1e Ad&d Dmg Download

  1. 1e Ad&d Characters
  2. 1e Ad&d Dmg Download Free
  3. 1e Ad&d Players Handbook
Justisaur's D&D the Blog‎ > ‎

AD&D 1e DMG Random Dungeon Extremely Stingy with Magic.

posted Oct 23, 2013, 2:17 PM by Richard Pilliard [ updated Oct 29, 2013, 9:40 AM]
The 1e AD&D DMG random treasure generator is extremely stingy on magic items:
Taking G1 there's 28.8 average (accounting for D#23, and counting the javelins as 1) in 58 areas, which is about 50% per room.
In the DMG the random treasure generator gives you 3% chance of a magic treasure in a treasure found by itself, which is 1/20th of rooms found, and 2 chances of 13% in a room with a monster and treasure which is in 3/20ths of each room found. That's a grand total of 4.5% of rooms having a magic item on average, That's less than 1/10th of G1. (checked OSRIC, and it's even worse with 10% for with monster instead of 13%)
Now there is some chance of getting NPC parties with magic items, but that depends on level and is difficult to figure, most will not be hostile to the PCs though (although evil PCs may decide to kill everyone for their loot). Taking a mid level like 7, that's 2-5 (3.5) characters with 70% of 3, 50% of 2, and 10% of 1, some of those have chances for 2, taking that into account it's 4.04 magic items each, and a number of 4th level henchmen equalling 4-7 (5.5) with 40% of 2, and 20% of 1 with the chances of 2 that comes to 1.3 each, total between the party averaging 21.29 magic items (whew that's quite a bit!). If we take into account the chance that an NPC party will be encountered.. is around 8% per monster encounter, so 1.7 magic items average per encounter, and .42.5 per room brining our total up to 47%. That's actually fairly close. But if you consider hostile parties it'd be more like 10-15% depending upon how hostile the NPCs are, and also upon the level.
If we go by first level it's 10% chance of only the 2-5 1st levels having 1 or 2 (1.35), or 40% per NPC party of one item, there's also only a 3% chance of NPCs per monster encounter on the first level, so that only ads 1.2% per encounter, which is only 0.03% per room, a negligible difference.
That at least explains why my party going through the random dungeon has almost no magic items, and more than half have come from the very few hostile NPC parties, my party also has a 16 Cha character, so hostile NPCs are rarer than they would be with a party with average charisma, only two or three over 7 levels, and one of those TPKed them. It seems like a bad design that the random dungeon would punish high Cha parties so much.
I think to properly compare we really need to compare the number of occupied rooms though - in the random dungeon that's 5 in 20 has a monster, 1 in 20 has a treasure by itself, and 1 in 20 has a trick or trap. So 7 in 20, which brings our baseline up to 12.8% Before NPCs. Looking through g1 it looks like 7 of the first 25 are empty except for incidentals, and likewise 8 of the 33 in the dungeon, so 43 occupied areas with 28.8 magic treasures or 67%.
Now the question is how to fix this?
I know some people use lair treasure with the random dungeon too when the numbers encountered qualify, and I've tried that, but I haven't noticed much of any difference, as most don't qualify for lairs, and not many lairs have magic treasure. So I'm going to ignore that for the moment.
The easiest way would probably be to just put a multiplier on the number of magic items found when they are found. Only thing is it would have to be about 5x the current number. It seems like it would be a bit extreme to come across caches of 5 magic items though every time. Could change that to 2d4 magic items. That seems more reasonable. I think I'd rather see the average number found around 3 though - 2d3-1 or d10/2 would work. We need to up the chance to be found by about 1.6 times though. My first thought is to give a +1 to the roll per level, which I like as it gets rid of some of the copper at higher levels, which seems like it needs to be adjusted out anyway, and there does seem to be more magic in higher level modules. At a comparison level 7 would then be 10% for 1/7th of treasure rooms and 40% (20% x2) for 3/7th of rooms with monster and treasure, which gives 18.5% x3 = 56%.
I need to do that with a low level module, I'll take B2 since I have it handy though T1 or U1 would probably be more appropriate being actual AD&D modules. We have 56 rooms of interest, I've had some trouble figuring number of magic items. this is a 3rd edit, it's actually 32, or 66 if you count all the amulets of protection from good and protection from turning. That comes to 56% or 117%.
Our % for an average of lv 2 in the random dungeon with +1% per level and 3 average magic items when they are found comes out to 40%. Still not bad, might need a slight boost in each case though. Adding a flat +3% gives 49% for our lv 2, and 64% for lv 7, lv 8 might be a better comparison for G1, so that would be 68% - really close.


