Difference between revisions of "Dungeons & Dragons"

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'''''Dungeons & Dragons''''' (or '''''D&D''''' for short) was the first modern tabletop roleplaying game. The original edition was published in 1974, and ''[[NetHack]]'' draws from it a huge number of [[monster]]s, [[item]]s and concepts, as well as the turn-based probabilistic gameplay style - core game concepts taken into ''NetHack'' from ''D&D'' include [[hit points]], [[armor class]], the six basic [[attribute]]s, and [[alignment]]. While ''NetHack'' draws from many, many sources, the ''D&D'' games may well have been its biggest single influence.
 
'''''Dungeons & Dragons''''' (or '''''D&D''''' for short) was the first modern tabletop roleplaying game. The original edition was published in 1974, and ''[[NetHack]]'' draws from it a huge number of [[monster]]s, [[item]]s and concepts, as well as the turn-based probabilistic gameplay style - core game concepts taken into ''NetHack'' from ''D&D'' include [[hit points]], [[armor class]], the six basic [[attribute]]s, and [[alignment]]. While ''NetHack'' draws from many, many sources, the ''D&D'' games may well have been its biggest single influence.
  
== Monsters and items ==
+
==Monsters and items==
A number of monsters that were created for the ''D&D'' games also made their way into ''NetHack'', such as [[gelatinous cube]]s and [[mind flayer]]s. Much of the taxonomy of magical items is familiar to ''D&D'' players as well: [[potion]]s with (mostly) temporary effects, [[scroll]]s that disappear when read, [[ring]]s that modify statistics or give intrinsic powers when worn (and only one can be worn on a hand), [[wand]]s with charges, and so forth.
+
Much of the ''NetHack'' bestiary originates as creations for the ''D&D'' games, such as [[gelatinous cube]]s and [[mind flayer]]s. Much of the taxonomy of magical items is familiar to ''D&D'' players as well: [[potion]]s with (mostly) temporary effects, [[scroll]]s that disappear when read, [[ring]]s that modify statistics or give intrinsic powers when worn (and only one can be worn per hand), [[wand]]s with charges, and so forth.
  
 
''D&D'' (and by extension ''NetHack'') has always been wildly eclectic, drawing on ancient folklores, contemporary fantasy literature, and the occasional bad pun from our modern world. One example of this is [[Vorpal Blade]], which is a magical item in ''D&D'' (with the same 5% probability of decapitation), but is a reference to the Lewis Carroll poem "Jabberwocky". ''D&D'' once featured a pair of published game adventures set in a world based on Carroll's works, with mad hatters and cheshire cats as well as [[jabberwock]]s.
 
''D&D'' (and by extension ''NetHack'') has always been wildly eclectic, drawing on ancient folklores, contemporary fantasy literature, and the occasional bad pun from our modern world. One example of this is [[Vorpal Blade]], which is a magical item in ''D&D'' (with the same 5% probability of decapitation), but is a reference to the Lewis Carroll poem "Jabberwocky". ''D&D'' once featured a pair of published game adventures set in a world based on Carroll's works, with mad hatters and cheshire cats as well as [[jabberwock]]s.
  
== Spellcasting ==
+
==Spell-casting==
Some of the key differences between ''D&D'' and ''NetHack'' deserve to be mentioned as well, and [[spell-casting]] is a primary source of such divergences: In ''D&D'', spellcasters are able to learn a fixed number of spells each day, based on experience level, and must specify the spells in advance. For instance, a magic user might specify magic missile, wizard lock, knock, and lightning bolt, and that would be it for the day—no refunds, no exchanges. Class-based restrictions are much more of an issue in ''D&D'' as well - magic users (wizards) and clerics (priests) are the primary spellcasters, and other classes have little to no ability to do any casting at all (and can't even read most scrolls). On the other hand, magic users are not even permitted to wear armor or use all but a few weapons (notably dagger and staff), and clerics are not allowed to use pointed or edged weapons.
+
One of the many key differences between ''D&D'' and ''NetHack'' is the [[spellcasting]] system:
  
In current versions ''NetHack'', spell-casting is based on a combination of magical energy points and occasional re-memorization of spells. In [[NetHack 3.2.3]] and prior versions, spell-casting was closer to a "Vancian" system.
+
* In ''D&D'', spellcasters are able to learn a fixed number of spells each day, based on experience level, and must specify the spells in advance. For instance, a magic user might specify magic missile, wizard lock, knock, and lightning bolt, and that would be it for the day—no refunds, no exchanges. Class-based restrictions are much more of an issue in ''D&D'' as well - magic users (wizards) and clerics (priests) are the primary spellcasters, and other classes have little to no ability to do any casting at all (and can't even read most scrolls). On the other hand, magic users are not even permitted to wear armor or use all but a few weapons (notably dagger and staff), and clerics are not allowed to use pointed or edged weapons.
 +
* In [[NetHack 3.2.3]] and prior versions, spell-casting was closer to a "Vancian" system. Starting with [[NetHack 3.3.0]], spell-casting is based on a combination of magical energy points and occasional re-memorization of spells.
  
