Showing posts with label cavalier. Show all posts
Showing posts with label cavalier. Show all posts

Thursday, December 19, 2024

The Bogatyr (AD&D Class)

What follows is a re-working of the Cavalier class, as well as my first attempt at "writing a class" for 1st edition Advanced Dungeons & Dragons. The class is somewhat specific to my own campaign setting, but should be adaptable to others. This class has NOT been playtested...yet.

Across the vast, undulating hills of the Inland Empire rides a lone figure; his armor, weathered but resolute, gleams beneath the endless skies of the Palouse. With unmatched fortitude, he roams this golden, open expanse, a defender of both its silent beauty and its humble people. His spirit is shaped by the land, being capable of enduring the harshest of storms and the fiercest of foes. He is a bogatyr, a "hero-knight," champion of the downtrodden, embodying courage and selflessness in a land as vast as his heart.

Like the thief-acrobat, the bogatyr is a "split-class;" many young fighters aspire to join the ranks of these hero knights, but few will ultimately win their spurs. To become a bogatyr, a character must earn 19,000 x.p. while advancing as a normal fighter. Entry to the class requires a minimum strength of 13, a minimum dexterity of 14, a minimum constitution of 15, and minimum scores of 10 in both intelligence and wisdom. In addition, the character must be proficient in the lance, the sword (either broad, long, or scimitar), and one horseman's weapon (the mace, flail, or military pick). In campaigns that use alignment, only good aligned characters can become a bogatyr.

While most bogatyri are human, both elves and half-elves can become bogatyr; however, non-humans have the same level limits as if they were members of the regular fighter class. A bogatyr with strength, intelligence, and wisdom exceeding 15 adds a 10% bonus to all earned experience points. The bogatyr is a subclass of fighter and uses the same combat, saving throw, and multiple attack tables, except as noted. They may use flaming oil, but never use poison.

Upon becoming a bogatyr, the speed at which the character learns new weapon proficiencies slows, as the bogatyr focuses on their "favored weapons" and horseman skills. As such, they only learn a new weapon every four levels of experience (so at 8th, 12th, 16th, etc.). 

Each bogatyr has three favored weapons: the lance, one type of sword (chosen from long, broad, and scimitar), and one type of horseman's weapon (chosen from mace, flail, and military pick). The bogatyr receives a +1 bonus to attack with any of these favored weapons, and this bonus increases as the character advances in level: +2 with the lance at 7th, +2 with the sword at 9th, +2 with the horseman weapon at 11th, +3 with the lance at 13th, +3 with the sword at 15th, and +3 with the horseman weapon at 17th. The maximum bonus for any of the bogatyr's favored weapons is +3.

Mounted combat is the special province of the bogatyr and the character adds their level to damage inflicted by a lance when mounted (on foot, a bogatyr may use a heavy lance as an awl pike, or a light/medium lance as a spear; however, the character does not receive their damage bonus when dismounted). Regardless of the weapon being wielded, all bogatyri gain an additional +1 to their attack rolls when mounted.

Bogatyri are defenders of the weak and are experts at parrying; should a bogatyr choose to parry instead of attack they may subtract all "to hit" bonuses (including those from strength, magic, and "favored weapon") from an opponent's attack roll. The bogatyr may parry a number of opponents equal to their number of attacks for the round with the weapon they're using. 

Bogatyri are all but bred to the saddle, and are unlikely to be thrown from the saddle (85% chance to maintain their seat +1% per level after 5th). They have the same chance to avoid damage should they or their mount fall.

A bogatyr may vault into the saddle, even when wearing bulky armor, and have their steed underway in a single segment. The bogatyr can urge their mount to greater speed (add +2" to movement rate), and this pace can be sustained for up to 6 turns with no ill effects on the mount. A bogatyr's knowledge of horseflesh is such they they can determine the animal's value (and estimated hit points) with but a cursory examination; any steed selected and cared for as a personal mount by the bogatyr will have +2 hit points per hit die, up to the beast's normal maximum. At 7th level a bogatyr may handle and ride a pegasus as a steed, at 9th level they may handle and ride a hippogriff, and at 11th level they may handle and ride a griffon or similar creature (DM's discretion).

