2011-08-13

Super Saturday: The Ultimates

The Ultimates 1 & 2 were the Ultimate Marvel re-imagining of the Avengers by Mark Millar and Bryan Hitch, published between 2002 and 2007 (13 issues each). They definitely sucked me in, with what I consider to be gorgeous art, compelling dialogue, and generally intriguing characterizations. Plotting by Mark Millar was perhaps a little more sketchy. One thing that really struck me, once I finished the complete work, was how almost perfectly parallel the two volumes were in terms of overall story arc. Below I present the Ultimates 1 & 2 Plot Point Comparison Table:
Plot PointUltimates 1Ultimates 2
Issue #1 opening-scene Captain America airdrop target is:Nazi nuclear missile baseIraqi terrorist kidnapping site
Issue #5 team powerhouse identified as a threat who receives a brutal full-team beatdown, and then gets imprisoned, is:HulkThor
Issue #6 Giant-Man embarrassing sideplot concerns:Domestic disturbance versus the WaspJoining the non-superpowered Defenders
Issue #8/9 team member identified as a threat who receives a shocking beatdown by one rogue member is:Giant-Man (at the hands of Captain America)Captain America (at the hands of Nick Fury)
Issue #9/10 method by which the entire SHIELD atomic helicarrier fleet gets instantly destroyed is:Alien nuclear bombStolen security codes
Issue #9-11 unearthly invasion force which takes over America is:Skrull alien space armadaLoki's Axis-of-Evil army, followed by Norse mythological monsters
Issue #12-13 character who returns by surprise, dropping out of the sky to fight and ultimately kill the otherwise-unstoppable enemy leader, thereby saving the world, is (and see issue #5 above):HulkThor
(Photo by Mr. Tea under CC2.)

2011-08-12

No-Stat Game Materials

Okay, so I've noticed lately that there's been an increasing trend for D&D-esque game materials with practically no game mechanic stats whatsoever. Like, The Dungeon Alphabet would be one example of this. I must say that I don't get much traction with game writing of that nature.

Personally, I feel that good, really top-notch game design must be a marriage of both creative ideas & compelling mechanics, in a way that each supports the other. (Best of all: If it seems like this fantasy idea & this game mechanic could not possibly have functioned without the other one in place to prop it up.) Perhaps you might say "flavor & crunch" working together; or "medium & message". Poetry I expect to have both good meter & meaning (in fact, hopefully the metrical restrictions have forcibly squeezed out some heretofore undiscovered, meaningful phrases). Graphic design should have both clarity & interest, etc. Having just one side is relatively easy; having both is harder.

A few short D&D examples: It's been said (I forget where) that the most difficult and highest achievement in RPG writing is a really compelling, cohesive adventure setting. One of my favorite examples is the metaphor of D&D wizards poring through dusty spellbooks for their spell formulae, reflected at the game table by the players of wizards flipping through lengthy books to find their spell descriptions. I prefer the trap tables in AD&D 1E DMG Appendix A (Table VII, which has game stats) over those in Appendix G (no stats, inspirational only).

Speculation -- Is it just me, or have these kinds of no-stat materials emerged in the aftermath of the 4E D&D game, which so radically broke the mechanical continuity with what came before? (As far as the interpretation & scale of levels, hit points, damage, attacks, etc.) Is it basically the 4E game which requires materials to be entirely no-stat if they seek to be "usable with any fantasy RPG"?

If I'm going to use some material for the D&D game, then I would hope for, at an absolute minimum, the basic stuff present in OD&D Vol-2 -- AC, Move, Hit Dice, Treasure. And preferably Number of Attacks, and Damage Dice (just a number of d6's will suffice, in my "half-of-Greyhawk-supplement" mode of thinking). I kind of barely feel like you're writing about D&D without giving some thought to those mechanical stats, and how they fit into the context of the rest of the D&D ecosystem, at a bare minimum.

Anyone else feel the same way?

2011-08-10

Chainmail Conversions Poll Results

I've got a number of old polls that I've asked on this blog, and haven't had time to present or comment on the results. Here's one: In January of this year I asked the question, "What's the best way to convert modifiers from Chainmail?" This was at the end of a discussion in which it was pointed out that since the Chainmail Man-to-Man combat system was based on rolling 2d6 (range of 11), any modifiers should really be scaled by ×2 when switching to a d20 roll (range of 20); but despite that, a clear precedent was set in OD&D and AD&D to simply copy any such modifiers directly and unchanged (i.e., 1:1). So this poll had a clear favorite among readers who expressed an opinion -- In general, you prefer (77%) to convert those modifiers at a 2-for-1 rate, even where it diverges from published (A)D&D. Thanks for the feedback!

