text:
The whole nine yards
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This article is about the phrase. For the film, see The Whole Nine Yards (film).
A 1921 headline from The Spartanburg Herald-Journal in South Carolina reads "The Whole Six Yards of It."
The whole nine yards or the full nine yards is a colloquial American English phrase meaning "everything, the whole lot" or, when used as an adjective, "all the way", as in, "The Army came out and gave us the whole nine yards on how they use space systems."[1] Its origin is unknown and has been described by Yale University librarian Fred R. Shapiro as "the most prominent etymological riddle of our time".[2]
The Oxford English Dictionary finds the earliest published non-idiomatic use in an 1855 Indiana newspaper article. The earliest known idiomatic use of the phrase is from 1907 in Southern Indiana. The phrase is related to the expression the whole six yards, used around the same time in Kentucky and South Carolina. Both phrases are variations on the whole ball of wax, first recorded in the 1880s.[3] They are part of a family of expressions in which an odd-sounding item, such as enchilada, shooting match, shebang or hog, is substituted for ball of wax.[3] The choice of the number nine may be related to the expression "To the nines" (to perfection).[nb 1]
Use of the phrase became widespread in the 1980s and 1990s. Much of the interest in the phrase's etymology can be attributed to New York Times language columnist William Safire, who wrote extensively on this question.
Contents
[hide]
1 History of the phrase
2 Research
3 Origin
4 See also
5 Notes
6 References
History of the phrase[edit]
The Oxford English Dictionary places the earliest published non-idiomatic use of the phrase in the New Albany Daily Ledger (New Albany, Indiana, January 30, 1855 in an article called "The Judge's Big Shirt." “What a silly, stupid woman! I told her to get just enough to make three shirts; instead of making three, she has put the whole nine yards into one shirt!” The first known use of the phrase as an idiom appears in The Mitchell Commercial, a newspaper in the small town of Mitchell, Indiana, in its May 2, 1907 edition:
This afternoon at 2:30 will be called one of the baseball games that will be worth going a long way to see. The regular nine is going to play the business men as many innings as they can stand, but we can not promise the full nine yards.[4]
The idiom was used three more times in the Mitchell Commercial over the next seven years, in the forms give him the whole nine yards (i.e., tell someone a big story),[5] take the whole nine yards (i.e., take everything),[6] and settled the whole nine yards (i.e., resolved everything).[7]
In other uses from this time period, the phrase was given as the whole six yards. In 1912, a local newspaper in Kentucky asked readers to, "Just wait boys until the fix gets to a fever heat and they will tell the whole six yards."[8] The same newspaper repeated the phrase soon afterward in another issue, stating "As we have been gone for a few days and failed to get all the news for this issue we will give you the whole six yards in our next." [9] The six-yard form of the phrase also appears in a 1921 headline in a local South Carolina paper.[10]
The phrase is not known to have been used in writing thereafter until a 1956 issue of Kentucky Happy Hunting Ground, where it appears in an article on fishing.[11][12] After describing the contests and prizes, the author writes, "So that's the whole nine-yards."[13][14] It appeared in an article on hunting the following year, this time unhyphenated.[12]
The phrase at this point was still rare. There is strong circumstantial evidence it was not in general use in 1961, as Ralph Boston set a world record for the long jump that year at 27 feet, or nine yards, but no news report has been found that made any reference to the term, suggesting that journalists were unaware of it or did not regard it as common enough to use as a pun.[15]
In a short story published in 1962, the phrase is attributed to "a brush salesman".[16] A letter published in an auto magazine later that year describes a certain new car as containing "all nine yards of goodies".[17] In 1964, several newspapers published a syndicated story which explained that "Give 'em the whole nine yards" was NASA talk for an item-by-item report.[18] This early usage can be read as suggesting length, but can also be read as suggesting detailed completeness.[19]
Two 1965 newspaper articles quote U.S. military personnel serving in Vietnam using the phrase.[20] The phrase was explained as something "teenagers say" in a military-oriented magazine in 1965.[21] Citations from 1966 show the phrase was used by a former U.S. Army airman,[22] and also in a publication for military test pilots.[23] It is also recorded in two contemporary novels concerning the U.S. Air Force in Vietnam, Carl Krueger's Wings of a Tiger (1966),[24] and Elaine Shepard's The Doom Pussy (1967).[25]
Research[edit]
William Safire, a language columnist at the New York Times, asked listeners for information regarding the origin of the phrase on Larry King's radio show in 1982.[11] Safire ended up writing nine columns on this subject and is largely responsible for the interest in it.[11] In 1986, the phrase was added to the Oxford English Dictionary with the earliest citation given as 1970.[11][26] The Historical Dictionary of American Slang (1997) cited Shepard's novel, thus pushing the earliest known usage back to 1967.[11]
Several key discoveries in further antedating the phrase were made by Bonnie Taylor-Blake, a neuroscience researcher at the University of North Carolina at Chapel Hill and an amateur member of the American Dialect Society, an association of professional and amateur linguists whose mailing list often serves as a forum for word and phrase discoveries. In 2012, Taylor-Blake discovered the 1956 and 1957 uses in Kentucky Happy Hunting Ground, and later that year she and Fred R. Shapiro found the "whole six yards" examples from the 1912–1921 period, which received substantial publicity.[11] In 2013, Taylor-Blake posted her discovery of the Mitchell Commercial uses from the 1907–1914 period.[27][28]
Origin[edit]
There is still no consensus on the origin, though many early published quotations are now available for study. A vast number of explanations for this phrase has been suggested;[29][30] many of these are no longer viable in light of what is now known about the phrase's history.