The legends of bogatyr courage range far and wide, and bogatyri are immune to fear, magical or otherwise. What's more, they project a protection from fear aura that extends to all allies within a 1" radius of the bogatyr. Bogatyri are especially strong-minded and receive a +2 bonus to saving throws versus any mind-affecting magic (charm, hold, hypnosis, possession, mind blast, etc.) and a +2 bonus versus all forms of illusion magic. The spirit of a bogatyr is nigh indomitable; if reduced to zero or negative hit points, they can continue to function (although they cannot make attacks); however, taking actions other then resting and binding wounds causes them to lose 1 hit point per round. When the bogatyr reaches a negative hit point value equal to 10 plus their hit point bonus from constitution, they perish.

All bogatyri follow a code of chivalrous conduct requiring them to be fearless in battle, steadfast in their defense of the weak, pious in their faith, and loyal to their allies. A bogatyr who waivers from these ideals, or whose alignment changes to non-good,  remains a bogatyr but ceases to advance (i.e. cannot earn levels). In addition they lose their immunity to fear, protection from fear aura, saving throw bonuses, and ability to function at zero and negative hit points. To regain their full bogatyr capabilities requires an atonement spell as well as a heroic quest to regain their honor...assuming, of course, they've already returned to a good alignment.

As a bogatyr's name and fame grow and spread, they will attract young (1st level) fighters wanting to learn from the bogatyr. One such fighter seeking training appears upon achieving 6th level; thereafter, 0-2 (roll 1d3-1) new fighters will join the bogatyr's train with every level earned. The number of such followers may not exceed the retainer limit set by the bogatyr's charisma score. These fighters need to be fed, cared for, and outfitted (with arms and steed) but otherwise have no expectation of payment from their master. Not all of these will become bogatyri (some may not meet the necessary requirements), and they may be dismissed at any time by the character. Followers that fall in battle or are dismissed may only be replaced by earning additional levels of experience. 

Experience Points        Exp. Level        10-Sided Dice        Level Title
19,001-38,000                        5                        5                     Knight Errant
38,001-77,000                        6                        6                     Knight Bachelor
77,001-140,000                      7                        7                     Knight
140,001-220,000                    8                        8                     Grand Knight
220,001-300,000                    9                        9                     Banneret
300,001-600,000                   10                      10                    Bogatyr
600,001-900,000                   11                    10+3                  Bogatyr, 11th level
1,200,001-1,500,000             12                    10+6                  Bogatyr, 12th level

300,000 experience points per level required for each level after 12th. A bogatyr of 13th level and above is sometime called a "Hero-Knight Commander." Bogatyri gain 3 hit points per level after the 10th, and bonuses from constitution no longer apply.

Three Bogatyri


Tuesday, December 17, 2024

*sigh* Cavaliers

This post is going to address several "bad ideas" found in the UA;  I mean, might as well get them all out of the way at once, right?

Weapon specialization is a VERY bad idea...it falls under the category of "how much have you been drinking, Gary?" Len Lakofka first introduced the idea of an archery specialist (character class) along with a lot of really crunch missile fire rules in Dragon #45; it's not terrible (we had an archer PC back in the campaign of my youth), but most of the crunch only serves to slow down the game (worrying about whether actions occur at the beginning, middle, or end of a segment? Come on, dude...we don't need to micromanage more than we already do). And it introduced the idea of "point blank range" (*sigh*), to Gygax and got him thinking about OTHER possible types of specialists. Hence, weapon specialization.