2011-08-08

Yet Another Scale

Sometimes we have reasonable debates on whether the "inches" scale in Chainmail Man-to-Man and OD&D really should have been 1"=10 ft (per official Vol-3 text), 1"=5 ft (as 25mm scale height), 1"=3⅓ ft (as per DMG miniature rules), or the like. Here's another OD&D source passage with something yet again totally different.

OD&D Sup-III, Eldritch Wizardry, has an interesting "Alternative Combat System (Addition)" (p. 5). Basically, the intent is to turn all movement and attacks during the round into always-continuous and simultaneous action; it introduces the concept of six "segments" to each round. Fairly large tables are presented for missile fire and movement by segment; missile fire and spell sequence is based on Dexterity, modified by a large number of factors (the source for Holmes' initiative mechanic?). For example, if your modified Dex is within 5-9, then your shot will take place on the 2nd segment of the round. If you have a move of 9", then your character should be moved 1½" in each of the 6 separate segments per round.

I can't imagine anyone using such a burdensome mechanic. It kind of boggles the mind, really. I'd say it's an easy bet that the authors never actually used this system in play. But anyway, the unique note on scale is at the end of the segmented movement table (Sup-III, p. 7):
Suggested Scale: 1":2'. Movements should be made simultaneously.

2011-08-06

Super Saturday: MSH Box Delta

So this interaction happened between me & my girlfriend a few weeks ago: 


D: [Walks into room.] Hey, let me show you something. 

I: What? 

D: Here's the box to this old role-playing game, Marvel Super Heroes. Normally it features the headshots of these four primary heroes, but I added one myself. I found a headshot of Thor, printed it out at the right scale, cut it out, and glued it in place. 

I: Wow, you really had a thing for Thor back when you were a teenager, didn't you? 

D: Yeah, I really did... [Walks out of room]

D: [Walks back into room.] You realize I'm saying that I just did this last night? 

I: Oh.

2011-08-03

Stones Through the Ages — Giant Throwing

Today I figured I'd take a look at the tradition of giant rock-throwing -- that cousin of the fireball and lightning bolt missile spells, which also had its roots in how Chainmail catapult fire worked. However, we'll see that the original mechanic did not have quite the same lasting legacy as those two mainstay spells.


Chainmail Fantasy
GIANTS: Giants are one of the most effective fighters. They can demolish normal opponents with ease, for they melee as 12 Heavy Foot with an extra die for their oversized weapons. They defend as 12 Armored Foot, and Giants must take cumulative hits equal to a number sufficient to destroy 12 Armored Footmen before melee or missiles will kill them. Moreover, Giants act as highly mobile small catapults (20 inches), without minimum range restrictions, and they can move on turns they don’t throw missiles, for reloading for them simply consists of picking up a boulder to give it a heave. Giants need never check morale! [CM, p. 34-35]
That's the entirety of the text for giants in the Chainmail Fantasy rules. Their stone-throwing is simply the same as that of a light catapult. Recall that rules for light catapults involve declaring range of a shot; killing all normal figures under a 2" diameter; and firing only every other turn. (Until recently I'd overlooked this last restriction to giant throwing, but it seems highlighted by the phrase "can move on turns they don’t throw missiles", which would seem unnecessary if it wasn't a forced-reload time.) Some limitations to who gets killed are given a bit later on:
CATAPULT FIRE VS. FANTASTIC FIGURES: Only the following kinds of fantastic creatures will be subject to catapult fire (including missile fire by Giants): Halflings, Sprites, Dwarves, Gnomes, Goblins, Kobolds, Elves, Fairies, Orcs, Heroes, Anti-heroes, Wights, Ghouls, Lycanthropes, Ogres, Treants, and Rocs. [CM, p. 38]
In terms of Chainmail Fantasy, this then excludes these types -- Super-heroes, Wizards, Trolls, Giants, Dragons, and Elementals. I suppose it's something of an open question for Basilisks, Cockatrice, Giant Spiders and Insects, and Giant Wolves, which are not mentioned as being vulnerable, but clearly seem weaker than other types (and listed in terms of "defend as a Lycanthrope", etc.)