Perhaps the most commonly offered explanation is that World War II (1939–1945) aircraft machine gun belts were nine yards long. There are many versions of this explanation with variations regarding type of plane, nationality of gunner and geographic area. An alternative weapon is the ammunition belt for the British Vickers machine gun, invented and adopted by the British Army before World War I (1914–1918). The standard belt for this gun held 250 rounds of ammunition and was approximately twenty feet (under seven yards) in length. [11] However, the Vickers gun as fitted to aircraft during the First World War usually had ammunition containers capable of accommodating linked belts of 350-400 rounds, the average length of such a belt being about nine yards, and it was thought that this may be the origin of the phrase. [31] This theory is no longer considered viable, since the phrase predates World War I.
Another common explanation is that "nine yards" is a cubic measure and refers to the volume of a concrete mixer.[32] This theory, too, is inconsistent with the phrase's history.[11]
Many of the popular candidates relate to the length of pieces of fabric, or various garments, including Indian saris, Scottish kilts, burial shrouds, or bolts of cloth. No single source verifies that any one of those suggestions was the actual origin. However, an article published in Comments on Etymology demonstrates that fabric was routinely sold in standard lengths of nine yards (and other multiples of three yards) during the 1800s and early 1900s.[33] This may explain why so many different types of cloth or garments have been said to have been nine yards long.[34]The phrase "...she has put the whole nine yards into one shirt" appears in 1855. [35]
Other proposed sources include the volume of graves;[36] the length of bridal veils, kilts,[37] burial shrouds, bolts of cloth,[38] or saris; a very long list; ritual disembowelment; shipyards; and American football. Little documentary evidence has surfaced to support any of these explanations.[39]
One proposed origin involves the world of full-rigged sailing ships, in which yard is used not as a measure of length or size, but as the name of each horizontal spar on which a sail is hung. All square-rigged sails unfurled, with 3 yards on each of 3 masts, could then be described as the whole nine yards,[40][41] but again no actual documentation has been uncovered to support this explanation, and in any case not all ships had exactly three yards on each mast, even disregarding the fact that by no means all sailing vessels were three-masters. [42]
Bonnie Taylor-Blake, noting that several early examples are in the form "give" or "tell" the whole nine (or six) yards, has suggested that the idiom likely relied on "yards" as "lengthy or thorough presentation [of news, anecdotes, play-by-play, etc.]"[43]
Jesse Sheidlower, editor-at-large for the Oxford English Dictionary, and Fred R. Shapiro have argued that the phrase does not have a concrete meaning, pointing to the variance between six and nine yards and comparing it to the whole shebang.[11]
See also[edit]
Look up the whole nine yards in Wiktionary, the free dictionary.
The full monty (phrase)
Notes[edit]
Jump up ^ The phrase "to the nines" is first recorded in 1687. In early usage, it suggested that a work met the standards of the nine Muses of Greek mythology. Nine is considered a perfect number in numerology as it is three squared. Note that the phrase "cloud seven" was inflated to "cloud nine" by the same process. See The Phrase Finder and Random House Historical Dictionary of American Slang. Dressing "To the Nines" could also refer to the fact that in French "neuf" means both 9 and New ("Mes souliers sont neuf" = "My shoes are new"). So, "dressing to the nines" would mean dressing in a new outfit ("neuf").
References[edit]
Jump up ^ Whole, adj., n., and adv., C2, compound whole nine yards, Oxford English Dictionary (OED Online version Marc 2013) (citing Aviation Week 7 March 1983, 46/2).
Jump up ^ Shapiro, Fred, "You can quote them", May/June 2009
^ Jump up to: a b Nunberg, Geoff, "The Whole Nine Yards' Of What?", NPR Fresh Air, January 14, 2013.
Jump up ^ "Baseball", Mitchell Commercial, p. 2,col. 3 (May 2, 1907).
Jump up ^ Mitchell Commercial, p. 3, col. 5 (June 4, 1908).
Jump up ^ "Third Term Superstition", Mitchell Commercial p. 2, col. 2 (October 10, 1912).
Jump up ^ "Story of a Green Basket," Mitchell Commercial p. 1, col. 5 (November 26, 1914).
Jump up ^ "Livingston", Mount Vernon (Kentucky) Signal’, p. 1.
Jump up ^ "Mount Vernon Signal Newspaper". Old Fulton NY Post Cards. June 28, 1912. Retrieved June 11, 2017.
Jump up ^ "The Whole Six Yards of It," Spartanburg (South Carolina) Herald-Journal, 7 May 1921, p. 5.