One can see the appeal in an existing (long run) campaign: high level fighters are watching all the other character classes get fancy spells and abilities for achieving those 'teen' levels and, yet, they're doing the same-old-same-old since they picked up that frost brand sword back at 6th level; 'where's the love?' they cry. Unfortunately, implementing weapon specialization wrecks the combat economy from the very beginning. A normal party generally has a potential damage output of 4.5 damage per PC (roughly) with the high strength fighter types making up for low damage wizard types. But this goes off the rails with weapon specialization and (especially) double specialization (both available at 1st level). A fighter with an 18+ STR (up to 18/50...achievable for most fighter types) and double specialization in longsword strikes with a +4 to hit and +6 to damage, as well as getting two attacks every other round...a potential average damage output of 21 points in round one (25 against a large sized creature). Average hit points for an ogre are 19...for a bugbear 15. First level fighters should not be able to chop down gnolls and hobgoblins with impunity, and if the DM ups the challenge of monsters thrown at 1st level groups, the other party members (who have the same combat abilities as ever) are far more likely to suffer. Plus PBR rules means that same fighter, even without double specialization had a potential average damage output 34 damage per round, due to double damage and adding STR bonuses (all part of the PBR rules) for shots fired within 30'. Back when we used the UA rules in my youth, we saw a LOT of bow specialists. 

Bad Len. Bad, bad, bad. 

Next terrible idea to discuss is the Method V version of generating ability scores. Ostensibly restricted for human characters, this method of ability generation all but assures you of achieving the scores you need to take whatever particular class you desire to play. Having also used this a bit when the UA first came out, I can tell you the PCs end up having a LOT of high scores, not just in the ones they need...far more so than any of the other methods found in the DMG. Rolling 9, 8, 7, 6, and 5 dice (and taking the best three) for the five most important abilities of a particular class are going to give you much better scores than the DMG's Method I which has you roll 4d6 across the board...and who cares if MV makes you roll 3d6 for one (ONE!) ability score when that ability is, more often-than-not, Comeliness?

Method V appears to have originated in Dragon #63 with the introduction of the barbarian class. Originally, the barbarian had NO minimum ability qualifiers (probably a good thing, considering it's supposed to replace normal man types like the nomad, caveman, tribesman, etc. in the MM), but instead determined its abilities through a new method: 9d6 for STR, 8d6 for CON, 7d6 for DEX, 3d6 for INT and CHA, and 4d4 for WIS. The sea change here, however, is the choosing of the class before rolling the dice (i.e. before seeing if the player has achieved the dice rolls needing to qualify for the class). Gygax discusses this decision in Dragon #67:
A few wondered why a decision to be a barbarian character had to be made prior to rolling dice for attribute scores. The answer is simple: The game is based on role-playing principles, and it is easier to do so with a course determined in the first place. Method I of Generation of Ability Scores encourages the player to choose a character profession from a predisposition rather than dice determined statistics. It is but a step removed from there to deciding on play as a barbarian subclass fighter and rolling dice accordingly. Frank Mentzer suggests that the 4d6 system could be employed with minimum score requirements of 16 strength and constitution, 15 dexterity, and a maximum wisdom of 15. That will work, but it seems to beg the question. Playing as a barbarian is a determined choice, not as one of several possibilities -- or a mere afterthought. This is a part of the whole concept...

...In all truth, the sub-class is not too powerful. It is, in fact, under-powered unless some very good rolls are gained in the areas of strength, dexterity, and constitution. To have real prospects for long-range play, the character must have 18, 16, and 17 respectively. That, Gentle Readers, is why they are given 9d6, 7d7, and 8d6 for those categories. A low-level barbarian has a better than average chance of survival without such high rolls, but at higher level, he or she is not going to do well unless strength, dexterity, and constitution combine to give high hit points, low armor class, and superior punishment potential.
Indeed. So the lesson, Gary, is "don't play a barbarian if you can't roll the high stats," NOT 'give the players the ability to play whatever they want.' Sorry. After 40+ years of game play (more than Gygax had at the time he was writing), I've seen what coddling does to one's game. That ain't the way to go.

So, now we turn our attention to the cavalier...a class that may have had an interesting kernel of an idea, but then worked hard to make it work with these other concepts (like weapon specialization) to its overall detriment.

I mean, that's sugar-coating things. The class is a travesty.