Note that there are no differing giant types yet. Likewise, there's only one dragon explicitly detailed in Chainmail ("We will deal here with the great Red Dragon (Draco Conflagratio, or Draco Horribilis)"; also p. 35). Variation in types is emblematic of the expansion (or bloat) that is endemic to the commercial enterprise in later editions.


Original D&D
GIANTS: As stated in CHAINMAIL, Giants act as mobile light catapults with a 20" range. [OD&D Vol-2, p. 8]
That's actually all OD&D has to say about giant rock throwing. It's a good example of how dependent OD&D is on using Chainmail for actual combat resolution.

The next sentence does say, "Due to their huge weapons all Giants will score two dice of damage when hitting an opponent", but is that for melee only? It's slightly unclear if missiles use the old Chainmail "kill all humans", or if they should use the new 2d6. (The following table also notes that Stone Giants specially "Throw as a heavy catapult".) I know if I'm running OD&D giants I feel like there's a good bit of ambiguity there.


Holmes D&D
Giants can throw rocks like a catapult, range 200 feet with a 20 foot hit area. Each rock does 2 dice of damage to anything it hits. A giant can throw one rock every 5 melee rounds. [Holmes D&D, p. 26]
After this passage, the rest of the Holmes D&D giant description is a recapitulation of the "Fire Optional" rule from Chainmail catapults: declare a range and roll 2d6 for over/under that for exact location of the throw on the tabletop. "Anything within 2 inches of the impact is hit. If figures are not used, treat the thrown rock as an arrow or other missile on the combat table." [See the full text.]

So here we see that we've explicitly changed from Chainmail's "kill everything under 6HD" (basically) to 2d6 damage. We've also wrapped in the variation rule (which previously was optional), and reduced rate-of-fire from every 2 rounds (by reference in Chainmail/OD&D) to only once every 5 rounds. I think these edits are very wise, as the effect of giant-throwing is overwhelmingly powerful if it affects everyone in a blast area and totally bypasses the armor mechanic, without some serious reduction in damage and rate-of-fire. Without the change, I'd think that giants would nearly always avoid melee in favor of throwing.

But this is actually the last time we'll see this mechanic for giant throwing; it wasn't carried forward into any later edition of D&D. Instead, the attack form is hereafter absorbed into the standard D&D "to hit" roll motif versus a single target (as alluded to in the last line quoted above). We've discussed giants a few times on the blog before (see very end here), and many commentators have expressed favor for giant stones acting as area-effect grenade-like weapons; but after OD&D and the Holmes book, this mechanic was no longer officially used.

One other point highlighting the method's end-of-the-line status: This is the only place in all of the Holmes D&D rules where any distance is expressed in inches ("Anything within 2 inches of the impact is hit"). With the ironic single exception of an earlier passage that prepares you to see that a lot ("Since DUNGEONS & DRAGONS was originally written for wargamers who are used to miniature figures, distances are often given in inches... 1 inch = 10 feet" [Holmes, p. 9]).


Advanced D&D (1st Edition)
All giants are very strong, with strengths ranging from 19 to 25 as compared with humans. Because of this strength, they are able to pick up rocks and hurl them as if the missile were shot from a catapult, but without the minimum range restrictions of the device. [1E MM, p. 44]
Keep in mind that the 1E Monster Manual was the first of the AD&D books to be released, and was largely a consolidation of the OD&D monsters in the various volumes (desperately needed at the time, since basic monster stats were in a separate section or even book from their damage statistics). So it's no surprise that the language is mostly the same. Throwing damage keeps the revisions first seen in the Greyhawk supplement (Sup-I); still 2 dice, but the dice may now be 8, 10, or 12-sided (depending on type).

One thing that's added is the possibility of catching opposing missiles, as shot by each giant type. For example: "Adult hill giants are able to hurl rocks from 1” to 20” distances, inflicting 2-16 hit points of damage. They are able to catch similar missiles 30% of the time." [1E MM, p. 45]

Something that's been kept is the comparison of giant throwing to catapults (see quote above). But interestingly, when siege engines appear in the AD&D DMG (published 2 years later), they no longer appear to have the area-effect capacity that they did back in Chainmail. Rules in the DMG for catapults (and the like; p. 108-109) are to make a normal to-hit roll with certain adjustments against a single specific target. Only if it's a miss is the "Grenade-Like Missiles" section consulted for possible bounce onto another target (or alternatively, if a target is totally unseen due to cover, then "A target area must be named and the GRENADE-LIKE MISSILES determination is then used to find where the missile actually hits." [1E DMG, p. 109]). It does say that "As noted in the GRENADE-LIKE MISSILES section, missiles from small catapults are considered to be of 1' diameter, those from trebuchets 2'" [p. 109]


