2012-01-30

Book of War Expansion: Partial Hit Dice

If you look closely at the Book of War rosters for fantasy monsters, you'll see that the hit dice listings strip out any partial hit-point modifiers (for example: goblins are listed with HD1, ogres HD4, trolls HD6). This makes sense, because in our scaled-up system, each HD represents an integral number of mass "hits" that the creatures take before elimination. (For what it's worth, this is also how I play OD&D, just disregarding most of the partial HD bonuses.) Let's see how we should handle other such types. To make a long story short -- the partial hit-die modifiers don't really make any difference at 1:10 scale.

Consider a very basic fight in OD&D; for example, 1st level vs. AC5 (chance to hit is 7/20 = 35%). Of course, the basis for damage is a 1d6 weapon versus a 1d6 HD target; which has a kill-chance, on a successful hit, of 21/36 = 58%. So the overall chance to hit and kill with a single attack is 0.35 × 0.58 = 20% (note that's slightly better than 1-in-6.)

Now, adding or subtracting one extra hit point to the target doesn't change this much. If the target is HD1+1, then the chance to hit & kill is 0.35 × 0.42 = 15%. If the target is HD1-1, then it will be 0.35 × 0.72 = 25%. Even against a measly ½d6 target, the chance is still only 0.35 × 0.83 = 29%. Note: All of these probabilities are within 16% of each other, which is to say, they don't make even a single 1-in-6 chance difference using the BOW-scale d6 mechanic.

Further note: These numbers change by maybe one single percentage point if you switch to the post-Greyhawk system of 1d8 HD and 1d8 damage for weapons like a normal sword (specifically: the hit & kill chances will be 20%, 15%, 24%, and 28% respectively). Here's an Open Document Format Spreadsheet that lays out all the details, if you like:


At this point, further consider the normal BOW mechanic that awards a mass "hit" (i.e., 10HD eliminated) on a d6 roll of 3/4/5/6 against no/leather/chain/plate armor. If we try simulating the same attacks against partial-hit-die modifiers, then it likewise turns out to make almost no difference at all:
  • Against HD 1d6+1: Hits score on 4/5/5/6 vs. the four armor types. So this might make a one-point difference at the lighter armor types, except that no such monsters come at those armor types in D&D. Example: Hobgoblins have chain mail (AC5) and so would be hit on a 5 in BOW in any case.
  • Against HD 1d6-1: Hits score on 3/4/5/6 against the four armors -- absolutely no change at our abstracted scale. Example: Goblins in BOW are indeed equivalent to a full HD1.
  • Against HD ½d6: Hits score on 2/4/5/6 versus the various armor types -- again, no change except for a case of completely unarmored monsters (AC9 or 10), which doesn't occur in stock D&D. Example: Kobolds may as well also be shown with a full HD1 in leather armor (AC7 = AH4); and the same goes for OD&D skeletons.
These values were found with the obvious modifications to our BOWCoreRule.java combat-simulator program. And here's a text file collecting the various program outputs:


So: Although the other low-level humanoid types weren't included in Book of War for space and technical reasons such as these, there's no reason we can't start using them on the battlefield, in each case with the standard mechanics and showing HD1 each. A few modifiers for spice, perhaps: Hobgoblins won't suffer from the morale light-weakness penalty, and if you like, you can dress them in leather & shield and still get the full AH5 (see above). Kobolds with their half-D&D-hits will suffer double effect from a death spell, and let's also assume that they only do 1d3 D&D damage, reflected as a −1 to hit in BOW scale (effects included in the text file above). Modify or retract any of these if you prefer. Text between the rules below is Open Game Content per the OGL:


Unit Cost MV AH HD Notes
Kobolds, Infantry 3 6 4
1
Light-weakness, atk at −1
Kobolds, Slingers 4 6 4 1 Light-weakness, atk at −1, slings
Hobgoblins, Infantry
4 9 5 1 (No modifier)
Hobgoblins, Pikes
5
9 5 1 (No modifier)

Kobolds: These small creatures always attack at −1 on attack dice (representing low damage capacity). Death spells kill twice as many figures as normal.

Hobgoblins: These monsters generally function as orcs, but without light-weakness morale penalties. Note that even in light armor they would have effective AH 5.


[Photo by Dean Terry, under CC2.]