^ Jump up to: a b c d e f g h i Schuessler, Jennifer (December 26, 2012). "The Whole Nine Yards About a Phrase's Origin". New York Times. Retrieved December 29, 2012. Then, in August, Bonnie Taylor-Blake, a neuroscience researcher in North Carolina who had been searching for variants of the phrase via Google News Archive and Google Books for five years, posted a message on the e-mail list of the American Dialect Society noting a 1956 occurrence in an outdoors magazine called Kentucky Happy Hunting Ground, followed in September by a more startling twist: a 1921 headline from The Spartanburg Herald-Journal in South Carolina reading "The Whole Six Yards of It." ... The recent discovery of several instances of "the whole six yards" in newspapers from the 1910s—four decades before the earliest known references to the whole nine yards—opens a new window onto "the most prominent etymological riddle of our time," said Fred Shapiro, a librarian at Yale Law School who announced the findings in next month’s issue of The Yale Alumni Magazine. ...
^ Jump up to: a b Zimmer, Ben (August 3, 2012). "Stretching Out 'The Whole Nine Yards'". Word Routes. Retrieved August 24, 2012.
Jump up ^ Rhody, Ron (July 1956). "Kentucky Afield Fishing Derbies Are Underway". Kentucky Happy Hunting Ground. 12 (4): 18.
Jump up ^ See also "Plugs and Bugs" by Ferd Holtmann, Kentucky Happy Hunting Ground, Vol. 18. No. 2, March, 1962, page 6. "Most anglers will tell you he has six or seven baits he uses more than all the others combined, yet he would be lost without the entire nine yards. It might be said there's a feeling of security involved in carrying the whole load on every outing."
Jump up ^ "The whole nine yards - meaning and origin", Gary Martin, 2006. The Phrase Finder
Jump up ^ Wegner, Robert E., "Man on the Thresh-Hold", Michigan's Voices, Fall 1962. "...the consequence of house, home, kids, respectability, status as a college professor and the whole nine yards, as a brush salesman who came by the house was fond of saying, the whole damn nine yards."
Jump up ^ Linster, Gale F., "Constructive Criticism", Car Life Vol. 9, Issue 11 (December 1962), p. 2. "Your staff of testers cannot fairly and equitably appraise the Chevrolet Impala sedan, with all nine yards of goodies, against the Plymouth Savoy which has straight shift and none of the mechanical conveniences which are quite common now."
Jump up ^ Trumbell, Stephen. "Talking Hip in the Space Age", Tucson Daily Citizen (Arizona), April 25, 1964; "'Give 'em the whole nine yards' means an item-by-item report on any project." (The reporter's name was misspelled in this newspaper; it is actually Trumbull.)
Zimmer, Benjamin (June 21, 2007). "Great moments in antedating". Language Log. University of Pennsylvania. Retrieved November 11, 2008.
Jump up ^ Zimmer, Ben (25 March 2009). "Where Did We Get "The Whole Nine Yards"?". Word Routes. Visual Thesaurus. Retrieved May 20, 2009.
Jump up ^ Campbell, Frank D., Jr. Lt. Col, Daily Facts, (Redlands, CA), April 7, 1965, p. 6. "We got the whole nine yards, including a side trip to Panama for jungle survival." (Quote attributed to Maj Clyde B. Williams.)
Burris, Keith, "'Burners' Are Not Informed", Deseret News, 28 December 1965, (Salt Lake City, Utah), p. A11, col. 1; "Capt. Greer was on alert the night of the big Red raid on Piel Me. He said the Cong troops were extremely well outfitted with steel helmets, boots -- 'the whole nine yards of uniform.'"
Jump up ^ Andrus, Col. Burton C. Jr, Assembly [magazine], Association of Graduates, United States Military Academy, v. 23 n. 3 col. 3, Fall 1965, p. 53 (55 of 100 in pdf). "We have 60 of the 120 rooms reserved so far--why not take over "the whole 9 yards" as the teenagers say?"
Jump up ^ Guthrie, James M., "Sesquicentennial Scrapbook", National Road Traveler, [Cambridge City, Indiana], June 30, 1966, p. 3; "If you like "The Old Swimmin' Hole," "Raggedy Man" and "When the Frost is on the Pumpkin" you'll like this one. And J.W. Riley is only a small contributor. (But Riley would have loved the whole nine yards)." For Guthrie's biographical information, see here.
Jump up ^ Technical Review, The Society of Experimental Test Pilots, Vol. 8, No. 2, p. 176 (September 1966) "Then two-engines, two pilots, and the rest, the nine yards of things that we have really all been aware of for a long time and should pay a lot more attention to."
Jump up ^ Krueger, Carl, Wings of the Tiger: A novel (1966); "'Okay, Tiger,' it said. 'Give 'em the whole nine yards. Now!'" [An instruction to fire at the enemy], p. 39. "We'll go over it after de-briefing. Get me a list of all pilots and planes available. Everything. The whole nine yards." p. 57.
Jump up ^ Shepard, Elaine, The Doom Pussy, Trident Press, (1967), p. 54; "Slipping out of the knot [marriage] was expensive but Smash was eventually able to untangle what he called 'the whole nine yards.'" The phrase appears several times in the book, always as the pet usage of Major "Smash" Crandell, a U.S. Air Force navigator. At one point, Smash refers to, "the ninth yard" (finishing touch).
Jump up ^ Whole, adj., n., and adv., C2, compound whole nine yards, Oxford English Dictionary (OED Online version March 2013).
Jump up ^ Bonnie Taylor-Blake, The whole nine yards (1908, 1912, 1914), ADS-L (September 6, 2013).