Advanced D&D (2nd Edition)

2E AD&D doesn't appear to have any special general language about giant rock-throwing. Each individual giant type simply has it listed as a missile attack, with the same parameters as 1E. (Example: "Hill giants... hurl rocks for 2-16 (2d8) points of damage. Their targets for such attacks must be between 3 and 200 yards away from the giant. They can catch rocks or other similar missiles 30% of the time." [2E MM]) Cloud giants appear to have their rock-catching ability removed, but that's probably just an oversight.


Rules Cyclopedia
All giants can throw boulders as missile weapons, though the range varies. Any hit from a thrown boulder inflicts 3d6 points of damage. Throwing ranges in yards (for outdoor encounters) are given for each giant. If encountered in a dungeon, the range should be read as feet. [RC, p. 179]
So at this point in the BX/BXCMI evolution, giant throwing damage has been boosted from 2d6 to 3d6. The maximum range is mostly as it was before: earlier 20" here written as 200 yards/feet for most types. Hill giants have been reduced to range 100; stone giants get 300. We also see ranged categories such as "100/200/300", indicating that standard ranged attack penalties apply (which is not something we saw in any other edition up to this point). No sign of any area-attack effect is given; neither is the AD&D "catching" ability present.


d20 System D&D (3rd Edition)

Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the giant’s variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).

Rock Catching (Ex): A giant of at least Large size can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant must be ready for and aware of the attack. [3E SRD]

Here we see that the overall throwing ability is clearly part of the standard missile attack metaphor, including standard ranged penalties. The catching ability is included (with the necessary detail expanding over time, as usual). Range increments (as per 3E) are 120 feet for hill/frost/fire giants, 140 feet for cloud giants, and 180 feet for stone giants. With up to 5 increments maximum, that's a total of 600, 700, or 900 feet -- a whole lot farther than the 200 feet underground that we'd see in OD&D/Holmes/1E/RC, but matching the non-scaling 200 yards that you get in 2E.


(Photo by nhussein under CC2.)

2011-08-01

Spells Through the Ages – Lightning Bolt

Had any summer thunderstorms lately? (We did last night.) Today, let's take a look at the effects of the D&D lightning bolt. Recall that lightning bolt has its true origin in the Chainmail mechanics for cannon-fire (with their bouncing-cannonballs line-of-effect), and, along with fireballs, was one of the two primary wizard powers called "Missiles" in that ruleset.


Chainmail Fantasy

In Chainmail Fantasy, lightning bolts were described in tandem with fireballs in the section detailing the wizard's "Missile" powers. See here.


Original D&D

Lightning Bolt: Utterance of this spell generates a lightning bolt 6" long and up to 3/4" wide. If the space is not long enough to allow its full extension, the missile will double back to attain 6", possibly striking its creator. It is otherwise similar to a Fire Ball, but as stated in CHAINMAIL the head of the missile may never extend beyond the 24" range. [OD&D Vol-1, p. 25]
As usual, OD&D was built on a foundation that assumed use of Chainmail for all the basics of turn sequence, combat, morale, ranged weapons fire, fantasy unit abilities, etc., etc. The lightning bolt spell is one of many places that explicitly highlight this linkage. Note that while the area in Chainmail was simply "3/4" wide", here it is given variation of "up to 3/4" wide" (I'm not sure what the advantage might be to that). Vol-3 has additional commentary on the "rebound" rule, which was introduced for both fireball and lightning bolt in exchange for not blowing up stonework equal to their full volume. I find that rule pretty suspect: see here (under OD&D).


Holmes D&D

Lightning bolts are not detailed in Holmes D&D. No spellcaster powers of 3rd level or above are so given in the book. Although the wand of fireballs was included among the list of magic items (again: here under Holmes D&D), the wand of lightning bolts was not. Perhaps this signals the greater iconic standing of the fireball over its sister spell (and also its higher power/area-of-effect).