2012-01-27

Book of War: Siege of Bridgefaire

Two weekends ago, I high-tailed it up to RI, so as to help out my good friend Paul in running a large and critical battle in his D&D campaign that we'll call the Siege of Bridgefaire. This fight sees a walled town called Bridgefaire undergoing an assault by a large force of undead skeletons, zombies, siege towers, and a high-level necromancer (hence the earlier tests on my part). Even better, our other friend BigFella made the trip down from Boston, we divided the attacking forces three ways between us, and then we literally "went to town" against Paul's players (5 of whom joined us to run the defending opposition this afternoon).

For what it's worth, Paul's campaign is actually an expansion starting from AD&D Module L1: The Secret of Bone Hill, which he plays using Moldvay B/X rules (basically). The nearby town of Restenford, detailed in that work, was the focal point of an earlier battle (see links at bottom). Pelltar the wizard has been an active and important member of the defense in both of these fights (as you'l see below).

Paul's also recently gotten into 10mm miniature wargaming, so he can fit a lot more figures on the table at once, and they take up less storage space and painting time. Since Book of War conventionally assume figures like 25/30mm (like those used in D&D or Warhammer), there was some advance discussion on whether the rules needed to change or not. My position was to say no; as long as everything is all scaled together (even approximately so), there really shouldn't be enough difference to worry about, or justify re-basing everything. Perhaps if I was being paid to push some particular miniature product line I'd be compelled to say something different; but I'm not, so it seems like the best answer is to "play with whatever you've got".


Setup -- Here's the town and surrounding terrain as set up by Paul & myself the night before. As you can see, the defenses include walls, towers, and a gate. Outside there are hills and a river -- uncrossable except at the shallow ford, which is itself defended by an external tower on a high bluff. We also gave the players the option to specify a secret sally port (location unknown to us until they decide to use it) which they can exit but we can't enter.



Turn 1 -- Below you'll see our undead army right after we've taken our first move forward. We have something on the order of 30 zombie figures, 40 skeleton archers, 80 skeleton infantry, 3 siege towers, and a 13th-level wizard necromancer with a fireball wand (as usual, representing about 1500 individual troops on the ground). The defenders have about 20 archer figures, 10 crossbows, 10 light infantry, 10 heavy infantry, 10 medium cavalry, and one 9th-level wizard with a lightning wand (Pelltar from L1). They also have 3 figures of acolytes -- representing 30 organized 1st-level clerics from the town who can use a collective turn undead once during the game (and otherwise fight as light infantry). The defenders spent quite some time planning their strategy with us out of the room (smart), including initial placement of figures, division of control, and spell selection. You can see in the picture that they've bunched a lot of figures behind the main gate -- this being a feint, as their plan is to actually stream out of the hidden sally port which is in a different location.



Turn 2 -- Our undead army pushes forward, taking just a very few hits from wizard's lightning and long-range archery. The external tower actually started off with the roof filled with archers, but my very first move (I'm controlling far left, closest to the photo) was to position skeleton archers close-by across the river, and unleash a hellish fusillade on the tower; this instantly wiped out all the defenders except one figure of archers and heavy infantry (invulnerable in the tower), and now my skeleton archers are marching forward to the town proper. I've also got a squad of zombies clawing their way up the hill to assault that tower. Other interesting note: Due to no-morale for undead, we're just throwing our army towards the walls as fast as possible, even outrunning the slower siege towers to do so. If this were a mortal army it would probably be a self-defeating tactic (you'd want to more carefully protect yourself behind protective implements), but as mindless undead we don't care so much. So the use of siege towers sort of flip-flops for us, and they'll be a follow-up strike, not the initial hit on the walls (with everyone else carrying some ladders for a direct escalade).



Turn 4 -- Cavalry charge! Here the defender's medium cavalry have poured forth out of the sally port beyond the far right tower. The nearer units have almost entirely destroyed one of our skeleton units (one figure left by the red die), but the further one has gotten held up by the more powerful zombies. Now they're facing a line of skeleton archers who are about to recklessly pour arrows into them, our skeletons, and some of the zombies, as well. Also, Paul & BigFella have maneuvered another big unit of skeletons over the hills in that direction to backup our forces on that side. Outside the picture: I've got the skeleton archers raining arrows on the wall defenders, trying to degrade them as much as possible before we escalade to the battlements.


