Used the Monster Creator in the DMG I just made a Frost Giant Jarl using the DMG's monster creation rules. Overall it turned out well. It came up CR 14 which is what I aimed for and he seems suitably challenging and powerful for his level.
The final manual of the first three core books. Describes the actual AD&D game system (in unbelievable detail).
Dungeon Masters Guide by Gary Gygax
After more than two years since tantalizing players with the AD&D Monster Manual, Gygax finished work on his most impressive project, the Dungeon Masters Guide. Oft-criticized for its complicated rules and wordiness, the DMs Guide nevertheless has held up remarkably well over time, and is an impressive milestone in role-playing-game history.
Printing Information |
The Dungeon Masters Guide lacks printing information on the copyright page, at least up until 1985. Much of what we have learned has been through extensive detective work; special thanks to Paul Stormberg for divining much of the information below. Thanks also Jim Fetzner, Paul Hennz, Rudy Hess, Oliver Rathbone, Bruce Robertson, and Jean-Philippe Suter for their contributions.
Because it is very difficult to determine what printing you have, you may find this flowchart easier to follow.
First (Aug 1979)
Wizard logo
Cover art is of three adventurers fighting a large efreet
Flyleaves and endpapers are a yellow-orange color
'ADVANCED D&D' in the angled yellow banner is too large, and the 'D' of 'ADVANCED' partially runs off the cover
Wizard logo and TSR address appear on spine
No ISBN on spine, back cover, or title page
Textblock is stitched 5/8' apart
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Spine inlay is yellow and red striped fabric
232 numbered pages
This designation refutes Harold Johnson in Collectable Toys and Values (Meyer 1994) and 'The Story of TSR' in the Silver Anniversary Collector's Set (1999). Both of these sources indicate that the Second Print Alpha, below, is the first print run. The full argument suggesting this print to be the First print may be found here.
Estimated print run is 40,000
This print was first available at GenCon XII (August 16-19, 1979)
Thanks to Hugh Marbach for the scan
Second Alpha (Aug 1979)
Wizard logo
Cover art is of three adventurers fighting a large efreet
Endpapers and flyleaves are a yellow-orange color
'ADVANCED D&D' in the angled yellow banner has been downsized, and no longer has the 'D' of 'ADVANCED' running off the edge of the cover
Wizard logo and TSR address appear on spine
No ISBN on spine, back cover, or title page
Textblock is now stitched 1' apart, on this an all subsequent prints (up to and including the Eighth print)
Spine inlay is no longer yellow and red striped fabric, on this and all subsequent prints
232 numbered pages
According to Harold Johnson in Collectable Toys and Values and 'The Story of TSR' in the Silver Anniversary Collector's Set, this print had sixteen pages of the Monster Manual (Fourth Print) mistakenly bound within. Johnson relates in his interview that copies of this print went out to retailers via outer shipping. Once the error was detected, the books were recalled, the covers were removed, the correct pages were inserted, and the books were rebound with the old covers (see Second Print Beta below). However, at least a few copies were purchased by customers before the recall and remain in circulation. The pages for the DMG were apparently printed 16 to a sheet (8 on the front and 8 on the back), known as a signature, then cut to be bound in the book. In this case, the printer printed one side of the sheet with the DMG pages and the other with the Monster Manual pages. When they were cut and bound, alternating pairs of facing pages were thus either DMG or MM pages. The MM pages were also placed in their technically correct position in the book -- the page numbers were the correct MM page numbers, replacing the page of the same number in the DMG. The specific pages that contained Monster Manual data were: 98/99 (facing pages), 102/103 (facing pages), 106/107 (facing pages), and 110/111 (facing pages), for a total of 8 MM pages. As a result (of this, as well as the issue with the Third Print Alpha below), there was a severe supply shortage of the Dungeon Masters Guide in those early months