Advanced D&D (1st Edition)

Lightning Bolt (Evocation)

Level: 3
Range: 4" + 1"/level
Duration: Instantaneous
Area of Effect: Special
Components: V, S, M
Casting Time: 3 segments
Saving Throw: ½

Explanation/Description: Upon casting this spell, the magic user releases a powerful stroke of electrical energy which causes damage equal to 1 six-sided die (d6) for each level of experience of the spell caster to creatures within its area of effect, or 50% of such damage to such creatures which successfully save versus the attack form. The range of the bolt is the location of the commencement of the stroke, i.e. if shot to 6", the bolt would extend from this point to n inches further distance. The lightning bolt will set fire to combustibles, sunder wooden doors, splinter up to 1' thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be made for objects which withstand the full force of a stroke (cf. fireball). The area of the lightning bolt's effect is determined by the spell caster, just as its distance is. The stroke can be either a forking bolt 1" wide and 4" long, or a single bolt ½" wide and 8" long. If a 12th level magic-user cast the spell at its maximum range, 16" in this case, the stroke would begin at 16" and flash outward from there, as a forked bolt ending at 20" or a single one ending at 24". If the full length of the stroke is not possible due to the interposition of a non-conducting barrier (such as a stone wall), the lightning bolt will double and rebound towards its caster, its length being the normal total from beginning to end of stroke, damage caused to interposing barriers notwithstanding. Example: An 8" stroke is begun at a range of 4", but the possible space in the desired direction is only 3½"; so the bolt begins at the 3½" maximum, and it rebounds 8" in the direction of its creator. The material components of the spell are a bit of fur and an amber, crystal or glass rod. [1E PHB, p. 74]
Again, an expansion similar to that of fireball. In fact, the connection of the two "missile" spells is still explicit, as the new information on heat and destructiveness to inanimate objects refers back to the other spell for details ("cf. fireball").

In OD&D we saw an allowed area of "up to 3/4" wide"; now the option is restricted to one of two types, either 1" or ½" wide. (The width has modified a bit like that each edition.) The length is no longer simply 6" (classic multiple-of-3 as per the roots of the system), but either 2" shorter or longer (depending on the width chosen).

Whereas in prior editions, the range for both fireball and lightning bolt was an identical 24", here the lightning bolt appears to be given a disadvantageous range (fireball 10"+1"/level versus lightning bolt 4"+1"/level). However, that's counterbalanced by a change in direction to how the bolt head is placed: previously it said "body extends 6" behind it" [CM/OD&D], but now we are told, "the bolt would extend from this point to n inches further distance". So in some sense we've gained back the 6" difference; wizards can't be hit by placing their lightning bolts too close, and the spells have an equal total range (at least on average) like they used to.

Finally, a little bit of extra detail in the errata-like section of the DMG:
Lightning Bolt: Note that physical damage is not exceptional, so that if a solid wall is struck, the bolt effectively rebounds its full remaining distance. If it strikes a barrier which is shattered/broken through by the force of the stroke, then the bolt continues beyond. [1E DMG, p. 45]


Advanced D&D (2nd Edition)

Lightning Bolt
(Evocation)

Range: 40 yds. + 10 yds./level
Duration: Instantaneous
Area of Effect: Special
Components: V, S, M
Casting Time: 3
Saving Throw: ½

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum damage per level of 10d6) to each creature within its area of effect. A successful saving throw vs. spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (for example, if a 40-foot bolt was started at 180 feet from the wizard, the far end of the bolt would reach 220 feet (180 + 40). The lightning bolt may set fire to combustibles, sunder wooden doors, splinter up to a half-foot thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be rolled for objects that withstand the full force of a stroke (see the fireball spell). If the damage caused to an interposing barrier shatters or breaks through it (i.e., the saving throw fails), the bolt continues. A bolt can breach 1 inch of wood or half an inch of stone per caster level, up to a maximum of 1 foot of wood or half a foot of stone.

The lightning bolt's area of effect is chosen by the spellcaster: either a forked bolt 10 feet wide and 40 feet long or a single bolt 5 feet wide and 80 feet long. If a bolt cannot reach its full length, because of an unyielding barrier (such as a stone wall), the lightning bolt rebounds from the barrier toward its caster, ending only when it reaches its full length.

For example: An 80-foot-long stroke is begun at a range of 40 feet, but it hits a stone wall at 50 feet. The bolt travels 10 feet, hits the wall, and rebounds for 70 feet back toward its creator (who is only 50 feet from the wall, and so is caught in his own lightning bolt!).