Here's what you get with the cavalier in its FINAL presentation (i.e. as it appears in the UA):
  • It is not a subclass of fighter, but its own class...and it puts the paladin subclass beneath its banner (more on this later).
  • STR, DEX, CON of 15+, INT and WIS of 10+ to enter; however, Method V in the UA makes these quite easy requirements (with 8d6, 7d6, and 9d6 dice rolls).
  • Open to humans, high elves, gray elves, dark elves, and half-elves with NO LEVEL LIMITS. That's right...you don't like being limited to 6th or 8th level fighter? Be a cavalier (who still fights and saves as a fighter), and achieve whatever level you like.
  • Hit points start at 1d10+3 at 1st level with D10s up through 10th (note: fighters only go through 9th) with +3 hit points thereafter (same as a fighter).
  • Progressive "to hit bonuses" in lance plus two other weapons of choice (one a sword, the other a horseman weapon like a flail or military pick). This bonus starts at +1 and increases by +1 every six levels with no end. This bonus can be used defensively as part of a parry (and can also "parry" with a shield at the same time). Cavaliers may make multiple attacks as a fighter 5 levels higher than their actual level with these weapons of choice. High elves would be advised to select longsword.
  • A bunch of horse/riding related skills that no one cares about in a dungeon.
  • Each of STR, DEX, and CON are assigned a % number (similar to exceptional strength) and every level the cavalier rolls 2d10 and adds the number to the current percentage; when the number exceeds 00, they move up to the next number, eventually topping out at 18/00 in all three abilities (the percentage doesn't mean anything for DEX and CON, but an 18 is still an 18). How this interacts with the CON reduction from a raise dead/resurrection spell isn't stated, nor if these numbers can exceed racial maximums.
  • Immunity to fear, +2 bonus to save versus illusions, a bunch of 90% chances to resist mind-effecting magic, etc.
  • Ability to continue functioning at negative hit points (though cannot continue to fight).
All pretty swell, right? Like a fighter except more powerful (and potentially a LOT more powerful). You'd probably be thinking, man, that cavalier cat must need a ton of experience points to level up (as the barbarian does). HA! That's the kicker, son...the cavalier needs LESS x.p. to level up than the 'lowly' fighter...at least into the teens:

9th level --    fighter: 250,001       cavalier: 220,001
10th level --  fighter: 500,001       cavalier: 300,001
11th level --  fighter: 750,001       cavalier: 600,001
12th level --  fighter: 1,000,001    cavalier: 900,001
13th level --  fighter: 1,250,001    cavalier: 1,200,001
14th level --  fighter: 1,500,001    cavalier: 1,500,001

So, sure...after reaching 14th level, the cavalier will need more x.p. per level than the fighter to level up (an extra 50K per). But his 300K per level is still a damn sight faster than the ranger (325K), paladin (350K), or barbarian (500K). And to out-pace the fighter? With all those additional benefits? I mean, just what the hell was Gygax thinking? 

Elf? Probably.
This cavalier class makes the fighter all but meaningless in an AD&D campaign. It wrenches humans from their proper place at the center of the universe and allows elves to be ascendant (what is the incentive to play a human cavalier over a high elf?). Of course, it also radically changes the paladin class (now open to half-elves) giving the pally ALL the abilities of the cavalier PLUS all the abilities of the paladin (listed in the PHB), plus the ability to raise the character's CHA every level in the exact same manner as their STR, DEX, and CON.

This is not a complaint about "power creep;" this is simply stabbing the character economy in the heart with a red-hot (lance) point.

SO, NO. There will be no cavalier in my games, sir...not in the way they are detailed in the UA. Neither will there be any weapon specialization or "point blank range" for missile fire. Nor, will I be using Method V for the generation of ability scores (I remember axing that waaay back in high school...and having fierce arguments with my brother over the subject). No sir!  Method I will (continue to) do us just fine.

However, I might very well include the barbarian class...I'll just remove all minimum ability requirements for entry. You want to be a sickly member of your tribe/village, that's okay by me.
; )


Tuesday, December 3, 2024

Unearthed Arcana Revisited

From Dragon Magazine, issue #59:
What follows is strictly for the AD&D game....

With plenty of labor and even more luck, there will be an ADVANCED DUNGEONS & DRAGONS expansion volume next year. It will be for both players and DMs, with several new character classes, new weapons, scores of new spells, new magic items, etc. What will follow here in the next few issues is a sampling of the material slated for inclusion in the expansion.
E. Gary Gygax, March 1982

There would be no expansion volume in 1983. Nor in 1984. The "next book of monsters" (also mentioned in the article) which was to be released afterwards, instead appeared in 1983 under the title Monster Manual II. Presumably, being mainly a compilation of new monsters appearing in prior publications...especially TSR adventure modules...it was a much easier matter of transcribing existing creature entries in alphabetical order. 