Jump up ^ Bonnie Taylor-Blake, The full nine yards (1907), ADS-L (September 6, 2013)..
Jump up ^ Wilton, Dave, "whole nine yards, the", June 21, 2007.
Jump up ^ "The whole 'whole nine yards' enchilada", The Phrase Finder. An amusing chart is included which shows which explanations are most common.
Jump up ^ Goldsmith, Dolf L (1994). The Grand Old Lady of No Man's Land, The Vickers Machinegun. Cobourg, Ontario, Canada: Collector Grade Publications Inc. p. 132. ISBN 0-88935-147-3.
Jump up ^ Wilton, David. Word Myths: Debunking Linguistic Urban Legends, Oxford University Press, 2005. ISBN 0-19-517284-1, p. 36. William Safire and James J. Kilpatrick have both given the cement mixer explanation.
Jump up ^ Reitan, Peter (January 2015). "Origin of The Whole Three/Six/Nine Yards: The Sale of Cloth in Multiples of Threes was Common in the 1800s and Early 1900s". Comments on Etymology. 44 (4): 2.
Jump up ^ Brown, Peter Jensen. "Nine Yards to the Dollar - the History and Etymology of "the Whole Nine Yards"". Early Sports 'n' Pop-Culture History Blog. Retrieved 10 February 2015.
Jump up ^ Yankee Notions. T. W. Strong. 1855. p. 107.
Jump up ^ Wilton, p. 37. A grave is about 4 cubic yards.
Jump up ^ http://www.highlandsecrets.com/qa.html
Jump up ^ Wilton p. 36. A bolt of cloth is 20 to 25 yards.
Jump up ^ Wilton, pp. 34–38.
Jump up ^ Nautical Terms Index
Jump up ^ Nautical Language
Jump up ^ Wilton, p. 37. There was no standard number of yards on a sailboat, nor any citations of this phrase from the sailboat era.
Jump up ^ Bonnie Taylor-Blake, Front-page New York Times story on "The Whole Nine Yards", ADS-L (December 27, 2012).
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Editions of Dungeons & Dragons
From Wikipedia, the free encyclopedia
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See also: List of Dungeons & Dragons rulebooks
Several different editions of the Dungeons & Dragons (D&D) fantasy role-playing game have been produced since 1974. The current publisher of D&D, Wizards of the Coast, produces new materials only for the most current edition of the game. Many D&D fans, however, continue to play older versions of the game and some third-party companies continue to publish materials compatible with these older editions.
After the original edition of D&D was introduced in 1974, the game was split into two branches in 1977: the rules-light system of Dungeons & Dragons and the more complex, rules-heavy system of Advanced Dungeons & Dragons (AD&D). The standard game was eventually expanded into a series of five box sets by the mid-1980s before being compiled and slightly revised in 1991 as the Dungeons & Dragons Rules Cyclopedia. Meanwhile, the 2nd edition of AD&D was published in 1989. In 2000, the 3rd edition, called simply Dungeons & Dragons, debuted. The 4th edition was published in 2008. The 5th edition was released in 2014.
Contents
1 Timeline
2 Version history
2.1 Original Dungeons & Dragons
2.2 Advanced Dungeons & Dragons
2.3 Dungeons & Dragons Basic Set and revisions
2.4 Advanced Dungeons & Dragons 2nd edition
2.4.1 Player's Options
2.5 Dungeons & Dragons 3rd edition
2.5.1 Dungeons & Dragons v3.5
2.6 Dungeons & Dragons 4th edition
2.6.1 Dungeons & Dragons Essentials
2.7 Dungeons & Dragons 5th edition
3 Dungeons & Dragons variants
4 International editions
5 References
6 Bibliography
7 External links
Timeline[edit]
Dungeons & Dragons Version History
noting key rule publications
Year
Game
1974
Original Dungeons & Dragons
Men & Magic
Monsters & Treasure
The Underworld & Wilderness Adventures
1977
Advanced Dungeons & Dragons
Monster Manual
Dungeons & Dragons (Basic)
Basic Set (blue box; levels 1–3)
1978
Players Handbook
1979
Dungeon Masters Guide
(Core rulebooks complete)
1981
Dungeons & Dragons (B/X version)
Basic Set (magenta box; levels 1–3)
Expert Set (light blue box; levels 4–14)
1983
Dungeons & Dragons (BECMI version)
Basic Set (red box; levels 1–3)
Expert Set (blue box; levels 4–14)
Companion Set (teal box; levels 15–25)
1984
Master Set (black box; levels 26–36)
1985
Immortals Set (gold box; above 36th level)
1989
Advanced Dungeons & Dragons 2nd Edition
Player's Handbook
Dungeon Master's Guide
Monstrous Compendium
1991
Dungeons & Dragons (RC version)
Basic Set (black box; levels 1–5)
Rules Cyclopedia (levels 1–36)
1993
Monstrous Manual
(Replaces Monstrous Compendium)
1994
Classic Dungeons & Dragons
Basic Set (tan box; levels 1–5)
1995
Player's Handbook (revised)
Dungeon Master Guide (revised)
2000
Dungeons & Dragons (3rd edition)
Player's Handbook
Dungeon Master's Guide
Monster Manual
2003
Dungeons & Dragons (v. 3.5)
Player's Handbook
Dungeon Master's Guide
Monster Manual
2008
Dungeons & Dragons (4th edition)
Player's Handbook
Dungeon Master's Guide
Monster Manual
2010
Dungeons & Dragons Essentials
Rules Compendium
Heroes of the Fallen Lands
Heroes of the Forgotten Kingdoms
Dungeon Master's Kit
Monster Vault
2014
Dungeons & Dragons (5th edition)
Basic Rules (PDF only; limited player options)
Core rulebooks:
Player's Handbook
Dungeon Master's Guide
Monster Manual
Version history[edit]
Original Dungeons & Dragons[edit]
Main article: Dungeons & Dragons (1974)
The 1974 Dungeons & Dragons box set
