Editions - of - Dungeons - & - Dragons (Wikipedia)
Editions - of - Dungeons - & - Dragons (Wikipedia)
Editions - of - Dungeons - & - Dragons (Wikipedia)
Several different editions of the Dungeons & Dragons (D&D) fantasy role-playing game have been produced
since 1974. The current publisher of D&D, Wizards of the Coast, produces new materials only for the most
current edition of the game. Many D&D fans, however, continue to play older versions of the game and some
third-party companies continue to publish materials compatible with these older editions.
After the original edition of D&D was introduced in 1974, the game was split into two branches in 1977: the
rules-light system of Dungeons & Dragons and the more complex, rules-heavy system of Advanced Dungeons
& Dragons (AD&D). The standard game was eventually expanded into a series of five box sets by the mid-
1980s before being compiled and slightly revised in 1991 as the Dungeons & Dragons Rules Cyclopedia.
Meanwhile, the 2nd edition of AD&D was published in 1989. In 2000, the 3rd edition, called simply Dungeons
& Dragons, debuted. The 4th edition was published in 2008. The 5th edition was released in 2014.
Contents
1 Timeline
2 Version history
2.1 Original Dungeons & Dragons
2.2 Advanced Dungeons & Dragons
2.3 Dungeons & Dragons Basic Set and revisions
2.4 Advanced Dungeons & Dragons 2nd edition
2.4.1 Player's Options
2.5 Dungeons & Dragons 3rd edition
2.5.1 Dungeons & Dragons v3.5
2.6 Dungeons & Dragons 4th edition
2.6.1 Dungeons & Dragons Essentials
2.7 Dungeons & Dragons 5th edition
3 Dungeons & Dragons variants
4 International editions
5 References
6 Bibliography
7 External links
Timeline
Dungeons & Dragons Version History
noting key rule publications
YEAR GAME
1974 Original Dungeons & Dragons
1978
Players Handbook
1979
Dungeon Masters Guide
1981 Dungeons & Dragons (B/X version)
(Core rulebooks complete)
Basic Set (magenta box)
Expert Set (light blue box) (levels 4–
14)
1984
Master Set (black box, levels 26–36)
1985
Unearthed Arcana (a "fourth core rulebook") Immortals Set (gold box, levels 36+)
1992
Wrath of the Immortals (levels 36+)
1993
Monstrous Manual
(Replaces Monstrous Compendium)
Player's Handbook
Dungeon Master Guide
Player's Options
DM Options
2000 Dungeons & Dragons (3rd edition)
Player's Handbook
Dungeon Master's Guide
Monster Manual
Revised editions of the core rulebooks (compatible with 3rd Ed. via errata)
Player's Handbook
Dungeon Master's Guide
Monster Manual
Rules Compendium
Dungeon Master's Kit
Monster Vault
Heroes of the Fallen Lands
Heroes of the Forgotten Kingdoms
Version history
Original Dungeons & Dragons
The original D&D was published as a box set in 1974 and featured only a handful of the elements for which the
game is known today: just three character classes (fighting-man, magic-user, and cleric); four races (human,
dwarf, elf, and hobbit); only a few monsters; only three alignments (lawful, neutral, and chaotic). The rules
assumed that players owned and played the miniatures wargame Chainmail and used its measurement and
combat systems. An optional combat system was included within the rules that later developed into the sole
combat system of later versions of the game. In addition, the rules presumed ownership of Outdoor Survival, a
board game by then-unaffiliated company Avalon Hill for outdoor exploration and adventure. D&D was a
radically new gaming concept at the time, but the rules provided no overview of the game so it was difficult,
without prior knowledge of tabletop wargaming, to see how it was all supposed to work. The release of the
Greyhawk supplement removed the game's dependency on the Chainmail rules,[1] and made it much easier for
new, non-wargaming players to grasp the concepts of play. It also inadvertently aided the growth of competing
game publishers, since just about anyone who grasped the concepts behind the game could write smoother and
easier to use rules systems and sell them to the growing D&D fanbase (Tunnels & Trolls being the first such).[2]
Supplements such as Greyhawk, Blackmoor, Eldritch Wizardry and Gods, Demi-Gods & Heroes, published
over the next two years, greatly expanded the rules, character classes, monsters and spells. For example, the
original Greyhawk supplement introduced the thief class, and weapon damage varying by weapon (as opposed
to character class). In addition, many additions and options were published in
the magazines The Strategic Review and its successor, The Dragon.[3]
An updated version of D&D was released between 1977 and 1979 as Advanced
Dungeons & Dragons (AD&D). The game rules were reorganized and re-
codified across three hardcover rulebooks, compiled by Gary Gygax,
incorporating the original D&D rules and many additions and revisions from
supplements and magazine articles. The three core rulebooks were the Monster
Manual (1977), the Player's Handbook (1978), and the Dungeon Master's
Guide (1979). Major additions included classes from supplements like assassin,
druid, monk, paladin, and thief,[4] while bard, illusionist and ranger that had
only appeared in magazine articles were also added.
