Editions of Dungeons & Dragons

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 D&D 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.

Timeline

Dungeons & Dragons Version History
noting key rule publications
YEAR GAME
1974 Dungeons & Dragons (original white box set with three booklets)
  • Men & Magic
  • Monsters & Treasure
  • The Underworld & Wilderness Adventures
1977 Advanced Dungeons & Dragons (1st Edition)
  • Monster Manual
Dungeons & Dragons (2nd version)
  • Basic Set (blue box) (levels 1–3)
1978
  • Players Handbook
1979
  • Dungeon Masters Guide
    (Core rulebooks complete)
1981 Dungeons & Dragons (3rd version)
  • Basic Set (magenta box)
  • Expert Set (light blue box) (levels 4–14)
1983 Dungeons & Dragons (4th version)
  • Basic Set (red box)
  • Expert Set (blue box)
  • Companion Set (teal box, levels 15–25)
1984
  • Master Set (black box, levels 26–36)
1985
  • Unearthed Arcana (a "fourth core rulebook")
  • Immortals Set (gold box, levels 36+)
1989 Advanced Dungeons & Dragons 2nd edition
  • Player's Handbook
  • Dungeon Master's Guide
  • Monstrous Compendium
1991 Dungeons & Dragons (5th version)
1993
  • Monstrous Manual
    (Replaces Monstrous Compendium)
1995 Advanced Dungeons & Dragons 2nd edition revised
  • Player's Handbook
  • Dungeon Master Guide
  • Player's Options
  • DM Options
2000 Dungeons & Dragons 3rd edition (Core rulebooks)
  • Player's Handbook
  • Dungeon Master's Guide
  • Monster Manual
2003 Dungeons & Dragons revised 3rd edition (v3.5)

Revised editions of the core rulebooks (compatible with 3rd Ed. via errata)

2008 Dungeons & Dragons 4th edition (Core rulebooks)
  • Player's Handbook
  • Dungeon Master's Guide
  • Monster Manual
2009
  • Player's Handbook 2
  • Dungeon Master's Guide 2
  • Monster Manual 2
2010
  • Player's Handbook 3
  • Monster Manual 3
Dungeons & Dragons Essentials
  • Starter Set (levels 1–2)
  • Rules Compendium
  • Dungeon Master's Kit
  • Monster Vault
  • Heroes of the Fallen Lands
  • Heroes of the Forgotten Kingdoms
2014 Dungeons & Dragons 5th Edition
  • Starter Set (levels 1–5)
  • Basic Rules (PDF only; limited player options)
  • Core rulebooks:
    • Player's Handbook
    • Dungeon Master's Guide
    • Monster Manual
2015
  • Core rulebooks:
    • Player's Handbook Revised Edition[1]
  • Rules Expansions
    • Elemental Evil Player's Companion (free PDF, POD available, included as an appendix in the Elemental Evil adventure)[2]
    • Sword Coast Adventurer's Guide[3]
2016
  • Open Licensing[4]
    • Dungeons & Dragons 5th Edition SRD released under the OGL
    • Dungeon Master's Guild program announced: a non-OGL license option for fan works either generic or set in the Forgotten Realms.

Version history

Original Dungeons & Dragons

The 1974 Dungeons & Dragons box set

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,[5] 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).[6]

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.[7]

Advanced Dungeons & Dragons

First edition of the Advanced Dungeons & Dragons Player's Handbook
"Advanced Dungeons & Dragons" redirects here. For the "Community" episode, see Advanced Dungeons & Dragons (Community).

An updated version of D&D was released as Advanced Dungeons & Dragons (AD&D). This was initially published as a set of three rulebooks, compiled by Gary Gygax, between 1977 and 1979. The AD&D rules were reorganized and recodified, 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). Later supplements 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 magazine,[8] and others.

Differences from Dungeons & Dragons

Dungeons & Dragons Basic Set and revisions

First Dungeons & Dragons Basic Set

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.[10] 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 was 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.[11]

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.[12]

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 (gold, supporting Immortals – characters who had transcended levels).

This version was compiled and slightly revised by Aaron Allston in 1991 as the 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.[13]

Advanced Dungeons & Dragons 2nd edition

Advanced Dungeons & Dragons 2nd edition Player's Handbook

In 1987, a small team of designers began work on the second edition of the AD&D game, which would take two years to complete.[14] In 1989, Advanced Dungeons & Dragons 2nd Edition was published, featuring new rules and characters.[15] By the end of its first decade, AD&D had expanded to several rulebooks, including three Monster Manuals, and two books governing character skills in wilderness and underground settings. Initially, the 2nd edition would consolidate the game, with three essential books to govern Dungeon Masters and players alike. Periodically, TSR published optional rulebooks for character classes and races to enhance game play.

The combat system was changed. 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'") instead of 1st edition's attack matrix tables. Distances are based on in-game units (feet) rather than miniatures-board ones (inches). 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. Critical hits are offered as optional rules.

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 monsters were later added, now 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.

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. However, this idea was eventually dropped and the Compendium was replaced by the hardcover Monstrous Manual in 1993.

It was intended that the loose-leaf binder would allow the book to be updated, in the manner of Avalon Hill's Advanced Squad Leader. Originally this was considered for all the core rulebooks, but was eventually adopted only for the Monstrous Manual. This form of presentation was abandoned because of susceptibility to wear and tear, and difficulties in keeping alphabetic order when many pages had been printed with more than one monster. Aside from the formatting, a substantial change was made to the contents of the Monstrous Compendium by greatly increasing the power of dragons. This was done to counter the impression of relative weakness of the game's titular monster.