The original D&D was published as a box set in 1974 and featured only a handful of the elements for which the game is known today: just three character classes (fighting-man, magic-user, and cleric); four races (human, dwarf, elf, and hobbit); only a few monsters; only three alignments (lawful, neutral, and chaotic). The rules assumed that players owned and played the miniatures wargame Chainmail and used its measurement and combat systems. An optional combat system was included within the rules that later developed into the sole combat system of later versions of the game. In addition, the rules presumed ownership of Outdoor Survival, a board game by then-unaffiliated company Avalon Hill for outdoor exploration and adventure. D&D was a radically new gaming concept at the time, and it was difficult for players without prior tabletop wargaming experience to grasp the vague rules. The release of the Greyhawk supplement removed the game's dependency on the Chainmail rules,[1] and made it much easier for new, non-wargaming players to grasp the concepts of play. It also inadvertently aided the growth of competing game publishers, since just about anyone who grasped the concepts behind the game could write smoother and easier to use rules systems and sell them to the growing D&D fanbase (Tunnels & Trolls being the first such).[2]
Supplements such as Greyhawk, Blackmoor, Eldritch Wizardry and Gods, Demi-Gods & Heroes, published over the next two years, greatly expanded the rules, character classes, monsters and spells. For example, the original Greyhawk supplement introduced the thief class, and weapon damage varying by weapon (as opposed to character class). In addition, many additions and options were published in the magazines The Strategic Review and its successor, The Dragon.[3]
Advanced Dungeons & Dragons[edit]
The Advanced Dungeons & Dragons 1st edition Player's Handbook
"Advanced Dungeons & Dragons" redirects here. For the "Community" episode, see Advanced Dungeons & Dragons (Community).
An updated version of D&D was released between 1977 and 1979 as Advanced Dungeons & Dragons (AD&D). The game rules were reorganized and re-codified across three hardcover rulebooks, compiled by Gary Gygax, incorporating the original D&D rules and many additions and revisions from supplements and magazine articles. The three core rulebooks were the Monster Manual (1977), the Player's Handbook (1978), and the Dungeon Master's Guide (1979). Major additions included classes from supplements like assassin, druid, monk, paladin, and thief,[4] while bard, illusionist and ranger, which had previously only appeared in magazine articles, were added to the core rulebooks.
Later supplements for AD&D included Deities & Demigods (1980), Fiend Folio (another book of monsters produced semi-autonomously in the UK - 1981), Monster Manual II (1983), Oriental Adventures and Unearthed Arcana (1985), the latter of which mostly compiled material previously published in Dragon magazine,[5] and others.
Dungeons & Dragons Basic Set and revisions[edit]
Main article: Dungeons & Dragons Basic Set
The cover of the first Dungeons & Dragons Basic Set
While AD&D was still in the works, TSR was approached by an outside writer and D&D enthusiast, John Eric Holmes, who offered to re-edit and rewrite the original rules into an introductory version of D&D.[6] Although TSR was focused on AD&D at the time, the project was seen as a profitable enterprise and a way to direct new players to anticipate the release of the AD&D game. It was published in July 1977 as the Basic Set, collecting together and organizing the rules from the original D&D boxed set and Greyhawk supplement into a single booklet, which covered character levels 1 through 3, and included dice and a beginner's module. The booklet featured a blue cover with artwork by David C. Sutherland III. The "blue booklet" explained the game's concepts and method of play in terms that made it accessible to new players not familiar with tabletop miniatures wargaming. Unusual features of this version included an alignment system of five alignments as opposed to the three or nine alignments of the other versions. This Basic Set was very popular and allowed many to discover and experience the D&D game for the first time. Although the Basic Set is not fully compatible with AD&D, as some rules were simplified to make the game easier for new players to learn, players were expected to continue play beyond third level by moving on to the AD&D version.[7]
Once AD&D had been released, the Basic Set saw a major revision in 1981 by Tom Moldvay, which was immediately followed by the release of an Expert Set written by David Cook, to accompany the Basic Set, extending it to levels 4 through 14, for players who preferred the simplified introductory ruleset. With this revision, the Basic rules became their own game, distinct both from original D&D and AD&D. The revised Basic rules can be distinguished from the original ones by cover colors: the Basic booklet had a red cover, and the Expert booklet a blue one.[8]
Between 1983 and 1985 this system was revised and expanded by Frank Mentzer as a series of five boxed sets, including the Basic Rules (red cover), Expert Rules (blue), Companion Rules (green, supporting levels 15 through 25), Master Rules (black, supporting levels 26 through 36), and Immortals Rules (gold, supporting Immortals—characters who had transcended levels).