The final manual of the first three core books. Describes the actual AD&D game system (in unbelievable detail).

Hail to you mighty Dungeon Master (and if you are not a DM, what the hell are you doing here?!), I would like to welcome you personally to the Adventure Modules section here at Dragonsfoot - the best AD&D site on the net! 'Essential reference information for gamemastering Advanced D&D' From the back cover: 'Dungeon masters everywhere, rejoice! Too long have you had to suffer along with crucial charts and tables spread through many works. Too long have you had to use makeshift references trying to solve the problem. You now have a complete compilation of the most valuable material for your refereeing, the.

Dungeon Masters Guide by Gary Gygax

After more than two years since tantalizing players with the AD&D Monster Manual, Gygax finished work on his most impressive project, the Dungeon Masters Guide. Oft-criticized for its complicated rules and wordiness, the DMs Guide nevertheless has held up remarkably well over time, and is an impressive milestone in role-playing-game history.

Printing Information

The Dungeon Masters Guide lacks printing information on the copyright page, at least up until 1985. Much of what we have learned has been through extensive detective work; special thanks to Paul Stormberg for divining much of the information below. Thanks also Jim Fetzner, Paul Hennz, Rudy Hess, Oliver Rathbone, Bruce Robertson, and Jean-Philippe Suter for their contributions.

1e Ad&d Characters

Because it is very difficult to determine what printing you have, you may find this flowchart easier to follow.

  • First (Aug 1979)

    • Wizard logo

    • Cover art is of three adventurers fighting a large efreet

    • Flyleaves and endpapers are a yellow-orange color

    • 'ADVANCED D&D' in the angled yellow banner is too large, and the 'D' of 'ADVANCED' partially runs off the cover

    • Wizard logo and TSR address appear on spine

    • No ISBN on spine, back cover, or title page

    • Textblock is stitched 5/8' apart

    • Spine inlay is yellow and red striped fabric

    • 232 numbered pages

    • This designation refutes Harold Johnson in Collectable Toys and Values (Meyer 1994) and 'The Story of TSR' in the Silver Anniversary Collector's Set (1999). Both of these sources indicate that the Second Print Alpha, below, is the first print run. The full argument suggesting this print to be the First print may be found here.

    • Estimated print run is 40,000

    • This print was first available at GenCon XII (August 16-19, 1979)

    • Thanks to Hugh Marbach for the scan

  • Second Alpha (Aug 1979)

    • Wizard logo

    • Cover art is of three adventurers fighting a large efreet

    • Endpapers and flyleaves are a yellow-orange color

    • 'ADVANCED D&D' in the angled yellow banner has been downsized, and no longer has the 'D' of 'ADVANCED' running off the edge of the cover

    • Wizard logo and TSR address appear on spine

    • No ISBN on spine, back cover, or title page

    • Textblock is now stitched 1' apart, on this an all subsequent prints (up to and including the Eighth print)

    • Spine inlay is no longer yellow and red striped fabric, on this and all subsequent prints

    • 232 numbered pages

    • According to Harold Johnson in Collectable Toys and Values and 'The Story of TSR' in the Silver Anniversary Collector's Set, this print had sixteen pages of the Monster Manual (Fourth Print) mistakenly bound within. Johnson relates in his interview that copies of this print went out to retailers via outer shipping. Once the error was detected, the books were recalled, the covers were removed, the correct pages were inserted, and the books were rebound with the old covers (see Second Print Beta below). However, at least a few copies were purchased by customers before the recall and remain in circulation. The pages for the DMG were apparently printed 16 to a sheet (8 on the front and 8 on the back), known as a signature, then cut to be bound in the book. In this case, the printer printed one side of the sheet with the DMG pages and the other with the Monster Manual pages. When they were cut and bound, alternating pairs of facing pages were thus either DMG or MM pages. The MM pages were also placed in their technically correct position in the book -- the page numbers were the correct MM page numbers, replacing the page of the same number in the DMG. The specific pages that contained Monster Manual data were: 98/99 (facing pages), 102/103 (facing pages), 106/107 (facing pages), and 110/111 (facing pages), for a total of 8 MM pages. As a result (of this, as well as the issue with the Third Print Alpha below), there was a severe supply shortage of the Dungeon Masters Guide in those early months