Turn 6 -- Several of our units have now made contact with the town wall, and are trying to climb it a few figures at a time -- but they'll taking gruesome losses from the double-attacks permitted to wall defenders as they throw down rocks, spears, and boiling oil. Close-by, I've got a figure of zombies in the tower meleeing with the heavy infantry there (I even had to delay and turn my siege tower because archers were about to degrade my skeleton pushers). But the far right is more critical -- the defender's cavalry were a very real threat to run over our lines there, and gain access and maneuvering at our backs around the whole table. So while we very much wanted our wizard to get close to the town wall, he's currently locked down on the topmost peak of the far hill, so that he can lob a death spell and fireballs at those enemy cavalry (results of which can be seen by the fiery-red dice around that part of the board). Next turn we'll finally succeed in getting them to rout off the top of the board, and our wizard will be free to press the assault again. But at the same time: We're going to lose the entirety of that big units of skeletons beyond the hills, as the defenders bunch up all their acolytes together and, with some exceptional rolls, turn the entire batch of them all at once! (That's like 15 figures or 150 skeletons lost to us in the next attack phase; for simplicity we just remove them from the board once they're turned.)



Turn 8 -- With our primary plan delayed, Paul decides to have our necromancer break away from his bodyguard skeletons and dash across the battlefield towards the wall (in think there's a scene in the Two Towers movie a little bit like that). Once he gets close enough, he casts disintegrate on the wall by the gate, opening up a gap that we can move troops through freely! Amongst our weaponry are also such diverse elements as escalades, siege towers against the wall, and more archery to kill the acolytes in revenge. But notice here that crafty Pelltar (you can see him standing alone in the far tower) has cast a wall of fire (dice) in front of our siege engine, so that a follow-up group of skeletons is barred from using it. They've had to turn to the side and aim towards the gap made by our necromancer, instead of actually being on the wall and threatening Pelltar himself in the tower.


Turn 10 -- Both sides (especially ours) are much reduced from ferocious hand-to-hand fighting at the town wall itself. Our skeletons are hung up once again at the gate itself, as lightly-armored defenders gather and push back against us through the gap. On the very far right, wizards battle with high-level magic. First, Pelltar let his wall of fire go in order to conjure earth elemental (completely unhittable by our troops) on the wall where our siege tower was letting forces up. Then, our necromancer moved to that side and cast dispel magic to eliminate the elemental. He's already been hit by a lightning bolt, but fortunately made his saving throw (yay us! aww players). Next turn, our wizard himself climbs the siege tower and makes a determined push to blast into the tower and slay Pelltar personally; he takes another lightning-hit but saves. A single heavy infantry figure bars the way; he casts two fireballs but manages to miss with both of them (boom! as the explode against the stone of the tower). The next turn, more defenders flow up through the tower to protect Pelltar, and the opportunity is lost -- our Necromancer decides to teleport away from the battle, ceding the town to the brave burghers. (And note: I never managed to kill that last heavy infantry in the outside tower, blast it!)


Turn 12 -- Victory to the defenders! Here you can see arrayed the remaining troops from this battle, standing battered but unbowed on the smoldering town walls. (Recall that they started with over 60 figures at the start, and us with 150.) Well played, defenders, well played.



Commentary -- An excellent and exciting battle! And as usual, it was great fodder for playtest feedback on how the game runs -- in the case, especially for me to see some people who'd played BOW from the book without my prior intervention. Like, there were some rules interpretations that were different from mine (like semi-accidentally using a Warhammer rule for hill movement, not pre-declaring moves and attacks, etc.). This was the most people I've seen to date all participating in a single battle at once (namely 8 -- which worked better than I might have feared, working quite well to semi-divide force responsibility). I saw that some refinements might be warranted to the castle-attacks rules (like clarifying how to target archery against wall sections, and maybe not allowing defenders to closely bunch up and still get double-attacks). And then there were the first-time-ever elements that got used here (like siege towers, earth elementals, etc.)

Finally, Paul pointed out the rather uncanny similarity between one of our photos and a very old snapshot of Arneson & company, posted on Grognardia just a few days after our game. Yikes! And a huge thanks to Paul, BigFella, and everyone else who played with us.



More views on the Siege of Bridgefaire:

And the earlier Battle of Restenford:


2012-01-25

Friday Night Book of War

Special night, special time -- this is actually a game we played here on Christmas Day. What could be better to get in the holiday mood than a desperate tooth-and-nail struggle against a seemingly endless horde of hellish undead from beyond the grave? I guess that's how we roll here. (And also hopefully lots of 6's.)