This version was compiled and slightly revised by Aaron Allston in 1991 as the Rules Cyclopedia, a hardback book which included all the sets except Immortals Rules which was discontinued and replaced with the Wrath of the Immortals boxed set accessory. While the Rules Cyclopedia included all information required to begin the game, there was a revised introductory boxed set, named The New Easy-to-Master Dungeons & Dragons Game, nicknamed "the black box".[9] A final repackaging of the introductory set, titled The Classic Dungeons & Dragons Game was released in 1994. By the end of 1995, TSR ended its support for the line.
Advanced Dungeons & Dragons 2nd edition[edit]
The Advanced Dungeons & Dragons 2nd edition Player's Handbook
In 1987, a small team of designers at TSR led by David "Zeb" Cook began work on the second edition of the AD&D game, which would take two years to complete.[10] In 1989, Advanced Dungeons & Dragons 2nd Edition was published, featuring new rules and characters.[11]
By the end of its first decade, AD&D had expanded to several rulebooks, including three collections of monsters (Monster Manual, Monster Manual II, Fiend Folio), and two books governing character skills in wilderness and underground settings. Gygax had already planned a second edition for the game, which would also have been an update of the rules, incorporating the material from Unearthed Arcana, Oriental Adventures, and numerous new innovations from Dragon magazine in the Player's Handbook and Dungeon Master's Guide and would have consolidated the Monster Manual, Monster Manual II and Fiend Folio into one volume.[12] Initially, the 2nd edition was planned to consolidate the game, but more changes were made during development, while still aiming at backwards compatibility with 1st edition.
The release of AD&D 2nd Edition corresponded with important policy changes at TSR. An effort was made to remove aspects of the game which had attracted negative publicity, most notably the removal of all mention of demons and devils, although equivalent fiendish monsters were included, renamed tanar'ri and baatezu, respectively. Moving away from the moral ambiguity of the 1st edition AD&D, the TSR staff eliminated character classes and races like the assassin and the half-orc, and stressed heroic roleplaying and player teamwork. The target age of the game was also lowered, with most 2nd edition products being aimed primarily at teenagers.[13]
The game was again published as three core rulebooks which incorporated the expansions and revisions which had been published in various supplements over the previous decade. However, the Monster Manual was replaced by the Monstrous Compendium, a loose-leaf binder in which every monster is given a full page of information, the justification being that packs of new monsters (often setting-specific) could be purchased and added to the binder without the expense or inconvenience of a separate book. It was intended that the loose-leaf binder would allow the book to be updated and customized as needed. This format proved highly susceptibile to wear and tear, however, and presented difficulties in keeping alphabetic order when pages had been printed with monsters on each side. Subsequently, the loose leaf formatting was abandoned and the Compendium as a core book was replaced by single-volume hardcover Monstrous Manual in 1993, collecting popular monsters from the Compendium. The edition also greatly increases the power of dragons to counter the impression of relative weakness of the game's titular monster.
Numerous mechanical changes were made to the game. The combat system was modified. The minimum number required to hit a target uses a mathematical formula in which the defender's armor class (AC) is subtracted from the attacker's THAC0 ("To Hit Armor Class '0'") number, a simplification of 1st edition's attack matrix tables that had appeared as an optional rule in the 1st edition DMG. Distances are based on in-game units (feet) rather than miniatures-board ones (inches). Critical hits are offered as optional rules.
Character creation is modified in many ways. Demi-human races are given higher level maximums to increase their long-term playability, though they are still restricted in terms of character class flexibility. Character classes are organized into four groups: warrior (fighter, paladin, ranger), wizard (mage, specialist wizard), priest (cleric, druid), and rogue (thief, bard). Assassins and monks were removed from the game as character classes, "magic-users" are renamed "mages", illusionists are made into a subtype of the wizard class, along with new classes specializing in the other schools of magic. Proficiencies are officially supported in the Player's Handbook and many supplements, rather than being an optional add-on. Psionics are no longer included in the Player's Handbook, though they later appeared in their own supplement.
Player's Options[edit]
In 1995, TSR re-released the core rulebooks for 2nd Edition with new covers, art, and page layouts.[14] These releases were followed shortly by a series of volumes labelled Player's Option, allowing for alternate rules systems and character options, as well as a Dungeon Master's Option for high-level campaigns. They consisted of:
Player's Option: Combat & Tactics
Player's Option: Skills & Powers
Player's Option: Spells & Magic
Dungeon Master Option: High-Level Campaigns
Some of the optional rules included the introduction of a point-based system to allow players to pick and choose parts of classes to make their own class in a similar fashion to non-weapon proficiencies and attacks of opportunity are possible in combat.
Dungeons & Dragons 3rd edition[edit]
The Dungeons & Dragons 3rd edition Player's Handbook
A major revision of the AD&D rules was released in 2000. As the Basic game had been discontinued some years earlier, and the more straightforward title was more marketable, the word "advanced" was dropped and the new edition was named just Dungeons & Dragons, but still officially referred to as 3rd edition (or 3E for short). It is the basis of a broader role-playing system designed around 20-sided dice, called the d20 System.