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 Manual II and Fiend Folio into one volume.[16]

In 1995, the core rulebooks were slightly revised and a series of Player's Option manuals were released as "optional core rulebooks". Although still referred to by TSR (and later Wizards of the Coast) as the 2nd edition, this revision is seen by some fans as a distinct edition of the game and is sometimes referred to as AD&D 2.5.

In 1997, TSR considered filing for bankruptcy but was purchased by former competitor Wizards of the Coast.[14]

Differences from Advanced Dungeons & Dragons

Advanced Dungeons & Dragons 2nd edition Player's Options

In 1995, TSR re-released the core rulebooks for 2nd Edition featuring new covers, art, and page layouts.[17] 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. These releases are sometimes referred to as "Edition 2.5" by fans,[17] though their adoption was not widespread.

Differences from Advanced Dungeons & Dragons 2nd edition

Dungeons & Dragons 3rd edition

Dungeons and Dragons 3rd edition Player's Handbook

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. The 3rd edition removes previous editions' restrictions on class and race combinations that were supposed to track the preferences of the race, and on the level advancement of non-human characters. Level advancement for all characters is greatly eased, allowing players to reasonably expect to reach high level in about one year of weekly play. Skills and the new system of feats are introduced into the core rules to encourage players to further customize their characters.

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.[18]

The d20 system uses a more unified mechanic than earlier editions, resolving nearly all actions with a d20 die roll plus appropriate modifiers. 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 uses a grid system, encouraging highly tactical gameplay and facilitating the use of miniatures. The new sorcerer class is introduced, and in later books such as the Complete Arcane further spellcasting classes such as warmage are added. The thief is renamed rogue, a term that 2nd edition uses to classify both the thief and bard classes. Third edition also presents the concept of 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 twentieth level, as well as a heavily revised treatment of psionics.

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. Many other companies have produced content for the d20 system, such as White Wolf Publishing (under the Sword and Sorcery Studios label), Alderac Entertainment Group, Malhavoc Press, and Privateer Press.

Differences from Advanced Dungeons & Dragons 2nd edition

Dungeons & Dragons v3.5

Release 3.5 of the three core rulebooks

In July 2003, a revised version of the 3rd edition D&D rules (termed v3.5) 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.

Differences from Dungeons & Dragons 3rd edition

Dungeons & Dragons 4th edition

Dungeons and Dragons 4th edition Player's Handbook

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.[20] Although many players chose to continue playing older editions, or other games such as Pathfinder,[21] 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.[22]

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. They include core classes, races, monsters, powers, feats, paragon paths and epic destinies not present in the first Player's Handbook and Monster Manual.[23]

Differences from Dungeons & Dragons v3.5

Dungeons & Dragons Essentials

This product line debuted in September 2010 and consists of ten products. Essentials uses the D&D 4th edition rule set and provides simple player character options intended for first-time players.[27][28] Many of the new player character options emulate features from previous editions of the D&D game, such as schools of magic for the wizard class.[29]

The Essentials line contains revisions to the ruleset compiled over the prior two years, in the form of the Rules Compendium, which condenses rules and errata into one volume while also updating the rules with newly introduced rules changes.[30][31] The player books Heroes of the Fallen Lands and Heroes of the Forgotten Kingdoms contain rules for creating characters as well as new builds for each class described in the books.[32] Other Essentials releases included a Dungeon Master's Kit and Monster Vault, each also containing accessories.

Dungeons & Dragons 5th edition

Dungeons and Dragons 5th edition Player's Handbook

In January 2012, Wizards of the Coast announced that the fifth major edition of the game, at the time referred to as D&D Next, was under development.[21] In direct contrast to the previous editions of the game, D&D Next was developed partly via a public open playtest.[33] An early build of the new edition debuted at the 2012 Dungeons & Dragons Experience event to about 500 fans.[34] Public playtesting began on May 24, 2012,[35] with the final playtest packet released on September 20, 2013.[36]

The fifth 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.[37] The Starter Set was released on July 15, featuring a set of pregenerated characters, a set of instructions for basic play, and the adventure module Lost Mine of Phandelver.[38] The Player's Handbook was released on August 19, 2014.[39] The fifth edition Monster Manual was released on September 30, 2014.[40] The Dungeon Master's Guide was released on December 9, 2014.[41]

Differences from Dungeons & Dragons 4th edition

Dungeons & Dragons variants

Due to the nature of the Open Game License that 3rd edition was published under, other companies were able to use the d20 System rules to create their own variants of Dungeons & Dragons, providing that they did not use anything Wizards of the Coast considered trade dress, known as "product identity" under the terms of the OGL.[42]

Dungeons & Dragons retro-clones are variants created to simulate previous editions, part of a movement known as the Old School Revival, or the Old School Renaissance (OSR).[43][44] These games are possible because presentation, artwork, and text can be copyrighted, but rules are not generally copyrightable.[45]

The Pathfinder Roleplaying Game was first published in 2009 by Paizo Publishing. It is intended to be backward-compatible with D&D version 3.5 while adjusting some rules balance, and has been nicknamed "v 3.75" by some fans.[46][47] Pathfinder has been one of the best-selling role playing games in the industry.[21]

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.[48]

International editions

The D&D franchise has been translated and published in many 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 ודרקונים (Labyrinths and Dragons). Additionally, some translations adopted the English word "dungeon" as a game term, leaving it untranslated in the text as well.

References

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Further reading

External links

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