Unearthed Arcana, the 'Book That Was Promised,' was finally published in the summer of 1985.

Pause for a minute. Why am I writing this? Just what is this all about?

Let's talk some straight talk for a moment:  as long time readers know, I got back to playing AD&D again in November of 2020. Since that time, I've introduced a lot of young 'uns to the game, written a lot of adventures, and spent a bunch of time spreading "the Good News" of the game (as I see it). However, in all that time...now entering my 5th year of 1E campaigning...I've limited my game to the only books I consider good and essential, namely the PHB, the DMG, and the various monstrous manuals (MM, FF, and MM2). The adventures I've written (approximately 6 or 7) have all carried the notation that I strongly recommend against using the rules in the Unearthed Arcana.  I haven't even cracked the UA in front of my kids; I've mentioned the book to Diego, but given only a cursory (and negative) overview of the tome to him. Neither of my kids know much...if anything!...about it, which should come as a surprise considering just how much lore they know of the history of the D&D game, its publications, and the various changes its seen over the decades.

[f.w.i.w.  my kids get curious about stuff and I tend to be a wind-bag of a talker]

Just why have I excised the Unearthed Arcana from my 1E table? It's not like I never used it...as I mentioned the first month I started this blog (!), we absolutely adored the UA, back in the day, and implemented every rule it had: Comeliness, traveling spell books, social standing and birth order, bronze armor, etc., etc. If it was in the UA, it was in our game. Chain lightning was a staple spell. Heward's Handy Haversack was a staple magic item...as were magic quarterstaffs (had to have something for all those thief-acrobats in our game). My brother ran multiple barbarian characters. We used weapon specialization; maybe even double specialization. There were Hierophant Druids. We replaced the unarmed combat system in the DMG with the simplified version found in the UA. I mean, we used it all.

So why have I not used it at all since returning to the King of Games, four years ago?

There is a stigma to the UA these days. The Grogtalk folks refer it as "The Book That Shall Not Be Named." Published in 1985 it is deep into the decadent years of TSR (post-Mentzer Basic, post-cartoon, post-DragonLance)...the years that led to the spiraling issues that would (eventually) cost Gygax his company. There is a commonly held belief that the Unearthed Arcana was solely cobbled together from past Dragon magazine articles in an effort to bring one more Gygaxian cash-cow to the table to save the company from debt. This idea is echoed in the Wikipedia article on the book:
The original Unearthed Arcana was written by Gary Gygax with design and editing contributions by Jeff Grubb and Kim Mohan, respectively, and published by TSR in 1985. Gygax reportedly produced the book to raise money as TSR was deeply in debt at the time. He announced in the March 1985 issue of Dragon magazine that Unearthed Arcana would be released in the summer of that year. He proposed the book as "an interim volume to expand the Dungeon Masters Guide and Players Handbook", as the information was spread out in several places and difficult to keep track of. Unearthed Arcana was to include material previously published in Dragon, written by Gygax and updated and revised for the book.
While the latter part of that quote is indeed from Gygax's own pen (in March of '85), the inference is clearly inaccurate...as stated at the beginning of this post Gygax had already planned on an expansion volume in 1982, and the articles he penned over the next many issues (which would compose the bulk of the UA) were written expressly for the book that was coming. This was not some sort of cash grab...THAT statement in the wikipedia article is accredited to a 2006 article in The Believer magazine, in which the author (Paul La Farge) asserts:
By 1984, the company was $1.5 million in debt, and the bank was ready to perfect its liens on TSR’s trademarks: in effect, to repossess Dungeons & Dragons. Gygax got word that the Blumes were trying to sell TSR, and he returned to Lake Geneva, where he persuaded the board of directors to fire Kevin Blume and published a new D&D rulebook to raise cash.
But La Farge's research is suspect. He notes in his footnotes that the book was Unearthed Arcana, a tome that "introduced the gnome race;" a gross misstatement (the gnome had been around since the 1978 PHB), done mainly, I believe, for effect (the gnome race was rather reviled by 2006, due to changes of characterization over the years). But I draw this conclusion because much of the article seems snarky and sensational.

