There were some interesting aspects from the various rule sets that I took notice of while reading through. Many of these things I didn't pick up on prior, or simply didn't realize at all.
Chainmail
Overall, I think Chainmail is a pretty slick set of rules for running quick fantasy combat, either armies or one on one. In the standard combat for armies and troops, die rolls are d6s rolled based on the type of troop attacking. The kills that occur are denoted by a number or range of numbers rolled on each d6 (6, 4-6, etc.). The combat for "Man-to-Man" or "Individual Missile" combat is settled with rolls of 2d6 vs. the opponent's Armor Class using an attack matrix. Each type of combatant is given a set Armor Class. A total score equal to or greater than the AC score is, flat out, a kill. Further, in the "Fantasy Combat Table" which adds and details out more fantastic characters (orcs, goblins, dragons, balrogs, heroes, wizards, etc.), a score under the defender's AC had NO EFFECT, a score equal to the AC, required the defender to FALL BACK 1 MOVE, and a score higher than the AC was a kill.
Dice rolls in combat can potentially be modified, such as with magic weapons, magic arrows, or magic armor. These items may either, add extra dice to the initial 2d6 roll, or in the case of magical armor, reduce the number of the total score rolled. Morale checks in Chainmail are also resolved by rolling 2d6.
Some unit or character types may roll more than one d6, say, like the Wizard or Super Hero character. Wizards are considered the equivalent of two Armored Footmen. Armored Footmen make attacks with 1d6 against most opponents and kill on a roll of 6. A wizard would therefore roll 2d6 and slay enemies on rolls of 6.
This system of success or failure seems to be the one, or variation of one, that is mentioned in the video below, when playing in Mentzer's adventure. (from the beginning to about the 7-8min mark).
Original D&D
I greatly enjoyed reading the original intent behind the game in both the Introduction and Scope:
These rules are as complete as possible within the limitations imposed by the space of three booklets. That is, they cover the major aspects of fantasy campaigns but still remain flexible. As with any other set of miniatures rules they are guidelines to follow in designing your own fantastic-medieval campaign. They provide the framework around which you will build a game of simplicity or tremendous complexity - your time and imagination are about the only limiting factors, and the fact that you have purchased these rules tends to indicate that there is no lack of imagination - the fascination of the game will tend to make participants find more and more time. We advise, however, that a campaign be begun slowly, following the steps outlined herein, so as to avoid becoming too bogged down with unfamiliar details at first. That way your campaign will build naturally, at the pace best suited to the referee and players, smoothing the way for all concerned. New details can be added and old “laws” altered so as to provide continually new and different situations.
In addition, the players themselves will interact in such a way as to make the campaign variable and unique, and this is quite desirable. If you are a player purchasing the DUNGEONS & DRAGONS rules in order to improve your situation in an existing campaign, you will find that there is a great advantage in knowing what is herein. If your referee has made changes in the rules and/or tables, simply note them in pencil (for who knows when some flux of the cosmos will make things shift once again!), and keep the rules nearby as you play. A quick check of some rule or table may bring hidden treasure or save your game “life.”
Elves, as a class, can switch between Fighting-Man and Magic-user, per adventure.With the various equipage listed in the following section, DUNGEONS & DRAGONS will provide a basically complete, nearly endless campaign of all levels of fantastic-medieval wargame play. Actually, the scope need not be restricted to the medieval; it can stretch from the prehistoric to the imagined future, but such expansion is recommended only at such time as the possibilities in the medieval aspect have been thoroughly explored. The use of paper, pencil and map boards are standard. Miniature figures can be added if the players have them available and so desire, but miniatures are not required, only aesthetically pleasing; similarly, unit counters can be employed — with or without figures — although by themselves the bits of cardboard lack the eye-appeal of the varied and brightly painted miniature figures.
Magic-users can create magical items for use or for selling. It should be noted here that the word "Wizard" is in reference to the level of the Magic-user; Wizards in OD&D are Magic-users of 8th level or higher.Elves can begin as either Fighting-Men or Magic-Users and freely switch class whenever they choose, from adventure to adventure, but not during the course of a single game.
OD&D allowed for, with permission of the referee, character classes other than the ones listed. Probably not something I would add into any of my games as it just doesn't sit right in my brain, but it's noteworthy to say that chastising later editions of the game or alternative systems in the OSR that allow such things, probably isn't a fair assessment any longer.Wizards and above may manufacture for their own use (or for sale) such items as potions, scrolls, and just about anything else magical. Costs are commensurate with the value of the item, as is the amount of game time required to enchant it.
The system assumed DMs would roll stats for the player characters.There is no reason that players cannot be allowed to play as virtually anything, provided they begin relatively weak and work up to the top, i.e., a player wishing to be a Dragon would have to begin as, let us say, a “young” one and progress upwards in the usual manner, steps being predetermined by the campaign referee.
Dexterity scores modify both to-hit rolls for missile attacks AND act as initiative for character actions during combat. This is further clarified in later editions and printings, such as the 1977 Holmes edition.Prior to the character selection by players it is necessary for the referee to roll three six-sided dice in order to rate each as to various abilities, and thus aid them in selecting a role.
Charisma scores determine hirelings, but also the likelihood of a character attracting monstrous henchmen.Dexterity applies to both manual speed and conjuration. It will indicate the character’s missile ability and speed with actions such as firing first, getting off a spell, etc.
PCs can denote Relatives, to receive and inheritance in the event of their demise. This seems like a great way to implement another, new character, should the original perish.Finally, charisma will aid a character in attracting various monsters to his service.
One of the more interesting aspects of OD&D, in my opinion, is the inclusion of the Alternate Combat System in Book 1: Men and Magic. This alternate system is the basis for the system that was later curated into Basic and Advanced D&D. The difference here, however, is that in OD&D, both Hit Dice and Weapon Damage, all rely on a d6. Fighting-Men gain 1+1 HD at first level, having a maximum of 8 hit points, assuming they have a +1 bonus for high CON. Clerics and Magic-users get 1 HD at first level, with a possible max of 7 HP. Weapons and weapon type are not really taken into account in this system, all weapons do d6 in damage per successful hit. In this way, Wizards then, are just as formidable as most other classes, even if they are restricted to only using a Dagger. This also means that using larger weapons makes little difference and gains no benefit.The referee may allow players to designate one relative of his character to inherit his possessions if for any reason the participant unexpectedly disappears, with or without “death” being positively established, for a period of one game month, let us say. At this time the relative would inherit the estate of the character, paying a 10% tax on all goods and monies. The relative must start at the lowest level of the class he opts for, but he will have the advantage of the inheritance.
It's fairly obvious that the first three books in OD&D were really designed for use with the combat rules from Chainmail. It isn't until we get into Book 4: Greyhawk that we see a more detailed and expanded (corrected?) Alternate Combat System that breaks down weapons into different damage types with their own varied damage (d4, d6, d8, etc.) and classes with varied dice for Hit Dice.