The DM might allow reflecting bolts. When this type of lightning bolt strikes a solid surface, the bolt reflects from the surface at an angle equal to the angle of incidence (like light off a mirror). A creature crossed more than once by the bolt must roll a saving throw for every time it is crossed, but it still suffers either full damage (if one saving throw is missed) or half damage (if all saving throws are made).

The material components of the spell are a bit of fur and an amber, crystal, or glass rod. [2E PHB, Appendix 3]
As expected, that's mostly the same as in 1E. It even still has the "see the fireball spell" linkage in regards to inanimate object saves. Like fireball in 2E, damage has been capped at 10d6. Range has been converted from sliding-scale "inches" to yards (which is a greatly advantageous shift underground; in fact, it's now actually longer than a fireball by 30 yards due to 2E's unique stubbing of that latter spell's range formula). The 1E DMG note on traveling through a shattered barrier is absorbed here (1st paragraph, 2nd-to-last sentence). We also get some explicit thumbnail rules on how thick a barrier it's likely to break for the first time (in the following sentence).

The one totally brand new thing is DM's option to "allow reflecting bolts" (the 4th paragraph), with angle of reflection equal to angle of incidence, as light would actually bounce off a mirrored surface. This would be a change from prior rules where any rebound is always back at the caster (or perhaps just always presuming a perpendicular wall to the caster). As before, I propose the alternate solution of possibly having lightning bolts simply ground into the earth when they hit a solid barrier.


Rules Cyclopedia

Lightning Bolt
Range: 180'
Duration: Instantaneous
Effect: Bolt 60' long, 5' wide

This spell creates a bolt of lightning, starting up to 180' away from the caster and extending 60' in a straight line further away. All creatures within the area of effect take 1d6 points of damage per level of the spellcaster. (Thus a 6th level elf would cast a lightning bolt doing 6d6 points of damage.)

Each victim may make a saving throw vs. spells; if successful, he takes only half damage.

If the lightning bolt strikes a solid surface (such as a wall), it will bounce back toward the caster until the total length of the bolt is 60'. [RC, p. 49]
A simpler version than AD&D, which more-or-less maintains the same content as the OD&D language. Area is fixed: always 60' long and 5' wide. As in 1E, it looks like the spell has been shortened (fireball 240', lightning bolt 180'), but when we include the switch-around that the bolt extends forward instead of back, we see that we can still hit something 180+60 = 240 feet away, just like a fireball. The rebound rule is the same as it always was (no 2E style light-like reflection option mentioned). Contextually we recall that BXCMI/RC cap all damage spells at 20d6 (a lot more potent than the 10d6 fireball/lightning cap we got in 2E). And this is the first example we've seen that didn't include a specific link or reference back to fireball.


d20 System D&D (3rd Edition)

Lightning Bolt

Evocation [Electricity]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level) or 50 ft. + 5 ft./level
Area: 5 ft. wide to medium range (100 ft. + 10 ft./level); or 10 ft. wide to 50 ft. + 5 ft./level
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

The character releases a powerful stroke of electrical energy that deals 1d6 points of damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at the character's fingertips.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does. [3E SRD]
This spell description seems to be cut down quite a bit from the prior AD&D line. There's no link to fireball; there are no guidelines for how thick a barrier might be broken; and there are neither any rebound or reflection rules, making it safer for the caster (very much in character for the 3E system). The pass-through-broken-barrier language from the 1E DMG is still included.

The other idea that has been terminated is the use of a separate "bolt" area to be laid down on the tabletop at a distance from the caster (inspired, again, by the bouncing cannonballs shot from Chainmail's cannons). Now the spell simply affects everything from the caster's "fingertips" to the maximum range of the spell. Apparently in compensation for this, the range has been radically reduced in comparison to fireball (400+40 ft/level in 3E), being only one-quarter or one-eighth the total range of that spell (depending on width chosen).


Fireball has always had a great advantage over lightning bolt in terms of overall area-of-effect (in the earliest rules, 12.6 square inches for the former, versus 4.5 for the latter). I think this is even more pronounced in the open field (facing enemies more likely to be in a long line than a deep column; making it hard for the rail-thin lightning bolt to cross multiple figures). Perhaps lightning bolt gains an increase in usefulness in the dungeon, with enemies pinned down in a long corridor in front of the caster? But I think in 3E the massive gimping of the range, along with lack of flexibility in affecting figures directly next to the caster, make it a far less preferable spell in many or most circumstances (even if overall area is now comparable at around, say, 15th level).


(Photo by Pete Hunt under CC2.)