    • A very rare DMG print. Only a few of these copies with Monster Manual pages managed to escape the recall

  • Second Beta (Aug-Sept 1979)

    • Recalled and rebound printing. As above, but MM pages were replaced by newly printed DMG pages and the books were rebound with the same covers. This print is recognizable by examining the endpapers -- the old endpapers are pasted over with the new endpapers. Also the textblock may have been stapled (three big staples) or re-stitched too far into the textblock during rebinding, leaving the gutter between pages too small or non-existent. Some text disappears into the gutter as a result. Also the new 16-page signatures were cut oddly and some page numbers are very close to the bottom edge of the page, with the text on those pages at a slight angle (quick check: page 99)

    • This print is otherwise identical to the Second Print Alpha, above

  • Third Alpha (Sept-Nov 1979)

    • The third print run (again, 40,000 copies), printed just two weeks after the Second Print, had the cover of every other book deeply scored across the front cover by a loose wire on the boxing machine. This run was recalled, the good books sorted out and shipped, and the scarred covers replaced (confirmation needed)

    • Third Print Alpha is the unscarred book that was shipped out. There should be about 20,000 of these in circulation

    • Wizard logo

    • Cover art is of three adventurers fighting a large efreet

    • Endpapers and flyleaves are a yellow-orange color

    • 'ADVANCED D&D' in the angled yellow banner has been downsized, and no longer has the 'D' of 'ADVANCED' running off the edge of the cover

    • Wizard logo and TSR address appear on spine

    • No ISBN on spine, back cover, or title page

    • 232 numbered pages

    • You can distinguish this print from the Second Prints, above, by looking for two factors: no Monster Manual pages within, and no pasted-over endpapers

  • Third Beta (Sept-Nov 1979)

    • Third Print Beta is the scarred book that escaped the recall (confirmation needed; no specimens of this print have yet been spotted)

    • Other than the scar mark on the front cover, this print is otherwise identical to the Third Print Alpha, above

  • Third Gamma (Sept-Nov 1979)

    • Third Print Gamma is the scarred book that was recalled and the cover was replaced. This print is recognizable by examining the endpapers. The old endpapers are pasted over with the new endpapers. The holes from the previous binding are visible

    • The only discernable difference between this print and the Second Beta, above, is page 99: the text here is not at an angle

    • This print is otherwise identical to the Third Print Alpha, above

      For Visual Studio 2015 Update 1, please use this tool: Export Extensions 2015.1 This extension provides an ability to package current list of Visual Studio Extensions into CMD file. Export visual studio to dmg. Recently I finished up a couple programs in Visual Studio (2015). I put these programs on a flash drive with the goal of being able to show them off on other computers. Do I need to keep a copy of Visual Studio on the flash drive in case the computer I'm running it on doesn't have it? And if not how do I get my program to run without the compiler? Exporting Objects from the Visual Studio Debugger. Posted in General on February 21, 2015 by Omar Elabd. I’m still having issues with Visual Studio 2013. I just downloaded it from VS Gallery. Doesn’t seem to like very complex objects. When clicking export, VS completely hangs. In Visual Studio, open the class diagram (.cd file). Right-click anywhere in the blank canvas area (i.e. Not on a shape), and select Export Diagram as Image: That will give you a dialog that allows you to choose destination, format, etc. Share improve this answer.