Monte Cook, Jonathan Tweet, and Skip Williams all contributed to the 3rd edition Player's Handbook, Dungeon Master's Guide, and Monster Manual, and then each designer wrote one of the books based on those contributions.[15]
The d20 system uses a more unified mechanic than earlier editions, resolving nearly all actions with a d20 die roll plus appropriate modifiers. Modifiers based on ability scores follow a standardized formula. Saving throws are reduced from five categories based on forms of attack to three based on type of defense.
The combat system is greatly expanded, adopting into the core system most of the optional movement and combat system of the 2nd edition Players Option: Combat and Tactics book. Third edition combat allows for a grid system, encouraging highly tactical gameplay and facilitating the use of miniatures.
New character options were introduced. The new sorcerer class was introduced. The thief is renamed rogue, a term that 2nd edition uses to classify both the thief and bard classes, and introduces prestige classes, which characters can only enter at higher character levels, and only if they meet certain character-design prerequisites or fulfill certain in-game goals. Later products included additional and supplementary rules subsystems such as "epic-level" options for characters above 20th level, as well as a heavily revised treatment of psionics.
3rd edition removes previous editions' restrictions on class and race combinations that were intended to track the preferences of the race, and on the level advancement of non-human characters. Skills and the new system of feats are introduced replacing non-weapon proficiencies, to allow players to further customize their characters.
The d20 System is presented under the Open Game License, which makes it an open source system for which authors can write new games and game supplements without the need to develop a unique rules system and, more importantly, without the need for direct approval from Wizards of the Coast. This makes it easier to market D&D-compatible content under a broadly recognizable commercial license.
Dungeons & Dragons v3.5[edit]
The Dungeons & Dragons v. 3.5 core rulebooks
In July 2003, a revised version of the 3rd edition D&D rules (termed v. 3.5) was released that incorporated numerous small rule changes, as well as expanding the Dungeon Master's Guide and Monster Manual. This revision was intentionally a small one focusing on addressing common complaints about certain aspects of gameplay, hence the "half edition" version number. The basic rules are fundamentally the same, and many monsters and items are compatible (or even unchanged) between those editions. New spells are added, and numerous changes are made to existing spells, while some spells are removed from the updated Player's Handbook.[16] New feats are added and numerous changes are made to existing feats, while several skills are renamed or merged with other skills.
Dungeons & Dragons 4th edition[edit]
The Dungeons & Dragons 4th edition Player's Handbook
On August 15, 2007, Wizards of the Coast announced the development of D&D 4th edition. In December 2007, the book Wizards Presents: Races and Classes, the first preview of 4th Edition, was released. This was followed by a second book in January 2008 named Wizards Presents: Worlds and Monsters. The Player's Handbook, Monster Manual, and Dungeon Master's Guide were released in June 2008.
Slashdot reported anger from some players and retailers due to the financial investment in v3.5 and the relatively brief period of time that it had been in publication.[17] Although many players chose to continue playing older editions, or other games such as Pathfinder,[18] the initial print run of the 4th edition sold out during preorders, and Wizards of the Coast announced a second print run prior to the game's official release.[19]
Unlike previous editions with just three core rulebooks, 4th edition core rules include multiple volumes of the Player's Handbook, Dungeon Master's Guide, and Monster Manual that were released yearly, with each new book becoming a part of the core.[20] In the first Player's Handbook, the warlock and warlord are included, while the barbarian, bard, druid, sorcerer and monk are not present. Of those classes, the first four were included in Player's Handbook 2, while the monk class appears in Player's Handbook 3.
Mechanically, 4th edition saw a major overhaul of the game’s systems. Changes in spells and other per-encounter resourcing, giving all classes a similar number of at-will, per-encounter and per-day powers. Powers have a wide range of effects including inflicting status effects, creating zones, and forced movement, making combat very tactical for all classes but essentially requiring use of miniatures, reinforced by the use of squares to express distances. Attack rolls, skill checks and defense values all get a bonus equal to one-half level, rounded down, rather than increasing at different rates depending on class or skill point investment. Each skill is either trained (providing a fixed bonus on skill checks, and sometimes allowing more exotic uses for the skills) or untrained, but in either case all characters also receive a bonus to all skill rolls based on level. A system of “healing surges” and short and long rests are introduced to act as resource management.
The system of prestige classes is replaced. Characters at 11th level choose a "paragon path", a specialty based on their class, which defines some of their new powers through 20th level. At level 21, an "epic destiny" is chosen in a similar manner., the paragon path and the epic destiny replace the prestige class system of 3rd edition. Core rules extend to level 30 rather than level 20, bringing "epic level" play back into the core rules.
Dungeons & Dragons Essentials[edit]
This product line debuted in September 2010 and consisted of ten products intended to lower the barrier of entry into the game. Essentials uses the D&D 4th edition rule set and provides simple player character options intended for first-time players.[21] Many of the new player character options emulated features from previous editions, such as schools of magic for the wizard class, as to appeal to older players who had not adopted 4th edition.[22]
The Essentials line contained revisions to the ruleset compiled over the prior two years, in the form of the Rules Compendium, which condensed rules and errata into one volume, while also updating the rules with newly introduced changes.[23][24] The player books Heroes of the Fallen Lands and Heroes of the Forgotten Kingdoms contained rules for creating characters, as well as new builds for each class described in the books.[25] Other Essentials releases included a Dungeon Master's Kit and Monster Vault, each also containing accessories.