While TSR was definitely facing financial difficulty due largely to mismanagement, it is a fact that Gygax had every intention of publishing Unearthed Arcana long before 1984. His time spent in California (which would result in three seasons of the Dungeons & Dragons cartoon...from '83-'85) was the main reason for any delay in publishing the projects that envisioned...and I believe that, and the personal issues he had during this time (his 1983 divorce and his new "Hollywood social life") contributed as much as anything to the declining quality of the products with his name on it post-1983.

But much, if not MOST, of the UA was created before 1983. Not only that, much of it was play-tested...if one is willing to believe the statements/updates given in Dragon magazine in 1982.

And so...perhaps this material is worthy of the game?

That's the conclusion that I am...slowly (and somewhat reluctantly)...beginning to come to. Why were the acrobat, barbarian, and cavalier featured in the D&D cartoon (first airing in September of 1983)? Because, they provided a good advertising vehicle for a planned book that had already published and tested said classes (the last one, the cavalier, being found in the April '83 issue of Dragon). I have no compunction with the feelings that the UA, as published, was somewhat rushed, slap-dash, and error-riven. But much of the stuff in the book...both its ideas and its mechanics/rules...were far less so. 

Rather, they were thoughtful or interesting...and worth a gander.

What took me down this particular rabbit hole? Well, a couple weeks ago I had this "great" idea of statting up the "D&D kids" for the 1E system. But while most every one of them is easy enough, Diana the acrobat was throwing me for a loop. And since I certainly didn't want to use the UA (because of the reputation the thing is currently carrying), I figured I'd 'go back to the source' and check out the original Dragon article that had been "ransacked" for Gygax's "company needed cash infusion." And what I found (in issue #69) was an article, pretty much word-for-word the same as in the UA, and written by Gygax himself (whereas, I had assumed most if not all the UA material had been culled from the work of other authors). There was also this introduction:
"This time, rather than reveal a new sub-class such as the Barbarian, I though the Enlightened Readership of this splendid vehicle might enjoy another concept. What you are about to read is the information so far developed pertaining to a split class. This a first. To my knowledge, such a possibility has not been expressed before in any similar game system. There is nothing similar to it in the AD&D game system although choosing to change from one profession to another is not too unlike the idea. Let us then get to the business at hand. I bring you, without further ado, the official new split-class for thieves."
"This time?" "The information so far developed?" "Official new split-class?"  This was not some highlight piece deemed to have enough traction for inclusion in a cash grab book...this is a sneak peak at mechanics already in development! By Gygax himself! In January of 1983!

I quickly found a copy of Gygax's "barbarian" from July of 1982 (issue #63); more information helped crystalie the picture:
"As usual, I am working on too many projects at once, and each gets a bit of attention but seems to never get done. At some point quite a few should suddenly be completed, and my productivity will seem great indeed. Meanwhile, I have dusted off the barbarian character class which the testers have enjoyed the most of the new classes I have proposed for the expansion of the AD&D rules. While the other classes seem to need more work, barbarians were instantly used and enjoyed by those eager for a change. Now you, Gentle Readers, have a chance to test the class for yourselves and see if you agree."
Okay, so...wow. This was a project in active development since at least 1982. It was being worked on in conjunction with other projects (in issue #59...March 1982...he details these as including the Monster Manual II, the never-would-be-released T2, The Forgotten Temple of Tharizdun (WG4), and yet another adventure called "Wasp Nest -- The City State of Stoink" which I don't think I've ever heard of). It is being tested in play. It is to be part of an actual, planned expansion to the AD&D rules.

And what, exactly, was my problem with this rule set again? Re-reading the barbarian entry, I don't see anything terrible with it. Nothing over-powered, considering the x.p. cost...and while the magic item restrictions can be 'bought off' at higher levels (the levels where those restrictions can really matter), doing so negates many of the barbarian's special abilities. And above 8th level, a normal fighter will be going up TWO levels for every ONE of the barbarian. 