Start -- 300 points, Advanced Game with Expansion Units. At top, my opponent has picked a small group of pricey units -- a 10th-level wizard with a fireball wand, 10 figures of pikemen bodyguards, and also 3 figures of war elephants carrying archers (representing 100 pikes and 30 war elephants). And at the bottom, of course, you can see my legion of 75 figures of skeleton warriors (i.e., 750 skeletons). The only terrain are the two section of Woods placed by my opponent to slow down my already-meager movement.



Turn 3 -- The opponent made one move forward, and then opted to hold her ground and make use of missile fire against my advance. I've pushed my skeletons forward as quickly as possible (it would be nice to move forward in a unified line, but as long as I'm in the open on the right, it's best to be as aggressive as possible). Here you see combined elephant-back archery and fireball missiles wiping out half of my middle unit (7 figures, or 70 skeletons, going down on this turn).



Turn 5 -- My skeletons make first melee contact and achieve 1 hit on the elephants (remember that they have 6HD). In response, the elephants turn and start stomping all over my skeletons in melee combat (in fact, they automatically hit!). Also, the wizard fireballs one figure of skeletons in the unit in front of him.



Turn 6 -- The pikes go into hedgehog formation (so as to defend all sides), and I decide to charge them. Pikes are always going to lay out hideous damage when you do this, but I figure it's going to happen at some point anyway, and with lots of skeletons and immunity from morale, maybe I'll get some through; you can see the result of that clash below. Also on this turn (outside the picture) I've wrapped units all around the war elephants, and so with lots of attacks and rear attack bonus, managed to knock out one of the three elephant figures.



Turn 8 -- On the prior turn, I actually routed the pikes, but pinned in between multiple units, they had nowhere to flee. Not so for the wizard, however, who has broken off and run for freedom alone! Here you see me finishing off the last of the pikes, and I've also eliminated a second figure of elephants, although I've taken a lot of casualties in return.



Turn 11 -- The wizard commences a run-and-gun strategy. My skeletons are trying to chase him, but he fires off some fireballs and then runs back past them. I do, however, manage to finish off the last elephant figure.



Turn 14 -- I tried to trap the wizard in the top-right corner of the board, but he's too fast for me. Here he turns around and lights up my remaining skeletons again with more fireballs.



Turn 16 -- There goes the wizard past my encirclement again, dammit! At this point it's clear that my slow skeletons can't catch him, so I concede the game. Victory for the wizard, standing alone on the smoking field of battle!!



Commentary -- This was partly a test of the skeleton units for a game that would come later. One of the extremely important results of the test is that they quasi-break the overall structure of a Book of War game.

The important realization is this: Perhaps the greatest part of the pacing and tension in BOW flows out of the Morale checks; based on a single dice roll, a player may or may not lose an entire unit of figures. Thus, both players are eagerly watching for those rolls, and the game usually tips one way or another in response to them. But with the undead having no morale checks, the game frankly turns into a fairly predictable "grind" of attack-dice and a few figures lost each turn. You might say that a good part of the "fun" was lost. (And the game went long in turns, if not in actual time played.) Not something I realized before this game.

The secondary issue here was the bit at the end with the solitary wizard being able to hold off all my remaining skeletons. That's a weird corner case in that (a) skeletons have the slowest move of any basic footman, (b) the wizard has the highest, (c) the hero-type can make turns without any move penalty, and (d) the wizard can make wand-missile attacks with presumably no limit on charges. If you'd taken out any one of those items, this would not have worked out this way; or if my opponent had made any mistake in the endgame, I might have still caught her (but: no such mistake). Looked at another way, in D&D, this would probably be an opportunity for a wizard to start flying and blasting fireballs freely from the air. But in reality, you probably wouldn't really want to come to the table with absolutely nothing but basic skeletons, anyway.

So about the undead: if you're a DM and you want to use them in your game, then you should be cognizant that using them very much changes the flavor and flow of the game. Option #1 would be to accept that flavor, and commit to a drawn-out war of attrition against a rampaging wave of mindless bodies, something like you'd see in a Dawn of the Dead movie or whatever. Option #2 would be to make sure and add some other spice for interest, like necromancer wizards, other high-level monsters, interesting terrain features, or the like. That's what we decided to do in the later follow-up game, and I was very glad that we did so (more on that later).