 
==Monsters==
 
==Monsters==
:''This list may be incomplete.''
+
The following is a non-exhaustive list of monsters derived from various ''Dungeons & Dragons'' media, arranged generally in order of monster class; ''NetHack'' has generally adapted monsters directly from the earlier Monster Manual for each edition, with adjustments made to their AC and hit dice accordingly.
  
 
*[[Angelic being]]s:
 
*[[Angelic being]]s:
**{{monsymlink|couatl}}
 
 
**{{monsymlink|Aleax}}
 
**{{monsymlink|Aleax}}
 
**{{monsymlink|Angel}}
 
**{{monsymlink|Angel}}
 +
**{{monsymlink|Archon}}
 +
**{{monsymlink|couatl}}
 
**{{monsymlink|ki-rin}}
 
**{{monsymlink|ki-rin}}
**{{monsymlink|Archon}}
 
*{{monsymlink|black pudding}}
 
 
*{{monsymlink|Chromatic Dragon}}
 
*{{monsymlink|Chromatic Dragon}}
*{{monsymlink|green slime}}
+
*{{monsymlink|stalker}}
 +
*[[Pudding]]s:
 +
**{{monsymlink|black pudding}}
 +
**{{monsymlink|green slime}}
 +
*[[Rust monster or disenchanter]]:
 +
**{{monsymlink|rust monster}}
 +
**{{monsymlink|disenchanter}}
 +
*{{monsymlink|troll}}
 +
*{{monsymlink|umber hulk}}
 +
*{{monsymlink|xorn}}
 
*{{monsymlink|gelatinous cube}}
 
*{{monsymlink|gelatinous cube}}
*{{monsymlink|cockatrice}}
+
*[[Cockatrice (monster class)|Cockatrices]]:
*{{monsymlink|pyrolisk}}
+
**{{monsymlink|cockatrice}}
 +
**{{monsymlink|pyrolisk}}
 
*[[Piercer]]s:
 
*[[Piercer]]s:
 
**{{monsymlink|rock piercer}}
 
**{{monsymlink|rock piercer}}
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**{{monsymlink|glass piercer}}
 
**{{monsymlink|glass piercer}}
 
*{{monsymlink|leocrotta}}
 
*{{monsymlink|leocrotta}}
*{{monsymlink|mind flayer}}
+
*[[Trapper or lurker above]]:
*{{monsymlink|trapper}}
+
**{{monsymlink|trapper}}
*{{monsymlink|lurker above}}
+
**{{monsymlink|lurker above}}
*{{monsymlink|stalker}}
 
 
*[[Werecreature]]s:
 
*[[Werecreature]]s:
 
**{{monsymlink|wererat}}
 
**{{monsymlink|wererat}}
 
**{{monsymlink|werejackal}}
 
**{{monsymlink|werejackal}}
 
**{{monsymlink|werewolf}}
 
**{{monsymlink|werewolf}}
*{{monsymlink|rust monster}}
 
*{{monsymlink|disenchanter}}
 
*{{monsymlink|umber hulk}}
 
*{{monsymlink|xorn}}
 
*{{monsymlink|troll}}
 
 
*[[Demon lord]]s:
 
*[[Demon lord]]s:
 
**{{monsymlink|Juiblex}}
 
**{{monsymlink|Juiblex}}
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===SLASH'EM===
 
===SLASH'EM===
[[SLASH'EM]] has additional monsters inspired by ''Dungeons & Dragons'':
+
[[SLASH'EM]] includes several additional monsters derived from or inspired by ''Dungeons & Dragons''.
  
 +
*Angelic beings
 +
**[[Deva]]s:
 +
***{{monsymlink|movanic deva}}
 +
***{{monsymlink|monadic deva}}
 +
***{{monsymlink|astral deva}}
 +
**{{monsymlink|Planetar}}
 +
**{{monsymlink|Solar}}
 +
*{{monsymlink|Vecna}}
 +
** The [[Hand of Vecna]]
 
*{{monsymlink|beholder}}
 
*{{monsymlink|beholder}}
*{{monsymlink|basilisk}}
 
 
*{{monsymlink|caterwaul}}
 
*{{monsymlink|caterwaul}}
*[[Deva]]s:
+
*{{monsymlink|kamadan}}
**{{monsymlink|movanic deva}}
+
*{{monsymlink|phase spider}}
**{{monsymlink|monadic deva}}
 
