When was the last true D&D version of Angband?

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  • morgoth
    Rookie
    • Nov 2024
    • 0

    When was the last true D&D version of Angband?

    I've been reading Tom Moldvay's Basic/Expert D&D from 1981 and it's been bizarrely illuminating. I've always wondered what the deal was with why gold, rations, light, and spikes were so poorly integrated into the game and lo and behold, Moldvay provides the answer.

    For example, take doors:


    NORMAL DOORS: Doors in a dungeon are usually closed, and are often stuck or locked. A lock must usually be picked by a thief. An unlocked door must be forced open to pass through it. To force open a door, roll Id6; a result of 1 or 2 (on Id6) means that the door is forced open. The roll should be adjusted by a character's Strength score adjustment. The number needed to open a door can never be less than 1 nor greater than 1-5. Once a door is opened, it will usually swing shut when released unless it is spiked or wedged open. Doors will usually open automatically for monsters, unless the door is held, spiked, or closed with magical spells.

    SECRET DOORS: A secret door is any door that is hidden or concealed. A secret door usually does not look like a door; it may be a sliding panel or hidden under a rug. Any character has a 1 in 6 chance of finding a secret door; any elf has a 2 in 6 chance. The DM should only check for finding a secret door if a player says that the character is searching for one and searching for one in the correct area. The search takes one turn. Each character has only one chance to find each secret door.

    LISTENING: A character may try to listen at a door to hear what is on the other side. For each character listening, the DM should roll Id6. A result of 1 (1 or 2 for demi-humans) means that the character hears any noises being made by the creatures on the other side of the door (if any). Each character may only try once per door. Thieves have special chances to "hear noise" (see page B8). The undead do not make any noise.
    This actually makes sense!

    Pretty much everything else follows the same pattern of a-ha moments where Moldvay explains a mechanic, provides trivial implementation details, and I wonder why no roguelike ever finished implementing the game as it was in 1981.

    It also explains *so many* other aspects of why Moria/Angband (and roguelikes more generally) are so mechanistically incoherent. The system itself was never meant to feature a solitary PC! Sure, there's supposed to be permadeath, but if a single member of the party survives, *you should be able to return to town and recruit new ones* (AKA, the Wizardry stream of trying to make computerized D&D).

    Similarly, the ultimate pointlessness of gold. Experience points were awarded primarily for treasure recovered (1 GP = 1 XP), not for ploughing through mobs. This incentivized exploration, risk-taking for wealth, and finding ways around combat, not just charging through. It makes mining actually useful! It creates loud noises, but doesn't cause attrition to a bunch of squishy meatbags.

    Anyway, I want to make an Angband variant that follows Moldvay's B/X ruleset as closely as possible and strips out the MERP Moria backbone and tries to finish implementing D&D in Angband. So I'm wondering about a few things: which version was the last that hewed closely to D&D/AD&D mechanics? takkaria ripped spikes out entirely back in 2013, so I'm guessing the version era that I'm hypothetically looking for is well before even that.

    But I don't know whether it makes more sense to work with the last version that had maximalist D&D intentions (which is likely a dumpster fire to compile or understand, but has hooks to finish implementations of mechanics) or to try to re-implement the gutted parts (and more) in the modern codebase. Or should I just start a greenfield project from scratch?
  • MITZE
    Swordsman
    • Jan 2017
    • 301

    #2
    I'm no Angband historian, so Nick or Gwarl would probably be better candidates to answer the question, but I wouldn't be surprised if the version you're looking for is either lost (frogknows?) or uncompilable—I think Gwarl tried to compile V versions as far back as he could, and the furthest he could go was 2.x something (or rather, that's the furthest back he could get to compile and then actually run).
    Everything you need to know about my roguelike playstyle:

    I took nearly two years to win with a single character in PosChengband.

    Comment

    • Sky
      Veteran
      • Oct 2016
      • 2309

      #3
      .. i don't know ..

      I did play 2.something many many years ago, but was not anywhere near competent in it to even shoot mobs, so i cannot speak of the mechanics.

      i also played 3.0.6 and between the 2.x and 3.x i am sure i saw the door and spikes mechanics being active. Doors were a much more relevant thing back then - they noticeably slowed down both player and monsters, and you had to decide between pick lock and bash and bashing could stun you.

      Note that this mechanic still exists today, but it has been toned down considerably. You can still get stuck trying to open a door while a fast mob is chasing you.

      in regards to gold, i have been a RPG DM for many years, and rapidly moved away from the gold-based XP, but even in a world where gold does not give you XP, players were still obsessed with sellable loot. And to note - many PC RPGs use gold as a means of progression, i.e. here is this powerful weapon for sale, but it costs more than you have, from which the habit of backtracking and taking everything that can be sold back to a vendor.
      Also the reason why many PCRPG have weird economies where gear sells for 10 but only pays 1 when you resell it ..
      "i can take this dracolich"

      Comment

      • Gwarl
        Administrator
        • Jan 2017
        • 991

        #4
        Angband itself was already removed from the idea of being D&D from the beginning of development. It took Moria as a base, and Tolkienized it. Then a series of other developers made their own additions, modifications, and so forth with no regard for the design patterns that predated Angband in its entirety. D&Disms are entirely holdovers from Moria.

        Comment

        • wobbly
          Prophet
          • May 2012
          • 2580

          #5
          When was the last true version of d&d. My 1st first version of Ad&d (1st addition) would look up a % dice roll for forcing a door in the str table. Did basic d&d even have a d10, it might of, but you didn't do the double d10 roll for a percentage from 1 - 100. I think modern Ad&d are mostly d20 system? I played a lot of 3rd addition which I remember being heavily 3rd addition.

          I could say I don't remember 2nd addition ever exisiting. More likely I played mostly heavily 2nd addition and it was 1st addition + moar stuff.

          Comment

          • Sky
            Veteran
            • Oct 2016
            • 2309

            #6
            Are we talking D&D or AD&D ?
            Dungeons and Dragons had 2 products, D&D and AD&D

            D&D had 3 principal editions, the first edition, NOT called the first edition, which was a Gary Gigax self-published ruleset, the second edition, which was just called D&D, and the third edition, which was called Second Edition. Of these, the first one was a completely different game, while the other 2 were essentially the same thing, with Second Edition just fixing some typos. Back in those days "edition" just meant a set of book pressings, it didn't imply changes to the text within.

            Advanced Dungeons & Dragons had the first edition called AD&D, the second edition also called AD&D (with a small "second edition" written on it), which are essentially the same, aside from again some minor changes to the editing. The only noticeable difference is in the book Deities & Demigods; aside from the different art, Gigax forgot the copyright exists, and used Elrik of Melnibone and Cthulhu as some of his demigods, which didn't sit terribly well with Chaosium & co. The book was pulled and a new version called Legends & Lore was published, which was the same except for the removal of the offending IP.

            AD&D Third Edition was a completely different game from either of the previous. There are far more differences in how it plays, than there are between D&D and AD&D. The primary difference is that 3rd Ed characters are way, way more powerful than before. I mean, ridiculously more powerful.

            AD&D (edition) 3.5 tried to tone down these changes, but essentially it's still the same game as Third Edition and not D&D or AD&D. As far as i know, this was TSR's most successful game, outselling D&D / AD&D several times.

            AD&D Fourth Edition is yet another drastic change, but unfortunately i cannot say much because i gave up since 3.5
            I don't think D&D exists as a product anymore, but they do use the branding for other stuff, like the recent D&D film.


            "i can take this dracolich"

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