Later supplements for AD&D included Deities & Demigods (1980), Fiend Folio
(another book of monsters produced semi-autonomously in the UK - 1981),
Monster Manual II (1983), Oriental Adventures and Unearthed Arcana (1985),
the latter of which mostly compiled material previously published in Dragon The Advanced Dungeons &
magazine,[5] and others. Dragons 1st edition Player's
Handbook
Dungeons & Dragons Basic Set and revisions
While AD&D was still in the works, TSR was approached by an outside writer and D&D enthusiast, John Eric
Holmes, who offered to re-edit and rewrite the original rules into an introductory version of D&D.[6] Although
TSR was focused on AD&D at the time, the project was seen as a profitable enterprise and a way to direct new
players to anticipate the release of the AD&D game. It was published in July 1977 as the Basic Set, collecting
together and organizing the rules from the original D&D boxed set and Greyhawk supplement into a single
booklet, which covered character levels 1 through 3, and included dice and a beginner's module. The booklet
featured a blue cover with artwork by David C. Sutherland III. The "blue booklet" explained the game's
concepts and method of play in terms that made it accessible to new players not familiar with tabletop
miniatures wargaming. Unusual features of this version included an alignment system of five alignments as
opposed to the three or nine alignments of the other versions. This Basic Set was very popular and allowed
many to discover and experience the D&D game for the first time. Although the Basic Set is not fully
compatible with AD&D, as some rules were simplified to make the game easier for new players to learn,
players were expected to continue play beyond third level by moving on to the AD&D version.[7]
Once AD&D had been released, the Basic Set saw a major revision in 1981 by
Tom Moldvay, which was immediately followed by the release of an Expert Set
written by David Cook, to accompany the Basic Set, extending it to levels 4
through 14, for players who preferred the simplified introductory ruleset. With
this revision, the Basic rules became their own game, distinct both from original
D&D and AD&D. The revised Basic rules can be distinguished from the
original ones by cover colors: the Basic booklet had a red cover, and the Expert
booklet a blue one.[8]
Between 1983 and 1985 this system was revised and expanded by Frank
Mentzer as a series of five boxed sets, including the Basic Rules (red cover),
Expert Rules (blue), Companion Rules (green, supporting levels 15 through 25),
Master Rules (black, supporting levels 26 through 36), and Immortals Rules
The cover of the first
(gold, for characters above levels).
Dungeons & Dragons Basic
This version was compiled and slightly revised by Aaron Allston in 1991 as the Set
Rules Cyclopedia, a hardback book which included all the sets except
Immortals Rules which was discontinued and replaced with Wrath of the Immortals box set. While the Rules
Cyclopedia included all information required to begin the game, there were also several printings of an
introductory boxed set, named The New Easy-to-Master Dungeons & Dragons Game in early printings, The
Classic Dungeons & Dragons Game in later ones, and commonly called "the black box" to contrast with the
earlier red covered Basic Sets.[9]
In 1987, a small team of designers at TSR led by David "Zeb" Cook began
work on the second edition of the AD&D game, which would take two years to
complete.[10] In 1989, Advanced Dungeons & Dragons 2nd Edition was
published, featuring new rules and characters.[11]
By the end of its first decade, AD&D had expanded to several rulebooks,
including three collections of monsters (Monster Manual, Monster Manual II,
Fiend Folio), and two books governing character skills in wilderness and
underground settings. Gygax had already planned a second edition for the
game, which would also have been an update of the rules, incorporating the
material from Unearthed Arcana, Oriental Adventures, and numerous new
innovations from Dragon magazine in the Player's Handbook and Dungeon
Master's Guide and would have consolidated the Monster Manual, Monster
The Advanced Dungeons &
Manual II and Fiend Folio into one volume.[12] Initially, the 2nd edition was Dragons 2nd edition Player's
planned to consolidate the game, but more changes were made during Handbook
development, while still aiming at backwards compatibility with 1st edition.