A very rare DMG print. Only a few of these copies with Monster Manual pages managed to escape the recall
Second Beta (Aug-Sept 1979)
Recalled and rebound printing. As above, but MM pages were replaced by newly printed DMG pages and the books were rebound with the same covers. This print is recognizable by examining the endpapers -- the old endpapers are pasted over with the new endpapers. Also the textblock may have been stapled (three big staples) or re-stitched too far into the textblock during rebinding, leaving the gutter between pages too small or non-existent. Some text disappears into the gutter as a result. Also the new 16-page signatures were cut oddly and some page numbers are very close to the bottom edge of the page, with the text on those pages at a slight angle (quick check: page 99)
This print is otherwise identical to the Second Print Alpha, above
Third Alpha (Sept-Nov 1979)
The third print run (again, 40,000 copies), printed just two weeks after the Second Print, had the cover of every other book deeply scored across the front cover by a loose wire on the boxing machine. This run was recalled, the good books sorted out and shipped, and the scarred covers replaced (confirmation needed)
Third Print Alpha is the unscarred book that was shipped out. There should be about 20,000 of these in circulation
Wizard logo
Cover art is of three adventurers fighting a large efreet
Endpapers and flyleaves are a yellow-orange color
'ADVANCED D&D' in the angled yellow banner has been downsized, and no longer has the 'D' of 'ADVANCED' running off the edge of the cover
Wizard logo and TSR address appear on spine
No ISBN on spine, back cover, or title page
232 numbered pages
You can distinguish this print from the Second Prints, above, by looking for two factors: no Monster Manual pages within, and no pasted-over endpapers
Third Beta (Sept-Nov 1979)
Third Print Beta is the scarred book that escaped the recall (confirmation needed; no specimens of this print have yet been spotted)
Other than the scar mark on the front cover, this print is otherwise identical to the Third Print Alpha, above
Third Gamma (Sept-Nov 1979)
Third Print Gamma is the scarred book that was recalled and the cover was replaced. This print is recognizable by examining the endpapers. The old endpapers are pasted over with the new endpapers. The holes from the previous binding are visible
The only discernable difference between this print and the Second Beta, above, is page 99: the text here is not at an angle
This print is otherwise identical to the Third Print Alpha, above
Fourth (Sept-Dec 1979)
Endpapers and flyleaves are white
This print is otherwise identical to the Third Print Alpha, above
Fifth (Sept-Dec 1979)
Wizard logo
Cover art is of three adventurers fighting a large efreet
Endpapers and flyleaves are a yellow-orange color
'ADVANCED D&D' in the angled yellow banner has been downsized, and no longer has the 'D' of 'ADVANCED' running off the edge of the cover
Wizard logo and 'TSR Games' appears on the spine instead of TSR address. Wizard logo on spine is smaller
ISBN now appears on spine and lower left corner of back cover
232 numbered pages
Sixth Alpha (Dec 1979) (Revised Edition)
Wizard logo
Cover art is of three adventurers fighting a large efreet
Endpapers and flyleaves are a yellow-orange color
'ADVANCED D&D' in the angled yellow banner has been downsized, and no longer has the 'D' of 'ADVANCED' running off the edge of the cover
Wizard logo and 'TSR Games' appears on the spine instead of TSR address. Wizard logo on spine is smaller
ISBN now appears on spine, lower left corner of back cover, and bottom of title page
Title page now says 'Revised Edition — December, 1979'. Dragon Magazine #35 has an Errata article describing the revisions; click the link to read it.
