Original Dungeons & Dragons
Original EditionBest For
Groups who want an early fantasy campaign game with dungeon expeditions, open wilderness play, and substantial referee adjudication. It fits tables willing to choose or adapt procedures when the rules leave room.
Core Mechanic
Ability scores are rolled on 3d6, and combat uses a d20 attack matrix keyed to class or Hit Dice and Armor Class. Initiative uses dice, saving throws use class-and-level tables, and spellcasters have limited spells remembered per adventure.
The core attack procedure is direct. Depth lives in the way exploration and encounter rules connect to magic, treasure, and referee-built campaign play. Specialized aerial and naval rules add a second layer of preparation.
- Free to tryNothing freeNo free rules or starter
- Get it nowSold newIn print or as a legal PDF
- –IndexNo back-of-book index or page-keyed reference tables
- ✓GM guidanceA chapter on how to run the game
- ✓Examples of playRules shown in action at the table
- ✓Quick referenceCheat sheet or summary tables
- –Cross-referencesRules rarely point to each other by page
3 of 5 book tools found in the core book
Highlights
- A class-and-level attack matrix turns a d20 roll into a direct Armor Class result.
- Separate dungeon, wilderness, aerial, and naval procedures let a campaign expand beyond expeditions.
- Referee-facing dungeon design and stronghold rules support an open campaign beyond a prepared scenario.
Considerations
- Classes, race limits, spell lists, and attack matrices impose a specific early D&D structure.
- The original rules distribute important procedures across separate subjects rather than one universal task rule.
- Running strict 1974 requires separating the original rules from Chainmail references and later compilation material.
Rules license Proprietary
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