The release of AD&D 2nd Edition corresponded with important policy changes at TSR. An effort was made to
remove aspects of the game which had attracted negative publicity, most notably the removal of all mention of
demons and devils, although equivalent fiendish monsters were included, renamed tanar'ri and baatezu,
respectively. Moving away from the moral ambiguity of the 1st edition AD&D, the TSR staff eliminated
character classes and races like the assassin and the half-orc, and stressed heroic roleplaying and player
teamwork. The target age of the game was also lowered, with most 2nd edition products being aimed primarily
at teenagers.[13]
The game was again published as three core rulebooks which incorporated the expansions and revisions which
had been published in various supplements over the previous decade. However, the Monster Manual was
replaced by the Monstrous Compendium, a loose-leaf binder in which every monster is given a full page of
information, the justification being that packs of new monsters (often setting-specific) could be purchased and
added to the binder without the expense or inconvenience of a separate book. It was intended that the loose-leaf
binder would allow the book to be updated and customized as needed. This format proved highly susceptibile
to wear and tear however, and presented difficulties in keeping alphabetic order when pages had been printed
with monsters on each side. Subsequently, the loose leaf formatting was abandoned and the Compendium as a
core book was replaced by single-volume hardcover Monstrous Manual in 1993, collecting popular monsters
from the Compendium. The edition also greatly increases the power of dragons. This was done to counter the
impression of relative weakness of the game's titular monster.
Numerous mechanical changes were made to the game. The combat system was modified. The minimum
number required to hit a target uses a mathematical formula in which the defender's armor class (AC) is
subtracted from the attacker's THAC0 ("To Hit Armor Class '0'") number, a simplification of 1st edition's attack
matrix tables that had appeared as an optional rule in the 1st edition DMG. Distances are based on in-game
units (feet) rather than miniatures-board ones (inches). Critical hits are offered as optional rules.
Character creation is modified in many ways. Demi-human races are given higher level maximums to increase
their long-term playability, though they are still restricted in terms of character class flexibility. Character
classes are organized into four groups: warrior (fighter, paladin, ranger), wizard (mage, specialist wizard),
priest (cleric, druid), and rogue (thief, bard). Assassins and monks were removed from the game as character
classes, "magic-users" are renamed "mages", illusionists are made into a subtype of the wizard class, along with
new classes specializing in the other schools of magic. Proficiencies are officially supported in the Player's
Handbook and many supplements, rather than being an optional add-on. Psionics are no longer included in the
Player's Handbook, though they later appeared in their own supplement.
Player's Options
In 1995, TSR re-released the core rulebooks for 2nd Edition with new covers, art, and page layouts.[14] These
releases were followed shortly by a series of volumes labelled Player's Option, allowing for alternate rules
systems and character options, as well as a Dungeon Master's Option for high-level campaigns. They consisted
of:
Some of the optional rules included the introduction of a point-based system to allow players to pick and
choose parts of classes to make their own class in a similar fashion to non-weapon proficiencies and attacks of
opportunity are possible in combat.
A major revision of the AD&D rules was released in 2000. As the Basic game had been discontinued some
years earlier, and the more straightforward title was more marketable, the word "advanced" was dropped and
the new edition was named just Dungeons & Dragons, but still officially referred to as 3rd edition (or 3E for
short). It is the basis of a broader role-playing system designed around 20-sided dice, called the d20 System.
Monte Cook, Jonathan Tweet, and Skip Williams all contributed to the 3rd edition Player's Handbook,
Dungeon Master's Guide, and Monster Manual, and then each designer wrote one of the books based on those
contributions.[15]
The d20 system uses a more unified mechanic than earlier editions, resolving nearly all actions with a d20 die
roll plus appropriate modifiers. Modifiers based on ability scores follow a standardized formula. Saving throws
are reduced from five categories based on forms of attack to three based on type of defense.
The combat system is greatly expanded, adopting into the core system most of
the optional movement and combat system of the 2nd edition Players Option:
Combat and Tactics book. Third edition combat allows for a grid system,
encouraging highly tactical gameplay and facilitating the use of miniatures.
New character options were introduced. The new sorcerer class was introduced.
The thief is renamed rogue, a term that 2nd edition uses to classify both the
thief and bard classes, and introduces prestige classes, which characters can
only enter at higher character levels, and only if they meet certain character-
design prerequisites or fulfill certain in-game goals. Later products included
additional and supplementary rules subsystems such as "epic-level" options for
characters above 20th level, as well as a heavily revised treatment of psionics.