2012-01-23

Book of War Expansion: Lesser Undead

I didn't include any undead in the published Book of War rules. There are a few reasons for that (like: they're not classically in the D&D men-at-arms tables available for hire), but nonetheless, let's fix that right now. Here are some undead you might think about fielding in your campaign (text between the rules is Open Game Content, per the OGL):


Unit Cost MV AH HD Notes
Skeletons 4 6 4 1 Fearless
Skeletons, Archers 7 6 4 1 Fearless, shortbows
Zombies (1HD) 4 6 4 1 Fearless
Zombies (2HD) 6 6 4 2 Fearless
Ghouls 9 9 5 2 Fearless, paralysis, −1 in sun

Undead, General Notes: We assume that all undead are fearless (no morale checks ever), and also immune to death spells.

Skeletons and Zombies: Note that skeletons and zombies are indistinguishable at this scale! (Assuming stats of HD 1/2 and 1 respectively.)

Ghouls: These hideous creatures are likely to paralyze and consume their targets. On hits against mass creatures, check 1d6 ≥ HD/2 to convert any hit to a full figure kill. Against 1HD heroes, attacks roll 3 dice; against HD2+ heroes, attack rolls are as normal, but any such hit is a hero-kill. Elf targets are immune to this effect.


Commentary: Note that skeletons and zombies actually have different hit dice in OD&D (½ and 1 respectively) versus anything that came after that (1 and 2 respectively). Now, for skeletons, it turns out that there's no statistical difference at BOW scale between their having ½ or 1 Hit Dice, so the numbers above are applicable in either case (more on that in the future). But zombies will present a difference, so I've included both types above, appropriate for whichever variety you prefer. Another thing: Advanced D&D bumped the skeleton move up to 12", whereas Basic D&D instead accelerated zombies up to 12", so pay attention and modify for whichever edition you're playing under. (Myself, I prefer them both to be slow as in OD&D.) I don't think that the zombies-attack-last qualifier in those later editions makes any statistical difference in sustained mass combat; and I've also included and priced skeleton archers above, because a lot of people have miniatures of that type.

Ghouls are a uniquely odd (and dangerous) unit type; the mechanic above took quite some time to nail down. The thing is, the chance for paralysis (and subsequent auto-hits or however you play it) is almost totally inconsequential against basic 1HD troops -- a single hit usually kills them anyway, so succumbing to paralysis on top of that is just academic. What the ability is really deadly against is higher-HD types, who might get paralyzed from one hit, effectively lose the benefit of all their higher HD, and wind up horribly consumed. So against mass troops at BOW scale there's a die-roll to turn any hit into a full figure kill, regardless of HD. And against hero troops there are either additional dice, or an automatic figure-kill, depending on how strong they are. Damnation! That's pretty scary, if you think about it, and accurate to how D&D would play out against a whole slavering army of ghouls in melee; in some sense, ghouls have the special ability to dissolve the value of opponents' higher hit dice.

Finally: I include the −1 to hit in sunny weather for ghouls in the tradition of OD&D and Chainmail saying that they, and other types, are weaker in sunlight (e.g., "... must subtract 1 from any die roll they roll when in full light" [CM, p. 37]). I think that's a nice segue into the higher-level undead who are totally incapacitated in light (spectres, vampires), but you might disagree and wish to strike that out. Also, if you want to include the possibility of victims killed by ghouls rising again later as undead themselves (OD&D/AD&D), then you should do that yourself in post-hoc fashion (and outside the scope of an active battle, I would recommend).

Postscript: Skeleton/zombie hit dice are confusing.

[Photo by zen under CC2.]

2012-01-20

Book of War Review: Swords Against the Outer Dark

Another great overview of Book of War from Shane over at the Swords Against the Outer Dark blog. If you haven't visited yet, he has one of the greatest subtitles in the entire blogosphere -- "Sword & Sorcery Gaming Meets Cthulhiana and Yog-Sothothery". Here's part of what he wrote this week:
All in all, I highly recommend Book of War to anyone needing a simple, yet solid, set of mass combat rules for their D&D campaign. What Delta has delivered with this book epitomizes the do-it-yourself spirit the Old-School Renaissance is supposed to be about. BoW is exactly the kind of product that I love seeing come out of the OSR. Personally, I plan to use these rules in an upcoming game, and can't wait to see them in action.
How cool is that? If he can find use for Book of War in the context of desperate battles against slavering legions of the Old Ones, then I'll have to say that all of my hopes for the product have come true. (And of course it should be compatible with any close fork off the classic D&D path like his -- Original D&D, B/X, Swords and Sorcery etc. -- as long as you've got Hit Dice, Armor Class, Movement scores, and a comfort with adding some numbers to dice-rolls, then you've got the basics assumed by the system.) Thanks for the kind words, Shane!