Adds text, errata, Appendices O and P, product catalog, reference sheets, and survey form. Reference sheets are perforated
Removes Todd Oleck artwork (pg. 40 of 5th and earlier prints) and Dave Sutherland artwork (pg. 119 of 5th and earlier prints), presumably to accommodate the new layout. Some artwork is also resized and moved
238 numbered pages
Sixth Beta (1980)
Endpapers and flyleaves are white
Has a survey form, and reference sheets are perforated
238 numbered pages
This print is otherwise identical to the Sixth Alpha print, above
Sixth Gamma (1980)
Endpapers and flyleaves are white
The text on the spine is aligned to the 'bottom' of the spine, rather than being centered. This is possibly due to the printer using a slightly thinner cover and/or page stock, resulting in a thinner overall book
No survey form, and reference sheets are NOT perforated
236 numbered pages
This print is otherwise identical to the Sixth Alpha print, above
Seventh(1981)
TSR Face logo
Cover art is of three adventurers fighting a large efreet
Endpapers and flyleaves are white
Angled yellow banner with 'ADVANCED D&D' and adding 'Adventure Games' below that
TSR Face logo on spine. 'TSR Games' has been removed
'ADVANCED D&D' is now followed by 'Adventure Games' on spine
ISBN now appears on spine, lower left corner of back cover, and bottom of title page
'ESSENTIAL REFERENCE INFORMATION FOR GAMEMASTERING ADVANCED D&D™' on the front cover is changed to: 'ESSENTIAL REFERENCE INFORMATION FOR GAMEMASTERING ADVANCED D&D™ GAMES'
No survey card, and reference sheets are NOT perforated
Textblock is no longer stitched, but glued (adhesive binding)
238 numbered pages
Thanks to Michael Deaton for the scan
Eighth (1983)
Cover art is updated, in line with the other AD&D manuals; depicts a DM opening a pair of large doors
Orange spine
Copyright page still states 'Revised Edition, Dec 1979', and still describes the rear cover artwork as depicting the City of Brass
We've had to 'squish' the previous printings into several Alpha/Beta/Gamma prints so as not to collide with the actual print numbers that began to appear on the copyright page around 1985. Yes, it's a mess. Blame TSR -- there were far more than ten actual prints of the DMG by 1987!
Printing info most likely began to be added to the copyright page around 1985; discoveries of print info lower than 9th will throw our sequence above into chaos. :) The 9th printing was in August 1987, 10th printing was in 1987, the 11th printing was in April 1988, the 12th printing was in November 1988, the 13th printing was in July 1989, and the 14th printing was in July 1990. The description on the copyright page of the rear-cover artwork was never corrected. (Thanks to Michael Deaton and Gordon Richards for help with this info).
Auction Commentary |
First prints are reasonably scarce, but by no means 'rare' -- a Second Alpha print, with the Monster Manual pages inside, is much rarer.
While messing around with monster creation, I started comparing 5e Monster Manual creatures with the 5e guidelines for creating monsters (DMG page 274). Based on my number crunching, it looks like the DMG’s central monster creation chart, “Monster Statistics by Challenge Rating”, isn’t in line with the Monster Manual, and if you try to follow it you will get monsters that don’t look much like Monster Manual monsters.
This may be widely known and only new to me, but I haven’t found anything definitive or official on it. A fairly cursory search only turns up a few argumentative message board discussions and some pretty good Howling Tower posts (such as https://koboldpress.com/howling-tower-monster-stats-part-2/ where Steve Winter graphs the discrepancies but backs off the conclusion that the DMG chart is incorrect.
In this post, I’ll try to show the data that suggests to me that the chart is wrong.
Note: the process of creating a monster stat block is long and convoluted: according to the DMG it’s a 20-step process (!) and one of the steps involves executing another 4-step process detailed elsewhere. So there’s lots of room for error, and I could have a lot of things wrong. But the basic process is: figure out the monster’s Defensive CR, which is primarily determined by HP but modified by AC, resistances, and some traits; figure out its Offensive CR, which is primarily determined by average damage over three rounds of combat, modified for burst damage, area of effects, and various traits and abilities, and also by attack bonus or spell save DC; and then average the offensive and defensive numbers to get the final CR.