Dungeons & Dragons 5th edition[edit]
The Dungeons & Dragons 5th edition Player's Handbook
In January 2012, Wizards of the Coast announced that a new edition of the game, at the time referred to as D&D Next, was under development.[18] In direct contrast to the previous editions of the game, D&D Next was developed partly via a public open playtest.[26] An early build of the new edition debuted at the 2012 Dungeons & Dragons Experience event to about 500 fans.[27] Public playtesting began on May 24, 2012,[28] with the final playtest packet released on September 20, 2013.[29]
The 5th edition's Basic Rules, a free PDF containing complete rules for play and a subset of the player and DM content from the core rulebooks, was released on July 3, 2014.[30] The Starter Set was released on July 15, featuring a set of pre-generated characters, a set of instructions for basic play, and the adventure module Lost Mine of Phandelver.[31] The Player's Handbook was released on August 19, 2014.[32] The fifth edition Monster Manual was released on September 30, 2014.[33] The Dungeon Master's Guide was released on December 9, 2014.[34] The edition returns to having only three core rule books, with the Player’s Handbook containing most major races and classes.
Mechanically, 5th edition draws heavily on prior editions, while introducing some new mechanics intended to simplify and streamline play. Actions are now more dependent on checks made with the six core abilities with skills taking a more supportive role.
Skills, weapons, items, saving throws and other things that characters are trained in now all use a single proficiency bonus that increases as character level increases. Multiple defense values have been removed, returning to a single defense value of armor class and using more traditional saving throws. Saving throws are reworked to be situational checks based on the six core abilities instead of generic d20 rolls. Feats are now optional features that can be taken instead of ability score increases and are reworked to be occasional major upgrades instead of frequent minor upgrades.
The "advantage/disadvantage" mechanic was introduced, streamlining conditional and situational modifiers to a simpler mechanic: rolling two d20s for a situation and taking the higher of the two for "advantage" and the lower of the two for "disadvantage" and canceling each other out when both apply.
The power system of 4th edition was replaced with more traditional class features that are gained as characters level. Each spell-casting class uses a unique system to cast their spells, with wizards and clerics using a slightly modified version of the spell preparation system of previous editions. Healing Surges are replaced by Hit Dice, requiring a character to roll a hit die during a short rest instead of healing a flat rate of hit points.
Dungeons & Dragons variants[edit]
Kenzer & Company received permission from Wizards of the Coast to produce a parody version of 1st and 2nd edition AD&D. They published the humorously numbered HackMaster 4th edition from 2001 until they lost their license.[35] The game was well received and won the Origins Award for Game of the Year 2001.[36] A new edition of Hackmaster was released in 2011 that no longer uses AD&D mechanics as Kenzer & Company's license expired.
The publication of the System Reference Document (SRD) for 3rd edition under the Open Game License (OGL) allowed other companies to use the rules to create their own variants of Dungeons & Dragons, providing that they did not use anything Wizards of the Coast considered trade dress or signature content, known as "product identity" under the terms of the OGL.[37]
Castles & Crusades, published in 2004 by Troll Lord Games, is an early example of the OGL and SRD being used to recreate the experience of older editions.[38]
"Retro-clones" are variants created to even more closely simulate previous editions, part of a movement known as the Old School Revival.[38] Prominent retro-clones include Labyrinth Lord, OSRIC, and Swords & Wizardry.[39]
The Pathfinder Roleplaying Game was first published in 2009 by Paizo Publishing. It is intended to be backward-compatible with D&D v. 3.5 while adjusting some rules balance, and has been nicknamed "v. 3.75" by some fans.[40][41] Pathfinder has been one of the best-selling role playing games in the industry.[18]
13th Age is a game designed by Jonathan Tweet, a lead designer of the 3rd Edition, and Rob Heinsoo, a lead designer of 4th Edition, and published by Pelgrane Press in 2013.[42]
International editions[edit]
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The D&D franchise has been translated and published in several languages around the world.
A particular challenge has been the word dungeon, which in standard English means a single prison cell or oubliette originally located under a keep. Some languages, like Spanish, Italian, Finnish, and Portuguese, didn't translate the title of the game and kept it as it is in English: Dungeons & Dragons. In Spanish-speaking countries, the 1983 animated series was translated in Hispanic America as Calabozos y Dragones and in Spain as Dragones y Mazmorras (calabozo and mazmorra have in all Spanish-speaking countries the same meaning: a dungeon). In Brazil, the same animated series was translated as Caverna do Dragão (Dragon's Cave). This still brings great confusion amongst Spanish-speaking and Brazilian gamers about the name of the game, since all Spanish and Brazilian Portuguese translations of the game kept the original English title. In gaming jargon, however, a dungeon is not a single holding cell but rather a network of underground passages or subterranea to be explored, such as a cave, ruins or catacombs. Some translations conveyed this meaning well, e.g. Chinese 龙与地下城 (Dragons and Underground Castles, or Dragons and Underground Cities). Some translations used a false friend of "dungeon", even if it changed the meaning of the title, such as the French Donjons et dragons (Keeps and Dragons). In Hebrew, the game was published as מבוכים ודרקונים (Labyrinths and Dragons). Additionally, some translations adopted the English word "dungeon" as a game term, leaving it untranslated in the text as well.
References[edit]
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