2012-01-18

Poll Results: Dragon Extras

Last week I asked the question, "Should OD&D Dragons Require Magic to Hit?". A majority of respondents said "no" by more than a 2-to-1 margin. (Although a few people in the comments said they'd be okay with a magic-missiles-only requirement, as was done in 2E, for example.) Therefore, I'll be following suit, still not having any such requirement in my OED house rules, and also I won't plan to include that in any foreseeable revision to the Book of War mass-warfare rules. I do think, however, that I'd lean towards including the other "extras" of cause-fear and see-invisible that seemed consistent throughout the Chainmail, OD&D (by reference) and AD&D lines. (Not that I'm 100% happy with the way it introduces a morale-check without loss of figures; although I suppose that's got the BOW un-rout rule as precedent for that already. Will need to think on that.) Thanks to all who responded!

2012-01-16

Original Monster Elegance

One of the many striking things that occurred to me when I got my Original D&D set (see very first blog post here) was the lovely and informative elegance of the monster roster. For those of you with OD&D, this will be old hat, but for those who've never seen it, I simply must share. As you open D&D Vol-2, Monsters and Treasure, the first thing you encounter after the Index is the "Monster Reference Table, Hostile & Benign Creatures", as follows (tables reproduced for the purpose of commentary, criticism, and scholarship).

First, page 3. Without anywhere explicitly saying so, this page is predominantly all the "Hostile" stuff, i.e., Chaotic monsters that you're expected to fight:



Now flip over to page 4. This page is mostly all "Benign" entities; all of the fey woodland-type creatures, mounts (ground and aerial), creatures you might summon with magic, etc.... and also the "clean up crew" mindless oozes that got squeezed in here, too.



Now, a couple things you won't see, of course: stats for Attacks and Damage. As you probably know, by default everything originally did 1d6 damage, with exceptions called out in the text paragraphs that follow (like giants and elementals for 2d6, black pudding for 3d6, etc.) This was perhaps a big oversight; with the first supplement (Sup-I, Greyhawk), rosters of different damage stats for all the monsters were provided, but then you needed to flip between two books to synch them up, and this required the later Monster Manual before it was fixed. Personally, in my copy of Vol-2 here I jot down an Attack & Damage stat in the margin for each type (in whole-number of dice, following the OD&D precedent).

But look a little bit more closely. For my purposes, I think it's a huge benefit that different monsters of the same type have all been listed and described together, in order of increasing hit dice, so that at a glance I can get a sense for the overall monster world ecology and interrelationships. For example, here are the "giant class" humanoids at the start, and you can see at a glance that across the category, numbers appearing are always going down, while armor, movement, and hit dice are always improving (in math we'd say "monotonically increasing"):



Even better is the list of undead. So simple: There's just one undead type created for each hit die number from 1 to 7! (And also skeletons starting at one-half.) Recall that in later Advanced D&D all of these undead got their hit dice bumped up by one place (with the odd exception of ghouls), whereas in the Basic D&D line they just bumped up skeletons & zombies, leaving the rest unchanged (i.e., with ghouls being the switchover point):



After that you get a block of chimerical and serpent-like monstrosities, culminating with dragons, purple worms, and (on the flip) sea monsters. Actually, in the extra Reference Sheets that come with the original game, they managed to fit Sea Monsters and Minotaurs on the first page, so that's even better. Another thing you don't see: Look very closely and you might notice sort of an extra-sized gap right under Dragons. That's where Balrogs were listed in the first printing -- taken out later, and the gap sort-of closed but not perfectly -- and there's a full-sized gap in the Reference Sheets so it's easier to spot there.

So: A great piece of work, and these two pages alone have given me a better, more immediate and visual sense of the core monster ecology of D&D than anything I had in the prior 25 years or so of gaming. In this particular case it really was better the first time.