Hit Points
The first clue that the DMG chart is wrong is in the hit points column of the chart. According to the chart, for instance, a CR 1/4 monster has 36-49 HP. However, let’s look at some CR 1/4 monster hit points. Boar, 11 HP. Goblin, 7 HP. Skeleton, 13 HP. Wolf, 11 HP. The CR 1/4 monster with the highest HP is the mud mephit, with 27 HP, still significantly less than the low end of the DMG-suggested hit point range.
The Monster In The Dmg Dnd 2
Here’s a chart of the DMG-suggested Hit Points versus the average hit points per level from the Monster Manual: purple bar is the DMG’s Hit Point recommendations by CR, blue bar is the actual average HP from the Monster Manual.
That weird dip at CR 18 is because the demilich is the only CR 18 monster. And in fact, there are so few data points above level 10 that any analysis above level 10 should be taken with a grain of salt. Even ignoring the demilich and the dearth of high level data, you can see that the Monster Manual Hit Points skew way low.
The DMG monster creation rules have lots of adjustments to be made: monsters with lots of resistances and immunities are to have their “effective HP” adjusted upwards; and defensive abilities, such as damage transfer, regeneration, or magic resistance also adjust the effective HP. However, on examination, these adjustments don’t actually account for the extra HP in the DMG chart. In fact, they don’t do much at all. Examine the following chart:
In the chart above, “mm no defenses” means those monsters with few resistances and no significant defensive abilities. You’d expect these monster to have the highest hit points. “mm low resistance” are the monsters with few resistances, whether or not they have defensive abilities. “mm high resistance” means those monsters with more than 3 resistances or immunities: you’d expect these monsters to have the lowest hit points. (Many of these bars are broken because there are CRs at which there are no monsters which meet these qualifications.)
In fact, below level 12 – where we have enough data points to do reasonable analysis – there are no significant hit point differences between monsters with high special defenses/resistances/immunities and those without. At high levels, it is plausible that high-immunity monsters may have lower hit points, though we really need more data points to be sure. However, the overall trend lines are clear: none of these groups of monsters has anything like the hit point totals recommended in the DMG – even the no-defense brutes.
Conclusion: In the Monster Manual, hit points are much lower than the values presented in the DMG. Furthermore, special defenses, resistances and immunities don’t seem to be related to hit points.
Armor Class
Now let’s add armor class into the analysis. In the DMG, hit points and armor class are both used to determine “defensive CR” so perhaps it doesn’t make sense to analyze one without the other.
First of all, a simple analysis of real Monster Manual AC versus expected DMG AC.
Apart from high levels, Monster Manual and DMG ACs are close: usually within a point of AC.
Could Armor Class solve our Hit Point problems? Perhaps low-AC monsters have proper DMG Hit Point values?
Here is a chart of the average hit points of monsters grouped by AC.
“Low ac hp” is HP of the monsters with AC lower than the DMG AC value. You’d expect these guys to have high hit points. “High ac hp” have higher than average AC and theoretically should have lower than average hit points. “Target HP” are the monsters whose AC exactly matches the DMG AC expectations.
As you can see, below level 11, there is no significant difference in HP between those monsters with high and low HP. Above level 11, things are swingy as usual because of fewer data points, but there is no obvious through line that suggests that there is any relationship between AC and HP.
Conclusion: In the Monster Manual, AC values are on par with those presented in the DMG. Hit points and AC do not seem to be correlated in any meaningful way.
Damage
It takes quite a few steps to calculate a monster’s “average” damage according to the instructions in the Monster Manual. The process is: figure out the average damage for the first 3 rounds of combat. Assume that all monster attack hits and all hero saving throws fail. All area attacks hit two people, and all ongoing effects (like being swallowed) last for one turn. Effects like Charge or Pounce happen once.
The Monster In The Dmg Dnd Game
After all these calculations, here are the Monster Manual average damages by CR, compared to the DMG expectations.
(The gap in the blue line is for the demilich, the only CR 18 monster, whose max damage is hard to calculate.)