No looking back, my main issue with the barbarian appears to have been all the "world building" required to use the class effectively...and that's exactly what I like about it now, in my (more mature) elder years. This bit (from the UA):
Cavemen, dervishes, nomads, and tribesmen (see Monster Manual, "Men") are now considered barbarians.
...is, frankly, amazing. And says a LOT about how Gygax expected DMs to approach the AD&D campaign in their individual settings.  The standard classes are all a part of a civilization; and everything outside of that civilization are considered superstitious, magic-fearing savages. Political correctness be damned; in a post-apocalyptic fantasy setting, I kind of like this...a lot!  And it makes the humanoid tribes even MORE savage. Something to think about.

But...okay. The barbarian is cool. The thief-acrobat is cool. What about the other stuff: things like comeliness, weapon specialization, and the (*shudder*) cavalier class? 

Here's the thing: going through these Dragon magazines, issue-by-issue, it's clear that not al of the items that ended up included in the Unearthed Arcana were created equal. The new attribute Comeliness, which I detest immensely, was simply a rambling thought exercise by Gygax as part of an update/letter to the "Loyal Readers" regarding the state of the project (see issue #67). Weapon specialization, another poorly thought out concept, is simply mentioned in passing (after a larger section featuring new illusionist spells) as a conversation Gygax had with Len Lakofka with some hastily sketched out (and un-tested) rules, based on Len's unofficial "archer" class. There is no "double specialization" mentioned. 

[sorry, folks, I'm not a big Lakofka fan]

And the cavalier? It was not an off-the-cuff musing like some of these other articles. But it IS different from how it finally appears in the Unearthed Arcana. For one thing, the cavalier is a sub-class of fighter...as it should be!...a horseman specialist based on the chivalric knights of myth and legend.  It is, however, generally a mess, trying to shoehorn the half-baked weapon specialization rules with the theme-specific weapon restrictions, and focus on mounted (i.e. lance combat). Except that elven cavaliers (another concept I abhor) get archery specialization because...elves?  It's pretty dumb/bad, though perhaps not as terrible as the UA version which changed the nature of the paladin class, all for the bad.

However, Gygax admits the cavalier is only half baked; again this is April 1983 and life was pretty complicated (he'd just finalized an acrimonious divorce with his wife of 25 years in March); in his intro to the class he writes:
"As usual, your comments are invited. Input is most desirable, for what appears here is the basis -- not the final form -- of the sub-class. As is also usual, it is unlikely that comments sent to us will receive a direct reply -- there just isn't anyone on staff at this time to handle such work. While I am working to put together AD&D material, and Frank Mentzer is engaged in the revision and expansion of the D&D game system, the Industrious Staff of TSR are seekingpersonnel to fulfill the needs of you, the Understanding Readers. Thus, we should soon have the wherewithal to respond properly to all correspondence. Meanwhile, suffer along and accept my general thanks to all of you."
Sure, Gary. On to California.

So, the Unearthed Arcana is a mixed bag. New weapons, spells (perhaps), barbarian and acrobat classes? Good. Cavalier, comeliness, and weapon specialization? Frigging awful. Yes, the thing was rushed to production without adequate play-testing (or, even, proof-reading) probably because the company was strapped for cash to pay the bills. But this was a planned project, and much of it has Gygax's imagination and good design work imprinted in it. 

And, for me, that's enough to give the UA a second try. Not the whole book, mind you, but much of it. I will, of course, want to go through the old Dragon magazine articles and see which ones need pruning, which ones are unworkable, which ones were 'good enough' before other fingers stepped in to "help" get the book together. It isn't a big deal...something to amuse myself (culling these idea). And, hopefully, something to amuse my players.

[it is, perhaps unfortunate that I have altered the 1E magic system for my home game, as the plethora of new spells and the spell book rules (not to mention cantrips and apprentice MU mechanics) would be far more useful with "standard" 1E. But my system works too good to change it just to add a handful of beloved spells (like dismissal, chain lightning, and teleport without error). Well...we'll see. We'll see]

All right, that's enough for now. My expanded mind has been emptied, and I'll try to get some sleep. Signing off from Mexico!
; )
Just look at this geezer...