The Dungeons & Dragons
3rd edition removes previous editions' restrictions on class and race 3rd edition Player's
combinations that were intended to track the preferences of the race, and on the Handbook
level advancement of non-human characters. Skills and the new system of feats
are introduced replacing non-weapon proficiencies, to allow players to further
customize their characters.
The d20 System is presented under the Open Game License, which makes it an open source system for which
authors can write new games and game supplements without the need to develop a unique rules system and,
more importantly, without the need for direct approval from Wizards of the Coast. This makes it easier to
market D&D-compatible content under a broadly recognizable commercial license.
In July 2003, a revised version of the 3rd edition D&D rules (termed v.
3.5) was released that incorporated numerous small rule changes, as
well as expanding the Dungeon Master's Guide and Monster Manual.
This revision was intentionally a small one focusing on addressing
common complaints about certain aspects of gameplay, hence the "half
edition" version number. The basic rules are fundamentally the same,
and many monsters and items are compatible (or even unchanged)
between those editions. New spells are added, and numerous changes
are made to existing spells, while some spells are removed from the
updated Player's Handbook.[16] New feats are added and numerous The Dungeons & Dragons v. 3.5 core
changes are made to existing feats, while several skills are renamed or rulebooks
merged with other skills.
On August 15, 2007, Wizards of the Coast announced the development of D&D 4th edition. In December 2007,
the book Wizards Presents: Races and Classes, the first preview of 4th Edition, was released. This was
followed by a second book in January 2008 named Wizards Presents: Worlds and Monsters. The Player's
Handbook, Monster Manual, and Dungeon Master's Guide were released in June 2008.
Slashdot reported anger from some players and retailers due to the financial investment in v3.5 and the
relatively brief period of time that it had been in publication.[17] Although many players chose to continue
playing older editions, or other games such as Pathfinder,[18] the initial print run of the 4th edition sold out
during preorders, and Wizards of the Coast announced a second print run prior to the game's official release.[19]
Unlike previous editions with just three core rulebooks, 4th edition core rules include multiple volumes of the
Player's Handbook, Dungeon Master's Guide, and Monster Manual that were released yearly, with each new
book becoming a part of the core.[20] In the first Player's Handbook, the warlock and warlord are included,
while the barbarian, bard, druid, sorcerer and monk are not present. Of those
classes, the first four have been published in Player's Handbook 2, while the
monk class appears in Player's Handbook 3.
Mechanically, 4th edition saw a major overhaul of the game’s systems. Changes
in spells and other per-encounter resourcing, giving all classes a similar number
of at-will, per-encounter and per-day powers. Powers have a wide range of
effects including inflicting status effects, creating zones, and forced movement,
making combat very tactical for all classes but essentially requiring use of
miniatures, reinforced by the use of squares to express distances. Attack rolls,
skill checks and defense values all get a bonus equal to one-half level, rounded
down, rather than increasing at different rates depending on class or skill point
investment. Each skill is either trained (providing a fixed bonus on skill checks,
and sometimes allowing more exotic uses for the skills) or untrained, but in The Dungeons & Dragons
either case all characters also receive a bonus to all skill rolls based on level. A 4th edition Player's
system of “healing surges” and short and long rests are introduced to act as Handbook
resource management.
The system of prestige classes is replaced. Characters at 11th level choose a "paragon path", a specialty based
on their class, which defines some of their new powers through 20th level. At level 21, an "epic destiny" is
chosen in a similar manner., the paragon path and the epic destiny replace the prestige class system of 3rd
edition. Core rules extend to level 30 rather than level 20, bringing "epic level" play back into the core rules.
This product line debuted in September 2010 and consisted of ten products. Essentials used the D&D 4th
edition rule set and provided simple player character options intended for first-time players.[21][22] Many of the
new player character options emulated features from previous editions of the D&D game, such as schools of
magic for the wizard class.[23]
The Essentials line contained revisions to the ruleset compiled over the prior two years, in the form of the Rules
Compendium, which condensed rules and errata into one volume, while also updating the rules with newly
introduced changes.[24][25] The player books Heroes of the Fallen Lands and Heroes of the Forgotten
Kingdoms contained rules for creating characters, as well as new builds for each class described in the
books.[26] Other Essentials releases included a Dungeon Master's Kit and Monster Vault, each also containing
accessories.