The Monster In The Dmg Dnd Download
The Monster Manual damage is fairly close to the DMG expectation, though generally 10% to 20% low. This is odd: Monster Manual hit points are too low according to the DMG rubric, and damage is low too? It seems as if Monster Manual monsters are just weaker than the DMG suggests. But let’s do some further analysis to damage.
Perhaps monsters have a higher “effective hit points” because of special attack modes. If this is the case, those monsters with special attack modes should have lower hit points than simple monsters. To test this, I’ll separate out those monsters with powerful attack modes that don’t do direct damage, like charm, stun, paralysis, and instakill abilities.
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As usual, below level 11 where we have the most data, there is no damage difference between monsters with and without special attack modes. At high levels, there are variations, but there is no clear winner.
Maybe there is some relationship between damage and hit points? Perhaps monsters with lower hit points do higher damage, and vice versa?
To test this, I’ll graph the damage dealt by below-average-HP monsters and above-average-HP monsters separately.
Again, below level 11, there is no difference at all between the damage output of beefy and glass-jawed monsters, and at high levels the correlation isn’t clear. If anything, there may be a slight reverse correlation with beefier monsters doing more damage.
Conclusion: The damage output of Monster Manual monsters is slightly lower than the DMG expectations. It’s not correlated with special attack modes or with hit points.
Attack bonus
We have another important value to look at: attack bonus. How do the monster manual attack bonuses compare to the DMG values? And do they correlate to any other monster stats?
First of all, the attack bonus numbers:
Attack bonuses are WAY off. Monster Manual values are consistently too high compared to DMG values throughout – as much as 5 points too low at level 24 (+12 vs +17).
This is starting to make sense. I think the DMG values are an early draft of the monster formulae. I bet that at some point, the developers decided that they needed to raise the accuracy and lower the damage of monsters, aiming for the same total damage. https://golcommunications.netlify.app/dmg-pulmonary.html. The DMG chart never got updated.
While we’re here, let’s just check for a few more correlations. Do high-accuracy monsters have lower damage output, or have fewer hit points? My guess is no, since we’ve hardly found any correlations yet.
Not only does attack not balance anything out, there may be a reverse correlation: hi-accuracy monsters also tend to be slightly higher-damage and higher-hit point than normal. In other words, within a given CR, some monsters are better all-round than others.
Conclusion: Attack bonus in the Monster Manual is way lower than in the DMG chart, and doesn’t correlate with any other monster attributes.
Save DC
Since we’ve come this far, we might as well look at the last column in the DMG chart: save DC.
The save DCs in the Monster Manual are quite different from those in the DMG chart. The DMG DCs are much flatter, ranging from 13 to 23, while the actual DCs range from 10 to 24. I don’t think I need to do a lot of analysis on DCs.
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Now what?
It seems clear to me that the Monster Statistics by Challenge Rating isn’t the up-to-date version of the monster creation formulae. I bet it was accurate as of some iteration of D&D Next and never got fully updated.
It’s also apparent that there is not a lot of correlation between any monster stat and any other stat. All the complicated DMG steps involving adjusting and averaging don’t actually hold up to examination when we look at the Monster Manual monsters. The actual process seems to be something like
1. Start with appropriate numbers based on CR
2. Adjust any stat or two up and down, and add any trait or feature, based on story. Don’t make any further adjustments.
Which is great for us! This two-step system is way easier than the 20-step DMG version. We can even do it on the fly! All we need is an accurate CR-to-statistics chart.
Give me a few days: I’ll try to come up with a new monster-creation chart that will match Monster Manual monster math, and that is small enough to fit, say, on a business card.
In the meantime, here is a copy of the monster-stat TSV file I used to generate these tables. Please feel free to validate the monster stats, validate or invalidate my calculations, correct my assumptions, prove me wrong, or whatever else you want to do with this stuff.
Next: more numbercrunching: we look at Mordenkainen’s Guide