**{{monsymlink|astral deva}}
 
*{{monsymlink|Planetar}}
 
*{{monsymlink|Solar}}
 
 
*{{monsymlink|gibberling}}
 
*{{monsymlink|gibberling}}
 
*{{monsymlink|grimlock}}
 
*{{monsymlink|grimlock}}
*{{monsymlink|kamadan}}
 
*{{monsymlink|phase spider}}
 
*{{monsymlink|Vecna}} (and the [[Hand of Vecna]])
 
 
*[[Werecreature]]s:
 
*[[Werecreature]]s:
 
**{{monsymlink|werepanther}}
 
**{{monsymlink|werepanther}}
Line 83: Line 88:
 
**{{monsymlink|weresnake}}
 
**{{monsymlink|weresnake}}
 
**{{monsymlink|werespider}}
 
**{{monsymlink|werespider}}
 +
*{{monsymlink|basilisk}}
  
 
===EvilHack===
 
===EvilHack===
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* [[dnd:Main Page|Dungeons and Dragons Wiki]]
 
* [[dnd:Main Page|Dungeons and Dragons Wiki]]
 
* [https://archive.wired.com/gaming/virtualworlds/news/2008/03/ff_gygax?currentPage=all "Dungeon Master: The Life and Legacy of Gary Gygax" -- A nice piece of history behind DnD.]
 
* [https://archive.wired.com/gaming/virtualworlds/news/2008/03/ff_gygax?currentPage=all "Dungeon Master: The Life and Legacy of Gary Gygax" -- A nice piece of history behind DnD.]
 
+
{{nethack-366}}
 
[[Category:Games]]
 
[[Category:Games]]
{{nethack-366}}
 

Revision as of 06:36, 20 July 2022

Dungeons & Dragons (or D&D for short) was the first modern tabletop roleplaying game. The original edition was published in 1974, and NetHack draws from it a huge number of monsters, items and concepts, as well as the turn-based probabilistic gameplay style - core game concepts taken into NetHack from D&D include hit points, armor class, the six basic attributes, and alignment. While NetHack draws from many, many sources, the D&D games may well have been its biggest single influence.

Monsters and items

Much of the NetHack bestiary originates as creations for the D&D games, such as gelatinous cubes and mind flayers. Much of the taxonomy of magical items is familiar to D&D players as well: potions with (mostly) temporary effects, scrolls that disappear when read, rings that modify statistics or give intrinsic powers when worn (and only one can be worn per hand), wands with charges, and so forth.

D&D (and by extension NetHack) has always been wildly eclectic, drawing on ancient folklores, contemporary fantasy literature, and the occasional bad pun from our modern world. One example of this is Vorpal Blade, which is a magical item in D&D (with the same 5% probability of decapitation), but is a reference to the Lewis Carroll poem "Jabberwocky". D&D once featured a pair of published game adventures set in a world based on Carroll's works, with mad hatters and cheshire cats as well as jabberwocks.

Spell-casting

One of the many key differences between D&D and NetHack is the spellcasting system:

  • In D&D, spellcasters are able to learn a fixed number of spells each day, based on experience level, and must specify the spells in advance. For instance, a magic user might specify magic missile, wizard lock, knock, and lightning bolt, and that would be it for the day—no refunds, no exchanges. Class-based restrictions are much more of an issue in D&D as well - magic users (wizards) and clerics (priests) are the primary spellcasters, and other classes have little to no ability to do any casting at all (and can't even read most scrolls). On the other hand, magic users are not even permitted to wear armor or use all but a few weapons (notably dagger and staff), and clerics are not allowed to use pointed or edged weapons.
  • In NetHack 3.2.3 and prior versions, spell-casting was closer to a "Vancian" system. Starting with NetHack 3.3.0, spell-casting is based on a combination of magical energy points and occasional re-memorization of spells.

Monsters

The following is a non-exhaustive list of monsters derived from various Dungeons & Dragons media, arranged generally in order of monster class; NetHack has generally adapted monsters directly from the earlier Monster Manual for each edition, with adjustments made to their AC and hit dice accordingly.

Variants

Multiple variants take varying amounts of additional inspiration from Dungeons & Dragons, depending on that variant's design philosophies.

SLASH'EM

SLASH'EM includes several additional monsters derived from or inspired by Dungeons & Dragons.

EvilHack

EvilHack draws heavily from Advanced Dungeons & Dragons for its updated bestiary, additional items, and existing item changes.

dNetHack

dNetHack draws heavily from both Advanced Dungeons & Dragons and the Cthulhu Mythos for its added monsters.

See also