In January 2012, Wizards of the Coast announced that a new edition of the game, at the time referred to as
D&D Next, was under development.[18] In direct contrast to the previous editions of the game, D&D Next was
developed partly via a public open playtest.[27] An early build of the new edition debuted at the 2012 Dungeons
& Dragons Experience event to about 500 fans.[28] Public playtesting began on May 24, 2012,[29] with the final
playtest packet released on September 20, 2013.[30]
The 5th edition's Basic Rules, a free PDF containing complete rules for play and a subset of the player and DM
content from the core rulebooks, was released on July 3, 2014.[31] The Starter Set was released on July 15,
featuring a set of pre-generated characters, a set of instructions for basic play, and the adventure module Lost
Mine of Phandelver.[32] The Player's Handbook was released on August 19, 2014.[33] The fifth edition Monster
Manual was released on September 30, 2014.[34] The Dungeon Master's Guide was released on December 9,
2014.[35] The edition returns to having only three core rule books, with the Player’s Handbook containing most
major races and classes.
Mechanically, 5th edition draws heavily on prior editions, while introducing
some new mechanics intended to simplify and streamline play. Actions are now
more dependent on checks made with the six core abilities with skills taking a
more supportive role.
Skills, weapons, items, saving throws and other things that a character is trained
in (proficient) now all use a single proficiency bonus that increases as level
increases. Multiple defense values have been removed, returning to a single
defense value of armor class and using more traditional saving throws. Saving
throws are reworked to be situational checks based on the six core abilities
instead of generic d20 rolls. Feats are now optional features that can be taken
instead of core ability score increases and are reworked to be occasional major
upgrades instead of frequent minor upgrades.
The Dungeons & Dragons
The "advantage/disadvantage" mechanic was introduced, streamlining 5th edition Player's
conditional and situational modifiers to a simpler mechanic: rolling two d20s Handbook
for a situation and taking the higher of the two for "advantage" and the lower of
the two for "disadvantage" and cancelling each other out when both apply.
The power system of 4th edition has been removed, replacing them with more traditional class features that are
gained as characters level. Each spell-casting class uses a unique system to cast their spells, with wizards and
clerics using a slightly modified version of the spell preparation system of previous editions. Healing Surges
are replaced by Hit Dice, requiring a character to roll a hit die during a short rest instead of healing a flat rate of
hit points.
Castles & Crusades, published in 2004 by Troll Lord Games, is an early example of the OGL and SRD being
used to recreate the experience of older editions.[37]
"Retro-clones" are variants created to even more closely simulate previous editions, part of a movement known
as the Old School Revival.[37] Prominent retro-clones include Labyrinth Lord, OSRIC, and Swords &
Wizardry.[38]
The Pathfinder Roleplaying Game was first published in 2009 by Paizo Publishing. It is intended to be
backward-compatible with D&D v. 3.5 while adjusting some rules balance, and has been nicknamed "v. 3.75"
by some fans.[39][40] Pathfinder has been one of the best-selling role playing games in the industry.[18]
13th Age is a game designed by Jonathan Tweet, a lead designer of the 3rd Edition, and Rob Heinsoo, a lead
designer of 4th Edition, and published by Pelgrane Press in 2013.[41]
International editions
The D&D franchise has been translated and published in several languages around the world.
A particular challenge has been the word dungeon, which in standard English means a single prison cell or
oubliette originally located under a keep. Some languages, like Spanish, Italian, Finnish, and Portuguese, didn't
translate the title of the game and kept it as it is in English: Dungeons & Dragons. In Spanish-speaking
countries, the 1983 animated series was translated in Hispanic America as Calabozos y Dragones and in Spain
as Dragones y Mazmorras (calabozo and mazmorra have in all Spanish-speaking countries the same meaning:
a dungeon). In Brazil, the same animated series was translated as Caverna do Dragão (Dragon's Cave). This
still brings great confusion amongst Spanish-speaking and Brazilian gamers about the name of the game, since
all Spanish and Brazilian Portuguese translations of the game kept the original English title. In gaming jargon,
however, a dungeon is not a single holding cell but rather a network of underground passages or subterranea to
be explored, such as a cave, ruins or catacombs. Some translations conveyed this meaning well, e.g. Chinese 龙
与地下城 (Dragons and Underground Castles, or Dragons and Underground Cities). Some translations used a
false friend of "dungeon", even if it changed the meaning of the title, such as the French Donjons et dragons
(Keeps and Dragons). In Hebrew, the game was published as ( מבוכים ודרקוניםLabyrinths and Dragons).
Additionally, some translations adopted the English word "dungeon" as a game term, leaving it untranslated in
the text as well.
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if you don't have Monster Manual N"."
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External links
The Acaeum: Dungeons & Dragons Knowledge Compendium