  • Fourth (Sept-Dec 1979)

    • Endpapers and flyleaves are white

    • This print is otherwise identical to the Third Print Alpha, above

  • Fifth (Sept-Dec 1979)

    • Wizard logo

    • Cover art is of three adventurers fighting a large efreet

    • Endpapers and flyleaves are a yellow-orange color

    • 'ADVANCED D&D' in the angled yellow banner has been downsized, and no longer has the 'D' of 'ADVANCED' running off the edge of the cover

    • Wizard logo and 'TSR Games' appears on the spine instead of TSR address. Wizard logo on spine is smaller

    • ISBN now appears on spine and lower left corner of back cover

    • 232 numbered pages

  • Sixth Alpha (Dec 1979) (Revised Edition)

    • Wizard logo

    • Cover art is of three adventurers fighting a large efreet

    • Endpapers and flyleaves are a yellow-orange color

    • 'ADVANCED D&D' in the angled yellow banner has been downsized, and no longer has the 'D' of 'ADVANCED' running off the edge of the cover

    • Wizard logo and 'TSR Games' appears on the spine instead of TSR address. Wizard logo on spine is smaller

    • ISBN now appears on spine, lower left corner of back cover, and bottom of title page

    • Title page now says 'Revised Edition — December, 1979'. Dragon Magazine #35 has an Errata article describing the revisions; click the link to read it.

    • Adds text, errata, Appendices O and P, product catalog, reference sheets, and survey form. Reference sheets are perforated

    • Removes Todd Oleck artwork (pg. 40 of 5th and earlier prints) and Dave Sutherland artwork (pg. 119 of 5th and earlier prints), presumably to accommodate the new layout. Some artwork is also resized and moved

    • 238 numbered pages

  • Sixth Beta (1980)

    • Endpapers and flyleaves are white

    • Has a survey form, and reference sheets are perforated

    • 238 numbered pages

    • This print is otherwise identical to the Sixth Alpha print, above

  • Sixth Gamma (1980)

    • Endpapers and flyleaves are white

    • The text on the spine is aligned to the 'bottom' of the spine, rather than being centered. This is possibly due to the printer using a slightly thinner cover and/or page stock, resulting in a thinner overall book

    • No survey form, and reference sheets are NOT perforated

    • 236 numbered pages

    • This print is otherwise identical to the Sixth Alpha print, above

  • Seventh(1981)

    • TSR Face logo

    • Cover art is of three adventurers fighting a large efreet

    • Endpapers and flyleaves are white

    • Angled yellow banner with 'ADVANCED D&D' and adding 'Adventure Games' below that

    • TSR Face logo on spine. 'TSR Games' has been removed

    • 'ADVANCED D&D' is now followed by 'Adventure Games' on spine

    • ISBN now appears on spine, lower left corner of back cover, and bottom of title page

    • 'ESSENTIAL REFERENCE INFORMATION FOR GAMEMASTERING ADVANCED D&D™' on the front cover is changed to: 'ESSENTIAL REFERENCE INFORMATION FOR GAMEMASTERING ADVANCED D&D™ GAMES'

    • No survey card, and reference sheets are NOT perforated

    • Textblock is no longer stitched, but glued (adhesive binding)

    • 238 numbered pages

    • Thanks to Michael Deaton for the scan

  • Eighth (1983)

    • Cover art is updated, in line with the other AD&D manuals; depicts a DM opening a pair of large doors

    • Orange spine

    • Copyright page still states 'Revised Edition, Dec 1979', and still describes the rear cover artwork as depicting the City of Brass

    • We've had to 'squish' the previous printings into several Alpha/Beta/Gamma prints so as not to collide with the actual print numbers that began to appear on the copyright page around 1985. Yes, it's a mess. Blame TSR -- there were far more than ten actual prints of the DMG by 1987!

Ad&d

1e Ad&d Dmg Download Free

Printing info most likely began to be added to the copyright page around 1985; discoveries of print info lower than 9th will throw our sequence above into chaos. :) The 9th printing was in August 1987, 10th printing was in 1987, the 11th printing was in April 1988, the 12th printing was in November 1988, the 13th printing was in July 1989, and the 14th printing was in July 1990. The description on the copyright page of the rear-cover artwork was never corrected. (Thanks to Michael Deaton and Gordon Richards for help with this info).

Auction Commentary

1e Ad&d Players Handbook

First prints are reasonably scarce, but by no means 'rare' -- a Second Alpha print, with the Monster Manual pages inside, is much rarer.

Comments are closed.