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Sources and Footballbillsstore influences on the development of Dungeons Dragons include fantasy fiction, mythology, and wargaming rules among others.

 

An immediate predecessor of Dungeons Dragons was a set of medieval miniature rules written by Jeff Perren. These were expanded by Gary Gygax, whose additions included a fantasy supplement, before the game was published as Chainmail. When Dave Wesely entered the service in 1970, his friend and fellow Napoleonics wargamer Dave Arneson began a medieval variation of Wesely's Braunstein games, where players control individuals instead of armies.[1] Arneson used Chainmail to resolve combats.[2] As play progressed, Arneson added such innovations as character classes, experience points, level advancement, armor class, and others.[1] Having partnered previously with Gygax on Don't Give Up the Ship!, Arneson introduced Gygax to his Blackmoor game and the two then collaborated on developing "The Fantasy Game", the roleplaying game (RPG) that became Dungeons Dragons, with the final writing and preparation of the text being done by Gygax.[2][3][4][5]

 

Many Dungeons Dragons elements also appear in hobbies of the mid to late twentieth century (though these elements also existed previously). Characterbased role playing, for example, can be seen in historical reenactment and improvisational theatre. Gameworld simulations were welldeveloped in wargaming. Fantasy milieus specifically designed for gaming could be seen in Glorantha's board games among others. Ultimately, however, Dungeons Dragons represents a unique blending of these elements. The presence of halflings, www.footballbillsstore.com/bills-e-j-manuel-jersey-c-28.html elves, dwarves, halfelves, orcs, dragons and the like often draw comparisons to the work of J. R. R. Tolkien. Howard, Edgar Rice Burroughs, A. Merritt, H. P. Lovecraft, Fritz Leiber, L. Sprague de Camp, Fletcher Pratt, Roger Zelazny, and Michael Moorcock.[8] Monsters, spells, and magic items used in the game have been inspired by hundreds of individual works ranging from A. E. van Vogt's "Black Destroyer" (the Displacer Beast), Lewis Carroll's "Jabberwocky" (Vorpal sword) to the Book of Genesis (the clerical spell "Blade Barrier" was inspired by the "flaming sword which turned every way" at the gates of Eden).[9]

 

One of the game's designers, Gary Gygax, has specifically listed influences including Jack Vance, Robert E. Howard, L. Sprague de Camp, Fletcher Pratt, Fritz Leiber, Poul Anderson, A. Merritt, and H. P. Lovecraft. Less significant influences were Roger Zelazny, Edgar Rice Burroughs, Michael Moorcock, E. J. Manuel Youth Jersey and Philip Jos Farmer.[10] Although a number of elements were drawn from the fantasy work of J. R. R. Tolkien, Gygax claimed the influence was primarily superficial.[11]

 

The assassin appeared as a base class in Supplement II: Blackmoor for OD in 1st Edition AD and as a prestige class in 3rd Edition. The class was obviously heavily inspired by Howard's Conan the , of whom Gygax professed to being a fan since 1950.[12] As Conan was often deeply suspicious of magic, this barbarian was limited in its ability to use magical items until higher levels. This class was a great leaper and an able climber, like Conan. The D 3.5 version retained some similarities, but eliminated the disdain for magic. A less psychotic version of a berserker's fury was incorporated as the rage ability (previously, berserkers had been NPCs or monsters) for barbarians. The 3.5 barbarian remained close to its archetypal founder, however, possessing a trap sense and uncanny dodge abilities similar to Conan's keen eye for trouble. Their spellcasting abilities parallel the miracles of saints, but bear little resemblance to the folklore of the fighting priest. AD 2nd edition introduced the concept of speciality priests, of which the druid is an example, who had different spell capabilities and different weapon choices. s, in 3.5, are drawn to maces and staves primarily by a lack of proficiency with martial weapons, and to a lesser degree by a deity's favored weapon. A druid, in D is a divine caster who reveres nature. Notably, in 1st edition AD the class was exceptionally proficient with crystal balls, a trait derived Bills E. J. Manuel Jersey from Aragorn's ancestral right to the palantri.


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