in D&D and ADVANCED DUNGEONS & DRAGONS as well. Despite
distortions, each meshes with
the other to make the game
an enjoyable one.